Raw model (for completeness)
{
"meta": {
"id": "0266e162-ffa8-4d61-9f50-502383ead95d",
"sha1": "4e7545596d556ef1681e8a4f242928d83e0170b3",
"sha256": "cf4c7d51283a5a51b7c808bf585b8f3a934e814c8fd44cc85ca75f04eadf0f61",
"filenames": [
"smoothdoom-coop-v7.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2017-07-08 21:10:24",
"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": "2017-07-08 21:10:24",
"file": {
"type": "PK3",
"size": 8513758,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4e7545596d556ef1681e8a4f242928d83e0170b3/4e7545596d556ef1681e8a4f242928d83e0170b3.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 4626,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "MENUDEF.txt",
"contents": "OptionValue ShingSparkleSparkle\n{\n\t0.0, \"None\"\n\t1.0, \"Player Only\"\n\t2.0, \"Player And Monster\"\n}\n\nOptionValue PocketFullaShells\n{\n\t0.0, \"None\"\n\t1.0, \"Player Only\"\n\t2.0, \"Player And Monster\"\n}\n\nOptionValue TheGoddamnFlash\n{\n\t0.0, \"Classic Doom\"\n\t1.0, \"Doom64\"\n}\n\n//////////////////\n//WEAPON OPTIONS//\n//////////////////\n\nOptionValue DanzigSongReference\n{\n\t0.0, \"Brown\"\n\t1.0, \"Black\"\n}\n\nOptionValue Leatherface\n{\n\t0.0, \"Classic Doom\"\n\t1.0, \"Doom64\"\n}\n\nOptionValue PistolWhip\n{\n\t0.0, \"Classic Doom\"\n\t1.0, \"Doom64\"\n}\n\nOptionValue ShotgunWedding\n{\n\t0.0, \"Classic Doom\"\n\t1.0, \"Doom64\"\n}\n\nOptionValue ShotgunShack\n{\n\t0.0, \"Classic Doom\"\n\t1.0, \"Doom64\"\n}\n\nOptionValue ChainGang\n{\n\t0.0, \"Classic Doom\"\n\t1.0, \"Doom64\"\n}\n\nOptionValue RocketInTheFreeWorld\n{\n\t0.0, \"Classic Doom\"\n\t1.0, \"Doom64\"\n}\n\nOptionMenu \"OptionsMenu\"\n{\n\tTitle \"OPTIONS\"\n\tSubmenu \"Customize Controls\",\t\t\"CustomizeControls\"\n\tSubmenu \"Mouse options\",\t\t\t\"MouseOptions\"\n\tSubmenu \"Joystick options\",\t\t\t\"JoystickOptions\"\n\tStaticText \" \"\n\tSubmenu \"Player Setup\",\t\t\t\t\"PlayerMenu\"\n\tSubmenu \"Gameplay Options\",\t\t\t\"GameplayOptions\"\n\tSubmenu \"Compatibility Options\",\t\"CompatibilityOptions\"\n\tSubmenu \"Automap Options\",\t\t\t\"AutomapOptions\"\n\tSubmenu \"HUD Options\",\t\t\t\t\"HUDOptions\"\n\tSubmenu \"Miscellaneous Options\",\t\"MiscOptions\"\n\tSubmenu \"Sound Options\",\t\t\t\"SoundOptions\"\n\tSubmenu \"Display Options\",\t\t\t\"VideoOptions\"\n\tSubmenu \"Set video mode\",\t\t\t\"VideoModeMenu\"\n\tSubmenu \"Smooth Doom Options\",\t\t\"SmoothDoom\"\n\tStaticText \" \"\n\tSafeCommand \"Reset to defaults\",\t\"reset2defaults\"\n\tSafeCommand\t\"Reset to last saved\",\t\"reset2saved\"\n\tCommand \"Go to console\",\t\t\t\"menuconsole\"\n}\n\nOptionMenu \"smoothdoom\"\n{\ntitle \"Smooth Doom Options\"\n\nStaticText \" \"\noption \"Alternate Armor Bonus\", \"botoggle\", \"onoff\"\noption \"Doom64-Style Items\", \"putoggle\", \"onoff\"\noption \"Duke Nukem Explosions\", \"dutoggle\", \"onoff\"\noption \"Explosions Shake Screen\", \"rmtoggle\", \"onoff\"\noption \"Fancy Bullet Puffs\", \"pftoggle\", \"onoff\"\noption \"Fancy Torch Sprites\", \"totoggle\", \"onoff\"\noption \"Rotating Keys\", \"krtoggle\", \"onoff\"\nStaticText \" \"\nStaticText \"Gore Settings\",1\noption \"Blood Pools\", \"bstoggle\", \"onoff\"\noption \"Giblet Toggle\", \"gbtoggle\", \"onoff\"\noption \"Pain Elemental Gibs\", \"gotoggle\", \"onoff\"\noption \"SSG Gibs Enemies\", \"ggtoggle\", \"onoff\"\nStaticText \" \"\nStaticText \"Variation Settings\",1\noption \"Decoration Variants\", \"dctoggle\", \"onoff\"\noption \"Monster Death Variants\", \"mdtoggle\", \"onoff\"\noption \"Monster Skin Variants\", \"vatoggle\", \"onoff\"\nStaticText \" \"\nStaticText \"Gameplay Settings\",1\noption \"Fast Pinky\", \"pitoggle\", \"onoff\"\noption \"Zombieman Drops Rifle\", \"ritoggle\", \"onoff\"\nStaticText \" \"\nStaticText \"Weapon Settings\",1\noption \"Glove Color\", \"gltoggle\",\"DanzigSongReference\"\noption \"Muzzleflash style\", \"fltoggle\",\"TheGoddamnFlash\"\noption \"Plasma Sparkles\", \"sptoggle\", \"ShingSparkleSparkle\"\noption \"Shell Casings\",\t\"catoggle\",\"PocketFullaShells\"\noption \"Weapon Bob\", \"bbtoggle\",\"onoff\"\noption \"Weapon Kickback\", \"retoggle\",\"onoff\"\nStaticText \" \"\noption \"Chainsaw Skin\", \"swtoggle\", \"Leatherface\"\noption \"Pistol Skin\", \"pstoggle\", \"PistolWhip\"\noption \"Shotgun Skin\", \"sgtoggle\", \"ShotgunWedding\"\noption \"Super Shotgun Skin\", \"sstoggle\",\"ShotgunShack\"\noption \"Chaingun Skin\", \"chtoggle\",\"ChainGang\"\noption \"Rocket Launcher Skin\", \"rotoggle\", \"RocketInTheFreeWorld\"\nStaticText \"Plasma Rifle coming soon!\",1\nStaticText \"BFG coming soon!\",1\n\n}"
},
{
"source": "pk3",
"name": "Credits.txt",
"contents": "Sergeant Mark IV (created original proof-of-concept, sprites and coding)\nOSJClatchford (across the board resources) (that's LATCHford, not CLATCHford)\nSidDoyle (gib sprites, mega coding help)\nAlmonds (spritework, coding)\nBlox (resources for monsters, weapons)\nItsnaturetodie/David G. (resources for monsters, rifle)\nVader (resources for monsters)\nMinigunner (resources for monsters, weapons)\nPerkristian (smooth weapons)\nZ86 (resources for weapons)\nEriance (resources for monsters)\nUboa (resources for weapons)\nBlue Shadow (resources for weapons, massive coding help)\nMike12 (resources for weapons)\nNeuralStunner (resources for weapons)\nJoeyTD (resources for weapons)\nTurbo (resources for shell casings)\nMarphy Black (resources for monsters)\nZrrion the Insect (resources for props, textures)\nChickenlegz (resources for monsters)\nAgaures (textures)\nTaggart (helmeted zombie sprites)\nNiGHTMARE (textures)\nSolmyr (resources for monsters, chain lightning)\nMonolith (resources, sounds for shell casings)\nValve (sounds for shell casings)\n3D Realms (resources for explosions)\nDoom4Ever mod (resources for barrels)\nXim (alternate zombie faces)\nOnslaughtSix (mugshot work and general helpfulness)\nOsiris Kalev (bugfixing help and putting up with my bullshit)\nPK1 (inspiration and general helpfulness)\nShadowy Men On A Shadowy Planet\nMan Or Astro-Man?"
},
{
"source": "pk3",
"name": "DECO/Decorations.txt",
"contents": "ACTOR NewBigTree : BigTree replaces BigTree\n{\nstates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"DecoToggle\")==1, \"extraspawn\")\n\tTRE2 A -1\n Stop\n\n\tExtraSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"spawn1\", \"spawn2\", \"spawn3\")\n\tgoto spawn1\n\n\tSpawn1:\n TRE2 A -1\n Stop\n\n\tSpawn2:\n TRE3 A -1\n Stop\n\n\tSpawn3:\n TRE4 A -1\n Stop\n\t}\n}\n\nACTOR NewDeadPlayer : DeadMarine replaces DeadMarine\n{\nstates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"DecoToggle\")==1, \"extraspawn\")\n\tPLAY N -1\n Stop\n\n\tExtraSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"spawn1\", \"spawn2\", \"spawn3\", \"spawn4\", \"spawn5\", \"spawn6\", \"spawn7\")\n\tgoto spawn1\n\n\tSpawn1:\n\tPLAY N -1\n Stop\n\n\tSpawn2:\n\tPLD1 a -1\n\tstop\n\n\tSpawn3:\n\tPLD2 a -1\n\tstop\n\n\tSpawn4:\n\tPLD3 a -1\n\tstop\n\n\tSpawn5:\n\tPLD4 a -1\n\tstop\n\n\tSpawn6:\n\tPLD5 a -1\n\tstop\n\n\tSpawn7:\n\tPLD6 a -1\n\tstop\n\t}\n}\n\nACTOR NewHangGuy : HangNoGuts replaces HangNoGuts\n{\nstates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"DecoToggle\")==1, \"extraspawn\")\n\tHDB1 A -1\n Stop\n\n\tExtraSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"spawn1\", \"spawn2\")\n\tgoto spawn1\n\n\tSpawn1:\n HDB1 A -1\n Stop\n\n\tSpawn2:\n\tHDB7 a -1\n\tstop\n\t}\n}\n\nACTOR NewLookUpGuy : HangTLookingUp replaces HangTLookingUp\n{\nstates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"DecoToggle\")==1, \"extraspawn\")\n\tHDB5 A -1\n Stop\n\n\tExtraSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"spawn1\", \"spawn2\")\n\tgoto spawn1\n\n\tSpawn1:\n\t\tHDB5 A -1\n\t\tstop\n\n\tSpawn2:\n\t\tHDB8 a -1\n\t\tstop\n\t}\n}\n\nACTOR NewHeadsOnAStick : HeadsOnAStick replaces HeadsOnAStick\n{\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"DecoToggle\")==1, \"extraspawn\")\n\tPOL2 A -1\n Stop\n\n\tExtraSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"spawn1\", \"spawn2\", \"spawn3\")\n\tgoto spawn1\n\n\tspawn1:\n\tPOL2 A -1\n Stop\n\n\tspawn2:\n\tPOL9 A -1\n\tstop\n\n\tspawn3:\n\tPL10 A -1\n\tstop\n\t}\n}\n\nACTOR NewDeadStick : DeadStick replaces DeadStick\n{\nstates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"DecoToggle\")==1, \"extraspawn\")\n\tPOL1 A -1\n Stop\n\n\tExtraSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"spawn1\", \"spawn2\", \"spawn3\", \"spawn4\")\n\tgoto spawn1\n\n\tSpawn1:\n\tPOL1 A -1\n Stop\n\n\tSpawn2:\n\tPOL7 A -1\n\tstop\n\n\tSpawn3:\n\tPOL8 A -1\n\tstop\n\n\tSpawn4:\n\tPOL0 A -1\n\tstop\n\t}\n}\n\nACTOR NewHeadCandles : HeadCandles replaces Headcandles\n{\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"DecoToggle\")==1, \"extraspawn\")\n\tgoto spawn1\n\n\tExtraSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"spawn1\", \"spawn2\")\n\tgoto spawn1\n\n\tSpawn1:\n\tPOL3 ABCDCB 4 Bright\n loop\n\n\tSpawn2:\n\tPOL3 EFGHGF 4 Bright\n\tloop\n\t}\n}\n\n////////////////////////////////////////\n////////////////LIGHTS//////////////////\n////////////////////////////////////////\n\nActor TallTorch_Blue : BlueTorch replaces BlueTorch //I use blue torch as the basic one because blue color is the easiest one to translate, so I only use sprites for blue torches and color translations for others\n{\nradius 6\nheight 55\n+LOOKALLAROUND\n//scale .5\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 bright A_setscale(1.0)\n\t\tTNT1 A 0 bright A_JumpIf(CallACS(\"torchtoggle\")==1, \"fancyspawn\")\n\t\tBLTA abcdegh 3 bright\n\t\tloop\n\tfancyspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"torchtoggle\")==0, \"spawn\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB A 2 bright a_setscale(0.5)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB B 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB C 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB D 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB E 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB F 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB G 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB H 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB I 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB J 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB K 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB L 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB M 2 bright\n\t\tloop\n\t}\n}\n\nActor TallTorch_Red : TallTorch_Blue replaces RedTorch\n{\ntranslation \"192:207=168:184\",\"240:247=185:191\" //blue to red\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 bright A_setscale(1.0)\n\t\tTNT1 A 0 bright A_JumpIf(CallACS(\"torchtoggle\")==1, \"fancyspawn\")\n\t\tRETA abcdegh 3 bright\n\t\tloop\n\tfancyspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"torchtoggle\")==0, \"spawn\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB A 2 bright a_setscale(0.5)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB B 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB C 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB D 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB E 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB F 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB G 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB H 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB I 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB J 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB K 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB L 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB M 2 bright\n\t\tloop\n\t}\n}\n\nActor TallTorch_Green : TallTorch_Blue replaces GreenTorch\n{\ntranslation \"192:207=112:127\",\"240:247=11:12\" //blue to green... you guessed, right?\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 bright A_setscale(1.0)\n\t\tTNT1 A 0 bright A_JumpIf(CallACS(\"torchtoggle\")==1, \"fancyspawn\")\n\t\tGRTA abcdefgh 3 bright\n\t\tloop\n\tfancyspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"torchtoggle\")==0, \"spawn\")\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB A 2 bright a_setscale(0.5)\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB B 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB C 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB D 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB E 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB F 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB G 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB H 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB I 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB J 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB K 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB L 2 bright\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\tTTRB M 2 bright\n\t\tloop\n\t}\n}\n\nActor ShortTorch_Blue : ShortBlueTorch replaces ShortBlueTorch\n{\ntranslation \"96:111=192:207\",\"5:8=240:247\" //to fix some incorrect colouring in the original sprite (much simpler than redrawing it)\n+LOOKALLAROUND\nheight 45\nradius 6\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 a_setscale(1.0)\n\t\tTNT1 A 0 bright A_JumpIf(CallACS(\"torchtoggle\")==1, \"fancyspawn\")\n\t\tBLSH ABCDEFGH 3 bright\n\t\tloop\n\tFancySpawn:\n\t\tSTRB A 0 a_setscale(0.5)\n\t\tSTRB ABCDEFGHIJKLM 2 bright\n\t\tgoto Spawn\n\t}\n}\n\nActor ShortTorch_Green : ShortTorch_Blue replaces ShortGreenTorch\n{\ntranslation \"192:207=112:127\",\"240:247=11:12\"\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 a_setscale(1.0)\n\t\tTNT1 A 0 bright A_JumpIf(CallACS(\"torchtoggle\")==1, \"fancyspawn\")\n\t\tBLSH ABCDEFGH 3 bright\n\t\tloop\n\tFancySpawn:\n\t\tSTRB A 0 a_setscale(0.5)\n\t\tSTRB ABCDEFGHIJKLM 2 bright\n\t\tgoto Spawn\n\t}\n}\n\nActor ShortTorch_Red : ShortTorch_Blue replaces ShortRedTorch\n{\ntranslation \"192:207=168:184\",\"240:247=185:191\"\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 a_setscale(1.0)\n\t\tTNT1 A 0 bright A_JumpIf(CallACS(\"torchtoggle\")==1, \"fancyspawn\")\n\t\tBLSH ABCDEFGH 3 bright\n\t\tloop\n\tFancySpawn:\n\t\tSTRB A 0 a_setscale(0.5)\n\t\tSTRB ABCDEFGHIJKLM 2 bright\n\t\tgoto Spawn\n\t}\n}\n\nActor Candelabra1 : Candelabra replaces Candelabra\n{\n+LOOKALLAROUND\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 a_setscale(1.0)\n\t\tTNT1 A 0 bright A_JumpIf(CallACS(\"torchtoggle\")==1, \"fancyspawn\")\n\t\tCBRA Abcdef 3 bright\n\t\tloop\n\tFancySpawn:\n\t\tSCBR A 0 a_setscale(0.5)\n\t\tSCBR ABCDEFGHIJKLM 2 bright\n\t\tgoto spawn\n\t}\n}\n\nActor Candlestick1 : Candlestick replaces Candlestick\n{\n+LOOKALLAROUND\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 a_setscale(1.0)\n\t\tTNT1 A 0 bright A_JumpIf(CallACS(\"torchtoggle\")==1, \"fancyspawn\")\n\t\tCAND Abcdef 3 bright\n\t\tloop\n\tFancySpawn:\n\t SCAN A 0 a_setscale(0.5)\n\t\tSCAN ABCDEFGHIJKLM 2 bright\n\t\tgoto Spawn\n\t}\n}\n\nActor BurningBarrel1 : BurningBarrel replaces BurningBarrel\n{\n+LOOKALLAROUND\nheight 35\ntranslation \"112:125=96:109\"\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 a_setscale(1.0)\n\t\tTNT1 A 0 Thing_ChangeTID(0,395)\n\t\tTNT1 A 0 bright A_JumpIf(CallACS(\"torchtoggle\")==1, \"fancyspawn\")\n\t\tBURN ABCDEF 3 bright\n\t\tloop\n\tFancySpawn:\n\t\tBURB A 0 a_setscale(0.5)\n\t\tBURB ABCDEFGHIJKLM 2 bright\n\t\tgoto Spawn\n\t}\n}\n\nActor SmoothEye : Evileye replaces Evileye\n{\n\tstates\n\t{\n\tSpawn:\n\t\tSEYE abcdef 3 bright\n\t\tloop\n\t}\n}\n\nActor SmoothFloatingSkull : FloatingSkull replaces FloatingSKull\n{\n\tstates\n\t{\n\tspawn:\n\t\tFSKX abcdef 4 bright\n\t\tloop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/Particles.txt",
"contents": "//kept around for inheritance purposes\nACTOR ExplosionFire\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 4\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOCLIP\n DamageType Flames\n\tGravity 0\n\tRenderstyle Add\n\tStates\n\t{\n Spawn:\n MISL BCDEFG 2 BRIGHT\n Stop\n\t}\n}\n\nACTOR SmoothBulletPuff Replaces BulletPuff\n{\n\tGame Doom\n\tSpawnID 131\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\tRenderStyle Translucent\n\tAlpha 0.7\n\tVSpeed 1\n\tMass 5\n\tStates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"PuffStyle\")==1, \"FancyPuff\")\n\t\tspuf abcd 2 bright\n\t\tspuf efghi 2\n\t\tstop\n\tFancyPuff:\n\t\tPUFF A 2 Bright\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"PuffParticles\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAA 0 A_CustomMissile (\"PuffSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tPUFF B 2\n\tMelee:\n\t\tPUFF CD 2\n\t\tStop\n\t}\n}\n\nACTOR BulletPuffGibby : SmoothBulletPuff\n{\n DamageType GibbyHaynes\n }\n\nACTOR PuffParticles: ExplosionFire\n{\n Speed 10\n\tScale 0.6\n\tRenderstyle Add\n\tStates\n\t{\n Spawn:\n PUFF A 2 BRIGHT\n\t\tPUFF A 2\n Stop\n\t}\n}\n\nACTOR PuffSmoke: ExplosionFire\n{\n\tSpeed 1\n\tScale 0.9\n\tRenderstyle Translucent\n\tAlpha 0.9\n\tStates\n\t{\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128, \"Spawn2\")\n PUFF CCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.05)\n\tStop\n\tSpawn2:\n\tPUFF DDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.05)\n Stop\n\t}\n}\n\nActor bulletcasing\n{\n scale 0.17\n radius 3\n projectile\n bouncefactor 0.5\n wallbouncefactor 0.4\n bouncecount 5\n bouncesound \"casings/bullet/bounce\"\n bouncetype Doom\n -NOGRAVITY\n -NOBLOCKMAP\n// -BOUNCEONCEILINGS\n +NOTELEPORT\n +THRUACTORS\n +DROPOFF\n +FLOORCLIP\n -BOUNCEONACTORS\n states\n\t{\n\tSpawn:\n\t\tBCAS ABCDEFGH 1\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\", \"Death4\")\n\t\tgoto Death1\n\tDeath1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tBCAS I 0 a_playsound (\"casings/bullet/die\")\n\t\tBCAS I 200\n\t\tgoto fade1\n\tfade1:\n\t\tBCAS I 5 A_FadeOut(0.10)\n\t\tloop\n\tDeath2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tBCAS J 0 a_playsound (\"casings/bullet/die\")\n\t\tBCAS J 200\n\t\tgoto fade2\n\tfade2:\n\t\tBCAS J 5 A_FadeOut(0.10)\n\t\tloop\n\tDeath3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tBCAS K 0 a_playsound (\"casings/bullet/die\")\n\t\tBCAS K 200\n\t\tgoto fade3\n\tfade3:\n\t\tBCAS K 5 A_FadeOut(0.10)\n\t\tloop\n\tDeath4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tBCAS L 0 a_playsound (\"casings/bullet/die\")\n\t\tBCAS L 200\n\t\tGoto fade4\n\tfade4:\n\t\tBCAS L 5 A_FadeOut(0.10)\n\t\tloop\n\tdisappear:\n\t\ttnt1 a 1\n\t\tstop\n\t}\n}\n\nActor shellcasing\n{\n projectile\n scale 0.26\n radius 3\n bouncefactor 0.5\n wallbouncefactor 0.4\n bouncecount 5\n bouncesound \"casings/shell/bounce\"\n bouncetype Doom\n -NOGRAVITY\n -NOBLOCKMAP\n // -BOUNCEONCEILINGS\n +DROPOFF\n +THRUACTORS\n +NOTELEPORT\n +BOUNCEONACTORS\n +FLOORCLIP\n states\n\t{\n\tSpawn:\n\t\tSCAS ABCDEFGH 2\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\", \"Death4\", \"Death6\")\n\t\tgoto death1\n\n\tDeath1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY a 0 a_playsound (\"casings/shell/die\")\n\t\tSHDY a 300\n\t\tgoto fade1\n\tfade1:\n\t\tSHDY a 5 A_FadeOut(0.10)\n\t\tloop\n\tDeath2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY b 0 a_playsound (\"casings/shell/die\")\n\t\tSHDY b 300\n\t\tgoto fade2\n\tfade2:\n\t\tSHDY b 5 A_FadeOut(0.10)\n\t\tloop\n\tDeath3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY c 0 a_playsound (\"casings/shell/die\")\n\t\tSHDY c 300\n\t\tgoto fade3\n\tfade3:\n\t\tSHDY c 5 A_FadeOut(0.10)\n\t\tloop\n\tDeath4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY d 0 a_playsound (\"casings/shell/die\")\n\t\tSHDY d 300\n\t\tgoto fade4\n\tfade4:\n\t\tSHDY d 5 A_FadeOut(0.10)\n\t\tloop\n\tDeath5:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY e 0 a_playsound (\"casings/shell/die\")\n\t\tSHDY e 300\n\t\tgoto fade5\n\tfade5:\n\t\tSHDY e 5 A_FadeOut(0.10)\n\t\tloop\n\tDeath6:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"disappear\")\n\t\tSHDY f 0 a_playsound (\"casings/shell/die\")\n\t\tSHDY f 300\n\t\tgoto fade6\n\tfade6:\n\t\tSHDY f 5 A_FadeOut(0.10)\n\t\tloop\n\tdisappear:\n\t\ttnt1 a 1\n\t\tstop\n\t}\n}\n\nactor smoothfog : teleportfog replaces teleportfog\n{\nstates\n\t{\n\tspawn:\n\tSFOG abcdefghijklmnopqrstrqpo 2 bright\n\tstop\n\t}\n}\n\nactor smoothtrail : rocketsmoketrail replaces rocketsmoketrail\n{\nstates\n\t{\n\tSpawn:\n SMOK ABCDEFGHIJ 2\n Stop\n\t}\n}\n\nactor bluesparkle : rocketsmoketrail\n{\nalpha 0.4\nstates\n\t{\n\tspawn:\n\tbspk abcde 3 bright\n\tstop\n\t}\n}\n\nactor greensparkle : rocketsmoketrail\n{\nalpha 0.4\nstates\n\t{\n\tspawn:\n\tgsmk defghi 3 bright\n\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/Gore.txt",
"contents": "ACTOR Gibs1 //small gibs\n{\n Radius 3\n Height 3\n Speed 7\n Scale 1.0\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +BLOODLESSIMPACT\n\t+DONTSPLASH\n\t+FLOORCLIP\n\tDecal Bloodsmear\n\tGravity 0.7\n States\n {\n Spawn:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GibToggle\")==0, \"Disappear\")\n\t\tGIBS C 3\n Loop\n Death:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n TNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\",\"Death4\",\"Death5\",\"Death6\",\"Death7\",\"Death8\",\"Death9\",\"Death10\",\"Death11\",\"Death12\",\"Death13\")\n\t\tgoto death1\n\tDeath1:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS B 3\n\t\tGIBS B -1\n Stop\n\tDeath2:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS D 3\n\t\tGIBS D -1\n Stop\n\tDeath3:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS E 3\n\t\tGIBS E -1\n Stop\n\tDeath4:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS F 3\n\t\tGIBS F -1\n Stop\n\tDeath5:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS G 3\n\t\tGIBS G -1\n Stop\n\tDeath6:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS H 3\n\t\tGIBS H -1\n Stop\n\tDeath7:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS I 3\n\t\tGIBS I -1\n Stop\n\tDeath8:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS J 3\n\t\tGIBS J -1\n Stop\n\tDeath9:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS K 3\n\t\tGIBS K -1\n Stop\n\tDeath10:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS L 3\n\t\tGIBS L -1\n Stop\n\tDeath11:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS M 3\n\t\tGIBS M -1\n Stop\n\tDeath12:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS N 3\n\t\tGIBS N -1\n Stop\n\tDeath13:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tGIBS O 3\n\t\tGIBS O -1\n Stop\n\tDisappear:\n\t\tTNT1 A 1\n\t\tstop\n }\n}\n\nACTOR BlueGibs1: Gibs1\n{\n\tdecal bluebloodsmear\n\ttranslation \"32:47=240:243\", \"176:191=199:207\"\n}\n\nACTOR GreenGibs1: Gibs1\n{\n\tdecal greenbloodsmear\n\ttranslation \"172:191=118:123\",\"23:47=119:127\",\"160:167=112:119\"\n}\n\nACTOR Gibs2: Gibs1 //big gibs\n{\n States\n {\n Spawn:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GibToggle\")==0, \"Disappear\")\n\t\tGIBS C 3\n Loop\n Death:\n TNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"Disappear\")\n\t\tPOL5 A 3\n\t\tPOL5 A -1\n Stop\n\tDisappear:\n\t\tTNT1 A 1\n\t\tstop\n }\n}\n\nACTOR BlueGibs2: Gibs2\n{\n\tdecal bluebloodsmear\n\ttranslation \"32:47=240:243\", \"176:191=199:207\"\n}\n\nACTOR GreenGibs2: Gibs2\n{\n\tdecal greenbloodsmear\n\ttranslation \"172:191=118:123\",\"23:47=119:127\",\"160:167=112:119\"\n}\n\nactor XBlood Replaces Blood\n{\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n+ALLOWPARTICLES\ndecal bloodsplat\nSpeed 0\n states\n {\n Spawn:\n\t\tTNT1 AA 0 A_CustomMissile (\"FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"FlyingBloodFast\", 0, 0, random (0, 360), 2, random (50, 120))\n BLUD CBA 2\n\t\tstop\n\t\tstop\n }\n}\n\nactor BlueBlood : Xblood\n{\ndecal bluebloodsplat\ntranslation \"1:191=200:207\",\"208:255=200:207\"\nstates\n\t{\n Spawn:\n\t\tTNT1 AA 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"Disappear\")\n\t\tTNT1 AA 0 A_CustomMissile (\"BlueFlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"BlueFlyingBloodFakeFast\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tBLUD ABC 2\n stop\n Disappear:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor GreenBlood : Xblood\n{\ntranslation \"16:47=112:127\",\"185:191=11:12\"\ndecal greenbloodsplat\nstates\n\t{\n Spawn:\n\t\tTNT1 AA 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"Disappear\")\n\t\tTNT1 AA 0 A_CustomMissile (\"GreenFlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GreenFlyingBloodFakeFast\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tBLUD ABC 2\n stop\n\tDisappear:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor XBlood2\n{\n+FORCEXYBILLBOARD\n+GHOST\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n-DONTSPLASH\n+ALLOWPARTICLES\ndecal bloodsplat\nSpeed 0\n states\n {\n Spawn:\n\t\t//TNT1 AA 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"Disappear\")\n\t\tTNT1 AA 0 A_CustomMissile (\"FlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"FlyingBloodFakeFast\", 0, 0, random (0, 360), 2, random (0, 180))\n stop\n\tDisappear:\n\t\tTNT1 A 1\n\t\tstop\n }\n}\n\nactor Greenblood2 : XBlood2\n{\ntranslation \"16:47=112:127\",\"185:191=11:12\"\ndecal greenbloodsplat\nstates\n\t{\n Spawn:\n\t\tTNT1 AA 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"Disappear\")\n\t\tTNT1 AA 0 A_CustomMissile (\"GreenFlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"GreenFlyingBloodFakeFast\", 0, 0, random (0, 360), 2, random (0, 180))\n stop\n\t}\n}\n\nactor BlueBlood2 : XBlood2\n{\ndecal bluebloodsplat\ntranslation \"1:191=200:207\",\"208:255=200:207\"\nstates\n\t{\n Spawn:\n\t\tTNT1 AA 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"Disappear\")\n\t\tTNT1 AA 0 A_CustomMissile (\"BlueFlyingBlood\", 0, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"BlueFlyingBloodFakeFast\", 0, 0, random (0, 360), 2, random (0, 180))\n stop\n\t}\n}\n\nactor XBloodSpot\n{\n RenderStyle Translucent\n Alpha 1\n game Doom\n radius 12\n height 2\n mass 1\n scale 0.8\n +NOTELEPORT\n -NOBLOCKMAP\n +FORCEXYBILLBOARD\n +DOOMBOUNCE\n +DONTSPLASH\n +MISSILE\n Speed 0\n BounceFactor 0.01\n states\n {\n Spawn:\n BLUD F 1\n Loop\n Death:\n TNT1 A 0\n TNT1 A 0 A_Jump(64,4)\n TNT1 A 0 A_Jump(128,4)\n TNT1 A 0 A_Jump(192,4)\n TNT1 A 0 A_Jump(255,4)\n BLD1 A 750\n goto Aloop\n BLD1 B 750\n goto Bloop\n BLD1 C 750\n goto Cloop\n BLD1 D 750\n goto Dloop\n Aloop:\n BLD1 A 1 A_FadeOut(0.01)\n loop\n Bloop:\n BLD1 B 1 A_FadeOut(0.01)\n loop\n Cloop:\n BLD1 C 1 A_FadeOut(0.01)\n loop\n Dloop:\n BLD1 D 1 A_FadeOut(0.01)\n loop\n }\n}\n\nActor Bluebloodspot : Xbloodspot\n{\ntranslation \"27:47=200:207\",\"175:191=202:207\"\n}\n\nActor Greenbloodspot : Xbloodspot\n{\ntranslation \"32:47=112:127\",\"175:191=121:126\"\n}\n\nACTOR FlyingBlood: Gibs1\n{\n-DOOMBOUNCE\n-SOLID\n+THRUACTORS\n-DONTSPLASH\ndecal bloodsplat\nSpeed 4\n Scale 1.0\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 a_jump(255, \"spawn1\", \"spawn2\")\n Spawn1:\n\t\tBLUD F 2\n\t\tLoop\n\tSpawn2:\n\t\tBLUD G 2\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"XBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR BlueFlyingBlood : FlyingBlood\n{\ndecal bluebloodsplat\ntranslation \"1:191=200:207\",\"208:255=200:207\"\nstates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"BlueBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR GreenFlyingBlood : FlyingBlood\n{\ndecal greenbloodsplat\ntranslation \"168:184=112:127\",\"185:191=11:12\",\"16:47=112:127\"\nstates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"GreenBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR FlyingBloodFast: FlyingBlood\n{\nSpeed 6\n-DOOMBOUNCE\n+FORCEXYBILLBOARD\n-SOLID\nScale 0.5\nGravity 1.0\n}\n\nACTOR BlueFlyingBloodFast: FlyingBloodFast\n{\ntranslation \"1:191=200:207\",\"208:255=200:207\"\nstates\n{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"BlueBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR GreenFlyingBloodFast: FlyingBloodFast\n{\ndecal greenbloodsplat\ntranslation \"168:184=112:127\",\"185:191=11:12\",\"16:47=112:127\"\nstates\n{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"GreenBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR FlyingBloodFakeFast: FlyingBloodFast\n{\nScale 0.3\nSpeed 12\n-DOOMBOUNCE\n+FORCEXYBILLBOARD\n-SOLID\n}\n\nACTOR BlueFlyingBloodFakeFast: FlyingBloodFakeFast\n{\ndecal bluebloodsplat\ntranslation \"1:191=200:207\",\"208:255=200:207\"\nstates\n{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"BlueBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}\n\nACTOR GreenFlyingBloodFakeFast: FlyingBloodFakeFast\n{\ndecal greenbloodsplat\ntranslation \"168:184=112:127\",\"185:191=11:12\",\"16:47=112:127\"\nstates\n{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"LiquidCheck\"),\"OutDamnSpot\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"BloodSpotToggle\")==0, \"OutDamnSpot\")\n\t\tBLUD F 1\n\t\tTNT1 A 0 A_SpawnItem(\"GreenBloodspot\", 0, 5)\n\t\tStop\n\tOutDamnSpot:\n\t\tBLUD F 1\n\t\tstop\n }\n}"
},
{
"source": "pk3",
"name": "DECO/Projectiles.txt",
"contents": "ACTOR smoothrevball : revenanttracer replaces revenanttracer\n{\n\tdecal revenantscorch\n\tstates\n\t{\n\tDeath:\n RBXP A 2 Bright\n RBXP B 2 Bright\n RBXP C 2 Bright\n\tRBXP D 2 Bright\n\tRBXP E 2 bright\n\tRBXP F 2 bright\n Stop\n\t}\n}\n\nACTOR smoothfatshot : fatshot replaces fatshot\n{\n\tdecal scorch\n\tstates\n\t{\n\tdeath:\n\texpl a 3 bright\n\texpl b 2 bright\n\texpl c 2 bright\n\texpl d 2 bright\n\texpl e 2 bright\n\texpl f 2 bright\n\tstop\n\t}\n}\n\nACTOR smoothbooger : baronball replaces baronball\n{\n\tdecal baronscorch\n\tstates\n\t{\n\tdeath:\n\tboog abcdefgi 2 bright\n\tstop\n\t}\n}\n\nACTOR smoothblueplasma : plasmaball replaces plasmaball\n{\n\tdecal doomimpscorch\n\tSpecies \"Marines\"\n\tProjectile\n\t+THRUSPECIES\nstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Sparkletoggle\")==1, \"fancyspawn\")\n\t\tBLPL abcdabcd 2 bright\n\t\tloop\n\tfancyspawn:\n\t\tTNT1 A 0\n\t\tBLPL a 2 bright A_SpawnItemEx(\"BlueSparkle\", random(-20, 20), random(-20, 20), random(0, 20))\n\t\tBLPL b 2 bright\n\t\tBLPL c 2 bright A_SpawnItemEx(\"BlueSparkle\", random(-20, 20), random(-20, 20), random(0, 20))\n\t\tBLPL d 2 bright\n\t\tloop\n\tdeath:\n\t\tSPLS abcdefghijkl 2 bright\n\t\tstop\n\t}\n}\n\nACTOR smoothimpball : doomimpball replaces doomimpball\n{\nGame Doom\n\tSpawnID 10\n\tRadius 6\n\tHeight 8\n\tSpeed 10\n\tFastSpeed 20\n\tDamage 3\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle Add\n\tdecal doomimpscorch\n\tAlpha 1\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tStates\n\t{\n\tspawn:\n\tBIMP abcdef 2 bright\n\tloop\n\tdeath:\n\tIPRD abcdefgh 2 bright\n\tstop\n\t}\n}\n\nACTOR smoothbabyplas : arachnotronplasma replaces arachnotronplasma\n{\ndecal doomimpscorch\nstates\n\t{\n\tspawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Sparkletoggle\")==2, \"fancyspawn\")\n\t\tBAPL abcdefgh 2 bright\n\t\tloop\n\tfancyspawn:\n\t\tTNT1 A 0\n\t\tBAPL a 2 bright A_SpawnItemEx(\"GreenSparkle\", random(-20, 20), random(-20, 20), random(0, 20))\n\t\tBAPL b 2 bright\n\t\tBAPL c 2 bright A_SpawnItemEx(\"GreenSparkle\", random(-20, 20), random(-20, 20), random(0, 20))\n\t\tBAPL d 2 bright\n\t\tBAPL e 2 bright A_SpawnItemEx(\"GreenSparkle\", random(-20, 20), random(-20, 20), random(0, 20))\n\t\tBAPL f 2 bright\n\t\tBAPL g 2 bright A_SpawnItemEx(\"GreenSparkle\", random(-20, 20), random(-20, 20), random(0, 20))\n\t\tBAPL h 2 bright\n\t\tloop\n\tdeath:\n\tGPLD abcefghijklm 2 bright\n\tstop\n\t}\n}\n\nACTOR smoothBFGball : BFGball replaces BFGball\n{\ndecal BFGlightning\n\tSpecies \"Marines\"\n\tProjectile\n\t+THRUSPECIES\nstates\n{\n\tspawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"Sparkletoggle\")==1, \"fancyspawn\")\n\tFUCK abcd 2 bright\n\tloop\n\tfancyspawn:\n\tTNT1 A 0\n\tFUCK abcd 2 bright A_SpawnItemEx(\"GreenSparkle\", random(-40, 40), random(-40, 40), random(0, 30))\n\tloop\n\tdeath:\n\tTNT1 A 0 A_JumpIf(CallACS(\"RumbleToggle\")==1, \"QuakeDeath\")\n\tBFGB abcde 2 bright\n\tBFGB f 1 bright\n\tBFGB f 3 bright a_BFGspray\n\tBFGB ghijk 3 bright\n\tstop\n\tquakedeath:\n\texpl d 0 a_quake (3,10,0,750,0)\n\texpl d 0 a_quake (1,25,0,1000,0)\n\tBFGB abcde 2 bright\n\tBFGB f 1 bright\n\tBFGB f 3 bright a_BFGspray\n\tBFGB ghijk 3 bright\n\tstop\n\t}\n}\n\nACTOR smoothBFGextra : BFGextra replaces BFGextra\n{\n\tSpecies \"Marines\"\n\tProjectile\n\t+THRUSPECIES\nstates\n\t{\n\tspawn:\n\tBFEX abcdefghijklmno 2 bright\n\tstop\n\t}\n}\n\nACTOR smoothcacoball : CacodemonBall replaces CacodemonBall\n{\ndecal CacoScorch\nstates\n\t{\n\tspawn:\n\tCABA abcd 2 bright\n\tloop\n\tdeath:\n\tCABX a 4 bright\n\tCABX bcdef 2 bright\n\tstop\n\t}\n}\n\nACTOR SmoothRocket: Rocket Replaces Rocket\n{\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 20\n\tSpecies \"Marines\"\n\tProjectile\n\t+THRUSPECIES\n\t+RANDOMIZE\n\t+ROCKETTRAIL\n\t+EXTREMEDEATH\n\tdecal scorch\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 Bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"DukeToggle\")==1, \"dukedeath\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RumbleToggle\")==1, \"QuakeDeath\")\n\t\texpl A 5 Bright A_Explode\n\t\texpl BCDEF 3 Bright A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tStop\n\tQuakeDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"DukeToggle\")==1, \"dukedeath\")\n\t\texpl A 5 Bright A_Explode\n\t\texpl d 0 a_quake (3,10,0,750,0)\n\t\texpl d 0 a_quake (1,25,0,1000,0)\n\t\texpl BCDEF 3 Bright A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tStop\n\tDukeDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RumbleToggle\")==1, \"quakedukedeath\")\n\t\trexp o 2 Bright A_Explode\n\t\trexp ABCDEFGHIJKL 2 Bright\n\t\trexp M 2 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\trexp N 2 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tStop\n\tQuakeDukeDeath:\n\t\trexp o 2 Bright A_Explode\n\t\texpl d 0 a_quake (3,10,0,750,0)\n\t\texpl d 0 a_quake (1,25,0,1000,0)\n\t\trexp ABCDEFGHIJKL 2 Bright\n\t\trexp M 2 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\trexp N 2 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tStop\n\t}\n}\n\nACTOR SmoothRocket2: Rocket\n{\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 20\n\tProjectile\n\t+RANDOMIZE\n\t+ROCKETTRAIL\n\t+EXTREMEDEATH\n\tdecal scorch\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 1 Bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"DukeToggle\")==1, \"dukedeath\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RumbleToggle\")==1, \"QuakeDeath\")\n\t\texpl A 5 Bright A_Explode\n\t\texpl BCDEF 3 Bright A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tStop\n\tQuakeDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"DukeToggle\")==1, \"dukedeath\")\n\t\texpl A 5 Bright A_Explode\n\t\texpl d 0 a_quake (3,10,0,750,0)\n\t\texpl d 0 a_quake (1,25,0,1000,0)\n\t\texpl BCDEF 3 Bright A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tStop\n\tDukeDeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RumbleToggle\")==1, \"quakedukedeath\")\n\t\trexp o 2 Bright A_Explode\n\t\trexp ABCDEFGHIJKL 2 Bright\n\t\trexp M 2 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\trexp N 2 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tStop\n\tQuakeDukeDeath:\n\t\trexp o 2 Bright A_Explode\n\t\texpl d 0 a_quake (3,10,0,750,0)\n\t\texpl d 0 a_quake (1,25,0,1000,0)\n\t\trexp ABCDEFGHIJKL 2 Bright\n\t\trexp M 2 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\trexp N 2 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"RocketSmokeTrail\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/Items.txt",
"contents": "actor sexybarrel : explosivebarrel replaces explosivebarrel\n{\nstates\n\t{\n\tspawn:\n\t\tBAR1 abcdefghijklm 3\n\t\tloop\n\tdeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"DukeToggle\")==1, \"dukedeath\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RumbleToggle\")==1, \"quakedeath\")\n\t\tsexp A 5 Bright\n\t\tsexp B 5 Bright A_Scream\n\t\tsexp C 3 Bright\n\t\tsexp D 2 Bright\n\t\tsexp E 3 Bright A_Explode\n\t\tsexp FGH 3 Bright\n\t\tsexp I 3 Bright\n\t\tsexp I 1050 Bright A_BarrelDestroy\n\t\tsexp I 5 A_Respawn\n\tquakedeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"DukeToggle\")==1, \"dukedeath\")\n\t\tsexp A 5 Bright\n\t\tsexp B 5 Bright A_Scream\n\t\tsexp d 0 a_quake (3,10,0,750,0)\n\t\tsexp d 0 a_quake (1,25,0,1000,0)\n\t\tsexp C 3 Bright\n\t\tsexp D 2 Bright\n\t\tsexp E 3 Bright A_Explode\n\t\tsexp FGH 3 Bright\n\t\tsexp I 3 Bright\n\t\tsexp I 1050 Bright A_BarrelDestroy\n\t\tsexp I 5 A_Respawn\n\tdukedeath:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RumbleToggle\")==1, \"quakedukedeath\")\n\t\tsexp A 5 Bright\n\t\tsexp B 5 Bright A_Scream\n\t\tsexp C 3 Bright\n\t\tbexp c 2 Bright\n\t\tbexp d 3 Bright A_Explode\n\t\tbexp FGHIJKLMN 2 Bright\n\t\tbexp N 1050 Bright A_BarrelDestroy\n\t\tbexp N 5 A_Respawn\n\tquakedukedeath:\n\t\tsexp A 5 Bright\n\t\tsexp B 5 Bright A_Scream\n\t\tsexp d 0 a_quake (3,10,0,750,0)\n\t\tsexp d 0 a_quake (1,25,0,1000,0)\n\t\tsexp C 3 Bright\n\t\tbexp c 2 Bright\n\t\tbexp d 3 Bright A_Explode\n\t\tbexp FGHIJKLMN 2 Bright\n\t\tbexp N 1050 Bright A_BarrelDestroy\n\t\tbexp N 5 A_Respawn\n\t}\n}\n\nactor sexygreenarmor : greenarmor replaces greenarmor\n{\nstates\n\t{\n\tspawn:\n\tgarm ab 4 bright\n\tgarm cdcb 4\n\tloop\n\t}\n}\n\nactor sexybluearmor : bluearmor replaces bluearmor\n{\nstates\n\t{\n\tspawn:\n\tblar ab 4 bright\n\tblar cdcb 4\n\tloop\n\t}\n}\n\nactor sexyflask : healthbonus replaces healthbonus\n{\nstates\n\t{\n\tspawn:\n\tbonu abcdefgfedcb 3\n\tloop\n\t}\n}\n\nactor sexyhelmet : armorbonus replaces armorbonus\n{\nstates\n\t{\n\tspawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"AltHelmBonus\")==1, \"AltSpawn\")\n\tHELB abcdefghgfedcb 3\n\tloop\n\tAltSpawn:\n\tNUBO a 20\n\tNUBO cdb 3\n\tloop\n\t}\n}\n\nactor mrsoul : soulsphere replaces soulsphere\n{\n+FLOATBOB\nstates\n\t{\n\tspawn:\n\tZOUL abcdefgfedcb 4 bright\n\tloop\n\t}\n}\n\nactor megasmooth : megasphere replaces megasphere\n{\n+FLOATBOB\nstates\n\t{\n\tspawn:\n\tSMEG abcdefgfedcb 4 bright\n\tloop\n\t}\n}\n\nactor smoothblur : blursphere replaces blursphere\n{\n+FLOATBOB\nstates\n\t{\n\tspawn:\n\tNVIS abcdefgfedcb 4 bright\n\tloop\n\t}\n}\n\nactor smoothinvul : InvulnerabilitySphere replaces InvulnerabilitySphere\n{\n+FLOATBOB\nstates\n\t{\n\tspawn:\n\tNVUL abcdefedcb 4 bright\n\tloop\n\t}\n}\n\nactor smoothmap : allmap replaces allmap\n{\nstates\n\t{\n\tspawn:\n\tCMAP abcdefgh 3 bright\n\tloop\n\t}\n}\n\nACTOR SmoothRedCard : redcard replaces redcard\n{\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==1, \"Rotate\")\n\tRDCK ab 4\n\tRDCK cd 4 bright\n\tRDCK ef 4\n\tRDCK gh 4 Bright\n Loop\n Rotate:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==0, \"spawn\")\n\tRTAT abc 3 bright\n\tRTAT def 3\n\tRTAT ghi 3 bright\n\tRTAT jkl 3\n\tloop\n }\n}\n\nACTOR SmoothBlueCard : bluecard replaces bluecard\n{\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==1, \"Rotate\")\n\tBLCK ab 4\n\tBLCK cd 4 bright\n\tBLCK ef 4\n\tBLCK gh 4 Bright\n Loop\n Rotate:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==0, \"spawn\")\n\tbtat abc 3 bright\n\tbtat def 3\n\tbtat ghi 3 bright\n\tbtat jkl 3\n\tloop\n }\n}\n\nACTOR SmoothYellowCard : yellowcard replaces yellowcard\n{\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==1, \"Rotate\")\n\tYLCK ab 4\n\tYLCK cd 4 bright\n\tYLCK ef 4\n\tYLCK gh 4 Bright\n Loop\n Rotate:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==0, \"spawn\")\n\tytat abc 3 bright\n\tytat def 3\n\tytat ghi 3 bright\n\tytat jkl 3\n\tloop\n }\n}\n\nACTOR SmoothSkullRed : redskull replaces redskull\n{\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==1, \"Rotate\")\n\tRSKU A 10\n RSKU B 10 Bright\n Loop\n rotate:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==0, \"spawn\")\n\tRSKY abcd 3 bright\n\tRSKY efgh 3\n\tloop\n }\n}\n\nACTOR SmoothSkullBlu : blueskull replaces blueskull\n{\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==1, \"Rotate\")\n\tBSKU A 10\n BSKU B 10 Bright\n Loop\n rotate:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==0, \"spawn\")\n\tBSKY abcd 3 bright\n\tBSKY efgh 3\n\tloop\n }\n}\n\nACTOR SmoothSkullYel : yellowskull replaces yellowskull\n{\n states\n {\n Spawn:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==1, \"Rotate\")\n\tYSKU A 10\n YSKU B 10 Bright\n Loop\n rotate:\n TNT1 A 0 A_JumpIf(CallACS(\"RotatingKeys\")==0, \"spawn\")\n\tYSKY abcd 3 bright\n\tYSKY efgh 3\n\tloop\n }\n}\n\nACTOR NewClip : Clip replaces Clip\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n\tCLIP A -1\n stop\n\n\t64Spawn:\n\tCL64 a -1\n\tstop\n\t}\n}\n\nACTOR NewClipBox : ClipBox replaces ClipBox\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n\tAMMO A -1\n stop\n\n\t64Spawn:\n\tAM64 A -1\n stop\n\t}\n}\n\nACTOR NewShellBox : ShellBox replaces ShellBox\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n\tSBOX A -1\n stop\n\n\t64Spawn:\n\tSH64 A -1\n stop\n\t}\n}\n\nACTOR NewRockBox : RocketBox replaces RocketBox\n{\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n\tBROK A -1\n stop\n\n\t64Spawn:\n\tRB64 A -1\n stop\n }\n}\n\nACTOR NewCell : Cell replaces Cell\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n CELL A -1\n stop\n\n\t64Spawn:\n\tPS64 A -1\n\tstop\n }\n}\n\nACTOR NewCellBig : CellPack replaces CellPack\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n CELP A -1\n stop\n\n\t64Spawn:\n PL64 A -1\n stop\n\t}\n}\n\nACTOR NewPack : Backpack replaces Backpack\n{\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n BPAK A -1\n stop\n\n\t64Spawn:\n BP64 A -1\n stop\n\t}\n}\n\nACTOR NewStimpack : Stimpack replaces Stimpack\n{\nstates\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n\tSTIM A -1\n stop\n\n\t64Spawn:\n\tHS64 A -1\n stop\n }\n}\n\nACTOR NewMedkit : Medikit replaces Medikit\n{\nstates\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n\tMEDI A -1\n stop\n\n\t64Spawn:\n\tHL64 A -1\n stop\n }\n}\n\nactor sexygoggles : infrared replaces infrared\n{\nstates\n\t{\n\tspawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n\tSVIS abcd 3 bright\n\tSVIS eeee 3\n\tloop\n\t64spawn:\n\tVI64 abcd 3 bright\n\tVI64 eeee 3\n\tloop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/Liquids.txt",
"contents": "actor WaterSplashBase2\n{\n Radius 1\n Height 1\n Mass 1\n alpha .6\n Scale 1.1\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOGRAVITY\n +THRUACTORS\n States\n {\n Spawn:\n\tTNT1 FFF 0\n\tTNT1 FFF 0\n SPSH EFGHIJK 3\n Stop\n }\n}\n\nactor WaterSplashBaseSmall\n{\n Radius 1\n Height 1\n Mass 1\n alpha .6\n Scale 0.7\n +CLIENTSIDEONLY\n +DONTSPLASH\n +NOGRAVITY\n +THRUACTORS\n States\n {\n Spawn:\n TNT1 FFF 0\n\tTNT1 FFF 0\n SPSH EFGHIJK 3\n Stop\n }\n}\n\n////////////////////////Blood\n\nactor smoothbloodsplashbase : BloodSplashBase replaces bloodsplashbase\n{\n Radius 1\n Height 1\n Mass 1\n alpha .6\n Scale 1.0\n +THRUACTORS\n +DONTSPLASH\n +NOGRAVITY\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\tTNT1 FFF 0\n\tTNT1 FFF 0\n BSPH EFGHIJK 3\n Stop\n }\n}\n\nactor BloodSplashBaseSmall : BloodSplashBase\n{\n Scale 0.5\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\tBSPH E 6\n\tTNT1 FFF 0\n\tTNT1 FFF 0\n BSPH EFGHIJK 3\n Stop\n }\n}\n\n/////////////////// Nukage\n\nactor nukageSplashBase\n{\n Radius 1\n Height 1\n Mass 1\n alpha .6\n Scale 1.0\n +CLIENTSIDEONLY\n +THRUACTORS\n +DONTSPLASH\n +NOGRAVITY\n States\n {\n Spawn:\n\tTNT1 FFF 0\n\tTNT1 FFF 0\n SLDG DEFGHIJ 3\n Stop\n }\n}\n\nactor NukageSplashBaseSmall : nukageSplashBase\n{\n Scale 0.5\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\tTNT1 FFF 0\n\tTNT1 FFF 0\n SLDG EFGH 3\n Stop\n }\n}\n\n/////////////////// Slime\n\nactor slimeSplashBase\n{\n Radius 1\n Height 1\n Mass 1\n alpha .6\n Scale 1.0\n +CLIENTSIDEONLY\n +THRUACTORS\n +DONTSPLASH\n +NOGRAVITY\n States\n {\n Spawn:\n\tTNT1 FFFFFF 0\n\tTNT1 FFFFFF 0\n SLIM EFGH 3\n Stop\n }\n}\n\nactor slimeSplashBaseSmall : slimeSplashBase\n{\n Scale 0.5\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n\tTNT1 FFFF 0\n\tTNT1 FFFF 0\n SLIM EFGH 3\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "DECO/Variants.txt",
"contents": "// [Blue Shadow] A_SpawnItemEx combo flag used by the spawners below\n// [Blue Shadow] Note that with SXF_TRANSFERAMBUSHFLAG flag, you do not need the \"Deaf\" variants.\nconst int SD_VARIANTSPAWNFLAGS = SXF_TRANSFERAMBUSHFLAG | SXF_NOCHECKPOSITION;\n\n// Base spawner class -----------------------------------------------------------------------------\n\nACTOR SmoothDoom_VariantsSpawner\n{\n +ISMONSTER // [Blue Shadow] So the below monsters don't spawn when \"no monsters\" DMFlag is enabled\n +NOBLOCKMAP\n +NOSECTOR\n +NOGRAVITY\n +THRUACTORS\n}\n\n// ------------------------------------------------------------------------------------------------\n\nACTOR ZombieDice : SmoothDoom_VariantsSpawner replaces Zombieman\n{\n States\n {\n Spawn:\n // [Blue Shadow] Check to see the if the \"Extra Monster Sprites\" option is enabled or not and\n // act accordingly.\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"RifleDropToggle\") == 1, \"RifleSpawn\")\n\tTNT1 A 0 A_JumpIf(CallACS(\"SpawnVariants\") == 1, \"VariantSpawn\")\n\n NormalSpawn:\n // [Blue Shadow] The above option is disabled, so spawn the standard monster.\n TNT1 A 0 A_SpawnItemEx(\"SmoothZombieman\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\n VariantSpawn:\n // [Blue Shadow] The above option is enabled, so either spawn a standard or one of the\n // variants.\n\n // [Blue Shadow] RandomSpawner would have been \"cleaner\" to use, but the ambush flag cannot be\n // transferred to the things it spawns if it itself is spawned by a spawner. So we have to do\n // it this way.\n TNT1 A 0 A_Jump(256, \"Standard\", \"Variant1\", \"Variant2\", \"Variant3\")\n\n Standard:\n TNT1 A 0 A_SpawnItemEx(\"SmoothZombieman\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant1:\n TNT1 A 0 A_SpawnItemEx(\"ZombieV1\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant2:\n TNT1 A 0 A_SpawnItemEx(\"ZombieV2\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant3:\n TNT1 A 0 A_SpawnItemEx(\"ZombieV3\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\n\tRifleSpawn:\n\t TNT1 A 0 A_JumpIf(CallACS(\"SpawnVariants\") == 1, \"RifleVariants\")\n\tRifleNormal:\n\t TNT1 A 0 A_SpawnItemEx(\"RifleZombie0\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\tRifleVariants:\n\t TNT1 A 0 A_Jump(256, \"RifleStandard\", \"RifleVariant1\", \"RifleVariant2\", \"RifleVariant3\")\n\n\tRifleStandard:\n TNT1 A 0 A_SpawnItemEx(\"RifleZombie0\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n RIfleVariant1:\n TNT1 A 0 A_SpawnItemEx(\"RifleZombie1\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n RifleVariant2:\n TNT1 A 0 A_SpawnItemEx(\"RifleZombie2\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n RifleVariant3:\n TNT1 A 0 A_SpawnItemEx(\"RifleZombie3\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}\n\nACTOR SguyDice : SmoothDoom_VariantsSpawner replaces Shotgunguy\n{\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"SpawnVariants\") == 1, \"VariantSpawn\")\n\n NormalSpawn:\n TNT1 A 0 A_SpawnItemEx(\"SmoothShotgunguy\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\n VariantSpawn:\n TNT1 A 0 A_Jump(256, \"Standard\", \"Variant1\", \"Variant2\")\n\n Standard:\n TNT1 A 0 A_SpawnItemEx(\"SmoothShotgunguy\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant1:\n TNT1 A 0 A_SpawnItemEx(\"SguyV1\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant2:\n TNT1 A 0 A_SpawnItemEx(\"SguyV2\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}\n\nACTOR CguyDice : SmoothDoom_VariantsSpawner replaces Chaingunguy\n{\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"SpawnVariants\") == 1, \"VariantSpawn\")\n\n NormalSpawn:\n TNT1 A 0 A_SpawnItemEx(\"SmoothChaingunGuy\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\n VariantSpawn:\n TNT1 A 0 A_Jump(256, \"Standard\", \"Variant2\")\n\n Standard:\n TNT1 A 0 A_SpawnItemEx(\"SmoothChaingunGuy\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\tVariant1:\n TNT1 A 0 A_SpawnItemEx(\"CguyV1\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant2:\n TNT1 A 0 A_SpawnItemEx(\"CguyV2\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}\n\nACTOR ImpDice : SmoothDoom_VariantsSpawner replaces DoomImp\n{\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"SpawnVariants\") == 1, \"VariantSpawn\")\n\n NormalSpawn:\n TNT1 A 0 A_SpawnItemEx(\"SmoothDoomImp\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n\n VariantSpawn:\n TNT1 A 0 A_Jump(256, \"Standard\", \"Variant1\", \"Variant2\")\n\n Standard:\n TNT1 A 0 A_SpawnItemEx(\"SmoothDoomImp\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant1:\n TNT1 A 0 A_SpawnItemEx(\"ImpV1\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n Variant2:\n TNT1 A 0 A_SpawnItemEx(\"ImpV2\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}\n\nACTOR PinkyDice : SmoothDoom_VariantsSpawner replaces Demon\n{\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"PinkyToggle\") == 1, \"FastSpawn\")\n NormalSpawn:\n TNT1 A 0 A_SpawnItemEx(\"SmoothDemon\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n FastSpawn:\n TNT1 A 0 A_SpawnItemEx(\"FastSmoothDemon\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}\n\nACTOR SpectreDice : SmoothDoom_VariantsSpawner replaces Spectre\n{\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_JumpIf(CallACS(\"PinkyToggle\") == 1, \"FastSpawn\")\n NormalSpawn:\n TNT1 A 0 A_SpawnItemEx(\"SmoothSpectre\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n FastSpawn:\n TNT1 A 0 A_SpawnItemEx(\"FastSmoothSpectre\", 0, 0, 0, 0, 0, 0, 0, SD_VARIANTSPAWNFLAGS)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/Doomguy.txt",
"contents": "ACTOR PerkDPlayer : Doomplayer replaces Doomplayer\n{\n\tSpecies \"Marines\"\n\tplayer.startitem \"PerkPistol\"\n\tplayer.startitem \"PerkFist\"\n\tPlayer.StartItem \"Clip\", 50\n\tPlayer.WeaponSlot 1, PerkFist, Z86Chainsaw\n \tPlayer.WeaponSlot 2, PerkPistol, Rifle\n\tPlayer.WeaponSlot 3, PerkShotgun, PerkSuperShotgun\n\tPlayer.WeaponSlot 4, Z86Chaingun\n\tPlayer.WeaponSlot 5, PerkRocketLauncher\n\tPlayer.WeaponSlot 6, BloxPlasmaRifle\n\tPlayer.WeaponSlot 7, Z86BFG9000\n\tStates\n\t{\n\tDeath:\n\t\tPD71 A 3\n\t\tPD71 B 3 A_PlayerScream\n\t\tPD71 C 3 A_NoBlocking\n\t\tPD71 DEFGH 3\n\t\tPD71 I -1\n\t\tStop\n\t}\n}\n\nACTOR PerkBerserk : Berserk replaces Berserk\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64StylePickups\")==1, \"64spawn\")\n\t\tPSTR A -1\n\t\tstop\n\t64Spawn:\n\t\tTNT1 A 0\n\t\tBK64 A -1\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStrength\")\n\t\tTNT1 A 0 HealThing(100, 0)\n\t\tTNT1 A 0 A_SelectWeapon(\"PerkFist\")\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/BFG.txt",
"contents": "Actor Z86BFG9000 : BFG9000 replaces BFG9000\n{\n\tStates\n\t{\n Fire:\n \tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tBFGG A 20 A_BFGSound\n \tBFGG A 2 A_GunFlash\n\t\tBFGN A 8\n \tSBFG D 2 A_FireBFG\n\t\tSBFG E 2\n\t\tSBFG D 2\n\t\tSBFG C 2\n\t\tSBFG B 1\n\t\tSBFG A 1\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n\tHold:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobhold\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilhold\")\n\t\tBFGG A 20 A_BFGSound\n \tBFGG A 2 A_GunFlash\n\t\tBFGN A 8\n \tSBFG D 2 A_FireBFG\n\t\tSBFG E 2\n\t\tSBFG D 2\n\t\tSBFG C 2\n\t\tSBFG B 1\n\t\tSBFG A 1\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilfire\")\n\t\tBFGG A 20 A_BFGSound\n \tBFGG A 2 A_GunFlash\n\t\tBFGN A 8\n\t\tSBFG D 1 A_FireBFG\n\t\tSBFG D 1 a_setpitch(pitch-2.0)\n\t\tSBFG E 1 a_setpitch(pitch-1.6)\n\t\tSBFG E 1 a_setpitch(pitch+0.6)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tSBFG C 1 a_setpitch(pitch+0.6)\n\t\tSBFG C 1 a_setpitch(pitch+0.4)\n\t\tSBFG B 1 a_setpitch(pitch+0.4)\n\t\tSBFG A 1 a_setpitch(pitch+0.4)\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n\tRecoilHold:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilhold\")\n\t\tBFGG A 1 A_BFGSound\n\t\tBFGG A 19\n \tBFGG A 2 A_GunFlash\n\t\tBFGN A 8\n \tSBFG D 1 A_FireBFG\n\t\tSBFG D 1 a_setpitch(pitch-2.0)\n\t\tSBFG E 1 a_setpitch(pitch-1.6)\n\t\tSBFG E 1 a_setpitch(pitch+0.6)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tSBFG C 1 a_setpitch(pitch+0.6)\n\t\tSBFG C 1 a_setpitch(pitch+0.4)\n\t\tSBFG B 1 a_setpitch(pitch+0.4)\n\t\tSBFG A 1 a_setpitch(pitch+0.4)\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n Flash:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64muzzleflashes\")==1, \"64muzzleflash\")\n\t BFGW A 2 bright\n \tBFGX HGFE 1 bright A_Light2\n\t\tBFGX DCBA 1 bright A_Light2\n\t\tTNT1 A 0 A_Light0\n \tGoto LightDone\n\t64muzzleflash:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64muzzleflashes\")==0, \"Flash\")\n\t BFGW A 2 bright\n \t6BGX HGFE 1 bright A_Light2\n\t\t6BGX DCBA 1 bright A_Light2\n\t\tTNT1 A 0 A_Light0\n \tGoto LightDone\n\n\tbobFire:\n \tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGG A 20 A_BFGSound\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n \tBFGG A 2 A_GunFlash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGN A 8\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n \tSBFG D 2 A_FireBFG\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG E 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n\tbobHold:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilhold\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGG A 20 A_BFGSound\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n \tBFGG A 2 A_GunFlash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGN A 8\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n \tSBFG D 2 A_FireBFG\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG E 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n\tbobRecoilFire:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGG A 20 A_BFGSound\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n \tBFGG A 2 A_GunFlash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGN A 8\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG D 1 A_FireBFG\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG D 1 a_setpitch(pitch-2.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG E 1 a_setpitch(pitch-1.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG E 1 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG C 1 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG C 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG B 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG A 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n\tbobRecoilHold:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGG A 1 A_BFGSound\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGG A 19\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n \tBFGG A 2 A_GunFlash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGN A 8\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n \tSBFG D 1 A_FireBFG\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG D 1 a_setpitch(pitch-2.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG E 1 a_setpitch(pitch-1.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG E 1 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG D 1 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG C 1 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG C 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG B 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSBFG A 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBFGG A 20 A_ReFire\n \tgoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/Melee.txt",
"contents": "ACTOR PerkFist : Fist replaces Fist\n{\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLready\")\n\t\tpkfs A 1 A_WeaponReady\n\t\tLoop\n Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLdeselect\")\n\t\tpkfs A 1 A_Lower\n\t\tLoop\n Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLselect\")\n\t\tpkfs A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tPKFS LBCD 1\n\t\tPKFS E 2 A_Punch\n\t\tPKFS FGHI 2\n\t\tPKFS JKL 1\n\t\tPUNG A 5 A_ReFire\n\t\tGoto Ready\n\tblFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tbKFS LBCD 1\n\t\tbKFS E 2 A_Punch\n\t\tbKFS FGHI 2\n\t\tbKFS JKL 1\n\t\tbkfs A 5 A_ReFire\n\t\tGoto Ready\n\tblReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"ready\")\n\t\tbkfs A 1 A_WeaponReady\n\t\tLoop\n blDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"deselect\")\n\t\tbkfs A 1 A_Lower\n\t\tLoop\n blSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"select\")\n\t\tbkfs A 1 A_Raise\n\t\tLoop\n\n\tbobFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS L 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS D 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS E 2 A_Punch\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS J 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS K 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS L 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUNG A 5 A_ReFire\n\t\tGoto Ready\n\tbobblFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKFS L 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbkfs B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbkfs C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbkfs D 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKFS E 2 A_Punch\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKFS F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbkfs G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbkfs H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbkfs I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKFS J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbkfs K 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbkfs L 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbkfs A 5 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nACTOR Z86Chainsaw : Chainsaw replaces Chainsaw\n{\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLready\")\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_playsound(\"weapons/sawidle\", 2, TRUE)\n\t\tsaws CCDDEEFF 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLdeselect\")\n\t\tsaws C 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLselect\")\n\t\tsaws C 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64fire\")\n\t\tsaws A 2 A_Saw\n\t\tsaws B 2\n\t\tsaws A 2 A_Saw\n\t\tsaws B 2\n \tsaws B 0 A_ReFire\n \tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLrecoilfire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tsaws A 2 A_Saw\n\t\tsaws A 0 a_setpitch(pitch-0.4)\n\t\tsaws B 1 a_setpitch(pitch+0.2)\n\t\tsaws B 1 a_setpitch(pitch+0.2)\n\t\tsaws A 2 A_Saw\n\t\tsaws A 0 a_setpitch(pitch-0.4)\n\t\tsaws B 1 a_setpitch(pitch+0.2)\n\t\tsaws B 1 a_setpitch(pitch+0.2)\n \tsaws B 0 A_ReFire\n \tGoto Ready\n\tSpawn:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64Spawn\")\n\t\tCSAW A 2\n\t\tloop\n\t64Spawn:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"Spawn\")\n\t\tSW64 g 2\n\t\tloop\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"ready\")\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_playsound(\"weapons/sawidle\", 2, TRUE)\n\t\tSW64 aabbccdd 1 a_weaponready\n\t\tloop\n\t64Fire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tSW64 e 2 A_Saw\n\t\tSW64 f 2\n\t\tSW64 e 2 A_Saw\n\t\tSW64 f 2\n \tSW64 f 0 A_ReFire\n \tGoto Ready\n\t64RecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tSW64 E 2 A_Saw\n\t\tSW64 F 0 a_setpitch(pitch-0.4)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n\t\tSW64 E 2 A_Saw\n\t\tSW64 F 0 a_setpitch(pitch-0.4)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n \tSW64 f 0 A_ReFire\n \tGoto Ready\n\t64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"deselect\")\n\t\tSW64 a 1 A_Lower\n\t\tLoop\n 64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==0, \"select\")\n\t\tSW64 a 1 A_Raise\n\t\tLoop\n\n\t////////////////\n\t//BLACK GLOVES//\n\t////////////////\n\tBLReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"ready\")\n\t\tTNT1 A 0 A_StopSound(1)\n\t\tTNT1 A 0 A_playsound(\"weapons/sawidle\", 2, TRUE)\n\t\tBAWG CCDDEEFF 1 A_WeaponReady\n\t\tLoop\n\tBLDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"deselect\")\n\t\tBAWG C 1 A_Lower\n\t\tLoop\n\tBLSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"select\")\n\t\tBAWG C 1 A_Raise\n\t\tLoop\n\tBLFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64fire\")\n\t\tBAWG A 2 A_Saw\n\t\tBAWG B 2\n\t\tBAWG A 2 A_Saw\n\t\tBAWG B 2\n \tBAWG B 0 A_ReFire\n \tGoto Ready\n\tBLRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilfire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tBAWG A 2 A_Saw\n\t\tBAWG A 0 a_setpitch(pitch-0.4)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n\t\tBAWG A 2 A_Saw\n\t\tBAWG A 0 a_setpitch(pitch-0.4)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n \tBAWG B 0 A_ReFire\n \tGoto Ready\n\n////////////////\n//BOB STATES////\n////////////////\n\n\tbobFire:\n\t TNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"bob64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bobblfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bobrecoilfire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64fire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tsaws A 2 A_Saw\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tsaws B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tsaws A 2 A_Saw\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tsaws B 2\n \tsaws B 0 A_ReFire\n \tGoto Ready\n\tbobRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bobBLrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"bob64recoilfire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tsaws A 2 A_Saw\n\t\tsaws A 0 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tsaws B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tsaws B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tsaws A 2 A_Saw\n\t\tsaws A 0 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tsaws B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tsaws B 1 a_setpitch(pitch+0.2)\n \tsaws B 0 A_ReFire\n \tGoto Ready\n\tbob64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bob64recoilfire\")\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSW64 e 2 A_Saw\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSW64 f 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSW64 e 2 A_Saw\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSW64 f 2\n \tSW64 f 0 A_ReFire\n \tGoto Ready\n\tbob64RecoilFire:\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSW64 E 2 A_Saw\n\t\tSW64 F 0 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSW64 E 2 A_Saw\n\t\tSW64 F 0 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSW64 F 1 a_setpitch(pitch+0.2)\n \tSW64 f 0 A_ReFire\n \tGoto Ready\n\n\tbobBLFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bobblrecoilfire\")\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64SawToggle\")==1, \"64fire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBAWG A 2 A_Saw\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBAWG B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBAWG A 2 A_Saw\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBAWG B 2\n \tBAWG B 0 A_ReFire\n \tGoto Ready\n\tbobBLRecoilFire:\n\t\tTNT1 A 0 A_playsound(\"weapons/sawfull\", 1, TRUE)\n\t\tTNT1 A 0 A_StopSound(2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBAWG A 2 A_Saw\n\t\tBAWG A 0 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBAWG A 2 A_Saw\n\t\tBAWG A 0 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBAWG B 1 a_setpitch(pitch+0.2)\n \tBAWG B 0 A_ReFire\n \tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/Rocket.txt",
"contents": "ACTOR PerkRocketLauncher : RocketLauncher replaces RocketLauncher\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64spawn\")\n\t\tLAUN A 2\n\t\tLoop\n\t64Spawn:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"spawn\")\n\t\tRO64 z 2\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64ready\")\n\t\tMISG A 1 A_WeaponReady\n\t\tLoop\n Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64deselect\")\n\t\tMISG A 1 A_Lower\n\t\tLoop\n Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64select\")\n\t\tMISG A 1 A_Raise\n\t\tLoop\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"ready\")\n\t\tRO64 A 1 A_WeaponReady\n\t\tLoop\n 64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"deselect\")\n\t\tRO64 A 1 A_Lower\n\t\tLoop\n 64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"select\")\n\t\tRO64 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64fire\")\n\t\tPKRL A 2\n\t\tPKRL A 4 A_GunFlash\n\t\tPKRL B 2\n\t\tPKRL D 3 A_FireMissile\n\t\tPKRL C 3\n\t\tPKRL BE 2\n\t\tPKRL FG 1\n\t\tPKRL A 0 A_ReFire\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64recoilfire\")\n\t\tPKRL A 2\n\t\tPKRL A 4 A_GunFlash\n\t\tPKRL B 2\n\t\tPKRL D 1 A_FireMissile\n\t\tPKRL D 2 a_setpitch(pitch-2.0)\n\t\tPKRL CC 1 a_setpitch(pitch+0.5)\n\t\tPKRL C 1 a_setpitch(pitch+0.4)\n\t\tPKRL B 2 a_setpitch(pitch+0.2)\n\t\tPKRL E 2 a_setpitch(pitch+0.2)\n\t\tPKRL F 1 a_setpitch(pitch+0.1)\n\t\tPKRL G 1 a_setpitch(pitch+0.1)\n\t\tPKRL A 0 A_ReFire\n\t\tGoto Ready\n\t64Fire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzle64flashfire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"fire\")\n\t\tRO64 A 2\n\t\tRO64 B 2 bright\n\t\tRO64 C 2 bright\n\t\tRO64 D 2 bright\n\t\tRO64 E 3 bright A_FireMissile\n\t\tRO64 F 3 bright\n\t\tRO64 GH 2 bright\n\t\tRO64 I 2\n\t\tRO64 A 0 A_ReFire\n\t\tGoto Ready\n\t64RecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzle64flashrecoilfire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"recoilfire\")\n\t\tRO64 A 2\n\t\tRO64 B 2 bright\n\t\tRO64 C 2 bright\n\t\tRO64 D 2 bright\n\t\tRO64 E 1 bright A_FireMissile\n\t\tRO64 E 2 bright a_setpitch(pitch-1.5)\n\t\tRO64 FF 1 bright a_setpitch(pitch+0.4)\n\t\tRO64 F 1 bright a_setpitch(pitch+0.2)\n\t\tRO64 G 2 bright a_setpitch(pitch+0.2)\n\t\tRO64 HH 1 bright a_setpitch(pitch+0.1)\n\t\tRO64 I 2 bright a_setpitch(pitch+0.1)\n\t\tRO64 A 0 A_ReFire\n\t\tGoto Ready\n\t64Muzzle64FlashFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"64fire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64muzzle64flashfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"64fire\")\n\t\tRO64 A 2\n\t\tRO64 B 2 bright\n\t\t64RX C 2 bright\n\t\t64RX D 2 bright\n\t\t64RX E 3 bright A_FireMissile\n\t\t64RX F 3 bright\n\t\tRO64 GH 2 bright\n\t\tRO64 I 2\n\t\tRO64 A 0 A_ReFire\n\t\tGoto Ready\n\t64Muzzle64FlashRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64muzzle64flashrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"64recoilfire\")\n\t\tRO64 A 2\n\t\tRO64 B 2 bright\n\t\t64RX C 2 bright\n\t\t64RX D 2 bright\n\t\t64RX E 1 bright A_FireMissile\n\t\t64RX E 2 bright a_setpitch(pitch-1.5)\n\t\t64RX FF 1 bright a_setpitch(pitch+0.4)\n\t\t64RX F 1 bright a_setpitch(pitch+0.2)\n\t\tRO64 G 2 bright a_setpitch(pitch+0.2)\n\t\tRO64 HH 1 bright a_setpitch(pitch+0.1)\n\t\tRO64 I 2 bright a_setpitch(pitch+0.1)\n\t\tRO64 A 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzleflash\")\n\t\tPKRF A 3 Bright A_Light1\n\t\tPKRF B 2 Bright\n\t\tPKRF C 2 Bright A_Light2\n\t\tPKRF DE 3 Bright\n\t\tGoto LightDone\n\t64muzzleflash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"flash\")\n\t\t64MF A 3 Bright A_Light1\n\t\t64MF B 2 Bright\n\t\t64MF C 2 Bright A_Light2\n\t\t64MF DE 3 Bright\n\t\tGoto LightDone\n\n\t\t//////////////////\n\t\t////BOB STATES////\n\t\t//////////////////\n\n\tbobFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64fire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL A 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL A 4 A_GunFlash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL D 3 A_FireMissile\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL E 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL F 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL G 1\n\t\tPKRL A 0 A_ReFire\n\t\tGoto Ready\n\tbobRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL A 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL A 4 A_GunFlash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL D 1 A_FireMissile\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL D 2 a_setpitch(pitch-1.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL C 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL C 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL B 2 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL E 2 a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL F 1 a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKRL G 1 a_setpitch(pitch+0.1)\n\t\tPKRL A 0 A_ReFire\n\t\tGoto Ready\n\tbob64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 A 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 B 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 C 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 D 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 E 3 bright A_FireMissile\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 F 3 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 G 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 H 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 I 2\n\t\tRO64 A 0 A_ReFire\n\t\tGoto Ready\n\tbob64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"recoilfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 A 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 B 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 C 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 D 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 E 1 bright A_FireMissile\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 E 2 bright a_setpitch(pitch-1.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 F 1 bright a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 F 1 bright a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 F 1 bright a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 G 2 bright a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 H 1 bright a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 H 1 bright a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 I 2 bright a_setpitch(pitch+0.1)\n\t\tRO64 A 0 A_ReFire\n\t\tGoto Ready\n\tbob64Muzzle64FlashFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 A 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 B 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX C 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX D 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX E 3 bright A_FireMissile\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX F 3 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 G 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 H 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 I 2\n\t\tRO64 A 0 A_ReFire\n\t\tGoto Ready\n\tbob64Muzzle64FlashRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Launchertoggle\")==0, \"recoilfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 A 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 B 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX C 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX D 2 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX E 1 bright A_FireMissile\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX E 2 bright a_setpitch(pitch-1.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX F 1 bright a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX F 1 bright a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\t64RX F 1 bright a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 G 2 bright a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 H 1 bright a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 H 1 bright a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRO64 I 2 bright a_setpitch(pitch+0.1)\n\t\tRO64 A 0 A_ReFire\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/Plasma.txt",
"contents": "ACTOR BloxPlasmaRifle : PlasmaRifle replaces PlasmaRifle\n{\n \tStates\n \t{\n\tFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF E 2 Bright\n\t\tTNT1 A 0 A_ReFire(\"fire2\")\n\t\tPKPL a 1 Bright\n\t\tPKPL bbc 1\n\t\tPKPL cde 1\n\t\tPKPL e 6\n\t\tPKPL EEDC 2\n\t\tPKPL BA 1\n\t\tGoto Ready\n\tFire2:\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tPLSF CD 1 Bright\n\t\tPLSF a 0 a_refire(\"fire3\")\n\t\tgoto fire+4\n\tFire3:\n\t\tPLSF D 1 Bright A_FirePlasma\n\t\tPLSF EF 1 Bright\n\t\tPLSF a 0 a_refire(\"fire\")\n\t\tgoto fire+4\n\tFlash:\n \tTNT1 A 1 A_Light1\n \tGoto LightDone\n\n\t\tBumper:\n\t\tTNT1 A 0\n\t\tstop\n\n\tRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLrecoilfire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_ReFire(\"recoilfire2\")\n\t\tPKPL a 1 Bright\n\t\tPKPL bc 2\n\t\tPKPL d 1\n\t\tPKPL e 7\n\t\tPKPL E 4\n\t\tPKPL DC 2\n\t\tPKPL BA 1\n\t\tGoto Ready\n\tRecoilFire2:\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF E 0 Bright a_setpitch(pitch+0.3)\n\t\tPLSF E 0 Bright a_setpitch(pitch+0.3)\n\t\tPLSF DC 1 bright\n\t\tPLSF a 0 a_refire(\"recoilfire3\")\n\t\tgoto fire+4\n\tRecoilFire3:\n\t\tPLSF D 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF E 0 Bright a_setpitch(pitch+0.3)\n\t\tPLSF E 0 Bright a_setpitch(pitch+0.3)\n\t\tPLSF EF 1 bright\n\t\tPLSF a 0 a_refire(\"recoilfire\")\n\t\tgoto fire+4\n\n\t\tBumper:\n\t\tTNT1 A 0\n\t\tstop\n\n\tblFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"blrecoilfire\")\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF E 2 Bright\n\t\tTNT1 A 0 A_ReFire(\"blfire2\")\n\t\tPKPL a 1 Bright\n\t\tBKPL bbccde 1\n\t\tBKPL e 6\n\t\tBKPL EEDC 2\n\t\tBKPL B 1\n\t\tPKPL A 1\n\t\tGoto Ready\n\tblFire2:\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tPLSF CD 1 Bright\n\t\tPLSF a 0 a_refire(\"blfire3\")\n\t\tgoto blfire+4\n\tblFire3:\n\t\tPLSF D 1 Bright A_FirePlasma\n\t\tPLSF EF 1 Bright\n\t\tPLSF a 0 a_refire(\"blfire\")\n\t\tgoto blfire+4\n\n\t\tBumper:\n\t\tTNT1 A 0\n\t\tstop\n\n\tblrecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==0, \"blfire\")\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF F 1 Bright a_setpitch(pitch-0.6)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_ReFire(\"blfire2\")\n\t\tPKPL a 1 Bright\n\t\tBKPL bbccde 1\n\t\tBKPL e 6\n\t\tBKPL EEDC 2\n\t\tBKPL B 1\n\t\tPKPL A 1\n\t\tGoto Ready\n\tblrecoilFire2:\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF E 0 Bright a_setpitch(pitch+0.3)\n\t\tPLSF E 0 Bright a_setpitch(pitch+0.3)\n\t\tPLSF CD 1 Bright\n\t\tPLSF a 0 a_refire(\"blrecoilfire3\")\n\t\tgoto blfire+4\n\tblrecoilFire3:\n\t\tPLSF D 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tPLSF E 0 Bright a_setpitch(pitch+0.3)\n\t\tPLSF E 0 Bright a_setpitch(pitch+0.3)\n\t\tPLSF EF 1 Bright\n\t\tPLSF a 0 a_refire(\"blrecoilfire\")\n\t\tgoto blfire+4\n\n\t\tBumper:\n\t\tTNT1 A 0\n\t\tstop\n\n//////////////////\n////BOB STATES////\n//////////////////\n\n\tbobFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bobBLfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bobrecoilfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF E 2 Bright\n\t\tTNT1 A 0 A_ReFire(\"bobfire2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL a 1 Bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL b 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL c 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL d 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL e 7\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL A 1\n\t\tGoto Ready\n\tbobFire2:\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF C 1 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF D 1 Bright\n\t\tPLSF a 0 a_refire(\"bobfire3\")\n\t\tgoto bobfire+5\n\tbobFire3:\n\t\tPLSF D 1 Bright A_FirePlasma\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF E 1 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF F 1 Bright\n\t\tPLSF a 0 a_refire(\"bobfire\")\n\t\tgoto bobfire+5\n\n\t\tBumper:\n\t\tTNT1 A 0\n\t\tstop\n\n\tbobRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bobrecoilblfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_ReFire(\"bobrecoilfire2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL a 1 Bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL b 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL c 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL d 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL e 7\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL A 1\n\t\tGoto Ready\n\tbobRecoilFire2:\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF C 1 bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF D 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF a 0 a_refire(\"bobrecoilfire3\")\n\t\tgoto bobfire+5\n\tbobRecoilFire3:\n\t\tPLSF D 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF E 1 bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF F 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF a 0 a_refire(\"bobrecoilfire\")\n\t\tgoto bobfire+5\n\n\t\tBumper:\n\t\tTNT1 A 0\n\t\tstop\n\n\tbobblFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==0, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bobrecoilblfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF E 2 Bright\n\t\tTNT1 A 0 A_ReFire(\"bobblfire2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL a 1 Bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL b 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL c 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL d 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL e 7\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL A 1\n\t\tGoto Ready\n\tbobblFire2:\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF C 1 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF D 1 Bright\n\t\tPLSF a 0 a_refire(\"bobblfire3\")\n\t\tgoto bobblfire+5\n\tbobblFire3:\n\t\tPLSF D 1 Bright A_FirePlasma\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF E 1 bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF F 1 Bright\n\t\tPLSF a 0 a_refire(\"bobblfire\")\n\t\tgoto bobblfire+5\n\n\t\tBumper:\n\t\tTNT1 A 0\n\t\tstop\n\n\tbobRecoilblFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"bobrecoilfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF F 1 Bright A_FirePlasma\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF E 1 Bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_ReFire(\"bobrecoilblfire2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL a 1 Bright\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL b 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL c 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL d 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL e 7\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPL B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPL A 1\n\t\tGoto Ready\n\tbobRecoilblFire2:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF C 1 Bright A_FirePlasma\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF C 1 bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF D 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF a 0 a_refire(\"bobrecoilblfire3\")\n\t\tgoto bobRecoilblfire+3\n\tbobRecoilblFire3:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF D 1 Bright A_FirePlasma\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF F 0 bright a_setpitch(pitch-0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF E 1 bright a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPLSF F 1 Bright a_setpitch(pitch+0.3)\n\t\tPLSF a 0 a_refire(\"bobrecoilblfire\")\n\t\tgoto bobRecoilblfire+3\n \t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/Chaingun.txt",
"contents": "ACTOR Z86Chaingun : Chaingun replaces Chaingun\n{\n\tdecal bulletchip\n\tStates\n\t{\n Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Ready\")\n\t\tPKCG A 1 A_WeaponReady\n\t\tLoop\n Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Deselect\")\n\t\tPKCG A 1 A_Lower\n\t\tLoop\n Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Select\")\n\t\tPKCG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tPKCG A 1 A_FireCGun\n\t\tPKCG BCD 1\n\t\tPKCG A 1 A_FireCGun\n\t\tPKCG BCD 1\n\t\tPKCG B 0 A_ReFire\n\t\tPKCG A 1 A_Weaponready\n\t\tPKCG BB 1 A_Weaponready\n\t\tPKCG CCC 1 A_Weaponready\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tPKCG A 1 A_FireCGun\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tPKCG A 1 A_FireCGun\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tPKCG B 0 A_ReFire\n\t\tPKCG A 1 A_Weaponready\n\t\tPKCG BB 1 A_Weaponready\n\t\tPKCG CCC 1 A_Weaponready\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\tCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilcasefire\")\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\tPKCG BCD 1\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(4,6), random(7,9), random(7,9), 0)\n\t\tPKCG BCD 1\n\t\tPKCG B 0 A_ReFire\n\t\tPKCG A 1 A_Weaponready\n\t\tPKCG BB 1 A_Weaponready\n\t\tPKCG CCC 1 A_Weaponready\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\tRecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64RecoilCaseFire\")\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tPKCG B 0 A_ReFire\n\t\tPKCG A 1 A_Weaponready\n\t\tPKCG BB 1 A_Weaponready\n\t\tPKCG CCC 1 A_Weaponready\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64MuzzleFlash\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Flash\")\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\tPKCF A 1 Bright A_Light1\n\t\tPKCF B 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t\tPKCF C 1 Bright A_Light1\n\t\tPKCF D 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t64MuzzleFlash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"flash\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Muzzle64Flash\")\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\t64CX A 1 Bright A_Light1\n\t\t64CX B 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t\t64CX C 1 Bright A_Light1\n\t\t64CX D 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"Ready\")\n\t\t64CG A 1 A_WeaponReady\n\t\tLoop\n 64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"Deselect\")\n\t\t64CG A 1 A_Lower\n\t\tLoop\n 64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"Select\")\n\t\t64CG A 1 A_Raise\n\t\tLoop\n\t64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"Fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\t64CG A 1 A_FireCGun\n\t\t64CG BCD 1\n\t\t64CG A 1 A_FireCGun\n\t\t64CG BCD 1\n\t\t64CG B 0 A_ReFire\n\t\t64CG A 1 A_Weaponready\n\t\t64CG BB 1 A_Weaponready\n\t\t64CG CCC 1 A_Weaponready\n\t\t64CG DDD 1 A_Weaponready\n\t\tGoto Ready\n\t64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\t64CG A 1 A_FireCGun\n\t\t64CG a 0 a_setpitch(pitch-0.5)\n\t\t64CG B 1 a_setpitch(pitch+0.2)\n\t\t64CG C 1 a_setpitch(pitch+0.2)\n\t\t64CG D 1 a_setpitch(pitch+0.1)\n\t\t64CG A 1 A_FireCGun\n\t\t64CG a 0 a_setpitch(pitch-0.5)\n\t\t64CG B 1 a_setpitch(pitch+0.2)\n\t\t64CG C 1 a_setpitch(pitch+0.2)\n\t\t64CG D 1 a_setpitch(pitch+0.1)\n\t\t64CG B 0 A_ReFire\n\t\t64CG A 1 A_Weaponready\n\t\t64CG BB 1 A_Weaponready\n\t\t64CG CCC 1 A_Weaponready\n\t\t64CG DDD 1 A_Weaponready\n\t\tGoto Ready\n\t64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilcasefire\")\n\t\t64CG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\t64CG BCD 1\n\t\t64CG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(4,6), random(7,9), random(7,9), 0)\n\t\t64CG BCD 1\n\t\t64CG B 0 A_ReFire\n\t\t64CG A 1 A_Weaponready\n\t\t64CG BB 1 A_Weaponready\n\t\t64CG CCC 1 A_Weaponready\n\t\t64CG DDD 1 A_Weaponready\n\t\tGoto Ready\n\t64RecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"RecoilCaseFire\")\n\t\t64CG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\t64CG a 0 a_setpitch(pitch-0.5)\n\t\t64CG B 1 a_setpitch(pitch+0.2)\n\t\t64CG C 1 a_setpitch(pitch+0.2)\n\t\t64CG D 1 a_setpitch(pitch+0.1)\n\t\t64CG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\t64CG a 0 a_setpitch(pitch-0.5)\n\t\t64CG B 1 a_setpitch(pitch+0.2)\n\t\t64CG C 1 a_setpitch(pitch+0.2)\n\t\t64CG D 1 a_setpitch(pitch+0.1)\n\t\t64CG B 0 A_ReFire\n\t\t64CG A 1 A_Weaponready\n\t\t64CG BB 1 A_Weaponready\n\t\t64CG CCC 1 A_Weaponready\n\t\t64CG DDD 1 A_Weaponready\n\t\tGoto Ready\n\t64Flash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzle64flash\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"Flash\")\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\t64CG e 1 Bright A_Light1\n\t\t64CG f 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t\t64CG g 1 Bright A_Light1\n\t\t64CG h 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t64Muzzle64Flash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"64flash\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==0, \"64MuzzleFlash\")\n\t\tTNT1 A 0 A_Jump(128,4)\n\t\t6CGX e 1 Bright A_Light1\n\t\t6CGX f 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t\t6CGX g 1 Bright A_Light1\n\t\t6CGX h 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\n/////////////////////////\n//////BOB STATES/////////\n/////////////////////////\n\n\tbobFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64Fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1\n\t\tPKCG B 0 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG BB 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG CCC 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\tbobRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_FireCGun\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_FireCGun\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tPKCG B 0 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\tbobCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(4,6), random(7,9), random(7,9), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1\n\t\tPKCG B 0 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1 A_Weaponready\n\t\tGoto Ready\n\tbobRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ChaingunToggle\")==1, \"64RecoilCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_FireCGun\n\t\tTNT1 A 0 A_spawnitemex (\"bulletcasing\", 40, 0, 15, random(5,7), random(7,8), random(7,10), 0)\n\t\tPKCG a 0 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG D 1 a_setpitch(pitch+0.1)\n\t\tPKCG B 0 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG A 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG BB 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG CCC 1 A_Weaponready\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKCG DDD 1 A_Weaponready\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/Pistol.txt",
"contents": "ACTOR PerkPistol : Pistol replaces Pistol\n{\n\tdecal bulletchip\n\tStates\n\t{\n\tSpawn:\n\t\tPSTO a -1\n\t\tstop\n\tReady:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLReady\")\n\t\tPKPI A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLDeselect\")\n\t\tPKPI A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLSelect\")\n\t\tPKPI A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobfire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tPKPI A 4\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 2\n\t\tPKPI C 3\n\t\tPKPI D 1\n\t\tPKPI E 1 offset(0,34)\n\t\tPKPI E 1 offset(0,33)\n\t\tPKPI D 1 offset(0,32)\n\t\tPKPI B 1 offset(0,32)\n\t\tPKPI B 1 a_refire\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilfire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLRecoilFire\")\n\t\tPKPI A 4\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 2 a_setpitch (pitch-0.2)\n\t\tPKPI C 3 a_setpitch (pitch-0.2)\n\t\tPKPI D 1 a_setpitch (pitch-0.1)\n\t\tPKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tPKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tPKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tPKPI B 1 offset(0,32)\n\t\tPKPI B 1 a_refire\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobcasefire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLCaseFire\")\n\t\tPKPI A 4\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tPKPI B 2\n\t\tPKPI C 3\n\t\tPKPI D 1\n\t\tPKPI E 1 offset(0,34)\n\t\tPKPI E 1 offset(0,33)\n\t\tPKPI D 1 offset(0,32)\n\t\tPKPI B 1 offset(0,32)\n\t\tPKPI B 1 a_refire\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tRecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilcasefire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64recoilcasefire\")\n\t\tPKPI A 4\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tPKPI B 2 a_setpitch (pitch-0.2)\n\t\tPKPI C 3 a_setpitch (pitch-0.2)\n\t\tPKPI D 1 a_setpitch (pitch-0.1)\n\t\tPKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tPKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tPKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tPKPI B 1 offset(0,32)\n\t\tPKPI B 1 a_refire\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64flash\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzleflash\")\n\t\tTNT1 A 0\n\t\tPKPF B 2 Bright A_Light2\n\t\tPKPF A 1 Bright A_Light1\n\t\tGoto LightDone\n\t64muzzleflash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"flash\")\n\t\tTNT1 A 0\n\t\t64PB B 2 Bright A_Light2\n\t\t64PB A 1 Bright A_Light1\n\t\tGoto LightDone\n\n\t////////////////\n\t//BLACK GLOVES//\n\t////////////////\n\tBLReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"Ready\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64ready\")\n\t\tBKPI A 1 A_WeaponReady\n\t\tLoop\n\tBLDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"Deselect\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64deselect\")\n\t\tBKPI A 1 A_Lower\n\t\tLoop\n\tBLSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"Select\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64select\")\n\t\tBKPI A 1 A_Raise\n\t\tLoop\n\tBLFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"Fire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"BLCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"BLCaseFire\")\n\t\tBKPI A 4\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 2\n\t\tBKPI C 3\n\t\tBKPI D 1\n\t\tBKPI E 1 offset(0,34)\n\t\tBKPI E 1 offset(0,33)\n\t\tBKPI D 1 offset(0,32)\n\t\tBKPI B 1 offset(0,32)\n\t\tBKPI B 1 a_refire\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tBLRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"RecoilFire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"BLRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"BLRecoilCaseFire\")\n\t\tBKPI A 4\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 2 a_setpitch (pitch-0.2)\n\t\tBKPI C 3 a_setpitch (pitch-0.2)\n\t\tBKPI D 1 a_setpitch (pitch-0.1)\n\t\tBKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tBKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tBKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tBKPI B 1 offset(0,32)\n\t\tBKPI B 1 a_refire\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tBLCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"CaseFire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"BLRecoilCaseFire\")\n\t\tBKPI A 4\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tBKPI B 2\n\t\tBKPI C 3\n\t\tBKPI D 1\n\t\tBKPI E 1 offset(0,34)\n\t\tBKPI E 1 offset(0,33)\n\t\tBKPI D 1 offset(0,32)\n\t\tBKPI B 1 offset(0,32)\n\t\tBKPI B 1 a_refire\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tBLRecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblrecoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"RecoilCaseFire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64recoilcasefire\")\n\t\tBKPI A 4\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tBKPI B 2 a_setpitch (pitch-0.2)\n\t\tBKPI C 3 a_setpitch (pitch-0.2)\n\t\tBKPI D 1 a_setpitch (pitch-0.1)\n\t\tBKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tBKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tBKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tBKPI B 1 offset(0,32)\n\t\tBKPI B 1 a_refire\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64flash\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzleflash\")\n\t\tTNT1 A 0\n\t\tPKPF B 2 Bright A_Light2\n\t\tPKPF A 1 Bright A_Light1\n\t\tGoto LightDone\n\t64muzzleflash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"flash\")\n\t\tTNT1 A 0\n\t\t64PB B 2 Bright A_Light2\n\t\t64PB A 1 Bright A_Light1\n\t\tGoto LightDone\n\n\t/////////////\n\t//64 STATES//\n\t/////////////\n\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64ready\")\n\t\tPIS2 A 1 A_WeaponReady\n\t\tLoop\n\t64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64deselect\")\n\t\tPIS2 A 1 A_Lower\n\t\tLoop\n\t64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64select\")\n\t\tPIS2 A 1 A_Raise\n\t\tLoop\n\t64Fire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tPIS2 A 4\n\t\tPIS2 B 0 A_FirePistol\n\t\tPIS2 B 2 offset(0,40)\n\t\tPIS2 C 2 offset(0,38)\n\t\tPIS2 E 2 offset(0,36)\n\t\tPIS2 D 1 offset(0,34)\n\t\tPIS2 D 1 offset(0,33)\n\t\tPIS2 B 2 offset(0,33)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\t64RecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tPIS2 A 4\n\t\tPIS2 B 0 A_FirePistol\n\t\tPIS2 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tPIS2 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tPIS2 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tPIS2 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tPIS2 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tPIS2 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\t64CaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilCaseFire\")\n\t\tPIS2 A 4\n\t\tPIS2 B 0 A_FirePistol\n\t\tPIS2 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tPIS2 B 2 bright offset(0,40)\n\t\tPIS2 C 2 offset(0,38)\n\t\tPIS2 E 2 offset(0,36)\n\t\tPIS2 D 1 offset(0,34)\n\t\tPIS2 D 1 offset(0,33)\n\t\tPIS2 B 2 offset(0,33)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\t64RecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilcasefire\")\n\t\tPIS2 A 4\n\t\tPIS2 C 0 A_FirePistol\n\t\tPIS2 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tPIS2 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tPIS2 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tPIS2 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tPIS2 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tPIS2 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tPIS2 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\t64Flash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"Flash\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzle64flash\")\n\t\tTNT1 A 0\n\t\tPIS2 F 2 Bright A_Light2\n\t\tPIS2 G 1 Bright A_Light1\n\t\tGoto LightDone\n\t64muzzle64flash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"64muzzleflash\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"64flash\")\n\t\tTNT1 A 0\n\t\t64P2 F 2 Bright A_Light2\n\t\t64P2 G 1 Bright A_Light1\n\t\tGoto LightDone\n\n\t////////////\n\t//BLACK 64//\n\t////////////\n\n\tbl64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64ready\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blready\")\n\t\tbi64 A 1 A_WeaponReady\n\t\tLoop\n\tbl64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64Deselect\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"bldeselect\")\n\t\tbi64 A 1 A_Lower\n\t\tLoop\n\tbl64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64select\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blselect\")\n\t\tbi64 A 1 A_Raise\n\t\tLoop\n\tbl64Fire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobbl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64fire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tbi64 A 4\n\t\tbi64 B 0 A_FirePistol\n\t\tbi64 B 2 offset(0,40)\n\t\tbi64 C 2 offset(0,38)\n\t\tbi64 E 2 offset(0,36)\n\t\tbi64 D 1 offset(0,34)\n\t\tbi64 D 1 offset(0,33)\n\t\tbi64 B 2 offset(0,33)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobbl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64recoilfire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tbi64 A 4\n\t\tbi64 B 0 A_FirePistol\n\t\tbi64 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tbi64 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tbi64 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tbi64 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tbi64 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tbi64 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\tbl64CaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobbl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64casefire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilCaseFire\")\n\t\tbi64 A 4\n\t\tbi64 B 0 A_FirePistol\n\t\tbi64 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tbi64 B 2 bright offset(0,40)\n\t\tbi64 C 2 offset(0,38)\n\t\tbi64 E 2 offset(0,36)\n\t\tbi64 D 1 offset(0,34)\n\t\tbi64 D 1 offset(0,33)\n\t\tbi64 B 2 offset(0,33)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobbl64recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64recoilcasefire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blrecoilcasefire\")\n\t\tbi64 A 4\n\t\tbi64 C 0 A_FirePistol\n\t\tbi64 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tbi64 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tbi64 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tbi64 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tbi64 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tbi64 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tbi64 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\n\t///////////////////////////////////////////////////////////////\n\t//////////BOB STATES///////jeez this file is becoming a mess///\n\t///////////////////////////////////////////////////////////////\n\tbobFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tPKPI A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI C 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI E 1 offset(0,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI E 1 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI D 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 1 a_refire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tbobRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLRecoilFire\")\n\t\tPKPI A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 0 A_FirePistol\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 2 a_setpitch (pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI C 3 a_setpitch (pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI D 1 a_setpitch (pitch-0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 1 a_refire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tbobCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLCaseFire\")\n\t\tPKPI A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI D 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI E 1 offset(0,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI E 1 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI D 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 1 a_refire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\tbobRecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"64recoilcasefire\")\n\t\tPKPI A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 0 A_FirePistol\n\t\tPKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 2 a_setpitch (pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI C 3 a_setpitch (pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI D 1 a_setpitch (pitch-0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI B 1 a_refire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKPI A 4 A_ReFire\n\t\tGoto Ready\n\n\tbobBLFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"Fire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"BLCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"BLCaseFire\")\n\t\tBKPI A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 0 A_FirePistol\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI D 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI E 1 offset(0,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI E 1 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI D 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 1 a_refire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tbobBLRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"RecoilFire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"BLRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"BLRecoilCaseFire\")\n\t\tBKPI A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 2 a_setpitch (pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI C 3 a_setpitch (pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI D 1 a_setpitch (pitch-0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 1 a_refire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tbobBLCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"CaseFire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"BLRecoilCaseFire\")\n\t\tBKPI A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tBKPI B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI D 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI E 1 offset(0,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI E 1 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI D 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 1 a_refire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\tbobBLRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"RecoilCaseFire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==1, \"bl64recoilcasefire\")\n\t\tBKPI A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 0 A_FirePistol\n\t\tBKPI B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tBKPI B 2 a_setpitch (pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI C 3 a_setpitch (pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI D 1 a_setpitch (pitch-0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI E 1 offset(0,34) a_setpitch (pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI E 1 offset(0,33) a_setpitch (pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI D 1 offset(0,32) a_setpitch (pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI B 1 a_refire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKPI A 4 A_ReFire\n\t\tGoto Ready\n\n\tbob64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tPIS2 A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 0 A_FirePistol\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 2 offset(0,40)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 C 2 offset(0,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 E 2 offset(0,36)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 D 1 offset(0,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 D 1 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 2 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\tbob64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tPIS2 A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 0 A_FirePistol\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\tbob64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilCaseFire\")\n\t\tPIS2 A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 0 A_FirePistol\n\t\tPIS2 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 2 bright offset(0,40)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 C 2 offset(0,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 E 2 offset(0,36)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 D 1 offset(0,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 D 1 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 2 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\tbob64RecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilcasefire\")\n\t\tPIS2 A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 C 0 A_FirePistol\n\t\tPIS2 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPIS2 A 5 A_ReFire\n\t\tGoto Ready\n\n\tbobbl64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64fire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tbi64 A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 0 A_FirePistol\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 2 offset(0,40)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 C 2 offset(0,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 E 2 offset(0,36)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 D 1 offset(0,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 D 1 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 2 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\tbobbl64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64recoilfire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tbi64 A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 0 A_FirePistol\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\tbobbl64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64casefire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"64RecoilCaseFire\")\n\t\tbi64 A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 0 A_FirePistol\n\t\tbi64 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 2 bright offset(0,40)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 C 2 offset(0,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 E 2 offset(0,36)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 D 1 offset(0,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 D 1 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 2 offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\tbobbl64RecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64recoilcasefire\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"PistolToggle\")==0, \"blrecoilcasefire\")\n\t\tbi64 A 4 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 C 0 A_FirePistol\n\t\tbi64 B 0 A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 2 bright offset(0,40) a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 C 2 offset(0,38) a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 E 2 offset(0,36) a_setpitch(pitch-0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 D 1 offset(0,34) a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 D 1 offset(0,33) a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 B 2 offset(0,33) a_setpitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbi64 A 5 A_ReFire\n\t\tGoto Ready\n\t\t}\n}\n\nACTOR Rifle : Pistol\n{\ndecal \"bulletchip\"\n+CHEATNOTWEAPON\n\tstates\n\t{\n\tSpawn:\n\t\tRifl a -1\n\t\tstop\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLready\")\n\t\tRIF2 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLdeselect\")\n\t\tRIF2 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLselect\")\n\t\tRIF2 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tRIF2 A 1\n\t\tRIF2 B 1\n\t\tRIF2 D 2 bright A_FirePistol\n\t\tRIF2 C 2 bright\n\t\tRIF2 E 2\n\t\tRIF2 F 2\n\t\tRIF2 G 2 A_ReFire\n\t\tRIF2 H 3\n\t\tRIF2 A 5\n\t\tGoto Ready\n\tCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilCaseFire\")\n\t\tRIF2 A 1\n\t\tRIF2 B 1\n\t\tRIF2 D 2 bright A_FirePistol\n\t\tRIF2 D 0 bright A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tRIF2 C 2 bright\n\t\tRIF2 E 2\n\t\tRIF2 F 2\n\t\tRIF2 G 2 A_ReFire\n\t\tRIF2 H 3\n\t\tRIF2 A 5\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tRIF2 A 1\n\t\tRIF2 B 1\n\t\tRIF2 D 2 bright A_FirePistol\n\t\tRIF2 C 1 bright a_setpitch(pitch-0.2)\n\t\tRIF2 C 1 bright a_setpitch(pitch-0.2)\n\t\tRIF2 E 2 a_setpitch(pitch-0.1)\n\t\tRIF2 F 1 a_setpitch(pitch+0.2)\n\t\tRIF2 F 1 a_setpitch(pitch+0.3)\n\t\tRIF2 G 2 A_ReFire\n\t\tRIF2 H 3\n\t\tRIF2 A 5\n\t\tGoto Ready\n\tRecoilCaseFire:\n\t\tRIF2 A 1\n\t\tRIF2 B 1\n\t\tRIF2 D 2 bright A_FirePistol\n\t\tRIF2 D 0 bright A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tRIF2 C 1 bright a_setpitch(pitch-0.2)\n\t\tRIF2 C 1 bright a_setpitch(pitch-0.2)\n\t\tRIF2 E 2 a_setpitch(pitch-0.1)\n\t\tRIF2 F 1 a_setpitch(pitch+0.2)\n\t\tRIF2 F 1 a_setpitch(pitch+0.3)\n\t\tRIF2 G 2 A_ReFire\n\t\tRIF2 H 3\n\t\tRIF2 A 5\n\t\tGoto Ready\n\tFlash:\n\t\tRIF2 I 2 Bright A_Light2\n\t\tRIF2 J 1 Bright A_Light1\n\t\tGoto LightDone\n\n\t/////////////////////\n\t//BLACK GLOVE RIFLE//\n\t/////////////////////\n\n\tblReady:\n\t\tbif2 A 1 A_WeaponReady\n\t\tLoop\n\tblDeselect:\n\t\tbif2 A 1 A_Lower\n\t\tLoop\n\tblSelect:\n\t\tbif2 A 1 A_Raise\n\t\tLoop\n\tblFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"blCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"blCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"blRecoilFire\")\n\t\tbif2 A 1\n\t\tbif2 B 1\n\t\tbif2 D 2 bright A_FirePistol\n\t\tbif2 C 2 bright\n\t\tbif2 E 2\n\t\tbif2 F 2\n\t\tbif2 G 2 A_ReFire\n\t\tbif2 H 3\n\t\tbif2 A 5\n\t\tGoto Ready\n\tblCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"blRecoilCaseFire\")\n\t\tbif2 A 1\n\t\tbif2 B 1\n\t\tbif2 D 2 bright A_FirePistol\n\t\tbif2 D 0 bright A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tbif2 C 2 bright\n\t\tbif2 E 2\n\t\tbif2 F 2\n\t\tbif2 G 2 A_ReFire\n\t\tbif2 H 3\n\t\tbif2 A 5\n\t\tGoto Ready\n\tblRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"blRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"blRecoilCaseFire\")\n\t\tbif2 A 1\n\t\tbif2 B 1\n\t\tbif2 D 2 bright A_FirePistol\n\t\tbif2 C 1 bright a_setpitch(pitch-0.2)\n\t\tbif2 C 1 bright a_setpitch(pitch-0.2)\n\t\tbif2 E 2 a_setpitch(pitch-0.1)\n\t\tbif2 F 1 a_setpitch(pitch+0.2)\n\t\tbif2 F 1 a_setpitch(pitch+0.3)\n\t\tbif2 G 2 A_ReFire\n\t\tbif2 H 3\n\t\tbif2 A 5\n\t\tGoto Ready\n\tblRecoilCaseFire:\n\t\tbif2 A 1\n\t\tbif2 B 1\n\t\tbif2 D 2 bright A_FirePistol\n\t\tbif2 D 0 bright A_spawnitemex (\"bulletcasing\", 40, 0, 25, random(4,6), random(7,8), random(7,9), 0)\n\t\tbif2 C 1 bright a_setpitch(pitch-0.2)\n\t\tbif2 C 1 bright a_setpitch(pitch-0.2)\n\t\tbif2 E 2 a_setpitch(pitch-0.1)\n\t\tbif2 F 1 a_setpitch(pitch+0.2)\n\t\tbif2 F 1 a_setpitch(pitch+0.3)\n\t\tbif2 G 2 A_ReFire\n\t\tbif2 H 3\n\t\tbif2 A 5\n\t\tGoto Ready\n\t\t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/Shotgun.txt",
"contents": "ACTOR PerkShotgun : Shotgun replaces Shotgun\n{\n\tdecal bulletchip\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLready\")\n\t\tSHTG A 1 A_WeaponReady\n\t\tLoop\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64ready\")\n\t\tSG64 A 1 a_weaponready\n\t\tloop\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLdeselect\")\n\t\tSHTG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLselect\")\n\t\tSHTG A 1 A_Raise\n\t\tLoop\n\t64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64deselect\")\n\t\tSG64 A 1 A_Lower\n\t\tLoop\n\t64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64select\")\n\t\tSG64 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tPKSG A 3\n\t\tPKSG A 5 A_FireShotgun\n\t\tPKSG B 2\n\t\tPKSG C 1\n\t\tPKSG D 2\n\t\tPKSG E 3\n\t\tPKSG F 4\n\t\tPKSG G 1\n\t\tPKSG H 3\n\t\tPKSG GFEDCB 2\n\t\tPKSG A 1\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tPKSG A 3\n\t\tPKSG A 1 A_FireShotgun\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tPKSG C 1 a_setpitch(pitch+0.2)\n\t\tPKSG D 2 a_setpitch(pitch+0.2)\n\t\tPKSG E 3 a_setpitch(pitch+0.2)\n\t\tPKSG F 4 a_setpitch(pitch+0.2)\n\t\tPKSG G 1\n\t\tPKSG H 3\n\t\tPKSG GFEDCB 2\n\t\tPKSG A 1\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\tCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLcasefire\")\n\t\tPKSG A 3\n\t\tPKSG A 5 A_FireShotgun\n\t\tPKSG B 2\n\t\tPKSG C 1\n\t\tPKSG D 2\n\t\tPKSG E 3\n\t\tPKSG F 4\n\t\tPKSG G 1\n\t\tPKSG H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tPKSG GFEDCB 2\n\t\tPKSG A 1\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\tRecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLrecoilcasefire\")\n\t\tPKSG A 3\n\t\tPKSG A 1 A_FireShotgun\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tPKSG C 1 a_setpitch(pitch+0.2)\n\t\tPKSG D 2 a_setpitch(pitch+0.2)\n\t\tPKSG E 3 a_setpitch(pitch+0.2)\n\t\tPKSG F 4 a_setpitch(pitch+0.2)\n\t\tPKSG G 1\n\t\tPKSG H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tPKSG GFEDCB 2\n\t\tPKSG A 1\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\n\t64RecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64RecoilCaseFire\")\n\t\tSG64 A 3\n\t\tSG64 A 1 A_FireShotgun\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tSG64 IBC 1 a_setpitch(pitch+0.2)\n\t\tSG64 D 2 a_setpitch(pitch+0.2)\n\t\tSG64 E 3 a_setpitch(pitch+0.2)\n\t\tSG64 F 4 a_setpitch(pitch+0.2)\n\t\tSG64 G 1\n\t\tSG64 H 3\n\t\tSG64 GFEDC 2\n\t\tSG64 BIA 1\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\t64Fire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tSG64 A 3\n\t\tSG64 A 5 A_FireShotgun\n\t\tSG64 IBC 1\n\t\tSG64 D 2\n\t\tSG64 E 3\n\t\tSG64 F 4\n\t\tSG64 G 1\n\t\tSG64 H 3\n\t\tSG64 GFEDC 2\n\t\tSG64 BIA 1\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\t64CaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"64recoilcasefire\")\n\t\tSG64 A 3\n\t\tSG64 A 5 A_FireShotgun\n\t\tSG64 IBC 1\n\t\tSG64 D 2\n\t\tSG64 E 3\n\t\tSG64 F 4\n\t\tSG64 G 1\n\t\tSG64 H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tSG64 GFEDC 2\n\t\tSG64 BIA 1\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\t64RecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bob64recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilcasefire\")\n\t\tSG64 A 3\n\t\tSG64 A 1 A_FireShotgun\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tSG64 IBC 1 a_setpitch(pitch+0.2)\n\t\tSG64 D 2 a_setpitch(pitch+0.2)\n\t\tSG64 E 3 a_setpitch(pitch+0.2)\n\t\tSG64 F 4 a_setpitch(pitch+0.2)\n\t\tSG64 G 1\n\t\tSG64 H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tSG64 GFEDC 2\n\t\tSG64 BIA 1\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\n\tFlash:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64flash\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzleflash\")\n\t\tSHTF B 3 Bright A_Light2\n\t\tSHTF A 2 Bright A_Light1\n\t\tGoto LightDone\n\t64muzzleflash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"flash\")\n\t\t6PKF B 3 Bright A_Light2\n\t\t6PKF A 2 Bright A_Light1\n\t\tGoto LightDone\n\t64Flash:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"flash\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzle64flash\")\n\t\tS64F A 3 Bright A_Light2\n\t\tS64F B 2 Bright A_Light1\n\t\tGoto LightDone\n\t64muzzle64flash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"64flash\")\n\t\tTNT1 A 0\n\t\tS6FX A 3 Bright A_Light2\n\t\tS6FX B 2 Bright A_Light1\n\t\tGoto LightDone\n\n////////////////\n//BLACK GLOVES//\n////////////////\n\tBLReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"ready\")\n\t\tBKSG A 1 A_WeaponReady\n\t\tLoop\n\tBLDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"deselect\")\n\t\tBKSG A 1 A_Lower\n\t\tLoop\n\tBLSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"select\")\n\t\tBKSG A 1 A_Raise\n\t\tLoop\n\tBLFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tBKSG A 3\n\t\tBKSG A 5 A_FireShotgun\n\t\tBKSG B 2\n\t\tBKSG C 1\n\t\tBKSG D 2\n\t\tBKSG E 3\n\t\tBKSG F 4\n\t\tBKSG G 1\n\t\tBKSG H 3\n\t\tBKSG GFEDCB 2\n\t\tBKSG A 1\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\tBLRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tBKSG A 3\n\t\tBKSG A 1 A_FireShotgun\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tBKSG C 1 a_setpitch(pitch+0.2)\n\t\tBKSG D 2 a_setpitch(pitch+0.2)\n\t\tBKSG E 3 a_setpitch(pitch+0.2)\n\t\tBKSG F 4 a_setpitch(pitch+0.2)\n\t\tBKSG G 1\n\t\tBKSG H 3\n\t\tBKSG GFEDCB 2\n\t\tBKSG A 1\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\tBLCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"casefire\")\n\t\tBKSG A 3\n\t\tBKSG A 5 A_FireShotgun\n\t\tBKSG B 2\n\t\tBKSG C 1\n\t\tBKSG D 2\n\t\tBKSG E 3\n\t\tBKSG F 4\n\t\tBKSG G 1\n\t\tBKSG H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tBKSG GFEDCB 2\n\t\tBKSG A 1\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\tBLRecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblrecoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilcasefire\")\n\t\tBKSG A 3\n\t\tBKSG A 1 A_FireShotgun\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tBKSG C 1 a_setpitch(pitch+0.2)\n\t\tBKSG D 2 a_setpitch(pitch+0.2)\n\t\tBKSG E 3 a_setpitch(pitch+0.2)\n\t\tBKSG F 4 a_setpitch(pitch+0.2)\n\t\tBKSG G 1\n\t\tBKSG H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tBKSG GFEDCB 2\n\t\tBKSG A 1\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\n\t////////////\n\t//BLACK 64// //jesus, this is getting complicated\n\t////////////\n\n\tbl64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64ready\")\n\t\tbG64 A 1 a_weaponready\n\t\tloop\n\tbl64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"bldeselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64deselect\")\n\t\tbG64 A 1 A_Lower\n\t\tLoop\n\tbl64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64select\")\n\t\tbG64 A 1 A_Raise\n\t\tLoop\n\tbl64Fire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobbl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bl64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bl64CaseFire\")\n\t\tbG64 A 3\n\t\tbg64 A 5 A_FireShotgun\n\t\tbg64 IBC 1\n\t\tbg64 D 2\n\t\tbg64 E 3\n\t\tbg64 F 4\n\t\tbg64 G 1\n\t\tbg64 H 3\n\t\tbg64 GFEDC 2\n\t\tbg64 BIA 1\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobbl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blrecoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bl64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bl64RecoilCaseFire\")\n\t\tbg64 A 3\n\t\tbg64 A 1 A_FireShotgun\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tbg64 IBC 1 a_setpitch(pitch+0.2)\n\t\tbg64 D 2 a_setpitch(pitch+0.2)\n\t\tbg64 E 3 a_setpitch(pitch+0.2)\n\t\tbg64 F 4 a_setpitch(pitch+0.2)\n\t\tbg64 G 1\n\t\tbg64 H 3\n\t\tbg64 GFEDC 2\n\t\tbg64 BIA 1\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\tbl64CaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobbl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bl64recoilcasefire\")\n\t\tbg64 A 3\n\t\tbg64 A 5 A_FireShotgun\n\t\tbg64 IBC 1\n\t\tbg64 D 2\n\t\tbg64 E 3\n\t\tbg64 F 4\n\t\tbg64 G 1\n\t\tbg64 H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tbg64 GFEDC 2\n\t\tbg64 BIA 1\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobbl64recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blrecoilcasefire\")\n\t\tbg64 A 3\n\t\tbg64 A 1 A_FireShotgun\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tbg64 IBC 1 a_setpitch(pitch+0.2)\n\t\tbg64 D 2 a_setpitch(pitch+0.2)\n\t\tbg64 E 3 a_setpitch(pitch+0.2)\n\t\tbg64 F 4 a_setpitch(pitch+0.2)\n\t\tbg64 G 1\n\t\tbg64 H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tbg64 GFEDC 2\n\t\tbg64 BIA 1\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\n////////////////////////\n//BOB STATES////////////\n////////////////////////\n\n\tbobFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 5 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG E 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG F 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG E 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\tbobRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG D 2 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG E 3 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG F 4 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG E 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\tbobCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 5 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG E 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG F 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tPKSG G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG E 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\tbobRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"64recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BLrecoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG D 2 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG E 3 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG F 4 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tPKSG G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG E 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKSG A 7 A_ReFire\n\t\tGoto Ready\n\n\tbob64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64RecoilCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 IBC 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 D 2 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 E 3 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 F 4 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 GFEDC 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 BIA 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\tbob64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 5 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 I 1\n\t\tSG64 B 1\n\t\tSG64 C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 E 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 F 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 E 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 I 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\tbob64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"64recoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 5 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 I 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 E 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 F 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tSG64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 E 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 BIA 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\tbob64RecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"BL64recoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 I 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 D 2 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 E 3 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 F 4 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tSG64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 E 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 C 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 B 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 I 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSG64 A 7 A_ReFire\n\t\tGoto Ready\n\n\t\tbobBLFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"RecoilToggle\")==1, \"RecoilFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 5 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG E 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG F 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG GFEDCB 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\tbobBLRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG D 2 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG E 3 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG F 4 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG GFEDCB 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\tbobBLCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"casefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 5 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG E 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG F 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tBKSG GFEDCB 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\tbobBLRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==1, \"bl64recoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG B 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG D 2 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG E 3 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG F 4 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tBKSG GFEDCB 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBKSG A 7 A_ReFire\n\t\tGoto Ready\n\n\tbobbl64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bl64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bl64CaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbG64 A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 5 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 IBC 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 E 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 F 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 GFEDC 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 BIA 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\tbobblRecoil64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blrecoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bl64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bl64RecoilCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 1 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 IBC 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 D 2 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 E 3 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 F 4 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 GFEDC 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 BIA 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\tbobbl64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bl64recoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 5 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 IBC 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 D 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 E 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 F 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 H 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tbg64 GFEDC 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 BIA 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\tbobbl64RecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"64Shotgun\")==0, \"blrecoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 1 A_FireShotgun\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 1 a_setpitch(pitch-0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 IBC 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 D 2 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 E 3 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 F 4 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 H 3\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 30, random(3,4), random(7,8), random(7,9), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 GFEDC 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 BIA 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbg64 A 7 A_ReFire\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/PLAYER/SSG.txt",
"contents": "ACTOR PerkSuperShotgun : SuperShotgun replaces SuperShotgun\n{\n\tdecal bulletchip\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"blready\")\n\t\tpks2 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bldeselect\")\n\t\tpks2 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"blselect\")\n\t\tPKS2 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"CaseFire\")\n\t\tPKS2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tPKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tPKS2 A 6 A_gunflash\n\t\tPKS2 A 3 A_Checkreload\n\t\tPKS2 B 2\n\t\tPKS2 C 3\n\t\tPKS2 D 4\n\t\tPKS2 E 4\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tPKS2 GHIJ 2\n\t\tPKS2 K 3\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tPKS2 M 3\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tPKS2 S 3\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"RecoilCaseFire\")\n\t\tPKS2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tPKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tPKS2 A 1 A_gunflash\n\t\tPKS2 A 1 a_setpitch(pitch-1.0)\n\t\tPKS2 A 1 a_setpitch(pitch-0.5)\n\t\tPKS2 A 1 a_setpitch(pitch-0.4)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tPKS2 A 1 A_Checkreload\n\t\tPKS2 A 0 a_setpitch(pitch+0.6)\n\t\tPKS2 A 1 a_setpitch(pitch+0.5)\n\t\tPKS2 A 1 a_setpitch(pitch+0.4)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tPKS2 C 1\n\t\tPKS2 D 4\n\t\tPKS2 E 4\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tPKS2 GHIJ 2\n\t\tPKS2 K 3\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tPKS2 M 3\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tPKS2 S 3\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobcasefire\")\n\t\tPKS2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tPKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tPKS2 A 6 A_gunflash\n\t\tPKS2 A 3 A_Checkreload\n\t\tPKS2 B 2\n\t\tPKS2 C 3\n\t\tPKS2 D 4\n\t\tPKS2 E 4\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tPKS2 GHIJ 2\n\t\tPKS2 K 3\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tPKS2 M 3\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tPKS2 S 3\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tRecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobrecoilcasefire\")\n\t\tPKS2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tPKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tPKS2 A 1 A_gunflash\n\t\tPKS2 A 1 a_setpitch(pitch-1.0)\n\t\tPKS2 A 1 a_setpitch(pitch-0.5)\n\t\tPKS2 A 1 a_setpitch(pitch-0.4)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tPKS2 A 1 A_Checkreload\n\t\tPKS2 A 0 a_setpitch(pitch+0.6)\n\t\tPKS2 A 1 a_setpitch(pitch+0.5)\n\t\tPKS2 A 1 a_setpitch(pitch+0.4)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tPKS2 C 1\n\t\tPKS2 D 4\n\t\tPKS2 E 4\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tPKS2 GHIJ 2\n\t\tPKS2 K 3\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tPKS2 M 3\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tPKS2 S 3\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"SSGtoggle\")==1, \"64flash\")\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzleflash\")\n\t\tSHT2 J 2 Bright A_Light2\n\t\tSHT2 I 2 Bright A_Light1\n\t\tGoto LightDone\n\t64muzzleflash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"flash\")\n\t\t6SSF B 3 Bright A_Light2\n\t\t6SSF A 2 Bright A_Light1\n\t\tGoto LightDone\n\n\t\t////////////////\n\t\t//BLACK GLOVES//\n\t\t////////////////\n\n\tblReady:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"ready\")\n\t\tbks2 A 1 A_WeaponReady\n\t\tLoop\n\tblDeselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"deselect\")\n\t\tbks2 A 1 A_Lower\n\t\tLoop\n\tblSelect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"select\")\n\t\tbks2 A 1 A_Raise\n\t\tLoop\n\tblFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"blrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"blCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"blCaseFire\")\n\t\tbks2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbks2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tbks2 A 6 A_gunflash\n\t\tbks2 A 3 A_Checkreload\n\t\tbks2 B 2\n\t\tbks2 C 3\n\t\tbks2 D 4\n\t\tbks2 E 4\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tbks2 GHIJ 2\n\t\tbks2 K 3\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tbks2 M 3\n\t\tbks2 NOPQ 2\n\t\tbks2 R 3 A_CloseShotgun2\n\t\tbks2 S 3\n\t\tbks2 A 1 A_ReFire\n\t\tGoto Ready\n\tblRecoilFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"blRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"blRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilfire\")\n\t\tbks2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tbKS2 A 1 A_gunflash\n\t\tbks2 A 1 a_setpitch(pitch-1.0)\n\t\tbks2 A 1 a_setpitch(pitch-0.5)\n\t\tbks2 A 1 a_setpitch(pitch-0.4)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tbks2 A 1 A_Checkreload\n\t\tbks2 A 0 a_setpitch(pitch+0.6)\n\t\tbks2 A 1 a_setpitch(pitch+0.5)\n\t\tbks2 A 1 a_setpitch(pitch+0.4)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tbks2 C 1\n\t\tbks2 D 4\n\t\tbks2 E 4\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tbks2 GHIJ 2\n\t\tbks2 K 3\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tbks2 M 3\n\t\tbks2 NOPQ 2\n\t\tbks2 R 3 A_CloseShotgun2\n\t\tbks2 S 3\n\t\tbks2 A 1 A_ReFire\n\t\tGoto Ready\n\tblCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"casefire\")\n\t\tbks2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tbKS2 A 6 A_gunflash\n\t\tbks2 A 3 A_Checkreload\n\t\tbks2 B 2\n\t\tbks2 C 3\n\t\tbks2 D 4\n\t\tbks2 E 4\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tbks2 GHIJ 2\n\t\tbks2 K 3\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tbks2 M 3\n\t\tbks2 NOPQ 2\n\t\tbks2 R 3 A_CloseShotgun2\n\t\tbks2 S 3\n\t\tbks2 A 1 A_ReFire\n\t\tGoto Ready\n\tblRecoilCaseFire:\n\t\tTNT1 A 0 a_jumpif(callacs(\"BobToggle\")==1, \"bobblrecoilcasefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilcasefire\")\n\t\tbks2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tbKS2 A 1 A_gunflash\n\t\tbks2 A 1 a_setpitch(pitch-1.0)\n\t\tbks2 A 1 a_setpitch(pitch-0.5)\n\t\tbks2 A 1 a_setpitch(pitch-0.4)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tbks2 A 1 A_Checkreload\n\t\tbks2 A 0 a_setpitch(pitch+0.6)\n\t\tbks2 A 1 a_setpitch(pitch+0.5)\n\t\tbks2 A 1 a_setpitch(pitch+0.4)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tbks2 C 1\n\t\tbks2 D 4\n\t\tbks2 E 4\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tbks2 GHIJ 2\n\t\tbks2 K 3\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tbks2 M 3\n\t\tbKS2 NOPQ 2\n\t\tbKS2 R 3 A_CloseShotgun2\n\t\tbKS2 S 3\n\t\tbKS2 A 1 A_ReFire\n\t\tGoto Ready\n\n\t\t///////////\n\t\t//DOOM 64//\n\t\t///////////\n\n\t64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"ready\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64ready\")\n\t\tss64 A 1 A_WeaponReady\n\t\tLoop\n\t64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"deselect\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64deselect\")\n\t\tss64 A 1 A_Lower\n\t\tLoop\n\t64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"select\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64select\")\n\t\tss64 A 1 A_Raise\n\t\tLoop\n\t64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64CaseFire\")\n\t\tss64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tss64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tss64 A 6 A_gunflash\n\t\tss64 A 3 A_Checkreload\n\t\tss64 B 2\n\t\tss64 C 3\n\t\tss64 D 4\n\t\tss64 E 4\n\t\tss64 F 2 A_OpenShotgun2\n\t\tss64 GHIJ 2\n\t\tss64 K 3\n\t\tss64 L 2 A_LoadShotgun2\n\t\tss64 M 3\n\t\tss64 NOPQ 2\n\t\tss64 R 3 A_CloseShotgun2\n\t\tss64 S 3\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\t64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"64RecoilCaseFire\")\n\t\tss64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tss64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tss64 A 1 A_gunflash\n\t\tss64 A 1 a_setpitch(pitch-1.0)\n\t\tss64 A 1 a_setpitch(pitch-0.5)\n\t\tss64 A 1 a_setpitch(pitch-0.4)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tss64 A 1 A_Checkreload\n\t\tss64 A 0 a_setpitch(pitch+0.6)\n\t\tss64 A 1 a_setpitch(pitch+0.5)\n\t\tss64 A 1 a_setpitch(pitch+0.4)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tss64 C 1\n\t\tss64 D 4\n\t\tss64 E 4\n\t\tss64 F 2 A_OpenShotgun2\n\t\tss64 GHIJ 2\n\t\tss64 K 3\n\t\tss64 L 2 A_LoadShotgun2\n\t\tss64 M 3\n\t\tss64 NOPQ 2\n\t\tss64 R 3 A_CloseShotgun2\n\t\tss64 S 3\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\t64CaseFire:\n\t\tss64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tss64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tss64 A 6 A_gunflash\n\t\tss64 A 3 A_Checkreload\n\t\tss64 B 2\n\t\tss64 C 3\n\t\tss64 D 4\n\t\tss64 E 4\n\t\tss64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tss64 GHIJ 2\n\t\tss64 K 3\n\t\tss64 L 2 A_LoadShotgun2\n\t\tss64 M 3\n\t\tss64 NOPQ 2\n\t\tss64 R 3 A_CloseShotgun2\n\t\tss64 S 3\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\t64RecoilCaseFire:\n\t\tss64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tss64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tss64 A 1 A_gunflash\n\t\tss64 A 1 a_setpitch(pitch-1.0)\n\t\tss64 A 1 a_setpitch(pitch-0.5)\n\t\tss64 A 1 a_setpitch(pitch-0.4)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tss64 A 1 A_Checkreload\n\t\tss64 A 0 a_setpitch(pitch+0.6)\n\t\tss64 A 1 a_setpitch(pitch+0.5)\n\t\tss64 A 1 a_setpitch(pitch+0.4)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tss64 C 1\n\t\tss64 D 4\n\t\tss64 E 4\n\t\tss64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tss64 GHIJ 2\n\t\tss64 K 3\n\t\tss64 L 2 A_LoadShotgun2\n\t\tss64 M 3\n\t\tss64 NOPQ 2\n\t\tss64 R 3 A_CloseShotgun2\n\t\tss64 S 3\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\t64Flash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==1, \"64muzzle64flash\")\n\t\tss64 t 3 Bright A_Light2\n\t\tss64 u 2 Bright A_Light1\n\t\tGoto LightDone\n\t64muzzle64flash:\n\t\tTNT1 A 0 a_jumpif(callacs(\"64muzzleflashes\")==0, \"64flash\")\n\t\tTNT1 A 0\n\t\t6SFX T 3 Bright A_Light2\n\t\t6SFX U 2 Bright A_Light1\n\t\tGoto LightDone\n\n\t////////////\n\t//BLACK 64//\n\t////////////\n\n\tbl64Ready:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"blready\")\n\t\tbs64 A 1 A_WeaponReady\n\t\tLoop\n\tbl64Deselect:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"bldeselect\")\n\t\tbs64 A 1 A_Lower\n\t\tLoop\n\tbl64Select:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"blselect\")\n\t\tbs64 A 1 A_Raise\n\t\tLoop\n\tbl64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"blfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bl64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bl64CaseFire\")\n\t\tbs64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbs64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tbs64 A 6 A_gunflash\n\t\tbs64 A 3 A_Checkreload\n\t\tbs64 B 2\n\t\tbs64 C 3\n\t\tbs64 D 4\n\t\tbs64 E 4\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tbs64 GHIJ 2\n\t\tbs64 K 3\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tbs64 M 3\n\t\tbs64 NOPQ 2\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tbs64 S 3\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bl64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bl64RecoilCaseFire\")\n\t\tbs64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbs64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tbs64 A 1 A_gunflash\n\t\tbs64 A 1 a_setpitch(pitch-1.0)\n\t\tbs64 A 1 a_setpitch(pitch-0.5)\n\t\tbs64 A 1 a_setpitch(pitch-0.4)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tbs64 A 1 A_Checkreload\n\t\tbs64 A 0 a_setpitch(pitch+0.6)\n\t\tbs64 A 1 a_setpitch(pitch+0.5)\n\t\tbs64 A 1 a_setpitch(pitch+0.4)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tbs64 C 1\n\t\tbs64 D 4\n\t\tbs64 E 4\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tbs64 GHIJ 2\n\t\tbs64 K 3\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tbs64 M 3\n\t\tbs64 NOPQ 2\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tbs64 S 3\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\tbl64CaseFire:\n\t\tbs64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbs64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tbs64 A 6 A_gunflash\n\t\tbs64 A 3 A_Checkreload\n\t\tbs64 B 2\n\t\tbs64 C 3\n\t\tbs64 D 4\n\t\tbs64 E 4\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tbs64 GHIJ 2\n\t\tbs64 K 3\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tbs64 M 3\n\t\tbs64 NOPQ 2\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tbs64 S 3\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\tbl64RecoilCaseFire:\n\t\tbs64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbs64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tbs64 A 1 A_gunflash\n\t\tbs64 A 1 a_setpitch(pitch-1.0)\n\t\tbs64 A 1 a_setpitch(pitch-0.5)\n\t\tbs64 A 1 a_setpitch(pitch-0.4)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tbs64 A 1 A_Checkreload\n\t\tbs64 A 0 a_setpitch(pitch+0.6)\n\t\tbs64 A 1 a_setpitch(pitch+0.5)\n\t\tbs64 A 1 a_setpitch(pitch+0.4)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tbs64 C 1\n\t\tbs64 D 4\n\t\tbs64 E 4\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tbs64 GHIJ 2\n\t\tbs64 K 3\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tbs64 M 3\n\t\tbs64 NOPQ 2\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tbs64 S 3\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\n\t\t////////////////////////\n\t\t/////BOB STATES/////////\n\t\t////////////////////////\n\n\t\tbobFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"bob64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bobblfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bobrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bobCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bobCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tPKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 6 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 3 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tbobRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"bob64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bobrecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bobrecoilCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tPKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch-1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 A_Checkreload\n\t\tPKS2 A 0 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch+0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tbobCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"bob64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bobrecoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tPKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 6 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 3 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\tbobRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"bob64recoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tPKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch-1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 A_Checkreload\n\t\tPKS2 A 0 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch+0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKS2 A 1 A_ReFire\n\t\tGoto Ready\n\n\tbobblFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"bobbl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"blrecoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"blCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"blCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbks2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 6 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 3 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 A_ReFire\n\t\tGoto Ready\n\tbobblRecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"bobblrecoil64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"blRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"blRecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKS2 A 1 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch-1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 A_Checkreload\n\t\tbks2 A 0 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch+0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 A_ReFire\n\t\tGoto Ready\n\tbobblCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"bobbl64casefire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"casefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKS2 A 6 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 3 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 A_ReFire\n\t\tGoto Ready\n\tbobblRecoilCaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==1, \"bobblrecoilcase64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"recoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbKS2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKS2 A 1 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch-1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 A_Checkreload\n\t\tbks2 A 0 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch+0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 A 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKS2 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbks2 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKS2 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKS2 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbKS2 A 1 A_ReFire\n\t\tGoto Ready\n\n/////////////////\n//BOB 64 STATES//\n/////////////////\n\n\tbob64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"bobfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==1, \"bobbl64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bob64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bob64caseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bob64recoilfire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tss64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 6 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 3 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\tbob64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bob64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bob64RecoilCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tss64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch-1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 0 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch+0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\tbob64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bob64recoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tss64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 6 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 3 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\tbob64RecoilCaseFire:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tss64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch-1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 0 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch+0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tss64 A 1 A_ReFire\n\t\tGoto Ready\n\n\tbobbl64Fire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"ssgtoggle\")==0, \"bobblfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"GloveToggle\")==0, \"bob64fire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bobbl64recoilfire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bobbl64CaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bobbl64CaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbs64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 6 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 3 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\tbobbl64RecoilFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==1, \"bobbl64RecoilCaseFire\")\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"CasingToggle\")==2, \"bobbl64RecoilCaseFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbs64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch-1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 0 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch+0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\tbobbl64CaseFire:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"recoiltoggle\")==1, \"bobbl64recoilcasefire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbs64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 6 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 3 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\t // x y z x y z angle\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\tbobbl64RecoilcaseFire:\n\t//that's 5 modifiers, jesus christ\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 3\n\t\tss64 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n\t\tbs64 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuffGibby\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 A_gunflash\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch-1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch-0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 A_Checkreload\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 0 a_setpitch(pitch+0.6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch+0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 a_setpitch(pitch+0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 B 1 a_setpitch(pitch+0.3)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 C 1 a_setpitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 C 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 D 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 E 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 F 2 A_OpenShotgun2\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(0,1), random(-2,-3), random(9,10), 0)\n\t\tTNT1 A 0 A_spawnitemex (\"shellcasing\", 30, 0, 20, random(-2,-3), random(-5,-6), random(10,11), 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 G 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 H 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 I 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 J 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 K 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 L 2 A_LoadShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 M 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 N 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 O 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 Q 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 R 3 A_CloseShotgun2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 S 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tbs64 A 1 A_ReFire\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Imp.txt",
"contents": "ACTOR SmoothDoomImp : DoomImp Replaces DoomImp\n{\n\tStates\n\t{\n\tSpawn:\n\t\tIMID AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTRSO ABCDEF 3 A_Chase\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tTRSO I 1 a_facetarget\n\t\tTRSO IIJKL 3 A_FaceTarget\n\t\tTRSO M 3 A_TroopAttack\n\t\tTRSO LKJ 1\n\t\tGoto See\n\tPain:\n\t\tTRAI a 2\n\t\tTRAI b 2 A_Pain\n\t\tGoto See\n\tDeath.GibbyHaynes:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"StudioGibbly\")==0, \"Death\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"XDeath\")\n\t\tTNT1 A 0\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"MoDeathToggle\")==1, \"DeathExtra\")\n\tTNT1 A 0 A_Jump(255, \"Death1\")\n\tGoto Death1\n\n\tDeathExtra:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\", \"Death4\")\n\tGoto Death1\n\n\tDeath1:\n\t\t5OSS J 2 A_Scream\n\t\t5OSS K 2 A_NoBlocking\n\t\t5OSS LMNO 3\n\t\t5OSS PQR 3\n\t\t5OSS ST 3\n\t\t//TNT1 A 0 a_jumpif(callACS(\"NukeCheck\")==1, \"NukeMelt\")\n\t\t5OSS U -1\n\t\tStop\n\n\tDeath2:\n\t\tTSD3 A 3 A_Scream\n\t\tTSD3 B 2 A_NoBlocking\n\t\tTSD3 CDEFGHI 3\n\t\tTSD3 J -1\n\t\tStop\n\tDeath3:\n\t\tTRO2 a 3\n\t\tTRO2 b 3 A_NoBlocking\n\t\tTRO2 cd 3\n\t\tTRO2 e 3 A_Scream\n\t\tTRO2 FGHIJ 2\n\t\tTRO2 kl 3\n\t\tTRO2 M -1\n\t\tstop\n\tDeath4:\n\t\tSROD A 4\n\t\tSROD B 3 A_Scream\n\t\tSROD C 3\n\t\tSROD D 3 A_NoBlocking\n\t\tSROD E 3\n\t\tSROD F 3\n\t\tSROD G 3\n\t\tSROD H 2\n\t\tSROD I 6\n\t\tSROD J 3\n\t\tSROD K 3\n\t\tSROD L 3\n\t\tSROD M -1\n\t\tStop\n\n\tXDeath:\n\t\tTROX ab 2\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTROX cd 2 a_xscream\n\t\tTROX ef 2\n\t\tTROX gh 2 a_noblocking\n\t\tTROX ijklmn 2\n\t\tTROX o -1\n\t\tstop\n\tNukeMelt:\n\t\tIMEL abcdefhijklmn 2\n\t\tIMEL opqrstuv 3\n\t\tstop\n\tRaise:\n\t\tTROO MLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR ImpV1 : DoomImp\n{\n\tStates\n\t{\n\tSpawn:\n\t\tIIV1 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tIMV1 ABCDEF 3 A_Chase\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tISV1 I 1 a_facetarget\n\t\tISV1 IIJKL 3 A_FaceTarget\n\t\tISV1 M 3 A_TroopAttack\n\t\tISV1 LKJ 1\n\t\tGoto See\n\tPain:\n\t\tTRAI a 2\n\t\tTRAI b 2 A_Pain\n\t\tGoto See\n\tDeath.GibbyHaynes:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"StudioGibbly\")==0, \"Death\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"XDeath\")\n\t\tTNT1 A 0\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"MoDeathToggle\")==1, \"DeathExtra\")\n\tTNT1 A 0 A_Jump(255, \"Death1\")\n\tGoto Death1\n\n\tDeathExtra:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\", \"Death4\")\n\tGoto Death1\n\n\tDeath1:\n\t\t5OSS J 2 A_Scream\n\t\t5OSS K 2 A_NoBlocking\n\t\t5OSS LMNO 3\n\t\t5OSS PQR 3\n\t\t5OSS ST 3\n\t\t//TNT1 A 0 a_jumpif(callACS(\"NukeCheck\")==1, \"NukeMelt\")\n\t\t5OSS U -1\n\t\tStop\n\n\tDeath2:\n\t\tTSD3 A 3 A_Scream\n\t\tTSD3 B 2 A_NoBlocking\n\t\tTSD3 CDEFGHI 3\n\t\tTSD3 J -1\n\t\tStop\n\tDeath3:\n\t\tTRO2 a 3\n\t\tTRO2 b 3 A_NoBlocking\n\t\tTRO2 cd 3\n\t\tTRO2 e 3 A_Scream\n\t\tTRO2 FGHIJ 2\n\t\tTRO2 kl 3\n\t\tTRO2 M -1\n\t\tstop\n\tDeath4:\n\t\tI2V1 A 4\n\t\tSROD B 3 A_Scream\n\t\tSROD C 3\n\t\tSROD D 3 A_NoBlocking\n\t\tSROD E 3\n\t\tSROD F 3\n\t\tSROD G 3\n\t\tSROD H 2\n\t\tSROD I 6\n\t\tSROD J 3\n\t\tSROD K 3\n\t\tSROD L 3\n\t\tSROD M -1\n\t\tStop\n\n\tXDeath:\n\t\tTROX ab 2\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTROX cd 2 a_xscream\n\t\tTROX ef 2\n\t\tTROX gh 2 a_noblocking\n\t\tTROX ijklmn 2\n\t\tTROX o -1\n\t\tstop\n\tRaise:\n\t\tTROO MLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR ImpV2 : DoomImp\n{\n\tStates\n\t{\n\tSpawn:\n\t\tIIV2 AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tIMV2 ABCDEF 3 A_Chase\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tISV2 I 1 a_facetarget\n\t\tISV2 IIJKL 3 A_FaceTarget\n\t\tISV2 M 3 A_TroopAttack\n\t\tISV2 LKJ 1\n\t\tGoto See\n\tPain:\n\t\tTRAI a 2\n\t\tTRAI b 2 A_Pain\n\t\tGoto See\n\tDeath.GibbyHaynes:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"StudioGibbly\")==0, \"Death\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"XDeath\")\n\t\tTNT1 A 0\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIf(CallACS(\"MoDeathToggle\")==1, \"DeathExtra\")\n\tTNT1 A 0 A_Jump(255, \"Death1\")\n\tGoto Death1\n\n\tDeathExtra:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(255, \"Death1\", \"Death2\", \"Death3\", \"Death4\")\n\tGoto Death1\n\n\tDeath1:\n\t\t5OSS J 2 A_Scream\n\t\t5OSS K 2 A_NoBlocking\n\t\t5OSS LMNO 3\n\t\t5OSS PQR 3\n\t\t5OSS ST 3\n\t\t//TNT1 A 0 a_jumpif(callACS(\"NukeCheck\")==1, \"NukeMelt\")\n\t\t5OSS U -1\n\t\tStop\n\n\tDeath2:\n\t\tTSD3 A 3 A_Scream\n\t\tTSD3 B 2 A_NoBlocking\n\t\tTSD3 CDEFGHI 3\n\t\tTSD3 J -1\n\t\tStop\n\tDeath3:\n\t\tTRO2 a 3\n\t\tTRO2 b 3 A_NoBlocking\n\t\tTRO2 cd 3\n\t\tTRO2 e 3 A_Scream\n\t\tTRO2 FGHIJ 2\n\t\tTRO2 kl 3\n\t\tTRO2 M -1\n\t\tstop\n\tDeath4:\n\t\tI2V2 A 4\n\t\tI2V2 B 3 A_Scream\n\t\tI2V2 C 3\n\t\tI2V2 D 3 A_NoBlocking\n\t\tI2V2 EF 3\n\t\tSROD G 3\n\t\tSROD H 2\n\t\tSROD I 6\n\t\tSROD J 3\n\t\tSROD K 3\n\t\tSROD L 3\n\t\tSROD M -1\n\t\tStop\n\n\tXDeath:\n\t\tTROX ab 2\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTROX cd 2 a_xscream\n\t\tTROX ef 2\n\t\tTROX gh 2 a_noblocking\n\t\tTROX ijklmn 2\n\t\tTROX o -1\n\t\tstop\n\tRaise:\n\t\tTROO MLKJI 8\n\t\tGoto See\n\t}\n}"
},
{
"source": "pk3",
"name": "DECO/MONSTERS/Demon.txt",
"contents": "ACTOR SmoothDemon : Demon\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSARG AB 10 fast A_Look\n\t\tLoop\n\tSee:\n\t\tSSRG AABCDDEF 2 fast A_Chase\n\t\tLoop\n\tMelee:\n\t\tSSRG G 8 fast A_FaceTarget\n\t\tSSRG GGGHIII 1 fast A_FaceTarget\n\t\tSSRG J 1 fast\n\t\tSSRG K 1 fast A_SargAttack\n\t\tSSRG L 4 fast\n\t\tSSRG G 3 fast\n\t\tGoto See\n\tPain:\n\t\tSSRG M 1 fast\n\t\tSSRG N 2 fast\n\t\tSSRG M 1 fast A_Pain\n\t\tGoto See\n\tDeath.GibbyHaynes:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"StudioGibbly\")==0, \"Death\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(128, \"GibDeath\")\n\t\tTNT1 A 0\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tSSRD A 3\n\t\tSSRD B 3 A_Scream\n\t\tSSRD C 3\n\t\tSSRD D 3 A_NoBlocking\n\t\tSSRD EFGH 3\n\t\tSSRD I -1\n\t\tStop\n\tGibDeath:\n\t\tSARG o 3\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tSARG p 0 a_playsound (\"misc/gibbed\")\n\t\tSARG p 3 a_scream\n\t\tSARG q 3\n\t\tSARG r 3 a_noblocking\n\t\tSARG stuvw 3\n\t\tSARG x -1\n\t\tstop\n\t}\n}\n\nACTOR smoothspectre : spectre\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSARG AB 10 fast A_Look\n\t\tLoop\n\tSee:\n\t\tSSRG AABCDDEF 2 fast A_Chase\n\t\tLoop\n\tMelee:\n\t\tSSRG G 8 fast A_FaceTarget\n\t\tSSRG GGGHIII 1 fast A_FaceTarget\n\t\tSSRG J 1 fast\n\t\tSSRG K 1 fast A_SargAttack\n\t\tSSRG L 4 fast\n\t\tSSRG G 3 fast\n\t\tGoto See\n\tPain:\n\t\tSSRG M 1 fast\n\t\tSSRG N 2 fast\n\t\tSSRG M 1 fast A_Pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tSSRD A 3\n\t\tSSRD B 3 A_Scream\n\t\tSSRD C 3\n\t\tSSRD D 3 A_NoBlocking\n\t\tSSRD EFGH 3\n\t\tSSRD I -1\n\t\tStop\n\tGibDeath:\n\t\tSARG o 3\n\t\tSARG p 0 a_playsound (\"misc/gibbed\")\n\t\tSARG p 3 a_scream\n\t\tSARG q 3\n\t\tSARG r 3 a_noblocking\n\t\tSARG stuvw 3\n\t\tSARG x -1\n\t\tstop\n\t}\n}\n\nACTOR fastSmoothDemon : smoothdemon\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSARG AB 10 fast A_Look\n\t\tLoop\n\tSee:\n\t\tSSRG a 2 fast A_Chase\n\t\tSSRG b 2 fast A_Chase\n\t\tSSRG c 2 fast A_Chase\n\t\tSSRG d 2 fast A_Chase\n\t\tSSRG e 2 fast A_chase\n\t\tSSRG f 2 fast A_chase\n\t\tLoop\n\tMelee:\n\t\tSSRG G 2 fast A_FaceTarget\n\t\tSSRG GGGHIII 1 fast A_FaceTarget\n\t\tSSRG J 1 fast\n\t\tSSRG K 1 fast A_SargAttack\n\t\tSSRG L 4 fast\n\t\tSSRG G 3 fast\n\t\tGoto See\n\tPain:\n\t\tSSRG M 1 fast\n\t\tSSRG N 2 fast\n\t\tSSRG M 1 fast A_Pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tSSRD A 3\n\t\tSSRD B 3 A_Scream\n\t\tSSRD C 3\n\t\tSSRD D 3 A_NoBlocking\n\t\tSSRD EFGH 3\n\t\tSSRD I -1\n\t\tStop\n\tGibDeath:\n\t\tSARG o 3\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_CustomMissile (\"Gibs1\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"Gibs2\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItem(\"XBlood2\", 0, 40)\n\t\tTNT1 a 0 a_playsound (\"misc/gibbed\")\n\t\tSARG p 3 a_scream\n\t\tSARG q 3\n\t\tSARG r 3 a_noblocking\n\t\tSARG stuvw 3\n\t\tSARG x -1\n\t\tstop\n\t}\n}\n\nACTOR fastsmoothspectre : smoothspectre\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSARG AB 10 fast A_Look\n\t\tLoop\n\tSee:\n\t\tSSRG a 2 fast A_Chase\n\t\tSSRG b 2 fast A_Chase\n\t\tSSRG c 2 fast A_Chase\n\t\tSSRG d 2 fast A_Chase\n\t\tSSRG e 2 fast A_chase\n\t\tSSRG f 2 fast A_chase\n\t\tLoop\n\tMelee:\n\t\tSSRG G 2 fast A_FaceTarget\n\t\tSSRG GGGHIII 1 fast A_FaceTarget\n\t\tSSRG J 1 fast\n\t\tSSRG K 1 fast A_SargAttack\n\t\tSSRG L 4 fast\n\t\tSSRG G 3 fast\n\t\tGoto See\n\tPain:\n\t\tSSRG M 1 fast\n\t\tSSRG N 2 fast\n\t\tSSRG M 1 fast A_Pain\n\t\tGoto See\n\tDeath:\n\t\tTNT1 a 0 A_JumpIfHealthLower(-30,\"Gibdeath\")\n\t\tSSRD A 3\n\t\tSSRD B 3 A_Scream\n\t\tSSRD C 3\n\t\tSSRD D 3 A_NoBlocking\n\t\tSSRD EFGH 3\n\t\tSSRD I -1\n\t\tStop\n\tGibDeath:\n\t\tSARG o 3\n\t\tTNT1 a 0 a_playsound (\"misc/gibbed\")\n\t\tSARG p 3 a_scream\n\t\tSARG q 3\n\t\tSARG r 3 a_noblocking\n\t\tSARG stuvw 3\n\t\tSARG x -1\n\t\tstop\n\t}\n}"
}
]
},
"maps": []
}