100gunsxv24b.pk3

PK3 3.9 MiB 0 map(s)

Counts

endoom0
graphics0
lumps12
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "02864f09-4ec4-48c0-af11-d26d81448415",
    "sha1": "fc5b354204ed630ef35ff489b537a447d0742bce",
    "sha256": "187ff0215220f65e371e250fcd2ed02bf70d733f2700d800dffc6f13daadd1b7",
    "filenames": [
      "100gunsxv24b.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2016-11-17 20:38:08",
      "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": "2016-11-17 20:38:08",
    "file": {
      "type": "PK3",
      "size": 4080789,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/fc5b354204ed630ef35ff489b537a447d0742bce/fc5b354204ed630ef35ff489b537a447d0742bce.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 12,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "//Game Doom\n#include \"Data/weapons.txt\"\n#include \"Data/spawns.txt\"\n#include \"Data/effects.txt\"\n#include \"Data/prjtls.txt\"\n#include \"Data/ammo.txt\"\n#include \"Data/excode.txt\"\n#include \"Data/monsters.txt\"\n\nactor HundredGunsPlayer : DoomPlayer\n{\n  Player.StartItem \"Knife\"\n  Player.StartItem \"Claw\"\n  Player.StartItem \"Mk23\"\n  Player.StartItem \"KunaiKnife\"\n  Player.StartItem \"ForceHands\"\n  Player.StartItem \"Clip2\", 84\n  Player.StartItem \"Knives\", 12\n}"
      },
      {
        "source": "pk3",
        "name": "Data/AMMO.txt",
        "contents": "//========Ammo Types========\\\\\n\nACTOR FuseCounter : Ammo 21044\n{\n  spawnid 212\n  radius 20\n  height 16\n  inventory.amount 1\n  inventory.maxamount 80\n  states\n  {\n  Spawn:\n    NULL A -1\n    stop\n  }\n}\n\nACTOR Clip2 : Ammo replaces Clip\n{\nInventory.Amount 40\nInventory.MaxAmount 400\nInventory.PickupMessage \"Picked up a Clip.\"\nInventory.Icon \"CLIPA0\"\nAmmo.BackpackAmount 60\nAmmo.BackpackMaxAmount 800\n  States\n  {\n  Spawn:\n    CLIP A -1\n    Stop\n  }\n}\n\nACTOR ClipBox2 : Clip2 replaces ClipBox\n{\nInventory.Amount 100\nInventory.PickupMessage \"Picked up a Box of Bullets.\"\nInventory.Icon \"AMMOA0\"\n  States\n  {\n  Spawn:\n    AMMO A -1\n    Stop\n  }\n}\n\nACTOR Shell2 : Ammo replaces Shell\n{\nInventory.Amount 30\nInventory.MaxAmount 200\nInventory.PickupMessage \"Picked up Shotgun Shells.\"\nInventory.Icon \"SHELA0\"\nAmmo.BackpackAmount 38\nAmmo.BackpackMaxAmount 400\n  States\n  {\n  Spawn:\n    SHEL A -1\n    Stop\n  }\n}\n\nACTOR ShellBox2 : Shell2 replaces ShellBox\n{\nInventory.Amount 50\nInventory.PickupMessage \"Picked up a Box of Shotgun Shells.\"\nInventory.Icon \"SBOXA0\"\n  States\n  {\n  Spawn:\n    SBOX A -1\n    Stop\n  }\n}\n\nACTOR RocketAmmo2 : Ammo replaces RocketAmmo\n{\nInventory.Amount 30\nInventory.MaxAmount 200\nInventory.PickupMessage \"Picked up a Box of Shotgun Shells.\"\nInventory.Icon \"ROCKA0\"\nAmmo.BackpackAmount 60\nAmmo.BackpackMaxAmount 400\n  States\n  {\n  Spawn:\n    ROCK A -1\n    Stop\n  }\n}\n\nACTOR RocketBox2 : RocketAmmo2 replaces RocketBox\n{\nInventory.Amount 50\nInventory.PickupMessage \"Picked up a Box of Rockets.\"\nInventory.Icon \"BROKA0\"\n  States\n  {\n  Spawn:\n    BROK A -1\n    Stop\n  }\n}\n\nACTOR Cell2 : Ammo replaces Cell\n{\nInventory.Amount 25\nInventory.MaxAmount 600\nInventory.PickupMessage \"Picked up a Plasma Cell.\"\nInventory.Icon \"CELLA0\"\nAmmo.BackpackAmount 180\nAmmo.BackpackMaxAmount 1200\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR CellPack2 : Cell2 replaces CellPack\n{\nInventory.Amount 100\nInventory.Icon \"CELPA0\"\n  States\n  {\n  Spawn:\n    CELP A -1\n    Stop\n  }\n}\n\n//========Gun In-Clips========\\\\\n\nACTOR PlasmaSMGInClip : Ammo 21046\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 100\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 100\n   Inventory.Icon \"PSMPA0\"\n}\n\nACTOR SawedClipIn : Ammo 21041\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 2\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 2\n   Inventory.Icon \"SGN2A0\"\n}\n\nACTOR D3ShotgunClipIn : Ammo 21040\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 8\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 8\n   Inventory.Icon \"D3SHA0\"\n}\n\nACTOR SGunClipIn : Ammo 21033\n{\n   Inventory.MaxAmount 10\n   Inventory.Icon \"SRSGA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR HShotgunClipIn : Ammo 21031\n{\n   Inventory.MaxAmount 6\n   Inventory.Icon \"HSGWA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR SMGClipIn : Ammo 21027\n{\n   Inventory.MaxAmount 50\n   Inventory.Icon \"SMGWA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR 12GAClipIn : Ammo 21028\n{\n   Inventory.MaxAmount 8\n   Inventory.Icon \"SPSGA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR SMG2ClipIn : Ammo 21029\n{\n   Inventory.MaxAmount 100\n   Inventory.Icon \"SMGWA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR MK23ClipIn : Ammo 21030\n{\n   Inventory.MaxAmount 12\n   Inventory.Icon \"23PTA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR HRClipIn : Ammo 21023\n{\n   Inventory.MaxAmount 30\n   Inventory.Icon \"HVRLA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 30\n   \tLoop\n   }\n}\n\nACTOR FSClipIn : Ammo 21017\n{\n   Inventory.MaxAmount 20\n   Inventory.Icon \"NULLA0\"\n   States\n   {\n   Spawn:\n   \tNULL A 20\n   \tLoop\n   }\n}\n\n/* End of File *\\"
      },
      {
        "source": "pk3",
        "name": "Data/EFFECTS.txt",
        "contents": "//***********Effects and Props***********\\\\\nACTOR HexMakerB\n{\nRENDERSTYLE None\n+DONTSPLASH\nSpeed 0\nStates\n{\nSpawn:\nBAL1 E 0\nBAL1 E 0 A_CustomMissile(\"PentFX\", 32, 0, 0,2)\nBAL1 E 0 A_CustomMissile(\"PentFX\", 32, 0, 72,2)\nBAL1 E 0 A_CustomMissile(\"PentFX\", 32, 0, -72,2)\nBAL1 E 0 A_CustomMissile(\"PentFX\", 32, 0, 144,2)\nBAL1 E 0 A_CustomMissile(\"PentFX\", 32, 0, -144,2)\nBAL1 E 250\nStop\n}\n}\n\nACTOR PentFX\n{\nPROJECTILE\n+DONTSPLASH\n+DROPOFF\n- NoGravity\n+FloorHugger\n+NoClip\nSpeed 12\nRenderStyle None\nStates\n{\nSpawn:\nBAL1 Z 12\nBAL1 Z 0 BRIGHT A_CustomMissile(\"PentFX2\", 0, 0, 17)\nBAL1 Z 0 BRIGHT A_CustomMissile(\"PentFX2\", 0, 0, -17)\nStop\n}\n}\n\nACTOR PentFX2\n{\nSpeed 12\nPROJECTILE\n+DONTSPLASH\n+DROPOFF\n- NoGravity\n+FloorHugger\n+NoClip\nRenderStyle None\nStates\n{\nSpawn:\nBAL1 AAAAAA 2 BRIGHT A_CustomMissile(\"TargetFire\", 0, 0, 0)\nStop\n}\n}\n\nACTOR TargetFire\n{\nSpeed 0\n+DONTSPLASH\n+LOWGRAVITY\n+NONSHOOTABLE\n+NOTELEPORT\n+NOCLIP\n+NOBLOCKMAP\nExplosionDamage 20\nEXplosionRadius 45\nRenderStyle Add\nAlpha 0.3\nSeeSound \"world/largefire\"\nStates\n{\nSpawn:\nTRGF ABCD 3 BRIGHT A_Explode\nTRGF ABCD 3 BRIGHT A_Explode\nTRGF ABCD 3 BRIGHT A_Explode\nTRGF ABCD 3 BRIGHT A_Explode\nTRGF A 2 BRIGHT\nTRGF A 1 BRIGHT A_SetTranslucent(0.27)\nTRGF B 1 BRIGHT A_SetTranslucent(0.24)\nTRGF B 1 BRIGHT A_SetTranslucent(0.21)\nTRGF B 1 BRIGHT A_SetTranslucent(0.18)\nTRGF C 1 BRIGHT A_SetTranslucent(0.15)\nTRGF C 1 BRIGHT A_SetTranslucent(0.12)\nTRGF C 1 BRIGHT A_SetTranslucent(0.09)\nTRGF D 1 BRIGHT A_SetTranslucent(0.06)\nTRGF D 1 BRIGHT A_SetTranslucent(0.03)\nTRGF D 1 BRIGHT A_SetTranslucent(0.00)\nStop\n}\n}\n\nActor Debrisspawner : BulletPuff //Replaces BulletPuff\n{\n+NOTELEPORT\n  spawnid 131\n  renderstyle Translucent\n  alpha 0.4\n  Scale 0.3\n  Health 4\n  +NOBLOCKMAP\n  +NOGRAVITY\n  - Allowparticles\n  -NOBLOCKMAP\n  states\n  {\n  Spawn:\n    /*PUFF A 0\n    PUFF A 0 A_PlaySound(\"puff/ric\")\n    PUFF A 4 bright A_SpawnDebris(\"BulletSpark\")\n    PUFF A 0\n    PUFF A 0\n    PUFF A 0\n    PUFF A 0\n    PUFF B 4 A_Spawnitem(\"Debris\", 1)*/\n    // Intentional fall-through\n    WSMK A 0\n    WSMK A 0 A_PlaySound(\"puff/ric\")\n    WSMK A 0 bright A_SpawnDebris(\"BulletSpark\")\n\tWSMK A 0 bright A_SpawnDebris(\"BulletSpark\")\n\tWSMK A 0 bright A_SpawnDebris(\"BulletSpark\")\n\tWSMK A 0 bright A_SpawnDebris(\"BulletSpark\")\n    WSMK A 0\n    WSMK A 0\n    WSMK A 0\n    WSMK A 0\n    WSMK CDE 4\n    Stop\n  Melee:\n    PUFF CD 4\n    stop\n  }\n}\n\nACTOR BulletSpark\n{\n\t+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n\tHealth 4\n\tradius 3\n\theight 6\n\tspeed .1\n\tRenderStyle ADD\n\tAlpha\t\t1\n\tScale\t\t.032\n\tMass\t\t0\n\t+missile\n\t+doombounce\n\t+FLOORCLIP\n\t+DONTSPLASH\n\tStates\n\t{\n\t\tBPUF A 1\n\t\tBPUF ABCDA 1  Bright A_SetTranslucent(.8,1)\n\t\tBPUF BCDABC 1  Bright A_SetTranslucent(.6,1)\n\t\tBPUF DABCDABC 1  Bright A_SetTranslucent(.4,1)\n\t\tBPUF DABCDABCDA 1 Bright A_SetTranslucent(.2,1)\n\t\tStop\n\t}\n}\n\nActor Debris\n{\n+NOTELEPORT\n\t+Solid\n\t+DoomBounce\n        +DONTSPLASH\n-NOBLOCKMAP\n\tSpeed 1\n\t- Nogravity\n\t- NOLIFTDROP\n\tRadius 0\n\tHeight 0\n\tStates\n\t{\n\tSpawn:\n      NULL A 0\n\t  NULL A 0 A_Jump(135,4)\n\t  NULL A 0 A_Jump(135,5)\n\t  NULL A 0 A_Jump(135,6)\n\t  DBRS A -1\n\t  stop\n\t  NULL A 0\n\t  DBR2 A -1\n\t  stop\n\t  NULL A 0\n\t  DBR3 A -1\n\t  stop\n\t  NULL A 0\n\t  DBR4 A -1\n\t  stop\n\t}\n}\n\nActor SmallBloodPool2\n{\nDecal BloodSmear\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n  radius 20\n  height 1\n  Projectile\n  Speed 22\n  -Nogravity\n  -NOLIFTDROP\n  states\n  {\n  Spawn:\n    NULL A 0\n    NULL A 0 A_Jump(90,4)\n    NULL A 0 A_Jump(190,4)\n    NULL A 0 A_Jump(135,4)\n    POB2 A 25\n\tPOB2 B 25\n\tPOB2 C 25\n\tgoto Death\n  Death:\n    POB2 A 5\n    BLUD A 5\n    BLUD B 5\n    BLUD C 5\n\tBLUD C 1\n    Stop\n  }\n}\n\nACTOR ShellCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 8\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      12CA A 0 A_PlaySound(\"NULL\")\n      12CA A 3\n      12CA ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Death\n   Death:\n      12CA A 0 A_Jump(32,8)\n      12CA A 0 A_Jump(37,8)\n      12CA A 0 A_Jump(43,8)\n      12CA A 0 A_Jump(51,8)\n      12CA A 0 A_Jump(64,8)\n      12CA A 0 A_Jump(85,8)\n      12CA A 0 A_Jump(128,8)\n      12CA A 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      12CA B 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      12CA C 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      12CA D 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      12CA E 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      12CA F 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      12CA G 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      12CA H 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n\t  12CA H 1\n      Stop\n   }\n}\n\nACTOR ShellCasing2\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 6\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      REDC A 0 A_PlaySound(\"NULL\")\n      REDC A 3\n      REDC ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+2\n   Death:\n      REDC A 0 A_Jump(32,8)\n      REDC A 0 A_Jump(37,8)\n      REDC A 0 A_Jump(43,8)\n      REDC A 0 A_Jump(51,8)\n      REDC A 0 A_Jump(64,8)\n      REDC A 0 A_Jump(85,8)\n      REDC A 0 A_Jump(128,8)\n      REDC A 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      REDC B 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      REDC C 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      REDC D 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      REDC E 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      REDC F 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      REDC G 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      REDC H 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n\t  REDC H 1\n\t  Stop\n   }\n}\n\nACTOR SlugCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 6\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      SLCA A 0 A_PlaySound(\"NULL\")\n      SLCA A 3\n      SLCA ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+2\n   Death:\n      SLCA A 0 A_Jump(32,8)\n      SLCA A 0 A_Jump(37,8)\n      SLCA A 0 A_Jump(43,8)\n      SLCA A 0 A_Jump(51,8)\n      SLCA A 0 A_Jump(64,8)\n      SLCA A 0 A_Jump(85,8)\n      SLCA A 0 A_Jump(128,8)\n      SLCA A 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      SLCA B 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      SLCA C 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      SLCA D 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      SLCA E 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      SLCA F 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      SLCA G 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      SLCA H 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n\t  SLCA H 1\n\t  Stop\n   }\n}\n\nACTOR ShrapnelCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   +DOOMBOUNCE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Shellcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      CASE A 0 A_PlaySound(\"NULL\")\n      CASE A 3\n      CASE ACBHEGFD 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+2\n   Death:\n      CASE A 0 A_Jump(32,8)\n      CASE A 0 A_Jump(37,8)\n      CASE A 0 A_Jump(43,8)\n      CASE A 0 A_Jump(51,8)\n      CASE A 0 A_Jump(64,8)\n      CASE A 0 A_Jump(85,8)\n      CASE A 0 A_Jump(128,8)\n      CASE A 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CASE B 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CASE C 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CASE D 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CASE E 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CASE F 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CASE G 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CASE H 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n\t  CASE H 1\n\t  Stop\n   }\n}\n\nACTOR BulletCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 5\n   Scale 0.45\n   PROJECTILE\n   +DoomBounce\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Bulletcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      CAS2 A 0 A_PlaySound(\"NULL\")\n      CAS2 C 3\n      CAS2 ABC 1\n      CAS2 D 1 A_CustomMissile(\"Smoke\",0,0,0)\n      CAS2 E 1\n      Goto Spawn+3\n   Death:\n      BULL A 0 A_Jump(32,5)\n      BULL A 0 A_Jump(37,5)\n      BULL A 0 A_Jump(43,5)\n      BULL A 0 A_Jump(51,5)\n      CAS2 A 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS2 B 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS2 C 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS2 D 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS2 E 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n\t  CAS2 E 1\n\t  Stop\n   }\n}\n\nACTOR RifleCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 10\n   Scale 0.45\n   PROJECTILE\n   +DoomBounce\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"Ammo/used/Bulletcase\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      CAS7 A 0 A_PlaySound(\"NULL\")\n      CAS7 F 3\n      CAS7 ABC 1\n      CAS7 D 1 A_CustomMissile(\"Smoke\",0,0,0)\n      CAS7 EF 1\n      Goto Spawn+3\n   Death:\n      CAS7 A 0 A_Jump(32,6)\n      CAS7 A 0 A_Jump(37,6)\n      CAS7 A 0 A_Jump(43,6)\n      CAS7 A 0 A_Jump(51,6)\n      CAS7 A 0 A_Jump(64,6)\n      CAS7 A 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS7 B 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS7 C 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS7 D 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS7 E 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS7 F 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n\t  CAS7 F 1\n\t  Stop\n   }\n}\n\nACTOR 9mmCasingSpawner\n{\n+NOTELEPORT\n    Radius 1\n    Height 1\n    Speed 25\n    PROJECTILE\n    States\n    {\n    Spawn:\n        TNT1 A 1\n        TNT1 A 0 A_Die\n        Goto Death\n    Death:\n        TNT1 A 0 A_CustomMissile(\"9mmCasing\",-2,10,-40)\n        Stop\n    }\n}\n\nACTOR 9mmCasing\n{\n+NOTELEPORT\n    Scale 0.25\n    Radius 3\n    Height 3\n    Speed 6\n    Mass 5\n    +NOBLOCKMAP +DROPOFF +MISSILE +NOTELEPORT +FLOORCLIP\n    +NOCLIP +DoomBounce\n    DeathSound \"weapons/casing\"\n    DropItem 9mmCasingOnFloor\n    States\n    {\n    Spawn:\n      CAS2 D 3\n      CAS2 A 1 A_ChangeFlag(NOCLIP,0)\n      CAS2 B 1 A_CustomMissile(\"Smoke\",0,0,0)\n      CAS2 C 1 A_ChangeFlag(NOCLIP,0)\n      CAS2 D 1 A_CustomMissile(\"Smoke\",0,0,0)\n      Goto Spawn+1\n    Death:\n      TNT1 A 10 A_Fall\n      Stop\n    }\n}\n\nACTOR 9mmCasingOnFloor\n{\n+NOTELEPORT\n    Scale 0.25\n    Radius 1\n    Height 1\n    Speed 0\n    PainChance 0\n    Mass 5\n    +CANPASS +FLOORCLIP\n    States\n    {\n    Spawn:\n        NULL A 0\n        Goto Death\n    Death:\n      BULL A 0 A_Jump(32,5)\n      BULL A 0 A_Jump(37,5)\n      BULL A 0 A_Jump(43,5)\n      BULL A 0 A_Jump(51,5)\n      CAS2 A 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS2 B 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS2 C 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS2 D 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n      CAS2 E 5 A_CustomMissile(\"SmokeFinish\",0,0,3)\n\t  CAS2 E 1\n      Stop\n    }\n}\n\nACTOR Smoke\n{\n+NOTELEPORT\n   Height 12\n   Radius 9\n   Speed 0\n   Scale 0.5\n   PROJECTILE\n   SeeSound \"\"\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.1\n   States\n   {\n   Spawn:\n      SMKE A 1\n   Death:\n      SMKE ABCDEFGH 2\n      Stop\n   }\n}\n\nACTOR SmokeFinish\n{\n+NOTELEPORT\n   Height 12\n   Radius 9\n   Speed 0\n   Scale 0.8\n   PROJECTILE\n   SeeSound \"\"\n   RENDERSTYLE TRANSLUCENT\n   ALPHA 0.2\n   States\n   {\n   Spawn:\n      SMKE A 1\n   Death:\n      SMKE ABCDEFGH 2\n      Stop\n   }\n}\n\nACTOR HRClipCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"ammo/used/Clip\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      HREC A 0 A_PlaySound(\"ammo/used/Clip\")\n      HREC ABCDEFG 2\n      Goto Spawn+2\n   Death:\n      HREC A 0 A_Jump(32,7)\n      HREC A 0 A_Jump(37,7)\n      HREC A 0 A_Jump(43,7)\n      HREC A 0 A_Jump(51,7)\n      HREC A 0 A_Jump(64,7)\n      HREC A 5\n      HREC B 5\n      HREC C 5\n      HREC D 5\n      HREC E 5\n      HREC F 5\n      HREC G 5\n\t  HREC G 1\n\t  Stop\n   }\n}\n\nACTOR ClipCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"ammo/used/Clip\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      CLP1 A 0 A_PlaySound(\"ammo/used/Clip\")\n      CLP1 ABCDEF 2\n      Goto Spawn+2\n   Death:\n      CLP1 A 0 A_Jump(32,6)\n      CLP1 A 0 A_Jump(37,6)\n      CLP1 A 0 A_Jump(43,6)\n      CLP1 A 0 A_Jump(51,6)\n      HREC A 0 A_Jump(64,6)\n      CLP1 A 5\n      CLP1 B 5\n      CLP1 C 5\n      CLP1 D 5\n      CLP1 E 5\n      CLP1 F 5\n\t  CLP1 F 1\n\t  Stop\n   }\n}\n\nACTOR SMGClipCasing\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"ammo/used/Clip\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      SMEC A 0 A_PlaySound(\"ammo/used/Clip\")\n      SMEC ABCEF 2\n      Goto Spawn+2\n   Death:\n      SMEC A 0 A_Jump(32,6)\n      SMEC A 0 A_Jump(37,6)\n      SMEC A 0 A_Jump(43,6)\n      SMEC A 0 A_Jump(51,6)\n      SMEC A 0 A_Jump(64,6)\n      SMEC A 5\n      SMEC B 5\n      SMEC C 5\n      SMEC D 5\n      SMEC E 5\n      SMEC F 5\n\t  SMEC F 1\n\t  Stop\n   }\n}\n\nACTOR FragRing1\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      RING A 2\n      Goto Spawn+1\n   Death:\n      RING A 20\n\t  RING A 0\n      Stop\n   }\n}\n\nACTOR FragRing2\n{\n+NOTELEPORT\n        +DONTSPLASH\n-NOBLOCKMAP\n   Height 12\n   Radius 9\n   Speed 4\n   Scale 0.45\n   PROJECTILE\n   - NOGRAVITY\n   - NOLIFTDROP\n   SeeSound \"\"\n   States\n   {\n   Spawn:\n      NULL A 0\n      RING B 2\n      Goto Spawn+1\n   Death:\n      RING B 20\n\t  RING B 0\n      Stop\n   }\n}\n\nACTOR BloodCloud\n{\n+NOTELEPORT\n   Speed 1\n   Height 10\n   Radius 2\n   Damage 0\n   RenderStyle Translucent\n   Alpha 0.75\n   Scale 0.85\n   PROJECTILE\n   +DROPOFF\n   +NOBLOCKMAP\n   +NOGRAVITY\n   SeeSound None\n   States\n   {\n   Spawn:\n      NULL A 0\n   Death:\n      BSP4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n      BSP5 AB 1\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Data/EXCODE.txt",
        "contents": "//*************Extra coding.*************\\\\\n//(Messy and wasteful and hacky. Used mainly for dropping weapons)\\\\\n\nActor DropperBase : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t   Spawn:\n           NULL A 1\n           Stop\n\n\t}\n}\n\nActor CombatShotgunDropper : DropperBase\n{\n\tstates\n\t{\n\t  Use:\n\t   NULL A 0 A_DropInventory(\"CombatShotgun\")\n\t   Stop\n\t}\n}\n\n//=========================================\\\\\n//******Prop Items (Activate Scripts)******\\\\\n//=========================================\\\\\n\nActor PropFreezer : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t   Spawn:\n           NULL A -1\n           Stop\n\t  Use:\n\t   NULL A 0 ACS_ExecuteAlways(841,0,0,0,0)\n\t   Stop\n\t}\n}\n\nActor PropDamager : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t   Spawn:\n           NULL A -1\n           Stop\n\t  Use:\n\t   NULL A 0 ACS_ExecuteAlways(842,0,0,0,0)\n\t   Stop\n\t}\n}\n\nActor PropFlightGiver : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t   Spawn:\n           NULL A -1\n           Stop\n\t  Use:\n\t   NULL A 0 ACS_ExecuteAlways(843,0,0,0,0)\n\t   Stop\n\t}\n}\n\nActor PropNoTargetGiver : CustomInventory\n{\n\tinventory.maxamount 0\n\t+AUTOACTIVATE\n\tstates\n\t{\n\t   Spawn:\n           NULL A -1\n           Stop\n\t  Use:\n\t   NULL A 0 ACS_ExecuteAlways(844,0,0,0,0)\n\t   Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Data/PRJTLS.txt",
        "contents": "//***********Projectiles***********\\\\\n\nActor FlameThrowShot\n{\n        Projectile\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+FIREDAMAGE\n        Radius 13\n        Height 8\n        Speed 25\n        Damage 10\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tFLME ABCDEFGHIJKLMNOPQR 1 Bright\n        Death:\n        \tFLME R 0 Bright\n        \tStop\n        }\n}\n\nActor CellShot\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 25\n        Damage 15\n        seeSound \"Weapons/CellShotFire\"\n        DeathSound \"Weapons/CellShotDie\"\n        States\n        {\n        Spawn:\n        \tCSHT A 1 Bright A_CustomMissile(\"Celltrail\",0,0,0)\n        \tCSHT B 2 Bright\n        \tLoop\n        Death:\n        \tCHIT ABCDE 2 Bright\n        \tStop\n        }\n}\n\nActor ArmShot\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 22\n        Damage 12\n        seeSound \"Weapons/ArmShot\"\n        DeathSound \"Weapons/Armdie\"\n        States\n        {\n        Spawn:\n        \tYPLS A 1 Bright\n        \tYPLS B 2 Bright\n        \tLoop\n        Death:\n        \tYPLE ABCDE 2 Bright\n        \tStop\n        }\n}\n\nActor ArmShot2 : ArmShot\n{\n\t-NOGRAVITY\n}\n\nActor ArmShot3 : ArmShot\n{\n\tSpeed 10\n\t-NOGRAVITY\n}\n\nActor Sparkbomb\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 24\n        Damage 10\n        seeSound \"Weapons/ArmShot\"\n        DeathSound \"\"\n\t-NOGRAVITY\n        States\n        {\n        Spawn:\n        \tYPLS A 1 Bright\n        \tYPLS B 2 Bright\n        \tLoop\n        Death:\n        \tYPLS ABAB 2 Bright\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot2\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot2\",1,0,270+Random(0,90),2,60+Random(0,100))\n        \tYPLE ABCDE 2 Bright\n        \tStop\n        }\n}\n\nActor Sparkbomb2\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 24\n        Damage 10\n        seeSound \"Weapons/ArmShot\"\n        DeathSound \"\"\n\t-NOGRAVITY\n        States\n        {\n        Spawn:\n        \tYPLS A 1 Bright\n        \tYPLS B 2 Bright\n        \tLoop\n        Death:\n        \tYPLS ABAB 2 Bright\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,0+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,90+Random(0,90),2,60+Random(0,100))\n\t\tYPLS A 2 Bright A_CustomMissile(\"ArmShot3\",1,0,180+Random(0,90),2,60+Random(0,100))\n\t\tYPLS B 2 Bright A_CustomMissile(\"ArmShot3\",1,0,270+Random(0,90),2,60+Random(0,100))\n        \tYPLE ABCDE 2 Bright\n        \tStop\n        }\n}\n\nActor LavaShot\n{\n        Projectile\n        Radius 13\n        Height 8\n        Speed 22\n        Damage 14\n        seeSound \"Weapons/Lava\"\n        DeathSound \"Weapons/Rocklx\"\n        explosionradius 110\n        explosiondamage 60\n        States\n        {\n        Spawn:\n        \tCOMT ABC 1 Bright\n        \tLoop\n        Death:\n        \tCOMT D 2 Bright\n\t\tCOMT E 2 Bright A_Explode\n\t\tCOMT FGHI 2 Bright\n        \tStop\n        }\n}\n\nACTOR Celltrail\n{\n   Height 8\n   Radius 1\n   Damage 0\n   Scale 0.15\n   Speed 0.2\n   RenderStyle Translucent\n   Alpha 0.4\n   +NOGRAVITY\n   +DOOMBOUNCE\n   +DROPOFF\n   States\n   {\n   Spawn:\n      PLSS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n      PLSZ ABC 1\n      Stop\n   }\n}\n\nACTOR EnergyShot\n{\n   Speed 30\n   Height 8\n   Radius 13\n   Damage 20\n   RenderStyle Translucent\n   Alpha 0.75\n   Scale 0.85\n   PROJECTILE\n   +DROPOFF\n   +NOBLOCKMAP\n   +NOGRAVITY\n   SeeSound \"weapons/EnergyShot\"\n   States\n   {\n   Spawn:\n      ENST A 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST B 1 BRIGHT\n      ENST C 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST D 1 BRIGHT\n      ENST E 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST F 1 BRIGHT\n      ENST G 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST H 1 BRIGHT\n      ENST I 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST J 1 BRIGHT\n      ENST K 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST L 1 BRIGHT\n      ENST M 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST N 1 BRIGHT\n      ENST O 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST P 1 BRIGHT\n      ENST Q 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST R 1 BRIGHT\n      ENST S 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST T 1 BRIGHT\n      ENST U 1 BRIGHT A_CustomMissile(\"Celltrail\", 0, 0, 0)\n      ENST V 1 BRIGHT\n      LOOP\n   Death:\n      PLSS A 1 BRIGHT A_PlaySound(\"weapons/EnergyDie\")\n      PLSS BCDEFGHIJKLMNOPQRSTUVWXYZ 1 BRIGHT\n      PLSZ ABC 1 BRIGHT\n      Stop\n   }\n}\n\nActor WindSlash\n{\n        Projectile\n        +RIPPER\n        RENDERSTYLE TRANSLUCENT\n   \tALPHA 0.4\n        Radius 13\n        Height 8\n        Speed 20\n        Damage 8\n        seeSound \"Weapons/Wind\"\n        DeathSound \"Weapons/Knifeattack\"\n        States\n        {\n        Spawn:\n        \tWIND A 1\n        \tLoop\n        Death:\n        \tNULL A 1\n        \tStop\n        }\n}\n\nActor DartShot\n{\n        Projectile\n        +BLOODSPLATTER\n        Radius 4\n        Height 8\n        Speed 18\n        Damage 6\n        seeSound \"weapons/d3chngunf\"\n        DeathSound \"puff/ric\"\n        States\n        {\n        Spawn:\n        \tDART A 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tLoop\n        Death:\n        \tNULL A 1 A_SpawnItem(\"DebrisSpawner\",0)\n        \tStop\n        }\n}\n\nActor DartShotRipper : DartShot\n{\n\t+RIPPER\n}\n\nActor LightningShot\n{\n        Projectile\n        RENDERSTYLE TRANSLUCENT\n   \tALPHA 0.5\n        Radius 13\n        Height 8\n        Speed 24\n        Damage 22\n        seeSound \"\"\n        DeathSound \"Weapons/Shockdie\"\n        States\n        {\n        Spawn:\n        \tZOT3 ABCDE 2 Bright\n        \tLoop\n        Death:\n        \tZOT3 ABCDE 2 Bright\n        \tStop\n        }\n}\n\nActor DrumGrenade : Grenade\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 30\n        Damage 100\n        -Nogravity\n        +doombounce\n        +grenadetrail\n        explosionradius 175\n        explosiondamage 90\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"weapons/rocklx\"\n        States\n        {\n        Spawn:\n        \tNADE A 1\n        \tLoop\n        Death:\n        \tNADD E 2 Bright A_Explode\n        \tNADD FGHIJK 2 Bright\n        \tStop\n        }\n}\n\nActor GasGrenade\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 30\n        Damage 10\n        -Nogravity\n        +doombounce\n        +NODAMAGETHRUST\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"world/lavsiz2\"\n        States\n        {\n        Spawn:\n        \tGASG AB 2\n        \tLoop\n        Death:\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,15+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,35+Random(-10,10))\n        \tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,55+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,105+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,125+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,145+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,175+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,195+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,215+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,235+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,255+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,275+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,295+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,315+Random(-10,10))\n\t\tGASG A 2 Bright A_CustomMissile(\"Gascloud1\",17,0,335+Random(-10,10))\n        \tStop\n        }\n}\n\nActor Gascloud1\n{\n\t+NoDamageThrust\n        Projectile\n        Radius 9\n        Height 7\n        Speed 5\n        Damage 12\n        explosionradius 45\n        explosiondamage 50\n        Scale 0.8\n        RenderStyle TransLucent\n        Alpha 0.6\n        seeSound \"world/lavsiz2\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tPSNE ABCDEFGABCDEFG 2 A_Explode\n        \tGoto Death\n        Death:\n\t\tNULL A 1\n        \tStop\n        }\n}\n\nActor Gascloud2 : Gascloud1\n{\n\tSpeed 22\n}\n\nActor FragGrenade : Grenade\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 40\n        Damage 8\n        -ActivateImpact\n        +Doombounce\n        +ExtremeDeath\n        explosionradius 145\n        explosiondamage 80\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tHGN1 ABCDEF 1 A_GiveInventory(\"FuseCounter\",1)\n\t\tHGN1 F 0 A_Gravity\n\t\tHGN1 F 0 A_JumpIfInventory(\"FuseCounter\",80,2)\n\t\tHGN1 F 0\n        \tLoop\n\t\tHGN1 F 0\n\t\tGoto Death\n        Death:\n\t\tNADD E 0 A_PlaySound(\"weapons/rocklx\")\n        \tNADD E 2 Bright A_EXPLODE\n        \tNADD E 0 A_AlertMonsters\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,235+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-235+Random(-10,10), 2, random(5, 80))\n        \tNADD FGHIJK 2 Bright\n        \tStop\n        }\n}\n\nActor FragGrenade2\n{\n        Projectile\n        Radius 6\n        Height 8\n        Speed 4\n        Damage 8\n        -ActivateImpact\n        +Doombounce\n        +ExtremeDeath\n        explosionradius 145\n        explosiondamage 80\n        seeSound \"Weapons/Grenade/bounce\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tHGN1 ABCDEF 1 A_GiveInventory(\"FuseCounter\",1)\n\t\tHGN1 F 0 A_Gravity\n\t\tHGN1 F 0 A_JumpIfInventory(\"FuseCounter\",80,2)\n\t\tHGN1 F 0\n        \tLoop\n\t\tHGN1 F 0\n\t\tGoto Death\n        Death:\n\t\tNADD E 0 A_PlaySound(\"weapons/rocklx\")\n        \tNADD E 2 Bright A_EXPLODE\n        \tNADD E 0 A_AlertMonsters\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,235+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-15+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-35+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-55+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-75+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-95+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-115+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-135+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-155+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-175+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-195+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-215+Random(-10,10), 2, random(5, 80))\n\t\tNADD E 0 A_CustomMissile(\"Shrapnel\",17,0,-235+Random(-10,10), 2, random(5, 80))\n        \tNADD FGHIJK 2 Bright\n        \tStop\n        }\n}\n\nActor Shrapnel\n{\n        Projectile\n        Radius 3\n        Height 5\n        Speed 27\n        Damage 7\n        -BLOODLESSIMPACT\n        +BloodSplatter\n        +DoomBounce\n        +DONTSPLASH\n        Scale 0.2\n        RenderStyle TransLucent\n        Alpha 0.7\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n\t\tSHRP A 0 A_Jump(85,5)\n\t\tSHRP A 0 A_Jump(85,6)\n\t\tSHRP A 0 A_Jump(85,7)\n        \tSHRP A 1 A_Gravity\n\t\tSHRP A 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+3\n        \tSHRP B 1 A_Gravity\n\t\tSHRP B 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+5\n        \tSHRP C 1 A_Gravity\n\t\tSHRP C 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+7\n        \tSHRP D 1 A_Gravity\n\t\tSHRP D 2 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+9\n        Death:\n\t\tSHRP A 1\n        \tStop\n        }\n}\n\nActor Shrapnel2\n{\n        Projectile\n        Radius 9\n        Height 7\n        Speed 27\n        Damage 2\n        -Nogravity\n        +DONTSPLASH\n\t+RIPPER\n        -BLOODLESSIMPACT\n\t//+LowGravity\n        +DoomBounce\n        Scale 0.4\n        RenderStyle TransLucent\n        Alpha 0.7\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n\t\tSHRP A 0 A_Jump(85,5)\n\t\tSHRP A 0 A_Jump(85,6)\n\t\tSHRP A 0 A_Jump(85,7)\n        \tSHRP A 1\n\t\tSHRP A 1 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+3\n        \tSHRP B 1\n\t\tSHRP B 1 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+5\n        \tSHRP C 1\n\t\tSHRP C 1 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+7\n        \tSHRP D 1\n\t\tSHRP D 1 A_CustomMissile(\"Smoke\",0,0,0)\n        \tGoto Spawn+9\n        Death:\n\t\tSHRP A 1\n        \tStop\n        }\n}\n\nACTOR CrystalShot\n{\n   Radius 4\n   Height 5\n   Speed 20\n   Damage 14\n   PROJECTILE\n   +SEEKERMISSILE\n   +ICEDAMAGE\n   RENDERSTYLE ADD\n   ALPHA 1.0\n   ExplosionDamage 80\n   ExplosionRadius 20\n   DeathSound \"weapons/crbreak\"\n   States\n   {\n   Spawn:\n      CRYS A 1 Bright A_SeekerMissile (1, 2)\n      CRYS A 1 Bright A_CustomMissile(\"CrystalShotTrail\",0,0,0)\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      CRYS A 2 Bright A_SeekerMissile (1, 2)\n      Loop\n   Death:\n      CRYE A 3 Bright A_Explode\n      CRYE BC 3 Bright\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n\t  CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE C 0 Bright A_CustomMissile(\"CrystalShot2\",2,0,random(0,360))\n      CRYE DEF 2 Bright\n      Stop\n   }\n}\n\nACTOR CrystalShot2\n{\n   Radius 4\n   Height 5\n   Speed 20\n   Damage 8\n   PROJECTILE\n   +ICEDAMAGE\n   RENDERSTYLE ADD\n   ALPHA 1.0\n   DeathSound \"weapons/crbreak\"\n   States\n   {\n   Spawn:\n      CRYS A 1 Bright\n      CRYS A 1 Bright A_CustomMissile(\"CrystalShotTrail\",0,0,0)\n      CRYS A 2 Bright\n      CRYS A 2 Bright\n      CRYS A 2 Bright\n      CRYS A 2 Bright\n      CRYS A 2 Bright\n      Loop\n   Death:\n      CRYE A 3 Bright\n      CRYE BC 3 Bright\n      CRYE DEF 2 Bright\n      Stop\n   }\n}\n\nACTOR CrystalShotTrail\n{\n   Radius 4\n   Height 3\n   Speed 10\n   Scale 0.6\n   +NOGRAVITY\n   RenderStyle Translucent\n   Alpha 0.67\n   States\n   {\n   Spawn:\n      CRYT A 1\n      CRYT A 3 A_PlaySound(\"weapons/crtrail\")\n      CRYT BC 3\n      CRYT D 2\n      Stop\n   }\n}\n\nACTOR FlameDagger\n{\n        Projectile\n\t+FOILINVUL\n  \tObituary \"%o incinerated by %k's Flame Daggers.\"\n        explosionradius 100\n        explosiondamage 65\n        Radius 13\n        Height 8\n        Speed 25\n        Damage 20\n        seeSound \"Weapons/FDShoot\"\n        DeathSound \"Weapons/FDDie\"\n        States\n        {\n        Spawn:\n        \tFSFX ABC 4 Bright\n        \tLoop\n        Death:\n        \tFSFX D 2 Bright A_EXPLODE\n        \tFSFX EFGHIJKL 2 Bright\n        \tStop\n        }\n}\n\nACTOR GraplingLink1\n{\n\tRadius 0\n\tHeight 0\n\tSpeed 0\n        Damage 0\n        -TELESTOMP\n\t+NoGravity\n\t+IsMonster\n\t+Invulnerable\n\tScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tROPE A 1 A_Look\n\t\t//Loop\n\tSee:\n\t\tROPE A 0 A_GiveInventory (\"GraplingCounter\", 700)\n\t\tROPE A 0 A_TakeInventory (\"GraplingCounter\", 1)\n\t\tROPE A 0 A_JumpIfInventory (\"GraplingCounter\", 1, 1)\n\t\tGoto See+11\n\t\tROPE A 1 A_Chase\n\t\tROPE A 0 A_JumpIfCloser (20, 3)\n\t\tROPE A 0 A_JumpIfCloser (40, 4)\n\t\tROPE A 0\n\t\tGoto See+1\n\t\tROPE A 1 SetPlayerProperty (1, 1, 3)\n\t\tROPE A 0\n\t\tGoto See+1\n\t\tROPE A 1 SetPlayerProperty (1, 0, 3)\n\t\tROPE A 0\n\t\tGoto See+1\n\t\tROPE A 0 A_JumpIfCloser(40,2)\n\t\tROPE A 35 A_Gravity\n\t\tGoto Death\n\t\tROPE A 0\n\t\tROPE A 0 SetPlayerProperty (1, 0, 3)\n\t\tROPE A 35 A_Gravity\n\t\tGoto Death\n\t//Melee:\n\t//\tROPE A 1 SetPlayerProperty (1, 1, 3)\n\t//\tGoto See+1\n\tDeath:\n\t\tROPE A 0 A_JumpIfCloser(40,2)\n\t\tROPE A 1\n\t\tStop\n\t\tROPE A 0\n\t\tROPE A 0 SetPlayerProperty (1, 0, 3)\n\t\tROPE A 1\n\t\tStop\n\t}\n}\n\nACTOR GraplingFX\n{\n\tSpeed 16\n\tDamage 0\n\tRadius 2\n\tHeight 4\n\tPROJECTILE\n   \tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tGRPJ A 35\n\t\tGRPJ A 4\n\t\tLoop\n\tDeath:\n\t\tGRPJ A 0 A_PlaySound (\"GraplingHit\")\n\t\t//GRPJ A 200 A_CustomMissile(\"GraplingChainSpawner\", 0, 0, 0)\n\t\tGRPJ A 200 A_SpawnItem(\"GraplingChainSpawner\", 0, 1)\n\t\tGRPJ A 150\n\t\tStop\n\t}\n}\n\nACTOR GraplingChainSpawner\n{\n\tSpeed 0\n\tDamage 0\n\tRadius 1\n\tHeight 1\n\tPROJECTILE\n\t-NoGravity\n        -TELESTOMP\n   \tScale 0.5\n   \tRenderStyle None\n\tStates\n\t{\n\tSpawn:\n\t\tGRPJ A 0 A_PlaySound (\"GraplingRope\")\n\t\tGRPJ A 1 A_CustomMissile(\"GraplingLink1\", 0, 0, 0)\n\t\tGRPJ A 1 A_CustomMissile(\"GraplingLink1\", 0, 0, 0)\n\t\tLoop\n\tDeath:\n\t\tBTFX A 1\n\t\tStop\n\t}\n}\n\nACTOR GraplingCounter : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 700\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 700\n\tInventory.Icon BTFXB0\n}\n\nACTOR RemoteMissile1 : Rocket\n{\n    Damage 50\n    ExplosionDamage 240\n    ExplosionRadius 172\n    SeeSound \"weapons/rocklf\"\n    DeathSound \"weapons/rocklx\"\n    States\n    {\n    Spawn:\n      RMMS A 1 Thing_ChangeTid(0,1337)\n      Loop\n    Death:\n      RMMX A 0 Thing_ChangeTid(1337,0)\n      RMMX A 2 Bright A_Explode\n      RMMX BCDEFGHIJKLMN 2 Bright\n      Stop\n    }\n}\n\nACTOR RemoteMissile2 : Rocket\n{\n    Damage 50\n    SeeSound \"\"\n    DeathSound \"weapons/rocklx\"\n    SpawnID 215\n    Speed 45\n    ExplosionDamage 240\n    ExplosionRadius 172\n    States\n    {\n    Spawn:\n\tRMMS A 1 A_Gravity\n        Loop\n    Death:\n    \tRMMX A 0\n        RMMX A 2 Bright A_Explode\n        RMMX BCDEFGHIJKLMN 2 Bright\n        Stop\n    }\n}\n\nACTOR EnergyShield\n{\n        Radius 10\n        Height 28\n        Speed 1\n        Damage 0\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tScale 0.6\n\t+Solid\n\t+ShootAble\n\t+NoBlood\n\t+Invulnerable\n\t+NoClip\n\t+NoGravity\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tESHD A 75 Bright\n        \tGoto Death\n        Death:\n        \tESHD A 1 Bright\n        \tStop\n        }\n}\n\nACTOR FakeBlock\n{\n   Health 20\n   Height 35\n   Radius 12\n   Speed  8\n   Damage 0\n   RENDERSTYLE NONE\n   +NOBLOOD\n   +SHOOTABLE\n   +NOGRAVITY\n   +NOCLIP\n   States\n   {\n   Spawn:\n      SARG AA 2\n      Stop\n   Death:\n      SARG A 0 A_playSound(\"weapons/knife4\")\n      Stop\n   }\n}\n\nACTOR Knife_Throw\n{\n   PROJECTILE\n   -NOGRAVITY\n   +NOEXTREMEDEATH\n   Speed 45\n   Height 8\n   Radius 8\n   Damage 28\n   Scale 0.8\n   DeathSound \"weapons/knife3\"\n   DropItem Knives\n   Scale 0.65\n   States\n   {\n   Spawn:\n    KNFE AAAAAAAAAAAAAAAAAAAAAAAA 1\n    Goto Crash\n   Death:\n    KNFE AAAA 2\n    KNFE A 0 A_NoBlocking\n    Stop\n   Crash:\n    KNFE AAAA 2\n    KNFE A 0 A_NoBlocking\n    Stop\n   }\n}\n\nACTOR KnifePuff\n{\n   SeeSound \"weapons/knife4\"\n   PainSound \"weapons/knife4\"\n   DeathSound \"weapons/knife4\"\n   +NOGRAVITY\n   +NOEXTREMEDEATH\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      TNT1 A 1 A_PlaySound(\"weapons/knife4\")\n      Stop\n   }\n}\n\nactor Flak\n{\n   Decal BulletChip\n   Radius 8\n   Height 8\n   Damage 2\n   Scale 0.5\n   Speed 35\n   +NOBLOCKMAP\n   +RIPPER\n   +DROPOFF\n   +MISSILE\n   +ACTIVATEIMPACT\n   +DOOMBOUNCE\n   +EXTREMEDEATH\n   States\n   {\n   Spawn:\n      SHRD LMN 4 A_SpawnItem(\"ShrapnelSmoke\",0)\n      Loop\n   Death:\n      SHRD L 140\n      Stop\n   }\n}\n\nactor ShrapnelSmoke\n{\n  Radius 1\n  Height 1\n  +NOGRAVITY\n  Scale 0.6\n  RenderStyle Translucent\n  Alpha 0.5\n  States\n  {\n  Spawn:\n    WSMK ABCD 3\n    Goto Death\n  Death:\n    WSMK E 3\n    Stop\n  }\n}\n\nActor DarkMatterBall\n{\n\t+Ripper\n\tdamagetype Disintegrate\n        Projectile\n        Radius 13\n        Height 8\n        Speed 12\n        Damage 125\n\tExplosionradius 76\n\tExplosionDamage 255\n        seeSound \"\"\n        DeathSound \"Weapons/DMBHit\"\n        States\n        {\n  \tSpawn:\n   \t   BFS1 ABAB 3 bright\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,2,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,4,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,6,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,8,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,10,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,12,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,14,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,16,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,18,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,20,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,22,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,24,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,26,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,28,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,30,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,32,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,34,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,36,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,38,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,40,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,42,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,44,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,46,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,48,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,50,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,52,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,54,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,56,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,58,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,60,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,62,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,64,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,66,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,68,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,70,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,72,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,74,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,76,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,78,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,80,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,82,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,84,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,86,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,88,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,90,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,92,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,94,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,96,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,98,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,100,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,102,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,104,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,106,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,108,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,110,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,112,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,114,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,116,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,118,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,120,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,122,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,124,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,126,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,128,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,130,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,132,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,134,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,136,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,138,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,140,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,142,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,144,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,146,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,148,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,150,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,152,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,154,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,156,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,158,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,160,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,162,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,164,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,166,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,168,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,170,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,172,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,174,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,176,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,178,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,180,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-2,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-4,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-6,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-8,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-10,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-12,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-14,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-16,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-18,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-20,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-22,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-24,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-26,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-28,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-30,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-32,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-34,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-36,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-38,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-40,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-42,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-44,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-46,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-48,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-50,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-52,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-54,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-56,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-58,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-60,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-62,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-64,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-66,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-68,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-70,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-72,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-74,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-76,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-78,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-80,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-82,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-84,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-86,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-88,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-90,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-92,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-94,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-96,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-98,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-100,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-102,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-104,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-106,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-108,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-110,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-112,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-114,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-116,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-118,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-120,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-122,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-124,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-126,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-128,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-130,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-132,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-134,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-136,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-138,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-140,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-142,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-144,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-146,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-148,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-150,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-152,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-154,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-156,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-158,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-160,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-162,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-164,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-166,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-168,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-170,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-172,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-174,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-176,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-178,2)\n\t   BFS1 A 4 Bright A_CustomMissile(\"FakeLoreShot\",1,0,0,2)\n\t   BFS1 A 0 A_Explode(255,76,1)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,2,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,4,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,6,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,8,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,10,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,12,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,14,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,16,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,18,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,20,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,22,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,24,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,26,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,28,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,30,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,32,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,34,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,36,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,38,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,40,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,42,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,44,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,46,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,48,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,50,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,52,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,54,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,56,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,58,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,60,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,62,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,64,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,66,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,68,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,70,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,72,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,74,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,76,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,78,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,80,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,82,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,84,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,86,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,88,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,90,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,92,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,94,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,96,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,98,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,100,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,102,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,104,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,106,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,108,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,110,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,112,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,114,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,116,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,118,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,120,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,122,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,124,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,126,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,128,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,130,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,132,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,134,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,136,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,138,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,140,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,142,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,144,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,146,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,148,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,150,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,152,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,154,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,156,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,158,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,160,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,162,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,164,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,166,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,168,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,170,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,172,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,174,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,176,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,178,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,180,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-2,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-4,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-6,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-8,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-10,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-12,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-14,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-16,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-18,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-20,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-22,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-24,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-26,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-28,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-30,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-32,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-34,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-36,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-38,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-40,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-42,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-44,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-46,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-48,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-50,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-52,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-54,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-56,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-58,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-60,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-62,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-64,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-66,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-68,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-70,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-72,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-74,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-76,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-78,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-80,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-82,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-84,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-86,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-88,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-90,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-92,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-94,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-96,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-98,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-100,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-102,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-104,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-106,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-108,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-110,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-112,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-114,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-116,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-118,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-120,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-122,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-124,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-126,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-128,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-130,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-132,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-134,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-136,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-138,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-140,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-142,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-144,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-146,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-148,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-150,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-152,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-154,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-156,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-158,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-160,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-162,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-164,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-166,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-168,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-170,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-172,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-174,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-176,2)\n\t   BFS1 A 0 A_CustomMissile(\"FakeLoreShot\",1,0,-178,2)\n\t   BFS1 B 4 Bright A_CustomMissile(\"FakeLoreShot\",1,0,0,2)\n\t   BFS1 B 0 A_Explode(255,76,1)\n  \t   Goto Spawn+4\n \tDeath:\n \t   BFE1 CD 8 bright\n  \t   BFE1 E 8 bright A_Explode(255,176,1)\n \t   BFE1 FG 8 bright\n  \t   stop\n        }\n}\n\nACTOR Puller : LoreShot\n{\n    Speed 60\n    Damage 4\n    Height 2\n    Radius 2\n    SeeSound \"\"\n    DeathSound \"\"\n    RENDERSTYLE NONE\n    States\n    {\n    Spawn:\n       OCLW A 2\n       Loop\n    }\n}\n\nACTOR FakeLoreShot : LoreShot\n{\n    damagetype Disintegrate\n    Speed 20\n    Damage 20\n    Height 2\n    Radius 2\n    SeeSound \"\"\n    DeathSound \"\"\n    RENDERSTYLE None\n    States\n    {\n    Spawn:\n       OCLW A 7\n       Stop\n    }\n}\n\nActor Thrower\n{\n        Projectile\n        +RIPPER\n\t    +BLOODLESSIMPACT\n        Radius 2\n        Height 2\n        Speed 20\n        Damage 20\n        seeSound \"\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tNULL A 70\n\t\t\tGoto Death\n        Death:\n        \tNULL A 1 A_RadiusThrust(68,1000,0)\n        \tStop\n        }\n}"
      },
      {
        "source": "pk3",
        "name": "Data/SPAWNS.txt",
        "contents": "//***********Spawns***********\\\\\n\nACTOR PistolSpawn : RandomSpawner replaces Pistol\n{\n\t\tDropItem \"Glock19\"\n\t\tDropItem \"Deagle\"\n\t\tDropItem \"Magnum\"\n\t\tDropItem \"BurstHandgun\"\n\t\tDropItem \"HandCannon\"\n}\n\nActor ShotgunSpawner : RandomSpawner Replaces Shotgun\n{\n\t\tDropItem \"Glock19\"\n\t\tDropItem \"ShotgunRifle\"\n\t\tDropItem \"M3Shotgun\"\n\t\tDropItem \"BuffaloShotgun\"\n\t\tDropItem \"CombatShotgun\"\n\t\tDropItem \"Deagle\"\n\t\tDropItem \"SurpressedRifle\"\n\t\tDropItem \"CellShotgun\"\n\t\tDropItem \"Magnum\"\n\t\tDropItem \"BurstHandgun\"\n}\n\nActor SuperShotgunSpawner : RandomSpawner Replaces SuperShotgun\n{\n\t\tDropItem \"ShrapnelGun\"\n\t\tDropItem \"FlakCannon\"\n\t\tDropItem \"SawedOffShotgun\"\n\t\tDropItem \"HuntingShotgun\"\n\t\tDropItem \"HeavySuperShotgun\"\n}\n\nActor ChaingunSpawner : RandomSpawner Replaces Chaingun\n{\n\t\tDropItem \"BurstRifle\"\n\t\tDropItem \"MachineGun\"\n\t\tDropItem \"SMG\"\n\t\tDropItem \"HandCannon\"\n\t\tDropItem \"50CalChaingun\"\n\t\tDropItem \"DartChaingun\"\n\t\tDropItem \"M4\"\n\t\tDropItem \"HeavyRifle\"\n\t\tDropItem \"G36K\"\n\t\tDropItem \"AssaultRifle\"\n}\n\nActor MinigunSpawner : RandomSpawner Replaces Minigun\n{\n\t\tDropItem \"BurstRifle\"\n\t\tDropItem \"MachineGun\"\n\t\tDropItem \"SMG\"\n\t\tDropItem \"HandCannon\"\n\t\tDropItem \"50CalChaingun\"\n\t\tDropItem \"DartChaingun\"\n\t\tDropItem \"M4\"\n\t\tDropItem \"HeavyRifle\"\n\t\tDropItem \"G36K\"\n\t\tDropItem \"AssaultRifle\"\n}\n\nActor PlasmaRifleSpawner : RandomSpawner Replaces PlasmaRifle\n{\n\t\tDropItem \"CryoGun\"\n\t\tDropItem \"ShieldGenerator\"\n\t\tDropItem \"PlasmaSMGs\"\n\t\tDropItem \"ArmCannon\"\n\t\tDropItem \"ArmCannon2\"\n\t\tDropItem \"PulseRifle\"\n\t\tDropItem \"SniperRifle\"\n\t\tDropItem \"EnergyWeapon\"\n\t\tDropItem \"ShockRifle\"\n\t\tDropItem \"LaserRifle\"\n}\n\nActor RailgunSpawner : RandomSpawner Replaces Railgun\n{\n\t\tDropItem \"CryoGun\"\n\t\tDropItem \"ShieldGenerator\"\n\t\tDropItem \"PlasmaSMGs\"\n\t\tDropItem \"ArmCannon\"\n\t\tDropItem \"PulseRifle\"\n\t\tDropItem \"SniperRifle\"\n\t\tDropItem \"EnergyWeapon\"\n\t\tDropItem \"ShockRifle\"\n\t\tDropItem \"LaserRifle\"\n}\n\nActor RocketLauncherSpawner : RandomSpawner Replaces RocketLauncher\n{\n\t\tDropItem \"CrowdDestroyer\"\n\t\tDropItem \"DrumGrenadeLauncher\"\n}\n\nActor GrenadeLauncherSpawner : RandomSpawner Replaces GrenadeLauncher\n{\n\t\tDropItem \"CrowdDestroyer\"\n\t\tDropItem \"DrumGrenadeLauncher\"\n}\n\nActor ChainsawSpawner : RandomSpawner Replaces Chainsaw\n{\n\t\tDropItem \"Chainsaw\"\n\t\tDropItem \"HookBow\"\n}\n\nActor BFGSpawner : RandomSpawner Replaces BFG9000\n{\n\t\tDropItem \".50CalSniper\"\n\t\tDropItem \"Flamer\"\n\t\tDropItem \"DarkMatterBFG\"\n\t\tDropItem \"Unmaker\"\n}\n\nActor BFG10kSpawner : RandomSpawner Replaces BFG10k\n{\n\t\tDropItem \".50CalSniper\"\n\t\tDropItem \"Flamer\"\n\t\tDropItem \"DarkMatterBFG\"\n\t\tDropItem \"Unmaker\"\n}"
      },
      {
        "source": "pk3",
        "name": "Data/WEAPONS.txt",
        "contents": "//Weapons List\n//*******************************\n//XBuffalo Shotgun \t\t*\n//XLaser-Auto Rifle \t*\n//XBurst-Handgun\t\t*\n//XMagnum \t\t\t\t*\n//XAssualt Rifle\t\t*\n//XCell Shotgun\t\t\t*\n//XHandCannon\t\t\t*\n//XM3 Shotgun\t\t\t*\n//XGrenade Launcher\t\t*\n//XKnife\t\t\t\t*\n//X.50 Caliber Chaingun\t*\n//XClaw\t\t\t\t\t*\n//XDeagle\t\t\t\t*\n//XFire Sword\t\t\t*\n//XMK23 Handgun\t\t\t*\n//XM4\t\t\t\t\t*\n//Pulse Rifle\t\t\t*\n//Exit Gun\t\t\t\t*\n//Sniper Rifle\t\t\t*\n//Surpressed Rifle \t\t*\n//Heavy Rifle\t\t\t*\n//FlashLight\t\t\t*\n//Crowd Destroyer\t\t*\n//Energy Weapon\t\t\t*\n//Shock Rifle\t\t\t*\n//SMG\t\t\t\t\t*\n//Combat Shotgun\t\t*\n//Dual SMG\t\t\t\t*\n//G36K Rifle\t\t\t*\n//Hunting Shotgun\t\t*\n//Grenades\t\t\t\t*\n//XShrapnel Gun\t\t\t*\n//XArm Cannon\t\t\t*\n//XCryo Gun\t\t\t\t*\n//Dark Matter Gun\t\t*\n//Dart Chaingun\t\t\t*\n//XBurst Rifle\t\t\t*\n//XMachineGun\t\t\t*\n//XGlock19\t\t\t\t*\n//X.50 Caliber Rifle\t*\n//FlameThrower\t\t\t*\n//Grapling Hook\t\t\t*\n//Sawed-Off Shotgun\t\t*\n//Force Hands\t\t\t*\n//Arm Cannon V2\t\t\t*\n//Flak Cannon\t\t\t*\n//Shield Generator\t\t*\n//Kunai Knife\t\t\t*\n//Plasma SMGs\t\t\t*\n//Remote RPG\t\t\t*\n//Shotgun Rifle\t\t\t*\n//LeadStorm\t\t\t\t*\n//HeavyDoubleShotgun\t*\n//*******************************\n//Total:54/100\n\n//***********Weapons***********\\\\\n\nACTOR Unmaker : DoomWeapon 3345\n{\n\tWeapon.Selectionorder 2200\n\tWeapon.AmmoUse \"20\"\n\tWeapon.AmmoGive \"200\"\n\tWeapon.AmmoType \"Cell2\"\n\tWeapon.AmmoType2 \"Cell2\"\n\tWeapon.AmmoUse2 \"100\"\n\tWeapon.Kickback 120\n\tAttackSound \"weapons/unmakershot\"\n\tInventory.PickupMessage \"You got the Unmaker! Death to all who oppose you!\"\n\tObituary \"%o got unmade by %k.\"\n\tdecal \"RailScorchLower\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tReady:\n\t\tLASB A 140 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tLASB A 1 A_Lower\n\t\tGoto Deselect+1\n\tSelect:\n\t\tLASB A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tLASB H 15 A_RailAttack(800,0,40,\"none\",\"FF0000\",0,0)\n\t\tLASB G 1 A_Light1\n\t\tLASB F 1\n\t\tLASB E 1\n\t\tLASB D 1\n\t\tLASB C 1\n\t\tLASB B 1\n\t\tLASB A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tLASB H 0 A_RailAttack(0,0,100,\"none\",\"none\",0,0)\n\t\tLASB H 0 A_FireCustomMissile(\"DarkMatterBall\", -10, 0, 0, 1)\n\t\tLASB H 0 A_FireCustomMissile(\"DarkMatterBall\", -5, 0, 0, 1)\n\t\tLASB H 0 A_FireCustomMissile(\"DarkMatterBall\", 0, 0, 0, 1)\n\t\tLASB H 0 A_FireCustomMissile(\"DarkMatterBall\", 5, 0, 0, 1)\n\t\tLASB H 0 A_FireCustomMissile(\"DarkMatterBall\", 10, 0, 0, 1)\n\t\tLASB G 1 A_Light1\n\t\tLASB G 1 A_Light0\n\t\tLASB G 60\n\t\tLASB F 1\n\t\tLASB E 1\n\t\tLASB D 1\n\t\tLASB C 1\n\t\tLASB B 1\n\t\tLASB A 1\n\t\tGoto Ready\n\tSpawn:\n\t\tLSBG A -1\n\t\tStop\n\t}\n}\n\nACTOR BuffaloShotgun : Weapon 19970\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"Shell2\"\n     Weapon.AmmoGive 20\n     Weapon.AmmoUse 2\n     Inventory.Pickupmessage \"You Got a Buffalo Shotgun...that fires slugs!\"\n     Obituary \"%k thought he shot an animal, but it was just %o.\"\n     AttackSound \"Weapons/Slug\"\n     Weapon.Kickback 50\n     Weapon.SelectionOrder 1500\n     States\n     {\n     Spawn:\n        SLGN A -1\n        LOOP\n     Ready:\n        SLHD A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      \tSLHD A 0 A_Lower\n        SLHD A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tSLHD A 0 A_Raise\n        SLHD A 1 A_Raise\n        LOOP\n     Fire:\n        SLHD A 1 A_JumpIfNoAmmo(1)\n        SLHD M 2 A_FireBullets(1,1,2,95,\"Debrisspawner\",1)\n        SLHD M 0 A_CHECKRELOAD\n        SLHD L 4\n        SLHD B 4\n        SLHD C 2\n        SLHD D 2 A_PLAYWEAPONSOUND(\"Reloading/Slugopen\")\n        SLHD E 5\n        SLHD F 2 A_FireCustomMissile(\"SlugCasing\",45+Random(0,8),0,0,1)\n        SLHD F 0 A_FireCustomMissile(\"SlugCasing\",45+Random(0,8),0,0,1)\n        SLHD G 2\n        SLHD H 2 A_PLAYWEAPONSOUND(\"Reloading/Slugready\")\n        SLHD K 2\n        SLHD N 2\n        SLHD C 2 A_PLAYWEAPONSOUND(\"Reloading/Slugclose\")\n        SLHD A 2\n        Goto Ready\n     Flash:\n        SLHD I 0\n        stop\n     }\n  }\n\nACTOR LaserRifle : Weapon 19971\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.Pickupsound \"Weapons/Pikup\"\n     Weapon.AmmoType \"Cell2\"\n     Weapon.AmmoGive 50\n     Weapon.AmmoUse 1\n     Inventory.PickupMessage \"You got the Laser-AutoRifle!\"\n     Obituary \"%o was railed through by %k's Laser Rifle.\"\n     AttackSound \"weapons/railgf\"\n     Weapon.SelectionOrder 1600\n     States\n     {\n     Spawn:\n        LASE A -1\n        LOOP\n     Ready:\n        LASR A 1 A_WeaponReady\n        LOOP\n     Deselect:\n      \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tLASR A 0 A_Lower\n        LASR A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tLASR A 0 A_Raise\n        LASR A 1 A_Raise\n        LOOP\n     Fire:\n        LASR A 1 A_JumpIfNoAmmo(1)\n        LASR A 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n        LASR B 10 A_RAILATTACK(40,5,10,\"NONE\",\"00A0D0\")\n        LASR B 10 A_REFIRE\n        Goto Ready\n     HOLD:\n     \tLASR B 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n     \tLASR B 10 A_RAILATTACK(40,5,10,\"NONE\",\"00A0D0\")\n     \tLASR B 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n        LASR B 9 A_RAILATTACK(40,5,10,\"NONE\",\"00A0D0\")\n        LASR B 1 A_REFIRE\n        Goto Ready\n     }\n}\n\nACTOR BurstHandgun : Weapon 19972\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"Clip2\"\n     Weapon.AmmoGive 50\n     Weapon.AmmoUse 4\n     Inventory.Pickupmessage \"You Found A Burst-Handgun!\"\n     Obituary \"%o thought %g would only be hit once by %k's Burst Handgun.\"\n     AttackSound \"Weapons/Burst\"\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 1750\n     States\n     {\n     Spawn:\n        BTHG A -1\n        LOOP\n     Ready:\n        BRST A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tBRST A 0 A_Lower\n        BRST A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tBRST A 0 A_Raise\n        BRST A 1 A_Raise\n        LOOP\n     Fire:\n        BRST A 1 A_JumpIfNoAmmo(1)\n        BTST A 1 A_FIREBULLETS(10,10,4,10,\"Debrisspawner\",1)\n        BTST B 1 A_PLAYWEAPONSOUND(\"Weapons/Burst\")\n        BTST C 1 A_PLAYWEAPONSOUND(\"Weapons/Burst\")\n        BTST D 1 A_PLAYWEAPONSOUND(\"Weapons/Burst\")\n        BRST A 2 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 1 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 2 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 1 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        BRST A 4\n        BRST A 1 A_REFIRE\n        Goto Ready\n     Flash:\n        SLHD I 0\n        stop\n     }\n  }\n\nACTOR Magnum : Weapon 19973\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"Clip2\"\n     Weapon.AmmoGive 5\n     Weapon.AmmoUse 1\n     Inventory.Pickupmessage \"You Got The Magnum!\"\n     Obituary \"%o struggled to face %k's Magnum.\"\n     AttackSound \"Weapons/Magnum\"\n     Weapon.Kickback 100\n     Weapon.SelectionOrder 1100\n     States\n     {\n     Spawn:\n        MGNM A -1\n        LOOP\n     Ready:\n      DRWL ABCDEFGHIM 1\n      LIDL A 1 A_WeaponReady\n      Goto Ready+10\n   Select:\n      DRWL A 0 A_Raise\n      DRWL A 1 A_Raise\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      LIDL A 0 A_Lower\n      LIDL A 1 A_Lower\n      Goto Deselect+1\n   Fire:\n      LFIR A 4\n      LFIR B 2 A_FireBullets(2, 2, 1, 300, \"Debrisspawner\", 1)\n      LFIR CDEFGHIJKLM 1\n      Goto Ready+10\n     Flash:\n        NULL A 0\n        stop\n     }\n  }\n\nACTOR AssaultRifle : Weapon 19974\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"Clip2\"\n     Weapon.AmmoType2 \"RocketAmmo2\"\n     Weapon.AmmoGive 30\n     Weapon.AmmoGive2 2\n     Weapon.AmmoUse 1\n     Weapon.AmmoUse2 1\n     Inventory.Pickupmessage \"You Got The Assault Rifle!\"\n     Obituary \"%o died from %k's assault Rifle.\"\n     AttackSound \"Weapons/AssaultRifle\"\n     Weapon.Kickback 35\n     Weapon.SelectionOrder 1150\n     States\n     {\n     Spawn:\n        ARFL A -1\n        LOOP\n     Ready:\n        ASRF A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tASRF A 0 A_Lower\n        ASRF A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tASRF A 0 A_Raise\n        ASRF A 1 A_Raise\n        LOOP\n     Fire:\n        ASRF A 1 A_JumpIfNoAmmo(1)\n        ASRF A 3 A_GUNFLASH\n        ASRF B 2\n        ASRF C 2 A_REFIRE\n        ASRF D 2\n        Goto Ready\n     Altfire:\n        ASRF A 0 A_Playsound(\"weapons/grenade\")\n        ASRF A 3 A_Firecustommissile(\"DrumGrenade\",0,1)\n        ASRF BCD 2\n        ASRF A 5\n        Goto Ready\n     Flash:\n        ARFR A 1 A_FIREBULLETS(8,8,1,25,\"Debrisspawner\",1)\n        ARFR B 1 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n        stop\n     }\n  }\n\nACTOR CellShotgun : Weapon 19975\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"Cell2\"\n     Weapon.AmmoGive 20\n     Weapon.AmmoUse 1\n     Inventory.Pickupmessage \"You Got The Cell Shotgun!\"\n     \tObituary \"%o got softer because of %k's Cell Shotgun.\"\n     AttackSound \"\"\n     Weapon.Kickback 20\n     Weapon.SelectionOrder 1700\n     States\n     {\n     Spawn:\n        CLWP A -1\n        LOOP\n     Ready:\n        CLSG A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tCLSG A 0 A_Lower\n        CLSG A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tCLSG A 0 A_Raise\n        CLSG A 1 A_Raise\n        LOOP\n     Fire:\n        CLSG A 0 A_FireCustomMissile(\"CellShot\",0,1,0,2)\n        CLSG A 0 A_FireCustomMissile(\"CellShot\",-5,0,0,2)\n        CLSG A 7 A_FireCustomMissile(\"CellShot\",5,0,0,2)\n        CLSG BC 5\n        CLSG D 4 A_PLAYWEAPONSOUND(\"Reloading/Shotgunpump\")\n        CLSG CB 5\n        CLSG A 3\n        CLSG A 7 A_REFIRE\n        Goto Ready\n     }\n  }\n\nACTOR Handcannon : Weapon 19976\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"Clip2\"\n     Weapon.AmmoType2 \"Clip2\"\n     Weapon.AmmoGive 30\n     Weapon.AmmoUse 1\n     Weapon.AmmoUse2 4\n     Inventory.Pickupmessage \"You Got the Handcannon!\"\n     Obituary \"%o felt the strength of %k's HandCannon.\"\n     AttackSound \"Weapons/Handcannon\"\n     Weapon.Kickback 20\n     Weapon.SelectionOrder 1000\n     States\n     {\n     Spawn:\n        HDCN A -1\n        LOOP\n     Ready:\n        HCAN A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tHCAN A 0 A_Lower\n        HCAN A 1 A_Lower\n        Goto Deselect+1\n     Select:\n        HCAN A 0 A_Raise\n        HCAN A 1 A_Raise\n        LOOP\n     Fire:\n        HCAN A 1 A_JumpIfNoAmmo(1)\n        HCAN A 0 A_FireBullets(10,10,1,15,\"Debrisspawner\",1)\n        HCAN B 1 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        HCAN CD 1\n        HCAN A 1\n        Goto Ready\n     AltFire:\n        HCAN A 1 A_JumpIfNoAmmo(1)\n        HCAN A 0 A_FireBullets(10,10,4,15,\"Debrisspawner\",1)\n        HCAN B 1 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,4)\n        HCAN CD 1\n        HCAN A 1\n        Goto Ready\n     Flash:\n        SLHD I 0\n        stop\n     }\n  }\n\nACTOR CheapAlert\n{\n   Health 1000\n   Radius 1\n   Height 1\n   Speed  0\n   Damage 0\n   Mass   1\n   PROJECTILE\n   +NOCLIP\n   States\n   {\n   Spawn:\n      NULL A 0\n      NULL A 1 A_AlertMonsters\n      Stop\n   }\n}\n\nACTOR M3Shotgun : Weapon 19979\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got an M3 Shotgun!\"\n   Obituary \"%o was pelted by %k's M3.\"\n   Weapon.AmmoType \"Shell2\"\n   Weapon.AmmoType2 \"Shell2\"\n   Weapon.AmmoGive 12\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 2\n   AttackSound \"weapons/M3Fire\"\n   Weapon.Kickback 80\n   Weapon.SelectionOrder 1400\n   States\n   {\n   Spawn:\n      SPRD A -1\n      Loop\n   Ready:\n      13IA A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      13IA A 0 A_Lower\n      13IA A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      13IA A 0 A_Raise\n      13IA A 1 A_Raise\n      Loop\n   Fire:\n      13FA A 1 A_FireBullets(8,8,12,10,\"Debrisspawner\",1)\n      13FA BCDEFGHIJKLMNOPQRSTU 1\n      13FA V 1 A_FireCustomMissile(\"ShellCasing\",45+random(-8,8),0,0,1)\n      13FA WXYZ 1\n      13FB ABCDEFGHIJK 1\n      13FA A 1 A_REFIRE\n      Goto Ready\n   AltFire:\n      13FA A 1 A_FireBullets(11,11,24,10,\"Debrisspawner\",1)\n      13FA BCDEFGHIJKLMNOPQRSTU 1\n      13FA V 1 A_FireCustomMissile(\"ShellCasing\",45+random(-8,8),0,0,1)\n      13FA V 0 A_FireCustomMissile(\"ShellCasing\",45+random(-8,8),0,0,1)\n      13FA WXYZ 1\n      13FB ABCDEFGHIJK 1\n      13FA A 1 A_REFIRE\n      Goto Ready\n   }\n}\n\nACTOR DrumGrenadeLauncher : Weapon 19980\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got a grenade launcher!\"\n   Obituary \"%o did not find a hiding place from %k's Grenade Launcher.\"\n   Weapon.AmmoType \"RocketAmmo2\"\n   Weapon.AmmoType2 \"RocketAmmo2\"\n   Weapon.AmmoGive 5\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.kickback 100\n   +EXPLOSIVE\n   AttackSound \"Weapons/Grenade\"\n   Weapon.Kickback 45\n   Weapon.SelectionOrder 2000\n   States\n   {\n   Spawn:\n      GREN A -1\n      Loop\n   Ready:\n      GRLN A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      GRLN A 0 A_Lower\n      GRLN A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      GRLN A 0 A_Raise\n      GRLN A 1 A_Raise\n      Loop\n   Fire:\n      GLFR A 0 A_PlayWeaponSound(\"Weapons/Grenade\")\n      GLFR A 1 A_FireCustomMissile(\"DrumGrenade\",0,1)\n      GLFR BC 4\n      GRLN A 1\n      Goto Ready\n   AltFire:\n      GLFR A 0 A_PlayWeaponSound(\"Weapons/Grenade\")\n      GLFR A 1 A_FireCustomMissile(\"GasGrenade\",0,1)\n      GLFR BC 4\n      GRLN A 20\n      Goto Ready\n   }\n}\n\nACTOR Knife : Weapon 19981\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Knife!\"\n   \tObituary \"%o was backstabbed by %k.\"\n   AttackSound \"weapons/Knifeattack\"\n   +NOALERT\n   Weapon.SelectionOrder 5000\n   States\n   {\n   Spawn:\n      BLDE A -1\n      Loop\n   Ready:\n      NIFE A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      NIFE A 0 A_Lower\n      NIFE A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      NIFE A 0 A_Raise\n      NIFE A 1 A_Raise\n      Loop\n   Fire:\n      NIFE BC 3\n      NIFE DE 3 A_CUSTOMPUNCH(12,0,1)\n      NIFE F 3\n      Goto Ready\n   AltFire:\n      NIFE BCD 3\n      NIFE E 3 A_FIRECUSTOMMISSiLE(\"WindSlash\",0,0)\n      NIFE F 3\n      Goto Ready\n   }\n}\n\nACTOR 50CalChaingun : Weapon 19982\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the .50 Caliber Chaingun!\"\n   Obituary \"%o was owned by %k's .50Cal Chaingun.\"\n   AttackSound \"weapons/50CalFire\"\n   Weapon.Ammotype \"Clip2\"\n   Weapon.Ammogive 50\n   Weapon.Ammouse 1\n   Weapon.Kickback 180\n   Weapon.SelectionOrder 800\n   States\n   {\n   Spawn:\n      50CN A -1\n      Loop\n   Ready:\n      50CG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      50CG A 0 A_Lower\n      50CG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      50CG A 0 A_Raise\n      50CG A 1 A_Raise\n      Loop\n   Fire:\n      50CG C 2 A_FIREBULLETS(5,5,1,100,\"Debrisspawner\",1)\n      50CG D 2 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n      50CG D 0 A_REFIRE\n      50CG A 4 A_Playsound(\"weapons/50Reset\")\n      50CG B 4\n      Goto Ready\n   }\n}\n\nACTOR Claw : Weapon 19983\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Claw!\"\n   \tObituary \"%o had too much melee with %k's Claw.\"\n   AttackSound \"weapons/Knifeattack\"\n   +NOALERT\n   Weapon.SelectionOrder 1950\n   States\n   {\n   Spawn:\n      CLAW A -1\n      Loop\n   Ready:\n      CLAW B 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      CLAW B 0 A_Lower\n      CLAW B 1 A_Lower\n      Goto Deselect+1\n   Select:\n      CLAW B 0 A_Raise\n      CLAW B 1 A_Raise\n      Loop\n   Fire:\n      CLAW B 1\n      CLAW C 3\n      CLAW D 3 A_CUSTOMPUNCH(16,0,1)\n      CLAW C 3\n      CLAW B 1\n      Goto Ready\n   AltFire:\n      CLAW B 1\n      CLAW C 3 A_RECOIL(-35)\n      CLAW D 2 A_CUSTOMPUNCH(30,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW D 2 A_CUSTOMPUNCH(10,0,1)\n      CLAW C 3\n      CLAW B 1\n      Goto Ready\n   }\n}\n\nACTOR Deagle : Weapon 19984\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"Clip2\"\n     Weapon.AmmoGive 30\n     Weapon.AmmoUse 1\n     Inventory.Pickupmessage \"You Got the Desert Eagle!\"\n     Obituary \"%o met unsuitable conditions against %k's Deagle.\"\n     AttackSound \"Weapons/Magnum\"\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 2050\n     States\n     {\n     Spawn:\n        DGLE A -1\n        LOOP\n     Ready:\n        MAGM A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n        MAGM A 0 A_Lower\n        MAGM A 1 A_Lower\n        Goto Deselect+1\n     Select:\n        MAGM A 0 A_Raise\n        MAGM A 1 A_Raise\n        LOOP\n     Fire:\n        MAGM A 1 A_JumpIfNoAmmo(1)\n        MGFR A 1 A_FireBullets(10,10,1,20,\"Debrisspawner\",1)\n        MGFR A 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n        MAGM ABCD 1\n        MAGM DBCA 1\n        Goto Ready\n     Flash:\n        SLHD I 0\n        stop\n     }\n  }\n\nActor FireSword : Weapon 19985\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   +StrifeDamage\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Fire Sword!\"\n   AttackSound \"weapons/SwordAttack\"\n   Obituary \"%o was cut apart by %k's FireSword.\"\n   weapon.kickback 105\n   weapon.Yadjust -2.4\n   +NOALERT\n   Weapon.SelectionOrder 65\n   States\n   {\n   Spawn:\n      SWPR A -1\n      Loop\n   Ready:\n      SWRD ABC 4 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SWRD B 0 A_Lower\n      SWRD B 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SWRD B 0 A_Raise\n      SWRD B 1 A_Raise\n      Loop\n   Fire:\n      SWRD A 1\n      SWAT DEF 3\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-45,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-44,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-43,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-42,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-41,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-40,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-39,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-38,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-37,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-36,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-35,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-34,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-33,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-32,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-31,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-30,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-29,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-28,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-27,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-26,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-25,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-24,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-23,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-22,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-21,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-20,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-19,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-18,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-17,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-16,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-15,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-14,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-13,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-12,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-11,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-10,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-9,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-8,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-7,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-6,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-5,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",-4,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",4,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",5,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",6,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",7,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",8,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",9,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",10,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",11,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",12,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",13,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",14,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",15,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",16,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",17,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",18,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",19,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",20,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",21,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",22,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",23,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",24,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",25,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",26,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",27,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",28,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",29,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",30,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",31,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",32,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",33,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",34,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",35,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",36,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",37,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",38,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",39,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",40,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",41,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",42,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",43,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",44,0)\n      SWAT F 0 A_FireCustomMissile(\"FakeSlash\",45,0)\n      SWAT G 3 A_CUSTOMPUNCH(5,0,1)\n      SWAT HI 3\n      Goto Ready\n   AltFire:\n      SWRD A 0\n      SWRD A 1\n      SWAT DEFG 3\n      SWAT G 0\n\t  SWAT G 0 A_FIRECUSTOMMISSILE(\"CheapAlert\",0,0,0,0)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,0,0)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,-15,-3)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,15,3)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,-25,-5)\n      SWAT G 0 A_FIRECUSTOMMISSILE(\"FlameDagger\",0,0,25,5)\n      SWAT HI 3\n      Goto Ready\n   }\n  }\n\nActor FakeSlash\n{\n\t+StrifeDamage\n   \t+FOILINVUL\n        +DONTSPLASH\n\t+BLOODSPLATTER\n        Projectile\n        Radius 1\n        Height 8\n        Speed 25\n        Damage 7\n        seeSound \"Weapons/SwordSwing\"\n        DeathSound \"\"\n        States\n        {\n        Spawn:\n        \tNULL A 1\n        Death:\n        \tNULL A 1\n        \tStop\n        }\n}\n\nActor MK23 : Weapon 19986\n{\n   +NoALERT\n   +AMMO_OPTIONAL\n   \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoType \"Clip2\"\n   Weapon.AmmoType2 \"MK23ClipIn\"\n   Weapon.AmmoGive 12\n   Weapon.AmmoUse 1\n   Inventory.Pickupmessage \"You Got the MK23 Handgun!\"\n   Obituary \"%o got whiplash from %k's MK23.\"\n   AttackSound \"Weapons/MK23\"\n   Weapon.Kickback 10\n   Weapon.SelectionOrder 70\n   States\n   {\n   Spawn:\n      23PT A -1\n      LOOP\n   Ready:\n      MK23 A 1 A_WeaponReady\n      LOOP\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      MK23 A 0 A_Lower\n      MK23 A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      MK23 A 0 A_Raise\n      MK23 A 1 A_Raise\n      LOOP\n   Fire:\n      MK23 A 1 A_JumpIfInventory(\"MK23ClipIn\",1,2)\n      MK23 A 0\n      Goto AltFire\n      MK23 A 2 A_FireBullets(6,7,1,20,\"Debrisspawner\",0)\n      MK23 A 0 A_TakeInventory(\"MK23ClipIn\",1)\n      MK23 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      MK23 AB 2\n      MK23 C 2 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n      Goto Ready\n   AltFire:\n      MK23 A 0 A_JumpIfInventory(\"MK23ClipIn\",12,2)\n      MK23 A 0 A_JumpIfInventory(\"Clip2\",1,2)\n      MK23 A 0\n      Goto Ready\n      MK23 CD 3\n      MK23 E 2 A_PlayWeaponSound(\"Weapons/MK23ClipOut\")\n      MK23 F 9 A_FireCustomMissile(\"ClipCasing\",-15+Random(-10,5),0,0,4)\n      MK23 G 2 A_PlayWeaponSound(\"Weapons/MK23ClipIn\")\n      MK23 H 4\n      MK23 I 2 A_PlayWeaponSound(\"Weapons/MK23Cock\")\n      MK23 J 2\n      MK23 J 0 A_TakeInventory(\"Clip2\",1)\n      MK23 J 0 A_GiveInventory(\"MK23ClipIn\",1)\n      MK23 J 0 A_JumpIfInventory(\"MK23ClipIn\",12,4)\n      MK23 J 0 A_JumpIfInventory(\"Clip2\",1,2)\n      MK23 J 0\n      Goto AltFire+17\n      MK23 J 0\n      Goto AltFire+11\n      MK23 KA 2\n      Goto Ready\n   Flash:\n      SLHD I 0\n      stop\n     }\n  }\n\nACTOR M4 : Weapon 19987\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"Clip2\"\n     Weapon.AmmoType2 \"RocketAmmo2\"\n     Weapon.AmmoGive 30\n     Weapon.AmmoGive2 2\n     Weapon.AmmoUse 1\n     Weapon.AmmoUse2 1\n     Inventory.Pickupmessage \"You Got The M4!\"\n     Obituary \"%o did not find a way to stop %k's M4.\"\n     AttackSound \"Weapons/M4\"\n     Weapon.Kickback 65\n     Weapon.SelectionOrder 100\n     States\n     {\n     Spawn:\n        M4GN A -1\n        LOOP\n     Ready:\n        M4RF A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tM4RF A 0 A_Lower\n        M4RF A 1 A_Lower\n        Goto Deselect+1\n     Select:\n     \tM4RF A 0 A_Raise\n        M4RF A 1 A_Raise\n        LOOP\n     Fire:\n        M4RF A 2\n        M4RF C 2 A_FIREBULLETS(6,6,1,20,\"Debrisspawner\",1)\n        M4RF C 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n        M4RF B 2\n        M4RF B 0 A_REFIRE\n        M4RF A 2\n        Goto Ready\n     Altfire:\n        M4RF A 0 A_Playsound(\"weapons/Grenade\")\n        M4RF A 0 A_GunFlash\n        M4RF A 7 A_Firecustommissile(\"DrumGrenade\",0,1)\n        M4RF D 4\n        M4RF EF 3\n        M4RF G 3 A_PlaySound(\"Reload/Grenade\")\n        M4RF H 3\n        Goto Ready\n     Hold:\n        M4RF C 2 A_FIREBULLETS(6,6,1,20,\"Debrisspawner\",1)\n        M4RF C 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n        M4RF B 2\n        M4RF B 0 A_REFIRE\n        Goto Ready\n     Flash:\n        M203 AB 2\n        Stop\n     }\n  }\n\nACTOR PulseRifle : Weapon 19988\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Weapon.AmmoType \"Cell2\"\n     Weapon.AmmoType2 \"Cell2\"\n     Weapon.AmmoGive 60\n     Weapon.AmmoUse 1\n     Weapon.AmmoUse2 5\n     Inventory.Pickupmessage \"Picked Up A Pulse Rifle!\"\n     Obituary \"%o could not stop %k's fury of his Pulse Rifle.\"\n     AttackSound \"\"\n     Weapon.Kickback 90\n     Weapon.SelectionOrder 90\n     States\n     {\n     Spawn:\n        UBER A 3\n        UBER B 3\n        UBER C 3\n        UBER D 3\n        UBER E 3\n        UBER F 3\n        UBER G 3\n        UBER H 3\n        UBER I 3\n        LOOP\n     Ready:\n        BARR ABCDEFGH 1\n        BARG A 1 A_WeaponReady\n        Goto Ready+8\n     Deselect:\n        BARG A 1\n        BARR A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n        BARR HGFEDCBA 1\n        BARR A 0 A_Lower\n        Goto Deselect+9\n    Select:\n        TNT1 A 0 A_PlayWeaponSound(\"weapons/PulseUp\")\n        TNT1 AAAAAAAAA 0 A_Raise\n        TNT1 A 1 A_Raise\n        Goto Select+1\n     Fire:\n        BARF A 0\n\tBARF A 1 A_FireCustomMissile(\"CellShot\",0,1,8,4)\n\tBARF BCDE 1\n\tBARF F 1 A_Refire\n        Goto Ready+8\n     AltFire:\n     \tBARF A 0 A_PlayWeaponSound(\"Weapons/RailGF\")\n     \tBARF A 1 A_RailAttack(45,13,1,\"00 BB BB\",\"FF FF FF\")\n\tBARF BCDE 1\n\tBARF F 1 A_Refire\n        Goto Ready+8\n     }\n  }\n\n/*ACTOR ExitGun : Weapon 19989\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the...Exit Weapon?\"\n     AttackSound \"\"\n     Weapon.ammotype \"Exitportal\"\n     Weapon.ammouse 1\n     Weapon.SelectionOrder 100000\n     States\n     {\n     Spawn:\n        NULL A -1\n        LOOP\n     Ready:\n        EXIT A -1 A_WeaponReady\n        LOOP\n     Deselect:\n        EXIT A 1 A_Lower\n        LOOP\n    Select:\n        EXIT A 1 A_Raise\n        LOOP\n     Fire:\n     \tEXIT A 0 A_TakeInventory(\"Exitportal\",1)\n\tEXIT A 3 EXIT_Normal(0)\n        Goto Ready\n     }\n  }*/\n\nACTOR SniperRifle : Weapon 19990\n  {\n     +NOALERT\n\t +WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a Sniper Rifle! They'll never know what hit 'em.\"\n     Obituary \"%o lost a sniper fight with %k.\"\n     AttackSound \"Weapons/Sniper\"\n     Weapon.ammotype \"Clip2\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 10\n     Weapon.Kickback 120\n     Weapon.SelectionOrder 400\n     States\n     {\n     Spawn:\n        SNRL A -1\n        LOOP\n     Ready:\n        SNIP A -1 A_WeaponReady\n        Loop\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSNIP A 0 A_Lower\n        SNIP A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tSNIP A 0 A_Raise\n        SNIP A 1 A_Raise\n        LOOP\n     Fire:\n     \tSNIP A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n\t\tSNIP A 1 A_FireBullets(1,1,1,125,\"Debrisspawner\",1)\n\t\tSNIP BC 3\n\t\tSNIP A 7\n\t\tSNIP A 0\n\t\tSPRL A 5\n\t\tSPRL B 5 A_PlayWeaponSound(\"Weapons/SniperBolt\")\n\t\tSPRL CDE 5\n\t\tSNIP A 9 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n\t\tSNIP A 0\n\t\tSNIP A 0\n        Goto Ready\n     }\n  }\n\nActor ChamberCheck : PuzzleItem\n{\n   - INVBAR\n   Inventory.MaxAmount 1\n   Inventory.Icon NULLA0\n   States\n   {\n   Spawn:\n      NULL A 4\n      Loop\n   }\n}\n\nACTOR SurpressedRifle : Weapon 19991\n  {\n     +NOALERT\n\t +WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a Surpressed Rifle! Stealth is the key...\"\n     Obituary \"%o was too dull witted to find %k, hiding with a Surpressed Rifle.\"\n     AttackSound \"Weapons/Supress\"\n     Weapon.ammotype \"Clip2\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 10\n     Weapon.Kickback 75\n     Weapon.SelectionOrder 500\n     States\n     {\n     Spawn:\n        RLSP A -1\n        LOOP\n     Ready:\n        SPRF A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSPRF A 0 A_Lower\n        SPRF A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tSPRF A 0 A_Raise\n        SPRF A 1 A_Raise\n        LOOP\n     Fire:\n     \tSPRF A 3\n     \tSPRF B 6 Bright A_FireBullets(5,5,1,35,\"Debrisspawner\",1)\n        SPRF B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tSPRF C 7 A_PlayWeaponSound(\"Weapons/SupressReset\")\n     \tGoto Ready\n     }\n  }\n\nACTOR HeavyRifle : Weapon 19992\n  {\n   +NOALERT\n   +Ammo_Optional\n     +WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"Picked Up a Heavy Rifle!\"\n   \tObituary \"%o could not handle the large 7.28MM rounds from %k's HeavyRifle.\"\n   Weapon.AmmoType \"Clip2\"\n   Weapon.AmmoType2 \"HRClipIn\"\n   Weapon.AmmoGive 30\n   Weapon.AmmoUse 1\n   Weapon.Kickback 30\n   AttackSound \"weapons/HR\"\n   Weapon.SelectionOrder 300\n   States\n   {\n   Spawn:\n      HVRL A -1\n      Loop\n   Ready:\n      HVRR A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      HVRR A 0 A_Lower\n      HVRR A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      HVRR A 0 A_Raise\n      HVRR A 1 A_Raise\n      Loop\n   Fire:\n      HVRR A 0 A_JumpIfInventory(\"HRClipIn\",1,2)\n      HVRR A 2\n      Goto AltFire\n      HVRF A 2 Bright A_FireBullets(7,7,1,45,\"Debrisspawner\",0)\n      HVRF A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      HVRF A 0 A_TakeInventory(\"HRClipIn\",1)\n      HVRF B 3 Bright A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n      HVRF C 3 Bright A_ReFire\n      Goto Ready\n   AltFire:\n      HVRR A 0 A_JumpIfInventory(\"HRClipIn\",30,2)\n      HVRR A 0 A_JumpIfInventory(\"Clip2\",1,2)\n      HVRR A 0\n      Goto Ready\n      HVRG JIGF 5\n      HVRG E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      HVRG D 5\n      HVRG C 10 A_FireCustomMissile(\"HRClipCasing\",-15+Random(-10,5),0,0,0)\n      HVRG D 5\n      HVRG E 5\n      HVRG F 6 A_PlayWeaponSound(\"Weapons/HRReload\")\n      HVRG F 0\n      HVRG F 0 A_TAKEINVENTORY(\"Clip2\",1)\n      HVRG F 0 A_GiveInventory(\"HRClipIn\",1)\n      HVRG F 0 A_JumpIfInventory(\"HRClipIn\",30,4)\n      HVRG F 0 A_JumpIfInventory(\"Clip2\",1,2)\n      HVRG F 0\n      Goto AltFire+21\n      HVRG F 0\n      Goto AltFire+14\n      HVRG GHIJ 6\n      Goto Ready\n   }\n}\n\nACTOR FlashLight : Weapon 19993\n  {\n   +NOALERT\n   +WIMPY_WEAPON\n     +WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupMessage \"You got the Flash Light!\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.SelectionOrder 9500\n   States\n   {\n   Spawn:\n      FLPK A -1\n      LOOP\n   Ready:\n      FLSH A 1 A_WeaponReady\n      LOOP\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      FLSH A 0 A_Lower\n      FLSH A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      FLSH A 0 A_Raise\n      FLSH A 1 A_Raise\n      LOOP\n   Fire:\n      FLSH ABCB 4\n      FLSH A 3 A_Light2\n      Goto Ready\n   AltFire:\n      FLSH ABCB 4\n      FLSH A 3 A_Light0\n      Goto Ready\n   }\n}\n\nACTOR CrowdDestroyer : Weapon 19994\n{\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupMessage \"Picked Up A Crowd Destroyer!\"\n   \tObituary \"%o stood amongst a crowd, where %k's blew %h up.\"\n   Weapon.AmmoGive 2\n   Weapon.AmmoUse 1\n   Weapon.AmmoType2 \"RocketAmmo2\"\n   Weapon.AmmoUse2 0\n   Weapon.AmmoType \"RocketAmmo2\"\n   Weapon.Kickback 200\n   AttackSound \"weapons/rocklf\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.SelectionOrder 6000\n   States\n   {\n   Spawn:\n      CWDC A -1\n      Loop\n   Ready:\n      CWDW A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      CWDW A 0 A_Lower\n      CWDW A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      CWDW A 0 A_Raise\n      CWDW A 1 A_Raise\n      Loop\n   Fire:\n      CWDW A 2 A_GunFlash\n      CWDW BCDEDCB 2\n      Goto Ready\n   AltFire:\n      CWDW A 0 Thing_SpawnFacing(1337,215,1,1338)\n      CWDW A 0 Thing_Remove(1337)\n      CWDW A 2\n      Goto Ready\n   Flash:\n      CWDF A 2 Bright A_FireCustomMissile(\"RemoteMissile1\",0,1)\n      CWDF BCDE 2 Bright\n      Stop\n   }\n}\n\nACTOR EnergyWeapon : Weapon 19995\n{\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupMessage \"Picked Up An Energy Weapon!\"\n   \tObituary \"%o got vaporized by %k's Energy Weapon.\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.AmmoGive 50\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.AmmoType \"Cell2\"\n   Weapon.AmmoType2 \"Cell2\"\n   Weapon.Kickback 25\n   AttackSound \"weapons/EnergyShot\"\n   Weapon.SelectionOrder 45\n   States\n   {\n   Spawn:\n      ENRW A -1\n      Loop\n   Ready:\n      ENRG A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      ENRG A 0 A_Lower\n      ENRG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      ENRG A 0 A_Raise\n      ENRG A 1 A_Raise\n      Loop\n   Fire:\n      ENRG A 1 A_GunFlash\n      ENRG B 2 A_FireCustomMissile(\"EnergyShot\",0,1,7,3)\n      ENRG C 1\n      ENRG B 1\n      ENRG A 1 A_Refire\n      Goto Ready\n   AltFire:\n      ENRG A 1 A_GunFlash\n      ENRG BCB 2 A_FireCustomMissile(\"EnergyShot\",0,1,7,3)\n      ENRG A 1 A_Refire\n      Goto Ready\n   Flash:\n      ENRF A 1 Bright\n      ENRF B 2 Bright\n      ENRF C 1 Bright\n      Stop\n   }\n}\n\nACTOR ShockRifle : Weapon 19996\n{\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupMessage \"Picked Up The Shock Rifle!\"\n   \tObituary \"%o was put into submission by %k's Shock Rifle.\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.AmmoGive 30\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.AmmoType \"Cell2\"\n   Weapon.AmmoType2 \"Cell2\"\n   Weapon.Kickback 40\n   AttackSound \"\"\n   Weapon.SelectionOrder 40\n   States\n   {\n   Spawn:\n      PHRI A -1\n      Loop\n   Ready:\n      PRFG A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      PRFG A 0 A_Lower\n      PRFG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      PRFG A 0 A_Raise\n      PRFG A 1 A_Raise\n      Loop\n   Fire:\n      PRFG A 1 A_PlayWeaponSound(\"weapons/Shock\")\n      PRFF A 2 A_FireCustomMissile(\"LightningShot\",0,1)\n      PRFF B 2\n      PRFF B 0 A_REFIRE\n      Goto Ready\n   AltFire:\n      PRFG A 0 A_PlayWeaponSound(\"weapons/laserfire\")\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG E 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG F 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG G 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG A 2\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG E 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG F 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG G 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG A 1 A_RailAttack(20,4,1,none,\"FF FF FF\")\n      PRFG FG 2\n      Goto Ready\n   }\n}\n\nACTOR SMG : Weapon 19997\n{\n   +NOALERT\n   +Ammo_Optional\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupMessage \"Picked Up an SMG!\"\n   Obituary \"%o was mowed down by %k's SMG.\"\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoGive 100\n   Weapon.AmmoUse 1\n   Weapon.AmmoType \"Clip2\"\n   Weapon.AmmoType2 \"SMGClipIn\"\n   Weapon.Kickback 25\n   Weapon.SisterWeapon \"SMG2\"\n   AttackSound \"weapons/SMG\"\n   Weapon.SelectionOrder 55\n   States\n   {\n   Spawn:\n      SMGW A -1\n      Loop\n   Ready:\n      SMG1 A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SMG1 A 0 A_Lower\n      SMG1 A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SMG1 A 0 A_Raise\n      SMG1 A 1 A_Raise\n      Loop\n   Fire:\n      SMG1 A 0 A_JumpIfInventory(\"SMGClipIn\",1,2)\n      SMG1 A 2\n      Goto AltFire\n      SMG1 A 1\n      SMG1 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SMG1 B 0 A_TakeInventory(\"SMGClipIn\",1)\n      SMG1 B 0 A_GunFlash\n      SMG1 B 2 Bright A_FireBullets(5,5,1,16,\"Debrisspawner\",0)\n      SMG1 C 2 Bright\n      SMG1 B 0 A_REFIRE\n      SMG1 A 1\n      Goto Ready\n   AltFire:\n      SMG1 A 0 A_JumpIfInventory(\"SMGClipIn\",50,2)\n      SMG1 A 0 A_JumpIfInventory(\"Clip2\",1,2)\n      SMG1 A 0\n      Goto Ready\n      SMG1 F 5\n      SMG1 E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      SMG1 D 12 A_FireCustomMissile(\"SMGClipCasing\",-15+Random(-30,5),0,0,0)\n      SMG1 EF 5\n      SMG1 G 6 A_PlaySound(\"Weapons/SMGReload\")\n      SMG1 G 0 A_TakeInventory(\"Clip2\",1)\n      SMG1 G 0 A_GiveInventory(\"SMGClipIn\",1)\n      SMG1 G 0 A_JumpIfInventory(\"SMGClipIn\",50,4)\n      SMG1 G 0 A_JumpIfInventory(\"Clip2\",1,2)\n      SMG1 G 0\n      Goto AltFire+15\n      SMG1 G 0\n      Goto AltFire+9\n      SMG1 HIJKLMHA 4\n      Goto Ready\n   Flash:\n      SMGF AB 2\n      SMGF B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n      Stop\n   }\n}\n\nACTOR CombatShotgun : Weapon 19998\n{\n   +NOALERT\n   +Ammo_Optional\n   \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupMessage \"Picked Up a Combat Shotgun!\"\n   Obituary \"%o ran straight into %k's Combat Shotgun.\"\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoGive 16\n   Weapon.AmmoUse 1\n   Weapon.AmmoType \"Shell2\"\n   Weapon.AmmoType2 \"12GAClipIn\"\n   Weapon.Kickback 45\n   AttackSound \"weapons/12Gauge\"\n   Weapon.SelectionOrder 35\n   States\n   {\n   Spawn:\n      SPSG A -1\n      Loop\n   Ready:\n      SGWP A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SGWP A 0 A_Lower\n      SGWP A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SGWP A 0 A_Raise\n      SGWP A 1 A_Raise\n      Loop\n   Fire:\n      SGWP A 0 A_JumpIfInventory(\"12GAClipIn\",1,2)\n      SGWP A 2\n      Goto AltFire\n      SGWP A 2 A_GunFlash\n      SGWP EB 4\n      SGWP G 3\n      SGWP H 3 A_FireCustomMissile(\"ShellCasing\",45+Random(0,8),0,0,1)\n      SGWP G 3\n      SGWP BA 3\n      SGWP A 1\n      Goto Ready\n   AltFire:\n      SGWP A 0 A_JumpIfInventory(\"12GAClipIn\",8,2)\n      SGWP A 0 A_JumpIfInventory(\"Shell2\",1,2)\n      SGWP A 0\n      Goto Ready\n      SGRL ABCDEF 3\n      SGRL J 3\n      SGRL G 3\n      SGRL H 4 A_PlaySound(\"Weapons/ShellIn\")\n      SGRL I 0\n      SGRL I 0 A_TakeInventory(\"Shell2\",1)\n      SGRL I 0 A_GiveInventory(\"12GAClipIn\",1)\n      SGRL I 0 A_JumpIfInventory(\"12GAClipIn\",8,5)\n      SGRL I 0 A_JumpIfInventory(\"Shell2\",1,2)\n      SGRL I 4\n      Goto AltFire+20\n      SGRL I 4\n      SGRL I 0 A_WeaponReady\n      Goto AltFire+9\n      SGRL EB 5\n      SGWP C 4\n      SGWP D 4 A_PlayWeaponSound(\"weapons/12GaugePump\")\n      SGWP C 4\n      SGWP FBA 3\n      Goto Ready\n   Flash:\n      SGFR A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SGFR A 0 A_TakeInventory(\"12GAClipIn\",1)\n      SGFR A 1 Bright A_FireBullets(8,8,8,15,\"Debrisspawner\",0)\n      SGFR B 1 Bright\n      Stop\n   }\n}\n\nACTOR SMG2 : Weapon 19999\n{\n   +Ammo_Optional\n   \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupMessage \"Picked Up 2 SMGs!\"\n   Obituary \"%o failed to perform a bullet time to dodge %k's Dual SMGs.\"\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Weapon.AmmoGive 200\n   Weapon.AmmoUse 1\n   Weapon.AmmoType \"Clip2\"\n   Weapon.AmmoType2 \"SMG2ClipIn\"\n   Weapon.Kickback 25\n   AttackSound \"weapons/SMG\"\n   Weapon.SelectionOrder 50\n   States\n   {\n   Spawn:\n      SMGW A -1\n      Loop\n   Ready:\n      SMG2 A 1 A_WeaponReady\n      Goto ready\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SMG2 A 0 A_Lower\n      SMG2 A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SMG2 A 0 A_Raise\n      SMG2 A 1 A_Raise\n      Loop\n   Fire:\n      SMG2 A 0 A_JumpIfInventory(\"SMG2ClipIn\",2,11)\n      SMG2 A 0 A_JumpIfInventory(\"SMG2ClipIn\",1,2)\n      SMG2 A 2\n      Goto AltFire\n      SMG2 A 1\n      SMG2 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SMG2 B 0 A_GunFlash\n      SMG2 B 0 A_TakeInventory(\"SMG2ClipIn\",1)\n      SMG2 B 2 Bright A_FireBullets(5,5,1,18,\"Debrisspawner\",0)\n      SMG2 C 2 Bright\n      SMG2 B 0 A_REFIRE\n      SMG2 A 1\n      Goto Ready\n      SMG2 A 1\n      SMG2 A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      SMG2 B 0 A_TakeInventory(\"SMG2ClipIn\",2)\n      SMG2 B 0 A_GunFlash\n      SMG2 B 2 Bright A_FireBullets(5,5,2,18,\"Debrisspawner\",0)\n      SMG2 C 2 Bright\n      SMG2 B 0 A_REFIRE\n      SMG2 A 1\n      Goto Ready\n   AltFire:\n      SMG2 A 0 A_JumpIfInventory(\"SMG2ClipIn\",100,2)\n      SMG2 A 0 A_JumpIfInventory(\"Clip2\",1,2)\n      SMG2 A 0\n      Goto Ready\n      SMG1 F 5\n      SMG1 E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      SMG1 D 12 A_FireCustomMissile(\"SMGClipCasing\",-15+Random(-30,5),0,0,0)\n      SMG1 EF 5\n      SMG1 G 6 A_PlaySound(\"Weapons/SMGReload\")\n      SMG1 G 0 A_TakeInventory(\"Clip2\",1)\n      SMG1 G 0 A_GiveInventory(\"SMG2ClipIn\",1)\n      SMG1 G 0 A_JumpIfInventory(\"SMG2ClipIn\",50,5)\n      SMG1 G 0 A_JumpIfInventory(\"SMG2ClipIn\",100,17)\n      SMG1 G 0 A_JumpIfInventory(\"Clip2\",1,2)\n      SMG1 G 0\n      Goto AltFire+16\n      SMG1 G 0\n      Goto AltFire+9\n      SMG1 HIJKLMH 4\n      SMG2 F 5\n      SMG2 E 5 A_PlayWeaponSound(\"Weapons/HRClipOut\")\n      SMG2 D 12 A_FireCustomMissile(\"SMGClipCasing\",-15+Random(-30,5),0,0,0)\n      SMG2 EF 5\n      SMG2 G 6 A_PlaySound(\"Weapons/SMGReload\")\n      SMG2 G 0 A_TakeInventory(\"Clip2\",1)\n      SMG2 G 0 A_GiveInventory(\"SMG2ClipIn\",1)\n      SMG2 G 0 A_JumpIfInventory(\"SMG2ClipIn\",100,4)\n      SMG2 G 0 A_JumpIfInventory(\"Clip2\",1,2)\n      SMG2 G 0\n      Goto AltFire+34\n      SMG2 G 0\n      Goto AltFire+29\n      SMG2 HIJKLMNOP 4\n      Goto Ready\n      SMG1 HIJKLM 4\n      SMG2 NOP 4\n      Goto Ready\n   Flash:\n      SM2F AB 2\n      SM2F B 0 A_FireCustomMissile(\"BulletCasing\",-50+Random(-20,20),0,0,1)\n      SM2F B 0 A_FireCustomMissile(\"BulletCasing\",50+Random(-20,20),0,0,1)\n      Stop\n   }\n}\n\nACTOR G36K : Weapon 20000\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a G36K Rifle\"\n     Obituary \"%o was K.I.A. by %k's G36K.\"\n     AttackSound \"Weapons/G36K\"\n     Weapon.ammotype \"Clip2\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 40\n     Weapon.Kickback 10\n     Weapon.SelectionOrder 20\n     States\n     {\n     Spawn:\n        G36K A -1\n        LOOP\n     Ready:\n        G36G A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tG36G A 0 A_Lower\n        G36G A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tG36G A 0 A_Raise\n        G36G A 1 A_Raise\n        LOOP\n     Fire:\n     \tG36F A 1 Bright A_FireBullets(4,4,1,10,\"Debrisspawner\",1)\n        G36G B 1 Bright A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n        G36G B 0\n     \tG36G E 1\n        G36G C 1\n        G36G A 1 A_Refire\n     \tGoto Ready\n     }\n  }\n\nACTOR HuntingShotgun : Weapon 20001\n  {\n     +NOALERT\n     +Ammo_Optional\n\t +WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up a Hunting Shotgun\"\n     Obituary \"%o was hunted down with %k's Hunting Shotgun.\"\n     AttackSound \"Weapons/Hunt\"\n     Weapon.ammotype \"Shell2\"\n     Weapon.ammotype2 \"HShotgunClipIn\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 20\n     Weapon.Kickback 13\n     Weapon.SelectionOrder 20\n     States\n     {\n     Spawn:\n        HSGW A -1\n        LOOP\n     Ready:\n        HTSG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tHTSG A 0 A_Lower\n        HTSG A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tHTSG A 0 A_Raise\n        HTSG A 1 A_Raise\n        LOOP\n     Fire:\n        HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",1,2)\n        HTSG A 0\n        Goto AltFire\n        HTSG A 0\n     \tHTSG B 3 Bright A_FireBullets(8,3,14,12,\"Debrisspawner\",0)\n        HTSG B 0 A_TakeInventory(\"HShotgunClipIn\",1)\n        HTSG B 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n        HTSG C 3 Bright\n        HTSG DE 2\n        HTSG FG 5\n        HTSG H 0 A_PlayWeaponSound(\"Reloading/Shotgunpump2\")\n     \tHTSG H 4 A_FireCustomMissile(\"ShellCasing\",45+Random(0,8),0,0,1)\n\tHTSG GFA 4\n     \tGoto Ready\n     AltFire:\n        HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",6,2)\n        HTSG A 0 A_JumpIfInventory(\"Shell2\",1,2)\n        HTSG A 0\n        Goto Ready\n        HTSG F 8\n        HTSG I 6\n        HTSG J 4 A_PlayWeaponSound(\"ShellSlide\")\n        HTSG J 0 A_TakeInventory(\"Shell2\",1)\n        HTSG J 0 A_GiveInventory(\"HShotgunClipIn\",1)\n        HTSG J 0 A_JumpIfInventory(\"HShotgunClipIn\",6,4)\n        HTSG J 0 A_JumpIfInventory(\"Shell2\",1,2)\n        HTSG J 0\n        Goto AltFire+12\n        HTSG J 0 A_WeaponReady\n        Goto AltFire+3\n        HTSG G 5\n        HTSG H 4 A_PlayWeaponSound(\"Reloading/Shotgunpump2\")\n        HTSG GFA 4\n        Goto Ready\n     }\n  }\n\nACTOR Grenades : Weapon 20002\n  {\n     +NOALERT\n\t +WEAPON.NOAUTOAIM\n\t +INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up some Hand Grenades\"\n     Obituary \"%o was fragged from %k's Frag Grenade.\"\n     AttackSound \"\"\n     Weapon.ammotype \"RocketAmmo2\"\n     Weapon.ammotype2 \"RocketAmmo2\"\n     Weapon.ammouse 1\n     Weapon.ammouse2 1\n     Weapon.AmmoGive 3\n     Weapon.Kickback 30\n     Weapon.SelectionOrder 88\n     States\n     {\n     Spawn:\n        GRNA A -1\n        LOOP\n     Ready:\n        FRAG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tFRAG A 0 A_Lower\n        FRAG A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tFRAG A 0 A_Raise\n        FRAG A 1 A_Raise\n        LOOP\n     Fire:\n\tFRAG AH 3\n\tFRAG B 3 A_PlayWeaponSound(\"PullPin\")\n\tFRAG C 3 A_FireCustomMissile(\"FragRing1\",0,0,0)\n\tFRAG C 0 A_FireCustomMissile(\"FragRing2\",65+Random(-10,10),0,0)\n\tFRAG I 3 A_Refire\n\tFRAG D 3 A_PlayWeaponSound(\"Weapons/Wind\")\n\tFRAG E 3 A_FireCustomMissile(\"FragGrenade\",0,1,6)\n\tFRAG F 3\n\tFRAG G 3\n\tFRAG A 10\n\tGoto Ready\n     Hold:\n        NULL A 2\n        NULL A 0 A_Refire\n        Goto Fire+6\n     }\n  }\n\nACTOR ShrapnelGun : Weapon 20003\n  {\n     +NOALERT\n     +Ammo_Optional\n\t +WEAPON.NOAUTOAIM\n\t +INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Shrapnel Shotgun!\"\n     Obituary \"%o ate %k's Shrapnel bits.\"\n     AttackSound \"Weapons/ShrapnelGun\"\n     Weapon.ammotype \"Shell2\"\n     Weapon.ammotype2 \"SGunClipIn\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 10\n     Weapon.Kickback 25\n     Weapon.SelectionOrder 57\n     States\n     {\n     Spawn:\n        SRSG A -1\n        LOOP\n     Ready:\n        ASGG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tASGG A 0 A_Lower\n        ASGG A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tASGG A 0 A_Raise\n        ASGG A 1 A_Raise\n        LOOP\n     Fire:\n\tASGG A 0 A_JumpIfInventory(\"SGunClipIn\",1,2)\n\tASGG A 0\n\tGoto AltFire\n\tASGF A 0 A_TakeInventory(\"SGunClipIn\",1)\n\tASGF A 0 A_PlayWeaponSound(\"Weapons/ShrapnelGun\")\n\tASGF A 2 Bright A_FireCustomMissile(\"Shrapnel2\",-10+Random(-3,3),0,-1,3)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",-8+Random(-3,3),0,7,13)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",-7+Random(-3,3),0,7,5)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",7+Random(-3,3),0,7,7)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",8+Random(-3,3),0,7,12)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",10+Random(-3,3),0,7,15)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",5+Random(-3,3),0,7,11)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",0,0,7,9)\n\tASGF A 0 A_FireCustomMissile(\"Shrapnel2\",-5+Random(-3,3),0,7,-4)\n\tASGF B 2 Bright A_FireCustomMissile(\"CheapAlert\",0,0,0)\n\tASGG BC 3\n\tASGG D 3 A_FireCustomMissile(\"ShrapnelCasing\",45+Random(0,8),0,0,1)\n\tASGG EFA 3\n\tGoto Ready\n     AltFire:\n\tASGG A 0 A_JumpIfInventory(\"SGunClipIn\",10,2)\n        ASGG A 0 A_JumpIfInventory(\"Shell2\",1,2)\n        ASGG A 0\n        Goto Ready\n        ASGR ABCD 3\n        ASGR EFGHI 2\n        ASGR J 2 A_PlayWeaponSound(\"Weapons/SGunReload\")\n        ASGR J 0 A_TakeInventory(\"Shell2\",1)\n        ASGR J 0 A_GiveInventory(\"SGunClipIn\",1)\n        ASGR KLMNO 2 A_WeaponReady\n        ASGR J 0 A_JumpIfInventory(\"SGunClipIn\",10,4)\n        ASGR J 0 A_JumpIfInventory(\"Shell2\",1,2)\n        ASGR J 0\n        Goto AltFire+24\n        ASGR O 0 A_WeaponReady\n        Goto AltFire+7\n        ASGR DCBA 3\n        Goto Ready\n     }\n  }\n\nACTOR ArmCannon : Weapon 20004\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Arm Cannon!\"\n     Obituary \"%o met %k, the next Samus.\"\n     AttackSound \"Weapons/ShrapnelGun\"\n     Weapon.ammotype \"Cell2\"\n     Weapon.ammotype2 \"Cell2\"\n     Weapon.ammouse 1\n     Weapon.Ammouse2 10\n     Weapon.AmmoGive 15\n     Weapon.Kickback 30\n\t Weapon.SisterWeapon \"ArmCannon2\"\n     Weapon.SelectionOrder 44\n     States\n     {\n     Spawn:\n        ARMC A -1\n        LOOP\n     Ready:\n        SABS A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSABS A 0 A_Lower\n        SABS A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tSABS A 0 A_Raise\n        SABS A 1 A_Raise\n        LOOP\n     Fire:\n\t\tSABS B 1 Bright A_FireCustomMissile(\"ArmShot\",0,1,3)\n\t\tSABS CDEF 1 Bright\n\t\tSABS A 1 A_Refire\n\t\tGoto Ready\n     AltFire:\n\t\tSABS A 1\n\t\tSABS B 1 Bright A_FireCustomMissile(\"LavaShot\",0,1,3)\n\t\tSABS CDEF 1 Bright\n\t\tSABS A 10\n\t\tSABS A 1 A_Refire\n        Goto Ready\n     }\n  }\n\nACTOR CryoGun : Weapon 20005\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"weapons/pickup\"\n   Inventory.PickupMessage \"You got the Cryo Gun!\"\n   Obituary \"%o was frozen by %k's Cryo Gun.\"\n   Weapon.AmmoType \"Cell2\"\n   Weapon.AmmoType2 \"Cell2\"\n   Weapon.AmmoGive 6\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   States\n   {\n   Spawn:\n      CRST A -1\n      Loop\n   Ready:\n      CRYG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      CRYG A 0 A_Lower\n      CRYG A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      CRYG A 0 A_Raise\n      CRYG A 1 A_Raise\n      Loop\n   Fire:\n      CRYG A 1\n      CRYG B 2\n      CRYG C 0 A_PlayWeaponSound(\"weapons/crlaunch\")\n      CRYG C 7 A_FireCustomMissile(\"CrystalShot2\",0,1,8,6)\n      CRYG D 2\n      CRYG A 4\n      CRYG A 1 A_ReFire\n      Goto Ready\n   AltFire:\n      CRYG A 1\n      CRYG B 2\n      CRYG C 0 A_PlayWeaponSound(\"weapons/crlaunch\")\n      CRYG C 7 A_FireCustomMissile(\"CrystalShot\",0,1,8,6)\n      CRYG D 2\n      CRYG A 4\n      CRYG A 1 A_ReFire\n      Goto Ready\n   }\n}\n\nACTOR Glock19 : Weapon 20006\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Glock 19\"\n     Obituary \"%o was killed during cops'n'robbers by %k's Glock19.\"\n     AttackSound \"Weapons/Glock19\"\n     Weapon.ammotype \"Clip2\"\n     Weapon.ammotype2 \"Clip2\"\n     Weapon.ammouse 1\n     Weapon.ammouse2 1\n     Weapon.AmmoGive 12\n     Weapon.Kickback 75\n     Weapon.SelectionOrder 230\n     States\n     {\n     Spawn:\n        G19W A -1\n        LOOP\n     Ready:\n        GK19 A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tGK19 A 0 A_Lower\n        GK19 A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tGK19 A 0 A_Raise\n        GK19 A 1 A_Raise\n        LOOP\n     Fire:\n     \tGK19 A 2\n     \tGK19 B 2 Bright A_FireBullets(5,5,1,12,\"Debrisspawner\",1)\n        GK19 B 0 A_FireCustomMissile(\"BulletCasing\",50+Random(-20,20),0,0,1)\n     \tGK19 C 2\n        GK19 A 2\n     \tGoto Ready\n     AltFire:\n     \tGK19 A 4\n     \tGK19 B 3 Bright A_RailAttack(35,8,1,None,\"00 FF FF\")\n     \tGK19 B 0 A_Recoil(4)\n        GK19 B 0 A_FireCustomMissile(\"BulletCasing\",50+Random(-20,20),0,0,1)\n     \tGK19 C 3\n        GK19 A 20\n     \tGoto Ready\n     }\n}\n\nACTOR MachineGun : Weapon 20007\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the MachineGun\"\n     Obituary \"%o forgot to jam %k's Machine Gun before the match.\"\n     AttackSound \"Weapons/MachineGun\"\n     Weapon.ammotype \"Clip2\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 20\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 210\n     States\n     {\n     Spawn:\n        MCGW A -1\n        LOOP\n     Ready:\n        MCGN A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tMCGN A 0 A_Lower\n        MCGN A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tMCGN A 0 A_Raise\n        MCGN A 1 A_Raise\n        LOOP\n     Fire:\n     \tMCGN A 1\n     \tMCGN B 1 Bright A_FireBullets(5,5,1,20,\"Debrisspawner\",1)\n        MCGN B 0 A_FireCustomMissile(\"RifleCasing\",50+Random(-20,20),0,0,1)\n     \tMCGN C 1\n        MCGN D 1 A_Refire\n     \tGoto Ready\n     }\n}\n\nACTOR BurstRifle : Weapon 20008\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Burst Rifle\"\n     Obituary \"%o faced the accuracy of %k's Burst Rifle.\"\n     AttackSound \"Weapons/Glock19\"\n     Weapon.ammotype \"Clip2\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 15\n     Weapon.Kickback 8\n     Weapon.SelectionOrder 202\n     States\n     {\n     Spawn:\n        BRRW A -1\n        LOOP\n     Ready:\n        BRFL A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tBRFL A 0 A_Lower\n        BRFL A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tBRFL A 0 A_Raise\n        BRFL A 1 A_Raise\n        LOOP\n     Fire:\n     \tBRFL A 2\n     \tBRFL B 1 Bright A_FireBullets(5,5,1,14,\"Debrisspawner\",1)\n        BRFL B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 1\n     \tBRFL C 0 A_JumpIfInventory(\"Clip2\",1,2)\n        BRFL D 1 A_Refire\n     \tGoto Ready\n     \tBRFL A 1\n     \tBRFL B 1 Bright A_FireBullets(5,5,1,12,\"Debrisspawner\",1)\n        BRFL B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 1\n     \tBRFL C 0 A_JumpIfInventory(\"Clip2\",1,2)\n        BRFL D 1 A_Refire\n     \tGoto Ready\n     \tBRFL A 1\n     \tBRFL B 1 Bright A_FireBullets(5,5,1,12,\"Debrisspawner\",1)\n        BRFL B 0 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n     \tBRFL C 1\n        BRFL D 1 A_Refire\n     \tGoto Ready\n     Hold:\n     \tBRFL A 1\n     \tBRFL A 0 A_Refire\n     \tGoto Ready\n     }\n}\n\nACTOR \".50CalSniper\" : Weapon 20009\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Weapon.SelectionOrder 17\n   Inventory.PickupSound \"weapons/pickup\"\n   Inventory.PickupMessage \"A .50 Caliber Rifle!!! It's so powerful!\"\n   Obituary \"%o did not see %k a mile away with %p .50 Cal Sniper.\"\n   Weapon.Kickback 250\n   Weapon.AmmoType \"Clip2\"\n   Weapon.AmmoGive 5\n   Weapon.AmmoUse 1\n   AttackSound \"weapons/sniperfire\"\n   States\n   {\n   Spawn:\n      XBPC A -1\n      Loop\n   Ready:\n      XBSN A 0 A_JumpIfInventory(\"ScopeEquip\",1,2)\n      XBSN A 1 A_WeaponReady\n      Loop\n      SSCO A 1 A_WeaponReady\n      Loop\n   Deselect:\n      XBSC B 0 A_Lower\n      XBSC B 1 A_Lower\n      Goto Deselect+1\n   Select:\n      XBSC B 0 A_Raise\n      XBSC B 1 A_Raise\n      goto Ready\n   Fire:\n      XBFR A 2 BRIGHT A_FireBullets(2,2,1,600,\"Debrisspawner\",1)\n      XBFR A 0 A_Recoil(10)\n      XBFR B 1\n      XBFR CDE 1\n      XBSN A 8\n      XBSN B 2 A_PlaySound(\"weapons/sniperload\")\n      XBSN CD 2\n      XBSN E 2 A_FireCustomMissile(\"RifleCasing\",-50+Random(-20,20),0,0,1)\n      XBSN FG 2\n      XBSN H 6\n      XBSN GFEDCBA 2\n      Goto Ready\n   }\n}\n\nActor ScopeEquip : PuzzleItem\n{\n   - INVBAR\n   Inventory.MaxAmount 1\n   Inventory.Icon NULLA0\n   States\n   {\n   Spawn:\n      NULL A 4\n      Loop\n   }\n}\n\nACTOR HookBow : Weapon 20010\n{\n\t+NOALERT\n\t+WIMPY_WEAPON\n\t+NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tInventory.PickupSound \"weapons/pickup\"\n\tObituary \"NULL\"\n\tInventory.PickupMessage \"Grapling Gun\"\n\tWeapon.SelectionOrder 9999\n\tStates\n\t{\n\tSpawn:\n\t\tGRPU A -1\n\t\tStop\n\tReady:\n\t\tGRPG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n      \t\tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      \t\tGRPG A 0 A_Lower\n      \t\tGRPG A 1 A_Lower\n      \t\tGoto Deselect+1\n\tSelect:\n\t\tGRPG A 0 A_Raise\n\t\tGRPG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tGRPG B 4 A_FireCustomMissile(GraplingFX, 0, 1, 0, 0)\n\t\tGRPG C 4\n\t\tGRPG DEFG 8\n\t\tGoto Ready\n\t}\n}\n\nACTOR SawedOffShotgun : Weapon 20012\n{\n   +AMMO_OPTIONAL\n   +NOALERT\n   \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupMessage \"You got the Sawed-off Shotgun!\"\n   Obituary \"%o was loaded full of pellets by %k's Sawed-off.\"\n   Inventory.PickupSound \"weapons/pickup\"\n   Weapon.SelectionOrder 4325\n   Weapon.AmmoType \"Shell2\"\n   Weapon.AmmoType2 \"SawedClipIn\"\n   Weapon.AmmoGive 8\n   Weapon.AmmoUse 1\n   Weapon.Kickback 15\n   AttackSound \"weapons/sshotf\"\n   States\n   {\n   Spawn:\n      SGN2 A -1\n      LOOP\n   Ready:\n      SAWD A 1 A_WeaponReady\n      LOOP\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SAWD A 0 A_Lower\n      SAWD A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SAWD A 0 A_Raise\n      SAWD A 1 A_Raise\n      Loop\n   Fire:\n      SAWD A 0 A_JumpIfInventory(\"SawedClipIn\",2,3)\n      SAWD A 0 A_JumpIfInventory(\"SawedClipIn\",1,7)\n      SAWD A 0\n      Goto AltFire\n      SAWF A 1 A_FireBullets(3,5,10,12,\"Debrisspawner\",0)\n      SAWF A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0)\n      SAWF A 0 A_TakeInventory(\"SawedClipIn\",1)\n      SAWF B 1\n      SAWD A 0 A_Refire\n      Goto Ready\n      SAWF C 1 A_FireBullets(3,5,10,12,\"Debrisspawner\",0)\n      SAWF C 0 A_FireCustomMissile(\"CheapAlert\",0,0,0)\n      SAWF C 0 A_TakeInventory(\"SawedClipIn\",1)\n      SAWF D 1\n      SAWD A 0\n      Goto AltFire\n   AltFire:\n      SAWD A 0 A_JumpIfInventory(\"SawedClipIn\",2,2)\n      SAWD A 0 A_JumpIfInventory(\"Shell2\",1,2)\n      SAWD A 0\n      Goto Ready\n      SAWD ABCD 6\n      SAWD D 0 A_JumpIfInventory(\"SawedClipIn\",1,13)\n      SAWD D 0 A_JumpIfInventory(\"Shell2\",2,2)\n      SAWD D 0\n      Goto AltFire+29\n      SAWD L 0 A_PlayWeaponSound(\"weapons/sshoto\")\n      SAWD L 5 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD L 0 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD E 5\n      SAWD F 0 A_TakeInventory(\"Shell2\",2)\n      SAWD F 0 A_GiveInventory(\"SawedClipIn\",2)\n      SAWD F 6 A_PlayWeaponSound(\"ShellSlide\")\n      SAWD K 8\n      SAWD G 5 A_PlayWeaponSound(\"weapons/SawedClose\")\n      SAWD H 5\n      Goto Ready\n      SAWD N 0 A_PlayWeaponSound(\"weapons/sshoto\")\n      SAWD N 5 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD O 5\n      SAWD F 0 A_TakeInventory(\"Shell2\",1)\n      SAWD F 0 A_GiveInventory(\"SawedClipIn\",1)\n      SAWD F 6 A_PlayWeaponSound(\"ShellSlide\")\n      SAWD K 8\n      SAWD G 5 A_PlayWeaponSound(\"weapons/SawedClose\")\n      SAWD H 5\n      Goto Ready\n      SAWD L 0 A_PlayWeaponSound(\"weapons/sshoto\")\n      SAWD L 5 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD L 0 A_FireCustomMissile(\"ShellCasing2\",45+Random(0,8),0,0,1)\n      SAWD E 5\n      SAWD F 0 A_TakeInventory(\"Shell2\",1)\n      SAWD F 0 A_GiveInventory(\"SawedClipIn\",1)\n      SAWD F 6 A_PlayWeaponSound(\"ShellSlide\")\n      SAWD N 8\n      SAWD G 5 A_PlayWeaponSound(\"weapons/SawedClose\")\n      SAWD H 5\n      Goto Ready\n   Hold:\n      SAWD A 1\n      SAWD A 0 A_Refire\n      Goto Ready\n   }\n}\n\nACTOR ForceHands : Weapon 20013\n{\n\t+NOALERT\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tInventory.PickupSound \"weapons/pickup\"\n\tObituary \"%o was crushed by %k's Force Hands.\"\n\tInventory.PickupMessage \"You got the Force Hands ability!\"\n\tWeapon.KickBack 10000000000000000000000000000000000000\n\tStates\n\t{\n\tSpawn:\n\t\tFHWP A -1\n\t\tStop\n\tReady:\n\t\tCONE A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n      \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      \tCONE A 0 A_Lower\n      \tCONE A 1 A_Lower\n      \tGoto Deselect+1\n\tSelect:\n\t\tCONE A 0 A_Raise\n\t\tCONE A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tCONE A 0\n\t\tCONE A 1\n\t\tCONE B 4\n\t\tCONE C 0 A_PlayWeaponSound(\"weapons/forcepull\")\n\t\tCONE C 0 A_Recoil(1)\n\t\tCONE C 4 A_FireCustomMissile(\"Puller\",0,0,0,-1)\n\t\tCONE BA 3\n\t\tGoto Ready\n\tAltFire:\n\t\tCONE A 0\n\t\tCONE A 1\n\t\tCONE B 4\n\t\tCONE C 0 A_PlayWeaponSound(\"weapons/forcepull\")\n\t\tCONE C 4 A_FireCustomMissile(\"Thrower\",0,0,0,0)\n\t\tCONE BA 3\n\t\tGoto Ready\n\t}\n}\n\nACTOR DarkMatterBFG : Weapon 20014\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Dark Matter Gun!!!\"\n\t Obituary \"%o was sucked away by %k's Dark Matter Gun.\"\n     AttackSound \"\"\n     Weapon.ammotype \"Cell2\"\n     Weapon.ammouse 50\n     Weapon.AmmoGive 50\n     Weapon.Kickback 5\n     Weapon.SelectionOrder 10\n     States\n     {\n     Spawn:\n        DMGW A -1\n        LOOP\n     Ready:\n        DMGG A -1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tDMGG A 0 A_Lower\n        DMGG A 1 A_Lower\n        Goto Deselect+1\n     Select:\n    \tDMGG A 0 A_Raise\n        DMGG A 1 A_Raise\n        LOOP\n     Fire:\n     \tDMGG A 5 A_PlayWeaponSound(\"weapons/DMGCharge\")\n     \tDMGG BCDEF 5\n\tDMGF A 0 A_PlayWeaponSound(\"weapons/DMGFire\")\n     \tDMGF A 3 Bright A_FireCustomMissile(\"DarkMatterBall\",0,1,0,1)\n        DMGF B 3 Bright\n     \tDMGG A 105\n     \tGoto Ready\n     }\n}\n\nACTOR ArmCannon2 : Weapon 20015\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.Pickupmessage \"Picked Up the Arm Cannon!\"\n     Obituary \"%o met %k, the next Samus.\"\n     AttackSound \"\"\n     Weapon.ammotype \"Cell2\"\n     Weapon.ammotype2 \"Cell2\"\n     Weapon.ammouse 10\n     Weapon.Ammouse2 10\n     Weapon.AmmoGive 15\n     Weapon.Kickback 30\n     Weapon.SelectionOrder 45\n     States\n     {\n     Spawn:\n        ARMC A -1\n        LOOP\n     Ready:\n        SABS A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tSABS A 0 A_Lower\n        SABS A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tSABS A 0 A_Raise\n        SABS A 1 A_Raise\n        LOOP\n     Fire:\n\tSABS B 1 Bright A_FireCustomMissile(\"Sparkbomb\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 15\n\tSABS A 1 A_Refire\n\tGoto Ready\n     AltFire:\n\tSABS A 1\n\tSABS B 1 Bright A_FireCustomMissile(\"Sparkbomb2\",0,1,3)\n\tSABS CDEF 1 Bright\n\tSABS A 15\n\tSABS A 1 A_Refire\n        Goto Ready\n     }\n  }\n\nACTOR Flamer : Weapon 20016\n  {\n  \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n     Inventory.PickupSound \"Weapons/Pickup\"\n     Inventory.PickupMessage \"Picked Up the Flame Thrower!\"\n     Obituary \"%o was burned by %k.\"\n     AttackSound \"\"\n     Weapon.ammotype \"Cell2\"\n     Weapon.ammouse 1\n     Weapon.AmmoGive 15\n     Weapon.Kickback 30\n     Weapon.SelectionOrder 37\n     States\n     {\n     Spawn:\n        FLMW A -1\n        LOOP\n     Ready:\n        FLMT A 1 A_WeaponReady\n        LOOP\n     Deselect:\n     \tNULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n     \tFLMT A 0 A_Lower\n        FLMT A 1 A_Lower\n        Goto Deselect+1\n    Select:\n    \tFLMT A 0 A_Raise\n        FLMT A 1 A_Raise\n        LOOP\n     Fire:\n\tFLMT A 2\n\tFLMT B 0 A_PlayWeaponSound(\"weapons/fireshot\")\n\tFLMT B 2 A_FireCustomMissile(\"FlameThrowShot\",0,1,3)\n\tFLMT B 0 A_ReFire\n\tFLMT C 2\n\tGoto Ready\n     Hold:\n\tFLMT B 0 A_PlayWeaponSound(\"weapons/fireshot\")\n\tFLMT B 2 A_FireCustomMissile(\"FlameThrowShot\",0,1,3)\n\tFLMT B 0 A_Refire\n\tFLMT C 2\n\tGoto Ready\n     }\n  }\n\nactor FlakCannon : Weapon 20017\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n  Inventory.PickupMessage \"You got the Flak Cannon!\"\n  Inventory.PickupSound \"misc/w_pkup\"\n  Weapon.AmmoGive 12\n  Weapon.AmmoUse 1\n  Weapon.AmmoType \"Shell2\"\n  Obituary \"%o ate a load of %k's flak.\"\n  States\n  {\n  Spawn:\n    FLKW K -1\n    Loop\n  Ready:\n    FLAK A 1 A_WeaponReady\n    loop\n  Deselect:\n    NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n    FLAK A 0 A_Lower\n    FLAK A 1 A_Lower\n    Goto Deselect+1\n  Select:\n    FLAK A 0 A_Raise\n    FLAK A 1 A_Raise\n    Goto Select\n  Fire:\n    FLAK B 0 A_CheckReload\n    FLAK B 3\n    FLAK C 0 A_PlayWeaponSound(\"shrapnel/fire\")\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),1,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,5,4)\n\tFLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,5,4)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,5,4)\n\tFLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,5,4)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,5,4)\n\tFLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,5,4)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,5,4)\n\tFLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,5,4)\n    FLAK C 0 A_FireCustomMissile(\"Flak\",0+Random(-20,20),0,8,0)\n    FLAK C 6\n    FLAK D 3\n    FLAK E 3 A_FireCustomMissile(\"ShrapnelCasing\",45+Random(0,8),0,0,1)\n    FLAK FG 5\n    FLAK H 0 A_PlayWeaponSound(\"shrapnel/reload\")\n    FLAK HIJ 5\n    FLAK A 3\n    FLAK J 0 A_Refire\n    goto Ready\n  }\n}\n\nactor ShieldGenerator : Weapon 20018\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n  Inventory.PickupMessage \"You got the Shield Generator!\"\n  Inventory.PickupSound \"misc/w_pkup\"\n  Weapon.AmmoGive 20\n  Weapon.AmmoUse 10\n  Weapon.AmmoUse2 5\n  Weapon.AmmoType \"Cell2\"\n  Weapon.AmmoType2 \"Cell2\"\n  Obituary \"%o could not break %k's Energy Shield.\"\n  States\n  {\n  Spawn:\n    LAS2 A -1\n    Loop\n  Ready:\n    LSR2 A 1 A_WeaponReady\n    loop\n  Deselect:\n    NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n    LSR2 A 0 A_Lower\n    LSR2 A 1 A_Lower\n    Goto Deselect+1\n  Select:\n    LSR2 A 0 A_Raise\n    LSR2 A 1 A_Raise\n    Goto Select\n  Fire:\n    LSR2 A 1\n    LSR2 B 0 A_PlayWeaponSound(\"ShieldSpawn\")\n    LSR2 B 2 A_FireCustomMissile(\"EnergyShield\",0,1,0,1)\n    LSR2 A 10\n    goto Ready\n  AltFire:\n    LSR2 A 1\n    LSR2 B 0 A_PlayWeaponSound(\"Weapons/Railgf\")\n    LSR2 B 2 A_RAILATTACK(40,6,10,\"00 00 BB\",\"FF FF FF\")\n    LSR2 A 3\n    Goto Ready\n  }\n}\n\nACTOR KunaiKnife : Weapon 20019\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"getknife\"\n   Inventory.PickupMessage \"Picked up a Kunai Knife.\"\n   AttackSound \"weapons/knife5\"\n   Scale 0.65\n   +NOALERT\n   States\n   {\n   Spawn:\n    KNFE A -1\n    Loop\n   Deselect:\n    THRW A 1 A_PlayWeaponSound(\"weapons/pulsedown\")\n    THRW BLK 1\n    TNT1 A 0 A_Lower\n    TNT1 A 1 A_Lower\n    Goto Deselect+4\n   Select:\n    THRW A 0 A_Raise\n    THRW A 1 A_Raise\n    Loop\n   Ready:\n    THRW A 1 A_WeaponReady\n    Goto Ready\n   Fire:\n    THRW A 5\n    THRW B 2 A_Refire\n    THRW C 1 A_Recoil(0.02)\n    THRW D 0 A_PlayWeaponSound(\"weapons/knife1\")\n    THRW E 0 A_FireCustomMissile(\"Knife_Throw\",2,1,4,0)\n    THRW E 0 A_FireCustomMissile(\"Knife_Throw\",4,1,4,0)\n    THRW E 0 A_FireCustomMissile(\"Knife_Throw\",0,1,4,0)\n    THRW E 1\n    THRW FGHIJ 1\n    TNT1 A 5\n    THRW KLA 2\n    Goto Ready\n   AltFire:\n    THRW B 1\n    THRW C 1 A_Recoil(0.02)\n    THRW D 0 A_PlaySound(\"weapons/knife2\")\n    //THRW EEEEEEEE 2 A_SpawnItem(\"FakeBlock\",32)\n    THRW EEEEEEEE 2 A_FireCustomMissile(\"FakeBlock\",0,0,0,0)\n    THRW FGHIJ 1\n    THRW KLA 1\n    Goto Ready\n   Hold:\n    THRW B 2\n    THRW C 1 A_Recoil(0.02)\n    THRW D 0 A_PlaySound(\"weapons/knife2\")\n    THRW E 1 A_CustomPunch(29,0,0,\"KnifePuff\")\n    THRW FGHIJ 1\n    TNT1 A 5\n    THRW KLA 2\n    THRW A 0 A_ReFire\n    Goto Ready\n   }\n}\n\nACTOR PlasmaSMGs : Weapon 20019\n{\n   +NOALERT\n   +AMMO_OPTIONAL\n   \t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Weapon.SelectionOrder 600\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the dual Plasmite SMGs!\"\n   Weapon.AmmoType2 \"PlasmaSMGInClip\"\n   Weapon.AmmoType1 \"Cell2\"\n   Weapon.AmmoGive 100\n   Weapon.AmmoUse 1\n   Weapon.Kickback 100\n   AttackSound \"weapons/plasmasmgfire\"\n   States\n   {\n   Spawn:\n      PSMP A 1\n      Loop\n   Ready:\n      PSMG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      PSMG A 0 A_PlaySound(\"weapons/pulsedown\")\n      PSMG A 0 A_Lower\n      PSMG A 1 A_Lower\n      Goto Deselect+1\n      Loop\n   Select:\n      PSMG A 0 A_Raise\n      PSMG A 1 A_Raise\n      Loop\n   Fire:\n      PSMG A 0 A_JumpIfInventory(\"PlasmaSMGInClip\", 1, 2)\n      PSMG A 1\n      goto AltFire\n      SHSG A 0 A_FireCustomMissile(\"CheapAlert\",0,0,0,0)\n      PSMG A 0 A_TakeInventory(\"PlasmaSMGInClip\",2)\n      PSMF A 1 BRIGHT\n      PSMF A 0 A_Jump (170, 2)\n      PSMF B 1 BRIGHT A_FireBullets(8,4,2,9,\"PSMGPuff\",0)\n      goto Fire+10\n      PSMF A 0 A_Jump (128, 2)\n      PSMF D 1 BRIGHT A_FireBullets(7,4,2,8,\"PSMGPuff\",0)\n      goto Fire+10\n      PSMF F 1 BRIGHT A_FireBullets(6,4,2,7,\"PSMGPuff\",0)\n      PSMF C 0 A_PlaySound(\"weapons/plasmasmgfire\")\n      PSMF C 1 BRIGHT A_Jump (170, 1)\n      goto Fire+14\n      PSMF E 1 BRIGHT A_Jump (128, 1)\n      goto Fire+14\n      PSMF G 1 BRIGHT\n      PSMG A 1\n      PSMG A 1 A_ReFire\n      goto Ready\n   AltFire:\n       PSMG A 0 A_JumpIfInventory(\"PlasmaSMGInClip\",100,2)\n       PSMG A 0 A_JumpIfInventory(\"Cell2\", 1, 2)\n       PSMG A 0\n      goto Ready\n      PSMG A 1 A_PlaySound(\"weapons/plasmasmgrel1\")\n      PSMG BCD 2\n      PSMG E 1 A_FireCustomMissile(\"HRClipCasing\", 3, 0, -3, 3)\n      PSMG E 1 A_FireCustomMissile(\"HRClipCasing\", 3, 0, 3, 3)\n      PSMG FGH 2\n      PSMG I 8\n      PSMG JK 2\n      PSMG L 2 A_PlaySound(\"weapons/plasmasmgrel2\")\n      PSMG L 0 A_TakeInventory(\"Cell2\",1)\n      PSMG L 0 A_GiveInventory(\"PlasmaSMGInClip\",1)\n      PSMG L 0 A_JumpIfInventory(\"PlasmaSMGInClip\",100,4)\n      PSMG L 0 A_JumpIfInventory(\"Cell2\",1,2)\n      PSMG L 0\n      Goto AltFire+22\n      PSMG L 0\n      Goto AltFire+16\n      PSMG MNN 2\n      PSMG OOPQRSTUV 1\n      NULL A 5\n      PSM2 ABCDEFGH 1\n      PSM2 I 1 A_PlaySound(\"weapons/plasmasmgrel2\")\n      PSM2 J 1\n      PSM2 KKLM 2\n      NULL A 0\n      PSM2 N 2 A_PlaySound(\"weapons/plasmasmgrel3\")\n      PSM2 O 2\n      PSM2 PQR 2\n      PSMG A 1\n      goto Ready\n   }\n}\n\nACTOR PSMGPuff\n{\n    Mass 5\n    Scale 0.15\n    Radius 3\n    Height 3\n    +NOBLOCKMAP\n    +NOGRAVITY\n    +PUFFONACTORS\n    SeeSound \"weapons/plasmasmghit\"\n    Renderstyle Add\n    Alpha 0.5\n    States\n    {\n    Spawn:\n      MPLS A 0\n      MPLS A 0 A_PlaySound(\"weapons/plasmasmghit\")\n      MPLS ABCDEFGHIJKLM 1 BRIGHT\n      Stop\n    }\n}\n\nactor DartChaingun : Weapon 20020\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n  Inventory.PickupMessage \"You got the Dart Chaingun!\"\n  Inventory.PickupSound \"misc/w_pkup\"\n  Weapon.AmmoGive 20\n  Weapon.AmmoUse 1\n  Weapon.AmmoType \"Clip2\"\n  Obituary \"%o was pinned by %k's Dart Chaingun.\"\n  States\n  {\n  Spawn:\n    DCHG A -1\n    Loop\n  Ready:\n    D3CG A 1 A_WeaponReady\n    loop\n  Deselect:\n    NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n    D3CG A 0 A_Lower\n    D3CG A 1 A_Lower\n    Goto Deselect+1\n  Select:\n    D3CG A 0 A_Raise\n    D3CG A 1 A_Raise\n    Goto Select\n  Fire:\n    D3CG A 0 A_PlayWeaponSound(\"weapons/d3chngunwndup\")\n    D3CG AB 4\n    D3CG AB 3 A_PlayWeaponSound(\"weapons/d3chngunwnd\")\n    D3CG AB 2 A_PlayWeaponSound(\"weapons/d3chngunwnd\")\n    D3CG A 0 A_ReFire\n    goto Ready\n  Hold:\n    D3CG A 2 A_GunFlash\n    D3CG B 2 A_PlayWeaponSound(\"weapons/d3chngunwnd\")\n    D3CG A 0 A_ReFire\n    D3CG A 0 A_PlayWeaponSound(\"weapons/d3chngunwnddwn\")\n    D3CG AB 2\n    D3CG AB 3\n    D3CG AB 4\n    Goto Ready\n  Flash:\n    D3CF A 0 Bright A_Jump(40,3)\n    D3CF A 1 Bright A_FireCustomMissile(\"DartShot\",0+Random(-8,8),1,2,4+Random(-6,6))\n    D3CF A 0 Bright A_Jump(255,2)\n    D3CF A 1 Bright A_FireCustomMissile(\"DartShotRipper\",0+Random(-8,8),1,2,4+Random(-6,6))\n    D3CF B 1 Bright\n    D3CF C 0 Bright A_Jump(40,3)\n    D3CF C 1 Bright A_FireCustomMissile(\"DartShot\",0+Random(-8,8),1,2,4+Random(-6,6))\n    D3CF C 0 Bright A_Jump(255,2)\n    D3CF C 1 Bright A_FireCustomMissile(\"DartShotRipper\",0+Random(-8,8),1,2,4+Random(-6,6))\n    D3CF D 1 Bright\n    Stop\n  }\n}\n\nACTOR ShotgunRifle : Weapon 20021\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n   Inventory.PickupSound \"Weapons/Pickup\"\n   Inventory.PickupMessage \"You got the Shotgun Rifle!\"\n   Obituary \"%o was turned into swisschesse by %k's Shotgun Rifle.\"\n   Weapon.AmmoType \"Shell2\"\n   Weapon.AmmoType2 \"Shell2\"\n   Weapon.AmmoGive 8\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   AttackSound \"weapons/ShotRifle\"\n   Weapon.Kickback 50\n   Weapon.SelectionOrder 1680\n   States\n   {\n   Spawn:\n      SHTR A -1\n      Loop\n   Ready:\n      SGRF A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NULL A 0 A_PlayWeaponSound(\"weapons/PulseDown\")\n      SGRF A 0 A_Lower\n      SGRF A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      SGRF A 0 A_Raise\n      SGRF A 1 A_Raise\n      Loop\n   Fire:\n      SGRF A 0\n      SGRF B 3 A_FireBullets(11,13,9,14,\"Debrisspawner\",1)\n      SGRF CDE 5\n      SGRF F 4 A_FireCustomMissile(\"ShellCasing2\",-45+random(-8,8),0,0,1)\n      SGRF ED 5\n      Goto Ready\n   AltFire:\n      SGRF A 0\n      SGRF B 3 A_RailAttack(75,9,1,None,\"FF FF FF\")\n      SGRF CDE 5\n      SGRF F 4 A_FireCustomMissile(\"SlugCasing\",-45+random(-8,8),0,0,1)\n      SGRF ED 5\n      Goto Ready\n   }\n}\n\nActor HeavySuperShotgun : DoomWeapon 21357\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n  Weapon.SelectionOrder 500\n  Weapon.AmmoUse 2\n  Weapon.AmmoGive 8\n  Weapon.AmmoType \"Shell2\"\n  Inventory.PickupMessage \"You got the Heavy double shotgun!\"\n  States\n  {\n  Ready:\n    DOUB A 1 A_WeaponReady\n    Loop\n  Deselect:\n    DOUB A 1 A_Lower\n    Loop\n  Select:\n    DOUB A 1 A_Raise\n    Loop\n  Fire:\n    DOUB A 3\n    DOUB C 0 A_PlaySound(\"weapons/HeavyDSGShot\")\n    DOUB C 6 A_FireBullets (11.2, 7.1, 20, 10, \"Debrisspawner\")\n    DOUB B 5\n    DOUB D 1 A_CheckReload\n    DOUB D 4 A_OpenShotgun2\n    DOUB E 4\n\tDOUB F 4 A_FireCustomMissile(\"ShellCasing2\",-45+random(-8,8),0,0,1)\n\tDOUB G 4 A_FireCustomMissile(\"ShellCasing2\",-45+random(-8,8),0,0,1)\n    DOUB H 4 A_LoadShotgun2\n    DOUB IJK 3\n    DOUB K 3 A_PlaySound(\"weapons/sshotc\")\n    DOUB LD 3\n    DOUB A 4 A_ReFire\n    Goto Ready\n  Flash:\n    Goto LightDone\n  Spawn:\n    DGUN A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Data/MONSTERS.txt",
        "contents": "ACTOR Zombieman2 : Zombieman\n{\nDropItem \"Pistol\", 130, 1\nDropItem \"Clip2\", 256, 4\nObituary \"%o was dumb enough to get killed by a Zombieman.\"\n}\n\nACTOR ZimbabweSpawn : RandomSpawner replaces Zombieman\n{\nDropItem \"Zombieman2\"\n}\n\nACTOR ShotgunGuy2 : ShotgunGuy\n{\nDropItem \"Shotgun\", 130, 1\nDropItem \"Shell2\", 256, 4\nObituary \"%o ate a ShotgunGuy's buckshot.\"\n}\n\nACTOR ShotgunDorkSpawn : RandomSpawner replaces ShotgunGuy\n{\nDropItem \"ShotgunGuy2\"\n}\n\nACTOR HeavyWeaponDude : ChaingunGuy\n{\nDropItem \"Chaingun\", 130, 1\nDropItem \"Backpack\", 80, 1\nDropItem \"ClipBox2\", 256, 2\nObituary \"%o was made swiss cheese by a Heavy Weapon Dude.\"\n}\n\nACTOR HeavyWeaponDudeSpawn : RandomSpawner replaces ChaingunGuy\n{\nDropItem \"HeavyWeaponDude\"\n}\n\nACTOR TwinBarreledShotgunGuy : SuperShotgunGuy\n{\nDropItem \"SuperShotgun\", 130, 1\nDropItem \"Backpack\", 80, 1\nDropItem \"ShellBox2\", 256, 2\nObituary \"%o's face was made a very craterous surface after being shot by a Super Shotgun Guy.\"\n}\n\nACTOR TwinBarreledGuySpawn : RandomSpawner replaces SuperShotgunGuy\n{\nDropItem \"TwinBarreledShotgunGuy\"\n}\n\nACTOR Cacodemon2 : Cacodemon\n{\nDropItem \"Minigun\", 130, 1\nDropItem \"Clip2\", 256, 4\nObituary \"%o was zapped hard by a Cacodemon.\"\n}\n\nACTOR CacoSpawn : RandomSpawner replaces Cacodemon\n{\nDropItem \"Cacodemon2\"\n}\n\nACTOR HellKnight2 : HellKnight\n{\nDropItem \"Minigun\", 130, 1\nDropItem \"Clip2\", 256, 4\nObituary \"%o got beaten by a Hell Knight.\"\n}\n\nACTOR KnightSpawn : RandomSpawner replaces HellKnight\n{\nDropItem \"HellKnight2\"\n}\n\nACTOR BaronOfHell2 : BaronOfHell\n{\nDropItem \"RocketLauncher\", 130, 1\nDropItem \"RocketAmmo2\", 256, 4\nObituary \"%o got brutally maimed by a Baron of Hell.\"\n}\n\nACTOR BaronSpawn : RandomSpawner replaces BaronOfHell\n{\nDropItem \"HellKnight2\"\n}\n\nACTOR Arachnidtronics2 : Arachnotron\n{\nDropItem \"PlasmaRifle\", 130, 1\nDropItem \"Cell2\", 256, 8\nObituary \"%o was crispy fried by an Arachnotron's plasma.\"\n}\n\nACTOR ArachiSpawn : RandomSpawner replaces Arachnotron\n{\nDropItem \"Arachnidtronics2\"\n}\n\nACTOR CyberDemomemoman2 : Cyberdemon\n{\nDropItem \"BFG9000\", 130, 1\nDropItem \"Cellpack2\", 256, 4\nObituary \"%o couldn't take a Cyberdemon solo.\"\n}\n\nACTOR CybieSpawn : RandomSpawner replaces Cyberdemon\n{\nDropItem \"Cyberdemomemoman2\"\n}\n\nACTOR SpiderMasterhind2 : SpiderMastermind\n{\nDropItem \"BFG9000\", 130, 1\nDropItem \"Cellpack2\", 256, 4\nObituary \"%o had a very craterous face after trying to take a Spider Mastermind head-on.\"\n}\n\nACTOR SpideyMasSpawn : RandomSpawner replaces SpiderMastermind\n{\nDropItem \"SpiderMasterhind2\"\n}"
      }
    ]
  },
  "maps": []
}

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