Raw model (for completeness)
{
"meta": {
"id": "026bcf96-2ec1-4388-a930-2a74a2e0a355",
"sha1": "1523a81c9dbf8944f8ffea5c532feb7d681ecc27",
"sha256": "645114ad91e23f95282cefb215f94c3c539d6ab508315ed0f3019140d1874576",
"filenames": [
"deathballv18-rc2.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2019-03-28 20:57:02",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"MAP01": "MAP01.png",
"MAP02": "MAP02.png",
"MAP03": "MAP03.png",
"MAP04": "MAP04.png",
"MAP05": "MAP05.png",
"MAP06": "MAP06.png",
"MAP07": "MAP07.png",
"MAP08": "MAP08.png",
"MAP09": "MAP09.png",
"MAP10": "MAP10.png",
"MAP11": "MAP11.png",
"MAP12": "MAP12.png",
"MAP13": "MAP13.png",
"MAP14": "MAP14.png",
"MAP15": "MAP15.png",
"MAP16": "MAP16.png",
"MAP17": "MAP17.png",
"MAP18": "MAP18.png",
"MAP19": "MAP19.png",
"MAP20": "MAP20.png",
"MAP21": "MAP21.png",
"MAP22": "MAP22.png",
"MAP23": "MAP23.png",
"MAP24": "MAP24.png",
"MAP25": "MAP25.png",
"MAP26": "MAP26.png",
"MAP27": "MAP27.png",
"MAP28": "MAP28.png",
"MAP29": "MAP29.png",
"MAP30": "MAP30.png",
"MAP31": "MAP31.png",
"MAP32": "MAP32.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2019-03-28 20:57:02",
"file": {
"type": "PK3",
"size": 12693814,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/1523a81c9dbf8944f8ffea5c532feb7d681ecc27/1523a81c9dbf8944f8ffea5c532feb7d681ecc27.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"MAP01",
"MAP02",
"MAP03",
"MAP04",
"MAP05",
"MAP06",
"MAP07",
"MAP08",
"MAP09",
"MAP10",
"MAP11",
"MAP12",
"MAP13",
"MAP14",
"MAP15",
"MAP16",
"MAP17",
"MAP18",
"MAP19",
"MAP20",
"MAP21",
"MAP22",
"MAP23",
"MAP24",
"MAP25",
"MAP26",
"MAP27",
"MAP28",
"MAP29",
"MAP30",
"MAP31",
"MAP32"
],
"counts": {
"endoom": 0,
"graphics": 3,
"lumps": 1273,
"maps": 32,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "Actors/Ballgun/Ballgun.txt",
"contents": "Actor BallGun : Weapon\n{\n Inventory.PickupMessage \"\"\n Weapon.AmmoType \"BallAmmo\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n Weapon.SelectionOrder 0\n +WEAPON.NOAUTOAIM\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.NOAUTOFIRE\n Weapon.PreferredSkin \"Ball-DoomMarine\"\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n Ready:\n BLGN A 0 ACS_Execute(218)\n BLGN A 1 A_WeaponReady(2)\n Loop\n Deselect:\n BLGN A 1 A_Lower\n Loop\n Select:\n BLGN A 0 ACS_Execute(218)\n BLGN A 1 A_Raise\n Loop\n Fire:\n BLGN B 0 A_JumpIfInventory(\"BallSafety\", 1, \"Locked\")\n BLGN B 0 ACS_ExecuteAlways(222, 0)\n BLGN B 0 A_PlayWeaponSound(\"BallGun/Fire\")\n BLGN B 0 A_TakeInventory(\"BallAmmo\", 1)\n BLGN B 2 A_FireCustomMissile(\"DeathballProjectile\")\n BLGN CCB 4\n BLGN AAAAAAAAAA 1 A_Lower\n BLGN A 0 A_TakeInventory(\"BallGun\", 0)\n Goto Ready\n Locked:\n BLGN A 25 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n Goto Ready\n AltFire:\n BLGN A 0 A_JumpIfInventory(\"BallSafety\", 1, \"Unlock\")\n BLGN A 0 A_GiveInventory(\"BallSafety\", 1)\n BLGN A 0 ACS_ExecuteAlways(224)\n BLGN A 5 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n Goto Ready\n Unlock:\n BLGN A 0 A_TakeInventory(\"BallSafety\", 1)\n BLGN A 0 ACS_ExecuteAlways(225)\n BLGN A 5 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n Goto Ready\n }\n}\n\nActor BallGun~ : Weapon\n{\n Inventory.PickupMessage \"\"\n Weapon.AmmoType \"BallAmmo\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse 0\n Weapon.SelectionOrder 0\n +WEAPON.NOAUTOAIM\n +WEAPON.CHEATNOTWEAPON\n +WEAPON.NOAUTOFIRE\n Weapon.PreferredSkin \"Ball-DoomMarine\"\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n Ready:\n BLGN A 0 ACS_Execute(218)\n BLGN A 1 A_WeaponReady(2)\n Loop\n Deselect:\n BLGN A 1 A_Lower\n Loop\n Select:\n BLGN A 0 ACS_Execute(218)\n BLGN A 1 A_Raise\n Loop\n Fire:\n BLGN B 0 A_JumpIfInventory(\"BallSafety\", 1, \"Locked\")\n BLGN B 0 ACS_ExecuteAlways(222, 0)\n BLGN B 0 A_PlayWeaponSound(\"BallGun/Fire\")\n BLGN B 0 A_TakeInventory(\"BallAmmo\", 1)\n BLGN B 2 A_FireCustomMissile(\"DeathballProjectile2\")\n BLGN CCB 4\n BLGN AAAAAAAAAA 1 A_Lower\n BLGN A 0 A_TakeInventory(\"BallGun~\", 0)\n Goto Ready\n Locked:\n BLGN A 25 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n Goto Ready\n AltFire:\n BLGN A 0 A_JumpIfInventory(\"BallSafety\", 1, \"Unlock\")\n BLGN A 0 A_GiveInventory(\"BallSafety\", 1)\n BLGN A 0 ACS_ExecuteAlways(224)\n BLGN A 5 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n Goto Ready\n Unlock:\n BLGN A 0 A_TakeInventory(\"BallSafety\", 1)\n BLGN A 0 ACS_ExecuteAlways(225)\n BLGN A 5 A_PlaySoundEx(\"BallGun/Lock\", \"Weapon\", 0, -1)\n Goto Ready\n }\n}\n\nActor BallSafety : Inventory\n{\n Inventory.MaxAmount 1\n +Inventory.UnDroppable\n}\n\nActor BallAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 1\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 1\n Inventory.Icon \"TNT1A0\"\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}\n\nActor DeathballProjectile\n{\n Radius 12\n Height 24\n Speed 30\n Damage (0)\n Projectile\n +BounceOnWalls\n +BounceOnFloors\n +BounceOnCeilings\n +CanBounceWater\n +AllowBounceOnActors\n BounceFactor 0.55\n WallBounceFactor 0.6\n BounceCount 3\n -NoTeleport\n +TeleStomp\n -NoGravity\n +DontFall\n +SkyExplode\n +ForcePain\n +BloodlessImpact\n Gravity 0.75\n DeathSound \"BallGun/Hit\"\n BounceSound \"BallGun/Hit\"\n DamageType \"Ball1\"\n States\n {\n Spawn:\n GFLA AAAA 1 Bright ACS_Execute(218)\n GFLA A 0 Bright A_ClearTarget\n GFLA AAAAAAAAAAAACCCCCCCCCCCCCCCCCCC 1 Bright ACS_Execute(218)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright ACS_Execute(218)\n Loop\n Death:\n TNT1 A 1 A_SpawnItemEx(\"DeathBallPickup2\", 0, 0, 2, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n Stop\n XDeath:\n TNT1 A 1\n Stop\n }\n}\n\nActor DeathballProjectile2\n{\n Radius 12\n Height 24\n Speed 30\n Damage (0)\n Projectile\n +BounceOnWalls\n +BounceOnFloors\n +BounceOnCeilings\n +CanBounceWater\n +AllowBounceOnActors\n BounceFactor 0.55\n WallBounceFactor 0.6\n BounceCount 3\n -NoTeleport\n +TeleStomp\n -NoGravity\n +DontFall\n +SkyExplode\n +ForcePain\n +BloodlessImpact\n Gravity 0.75\n DeathSound \"BallGun/Hit\"\n BounceSound \"BallGun/Hit\"\n DamageType \"Ball2\"\n States\n {\n Spawn:\n GFLA AAAA 1 Bright ACS_Execute(218)\n GFLA A 0 Bright A_ClearTarget\n GFLA AAAAAAAAAAAACCCCCCCCCCCCCCCCCCC 1 Bright ACS_Execute(218)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright ACS_Execute(218)\n Loop\n Death:\n TNT1 A 1 A_SpawnItemEx(\"DeathBallPickup3\", 0, 0, 2, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n Stop\n XDeath:\n TNT1 A 1\n Stop\n }\n}\n\nActor BallIconSpawner : CustomInventory\n{\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"\"\n Inventory.MaxAmount 0\n -CountItem\n +Inventory.AutoActivate\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n Use:\n TNT1 A 1 A_SpawnItemEx(\"DeathBallIcon\", 0, 0, 58, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor DeathBallIcon\n{\n +ClientSideOnly\n +NoClip\n +NoBlockmap\n +NoGravity\n +ForceYBillboard\n Scale 0.18\n States\n {\n Spawn:\n BICN A 2 Bright\n Stop\n }\n}\n\nActor ScoreExplosion\n{\n Radius 6\n Height 8\n Damage 0\n Scale 0.85\n RenderStyle Translucent\n Alpha 0.75\n +NOBLOCKMAP\n +NOGRAVITY\n states\n {\n Spawn:\n MISL B 0 bright\n MISL B 0 bright A_PlaySound(\"weapons/rocklx\")\n MISL B 8 bright\n MISL C 6 bright\n MISL D 4 bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Ballgun/Pickups.txt",
"contents": "Actor DeathballPickupFunction : CustomInventory\n{\n States\n {\n Spawn:\n TNT1 A 0\n Stop\n Pickup:\n TNT1 A 0 ACS_Execute(218)\n TNT1 A 0 A_JumpIfInventory(\"ArrowSpawned\", 1, \"DontSpawnArrow\")\n TNT1 A 0 A_JumpIf( Momz == 0, \"SpawnArrow\")\n Stop\n SpawnArrow:\n TNT1 A 0 A_GiveInventory(\"ArrowSpawned\", 1)\n TNT1 A 0 A_SpawnItemEx(\"GreenBallArrow\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0, 8391)\n Stop\n DontSpawnArrow:\n TNT1 A 0\n Stop\n }\n}\n\nActor DeathballPickup : CustomInventory 10000\n{\n Radius 12\n Height 24\n Inventory.PickupMessage \"You got the ball!\"\n Inventory.Icon \"GFLAB0\"\n Inventory.PickupSound \"BallGun/Pickup\"\n Inventory.MaxAmount 0\n +Inventory.AutoActivate\n +Inventory.AlwaysPickup\n +Inventory.FancyPickupSound\n States\n {\n Spawn:\n GFLA AAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"BallGun\", 1)\n TNT1 A 0 A_GiveInventory(\"BallAmmo\", 1)\n TNT1 A 0 A_SelectWeapon(\"BallGun\")\n TNT1 A 0 ACS_Execute(213)\n Stop\n }\n}\n\nActor DeathballPickup2 : CustomInventory\n{\n Radius 12\n Height 24\n Inventory.PickupMessage \"You got the ball!\"\n Inventory.Icon \"GFLAB0\"\n Inventory.PickupSound \"BallGun/Pickup\"\n Inventory.MaxAmount 0\n Monster\n -CountKill\n -Shootable\n -Solid\n +Inventory.AutoActivate\n +Inventory.AlwaysPickup\n +Inventory.FancyPickupSound\n States\n {\n Spawn:\n GLFA A 0\n GFLA A 0 A_GiveInventory(\"ITSABALL\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA A 0 ACS_Execute(209)\n Stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"BallGun~\", 1)\n TNT1 A 0 A_GiveInventory(\"BallAmmo\", 1)\n TNT1 A 0 A_SelectWeapon(\"BallGun~\")\n TNT1 A 0 ACS_Execute(213)\n Stop\n Remove:\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GLFA A 1 Bright ACS_Execute(209)\n Stop\n }\n}\n\nActor DeathballPickup3 : CustomInventory\n{\n Radius 12\n Height 24\n Inventory.PickupMessage \"You got the ball!\"\n Inventory.Icon \"GFLAB0\"\n Inventory.PickupSound \"BallGun/Pickup\"\n Inventory.MaxAmount 0\n Monster\n -CountKill\n -Shootable\n -Solid\n +Inventory.AutoActivate\n +Inventory.AlwaysPickup\n +Inventory.FancyPickupSound\n States\n {\n Spawn:\n GLFA A 0\n GFLA A 0 A_GiveInventory(\"ITSABALL\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA A 0 ACS_Execute(209)\n Stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"BallGun\", 1)\n TNT1 A 0 A_GiveInventory(\"BallAmmo\", 1)\n TNT1 A 0 A_SelectWeapon(\"BallGun\")\n TNT1 A 0 ACS_Execute(213)\n Stop\n Remove:\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GFLA AAAAAAAAAAAAAAAAAACCCCCCCCCCCCCCCCC 1 Bright A_GiveInventory(\"DeathballPickupFunction\", 1)\n GLFA A 1 Bright ACS_Execute(209)\n Stop\n }\n}\n\nActor GreenBallArrow : CustomInventory\n{\n Radius 12\n Height 24\n +ForceYBillboard\n Scale 0.1\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n GRAR A 1 Bright\n Loop\n }\n}\n\nActor ArrowSpawned : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nActor ITSABALL : Inventory\n{\n Inventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n Fail\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Decoration.txt",
"contents": "Actor BluePitArrow 10001\n{\n +ClientSideOnly\n +NoClip\n +NoBlockmap\n +NoGravity\n +ForceYBillboard\n +FloatBob\n Scale 0.2\n VisibleToTeam 0\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n BLAR A -1 Bright\n Loop\n }\n}\n\nActor RedPitArrow 10002\n{\n +ClientSideOnly\n +NoClip\n +NoBlockmap\n +NoGravity\n +ForceYBillboard\n +FloatBob\n Scale 0.2\n VisibleToTeam 1\n RenderStyle Add\n Alpha 0.75\n States\n {\n Spawn:\n REAR A -1 Bright\n Loop\n }\n}\n\n//******** MedievalPillar ********\n\nACTOR MedievalPillar 10243\n{\n Radius 16\n Height 128\n +SOLID\n States\n {\n Spawn:\n PLE9 A -1\n Stop\n }\n}\n\n//******** Spectators ********\n\nActor WaveMarine 10244\n{\n Game Doom\n radius 20\n height 56\n +SOLID\n states\n {\n Spawn:\n MRNW AB 10\n loop\n }\n}\n\nActor HeadBangMarine 10245\n{\n Game Doom\n radius 20\n height 56\n +SOLID\n states\n {\n Spawn:\n MRNH ABCB 7\n loop\n }\n}\n\nActor FistMarine 10246\n{\n Game Doom\n radius 20\n height 56\n +SOLID\n states\n {\n Spawn:\n MRNC AB 8\n loop\n }\n}\n\n//******** Rain ********\n//Place the RainDropSpawner on your map, and use values set on the specials tab to modify it\n\n//The first argument controls it's area. 128, for example makes it a 256x256 square or 256-radius circle (See fourth argument)\n//The second argument controls it's frequency. The lower the number, the heavier the rainfall\n//The third argument controls whether or not it plays it's ambient sound. 0 will play the sound, 1 will not\n//The fourth argument controls the area type. 0 is a square, 1 is a circle\n\nActor RainSpawner 10247\n{\n Radius 1\n Height 1\n +NoClip\n +ClientSideOnly\n +SpawnCeiling\n +NoGravity\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(Args[2] > 0, \"NoSound\")\n TNT1 A 0 A_JumpIf(Args[3] > 0, \"Circle\")\n TNT1 A 0 A_PlaySoundEx(\"Ambient/Rain\", \"SoundSlot7\", 1)\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n Loop\n Circle:\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])\n NoSound:\n TNT1 A 0 A_Jumpif(Args[3] > 0, \"NoSoundCircle\")\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n Loop\n NoSoundCircle:\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])\n Loop\n }\n}\n\nActor RainDrop\n{\n +Missile\n +NoBlockMap\n -NoGravity\n Height 2\n Radius 2\n Mass 1\n Renderstyle Translucent\n Alpha 0.7\n Scale 0.4\n +DontSplash\n States\n {\n Spawn:\n RNDR A 1 A_JumpIf(WaterLevel > 0, \"Death\")\n Loop\n Death:\n RNDR BCDEFGH 3\n Stop\n }\n}\n\n//******** Map18 St00f ********\n\nActor BaseLine\n{\n +Missile\n +NoGravity\n +NoBlockmap\n +NoInteraction\n -Solid\n Radius 0\n Height 0\n RenderStyle Add\n Alpha 0.01\n Scale 0.37\n States\n {\n Spawn:\n SPFX AAAAA 1 Bright A_FadeIn(0.2)\n SPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n Stop\n }\n}\n\nactor WhitePowerPad 10248\n{\n\t+NoBlockMap +NoGravity +NoSector +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n states\n {\n Spawn:\n Active:\n \tTNT1 A 0\n \tTNT1 A 0 A_JumpIf(Args[1], \"Circle\")\n \tTNT1 A 1 A_SpawnItemEx (\"BaseLine\", random(-Args[0], Args[0]), random(-Args[0], Args[0]), random(0, 8), 0, 0, random(1,3), 0, 129, 0)\n \tLoop\n Circle:\n \tTNT1 A 0\n \tTNT1 A 1 A_SpawnItemEx (\"BaseLine\", random(-Args[0], Args[0]), 0, random(0, 8), 0, 0, random(1,3), Random(0, 360), 129, 0)\n \tLoop\n Inactive:\n\t\tTNT1 A 1\n\t\tLoop\n }\n\n}"
},
{
"source": "pk3",
"name": "Actors/Player.txt",
"contents": "Actor DoomMarine : DoomPlayer\n{\n GibHealth -50\n +NoSkin\n Player.SoundClass \"Marine\"\n Player.StartItem \"Pistol~\"\n Player.StartItem \"Fist~\"\n Player.StartItem \"Clip\", 50\n States\n {\n Pain.Ball1:\n PLAY G 0 A_PlaySound(\"BallGun/Pickup\",CHAN_ITEM)\n PLAY G 0 A_GiveInventory(\"DeathballPickup2\")\n PLAY G 4\n Goto Spawn\n Pain.Ball2:\n PLAY G 0 A_PlaySound(\"BallGun/Pickup\",CHAN_ITEM)\n PLAY G 0 A_GiveInventory(\"DeathballPickup3\")\n PLAY G 4\n Goto Spawn\n Death:\n PLAY H 10\n PLAY I 10 A_PlayerScream\n PLAY J 10 A_NoBlocking\n PLAY KLM 10\n PLAY N -1\n Stop\n XDeath:\n PLAY O 5\n PLAY P 5 A_XScream\n PLAY Q 5 A_NoBlocking\n PLAY RSTUV 5\n PLAY W -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Sprees.txt",
"contents": "Actor SpreeCheck : Inventory\n{\nInventory.MaxAmount 30\n}\n\nActor Spree1 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Spree2 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Spree3 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Spree4 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Spree5 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor Spree6 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor MultiKill : Inventory\n{\nInventory.MaxAmount 8\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Chaingun.txt",
"contents": "Actor Chaingun~ : Chaingun replaces Chaingun\n{\n Decal Bulletchip\n Weapon.SlotNumber 4\n Weapon.SlotPriority 0\n Weapon.PreferredSkin \"Chaingun-DoomMarine\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Chainsaw.txt",
"contents": "Actor Chainsaw~ : Chainsaw replaces Chainsaw\n{\n Weapon.SlotNumber 1\n Weapon.SlotPriority 1\n Weapon.PreferredSkin \"Chainsaw-DoomMarine\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Fist.txt",
"contents": "ACTOR Berserk2 : Berserk replaces Berserk\n{\n States\n {\n Pickup:\n TNT1 A 0 A_GiveInventory(\"PowerStrength\")\n TNT1 A 0 HealThing(100, 0)\n TNT1 A 0 A_SelectWeapon(\"Fist~\")\n Stop\n }\n}\n\nActor Fist~ : Fist replaces Fist\n{\n Weapon.SlotNumber 1\n Weapon.SlotPriority 0\n Weapon.PreferredSkin \"Fist-DoomMarine\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Pistol.txt",
"contents": "Actor Pistol~ : Pistol replaces Pistol\n{\n Decal Bulletchip\n Weapon.SlotNumber 2\n Weapon.SlotPriority 0\n Weapon.PreferredSkin \"Pistol-DoomMarine\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/PlasmaRifle.txt",
"contents": "Actor PlasmaRifle~ : PlasmaRifle replaces PlasmaRifle\n{\n Decal PlasmaScorch\n Weapon.SlotNumber 6\n Weapon.SlotPriority 0\n Weapon.PreferredSkin \"Plasma-DoomMarine\"\n States\n {\n Fire:\n PLSG A 0 A_JumpIfInventory(\"RedTeamChecker\", 1, 4)\n PLSG A 0 A_FireCustomMissile (\"PlasmaBall\")\n PLSG A 3 A_GunFlash\n PLSG B 20 A_ReFire\n goto Ready\n PLSG A 0 A_FireCustomMissile (\"RedPlasmaBall\")\n PLSG A 3 A_GunFlash\n PLSG B 20 A_ReFire\n goto Ready\n Flash:\n PLSF A 0 A_JumpIfInventory(\"RedTeamChecker\", 1, 6)\n PLSF A 0 bright A_Jump (128, 3)\n PLSF A 4 bright A_Light1\n PLSF A 0 bright A_Light0\n stop\n PLSF B 4 bright A_Light1\n PLSF B 0 bright A_Light0\n stop\n RLSF A 0 bright A_Jump (128, 3)\n RLSF A 4 bright A_Light1\n RLSF A 0 bright A_Light0\n stop\n RLSF B 4 bright A_Light1\n RLSF B 0 bright A_Light0\n stop\n }\n}\n\nActor RedPlasmaBall : PlasmaBall\n{\n Decal RedPlasmaScorch\n states\n {\n Spawn:\n RLSS AAABBB 1 Bright\n loop\n Death:\n RLSE ABCDE 4 bright\n stop\n }\n}\n\nActor RedTeamChecker : Inventory\n{\n +INVENTORY.UNDROPPABLE\n Inventory.MaxAmount 1\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Railgun.txt",
"contents": "ACTOR RailGun~ : Weapon Replaces Railgun\n{\n SpawnID 164\n Radius 20\n Height 16\n Weapon.Selectionorder 100\n Weapon.AmmoUse 10\n Weapon.AmmoGive 40\n Weapon.AmmoType \"Cell\"\n Inventory.Pickupmessage \"You got the Railgun!\"\n Obituary \"%o was railed by %k.\"\n AttackSound \"weapons/dbrailfire\"\n Decal RailScorch\n Weapon.SlotNumber 6\n Weapon.SlotPriority 1\n Weapon.PreferredSkin \"Railgun-DoomMarine\"\n States\n {\n Ready:\n RLGG A 1 A_WeaponReady\n Loop\n Deselect:\n RLGG A 1 A_Lower\n Loop\n Select:\n RLGG A 1 A_Raise\n Loop\n Fire:\n RLGG E 0 A_JumpIfInventory(\"RedTeamChecker\", 1, 14)\n RLGG E 0 A_GunFlash\n RLGG D 3 A_RailAttack(random(100,105), 0, 1, \"55 55 FF\", \"00 00 FF\", 0, 1, \"DBRailPuff\")\n RLGG E 12\n RLGG F 3 A_CheckReload\n RLGG F 3 A_PlaySound(\"weapons/dbrailreload\")\n RLGG GHIJKL 6\n RLGG A 3\n RLGG A 0 A_ReFire\n Goto Ready\n RLGG E 0 A_GunFlash\n RLGG D 3 A_RailAttack(random(100,105), 0, 1, \"FF 55 55\", \"FF 00 00\", 0, 1, \"DBRailPuff\")\n RLGG E 12\n RLGG F 3 A_CheckReload\n RLGG F 3 A_PlaySound(\"weapons/dbrailreload\")\n RLGG GHIJKL 6\n RLGG A 3\n RLGG A 0 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 5 bright A_Light1\n TNT1 A 5 bright A_Light2\n TNT1 A 0 bright A_Light0\n Goto LightDone\n Spawn:\n RAIL A -1\n Stop\n }\n}\n\nActor DBRailPuff : Bulletpuff\n{\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/RocketLauncher.txt",
"contents": "Actor RocketLauncher~ : RocketLauncher replaces RocketLauncher\n{\n Weapon.SlotNumber 5\n Weapon.SlotPriority 0\n Weapon.PreferredSkin \"Rocket-DoomMarine\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/Shotgun.txt",
"contents": "Actor Shotgun~ : Shotgun replaces Shotgun\n{\n Decal Bulletchip\n Weapon.SlotNumber 3\n Weapon.SlotPriority 0\n Weapon.PreferredSkin \"Shotgun-DoomMarine\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/SuperShotgun.txt",
"contents": "Actor SuperShotgun~ : SuperShotgun replaces SuperShotgun\n{\n Decal Bulletchip\n Weapon.SlotNumber 3\n Weapon.SlotPriority 1\n Weapon.PreferredSkin \"SSG-DoomMarine\"\n}"
},
{
"source": "pk3",
"name": "AncrInfo.txt",
"contents": "{\nName = \"Deathball Announcer\"\nOneMinuteWarning = announcer/db/oneminutewarning\nFiveMinuteWarning = announcer/db/fiveminutewarning\n}"
},
{
"source": "pk3",
"name": "AnimDefs.txt",
"contents": "warp flat WATER\nwarp flat RWATER\nwarp flat BWATER\n\ntexture BWFALL1\npic 1 tics 8\npic 2 tics 8\npic 3 tics 8\npic 4 tics 8\n\ntexture SLADRIP1\npic 1 tics 8\npic 2 tics 8\npic 3 tics 8\n\ntexture RSTEP1\npic 1 tics 1\npic 2 tics 1\n\ntexture BSTEP1\npic 1 tics 1\npic 2 tics 1\n\ntexture NEWFANB1\npic 1 tics 1\npic 2 tics 1\npic 3 tics 1\npic 4 tics 1\npic 5 tics 1\npic 6 tics 1\n\ntexture GSTEP1\npic 1 tics 1\npic 2 tics 1\n\ntexture TREEGF1\npic 1 tics 1\npic 2 tics 1\n\ntexture TREEGB1\npic 1 tics 1\npic 2 tics 1\n\ntexture TREEWF1\npic 1 tics 1\npic 2 tics 1\n\ntexture TREEWB1\npic 1 tics 1\npic 2 tics 1\n\ntexture LITEWT1\npic 1 tics 1\npic 2 tics 1\n\ntexture LITERT1\npic 1 tics 1\npic 2 tics 1\n\ntexture FANSW1\npic 1 tics 2\npic 2 tics 2\n\nflat FANFLAT1\npic 1 tics 2\npic 2 tics 2"
},
{
"source": "pk3",
"name": "CmpgnInf.txt",
"contents": "{\nMapname = Map01\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map02\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Crash\nbotteam[3] = Red\nbot[4] = Chubbs\nbotteam[4] = Blue\n}\n\n{\nMapname = Map03\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map04\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chubbs\nbotteam[0] = Blue\nbot[1] = Crash\nbotteam[1] = Red\nbot[2] = Cygnus\nbotteam[2] = Blue\nbot[3] = Seenas\nbotteam[3] = Red\nbot[4] = Massmouth\nbotteam[4] = Blue\n}\n\n{\nMapname = Map05\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map06\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Synas\nbotteam[3] = Red\nbot[4] = Procyon\nbotteam[4] = Blue\n}\n\n{\nMapname = Map07\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map08\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chubbs\nbotteam[0] = Blue\nbot[1] = Crash\nbotteam[1] = Red\nbot[2] = Cygnus\nbotteam[2] = Blue\nbot[3] = Synas\nbotteam[3] = Red\nbot[4] = Procyon\nbotteam[4] = Blue\n}\n\n{\nMapname = Map09\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map10\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Crash\nbotteam[3] = Red\nbot[4] = Chubbs\nbotteam[4] = Blue\n}\n\n{\nMapname = Map11\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map12\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chubbs\nbotteam[0] = Blue\nbot[1] = Crash\nbotteam[1] = Red\nbot[2] = Cygnus\nbotteam[2] = Blue\nbot[3] = Seenas\nbotteam[3] = Red\nbot[4] = Massmouth\nbotteam[4] = Blue\n}\n\n{\nMapname = Map13\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map14\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Synas\nbotteam[3] = Red\nbot[4] = Procyon\nbotteam[4] = Blue\n}\n\n{\nMapname = Map15\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map16\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chubbs\nbotteam[0] = Blue\nbot[1] = Crash\nbotteam[1] = Red\nbot[2] = Cygnus\nbotteam[2] = Blue\nbot[3] = Synas\nbotteam[3] = Red\nbot[4] = Procyon\nbotteam[4] = Blue\n}\n\n{\nMapname = Map17\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map18\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Crash\nbotteam[3] = Red\nbot[4] = Chubbs\nbotteam[4] = Blue\n}\n\n{\nMapname = Map19\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map20\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chubbs\nbotteam[0] = Blue\nbot[1] = Crash\nbotteam[1] = Red\nbot[2] = Cygnus\nbotteam[2] = Blue\nbot[3] = Seenas\nbotteam[3] = Red\nbot[4] = Massmouth\nbotteam[4] = Blue\n}\n\n{\nMapname = Map21\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map22\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Synas\nbotteam[3] = Red\nbot[4] = Procyon\nbotteam[4] = Blue\n}\n\n{\nMapname = Map23\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Synas\nbotteam[0] = Red\nbot[1] = Procyon\nbotteam[1] = Blue\nbot[2] = Deimos\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}\n\n{\nMapname = Map31\nGamemode = Teamgame\nPlayerteam = Red\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Chaingunner\nbotteam[0] = Blue\nbot[1] = Orion\nbotteam[1] = Red\nbot[2] = Shotgunner\nbotteam[2] = Blue\nbot[3] = Crash\nbotteam[3] = Red\nbot[4] = Chubbs\nbotteam[4] = Blue\n}\n\n{\nMapname = Map32\nGamemode = Teamgame\nPlayerteam = Blue\nPointlimit = 5\nTimelimit = 15\ndmflags = 5264388\ndmflags2 = 4195840\ncompatflags = 0\nbot[0] = Seenas\nbotteam[0] = Red\nbot[1] = Rigel\nbotteam[1] = Blue\nbot[2] = Aldebaran\nbotteam[2] = Red\nbot[3] = Orion\nbotteam[3] = Blue\nbot[4] = Zombieman\nbotteam[4] = Red\n}"
},
{
"source": "pk3",
"name": "DecalDef.txt",
"contents": "//******** Red Plasma Scorches ********\n\ndecal RedPlasmaScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedPlasmaScorch1\n{\n\tpic RLSSA0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal RedPlasmaScorchLower1\n}\n\ndecal RedPlasmaScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal RedPlasmaScorch2\n{\n\tpic RLSSB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal RedPlasmaScorchLower2\n}\n\ndecalgroup RedPlasmaScorchLower\n{\n\tRedPlasmaScorchLower1\t1\n\tRedPlasmaScorchLower2\t1\n}\n\ndecalgroup RedPlasmaScorch\n{\n\tRedPlasmaScorch1\t1\n\tRedPlasmaScorch2\t1\n}"
},
{
"source": "pk3",
"name": "Decorate.txt",
"contents": "#Include \"Actors/Ballgun/Ballgun.txt\"\n#Include \"Actors/Ballgun/Pickups.txt\"\n#Include \"Actors/Decoration.txt\"\n#Include \"Actors/Player.txt\"\n#Include \"Actors/Sprees.txt\"\n\n#Include \"Actors/Weapons/Fist.txt\"\n#Include \"Actors/Weapons/Chainsaw.txt\"\n#Include \"Actors/Weapons/Pistol.txt\"\n#Include \"Actors/Weapons/Shotgun.txt\"\n#Include \"Actors/Weapons/SuperShotgun.txt\"\n#Include \"Actors/Weapons/Chaingun.txt\"\n#Include \"Actors/Weapons/RocketLauncher.txt\"\n#Include \"Actors/Weapons/PlasmaRifle.txt\"\n#Include \"Actors/Weapons/Railgun.txt\""
},
{
"source": "pk3",
"name": "GameInfo.txt",
"contents": "STARTUPTITLE = \"DeathBall v1.8\"\nSTARTUPCOLORS = \"FF0000\", \"000000\""
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
"map": "MAP02",
"title": "MAP02",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
"map": "MAP03",
"title": "MAP03",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
},
{
"map": "MAP04",
"title": "MAP04",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
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