q2tcsmaster.pk3

PK3 72 MiB 0 map(s)

Counts

endoom0
graphics3
lumps4304
maps6
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0261700f-d18f-49a0-943e-d9b12e989ed2",
    "sha1": "b78fa212772a877648903c7a548a3210c2184306",
    "sha256": "f71fda084516e674297a58b5ced7a72a139d22f22ce20293f603153c1be1c3d8",
    "filenames": [
      "q2tcsmaster.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021-01-10 03:54:44",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2021-01-10 03:54:44",
    "file": {
      "type": "PK3",
      "size": 75246862,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b78fa212772a877648903c7a548a3210c2184306/b78fa212772a877648903c7a548a3210c2184306.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "TESTMAP",
        "TITLEMAP",
        "U1M1",
        "U1M2",
        "U1M3",
        "U1M4"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 3,
        "lumps": 4304,
        "maps": 6,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "#TODO.txt",
        "contents": "- Add Category/Title/Colors for all new actors/replacements of this mod for better finding on GZDB\n- Add blood and blood effects\n- Add proper BFG10k ball behavior as seen on Q2\n- Create a TESTMAP with all actors for playtesting\n- Externalize DoomEdNums and SpawnIDs inside MAPINFO\n- Externalize Objectives as a separate script in a library\n- Fix black boxes, should be destroyable\n- Fix corpses, they should be gibbable\n- Fix fullscreen HUD, keys are hidden on their right side\n- Fix rocket launcher animations\n- I have kept all fonts files, but idk which one is needed\n- Include 3d strogg banners and some other 3d props useful\n- Models/items/screen is unused, only tris.md2 is used but for different scope, also the file skin.png was a non-compatible .pcx file\n- Reformat whole code structure and polish it\n- Some damage must be nerfed (rockets and grenades mainly, from enemies and friendly)\n- Use LANGUAGE entries for map names, messages etc etc"
      },
      {
        "source": "pk3",
        "name": "ANIMDEFS.txt",
        "contents": "texture Q2TX0850\n   pic Q2TX0850 tics 60\n   pic Q2TX0013 tics 60\n\ntexture UPDOWN_1\n   pic UPDOWN_1 tics 30\n   pic UPDOWN_5 tics 30\n\ntexture UPDOWN_3\n   pic UPDOWN_3 tics 30\n   pic UPDOWN_5 tics 30\n\ntexture LITE_1_1 range LITE_1_4 tics 5 oscillate //green alien light\n\ntexture LITE2_1 range LITE2_10 tics 4 oscillate //another green alien light\n\ntexture CP_1_1 range CP_1_5 tics 7 //scrolling text\n\ntexture CP_2_01 range CP_2_20 tics 2 //lifesigns or some kind of other scanner\n\ntexture CP_3_1 range CP_3_4 tics 5 //random computer\n\ntexture MON_1_1 range MON_1_3 rand 4 8 //security monitors\n\ntexture MON_2_1 range MON_2_3 tics 2 //static\n\ntexture BOMB_1 range BOMB_4 tics 16 //bomb neon sign or monitor\n\ntexture WAT_1 range WAT_7 rand 12 24 //I DON'T KNOW\n\ntexture ALRM_1_1 range ALRM_1_2 tics 5 //yellow alarm screen\n\ntexture ALRM_2_1 range ALRM_2_2 tics 5 //red alarm screen\n\ntexture BOXG_1 range BOXG_7 tics 6 oscillate //glowing crate/grille\n\nwarp texture WATER_1\nwarp texture WATER_2\nwarp texture WATER_3\nwarp texture WATER_4\nwarp texture WATER_5\nwarp texture WATER_6\nwarp texture WATER_7\nwarp texture WATER_8\nwarp texture WATER_9\nwarp texture WATER_10\n\nwarp texture J_WAT1 //Juggernaut water\nwarp texture J_WAT2\nwarp texture J_WAT3\nwarp texture J_WAT4\n\nwarp texture LAVA_1\nwarp texture LAVA_2\nwarp texture LAVA_3\nwarp texture LAVA_4\n\nwarp texture SLUDGE_1\nwarp texture SLUDGE_2\nwarp texture SLUDGE_3\nwarp texture SLUDGE_4\n\n/*\nSo I decided to do an updated full-color Quake II megapack.\nI'm not gonna lie, I'm not sure the two official mission packs\ncontributed anything new after I finished pruning the duplicates.\nEither way, listing them to be safe. Also, skyboxes are available\nin a seperate archive. Message me on Realm667 if you want 'em.\n\nThere may be some numerical gaps in the texture names. I did a\ncouple extra passes manually to check for stuff like animations\nI may have missed and so on. Rest assured that everything is there.\n\nWhile I can't speak for their quality as games, Juggernaut and\nZaero have some very neat textures... Too bad the games were\nunlicensed. Oh well! Have fun! --Ceeb\n*/"
      },
      {
        "source": "pk3",
        "name": "CVARINFO.txt",
        "contents": "Server bool q2_balanceweaps = false;\nServer bool q2_barrelanim = true;\nServer bool q2_barrelinstant = false;"
      },
      {
        "source": "pk3",
        "name": "DECALDEF.txt",
        "contents": "decal BlasterScorch1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\ndecal BlasterScorch2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.2\n\trandomflipx\n\trandomflipy\n}\ndecalgroup BlasterScorch\n{\n\tBlasterScorch1\t1\n\tBlasterScorch2\t1\n}"
      },
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#Include \"Actors/Base.txt\"\n#Include \"Actors/Player.txt\"\n#Include \"Actors/Weapons.txt\"\n#Include \"Actors/Items.txt\"\n#Include \"Actors/Enemies.txt\"\n#Include \"Actors/Decoration.txt\"\n#Include \"Actors/laserbeam.txt\"\n#Include \"Actors/ringpads.txt\"\n#Include \"Actors/sparkspawner.txt\""
      },
      {
        "source": "pk3",
        "name": "FONTDEFS.txt",
        "contents": "QBIGFNT\n{\n\t0 QFNT0\n\t1 QFNT1\n\t2 QFNT2\n\t3 QFNT3\n\t4 QFNT4\n\t5 QFNT5\n\t6 QFNT6\n\t7 QFNT7\n\t8 QFNT8\n\t9 QFNT9\n\t- QFNT-\n}\nQBIGFNTR\n{\n\t0 QFNT20\n\t1 QFNT21\n\t2 QFNT22\n\t3 QFNT23\n\t4 QFNT24\n\t5 QFNT25\n\t6 QFNT26\n\t7 QFNT27\n\t8 QFNT28\n\t9 QFNT29\n\t- QFNT2-\n}"
      },
      {
        "source": "pk3",
        "name": "GAMEINFO.txt",
        "contents": "STARTUPTITLE = \"Quake 2 TC: Great Zigurath Destruction\"\nSTARTUPCOLORS = \"10 FF 60\", \"10 30 10\"\nSTARTUPTYPE = Hexen\nSTARTUPSONG = STRTP"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "Pointlight WhiteSparkFlare\n{\nColor 1.0 1.0 1.0\nSize 12\n}\n\nPointlight RedSparkFlare\n{\nColor 0.4 0.0 0.0\nSize 12\n}\n\nPointlight OrangeSparkFlare\n{\nColor 0.8 0.4 0.0\nSize 62\n}\n\nPointlight YellowSparkFlare\n{\nColor 1.0 1.0 0.0\nSize 12\n}\n\nPointlight GreenSparkFlare\n{\nColor 0.0 1.0 0.0\nSize 12\n}\n\nPointlight BlueSparkFlare\n{\nColor 0.0 0.0 0.8\nSize 12\n}\n\nPointlight PurpleSparkFlare\n{\nColor 0.5 0.0 0.5\nSize 12\n}\n\nObject SparkFlare_W1 { Frame SPKW { Light WhiteSparkFlare } }\nObject SparkFlare_W2 { Frame SPKW { Light WhiteSparkFlare } }\nObject SparkFlare_W3 { Frame SPKW { Light WhiteSparkFlare } }\nObject SparkFlare_W4 { Frame SPKW { Light WhiteSparkFlare } }\nObject SparkFlare_W5 { Frame SPKW { Light WhiteSparkFlare } }\nObject SparkFlare_W6 { Frame SPKW { Light WhiteSparkFlare } }\n\nObject SparkFlare_R1 { Frame SPKR { Light RedSparkFlare } }\nObject SparkFlare_R2 { Frame SPKR { Light RedSparkFlare } }\nObject SparkFlare_R3 { Frame SPKR { Light RedSparkFlare } }\nObject SparkFlare_R4 { Frame SPKR { Light RedSparkFlare } }\nObject SparkFlare_R5 { Frame SPKR { Light RedSparkFlare } }\nObject SparkFlare_R6 { Frame SPKR { Light RedSparkFlare } }\n\nObject SparkFlare_O1 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O2 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O3 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O4 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O5 { Frame SPKO { Light OrangeSparkFlare } }\nObject SparkFlare_O6 { Frame SPKO { Light OrangeSparkFlare } }\n\nObject SparkFlare_Y1 { Frame SPKY { Light YellowSparkFlare } }\nObject SparkFlare_Y2 { Frame SPKY { Light YellowSparkFlare } }\nObject SparkFlare_Y3 { Frame SPKY { Light YellowSparkFlare } }\nObject SparkFlare_Y4 { Frame SPKY { Light YellowSparkFlare } }\nObject SparkFlare_Y5 { Frame SPKY { Light YellowSparkFlare } }\nObject SparkFlare_Y6 { Frame SPKY { Light YellowSparkFlare } }\n\nObject SparkFlare_G1 { Frame SPKG { Light GreenSparkFlare } }\nObject SparkFlare_G2 { Frame SPKG { Light GreenSparkFlare } }\nObject SparkFlare_G3 { Frame SPKG { Light GreenSparkFlare } }\nObject SparkFlare_G4 { Frame SPKG { Light GreenSparkFlare } }\nObject SparkFlare_G5 { Frame SPKG { Light GreenSparkFlare } }\nObject SparkFlare_G6 { Frame SPKG { Light GreenSparkFlare } }\n\nObject SparkFlare_B1 { Frame SPKB { Light BlueSparkFlare } }\nObject SparkFlare_B2 { Frame SPKB { Light BlueSparkFlare } }\nObject SparkFlare_B3 { Frame SPKB { Light BlueSparkFlare } }\nObject SparkFlare_B4 { Frame SPKB { Light BlueSparkFlare } }\nObject SparkFlare_B5 { Frame SPKB { Light BlueSparkFlare } }\nObject SparkFlare_B6 { Frame SPKB { Light BlueSparkFlare } }\n\nObject SparkFlare_P1 { Frame SPKP { Light PurpleSparkFlare } }\nObject SparkFlare_P2 { Frame SPKP { Light PurpleSparkFlare } }\nObject SparkFlare_P3 { Frame SPKP { Light PurpleSparkFlare } }\nObject SparkFlare_P4 { Frame SPKP { Light PurpleSparkFlare } }\nObject SparkFlare_P5 { Frame SPKP { Light PurpleSparkFlare } }\nObject SparkFlare_P6 { Frame SPKP { Light PurpleSparkFlare } }\n\nFlickerLight WeaponFlash\n{\n\tColor 1.0 0.75 0.0\n\tSize 64\n\tSecondarySize 80\n\tChance 0.5\n}\nObject WeaponFlash { Frame TNT1A { Light WeaponFlash } }\n\nFlickerLight BlasterProjectile\n{\n\tColor 0.75 0.75 0.0\n\tSize 50\n\tSecondarySize 60\n\tChance 0.5\n}\nPointLight BlasterProjectile_X1 { Color 0.66 0.66 0.0 Size 40 }\nPointLight BlasterProjectile_X2 { Color 0.5 0.5 0.0 Size 30 }\nPointLight BlasterProjectile_X3 { Color 0.33 0.33 0.0 Size 20 }\nPointLight BlasterProjectile_X4 { Color 0.25 0.25 0.0 Size 10 }\n\nPointlight ROCKET\n{\n    color 1.0 0.7 0.0\n    size 56\n}\nPointLight Explosion_X1 { Color 1.0 0.7 0.0 Size 32 }\nPointLight Explosion_X2 { Color 1.0 0.7 0.0 Size 50 }\nPointLight Explosion_X3 { Color 1.0 0.7 0.0 Size 64 }\nPointLight Explosion_X4 { Color 0.8 0.6 0.0 Size 55 }\nPointLight Explosion_X5 { Color 0.6 0.4 0.0 Size 50 }\nPointLight Explosion_X6 { Color 0.4 0.2 0.0 Size 45 }\nPointLight Explosion_X7 { Color 0.2 0.1 0.0 Size 40 }\n// BFG\npointlight BFG10K_X1\n{\n    color 0.0 1.0 0.0\n    size 256\n}\n\npointlight BFG10K_X2\n{\n    color 0.0 1.0 0.0\n    size 384\n}\n\npointlight BFG10K_X3\n{\n    color 0.0 1.0 0.0\n    size 512\n}\n\npointlight BFG10K_X4\n{\n    color 0.0 1.0 0.0\n    size 160\n}\n\npointlight BFG10K_X5\n{\n    color 0.0 1.0 0.0\n    size 72\n}\n\nobject BFGSHOT\n{\n    frame B10KA { light BFGBALL }\n    frame B10KB { light BFGBALL }\n\n    frame B10KC { light BFG10K_X1 }\n    frame B10KD { light BFG10K_X2 }\n    frame B10KE { light BFG10K_X3 }\n    frame B10KF { light BFG10K_X1 }\n    frame B10KG { light BFG10K_X4 }\n    frame B10KH { light BFG10K_X5 }\n}\n\nobject NewSpray\n{\n    frame B2SPA { light BFGBALL    }\n    frame B2SPB { light BFGBALL_X1 }\n    frame B2SPC { light BFGBALL_X4 }\n    frame B2SPD { light BFGBALL_X5 }\n}\n\npointlight BFGBALL\n{\n    color 0.0 1.0 0.0\n    size 80\n}\n\nflickerlight BFGBALL_X1\n{\n    color 0.2 1.0 0.2\n    size 80\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight BFGBALL_X2\n{\n    color 0.3 1.0 0.3\n    size 104\n    secondarySize 112\n    chance 0.3\n}\n\nflickerlight BFGBALL_X3\n{\n    color 0.5 1.0 0.5\n    size 120\n    secondarySize 128\n    chance 0.3\n}\n\nflickerlight BFGBALL_X4\n{\n    color 0.2 0.7 0.2\n    size 56\n    secondarySize 64\n    chance 0.3\n}\n\nflickerlight BFGBALL_X5\n{\n    color 0.1 0.3 0.1\n    size 48\n    secondarySize 56\n    chance 0.3\n}\n\nobject BFG10kBall\n{\n    frame BFS1A { light BFGBALL }\n    frame BFS1B { light BFGBALL }\n\n    frame BFE1A { light BFGBALL_X1 }\n    frame BFE1B { light BFGBALL_X2 }\n    frame BFE1C { light BFGBALL_X3 }\n    frame BFE1D { light BFGBALL_X1 }\n    frame BFE1E { light BFGBALL_X4 }\n    frame BFE1F { light BFGBALL_X5 }\n}\nobject MakronBFGBall\n{\n    frame BFS1A { light BFGBALL }\n    frame BFS1B { light BFGBALL }\n\n    frame BFE1A { light BFGBALL_X1 }\n    frame BFE1B { light BFGBALL_X2 }\n    frame BFE1C { light BFGBALL_X3 }\n    frame BFE1D { light BFGBALL_X1 }\n    frame BFE1E { light BFGBALL_X4 }\n    frame BFE1F { light BFGBALL_X5 }\n}\nobject BFGExtra\n{\n    frame BFE2A { light BFGBALL    }\n    frame BFE2B { light BFGBALL_X1 }\n    frame BFE2C { light BFGBALL_X4 }\n    frame BFE2D { light BFGBALL_X5 }\n}\nFlickerLight GreenBlaster\n{\n\tColor 0.0 0.75 0.0\n\tSize 50\n\tSecondarySize 60\n\tChance 0.5\n}\nPointLight GreenBlaster_X1 { Color 0.0 0.66 0.0 Size 40 }\nPointLight GreenBlaster_X2 { Color 0.0 0.5 0.0 Size 30 }\nPointLight GreenBlaster_X3 { Color 0.0 0.33 0.0 Size 20 }\nPointLight GreenBlaster_X4 { Color 0.0 0.25 0.0 Size 10 }\n//Brightmaps by TheCamaleonMalingo\nBrightMap Texture \"Models/Blaster/Blaster.png\" { Map \"BrightMaps/BlasterBM.png\" }\nBrightMap Texture \"Models/Shotgun/vshotgun.png\" { Map \"BrightMaps/vshotgunbm.png\" }\nBrightMap Texture \"Models/Shotgun/shotgun.png\" { Map \"BrightMaps/shotgunbm.png\" }\nBrightMap Texture \"Models/HandGrenade/HandGrenade.png\" { Map \"BrightMaps/HandGrenadeBM.png\" }\nBrightMap Texture \"Models/HandGrenade/Grenade.png\" { Map \"BrightMaps/HGrenadeBM.png\" }\nBrightMap Texture \"Models/Grenade/Grenade.png\" { Map \"BrightMaps/Grenadebm.png\" }\nBrightMap Texture \"Models/RocketLauncher/g_rocketlauncher.png\" { Map \"BrightMaps/RocketLauncherBM.png\" }\nBrightMap Texture \"Models/RocketLauncher/v_rocketlauncher.png\" { Map \"BrightMaps/vRocketLauncherBM.png\" }\nBrightMap Texture \"Models/HyperBlaster/g_hyperblaster.png\" { Map \"BrightMaps/ghyperblasterbm.png\" }\nBrightMap Texture \"Models/HyperBlaster/v_hyperblaster.png\" { Map \"BrightMaps/vhyperblasterbm.png\" }\nBrightMap Texture \"Models/Railgun/v_railgun.png\" { Map \"BrightMaps/vrailgunbm.png\" }\nBrightMap Texture \"Models/Railgun/g_railgun.png\" { Map \"BrightMaps/grailgunbm.png\" }\nBrightMap Texture \"Models/Player/Male/w_railgun.png\" { Map \"BrightMaps/grailgunbm.png\" }\nBrightMap Texture \"Models/Player/Male/w_bfg.png\" { Map \"BrightMaps/BFG10KBM.png\" }\nBrightMap Texture \"Models/BFG10K/BFG10K.png\" { Map \"BrightMaps/BFG10KBM.png\" }\nBrightMap Texture \"Models/BFG10K/vBFG10K.png\" { Map \"BrightMaps/vBFG10KBM.png\" }\nBrightMap Texture \"Models/SuperNailgun/v_nail2.png\" { Map \"BrightMaps/v_nail2bm.png\" }\nBrightMap Texture \"Models/Thunderbolt/v_light.png\" { Map \"BrightMaps/v_lightbm.png\" }\n\nBrightMap Texture \"Models/Items/Keys/BlueKey.png\" { Map \"BrightMaps/KeyCardBM.png\" }\nBrightMap Texture \"Models/Items/Keys/YellowKey.png\" { Map \"BrightMaps/KeyCardBM.png\" }\nBrightMap Texture \"Models/Items/Keys/RedKey.png\" { Map \"BrightMaps/KeyCardBM.png\" }\n\nBrightMap Texture \"Models/Misc/Barrel/Barrel.png\" { Map \"BrightMaps/BarrelBM.png\" }\n\nBrightMap Texture \"Models/Soldier/guard1.png\" { Map \"BrightMaps/guardbm1.png\" }\nBrightMap Texture \"Models/Soldier/guard1b.png\" { Map \"BrightMaps/guardbm2.png\" }\nBrightMap Texture \"Models/Soldier/guard2.png\" { Map \"BrightMaps/guardbm3.png\" }\nBrightMap Texture \"Models/Soldier/guard3.png\" { Map \"BrightMaps/guardbm3.png\" }\nBrightMap Texture \"Models/Soldier/guard4.png\" { Map \"BrightMaps/guardbm1.png\" }\nBrightMap Texture \"Models/Soldier/guard4b.png\" { Map \"BrightMaps/guardbm2.png\" }\n\nBrightMap Texture \"Models/Gunner/Gunner.png\" { Map \"BrightMaps/Gunnerbm.png\" }\nBrightMap Texture \"Models/Gunner/Gunnerb.png\" { Map \"BrightMaps/Gunnerbm.png\" }\n\nBrightMap Texture \"Models/Gladiator/Gladiator.png\" { Map \"BrightMaps/Gladiatorbm.png\" }\nBrightMap Texture \"Models/Gladiator/Gladiatorb.png\" { Map \"BrightMaps/Gladiatorbm.png\" }\n\nBrightMap Texture \"Models/Hover/Hover.png\" { Map \"BrightMaps/HoverBM.png\" }\n\nBrightMap Texture \"Models/Tank/Tank.png\" { Map \"BrightMaps/TankBM.png\" }\nBrightMap Texture \"Models/Tank/../ctank/CTank.png\" { Map \"BrightMaps/CTankBM.png\" }\n\nBrightMap Texture \"Models/Makron/Ryder/Rider.png\" { Map \"BrightMaps/Riderbm.png\" }\n\nBrightMap Texture \"Models/TankBoss/TankBoss.png\" { Map \"BrightMaps/TankBossBm.png\" }\n\nBrightMap Texture \"Models/Technician/Technician.png\" { Map \"BrightMaps/TechnicianBM.png\"\n\nBrightMap Texture \"Models/Medic/Medic.png\" { Map \"BrightMaps/MedicBM.png\" }\n\nBrightMap Texture \"Models/Warrior/Warrior.png\" { Map \"BrightMaps/WarriorBM.png\" }\n\nBrightMap Texture \"Models/Ranger/q1player.png\" { Map \"BrightMaps/q1playerbm.png\" }\n\nBrightMap Texture \"Models/Hornet/Hornet.png\" { Map \"BrightMaps/HornetBM.png\" }\n\nBrightMap Texture \"Models/Parasite/Parasite.png\" { Map \"BrightMaps/ParasiteBM.png\" }\n\n//////////////\n// Skyboxes //\n//////////////\n\n//Skybox Space\nskybox SPACE\n{\nTNT2_N\nTNT2_E\nTNT2_S\nTNT2_W\nTNT2_T\nTNT2_B\n}\n\n//Skybox Forge\nskybox FORGE\n{\nFORGE_N\nFORGE_E\nFORGE_S\nFORGE_W\nFORGE_T\nFORGE_B\n}\n\n//Skybox Bromene Bay\nskybox BROM\n{\nBROM_N\nBROM_E\nBROM_S\nBROM_W\nBROM_T\nBROM_B\n}\n\n//Skybox Bromene Bay Final Stand\nskybox BROMX\n{\nBROMX_N\nBROMX_E\nBROMX_S\nBROMX_W\nBROMX_T\nBROMX_B\n}\n\n//Skybox Sorbine\nskybox SORB\n{\nSORB_N\nSORB_E\nSORB_S\nSORB_W\nSORB_T\nSORB_B\n}\n\n//Skybox Criminal Intensions\nskybox CRIM\n{\nCRIM_N\nCRIM_E\nCRIM_S\nCRIM_W\nCRIM_T\nCRIM_B\n}\n\n//Skybox Abraham Plains\nskybox ABRA\n{\nABRA_N\nABRA_E\nABRA_S\nABRA_W\nABRA_T\nABRA_B\n}\n\n//Chlorine\nskybox CHLOR\n{\nCHLOR_N\nCHLOR_E\nCHLOR_S\nCHLOR_W\nCHLOR_T\nCHLOR_B\n}\n\n//Orbital\nskybox ORBIT\n{\nORBIT_N\nORBIT_E\nORBIT_S\nORBIT_W\nORBIT_T\nORBIT_B\n}\n\n//Swampy\nskybox SWAMP\n{\nSWAMP_N\nSWAMP_E\nSWAMP_S\nSWAMP_W\nSWAMP_T\nSWAMP_B\n}\n\n//Hell\nskybox HELL\n{\nHELL_N\nHELL_E\nHELL_S\nHELL_W\nHELL_T\nHELL_B\n}\n\n//Heres\nskybox HERES\n{\nHERES_N\nHERES_E\nHERES_S\nHERES_W\nHERES_T\nHERES_B\n}\n\n//Gorge\nskybox GORGE\n{\nGORGE_N\nGORGE_E\nGORGE_S\nGORGE_W\nGORGE_T\nGORGE_B\n}\n\n//Jail\nskybox JAIL\n{\nJAIL_N\nJAIL_E\nJAIL_S\nJAIL_W\nJAIL_T\nJAIL_B\n}\n\n//Null\nskybox NULL\n{\nNULL_N\nNULL_E\nNULL_S\nNULL_W\nNULL_T\nNULL_B\n}\n\n//Frozen\nskybox FROZ\n{\nFROZ_N\nFROZ_E\nFROZ_S\nFROZ_W\nFROZ_T\nFROZ_B\n}\n\n//Blood\nskybox BLOOD\n{\nBLOOD_N\nBLOOD_E\nBLOOD_S\nBLOOD_W\nBLOOD_T\nBLOOD_B\n}\n\n//Cyclo\nskybox CYCLO\n{\nCYCLO_N\nCYCLO_E\nCYCLO_S\nCYCLO_W\nCYCLO_T\nCYCLO_B\n}\n\n//Phobos Summit\nskybox PHOBOS\n{\nPHOBOS_N\nPHOBOS_E\nPHOBOS_S\nPHOBOS_W\nPHOBOS_T\nPHOBOS_B\n}\n\n//Midnight\nskybox MID\n{\nMID_N\nMID_E\nMID_S\nMID_W\nMID_T\nMID_B\n}\n\n//Styx\nskybox VAD\n{\nVAD_N\nVAD_E\nVAD_S\nVAD_W\nVAD_T\nVAD_B\n}\n\n//Q4SKY2 defs from Gore - ozy81\nSkybox Q4SKY2 FlipTop //1024x1024\n{\n\tQ4SKY2_N\n\tQ4SKY2_E\n\tQ4SKY2_S\n\tQ4SKY2_W\n\tQ4SKY2_T\n\tQ4SKY2_B\n}"
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "ClearPlayerClasses\nAddPlayerClass Q2Player\nAlias Wave \"PukeName Q2TauntScript %1\""
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "Q2Scripts"
      },
      {
        "source": "pk3",
        "name": "MAPINFO.txt",
        "contents": "//////////////////////////////////\n\nclearepisodes\n\nepisode U1M1\n{\n\tname = \"Quake 2 TC\"\n\tnoskillmenu\n}\n\n//////////////////////////////////\n\ndefaultmap\n{\n\tnoinfighting\n\tnointermission\n\tfallingdamage\n\tkeepfullinventory\n}\n\n//////////////////////////////////\n\nMap TITLEMAP \"Main Menu\"\n{\n\tmusic = \"INTRO\"\n}\n\n////UNIT 1////\n\nMap U1M1 \"Strogg Outpost\"\n{\n\tlevelnum = 1\n\tmusic = \"U1M1\"\n\tsky1 = \"Q4SKY2\"//, 0.2\n\tcluster = 1\n}\n\nMap U1M2 \"Outer Base\"\n{\n\tlevelnum = 2\n\tmusic = \"U1M2\"\n\tsky1 = \"Q4SKY2\"//, 0.2\n\tcluster = 1\n}\n\nMap U1M3 \"Installation\"\n{\n\tlevelnum = 3\n\tmusic = \"U1M3\"\n\tsky1 = \"Q4SKY2\"//, 0.2\n\tnext = \"EndGame1\"\n\tcluster = 1\n}\n\nMap U1M4 \"Communication Center\"\n{\n\tlevelnum = 4\n\tmusic = \"U1M4\"\n\tsky1 = \"Q4SKY2\"//, 0.2\n\tcluster = 1\n}\n////UNIT 2////\n\n////UNIT 3////\n\nMap U3M3 \"Distribution Station\"\n{\n\tmusic = \"U1M3\"\n\tsky1 = \"Q4SKY2\"//, 0.2\n\tcluster = 3\n}\n\n////UNIT 4////\n\nMap U4M3 \"Nuclear Reactor\"\n{\n\tmusic = \"U1M3\"\n\tsky1 = \"Q4SKY2\"//, 0.2\n\tcluster = 4\n}\n\n////CLUSTERS////\n\ncluster 1\n{ PIC = \"INTER1\" music = \"D_DM2INT\" hub\n\nexittext =\n\"Thank you for completing this demo and I\",\n\"hope you have enjoyed this first unit,\",\n\"the Outer Stronghold.\",\n\"\",\n\"I am already working on the next unit,\",\n\"the Space Fleet where you will battle your\",\n\"way through a series of Strogg warships\",\n\"and orbital stations.\",\n\"\",\n\"Don't forget to give me your feedback\",\n\"as it will be crucial for the development\",\n\"of the upcoming units.\",\n\"And again, thank you so much!\"\n\n}\n\ncluster 2\n{\n\tpic = \"\"\n\tmusic = \"\"\n\thub\n}\n\ncluster 3\n{\n\tpic = \"\"\n\tmusic = \"\"\n\thub\n}\n\ncluster 4\n{\n\tpic = \"\"\n\tmusic = \"\"\n\thub\n}"
      },
      {
        "source": "pk3",
        "name": "MENUDEF.txt",
        "contents": "DefaultListMenu\n{\n\tSelector \"M_SKULL1\", -24, -6\n\tLinespacing 14\n\tFont \"BigFont\", \"Red\", \"Brick\"\n}\nListMenu \"MainMenu\"\n{\n\tStaticPatch 94, 2, \"M_DOOM\"\n\tPosition 97, 72\n\tTextItem \"New Game\",\t\"n\",\t\"PlayerclassMenu\"\n\tTextItem \"Options\",\t\t\"o\",\t\"OptionsMenu\"\n\tTextItem \"Preferences\",\t\t\"p\",\t\"Preferences\"\n\tTextItem \"Save Game\",\t\t\"s\",\t\"SaveGameMenu\"\n\tTextItem \"Load Game\",\t\t\"l\",\t\"LoadGameMenu\"\n\tTextItem \"Exit\",\t\t\"q\",\t\"QuitMenu\"\n}\n\nOptionMenu \"Preferences\"\n{\n\tTitle \"Preferences\"\n\n\tOption\t\t\"Balance weapon speeds like doom\",\t\t\t\t\"q2_balanceweaps\",\t\t\"OnOff\"\n\tOption\t\t\"Enable explosive barrel animation\",\t\t\t\t\"q2_barrelanim\",\t\t\"OnOff\"\n\tOption\t\t\"Explosive barrels explodes instantly\",\t\t\t\t\"q2_barrelinstant\",\t\t\"OnOff\"\n\tStaticText \t\"\"}/*\n\tStaticText \t\"Key Configuration\", 1\n\tControl \t\"Weapon Reload\",\t\"+Reload\"\n\tControl \t\"Weapon Zoom\",\t\t\"+Zoom\"\n\tControl \t\"Throw Grenade\",\t\"+User1\"\n\tControl \t\"Use FlashLight\",\t\"FlashLight\"\n\tControl \t\"Last Weapon Used\",\t\"LastInv\"\n}*/\n/*\n//-------------------------------------------------------------------------------------------\n//\n// The main menu. There's a lot of differences here between the games\n//\n//-------------------------------------------------------------------------------------------\n\nLISTMENU \"MainMenu\"\n{\n\tIfGame(Doom, Chex)\n\t{\n\t\tStaticPatch 94, 2, \"M_DOOM\"\n\t\tPosition 97, 72\n\t\tIfOption(ReadThis)\n\t\t{\n\t\t\tPosition 97, 64\n\t\t}\n\t}\n\tIfGame(Strife)\n\t{\n\t\tStaticPatch 84, 2, \"M_STRIFE\"\n\t\tPosition 97, 45\n\t}\n\tIfGame(Heretic)\n\t{\n\t\tStaticPatch 88, 0, \"M_HTIC\"\n\t\tStaticPatch 40, 10, \"M_SKL01\"\n\t\tStaticPatch 232, 10, \"M_SKL00\"\n\t\tPosition 110, 56\n\t}\n\tIfGame(Hexen)\n\t{\n\t\tStaticPatch 88, 0, \"M_HTIC\"\n\t\tStaticPatch 37, 80, \"FBULB0\"\n\t\tStaticPatch 278, 80, \"FBULA0\"\n\t\tPosition 110, 56\n\t}\n\n\tIfGame(Doom, Strife, Chex)\n\t{\n\t\tPatchItem \"M_NGAME\", \"n\", \"PlayerclassMenu\"\n\t\tifOption(SwapMenu)\n\t\t{\n\t\t\tPatchItem \"M_LOADG\", \"l\", \"LoadGameMenu\"\n\t\t\tPatchItem \"M_SAVEG\", \"s\", \"SaveGameMenu\"\n\t\t\tPatchItem \"M_OPTION\",\"o\", \"OptionsMenu\"\n\t\t}\n\t\telse\n\t\t{\n\t\t\tPatchItem \"M_OPTION\",\"o\", \"OptionsMenu\"\n\t\t\tPatchItem \"M_LOADG\", \"l\", \"LoadGameMenu\"\n\t\t\tPatchItem \"M_SAVEG\", \"s\", \"SaveGameMenu\"\n\t\t}\n\t\tifOption(ReadThis)\n\t\t{\n\t\t\tPatchItem \"M_RDTHIS\",\"r\", \"ReadThisMenu\"\n\t\t}\n\t\tPatchItem \"M_QUITG\", \"q\", \"QuitMenu\"\n\t}\n\n\tIfGame(Heretic, Hexen)\n\t{\n\t\tTextItem \"$MNU_NEWGAME\", \"n\", \"PlayerclassMenu\"\n\t\tTextItem \"$MNU_OPTIONS\", \"o\", \"OptionsMenu\"\n\t\tTextItem \"$MNU_GAMEFILES\", \"g\", \"GameFilesMenu\"\n\t\tTextItem \"$MNU_INFO\", \"i\", \"ReadThisMenu\"\n\t\tTextItem \"$MNU_QUITGAME\", \"q\", \"QuitMenu\"\n\t}\n}\n*/"
      },
      {
        "source": "pk3",
        "name": "README.md",
        "contents": "This repository belongs to DEIMOS ANOMALY, I have just provided my knowledge into\ngithub usage with permission to publish his project here, so we can have also a mutual\nworkflow together (and possibly invite other people to contribute).\n\nA thread has been opened on ZDoom Forums recently, check it out and give us feedbacks!\n\n- https://forum.zdoom.org/viewtopic.php?f=19&t=65966\n\nYou need GZDoom 4.0.0 or higher to run this mod, within Doom 2 IWAD file though.\n\nCheck DOCS & CREDITS folders for a complete and exhaustive list of materials used on this mod,\nplus a long detailed story about its development.\n\nAll borrowed resources present in this repo belong ONLY to respective owners/creators.\nWe don't intend in any case or circumstances to make money with this work, this is only\na hobby and everything here is provided as is: FREEWARE\n\nThis mod wouldn't have been possible without Quake II Stuff, so thanks a lot again to\nTheChameleonMaligno and theundeadsoldier for their awesome mod\n\n- https://forum.zdoom.org/viewtopic.php?f=43&t=50228\n\n# EDITORS USED:\n- 7Zip : https://www.7-zip.org\n- Audacity : https://www.audacityteam.org\n- Bulk Rename Utility : https://www.bulkrenameutility.co.uk/Download.php\n- GIMP : https://www.gimp.org\n- GZDoom : https://devbuilds.drdteam.org/gzdoom/\n- GZDoomBuilder : https://devbuilds.drdteam.org/gzdbbf/\n- HxD Hex Editor : https://mh-nexus.de/en/hxd/\n- Maverick3d : https://clover.moe/mm3d/\n- Notepad++ : https://notepad-plus-plus.org\n- Slade3 : https://github.com/sirjuddington/SLADE/releases\n\n## KNOWN PROBLEMS/LIMITS/BUGS:\nTO ADD\n\n### LICENSE:\nTHIS REPOSITORY IS FOR DEVELOPMENT AND TESTING PURPOSES. CONTRIBUTIONS ARE WELCOME, BUT YOU ARE **NOT ALLOWED** TO USE ANY UN-RELEASED MATERIAL FOR YOUR OWN PROJECTS WITHOUT OUR PERMISSION!"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.txt",
        "contents": "// Quake 2 Status Bar by TheCamaleonMaligno\nBase Doom;\nHeight 0;\nResolution 420, 310;\nStatusBar Normal, ForceScaled\n{\n\tInInventory HUDHPDown\n\tDrawImage \"field_3\", 3, 273;\n\n\tDrawImage \"i_health\", 50, 273;\n\tInInventory HUDLowHP\n\tDrawNumber 3, QBIGFNTR, Untranslated, Health, DrawShadow, Alignment(Right), 50, 273;\n\tElse\n\tDrawNumber 3, QBIGFNT, Untranslated, Health, DrawShadow, Alignment(Right), 50, 273;\n\n\tDrawImage WeaponIcon, 155, 273;\n\tDrawNumber 3, QBIGFNT, Untranslated, Ammo1, DrawShadow, Alignment(Center), 205, 273;\n\tDrawImage AmmoIcon1, 230, 273;\n\tAlpha 0.5\n\tDrawNumber 3, QBIGFNT, Untranslated, Ammo2, DrawShadow, Alignment(Center), 205, 248;\n\tAlpha 0.5\n\tDrawImage AmmoIcon2, 230, 248;\n\n\tInInventory HUDArmorDown\n\tDrawImage \"field_3\", 278, 273;\n\tDrawImage ArmorIcon, 325, 273;\n\tDrawNumber 3, QBIGFNT, Untranslated, armor, DrawShadow, Alignment(Right), WhenNotZero, 325, 273;\n\n\tdrawkeybar 100, vertical, reverserows, auto, 395, 2, 0, 3, auto;\n\tDrawSelectedInventory INDEXFON, 360, 273, 383, 290;\n}\nStatusBar Inventory\n{\n\tdrawinventorybar Doom, Vertical, Translucent, 7, INDEXFONT, 395, 123, 418, 140; // 23 17\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "//Weapons\nWeapons/NoAmmo\t\t\tNOAMMO\nWeapons/BlasterFire\t\tBLASTF1A\nWeapons/LaserFly\t\tLASFLY\nWeapons/LaserHit\t\tLASHIT\nWeapons/ShotGunFire\t\tSHOTGF1B\nWeapons/ShotGunPump\t\tSHOTGR1B\nWeapons/SuperShotGunFire\tSSHOTF1B\n$Random Weapons/MachinegunFire { Weapons/MachinegunFire1 Weapons/MachinegunFire2 Weapons/MachinegunFire3 Weapons/MachinegunFire4 Weapons/MachinegunFire5 }\nWeapons/MachinegunFire1\t\tMACHGF1B\nWeapons/MachinegunFire2\t\tMACHGF2B\nWeapons/MachinegunFire3\t\tMACHGF3B\nWeapons/MachinegunFire4\t\tMACHGF4B\nWeapons/MachinegunFire5\t\tMACHGF5B\nWeapons/ChaingunSpinUp\t\tCHNGNU1A\nWeapons/ChaingunSpinning\tCHNGNL1A\nWeapons/ChaingunSpinDown\tCHNGND1A\nWeapons/HGrenadeActivate\tHGRENA1B\nWeapons/HGrenadeThrow\t\tHGRENT1A\n$Random Weapons/HGrenadeBounce { Weapons/HGrenadeBounce1 Weapons/HGrenadeBounce2 }\nWeapons/HGrenadeBounce1\t\tHGRENB1A\nWeapons/HGrenadeBounce2\t\tHGRENB2A\nWeapons/HGrenadeCount\t\tHGRENC1B\nWeapons/GrenadeLauncherFire\tGRENLF1A\nWeapons/GrenadeLauncherReload\tGRENLR1B\nWeapons/GrenadeBounce\t\tGRENLB1B\nWeapons/GrenadeExplosion\tGRENLX1A\nWeapons/RocketLauncherFire\tROCKLF1A\nWeapons/RocketLauncherLoad\tROCKLR1B\nWeapons/RocketFly\t\tROCKFLY\nWeapons/RocketExplosion\t\tROCKLX1A\nWeapons/HyperBlasterLoop\tHYPRBL1A\nWeapons/HyperBlasterFire\tHYPRBF1A\nWeapons/HyperBlasterStop\tHYPRBD1A\nWeapons/RailGunLoop\t\tRG_HUM\nWeapons/RailGunFire\t\tRAILGF1A\nWeapons/RailGunCharge\t\tRAILGR1A\n$Alias weapons/railgf\t\tWeapons/RailGunFire\nWeapons/BFG10KLoop\t\tBFG_HUM\nWeapons/BFG10KFire\t\tBFG__F1Y\nWeapons/BFG10KFly\t\tBFG__L1A\nWeapons/BFG10KExplode\t\tBFG__X1B\nWeapons/BFG10KShot\t\tBFG_FIRE\nWeapons/SNG\t\t\t\tSPIKE2\nWeapons/LightningStart\tLSTART\nWeapons/Lightning\t\tLHIT\n$Random World/Ricochet { World/Ricochet1 World/Ricochet2 World/Ricochet3 }\nWorld/Ricochet1\tRIC1\nWorld/Ricochet2\tRIC2\nWorld/Ricochet3\tRIC3\n\n//Items\nmisc/keytry\t\tKEYTRY\nmisc/k_pkup\t\tKEYUSE\nmisc/ammo_pkup\t\tAM_PKUP\nmisc/m_health\t\tM_HEALTH\nmisc/l_health\t\tL_HEALTH\nmisc/n_health\t\tN_HEALTH\nmisc/s_health\t\tS_HEALTH\nmisc/ar_pkup\t\tAR1_PKUP\nmisc/ar2_pkup\t\tAR2_PKUP\nmisc/ar3_pkup\t\tAR3_PKUP\nMisc/W_Pkup w_pkup\nPowerup/Pickup\t\tPKUP\nPowerup/QuadDamage/Use\t\tDAMAGE\nPowerup/QuadDamage/Attack\tDAMAGE3\nPowerup/QuadDamage/Empty\tDAMAGE2\nPowerup/Invulnerability/Use\t\tprotect\nPowerup/Invulnerability/Empty\tprotect2\nPowerup/Invulnerability/Active\tprotect3\n\n$random drum_moving { drum_moving1 drum_moving2 drum_moving3 }\ndrum_moving1 drmv01\ndrum_moving2 drmv02\ndrum_moving3 drmv03\n\n//Enemies\n$Random Q2Soldier/Sight { Q2Soldier/Sight1 Q2Soldier/Sight2 }\nQ2Soldier/Sight1\t\tSOLSGHT1\nQ2Soldier/Sight2\t\tSOLSRCH1\nQ2Soldier/Active\t\tSOLIDLE1\nQ2Soldier/ShotGun\t\tSOLATCK1\nQ2Soldier/Blaster\t\tSOLATCK2\nQ2Soldier/Machinegun\tSOLATCK3\n$Random Q2Soldier/Pain { Q2Soldier/Pain1 Q2Soldier/Pain2 Q2Soldier/Pain3 }\nQ2Soldier/Pain1\t\t\tSOLPAIN1\nQ2Soldier/Pain2\t\t\tSOLPAIN2\nQ2Soldier/Pain3 \t\tSOLPAIN3\n$Random Q2Soldier/Death { Q2Soldier/Death1 Q2Soldier/Death2 Q2Soldier/Death3 }\nQ2Soldier/Death1\t\tSOLDETH1\nQ2Soldier/Death2\t\tSOLDETH2\nQ2Soldier/Death3\t\tSOLDETH3\n\n$Random Infantry/Sight { Infantry/Sight1 Infantry/Sight2 }\nInfantry/Sight1\t\tINFSGHT1\nInfantry/Sight2\t\tINFSRCH1\nInfantry/Active\t\tINFIDLE1\nInfantry/Attack1\tINFATCK1\nInfantry/Attack2\tINFATCK2\nInfantry/Attack3\tINFATCK3\nInfantry/Melee\t\tMELEE2\n$Random Infantry/Pain { Infantry/Pain1 Infantry/Pain2 }\nInfantry/Pain1\t\tINFPAIN1\nInfantry/Pain2\t\tINFPAIN2\n$Random Infantry/Death { Infantry/Death1 Infantry/Death2 }\nInfantry/Death1\t\tINFDETH1\nInfantry/Death2\t\tINFDETH2\n\nGunner/Sight\tSIGHT1\nGunner/Active\tGUNIDLE1\nGunner/Active2\tGUNSRCH1\nGunner/Attack1\tGUNATCK1\nGunner/Attack2\tGUNATCK2\nGunner/Attack3\tGUNATCK3\n$Random Gunner/Pain { Gunner/Pain1 Gunner/Pain2 }\nGunner/Pain1\tGUNPAIN1\nGunner/Pain2\tGUNPAIN2\nGunner/Death\tDEATH1\n\nGladiator/Sight\t\tGLDSGHT1\nGladiator/Active\tGLDIDLE1\nGladiator/Melee1\tGLDMELE1\nGladiator/Melee2\tGLDMELE2\nGladiator/Railgun\tGLDRLGN1\n$Random Gladiator/Pain { Gladiator/Pain1 Gladiator/Pain2 }\nGladiator/Pain1\t\tGLDPAIN1\nGladiator/Pain2\t\tGLDPAIN2\nGladiator/Death\t\tGLDDETH1\nGladiator/Deathb\tGLDDETH2\n\nFlyer/Sight\tFLYSGHT1\nFlyer/Fly\tFLYIDLE1\nFlyer/Active\tFLYSRCH1\nFlyer/Melee1\tFLYATCK1\nFlyer/Melee2\tFLYATCK2\nFlyer/Attack\tFLYATCK3\n$Random Flyer/Pain { Flyer/Pain1 Flyer/Pain2 }\nFlyer/Pain1\tFLYPAIN1\nFlyer/Pain2\tFLYPAIN2\nFlyer/Death\tFLYDETH1\n\nHover/Sight\t\tHOVSGHT1\nHover/Fly\t\tHOVIDLE1\n$Random Hover/Active { Hover/Active1 Hover/Active2 }\nHover/Active1\tHOVSRCH1\nHover/Active2\tHOVSRCH2\nHover/Attack\tHOVATCK1\n$Random Hover/Pain { Hover/Pain1 Hover/Pain2 }\nHover/Pain1\t\tHOVPAIN1\nHover/Pain2\t\tHOVPAIN2\nHover/Death\tHOVDETH1\n\nBerserker/Sight\t\tBERSGHT1\n$Random Berserker/Active { Berserker/Active1 Berserker/Active2 }\nBerserker/Active1\tBERSRCH1\nBerserker/Active2\tBERIDLE2\nBerserker/Idle\t\tBERIDLE1\nBerserker/Attack\tBERATCK1\nBerserker/Pain\t\tBERPAIN2\nBerserker/Death\t\tBERDETH1\n\nIronMaiden/Sight\t\tCHKSGHT1\nIronMaiden/Idle\t\tCHKIDLE1\nIronMaiden/Active\t\tCHKSRCH1\nIronMaiden/Attack1\t\tCHKATCK1\nIronMaiden/Attack2\t\tCHKATCK2\nIronMaiden/Attack3\t\tCHKATCK3\nIronMaiden/Attack4\t\tCHKATCK4\nIronMaiden/Attack5\t\tCHKATCK5\n$Random IronMaiden/Pain { IronMaiden/Pain1 IronMaiden/Pain2 IronMaiden/Pain3 }\nIronMaiden/Pain1\t\tCHKPAIN1\nIronMaiden/Pain2\t\tCHKPAIN2\nIronMaiden/Pain3\t\tCHKPAIN3\n$Random IronMaiden/Death { IronMaiden/Death1 IronMaiden/Death2 }\nIronMaiden/Death1\t\tCHKDETH2\nIronMaiden/Death2\t\tCHKDETH2\n\nQ2Brain/Sight\t\tBRNSGHT1\nQ2Brain/Active1\t\tBRNSRCH1\nQ2Brain/Active2\t\tBRNIDLE1\nQ2Brain/Attack\t\tBRNATCK1\nQ2Brain/OpenChest\tBRNLENS1\nQ2Brain/Attack2\t\tBRNATCK3\n$Random Q2Brain/Pain { Q2Brain/Pain1 Q2Brain/Pain2 }\nQ2Brain/Pain1\t\tBRNPAIN1\nQ2Brain/Pain2\t\tBRNPAIN2\nQ2Brain/Death\t\tBRNDETH1\n\nTank/Sight\t\tTNKSGTH1\nTank/Active\t\tTNKIDLE1\nTank/Step\t\tTNKSTEP1\nTank/Attack1\t\tTNKATCK1\n$Random Tank/Attack2 { Tank/Attack2a Tank/Attack2b Tank/Attack2c Tank/Attack2d }\nTank/Attack2a\t\tTNKATK2A\nTank/Attack2b\t\tTNKATK2B\nTank/Attack2c\t\tTNKATK2C\nTank/Attack2d\t\tTNKATK2D\nTank/Attack3\t\tTNKATCK3\nTank/Attack4\t\tTNKATCK4\nTank/Attack5\t\tTNKATCK5\n$Random Tank/Pain { Tank/Pain1 Tank/Pain2 }\nTank/Pain1\t\tTNKPAIN1\nTank/Pain2\t\tTNKPAIN2\nTank/Death\t\tTNKDETH1\nTank/Death2\t\tTNKDETH2\n\n$Alias Makron/Sight Makron/Pain\nMakron/Active\t\tBS3IDLE1\nMakron/Step\t\tBS3SRCH1\nMakron/Attack1\t\tBS3ATCK1\nMakron/Attack2\t\tBS3ATCK2\nMakron/Attack3\t\tBS3ATCK3\nMakron/Attack4\t\tBS3ATCK4\nMakron/Attack5\t\tBS3ATCK5\n$Random Makron/Pain { Makron/Pain1 Makron/Pain2 }\nMakron/Pain1\t\tBS3PAIN1\nMakron/Pain2\t\tBS3PAIN2\nMakron/Pain3\t\tBS3PAIN3\nMakron/Death\t\tBS3DETH1\nMakron/Deathb\t\tBS3DETH2\n\n$Random Jorg/Sight { Jorg/Voice1 Jorg/Pain }\n$Random Jorg/Active { Jorg/Roar Jorg/Laugh }\nJorg/Land\t\t\"Sounds/Makron/makron_land.wav\"\n$Random Jorg/Step { Jorg/Step1 Jorg/Step2 }\nJorg/Step1\t\t\"Sounds/Makron/makron_step1.wav\"\nJorg/Step2\t\t\"Sounds/Makron/makron_step2.wav\"\nJorg/Popup\t\t\"Sounds/Makron/makron_popup.wav\"\nJorg/Blaster\t\t\"Sounds/Makron/makron_blaster.wav\"\n$Random Jorg/Roar { Jorg/Roar1 Jorg/Roar2 }\nJorg/Roar1\t\t\"Sounds/Makron/makron_roar1.wav\"\nJorg/Roar2\t\t\"Sounds/Makron/makron_roar2.wav\"\n$Random Jorg/Voice { Jorg/Voice1 Jorg/Voice2 Jorg/Voice3 }\nJorg/Voice1\t\t\"Sounds/Makron/makron_voice.wav\"\nJorg/Voice2\t\t\"Sounds/Makron/makron_voice3.wav\"\nJorg/Voice3\t\t\"Sounds/Makron/makron_voice4.wav\"\n$Random Jorg/Laugh { Jorg/Laugh1 Jorg/Laugh2 Jorg/Laugh3 Jorg/Laugh4 }\nJorg/Laugh1\t\t\"Sounds/Makron/makron_laf1.wav\"\nJorg/Laugh2\t\t\"Sounds/Makron/makron_laf2.wav\"\nJorg/Laugh3\t\t\"Sounds/Makron/makron_laf3.wav\"\nJorg/Laugh4\t\t\"Sounds/Makron/makron_laf4.wav\"\n$Random Jorg/Pain { Jorg/Pain1 Jorg/Pain2 Jorg/Pain3 }\nJorg/Pain1\t\t\"Sounds/Makron/makron_pain1.wav\"\nJorg/Pain2\t\t\"Sounds/Makron/makron_pain2.wav\"\nJorg/Pain3\t\t\"Sounds/Makron/makron_pain3.wav\"\nJorg/Death\t\t\"Sounds/Makron/makron_death.wav\"\nJorg/Spine\t\t\"Sounds/Makron/makron_spine.wav\"\nJorg/Brain\t\t\"Sounds/Makron/makron_brain1.wav\"\n\nTankBoss/Sight\t\tBTKUNQV1\nTankBoss/Active\t\tBTKUNQV2\nTankBoss/Engine\t\tBTKENGN1\n$Random TankBoss/Pain { TankBoss/Pain1 TankBoss/Pain2 TankBoss/Pain3 }\nTankBoss/Pain1\t\tBTKPAIN1\nTankBoss/Pain2\t\tBTKPAIN2\nTankBoss/Death\t\tBTKDETH1\nTankBoss/Pain3\t\tBTNKPAIN3\n\nMedic/Sight\t\tMEDSGHT1\nMedic/Active\t\tMEDSRCH1\nMedic/Idle\t\tMEDIDLE\nMedic/Attack\t\tMEDATCK1\nMedic/Heal\t\tMEDATCK2\n$Random Medic/Pain { Medic/Pain1 Medic/Pain2 }\nMedic/Pain1\t\tMEDPAIN1\nMedic/Pain2\t\tMEDPAIN2\nMedic/Death\t\tMEDDETH1\n\nHornet/Sight\tBHVUNQV1\nHornet/Engine\tBHVENGN1\nHornet/Rocket\tROCKET\n$Random Hornet/Pain { Hornet/Pain1 Hornet/Pain2 Hornet/Pain3 }\nHornet/Pain1\tBHVPAIN1\nHornet/Pain2\tBHVPAIN2\nHornet/Pain3\tBHVPAIN3\nHornet/Death\tBHVDETH1\n\nParasite/Sight\t\tPARSGHT1\nParasite/Active\t\tPARSRCH1\nParasite/Attack1\tPARATCK1\nParasite/Attack2\tPARATCK2\nParasite/Attack3\tPARATCK3\nParasite/Attack4\tPARATCK4\n$Random Parasite/Pain { Parasite/Pain1 Parasite/Pain2 }\nParasite/Pain1\t\tPARPAIN1\nParasite/Pain2\t\tPARPAIN2\nParasite/Death\t\tPARDETH1\n\n$Random Grunt/Pain100 { Grunt/Pain100a Grunt/Pain100b }\nGrunt/Pain100a\tDSMPNA\nGrunt/Pain100b\tDSMPNB\n$Random Grunt/Pain75 { Grunt/Pain75a Grunt/Pain75b }\nGrunt/Pain75a\tDSMPN75A\nGrunt/Pain75b\tDSMPN75B\n$Random Grunt/Pain50 { Grunt/Pain50a Grunt/Pain50b }\nGrunt/Pain50a\tDSMPN50A\nGrunt/Pain50b\tDSMPN50B\n$Random Grunt/Pain25 { Grunt/Pain25a Grunt/Pain25b }\nGrunt/Pain25a\tDSMPN25A\nGrunt/Pain25b\tDSMPN25B\n$Random Grunt/Death { Grunt/Death1 Grunt/Death2 Grunt/Death3 Grunt/Death4 }\nGrunt/Death1\t\tDSMDTH1\nGrunt/Death2\t\tDSMDTH2\nGrunt/Death3\t\tDSMDTH3\nGrunt/Death4\t\tDSMDTH4\n\nGrunt/Grunt\t\tDSMGRUNT\nGrunt/Jump\t\tDSMJUMP\nGrunt/Land\t\tDSMLAND\nGrunt/Fall\t\tDSMFALL\n$playeralias\t\tGrunt\tmale\t*pain100\tGrunt/Pain100\n$playeralias\t\tGrunt\tmale\t*pain75\t\tGrunt/Pain75\n$playeralias\t\tGrunt\tmale\t*pain50\t\tGrunt/Pain50\n$playeralias\t\tGrunt\tmale\t*pain25\t\tGrunt/Pain25\n$playeralias\t\tGrunt\tmale\t*death\t\tGrunt/Death\n$playeralias\t\tGrunt\tmale\t*grunt\t\tGrunt/Grunt\n$playeralias\t\tGrunt\tmale\t*usefail\tGrunt/Grunt\n$playeralias\t\tGrunt\tmale\t*land\t\tGrunt/Land\n$playeralias\t\tGrunt\tmale\t*jump\t\tGrunt/Jump\n$playeralias\t\tGrunt\tmale\t*fallpain\tGrunt/Fall\n\n$Random Misc/FootStep { Misc/FootStep1 Misc/FootStep2 Misc/FootStep3 Misc/FootStep4 }\nMisc/FootStep1\tStep1\nMisc/FootStep2\tStep2\nMisc/FootStep3\tStep3\nMisc/FootStep4\tStep4\n\n$random\tusmc/pain\t\t{ usmc/pain1 usmc/pain2 usmc/pain3 usmc/pain4 usmc/pain5 }\n\nusmc/pain1\t\t\tm01TFEA_\nusmc/pain2\t\t\tm04TFEA_\nusmc/pain3\t\t\tm05TFEA_\nusmc/pain4\t\t\tm06TFEA_\nusmc/pain5\t\t\tm07TFEA_\n\nusmc/death1\t\t\tdeath01\nusmc/death2\t\t\tdeath02\nusmc/death3\t\t\tdeath03\nusmc/death4\t\t\tdedman1\nusmc/death5\t\t\tdedman2\nusmc/death6\t\t\tdedman3\nusmc/death7\t\t\tdedman4\nusmc/death8\t\t\tdedman5\nusmc/death9\t\t\tdedman6\nusmc/death10\t\tdedman8\nusmc/death11\t\tdedman9\nusmc/death12\t\tdedman10\nusmc/death13\t\tdedman11\nusmc/death14\t\tdedman12\n\n$random usmc/death\t{ usmc/death1 usmc/death2 usmc/death3 usmc/death4 usmc/death5 usmc/death6 usmc/death7 usmc/death8 usmc/death9 usmc/death10 usmc/death11 usmc/death12 usmc/death13 usmc/death14 }\n\nRanger/Sight\t\trngsght\nRanger/Idle\t\t\trngidle\nRanger/Attack1\t\trngatk1\nRanger/Attack1b\t\trngatk1b\nRanger/Attack2\t\trngatk2\nRanger/Attack2b\t\trngatk2b\nRanger/Attack3\t\trngatk3\nRanger/Attack3b\t\trngatk3b\n$Random Ranger/Pain { Ranger/Pain1 Ranger/Pain2 Ranger/Pain3 Ranger/Pain4 Ranger/Pain5 Ranger/Pain6 }\nRanger/Pain1\t\trngpn1\nRanger/Pain2\t\trngpn2\nRanger/Pain3\t\trngpn3\nRanger/Pain4\t\trngpn4\nRanger/Pain5\t\trngpn5\nRanger/Pain6\t\trngpn6\n$Random Ranger/Death { Ranger/Death1 Ranger/Death2 Ranger/Death3 Ranger/Death4 Ranger/Death5 }\nRanger/Death1\t\trngdeth1\nRanger/Death2\t\trngdeth2\nRanger/Death3\t\trngdeth3\nRanger/Death4\t\trngdeth4\nRanger/Death5\t\trngdeth5\nRanger/XDeath\t\tq1gib\n\n$random viper/flyby { viper/flyby1 viper/flyby2 }\nviper/flyby1 dsviper1\nviper/flyby2 dsviper2\n\nsparks/quake1 spark1\nsparks/quake2 spark2\nsparks/quake3 spark3\n\n$random sparks/quake {sparks/quake1 sparks/quake2 sparks/quake3}\n\nend end\nstart start\n\nMOSCAS MOSCAS\nBASE1 BASE1\nBASE2 BASE2\nBASE3 BASE3\nBASE4 BASE4\nBASE5 BASE5\nBASE6 BASE6\nBASE7 BASE7\nIND1 IND1\nIND2 IND2\nIND3 IND3\nIND4 IND4\nIND5 IND5\nIND6 IND6\nIND7 IND7\nIND8 IND8\nIND9 IND9\nIND10 IND10\nIND11 IND11\nIND12 IND12\nIND13 IND13\nIND14 IND14\nIND15 IND15\nIND16 IND16\nBATTLE1 BATTLE1\nBATTLE2 BATTLE2\nBATTLE3 BATTLE3\nBATTLE4 BATTLE4\nBATTLE5 BATTLE5\nCOMP1 COMP1\nCOMP2 COMP2\nCOMP3 COMP3\nPUMP1 PUMP1\nPUMP2 PUMP2\nPUMP3 PUMP3\nWATER1 WATER1\nWIND2 WIND2\nBRKGLAS BRKGLAS\nKLAXON2 KLAXON2\nKEYTRY KEYTRY\nKEYUSE KEYUSE\n\n$AMBIENT 1 MOSCAS POINT CONTINUOUS 0.2\n$AMBIENT 2 BASE1 POINT CONTINUOUS 1.0\n$AMBIENT 3 BASE2 POINT CONTINUOUS 1.0\n$AMBIENT 4 BASE4 POINT CONTINUOUS 1.0\n$AMBIENT 5 BASE5 POINT CONTINUOUS 1.0\n$AMBIENT 6 BASE6 POINT CONTINUOUS 1.0\n$AMBIENT 7 BASE7 POINT CONTINUOUS 1.0\n$AMBIENT 8 IND1 POINT CONTINUOUS 1.0\n$AMBIENT 9 IND2 POINT CONTINUOUS 1.0\n$AMBIENT 10 IND3 POINT CONTINUOUS 1.0\n$AMBIENT 11 IND4 POINT CONTINUOUS 1.0\n$AMBIENT 12 IND5 POINT CONTINUOUS 1.0\n$AMBIENT 13 IND6 POINT CONTINUOUS 1.0\n$AMBIENT 14 IND7 POINT CONTINUOUS 0.3\n$AMBIENT 15 IND8 POINT CONTINUOUS 0.3\n$AMBIENT 16 IND9 POINT CONTINUOUS 0.3\n$AMBIENT 17 IND10 POINT CONTINUOUS 0.3\n$AMBIENT 18 IND11 POINT CONTINUOUS 0.3\n$AMBIENT 19 IND12 POINT CONTINUOUS 0.3\n$AMBIENT 20 IND13 POINT CONTINUOUS 0.3\n$AMBIENT 21 IND14 POINT CONTINUOUS 1.0\n$AMBIENT 22 IND15 POINT CONTINUOUS 1.0\n$AMBIENT 23 IND16 POINT CONTINUOUS 1.0\n$AMBIENT 24 BATTLE1 POINT CONTINUOUS 1.0\n$AMBIENT 25 BATTLE2 POINT CONTINUOUS 1.0\n$AMBIENT 26 BATTLE3 POINT CONTINUOUS 1.0\n$AMBIENT 27 BATTLE4 POINT CONTINUOUS 1.0\n$AMBIENT 28 BATTLE5 POINT CONTINUOUS 1.0\n$AMBIENT 29 COMP1 POINT CONTINUOUS 1.0\n$AMBIENT 30 COMP2 POINT CONTINUOUS 1.0\n$AMBIENT 31 COMP3 POINT CONTINUOUS 1.0\n$AMBIENT 32 PUMP1 POINT CONTINUOUS 1.0\n$AMBIENT 33 PUMP2 POINT CONTINUOUS 1.0\n$AMBIENT 34 PUMP3 POINT CONTINUOUS 1.0\n$AMBIENT 35 WATER1 POINT CONTINUOUS 1.0\n$AMBIENT 36 WIND2 POINT CONTINUOUS 0.5\n$AMBIENT 37 BASE3 POINT CONTINUOUS 1.0\n$AMBIENT 38 KLAXON2 POINT CONTINUOUS 1.0"
      },
      {
        "source": "pk3",
        "name": "SNDSEQ.txt",
        "contents": ":puertacorredera\n\tdoor\t\t1\n\tplayrepeat\tstart\n\tstopsound\tend\nend"
      },
      {
        "source": "pk3",
        "name": "TEXTURES.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Thu Sep 26 17:06:56 2019\n\nSprite \"GRNTA0\", 124, 256\n{\n\tXScale 3.250\n\tYScale 3.250\n\tOffset 66, 228\n\tPatch \"GRNTA0\", 0, 0\n}\n\nTexture \"ASDFGH\", 41, 56\n{\n\tOffset 15, 51\n\tPatch \"PLAYA1\", 0, 0\n}\n\nTexture \"RDSKY1\", 512, 512\n{\n\tPatch \"RDSKY1\", 0, 0\n}\n\nTexture \"STARSKY1\", 1024, 240\n{\n\tPatch \"STARSKY1\", 0, 0\n}\n\nTexture \"Q2TX671B\", 128, 32\n{\n\tPatch \"Q2TX671B\", 0, 0\n}\n\nTexture \"Q2TX932B\", 128, 16\n{\n\tPatch \"Q2TX932B\", 0, 0\n}\n\nTexture \"Q2TX0932\", 16, 128\n{\n\tPatch \"Q2TX0932\", 0, 0\n}\n\nTexture \"Q2TX0671\", 32, 128\n{\n\tPatch \"Q2TX0671\", 0, 0\n}\n\nSprite \"MDLAA0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAB0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAC0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAD0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAE0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAF0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAG0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAH0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAI0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAJ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAK0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAL0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAM0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAN0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAO0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAP0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAQ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAR0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAS0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAT0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAU0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAV0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAW0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAX0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAY0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLAZ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBA0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBB0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBC0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBD0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBE0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBF0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBG0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBH0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBI0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBJ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBK0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBL0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBM0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBN0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBO0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBP0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBQ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBR0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBS0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBT0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBU0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBV0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBW0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBX0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBY0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLBZ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCA0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCB0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCC0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCD0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCE0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCF0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCG0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCH0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCI0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCJ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCK0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCL0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCM0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCN0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCO0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCP0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCQ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCR0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCS0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCT0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCU0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCV0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCW0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCX0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCY0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLCZ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDA0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDB0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDC0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDD0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDE0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDF0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDG0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDH0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDI0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDJ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDK0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDL0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDM0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDN0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDO0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDP0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDQ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDR0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDS0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDT0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDU0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDV0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDW0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDX0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDY0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLDZ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEA0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEB0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEC0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLED0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEE0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEF0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEG0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEH0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEI0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEJ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEK0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEL0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEM0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEN0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEO0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEP0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEQ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLER0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLES0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLET0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEU0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEV0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEW0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEX0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEY0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nSprite \"MDLEZ0\", 30, 30\n{\n\tPatch \"MDLSA0\", 0, 0\n}\n\nTexture \"COVER1\", 1428, 1416\n{\n\tPatch \"COVER1\", 0, 0\n}\n\nTexture \"COVER2\", 1499, 1500\n{\n\tPatch \"COVER2\", 0, 0\n}\n\nTexture \"COVER3\", 1413, 1411\n{\n\tPatch \"COVER3\", 0, 0\n}\n\nTexture \"COVER4\", 1421, 1419\n{\n\tPatch \"COVER4\", 0, 0\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "ZSCRIPT.txt",
        "contents": "version \"3.7.2\"\n\n#include \"zscript/BFGStuff.txt\""
      },
      {
        "source": "pk3",
        "name": "actors/base.txt",
        "contents": "Actor EffectBase // This actor was made by TheCamaleonMaligno to be used as base for effects (actor taken from  lo-mio)\n{\n\tRenderStyle Add\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\t+NOBLOCKMAP\n\t+DONTSPLASH\n\t+THRUACTORS\n\t+NOTRIGGER\n\t+NOBLOCKMONST\n//\t+NOTONAUTOMAP\n\tRadius 0.5\n\tHeight 1\n\tGravity 0.66\n\tSpecies \"VFX\"\n}\nActor InvBoolean : Inventory { +INVENTORY.UNDROPPABLE }\nActor Q2BulletPuff : BulletPuff Replaces BulletPuff\n{\n\t-ALLOWPARTICLES\n\tVSpeed 0\n\tDamageType Bullet\n\tDecal BulletChip\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BulletPuffParticle,FRandom(0,12),0,FRandom(-8,15),FRandom(0,0.5),0,FRandom(-1,-0.1),Random(1,360))\n\t\tTNT1 A 0 A_Jump(128,\"Null\")\n\t\tTNT1 A 0 A_PlaySound(\"World/Ricochet\",1,0.5)\n\t\tTNT1 A 0 A_SpawnItem(Q2BulletPuffFlash)\n\t\tStop\n\t}\n}\nActor Q2BulletPuffParticle : EffectBase\n{\n\t+BRIGHT\n\tRenderStyle Normal\n\tScale 1.5\n\tStates\n\t{\n\tSpawn:\n\t\tP001 ABCDEFGH 0 A_Jump(64,\"Fade\")\n\t\tLoop\n\tFade:\n\t\t\"----\" A 5\n\t\t\"----\" A 1 A_FadeOut\n\t\tWait\n\t}\n}\nActor Q2BulletPuffFlash : EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(Q2BulletPuffSmoke,0,0,0,0,0,FRandom(0,0.5))\n\t\tPUFF A 5 Bright\n\t\tPUFF B 1 Bright\n\t\tStop\n\t}\n}\nActor Q2BulletPuffSmoke : EffectBase\n{\n\tRenderStyle Translucent\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tPUFF ABC 4 A_FadeOut(0.25)\n\t\tPUFF D 2\n\t\tStop\n\t}\n}\nActor Q2Blood : Blood Replaces Blood\n{\n\t-ALLOWPARTICLES\n\tTranslation \"80:100=[255,128,0]:[255,0,0]\", \"101:111=[255,0,0]:[98,0,0]\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BulletPuffParticle,FRandom(0,12),0,FRandom(-8,15),FRandom(0,0.5),0,FRandom(-1,-0.1),Random(1,360),SXF_TRANSFERTRANSLATION)\n\t\tStop\n\t}\n}\nActor Q2BloodSplatter : Q2Blood Replaces BloodSplatter {}\nActor Q2GibSpawner : EffectBase\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_XScream\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(Q2Gib,Random2(20),0,Random(0,50),Random(0,5),0,Random(0,10),Random(1,360))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\nActor Q2Gib : EffectBase\n{\n\tProjectile\n\tRenderStyle Normal\n\t-DONTSPLASH -NOINTERACTION -NOGRAVITY +DOOMBOUNCE +MOVEWITHSECTOR\n\tBounceFactor 0.5\n\tBounceCount 2\n\tSpeed 10\n\tScale 1.5\n\tVar Int User_Angle;\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,2)\n\t\tTNT1 A 0 A_SetUserVar(User_Angle,Random(6,20))\n\t\tGoto Decide\n\t\tTNT1 A 0 A_SetUserVar(User_Angle,Random(-20,-6))\n\t\tGoto Decide\n\tDecide:\n\t\tNULL ABC 0 A_Jump(64,\"Flying\")\n\t\tLoop\n\tFlying:\n\t\t\"----\" AAA 0 A_SpawnItemEx(Q2GibTrail,FRandom(0,8),0,FRandom(-8,8),FRandom(0,0.25),0,-0.33,Random(1,360))\n\t\t\"----\" A 0 A_SetPitch(Pitch+User_Angle)\n\t\t\"----\" A 1 A_SetAngle(Angle+User_Angle)\n\t\tLoop\n\tDeath:\n\t\t\"----\" A 700\n\t\t\"----\" A 35 A_CheckSight(\"Null\")\n\t\tWait\n\t}\n}\nActor Q2GibTrail : Q2BulletPuffParticle\n{\n\tTranslation \"80:100=[255,128,0]:[255,0,0]\", \"101:111=[255,0,0]:[98,0,0]\"\n\tStates\n\t{\n\tFade:\n\t\t\"----\" A 20\n\t\t\"----\" A 1 A_FadeOut\n\t\tWait\n\t}\n}\nActor Q2Explosion : EffectBase\n{\n\tRenderStyle Translucent\n\t+BRIGHT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_SetAngle(Random(1,360))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2ExplosionParticle,0,0,Random(0,15),FRandom(-5,5),Random(-5,5),Random(-5,5))\n\tDecide:\n\t\tTNT1 A 0 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\")\n\t\tStop\n\tSpawn1:\n\t\tXPL0 AB 3 Light(Explosion_X1)\n\t\tXPL0 CD 3 Light(Explosion_X2)\n\t\tXPL0 EF 3 Light(Explosion_X3)\n\t\tXPL0 GH 3 Light(Explosion_X4)\n\t\tXPL0 IJ 3 Light(Explosion_X5) A_FadeOut(0.16)\n\t\tXPL0 KL 3 Light(Explosion_X6) A_FadeOut(0.16)\n\t\tXPL0 MN 3 Light(Explosion_X7) A_FadeOut(0.16)\n\t\tStop\n\tSpawn2:\n\t\tXPL1 AB 3 Light(Explosion_X1)\n\t\tXPL1 CD 3 Light(Explosion_X2)\n\t\tXPL1 EF 3 Light(Explosion_X3)\n\t\tXPL1 GH 3 Light(Explosion_X4)\n\t\tXPL1 IJ 3 Light(Explosion_X5) A_FadeOut(0.16)\n\t\tXPL1 KL 3 Light(Explosion_X6) A_FadeOut(0.16)\n\t\tXPL1 MNO 3 Light(Explosion_X7) A_FadeOut(0.16)\n\t\tStop\n\tSpawn3:\n\t\tTNT1 A 0 A_CheckFloor(1)\n\t\tGoto Decide\n\t\tXPL2 ABC 2 Light(Explosion_X1)\n\t\tXPL2 DEF 3 Light(Explosion_X2)\n\t\tXPL2 GHI 2 Light(Explosion_X3)\n\t\tXPL2 JKL 3 Light(Explosion_X4)\n\t\tXPL2 MNO 2 Light(Explosion_X5) A_FadeOut(0.16)\n\t\tXPL2 OP 3 Light(Explosion_X6) A_FadeOut(0.16)\n\t\tXPL2 QRS 2 Light(Explosion_X7) A_FadeOut(0.16)\n\t\tStop\n\t}\n}\nActor Q2ExplosionParticle : Q2BulletPuffParticle\n{\n\tTranslation \"80:111=208:223\"\n\tScale 1\n\tStates\n\t{\n\tFade:\n\t\t\"----\" A 0 A_Jump(128,3,4,5)\n\t\t\"----\" AAAAA 4 Bright\n\t\tStop\n\t}\n}\nActor GreenPuff : EffectBase\n{\n\tTranslation \"80:95=[255,255,0]:[0,255,0]\", \"96:111=[0,255,0]:[0,32,0]\"\n\tScale 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_PlaySound(\"Weapons/LaserHit\")\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BulletPuffParticleAdd,FRandom(0,5),0,FRandom(-5,5),FRandom(0,0.5),0,FRandom(-1,-0.1),Random(1,360),1|SXF_TRANSFERSCALE)\n\t\tStop\n\t}\n}\nActor Q2BulletPuffParticleAdd : Q2BulletPuffParticle { RenderStyle Add } // cuz SXF_TRANSFERRENDERSTYLE flag does not work in zandronum 3.0\nActor Q2TeleportFog : TeleportFog Replaces TeleportFog\n{\n\t+NOINTERACTION +CLIENTSIDEONLY\n\tTranslation \"80:101=[255,255,0]:[0,255,0]\", \"102:111=[0,255,0]:[0,64,0]\"\n\tScale 1.1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_JumpIfCloser(64,2)\n\t\tTNT1 A 0 A_Jump(256,2)\n\t\tTNT1 A 0 A_Warp(AAPTR_TARGET,0,0,0,0,WARPF_NOCHECKPOSITION)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BulletPuffParticleAdd,Random(0,24),0,Random(0,64),FRandom(0,1),0,FRandom(-2,0),Random(1,360),1|SXF_TRANSFERSCALE)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BulletPuffParticleAdd,Random(0,24),0,Random(0,64),FRandom(0,1),0,FRandom(-2,0),Random(1,360),1|SXF_TRANSFERSCALE)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BulletPuffParticleAdd,Random(0,24),0,Random(0,64),FRandom(0,1),0,FRandom(-2,0),Random(1,360),1|SXF_TRANSFERSCALE)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(Q2BulletPuffParticleAdd,Random(0,24),0,Random(0,64),FRandom(0,1),0,FRandom(-2,0),Random(1,360),1|SXF_TRANSFERSCALE,128)\n\t\tStop\n\t}\n}\nActor DestroyableBodyThing // this thing does not work on Zandronum\n{\n\tRadius 25\n\tHeight 10\n\tHealth 60\n\tMass 0x7fffffff\n\t+NOTARGETSWITCH\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_Warp(AAPTR_MASTER,0,0,0,0,WARPF_NOCHECKPOSITION,1)\n\t\tStop\n\t\tTNT1 A 0 A_SetShootable\n\t\tTNT1 A 1 A_JumpIfInTargetInventory(ResurrectedToken,1,\"Null\")\n\t\tLoop\n\tDeath:\n\tCrush:\n\t\tTNT1 A 0 A_RemoveMaster\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(Q2Gib,Random(0,40),0,5,Random(0,1),0,2,Random(1,360))\n\t\tTNT1 A 5 A_XScream\n\t\tStop\n\t}\n}\nActor ResurrectedToken : InvBoolean {}\nActor HUDLowHP : InvBoolean {}\nActor HUDHPDown : InvBoolean {}\nActor HUDArmorDown : InvBoolean {}\nActor wea : Q2BulletPuffParticle\n{\n\t+NOTIMEFREEZE Scale 2\n\tVar Int User_Offset[3];\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_Warp(AAPTR_TARGET,User_Offset[0],User_Offset[1],User_Offset[2],0,WARPF_NOCHECKPOSITION)\n\t\tGoto Super::Spawn\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/decoration.txt",
        "contents": "ACTOR DeadMarine1\n{\n\tRadius 25\n\tHeight 10\n\tHealth 60\n\tMass 0x7fffffff\n\t+SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY N -1\n\t\tStop\n\tDeath:\n\tCrush:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(Q2Gib,Random(0,40),0,5,Random(0,1),0,2,Random(1,360))\n\t\tTNT1 A 5 A_XScream\n\t\tStop\n\t}\n}\n\nACTOR DeadMarine2 : DeadMarine1 {}\nACTOR DeadMarine3 : DeadMarine1 {}\nACTOR DeadMarine4 : DeadMarine1 {}\nACTOR DeadMarine5 : DeadMarine1 {}\nACTOR DeadMarine6 : DeadMarine1 {}\n\nACTOR DeadMarineSpawner : RandomSpawner Replaces DeadMarine\n{\n\tDropItem \"DeadMarine1\"\n\tDropItem \"DeadMarine2\"\n\tDropItem \"DeadMarine3\"\n\tDropItem \"DeadMarine4\"\n}\n\nACTOR DeadGuard1 : DeadMarine1\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGRD5 N -1\n\t\tStop\n\t}\n}\n\nACTOR DeadGuard2 : DeadGuard1 {}\nACTOR DeadGuard3 : DeadGuard1 {}\nACTOR DeadGuard4 : DeadGuard1 {}\nACTOR DeadGuard5 : DeadGuard1 {}\nACTOR DeadGuard6 : DeadGuard1 {}\n\nACTOR DeadShotgunGuard1 : DeadGuard1 {}\nACTOR DeadShotgunGuard2 : DeadGuard1 {}\nACTOR DeadShotgunGuard3 : DeadGuard1 {}\nACTOR DeadShotgunGuard4 : DeadGuard1 {}\nACTOR DeadShotgunGuard5 : DeadGuard1 {}\nACTOR DeadShotgunGuard6 : DeadGuard1 {}\n\nACTOR DeadEnhancedGuard1 : DeadGuard1 {}\nACTOR DeadEnhancedGuard2 : DeadGuard1 {}\nACTOR DeadEnhancedGuard3 : DeadGuard1 {}\nACTOR DeadEnhancedGuard4 : DeadGuard1 {}\nACTOR DeadEnhancedGuard5 : DeadGuard1 {}\nACTOR DeadEnhancedGuard6 : DeadGuard1 {}\n\nActor DeadGuardSpawner : RandomSpawner Replaces DeadZombieman\n{\n\tDropItem \"DeadGuard1\"\n\tDropItem \"DeadGuard2\"\n\tDropItem \"DeadGuard3\"\n\tDropItem \"DeadGuard4\"\n\tDropItem \"DeadGuard5\"\n\tDropItem \"DeadGuard6\"\n}\n\nActor DeadShotgunGuardSpawner : RandomSpawner Replaces DeadShotgunguy\n{\n\tDropItem \"DeadShotgunGuard1\"\n\tDropItem \"DeadShotgunGuard2\"\n\tDropItem \"DeadShotgunGuard3\"\n\tDropItem \"DeadShotgunGuard4\"\n\tDropItem \"DeadShotgunGuard5\"\n\tDropItem \"DeadShotgunGuard6\"\n}\n\nActor DeadEnhancedGuardSpawner : RandomSpawner Replaces DeadDoomimp\n{\n\tDropItem \"DeadEnhancedGuard1\"\n\tDropItem \"DeadEnhancedGuard2\"\n\tDropItem \"DeadEnhancedGuard3\"\n\tDropItem \"DeadEnhancedGuard4\"\n\tDropItem \"DeadEnhancedGuard5\"\n\tDropItem \"DeadEnhancedGuard6\"\n}\n\n//NEW BARREL CODE FROM Blade of Agony - ozymandias81\nACTOR Q2ExplosiveBarrel : ExplosiveBarrel Replaces ExplosiveBarrel\n{\n\t+CANPASS\n\t+MOVEWITHSECTOR\t//I add this because we may need it for some \"arcade\" sequences -ozy\n\t+NOTAUTOAIMED\n\t+PUSHABLE\n\t+SLIDESONWALLS\t//let's prevent some weird behaviors, like being stuck in a map because the crate can't get out from an angle -ozy\n\tRadius 18\n\tHeight 35\n\tMass 15000\n\tDeathSound \"Weapons/RocketExplosion\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAR1 A 1\n\t\tGoto Look\n\tLook:\n\t\tBAR1 A 8 A_LookEx(LOF_NOSOUNDCHECK, 0, 64, 0, 360)\n\t\tLoop\n\tSee:\n\t\tBAR1 A 0 A_JumpIf((velx != 0 || vely != 0), \"Moving\")\n\t\tGoto Spawn\n\tMoving:\n\t\tBAR1 A 35 A_PlaySound(\"drum_moving\", CHAN_AUTO, 0.65)\n\t\tGoto Spawn\n\tDeath:\n\t\tBAR1 A 3 Bright\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"GetCvarInfo\",2)==True,\"Explode\")\n\t\tBAR1 A 12 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"GetCvarInfo\",1)==True,1)\n\t\tGoto Explode\n\t\tBAR1 A 2 Bright\n\t\tBAR1 AAAAAA 1 Bright A_SetScale(ScaleX-0.03,ScaleY+0.066)\n\t\tBAR1 AAAAAA 1 Bright A_SetScale(ScaleX*1.25,ScaleY-0.09)\n\tExplode:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem(Q2Explosion,0,22)\n\t\tTNT1 A 0 A_Explode\n\t\tTNT1 A 1050 BRIGHT A_BarrelDestroy\n\t\tTNT1 A 5 A_Respawn\n\t\tWait\n\t}\n}\n\nACTOR ViperShip 15010\n{\n\t//SpawnID 950\n    Radius 8\n    Height 6\n    Speed 6\n    Damage 3\n    SeeSound \"viper/flyby\"\n    PROJECTILE\n    -ACTIVATEIMPACT\n    +ACTIVATEPCROSS\n    +CLIENTSIDEONLY\n    +DONTSPLASH\n    +NOGRAVITY\n    States\n    {\n    Spawn:\n        MDLA A 1\n        MDLA A 0 A_SpawnItemEx(\"DecorationShip_Steam\", -32, -5, -1, 0, 0, 0, 0, 128, 0)\n        MDLA A 0 A_SpawnItemEx(\"DecorationShip_Steam\", -32, 5, -1, 0, 0, 0, 0, 128, 0)\n        Loop\n    Death:\n        MDLA A 4\n        Stop\n    }\n}\n\nACTOR DecorationShip_Steam\n{\n\tRadius 1\n\tHeight 1\n\tRenderStyle \"Add\"\n\tAlpha 0.2\n\tScale 0.2\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\t+MISSILE\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tSSST A 0\n\t\t\"####\" AAAA 1 BRIGHT A_FadeIn(0.2)\n\t\t\"####\" A 1 BRIGHT A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR StroggShip : ViperShip 15012\n{\n\t//SpawnID 951\n    States\n    {\n    Spawn:\n        MDLA A 1\n        MDLA A 0 A_SpawnItemEx(\"DecorationShip_Steam\", -32, -5, -1, 0, 0, 0, 0, 128, 0)\n        MDLA A 0 A_SpawnItemEx(\"DecorationShip_Steam\", -32, 5, -1, 0, 0, 0, 0, 128, 0)\n        Loop\n    Death:\n        MDLA A 4\n        Stop\n    }\n}\n\nACTOR ComRadar : SwitchableDecoration 15013\n{\n    Radius 32\n    Height 64\n\t+NOGRAVITY\n\t+SOLID\n\t+USESPECIAL\n    States\n    {\n\tInactive:\n    Spawn:\n\t\tMDLA A -1\n\t\tStop\n\tActive:\n\t\tMDLA BCDEFGHIJKLMNOPQRSTUVWXYZ 12\n\t\tMDLB ABCDEFGHIJKL 7\n\t\tMDLB M -1\n\t\tStop\n    }\n}\n\nACTOR XCrate01 15000\n{\n    Radius 31\n    Height 64\n\t+SOLID\n    States\n    {\n    Spawn:\n\t\tPOSS A 3\n\t\tLoop\n    }\n}\n\nACTOR XCrate02 : XCrate01 15001 {}\nACTOR XCrate03 : XCrate01 15002 {}\nACTOR XCrate04 : XCrate01 15003 {}\n\nACTOR NCrate01 : XCrate01 15004\n{\n\tHealth 10\n\tMass 0x7fffffff\n\t+NOGRAVITY\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOBLOODDECALS\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_SpawnItem(Q2Explosion,0,22)\n\t\tTNT1 A 0 A_Explode\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR NCrate02 : XCrate01 15005 { +NOGRAVITY }\nACTOR NCrate03 : XCrate01 15006 { +NOGRAVITY }\nACTOR NCrate04 : XCrate01 15007 { +NOGRAVITY }\nACTOR NCrate05 : XCrate01 15008 { +NOGRAVITY }\n\nACTOR Minicrate01 : XCrate01 15009\n{\n    Radius 16\n    Height 32\n\t+NOGRAVITY\n}\n\nACTOR 3DFan 15011\n{\n    Radius 0.1\n    Height 0.1\n\t+SOLID\n\t+NOGRAVITY\n    States\n    {\n    Spawn:\n\t\tPOSS A 3\n\t\tLoop\n    }\n}"
      }
    ]
  },
  "maps": []
}

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