Counts

endoom0
graphics0
lumps1833
maps1
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "02335747-5e44-4f7c-a30a-3971b50a11d2",
    "sha1": "860926a39a93a884614f88edbd7882ba6db8f9a6",
    "sha256": "9705a2eefabd36b905f1d74dbf0d9495f7020382445c00b5e99a32666dda57a0",
    "filenames": [
      "armedrecruit-gzdoom.pk3",
      "ARMEDrecruit-GZDoom.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-05-03 07:04:34",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "CREDMAP": "CREDMAP.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-05-03 07:04:34",
    "file": {
      "type": "PK3",
      "size": 4898442,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/860926a39a93a884614f88edbd7882ba6db8f9a6/860926a39a93a884614f88edbd7882ba6db8f9a6.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "CREDMAP"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 1833,
        "maps": 1,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECALDEF.txt",
        "contents": "decal KnifeChip1\n{\n\tpic \"KNCHIP1\"\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n}\n\ndecal KnifeChip2\n{\n\tpic \"KNCHIP2\"\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n}\n\ndecal KnifeChip3\n{\n\tpic \"KNCHIP3\"\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n}\n\ndecalgroup KnifeChip\n{\n\tKnifeChip1\t1\n\tKnifeChip2\t1\n\tKnifeChip3\t1\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#include \"Actors/Skulltag.txt\"\t\t//Compat. for ZDoom.\n\n#include \"Actors/Ammo.txt\"\t\t\t//Random ammo spawners.\n#include \"Actors/Eyecandy.txt\"\t\t//Shell casings, bullet puffs, blood splats and effects for spheres.\n#include \"Actors/Items.txt\"\t\t\t//Health, armour and power-ups.\n#include \"Actors/Monsters.txt\"\t\t//Random monster spawners, edits of monsters, nightmare monsters.\n#include \"Actors/Players.txt\"\t\t//Player classes and things relating to it.\n#include \"Actors/Weapons0.txt\"\t\t//Knives\n#include \"Actors/Weapons0x.txt\"\t\t//Knives + Tome of power.\n#include \"Actors/Weapons1.txt\"\t\t//Pistols.\n#include \"Actors/Weapons1x.txt\"\t\t//Pistols + Tome of power.\n#include \"Actors/Weapons2.txt\"\t\t//Primary weapons.\n#include \"Actors/Weapons2x.txt\"\t\t//Primary weapons + Tome of power.\n#include \"Actors/Weapons3.txt\"\t\t//Special weapons.\n#include \"Actors/Weapons3x.txt\"\t\t//Special weapons + Tome of power."
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "clearplayerclasses\naddplayerclass DoomPersonMachinegun\naddplayerclass DoomPersonShotgun\naddplayerclass DoomPersonRifle\n\naddkeysection \"ARMEDrecruit\" ReloadKeysection\n   addmenukey \"Reload\" Reload\n   alias Reload \"use ReloadCheckerGiver\"\n   defaultbind R Reload\n   alias Nightmareon  \"SV_FastMonsters 1; SV_MonsterRespawn 1\"\n   alias Nightmareoff \"SV_FastMonsters 0; SV_MonsterRespawn 0\""
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "//Soulsphere\n\nobject SoulSphere3\n{\n    frame SOUL { light SOULSPHERE }\n}\n\nobject DoomSphere2\n{\n    frame DOOM { light DOOMSPHERE }\n}\n\nobject DoomSphere3\n{\n    frame DOOM { light DOOMSPHERE }\n}\n\nobject DoomSphere4\n{\n    frame DOOM { light DOOMSPHERE }\n}\n\n// Guard Sphere\nobject GuardSphere2\n{\n    frame GARD { light GUARDSPHERE }\n}\n\n// Turbo Sphere\nobject TurboSphere2\n{\n    frame TURB { light TURBOSPHERE }\n}\n// Invulnerability Sphere\nobject InvulnerabilitySphere\n{\n    frame PINV { light INVULN }\n}\n// Armor Shard\npulselight ARMSHARD\n{\n    color 0.0 0.0 0.6\n    size 12\n    secondarySize 16\n    interval 2.0\n}\n\nobject MarineArmourBonus\n{\n    frame AMSD { light ARMSHARD }\n}\n\nobject MarineArmourBonus2\n{\n    frame AMSD { light ARMSHARD }\n}\n\nobject MarineArmourBonus3\n{\n    frame AMSD { light ARMSHARD }\n}\n\nobject MarineArmourBonus4\n{\n    frame AMSD { light ARMSHARD }\n}\n\nobject MarineArmourBonus5\n{\n    frame AMSD { light ARMSHARD }\n}\n\n// Marine Armor\npulselight MARMOR1\n{\n    color 0.0 0.0 0.6\n    size 48\n    secondarySize 35\n    interval 1.0\n}\n\nobject MarineArmourClass\n{\n    frame ARORA { light MARMOR1 }\n}\n\nobject MarineArmour2\n{\n    frame ARORA { light MARMOR1 }\n}\n\nobject MarineArmour2\n{\n    frame ARORA { light MARMOR1 }\n}\n\nobject MarineArmour3\n{\n    frame ARORA { light MARMOR1 }\n}\nobject MarineArmour4\n{\n    frame ARORA { light MARMOR1 }\n}\nobject MarineArmour5\n{\n    frame ARORA { light MARMOR1 }\n}\n\nobject ArachnotronPlasma2\n{\n    frame APLSA { light ARACHPLAS }\n    frame APLSB { light ARACHPLAS }\n\n    frame APBXA { light ARACHPLAS_X1 }\n    frame APBXB { light ARACHPLAS_X2 }\n    frame APBXC { light ARACHPLAS_X2 }\n    frame APBXD { light ARACHPLAS_X3 }\n    frame APBXE { light ARACHPLAS_X4 }\n}\n\nflickerlight2 ZOMBIEATK\n{\n    color 1.0 0.8 0.2\n    size 48\n    secondarySize 56\n    interval 1\n    offset 0 40 0\n}\n\nflickerlight2 ZOMBIEATK2\n{\n    color 1.0 0.8 0.2\n    size 24\n    secondarySize 56\n    interval 1\n    offset 0 40 0\n}\n\nobject ZombieMan2\n{\n    frame POSSF { light ZOMBIEATK }\n}\n\nobject ShotgunGuy2\n{\n    frame SPOSF { light ZOMBIEATK }\n}\n\nobject ChaingunGuy2\n{\n    frame CPOSE { light ZOMBIEATK }\n    frame CPOSF { light ZOMBIEATK }\n}\n\n//To make the players firing frames less shit.\nobject AttackLight\n{\n    frame TNT1A { light ZOMBIEATK }\n\tframe TNT1B { light ZOMBIEATK2 }\n}\n\n// Bullet puff\nflickerlight BPUFF1\n{\n    color 0.5 0.5 0.0\n    size 12\n    secondarySize 16\n    chance 0.8\n}\n\nflickerlight BPUFF2\n{\n    color 0.5 0.5 0.0\n    size 9\n    secondarySize 12\n    chance 0.8\n}\n\nobject PuffLight\n{\n    frame TNT1A { light BPUFF1 }\n    frame TNT1B { light BPUFF2 }\n}\n\n// Lost Soul\nflickerlight LOSTSOUL\n{\n    color 1.0 0.3 0.0\n    size 56\n    secondarysize 64\n    chance 0.1\n}\n\nflickerlight LOSTSOUL_X1\n{\n    color 0.8 0.3 0.0\n    size 72\n    secondarySize 80\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X2\n{\n    color 0.6 0.2 0.0\n    size 88\n    secondarySize 96\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X3\n{\n    color 0.4 0.1 0.0\n    size 104\n    secondarySize 112\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X4\n{\n    color 0.2 0.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nobject LostSoul2\n{\n    frame SKULA { light LOSTSOUL    }\n    frame SKULB { light LOSTSOUL    }\n    frame SKULC { light LOSTSOUL    }\n    frame SKULD { light LOSTSOUL    }\n    frame SKULE { light LOSTSOUL    }\n    frame SKULF { light LOSTSOUL    }\n    frame SKULG { light LOSTSOUL    }\n\n    frame SKULH { light LOSTSOUL_X1 }\n    frame SKULI { light LOSTSOUL_X2 }\n    frame SKULJ { light LOSTSOUL_X3 }\n    frame SKULK { light LOSTSOUL_X4 }\n}\n\n// Arch-vile\nflickerlight ARCHATK1\n{\n    color 1.0 1.0 0.0\n    size 32\n    secondarySize 48\n    chance 0.3\n    offset 0 80 0\n}\n\nflickerlight ARCHATK2\n{\n    color 1.0 1.0 0.0\n    size 56\n    secondarySize 64\n    chance 0.3\n    offset 0 80 0\n}\n\nflickerlight ARCHATK3\n{\n    color 1.0 1.0 0.0\n    size 56\n    secondarySize 64\n    chance 0.3\n    offset 0 64 0\n}\n\nflickerlight ARCHATK4\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 48 0\n}\n\nflickerlight ARCHATK5\n{\n    color 1.0 1.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight ARCHATK6\n{\n    color 0.7 0.7 0.0\n    size 96\n    secondarySize 104\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight ARCHATK7\n{\n    color 0.3 0.3 0.0\n    size 104\n    secondarySize 112\n    chance 0.3\n    offset 0 40 0\n}\n\npulselight ARCHRES\n{\n    color 0.6 0.0 0.0\n    size 64\n    secondarySize 70\n    interval 0.5\n    offset 0 36 0\n}\n\nobject Archvile2\n{\n    frame VILEH { light ARCHATK1 }\n    frame VILEI { light ARCHATK2 }\n    frame VILEJ { light ARCHATK3 }\n    frame VILEK { light ARCHATK4 }\n    frame VILEL { light ARCHATK4 }\n    frame VILEM { light ARCHATK4 }\n    frame VILEN { light ARCHATK5 }\n    frame VILEO { light ARCHATK6 }\n    frame VILEP { light ARCHATK7 }\n\n    frame VILE[ { light ARCHRES }\n    frame VILE\\ { light ARCHRES }\n    frame VILE] { light ARCHRES }\n}\n\n//Lol stolen from GVH\nflickerlight GRENADE_X1\n{\n    color 1.0 1.0 0.0\n    size 80\n    secondarySize 75\n    chance 0.9\n}\n\nflickerlight GRENADE_X2\n{\n    color 1.0 1.0 0.0\n    size 75\n    secondarySize 65\n    chance 0.9\n}\n\nflickerlight GRENADE_X3\n{\n    color 1.0 1.0 0.0\n    size 65\n    secondarySize 60\n    chance 0.9\n}\n\nflickerlight GRENADE_X4\n{\n    color 1.0 1.0 0.0\n    size 60\n    secondarySize 55\n    chance 0.9\n}\n\nflickerlight GRENADE_X5\n{\n    color 1.0 1.0 0.0\n    size 55\n    secondarySize 50\n    chance 0.9\n}\n\nflickerlight GRENADE_X6\n{\n    color 1.0 1.0 0.0\n    size 50\n    secondarySize 45\n    chance 0.9\n}\n\nflickerlight GRENADE_X7\n{\n    color 1.0 1.0 0.0\n    size 45\n    secondarySize 40\n    chance 0.9\n}\n\nflickerlight GRENADE_X8\n{\n    color 1.0 1.0 0.0\n    size 40\n    secondarySize 35\n    chance 0.9\n}\n\nflickerlight GRENADE_X9\n{\n    color 1.0 1.0 0.0\n    size 35\n    secondarySize 30\n    chance 0.9\n}\n\nflickerlight GRENADE_X10\n{\n    color 1.0 1.0 0.0\n    size 30\n    secondarySize 25\n    chance 0.9\n}\n\nflickerlight GRENADE_X11\n{\n    color 1.0 1.0 0.0\n    size 25\n    secondarySize 20\n    chance 0.9\n}\n\nflickerlight GRENADE_X12\n{\n    color 1.0 1.0 0.0\n    size 20\n    secondarySize 15\n    chance 0.9\n}\n\nflickerlight GRENADE_X13\n{\n    color 1.0 1.0 0.0\n    size 15\n    secondarySize 10\n    chance 0.9\n}\n\nflickerlight GRENADE_X14\n{\n    color 1.0 1.0 0.0\n    size 10\n    secondarySize 5\n    chance 0.9\n}\n\nflickerlight GRENADE_X15\n{\n    color 1.0 1.0 0.0\n    size 5\n    chance 0.9\n}\n\nobject GrenadeExplosion\n{\n    frame NKXPB { light GRENADE_X1 }\n\tframe NKXPC { light GRENADE_X2 }\n\tframe NKXPD { light GRENADE_X3 }\n\tframe NKXPE { light GRENADE_X4 }\n\tframe NKXPF { light GRENADE_X5 }\n\tframe NKXPG { light GRENADE_X6 }\n\tframe NKXPH { light GRENADE_X7 }\n\tframe NKXPI { light GRENADE_X8 }\n\tframe NKXPJ { light GRENADE_X9 }\n\tframe NKXPK { light GRENADE_X10 }\n\tframe NKXPL { light GRENADE_X11 }\n\tframe NKXPM { light GRENADE_X12 }\n\tframe NKXPN { light GRENADE_X13 }\n\tframe NKXPO { light GRENADE_X14 }\n\tframe NKXPP { light GRENADE_X15 }\n}\n\nobject Rocket2\n{\n    frame MISLA { light ROCKET    }\n    frame MISLE { light ROCKET_X1 }\n    frame MISLF { light ROCKET_X1 }\n    frame MISLG { light ROCKET_X2 }\n    frame MISLH { light ROCKET_X2 }\n    frame MISLI { light ROCKET_X3 }\n\tframe MISLJ { light ROCKET_X3 }\n}\n\nobject Rocket3\n{\n    frame MISLA { light ROCKET    }\n    frame MISLE { light ROCKET_X1 }\n    frame MISLF { light ROCKET_X1 }\n    frame MISLG { light ROCKET_X2 }\n    frame MISLH { light ROCKET_X2 }\n    frame MISLI { light ROCKET_X3 }\n\tframe MISLJ { light ROCKET_X3 }\n}\n\nobject Rocket4\n{\n    frame MISLA { light ROCKET    }\n}\n\nobject MarineFlame2x\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject MarineFlame2\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject MarineFlame3\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject MarineFlame4\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\nobject MarineFlame5\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject MarineFlame6\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject MarineFlame7\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject MarineFlame8\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\nobject MarineFlame9\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\n//Nightmare enemies\n\npointlight NIGHTMARE_1\n{\n    color 0.20 0.95 0.80\n    size 50\n\tdontlightself 1\n\tsubtractive 1\n}\n\npointlight NIGHTMARE_2\n{\n    color 0.20 0.95 0.80\n    size 40\n\tdontlightself 1\n\tsubtractive 1\n}\n\npointlight NIGHTMARE_3\n{\n    color 0.20 0.95 0.80\n    size 30\n\tdontlightself 1\n\tsubtractive 1\n}\n\npointlight NIGHTMARE_4\n{\n    color 0.20 0.95 0.80\n    size 20\n\tdontlightself 1\n\tsubtractive 1\n}\n\npointlight NIGHTMARE_5\n{\n    color 0.20 0.95 0.80\n    size 10\n\tdontlightself 1\n\tsubtractive 1\n}\n\nobject Nightmareimp\n{\n    frame NTROA { light NIGHTMARE_1}\n\tframe NTROB { light NIGHTMARE_1}\n\tframe NTROC { light NIGHTMARE_1}\n    frame NTROD { light NIGHTMARE_1}\n\tframe NTROE { light NIGHTMARE_1}\n\tframe NTROF { light NIGHTMARE_1}\n    frame NTROG { light NIGHTMARE_1}\n\tframe NTROH { light NIGHTMARE_1}\n\tframe NTROI { light NIGHTMARE_2}\n    frame NTROJ { light NIGHTMARE_3}\n\tframe NTROK { light NIGHTMARE_4}\n\tframe NTROL { light NIGHTMARE_5}\n}\n\nobject Nightmareimpball\n{\n    frame NBALA { light NIGHTMARE_2 }\n\tframe NBALB { light NIGHTMARE_3 }\n\tframe NBALC { light NIGHTMARE_4 }\n\tframe NBALD { light NIGHTMARE_5 }\n}\n\nobject Nightmaredemon\n{\n    frame ASARA { light NIGHTMARE_1}\n\tframe ASARB { light NIGHTMARE_1}\n\tframe ASARC { light NIGHTMARE_1}\n    frame ASARD { light NIGHTMARE_1}\n\tframe ASARE { light NIGHTMARE_1}\n\tframe ASARF { light NIGHTMARE_1}\n    frame ASARG { light NIGHTMARE_1}\n\tframe ASARH { light NIGHTMARE_1}\n\tframe ASARI { light NIGHTMARE_1}\n    frame ASARJ { light NIGHTMARE_2}\n\tframe ASARK { light NIGHTMARE_3}\n\tframe ASARL { light NIGHTMARE_4}\n    frame ASARM { light NIGHTMARE_5}\n}\n\nobject Nightmarecacodemon\n{\n    frame NHEAA { light NIGHTMARE_1}\n\tframe NHEAB { light NIGHTMARE_1}\n\tframe NHEAC { light NIGHTMARE_1}\n    frame NHEAD { light NIGHTMARE_1}\n\tframe NHEAE { light NIGHTMARE_1}\n\tframe NHEAF { light NIGHTMARE_1}\n\tframe NHEAG { light NIGHTMARE_1}\n\tframe NHEAH { light NIGHTMARE_2}\n    frame NHEAI { light NIGHTMARE_3}\n\tframe NHEAJ { light NIGHTMARE_4}\n\tframe NHEAK { light NIGHTMARE_5}\n}\n\n//Nightmare Fire\n\nflickerlight NFIRE1\n{\n\tcolor 0.10 0.50 0.40\n    size 24\n    secondarySize 32\n    chance 0.3\n    offset 0 8 0\n\tdontlightself 1\n\tsubtractive 1\n}\n\nflickerlight NFIRE2\n{\n    //color 0.20 0.95 0.80\n\tcolor 0.10 0.50 0.40\n    size 40\n    secondarySize 48\n    chance 0.3\n    offset 0 24 0\n\tdontlightself 1\n\tsubtractive 1\n}\n\nflickerlight NFIRE3\n{\n    //color 0.20 0.95 0.80\n\tcolor 0.10 0.50 0.40\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 32 0\n\tdontlightself 1\n\tsubtractive 1\n}\n\nflickerlight NFIRE4\n{\n\tcolor 0.10 0.50 0.40\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 40 0\n\tdontlightself 1\n\tsubtractive 1\n}\n\nflickerlight NFIRE5\n{\n\tcolor 0.10 0.50 0.40\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 48 0\n\tdontlightself 1\n\tsubtractive 1\n}\n\nflickerlight NFIRE6\n{\n\tcolor 0.10 0.50 0.40\n    size 48\n    secondarySize 56\n    chance 0.3\n    offset 0 64 0\n\tdontlightself 1\n\tsubtractive 1\n}\n\nflickerlight NFIRE7\n{\n\tcolor 0.10 0.50 0.40\n    size 32\n    secondarySize 40\n    chance 0.3\n    offset 0 72 0\n\tdontlightself 1\n\tsubtractive 1\n}\n\nflickerlight NFIRE8\n{\n\tcolor 0.10 0.50 0.40\n    size 16\n    secondarySize 24\n    chance 0.3\n    offset 0 80 0\n\tdontlightself 1\n\tsubtractive 1\n}\n\nobject CacoFlame2\n{\n    frame NFIRA { light NFIRE1 }\n    frame NFIRB { light NFIRE2 }\n    frame NFIRC { light NFIRE3 }\n    frame NFIRD { light NFIRE4 }\n    frame NFIRE { light NFIRE5 }\n    frame NFIRF { light NFIRE6 }\n    frame NFIRG { light NFIRE7 }\n    frame NFIRH { light NFIRE8 }\n}\n\nobject CacoFlame3\n{\n    frame NFIRA { light NFIRE1 }\n    frame NFIRB { light NFIRE2 }\n    frame NFIRC { light NFIRE3 }\n    frame NFIRD { light NFIRE4 }\n    frame NFIRE { light NFIRE5 }\n    frame NFIRF { light NFIRE6 }\n    frame NFIRG { light NFIRE7 }\n    frame NFIRH { light NFIRE8 }\n}\n\nobject CacoFlame4\n{\n    frame NFIRA { light NFIRE1 }\n    frame NFIRB { light NFIRE2 }\n    frame NFIRC { light NFIRE3 }\n    frame NFIRD { light NFIRE4 }\n    frame NFIRE { light NFIRE5 }\n    frame NFIRF { light NFIRE6 }\n    frame NFIRG { light NFIRE7 }\n    frame NFIRH { light NFIRE8 }\n}\n\nobject CacoFlame5\n{\n    frame NFIRA { light NFIRE1 }\n    frame NFIRB { light NFIRE2 }\n    frame NFIRC { light NFIRE3 }\n    frame NFIRD { light NFIRE4 }\n    frame NFIRE { light NFIRE5 }\n    frame NFIRF { light NFIRE6 }\n    frame NFIRG { light NFIRE7 }\n    frame NFIRH { light NFIRE8 }\n}\n\nobject CacoFlame6\n{\n    frame NFIRA { light NFIRE1 }\n    frame NFIRB { light NFIRE2 }\n    frame NFIRC { light NFIRE3 }\n    frame NFIRD { light NFIRE4 }\n    frame NFIRE { light NFIRE5 }\n    frame NFIRF { light NFIRE6 }\n    frame NFIRG { light NFIRE7 }\n    frame NFIRH { light NFIRE8 }\n}\n\nobject CacoFlame7\n{\n    frame NFIRA { light NFIRE1 }\n    frame NFIRB { light NFIRE2 }\n    frame NFIRC { light NFIRE3 }\n    frame NFIRD { light NFIRE4 }\n    frame NFIRE { light NFIRE5 }\n    frame NFIRF { light NFIRE6 }\n    frame NFIRG { light NFIRE7 }\n    frame NFIRH { light NFIRE8 }\n}\n\nobject CacoFlame8\n{\n    frame NFIRA { light NFIRE1 }\n    frame NFIRB { light NFIRE2 }\n    frame NFIRC { light NFIRE3 }\n    frame NFIRD { light NFIRE4 }\n    frame NFIRE { light NFIRE5 }\n    frame NFIRF { light NFIRE6 }\n    frame NFIRG { light NFIRE7 }\n    frame NFIRH { light NFIRE8 }\n}\n\nobject CacoFlame9\n{\n    frame NFIRA { light NFIRE1 }\n    frame NFIRB { light NFIRE2 }\n    frame NFIRC { light NFIRE3 }\n    frame NFIRD { light NFIRE4 }\n    frame NFIRE { light NFIRE5 }\n    frame NFIRF { light NFIRE6 }\n    frame NFIRG { light NFIRE7 }\n    frame NFIRH { light NFIRE8 }\n}"
      },
      {
        "source": "pk3",
        "name": "MODELDEF.txt",
        "contents": "Model SGBox\n{\n   Path \"Models/Shellsbox/\" //Path to the model\n   Model 0 \"Shotgunbox.md3\" //Model name\n   Skin 0 \"Shellbox.png\"    //Texture name\n   Scale 1 1 1              //Scaling\n\n   FrameIndex SBOX A 0 0    //Frameindex SPRITE FRAME MODELNUM FRAMENUM\n}\nModel SGBoxClass\n{\n   Path \"Models/Shellsbox/\"\n   Model 0 \"Shotgunbox.md3\"\n   Skin 0 \"Shellbox.png\"\n   Scale 1 1 1\n\n   FrameIndex SBOX A 0 0\n}\n\nModel SGShell\n{\n   Path \"Models/Shells/\"\n   Model 0 \"Shells.md3\"\n   Skin 0 \"Shelltexture.png\"\n   Scale 1 1 1\n\n   FrameIndex SHEL B 0 0\n}\n\nModel SGShellClass\n{\n   Path \"Models/Shells/\"\n   Model 0 \"Shells.md3\"\n   Skin 0 \"Shelltexture.png\"\n   Scale 1 1 1\n\n   FrameIndex SHEL B 0 0\n}\n\nModel MGBoxClass\n{\n   Path \"Models/greybox/\"\n   Model 0 \"greybox.md3\"\n   Skin 0 \"greybox.png\"\n   Scale 1 1 1\n\n   FrameIndex MBOX A 0 0\n}\n\nModel MGBox\n{\n   Path \"Models/greybox/\"\n   Model 0 \"greybox.md3\"\n   Skin 0 \"greybox.png\"\n   Scale 1 1 1\n\n   FrameIndex MBOX A 0 0\n}\n\nModel MGClip\n{\n   Path \"Models/mgclip/\"\n   Model 0 \"mgclip.md3\"\n   Skin 0 \"mgclip.png\"\n   Scale 1 1 1\n\n   FrameIndex AMMA A 0 0\n}\nModel MGClipClass\n{\n   Path \"Models/mgclip/\"\n   Model 0 \"mgclip.md3\"\n   Skin 0 \"mgclip.png\"\n   Scale 1 1 1\n\n   FrameIndex AMMA A 0 0\n}\n\nModel RifleBox\n{\n   Path \"Models/magazine/\"\n   Model 0 \"magazine.md3\"\n   Skin 0 \"magazine.png\"\n   Scale 0.75 0.75 0.75\n\n   FrameIndex RIFA B 0 0\n}\nModel RifleBoxClass\n{\n   Path \"Models/ammobox/\"\n   Model 0 \"ammobox.md3\"\n   Skin 0 \"ammobox.png\"\n   Scale 0.75 0.75 0.75\n\n   FrameIndex RIFA B 0 0\n}\n\nModel RifleClip\n{\n   Path \"Models/magazine/\"\n   Model 0 \"magazine.md3\"\n   Skin 0 \"magazine.png\"\n   Scale 1 1 1\n\n   FrameIndex RIFA A 0 0\n}\nModel RifleClipClass\n{\n   Path \"Models/magazine/\"\n   Model 0 \"magazine.md3\"\n   Skin 0 \"magazine.png\"\n   Scale 1 1 1\n\n   FrameIndex RIFA A 0 0\n}\n\nModel MarineArmourBonus\n{\n   Path \"Models/armourshard\"\n   Model 0 \"armourshard.md3\"\n   Skin 0 \"armourshard.png\"\n   Scale 1 1 1\n\n   FrameIndex AMSD A 0 0\n}\n\nModel MarineArmourBonus2\n{\n   Path \"Models/armourshard\"\n   Model 0 \"armourshard.md3\"\n   Skin 0 \"armourshard.png\"\n   Scale 1 1 1\n\n   FrameIndex AMSD A 0 0\n}\n\nModel MarineArmourBonus3\n{\n   Path \"Models/armourshard\"\n   Model 0 \"armourshard.md3\"\n   Skin 0 \"armourshard.png\"\n   Scale 1 1 1\n\n   FrameIndex AMSD A 0 0\n}\n\nModel MarineArmourBonus4\n{\n   Path \"Models/armourshard\"\n   Model 0 \"armourshard.md3\"\n   Skin 0 \"armourshard.png\"\n   Scale 1 1 1\n\n   FrameIndex AMSD A 0 0\n}\n\nModel MarineArmourBonus5\n{\n   Path \"Models/armourshard\"\n   Model 0 \"armourshard.md3\"\n   Skin 0 \"armourshard.png\"\n   Scale 1 1 1\n\n   FrameIndex AMSD A 0 0\n}\n\nModel PistolClipClass\n{\n   Path \"Models/pistolclip\"\n   Model 0 \"clip.md3\"\n   Skin 0 \"texture.png\"\n   Scale 3 3 3\n\n   FrameIndex CLIP A 0 0\n}\nModel PistolClip2\n{\n   Path \"Models/pistolclip\"\n   Model 0 \"clip.md3\"\n   Skin 0 \"texture.png\"\n   Scale 3 3 3\n\n   FrameIndex CLIP A 0 0\n}\n\nModel PistolBox\n{\n   Path \"Models/bulletbox/\"\n   Model 0 \"bulletbox.md3\"\n   Skin 0 \"bulletbox.png\"\n   Scale 1 1 1\n\n   FrameIndex AMMO A 0 0\n}\n\nModel PistolBoxClass\n{\n   Path \"Models/bulletbox/\"\n   Model 0 \"bulletbox.md3\"\n   Skin 0 \"bulletbox.png\"\n   Scale 1 1 1\n\n   FrameIndex AMMO A 0 0\n}\n\nModel PistolBox\n{\n   Path \"Models/bulletbox/\"\n   Model 0 \"bulletbox.md3\"\n   Skin 0 \"bulletbox.png\"\n   Scale 1 1 1\n\n   FrameIndex AMMO A 0 0\n}\n\nModel PistolBox2\n{\n   Path \"Models/bulletbox/\"\n   Model 0 \"bulletbox.md3\"\n   Skin 0 \"bulletbox.png\"\n   Scale 1 1 1\n\n   FrameIndex AMMO A 0 0\n}\n\nModel PistolBox3\n{\n   Path \"Models/bulletbox/\"\n   Model 0 \"bulletbox.md3\"\n   Skin 0 \"bulletbox.png\"\n   Scale 1 1 1\n\n   FrameIndex AMMO A 0 0\n}\n\nModel PistolBox4\n{\n   Path \"Models/bulletbox/\"\n   Model 0 \"bulletbox.md3\"\n   Skin 0 \"bulletbox.png\"\n   Scale 1 1 1\n\n   FrameIndex AMMO A 0 0\n}\n\nModel Berserk2\n{\n   Path \"Models/medkit\"\n   Model 0 \"medkit.md3\"\n   Skin 0 \"medkit.png\"\n   Scale 1.25 1.25 1.25\n\n   FrameIndex MEDI A 0 0\n}\nModel Berserk3\n{\n   Path \"Models/medkit\"\n   Model 0 \"medkit.md3\"\n   Skin 0 \"medkit.png\"\n   Scale 1.25 1.25 1.25\n\n   FrameIndex MEDI A 0 0\n}\n\nModel StimPackInv\n{\n   Path \"Models/stimpack\"\n   Model 0 \"stimpack.md3\"\n   Skin 0 \"STIMPACK.png\"\n   Scale 1.25 1.25 1.5\n\n   FrameIndex STIM A 0 0\n}\nModel StimPack2\n{\n   Path \"Models/stimpack\"\n   Model 0 \"stimpack.md3\"\n   Skin 0 \"STIMPACK.png\"\n   Scale 1.25 1.25 1.5\n\n   FrameIndex STIM A 0 0\n}\nModel StimPack3\n{\n   Path \"Models/stimpack\"\n   Model 0 \"stimpack.md3\"\n   Skin 0 \"STIMPACK.png\"\n   Scale 1.25 1.25 1.5\n\n   FrameIndex STIM A 0 0\n}\nModel StimPack4\n{\n   Path \"Models/stimpack\"\n   Model 0 \"stimpack.md3\"\n   Skin 0 \"STIMPACK.png\"\n   Scale 1.25 1.25 1.5\n\n   FrameIndex STIM A 0 0\n}\nModel StimPack5\n{\n   Path \"Models/stimpack\"\n   Model 0 \"stimpack.md3\"\n   Skin 0 \"STIMPACK.png\"\n   Scale 1.25 1.25 1.5\n\n   FrameIndex STIM A 0 0\n}\nModel StimPack6\n{\n   Path \"Models/stimpack\"\n   Model 0 \"stimpack.md3\"\n   Skin 0 \"STIMPACK.png\"\n   Scale 1.25 1.25 1.5\n\n   FrameIndex STIM A 0 0\n}\n\nModel MarineArmourClass\n{\n   Path \"Models/armour\"\n   Model 0 \"armour.md3\"\n   Skin 0 \"armour.png\"\n   Scale 13 13 13\n\n   FrameIndex AROR A 0 0\n}\n\nModel MarineArmour\n{\n   Path \"Models/armour\"\n   Model 0 \"armour.md3\"\n   Skin 0 \"armour.png\"\n   Scale 13 13 13\n\n   FrameIndex AROR A 0 0\n}\nModel MarineArmour2\n{\n   Path \"Models/armour\"\n   Model 0 \"armour.md3\"\n   Skin 0 \"armour.png\"\n   Scale 13 13 13\n\n   FrameIndex AROR A 0 0\n}\nModel MarineArmour3\n{\n   Path \"Models/armour\"\n   Model 0 \"armour.md3\"\n   Skin 0 \"armour.png\"\n   Scale 13 13 13\n\n   FrameIndex AROR A 0 0\n}\nModel MarineArmour4\n{\n   Path \"Models/armour\"\n   Model 0 \"armour.md3\"\n   Skin 0 \"armour.png\"\n   Scale 13 13 13\n   FrameIndex AROR A 0 0\n}\nModel MarineArmour5\n{\n   Path \"Models/armour\"\n   Model 0 \"armour.md3\"\n   Skin 0 \"armour.png\"\n   Scale 13 13 13\n\n   FrameIndex AROR A 0 0\n}\n\nModel TomeOfPowerX\n{\n   Path \"Models/tome\"\n   Model 0 \"tome.md3\"\n   Skin 0 \"TomeOfPower.png\"\n   Scale 12 12 12\nZOffset 16\nROTATING\nRotation-Speed 3\n\n   FrameIndex SPBK A 0 0\n   FrameIndex SPBK B 0 0\n   FrameIndex SPBK C 0 0\n   FrameIndex SPBK D 0 0\n   FrameIndex SPBK E 0 0\n   FrameIndex SPBK F 0 0\n   FrameIndex SPBK G 0 0\n   FrameIndex SPBK H 0 0\n   FrameIndex SPBK I 0 0\n   FrameIndex SPBK J 0 0\n   FrameIndex SPBK K 0 0\n   FrameIndex SPBK L 0 0\n   FrameIndex SPBK M 0 0\n   FrameIndex SPBK N 0 0\n   FrameIndex SPBK O 0 0\n   FrameIndex SPBK P 0 0\n}\n\nModel KnifeThrown\n{\n   Path \"Models/THROWINGKNIFE\"\n   Model 0 \"knife.md3\"\n   Skin 0 \"knife.png\"\n   Scale 3.5 3.5 3.5\nROTATING\nRotation-Speed 15\nRotation-Vector 0 0 -1\n\n   FrameIndex NIF7 A 0 0\n   FrameIndex NIF7 B 0 0\n   FrameIndex NIF7 C 0 0\n   FrameIndex NIF7 D 0 0\n   FrameIndex NIF7 E 0 0\n   FrameIndex NIF7 F 0 0\n   FrameIndex NIF7 G 0 0\n   FrameIndex NIF7 H 0 0\n}\nModel Rocket2\n{\n   Path \"Models/Rocket\"\n   Model 0 \"rocket.md3\"\n   Skin 0 \"MISL.png\"\n   Scale 7 7 8\n   ZOffset 6\nPITCHFROMMOMENTUM\n\n   FrameIndex MISL A 0 0\n}\nModel Rocket3\n{\n   Path \"Models/Rocket\"\n   Model 0 \"rocket.md3\"\n   Skin 0 \"MISL.png\"\n   Scale 7 7 8\n   ZOffset 6\nPITCHFROMMOMENTUM\n\n   FrameIndex MISL A 0 0\n}\nModel Rocket4\n{\n   Path \"Models/Rocket\"\n   Model 0 \"rocket.md3\"\n   Skin 0 \"MISL.png\"\n   Scale 7 7 8\n   ZOffset 6\nPITCHFROMMOMENTUM\n\n   FrameIndex MISL A 0 0\n}\n\nModel RedCard\n{\n   Path \"Models/keys\"\n   Model 0 \"key.md3\"\n   Skin 0 \"red1.png\"\n   Model 1 \"key.md3\"\n   Skin 1 \"red2.png\"\n   Scale 7 7 8\n   FrameIndex  RKEY A 0 0\n   FrameIndex  RKEY B 1 0\n}\n\nModel BlueCard\n{\n   Path \"Models/keys\"\n   Model 0 \"key.md3\"\n   Skin 0 \"blue1.png\"\n   Model 1 \"key.md3\"\n   Skin 1 \"blue2.png\"\n   Scale 7 7 8\n   FrameIndex  BKEY A 0 0\n   FrameIndex  BKEY B 1 0\n}\n\nModel YellowCard\n{\n   Path \"Models/keys\"\n   Model 0 \"key.md3\"\n   Skin 0 \"yellow1.png\"\n   Model 1 \"key.md3\"\n   Skin 1 \"yellow2.png\"\n   Scale 7 7 8\n   FrameIndex  YKEY A 0 0\n   FrameIndex  YKEY B 1 0\n}\n\nModel RedSkull\n{\n   Path \"Models/skulls\"\n   Model 0 \"skull.md3\"\n   Skin 0 \"redskull.png\"\n   Scale 7 7 8\n   FrameIndex  RSKU A 0 0\n   FrameIndex  RSKU B 0 0\n}\n\nModel BlueSkull\n{\n   Path \"Models/skulls\"\n   Model 0 \"skull.md3\"\n   Skin 0 \"blueskull.png\"\n   Scale 7 7 8\n   FrameIndex  BSKU A 0 0\n   FrameIndex  BSKU B 0 0\n}\n\nModel YellowSkull\n{\n   Path \"Models/skulls\"\n   Model 0 \"skull.md3\"\n   Skin 0 \"yellowskull.png\"\n   Scale 7 7 8\n   FrameIndex  YSKU A 0 0\n   FrameIndex  YSKU B 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "SKININFO.txt",
        "contents": "//\t\tKnives\n{\nName = Knife-DoomMarine1\nSprite = PKNI\nClass = MachinegunMarine\nHidden = True\nCrouchSprite = PKNC\n}\n\n{\nName = Knife-DoomMarine2\nSprite = PKNI\nClass = ShotgunMarine\nHidden = True\nCrouchSprite = PKNC\n}\n\n{\nName = Knife-DoomMarine3\nSprite = PKNI\nClass = RifleMarine\nHidden = True\nCrouchSprite = PKNC\n}\n\n//\t\tPrimary weapons\n{\nName = Pistol-DoomMarine1\nSprite = PLA2\nClass = MachinegunMarine\nHidden = True\nCrouchSprite = PL2C\n}\n\n{\nName = Pistol-DoomMarine2\nSprite = PPS2\nClass = ShotgunMarine\nHidden = True\nCrouchSprite = PP2C\n}\n\n{\nName = SMG-DoomMarine\nSprite=PSMG\nClass = RifleMarine\nCrouchSprite = PSMC\nHidden = True\n}\n\n//\t\tPistols\n{\nName = Default-DoomMarine\nSprite = PLAY\nClass = MachinegunMarine\nHidden = True\nCrouchSprite = PLYC\n}\n\n{\nName = Shotgun-DoomMarine\nSprite = PLA3\nClass = ShotgunMarine\nHidden = True\nCrouchSprite = PL3C\n}\n\n{\nName=Rifle-DoomMarine\nSprite=PCBN\nClass = RifleMarine\nHidden = True\nCrouchSprite = PCBC\n}\n\n//\t\tSpecial weapons\n{\nName=Minigun-DoomMarine\nSprite=PLA4\nClass = MachinegunMarine\nHidden = True\nCrouchSprite = PL4C\n}\n\n{\nName=FlameThrower-DoomMarine\nSprite=PLA6\nClass = ShotgunMarine\nHidden = True\nCrouchSprite = PL6C\n}\n\n{\nName=RocketLauncher-DoomMarine\nSprite=PL5S\nClass = RifleMarine\nHidden = True\nCrouchSprite = P5SC\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "weapons/minigun\t\t\tdsminign\n\n//Blood splats\n$random weapons/bullethit { weapons/bullethit1 weapons/bullethit2 weapons/bullethit3 weapons/bullethit4 weapons/bullethit5 }\n\nweapons/bullethit1 DSBLOOD1\nweapons/bullethit2 DSBLOOD2\nweapons/bullethit3 DSBLOOD3\nweapons/bullethit4 DSBLOOD4\nweapons/bullethit5 DSBLOOD5\n\n//Machinegun sounds\n$random weapons/mgfire { weapons/mgfire1 weapons/mgfire2 }\n\nweapons/mgfire1 MGFIRE1\nweapons/mgfire2 MGFIRE2\n\n//Shotgun sounds\nweapons/shotgunfire                SHOTFIR1\nweapons/shotguncock                SHOTCOCK\n\n//Rifle sounds\nweapons/riflefire                RIFFIRE1\nweapons/rifleload                RIFLOAD\nweapons/rifletake                RIFTAKE\nweapons/rifleup                RIFUP\n\n//\t\tMagazine sounds\n\n//Remove mag\n$random weapons/clipout     {weapons/clipout1 weapons/clipout2 weapons/clipout3}\n\nweapons/clipout1 COUT1\nweapons/clipout2 COUT2\nweapons/clipout3 COUT3\n\n//Insert mag\nweapons/clipin                  DSCIN\n\n//Gun clicks\n$random weapons/click { weapons/click1 weapons/click2 weapons/click3 weapons/click4 weapons/click5 weapons/click6 }\n\nweapons/click1 CLICK1\nweapons/click2 CLICK2\nweapons/click3 CLICK3\nweapons/click4 CLICK4\nweapons/click5 CLICK5\nweapons/click6 CLICK6\n\n//Generic sounds\nweapons/weaponup                DSWEPUP\nweapons/weapondown              DSWEPDWN\nweapons/specialweapongrab DSITEMU2\n\n//Pistol fire\n$random weapons/pistolfire      {weapons/pistolfire1 weapons/pistolfire2 weapons/pistolfire3}\n\nweapons/pistolfire1 PISFIR1\nweapons/pistolfire2 PISFIR2\nweapons/pistolfire3 PISFIR3\n\n//Auto-Pistol fire\n$random weapons/pistolfirex      {weapons/pistolfirex1 weapons/pistolfirex2 weapons/pistolfirex3}\n\nweapons/pistolfirex1 PI2FIRE1\nweapons/pistolfirex2 PI2FIRE2\nweapons/pistolfirex3 PI2FIRE3\n\n//Uzi fire\n$random weapons/uzifire      {weapons/uzifire1 weapons/uzifire2 weapons/uzifire3}\n\nweapons/uzifire1 UZIFIRE1\nweapons/uzifire2 UZIFIRE2\nweapons/uzifire3 UZIFIRE3\n\n//Knife sounds\n$random weapons/knifemiss       {weapons/knifemiss1 weapons/knifemiss2 weapons/knifemiss3}\n\nweapons/knifemiss1 NIFMS1\nweapons/knifemiss2 NIFMS2\nweapons/knifemiss3 NIFMS3\n\nweapons/knifeup\t\t\t\t\tDSNIFEUP\nweapons/knifehit                NIFHIT\n\n//Stepping sounds\n$random floor/hardx\t\t{ floor/hardx01  floor/hardx02 floor/hardx03 floor/hardx04  floor/hardx05 floor/hardx06 }\nfloor/hardx01\tdshard1\nfloor/hardx02\tdshard2\nfloor/hardx03\tdshard3\nfloor/hardx04\tdshard4\nfloor/hardx05\tdshard5\nfloor/hardx06\tdshard6\n\n//Grenade sounds\nweapons/grenadeexplode\t\tDSGRBOOM\nweapons/grenadethrow\t\tDSGRTOSS\nweapons/grenadebounce\t\tDSGRDROP\nweapons/grenadepin\t\t\tDSGRPIN\nweapons/grenadeno\t\tDSFUMBLE\nweapons/grenademax\t\tGRENMAX\n\n//\t\tNightmare\n\n//Nightmare imp\n$random nightmareimp/sight       {nightmareimp/sight1 nightmareimp/sight2}\nnightmareimp/sight1 NIMPWKE1\nnightmareimp/sight2 NIMPWKE2\n\nnightmareimp/pain NIMPPAIN\n\n$random nightmareimp/death {nightmareimp/death1 nightmareimp/death2}\n\nnightmareimp/death1 NIMPDIE1\nnightmareimp/death2 NIMPDIE2\nnightmareimp/active NALLDERP\nnightmareimp/melee NIMPMELE\nnightmareimp/balldie NIMPBDIE\nnightmareimp/ball NIMPBTHW\n\n//Nightmare demon\nnightmaredemon/sight NDEMWAKE\nnightmaredemon/pain NDEMPAIN\nnightmaredemon/death NDEMDIE\nnightmaredemon/active NALLDERP\nnightmaredemon/melee NDEMATTK\n\n//Nightmare cacodemon\nnightmarecacodemon/sight NCACWAKE\nnightmarecacodemon/death NCACDIE"
      },
      {
        "source": "pk3",
        "name": "ARMED.txt",
        "contents": "#library \"armed\"\n#include \"zcommon.acs\"\n\nscript 999 (void) //Grenade holding slowdown\n{\nSetActorProperty(0, APROP_Speed, 0.26);\n}\n\nscript 998 (void) //Grenade holding reset\n{\nSetActorProperty(0, APROP_Speed, 0.75);\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Respawn with a \"pistol start\" every time.\nScript 993 RESPAWN\n{\nGiveInventory(\"SpawnMarineArmour\", 1);\nTakeInventory(\"GrenadePower\", 210);\n\nif (GetCVAR(\"Survival\") == 1)\n\t{\n\t\t{\nif (GetCVAR(\"SV_Coop_LoseWeapons\") == 0)\n\tConsoleCommand(\"SV_Coop_LoseWeapons 1\");\n\nif (GetCVAR(\"SV_Coop_LoseAmmo\") == 0)\n\tConsoleCommand(\"SV_Coop_LoseAmmo 1\");\n\t}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Keeping items after dying is strange. However, if you wanna keep your keys you may as well keep your stimpacks.\n{\n        if (GetCVAR(\"SV_Coop_LoseKeys\") == 1)\n\t\t{\nTakeInventory(\"Stimpack2\", 15);\nTakeInventory(\"MarineArmour\", 1);\nTakeInventory(\"Berserk2\", 3);\nTakeInventory(\"TomeofPowerx\", 1);\n\t\t}\n}}}"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "armed"
      },
      {
        "source": "pk3",
        "name": "MAPINFO.txt",
        "contents": "map ARMED \"Double ammo was on\"\nsky1 STSKY2 0\nmusic \"D_RAVE\"\nnext map01\n\nepisode CREDMAP\nname \"Credits\"\nkey 2\n\nmap CREDMAP \"Credits for ARMEDrecruit\"\nmusic \"D_HOUSE\"\nnext map01"
      },
      {
        "source": "pk3",
        "name": "README.txt",
        "contents": "ARMEDrecruit\n\n#Read this before hosting!----------------------------------------------------------------\nDO NOT PLAY WITH DOUBLE AMMO, THIS BREAKS RELOADING.\nSKILLS WITH FORCED DOUBLE AMMO ARE:\nSkill 0 \"I'm too young to die\"\nSkill 4 \"Nightmare\"\n\nWHEN YOU HOST A SERVER MAKE SURE YOU PLAY ON Skill 1 - 3\nA COMMON MISTAKE FOR COMPETITIVE SERVERS IS TO HAVE IT ON Skill 4.\n\n#Important Tips---------------------------------------------------------------------------\nMake sure that \"HUD_Scale\" is True, otherwise your HUD will be broken.\n\nMake you sure you set a reload button set, or else you won't be able to play properly!\n\nGrenades, fire and rockets don't harm Nightmare enemies. Stick to using bullets and\nblades to take them down.\n\nWhen you hold the grenade for too long, it will explode in your hand. However, the\nexplosion from this is larger than if you were to throw it. Use this to your advantage\nwhen you're trapped in a room filled with monsters while under the effects of an\nInvulnerability sphere.\n\n#Credits----------------------------------------------------------------------------------\nTERRORsphere, aka, DTDsphere for creating \"ARMEDrecruit\".\n\n#Testers:--------------------------\n\"TERRORsphere\"\n\"Swedish Dude\"\n\"Helton\"\n\n#Graphics:-------------------------\n\"TERRORsphere\" //(Editing the pickups, Textures for models, HUD, Nightmare imp, Nightmare Cacodemon)\n\"DJ P0N-3\" //(Models)\n\"Mechadon\" //(Font)\n\"DaMan\" //(Smooth weapons: Shotgun, RocketLauncher and PlasmaRifle)\n\"Helton\" //(Smooth rifle)\n\"Id Software\" //(Machinegun, Shotgun, Rifle and EVERYTHING ELSE!)\n\"3D Realms\" //(Uzi)\n\"Eriance\" //(Pistol, Handgrenade)\n\"Scuba Steve\" //(Knife)\n\"Minigunner\" //(Smooth Rocket Explosion)\n\n#Marine Skins:---------------------\n\"Xim\"\n\"Captain Toenail\"\n\"Boingo_The_Clown\"\n\"Anthony Cole\"\n\"Toke\"\n\n#Code:-----------------------------\n\"TERRORsphere\"\n\"Helton\" //(Gave suggestions on how to improve)\n\"Dusk\" //(HUD)\n\"Cutmanmike\" //(Grenade code)\n\"Tormentor667\" //(Effects for the Spheres)\n\n#Think something needs improving?--------------------------------------------------------\nEmail me at: \t\t\t\"PeterGover199x@gmail.com\"\nMessage me at: \t\t\t\"#Skulltag\"\nPM me at: \t\t\t\"www.skulltag.com/forum/memberlist.php?mode=viewprofile&u=5739\"\nPost on the official topic at:\t\t\"http://www.skulltag.com/forum/viewtopic.php?f=12&t=29863\"\n\nIf you wish to use any of the resourses in this project then please credit the author(s)*\n\t*Unless you're just using one of my weapons as a base for your custom weapon to have reloading, then I really don't mind.\n-----------------------------------------------------------------------------------------\n\n#Changelog--------------------------------------------------------------------------------\n#1.2 (Released on 16/10/2011)\n\n\t-Added more 3D models and retextured some of them.\n\t-Remade armour shard sprite.\n\t-Fixed a bug where monsters would wake up by you reloading your full weapon and other things related to that.\n\t-Fixed a bug with the pistol where it would reload your clip to 13 bullets disregarding if you had 13 bullets left or not, unless you had 0 bullets left.\n\t-Fixed a bug where the pistol would appear empty if you have no bullets left in your backpack.\n\t-Fixed a bug where bullet casings and clips don't change height on lifts.\n\t-Made it so that if it is NOT Survival, SV_Coop_LoseWeapons and SV_Coop_LoseAmmo are no longer forced on.\n\t-Removed slowdown on low health.\n\t-Added \"Stronghold PowerPad\" from Realm667 to the Spheres.\n\t-Made it so that the reload key is seperate from Altfire, Altfire now throws grenades for all weapons.\n\t-Added burstfire accuracy to the Uzi and Machinegun.\n\t-Added new reload to Shotgun.\n\t-Made it so that monsters can gib, just like the good old Doom.\n\t-Added 3 more Weapons, Minigun, Flamethrower and RocketLauncher.\n\t-Added more blood colours and added sound effects to the splats.\n\t-Added \"Tome Of Power\" powerup.\n\t-Removed the FX you get for having low health.\n-----------------------------------------------------------------------------------------\n#1.3 (Released on 08/11/2011)\n\n\t-Made it so that if you pick up a Stimpack on 85 health or less, it gets used automatically.\n\t-Made all the weapons undroppable.\n\t-Buffed Rifle (against players only).\n\t-Buffed Minigun.\n\t-Made the Flamethrower less laggy.\n\t-Slightly altered the Flamethrower skin, made the muzzle flash yellow.\n\t-Fixed LMS support.\n-----------------------------------------------------------------------------------------\n#1.4beta (Pre-released on 21/03/2012)\n\n\t-Remade the HUD.\n\t-Added more models thanks to DJ P0N-3 (Stimpack, Medikit, Armour).\n\t-Added Nightmare Cacodemon.\n-----------------------------------------------------------------------------------------\n#1.4 (Released on 24/03/2012)\n\n\t-Fixed the player team colour icon, and a lot of stuff to do with team games.\n\t-Fixed pickup sound when you pick up the medikit.\n\t-Gave the Nightmare Cacodemon GLDEFS and made him belch green fire, gave him the correct sounds.\n\t-Nerfed the Nightmare Cacodemon, made it fire less shots.\n\t-Removed unused graphics.\n\t-Cleaned up the code a lot. This shouldn't change anything ingame but makes the code easier to read.\n\t-Gave the Pistol and Auto-pistol a faster fire rate.\n\t-Remade the grenade ammo sprite.\n\t-Scaled the throwing grenade to a realistic size, the actor still has the same dimensions.\n\n-----------------------------------------------------------------------------------------\n#1.5 (Released on 27/03/2012)\n\n\t-Added even more models, thanks to DJ P0N-3 (Tome of Power, Rocket, Thrown knife).\n\t-Changed global.acs to armed.acs, this is to increase compatability with other mods.\n\t-Removed the bullet puffs that the flamethrower and thrown knife produce.\n\t-Fixed the inventory bar for selecting your item.\n\t-The hand holding the shotgun is now normal sized.\n\t-Gave ammo, zombies, nightmares DoomEd numbers so mappers can place them freely.\n\n-----------------------------------------------------------------------------------------\n#1.6 (Released on 8/04/2012)\n (Re-released on 10/04/2012)\n\n\t-Fixed Shotgun guys inability to use his pistol in LMS.\n\t-Fixed LMS and TLMS, when you get telefragged on spawn, you now raise your correct weapon.\n\t-Fixed team colour indentifier in some gamemodes.\n\t-Added Nightmareon and Nightmareoff alias as an alternative to entering SV_FastMonsters and SV_MonsterRespawn.\n\t-Added even more models!! Thanks to DJ P0N-3 (Keycards and Skullkeys).\n\t-Made the pick-up messages for magazines say magazines rather than clip.\n\n-----------------------------------------------------------------------------------------\n#GZDoom (Released on 5/06/2012)\n\n\t-Removed compatability with Skulltag in favour of single player ZDoom and GZDoom."
      },
      {
        "source": "pk3",
        "name": "TEXTURES.txt",
        "contents": "//\t\tInventory\n\n//Stimpack\ngraphic STMPACK1, 28, 30 {\n\tyscale 2\n\txscale 2\n\tpatch STIMA0, 0, 0 {}\n}\n\n//Medikit\ngraphic MEDIKIT1, 28, 19 {\n\tyscale 4\n\txscale 4\n\tpatch MEDIA0, 0, 0 {}\n}\n\n//Marine Armour\ngraphic ARMOUR1, 28, 22 {\n\tyscale 3\n\txscale 3\n\tpatch ARORA0, 0, 0 {}\n}\n\n//Tome of Power\ngraphic TOMEBOK1, 28, 28 {\n\tyscale 4\n\txscale 4\n\tpatch SPBKA0, 0, 0 {}\n}\n\n//Grenade\ngraphic PGRNDX, 18, 26 {\n\tyscale 3.2\n\txscale 3.2\n\tpatch PGRND0, 0, 0 {}\n}\n\n//\t\tHUD\n\n//Left panel\ngraphic HUDPANL, 311, 93 {\n\tyscale 2\n\txscale 2\n\tpatch HUDBL, 0, 0 {}\n}\n\n//Right panel\ngraphic HUDPANR, 178, 71 {\n\tyscale 2\n\txscale 2\n\tpatch HUDBR, 0, 0 {}\n}\n\n//Inventory select\ngraphic SELECTBO, 64, 64 {\n\tyscale 2\n\txscale 2\n\tOffset 32, 58\n\tpatch SELECTBX, 0, 0 {}\n}\n//Right panel alt.\ngraphic HUDPANX, 178, 65 {\n\tyscale 2\n\txscale 2\n\tpatch HUDBRX, 0, 0 {}\n}\n\n\t//Health icon\n\tgraphic MEDIICON, 28, 19 {\n\t\tyscale 1.6\n\t\txscale 1.6\n\t\tpatch MEDIA0, 0, 0 {}\n\t}\n\n\t//Armour icon\n\tgraphic ARORICON, 19, 17 {\n\t\tyscale 1.6\n\t\txscale 1.6\n\t\tpatch ARORA0, 0, 0 {}\n\t}\n\n\t\t//Blue team icon\n\t\tgraphic FRAGBLUE, 18, 19 {\n\t\t\tyscale 2\n\t\t\txscale 2\n\t\t\tpatch FRAGBLUX, 0, 0 {}\n\t\t}\n\n\t\t//Red team icon\n\t\tgraphic FRAGRED, 18, 19 {\n\t\t\tyscale 2\n\t\t\txscale 2\n\t\t\tpatch FRAGREDX, 0, 0 {}\n\t\t}\n\n\t\t//Green team icon\n\t\tgraphic FRAGGREN, 18, 19 {\n\t\t\tyscale 2\n\t\t\txscale 2\n\t\t\tpatch FRAGGREX, 0, 0 {}\n\t\t}\n\n\t\t//Gold team icon\n\t\tgraphic FRAGGOLD, 18, 19 {\n\t\t\tyscale 2\n\t\t\txscale 2\n\t\t\tpatch FRAGGOLX, 0, 0 {}\n\t\t}\n\n//\t\tTextures\n\ntexture CREDTEX, 256, 1339\n{\n   Patch CREDTEXX, 0, 0\n}\n\ntexture CREDTOP, 256, 64\n{\n   Patch CREDTOPX, 0, 0\n}\n\n//\t\tSkulltag\n\ngraphic \"ARTITU1\", 32, 32\n{\n\toffset 8, 14\n\tpatch \"turba0\", 0, 0\n}\n\ngraphic \"ARTITU2\", 32, 32\n{\n\toffset 8, 14\n\tpatch \"turbb0\", 0, 0\n}\ngraphic \"ARTITU3\", 32, 32\n\n{\n\toffset 8, 14\n\tpatch \"turbc0\", 0, 0\n}\n\ngraphic \"ARTITU4\", 32, 32\n{\n\toffset 8, 14\n\tpatch \"turbd0\", 0, 0\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Skulltag.TXT",
        "contents": "ACTOR MaxHealthBonus : CustomInventory 5090\n{\n}\n\nACTOR MaxArmorBonus : CustomInventory 5091\n{\n}\n\nACTOR RedArmor : CustomInventory 5040\n{\n}\n\nACTOR Minigun : DoomWeapon 5014\n{\n}\n\nACTOR RailGun : DoomWeapon 5012\n{\n}\n\nACTOR BFG10K : DoomWeapon 5013\n{\n}\n\nACTOR GrenadeLauncher : DoomWeapon 5011\n{\n}\n\nACTOR BloodDemon : Demon\n{\n}\n\nACTOR SuperShotgunGuy 5005\n{\n}\n\nACTOR PowerTurbo : PowerSpeed\n{\n\tInventory.Icon \"ARTITU1\"\n}\n\nACTOR Turbosphere : PowerupGiver 5030\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 169\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type Turbo\n\tPowerup.Duration 1050\n\tInventory.PickupMessage \"$PICKUP_TURBOSPHERE\"\n\tStates\n\t{\n\tSpawn:\n\t\tTURB ABCD 3 Bright\n\t\tLoop\n\t}\n}\n\nACTOR TimeFreezeSphere : PowerupGiver 5032\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 171\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type TimeFreezer\n\tPowerup.Color GoldMap\n\tInventory.PickupMessage \"$PICKUP_TIMEFREEZER\"\n\tStates\n\t{\n\tSpawn:\n\t\tTIME ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR InvisibilitySphere : CustomInventory 5035\n{\n}\n\nACTOR PowerQuadDamage : PowerDamage\n{\n\tDamagefactor \"normal\", 4\n}\n\nACTOR Doomsphere : PowerupGiver 5036\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 175\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type QuadDamage\n\tPowerup.Color RedMap\n\tInventory.PickupMessage \"Doomsphere!\"\n\tStates\n\t{\n\tSpawn:\n\t\tDOOM A 10 Bright\n\t\tDOOM B 15 Bright\n\t\tDOOM C 8 Bright\n\t\tDOOM D 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR PowerQuarterDamage: PowerProtection\n{\n\tDamagefactor \"normal\", 0.25\n}\n\nACTOR Guardsphere : PowerupGiver 5037\n{\n\tGame Doom\n\tGame Heretic\n\tGame Hexen\n\tSpawnID 0\n\t+COUNTITEM\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type QuarterDamage\n\tPowerup.Color GreenMap\n\tInventory.PickupMessage \"$PICKUP_GUARDSPHERE\"\n\tStates\n\t{\n\tSpawn:\n\t\tGARD ABCD 6 Bright\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Ammo.TXT",
        "contents": "//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Hand-Grenade Ammunition---------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor GrenadeAmmo : Ammo\n{\n  Inventory.PickupMessage \"Picked up 3 hand grenades.\"\n  Inventory.Amount 3\n  Inventory.MaxAmount 6\n  Inventory.Icon \"PGRND0\"\n  Ammo.BackPackAmount 3\n  Ammo.BackpackMaxAmount 12\n  States\n  {\n  Spawn:\n    PGRN E -1\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor GrenadeAmmo2 : GrenadeAmmo replaces CellPack\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor GrenadeAmmo3 : GrenadeAmmo replaces Blursphere\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Pistol Ammunition---------------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PistolClip : Ammo\n{\nInventory.Pickupmessage \"Picked up a pistol magazine\"\nInventory.Amount 13\nInventory.MaxAmount 39\nAmmo.BackPackAmount 13\nAmmo.BackPackMaxAmount 78\nInventory.Icon \"Clipa0\"\nStates\n\t{\n\tSpawn:\n\t  CLIP A -1\n\tloop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor UziClip : Ammo\n{\nInventory.Pickupmessage \"Picked up a pistol magazine\"\nInventory.Amount 26\nAmmo.BackPackAmount 26\nInventory.MaxAmount 78\nAmmo.BackPackMaxAmount 156\nInventory.Icon \"Clipa0\"\nStates\n\t{\n\tSpawn:\n\t  CLIP A -1\n\tloop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PistolClipClass : CustomInventory\n{\n+INVENTORY.UNDROPPABLE\nInventory.Pickupmessage \"Picked up a pistol magazine\"\nStates\n\t{\n\tSpawn:\n\t  CLIP A -1\n\tLoop\n\tPickup:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKnife3\", 1, 2)\n\tTNT1 A 0 A_GiveInventory(\"PistolClip\", 13)\n    Stop\n    TNT1 A 0 A_GiveInventory(\"UziClip\", 26)\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PistolClip2 : PistolClipClass replaces Clip\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PistolBox : PistolClip\n{\nInventory.Pickupmessage \"Picked up a box filled with pistol bullets\"\nInventory.Amount 39\nInventory.MaxAmount 39\nAmmo.BackPackMaxAmount 78\nStates\n\t{\n\tSpawn:\n\t  AMMO A -1\n\tloop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor UziBox : UziClip\n{\nInventory.Pickupmessage \"Picked up a box filled with pistol bullets\"\nInventory.Amount 78\nInventory.MaxAmount 78\nAmmo.BackPackMaxAmount 156\nStates\n\t{\n\tSpawn:\n\t  AMMO A -1\n\tloop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PistolBoxClass : CustomInventory\n{\n+INVENTORY.UNDROPPABLE\nInventory.Pickupmessage \"Picked up a box filled with pistol bullets\"\nStates\n\t{\n\tSpawn:\n\t  AMMO A -1\n\tLoop\n\tPickup:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKnife3\", 1, 2)\n\tTNT1 A 0 A_GiveInventory(\"PistolBox\", 36)\n    Stop\n    TNT1 A 0 A_GiveInventory(\"UziBox\", 78)\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PistolBox2 : PistolBoxClass replaces Chaingun\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PistolBox3 : PistolBoxClass replaces ClipBox\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PistolBox4 : PistolBoxClass replaces Minigun\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Gun Ammunition----------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MGClip : Ammo 20008\n{\nInventory.Pickupmessage \"Picked up a machine-gun magazine\"\nInventory.Amount 30\nInventory.MaxAmount 90\nAmmo.BackPackAmount 30\nAmmo.BackPackMaxAmount 180\nInventory.Icon \"AMMAA0\"\nStates\n\t{\n\tSpawn:\n\t  AMMA A -1\n\tLoop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MGClipClass : CustomInventory\n{\n+INVENTORY.UNDROPPABLE\nInventory.Pickupmessage \"Picked up a machine-gun magazine\"\nStates\n\t{\n\tSpawn:\n\t  AMMA A -1\n\tLoop\n\tPickup:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKnife1\", 1, 1)\n    Fail\n    TNT1 A 0 A_GiveInventory(\"MGClip\", 30)\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor SGShell : Ammo 20010\n{\nInventory.Pickupmessage \"Picked up 8 shotgun shells.\"\nInventory.Amount 8\nInventory.MaxAmount 32\nAmmo.BackPackAmount 8\nAmmo.BackPackMaxAmount 56\nInventory.Icon \"SHELB0\"\nStates\n\t{\n\tSpawn:\n\t  SHEL B -1\n\tLoop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor SGShellClass : CustomInventory\n{\n+INVENTORY.UNDROPPABLE\nInventory.Pickupmessage \"Picked up 8 shotgun shells.\"\nStates\n\t{\n\tSpawn:\n\t  SHEL B -1\n\tLoop\n\tPickup:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKnife2\", 1, 1)\n    Fail\n    TNT1 A 0 A_GiveInventory(\"SGShell\", 8)\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor RifleClip : Ammo 20012\n{\nInventory.Pickupmessage \"Picked up a rifle magazine.\"\nInventory.Amount 6\nInventory.MaxAmount 18\nAmmo.BackPackAmount 6\nAmmo.BackPackMaxAmount 32\nInventory.Icon \"RIFAA0\"\nStates\n\t{\n\tSpawn:\n\t  RIFA A -1\n\tLoop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor RifleClipClass : CustomInventory\n{\n+INVENTORY.UNDROPPABLE\nInventory.Pickupmessage \"Picked up a rifle magazine\"\nStates\n\t{\n\tSpawn:\n\t  RIFA A -1\n\tLoop\n\tPickup:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKnife3\", 1, 1)\n    Fail\n    TNT1 A 0 A_GiveInventory(\"RifleClip\", 6)\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor AmmoRandom1 : RandomSpawner replaces Shell\n{\n    DropItem \"MGClipClass\"\n    DropItem \"SGShellClass\"\n    DropItem \"RifleClipClass\"\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor AmmoRandom2 : RandomSpawner replaces Shotgun\n{\n    DropItem \"MGClipClass\"\n    DropItem \"SGShellClass\"\n    DropItem \"RifleClipClass\"\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MGBox : MGClip 20009\n{\nInventory.Pickupmessage \"Picked up a box of machine-gun ammo.\"\nInventory.Amount 90\nInventory.Icon \"AMMAA0\"\nStates\n\t{\n\tSpawn:\n\t  MBOX A -1\n\tLoop\n\t}\n}\n\nactor MGBoxClass : CustomInventory\n{\n+INVENTORY.UNDROPPABLE\nInventory.Pickupmessage \"Picked up a box of machine-gun ammo.\"\nStates\n\t{\n\tSpawn:\n\t  MBOX A -1\n\tLoop\n\tPickup:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKnife1\", 1, 1)\n    Fail\n    TNT1 A 0 A_GiveInventory(\"MGBox\", 90)\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor SGBox : SGShell 20011\n{\nInventory.Pickupmessage \"Picked up a box of shotgun shells.\"\nInventory.Amount 32\nInventory.Icon \"SBOXA0\"\nStates\n\t{\n\tSpawn:\n\t  SBOX A -1\n\tLoop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor SGBoxClass : CustomInventory\n{\n+INVENTORY.UNDROPPABLE\nInventory.Pickupmessage \"Picked up a box of shotgun shells.\"\nStates\n\t{\n\tSpawn:\n\t  SBOX A -1\n\tLoop\n\tPickup:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKnife2\", 1, 1)\n    Fail\n    TNT1 A 0 A_GiveInventory(\"SGBox\", 32)\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor RifleBox : RifleClip 20013\n{\nInventory.Pickupmessage \"Picked up a box of rifle ammo.\"\nInventory.Amount 18\nInventory.Icon \"RIFAA0\"\nStates\n\t{\n\tSpawn:\n\t  RIFA B -1\n\tLoop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor RifleBoxClass : CustomInventory\n{\n+INVENTORY.UNDROPPABLE\nInventory.Pickupmessage \"Picked up a box of rifle ammo.\"\nStates\n\t{\n\tSpawn:\n\t  RIFA B -1\n\tLoop\n\tPickup:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKnife3\", 1, 1)\n    Fail\n    TNT1 A 0 A_GiveInventory(\"RifleBox\", 18)\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor AmmoRandomx1 : RandomSpawner replaces ShellBox\n{\n    DropItem \"MGBoxClass\"\n    DropItem \"SGBoxClass\"\n    DropItem \"RifleBoxClass\"\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor AmmoRandomx2 : RandomSpawner replaces Supershotgun\n{\n    DropItem \"MGBoxClass\"\n    DropItem \"SGBoxClass\"\n    DropItem \"RifleBoxClass\"\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////;;;;;;;;;;;;;;;;;;;\n//End of: Ammo--------------------------------------------------------------------------------------------------------;;;;;;;;;;;;;;;;;;;\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////;;;;;;;;;;;;;;;;;;;"
      },
      {
        "source": "pk3",
        "name": "Actors/Eyecandy.TXT",
        "contents": "//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\n//Eye-Candy-----------------------------------------------------------------------------------------------------------:::::::::::::::::::\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\nactor EmptyBullet\n{\n\tHeight 8\n\tRadius 6\n\tSpeed 4\n\tMass 0\n\tScale 0.40\n\tbouncefactor 0.33\n\t+DOOMBOUNCE\n\t+MISSILE\n   +CLIENTSIDEONLY\n\t-NOGRAVITY\n\tSeesound \"weapons/casing1\"\n\tStates\n\t{\n\tSpawn:\n       TNT1 A 0\n       CAS2 A 0 A_Recoil(-2)\n\t   CAS2 ABCD 2\n\t   Goto Spawn+1\n\tDeath:\n\t   CAS2 A 0 A_Jump(64,4)\n\t   CAS2 A 0 A_Jump(85,4)\n\t   CAS2 A 0 A_Jump(128,4)\n\t   CAS2 A 350\n\t   Stop\n\t   CAS2 B 350\n\t   Stop\n\t   CAS2 C 350\n\t   Stop\n\t   CAS2 D 350\n\t   Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor EmptyBullet2 : EmptyBullet\n{\n\tStates\n\t{\n\tSpawn:\n       TNT1 A 0\n       CAS7 A 0 A_Recoil(-2)\n\t   CAS7 ABCD 2\n\t   Goto Spawn+1\n\tDeath:\n\t   CAS7 A 0 A_Jump(64,4)\n\t   CAS7 A 0 A_Jump(85,4)\n\t   CAS7 A 0 A_Jump(128,4)\n\t   CAS7 A 350\n\t   Stop\n\t   CAS7 B 350\n\t   Stop\n\t   CAS7 C 350\n\t   Stop\n\t   CAS7 D 350\n\t   Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor EmptyShell : EmptyBullet\n{\n\tStates\n\t{\n\tSpawn:\n       TNT1 A 0\n       CAS8 A 0 A_Recoil(-2)\n\t   CAS8 ABCD 2\n\t   Goto Spawn+1\n\tDeath:\n\t   CAS8 A 0 A_Jump(64,4)\n\t   CAS8 A 0 A_Jump(85,4)\n\t   CAS8 A 0 A_Jump(128,4)\n\t   CAS8 A 350\n\t   Stop\n\t   CAS8 B 350\n\t   Stop\n\t   CAS8 C 350\n\t   Stop\n\t   CAS8 D 350\n\t   Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor EmptyClip\n{\n   Height 12\n   Radius 9\n   Speed 2\n   Scale 0.40\n   +CLIENTSIDEONLY\n   +MISSILE\n   - NOGRAVITY\n   States\n   {\n   Spawn:\n   TNT1 A 0\n   CLP1 A 0 A_Recoil(-2)\n      CLP1 ABCDEF 2\n      Goto Spawn+1\n   Death:\n      CLP1 A 0 A_Jump(32,6)\n      CLP1 A 0 A_Jump(37,6)\n      CLP1 A 0 A_Jump(43,6)\n      CLP1 A 0 A_Jump(51,6)\n      HREC A 0 A_Jump(64,6)\n      CLP1 A -1\n\tStop\n      CLP1 B -1\n\tStop\n      CLP1 C -1\n\tStop\n      CLP1 D -1\n\tStop\n      CLP1 E -1\n\tStop\n      CLP1 F -1\n\tStop\n   }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor BulletPuff2 : BulletPuff replaces BulletPuff\n{\n  Game Doom\n  SpawnID 131\n  //+DONTSPLASH\n  +NOBLOCKMAP\n  -NOGRAVITY\n  -ALLOWPARTICLES\n   +CLIENTSIDEONLY\n  -RANDOMIZE\n  -DONTSPLASH\n  +NOINTERACTION\n  RenderStyle translucent\n  +FORCEYBILLBOARD\n  Gravity 0.25\n  Alpha 0.5\n  VSpeed 1\n  Scale 0.66\n  Mass 5\n  States\n  {\n  Spawn:\n  \t  TNT1 AAAAAA 0 Bright A_CustomMissile(\"PuffEffect7\",0,0,random(-180,180),2,random(-90,90))\n\t  TNT1 AAAA 0 Bright A_CustomMissile(\"PuffEffect6\",0,0,random(-180,180),2,random(-90,90))\n\t  TNT1 AA 0 Bright A_CustomMissile(\"PuffEffect5\",0,0,random(-180,180),2,random(-90,90))\n      TNT1 AA 0 Bright A_CustomMissile(\"PuffEffect4\",0,0,random(-180,180),2,random(-90,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"PuffEffect3\",0,0,random(-180,180),2,random(-90,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"PuffEffect2\",0,0,random(-180,180),2,random(-90,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"PuffEffect1\",0,0,random(-180,180),2,random(-90,90))\n\t  TNT1 A 0 Bright A_CustomMissile(\"PuffLight\",0,0,random(-180,180),2,random(-90,90))\n\t  PUFF AAABBBBCCCCDDDDEEEEFFF 1 bright A_FadeOut(0.05)\n\tStop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor GunPuff1 : BulletPuff2\n{\ndamagetype \"marinewepdamage\"\n}\n\nactor GunPuff2 : BulletPuff2\n{\ndamagetype \"marinerifledamage\"\n}\n\nactor GunPuff3 : BulletPuff2\n{\ndamagetype \"marinexdamage\"\n}\n\nactor GunPuff4 : BulletPuff2\n{\ndamagetype \"marinenogib\"\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor AttackLight\n{\n+NOGRAVITY\n+NOINTERACTION\nradius 32\nheight 32\nStates\n\t{\n  Spawn:\n  \tTNT1 AB 1\n    goto death\n  Death:\n    TNT1 C 1\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PuffEffect1\n{\n\t+NOTELEPORT\n    +CLIENTSIDEONLY\n  Radius 1\n  Height 1\n  Speed 1\n  Damage 0\n  Projectile\n  -RANDOMIZE\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  +FORCEXYBILLBOARD\n  +NOINTERACTION\n  RenderStyle Add\n  Alpha 0.5\n  scale 0.3\n  Gravity 0.45\n  States\n  {\n  Spawn:\n    PUFF AAABBBCCCDDD 1 bright A_FadeOut(0.05)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PuffLight : PuffEffect1\n{\nSpeed 0\n  RenderStyle Normal\n  Alpha 1\n  scale 1\n  Gravity 0\nStates\n\t{\n  Spawn:\n  \tTNT1 AB 3\n    goto death\n  Death:\n    TNT1 C 3\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PuffEffect2 : PuffEffect1\n{\n  Speed 2\n  -RANDOMIZE\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  States\n  {\n  Spawn:\n    PUFF AAABBBCCCDDD 1 bright A_FadeOut(0.05)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PuffEffect3 : PuffEffect1\n{\n  Speed 5\n  Damage 0\n  -RANDOMIZE\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  States\n  {\n  Spawn:\n    PUFF AAAAAAAA 1 bright A_FadeOut(0.1)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PuffEffect4 : PuffEffect1\n{\n  Speed 4\n  -RANDOMIZE\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  States\n  {\n  Spawn:\n    PUFF AAAAAAAA 1 bright A_FadeOut(0.1)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PuffEffect5 : PuffEffect1\n{\n  Speed 3\n  -RANDOMIZE\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  -NOGRAVITY\n  Gravity 0.4\n  Scale 0.5\n  Alpha 1\n  States\n  {\n  Spawn:\n    PUFF AAAAAAAAAAAAAAAA 1 bright A_FadeOut(0.05)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PuffEffect6 : PuffEffect1\n{\n  Speed 2\n  -RANDOMIZE\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  -NOGRAVITY\n  Gravity 0.4\n  Scale 0.5\n  Alpha 0.5\n  States\n  {\n  Spawn:\n    PUFF AAAABBBBCCCCDDDD 1 bright A_FadeOut(0.05)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PuffEffect7 : PuffEffect1\n{\n  Speed 2\n  -RANDOMIZE\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  -NOGRAVITY\n  Gravity 0.1\n  Scale 1.33\n  Alpha 0.33\n  States\n  {\n  Spawn:\n    PUFF AAAABBBBCCCCDDDD 1 bright A_FadeOut(0.05)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor PuffEffect8 : PuffEffect1\n{\n  Speed 3\n  -RANDOMIZE\n  +CLIENTSIDEONLY\n  +DONTSPLASH\n  -NOGRAVITY\n  Gravity 0.1\n  Scale 1.5\n  Alpha 0.30\n  States\n  {\n  Spawn:\n    PUFF AAAABBBBCCCCDDDD 1 bright A_FadeOut(0.05)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor BloodPuff2 : Blood replaces Blood\n{\n  Game Doom\n  SpawnID 132\n  //+DONTSPLASH\n  +NOBLOCKMAP\n  -ALLOWPARTICLES\n  -RANDOMIZE\n  +CLIENTSIDEONLY\n  -DONTSPLASH\n    +NOCLIP\n\t+FORCEXYBILLBOARD\n\t  +NOINTERACTION\n  RenderStyle translucent\n  Alpha 0.4\n  Mass 0\n  Gravity 0.2\n  States\n  {\n\t  Spawn:\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect7\",0,0,random(-180,180),2,random(0,90))\n\t  TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect6\",0,0,random(-180,180),2,random(0,90))\n\t  TNT1 AA 0 Bright A_CustomMissile(\"BloodEffect5\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AA 0 Bright A_CustomMissile(\"BloodEffect4\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect3\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect2\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect1\",0,0,random(-180,180),2,random(0,90))\n      TNT1 A 0 A_PlaySound(\"weapons/bullethit\")\n      BAL1 CCCCDDDDEEEEEEEE 1 A_FadeOut(0.064)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor BloodEffect1\n{\n+NOTELEPORT\n  Radius 1\n  Height 1\n  Speed 2\n  Damage 0\n  Gravity 0.75\n  Projectile\n  -RANDOMIZE\n  +NOCLIP\n  +DONTSPLASH\n    -NOGRAVITY\n  RenderStyle Translucent\n  +FORCEXYBILLBOARD\n    +NOINTERACTION\n  Alpha 1\n  scale 0.6\n  States\n  {\n  Spawn:\n    BLUD CCCBBBAAAAAA 1 A_FadeOut(0.05)\n    Stop\n  }\n}\n\nactor BloodEffect2 : BloodEffect1\n{\n  Speed 3\n  Alpha 1\n  scale 0.8\n  States\n  {\n  Spawn:\n    BLUD CCCBBBAAAAAA 1 A_FadeOut(0.05)\n    Stop\n  }\n}\n\nactor BloodEffect3 : BloodEffect1\n{\n  Speed 5\n  Alpha 1\n  scale 0.8\n  States\n  {\n  Spawn:\n    BLUD AAAAAAAA 1 A_FadeOut(0.1)\n    Stop\n  }\n}\n\nactor BloodEffect4 : BloodEffect1\n{\n  Speed 4\n  Alpha 1\n  scale 0.8\n  States\n  {\n  Spawn:\n    BLUD AAAAAAAA 1 A_FadeOut(0.1)\n    Stop\n  }\n}\n\nactor BloodEffect5 : BloodEffect1\n{\n  Speed 1\n  Alpha 0.5\n  scale 1\n  States\n  {\n  Spawn:\n    BLUD CCCBBBAAAAAA 1 A_FadeOut(0.1)\n    Stop\n  }\n}\n\nactor BloodEffect6 : BloodEffect1\n{\n  Speed 2\n  Alpha 0.33\n  scale 1.33\n  States\n  {\n  Spawn:\n    BLUD CCCBBBAAAAAA 1 A_FadeOut(0.1)\n    Stop\n  }\n}\n\nactor BloodEffect7 : BloodEffect1\n{\n  Speed 5\n  Alpha 1\n  scale 0.115\n  States\n  {\n  Spawn:\n    BLUD CCCCCCCCCCCC 1 bright A_FadeOut(0.1)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor BloodPuff2BLUE : BloodPuff2\n{\ntranslation \"176:191=199:207\"\n  States\n  {\n\t  Spawn:\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect7BLUE\",0,0,random(-180,180),2,random(0,90))\n\t  TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect6BLUE\",0,0,random(-180,180),2,random(0,90))\n\t  TNT1 AA 0 Bright A_CustomMissile(\"BloodEffect5BLUE\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AA 0 Bright A_CustomMissile(\"BloodEffect4BLUE\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect3BLUE\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect2BLUE\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect1BLUE\",0,0,random(-180,180),2,random(0,90))\n      BAL1 CCCCDDDDEEEEEEEE 1 A_FadeOut(0.064)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor BloodEffect1BLUE : BloodEffect1\n{\ntranslation \"176:191=199:207\"\n}\n\nactor BloodEffect2BLUE : BloodEffect2\n{\ntranslation \"176:191=199:207\"\n}\n\nactor BloodEffect3BLUE : BloodEffect3\n{\ntranslation \"176:191=199:207\"\n}\n\nactor BloodEffect4BLUE : BloodEffect4\n{\ntranslation \"176:191=199:207\"\n}\n\nactor BloodEffect5BLUE : BloodEffect5\n{\ntranslation \"176:191=199:207\"\n}\n\nactor BloodEffect6BLUE : BloodEffect6\n{\ntranslation \"176:191=199:207\"\n}\n\nactor BloodEffect7BLUE : BloodEffect7\n{\ntranslation \"176:191=199:207\"\n}\n\nactor BloodPuff2GREEN : BloodPuff2\n{\ntranslation \"176:191=117:127\"\n  States\n  {\n\t  Spawn:\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect7GREEN\",0,0,random(-180,180),2,random(0,90))\n\t  TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect6GREEN\",0,0,random(-180,180),2,random(0,90))\n\t  TNT1 AA 0 Bright A_CustomMissile(\"BloodEffect5GREEN\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AA 0 Bright A_CustomMissile(\"BloodEffect4GREEN\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect3GREEN\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect2GREEN\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect1GREEN\",0,0,random(-180,180),2,random(0,90))\n      BAL1 CCCCDDDDEEEEEEEE 1 A_FadeOut(0.064)\n    Stop\n  }\n}\n\nactor BloodEffect1GREEN : BloodEffect1\n{\ntranslation \"176:191=117:127\"\n}\n\nactor BloodEffect2GREEN : BloodEffect2\n{\ntranslation \"176:191=117:127\"\n}\n\nactor BloodEffect3GREEN : BloodEffect3\n{\ntranslation \"176:191=117:127\"\n}\n\nactor BloodEffect4GREEN : BloodEffect4\n{\ntranslation \"176:191=117:127\"\n}\n\nactor BloodEffect5GREEN : BloodEffect5\n{\ntranslation \"176:191=117:127\"\n}\n\nactor BloodEffect6GREEN : BloodEffect6\n{\ntranslation \"176:191=117:127\"\n}\n\nactor BloodEffect7GREEN : BloodEffect7\n{\ntranslation \"176:191=117:127\"\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor BloodPuff2BLACK : BloodPuff2\n{\ntranslation \"176:191=0:0\"\n  States\n  {\n\t  Spawn:\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect7BLACK\",0,0,random(-180,180),2,random(0,90))\n\t  TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect6BLACK\",0,0,random(-180,180),2,random(0,90))\n\t  TNT1 AA 0 Bright A_CustomMissile(\"BloodEffect5BLACK\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AA 0 Bright A_CustomMissile(\"BloodEffect4BLACK\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect3BLACK\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect2BLACK\",0,0,random(-180,180),2,random(0,90))\n      TNT1 AAAA 0 Bright A_CustomMissile(\"BloodEffect1BLACK\",0,0,random(-180,180),2,random(0,90))\n      BAL1 CCCCDDDDEEEEEEEE 1 A_FadeOut(0.064)\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor BloodEffect1BLACK : BloodEffect1\n{\ntranslation \"176:191=0:0\"\n}\n\nactor BloodEffect2BLACK : BloodEffect2\n{\ntranslation \"176:191=0:0\"\n}\n\nactor BloodEffect3BLACK : BloodEffect3\n{\ntranslation \"176:191=0:0\"\n}\n\nactor BloodEffect4BLACK : BloodEffect4\n{\ntranslation \"176:191=0:0\"\n}\n\nactor BloodEffect5BLACK : BloodEffect5\n{\ntranslation \"176:191=0:0\"\n}\n\nactor BloodEffect6BLACK : BloodEffect6\n{\ntranslation \"176:191=0:0\"\n}\n\nactor BloodEffect7BLACK : BloodEffect7\n{\ntranslation \"176:191=0:0\"\nStates\n  {\n  Spawn:\n    BLUD CCCCCCCCCCCC 1 A_FadeOut(0.1)\n    Stop\n  }\n}\n////////////////////////////////////////\n// POWERUP POD STRING FOUNTAINS ////////\n// for STRONGHOLD \t\t\t\t////////\n// by Tormentor667 \t\t\t\t////////\n// Stolen and modified by TERRORsphere//\n////////////////////////////////////////\nactor BaseLine\n{\n +Missile\n +NoGravity\n +NoBlockmap\n +NoInteraction\n +FORCEYBILLBOARD\n -Solid\n Radius 0\n Height 0\n RenderStyle Add\n Alpha 0.01\n Scale 0.37\n States\n {\n  Spawn:\n   SPFX AAAAA 1 Bright A_FadeIn(0.2)\n   SPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n   Stop\n }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor WhitePowerPad\n{\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n        States\n        {\n        Spawn:\n           Active:\n        \tTNT1 A 0\n        \tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx (\"BaseLine\", random(16, 32), 0, random(0, 8), 0, 0, random(1,3), Random(0, 360), 129, 0)\n\t\tStop\n        }\n\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor WhitePowerPadx : WhitePowerPad\n{\n        States\n        {\n        Spawn:\n           Active:\n        \tTNT1 A 0\n        \tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx (\"BaseLine\", random(16, 32), 0, random(0, 8), 0, 0, random(1,3), Random(0, 360), 129, 0)\n\t\tStop\n        }\n\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor BluePowerPad : WhitePowerPad\n{\n\ttranslation \"80:111=196:207\"\n}\n\nactor BluePowerPadx : WhitePowerPadx\n{\n\ttranslation \"80:111=196:207\"\n}\n\nactor GreenPowerPad : WhitePowerPad\n{\n\ttranslation \"80:111=112:127\"\n}\n\nactor RedPowerPad : WhitePowerPad\n{\n\ttranslation \"80:111=176:191\"\n}\n\nactor OrangePowerPad: WhitePowerPad\n{\n\ttranslation \"80:111=214:223\"\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////;;;;;;;;;;;;;;;;;;;\n//End of: Eye-Candy---------------------------------------------------------------------------------------------------;;;;;;;;;;;;;;;;;;;\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////;;;;;;;;;;;;;;;;;;;"
      },
      {
        "source": "pk3",
        "name": "Actors/Items.TXT",
        "contents": "//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\n//Items---------------------------------------------------------------------------------------------------------------:::::::::::::::::::\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Marine Armour--------------------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor SpawnMarineArmour : BasicArmorPickup\n{\n  inventory.icon \"ARORA0\"\n  armor.savepercent 90\n  armor.saveamount 125\n  damagefactor \"marinerifledamage\", 1.5\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmourClass : CustomInventory\n{\n+INVENTORY.UNDROPPABLE\n  inventory.pickupmessage \"Picked up some marine armour.\"\nStates\n\t{\n\tSpawn:\n    AROR A 10\n    AROR A 1 bright\n\tLoop\n\tPickup:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineArmour\", 1, 2)\n\tTNT1 A 0 A_GiveInventory(\"MarineArmour\", 1)\n    Stop\n    TNT1 A 0\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmour : BasicArmorPickup\n{\n +INVENTORY.INVBAR\n -COUNTITEM\n  Inventory.MaxAmount 1\n  Inventory.PickupSound \"misc/a_pkup\"\n  inventory.icon \"ARORA0\"\n  inventory.pickupmessage \"Picked up some marine armour.\"\n  armor.savepercent 90\n  armor.saveamount 125\n  damagefactor \"marinerifledamage\", 1.5\n    States\n  {\n  Spawn:\n    AROR A 10\n    AROR A 1 bright\n    loop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmour2 : MarineArmourClass replaces BlueArmor\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmour3 : MarineArmourClass replaces GreenArmor\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmour4 : MarineArmourClass replaces Chainsaw\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmour5 : MarineArmourClass replaces RedArmor\n{\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Marine Armour Bonus--------------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmourBonus : ArmorBonus replaces ArmorBonus\n{\n  inventory.pickupmessage \"Picked up an armour shard.\"\n  inventory.icon \"ARORA0\"\n  armor.saveamount 5\n  armor.savepercent 90\n  armor.Maxsaveamount 125\n  damagefactor \"marinerifledamage\", 1.5\n  -INVENTORY.ALWAYSPICKUP\n  -COUNTITEM\n    States\n  {\n  Spawn:\n    AMSD A 10\n    AMSD A 1 bright\n    loop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmourBonus2 : MarineArmourBonus replaces HealthBonus\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmourBonus3 : MarineArmourBonus replaces Rocketammo\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmourBonus4 : MarineArmourBonus replaces MaxHealthBonus\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineArmourBonus5 : MarineArmourBonus replaces MaxArmorBonus\n{\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Backpack-----------------------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Backpack2 : Backpack replaces Rocketlauncher\n{\n}//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor Backpack3 : Backpack replaces GrenadeLauncher\n{\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Stimpack------------------------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor StimpackInv : HealthPickup\n{\n  -COUNTITEM\n  +INVENTORY.INVBAR\n  Health 15\n  Inventory.MaxAmount 15\n  //Inventory.InterHubAmount 15\n  HealthPickup.AutoUse 3\n  Inventory.Icon \"STIMA0\"\n  States\n    {\n  Spawn:\n    STIM A 10\n\tSTIM A 1 bright\n    Loop\n  }\n}\n\nactor Stimpack2 : CustomInventory replaces Stimpack\n{\n+INVENTORY.UNDROPPABLE\nInventory.PickupMessage \"Picked up a stimpack.\"\n  States\n    {\n  Spawn:\n    STIM A 10\n\tSTIM A 1 bright\n    Loop\n  Pickup:\n    TNT1 A 0 A_JumpIfHealthLower (86,\"Activate\")\n    TNT1 A 0 A_GiveInventory(\"StimpackInv\", 1)\n    Stop\nActivate:\n    TNT1 A 0 A_GiveInventory(\"Health\", 15)\n    Stop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Stimpack3 : CustomInventory replaces Stimpack\n{\n  Inventory.PickupMessage \"Picked up a stimpack.\"\n States\n  {\n    Spawn:\n    STIM A 10\n\tSTIM A 1 bright\n    Loop\n  Pickup:\n  TNT1 A 0 A_GiveInventory (\"Stimpack2\")\n  Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Stimpack4 : Stimpack3 replaces Medikit\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Stimpack5 : Stimpack3 replaces RocketBox\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Stimpack6 : Stimpack3 replaces Cell\n{\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Powerups------------------------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Berserk2 : HealthPickup replaces Berserk\n{\n  health 100\n  +INVENTORY.INVBAR\n  +COUNTITEM\n  //Inventory.InterHubAmount 3\n  Inventory.MaxAmount 3\n  HealthPickup.AutoUse 3\n  Inventory.Icon \"MEDIA0\"\n  Inventory.PickupMessage \"Picked up a large medikit.\"\n  States\n    {\n  Spawn:\n    MEDI A 10\n\tMEDI A 1 bright\n    loop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Berserk3: CustomInventory\n{\n  Inventory.PickupMessage \"Picked up a large medikit.\"\n States\n  {\n    Spawn:\n    MEDI A 10\n\tMEDI A 1 bright\n    Loop\n  Pickup:\n  TNT1 A 0 A_GiveInventory (\"Berserk2\")\n  Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Soulsphere2 : Soulsphere replaces Soulsphere\n{\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.FANCYPICKUPSOUND\n+FORCEXYBILLBOARD\n  Inventory.Amount 100\n  Inventory.MaxAmount 200\n  Inventory.PickupMessage \"$GOTSUPER\" // \"Supercharge!\"\n  Inventory.PickupSound \"misc/p_pkup\"\n  States\n  {\n  Spawn:\nSOUL A 0 A_SpawnItemEx(\"BluePowerPadx\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE, 0)\n    SOUL A 3\n\t    SOUL A 3 bright\n\n\tSOUL B 3\n\t\tSOUL B 3 bright\n\n\tSOUL C 3\n\t\tSOUL C 3 bright\n\n\tSOUL D 3\n\t\tSOUL D 3 bright\n\n\tSOUL C 3\n\t\tSOUL C 3 bright\n\n\tSOUL B 3\n\t\tSOUL B 3 bright\n    Loop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Soulsphere3 : Soulsphere2 replaces Megasphere\n{\n}\n\nACTOR PowerSpeed2 : PowerSpeed replaces PowerSpeed\n{\n  Speed 1.8\n  Inventory.Icon \"TNT1A0\"\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Turbosphere2 : Turbosphere replaces Turbosphere\n{\n\t+FORCEXYBILLBOARD\n\tPowerup.Type \"PowerSpeed2\"\n\tStates\n\t{\n\tSpawn:\nTURB A 0 A_SpawnItemEx(\"OrangePowerPad\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE, 0)\n    TURB A 3\n\t    TURB A 3 bright\n\n\tTURB B 3\n\t\tTURB  B 3 bright\n\n\tTURB C 3\n\t\tTURB C 3 bright\n\n\tTURB D 3\n\t\tTURB D 3 bright\n\t\tLoop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Doomsphere2 : Doomsphere replaces Doomsphere\n{\n+FORCEXYBILLBOARD\n\tStates\n\t{\n\tSpawn:\nDOOM A 0 A_SpawnItemEx(\"RedPowerPad\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE, 0)\n    DOOM A 3\n\t    DOOM A 3 bright\n\n\tDOOM B 3\n\t\tDOOM  B 3 bright\n\n\tDOOM C 3\n\t\tDOOM C 3 bright\n\n\tDOOM D 3\n\t\tDOOM D 3 bright\n\t\tLoop\n\t}\n}\n\nactor Doomsphere3 : Doomsphere2 replaces Blursphere\n{\n}\n\nactor Doomsphere4 : Doomsphere2 replaces Invisibilitysphere\n{\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Guardsphere2 : Guardsphere replaces Guardsphere\n{\n+FORCEXYBILLBOARD\n\tStates\n\t{\n\tSpawn:\nGARD A 0 A_SpawnItemEx(\"GreenPowerPad\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE, 0)\n    GARD A 3\n\t    GARD A 3 bright\n\n\tGARD B 3\n\t\tGARD  B 3 bright\n\n\tGARD C 3\n\t\tGARD C 3 bright\n\n\tGARD D 3\n\t\tGARD D 3 bright\n\t\tLoop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor InvulnerabilitySphere2 : InvulnerabilitySphere replaces InvulnerabilitySphere\n{\n+FORCEXYBILLBOARD\n\tStates\n\t{\n\tSpawn:\nGARD A 0 A_SpawnItemEx(\"GreenPowerPad\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE, 0)\n    PINV A 3\n\t    PINV A 3 bright\n\n\tPINV B 3\n\t\tPINV  B 3 bright\n\n\tPINV C 3\n\t\tPINV C 3 bright\n\n\tPINV D 3\n\t\tPINV D 3 bright\n\t\tLoop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor TomeofPowerx : PowerupGiver\n{\nPowerup.Duration -45\nPowerup.Color ffa500, 0.1\n+FLOATBOB\nPowerup.Type WeaponLevel2\nInventory.PickupMessage \"Tome of power!\"\nInventory.icon \"SPBKA0\"\nInventory.MaxAmount 1\nStates\n{\nSpawn:\nSPBK ABCDEFGHIJKLMNOP 4\nLoop\n}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////;;;;;;;;;;;;;;;;;;;\n//End of: Items-------------------------------------------------------------------------------------------------------;;;;;;;;;;;;;;;;;;;\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////;;;;;;;;;;;;;;;;;;;"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters.TXT",
        "contents": "//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\n//Monsters------------------------------------------------------------------------------------------------------------:::::::::::::::::::\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\nactor LowerZombieSpawner : RandomSpawner replaces Zombieman\n{\n    DropItem \"ZombieMan2\"\n    DropItem \"ZombieMan3\"\n}\n\nactor HigherZombieSpawner : RandomSpawner replaces Shotgunguy\n{\n    DropItem \"Shotgunguy2\"\n    DropItem \"Shotgunguy3\"\n\tDropItem \"Shotgunguy4\"\n}\n\nactor NightmarechanceDemon1 : RandomSpawner replaces Demon //I know there is a less spammy way of doing this but I don't care.\n{\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\nDropItem \"Demonx\"\n\nDropItem \"NightmareDemon\"\n}\n\nactor NightmarechanceDemon2 : RandomSpawner replaces Spectre\n{\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\nDropItem \"Spectre2\"\n\nDropItem \"NightmareDemon\"\n}\n\nactor Nightmarechanceimp : RandomSpawner replaces Doomimp\n{\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\nDropItem \"Doomimp2\"\n\nDropItem \"Nightmareimp\"\n}\n\nactor Nightmarechancecacodemon : RandomSpawner replaces Cacodemon\n{\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\nDropItem \"Cacodemon2\"\n\nDropItem \"Nightmarecacodemon\"\n}\n\nactor ZombieMan2 : ZombieMan 20000\n{\n  attacksound \"weapons/pistolfirex\"\n  painsound \"grunt/pain\"\n  DropItem \"Clip\"\nGibHealth 200\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  States\n  {\n  Spawn:\n    POSS AB 10 A_Look\n    loop\n  See:\n    POSS AABBCCDD 4 A_Chase\n    loop\n  Missile:\n    POSS E 10 A_FaceTarget\n    POSS F 2 bright A_CustomBulletAttack (6,6,1,9,\"GunPuff3\")\n    POSS E 5 A_SpawnItemEx (\"emptybullet\",-25,-8,36,-3+random(-1,1),-3+random(-1,1),4+random(-1,1),180,0,0)\n    goto See\n  Pain:\n    POSS G 3\n    POSS G 3 A_Pain\n    goto See\n  Death:\n    POSS H 5\n    POSS I 5 A_Scream\n    POSS J 5 A_NoBlocking\n    POSS K 5\n    POSS L -1\n    Stop\n  Raise:\n    POSS KJIH 5\n    goto See\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ZombieMan3 : ZombieMan 20001\n{\n  attacksound \"weapons/uzifire\"\n  painsound \"grunt/pain\"\nGibHealth 200\n  DropItem \"Clip\"\n  DropItem \"Clip\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  States\n  {\n  Spawn:\n    ASSN AB 10 A_Look\n    loop\n  See:\n    ASSN AABBCCDD 4 A_Chase\n    loop\n  Missile:\n    ASSN E 18 A_FaceTarget\n    ASSN F 1 bright A_CustomBulletAttack (8,6,1,9,\"GunPuff3\")\n    ASSN E 2 A_SpawnItemEx (\"emptybullet\",-25,-8,30,-3+random(-1,1),-3+random(-1,1),4+random(-1,1),180,0,0)\n\tASSN E 2 A_FaceTarget\n    ASSN F 1 bright A_CustomBulletAttack (8,6,1,9,\"GunPuff3\")\n    ASSN E 2 A_SpawnItemEx (\"emptybullet\",-25,-8,30,-3+random(-1,1),-3+random(-1,1),4+random(-1,1),180,0,0)\n\tASSN E 2 A_FaceTarget\n    ASSN F 1 bright A_CustomBulletAttack (8,6,1,9,\"GunPuff3\")\n    ASSN E 2 A_SpawnItemEx (\"emptybullet\",-25,-8,30,-3+random(-1,1),-3+random(-1,1),4+random(-1,1),180,0,0)\n\tASSN E 2 A_FaceTarget\n    ASSN F 1 bright A_CustomBulletAttack (8,6,1,9,\"GunPuff3\")\n    ASSN E 2 A_SpawnItemEx (\"emptybullet\",-25,-8,30,-3+random(-1,1),-3+random(-1,1),4+random(-1,1),180,0,0)\n    goto See\n  Pain:\n    ASSN G 3\n    ASSN G 3 A_Pain\n    goto See\n  Death:\n    ASSN H 5\n    ASSN I 5 A_Scream\n    ASSN J 5 A_NoBlocking\n    ASSN KL 5\n    ASSN N -1\n    Stop\n\t  XDeath:\n\t\tASSN O 5\n\t\tASSN P 5 A_XScream\n\t\tASSN Q 5 A_NoBlocking\n\t\tASSN RSTUV 5\n\t\tASSN W -1\n\t\tStop\n    Stop\n  Raise:\n    ASSN KJIH 5\n    goto See\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor ShotgunGuy2 : ShotgunGuy 20002\n{\nGibHealth 200\n  attacksound \"weapons/shotgunfire\"\n    DropItem \"SGShellClass\"\n\tDropItem \"MarineArmourBonus\" 56\n\tDropItem \"MarineArmourBonus\" 56\n\tDropItem \"MarineArmourBonus\" 56\n\tDropItem \"Stimpack\" 56\n  States\n  {\n  Spawn:\n    SPOS AB 10 A_Look\n    loop\n  See:\n    SPOS AABBCCDD 3 A_Chase\n    loop\n  Missile:\n    SPOS E 10 A_FaceTarget\n    SPOS F 2 bright A_CustomBulletAttack (22.5, 0, 3, random(1,5)*3, \"GunPuff1\", 0)\n\tSPOS E 15\n    SPOS E 0 A_SpawnItemEx (\"emptyshell\",-25,-8,30,-3+random(-1,1),-3+random(-1,1),4+random(-1,1),180,0,0)\n\tSPOS E 0 A_PlaySound (\"weapons/shotguncock\")\n    SPOS E 20\n    goto See\n  Pain:\n    SPOS G 3\n    SPOS G 3 A_Pain\n    goto See\n  Death:\n    SPOS H 5\n    SPOS I 5 A_Scream\n    SPOS J 5 A_NoBlocking\n    SPOS K 5\n    SPOS L -1\n    Stop\n  Raise:\n    SPOS LKJIH 5\n    goto See\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor ShotgunGuy3 : ShotgunGuy 20003\n{\nGibHealth 200\n  attacksound \"weapons/mgfire\"\n    DropItem \"MGClipClass\"\n\tDropItem \"MarineArmourBonus\" 56\n\tDropItem \"MarineArmourBonus\" 56\n\tDropItem \"MarineArmourBonus\" 56\n\tDropItem \"Stimpack\" 56\n  States\n  {\n  Spawn:\n    RFTR AB 10 A_Look\n    loop\n  See:\n    RFTR AABBCCDD 3 A_Chase\n    loop\n  Missile:\n    RFTR E 20 A_FaceTarget\n    RFTR F 2 bright A_CustomBulletAttack (4,4,1,6,\"GunPuff3\")\n    RFTR E 1 A_SpawnItemEx (\"emptybullet2\",-25,-8,30,-3+random(-1,1),-3+random(-1,1),4+random(-1,1),180,0,0)\n    RFTR F 2 bright A_CustomBulletAttack (4,4,1,6,\"GunPuff3\")\n    RFTR E 1 A_SpawnItemEx (\"emptybullet2\",-25,-8,30,-3+random(-1,1),-3+random(-1,1),4+random(-1,1),180,0,0)\n    RFTR F 2 bright A_CustomBulletAttack (4,4,1,6,\"GunPuff3\")\n    RFTR E 1 A_SpawnItemEx (\"emptybullet2\",-25,-8,30,-3+random(-1,1),-3+random(-1,1),4+random(-1,1),180,0,0)\n    RFTR E 20\n    goto See\n  Pain:\n    RFTR G 3\n    RFTR G 3 A_Pain\n    goto See\n  Death:\n    RFTR H 5\n    RFTR I 5 A_Scream\n    RFTR J 5 A_NoBlocking\n    RFTR K 5\n    RFTR L -1\n    Stop\n\t  XDeath:\n      RFTR M 5\n      RFTR N 5 A_XScream\n      RFTR N 5\n      RFTR P 5 A_Fall\n      RFTR QRST 5\n      RFTR U -1\n    Stop\n  Raise:\n    RFTR LKJIH 5\n    goto See\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ShotgunGuy4 : ShotgunGuy 20004\n{\nGibHealth 200\n  attacksound \"weapons/riflefire\"\n    DropItem \"RifleClipClass\"\n\tDropItem \"MarineArmourBonus\" 56\n\tDropItem \"MarineArmourBonus\" 56\n\tDropItem \"MarineArmourBonus\" 56\n\tDropItem \"Stimpack\" 56\n  States\n  {\n  Spawn:\n    ASGZ AB 10 A_Look\n    loop\n  See:\n    ASGZ AABBCCDD 3 A_Chase\n    loop\n  Missile:\n    ASGZ E 20 A_FaceTarget\n    ASGZ F 2 bright A_CustomBulletAttack (0,0,2,12,\"GunPuff2\")\n\tASGZ E 10\n    ASGZ E 0 A_SpawnItemEx (\"emptybullet2\",-25,-8,30,-3+random(-1,1),-3+random(-1,1),4+random(-1,1),180,0,0)\n\tASGZ E 0 A_PlaySound (\"weapons/rifleload\")\n    ASGZ E 20\n    goto See\n  Pain:\n    ASGZ G 3\n    ASGZ G 3 A_Pain\n    goto See\n  Death:\n    ASGZ H 5\n    ASGZ I 5 A_Scream\n    ASGZ J 5 A_NoBlocking\n    ASGZ K 5\n    ASGZ L -1\n    Stop\n\t  XDeath:\n        ASGZ O 5\n        ASGZ P 5 A_XScream\n        ASGZ Q 5 A_Fall\n        ASGZ RSTUV 5\n        ASGZ W -1\n        Stop\n    Stop\n  Raise:\n    ASGZ LKJIH 5\n    goto See\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor DoomImp2 : DoomImp\n{\nGibHealth 200\n  spawnid 5\n  obituary \"%o was burned by an imp.\"\n  hitobituary \"%o was slashed by an imp.\"\n  health 60\n  radius 20\n  height 56\n  mass 100\n  speed 8\n  painchance 200\n  seesound \"imp/sight\"\n  painsound \"imp/pain\"\n  deathsound \"imp/death\"\n  activesound \"imp/active\"\n  MONSTER\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    TROO AB 10 A_Look\n    loop\n  See:\n    TROO AABBCCDD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 6 A_TroopAttack\n    goto See\n  Pain:\n    TROO H 2\n    TROO H 2 A_Pain\n    goto See\n  Death:\n    TROO I 8\n    TROO J 8 A_Scream\n    TROO K 6\n    TROO L 6 A_NoBlocking\n    TROO M -1\n    Stop\n  Raise:\n    TROO ML 8\n    TROO KJI 6\n    goto See\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ChaingunGuy2 : ChaingunGuy replaces ChaingunGuy\n{\nGibHealth 200\n  attacksound \"weapons/uzifire\"\n  dropitem \"Chaingun\"\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"Stimpack\" 56\n  DropItem \"Stimpack\" 56\n  DropItem \"Backpack\" 56\n  MONSTER\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    CPOS AB 10 A_Look\n    loop\n  See:\n    CPOS AABBCCDD 3 A_Chase\n    loop\n  Missile:\n    CPOS A 30 A_FaceTarget\n\tCPOS F 0 A_CustomMissile (\"attacklight\")\n\tCPOS F 0 A_CustomMissile (\"emptybullet\",28,0,random(1,5),80)\n    CPOS F 2 bright A_CustomBulletAttack (12,12,1,8)\n\tCPOS F 5 A_CPosRefire\n\tCPOS E 0 A_CustomMissile (\"attacklight\")\n\tCPOS E 0 A_CustomMissile (\"emptybullet\",28,0,random(1,5),80)\n    CPOS E 2 bright A_CustomBulletAttack (12,12,1,8)\n\tCPOS E 5 A_CPosRefire\n    goto Missile+1\n  Pain:\n    CPOS G 3\n    CPOS G 3 A_Pain\n    goto See\n  Death:\n    CPOS H 5\n    CPOS I 5 A_Scream\n    CPOS J 5 A_NoBlocking\n    CPOS KLM 5\n    CPOS N -1\n    Stop\n  Raise:\n    CPOS NMLKJIH 5\n    goto See\n  }\n}\n\nactor SuperShotgunguy2 : SuperShotgunguy replaces SuperShotgunguy\n{\n  DropItem \"Backpack\"\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"MarineArmourBonus\" 56\n  DropItem \"Stimpack\" 56\n  DropItem \"Stimpack\" 56\n  DropItem \"Stimpack\" 56\n  DropItem \"Stimpack\" 56\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Health & Blood changes----------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor Cyberdemon2 : Cyberdemon replaces Cyberdemon\n{\n+NOBLOOD\n-NORADIUSDMG\nDamageFactor \"Rockets\", 0\nHealth 2000\n}\n\nactor Rocket2 : Rocket replaces Rocket\n{\n-ROCKETTRAIL\nDecal \"BigScorch\"\nDamageType \"Rockets2\"\nStates\n\t{\n\t  Spawn:\n    MISL A 2 bright A_SpawnItemEx(\"BulletPuff2\", -10, 0, 6)\n    loop\n  Death:\n    MISL E 4 bright A_Explode\n    MISL F 4 bright\n    MISL G 3 bright\n    MISL H 3 bright\n    MISL IJ 2 bright\n    Stop\n\t}\n}\n\nactor Rocket3 : Rocket2\n{\nDamageType \"grenadedamage\"\nObituary \"\\cc%k \\cf> \\crRocket Launcher \\cf> \\cc%o.\"\n}\n\nactor Rocket4 : Rocket2\n{\nDamageType \"grenadedamage\"\nObituary \"\\cc%k \\cf> \\cuMachine-gun (POWERED) \\cf> \\cc%o.\"\nSpeed 40\nStates\n{\nDeath:\nNKXP A 0 A_AlertMonsters\nNKXP A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\nNKXP A 1 A_Explode(600,208,1)\nStop\n}\n}\n\nactor SpiderMasterMind2 : SpiderMasterMind replaces SpiderMasterMind\n{\n-NORADIUSDMG\nHealth 1750\n}\n\nactor HellKnight2 : HellKnight replaces HellKnight\n{\nhealth 500\nbloodtype \"BloodPuff2GREEN\"\nbloodcolor \"darkgreen\"\n}\n\nactor BaronOfHell2 : BaronOfHell replaces BaronOfHell\n{\nhealth 650\nbloodtype \"BloodPuff2GREEN\"\nbloodcolor \"darkgreen\"\n}\n\nactor Cacodemon2 : Cacodemon\n{\nhealth 350\nbloodtype \"BloodPuff2BLUE\"\nbloodcolor \"blue\"\n}\n\nactor LostSoul2 : LostSoul replaces LostSoul\n{\n+NOBLOOD\nhealth 60\n}\n\nactor Archvile2 : Archvile replaces Archvile\n{\nhealth 450\nDropItem \"TomeofPowerx\"\n}\n\nactor BossBrain2 : BossBrain replaces BossBrain\n{\nhealth 750\nheight 120\n}\n\nactor Arachnotron2 : Arachnotron replaces Arachnotron\n{\nPainChance 255\nStates\n{\n  Missile:\n    BSPI A 20 bright A_FaceTarget\n\tBSPI G 0 bright A_Jump(127,\"AltMissile\")\n\n    BSPI G 1 bright A_BspiAttack\n    BSPI G 1 bright\n    BSPI G 1 bright A_SpidRefire\n    goto Missile+1\n  AltMissile:\n    BSPI H 1 bright A_BspiAttack\n    BSPI H 1 bright\n    BSPI H 1 bright A_SpidRefire\n    goto Missile+1\n}\n}\n\nactor ArachnotronPlasma2 : ArachnotronPlasma replaces ArachnotronPlasma\n{\nDamage 3\n//Ehh, I don't want to overdo this mod.\n/*\nStates\n{\n  Spawn:\n    APLS AAAAA 1 bright A_CustomMissile(\"ArachnotronPlasmaPuff1\",0,0,random(-180,180),2,random(-90,90))\n\tAPLS BBBBB 1 bright A_CustomMissile(\"ArachnotronPlasmaPuff1\",0,0,random(-180,180),2,random(-90,90))\n    loop\n  Death:\n\t  TNT1 AAAAAAAA 0 Bright A_CustomMissile(\"ArachnotronPlasmaPuff3\",0,0,random(-180,180),2,random(-90,90))\n\t  TNT1 AAAAAA 0 Bright A_CustomMissile(\"ArachnotronPlasmaPuff2\",0,0,random(-180,180),2,random(-90,90))\n\t  TNT1 AAA 0 Bright A_CustomMissile(\"ArachnotronPlasmaPuff1\",0,0,random(-180,180),2,random(-90,90))\n\t  APBX AAABBBCCCDDDEEEE 1 bright A_FadeOut(0.05)\n\t  Stop\n}\n*/\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Nightmare monsters--------------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor NightmareDemon : Spectre 20005\n{\n dropitem \"Soulsphere\"\nbloodtype \"BloodPuff2BLACK\"\nbloodcolor \"black\"\nMass 40000\n\tHealth 600\n\tPainChance 50\n\t-SHADOW\n  damagefactor \"grenadedamage\", -1\n  damagefactor \"grenadedamagex\", -1\n\tRenderStyle Translucent\n\tAlpha 0.7\n\tSpeed 14\n\tseesound \"nightmaredemon/sight\"\n    painsound \"nightmaredemon/pain\"\n    deathsound \"nightmaredemon/death\"\n    activesound \"nightmaredemon/active\"\n\tHitObituary \"%o was eaten by a nightmare demon.\"\n\tStates\n\t{\n\tSpawn:\n\t\tASAR AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tASAR AABBCCDD 2 A_Chase\n\t\tLoop\n\tMelee:\n\t    ASAR E 0 A_PlaySound (\"nightmaredemon/melee\")\n\t\tASAR E 0 A_FaceTarget\n\t\tASAR E 2\n\t\tASAR F 2\n\t\tASAR G 8 A_CustomMeleeAttack((random(20,50)))\n\t\tGoto See\n\tPain:\n\t\tASAR H 2\n\t\tASAR H 2 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tASAR I 8\n\t\tASAR J 8 A_Scream\n\t\tASAR K 4\n\t\tASAR L 4 A_NoBlocking\n\t\tASAR M 4\n\t\tASAR NNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNNN 1 A_FadeOut(0.01)\n\t\tStop\n\tRaise:\n\t\tASAR NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nactor Demonx : Demon\n{\n}\n\nactor Spectre2 : Spectre\n{\n}\n\nactor NightmareImp : DoomImp 20006\n{\n dropitem \"Soulsphere\"\nbloodtype \"BloodPuff2BLACK\"\nbloodcolor \"black\"\n  obituary \"%o was burned by a nightmare imp.\"\n  hitobituary \"%o was slashed by a nightmare imp.\"\n  RenderStyle Translucent\n  Alpha 0.7\n  health 300\n  mass 20000\n  speed 10\n  +QUICKTORETALIATE\n  damagefactor \"grenadedamage\", -1\n  damagefactor \"grenadedamagex\", -1\n  painchance 50\n  seesound \"nightmareimp/sight\"\n  painsound \"nightmareimp/pain\"\n  deathsound \"nightmareimp/death\"\n  activesound \"nightmareimp/active\"\n\n  States\n  {\n  Spawn:\n    NTRO AB 10 A_Look\n    loop\n  See:\n    NTRO AABBCCDD 3 A_Chase\n    loop\n  Melee:\n  Missile:\n    NTRO EF 6 A_FaceTarget\n    NTRO G 4 A_BasicAttack (12, \"nightmareimp/melee\", \"NightmareImpBall\", 24)\n    goto See\n  Pain:\n    NTRO H 2\n    NTRO H 2 A_Pain\n    goto See\n  Death:\n    NTRO I 8\n    NTRO J 8 A_Scream\n    NTRO K 6\n    NTRO L 6 A_NoBlocking\n    NTRO MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_FadeOut(0.01)\n    Stop\n  XDeath:\n    NTRO I 8\n    NTRO J 8 A_Scream\n    NTRO K 6\n    NTRO L 6 A_NoBlocking\n    NTRO MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM 1 A_FadeOut(0.01)\n    Stop\n  Raise:\n    NTRO ML 8\n    NTRO KJI 6\n    goto See\n  }\n}\n\nactor NightmareImpBall : DoomImpBall\n{\n  Radius 6\n  Height 8\n  Speed 20\n  FastSpeed 20\n  Damage 10\n  Projectile\n    Decal \"BaronScorch\"\n  +SEEKERMISSILE\n  -RANDOMIZE\n  +FORCEXYBILLBOARD\n  RenderStyle Translucent\n  Alpha 0.7\n  SeeSound \"nightmareimp/ball\"\n  DeathSound \"nightmareimp/balldie\"\n  States\n  {\n  Spawn:\n    NBAL A 3 bright A_SeekerMissile (0,10)\n    NBAL A 0 bright A_SpawnItemEx(\"NightmareImpBallFX\", -10, 0, 0)\n\tNBAL B 3 bright A_SeekerMissile (0,10)\n\tNBAL B 0 bright A_SpawnItemEx(\"NightmareImpBallFX\", -10, 0, 0)\n    loop\n  Death:\n    NBAL CCCCCDDDDDEEEEEEEEEEEEEEE 1 bright A_FadeOut(0.033)\n    Stop\n  }\n}\n\nactor NightmareImpBallFX : BulletPuff\n{\n  +FORCEXYBILLBOARD\n  Gravity 0\n  Alpha 0.7\n  VSpeed 0\n  Scale 1\n  States\n  {\n  Spawn:\n  NBAX AABBAABBAABBAABBAABBAABBAABB 1 bright A_FadeOut(0.05)\n  Stop\n  }\n}\n\nactor Nightmarecacodemon : Cacodemon2 20007\n{\ndropitem \"Soulsphere\"\nbloodtype \"BloodPuff2BLACK\"\nbloodcolor \"black\"\nMass 40000\n\tHealth 850\n\t-SHADOW\n  damagefactor \"grenadedamage\", -1\n  damagefactor \"grenadedamagex\", -1\n\tRenderStyle Translucent\n\tAlpha 0.7\n\tSpeed 15\n\tseesound \"nightmarecacodemon/sight\"\n    painsound \"nightmaredemon/pain\"\n    deathsound \"nightmarecacodemon/death\"\n    activesound \"nightmaredemon/active\"\n\tObituary \"%o was smitten by a nightmare cacodemon.\"\n\tHitObituary \"%o got too close to a nightmare cacodemon.\"\nStates\n{\n  Spawn:\n    NHEA A 10 A_Look\n    loop\n  See:\n    NHEA A 3 A_Chase\n    loop\n  Pain:\n    NHEA E 3\n    NHEA E 3 A_Pain\n    NHEA F 6\n    goto See\n  Missile:\n\tNHEA B 3 A_FaceTarget\n\tNHEA C 3 A_FaceTarget\n\tNHEA DDDDDD 2 bright A_BasicAttack (12, \"nightmareimp/melee\", \"CacoFlame1\", 24)\n\tGoto See\n  Death:\n\tNHEA G 8 A_NoBlocking\n\tNHEA H 8 A_Scream\n\tNHEA I 8\n\tNHEA J 8\n\tNHEA K 8\n    NHEA LLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL 1 A_FadeOut(0.01)\n    Stop\n  Raise:\n    NHEA L 8 A_UnSetFloorClip\n    NHEA KJIHG 8\n    goto See\n\t}\n}\n\nactor CacoFlame1\n{\n  Radius 10\n  Height 10\n  Speed 20\n  Damage (8)\n  Scale 0.6\n  Projectile\n  RenderStyle Translucent\n  DamageType \"grenadedamagex\"\n  +FORCEXYBILLBOARD\n  Alpha 0.4\n  SeeSound \"vile/firestrt\"\n  DeathSound \"imp/shotx\"\n  States\n  {\n  Spawn:\n    NFIR AAAA 2 bright A_SpawnItemEx(\"CacoFlame2\")\n    TNT1 AA 2 bright A_SpawnItemEx(\"CacoFlame3\")\n    TNT1 AA 2 bright A_SpawnItemEx(\"CacoFlame4\")\n    TNT1 AA 2 bright A_SpawnItemEx(\"CacoFlame5\")\n    TNT1 AA 2 bright A_SpawnItemEx(\"CacoFlame6\")\n    TNT1 AA 2 bright A_SpawnItemEx(\"CacoFlame7\")\n    TNT1 AA 2 bright A_SpawnItemEx(\"CacoFlame8\")\n    TNT1 AA 2 bright A_SpawnItemEx(\"CacoFlame9\")\n    goto Death\n  Death:\n\tTNTA A 0 A_Explode(10,40,0,1)\n    Stop\n  }\n}\n\nactor CacoFlame2 : CacoFlame1\n{\n+CLIENTSIDEONLY\nStates\n  {\n  Spawn:\n    NFIR ABCD 2 bright\n\tgoto Death\n  Death:\n    NFIR EFGH 2 bright\n    Stop\n  }\n}\nactor CacoFlame3 : CacoFlame2\n{\nStates\n  {\n  Spawn:\n    NFIR BCD 2 bright\n\tgoto Death\n  Death:\n    NFIR EFGH 2 bright\n    Stop\n  }\n}\nactor CacoFlame4 : CacoFlame2\n{\nStates\n  {\n  Spawn:\n    NFIR CD 2 bright\n\tgoto Death\n  Death:\n    NFIR EFGH 2 bright\n    Stop\n  }\n}\nactor CacoFlame5 : CacoFlame2\n{\nStates\n  {\n  Spawn:\n    NFIR D 2 bright\n\tgoto Death\n  Death:\n    NFIR EFGH 2 bright\n    Stop\n  }\n}\nactor CacoFlame6 : CacoFlame2\n{\nStates\n  {\n  Spawn:\n    NFIR EFGH 2 bright\n\tgoto Death\n  Death:\n    TNTA A 0 bright\n    Stop\n  }\n}\n\nactor CacoFlame7 : CacoFlame2\n{\nStates\n  {\n  Spawn:\n    NFIR FGH 2 bright\n\tgoto Death\n  Death:\n    TNTA A 0 bright\n    Stop\n  }\n}\nactor CacoFlame8 : CacoFlame2\n{\nStates\n  {\n  Spawn:\n    NFIR GH 2 bright\n\tgoto Death\n  Death:\n    TNTA A 0 bright\n    Stop\n  }\n}\nactor CacoFlame9 : CacoFlame2\n{\nStates\n  {\n  Spawn:\n    NFIR H 2 bright\n\tgoto Death\n  Death:\n    TNTA A 0 bright\n    Stop\n  }\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////;;;;;;;;;;;;;;;;;;;\n//End of: Monsters----------------------------------------------------------------------------------------------------;;;;;;;;;;;;;;;;;;;\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////;;;;;;;;;;;;;;;;;;;"
      },
      {
        "source": "pk3",
        "name": "Actors/Players.TXT",
        "contents": "actor BotChecker : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 0\nInventory.Icon \"TNT1A0\"\nStates\n\t{\n\tSpawn:\n\t  TNT1 A -1\n\tLoop\n\t}\n}\n\nactor ReloadCheckerGiver : CustomInventory\n{\nStates\n\t{\n\tSpawn:\n\t  TNT1 A -1\n\tLoop\n\tUse:\n\tTNT1 A 1 A_GiveInventory(\"ReloadChecker\",1)\n\tGoto Spawn\n}\n}\n\nactor ReloadChecker : Ammo // : BotChecker\n{\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"TNT1A0\"\nStates\n\t{\n\tSpawn:\n\t  TNT1 A -1\n\tLoop\n\t}\n}\n\nactor BurstFireChecker : Ammo // : BotChecker\n{\nInventory.Amount 1\nInventory.MaxAmount 9\nInventory.Icon \"TNT1A0\"\nStates\n\t{\n\tSpawn:\n\t  TNT1 A -1\n\tLoop\n\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\n//Player's------------------------------------------------------------------------------------------------------------:::::::::::::::::::\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\n\nactor DoomPersonMachinegun : DoomPlayer\n{\n  Speed 0.75\n  Health 100\n  Radius 16\n  Height 56\n  Mass 900 //Can't nade jump anymore, fatarse!\n  PainChance 256\n  //Player.RunHealth 25   <--- PEOPLE DON'T LIKE IT!\n  Player.ColorRange 112, 127\n  Player.DisplayName \"MachinegunMarine\"\n  Player.CrouchSprite \"PLYC\"\n  Player.StartItem \"MarineMachinegun\"\n  Player.StartItem \"MGShots\" 30\n  Player.StartItem \"MGClip\" 30\n  Player.StartItem \"MarineKnife1\"\n  Player.StartItem \"MarineHandgun\"\n  Player.StartItem \"PistolShots\" 13\n  Player.StartItem \"PistolClip\" 26\n  Player.StartItem \"SpawnMarineArmour\"\n  Player.StartItem \"GrenadeAmmo\" 3\n  Player.StartItem \"ReloadCheckerGiver\"\nPlayer.WeaponSlot 1, \"MarineKnife1\"\nPlayer.WeaponSlot 2, \"MarineHandgun\"\nPlayer.WeaponSlot 3, \"MarineMachinegun\"\nPlayer.WeaponSlot 4, \"MarineMinigun\"\n  damagefactor \"grenadedamage\", 0.5\n  damagefactor \"grenadedamagex\", 0.75\n  damagefactor \"marinexdamage\", 0.9\n  damagefactor \"marinewepdamage\", 0.75\n  damagefactor \"marinerifledamage\", 0.65\n  damagefactor \"rockets2\", 1.3\n    States\n  {\n  Spawn:\n    PLAY A -1\n    Loop\n  See:\nPLAY AB 5\nPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\nPLAY CD 5\nPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n    Loop\n  Missile:\n    PLAY E 12\n    Goto Spawn\n  Melee:\n    PLAY F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLAY G 4\n    PLAY G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLAY H 10\n    PLAY I 10 A_PlayerScream\n    PLAY J 10 A_NoBlocking\n    PLAY KLM 10\n    PLAY N -1\n    Stop\n  XDeath:\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n   Death.marinenogib:\n    PLAY H 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY H 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 0 A_XScream\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 0 A_NoBlocking\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY K 10 A_PlayerScream\n    PLAY L 10\n    PLAY M 10\n    PLAY N -1\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor DoomPersonShotgun : DoomPlayer //DoomPersonMachinegun (breaks LMS compatability)\n{\n Speed 0.75\n  Health 100\n  Radius 16\n  Height 56\n  Mass 900 //Can't nade jump anymore, fatarse!\n  PainChance 256\n  //Player.RunHealth 25   <--- PEOPLE DON'T LIKE IT!\n  Player.ColorRange 112, 127\n  Player.DisplayName \"ShotgunMarine\"\n  Player.CrouchSprite \"PLYC\"\n  Player.StartItem \"MarineShotgunx\"\n  Player.StartItem \"SGShots\" 8\n  Player.StartItem \"SGShell\" 8\n  Player.StartItem \"MarineKnife2\"\n  Player.StartItem \"MarineAutoHandgun\"\n  Player.StartItem \"PistolShots\" 13\n  Player.StartItem \"PistolClip\" 26\n  Player.StartItem \"SpawnMarineArmour\"\n  Player.StartItem \"GrenadeAmmo\" 3\n  Player.StartItem \"ReloadCheckerGiver\"\nPlayer.WeaponSlot 1, \"MarineKnife2\"\nPlayer.WeaponSlot 2, \"MarineAutoHandgun\"\nPlayer.WeaponSlot 3, \"MarineShotgunx\"\nPlayer.WeaponSlot 4, \"MarineFlameThrower\"\n  damagefactor \"grenadedamage\", 0.5\n  damagefactor \"grenadedamagex\", 0.75\n  damagefactor \"marinexdamage\", 0.9\n  damagefactor \"marinewepdamage\", 0.75\n  damagefactor \"marinerifledamage\", 0.65\n  damagefactor \"rockets2\", 1.3\n States\n  {\n  Spawn:\n    PLAY A -1\n    Loop\n  See:\nPLAY AB 5\nPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\nPLAY CD 5\nPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n    Loop\n  Missile:\n    PLAY E 12\n    Goto Spawn\n  Melee:\n    PLAY F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLAY G 4\n    PLAY G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLAY H 10\n    PLAY I 10 A_PlayerScream\n    PLAY J 10 A_NoBlocking\n    PLAY KLM 10\n    PLAY N -1\n    Stop\n  XDeath:\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n   Death.marinenogib:\n    PLAY H 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY H 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 0 A_XScream\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 0 A_NoBlocking\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY K 10 A_PlayerScream\n    PLAY L 10\n    PLAY M 10\n    PLAY N -1\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor DoomPersonRifle : DoomPlayer //DoomPersonMachinegun\n{\n Speed 0.75\n  Health 100\n  Radius 16\n  Height 56\n  Mass 900 //Can't nade jump anymore, fatarse!\n  PainChance 256\n  //Player.RunHealth 25   <--- PEOPLE DON'T LIKE IT!\n  Player.ColorRange 112, 127\n  Player.DisplayName \"RifleMarine\"\n  Player.CrouchSprite \"PLYC\"\n  Player.StartItem \"MarineRifle\"\n  Player.StartItem \"RifleShots\" 6\n  Player.StartItem \"RifleClip\" 6\n  Player.StartItem \"MarineKnife3\"\n  Player.StartItem \"MarineUzi\"\n  Player.StartItem \"UziShots\" 26\n  Player.StartItem \"UziClip\" 52\n  Player.StartItem \"SpawnMarineArmour\"\n  Player.StartItem \"GrenadeAmmo\" 3\n  Player.StartItem \"ReloadCheckerGiver\"\nPlayer.WeaponSlot 1, \"MarineKnife3\"\nPlayer.WeaponSlot 2, \"MarineUzi\"\nPlayer.WeaponSlot 3, \"MarineRifle\"\nPlayer.WeaponSlot 4, \"MarineRocketLauncher\"\n  damagefactor \"grenadedamage\", 0.5\n  damagefactor \"grenadedamagex\", 0.75\n  damagefactor \"marinexdamage\", 0.9\n  damagefactor \"marinewepdamage\", 0.75\n  damagefactor \"marinerifledamage\", 0.65\n  damagefactor \"rockets2\", 1.3\n States\n  {\n  Spawn:\n    PLAY A -1\n    Loop\n  See:\nPLAY AB 5\nPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\nPLAY CD 5\nPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n    Loop\n  Missile:\n    PLAY E 12\n    Goto Spawn\n  Melee:\n    PLAY F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLAY G 4\n    PLAY G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLAY H 10\n    PLAY I 10 A_PlayerScream\n    PLAY J 10 A_NoBlocking\n    PLAY KLM 10\n    PLAY N -1\n    Stop\n  XDeath:\n    PLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n   Death.marinenogib:\n    PLAY H 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY H 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 0 A_XScream\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 0 A_NoBlocking\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY I 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY J 5 A_CustomMissile (\"BloodPuff2\", 32)\n    PLAY K 10 A_PlayerScream\n    PLAY L 10\n    PLAY M 10\n    PLAY N -1\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineStomp\n{\nPROJECTILE\n+NOBLOOD\ndamage 0\nradius 10\nSpeed 20\n+CLIENTSIDEONLY\ndeathsound \"floor/hardx\"\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nTNT1 A 1\nStop\n}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////;;;;;;;;;;;;;;;;;;;\n//End of: Player's----------------------------------------------------------------------------------------------------;;;;;;;;;;;;;;;;;;;\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////;;;;;;;;;;;;;;;;;;;"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons0.TXT",
        "contents": "//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\n//Weapons 0-----------------------------------------------------------------------------------------------------------:::::::::::::::::::\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Knife---------------------------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineKnife1 : Weapon\n{\n  Weapon.PreferredSkin \"Knife-DoomMarine1\"\n  Inventory.PickupMessage \"Picked up a knife.\"\n  Obituary \"\\cc%k \\cf> \\ccKnife \\cf> \\cc%o.\"\n  Decal \"KnifeChip\"\n  Weapon.AmmoUse2 1\n  Weapon.AmmoType2 \"GrenadeAmmo\"\n  Weapon.SisterWeapon MarineKnife1Powered\n  +NOAUTOFIRE\n  +WEAPON.ALT_AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOAUTOAIM\n  +NOEXTREMEDEATH\n  +INVENTORY.IGNORESKILL\n  +INVENTORY.UNDROPPABLE\n  +WEAPON.NOLMS\n  States\n  {\n  Ready:\n    NIFE A 0 A_TakeInventory (\"ReloadChecker\", 1)\n    NIFE A 1 A_WeaponReady\n    loop\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nDeselect:\nNIFE A 0 A_PlayWeaponSound (\"weapons/weapondown\")\nNIFE A 0 A_Lower\nNIFE A 1 A_Lower\nGoto Deselect+1\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nSelect:\nNIFE A 0 A_PlayWeaponSound (\"weapons/knifeup\")\nNIFE AAAAAAAAAAA 0 A_Raise\nNIFE D 1 Offset (-10, 32)\nNIFE D 1 Offset (10, 10)\nNIFE D 1 Offset (20, -20)\nNIFE D 1 Offset (38, -35)\nNIFE A 1 Offset (-20, 4)\nNIFE A 1 A_Raise\nGoto Select+1\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n  Fire:\n    NIFE A 1\n\tNIFE B 3 A_Recoil(-4)\n\tNIFE C 1 A_Saw (\"weapons/knifemiss\",\"weapons/knifehit\", 20, \"GunPuff4\")\n\tNIFE DE 1\n\tTNT1 A 7\n\t  NIFE A 1 offset (20, 100)\n\t  NIFE A 1 offset (15, 80)\n\t  NIFE A 1 offset (10, 60)\n\t  NIFE A 1 offset (5, 40)\n      NIFE A 1 Offset (0, 32)\n    goto Ready\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n Altfire:\n\t  NIFE A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  NIFE A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  NIFE A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\tGoto Lower\n\tLower:\n\t  NIFE A 1 Offset (0, 40)\n\t  NIFE A 1 Offset (0, 50)\n\t  NIFE A 1 Offset (0, 60)\n\t  NIFE A 1 Offset (0, 70)\n\t  NIFE A 1 Offset (0, 80)\n\t  NIFE A 1 Offset (0, 90)\n\t  NIFE A 1 Offset (0, 100)\n\t  NIFE A 1 Offset (0, 110)\n\t  NIFE A 1 Offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\tgoto Grenade\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tReturn:\n\t  NIFE A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  NIFE A 1 offset (0, 110)\n\t  NIFE A 1 offset (0, 100)\n\t  NIFE A 1 offset (0, 90)\n\t  NIFE A 1 offset (0, 80)\n\t  NIFE A 1 offset (0, 70)\n\t  NIFE A 1 offset (0, 60)\n\t  NIFE A 1 offset (0, 50)\n\t  NIFE A 1 offset (0, 40)\n\t  Goto Ready\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tNoGrenades:\n\t  NIFE A 0 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n  Spawn:\n    KNIF A -1\n    Stop\n  }\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineKnife2 : MarineKnife1\n{\n  Weapon.PreferredSkin \"Knife-DoomMarine2\"\n    Weapon.SisterWeapon MarineKnife2Powered\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineKnife3 : MarineKnife1\n{\n  Weapon.PreferredSkin \"Knife-DoomMarine3\"\n   Weapon.SisterWeapon MarineKnife3Powered\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\nactor GrenadePower : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 210\n}\n\nactor ThrowingGrenade\n{\nradius 7\nheight 5\nPROJECTILE\n+DOOMBOUNCE\n+BOUNCEONACTORS\n//+SKYEXPLODE Bounces off skys? What is this.\n- NOGRAVITY\n-NOTELEPORT\nObituary \"\\cc%k \\cf> \\cgGrenade \\cf> \\cc%o.\"\nspeed 19\nscale 0.2\nbouncecount 2\nbouncefactor 0.5\nreactiontime 5\nseesound \"weapons/grenadebounce\"\ndamagetype \"grenadedamage\"\nStates\n{\nSpawn:\nHGRN A 0\nHGRN A 0 ThrustThingZ(0, 20, 0, 1)\nHGRN ABCDEF 2\nHGRN A 0 A_Countdown\nGoto Spawn+2\nDeath:\nNKXP A 0 A_AlertMonsters\nNKXP A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\nNKXP A 1 A_Explode(600,208,1)\nStop\n}\n}\n\nACTOR NadeEffect1\n{\n  Radius 1\n  Height 1\n  Speed 30\n  Damage 0\n  RenderStyle Add\n  Alpha 0.5\n  scale 1.0\n  Gravity 2\n PROJECTILE\n -NOGRAVITY\n  +NOTELEPORT\n  +CLIENTSIDEONLY\n  -RANDOMIZE\n  +DONTSPLASH\n  States\n  {\n  Spawn:\n    PUFF AAAAAAAAAAAAAAAAAAAA 1 bright A_FadeOut(0.05)\n    Stop\n\tDeath:\n\tTNT1 A 0\n\tStop\n  }\n}\n\nACTOR NadeEffect2 : NadeEffect1\n{\n  Speed 20\n    scale 2.5\n\tGravity 2.5\n}\n\nACTOR NadeEffect3 : NadeEffect1\n{\n  Speed 40\n  -NOGRAVITY\n    scale 0.5\n\tGravity 2.5\n  States\n  {\n  Spawn:\n    PUFF AAAAAAAAAA 1 bright A_FadeOut(0.1)\n    Stop\n  }\n}\n\nACTOR NadeEffect4 : NadeEffect1\n{\n  Speed 12\n    scale 3.33\n\tGravity 1.0\n  States\n  {\n  Spawn:\n    PUFF AAAAABBBBBCCCCCDDDDD 1 bright A_FadeOut(0.05)\n    Stop\n  }\n}\n\nACTOR NadeEffect5 : NadeEffect4\n{\nSpeed 8\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade1 : ThrowingGrenade\n{\nspeed 24\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade2 : ThrowingGrenade\n{\nspeed 29\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade3 : ThrowingGrenade\n{\nspeed 34\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade4 : ThrowingGrenade\n{\nspeed 39\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade5 : ThrowingGrenade\n{\nspeed 44\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade6 : ThrowingGrenade\n{\nspeed 49\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade7 : ThrowingGrenade\n{\nspeed 54\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor GrenadeExplosion\n{\nrenderstyle translucent\nalpha 1.0\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nradius 1\nheight 1\ndamagetype \"grenadedamage\"\nStates\n{\nSpawn:\nNKXP A 0\nNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\nNKXP AAAAAA 0 A_CustomMissile (\"NadeEffect5\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAA 0 A_CustomMissile (\"NadeEffect4\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NadeEffect3\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"NadeEffect2\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NadeEffect1\",0,0,random(-180,180),2,random(-90,90))\nNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenadeOops //It's more powerful because it's going to kill you anyway, also it makes the invun. sphere even better.\n{\nradius 7\nheight 5\nPROJECTILE\n+DOOMBOUNCE\n+BOUNCEONACTORS\n- NOGRAVITY\nObituary \"\\cc%o \\cf> \\cgGrenade \\cf> \\cc%k.\"\nspeed 30\nscale 0.38\nbouncecount 2\nbouncefactor 0.5\nreactiontime 5\ndamagetype \"grenadedamagex\"\nStates\n{\nSpawn:\nHGRN A 0\nHGRN A 0 A_PlaySound(\"weapons/grenadeexplode\")\nGoto Death\nDeath:\nNKXP A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\nNKXP A 0 A_AlertMonsters\nNKXP A 1 A_Explode(900,400,1)\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons0x.TXT",
        "contents": "//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\n//Weapons 0 Powered---------------------------------------------------------------------------------------------------:::::::::::::::::::\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////:::::::::::::::::::\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\n//Knife Powered-------------------------------------------------------------------------------------------------------\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineKnife1Powered : MarineKnife1\n{\n+POWERED_UP\nWeapon.AmmoGive 0\nWeapon.SisterWeapon \"MarineKnife1\"\n  Obituary \"\\cc%k \\cf> \\ccKnife (POWERED) \\cf> \\cc%o.\"\n  States\n  {\n  Fire:\n    NIFE A 1\n\tNIFE B 3 A_Recoil(-4)\n\tNIFE B 1 A_FireCustomMissile(\"KnifeThrown\")\n\tHNDG KLMNOPQ 1\n\tTNT1 A 7\n\t  NIFE A 1 offset (20, 100)\n\t  NIFE A 1 offset (15, 80)\n\t  NIFE A 1 offset (10, 60)\n\t  NIFE A 1 offset (5, 40)\n      NIFE A 1 Offset (0, 32)\n    goto Ready\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n  Altfire:\n\t  NIFE A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n \t  NIFE A 0 A_JumpIfInventory (\"Grenadeammo\", 1, \"Lower\")\n\t  NIFE A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  Goto NoGrenades\n\tLower:\n\t  NIFE A 1 Offset (0, 40)\n\t  NIFE A 1 Offset (0, 50)\n\t  NIFE A 1 Offset (0, 60)\n\t  NIFE A 1 Offset (0, 70)\n\t  NIFE A 1 Offset (0, 80)\n\t  NIFE A 1 Offset (0, 90)\n\t  NIFE A 1 Offset (0, 100)\n\t  NIFE A 1 Offset (0, 110)\n\t  NIFE A 1 Offset (0, 120)\n\t  NIFE A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\tgoto Grenade\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tReturn:\n\t  NIFE A 1 offset (0, 120)\n\t  NIFE A 1 offset (0, 110)\n\t  NIFE A 1 offset (0, 100)\n\t  NIFE A 1 offset (0, 90)\n\t  NIFE A 1 offset (0, 80)\n\t  NIFE A 1 offset (0, 70)\n\t  NIFE A 1 offset (0, 60)\n\t  NIFE A 1 offset (0, 50)\n\t  NIFE A 1 offset (0, 40)\n\t  Goto Ready\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tNoGrenades:\n\t  NIFE A 10 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenadePower\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1Power\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2Power\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3Power\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4Power\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5Power\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6Power\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7Power\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",36,\"GrenadeMax\")\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOopsPower\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineKnife2Powered : MarineKnife1Powered\n{\n  Weapon.PreferredSkin \"Knife-DoomMarine2\"\n  Weapon.SisterWeapon \"MarineKnife2\"\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor MarineKnife3Powered : MarineKnife1Powered\n{\n  Weapon.PreferredSkin \"Knife-DoomMarine3\"\n  Weapon.SisterWeapon \"MarineKnife3\"\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor KnifeThrown\n{\n\tObituary \"\\cc%k \\cf> \\ccKnife (POWERED) \\cf> \\cc%o.\"\n\tRadius 6\n\tHeight 8\n\tSpeed 40\n\tDamage 20\n\tProjectile\n+DOOMBOUNCE\n-NOGRAVITY\nDecal \"KnifeChip\"\nBounceCount 2\nBounceFactor 0.5\n\tGravity 0.6\n\tSeeSound \"weapons/knifemiss\"\n\tDeathSound \"weapons/knifehit\"\n\t\tStates\n\t\t{\n\t  Spawn:\n\t\tNIF7 ABCDEFGH 1 //A_SpawnItemEx(\"BulletPuff2\", -10, 0, 6)\n\t\tNIF7 ABCDEFGH 1\n\t\tGoto Spawn+8\n\t  Death:\n\t\tTNT1 A 1\n\t\tstop\n\t\t}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenadePower : ThrowingGrenade\n{\nObituary \"\\cc%o \\cf> \\cgGrenade (POWERED) \\cf> \\cc%k.\"\nStates\n{\nDeath:\nNKXP A 0 A_AlertMonsters\nNKXP A 0 A_SpawnItemEx(\"GrenadeExplosionPower\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\nNKXP A 1 A_Explode(750,208,1)\nStop\n}\n}\n\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade1Power : ThrowingGrenadePower\n{\nspeed 24\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade2Power : ThrowingGrenadePower\n{\nspeed 29\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade3Power : ThrowingGrenadePower\n{\nspeed 34\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade4Power : ThrowingGrenadePower\n{\nspeed 39\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade5Power : ThrowingGrenadePower\n{\nspeed 44\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade6Power : ThrowingGrenadePower\n{\nspeed 49\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenade7Power : ThrowingGrenadePower\n{\nspeed 54\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor GrenadeExplosionPower : GrenadeExplosion\n{\nStates\n{\nSpawn:\nNKXP A 0\nNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\nNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\nNKXP AAAAAAAAAAAA 0 A_CustomMissile (\"NadeEffect5\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAA 0 A_CustomMissile (\"NadeEffect4\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NadeEffect3\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"NadeEffect2\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NadeEffect1\",0,0,random(-180,180),2,random(-90,90))\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,0,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,45,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,90,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,135,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,180,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,-45,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,-90,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,-135,2)\n        //NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2\",0,0,-180,2)\nNKXP B 2 bright\nNKXP AAAAAA 0 A_CustomMissile (\"NadeEffect5\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAA 0 A_CustomMissile (\"NadeEffect4\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NadeEffect3\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAAAA 0 A_CustomMissile(\"NadeEffect2\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NadeEffect1\",0,0,random(-180,180),2,random(-90,90))\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,23,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,68,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,113,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,158,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,203,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,-22,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,-67,2)\n        NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2x\",0,0,-112,2)\n        //NKXP A 0 BRIGHT A_CustomMissile(\"MarineFlame2\",0,0,-157,2)\nNKXP C 2 bright\nNKXP AA 0 A_CustomMissile (\"NadeEffect5\",0,0,random(-180,180),2,random(-90,90))\nNKXP AA 0 A_CustomMissile (\"NadeEffect4\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"NadeEffect3\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAA 0 A_CustomMissile(\"NadeEffect2\",0,0,random(-180,180),2,random(-90,90))\nNKXP AAAAAAAAAAAA 0 A_CustomMissile (\"NadeEffect1\",0,0,random(-180,180),2,random(-90,90))\nNKXP DEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}\n//////////////////////////////////////////////////////////////////////////////////////////////////////////////\nactor ThrowingGrenadeOopsPower : ThrowingGrenadeOops //It's more powerful because it's going to kill you anyway, also it makes the invun. sphere even better.\n{\nObituary \"\\cc%o \\cf> \\cgGrenade (POWERED) \\cf> \\cc%k.\"\nStates\n{\nSpawn:\nHGRN A 0\nHGRN A 0 A_PlaySound(\"weapons/grenadeexplode\")\nGoto Death\nDeath:\nNKXP A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\nNKXP A 0 A_AlertMonsters\nNKXP A 1 A_Explode(900,400,1)\nStop\n}\n}"
      }
    ]
  },
  "maps": []
}

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