IgorsModZandroPatch2.pk3

PK3 3.5 MiB 0 map(s)

Counts

endoom0
graphics0
lumps459
maps3
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0216136a-7a99-45a1-b81d-c4e0e5f58877",
    "sha1": "683af786be0910eda0f57d9edf3b98d8979739eb",
    "sha256": "de97f0ab8ddd1dba3f238c20d50b260f2a5cdcdbf00640bac3d4e0d015701ca7",
    "filenames": [
      "IgorsModZandroPatch2.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021/04/22 08:08:34",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "SBX01": "SBX01.png",
        "SBX02": "SBX02.png",
        "SBX03": "SBX03.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2021/04/22 08:08:34",
    "file": {
      "type": "PK3",
      "size": 3660896,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/683af786be0910eda0f57d9edf3b98d8979739eb/683af786be0910eda0f57d9edf3b98d8979739eb.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "SBX01",
        "SBX02",
        "SBX03"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 459,
        "maps": 3,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "ACSload.txt",
        "contents": "#library \"ACSload\"\n#include \"zcommon.acs\"\n\nscript \"TakeHW\" (void) NET{\n\ttakeinventory(getweapon(),1);\n\tLog(s:\"Weapon removed\");\n}\n\nScript \"IMRemove\" (void) NET{\n\tint tidr = UniqueTID();\n    if (PickActor(0, GetActorAngle(0), GetActorPitch(0), 256.0, tidr, MF_CORPSE | MF_SHOOTABLE | MF_SPECIAL | MF_SOLID | MF_MISSILE)) {\n    Thing_Remove(tidr);\n    Thing_ChangeTID(tidr, 0);\n\tLog(s:\"Actor removed\");\n  }\n}\n\nscript \"IMThHlth\" (void) NET{\n\tSetActorProperty(0,APROP_Health,10000);\n\tLog(s:\"Gainded 10 000 health\");\n}"
      },
      {
        "source": "pk3",
        "name": "ReadMe&Credits.txt",
        "contents": "Mod by Dragorin284.\n\nOriginal idea - Garry's mod\nZDooM Realization idea - FraxGamer\n\nWaterFall Textures - Nightmare\nPieces of code - ZDooM Wiki\nPhysgun - MrRaveYard\n\nv0.2alpha"
      },
      {
        "source": "pk3",
        "name": "Actors/AutoShotgunGuy.txt",
        "contents": "ACTOR ASGGuy\n{\n    Health 90\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 128\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"grunt/sight\"\n    AttackSound \"asgguy/asgfir\"\n    PainSound \"grunt/pain\"\n    DeathSound \"grunt/death\"\n    ActiveSound \"grunt/active\"\n    Obituary \"%o got emmenthal'd by an ASG guy.\"\n    DropItem Shell\n    States\n    {\n    Spawn:\n        ASGZ AB 10 A_Look\n        Loop\n    See:\n        ASGZ AABBCCDD 4 A_Chase\n        Loop\n    Missile:\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 16, \"Reload\")\n    \tASGZ E 4 A_FaceTarget\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n    \tASGZ F 5 Bright A_CustomBulletAttack (5, 4, 3, 4, \"BulletPuff\", 0)\n    \tASGZ E 6\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 16, \"Reload\")\n    \tTNT1 A 0 A_PlaySound(\"asgguy/asgld1\")\n    \tASGZ E 4 A_CPosRefire\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n    \tASGZ F 5 Bright A_CustomBulletAttack (5, 4, 3, 4, \"BulletPuff\", 0)\n    \tASGZ E 6\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 16, \"Reload\")\n    \tTNT1 A 0 A_PlaySound(\"asgguy/asgld1\")\n    \tASGZ E 4 A_CPosRefire\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n    \tASGZ F 5 Bright A_CustomBulletAttack (5, 4, 3, 4, \"BulletPuff\", 0)\n    \tASGZ E 6\n    \tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 16, \"Reload\")\n    \tTNT1 A 0 A_PlaySound(\"asgguy/asgld1\")\n    \tASGZ E 4 A_CPosRefire\n    \tTNT1 A 0 A_GiveInventory (\"ASGZAmmo\", 1)\n    \tASGZ F 5 Bright A_CustomBulletAttack (5, 4, 3, 4, \"BulletPuff\", 0)\n    \tASGZ E 6\n    \tTNT1 A 0 A_PlaySound(\"asgguy/asgld1\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"ASGZAmmo\", 16, \"Reload\")\n        Goto See\n    Reload:\n    \tTNT1 A 0 A_ChangeFlag(\"NoPain\", 1)\n    \tTNT1 A 0 A_PlaySound(\"asgguy/asgout\")\n    \tASGZ E 48 A_TakeInventory (\"ASGZAmmo\", 16)\n    \tASGZ E 8 A_PlaySound(\"asgguy/asgin\")\n    \tTNT1 A 0 A_ChangeFlag(\"NoPain\", 0)\n    \tGoto See\n    Pain:\n        ASGZ G 3\n        ASGZ G 3 A_Pain\n        Goto See\n    Death:\n        ASGZ H 5\n        ASGZ I 5 A_Scream\n        ASGZ J 5 A_Fall\n        ASGZ KLM 5\n        ASGZ N -1\n        Stop\n    XDeath:\n        ASGZ O 5\n        ASGZ P 5 A_XScream\n        ASGZ Q 5 A_Fall\n        ASGZ RSTUV 5\n        ASGZ W -1\n        Stop\n    Raise:\n        ASGZ NMLKJIH 5\n        Goto See\n    }\n}\n\nACTOR ASGZAmmo: Ammo\n{\n     Inventory.MaxAmount 16\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/BFGGuy.txt",
        "contents": "actor BFGGuy\n{\n  obituary \"%o was vapourized by a zombie's BFG9000.\"\n  health 200\n  radius 20\n  height 56\n  mass 100\n  speed 8\n  painchance 170\n  seesound \"chainguy/sight\"\n  painsound \"chainguy/pain\"\n  deathsound \"chainguy/death\"\n  activesound \"chainguy/active\"\n  dropitem \"BFG9000\"\n  missiletype BFGBall\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    BFGZ AB 10 A_Look\n    loop\n  See:\n    BFGZ AABBCCDD 3 A_Chase\n    loop\n  Missile:\n    BFGZ E 0 A_FaceTarget\n    BFGZ E 20 A_PlaySound (\"weapons/bfgf\")\n    BFGZ F 10 Bright\n    BFGZ F 10 Bright A_MissileAttack\n    BFGZ E 20\n    goto See\n  Pain:\n    BFGZ G 3\n    BFGZ G 3 A_Pain\n    goto See\n  Death:\n    BFGZ H 5\n    BFGZ I 5 A_Scream\n    BFGZ J 5 A_NoBlocking\n    BFGZ KLM 5\n    BFGZ N -1\n    stop\n  XDeath:\n    BFGZ O 5\n    BFGZ P 5 A_XScream\n    BFGZ Q 5 A_NoBlocking\n    BFGZ RS 5\n    BFGZ T -1\n    stop\n  Raise:\n    BFGZ NMLKJIH 5\n    goto See\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ChainsawZombie.txt",
        "contents": "ACTOR ChainsawZombie\n{\n\n    Health 30\n    Radius 20\n    Height 56\n    Speed 13\n    MeleeDamage 1\n    PainChance 200\n    MONSTER\n    +FLOORCLIP\n    Obituary \"%o was sliced by a madman zombie with a chainsaw!\"\n    SeeSound \"grunt/sight\"\n    MeleeSound \"weapons/sawhit\"\n    PainSound \"grunt/pain\"\n    DeathSound \"grunt/death\"\n    ActiveSound \"grunt/active\"\n    DropItem Chainsaw\n    States\n    {\n    Spawn:\n        CHAN A 4 A_Look\n        CHAN A 4 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN A 4 A_Look\n        CHAN B 4 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN B 4 A_Look\n        CHAN B 4 A_PlayWeaponSound(\"weapons/sawidle\")\n        Loop\n    See:\n        CHAN A 4 A_Chase\n        CHAN A 4 A_Chase\n        CHAN B 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN B 4 A_Chase\n        CHAN B 4 A_Chase\n        CHAN C 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN C 4 A_Chase\n        CHAN C 4 A_Chase\n        CHAN D 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        CHAN D 4 A_Chase\n        CHAN D 4 A_Chase\n        CHAN A 0 A_PlayWeaponSound(\"weapons/sawidle\")\n        Loop\n    Melee:\n        CHAN E 1 A_FaceTarget\n        CHAN F 3 A_MeleeAttack\n        Goto See\n    Pain:\n        CHAN G 5\n        CHAN G 3 A_Pain\n        Goto See\n    Death:\n        CHAN H 5\n        CHAN I 5 A_Scream\n        CHAN J 5 A_Fall\n        CHAN KLM 5\n        CHAN N -1\n        Stop\n    XDeath:\n        CHAN O 5\n        CHAN P 5 A_XScream\n        CHAN Q 5 A_Fall\n        CHAN RSTUV 5\n        CHAN W -1\n        Stop\n    Raise:\n        CHAN NMLKJIH 5\n        Goto See\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/SSGGuy.txt",
        "contents": "ACTOR SSGGuy\n{\n\tHealth 120\n\tRadius 20\n\tHeight 56\n\tScale 0.9\n\tSpeed 9\n\tPainChance 170\n\tMONSTER\n\tTranslation \"112:127=16:47\"\n\t+FloorClip\n\tSEESOUND \"SSGUNER/sight\"\n\tATTACKSOUND \"SSGUNER/SSG\"\n\tPAINSOUND \"grunt/pain\"\n\tDEATHSOUND \"SSGUNER/death\"\n\tACTIVESOUND \"SSGUNER/idle\"\n\tOBITUARY \"%o was blown open by a Super Shotgunner!\"\n\tDropItem \"SuperShotgun\"\n\tDecal Bulletchip\n\tstates\n\t{\n\tSpawn:\n\t\tGPOS A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGPOS AABBCCDD 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tGPOS E 10 A_FaceTarget\n\t\tGPOS F 8 BRIGHT A_CustomBulletAttack(11.2, 7.1, 20, 3, \"Bulletpuff\")\n\t\tGPOS E 8\n\t\tGoto See\n\tPain:\n\t\tGPOS G 3\n\t\tGPOS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tGPOS H 7\n\t\tGPOS I 7 A_Scream\n\t\tGPOS J 7 A_NoBlocking\n\t\tGPOS K 7\n\t\tGPOS L 7\n\t\tGPOS M 7\n\t\tGPOS N -1\n\t\tStop\n\tXDeath:\n\t\tGPOS O 5\n\t\tGPOS P 5 A_XScream\n\t\tGPOS Q 5 A_NoBlocking\n\t\tGPOS RS 5\n\t\tGPOS T -1\n\t\tStop\n\tRaise:\n\t\tGPOS NMLKJIH 5\n\t\tGoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/PlasmaZombie.txt",
        "contents": "ACTOR PlasmaZombie\n{\n\n    Health 50\n    Radius 20\n    Height 56\n    Speed 8\n    PainChance 100\n    MONSTER\n    +FLOORCLIP\n    SeeSound \"grunt/sight\"\n    AttackSound \"grunt/attack\"\n    PainSound \"grunt/pain\"\n    DeathSound \"grunt/death\"\n    ActiveSound \"grunt/active\"\n    Obituary \"%o got burned by a plasma zombie.\"\n    DropItem Cell\n    MissileType PlasmaBall\n    States\n    {\n    Spawn:\n        ZMAY AB 10 A_Look\n        Loop\n    See:\n        ZMAY AABBCCDD 4 A_Chase\n        Loop\n    Missile:\n        ZMAY E 10 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        ZMAY E 5 A_FaceTarget\n        ZMAY F 5 A_MissileAttack\n        Goto See\n    Pain:\n        ZMAY G 3\n        ZMAY G 3 A_Pain\n        Goto See\n    Death:\n        ZMAY H 5\n        ZMAY I 5 A_Scream\n        ZMAY J 5 A_Fall\n        ZMAY K 5\n        ZMAY L -1\n        Stop\n    XDeath:\n        ZMAY O 5\n        ZMAY P 5 A_XScream\n        ZMAY Q 5 A_Fall\n        ZMAY RSTU 5\n        ZMAY V -1\n        Stop\n    Raise:\n        ZMAY KJIH 5\n        Goto See\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/RocketZombie.txt",
        "contents": "ACTOR RocketGuy\n{\n   Health 50\n   Radius 20\n   Height 56\n   Mass 100\n   Speed 8\n   PainChance 200\n   Monster\n   +FLOORCLIP\n   SeeSound \"grunt/sight\"\n   PainSound \"grunt/pain\"\n   Deathsound \"grunt/death\"\n   ActiveSound \"grunt/active\"\n   DropItem RocketAmmo\n   Obituary \"%o was splattered by the zombie's rocket.\"\n   States\n   {\n   Spawn:\n      MPOS AB 10 A_Look\n      Loop\n   See:\n      MPOS AABBCCDD 3 A_Chase\n      Loop\n   Missile:\n      MPOS EE 10 A_FaceTarget\n      MPOS F 5\n      MPOS G 13 A_CyberAttack\n      Goto See\n   Pain:\n      MPOS H 2\n      MPOS H 2 A_Pain\n      Goto See\n   Death:\n      MPOS I 5\n      MPOS J 5 A_Scream\n      MPOS K 5\n      MPOS L 5 A_Fall\n      MPOS M -1\n      Stop\n   XDeath:\n      MPOS N 5\n      MPOS O 5 A_XScream\n      MPOS P 5\n      MPOS Q 5 A_Fall\n      MPOS RSTU 5\n      MPOS V -1\n      Stop\n   Raise:\n      MPOS MLKJI 5\n      Goto See\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/SuicideBomber.txt",
        "contents": "actor SuicideBomber\n{\n  obituary \"%o was killed by a crazy suicide bomber.\"\n  health 80\n  radius 20\n  height 56\n  mass 100\n  speed 10\n  painchance 20\n  seesound \"suicide/sit\"\n  attacksound \"shotguy/death\"\n  painsound \"shotguy/pain\"\n  deathsound \"shotguy/death\"\n  MONSTER\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    BMBE AB 10 A_Look\n    loop\n  See:\n    BMBE AAABBBCCCDDD 2 A_Chase\n    BMBE A 0 A_PlaySound(\"suicide/scream\")\n    loop\n  Melee:\n    BMBE A 0 A_Die\n    stop\n  Pain:\n    BMBE A 3\n    BMBE A 3 A_Pain\n    goto See\n  Death:\n    BMBE M 0 bright A_Explode (50, 128, XF_NOTMISSILE)\n    BMBE M 5 bright A_PlaySound (\"weapons/rocklx\")\n    BMBE N 5 bright A_XScream\n    BMBE O 5 A_NoBlocking\n    BMBE PQRST 5\n    BMBE U -1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons/Physgun.txt",
        "contents": "ACTOR IMPhysgun : DoomWeapon\n{\n\tHeight 20\n\tTag \"PhysGun\"\n\tWeapon.SelectionOrder 2800\n\tWeapon.SlotNumber 0\n\tInventory.PickupMessage \"You got the Physgun! May cause errors, be careful!\"\n\t+WEAPON.NOALERT\n\tStates\n\t{\n\t\tReady:\n\t\t\tPHSG A 0 A_JumpIfInventory(\"physgun_locked\", 1, \"GoOn\")\n\t\t\tPHSG A 1 A_WeaponReady\n\t\t\tLoop\n\t\tDeselect:\n\t\t\tPHSG A 1 A_Lower\n\t\t\tLoop\n\t\tSelect:\n\t\t\tPHSG A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tPHSG A 0 ACS_NamedExecuteWithResult(\"Physgun_start\")\n\t\t\tPHSG A 0 A_JumpIfInventory(\"physgun_locked\", 1, \"Try\")\n\t\t\tPHSG B 1\n\t\t\tgoto Ready\n\t\tTry:\n\t\t\tPHSG A 0 A_JumpIfInventory(\"physgun_locked\", 1, \"GoOn\")\n\t\t\tPHSG BBBAAABBAABA 1\n\t\t\tgoto Ready\n\t\tGoOn:\n\t\t\tPHSG B 2 bright\n\t\t\tPHSG B 0 A_Refire(\"Try\")\n\t\t\tGoto Ready\n\t\tSpawn:\n\t\t\tPHSG Z -1\n\t\t\tStop\n\t}\n}\n\nactor physgun_dragged : inventory\n{\n\tInventory.maxamount 1\n}\nactor physgun_physlock : inventory\n{\n\tInventory.maxamount 1\n}\nactor physgun_locked : inventory\n{\n\tInventory.maxamount 0x7FFFFFFF\n}\n\nactor physgun_pickerItem : CustomInventory\n{\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"physgun_picker\")\n\t\t\tstop\n\t}\n}\n\nactor physgun_picker\n{\n\t+NOINTERACTION\n\t+NOTIMEFREEZE\n\t+INVISIBLE\n\n\theight 2\n\tradius 2\n\n\tscale 0.1\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RadiusGive(\"physgun_pickerItem\", 10.0, RGF_PLAYERS | RGF_MONSTERS | RGF_OBJECTS | RGF_VOODOO | RGF_CUBE)\n\n\t\t\tstop\n\t}\n}\n\nactor physgun_glow\n{\n\t+NOTIMEFREEZE\n\talpha 0.1\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\t\"####\" \"#\" 0 bright\n\t\t\t\"####\" \"#\" 0 bright ACS_NamedExecuteWithResult(\"physgun_colorSetter\")\n\t\t\t\"####\" \"#\" 1 bright A_SetScale(scalex * 1.05, scaley * 1.05)\n\t\t\tstop\n\t}\n}\n\nactor physgun_killer\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AA 1 A_RadiusThrust(500, 50, RTF_AFFECTSOURCE, 50)\n\t\t\tstop\n\t}\n}\n\nACTOR IMGravityGun : DoomWeapon\n{\n\tHeight 20\n\tTag \"Zero Point Energy Field Manipulator\"\n\tWeapon.SelectionOrder 2800\n\tWeapon.SlotNumber 0\n\tInventory.PickupMessage \"You got the Gravity gun! May cause errors, be careful!\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\tStates\n\t{\n\t\tReady:\n\t\t\tGRVT A 1 A_WeaponReady\n\t\t\tLoop\n\t\tDeselect:\n\t\t\tGRVT A 1 A_Lower\n\t\t\tLoop\n\t\tSelect:\n\t\t\tGRVT A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tGRVT B 0 A_StopSound(CHAN_6)\n\n\t\t\tGRVT B 0 A_JumpIfInventory(\"GravityGun_Throwing\", 1, \"FireThrow\")\n\t\t\tGRVT B 0 ACS_NamedExecuteWithResult(\"gravitygun_start\", 0)\n\t\t\tGRVT B 0 A_JumpIfInventory(\"GravityGun_Throwing\", 1, \"FireThrow\")\n\t\t\tGRVT B 0 A_TakeInventory(\"GravityGun_Throwing\", 1)\n\t\t\tGRVT B 0 A_PlaySound(\"GravityGun/ThrowFail\", CHAN_7)\n\t\t\tGRVT ABABB 1\n\t\t\tgoto Ready\n\t\tFireThrow:\n\t\t\tGRVT B 0 A_TakeInventory(\"GravityGun_Throwing\", 1)\n\t\t\tGRVT B 0 A_PlaySound(\"GravityGun/Throw\", CHAN_5)\n\t\t\tGRVT BABABAAB 1\n\t\t\tgoto Ready\n\n\t\tAltFire:\n\t\t\tGRVT B 0 A_StopSound(CHAN_6)\n\t\t\tGRVT B 0 A_TakeInventory(\"GravityGun_Throwing\", 1)\n\t\t\tGRVT B 0 A_JumpIfInventory(\"GravityGun_Locked\", 1, \"HoldStop\")\n\n\t\t\tGRVT B 0 ACS_NamedExecuteWithResult(\"gravitygun_start\", 1)\n\t\t\tGRVT B 0 A_JumpIfInventory(\"GravityGun_Locked\", 1, \"HoldingStart\")\n\n\t\t\tGRVT B 1 A_PlaySound(\"GravityGun/Pull\", CHAN_7)\n\t\tKeepPulling:\n\t\t\tGRVT B 0 A_JumpIfInventory(\"GravityGun_Pulling\", 1, \"KeepPulling2\")\n\n\t\t\tGRVT B 0 A_WeaponReady(WRF_DISABLESWITCH | WRF_NOBOB | WRF_NOSECONDARY)\n\t\t\tGRVT B 0 ACS_NamedExecuteWithResult(\"gravitygun_start\", 1)\n\t\tKeepPulling2:\n\t\t\tGRVT A 1 A_JumpIfInventory(\"GravityGun_Locked\", 1, \"HoldingStart\")\n\t\t\tGRVT B 1 A_Refire(\"KeepPulling\")\n\t\t\tGRVT B 15\n\t\t\tgoto Ready\n\n\t\tHoldingStart:\n\t\t\tGRVT B 0 A_PlaySound(\"GravityGun/Hold\", CHAN_6, 1.0, 1)\n\t\t\tGRVT B 0 A_PlaySound(\"GravityGun/Grab\", CHAN_7)\n\n\t\tHolding:\n\t\t\tGRVT BA 1\n\t\t\tGRVT B 0 A_JumpIfInventory(\"GravityGun_Throwing\", 1, \"Fire\")\n\t\t\tGRVT B 0 A_JumpIfInventory(\"GravityGun_Locked\", 1, \"DoHolding\")\n\t\t\tgoto HoldStop\n\t\tDoHolding:\n\t\t\tGRVT B 1 A_Refire(\"Holding\")\n\t\t\tGRVT B 0 A_WeaponReady(WRF_DISABLESWITCH | WRF_NOBOB)\n\t\t\tGRVT B 0 A_JumpIfInventory(\"GravityGun_Locked\", 1, \"Holding\")\n\t\t\tgoto HoldStop\n\n\t\tHoldStop:\n\t\t\tGRVT B 0 A_TakeInventory(\"GravityGun_Locked\", 1)\n\t\t\tGRVT B 0 A_StopSound(CHAN_6)\n\t\t\tGRVT B 0 A_PlaySound(\"GravityGun/Drop\", CHAN_7)\n\t\t\tGRVT BBBABABBAABA 1\n\t\t\tgoto Ready\n\n\t\tFlash:\n\t\t\tGRVT A 2 Bright A_Light1\n\t\t\tGRVT B 2 Bright A_Light2\n\t\t\tGoto LightDone\n\t\tSpawn:\n\t\t\tGRVT Z -1\n\t\t\tStop\n\t}\n}\n\nactor GravityGun_Throwing: inventory\n{\n\tInventory.maxamount 1\n}\n\nactor GravityGun_Pulling : inventory\n{\n\tInventory.maxamount 1\n}\n\nactor GravityGun_Dragged : inventory\n{\n\tInventory.maxamount 1\n}\n\nactor GravityGun_Locked : inventory\n{\n\tInventory.maxamount 0x7FFFFFFF\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.