Raw model (for completeness)
{
"meta": {
"id": "0224d787-4623-45e1-b8b7-6b7b5a4507e8",
"sha1": "5c03c78066fdca6941497341c52c167a8f9a41ee",
"sha256": "73412e6387e1609327bb3c151624a4aca13573f734ddd45e902a19b31133f5e4",
"filenames": [
"beyond-doom.v2.1e.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2019-05-03 21:08:01",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2019-05-03 21:08:01",
"file": {
"type": "PK3",
"size": 67869267,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/5c03c78066fdca6941497341c52c167a8f9a41ee/5c03c78066fdca6941497341c52c167a8f9a41ee.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 16081,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "LoadACS.txt",
"contents": "FOOTSTEP\nFULLHP\nICEDEBUFF"
},
{
"source": "pk3",
"name": "DecalDef.txt",
"contents": "//Weapons\n\n//******** Animators ********\n\ndecal ChesScorch\n{\n\tpic SHSTG0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway2\n\tlowerdecal BigScorch\n}\n\nfader FastGoAway\n{\n\tDecayStart\t0.2\n\tDecayTime\t0.5\n}\n\nfader GoAway\n{\n\tDecayStart\t0.5\n\tDecayTime\t1.0\n}\n\nfader GoAway2\n{\n\tDecayStart\t1.0\n\tDecayTime\t3.0\n}\n\ncolorchanger ToBlack\n{\n\tFadeStart\t0.5\n\tFadeTime\t1.0\n}\n\n//******** Bullet Chips ********\n\ndecal BulletChip1\n{\n\tpic CHIP1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip2\n{\n\tpic CHIP2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip3\n{\n\tpic CHIP3\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip4\n{\n\tpic CHIP4\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip5\n{\n\tpic CHIP5\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletChip\n{\n\tBulletChip1\t1\n\tBulletChip2\t1\n\tBulletChip3\t1\n\tBulletChip4\t1\n\tBulletChip5\t1\n}\n\ndecal Bullet1\n{\npic CHIP1\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet2\n{\npic CHIP2\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet3\n{\npic CHIP3\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet4\n{\npic CHIP4\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet5\n{\npic CHIP5\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecalgroup Bullet\n{\n\tBullet1\t1\n\tBullet2\t1\n\tBullet3\t1\n\tBullet4\t1\n\tBullet5\t1\n}\n\ndecal RedBullet1\n{\npic CHIP1\nshade \"ff 00 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal RedBullet2\n{\npic CHIP2\nshade \"ff 00 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal RedBullet3\n{\npic CHIP3\nshade \"ff 00 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal RedBullet4\n{\npic CHIP4\nshade \"ff 00 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal RedBullet5\n{\npic CHIP5\nshade \"ff 00 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecalgroup RedBullet\n{\n\tRedBullet1\t1\n\tRedBullet2\t1\n\tRedBullet3\t1\n\tRedBullet4\t1\n\tRedBullet5\t1\n}\n\n//******** Chainsaw Marks ********\n\ndecal ChainsawMarkLower\n{\n\tpic SAWMARK\n\ttranslucent 0.75\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal ChainsawMark\n{\n\tpic SAWMARK\n\tfullbright\n\tshade \"FF C8 00\"\n\tx-scale 0.1\n\ty-scale 0.4\n\trandomflipx\n\trandomflipy\n\tlowerdecal ChainsawMarkLower\n\tanimator FastGoAway\n}\n\n//******** Plasma Rifle Scorches ********\n\ndecal PlasmaScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorch1\n{\n\tpic PLSEB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.5\n\ty-scale 0.5\n\tlowerdecal PlasmaScorchLower1\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorch2\n{\n\tpic PLSEC0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.5\n\ty-scale 0.5\n\tlowerdecal PlasmaScorchLower2\n\trandomflipx\n\trandomflipy\n\n}\n\ndecal PlasmaScorchLower3\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 1.1\n\ty-scale 1.1\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorchLower4\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 1.1\n\ty-scale 1.1\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup PlasmaScorchLower\n{\n\tPlasmaScorchLower1\t1\n\tPlasmaScorchLower2\t1\n}\n\ndecalgroup PlasmaScorchLower5\n{\n\tPlasmaScorchLower3\t1\n\tPlasmaScorchLower4\t1\n}\n\ndecalgroup PlasmaScorch\n{\n\tPlasmaScorch1\t1\n\tPlasmaScorch2\t1\n}\n\ndecal RedPlasmaScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.26\n\ty-scale 0.26\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedPlasmaScorch1\n{\n\tpic PLD2B0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.46\n\ty-scale 0.46\n\tlowerdecal RedPlasmaScorchLower1\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedPlasmaScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.26\n\ty-scale 0.26\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedPlasmaScorch2\n{\n\tpic PLD2c0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.46\n\ty-scale 0.46\n\tlowerdecal RedPlasmaScorchLower2\n\trandomflipx\n\trandomflipy\n\n}\n\ndecalgroup RedPlasmaScorchLower\n{\n\tRedPlasmaScorchLower1\t1\n\tRedPlasmaScorchLower2\t1\n}\n\ndecalgroup RedPlasmaScorch\n{\n\tRedPlasmaScorch1\t1\n\tRedPlasmaScorch2\t1\n}\n\ndecal APlasmaScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal APlasmaScorch1\n{\n\tpic PSPEB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.5\n\ty-scale 0.5\n\tlowerdecal APlasmaScorchLower1\n\trandomflipx\n\trandomflipy\n}\n\ndecal APlasmaScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal APlasmaScorch2\n{\n\tpic PSPEC0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.5\n\ty-scale 0.5\n\tlowerdecal APlasmaScorchLower2\n\trandomflipx\n\trandomflipy\n\n}\n\ndecalgroup APlasmaScorchLower\n{\n\tAPlasmaScorchLower1\t1\n\tAPlasmaScorchLower2\t1\n}\n\ndecalgroup APlasmaScorch\n{\n\tAPlasmaScorch1\t1\n\tAPlasmaScorch2\t1\n}\n\ndecal FusionScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.37\n\ty-scale 0.37\n\trandomflipx\n\trandomflipy\n}\n\ndecal FusionScorch1\n{\n\tpic FPLSC0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.67\n\ty-scale 0.67\n\tlowerdecal FusionScorchLower1\n\trandomflipx\n\trandomflipy\n}\n\ndecal FusionScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.37\n\ty-scale 0.37\n\trandomflipx\n\trandomflipy\n}\n\ndecal FusionScorch2\n{\n\tpic FPLSD0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.67\n\ty-scale 0.67\n\tlowerdecal FusionScorchLower2\n\trandomflipx\n\trandomflipy\n\n}\n\ndecalgroup FusionScorchLower\n{\n\tFusionScorchLower1\t1\n\tFusionScorchLower2\t1\n}\n\ndecalgroup FusionScorch\n{\n\tFusionScorch1\t1\n\tFusionScorch2\t1\n}\n\ndecal FusionBoltScorchLower\n{\n\tpic MMDBA1\n\tshade \"00 00 00\"\n\tx-scale 0.85\n\ty-scale 0.85\n\trandomflipx\n\trandomflipy\n}\n\ndecal FusionBoltScorch\n{\n\tpic MMDBI0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.95\n\ty-scale 0.95\n\tlowerdecal FusionBoltScorchLower\n\trandomflipx\n\trandomflipy\n\n}\n\n//******** Imp Plasma Scorches ********\n\ndecal ImpPlasmaScorchLower1\n{\n\tpic ILASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal ImpPlasmaScorch1\n{\n\tpic ILSEB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.5\n\ty-scale 0.5\n\tlowerdecal PlasmaScorchLower1\n\trandomflipx\n\trandomflipy\n}\n\ndecal ImpPlasmaScorchLower2\n{\n\tpic ILASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal ImpPlasmaScorch2\n{\n\tpic ILSEC0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tx-scale 0.5\n\ty-scale 0.5\n\tlowerdecal PlasmaScorchLower2\n\trandomflipx\n\trandomflipy\n\n}\n\ndecalgroup ImpPlasmaScorchLower\n{\n\tImpPlasmaScorchLower1\t1\n\tImpPlasmaScorchLower2\t1\n}\n\ndecalgroup ImpPlasmaScorch\n{\n\tImpPlasmaScorch1\t1\n\tImpPlasmaScorch2\t1\n}\n\n//Monsters\n\ndecal PoeBallScorch\n{\n\tpic POBLE0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway2\n\tlowerdecal BigScorch\n}\nGenerator PoeBall PoeBallScorch\nGenerator PoeTracer PoeBallScorch\n\ndecal CmentBallScorch\n{\n\tpic HEFXD0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway2\n\tlowerdecal BigScorch\n}\nGenerator CmentBall CmentBallScorch\n\ndecal CacolichBallScorch\n{\n\tpic HEFGC0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway2\n\tlowerdecal BigScorch\n}\nGenerator CacolichTracer CacolichBallScorch\n\nDECAL BFG9000LightningRed1\n{\nPic BFGLITE1\nAdd 1.0\nX-Scale 0.25\nY-Scale 0.25\nFullBright\nRandomFlipx\nRandomFlipy\nAnimator GoAway2\nLowerDecal BFGScorch\n}\n\nDECAL BFG9000LightningRed2\n{\nPic BFGLITE2\nShade \"ff 00 00\"\nFullBright\nRandomFlipy\nAnimator GoAway2\nLowerDecal BFGScorch\n}\n\nDECALGROUP BFG9000LightningRed\n{\nBFG9000LightningRed1\t1\nBFG9000LightningRed2\t1\n}\n\nDECAL BFG10KLightning1\n{\nPic BFGLITE1\nShade \"ff 00 00\"\nFullBright\nRandomFlipx\nAnimator GoAway2\nLowerDecal BFGScorch\n}\n\nDECAL BFG10KLightning2\n{\nPic BFGLITE2\nShade \"ff 00 00\"\nFullBright\nRandomFlipy\nAnimator GoAway2\nLowerDecal BFGScorch\n}\n\nDECALGROUP BFG10KLightning\n{\nBFG10KLightning1\t1\nBFG10KLightning2\t1\n}\n\nDECAL Cardinal15KLightning1\n{\nPic BFGLITE1\nShade \"ff 00 00\"\nFullBright\nX-Scale 0.5\nY-Scale 0.5\nRandomFlipx\nAnimator GoAway2\nLowerDecal BFGScorch\n}\n\nDECAL Cardinal15KLightning2\n{\nPic BFGLITE2\nShade \"ff 00 00\"\nFullBright\nX-Scale 0.5\nY-Scale 0.5\nRandomFlipy\nAnimator GoAway2\nLowerDecal BFGScorch\n}\n\nDECALGROUP Cardinal15KLightning\n{\nCardinal15KLightning1\t1\nCardinal15KLightning2\t1\n}\n\nDECAL PurgKing15KLightning1\n{\nPic BFGLITE1\nShade \"80 00 80\"\nFullBright\nX-Scale 0.5\nY-Scale 0.5\nRandomFlipx\nAnimator GoAway2\nLowerDecal BFGScorch\n}\n\nDECAL PurgKing15KLightning2\n{\nPic BFGLITE2\nShade \"80 00 80\"\nFullBright\nX-Scale 0.5\nY-Scale 0.5\nRandomFlipy\nAnimator GoAway2\nLowerDecal BFGScorch\n}\n\nDECALGROUP PurgKing15KLightning\n{\nPurgKing15KLightning1\t1\nPurgKing15KLightning2\t1\n}\n\ndecal KameHole\n{\n pic HOLE_LG\n shade \"00 00 00\"\n x-scale 3.25\n y-scale 3.25\n randomflipx\n randomflipy\n}\n\ndecal KameHole1\n{\n pic HOLE_LG\n shade \"00 00 00\"\n x-scale 1.25\n y-scale 1.25\n randomflipx\n randomflipy\n}\n\ndecal KameHole2\n{\n pic HOLE_LG\n shade \"00 00 00\"\n x-scale 0.5\n y-scale 0.5\n randomflipx\n randomflipy\n}\n\ndecal MetalBigScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 3.0\n\ty-scale 3.0\n\trandomflipx\n\trandomflipy\n}\n\ndecal ReallyBigScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 4.25\n\ty-scale 4.25\n\trandomflipx\n\trandomflipy\n}\n\ndecal DevastatorScorch1\n{\n\tpic BFGSCRC1\n\tshade \"00 00 00\"\n\tx-scale 1.70\n\ty-scale 1.70\n\trandomflipx\n\trandomflipy\n}\n\ndecal DevastatorScorch2\n{\n\tpic BFGSCRC2\n\tshade \"00 00 00\"\n\tx-scale 1.70\n\ty-scale 1.70\n\trandomflipx\n\trandomflipy\n}\n\nDECALGROUP DevastatorScorch\n{\nDevastatorScorch1\t1\nDevastatorScorch2\t1\n}\n\nDECAL DevastatorLightning1\n{\nPic BFGLITE1\nadd 1.0\nShade \"ff 00 00\"\nFullBright\nAnimator GoAway2\nLowerDecal DevastatorScorch\nX-Scale 1.75\nY-Scale 1.75\nRandomFlipx\n}\n\nDECAL DevastatorLightning2\n{\nPic BFGLITE2\nadd 1.0\nShade \"ff 00 00\"\nAnimator GoAway2\nLowerDecal DevastatorScorch\nFullBright\nX-Scale 1.75\nY-Scale 1.75\nRandomFlipy\n}\n\nDECALGROUP DevastatorLightning\n{\nDevastatorLightning1\t1\nDevastatorLightning2\t1\n}\n\ndecal BFG20KScorch1\n{\n\tpic BFGSCRC1\n\tshade \"00 00 00\"\n\tx-scale 1.5\n\ty-scale 1.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BFG20KScorch2\n{\n\tpic BFGSCRC2\n\tshade \"00 00 00\"\n\tx-scale 1.5\n\ty-scale 1.5\n\trandomflipx\n\trandomflipy\n}\n\nDECALGROUP BFG20KScorch\n{\nBFG20KScorch1\t1\nBFG20KScorch2\t1\n}\n\nDECAL BFG20KLightning1\n{\nPic BFGLITE1\nadd 1.0\nShade \"Gold\"\nFullBright\nAnimator GoAway2\nLowerDecal BFG20KScorch\nX-Scale 1.55\nY-Scale 1.55\nRandomFlipx\n}\n\nDECAL BFG20KLightning2\n{\nPic BFGLITE2\nadd 1.0\nShade \"Gold\"\nAnimator GoAway2\nLowerDecal BFG20KScorch\nFullBright\nX-Scale 1.55\nY-Scale 1.55\nRandomFlipy\n}\n\nDECALGROUP BFG20KLightning\n{\nBFG20KLightning1\t1\nBFG20KLightning2\t1\n}\n\nFader PleaseDontGoAway\n{\n\tDecayStart\t9.0\n\tDecayTime\t3.0\n}\n\nDecal BHoleDecal\n{\n\tPic Twirl\n\tadd 1.0\n\tShade \"20 05 40\"\n\tFullBright\n\tAnimator PleaseDontGoAway\n\tLowerDecal DevastatorScorch\n\tX-Scale 1.15\n\tY-Scale 1.15\n}\n\ndecal PrettyBigDoomImpScorchlower\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipx\n\trandomflipy\n}\n\nDecal RKsawScorch1\n{\n Pic BFGLITE1\n\tadd 1.0\n Shade \"ff 00 00\"\n\tFullBright\n\tAnimator GoAway2\n\tLowerDecal PlasmaScorchLower5\n\tX-Scale 0.9\n\tY-Scale 0.9\n}\n\nDecal RKsawScorch2\n{\n Pic BFGLITE2\n\tadd 1.0\n Shade \"ff 00 00\"\n\tFullBright\n\tAnimator GoAway2\n\tLowerDecal PlasmaScorchLower5\n\tX-Scale 0.9\n\tY-Scale 0.9\n}\n\nDECALGROUP RKsawScorch\n{\nRKsawScorch1\t1\nRKsawScorch2\t1\n}\n\nDecal GKsawScorch1\n{\n Pic BFGLITE1\n\tadd 1.0\n Shade \"Green\"\n\tFullBright\n\tAnimator GoAway2\n\tLowerDecal PlasmaScorchLower5\n\tX-Scale 0.9\n\tY-Scale 0.9\n}\n\nDecal GKsawScorch2\n{\n Pic BFGLITE2\n\tadd 1.0\n Shade \"Green\"\n\tFullBright\n\tAnimator GoAway2\n\tLowerDecal PlasmaScorchLower5\n\tX-Scale 0.9\n\tY-Scale 0.9\n}\n\nDECALGROUP GKsawScorch\n{\nGKsawScorch1\t1\nGKsawScorch2\t1\n}\n\nDecal BHoleDecal2\n{\n\tPic Twirl\n\tadd 1.0\n\tShade \"20 05 40\"\n\tFullBright\n\tAnimator PleaseDontGoAway\n\tLowerDecal DevastatorScorch\n\tX-Scale 2.15\n\tY-Scale 2.15\n}\n\ndecal RedRailCrater1\n{\n\tpic CHIP1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 1.2\n\ty-scale 1.2\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedRailCrater2\n{\n\tpic CHIP2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 1.2\n\ty-scale 1.2\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedRailCrater3\n{\n\tpic CHIP3\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 1.2\n\ty-scale 1.2\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedRailCrater4\n{\n\tpic CHIP4\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 1.2\n\ty-scale 1.2\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedRailCrater5\n{\n\tpic CHIP5\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 1.2\n\ty-scale 1.2\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup RedRailCrater\n{\n\tRedRailCrater1\t1\n\tRedRailCrater2\t1\n\tRedRailCrater3\t1\n\tRedRailCrater4\t1\n\tRedRailCrater5\t1\n}\n\ndecal RedRailScorch1\n{\n\tpic CHIP1\n\tshade \"FF 00 00\"\n\tx-scale 1.2\n\ty-scale 1.2\n\trandomflipx\n\trandomflipy\n\tlowerdecal BulletChip\n animator GoAway\n}\n\ndecal RedRailScorch2\n{\n\tpic CHIP2\n\tshade \"FF 00 00\"\n\tx-scale 1.2\n\ty-scale 1.2\n\trandomflipx\n\trandomflipy\n\tlowerdecal BulletChip\n animator GoAway\n}\n\ndecal RedRailScorch3\n{\n\tpic CHIP3\n\tshade \"FF 00 00\"\n\tx-scale 1.2\n\ty-scale 1.2\n\trandomflipx\n\trandomflipy\n\tlowerdecal BulletChip\n animator GoAway\n}\n\ndecal RedRailScorch4\n{\n\tpic CHIP4\n\tshade \"FF 00 00\"\n\tx-scale 1.2\n\ty-scale 1.2\n\trandomflipx\n\trandomflipy\n\tlowerdecal BulletChip\n animator GoAway\n}\n\ndecal RedRailScorch5\n{\n\tpic CHIP5\n\tshade \"FF 00 00\"\n\tx-scale 1.2\n\ty-scale 1.2\n\trandomflipx\n\trandomflipy\n\tlowerdecal BulletChip\n animator GoAway\n}\n\ndecalgroup RedRailScorch\n{\n\tRedRailScorch1\t1\n\tRedRailScorch2\t1\n\tRedRailScorch3\t1\n\tRedRailScorch4\t1\n\tRedRailScorch5\t1\n}"
},
{
"source": "pk3",
"name": "Decorate.txt",
"contents": "//Doom\n#Include \"Actors/Monsters/Doom/Cacodemon.txt\"\n#Include \"Actors/Monsters/Doom/Cyberdemon.txt\"\n#Include \"Actors/Monsters/Doom/BaronofHell.txt\"\n#Include \"Actors/Monsters/Doom/DoomImp.txt\"\n#Include \"Actors/Monsters/Doom/SpiderMastermind.txt\"\n#Include \"Actors/Monsters/Doom/Demon.txt\"\n#Include \"Actors/Monsters/Doom/LostSoul.txt\"\n#Include \"Actors/Monsters/Doom/Zombieman.txt\"\n#Include \"Actors/Monsters/Doom/ShotgunGuy.txt\"\n\n//Doom 2\n#Include \"Actors/Monsters/Doom2/Hellknight.txt\"\n#Include \"Actors/Monsters/Doom2/Fatso.txt\"\n#Include \"Actors/Monsters/Doom2/Archvile.txt\"\n#Include \"Actors/Monsters/Doom2/ChaingunGuy.txt\"\n#Include \"Actors/Monsters/Doom2/Arachnotron.txt\"\n#Include \"Actors/Monsters/Doom2/SSEliteGuard.txt\"\n#Include \"Actors/Monsters/Doom2/PainElemental.txt\"\n#Include \"Actors/Monsters/Doom2/Revenant.txt\"\n#Include \"Actors/Monsters/Doom2/Keen.txt\"\n\n//Secondary Monsters\n#Include \"Actors/Monsters/Secondary/CyberLord.txt\"\n#Include \"Actors/Monsters/Secondary/Nemesis.txt\"\n#Include \"Actors/Monsters/Secondary/Cyberfiend.txt\"\n#Include \"Actors/Monsters/Secondary/ShadowFiend.txt\"\n#Include \"Actors/Monsters/Secondary/Mafibus.txt\"\n#Include \"Actors/Monsters/Secondary/Necrodemon.txt\"\n#Include \"Actors/Monsters/Secondary/Crackodemon.txt\"\n#Include \"Actors/Monsters/Secondary/MinigunGuy.txt\"\n#Include \"Actors/Monsters/Secondary/Pyrodemon.txt\"\n#Include \"Actors/Monsters/Secondary/Damnedknight.txt\"\n#Include \"Actors/Monsters/Secondary/Voidimp.txt\"\n#Include \"Actors/Monsters/Secondary/QSGGuy.txt\"\n#Include \"Actors/Monsters/Secondary/ZombieWoman.txt\"\n#Include \"Actors/Monsters/Secondary/Stalker.txt\"\n#Include \"Actors/Monsters/Secondary/Shadowvile.txt\"\n#Include \"Actors/Monsters/Secondary/Iceelemental.txt\"\n#Include \"Actors/Monsters/Secondary/Visage.txt\"\n#Include \"Actors/Monsters/Secondary/SSMutant.txt\"\n#Include \"Actors/Monsters/Secondary/SSOfficer.txt\"\n#Include \"Actors/Monsters/Secondary/SSBaron.txt\"\n#Include \"Actors/Monsters/Secondary/SSGuard.txt\"\n#Include \"Actors/Monsters/Secondary/SSClone.txt\"\n#Include \"Actors/Monsters/Secondary/SSDoge.txt\"\n#Include \"Actors/Monsters/Secondary/SSFlamer.txt\"\n#Include \"Actors/Monsters/Secondary/SSSupersoldier.txt\"\n#Include \"Actors/Monsters/Secondary/SSJugg.txt\"\n#Include \"Actors/Monsters/Secondary/SSShotgunner.txt\"\n#Include \"Actors/Monsters/Secondary/ZSpecOps.txt\"\n#Include \"Actors/Monsters/Secondary/Assaultfiend.txt\"\n#Include \"Actors/Monsters/Secondary/HotHead.txt\"\n#Include \"Actors/Monsters/Secondary/BFGGuy.txt\"\n#Include \"Actors/Monsters/Secondary/HeadHunter.txt\"\n#Include \"Actors/Monsters/Secondary/Demobus.txt\"\n#Include \"Actors/Monsters/Secondary/Eldritch.txt\"\n#Include \"Actors/Monsters/Secondary/AnnihilatorImp.txt\"\n#Include \"Actors/Monsters/Secondary/Cybrawler.txt\"\n#Include \"Actors/Monsters/Secondary/NetherSummoner.txt\"\n#Include \"Actors/Monsters/Secondary/NetherEnemies.txt\"\n#Include \"Actors/Monsters/Secondary/CGunSpider.txt\"\n#Include \"Actors/Monsters/Secondary/Fusionite.txt\"\n#Include \"Actors/Monsters/Secondary/DemoBaby.txt\"\n#Include \"Actors/Monsters/Secondary/CyPaladin.txt\"\n#Include \"Actors/Monsters/Secondary/DeathCardinal.txt\"\n#Include \"Actors/Monsters/Secondary/CMatriarch.txt\"\n#Include \"Actors/Monsters/Secondary/BloodHarvester.txt\"\n#Include \"Actors/Monsters/Secondary/BloodSoul.txt\"\n#Include \"Actors/Monsters/Secondary/CyberImp.txt\"\n#Include \"Actors/Monsters/Secondary/CyberNoble.txt\"\n#Include \"Actors/Monsters/Secondary/Behemoth.txt\"\n#Include \"Actors/Monsters/Secondary/ASGGuy.txt\"\n#Include \"Actors/Monsters/Secondary/Cybruiser.txt\"\n#Include \"Actors/Monsters/Secondary/SoulEater.txt\"\n#Include \"Actors/Monsters/Secondary/KarasawaGuy.txt\"\n#Include \"Actors/Monsters/Secondary/PurgatoryKing.txt\"\n#Include \"Actors/Monsters/Secondary/SawedOffZombie.txt\"\n#Include \"Actors/Monsters/Secondary/SeekerZombie.txt\"\n#Include \"Actors/Monsters/Secondary/BFG9500Guy.txt\"\n#Include \"Actors/Monsters/Secondary/Blitzodemon.txt\"\n#Include \"Actors/Monsters/Secondary/Cacomental.txt\"\n#Include \"Actors/Monsters/Secondary/LesserCacodemon.txt\"\n#Include \"Actors/Monsters/Secondary/HellChampion.txt\"\n#Include \"Actors/Monsters/Secondary/HellCommando.txt\"\n#Include \"Actors/Monsters/Secondary/Goliath.txt\"\n#Include \"Actors/Monsters/Secondary/Exterminator.txt\"\n#Include \"Actors/Monsters/Secondary/NetherDweller.txt\"\n#Include \"Actors/Monsters/Secondary/LootDroid.txt\"\n#Include \"Actors/Monsters/Secondary/Obliterater.txt\"\n#Include \"Actors/Monsters/Secondary/MetalProphet.txt\"\n#Include \"Actors/Monsters/Secondary/TormentedSpectre.txt\"\n#Include \"Actors/Monsters/Secondary/StoneFiend.txt\"\n#Include \"Actors/Monsters/Secondary/CausticWorm.txt\"\n#Include \"Actors/Monsters/Secondary/CerebralBaby.txt\"\n#Include \"Actors/Monsters/Secondary/BrimBomber.txt\"\n#Include \"Actors/Monsters/Secondary/BrimSoul.txt\"\n#Include \"Actors/Monsters/Secondary/SSGeneral.txt\"\n#Include \"Actors/Monsters/Secondary/Heretic.txt\"\n#Include \"Actors/Monsters/Secondary/NetherZealot.txt\"\n\n//Monster Spawners\n#Include \"Actors/Monsters/ArchvileSpawner.txt\"\n#Include \"Actors/Monsters/ArachSpawner.txt\"\n#Include \"Actors/Monsters/BaronofHellSpawner.txt\"\n#Include \"Actors/Monsters/CacodemonSpawner.txt\"\n#Include \"Actors/Monsters/ChaingunGuySpawner.txt\"\n#Include \"Actors/Monsters/CyberDemonSpawner.txt\"\n#Include \"Actors/Monsters/DemonSpawner.txt\"\n#Include \"Actors/Monsters/DoomImpSpawner.txt\"\n#Include \"Actors/Monsters/FatsoSpawner.txt\"\n#Include \"Actors/Monsters/HellKnightSpawner.txt\"\n#Include \"Actors/Monsters/LostSoulSpawner.txt\"\n#Include \"Actors/Monsters/PainElementalSpawner.txt\"\n#Include \"Actors/Monsters/RevenantSpawner.txt\"\n#Include \"Actors/Monsters/ShotgunGuySpawner.txt\"\n#Include \"Actors/Monsters/SpectreSpawner.txt\"\n#Include \"Actors/Monsters/SpiderMastermindSpawner.txt\"\n#Include \"Actors/Monsters/WolfensteinSSSpawner.txt\"\n#Include \"Actors/Monsters/ZombiemanSpawner.txt\"\n#Include \"Actors/Monsters/SuperShotgunguySpawner.txt\"\n#Include \"Actors/Monsters/BloodDemonSpawner.txt\"\n#Include \"Actors/Monsters/CacolanternSpawner.txt\"\n#Include \"Actors/Monsters/AbaddonSpawner.txt\"\n#Include \"Actors/Monsters/HectebusSpawner.txt\"\n#Include \"Actors/Monsters/BelphegorSpawner.txt\"\n\n//Weapons\n#Include \"Actors/Weapons/Casings.txt\"\n#Include \"Actors/Weapons/Puffs.txt\"\n#Include \"Actors/Weapons/Fist.txt\"\n#Include \"Actors/Weapons/Chainsaw.txt\"\n#Include \"Actors/Weapons/Pistol.txt\"\n#Include \"Actors/Weapons/Shotgun.txt\"\n#Include \"Actors/Weapons/AutoShotgun.txt\"\n#Include \"Actors/Weapons/SuperShotgun.txt\"\n#Include \"Actors/Weapons/Chaingun.txt\"\n#Include \"Actors/Weapons/Minigun.txt\"\n#Include \"Actors/Weapons/Quad-Shotgun.txt\"\n#Include \"Actors/Weapons/RocketLauncher.txt\"\n#Include \"Actors/Weapons/HomRocketLauncher.txt\"\n#Include \"Actors/Weapons/GrenadeLauncher.txt\"\n#Include \"Actors/Weapons/PlasmaRifle.txt\"\n#Include \"Actors/Weapons/Railgun.txt\"\n#Include \"Actors/Weapons/Karasawa.txt\"\n#Include \"Actors/Weapons/BFG9000.txt\"\n#Include \"Actors/Weapons/BFG10k.txt\"\n#Include \"Actors/Weapons/Devastator.txt\"\n#Include \"Actors/Weapons/WolfKnife.txt\"\n#Include \"Actors/Weapons/WolfPistol.txt\"\n#Include \"Actors/Weapons/WolfMachinegun.txt\"\n#Include \"Actors/Weapons/WolfChaingun.txt\"\n#Include \"Actors/Weapons/CometCannon.txt\"\n#Include \"Actors/Weapons/Nlauncher.txt\"\n#Include \"Actors/Weapons/NiceWep.txt\"\n#Include \"Actors/Weapons/Rifle.txt\"\n#Include \"Actors/Weapons/VoidSword.txt\"\n#Include \"Actors/Weapons/C4s.txt\"\n\n//Other\n#Include \"Actors/Decorations.txt\"\n#Include \"Actors/Gore.txt\"\n#Include \"Actors/HUD.txt\"\n#Include \"Actors/Player.txt\"\n#Include \"Actors/Powerups.txt\"\n#Include \"Actors/TeleportFog.txt\"\n#Include \"Actors/PwrupSpawners.txt\"\n#Include \"Actors/Supporters.txt\"\n#Include \"Actors/MarineSpawners.txt\"\n#Include \"Actors/Keys.txt\"\n#Include \"Actors/WeaponSpawners.txt\"\n#Include \"Actors/DecorSpawners.txt\""
},
{
"source": "pk3",
"name": "FontDefs.txt",
"contents": "STATUSFONT\n{\n 0 STTNUM0\n 1 STTNUM1\n 2 STTNUM2\n 3 STTNUM3\n 4 STTNUM4\n 5 STTNUM5\n 6 STTNUM6\n 7 STTNUM7\n 8 STTNUM8\n 9 STTNUM9\n % STTPRCNT\n - STTMINUS\n NOTRANSLATION 109\n}"
},
{
"source": "pk3",
"name": "GameInfo.txt",
"contents": "STARTUPTITLE = \"Beyond Doom.v2.1e\"\nSTARTUPCOLORS = \"6b0000\", \"000000\""
},
{
"source": "pk3",
"name": "GLDefs.txt",
"contents": "//GL Lumps\n#INCLUDE \"GLDefs/Player.gl\"\n#INCLUDE \"GLDefs/Pickups.gl\"\n#INCLUDE \"GLDefs/Decorations.gl\"\n#INCLUDE \"GLDefs/Other.gl\""
},
{
"source": "pk3",
"name": "KeyConf.txt",
"contents": "ClearPlayerClasses\nAddPlayerClass DoomMarine\n\nSETSLOT 1 Fist~ WolfKnife Chainsaw~ RemoteC4 VoidSword\nSETSLOT 2 Beretta\nSETSLOT 3 Shotgun~ Auto-Shotgun SuperShotgun~ Quad-Shotgun\nSETSLOT 4 Rifle Chaingun~ Minigun~\nSETSLOT 5 RocketLauncher~ GrenadeLauncher~ Hrocketlauncher\nSETSLOT 6 PlasmaRifle~ Railgun~ Karasawa\nSETSLOT 7 BFG9000~ BFG10K~ Devastator\nSETSLOT 8 WolfPistol WolfMachinegun WolfChaingun\nSETSLOT 9 CometCannon NukeLauncher\nSETSLOT 0 NiceWep\n\nADDKEYSECTION \"Beyond Doom Hotkeys\" BeyondDoomHotkeys\n\nADDMENUKEY \"Sentry Box\" UseSentryBox\nADDMENUKEY \"Droid Box\" UseDroidBox\nADDMENUKEY \"Beacon\" UseBeacon\nADDMENUKEY \"Armoury Crate\" UseArmouryCrateitem\nADDMENUKEY \"Spirit Sphere\" UseSpiritsphere\nADDMENUKEY \"Holy Sphere\" UseHolysphere\nADDMENUKEY \"Loot Box\" UseLootboxitem\nADDMENUKEY \"Light Amp Goggles\" UseAmpGoggles\nADDMENUKEY \"Night Vision Goggles\" UseNightVision\nADDMENUKEY \"Nail Augment\" UseNailAugment\nADDMENUKEY \"Explosive Shells\" UseESitem\nADDMENUKEY \"Flash Rockets\" UseFRitem\nADDMENUKEY \"Volt Augment\" UseVoltAugment\n\nALIAS UseSentryBox \"Use SentryBox\"\nALIAS UseDroidBox \"Use DroidBox\"\nALIAS UseBeacon \"Use Beacon\"\nALIAS UseArmouryCrateitem \"Use ArmouryCrateitem\"\nALIAS UseSpiritsphere \"Use Spiritsphere\"\nALIAS UseHolysphere \"Use Holysphere\"\nALIAS UseLootboxitem \"Use Lootboxitem\"\nALIAS UseAmpGoggles \"Use AmpGoggles\"\nALIAS UseNightVision \"Use NightVision\"\nALIAS UseNailAugment \"Use NailAugment\"\nALIAS UseESitem \"Use ESitem\"\nALIAS UseFRitem \"Use FRitem\"\nALIAS UseVoltAugment \"Use VoltAugment\""
},
{
"source": "pk3",
"name": "LockDefs.txt",
"contents": "ClearLocks\n\nLock 1 Doom\n{\n//$Title \"Red key card\"\nBDRedCard\nMessage \"$PD_REDC\"\nRemoteMessage \"$PD_REDCO\"\nMapcolor 255 0 0\n}\n\nLock 2 Doom\n{\n//$Title \"Blue key card\"\nBDBlueCard\nMessage \"$PD_BLUEC\"\nRemoteMessage \"$PD_BLUECO\"\nMapcolor 0 0 255\n}\n\nLock 3 Doom\n{\n//$Title \"Yellow key card\"\nBDYellowCard\nMessage \"$PD_YELLOWC\"\nRemoteMessage \"$PD_YELLOWCO\"\nMapcolor 255 255 0\n}\n\nLock 4 Doom\n{\n//$Title \"Red skull\"\nBDRedSkull\nMessage \"$PD_REDS\"\nRemoteMessage \"$PD_REDSO\"\nMapcolor 255 0 0\n}\n\nLock 5 Doom\n{\n//$Title \"Blue skull\"\nBDBlueSkull\nMessage \"$PD_BLUES\"\nRemoteMessage \"$PD_BLUESO\"\nMapcolor 0 0 255\n}\n\nLock 6 Doom\n{\n//$Title \"Yellow skull\"\nBDYellowSkull\nMessage \"$PD_YELLOWS\"\nRemoteMessage \"$PD_YELLOWSO\"\nMapcolor 255 255 0\n}\n\nLock 129 Doom\n{\n//$Title \"Any red key\"\nAny { BDRedCard BDRedSkull KeyGreen }\nMessage \"$PD_REDK\"\nRemoteMessage \"$PD_REDO\"\nMapcolor 255 0 0\n}\n\nLock 130 Doom\n{\n//$Title \"Any blue key\"\nAny { BDBlueCard BDBlueSkull KeyBlue }\nMessage \"$PD_BLUEK\"\nRemoteMessage \"$PD_BLUEO\"\nMapcolor 0 0 255\n}\n\nLock 131 Doom\n{\n//$Title \"Any yellow key\"\nAny { BDYellowCard BDYellowSkull KeyYellow }\nMessage \"$PD_YELLOWK\"\nRemoteMessage \"$PD_YELLOWO\"\nMapcolor 255 255 0\n}\n\nLock 132 Doom\n{\n//$Title \"Red card or skull\"\nAny { BDRedCard BDRedSkull }\nMessage \"$PD_REDK\"\nRemoteMessage \"$PD_REDO\"\nMapcolor 255 0 0\n}\n\nLock 133 Doom\n{\n//$Title \"Blue card or skull\"\nAny { BDBlueCard BDBlueSkull }\nMessage \"$PD_BLUEK\"\nRemoteMessage \"$PD_BLUEO\"\nMapcolor 0 0 255\n}\n\nLock 134 Doom\n{\n//$Title \"Yellow card or skull\"\nAny { BDYellowCard BDYellowSkull }\nMessage \"$PD_YELLOWK\"\nRemoteMessage \"$PD_YELLOWO\"\nMapcolor 255 255 0\n}\n\nLock 100\n{\n//$Title \"Any key\"\nMessage \"$PD_ANY\"\nRemoteMessage \"$PD_ANYOBJ\"\nMapcolor 128 128 255\n}\n\nLock 228\n{\n//$Title \"Any key\"\nMessage \"$PD_ANY\"\nRemoteMessage \"$PD_ANYOBJ\"\nMapcolor 128 128 255\n}\n\nLock 229 Doom\n{\n//$Title \"One of each color\"\nAny { BDBlueCard BDBlueSkull KeyBlue}\nAny { BDYellowCard BDYellowSkull KeyYellow}\nAny { BDRedCard BDRedSkull KeyGreen}\nMessage \"$PD_ALL3\"\nRemoteMessage \"$PD_ALL3O\"\n}\n\nLock 101 Doom\n{\n//$Title \"All keys\"\nBDBlueCard\nBDBlueSkull\nBDYellowCard\nBDYellowSkull\nBDRedCard\nBDRedSkull\nMessage \"$PD_ALL6\"\nRemoteMessage \"$PD_ALL6O\"\n}"
},
{
"source": "pk3",
"name": "SkinInfo.txt",
"contents": "{\nName = Fist-DoomMarine\nSprite = PLA1\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL1C\n}\n\n{\nName = WolfKnife-DoomMarine\nSprite = PKNI\nClass = DoomMarine\nHidden = True\nCrouchSprite = PKNC\n}\n\n{\nName = C4-DoomMarine\nSprite = PRC4\nClass = DoomMarine\nHidden = True\nCrouchSprite = PC4C\n}\n\n{\nName = Chainsaw-DoomMarine\nSprite = PLA8\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL8C\n}\n\n{\nName = Pistol-DoomMarine\nSprite = PLA2\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL2C\n}\n\n{\nName = Shotgun-DoomMarine\nSprite = PLA3\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL3C\n}\n\n{\nName = ASG-DoomMarine\nClass = DoomMarine\nSprite = PASG\nCrouchSprite = PASC\nHidden = True\n}\n\n{\nName = SSG-DoomMarine\nSprite = PLA9\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL9C\n}\n\n{\nName = QuadShotgun-DoomMarine\nSprite = PQST\nClass = DoomMarine\nHidden = True\nCrouchSprite = PQSC\n}\n\n{\nName = Chaingun-DoomMarine\nSprite = PLA4\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL4C\n}\n\n{\nName = Minigun-DoomMarine\nSprite = PL42\nClass = DoomMarine\nHidden = True\nCrouchSprite = P42C\n}\n\n{\nName = Rocket-DoomMarine\nSprite = PLA5\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL5C\n}\n\n{\nName = Grenade-DoomMarine\nSprite = PGRN\nClass = DoomMarine\nHidden = True\nCrouchSprite = PGRC\n}\n\n{\nName = Plasma-DoomMarine\nSprite = PLA6\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL6C\n}\n\n{\nName = Railgun-DoomMarine\nSprite = PRAI\nClass = DoomMarine\nHidden = True\nCrouchSprite = PRAC\n}\n\n{\nName = Karasawa-DoomMarine\nSprite = PKSW\nClass = DoomMarine\nHidden = True\nCrouchSprite = PKSC\n}\n\n{\nName = BFG-DoomMarine\nSprite = PLA7\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL7C\n}\n\n{\nName = BFG10k-DoomMarine\nSprite = PB10\nClass = DoomMarine\nHidden = True\nCrouchSprite = P10C\n}\n\n{\nName = Devastator-DoomMarine\nSprite = PDEV\nClass = DoomMarine\nHidden = True\nCrouchSprite = PDVC\n}\n\n{\nName = WolfPistol-DoomMarine\nSprite = PLWP\nClass = DoomMarine\nHidden = True\nCrouchSprite = PL2C\n}\n\n{\nName = WolfMG-DoomMarine\nSprite = PSMG\nClass = DoomMarine\nHidden = True\nCrouchSprite = PSMC\n}\n\n{\nName = CCannon-DoomMarine\nSprite = PUNM\nClass = DoomMarine\nHidden = True\nCrouchSprite = PUNC\n}"
},
{
"source": "pk3",
"name": "SndInfo.txt",
"contents": "//Player Sounds\n\n$playersound\tmarine\tmale\t*death\t\tplmdeath\n$playersound\tmarine\tmale\t*xdeath\t\tplmdiehi\n$playersound\tmarine\tmale\t*gibbed\t\tdsslop\n$playersound\tmarine\tmale\t*pain100\tplmpain\n$playersound\tmarine\tmale\t*pain75\t\tplmpain3\n$playersound \tmarine\tmale\t*pain50\t\tplmpain4\n$playersound\tmarine\tmale\t*pain25\t\tplmpain5\n$playersound\tmarine\tmale\t*grunt\t\tplmoof\n$playersound\tmarine\tmale\t*land\t\tplmoof\n$playersound\tmarine\tmale\t*jump\t\tplayjump\n$playersound\tmarine\tmale\t*fist\t\tdspunch\n$playersound\tmarine\tmale\t*usefail\tplmnowai\n$playersound\tmarine\tmale\t*taunt\t\tplmtaunt\n\n$playersound\tmarine\tfemale\t*death\t\tplfdeath\n$playersound\tmarine\tfemale\t*xdeath\t\tplfdiehi\n$playersound\tmarine\tfemale\t*gibbed\t\tdsslop\n$playersound\tmarine\tfemale\t*pain100\tplfpain\n$playersound\tmarine\tfemale\t*pain75\t\tplfpain3\n$playersound \tmarine\tfemale\t*pain50\t\tplfpain4\n$playersound\tmarine\tfemale\t*pain25\t\tplfpain5\n$playersound\tmarine\tfemale\t*grunt\t\tplfoof\n$playersound\tmarine\tfemale\t*land\t\tplfoof\n$playersound\tmarine\tfemale\t*jump\t\tplayjump\n$playersound\tmarine\tfemale\t*fist\t\tdspunch\n$playersound\tmarine\tfemale\t*usefail\tplfnowai\n$playersound\tmarine\tfemale\t*taunt\t\tplftaunt\n\n$playersound\tmarine\tother\t*death\t\tplodeath\n$playersound\tmarine\tother\t*xdeath\t\tplodiehi\n$playersound\tmarine\tother\t*gibbed\t\tdsslop\n$playersound\tmarine\tother\t*pain100\tplopain\n$playersound\tmarine\tother\t*pain75\t\tplopain3\n$playersound \tmarine\tother\t*pain50\t\tplopain4\n$playersound\tmarine\tother\t*pain25\t\tplopain5\n$playersound\tmarine\tother\t*grunt\t\tplooof\n$playersound\tmarine\tother\t*land\t\tplooof\n$playersound\tmarine\tother\t*jump\t\tplayjump\n$playersound\tmarine\tother\t*fist\t\tdspunch\n$playersound\tmarine\tother\t*usefail\tplonowai\n$playersound\tmarine\tother\t*taunt\t\tplotaunt\n\n$playeralias marine male *death plmdeath\n$playeralias marine male *xdeath plmdiehi\n$playeralias marine male *pain100 plmpain\n$playeralias marine male *jump playjump\n$playeralias marine male *taunt plmtaunt\n\n$playeralias marine female *death plfdeath\n$playeralias marine female *xdeath plfdiehi\n$playeralias marine female *pain100 plfpain\n$playeralias marine female *jump playjump\n\n$playeralias marine other *death plodeath\n$playeralias marine other *xdeath plodiehi\n$playeralias marine other *pain100 plopain\n$playeralias marine other *jump playjump\n\n$random playjump { plyr/jump1 plyr/jump2 plyr/jump3 plyr/jump4 plyr/jump5 plyr/jump6 }\nplyr/jump1\t\t\tplyjump1\nplyr/jump2\t\t\tplyjump2\nplyr/jump3\t\t\tplyjump3\nplyr/jump4\t\t\tplyjump4\nplyr/jump5\t\t\tplyjump5\nplyr/jump6\t\t\tplyjump6\n\n$random plmdeath { plymale/death1 plymale/death2 }\nplymale/death1\t\t\tplmdeth1\nplymale/death2\t\t\tplmdeth2\n\n$random plmdiehi { plymale/diehi1 plymale/diehi2 }\nplymale/diehi1\t\t\tplmdieh1\nplymale/diehi2\t\t\tplmdieh2\n\n$random plmpain { plymale/pain1 plymale/pain2 }\nplymale/pain1\t\t\tplmpain1\nplymale/pain2\t\t\tplmpain2\n\n$random plmtaunt { plymale/taunt1 plymale/taunt2 plymale/taunt3 plymale/taunt4 plymale/taunt5 }\nplymale/taunt1\t\t\tplmtaun1\nplymale/taunt2\t\t\tplmtaun2\nplymale/taunt3\t\t\tplmtaun3\nplymale/taunt4\t\t\tplmtaun4\nplymale/taunt5\t\t\tplmtaun5\n\n$random plfdeath { plyfemale/death1 plyfemale/death2 }\nplyfemale/death1\t\tplfdeth1\nplyfemale/death2\t\tplfdeth2\n\n$random plfdiehi { plyfemale/diehi1 }\nplyfemale/diehi1\t\tplfdieh1\n\n$random plfpain { plyfemale/pain1 plyfemale/pain2 }\nplyfemale/pain1\t\t\tplfpain1\nplyfemale/pain2\t\t\tplfpain2\n\n$random plodeath { plyother/death1 plyother/death2 plyother/death3 }\nplyother/death1\t\t\tplodeth1\nplyother/death2\t\t\tplodeth2\nplyother/death3\t\t\tplodeth3\n\n$random plodiehi { plyother/diehi1 plyother/diehi2 }\nplyother/diehi1\t\t\tplodieh1\nplyother/diehi2\t\t\tplodieh2\n\n$random plopain { plyother/pain1 plyother/pain2 }\nplyother/pain1\t\t\tplopain1\nplyother/pain2\t\t\tplopain2\n\ndeath/disintegrated DONEZO\n\n$random plfirdie { player/firedie1 player/firedie2 player/firedie3 player/firedie4 player/firedie5 player/firedie6 player/firedie7 player/firedie8 player/firedie9 player/firedie10 player/firedie11 }\nplayer/firedie1\t\t\tplfirdi1\nplayer/firedie2\t\t\tplfirdi2\nplayer/firedie3\t\t\tplfirdi3\nplayer/firedie4\t\t\tplfirdi4\nplayer/firedie5\t\t\tplfirdi5\nplayer/firedie6\t\t\tplfirdi6\nplayer/firedie7\t\t\tplfirdi7\nplayer/firedie8\t\t\tplfirdi8\nplayer/firedie9\t\t\tplfirdi9\nplayer/firedie10\t\tplfidi10\nplayer/firedie11\t\tplfidi11\n\nplayer/aciddie\t\t placidie"
},
{
"source": "pk3",
"name": "SndInfo.txt",
"contents": "//******** Monsters ********\n\nAgatho/Stealth\t\tGATSTLH\n\nNemesis/CgFire NEMECFIR\nNemesis/Laser NEMELASR\nNemesis/Flame NEMEFLME\nNemesis/Sight\t NEMESIGH\nNemesis/Death\t NEMEDEAT\n$Random Nemesis/Pain { Nemesis/Pain1 Nemesis/Pain2 }\nNemesis/Pain1 NEMEPAI1\nNemesis/Pain2 NEMEPAI2\n\n$limit \tDemo/Fire\t0\nDemo/Fire\t\t DEMOFIRE\n\nbigdemonact bdeact\nbigdemonpain bdepain\n\n$rolloff Cyberdemon/Sight\t800 3500\nCyberdemon/Sight\tDSCYBSIT\nCyberdemon/Die\t\tDSCYBDIE\nCyberdemon/Stomp\tCYBRSTOM\n$Random Cyberdemon/Step { CYBRSTP1 CYBRSTP2 CYBRSTP3 CYBRSTP4 }\nCYBRSTP1\t CYBRSTP1\nCYBRSTP2\t CYBRSTP2\nCYBRSTP3\t CYBRSTP3\nCYBRSTP4\t CYBRSTP4\nCyber/Fire\t CYBRFIRE\nCyber/Hit\t CYBRHIT\n\nCyberLord/Sight\t DSCYLSIT\nCyberLord/Step\t CYBLSTEP\nCyberLord/Death\t DSCYLDIE\nCyberLord/Pain\t DSCYLPAI\n$rolloff CyberLord/Laugh 800 3500\nCyberLord/Laugh\t DSCBYLAU\n\n$Random DeathCard/Active { CARDACT1 CARDACT2 CARDACT3 CARDACT4 }\nCARDACT1\t CARDACT1\nCARDACT2\t CARDACT2\nCARDACT3\t CARDACT3\nCARDACT4\t CARDACT4\n$Random DeathCard/Pain { CARDPAI1 CARDPAI2 }\nCARDPAI1\t CARDPAI1\nCARDPAI2\t CARDPAI2\nDeathCard/Death\tCARDDEAT\nDeathCard/Sight\tCARDSIGH\n\n//Guard\nguard/sight\t\t\t\tDSGRDSI\n$Random guard/death { guard/death1 guard/death2 guard/death3 guard/death4 }\nguard/death1\t\t\tDSGRDI1\nguard/death2\t\t\tDSGRDI2\nguard/death3\t\t\tDSGRDI3\nguard/death4\t\t\tDSGRDI4\n\npowerups/spirit\t\t getspiri\nPickup/Backpack GETBPACK\n\n$Random AllySpirit/see { AllySpirit/see1 AllySpirit/see2 }\nAllySpirit/see1 DSSPIRT1\nAllySpirit/see2 DSSPIRT2\n\nfem/sight FEMZSIT\nfem/pain FEMZPAIN\n$Random fem/death { fem/death1 fem/death2 }\nfem/death1 FEMZDH1\nfem/death2 FEMZDH2\nfem/active FEMZACT\n\nweapons/Throwc4 DSC4THR\nweapons/c4Placed DSC4PLC\nweapons/c4Ready DSC4RDY\nweapons/c4Off DSC4OFF\nweapons/c4Explode DSC4EXP\npress/tehbutton DSPRSBT\n\nNZealot/sight DSNZESEE\nNZealot/pain DSNZEPN\nNZealot/death DSNZEDIE\nNZealot/active DSNZEACT\nNZealot/fire1 DSNZEFR1\nNZealot/fire2 DSNZEFR2\nRaven/spawn RVNSFR21\nRaven/sight RVNSFR22\nRaven/death RVNSDEAT\n\n$Random Heretic/see { Heretic/see1 Heretic/see2 }\nHeretic/see1 DSERSEE1\nHeretic/see2 DSERSEE2\n\n$Random Heretic/pain { Heretic/pain1 Heretic/pain2 }\nHeretic/pain1 DSERPAN1\nHeretic/pain2 DSERPAN2\n\n$Random Heretic/act { Heretic/act1 Heretic/act2 Heretic/act3 }\nHeretic/act1 DSERACT1\nHeretic/act2 DSERACT2\nHeretic/act3 DSERACT3\n\nHeretic/death DSERDIE\n\nMage/Resurrect MAGERES\nMage/Fire MAGEFBAL\nMage/Firex MAGEFBAX\nMage/Ice MAGEIBAL\nMage/Icex MAGEIBAX\nMage/Electric MAGEEBAL\nMage/Electricx MAGEEBAX\nMage/Acid MAGEABAL\n$Random Mage/Acidx { Mage/Acidx1 Mage/Acidx2 Mage/Acidx3 Mage/Acidx4 }\nMage/Acidx1 MAGEAHT1\nMage/Acidx2 MAGEAHT2\nMage/Acidx3 MAGEAHT3\nMage/Acidx3 MAGEAHT4\n\n$Random Heretic/act { Heretic/act1 Heretic/act2 Heretic/act3 }\nHeretic/act1 DSERACT1\nHeretic/act2 DSERACT2\nHeretic/act3 DSERACT3\n\nmonsters/afritpain\t\tdsafpain\n\nFlare/Light\tFLARLITE\nFlare/Loop\tFLARLOOP\n$Volume Flare/Light 0.5\n$Volume Flare/Loop 0.5\n$Limit Flare/Loop 5\nAcrate/pickup\t\t\t\t\tDSGETAB\n$random crate/pain\t\t\t\t{ crate/pain1 crate/pain2 crate/pain3 }\ncrate/pain1\t\t\t\t\t\tBOXHRT1\ncrate/pain2\t\t\t\t\t\tBOXHRT2\ncrate/pain3\t\t\t\t\t\tBOXHRT3\n$random crate/break\t\t\t\t{ crate/break1 crate/break2 crate/break3 }\ncrate/break1\t\t\t\t\tBOXDIE1\ncrate/break2\t\t\t\t\tBOXDIE2\ncrate/break3\t\t\t\t\tBOXDIE3\n\n$random corpse/drop\t\t\t{ corpse/drop1 corpse/drop2 }\ncorpse/drop1\t\t\t\t\tDSCPDR1\ncorpse/drop2\t\t\t\t\tDSCPDR2\n\ndrone/see DRONSEE\ndrone/act DRONACT\ndrone/die DRONDIE\ndrone/fire DRONATK\n\nCALHBY CALHBY\nCALABY CALABY\nCALEBY CALEBY\nCALGBY CALGBY\n\n$Random Laser/Ricochet { Laser/Ricochet1 Laser/Ricochet2 Laser/Ricochet3 Laser/Ricochet4 Laser/Ricochet5 }\nLaser/Ricochet1 laseric1\nLaser/Ricochet2 laseric2\nLaser/Ricochet3 laseric3\nLaser/Ricochet4 laseric4\nLaser/Ricochet5 laseric5\n\n$Random Laser/Hit { Laser/Hit1 Laser/Hit2 Laser/Hit3 }\nLaser/Hit1 laserhi1\nLaser/Hit2 laserhi2\nLaser/Hit3 laserhi3\n\nweapons/pslaser pkpslasr\nweapons/mglaser pkmglasr\nweapons/cglaser pkcglasr\nweapons/xshotf XSHOTFIR\nxaltfire XALTFIR\nXuperxhotgun/close DSDXCLS\nXuperxhotgun/load DSDXLOAD\nXuperxhotgun/open DSDXOPN\nXuperxhotgun/fire DSDXHTG\nXhotgun/fire DSXHOTGN\nXSG/fire dsxsgfir\nxshotgunxplod DKXSHOTX\nxshells/pickup XHELXGET\nfgrnexp\t\t DSFGREX1\nfhrkexp\t\t DSFGREX2\nFRocket/fire DSRLAUN2\n\npickups/iarmorbonus\t\tdsiarmu\narmorcharge/use\t\t\tdsaboos\npickups/iarmorboost\t\tDSARBO\narmorboost/use\t\t\tdsinvau\npickups/iarmorplate\t\tDSAPLATE\narmorplate/use\t\t\tDSABOST\n\nnails/pickup NAILGET\nFlash/pickup FLASGET\nIon/pickup IONGET\n\nLegFiend/Sight LEGFNSIT\nLegFiend/Pain LEGFNPAI\nLegFiend/Death LEGFNDTH\nLegFiend/Active LEGFNACT\nLegFiend/Melee LEGFNATK\n$rolloff LegFiend/Pain 600 2200\n$rolloff LegFiend/Melee 600 2200\n$rolloff LegFiend/Death 600 2200\n\nmonsters/darkmasterwind \tdsdmwnd\nmonsters/darkmasterwind2\tdsdwind2\n$Random barachnophyte/pain { barachnophyte/pain1 barachnophyte/pain2 barachnophyte/pain3 }\nbarachnophyte/pain1 \t\t\tdsbphpn1\nbarachnophyte/pain2 \t\t\tdsbphpn2\nbarachnophyte/pain3 \t\t\tdsbphpn3\nbarachnophyte/sight \t\t\tdsbphsit\nbarachnophyte/death \t\t\tdsbphDth\n\n$random stoner/sight\t{ stoner/sight1 stoner/sight2 stoner/sight3 stoner/sight4 stoner/sight5 stoner/sight6 }\nstoner/sight1\t\trockgol1\nstoner/sight2\t\trockgol2\nstoner/sight3\t\trockgol3\nstoner/sight4\t\trockgol4\nstoner/sight5\t\trockgol5\nstoner/sight6\t\trockgol6\n$volume stoner/sight 0.9\n\nstone/bounce dspunch\nstone/death\t dsstndth\nstone/sight\t dsstnsit\nstone/melee DSSTNATK\nstone/Step dsstnstp\n\nWormy/Death\t wormydth\nWormy/Sight\t wormysit\nWormy/Melee WORMYATK\nWormy/Active WORMYACT\nWormy/Pain WORMPAIN\n$Random Acid/Spit { Acid/Spit1 Acid/Spit2 }\nAcid/Spit1 ACIDSPT1\nAcid/Spit2 ACIDSPT2\n$Random Acid/Hit { Acid/Hit1 Acid/Hit2 }\nAcid/Hit1 ACIDHIT1\nAcid/Hit2 ACIDHIT2\n\nHoly/pickup GETHOLY\nHoly/use HOLYUSE\ntimefreeze/effect1 TIMEFRZ1\ntimefreeze/effect2 TIMEFRZ2\ntimefreeze/effect3 TIMEFRZ3\n\npickups/invulnerable\tdsinvul\n\nqueen/sight quesit\nqueen/pain quepain\nqueen/death quedie\nqueen/active queact\nqueen/fire qbfgfire\nqueen/hit qbfghit\nelectricplasma/shoot PZAPSEE\nelectricplasma/hit PZAPHIT\n\nmonster/hadsit dshadsit\nmonster/haddth dshaddth\nmonster/hadexp dshadexp\nmonster/hadtel dshadtel\nmonster/hadwlk dshadwlk\nmonster/helsit dshelsit\nmonster/helac1 dshelac1\nmonster/helac2 dshelac2\n$random monster/helact \t { monster/helac1 monster/helac2 }\nmonster/helpai dshelpai\nmonster/heldth dsheldth\nmonster/heltel dsheltel\nBrimBall/exp BRMBALEX\nBrimball/fir BRMBALFI\n\nmonster/termsit tsight\nmonster/termpin tpain1\nmonster/termdth tdeath\nmonster/brufir dsbrufir\nweapons/hellex dshellex\n\n$random maephisto/see {maephisto/see1 maephisto/see2}\n$random maephisto/pain {maephisto/pain1 maephisto/pain2}\n$random maephisto/step {maephisto/step1 maephisto/step2}\n$random maephisto/idle {maephisto/idle1 maephisto/idle2 maephisto/idle3 maephisto/idle4 maephisto/idle5}\nmaephisto/see1 MAESEE1\nmaephisto/see2 MAESEE2\nmaephisto/pain1 MAEPAI1\nmaephisto/pain2 MAEPAI2\nmaephisto/step1 METPTEP1\nmaephisto/step2 METPTEP2\nmaephisto/charge MAECHRG\nmaephisto/laser MAELAZR\nmaephisto/death MAEDETH\nmaephisto/idle1 MAEIDL1\nmaephisto/idle2 MAEIDL2\nmaephisto/idle3 MAEIDL3\nmaephisto/idle4 MAEIDL4\nmaephisto/idle5 MAEIDL5\nMetal/Chaingun MAECHGF\nBFG20K/Fire DSBFG20K\n$random BFG20K/Explode { BFG20K/Explode1 BFG20K/Explode2 }\nBFG20K/Explode1 BFG20KE1\nBFG20K/Explode2 BFG20KE2\n\n$random Terminator/termact { termact1 termact2 }\ntermact1\t\t dsteract\ntermact2\t\t dsteact2\n$random Terminator/terstepA { terstep1 terstep2 }\nterstep1\t\t dststep1\nterstep2\t\t dststep2\nTerminator/terstepB dststep3\nTerminator/tershotA dstshot1\nTerminator/tershotB dstshot2\nTermRocket/Load MERCLOA\nTermRocket/Fire MERCFIR\nTermRocket/Expl MERCEXP\nTermLazer/Fire TERMRFIR\nTermLazer/Charge TERMCHRG\nGamaRay/sizzle GAMARAY\n\ncrate/pickup CRATEPIK\n\nweapons/lapua/fire DSHVYRFL\nCardinal/Melee dsswing\nHellion/smokeend\tDSHSMEN\nweapons/minebeep\tDSMIBE\nBigfireball/shot BDBFRSHT\nBigfireball/exp BDBFRXPL\n\nweapons/Riflegrenfire RGRNFIRE\n\n$random NetherD/active { NetherDact1 NetherDact2 }\nNetherDact1\t\t\t NHDACT1\nNetherDact2\t\t\t NHDACT2\n$random NetherD/pain { NetherDpain1 NetherDpain2 }\nNetherDpain1\t\t\tNHDPAIN1\nNetherDpain2\t\t\tNHDPAIN2\nNetherD/attack\t\t NHDATTAK\nNetherD/death\t\t NHDDEATH\n\n$random widowmaker/active { widowmakeract1 widowmakeract2 widowmakeract3 }\nwidowmakeract1\t\t\tWDMKACT1\nwidowmakeract2\t\t WDMKACT2\nwidowmakeract3\t\t WDMKACT3\nwidowmaker/sight WDMKSIGT\nwidowmaker/death WDMKDETH\nwidowmaker/pain WDMKPAIN\nwidowmaker/grenfire WGRNFIR\nwidowmaker/bounce WGRNBNCE\nwidowmaker/beep2 WGRNBEEP\n\n$random Goliath/NBBounce {Goliath/NBBounce1 Goliath/NBBounce2}\n\nGoliath/sight GLTHSEE\nGoliath/attack GLTHATK\nGoliath/Death GLTHDIE\n$Random Goliath/pain { Goliath/pain1 Goliath/pain2 Goliath/pain3 }\nGoliath/pain1 GLTHPAIN\nGoliath/pain2 GLTHPAI2\nGoliath/pain3 GLTHPAI3\n$Random Goliath/active { Goliath/active1 Goliath/active2 }\nGoliath/active1 GLTHACT\nGoliath/active2 GLTHAC2\nGoliath/NBBounce1\t DSNBBNC1\nGoliath/NBBounce2\t DSNBBNC2\nGoliath/NailBomb\t DSNBMBLC\nGoliath/NailBombExp\t DSNBBEXP\nGoliath/NailMGFire\t NAILFIRE\nGoliath/NailHit\t\t NAILHIT\nGoliath/NailHitBleed\tNAILHTBD\nGoliath/HotNailHitBleed\tHNAILHTB\nGoliath/NailFlight\t NAILFLY\nGoliath/HotNailFlight\tHNAILFLY\nGoliath/NailSGFire\t NLSGFIRE\n\n$Limit Weapons/NailHit\t\t0\n$Limit Weapons/NailHitBleed\t0\n\nCment/sight CMNSEE\nCment/active CMNACT\nCment/pain CMNPAIN\n$Random Cment/Death { Cment/Death1 Cment/Death2 Cment/Death3 }\nCment/Death1 CMNDIE1\nCment/Death2 CMNDIE2\nCment/Death3 CMNDIE3\n\nHellChamp/Sight\tHLCHSEE\n$random HellChamp/Active { HellChamp/Act1 HellChamp/Act2 }\nHellChamp/Act1\tHLCHACT1\nHellChamp/Act2\tHLCHACT2\nHellChamp/Pain\tHLCHPAIN\nHellChamp/Death\tHLCHDETH\nweapons/firex3 dsfirex3\n\nhellchampion/shieldmissile CHPBLSH\n\nHellComm/Sight\t HLCMSIT\nHellComm/Active\t HLCMACT\n$random HellComm/Pain { HellComm/Pain1 HellComm/Pain2 }\nHellComm/Pain1\t HLCMPAI1\nHellComm/Pain2\t HLCMPAI2\nHellComm/Death\t HLCMDTH\nHellComm/XDeath\t HLCMXDTH\nHellComm/Swing\t HLCMSWG\nHellComm/Melee\t HLCMHIT\nHellComm/Shoot\t HLCMATK\nHellComm/Shoot2 HLCMAT2\nHellComm/Hit\t\tHLCMHIT2\nHellComm/Grenade\tHCGRNFIR\nHellComm/Reload HCGRNREL\n$Random HellComm/Bounce { HellComm/Bounce1 HellComm/Bounce2 }\nHellComm/Bounce1\tHCGRBN1\nHellComm/Bounce2\tHCGRBN2\nHellComm/Explode\tHCGRNXPL\n\nThunder/Charge THNDCHG\nThunder/Shot THNDSHT\n$Random Thunder/strike { Thunder/strike1 Thunder/strike2 }\nThunder/strike1 THNDS01\nThunder/strike2 THNDS02\nmonster/hadsit dscmdsit\nmonster/hadtel dscmdtel\n\nBodyThud BODYTHUD\nbehe/idle\t\t DSBEHID\nheavy/homingrockbeep\t\tdshmrkb\nlight/homingrockbeep\t\tdslmrkb\n\nBlitzo/See\t BLITZOSE\nBlitzo/Pain\t BLITZOPN\nBlitzo/Death\tBLITZODT\nBlitzball/exp BLITBLXP\n\nSawedoff/Fire\t\tSAWNFIR\nSawedoff/Load\t\tSAWNLOD\n\nPurgK/Site PKINGSIT\nPurgK/Death PKINGDET\nPurgK/Pain PKINGPAI\nPurgK/PainM PKINGPMI\nPurgK/Shot PURGSHOT\nPurgK/BBallfire PKBBLLFR\nPurgK/BBallExplode PKBBLLXP\nPurgK/PBallfire PKPBLLFR\nPurgK/PBallExplode PKPBLLXP\nechoshot\t dsgenpls\nechoshot2\t dsphtxp1\nechobounce\t dsphtxp2\nBH/Charge\t\t DMC_CHRG\nBH/Fire\t\t DMC_FIRE\nDMBall/Impact\t DMC_IMPX\nBHole/Suck\t\t DMC_VOID\nBHole/Explosion\t DMC_XPLD\n$limit DMBall/Impact 0\n$limit BHole/Suck 0\n\n$rolloff Devast/Explode 800 2200\nDevast/Explode\t\t\tDSBFG9EX\n\nqueen/fire qbfgfire\n$rolloff sentient/laugh\t 800 3500\nsentient/laugh\t\t DSSENLA\n\n$random Gone/Crazy\t\t{ Gone/Crazy1 Gone/Crazy2 }\nGone/Crazy1\t\t\tAPESHIT1\nGone/Crazy2\t\t\tAPESHIT2\n\nweapons/vblhit dsvblhit\nweapons/vblhi2 dsvblhi2\nweapons/vblhi3 dsvblhi3\nweapons/vblwal dsvblwal\nweapons/vblwa2 dsvblwa2\nweapons/vblswg dsvblswg\nweapons/vblsw2 dsvblsw2\nweapons/hamswg dshamswg\n\nBlack/Add1\t\t\tVODGADD1\nBlack/Add2\t\t\tVODGADD2\nBlack/Suck\t\t\tVODGSUCK\nBlack/SuperSuck\t VODGSSUK\nBlack/Explode\t\tVODGEXP\nBlack/Blast\t\t VODGBLST\n\nPBlack/Add1\t\t\tVODGADD1\nPBlack/Add2\t\t\tVODGADD2\nPBlack/Suck\t\t\tVODGSUCK\nPBlack/SuperSuck\tVODGSSUK\nPBlack/Explode\t\tVODGEXP\nPBlack/Blast\t\tVODGBLST\n\ncybnoble/metal\t cbnmetal\nFieldKit/Use\t FKITUSE\nEnergybolt/Fire ENBOLTFI\n\nRocket1 rocket1m\nRocket2 rocket2m\nRocket3 rocket3m\nRocket4 rocket4m\n\n$rolloff Weapons/PBFG10KX 800 1800\nWeapons/PBFG10KX\t dsbfg10x\n\npickups/goggles\t\t\t dsgogu\nNVgoggles/use\t\t\t\tDSNVUSE\nAgoggles/use\t\t\t\tDSAPUSE\n\n//Beefy Footstep\n$random beefy/step\t\t{ beefy/step1 beefy/step2 beefy/step3 }\nbeefy/step1\t\t\tdsbeef1\nbeefy/step2\t\t\tdsbeef2\nbeefy/step3\t\t\tdsbeef3\n\nHectebus/Pain\t\tDSHCPAIN\nHectebus/Active\t\tDSHECACT\n\n$Random hectebus/step { HectStp1 HectStp2 HectStp3 HectStp4 HectStp5 }\nHectStp1\t\tDSHECST1\nHectStp2\t\tDSHECST2\nHectStp3\t\tDSHECST3\nHectStp4\t\tDSHECST4\nHectStp5\t\tDSHECST5\n\n$random Teh/Fuck \t\t{ TehFuck1 TehFuck2 TehFuck3 TehFuck4 TehFuck5 TehFuck6 TehFuck7 TehFuck8 TehFuck9 TehFuck10 TehFuck11 }\nTehFuck1 \t\t\tfuck1\nTehFuck2 \t\t\tfuck2\nTehFuck3 \t\t\tfuck3\nTehFuck4 \t\t\tfuck4\nTehFuck5 \t\t\tfuck5\nTehFuck6 \t\t\tfuck6\nTehFuck7 \t\t\tfuck7\nTehFuck8 \t\t\tfuck8\nTehFuck9 \t\t\tfuck9\nTehFuck10 \t\t\tfuck10\nTehFuck11 \t\t\tfuck11\n\n$random RocketFire { Rocket1 Rocket2 Rocket3 Rocket4 }\n\nExplosion1 EXPLOSI1\nExplosion2 EXPLOSI2\nExplosion3 EXPLOSI3\nExplosion4 EXPLOSI4\nExplosion5 EXPLOSI5\nExplosion6 EXPLOSI6\n\n$random Wolf/rockxpl { Explosion1 Explosion2 Explosion3 Explosion4 Explosion5 Explosion6 }\n\nBlood/Spit\t\t BLDSPIT\nBlood/Impact\t BLDIMPAC\nmonster/psoattack\t\tdspsatk\n\n$rolloff sentient/laugh\t 800 3500\nsentient/laugh\t\t\tDSSENLA\n\npickups/iarmorplate\t\t DSAPLATE\nboss/teleport BTELEP\nnightmare/pain DSNMRPAI\nnightmare/death DSNMRDTH\nnightmare/active DSNMRACT\nmonsters/demopain\t\t demopain\nmonsters/cyberlordpain\t\tdscylpai\n\n$Random arachnophyte/pain { arachnophyte/pain1 arachnophyte/pain2 arachnophyte/pain3 }\narachnophyte/pain1 \t\t\tdsaphpn1\narachnophyte/pain2 \t\t\tdsaphpn2\narachnophyte/pain3 \t\t\tdsaphpn3\narachnophyte/sight \t\t\tdsaphsit\narachnophyte/death \t\t\tdsapHDth\n\nworld/alarm1 ALARM1\n\nlrball3/charge LRB3CHRG\nlrball3/shot LRB3FIRE\nlrball3/fly LRB3FLY\nlrball3/exp LRB3EXPL\nlrtrap/active LRTRAP\n$rolloff lrball3/shot\t 800 2200\n$rolloff lrball3/exp\t 800 2200\n$rolloff lrball3/charge\t 800 2200\n$rolloff lrball3/fly\t 800 2200\n\ntorturedsoul/sight dstrtsit\ntorturedsoul/pain dstrtpn\ntorturedsoul/death dstrtdth\ntorturedsoul/active dstrtact\ntorturedsoul/attack dstrtatk\ntorturedsoul/poison dstrtpsn\n\nBSkull/See\t\tBSKULSEE\nBSkull/Pain\t\tBSKULPIN\nBSkull/Death\tBSKULEXP\nBlood/Spit\t\tBLDSPIT\n$limit Blood/Spit 0\nBlood/Impact\tBLDIMPAC\n$limit Blood/Impact 0\n\nsentry/place SNTRPLCE\nsentry/see SNTRSEEP\nsentry/beep SNTRACTP\nsentry/warn SNTRWRNP\nsentry/die SNTRDIEP\n\nArach/Walk DSCARAWK\n\nmonster/hlnsit dshlnsit\nmonster/hlnact dshlnact\nmonster/hlnpai dshlnpai\nmonster/hlndeth dshlndth\nhellion/smokestart\t\t\t\tDSHELST\nhellion/smokeloop\t\t\t\tDSHELSM\nmonsters/hellionflame\t\t\tDSDHYFL\nCGunSpider/Sight\t DSCSPISE\nCGunSpider/Death\t DSCSPIDI\nCGunSpider/Attack\t DSCSPIFI\nBigrail/impact\t\t\t\tBRAILEXP\n$rolloff Bigrail/impact\t300 1400\n\nmechDemon/pain \t\t\t DSBLDPAI\nmechDemon/walk \t\t\t DSBLDWAL\nmonsters/fusiondie\t\t DSDUADTH\nmonsters/fusionsee\t\t\tDSDUASIT\nFusionite/Charge FUSCHRG\nmonsters/dualachwalk\t\tDSDUAWLK\ndualach/plasma\t\t\t\tDSDUAPLS\nmonsters/fusionitepain\t\tdsfupain\nHFSpid/See\t HFSPSHT\nHFSpid/Die\t HFSPHIT\n\nminidemo/sight\t\t\t\tdsaorbs\nminidemo/death\t\t\t\tdsaorbd\nminidemo/active\t\t\t\tdsaorba\n\nChesFire\t chesfire\nChesHit\t\t cheshit\nChesFlame\t CHESFLME\n\n$random monster/nshsit\t\t{ monster/nshsi1 monster/nshsi2 }\nmonster/nshsi1 dsnshsi1\nmonster/nshsi2 dsnshsi2\nmonster/nshact dsnshact\nmonster/nshpai dsnshpai\nmonster/nshDth dsnshDth\nmonster/nshatk dsnshatk\nmonster/nshexp dsnshexp\n\n$random misc/gibbed\t\t\t{ gib/splat1 gib/splat2 gib/splat3 gib/splat4 }\ngib/splat1\t\t\t\tsplat1\ngib/splat2\t\t\t\tsplat2\ngib/splat3\t\t\t\tsplat3\ngib/splat4\t\t\t\tsplat4\n$random gib/bounce\t\t\t{ gib/bounce1 gib/bounce2 gib/bounce3 }\ngib/bounce1\t\t\t\tDSGIBB1\ngib/bounce2\t\t\t\tDSGIBB2\ngib/bounce3\t\t\t\tDSGIBB3\n\nweapons/devastatorfire1\tDEVAFIR1\nweapons/devastatorfire2\tDEVAFIR2\nweapons/devastatorfire3\tDEVAFIR3\nweapons/devastatorfire4\tDEVAFIR4\n$random weapons/devastatorfire { weapons/devastatorfire1 weapons/devastatorfire2 weapons/devastatorfire3 weapons/devastatorfire4 }\n$limit weapons/devastatorfire 0\n$limit weapons/devastatorfire1 0\n$limit weapons/devastatorfire2 0\n$limit weapons/devastatorfire3 0\n$limit weapons/devastatorfire4 0\nweapons/devastatorexpl\tDEVAXPL\n$limit weapons/devastatorexpl 0\n$volume weapons/devastatorexpl 0.35\nrpg/fly RPGFLY\nweapons/devastatorspray DEVASPR\n\nDamnedKnight/Sight DKNICST1\nDamnedKnight/Death DKNICDH1\nDamnedKnight/Pain dknipain\nDamnedKnight/Idle dkniidle\nPyro/FireWall\t FLERUPT\n\npickups/flask\t\t\tdsflasu\nflask/use\t\t\t dsflask\n\npickups/pstimpack\t\tDSPSTIMU\npstimp/use\t\t\t DSPSTIUS\n\n$random pickups/berserk\t{ pickups/berserk1 pickups/berserk2 }\npickups/berserk1\t\tdsbersk\npickups/berserk2\t\tdsrage\npickups/health\t\t\tdsshpu\npickups/largehealth dshpup\npickups/healthbonus\t\tdshbup\npowerups/megasphere\t\tgetmega\npickups/stronghealthbonus DSSHBU\n$random pickups/lifeessence { pickups/essence1 pickups/essence2 pickups/essence3 }\npickups/essence1\t dsle1up\npickups/essence2\t dsle2up\npickups/essence3\t dsle3up\n$random pickups/largelifeessence { pickups/bessence1 pickups/bessence2 pickups/bessence3 }\npickups/bessence1\t DSBL1UP\npickups/bessence2\t DSBL2UP\npickups/bessence3\t DSBL3UP\npickups/greenarmor\t\tdsgarmu\npickups/bluearmor\t\tdsbarmu\npickups/redarmor\t\tdsrarmu\npickups/armorbonus\t\tdsabup\npickups/maxarmorbonus\tDSAMXB\n$random pickups/armorbonusmax { pickups/darmorb1 pickups/darmorb2 pickups/darmorb3 }\npickups/darmorb1\t\tdsdab1\npickups/darmorb2\t\tdsdab2\npickups/darmorb3\t\tdsdab3\n$random pickups/largearmorbonusmax { pickups/bdarmorb1 pickups/bdarmorb2 pickups/bdarmorb3 }\npickups/bdarmorb1\t\tdsasb1\npickups/bdarmorb2\t\tdsasb2\npickups/bdarmorb3\t\tdsasb3\n\n//Cybrawler\ncydes/sight CDSBSIT\ncydes/death CDSBDTH\ncydes/pain CDSBPAIN\nsmissile/fire DSRLAUNC\ncydes/laugh METLLGH\ncydes/mischrg 8FSGCHRG\nMiniRocketFire DSRLAUNC\nMiniRocketFly DSRFLITE\nMiniRocketExpl DSMISLHT\ncaco/melee dsdembit\n\n$rolloff Cardinal/Laugh\t \t 800 3500\nCardinal/Laugh\t\t\t\t DCRDLAU\nefg/charge1 EFGCHRG1\n$rolloff efg/charge1\t 300 1400\nefg/charge2 EFGCHRG2\n$rolloff efg/charge1\t 300 1400\nefg/charge3 EFGCHRG3\n$rolloff efg/charge1\t 300 1400\nweapon/warn WEAPWARN\nweapon/off WEAPOFF\nweapon/cool WEAPCOOL\nCardihilator/NukeFire ATMGFIRE\n$rolloff efg/charge1\t 300 1400\n$random Nuke/Boom { MiniNuke/ex1 MiniNuke/ex2 }\nMiniNuke/ex1 \tNUKEEX1\nMiniNuke/ex2 NUKEEX2\n\n$random monsters/bruiser/sight { monsters/bruiser/sight1 monsters/bruiser/sight2 monsters/bruiser/sight3 }\n\nmonsters/bruiser/sight1 s_brsi1\nmonsters/bruiser/sight2 s_brsi2\nmonsters/bruiser/sight3 s_brsi3\n\n$random monsters/bruiser/step { monsters/bruiser/step1 monsters/bruiser/step2 monsters/bruiser/step3 monsters/bruiser/step4 }\n\nmonsters/bruiser/step1 s_brst1\nmonsters/bruiser/step2 s_brst2\nmonsters/bruiser/step3 s_brst3\nmonsters/bruiser/step4 s_brst4\n\n$random monsters/bruiser/active { monsters/bruiser/active1 monsters/bruiser/active2 }\n\nmonsters/bruiser/active1 s_brac1\nmonsters/bruiser/active2 s_brac2\n\n$random monsters/bruiser/fire { monsters/bruiser/fire1 monsters/bruiser/fire2 monsters/bruiser/fire3 }\n\nmonsters/bruiser/fire1 s_brfr1\nmonsters/bruiser/fire2 s_brfr2\nmonsters/bruiser/fire3 s_brfr3\n\n$random monsters/bruiser/pain { monsters/bruiser/pain1 monsters/bruiser/pain2 monsters/bruiser/pain3 }\n\nmonsters/bruiser/pain1 s_brpa1\nmonsters/bruiser/pain2 s_brpa2\nmonsters/bruiser/pain3 s_brpa3\n\n$random monsters/bruiser/death { monsters/bruiser/death1 monsters/bruiser/death2 monsters/bruiser/death3 }\n\nmonsters/bruiser/death1 s_brdi1\nmonsters/bruiser/death2 s_brdi2\nmonsters/bruiser/death3 s_brdi3\n\nmonsters/bruiser/explosion s_brxp\n\n$limit monsters/bruiser/fire 0\n\n//Nazi Stuff\nmonsters/nazipistol\t\tDSNAZSHT\nmonsters/nazipain\t\tDSNAZPI\nnazicommander/sight SSCOMSEE\nnazicommander/death SSCOMDIE\n\n$random superimp/sight { sisee1 sisee2 }\nsisee1\t\t\t\tdsnmips1\nsisee2\t\t\t\tdsnmips2\n$random superimp/death { sidie1 sidie2 }\nsidie1\t\t\t\tdsnmipd1\nsidie2\t\t\t\tdsnmipd2\nsuperimp/active\t\tdswmipa\nvoidimp/pain\t dsvimpai\n\n$random phaseimp/sight\t\t{ phaseimp/sight1 phaseimp/sight2 }\nphaseimp/sight1\t\t\tdsimpsi1\nphaseimp/sight2\t\t\tdsimpsi2\n$random phaseimp/death\t\t{ phaseimp/death1 phaseimp/death2 }\nphaseimp/death1\t\t\tdsimpdt1\nphaseimp/death2\t\t\tdsimpdt2\nphaseimp/active\t\t\tdsimpact\nphaseimp/pain\t\t dsimppai\n\nMeteorLauncher/Fire\t\t\tMETRFIRE\nweapons/maceex dsmaceex\nweapons/firex2 dsfirex2\nforgotten/attack\t\t\tfrgtattk\n\nPNZombie/See1\tpnzsee1\nPNZombie/See2\tpnzsee2\nPNZombie/See3\tpnzsee3\n$Random AnniImp/See\t{ PNZombie/See1 PNZombie/See2 PNZombie/See3 }\n\nPNZombie/Act1\tpnzAct1\nPNZombie/Act2\tpnzAct2\nPNZombie/Act3\tpnzAct3\n$Random AnniImp/Act\t{ PNZombie/Act1 PNZombie/Act2 PNZombie/Act3 }\n\nPNZombie/Pain1\tpnzPain1\nPNZombie/Pain2\tpnzPain2\nPNZombie/Pain3\tpnzPain3\n$Random AnniImp/Pain\t{ PNZombie/Pain1 PNZombie/Pain2 PNZombie/Pain3 }\n\nPNZombie/Die1\tpnzDie1\nPNZombie/Die2\tpnzDie2\nPNZombie/Die3\tpnzDie3\n$Random AnniImp/Die\t{ PNZombie/Die1 PNZombie/Die2 PNZombie/Die3 }\n\npickups/greenarmor\t\tdsgarmu\npickups/bluearmor\t\tdsbarmu\n\nFieryRev/sight\t\t\t\tdsfasit\nFieryRev/active\t\t\t\tdsfaact\nFieryRev/death\t\t\t\tdsfadth\n\nAnniImp/plasma DSILASMA\nbarbcomet/explosion\tDSBRBCM\nEldritch/fire ACIDFIRE\nEldritch/Hit ACIDHIT\n\n//SS Nazi\nmonsters/sssee\t\tDSNAZS\nmonsters/ssdeath\tDSNAZD\n\nhitler/death1\t\tDSHTLD1\nhitler/death2\t\tDSHTLD2\nhitler/step\t\t\tDSHTLST\nhitler/hahahaha DSHTHA\nplasmaminigun/fire PMGUN\nhitler/scheisse\t\tDSHTLSH\n\nLich/Sight ELDSIT\nLich/Active ELDTACT\nLich/Pain ELDPN\nLich/Death ELDDETH\n\nweapons/devchr dsdevchr\nweapons/devfir dsdevfir\nweapons/devfch dsdevfch\nweapons/devexp dsdevexp\nweapons/devlit dsdevlit\nweapons/devzap dsdevzap\nweapons/devbal dsdevbal\nweapons/devex2 dsdevex2\n\n$random SpecCommando/See {SpecOps/See1 SpecOps/See2}\n$random SpecOps/See {SpecOps/See3 SpecOps/See4 SpecOps/See5 SpecOps/See6 SpecOps/See7}\nSpecOps/See1 SPECSEE1\nSpecOps/See2 SPECSEE2\nSpecOps/See3 SPECSEE3\nSpecOps/See4 SPECSEE4\nSpecOps/See5 SPECSEE5\nSpecOps/See6 SPECSEE6\nSpecOps/See7 SPECSEE7\n$random SpecCommando/Idle {ZpecOps/Idle1 ZpecOps/Idle2 ZpecOps/Idle3}\n$random SpecOps/Idle {SpecOps/Idle1 SpecOps/Idle2 SpecOps/Idle3 SpecOps/Idle4}\nSpecOps/Idle1 SPECIDL1\nSpecOps/Idle2 SPECIDL2\nSpecOps/Idle3 SPECIDL3\nSpecOps/Idle4 SPECIDL4\n$random SpecCommando/Pain {SpecOps/Pain1 SpecOps/Pain2 SpecOps/Pain3 SpecOps/Pain4}\n$random SpecOps/Pain {SpecOps/Pain5 SpecOps/Pain6 SpecOps/Pain7 SpecOps/Pain8 SpecOps/Pain9 SpecOps/Pain10}\nSpecOps/Pain1 SPECPAI1\nSpecOps/Pain2 SPECPAI2\nSpecOps/Pain3 SPECPAI3\nSpecOps/Pain4 SPECPAI4\nSpecOps/Pain5 SPECPAI5\nSpecOps/Pain6 SPECPAI6\nSpecOps/Pain7 SPECPAI7\nSpecOps/Pain8 SPECPAI8\n$random SpecCommando/Death {SpecOps/Death1 SpecOps/Death2 SpecOps/Death3 SpecOps/Death4}\n$random SpecOps/Death {SpecOps/Death5 SpecOps/Death6 SpecOps/Death7}\nSpecOps/Death1 SPECDIE1\nSpecOps/Death2 SPECDIE2\nSpecOps/Death3 SPECDIE3\nSpecOps/Death4 SPECDIE4\nSpecOps/Death5 SPECDIE5\nSpecOps/Death6 SPECDIE6\nSpecOps/Death7 SPECDIE7\n\n//BFG10K\nweapons/pickup15k\t\tdsget15k\n$rolloff weapons/charge15k 400 2200\nweapons/charge15k\t\tdsbfg15k\n$rolloff weapons/bfg15kfire 600 2200\nweapons/bfg15kfire\t\tdsbfg15f\nweapons/bfg15kidle\t\tdsbfg15i\nweapons/bfg15kcooldown\tdsbfg15c\n$rolloff weapons/bfg95explode 800 1800\nweapons/bfg95explode\tdsbfg10x\n\nnazisg/fire NZSHTFIR\nnazisg/pump NZSHTPMP\n\nsupersoldier/see BOS1ST01\nsupersoldier/pain BOS1PAIN\nsupersoldier/death BOS1DT01\nsupersoldier/idle BOS1SACT\n\nelitesoldier/see BOS2ST01\nelitesoldier/pain BOS2PAIN\nelitesoldier/death BOS2DT01\nelitesoldier/idle BOS2SACT\nWolfGeneral/pain BOS3PAIN\nhitler/fire\t\t DSHTLF\nhitler/lostmech NZHITMCH\n\nSoulEater/Die\t\tSOEDIE\nSoulEater/Pain\t\tSOEPN\nSoulEater/Act\t\tSOEACT\nSoulEater/See\t\tSOESEE\nmummy/head\t\t\tMUMHED\n\nweapons/asgfir dsasgfir\nweapons/asgout dsasgout\nweapons/asgin dsasgin\nweapons/asgld1 dsasgld1\n\nsentient/fire\t\t\t\t DSSNTM\n$Random sentient/chaingunex\t{ chaingun/ex1 chaingun/ex2 }\nchaingun/ex1\t\t\t\t DSSNTE1\nchaingun/ex2\t\t\t\t DSSNTE2\n$RollOff sentient/chaingunex 300 1400\n\ncbaron/sight\t\t\t\tcbarnsit\nmonster/brudth \t\t\tdsbrudth\nmonster/bruwlk \t\t\tdsbruwlk\nblooddemon/pain \t\tDSBLDPAI\n\nbolt\t\tbolt\n\nWeapons/KarasawaHit\t KSAWHIT\nWeapons/KarasawaFly\t KSAWFLY\nWeapons/KarasawaFire\tKSAWFIRE\nWeapons/KarasawaIdle\tKSAWIDLE\nWeapons/KarasawaCharge\tKSAWCHRG\n\n$Limit Weapons/KarasawaFly \t0\n$Limit Weapons/KarasawaHit\t0\n$Limit Weapons/KarasawaFire \t0\n\ndualach/plasma\t\t\tDSDUAPLS\n\nweapons/heavyrlfire\t\tHRLFIR\n\n$RANDOM CIMPSIT { CIMPSIT1 CIMPSIT2 }\nCIMPSIT1\tCIMPSIT1\nCIMPSIT2\tCIMPSIT2\n$RANDOM CIMPDTH { CIMPDTH1 CIMPDTH2 }\nCIMPDTH1\tCIMPDTH1\nCIMPDTH2\tCIMPDTH2\nCIMPPAIN\tCIMPPAIN\nCIMPACT\t\tCIMPACT\n\nmonsters/newfireshoot \t\tdspjctf\nmonsters/newfireexplode \tdspjcte\n\nweapons/clrocketlaunch\t\tdsclrf\nweapons/clrocketexplode\t\tdsclexp\n\ncbaron/sight\t\t\t\tcbarnsit\ncbaron/pain\t\t\t\t\tcbarnpai\ncbaron/death\t\t\t\tcbarndth\ncbaron/active\t\t\t\tcbarnact\nmonster/brusit \t\t\t dsbrusit\n\nmonsters/volsee\t\t\tdsvolsit\nmonsters/volattack\t\tdsvolatk\nmonsters/volpain\t\tdsvolpai\nmonsters/voldeath\t\tdsvoldth\ncomet/launch \t\t\tdsfirbfi\ncomet/explosion \t\tdshellex\nmanc/idle\t\t\t\tDSMANID\n\nmonsters/hfirerevenantsight\t\tdsgrsit\nmonsters/hfirerevenantactive\tdsgract\nmonsters/hfirerevenantdeath\t\tdsgrdth\nmonster/ambientfire\t\t dsmafire\nmonster/ambientfire2\t dsmafir2\n$RollOff monster/ambientfire 250 800\nmonster/ambientfire3\t dsmafir3\n$RollOff monster/ambientfire3 350 1200\n\nCerebralCardinal/death DSCCDH1\nCerebralCardinal/sight DSCCST1\nCerebralCardinal/laugh DSCCLA1\nCerebralCardinal/pain1 DSCCPA1\nCerebralCardinal/pain2 DSCCPA2\n$random CerebralCardinal/pain { CerebralCardinal/pain1 CerebralCardinal/pain2 }\n\n$random beefy/step\t\t{ beefy/step1 beefy/step2 beefy/step3 }\nbeefy/step1\t\t\tdsbeef1\nbeefy/step2\t\t\tdsbeef2\nbeefy/step3\t\t\tdsbeef3\n\n$random weapons/fistpunch { weapons/fistpunch1 weapons/fistpunch2 }\nweapons/fistpunch1\t FISTPUN1\nweapons/fistpunch2\t FISTPUN2\nweapons/fistwiff\t\tDSWIFF\nweapons/kick\t\t\tdsmkick\nweapons/berserkkick\t\tdsmbkick\n$random weapons/kickhit { weapons/kickhit1 }\nweapons/kickhit1\t\tdskikpf1\n\nfiend/active\t\tDSSGTACT\nfiend/pain\t\t DSSGTPAI\nskeleton2/pain\t\tDSSKEPAI\nskeleton/pain\t\tDSSKPAIN\nmeatball/pain\t\tDSCACPAI\n\ndemobus/pain\t\tDSBRBPA\ndemobus/active\t\tDSBRBAC\ndemobus/sight\t\tDSALBSIT\ndemobus/attack\t\tDSALBATK\ndemobus/death\t\tDSALBDTH\n\nAssaultfiend/sight\t\tCYYNDSIT\nAssaultfiend/attack\t\tDSALBATK\nAssaultfiend/death\t\tCYYNDDTH\nblooddemon/stomp CYYNSTP1\nblooddemon/stomp2 CYYNSTP2\n\nVile/pain\t\tSKELPAIN\nVile/sight\t\tSKELSIGH\nVile/active\t\tSKELACT\nVile/death\t\tSKELDETH\nVile/beep\t\tFXBEEP4x\nVile/launch WDMKLNCH\n\nfatty/attack\t\tGLOBAT\nfatty/sight\t\t GLOBHI\nfatty/death\t\t\tGLOBDIE\n\nzombie/rifle dsrifle\n\nWeapons/KarasawaHit\t KSAWHIT\nWeapons/KarasawaFly\t KSAWFLY\nWeapons/KarasawaFire\tKSAWFIRE\nWeapons/KarasawaIdle\tKSAWIDLE\nWeapons/KarasawaCharge\tKSAWCHRG\n\n$Limit Weapons/KarasawaFly \t0\n$Limit Weapons/KarasawaHit\t0\n$Limit Weapons/KarasawaFire \t0\n\nasgguy/asgfir dsasgfir\nasgguy/asgout dsasgout\nasgguy/asgin dsasgin\nasgguy/asgld1 dsasgld1\n\npickups/iammobelt\tDSASATPU\nammobelt/use\t\tDSASATUS\n\n$random dpzombie/sight\t\t{ dpzombie/sight1 dpzombie/sight2 dpzombie/sight3 }\ndpzombie/sight1\t DSPZSIT1\ndpzombie/sight2\t DSPZSIT2\ndpzombie/sight3\t DSPZSIT3\ndpzombie/active\t DSPZACT\ndpzombie/pain\t\t DSPZPAIN\n$random dpzombie/death { dpzombie/death1 dpzombie/death2 dpzombie/death3 }\ndpzombie/death1\t\t DSPZDTH1\ndpzombie/death2\t\t DSPZDTH2\ndpzombie/death3\t\t DSPZDTH3\n\nBabyCaco/Sight CACOBSIT\nBabyCaco/Pain CACOBPAI\nBabyCaco/Death CACOBDTH\nBabyCaco/Active BABYACT\nBabyCaco/Melee\tBABYBITE\n\n//Bruiser Demon\nBruiser/Sight\t\t\"Sounds/Monsters/Doom/BaronofHell/BRUSSIGH.flac\"\nBruiser/Pain\t\t\"Sounds/Monsters/Doom/BaronofHell/BRUSPAIN.flac\"\nBruiser/Death\t\t\"Sounds/Monsters/Doom/BaronofHell/BRUSDEAT.flac\"\nBruiser/Act\t\t \"Sounds/Monsters/Doom/BaronofHell/BRUSACT.flac\"\n\n//Demolisher\nDemolisher/Sight\t\"Sounds/Monsters/Doom/SpiderMastermind/DEMOSIGH.ogg\"\nDemolisher/Attack\t\"Sounds/Monsters/Doom/SpiderMastermind/DEMOATTK.ogg\"\nDemolisher/Death\t\"Sounds/Monsters/Doom/SpiderMastermind/DEMODEAT.ogg\"\n\n//Fiend\nmonster/sg2sit\t\t\"Sounds/Monsters/Doom/Demon/dssg2sit.ogg\"\nmonster/sg2atk\t\t\"Sounds/Monsters/Doom/Demon/dssg2atk.ogg\"\n\n//Rictus\nrictus/sight\t\t \"Sounds/Monsters/Doom/LostSoul/RICTSEE.ogg\"\nrictus/death\t\t \"Sounds/Monsters/Doom/LostSoul/RICTDIE.ogg\"\nrictus/active\t\t \"Sounds/Monsters/Doom/LostSoul/FIRE09.ogg\"\nrictus/pain\t\t \"Sounds/Monsters/Doom/LostSoul/RICTPAI.ogg\"\nrictus/fire\t\t \"Sounds/Monsters/Doom/LostSoul/IMPFIRE2.ogg\"\nrictus/fireimpact\t \"Sounds/Monsters/Doom/LostSoul/IMPACT3.ogg\"\nrictus/kamakazi\t\t \"Sounds/Monsters/Doom/LostSoul/RICTKAMA.ogg\"\nrictus/kamakaziimpact\t\"Sounds/Monsters/Doom/LostSoul/STRIKE1.ogg\"\n\nSRailgunZombie/Fire\t\t\"Sounds/Monsters/Doom/Zombieman/SRZMFIR1.ogg\"\nSRailgunZombie/ChargeFire\t\"Sounds/Monsters/Doom/Zombieman/SRZMFIR2.ogg\"\nSRailgunZombie/Charge\t\t\"Sounds/Monsters/Doom/Zombieman/SRZMCHRG.ogg\"\n\nSSGUNER/sight\t\t\"Sounds/Monsters/Doom/ShotgunGuy/DSGPOSIT.ogg\"\nSSGUNER/SSG \t\t\"Sounds/Monsters/Doom/ShotgunGuy/DSSGGATK.ogg\"\nSSGUNER/death\t\t\"Sounds/Monsters/Doom/ShotgunGuy/DSGPODTH.ogg\"\nSSGUNER/idle\t\t\"Sounds/Monsters/Doom/ShotgunGuy/DSGPOACT.ogg\"\n\n//Archon of Hell\nArchonOfHell/Sight\t\"Sounds/Monsters/Doom2/HellKnight/AOHLSIGH.ogg\"\nArchonOfHell/Death\t\"Sounds/Monsters/Doom2/HellKnight/AOHLDEAT.ogg\"\nArchonOfHell/Comet\t\"Sounds/Monsters/Doom2/HellKnight/AOHLCOMT.ogg\"\nArchonOfHell/CometHit\t\"Sounds/Monsters/Doom2/HellKnight/AOHLCHIT.ogg\"\nArchonOfHell/Pain\t\"Sounds/Monsters/Doom2/HellKnight/AOHLPAIN.ogg\"\n\n//Diabolist\nDiabolist/Sight \t\"Sounds/Monsters/Doom2/Archvile/DRVILSIT.ogg\"\nDiabolist/Pain \t\t\"Sounds/Monsters/Doom2/Archvile/DRVIPAIN.ogg\"\nDiabolist/Death \t\"Sounds/Monsters/Doom2/Archvile/DRVILDTH.ogg\"\nDiabolist/Active\t\"Sounds/Monsters/Doom2/Archvile/DIABACTI.ogg\"\n\n//Fusion Arachnotron\nFusionSpider/Hit\t\"Sounds/Monsters/Doom2/Arachnotron/FUSPHIT.ogg\"\nFusionSpider/Fire\t\"Sounds/Monsters/Doom2/Arachnotron/FUSPFIRE.ogg\"\n\n//Arachnotron Mk3\nBDSpider/Sight\t\t\"Sounds/Monsters/Secondary/Arachnotron2/DSCSPISE.ogg\"\nBDSpider/Death\t\t\"Sounds/Monsters/Secondary/Arachnotron2/DSCSPIDI.ogg\"\nBDSpider/Attack\t\t\"Sounds/Monsters/Secondary/Arachnotron2/DSCSPIFI.ogg\"\nMiniSpider/Pain\t\t\"Sounds/Monsters/Secondary/Arachnotron2/DSCSPIPA.ogg\"\n\n//Pain Elemental\nmonster/infsit\t\t\"Sounds/Monsters/Doom2/PainElemental/dsinfsit.ogg\"\nmonster/infpai\t\t\"Sounds/Monsters/Doom2/PainElemental/dsinfpai.ogg\"\nmonster/infdth\t\t\"Sounds/Monsters/Doom2/PainElemental/dsinfdth.ogg\"\ncaco/melee\t\t\"Sounds/Monsters/Doom2/PainElemental/dsdembit.ogg\"\n\n//Revenant\n$Random BDRevenant/Sight { SGKLSIG1 SGKLSIG2 SGKLSIG3 }\nSGKLSIG1\t\t\"Sounds/Monsters/Doom2/Revenant/SGKLSIG1.ogg\"\nSGKLSIG2\t\t\"Sounds/Monsters/Doom2/Revenant/SGKLSIG2.ogg\"\nSGKLSIG3\t\t\"Sounds/Monsters/Doom2/Revenant/SGKLSIG3.ogg\"\n$Random BDRevenant/Active { GSKLACT1 GSKLACT2 GSKLACT3 }\nGSKLACT1\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLACT1.ogg\"\nGSKLACT2\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLACT2.ogg\"\nGSKLACT3\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLACT3.ogg\"\n$Random BDRevenant/Pain { GSKLPAI1 GSKLPAI2 GSKLPAI3 }\nGSKLPAI1\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLPAI1.ogg\"\nGSKLPAI2\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLPAI2.ogg\"\nGSKLPAI3\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLPAI3.ogg\"\n$Random BDRevenant/Death { GSKLDEA1 GSKLDEA2 GSKLDEA3 }\nGSKLDEA1\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLDEA1.ogg\"\nGSKLDEA2\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLDEA2.ogg\"\nGSKLDEA3\t\t\"Sounds/Monsters/Doom2/Revenant/GSKLDEA3.ogg\"\n\n//Death Incarnate\nmonster/incsit\t\t\"Sounds/Monsters/Secondary/Revenant2/dsincsit.ogg\"\nmonster/incdth\t\t\"Sounds/Monsters/Secondary/Revenant2/dsincdth.ogg\"\nmonster/incact\t\t\"Sounds/Monsters/Secondary/Revenant2/dsincact.ogg\"\nmonster/inchit\t\t\"Sounds/Monsters/Secondary/Revenant2/dsinchit.ogg\"\nmonster/revfir \t\t\"Sounds/Monsters/Secondary/Revenant2/dsbrufir.ogg\"\nweapons/hellex \t\t\"Sounds/Monsters/Secondary/Revenant2/dshellex.ogg\"\n\n//Crackodemon\ncracko/see\t\t\"Sounds/Monsters/Secondary/Cacodemon3/s_cracko.ogg\"\ncracko/pain\t\t\"Sounds/Monsters/Secondary/Cacodemon3/p_cracko.ogg\"\ncracko/death\t\"Sounds/Monsters/Secondary/Cacodemon3/D_cracko.ogg\"\ncrack/see\t\t\"Sounds/Monsters/Secondary/Cacodemon3/cracksee.ogg\"\ncrack/death\t\t\"Sounds/Monsters/Secondary/Cacodemon3/crackdth.ogg\"\nblusoul/see\t\t\"Sounds/Monsters/Secondary/Cacodemon3/blusosee.ogg\"\nblusoul/death\t\t\"Sounds/Monsters/Secondary/Cacodemon3/blusodth.ogg\"\n\n//Cyber Fiend\nCyberFiend/Sight\t\"Sounds/Monsters/Secondary/Demon2/CYFNDSIT.ogg\"\nCyberFiend/Attack\t\"Sounds/Monsters/Secondary/Demon2/CYFNDATK.ogg\"\nCyberFiend/Step1\t\"Sounds/Monsters/Secondary/Demon2/CYFNSTP1.ogg\"\nCyberFiend/Step2\t\"Sounds/Monsters/Secondary/Demon2/CYFNSTP2.ogg\"\ncyberfiend/melee\tCYFNDATK\n$Random CyberFiend/Walk { CyberFiend/Step1 CyberFiend/Step2 }\n\n//Mafibus\nDaedabus/Sight\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDSIGH.ogg\"\n$Random Daedabus/Active\t{ DAEDACT1 DAEDACT2 }\nDAEDACT1\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDACT1.ogg\"\nDAEDACT2\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDACT2.ogg\"\nDaedabus/Attack\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDATTK.ogg\"\n$Random Daedabus/pain\t{ DAEDPAI1 DAEDPAI2 }\nDAEDPAI1\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDPAI1.ogg\"\nDAEDPAI2\t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDPAI2.ogg\"\nDaedabus/Death \t\t\"Sounds/Monsters/Secondary/Fatso2/DAEDDEAT.ogg\"\n\nMafibus/Fire\t\t\"Sounds/Monsters/Secondary/Fatso2/MFBSFIRE.ogg\"\nMafibus/Loop\t\t\"Sounds/Monsters/Secondary/Fatso2/MFBSLOOP.ogg\"\nMafibus/Hit\t\t\"Sounds/Monsters/Secondary/Fatso2/MFBSHIT.ogg\"\n\n$Limit Mafibus/Fire 0\n$Limit Mafibus/Loop 0\n$Limit Mafibus/Hit 0\n\n//NecroDemon\nPoe/Sight\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POESIGHT.ogg\"\nPoe/Death\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEDIE.ogg\"\npoe/Active\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEACTIV.ogg\"\n$Random Poe/Pain { Poe/Pain1 Poe/Pain2 }\nPoe/Pain1\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEPAIN.ogg\"\nPoe/Pain2\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEPAIN2.ogg\"\nFakePoe/Death\t\t\"Sounds/Monsters/Secondary/Cacodemon2/FKPOEDIE.ogg\"\nPoeBall/See\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEBLSEE.ogg\"\nPoeBall/Die\t\t\"Sounds/Monsters/Secondary/Cacodemon2/POEBLDIE.ogg\"\n\n//Pyrodemon\npyro/see\t\t\"Sounds/Monsters/Secondary/BaronofHell2/BE-SEE.ogg\"\npyro/idle\t\t\"Sounds/Monsters/Secondary/BaronofHell2/BE-IDLE.ogg\"\npyro/pain\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DE_PAIN_.ogg\"\npyro/death\t\t\"Sounds/Monsters/Secondary/BaronofHell2/BE-DEATH.ogg\"\npyro/blast\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DP_ATTAC.ogg\"\npyro/flame\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSFLAMER.ogg\"\npyro/explosion\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSPIPEX1.ogg\"\npyro/flamepoof\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSHITW.ogg\"\npyro/blastexplosion\t\"Sounds/Monsters/Secondary/BaronofHell2/DSFRBXPL.ogg\"\npyro/comet\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSCMTLNC.ogg\"\npyro/cometdeath\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSCMTEXP.ogg\"\npyro/bomb\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSRDSHOT.ogg\"\npyro/bombhit\t\t\"Sounds/Monsters/Secondary/BaronofHell2/DSRDHIT.ogg\"\n\n//Quad-Shotgun Zombie\n$Random QuadShotgunZombie/SingleFire { QSGZFIR1 QSGZFIR2 }\nQSGZFIR1\t\t\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZFIR1.ogg\"\nQSGZFIR2\t\t\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZFIR2.ogg\"\nQuadShotgunZombie/QuadFire\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZFIR3.ogg\"\nQuadShotgunZombie/Reload1\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZREL1.ogg\"\nQuadShotgunZombie/Reload2\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZREL2.ogg\"\nQuadShotgunZombie/Reload3\t\"Sounds/Monsters/Secondary/ShotgunGuy2/QSGZREL3.ogg\"\n\n//Hangman\nHanger/Gib\t DSQ2GIB\nHanger/Sight\tGK_SGHT1\nGK_ATCK1\t GK_ATCK1\nGK_ATCK2\t GK_ATCK2\nGK_ATCK3\t GK_ATCK3\n$random Hanger/Attack\t{ GK_ATCK1 GK_ATCK2 GK_ATCK3 }\nHanger/Active\tGK_IDLE\nHanger/Pain\t GK_PAIN1\nHanger/Death\tGK_DETH1\nSlimeBall/Splat\tDSSICKEX\n$limit SlimeBall/Splat 0\n\n//Shadowvile\nshadow/see\t\t NA_TAUNT\nshadow/death\t\tNA_DEATH\nshadow/pain\t\t NA_PAIN_\nshadow/active\t\tNA_IDLE_\n\n//ShadowDemon\nshDemon/pain\t\tdsshDpai\nshDemon/death\t\tdsshDdth\nshDemon/sight\t\tdsshDsit\nshDemon/melee dsshDatk\nshDemon/ball\t\tdsshbsht\nshDemon/ballx\t\tdsshbxpl\n\n//Mutant\nmutant/fire\t\t DSMUTFI\nmutant/pain\t\t DSMUTPI\nmutant/death\t\tDSMUTDT\n$Volume mutant/fire\t0.8\n\n//Strong Zombies\n$random superzombie/sight { szsee1 szsee2 szsee3 }\nszsee1\t\t\t\tdsudm1\nszsee2\t\t\t\tdsudm2\nszsee3\t\t\t\tdsudm3\n$random superzombie/death { szdie1 szdie2 szdie3 }\nszdie1\t\t\t\tdsudd1\nszdie2\t\t\t\tdsudd2\nszdie3\t\t\t\tdsudd3\nsuperzombie/active\t\t\t\tDSQSGAC\nsuperzombie/pain\t\t\t\tDSQSGPA\n\n//Officer\nofficer/sit1\t\tDSOFSIT1\nofficer/sit2\t\tDSOFSIT2\n$Random officer/sight { officer/sit1 officer/sit2 }\nofficer/active\t\tDSOFACT\nofficer/pain\t\tDSOFPAIN\nofficer/die1\t\tDSOFDIE1\nofficer/die2\t\tDSOFDIE2\n$Random officer/death { officer/die1 officer/die2 }\n\n//Hells Fury\nHarvester/Scream\tSHFBSCRM\nHellFury/Sight\t\tDSHFDSIT\nHellFury/Pain\t\tDSHFPAIN\nHellFury/Death\t\tDSHFDETH\nHellFury/Melee\t\tDSHFCLAW\nHellFury/Attack\t\tDSHFFRST\nHellFury/Shotx\t\tDSHFIRXL\n\n//Ice Elemental\nAncient/Active\t\tPAI2ACT\nAncient/Sight\t\tPAI2SIT\nAncient/Pain\t\tPAI2PAI\nAncient/Frost\t\tFROSTB\n\n//Visage\nVisage/See\t\t SKU2SEE\nVisage/Pain\t\t SKU2PAI\nVisage/Death\t\tSKU2DETH\nVisage/Attack\t\tSKU2ATK\nVisage/Ball\t\t SKU2ICEB\nVisage/BallDie\t\tSHARDS1B\n\n//******** Players & Other ********\n\nWeapons/Change\t\t\"Sounds/Weapons/CHANGE.ogg\"\nWeapons2/Change\t\t\"Sounds/Weapons/CHANG2.ogg\"\nWeapons3/Change\t\t\"Sounds/Weapons/CHANG3.ogg\"\nWeapons4/Change\t\t\"Sounds/Weapons/CHANG4.ogg\"\nWeapons5/Change\t\t\"Sounds/Weapons/CHANG5.ogg\"\nWeapons6/Change\t\t\"Sounds/Weapons/CHANG6.ogg\"\nWeapons7/Change\t\t\"Sounds/Weapons/CHANG7.ogg\"\nWeapons8/Change\t\t\"Sounds/Weapons/CHANG8.ogg\"\nWeapons9/Change\t\t\"Sounds/Weapons/CHANG9.wav\"\n\n//Casings\n$Random Weapons/BulletCasing { BULLCAS1 BULLCAS2 BULLCAS3 BULLCAS4 }\nBULLCAS1\t\"Sounds/Weapons/Casings/BULLCAS1.ogg\"\nBULLCAS2\t\"Sounds/Weapons/Casings/BULLCAS2.ogg\"\nBULLCAS3\t\"Sounds/Weapons/Casings/BULLCAS3.ogg\"\nBULLCAS4\t\"Sounds/Weapons/Casings/BULLCAS4.ogg\"\n$Random Weapons/ShellCasing { SHELCAS1 SHELCAS2 SHELCAS3 SHELCAS4 }\nSHELCAS1\t\"Sounds/Weapons/Casings/SHELCAS1.ogg\"\nSHELCAS2\t\"Sounds/Weapons/Casings/SHELCAS2.ogg\"\nSHELCAS3\t\"Sounds/Weapons/Casings/SHELCAS3.ogg\"\nSHELCAS4\t\"Sounds/Weapons/Casings/SHELCAS4.ogg\"\n$random Weapons/CellCasing { CELLCAS1 CELLCAS2 CELLCAS3 CELLCAS4 }\nCELLCAS1\t\"Sounds/Weapons/Casings/CELLCAS1.ogg\"\nCELLCAS2\t\"Sounds/Weapons/Casings/CELLCAS2.ogg\"\nCELLCAS3\t\"Sounds/Weapons/Casings/CELLCAS3.ogg\"\nCELLCAS4\t\"Sounds/Weapons/Casings/CELLCAS4.ogg\"\n$volume\tWeapons/CellCasing\t0.8\n$random weapons/emptydrum { emptydrum1 emptydrum2 emptydrum3 emptydrum4 }\nemptydrum1\t\t\tDSEDRUM1\nemptydrum2\t\t\tDSEDRUM2\nemptydrum3\t\t\tDSEDRUM3\nemptydrum4\t\t\tDSEDRUM4\n\nWeapons/SRGFire\t\tSRGATK\nWeapons/SRG \t SRGATK1\nWeapons/SRGCharge\tSRGCHRG\n$rolloff Weapons/SRGCharge\t 800 2200\n\nSSGSingleShot\t SSGALTFI\n\nWeapons/xsgsshota1\tXSGALTF1\nWeapons/xsgsshota2\tXSGALTF2\n$Random XSGSingleShot { Weapons/xsgsshota1 Weapons/xsgsshota2 }\n\n//Quad-Shotgun\nWeapons/qshotf\t\tQSHOTFIR\nWeapons/qshotl\t\tQSHOTLOA\nqaltfire QALTFIR\n\n//Railgun Reload\nWeapons/RailReload\tDSRAILR\nweapons/chngun\t\tdschngn\nweapons/Railgf\t\tdsrailf\nweapons/pistol\t\tdspisto\nweapons/shotgf\t\tdsshotg\nweapons/shotgr\t\tdssgcoc\nweapons/sshotf\t\tdsdshtg\nweapons/sshoto\t\tdsdbop\nweapons/sshotc\t\tdsdbcl\nweapons/sshotl\t\tdsdbloa\nweapons/rocklf\t\tdsrlaun\nweapons/grenlf\t\tdsglaun\nweapons/grenlx\t\tdsgrnexp\nweapons/grbnce\t\tdsbounce\nweapons/plasmaf\t\tdsplasm\nweapons/plasmax\t\tdsfirxp\nweapons/bfgf\t\tdsbf\n$RollOff weapons/bfgf 350 1000\nweapons/bfgx\t\tdsrxplo\n\nWeapons/BFG10KF\t\tDSBFG10K\nWeapons/BFG10KX\t\tDSBAREXP\nWeapons/BFG10KCool\tDS10KCDN\nWeapons/BFG10KIdle\tDS10KIDL\n\n$Limit\tWeapons/BFG10KX\t0\n\n$pitchshiftrange 3\nweapons/sawup\t\tdssawu\nweapons/sawidle\t\tdssawid\nweapons/sawfull\t\tdssawfu\nweapons/sawhit\t\tdssawhi\nWeapons/SawWall\t\tDSSAWWAL\n$pitchshiftrange 4\n$limit weapons/sawwall 5\n\n//Bullet Sounds\n$Random\tBulletHit\t{ BulletHit1 BulletHit2 BulletHit3 BulletHit4 }\nBulletHit1\t\t\"Sounds/Weapons/Bullet/GUN_HIT1.ogg\"\nBulletHit2\t\t\"Sounds/Weapons/Bullet/GUN_HIT2.ogg\"\nBulletHit3\t\t\"Sounds/Weapons/Bullet/GUN_HIT3.ogg\"\nBulletHit4\t\t\"Sounds/Weapons/Bullet/GUN_HIT4.ogg\"\n$Random BulletFlesh\t{ BulletFlesh1 BulletFlesh2 BulletFlesh3 BulletFlesh4 }\nBulletFlesh1\t\t\"Sounds/Weapons/Bullet/Flesh1.ogg\"\nBulletFlesh2\t\t\"Sounds/Weapons/Bullet/Flesh2.ogg\"\nBulletFlesh3\t\t\"Sounds/Weapons/Bullet/Flesh3.ogg\"\nBulletFlesh4\t\t\"Sounds/Weapons/Bullet/Flesh4.ogg\"\n\n$limit BulletHit 12\n$volume BulletFlesh 0.85\n\nminigun1 dsminign\nminigun2 dsminig2\nminigun3 dsminig3\n$RANDOM weapons/minigun { minigun1 minigun2 minigun3 }\n\nmisc/w_pkup\t\tdswpnu\nmisc/p_pkup\t\tdsgetpo\nmisc/i_pkup\t\tdsitemu\nmisc/k_pkup\t\tdsitemu\nmisc/spawn\t\tdsitmb\nmisc/chat\t\tdsradio\nmisc/chat2\t\tdstin\n\n//Misc\n\n//Terrain\nslime\t\t\t\t\"Sounds/Terrain/dsmuck.ogg\"\nslimesmall\t\t\t\"Sounds/Terrain/dsmucksm.ogg\"\nwater\t\t\t\t\"Sounds/Terrain/dsgloop.ogg\"\nwatersmall\t\t\t\"Sounds/Terrain/dsfloush.ogg\"\nburn\t\t\t\t\"Sounds/Terrain/dsburn.ogg\"\nburnsmall\t\t\t\"Sounds/Terrain/dsburnsm.ogg\"\nblood1\t\t\t\t\"Sounds/Terrain/dssplat1.ogg\"\nblood2\t\t\t\t\"Sounds/Terrain/dssplat2.ogg\"\n$RANDOM blood { blood1 blood2 }\nbloodsmall1\t\t\t\"Sounds/Terrain/dssplat3.ogg\"\nbloodsmall2\t\t\t\"Sounds/Terrain/dssplat4.ogg\"\n$RANDOM bloodsmall { bloodsmall1 bloodsmall2 }\n\n// Default\nplayer/step1\t\t\tDSSTP1\nplayer/step2\t\t\tDSSTP2\nplayer/step3\t\t\tDSSTP3\nplayer/step4\t\t\tDSSTP4\n$random player/footstep { player/step1 player/step2 player/step3 player/step4 }\n\n// Water\nplayer/water1\t\t\tDSWTR1\nplayer/water2\t\t\tDSWTR2\nplayer/water3\t\t\tDSWTR3\nplayer/water4\t\t\tDSWTR4\n$random player/waterstep { player/water1 player/water2 player/water3 player/water4 }\n\n// Lava\nplayer/lava1\t\t\tDSLVA1\nplayer/lava2\t\t\tDSLVA2\nplayer/lava3\t\t\tDSLVA1\nplayer/lava4\t\t\tDSLVA2\n$random player/lavastep { player/lava1 player/lava2 player/lava3 player/lava4 }\n\n// Nukage\nplayer/nukage1\t\t\tDSNKG1\nplayer/nukage2\t\t\tDSNKG2\nplayer/nukage3\t\t\tDSNKG3\nplayer/nukage4\t\t\tDSNKG4\n$random player/nukagestep { player/nukage1 player/nukage2 player/nukage3 player/nukage4 }\n\n // Blood\nplayer/blood1\t\t\tDSBLD1\nplayer/blood2\t\t\tDSBLD2\nplayer/blood3\t\t\tDSBLD3\nplayer/blood4\t\t\tDSBLD4\n$random player/bloodstep { player/blood1 player/blood2 player/blood3 player/blood4 }\n\n// Slime\nplayer/slime1\t\t\tDSSLM1\nplayer/slime2\t\t\tDSSLM2\nplayer/slime3\t\t\tDSSLM3\nplayer/slime4\t\t\tDSSLM4\n$random player/slimestep { player/slime1 player/slime2 player/slime3 player/slime4 }\n\n// Metal\nplayer/metal1\t\t\tDSMET1\nplayer/metal2\t\t\tDSMET2\nplayer/metal3\t\t\tDSMET3\nplayer/metal4\t\t\tDSMET4\n$random player/metalstep { player/metal1 player/metal2 player/metal3 player/metal4 }\n\n// Carpet\nplayer/carpet1\t\t\tDSCAR1\nplayer/carpet2\t\t\tDSCAR2\nplayer/carpet3\t\t\tDSCAR3\nplayer/carpet4\t\t\tDSCAR4\n$random player/carpetstep { player/carpet1 player/carpet2 player/carpet3 player/carpet4 }\n\n// Dirt\nplayer/dirt1\t\t\tDSDIR1\nplayer/dirt2\t\t\tDSDIR2\nplayer/dirt3\t\t\tDSDIR3\nplayer/dirt4\t\t\tDSDIR4\n$random player/dirtstep { player/dirt1 player/dirt2 player/dirt3 player/dirt4 }\n\n// Brick/Stone\nplayer/brick1\t\t\tDSBRK1\nplayer/brick2\t\t\tDSBRK2\nplayer/brick3\t\t\tDSBRK3\nplayer/brick4\t\t\tDSBRK4\n$random player/brickstep { player/brick1 player/brick2 player/brick3 player/brick4 }\n\n// Grass\nplayer/grass1\t\t\tDSGRS1\nplayer/grass2\t\t\tDSGRS2\nplayer/grass3\t\t\tDSGRS3\nplayer/grass4\t\t\tDSGRS4\n$random player/grassstep { player/grass1 player/grass2 player/grass3 player/grass4 }\n\n// Gravel\nplayer/gravel1\t\t\tDSGRV1\nplayer/gravel2\t\t\tDSGRV2\nplayer/gravel3\t\t\tDSGRV3\nplayer/gravel4\t\t\tDSGRV4\n$random player/gravelstep { player/gravel1 player/gravel2 player/gravel3 player/gravel4 }\n\n// Marble\nplayer/marble1\t\t\tDSMRB1\nplayer/marble2\t\t\tDSMRB2\nplayer/marble3\t\t\tDSMRB3\nplayer/marble4\t\t\tDSMRB4\n$random player/marblestep { player/marble1 player/marble2 player/marble3 player/marble4 }\n\n// Wood\nplayer/wood1\t\t\tDSWOD1\nplayer/wood2\t\t\tDSWOD2\nplayer/wood3\t\t\tDSWOD3\nplayer/wood4\t\t\tDSWOD4\n$random player/woodstep { player/wood1 player/wood2 player/wood3 player/wood4 }\n\n// Flesh\nplayer/flesh1\t\t\tDSFLS1\nplayer/flesh2\t\t\tDSFLS2\nplayer/flesh3\t\t\tDSFLS3\nplayer/flesh4\t\t\tDSFLS4\n$random player/fleshstep { player/flesh1 player/flesh2 player/flesh3 player/flesh4 }\n\n// Snow\nplayer/snow1\t\t\tDSSNO1\nplayer/snow2\t\t\tDSSNO2\nplayer/snow3\t\t\tDSSNO3\nplayer/snow4\t\t\tDSSNO4\n$random player/snowstep { player/snow1 player/snow2 player/snow3 player/snow4 }\n\n$volume player/footstep 0.55\n$volume player/waterstep 0.45\n$volume player/lavastep 0.45\n$volume player/nukagestep 0.4\n$volume player/bloodstep 0.4\n$volume player/slimestep 0.45\n$volume player/metalstep 0.55\n$volume player/carpetstep 0.55\n$volume player/dirtstep 0.55\n$volume player/brickstep 0.55\n$volume player/grassstep 0.55\n$volume player/gravelstep 0.55\n$volume player/marblestep 0.55\n$volume player/woodstep 0.55\n$volume player/fleshstep 0.55\n$volume player/snowstep 0.55\n\n//Blood\n\nbloodsplat1 \"Sounds/Gore/dsblud01.ogg\"\nbloodsplat2 \"Sounds/Gore/dsblud02.ogg\"\nbloodsplat3 \"Sounds/Gore/dsblud03.ogg\"\n\n$random bloodsplat { bloodsplat1 bloodsplat2 bloodsplat3 }\n$volume\tbloodsplat\t0.65\n$limit bloodsplat \t3\n\n//MISC\n\nFlies\t\"Sounds/Gore/FLIES.ogg\"\n$limit\tFlies\t\t0\n\nmenu/activate\tmmswp1\nmenu/backup \tmmswp2\nmenu/prompt\t mmprmpt\nmenu/cursor\t mmmove\nmenu/change\t mmscrll\nmenu/invalid\tmmbeep\nmenu/dismiss\tmmrtrn\nmenu/choose\t mmslct\nmenu/clear\t mmrtrn\n\nmenu/quit1\t mmbeep\nmenu/quit2\t mmbeep\nmisc/secret\t\t dssecre\nmisc/k_pkup\t\t dskpckup\nmisc/teleport\t\tdstelep"
},
{
"source": "pk3",
"name": "SndInfo.txt",
"contents": "// Voice 1\n$random Nazi1/Death { Naz1Dt02 Naz1Dt02 Naz1Dt03 Naz1Dt03 Naz1Dt04 Naz1Dt04 Naz1Dt05 Naz1Dt05 Naz1Dt06 Naz1Dt06 Naz1Dt07 Naz1Dt07 Naz1Dt08 Naz1Dt08 Naz1Dt09 Naz1Dt09 Naz1Dt10 Naz1Dt10 Naz1Dt11 Naz1Dt11 Naz1Dt12 Naz1Dt12 }\n$random Nazi1/Pain { Naz1Pn02 Naz1Pn02 Naz1Pn03 Naz1Pn03 Naz1Pn04 Naz1Pn04 Naz1Pn05 Naz1Pn05 Naz1Pn06 Naz1Pn06 Naz1Pn07 Naz1Pn07 Naz1Pn08 Naz1Pn08 Naz1Pn09 Naz1Pn09 }\n$random Nazi1/Sighted { Naz1St02 Naz1St02 Naz1St03 Naz1St03 Naz1St04 Naz1St04 Naz1St05 Naz1St05 Naz1St06 Naz1St06 Naz1St07 Naz1St07 Naz1St08 Naz1St08 Naz1St09 Naz1St09 Naz1St10 Naz1St10 Naz1St11 Naz1St11 Naz1St12 Naz1St12 Naz1St13 Naz1St13 Naz1St14 Naz1St14 Naz1St15 Naz1St15 Naz1St16 Naz1St16 Naz1St17 Naz1St17 Naz1St18 Naz1St18 Naz1St19 Naz1St19 Naz1St20 Naz1St20 Naz1St21 Naz1St21 Naz1St22 Naz1St22 Naz1St23 Naz1St23 Naz1St24 Naz1St24 Naz1St25 Naz1St25 Naz1St26 Naz1St26 Naz1St27 Naz1St27 Naz1St28 Naz1St28 Naz1St29 Naz1St29 Naz1St30 Naz1St30 Naz1St31 Naz1St31 Naz1St32 Naz1St32 Naz1St33 Naz1St33 Naz1St34 Naz1St34 Naz1St35 Naz1St35 Naz1St36 Naz1St36 Naz1St37 Naz1St37 Naz1St38 Naz1St38 Naz1St39 Naz1St39 }\nNaz1Dt02 Naz1Dt02\nNaz1Dt03 Naz1Dt03\nNaz1Dt04 Naz1Dt04\nNaz1Dt05 Naz1Dt05\nNaz1Dt06 Naz1Dt06\nNaz1Dt07 Naz1Dt07\nNaz1Dt08 Naz1Dt08\nNaz1Dt09 Naz1Dt09\nNaz1Dt10 Naz1Dt10\nNaz1Dt11 Naz1Dt11\nNaz1Dt12 Naz1Dt12\nNaz1Pn02 Naz1Pn02\nNaz1Pn03 Naz1Pn03\nNaz1Pn04 Naz1Pn04\nNaz1Pn05 Naz1Pn05\nNaz1Pn06 Naz1Pn06\nNaz1Pn07 Naz1Pn07\nNaz1Pn08 Naz1Pn08\nNaz1Pn09 Naz1Pn09\nNaz1St02 Naz1St02\nNaz1St03 Naz1St03\nNaz1St04 Naz1St04\nNaz1St05 Naz1St05\nNaz1St06 Naz1St06\nNaz1St07 Naz1St07\nNaz1St08 Naz1St08\nNaz1St09 Naz1St09\nNaz1St10 Naz1St10\nNaz1St11 Naz1St11\nNaz1St12 Naz1St12\nNaz1St13 Naz1St13\nNaz1St14 Naz1St14\nNaz1St15 Naz1St15\nNaz1St16 Naz1St16\nNaz1St17 Naz1St17\nNaz1St18 Naz1St18\nNaz1St19 Naz1St19\nNaz1St20 Naz1St20\nNaz1St21 Naz1St21\nNaz1St22 Naz1St22\nNaz1St23 Naz1St23\nNaz1St24 Naz1St24\nNaz1St25 Naz1St25\nNaz1St26 Naz1St26\nNaz1St27 Naz1St27\nNaz1St28 Naz1St28\nNaz1St29 Naz1St29\nNaz1St30 Naz1St30\nNaz1St31 Naz1St31\nNaz1St32 Naz1St32\nNaz1St33 Naz1St33\nNaz1St34 Naz1St34\nNaz1St35 Naz1St35\nNaz1St36 Naz1St36\nNaz1St37 Naz1St37\nNaz1St38 Naz1St38\nNaz1St39 Naz1St39\n// Voice 2\n$random Nazi2/Death { Naz2Dt02 Naz2Dt02 Naz2Dt03 Naz2Dt03 Naz2Dt04 Naz2Dt04 Naz2Dt05 Naz2Dt05 Naz2Dt06 Naz2Dt06 }\n$random Nazi2/Pain { Naz2Pn02 Naz2Pn02 Naz2Pn03 Naz2Pn03 Naz2Pn04 Naz2Pn04 Naz2Pn05 Naz2Pn05 Naz2Pn06 Naz2Pn06 Naz2Pn07 Naz2Pn07 Naz2Pn08 Naz2Pn08 }\n$random Nazi2/Sighted { Naz2St02 Naz2St02 Naz2St03 Naz2St03 Naz2St04 Naz2St04 Naz2St05 Naz2St05 Naz2St06 Naz2St06 Naz2St07 Naz2St07 Naz2St08 Naz2St08 Naz2St09 Naz2St09 Naz2St10 Naz2St10 Naz2St11 Naz2St11 Naz2St12 Naz2St12 Naz2St13 Naz2St13 Naz2St14 Naz2St14 Naz2St15 Naz2St15 Naz2St16 Naz2St16 Naz2St17 Naz2St17 Naz2St18 Naz2St18 Naz2St19 Naz2St19 Naz2St20 Naz2St20 Naz2St21 Naz2St21 Naz2St22 Naz2St22 Naz2St23 Naz2St23 Naz2St24 Naz2St24 Naz2St25 Naz2St25 Naz2St26 Naz2St26 Naz2St27 Naz2St27 Naz2St28 Naz2St28 Naz2St29 Naz2St29 Naz2St30 Naz2St30 Naz2St31 Naz2St31 Naz2St32 Naz2St32 Naz2St33 Naz2St33 Naz2St34 Naz2St34 Naz2St35 Naz2St35 Naz2St36 Naz2St36 Naz2St37 Naz2St37 Naz2St38 Naz2St38 Naz2St39 Naz2St39 Naz2St40 Naz2St40 Naz2St41 Naz2St41 Naz2St42 Naz2St42 Naz2St43 Naz2St43 Naz2St44 Naz2St44 Naz2St45 Naz2St45 Naz2St46 Naz2St46 Naz2St47 Naz2St47 Naz2St48 Naz2St48 Naz2St49 Naz2St49 }\nNaz2Dt02 Naz2Dt02\nNaz2Dt03 Naz2Dt03\nNaz2Dt04 Naz2Dt04\nNaz2Dt05 Naz2Dt05\nNaz2Dt06 Naz2Dt06\nNaz2Pn02 Naz2Pn02\nNaz2Pn03 Naz2Pn03\nNaz2Pn04 Naz2Pn04\nNaz2Pn05 Naz2Pn05\nNaz2Pn06 Naz2Pn06\nNaz2Pn07 Naz2Pn07\nNaz2Pn08 Naz2Pn08\nNaz2St02 Naz2St02\nNaz2St03 Naz2St03\nNaz2St04 Naz2St04\nNaz2St05 Naz2St05\nNaz2St06 Naz2St06\nNaz2St07 Naz2St07\nNaz2St08 Naz2St08\nNaz2St09 Naz2St09\nNaz2St10 Naz2St10\nNaz2St11 Naz2St11\nNaz2St12 Naz2St12\nNaz2St13 Naz2St13\nNaz2St14 Naz2St14\nNaz2St15 Naz2St15\nNaz2St16 Naz2St16\nNaz2St17 Naz2St17\nNaz2St18 Naz2St18\nNaz2St19 Naz2St19\nNaz2St20 Naz2St20\nNaz2St21 Naz2St21\nNaz2St22 Naz2St22\nNaz2St23 Naz2St23\nNaz2St24 Naz2St24\nNaz2St25 Naz2St25\nNaz2St26 Naz2St26\nNaz2St27 Naz2St27\nNaz2St28 Naz2St28\nNaz2St29 Naz2St29\nNaz2St30 Naz2St30\nNaz2St31 Naz2St31\nNaz2St32 Naz2St32\nNaz2St33 Naz2St33\nNaz2St34 Naz2St34\nNaz2St35 Naz2St35\nNaz2St36 Naz2St36\nNaz2St37 Naz2St37\nNaz2St38 Naz2St38\nNaz2St39 Naz2St39\nNaz2St40 Naz2St40\nNaz2St41 Naz2St41\nNaz2St42 Naz2St42\nNaz2St43 Naz2St43\nNaz2St44 Naz2St44\nNaz2St45 Naz2St45\nNaz2St46 Naz2St46\nNaz2St47 Naz2St47\nNaz2St48 Naz2St48\nNaz2St49 Naz2St49\n// Voice 3 (Has no death/pains, use voice 2's instead)\n$random Nazi3/Sighted { Naz3St02 Naz3St02 Naz3St03 Naz3St03 Naz3St04 Naz3St04 Naz3St05 Naz3St05 Naz3St06 Naz3St06 Naz3St07 Naz3St07 Naz3St08 Naz3St08 Naz3St09 Naz3St09 Naz3St10 Naz3St10 Naz3St11 Naz3St11 Naz3St12 Naz3St12 Naz3St13 Naz3St13 Naz3St14 Naz3St14 Naz3St15 Naz3St15 Naz3St16 Naz3St16 Naz3St17 Naz3St17 Naz3St18 Naz3St18 Naz3St19 Naz3St19 Naz3St20 Naz3St20 Naz3St21 Naz3St21 Naz3St22 Naz3St22 Naz3St23 Naz3St23 Naz3St24 Naz3St24 Naz3St25 Naz3St25 Naz3St26 Naz3St26 Naz3St27 Naz3St27 Naz3St28 Naz3St28 Naz3St29 Naz3St29 Naz3St30 Naz3St30 Naz3St31 Naz3St31 Naz3St32 Naz3St32 Naz3St33 Naz3St33 Naz3St34 Naz3St34 Naz3St35 Naz3St35 Naz3St36 Naz3St36 Naz3St37 Naz3St37 Naz3St38 Naz3St38 Naz3St39 Naz3St39 Naz3St40 Naz3St40 Naz3St41 Naz3St41 Naz3St42 Naz3St42 Naz3St43 Naz3St43 Naz3St44 Naz3St44 Naz3St45 Naz3St45 Naz3St46 Naz3St46 Naz3St47 Naz3St47 Naz3St48 Naz3St48 }\nNaz3St02 Naz3St02\nNaz3St03 Naz3St03\nNaz3St04 Naz3St04\nNaz3St05 Naz3St05\nNaz3St06 Naz3St06\nNaz3St07 Naz3St07\nNaz3St08 Naz3St08\nNaz3St09 Naz3St09\nNaz3St10 Naz3St10\nNaz3St11 Naz3St11\nNaz3St12 Naz3St12\nNaz3St13 Naz3St13\nNaz3St14 Naz3St14\nNaz3St15 Naz3St15\nNaz3St16 Naz3St16\nNaz3St17 Naz3St17\nNaz3St18 Naz3St18\nNaz3St19 Naz3St19\nNaz3St20 Naz3St20\nNaz3St21 Naz3St21\nNaz3St22 Naz3St22\nNaz3St23 Naz3St23\nNaz3St24 Naz3St24\nNaz3St25 Naz3St25\nNaz3St26 Naz3St26\nNaz3St27 Naz3St27\nNaz3St28 Naz3St28\nNaz3St29 Naz3St29\nNaz3St30 Naz3St30\nNaz3St31 Naz3St31\nNaz3St32 Naz3St32\nNaz3St33 Naz3St33\nNaz3St34 Naz3St34\nNaz3St35 Naz3St35\nNaz3St36 Naz3St36\nNaz3St37 Naz3St37\nNaz3St38 Naz3St38\nNaz3St39 Naz3St39\nNaz3St40 Naz3St40\nNaz3St41 Naz3St41\nNaz3St42 Naz3St42\nNaz3St43 Naz3St43\nNaz3St44 Naz3St44\nNaz3St45 Naz3St45\nNaz3St46 Naz3St46\nNaz3St47 Naz3St47\nNaz3St48 Naz3St48\n// Voice 4\n$random Nazi4/Death { Naz4Dt02 Naz4Dt02 Naz4Dt03 Naz4Dt03 Naz4Dt04 Naz4Dt04 Naz4Dt05 Naz4Dt05 Naz4Dt06 Naz4Dt06 Naz4Dt07 Naz4Dt07 Naz4Dt08 Naz4Dt08 Naz4Dt09 Naz4Dt09 Naz4Dt10 Naz4Dt10 Naz4Dt11 Naz4Dt11 Naz4Dt12 Naz4Dt12 Naz4Dt13 Naz4Dt13 }\n$random Nazi4/Pain { Naz4Pn02 Naz4Pn02 Naz4Pn03 Naz4Pn03 Naz4Pn04 Naz4Pn04 Naz4Pn05 Naz4Pn05 }\n$random Nazi4/Sighted { Naz4St02 Naz4St02 Naz4St03 Naz4St03 Naz4St04 Naz4St04 Naz4St05 Naz4St05 Naz4St06 Naz4St06 Naz4St07 Naz4St07 Naz4St08 Naz4St08 Naz4St09 Naz4St09 Naz4St10 Naz4St10 Naz4St11 Naz4St11 Naz4St12 Naz4St12 Naz4St13 Naz4St13 Naz4St14 Naz4St14 Naz4St15 Naz4St15 Naz4St16 Naz4St16 Naz4St17 Naz4St17 Naz4St18 Naz4St18 Naz4St19 Naz4St19 Naz4St20 Naz4St20 Naz4St21 Naz4St21 Naz4St22 Naz4St22 Naz4St23 Naz4St23 Naz4St24 Naz4St24 Naz4St25 Naz4St25 Naz4St26 Naz4St26 Naz4St27 Naz4St27 Naz4St28 Naz4St28 Naz4St29 Naz4St29 Naz4St30 Naz4St30 Naz4St31 Naz4St31 Naz4St32 Naz4St32 Naz4St33 Naz4St33 Naz4St34 Naz4St34 Naz4St35 Naz4St35 Naz4St36 Naz4St36 Naz4St37 Naz4St37 Naz4St38 Naz4St38 Naz4St39 Naz4St39 Naz4St40 Naz4St40 Naz4St41 Naz4St41 Naz4St42 Naz4St42 Naz4St43 Naz4St43 Naz4St44 Naz4St44 Naz4St45 Naz4St45 Naz4St46 Naz4St46 Naz4St47 Naz4St47 Naz4St48 Naz4St48 }\nNaz4Dt02 Naz4Dt02\nNaz4Dt03 Naz4Dt03\nNaz4Dt04 Naz4Dt04\nNaz4Dt05 Naz4Dt05\nNaz4Dt06 Naz4Dt06\nNaz4Dt07 Naz4Dt07\nNaz4Dt08 Naz4Dt08\nNaz4Dt09 Naz4Dt09\nNaz4Dt10 Naz4Dt10\nNaz4Dt11 Naz4Dt11\nNaz4Dt12 Naz4Dt12\nNaz4Dt13 Naz4Dt13\nNaz4Pn02 Naz4Pn02\nNaz4Pn03 Naz4Pn03\nNaz4Pn04 Naz4Pn04\nNaz4Pn05 Naz4Pn05\nNaz4St02 Naz4St02\nNaz4St03 Naz4St03\nNaz4St04 Naz4St04\nNaz4St05 Naz4St05\nNaz4St06 Naz4St06\nNaz4St07 Naz4St07\nNaz4St08 Naz4St08\nNaz4St09 Naz4St09\nNaz4St10 Naz4St10\nNaz4St11 Naz4St11\nNaz4St12 Naz4St12\nNaz4St13 Naz4St13\nNaz4St14 Naz4St14\nNaz4St15 Naz4St15\nNaz4St16 Naz4St16\nNaz4St17 Naz4St17\nNaz4St18 Naz4St18\nNaz4St19 Naz4St19\nNaz4St20 Naz4St20\nNaz4St21 Naz4St21\nNaz4St22 Naz4St22\nNaz4St23 Naz4St23\nNaz4St24 Naz4St24\nNaz4St25 Naz4St25\nNaz4St26 Naz4St26\nNaz4St27 Naz4St27\nNaz4St28 Naz4St28\nNaz4St29 Naz4St29\nNaz4St30 Naz4St30\nNaz4St31 Naz4St31\nNaz4St32 Naz4St32\nNaz4St33 Naz4St33\nNaz4St34 Naz4St34\nNaz4St35 Naz4St35\nNaz4St36 Naz4St36\nNaz4St37 Naz4St37\nNaz4St38 Naz4St38\nNaz4St39 Naz4St39\nNaz4St40 Naz4St40\nNaz4St41 Naz4St41\nNaz4St42 Naz4St42\nNaz4St43 Naz4St43\nNaz4St44 Naz4St44\nNaz4St45 Naz4St45\nNaz4St46 Naz4St46\nNaz4St47 Naz4St47\nNaz4St48 Naz4St48\n\n//Enemy speech\nwolfen/dogpain\t\t\t\tdsdgpai\nwolfen/dogattack\t\t\tdsdogatk\n$random Wolfen/dogsight \t{ dog/sight1 dog/sight2 dog/sight3 }\n$random wolfen/dogactive \t{ dog/act1 dog/act2 }\n$random wolfen/dogdeath \t{ dog/death1 dog/death2 dog/death3 }\ndog/sight1 \t\t\t\tDSDGSIT1\ndog/sight2 \t\t\t\tDSDGSIT2\ndog/sight3 \t\t\t\tDSDGSIT3\ndog/act1 \t\t\t\t\tDSDGACT1\ndog/act2 \t\t\t\t\tDSDGACT2\ndog/death1 \t\t\t\tDSDGDIE1\ndog/death2 \t\t\t\tDSDGDIE2\ndog/death3 \t\t\t\tDSDGDIE3\n\n//Mutant\n$random mutant/groan { mutant/groan1 mutant/groan2 mutant/groan3 mutant/groan4 mutant/groan7 mutant/groan9 mutant/groan10 }\nmutant/groan1 mtntdth0\nmutant/groan2 mtntdth1\nmutant/groan3 mtntdth2\nmutant/groan4 mtntdth3\nmutant/groan7 mtntdth6\nmutant/groan9 mtntdth8\nmutant/groan10 mtntdth9\n\n//Boss 1\nboss1/pain\tbos1pain\nBoss1/Death Bos1Dt01\n$random Boss1/Sighted { Bos1St01 Bos1St02 Bos1St03 Bos1St04 Bos1St05 Bos1St06 Bos1St07 Bos1St08 Bos1St09 }\nBos1St01 Bos1St01\nBos1St02 Bos1St02\nBos1St03 Bos1St03\nBos1St04 Bos1St04\nBos1St05 Bos1St05\nBos1St06 Bos1St06\nBos1St07 Bos1St07\nBos1St08 Bos1St08\nBos1St09 Bos1St09\n\n//Boss 2\nBoss2/Death Bos2Dt01\n$random Boss2/Sighted { bos2st01 bos2st02 bos2st03 bos2st04 bos2st05 bos2st06 bos2st07 bos2st08 }\nBos2St01 Bos2St01\nBos2St02 Bos2St02\nBos2St03 Bos2St03\nBos2St04 Bos2St04\nBos2St05 Bos2St05\nBos2St06 Bos2St06\nBos2St07 Bos2St07\nBos2St08 Bos2St08\nboss2/pain bos2pain\n\n//Flamer\n$random Flamer/Death { hdead1 hdead2 }\nHDEAD1 HDEAD1\nHDEAD2 HDEAD2\n$random Flamer/Sighted { hmask1 hmask2 hmask3 hmask4 hmask5 }\nHMASK1 HMASK1\nHMASK2 HMASK2\nHMASK3 HMASK3\nHMASK4 HMASK4\nHMASK5 HMASK5\n\nShockSight1 WSND0007\nShockSight2 LSND0007\n\n$random enemies/ShockSight { ShockSight1 ShockSight2 EliteSight }\n\nEliteSight WARCRY\n\nShockDeath1 WSND0020\nShockDeath2 SHITKOPH\n\n$random enemies/ShockDeath { ShockDeath1 ShockDeath2 }\n\nmonsters/fatsofire\t\tDSFATFIR\nhectebus/flameready\t\tDSHECFLM\nFlamer/Flame FLAMEF\nwolfen/luger \tNZLUGER\npickups/mgun\t\tpkmgun\npickups/cgun\t\tpkchgun\npickups/WolfAmmo\t\tpkwammo\npickups/WolfAmmobox\t\tpkwamob\n\n$random Knife { KNIFE1 KNIFE2 KNIFE3 KNIFE4 }\n\nKNIFE1 KNIFE1\nKNIFE2 KNIFE2\nKNIFE3 KNIFE3\nKNIFE4 KNIFE4\n\nhitwall1 hitwall1\n\n$random weapons/wknife { slash1 slash2 }\n\nslash1 slash1\nslash2 slash2\n\nBaron/Site DSHTLRS"
},
{
"source": "pk3",
"name": "SndInfo.txt",
"contents": "$random Ally/active \t\t{ human/idle1 human/idle2 human/idle3 human/idle4 human/idle5 human/idle6 human/idle7 human/idle8 human/idle9 }\nhuman/idle1 \t\t\tDSIDLE01\nhuman/idle2 \t\t\tDSIDLE02\nhuman/idle3 \t\t\tDSIDLE03\nhuman/idle4 \t\t\tDSIDLE04\nhuman/idle5 \t\t\tDSIDLE05\nhuman/idle6 \t\t\tDSIDLE06\nhuman/idle7 \t\t\tDSIDLE07\nhuman/idle8 \t\t\tDSIDLE08\nhuman/idle9 \t\t\tDSIDLE09\n\nAlly/pain\t\t\tdsmapain\n\n$random Ally/death\t\t{ marine/death1 marine/death2 marine/death3 marine/death4 marine/death5 marine/death6 marine/death7 marine/death8 marine/death9 }\nmarine/death1\t\t\tdsmadth1\nmarine/death2\t\t\tdsmadth2\nmarine/death3\t\t\tdsmadth3\nmarine/death4\t\t\tdsmadth4\nmarine/death5\t\t\tdsmadth5\nmarine/death6\t\t\tdsmadth6\nmarine/death7\t\t\tdsmadth7\nmarine/death8\t\t\tdsmadth8\nmarine/death9\t\t\tdsmadth9\n\n$random Ally/Site\t\t{ marine/sight1 marine/sight2 marine/sight3 marine/sight4 marine/sight5 marine/sight6 marine/sight7 marine/sight8 marine/sight9 marine/sight0}\nmarine/sight1\t\t\tdsmasit1\nmarine/sight2\t\t\tdsmasit2\nmarine/sight3\t\t\tdsmasit3\nmarine/sight4\t\t\tdsmasit4\nmarine/sight5\t\t\tdsmasit5\nmarine/sight6\t\t\tdsmasit6\nmarine/sight7\t\t\tdsmasit7\nmarine/sight8\t\t\tdsmasit8\nmarine/sight9\t\t\tdsmasit9\nmarine/sight0\t\t\tdsmasit0\n\nWAlly/death DSWFDET\n\nWAlly/Site DSBJYEL\nDroid/Step DSDROST\nDroid/Site CDROSEE\nDroid/Die CDRODIE\nVoltPistol/fire VULCFIR2\nVoltAug/pickup VOLTAGET"
},
{
"source": "pk3",
"name": "SBarInfo.txt",
"contents": "Base Doom;\nHeight 32;\nMonospacefonts true, \"0\";\n\nMugShot \"GodAnimated\", Health2\n{\n{GOD00, GOD01, GOD02} 17;\n}\n\nMugShot \"XDeath\"\n{\nXDTH0 3;\nXDTH1 1;\nXDTH2 2;\nXDTH3 2;\nXDTH4 -1;\n}\n\n// FullScreen Hud\n\nStatusBar Fullscreen, Fullscreenoffsets\n{\n\tDrawImage \"HUD_BKG7\", 0, -27;\n\tDrawImage \"HUD_BKG3\", 0, -61;\n\tDrawImage \"HUD_BKG8\", -121, -27;\n\tDrawImage \"HUD_BKG4\", -121, -66;\n\n// Health & Armor\n\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Health, 83, -24, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Health, WhenNotZero, 83, -24, 0, Red, 25, Green, 51;\n\tDrawString SMALLFONT, White, \"Health\", 85, -9;\n\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Armor, 144, -24, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Armor, WhenNotZero, 144, -24, 0, Red, 25, Green, 51;\n\tDrawString SMALLFONT, White, \"Armor\", 142, -9;\n\n DrawSwitchableImage ArmorType StartingArmor, \"\", \"SARMC0\", 75, -34;\n\tDrawSwitchableImage ArmorType BDGreenArmor, \"\", \"HEVAD0\", 75, -34;\n\tDrawSwitchableImage ArmorType DamagedArmor, \"\", \"BRAMD0\", 75, -34;\n\tDrawSwitchableImage ArmorType KevlarArmor, \"\", \"KEVAD0\", 75, -34;\n\tDrawSwitchableImage ArmorType BDBlueArmor, \"\", \"ARM4D0\", 75, -34;\n\tDrawSwitchableImage ArmorType BDRedArmor, \"\", \"REDAG0\", 75, -34;\n\n// Armor Number turns blue when over 101\n\n\tInInventory FullHealth, 101\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, Blue, Health, 69, -24;\n\t}\n\n\tInInventory BasicArmor, 101\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, Blue, Armor, 144, -24;\n\t}\n\n// Armor Number turns DarkRed when over 201\n\n\tInInventory FullHealth, 201\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, DarkRed, Health, 69, -24;\n\t}\n\n\tInInventory BasicArmor, 201\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, DarkRed, Armor, 144, -24;\n\t}\n\n// Armor Number turns Black when over 301\n\n\tInInventory FullHealth, 301\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, Black, Health, 69, -24;\n\t}\n\n\tInInventory BasicArmor, 301\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, Black, Armor, 144, -24;\n\t}\n\n// Ammo\n\n\tDrawString SMALLFONT, White, \"Ammo\", -78, -9;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, -76, -24, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, -76, -24, 0;\n\n\tUsesSecondaryAmmo\n\t{\n\t\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, -28, -24, 0;\n\t\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo2, WhenNotZero, -28, -24, 0;\n\t\tDrawString SMALLFONT, White, \"S-Ammo\", -24, -9;\n\t}\n DrawString SMALLFONT, Olive, \"BULL\", -81, -63;\n\t\tDrawString SMALLFONT, Brick, \"SHEL\", -81, -56;\n\t\tDrawString SMALLFONT, DarkBrown, \"RCKT\", -81, -49;\n\t\tDrawString SMALLFONT, Green, \"CELL\", -81, -42;\n\t\tDrawString SMALLFONT, LightBlue, \"WOLF\", -81, -35;\n\t\tDrawString SMALLFONT, Orange, \"COME\", -22, -63;\n\t\tDrawString SMALLFONT, DarkGrey, \"MINI\", -22, -56;\n\t\tDrawString SMALLFONT, Black, \"NUKE\", -22, -49;\n\t\tDrawString SMALLFONT, Purple, \"VOID\", -22, -42;\n\t\tDrawString SMALLFONT, White, \"PSYH\", -22, -35;\n\n\t\tDrawNumber 3, INDEXFONT, Olive, Ammo Clip, -63, -62;\n\t\tDrawNumber 3, INDEXFONT, Brick, Ammo Shell, -63, -55;\n\t\tDrawNumber 3, INDEXFONT, DarkBrown, Ammo RocketAmmo, -63, -48;\n\t\tDrawNumber 3, INDEXFONT, Green, Ammo Cell, -63, -41;\n\t\tDrawNumber 3, INDEXFONT, LightBlue, Ammo WolfClip, -63, -34;\n\t\tDrawNumber 3, INDEXFONT, Orange, Ammo CometAmmo, -4, -62;\n\t\tDrawNumber 3, INDEXFONT, DarkGrey, Ammo MiniRocketAmmo, -4, -55;\n\t\tDrawNumber 3, INDEXFONT, Black, Ammo NukeAmmo, -4, -48;\n\t\tDrawNumber 3, INDEXFONT, Purple, Ammo VoidAmmo, -4, -41;\n\t\tDrawNumber 3, INDEXFONT, White, Ammo PsychAmmo, -4, -34;\n\n\t DrawSelectedInventory INDEXFONT, 0, -30, 26, -26;\n\n\tInInventory PowerStrength\n\t{\n\tDrawImage \"ITH1A0\", 6, -56;\n\t}\n\tInInventory NailAugment, 1\n\t{\n\tDrawImage \"ITH2Y0\", 35, -40, CenterBottom;\n\t}\n\tInInventory NailAugment, 2\n\t{\n\tDrawImage \"ITH2Z0\", 35, -40, CenterBottom;\n\t}\n\tInInventory ESitem, 1\n\t{\n\tDrawImage \"ITH3Y0\", 51, -43, CenterBottom;\n\t}\n\tInInventory ESitem, 2\n\t{\n\tDrawImage \"ITH3Z0\", 51, -43, CenterBottom;\n\t}\n\tInInventory FRitem, 1\n\t{\n\tDrawImage \"ITH4Y0\", 12, -17, CenterBottom;\n\t}\n\tInInventory FRitem, 2\n\t{\n\tDrawImage \"ITH4Z0\", 25, -15, CenterBottom;\n\t}\n\tInInventory VoltAugment, 1\n\t{\n\tDrawImage \"ITH5Y0\", 28, -23, CenterBottom;\n\t}\n\tInInventory VoltAugment, 2\n\t{\n\tDrawImage \"ITH5Z0\", 28, -23, CenterBottom;\n\t}\n\tIsSelected \"RemoteC4\"\n\t{\n\tDrawImage \"HDC4A0\", 100, -55;\n\tDrawNumber 3, SMALLFONT, DarkGrey, Ammo1, 126, -56, 0;\n\tDrawNumber 3, SMALLFONT, Untranslated, Ammo1, WhenNotZero, 126, -56, 0;\n\t}\n\n// Keys\n\n\tGamemode Singleplayer, Cooperative\n\t{\n\t\tDrawSwitchableImage KeySlot 2, \"NOKEY\", \"BKEY\", -18, -26;\n\t\tDrawSwitchableImage KeySlot 3, \"NOKEY\", \"YKEY\", -18, -17;\n\t\tDrawSwitchableImage KeySlot 1, \"NOKEY\", \"RKEY\", -18, -8;\n\t\tDrawSwitchableImage KeySlot 5, \"NOSKULL\", \"BSKULL\", -8, -26;\n\t\tDrawSwitchableImage KeySlot 6, \"NOSKULL\", \"YSKULL\", -8, -17;\n\t\tDrawSwitchableImage KeySlot 4, \"NOSKULL\", \"RSKULL\", -8, -8;\n\t}\n\n// FRAGS + Primary Ammo Type - Deathmatch, Team Deathmatch, Teamgame\n\n\tGamemode Deathmatch, Teamgame\n\t{\n\t\tDrawNumber 2, SMALLFONT, Orange, Frags, 19, -22;\n\t\tDrawString SMALLFONT, Red, \"F\", 15, -9;\n\n\t\tDrawImage AmmoIcon1, -10, -15, Center;\n\t}\n}\n\nStatusBar InventoryFullscreen, FullScreenOffsets\n{\n DrawInventoryBar Doom, NoArrows, Translucent, 6, INDEXFONT, -96 + Center, 0, -68 + Center, 2, Gold;\n}\n\n// Normal Statusbar\n\nStatusBar Normal\n{\n DrawImage \"CSTBAR\", 0, 168;\n\tDrawImage \"HUD_BKG5\", -78, 20;\n\tDrawImage \"HUD_BKG6\", 270, 20;\n\n GameMode Cooperative, Deathmatch, Teamgame\n {\n DrawImage Translatable \"STFBANY\", 143, 169;\n }\n\n\tDrawMugshot 5, AnimatedGodMode, XDeathFace, 144, 168;\n\n\tInInventory Not PowerStrength\n\t{\n\tDrawImage \"STHELT\", 50, 191;\n\t}\n\tInInventory PowerStrength\n\t{\n\tDrawImage \"ITH1A0\", 275, 24;\n\t}\n\tInInventory NailAugment, 1\n\t{\n\tDrawImage \"ITH2Y0\", 302, 40, CenterBottom;\n\t}\n\tInInventory NailAugment, 2\n\t{\n\tDrawImage \"ITH2Z0\", 302, 40, CenterBottom;\n\t}\n\tInInventory ESitem, 1\n\t{\n\tDrawImage \"ITH3Y0\", 314, 37, CenterBottom;\n\t}\n\tInInventory ESitem, 2\n\t{\n\tDrawImage \"ITH3Z0\", 314, 37, CenterBottom;\n\t}\n\tInInventory FRitem, 1\n\t{\n\tDrawImage \"ITH4Y0\", 281, 63, CenterBottom;\n\t}\n\tInInventory FRitem, 2\n\t{\n\tDrawImage \"ITH4Z0\", 294, 65, CenterBottom;\n\t}\n\tInInventory VoltAugment, 1\n\t{\n\tDrawImage \"ITH5Y0\", 295, 58, CenterBottom;\n\t}\n\tInInventory VoltAugment, 2\n\t{\n\tDrawImage \"ITH5Z0\", 295, 58, CenterBottom;\n\t}\n\n\tDrawImage \"STARMR\", 193, 191;\n\tDrawSwitchableImage ArmorType StartingArmor, \"\", \"HARMTA\", 181, 189;\n\tDrawSwitchableImage ArmorType BDGreenArmor, \"\", \"HARMGR\", 181, 189;\n\tDrawSwitchableImage ArmorType DamagedArmor, \"\", \"HARMSV\", 181, 189;\n\tDrawSwitchableImage ArmorType KevlarArmor, \"\", \"HARMBK\", 181, 189;\n\tDrawSwitchableImage ArmorType BDBlueArmor, \"\", \"HARMBL\", 181, 189;\n\tDrawSwitchableImage ArmorType BDRedArmor, \"\", \"HARMRD\", 181, 189;\n\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Health, 90, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Health, WhenNotZero, 90, 173, 0, Red, 25, Green, 51;\n\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Armor, 228, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, 228, 173, 0, Red, 50, Blue, 151;\n\n IsSelected \"Fist~\"\n\t{\n\tDrawImage \"STTMINUS\", 16, 174;\n\t}\n\tIsSelected \"WolfKnife\"\n\t{\n\tDrawImage \"STTMINUS\", 16, 174;\n\t}\n IsSelected \"Chainsaw~\"\n\t{\n\tDrawImage \"STTMINUS\", 16, 174;\n\t}\n IsSelected \"RemoteC4\"\n\t{\n\tDrawImage \"HDC4A0\", 285, 60;\n\tDrawNumber 3, SMALLFONT, DarkGrey, Ammo1, 315, 60, 0;\n\tDrawNumber 3, SMALLFONT, Untranslated, Ammo1, WhenNotZero, 315, 60, 0;\n\t}\n IsSelected \"VoidSword\"\n\t{\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected Beretta\n\t{\n\tDrawImage \"SEWBA0\", 94, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"Shotgun~\"\n\t{\n\tDrawImage \"SEWBA0\", 106, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"Auto-Shotgun\"\n\t{\n\tDrawImage \"SEWBA0\", 106, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, 45, 173, 0;\n\tDrawNumber 2, HUDFONT_DOOM, Gold, Ammo2, WhenNotZero, 45, 173, 0, Red, 2, Green, 6;\n\t}\n IsSelected \"SuperShotgun~\"\n\t{\n\tDrawImage \"SEWBA0\", 106, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 45, 173, 0, Red, 1, Green, 2;\n\t}\n IsSelected \"Quad-Shotgun\"\n\t{\n\tDrawImage \"SEWBA0\", 106, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 45, 173, 0, Red, 2, Green, 4;\n\t}\n IsSelected \"Rifle\"\n\t{\n\tDrawImage \"SEWBA0\", 118, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"Chaingun~\"\n\t{\n\tDrawImage \"SEWBA0\", 118, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"Minigun~\"\n\t{\n\tDrawImage \"SEWBA0\", 118, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"RocketLauncher~\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"GrenadeLauncher~\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"Hrocketlauncher\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"PlasmaRifle~\"\n\t{\n\tDrawImage \"SEWBA0\", 94, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"Karasawa\"\n\t{\n\tDrawImage \"SEWBA0\", 94, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"Railgun~\"\n\t{\n\tDrawImage \"SEWBA0\", 94, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 45, 173, 0, Red, 10, Green, 21;\n\t}\n IsSelected \"BFG9000~\"\n\t{\n\tDrawImage \"SEWBA0\", 106, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"BFG10K~\"\n\t{\n\tDrawImage \"SEWBA0\", 106, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"Devastator\"\n\t{\n\tDrawImage \"SEWBA0\", 106, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"WolfPistol\"\n\t{\n\tDrawImage \"SEWBA0\", 118, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"WolfMachinegun\"\n\t{\n\tDrawImage \"SEWBA0\", 118, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"WolfChaingun\"\n\t{\n\tDrawImage \"SEWBA0\", 118, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"CometCannon\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n IsSelected \"NukeLauncher\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 45, 173, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Untranslated, Ammo1, WhenNotZero, 45, 173, 0;\n\t}\n\n DrawNumber 3, INDEXFONT, Gold, Ammo Clip, 283, 170;\n DrawNumber 3, INDEXFONT, Gold, Ammo Shell, 283, 176;\n DrawNumber 3, INDEXFONT, Gold, Ammo RocketAmmo, 283, 182;\n DrawNumber 3, INDEXFONT, Gold, Ammo Cell, 283, 188;\n\tDrawNumber 3, INDEXFONT, Gold, Ammo WolfClip, 283, 194;\n DrawNumber 3, INDEXFONT, Gold, Ammo CometAmmo, 320, 170;\n DrawNumber 3, INDEXFONT, Gold, Ammo MiniRocketAmmo, 320, 176;\n DrawNumber 3, INDEXFONT, Gold, Ammo NukeAmmo, 320, 182;\n DrawNumber 3, INDEXFONT, Gold, Ammo VoidAmmo, 320, 188;\n\tDrawNumber 3, INDEXFONT, Gold, Ammo PsychAmmo, 320, 194;\n\n DrawSwitchableImage WeaponSlot 2, \"STGNUM2\", \"STYSNUM2\", 99, 172;\n\tDrawSwitchableImage WeaponSlot 3, \"STGNUM3\", \"STYSNUM3\", 111, 172;\n DrawSwitchableImage WeaponSlot 4, \"STGNUM4\", \"STYSNUM4\", 123, 172;\n DrawSwitchableImage WeaponSlot 5, \"STGNUM5\", \"STYSNUM5\", 135, 172;\n DrawSwitchableImage WeaponSlot 6, \"STGNUM6\", \"STYSNUM6\", 99, 182;\n DrawSwitchableImage WeaponSlot 7, \"STGNUM7\", \"STYSNUM7\", 111, 182;\n DrawSwitchableImage WeaponSlot 8, \"STGNUM8\", \"STYSNUM8\", 123, 182;\n\tDrawSwitchableImage WeaponSlot 9, \"STGNUM9\", \"STYSNUM9\", 135, 182;\n\n\tDrawSwitchableImage KeySlot 2, \"NOKEY\", \"BKEY\", 235, 170;\n\tDrawSwitchableImage KeySlot 3, \"NOKEY\", \"YKEY\", 235, 179;\n\tDrawSwitchableImage KeySlot 1, \"NOKEY\", \"RKEY\", 235, 188;\n\tDrawSwitchableImage KeySlot 5, \"NOSKULL\", \"BSKULL\", 239, 172;\n\tDrawSwitchableImage KeySlot 6, \"NOSKULL\", \"YSKULL\", 239, 181;\n\tDrawSwitchableImage KeySlot 4, \"NOSKULL\", \"RSKULL\", 239, 190;\n\n\tDrawSelectedInventory INDEXFONT, 6, 19, 34, 23, Gold;\n}\n\nStatusBar Inventory, FullScreenOffsets\n{\n DrawInventoryBar Doom, NoArrows, Translucent, 6, INDEXFONT, -96 + Center, 0, -68 + Center, 2, Gold;\n}"
},
{
"source": "pk3",
"name": "Terrain.txt",
"contents": "//********** Splashes **********\n\nSplash \tNukage\n{\n SmallClip\t6\n SmallSound\tSlimeSmall\n Sound\t\tSlime\n NoAlert\n}\n\nSplash Slime\n{\n SmallClip\t6\n SmallSound\tSlimeSmall\n Sound\t\tSlime\n NoAlert\n}\n\nSplash \tWater\n{\n SmallClip\t3\n SmallSound\tWaterSmall\n Sound\t\tWater\n NoAlert\n}\n\nSplash \tGreyWater\n{\n SmallClip\t3\n SmallSound\tWaterSmall\n Sound\t\tWater\n NoAlert\n}\n\nSplash \tBlood\n{\n SmallClip\t4\n SmallSound\tBloodSmall\n Sound\t\tBlood\n NoAlert\n}\n\nSplash \tBlueBlood\n{\n SmallClip\t4\n SmallSound\tBloodSmall\n Sound\t\tBlood\n NoAlert\n}\n\nSplash \tLava\n{\n SmallClip\t5\n SmallSound\tBurnSmall\n Sound\t\tBurn\n NoAlert\n}\n\n//********** Terrain **********\n\nTerrain\t nukage_t\n{\n Splash \tNukage\n FootClip\t3\n Liquid\n}\n\nTerrain\twater_t\n{\n Splash \tWater\n FootClip\t4\n Liquid\n}\n\nTerrain greywater_t\n{\n Splash\tGreyWater\n FootClip\t4\n Liquid\n}\n\nTerrain\tlava_t\n{\n Splash \tLava\n FootClip\t2\n}\n\nTerrain\tblood_t\n{\n FootClip\t3\n Splash \tBlood\n Liquid\n}\n\nTerrain\tbblood_t\n{\n FootClip\t3\n Splash \tBlueBlood\n Liquid\n}\n\nTerrain Slime\n{\n FootClip\t4\n Splash\tSlime\n Liquid\n}\n\n//********** Floors **********\n\nifdoom\nfloor nukage1 nukage_t\nfloor nukage2 nukage_t\nfloor nukage3 nukage_t\nfloor fwater1 water_t\nfloor fwater2 water_t\nfloor fwater3 water_t\nfloor fwater4 water_t\nfloor lava1 lava_t\nfloor lava2 lava_t\nfloor lava3 lava_t\nfloor lava4 lava_t\nfloor blood1 blood_t\nfloor blood2 blood_t\nfloor blood3 blood_t\nfloor SLIME01 Slime\nfloor SLIME02 Slime\nfloor SLIME03 Slime\nfloor SLIME04 Slime\nfloor SLIME05 Slime\nfloor SLIME06 Slime\nfloor SLIME07 Slime\nfloor SLIME08 Slime\nendif"
},
{
"source": "pk3",
"name": "Credits.txt",
"contents": "=======================================================================\n<Credits>\n\nEriance: KaraSawa Rifle sprites\n\nScalliano: KaraSawa Zombie\n\nScalliano: Assault Shotgun zombie sprites.\n\nMike12: Agathodemon sprites\n\nXaser, Quasar & Daedalus : Arachnophyte (Cerebral Sentient) sprites.\n\nScalliano: Assault Shotgun zombie sprites.\n\nSpectator: Beam Revenant sprites.\n\nMarty Kirra: Chaingun zombie sprites.\n\nAgaures: Strong Health & Armor Bonus sprites.\n\nDavid G: Dark Devil sprites.\n\nVirtue: Cyber Baron sprite.\n\nItsNatureToDie & Neoworm: BFG Commando zombie sprites.\n\nEriance & Maelstrom: Pyro Demon sprites.\n\nVader: Bruiser Demon sprites.\n\nJimmy, zrrion the insect, Espi & Ebola: Dark Cardinal sprites.\n\nGhastly_dragon, Xim & Logan MTM: Quad Shotgun zombieman sprites.\n\nEnjay: Cacomental sprites.\n\nLucario: Armor (Large Armor Bonus) Sphere and Life Sphere sprites.\n\nDreadopp: Energy Kit (Armor Booster) sprites.\n\nInfirnex: Armor Shard sprites.\n\nBloodyAcid: Stim Bonus (Health Booster) sprites.\n\nSGT.MarkIV:\tCyberdemon stomping sprites.\n\nVirtue: Cyber (Noble) Baron sprite set.\n\nPerkristan: High quality vanilla sounds.\n\nZero Invasion: Flaming skull Revenant sprites.\n\nWartorn & Aerial: Ancient Apparition.\n\nEriance: Annihilator sprites.\n\nEriance & Wartorn: Archon Of Hell sprites.\n\nIcytux, Aerial: Crackodemon sprites.\n\nNeoworm, Vader, Eriance & hnsolo77: CyberFiend sprites.\n\nJimmy91 & Daedalus: Dark CyberDemon sprites.\n\nVader, Nanami: Dark Imp sprites.\n\nEriance, Ghastly: Dark SpiderDemon sprites\n\nN30N: Baby Demolisher sprites.\n\nN30N & tomicapo: Baby Sentient sprites.\n\nEriance: Mauler Demon sprites.\n\nEriance: Demolisher sprites.\n\nEriance: Diabloist sprites.\n\nGhastly_Dragon: Field Kit sprites\n\nInsanityBringer & Tormentor667: Fusion-Spider sprites\n\nCaptain Toenail: HangMan sprites\n\nTormentor667: Necrodemon sprites\n\nGhastly_dragon & Edward Marlus: Rocket Zombie sprites\n\nEriance: Lurker sprites\n\nGhastly_dragon & Vegeta: Mafibus sprites\n\nosjclatchford: Baby cacodemon sprites\n\nVader: Caco Lich sprites\n\nCaptain Toenail: Chaingun Spider sprites\n\nNeoworm, Vader & DeVloek: Chaingun Demon sprites\n\nXim & ItsNatureToDie: Minigunner sprites\n\nEriance: Inferno sprites\n\nCaptain Toenail: Rictus sprites\n\nAerial: Shadow Demon sprites\n\nAerial: Shadow Vile sprites\n\nWartorn: Visage sprites\n\nEriance, Wartorn\n\nSkulltag team: skulltag weapons\n\nLogan MTM, DoomFiend, Wartorn: Quad-Shotgun sprites\n\nPerKristian, NeuralStunner, JoeyTD, Blox, Blue Shadow, Z86, Minigunner, Wartorn, Aerial: Smooth Weapons\n\nOSJClatchford, Zrrion the Insect, Ghastly_dragon, Doom4Ever mod, Smooth Doom mod: Smooth Items And Props\n\nId Software, PerKristian: Weapon Sounds\n\nGhastly_dragon, Xim, Captain Toenail, Boingo_The_Clown, Anthony Cole and Toke: Marine Skins\n\nXenaero, Aerial: HUD\n\nSig Floyd: some brutal doom sound\n\nWartorn: HUD Background Sprites\n\nGhastly_dragon, Tormentor667 and TheDarkArchon: Weapon Effects\n\nNash, Aerial: Gore Effects\n\nCaptain Toenail: Baron Ball/Revenant Ball Fx\n\nGhastly_dragon and Keksdose: Torch Fx\n\nWartorn: Boss Spawn Cube Sprite Edit\n\n============================================================================\n<Additional Credits>\n\nid Software, Slade, Piskel, MSPaint, Photoshop, ZDoom Wiki/Forum,\nRealm667, 3D Realms, Monolith Productions, Raven Software\nand anyone else who I've forgotten or do not know.\n\nIf you see or hear something in here that is yours and your name is not listed,\nemail me and I will add you.\n============================================================================\n\n============================================================================\n<Copyright / Permissions>\n\nAuthors may not use the contents(the code work that is) of this file as a base\nfor modification or reuse.\n\nGreat chunk of this mod is from The Realm667 Beastiary\n(www.Realm667.com), Aerial and Ghastly_dragon. The sprites & sounds\nare free to use, if proper credit is given where it is due.\n============================================================================"
},
{
"source": "pk3",
"name": "ReadMe.txt",
"contents": "=======================================================================\nAdvanced Engine Needed : Zandronum / ZDoom / GZDoom\nPrimary Purpose : Surivial / Cooperative\n=======================================================================\n\n=======================================================================\nTitle : Beyond Doom (Version 2.1e)\nFilename : beyond-doom.v2.1e.pk3\nDate Finished : May 2, 2019\nAuthor \t : Biogen\nE-Mail : bomberrr1000@gmail.com\n=======================================================================\n\n=======================================================================\n<Info>\n\nSingle Player : Yes\nCooperative : Yes\nDeathmatch \t\t : No\nDifficulty Settings : Yes\nNew Sounds : Yes\nNew Music : No\nNew Graphics : Yes\n=======================================================================\n\nThis is a mod inspired by the Creators of Hard-Doom and Complex DooM."
},
{
"source": "pk3",
"name": "Textures.txt",
"contents": "graphic HUD_BKG1, 121, 32\n{\n patch HUDLEFT, 0, 0\n}\n\ngraphic HUD_BKG2, 121, 32\n{\n patch HUDRGHT, 0, 0\n}\n\ngraphic HUD_BKG3, 121, 32\n{\n yscale 0.95\n xscale 1.28\n patch HUDLEFT, 0, 0\n}\n\ngraphic HUD_BKG4, 121, 32\n{\n yscale 0.80\n xscale 0.79\n patch HUDRGHT, 0, 0\n}\n\ngraphic HUD_BKG5, 121, 32\n{\n patch H2DLEFT, 0, 0\n}\n\ngraphic HUD_BKG6, 121, 32\n{\n xscale 0.90\n patch H2DRGHT, 0, 0\n}\n\ngraphic HUD_BKG7, 121, 32\n{\n xscale 0.80\n patch H3DLEFT, 0, 0\n}\n\ngraphic HUD_BKG8, 121, 32\n{\n patch H3DRGHT, 0, 0\n}\n\ngraphic BKEY, 16, 14\n{\n yscale 2.25\n xscale 2.25\n patch KEY_B, 0, 0 { rotate 270 }\n}\n\ngraphic RKEY, 16, 14\n{\n yscale 2.25\n xscale 2.25\n patch KEY_R, 0, 0 { rotate 270 }\n}\n\ngraphic YKEY, 16, 14\n{\n yscale 2.25\n xscale 2.25\n patch KEY_Y, 0, 0 { rotate 270 }\n}\n\ngraphic BSKULL, 13, 16\n{\n yscale 2.25\n xscale 2.25\n patch SKULL_B, 0, 0\n}\n\ngraphic RSKULL, 13, 16\n{\n yscale 2.25\n xscale 2.25\n patch SKULL_R, 0, 0\n}\n\ngraphic YSKULL, 13, 16\n{\n yscale 2.25\n xscale 2.25\n patch SKULL_Y, 0, 0\n}\n\ngraphic NOKEY, 16, 14\n{\n yscale 2.25\n xscale 2.25\n patch KEY_NO, 0, 0 { rotate 270 }\n}\n\ngraphic NOSKULL, 13, 16\n{\n yscale 2.25\n xscale 2.25\n patch SKULL_NO, 0, 0\n}"
},
{
"source": "pk3",
"name": "Actors/Decorations.txt",
"contents": "Actor FlySpawner\n{\n +NoClip\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(64, \"Done\")\n TNT1 A 0 A_PlaySoundEx (\"Flies\", \"SoundSlot6\", 1, -1)\n TNT1 AAAAAAA 2 A_CustomMissile(\"FlyDecor\", 32, 0, random (0, 360), 2, random (-40, 40))\n Done:\n TNT1 A -1\n Loop\n }\n}\n\nActor FlyDecor\n{\n Radius 1\n Height 1\n Speed 3\n Projectile\n +NoClip\n +DontSplash\n ReactionTime 4\n Scale 0.6\n States\n {\n Spawn:\n SFLY AB 2 ThrustThingZ(0, random (-1, 1), random (1, 0), 1)\n SFLY A 0 A_CountDown\n Loop\n Death:\n SFLY A 2 A_CustomMissile(\"FlyDecor\", 0, 0, random (-40, 40))\n Stop\n }\n}\n\nActor DeadBDMarine replaces DeadMarine\n{\n States\n {\n Spawn:\n PLAY N 35\n PLAY N 0 A_SpawnItemEx(\"FlySpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n PLAY N -1\n Stop\n }\n}\n\nActor GibbedBDMarine replaces GibbedMarine\n{\n States\n {\n Spawn:\n PLAY W 35\n PLAY W 0 A_SpawnItemEx(\"FlySpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n PLAY W -1\n Stop\n }\n}\n\nActor GibbedBDMarineExtra : GibbedBDMarine replaces GibbedMarineExtra\n{\n States\n {\n Spawn:\n PLAY W 35\n PLAY W 0 A_SpawnItemEx(\"FlySpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n PLAY W -1\n Stop\n }\n}\n\nActor BDEvilEye replaces EvilEye\n{\n Radius 16\n Height 54\n +Solid\n +FloatBob\n +ForceXYBillBoard\n States\n {\n Spawn:\n CEYE A 0\n CEYE A 0 A_SpawnItem(\"CandleStick\")\n CEYE ABCB 6 Bright\n Goto Spawn+2\n }\n}\n\nActor BDFloatingSkull replaces FloatingSkull\n{\n Radius 16\n Height 36\n +Solid\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnItem(\"BDFloatingSkull2\")\n TNT1 A 1\n Goto Spawn+2\n }\n}\n\nActor BDFloatingSkull2\n{\n Radius 16\n Height 36\n -Solid\n +FloatBob\n states\n {\n Spawn:\n FSKU ABCDEF 4 Bright\n Loop\n }\n}\n\nActor BDHeadCandles replaces HeadCandles\n{\n Radius 16\n Height 42\n +SOLID\n States\n {\n Spawn:\n POL3 ABCD 4 Bright\n Loop\n }\n}\n\nActor LiveDeadStick replaces LiveStick\n{\n Radius 16\n Height 64\n +Solid\n States\n {\n Spawn:\n POL6 A 0\n POL6 A 2 A_Jump(4, 1)\n Loop\n POL6 B 6\n Loop\n }\n}\n\nACTOR BDHeadOnAStick : HeadOnAStick\n{\n+Solid\n}\n\nACTOR BDHeadOnAStick2 : HeadOnAStick\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDHeadOnAStickArmor\", 0, 0, 0, 0, 0, 0, 0, 128)\n POL4 A 1\n Goto Spawn+2\n }\n}\n\nACTOR BDHangNoGuts : HangNoGuts\n{\n+Solid\n}\n\nACTOR BDHangNoGuts2 : HangNoGuts\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDHangNoGutsHealth\", 0, 0, 0, 0, 0, 0, 0, 128)\n HDB1 C 1\n Goto Spawn+2\n }\n}\n\nACTOR BDHangBNoBrain : HangBNoBrain\n{\n+Solid\n}\n\nACTOR BDHangBNoBrain2 : HangBNoBrain\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDHangBNoBrainHealth\", 0, 0, 0, 0, 0, 0, 0, 128)\n HDB2 C 1\n Goto Spawn+2\n }\n}\n\nACTOR BDHangTLookingDown : HangTLookingDown\n{\n+Solid\n}\n\nACTOR BDHangTLookingDown2 : HangTLookingDown\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDHangTLookingDownHealth\", 0, 0, 0, 0, 0, 0, 0, 128)\n HDB3 A 1\n Goto Spawn+2\n }\n}\n\nACTOR BDHangTSkull : HangTSkull\n{\n+Solid\n}\n\nACTOR BDHangTSkull2 : HangTSkull\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDHangTSkullHealth\", 0, 0, 0, 0, 0, 0, 0, 128)\n HDB4 A 1\n Goto Spawn+2\n }\n}\n\nACTOR BDHangTLookingUp : HangTLookingUp\n{\n+Solid\n}\n\nACTOR BDHangTLookingUp2 : HangTLookingUp\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDHangTLookingUpHealth\", 0, 0, 0, 0, 0, 0, 0, 128)\n HDB5 A 1\n Goto Spawn+2\n }\n}\n\nACTOR BDHangTNoBrain : HangTNoBrain\n{\n+Solid\n}\n\nACTOR BDHangTNoBrain2 : HangTNoBrain\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDHangTNoBrainHealth\", 0, 0, 0, 0, 0, 0, 0, 128)\n HDB6 A 1\n Goto Spawn+2\n }\n}\n\nActor BDExplosiveBarrel Replaces ExplosiveBarrel\n{\n Health 20\n Radius 10\n Height 34\n +Solid\n +Shootable\n +NoBlood\n +ActivateMCross\n +DontGib\n +NoIceDeath\n +OldRadiusDmg\n Damagetype \"fire2\"\n DeathSound \"World/BarrelX\"\n Obituary \"$OB_BARREL\"\n States\n {\n Spawn:\n BAR1 AAABBBCCCDDDEEEFFFGGGHHHIIIJJJKKKLLLMMM 1 A_SpawnItemEx(\"BarrelParticle\", Random(0, 4), 0, Random(32, 34), (0.1)*Random(2, 15), 0, (0.1)*Random(5, 20), Random(0, 360), 128, 253)\n Loop\n Death:\n BEXP A 5 Bright\n BEXP B 5 Bright A_Scream\n BEXP C 5 Bright\n BEXP D 0 Bright A_SpawnItemEx(\"BDoomRocketParticleSpawner\", 0, 0, 24, 0, 0, 0, 0, 128)\n BEXP D 4 Bright A_Explode(150,130)\n BEXP EEEE 0 Bright A_SpawnDebris(\"BarrelPiece\")\n BEXP E 4 Bright A_NoBlocking\n BEXP FG 4\n BEXP H 525\n BEXP H 4 A_FadeOut(0.05)\n Goto Death+13\n }\n}\n\nActor BarrelParticle\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +LowGravity\n +DontSplash\n +ForceXYBillboard\n RenderStyle Add\n Scale 0.03\n States\n {\n Spawn:\n SPKG A 1 Bright A_FadeOut(0.04)\n Loop\n }\n}\n\nACTOR BarrelPiece\n{\n Health 1\n Mass 1\n Scale 0.45\n +Missile\n +NoBlockMap\n +DoomBounce\n +NoTeleport\n -NoGravity\n +ClientSideOnly\n BounceFactor 0.6\n BounceCount 3\n Gravity 0.6\n States\n {\n Spawn:\n SHRD LMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMNLMN 2\n Goto Death\n Death:\n SHRD L 6 A_FadeOut(0.10)\n Loop\n }\n}\n\nActor BDBurningBarrel Replaces BurningBarrel\n{\n Radius 16\n Height 32\n +Solid\n States\n {\n Spawn:\n FCAN A 0 Bright\n FCAN A 0 Bright A_Jump(128, \"Flare2\")\n Flare1:\n FCAN A 0 Bright\n FCAN A 0 Bright A_CheckSight(\"Idle1\")\n FCAN A 0 A_SpawnItemEx(\"YellowFlare\", 0, 0, 29, 0, 0, 0, 0, 128)\n FCAN A 0 Bright A_Jump(128, 2)\n FCAN AAA 0 Bright A_SpawnItemEx(\"BarrelFire\", Random(-6, 6), Random(-6, 6), Random(24, 28), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n FCAN A 1 Bright\n Goto Flare1\n Flare2:\n FCAN A 0 Bright\n FCAN A 0 Bright A_CheckSight(\"Idle2\")\n FCAN A 0 A_SpawnItemEx(\"AltYellowFlare\", 0, 0, 29, 0, 0, 0, 0, 128)\n FCAN A 0 Bright A_Jump(128, 2)\n FCAN AAA 0 Bright A_SpawnItemEx(\"BarrelFire\", Random(-6, 6), Random(-6, 6), Random(24, 28), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n FCAN A 1 Bright\n Goto Flare2\n Idle1:\n FCAN A 1\n Goto Flare1\n Idle2:\n FCAN A 1\n Goto Flare2\n }\n}\n\nActor BarrelFire\n{\n +NoGravity\n +NoInteraction\n +NoBlockmap\n +NoTeleport\n +ForceXYBillboard\n Radius 0\n Height 0\n RenderStyle Add\n Scale 0.185\n States\n {\n Spawn:\n FIR1 ABCDEFG 1 Bright\n FIR1 HIJKL 1 Bright A_FadeOut(0.15)\n Stop\n }\n}\n\nActor BDBlueTorch Replaces BlueTorch\n{\n Radius 16\n Height 68\n +Solid\n States\n {\n Spawn:\n TRCH A 0 Bright\n TRCH A 0 Bright A_Jump(128, \"Flare2\")\n Flare1:\n TRCH A 0 Bright A_CheckSight(\"Idle1\")\n TRCH A 0 Bright A_Jump(128, 3)\n TRCH A 0 Bright A_SpawnItemEx(\"BlueFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"BlueTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n TRCH A 0 Bright A_SpawnItemEx(\"BlueFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"BlueTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n Flare2:\n TRCH A 0 Bright A_CheckSight(\"Idle2\")\n TRCH A 0 Bright A_Jump(128, 3)\n TRCH A 0 Bright A_SpawnItemEx(\"AltBlueFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"BlueTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n TRCH A 0 Bright A_SpawnItemEx(\"AltBlueFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"BlueTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n Idle1:\n TRCH A 1 Bright\n Goto Flare1\n Idle2:\n TRCH A 1 Bright\n Goto Flare2\n }\n}\n\nActor BlueTorchFire1\n{\n +NoGravity\n +NoInteraction\n +NoBlockmap\n +NoTeleport\n +ForceXYBillboard\n Radius 0\n Height 0\n RenderStyle Add\n Scale 0.175\n States\n {\n Spawn:\n FIB1 ABCDEFG 1 Bright\n FIB1 HIJKL 1 Bright A_FadeOut(0.15)\n Stop\n }\n}\n\nActor BlueTorchFire2 : BlueTorchFire1\n{\n States\n {\n Spawn:\n FIB2 ABCDEFG 1 Bright\n FIB2 HIJKL 1 Bright A_FadeOut(0.15)\n Stop\n }\n}\n\nActor BDGreenTorch Replaces GreenTorch\n{\n Radius 16\n Height 68\n +Solid\n States\n {\n Spawn:\n TRCH A 0 Bright\n TRCH A 0 Bright A_Jump(128, \"Flare2\")\n Flare1:\n TRCH A 0 Bright A_CheckSight(\"Idle1\")\n TRCH A 0 Bright A_Jump(128, 3)\n TRCH A 0 Bright A_SpawnItemEx(\"GreenFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"GreenTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n TRCH A 0 Bright A_SpawnItemEx(\"GreenFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"GreenTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n Flare2:\n TRCH A 0 Bright A_CheckSight(\"Idle2\")\n TRCH A 0 Bright A_Jump(128, 3)\n TRCH A 0 Bright A_SpawnItemEx(\"AltGreenFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"GreenTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n TRCH A 0 Bright A_SpawnItemEx(\"AltGreenFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"GreenTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n Idle1:\n TRCH A 1 Bright\n Goto Flare1\n Idle2:\n TRCH A 1 Bright\n Goto Flare2\n }\n}\n\nActor GreenTorchFire1\n{\n +NoGravity\n +NoInteraction\n +NoBlockmap\n +NoTeleport\n +ForceXYBillboard\n Radius 0\n Height 0\n RenderStyle Add\n Scale 0.175\n States\n {\n Spawn:\n FIG1 ABCDEFG 1 Bright\n FIG1 HIJKL 1 Bright A_FadeOut(0.15)\n Stop\n }\n}\n\nActor GreenTorchFire2 : GreenTorchFire1\n{\n States\n {\n Spawn:\n FIG2 ABCDEFG 1 Bright\n FIG2 HIJKL 1 Bright A_FadeOut(0.15)\n Stop\n }\n}\n\nActor BDRedTorch Replaces RedTorch\n{\n Radius 16\n Height 68\n +Solid\n States\n {\n Spawn:\n TRCH A 0 Bright\n TRCH A 0 Bright A_Jump(128, \"Flare2\")\n Flare1:\n TRCH A 0 Bright A_CheckSight(\"Idle1\")\n TRCH A 0 Bright A_Jump(128, 3)\n TRCH A 0 Bright A_SpawnItemEx(\"RedFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"RedTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n TRCH A 0 Bright A_SpawnItemEx(\"RedFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"RedTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n Flare2:\n TRCH A 0 Bright A_CheckSight(\"Idle2\")\n TRCH A 0 Bright A_Jump(128, 3)\n TRCH A 0 Bright A_SpawnItemEx(\"AltRedFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"RedTorchFire1\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n TRCH A 0 Bright A_SpawnItemEx(\"AltRedFlare\", 0, 0, 60, 0, 0, 0, 0, 128)\n TRCH A 1 Bright A_SpawnItemEx(\"RedTorchFire2\", Random(-2, 2), Random(-2, 2), Random(55, 57), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n Idle1:\n TRCH A 1 Bright\n Goto Flare1\n Idle2:\n TRCH A 1 Bright\n Goto Flare2\n }\n}\n\nActor RedTorchFire1\n{\n +NoGravity\n +NoInteraction\n +NoBlockmap\n +NoTeleport\n +ForceXYBillboard\n Radius 0\n Height 0\n RenderStyle Add\n Scale 0.175\n States\n {\n Spawn:\n FIR1 ABCDEFG 1 Bright\n FIR1 HIJKL 1 Bright A_FadeOut(0.15)\n Stop\n }\n}\n\nActor RedTorchFire2 : RedTorchFire1\n{\n States\n {\n Spawn:\n FIR2 ABCDEFG 1 Bright\n FIR2 HIJKL 1 Bright A_FadeOut(0.15)\n Stop\n }\n}\n\nActor RedTorchFire3 : RedTorchFire1\n{\n +NoGravity\n +NoInteraction\n +NoBlockmap\n +NoTeleport\n +ForceXYBillboard\n Radius 0\n Height 0\n RenderStyle Add\n Scale 0.185\n ActiveSound \"monster/ambientfire\"\n States\n {\n Spawn:\n FIR1 ABCDEFG 1 Bright\n FIR1 HIJKL 1 Bright A_FadeOut(0.15)\n Stop\n }\n}\n\nActor BDShortBlueTorch Replaces ShortBlueTorch\n{\n Radius 16\n Height 37\n +Solid\n States\n {\n Spawn:\n STCB A 0 Bright\n STCB A 0 Bright A_Jump(128, \"Flare2\")\n Flare1:\n STCB A 0 Bright\n STCB A 0 Bright A_CheckSight(\"Idle1\")\n STCB A 0 Bright A_Jump(128, 3)\n STCB A 0 Bright A_SpawnItemEx(\"BlueFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"BlueTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n STCB A 0 Bright A_SpawnItemEx(\"BlueFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"BlueTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n Flare2:\n STCB A 0 Bright\n STCB A 0 Bright A_CheckSight(\"Idle2\")\n STCB A 0 Bright A_Jump(128, 3)\n STCB A 0 Bright A_SpawnItemEx(\"AltBlueFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"BlueTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n STCB A 0 Bright A_SpawnItemEx(\"AltBlueFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"BlueTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n Idle1:\n STCB A 1 Bright\n Goto Flare1\n Idle2:\n STCB A 1 Bright\n Goto Flare2\n }\n}\n\nActor BDShortGreenTorch Replaces ShortGreenTorch\n{\n Radius 16\n Height 37\n +Solid\n States\n {\n Spawn:\n STCB A 0 Bright\n STCB A 0 Bright A_Jump(128, \"Flare2\")\n Flare1:\n STCB A 0 Bright\n STCB A 0 Bright A_CheckSight(\"Idle1\")\n STCB A 0 Bright A_Jump(128, 3)\n STCB A 0 Bright A_SpawnItemEx(\"GreenFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"GreenTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n STCB A 0 Bright A_SpawnItemEx(\"GreenFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"GreenTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n Flare2:\n STCB A 0 Bright\n STCB A 0 Bright A_CheckSight(\"Idle2\")\n STCB A 0 Bright A_Jump(128, 3)\n STCB A 0 Bright A_SpawnItemEx(\"AltGreenFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"GreenTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n STCB A 0 Bright A_SpawnItemEx(\"AltGreenFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"GreenTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n Idle1:\n STCB A 1 Bright\n Goto Flare1\n Idle2:\n STCB A 1 Bright\n Goto Flare2\n }\n}\n\nActor BDShortRedTorch Replaces ShortRedTorch\n{\n Radius 16\n Height 37\n +Solid\n States\n {\n Spawn:\n STCB A 0 Bright\n STCB A 0 Bright A_Jump(128, \"Flare2\")\n Flare1:\n STCB A 0 Bright\n STCB A 0 Bright A_CheckSight(\"Idle1\")\n STCB A 0 Bright A_Jump(128, 3)\n STCB A 0 Bright A_SpawnItemEx(\"RedFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"RedTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n STCB A 0 Bright A_SpawnItemEx(\"RedFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"RedTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare1\n Flare2:\n STCB A 0 Bright\n STCB A 0 Bright A_CheckSight(\"Idle2\")\n STCB A 0 Bright A_Jump(128, 3)\n STCB A 0 Bright A_SpawnItemEx(\"AltRedFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"RedTorchFire1\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n STCB A 0 Bright A_SpawnItemEx(\"AltRedFlare\", 0, 0, 34, 0, 0, 0, 0, 128)\n STCB A 1 Bright A_SpawnItemEx(\"RedTorchFire2\", Random(-2, 2), Random(-2, 2), Random(28, 30), 0.001 * Random(10, 200), 0.001 * Random(10, 200), 0.001 * Random(1000, 2400), 0, 128, 0)\n Goto Flare2\n Idle1:\n STCB A 1 Bright\n Goto Flare1\n Idle2:\n STCB A 1 Bright\n Goto Flare2\n }\n}\n\nACTOR BDCandlestick : Candlestick replaces Candlestick\n{\n States\n {\n Spawn:\n CAND A 0 Bright\n CAND A 0 Bright A_CheckSight(\"Idle\")\n CAND A 1 Bright A_SpawnItemEx(\"TinyYellowFlare\", 0, 0, 15, 0, 0, 0, 0, 128)\n Goto Spawn\n Idle:\n CAND A 1 Bright\n Goto Spawn\n }\n}\n\nACTOR BDSkullColumn : SkullColumn\n{\n+Solid\n}\n\nACTOR BDSkullColumn2 : SkullColumn\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDSkullColumnArmor\", 0, 0, 0, 0, 0, 0, 0, 128)\n COL6 A 1\n Goto Spawn+2\n }\n}\n\nACTOR BDHeartColumn : HeartColumn\n{\n+Solid\n}\n\nACTOR BDHeartColumn2 : HeartColumn\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDHeartColumnHealth\", 0, 0, 0, 0, 0, 0, 0, 128)\n COL9 H 1\n Goto Spawn+2\n }\n}\n\nACTOR BDShortRedColumn : ShortRedColumn\n{\n+Solid\n}\n\nACTOR BDShortRedColumn2 : ShortRedColumn\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDShortRedColumnArmor\", 0, 0, 0, 0, 0, 0, 0, 128)\n COL4 A 1\n Goto Spawn+2\n }\n}\n\nACTOR BDShortGreenColumn : ShortGreenColumn\n{\n+Solid\n}\n\nACTOR BDShortGreenColumn2 : ShortGreenColumn\n{\n+Solid\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_SpawnItemEx(\"BDShortGreenColumnHealth\", 0, 0, 0, 0, 0, 0, 0, 128)\n COL2 A 1\n Goto Spawn+2\n }\n}\n\nACTOR BDColumn : Column replaces Column\n{\n States\n {\n Spawn:\n COLU A 0 Bright\n COLU A 0 Bright A_CheckSight(\"Idle\")\n COLU A 1 Bright A_SpawnItemEx(\"YellowFlare2\", 0, 0, 40, 0, 0, 0, 0, 128)\n Loop\n Idle:\n COLU A 1 Bright\n Goto Spawn\n }\n}\n\nACTOR BDTechLamp : TechLamp replaces TechLamp\n{\n States\n {\n Spawn:\n TLMP A 0 Bright\n TLMP A 0 Bright A_CheckSight(\"Idle\")\n TLMP A 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP A 0 Bright A_CheckSight(\"Idle\")\n TLMP A 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP A 0 Bright A_CheckSight(\"Idle\")\n TLMP A 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP A 0 Bright A_CheckSight(\"Idle\")\n TLMP A 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP B 0 Bright A_CheckSight(\"Idle\")\n TLMP B 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP B 0 Bright A_CheckSight(\"Idle\")\n TLMP B 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP B 0 Bright A_CheckSight(\"Idle\")\n TLMP B 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP B 0 Bright A_CheckSight(\"Idle\")\n TLMP B 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP C 0 Bright A_CheckSight(\"Idle\")\n TLMP C 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP C 0 Bright A_CheckSight(\"Idle\")\n TLMP C 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP C 0 Bright A_CheckSight(\"Idle\")\n TLMP C 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP C 0 Bright A_CheckSight(\"Idle\")\n TLMP C 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP D 0 Bright A_CheckSight(\"Idle\")\n TLMP D 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP D 0 Bright A_CheckSight(\"Idle\")\n TLMP D 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP D 0 Bright A_CheckSight(\"Idle\")\n TLMP D 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n TLMP D 0 Bright A_CheckSight(\"Idle\")\n TLMP D 1 Bright A_SpawnItemEx(\"WhiteFlare\", 0, 0, 68, 0, 0, 0, 0, 128)\n Loop\n Idle:\n TLMP A 1 Bright\n Goto Spawn\n }\n}\n\nACTOR BDTechLamp2 : TechLamp2 replaces TechLamp2\n{\n States\n {\n Spawn:\n TLP2 A 0 Bright\n TLP2 A 0 Bright A_CheckSight(\"Idle\")\n TLP2 A 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 A 0 Bright A_CheckSight(\"Idle\")\n TLP2 A 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 A 0 Bright A_CheckSight(\"Idle\")\n TLP2 A 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 A 0 Bright A_CheckSight(\"Idle\")\n TLP2 A 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 B 0 Bright A_CheckSight(\"Idle\")\n TLP2 B 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 B 0 Bright A_CheckSight(\"Idle\")\n TLP2 B 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 B 0 Bright A_CheckSight(\"Idle\")\n TLP2 B 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 B 0 Bright A_CheckSight(\"Idle\")\n TLP2 B 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 C 0 Bright A_CheckSight(\"Idle\")\n TLP2 C 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 C 0 Bright A_CheckSight(\"Idle\")\n TLP2 C 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 C 0 Bright A_CheckSight(\"Idle\")\n TLP2 C 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 C 0 Bright A_CheckSight(\"Idle\")\n TLP2 C 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 D 0 Bright A_CheckSight(\"Idle\")\n TLP2 D 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 D 0 Bright A_CheckSight(\"Idle\")\n TLP2 D 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 D 0 Bright A_CheckSight(\"Idle\")\n TLP2 D 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n TLP2 D 0 Bright A_CheckSight(\"Idle\")\n TLP2 D 1 Bright A_SpawnItemEx(\"WhiteFlare2\", 0, 0, 52, 0, 0, 0, 0, 128)\n Loop\n Idle:\n TLP2 A 1 Bright\n Goto Spawn\n }\n}\n\nACTOR BaseLensflare\n{\n Radius 0\n Height 0\n Renderstyle Add\n Alpha 0.6\n +NoBlockMap\n +NoInteraction\n +NoClip\n +NoGravity\n +ClientSideOnly\n States\n {\n Spawn:\n TNT1 A 1 Bright\n Stop\n }\n}\n\nACTOR BlueFlare : BaseLensflare\n{\n Scale 0.4\n States\n {\n Spawn:\n TNT1 A 0 Bright\n FLAR C 1 Bright\n Stop\n }\n}\n\nACTOR AltBlueFlare : BaseLensflare\n{\n Scale 0.4\n States\n {\n Spawn:\n TNT1 A 0 Bright\n FL2R C 1 Bright\n Stop\n }\n}\n\nACTOR YellowFlare : BaseLensflare\n{\n Scale 0.35\n States\n {\n Spawn:\n TNT1 A 0 Bright\n FLAR B 1 Bright\n Stop\n }\n}\n\nACTOR AltYellowFlare : BaseLensflare\n{\n Scale 0.35\n States\n {\n Spawn:\n TNT1 A 0 Bright\n FL2R B 1 Bright\n Stop\n }\n}\n\nACTOR RedFlare : BaseLensflare\n{\n Scale 0.4\n States\n {\n Spawn:\n TNT1 A 0 Bright\n FLAR A 1 Bright\n Stop\n }\n}\n\nACTOR AltRedFlare : BaseLensflare\n{\n Scale 0.4\n States\n {\n Spawn:\n TNT1 A 0 Bright\n FL2R A 1 Bright\n Stop\n }\n}\n\nACTOR GreenFlare : BaseLensflare\n{\n Scale 0.4\n States\n {\n Spawn:\n TNT1 A 0 Bright\n FLAR D 1 Bright\n Stop\n }\n}\n\nACTOR AltGreenFlare : BaseLensflare\n{\n Scale 0.4\n States\n {\n Spawn:\n TNT1 A 0 Bright\n FL2R D 1 Bright\n Stop\n }\n}\n\nACTOR TinyYellowFlare : BaseLensflare\n{\n Alpha 0.4\n Scale 0.1\n States\n {\n Spawn:\n TNT1 A 0 Bright\n FLAR B 1 Bright\n Stop\n }\n}\n\nACTOR YellowFlare2 : BaseLensFlare\n{\n Alpha 0.4\n Scale 0.35\n States\n {\n Spawn:\n TNT1 A 0 Bright\n LEYS A 1 Bright\n Stop\n }\n}\n\nACTOR WhiteFlare : BaseLensFlare\n{\n Alpha 0.5\n Scale 0.5\n States\n {\n Spawn:\n TNT1 A 0 Bright\n LENS A 1 Bright\n Stop\n }\n}\n\nACTOR WhiteFlare2 : BaseLensFlare\n{\n Alpha 0.5\n Scale 0.4\n States\n {\n Spawn:\n TNT1 A 0 Bright\n LENS A 1 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Gore.txt",
"contents": "/////////////////////////////////////////////////\n//////////////////Red Gibbage//////////////////\n///////////////////////////////////\n\nActor BDBlood : Blood Replaces Blood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_PlaySound(\"BulletFlesh\")\n TNT1 A 0 A_SpawnItemEx (\"ActualBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor BDGibBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"GibBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor ActualBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n BLUD C 0\n BLUD C 4 A_SpawnItemEx(\"BloodParticler\",0,0,0,0,0,0,0,129)\n BLUD B 4\n BLUD A 4\n Stop\n }\n}\n\nActor GibBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n BLUD C 0\n BLUD C 2 A_SpawnItemEx(\"GibBloodParticler\",0,0,0,0,0,0,0,129)\n BLUD B 2\n BLUD A 2\n Stop\n }\n}\n\nActor BloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"BloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"BloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor GibBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"GibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"GibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"GibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"GibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor BloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n BLUD C 0\n BLUD C 0 ThrustThing (random(0,255),random(1,5))\n BLUD C 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n BLUD C 1 A_SpawnItemEx(\"BloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n BLUD C 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n BLUD B 1 A_SpawnItemEx(\"BloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n BLUD B 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPDL A 85 A_Stop\n BPDL A 2 A_FadeOut (0.025)\n Goto Crash+1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor GibBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n BLUD C 0\n BLUD C 0 ThrustThing (random(0,255),random(1,5))\n BLUD C 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n BLUD C 1 A_SpawnItemEx(\"BloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n BLUD C 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n BLUD B 1 A_SpawnItemEx(\"BloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n BLUD B 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPDL A 15 A_Stop\n BPDL A 210\n BPDL A 1 A_FadeOut (0.04)\n Goto Crash+2\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BloodTrailB\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n BLUD B 0\n BLUD B 1 A_FadeOut(0.08)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BloodTrailC\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n BLUD C 0\n BLUD C 1 A_FadeOut(0.095)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor GibGenerator1\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDGib3\")\n Stop\n }\n}\n\nActor GibGenerator2\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDGib4\")\n Stop\n }\n}\n\nActor GibGenerator3\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDGib1\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDGib2\")\n Stop\n }\n}\n\nActor GibGenerator4\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDGib5\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDGib6\")\n Stop\n }\n}\n\nActor GibGenerator5\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDGib7\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDGib8\")\n Stop\n }\n}\n\nActor BDGib9Generator\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDGib9\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDGib9\")\n TNT1 A 1 A_SpawnDebris(\"BDGib9\")\n Stop\n }\n}\n\nActor BDGib1\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n GIB1 A 8 A_SpawnItemEx(\"BDGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n GIB1 A 0 A_JumpIf(waterlevel > 0, 3)\n GIB1 A 0 A_PlaySound(\"BloodSplat\")\n GIB1 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n GIB1 A 15 A_Stop\n GIB1 A 210\n GIB1 A 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGib2\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n GIB2 A 8 A_SpawnItemEx(\"BDGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n GIB2 A 0 A_JumpIf(waterlevel > 0, 3)\n GIB2 A 0 A_PlaySound(\"BloodSplat\")\n GIB2 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n GIB2 A 15 A_Stop\n GIB2 A 210\n GIB2 A 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGib3\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n GIB3 A 8 A_SpawnItemEx(\"BDGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n GIB3 A 0 A_JumpIf(waterlevel > 0, 3)\n GIB3 A 0 A_PlaySound(\"BloodSplat\")\n GIB3 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n GIB3 A 15 A_Stop\n GIB3 A 210\n GIB3 A 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGib4\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n GIB4 A 8 A_SpawnItemEx(\"BDGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n GIB4 A 0 A_JumpIf(waterlevel > 0, 3)\n GIB4 A 0 A_PlaySound(\"BloodSplat\")\n GIB4 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n GIB4 A 15 A_Stop\n GIB4 A 210\n GIB4 A 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGib5\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n GIB5 A 8 A_SpawnItemEx(\"BDGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n GIB5 A 0 A_JumpIf(waterlevel > 0, 3)\n GIB5 A 0 A_PlaySound(\"BloodSplat\")\n GIB5 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n GIB5 A 15 A_Stop\n GIB5 A 210\n GIB5 A 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGib6\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n GIB6 A 8 A_SpawnItemEx(\"BDGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n GIB6 A 0 A_JumpIf(waterlevel > 0, 3)\n GIB6 A 0 A_PlaySound(\"BloodSplat\")\n GIB6 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n GIB6 A 15 A_Stop\n GIB6 A 210\n GIB6 A 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGib7\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n GIB7 A 8 A_SpawnItemEx(\"BDGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n GIB7 A 0 A_JumpIf(waterlevel > 0, 3)\n GIB7 A 0 A_PlaySound(\"BloodSplat\")\n GIB7 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n GIB7 A 15 A_Stop\n GIB7 A 210\n GIB7 A 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGib8\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n GIB8 A 8 A_SpawnItemEx(\"BDGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n GIB8 A 0 A_JumpIf(waterlevel > 0, 3)\n GIB8 A 0 A_PlaySound(\"BloodSplat\")\n GIB8 A 0 A_SpawnItemEx (\"BloodGibPool\",0,0,0,0,0,0,0,129)\n GIB8 A 15 A_Stop\n GIB8 A 210\n GIB8 A 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGib9\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.7\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n GIBI A 8 A_SpawnItemEx(\"BDGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n GIBI A 15 A_Stop\n GIBI A 210\n GIBI A 1 A_FadeOut (0.04)\n Goto Crash+2\n }\n}\n\nActor BloodGibPool\n{\n Radius 10\n Height 5\n Speed 0\n Alpha 0.85\n Renderstyle Translucent\n Scale 0.9\n +CLIENTSIDEONLY\n +FLOORCLIP\n +DONTSPLASH\n +NOBLOCKMONST\n +MISSILE\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Crash:\n BPDL AAABB 3 A_FadeIn (0.2)\n BPDL B 210\n BPDL B 1 A_FadeOut (0.04)\n Goto Crash+6\n }\n}\n\n/////////////////////////////////////////////////\n//////////////////Green Gibbage//////////////////\n///////////////////////////////////\n\nActor BDGreenBlood : BDBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_PlaySound(\"BulletFlesh\")\n TNT1 A 0 A_SpawnItemEx (\"ActualGreenBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor BDGreenGibBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"GreenGibBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor ActualGreenBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n FBLG F 0\n FBLG F 4 A_SpawnItemEx(\"GreenBloodParticler\",0,0,0,0,0,0,0,129)\n FBLG G 4\n FBLG H 4\n Stop\n }\n}\n\nActor GreenGibBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n FBLG F 0\n FBLG F 2 A_SpawnItemEx(\"GreenGibBloodParticler\",0,0,0,0,0,0,0,129)\n FBLG G 2\n FBLG H 2\n Stop\n }\n}\n\nActor GreenBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"GreenBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"GreenBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor GreenGibBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"GreenGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"GreenGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"GreenGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"GreenGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor GreenBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n FBLG F 0\n FBLG F 0 ThrustThing (random(0,255),random(1,5))\n FBLG F 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n FBLG F 1 A_SpawnItemEx(\"GreenBloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLG F 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n FBLG G 1 A_SpawnItemEx(\"GreenBloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLG G 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPDG A 85 A_Stop\n BPDG A 2 A_FadeOut (0.025)\n Goto Crash+1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor GreenGibBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n FBLG F 0\n FBLG F 0 ThrustThing (random(0,255),random(1,5))\n FBLG F 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n FBLG F 1 A_SpawnItemEx(\"GreenBloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLG F 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n FBLG G 1 A_SpawnItemEx(\"GreenBloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLG G 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPDG A 15 A_Stop\n BPDG A 210\n BPDG A 1 A_FadeOut (0.04)\n Goto Crash+2\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor GreenBloodTrailB\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n FBLG G 0\n FBLG G 1 A_FadeOut(0.08)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor GreenBloodTrailC\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n FBLG F 0\n FBLG F 1 A_FadeOut(0.095)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor GreenGibGenerator1\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib3\")\n Stop\n }\n}\n\nActor GreenGibGenerator2\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib4\")\n Stop\n }\n}\n\nActor GreenGibGenerator3\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib1\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib2\")\n Stop\n }\n}\n\nActor GreenGibGenerator4\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib5\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib6\")\n Stop\n }\n}\n\nActor GreenGibGenerator5\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib7\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib8\")\n Stop\n }\n}\n\nActor BDGreenGib9Generator\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib9\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib9\")\n TNT1 A 1 A_SpawnDebris(\"BDGreenGib9\")\n Stop\n }\n}\n\nActor BDGreenGib1\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n KIB1 E 8 A_SpawnItemEx(\"BDGreenGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n KIB1 E 0 A_JumpIf(waterlevel > 0, 3)\n KIB1 E 0 A_PlaySound(\"BloodSplat\")\n KIB1 E 0 A_SpawnItemEx (\"GreenBloodGibPool\",0,0,0,0,0,0,0,129)\n KIB1 E 15 A_Stop\n KIB1 E 210\n KIB1 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGreenGib2\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n KIB2 E 8 A_SpawnItemEx(\"BDGreenGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n KIB2 E 0 A_JumpIf(waterlevel > 0, 3)\n KIB2 E 0 A_PlaySound(\"BloodSplat\")\n KIB2 E 0 A_SpawnItemEx (\"GreenBloodGibPool\",0,0,0,0,0,0,0,129)\n KIB2 E 15 A_Stop\n KIB2 E 210\n KIB2 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGreenGib3\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n KIB3 E 8 A_SpawnItemEx(\"BDGreenGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n KIB3 E 0 A_JumpIf(waterlevel > 0, 3)\n KIB3 E 0 A_PlaySound(\"BloodSplat\")\n KIB3 E 0 A_SpawnItemEx (\"GreenBloodGibPool\",0,0,0,0,0,0,0,129)\n KIB3 E 15 A_Stop\n KIB3 E 210\n KIB3 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGreenGib4\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n KIB4 E 8 A_SpawnItemEx(\"BDGreenGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n KIB4 E 0 A_JumpIf(waterlevel > 0, 3)\n KIB4 E 0 A_PlaySound(\"BloodSplat\")\n KIB4 E 0 A_SpawnItemEx (\"GreenBloodGibPool\",0,0,0,0,0,0,0,129)\n KIB4 E 15 A_Stop\n KIB4 E 210\n KIB4 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGreenGib5\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n KIB5 E 8 A_SpawnItemEx(\"BDGreenGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n KIB5 E 0 A_JumpIf(waterlevel > 0, 3)\n KIB5 E 0 A_PlaySound(\"BloodSplat\")\n KIB5 E 0 A_SpawnItemEx (\"GreenBloodGibPool\",0,0,0,0,0,0,0,129)\n KIB5 E 15 A_Stop\n KIB5 E 210\n KIB5 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGreenGib6\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n KIB6 E 8 A_SpawnItemEx(\"BDGreenGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n KIB6 E 0 A_JumpIf(waterlevel > 0, 3)\n KIB6 E 0 A_PlaySound(\"BloodSplat\")\n KIB6 E 0 A_SpawnItemEx (\"GreenBloodGibPool\",0,0,0,0,0,0,0,129)\n KIB6 E 15 A_Stop\n KIB6 E 210\n KIB6 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGreenGib7\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n KIB7 E 8 A_SpawnItemEx(\"BDGreenGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n KIB7 E 0 A_JumpIf(waterlevel > 0, 3)\n KIB7 E 0 A_PlaySound(\"BloodSplat\")\n KIB7 E 0 A_SpawnItemEx (\"GreenBloodGibPool\",0,0,0,0,0,0,0,129)\n KIB7 E 15 A_Stop\n KIB7 E 210\n KIB7 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGreenGib8\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n KIB8 E 8 A_SpawnItemEx(\"BDGreenGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n KIB8 E 0 A_JumpIf(waterlevel > 0, 3)\n KIB8 E 0 A_PlaySound(\"BloodSplat\")\n KIB8 E 0 A_SpawnItemEx (\"GreenBloodGibPool\",0,0,0,0,0,0,0,129)\n KIB8 E 15 A_Stop\n KIB8 E 210\n KIB8 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDGreenGib9\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.7\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n KIBI E 8 A_SpawnItemEx(\"BDGreenGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n KIBI E 15 A_Stop\n KIBI E 210\n KIBI E 1 A_FadeOut (0.04)\n Goto Crash+2\n }\n}\n\nActor GreenBloodGibPool\n{\n Radius 10\n Height 5\n Speed 0\n Alpha 0.85\n Renderstyle Translucent\n Scale 0.9\n +CLIENTSIDEONLY\n +FLOORCLIP\n +DONTSPLASH\n +NOBLOCKMONST\n +MISSILE\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Crash:\n BPDG AAABB 3 A_FadeIn (0.2)\n BPDG B 210\n BPDG B 1 A_FadeOut (0.04)\n Goto Crash+6\n }\n}\n\n/////////////////////////////////////////////////\n//////////////////Purple Gibbage//////////////////\n///////////////////////////////////\n\nActor BDPurpleBlood : BDBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_PlaySound(\"BulletFlesh\")\n TNT1 A 0 A_SpawnItemEx (\"ActualPurpleBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor BDPurpleGibBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"PurpleGibBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor ActualPurpleBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n FBLP C 0\n FBLP F 4 A_SpawnItemEx(\"PurpleBloodParticler\",0,0,0,0,0,0,0,129)\n FBLP G 4\n FBLP H 4\n Stop\n }\n}\n\nActor PurpleGibBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n FBLP C 0\n FBLP F 2 A_SpawnItemEx(\"PurpleGibBloodParticler\",0,0,0,0,0,0,0,129)\n FBLP G 2\n FBLP H 2\n Stop\n }\n}\n\nActor PurpleBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"PurpleBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"PurpleBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor PurpleGibBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"PurpleGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"PurpleGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"PurpleGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"PurpleGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor PurpleBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n FBLP C 0\n FBLP C 0 ThrustThing (random(0,255),random(1,5))\n FBLP C 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n FBLP F 1 A_SpawnItemEx(\"PurpleBloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLP C 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n FBLP G 1 A_SpawnItemEx(\"PurpleBloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLP B 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPDP A 85 A_Stop\n BPDP A 2 A_FadeOut (0.025)\n Goto Crash+1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor PurpleGibBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n FBLP C 0\n FBLP C 0 ThrustThing (random(0,255),random(1,5))\n FBLP C 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n FBLP F 1 A_SpawnItemEx(\"PurpleBloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLP C 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n FBLP G 1 A_SpawnItemEx(\"PurpleBloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLP B 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPDP A 15 A_Stop\n BPDP A 210\n BPDP A 1 A_FadeOut (0.04)\n Goto Crash+2\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor PurpleBloodTrailB\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n FBLP B 0\n FBLP F 1 A_FadeOut(0.08)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor PurpleBloodTrailC\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n FBLP C 0\n FBLP G 1 A_FadeOut(0.095)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor PurpleGibGenerator1\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib3\")\n Stop\n }\n}\n\nActor PurpleGibGenerator2\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib4\")\n Stop\n }\n}\n\nActor PurpleGibGenerator3\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib1\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib2\")\n Stop\n }\n}\n\nActor PurpleGibGenerator4\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib5\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib6\")\n Stop\n }\n}\n\nActor PurpleGibGenerator5\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib7\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib8\")\n Stop\n }\n}\n\nActor BDPurpleGib9Generator\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib9\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib9\")\n TNT1 A 1 A_SpawnDebris(\"BDPurpleGib9\")\n Stop\n }\n}\n\nActor BDPurpleGib1\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MIB1 A 8 A_SpawnItemEx(\"BDPurpleGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MIB1 A 0 A_JumpIf(waterlevel > 0, 3)\n MIB1 A 0 A_PlaySound(\"BloodSplat\")\n MIB1 A 0 A_SpawnItemEx (\"PurpleBloodGibPool\",0,0,0,0,0,0,0,129)\n MIB1 E 15 A_Stop\n MIB1 E 210\n MIB1 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDPurpleGib2\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MIB2 A 8 A_SpawnItemEx(\"BDPurpleGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MIB2 A 0 A_JumpIf(waterlevel > 0, 3)\n MIB2 A 0 A_PlaySound(\"BloodSplat\")\n MIB2 A 0 A_SpawnItemEx (\"PurpleBloodGibPool\",0,0,0,0,0,0,0,129)\n MIB2 E 15 A_Stop\n MIB2 E 210\n MIB2 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDPurpleGib3\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MIB3 A 8 A_SpawnItemEx(\"BDPurpleGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MIB3 A 0 A_JumpIf(waterlevel > 0, 3)\n MIB3 A 0 A_PlaySound(\"BloodSplat\")\n MIB3 A 0 A_SpawnItemEx (\"PurpleBloodGibPool\",0,0,0,0,0,0,0,129)\n MIB3 E 15 A_Stop\n MIB3 E 210\n MIB3 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDPurpleGib4\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MIB4 E 8 A_SpawnItemEx(\"BDPurpleGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MIB4 A 0 A_JumpIf(waterlevel > 0, 3)\n MIB4 A 0 A_PlaySound(\"BloodSplat\")\n MIB4 A 0 A_SpawnItemEx (\"PurpleBloodGibPool\",0,0,0,0,0,0,0,129)\n MIB4 E 15 A_Stop\n MIB4 E 210\n MIB4 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDPurpleGib5\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MIB5 E 8 A_SpawnItemEx(\"BDPurpleGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MIB5 A 0 A_JumpIf(waterlevel > 0, 3)\n MIB5 A 0 A_PlaySound(\"BloodSplat\")\n MIB5 A 0 A_SpawnItemEx (\"PurpleBloodGibPool\",0,0,0,0,0,0,0,129)\n MIB5 E 15 A_Stop\n MIB5 E 210\n MIB5 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDPurpleGib6\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MIB6 E 8 A_SpawnItemEx(\"BDPurpleGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MIB6 A 0 A_JumpIf(waterlevel > 0, 3)\n MIB6 A 0 A_PlaySound(\"BloodSplat\")\n MIB6 A 0 A_SpawnItemEx (\"PurpleBloodGibPool\",0,0,0,0,0,0,0,129)\n MIB6 E 15 A_Stop\n MIB6 E 210\n MIB6 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDPurpleGib7\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MIB7 E 8 A_SpawnItemEx(\"BDPurpleGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MIB7 E 0 A_JumpIf(waterlevel > 0, 3)\n MIB7 E 0 A_PlaySound(\"BloodSplat\")\n MIB7 E 0 A_SpawnItemEx (\"PurpleBloodGibPool\",0,0,0,0,0,0,0,129)\n MIB7 E 15 A_Stop\n MIB7 E 210\n MIB7 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDPurpleGib8\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MIB8 E 8 A_SpawnItemEx(\"BDPurpleGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MIB8 E 0 A_JumpIf(waterlevel > 0, 3)\n MIB8 E 0 A_PlaySound(\"BloodSplat\")\n MIB8 E 0 A_SpawnItemEx (\"PurpleBloodGibPool\",0,0,0,0,0,0,0,129)\n MIB8 E 15 A_Stop\n MIB8 E 210\n MIB8 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDPurpleGib9\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.7\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MIBI A 8 A_SpawnItemEx(\"BDPurpleGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MIBI A 15 A_Stop\n MIBI A 210\n MIBI A 1 A_FadeOut (0.04)\n Goto Crash+2\n }\n}\n\nActor PurpleBloodGibPool\n{\n Radius 10\n Height 5\n Speed 0\n Alpha 0.85\n Renderstyle Translucent\n Scale 0.9\n +CLIENTSIDEONLY\n +FLOORCLIP\n +DONTSPLASH\n +NOBLOCKMONST\n +MISSILE\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Crash:\n BPDP AAABB 3 A_FadeIn (0.2)\n BPDP B 210\n BPDP B 1 A_FadeOut (0.04)\n Goto Crash+6\n }\n}\n\n/////////////////////////////////////////////////\n//////////////////Black Gibbage//////////////////\n///////////////////////////////////\n\nActor BDBlackBlood : BDBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_PlaySound(\"BulletFlesh\")\n TNT1 A 0 A_SpawnItemEx (\"ActualBlackBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor BDBlackGibBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"BlackGibBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor ActualBlackBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n FBLB H 0\n FBLB H 4 A_SpawnItemEx(\"BlackBloodParticler\",0,0,0,0,0,0,0,129)\n FBLB G 4\n FBLB F 4\n Stop\n }\n}\n\nActor BlackGibBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n FBLB H 0\n FBLB H 2 A_SpawnItemEx(\"BlackGibBloodParticler\",0,0,0,0,0,0,0,129)\n FBLB G 2\n FBLB F 2\n Stop\n }\n}\n\nActor BlackBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"BlackBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"BlackBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor BlackGibBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"BlackGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"BlackGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"BlackGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"BlackGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor BlackBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n FBLB H 0\n FBLB H 0 ThrustThing (random(0,255),random(1,5))\n FBLB H 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n FBLB H 1 A_SpawnItemEx(\"BlackBloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLB H 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n FBLB G 1 A_SpawnItemEx(\"BlackBloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLB G 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPDL A 85 A_Stop\n BPDL A 2 A_FadeOut (0.025)\n Goto Crash+1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BlackGibBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n FBLB H 0\n FBLB H 0 ThrustThing (random(0,255),random(1,5))\n FBLB H 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n FBLB H 1 A_SpawnItemEx(\"BlackBloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLB H 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n FBLB G 1 A_SpawnItemEx(\"BlackBloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBLB G 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPDB A 15 A_Stop\n BPDB A 210\n BPDB A 1 A_FadeOut (0.04)\n Goto Crash+2\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BlackBloodTrailB\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n FBLB G 0\n FBLB G 1 A_FadeOut(0.08)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BlackBloodTrailC\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n FBLB H 0\n FBLB H 1 A_FadeOut(0.095)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BlackGibGenerator1\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib3\")\n Stop\n }\n}\n\nActor BlackGibGenerator2\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib4\")\n Stop\n }\n}\n\nActor BlackGibGenerator3\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib1\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib2\")\n Stop\n }\n}\n\nActor BlackGibGenerator4\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib5\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib6\")\n Stop\n }\n}\n\nActor BlackGibGenerator5\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib7\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib8\")\n Stop\n }\n}\n\nActor BDBlackGib9Generator\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib9\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib9\")\n TNT1 A 1 A_SpawnDebris(\"BDBlackGib9\")\n Stop\n }\n}\n\nActor BDBlackGib1\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MBB1 E 8 A_SpawnItemEx(\"BDBlackGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MBB1 E 0 A_JumpIf(waterlevel > 0, 3)\n MBB1 E 0 A_PlaySound(\"BloodSplat\")\n MBB1 E 0 A_SpawnItemEx (\"BlackBloodGibPool\",0,0,0,0,0,0,0,129)\n MBB1 E 15 A_Stop\n MBB1 E 210\n MBB1 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlackGib2\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MBB2 E 8 A_SpawnItemEx(\"BDBlackGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MBB2 E 0 A_JumpIf(waterlevel > 0, 3)\n MBB2 E 0 A_PlaySound(\"BloodSplat\")\n MBB2 E 0 A_SpawnItemEx (\"BlackBloodGibPool\",0,0,0,0,0,0,0,129)\n MBB2 E 15 A_Stop\n MBB2 E 210\n MBB2 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlackGib3\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MBB3 E 8 A_SpawnItemEx(\"BDBlackGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MBB3 E 0 A_JumpIf(waterlevel > 0, 3)\n MBB3 E 0 A_PlaySound(\"BloodSplat\")\n MBB3 E 0 A_SpawnItemEx (\"BlackBloodGibPool\",0,0,0,0,0,0,0,129)\n MBB3 E 15 A_Stop\n MBB3 E 210\n MBB3 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlackGib4\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MBB4 E 8 A_SpawnItemEx(\"BDBlackGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MBB4 E 0 A_JumpIf(waterlevel > 0, 3)\n MBB4 E 0 A_PlaySound(\"BloodSplat\")\n MBB4 E 0 A_SpawnItemEx (\"BlackBloodGibPool\",0,0,0,0,0,0,0,129)\n MBB4 E 15 A_Stop\n MBB4 E 210\n MBB4 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlackGib5\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MBB5 E 8 A_SpawnItemEx(\"BDBlackGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MBB5 E 0 A_JumpIf(waterlevel > 0, 3)\n MBB5 E 0 A_PlaySound(\"BloodSplat\")\n MBB5 E 0 A_SpawnItemEx (\"BlackBloodGibPool\",0,0,0,0,0,0,0,129)\n MBB5 E 15 A_Stop\n MBB5 E 210\n MBB5 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlackGib6\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MBB6 E 8 A_SpawnItemEx(\"BDBlackGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MBB6 E 0 A_JumpIf(waterlevel > 0, 3)\n MBB6 E 0 A_PlaySound(\"BloodSplat\")\n MBB6 E 0 A_SpawnItemEx (\"BlackBloodGibPool\",0,0,0,0,0,0,0,129)\n MBB6 E 15 A_Stop\n MBB6 E 210\n MBB6 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlackGib7\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MBB7 E 8 A_SpawnItemEx(\"BDBlackGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MBB7 E 0 A_JumpIf(waterlevel > 0, 3)\n MBB7 E 0 A_PlaySound(\"BloodSplat\")\n MBB7 E 0 A_SpawnItemEx (\"BlackBloodGibPool\",0,0,0,0,0,0,0,129)\n MBB7 E 15 A_Stop\n MBB7 E 210\n MBB7 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlackGib8\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MBB8 E 8 A_SpawnItemEx(\"BDBlackGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MBB8 E 0 A_JumpIf(waterlevel > 0, 3)\n MBB8 E 0 A_PlaySound(\"BloodSplat\")\n MBB8 E 0 A_SpawnItemEx (\"BlackBloodGibPool\",0,0,0,0,0,0,0,129)\n MBB8 E 15 A_Stop\n MBB8 E 210\n MBB8 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlackGib9\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.7\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n MBBI A 8 A_SpawnItemEx(\"BDBlackGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n MBBI A 15 A_Stop\n MBBI A 210\n MBBI A 1 A_FadeOut (0.04)\n Goto Crash+2\n }\n}\n\nActor BlackBloodGibPool\n{\n Radius 10\n Height 5\n Speed 0\n Alpha 0.85\n Renderstyle Translucent\n Scale 0.9\n +CLIENTSIDEONLY\n +FLOORCLIP\n +DONTSPLASH\n +NOBLOCKMONST\n +MISSILE\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Crash:\n BPDB AAABB 3 A_FadeIn (0.2)\n BPDB B 210\n BPDB B 1 A_FadeOut (0.04)\n Goto Crash+6\n }\n}\n\n/////////////////////////////////////////////////\n//////////////////DarkRed Gibbage//////////////////\n///////////////////////////////////\n\nActor BDDarkRedBlood : BDBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_PlaySound(\"BulletFlesh\")\n TNT1 A 0 A_SpawnItemEx (\"ActualDarkRedBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor BDDarkRedGibBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"DarkRedGibBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor ActualDarkRedBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n FBDR F 0\n FBDR F 4 A_SpawnItemEx(\"DarkRedBloodParticler\",0,0,0,0,0,0,0,129)\n FBDR G 4\n FBDR H 4\n Stop\n }\n}\n\nActor DarkRedGibBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n FBDR F 0\n FBDR F 2 A_SpawnItemEx(\"DarkRedGibBloodParticler\",0,0,0,0,0,0,0,129)\n FBDR G 2\n FBDR H 2\n Stop\n }\n}\n\nActor DarkRedBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"DarkRedBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"DarkRedBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor DarkRedGibBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"DarkRedGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"DarkRedGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"DarkRedGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"DarkRedGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor DarkRedBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n FBDR F 0\n FBDR F 0 ThrustThing (random(0,255),random(1,5))\n FBDR F 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n FBDR F 1 A_SpawnItemEx(\"DarkRedBloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBDR F 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n FBDR G 1 A_SpawnItemEx(\"DarkRedBloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBDR G 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPDD A 85 A_Stop\n BPDD A 2 A_FadeOut (0.025)\n Goto Crash+1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor DarkRedGibBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n FBDR F 0\n FBDR F 0 ThrustThing (random(0,255),random(1,5))\n FBDR F 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n FBDR F 1 A_SpawnItemEx(\"DarkRedBloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBDR F 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n FBDR G 1 A_SpawnItemEx(\"DarkRedBloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBDR G 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPDD A 15 A_Stop\n BPDD A 210\n BPDD A 1 A_FadeOut (0.04)\n Goto Crash+2\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor DarkRedBloodTrailB\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n FBDR G 0\n FBDR G 1 A_FadeOut(0.08)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor DarkRedBloodTrailC\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n FBDR F 0\n FBDR F 1 A_FadeOut(0.095)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor DarkRedGibGenerator1\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib3\")\n Stop\n }\n}\n\nActor DarkRedGibGenerator2\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib4\")\n Stop\n }\n}\n\nActor DarkRedGibGenerator3\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib1\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib2\")\n Stop\n }\n}\n\nActor DarkRedGibGenerator4\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib5\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib6\")\n Stop\n }\n}\n\nActor DarkRedGibGenerator5\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib7\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib8\")\n Stop\n }\n}\n\nActor BDDarkRedGib9Generator\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib9\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib9\")\n TNT1 A 1 A_SpawnDebris(\"BDDarkRedGib9\")\n Stop\n }\n}\n\nActor BDDarkRedGib1\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n OIB1 E 8 A_SpawnItemEx(\"BDDarkRedGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n OIB1 E 0 A_JumpIf(waterlevel > 0, 3)\n OIB1 E 0 A_PlaySound(\"BloodSplat\")\n OIB1 E 0 A_SpawnItemEx (\"DarkRedBloodGibPool\",0,0,0,0,0,0,0,129)\n OIB1 E 15 A_Stop\n OIB1 E 210\n OIB1 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDDarkRedGib2\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n OIB2 E 8 A_SpawnItemEx(\"BDDarkRedGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n OIB2 E 0 A_JumpIf(waterlevel > 0, 3)\n OIB2 E 0 A_PlaySound(\"BloodSplat\")\n OIB2 E 0 A_SpawnItemEx (\"DarkRedBloodGibPool\",0,0,0,0,0,0,0,129)\n OIB2 E 15 A_Stop\n OIB2 E 210\n OIB2 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDDarkRedGib3\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n OIB3 E 8 A_SpawnItemEx(\"BDDarkRedGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n OIB3 E 0 A_JumpIf(waterlevel > 0, 3)\n OIB3 E 0 A_PlaySound(\"BloodSplat\")\n OIB3 E 0 A_SpawnItemEx (\"DarkRedBloodGibPool\",0,0,0,0,0,0,0,129)\n OIB3 E 15 A_Stop\n OIB3 E 210\n OIB3 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDDarkRedGib4\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n OIB4 E 8 A_SpawnItemEx(\"BDDarkRedGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n OIB4 E 0 A_JumpIf(waterlevel > 0, 3)\n OIB4 E 0 A_PlaySound(\"BloodSplat\")\n OIB4 E 0 A_SpawnItemEx (\"DarkRedBloodGibPool\",0,0,0,0,0,0,0,129)\n OIB4 E 15 A_Stop\n OIB4 E 210\n OIB4 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDDarkRedGib5\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n OIB5 E 8 A_SpawnItemEx(\"BDDarkRedGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n OIB5 E 0 A_JumpIf(waterlevel > 0, 3)\n OIB5 E 0 A_PlaySound(\"BloodSplat\")\n OIB5 E 0 A_SpawnItemEx (\"DarkRedBloodGibPool\",0,0,0,0,0,0,0,129)\n OIB5 E 15 A_Stop\n OIB5 E 210\n OIB5 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDDarkRedGib6\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n OIB6 E 8 A_SpawnItemEx(\"BDDarkRedGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n OIB6 E 0 A_JumpIf(waterlevel > 0, 3)\n OIB6 E 0 A_PlaySound(\"BloodSplat\")\n OIB6 E 0 A_SpawnItemEx (\"DarkRedBloodGibPool\",0,0,0,0,0,0,0,129)\n OIB6 E 15 A_Stop\n OIB6 E 210\n OIB6 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDDarkRedGib7\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n OIB7 E 8 A_SpawnItemEx(\"BDDarkRedGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n OIB7 E 0 A_JumpIf(waterlevel > 0, 3)\n OIB7 E 0 A_PlaySound(\"BloodSplat\")\n OIB7 E 0 A_SpawnItemEx (\"DarkRedBloodGibPool\",0,0,0,0,0,0,0,129)\n OIB7 E 15 A_Stop\n OIB7 E 210\n OIB7 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDDarkRedGib8\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n OIB8 E 8 A_SpawnItemEx(\"BDDarkRedGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n OIB8 E 0 A_JumpIf(waterlevel > 0, 3)\n OIB8 E 0 A_PlaySound(\"BloodSplat\")\n OIB8 E 0 A_SpawnItemEx (\"DarkRedBloodGibPool\",0,0,0,0,0,0,0,129)\n OIB8 E 15 A_Stop\n OIB8 E 210\n OIB8 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDDarkRedGib9\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.7\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n OIBI A 8 A_SpawnItemEx(\"BDDarkRedGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n OIBI A 15 A_Stop\n OIBI A 210\n OIBI A 1 A_FadeOut (0.04)\n Goto Crash+2\n }\n}\n\nActor DarkRedBloodGibPool\n{\n Radius 10\n Height 5\n Speed 0\n Alpha 0.85\n Renderstyle Translucent\n Scale 0.9\n +CLIENTSIDEONLY\n +FLOORCLIP\n +DONTSPLASH\n +NOBLOCKMONST\n +MISSILE\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Crash:\n BPDD AAABB 3 A_FadeIn (0.2)\n BPDD B 210\n BPDD B 1 A_FadeOut (0.04)\n Goto Crash+6\n }\n}\n\n/////////////////////////////////////////////////\n//////////////////Blue Gibbage//////////////////\n///////////////////////////////////\n\nActor BDBlueBlood : BDBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_PlaySound(\"BulletFlesh\")\n TNT1 A 0 A_SpawnItemEx (\"ActualBlueBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor BDBlueGibBlood\n{\n Radius 1\n Height 1\n Scale 0.1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0\n TNT1 A 0\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"BlueGibBloodSpray\",0,0,0,0,0,0,0,129)\n TNT1 A 1\n Stop\n }\n}\n\nActor ActualBlueBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n FBBI F 0\n FBBI F 4 A_SpawnItemEx(\"BlueBloodParticler\",0,0,0,0,0,0,0,129)\n FBBI G 4\n FBBI H 4\n Stop\n }\n}\n\nActor BlueGibBloodSpray\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOGRAVITY\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n Goto Death\n Death:\n FBBI F 0\n FBBI F 2 A_SpawnItemEx(\"BlueGibBloodParticler\",0,0,0,0,0,0,0,129)\n FBBI G 2\n FBBI H 2\n Stop\n }\n}\n\nActor BlueBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"BlueBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"BlueBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor BlueGibBloodParticler\n{\n Radius 1\n Height 1\n Alpha 0.85\n Renderstyle Translucent\n PROJECTILE\n +CLIENTSIDEONLY\n +NOBLOCKMONST\n +NOBLOCKMAP\n +NOGRAVITY\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 3\n Goto Death\n Death:\n TNT1 A 0 A_SpawnItemEx (\"BlueGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"BlueGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"BlueGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A 0 A_SpawnItemEx (\"BlueGibBloodParticle\",0,0,0,0,0,0,0,129)\n TNT1 A -1\n Stop\n }\n}\n\nActor BlueBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n FBBI F 0\n FBBI F 0 ThrustThing (random(0,255),random(1,5))\n FBBI F 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n FBBI F 1 A_SpawnItemEx(\"BlueBloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBBI F 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n FBBI G 1 A_SpawnItemEx(\"BlueBloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBBI G 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPBL A 85 A_Stop\n BPBL A 2 A_FadeOut (0.025)\n Goto Crash+1\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BlueGibBloodParticle\n{\n Radius 1\n Height 1\n speed 0\n Scale 0.56\n Alpha 0.85\n Renderstyle Translucent\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n FBBI F 0\n FBBI F 0 ThrustThing (random(0,255),random(1,5))\n FBBI F 0 ThrustThingZ (0,random(0,40),0,0)\n TNT1 A 1 A_Jump (256,1,2)\n TNT1 A 1\n Goto Death\n TNT1 A 1\n Goto Death+3\n Death:\n TNT1 A 1\n FBBI F 1 A_SpawnItemEx(\"BlueBloodTrailC\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBBI F 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+1\n TNT1 A 1\n FBBI G 1 A_SpawnItemEx(\"BlueBloodTrailB\", 0, 0, 0, 0, 0, 0, 0, 129)\n FBBI G 0 A_JumpIf(waterlevel == 3,\"splash\")\n Goto Death+4\n Crash:\n BPBL A 15 A_Stop\n BPBL A 210\n BPBL A 1 A_FadeOut (0.04)\n Goto Crash+2\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BlueBloodTrailB\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n FBBI G 0\n FBBI G 1 A_FadeOut(0.08)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BlueBloodTrailC\n{\n Scale 0.48\n Radius 1\n Height 1\n Speed 0\n +FLOORCLIP\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOBLOCKMONST\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n RenderStyle Translucent\n Alpha 0.75\n States\n {\n Spawn:\n FBBI F 0\n FBBI F 1 A_FadeOut(0.095)\n Loop\n Crash:\n TNT1 A 0\n Stop\n }\n}\n\nActor BlueGibGenerator1\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib3\")\n Stop\n }\n}\n\nActor BlueGibGenerator2\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib4\")\n Stop\n }\n}\n\nActor BlueGibGenerator3\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib1\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib2\")\n Stop\n }\n}\n\nActor BlueGibGenerator4\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib5\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib6\")\n Stop\n }\n}\n\nActor BlueGibGenerator5\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib7\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib8\")\n Stop\n }\n}\n\nActor BDBlueGib9Generator\n{\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128, 2)\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib9\")\n Stop\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib9\")\n TNT1 A 1 A_SpawnDebris(\"BDBlueGib9\")\n Stop\n }\n}\n\nActor BDBlueGib1\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n BIB1 E 8 A_SpawnItemEx(\"BDBlueGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n BIB1 E 0 A_JumpIf(waterlevel > 0, 3)\n BIB1 E 0 A_PlaySound(\"BloodSplat\")\n BIB1 E 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,129)\n BIB1 E 15 A_Stop\n BIB1 E 210\n BIB1 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlueGib2\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n BIB2 E 8 A_SpawnItemEx(\"BDBlueGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n BIB2 E 0 A_JumpIf(waterlevel > 0, 3)\n BIB2 E 0 A_PlaySound(\"BloodSplat\")\n BIB2 E 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,129)\n BIB2 E 15 A_Stop\n BIB2 E 210\n BIB2 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlueGib3\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n BIB3 E 8 A_SpawnItemEx(\"BDBlueGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n BIB3 E 0 A_JumpIf(waterlevel > 0, 3)\n BIB3 E 0 A_PlaySound(\"BloodSplat\")\n BIB3 E 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,129)\n BIB3 E 15 A_Stop\n BIB3 E 210\n BIB3 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlueGib4\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n BIB4 E 8 A_SpawnItemEx(\"BDBlueGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n BIB4 E 0 A_JumpIf(waterlevel > 0, 3)\n BIB4 E 0 A_PlaySound(\"BloodSplat\")\n BIB4 E 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,129)\n BIB4 E 15 A_Stop\n BIB4 E 210\n BIB4 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlueGib5\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n BIB5 E 8 A_SpawnItemEx(\"BDBlueGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n BIB5 E 0 A_JumpIf(waterlevel > 0, 3)\n BIB5 E 0 A_PlaySound(\"BloodSplat\")\n BIB5 E 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,129)\n BIB5 E 15 A_Stop\n BIB5 E 210\n BIB5 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlueGib6\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n BIB6 E 8 A_SpawnItemEx(\"BDBlueGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n BIB6 E 0 A_JumpIf(waterlevel > 0, 3)\n BIB6 E 0 A_PlaySound(\"BloodSplat\")\n BIB6 E 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,129)\n BIB6 E 15 A_Stop\n BIB6 E 210\n BIB6 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlueGib7\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n BIB7 E 8 A_SpawnItemEx(\"BDBlueGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n BIB7 E 0 A_JumpIf(waterlevel > 0, 3)\n BIB7 E 0 A_PlaySound(\"BloodSplat\")\n BIB7 E 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,129)\n BIB7 E 15 A_Stop\n BIB7 E 210\n BIB7 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlueGib8\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.75\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n BIB8 E 8 A_SpawnItemEx(\"BDBlueGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n BIB8 E 0 A_JumpIf(waterlevel > 0, 3)\n BIB8 E 0 A_PlaySound(\"BloodSplat\")\n BIB8 E 0 A_SpawnItemEx (\"BlueBloodGibPool\",0,0,0,0,0,0,0,129)\n BIB8 E 15 A_Stop\n BIB8 E 210\n BIB8 E 1 A_FadeOut (0.04)\n Goto Crash+5\n }\n}\n\nActor BDBlueGib9\n{\n Health 1\n Radius 8\n Height 8\n Mass 1\n Scale 0.7\n +CLIENTSIDEONLY\n +CORPSE\n +NOTELEPORT\n +NoBlockMap\n +MoveWithSector\n States\n {\n Spawn:\n BIBI A 8 A_SpawnItemEx(\"BDBlueGibBlood\",0,0,0,0,0,0,0,129)\n Loop\n Crash:\n BIBI A 15 A_Stop\n BIBI A 210\n BIBI A 1 A_FadeOut (0.04)\n Goto Crash+2\n }\n}\n\nActor BlueBloodGibPool\n{\n Radius 10\n Height 5\n Speed 0\n Alpha 0.85\n Renderstyle Translucent\n Scale 0.9\n +CLIENTSIDEONLY\n +FLOORCLIP\n +DONTSPLASH\n +NOBLOCKMONST\n +MISSILE\n +SLIDESONWALLS\n +CORPSE\n -SOLID\n +NoBlockMap\n +MoveWithSector\n +NoTeleport\n States\n {\n Spawn:\n TNT1 A -1\n Loop\n Crash:\n BPBL AAABB 3 A_FadeIn (0.2)\n BPBL B 210\n BPBL B 1 A_FadeOut (0.04)\n Goto Crash+6\n }\n}\n\n//////////////////////////////////////////\n//////////Mega Gibbage///////////////\n////////////////////////\n\nACTOR NewFlyingBloodTrail\n{\nScale 0.1\nRenderStyle Translucent\nAlpha 0.8\n+CLIENTSIDEONLY\n+NOTELEPORT\n+NOBLOCKMAP\n+DONTSPLASH\n+LOWGRAVITY\n+NOCLIP\nStates\n{\nSpawn:\n FBLD ABCD 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR SmallFlyingBloodTrail : NewFlyingBloodTrail\n{\nScale 0.05\n}\n\nACTOR NewFlyingBloodTrail2 : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n FBLM ABCD 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR NewFlyingBloodTrail3 : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n FBLB ABCD 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR NewFlyingBloodTrail4 : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n FBLK ABCD 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR NewFlyingBloodTrail5 : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n FBLU ABCD 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR NewFlyingBloodTrail6 : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n FBOL ABCD 2 A_FadeOut(0.18)\n Loop\n }\n}\n\nACTOR RedGibTrail : NewFlyingBloodTrail\n{\n+NOGRAVITY\n-LOWGRAVITY\nScale 0.24\nAlpha 0.66\nStates\n{\nSpawn:\n FBLD ABCD 2 A_FadeOut(0.08)\n Loop\n }\n}\n\nACTOR PurpleGibTrail : RedGibTrail\n{\nStates\n{\nSpawn:\n FBLM ABCD 2 A_FadeOut(0.08)\n Loop\n }\n}\n\nACTOR BlackGibTrail : RedGibTrail\n{\nStates\n{\nSpawn:\n FBLB ABCD 2 A_FadeOut(0.08)\n Loop\n }\n}\n\nACTOR GreenGibTrail : RedGibTrail\n{\nStates\n{\nSpawn:\n FBLK ABCD 2 A_FadeOut(0.08)\n Loop\n }\n}\n\nACTOR BlueGibTrail : RedGibTrail\n{\nStates\n{\nSpawn:\n FBLU ABCD 2 A_FadeOut(0.08)\n Loop\n }\n}\n\nACTOR DarkRedGibTrail : RedGibTrail\n{\nStates\n{\nSpawn:\n FBOL ABCD 2 A_FadeOut(0.08)\n Loop\n }\n}\n\nACTOR GibbedGenerator\n{\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\nStates\n{\nSpawn:\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart1\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"BodyPart2\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart3\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"BodyPart4\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart5\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"BodyPart6\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart7\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"BodyPart8\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\n\t}\n}\n\nACTOR PurpleGibbedGenerator : GibbedGenerator\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleBodyPart1\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"PurpleBodyPart2\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleBodyPart3\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"PurpleBodyPart4\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleBodyPart5\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"PurpleBodyPart6\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"PurpleBodyPart7\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"PurpleBodyPart8\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\n\t}\n}\n\nACTOR BlackGibbedGenerator : GibbedGenerator\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 A 0 A_SpawnItemEx(\"BlackBodyPart1\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"BlackBodyPart2\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"BlackBodyPart3\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"BlackBodyPart4\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BlackBodyPart5\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"BlackBodyPart6\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"BlackBodyPart7\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"BlackBodyPart8\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\n\t}\n}\n\nACTOR GreenGibbedGenerator : GibbedGenerator\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 A 0 A_SpawnItemEx(\"GreenBodyPart1\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"GreenBodyPart2\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"GreenBodyPart3\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"GreenBodyPart4\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"GreenBodyPart5\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"GreenBodyPart6\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"GreenBodyPart7\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"GreenBodyPart8\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\n\t}\n}\n\nACTOR DarkRedGibbedGenerator : GibbedGenerator\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 A 0 A_SpawnItemEx(\"DarkRedBodyPart1\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"DarkRedBodyPart2\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"DarkRedBodyPart3\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"DarkRedBodyPart4\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"DarkRedBodyPart5\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"DarkRedBodyPart6\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"DarkRedBodyPart7\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"DarkRedBodyPart8\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\n\t}\n}\n\nACTOR BlueGibbedGenerator : GibbedGenerator\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 A 0 A_SpawnItemEx(\"BlueBodyPart1\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"BlueBodyPart2\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"BlueBodyPart3\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"BlueBodyPart4\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BlueBodyPart5\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 2 A_SpawnItemEx(\"BlueBodyPart6\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 0 A_SpawnItemEx(\"BlueBodyPart7\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tTNT1 A 1 A_SpawnItemEx(\"BlueBodyPart8\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10))\n\tStop\n\t}\n}\n\nACTOR BodyPart1\n{\nHealth 1\nHeight 2\nRadius 2\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\n+MOVEWITHSECTOR\n+THRUACTORS\nStates\n{\nSpawn:\nGIB1 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB1 E 150\nGIB1 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB2 A 1 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB2 A 150\nGIB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart3 : BodyPart1\n{\n+MISSILE\n+DOOMBOUNCE\n+DONTSPLASH\n+DROPOFF\n-MOVEWITHSECTOR\nBounceFactor 0.5\nWallBounceFactor 0.3\nBounceCount 4\nSeeSound \"gib/bounce\"\nStates\n{\nSpawn:\nGIB3 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB3 E 150\nGIB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB4 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB4 E 150\nGIB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB5 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB5 E 150\nGIB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB6 A 1 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB6 A 150\nGIB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB7 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB7 E 150\nGIB7 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB8 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB8 E 150\nGIB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR PurpleBodyPart1 : BodyPart1\n{\nStates\n{\nSpawn:\nMIB1 AABBCCDD 2 A_SpawnItemEx(\"PurpleGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nMIB1 E 150\nMIB1 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR PurpleBodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nMIB2 A 1 A_SpawnItemEx(\"PurpleGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nMIB2 A 150\nMIB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR PurpleBodyPart3 : BodyPart3\n{\nStates\n{\nSpawn:\nMIB3 AABBCCDD 2 A_SpawnItemEx(\"PurpleGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nMIB3 E 150\nMIB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR PurpleBodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nMIB4 AABBCCDD 2 A_SpawnItemEx(\"PurpleGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nMIB4 E 150\nMIB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR PurpleBodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nMIB5 AABBCCDD 2 A_SpawnItemEx(\"PurpleGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nMIB5 E 150\nMIB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR PurpleBodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nMIB6 A 1 A_SpawnItemEx(\"PurpleGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nMIB6 A 150\nMIB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR PurpleBodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nMIB7 AABBCCDD 2 A_SpawnItemEx(\"PurpleGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nMIB7 E 150\nMIB7 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR PurpleBodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nMIB8 AABBCCDD 2 A_SpawnItemEx(\"PurpleGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nMIB8 E 150\nMIB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BlackBodyPart1 : BodyPart1\n{\nStates\n{\nSpawn:\nMBB1 AABBCCDD 2 A_SpawnItemEx(\"BlackGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nMBB1 E 150\nMBB1 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BlackBodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nMBB2 A 1 A_SpawnItemEx(\"BlackGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nMBB2 A 150\nMBB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BlackBodyPart3 : BodyPart3\n{\nStates\n{\nSpawn:\nMBB3 AABBCCDD 2 A_SpawnItemEx(\"BlackGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nMBB3 E 150\nMBB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BlackBodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nMBB4 AABBCCDD 2 A_SpawnItemEx(\"BlackGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nMBB4 E 150\nMBB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BlackBodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nMBB5 AABBCCDD 2 A_SpawnItemEx(\"BlackGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nMBB5 E 150\nMBB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BlackBodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nMBB6 A 1 A_SpawnItemEx(\"BlackGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nMBB6 A 150\nMBB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BlackBodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nMBB7 AABBCCDD 2 A_SpawnItemEx(\"BlackGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nMBB7 E 150\nMBB7 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BlackBodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nMBB8 AABBCCDD 2 A_SpawnItemEx(\"BlackGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nMBB8 E 150\nMBB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR GreenBodyPart1 : BodyPart1\n{\nStates\n{\nSpawn:\nKIB1 AABBCCDD 2 A_SpawnItemEx(\"GreenGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nKIB1 E 150\nKIB1 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR GreenBodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nKIB2 A 1 A_SpawnItemEx(\"GreenGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nKIB2 A 150\nKIB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR GreenBodyPart3 : BodyPart3\n{\nStates\n{\nSpawn:\nKIB3 AABBCCDD 2 A_SpawnItemEx(\"GreenGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nKIB3 E 150\nKIB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR GreenBodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nKIB4 AABBCCDD 2 A_SpawnItemEx(\"GreenGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nKIB4 E 150\nKIB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR GreenBodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nKIB5 AABBCCDD 2 A_SpawnItemEx(\"GreenGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nKIB5 E 150\nKIB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR GreenBodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nKIB6 A 1 A_SpawnItemEx(\"GreenGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nKIB6 A 150\nKIB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR GreenBodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nKIB7 AABBCCDD 2 A_SpawnItemEx(\"GreenGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nKIB7 E 150\nKIB7 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR GreenBodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nKIB8 AABBCCDD 2 A_SpawnItemEx(\"GreenGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nKIB8 E 150\nKIB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR DarkRedBodyPart1 : BodyPart1\n{\nStates\n{\nSpawn:\nOIB1 AABBCCDD 2 A_SpawnItemEx(\"DarkRedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nOIB1 E 150\nOIB1 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR DarkRedBodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nOIB2 A 1 A_SpawnItemEx(\"DarkRedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nOIB2 A 150\nOIB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR DarkRedBodyPart3 : BodyPart3\n{\nStates\n{\nSpawn:\nOIB3 AABBCCDD 2 A_SpawnItemEx(\"DarkRedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nOIB3 E 150\nOIB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR DarkRedBodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nOIB4 AABBCCDD 2 A_SpawnItemEx(\"DarkRedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nOIB4 E 150\nOIB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR DarkRedBodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nOIB5 AABBCCDD 2 A_SpawnItemEx(\"DarkRedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nOIB5 E 150\nOIB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR DarkRedBodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nOIB6 A 1 A_SpawnItemEx(\"DarkRedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nOIB6 A 150\nOIB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR DarkRedBodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nOIB7 AABBCCDD 2 A_SpawnItemEx(\"DarkRedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nOIB7 E 150\nOIB7 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR DarkRedBodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nOIB8 AABBCCDD 2 A_SpawnItemEx(\"DarkRedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nOIB8 E 150\nOIB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BlueBodyPart1 : BodyPart1\n{\nStates\n{\nSpawn:\nBIB1 AABBCCDD 2 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nBIB1 E 150\nBIB1 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BlueBodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nBIB2 A 1 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nBIB2 A 150\nBIB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BlueBodyPart3 : BodyPart3\n{\nStates\n{\nSpawn:\nBIB3 AABBCCDD 2 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nBIB3 E 150\nBIB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BlueBodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nBIB4 AABBCCDD 2 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nBIB4 E 150\nBIB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BlueBodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nBIB5 AABBCCDD 2 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nBIB5 E 150\nBIB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BlueBodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nBIB6 A 1 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nBIB6 A 150\nBIB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BlueBodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nBIB7 AABBCCDD 2 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nBIB7 E 150\nBIB7 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BlueBodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nBIB8 AABBCCDD 2 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nBIB8 E 150\nBIB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR CacoPart1\n{\nScale 1\nHeight 2\nRadius 2\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\n+MOVEWITHSECTOR\n+THRUACTORS\n+MISSILE\n+DOOMBOUNCE\n+DONTSPLASH\n+DROPOFF\n-MOVEWITHSECTOR\nBounceFactor 0.5\nWallBounceFactor 0.3\nBounceCount 4\nSeeSound \"gib/bounce\"\nStates\n{\nSpawn:\nLCPT AABBCCDDEEFFGG 2 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nLCPT H 150\nLCPT H 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR CacoPart2 : CacoPart1\n{\nStates\n{\nSpawn:\nLCP2 AABBCCDD 2 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nLCP2 E 150\nLCP2 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR CacoPart3 : CacoPart1\n{\nStates\n{\nSpawn:\nLCP3 AABBCCDDEE 2 A_SpawnItemEx(\"BlueGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nLCP3 F 150\nLCP3 F 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nActor MetalScrap\n{\n game Doom\n scale 0.6\n radius 8\n height 1\n health 1\n mass 1\n +CORPSE\n +NOTELEPORT\n +NOBLOCKMAP\n +CLIENTSIDEONLY\n -NOGRAVITY\n States\n {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\tSpawnLoop:\n\t\tTNT1 A 0 A_Jump(256, \"Var1\", \"Var2\", \"Var3\", \"Var4\", \"Var5\")\n\tVar1:\n\t\tTNT1 A 1 A_SpawnDebris(\"MetalPiece1\")\n\tStop\n\tVar2:\n\t\tTNT1 A 1 A_SpawnDebris(\"MetalPiece2\")\n\tStop\n\tVar3:\n\t\tTNT1 A 1 A_CustomMissile(\"XJunk1\", 0, 0, random(0, 360), 2, random(0, 360))\n\tStop\n\tVar4:\n\t\tTNT1 A 1 A_CustomMissile(\"XJunk2\", 0, 0, random(0, 360), 2, random(0, 360))\n\tStop\n\tVar5:\n\t\tTNT1 A 1 A_CustomMissile(\"XJunk3\", 0, 0, random(0, 360), 2, random(0, 360))\n\tStop\n }\n}\n\nActor MetalPiece1 : MetalScrap\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSCRP ABCD 3\n\t\tLoop\n\t\tCrash:\n\t\t\tTNT1 A 0 A_Jump(256, \"1\", \"2\", \"3\", \"4\")\n\t\t1:\n\t\t\tSCRP AAAAAAAAA 70 A_FadeOut(0.1)\n\t\tStop\n\t\t2:\n\t\t\tSCRP BBBBBBBBB 70 A_FadeOut(0.1)\n\t\tStop\n\t\t3:\n\t\t\tSCRP CCCCCCCCC 70 A_FadeOut(0.1)\n\t\tStop\n\t\t4:\n\t\t\tSCRP DDDDDDDDD 70 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor MetalPiece2 : MetalPiece1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSCRP EFGH 3\n\t\tLoop\n\t\tCrash:\n\t\t\tTNT1 A 0 A_Jump(256, \"1\", \"2\", \"3\", \"4\")\n\t\t1:\n\t\t\tSCRP EEEEEEEEE 70 A_FadeOut(0.1)\n\t\tStop\n\t\t2:\n\t\t\tSCRP FFFFFFFFF 70 A_FadeOut(0.1)\n\t\tStop\n\t\t3:\n\t\t\tSCRP GGGGGGGGG 70 A_FadeOut(0.1)\n\t\tStop\n\t\t4:\n\t\t\tSCRP HHHHHHHHH 70 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nACTOR XJunk1\n{\n +CLIENTSIDEONLY\n\t+DONTSPLASH\n\t+DOOMBOUNCE\n\t+NOTELEPORT\n\t+MOVEWITHSECTOR\n\t+THRUACTORS\n\t+MISSILE\n Radius 8\n Height 8\n\tBounceFactor 0.5\n Speed 14\n\tGravity 0.8\n\tDecal None\n Scale 0.6\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\tSpawnLoop:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n JNK6 ABCD 3\n Loop\n Death:\n JNK6 A 1000\n Stop\n Splash:\n TNT1 A 1\n\t\tJNK6 A -1\n Stop\n }\n}\n\nACTOR XJunk2: XJunk1\n{\n BounceFactor 0.3\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n JNK7 ABCD 3\n Loop\n Death:\n JNK7 A 1000\n Stop\n Splash:\n TNT1 A 1\n\t\tJNK7 A -1\n Stop\n }\n}\n\nACTOR XJunk3: XJunk1\n{\n BounceFactor 0.7\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n JNK8 ABCD 3\n Loop\n Death:\n JNK8 A 1000\n Stop\n Splash:\n TNT1 A 1\n\t\tJNK8 A -1\n Stop\n }\n}"
}
]
},
"maps": []
}