hnsv1_mutatorv8b.pk3

PK3 14 MiB 0 map(s)

Counts

endoom0
graphics1
lumps1359
maps1
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "020fadb9-1e51-4dbc-8d59-eec37977fc38",
    "sha1": "9b8b76c06398dd658d6533e319a776adf977ccd8",
    "sha256": "5a020e8e87f06c890e12df4f98db86b688b2cd5c4f6a87dc0a72172d0fe88cbf",
    "filenames": [
      "hnsv1_mutatorv8b.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2017-02-14 20:25:28",
      "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": "2017-02-14 20:25:28",
    "file": {
      "type": "PK3",
      "size": 14884772,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/9b8b76c06398dd658d6533e319a776adf977ccd8/9b8b76c06398dd658d6533e319a776adf977ccd8.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "TITLEMAP"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 1,
        "lumps": 1359,
        "maps": 1,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Classes/Blazer2.txt",
        "contents": "ACTOR BlazerClass2 : PlayerPawn replaces BlazerClass\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 200\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Blazer\"\n\tplayer.startitem \"MegaSphere\", 1\n\tplayer.startitem \"BlazeSphere\", 1\n\tPlayer.CrouchSprite \"BSRC\"\n\tPlayer.ForwardMove 1.00, 1.00\n\tPlayer.SideMove 0.90, 0.90\n\tPlayer.JumpZ 12\n\tlimitedtoteam 0\n\tPlayer.SoundClass \"Hider\"\n\tdamagefactor \"Fire\", 1.0\n\tdamagefactor \"rocket\", 0\n\tStates\n\t{\n\tSpawn:\n\t\tBRSP A 0\n\t\tBRSP A 35\n\t\tBRSP A 0 A_JumpIf (health>=50, \"Spawn\")\n\t\tBRSP A 0 ACS_Execute(110,0)\n    Loop\n\tSee:\n\t\tBRSP ABCD 6\n\tLoop\n\tMissile:\n\t\tBRSP E 12\n\tGoto Spawn\n\tMelee:\n\t\tBRSP F 6 BRIGHT\n\tGoto Missile\n\tPain:\n\t\tBRSP G 4\n\t\tBRSP G 4 A_Pain\n\tGoto Spawn\n\tDeath:\n\t\tBRSP H 10\n\t\tBRSP I 10 A_PlayerScream\n\t\tBRSP J 10 A_NoBlocking\n\t\tBRSP KLM 10\n\t\tBRSP N -1\n    Stop\n\tXDeath:\n\t\tPLAY O 0 A_Stop\n\t\tBRSP O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\t\tBRSP O 0 A_SkullPop(\"HeadGib\")\n\t\tBRSP P 5 A_XScream\n\t\tBRSP Q 5 A_NoBlocking\n\t\tBRSP RSTUV 5\n\t\tBRSP W -1\n    Stop\n\tBurn:\n\tTNT1 A 0 A_Playsound(\"Player/BurnDeath\")\n\t\tBURN A 3 Bright A_PlaySound(\"misc/burn\", CHAN_AUTO)\n\t\tBURN B 3 Bright A_Scream\n\t\tBURN C 3 Bright A_PlaySound(\"misc/flame\", CHAN_AUTO)\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN EFGHIJKLMNOP 3 Bright\n\t\tBURN Q 3 Bright A_PlaySound(\"misc/bodyhit\", CHAN_VOICE)\n\t\tBURN RSTU 3 Bright\n\t\tBURN V -1\n\t\tgoto Death\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Vanisher2.txt",
        "contents": "ACTOR VanisherClass2 : PlayerPawn replaces VanisherClass //This class is totally not OP.\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 200\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Vanisher\"\n\tPlayer.CrouchSprite \"PLYC\"\n\tplayer.startitem \"megasphere\", 1\n\tplayer.startitem \"NewVanisherFist\", 1\n\tbloodcolor \"red\"\n\tPlayer.SoundClass \"Hidden\"\n  \tPlayer.ForwardMove 0.25, 1.00\n  \tPlayer.SideMove 0.25, 1.00\n\tPlayer.JumpZ 12\n\tRenderStyle Add\n\tAlpha 0.15\n\tdamagefactor \"rocket\", 0\n\tdamagefactor \"Fire\", 1.0\n\tlimitedtoteam 0\n\tStates\n\t{\n\tSpawn:\n\t\tVSHP A 0\n\t\tVSHP A 35\n\t\tVSHP A 0 A_JumpIf (health>=50, \"Spawn\")\n\t\tVSHP A 0 ACS_Execute(110,0)\n\tLoop\n\tSee:\n\t\tVSHP ABCD 6\n\tLoop\n\tMissile:\n\t\tVSHP E 12\n\tGoto Spawn\n\tMelee:\n\t\tVSHP F 6\n\tGoto Missile\n\tPain:\n\t\tVSHP G 4\n\t\tVSHP G 4 A_Pain\n\tGoto Spawn\n\tDeath:\n\t\tVSHP H 10 A_SetTranslucent(1, 0)\n\t\tVSHP I 10 A_PlayerScream\n\t\tVSHP J 10 A_NoBlocking\n\t\tVSHP KLM 10\n\t\tVSHP N -1\n\tStop\n\tXDeath:\n\t\tPLAY O 0 A_Stop\n\t\tVSHP O 0 A_SetTranslucent(1, 0)\n\t\tVSHP O 5 A_SpawnItemEx(\"HumanGibs\",0,0,0,0,0,0,0,128)\n\t\tVSHP O 0 A_SkullPop(\"HeadGib\")\n\t\tVSHP P 5 A_XScream\n\t\tVSHP Q 5 A_NoBlocking\n\t\tVSHP RSTUV 5\n\t\tVSHP W -1\n    Stop\n\tBurn:\n\t    TNT1 A 0 A_Playsound(\"Player/BurnDeath\")\n\t    TNT1 A 0 A_SetTranslucent(1.0)\n\t\tBURN A 3 Bright A_PlaySound(\"misc/burn\", CHAN_AUTO)\n\t\tBURN B 3 Bright A_Scream\n\t\tBURN C 3 Bright A_PlaySound(\"misc/flame\", CHAN_AUTO)\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN EFGHIJKLMNOP 3 Bright\n\t\tBURN Q 3 Bright A_PlaySound(\"misc/bodyhit\", CHAN_VOICE)\n\t\tBURN RSTU 3 Bright\n\t\tBURN V -1\n\t\tgoto Death\n\tFadeIn:\n\t\tPLAY O 0 A_SetTranslucent(0.35, 1)\n\tGoto Spawn\n\tFadeOut:\n\t\tPLAY O 0 A_SetTranslucent(0.1, 1) // hello there, high gamma fags\n\tGoto Spawn\n\t}\n}\n\nactor NewVanisherFist : Weapon\n{\n   Weapon.SelectionOrder 9999\n   Weapon.Kickback 100\n   Tag \"Vanisher's Shiv\"\n   AttackSound \"Dagger/Hit\"\n   Weapon.UpSound \"Dagger/Up\"\n   Weapon.AmmoType None\n   Weapon.AmmoType2 None\n   Weapon.AmmoUse 0\n   Weapon.AmmoUse2 0\n   Weapon.PreferredSkin \"NewScout3\"\n   Obituary \"%o was shanked by %k.\"\n   ConversationID 504\n   +NOALERT\n   +NOEXTREMEDEATH\n   States\n   {\n   Spawn:\n      TNT1 A -1\n      loop\n   Ready:\n      VKNG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      TNT1 A 0 SetPlayerProperty(0,1,2)\n\t  VKNS EDCBA 1\n\t  Goto DeselectLoop\n   DeselectLoop:\n      TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n      TNT1 A 1 A_Lower\n      Loop\n   Select:\n      TNT1 A 0 SetPlayerProperty(0,0,2)\n\t  TNT1 A 0 A_SetCrosshair(1)\n      VKNS ABCDE 1\n      Goto SelectLoop\n   SelectLoop:\n      VKNG A 1 A_Raise\n\t  loop\n   Fire:\n\t  TNT1 A 0 A_PlayWeaponSound(\"Dagger/Miss\")\n\t  VKNF A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  VKNF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  VKNF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  VKNF D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  VKNF E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  TNT1 A 0 A_CustomPunch(35,1,0,\"VanisherStabPuff\")\n\t  VKNF F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  VKNF G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  VKNF H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  VKNF I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  VKNF J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  VKNF K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  VKNG L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  Goto Ready\n   }\n}\n\nACTOR VanisherStabPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t-ALLOWPARTICLES\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+BLOODSPLATTER\n\tRenderStyle Translucent\n\tDamagetype \"Dagger\"\n\tAlpha 0.25\n\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tPUFF A 0 bright A_PlaySound(\"Dagger/Hit\")\n\tTNT1 A 5\n\t\tStop\n\tCrash:\n\tTNT1 A 1\n\tPUFF A 0 bright A_PlaySound(\"Dagger/Wall\")\n\tTNT1 AAA 0 A_CustomMissile (\"bpuff_smoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 A 5\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Rocketeer2.txt",
        "contents": "ACTOR RocketeerClass2 : PlayerPawn replaces RocketeerClass\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Rocketeer\"\n\tPlayer.CrouchSprite \"RKTC\"\n\tplayer.startitem \"NewNoDamageRocketLauncher\", 1\n\tplayer.startitem \"NoDamageRocketAmmo\", 25\n\tplayer.startitem \"megasphere\", 1\n\tdamagefactor \"rocket\", 0\n\tPlayer.SoundClass \"Hider\"\n\tdamagefactor \"Fire\", 1.0\n\tlimitedtoteam 0\n\tStates\n\t{\n\tSpawn:\n\t\tRKTP A 0\n\t\tRKTP A 35\n\t\tRKTP A 0 A_JumpIf (health>=50, 2)\n\t\tRKTP A 0 ACS_Execute(110,0)\n\t\tRKTP A 0 A_JumpIfInventory(\"NoDamageRocketAmmo\", 0, \"Spawn\")\n\t\tRKTP A 0 ACS_Execute(115,0)\n\tLoop\n\tSee:\n\t\tRKTP ABCD 6\n\tGoto Spawn\n\tMissile:\n\t\tRKTP E 12\n\tGoto Spawn\n\tMelee:\n\t\tRKTP F 6 BRIGHT\n\tGoto Missile\n\tPain:\n\t\tRKTP G 4\n\t\tRKTP G 4 A_Pain\n\tGoto Spawn\n\tDeath:\n\t\tRKTP H 10\n\t\tRKTP I 10 A_PlayerScream\n\t\tRKTP J 10 A_NoBlocking\n\t\tRKTP KLM 10\n\t\tRKTP N -1\n\tStop\n\tXDeath:\n\t\tPLAY O 0 A_Stop\n\t\tRKTP O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\t\tRKTP O 0 A_SkullPop(\"HeadGib\")\n\t\tRKTP P 5 A_XScream\n\t\tRKTP Q 5 A_NoBlocking\n\t\tRKTP RSTUV 5\n\t\tRKTP W -1\n    Stop\n\tBurn:\n\tTNT1 A 0 A_Playsound(\"Player/BurnDeath\")\n\t\tBURN A 3 Bright A_PlaySound(\"misc/burn\", CHAN_AUTO)\n\t\tBURN B 3 Bright A_Scream\n\t\tBURN C 3 Bright A_PlaySound(\"misc/flame\", CHAN_AUTO)\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN EFGHIJKLMNOP 3 Bright\n\t\tBURN Q 3 Bright A_PlaySound(\"misc/bodyhit\", CHAN_VOICE)\n\t\tBURN RSTU 3 Bright\n\t\tBURN V -1\n\t\tgoto Death\n\t}\n}\n\nACTOR NewNoDamageRocketLauncher : weapon\n{\n   Tag \"G&P TDG-47 Less Lethal Launcher\"\n   Inventory.PickupMessage \"You got the Grimm & Payne TDG-47 30mm Less Lethal Launcher\"\n   Inventory.PickupSound \"misc/w_pkup\"\n   Weapon.UpSound \"sfx/pickup\"\n   Weapon.AmmoGive 76\n   Weapon.AmmoType \"NoDamageRocketAmmo\"\n   Weapon.AmmoType2 \"NoDamageRocketAmmo\"\n   weapon.slotnumber 5\n   ConversationID 192 //added by amv2k9\n   Weapon.AmmoUse 1\n   Weapon.Kickback 70\n   obituary \"%o tried to dogde %k's rocket... aaaaaand failed... miserably.\"\n   Scale 0.80\n   Decal \"Scorch\"\n   States\n   {\n   Spawn:\n      CHMP X -1\n      LOOP\n   Ready:\n      CHML A 1 A_WeaponReady\n      Goto Ready\n     Deselect:\n\t  TNT1 A 0 SetPlayerProperty(0,1,2)\n\t  CHMS A 0 A_StopSoundEx(\"Body\")\n\t  CHMS ABCDE 1\n\t  Goto DeselectLoop\n  DeselectLoop:\n      TNT1 A 1 A_Lower\n      Loop\n  Select:\n      TNT1 A 0 SetPlayerProperty(0,0,2)\n\t  TNT1 A 0 A_SetCrosshair(7)\n      CHMS EDCBA 1\n      Goto SelectLoop\n  SelectLoop:\n      CHML A 1 A_Raise\n\t  loop\n   Fire:\n\t  TNT1 A 0 A_PlaySound(\"weapons/chibircktfire\",60,1.0)\n\t  TNT1 A 0 A_PlaySound(\"weapons/chibircktadd\",25,1.0)\n\t  CHML B 0 A_SpawnItemEx(\"Lightprojectile\",0,0,0,0)\n      CHML B 1 Bright A_FireCustomMissile(\"NewNoDamageRocket\",0.5,1,11,1)\n      CHML C 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n      CHML DE 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n      CHML FA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  CHML A 15 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n      Goto Ready\n   }\n}\n\nACTOR NewNoDamageRocket : Rocket replaces NoDamageRocket\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 8\n\tHeight 4\n\tSpeed 32\n\tDamage 20\n\tScale 0.6\n\tDamageType Rocket\n\tProjectile\n\t+RANDOMIZE\n\t-DEHEXPLOSION\n\t-ROCKETTRAIL\n\t+EXPLODEONDEATH\n\t+THRUGHOST\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tDecal \"BigScorch\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISX AAAA 0 Bright A_SpawnItemEx(\"MissileSmoke\",0,random(-1,1)*0.5,random(-1,1)*0.5,random(0,-6)*0.5,random(-2,2)*0.5,random(-2,2)*0.5,0,0,64)\n\t\tMISX A 0 Bright A_SpawnItemEx(\"MissileTrail4\",0,0,0,momx*0.05,momy*0.05,momz*0.05,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMISX A 0 Bright A_SpawnItemEx(\"MissileTrail3\",0,0,0,momx*0.15,momy*0.15,momz*0.15,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMISX A 0 Bright A_SpawnItemEx(\"MissileTrail2\",0,0,0,momx*0.25,momy*0.25,momz*0.25,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMISX A 1 Bright A_SpawnItemEx(\"MissileTrail\",0,0,0,momx*0.35,momy*0.35,momz*0.35,0,SXF_ABSOLUTEMOMENTUM)\n\t\tLoop\n\tDeath:\n\t\tMISL B 0 A_RadiusThrust (4096, 512, 0)\n\t\tTNT1 F 0 A_SpawnItemEx(\"ExplosionFlash\")\n\t\tTNT1 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 0 A_SpawnItemEx(\"RocketFlare\",0,0,0,random(-6,6),0,random(-2,6),random(0,360),0,16)\n\t\tTNT1 F 0 A_SpawnItemEx(\"ShockWave\")\n\t\tTNT1 F 0 A_SpawnItemEx(\"RocketExp\")\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tStop\n\t}\n}\n\nACTOR MissileTrail\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tScale 0.15\n\tProjectile\n\t+RANDOMIZE\n\t+NoClip\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 2\n\t\tEMBR A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR MissileTrail2 : MissileTrail { Alpha 0.75 Scale 0.125 }\nACTOR MissileTrail3 : MissileTrail { Alpha 0.5 Scale 0.1 }\nACTOR MissileTrail4 : MissileTrail { Alpha 0.25 Scale 0.075 }\n\nACTOR MissileSmoke\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 6\n\tRenderStyle Add\n\tAlpha 0.4\n\tScale 0.125\n\tProjectile\n\t+RANDOMIZE\n\t+NoClip\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 2\n\t\tSMOK A 0 A_Jump(256,0,1,2,3,4,5,6,7) //randomly jumps to A-G\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1 A_Fadeout(0.02)\n\t\tStop\n\t}\n}\n\nACTOR ExplosionSmoke\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 1\n\tProjectile\n\t-NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tGravity 0.005\n\tBounceFactor 0.5\n\tRenderStyle Translucent\n\tAlpha 0.05\n\tScale 1.25\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 A_CheckSight(\"Death\")\n\t\tSMKE A 0 A_Jump(128,1)\n\t\tSMKE A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\",\"E\",\"F\")\n\t\tSMKE A 0 A_Jump(256,\"DA\",\"DB\",\"DC\",\"DD\",\"DE\",\"DF\")\n\tA:\n\t\tSMKE AAAAAAAAAA 1 A_Fadein(0.02)\n\t\tSMKE AAAAAAAAAAAAAAAAAAAA 1 A_Fadeout(0.005)\n\t\tSMKE A 1 A_Fadeout(0.001)\n\t\tWait\n\tB:\n\t\tSMKE BBBBBBBBBB 1 A_Fadein(0.02)\n\t\tSMKE BBBBBBBBBBBBBBBBBBBB 1 A_Fadeout(0.005)\n\t\tSMKE B 1 A_Fadeout(0.001)\n\t\tWait\n\tC:\n\t\tSMKE CCCCCCCCCC 1 A_Fadein(0.02)\n\t\tSMKE CCCCCCCCCCCCCCCCCCCC 1 A_Fadeout(0.005)\n\t\tSMKE C 1 A_Fadeout(0.001)\n\t\tWait\n\tD:\n\t\tSMKE DDDDDDDDDD 1 A_Fadein(0.02)\n\t\tSMKE DDDDDDDDDDDDDDDDDDDD 1 A_Fadeout(0.005)\n\t\tSMKE D 1 A_Fadeout(0.001)\n\t\tWait\n\tE:\n\t\tSMKE EEEEEEEEEE 1 A_Fadein(0.02)\n\t\tSMKE EEEEEEEEEEEEEEEEEEEE 1 A_Fadeout(0.005)\n\t\tSMKE E 1 A_Fadeout(0.001)\n\t\tWait\n\tF:\n\t\tSMKE FFFFFFFFFF 1 A_Fadein(0.02)\n\t\tSMKE FFFFFFFFFFFFFFFFFFFF 1 A_Fadeout(0.005)\n\t\tSMKE F 1 A_Fadeout(0.001)\n\t\tWait\n\tDA:\n\t\tSMKB AAAAAAAAAA 1 A_Fadein(0.02)\n\t\tSMKB AAAAAAAAAAAAAAAAAAAA 1 A_Fadeout(0.005)\n\t\tSMKB A 1 A_Fadeout(0.001)\n\t\tWait\n\tDB:\n\t\tSMKB BBBBBBBBBB 1 A_Fadein(0.02)\n\t\tSMKB BBBBBBBBBBBBBBBBBBBB 1 A_Fadeout(0.005)\n\t\tSMKB B 1 A_Fadeout(0.001)\n\t\tWait\n\tDC:\n\t\tSMKB CCCCCCCCCC 1 A_Fadein(0.02)\n\t\tSMKB CCCCCCCCCCCCCCCCCCCC 1 A_Fadeout(0.005)\n\t\tSMKB C 1 A_Fadeout(0.001)\n\t\tWait\n\tDD:\n\t\tSMKB DDDDDDDDDD 1 A_Fadein(0.02)\n\t\tSMKB DDDDDDDDDDDDDDDDDDDD 1 A_Fadeout(0.005)\n\t\tSMKB D 1 A_Fadeout(0.001)\n\t\tWait\n\tDE:\n\t\tSMKB EEEEEEEEEE 1 A_Fadein(0.02)\n\t\tSMKB EEEEEEEEEEEEEEEEEEEE 1 A_Fadeout(0.005)\n\t\tSMKB E 1 A_Fadeout(0.001)\n\t\tWait\n\tDF:\n\t\tSMKB FFFFFFFFFF 1 A_Fadein(0.02)\n\t\tSMKB FFFFFFFFFFFFFFFFFFFF 1 A_Fadeout(0.005)\n\t\tSMKB F 1 A_Fadeout(0.001)\n\t\tWait\n\tDeath:\n\t\tNULL A 0\n\t\tStop\n\t}\n}\n\nACTOR RocketExplosion1\n{\n\tRadius 1\n\tHeight 2\n\tDamage 5\n\tRenderStyle Add\n\tAlpha 0.5\n\tDamageType Fire\n\tProjectile\n\t+RANDOMIZE\n\t+RIPPER\n\t+NoClip\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\tTranslation \"0:255=%[0.0,0.0,0.0]:[1.0,1.0,1.0]\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t\tEXP1 A 2 Bright\n\t\tEXP1 BCDEFGHIJKLMNOPQQRRSS 1 Bright A_Fadeout(0.02)\n\t\tStop\n\t}\n}\n\nACTOR RocketFlare\n{\n\tMass 5\n\tRadius 1\n\tHeight 2\n\tSpeed 6\n\tRenderStyle Add\n\tScale 0.2\n\tGravity 0.25\n\tProjectile\n\t-NOGRAVITY\n\t+RANDOMIZE\n\t+CLIENTSIDEONLY\n\t+BOUNCEONACTORS\n\t+HEXENBOUNCE\n\tBounceFactor 0.5\n\tTranslation \"0:255=%[0.0,0.0,0.0]:[1.0,1.0,1.0]\"\n\tStates\n\t{\n\tSpawn:\n\t\tEMBR A 1 Bright A_Fadeout(0.05)\n\t\tWait\n\t}\n}\n\nACTOR ExplosionFlash\n{\n\tRadius 1\n\tHeight 2\n\tScale 3\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tSPKW AA 0 A_Jump(256,\"E\",\"F\",\"K\",\"L\")\n\tE:\n\t\tSPKW E 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tF:\n\t\tSPKW F 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tK:\n\t\tSPKW K 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tL:\n\t\tSPKW L 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\t}\n}\n\nACTOR ShockWave\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.05\n\tScale 2\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tSHOK AA 0 A_Jump(128,\"SpawnB\")\n\t\tSHOK ACEGIKMOQR 1\n\t\tStop\n\tSpawnB:\n\t\tSHOK BDFHJLNPQR 1\n\t\tStop\n\t}\n}\n\nACTOR ExplosionFlame\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 8\n\tScale 0.8\n\tPROJECTILE\n\t+ClientSideOnly\n\t+NoInteraction\n\tRENDERSTYLE Add\n\tTranslation \"0:255=%[0.0,0.0,0.0]:[1.0,1.0,1.0]\"\n\tAlpha 0.4\n\tstates\n\t{\n\tSpawn:\n\t\tBFGV A 0\n\t\tBFGV A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tRFL1 ACEGIKM 2 BRIGHT A_FadeOut(0.05)\n\t\tRFL2 AC 2 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\tB:\n\t\tRFL1 BDFHJL 2 BRIGHT A_FadeOut(0.05)\n\t\tRFL2 BD 2 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\tC:\n\t\tRFL1 NPRTVWZ 2 BRIGHT A_FadeOut(0.05)\n\t\tRFL2 EG 2 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\tD:\n\t\tRFL1 OQSUWY 2 BRIGHT A_FadeOut(0.05)\n\t\tRFL2 FH 2 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nACTOR RocketExp\n{\n\tRadius 8\n\tHeight 32\n\tDamage (2)\n\tScale 2\n\tRENDERSTYLE Add\n\tAlpha 0.8\n\tDamageType Rocket\n\tDamageType Rocket\n\tTranslation \"0:255=%[0.0,0.0,0.0]:[1.0,1.0,1.0]\"\n\tPROJECTILE\n\t+Randomize\n\t+Ripper\n\t+NoClip\n\tOBITUARY \"$OB_MPROCKET\"\n\tstates\n\t{\n\tSpawn:\n\t\tMISX A 0\n\t\tTNT1 A 0 Radius_Quake(3, 20, 0, 3, 0)\n\t\tTNT1 A 0 Radius_Quake(1, 35, 0, 8, 0)\n\t\tMISX F 3 BRIGHT A_Explode(128,128)\n\t\tMISX G 3 BRIGHT A_RadiusThrust(160,40)\n\t\tMISX B 0 A_Jump(256,0,4,5,6,7,8)\n\t\tMISX BBBBB 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMISX H 3 BRIGHT A_RadiusThrust(512,32)\n\t\tMISX C 0 A_Jump(256,0,4,5,6,7,8)\n\t\tMISX CCCCC 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMISX I 2 BRIGHT A_FadeOut\n\t\tMISX D 0 A_Jump(256,0,4,5,6,7,8)\n\t\tMISX DDDDD 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMISX I 2 BRIGHT A_FadeOut\n\t\tMISX E 0 A_Jump(256,0,4,5,6,7,8)\n\t\tMISX EEEEE 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMISX J 4 BRIGHT A_FadeOut\n\t\tMISX F 0 A_Jump(256,0,4,5,6,7,8)\n\t\tMISX FFFFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMISX K 4 BRIGHT A_FadeOut\n\t\tMISX F 0 A_Jump(256,0,4,6,8,10,12,14,16)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Teleporter2.txt",
        "contents": "ACTOR TeleporterClass2 : PlayerPawn replaces TeleporterClass //Nor is this one.\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 200\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Teleporter\"\n  Player.CrouchSprite \"PLYC\"\n  player.startitem \"NewTeleportGun\", 1\n  player.startitem \"TeleporterAmmo\", 5\n  player.startitem \"KillshotAmmo\", 1\n  player.startitem \"MegaSphere\", 1\n  player.startitem \"TeleporterSuit\", 1\n  Player.SoundClass \"Hider\"\n  Player.JumpZ 12\n  damagefactor \"rocket\", 0\n  damagefactor \"Killshot\", 0\n  damagefactor \"Flamestream\", 1.0 //so that terminators can actually set this guy on fire\n  limitedtoteam 0\n  States\n  {\n  Spawn:\n    TELP A 0\n\tTELP A 35\n\tTELP A 0 A_JumpIf (health>=50, 2)\n\tTELP A 0 ACS_Execute(110,0)\n\tTELP A 0 A_JumpIfInventory(\"TeleporterAmmo\", 5, \"Spawn\")\n\tTELP A 35\n\tTELP A 0 ACS_Execute(116,0)\n    Loop\n  See:\n    TELP ABCD 6\n    Loop\n  Missile:\n    TELP E 12\n    Goto Spawn\n  Melee:\n    TELP F 6 BRIGHT\n    Goto Missile\n  Pain:\n    TELP G 4\n    TELP G 4 A_Pain\n    Goto Spawn\n  Death:\n\tTNT1 A 0 A_SpawnItemEx (\"KillshotAmmo\",0,0,0,0,0,0,0,128)\n    TELP H 10\n    TELP I 10 A_PlayerScream\n    TELP J 10 A_NoBlocking\n    TELP KLM 10\n    TELP N -1\n    Stop\n  XDeath: //yes he drops a slug even if he gets gibbed. .-.\n\tPLAY O 0 A_Stop\n\tTNT1 A 0 A_SpawnItemEx (\"KillshotAmmo\",0,0,0,0,0,0,0,128)\n    TELP O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tTELP O 0 A_SkullPop(\"HeadGib\")\n    TELP P 5 A_XScream\n    TELP Q 5 A_NoBlocking\n    TELP RSTUV 5\n    TELP W -1\n    Stop\n\tDeath.Flamestream:\n\tBurn:\n\tTNT1 A 0 A_Playsound(\"Player/BurnDeath\")\n\tBURN A 3 Bright A_PlaySound(\"misc/burn\", CHAN_AUTO)\n\tBURN B 3 Bright A_Scream\n\tBURN C 3 Bright A_PlaySound(\"misc/flame\", CHAN_AUTO)\n\tBURN D 3 Bright A_NoBlocking\n\tBURN EFGHIJKLMNOP 3 Bright\n\tBURN Q 3 Bright A_PlaySound(\"misc/bodyhit\", CHAN_VOICE)\n\tBURN RSTU 3 Bright\n\tBURN V -1\n\tgoto Death\n  }\n}\n\nACTOR NewTeleportGun : Weapon\n{\n   Tag \"DM-REW9 Teleport Projector\"\n   Weapon.SelectionOrder 350\n   Weapon.PreferredSkin \"NewTeleporter\"\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the Teleporter!\"\n   Weapon.AmmoType1 \"TeleporterAmmo\"\n   Weapon.AmmoType2 \"KillshotAmmo\"\n   Weapon.AmmoGive 5\n   Weapon.AmmoUse1 1\n   Weapon.AmmoUse2 1\n   Weapon.Kickback 0\n   Weapon.YAdjust 0\n   Decal \"PlasmaScorchLower\"\n   +WEAPON.NOAUTOAIM\n   +WEAPON.AMMO_OPTIONAL\n   +WEAPON.ALT_AMMO_OPTIONAL\n   States\n   {\n   Spawn:\n      QWOP A -1\n      Loop\n   Ready:\n      QUAG A 1 A_WeaponReady\n      loop\n   Deselect:\n      TNT1 A 0 SetPlayerProperty(0,1,2)\n\t  QUAS ABCDE 1\n\t  Goto DeselectLoop\n   DeselectLoop:\n      TNT1 A 1 A_Lower\n      Loop\n   Select:\n      TNT1 A 0 SetPlayerProperty(0,0,2)\n      QUAS EDCBA 1\n      Goto SelectLoop\n   SelectLoop:\n      QUAG A 1 A_Raise\n\t  Loop\n   Fire:\n\t  TNT1 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t  TNT1 A 0 bright A_PlaySound(\"TeleporterFire\")\n\t  TNT1 A 0 A_PlayWeaponSound(\"TeleporterShot\")\n\t  TNT1 A 0 bright ACS_ExecuteAlways(105,0)\n\t  TNT1 A 0 bright A_FireBullets(0,0,-1,0,\"TeleportImpact\")\n\t  TNT1 A 0 bright A_FireCustomMissile(\"NewTeleportProjectile\",0,0,4,10,0)\n\t  TNT1 A 0 A_SpawnItem(\"Lightprojectile2\",0,0,0,0)\n\t  QUF2 AB 1 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  QUF2 CD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  QUF2 D 35 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  QUCH ABCD 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n      goto Ready\n   AltFire: //killing shot :P\n\t  TNT1 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t  TNT1 A 0 bright A_PlaySound(\"TeleporterAltFire\")\n\t  TNT1 A 0 A_RailAttack(500,4.5,0,\"None\",\"blue\",RGF_SILENT|RGF_NOPIERCING)\n\t  TNT1 A 0 bright A_FireBullets(0,0,-1,0,\"TeleportImpactKillshot\")\n\t  TNT1 A 0 A_SpawnItem(\"Lightprojectile2\",0,0,0,0)\n\t  QUF2 AB 1 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  QUF2 CD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  QUF2 D 35 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  QUCH ABCD 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n      goto Ready\n   NoAmmo:\n      TNT1 A 0 A_PlayWeaponSound(\"TeleporterNo\")\n      QUAG A 35 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n      goto Ready\n   }\n}\n\nACTOR KillshotAmmo : Ammo\n{\n\tInventory.PickupMessage \"you picked up a LM68 H.D.A.P. Slug.\"\n\tradius 16\n    height 8\n    scale 0.35\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 1\n\tStates\n\t{\n\tspawn:\n\tSCEL ABCDEFGFEDCBA 2\n\tloop\n\t}\n}\n\nACTOR NewTeleportProjectile\n{\n\tSpeed 1000 //Practically Hitscan\n\tRadius 16\n\tHeight 2\n\tDamage 0\n\tPROJECTILE\n\t+RIPPER\n\t+PAINLESS\n\t+NOBLOCKMAP\n\t+SKYEXPLODE\n\t+EXPLODEONWATER\n\t+INVISIBLE\n\tTranslation \"80:127=192:207\", \"224:231=192:199\", \"160:167=192:199\"\n\tStates\n\t{\n\tSpawn:\n\t\tAPLS A 0\n\t\tAPLS A 0 Thing_ChangeTID(0, 1999)\n\t\tAPLS A 0 ACS_ExecuteAlways(106, 0)\n\t\tAPLS AB 1 bright\n\t\tgoto spawn+3\n\tDeath:\n\t\tAPBX A 2 A_Recoil(10)\n\t\tAPBX A 0 A_Stop\n\t\tAPBX A 0 A_PlaySound(\"TeleporterHit\")\n\t\tAPBX A 0 ACS_ExecuteAlways(107, 0)\n\t\tAPBX ABCDE 5 bright\n\t\tstop\n\t}\n}\n\nACTOR NewTeleporterDestination\n{\n\tRadius 16\n\tHeight 56\n\tSpeed 0\n\t+SOLID\n\t+NOBLOCKMAP\n\t+NOLIFTDROP\n\t+NOGRAVITY\n\t+TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\t\tPLSX A 0 ACS_ExecuteAlways(108, 0)\n\t\tTNT1 AAAAA 3\n\tLoop\n\t}\n}\n\nactor TeleportImpact\n{\n\tRadius 1\n\tHeight 1\n\tAlpha 1\n\tDecal None\n\tRenderStyle ADD\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\t+NOINTERACTION\n\tStates{\n\t\tSpawn:\n\t\t\tPLSX A 0 Bright A_SpawnItemEx(\"PlasmaEx\")\n\t\t\tPLSX A 3 Bright A_SpawnItemEx(\"PlasmaCloud\")\n\t\t\tPLSX BBBBBBBBBBBBBBBB 0 A_SpawnItemEx(\"PlasmaFlare\",0,0,0,random(-2,2),0,random(-1,2),random(0,360),0,160)\n\t\t\tPLSX ABABCBCBCDC 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-12,12),random(-12,12),random(-12,12))\n\t\t\tPLSX DCDED 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-8,8),random(-8,8),random(-8,8))\n\t\t\tPLSX EFEFGFG 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-4,4),random(-4,4),random(-4,4))\n\t\t\tstop\n\t}\n}\n\nactor TeleportImpactKillshot\n{\n\tRadius 1\n\tHeight 1\n\tAlpha 1\n\tDecal None\n\tRenderStyle ADD\n\tDamageType \"Killshot\"\n\t+PUFFONACTORS\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+NOTELEPORT\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\t+NOINTERACTION\n\tStates{\n\t\tSpawn:\n\t\t\tPLSX A 0 Bright A_SpawnItemEx(\"PlasmaEx\")\n\t\t\tPLSX A 3 Bright A_SpawnItemEx(\"PlasmaCloud\")\n\t\t\tPLSX BBBBBBBBBBBBBBBB 0 A_SpawnItemEx(\"PlasmaFlare\",0,0,0,random(-2,2),0,random(-1,2),random(0,360),0,160)\n\t\t\tPLSX ABABCBCBCDC 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-12,12),random(-12,12),random(-12,12))\n\t\t\tPLSX DCDED 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-8,8),random(-8,8),random(-8,8))\n\t\t\tPLSX EFEFGFG 1 Bright A_SpawnItemEx(\"PlasmaSpark\",random(-4,4),random(-4,4),random(-4,4))\n\t\t\tstop\n\t}\n}\n\nACTOR PlasmaEx\n{\n\tRadius 2\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.75\n\t+CLIENTSIDEONLY\n\t+NONETID\n\t+NOINTERACTION\n\tProjectile\n\tStates\n\t{\n\tSpawn:\n\t\tPLSX A 0\n\t\tPLSX A 4 Bright\n\t\tPLSX BCBCBCDCDCD 1 Bright\n\t\tPLSX EFG 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR PlasmaCloud\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.5\n\tProjectile\n\tExplosionRadius 16\n\tExplosionDamage 1\n\tTranslation \"80:83=[80,168,255]:[0,128,255]\", \"84:87=[0,96,255]:[0,32,255]\", \"88:103=200:207\", \"104:111=241:244\"\n\tDamageType Radiation\n\t+RANDOMIZE\n\t+NOCLIP\n\t+BLOODLESSIMPACT\n\t+DONTSPLASH\n\tObituary \"%o was burned by %k's plasma radiation.\"\n\tStates\n\t{\n\tSpawn:\n\t\tPUF5 A 0\n\t\tPUF5 A 0 A_Jump(128,\"B\")\n\tA:\n\t\tPUF5 ABCDEFGHIJKLM 1 BRIGHT A_Explode\n\t\tPUF5 NOPQRSTUVW 1 BRIGHT A_Fadeout(0.04)\n\t\tStop\n\tB:\n\t\tPUF6 ABCDEFGHIJKLM 1 BRIGHT A_Explode\n\t\tPUF6 NOPQRSTUVW 1 BRIGHT A_Fadeout(0.04)\n\t\tStop\n\t}\n}\n\nACTOR PlasmaCloud2 : PlasmaCloud\n{\n\tAlpha 0.3\n\tSpeed 1\n\tTranslation \"80:87=192:200\", \"88:103=200:207\", \"104:111=241:244\"\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tPUF5 A 0\n\t\tPUF5 A 0 A_Jump(128,\"B\")\n\tA:\n\t\tPUF5 ABCDEFGHIJKLMNOPQRSTUVW 1 BRIGHT A_Fadeout(0.01)\n\t\tStop\n\tB:\n\t\tPUF6 ABCDEFGHIJKLMNOPQRSTUVW 1 BRIGHT A_Fadeout(0.01)\n\t\tStop\n\t}\n}\n\nACTOR PlasmaFlare\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 6\n\tRenderStyle Add\n\tAlpha 0.75\n\tScale 0.025\n\tGravity 0.25\n\tDamageType Fire\n\tProjectile\n\t-NOGRAVITY\n\t+RANDOMIZE\n\t+HEXENBOUNCE\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\tBounceFactor 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tSPKB AA 0 A_Jump(256,\"B\",\"D\",\"H\",\"J\")\n\tB:\n\t\tSPKB B 2 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tD:\n\t\tSPKB D 2 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tH:\n\t\tSPKB H 2 BRIGHT A_Fadeout(0.05)\n\t\tWait\n\tJ:\n\t\tSPKB J 1 BRIGHT A_Fadeout(0.02)\n\t\tWait\n\t}\n}\n\nACTOR PlasmaSpark\n{\n\tRadius 1\n\tHeight 2\n\tScale 0.4\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+DONTSPLASH\n\tRenderStyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tLSPK A 0\n\t\tLSPK A 0 A_Jump(256,\"B\")\n\tA:\n\t\tLSPK EF 1 BRIGHT A_Fadeout(0.1)\n\t\tLoop\n\tB:\n\t\tLSPK GH 1 BRIGHT A_Fadeout(0.1)\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Hunter2.TXT",
        "contents": "ACTOR HunterClass2 : PlayerPawn replaces HunterClass\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 75\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Hunter\"\n  Player.CrouchSprite \"PLYC\"\n  Player.StartItem \"NewHunterShotgun\"\n  Player.StartItem \"MalefactorShells\", 8\n  Player.StartItem \"Shotgun_Ammo\", 40\n  Player.StartItem \"NewScoutPistol\"\n  Player.StartItem \"PunisherClip\", 18\n  Player.StartItem \"Pistol_Ammo\", 90\n  player.startitem \"greenarmor\", 1\n  Player.JumpZ 12\n  damagefactor \"rocket\", 0\n  damagefactor \"Killshot\", 9001\n  damagefactor \"Flamestream\", 0.25\n  Player.SoundClass \"Hunter\"\n  limitedtoteam 1\n  States\n  {\n  Spawn:\n\tHNP1 A 0\n\tHNP1 A 35\n\tHNP1 A 0 A_JumpIf (health>=50, 2)\n\tHNP1 A 0 ACS_Execute(110,0)\n\tHNP1 A 0 A_JumpIfInventory(\"Shotgun_Ammo\", 0, 2)\n\tHNP1 A 0 ACS_Execute(112,0)\n\tLoop\n\tHNP1 A 0 A_JumpIfInventory(\"Pistol_Ammo\", 0, \"Spawn\")\n\tHNP1 A 0 ACS_Execute(112,0)\n    Loop\n  See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tHNP1 A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tHNP1 B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tHNP1 C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tHNP1 D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n  Missile:\n    HNP1 E 12\n    Goto Spawn\n  Melee:\n    HNP1 F 6 BRIGHT\n    Goto Missile\n  Pain:\n    HNP1 G 4\n    HNP1 G 4 A_Pain\n    Goto Spawn\n  Death:\n    HNP1 H 10\n    HNP1 I 10 A_PlayerScream\n    HNP1 J 10 A_NoBlocking\n    HNP1 KLM 10\n    HNP1 N -1\n    Stop\n  XDeath:\n\tPLAY O 0 A_Stop\n    HNP1 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tHNP1 O 0 A_SkullPop(\"HeadGib\")\n    HNP1 P 5 A_XScream\n    HNP1 Q 5 A_NoBlocking\n    HNP1 RSTUV 5\n    HNP1 W -1\n    Stop\n\tDeath.Flamestream:\n\tBurn:\n\tTNT1 A 0 A_Playsound(\"Player/BurnDeath\")\n\tBURN A 3 Bright A_PlaySound(\"misc/burn\", CHAN_AUTO)\n\tBURN B 3 Bright A_Scream\n\tBURN C 3 Bright A_PlaySound(\"misc/flame\", CHAN_AUTO)\n\tBURN D 3 Bright A_NoBlocking\n\tBURN EFGHIJKLMNOP 3 Bright\n\tBURN Q 3 Bright A_PlaySound(\"misc/bodyhit\", CHAN_VOICE)\n\tBURN RSTU 3 Bright\n\tBURN V -1\n\tgoto Death\n  }\n}\n\nACTOR NewHunterShotgun : Weapon\n{\n  Tag \"D-666A Malefactor\"\n  Weapon.SelectionOrder 64\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive2 24\n  Weapon.PreferredSkin \"NewHunter\"\n  Weapon.UpSound \"Weapons/MalefactorUp\"\n  Weapon.AmmoType \"MalefactorShells\"\n  Weapon.AmmoType2 \"Shotgun_Ammo\"\n  decal \"BlazeChip\"\n  Weapon.SlotNumber 2\n  Inventory.PickupMessage \"You got the D-666A 'Malefactor' Assault Shotgun! What's it doing in a nasty place like this?\"\n  Obituary \"%k flattened %o with the Malefactor.\"\n  +WEAPON.AMMO_OPTIONAL\n  +NOAUTOFIRE\n  States\n  {\n  Ready:\n    D3SG A 1 A_WeaponReady\n    loop\n  Deselect:\n    TNT1 A 0 SetPlayerProperty(0,1,2)\n\tD3SS ABCDE 1\n\tGoto DeselectLoop\n  DeselectLoop:\n    TNT1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 0 SetPlayerProperty(0,0,2)\n    D3SS EDCBA 1\n    Goto SelectLoop\n  SelectLoop:\n    D3SG A 1 A_Raise\n\tLoop\n  Fire:\n\tFireNormal:\n\tD3SG A 0 A_JumpIfInventory(\"MalefactorShells\",2,1)\n    Goto FireNormalLast\n\tD3SG A 0 A_JumpIfInventory(\"MalefactorShells\",1,1)\n    Goto DryFire\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_SetPitch(pitch - 2.5)\n    D3SG B 0 A_PlaySound(\"D3SG/Fire\",5,0.77,0,0)\n\tTNT1 A 0 A_PlaySound(\"D3SG/FireAdd\",6,0.66,0,0)\n\tTNT1 A 0 A_SpawnItem(\"Lightprojectile\",0,0,0,0)\n    TNT1 A 0 A_FireCustomMissile(\"p_pellet_tracer\", random(-8, 8), 1, 2.5, 5, 0,random(-5, 5))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"p_pellet_tracer\", random(-8, 8), 0, 2.5, 5, 0,random(-5, 5))\n\tD3SG B 0 A_ZoomFactor(0.99)\n    D3SF A 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.97)\n    D3SG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.95)\n    D3SG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.96)\n\tD3SG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.97)\n\tD3SG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.98)\n\tD3SG EE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.99)\n\tD3SG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(1.00)\n\tD3SG DC 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 0 A_PlaySound(\"D3SGPumpback\",99,1,0)\n\tD3SG FGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG H 0 A_FireCustomMissile(\"SCMITRCasing_Spawner\",0,0,0,3,0)\n\tD3SG IJKL 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 0 A_PlaySound(\"D3SGPumpForward\",100,1,0)\n\tD3SG MNOP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 0 A_Refire\n    Goto Ready\n  FireNormalLast:\n\tD3SG A 0 A_JumpIfInventory(\"MalefactorShells\",1,1)\n    Goto DryFire\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_SetPitch(pitch - 2.5)\n\tTNT1 A 0 A_SetAngle(angle + (frandom(-0.9,0.9)))\n    D3SG B 0 A_PlaySound(\"D3SG/Fire\",5,0.77,0,0)\n\tTNT1 A 0 A_PlaySound(\"D3SG/FireAdd\",6,0.66,0,0)\n\tTNT1 A 0 A_SpawnItem(\"Lightprojectile\",0,0,0,0)\n    TNT1 A 0 A_FireCustomMissile(\"p_pellet_tracer\", random(-6, 6), 1, 6, 5, 0,random(-3, 3))\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"p_pellet_tracer\", random(-8, 8), 0, 2.5, 5, 0,random(-5, 5))\n\tD3SG B 0 A_ZoomFactor(0.99)\n    D3SF A 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.97)\n    D3SG C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.95)\n    D3SG D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.96)\n\tD3SG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.97)\n\tD3SG E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.98)\n\tD3SG EE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(0.99)\n\tD3SG E 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG B 0 A_ZoomFactor(1.00)\n\tD3SG DC 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 0 A_Refire\n    Goto Ready\n  DryFire:\n\tD3SG A 0 A_PlayWeaponSound(\"Shotgun/Empty\") // Play the clicky noise.\n\tD3SG A 5 A_WeaponReady(WRF_NOFIRE)\n\tGoto Ready\n  AltFire:\n  ReloadBegin:\n    TNT1 A 0 A_JumpIfInventory(\"Shotgun_Ammo\",1,1)\n    Goto DryFire\n    TNT1 A 0 A_JumpIfInventory(\"MalefactorShells\",6,\"Ready\")\n\tTNT1 A 0 A_JumpIfInventory(\"MalefactorShells\",1,\"ReloadLoop\")\n    D3SR ABCD 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SR A 0 A_PlaySound(\"D3SGLoadShell\")\n\tD3SR EFGHI 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    TNT1 A 0 A_TakeInventory(\"Shotgun_Ammo\", 1)\n    TNT1 A 0 A_GiveInventory(\"MalefactorShells\", 1)\n\tD3SR JKLMN 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SR OPQR 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 0 A_PlaySound(\"D3SGPumpback\",99,1,0)\n\tD3SG FGH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG H 0 A_FireCustomMissile(\"SCMITRCasing_Spawner\",0,0,0,3,0)\n\tD3SG IJKL 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 0 A_PlaySound(\"D3SGPumpForward\",100,1,0)\n\tD3SG MNOP 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    Goto Ready\n\tgoto ReloadLoop\n  ReloadLoop:\n    TNT1 A 0 A_JumpIfInventory(\"Shotgun_Ammo\",1,1)\n\tGoto EndReloading\n\tD3SR A 0 A_PlaySoundEX(\"D3SGLoadShell\",\"Shells\")\n\tD3SR EFGHI 1 A_WeaponReady(WRF_NOSWITCH)\n    TNT1 A 0 A_TakeInventory(\"Shotgun_Ammo\", 1)\n    TNT1 A 0 A_GiveInventory(\"MalefactorShells\", 1)\n\tD3SR JKLMN 2 A_WeaponReady(WRF_NOSWITCH)\n\tTNT1 A 0 A_JumpIfInventory(\"MalefactorShells\",6,\"EndReloading\")\n\tLoop\n EndReloading:\n    D3SR A 0 A_PlaySoundEX(\"D3SGHandling\",\"Shells\")\n\tD3SR OPQR 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tD3SG A 5 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tGoto Ready\n  Spawn:\n    SHOT A -1\n\tStop\n  }\n}\n\nACTOR MalefactorShells : Ammo\n{\n  Inventory.PickupMessage \"You shouldn't see this!\"\n  Inventory.Amount 0\n  Inventory.MaxAmount 6\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 6\n  Inventory.Icon \"SHELA0\"\n  States\n  {\n  Spawn:\n    SBOX A -1\n    Stop\n  }\n}\n\nACTOR SCMITRCasing_Spawner\n{\n    Radius 1\n    Height 1\n    Speed 18\n    PROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n        TNT1 A 1\n        TNT1 A 0 A_Die\n        Goto Death\n    Death:\n        TNT1 A 0 A_SpawnItemEx(\"scmitrshell_casing\", 0, 10, -4, random(-3,0), random(-7,-5), random(0,1), 0)\n        Stop\n    }\n}\n\nactor scmitrshell_casing {\n\tscale 0.14\n\tradius 2\n\theight 2\n\tspeed 6\n\tmass 4\n\tbouncefactor 0.5\n\tbouncecount 5\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+NODROPOFF\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tseesound \"weapons/shell\"\n\tstates{\n\t\tspawn:\n\t\t    TNT1 A 0 ThrustThingZ(0, Random(6, 16), 0, 1)\n\t\t\tMSHC ABCDEFG 2\n\t\t\tloop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Jump(255, \"pos1\", \"pos2\", \"pos3\")\n\t\t\tTNT1 A 0\n\t\tpos1:\n\t\t\tMSHC C 35\n\t\t\tMSHC CCCCCCCCCC 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos2:\n\t\t\tMSHC D 35\n\t\t\tMSHC DDDDDDDDDD 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos3:\n\t\t\tMSHC G 35\n\t\t\tMSHC GGGGGGGGGG 1 A_FadeOut(0.1)\n\t\t\tstop\n\n\t}\n}\n\nACTOR Shotgun_Ammo : Ammo\n{\n\tInventory.PickupMessage \"\"\n\tInventory.Amount 0\n\tInventory.MaxAmount 36\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 36\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Scouter2.TXT",
        "contents": "ACTOR ScouterClass2 : PlayerPawn replaces ScouterClass\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 75\n  PainChance 0\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Scouter\"\n  Player.CrouchSprite \"PLYC\"\n  player.startitem \"ScoutCarbine\", 1\n  Player.StartItem \"OmenClip\", 36\n  Player.StartItem \"ARifle_Ammo\", 320\n  player.startitem \"NewScoutPistol\", 1\n  Player.StartItem \"PunisherClip\", 18\n  Player.StartItem \"Pistol_Ammo\", 90\n  player.startitem \"NewScoutKnife\", 1\n  player.startitem \"JetFuel\", 100\n  player.startitem \"GreenArmor\", 1\n  Player.ForwardMove 0.85, 0.85\n  Player.SideMove 0.85, 0.85\n  damagefactor \"rocket\", 0\n  damagefactor \"Killshot\", 9001\n  damagefactor \"Flamestream\", 0.25\n  Player.SoundClass \"Scouter\"\n  limitedtoteam 1\n  States\n  {\n  Spawn:\n    SCP1 A 0\n\n    SCP1 A 0\n\tSCP1 A 35\n\tSCP1 A 0 A_JumpIf (health>=50, 2)\n\tSCP1 A 0 ACS_Execute(110,0)\n\tSCP1 A 0 A_JumpIfInventory(\"JetFuel\", 100, 2)\n\tSCP1 A 0 ACS_Execute(113,0)\n\tLoop\n\tSCP1 A 0 A_JumpIfInventory(\"Arifle_Ammo\", 0, 2)\n\tSCP1 A 0 ACS_Execute(113,0)\n\tLoop\n\tSCP1 A 0 A_JumpIfInventory(\"Pistol_Ammo\", 0, \"Spawn\")\n\tSCP1 A 0 ACS_Execute(113,0)\n    Loop\n  See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tSCP1 A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tSCP1 B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tSCP1 C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tSCP1 D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n  Missile:\n    SCP1 E 12\n    Goto Spawn\n  Melee:\n    SCP1 F 6 BRIGHT\n    Goto Missile\n  Pain:\n    SCP1 G 4\n    SCP1 G 4 A_Pain\n    Goto Spawn\n  Death:\n\tSCP1 O 0 A_SpawnItemEx(\"Boom\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\tSCP1 O 0 A_Stop\n    SCP1 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tSCP1 O 0 A_SkullPop(\"HeadGib\")\n    SCP1 P 5 A_XScream\n    SCP1 Q 5 A_NoBlocking\n    SCP1 RSTUV 5\n    SCP1 W -1\n    Stop\n  XDeath:\n\tSCP1 O 0 A_SpawnItemEx(\"Boom\", 0, 0, 32, 0, 0, 0, 0, 0, 0)\n\tSCP1 O 0 A_Stop\n    SCP1 O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tSCP1 O 0 A_SkullPop(\"HeadGib\")\n    SCP1 P 5 A_XScream\n    SCP1 Q 5 A_NoBlocking\n    SCP1 RSTUV 5\n    SCP1 W -1\n    Stop\n\tDeath.Flamestream:\n\tBurn:\n\tTNT1 A 0 A_Playsound(\"Player/BurnDeath\")\n\tBURN A 3 Bright A_PlaySound(\"misc/burn\", CHAN_AUTO)\n\tBURN B 3 Bright A_Scream\n\tBURN C 3 Bright A_PlaySound(\"misc/flame\", CHAN_AUTO)\n\tBURN D 3 Bright A_NoBlocking\n\tBURN EFGHIJKLMNOP 3 Bright\n\tBURN Q 3 Bright A_PlaySound(\"misc/bodyhit\", CHAN_VOICE)\n\tBURN RSTU 3 Bright\n\tBURN V -1\n\tgoto Death\n  JetpackHasFired:\n\tSCP1 A 0 A_JumpIfInventory(\"JetFuel\", 1, 2)\n\tSCP1 A 0 A_Jump (256, \"NoJetpack\")\n\tSCP1 A 0 A_SpawnItemEx(\"JetpackFire\", -24, 0, 24, -2, 0, -1, 0, 128, 0)\n\tSCP1 A 0 A_SpawnItemEx(\"JetpackSmoke\", -24, 0, 24, -2, 0, 1, 0, 128, 0)\n\tSCP1 EE 1 BRIGHT\n    Goto Jetpack+6\n  Jetpack:\n\tSCP1 A 0 A_JumpIfInventory(\"JetFuel\", 1, 2)\n\tSCP1 A 0 A_Jump (256, \"NoFuel\")\n\tSCP1 A 0 A_GiveInventory(\"JetpackCheck\", 1)\n\tSCP1 A 0 SetPlayerProperty(0, 1, 3)\n\tSCP1 A 0 ACS_ExecuteAlways(119,0)\n    SCP1 A 0 A_PlaySoundEx(\"JetpackGo\", \"Item\")\n\tSCP1 A 0 A_JumpIfInventory(\"JetFuel\", 1, 2)\n\tSCP1 A 0 A_Jump (256, \"NoJetpack\")\n\tSCP1 A 0 A_SpawnItemEx(\"JetpackFire\", -24, 0, 24, -2, 0, -1, 0, 128, 0)\n\tSCP1 A 0 A_SpawnItemEx(\"JetpackSmoke\", -24, 0, 24, -2, 0, 1, 0, 128, 0)\n\tSCP1 A 0 A_TakeInventory(\"JetFuel\",1)\n\tSCP1 EE 1 BRIGHT\n    Goto Jetpack+6\n  NoJetpack:\n\tSCP1 A 0 A_TakeInventory(\"JetpackCheck\", 1)\n\tSCP1 A 0 SetPlayerProperty(0, 0, 3)\n\tSCP1 A 0 ACS_ExecuteAlways(120,0)\n    SCP1 A 1 A_PlaySoundEx(\"JetpackDie\", \"SoundSlot7\")\n\tSCP1 A 0 A_SpawnItemEx(\"JetpackSmoke\", -24, 0, 24, -2, 0, 1, 0, 128, 0)\n    Goto Spawn\n   NoFuel:\n\tSCP1 A 0 A_PlayWeaponSound(\"TeleporterNo\")\n\tgoto Spawn\n  }\n}\n\nACTOR NewScoutPistol : Weapon\n{\n  Tag \"AM-67 Assault Pistol\"\n   Inventory.PickupMessage \"You start out with this. There's no need for a fancy pickup message.\"\n    Inventory.PickupSound \"misc/w_pkup\"\n\tWeapon.UpSound \"Weapons/PunisherUp\"\n    Weapon.AmmoGive 0\n    Weapon.AmmoType \"PunisherClip\"\n    Weapon.AmmoType2 \"Pistol_Ammo\"\n    Weapon.AmmoUse 1\n    Weapon.Kickback 100\n    Weapon.Slotnumber 1\n\tWeapon.PreferredSkin \"NewScout2\"\n    Obituary \"%o was picked off by %k and %p Pistol.\"\n    decal \"BlazeChip\"\n    Scale 0.8\n    +Weapon.NoAutoFire\n\t+Weapon.Ammo_Optional\n    States\n    {\n    Spawn:\n        KNSP A -1\n        loop\n    Ready:\n        KNSG A 1 A_WeaponReady\n        loop\n\tReadyEmpty:\n        KUSR D 1 A_WeaponReady\n        loop\n    Deselect:\n        TNT1 A 0 SetPlayerProperty(0,1,2)\n\t    KNSS ABCDE 1\n\t    Goto DeselectLoop\n    DeselectLoop:\n        TNT1 A 1 A_Lower\n        Loop\n    Select:\n        TNT1 A 0 SetPlayerProperty(0,0,2)\n        KNSS EDCBA 1\n        Goto SelectLoop\n    SelectLoop:\n        KNSG A 1 A_Raise\n\t    loop\n    Fire: //Semi Auto, Spam the mouse button.\n\t    TNT1 A 0 A_JumpIfInventory(\"PunisherClip\", 1, 1)\n\t\tGoto DryFire\n\t\tTNT1 A 0 A_JumpIfInventory(\"PunisherClip\", 2, 1)\n\t\tGoto FireLast\n\t\tTNT1 A 0 A_SpawnItem(\"Lightprojectile\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/PunisherFire\",81,0.5)\n\t    TNT1 A 0 A_PlaySound(\"Weapons/PunisherFireAdd\",82,0.6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"pcasing_spawner\",0,0,1,3,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"p_pistol_tracer\", random(-1, 1), 1, 5, 5, 0,random(-1, 1))\n\t\tKNSF AB 1 Bright A_WeaponReady(WRF_NOFIRE)\n\t\tKNSG C 1 A_WeaponReady\n\t    KNSG D 1 A_WeaponReady\n\t    KNSG E 1 A_WeaponReady\n\t\tGoto Ready\n\tFireLast: //Semi Auto, Spam the mouse button.\n\t\tTNT1 A 0 A_SpawnItem(\"Lightprojectile\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/PunisherFire\",81,0.5)\n\t    TNT1 A 0 A_PlaySound(\"Weapons/PunisherFireAdd\",82,0.6)\n\t\tTNT1 A 0 A_FireCustomMissile(\"pcasing_spawner\",0,0,1,3,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"p_pistol_tracer\", random(-1, 1), 1, 5, 5, 0,random(-1, 1))\n\t\tKNSF AB 1 Bright A_WeaponReady(WRF_NOFIRE)\n\t\tKNSG C 1 A_WeaponReady(WRF_NOFIRE)\n\t\tKUSR ABCD 1 A_WeaponReady(WRF_NOFIRE)\n\t\tKUSR D 1\n\t\tGoto ReadyEmpty\n\tDryFire:\n\t\tKNSG A 0 A_PlayWeaponSound(\"Pistol/Empty\") // Play the clicky noise.\n\t\tKUSR D 5 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto ReadyEmpty\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PunisherClip\",18,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Pistol_Ammo\",1,1)\n\t\tGoto DryFire\n\tReload:\n\t\tKNSR A 1 A_WeaponReady(WRF_NOFIRE)\n\t    TNT1 A 0 A_PlaySoundEX(\"Weapons/PunMagOut\", \"SoundSlot6\", 0)\n\t\tKNSR B 3 A_WeaponReady(WRF_NOFIRE)\n\t\tKNSR C 10 A_WeaponReady(WRF_NOFIRE)\n\tReloadWork:\n\t\tATPR G 0 A_TakeInventory(\"Pistol_Ammo\",1)\n\t\tATPR G 0 A_GiveInventory(\"PunisherClip\",1)\n\t\tATPR G 0 A_JumpIfInventory(\"PunisherClip\",18,\"ReloadFinish\")\n\t\tATPR G 0 A_JumpIfInventory(\"Pistol_Ammo\",1,\"ReloadWork\")\n\tReloadFinish:\n\t    KNSR D 2 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_PlaySoundEX(\"Weapons/PunMagIn\", \"SoundSlot7\", 0)\n\t\tKNSR E 2 A_WeaponReady(WRF_NOFIRE)\n\t\tKNSR FGHI 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_PlaySoundEX(\"Weapons/PunMagLock\", \"SoundSlot8\", 0)\n\t\tKNSR JKLMNO 1 A_WeaponReady(WRF_NOFIRE)\n\t\tKNSG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t}\n}\n\nACTOR PunisherClip : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 18\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 18\nInventory.Icon \"GBULA0\"\n+IGNORESKILL\n}\n\nactor pistol_ammo : ammo 26101 {\n  radius 16\n  height 8\n  scale 0.33\n  inventory.pickupmessage \"Pack of .50 AE ammo for the AM-67\"\n  inventory.amount 9\n  inventory.maxamount 90\n  inventory.pickupsound \"Weapons/PunMagIn\"\n  ammo.backpackamount 18\n  ammo.backpackmaxamount 180\n  states\n  {\n  Spawn:\n    GBUL A -1\n    stop\n  }\n}\n\nactor pistol_ammo_big : pistol_ammo 26102 {\n  radius 16\n  height 8\n  scale 0.33\n  inventory.pickupmessage \"Pack of .50 AE ammo for the AM-67\"\n  inventory.amount 18\n  inventory.maxamount 90\n  inventory.pickupsound \"Weapons/PunMagIn\"\n  ammo.backpackamount 36\n  ammo.backpackmaxamount 180\n  states\n  {\n  Spawn:\n    GBUL B -1\n    stop\n  }\n}\n\nactor pcasing_spawner {\n\tspeed 15\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"pistol_casing\", 0, 10, 3, 1, random(4,5), random(1,2), 0)\n\t\t\tstop\n\t}\n\n}\n\nactor pistol_casing {\n\tscale 0.13\n\tradius 2\n\theight 2\n\tspeed 6\n\tmass 4\n\tbouncefactor 0.6\n\tbouncecount 5\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+NODROPOFF\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tseesound \"weapons/casing\"\n\tstates{\n\t\tspawn:\n\t\t\tPBCS ABCDEF 2\n\t\t\tloop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Jump(255, \"pos1\", \"pos2\", \"pos3\")\n\t\t\tTNT1 A 0\n\t\tpos1:\n\t\t\tPBCS F 10\n\t\t\tPBCS FFFFFFFFFF 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos2:\n\t\t\tPBCS C 10\n\t\t\tPBCS CCCCCCCCCC 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos3:\n\t\t\tPBCS E 10\n\t\t\tPBCS EEEEEEEEEE 1 A_FadeOut(0.1)\n\t\t\tstop\n\n\t}\n}\n\nActor ScoutCarbine : Weapon\n{\n  Tag \"K-61C Archangel\"\n  Weapon.SelectionOrder 400\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.PickupMessage \"You got the K-61C 'Archangel' 7.62x32 Multi Purpose Weapon System! Could've swore I left this back at the base...\"\n\tWeapon.UpSound \"Weapons/ArchangelUp\"\n\tObituary \"%k decided to teach %o a lesson in the art of being a bullet sponge, %g passed with flying colors.\"\n\tWeapon.AmmoType \"OmenClip\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.PreferredSkin \"NewScout\"\n\tWeapon.AmmoType2 \"Arifle_Ammo\"\n\tWeapon.AmmoGive2 128 //2 Clips\n\tWeapon.AmmoUse2 0\n\tWeapon.Kickback 70\n\tdecal \"BlazeChip\"\n\tScale 0.75\n\t+AMMO_OPTIONAL\n\t+NOEXTREMEDEATH\n\tStates\n\t{\n\tReady:\n        HNGI A 1 A_WeaponReady\n        loop\n\tReadyEmpty:\n        HNGE A 1 A_WeaponReady\n        loop\n    Deselect:\n        TNT1 A 0 SetPlayerProperty(0,1,2)\n\t    4XRS A 0 A_StopSoundEx(\"Body\")\n\t    HNGS FEDCBA 1\n\t    Goto DeselectLoop\n    DeselectLoop:\n        TNT1 A 1 A_Lower\n        Loop\n    Select:\n        TNT1 A 0 SetPlayerProperty(0,0,2)\n        HNGS ABCDEF 1\n        Goto SelectLoop\n    SelectLoop:\n        HNGI A 1 A_Raise\n\t    loop\n\tSpawn:\n\t\tOMNP A -1\n\t\tStop\n\tFire:\n\t\tFireAuto:\n\t    TNT1 A 0 A_JumpIfInventory(\"OmenClip\",2,1)\n\t\tGoto FireAutoLast\n\t\tTNT1 A 0 A_JumpIfInventory(\"OmenClip\",1,1)\n\t\tGoto DryFire\n\t\tTNT1 A 0 A_AlertMonsters\n\t    TNT1 A 0 A_SpawnItem(\"Lightprojectile\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound (\"Weapons/ArchangelFire\",101,0.66,0,1)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/ArchangelFireAdd\",102,0.77,0,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"arcasing_spawner\",0,0,3,-3,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"p_arifle_tracer\", random(-1, 1), 1, 2.5, 5, 0,random(-1, 1))\n\t\tTNT1 A 0 A_SetPitch(pitch - 0.85)\n\t\tHNGF A 1 Bright A_WeaponReady(WRF_NOFIRE)\n\t\tHNGF B 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGF C 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGF D 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tFireAutoLast:\n\t\tTNT1 A 0 A_JumpIfInventory(\"OmenClip\",1,1)\n\t\tGoto DryFire\n\t\tTNT1 A 0 A_AlertMonsters\n\t    TNT1 A 0 A_SpawnItem(\"Lightprojectile\",0,0,0,0)\n\t\tTNT1 A 0 A_PlaySound (\"ArchangelK61/BoltLock\",100,0.99,0,1)\n\t\tTNT1 A 0 A_PlaySound (\"Weapons/ArchangelFire\",101,0.66,0,1)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/ArchangelFireAdd\",102,0.77,0,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"arcasing_spawner\",0,0,3,-3,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"p_arifle_tracer\", random(-1, 1), 1, 2.5, 5, 0,random(-1, 1))\n\t\tTNT1 A 0 A_SetPitch(pitch - 0.85)\n\t\tHNGF A 1 Bright A_WeaponReady(WRF_NOFIRE)\n\t\tHNGF B 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGF E 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGF F 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto ReadyEmpty\n\tDryFire:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"Rifle/Empty\")\n\t\tHNGE A 5 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto ReadyEmpty\n\tAltFire:\n\tReloadBegin:\n\t\tNULL A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"OmenClip\",36,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Arifle_Ammo\",1,1)\n\t\tGoto DryFire\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/SniperPull\",94,0.75,0,1)\n\t\tHNGR ABCD 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGR E 2 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_PlaySound(\"ArchangelK61/MagOut\",95,0.75,0,1)\n\t\tHNGR E 2 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGR FGH 2 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGR H 20 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGR IJK 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_PlaySound(\"ArchangelK61/MagIn\",96,0.75,0,1)\n\t\tHNGR L 2 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGR M 2 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGR N 2 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGR OP 2 A_WeaponReady(WRF_NOFIRE)\n\t\tHNGR Q 2 A_WeaponReady(WRF_NOFIRE)\n\tReloadAmmoLoop:\n\t\tNULL A 0 A_TakeInventory(\"ARifle_Ammo\",1)\n\t\tNULL A 0 A_GiveInventory(\"OmenClip\",1)\n\t\tNULL A 0 A_JumpIfInventory(\"ARifle_Ammo\",1,1) // if not out of ammo, countinue reloading\n\t\tgoto ReloadEnd\n\t\tNULL A 0 A_JumpIfInventory(\"OmenClip\",36,\"ReloadEnd\") // if clip full, finish reload\n\t\tgoto ReloadAmmoLoop // otherwise continue\n\tReloadEnd:\n\t\tTNT1 A 0 A_PlaySound(\"ArchangelK61/BoltCatch\",99,0.99,0,1)\n\t\tHNGR RSTU 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t}\n}\n\nACTOR OmenClip : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 36\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 36\n+IGNORESKILL\n}\n\nactor arifle_ammo : ammo 26103 {\n  radius 16\n  height 8\n  scale 0.22\n  inventory.pickupmessage \"Pack of 7.62x32mm Ammo for the Archangel K-61C\"\n  inventory.pickupsound \"ArchangelK61/MagIn\"\n  inventory.amount 36\n  inventory.maxamount 360\n  ammo.backpackamount 72\n  ammo.backpackmaxamount 360\n  states\n  {\n  Spawn:\n    SBUL A -1\n    stop\n  }\n}\n\nactor arifle_ammobox : arifle_ammo replaces clipbox 26104  {\n  radius 16\n  height 8\n  scale 0.33\n  inventory.pickupmessage \"Box of 7.62x32mm Ammo for the Archangel K-61C\"\n  inventory.pickupsound \"ArchangelK61/MagIn\"\n  inventory.amount 72\n  states\n  {\n  Spawn:\n    BBUL A -1\n    stop\n  }\n}\n\nactor arcasing_spawner {\n\tspeed 15\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tstates{\n\t\tspawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"arifle_casing\", 0, 10, 3, 1, random(4,5), random(1,2), 0)\n\t\t\tstop\n\t}\n\n}\n\nactor arifle_casing {\n\tscale 0.12\n\tradius 2\n\theight 2\n\tspeed 6\n\tmass 4\n\tbouncefactor 0.5\n\tbouncecount 5\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+DOOMBOUNCE\n\t+NODROPOFF\n\t+FORCEXYBILLBOARD\n\t+NOTELEPORT\n\t+FLOORCLIP\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\tseesound \"weapons/casing\"\n\tstates{\n\t\tspawn:\n\t\t    TNT1 A 0 ThrustThingZ(0, Random(6, 16), 0, 1)\n\t\t\tARBC ABCDEF 2\n\t\t\tloop\n\t\tdeath:\n\t\t\tTNT1 A 0 A_Jump(255, \"pos1\", \"pos2\", \"pos3\")\n\t\t\tTNT1 A 0\n\t\tpos1:\n\t\t\tARBC A 10\n\t\t\tARBC AAAAAAAAAA 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos2:\n\t\t\tARBC D 10\n\t\t\tARBC DDDDDDDDDD 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\tpos3:\n\t\t\tARBC C 10\n\t\t\tARBC CCCCCCCCCC 1 A_FadeOut(0.1)\n\t\t\tstop\n\t\t}\n}\n\nactor NewScoutKnife : Weapon\n{\n   Weapon.SelectionOrder 9999\n   Weapon.Kickback 100\n   Tag \"Punch Dagger\"\n   AttackSound \"Dagger/Hit\"\n   Weapon.UpSound \"Dagger/Up\"\n   Weapon.AmmoType None\n   Weapon.AmmoType2 None\n   Weapon.AmmoUse 0\n   Weapon.AmmoUse2 0\n   Weapon.PreferredSkin \"NewScout3\"\n   Obituary \"%o was shanked by %k.\"\n   ConversationID 504\n   +NOALERT\n   +NOEXTREMEDEATH\n   +NOAUTOFIRE\n   States\n   {\n   Spawn:\n      TNT1 A -1\n      loop\n   Ready:\n      DAGG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      TNT1 A 0 SetPlayerProperty(0,1,2)\n\t  DAGS ABCDE 1\n\t  Goto DeselectLoop\n   DeselectLoop:\n      TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n      TNT1 A 1 A_Lower\n      Loop\n   Select:\n      TNT1 A 0 SetPlayerProperty(0,0,2)\n\t  TNT1 A 0 A_SetCrosshair(1)\n      DAGS EDCBA 1\n      Goto SelectLoop\n   SelectLoop:\n      DAGG A 1 A_Raise\n\t  loop\n   Fire:\n\t  TNT1 A 0 A_PlayWeaponSound(\"Dagger/Miss\")\n\t  DAGF A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  DAGF B 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  DAGF C 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  DAGF D 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  DAGF E 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  TNT1 A 0 A_CustomPunch(35,0,0,\"DaggerPuff\")\n\t  DAGF F 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  DAGF G 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  DAGF H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  DAGF I 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  DAGF J 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  DAGF K 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  DAGF L 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  Goto Ready\n   }\n}\n\nACTOR DaggerPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t-ALLOWPARTICLES\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\t+BLOODSPLATTER\n\tRenderStyle Translucent\n\tDamagetype \"Dagger\"\n\tAlpha 0.25\n\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tPUFF A 0 bright A_PlaySound(\"Dagger/Hit\")\n\tTNT1 A 5\n\t\tStop\n\tCrash:\n\tTNT1 A 1\n\tPUFF A 0 bright A_PlaySound(\"Dagger/Wall\")\n\tTNT1 AAA 0 A_CustomMissile (\"bpuff_smoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\tTNT1 A 5\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Terminator2.TXT",
        "contents": "ACTOR TerminatorClass2 : PlayerPawn replaces TerminatorClass\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 75\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Terminator\"\n  Player.CrouchSprite \"PLYC\"\n  player.startitem \"TerminatorGrenadeLauncher\", 1\n  player.startitem \"HandGrenadeAmmo\", 30 //once you're out, you're out. no regen here\n  player.startitem \"Cell\", 600\n  Player.StartItem \"NewHunterShotgun\"\n  Player.StartItem \"MalefactorShells\", 8 //OP?\n  Player.StartItem \"Shotgun_Ammo\", 16 //once you're out, you're out. no regen here\n  player.startitem \"greenarmor\", 1\n  player.startitem \"Backpack\", 1\n  Player.ForwardMove 0.90, 0.90\n  Player.SideMove 0.90, 0.90\n  damagefactor \"Killshot\", 9001\n  damagefactor \"rocket\", 0\n  damagefactor \"Fire\", 0\n  Player.SoundClass \"Terminator\"\n  limitedtoteam 1\n  States\n  {\n  Spawn:\n    TMP1 A 0\n\tTMP1 A 35\n\tTMP1 A 0 A_JumpIf (health>=50, 2)\n\tTMP1 A 0 ACS_Execute(110,0)\n\tTMP1 A 0 A_JumpIfInventory(\"Cell\", 0, \"Spawn\")\n\tTMP1 A 0 ACS_Execute(114,0)\n    Loop\n  See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tTMP1 A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tTMP1 B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tTMP1 C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tTMP1 D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n  Missile:\n    TMP1 E 12\n    Goto Spawn\n  Melee:\n    TMP1 F 6 BRIGHT\n    Goto Missile\n  Pain:\n    TMP1 G 4\n    TMP1 G 4 A_Pain\n    Goto Spawn\n  Death:\n    TMP1 H 10 A_SpawnItemEx (\"TerminatorGibs\",0,0,0,0,0,0,0,128)\n    TMP1 I 10 A_PlayerScream\n    TMP1 J 10 A_NoBlocking\n    TMP1 KLM 10\n    TMP1 N -1\n    Stop\n  XDeath:\n    TMP1 H 10 A_SpawnItemEx (\"TerminatorGibs\",0,0,0,0,0,0,0,128)\n    TMP1 I 10 A_PlayerScream\n    TMP1 J 10 A_NoBlocking\n    TMP1 KLM 10\n    TMP1 N -1\n    Stop\n  }\n}\n\nACTOR TerminatorGrenadeLauncher : Weapon\n{\n  obituary \"%o was roasted by %k.\"\n  radius 20\n  height 16\n  Tag \"I9PA-ECS Plasma Torch\"\n  inventory.pickupmessage \"You picked up a Terminator's I9PA-ECS Plasma Torch.\"\n  Inventory.PickupSound \"misc/w_pkup\"\n  Weapon.UpSound \"NGPKUP\"\n  scale 0.9\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.ALT_AMMO_OPTIONAL\n  +WEAPON.NOAUTOFIRE\n  +NOEXTREMEDEATH\n  weapon.slotnumber 6\n  weapon.kickback 10\n  Weapon.AmmoType1 \"Cell\"\n  weapon.ammotype2 \"HandGrenadeAmmo\"\n  weapon.ammouse1 1\n  weapon.ammouse2 1\n  weapon.ammogive 300\n  Weapon.PreferredSkin \"NewTerminator\"\n  states\n  {\n  Ready:\n    VOLG A 1 A_WeaponReady\n    loop\n    Deselect:\n\t  TNT1 A 0 SetPlayerProperty(0,1,2)\n\t  VOLG A 0 A_StopSoundEx(\"Weapon\")\n\t  VOLS ABCDE 1\n\t  Goto DeselectLoop\n   DeselectLoop:\n      TNT1 A 1 A_Lower\n      Loop\n   Select:\n      TNT1 A 0 SetPlayerProperty(0,0,2)\n      VOLS EDCBA 1\n      Goto SelectLoop\n   SelectLoop:\n      VOLG A 1 A_Raise\n\tloop\n  Fire: //Plasma Vent\n    TNT1 A 0 A_JumpIfInventory(\"Cell\", 1, 1)\n\tGoto DryFireFlame\n    TNT1 A 0 A_SpawnItem(\"Lightprojectile2\",0,0,0,0)\n    VOLF A 0 A_PlaySound (\"NailShotty/AltFire\")\n\tTNT1 A 0 A_SpawnItem(\"Lightprojectile2\",0,0,0,0)\n\tVOLA AB 1 BRIGHT A_FireCustomMissile(\"FlameStream\",random(4.000,-4.000),1,14,0,0,random(4.000,-4.000))\n\tTNT1 A 0 A_SpawnItem(\"Lightprojectile2\",0,0,0,0)\n\tGoto Hold\n  Hold:\n\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 1, 1)\n\tGoto DryFireFlame\n    TNT1 A 0 A_SpawnItem(\"Lightprojectile2\",0,0,0,0)\n    VOLF A 0 A_PlaySoundEX(\"NailShotty/AltLoop\",\"Weapon\",1)\n\tTNT1 A 0 A_SpawnItem(\"Lightprojectile2\",0,0,0,0)\n\tVOLA C 1 BRIGHT A_FireCustomMissile(\"FlameStream\",random(4.000,-4.000),1,14,0,0,random(4.000,-4.000))\n\tTNT1 A 0 A_SpawnItem(\"Lightprojectile2\",0,0,0,0)\n\tVOLF A 0 A_Refire\n\tVOLF A 0 A_PlaySoundEx(\"NailShotty/AltRack\",\"Weapon\",0)\n\tVOLA CDEFGAB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tVOLG A 8 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tGoto Ready\n  AltFire: //Pre-Detonated Flak Shell\n    TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\", 1, 1)\n\tGoto DryFireNades\n\tTNT1 A 0 A_SpawnItem(\"Lightprojectile\",0,0,0,0)\n    VOLF A 0 A_PlaySound(\"NailShotty/Fire\",8,1.0)\n\tTNT1 A 0 A_FireCustomMissile(\"STGrenade\", random(-1, 1), 1, 4, 5, 0,random(-1, 1))\n\tVOLF A 0 A_PlaySound(\"NailShotty/Rack\",CHAN_WEAPON,0.8)\n\tVOLF AA 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tVOLR ABCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tVOLG A 15 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_StopSound(8)\n\tTNT1 A 0 A_Refire\n\tgoto Ready\n  DryFireFlame:\n    VOLF A 0 A_PlaySound(\"Launcher/Empty\",8,1.0)\n    VOLF A 0 A_PlaySoundEx(\"NailShotty/AltRack\",\"Weapon\",0)\n\tVOLA CDEFGAB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tVOLG A 8 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_StopSound(8)\n\tgoto Ready\n  DryFireNades:\n\tVOLF A 0 A_PlaySound(\"Launcher/Empty\",8,1.0)\n\tVOLR AA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tVOLR ABCDE 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tVOLG A 15 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_StopSound(8)\n\tTNT1 A 0 A_Refire\n\tgoto Ready\n  Spawn:\n    VOLG X -1\n    loop\n  }\n}\n\nACTOR STGrenade\n{\n\tObituary \"%o tripped %k's grenade.\"\n\tRadius 8\n\tHeight 4\n\tSpeed 24\n\tDamage 20\n\tSeeSound \"weapons/grbnce\"\n\tPROJECTILE\n\t+RANDOMIZE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\t+CANBOUNCEWATER\n\t+DEHEXPLOSION\n\t+THRUGHOST\n\t-NOTELEPORT\n\tGravity 0.3\n\tScale 0.8\n\tReactionTime 175\n\tDamageType Grenade\n\tStates\n\t{\n\tSpawn:\n\t\tSGRN A 0\n\t\tSGRN A 0 ThrustThingZ(0,10,0,1)\n\t\tSGRN A 1 bright A_SpawnItemEx(\"MissileSmoke\")\n\t\tSGRN A 0 A_Countdown\n\t\tgoto Spawn+2\n\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_NoGravity\n\t\tTNT1 A 0 Radius_Quake(3, 20, 0, 3, 0)\n\t\tTNT1 A 0 Radius_Quake(1, 35, 0, 8, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RocketFlare\",0,0,0,random(0,6),0,random(-1,6),random(0,360),0,64)\n\t\tTNT1 F 0 A_SpawnItemEx(\"ExplosionFlash\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShockWave\")\n\t\tTNT1 A 0 bright A_SpawnItemEx(\"GrenadeExp\")\n\t\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",8,0,random(0,360),2,random(60,90))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",8,0,random(0,360),2,random(60,90))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",16,0,random(0,360),2,random(55,85))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",16,0,random(0,360),2,random(55,85))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",24,0,random(0,360),2,random(50,80))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",24,0,random(0,360),2,random(50,80))\n\t\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",32,0,random(0,360),2,random(45,75))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",32,0,random(0,360),2,random(45,75))\n\t\tstop\n\t}\n\n}\n\nACTOR GrenadeExp\n{\n\tRadius 16\n\tHeight 4\n\tDamage 5\n\tScale 2\n\tRenderStyle Add\n\tAlpha 0.8\n\tDamageType Grenade\n\tProjectile\n\t+RANDOMIZE\n\t+RIPPER\n\t+NOCLIP\n\t+FORCEYBILLBOARD\n\tObituary \"%o tripped %k's grenade.\"\n\tStates\n\t{\n\tSpawn:\n\t\tGRNX A 0\n\t\tGRNX A 0 A_PlaySound(\"weapons/grenlx\")\n\t\tGRNX A 2 bright A_Explode(128,128)\n\t\tGRNX B 2 bright A_RadiusThrust(1024,64,0)\n\t\tGRNX C 2 bright A_RadiusThrust(8192,40,0)\n\t\tGRNX D 2 bright A_FadeOut\n\t\tGRNX EFGHIJ 2 bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nACTOR ExplosionSmoke2: ExplosionSmoke\n{\n\tAlpha 0.09\n\tScale 0.8\n}\n\nACTOR ExplosionFlame2 : ExplosionFlame\n{\n\tScale 1.2\n\tAlpha 0.8\n\tSpeed 8\n\tstates\n\t{\n\tSpawn:\n\t\tBFGV A 0\n\t\tBFGV A 0 A_Jump(256,\"A\",\"B\")\n\tA:\n\t\tGFLM ABCDEFGHIJKLM 1 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\tB:\n\t\tGFLM NOPQRSTUVWXYZ 1 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\n//Forgive Me Striker. ;-;\n\nactor BaseEffect\n{\n\tRadius 2\n\tHeight 2\n\t+CLIENTSIDEONLY\n\t+ALLOWCLIENTSPAWN\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t+NOTELEPORT\n\t+CANNOTPUSH\n\t+BLOODLESSIMPACT\n\t+NOBLOCKMONST\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AA 1\n\t\t\tstop\n\t\tDeath:\n\t\t\tTNT1 AA 1\n\t\t\tstop\n\t}\n}\n\nactor RocketFire : BaseEffect\n{\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\t64P1 A 0\n\t\t64P1 A 0 A_Jump(127, \"Spawn2\", \"Spawn3\")\n\t\t64P1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT\n\t\tstop\n\tSpawn2:\n\t\t64P2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT\n\t\tstop\n\tSpawn3:\n\t\t64P3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT\n\t\tstop\n\t}\n}\n\nactor IgnitedSurfaceFlame : RocketFire\n{\n\tScale 0.3\n\tAlpha 0.7\n\t+NOINTERACTION\n}\n\nactor IgnitedSurface\n{\nProjectile\nHeight 5\nRadius 2\nBounceFactor 0.0\nobituary \"%o was purified by %k's cleansing flame.\"\nRenderStyle Add\nScale 0.5\nReactionTime 160\nDamageType \"Fire\"\n-SOLID\n+NODAMAGETHRUST\n+LOWGRAVITY\n-NOGRAVITY\n+HEXENBOUNCE\n+SKYEXPLODE\n+DONTSPLASH\nStates\n{\nSpawn:\nTFIR A 0 A_CountDown\nTNT1 A 0 A_SpawnItemEx(\"IgnitedSurfaceFlame\", random(-8,8), Random(-8,8), 0, 0, 0, Random(1, 2), 0, 128, 64)\nTNT1 A 2 A_Explode(3, 18, 1)\nTNT1 A 0 A_JumpIf(waterlevel == 3, \"Disappear\")\nloop\nDeath:\nTNT1 A 1\nstop\nDisappear:\nTNT1 A 0\nTNT1 A 1\nstop\n}\n}\n\nactor FlameStreamTrail : RocketFire\n{\n\tScale 0.36\n\tAlpha 0.32\n\tDamage 0\n\t+MISSILE\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\tStates\n\t{\n\t\tDeath:\n\t\t\tTNT1 AA 1\n\t\t\tstop\n\t}\n}\n\nactor FlameStream\n{\n\tprojectile\n\tRadius 4\n\tHeight 20\n\tobituary \"%o was burned up by %k\"\n\tspeed 25\n\tdamage 3\n\tseesound \"vile/firestrt\"\n\tDamageType \"Fire\"\n\tDamageType \"FlameStream\"\n\t+RIPPER\n\t-BLOODSPLATTER\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\t+CANNOTPUSH\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tNULL AAAA 1 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-1,1)+MOMX, Random(-1,1)+MOMY, Random(-1,1)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\t\tNULL A 1 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-2,2)+MOMX, Random(-2,2)+MOMY, Random(-2,2)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\t\tNULL A 0 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-3,3)+MOMX, Random(-3,3)+MOMY, Random(-3,3)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\t\tNULL A 1 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-3,3)+MOMX, Random(-3,3)+MOMY, Random(-3,3)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\t\tNULL A 0 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-3,3)+MOMX, Random(-3,3)+MOMY, Random(-3,3)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\t\tNULL A 1 BRIGHT A_SpawnItemEx(\"FlameStreamTrail\", 0, 0, 0, Random(-4,4)+MOMX, Random(-4,4)+MOMY, Random(-4,4)+MOMZ, 0, SXF_CLIENTSIDE | SXF_ABSOLUTEMOMENTUM, 32)\n\t\t\tNULL A 18 BRIGHT\n\t\t\tstop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(80, \"NoIgnite\")\n\t\t\tTNT1 A 1 A_CustomMissile(\"IgnitedSurface\", random(5,15), random(-15, 15), 0, 0)\n\t\t\tstop\n\t\tNoIgnite:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Berserker2.TXT",
        "contents": "ACTOR BerserkerClass2 : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 75\n  PainChance 255\n  Player.ColorRange 112, 127\n  Player.DisplayName \"Berserker\"\n  Player.CrouchSprite \"BSRC\"\n  player.startitem \"BerserkerFists\", 1\n  player.startitem \"greenarmor\", 1\n  Player.ForwardMove 0.50, 1.25\n  Player.SideMove 0.50, 1.25\n  Player.JumpZ 12\n  limitedtoteam 1\n  Player.SoundClass \"Berserker\"\n  damagefactor \"rocket\", 0\n  damagefactor \"Flamestream\", 0.25\n  damagefactor \"Killshot\", 9001\n  States\n  {\n  Spawn:\n\tBRSP A 0\n\tBRSP A 35\n\tBRSP A 0 A_JumpIf (health>=50, 2)\n\tBRSP A 0 ACS_Execute(110,0)\n\tBRSP A 0\n\tLoop\n  See:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"Step\",1,4)\n\tBRSP A 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tBRSP B 6\n\tTNT1 A 0 A_GiveInventory(\"Step\",1)\n\tBRSP C 6 A_SpawnItemEx (\"FootStep\", 0, 0, 0, 0, 0, -1, 0,0, 0)\n\tBRSP D 6\n\tTNT1 A 0 A_TakeInventory(\"Step\",1)\n\tGoto Spawn\n  Missile:\n    BRSP E 12\n    Goto Spawn\n  Melee:\n    BRSP F 6 BRIGHT\n    Goto Missile\n  Pain:\n    BRSP G 4\n    BRSP G 4 //A_Pain? WHAT IS THIS A_PAIN?! BERSERKERS DO NOT NEED A_PAIN!!!!\n    Goto Spawn\n  Death:\n\tBRSP H 0 A_StopSoundEx(\"SoundSlot6\")\n    BRSP H 10\n    BRSP I 10 A_PlayerScream\n    BRSP J 10 A_NoBlocking\n    BRSP KLM 10\n    BRSP N -1\n    Stop\n  XDeath:\n\tBRSP O 0 A_Stop\n\tBRSP O 0 A_StopSoundEx(\"SoundSlot6\")\n    BRSP O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\tBRSP O 0 A_SkullPop(\"HeadGib\")\n    BRSP P 5 A_XScream\n    BRSP Q 5 A_NoBlocking\n    BRSP RSTUV 5\n    BRSP W -1\n    Stop\n\tDeath.Flamestream:\n\tBurn:\n\tTNT1 A 0 A_Playsound(\"Player/BurnDeath\")\n\tBURN A 3 Bright A_PlaySound(\"misc/burn\", CHAN_AUTO)\n\tBURN B 3 Bright A_Scream\n\tBURN C 3 Bright A_PlaySound(\"misc/flame\", CHAN_AUTO)\n\tBURN D 3 Bright A_NoBlocking\n\tBURN EFGHIJKLMNOP 3 Bright\n\tBURN Q 3 Bright A_PlaySound(\"misc/bodyhit\", CHAN_VOICE)\n\tBURN RSTU 3 Bright\n\tBURN V -1\n\tgoto Death\n  Scream:\n\tBRSP D 3\n  \tBRSP A 0 A_PlaysoundEx(\"Scream\",\"SoundSlot6\",1,0)\n\tBRSP D 3\n\tGoto Spawn\n  OldScream:\n\tBRSP D 3\n  \tBRSP A 0 A_PlaysoundEx(\"OldScream\",\"SoundSlot6\",1,0)\n\tBRSP D 3\n\tGoto Spawn\n  Silent:\n\tBRSP D 3\n  \tBRSP A 0 A_StopSoundEx(\"SoundSlot6\")\n\tBRSP D 3\n\tGoto Spawn\n\tBurn:\n\tTNT1 A 0 A_Playsound(\"Player/BurnDeath\")\n\t\tBURN A 3 Bright A_PlaySound(\"misc/burn\", CHAN_AUTO)\n\t\tBURN B 3 Bright A_Scream\n\t\tBURN C 3 Bright A_PlaySound(\"misc/flame\", CHAN_AUTO)\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN EFGHIJKLMNOP 3 Bright\n\t\tBURN Q 3 Bright A_PlaySound(\"misc/bodyhit\", CHAN_VOICE)\n\t\tBURN RSTU 3 Bright\n\t\tBURN V -1\n\t\tgoto Death\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Demolisher2.txt",
        "contents": "ACTOR DemolisherClass2 : PlayerPawn replaces DemolisherClass\n{\n\tSpeed 1\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Demolisher\"\n\tPlayer.CrouchSprite \"RKTC\"\n\tplayer.startitem \"NewDemolisherRocketLauncher\", 1\n\tplayer.startitem \"DemolisherRocketAmmo\", 25\n\tplayer.startitem \"NewLandMineLayer\", 1\n\tplayer.startitem \"NewMineAmmo\", 5\n\tplayer.startitem \"GreenArmor\", 1\n\tdamagefactor \"DemolisherRocket\", 0\n\tPlayer.SoundClass \"Hunter\"\n\tdamagefactor \"Flamestream\", 0.25\n\tlimitedtoteam 1\n\tStates\n\t{\n\tSpawn:\n\t\tRKTP A 0\n\t\tRKTP A 35\n\t\tRKTP A 0 A_JumpIf (health>=50, 2)\n\t\tRKTP A 0 ACS_Execute(110,0)\n\t\tRKTP A 0 A_JumpIfInventory(\"DemolisherRocketAmmo\", 0, 2)\n\t\tRKTP A 0 ACS_Execute(121,0)\n\t\tLoop\n\t\tRKTP A 0 A_JumpIfInventory(\"NewMineAmmo\", 0, \"Spawn\")\n\t\tRKTP A 0 ACS_Execute(121,0)\n\t\tLoop\n\tSee:\n\t\tRKTP ABCD 6\n\tGoto Spawn\n\tMissile:\n\t\tRKTP E 12\n\tGoto Spawn\n\tMelee:\n\t\tRKTP F 6 BRIGHT\n\tGoto Missile\n\tPain:\n\t\tRKTP G 4\n\t\tRKTP G 4 A_Pain\n\tGoto Spawn\n\tDeath:\n\t\tRKTP H 10\n\t\tRKTP I 10 A_PlayerScream\n\t\tRKTP J 10 A_NoBlocking\n\t\tRKTP KLM 10\n\t\tRKTP N -1\n\tStop\n\tXDeath:\n\t\tPLAY O 0 A_Stop\n\t\tRKTP O 5 A_SpawnItemEx (\"HumanGibs\",0,0,0,0,0,0,0,128)\n\t\tRKTP O 0 A_SkullPop(\"HeadGib\")\n\t\tRKTP P 5 A_XScream\n\t\tRKTP Q 5 A_NoBlocking\n\t\tRKTP RSTUV 5\n\t\tRKTP W -1\n    Stop\n\tBurn:\n\tTNT1 A 0 A_Playsound(\"Player/BurnDeath\")\n\t\tBURN A 3 Bright A_PlaySound(\"misc/burn\", CHAN_AUTO)\n\t\tBURN B 3 Bright A_Scream\n\t\tBURN C 3 Bright A_PlaySound(\"misc/flame\", CHAN_AUTO)\n\t\tBURN D 3 Bright A_NoBlocking\n\t\tBURN EFGHIJKLMNOP 3 Bright\n\t\tBURN Q 3 Bright A_PlaySound(\"misc/bodyhit\", CHAN_VOICE)\n\t\tBURN RSTU 3 Bright\n\t\tBURN V -1\n\t\tgoto Death\n\t}\n}\n\nACTOR NewDemolisherRocketLauncher : weapon\n{\n   Tag \"G&P TDG-48 Rocket Launcher\"\n   Inventory.PickupMessage \"You got the Grimm & Payne TDG-48 30mm Rocket Launcher\"\n   Inventory.PickupSound \"misc/w_pkup\"\n   Weapon.UpSound \"sfx/pickup\"\n   Weapon.AmmoGive 76\n   Weapon.AmmoType \"DemolisherRocketAmmo\"\n   Weapon.AmmoType2 \"DemolisherRocketAmmo\"\n   weapon.slotnumber 5\n   ConversationID 192 //added by amv2k9\n   Weapon.AmmoUse 1\n   Weapon.Kickback 70\n   obituary \"%o tried to dogde %k's rocket... aaaaaand failed... miserably.\"\n   Scale 0.80\n   Decal \"Scorch\"\n   States\n   {\n   Spawn:\n      CHMP X -1\n      LOOP\n   Ready:\n      CHML A 1 A_WeaponReady\n      Goto Ready\n     Deselect:\n\t  TNT1 A 0 SetPlayerProperty(0,1,2)\n\t  CHMS A 0 A_StopSoundEx(\"Body\")\n\t  CHMS ABCDE 1\n\t  Goto DeselectLoop\n  DeselectLoop:\n      TNT1 A 1 A_Lower\n      Loop\n  Select:\n      TNT1 A 0 SetPlayerProperty(0,0,2)\n\t  TNT1 A 0 A_SetCrosshair(7)\n      CHMS EDCBA 1\n      Goto SelectLoop\n  SelectLoop:\n      CHML A 1 A_Raise\n\t  loop\n   Fire:\n\t  TNT1 A 0 A_PlaySound(\"weapons/chibircktfire\",60,1.0)\n\t  TNT1 A 0 A_PlaySound(\"weapons/chibircktadd\",25,1.0)\n\t  CHML B 0 A_SpawnItemEx(\"Lightprojectile\",0,0,0,0)\n      CHML B 1 Bright A_FireCustomMissile(\"NewDemolisherRocket\",0.5,1,11,1)\n      CHML C 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n      CHML DE 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n      CHML FA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t  CHML A 15 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n      Goto Ready\n   }\n}\n\nACTOR NewDemolisherRocket : Rocket replaces DemolisherRocket\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 8\n\tHeight 4\n\tSpeed 32\n\tDamage 20\n\tScale 0.6\n\tDamageType DemolisherRocket\n\tProjectile\n\t+RANDOMIZE\n\t-DEHEXPLOSION\n\t-ROCKETTRAIL\n\t+EXPLODEONDEATH\n\t+THRUGHOST\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tDecal \"BigScorch\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISX AAAA 0 Bright A_SpawnItemEx(\"DemoMissileSmoke\",0,random(-1,1)*0.5,random(-1,1)*0.5,random(0,-6)*0.5,random(-2,2)*0.5,random(-2,2)*0.5,0,0,64)\n\t\tMISX A 0 Bright A_SpawnItemEx(\"DemoMissileTrail4\",0,0,0,momx*0.05,momy*0.05,momz*0.05,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMISX A 0 Bright A_SpawnItemEx(\"DemoMissileTrail3\",0,0,0,momx*0.15,momy*0.15,momz*0.15,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMISX A 0 Bright A_SpawnItemEx(\"DemoMissileTrail2\",0,0,0,momx*0.25,momy*0.25,momz*0.25,0,SXF_ABSOLUTEMOMENTUM)\n\t\tMISX A 1 Bright A_SpawnItemEx(\"DemoMissileTrail\",0,0,0,momx*0.35,momy*0.35,momz*0.35,0,SXF_ABSOLUTEMOMENTUM)\n\t\tLoop\n\tDeath:\n\t\tMISL B 0 A_RadiusThrust (4096, 512, 0)\n\t\tTNT1 F 0 A_SpawnItemEx(\"DemoExplosionFlash\")\n\t\tTNT1 FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 0 A_SpawnItemEx(\"DemoRocketFlare\",0,0,0,random(-6,6),0,random(-2,6),random(0,360),0,16)\n\t\tTNT1 F 0 A_SpawnItemEx(\"DemoShockWave\")\n\t\tTNT1 F 0 A_SpawnItemEx(\"DemoRocketExp\")\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"DemoExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"DemoExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"DemoExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"DemoExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"DemoExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 FFFFFFF 0 A_CustomMissile(\"DemoExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tTNT1 F 1 A_CustomMissile(\"DemoExplosionFlame\",0,0,random(0,360),2,random(-60,60))\n\t\tStop\n\t}\n}\n\nACTOR DemoMissileTrail\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tScale 0.15\n\tProjectile\n\t+RANDOMIZE\n\t+NoClip\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NONETID\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 2\n\t\tEMBR A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR DemoMissileTrail2 : DemoMissileTrail { Alpha 0.75 Scale 0.125 }\nACTOR DemoMissileTrail3 : DemoMissileTrail { Alpha 0.5 Scale 0.1 }\nACTOR DemoMissileTrail4 : DemoMissileTrail { Alpha 0.25 Scale 0.075 }\n\nACTOR DemoMissileSmoke\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 6\n\tRenderStyle Add\n\tAlpha 0.4\n\tScale 0.125\n\tProjectile\n\t+RANDOMIZE\n\t+NoClip\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 2\n\t\tSMOK A 0 A_Jump(256,0,1,2,3,4,5,6,7) //randomly jumps to A-G\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1 A_Fadeout(0.02)\n\t\tStop\n\t}\n}\n\nACTOR DemoExplosionSmoke\n{\n\tRadius 1\n\tHeight 2\n\tSpeed 1\n\tProjectile\n\t-NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tGravity 0.005\n\tBounceFactor 0.5\n\tRenderStyle Translucent\n\tAlpha 0.05\n\tScale 1.25\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 A_CheckSight(\"Death\")\n\t\tSMKE A 0 A_Jump(128,1)\n\t\tSMKE A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\",\"E\",\"F\")\n\t\tSMKE A 0 A_Jump(256,\"DA\",\"DB\",\"DC\",\"DD\",\"DE\",\"DF\")\n\tA:\n\t\tSMKE AAAAAAAAAA 1 A_Fadein(0.02)\n\t\tSMKE AAAAAAAAAAAAAAAAAAAA 1 A_Fadeout(0.005)\n\t\tSMKE A 1 A_Fadeout(0.001)\n\t\tWait\n\tB:\n\t\tSMKE BBBBBBBBBB 1 A_Fadein(0.02)\n\t\tSMKE BBBBBBBBBBBBBBBBBBBB 1 A_Fadeout(0.005)\n\t\tSMKE B 1 A_Fadeout(0.001)\n\t\tWait\n\tC:\n\t\tSMKE CCCCCCCCCC 1 A_Fadein(0.02)\n\t\tSMKE CCCCCCCCCCCCCCCCCCCC 1 A_Fadeout(0.005)\n\t\tSMKE C 1 A_Fadeout(0.001)\n\t\tWait\n\tD:\n\t\tSMKE DDDDDDDDDD 1 A_Fadein(0.02)\n\t\tSMKE DDDDDDDDDDDDDDDDDDDD 1 A_Fadeout(0.005)\n\t\tSMKE D 1 A_Fadeout(0.001)\n\t\tWait\n\tE:\n\t\tSMKE EEEEEEEEEE 1 A_Fadein(0.02)\n\t\tSMKE EEEEEEEEEEEEEEEEEEEE 1 A_Fadeout(0.005)\n\t\tSMKE E 1 A_Fadeout(0.001)\n\t\tWait\n\tF:\n\t\tSMKE FFFFFFFFFF 1 A_Fadein(0.02)\n\t\tSMKE FFFFFFFFFFFFFFFFFFFF 1 A_Fadeout(0.005)\n\t\tSMKE F 1 A_Fadeout(0.001)\n\t\tWait\n\tDA:\n\t\tSMKB AAAAAAAAAA 1 A_Fadein(0.02)\n\t\tSMKB AAAAAAAAAAAAAAAAAAAA 1 A_Fadeout(0.005)\n\t\tSMKB A 1 A_Fadeout(0.001)\n\t\tWait\n\tDB:\n\t\tSMKB BBBBBBBBBB 1 A_Fadein(0.02)\n\t\tSMKB BBBBBBBBBBBBBBBBBBBB 1 A_Fadeout(0.005)\n\t\tSMKB B 1 A_Fadeout(0.001)\n\t\tWait\n\tDC:\n\t\tSMKB CCCCCCCCCC 1 A_Fadein(0.02)\n\t\tSMKB CCCCCCCCCCCCCCCCCCCC 1 A_Fadeout(0.005)\n\t\tSMKB C 1 A_Fadeout(0.001)\n\t\tWait\n\tDD:\n\t\tSMKB DDDDDDDDDD 1 A_Fadein(0.02)\n\t\tSMKB DDDDDDDDDDDDDDDDDDDD 1 A_Fadeout(0.005)\n\t\tSMKB D 1 A_Fadeout(0.001)\n\t\tWait\n\tDE:\n\t\tSMKB EEEEEEEEEE 1 A_Fadein(0.02)\n\t\tSMKB EEEEEEEEEEEEEEEEEEEE 1 A_Fadeout(0.005)\n\t\tSMKB E 1 A_Fadeout(0.001)\n\t\tWait\n\tDF:\n\t\tSMKB FFFFFFFFFF 1 A_Fadein(0.02)\n\t\tSMKB FFFFFFFFFFFFFFFFFFFF 1 A_Fadeout(0.005)\n\t\tSMKB F 1 A_Fadeout(0.001)\n\t\tWait\n\tDeath:\n\t\tNULL A 0\n\t\tStop\n\t}\n}\n\nACTOR DemoRocketExplosion1\n{\n\tRadius 1\n\tHeight 2\n\tDamage 5\n\tRenderStyle Add\n\tAlpha 0.5\n\tDamageType Fire\n\tProjectile\n\t+RANDOMIZE\n\t+RIPPER\n\t+NoClip\n\t+DONTSPLASH\n\t+CLIENTSIDEONLY\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t\tEXP1 A 2 Bright\n\t\tEXP1 BCDEFGHIJKLMNOPQQRRSS 1 Bright A_Fadeout(0.02)\n\t\tStop\n\t}\n}\n\nACTOR DemoRocketFlare\n{\n\tMass 5\n\tRadius 1\n\tHeight 2\n\tSpeed 6\n\tRenderStyle Add\n\tScale 0.2\n\tGravity 0.25\n\tProjectile\n\t-NOGRAVITY\n\t+RANDOMIZE\n\t+CLIENTSIDEONLY\n\t+BOUNCEONACTORS\n\t+HEXENBOUNCE\n\tBounceFactor 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tEMBR A 1 Bright A_Fadeout(0.05)\n\t\tWait\n\t}\n}\n\nACTOR DemoExplosionFlash\n{\n\tRadius 1\n\tHeight 2\n\tScale 3\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tSPKO AA 0 A_Jump(256,\"E\",\"F\",\"K\",\"L\")\n\tE:\n\t\tSPKO E 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tF:\n\t\tSPKO F 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tK:\n\t\tSPKO K 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\tL:\n\t\tSPKO L 1 BRIGHT A_Fadeout(0.1)\n\t\tWait\n\t}\n}\n\nACTOR DemoShockWave\n{\n\tRadius 1\n\tHeight 2\n\tRenderStyle Add\n\tAlpha 0.05\n\tScale 2\n\tProjectile\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tSHOK AA 0 A_Jump(128,\"SpawnB\")\n\t\tSHOK ACEGIKMOQR 1\n\t\tStop\n\tSpawnB:\n\t\tSHOK BDFHJLNPQR 1\n\t\tStop\n\t}\n}\n\nACTOR DemoExplosionFlame\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 8\n\tScale 0.8\n\tPROJECTILE\n\t+ClientSideOnly\n\t+NoInteraction\n\tRENDERSTYLE Add\n\tTranslation \"174:176=[255,32,1]:[255,0,0]\"\n\tAlpha 0.4\n\tstates\n\t{\n\tSpawn:\n\t\tBFGV A 0\n\t\tBFGV A 0 A_Jump(256,\"A\",\"B\",\"C\",\"D\")\n\tA:\n\t\tRFL1 ACEGIKM 2 BRIGHT A_FadeOut(0.05)\n\t\tRFL2 AC 2 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\tB:\n\t\tRFL1 BDFHJL 2 BRIGHT A_FadeOut(0.05)\n\t\tRFL2 BD 2 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\tC:\n\t\tRFL1 NPRTVWZ 2 BRIGHT A_FadeOut(0.05)\n\t\tRFL2 EG 2 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\tD:\n\t\tRFL1 OQSUWY 2 BRIGHT A_FadeOut(0.05)\n\t\tRFL2 FH 2 BRIGHT A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nACTOR DemoRocketExp\n{\n\tRadius 8\n\tHeight 32\n\tDamage (2)\n\tScale 2\n\tRENDERSTYLE Add\n\tAlpha 0.8\n\tdamagetype demolisherrocket\n\tdamagetype demolisherrocket\n\tPROJECTILE\n\t+Randomize\n\t+Ripper\n\t+NoClip\n\tOBITUARY \"$OB_MPROCKET\"\n\tstates\n\t{\n\tSpawn:\n\t\tMISX A 0\n\t\tTNT1 A 0 Radius_Quake(3, 20, 0, 3, 0)\n\t\tTNT1 A 0 Radius_Quake(1, 35, 0, 8, 0)\n\t\tMISX F 3 BRIGHT A_Explode(128,128)\n\t\tMISX G 3 BRIGHT A_RadiusThrust(160,40)\n\t\tMISX B 0 A_Jump(256,0,4,5,6,7,8)\n\t\tMISX BBBBB 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMISX H 3 BRIGHT A_RadiusThrust(512,32)\n\t\tMISX C 0 A_Jump(256,0,4,5,6,7,8)\n\t\tMISX CCCCC 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMISX I 2 BRIGHT A_FadeOut\n\t\tMISX D 0 A_Jump(256,0,4,5,6,7,8)\n\t\tMISX DDDDD 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMISX I 2 BRIGHT A_FadeOut\n\t\tMISX E 0 A_Jump(256,0,4,5,6,7,8)\n\t\tMISX EEEEE 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMISX J 4 BRIGHT A_FadeOut\n\t\tMISX F 0 A_Jump(256,0,4,5,6,7,8)\n\t\tMISX FFFFF 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tMISX K 4 BRIGHT A_FadeOut\n\t\tMISX F 0 A_Jump(256,0,4,6,8,10,12,14,16)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 1 A_CustomMissile(\"ExplosionSmoke\",0,0,random(0,360),2,random(-45,90))\n\t\tStop\n\t}\n}\n\nActor NewLandMineLayer : Weapon\n{\n\tWeapon.AmmoType \"NewMineAmmo\"\n\ttag \"Land Mines\"\n\tInventory.PickUpSound \"misc/i_pkup\"\n\tWeapon.AmmoGive 1\n\tWeapon.AmmoUse 1\n\t+WEAPON.NOALERT\n\t+WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"Picked up a land mine.\"\n\tStates\n\t{\n\tRemove:\n\t\tTNT1 A 0 A_TakeInventory(\"LandMineLayer\", 1)\n\t\tStop\n\tReady:\n\t\tMINE A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tMINE A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tMINE A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tMIN2 A 5\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 7 A_FireCustomMissile(\"NewMine\",0,1,0,0)\n\t\tMINE BCDEFG 1\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Remove\")\n\t\tMINE A 3 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tMIN2 A 5\n\t\tMIN2 ABCDEFGH 1\n\t\tNULL A 5\n\t\tMIN3 ABCDE 1\n\t\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\t\tMIN3 FG 1\n\t\tMIN3 H 2 A_FireCustomMissile(\"NewMine2\",0,1,0,8)\n\t\tMIN3 IJKL 1\n\t\tNULL A 4\n\t\tMINE BCDEFG 1\n\t\tMINE A 0 A_JumpIfNoAmmo(\"Remove\")\n\t\tMINE A 3 A_ReFire\n\t\tGoto Ready\n\tSpawn:\n\t\tLMIN A -1\n\t\tStop\n\t}\n}\n\nActor NewMine\n{\nRadius 32\nHeight 5\nMass 1000000\nHealth 20\nDamage 0\nSeeSound \"MINE001\"\nDONTHURTSHOOTER\nSpeed 2\n+NOBLOOD\n-SHOOTABLE\n+MISSILE\n+DOOMBOUNCE\n+THRUGHOST\nStates\n{\nSpawn:\n\tLMIN A 0 A_Gravity\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tGoto Death\nDeath:\n\tLMIN A 0 A_SpawnItem(\"NewMineBase\")\n\tStop\n}\n}\nActor NewMineBase\n{\nRadius 32\nHeight 5\nMass 1000000\nHealth 20\nDamage 1\nSeeSound \"MINE001\"\nDONTHURTSHOOTER\nSpeed 0\n+NOBLOOD\n-SHOOTABLE\n+MISSILE\n+THRUGHOST\n+DEHEXPLOSION\n+FORCERADIUSDMG\nStates\n{\nSpawn:\n\tLMIN A 0 A_Gravity\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tLMIN AAABBB 4\n\tGoto Death\nDeath:\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_NoGravity\n\tTNT1 A 0 Radius_Quake(3, 20, 0, 3, 0)\n\tTNT1 A 0 Radius_Quake(1, 35, 0, 8, 0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RocketFlare\",0,0,0,random(0,6),0,random(-1,6),random(0,360),0,64)\n\tTNT1 F 0 A_SpawnItemEx(\"ExplosionFlash\")\n\tTNT1 A 0 A_SpawnItemEx(\"ShockWave\")\n\tTNT1 A 0 bright A_SpawnItemEx(\"GrenadeExp\")\n\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\tTNT1 FFFFF 0 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\tTNT1 F 1 A_CustomMissile(\"ExplosionFlame2\",0,0,random(0,360),2,random(45,90))\n\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",8,0,random(0,360),2,random(60,90))\n\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",8,0,random(0,360),2,random(60,90))\n\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",16,0,random(0,360),2,random(55,85))\n\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",16,0,random(0,360),2,random(55,85))\n\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",24,0,random(0,360),2,random(50,80))\n\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",24,0,random(0,360),2,random(50,80))\n\tTNT1 FF 0 A_CustomMissile(\"ExplosionSmoke2\",32,0,random(0,360),2,random(45,75))\n\tTNT1 F 1 A_CustomMissile(\"ExplosionSmoke2\",32,0,random(0,360),2,random(45,75))\n\tStop\n}\n}\nActor NewMine2 : NewMine\n{\nSpeed 15\n}\nActor NewMineAmmo : Ammo\n{\nRadius 10\nInventory.Amount 1\nInventory.MaxAmount 5\nAmmo.BackpackAmount 1\nAmmo.BackpackMaxAmount 5\nInventory.PickupMessage \"Picked up a land mine.\"\nInventory.Icon \"LMINA0\"\nStates\n{\nSpawn:\n\tLMIN A -1\n\tLoop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Chatfiles/terminator.txt",
        "contents": "[IntroStrings]\n\"This is going to be fun.\"\n\n[RareRoamingStrings]\n\"I will look for you. I will find you. And I will kill you.\"\n\"I'd be hiding if I was hunting me too!\"\n\"Don't make me hunt you down.\"\n\n[FragStrings]\n\"I only wanted to say Hi.\"\n\"Death by proxy, You gotta love it.\"\n\"Don't even have to get my hands dirty!\"\n\"You can't hurt me!\"\n\n[KilledStrings]\n\"...\"\n\n[RoamingStrings]\n\"I'd be hiding if I was hunting me too!\"\n\"Come on.\"\n\"Show your ugly face.\"\n\n[EnragedStrings]\n\"Big fucking mistake.\"\n\n[DemoralizedStrings]\n\"Fuck this.\"\n\"...\"\n\n[WinStrings]\n\"OH MAN... that was TOO fucking easy!\"\n\"You underestimated us motherfuckers.\"\n\"Couldn't Run. Couldn't Hide.\"\n\"You LOSE! Good day sir.\"\n\n[LoseStrings]\n\"No way in hell.\"\n\"That's not possible...\"\n\"Ah man... Irons isn't gonna like this...\"\n\"No problems here... we'll get you next time!\""
      }
    ]
  },
  "maps": []
}

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