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": []
}