Counts

endoom0
graphics0
lumps697
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "sha1": "7a3a9b9e95e77d735ca373eea27a4af4255a2661",
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      "engines": [
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      "iwad": [],
      "filename": null,
      "added": "2019-09-27 18:22:34",
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      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
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    "added": "2019-09-27 18:22:34",
    "file": {
      "type": "PK3",
      "size": 2265637,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/7a3a9b9e95e77d735ca373eea27a4af4255a2661/7a3a9b9e95e77d735ca373eea27a4af4255a2661.pk3.gz",
      "corrupt": false
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    "content": {
      "counts": {
        "endoom": 0,
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    "text_files": [
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "CORR7"
      },
      {
        "source": "pk3",
        "name": "Changelog.txt",
        "contents": "V0.3\nInitial Release\nV0.7\n-Nerfed the Tebazile's HP and fixed his penultimate (Solrac) form\n-removed DROPOFF from Alien Teleporter so he (hopefully) doesn't get stuck\n-Increased speed of Semaj\n-Tymok's Missile no longer has a randomized blast radius\n-Added DONTHARMSPECIES to all missiles so enems don't blow themselves up\n-Made the fakehitscans much slower so they can be dodged from far away\n-several overhauls of enemy attacks\n\t*Overhaul to Rodex, made him the imp replacement\n\t*overhauled attacks for ailoprobe, now shoots missiles reminiscent of\n\twolf3d's fake Hitlers\n\t*overhauled Ailoprobe2 attacks, now shoots two seeker missiles or\n\ttwo railguns\n\t*Overhaul to Eniram, now shoots two forms of missiles depending on cloak status\n\t*overhauled attacks for nerraw, now shoots plasma and a railgun\n\t*Tenaj now dodges\n-many changes to sounds\n\t*new gibs sound, bitchmon/gibs is gone\n\t*gibs sounds are randomized between 3 sounds\n\t*gibs volume was boosted\n\t*deleted a useless explode sound I didn't need\n-many changes to enemy spawns:\n\t*made Tymok fatso replacement only\n\t*made a small version of Solrac for AV replacements\n\t*moved Mechanical Warrior to Baron/Arachno slot\n\t*Nerraw is Arachno only\n\t*BossEniram is Baron only\n\t*Made a fuzzy variant of Semaj with lower health\n\tand higher speed for Spectre replacements\n\t*Eniram is no longer a rev replacement\n\t*Made Animated Probe a zombie replacement\nv1.0!\n-Boosted the Gibs volume even higher, so you can hear it when\nthere's a lot going on.\n-added a fog effect for Alien Teleport xdeath\n-Small Solrac's Active sound has normal attenuation\n-Increased the speed on missiles, and made them XDeath the player when killed\n-got rid of all non-standard drops.\n-Except for smol-rac. He still drops health, just roughly 40% the time, now.\n-and Mechanical Warrior, who has a very small chance of dropping armor\n-Retooled the explosion radiuses. NOW they aren't randomized, and do\n more damage, generally speaking\n-Gave unique firing sounds to Eitak, Tenaj, and Mechanical Warrior\nV1.0.1\n-nerfed smolrac and gave proper inheritance\n-Changed the color of Solrac's Blood\n-Added NODAMAGETHRUST Flag to fake hitscans\n-Doubled the volume of the C7Gibs sounds. This time it worked!\n-Removed Ice state from Rodex. He doesn't need it anymore.\nV1.0.2\n-Added some GLDefs\n-Changed Damage Type of Plasma Torpedos. Now Ranger takes reduced damage.\n-Raised the damage of explosion radii.\n-Completely changed Tymok's rocket explosion. It was weird.\n-Increased damage of Nerraw's railgun.\n-Generally raised random damage peak of most other projectiles and railguns.\n-Ttocs HP raised."
      },
      {
        "source": "pk3",
        "name": "Credits.txt",
        "contents": "Corridor 7 and all characters within (c) 1994 Capstone Software LtD.\n\nActors derived and adapted from Samsara ExMixer v0.72\n\nSamsara ExMixer by Jesh and Zandrewnum"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "// Corridor 7nemies\n\n#include \"Actors/C7/Ailoprobe.txt\"\n#include \"Actors/C7/AlienTeleport.txt\"\n#include \"Actors/C7/Base.txt\"\n#include \"Actors/C7/AnimatedProbe.txt\"\n#include \"Actors/C7/Bandor.txt\"\n#include \"Actors/C7/Eitak.txt\"\n#include \"Actors/C7/Eniram.txt\"\n#include \"Actors/C7/EniramBoss.txt\"\n#include \"Actors/C7/MechanicalWarrior.txt\"\n#include \"Actors/C7/Nerraw.txt\"\n#include \"Actors/C7/Otrebor.txt\"\n#include \"Actors/C7/Nerraw.txt\"\n#include \"Actors/C7/Rodex.txt\"\n#include \"Actors/C7/Semaj.txt\"\n#include \"Actors/C7/Solrac.txt\"\n#include \"Actors/C7/Tebazile.txt\"\n#include \"Actors/C7/Tenaj.txt\"\n#include \"Actors/C7/Ttocs.txt\"\n#include \"Actors/C7/Tymok.txt\""
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "//\tCorridor 7\n\n//General\nc7alien/fire1\t\t\tC7_ALNW3\n$Volume c7alien/fire1 \t1.0\nc7alien/firer\t\t\tC7_ENIB3\n$Volume c7alien/firer \t1.0\nc7alien/rrico\t\t\tC7_ENIB4\nc7nemies/gibs1\t\t\tAILO_DI8\nc7nemies/gibs2\t\t\tAILO_DI9\nc7nemies/gibs3\t\t\tC7_TEBA5\n$Random c7nemies/gibs\t{ c7nemies/gibs1 c7nemies/gibs2 c7nemies/gibs3 }\n$Attenuation c7nemies/gibs 0.5\nc7Plasma/fire\t\t\tC7ALPLS\n\n// Animated Probe\naprobe/see\t\t\t\tAPROBE_1\n$Volume aprobe/see \t\t1.0\naprobe/fire\t\t\t\tAPROBE_6\n$Volume aprobe/fire \t1.0\naprobe/death1\t\t\tAPROBE_2\naprobe/death2\t\t\tAPROBE_3\naprobe/death3\t\t\tAPROBE_4\naprobe/death4\t\t\tAPROBE_5\n$Random aprobe/die \t\t{ aprobe/death1 aprobe/death2 aprobe/death3 aprobe/death4 }\n$Volume aprobe/die \t\t1.0\n\n// Ailoprobe\nailo/fire\t\t\t\tAILO_PEW\nailo2/fire\t\t\t\tC7ALDIS\n$Volume ailo/fire \t\t1.0\nailo/d1\t\t\t\t\tAILO_DIE\nailo/d2\t\t\t\t\tAILO_DI2\nailo/d3\t\t\t\t\tAILO_DI3\nailo/d4\t\t\t\t\tAILO_DI4\nailo/d5\t\t\t\t\tAILO_DI5\nailo/d6\t\t\t\t\tAILO_DI6\nailo/d7\t\t\t\t\tAILO_DI7\nailo/d8\t\t\t\t\tAILO_DI8\nailo/d9\t\t\t\t\tAILO_DI9\n$Random ailo/die \t\t{ ailo/d1 ailo/d2 ailo/d3 ailo/d4 ailo/d5 ailo/d6 ailo/d7 ailo/d8 ailo/d9 }\n$Volume ailo/die \t\t1.0\n\n// Solrac\nsolrac/see\t\t\t\tSOLRAC_4\n$Volume solrac/see \t\t1.0\nsolrac/active\t\t\tSOLRAC_1\n$Volume solrac/active \t1.0\nsolrac/die\t\t\t\tSOLRAC_3\n$Volume solrac/die \t\t1.0\nsolrac/fire\t\t\t\tSOLRAC_2\n$Volume solrac/fire \t1.0\n\n// Ortrebor\nortrebor/see\t\t\tC7_ORTR1\n$Volume ortrebor/see \t1.0\nortrebor/d1\t\t\t\tC7_ORTR2\nortrebor/d2\t\t\t\tC7_ORTR3\nortrebor/d3\t\t\t\tC7_ORTR4\nortrebor/d4\t\t\t\tC7_ORTR5\n$Random ortrebor/die \t{ ortrebor/d2 ortrebor/d3 ortrebor/d4 aprobe/death1 }\n$Volume ortrebor/die \t1.0\nortrebor/fire\t\t\tC7_ORTR7\n$Volume ortrebor/fire \t1.0\n\n// Mechanical Warrior\nc7mwar/fire\t\t\t\tC7DULBLS\nc7mwar/see\t\t\t\tC7_MWAR1\n$Volume c7mwar/see \t\t1.0\nc7mwar/d1\t\t\t\tC7_MWAR2\nc7mwar/d2\t\t\t\tC7_MWAR3\nc7mwar/d3\t\t\t\tC7_MWAR4\n$Random c7mwar/die \t\t{ c7mwar/d3 c7mwar/d2 c7mwar/d1 }\n$Volume c7mwar/die \t\t1.0\nc7mwar/walk\t\t\t\tC7_MWAR5\n\n// Ttocs\nttocs/see\t\t\t\tC7_TTOC1\n$Volume ttocs/see \t\t1.0\nttocs/fire\t\t\t\tC7_TTOC2\n$Volume ttocs/fire \t\t1.0\nttocs/d1\t\t\t\tC7_TTOC3\nttocs/d2\t\t\t\tC7_TTOC4\nttocs/d3\t\t\t\tC7_TTOC5\nttocs/d4\t\t\t\tC7_TTOC6\nttocs/d5\t\t\t\tC7_TTOC7\n$Random ttocs/die \t\t{ ttocs/d1 ttocs/d2 ttocs/d3 ttocs/d4 ttocs/d5 ailo/d5 }\n$Volume ttocs/die \t\t1.0\n\n// Rodex\nrodex/see\t\t\t\tC7_RODE1\n$Volume rodex/see \t\t1.0\nrodex/d1\t\t\t\tC7_RODE2\nrodex/d2\t\t\t\tC7_RODE3\nrodex/d3\t\t\t\tC7_RODE4\n$Random rodex/die \t\t{ rodex/d1 rodex/d2 rodex/d3 }\n$Volume rodex/die \t\t1.0\nrodex/fire\t\t\t\tC7_RODE5\n$Volume rodex/fire \t\t1.0\n\n// Bandor\nbandor/see\t\t\t\tC7_BAND1\n$Volume bandor/see \t\t1.0\nbandor/d1\t\t\t\tC7_BAND2\nbandor/d2\t\t\t\tC7_BAND3\nbandor/d3\t\t\t\tC7_BAND4\n$Random bandor/die \t\t{ bandor/d1 bandor/d2 bandor/d3 }\n$Volume bandor/die \t\t1.0\nbandor/fire\t\t\t\tC7_ALNW3\n$Volume bandor/fire \t1.0\n\n// Eniram\neniram/see\t\t\t\tC7_ENIR1\n$Volume eniram/see \t\t1.0\neniram/active\t\t\tC7_ENIR2\n$Volume eniram/active \t1.0\neniram/d1\t\t\t\tC7_ENIR5\neniram/d2\t\t\t\tC7_ENIR6\neniram/d3\t\t\t\tC7_ENIR7\n$Random eniram/die \t\t{ eniram/d1 eniram/d2 eniram/d3 }\n$Volume eniram/die \t\t1.0\neniram/cloak\t\t\tC7_ENIR3\n$Volume eniram/cloak \t1.0\neniram/cloakf\t\t\tC7TASR\n$Volume eniram/cloakf \t1.0\n\n// Tymok\ntymok/see\t\t\t\tC7_TYMO1\n$Volume tymok/see \t\t1.0\ntymok/die\t\t\t\tC7_TYMO2\n$Volume tymok/die \t\t1.0\ntymok/ric\t\t\t\tC7_TYMO3\n$Volume tymok/ric \t\t1.0\n\n// Eitak\neitak/fire\t\t\t\tC7M24CAW\neitak/see\t\t\t\tC7_EITA1\n$Volume eitak/see \t\t1.0\neitak/d1\t\t\t\tC7_EITA2\neitak/d2\t\t\t\tC7_EITA3\n$Random eitak/die \t\t{ eitak/d1 eitak/d2 }\n$Volume eitak/die \t\t1.0\n\n// Eniram Boss\neniramb/see\t\t\t\tC7_ENIB1\n$Volume eniramb/see \t1.0\neniramb/die\t\t\t\tC7_ENIB2\n$Volume eniramb/die \t1.0\n\n// Semaj\nsemaj/d1\t\t\t\tC7_SMAJ4\nsemaj/d2\t\t\t\tC7_SMAJ3\nsemaj/d3\t\t\t\tC7_SMAJ5\n$Random semaj/die \t\t{ semaj/d1 semaj/d2 semaj/d3 }\n$Volume semaj/die \t\t1.0\nsemaj/bite1\t\t\t\tC7_SMAJ1\nsemaj/bite2\t\t\t\tC7_SMAJ2\n$Random semaj/crunch \t{ semaj/bite1 semaj/bite2 }\n$Volume semaj/crunch \t1.0\n\n// Nerraw\nnerraw/see\t\t\t\tC7_NERR1\n$Volume nerraw/see \t\t1.0\nnerraw/fire\t\t\t\tC7_NERR2\n$Volume nerraw/fire \t1.0\nnerraw/die\t\t\t\tC7_NERR3\n$Volume nerraw/die  \t1.0\n\n// Tenaj\ntenaj/fire\t\t\t\tC7ASCAN\ntenaj/see\t\t\t\tC7_TNAJ1\n$Volume tenaj/see \t\t1.0\ntenaj/d1\t\t\t\tC7_TNAJ2\ntenaj/d2\t\t\t\tC7_TNAJ3\n$Random tenaj/die\t\t{ tenaj/d1 tenaj/d2 }\n$Volume tenaj/die \t\t1.0\n\n// Tebazile\ntebazile/see\t\t\tC7_TEBA1\n$Volume tebazile/see    1.0\ntebazile/act2\t\t\tC7_TEBA2\n$Volume tebazile/act2   1.0\n$Random tebazile/roam   { tebazile/see tebazile/act2 }\n$Volume tebazile/roam \t1.0\ntebazile/morph\t\t\tC7_TEBA3\n$Volume tebazile/morph  1.0\ntebazile/die\t\t\tC7_TEBA4\n$Volume tebazile/die \t1.0\ntebazile/melt\t\t\tC7_TEBA5\n$Volume tebazile/melt \t1.0\n\n//Alien Teleport\nc7alient/see\t\t\tC7_PORT2\n$Volume c7alient/see \t1.0\nc7alient/pain\t\t\tC7_PORT1\n$Volume c7alient/pain \t1.0\nc7alient/roam\t\t\tC7_PORT4\n$Volume c7alient/roam\t1.0\nc7alient/die\t\t\tC7_PORT3\n$Volume c7alient/die \t1.0"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "flickerlight C7MONSTERS_ATK\n{\n   color 2.55 2.55 0.0\n   size 50\n   secondarysize 50\n   chance 0.2\n}\n\nflickerlight C7REDMONSTERS_ATK\n{\n   color 2.55 0.31 0.31\n   size 50\n   secondarysize 50\n   chance 0.2\n}\n\nflickerlight SOLRAC_ATK2\n{\n   color 0.32 0.40 1.82\n   size 50\n   secondarysize 50\n   chance 0.2\n}\n\nflickerlight SOLRAC_ATK1\n{\n   color 0.8 0.74 2.26\n   size 50\n   secondarysize 50\n   chance 0.2\n}\n\nflickerlight SOLRAC_ATK3\n{\n   color 0.4 0.87 2.41\n   size 50\n   secondarysize 50\n   chance 0.2\n}\n\nobject Ailoprobe\n{\n   frame AILOM { light C7REDMONSTERS_ATK  }\n}\n\nobject Ailoprobe_2\n{\n   frame AILOM { light C7MONSTERS_ATK  }\n}\n\nobject Solrac\n{\n   frame 5PROM { light SOLRAC_ATK1  }\n   frame 5PRON { light SOLRAC_ATK2  }\n   frame 5PROO { light SOLRAC_ATK3  }\n}\n\nobject AnimatedProbe\n{\n   frame 6PROD { light C7MONSTERS_ATK  }\n   frame 6PROE { light C7MONSTERS_ATK  }\n}\n\nobject AnimatedProbe_2\n{\n   frame 6PROD { light C7MONSTERS_ATK  }\n   frame 6PROE { light C7MONSTERS_ATK  }\n}\n\nobject Rodex\n{\n   frame 7PROP { light C7REDMONSTERS_ATK  }\n   frame 7PROQ { light C7MONSTERS_ATK  }\n}\n\nobject Bandor\n{\n   frame C700L { light C7REDMONSTERS_ATK  }\n}\n\nobject Tenaj\n{\n   frame C712Q { light C7MONSTERS_ATK  }\n\n   frame C712F { light SOLRAC_ATK1  }\n   frame C712G { light SOLRAC_ATK1  }\n   frame C712H { light SOLRAC_ATK1  }\n   frame C712I { light SOLRAC_ATK2  }\n   frame C712J { light SOLRAC_ATK2  }\n   frame C712K { light SOLRAC_ATK3  }\n   frame C712L { light SOLRAC_ATK3  }\n   frame C712M { light SOLRAC_ATK2  }\n   frame C712N { light SOLRAC_ATK1  }\n}\n\nobject Otrebor\n{\n   frame 9PRON { light C7REDMONSTERS_ATK  }\n   frame 9PROP { light C7MONSTERS_ATK  }\n}\n\nobject C7MWarrior\n{\n   frame 0PROE { light C7REDMONSTERS_ATK  }\n   frame 0PROF { light C7MONSTERS_ATK  }\n   frame 0PROG { light C7REDMONSTERS_ATK  }\n   frame 0PROH { light C7MONSTERS_ATK  }\n}\n\nobject Ttocs\n{\n   frame 8PROP { light C7REDMONSTERS_ATK  }\n   frame 8PROQ { light C7MONSTERS_ATK  }\n}\n\nobject Tymok\n{\n   frame C707F { light C7REDMONSTERS_ATK  }\n   frame C707G { light C7MONSTERS_ATK  }\n   frame C707H { light C7REDMONSTERS_ATK  }\n}\n\nobject Eniram\n{\n   frame C701H { light C7MONSTERS_ATK  }\n   frame C701O { light C7REDMONSTERS_ATK  }\n}\n\nobject EniramBoss\n{\n   frame C702F { light C7REDMONSTERS_ATK }\n   frame C702M { light C7MONSTERS_ATK  }\n}\n\nobject Nerraw\n{\n   frame C704H { light C7MONSTERS_ATK  }\n}\n\nobject Eitak\n{\n   frame C713L { light C7REDMONSTERS_ATK  }\n}\n\nobject Tebazile\n{\n   frame C710B { light C7MONSTERS_ATK  }\n   frame C710C { light C7REDMONSTERS_ATK  }\n}\n\n// Alien Teleport\n\nflickerlight ALIEN_TEL\n{\n   color 1.30 0.87 1.52\n   size 50\n   secondarysize 50\n   chance 0.2\n}\n\nflickerlight ALIEN_DEAD1\n{\n   color 0.94 0.67 1.12\n   size 50\n   secondarysize 50\n   chance 0.2\n}\n\nflickerlight ALIEN_DEAD2\n{\n   color 0.0 1.12 2.50\n   size 50\n   secondarysize 50\n   chance 0.2\n}\n\nobject C7AlienTeleport\n{\n   frame C758A { light ALIEN_TEL   }\n   frame C758B { light ALIEN_TEL   }\n   frame C758C { light ALIEN_TEL   }\n   frame C758D { light ALIEN_TEL   }\n   frame C758E { light ALIEN_DEAD1   }\n   frame C758F { light ALIEN_DEAD1   }\n   frame C758G { light ALIEN_DEAD2   }\n}\n\n// Missile\n\nobject TymokMissile\n{\n\tframe 7MISA { light C7ROCKETL__ }\n\tframe 7MISB { light C7ROCKETL__ }\n\tframe 7MISC { light C7ROCKETL__ }\n\tframe 7MISD { light C7ROCKETL__ }\n\tframe 7MISE { light C7ROCKETL__ }\n\tframe 7MISF { light C7ROCKETL__ }\n\tframe 7MISG { light C7ROCKETL__ }\n\tframe 7MISH { light C7ROCKETL__ }\n\n\tframe 7MISI { light C7EXPLOSION1__ }\n\tframe 7MISJ { light C7EXPLOSION2__ }\n\tframe 7MISK { light C7EXPLOSION3__ }\n}\n\nobject EniramMissile\n{\n\tframe 7MISA { light C7ROCKETL__ }\n\tframe 7MISB { light C7ROCKETL__ }\n\tframe 7MISC { light C7ROCKETL__ }\n\tframe 7MISD { light C7ROCKETL__ }\n\tframe 7MISE { light C7ROCKETL__ }\n\tframe 7MISF { light C7ROCKETL__ }\n\tframe 7MISG { light C7ROCKETL__ }\n\tframe 7MISH { light C7ROCKETL__ }\n\n\tframe 7MISI { light C7EXPLOSION1__ }\n\tframe 7MISJ { light C7EXPLOSION2__ }\n\tframe 7MISK { light C7EXPLOSION3__ }\n}"
      },
      {
        "source": "pk3",
        "name": "Scripts/CORR7.txt",
        "contents": "#library \"CORR7\"\n#include \"zcommon.acs\"\n\nScript \"CORR7\" OPEN\n{\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_1_Name\",\"Corridor 7\");\n\n\t// Position 0 = replaces zombieman\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 0,\"C7AnimatedProbe_2\",\"1000\");\n\n\t// Position 1 = replaces shotgun boi\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 1,\"Eitak\",\"1000\");\n\n\t// Position 2 = replaces chaingun boi\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 2,\"Bandor\",\"1000\");\n\n\t// Position 3 = replaces doom imp\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 3,\"Rodex\",\"800\");\n\n\t// Position 4 = replaces demmin\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 4,\"Semaj\",\"800\");\n\n\t// Position 5 = replaces lost soul\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 5,\"C7AnimatedProbe\",\"1000\");\n\n\t// Position 6 = replace cacodemmin\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 6,\"Ailoprobe\",\"1000\");\n\n\t// Position 7 = replaces hell knight\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 7,\"Eniram\",\"800\");\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 7,\"Otrebor\",\"800\");\n\n\t// Position 8 = replaces baron\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 8,\"C7MWarrior\",\"800\");\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 8,\"EniramBoss\",\"800\");\n\n\t// Position 9 = replaces Arachnotron\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 9,\"C7MWarrior\",\"800\");\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 9,\"Nerraw\",\"800\");\n\n\t// Position 10 = replaces Pain elem\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 10,\"Ailoprobe_2\",\"1000\");\n\n\t// Position 11 = replaces revenant\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 11,\"Ttocs\",\"800\");\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 11,\"Tenaj\",\"800\");\n\n\t// Position 12 = replaces fatso\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 12,\"Tymok\",\"800\");\n\n\t// Position 13 = replaces flame boi\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 13,\"SolracSmall\",\"800\");\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 13,\"C7AlienTeleport\",\"500\");\n\n\t// Position 14 = replaces spidermastermind\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 14,\"Solrac\",\"800\");\n\n\t// Position 15 = replaces cyberdemon\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 15,\"Tebazile\",\"800\");\n\n\t// Position 16 = replaces spectre\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 16,\"Semaj_2\",\"800\");\n\n\t// Position 17 = replaces nazi\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 17,\"Rodex\",\"800\");\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_2_Add\", 17,\"C7AnimatedProbe_2\",\"800\");\n\n\tACS_NamedExecuteWithResult (\"QCDE_RegisterTheme_3_Finalize\");\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/Ailoprobe.txt",
        "contents": "Actor Ailoprobe : QCDE_MonsterMedium { // 1. caco 2. pain elem\n  Health 400\n  Height 44\n  Speed 7\n  Mass 250\n  +FLOORCLIP\n  +MISSILEMORE\n  +NOINFIGHTING\n  +FLOAT\n  +NOGRAVITY\n  PainChance 200\n  MONSTER\n  SeeSound \"aprobe/see\"\n  PainSound \"\"\n  DeathSound \"ailo/die\"\n  ActiveSound \"aprobe/see\"\n  Obituary \"%o was traumatized by an Ailoprobe's death stare.\"\n  Species \"C7\"\n  BloodColor \"Green\"\n  Tag \"Ailoprobe\"\n  Decal BulletChip\n  States\n  {\n  Idle:\n    AILO A 5 A_Look\n    Loop\n  See:\n    AILO BB 2 A_Chase(\"\",\"\")\n\tAILO BB 2 A_Chase\n\tAILO BB 2 A_Chase(\"\",\"\")\n\tAILO BB 2 A_Chase\n\tTNT1 A 0 A_Jump(15,\"Blink\")\n\tLoop\n  Blink:\n\tAILO C 2 A_Chase(\"\",\"\")\n\tAILO C 2 A_Chase\n\tAILO D 2 A_Chase(\"\",\"\")\n\tAILO D 2 A_Chase\n\tAILO E 2 A_Chase(\"\",\"\")\n\tAILO E 2 A_Chase\n    Goto See\n  Missile:\n    AILO L 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ailo/fire\",CHAN_WEAPON)\n\tAILO M 3 Bright A_CustomMissile(\"AiloMissile\",32,0,0,8)\n\tAILO N 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ailo/fire\",CHAN_WEAPON)\n\tAILO M 3 Bright A_CustomMissile(\"AiloMissile\",32,0,0,8)\n\tAILO N 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ailo/fire\",CHAN_WEAPON)\n\tAILO M 3 Bright A_CustomMissile(\"AiloMissile\",32,0,0,8)\n\tAILO N 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ailo/fire\",CHAN_WEAPON)\n\tAILO M 3 Bright A_CustomMissile(\"AiloMissile\",32,0,0,8)\n\tAILO N 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ailo/fire\",CHAN_WEAPON)\n\tAILO M 3 Bright A_CustomMissile(\"AiloMissile\",32,0,0,8)\n\tAILO N 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ailo/fire\",CHAN_WEAPON)\n\tAILO M 3 Bright A_CustomMissile(\"AiloMissile\",32,0,0,8)\n\tAILO N 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ailo/fire\",CHAN_WEAPON)\n\tAILO M 3 Bright A_CustomMissile(\"AiloMissile\",32,0,0,8)\n\tAILO N 5 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ailo/fire\",CHAN_WEAPON)\n\tAILO M 3 Bright A_CustomMissile(\"AiloMissile\",32,0,0,8)\n\tAILO N 5 A_FaceTarget\n\tGoto See\n  Pain:\n    AILO F 3\n    AILO F 3 A_Pain\n    Goto See\n  DeathChecksDone:\n\tTNT1 A 0 A_SpawnItemEx(\"GibDropperSmall\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\tAILO K 4 A_Scream\n    AILO GH 4\n    AILO I 4 A_NoBlocking\n    AILO J 3\n  Death.Corpse:\n\tAILO J -1\n    Stop\n  XDeathChecksDone:\n    TNT1 A 0 A_PlaySound (\"c7nemies/gibs\",4,2.0)\n\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMedium\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\tgoto DeathChecksDone\n\t\t}\n}\n\nActor Ailoprobe_2 : Ailoprobe\n{\n\tHealth 500\n\tMass 300\n\tSeeSound \"solrac/see\"\n\tStates\n\t{\n\tMissile:\n\t\tTNT1 A 0 A_Jump(64,\"Missile2\")\n\t\tAILO L 10 A_FaceTarget\n\t\tAILO M 3 Bright A_CustomMissile(\"EyeballMissile\",32,0,0,8)\n\t\tAILO N 5 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(64,\"Missile2\")\n\t\tGoto See\n\tMissile2:\n\t\tAILO L 10 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"ailo2/fire\",CHAN_WEAPON)\n\t\tAILO M 3 Bright A_CustomRailgun(Random(5,20),0,\"Red\",\"White\",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,1,0,None,0,0,2048,0,8.0,0,\"Q2RailgunTrail\",-9)\n\t\tAILO N 5 A_FaceTarget\n\t\tAILO L 10 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"ailo2/fire\",CHAN_WEAPON)\n\t\tAILO M 3 Bright A_CustomRailgun(Random(5,20),0,\"Red\",\"White\",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,1,0,None,0,0,2048,0,8.0,0,\"Q2RailgunTrail\",-9)\n\t\tAILO N 5 A_FaceTarget\n\t\tGoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/AlienTeleport.txt",
        "contents": "Actor C7AlienTeleport : QCDE_MonsterBig // flame boi\n{\n\tHealth 900\n\tRadius 20\n\tHeight 58\n\tSpeed 5\n\tScale 1.0\n\tMass 3000\n\tMonster\n\tSpecies \"C7\"\n\t+DONTMORPH\n\t+NOTIMEFREEZE\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+DONTRIP\n\t+NOBLOOD\n\t+NOPAIN\n\t+NOINFIGHTING\n\tTag \"Alien Teleport\"\n\tSeeSound \"c7alient/see\"\n\tPainSound \"c7alient/pain\"\n\tDeathSound \"c7alient/die\"\n\tActiveSound \"c7alient/roam\"\n\tAttackSound \"\"\n\tObituary \"%o was lost in a black hole.\"\n\tStates {\n\t\tIdle:\n\t\t\tC758 H 5 A_Look\n\t\t\tLoop\n\t\tSee:\n\t        TNT1 A 0 A_JumpIfInventory(\"SawPlayer\", 1, \"SeeLoop\")\n\t\t    TNT1 A 0 A_GiveInventory(\"SawPlayer\", 1)\n\t\t\tC758 HHGGFFEE 2\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\t\tSeeLoop:\n\t\t\tC758 A 2 A_Chase(\"\",\"\",CHF_NOPLAYACTIVE)\n\t\t\tC758 A 2 A_Chase(\"\",\"\")\n\t\t\tC758 B 2 A_Chase(\"\",\"\",CHF_NOPLAYACTIVE)\n\t\t\tC758 B 2 A_Chase\n\t\t\tC758 C 2 A_Chase(\"\",\"\",CHF_NOPLAYACTIVE)\n\t\t\tC758 C 2 A_Chase(\"\",\"\")\n\t\t\tC758 D 2 A_Chase(\"\",\"\",CHF_NOPLAYACTIVE)\n\t\t\tC758 D 2 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_Jump(60,\"See\")\n\t\t\tC758 M 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"ailo2/fire\",CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"C7AlienTAlienSpawner\",50,random(Random(120,60),Random(-80,-40)),10,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tC758 E 2 A_Pain\n\t\t\tC758 EEEE 2\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t\tC758 A 3 A_Scream\n\t\t\tC758 A 3 A_NoBlocking\n\t\t\tC758 BBCCDDEEFFGGHH 3\n\t\t\tTNT1 A -1 A_KillMaster\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DMGExploSmokeParticle\",0,0,28,0,0,0,0)\n\t\t\tgoto DeathChecksDone\n\t}\n}\n\nActor C7AlienTAlienSpawner : RandomSpawner { DropItem \"Ailoprobe\" DropItem \"C7AnimatedProbe\" DropItem \"Ttocs\" DropItem \"Rodex\" DropItem \"Bandor\" DropItem \"Eitak\" DropItem \"Eniram\" DropItem \"Semaj\" DropItem \"Tenaj\" }"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/AnimatedProbe.txt",
        "contents": "Actor C7AnimatedProbe : QCDE_MonsterSmall   // 1. lost soul 2. doom imp and zombie\n{\n  Health 40\n  Radius 16\n  Height 44\n  Speed 15\n  Mass 250\n  PainChance 200\n  MONSTER\n  +FLOORCLIP\n  +MISSILEMORE\n  +NOINFIGHTING\n  +SPAWNFLOAT\n  +FLOAT\n  +NOGRAVITY\n  SeeSound \"aprobe/see\"\n  PainSound \"\"\n  DeathSound \"aprobe/die\"\n  ActiveSound \"aprobe/see\"\n  DropItem \"ZombieAmmoDropper\"\n  Tag \"Animated Probe\"\n  Obituary \"%o didnt see the Animated Probe near.\"\n  Species \"C7\"\n  Decal BulletChip\n  States\n  {\n  Idle:\n    6PRO B 5 A_Look\n    Loop\n  See:\n    6PRO AA 2 A_Chase(\"\",\"\")\n    6PRO AA 2 A_Chase\n    6PRO AA 2 A_Chase(\"\",\"\")\n    6PRO AA 2 A_Chase\n    Loop\n  Missile:\n    6PRO C 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"aprobe/fire\",CHAN_WEAPON)\n\tTNT1 A 0 A_JumpIfCloser(118, \"Bullet1\")\n\tTNT1 A 0 A_JumpIfCloser(246, \"Bullet2\")\n\tTNT1 A 0 A_JumpIfCloser(374, \"Bullet3\")\n\tTNT1 A 0 A_JumpIfCloser(502, \"Bullet4\")\n\tTNT1 A 0 A_JumpIfCloser(630, \"Bullet5\")\n\tTNT1 A 0 A_JumpIfCloser(758, \"Bullet6\")\n\tGoto Bullet7\n  Bullet1:\n\t6PRO D 5 Bright A_CustomMissile(\"C7EnemyBulletD1\",28,0,random(-6,6),8)\n\tTNT1 A 0 A_FaceTarget //--Extremely op for a low tier monster--\n\t6PRO E 5 Bright //A_CustomMissile(\"C7EnemyBulletD1\",32,0,random(-6,6),8)\n\tGoto See\n  Bullet2:\n\t6PRO D 5 Bright A_CustomMissile(\"C7EnemyBulletD2\",28,0,random(-7,7),8)\n\tTNT1 A 0 A_FaceTarget\n\t6PRO E 5 Bright //A_CustomMissile(\"C7EnemyBulletD2\",32,0,random(-7,7),8)\n\tGoto See\n  Bullet3:\n\t6PRO D 5 Bright A_CustomMissile(\"C7EnemyBulletD3\",28,0,random(-8,8),8)\n\tTNT1 A 0 A_FaceTarget\n\t6PRO E 5 Bright //A_CustomMissile(\"C7EnemyBulletD3\",32,0,random(-8,8),8)\n\tGoto See\n  Bullet4:\n\t6PRO D 5 Bright A_CustomMissile(\"C7EnemyBulletD4\",28,0,random(-9,9),8)\n\tTNT1 A 0 A_FaceTarget\n\t6PRO E 5 Bright //A_CustomMissile(\"C7EnemyBulletD4\",32,0,random(-9,9),8)\n\tGoto See\n  Bullet5:\n\t6PRO D 5 Bright A_CustomMissile(\"C7EnemyBulletD5\",28,0,random(-10,10),8)\n\tTNT1 A 0 A_FaceTarget\n\t6PRO E 5 Bright //A_CustomMissile(\"C7EnemyBulletD5\",32,0,random(-10,10),8)\n\tGoto See\n  Bullet6:\n\t6PRO D 5 Bright A_CustomMissile(\"C7EnemyBulletD6\",28,0,random(-11,11),8)\n\tTNT1 A 0 A_FaceTarget\n\t6PRO E 5 Bright //A_CustomMissile(\"C7EnemyBulletD6\",32,0,random(-11,11),8)\n\tGoto See\n  Bullet7:\n\t6PRO D 5 Bright A_CustomMissile(\"C7EnemyBulletD7\",28,0,random(-12,12),8)\n\tTNT1 A 0 A_FaceTarget\n\t6PRO E 5 Bright //A_CustomMissile(\"C7EnemyBulletD7\",32,0,random(-12,12),8)\n\tGoto See\n  Pain:\n\tTNT1 A 0 A_Jump(128,\"Pain2\")\n    6PRO F 3\n    6PRO F 3 A_Pain\n    Goto See\n  Pain2:\n\t6PRO L 3\n\t6PRO L 3 A_Pain\n\tGoto See\n  DeathChecksDone:\n\t6PRO G 3 A_Scream\n    6PRO H 3\n    6PRO I 3 A_NoBlocking\n    6PRO J 3\n   Death.Corpse:\n\t6PRO K -1\n    Stop\n  XDeathChecksDone:\n    TNT1 A 0 A_PlaySound (\"c7nemies/gibs\",4,2.0)\n\tTNT1 A 0 A_SpawnItemEx(\"GibDropperSmall\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n    goto DeathChecksDone\n  Ice:\t//needs this state to drop the \"zombieammodropper\"\n\t\t\"####\" \"#\" 0 A_GiveInventory(\"ImDead\",1)\n\t\t\"####\" \"#\" 0 A_SpawnItemEx(\"ZombieAmmoDropper\",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\t\"####\" \"#\" 5 A_GenericFreezeDeath\n\t\t\"####\" \"#\" 1 A_FreezeDeathChunks\n\t\tWait\n\t}\n}\n\nActor C7AnimatedProbe_2 : C7AnimatedProbe { Health 55 Speed 7 Mass 300 -FLOAT -NOGRAVITY -SPAWNFLOAT Tag \"Animated Probe\" }"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/Bandor.txt",
        "contents": "Actor Bandor : QCDE_MonsterSmall {  // chaingun boi\n\tHealth 90\n\tScale 0.9\n\tHeight 48\n\tRadius 16\n\tSpeed 5\n\tMass 250\n\tSeeSound \"rodex/see\"\n\tDeathSound \"rodex/die\"\n\tSeeSound \"rodex/see\"\n\tAttackSound \"\"\n\tPainChance 200\n    MONSTER\n\tSpecies \"C7\"\n\tObituary \"%o was undone by a Bandor.\"\n\tTag \"Bandor\"\n\tDropItem \"Chaingun\"\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\t+MISSILEEVENMORE\n\tDecal BulletChip\n\tStates {\n\t\tIdle:\n\t\t\tC700 A 5 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tC700 AA 2 A_Chase(\"\",\"\")\n\t\t\tC700 BB 2 A_Chase\n\t\t\tC700 CC 2 A_Chase(\"\",\"\")\n\t\t\tC700 DD 2 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tC700 K 10 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_JumpIfCloser (118, \"Bullet1\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (246, \"Bullet2\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (374, \"Bullet3\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (502, \"Bullet4\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (630, \"Bullet5\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (758, \"Bullet6\")\n\t\t\tGoto Bullet7\n\t\tBullet1:\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD1\",32,0,random(-5,5),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD1\",32,0,random(-5,5),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD1\",32,0,random(-5,5),8)\n\t\t\tGoto MissileEnd\n\t\tBullet2:\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD2\",32,0,random(-6,6),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD2\",32,0,random(-6,6),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD2\",32,0,random(-6,6),8)\n\t\t\tGoto MissileEnd\n\t\tBullet3:\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD3\",32,0,random(-7,7),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD3\",32,0,random(-7,7),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD3\",32,0,random(-7,7),8)\n\t\t\tGoto MissileEnd\n\t\tBullet4:\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD4\",32,0,random(-8,8),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD4\",32,0,random(-8,8),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD4\",32,0,random(-8,8),8)\n\t\t\tGoto MissileEnd\n\t\tBullet5:\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD5\",32,0,random(-9,9),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD5\",32,0,random(-9,9),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD5\",32,0,random(-9,9),8)\n\t\t\tGoto MissileEnd\n\t\tBullet6:\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD6\",32,0,random(-10,10),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD6\",32,0,random(-10,10),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD6\",32,0,random(-10,10),8)\n\t\t\tGoto MissileEnd\n\t\tBullet7:\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD7\",32,0,random(-11,11),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD7\",32,0,random(-11,11),8)\n\t\t\tC700 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"bandor/fire\", CHAN_WEAPON)\n\t\t\tC700 L 5 Bright A_CustomMissile(\"C7EnemyBulletD7\",32,0,random(-11,11),8)\n\t\t\tGoto MissileEnd\n\t\tMissileEnd:\n\t\t\tC700 M 5\n\t\t\tGoto See\n\t\tPain:\n\t\t\tC700 F 3\n\t\t\tC700 F 3 A_Pain\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t\tC700 E 5 A_Scream\n\t\t\tC700 G 5 A_NoBlocking\n\t\t\tC700 H 5\n\t\t\tC700 I 5\n\t\tDeath.Corpse:\n\t\t\tC700 J -1\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t\tTNT1 A 0 A_PlaySound (\"c7nemies/gibs\",4,2.0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMedium\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tgoto DeathChecksDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/Base.txt",
        "contents": "Actor C7EnemyBulletD1 : FastProjectile {\n\tDamage (Random (1, 32))\n\tRadius 1\n    Height 1\n    Speed 100\n    Projectile\n    Renderstyle \"Normal\"\n\t+NODAMAGETHRUST\n    +BLOODSPLATTER\n    +THRUGHOST\n    Alpha 1.0\n    Decal Bulletchip\n\tDamageType None\n\t+MTHRUSPECIES\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 6\n\t\t\tstop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nACTOR C7EnemyBulletD2 : C7EnemyBulletD1 { Damage (Random (1, 16)) }\nACTOR C7EnemyBulletD3 : C7EnemyBulletD1 { Damage (Random (1, 8)) }\nACTOR C7EnemyBulletD4 : C7EnemyBulletD1 { Damage (Random (1, 6)) }\nACTOR C7EnemyBulletD5 : C7EnemyBulletD1 { Damage (Random (1, 4)) }\nACTOR C7EnemyBulletD6 : C7EnemyBulletD1 { Damage (Random (1, 2)) }\nACTOR C7EnemyBulletD7 : C7EnemyBulletD1 { Damage (1) }\n\nACTOR C7EnemyBulletB1 : C7EnemyBulletD1 { Damage (Random (1, 64)) }\nACTOR C7EnemyBulletB2 : C7EnemyBulletD1 { Damage (Random (1, 32)) }\nACTOR C7EnemyBulletB3 : C7EnemyBulletD1 { Damage (Random (1, 16)) }\nACTOR C7EnemyBulletB4 : C7EnemyBulletD1 { Damage (Random (1, 8)) }\nACTOR C7EnemyBulletB5 : C7EnemyBulletD1 { Damage (Random (1, 4)) }\nACTOR C7EnemyBulletB6 : C7EnemyBulletD1 { Damage (Random (1, 2)) }\nACTOR C7EnemyBulletB7 : C7EnemyBulletD1 { Damage (1) }"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/Eitak.txt",
        "contents": "Actor Eitak : QCDE_MonsterSmall { // shotgun boi\n\tHealth 70\n\tRadius 16\n\tHeight 48\n\tSpeed 5\n\tMass 250\n\tSeeSound \"eitak/see\"\n\tDeathSound \"eitak/die\"\n\tSeeSound \"eitak/see\"\n\tAttackSound \"\"\n\tSpecies \"C7\"\n\tObituary \"%o was captured by an Eitak.\"\n\tPainChance 200\n\tDropItem \"Shotgun\"\n\tTag \"Eitak\"\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+NOINFIGHTING\n\tDecal BulletChip\n\tStates {\n\t\tIdle:\n\t\t\tC713 A 5 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tC713 AA 2 A_Chase(\"\",\"\")\n\t\t\tC713 BB 2 A_Chase\n\t\t\tC713 CC 2 A_Chase(\"\",\"\")\n\t\t\tC713 DD 2 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tC713 JK 10 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"eitak/fire\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_JumpIfCloser (118, \"Bullet1\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (246, \"Bullet2\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (374, \"Bullet3\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (502, \"Bullet4\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (630, \"Bullet5\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (758, \"Bullet6\")\n\t\t\tGoto Bullet7\n\t\tBullet1:\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD1\",32,0,random(-5,5),8)\n\t\t\tC713 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"eitak/fire\", CHAN_WEAPON)\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD1\",32,0,random(-5,5),8)\n\t\t\tGoto MissileEnd\n\t\tBullet2:\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD2\",32,0,random(-6,6),8)\n\t\t\tC713 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"eitak/fire\", CHAN_WEAPON)\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD2\",32,0,random(-6,6),8)\n\t\t\tGoto MissileEnd\n\t\tBullet3:\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD3\",32,0,random(-7,7),8)\n\t\t\tC713 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"eitak/fire\", CHAN_WEAPON)\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD3\",32,0,random(-7,7),8)\n\t\t\tGoto MissileEnd\n\t\tBullet4:\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD4\",32,0,random(-8,8),8)\n\t\t\tC713 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"eitak/fire\", CHAN_WEAPON)\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD4\",32,0,random(-8,8),8)\n\t\t\tGoto MissileEnd\n\t\tBullet5:\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD5\",32,0,random(-9,9),8)\n\t\t\tC713 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"eitak/fire\", CHAN_WEAPON)\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD5\",32,0,random(-9,9),8)\n\t\t\tGoto MissileEnd\n\t\tBullet6:\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD6\",32,0,random(-10,10),8)\n\t\t\tC713 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"eitak/fire\", CHAN_WEAPON)\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD6\",32,0,random(-10,10),8)\n\t\t\tGoto MissileEnd\n\t\tBullet7:\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD7\",32,0,random(-11,11),8)\n\t\t\tC713 K 4 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"eitak/fire\", CHAN_WEAPON)\n\t\t\tC713 L 5 Bright A_CustomMissile(\"C7EnemyBulletD7\",32,0,random(-11,11),8)\n\t\t\tGoto MissileEnd\n\t\tMissileEnd:\n\t\t\tC713 M 5 A_FaceTarget\n\t\t\tGoto See\n\t\tPain:\n\t\t\tC713 F 3\n\t\t\tC713 F 3 A_Pain\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t\tC713 F 5 A_Scream\n\t\t\tC713 G 5 A_NoBlocking\n\t\t\tC713 H 5\n\t\t\tC713 I 5\n\t\tDeath.Corpse:\n\t\t\tC713 I -1\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t\tTNT1 A 0 A_PlaySound (\"c7nemies/gibs\",4,2.0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMedium\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tgoto DeathChecksDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/Eniram.txt",
        "contents": "Actor Eniram : QCDE_MonsterMedium { // revenant 3 and hell knight 2\n\tHealth 450\n\tRadius 24\n\tHeight 64\n\tSpeed 8\n\tMass 1000\n\tMONSTER\n\tTag \"Eniram\"\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\t+BOSSDEATH\n\tPainChance 100\n\tSpecies \"C7\"\n\tSeeSound \"eniram/see\"\n\tPainSound \"\"\n\tDeathSound \"eniram/die\"\n\tActiveSound \"eniram/active\"\n\tAttackSound \"\"\n\tDropitem \"Hourglass\", 56\n\tObituary \"%o was scared by an Eniram.\"\n\tStates {\n\t\tIdle:\n\t\t\tC701 A 1 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"YouCantSeeMeHA\",1,\"HideLoop\")\n\t\tSeeLoop:\n\t\t\tC701 A 2 A_Chase(\"\",\"\")\n\t\t\tC701 A 2 A_Chase(\"\",\"Missile\")\n\t\t\tC701 B 2 A_Chase(\"\",\"\")\n\t\t\tC701 B 2 A_Chase(\"\",\"Missile\")\n\t\t\tTNT1 A 0 A_Jump(15,\"Hide\")\n\t\t\tC701 C 2 A_Chase(\"\",\"\")\n\t\t\tC701 C 2 A_Chase(\"\",\"Missile\")\n\t\t\tC701 D 2 A_Chase(\"\",\"\")\n\t\t\tC701 D 2 A_Chase(\"\",\"Missile\")\n\t\t\tLoop\n\t\tHide:\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tTNT1 A 0 A_GiveInventory(\"YouCantSeeMeHA\",1)\n\t\t\tC701 MF 4\n\t\t\tC701 E 4\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\t\tHideLoop:\n\t\t\tTNT1 A 2 A_Chase(\"\",\"\")\n\t\t\tTNT1 A 2 A_Chase(\"\",\"Missile_2\")\n\t\t\tTNT1 A 2 A_Chase(\"\",\"\")\n\t\t\tTNT1 A 2 A_Chase(\"\",\"Missile_2\")\n\t\t\tTNT1 A 0 A_Jump(10,\"Visible\")\n\t\t\tTNT1 A 2 A_Chase(\"\",\"\")\n\t\t\tTNT1 A 2 A_Chase(\"\",\"Missile_2\")\n\t\t\tTNT1 A 2 A_Chase(\"\",\"\")\n\t\t\tTNT1 A 2 A_Chase(\"\",\"Missile_2\")\n\t\t\tTNT1 A 0 A_Jump(1,\"Pekaboo\")\n\t\t\tLoop\n\t\tPekaboo:\n\t\t\tTNT1 A 0 A_Jump(100,\"HideLoop\")\n\t\t\tC701 S 2 A_Chase(\"\",\"\")\n\t\t\tGoto HideLoop\n\t\tVisible:\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"YouCantSeeMeHA\",1)\n\t\t\tTNT1 A 0 A_UnsetShootable\n\t\t\tC701 KJ 4\n\t\t\tC701 M 4\n\t\t\tTNT1 A 0 A_SetShootable\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\t\t\tGoto SeeLoop\n\t\tMissile_2:\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\t\t\tTNT1 A 0 A_PlaySound(\"eniram/cloak\")\n\t\t\tC701 EFG 5 A_FaceTarget\n\t\t\tC701 H 5 A_CustomMissile(\"SilencedMissile\",43,10)\n\t\t\tC701 IJK 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN, 0)\n\t\t\tGoto HideLoop\n\t\tBullet12:\n\t\t\tTNT1 A 0 A_PlaySound(\"eniram/cloakf\")\n\t\t\tC701 H 5 A_CustomMissile(\"C7EnemyBulletD1\",32,0,random(-6,6),8)\n\t\t\tGoto MissileEnd_2\n\t\tBullet22:\n\t\t\tTNT1 A 0 A_PlaySound(\"eniram/cloakf\")\n\t\t\tC701 H 5 A_CustomMissile(\"C7EnemyBulletD2\",32,0,random(-7,7),8)\n\t\t\tGoto MissileEnd_2\n\t\tBullet32:\n\t\t\tTNT1 A 0 A_PlaySound(\"eniram/cloakf\")\n\t\t\tC701 H 5 A_CustomMissile(\"C7EnemyBulletD3\",32,0,random(-8,8),8)\n\t\t\tGoto MissileEnd_2\n\t\tBullet42:\n\t\t\tTNT1 A 0 A_PlaySound(\"eniram/cloakf\")\n\t\t\tC701 H 5 A_CustomMissile(\"C7EnemyBulletD4\",32,0,random(-9,9),8)\n\t\t\tGoto MissileEnd_2\n\t\tBullet52:\n\t\t\tTNT1 A 0 A_PlaySound(\"eniram/cloakf\")\n\t\t\tC701 H 5 A_CustomMissile(\"C7EnemyBulletD5\",32,0,random(-10,10),8)\n\t\t\tGoto MissileEnd_2\n\t\tBullet62:\n\t\t\tTNT1 A 0 A_PlaySound(\"eniram/cloakf\")\n\t\t\tC701 H 5 A_CustomMissile(\"C7EnemyBulletD6\",32,0,random(-11,11),8)\n\t\t\tGoto MissileEnd_2\n\t\tBullet72:\n\t\t\tTNT1 A 0 A_PlaySound(\"eniram/cloakf\")\n\t\t\tC701 H 5 A_CustomMissile(\"C7EnemyBulletD7\",32,0,random(-12,12),8)\n\t\t\tGoto MissileEnd_2\n\t\tMissileEnd_2:\n\t\t\tC701 IJK 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN, 0)\n\t\t\tGoto HideLoop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\t\t\tC701 LMN 5 A_FaceTarget\n\t\t\tC701 O 5 A_CustomMissile(\"EniramMissile\",43,10)\n\t\t\tC701 PQR 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN, 0)\n\t\t\tGoto See\n\t\tBullet1:\n\t\t\tC701 O 5 A_CustomMissile(\"C7EnemyBulletD1\",32,0,random(-6,6),8)\n\t\t\tGoto MissileEnd\n\t\tBullet2:\n\t\t\tC701 O 5 A_CustomMissile(\"C7EnemyBulletD2\",32,0,random(-7,7),8)\n\t\t\tGoto MissileEnd\n\t\tBullet3:\n\t\t\tC701 O 5 A_CustomMissile(\"C7EnemyBulletD3\",32,0,random(-8,8),8)\n\t\t\tGoto MissileEnd\n\t\tBullet4:\n\t\t\tC701 O 5 A_CustomMissile(\"C7EnemyBulletD4\",32,0,random(-9,9),8)\n\t\t\tGoto MissileEnd\n\t\tBullet5:\n\t\t\tC701 O 5 A_CustomMissile(\"C7EnemyBulletD5\",32,0,random(-10,10),8)\n\t\t\tGoto MissileEnd\n\t\tBullet6:\n\t\t\tC701 O 5 A_CustomMissile(\"C7EnemyBulletD6\",32,0,random(-11,11),8)\n\t\t\tGoto MissileEnd\n\t\tBullet7:\n\t\t\tC701 O 5 A_CustomMissile(\"C7EnemyBulletD7\",32,0,random(-12,12),8)\n\t\t\tGoto MissileEnd\n\t\tMissileEnd:\n\t\t\tC701 PQR 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_ChangeFlag(NOPAIN, 0)\n\t\t\tGoto See\n\t\tPain:\n\t\t\tC701 S 3\n\t\t\tC701 S 3 A_Pain\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t\tTNT1 A 0 A_TakeInventory(\"YouCantSeeMeHA\",1)\n\t\t\tC701 T 6 A_Scream\n\t\t\tC701 U 7 A_NoBlocking\n\t\t\tC701 VWX 6\n\t\tDeath.Corpse:\n\t\t\tC701 Y -1 A_KillMaster\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t\tTNT1 A 0 A_PlaySound (\"c7nemies/gibs\",4,2.0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMedium\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tgoto DeathChecksDone\n\t\t}\n}\n\nActor YouCantSeeMeHA : Inventory { Inventory.Amount 1 Inventory.MaxAmount 1 }"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/EniramBoss.txt",
        "contents": "Actor EniramBoss : QCDE_MonsterBig {  // baron\n\tHealth 750\n\tRadius 24\n\tHeight 64\n\tSpeed 8\n\tMass 1000\n\tSpecies \"C7\"\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\t+DONTMORPH\n\t+BOSSDEATH\n\t+MISSILEEVENMORE\n\t+DONTRIP\n\t+NOPAIN\n\tSeeSound \"eniramb/see\"\n\tPainSound \"\"\n\tDeathSound \"eniramb/die\"\n\tActiveSound \"eniramb/see\"\n\tAttackSound \"\"\n\tDropitem \"Hourglass\", 56\n\tObituary \"%o couldnt stand a chance against Mother Eniram\"\n\tTag \"Eniram Boss\"\n\tDecal Scorch\n\tStates {\n\t\tIdle:\n\t\t\tC702 A 5 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tC702 AA 3 A_Chase(\"\",\"\")\n\t\t\tC702 BB 3 A_Chase\n\t\t\tC702 CC 3 A_Chase(\"\",\"\")\n\t\t\tC702 DD 3 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tC702 E 10 A_FaceTarget\n\t\t\tC702 D 0\n\t\t\tC702 F 5 A_CustomMissile(\"EniramMissile\",43,10)\n\t\t\tC702 E 10 A_FaceTarget\n\t\t\tC702 D 0\n\t\t\tC702 F 5 A_CustomMissile(\"EniramMissile\",43,10)\n\t\t\tC702 E 10 A_FaceTarget\n\t\t\tC702 D 0\n\t\t\tC702 F 5 A_CustomMissile(\"EniramMissile\",43,10)\n\t\t\tC702 E 5 A_FaceTarget\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t\tC702 G 6 A_Scream\n\t\t\tC702 H 7 A_NoBlocking\n\t\t\tC702 IJK 6\n\t\tDeath.Corpse:\n\t\t\tC702 L -1 A_KillMaster\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t\tTNT1 A 0 A_PlaySound (\"c7nemies/gibs\",4,2.0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMediumBig\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tgoto DeathChecksDone\n\t\t}\n}\n\nactor EniramMissile\n{\n    PROJECTILE\n\tRadius 8\n\tHeight 6\n\tSpeed 20\n    Damage (Random(5,20))\n\tDamageType \"RocketDamage\"\n\t+DONTHARMSPECIES\n\t+EXTREMEDEATH\n\tDecal Scorch\n\tSeeSound \"c7Plasma/fire\"\n    DeathSound \"c7alien/rrico\"\n\tObituary \"%o couldnt stand a chance against Mother Eniram\"\n    States\n    {\n\t  Spawn:\n\t\t7MIS ABCDEFGH 2 Bright\n        Loop\n      Death:\n        7MIS I 8 Bright A_Explode(30,72)\n        7MIS J 6 Bright\n        7MIS K 4 Bright\n        Stop\n    }\n}\n\nActor SilencedMissile : EniramMissile\n{\n\tSpeed 23\n\tRenderStyle Translucent\n\tAlpha 0.3\n\tSeeSound \"eniram/cloakf\"\n\tDeathSound \"aprobe/death1\"\n}\nActor EyeballMissile : EniramMissile\n{\n\tSpeed 13\n\tSeeSound \"ailo2/fire\"\n\t+SEEKERMISSILE\n\tStates\n\t{\n\t Spawn:\n\t\t7MIS ABCDEFGH 2 Bright A_SeekerMissile(5,45,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,256)\n        Loop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/MechanicalWarrior.txt",
        "contents": "Actor C7MWarrior : QCDE_MonsterBig { // archno and baron\n\tHealth 750\n\tRadius 24\n\tHeight 64\n\tSpeed 7\n\tMass 1000\n\tTag \"Mechanical Warrior\"\n\tSpecies \"C7\"\n\tPainChance 200\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\t+DONTMORPH\n\t+BOSSDEATH\n\t+MISSILEEVENMORE\n\t+DONTRIP\n\t+NOPAIN\n\tSeeSound \"c7mwar/see\"\n\tPainSound \"\"\n\tDeathSound \"c7mwar/die\"\n\tActiveSound \"c7mwar/see\"\n\tAttackSound \"\"\n\tDropitem \"QCSmallArmorGiver\", 24\n\tDropitem \"Hourglass\", 56\n\tObituary \"%o was vaporized by a Mechanical Warrior.\"\n\tDecal BulletChip\n\tStates {\n\t\tIdle:\n\t\t\t0PRO A 5 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\t0PRO A 2 A_Chase(\"\",\"\")\n\t\t\t0PRO A 2 A_Chase\n\t\t\t0PRO A 2 A_Chase(\"\",\"\")\n\t\t\t0PRO B 2 A_Chase\n\t\t\t0PRO B 2 A_Chase(\"\",\"\")\n\t\t\t0PRO B 2 A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/walk\",CHAN_BODY)\n\t\t\t0PRO C 2 A_Chase(\"\",\"\")\n\t\t\t0PRO C 2 A_Chase\n\t\t\t0PRO C 2 A_Chase(\"\",\"\")\n\t\t\t0PRO D 2 A_Chase\n\t\t\t0PRO D 2 A_Chase(\"\",\"\")\n\t\t\t0PRO D 2 A_Chase\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/walk\",CHAN_BODY)\n\t\t\tLoop\n\t\tMissile:\n\t\t\t0PRO D 10 A_FaceTarget\n\t\tKeepM:\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_JumpIfCloser (118, \"Bullet1\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (246, \"Bullet2\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (374, \"Bullet3\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (502, \"Bullet4\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (630, \"Bullet5\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (758, \"Bullet6\")\n\t\t\tGoto Bullet7\n\t\tBullet1:\n\t\t\t0PRO E 4 A_CustomMissile(\"C7EnemyBulletB1\",32,0,random(-6,6),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO F 4 A_CustomMissile(\"C7EnemyBulletB1\",32,0,random(-6,6),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO G 4 A_CustomMissile(\"C7EnemyBulletB1\",32,0,random(-6,6),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO H 4 A_CustomMissile(\"C7EnemyBulletB1\",32,0,random(-6,6),8)\n\t\t\tGoto MissileEnd\n\t\tBullet2:\n\t\t\t0PRO E 4 A_CustomMissile(\"C7EnemyBulletB2\",32,0,random(-7,7),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO F 4 A_CustomMissile(\"C7EnemyBulletB2\",32,0,random(-7,7),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO G 4 A_CustomMissile(\"C7EnemyBulletB2\",32,0,random(-7,7),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO H 4 A_CustomMissile(\"C7EnemyBulletB2\",32,0,random(-7,7),8)\n\t\t\tGoto MissileEnd\n\t\tBullet3:\n\t\t\t0PRO E 4 A_CustomMissile(\"C7EnemyBulletB3\",32,0,random(-8,8),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO F 4 A_CustomMissile(\"C7EnemyBulletB3\",32,0,random(-8,8),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO G 4 A_CustomMissile(\"C7EnemyBulletB3\",32,0,random(-8,8),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO H 4 A_CustomMissile(\"C7EnemyBulletB3\",32,0,random(-8,8),8)\n\t\t\tGoto MissileEnd\n\t\tBullet4:\n\t\t\t0PRO E 4 A_CustomMissile(\"C7EnemyBulletB4\",32,0,random(-9,9),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO F 4 A_CustomMissile(\"C7EnemyBulletB4\",32,0,random(-9,9),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO G 4 A_CustomMissile(\"C7EnemyBulletB4\",32,0,random(-9,9),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO H 4 A_CustomMissile(\"C7EnemyBulletB4\",32,0,random(-9,9),8)\n\t\t\tGoto MissileEnd\n\t\tBullet5:\n\t\t\t0PRO E 4 A_CustomMissile(\"C7EnemyBulletB5\",32,0,random(-10,10),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO F 4 A_CustomMissile(\"C7EnemyBulletB5\",32,0,random(-10,10),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO G 4 A_CustomMissile(\"C7EnemyBulletB5\",32,0,random(-10,10),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO H 4 A_CustomMissile(\"C7EnemyBulletB5\",32,0,random(-10,10),8)\n\t\t\tGoto MissileEnd\n\t\tBullet6:\n\t\t\t0PRO E 4 A_CustomMissile(\"C7EnemyBulletB6\",32,0,random(-11,11),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7alien/fire1\",CHAN_WEAPON)\n\t\t\t0PRO F 4 A_CustomMissile(\"C7EnemyBulletB6\",32,0,random(-11,11),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7alien/fire1\",CHAN_WEAPON)\n\t\t\t0PRO G 4 A_CustomMissile(\"C7EnemyBulletB6\",32,0,random(-11,11),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7alien/fire1\",CHAN_WEAPON)\n\t\t\t0PRO H 4 A_CustomMissile(\"C7EnemyBulletB6\",32,0,random(-11,11),8)\n\t\t\tGoto MissileEnd\n\t\tBullet7:\n\t\t\t0PRO E 4 A_CustomMissile(\"C7EnemyBulletB7\",32,0,random(-12,12),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO F 4 A_CustomMissile(\"C7EnemyBulletB7\",32,0,random(-12,12),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO G 4 A_CustomMissile(\"C7EnemyBulletB7\",32,0,random(-12,12),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"c7mwar/fire\",CHAN_WEAPON)\n\t\t\t0PRO H 4 A_CustomMissile(\"C7EnemyBulletB7\",32,0,random(-12,12),8)\n\t\t\tGoto MissileEnd\n\t\tMissileEnd:\n\t\t\t0PRO D 0\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t\t0PRO I 6 A_Scream\n\t\t\t0PRO J 7 A_NoBlocking\n\t\t\t0PRO KLMNO 6\n\t\tDeath.Corpse:\n\t\t\t0PRO P -1 A_KillMaster\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t\tTNT1 A 0 A_PlaySound (\"c7nemies/gibs\",4,2.0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMedium\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tgoto DeathChecksDone\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/Nerraw.txt",
        "contents": "Actor Nerraw : QCDE_MonsterBig {\t\t//\tarachno. Ironic, isn't it?\n\tHealth 500\n\tRadius 24\n\tHeight 44\n\tSpeed 5\n\tMass 1000\n\tPainChance 200\n\tTag \"Nerraw\"\n\tSpecies \"C7\"\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\t+DONTMORPH\n\t+BOSSDEATH\n\t+MISSILEEVENMORE\n\t+DONTRIP\n\t+NOPAIN\n\t+NOFEAR\n\tSeeSound \"nerraw/see\"\n\tPainSound \"\"\n\tDeathSound \"nerraw/die\"\n\tActiveSound \"nerraw/see\"\n\tAttackSound \"\"\n\tDropitem \"Hourglass\", 56\n\tObituary \"%o didnt thought that a small Nerraw could hurt %h.\"\n\tDecal BulletChip\n\tStates {\n\t\tIdle:\n\t\t\tC704 A 5 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tC704 AA 3 A_Chase(\"\",\"\")\n\t\t\tC704 BB 3 A_Chase\n\t\t\tC704 CC 3 A_Chase(\"\",\"\")\n\t\t\tC704 DD 3 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_Jump(64,\"Missile2\")\n\t\t\tC704 EFG 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"nerraw/fire\",CHAN_WEAPON)\n\t\t\tC704 H 4 A_CustomMissile(\"NerrawMissile\",22,0,0,8)\n\t\t\tTNT1 A 0 A_PlaySound(\"nerraw/fire\",CHAN_WEAPON)\n\t\t\tC704 H 4 A_CustomMissile(\"NerrawMissile\",22,0,0,8)\n\t\t\tTNT1 A 0 A_PlaySound(\"nerraw/fire\",CHAN_WEAPON)\n\t\t\tC704 H 4 A_CustomMissile(\"NerrawMissile\",22,0,0,8)\n\t\t\tTNT1 A 0 A_PlaySound(\"nerraw/fire\",CHAN_WEAPON)\n\t\t\tC704 H 4 A_CustomMissile(\"NerrawMissile\",22,0,0,8)\n\t\t\tTNT1 A 0 A_PlaySound(\"nerraw/fire\",CHAN_WEAPON)\n\t\t\tC704 H 4 A_CustomMissile(\"NerrawMissile\",22,0,0,8)\n\t\t\tTNT1 A 0 A_PlaySound(\"nerraw/fire\",CHAN_WEAPON)\n\t\t\tC704 H 4 A_CustomMissile(\"NerrawMissile\",22,0,0,8)\n\t\t\tTNT1 A 0 A_PlaySound(\"nerraw/fire\",CHAN_WEAPON)\n\t\t\tC704 H 4 A_CustomMissile(\"NerrawMissile\",22,0,0,8)\n\t\t\tTNT1 A 0 A_PlaySound(\"nerraw/fire\",CHAN_WEAPON)\n\t\t\tC704 GFE 5\n\t\t\tTNT1 A 0 A_MonsterRefire(10,\"See\")\n\t\t\tGoto Missile\n\t\tMissile2:\n\t\t\tC704 EFG 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"solrac/active\",CHAN_WEAPON)\n\t\t\tC704 H 10 A_CustomMissile(\"RailgunChargeIndicatorQ2Gladiator\",15)\n\t\t\tTNT1 A 0 A_PlaySound(\"ailo2/fire\",CHAN_WEAPON)\n\t\t\tC704 H 4 A_CustomRailgun(Random(20,35),0,\"Red\",\"White\",RGF_SILENT|RGF_NOPIERCING|RGF_FULLBRIGHT,1,0,None,0,0,2048,0,8.0,0,\"Q2RailgunTrail\",-11)\n\t\t\tC704 H 4 A_FaceTarget\n\t\t\tC704 GFE 5\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t\tC704 I 5 A_Scream\n\t\t\tC704 J 6 A_NoBlocking\n\t\t\tC704 KLMNO 5\n\t\tDeath.Corpse:\n\t\t\tC704 P -1 A_KillMaster\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t\tTNT1 A 0 A_PlaySound (\"c7nemies/gibs\",4,2.0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperSmall\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tgoto DeathChecksDone\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/Otrebor.txt",
        "contents": "Actor Otrebor : QCDE_MonsterMedium {  // hell knight\n\tHealth 400\n\tRadius 24\n\tHeight 58\n\tSpeed 7\n\tMass 1000\n\tSpecies \"C7\"\n\tTag \"Otrebor\"\n\tMONSTER\n\tPainChance 200\n\tBloodColor Purple\n\t+DONTMORPH\n\t+BOSSDEATH\n\t+NOPAIN\n\t+DONTRIP\n\t+MISSILEMORE\n\tSeeSound \"ortrebor/see\"\n\tPainSound \"\"\n\tDeathSound \"ortrebor/die\"\n\tActiveSound \"ortrebor/see\"\n\tAttackSound \"\"\n\tDropitem \"Hourglass\", 56\n\tObituary \"%o was disintegrated by an Otrebor.\"\n\tDecal BulletChip\n\tStates {\n\t\tIdle:\n\t\t\t9PRO A 5 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\t9PRO BB 2 A_Chase(\"\",\"\")\n\t\t\t9PRO CC 2 A_Chase\n\t\t\t9PRO DD 2 A_Chase(\"\",\"\")\n\t\t\t9PRO EE 2 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\t9PRO R 10 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"ortrebor/fire\")\n//\t\t\tTNT1 A 0 A_JumpIfCloser (118, \"Bullet1\")\n//\t\t\tTNT1 A 0 A_JumpIfCloser (246, \"Bullet2\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (374, \"Bullet3\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (502, \"Bullet4\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (630, \"Bullet5\")\n\t\t\tTNT1 A 0 A_JumpIfCloser (758, \"Bullet6\")\n\t\t\tGoto Bullet7\n\t\tBullet1:\n\t\t\t9PRO N 4 A_CustomMissile(\"C7EnemyBulletB1\",32,0,random(-6,6),8)\n\t\t\t9PRO O 3 A_FaceTarget\n\t\t\t9PRO P 4 A_CustomMissile(\"C7EnemyBulletB1\",32,0,random(-6,6),8)\n\t\t\tGoto MissileEnd\n\t\tBullet2:\n\t\t\t9PRO N 4 A_CustomMissile(\"C7EnemyBulletB2\",32,0,random(-7,7),8)\n\t\t\t9PRO O 3 A_FaceTarget\n\t\t\t9PRO P 4 A_CustomMissile(\"C7EnemyBulletB2\",32,0,random(-7,7),8)\n\t\t\tGoto MissileEnd\n\t\tBullet3:\n\t\t\t9PRO N 4 A_CustomMissile(\"C7EnemyBulletB3\",32,0,random(-8,8),8)\n\t\t\t9PRO O 3 A_FaceTarget\n\t\t\t9PRO P 4 A_CustomMissile(\"C7EnemyBulletB3\",32,0,random(-8,8),8)\n\t\t\tGoto MissileEnd\n\t\tBullet4:\n\t\t\t9PRO N 4 A_CustomMissile(\"C7EnemyBulletB4\",32,0,random(-9,9),8)\n\t\t\t9PRO O 3 A_FaceTarget\n\t\t\t9PRO P 4 A_CustomMissile(\"C7EnemyBulletB4\",32,0,random(-9,9),8)\n\t\t\tGoto MissileEnd\n\t\tBullet5:\n\t\t\t9PRO N 4 A_CustomMissile(\"C7EnemyBulletB5\",32,0,random(-10,10),8)\n\t\t\t9PRO O 3 A_FaceTarget\n\t\t\t9PRO P 4 A_CustomMissile(\"C7EnemyBulletB5\",32,0,random(-10,10),8)\n\t\t\tGoto MissileEnd\n\t\tBullet6:\n\t\t\t9PRO N 4 A_CustomMissile(\"C7EnemyBulletB6\",32,0,random(-11,11),8)\n\t\t\t9PRO O 3 A_FaceTarget\n\t\t\t9PRO P 4 A_CustomMissile(\"C7EnemyBulletB6\",32,0,random(-11,11),8)\n\t\t\tGoto MissileEnd\n\t\tBullet7:\n\t\t\t9PRO N 4 A_CustomMissile(\"C7EnemyBulletB7\",32,0,random(-12,12),8)\n\t\t\t9PRO O 3 A_FaceTarget\n\t\t\t9PRO P 4 A_CustomMissile(\"C7EnemyBulletB7\",32,0,random(-12,12),8)\n\t\t\tGoto MissileEnd\n\t\tMissileEnd:\n\t\t\t9PRO QR 4\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t\t9PRO G 6 A_Scream\n\t\t\t9PRO H 7 A_NoBlocking\n\t\t\t9PRO IJKL 6\n\t\tDeath.Corpse:\n\t\t\t9PRO M -1 A_KillMaster\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t\tTNT1 A 0 A_PlaySound (\"c7nemies/gibs\",4,2.0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMedium\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tgoto DeathChecksDone\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/Rodex.txt",
        "contents": "Actor Rodex : QCDE_MonsterSmall   // doom imp\n{\n\tHealth 60\n\tRadius 16\n\tHeight 48\n\tSpeed 5\n\tMass 250\n\tPainChance 200\n\tMONSTER\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\tSeeSound \"rodex/see\"\n\tDeathSound \"rodex/die\"\n\tSeeSound \"rodex/see\"\n\tAttackSound \"\"\n\tSpecies \"C7\"\n\tObituary \"%o got sniped by a Rodex.\"\n\tTag \"Rodex\"\n\tDecal BulletChip\n\tStates {\n\t\tIdle:\n\t\t\t7PRO A 5 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\t7PRO BB 2 A_Chase(\"\",\"\")\n\t\t\t7PRO CC 2 A_Chase\n\t\t\t7PRO DD 2 A_Chase(\"\",\"\")\n\t\t\t7PRO EE 2 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\t7PRO NO 10 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"rodex/fire\",CHAN_WEAPON)\n\t\t\t7PRO P 5 Bright A_CustomMissile(\"RodexMissile\",32,0,random(-12,12),8)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_PlaySound(\"rodex/fire\",CHAN_WEAPON)\n\t\t\t7PRO Q 5 Bright A_CustomMissile(\"RodexMissile\",32,0,random(-12,12),8)\n\t\t\t7PRO RS 5\n\t\t\tGoto See\n\t\tPain:\n\t\t\t7PRO F 3\n\t\t\t7PRO F 3 A_Pain\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t\t7PRO F 7 A_Scream\n\t\t\t7PRO G 8 A_NoBlocking\n\t\t\t7PRO H 6\n\t\t\t7PRO I 6\n\t\t\t7PRO JKL 6\n\t\tDeath.Corpse:\n\t\t\t7PRO M -1\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t\tTNT1 A 0 A_PlaySound (\"c7nemies/gibs\",4,2.0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMedium\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\t\tgoto DeathChecksDone\n\t}\n}\n\nActor RodexMissile : EniramMissile\n{\n\t Damage (Random(5,10))\n\t Speed 25\n\t Scale 0.5\n\t -EXTREMEDEATH\n\t +THRUSPECIES\n\t SeeSound \"\"\n\t DeathSound \"aprobe/death1\"\n\t Obituary \"%o got sniped by a Rodex.\"\n\t States\n\t {\n\t Death:\n\t\t7MIS I 8 Bright\n        7MIS J 6 Bright\n        7MIS K 4 Bright\n        Stop\n\t}\n}\n\nActor AiloMissile : RodexMissile\n{\n\tDamage (Random(1,32))\n\tSpeed 15\n\tObituary \"%o was traumatized by an Ailoprobe's Death Stare.\"\n}\n\nActor NerrawMissile : AiloMissile\n{\n\tSpeed 25\n\tObituary \"%o didn't think a small Nerraw could hurt %h.\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/C7/Semaj.txt",
        "contents": "Actor Semaj : QCDE_MonsterSmall {  // demmin and spectre\n  Health 175\n  Radius 16\n  Height 48\n  Mass 250\n  PainChance 200\n  MONSTER\n  +FLOORCLIP\n  +NOINFIGHTING\n  Speed 5\n  SeeSound \"\"\n  PainSound \"\"\n  DeathSound \"semaj/die\"\n  ActiveSound \"\"\n  Obituary \"%o was swallowed whole by a Semaj.\"\n  Species \"C7\"\n  Tag \"Semaj\"\n  BloodColor Purple\n  States\n  {\n  Idle:\n    C703 A 5 A_Look\n    Loop\n  See:\n    C703 AABB 2 A_Chase\n\tLoop\n  Melee:\n\tC703 CD 5 A_FaceTarget\n  MeleeLoop:\n\tTNT1 A 0 A_PlaySound(\"semaj/crunch\",CHAN_VOICE)\n\tC703 E 5 A_FaceTarget\n\tC703 F 5 A_CustomMeleeAttack(random(7,24),0,0)\n\tC703 EDC 5\n\tGoto See\n  Pain:\n    C703 G 3\n    C703 H 3 A_Pain\n    Goto See\n  DeathChecksDone:\n\tC703 I 4 A_Scream\n    C703 JK 4 A_SpawnItemEx(\"GibDropperSmall\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n    C703 L 4 A_NoBlocking\n    C703 M 3\n  Death.Corpse:\n    C703 M -1\n    Stop\n  XDeathChecksDone:\n\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMedium\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\tgoto DeathChecksDone\n\t\t}\n}\n\nActor Semaj_2 : Semaj { Health 150 Speed 7 RenderStyle OptFuzzy +SHADOW BloodColor Black Tag \"InvisoSemaj\" }"
      }
    ]
  },
  "maps": []
}

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