qcde-blood-enemies-vm1.2.pk3

PK3 9.6 MiB 0 map(s)

Counts

endoom0
graphics0
lumps2856
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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      "added": "2022/05/17 00:02:03",
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    "added": "2022/05/17 00:02:03",
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      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/63f67cb9b6531b6e8dcabae9d98a0974568905ee/63f67cb9b6531b6e8dcabae9d98a0974568905ee.pk3.gz",
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      {
        "source": "pk3",
        "name": "Actors/Blood/AxeZombie.txt",
        "contents": "const float zombie_speed = 8;\n\nActor BloodAxeZombie : QCDE_MonsterSmall\n{\n\tHealth 125\n\tRadius 20\n\tHeight 56\n\tTag \"Axe Zombie\"\n\tSpeed 8\n\tMass 350\n\tPainChance 50\n\tScale 0.5325\n\t+FLOORCLIP\n\t+NOINFIGHTING\n\t+NODROPOFF\n\t+NOPAIN\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tSeeSound \"ZombieSee\"\n\tPainSound \"ZombiePain\"\n\tDeathSound \"ZombieDeath\"\n\tActiveSound \"ZombieSee\"\n\tMeleeSound \"ZombieAxe\"\n\tObituary \"%o was axed by a zombie.\"\n\tMeleeRange 64\n\tconst int thepush = 1;\n\tStates\n\t{\n\tIdle:\n\t\tBZOM I 5 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_SetSolid\n\t\tTNT1 A 0 A_SetShootable\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"GoStoopid\", 0)\n\t\tBZOM AABBCCDDEEFF 2 A_Chase\n\t\tLoop\n\tGoStoopid:\n\t\tBZOM A 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM A 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM B 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM B 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM C 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM C 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM D 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM D 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM E 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM E 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM F 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(64, \"Melee\")\n\t\tBZOM F 2 A_GiveInventory(\"ZombieMover\", 1)\n\t\tBZOM F 1 A_JumpIfTargetInLOS(\"GoStoopid\", 0)\n\tGoto See\n\tMelee:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"ZombieAxe\")\n\t\tBZOM J 2 A_ChangeVelocity(cos(angle) * thepush, sin(angle) * thepush, velz, CVF_REPLACE)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tBZOM J 2 A_ChangeVelocity(cos(angle) * thepush, sin(angle) * thepush, velz, CVF_REPLACE)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tBZOM K 2 A_ChangeVelocity(cos(angle) * thepush, sin(angle) * thepush, velz, CVF_REPLACE)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tBZOM K 2 A_ChangeVelocity(cos(angle) * thepush, sin(angle) * thepush, velz, CVF_REPLACE)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tBZOM L 2 A_ChangeVelocity(cos(angle) * thepush, sin(angle) * thepush, velz, CVF_REPLACE)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tBZOM L 2 A_ChangeVelocity(cos(angle) * thepush, sin(angle) * thepush, velz, CVF_REPLACE)\n\t\tTNT1 A 0 A_CustomMeleeAttack(4 * (Random(5, 8)),\"ZombieAxe\")\n\t\tBZOM MNOO 4\n\t\tGoto See\n    DeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AcidDeathToken\",1,\"DeathChecksDone.Acid\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawDeathToken\",1,\"DeathChecksDone.Saw\")\n\t    TNT1 A 0 A_JumpIfHealthLower(-120,\"Death.Headless\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-10,\"Death.Fake\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(-40,\"Death.Normal\")\n\t  Death.Headless:\n\t\tBZOD L 1 A_UnsetSolid\n\t\tBZOD L 1\n\t\tBZOD L 1 A_CustomMissile(\"AxeZombieHead\",52,0,Random(0,360))\n\t\tBZOD L 2 A_Scream\n\t\tBZOD M 5 A_Fall\n\t\tBZOD NOPQRS 5\n\t\tBZOD S -1\n\t\tStop\n\t  Death.Fake:\n\t\tTNT1 A 0 A_StopSound(CHAN_VOICE)\n\t\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\t\tBZOD A 5 A_PlaySound(\"Zombie/FakeD\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tBZOD BCD 5\n\t  FakeWait:\n\t\tBZOD E 140 A_Fall\n\t\tBZOD E 35 A_Jump(128,\"AutoRaise\")\n\t\tLoop\n\t  AutoRaise:\n\t    BZOD E -1 Thing_Raise(0)\n\t\tStop\n\t  Raise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tTNT1 A 0 A_PlaySound(\"Zombie/FRaise\")\n\t\tBZOD EE 2\n\t\tBZOD FF 2\n\t\tBZOD GGHHIIJJ 2\n\t\tBZOD KK 2\n\t\tGoto See\n\t  Death.Normal:\n\t\tBZOD A 5 A_Scream\n\t\tBZOD B 5 A_Fall\n\t\tBZOD CDE 5\n\t  Death.Corpse:\n\t\tBZOD E -1\n\t\tStop\n\t  Death.Lightning:\n\t\tTNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\t  DeathChecksDone.Lightning:\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC H 24 BRIGHT\n\t\tBZOX A 2\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 AA 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tBZOX A 0 A_CustomMissile(\"AxeZombieHead\",52,0,Random(0,360))\n\t\tBZOX A 3 A_Scream\n\t\tBZOX B 4 A_Fall\n\t\tBZOX CDEFG 4\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tBZOX H -1\n\t\tStop\n\t  Death.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n   \t  DeathChecksDone.Fire:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodBurningCorpse_Zimba\")\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tStop\n\t  Death.Acid:\n\t\tTNT1 A 0 A_GiveInventory(\"AcidDeathToken\")\n\t\tGoto Super::Death\n\t  DeathChecksDone.Acid:\n\t\tBZOS A 6 A_Scream\n\t\tBZOS B 5 A_Fall\n\t\tBZOS CDE 4\n\t\tBZOS FGH 3\n\t\tTNT1 A 0 A_TakeInventory(\"AcidDeathToken\")\n\t\tBZOS I -1\n\t\tStop\n\t  Death.Saw:\n\t\tTNT1 A 0 A_GiveInventory(\"SawDeathToken\")\n\t\tGoto Super::Death\n   \t  DeathChecksDone.Saw:\n\t\tBZOD L 1 A_UnsetSolid\n\t\tBZOD L 1\n\t\tBZOD L 1 A_CustomMissile(\"AxeZombieHead\",52,0,Random(0,360))\n\t\tBZOD L 2 A_Scream\n\t\tBZOD M 5 A_Fall\n\t\tBZOD NOPQRS 5\n\t\tTNT1 A 0 A_TakeInventory(\"SawDeathToken\")\n\t\tBZOD S -1\n\t\tStop\n\tXDeathChecksDone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMediumBig\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\tBZOX A 2\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 AA 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tBZOX A 0 A_CustomMissile(\"AxeZombieHead\",52,0,Random(0,360))\n\t\tBZOX A 3 A_Scream\n\t\tBZOX B 4 A_Fall\n\t\tBZOX CDEFG 4\n\t\tBZOX H -1\n\t\tStop\n\t}\n}\n\nActor ZombieMover : CustomInventory {\n\t+ALWAYSPICKUP\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_FaceTarget(9)\n\t\t\tTNT1 A 0 A_ChangeVelocity(zombie_speed * cos(angle), zombie_speed * sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"RoamCD\", 1, \"NoRoam\")\n\t\t\tTNT1 A 0 A_Jump(8, \"Roam\")\n\t\tNoRoam:\n\t\t\tTNT1 A 0\n\t\tStop\n\t\tRoam:\n\t\t\tTNT1 A 0 A_PlaySound(\"ZombieSee\", CHAN_BODY)\n\t\t\tTNT1 A 0 A_GiveInventory(\"RoamCD\", 1)\n\t\tStop\n\t}\n}\n\nActor RoamCD : PowerProtection {\n\tdamagefactor \"normal\", 1.0\n\tpowerup.duration -4\n}\n\nActor AxeZombieBuried : BloodAxeZombie\n{\n\tSeeSound \"\"\n\t-SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 1 A_JumpIfCloser(64,3)\n\t\tTNT1 A 1 A_Jump(256,2)\n\t\tTNT1 A 1\n\t\tLoop\n\t\tTNT1 A 0 A_PlaySound(\"ZombieBuried\")\n\t\tUGZZ ABCDEF 4 A_FaceTarget\n\t\tTNT1 A 0 A_SetShootable\n\t\tUGZZ GHI 4 A_FaceTarget\n\t\tGoto Super::See\n\t}\n}\n\nActor AxeZombieHead\n{\n\tScale 0.51\n\tRadius 6\n\tHeight 5\n\tSpeed 6\n\tHealth 0x7FFFFFFF\n\tMass 40\n\t+MISSILE\n\t+SHOOTABLE\n\t+WINDTHRUST\n\t+DOOMBOUNCE\n\t+CLIENTSIDEONLY\n\t-NOGRAVITY\n    +PUSHABLE\n    +BOUNCEONACTORS\n    +CANBOUNCEWATER\n\tBounceFactor 0.7\n\tBounceCount 6\n\tGravity 0.320\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0,random(10,40),0,1)\n\tSpawnLoop:\n\t\tZHED ABCDEFGHIJKLMNOP 3 A_SpawnItemEx(\"ZBloodHeadBlood\")\n\t\tLoop\n\tDeath:\n\t\tZHED A 1 A_NoBlocking\n\t\tGoto Death\n\t}\n}\n\nactor BloodBurningCorpse_Zimba\n{\n    Radius 12\n    Height 56\n    Speed 7\n    +FLOORCLIP\n    +LOOKALLAROUND\n    -SOLID\n    -SHOOTABLE\n    scale 0.475\n    States\n    {\n      Spawn:\n        DKBR A 0\n\t\tTNT1 A 0 A_PlaySound(\"ZombiePain\",CHAN_VOICE,1.0,0,ATTN_NORM)\n        DKBR DDDDDD 1 Bright A_Look\n        Goto See\n      See:\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        DKBR A 0 A_Jump(40,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        DKBR A 0 A_Jump(55,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        DKBR A 0 A_Jump(70,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        DKBR A 0 A_Jump(80,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        DKBR A 0 A_Jump(60,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        DKBR A 0 A_Jump(110,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        DKBR A 0 A_Jump(120,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        DKBR A 0 A_Jump(90,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        DKBR A 0 A_Jump(30,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        DKBR A 0 A_Jump(150,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        Goto Death\n      Death:\n\t\tTNT1 A 0 A_Jump(128,\"GoryShit\")\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR EEFF 3 Bright\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tDKBR GG 1 Bright\n\t\tTNT1 A 0 A_PlaySound(\"ZombieDeath\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tDKBR G 1 Bright\n\t\tDKBR G 3 Bright\n        TNT1 A 0 A_Stop\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR HHIIJJ 3 Bright\n        TNT1 A 0 A_SpawnItemEx(\"BloodBurnDeathSmoke\",0,0,20,0,0,0,0,SXF_NOCHECKPOSITION)\n        TNT1 A 0 A_SpawnItem(\"BloodBurnedCorpse\",1,0,0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR KKLLMM 3 Bright\n        DKBR N 7 Bright\n        DKBR O 8 Bright\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR P 8 Bright\n        DKBR Q 8 Bright\n\t\tCAFD ABC 3 Bright\n        Stop\n\t  GoryShit:\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR EEFF 3 Bright\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tDKBR GG 1 Bright\n\t\tTNT1 A 0 A_PlaySound(\"ZombieDeath\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tDKBR G 1 Bright\n        TNT1 A 0 A_Stop\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n\t\tDKBR G 2 Bright\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tBZOD A 0 A_CustomMissile(\"AxeZombieHead\",52,0,Random(0,360))\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n        DKBR HH 2 Bright\n\t\tDKBR II 2 Bright\n\t\tDKBR JJ 2 Bright\n        TNT1 A 0 A_SpawnItemEx(\"BloodBurnDeathSmoke\",0,0,20,0,0,0,0,SXF_NOCHECKPOSITION)\n        TNT1 A 0 A_SpawnItem(\"BloodBurnedCorpse\",1,0,0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR KKLLMM 3 Bright\n        DKBR N 7 Bright\n        DKBR O 8 Bright\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR P 8 Bright\n        DKBR Q 8 Bright\n\t\tCAFD ABC 3 Bright\n        Stop\n\t}\n}\n\nactor BloodBurnDeathSmoke\n{\n  radius 64\n  height 16\n  RENDERSTYLE Translucent\n  ALPHA 0.30\n  Scale 0.50\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  +FIXMAPTHINGPOS\n  -SOLID\n  +NOCLIP\n  +CLIENTSIDEONLY\n  states\n  {\n  Spawn:\n    CULC CDEFCDEFCDEFCDEFCDEFCDEFCDEFCDEFCDEFCDEFCDEFCDEFCDEFCDEFCDEFC 4\n    Stop\n  }\n}\n\nactor BloodBurnDeathSmokeHead : BloodBurnDeathSmoke\n{\n  states\n  {\n  Spawn:\n    CULC PQRS 3\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Beast.txt",
        "contents": "Actor BloodBeast : QCDE_MonsterBig\n{\n\tHealth 875\n\tRadius 23\n\tHeight 64\n\tSpeed 12\n\tMass 384\n\tTag \"Beast\"\n\tPainChance 16\n\tScale 0.5625\n\t+FLOORCLIP\n\t+BOSSDEATH\n\tSpecies \"Blood Enemies\"\n\t+DONTHARMSPECIES\n\t+NOINFIGHTING\n\tMonster\n\tDropItem \"Hourglass\", 48\n\tSeeSound \"BeastSee\"\n\tPainSound \"BeastPain\"\n\tDeathSound \"BeastDie\"\n\tActiveSound \"BeastAct\"\n\tObituary \"%o would rather die than be cursed by a beast.\"\n\tMeleeRange 38\n\tStates\n\t{\n\tIdle:\n\t\tBESC A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tBESW AA 2 A_Chase(\"\",\"\")\n\t\tBESW BB 2 A_Chase(\"Melee\",\"\")\n\t\tBESW CC 2 A_Chase\n\t\tBESW DD 2 A_Chase(\"\",\"\")\n\t\tBESW EE 2 A_Chase(\"Melee\",\"\")\n\t\tBESW FF 2 A_Chase\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_JumpIfCloser(548, \"Stomp\")\n\t\tGoto See\n\tStomp:\n\t\tBESS A 5 A_FaceTarget\n\t\tBESS BC 5\n\t\tBESS D 5 A_CustomMissile(\"BloodBeastStompBoom\",0,0,0,CMF_CHECKTARGETDEAD|CMF_TRACKOWNER)\n\t\tBESS E 5\n\t\tGoto See\n\tMelee:\n\t\tBESC ABC 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"BeastSlash\")\n\t\tBESC D 5 A_CustomMeleeAttack(5 * random(7, 10), \"\")\n\t\tBESC E 3\n\t\tBESC E 1 A_JumpIfCloser(66, 1)\n\t\tGoto See\n\t\tBESC FGH 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"BeastSlash\")\n\t\tBESC I 5 A_CustomMeleeAttack(5 * random(7, 10), \"\")\n\t\tBESC J 3 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tBESP A 2 ACS_NamedExecuteAlways(\"Blood Pain Toggle\", 0, 2)\n\t\tBESP A 3 A_Pain\n\t\tBESP A 4\n\t\tBESC AA 5\n\t\tGoto See\n\tDeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\tDeath.Normal:\n        BESD A 5\n\t\tBESD B 5 A_Scream\n\t\tBESD C 5 A_Fall\n\t\tBESD DEF 5\n\t\tTNT1 A 0 A_Jump(128, \"JustDie\")\n\t\tBESD F 105\n\t\tBESD E 5\n\t\tBESD D 8\n\t\tBESD E 3\n\tJustDie:\n\tDeath.Corpse:\n\t\tBESD F -1\n\t\tStop\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC N 24 BRIGHT\n\t\tBESD A 5\n\t\tBESD B 5 A_Scream\n\t\tBESD C 5 A_Fall\n\t\tBESD DEF 5\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tBESD F -1 A_KillMaster\n\t\tStop\n\tXDeathChecksDone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMediumBig\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\tBESD A 5\n\t\tBESD B 5 A_Scream\n\t\tBESD C 5 A_Fall\n\t\tBESD DEF 5\n\t\tBESD F -1\n\t\tStop\n   \tRaise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tBESD FEDCBA 5\n\t\tGoto See\n\t}\n}\n\nActor BloodBeastStompBoom\n{\n\tPROJECTILE\n\tHeight 1\n\tRadius 1\n\tDamage (0)\n\tSpeed 0\n\tSpecies \"Blood Enemies\"\n\t+NODAMAGETHRUST\n\t+DONTHARMCLASS\n\t+DONTHARMSPECIES\n\t+THRUSPECIES\n\tDONTHURTSHOOTER\n\tSeesound \"BeastStomp\"\n\tObituary \"%o would rather die than be cursed by a beast.\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Die\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 Radius_Quake(9,90,5,50,0)\n\t\tTNT1 A 5 A_Explode(68,400,0)\n\t\tstop\n\t}\n}\n\nActor BloodBeast_Weaker : BloodBeast {\n\tHealth 600\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Cultists.txt",
        "contents": "Actor BloodCultist : QCDE_MonsterSmall\n{   Tag \"Cultist\"\n\tHealth 60\n\tRadius 20\n\tHeight 56\n\tSpeed 2\n\tScale 0.575\n\tMinMissileChance 230\n\tPainChance 192\n\tPainChance \"Lightning\", 256\n\t+FLOORCLIP\n\t+NOINFIGHTING\n\t+DONTHARMSPECIES\n\t+NODROPOFF\n\tDropItem \"Shotgun\"\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tSeeSound \"cultistsee\"\n\tPainSound \"cultistpain\"\n\tDeathSound \"cultistdie\"\n\tActiveSound \"cultistact\"\n\tObituary \"%o was shot by a cultist.\"\n\tconst int thepush = 8;\n\tPainThreshold 11\n\tStates\n\t{\n\tIdle:\n\t\tYCUF A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CultistCanAttack\", 1, \"Missile\")\n\t\tYCUL A 1 A_Chase\n\t\tYCUL A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_GiveInventory(\"CultistAttackCheck\", 1)\n\t\tYCUL A 1 A_Chase\n\t\tYCUL A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CultistCanAttack\", 1, \"Missile\")\n\t\tYCUL B 1 A_Chase\n\t\tYCUL B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_GiveInventory(\"CultistAttackCheck\", 1)\n\t\tYCUL B 1 A_Chase\n\t\tYCUL B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CultistCanAttack\", 1, \"Missile\")\n\t\tYCUL C 1 A_Chase\n\t\tYCUL C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_GiveInventory(\"CultistAttackCheck\", 1)\n\t\tYCUL C 1 A_Chase\n\t\tYCUL C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CultistCanAttack\", 1, \"Missile\")\n\t\tYCUL D 1 A_Chase\n\t\tYCUL D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_GiveInventory(\"CultistAttackCheck\", 1)\n\t\tYCUL D 1 A_Chase\n\t\tYCUL D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CultistCanAttack\", 1, \"Missile\")\n\t\tYCUL E 1 A_Chase\n\t\tYCUL E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_GiveInventory(\"CultistAttackCheck\", 1)\n\t\tYCUL E 1 A_Chase\n\t\tYCUL E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CultistCanAttack\", 1, \"Missile\")\n\t\tYCUL F 1 A_Chase\n\t\tYCUL F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_GiveInventory(\"CultistAttackCheck\", 1)\n\t\tYCUL F 1 A_Chase\n\t\tYCUL F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"CultistCanAttack\", 1, \"Missile\")\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"CultistCanAttack\", 1)\n\t\tTNT1 A 0 A_Jump(216, \"ASD\")\n\t\tTNT1 A 0 A_JumpIfCloser(450,\"TNTT\")\n\tASD:\n\t\tYCUF A 1 A_FaceTarget(18)\n\t\tTNT1 A 0 A_playsound(\"cultist/Fire\")\n\t    TNT1 A 0 A_SpawnItemEx(\"BloodShotgunCasing\",random(0,1),-5,random(27,29), random(1,3),0,random(4,6),\trandom(-85,-95))\n\t\tYCUF B 6 Bright A_CustomBulletAttack(6,5,3,3,\"ZBBulletPuff_2\")\n\t\tYCUF A 7 A_FaceTarget(18)\n\t\tYCUL A 1 A_ChangeVelocity(cos(angle) * thepush, sin(angle) * thepush, velz, CVF_REPLACE)\n\t\tYCUL A 3 A_Stop\n\t\tYCUL A 2 A_JumpIfTargetInLOS(\"ASD\", 90, JLOSF_DEADNOJUMP)\n\t\tGoto See\n\tTNTT:\n\t\tTNT1 A 0 A_Jump(64, \"TNTT2\")\n\t\tYCUL XYZ 4 A_FaceTarget\n\t\tYCUL [ 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Cultists/Toss\",CHAN_AUTO)\n\t\tYCUL ^ 4 A_CustomMissile(\"CultistTNT\",30,0,0)\n\t\tYCUB A 4\n\t\tGoto See\n\tTNTT2:\n\t\tYCUL XYZ 4 A_FaceTarget\n\t\tYCUL [ 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"TNT/Throw\",CHAN_AUTO)\n\t\tYCUL ^ 4 A_CustomMissile(\"PlCultistTNT_2\",30,0,0)\n\t\tYCUB A 4\n\t\tGoto See\n\tPain:\n\t\tYCUL G 2\n\t\tYCUL G 3 A_Pain\n\t\tYCUL G 4\n\t\tGoto See\n\tFakingFire:\n\t\tCULC B 8 A_FaceTarget\n\t\tTNT1 A 0 A_playsound(\"cultist/Fire\")\n\t\tYCUF A 6 Bright A_CustomBulletAttack(6,5,3,3,\"ZBBulletPuff_2\")\n\t\tCULC B 8 A_FaceTarget\n\t\tGoto See\n\tDeathChecksDone:\n\t    TNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n    Death.Normal:\n\t\tYCUL H 5\n\t\tYCUL I 5 A_Scream\n\t\tYCUL J 5\n\t\tYCUL K 5 A_Fall\n\t\tYCUL L 5\n\t\tYCUL MN 5\n\tDeath.Corpse:\n\t\tYCUL O -1\n\t\tStop\n\tDeath.Lightning:\n\t    TNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC G 24 BRIGHT\n\t\tYCUL H 5\n\t\tYCUL I 5 A_Scream\n\t\tYCUL J 5\n\t\tYCUL K 5 A_Fall\n\t\tYCUL L 5\n\t\tYCUL MN 5\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tYCUL O -1\n\t\tStop\n\tDeath.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Fire:\n\t\tTNT1 A 0 A_SpawnItemEx(\"Shotgun\",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodBurningCorpse\")\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tTNT1 A 0 A_Fall\n\t\tStop\n\tXDeathChecksDone:\n\t\tYCUL P 5\n\t\tTNT1 A 0 A_UnSetSolid\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 A 0 A_Jump(92,2)\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_Jump(92,2)\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodEyeGuts\")\n\t\tTNT1 A 0 A_Jump(92,2)\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodHand1\")\n\t\tYCUL PPPPPPPP 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_PlaySound(\"Blood/gib15\",CHAN_AUTO,1.0,0,ATTN_NORM)\n\t\tYCUL Q 6 A_PlaySound(\"cultist/Fire\")\n\t\tYCUL R 6 A_Scream\n\t\tYCUL S 6 A_Fall\n\t\tYCUL T 6\n\t\tYCUL U 6\n\t\tYCUL V -1\n\t\tStop\n\tRaise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tYCUL NMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor CultistCanAttack : Inventory {\n\tinventory.maxamount 1\n}\n\nActor CultistAttackCheck : CustomInventory {\n\t+ALWAYSPICKUP\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfTargetINLOS(\"CanFire\", 90, JLOSF_DEADNOJUMP)\n\t\tStop\n\t\tCanFire:\n\t\t\tTNT1 A 0 A_GiveInventory(\"CultistCanAttack\", 1)\n\t\tStop\n\t}\n}\n\nActor BloodFanatic : QCDE_MonsterSmall\n{   Tag \"Fanatic\"\n\tHealth 90\n\tRadius 20\n\tHeight 56\n\tSpeed 2\n\tScale 0.575\n\tMinMissileChance 230\n\tPainChance 192\n\tPainChance \"Lightning\", 256\n\t+FLOORCLIP\n\t+NOINFIGHTING\n\t+DONTHARMSPECIES\n\t+NODROPOFF\n\tMonster\n\tDropItem \"Chaingun\"\n\tSpecies \"Blood Enemies\"\n\tSeeSound \"fanaticsee\"\n\tDeathSound \"fanaticdie\"\n\tActiveSound \"fanaticact\"\n\tPainSound \"fanaticpain\"\n\tObituary \"%o met a fanatic.\"\n\tconst int thepush = 1;\n\tPainThreshold 11\n\tStates\n\t{\n    Idle:\n\t\tYCU8 A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tYCUG A 1 A_Chase\n\t\tYCUG A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG A 1 A_Chase\n\t\tYCUG A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG B 1 A_Chase\n\t\tYCUG B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG B 1 A_Chase\n\t\tYCUG B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG C 1 A_Chase\n\t\tYCUG C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG C 1 A_Chase\n\t\tYCUG C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG D 1 A_Chase\n\t\tYCUG D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG D 1 A_Chase\n\t\tYCUG D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG E 1 A_Chase\n\t\tYCUG E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG E 1 A_Chase\n\t\tYCUG E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG F 1 A_Chase\n\t\tYCUG F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUG F 1 A_Chase\n\t\tYCUG F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_FaceTarget(30)\n\t\tYCU8 A 3 A_ChangeVelocity(cos(angle) * thepush, sin(angle) * thepush, velz, CVF_REPLACE)\n\t\tTNT1 A 0 A_Playsound(\"fanatic/shoot2\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodTommygunCasing\",random(0,1),-5,random(27,29),\t\trandom(1,3),0,random(4,6),\trandom(-85,-95))\n\t\tYCU8 B 2 Bright A_CustomBulletAttack(4.61,2.55,1,2,\"ZBBulletPuff_2_Fanatic\")\n\t\tYCU8 B 1 Bright\n\t\tTNT1 A 0 A_Playsound(\"fanatic/shoot2\",CHAN_WEAPON)\n\t\tYCU8 AA 1 A_FaceTarget(30)\n\tMissileLoop:\n\t\tTNT1 A 0 A_Playsound(\"fanatic/shoot1\",CHAN_WEAPON)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodTommygunCasing\",random(0,1),-5,random(27,29),\t\trandom(1,3),0,random(4,6),\trandom(-85,-95))\n\t\tYCU8 B 2 Bright A_CustomBulletAttack(4.61,2.55,1,2,\"ZBBulletPuff_2_Fanatic\")\n\t\tYCU8 B 1 Bright\n\t\tTNT1 A 0 A_Playsound(\"fanatic/shoot2\",CHAN_WEAPON)\n\t\tYCU8 AA 1 A_FaceTarget(30)\n\t\tTNT1 A 0 A_CPosRefire\n\t\tLoop\n\tPain:\n\t\tYCUG G 2\n\t\tYCUG G 3 A_Pain\n\t\tYCUG G 4\n\t\tGoto See\n\tDeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n    Death.Normal:\n\t\tYCUG H 5\n\t\tYCUG I 5 A_Scream\n\t\tYCUG J 5\n\t\tYCUG K 5 A_Fall\n\t\tYCUG L 5\n\t\tYCUG MN 5\n\tDeath.Corpse:\n\t\tYCUG O -1\n\t\tStop\n\tDeath.Lightning:\n\t    TNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC G 24 BRIGHT\n\t\tYCUG H 5\n\t\tYCUG I 5 A_Scream\n\t\tYCUG J 5\n\t\tYCUG K 5 A_Fall\n\t\tYCUG L 5\n\t\tYCUG MN 5\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tYCUG O -1\n\t\tGoto See\n\tDeath.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Fire:\n\t\tTNT1 A 0 A_SpawnItemEx(\"ZombieAmmoDropper\",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodBurningCorpse\")\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tTNT1 A 0 A_Fall\n\t\tStop\n\tXDeathChecksDone:\n\t\tYCUG P 5\n\t\tTNT1 A 0 A_UnSetSolid\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodEyeGuts\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodHand1\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_PlaySound(\"Blood/gib15\",CHAN_AUTO,1.0,0,ATTN_NORM)\n\t\tYCUG Q 6 A_playsound(\"fanatic/shoot1\")\n\t\tYCUG R 6 A_Scream\n\t\tYCUG S 6 A_Fall\n\t\tYCUG T 6\n\t\tYCUG U 6\n\t\tYCUG V -1\n\t\tStop\n\t Raise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tYCUG NMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor BloodOcultist : QCDE_MonsterSmall\n{   Tag \"Ocultist\"\n\tHealth 40\n\tRadius 20\n\tHeight 56\n\tSpeed 2\n\tScale 0.575\n\tMinMissileChance 230\n\tPainChance 192\n\tDropItem \"ZombieAmmoDropper\"\n\t+FLOORCLIP\n\t+NOINFIGHTING\n\t+DONTHARMSPECIES\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tSeeSound \"cultistsee\"\n\tDeathSound \"cultistdie\"\n\tActiveSound \"cultistact\"\n\tPainSound \"fanatic/pain\"\n\tObituary \"%o was offered as a sacrifice by a Occultist.\"\n\tPainThreshold 8\n\tStates\n\t{\n    Idle:\n\t\tYCU3 A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tYCUW A 1 A_Chase\n\t\tYCUW A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW A 1 A_Chase\n\t\tYCUW A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW B 1 A_Chase\n\t\tYCUW B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW B 1 A_Chase\n\t\tYCUW B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW C 1 A_Chase\n\t\tYCUW C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW C 1 A_Chase\n\t\tYCUW C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW D 1 A_Chase\n\t\tYCUW D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW D 1 A_Chase\n\t\tYCUW D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW E 1 A_Chase\n\t\tYCUW E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW E 1 A_Chase\n\t\tYCUW E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW F 1 A_Chase\n\t\tYCUW F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW F 1 A_Chase\n\t\tYCUW F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW A 1 A_Chase\n\t\tYCUW A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW A 1 A_Chase\n\t\tYCUW A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW A 1 A_Chase\n\t\tYCUW A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW A 1 A_Chase\n\t\tYCUW A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUW A 1 A_Chase\n\t\tYCUW A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tLoop\n\tMissile:\n\t\tYCU3 A 2 A_FaceTarget\n\t\tTNT1 A 0 A_Playsound(\"fanatic/shoot2\",CHAN_WEAPON)\n\t\tYCU3 B 4 Bright A_CustomBulletAttack(4.61,2.55,1,2,\"ZBBulletPuff_2_Fanatic\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodTommygunCasing\",random(0,1),-5,random(27,29), random(1,3),0,random(4,6),\trandom(-85,-95))\n\t\tYCU3 A 2 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tYCUW G 2\n\t\tYCUW G 3 A_Pain\n\t\tYCUW G 4\n\t\tGoto See\n    DeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n\t\tTNT1 A 0 A_Jump(256,\"Death.Normal\")\n    Death.Normal:\n\t\tYCUW H 5\n\t\tYCUW I 5 A_Scream\n\t\tYCUW J 5\n\t\tYCUW K 5 A_Fall\n\t\tYCUW L 5\n\t\tYCUW MN 5\n\tDeath.Corpse:\n\t\tYCUW N -1\n\t\tStop\n\tDeath.Lightning:\n\t    TNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC G 24 BRIGHT\n\t\tYCUW H 5\n\t\tYCUW I 5 A_Scream\n\t\tYCUW J 5\n\t\tYCUW K 5 A_Fall\n\t\tYCUW L 5\n\t\tYCUW MN 5\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tYCUW N -1\n\t\tGoto See\n\tDeath.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Fire:\n\t\tTNT1 A 0 A_SpawnItemEx(\"ZombieAmmoDropper\",0,0,0, 0,0,0, 0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodBurningCorpse\")\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tTNT1 A 0\n\t\tStop\n\tXDeathChecksDone:\n\t\tYCUW P 5\n\t\tYCUW Q 5 A_playsound(\"fanatic/shoot1\")\n\t\tTNT1 A 0 A_UnSetSolid\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodEyeGuts\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodHand1\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_PlaySound(\"Blood/gib15\",CHAN_AUTO,1.0,0,ATTN_NORM)\n\t\tYCUW R 6 A_Scream\n\t\tYCUW S 6 A_Fall\n\t\tYCUW T 6\n\t\tYCUW U 6\n\t\tYCUW V -1\n\t\tStop\n\tRaise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tYCUW NMLKJIH 5\n\t\tGoto See\n\tIce:\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   }\n}\n\nActor BloodAcolyte : QCDE_MonsterSmall\n{   Tag \"Acolyte\"\n\tHealth 55\n\tRadius 20\n\tHeight 56\n\tSpeed 2\n\tScale 0.575\n\tMinMissileChance 230\n\tPainChance 192\n\tTag \"Acolyte\"\n\t+FLOORCLIP\n\t+NOINFIGHTING\n\t+DONTHARMSPECIES\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tSeeSound \"cultistsee\"\n\tPainSound \"cultistpain\"\n\tDeathSound \"cultistdie\"\n\tActiveSound \"cultistact\"\n\tObituary \"%o was blown up by an acolyte.\"\n\tPainThreshold 10\n\tStates\n\t{\n\tIdle:\n\t\tYCU2 A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tYCUD A 1 A_Chase\n\t\tYCUD A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD A 1 A_Chase\n\t\tYCUD A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD B 1 A_Chase\n\t\tYCUD B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD B 1 A_Chase\n\t\tYCUD B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD C 1 A_Chase\n\t\tYCUD C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD C 1 A_Chase\n\t\tYCUD C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD D 1 A_Chase\n\t\tYCUD D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD D 1 A_Chase\n\t\tYCUD D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD E 1 A_Chase\n\t\tYCUD E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD E 1 A_Chase\n\t\tYCUD E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD F 1 A_Chase\n\t\tYCUD F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUD F 1 A_Chase\n\t\tYCUD F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_JumpIfCloser(912,1)\n\t\tGoto See\n\t\tTNT1 A 0 A_Jump(72,\"See\")\n\t\tTNT1 A 0 A_Jump(32,\"Missile2\")\n\t\tYCUD XYZ 4 A_FaceTarget\n\t\tYCUD [ 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Cultists/Toss\",CHAN_AUTO)\n\t\tYCUD ^ 4 A_CustomMissile(\"CultistTNT\",30,0,0)\n\t\tYCU_ A 4\n\t\tGoto See\n\tMissile2:\n\t\tYCUD XYZ 4 A_FaceTarget\n\t\tYCUD [ 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"TNT/Throw\",CHAN_AUTO)\n\t\tYCUD ^ 4 A_CustomMissile(\"PlCultistTNT_2\",30,0,0) //Rest in pieces\n\t\tYCU_ A 4\n\t\tGoto See\n\tPain:\n\t\tYCUD G 2\n\t\tYCUD G 3 A_Pain\n\t\tYCUD G 4\n\t\tGoto See\n    DeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n    Death.Normal:\n\t\tYCUD H 5\n\t\tYCUD I 5 A_Scream\n\t\tYCUD J 5\n\t\tYCUD K 5 A_Fall\n\t\tYCUD L 5\n\t\tYCUD MN 5\n\tDeath.Corpse:\n\t\tYCUD O -1\n\t\tStop\n\tDeath.Lightning:\n\t    TNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC G 24 BRIGHT\n\t\tYCUD H 5\n\t\tYCUD I 5 A_Scream\n\t\tYCUD J 5\n\t\tYCUD K 5 A_Fall\n\t\tYCUD L 5\n\t\tYCUD MN 5\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tYCUD O -1\n\t\tStop\n\tDeath.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Fire:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodBurningCorpse\")\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tTNT1 A 0 A_Fall\n\t\tStop\n\tXDeathChecksDone:\n\t\tYCUD P 2\n\t\tYCUD P 5\n\t\tTNT1 A 0 A_UnSetSolid\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodEyeGuts\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodHand1\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_PlaySound(\"Blood/gib15\",CHAN_AUTO,1.0,0,ATTN_NORM)\n\t\tYCUD Q 6 A_Scream\n\t\tYCUD R 6 A_Fall\n\t\tYCUD S 6\n\t\tYCUD T 6\n\t\tYCUD U 6\n\t\tYCUD V -1\n\t\tStop\n\tRaise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tYCUD NMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor BloodZealot : QCDE_MonsterBig\n{   Tag \"Zealot\"\n\tHealth 400\n\tPainChance 128\n\tPainChance 150\n\tRadius 20\n\tHeight 56\n\tSpeed 2\n\tScale 0.575\n\tMass 500\n\tMinMissileChance 230\n\tMonster\n\t+FLOORCLIP\n\t+NOINFIGHTING\n\t+BOSSDEATH\n\t+DONTRIP\n\t+DONTHARMSPECIES\n\tSpecies \"Blood Enemies\"\n\tSeeSound \"cultistsee\"\n\tPainSound \"cultistpain\"\n\tDeathSound \"cultistdie\"\n\tActiveSound \"cultistact\"\n\tDropItem \"QCCoilAmmoSmall\", 20\n\tObituary \"%o was shocked by a Zealot.\"\n\tPainThreshold 16\n\tStates\n\t{\n\tIdle:\n\t\tYCU0 A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tYCUJ A 1 A_Chase\n\t\tYCUJ A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ A 1 A_Chase\n\t\tYCUJ A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ B 1 A_Chase\n\t\tYCUJ B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ B 1 A_Chase\n\t\tYCUJ B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ C 1 A_Chase\n\t\tYCUJ C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ C 1 A_Chase\n\t\tYCUJ C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ D 1 A_Chase\n\t\tYCUJ D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ D 1 A_Chase\n\t\tYCUJ D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ E 1 A_Chase\n\t\tYCUJ E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ E 1 A_Chase\n\t\tYCUJ E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ F 1 A_Chase\n\t\tYCUJ F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tYCUJ F 1 A_Chase\n\t\tYCUJ F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tLoop\n\tMissile:\n\t\tYCU0 A 1 A_FaceTarget\n\t\tTNT1 A 0 A_PLaysound(\"tesla/fire\")\n\t\tYCU0 B 3 Bright A_CustomMissile(\"ZealotTesla\", 24, 0, frandom(-1.25, 1.25), 0, frandom(-1.25, 1.25))\n\t\tTNT1 A 0 A_Jump(128, \"Done\")\n\t\tYCU0 B 3 Bright A_CustomMissile(\"ZealotTesla\", 24, 0, frandom(-1.25, 1.25), 0, frandom(-1.25, 1.25))\n\t\tTNT1 A 0 A_Jump(128, \"Done\")\n\t\tYCU0 B 3 Bright A_CustomMissile(\"ZealotTesla\", 24, 0, frandom(-1.25, 1.25), 0, frandom(-1.25, 1.25))\n\tDone:\n\t\tYCU0 A 6 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(32, \"Retreat\")\n\t\tTNT1 A 0 A_CPosRefire\n\t\tGoto Missile+2\n\tRetreat:\n\t    YCU0 A 2 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tYCUJ G 2\n\t\tYCUJ G 3 A_Pain\n\t\tYCUJ G 4\n\t\tGoto See\n    DeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n    Death.Normal:\n\t\tYCUJ H 5\n\t\tYCUJ I 5 A_Scream\n\t\tYCUJ J 5\n\t\tYCUJ K 5 A_Fall\n\t\tYCUJ L 5\n\t\tYCUJ MN 5\n\tDeath.Corpse:\n\t\tYCUJ O -1\n\t\tStop\n\tDeath.Lightning:\n\t    TNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\t DeathChecksDone.Lightning:\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC G 24 BRIGHT\n\t\tYCUJ H 5\n\t\tYCUJ I 5 A_Scream\n\t\tYCUJ J 5\n\t\tYCUJ K 5 A_Fall\n\t\tYCUJ L 5\n\t\tYCUJ MN 5\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tYCUJ O -1\n\t\tGoto See\n\t Death.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\t DeathChecksDone.Fire:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BloodBurningCorpse\")\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tTNT1 A 0 A_Fall\n\t\tStop\n\t XDeathChecksDone:\n\t\tYCUJ P 2\n\t\tYCUJ P 5\n\t\tTNT1 A 0 A_UnSetSolid\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodEyeGuts\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodHand1\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_PlaySound(\"Blood/gib15\",CHAN_AUTO,1.0,0,ATTN_NORM)\n\t\tYCUJ Q 6 A_Scream\n\t\tYCUJ R 6 A_Fall\n\t\tYCUJ S 6\n\t\tYCUJ T 6\n\t\tYCUJ U 6\n\t\tYCUJ V -1\n\t\tStop\n\t Raise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tYCUJ NMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nActor ZealotTesla : FastProjectile\n{\n    PROJECTILE\n\tSpeed 35\n\tScale 0.60\n\tRadius 8\n\tHeight 8\n\tDamage (random(2,3)*random(1,8))\n\tRenderstyle add\n\t+WINDTHRUST\n\t+FOILINVUL\n\tActiveSound \"Tesla/Elect\"\n\tDeathSound \"Tesla/Zap\"\n\tObituary \"%o was overcharged by %k.\"\n \tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_LoopActiveSound\n\t\t\tGoto SpawnLoop\n\t\tSpawnLoop:\n\t\t\tTESP AAAAAA 1 Bright A_SpawnItemEx(\"TeslaProjectileBall0\",0,0,0,0,0,0,0)\n\t\t\tTNT1 AAAAAA 0 A_FadeIn(0.16)\n\t\t\tTESP AAAAAA 1 Bright A_SpawnItemEx(\"TeslaProjectileBall0\",0,0,0,0,0,0,0)\n\t\t\tTNT1 AAAAAA 0 A_FadeIn(0.16)\n\t\t\tTESP AAAAAA 1 Bright A_SpawnItemEx(\"TeslaProjectileBall0\",0,0,0,0,0,0,0)\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 AAAAA 1 A_SpawnItemEx(\"TeslaFX_Zealot\", random(-8,8), random(-8,8), random(0,3), random(-12,12), random(-12,12), random(0,3))\n\t\t\tStop\n\t}\n}\n\nActor TeslaProjectileBall0\n{\n\n  Radius 1\n  Height 1\n  Speed 0\n  Scale 0.55\n  RenderStyle Normal\n  +NOGRAVITY\n  -SOLID\n  +NOCLIP\n  +RANDOMIZE\n  Scale 0.90\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tBTES F 1 Bright\n    stop\n  }\n}\n\nActor TeslaFX_Zealot\n{\n  Scale 0.40\n  Height 1\n  Radius 1\n  RenderStyle Add\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  States\n{\n  Spawn:\n\tTNT1 A 0 A_Jump(128, \"Spawn2\")\n  SpawnNormal:\n\tTNT1 A 0 A_PlaySound(\"TeslFX\", CHAN_BODY)\n\tTSFX ABCDEF 2 Bright A_FadeOut(0.1)\n\tLoop\n   Spawn2:\n\tTNT1 A 0 A_PlaySound(\"TeslFX\", CHAN_BODY)\n\tTSFX GHIJKL 2 Bright A_FadeOut(0.1)\n    Loop\n\t\t}\n}\n\nActor BloodPriest : QCDE_MonsterBig\n{\n\tHealth 155\n\tRadius 20\n\tHeight 56\n\tSpeed 2\n\tScale 0.575\n\tMinMissileChance 230\n\tPainChance 60\n\t+FLOORCLIP\n\t+NOINFIGHTING\n\t+DONTRIP\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tSeeSound \"cultistsee\"\n\tPainSound \"cultistpain\"\n\tDeathSound \"cultistdie\"\n\tActiveSound \"cultistact\"\n\tTag \"Priest\"\n\tObituary \"%o was punctured by the priest.\"\n\tStates {\n\t\tIdle:\n\t\t\tYCU7 A 5 A_Look\n\t\tLoop\n\t\tSee:\n\t\t\tYCUR A 1 A_Chase\n\t\t\tYCUR A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR A 1 A_Chase\n\t\t\tYCUR A 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR B 1 A_Chase\n\t\t\tYCUR B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR B 1 A_Chase\n\t\t\tYCUR B 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR C 1 A_Chase\n\t\t\tYCUR C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR C 1 A_Chase\n\t\t\tYCUR C 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR D 1 A_Chase\n\t\t\tYCUR D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR D 1 A_Chase\n\t\t\tYCUR D 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR E 1 A_Chase\n\t\t\tYCUR E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR E 1 A_Chase\n\t\t\tYCUR E 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR F 1 A_Chase\n\t\t\tYCUR F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\t\tYCUR F 1 A_Chase\n\t\t\tYCUR F 1 A_Chase(\"\", \"\",CHF_NOPLAYACTIVE)\n\t\tLoop\n\t\tMissile:\n\t\t\tYCU7 A 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_playsound(\"cultist/Fire\")\n\t\t\tYCU7 B 6 Bright A_CustomBulletAttack(5.8,4.45,3,3,\"ZBBulletPuff_2\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BloodShotgunCasing\",random(0,1),-5,random(27,29), random(1,3),0,random(4,6),\trandom(-85,-95))\n\t\t\tYCU7 A 8 A_FaceTarget\n\t\t\tTNT1 A 0 A_playsound(\"cultist/Fire\")\n\t\t\tYCU7 B 6 Bright A_CustomBulletAttack(5.8,4.45,3,4,\"ZBBulletPuff_2\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BloodShotgunCasing\",random(0,1),-5,random(27,29), random(1,3),0,random(4,6),\trandom(-85,-95))\n\t\t\tYCU7 A 12 A_FaceTarget\n\t\t\tYCU7 A 1 A_FaceTarget\n\t\t\tTNT1 A 0 A_CPosRefire\n\t\tGoto Missile+1\n\t\tPain:\n\t\t\tYCUR G 2\n\t\t\tYCUR G 3 A_Pain\n\t\t\tYCUR G 4\n\t\tGoto See\n\t\tDeath.Corpse:\n\t\t\tYCUR O -1\n\t\tStop\n\t\tDeathChecksDone:\n\t\tXDeathChecksDone:\n\t\t\tTNT1 A 0 A_Jump(128,\"Style2\")\n\t\t\tB100 A 6 A_PlaySound(\"Cultist/Morph\")\n\t\t\tB100 BBBCCCDDDEEEFFFGGG 2\n\t\t\tB100 G 1 A_SpawnItemEx(\"BloodBeast_Weaker\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)\n\t\t\tTNT1 A -1 A_Fall\n\t\tStop\n\t\tStyle2:\n\t\t\tB100 H 6 A_PlaySound(\"Cultist/Morph\")\n\t\t\tB100 IIIJJJKKKLLL 2\n\t\t\tB100 L 1 A_SpawnItemEx(\"BloodBeast_Weaker\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG)\n\t\t\tTNT1 A -1 A_Fall\n\t\tStop\n\t}\n}\n\nactor ZBBulletPuff : FastProjectile\n{\n  Scale 0.8\n  Speed 25\n  renderstyle Translucent\n  alpha 0.75\n  Species \"Blood Enemies\"\n  attacksound \"Shoot/BloodBullet\"\n  Decal ZBloodBulletChip1\n  +MTHRUSPECIES\n  +NOBLOCKMAP\n  +DONTHARMSPECIES\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    BSPR A 0\n  Melee:\n    ZUFF A 0 A_SpawnitemEx(\"CalebBulletSpark\",0,0,0,0,0,0,0,128,0)\n    ZUFF A 0 A_Jump(128,33)\n    ZUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n    stop\n    ZUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n    stop\n  }\n}\n\nactor CalebBulletSpark\n{\n  Radius 3\n  Height 4\n  Speed 25\n  Damage 0\n  renderstyle Add\n  Scale 0.7\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    BSPR A 0 A_Jump(128,8)\n    BSPR ABCDEFGH 2 bright\n    stop\n    BSPR HIJKLMNO 2 bright\n    stop\n  }\n}\n\nactor ZBBulletPuff_2 : ZBBulletPuff\n{\n  DamageType \"\"\n  Decal ZBloodBulletChip1\n  states\n  {\n  Spawn:\n    BSPR A 0\n  Melee:\n    ZUFF A 0 A_SpawnitemEx(\"CalebBulletSpark_2\",0,0,0,0)\n    ZUFF A 0 A_Jump(128,\"TFIsThis\")\n    ZUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n    stop\n  TFIsThis:\n    ZUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n    stop\n  }\n}\n\nActor ZBBulletPuff_2_Fanatic : ZBBulletPuff_2 {\n\tAttackSound \"\"\n\tStates {\n\t\tSpawn:\n\t\t\tBSPR A 0\n\t\tMelee:\n\t\t\tZUFF A 0 A_SpawnitemEx(\"CalebBulletSpark_2_Fanatic\",0,0,0,0)\n\t\t\tZUFF A 0 A_Jump(128,\"TFIsThis\")\n\t\t\tZUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n\t\t\tstop\n\t\tTFIsThis:\n\t\t\tZUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 A 5 A_PlaySound(\"Fanatic/Hit\",CHAN_VOICE,0.5,0,ATTN_NORM)\n\t\t\tStop\n\t}\n}\n\nactor CalebBulletSpark_2 : CalebBulletSpark\n{\n  states\n  {\n  Spawn:\n    FSPK NOPQRS 2 bright\n    stop\n  }\n}\n\nactor CalebBulletSpark_2_Fanatic : CalebBulletSpark_2 {\n  states {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"Shoot/BloodBullet\")\n\t\tFSPK NOPQRS 2 bright\n\t\tstop\n\t}\n}\n\nactor BloodBurningCorpse\n{\n    Radius 12\n    Height 56\n    Speed 7\n    +FLOORCLIP\n    +LOOKALLAROUND\n    -SOLID\n    -SHOOTABLE\n    scale 0.475\n    States\n    {\n      Spawn:\n        DKBR A 0\n\t\tTNT1 A 0 A_PlaySound(\"CultistOnFire\",CHAN_VOICE,1.0,0,ATTN_NORM)\n        DKBR DDDDDD 1 Bright A_Look\n        Goto See\n      See:\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        DKBR A 0 A_Jump(30,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        DKBR A 0 A_Jump(55,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        DKBR A 0 A_Jump(30,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        DKBR A 0 A_Jump(80,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        DKBR A 0 A_Jump(60,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        DKBR A 0 A_Jump(110,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        DKBR A 0 A_Jump(120,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        DKBR A 0 A_Jump(90,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        DKBR A 0 A_Jump(30,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        DKBR A 0 A_Jump(150,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        Goto Death\n      Death:\n\t\tTNT1 A 0 A_Jump(128,\"GoryDeath\",\"GoryShit\")\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR EEFF 3 Bright\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tDKBR GG 3 Bright\n        TNT1 A 0 A_Stop\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR HHIIJJ 3 Bright\n        TNT1 A 0 A_SpawnItemEx(\"BloodBurnDeathSmoke\",0,0,20,0,0,0,0,SXF_NOCHECKPOSITION)\n        TNT1 A 0 A_SpawnItem(\"BloodBurnedCorpse\",1,0,0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR KKLLMM 3 Bright\n        DKBR N 7 Bright\n        DKBR O 8 Bright\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR P 8 Bright\n        DKBR Q 8 Bright\n\t\tCAFD ABC 3 Bright\n        Stop\n\t  GoryDeath:\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR GG 2 Bright\n        TNT1 A 0 A_Stop\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        FGUY U 1 Bright\n\t\tFGUY U 2 Bright\n\t  XGoryDeath:\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodEyeGuts\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodHand1\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_PlaySound(\"cultistdie\",CHAN_VOICE,1.0,0,ATTN_NORM)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        FGUY UUVVWWXX 2 Bright\n        TNT1 A 0 A_SpawnItemEx(\"BloodBurnDeathSmoke\",0,0,10,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tFGUY YY 2 Bright\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail4\",0)\n        FGUY ZZ 2 Bright\n        YCUR V 8\n\t\tYCUR V -1\n        Stop\n\t  GoryShit:\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR EEFF 3 Bright\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tDKBR GG 2 Bright\n        TNT1 A 0 A_Stop\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodEyeGuts\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodHand1\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_PlaySound(\"cultistdie\",CHAN_VOICE,1.0,0,ATTN_NORM)\n        DKBR HH 2 Bright\n\t\tDKBR II 2 Bright\n\t\tDKBR JJ 2 Bright\n        TNT1 A 0 A_SpawnItemEx(\"BloodBurnDeathSmoke\",0,0,20,0,0,0,0,SXF_NOCHECKPOSITION)\n        TNT1 A 0 A_SpawnItem(\"BloodBurnedCorpse\",1,0,0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR KKLLMM 3 Bright\n        DKBR N 7 Bright\n        DKBR O 8 Bright\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR P 8 Bright\n        DKBR Q 8 Bright\n\t\tCAFD ABC 3 Bright\n        Stop\n\t}\n}\n\nActor BloodBurnedCorpse\n{\n    Radius 12\n    Height 12\n\t+CLIENTSIDEONLY\n    -SOLID\n    +FLOORCLIP\n    Scale 0.6\n    States\n    {\n      Spawn:\n        CAFD D 5\n        CAFD D -1\n        Stop\n    }\n}\n\nACTOR BloodShotgunCasing\n{\n   Height 1\n   Radius 3\n   Speed 4\n   Scale 0.1\n   Gravity 0.7\n   +DOOMBOUNCE\n   bouncefactor 0.5\n   bouncecount 2\n   PROJECTILE\n   +MOVEWITHSECTOR\n   +DONTSPLASH\n   +SOLID\n   -NOGRAVITY\n   +FLOORCLIP\n   +WINDTHRUST\n   -CANBOUNCEWATER\n   +EXPLODEONWATER\n   -NOLIFTDROP\n   +ClientSideOnly\n   SeeSound \"Shotgun/Shells\"\n   DeathSound \"Shotgun/Shells\"\n   States\n   {\n   Spawn:\n\t  CASS AA 0 A_Recoil(RandoM(0,-2))\n\t  CASS A 0 THRUSTTHINGZ(0,random(3,5),0,0)\n      CASS A 0 A_Jump(192,1,2,3,4)\n      CASS BCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFA 1\n      Stop\n   Death:\n      CASS A 0 A_Jump(127,8)\n      CASS A 160 A_Fall\n\t  CASS AAAAAA 40 A_FadeOut(0.15)\n      Stop\n      CASS E 325 A_Fall\n      Stop\n\n   }\n}\n\nACTOR BloodTommygunCasing\n{\n   Height 1\n   Radius 3\n   Speed 4\n   Scale 0.1\n   +DOOMBOUNCE\n   bouncecount 2\n   bouncefactor 0.5\n   PROJECTILE\n   +MOVEWITHSECTOR\n   +SOLID\n   -NOGRAVITY\n   +DONTSPLASH\n   +FLOORCLIP\n   +NOBLOCKMAP\n   +WINDTHRUST\n   -CANBOUNCEWATER\n   +EXPLODEONWATER\n   -NOLIFTDROP\n   +CLIENTSIDEONLY\n   DeathSound \"Tommy/Shells\"\n   States\n   {\n   Spawn:\n      CASB A 0 A_Jump(192,1,2,3,4)\n      CASB BCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFA 1\n      Stop\n   Death:\n      CASB A 0 A_Jump(127,2)\n      CASB A 325 A_Fall\n      Stop\n      CASB E 325 A_Fall\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/StoneGargoyle.txt",
        "contents": "Actor StatueCheogh\n{\n +INVULNERABLE\n -NOGRAVITY\n -FLOAT\n Scale 0.58\n States\n {\n\tSpawn:\n\t GRGS A 4 A_Look\n\tLoop\n\tSee:\n\t  GRGS BCD 5\n\t  TNT1 A 0 A_ChangeFlag(\"INVULNERABLE\", FALSE)\n\t  TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", TRUE)\n\t  TNT1 A 0 A_ChangeFlag(\"FLOAT\", TRUE)\n\t  GRGS D 1 A_SpawnItemEX(\"BloodCheogh\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t  GRGS D 1 A_SpawnItemEX(\"StoneStatueLeftover\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t Stop\n }\n}\n\nActor StoneStatueLeftover\n{\n+NOINTERACTION\n+MOVEWITHSECTOR\nStates\n {\n  Spawn:\n   GRGS E -1\n   Stop\n }\n}\n\nActor BloodCheogh : QCDE_MonsterBoss\n{   Tag \"Cheogh (Stone Gargoyle)\"\n\tHealth 4000\n\tRadius 48\n\tHeight 90\n\tSpeed 16\n\tPainChance 10\n\tMass 4000\n\tREACTIONTIME 8\n\tDropItem \"BigHourglass\", 128\n\t+NOGRAVITY\n\t+FLOAT\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+BOSS\n\t+BOSSDEATH\n\t+DONTMORPH\n\t+NORADIUSDMG\n\t+NOFEAR\n\t+SPAWNFLOAT\n\t+FLOORCLIP\n\t+DONTRIP\n\t+NOINFIGHTING\n    +NOBLOOD\n\tFloatSpeed 4\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tScale 0.92\n\tSeeSound \"cheogh/roam\"\n\tDeathSound \"cheogh/die\"\n\tPainSound \"cheogh/pain\"\n\tActiveSound \"cheogh/roam\"\n\tObituary \"%o was toasted by Cheogh.\"\n\tStates\n\t{\n\tIdle:\n\t\tGARG AABBCCDD 2 A_Look\n\t\tLoop\n\tSee:\n\t\tGARG AA 3 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_Recoil(-3)\n\t\tGARG BB 3 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tGARG CC 3 A_Chase(\"\",\"\")\n\t\tTNT1 A 0 A_Recoil(-3)\n\t\tGARG DD 3 A_Chase\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_Stop\n\t\tGARG A 5 A_FaceTarget\n\t\tGARG L 0 A_CustomMissile(\"Cheoghball\",48,-10,0,1)\n\t\tGARG L 5 A_CustomMissile(\"CheoghBall\",48,10,0,1)\n\t\tGARG L 0 A_Jump(128,2)\n\t\tGARG A 8 A_FaceTarget\n\t\tGoto A\n\t\tGARG A 10 A_FaceTarget\n\tA:\n\t\tTNT1 A 0 A_Jump(110,\"See\")\n\t\tTNT1 A 0 A_CPosRefire\n\t\tGoto Missile+1\n\tMelee:\n\t\tTNT1 A 0 A_Stop\n\t\tGARG FG 5 A_FaceTarget\n\t\tGARG H 5 A_CustomMeleeAttack(5 * random(8, 16), \"Cheogh/Slap\")\n\t\tGARG J 5 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tGARG K 2 ACS_NamedExecuteAlways(\"Blood Pain Toggle\", 0, 2)\n\t\tGARG K 3 A_Pain\n\t\tGARG K 4\n\t\tGARG AA 5\n\t\tGoto See\n\tDeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_Jump(256,\"Death.Normal\")\n\tDeath.Normal:\n\t    GARG M 5\n\t\tGARG N 5 A_Scream\n\t\tGARG O 5 A_Fall\n\t\tGARG PQ 6\n\tDeath.Corpse:\n\t\tGARG R -1\n\t\tStop\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t    TNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tGARG K 15 BRIGHT A_PlaySound(\"GargoylePain\",CHAN_VOICE)\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tGARG K 15 BRIGHT A_PlaySound(\"GargoylePain\",CHAN_VOICE)\n\t\tGARG A 10\n\t\tGARG M 5\n\t\tGARG N 5 A_Scream\n\t\tGARG O 5 A_Fall\n\t\tGARG PQ 6\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tGARG R -1\n\t\tStop\n\t XDeathChecksDone:\n\t\tGARG M 5\n\t\tGARG N 5 A_Scream\n\t\tGARG O 5 A_Fall\n\t\tGARG PQ 6\n\t\tGARG R -1\n\t\tStop\n\t}\n}\n\nActor CheoghBall\n{\n\tProjectile\n\tRadius 6\n\tHeight 6\n\tSpeed 32\n\tDamage (20)\n\tScale 0.5\n\t+NOBLOOD\n\t-THRUGHOST\n\t+FORCEXYBILLBOARD\n\tSeeSound \"Cheogh/Fire\"\n\tDeathSound \"Cheogh/Ball\"\n\tStates\n\t{\n\tSpawn:\n\t\tEYEB ABCD 3 Bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(40,64,0)\n\t\tBFIR BBBBB 0 A_SpawnDebris(\"TeslaSparkDebris\")\n\t\tTNT1 A 5\n\t\tStop\n\t}\n}\n\nActor TeslaSparkDebris\n{\n  health 1\n  radius 1\n  height 1\n  Speed 10\n  Scale 0.2\n  PROJECTILE\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +RANDOMIZE\n  -NOGRAVITY\n  -SOLID\n  +CLIENTSIDEONLY\n  +WINDTHRUST\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n    FSPK M 10 bright\n    FSPK M 200 bright A_LowGravity\n    stop\n  Death:\n    FSPK M 1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Bat.txt",
        "contents": "Actor BloodBat : QCDE_MonsterSmall\n{   Tag \"Bat\"\n\tHealth 50\n\tMONSTER\n\tSeeSound \"Bat/Active\"\n\tActiveSound \"Bat/Active\"\n\tDeathSound \"bat/die\"\n\tPainSound \"bat/pain\"\n\tAttackSound \"\"\n\tSpeed 15\n\tTag \"Bat\"\n\tPainchance 0\n\tHeight 48\n\tSpecies \"Blood Enemies\"\n\tRadius 20\n\tObituary \"%o was bitten by a bat.\"\n\tMass 30\n    +NOPAIN\n\t+NOBLOOD\n\t+NOGRAVITY\n\t+FLOAT\n\t+FLOORCLIP\n\t+NOTARGET\n\t+SPAWNFLOAT\n\t+NOINFIGHTING\n\t-COUNTKILL\n\tScale 0.7\n\tStates\n\t{\n\t\tIdle:\n\t\t\tBBAT ABCDE 3 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tBBAT A 3 A_Chase\n\t\t\tTNT1 A 0 A_Chase(\"\",\"\")\n\t\t\tBBAT B 3 A_Chase\n\t\t\tBBAT C 3 A_Chase\n\t\t\tTNT1 A 0 A_Chase(\"\",\"\")\n\t\t\tBBAT D 3 A_Chase\n\t\t\tBBAT E 3 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tBBAT A 1 A_FaceTarget\n\t\t\tBBAT A 1 A_SkullAttack\n\t\t\tBBAT A 1 A_FaceTarget\n\t\t\tBBAT BCDE 3 A_FaceTarget\n\t\tLoopMyMissile:\n\t\t\tBBAT ABCDE 3 A_FaceTarget\n\t\t\tLoop\n\t\tMelee:\n\t\t\tBBAT A 2 A_FaceTarget\n\t\t\tTNT1 A 0 A_CustomMeleeAttack((random(1,3)))\n\t\t\tBBAT B 2 A_FaceTarget\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t    TNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n\t\t\tTNT1 A 0 A_Jump(256,\"Death.Normal\")\n\t\tDeath.Normal:\n \t\t\tBBAT F 4\n\t\t\tBBAT G 4 A_Scream\n\t\t\tBBAT HI 5 A_NoBlocking\n\t\t\tBBAT J 4\n\t\tDeath.Corpse:\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t\tDeath.Fire:\n\t\t    TNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\t    Goto Super::Death\n\t    DeathChecksDone.Fire:\n\t\t\tTNT1 A 0 A_UnsetSolid\n\t\t\tTNT1 A 0 A_NoGravity\n\t\t\tTNT1 A 0 A_PlaySound(\"Blood/BurningBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tBBAT KLMNKLMNKLMNKLMNKLMNKLMNKLMNKLMNKLMN 4 Bright\n\t\t\tTNT1 A 0 A_Gravity\n\t\t\tTNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tBBAT OPQRS 4 Bright\n\t\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\t\tBBAT S -1\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t\tBBAT F 4\n\t\t\tBBAT G 4 A_Scream\n\t\t\tBBAT HI 5 A_NoBlocking\n\t\t\tBBAT J 4\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Tchernobog.txt",
        "contents": "Actor BloodTchernobog : QCDE_MonsterBoss\n{   Tag \"Tchernobog (The One that Binds)\"\n\tHealth 4500\n\tRadius 48\n\tHeight 100\n\tSpeed 5\n\tMass 8000\n\tPainChance 10\n\tProjectilePassHeight 120\n\tSpecies \"Blood Enemies\"\n\tObituary \"The one that binds didn't like the stupid look on %o's face.\"\n\tScale 0.8\n\t+BOSSDEATH\n\t+FLOORCLIP\n\t+BOSS\n\t+NORADIUSDMG\n\t+NOICEDEATH\n\t+DONTMORPH\n\t+NOFEAR\n\t+NOINFIGHTING\n\tDropItem \"BigHourglass\"\n\tMonster\n\tSeeSound \"TchernobogKneel\"\n\tPainSound \"Tchernobog/Pain\"\n\tActiveSound \"Tchernobog/Act\"\n\tDeathSound \"tchernobogdie\"\n\tStates\n\t{\n\tIdle:\n\t\tTNT1 A 0 A_Jump(256, \"SpawnLoop\")\n\t\tTNT1 A 0 A_PlaySound(\"Tchernobog/Wait\",CHAN_VOICE,1.0,0,ATTN_NONE)\n\tSpawnLoop:\n\t\tTCH9 D 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTCH9 AAAAA 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\tTCH9 BBBBB 1 A_Chase\n\t\tTCH9 CCCCC 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\tTCH9 DDDDD 1 A_Chase\n\t\tTCH9 EEEEE 1 A_Chase(\"\", \"\", CHF_NOPLAYACTIVE)\n\t\tTCH9 FFFFF 1 A_Chase\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_Jump(128,\"Missile2\")\n\t\tTCH9 G 4 Bright A_FaceTarget\n\t\tTCH9 H 6 Bright A_FaceTarget\n\t\tTCH9 I 5 Bright A_FaceTarget\n\t\tTCH9 D 0 Bright A_CustomMissile(\"TechnoBall3\", 88, 0, 15)\n\t\tTCH9 D 0 Bright A_CustomMissile(\"TechnoBall3\", 88, 0, -15)\n\t\tTCH9 J 5 Bright A_CustomMissile(\"TechnoBall3\", 88, 0, 0)\n\t\tTCH9 J 3 A_FaceTarget\n\t\tGoto See\n\tMissile2:\n\t\tTCH9 G 4 Bright A_FaceTarget\n\t\tTCH9 H 6 Bright A_FaceTarget\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX1\", 64, 0, 16, 2, 32)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX2\", 64, 0, -24, 2, 12)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTCH9 I 5 Bright A_CustomMissile(\"TchernobogFireSpell1\",32,0,0,CMF_CHECKTARGETDEAD)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX3\", 64, 0, 48, 2, 64)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX1\", 64, 0, 64, 2, 100)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTCH9 H 5 Bright A_CustomMissile(\"TchernobogFireSpell2\",32,0,0,CMF_CHECKTARGETDEAD)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX2\", 64, 0, 56, 2, 32)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX3\", 64, 0, -16, 2, 24)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTCH9 I 5 Bright A_CustomMissile(\"TchernobogFireSpell3\",32,0,0,CMF_CHECKTARGETDEAD)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX1\", 64, 0, 16, 2, 48)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX2\", 64, 0, -48, 2, 32)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTCH9 H 5 Bright A_CustomMissile(\"TchernobogFireSpell4\",32,0,0,CMF_CHECKTARGETDEAD)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX3\", 64, 0, 6, 2, 12)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX1\", 64, 0, -2, 2, 36)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTCH9 I 5 Bright A_CustomMissile(\"TchernobogFireSpell5\",32,0,0,CMF_CHECKTARGETDEAD)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX2\", 64, 0, 21, 2, 17)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX3\", 64, 0, -12, 2, 21)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTCH9 H 5 Bright A_CustomMissile(\"TchernobogFireSpell6\",32,0,0,CMF_CHECKTARGETDEAD)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX1\", 64, 0, 17, 2, 100)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX2\", 64, 0, -8, 2, 66)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTCH9 I 5 Bright A_CustomMissile(\"TchernobogFireSpell7\",32,0,0,CMF_CHECKTARGETDEAD)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX3\", 64, 0, 16, 2, 32)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX1\", 64, 0, -16, 2, 32)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTCH9 H 5 Bright A_CustomMissile(\"TchernobogFireSpell8\",32,0,0,CMF_CHECKTARGETDEAD)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX2\", 64, 0, 16, 2, 12)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX3\", 64, 0, -28, 2, 64)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTCH9 I 5 Bright A_CustomMissile(\"TchernobogFireSpell9\",32,0,0,CMF_CHECKTARGETDEAD)\n        TNT1 A 0 Bright A_CustomMissile (\"TchernobogFireFX1\", 64, 0, 24, 2, 100)\n\t\tTNT1 A 0 A_Jump(96,\"Retreat\")\n\t\tTCH9 I 1 A_MonsterRefire (32, \"Retreat\")\n\t\tGoto Missile2+2\n\tRetreat:\n\t    TCH9 I 1\n\t\tGoto See\n\tPain:\n\t\tTCH9 K 2 ACS_NamedExecuteAlways(\"Blood Pain Toggle\", 0, 2)\n\t\tTCH9 K 3 A_Pain\n\t\tTCH9 L 4\n\t\tTCH9 DD 5\n\t\tGoto See\n\tXDeathChecksDone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMediumBig\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\tDeathChecksDone:\n\t\tTCH9 M 10 A_Scream\n\t\tTCH9 N 10 A_Fall\n\t\tTCH9 O 10\n\t\tTCH9 P 10\n\t\tTNT1 A 0 A_Jump(128,1)\n\t\tTCH9 Q 100\n\t\tTCH9 Q 100\n\t\tTCH9 QRSTUV 6 Bright\n\t\tTCH9 WX 6 Bright\n\t\tTCH9 Y 4 Bright A_SetTranslucent(0.9)\n\t\tTCH9 Y 4 Bright A_SetTranslucent(0.8)\n\t\tTCH9 Y 4 Bright A_SetTranslucent(0.7)\n\t\tTCH9 Y 4 Bright A_SetTranslucent(0.6)\n\t\tTCH9 Y 4 Bright A_SetTranslucent(0.5)\n\t\tTCH9 Y 4 Bright A_SetTranslucent(0.4)\n\t\tTCH9 Y 4 Bright A_SetTranslucent(0.3)\n\t\tTCH9 Y 4 Bright A_SetTranslucent(0.2)\n\t\tTCH9 Y 4 Bright A_SetTranslucent(0.1)\n\tDeath.Corpse:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor TechnoBall3\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 24\n\tDamage (70)\n\tScale 0.5\n\tPROJECTILE\n\t+FORCEXYBILLBOARD\n\tDeathSound \"Napalm/Explode\"\n\tStates\n\t{\n\tSpawn:\n\t\tTROK A 1 Bright A_CustomMissile(\"TBTrail\",0,0,random(45,-45))\n\t\tTROK B 1 Bright A_CustomMissile(\"TBTrail\",0,0,random(45,-45))\n\t\tTROK C 1 Bright A_CustomMissile(\"TBTrail\",0,0,random(45,-45))\n\t\tTROK D 1 Bright A_CustomMissile(\"TBTrail\",0,0,random(45,-45))\n\t\tTROK E 1 Bright A_CustomMissile(\"TBTrail\",0,0,random(45,-45))\n\t\tTROK F 1 Bright A_CustomMissile(\"TBTrail\",0,0,random(45,-45))\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_Explode(56, 176, 0)\n\t\tTNT1 A 0 Radius_Quake(9,10,0,26,0)\n\t\tTNT1 A 5 A_SpawnItemEx(\"TBExplo\",0,0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor TBTrail\n{\n\tMass 1\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n\tScale 0.44\n\t-SOLID\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Style1\",\"Style2\")\n\tStyle1:\n\t\tTFIR ABCDEFG 3 BRIGHT\n\t\tTFIR H 1 BRIGHT A_FadeOut\n\t\tStop\n\tStyle2:\n\t\tTFIR IJKLMNO 3 BRIGHT\n\t\tTFIR P 1 BRIGHT A_FadeOut\n\t\tStop\n\t}\n}\n\nActor TBExplo\n{\n\tMass 1\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tScale 0.7\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTEX2 ABCDEFGHIJKL 3 Bright\n\t\tTEX2 M 2 Bright A_FadeOut\n\t\tStop\n\t}\n}\n\nActor TchernobogFireSpell1 : FastProjectile {\n\tProjectile\n\tRadius 1\n\tHeight 1\n    Damage ((random(1,5)+random(3,2)))\n\tSpeed 600\n\tDamageType Fire\n    +NOBLOOD\n    +NOTIMEFREEZE\n    +NOEXTREMEDEATH\n\t-BLOODSPLATTER\n\t+CANNOTPUSH\n\t+NODAMAGETHRUST\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_CustomMissile (\"TchernobogFireFX1\", 1, 0, -132, 2, 32)\n\t\t\tstop\n    }\n}\n\nActor TchernobogFireSpell2 : TchernobogFireSpell1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_CustomMissile (\"TchernobogFireFX2\", 1, 0, 128, 2, 32)\n\t\t\tstop\n    }\n}\n\nActor TchernobogFireSpell3 : TchernobogFireSpell1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_CustomMissile (\"TchernobogFireFX3\", 1, 0, 112, 2, 32)\n\t\t\tstop\n    }\n}\n\nActor TchernobogFireSpell4 : TchernobogFireSpell1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_CustomMissile (\"TchernobogFireFX1\", 1, 0, 140, 2, 32)\n\t\t\tstop\n    }\n}\n\nActor TchernobogFireSpell5 : TchernobogFireSpell1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_CustomMissile (\"TchernobogFireFX2\", 1, 0, -132, 2, 32)\n\t\t\tstop\n    }\n}\n\nActor TchernobogFireSpell6 : TchernobogFireSpell1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_CustomMissile (\"TchernobogFireFX3\", 1, 0, 120, 2, 32)\n\t\t\tstop\n    }\n}\n\nActor TchernobogFireSpell7 : TchernobogFireSpell1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_CustomMissile (\"TchernobogFireFX1\", 1, 0, -170, 2, 32)\n\t\t\tstop\n    }\n}\n\nActor TchernobogFireSpell8 : TchernobogFireSpell1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_CustomMissile (\"TchernobogFireFX2\", 1, 0, 170, 2, 32)\n\t\t\tstop\n    }\n}\n\nActor TchernobogFireSpell9 : TchernobogFireSpell1 {\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_CustomMissile (\"TchernobogFireFX3\", 1, 0, 132, 2, 32)\n\t\t\tstop\n    }\n}\n\nACTOR TchernobogFireFX1\n{\n   Radius 1\n   Height 1\n   Speed 5\n   RenderStyle Add\n   PROJECTILE\n   +FORCEXYBILLBOARD\n   +FORCERADIUSDMG\n   +NOCLIP\n   +CLIENTSIDEONLY\n   States\n   {\n   Spawn:\n        TFIR A 2 BRIGHT\n\t\tTFIR B 2 BRIGHT\n\t\tTFIR C 2 BRIGHT\n\t\tTFIR D 2 BRIGHT\n\t\tTFIR D 2 BRIGHT\n\t\tTFIR E 2 BRIGHT\n        TFIR F 2 BRIGHT\n        TFIR G 2 BRIGHT\n        TFIR H 2 BRIGHT\n\t\tStop\n   }\n}\n\nACTOR TchernobogFireFX2\n{\n   Radius 1\n   Height 1\n   Speed 5\n   RenderStyle Add\n   PROJECTILE\n   +FORCEXYBILLBOARD\n   +FORCERADIUSDMG\n   +NOCLIP\n   +CLIENTSIDEONLY\n   States\n   {\n   Spawn:\n        TFIR A 2 BRIGHT\n\t\tTFIR I 2 BRIGHT\n\t\tTFIR J 2 BRIGHT\n\t\tTFIR K 2 BRIGHT\n\t\tTFIR L 2 BRIGHT\n\t\tTFIR M 2 BRIGHT\n\t\tTFIR N 2 BRIGHT\n\t\tTFIR O 2 BRIGHT\n        TFIR P 2 BRIGHT\n\t\tStop\n   }\n}\n\nACTOR TchernobogFireFX3\n{\n   Radius 1\n   Height 1\n   Speed 5\n   RenderStyle Add\n   PROJECTILE\n   +FORCEXYBILLBOARD\n   +FORCERADIUSDMG\n   +NOCLIP\n   +CLIENTSIDEONLY\n   States\n   {\n   Spawn:\n        TFIR Q 2 BRIGHT\n\t\tTFIR R 2 BRIGHT\n\t\tTFIR S 2 BRIGHT\n\t\tTFIR T 2 BRIGHT\n\t\tTFIR U 2 BRIGHT\n\t\tTFIR V 2 BRIGHT\n\t\tStop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Gargoyles.txt",
        "contents": "actor StatueGargoyle\n{\n +INVULNERABLE\n -NOGRAVITY\n -FLOAT\n Scale 0.58\n States\n {\n\tSpawn:\n\t GSTT A 4 A_Look\n\tLoop\n\tSee:\n\t  GSTT BCD 5\n\t  GSTT D 0 A_ChangeFlag(\"INVULNERABLE\", FALSE)\n\t  GSTT D 0 A_ChangeFlag(\"NOGRAVITY\", TRUE)\n\t  GSTT D 0 A_ChangeFlag(\"FLOAT\", TRUE)\n\t  GSTT D 1 A_SpawnItemEX(\"BloodGargoyle\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t  GSTT D 1 A_SpawnItemEX(\"GargStatueLeftover\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t Stop\n }\n}\n\nactor GargStatueLeftover\n{\nStates\n {\n  Spawn:\n   GSTT E -1\n   stop\n }\n}\n\nActor BloodGargoyle : QCDE_MonsterMedium\n{\n\tHealth 400\n\tSpeed 16\n\tRadius 31\n\tHeight 56\n\tPainChance 32\n\tMass 400\n\tMeleedamage 5\n\tREACTIONTIME 8\n\t+NOGRAVITY\n\t+FLOAT\n\t+FLOORCLIP\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\tTag \"Gargoyle\"\n\tFloatSpeed 3\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tScale 0.58\n\tMissileHeight 30\n\tSeeSound \"GargoyleSee\"\n\tDeathSound \"GargoyleDie\"\n\tPainSound \"GargoylePain\"\n\tActiveSound \"GargoyleAct\"\n\tObituary \"%o was killed by a gargoyle.\"\n\tStates\n\t{\n    Idle:\n\t\tBGAR ABCD 4 A_Look\n\t\tLoop\n\tSee:\n\t\tBGAR AA 3 A_Chase(\"\",\"\")\n\t\tBGAR BB 3 A_Chase\n\t\tBGAR CC 3 A_Chase(\"\",\"\")\n\t\tBGAR DD 3 A_Chase\n\t\tLoop\n\tMelee:\n\t\tTNT1 A 0 A_Stop\n\t\tBGAR EFG 3 A_FaceTarget\n\t\tBGAR H 3 A_CustomMeleeAttack(5 * random(2, 8),\"GargoyleMelee\")\n\t\tBGAR I 8 A_FaceTarget\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 0 A_Stop\n\t\tBGAR FEG 3 A_FaceTarget\n\t\tBGAR H 3 A_CustomMissile(\"GargoyleBone\",34)\n\t\tBGAR I 3 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tBGAR J 2 ACS_NamedExecuteAlways(\"Blood Pain Toggle\", 0, 2)\n\t\tBGAR J 3 A_Pain\n\t\tBGAR J 4\n\t\tBGAR AA 5\n\t\tGoto See\n\tDeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n\t\tTNT1 A 0 A_Jump(256,\"Death.Normal\")\n    Death.Normal:\n\t\tTNT1 A 0\n\t\tBGAR K 5\n\t\tBGAR L 5 A_Scream\n\t\tBGAR M 5 A_Fall\n\t\tBGAR NO 6\n\tDeath.Corpse:\n\t\tBGAR P -1\n\t\tStop\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n        TNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC J 24 BRIGHT\n\t\tBGAR K 5\n\t\tBGAR L 5 A_Scream\n\t\tBGAR M 5 A_Fall\n\t\tBGAR NO 6\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tBGAR P -1\n\t\tStop\n\tDeath.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Fire:\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_PlaySound(\"Blood/BurningBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tTNT1 A 0 A_PlaySound(\"GargoylePain\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tGARF AABBCCDD 2 Bright\n\t\tGARF AABBCCDD 2 Bright\n\t\tGARF AABBCCDD 2 Bright\n\t\tGARF AABBCCDD 2 Bright\n        TNT1 A 0 A_SpawnItemEx(\"BloodBurnDeathSmoke\",0,0,20,0,0,0,0,SXF_NOCHECKPOSITION)\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tTNT1 A 0 A_Scream\n\t\tGARF E 4 Bright A_Fall\n\t\tGARF FG 4 Bright\n\t\tGARF HIJIJHJIJIHIJHHIJHJHIHJHIJHIHJHIJIHIJ 4 Bright\n\t\tGARF HIJIJHJIJIHIJHHIJHJHIHJHIJHIHJHIJIHIJ 4\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tGARF K -1\n\t\tStop\n\tXDeathChecksDone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMediumBig\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\tBGAR Q 1\n\t\tBGAR Q 2 A_Scream\n\t    TNT1 A 0 A_UnsetSolid\n\t\tTNT1 AA 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"GargoyleWingGib\")\n\t\tTNT1 A 0 A_SpawnDebris(\"GargoyleHeadGib\")\n\t\tTNT1 A 0 A_SpawnDebris(\"GargoyleBoneGib\")\n\t\tBGAR RST 3\n\t\tBGAR U 3 A_NoBlocking\n\t\tBGAR U -1\n\t\tStop\n\tRaise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tBGAR F 5 A_UnSetFloorClip\n\t\tBGAR EDCBA 5\n\t\tGoto See\n\t}\n}\n\nACTOR GargoyleBone\n{\n\tRadius 6\n\tHeight 12\n\tScale 0.65\n\tSpeed 20\n\tFastSpeed 24\n\tSeeSound \"Cultists/Toss\"\n\tDamage (random (16, 24))\n\tPROJECTILE\n\t+RANDOMIZE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGARF LLMMNNOOPPQQRRSS 2 Bright\n\t\t\tLoop\n\t\tDeath:\n\t\t\tGARF TTUUVV 2\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Spiders.txt",
        "contents": "Actor BloodMotherSpider : QCDE_MonsterBig\n{\n\tHealth 575\n\tRadius 48\n\tHeight 56\n\tSpeed 10\n\tPainChance 10\n\tMass 1000\n\tMonster\n\tTag \"Shial (Mother Spider)\"\n\tSpecies \"Blood Enemies\"\n\tDropItem \"Hourglass\", 78\n\t+FLOORCLIP\n\t+BOSSDEATH\n\t+DONTRIP\n//\t+MISSILEEVENMORE\n\t+NOFEAR\n\t+NOINFIGHTING\n\tSeeSound \"motherspidersee\"\n\tPainSound \"motherspiderpain\"\n\tDeathSound \"motherspiderdie\"\n\tActiveSound \"motherspidersee\"\n\tObituary \"%o was eviscerated by Shial.\"\n\tStates\n\t{\n\tIdle:\n\t\tSPDW A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSPDW B 2 A_Chase(\"\",\"\",CHF_NOPLAYACTIVE)\n\t\tSPDW B 2 A_Chase\n\t\tSPDW C 2 A_Chase(\"\",\"\",CHF_NOPLAYACTIVE)\n\t\tSPDW C 2 A_Chase\n\t\tSPDW D 2 A_Chase(\"\",\"\",CHF_NOPLAYACTIVE)\n\t\tSPDW D 2 A_Chase\n\t\tSPDW E 2 A_Chase(\"\",\"\",CHF_NOPLAYACTIVE)\n\t\tSPDW E 2 A_Chase\n\t\tLoop\n\tMissile:\n\t\tSPDF A 5 A_FaceTarget\n\t\tTNT1 A 0 A_ActiveSound\n\t\tSPDF B 5 A_PainAttack(\"BloodSpiderSpawner\")\n\t\tSPDW A 5 A_FaceTarget\n\t\tGoto See\n\tMelee:\n\t\tSPDF A 5 A_FaceTarget\n\t\tSPDF B 5 A_CustomMeleeAttack(4*random(3,6),\"\",\"\")\n\t\tSPDW A 5 A_FaceTarget\n\t\tGoto See\n\t  Pain:\n\t\tSPDW A 3\n\t\tSPDW A 3 A_Pain\n\t\tGoto See\n\t  DeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n\t    TNT1 A 0 A_Jump(256,\"Death.Normal\")\n      Death.Normal:\n\t\tSPDD A 4 A_Scream\n\t\tSPDD B 4 A_Fall\n\t\tSPDD CDEF 4\n\t\tTNT1 A 0 A_PainDie(\"BloodSpiderSpawner\")\n\t\tTNT1 A 0 A_PainDie(\"BloodSpiderSpawner\")\n\t\tTNT1 A 0 A_PainDie(\"BloodSpiderSpawner\")\n\t  Death.Corpse:\n\t\tSPDD F -1 A_KillMaster\n\t\tStop\n\t  Death.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\t  DeathChecksDone.Fire:\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_PlaySound(\"Blood/BurningBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tTNT1 A 0 A_PlaySound(\"SpiderBurn\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tSPBD PPQQRRSSTTUUVVWW 2 Bright\n\t\tSPBD PPQQRRSSTTUUVVWW 2 Bright\n\t\tSPBD PPQQRRSSTTUUVVWW 2 Bright\n\t\tSPBD PPQQRRSSTTUUVVWW 2 Bright\n\t\tSPBD AABBCCDDEEFFGGHH 2 Bright\n        TNT1 A 0 A_SpawnItemEx(\"BloodBurnDeathSmoke\",0,0,15,0,0,0,0,SXF_NOCHECKPOSITION)\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tTNT1 A 0 A_Scream\n\t\tSPBD I 5 Bright A_Fall\n\t\tSPBD JK 5 Bright\n\t\tSPBD LMNLMNLMNLMNLMNLMNLMNLMNLMN 5 Bright\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tSPBD O -1 A_KillMaster\n\t\tStop\n\t  XDeathChecksDone:\n\t\tSPDD A 2\n\t\tSPDD A 3 A_Scream\n\t\tSPDD B 4 A_Fall\n\t\tSPDD CDEF 4\n\t\tSPDD F -1 A_KillMaster\n\t\tStop\n\t  Raise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t    SPDD FEDCBA 6\n\t\tStop\n\t}\n}\n\nActor BloodSpider1 : QCDE_MonsterSmall\n{\n\tTag \"Spider #1\"\n\tHealth 15\n\tRadius 18\n\tHeight 20\n\tSpeed 10\n\tScale 0.38\n\tPainChance 200\n\tMass 10\n\tSpecies \"Blood Enemies\"\n    +FLOORCLIP\n\t+SHOOTABLE\n\t-COUNTKILL\n\t-SOLID\n\t+CANPUSHWALLS\n\t+CANUSEWALLS\n\t+ACTIVATEMCROSS\n\t+CANPASS\n\t+ISMONSTER\n\t+NOINFIGHTING\n\tSeeSound \"spidersee\"\n\tPainSound \"spiderpain\"\n\tDeathSound \"spiderdie\"\n\tActiveSound \"spideract\"\n\tStates\n\t{\n\tIdle:\n\t\tBL74 A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tBL74 CDEF 2 A_Chase(\"Melee\",\"\")\n\t\tTNT1 A 0 A_Jump(16,\"Jump\")\n\t\tLoop\n\tJump:\n\t\tBL74 B 4\n\t\tBL74 B 0 ThrustThingZ(0,random(14,26),0,0)\n\t\tBL74 B 0 ThrustThing(angle*256/360,random(3,10),0,0)\n\t\tBL74 G 4 A_CheckFloor(1)\n\t\tGoto Jump+3\n//\t\tTNT1 A 0 A_Stop\n\t\tGoto See\n\t Melee:\n\t\tBL74 A 5 A_FaceTarget\n\t\tBL74 G 5 A_CustomMeleeAttack(2*random(1,4))\n\t\tBL74 A 5 A_FaceTarget\n\t\tGoto See\n\t Pain:\n\t\tTNT1 A 0 A_Pain\n\t\tGoto See\n     DeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n\t    TNT1 A 0 A_Jump(256,\"Death.Normal\")\n     Death.Normal:\n\t\tBL73 I 4 A_Scream\n\t\tBL73 J 4 A_Fall\n\t\tBL73 KLM 4\n\t\tBL73 N -1\n\t\tStop\n\t Death.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\t DeathChecksDone.Fire:\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_PlaySound(\"Blood/BurningBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tTNT1 A 0 A_PlaySound(\"SpiderBurn\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tBL74 OOPPQQRRSSTTUUVV 2 Bright\n\t\tBL74 OOPPQQRRSSTTUUVV 2 Bright\n\t\tBL74 OOPPQQRRSSTTUUVV 2 Bright\n\t\tBL74 OOPPQQRRSSTTUUVV 2 Bright\n\t\tBL73 AABBCCDDEEFFGGHH 2 Bright\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tTNT1 A 0 A_Scream\n\t\tBL74 H 5 Bright A_Fall\n\t\tBL74 IJ 5 Bright\n\t\tBL74 KLMKLMKLMKLMKLMKLMKLMKLMKLM 5 Bright\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tBL74 N -1\n\t\tStop\n\t XDeathChecksDone:\n\t\tBL73 I 4 A_Scream\n\t\tBL73 J 4 A_Fall\n\t\tBL73 KLM 4\n\t\tBL73 N -1\n\t\tStop\n\t}\n}\n\nActor BloodSpider2 : BloodSpider1\n{\n\tTag \"Spider #2\"\n\tHealth 10\n\tRadius 15\n\tHeight 20\n\tSpeed 10\n\tSpecies \"Blood Enemies\"\n    +FLOORCLIP\n\t+SHOOTABLE\n\t-COUNTKILL\n\t-SOLID\n\t+CANPUSHWALLS\n\t+CANUSEWALLS\n\t+ACTIVATEMCROSS\n\t+CANPASS\n\t+ISMONSTER\n\tScale 0.355\n\tPainChance 200\n\tMass 10\n\tSeeSound \"spidersee\"\n\tPainSound \"spiderpain\"\n\tDeathSound \"spiderdie\"\n\tActiveSound \"spideract\"\n\tStates\n\t{\n\tIdle:\n\t\tBL76 A 5 A_Look\n\t\tLoop\n\tSee:\n\t\tBL76 CDEF 2 A_Chase(\"Melee\",\"\")\n\t\tTNT1 A 0 A_Jump(16,\"Jump\")\n\t\tLoop\n\tJump:\n\t\tBL76 B 4\n\t\tBL76 B 0 ThrustThingZ(0,random(14,26),0,0)\n\t\tBL76 B 0 ThrustThing(angle*256/360,random(3,10),0,0)\n\t\tBL76 G 4 A_CheckFloor(1)\n\t\tGoto Jump+3\n//\t\tTNT1 A 0 A_Stop\n\t\tGoto See\n\tMelee:\n\t\tBL76 A 5 A_FaceTarget\n\t\tBL76 G 5 A_CustomMeleeAttack(2*random(1,4))\n\t\tBL76 A 5 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tTNT1 A 0 A_Pain\n\t\tGoto See\n    DeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n\t    TNT1 A 0 A_Jump(256,\"Death.Normal\")\n    Death.Normal:\n\t\tBL76 H 4 A_Scream\n\t\tBL76 I 4 A_Fall\n\t\tBL76 JKLM 4\n\t\tBL76 M -1\n\t\tStop\n\tXDeathChecksDone:\n\t\tBL76 H 4 A_Scream\n\t\tBL76 I 4 A_Fall\n\t\tBL76 JKLM 4\n\t\tBL76 M -1\n\t\tStop\n\tDeath.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Fire:\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_PlaySound(\"Blood/BurningBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tTNT1 A 0 A_PlaySound(\"SpiderBurn\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tBL77 AABBCCDDEEFFGGHH 2 Bright\n\t\tBL77 AABBCCDDEEFFGGHH 2 Bright\n\t\tBL77 AABBCCDDEEFFGGHH 2 Bright\n\t\tBL77 AABBCCDDEEFFGGHH 2 Bright\n\t\tBL77 IIJJKKLLMMNNOOPP 2 Bright\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tTNT1 A 0 A_Scream\n\t\tBL76 N 5 Bright A_Fall\n\t\tBL76 OP 5 Bright\n\t\tBL76 QRSQRSQRSQRSQRSQRSQRSQRSQRS 5 Bright\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tBL76 T -1\n\t\tStop\n\t}\n}\n\nActor BloodSpiderSpawner : RandomSpawner { DropItem \"BloodSpider1\" DropItem \"BloodSpider2\" }"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Butcher.txt",
        "contents": "Actor BloodButcher : QCDE_MonsterMedium\n{\n\tTag \"Bloated Butcher\"\n\tHealth 400\n\tRadius 20\n\tHeight 56\n\tSpeed 3\n\tMass 350\n\tPainChance 56\n\tScale 0.675\n\tDropItem \"Hourglass\", 38\n\t+FLOORCLIP\n\t+NOINFIGHTING\n\t+NODROPOFF\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tSeeSound \"ButcherSee\"\n\tPainSound \"ButcherPain\"\n\tDeathSound \"ButcherDeath\"\n\tActiveSound \"ButcherAct\"\n\tObituary \"%o was slashed by a Butcher.\"\n\tconst int thepush = 1;\n\tStates\n\t{\n\tIdle:\n\t\tBBUT D 10 A_Look\n\t\tLoop\n\tSee:\n\t\tBBUT AA 2 A_Chase(\"\",\"\")\n\t\tBBUT BB 2 A_Chase\n\t\tBBUT CC 2 A_Chase(\"\",\"\")\n\t\tBBUT DD 2 A_Chase\n\t\tBBUT EE 2 A_Chase(\"\",\"\")\n\t\tBBUT FF 2 A_Chase\n\t\tLoop\n\tMelee:\n\t\tBBUT GH 6 A_FaceTarget\n\t\tBBUT I 5 A_CustomMeleeAttack(6 * random(4, 6),\"butcher/cleaver\",\"butcher/cleaver\",\"Normal\",1)\n\t\tBBUT J 7 A_FaceTarget\n\t\tBBUT A 5\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 0 A_Jump(160, \"Vomit\")\n\t\tBBUT GGGHHH 2 A_FaceTarget(22.5)\n\t\tBBUT I 5 A_CustomMissile(\"ButcherCleaver\", 24)\n\t\tBBUT J 7\n\t\tgoto See\n\tVomit:\n\t\tBBUT KKLLMM 2 A_FaceTarget(22.5)\n\t\tTNT1 A 0 A_PLaysound(\"ButcherVomit\")\n\t\tBBUT N 2 A_CustomMissile(\"ButcherVomit\", 40, 0, 0)\n\t\tBBUT N 12 A_ChangeVelocity(cos(angle) * thepush, sin(angle) * thepush, velz, CVF_REPLACE)\n\t\tBBUT N 10\n\t\tBBUT N 1 A_JumpIfTargetInLOS(\"Vomit\", 90)\n\t\tGoto See\n\tPain:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Blood Pain Toggle\", 0, 2)\n\t\tBBUT O 2 A_Pain\n\t\tBBUT O 3\n\t\tBBUT O 4\n\t\tBBUT DD 5\n\t\tGoto See\n\tDeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AcidDeathToken\",1,\"DeathChecksDone.Acid\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n\t\tTNT1 A 0 A_Jump(256,\"Death.Normal\")\n    Death.Normal:\n\t\tBBUT P 5\n\t\tBBUT Q 5 A_Scream\n\t\tBBUT R 5 A_Fall\n\t\tBBUT STU 5\n\tDeath.Corpse:\n\t\tBBUT V -1\n\t\tStop\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t    TNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC I 24 BRIGHT\n\t\tBBUT P 5\n\t\tBBUT Q 5 A_Scream\n\t\tBBUT R 5 A_Fall\n\t\tBBUT STU 5\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tBBUT V -1\n\t\tStop\n\tDeath.Acid:\n\t    TNT1 A 0 A_GiveInventory(\"AcidDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Acid:\n\t\tBBT2 A 5 A_Scream\n\t\tBBT2 B 5 A_Fall\n\t\tBBT2 CDEFGHIJK 5\n\t\tTNT1 A 0 A_TakeInventory(\"AcidDeathToken\")\n\t\tBBT2 L -1\n\t\tStop\n\tDeath.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Fire:\n\t    TNT1 A 0 A_Jump(60,\"SpecialBurn\")\n\t\tTNT1 A 0 A_PlaySound(\"Blood/BurningBody\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tTNT1 A 0 A_Fall\n\t\tTNT1 A 5 A_SpawnItemEx(\"BloodBurningCorpse_BUTTCHAIR\",0,0,0,0,0,0,0,32)\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tStop\n\tSpecialBurn:\n\t    TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_PlaySound(\"Blood/BurningBody\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t    BABD ABCDEFGH 8 Bright\n\t    BABD I 20 A_Fall\n\t    BABD IJKLMNOP 6\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t    BABD Q -1\n\t\tStop\n\tXDeathChecksDone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMediumBig\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\tBBT2 M 2\n\t\tBBT2 M 3 A_Scream\n\t    TNT1 A 0 A_UnsetSolid\n\t\tTNT1 AA 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodHand1\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tBBT2 N 5 A_Fall\n\t\tBBT2 OPQRSTUV 5\n\t\tBBT2 W -1\n\t\tStop\n\tRaise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tBBUT VUTSRQP 5\n\t\tGoto See\n\t}\n}\n\nActor ButcherVomit\n{\n\tRadius 8\n\tHeight 6\n\tSpeed 24\n\tDamage (5 * random(3, 5))\n\tScale 0.45\n\tAlpha 0.3\n\tPROJECTILE\n\tDamageType \"Poison\"\n\tDeathsound \"butcher/wall\"\n\tStates\n\t{\n\tSpawn:\n\t\tBARF ABCDEF 4\n\t\tLoop\n\tDeath:\n\t\tBARF A 4 A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR ButcherCleaver\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 15\n\tDamage (random (24, 30))\n\tPROJECTILE\n\t+RANDOMIZE\n\tScale 0.65\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCLVR A 4 A_SpawnItem(\"CleaverTrail1\")\n\t\t\tCLVR B 4 A_SpawnItem(\"CleaverTrail2\")\n\t\t\tCLVR C 4 A_SpawnItem(\"CleaverTrail3\")\n\t\t\tCLVR D 4 A_SpawnItem(\"CleaverTrail4\")\n\t\t\tCLVR E 4 A_SpawnItem(\"CleaverTrail5\")\n\t\t\tCLVR F 4 A_SpawnItem(\"CleaverTrail6\")\n\t\t\tCLVR G 4 A_SpawnItem(\"CleaverTrail7\")\n\t\t\tCLVR H 4 A_SpawnItem(\"CleaverTrail8\")\n\t\t\tLoop\n\t\tDeath:\n\t\t\tCLVR IIIIJJJJKKKKLLLL 1 A_FadeOut(0.05)\n\t\t\tStop\n\t}\n}\n\nactor CleaverTrail1\n{\n  +NOGRAVITY\n  +RANDOMIZE\n  +NOBLOCKMAP\n  -SOLID\n  +CLIENTSIDEONLY\n  Scale 0.65\n  states\n  {\n  Spawn:\n    CLVR A 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail2 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR B 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail3 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR C 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail4 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR D 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail5 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR E 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail6 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR F 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail7 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR G 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail8 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR H 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor BloodBurningCorpse_BUTTCHAIR\n{\n    Radius 12\n    Height 56\n    Speed 7\n    +FLOORCLIP\n    +LOOKALLAROUND\n    -SOLID\n    -SHOOTABLE\n    scale 0.475\n    States\n    {\n      Spawn:\n        DKBR A 0\n\t\tTNT1 A 0 A_PlaySound(\"ButcherPain\",CHAN_VOICE,1.0,0,ATTN_NORM)\n        DKBR DDDDDD 1 Bright A_Look\n        Goto See\n      See:\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        DKBR A 0 A_Jump(40,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        DKBR A 0 A_Jump(55,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        DKBR A 0 A_Jump(70,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        DKBR A 0 A_Jump(80,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        DKBR A 0 A_Jump(60,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        DKBR A 0 A_Jump(110,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        DKBR A 0 A_Jump(120,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        DKBR A 0 A_Jump(90,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        DKBR A 0 A_Jump(30,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        DKBR A 0 A_Jump(150,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        Goto Death\n      Death:\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR EEFF 3 Bright\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tDKBR G 3 Bright\n\t\tTNT1 A 0 A_PlaySound(\"ButcherDeath\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tDKBR G 3 Bright\n        TNT1 A 0 A_Stop\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR HHIIJJ 3 Bright\n        TNT1 A 0 A_SpawnItemEx(\"BloodBurnDeathSmoke\",0,0,20,0,0,0,0,SXF_NOCHECKPOSITION)\n        TNT1 A 0 A_SpawnItem(\"BloodBurnedCorpse\",1,0,0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR KKLLMM 3 Bright\n        DKBR N 7 Bright\n        DKBR O 8 Bright\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR P 8 Bright\n        DKBR Q 8 Bright\n\t\tCAFD ABC 3 Bright\n        Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/HellHound.txt",
        "contents": "const float doggie_speed = 11;\n\nActor BloodHellHound : QCDE_MonsterMedium\n{\n\tHealth 450\n\tRadius 24\n\tHeight 56\n\tSpeed 11\n\tMass 320\n\tPainChance 36\n\tScale 0.5625\n\t+FLOORCLIP\n\t+FIRERESIST\n\t+NOINFIGHTING\n\tTag \"Hell Hound\"\n\tDropItem \"Hourglass\", 38\n\tMonster\n    Species \"Blood Enemies\"\n\tSeeSound \"hellhoundsee\"\n\tPainSound \"hellhoundPain\"\n\tDeathSound \"hellhounddie\"\n\tActiveSound \"hellhoundsee\"\n\tObituary \"%o was burned by a hell hound.\"\n\tHitobituary \"%o was bitten by a hell hound.\"\n\tMeleerange 36\n\tconst int doggie_range = 288;\n\tStates\n\t{\n\tIdle:\n\t\tHOUN A 10 A_Look\n\t\tLoop\n\tSee:\n\t    TNT1 A 0 A_JumpIf(waterlevel>2,\"Sunk\")\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"GoStoopid\", 0)\n\t\tHOUN AABBCCDDEEFFGG 2 A_Chase\n\t\tLoop\n\tGoStoopid:\n\t\tHOUN A 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\t//TNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN A 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\t//TNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN B 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\t//TNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN B 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\t//TNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN C 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\t//TNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN C 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\t//TNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN D 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\tTNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN D 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\tTNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN E 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\tTNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN E 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\tTNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN F 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\tTNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN F 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\tTNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN G 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\tTNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN G 2 A_GiveInventory(\"DoggieMover\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(56, \"Melee\")\n\t\tTNT1 A 0 A_JumpIfCloser(doggie_range, \"Missile\")\n\t\tHOUN G 1 A_JumpIfTargetInLOS(\"GoStoopid\", 0)\n\tGoto See\n\tSunk:\n\t    TNT1 A 20 Thing_Damage(0,health,0)\n\t    Loop\n\tMelee:\n\t\tTNT1 A 0 A_ScaleVelocity(0.75)\n\t\tHOUN I 4 A_FaceTarget\n\t\tHOUN H 3 A_FaceTarget\n\t\tHOUN H 5 A_CustomMeleeAttack(2 * random(3, 6), \"hellhound/bite\", \"Hellhound/bitehit\")\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 0 A_ScaleVelocity(0.75)\n\t\tHOUN H 7 A_FaceTarget\n\t\tHOUN I 2 Bright A_CustomMissile(\"hellhoundfire\", 20, 0, 0)\n\t\tHOUN A 0 A_FaceTarget\n\t\tHOUN I 2 Bright A_CustomMissile(\"hellhoundfire\", 20, 0, 0)\n\t\tHOUN A 0 A_FaceTarget\n\t\tHOUN I 2 Bright A_CustomMissile(\"hellhoundfire\", 20, 0, 0)\n\t\tHOUN A 0 A_FaceTarget\n\t\tHOUN I 2 Bright A_CustomMissile(\"hellhoundfire\", 20, 0, 0)\n\t\tHOUN A 0 A_FaceTarget\n\t\tHOUN I 2 Bright A_CustomMissile(\"hellhoundfire\", 20, 0, 0)\n\t\tHOUN A 0 A_FaceTarget\n\t\tHOUN I 2 Bright A_CustomMissile(\"Hellhoundfire\", 20, 0, 0)\n\t\tHOUN A 0 A_FaceTarget\n\t\tHOUN H 7 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tTNT1 A 0 A_ScaleVelocity(0.33)\n\t\tHOUN J 4 ACS_NamedExecuteAlways(\"Blood Pain Toggle\", 0, 1)\n\t\tHOUN J 4 A_Pain\n\t\tGoto See\n    DeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_Jump(256,\"Death.Normal\")\n\tDeath.Normal:\n\t\tHOUN K 5\n\t\tHOUN L 5 A_Scream\n\t\tHOUN M 5 A_Fall\n\t\tHOUN NOPQ 5\n\tDeath.Corpse:\n\t\tHOUN R -1\n\t\tStop\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC K 24 BRIGHT\n\t\tHOUN K 5\n\t\tHOUN L 5 A_Scream\n\t\tHOUN M 5 A_Fall\n\t\tHOUN NOPQ 5\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tHOUN R -1\n\t\tStop\n\tXDeathChecksDone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMediumBig\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\tHOUX A 1\n\t    TNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tHOUX A 2 A_Scream\n\t\tHOUX B 3 A_Fall\n\t\tTNT1 AA 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tHOUX CD 4\n\t\tTNT1 A 0 A_SpawnDebris(\"HellHoundPawGib\")\n\t\tTNT1 A 0 A_SpawnDebris(\"HellHoundEyeGib\")\n\t\tHOUX E 4\n\t\tHOUX F -1\n\tRaise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tHOUN RQPONMLK 5\n\t\tGoto See\n\t}\n}\n\nActor DoggieMover : CustomInventory {\n\t+ALWAYSPICKUP\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_FaceTarget(9)\n\t\t\tTNT1 A 0 A_ChangeVelocity(doggie_speed * cos(angle), doggie_speed * sin(angle), velz, CVF_REPLACE)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"RoamCD\", 1, \"NoRoam\")\n\t\t\tTNT1 A 0 A_Jump(8, \"Roam\")\n\t\tNoRoam:\n\t\t\tTNT1 A 0\n\t\tStop\n\t\tRoam:\n\t\t\tTNT1 A 0 A_PlaySound(\"hellhoundsee\", CHAN_BODY)\n\t\t\tTNT1 A 0 A_GiveInventory(\"RoamCD\", 1)\n\t\tStop\n\t}\n}\n\nACTOR HellHoundFire\n{\n\tRadius 6\n\tHeight 10\n\tSpeed 16\n\tScale 0.18\n\tDamageType \"Fire\"\n\tSeeSound \"Napalm/Act2\"\n\tDamage (random (4, 10))\n\tPROJECTILE\n\t+RANDOMIZE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tESST JKL 2 Bright\n\t\tSee:\n\t\t\tESST ABC 2 Bright\n\t\t\tESST DEF 2 Bright\n\t\tDeath:\n\t\tCrash:\n\t\t\tESST GHI 2 Bright A_FadeOut\n\t\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/GillBeast.txt",
        "contents": "Actor BloodGillBeast : QCDE_MonsterSmall\n{\n\tTag \"Gill Beast\"\n\tHealth 225\n\tRadius 24\n\tHeight 56\n\tSpeed 9\n\tMass 300\n\tPainChance 48\n\tScale 0.61\n\t+FLOORCLIP\n\t+NOINFIGHTING\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tSeeSound \"GillBeastSee2\"\n\tPainSound \"gillbeastpain\"\n\tDeathSound \"gillbeastdie\"\n\tActiveSound \"gillbeastact\"\n\tObituary \"%o was eaten by a Gill Beast.\"\n\tStates\n\t{\n\tIdle:\n\t\tGILW A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGILW AABBCCDDEE 3 A_Chase\n\t\tLoop\n\tMelee:\n\t\tGILB A 6 A_FaceTarget\n\t\tGILB B 5 A_CustomMeleeAttack(8 * random(3, 6), \"HellHound/BiteHit\")\n\t\tGILB C 7 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tGILP A 2 ACS_NamedExecuteAlways(\"Blood Pain Toggle\", 0, 2)\n\t\tGILP A 3 A_Pain\n\t\tGILP A 4\n\t\tGILW AA 5\n\t\tGoto See\n    DeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_Jump(256,\"Death.Normal\")\n\tDeath.Normal:\n\t\tGILD A 5\n\t\tGILD B 5 A_Scream\n\t\tGILD C 5 A_Fall\n\t\tGILD DE 5\n\tDeath.Corpse:\n\t\tGILD F -1\n\t\tStop\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t    TNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC L 24 BRIGHT\n\t\tGILD A 5\n\t\tGILD B 5 A_Scream\n\t\tGILD C 5 A_Fall\n\t\tGILD DE 5\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tGILD F -1\n\t\tGoto See\n\tXDeathChecksDone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMediumBig\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\tGILG A 1\n\t    TNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tGILG A 4 A_Scream\n\t\tTNT1 AA 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tGILG B 5 A_Fall\n\t\tGILG CDE 5\n\t\tGILG F -1\n\t\tStop\n\tRaise:\n\t    TNT1 A 0 ACS_NamedExecuteAlways(\"QCDE_DamageTracker\",0,1)\n\t\tGILD FEDCBA 5\n\t\tGoto See\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Phantasm.txt",
        "contents": "Actor BloodPhantasm : QCDE_MonsterMedium {\n\tHealth 400\n\tSpeed 10\n\tFastSpeed 3\n\tRadius 31\n\tHeight 56\n\tPainChance 5\n\tMass 512\n\tREACTIONTIME 8\n\t+NOGRAVITY\n\t+FLOAT\n\t+THRUSPECIES\n\t+SPAWNFLOAT\n\t+NOINFIGHTING\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\tTag \"Phantasm\"\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tDropItem \"Hourglass\", 48\n\tScale 0.5\n\tMissileHeight 30\n\tRenderStyle Add\n\tAlpha 0.75\n\tSeeSound \"Phantasm/See\"\n\tDeathSound \"Phantasm/Die\"\n\tPainSound \"Phantasm/Pain\"\n\tActiveSound \"Phantasm/See\"\n\tObituary \"%o was scared by a Phantasm.\"\n\tMeleeRange 70\n\tStates\n\t{\n\tIdle:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetTranslucent(0.5)\n\t\tTNT1 A 0 A_UnSetShootable\n\t\tPHAN ABCDE 5 A_Look\n\t\tGoto Idle+4\n\tSee:\n\t\tTNT1 A 0 A_SetTranslucent(0.5,0)\n\t\tTNT1 A 0 A_UnSetShootable\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN A 2 A_RadiusThrust(128,32,1)\n\t\tPHAN A 2 A_RadiusThrust(128,32,1)\n\t\tPHAN A 2 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase(\"Melee\",\"Missile\",CHF_NOPLAYACTIVE)\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN A 2 A_RadiusThrust(128,32,1)\n\t\tLoop\n\tMelee:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_SetShootable\n\t\tPHAN FFFGGGHHH 2 A_FaceTarget\n\t\tPHAN I 2 A_CustomMeleeAttack(random(48, 70), \"Phantasm/Swing\",\"\")\n\t\tPHAN IIJJJJJJ 2\n\t\tPHAN J 0 A_Jump(70,\"Rambo\")\n\t\tGoto See\n\tMissile:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_SetShootable\n\t\tPHAN FFFGGGHHHI 2 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Phantasm/SoulFire\",CHAN_WEAPON)\n\t\tPHAN I 2 A_CustomMissile(\"PhantasmSkulls\",30,0,0)\n\t\tPHAN IJJJJJJJJ 2\n\t\tPHAN J 0 A_Jump(70,\"Rambo\")\n\t\tGoto See\n\tRambo:\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_UnSetShootable\n\t\tPHAN E 0 A_SetTranslucent(0.14)\n\t\tPHAN ABCDEABCDEABCDE 4 A_Chase(\"Melee\", \"\")\n\t\tPHAN ABCDEABCDEABCDE 4 A_Chase(\"Melee\", \"\")\n\t\tPHAN ABCDEABCDEABCDE 4 A_Chase(\"Melee\", \"\")\n\t\tPHAN ABCDEABCDEABCDE 4 A_Chase(\"Melee\", \"\")\n\t\tPHAN ABCDEABCDEABCDE 4 A_Chase(\"Melee\", \"\")\n\t\tGoto See\n\tPain:\n\t\tPHAN K 2 ACS_NamedExecuteAlways(\"Blood Pain Toggle\", 0, 1)\n\t\tTNT1 A 0 A_UnSetShootable\n\t\tPHAN K 3 A_Pain\n\t\tPHAN K 6\n\t\tPHAN AA 4\n\t\tGoto See\n\tDeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_Jump(256,\"Death.Normal\")\n\tDeath.Normal:\n\t    PHAN L 4\n\t\tPHAN M 4 A_Scream\n\t\tPHAN N 4 A_Fall\n\t\tPHAN OPQRS 4\n\tDeath.Corpse:\n\t\tTNT1 A -1\n\t\tStop\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t    TNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t    CULC M 24 BRIGHT\n\t\tPHAN L 4\n\t\tPHAN M 4 A_Scream\n\t\tPHAN N 4 A_Fall\n\t\tPHAN OPQRS 4\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tTNT1 A -1\n\t\tStop\n\tXDeathChecksDone:\n\t\tPHAN L 4\n\t\tPHAN M 4 A_Scream\n\t\tPHAN N 4 A_Fall\n\t\tPHAN OPQRS 4\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor PhantasmSkulls\n{\n\tRadius 6\n\tHeight 12\n\tSpeed 16\n\tDamage (random(16, 27))\n\tScale 0.6\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tRenderStyle Add\n\tAlpha 0.67\n\tActiveSound \"Phantasm/Skull\"\n\tDeathSound \"Phantasm/Miss\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_LoopActiveSound\n\tSpawnLoop:\n\t\tB_86 A 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 A 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 B 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 B 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 C 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 C 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 A 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 A 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 B 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 B 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 C 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 C 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 D 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 D 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 E 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 E 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 D 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 D 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 A 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 A 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 B 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 B 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 C 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tB_86 C 2 Bright A_SeekerMissile(10,20)\tTNT1 A 0 A_SpawnItem(\"DSPHAMtTrail\",-2)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile(\"DSPHAMtExplo\",0,0,0)\n\t\tB_86 AAABBBCCC 1 Bright A_FadeOut\n\t\tStop\n\t}\n}\n\nActor DSPHAMtTrail\n{\n\tProjectile\n\tSpeed 0\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t-SOLID\n\tScale 0.6\n\tRenderStyle Add\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tB_86 A 1 A_FadeOut (0.05)\n\t\tWait\n\t}\n}\n\nActor DSPHAMtExplo : DSPHAMtTrail\n{\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tB_86 FFGGHHII 1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Cerberus.txt",
        "contents": "Actor BloodCerberus : QCDE_MonsterBoss\n{   Tag \"Cerberus\"\n\tHealth 4385\n\tRadius 40\n\tHeight 90\n\tSpeed 9\n\tMass 4500\n\tPainChance 20\n\tScale 0.925\n\tSeeSound \"cerberusSee\"\n\tPainSound \"cerberuspain\"\n\tDeathSound \"cerberusdie\"\n\tActiveSound \"cerberus/roam\"\n\tMeleeRange 60\n\tMonster\n\tSpecies \"Blood Enemies\"\n\tDropItem \"BigHourglass\"\n\tObituary \"%o was reduced to a pile of smoking ashes by the Cerberus.\"\n\t+BOSSDEATH\n\t+FLOORCLIP\n\t+BOSS\n\t+NORADIUSDMG\n\t+DONTMORPH\n\t+NOFEAR\n\t+MISSILEMORE\n\t+NOINFIGHTING\n\tconst int cerbhp = 2500;\n\tStates\n\t{\n\tIdle:\n\t\tTNT1 A 0 A_JumpIfHealthLower(cerbhp,\"SpawnHeadless\")\n\t\tCERB A 10 A_Look\n\t\tLoop\n\tSpawnHeadless:\n\t\tCERX A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfHealthLower(cerbhp, \"LoseHead\")\n\t\tCERB BBCCDDEEFF 2 A_Chase\n\t\tLoop\n\tSee2:\n\t\tCERX AABBCCDDEE 2 A_Chase(\"Melee2\",\"Missile2\")\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_JumpifCloser(160, \"MedMissile\")\n\t\tTNT1 A 0 A_Jump(128, \"Double\")\n\t\tCERB G 6 A_FaceTarget\n\t\tCERB H 4 A_CustomMissile(\"NapalmRocket_Cerberus\", 40, 16, 0)\n\t\tTNT1 A 0 A_JumpIfHealthLower(cerbhp, \"LoseHead\")\n\t\tCERB I 6 A_FaceTarget\n\t\tCERB J 4 A_CustomMissile(\"NapalmRocket_Cerberus\", 40, -16, 0)\n\t\tGoto See\n\tDouble:\n\t\tCERB G 6 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"NapalmRocket_Cerberus\", 40, -16, 0)\n\t\tCERB H 4 A_CustomMissile(\"NapalmRocket_Cerberus\", 40, 16, 0)\n\t\tTNT1 A 0 A_JumpIfHealthLower(cerbhp, \"LoseHead\")\n\t\tCERB I 6 A_FaceTarget\n\t\tCERB J 4\n\t\tGoto See\n\tMedMissile:\n\t\tCERB G 6 A_FaceTarget\n\t\tCERB H 4 A_CustomMissile(\"CerberusFire\", 40, 16, 0)\n\t\tTNT1 A 0 A_JumpIfHealthLower(cerbhp, \"LoseHead\")\n\t\tCERB I 6 A_FaceTarget\n\t\tCERB J 4 A_CustomMissile(\"CerberusFire\", 40, -16, 0)\n\t\tTNT1 A 0 A_JumpIfHealthLower(cerbhp, \"LoseHead\")\n\t\tTNT1 A 0 A_JumpIfCloser(160, \"MedMissile\")\n\t\tGoto See\n\tMelee:\n\t\tCERB G 6 A_FaceTarget\n\t\tCERB H 4 A_CustomMeleeAttack(3 * random(8,18), \"Hellhound/BiteHit\", \"HellHound/Bite\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(cerbhp, \"LoseHead\")\n\t\tCERB I 6 A_FaceTarget\n\t\tCERB J 4 A_CustomMeleeAttack(3 * random(8,18), \"Hellhound/BiteHit\", \"HellHound/Bite\")\n\t\tGoto See\n\tMissile2:\n\t\tTNT1 A 0 A_JumpifCloser(160, \"MedMissile2\")\n\t\tCERX F 6 A_FaceTarget\n\t\tCERX E 0 A_FaceTarget\n\t\tCERX G 4 A_CustomMissile(\"NapalmRocket_Cerberus\", 40, 16, 0)\n\t\tCERX F 3\n\t\tGoto See2\n\tMedMissile2:\n\t\tCERX F 6 A_FaceTarget\n\t\tCERX G 4 A_CustomMissile(\"CerberusFire\", 40, 16, 0)\n\t\tCERX F 6 A_FaceTarget\n\t\tCERX G 4 A_CustomMissile(\"CerberusFire\", 40, 16, 0)\n\t\tCERX F 6 A_FaceTarget\n\t\tCERX G 4 A_CustomMissile(\"CerberusFire\", 40, 16, 0)\n\t\tCERX F 6 A_FaceTarget\n\t\tCERX G 4 A_CustomMissile(\"CerberusFire\", 40, 16, 0)\n\t\tCERX F 6 A_FaceTarget\n\t\tCERX G 4 A_CustomMissile(\"CerberusFire\", 40, 16, 0)\n\t\tCERX F 6 A_FaceTarget\n\t\tCERX G 4 A_CustomMissile(\"CerberusFire\", 40, 16, 0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(160, \"MedMissile2\")\n\t\tGoto See2\n\tMelee2:\n\t\tCERX F 6 A_FaceTarget\n\t\tCERX G 4 A_CustomMeleeAttack(2*random(8,18), \"Hellhound/BiteHit\", \"HellHound/Bite\")\n\t\tGoto See2\n\tPain:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Blood Pain Toggle\", 0, 2)\n\t\tTNT1 A 0 A_JumpIfHealthLower(cerbhp, \"LoseHead\")\n\t\tCERB K 5 A_Pain\n\t\tCERB K 5\n\t\tGoto See\n\tPain2:\n\t\t// never entered anymore\n\t\tCERX C 5 A_Pain\n\t\tCERX C 5\n\t\tGoto See2\n\tDeathChecksDone:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LightningDeathToken\",1,\"DeathChecksDone.Lightning\")\n\t\tTNT1 A 0 A_Jump(256,\"Death.Normal\")\n\tDeath.Normal:\n\t    CERX H 5\n\t\tCERX I 5 A_Scream\n\t\tCERX J 5 A_Fall\n\t\tCERX KLMNOP 7\n\tDeath.Corpse:\n\t\tCERX Q -1\n\t\tStop\n\tDeath.Lightning:\n\t\tTNT1 A 0 A_GiveInventory(\"LightningDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Lightning:\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC O 15\n\t\tTNT1 A 0 A_PlaySound (\"LighthingDeath\")\n\t\tCULC O 15\n\t\tCERX H 5\n\t\tCERX I 5 A_Scream\n\t\tCERX J 5 A_Fall\n\t\tCERX KLMNOP 5\n\t\tTNT1 A 0 A_TakeInventory(\"LightningDeathToken\")\n\t\tCERX Q -1\n\t\tGoto See\n\tLoseHead:\n\t\tTNT1 A 0 A_Changeflag(MISSILEEVENMORE, 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Paincheck\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(NOPAIN, 1)\n\t\tCERB L 6\n\t\tCERB M 6 A_PlaySound(\"Cerberus/PainD\", CHAN_BODY)\n\t\tCERB N 6\n\t\tgoto See2\n\tXDeathChecksDone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibDropperMediumBig\",0,0,28,0,0,0,0,SXF_NOCHECKPOSITION|SXF_USEBLOODCOLOR)\n\t\tCERX H 5\n\t\tCERX I 5 A_Scream\n\t\tCERX J 5 A_Fall\n\t\tCERX KLMNOP 7\n\t\tCERX Q -1\n\t\tStop\n\t}\n}\n\nactor NapalmRocket_Cerberus\n{\n  PROJECTILE\n  Scale 0.5\n  Damage (50)\n  Decal Scorch\n  radius 11\n  height 8\n  Alpha 0.9\n  RENDERSTYLE ADD\n  Speed 28\n  DamageType \"\"\n  -WINDTHRUST\n  +EXTREMEDEATH\n  +NOGRAVITY\n  +FULLVOLACTIVE\n  deathsound \"Napalm/Explode\"\n  activesound \"Napalm/Act2\"\n  states\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_LoopActiveSound\n  SpawnLoop:\n    NAPP AABBCCDDEEFF 1 bright A_CustomMissile(\"CerberusBTrail\",0,0,random(45,-45))\n    Loop\n  Death:\n    TNT1 A 0 A_Explode(60, 128)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower_2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TNT1 A 5 A_SpawnItemEx(\"Kaboom\",0,0,-15+random(-2,2),0,0,1,0)\n    Stop\n  }\n}\n\nActor CerberusBTrail\n{\n\tMass 1\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n\tScale 0.44\n\t-SOLID\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(256,\"Style1\",\"Style2\")\n\tStyle1:\n\t\tSFIR ABCDEFG 2 BRIGHT\n\t\tSFIR H 2 BRIGHT A_FadeOut\n\t\tStop\n\tStyle2:\n\t\tSFIR IJKLMNO 2 BRIGHT\n\t\tSFIR P 2 BRIGHT A_FadeOut\n\t\tStop\n\t}\n}\n\nActor PainCheck : Inventory { Inventory.MaxAmount 1 Inventory.Amount 1 }\nActor CerberusFire : Hellhoundfire { Scale 0.3 Damage (random(2, 5)) +BLOODLESSIMPACT +RIPPER -BLOODSPLATTER SeeSound \"Napalm/Act2\" }"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/ChokingHand.txt",
        "contents": "Actor BloodChokingHand : QCDE_MonsterSmall\n{\n    Tag \"Hell Hand\"\n\tMonster\n\tHeight 10\n\tRadius 11\n\tSpeed 12\n\tHealth 20\n\tMeleeRange 32\n\tMeleeDamage 1\n\tDamageType   \"ChokeEM\"\n\tMaxStepHeight 0\n\tSpecies \"Blood Enemies\"\n\t+THRUSPECIES\n\tseesound    \"Hand/See1\"\n\tdeathsound  \"Hand/Die\"\n\tactivesound \"Hand/Roam\"\n\tpainSound   \"Hand/Pain\"\n\tScale 0.56\n\tObituary \"%o was bare chocked by a hand!\"\n\t-COUNTKILL\n\t+DROPOFF\n\t+FLOORCLIP\n\t+NOTDMATCH\n\t+NOINFIGHTING\n\t+THRUGHOST\n\tStates\n\t{\n\tIdle:\n\t\t7H9N A 2 A_Wander\n\t\t7H9N A 0 A_Look\n\t\t7H9N B 2 A_Wander\n\t\t7H9N A 0 A_Look\n\t\t7H9N C 2 A_Wander\n\t\t7H9N A 0 A_Look\n\t\t7H9N D 2 A_Wander\n\t\t7H9N A 0 A_Look\n\t\t7H9N E 2 A_Wander\n\t\t7H9N A 0 A_Look\n\t\tloop\n\tSpawn:\n\t\t7H9N A 5 A_Look\n\t\tLoop\n\tSee:\n\t\t7H9N AABBCCDDEEAABBCCDDEE 2 A_Chase\n\t\t7H9N A 0 A_JumpIfCloser(250, \"Jump\")\n\t\t7H9N A 0 A_Jump(8,\"GoWild\")\n\t\tLoop\n\tJump:\n\t\t7H9N FG 1 A_FaceTarget\n\t\t7H9N HI 2 ThrustThingz(0,30,0,0)\n\t    7H9N JK 2 A_Recoil(-10)\n\t\tGoto See\n\tGoWild:\n\t\t7H9N AABBCCDDEEAABBCCDDEEAABBCCDDEE 1 A_Wander\n\t\t7H9N A 0 A_Look\n\t\tGoto See\n\tPain:\n\t\t7H9N A 2 A_Pain\n\t\tGoto See\n\tMelee:\n\t\t7H9N A 0 A_JumpIfInTargetInventory(\"AmAlreadyChoked\",1,\"GoWild\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"God Hand\",1,\"GoWild\")\n\t\t7H9N A 1 A_GiveToTarget(\"Chokeme\",1)\n\t\t7H9N A 1 A_FaceTarget\n\t\tGoto DeathChecksDone\n\tDeathChecksDone:\n\t    TNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n\t    TNT1 A 0 A_Jump(256,\"Death.Normal\")\n\tDeath.Normal:\n\t    7H9N T 1\n\t\t7H9N T 5 A_Scream\n\t\t7H9N U 5 A_Fall\n\t\t7H9N VWXY 4\n\tDeath.Corpse:\n\t\t7H9N Y -1\n\t\tStop\n\tDeath.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Fire:\n\t\t7H9N L 0 A_Scream\n\t\tTNT1 A 0 A_PlaySound(\"Blood/BurningBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\tLoopBurn:\n\t\t7H9N LMNOLMNOLMNOLMNOLMNO 4\n\t\t7H9N A 0 A_Jump(120,\"LoopBurn\")\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\t7H9N P 4 A_Fall\n\t\t7H9N QRS 4\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\t7H9N S -1\n\t\tStop\n\tXDeathChecksDone:\n\t\t7H9N T 1\n\t\t7H9N T 5 A_Scream\n\t\t7H9N U 5 A_Fall\n\t\t7H9N VWXY 4\n\t\t7H9N Y -1\n\t\tStop\n\t}\n}\n\nActor AmAlreadyChoked : Inventory {\tInventory.Amount 1 +AUTOACTIVATE +ALWAYSPICKUP }\n\nActor ChokeMe : Weapon\n{\n    Weapon.SelectionOrder 1\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOALERT\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tstates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmAlreadyChoked\",1,\"ReadyLoop\")\n\t\tTNT1 A 0 A_GiveInventory(\"AmAlreadyChoked\",1)\n\t\tTNT1 A 0 A_Print(\"Spam the Alt Fire Button to take it off!\")\n\tReadyLoop:\n\t\tTNT1 A 0 A_Explode(5, 1)\n//\t\t7H9X A 0 A_PlaySound(\"Hand/Choke\",CHAN_WEAPON)\n\t\t7H9X A 1 A_WeaponReady(WRF_NOSWITCH)\n\t\t7H9X ABCDEDCBAFGF 3 A_WeaponReady(WRF_NOSWITCH|WRF_NOFIRE)\n\t\tLoop\n    Select:\n//    \tTNT1 A 0 A_SetDamageType(\"chokeEM\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOSWITCH|WRF_NOFIRE)\n\tSelectLoop:\n\t\t7H9X ABCDEFGABCDEFG 3 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_TakeInventory(\"AmAlreadyChoked\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Chokinghand_2\",0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t    TNT1 A 0 A_TakeInventory(\"Chokeme\",1)\n\t\t7H9X ABCDEFGABCDEFG 3 A_Lower\n\t\tStop\n    Fire:\n\t\tTNT1 A 0 A_Explode(1, 1)\n//\t\t7H9X A 0 A_PlaySound(\"Hand/Choke\",TRUE)\n\t\tGoto ReadyLoop\n\tAltFire:\n\t\tTNT1 A 1 A_FireCustomMissile(\"Flying_BloodHand\",0)\n\t\tTNT1 A 1 A_TakeInventory(\"AmAlreadyChoked\",1)\n\t    TNT1 A 1 A_TakeInventory(\"Chokeme\",1)\n\t\tStop\n\t}\n}\n\nactor Flying_BloodHand\n{\n  radius 11\n  height 10\n  speed 22\n  Damage 0\n  Scale 0.5\n  BounceCount 3\n  seesound \"\"\n  Species \"Enemies\"\n  +THRUSPECIES\n  +DONTHARMCLASS\n  +DONTHARMSPECIES\n  +RANDOMIZE\n  -NOGRAVITY\n  +DONTSPLASH\n  +BOUNCEONACTORS\n  +DOOMBOUNCE\n  +CANBOUNCEWATER\n  DamageType \"ChokeEM\"\n  states\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Hand/Pain\",CHAN_VOICE)\n\t7H9N A 1 ThrustThingZ(0,Random(29,40),0,0)\n  See:\n    7H9N AABBCCDDEE 1 A_CheckFloor(\"SpawnHand\")\n    loop\n  Death:\n  SpawnHand:\n    TNT1 A 1 A_SpawnItemEx(\"Chokinghand_2\",0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n    stop\n  }\n}\n\nActor ChokingHand_2 : BloodChokingHand { +LOOKALLAROUND }"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Gibs.txt",
        "contents": "actor ZBloodOrganDebris\n{\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  Species \"BDebris\"\n  mass 1\n  Gravity 0.68\n  PROJECTILE\n  Scale 0.5\n  +DONTSPLASH\n  +RANDOMIZE\n  -NOGRAVITY\n  +NOBLOCKMAP\n  +WINDTHRUST\n  -SOLID\n  +MOVEWITHSECTOR\n  -NOLIFTDROP\n  +NOTELEPORT\n  +CORPSE\n  -TELESTOMP\n  +CLIENTSIDEONLY\n  +THRUSPECIES\n  deathsound \"Body/Gibs\"\n  states\n  {\n  Spawn:\n    OSPN ABCD 3 A_SpawnItemEx(\"ZBloodBloodTrail\")\n    loop\n  Death:\n    BLU2 F 2 A_SetFloorClip\n    BLU2 GHIJ 2\n    stop\n  }\n}\n\nActor ZBloodFlyingBlood\n{\n Health 1\n Radius 1\n Height 1\n Gravity 0.60\n Mass 30\n PROJECTILE\n Species \"BDebris\"\n -NOGRAVITY\n +DONTSPLASH\n -SOLID\n +WINDTHRUST\n +NOBLOCKMAP\n +NOPAIN\n +RANDOMIZE\n +NOTELEPORT\n -TELESTOMP\n +THRUSPECIES\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n  BLU2 AA 0 A_Recoil(Random(-5,5))\n  BLU2 A 0 A_Setangle(angle+Random(0,360))\n  BLU2 A 0 A_Jump(127,27)\n  BLU2 A 9\n  BLU2 AAAAABBBBBCCCCCDDDDEEEEEE 2 A_SpawnItemEX(\"ZBloodBloodTrail\",Random(-15,15),Random(-15,15))\n  Stop\n  BLU2 FFFFFGGGGGHHHHHIIJJJJJJ 3 A_SpawnItemEx(\"ZBloodBloodTrail\",Random(-2,2),Random(-2,2))\n  Stop\n Death:\n  BLU2 EEEEE 2 A_SpawnitemEx(\"ZBloodRainBlood\",Random(-30,30),Random(-30,30))\n  BLU2 EEEEEEEEEE 2 A_FadeOut(0.09)\n  Stop\n  }\n}\n\nactor ZBloodBloodTrail\n{\n  Radius 1\n  Gravity 0.76\n  Height 1\n  Speed 1\n  PROJECTILE\n  Species \"BDebris\"\n  -SOLID\n  +NoPain\n  -NOGRAVITY\n  +DONTSPLASH\n  +RANDOMIZE\n  +WINDTHRUST\n  +NOBLOCKMAP\n  -TELESTOMP\n  +NOTELEPORT\n  +CLIENTSIDEONLY\n  +THRUSPECIES\n  Scale 0.5\n  States\n  {\n  Spawn:\n  BLD2 J 0 A_Jump(128,2,3,4,5,6,7,8,9,10)\n  BLD2 \"ABEJKLCDMN\" 3\n  BLD2 J 0 A_Jump(128,2,3,4,5,6,7,8,9,10)\n  BLD2 \"AJKLBCDEMN\" 5\n  BLD2 J 0 A_Jump(128,2,3,4,5,6,7,8,9,10)\n  BLD2 \"ABLMNCDEJK\" 4\n  BLD2 J 0 A_Jump(128,2,3,4,5,6,7,8,9,10)\n  BLD2 \"EJKABCDLMN\" 3\n  BLD2 J 0 A_Jump(128,2,3,4,5,6,7,8,9,10)\n  BLD2 \"AJKLMBCDEN\" 5\n  Stop\n  Death:\n  TNT1 A 0\n  BLD2 N 0 A_Jump (92, 2)\n  POB2 A 6\n  Stop\n  BLD2 F 0 A_Jump (128, 7)\n  BLD2 F 4 A_PlaySound(\"Body/Blood\")\n  BLD2 GHI 8\n  BLD2 I 0 A_Jump (128, 1)\n  Goto XDeath\n  POB2 A 5\n  POB2 A 50 A_FadeOut(0.20)\n  Goto Death+9\n  BLD2 O 4 A_PlaySound(\"Body/Blood\")\n  BLD2 PQR 4\n  BLD2 R 0 A_Jump (128, 1)\n  Goto XDeath\n  POB2 A 5\n  POB2 A 50 A_FadeOut(0.20)\n  Goto Death+19\n  XDeath:\n  POB2 B 5 A_SpawnItemEx(\"ZBloodBloodPool4\",Random(-10,10),Random(-10,10),0,0,0,0,0,SXF_CLIENTSIDE)\n  POB2 B 50 A_FadeOut(0.20)\n  Goto XDeath+1\n  }\n}\n\nActor ZBloodBloodPool4\n{\n    Species \"BDebris\"\n\t+CLIENTSIDEONLY\n\t-NoGravity\n    +MOVEWITHSECTOR\n    +NOBLOCKMAP\n    +NOTELEPORT\n\t-TELESTOMP\n\t-NOLIFTDROP\n\t-SOLID\n    +THRUSPECIES\n    Scale 0.65\n\tStates\n\t{\n\tDeath:\n\tXDeath:\n\tPOB2 A 0\n\tPOB2 A 410 A_FadeOut(0.25)\n\tLoop\n\t}\n}\n\nActor ZBloodRainBlood\n{\n\tGravity 0.8\n\t+ClientSideOnly\n\t+RANDOMIZE\n\tRadius 1\n    Height 1\n    +NoBlockMap\n\t-NoGravity\n    +NOBLOCKMAP\n\t-TELESTOMP\n    +NOTELEPORT\n\t+WINDTHRUST\n\t-SOLID\n    Species \"BDebris\"\n    +THRUSPECIES\n\tStates\n\t{\n\tSpawn:\n\tBLD2 FGHI 3 A_Stop\n\tDeath:\n\tSee:\n\tBLD2 FGHI 7\n\tStop\n}\n}\n\nactor ZBloodBloodliver\n{\n  Speed 30\n  health 3\n  radius 20\n  height 11\n  Scale 0.5\n  Gravity 0.50\n  Species \"BDebris\"\n  +SLIDESONWALLS\n  +DONTSPLASH\n  -NOGRAVITY\n  +SHOOTABLE\n  +CORPSE\n  -NOLIFTDROP\n  +RANDOMIZE\n  +MOVEWITHSECTOR\n  +NOBLOCKMAP\n  +NOBLOCKMONST\n  +NOTELEPORT\n  -SOLID\n  +WINDTHRUST\n  +CLIENTSIDEONLY\n  -TELESTOMP\n  +THRUSPECIES\n  Deathsound \"Body/Gibs\"\n  states\n  {\n  Spawn:\n    B8VH A 0 A_Jump(171,2,3)\n    B8VH A -1\n    ZBR7 A -1\n    B8WU A -1\n    stop\n\tDeath:\n\tZHED AAAAAA 0 A_CustomMissile(\"ZBloodHeadBlood\", 10, 0, 0, 2, 45)\n\tTNT1 A 5 A_FadeOut\n\tStop\n  }\n}\n\nactor ZBloodHeadBlood\n{\n Radius 1\n Height 1\n PROJECTILE\n Species \"BDebris\"\n +RANDOMIZE\n -NOGRAVITY\n +DONTSPLASH\n -SOLID\n +LOWGRAVITY\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n -NOLIFTDROP\n +NOTELEPORT\n +CLIENTSIDEONLY\n +CORPSE\n +WINDTHRUST\n -TELESTOMP\n +THRUSPECIES\n Deathsound \"Blood/BloodSplash\"\n Gravity 0.55\n Scale 0.5\n Speed 3\n States\n {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 2, \"Death\")\n  BLU2 J 0 A_Jump (231,1,2,3,4,5,6,7,8,9,10)\n  BLU2 J 4 A_Jump (127, 1)\n  BLU2 K 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 L 4 A_Jump (127, 1)\n  BLU2 M 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 N 4 A_Jump (127, 1)\n  BLU2 X 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 Y 4 A_Jump (127, 1)\n  BLU2 Z 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 \"[\" 4 A_Jump (127, 1)\n  BLU2 \"\\\" 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 J 4 A_Jump (127, 1)\n  BLU2 K 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 L 4 A_Jump (127, 1)\n  BLU2 M 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 N 4 A_Jump (127, 1)\n  BLU2 X 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 Y 4 A_Jump (127, 1)\n  BLU2 Z 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 \"[\" 4 A_Jump (127, 1)\n  BLU2 \"\\\" 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 J 4 A_Jump (127, 1)\n  BLU2 K 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 L 4 A_Jump (127, 1)\n  BLU2 M 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 N 4 A_Jump (127, 1)\n  BLU2 X 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 Y 4 A_Jump (127, 1)\n  BLU2 Z 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 \"[\" 4 A_Jump (127, 1)\n  BLU2 \"\\\" 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 J 4 A_Jump (127, 1)\n  BLU2 K 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 L 4 A_Jump (127, 1)\n  BLU2 M 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 N 4 A_Jump (127, 1)\n  BLU2 X 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 Y 4 A_Jump (127, 1)\n  BLU2 Z 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  BLU2 \"[\" 4 A_Jump (127, 1)\n  BLU2 \"\\\" 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n  Stop\n  Crash:\n  Death:\n  BLU2 L 1\n  Stop\n  }\n}\n\nactor GargoyleWingGib\n{\n  health 1\n  radius 8\n  height 16\n  Speed 10\n  Scale 0.6\n  mass 1\n  PROJECTILE\n  +DOOMBOUNCE\n  +BOUNCEONACTORS\n  +CANBOUNCEWATER\n  +RANDOMIZE\n  +WINDTHRUST\n  -NOGRAVITY\n  +FLOORCLIP\n  +CANNOTPUSH\n  -SOLID\n  +CLIENTSIDEONLY\n  Species \"BDebris\"\n  +THRUSPECIES\n  seesound \"Blood/OrganSplash\"\n  states\n  {\n  Spawn:\n    GWNG ABCDEFG 3\n    Loop\n  Death:\n    GWNG H -1\n    Stop\n  }\n}\n\nactor GargoyleHeadGib : ZBloodBloodliver\n{\n  health 1\n  radius 20\n  height 26\n  +CANNOTPUSH\n  Scale 0.6\n  states\n  {\n  Spawn:\n    GHED A -1\n    stop\n  }\n}\n\nactor GargoyleBoneGib : GargoyleWingGib\n{\n  states\n  {\n  Spawn:\n\tGARF LLMMNNOOPPQQRRSS 2\n\tLoop\n  Death:\n    GARF W -1\n    Stop\n  }\n}\n\nactor HellHoundPawGib : GargoyleHeadGib\n{\n  states\n  {\n  Spawn:\n    HOUX G -1\n    stop\n  }\n}\n\nactor HellHoundEyeGib  : ZBloodBloodliver\n{\n  health 2\n  radius 5\n  height 5\n  states\n  {\n  Spawn:\n    HOUX H -1\n    stop\n  }\n}\n\nactor Firetrail\n{\n    Health 5\n    Scale 0.25\n    Damage (0)\n    Speed 1\n    Radius 4\n    Projectile\n    +EXPLODEONWATER\n    +BRIGHT\n    +NOBLOCKMAP\n    -NOGRAVITY\n    +LOWGRAVITY\n    -NOTELEPORT\n    +DOOMBOUNCE\n    +BRIGHT\n    +CLIENTSIDEONLY\n    States\n    {\n      Spawn:\n        TNT1 A 0\n        NZFR Q 2 A_FadeOut(0.2)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,0,random(0,2),random(0,-2),0)\n        NZFR RS 2\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,0,random(0,2),random(0,-2),0)\n        NZFR T 2\n        NZFR U 2 A_FadeOut(0.2)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,0,random(0,2),random(0,-2),0)\n        NZFR VW 2\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,0,random(0,2),random(0,-2),0)\n        NZFR X 2\n        loop\n\n      Death:\n        NZFR QRSTUVWX 1\n        stop\n    }\n}\n\nactor Firetrail2\n{\n    Health 5\n    Scale 0.25\n    Speed 1\n    Radius 2\n    Projectile\n    +NOBLOCKMAP\n    -NOGRAVITY\n    +LOWGRAVITY\n    -NOTELEPORT\n    +EXPLODEONWATER\n    +BRIGHT\n    +DOOMBOUNCE\n    +CLIENTSIDEONLY\n    States\n    {\n      Spawn:\n        NZFR ABCDE 5 BRIGHT A_FadeOut(0.2)\n        stop\n    }\n}\n\nactor Firetrail3 : Firetrail { +CLIENTSIDEONLY -LowGravity Speed 4 }\nactor Firetrail4 : Firetrail2 { +CLIENTSIDEONLY -LowGravity Speed 4 }\n\nactor ZBloodHand1 : ZBloodBloodliver\n{\n  health 1\n  radius 8\n  height 12\n  states\n  {\n  Spawn:\n    B8VH A 0 A_Jump(128,2)\n    HXNF A -1\n    HXN7 A -1\n    stop\n  }\n}\n\nactor ZBloodEyeGuts : ZBloodBloodliver\n{\n  health 2\n  radius 5\n  height 5\n  states\n  {\n  Spawn:\n    BZY4 A -1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/SpecialDeaths.txt",
        "contents": "Actor DummyChecker : Inventory\n{\n+UNDROPPABLE +UNTOSSABLE\n-COUNTITEM\n-INVBAR\n+PERSISTENTPOWER\ninventory.amount 1\ninventory.maxamount 9999\n}\n\nActor BD_KillChecker : DummyChecker\n{\ninventory.maxamount 10\n}\n\nActor SawDeathToken : Inventory {Inventory.MaxAmount 1}\nActor LightningDeathToken : Inventory {Inventory.MaxAmount 1}\nActor FireDeathToken : Inventory {Inventory.MaxAmount 1}\nActor AcidDeathToken : Inventory {Inventory.MaxAmount 1}\n\n//Lucienne\nActor BDLucienneBall : LucienneBall replaces LucienneBall\n{\n\tDamage (random(3,5)*10)\n\tDamagetype \"Fire\"\n}\n\n//Blazkowicz\nActor BDDieselBall : DieselBall replaces DieselBall\n{\n\tDamagetype \"Fire\"\n}\n\n//Postal Dude\nActor BDCowHeadGasSpawner : CowHeadGasSpawner Replaces CowHeadGasSpawner\n{\n\tDamagetype \"Acid\"\n}\n\n//=========================//\n//       Gauntlet          //\n//=========================//\n\nActor BDGauntletPuff : GauntletPuff replaces GauntletPuff\n{\n\tDamageType \"Saw\"\n}\n\nActor BDGauntletPuffBurn : GauntletPuffBurn replaces GauntletPuffBurn\n{\n\tDamageType \"Saw\"\n}\n\nActor BDGauntletFlameBurner : GauntletFlameBurner replaces GauntletFlameBurner\n{\n\tDamageType \"Fire\"\n}\n\nActor BDOmnislashFireProjectile : OmnislashFireProjectile replaces OmnislashFireProjectile\n{\n\tDamageType \"Fire\"\n}\n\nActor BDOmnislashProjectile : OmnislashProjectile replaces OmnislashProjectile\n{\n\tDamageType \"Saw\"\n}\n\n//=========================//\n// Super Nailgun Changes   //\n//=========================//\n\nActor BDLavaNailFlameBurner : LavaNailFlameBurner replaces LavaNailFlameBurner\n{\n\tDamagetype \"Fire\"\n}\n\n//=========================//\n// Super Shotgun Changes   //\n//=========================//\n\nActor BD_SSGFlame1 : SSGFlame1 replaces SSGFlame1 {\n\tDamagetype \"Fire\"\n\n}\n\nActor BD_SSGFlame2 : SSGFlame2 replaces SSGFlame2 {\n\tDamagetype \"Fire\"\n}\n\nActor QCSSGShotgunPuff : QCBulletPuff\n{\n\tDamagetype \"SSG\"\n\tStates\n\t{\n\tXDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"HitBeepMid\",1)\n\t\tTNT1 A 10 A_PlaySound(\"BulletHitFleshRandom\",7,0.6,0,9)\n\t\tStop\n\t}\n}\n\n//=========================//\n//  Lightning Gun Changes  //\n//=========================//\n\nActor BDLGPuff : LGPuff replaces LGPuff\n{\n\tDamagetype \"Lightning\"\n}\n\nActor BDLGPuffStatic : LGPuffStatic replaces LGPuffStatic\n{\n\tDamagetype \"Lightning\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/TNT.txt",
        "contents": "// Because, fuck it, this shit is so complex for a simple stick ffs\n\nactor CultistTNT\n{\n  radius 6\n  height 4\n  speed 24\n  Scale 0.5\n  Gravity 0.65\n  reactiontime 40\n  painsound \"Napalm/Explode\"\n  activesound \"TNT/Fuse\"\n  DamageType \"\"\n  PROJECTILE\n  Species \"Enemies\"\n  DONTHURTSHOOTER\n  bouncefactor 0.5\n  bouncecount 6\n  +RANDOMIZE\n  +DONTSPLASH\n  +NOBOUNCESOUND\n  +DOOMBOUNCE\n  +NOTELEPORT\n  -TELESTOMP\n  +WINDTHRUST\n  +PUSHABLE\n  +SOLID\n  -NOGRAVITY\n  +MOVEWITHSECTOR\n  -EXPLODEONWATER\n  +CANBOUNCEWATER\n  +NOBLOOD\n  +DONTHARMCLASS\n  +THRUSPECIES\n  +DONTHARMSPECIES\n  states\n  {\n  Spawn:\n    ADYN E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(10,12),0,1)\n    ADYN E 0 bright A_LoopActiveSound\n    goto see\n  See:\n    ADYN E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    ADYN E 0 bright A_Countdown\n    ADYN E 1 bright A_LoopActiveSound\n  Cont:\n    ADYN F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    ADYN E 0 bright A_Countdown\n    ADYN F 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(10,\"Death\")\n    ADYN G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    ADYN E 0 bright A_Countdown\n    ADYN G 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(10,\"ASDF\")\n    ADYN H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    ADYN E 0 bright A_Countdown\n    ADYN H 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(15,\"Death\")\n    ADYN A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    ADYN E 0 bright A_Countdown\n    ADYN A 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(11,\"ASDF\")\n    ADYN B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    ADYN E 0 bright A_Countdown\n    ADYN B 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(10,\"Death\")\n    ADYN C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    ADYN E 0 bright A_Countdown\n    ADYN C 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(10,\"ASDF\")\n    ADYN D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    ADYN E 0 bright A_Countdown\n    ADYN D 1 bright A_LoopActiveSound\n    Loop\n  Death:\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN EIJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n\tTNT1 A 0 A_Jump(8,\"ASDF\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n\tTNT1 A 0 A_Jump(2,\"ASDF\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n\tTNT1 A 0 A_Jump(5,\"ASDF\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n  ASDF:\n    ADYN I 0 bright A_Explode(5,120/2,0)\n    TNT1 A 1 bright A_Pain\n    TNT1 A 0 A_SpawnItemEx(\"FloorKaboomSmall\",-16)\n\tTNT1 A 5 A_SpawnItemEx(\"Blower_2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    stop\n  }\n}\n\n// Extra Crispy Dynamites\nactor PlCultistTNT_2 : CultistTNT\n{\n  states\n  {\n  Spawn:\n    PTNT E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(10,12),0,1)\n    PTNT E 0 bright A_LoopActiveSound\n    goto see\n  See:\n    PTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT E 1 bright A_LoopActiveSound\n  Cont:\n    PTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT F 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(15,\"Death\")\n    PTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT G 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(20,\"ASDF\")\n    PTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT H 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(15,\"Death\")\n    PTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT A 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(13,\"ASDF\")\n    PTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT B 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(24,\"Death\")\n    PTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT C 1 bright A_LoopActiveSound\n\tTNT1 A 0 A_Jump(15,\"ASDF\")\n    PTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT D 1 bright A_LoopActiveSound\n    Loop\n  Death:\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT EIJK 4 bright\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n\tTNT1 A 0 A_Jump(17,\"ASDF\")\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n\tTNT1 A 0 A_Jump(10,\"ASDF\")\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n\tTNT1 A 0 A_Jump(13,\"ASDF\")\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4 bright\n  ASDF:\n    PTNT I 0 bright A_Explode(random(9,18),160)\n    TNT1 A 1 bright A_Pain\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_SpawnItemEx(\"FloorKaboom\",-16)\n\tTNT1 A 5 A_SpawnItemEx(\"Blower_2a\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    stop\n\tXDeath:\t\t//OP PLS NERF\n    TNT1 A 0 A_Pain\n    TNT1 A 0 A_SpawnItemEx(\"Kaboom\",-16)\n\tTNT1 A 5 A_SpawnItemEx(\"Blower_2a\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tstop\n  }\n}\n\nactor TNTSmoke : BulletPuff\n{\n  renderstyle Translucent\n  alpha 0.5\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  PROJECTILE\n  +WINDTHRUST\n  +ALLOWPARTICLES\n  +CLIENTSIDEONLY\n  states\n  {\n  Spawn:\n    ZUFF A 0 A_Jump(128,33)\n    ZUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n    stop\n    ZUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n    stop\n  }\n}\n\nactor FloorKaboom\n{\n  radius 0\n  height 0\n  Decal Scorch\n  renderstyle Add\n  alpha 0.45\n  +NOBLOCKMAP\n  -NOGRAVITY\n  +DONTSPLASH\n  +RANDOMIZE\n  PROJECTILE\n  states\n  {\n  Spawn:\n    TNT1 A 0\n\tDEXP A 0 A_SpawnItemEx(\"FloorKaboomDouble\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION)\n    goto Death\n  Death:\n    DEXP A 0 Radius_quake(2,7,0,16,0)\n    DEXP A 0 A_SpawnDebris (\"NapalmDebris\")\n    DEXP A 0 A_Jump(128,\"AltDeath\")\n    DEXP ABC 2 bright\n    DEXP D 0 Radius_Quake (1,10,0,16,0)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"DeathVapor\")\n    DEXP DEFGHI 3 bright\n    DEXP JKLM 2 bright\n    stop\n  DeathVapor:\n    DEXP DEFGHI 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n    DEXP JKLM 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-20,20),random[Puffs](-20,20),30,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n    stop\n  AltDeath:\n    DEXP NOP 2 bright\n    DEXP P 0 Radius_Quake (1,10,0,16,0)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n    DEXP QRSTU 3 bright\n    DEXP VWXYZ 2 bright\n    stop\n  AltDeathVapor:\n    DEXP DEFGHI 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n    DEXP JKLM 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-20,20),random[Puffs](-20,20),30,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n    stop\n  }\n}\n\nactor FloorKaboomDouble : FloorKaboom\n{\n  states\n  {\n  Spawn:\n    TNT1 A 0\n\tDEXP A 0 A_Jump(128,\"AltDeath\")\n    DEXP ABC 1 bright\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"DeathVapor\")\n    DEXP DEFGHI 2 bright\n    DEXP JKLM 2 bright\n    stop\n  DeathVapor:\n    DEXP DEFGHI 1 bright\n    DEXP JKLM 1 bright\n    stop\n  AltDeath:\n    DEXP NOP 1 bright\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n    DEXP QRSTU 2 bright\n    DEXP VWXYZ 2 bright\n    stop\n  AltDeathVapor:\n    DEXP DEFGHI 1 bright\n    DEXP JKLM 1 bright\n    stop\n  }\n}\n\nactor Kaboom : BulletPuff\n{\n  radius 32\n  height 50\n  Decal Scorch\n  renderstyle Add\n  alpha 0.45\n  +NOGRAVITY\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    goto See\n  See:\n    TNT1 A 0 Radius_quake(2,8,0,16,0)\n  \tTNT1 A 0 A_JumpIf(waterlevel>2,\"Vapor\")\n\tTNT1 A 0 A_SpawnItemEx(\"KaboomDouble\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION)\n    goto Death\n  Vapor:\n    TNT1 AAAAAA 0 A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",0,0,0,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n  Death:\n    TNT1 AAAAAAAA 0 A_CustomMissile(\"NapalmDebris\", 0, 0, random[Puffs](0,360), 2, random[Puffs](-90,90))\n    TNT1 A 0 A_SpawnDebris (\"NapalmDebris\")\n    TNT1 A 0 A_Jump(128,\"AltDeath\")\n    RPGX BCD 3 bright\n    TNT1 A 0 Radius_Quake (1,10,0,16,0)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"DeathVapor\")\n    RPGX EFGHI 3 bright\n    RPGX JKLMNOPQRSTUV 2 bright\n    stop\n  DeathVapor:\n    RPGX EFGHI 3 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",0,0,0,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n    RPGX JKL 2 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n    RPGX MN 2 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-20,20),random[Puffs](-20,20),30,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n    stop\n  AltDeath:\n    RPGX KLM 3 bright\n    RPGX Q 0 bright Radius_Quake (1,10,0,16,0)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n    RPGX NOPQR 3 bright\n    RPGX STUV 2 bright\n    stop\n  AltDeathVapor:\n    RPGX NOPQR 3 bright  A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",0,0,0,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n    RPGX STUV 2 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n    stop\n  }\n}\n\nactor KaboomDouble : Kaboom\n{\n  states\n  {\n  Spawn:\n  \tRPGX A 0\n\tRPGX B 0 A_Jump(128,\"AltDeath\")\n    RPGX BCD 1 bright\n\tRPGX E 2 bright A_JumpIf(waterlevel>2,\"DeathVapor\")\n    RPGX FGHI 2 bright\n    RPGX JKL 2 bright\n    RPGX MN 2 bright\n    stop\n  DeathVapor:\n    RPGX EFGHI 1 bright\n    RPGX JKL 1 bright\n    RPGX MN 1 bright\n    stop\n  AltDeath:\n    RPGX OPQ 2 bright\n\tRPGX R 2 bright A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n    RPGX STUV 2 bright\n    RPGX WXY 2 bright\n    RPGX \"Z[\" 2 bright\n    stop\n  AltDeathVapor:\n    RPGX RSTUV 1 bright\n    RPGX WXY 1 bright\n    RPGX \"Z[\" 1 bright\n    stop\n  }\n}\n\nACTOR SmokeTrailIn4OutSlow\n{\n    +NOINTERACTION\n\t+DONTSPLASH\n\t+NOCLIP\n   \t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n    VSpeed 1\n\tAlpha 0\n\tStates\n\t{\n\t\tSpawn:\n\t\tSMOK A 0\n\t\tSMOK A 1 A_SetTranslucent(.125,1)\n\t\tSMOK A 1 A_SetTranslucent(.25,1)\n\t\tSMOK B 1 A_SetTranslucent(.375,1)\n\t\tSMOK B 1 A_SetTranslucent(.5,1)\n\t\tSMOK C 1 A_SetTranslucent(.625,1)\n\t\tSMOK C 1 A_SetTranslucent(.75,1)\n\t\tSMOK D 1 A_SetTranslucent(.875,1)\n\t\tSMOK D 1 A_SetTranslucent(1,1)\n\t\tSMOK EFGH 2\n\t\tSMOK IJKLMNOPQ 1\n\t\tStop\n\t}\n}\n\nActor FloorKaboomSmall : FloorKaboom {\n\tScale 0.55\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(z - floorz > 24,\"SecondExplosion\")\n\t\t\tGoto Death\n\t\tSecondExplosion:\n\t\t\tTNT1 A 0 Radius_quake(2,7,0,16,0)\n\t\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NapalmDebris\", 0, 0, random[Puffs](0,360), 2, random[Puffs](-90,90))\n\t\t\tLLSP BCD 3 bright\n\t\t\tTNT1 A 0 Radius_Quake (1,10,0,16,0)\n\t\t\tLLSP EFGHI 3 bright\n\t\t\tLLSP JKLMN 2 bright\n\t\t\tStop\n\t}\n}\n\nactor NapalmDebris\n{\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  Scale 0.2\n  PROJECTILE\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +RANDOMIZE\n  -NOGRAVITY\n  -SOLID\n  +CLIENTSIDEONLY\n  +WINDTHRUST\n  states\n  {\n  Spawn:\n\tTNT1 A 0\n    FSPK A 0 bright A_Jump(192,3,4,6,8)\n    FSPK A 10 bright\n    FSPK A 200 bright A_LowGravity\n    stop\n    FSPK B 10 bright\n    FSPK B 200 bright A_LowGravity\n    stop\n    FSPK C 10 bright\n    FSPK C 200 bright A_LowGravity\n    stop\n    FSPK D 10 bright\n    FSPK D 200 bright A_LowGravity\n    stop\n    FSPK E 10 bright\n    FSPK E 200 bright A_LowGravity\n    stop\n    FSPK F 10 bright\n    FSPK F 200 bright A_LowGravity\n    stop\n  Death:\n    FSPK A 1\n    stop\n  }\n}\n\nActor FloorKaboomDoubleSmall : FloorKaboomDouble { Scale 0.60 }\n\nactor Blower\n{\n\tPROJECTILE\n\tSpeed 0\n\t+NOBLOCKMAP\n\t+DONTSPLASH\n\t+RIPPER\n\t+FLOORHUGGER\n\trenderstyle none\n\tgravity 10\n\talpha .35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_Explode(32,160)\n\t\t\tTNT1 A 1 A_Explode(20,140)\n\t\t\tTNT1 A 1 A_Explode(20,96)\n\t\t\tStop\n\t}\n}\n\nActor Blower_2 : Blower {\n\tDamageType \"\"\n\tSpecies \"Blood Enemies\"\n\t+DONTHARMCLASS\n\t+DONTHARMSPECIES\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_Explode(24,140/2,0)\n\t\t\tTNT1 A 1 A_Explode(11,118/2,0)\n\t\t\tTNT1 A 1 A_Explode(6,92/2,0)\n\t\t\tStop\n\t}\n}\n\nActor Blower_2a : Blower {\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_Explode(24,120,0)\n\t\t\tTNT1 A 1 A_Explode(11,108,0)\n\t\t\tTNT1 A 1 A_Explode(6,86,0)\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/Civilian&Rat.txt",
        "contents": "Actor BloodCivilian : QCDE_MonsterSmall // He doesn't do anything, but hey, it can give you free armor with Grayson or help you to raise your damage with Eradicator, how cool, right?\n{\n\tHealth 40\n\t+SHOOTABLE\n\t+SOLID\n\t+CANPASS\n\t+CANPUSHWALLS\n\t+CANUSEWALLS\n\t+ACTIVATEMCROSS\n\t-COUNTKILL\n\t//+Friendly\n\tRadius 14\n    Height 64\n    PainChance 190\n    Scale 0.5\n    Speed 3\n\tDropItem \"UpgradeDropper\", 0\n\tDropItem \"UpgradeDropperSmall\", 0\n    Obituary \"%o was ashamed by an innocent\"\n    Seesound \"Moron/Cry1\"\n    Attacksound \"\"\n    Deathsound \"Moron/Crying\"\n    Activesound \"Moron/GoAway\"\n    PainSound \"Moron/Scream\"\n    +FLOORCLIP\n    +DONTOVERLAP\n    +RANDOMIZE\n    +NOSPLASHALERT\n    Mass 60\n  States\n  {\n  Idle:\n       MORS A 4 A_Look\n       Loop\n  See:\n       MORS A 11\n  Ruuuun:\n       MORN AAAABBBBCCCCDDDDEEEEFFFFAAAABBBBCCCCDDDDEEEEFFFFAAAABBBBCCCCDDDDEEEEFFFFAAAABBBCCCCDDDDEEEEFFFF 1 A_Wander\n       MORN A 0 A_Jump(88,\"Stand\",\"Wander\")\n       Loop\n  Stand:\n       MORS AA 40\n       Goto See\n  Wander:\n       MORN A 0 A_Jump(128,2)\n       MORN A 0 A_PlaySound(\"Moron/Beg\")\n       Goto Ruuuun\n       MORN A 0 A_PlaySound(\"Moron/Home\")\n       Goto Ruuuun\n  Pain:\n        MORN G 4 A_Pain\n        MORN G 4 A_Jump(60,\"Wander\")\n        Goto Ruuuun\n  DeathChecksDone:\n        TNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n        TNT1 A 0 A_Jump(256,\"Death.Normal\")\n    Death.Normal:\n        MORN H 0 A_Scream\n        MORN HIJK 6\n        MORN L 6 A_Fall\n        MORN MNO 4\n        MORN P -1\n        Stop\n    Death.Fire:\n\t\tTNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\tGoto Super::Death\n\tDeathChecksDone.Fire:\n\t\tBZOM I 0 A_Fall\n\t\tBZOM I 0 A_Pain\n\t\tBZOM I 0 A_SpawnItem(\"BurnDeathMoron\",1,0,0)\n\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\tAPBX A -1\n        Stop\n\tXDeathCheckDone:\n        MORN H 0 A_Scream\n        MORN HIJK 6\n        MORN L 6 A_Fall\n        MORN MNO 4\n        MORN P -1\n        Stop\n}}\n\nActor BurnDeathMoron : BloodBurningCorpse_Zimba\n{\n   Speed 6\n\tStates\n\t{\n\tSpawn:\n        DKBR A 0\n\t\tTNT1 A 0 A_PlaySound(\"Moron/Scream\",CHAN_VOICE,1.0,0,ATTN_NORM)\n        DKBR DDDDDD 1 Bright A_Look\n        Goto See\n      See:\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n\t\tTNT1 A 0 A_PlaySound(\"Moron/Scream\",CHAN_VOICE,1.0,0,ATTN_NORM)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        DKBR A 0 A_Jump(40,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        DKBR A 0 A_Jump(55,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        DKBR A 0 A_Jump(70,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        DKBR A 0 A_Jump(80,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        DKBR A 0 A_Jump(60,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR EEE 1 Bright A_Wander\n        DKBR A 0 A_Jump(110,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR FFF 1 Bright A_Wander\n        DKBR A 0 A_Jump(120,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR AAA 1 Bright A_Wander\n        DKBR A 0 A_Jump(90,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR BBB 1 Bright A_Wander\n        DKBR A 0 A_Jump(30,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR CCC 1 Bright A_Wander\n        DKBR A 0 A_Jump(150,\"Death\")\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n        TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n        DKBR DDD 1 Bright A_Wander\n        Goto Death\n      Death:\n\t\tTNT1 A 0 A_Jump(128,\"GoryShit\")\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR EEFF 3 Bright\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tDKBR GG 1 Bright\n\t\tTNT1 A 0 A_PlaySound(\"Moron/Crying\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tDKBR G 1 Bright\n\t\tDKBR G 3 Bright\n        TNT1 A 0 A_Stop\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR HHIIJJ 3 Bright\n        TNT1 A 0 A_SpawnItemEx(\"BloodBurnDeathSmoke\",0,0,20,0,0,0,0,SXF_NOCHECKPOSITION)\n        TNT1 A 0 A_SpawnItem(\"BloodBurnedCorpse\",1,0,0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR KKLLMM 3 Bright\n        DKBR N 7 Bright\n        DKBR O 8 Bright\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR P 8 Bright\n        DKBR Q 8 Bright\n\t\tCAFD ABC 3 Bright\n        Stop\n\t  GoryShit:\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR EEFF 3 Bright\n\t    TNT1 A 0 A_PlaySound(\"Blood/CrispyBody\",CHAN_BODY,1.0,0,ATTN_NORM)\n\t\tDKBR GG 1 Bright\n\t\tTNT1 A 0 A_PlaySound(\"Moron/Crying\",CHAN_VOICE,1.0,0,ATTN_NORM)\n\t\tDKBR G 1 Bright\n        TNT1 A 0 A_Stop\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n\t\tDKBR G 2 Bright\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 AAAAA 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n        DKBR HH 2 Bright\n\t\tDKBR II 2 Bright\n\t\tDKBR JJ 2 Bright\n        TNT1 A 0 A_SpawnItemEx(\"BloodBurnDeathSmoke\",0,0,20,0,0,0,0,SXF_NOCHECKPOSITION)\n        TNT1 A 0 A_SpawnItem(\"BloodBurnedCorpse\",1,0,0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR KKLLMM 3 Bright\n        DKBR N 7 Bright\n        DKBR O 8 Bright\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail3\",0)\n        TNT1 AAA 0 A_SpawnDebris(\"Firetrail4\",0)\n        DKBR P 8 Bright\n        DKBR Q 8 Bright\n\t\tCAFD ABC 3 Bright\n        Stop\n\t\t}}\n\nActor BloodRatSpawner : RandomSpawner\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAAA 1 A_SpawnItem(\"BloodRat\")\n\t\tStop\n\t}\n}\n\nACTOR BloodRat : QCDE_MonsterSmall\n{\n\tTag \"Rat\"\n\n\tHealth 10\n\tRadius 8\n\tHeight 8\n\tMass 3\n\tSpeed 6\n\tFastSpeed 14\n\tScale .34\n\tMeleeDamage 2\n\tMeleeRange 22\n\tMaxTargetRange 24\n\tMaxStepHeight 9\n\tMonster\n\t+FLOORCLIP\n\t-CANUSEWALLS\n\t-COUNTKILL\n\tSeeSound \"Ratsee\"\n\tPainSound \"Ratpain\"\n\tDeathSound \"Ratdie\"\n\tActiveSound \"Ratsee\"\n\tObituary \"o% was infected by a Rat\"\n\tPainChance 196\n\tStates\n\t{\n\t  \tIdle:\n\t\t\tRATW A 1 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t    RATW AA 2 A_Chase(\"\",\"\")\n\t\t    RATW BB 2 A_Chase(\"Melee\",\"\")\n\t\t    RATW CC 2 A_Chase\n\t\t    RATW DD 2 A_Chase\n\t\t    Loop\n\t\tMissile:\n\t\tMelee:\n\t\t\tRATW A 5 A_FaceTarget\n\t\t\tTNT1 A 0 A_Playsound(\"RatBite\")\n\t\t\tRATW B 5 A_CustomMeleeAttack(random(4,9),\"\",\"none\")\n\t\t\tRATW C 5\n\t\t\tGoto See\n\t\tPain:\n\t\t\tRATW D 3\n\t\t\tRATW D 3 A_Pain\n\t\t\tGoto See\n\t\tDeathChecksDone:\n\t\t    TNT1 A 0 A_JumpIfInventory(\"FireDeathToken\",1,\"DeathChecksDone.Fire\")\n\t\t\tTNT1 A 0 A_Jump(256,\"Death.Normal\")\n\t\tDeath.Normal:\n\t\t\tTNT1 A 0 A_Jump(224, 2)\n\t\t\tRATW E 5 A_Scream\n\t\t\tRATW F 5 A_Fall\n\t\t\tRATW GHI 5\n\t\tDeath.Corpse:\n\t\t\tRATW J -1\n\t\t\tStop\n\t\tDeath.Fire:\n\t\t    TNT1 A 0 A_GiveInventory(\"FireDeathToken\")\n\t\t    Goto Super::Death\n\t    DeathChecksDone.Fire:\n\t\t    RABU ABCDEONMABCDEONMABCDEONM 4 BRIGHT\n\t\t\tRABU  F 8 Bright A_Scream\n\t\t\tRABU GH 7 Bright A_Fall\n\t\t\tRABU IJKIJKIJKIJK 12 Bright\n\t\t\tRABU L 64 Bright\n\t\t\tTNT1 A 0 A_TakeInventory(\"FireDeathToken\")\n\t\t\tRABU L -1\n\t\t\tStop\n\t\tXDeathChecksDone:\n\t\t    TNT1 A 0 A_Jump(224, 2)\n\t\t\tRATW E 5 A_Scream\n\t\t\tRATW F 5 A_Fall\n\t\t\tRATW GHI 5\n\t\t\tRATW J -1\n\t\t\tStop\n\t}\n}\n\nActor BloodDeadPlayer : QCDDeadPlayer REPLACES QCDDeadPlayer // This probably makes incompatible my addon of thematics decorations                                                                                                                              ... but is not like I would like people to use it, don't get the wrong idea, you idiot\n{\n\tStates\n\t{\n      Spawn:\n\t\t PLAY N 0 NODELAY A_Jump(250,\n\t\t                            \"T01\",\"T02\",\"T03\",\"T04\",\"T05\",\"T06\",\"T07\",\"T08\",\"T09\",\"T10\",\n\t\t                            \"T11\",\"T12\",\"T13\",\"T14\",\"T15\",\"T16\",\"T17\",\"T18\",\"T19\",\"T20\",\n\t\t\t\t\t\t\t\t\t\"CivilianSpawn\")\n\t\t PLAY N 0 A_Jump(255,\"Bones\")\n\t\t Goto T01\n\t  CivilianSpawn:\n\t     TNT1 A 0 A_SpawnItemEX (\"BloodCivilian\")\n\t\t Stop\n\t  T05:\t//Caleb\n\t\t TNT1 A 0 A_SetScale(0.45)\n\t\t QP05 P -1 A_SpawnItemEX (\"BloodRatSpawner\")\n\t\t Stop\n\t}}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blood/General.txt",
        "contents": "Actor Blood_NoPainOn : CustomInventory {\n\t+ALWAYSPICKUP\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\tStop\n\t}\n}\n\nActor Blood_NoPainOff : CustomInventory {\n\t+ALWAYSPICKUP\n\tStates {\n\t\tPickup:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Changelog and Credits/Credits.txt",
        "contents": "- Main Credits\n\nBlood theme has been created by porting the enemies from Samsara EXMixer v0.72\nAll of the main credits belong to Samsara's developers and Monolith Productions for developing Blood\nSamsara's developers: IvanDobrovski(Former), Dynamo, Jesh and Zandrewnum.\n\nSpecial thanks to Strongbelly for letting me use his code that allows specific deaths\nfrom Beautiful and Smooth Doom monster pack\n\n- Samsara EXMixer v0.72 Credits\n\nCruduxy Pegg - For polishing some stuff on Ivan's ZBlood X addon.\n\nAntuan Rockatansky - For making the first base of the Hell Hand from Blood.\n\n- ZBloody Hell v197 Credits\n\nSome few resources were taken from this project, credits belong to LordOZ_98"
      }
    ]
  },
  "maps": []
}

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