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": []
}