kaiser_x_3.0.pk3

PK3 3.9 MiB 0 map(s)

Counts

endoom0
graphics0
lumps621
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "029fc177-548f-40ab-be9a-2bd28baec9c6",
    "sha1": "2df17c5473aad7c36804afb4abdc387e2ab8f573",
    "sha256": "4fe0658e9ffbe6c25326fa9b69c0702e62b1587f0fb3180b2c7356099da3acbe",
    "filenames": [
      "kaiser_x_3.0.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2021-01-10 03:17:01",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2021-01-10 03:17:01",
    "file": {
      "type": "PK3",
      "size": 4074395,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2df17c5473aad7c36804afb4abdc387e2ab8f573/2df17c5473aad7c36804afb4abdc387e2ab8f573.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 621,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "Decorate/Player.txt",
        "contents": "ACTOR HeavenGuardPlayer : PlayerPawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.SoundClass \"Heaven\"\n  Player.DisplayName \"HeavenGuard\"\n  Player.StartItem \"AssaultRifle\"\n  Player.StartItem \"Intruder\"\n  Player.StartItem \"HeavenSword\"\n  Player.StartItem \"Clip\", 50\n  Player.StartItem \"RiflesAmmo\", 120\n  Player.StartItem \"HeavenFaith\", 10\n  Player.StartItem \"IsPlayer\" 1\n  Player.StartItem \"HeavenSkills\" 1\n  Player.StartItem \"BUYMENU\"\n  Player.WeaponSlot 1, HeavenSword\n  Player.WeaponSlot 2, Intruder, AssaultRifle\n  Player.WeaponSlot 3, NewShotgun, NewSuperShotgun\n  Player.WeaponSlot 4, NewChaingun, STMinigun\n  Player.WeaponSlot 5, NewRocketLauncher, STGrenadeLauncher\n  Player.WeaponSlot 6, NewPlasmaRifle, STRailgun\n  Player.WeaponSlot 7, BFG9000\n  Player.WeaponSlot 8, M40Rifle\n  Player.WeaponSlot 9, BUYMENU\n  Player.WeaponSlot 0, HeavenSkills\n  Player.ColorRange 144, 159\n  DamageFactor \"Marines\", 0.0\n  BloodColor \"red\"\n  Species \"Marines\"\n  +NOSKIN\n  states\n  {\n  Spawn:\n    TNT1 A 0 SetPlayerProperty (0, 0, 0)\n    HEVN A -1\n    loop\n  See:\n    TNT1 A 0 SetPlayerProperty (0, 0, 0)\n    HEVN A 4\n\tHEVN A 0 A_SpawnItemEx(\"KaiserXFootStep\", 0, 0, 40, 0, 0)\n\tHEVN B 4\n\tHEVN C 4\n\tHEVN A 0 A_SpawnItemEx(\"KaiserXFootStep\", 0, 0, 40, 0, 0)\n\tHEVN D 4\n    loop\n  Missile:\n    HEVN F 4\n\tHEVN A 0 A_SpawnItemEx(\"KaiserXFootStep\", 0, 0, 40, 0, 0)\n\tHEVN F 4\n\tHEVN A 0 A_SpawnItemEx(\"KaiserXFootStep\", 0, 0, 40, 0, 0)\n\tHEVN F 4\n\tHEVN A 0 A_SpawnItemEx(\"KaiserXFootStep\", 0, 0, 40, 0, 0)\n    Goto Spawn\n  Pain:\n    HEVN A 4\n\tHEVN A 0 A_SpawnItemEx(\"KaiserXFootStep\", 0, 0, 40, 0, 0)\n    HEVN A 4 A_Pain\n\tHEVN A 0 A_SpawnItemEx(\"KaiserXFootStep\", 0, 0, 40, 0, 0)\n    Goto See\n    Death:\n\tHEVN H 5\n\tHEVN I 5 A_PlayerScream\n\tHEVN J 5 A_Fall\n\tHEVN KLM 5\n\tHEVN N -1\n\tStop\n  XDeath:\n\tPLAY O 5\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n    }\n}\n\nACTOR USCM_Marine\n{\n   Health 300\n   Radius 20\n   Height 56\n   Speed 18\n   PainChance 500\n   MONSTER\n   +LOOKALLAROUND\n   +FRIENDLY\n   +FLOORCLIP\n   +NOTARGET\n   attacksound \"Uscm/Fire\"\n   painsound \"uscm/pain\"\n   deathsound \"uscm/die\"\n   activesound \"uscminfor\"\n   dropitem \"Backpack\" 256\n   Obituary \"Fuiste Matado Por tu propio aliado\"\n   Decal clip\n   States\n   {\n   Spawn:\n      USCM AB 10 A_Look\n      Loop\n   See:\n      USCM AABBCCDD 4 A_Chase\n      Loop\n   Missile:\n      USCM E 10 A_FaceTarget\n      USCM F 0 Bright A_PlaySound (\"DSUSCMFI\")\n      USCM F 0 Bright A_PlaySound (\"Uscm/Fire\")\n      USCM F 5 Bright A_CPosAttack\n      TNT1 A 0 A_SpawnItem (\"RifCaseSpawn\", 0, 30,0)\n      USCM E 5 A_CPosRefire\n      Goto Missile+1\n   Pain:\n      USCM G 3\n      USCM G 3 A_Pain\n      Goto See\n   Death:\n      USCM H 5\n      USCM I 5 A_Scream\n      USCM J 5 A_Fall\n      USCM K 5\n      USCM L 5\n\t  USCM M 400\n      Stop\n    XDeath:\n      USCM N 5\n      USCM O 5 A_XScream\n      USCM P 5\n      USCM Q 5 A_Fall\n      USCM RSTU 5\n      USCM V 5\n\t  USCM W 400\n      Stop\n   }\n}\n\nactor ChainsawSpawner : RandomSpawner replaces Chainsaw\n{\n\tDropItem \"SpecialDivineLight\" 256 20\n\tDropItem \"SpecialHeavenGate\" 256 20\n}\n\nactor ShotgunSpawner : RandomSpawner replaces Shotgun\n{\n\tDropItem \"NewShotgun\" 256 20\n\tDropItem \"M40Rifle\" 256 5\n}\n\nactor ChaingunSpawner : RandomSpawner replaces Chaingun\n{\n\tDropItem \"NewChaingun\" 256 20\n\tDropItem \"STMinigun\" 256 5\n}\n\nactor RLSpawner : RandomSpawner replaces RocketLauncher\n{\n\tDropItem \"NewRocketLauncher\" 256 20\n\tDropItem \"STGrenadeLauncher\" 256 5\n}\n\nactor PlasmaSpawner : RandomSpawner replaces PlasmaRifle\n{\n\tDropItem \"NewPlasmaRifle\" 256 20\n\tDropItem \"STRailgun\" 256 5\n\tDropItem \"MercurianRepeater\" 256 5\n\tDropItem \"HeavenGuardRifle\" 256 5\n}\n\nactor BFGSpawner : RandomSpawner replaces BFG9000\n{\n\tDropItem \"NewBFG9000\" 256 20\n}\n\nactor HeavenSword : Weapon\n{\n  Game Doom\n  Weapon.SelectionOrder 3700\n  Weapon.Kickback 300\n  Weapon.SlotNumber 1\n  attacksound \"HeavenGuard/Sword\"\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOALERT\n  +AMMO_OPTIONAL\n  Tag \"Heaven Sword\"\n  States\n  {\n  Spawn:\n\tFSWS AABBCC 2 bright\n\tloop\n  Ready:\n    FSWD AABBCC 2 bright a_weaponready\n    Loop\n  Deselect:\n    FSPU A 0 A_Lower\n    FSPU A 1 A_Lower\n    Loop\n  Select:\n    FSPU A 0 A_Raise\n    FSPU A 1 A_Raise\n    Loop\n  Fire:\n    PKCG A 0 A_JumpIfInventory(\"SwordUpgrade\", 1, \"Alternative\")\n    FSWD D 0 A_JumpIfInventory(\"SwordToken\", 1, \"FireTwo\")\n\tTNT1 A 0 A_CustomPunch(15, TRUE, 0, \"BulletPuff\", 96)\n    FSWD D 1 bright\n\tFSWD F 1 bright\n\tTNT1 A 0 A_CustomPunch(15, TRUE, 0, \"BulletPuff\", 96)\n\tFSWD H 1 bright\n\tFSWD J 1 bright\n\tTNT1 A 0 A_CustomPunch(15, TRUE, 0, \"BulletPuff\", 96)\n\tFSWD H 1 bright\n\tFSWD L 1 bright\n\tTNT1 A 0 A_CustomPunch(15, TRUE, 0, \"BulletPuff\", 96)\n\tFSWD M 1 bright\n\tFSWD N 1 bright\n\tTNT1 A 0 A_CustomPunch(15, TRUE, 0, \"BulletPuff\", 96)\n\tFSWD O 2 bright\n\tFSWD P 2 bright A_GiveInventory(\"SwordToken\",1)\n\tFSWD QRS 1 bright\n    goto ready\n  FireTwo:\n    PKCG A 0 A_JumpIfInventory(\"SwordUpgrade\", 1, \"AlternativeTwo\")\n    TNT1 A 0 A_CustomPunch(15, TRUE, 0, \"BulletPuff\", 96)\n    BSWD D 1 bright\n\tBSWD F 1 bright\n\tTNT1 A 0 A_CustomPunch(15, TRUE, 0, \"BulletPuff\", 96)\n\tBSWD H 1 bright\n\tBSWD J 1 bright\n\tTNT1 A 0 A_CustomPunch(15, TRUE, 0, \"BulletPuff\", 96)\n\tBSWD H 1 bright\n\tBSWD L 1 bright\n\tTNT1 A 0 A_CustomPunch(15, TRUE, 0, \"BulletPuff\", 96)\n\tBSWD M 1 bright\n\tBSWD N 1 bright\n\tTNT1 A 0 A_CustomPunch(15, TRUE, 0, \"BulletPuff\", 96)\n\tBSWD O 2 bright\n\tBSWD P 2 bright A_TakeInventory(\"SwordToken\",1)\n\tBSWD QRS 1 bright\n    goto ready\n  Alternative:\n    FSWD D 0 A_JumpIfInventory(\"SwordToken\", 1, \"AlternativeTwo\")\n    TNT1 A 0 A_CustomPunch(30, TRUE, 0, \"BulletPuff\", 96)\n    FSWD D 1 bright\n\tFSWD F 1 bright\n\tTNT1 A 0 A_CustomPunch(30, TRUE, 0, \"BulletPuff\", 96)\n\tFSWD H 1 bright\n\tFSWD J 1 bright\n\tTNT1 A 0 A_CustomPunch(30, TRUE, 0, \"BulletPuff\", 96)\n\tFSWD H 1 bright\n\tFSWD L 1 bright\n\tTNT1 A 0 A_CustomPunch(30, TRUE, 0, \"BulletPuff\", 96)\n\tFSWD M 1 bright\n\tFSWD N 1 bright\n\tTNT1 A 0 A_CustomPunch(30, TRUE, 0, \"BulletPuff\", 96)\n\tFSWD O 2 bright\n\tFSWD P 2 bright A_GiveInventory(\"SwordToken\",1)\n\tFSWD QRS 1 bright\n    goto ready\n  AlternativeTwo:\n    TNT1 A 0 A_CustomPunch(30, TRUE, 0, \"BulletPuff\", 96)\n    BSWD D 1 bright\n\tBSWD F 1 bright\n\tTNT1 A 0 A_CustomPunch(30, TRUE, 0, \"BulletPuff\", 96)\n\tBSWD H 1 bright\n\tBSWD J 1 bright\n\tTNT1 A 0 A_CustomPunch(30, TRUE, 0, \"BulletPuff\", 96)\n\tBSWD H 1 bright\n\tBSWD L 1 bright\n\tTNT1 A 0 A_CustomPunch(30, TRUE, 0, \"BulletPuff\", 96)\n\tBSWD M 1 bright\n\tBSWD N 1 bright\n\tTNT1 A 0 A_CustomPunch(30, TRUE, 0, \"BulletPuff\", 96)\n\tBSWD O 2 bright\n\tBSWD P 2 bright A_TakeInventory(\"SwordToken\",1)\n\tBSWD QRS 1 bright\n    goto ready\n  }\n}\n\nactor SwordToken: Ammo\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR NewShotgun : Shotgun\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n  \tWeapon.AmmoGive1 16\n\tWeapon.AmmoType1 \"Shell\"\n  \tWeapon.AmmoType2 \"ShotgunClip\"\n\tAttackSound \"\"\n\tdecal bulletchip\n\t+NOALERT\n\tTag \"Shotgun\"\n\tStates\n\t{\n\tSelect:\n\t\tPKSG D 0 A_Raise\n\t\tPKSG D 1 A_Raise\n\t\tloop\n\tDeselect:\n\t\tNULL A 0 A_TakeInventory(\"Reload\",1)\n\t\tPKSG A 0 A_Lower\n\t\tPKSG A 1 A_Lower\n\t\tloop\n\tReady:\n\t\tPKSG D 1\n\t\tNULL A 0 A_PlaySoundEx(\"weapons/shotgun/cock2\",\"SoundSlot7\")\n\t\tPKSG E 2\n\t\tPKSG F 2\n\t\tPKSG G 2\n\t\tPKSG H 2\n\t\tPKSG GFEDCB 1\n\t\tPKSG A 1\n\tReallyReady:\n\t\tNULL A 0\n\t\tNULL A 0 A_JumpIfInventory(\"Reload\",0,\"Reload\")\n\t\tPKSG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tloop\n\tFire:\n\t\tNULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_JumpIfInventory(\"ShotgunClip\",1,1)\n\t\tGoto DryFire\n\t\tPKSG A 2\n\t\tPKSG A 0 A_FireBullets (5.6, 0, 10, 5, \"BulletPuff\")\n\t\tPKSG A 0 A_GunFlash\n\t\tNULL A 0 A_PlaySoundEx(\"weapons/shotgun/fire\",\"Weapon\")\n\t\tNULL A 0 A_TakeInventory(\"ShotgunClip\",1)\n\t\tPKSG A 4\n\t\tPKSG B 2\n\t\tPKSG C 1\n\t\tNULL A 0 A_PlaySoundEx(\"weapons/shotgun/cock1\",\"SoundSlot7\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",0,0,0,1)\n\t\tPKSG D 2\n\t\tPKSG E 1\n\t\tPKSG F 2\n\t\tPKSG G 1\n\t\tPKSG H 2\n\t\tPKSG GFEDCB 2\n\t\tPKSG A 1\n\t\tPKSG A 0 A_ReFire\n\t\tGoto ReallyReady\n\tAltFire:\n\t    PLSF A 0 A_JumpIfInventory(\"ShotgunUpgrade\", 1, \"Alternative\")\n\t\tGoto ReallyReady\n\tAlternative:\n\t    NULL A 0 A_AlertMonsters\n\t\tNULL A 0 A_JumpIfInventory(\"ShotgunClip\",1,1)\n\t\tGoto DryFire\n\t    PKSG A 2\n\t\tPKSG A 0 A_FireBullets (0.0, 0, 10, 5, \"BulletPuff\")\n\t\tPKSG A 0 A_GunFlash\n\t\tNULL A 0 A_PlaySoundEx(\"weapons/shotgun/fire\",\"Weapon\")\n\t\tNULL A 0 A_TakeInventory(\"ShotgunClip\",1)\n\t\tPKSG A 4\n\t\tPKSG B 2\n\t\tPKSG C 1\n\t\tNULL A 0 A_PlaySoundEx(\"weapons/shotgun/cock1\",\"SoundSlot7\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShotCaseSpawn\",0,0,0,1)\n\t\tPKSG D 2\n\t\tPKSG E 1\n\t\tPKSG F 2\n\t\tPKSG G 1\n\t\tPKSG H 2\n\t\tPKSG GFEDCB 2\n\t\tPKSG A 1\n\t\tPKSG A 0 A_ReFire\n\t\tGoto ReallyReady\n\tReload:\n\t\tNULL A 0\n\t\tNULL A 0 A_TakeInventory(\"Reload\",1)\n\t\tNULL A 0 A_JumpIfInventory(\"ShotgunClip\",0,\"ReallyReady\")\n\t\tNULL A 0 A_JumpIfInventory(\"Shell\",1,1)\n\t\tGoto ReallyReady\n\t\tNULL A 0 A_PlaySoundEx(\"weapons/shotgun/open\",\"SoundSlot5\")\n\t\tPKSG B 2\n\t\tPKSG C 1\n\t\tPKSG D 2\n\t\tPKSG E 2\n\t\tPKSG F 2\n\t\tSHTR I 2\n\tReloadAmmoLoop:\n\t\tSHTR ABCDEF 1\n\t\tNULL A 0 A_PlaySoundEx(\"weapons/shotgun/shellin\",\"SoundSlot6\")\n\t\tNULL A 0 A_TakeInventory(\"Shell\",1)\n\t\tNULL A 0 A_GiveInventory(\"ShotgunClip\",1)\n\t\tSHTR GHII 1 A_WeaponReady\n\t\tNULL A 0 A_JumpIfInventory(\"Shell\",1,1) // if not out of ammo, countinue reloading\n\t\tgoto ReloadEnd\n\t\tNULL A 0 A_JumpIfInventory(\"ShotgunClip\",0,\"ReloadEnd\") // if clip full, finish reload\n\t\tgoto ReloadAmmoLoop // otherwise continue\n\tReloadEnd:\n\t\tNULL A 0 A_PlaySoundEx(\"weapons/shotgun/cock2\",\"SoundSlot7\")\n\t\tPKSG F 4\n\t\tPKSG G 1\n\t\tPKSG H 3\n\t\tPKSG FEDCB 2\n\t\tGoto ReallyReady\n\tDryFire:\n\t\tPKSG A 2\n\t\tNULL A 0 A_PlaySoundEx(\"weapons/shotgun/dry\",\"Weapon\")\n\t\tPKSG A 5\n\t\tgoto Reload\n\tFlash:\n\t\tSHTF B 3 Bright A_Light2\n\t\tSHTF A 2 Bright A_Light1\n\t\tGoto LightDone\n\t}\n}\n\nActor Reload : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nActor ShotgunClip : Ammo\n{\n\tInventory.MaxAmount 8\n\tInventory.Icon \"SHELA0\"\n}\n\nACTOR NewSuperShotgun : SuperShotgun replaces SuperShotgun\n{\n\tdecal bulletchip\n\tWeapon.AmmoUse2 6\n    Weapon.AmmoType2 \"Shell\"\n\tTag \"Super Shotgun\"\n\tStates\n\t{\n\tReady:\n\t\tPKS2 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tPKS2 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKS2 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPKS2 A 3\n\t\tPKS2 A 6 A_FireShotgun2\n\t\tPKS2 A 3 A_Checkreload\n\t\tPKS2 B 2\n\t\tPKS2 C 3\n\t\tPKS2 D 4\n\t\tPKS2 E 4\n\t\tPKS2 F 2 A_OpenShotgun2\n        TNT1 A 0 A_FireCustomMissile(\"SShotCaseSpawn\",0,0,0,1)\n        TNT1 A 0 A_FireCustomMissile(\"SShotCaseSpawn\",0,0,0,1)\n\t\tPKS2 GHIJ 2\n\t\tPKS2 K 3\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tPKS2 M 3\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tPKS2 S 3\n\t\tPKS2 T 1 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t    PKCG A 0 A_JumpIfInventory(\"SuperShotgunUpgrade\", 1, \"Alternative\")\n        Goto Ready\n\tAlternative:\n\t    PKS2 A 3\n\t\tPKS2 AAAAA 0 A_FireCustomMissile (\"SuperShotgunExplosiveBullet\", frandom(-8.6, 8.6), 0, 0, 0, 0, frandom(-8.55,8.55))\n\t\tPKS2 AAAAA 0 A_FireCustomMissile (\"SuperShotgunExplosiveBullet\", frandom(-8.6, 8.6), 0, 0, 0, 0, frandom(-8.55,8.55))\n\t\tPKS2 AAAAA 0 A_FireCustomMissile (\"SuperShotgunExplosiveBullet\", frandom(-8.6, 8.6), 0, 0, 0, 0, frandom(-8.55,8.55))\n\t\tPKS2 AAAA 0 A_FireCustomMissile (\"SuperShotgunExplosiveBullet\", frandom(-8.6, 8.6), 0, 0, 0, 0, frandom(-8.55,8.55))\n\t\tPKS2 A 0 A_PlaySound (\"weapons/rocklx\", CHAN_WEAPON)\n\t\tPKS2 A 6 A_FireCustomMissile (\"SuperShotgunExplosiveBullet\", frandom(-8.6, 8.6), 1, 0, 0, 0, frandom(-8.55,8.55))\n\t\tPKS2 A 3 A_Checkreload\n\t\tPKS2 B 2\n\t\tPKS2 C 3\n\t\tPKS2 D 4\n\t\tPKS2 E 4\n\t\tPKS2 F 2 A_OpenShotgun2\n        TNT1 A 0 A_FireCustomMissile(\"SpecialSShotCaseSpawn\",0,0,0,1)\n        TNT1 A 0 A_FireCustomMissile(\"SpecialSShotCaseSpawn\",0,0,0,1)\n\t\tPKS2 GHIJ 2\n\t\tPKS2 K 3\n\t\tPKS2 L 2 A_LoadShotgun2\n\t\tPKS2 M 3\n\t\tPKS2 NOPQ 2\n\t\tPKS2 R 3 A_CloseShotgun2\n\t\tPKS2 S 3\n\t\tPKS2 T 1 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tSHT2 J 3 Bright A_Light2\n\t\tSHT2 I 2 Bright A_Light1\n\t\tGoto LightDone\n\t}\n}\n\nACTOR NewChaingun : Chaingun\n{\n    Weapon.AmmoUse2 3\n    Weapon.AmmoType2 \"Clip\"\n\tdecal bulletchip\n\tTag \"Chaingun\"\n\tStates\n\t{\n\tReady:\n\t\tPKCG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tPKCG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPKCG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPKCG A 1 A_FireCGun\n        TNT1 A 0 A_FireCustomMissile(\"PPisCaseSpawn\",0,0,0,1)\n\t\tPKCG BCD 1\n\t\tPKCG A 1 A_FireCGun\n        TNT1 A 0 A_FireCustomMissile(\"PPisCaseSpawn\",0,0,0,1)\n\t\tPKCG BCD 1\n\t\tPKCG A 1 A_Refire\n\t\tPKCG B 2 A_Weaponready\n\t\tPKCG C 3 A_Weaponready\n\t\tPKCG D 3 A_Weaponready\n\t\tGoto Ready\n   AltFire:\n        PKCG A 0 A_JumpIfInventory(\"ChaingunUpgrade\", 1, \"Alternative\")\n        Goto Ready\n   Alternative:\n        PKCG A 1 A_FireCustomMissile (\"ChaingunNail\",random(6,-6),1,0,0,0)\n\t\tCHGG B 0 A_PlaySound(\"weapons/nailfire\", CHAN_WEAPON)\n\t\tCHGG A 0 A_GunFlash\n\t\tPKCG BCD 1\n\t\tPKCG A 1 A_FireCustomMissile (\"ChaingunNail\",random(6,-6),1,0,0,0)\n\t\tCHGG B 0 A_PlaySound(\"weapons/nailfire\", CHAN_WEAPON)\n\t\tCHGG A 0 A_GunFlash\n\t\tPKCG BCD 1\n\t\tPKCG A 1 A_Refire\n\t\tPKCG B 2 A_Weaponready\n\t\tPKCG C 3 A_Weaponready\n\t\tPKCG D 3 A_Weaponready\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 a_jump(128,4)\n\t\tCHGF A 2 Bright A_Light2\n\t\tPKCF B 1 Bright A_Light2\n\t\tTNT1 A 2 A_Light2\n\t\tGoto LightDone\n\t\tCHGF A 2 Bright A_Light1\n\t\tPKCF B 1 Bright A_Light1\n\t\tTNT1 A 2 A_Light1\n\t\tGoto LightDone\n\t}\n}\n\nACTOR NewPlasmaRifle : PlasmaRifle\n{\n    Weapon.AmmoUse2 1\n    Weapon.AmmoType2 \"Cell\"\n\tTag \"Plasma Rifle\"\n\tStates\n\t{\n\tFire:\n\t\tPKPL A 3 A_FirePlasma\n\t\tPKPL B 1 A_ReFire\n\t\tPKPL DEF 1\n\t\tPKPL GF 3\n\t\tPKPL EDCBA 2\n\t\tGoto Ready\n\tFlash:\n\t\tPLSF B 2 Bright A_Light1\n\t\tPLSF A 1 Bright A_Light1\n\t\tTNT1 A 1 Bright A_Light1\n\t\tGoto LightDone\n\t\tPLSF C 2 Bright A_Light1\n\t\tPLSF D 1 Bright A_Light1\n\t\tTNT1 A 1 Bright A_Light1\n\t\tGoto LightDone\n   AltFire:\n\t\tPLSF A 0 A_JumpIfInventory(\"PlasmaRifleUpgrade\", 1, \"Alternative\")\n\t\tGoto Ready\n   Alternative:\n\t\tPKPL A 0 A_GunFlash\n\t\tPKPL A 0 A_FireCustomMissile(\"PlasmaBall\", 15, 1, 0, 0)\n\t\tPKPL A 0 A_FireCustomMissile(\"PlasmaBall\", -15, 1, 0, 0)\n\t\tPKPL A 3 A_FireCustomMissile(\"PlasmaBall\", 0, 1, 0, 0)\n\t\tPKPL B 1 A_ReFire\n\t\tPKPL DEF 1\n\t\tPKPL GF 3\n\t\tPKPL EDCBA 2\n\t\tGoto Ready\n\t}\n}\n\nACTOR NewRocketLauncher : RocketLauncher\n{\n    Weapon.AmmoUse2 5\n    Weapon.AmmoType2 \"RocketAmmo\"\n\tTag \"Rocket Launcher\"\n\tStates\n\t{\n\tFire:\n\t\tPKRL A 2\n\t\tPKRL A 4 A_GunFlash\n\t\tPKRL B 2\n\t\tPKRL D 3 A_FireCustomMissile(\"Gaia74PlayerRocket\", 0, 1, 0, 0)\n\t\tPKRL C 3\n\t\tPKRL BE 2\n\t\tPKRL FG 1\n\t\tPKRL A 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tPKRF A 3 Bright A_Light1\n\t\tPKRF B 2 Bright\n\t\tPKRF C 2 Bright A_Light2\n\t\tPKRF DE 3 Bright\n\t\tGoto LightDone\n\tAltFire:\n        MISG A 0 A_JumpIfInventory(\"RocketLauncherUpgrade\", 1, \"Alternative\")\n        Goto Ready\n\tAlternative:\n\t\t PKRL A 2\n\t\t PKRL A 4 A_GunFlash\n\t\t PKRL B 2\n\t\t PKRL D 3 A_FireCustomMissile(\"FirebombShot\", 0, 1, 0, 0)\n\t\t PKRL C 3\n\t\t PKRL BE 2\n\t\t PKRL F 1\n\t\t PKRL G 21\n         Goto Ready\n\t}\n}\n\nActor NewBFG9000 : Weapon\n{\n\tGame Doom\n\tHeight 20\n\tSpawnID 31\n\tWeapon.SlotNumber 7\n\tWeapon.SelectionOrder 2800\n\tWeapon.AmmoUse 40\n\tWeapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n\t+WEAPON.NOAUTOFIRE\n\tInventory.PickupMessage \"$GOTBFG9000\"\n\tTag \"BFG 9000\"\n\tStates\n\t{\n\tSelect:\n\t\tBFGN A 1 A_Raise\n\t\tloop\n\tDeselect:\n\t\tBFGN A 0 A_PlaySound(\"weapons/select\")\n\t\tBFGN A 1 A_lower\n\t\tgoto Deselect+1\n\tReady:\n\t\tBFGN A 1 A_Weaponready\n\t\tloop\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_BFGsound\n\t\tBFGN AB 10\n\t\tBFGF ABCDE 2 A_GunFlash\n\t\tBFGF F 3 bright A_FireCustomMissile(\"Gaia74PlayerBFGBall\", 0, 1, 0, 0)\n\t\tBFGF EDCB 2\n\t\tBFGN A 4\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 10 Bright A_Light1\n\t\tTNT1 A 4 Bright A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tBFUG A -1\n\t\tStop\n\t}\n}\n\nACTOR UscmFriendBeacon : CustomInventory\n{\n   Radius 21\n   Height 12\n   Scale 0.5\n   Inventory.Amount 2\n   Inventory.MaxAmount 10\n   Inventory.PickupSound \"items/getinvteleporter\"\n   Inventory.UseSound \"misc/invuse\"\n   Inventory.PickupMessage \"Got Human Reinforcements\"\n   Inventory.Icon \"BEACA0\"\n   +INVBAR\n   +FLOORCLIP\n   States\n   {\n   Spawn:\n      BEAC A -1\n      Loop\n   Use:\n      BEAC A 0 A_ThrowGrenade(\"UscmDrop\",2,8,2,0)\n      Stop\n   }\n}\n\nACTOR UscmDrop\n{\n   Radius 21\n   Height 56\n   Scale 0.7\n   +DROPOFF\n   +MISSILE\n   +WINDTHRUST\n   +CANBOUNCEWATER\n   States\n   {\n   Spawn:\n      BEAC A 1\n      Loop\n   Death:\n      BEAC A 1\n\t  BEAC A 15\n\t  TNT1 A 0 A_SpawnItem(\"FriendUscmMarine\",0,5)\n\t  TNT1 A 0 A_SpawnItem(\"TeleportFog\",0,5)\n\t  BEAC A 10\n      Stop\n   }\n}\n\nACTOR HeavenFriendBeacon : CustomInventory\n{\n   Radius 21\n   Height 12\n   Inventory.Amount 1\n   Inventory.MaxAmount 5\n   Inventory.PickupSound \"items/getinvteleporter\"\n   Inventory.UseSound \"misc/invuse\"\n   Inventory.PickupMessage \"Got Heaven Reinforcements?\"\n   Inventory.Icon \"BIBLA0\"\n   +INVBAR\n   +FLOORCLIP\n   States\n   {\n   Spawn:\n      BIBL A -1\n      Loop\n   Use:\n      BIBL A 0 A_ThrowGrenade(\"HeavenDrop\",2,8,2,0)\n      Stop\n   }\n}\n\nACTOR HeavenDrop\n{\n   Radius 21\n   Height 56\n   +DROPOFF\n   +MISSILE\n   +WINDTHRUST\n   +CANBOUNCEWATER\n   States\n   {\n   Spawn:\n      BIBL A 1\n      Loop\n   Death:\n      BIBL A 1\n\t  BIBL A 15\n\t  TNT1 A 0 A_SpawnItem(\"HeavenGuardRifle\",0,5)\n\t  TNT1 A 0 A_SpawnItem(\"FriendHeavenGuard\",0,5)\n\t  TNT1 A 0 A_SpawnItem(\"TeleportFog\",0,5)\n\t  BIBL A 10\n      Stop\n   }\n}\n\nActor RiflesAmmo : Ammo\n{\n  Inventory.PickupMessage \"Picked up some bullets for the M40 And The Assault Rifle.\"\n  Inventory.Amount 20\n  Inventory.MaxAmount 300\n  Ammo.BackpackAmount 60\n  Ammo.BackpackMaxAmount 600\n  Inventory.Icon \"SNPPB0\"\n  States\n  {\n  Spawn:\n    SNPP B -1\n    stop\n  }\n}\n\nActor RiflesAmmoBox : RiflesAmmo\n{\n  Inventory.PickupMessage \"Picked up a box of bullets for the M40 And The Assault Rifle.\"\n  Inventory.Amount 80\n  States\n  {\n  Spawn:\n    SNPP C -1\n    Stop\n  }\n}\n\nactor NewShell : Shell\n{\nInventory.Amount 8\n}\n\nactor NewShellBox : ShellBox\n{\nInventory.Amount 40\n}\n\nactor NewClip : Clip\n{\nInventory.Amount 20\n}\n\nactor NewClipbox : Clipbox\n{\nInventory.Amount 100\nStates\n{\n}\n}\n\nactor NewRocketAmmo : RocketAmmo Replaces RocketAmmo\n{\nInventory.Amount 2\n}\n\nactor NewRocketbox : RocketBox Replaces RocketBox\n{\nInventory.Amount 10\n}\n\nactor NewCellPack : Cellpack Replaces Cellpack\n{\nInventory.Amount 200\n}\n\nactor NewCell : Cell Replaces Cell\n{\nInventory.Amount 40\n}\n\nactor NewMedikit : Medikit {}\nactor NewStimpack : Stimpack {}\n\nactor SuperShotgunExplosiveBullet : FastProjectile\n{\n  height 1\n  radius 1\n  speed 500\n  Damage (random (3, 9))\n  renderstyle Add\n  alpha 1\n  decal \"BulletChip\"\n  PROJECTILE\n  +RANDOMIZE\n  +MTHRUSPECIES\n  +BLOODSPLATTER\n   States\n   {\n   Spawn:\n      TNT1 A 1\n      Loop\n   Death: //Walls and Floors\n      TNT1 A 0 Bright A_Explode(32, 64, 1)\n      TNT1 A 1 A_SpawnItem(\"KaiserSSGPuff\")\n      stop\n   XDeath: //Bleedable Objects\n      TNT1 A 0 Bright A_Explode(32, 64, 1)\n      TNT1 A 1 A_SpawnItem(\"KaiserSSGPuff\")\n      stop\n   Crash: // Non-bleedable Objects\n      TNT1 A 0 Bright A_Explode(32, 64, 1)\n      TNT1 A 1 A_SpawnItem(\"KaiserSSGPuff\")\n      stop\n   }\n}\n\nActor KaiserSSGPuff : BulletPuff\n{\n  Scale 0.5\n  States\n  {\n  Spawn:\n    MISL B 8 Bright\n\tMISL C 6 Bright\n  Melee:\n    MISL D 4 Bright\n    Stop\n  }\n}\n\nACTOR KaiserXFootStep\n{\n    Radius 10\n    Height 10\n    Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n    +NOTELEPORT\n    +CLIENTSIDEONLY\n    +MOVEWITHSECTOR\n    +NOEXTREMEDEATH\n    Damage 0\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\tgravity 40\n\tmass 1000\n    Obituary \"%o was trampled by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1\n\t\t\tstop\n        Death:\n            NULL A 1\n\t\t\tNULL A 1\n            Stop\n\t\tCrash:\n\t\t\tNULL A 1\n\t\t\tNULL A 1\n\t\t\tstop\n         }\n}\n\nactor ChaingunNail\n{\n\tradius 2\n\theight 2\n\tdamage 2\n\tspeed 140\n\tScale 0.65\n\tDecal BulletChip\n\tBouncecount 4\n\twallbouncefactor 2\n\tattacksound \"moloch/nailhitbleed\"\n\tPROJECTILE\n\t+RIPPER\n\t+HEXENBOUNCE\n\t+SPAWNSOUNDSOURCE\n\t+EXTREMEDEATH\n\t+BLOODSPLATTER\n\t+STRIFEDAMAGE\n\tstates\n\t{\n\tSpawn:\n\t\tBLAD A 1 bright\n\t\tloop\n\tXDeath:\n\t\tSMK2 A 0 A_PlaySound(\"moloch/nailhitbleed\")\n\t\tSMK2 ABCDE 2 A_SetTranslucent (0.10,1)\n\t\tStop\n\tCrash:\n\t\t6PUF A 0 A_PlaySound(\"moloch/nailhit\")\n\t\t6PUF ABCDEF 2 bright\n\t\tStop\n\tDeath:\n\t\t6PUF A 0 A_PlaySound(\"moloch/nailhit\")\n\t\t6PUF ABCDEF 2 bright\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Terrain.txt",
        "contents": "//mud--a brown variant of the \"sludge\" that better fits Doom's brown sludgy textures\nACTOR MudChunk\n{\n\tRadius 2\n\tHeight 4\n\t+NOBLOCKMAP\n\t+MISSILE\n\t+DROPOFF\n\t+NOTELEPORT\n\t+LOWGRAVITY\n\t+CANNOTPUSH\n\t+DONTSPLASH\n\tStates\n\t{\n\tSpawn:\n\t\tMUDS ABCD 8\n\t\tStop\n\tDeath:\n\t\tMUDS D 6\n\t\tStop\n\t}\n}\n\nACTOR MudSplash\n{\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\t+DONTSPLASH\n\tStates\n\t{\n\tSpawn:\n\t\tMUDS EFGH 6\n\t\tStop\n\t}\n}\n\n//note that all other \"chunk\" actors utilized in \"TERRAIN\" are stock classes included with zDoom's .PK3 file"
      },
      {
        "source": "pk3",
        "name": "Decorate/Monsters.txt",
        "contents": "actor NewArach : Arachnotron\n{\n\tDropItem \"CellPack\"\n\tStates\n\t{\n    Missile:\n\t\tBSPI A 20 Bright A_FaceTarget\n\t\tBSPI G 4 Bright A_BspiAttack\n\t\tBSPI H 4 Bright\n\t\tBSPI H 1 Bright A_SpidRefire\n\t\tGoto Missile+1\n  \tDeath:\n\t\tBSPI J 20 A_Scream\n\t\tBSPI K 7 A_NoBlocking\n\t\tBSPI LMNO 7\n\t\tBSPI P -1 A_BossDeath\n\t\tstop\n\t}\n}\n\nactor NewLostSoul : LostSoul\n{\n\tHealth 70\n}\n\nactor NewFatso : Fatso\n{\n\tDropItem \"RocketAmmo\"\n\tStates\n\t{\n\tMissile:\n\t\tFATT G 20 A_FatRaise\n\t\tFATT H 10 Bright A_FatAttack1\n\t\tFATT IG 5 A_FaceTarget\n\t\tFATT H 10 Bright A_FatAttack2\n\t\tFATT IG 5 A_FaceTarget\n\t\tFATT H 10 Bright A_FatAttack3\n\t\tFATT IG 5 A_FaceTarget\n\t\tGoto See\n\tDeath:\n\t\tFATT K 6\n\t\tFATT L 6 A_Scream\n\t\tFATT M 6 A_NoBlocking\n\t\tFATT NOPQRS 6\n\t\tFATT T -1 A_BossDeath\n\t\tstop\n\t}\n}\n\nactor NewSpider : SpiderMastermind\n{\n\tDropItem \"NewClipBox\" 256\n\tDropItem \"NewClipBox\" 128\n    DropItem \"NewClipBox\" 128\n    Health 3000\n\tstates\n\t{\n\tMissile:\n\t\tSPID A 20 Bright A_FaceTarget\n\t\tSPID G 4 Bright A_SPosAttackUseAtkSound\n\t\tSPID H 4 Bright A_SPosAttackUseAtkSound\n\t\tSPID H 1 Bright A_SpidRefire\n\t\tGoto Missile+1\n  \tDeath:\n\t\tSPID I 5 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID I 5 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID I 5 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID I 5 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID I 5 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID I 5 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID I 5 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID I 5 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID I 5 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID I 5 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID J 20 A_Scream\n\t\tSPID K 0 A_NoBlocking\n\t\tSPID K 10 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID L 10 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID M 10 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID N 10 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID O 10 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID P 10 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID Q 10 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID R 10 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\t\tSPID S 30\n\t\tSPID S -1 A_BossDeath\n\t\tstop\n\t}\n}\n\nactor ZombieSpawner1 : RandomSpawner replaces ZombieMan\n{\n\t+ISMONSTER\n\tDropItem \"FemaleScientist\" \t256 20\n\tDropItem \"FemaleScientist2\" \t256 20\n\tDropItem \"ZombieScientist\" \t256 20\n\tDropItem \"ZombieScientist2\" \t256 20\n\tDropItem \"ZombieScientist3\" \t256 15\n\tDropItem \"PlasmaZombie\" \t256 5\n}\n\nactor ZombieSpawner2 : RandomSpawner replaces ShotgunGuy\n{\n\t+ISMONSTER\n\tDropItem \"KaiserScoutX\" \t256 10\n    DropItem \"KaiserHumanSoldier\" \t256 10\n    DropItem \"KaiserCultist\" \t256 10\n\tDropItem \"PlasmaScout\" \t256 10\n}\n\nactor ZombieSpawner3 : RandomSpawner replaces ChaingunGuy\n{\n\t+ISMONSTER\n\tDropItem \"WeakNailborgCommando\" \t256 20\n\tDropItem \"RocketGuy\" \t256 15\n\tDropItem \"KaiserRemoteSentry\" 256 10\n\tDropItem \"BlackNailborg\" 256 10\n\tDropItem \"CgunSpiderX\" 256 5\n}\n\nactor ImpSpawner : RandomSpawner replaces DoomImp\n{\n\t+ISMONSTER\n     DropItem \"RocketImp\" \t256 15\n\t DropItem \"CyberImpX\" \t256 20\n\t DropItem \"WeakNailborg\" \t256 10\n\t DropItem \"Paladin\" 256 1\n}\n\nactor DemonSpawner1 : RandomSpawner replaces Demon\n{\n\t+ISMONSTER\n\tDropItem \"CyberFiend\" \t256 5\n\tDropItem \"ChaingunDemon\" \t256 5\n\tDropItem \"ChaingunDemonNoGun\" \t256 20\n\tDropItem \"TechBloodDemon\" \t256 5\n\tDropItem \"ToxicBloodDemon\" \t256 5\n\tDropItem \"FireScout\" \t256 20\n\tDropItem \"Redcyberimp\" \t256 3\n\tDropItem \"HunterCyberFiend\" 3\n}\n\nactor DemonSpawner2 : RandomSpawner replaces Spectre\n{\n\t+ISMONSTER\n\tDropItem \"MechSpectre\" \t256 20\n\tDropItem \"NightMareMechDemon\" \t256 3\n\tDropItem \"AssassinCyberImp\" \t256 1\n\tDropItem \"AssassinCyberFiend\"   256 1\n}\n\nactor BaronSpawner : RandomSpawner replaces BaronofHell\n{\n\t+ISMONSTER\n\tDropItem \"CyberBaron\" 256 20\n\tDropItem \"CyberPrism\" 256 10\n\tDropItem \"CyberBelphegor\" 256 10\n\tDropItem \"HuskBaron\" 256 15\n\tDropItem \"Cybruiser\" 256 15\n\tDropItem \"Obliterator\" 256 10\n\tDropItem \"BelphegorPaladin\" 256 10\n\tDropItem \"CyberBaronCommand\" \t256 3\n\tDropItem \"CyberArchonOfHell\" 256 5\n\tDropItem \"IceCyberbaron\" 256 20\n\tDropItem \"CyberBolt\" 256 15\n}\n\nactor KnightSpawner : RandomSpawner replaces HellKnight\n{\n\t+ISMONSTER\n\tDropItem \"CyberHellKnight\" 256 20\n\tDropItem \"AssassinRocketImp\" \t256 20\n\tDropItem \"Paladin\" 256 20\n}\n\nactor CacoSpawner : RandomSpawner replaces Cacodemon\n{\n\t+ISMONSTER\n\tDropItem \"XArachnophyteX\" \t256 20\n\tDropItem \"TechnoCaco\" \t256 20\n\tDropItem \"ZombieFlyer\" \t256 20\n\tDropItem \"FlyingFatsoX\" \t256 20\n\tDropItem \"FFPlasmaX\" \t256 20\n\tDropItem \"FFSlimeX\" \t256 20\n\tDropItem \"Disciple\" \t256 20\n\tDropItem \"EnhancedCacodemon\" 256 20\n\tDropItem \"NightmareCacodemon\" 256 20\n}\n\nactor LostSpawner : RandomSpawner replaces LostSoul\n{\n\t+ISMONSTER\n\tDropItem \"WeakDrone\"\t\t256 8\n    DropItem \"WeakRailbot\"\t\t256 8\n\tDropItem \"NewLostSoul\"\t\t256 4\n\tDropItem \"Hs\" 256 4\n}\n\nactor PainSpawner : RandomSpawner replaces PainElemental\n{\n\t+ISMONSTER\n\tDropItem \"InsanityArachnophyteX\" \t\t256 20\n}\n\nactor ArachSpawner : RandomSpawner replaces Arachnotron\n{\n\t+ISMONSTER\n\tDropItem \"NewArach\" \t256 20\n\tDropItem \"RailArachnotron\" \t256 10\n\tDropItem \"FusionSpider\" \t256 10\n\tDropItem \"BfgArachnotron\" \t256 5\n\tDropItem \"ArachnotronMk2\" \t256 10\n\tDropItem \"ArachnoBaron\" 256 10\n\tDropItem \"ArachnoBelphegor\" 256 5\n\tDropItem \"CommandSpider\" \t256 3\n}\n\nactor FatsoSpawner : RandomSpawner replaces Fatso\n{\n\t+ISMONSTER\n\tDropItem \"NewFatso\" \t256 60\n\tDropItem \"Plasmancubus\" \t256 30\n\tDropItem \"Slimancubus\" \t256 30\n\tDropItem \"HellCubus\" \t256 30\n\tDropItem \"HectebusCloneX\" \t256 30\n\tDropItem \"MegaNailborg\" \t256 30\n\tDropItem \"CyberHellFiend\" \t256 3\n\tDropItem \"GuardianHelper\" 256 1\n}\n\nactor RevSpawner : RandomSpawner replaces Revenant\n{\n\t+ISMONSTER\n\tDropItem \"NewRevenant\" \t256 20\n\tDropItem \"BeamRevenant\" \t256 10\n\tDropItem \"NailborgCommander\" \t256 10\n\tDropItem \"BlackRevenant\" 256 10\n\tDropItem \"SoulRevenant\" 256 10\n\tDropItem \"WeakDukeOfKaiser\" \t256 1\n}\n\nactor VileSpawner : RandomSpawner replaces Archvile\n{\n\t+ISMONSTER\n\tDropItem \"KaiserMedic\" \t256 20\n\tDropItem \"DiabloistX\" 256 10\n\tDropItem \"DemonTrickster\" \t256 10\n\tDropItem \"CyberProphet\" \t256 5\n\tDropItem \"PyroDemon\" 256 5\n\tDropItem \"ArielHelper\" 256 1\n}\n\nActor CyberdemonSpawner replaces Cyberdemon\n{\n\t+BOSSDEATH\n\tStates\n\t{\n\tSpawn:\n       TNT1 AAA 0\n\t   TNT1 A 1\n       TNT1 A 1 ACS_NamedExecuteAlways(\"ToggleFinalBosses\",0)\n       TNT1 A 0 A_Jump(6,\"Final\")\n\t   TNT1 A 0 A_Jump(12,\"Elite\")\n\t   TNT1 A 0 A_Jump(256,\"NoFinal\")\n       stop\n\tFinal:\n        TNT1 A 1 A_Jump(256,\"Ssensuoicanet\", \"Muicifircas\")\n\t\tStop\n\tMuicifircas:\n        TNT1 A 1 A_SpawnItemEx(\"KaiserGeneralCyberdemonLordX\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tSsensuoicanet:\n        TNT1 A 1 A_SpawnItemEx(\"KaiserGeneralFinalCyber1\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tElite:\n        TNT1 AAA 1\n        TNT1 A 0 A_Jump(256,\"EliteGuard\", \"Proyect\")\n        TNT1 A 1 ACS_NamedExecuteAlways(\"ToggleFinalBosses\",0)\n\t\tStop\n\tEliteGuard:\n        TNT1 A 1 A_SpawnItemEx(\"KaiserEliteGuardX\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n   Proyect:\n        TNT1 A 1 A_SpawnItemEx(\"UltimeProyectX\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tNoFinal:\n        TNT1 A 1 A_Jump(256,\"Kas\", \"Battery\", \"Annihilator\", \"Thamuz\", \"InfernuxGrand\", \"Malephar\", \"Cyberbot\", \"Okami\", \"Thamuzv2\", \"Proyect\")\n\t\tStop\n\tKas:\n        TNT1 A 1 A_SpawnItemEx(\"KaiserArmoredSoldierWeak\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tBattery:\n        TNT1 A 1 A_SpawnItemEx(\"HellsBattery\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tAnnihilator:\n        TNT1 A 1 A_SpawnItemEx(\"Annihilator\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tThamuz:\n        TNT1 A 1 A_SpawnItemEx(\"Thamuz\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tInfernuxGrand:\n        TNT1 A 1 A_SpawnItemEx(\"InfernuxGrand\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tMalephar:\n        TNT1 A 1 A_SpawnItemEx(\"Malephar\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tCyberbot:\n        TNT1 A 1 A_SpawnItemEx(\"CyberBot\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tOkami:\n        TNT1 A 1 A_SpawnItemEx(\"ProyectOkami\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tThamuzv2:\n        TNT1 A 1 A_SpawnItemEx(\"Thamuzv2\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\t\t}\n}\n\nActor MastermindSpawner replaces SpiderMastermind\n{\n\t+BOSSDEATH\n\tStates\n\t{\n\tSpawn:\n       TNT1 AAA 0\n\t   TNT1 A 1\n       TNT1 A 0 ACS_NamedExecuteAlways(\"ToggleFinalBosses\",0)\n       TNT1 A 0 A_Jump(6,\"Final\")\n\t   TNT1 A 0 A_Jump(12,\"Elite\")\n\t   TNT1 A 0 A_Jump(256,\"NoFinal\")\n       stop\n\tFinal:\n        TNT1 AAA 1\n        TNT1 A 1 A_Jump(256,\"Aitneics\", \"Ssensuiocanet\")\n\t\tStop\n\tAitneics:\n        TNT1 A 1 A_SpawnItemEx(\"KaiserGeneralSpiderBoss\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tSsensuiocanet:\n        TNT1 A 1 A_SpawnItemEx(\"KaiserGeneralFinalCyber1\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tElite:\n        TNT1 AAA 1\n        TNT1 A 1 A_Jump(256,\"EliteGuard\", \"CyberDoom\", \"Annihilating\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"ToggleFinalBosses\",0)\n\tEliteGuard:\n        TNT1 A 1 ACS_NamedExecuteAlways(\"ToggleFinalBosses\",0)\n        TNT1 A 0 A_SpawnItemEx(\"KaiserEliteGuardX\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tCyberDoom:\n        TNT1 A 1 ACS_NamedExecuteAlways(\"ToggleFinalBosses\",0)\n        TNT1 A 0 A_SpawnItemEx(\"CyberDoomX\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tAnnihilating:\n        TNT1 A 1 ACS_NamedExecuteAlways(\"ToggleFinalBosses\",0)\n        TNT1 A 0 A_SpawnItemEx(\"AnnihilatingDemolisher\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tNoFinal:\n        TNT1 A 1 A_Jump(256,\"Mastermind\", \"Demolisher\", \"CyberMaster\", \"Insanity\", \"Infernal\")\n\t\tStop\n\tMastermind:\n        TNT1 A 1 A_SpawnItemEx(\"NewSpider\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tDemolisher:\n        TNT1 A 1 A_SpawnItemEx(\"Demolisher\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tCyberMaster:\n        TNT1 A 1 A_SpawnItemEx(\"CyberMastermind\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tInsanity:\n        TNT1 A 1 A_SpawnItemEx(\"InsanitySpider\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\tInfernal:\n        TNT1 A 1 A_SpawnItemEx(\"KaiserInfernalSpider\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS|SXF_SETMASTER|SXF_NOCHECKPOSITION|SXF_TRANSFERAMBUSHFLAG|SXF_TRANSFERSPECIAL,0,tid)\n\t\tStop\n\t\t}\n}\n\nactor KaiserCultist : Cultista\n{\n  Health 30\n  DropItem \"NewMedikit\" 64\n}\n\nactor KaiserScoutX : KaiserScout\n{\n  DropItem \"NewShotgun\" 128\n  DropItem \"NewClip\"\n  painsound \"Robot/Pain\"\n  deathsound \"Robot/Death\"\n}\n\nactor WeakNailborg : Nailborg\n{\n  Health 150\n  DropItem \"NewMedikit\" 64\n  DropItem \"Shell\" 128\n  DropItem \"NewClip\" 128\n  DropItem \"RocketAmmo\" 64\n}\n\nactor WeakNailborgCommando : NailborgCommando\n{\n  Health 200\n  DropItem \"NewMedikit\" 64\n  DropItem \"NewClip\" 128\n  DropItem \"RocketAmmo\" 128\n}\n\nactor CgunSpiderX : CgunSpider\n{\n  DropItem \"NewChaingun\" 256\n  DropItem \"Clipbox\" 256\n  Radius 20\n  Height 56\n}\n\nactor HectebuscloneX : Hectebusclone\n{\n  Radius 48\n  Height 64\n  Mass 1000\n}\n\nactor InsanityArachnophyteX : InsanityArachnophyte\n{\n  Radius 31\n  Height 56\n  Mass 400\n  Health 500\n}\n\nactor FFPlasmaX : FFPlasma\n{\n  Radius 31\n  Height 56\n  Mass 400\n}\n\nactor FFSlimeX : FFSlime\n{\n  Radius 31\n  Height 56\n  Mass 400\n}\n\nactor FlyingFatsoX : FlyingFatso\n{\n  Radius 31\n  Height 56\n  Mass 400\n}\n\nactor WeakDrone : Drone\n{\n  Health 5\n}\n\nactor WeakDukeOfKaiser : DukeOfKaiser\n{\n  Health 1000\n}\n\nactor WeakRailbot : Railbot\n{\n  Health 35\n}\n\nactor NewRevenant : Revenant\n{\n  Health 300\n}\n\nACTOR DeadUscmMarine Replaces DeadMarine\n{\n  States\n  {\n  Spawn:\n    USCM M -1\n    Stop\n  }\n}\n\nACTOR DeadScientist1\n{\n  States\n  {\n  Spawn:\n    SCZA N -1\n    Stop\n  }\n}\n\nACTOR DeadScientist2\n{\n  States\n  {\n  Spawn:\n    SCZC N -1\n    Stop\n  }\n}\n\nACTOR DeadScientist3\n{\n  States\n  {\n  Spawn:\n    FSZW N -1\n    Stop\n  }\n}\n\nACTOR DeadScientist4\n{\n  States\n  {\n  Spawn:\n    FSZK N -1\n    Stop\n  }\n}\n\nACTOR DeadCivil\n{\n  States\n  {\n  Spawn:\n    FSZK N -1\n    Stop\n  }\n}\n\nactor DeadCorpseSpawner1 : RandomSpawner replaces DeadCacodemon\n{\n\tDropItem \"DeadCivil\" \t256 20\n\tDropItem \"DeadScientist\" \t256 10\n\tDropItem \"DeadScientist2\" \t256 10\n\tDropItem \"DeadScientist3\" \t256 10\n\tDropItem \"DeadScientist4\" \t256 10\n\tDropItem \"DeadUscmMarine\" \t256 20\n}\n\nactor DeadCorpseSpawner2 : RandomSpawner replaces DeadDemon\n{\n\tDropItem \"DeadCivil\" \t256 20\n\tDropItem \"DeadScientist\" \t256 10\n\tDropItem \"DeadScientist2\" \t256 10\n\tDropItem \"DeadScientist3\" \t256 10\n\tDropItem \"DeadScientist4\" \t256 10\n\tDropItem \"DeadUscmMarine\" \t256 20\n}\n\nactor DeadCorpseSpawner3 : RandomSpawner replaces DeadDoomImp\n{\n\tDropItem \"DeadCivil\" \t256 20\n\tDropItem \"DeadScientist\" \t256 10\n\tDropItem \"DeadScientist2\" \t256 10\n\tDropItem \"DeadScientist3\" \t256 10\n\tDropItem \"DeadScientist4\" \t256 10\n\tDropItem \"DeadUscmMarine\" \t256 20\n}\n\nactor DeadCorpseSpawner4 : RandomSpawner replaces DeadShotgunGuy\n{\n\tDropItem \"DeadCivil\" \t256 20\n\tDropItem \"DeadScientist\" \t256 10\n\tDropItem \"DeadScientist2\" \t256 10\n\tDropItem \"DeadScientist3\" \t256 10\n\tDropItem \"DeadScientist4\" \t256 10\n\tDropItem \"DeadUscmMarine\" \t256 20\n}\n\nactor DeadCorpseSpawner5 : RandomSpawner replaces DeadZombieman\n{\n\tDropItem \"DeadCivil\" \t256 20\n\tDropItem \"DeadScientist\" \t256 10\n\tDropItem \"DeadScientist2\" \t256 10\n\tDropItem \"DeadScientist3\" \t256 10\n\tDropItem \"DeadScientist4\" \t256 10\n\tDropItem \"DeadUscmMarine\" \t256 20\n}\n\nACTOR CyberImpX : cyberImp\n{\n  Health 100\n  States\n  {\n  Missile:\n    CIMP EF 8 A_FaceTarget\n    CIMP G 6 A_Custommissile(\"CyberImpPlasmaBall\",36,4)\n    Goto See\n  }\n}\n\nactor NewSoulSphere : SoulSphere {}\nactor NewMegaSphere : MegaSphere {}\nactor NewGreenArmor : GreenArmor {}\nactor NewBlueArmor : BlueArmor {}\n\nactor BlueArmorSpawner : RandomSpawner replaces BlueArmor\n{\n\tDropItem \"NewBlueArmor\" 256 20\n\tDropItem \"KaiserSoldierArmor\" 256 3\n\tDropItem \"RosaryArmor\" 256 3\n\tDropItem \"HecticArmor\" 256 1\n}\n\nactor GreenArmorSpawner : RandomSpawner replaces GreenArmor\n{\n\tDropItem \"NewGreenArmor\" 256 10\n\tDropItem \"KaiserSoldierArmor\" 256 1\n\tDropItem \"RosaryArmor\" 256 1\n}\n\nactor SoulSpawner : RandomSpawner replaces SoulSphere\n{\n\tDropItem \"NewSoulSphere\" 256 20\n\tDropItem \"Eucaristia\" 256 4\n\tDropItem \"Scapular\" 256 4\n\tDropItem \"MarisaHelper\" 256 1\n}\n\nactor MegaSpawner : RandomSpawner replaces MegaSphere\n{\n\tDropItem \"NewMegaSphere\" 256 10\n\tDropItem \"HecticSphere\" 256 1\n}\n\nactor BlurSpawner : RandomSpawner replaces BlurSphere\n{\n\tDropItem \"UscmFriendBeacon\" 256 20\n\tDropItem \"HeavenFriendBeacon\" 256 5\n\tDropItem \"Civil\" 256 10\n\tDropItem \"ArielHelper\" 256 1\n\tDropItem \"GuardianHelper\" 256 1\n}\n\nactor MedikitSpawner : RandomSpawner replaces Medikit\n{\n\t+ISMONSTER\n\tDropItem \"NewMedikit\" \t256 200\n\tDropItem \"HealthBackpack\" \t256 1\n\tDropItem \"SentryBox\" \t256 1\n\tDropItem \"HolyGrail\" 256 1\n\tDropItem \"AngelStatue\" 256 1\n\tDropItem \"Civil\" 256 4\n}\n\nactor StimpackSpawner : RandomSpawner replaces Stimpack\n{\n\t+ISMONSTER\n\tDropItem \"NewStimpack\" \t256 200\n\tDropItem \"HealthBackpack\" \t256 1\n\tDropItem \"SentryBox\" \t256 1\n\tDropItem \"HolyGrail\" 256 1\n\tDropItem \"AngelStatue\" 256 1\n\tDropItem \"Civil\" 256 4\n}\n\nactor ClipSpawner : RandomSpawner replaces Clip\n{\n\t+ISMONSTER\n\tDropItem \"NewClip\" \t256 20\n\tDropItem \"RiflesAmmo\" \t256 20\n}\n\nactor ClipBoxSpawner : RandomSpawner replaces ClipBox\n{\n\t+ISMONSTER\n\tDropItem \"NewClipbox\" \t256 20\n\tDropItem \"RiflesAmmoBox\" \t256 20\n}\n\nactor ShellSpawner : RandomSpawner replaces Shell\n{\n\t+ISMONSTER\n\tDropItem \"NewShell\" \t256 20\n\tDropItem \"RiflesAmmo\" \t256 20\n}\n\nactor ShellBoxSpawner : RandomSpawner replaces ShellBox\n{\n\t+ISMONSTER\n\tDropItem \"NewShellBox\" \t256 20\n\tDropItem \"RiflesAmmoBox\" \t256 20\n}\n\nACTOR NewHealthBonus : Health Replaces HealthBonus\n{\n\t+COUNTITEM\n    +INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 2\n\tInventory.MaxAmount 1000\n\tInventory.PickupMessage \"$GOTHTHBONUS\"\n\tStates\n\t{\n\tSpawn:\n\t\tBON1 ABCDCB 6\n\t\tLoop\n\t}\n}\n\nActor NewArmorBonus : BasicArmorBonus Replaces ArmorBonus\n{\n\tRadius 20\n\tHeight 16\n\tInventory.Pickupmessage \"$GOTARMBONUS\"\n\tInventory.Icon \"BON2A0\"\n\tArmor.Savepercent 33.335\n\tArmor.Saveamount 2\n\tArmor.Maxsaveamount 1000\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tBON2 ABCDCB 6\n\t\tLoop\n\t}\n}\n\nActor DiabloistX : Diabloist\n{\n  -NORADIUSDMG\n  States\n  {\n  Heal:\n    DIA2 A 4 Bright\n    DIA2 B 4 Bright\n    DIA2 C 4 Bright\n    Goto See\n  Missile:\n    DIAB G 0 Bright A_Jump(128, \"Missile2\")\n    DIAB G 0 Bright A_VileStart\n    DIAB G 3 Bright A_FaceTarget\n    DIAB H 3 Bright A_VileTarget\n    DIAB I 3 Bright A_FaceTarget\n    DIAB GHIJKLM 5 Bright A_FaceTarget\n    DIAB N 5 Bright A_FaceTarget\n    DIAB O 1 Bright A_Playsound (\"weapons/firbfi\")\n    DIAB O 4 Bright A_VileAttack\n    DIAB P 5 Bright\n    DIAB G 0 Bright A_Jump(128, \"Missile3\")\n    Goto See\n  Missile2:\n    DIAB N 5 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB O 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB P 0 Bright A_FaceTarget\n    DIAB P 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB N 0 Bright A_FaceTarget\n    DIAB N 5 Bright A_CustomMissile(\"DFlare\", 40, 0, Random(-4, 4))\n    DIAB O 0 Bright A_FaceTarget\n    DIAB P 5 Bright\n    DIAB P 0 Bright A_Jump(128, \"Missile4\")\n    Goto See\n  Missile4:\n    DIA2 A 8 Bright A_FaceTarget\n    DIA2 B 8 Bright A_FaceTarget\n    DIA2 C 0 Bright A_CustomMissile (\"DTracer\",0,-40,0)\n    DIA2 C 8 Bright A_CustomMissile (\"DTracer\",0,40,0)\n    Goto See\n  Pain:\n    DIAB Q 5\n    DIAB Q 5 A_Pain\n    Goto See\n  Death:\n    DIAB Q 7\n    DIAB R 7 A_Scream\n    DIAB S 7 A_NoBlocking\n    DIAB TUVW 7\n    DIAB XY 5\n    DIAB Z -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/RemoteSentry.txt",
        "contents": "ACTOR FriendlyKaiserRemoteSentry\n{\n   Radius 20\n   Height 64\n   Mass 10000\n   Health 500\n   Speed 0\n   MinMissileChance 10\n   DONTHURTSHOOTER\n   MONSTER\n   +FLOORCLIP\n   +FRIENDLY\n   +LOOKALLAROUND\n   +NOBLOOD\n   +SHOOTABLE\n   +NEVERRESPAWN\n   +STANDSTILL\n   AttackSound \"KaiserTurret/Fire\"\n   DeathSound \"weapons/rocklx\"\n   Obituary \"%o was fulled with bullets by a kaiser turret\"\n   States\n   {\n   Spawn:\n\t   TURR D 1\n\t   TURR A 5 A_Look\n\t   Goto Spawn+2\n   See:\n\t   TURR A 6 A_Chase\n\t   Goto See\n   Missile:\n\t   TURR B 1 A_FaceTarget\n\t   TURR B 6 Bright A_CustomBulletAttack(4,1,2,3,\"BulletPuff\")\n\t   TURR C 0 A_FaceTarget\n\t   TURR C 6 Bright A_CustomBulletAttack(4,1,2,3,\"BulletPuff\")\n\t   TURR C 0 A_SpidRefire\n\t   Goto Missile+1\n   Pain:\n\t   TURR D 5\n\t   Goto See\n   Death:\n\t   TURR A 5 A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t   TURR A 5 A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t   TURR A 5 A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t   TURR A 5 A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t   TURR D 9\n\t   TURR E 9 A_Fall\n\t   MISL B 8 Bright A_Explode\n\t   MISL C 6 Bright A_Scream\n\t   MISL D 4 Bright\n\t   Stop\n   }\n}\n\nACTOR SentryBox : CustomInventory 12369\n{\n  +COUNTITEM\n  +INVENTORY.INVBAR\n  Inventory.MaxAmount 3\n  Inventory.Icon \"SENBB0\"\n  Inventory.PickupMessage \"You picked up a sentry gun!\"\n  States\n  {\n  Spawn:\n    SENB A -1\n    Stop\n  Use:\n    TNT1 A 1 A_SpawnItemEx (\"FriendlyKaiserRemoteSentry\", 56, 0, 8, 0, 0, 0, 0, 1)\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/HealthPack.txt",
        "contents": "ACTOR HealthBackpackAdd : Health { Inventory.Amount 1 }\nACTOR DidHeal : Inventory {}\n\nACTOR HealthBackpack : CustomInventory Replaces Berserk\n{\n\t+INVBAR\n\tInventory.Amount 100\n\tInventory.MaxAmount 100\n\tInventory.InterHubAmount 100\n\tInventory.PickupMessage \"You got a Health Backpack.\"\n\tTag \"Health Pack\"\n\tInventory.Icon \"I_MBPK\"\n\tStates\n\t{\n\tSpawn:\n\t\tMBPK A -1\n\t\tStop\n\tUse:\n\tGiveCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HealthBackpack\", 1, \"GiveCheck2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DidHeal\", 1, \"PlaySound\")\n\t\tFail\n\tGiveCheck2:\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"Checkmaxhealth\") == TRUE, \"Give\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"DidHeal\", 1, \"PlaySound\")\n\t\tFail\n\tPlaySound:\n\t\tTNT1 A 0 A_TakeInventory(\"Didheal\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"FKITUSE\")\n\t\tFail\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"DidHeal\", 1)\n\tGiveHealth:\n\t\tTNT1 A 0 A_TakeInventory(\"HealthBackpack\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"HealthBackpackAdd\", 1)\n\t\tGoto GiveCheck\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/PlasmaBolter.txt",
        "contents": "//-----------------//\n//--PLASMA BOLTER--//\n//-----------------//\n\nACTOR Intruder : Weapon\n{\n   Weapon.SelectionOrder 1850\n   Inventory.PickupMessage \"You got the Intruder!\"\n   Obituary \"%o was fried by %k's Intruder.\"\n   Scale 0.6\n   Weapon.SlotNumber 2\n   +WEAPON.AMMO_OPTIONAL\n   States\n   {\n   Spawn:\n      PLBT A -1\n      Loop\n   Ready:\n      PLBG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      PLBG A 1 A_Lower\n      Loop\n   Select:\n      PLBG A 1 A_Raise\n      Loop\n   Fire:\n      PLBG A 0 A_JumpIfInventory(\"PistolUpgrade\", 1, \"BetterFire\")\n      PLBG A 3\n      PLBG E 0 A_Light1\n      PLBG E 0 A_PlayWeaponSound(\"weapons/boltfire\")\n      PLBG E 2 Bright A_FireCustomMissile(\"IntruderBall\",0,1,9,3)\n      PLBG C 2 A_Light0\n      PLBG D 2\n      PLBG A 0 A_ReFire\n      Goto Ready\n   BetterFire:\n      PLBG A 3\n      PLBG E 0 A_Light1\n      PLBG E 0 A_PlayWeaponSound(\"weapons/boltfire\")\n      PLBG E 2 Bright A_FireCustomMissile(\"FuzzyPlasma\",0,1,9,3)\n      PLBG C 2 A_Light0\n      PLBG D 2\n      PLBG A 0 A_ReFire\n      Goto Ready\n   AltFire:\n      PLBG A 21 A_PlaySound(\"heavenguard/attack\",CHAN_VOICE)\n      PLBG E 0 A_Light1\n      PLBG E 0 A_PlayWeaponSound(\"weapons/boltfire\")\n      PLBG E 5 Bright A_FireCustomMissile(\"IntruderBallTwo\",0,1,9,3)\n      PLBG C 5 A_Light0\n      PLBG D 20\n      PLBG A 0 A_ReFire\n      Goto Ready\n   }\n}\n\nACTOR IntruderBall\n{\n  Radius 13\n  Height 8\n  Speed 40\n  Damage (5*Random(1,4))\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  DeathSound \"weapons/plasmax\"\n  Obituary \"%o was fried by %k's Intruder.\"\n  States\n  {\n  Spawn:\n    PLSS AB 6 Bright\n    Loop\n  Death:\n    PLSE ABCDE 4 Bright\n    Stop\n  }\n}\n\nACTOR IntruderBallTwo\n{\n  Radius 13\n  Height 8\n  Speed 25\n  Damage (100*Random(1,1))\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  scale 0.75\n  DeathSound \"DeathBall/Explode\"\n  Obituary \"%o was fried by %k's Intruder.\"\n  States\n  {\n  Spawn:\n    ZZZZ AB 1 Bright\n    Loop\n  Death:\n    ZZZZ C 6 Bright\n    ZZZZ DE 6 Bright\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/HeavenGuardRifle.txt",
        "contents": "actor HeavenGuardRifle : Weapon\n{\n  Weapon.SelectionOrder 100\n  Weapon.SlotNumber 8\n  Weapon.AmmoUse 2\n  Weapon.AmmoGive 20\n  Weapon.AmmoType \"Cell\"\n  Weapon.AmmoUse2 1\n  Weapon.AmmoType2 \"Cell\"\n  States\n  {\n  Ready:\n    PLZM A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PLZM A 1 A_Lower\n//\tTNT1 AA 0 A_Lower\n    Loop\n  Select:\n    PLZM A 1 A_Raise\n//\tTNT1 AA 0 A_Raise\n    Loop\n  Fire:\n\tPLZM A 0 A_FireCustomMissile(\"HeavenFX1\",0,1,0,0)\n\tPLZM B 3 BRIGHT\n\tPLZM C 3\n\tPLZM D 6 A_ReFire\n    Goto Ready\n  AltFire:\n    PLZM A 0\n\tPLZM A 0 A_FireCustomMissile(\"FuzzyPlasma\",0,1,0,0)\n\tPLZM A 0 A_PlaySound(\"fuzzy/plasma\")\n\tPLZM B 2 BRIGHT\n\tPLZM C 2\n\tPLZM D 6 A_ReFire\n    Goto Ready\n  Spawn:\n    PLZM E -1\n    Stop\n  }\n}\n\nactor FuzzyPlasma // edited from Doom's standard plasmaball actor\n{\n  Radius 13\n  Height 8\n  Speed 30\n  Damage 4\n  Decal DoomImpScorch\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  SeeSound \"\"\n  DeathSound \"fuzzy/pdeath\"\n  States\n  {\n  Spawn:\n\tPLZM F 0\n\tPLZM F 0 A_SpawnItemEx(\"FuzzyPlasmaTrail\")\n    PLZM F 1 bright\n\tPLZM G 0 A_SpawnItemEx(\"FuzzyPlasmaTrail\")\n\tPLZM G 1 bright\n    loop\n  Death:\n\tPLZM H 0\n\tPLZM H 0 A_Explode(8, 32)\n    PLZM HIJKL 3 bright\n    stop\n  }\n}\n\nACTOR FuzzyPlasmaTrail\n{\n  RenderStyle Translucent\n  Alpha 0.75\n  Scale 0.7\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOCLIP\n  +DONTSPLASH\n  +NOTELEPORT\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    PLZM M 0\n\tPLZM M 1 A_SetTranslucent(0.70, 1)\n\tPLZM N 1 A_SetTranslucent(0.65, 1)\n\tPLZM M 1 A_SetTranslucent(0.60, 1)\n\tPLZM N 1 A_SetTranslucent(0.55, 1)\n\tPLZM M 1 A_SetTranslucent(0.50, 1)\n\tPLZM N 1 A_SetTranslucent(0.45, 1)\n\tPLZM M 1 A_SetTranslucent(0.40, 1)\n\tPLZM N 1 A_SetTranslucent(0.35, 1)\n\tPLZM M 1 A_SetTranslucent(0.20, 1)\n\tPLZM N 1 A_SetTranslucent(0.15, 1)\n\tPLZM M 1 A_SetTranslucent(0.10, 1)\n\tPLZM N 1 A_SetTranslucent(0.05, 1)\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/TechArmor.txt",
        "contents": "Actor KaiserSoldierArmor : CustomInventory\n{\n  Inventory.Amount 1\n  Inventory.PickupSound \"misc/p_pkup\"\n  Inventory.MaxAmount 3\n  Inventory.InterHubAmount 3\n  Inventory.PickupMessage \"Kaiser Soldier Armor\"\n  Inventory.Icon ARM4B0\n  +Inventory.InvBar\n  +FloorClip\n  States\n  {\n  Spawn:\n    ARM4 A -1\n    Loop\n  Use:\n    TNT1 A 0 A_JumpIfInventory(\"Cell\", 100, \"Succeed\")\n    TNT1 A 0 A_Print(\"Not enough energy cells\")\n    TNT1 A 0 A_GiveInventory(\"KaiserSoldierArmor\", 1)\n    Stop\n  Succeed:\n    TNT1 A 0 A_PlaySoundEx(\"Pickups/TechArmor\", \"SoundSlot7\", 0)\n    TNT1 A 0 A_TakeInventory(\"Cell\", 100)\n    TNT1 A 0 A_GiveInventory(\"TechArmorProtection\", 300)\n    Stop\n  }\n}\n\nActor TechArmorProtection : BasicArmorPickup\n{\n  Inventory.Icon \"ARM4A0\"\n  Armor.SaveAmount 300\n  Armor.SavePercent 75\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    Fail\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/AssaultRifle.txt",
        "contents": "actor AssaultRifle : Weapon\n{\n   Weapon.SelectionOrder 750\n   Weapon.AmmoUse1 1\n   Weapon.AmmoType1 \"GunLoad\"\n   Weapon.AmmoType2 \"RiflesAmmo\"\n   Weapon.SlotNumber 2\n   Inventory.PickupMessage \"You got the Assault Rifle.\"\n   Obituary \"%o was mowed down by %k's assault rifle.\"\n   decal \"BulletChip\"\n   +Weapon.Ammo_Optional\n   +NOALERT\n   States\n   {\n   Ready:\n\t ARRF A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\t ARRF A 0 A_JumpIfInventory(\"AssaultRifleZoom\", 1, \"ReadyZoom\")\n     ARRF AAA 1 A_WeaponReady(WRF_ALLOWRELOAD)\n     Goto Ready+1\n   ReadyZoom:\n     ARZO B 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t Goto Ready\n   Deselect:\n     ARRF A 0 A_TakeInventory(\"AssaultRifleZoom\", 1)\n     ARRF A 1 A_Lower\n     Loop\n   Select:\n     ARRF A 1 A_Raise\n     loop\n   Fire:\n     TNT1 A 0 A_JumpIfInventory(\"AssaultRifleZoom\", 1, \"FireZoom\")\n     TNT1 A 0 A_JumpIfInventory(\"RifleUpgrade\", 1, \"Alternative\")\n\t TNT1 A 0 A_JumpIfNoAmmo(\"Reload\")\n\t TNT1 A 0 Bright A_GunFlash\n\t TNT1 A 0 A_AlertMonsters\n\t TNT1 A 0 A_PlaySound(\"USCM/FIRE\", CHAN_WEAPON)\n\t TNT1 A 0 A_FireBullets(2.5, 1.0, 1, 5, \"BulletPuff\")\n\t TNT1 A 0 A_FireCustomMissile(\"RRifCaseSpawn\",0,0,10,1)\n\t ARMZ ABCD 1 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n     ARRF A 0 A_ReFire\n     Goto Ready+1\n   FireZoom:\n     ARZO B 0 A_JumpIfInventory(\"RifleUpgrade\", 1, \"AlternativeZoom\")\n\t ARZO B 0 A_JumpIfNoAmmo(\"Reload\")\n\t ARZO B 0 Bright A_GunFlash\n\t ARZO B 0 A_AlertMonsters\n\t ARZO A 0 A_PlaySound(\"USCM/FIRE\", CHAN_WEAPON)\n\t ARZO C 3 A_FireBullets(1.0, 1.0, 1, 5, \"BulletPuff\")\n\t TNT1 A 0 A_FireCustomMissile(\"ARRifCaseSpawn\",0,0,10,1)\n\t ARZO B 3 Bright\n     ARZO A 0 A_ReFire\n     Goto ReadyZoom\n   Alternative:\n     ARRF A 0 A_JumpIfNoAmmo(\"Reload\")\n\t ARRF A 0 Bright A_GunFlash\n\t ARRF A 0 A_AlertMonsters\n\t ARRF A 0 A_PlaySound(\"USCM/FIRE\", CHAN_WEAPON)\n\t TNT1 A 0 A_FireBullets(2.5, 1.0, 1, 5, \"BulletPuff\")\n\t TNT1 A 0 A_FireCustomMissile(\"RRifCaseSpawn\",0,0,10,1)\n\t ARMZ BCD 1 Bright\n     ARRF A 0 A_ReFire\n     Goto Ready+1\n   AlternativeZoom:\n\t ARZO B 0 A_JumpIfNoAmmo(\"Reload\")\n\t ARZO B 0 Bright A_GunFlash\n\t ARZO B 0 A_AlertMonsters\n\t ARZO A 0 A_PlaySound(\"USCM/FIRE\", CHAN_WEAPON)\n\t ARZO C 2 A_FireBullets(1.0, 1.0, 1, 5, \"BulletPuff\")\n\t TNT1 A 0 A_FireCustomMissile(\"ARRifCaseSpawn\",0,0,10,1)\n\t ARZO B 2 Bright\n     ARZO A 0 A_ReFire\n     Goto ReadyZoom\n   ReloadZoom:\n\t ARZO A 1 A_ZoomFactor(1.0)\n\t ARZO A 1 A_TakeInventory(\"AssaultRifleZoom\", 1)\n     Goto Reload\n   Reload:\n     PISG D 0 A_JumpIfInventory(\"AssaultRifleZoom\", 1, \"ReloadZoom\")\n\t PISG D 0 A_JumpIfInventory(\"GunLoad\",40,2)\n \t PISG D 0 A_JumpIfInventory(\"RiflesAmmo\",1,\"ReloadStart\")\n\t PISG D 0\n\t Goto Ready+1\n   ReloadStart:\n     ARRF A 0 A_PlaySound(\"weapon/actionmachinegunpull\")\n\t ARRF ABCDEFGHIJKLLLLL 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t Goto ReloadAmmo\n   ReloadAmmo:\n\t NULL A 0 A_TakeInventory(\"RiflesAmmo\",1)\n\t NULL A 0 A_GiveInventory(\"GunLoad\",1)\n\t NULL A 0 A_JumpIfInventory(\"GunLoad\",40,\"ReloadDone\")\n\t NULL A 0 A_JumpIfInventory(\"RiflesAmmo\",1,\"ReloadAmmo\")\n\t Goto ReloadDone\n   ReloadDone:\n\t ARRF MNOOPQRSSSSSSSSSSSSSS 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n     ARRF S 3 A_PlaySound(\"weapon/actionMachinegunLoad\")\n\t ARRF TUVWXXYZ 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t ARRF KJIHGFEDCBA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n     Goto Ready+1\n   AltFire:\n\t ARRF A 1 A_JumpIfInventory(\"AssaultRifleZoom\", 1, \"AltfireUnzoom\")\n\t AltFireZoom:\n\t ARZO A 2\n\t ARZO B 2 A_ZoomFactor(1.5)\n\t ARZO B 1 A_GiveInventory(\"AssaultRifleZoom\", 1)\n\t Goto Ready\n   AltFireUnzoom:\n\t ARZO B 2\n\t ARZO A 2 A_ZoomFactor(1.0)\n\t ARZO A 1 A_TakeInventory(\"AssaultRifleZoom\", 1)\n\t Goto Ready\n   Flash:\n     TNT1 A 2 Bright A_Light1\n     TNT1 A 2 Bright A_Light2\n     Goto LightDone\n   Spawn:\n     USRF A -1\n     Stop\n   }\n}\n\nACTOR GunLoad : Ammo { Inventory.Icon \"CLIPA0\" Inventory.MaxAmount 40 }\nACTOR AssaultRifleZoom : Inventory { Inventory.MaxAmount 1 }"
      },
      {
        "source": "pk3",
        "name": "Decorate/Railgun.txt",
        "contents": "Actor STRailgun : DoomWeapon\n{\n  Radius 20\n  Height 16\n  Weapon.Selectionorder 100\n  Weapon.AmmoUse1 1\n  Weapon.AmmoType1 \"RailGunLoad\"\n  Weapon.AmmoType2 \"Cell\"\n  Weapon.AmmoGive 40\n  Inventory.Pickupmessage \"You got the railgun!\"\n  Obituary \"%o was railed by %k.\"\n  Decal RailScorch\n  +Weapon.Ammo_Optional\n  States\n  {\n  Ready:\n\tRLGF A 0 A_WeaponReady(WRF_ALLOWRELOAD)\n\tGoto Reload\n    RLGF AAA 1 A_WeaponReady(WRF_ALLOWRELOAD)\n    Goto Ready+1\n  Deselect:\n    RLGF A 1 A_Lower\n    Loop\n  Select:\n    RLGF A 1 A_Raise\n    Loop\n  Fire:\n\tRLGG A 0 A_JumpIfNoAmmo(\"Reload\")\n\tRLGG BCD 1\n    RLGG E 1 A_FireRailgun\n\tRLGG FGHIJKJIHGF 1\n\tRLGF A 6\n    RLGG M 0 A_ReFire\n    Goto Ready+1\n  Reload:\n\tRLGG A 0 A_JumpIfInventory(\"RailGunLoad\",4,2)\n\tRLGG A 0 A_JumpIfInventory(\"Cell\",10,\"ReloadStart\")\n\tRLGG A 0\n\tgoto Ready+1\n  ReloadStart:\n\tRLGG L 6\n    RLGG MNOPQ 6\n\tGoto ReloadAmmo\n  ReloadAmmo:\n\tNULL A 0 A_TakeInventory(\"Cell\",10)\n\tNULL A 0 A_GiveInventory(\"RailGunLoad\",1)\n\tNULL A 0 A_JumpIfInventory(\"RailGunLoad\",4,\"ReloadDone\")\n\tNULL A 0 A_JumpIfInventory(\"Cell\",10,\"ReloadAmmo\")\n\tgoto ReloadDone\n  ReloadDone:\n    RLGG RS 6\n    Goto Ready+1\n  Flash:\n    TNT1 A 5 bright A_Light1\n    TNT1 A 5 bright A_Light2\n    TNT1 A 0 bright A_Light0\n    Goto LightDone\n  Spawn:\n    RAIL A -1\n    Stop\n  }\n}\n\nACTOR RailGunLoad : Ammo { Inventory.MaxAmount 4 Inventory.Icon \"CELLA0\" }"
      },
      {
        "source": "pk3",
        "name": "Decorate/Minigun.txt",
        "contents": "ACTOR STMinigun : Weapon 20039\n{\n  Decal Bulletchip\n  Weapon.AmmoType \"Clip\"\n  Weapon.AmmoGive 20\n  Weapon.AmmoUse 1\n  Inventory.PickupSound \"misc/w_pkup\"\n  Inventory.PickupMessage \"Picked up a minigun!\"\n  Obituary \"%o was shredded by %k's minigun.\"\n  AttackSound \"weapons/minigunfire\"\n  States\n\t{\n  Spawn:\n    MNGN A -1\n    Loop\n  Ready:\n    PMIN A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PMIN A 1 A_Lower\n    Loop\n  Select:\n    PMIN A 1 A_Raise\n    Loop\n  Fire:\n    PMIN A 0 A_GunFlash\n    PMIN A 1 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n    TNT1 A 0 A_FireCustomMissile(\"PisCaseSpawn\",0,0,0,1)\n\tPMIN B 1\n    PMIN C 1 A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n    TNT1 A 0 A_FireCustomMissile(\"PisCaseSpawn\",0,0,0,1)\n\tPMIN D 1\n    PMIN A 2 A_ReFire\n    PMIN C 2\n    PMIN A 4\n    PMIN B 4\n    PMIN C 8\n    PMIN D 8\n    Goto Ready\n  Flash:\n    PMIF A 1 BRIGHT A_Light2\n\tTNT1 A 0\n    PMIF B 1 BRIGHT A_Light1\n\tTNT1 A 0 A_Light0\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/GrenadeLauncher.txt",
        "contents": "ACTOR STGrenadeLauncher : Weapon\n{\n  Radius 20\n  Height 16\n  Weapon.SelectionOrder 2500\n  +WEAPON.NOAUTOFIRE\n  +WEAPON.NOAUTOAIM\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 2\n  Weapon.AmmoType \"RocketAmmo\"\n  Weapon.Kickback 100\n  Weapon.SlotNumber 5\n  Weapon.AmmoUse2 1\n  Weapon.AmmoType2 \"RocketAmmo\"\n  Inventory.PickupMessage \"You got the grenade launcher!\"\n  Obituary \"%o caught %k's grenade.\"\n  States\n  {\n  Spawn:\n    GLAU A -1\n    Stop\n  Ready:\n//  GRLG A 0 A_GiveInventory (\"IsAlive\", 1)\n    GRLG A 1 A_WeaponReady\n    Goto Ready//+1\n  Deselect:\n    GRLG A 1 A_Lower\n    Loop\n  Select:\n    GRLG A 1 A_Raise\n    Loop\n  Fire:\n    GRLG B 2 A_GunFlash\n    GRLG B 3 A_FireCustomMissile(\"STGrenade\", 0, 1, 0, 0, 0, 6.328125)\n\tGRLG CDEDCB 1\n\tGRLG B 8\n    GRLG B 0 A_ReFire\n    Goto Ready\n  AltFire:\n\tGRLG B 0 A_JumpIfInventory(\"GrenadeLauncherUpgrade\", 1, \"Alternative\")\n    Goto Ready\n  Alternative:\n    GRLG B 2 A_GunFlash\n    GRLG B 3 A_FireCustomMissile(\"IGProxX\", 0, 1, 0, 0)\n\tGRLG CDEDCB 1\n\tGRLG B 8\n    GRLG B 0 A_ReFire\n    Goto Ready\n  Flash:\n    GRLF A 5 bright A_Light1\n    GRLF B 1 bright\n    GRLF C 1 bright A_Light2\n    GRLF D 1 bright A_Light2\n    Goto LightDone\n  }\n}\n\nActor STGrenade\n{\n  Radius 8\n  Height 8\n  Speed 25\n  Damage 20\n  Gravity 0.25\n  Projectile\n  -NoGravity\n  +DoomBounce\n  +DehExplosion\n  +GrenadeTrail\n  +THRUSPECIES\n  +MTHRUSPECIES\n  Species \"Marines\"\n  SeeSound \"Weapons/GrBnce\"\n  DeathSound \"Weapons/GrenLX\"\n  DamageType Fire\n  States\n  {\n  Spawn:\n    SGRN A 0 Bright\n    SGRN A 0 Bright A_StopSound\n    SGRN A 0 Bright A_PlaySound(\"Weapons/GrenLF\")\n    SGRN A 1 Bright\n    Goto Spawn+3\n  Death:\n    MISL AAAAAAAAAA 0 A_CustomMissile(\"FatsoEffect\", 0,0,random(-180,180),2,random(-90,90))\n    MISL B 0 Bright A_ChangeFlag(\"NoGravity\", 1)\n    MISL B 8 Bright A_Explode\n    MISL C 6 Bright\n    MISL D 4 Bright\n    stop\n  }\n}\n\nACTOR IGProxStationaryX\n{\n   Radius 5\n   Height 5\n   Mass 1000000\n   Health 20\n   Damage 10\n   SeeSound \"weapons/tink\"\n   ExplosionDamage 384\n   ExplosionRadius 160\n   DONTHURTSHOOTER\n   Speed 0\n   +NOBLOOD\n   -SHOOTABLE\n   +MISSILE\n   +THRUGHOST\n   +THRUSPECIES\n   +MTHRUSPECIES\n   Species \"Marines\"\n   States\n   {\n   Spawn:\n      IGPX A 0 A_Gravity\n      IGPX AAABBBCCCAAABBBCCC 1\n      Loop\n   Death:\n\t  IGPX A 10 A_PlaySound(\"prox/beep\")\n\t  PRXD A 0 bright A_PlaySound(\"prox/death\")\n\t  MISL AAAAAAAAAA 0 A_CustomMissile(\"FatsoEffect\", 0,0,random(-180,180),2,random(-90,90))\n      MISL B 8 A_Explode\n      MISL C 6\n      MISL D 4\n      Stop\n   }\n}\n\nACTOR IGProxX\n{\n   Radius 5\n   Height 5\n   Mass 1000000\n   Health 20\n   Damage 10\n   SeeSound \"weapons/tink\"\n   BounceSound \"Prox/hit\"\n   DONTHURTSHOOTER\n   Speed 15\n   +NOBLOOD\n   -SHOOTABLE\n   +MISSILE\n   +DOOMBOUNCE\n   +THRUGHOST\n   +THRUSPECIES\n   Species \"Marines\"\n   States\n   {\n   Spawn:\n      IGPX A 0 A_PlaySound(\"prox/hit\")\n      IGPX A 0 A_Gravity\n      IGPX AAABBBCCCAAABBBCCC 1\n      Loop\n   Death:\n      IGPX A 0 A_SpawnItem(\"IGProxStationaryX\")\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/M40.txt",
        "contents": "Actor M40Rifle : Weapon\n{\n  Obituary \"%o was sniped out by %k's M40\"\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"You got the M40A1 Sniper Rifle\"\n  Weapon.SelectionOrder 1\n  Weapon.SlotNumber 9\n  Weapon.KickBack 125\n  Weapon.AmmoType \"RiflesAmmo\"\n  Weapon.AmmoUse 15\n  Weapon.AmmoGive 60\n  +Weapon.NoAlert\n  +Weapon.NoAutoFire\n  Scale 0.8\n  Decal BulletChip\n  States\n  {\n  Spawn:\n    SNPP A -1\n    Stop\n  Ready:\n    SNPG A 0 A_JumpIfInventory(\"M40A1Zoom\", 1, \"ScopedReady\")\n    SNPG A 1 A_WeaponReady\n    Loop\n  ScopedReady:\n    SNPS A 1 A_WeaponReady(1)\n    Loop\n  Deselect:\n    SNPG A 0 A_JumpIfInventory(\"M40A1Zoom\", 1, \"ScopedDeselect\")\n    SNPG A 1 A_Lower\n    Loop\n  ScopedDeselect:\n    SNPG A 0 A_TakeInventory(\"M40A1Zoom\", 2)\n    SNPG A 0 A_PlaySound(\"M40Rifle/Scope\")\n    SNPG A 2 A_ZoomFactor(1.0)\n    SNPG A 1 A_Lower\n    Goto ScopedDeselect+3\n  Select:\n    SNPG A 1 A_Raise\n    Loop\n  Fire:\n    SNPG A 0 A_JumpIfInventory(\"M40A1Zoom\", 1, \"ScopedFire\")\n\tSNPG A 0 A_JumpIfInventory(\"SniperUpgrade\", 1, \"BetterFire\")\n    SNPG A 0 A_AlertMonsters\n    SNPG A 0 A_FireBullets (0.0, 0.0, 1, 150, \"M40Puff\", FBF_USEAMMO|FBF_NORANDOM)\n    SNPG A 0 A_PlayWeaponSound(\"M40Rifle/Fire\")\n    SNPG A 0 A_Quake(2, 2, 0, 1)\n    SNPG A 0 A_SetPitch(Pitch-0.5)\n    SNPF AB 2\n    SNPF CDE 3\n    SNPG A 3\n    SNPG BC 3\n    SNPG DEF 2\n    SNPG H 2 A_PlayWeaponSound(\"M40Rifle/Bolt1\")\n\tTNT1 A 0 A_FireCustomMissile(\"RRifCaseSpawn\",0,0,0,1)\n    SNPG IJ 2\n    SNPG K 3\n    SNPG JI 2\n    SNPG H 2 A_PlayWeaponSound(\"M40Rifle/Bolt2\")\n    SNPG FED 3\n    SNPG CB 4\n    SNPG A 2\n    SNPG A 1 A_ReFire\n    Goto Ready\n  BetterFire:\n    SNPG A 0 A_JumpIfInventory(\"M40A1Zoom\", 1, \"ScopedFire\")\n    SNPG A 0 A_AlertMonsters\n    SNPG A 0 A_FireBullets (0.0, 0.0, 1, 150, \"M40Puff\", FBF_USEAMMO|FBF_NORANDOM)\n    SNPG A 0 A_PlayWeaponSound(\"M40Rifle/Fire\")\n    SNPG A 0 A_Quake(2, 2, 0, 1)\n    SNPG A 0 A_SetPitch(Pitch-0.5)\n    SNPF AB 1\n    SNPF CDE 2\n    SNPG A 2\n    SNPG BC 2\n    SNPG DEF 1\n    SNPG H 1 A_PlayWeaponSound(\"M40Rifle/Bolt1\")\n\tTNT1 A 0 A_FireCustomMissile(\"RRifCaseSpawn\",0,0,0,1)\n    SNPG IJ 1\n    SNPG K 2\n    SNPG JI 1\n    SNPG H 1 A_PlayWeaponSound(\"M40Rifle/Bolt2\")\n    SNPG FED 2\n    SNPG CB 2\n    SNPG A 1\n    SNPG A 0 A_ReFire\n    Goto Ready\n  ScopedFire:\n    SNPG A 0 A_JumpIfInventory(\"SniperUpgrade\", 1, \"BetterScopedFire\")\n    SNPS A 0 A_AlertMonsters\n    SNPG A 0 A_FireBullets (0.0, 0.0, 1, 150, \"M40Puff\", FBF_USEAMMO|FBF_NORANDOM)\n    SNPS A 0 A_PlayWeaponSound(\"M40Rifle/Fire\")\n    SNPS A 0 A_Quake(2, 2, 0, 1)\n    SNPS A 0 A_SetPitch(Pitch-0.5)\n    SNPS A 28\n    SNPS A 2 A_PlayWeaponSound(\"M40Rifle/Bolt1\")\n\tTNT1 A 0 A_FireCustomMissile(\"RRifCaseSpawn\",0,0,0,1)\n    SNPS A 11\n    SNPS A 2 A_PlayWeaponSound(\"M40Rifle/Bolt2\")\n    SNPS A 19\n    SNPS A 1 A_ReFire\n    Goto Ready\n  BetterScopedFire:\n    SNPS A 0 A_AlertMonsters\n    SNPG A 0 A_FireBullets (0.0, 0.0, 1, 300, \"M40Puff\", FBF_USEAMMO|FBF_NORANDOM)\n    SNPS A 0 A_PlayWeaponSound(\"M40Rifle/Fire\")\n    SNPS A 0 A_Quake(2, 2, 0, 1)\n    SNPS A 0 A_SetPitch(Pitch-0.5)\n    SNPS A 14\n    SNPS A 1 A_PlayWeaponSound(\"M40Rifle/Bolt1\")\n\tTNT1 A 0 A_FireCustomMissile(\"RRifCaseSpawn\",0,0,0,1)\n    SNPS A 6\n    SNPS A 1 A_PlayWeaponSound(\"M40Rifle/Bolt2\")\n    SNPS A 10\n    SNPS A 0 A_ReFire\n    Goto Ready\n  AltFire:\n    SNPS A 0 A_JumpIfInventory(\"M40A1Zoom\", 2, \"ZoomOut\")\n    SNPS A 0 A_JumpIfInventory(\"M40A1Zoom\", 1, \"ZoomMore\")\n    SNPS A 0 A_PlaySound(\"M40Rifle/Scope\")\n    SNPS A 0 A_GiveInventory(\"M40A1Zoom\", 1)\n    SNPS A 2 A_ZoomFactor(6.0)\n    Goto Ready\n  ZoomMore:\n    SNPS A 0 A_PlaySound(\"M40Rifle/Scope\")\n    SNPS A 0 A_GiveInventory(\"M40A1Zoom\", 1)\n    SNPS A 2 A_ZoomFactor(12.0)\n    Goto Ready\n  ZoomOut:\n    SNPG A 0 A_TakeInventory(\"M40A1Zoom\", 2)\n    SNPG A 0 A_PlaySound(\"M40Rifle/Scope\")\n    SNPG A 2 A_ZoomFactor(1.0)\n    Goto Ready\n  ScopedReady:\n    SNPS A 1 A_WeaponReady(1)\n    Loop\n  }\n}\n\nACTOR M40A1Zoom : Inventory { Inventory.MaxAmount 2 }\nActor M40Puff : BulletPuff { +NoExtremeDeath }"
      },
      {
        "source": "pk3",
        "name": "Decorate/NPCs.txt",
        "contents": "actor Civil : SwitchingDecoration\n{\n  SeeSound \"peasant/sight\"\n  AttackSound \"peasant/attack\"\n  PainSound \"Peasant/pain\"\n  DeathSound \"peasant/death\"\n  health 300\n  radius 16\n  height 56\n  deathheight 32\n  mass 100\n  speed 12\n  painchance 200\n  Activation THINGSPEC_Activate\n  MONSTER\n  +SOLID\n  +FRIENDLY\n  +FLOORCLIP\n  -COUNTKILL\n  +FRIGHTENED\n  +QUICKTORETALIATE\n  +LOOKALLAROUND\n  +PUSHABLE\n  +SLIDESONWALLS\n  -FASTER\n  +MTHRUSPECIES\n  +NODROPOFF\n  +THRUSPECIES\n  +DONTHURTSPECIES\n  +NOBLOCKMONST\n  +USESPECIAL\n  -CANNOTPUSH\n  -COUNTKILL\n  states\n  {\n  Spawn:\n    PEAS AABB 4\n\tPEAS A 0 A_ChangeFlag(\"FRIENDLY\",1)\n    Loop\n  See:\n    PEAS A 0 A_ChangeFlag(\"FRIENDLY\",1)\n    PEAS A 0 A_JumpIfTargetInLOS (\"Panic\")\n    PEAS AABB 4\n    Goto See\n  Panic:\n    PEAS ABCD 2 A_Chase\n    Goto See\n  Pain:\n    PEAS E 4\n    PEAS E 4 A_PlaySound(\"peasant/pain\")\n    goto See\n  Active:\n    TNT1 A 0 A_Jump(256,\"One\", \"Two\", \"Three\", \"Four\", \"Five\", \"Six\", \"Seven\")\n  One:\n    PEAS A 0 A_FaceTarget\n\tPEAS A 0 A_UnSetShootable\n    PEAS A 10 A_FaceTarget\n\tTNT1 A 0 A_PrintBold (\"Thank you!, White coat!, Good luck with Kaiser...\")\n\tTNT1 AAA 0 A_SpawnItemEx (\"FaithItem\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_Jump(256,\"Escape\")\n\tGoto Escape\n  Two:\n    PEAS A 0 A_FaceTarget\n\tPEAS A 0 A_UnSetShootable\n    PEAS A 10 A_FaceTarget\n\tTNT1 A 0 A_PrintBold (\"Please!, save the humanity white coat!!\")\n\tTNT1 AAA 0 A_SpawnItemEx (\"FaithItem\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_Jump(256,\"Escape\")\n\tGoto Escape\n  Three:\n    PEAS A 0 A_FaceTarget\n\tPEAS A 0 A_UnSetShootable\n    PEAS A 10 A_FaceTarget\n\tTNT1 A 0 A_PrintBold (\"Please, take care of yourself, you don't know what those demons do to the people\")\n\tTNT1 AAA 0 A_SpawnItemEx (\"FaithItem\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_Jump(256,\"Escape\")\n\tGoto Escape\n  Four:\n    PEAS A 0 A_FaceTarget\n\tPEAS A 0 A_UnSetShootable\n    PEAS A 10 A_FaceTarget\n\tTNT1 A 0 A_PrintBold (\"God help us, thank you very much for saving my life\")\n\tTNT1 AAA 0 A_SpawnItemEx (\"FaithItem\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_Jump(256,\"Escape\")\n\tGoto Escape\n  Five:\n    PEAS A 0 A_FaceTarget\n\tPEAS A 0 A_UnSetShootable\n    PEAS A 10 A_FaceTarget\n\tTNT1 A 0 A_PrintBold (\"The Blue Knight is real?, Nevermind, I was just curious, thanks for saving me\")\n\tTNT1 AAA 0 A_SpawnItemEx (\"FaithItem\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_Jump(256,\"Escape\")\n\tGoto Escape\n  Six:\n    PEAS A 0 A_FaceTarget\n\tPEAS A 0 A_UnSetShootable\n    PEAS A 10 A_FaceTarget\n\tTNT1 A 0 A_PrintBold (\"Thanks heaven you're here!, thank you!, THANK YOU!!!!\")\n\tTNT1 AAA 0 A_SpawnItemEx (\"FaithItem\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_Jump(256,\"Escape\")\n\tGoto Escape\n  Seven:\n    PEAS A 0 A_FaceTarget\n\tPEAS A 0 A_UnSetShootable\n    PEAS A 10 A_FaceTarget\n\tTNT1 A 0 A_PrintBold (\"Please kill all the demons, kill them all, I don't want to see everyone be Nailborgs, and worse still, the girls..\")\n\tTNT1 AAA 0 A_SpawnItemEx (\"FaithItem\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_Jump(256,\"Escape\")\n\tGoto Escape\n  Escape:\n    PEAS AB 4 Bright A_FadeOut(0.1)\n    Loop\n  Death:\n    TNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n    PEAS G 5\n    PEAS H 5\n    PEAS I 10 A_Scream\n    PEAS J 10 A_NoBlocking\n    PEAS KLM 10\n    PEAS N -1\n    stop\n  XDeath:\n    TNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n    PEAG A 5\n    PEAG B 5 A_XScream\n    PEAG C 5 A_NoBlocking\n    PEAG DEFGHI 5 A_TossGib\n    PEAG J -1\n    stop\n  }\n}\n\nactor KaiserWeaponUpgrade : RandomSpawner\n{\n\t+ISMONSTER\n    DropItem \"ShotgunUpgrade\" \t256 20\n\tDropItem \"PlasmaRifleUpgrade\" \t256 20\n\tDropItem \"RocketLauncherUpgrade\" \t256 20\n\tDropItem \"ChaingunUpgrade\" \t256 20\n\tDropItem \"SuperShotgunUpgrade\" \t256 20\n\tDropItem \"RifleUpgrade\" \t256 20\n\tDropItem \"SniperUpgrade\" \t256 20\n\tDropItem \"GrenadeLauncherUpgrade\" \t256 20\n\tDropItem \"SwordUpgrade\" 256 20\n}\n\nACTOR ShotgunUpgrade : Inventory\n{\n  Inventory.PickupMessage \"Shotgun Upgrade!.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    UPG2 A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_Print (\"You Upgrade Your Shotgun With Strange Tecnology, You Can Use Alternative Fire\")\n    stop\n  }\n}\n\nACTOR SuperShotgunUpgrade : Inventory\n{\n  Inventory.PickupMessage \"Super Shotgun Upgrade!.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    UPG1 A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_Print (\"You Upgrade Your Shotgun With Strange Tecnology, You Can Use Alternative Fire\")\n    stop\n  }\n}\n\nACTOR ChaingunUpgrade : Inventory\n{\n  Inventory.PickupMessage \"Chaingun Upgrade!.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    UPG3 A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_Print (\"You Upgrade Your Chaingun With Strange Tecnology, You Can Use Alternative Fire\")\n    stop\n  }\n}\n\nACTOR PlasmaRifleUpgrade : Inventory\n{\n  Inventory.PickupMessage \"Plasma Rifle Upgrade!.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    UPG5 A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_Print (\"You Upgrade Your Plasma Rifle With Strange Tecnology, You Can Use Alternative Fire\")\n    stop\n  }\n}\n\nActor RocketLauncherUpgrade : Inventory\n{\n  Inventory.PickupMessage \"Rocket Launcher Upgrade!.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    UPG4 A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_Print (\"You Upgrade Your Rocket Launcher With Strange Tecnology, You Can Use Alternative Fire\")\n    stop\n  }\n}\n\nActor SniperUpgrade : Inventory\n{\n  Inventory.PickupMessage \"Sniper Rifle Upgrade!.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    UPG6 A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_Print (\"You Upgrade Your Rocket Launcher With Strange Tecnology, You Can Use Alternative Fire\")\n    stop\n  }\n}\n\nActor RifleUpgrade : Inventory\n{\n  Inventory.PickupMessage \"Assault Rifle Upgrade!.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    UPG7 A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_Print (\"You Upgrade Your Rocket Launcher With Strange Tecnology, You Can Use Alternative Fire\")\n    stop\n  }\n}\n\nActor GrenadeLauncherUpgrade : Inventory\n{\n  Inventory.PickupMessage \"Grenade Launcher Upgrade!.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    UPG8 A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_Print (\"You Upgrade Your Rocket Launcher With Strange Tecnology, You Can Use Alternative Fire\")\n    stop\n  }\n}\n\nActor SwordUpgrade : Inventory\n{\n  Inventory.PickupMessage \"Sword Upgrade!.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    FSWS A -1\n    Stop\n  Pickup:\n    TNT1 A 0\n    stop\n  }\n}\n\nActor PistolUpgrade : Inventory\n{\n  Inventory.PickupMessage \"Pistol Upgrade!.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  States\n  {\n  Spawn:\n    PLBT A -1\n    Stop\n  Pickup:\n    TNT1 A 0\n    stop\n  }\n}\n\nactor ArielHelper : SwitchingDecoration\n{\n  SeeSound \"pyro/see\"\n  PainSound \"pyro/pain\"\n  DeathSound \"pyro/death\"\n  ActiveSound \"pyro/idle\"\n  health 999999\n  radius 16\n  height 56\n  deathheight 32\n  mass 100\n  speed 0\n  painchance 0\n  Activation THINGSPEC_Activate\n  MONSTER\n  +SOLID\n  +FRIENDLY\n  +FLOORCLIP\n  -COUNTKILL\n  +FRIGHTENED\n  +QUICKTORETALIATE\n  +LOOKALLAROUND\n  +PUSHABLE\n  +SLIDESONWALLS\n  -FASTER\n  +MTHRUSPECIES\n  +NODROPOFF\n  +THRUSPECIES\n  +DONTHURTSPECIES\n  +NOBLOCKMONST\n  +USESPECIAL\n  -CANNOTPUSH\n  -COUNTKILL\n  states\n  {\n  Spawn:\n    PYRO AABB 4\n    Loop\n  See:\n    PYRO AABBCCDD 4\n    Goto See\n  Active:\n    PYRO A 10 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tPYRO A 150 A_PrintBold (\"A White Coat, Heaven Guard Right?\")\n\tPYRO A 150 A_PrintBold (\"I never thought I would see one that survives so much against Kaiser's enemies\")\n\tPYRO A 150 A_PrintBold (\"I can help you if you want!, if not, i am here\")\n\tTNT1 A 0 A_SpawnItemEx (\"ArielHelper2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tPYRO A 1 Bright A_FadeOut(1.0)\n    TNT1 A -1\n    stop\n  }\n}\n\nactor ArielHelper2 : SwitchingDecoration\n{\n  SeeSound \"pyro/see\"\n  PainSound \"pyro/pain\"\n  DeathSound \"pyro/death\"\n  ActiveSound \"pyro/idle\"\n  health 300\n  radius 16\n  height 56\n  deathheight 32\n  mass 100\n  speed 0\n  painchance 0\n  Activation THINGSPEC_Activate\n  MONSTER\n  +SOLID\n  +FRIENDLY\n  +FLOORCLIP\n  -COUNTKILL\n  +FRIGHTENED\n  +QUICKTORETALIATE\n  +LOOKALLAROUND\n  +PUSHABLE\n  +SLIDESONWALLS\n  -FASTER\n  +MTHRUSPECIES\n  +NODROPOFF\n  +THRUSPECIES\n  +DONTHURTSPECIES\n  +NOBLOCKMONST\n  +USESPECIAL\n  -CANNOTPUSH\n  -COUNTKILL\n  states\n  {\n  Spawn:\n    PYRO AABB 4\n    Loop\n  See:\n    PYRO AABBCCDD 4\n    Goto See\n  Active:\n    PYRO A 10 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tPYRO A 150 A_PrintBold (\"Well, i follow you Heaven Guard\")\n\tTNT1 A 0 A_SpawnItemEx (\"FriendAriel\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    PYRO A 1 Bright A_FadeOut(1.0)\n    Stop\n  Death:\n    PYRO A 0 A_ChangeFlag(\"FRIENDLY\",0)\n    PYRO A 10 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tPYRO A 150 A_PrintBold (\"Why you attack me?, you wanna play?, well, let's see you power Heaven Guard!\")\n\tTNT1 A 0 A_SpawnItemEx (\"ArielX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    stop\n  }\n}\n\nactor GuardianHelper : SwitchingDecoration\n{\n  SeeSound \"LordOfHeresy/sight\"\n  PainSound \"demon/pain\"\n  DeathSound \"LordOfHeresy/death\"\n  ActiveSound \"LordOfHeresy/act\"\n  health 999999\n  radius 16\n  height 56\n  deathheight 32\n  mass 100\n  speed 0\n  painchance 0\n  Scale 1.35\n  Activation THINGSPEC_Activate\n  MONSTER\n  +SOLID\n  +FRIENDLY\n  +FLOORCLIP\n  -COUNTKILL\n  +FRIGHTENED\n  +QUICKTORETALIATE\n  +LOOKALLAROUND\n  +PUSHABLE\n  +SLIDESONWALLS\n  -FASTER\n  +MTHRUSPECIES\n  +NODROPOFF\n  +THRUSPECIES\n  +DONTHURTSPECIES\n  +NOBLOCKMONST\n  +USESPECIAL\n  -CANNOTPUSH\n  -COUNTKILL\n  states\n  {\n  Spawn:\n    LOHS AABB 4\n    Loop\n  See:\n    LOHS AABBCCDD 4\n    Goto See\n  Active:\n    LOHS A 10 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tLOHS A 150 A_PrintBold (\"Wait Heaven Guard!, I do not want to hurt you\")\n\tLOHS A 150 A_PrintBold (\"I was watching your journey against Kaiser's soldiers\")\n\tLOHS A 150 A_PrintBold (\"But until now Kaiser's demons let me speak to you\")\n\tLOHS A 150 A_PrintBold (\"I want to help you, if you want, if not, I'll be here\")\n\tTNT1 A 0 A_SpawnItemEx (\"GuardianHelper2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tLOHS A 1 Bright A_FadeOut(1.0)\n    TNT1 A -1\n    stop\n  }\n}\n\nactor GuardianHelper2 : SwitchingDecoration\n{\n  SeeSound \"LordOfHeresy/sight\"\n  PainSound \"demon/pain\"\n  DeathSound \"LordOfHeresy/death\"\n  ActiveSound \"LordOfHeresy/act\"\n  health 300\n  radius 16\n  height 56\n  deathheight 32\n  mass 100\n  speed 0\n  painchance 0\n  Scale 1.35\n  Activation THINGSPEC_Activate\n  MONSTER\n  +SOLID\n  +FRIENDLY\n  +FLOORCLIP\n  -COUNTKILL\n  +FRIGHTENED\n  +QUICKTORETALIATE\n  +LOOKALLAROUND\n  +PUSHABLE\n  +SLIDESONWALLS\n  -FASTER\n  +MTHRUSPECIES\n  +NODROPOFF\n  +THRUSPECIES\n  +DONTHURTSPECIES\n  +NOBLOCKMONST\n  +USESPECIAL\n  -CANNOTPUSH\n  -COUNTKILL\n  states\n  {\n  Spawn:\n    LOHS AABB 4\n    Loop\n  See:\n    LOHS AABBCCDD 4\n    Goto See\n  Active:\n    LOHS A 0 A_FaceTarget\n    LOHS A 10 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tLOHS A 150 A_PrintBold (\"I will protect you as best I can\")\n\tTNT1 A 0 A_SpawnItemEx (\"FriendGuardian\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    LOHS A 1 Bright A_FadeOut(1.0)\n    Stop\n  Death:\n    LOHS A 0 A_ChangeFlag(\"FRIENDLY\",0)\n    LOHS A 10 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tLOHS A 150 A_PrintBold (\"Hey, why you shoot me?, Wait, you wanna kill me?!!, well..\")\n\tLOHS A 150 A_PrintBold (\"I know that demons are horrible beings, but I want to help you\")\n\tTNT1 A 0 A_SpawnItemEx (\"GuardianHelper3\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    stop\n  }\n}\n\nactor GuardianHelper3 : SwitchingDecoration\n{\n  SeeSound \"LordOfHeresy/sight\"\n  PainSound \"demon/pain\"\n  DeathSound \"LordOfHeresy/death\"\n  ActiveSound \"LordOfHeresy/act\"\n  health 300\n  radius 16\n  height 56\n  deathheight 32\n  mass 100\n  speed 0\n  painchance 0\n  Scale 1.35\n  Activation THINGSPEC_Activate\n  MONSTER\n  +SOLID\n  +FRIENDLY\n  +FLOORCLIP\n  -COUNTKILL\n  +FRIGHTENED\n  +QUICKTORETALIATE\n  +LOOKALLAROUND\n  +PUSHABLE\n  +SLIDESONWALLS\n  -FASTER\n  +MTHRUSPECIES\n  +NODROPOFF\n  +THRUSPECIES\n  +DONTHURTSPECIES\n  +NOBLOCKMONST\n  +USESPECIAL\n  -CANNOTPUSH\n  -COUNTKILL\n  states\n  {\n  Spawn:\n    LOHS AABB 4\n    Loop\n  See:\n    LOHS AABBCCDD 4\n    Goto See\n  Active:\n    LOHS A 0 A_FaceTarget\n    LOHS A 10 A_FaceTarget\n\tLOHS A 150 A_PrintBold (\"I will protect you as best I can\")\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tTNT1 A 0 A_SpawnItemEx (\"FriendGuardian\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    LOHS A 1 Bright A_FadeOut(1.0)\n    Stop\n  Death:\n    LOHS A 0 A_ChangeFlag(\"FRIENDLY\",0)\n    LOHS A 10 A_FaceTarget\n\tLOHS A 150 A_PrintBold (\"So I think even you don't understand that not all demons are bad\")\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tTNT1 A 0 A_SpawnItemEx (\"GuardianX\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    stop\n  }\n}\n\nactor MarisaHelper : SwitchingDecoration\n{\n  health 99999\n  radius 16\n  height 56\n  deathheight 32\n  mass 100\n  speed 0\n  painchance 0\n  Activation THINGSPEC_Activate\n  Scale 0.7\n  MONSTER\n  +SOLID\n  +FRIENDLY\n  +FLOORCLIP\n  -COUNTKILL\n  +FRIGHTENED\n  +QUICKTORETALIATE\n  +LOOKALLAROUND\n  +PUSHABLE\n  +SLIDESONWALLS\n  -FASTER\n  +MTHRUSPECIES\n  +NODROPOFF\n  +THRUSPECIES\n  +DONTHURTSPECIES\n  +NOBLOCKMONST\n  +USESPECIAL\n  -CANNOTPUSH\n  -COUNTKILL\n  -SHOOTABLE\n  states\n  {\n  Spawn:\n    MARI ABCDEFGHIJ 2\n    Loop\n  See:\n    MARI ABCDEFGHIJ 2\n    Goto See\n  Active:\n    MARI A 0 A_FaceTarget\n    MARI A 10 A_FaceTarget\n\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\tMARI A 0 A_PrintBold (\"Hi Heaven Guard! Have you seen the Blue Knight?\")\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI A 0 A_PrintBold (\"No ?, well, he have a blue armor and if you see his face is cute!, you know who he is?\")\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI A 0 A_PrintBold (\"I am looking for him everywhere but is difficult for me to look for him and avoid the demons\")\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI A 0 A_PrintBold (\"Are you sure you haven't seen it?, Oh okay...... Thanks\")\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI A 0 A_PrintBold (\"Take good care of yourself, Heaven Guard, take this, maybe it will help you\")\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMARI ABCDEFGHIJ 2\n\tMAR2 ABCDEFGHIJ 4\n\tTNT1 A 0 A_SpawnItemEx (\"BfgExtra\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 A_SpawnItemEx (\"NewSoulSphere\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    MARI A 1 Bright A_FadeOut(1.0)\n    Stop\n  Death:\n\tTNT1 A 0 A_SpawnItemEx (\"BfgExtra\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    stop\n  }\n}\n\n//Advanced Friendly Heaven Guard by Sergeant_Mark_IV And Gaia74\nACTOR FriendHeavenGuard : SwitchableDecoration\n{\n\tScale 1.0\n\tHealth 700\n\tRadius 16\n\tHeight 56\n\tMass 400\n\tMaxTargetRange 2000\n\tSpeed 3\n\tFastSpeed 20\n\tPainChance 20\n\tSpecies \"Marines\"\n\tMONSTER\n\t+QUICKTORETALIATE\n\t+LOOKALLAROUND\n\t+PUSHABLE\n\t+SLIDESONWALLS\n\t+FLOORCLIP\n\t-FASTER\n\t+MTHRUSPECIES\n    +NODROPOFF\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n\t+NOBLOCKMONST\n\t+USESPECIAL\n\t-CANNOTPUSH\n\t-COUNTKILL\n\t+THRUACTORS\n\tActivation THINGSPEC_Activate\n\tDamage 26\n\tMaxStepHeight 48\n\tMaxDropOffHeight 48\n\tMeleeDamage 20\n\tStates\n\t{\n\tSpawn:\n\t\t HEVN A 1\n\t\t TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")//Stops multiple sentries from firing at each other.\n\t\t HEVN A 1 A_Look\n\t\t Loop\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\tIdle:\n\tSee:\n\t\tTNT1 A 0\n        TNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tHEVN AA 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPLayer\")//\n\t\tHEVN BB 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tHEVN BB 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tHEVN CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tHEVN CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tHEVN DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tHEVN DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_CheckSight(\"ForgetTarget\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_CheckSight(\"FollowPLayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tHEVN AA 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tHEVN BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tHEVN CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tHEVN DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tGoto See\n\tFollowPlayer:\n\t    TNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tHEVN A 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN BB 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN DD 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tNULL A 0\n\t\tHEVN BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN BB 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN CC 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tHEVN DD 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLoop\n\tCheckRangeToWait:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tGoto FollowPLayer\n\tCheckIfPlayerSee:\n\t\tTNT1 A 0\n\t\tHEVN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n//\t\tTNT1 A 0 Thing_Hate(94, 0, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(1000, 2)\n\t\tGoto Pathfind\n\t\tTNT1 AAA 0\n\t\tGoto FollowPlayer\n\tPathfind:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_JumpIFInTargetInventory(\"IsPLayer\", 1, 1)\n\t\tGoto FollowPLayer\n//\t\tTNT1 A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_Noblocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendHeavenGuard1Pathfinder\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\tBecomeEnemy23:\n\t\tHEVN E 1\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tGoto FollowPlayer\n\tWaits:\n\t\tHEVN E 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 2)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"BecomeEnemy23\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits2\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits3\")\n\t\tHEVN E 4 A_Stop\n\t\tHEVN E 4 A_Stop\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tHEVN E 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tHEVN E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tGoto FollowPlayer\n\tWaits2:\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tHEVN E 6 A_Stop\n\t\tTNT1 A 0 //A_PlaySound(\"MRNWT\", 2)\n\t\tHEVN E 6 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tHEVN A 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tHEVN E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\tWaits3:\n\t\tTNT1 A 0\n//\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Clip2\", 40, 3)\n//\t\tGoto GiveAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tHEVN E 4 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"heavenguard/active\", 2)\n\t\tHEVN E 4 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tHEVN A 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tHEVN E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\tMissile:\n        TNT1 A 0\n        TNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")////Never remove this one!\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Retreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHEVN A 1 A_Chase (\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\tActualFireState:\n        HEVN E 0 A_JumpIfHealthLower(300, \"MissileSuper\")\n\t\tHEVN E 6 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"HeavenFX1\",40,0)\n\t\tHEVN F 3 BRIGHT\n\t\tHEVN E 5 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"HeavenFX1\",40,0)\n\t\tHEVN F 3 BRIGHT\n\t\tHEVN E 5 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"HeavenFX1\",40,0)\n\t\tHEVN F 3 BRIGHT\n\t\tGoto See\n\tMissileSuper:\n\t\tHEVN E 0 A_PlaySound(\"heavenguard/attack\",CHAN_VOICE)\n\t\tHEVN EEEEE 4 A_FaceTarget\n\t\tHEVN F 0 BRIGHT A_CustomMissile(\"HeavenFXSuper1\", 24, 0, random(0,0), 0, 0)\n\t\tHEVN F 4 BRIGHT A_CustomMissile(\"HeavenFXSuper2\", 32, 0, random(0,0), 0, 0)\n\t\tHEVN E 8\n\t\tGoto See\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tGoto ActualFireState\n\tRetreat:\n        HEVN A 0 A_PlaySound(\"heavenguard/retreat\",CHAN_VOICE)\n\t\tTNT1 A 0\n\t\tHEVN A 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tHEVN B 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tHEVN C 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHEVN D 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto ActualFireState\n\tPain:\n\t\tHEVN A 2\n\t\tTNT1 A 0 A_PlaySound(\"heavenguard/pain\")\n\t\tHEVN A 2 A_Pain\n\t\tGoto See + 1\n\tActive:\n\t\tHEVN A 1\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle2\", 10, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tHEVN A 10 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendHeavenGuard1_Guarding\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0) //Always add this line on every death animation, to prevent the player from resurrecting the actor by pressing use.\n\t\tTNT1 A 0 A_PlaySound(\"heavenguard/death\", 3)\n        HEVN H 5\n        HEVN I 5\n        HEVN J 5 A_NoBlocking\n\t\tHEVN KLM 5\n        HEVN N -1\n\t\tStop\n\t}\n}\n\nACTOR FriendHeavenGuard1_Guarding : FriendHeavenGuard\n{\n\tSpeed 0\n\tFastSpeed 0\n\t+FRIENDLY\n\tMass 500\n\tStates\n\t{\n\tSpawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\t HEVN E 4\n\t\t TNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\t TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")//Stops multiple sentries from firing at each other.\n\t\t HEVN E 4 A_Look\n\t\t Loop\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tHEVN EEEEEEEEE 2 A_Chase\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLoop\n\tSee2:\n\t\tHEVN EE 2\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\tMissile:\n        TNT1 A 0\n        TNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")////Never remove this one!\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Retreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\tActualFireState:\n        HEVN E 0 A_JumpIfHealthLower(300, \"MissileSuper\")\n\t\tHEVN E 6 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"HeavenFX1\",40,0)\n\t\tHEVN F 3 BRIGHT\n\t\tHEVN E 5 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"HeavenFX1\",40,0)\n\t\tHEVN F 3 BRIGHT\n\t\tHEVN E 5 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"HeavenFX1\",40,0)\n\t\tHEVN F 3 BRIGHT\n\t\tGoto See\n\tMissileSuper:\n\t\tHEVN E 0 A_PlaySound(\"heavenguard/attack\",CHAN_VOICE)\n\t\tHEVN EEEEE 4 A_FaceTarget\n\t\tHEVN F 0 BRIGHT A_CustomMissile(\"HeavenFXSuper1\", 24, 0, random(0,0), 0, 0)\n\t\tHEVN F 4 BRIGHT A_CustomMissile(\"HeavenFXSuper2\", 32, 0, random(0,0), 0, 0)\n\t\tHEVN E 8\n\t\tGoto See\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tGoto ActualFireState\n\tRetreat:\n        HEVN A 0 A_PlaySound(\"heavenguard/retreat\",CHAN_VOICE)\n\t\tTNT1 A 0\n\t\tHEVN A 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tHEVN B 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tHEVN C 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHEVN D 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto ActualFireState\n\tPain:\n\t\tHEVN A 2\n\t\tTNT1 A 0 A_PlaySound(\"heavenguard/pain\")\n\t\tHEVN A 2 A_Pain\n\t\tGoto See + 1\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0) //Always add this line on every death animation, to prevent the player from resurrecting the actor by pressing use.\n\t\tTNT1 A 0 A_PlaySound(\"heavenguard/death\", 3)\n        HEVN H 5\n        HEVN I 5\n        HEVN J 5 A_NoBlocking\n        HEVN KLM 5\n        HEVN N -1\n\t\tStop\n\tActive:\n\t\tHEVN A 1\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle1\", 10, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tHEVN A 10 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendHeavenGuard\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR FriendHeavenGuard1Pathfinder\n{\n\tRadius 32\n\tHeight 56\n\tSpeed 20\n\tHealth 4000\n\tPainChance 255\n\tMaxTargetRange 150\n\tMonster\n\tdamagefactor \"SpawnMarine\", 99999.0\n\tMaxDropOffHeight 1200\n\tMaxStepHeight 1200\n\t-COUNTKILL\n\t+NOTARGET\n\t+THRUACTORS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FASTER\n    +DONTSPLASH\n\t+SHOOTABLE\n\t-FRIENDLY\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n//\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n//\t\tTNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 AAAAA 1 A_Chase\n//\t\tTNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLoop\n//\tMissile:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItem(\"MarineSpawnChecker\")\n\t\tTNT1 A 5\n\t\tGoto See\n\tDeath:\n\tMissile:\n\t    TNT1 A 0\n\t\tTNT1 A 1 A_FaceTarget\n\t    TNT1 A 0 A_Recoil(-6)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"FriendHeavenGuard\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tStop\n\t}\n}\n\nActor IsPlayer : Inventory { inventory.maxamount 1 } //ALWAYS give this inventory to the player to prevent the sentry from seeing it as an enemy.\nActor TargetIsAMarine : Inventory { inventory.maxamount 1 } //ALWAYS give this inventory to friendly monsters to prevent infight.\nActor IsHoldingPosition : Inventory { inventory.maxamount 1 } //Used to check bot's current order.\n\nACTOR MarineSpawnChecker\n{\n\tMONSTER\n\t-COUNTKILL\n\t+FRIENDLY\n\tHealth 1\n\tRadius 24\n\tHeight 52\n\tDamagetype \"SpawnMarine\"\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_Explode(1100, 32)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor OrderTitle1\n{\n  Height 1\n  Radius 1\n  Mass 0\n  +Missile\n  +NoBlockMap\n  +NoGravity\n  +DontSplash\n  +FORCEXYBILLBOARD\n  +CLIENTSIDEONLY\n  +THRUACTORS\n  +GHOST\n  +THRUGHOST\n  RenderStyle Add\n  Scale 0.2\n  Speed 1\n  States\n  {\n  Spawn:\n    CMMN A 2 BRIGHT\n\tCMMN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.04)\n    Stop\n  }\n}\n\nActor OrderTitle2: OrderTitle1\n{\n  States\n  {\n  Spawn:\n    CMMN B 2 BRIGHT\n\tCMMN BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 Bright A_FadeOut(0.04)\n    Stop\n  }\n}\n\n//Advanced Friendly Marine by Sergeant_Mark_IV\nACTOR FriendUscmMarine : SwitchableDecoration\n{\n\tScale 1.0\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 400\n\tMaxTargetRange 2000\n\tSpeed 3\n\tFastSpeed 20\n\tPainChance 250\n\tSpecies \"Marines\"\n\tMONSTER\n\t+QUICKTORETALIATE\n\t+LOOKALLAROUND\n\t+PUSHABLE\n\t+SLIDESONWALLS\n\t+FLOORCLIP\n\t-FASTER\n\t+MTHRUSPECIES\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n\t+NOBLOCKMONST\n\t+USESPECIAL\n\t-CANNOTPUSH\n\t-COUNTKILL\n\t+THRUACTORS\n\tActivation THINGSPEC_Activate\n\tDamage 6\n\tMaxStepHeight 48\n\tMaxDropOffHeight 48\n\tMeleeDamage 4\n\tStates\n\t{\n\tSpawn:\n\t\tUSCM A 1\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")//Stops multiple sentries from firing at each other.\n\t\tUSCM A 1 A_Look\n\t\tLoop\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\tIdle:\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")//\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")//\n\t\tUSCM AA 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")//\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")//\n\t\tUSCM BB 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")//\n\t\tUSCM BB 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")//\n\t\tUSCM CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")//\n\t\tUSCM CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")//\n\t\tUSCM DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")//\n\t\tUSCM DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_CheckSight(\"ForgetTarget\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")//\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tUSCM AA 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tUSCM BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tUSCM CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tUSCM DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tGoto See\n\tFollowPlayer:\n\t    TNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tUSCM A 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM BB 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM DD 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tNULL A 0\n\t\tUSCM BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM BB 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM CC 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tUSCM DD 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLoop\n\tCheckRangeToWait:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tGoto FollowPlayer\n\tCheckIfPlayerSee:\n\t\tTNT1 A 0\n\t\tUSCM AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n//\t\tTNT1 A 0 Thing_Hate(94, 0, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(1000, 2)\n\t\tGoto Pathfind\n\t\tTNT1 AAA 0\n\t\tGoto FollowPlayer\n\tPathfind:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_JumpIFInTargetInventory(\"IsPlayer\", 1, 1)\n\t\tGoto FollowPlayer\n//\t\tTNT1 A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_Noblocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendUscmMarinePathfinder\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\tBecomeEnemy23:\n\t\tUSCM E 1\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tGoto FollowPlayer\n\tWaits:\n\t\tUSCM E 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 2)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"BecomeEnemy23\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits2\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits3\")\n\t\tUSCM E 4 A_Stop\n\t\tUSCM E 4 A_Stop\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tUSCM E 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tUSCM E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tGoto FollowPlayer\n\tWaits2:\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tUSCM E 6 A_Stop\n\t\tTNT1 A 0 //A_PlaySound(\"MRNWT\", 2)\n\t\tUSCM E 6 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tUSCM A 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tUSCM E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPlayer\n\tWaits3:\n\t\tTNT1 A 0\n//\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Clip2\", 40, 3)\n//\t\tGoto GiveAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tUSCM E 4 A_Stop\n\t\tUSCM E 4 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tUSCM A 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tUSCM E 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPlayer\n\tMissile:\n        TNT1 A 0\n        TNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")////Never remove this one!\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Retreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tUSCM A 1 A_Chase (\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\tActualFireState:\n\t\tUSCM E 6 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Uscm/Fire\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"RifCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BFMarineProjectile\",32,0)\n\t\tUSCM F 3 BRIGHT\n\t\tUSCM E 5 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Uscm/Fire\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"RifCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BFMarineProjectile\",32,0)\n\t\tUSCM F 3 BRIGHT\n\t\tUSCM E 5 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Uscm/Fire\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"RifCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BFMarineProjectile\",32,0)\n\t\tUSCM F 3 BRIGHT\n\t\tGoto See\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tGoto ActualFireState\n\tRetreat:\n\t\tTNT1 A 0\n\t\tUSCM A 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tUSCM B 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tUSCM C 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tUSCM D 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto ActualFireState\n\tPain:\n\t\tUSCM G 2\n\t\tTNT1 A 0 A_PlaySound(\"uscm/pain\")\n\t\tUSCM G 2 A_Pain\n\t\tGoto See + 1\n\tActive:\n\t\tUSCM A 1\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle2\", 10, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tUSCM A 10 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendUscmMarine1_Guarding\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0) //Always add this line on every death animation, to prevent the USCMer from resurrecting the actor by pressing use.\n\t\tTNT1 A 0 A_PlaySound(\"uscm/die\", 3)\n\t\tUSCM I 6 A_NoBlocking\n\t\tUSCM JKLM 6\n\t\tUSCM M -1\n\t\tStop\n\t}\n}\n\nACTOR FriendUscmMarine1_Guarding : FriendUscmMarine\n{\n\tSpeed 0\n\tFastSpeed 0\n\t+FRIENDLY\n\tMass 500\n\tStates\n\t{\n\tSpawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\t USCM E 4\n\t\t TNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\t TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")//Stops multiple sentries from firing at each other.\n\t\t USCM E 4 A_Look\n\t\t Loop\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tUSCM EEEEEEEEE 2 A_Chase\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLoop\n\tSee2:\n\t\tUSCM EE 2\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\tMissile:\n        TNT1 A 0\n        TNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")////Never remove this one!\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Retreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\tActualFireState:\n\t\tUSCM E 2 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Uscm/Fire\", 1)\n\t\tTNT1 A 0 A_SpawnItem (\"RifCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_CustomMissile(\"BFMarineProjectile\",32,0)\n\t\tUSCM F 3 BRIGHT\n\t\tUSCM E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"RifCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_PlaySound(\"Uscm/Fire\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"BFMarineProjectile\",32,0)\n\t\tUSCM F 3 BRIGHT\n\t\tUSCM E 5 A_FaceTarget\n\t\tTNT1 A 0 A_SpawnItem (\"RifCaseSpawn\", 0, 30,0)\n\t\tTNT1 A 0 A_PlaySound(\"Uscm/Fire\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"BFMarineProjectile\",32,0)\n\t\tUSCM F 3 BRIGHT\n\t\tGoto See\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tGoto ActualFireState\n\tRetreat:\n\t\tTNT1 A 0\n\t\tUSCM A 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tUSCM B 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tUSCM C 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tUSCM D 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto ActualFireState\n\tPain:\n\t\tUSCM G 2\n\t\tTNT1 A 0 A_PlaySound(\"*pain\")\n\t\tUSCM G 2 A_Pain\n\t\tGoto See + 1\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0) //Always add this line on every death animation, to prevent the USCMer from resurrecting the actor by pressing use.\n\t\tTNT1 A 0 A_PlaySound(\"DSPDIEHI\", 3)\n\t\tUSCM I 6 A_NoBlocking\n\t\tUSCM JKLM 6\n\t\tUSCM M -1\n\t\tStop\n\tActive:\n\t\tUSCM A 1\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle1\", 10, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tUSCM A 10 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendUscmMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR FriendUscmMarinePathfinder\n{\n\tRadius 32\n\tHeight 56\n\tSpeed 20\n\tHealth 4000\n\tPainChance 255\n\tMaxTargetRange 150\n\tMonster\n\tdamagefactor \"SpawnMarine\", 99999.0\n\tMaxDropOffHeight 1200\n\tMaxStepHeight 1200\n\t-COUNTKILL\n\t+NOTARGET\n\t+THRUACTORS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FASTER\n    +DONTSPLASH\n\t+SHOOTABLE\n\t-FRIENDLY\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n//\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n//\t\tTNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 AAAAA 1 A_Chase\n//\t\tTNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLoop\n//\tMissile:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItem(\"MarineSpawnChecker\")\n\t\tTNT1 A 5\n\t\tGoto See\n\tDeath:\n\tMissile:\n\t    TNT1 A 0\n\t\tTNT1 A 1 A_FaceTarget\n\t    TNT1 A 0 A_Recoil(-6)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"FriendUscmMarine\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tStop\n\t}\n}\n\nACTOR BFMarineProjectile\n{\n\tRadius 13\n\tHeight 8\n\tSpeed 50\n\tDamage 3\n\tProjectile\n\t+RANDOMIZE\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tRenderStyle Add\n\tSpecies \"Marines\"\n\t+BLOODSPLATTER\n\tDecal \"BulletChip\"\n\tAlpha 0.9\n\tScale 0.001\n\tStates\n\t{\n\tSpawn:\n\t\tBMPF A 1 Bright\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFMarineProjectileTrail\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"BFMarineProjectileTrail\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"BFMarineProjectileTrail\", (6*momx)/-35.0, -(6*momy)/-35.0, 2+(6*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"BFMarineProjectileTrail\", (8*momx)/-35.0, -(8*momy)/-35.0, 2+(8*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"BFMarineProjectileTrail\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"BFMarineProjectileTrail\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"BFMarineProjectileTrail\", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        TNT1 A 0 A_SpawnItemEx(\"BFMarineProjectileTrail\", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n        Loop\n\tDeath:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BFMarineProjectileTrail\n{\n+CLIENTSIDEONLY\n+THRUACTORS\n+NOGRAVITY\nRenderstyle Add\nScale 0.7\nAlpha 0.5\nStates\n\t{\n\tSpawn:\n\t\tBMPF A 2 BRIGHT\n\t\tStop\n\t}\n}\n\n//Advanced Friendly Ariel by Sergeant_Mark_IV And Gaia74\nACTOR FriendAriel: SwitchableDecoration\n{\n\tScale 1.0\n\tHealth 1000\n\tRadius 16\n\tHeight 56\n\tMass 400\n\tMaxTargetRange 2000\n\tSpeed 3\n\tFastSpeed 20\n\tPainChance 20\n\tSpecies \"Marines\"\n\tMONSTER\n\t+QUICKTORETALIATE\n\t+LOOKALLAROUND\n\t+PUSHABLE\n\t+SLIDESONWALLS\n\t+FLOORCLIP\n\t-FASTER\n\t+MTHRUSPECIES\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n\t+NOBLOCKMONST\n\t+USESPECIAL\n    +NODROPOFF\n\t-CANNOTPUSH\n\t-COUNTKILL\n\t+THRUACTORS\n\t+NORADIUSDMG\n\tActivation THINGSPEC_Activate\n\tDamage 26\n\tMaxStepHeight 48\n\tMaxDropOffHeight 48\n\tMeleeDamage 20\n\tStates\n\t{\n\tSpawn:\n\t\t PYRO A 1\n\t\t TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")//Stops multiple sentries from firing at each other.\n\t\t PYRO A 1 A_Look\n\t\t Loop\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\tIdle:\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPYRO AA 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPLayer\")//\n\t\tPYRO BB 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPYRO BB 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPYRO CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPYRO CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPYRO DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tPYRO DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_CheckSight(\"ForgetTarget\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_CheckSight(\"FollowPLayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPYRO AA 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tPYRO BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tPYRO CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tPYRO DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tGoto See\n\tFollowPlayer:\n\t    TNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tPYRO A 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO BB 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO DD 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tNULL A 0\n\t\tPYRO BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO BB 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO CC 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tPYRO DD 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLoop\n\tCheckRangeToWait:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tGoto FollowPLayer\n\tCheckIfPlayerSee:\n\t\tTNT1 A 0\n\t\tPYRO AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n//\t\tTNT1 A 0 Thing_Hate(94, 0, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(1000, 2)\n\t\tGoto Pathfind\n\t\tTNT1 AAA 0\n\t\tGoto FollowPlayer\n\tPathfind:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_JumpIFInTargetInventory(\"IsPLayer\", 1, 1)\n\t\tGoto FollowPLayer\n//\t\tTNT1 A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_Noblocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendAriel1Pathfinder\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\tBecomeEnemy23:\n\t\tPYRO A 1\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tGoto FollowPlayer\n\tWaits:\n\t\tPYRO A 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 2)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"BecomeEnemy23\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits2\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits3\")\n\t\tPYRO A 4 A_Stop\n\t\tPYRO A 4 A_Stop\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tPYRO A 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPYRO A 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tGoto FollowPlayer\n\tWaits2:\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tPYRO A 6 A_Stop\n\t\tTNT1 A 0 //A_PlaySound(\"MRNWT\", 2)\n\t\tPYRO A 6 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tPYRO A 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPYRO A 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\tWaits3:\n\t\tTNT1 A 0\n//\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Clip2\", 40, 3)\n//\t\tGoto GiveAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tPYRO A 4 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"LordOfHeresy/act\", 2)\n\t\tPYRO A 4 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tPYRO A 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tPYRO A 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n//Disabled\n\tGiveAmmo:\n\t\tTNT1 A 0\n\t\tPYRO A 10 A_FaceTarget\n\t\tTNT1 A 0 //A_PlaySound(\"MRNGI1\")\n\t\tPYRO CD 15\n//\t\tTNT1 A 0 A_GiveToTarget(\"Clip2\", 50)\n//\t\tTNT1 A 0 A_SpawnItemEx(\"Stimpack\", 40, 0)\n\t\tGoto Waits\n\tMissile:\n        TNT1 A 0\n        TNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")////Never remove this one!\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Retreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tPYRO A 1 A_Chase (\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\tActualFireState:\n\t    PYRO EF 3 Bright A_FaceTarget\n\t    PYRO G 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,0,0)\n\t    PYRO G 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,-4,0)\n\t    PYRO G 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,4,0)\n\t    PYRO G 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,-8,0)\n\t    PYRO G 3 Bright A_CustomMissile (\"FriendFireShot\",28,0,8,0)\n\t    PYRO H 3 Bright\n\t    PYRO IJ 3 Bright A_FaceTarget\n\t    PYRO K 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,0,0)\n\t    PYRO K 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,-4,0)\n\t    PYRO K 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,4,0)\n\t    PYRO K 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,-8,0)\n\t    PYRO K 3 Bright A_CustomMissile (\"FriendFireShot\",28,0,8,0)\n\t    Goto See\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tGoto ActualFireState\n\tRetreat:\n\t\tPYRO A 0\n\t\tTNT1 A 0\n\t\tPYRO A 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tPYRO B 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tPYRO C 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tPYRO D 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto ActualFireState\n\tPain:\n\t\tPYRO A 2\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n\t\tPYRO A 2 A_Pain\n\t\tGoto See + 1\n\tActive:\n\t\tPYRO A 1\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle2\", 10, 0, 0, 2, 90)\n\t\tPYRO A 10 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendAriel1_Guarding\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0) //Always add this line on every death animation, to prevent the player from resurrecting the actor by pressing use.\n\t\tPYRO A 0 Bright A_PrintBold(\"I'm sorry human, i need to go\")\n        PYRO O 0 Bright A_CustomMissile (\"EscapeExplosion\",28,10,0,0)\n        PYRO O 0 Bright A_Mushroom (\"Pyroball\",16)\n        TNT1 A -1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FriendAriel1_Guarding : FriendAriel\n{\n\tSpeed 0\n\tFastSpeed 0\n\t+FRIENDLY\n\tMass 500\n\tStates\n\t{\n\tSpawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\t PYRO A 4\n\t\t TNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\t TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")//Stops multiple sentries from firing at each other.\n\t\t PYRO A 4 A_Look\n\t\t Loop\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tPYRO AAAAAAAAA 2 A_Chase\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLoop\n\tSee2:\n\t\tPYRO AA 2\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\tMissile:\n        TNT1 A 0\n        TNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")////Never remove this one!\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Retreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\tActualFireState:\n\t\tPYRO EF 3 Bright A_FaceTarget\n\t\tPYRO G 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,0,0)\n\t\tPYRO G 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,-4,0)\n\t\tPYRO G 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,4,0)\n\t\tPYRO G 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,-8,0)\n\t\tPYRO G 3 Bright A_CustomMissile (\"FriendFireShot\",28,0,8,0)\n\t\tPYRO H 3 Bright\n\t\tPYRO IJ 3 Bright A_FaceTarget\n\t\tPYRO K 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,0,0)\n\t\tPYRO K 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,-4,0)\n\t\tPYRO K 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,4,0)\n\t\tPYRO K 0 Bright A_CustomMissile (\"FriendFireShot\",28,0,-8,0)\n\t\tPYRO K 3 Bright A_CustomMissile (\"FriendFireShot\",28,0,8,0)\n\t\tGoto See\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tGoto ActualFireState\n\tRetreat:\n\t\tTNT1 A 0\n\t\tPYRO A 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tPYRO B 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tPYRO C 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tPYRO D 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto ActualFireState\n\tPain:\n\t\tPYRO A 2\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n\t\tPYRO A 2 A_Pain\n\t\tGoto See + 1\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0) //Always add this line on every death animation, to prevent the player from resurrecting the actor by pressing use.\n\t\tPYRO A 0 Bright A_PrintBold(\"I'm sorry human, i need to go\")\n        PYRO O 0 Bright A_CustomMissile (\"EscapeExplosion\",28,10,0,0)\n        PYRO O 0 Bright A_Mushroom (\"Pyroball\",16)\n        TNT1 A -1 Bright\n\t\tStop\n\tActive:\n\t\tPYRO A 1\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle1\", 10, 0, 0, 2, 90)\n\t\tPYRO A 10 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendAriel\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR FriendAriel1Pathfinder\n{\n\tRadius 32\n\tHeight 56\n\tSpeed 20\n\tHealth 4000\n\tPainChance 255\n\tMaxTargetRange 150\n\tMonster\n\tdamagefactor \"SpawnMarine\", 99999.0\n\tMaxDropOffHeight 1200\n\tMaxStepHeight 1200\n\t-COUNTKILL\n\t+NOTARGET\n\t+THRUACTORS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FASTER\n    +DONTSPLASH\n\t+SHOOTABLE\n\t-FRIENDLY\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n//\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n//\t\tTNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 AAAAA 1 A_Chase\n//\t\tTNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLoop\n//\tMissile:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItem(\"MarineSpawnChecker\")\n\t\tTNT1 A 5\n\t\tGoto See\n\tDeath:\n\tMissile:\n\t    TNT1 A 0\n\t\tTNT1 A 1 A_FaceTarget\n\t    TNT1 A 0 A_Recoil(-6)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"FriendAriel\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tStop\n\t}\n}\n\nACTOR FriendFireShot\n{\n\tRadius 3\n    Height 3\n    Speed 15\n    Damage 3\n    RenderStyle Add\n    Alpha 0.67\n    SeeSound \"pyro/flame\"\n    DeathSound \"pyro/flamepoof\"\n\tProjectile\n\t+RANDOMIZE\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\t+DONTHARMSPECIES\n\tSpecies \"Marines\"\n\tDamageType \"Marines\"\n\tDecal RevenantScorch\n\tStates\n\t{\n\tSpawn:\n\t\tFSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n\t\tFSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n\t\tFSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n\t\tFSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n\t\tFSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n\t\tFSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n\t\tLoop\n\tDeath:\n\t\tFSHT A 0 Bright A_Explode\n\t\tFSHT B 0 Bright\n\t\tFSHT B 3 Bright\n\t\tFSHT C 3 Bright\n\t\tFSHT D 3 Bright\n\t\tFSHT E 3 Bright\n\t\tStop\n\t}\n}\n\n//Advanced Friendly Guardian by Sergeant_Mark_IV And Gaia74\nACTOR FriendGuardian : SwitchableDecoration\n{\n\tScale 1.0\n\tHealth 1500\n\tRadius 16\n\tHeight 56\n\tMass 400\n\tMaxTargetRange 2000\n\tSpeed 3\n\tFastSpeed 20\n\tPainChance 20\n\tSpecies \"Marines\"\n\tScale 1.35\n\tMONSTER\n\t+QUICKTORETALIATE\n\t+LOOKALLAROUND\n\t+PUSHABLE\n\t+SLIDESONWALLS\n\t+FLOORCLIP\n\t-FASTER\n\t+MTHRUSPECIES\n\t+THRUSPECIES\n\t+DONTHURTSPECIES\n\t+NOBLOCKMONST\n\t+USESPECIAL\n\t+NODROPOFF\n\t-CANNOTPUSH\n\t+NORADIUSDMG\n\t-COUNTKILL\n\t+THRUACTORS\n\tActivation THINGSPEC_Activate\n\tDamage 26\n\tMaxStepHeight 48\n\tMaxDropOffHeight 48\n\tMeleeDamage 20\n\tStates\n\t{\n\tSpawn:\n\t\t LOHS A 1\n\t\t TNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")//Stops multiple sentries from firing at each other.\n\t\t LOHS A 1 A_Look\n\t\t Loop\n\tForgetTarget:\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\tIdle:\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tLOHS AA 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPLayer\")//\n\t\tLOHS BB 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tLOHS BB 1 A_Chase\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tLOHS CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tLOHS CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tLOHS DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tLOHS DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_CheckSight(\"ForgetTarget\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPLayer\")//\n\t\tTNT1 A 0 A_CheckSight(\"FollowPLayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tLOHS AA 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLOHS BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLOHS CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLOHS DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"FollowPlayer\")\n\t\tGoto See\n\tFollowPlayer:\n\t    TNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"FASTER\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t    TNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 0)\n\t\tLOHS A 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS BB 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS CC 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS DD 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS AA 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tNULL A 0\n\t\tLOHS BB 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS BB 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS CC 1 A_Chase\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS CC 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS DD 1 A_Chase\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tLOHS DD 1 A_Chase\n\t\tNULL A 0\n\t\tTNT1 A 0 A_Recoil(-1)\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"See\")\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_CheckSight(\"CheckIfPlayerSee\")\n\t\tLoop\n\tCheckRangeToWait:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"Waits\")\n\t\tGoto FollowPLayer\n\tCheckIfPlayerSee:\n\t\tTNT1 A 0\n\t\tLOHS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_FastChase\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n//\t\tTNT1 A 0 Thing_Hate(94, 0, 0)\n\t\tTNT1 A 0 A_JumpIfCloser(1000, 2)\n\t\tGoto Pathfind\n\t\tTNT1 AAA 0\n\t\tGoto FollowPlayer\n\tPathfind:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_JumpIFInTargetInventory(\"IsPLayer\", 1, 1)\n\t\tGoto FollowPLayer\n//\t\tTNT1 A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOCLIP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_Noblocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendGuardian1Pathfinder\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tStop\n\tBecomeEnemy23:\n\t\tLOHS A 1\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tGoto FollowPlayer\n\tWaits:\n\t\tLOHS A 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, 2)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"MISSILEEVENMORE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"BecomeEnemy23\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits2\")\n\t\tTNT1 A 0 A_Jump(32, \"Waits3\")\n\t\tLOHS A 4 A_Stop\n\t\tLOHS A 4 A_Stop\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tLOHS A 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tLOHS A 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Waits\")\n\t\tGoto FollowPlayer\n\tWaits2:\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tLOHS A 6 A_Stop\n\t\tTNT1 A 0 //A_PlaySound(\"MRNWT\", 2)\n\t\tLOHS A 6 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tLOHS A 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tLOHS A 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\tWaits3:\n\t\tTNT1 A 0\n//\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Clip2\", 40, 3)\n//\t\tGoto GiveAmmo\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_SetAngle(random(90, -90) + angle)\n\t\tLOHS A 4 A_Stop\n\t\tTNT1 A 0 A_PlaySound(\"LordOfHeresy/act\", 2)\n\t\tLOHS A 4 A_Stop\n\t\tTNT1 A 0 A_CheckSight(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_ClearTarget\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tLOHS A 0 A_Look\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tLOHS A 1 A_LookEx(0, 0, 0, 0, 0, \"FollowPlayer\")\n\t\tTNT1 A 0 A_CheckSIght(\"FollowPlayer\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Waits\")\n\t\tGoto FollowPLayer\n\tMissile:\n        TNT1 A 0\n        TNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")////Never remove this one!\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Retreat\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLOHS A 1 A_Chase (\"\",\"\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\tActualFireState:\n\t\tTNT1 A 0 A_Jump(128,\"Baron\", \"Cracko\")\n\t\tTNT1 A 0 A_Jump(128,\"Thamuz\", \"Spear\", \"Pyro\")\n\t\tGoto See\n\tBaron:\n\t\tLOHS E 6 A_FaceTarget\n\t\tLOHS F 6 A_FaceTarget\n\t\tLOHS GGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"FriendBaronball\", 40, 0, random(-35, 35), 0)\n\t\tLOHS G 6 BRIGHT A_Custommissile (\"FriendSuperBaronBall\", 29, 0, 0)\n\t\tLOHS E 6 A_FaceTarget\n\t\tLOHS F 6 A_FaceTarget\n\t\tLOHS GGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"FriendBaronball\", 40, 0, random(-35, 35), 0)\n\t\tLOHS G 6 BRIGHT A_Custommissile (\"FriendSuperBaronBall\", 29, 0, 0)\n\t\tLOHS E 6 A_FaceTarget\n\t\tLOHS F 6 A_FaceTarget\n\t\tLOHS GGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"FriendBaronball\", 40, 0, random(-35, 35), 0)\n\t\tLOHS G 6 BRIGHT A_Custommissile (\"FriendSuperBaronBall\", 29, 0, 0)\n\t\tGoto See\n\tCracko:\n\t\tLOHS E 8 A_FaceTarget\n\t\tLOHS F 8 A_FaceTarget\n\t\tLOHS GGGGGGGGGGGGGGGGGGGG 1 BRIGHT A_CustomMissile(\"FriendCacoDemonball\", 40, 0, random(-30, 30), 0)\n\t\tLOHS G 0 A_FaceTarget\n\t\tLOHS GGGGGGGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"FriendCacoDemonball\", 40, 0, random(-180, 180), 0)\n\t\tGoto See\n\tThamuz:\n\t\tLOHS EFG 5 A_FaceTarget\n\t\tTNT1 A 0  A_SetTranslucent (0.5, 1)\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tLOHS G 20 A_PlaySound(\"Apocalypse/cast\")\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,20)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,40)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,60)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,80)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,100)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,120)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,140)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,160)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-20)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-40)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-60)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-80)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-100)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-120)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-140)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-160)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,180)\n\t\tLOHS G 10 A_CustomMissile(\"FriendDCBMiss3\",50,0,0)\n\t\tLOHS GGGGGGGG 10\n\t\tTNT1 A 0  A_SetTranslucent (1.0, 0)\n\t\tTNT1 A 0 A_UnsetInvulnerable\n\t\tLOHS GFE 10\n\t\tGoto See\n\tSpear:\n       TNT1 A 0 A_PLaySoundEx(\"Brain/spit\", 4, 0, 2)\n       LOHS P 42 A_FaceTarget\n       LOHS PQ 8 A_FaceTarget\n       LOHS G 0 A_facetarget\n       LOHS G 20 A_CustomRailgun(1000, 0, \"Black\", \"Black\")\n       Goto See\n\tPyro:\n\t    LOHS E 8 A_FaceTarget\n        LOHS F 8 A_FaceTarget\n        LOHS GGGGGGGGGGGGGGGG 1 BRIGHT A_CustomMissile(\"FriendFireShot\", 40, 0, random(-35, 35), 0)\n\t\tGoto See\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tGoto ActualFireState\n\tRetreat:\n        LOHS A 0\n\t\tTNT1 A 0\n\t\tLOHS A 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tLOHS B 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tLOHS C 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLOHS D 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto ActualFireState\n\tPain:\n\t\tLOHS A 2\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n\t\tLOHS A 2 A_Pain\n\t\tGoto See + 1\n\tActive:\n\t\tLOHS A 1\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle2\", 10, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tLOHS A 10 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendGuardian1_Guarding\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0) //Always add this line on every death animation, to prevent the player from resurrecting the actor by pressing use.\n\t\tTNT1 A 0 A_PlaySound(\"LordOfHeresy/death\", 3)\n        TNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0) //Always add this line on every death animation, to prevent the player from resurrecting the actor by pressing use.\n\t\tPYRO A 0 Bright A_PrintBold(\"I'm sorry human, i need to go\")\n        PYRO O 0 Bright A_CustomMissile (\"EscapeExplosion\",28,10,0,0)\n        PYRO O 0 Bright A_Mushroom (\"Pyroball\",16)\n        TNT1 A -1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FriendGuardian1_Guarding : FriendGuardian\n{\n\tSpeed 0\n\tFastSpeed 0\n\t+FRIENDLY\n\tMass 500\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tLOHS A 4\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\")//Stops multiple sentries from firing at each other.\n\t\tLOHS A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ClearTarget\n\t\tLOHS AAAAAAAAA 2 A_Chase\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLoop\n\tSee2:\n\t\tLOHS AA 2\n\t\tTNT1 A 0 A_ClearTarget\n\t\tGoto See\n\tMissile:\n        TNT1 A 0\n        TNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n\t\tTNT1 A 0 //A_JumpIfInTargetInventory(\"TargetIsACyberdemon\", 1, \"CheckRetreat\") // Brutal Doom-friendly realistic AI.\n\t\tTNT1 A 0 //A_JumpIfInTargetInventory(\"TargetIsAMastermind\", 1, \"CheckRetreat\")//...\n\t\tTNT1 A 0 //A_JumpIfInTargetInventory(\"TargetIsABaronOfHell\", 1, \"CheckRetreat\")//...\n\t\tTNT1 A 0 //A_JumpIfInTargetInventory(\"TargetIsAMancubus\", 1, \"CheckRetreat\")//...\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"TargetIsAMarine\", 1, \"FollowPlayer\")////Never remove this one!\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(200, \"Retreat\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPlayer\", 1, \"CheckRangeToWait\")\n\tActualFireState:\n\t\tTNT1 A 0 A_Jump(128,\"Baron\", \"Cracko\")\n\t    TNT1 A 0 A_Jump(128,\"Thamuz\", \"Spear\", \"Pyro\")\n        Goto See\n    Baron:\n\t    LOHS E 6 A_FaceTarget\n        LOHS F 6 A_FaceTarget\n        LOHS GGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"FriendBaronball\", 40, 0, random(-35, 35), 0)\n        LOHS G 6 BRIGHT A_Custommissile (\"FriendSuperBaronBall\", 29, 0, 0)\n\t\tLOHS E 6 A_FaceTarget\n        LOHS F 6 A_FaceTarget\n        LOHS GGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"FriendBaronball\", 40, 0, random(-35, 35), 0)\n        LOHS G 6 BRIGHT A_Custommissile (\"FriendSuperBaronBall\", 29, 0, 0)\n\t\tLOHS E 6 A_FaceTarget\n        LOHS F 6 A_FaceTarget\n\t    LOHS GGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"FriendBaronball\", 40, 0, random(-35, 35), 0)\n\t    LOHS G 6 BRIGHT A_Custommissile (\"FriendSuperBaronBall\", 29, 0, 0)\n\t    Goto See\n   Cracko:\n\t    LOHS E 8 A_FaceTarget\n\t    LOHS F 8 A_FaceTarget\n\t    LOHS GGGGGGGGGGGGGGGGGGGG 1 BRIGHT A_CustomMissile(\"FriendCacoDemonball\", 40, 0, random(-30, 30), 0)\n\t    LOHS G 0 A_FaceTarget\n\t    LOHS GGGGGGGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"FriendCacoDemonball\", 40, 0, random(-180, 180), 0)\n\t    Goto See\n   Thamuz:\n\t\tLOHS EFG 5 A_FaceTarget\n\t\tTNT1 A 0  A_SetTranslucent (0.5, 1)\n\t\tTNT1 A 0 A_SetInvulnerable\n\t\tLOHS G 20 A_PlaySound(\"Apocalypse/cast\")\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,20)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,40)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,60)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,80)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,100)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,120)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,140)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,160)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-20)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-40)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-60)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-80)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-100)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-120)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-140)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,-160)\n\t\tTNT1 A 0 A_CustomMissile(\"FriendDCBMiss3\",50,0,180)\n\t\tLOHS G 10 A_CustomMissile(\"FriendDCBMiss3\",50,0,0)\n\t\tGoto see\n\tSpear:\n        TNT1 A 0 A_PLaySoundEx(\"Brain/spit\", 4, 0, 2)\n        LOHS P 92 A_FaceTarget\n        LOHS PQ 8 A_FaceTarget\n        LOHS G 0 A_facetarget\n        LOHS G 20 A_CustomRailgun(500, 0, \"Black\", \"Black\")\n        Goto See\n\tPyro:\n\t    LOHS E 8 A_FaceTarget\n        LOHS F 8 A_FaceTarget\n        LOHS GGGGGGGGGGGGGGGG 1 BRIGHT A_CustomMissile(\"FriendFireShot\", 40, 0, random(-35, 35), 0)\n\t\tGoto See\n\tCheckRetreat:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfCloser(300, \"Retreat\")\n\t\tGoto ActualFireState\n\tRetreat:\n\t\tTNT1 A 0\n\t\tLOHS A 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tLOHS B 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tNULL A 0\n\t\tLOHS C 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLOHS D 2 A_Recoil(4)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto ActualFireState\n\tPain:\n\t\tLOHS A 2\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n\t\tLOHS A 2 A_Pain\n\t\tGoto See + 1\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0) //Always add this line on every death animation, to prevent the player from resurrecting the actor by pressing use.\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0) //Always add this line on every death animation, to prevent the player from resurrecting the actor by pressing use.\n\t\tPYRO A 0 Bright A_PrintBold(\"I'm sorry human, i need to go\")\n        PYRO O 0 Bright A_CustomMissile (\"EscapeExplosion\",28,10,0,0)\n        PYRO O 0 Bright A_Mushroom (\"Pyroball\",16)\n        TNT1 A -1 Bright\n\t\tStop\n\tActive:\n\t\tLOHS A 1\n\t\tTNT1 A 0 A_CustomMissile (\"OrderTitle1\", 10, 0, 0, 2, 90)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tLOHS A 10 A_FaceTarget\n\t\tTNT1 A 0 A_ChangeFLag(\"FRIENDLY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"USESPECIAL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"FriendGuardian\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR FriendGuardian1Pathfinder\n{\n\tRadius 32\n\tHeight 56\n\tSpeed 20\n\tHealth 4000\n\tPainChance 255\n\tMaxTargetRange 150\n\tMonster\n\tdamagefactor \"SpawnMarine\", 99999.0\n\tMaxDropOffHeight 1200\n\tMaxStepHeight 1200\n\t-COUNTKILL\n\t+NOTARGET\n\t+THRUACTORS\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+FASTER\n    +DONTSPLASH\n\t+SHOOTABLE\n\t-FRIENDLY\n\t+NOCLIP\n\t+LOOKALLAROUND\n\t+NOINFIGHTING\n\tStates\n\t{\n\tSpawn:\n\tPain:\n    See:\n\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", 0)\n//\t\tTNT1 A 0 Thing_ChangeTID(0,98)\n//\t\tTNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 AAAAA 1 A_Chase\n//\t\tTNT1 A 0 Thing_Hate(98, 0, 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tLoop\n//\tMissile:\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_SpawnItem(\"MarineSpawnChecker\")\n\t\tTNT1 A 5\n\t\tGoto See\n\tDeath:\n\tMissile:\n\t    TNT1 A 0\n\t\tTNT1 A 1 A_FaceTarget\n\t    TNT1 A 0 A_Recoil(-6)\n\t\tTNT1 A 4\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"FriendGuardian\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItem(\"TeleportFog\")\n\t\tStop\n\t}\n}\n\nACTOR FriendBaronBall : Gaia74BaronBall { +THRUSPECIES +MTHRUSPECIES Species \"Marines\" }\nACTOR FriendSuperBaronBall : SuperBaronBall { +THRUSPECIES +MTHRUSPECIES Species \"Marines\" }\nACTOR FriendCacodemonBall : Gaia74CacodemonBall { +THRUSPECIES +MTHRUSPECIES Species \"Marines\" }\n\nACTOR FriendDCBMiss3 : DCBMiss3\n{\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tSpecies \"Marines\"\n\tStates\n\t{\n\tDeath:\n\t\tFSFX NOPQRSTNOPQRST 3\n\t\tFSFX Z 0 A_CustomMissile(\"FriendDCBMiss3M\",0,0,180)\n\t\tStop\n\t}\n}\n\nACTOR FriendDCBMiss3M : DCBMiss3M { +THRUSPECIES +MTHRUSPECIES Species \"Marines\" DamageType \"Marines\" }"
      },
      {
        "source": "pk3",
        "name": "Decorate/Projectiles.txt",
        "contents": "ACTOR Gaia74Rocket replaces Rocket\n{\n  Radius 11\n  Height 8\n  Speed 20\n  Damage 20\n  Projectile\n  +RANDOMIZE\n  +DEHEXPLOSION\n  +ROCKETTRAIL\n  SeeSound \"weapons/rocklf\"\n  DeathSound \"weapons/rocklx\"\n  Obituary \"$OB_MPROCKET\" // \"%o rode %k's rocket.\"\n  States\n  {\n  Spawn:\n    MISL A 1 Bright\n    Loop\n  Death:\n    TNT1 A 0 Bright A_Explode\n    MISL AAAAAAAAAA 0 A_CustomMissile(\"FatsoEffect\", 0,0,random(-180,180),2,random(-90,90))\n    MISL B 8 Bright\n    MISL C 6 Bright\n    MISL D 4 Bright\n    Stop\n  }\n}\n\nACTOR Gaia74PlayerRocket : Gaia74Rocket { +THRUSPECIES +MTHRUSPECIES Species \"Marines\" }\n\nACTOR Gaia74BFGBall Replaces BFGBall\n{\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 100\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  DeathSound \"weapons/bfgx\"\n  Obituary \"$OB_MPBFG_BOOM\"\n  States\n  {\n  Spawn:\n\tBFS1 A 2 bright\n\tPLSS A 0 Bright A_CustomMissile(\"BFGTrail\",0,0,0)\n\tBFS1 A 2 bright\n\tPLSS A 0 Bright A_CustomMissile(\"BFGTrail\",0,0,0)\n\tBFS1 B 2 bright\n\tPLSS A 0 Bright A_CustomMissile(\"BFGTrail\",0,0,0)\n\tBFS1 B 2 bright\n\tPLSS A 0 Bright A_CustomMissile(\"BFGTrail\",0,0,0)\n    Loop\n  Death:\n    BFE1 AAAAAAAAAA 0 A_CustomMissile(\"BfgEffect\", 0,0,random(-180,180),2,random(-90,90))\n    BFE1 AB 8 Bright Radius_Quake (3, 120, 0, 120, 0)\n    BFE1 C 8 Bright A_BFGSpray\n    BFE1 DEF 8 Bright\n    Stop\n  }\n}\n\nACTOR Gaia74PlayerBFGBall\n{\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 100\n  Projectile\n  +RANDOMIZE\n  +MTHRUSPECIES\n  +THRUSPECIES\n  RenderStyle Add\n  Alpha 0.75\n  DeathSound \"weapons/bfgx\"\n  Obituary \"$OB_MPBFG_BOOM\"\n  Species \"Marines\"\n  States\n  {\n  Spawn:\n\tBFS1 A 2 bright\n\tPLSS A 0 Bright A_CustomMissile(\"BFGTrail\",0,0,0)\n\tBFS1 A 2 bright\n\tPLSS A 0 Bright A_CustomMissile(\"BFGTrail\",0,0,0)\n\tBFS1 B 2 bright\n\tPLSS A 0 Bright A_CustomMissile(\"BFGTrail\",0,0,0)\n\tBFS1 B 2 bright\n\tPLSS A 0 Bright A_CustomMissile(\"BFGTrail\",0,0,0)\n    Loop\n  Death:\n    BFE1 AAAAAAAAAA 0 A_CustomMissile(\"BfgEffect\", 0,0,random(-180,180),2,random(-90,90))\n    BFE1 AB 8 Bright Radius_Quake (3, 120, 0, 120, 0)\n    BFE1 C 8 Bright A_BFGSpray\n    BFE1 DEF 8 Bright\n    Stop\n  }\n}\n\nactor Gaia74PlasmaBall Replaces PlasmaBall\n{\n  Radius 12\n  Height 8\n  Speed 25\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  damagetype \"Player\"\n  Alpha 0.75\n  SeeSound \"weapons/plasmaf\"\n  DeathSound \"weapons/plasmax\"\n  States\n  {\n  Spawn:\n    PLSS AB 1 bright\n\tPLSS A 0 Bright A_CustomMissile(\"PlasmaTrail\",0,0,0)\n    loop\n  Death:\n    PLSE ABCDE 4 bright\n    stop\n  }\n}\n\nActor CyberImpPlasmaBall : Gaia74PlasmaBall { Damage 6 }\n\nActor PlasmaTrail\n{\n    scale 0.8\n    Radius 13\n    Height 8\n    Speed 0\n    Damage 0\n    PROJECTILE\n    RenderStyle Add\n\t+CLIENTSIDEONLY\n    Alpha 0.5\n    States\n    {\n    Spawn:\n\t\tPLSS AB 1 bright A_SetTranslucent(0.5, 0)\n\t\tPLSS AB 1 bright A_SetTranslucent(0.4, 0)\n\t\tPLSS AB 1 bright A_SetTranslucent(0.3, 0)\n\t\tPLSS AB 1 bright A_SetTranslucent(0.2, 0)\n\t\tPLSS AB 1 bright A_SetTranslucent(0.1, 0)\n\t\tStop\n    }\n}\n\nActor BFGTrail\n{\n    scale 0.8\n    Radius 13\n    Height 8\n    Speed 0\n    Damage 0\n    PROJECTILE\n    RenderStyle Add\n\t+CLIENTSIDEONLY\n    Alpha 0.5\n    States\n    {\n    Spawn:\n\t\tBFS1 A 2 bright A_SetTranslucent(0.5, 0)\n\t\tBFS1 A 2 bright A_SetTranslucent(0.4, 0)\n\t\tBFS1 B 2 bright A_SetTranslucent(0.3, 0)\n\t\tBFS1 B 2 bright A_SetTranslucent(0.2, 0)\n\t\tBFS1 A 2 bright A_SetTranslucent(0.1, 0)\n\t\tStop\n    }\n}\n\nActor BfgEffect\n{\n  Radius 3\n  Height 3\n  Speed 4\n  Projectile\n  +CLIENTSIDEONLY\n  +DOOMBOUNCE\n  RenderStyle Add\n  Alpha 0.67\n  States\n  {\n  Spawn:\n    ARCB DEFGHI 8 Bright\n    Stop\n  }\n}\n\nACTOR Gaia74ArachnotronPlasma Replaces ArachnotronPlasma\n{\n  Radius 13\n  Height 8\n  Speed 25\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 0.75\n  SeeSound \"baby/attack\"\n  DeathSound \"baby/shotx\"\n  States\n  {\n  Spawn:\n    APLS AB 1 Bright\n\tAPLS A 0 Bright A_CustomMissile(\"ArachnotronPlasmaTrail\",0,0,0)\n    Loop\n  Death:\n    APBX ABCDE 5 Bright\n    Stop\n  }\n}\n\nACTOR Gaia74CacodemonBall Replaces CacodemonBall\n{\n  Radius 6\n  Height 8\n  Speed 10\n  FastSpeed 20\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"caco/attack\"\n  DeathSound \"caco/shotx\"\n  States\n  {\n  Spawn:\n\tBAL2 AABB 2 Bright A_CustomMissile(\"CacodemonBallTrail\",0,0,0)\n    Loop\n  Death:\n    BAL2 CDE 6 Bright\n   Stop\n  }\n}\n\nACTOR Gaia74BaronBall Replaces BaronBall\n{\n  Radius 6\n  Height 16\n  Speed 15\n  FastSpeed 20\n  Damage 16\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"baron/attack\"\n  DeathSound \"baron/shotx\"\n  Decal \"BaronScorch\"\n  States\n  {\n  Spawn:\n    BAL7 AB 4 Bright\n    Loop\n  Death:\n    ARCB AAAAAAAAAA 0 A_CustomMissile(\"BaronEffect\", 0,0,random(-180,180),2,random(-90,90))\n\tARCB DEFGHI 8 Bright\n    Stop\n  }\n}\n\nACTOR Gaia74DoomImpBall REPLACES DoomImpBall\n{\n  Radius 6\n  Height 8\n  Speed 10\n  FastSpeed 20\n  Damage 3\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"imp/attack\"\n  DeathSound \"imp/shotx\"\n  States\n  {\n  Spawn:\n    BAL1 AABB 2 Bright A_CustomMissile(\"ImpBallTrail\",0,0,0)\n    Loop\n  Death:\n    BAL1 CDE 6 Bright\n    Stop\n  }\n}\n\nACTOR Gaia74FatShot Replaces FatShot\n{\n  Radius 6\n  Height 8\n  Speed 20\n  Damage 8\n  Projectile\n  +RANDOMIZE\n  RenderStyle Add\n  Alpha 1\n  SeeSound \"fatso/attack\"\n  DeathSound \"fatso/shotx\"\n  States\n  {\n  Spawn:\n    MANF AB 4 Bright\n    Loop\n  Death:\n    MISL AAAAAAAAAA 0 A_CustomMissile(\"FatsoEffect\", 0,0,random(-180,180),2,random(-90,90))\n    MISL B 8 Bright\n    MISL C 6 Bright\n    MISL D 4 Bright\n    Stop\n  }\n}\n\nActor CacodemonBallTrail\n{\n    scale 0.8\n    Radius 13\n    Height 8\n    Speed 0\n    Damage 0\n    PROJECTILE\n\t+CLIENTSIDEONLY\n    RenderStyle Add\n    Alpha 0.5\n    States\n    {\n    Spawn:\n\t\tBAL2 AB 1 bright A_SetTranslucent(0.5, 0)\n\t\tBAL2 AB 1 bright A_SetTranslucent(0.4, 0)\n\t\tBAL2 AB 1 bright A_SetTranslucent(0.3, 0)\n\t\tBAL2 AB 1 bright A_SetTranslucent(0.2, 0)\n\t\tBAL2 AB 1 bright A_SetTranslucent(0.1, 0)\n\t\tStop\n    }\n}\n\nActor ImpBallTrail\n{\n    scale 0.8\n    Radius 13\n    Height 8\n    Speed 0\n    Damage 0\n    PROJECTILE\n\t+CLIENTSIDEONLY\n    RenderStyle Add\n    Alpha 0.5\n    States\n    {\n    Spawn:\n\t\tBAL1 AB 1 bright A_SetTranslucent(0.5, 0)\n\t\tBAL1 AB 1 bright A_SetTranslucent(0.4, 0)\n\t\tBAL1 AB 1 bright A_SetTranslucent(0.3, 0)\n\t\tBAL1 AB 1 bright A_SetTranslucent(0.2, 0)\n\t\tBAL1 AB 1 bright A_SetTranslucent(0.1, 0)\n\t\tStop\n    }\n}\n\nActor ArachnotronPlasmaTrail\n{\n    scale 0.8\n    Radius 13\n    Height 8\n    Speed 0\n    Damage 0\n    PROJECTILE\n\t+CLIENTSIDEONLY\n    RenderStyle Add\n    Alpha 0.5\n    States\n    {\n    Spawn:\n\t\tAPLS AB 1 bright A_SetTranslucent(0.5, 0)\n\t\tAPLS AB 1 bright A_SetTranslucent(0.4, 0)\n\t\tAPLS AB 1 bright A_SetTranslucent(0.3, 0)\n\t\tAPLS AB 1 bright A_SetTranslucent(0.2, 0)\n\t\tAPLS AB 1 bright A_SetTranslucent(0.1, 0)\n\t\tStop\n    }\n}\n\nActor BaronEffect\n{\n  Radius 3\n  Height 3\n  Speed 4\n  Projectile\n  Scale 0.7\n  +DOOMBOUNCE\n  +CLIENTSIDEONLY\n  RenderStyle Add\n  Alpha 0.67\n  States\n  {\n  Spawn:\n    BAL7 CDE 6 Bright\n    Stop\n  }\n}\n\nActor FatsoEffect\n{\n  Radius 3\n  Height 3\n  Speed 4\n  Projectile\n  Scale 0.5\n  +CLIENTSIDEONLY\n  +DOOMBOUNCE\n  RenderStyle Add\n  Alpha 0.67\n  States\n  {\n  Spawn:\n    MISL B 8 Bright\n    MISL C 6 Bright\n    MISL D 4 Bright\n    Stop\n  }\n}\n\nActor DeadBulletCasing\n{\n  Height 1\n  Radius 1\n  Scale 0.45\n  Mass 1\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    CAS2 A 0\n    CAS2 A 0 A_Jump(192, 2, 3, 4)\n    CAS2 A -1\n    Stop\n    CAS2 B -1\n    Stop\n    CAS2 C -1\n    Stop\n    CAS2 D -1\n    Stop\n  }\n}\n\nActor DeadShotgunCasing\n{\n  Height 1\n  Radius 1\n  Scale 0.45\n  Mass 1\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    CAS1 A 0\n    CAS1 A 0 A_Jump(192, 2, 3, 4, 5, 6, 7, 8)\n    CAS1 A -1\n    Stop\n    CAS1 B -1\n    Stop\n    CAS1 C -1\n    Stop\n    CAS1 D -1\n    Stop\n    CAS1 E -1\n    Stop\n    CAS1 F -1\n    Stop\n    CAS1 G -1\n    Stop\n    CAS1 H -1\n    Stop\n  }\n}\n\nActor DeadRifleCasing\n{\n  Height 1\n  Radius 1\n  Scale 0.45\n  Mass 1\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    CAS7 A 0\n    CAS7 A 0 A_Jump(192, 2, 3, 4, 5, 6)\n    CAS7 A -1\n    Stop\n    CAS7 B -1\n    Stop\n    CAS7 C -1\n    Stop\n    CAS7 D -1\n    Stop\n    CAS7 E -1\n    Stop\n    CAS7 F -1\n    Stop\n  }\n}\n\nACTOR PisCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_spawnitemex (\"pistolcasing\", 0, 0, -5, random(4,6), random(2,3), random(7,9), 90)\n\t\tStop\n\t}\n}\n\nACTOR PPisCaseSpawn\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_spawnitemex (\"pistolcasing\", 0, 0, -5, random(4,6), random(-2,-3), random(7,9), -90)\n\t\tStop\n\t}\n}\n\nACTOR PistolCasing\n{\n\tHeight 8\n\tRadius 6\n\tSpeed 4\n\tScale 0.45\n\tBounceFactor 0.4\n\twallbouncefactor 0.4\n    bouncecount 5\n\tMass 1\n\tReactionTime 70\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+BOUNCEONACTORS\n\t+CLIENTSIDEONLY\n\tSeesound \"weapons/case1\"\n\tStates\n\t{\n\tSpawn:\n\t   CAS2 A 0\n\t   CAS2 ABCD 2 A_Countdown\n\t   Goto Spawn+1\n\tDeath:\n\t   CAS2 A 0 A_Jump(64,4)\n\t   CAS2 A 0 A_Jump(85,4)\n\t   CAS2 A 0 A_Jump(128,4)\n\t   CAS2 A 350\n\t   Stop\n\t   CAS2 B 350\n\t   Stop\n\t   CAS2 C 350\n\t   Stop\n\t   CAS2 D 350\n\t   Stop\n\t}\n}\n\nACTOR ShotCaseSpawn : PisCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_spawnitemex (\"shotguncasing\", 0, 0, -5, random(4,6), random(-2,-3), random(7,9), -90)\n\t\tStop\n\t}\n}\n\nACTOR ShotgunCasing : PistolCasing\n{\n\tHeight 12\n\tRadius 9\n\tScale 0.7\n\tSeeSound \"weapons/shell\"\n\tReactionTime 140\n\tStates\n\t{\n\tSpawn:\n\t   D3S1 A 0\n\t   CAS1 ACBHEGFD 1 A_Countdown\n\t   Goto Spawn+1\n\tDeath:\n\t   D3S1 A 0 A_Jump(32,8)\n\t   D3S1 A 0 A_Jump(37,8)\n\t   D3S1 A 0 A_Jump(43,8)\n\t   D3S1 A 0 A_Jump(51,8)\n\t   D3S1 A 0 A_Jump(64,8)\n\t   D3S1 A 0 A_Jump(85,8)\n\t   D3S1 A 0 A_Jump(128,8)\n\t   CAS1 A 350\n\t   Stop\n\t   CAS1 B 350\n\t   Stop\n\t   CAS1 C 350\n\t   Stop\n\t   CAS1 D 350\n\t   Stop\n\t   CAS1 E 350\n\t   Stop\n\t   CAS1 F 350\n\t   Stop\n\t   CAS1 G 350\n\t   Stop\n\t   CAS1 H 350\n\t   Stop\n\t}\n}\n\nActor SpecialShotgunCasing : ShotgunCasing\n{\n    Translation \"168:191=192:207\"\n}\n\nACTOR SShotCaseSpawn : PisCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_spawnitemex (\"shotguncasing\", 0, 0, -5, random(4,6), random(2,3), random(9,10), 90)\n\t\tStop\n\t}\n}\n\nACTOR SpecialSShotCaseSpawn : PisCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_spawnitemex (\"Specialshotguncasing\", 0, 0, -5, random(4,6), random(2,3), random(9,10), 90)\n\t\tStop\n\t}\n}\n\nACTOR RifCaseSpawn : PisCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_spawnitemex (\"riflecasing\", 0, 0, -5, random(4,6), random(2,3), random(7,9), 90)\n\t\tStop\n\t}\n}\n\nACTOR RRifCaseSpawn : PisCaseSpawn\n{\n    Speed 10\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_spawnitemex (\"riflecasing\", 0, 0, -5, random(4,6), random(-2,-3), random(7,9), -90)\n\t\tStop\n\t}\n}\n\nACTOR ARRifCaseSpawn : PisCaseSpawn\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1 A_spawnitemex (\"riflecasing\", 0, 0, -5, random(4,6), random(-2,-3), random(7,9), -90)\n\t\tStop\n\t}\n}\n\nACTOR RifleCasing : PistolCasing\n{\n\tBounceFactor 0.5\n\tSeesound \"weapons/case2\"\n\tReactionTime 140\n\tStates\n\t{\n\tSpawn:\n\t   CAS7 A 0\n\t   CAS7 A 1\n\t   CAS7 A 1 A_Countdown\n\t   CAS7 B 1\n\t   CAS7 B 1 A_Countdown\n\t   CAS7 C 1\n\t   CAS7 C 1 A_Countdown\n\t   CAS7 D 1\n\t   CAS7 D 1 A_Countdown\n\t   Goto Spawn+1\n\tDeath:\n\t   CAS7 A 0 A_Jump(43,6)\n\t   CAS7 A 0 A_Jump(51,6)\n\t   CAS7 A 0 A_Jump(64,6)\n\t   CAS7 A 0 A_Jump(85,6)\n\t   CAS7 A 0 A_Jump(128,6)\n\t   CAS7 A 350\n\t   Stop\n\t   CAS7 B 350\n\t   Stop\n\t   CAS7 C 350\n\t   Stop\n\t   CAS7 D 350\n\t   Stop\n\t   CAS7 E 350\n\t   Stop\n\t   CAS7 F 350\n\t   Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Core.txt",
        "contents": "ACTOR Hecticsphere : CustomInventory 7007\n{\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.PickupMessage \"HecticSphere!\"\n  Inventory.PickupSound \"misc/p_pkup\"\n  States\n  {\n  Spawn:\n    ULTR ABCD 6 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"HecticArmor\", 1)\n    TNT1 A 0 A_GiveInventory(\"HecticHealth\", 1)\n    Stop\n  }\n}\n\nACTOR HecticHealth : Health\n{\n  Inventory.Amount 500\n  Inventory.MaxAmount 500\n  +INVENTORY.ALWAYSPICKUP\n}\n\nACTOR HecticArmor : BasicArmorPickup 7008\n{\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"Picked up a Hectic Armor!, a demonic armor, of Hectic?\"\n  Inventory.Icon \"ARHEB0\"\n  Armor.SavePercent 75\n  Armor.SaveAmount 700\n  States\n  {\n  Spawn:\n    ARHE B 6 Bright\n    Loop\n  }\n}\n\nACTOR Eucaristia : Health 7010\n{\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.FANCYPICKUPSOUND\n  Radius 20\n  Height 16\n  Inventory.Amount 500\n  Inventory.MaxAmount 500\n  Inventory.PickupMessage \"You Eat The Eucaristic, The Power Of Heaven Cure You\"\n  Inventory.PickupSound \"misc/p_pkup\"\n  Inventory.Icon \"EUCAA0\"\n  States\n  {\n  Spawn:\n    EUCA A 6 Bright\n    Loop\n  }\n}\n\nACTOR RosaryArmor : BasicArmorPickup 7009\n{\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"Picked up Rosary, The Heaven Protect You\"\n  Inventory.Icon \"CRUZA0\"\n  Armor.SavePercent 50\n  Armor.SaveAmount 500\n  States\n  {\n  Spawn:\n    CRUZ A 6 Bright\n    Loop\n  }\n}\n\nACTOR AngelStatue\n{\n  Scale 0.5\n  States\n  {\n  Spawn:\n    HEAN A 7 Bright\n\tHEAN A 0 Bright A_RadiusGive(\"AngelHealth\", 250, RGF_PLAYERS, 1)\n\tHEAN A 0 Bright A_RadiusGive(\"AngelArmor\", 250, RGF_PLAYERS, 1)\n    Loop\n  }\n}\n\nACTOR AngelHealth : Health\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 200\n  +INVENTORY.ALWAYSPICKUP\n}\n\nACTOR AngelArmor : BasicArmorBonus\n{\n  Inventory.Icon \"ARM1A0\"\n  Armor.SavePercent 50\n  Armor.SaveAmount 1\n  Armor.MaxSaveAmount 100\n  +INVENTORY.ALWAYSPICKUP\n}\n\nACTOR Scapular : CustomInventory\n{\n   Radius 21\n   Height 12\n   Inventory.Amount 1\n   Inventory.MaxAmount 3\n   Inventory.PickupSound \"items/getinvteleporter\"\n   Inventory.UseSound \"misc/invuse\"\n   Inventory.PickupMessage \"Got a Scapular, the power of God is with us\"\n   Inventory.Icon \"ESCAA0\"\n   +INVBAR\n   +FLOORCLIP\n   States\n   {\n   Spawn:\n      ESCA A -1\n      Loop\n   Use:\n      ESCA A 0 A_GiveInventory(\"ScapularProtection\")\n      Stop\n   }\n}\n\nACTOR PowerScapularDamage : PowerProtection { Damagefactor \"normal\", 0.25 }\n\nACTOR ScapularProtection : PowerupGiver\n{\n\t+NOGRAVITY\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type \"ScapularDamage\"\n\tPowerup.Color GreenMap\n\tInventory.PickupMessage \"The scapular protect you, God is with us\"\n\tStates\n\t{\n\tSpawn:\n\t\tESCA A 6\n\t\tLoop\n\t}\n}\n\nactor HolyGrail : PowerupGiver\n{\n\tinventory.pickupmessage \"You drink the water of the Holy Grail.\"\n\tinventory.maxamount 0\n\tpowerup.duration 0x7FFFFFFD\n\tpowerup.type \"Regeneration\"\n\tPowerup.Strength 1\n\tScale 1.5\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tGRIA A 10\n\t\tLoop\n\t}\n}\n\nACTOR KaiserEliteGuardX : KaiserEliteGuard\n{\n  health 7000\n  DropItem \"KaiserHeart\"\n  DropItem \"NewMegasphere\"\n  DropItem \"KaiserGasterBlasterWeapon\"\n  DamageFactor \"Ice\", 1.5\n  States\n  {\n  See:\n    TNT1 A 0 ACS_ExecuteAlways(747, 0, 0, 0, 0)\n\tTNT1 A 0 A_ChangeFLag(\"NODROPOFF\", 0)\n    TNT1 A 0 A_Jump(64, \"StrafeLeft\", \"StrafeRight\")\n    TNT1 A 0 HealThing(5)\n    KELT A 3 A_chase\n    KELT A 3 A_chase\n    KELT B 0 A_playsound(\"cbaron/metal\")\n    KELT BB 3 A_chase\n    KELT CC 3 A_chase\n    KELT D 3 A_chase\n    KELT D 3 A_hoof\n    TNT1 A 0 HealThing(5)\n    KELT D 0 Bright A_customMissile(BruiserFire,0,16,0)\n    TNT1 A 0 A_Jump(64, \"StrafeLeft\", \"StrafeRight\")\n    loop\n  Missile:\n    TNT1 A 0 A_Jump(128,\"Cyber\", \"GasterCannon\", \"Gravity\", \"RandomGaster\")\n    TNT1 A 0 A_Jump(128,\"Lightning\", \"Thamuz\", \"Mouth\", \"CannonBaron\", \"Bouncing\", \"Grenade\", \"MegaShock\",  \"MegaChain\")\n\tGoto see\n  Death:\n    CBOS I 8\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS I 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS J 8 A_Scream\n    CBOS J 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS J 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS K 8 bright A_Playsound(\"world/barrelx\")\n    CBOS K 0 Bright A_customMissile(PyroShot,-10,16,0)\n    CBOS K 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS K 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS K 8 bright A_NoBlocking\n    CBOS K 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS L 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS M 8 bright\n    CBOS M 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS M 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS N 8 bright\n    CBOS N 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS N 1 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    CBOS O -1\n    stop\n   }\n}\n\nactor KaiserGeneralFinalCyberX1 : KaiserGeneralFinalCyber1 Replaces KaiserGeneralFinalCyber1\n{\n  states\n  {\n  See:\n\tTNT1 A 0 ACS_ExecuteAlways(742, 0, 0, 0, 0)\n\tSLAU AB 4 A_chase\n\tSLAU B 0 A_Hoof\n\tSLAU CD 4 A_chase\n\tSLAU B 0 A_Metal\n\tloop\n  Death:\n    SLAU G 4 A_KillChildren\n    SLAU G 4 A_Pain\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 150 A_PrintBold(\"it's not over yet...Heaven Guard, I AM THE TENACITY\")\n\tSLAU G 150 A_PrintBold(\"Did you really think that a Kaiser general would be so weak?, How cute\")\n\tSLAU GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"BlueVileFireSpawner\", 40, 0, random(-180, 180), 0)\n\tSLAU G 4 A_NoBlocking\n\tSLAU G 4 A_Scream\n\tSLAU G 0 A_SpawnItem(\"KaiserGeneralFinalCyber2\",0,0)\n\tTNT1 A -1 A_BossDeath\n    stop\n   }\n}\n\nactor KaiserGeneralFinalCyberX2 : KaiserGeneralFinalCyber2 Replaces KaiserGeneralFinalCyber2\n{\n  states\n  {\n  See:\n\tTNT1 A 0 ACS_ExecuteAlways(743, 0, 0, 0, 0)\n\tSLAU R 0 A_ChangeFlag(\"NOCLIP\",0)\n    SLAU R 0 A_UnSetReflectiveInvulnerable\n\tSLAU A 4 A_chase\n\tSLAU A 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n\tSLAU B 4 A_chase\n\tSLAU B 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n\tSLAU B 0 A_Hoof\n\tSLAU C 4 A_chase\n\tSLAU C 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n\tSLAU D 4 A_chase\n\tSLAU D 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n\tSLAU D 0 A_Metal\n    loop\n  Death:\n    SLAU G 4\n    SLAU G 4 A_Pain\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 0 A_PrintBold(\"Your time has come Soldier of the heaven!, You are only a error!\")\n\tSLAU GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"VileFireSpawner\", 40, 0, random(-180, 180), 0)\n\tSLAU G 4 A_NoBlocking\n\tSLAU G 4 A_Scream\n\tSLAU G 0 A_SpawnItem(\"KaiserGeneralFinalCyber3\",0,0)\n\tTNT1 A -1 A_BossDeath\n    stop\n   }\n}\n\nactor KaiserGeneralFinalCyberX3 : KaiserGeneralFinalCyber3 Replaces KaiserGeneralFinalCyber3\n{\n  states\n  {\n  See:\n\tTNT1 A 0 ACS_ExecuteAlways(744, 0, 0, 0, 0)\n\tSLAU G 0 A_SetTranslucent(0.35)\n\tSLAU AB 3 A_Fastchase\n\tSLAU B 0 A_Hoof\n\tSLAU CD 3 A_Fastchase\n\tSLAU B 0 A_Metal\n\tLoop\n  Death:\n    SLAU G 0 A_SetTranslucent(1.00)\n    SLAU G 4\n    SLAU G 4 A_Pain\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU G 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSLAU GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"BlackVileFireSpawner\", 40, 0, random(-180, 180), 0)\n\tSLAU G 0 A_PrintBold(\"Surrender Now!, You can't beat the creator of the kaiser elite guards!\")\n\tSLAU G 4 A_NoBlocking\n\tSLAU G 4 A_Scream\n\tTNT1 A 0 A_SpawnItemEx (\"slaughterousShield\", 0, 0, 45, random (-15,15), random (0,4), random (3,9), (angle*256/360+128), SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 0 A_SpawnItemEx (\"Tira\", random (-5,5), random (0,5), random (35,55), random (-10,10), random (-10,10), random (-10,10), random (0,360), SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION, 100)\n\tTNT1 A 0 A_SpawnItemEx (\"Tira\", random (-5,5), random (0,5), random (35,55), random (-10,10), random (-10,10), random (-10,10), random (0,360), SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION, 100)\n\tTNT1 A 0 A_SpawnItemEx (\"Tira\", random (-5,5), random (0,5), random (35,55), random (-10,10), random (-10,10), random (-10,10), random (0,360), SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION, 100)\n\tTNT1 A 0 A_SpawnItemEx (\"Tira\", random (-5,5), random (0,5), random (35,55), random (-10,10), random (-10,10), random (-10,10), random (0,360), SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION, 100)\n\tTNT1 A 0 A_SpawnItemEx (\"slaughterousRoupa\", 0, 0, 45, random (-30,30), random (0,30), random (0,30), random (0,360), SXF_TRANSFERTRANSLATION | SXF_NOCHECKPOSITION, 0)\n    SLAU G 0 bright A_SpawnItemEx (\"slaughterousBoom\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION, 0)\n\tSLAU G 0 A_SpawnItem(\"KaiserGeneralFinalCyber4\",0,0)\n\tTNT1 A -1 A_BossDeath\n    stop\n  }\n}\n\nactor KaiserGeneralFinalCyberX4 : KaiserGeneralFinalCyber4 Replaces KaiserGeneralFinalCyber4\n{\n  DropItem \"KaiserHeart\"\n  DropItem \"NewMegasphere\"\n  states\n  {\n  See:\n\tTNT1 A 0 ACS_ExecuteAlways(745, 0, 0, 0, 0)\n\tSSEN AB 4 A_Fastchase\n\tSSEN B 0 A_Hoof\n\tSSEN CD 4 A_Fastchase\n\tSSEN B 0 A_Metal\n\tloop\n  Death:\n    SSEN H 4\n    SSEN H 4 A_Pain\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 4 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\tSSEN H 150 A_PrintBold(\"Who would say it ?, A Simple Heaven Guard has defeated a Kaiser General...\")\n\tSSEN H 150 A_PrintBold(\"You defeated who trains each kaiser elite guard\")\n\tSSEN H 150 A_PrintBold(\"You are more tenacious than the elite guard, no, even than me\")\n\tSSEN H 150 A_PrintBold(\"And although it hurts in my heart, I hope you get to know Kaiser, and you can fight my lord\")\n\tSSEN H 150 A_PrintBold(\"Good Luck Heaven Guard.....It has been a honour to meet someone who has the tenacity to fight me\")\n\tSSEN H 150 A_PrintBold(\"Goodbye....\")\n\tSSEN GGGGGGGGGGGGGGGGGGGGGGGGGGGGGG 0 BRIGHT A_CustomMissile(\"BlackVileFireSpawner\", 40, 0, random(-180, 180), 0)\n\tSSEN I 0 BRIGHT A_Custommissile(\"MegaFireBall\", -5, -20, 0)\n    KELT H 0 A_Scream\n    KELT H 0 bright A_NoBlocking\n    KELT H 0 bright A_BossDeath\n    TNT1 A -1\n    stop\n  }\n}\n\nactor KaiserGeneralCyberdemonLordX : KaiserGeneralCyberdemonLord\n{\n  DropItem \"NewMegasphere\"\n  DropItem \"KaiserGeneralCyberdemonLordX2\"\n  states\n  {\n  See:\n    TLCB A 25 A_FaceTarget\n    TLCB B 25 A_FaceTarget\n    TLCD BBBBBBB 0 A_CustomMissile(\"MuicifircasCube\", 60, 0, random(-180,180), 0)\n    TLCD G 50 A_FaceTarget\n\tTLCD G 0 A_PlaySound(\"PainLord/Sight\")\n\tTNT1 A 0 ACS_ExecuteAlways(741, 0, 0, 0, 0)\n\tGoto Walk\n  TalkOne:\n    TNT1 A 0 A_PrintBold(\"A simple Heaven Guard wants to challenge the god of hell Kaiser, Incredible\")\n\tGoto Walk\n  TalkTwo:\n    TNT1 A 0 A_PrintBold(\"I would really like your sacrifice, you know, another foolish or brave idiot\")\n\tGoto Walk\n  TalkThree:\n    TNT1 A 0 A_PrintBold(\"I will probably be more afraid of you, if you are the Blue Knight, but.....\")\n\tGoto Walk\n  TalkFour:\n    TNT1 A 0 A_PrintBold(\"Useless Heaven Guard!, challenging a being like me, I will show you who is Muicifircas!\")\n\tGoto Walk\n  TalkFive:\n    TNT1 A 0 A_PrintBold(\"Sacrifice is a value that every soldier needs! I will teach you in the death how it is!\")\n\tGoto Walk\n  Death:\n    TLCD G 0 A_KillChildren\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD G 3 A_CustomMissile(\"ExplosionEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 150 A_Print(\"I never thought that someone like you is so strong\")\n\tTLCD G 150 A_Print(\"But since I've tested your skills, it's time for me to start\")\n\tTLCD G 150 A_Print(\"The real fight\")\n\tTLCD G 150 A_Print(\"Maybe God no have mercy on you because you will see Muicifircas in all his splendor\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_CustomMissile(\"VileFireSpawner\", 40, 0, random(-180, 180), 0)\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_CustomMissile(\"BlueVileFireSpawner\", 40, 0, random(-180, 180), 0)\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_CustomMissile(\"RedVileFireSpawner\", 40, 0, random(-180, 180), 0)\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_CustomMissile(\"GreenVileFireSpawner\", 40, 0, random(-180, 180), 0)\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_CustomMissile(\"BlackVileFireSpawner\", 40, 0, random(-180, 180), 0)\n    TNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_CustomMissile(\"WhiteVileFireSpawner\", 40, 0, random(-180, 180), 0)\n    TNT1 A 0 A_Scream\n    TNT1 A 0 A_NoBlocking\n    Stop\n  }\n}\n\nactor KaiserGeneralCyberdemonLordX2 : KaiserGeneralCyberdemonLord2\n{\n  DropItem \"NewMegasphere\"\n  DropItem \"KaiserHeart\"\n  DropItem \"MuicifircasWeapon\"\n  states\n  {\n  See:\n    TLCD A 0 A_KillChildren\n    TLCB A 25 A_FaceTarget\n    TLCB B 25 A_FaceTarget\n//\tTLCD BBBBBBBBBB 0 A_CustomMissile(\"MuicifircasCubePhase2\", 60, 0, random(-180,180), 0)\n    TLCD G 50 A_FaceTarget\n\tTLCD G 0 A_PlaySound(\"PainLord/Sight\")\n\tTNT1 A 0 ACS_ExecuteAlways(754, 0, 0, 0, 0)\n\tGoto Walk\n  TalkOne:\n    TNT1 A 0 A_PrintBold(\"A simple Heaven Guard wants to challenge the god of hell Kaiser, Incredible\")\n\tGoto Walk\n  TalkTwo:\n    TNT1 A 0 A_PrintBold(\"I would really like your sacrifice, you know, another foolish or brave idiot\")\n\tGoto Walk\n  TalkThree:\n    TNT1 A 0 A_PrintBold(\"I will probably be more afraid of you, if you are the Blue Knight, but.....\")\n\tGoto Walk\n  TalkFour:\n    TNT1 A 0 A_PrintBold(\"Useless Heaven Guard!, challenging a being like me, I will show you who is Muicifircas!\")\n\tGoto Walk\n  TalkFive:\n    TNT1 A 0 A_PrintBold(\"Sacrifice is a value that every soldier needs! I will teach you in the death how it is!\")\n\tGoto Walk\n  Death:\n    TLCD G 0 A_KillChildren\n\tTLCD G 150 A_Print(\"How could someone like you beat me ...\")\n\tTLCD G 150 A_Print(\"You are not normal it cannot be you are the blu....\")\n\tTLCD G 150 A_Print(\"I think I made a mistake leaving you an advantage\")\n\tTLCD G 150 A_Print(\"But I am a general i...i....\")\n\tTLCD G 150 A_Print(\"Kaiser please help me my lord!!! AGH!!!...\")\n    TLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n\tTLCD G 4 A_CustomMissile(\"RainbowEffect\",random(20,100),random(-4,4),random(0,359),2,random(-10,10))\n    TLCD HH 0 A_CustomMissile (\"HollywoodExplosion2\", 20, 0, 0)\n    TLCD H 10 A_CustomMissile (\"HollywoodExplosion2\", 20, 0, 0)\n    TLCD I 10 A_Scream\n    TLCD JKL 10\n    TLCD M 10 A_NoBlocking\n    TLCD NO 10\n    TLCD P 30\n    TLCD P -1 A_BossDeath\n    Stop\n  }\n}\n\nactor KaiserGeneralSpiderBossX : KaiserGeneralSpiderBoss\n{\n  DropItem \"KaiserHeart\"\n  DropItem \"NewMegasphere\"\n  states\n  {\n  See:\n    TNT1 A 0 ACS_ExecuteAlways(746, 0, 0, 0, 0)\n    IDEM A 3 A_Metal\n    IDEM ABB 3 A_Chase\n    IDEM C 3 A_Metal\n    IDEM CDD 3 A_Chase\n    IDEM E 3 A_Metal\n    IDEM EFF 3 A_Chase\n    Loop\n  TalkOne:\n    TNT1 A 0 A_PrintBold(\"Knowledge is power, Heaven Guard, if you don't know your enemy, you will perish\")\n\tGoto See\n  TalkTwo:\n    TNT1 A 0 A_PrintBold(\"Do you really think you can challenge a general like me?, pathetic.\")\n\tGoto See\n  TalkThree:\n    TNT1 A 0 A_PrintBold(\"Or my soldiers are idiots or you are too good to have come against me, I hope you are more than just rubbish\")\n\tGoto See\n  TalkFour:\n    TNT1 A 0 A_PrintBold(\"Who does not know history is condemned to repeat it betrayer! You do not know how many traitors have already fallen before me.\")\n\tGoto See\n  TalkFive:\n    TNT1 A 0 A_PrintBold(\"I know every thing about you Guard, you just don't have a high chance of killing me, it all points to one winner, that's me\")\n\tGoto See\n  }\n}\n\nActor OmegazeroX : OmegaZero\n{\n   DropItem \"KaiserHeart\"\n   DropItem \"NewMegasphere\"\n   States\n   {\n   See:\n      TNT1 A 0 ACS_ExecuteAlways(748, 0, 0, 0, 0)\n      OMCU A 0 A_UnSetReflectiveInvulnerable\n      OMWA BCDE 1 A_Chase\n      Loop\n\t}\n}\n\nActor ArielX : Ariel\n{\n   DropItem \"KaiserHeart\"\n   DropItem \"HecticArmor\"\n   DropItem \"NewMegasphere\"\n   States\n   {\n   See:\n      TNT1 A 0 ACS_ExecuteAlways(749, 0, 0, 0, 0)\n      PYRO G 0 HealThing(5)\n      PYRO AA 3 A_Chase\n      PYRO A 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n      PYRO BB 3 A_Chase\n      PYRO B 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n      PYRO CC 3 A_Chase\n      PYRO C 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n      PYRO DD 3 A_Chase\n      PYRO D 0 A_SpawnItemEx(\"WalkFire\",0,0,0,1,0,0,0,128)\n      PYRO O 0 BRIGHT A_CustomMissile(\"RainCometNull\", 28, 0, random(-180, 180), 0)\n      Loop\n   Death:\n      PYRO A 150 Bright A_PrintBold(\"Whoa, that was very fun\")\n\t  PYRO A 150 Bright A_PrintBold(\"Well, I'm tired now.... i need rest\")\n\t  PYRO A 150 Bright A_PrintBold(\"But i give you some items, maybe can help you\")\n\t  PYRO A 150 Bright A_PrintBold(\"See ya Heaven Guard, Good luck!\")\n      PYRO O 0 Bright A_CustomMissile (\"EscapeExplosion\",28,10,0,0)\n      PYRO O 0 Bright A_Mushroom (\"Pyroball\",16)\n\t  PYRO O 0 Bright A_NoBlocking\n      TNT1 A -1 Bright\n      Stop\n\t}\n}\n\nActor GuardianX : Guardian\n{\n   DropItem \"KaiserHeart\"\n   DropItem \"HecticArmor\"\n   DropItem \"NewMegasphere\"\n   States\n   {\n   See:\n\t\tTNT1 A 0 ACS_ExecuteAlways(750, 0, 0, 0, 0)\n\t\tLOHS AA 4 A_Chase\n\t\tLOHS A 0 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS B 0 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS BB 4 A_Chase\n\t\tLOHS B 0 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS C 0 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS CC 4 A_Chase\n\t\tLOHS C 0 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS D 0 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS DD 4 A_Chase\n\t\tLOHS D 0 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS A 0 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,0),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLoop\n   Death:\n\t\tLOHS H 200 A_PrintBold(\"No.......\")\n\t\tLOHS H 200 A_PrintBold(\"I Can't die here....\")\n\t\tLOHS H 200 A_PrintBold(\"A Heaven Guard has made me fall, but...\")\n\t\tLOHS H 200 A_PrintBold(\"I think you can change....\")\n\t\tLOHS H 200 A_PrintBold(\"I still.... believe in you...., defeat Kaiser....\")\n\t\tLOHS H 8 A_Scream\n\t\tLOHS I 0 A_Custommissile (\"Thunder_GeneratorBlue\", 0, 0, 0)\n\t\tLOHS I 0 A_CustomMissile(\"PentaLine1\",0,0,-72,2)\n\t\tLOHS I 0 A_CustomMissile(\"PentaLine1\",0,0,-144,2)\n\t\tLOHS I 0 A_CustomMissile(\"PentaLine1\",0,0,-216,2)\n\t\tLOHS I 0 A_CustomMissile(\"PentaLine1\",0,0,-288,2)\n\t\tLOHS I 0 A_CustomMissile(\"PentaLine1\",0,0,0,2)\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 4 BRIGHT A_CustomMissile(\"BossFlamer2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS H 3 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n\t\tLOHS K 0 A_Custommissile (\"Thunder_GeneratorBlue\", 0, 0, 0)\n\t\tLOHS I 8\n\t\tLOHS I 8\n\t\tLOHS K 0 A_Custommissile (\"Thunder_GeneratorRed\", 0, 0, 0)\n\t\tLOHS K 8 A_Fall\n\t\tLOHS K 8 A_Custommissile (\"Thunder_GeneratorGreen\", 0, 0, 0)\n\t\tLOHS LMN 8\n\t\tLOHS O -1\n\t\tStop\n\t}\n}\n\nactor KaiserMechX : KaiserMech\n{\n  DropItem \"NewMegasphere\"\n  DropItem \"KaiserArmorX\"\n  states\n  {\n  See:\n    TNT1 A 0 ACS_ExecuteAlways(751, 0, 0, 0, 0)\n    TNT1 A 0 A_Jump(128,\"NormalChase\")\n\tTNT1 A 0 A_Jump(128,\"DroneChase\", \"RocketChase\")\n    Loop\n  Death:\n    RROB F 6 A_KillChildren\n    RROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB EEEEE 2 BRIGHT A_CustomMissile(\"ExplosionEffect\",random(20,280),random(-4,4),random(0,359),2,random(-10,10))\n\tRROB G 0 A_PrintBold(\"Incredible Human, Let's see more your determination\")\n    RROB G 6 A_Scream\n    RROB H 6\n    RROB I 6 A_NoBlocking\n    RROB J 6\n    RROB K 6 A_PlaySound (\"Robot/Fall\")\n    RROB F 0 Bright A_CustomMissile (\"SmithFire\", 0, 0, 0)\n    RROB F 0 Bright A_CustomMissile (\"SmithFire\", 0, 0, 0)\n    RROB F 0 Bright A_CustomMissile (\"SmithFire\", 0, 0, 0)\n    RROB F 0 Bright A_CustomMissile (\"SmithFire\", 0, 0, 0)\n    RROB F 0 Bright A_CustomMissile (\"SmithFire\", 0, 0, 0)\n    RROB L -1\n    stop\n  }\n}\n\nactor KaiserArmorX : KaiserArmor\n{\n  DropItem \"KaiserX\"\n  DropItem \"NewMegasphere\"\n  states\n  {\n  See:\n    TNT1 A 0 ACS_ExecuteAlways(752, 0, 0, 0, 0)\n    BR3S A 0 A_SetTranslucent(1.00)\n    CBRS E 0 A_UnSetReflectiveInvulnerable\n    BR3S A 0 A_SetShootable\n    BR2S AABB 3 A_Chase\n    TNT1 A 0 A_Playsound(\"monster/bruwlk\")\n    BR2S CCDD 3 A_Chase\n    TNT1 A 0 A_Playsound(\"monster/bruwlk\")\n    Loop\n  Death:\n    BR2S G 4 A_KillChildren\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_Custommissile (\"Nukey\", -10, 0, 0)\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_Custommissile (\"PyroBlast\", -10, 0, 0)\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_Custommissile (\"Nukey\", -10, 0, 0)\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_Custommissile (\"PyroBlast\", -10, 0, 0)\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_Custommissile (\"Nukey\", -10, 0, 0)\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_CustomMissile(\"BossBlower2\",random(20,42),random(-4,4),random(0,359),2,random(-10,10))\n    BR2S G 4 BRIGHT A_Custommissile (\"PyroBlast\", -10, 0, 0)\n    BR2S G 100 Bright A_PrintBold(\"Agh Nailborg, you are something special, but don't let it go to your head\")\n    BR2S G 100 Bright A_PrintBold(\"Your Power Is Huge But It Doesn't Compare To Mine\")\n    BR2S G 100 Bright A_PrintBold(\"Time To Use My Demon Power! And Not Technological!\")\n\tBR2S G 100 Bright A_PrintBold(\"Now you will see what is a God of fire\")\n    BR2S G 20 A_Scream\n    BR2S G 0 BRIGHT A_Custommissile (\"Nukey\", -10, 0, 0)\n    BR2S G 0 BRIGHT A_Custommissile (\"PyroBlast\", -10, 0, 0)\n    BR2D M 4 Bright A_NoBlocking\n    BR2D N 3 Bright\n    BR2D O 3\n    BR2S P 3\n    BR2S Q -1\n    Stop\n  }\n}\n\nactor KaiserX : Kaiser\n{\n  DropItem \"KaiserHeart\"\n  DropItem \"KaiserHeart\"\n  DropItem \"KaiserHeart\"\n  DropItem \"HecticSphere\"\n  states\n  {\n  See:\n    TNT1 A 0 ACS_ExecuteAlways(753, 0, 0, 0, 0)\n    BRUS AA 3 Bright A_Chase\n    BRUS A 0 Bright A_Custommissile(\"WalkFire\",16,50,90,0)\n    BRUS BB 3 Bright A_Chase\n    BRUS B 0 Bright A_Custommissile(\"WalkFire\",16,-50,90,0)\n    BRUS CC 3 Bright A_Chase\n    BRUS C 0 Bright A_Custommissile(\"WalkFire\",16,50,90,0)\n    BRUS DD 3 Bright A_Chase\n    BRUS D 0 Bright A_Custommissile(\"WalkFire\",16,-50,90,0)\n    Loop\n  }\n}\n\nActor UltimeProyectX : UltimeProyect\n{\n   DropItem \"KaiserHeart\"\n   States\n   {\n   See:\n    TNT1 A 0 ACS_ExecuteAlways(755, 0, 0, 0, 0)\n    ANNI A 3 A_Playsound (\"monster/anhoof\")\n    ANNI ABBCC 3 A_Chase\n    ANNI D 3 A_Playsound (\"monster/anhoof\")\n    ANNI D 3 A_Chase\n    Loop\n   }\n}\n\nActor CyberDoomX : TheCyberdoom\n{\n    DropItem \"KaiserHeart\"\n\tStates\n\t{\n\tSee:\n\t    TNT1 A 0 ACS_ExecuteAlways(756, 0, 0, 0, 0)\n        MOLO AA 4 A_Chase\n        MOLO B 0 A_PlaySound(\"moloch/step\")\n        MOLO BB 4 A_Chase\n        MOLO CC 4 A_Chase\n        MOLO D 0 A_PlaySound(\"moloch/step\")\n        MOLO DD 4 A_Chase\n        Loop\n\t}\n}\n\nactor KaiserHeart : MaxHealth\n{\n\tinventory.pickupmessage \"You Drink The Heart of the Demon\"\n\tInventory.Amount 100\n    Inventory.MaxAmount 200\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tREGN ABCD 6 Bright\n\t\tLoop\n\t}\n}\n\nACTOR KaiserGasterBlasterWeapon : Weapon\n{\n  obituary \"%o was bruised by %k.\"\n  hitobituary \"%o was ripped open by %k.\"\n  weapon.kickback 100\n  attacksound \"baron/melee\"\n  Weapon.AmmoGive1 100\n  Weapon.AmmoGive2 100\n  Weapon.AmmoType1 \"HeavenFaith\"\n  Weapon.AmmoUse1 5\n  Weapon.AmmoUse2 10\n  Weapon.AmmoType2 \"HeavenFaith\"\n  Weapon.SlotNumber 9\n  Tag \"Kaiser Elite Guard Powers\"\n  states\n  {\n  Spawn:\n    HFSC BCDC 6 Bright\n    Loop\n  Select:\n    BHND A 1 A_Raise\n\tgoto ready\n  Ready:\n    BHND FAEA 2 A_WeaponReady\n    Loop\n  DeSelect:\n    BHND A 1 A_Lower\n    Loop\n  Fire:\n    BHND A 6\n\tBHND B 6\n\tBHND C 7\n    BHND D 0 A_FireCustomMissile (\"GasterPlayerCube\",90,0,0,0,0)\n\tBHND D 7 A_FireCustomMissile (\"GasterPlayerCube\",-90,1,0,0,0)\n    Goto Ready\n  Altfire:\n    BHND A 6\n\tBHND B 6\n\tBHND C 7\n\tBHND D 7 A_FireCustomMissile (\"GasterPlayerFourCube\",0,1,0,0,0)\n  \tgoto Ready\n  }\n}\n\nACTOR MuicifircasWeapon : Weapon\n{\n  obituary \"%o was bruised by %k.\"\n  hitobituary \"%o was ripped open by %k.\"\n  weapon.kickback 100\n  Weapon.AmmoGive1 50\n  Weapon.Ammouse1 100\n  Weapon.AmmoType1 \"HeavenFaith\"\n  Weapon.AmmoGive2 50\n  Weapon.Ammouse2 100\n  Weapon.AmmoType2 \"HeavenFaith\"\n  Weapon.SlotNumber 9\n  Tag \"Muicifircas Powers\"\n  states\n  {\n  Spawn:\n    HFSC BCDC 6 Bright\n    Loop\n  Select:\n    BHND A 1 A_Raise\n\tgoto ready\n  Ready:\n    BHND FAEA 2 A_WeaponReady\n    Loop\n  DeSelect:\n    BHND A 1 A_Lower\n    Loop\n  Fire:\n    BHND A 6\n\tBHND B 6\n\tBHND C 7\n    BHND D 0 A_FireBullets(0, 0, 1, 0, \"CyberDemonLordThunderAttack\")\n    Goto Ready\n  AltFire:\n    BHND A 6\n\tBHND B 6\n\tBHND C 7\n\tGoto Ready\n  AltHold:\n    BHND D 2 A_FireCustomMissile (\"BluSoul\",random(15,-15),1,0,0,0)\n\tGoto Ready\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Shop.txt",
        "contents": "ACTOR ShopAmmo : Inventory          //// con esto marcas en que item estas seleccionando para comprar\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 15\n}\n\nActor BUYMENU : WEAPON\n{\n\t+WEAPON.MELEEWEAPON\n\t+CHEATNOTWEAPON\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_OPTIONAL\n\tWeapon.SlotNumber 9\n\tWeapon.AmmoType \"Faithitem\"\n\tWeapon.SelectionOrder 99999\n\tTag \"Pray\"\n\tStates\n{\n\tSelect:\n\tKXSH A 1 A_Raise\n\tLoop\n\n\tDeselect:\n\tKXSH A 1 A_Lower\n\tLoop\n\n\tAltFire:        ///siguiente casilla\n\tTNT1 A 0 A_PlaySound(\"menu/backup\", CHAN_WEAPON)\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",15,\"SacaloGay\")\n\tTNT1 A 0 A_GiveInventory(\"ShopAmmo\",1)\n\tGoto Ready\n\tSacaloGay:\n\tTNT1 A 0 A_TakeInventory(\"ShopAmmo\",15)\n\tGoto Ready\n\n\tFire:           //anterior casilla o item\n\tTNT1 A 0 A_PlaySound(\"menu/cursor\", CHAN_WEAPON)\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",1,1)\n\tGoto Dale9\n\tTNT1 A 0 A_TakeInventory(\"ShopAmmo\",1)\n\tGoto Ready\n\tDale9:\n\tTNT1 A 0 A_GiveInventory(\"ShopAmmo\",15)\n\tGoto Ready\n\n\tReady:           ///interfaz para saber que se esta seleccionando\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",15,\"SSG\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",14,\"Shotgun\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",13,\"Chaingun\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",12,\"Rocket\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",11,\"Plasma\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",10,\"Sniper\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",9,\"ARifle\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",8,\"GrenadeL\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",7,\"Pistol\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",6,\"Sword\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",5,\"HolyGrail\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",4,\"Bible\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",3,\"Rosary\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",2,\"Scapular\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",1,\"Eucaristia\")\n\tKXSH A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tLoop\n\n\tSSG:          //seleccion 1\n\tKXSH B 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",15,\"SSG\")\n\tGoto Ready\n\n\tShotgun:   \t //seleccion 2\n\tKXSH C 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"2 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",14,\"Shotgun\")\n\tGoto Ready\n\n\tChaingun:         ///// y que paja seguir marcando cada seleccion\n\tKXSH D 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",13,\"Chaingun\")\n\tGoto Ready\n\n\tRocket:\n\tKXSH E 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"4 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",12,\"Rocket\")\n\tGoto Ready\n\n\tPlasma:\n\tKXSH F 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"4 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",11,\"Plasma\")\n\tGoto Ready\n\n\tSniper:\n\tKXSH G 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",10,\"Sniper\")\n\tGoto Ready\n\n\tARifle:\n\tKXSH H 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",9,\"ARifle\")\n\tGoto Ready\n\n\tGrenadeL:\n\tKXSH I 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"2 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",8,\"GrenadeL\")\n\tGoto Ready\n\n\tPistol:\n\tKXSH J 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",7,\"Pistol\")\n\tGoto Ready\n\n\tSword:\n\tKXSH K 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",6,\"Sword\")\n\tGoto Ready\n\n\tHolyGrail:\n\tKXSH L 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"1 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",5,\"HolyGrail\")\n\tGoto Ready\n\n\tBible:\n\tKXSH M 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"1 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",4,\"Bible\")\n\tGoto Ready\n\n\tRosary:\n\tKXSH N 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"1 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",3,\"Rosary\")\n\tGoto Ready\n\n\tScapular:\n\tKXSH O 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"1 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",2,\"Scapular\")\n\tGoto Ready\n\n\tEucaristia:\n\tKXSH P 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\tTNT1 A 0 A_Print(\"2 of Faith\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",1,\"Eucaristia\")\n\tGoto Ready\n\n\tReload:    ////boton para comrar el item\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",15,\"SSGX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",14,\"ShotgunX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",13,\"ChaingunX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",12,\"RocketX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",11,\"PlasmaX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",10,\"SniperX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",9,\"ARifleX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",8,\"GrenadeLX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",7,\"PistolX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",6,\"SwordX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",5,\"HolyGrailX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",4,\"BibleX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",3,\"RosaryX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",2,\"ScapularX\")\n\tTNT1 A 0 A_JumpIfInventory(\"ShopAmmo\",1,\"EucaristiaX\")\n\tGoto Nothing\n\n\tSSGX:           ///cheka si tenes la plata\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",3,\"DropSSG\")\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tGoto RedAnim\n\tDropSSG:       ///si la tenes la spawnea\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",3)\n\tTNT1 A 0 A_SpawnItemEx(\"SuperShotgunUpgrade\")\n\tGoto GreenAnim\n\n\tShotgunX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",2,\"DropShotgun\")\n\tTNT1 A 0 A_Print(\"2 of Faith\")\n\tGoto RedAnim\n\tDropShotgun:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",2)\n\tTNT1 A 0 A_SpawnItemEx(\"ShotgunUpgrade\")\n\tGoto GreenAnim\n\n\tChaingunX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",3,\"DropChaingun\")\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tGoto RedAnim\n\tDropChaingun:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",3)\n\tTNT1 A 0 A_SpawnItemEx(\"ChaingunUpgrade\")\n\tGoto GreenAnim\n\n\tRocketX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",4,\"DropRocket\")\n\tTNT1 A 0 A_Print(\"4 of Faith\")\n\tGoto RedAnim\n\tDropRocket:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",4)\n\tTNT1 A 0 A_SpawnItemEx(\"RocketLauncherUpgrade\")\n\tGoto GreenAnim\n\n\tPlasmaX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",4,\"DropPlasma\")\n\tTNT1 A 0 A_Print(\"4 of Faith\")\n\tGoto RedAnim\n\tDropPlasma:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",4)\n\tTNT1 A 0 A_SpawnItemEx(\"PlasmaRifleUpgrade\")\n\tGoto GreenAnim\n\n\tSniperX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",3,\"DropSniper\")\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tGoto RedAnim\n\tDropSniper:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",3)\n\tTNT1 A 0 A_SpawnItemEx(\"SniperUpgrade\")\n\tGoto GreenAnim\n\n\tARifleX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",3,\"DropRifle\")\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tGoto RedAnim\n\tDropRifle:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",3)\n\tTNT1 A 0 A_SpawnItemEx(\"RifleUpgrade\")\n\tGoto GreenAnim\n\n\tGrenadeLX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",2,\"DropGrenade\")\n\tTNT1 A 0 A_Print(\"2 of Faith\")\n\tGoto RedAnim\n\tDropGrenade:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",2)\n\tTNT1 A 0 A_SpawnItemEx(\"GrenadeLauncherUpgrade\")\n\tGoto GreenAnim\n\n\tPistolX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",3,\"DropPistol\")\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tGoto RedAnim\n\tDropPistol:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",3)\n\tTNT1 A 0 A_SpawnItemEx(\"PistolUpgrade\")\n\tGoto GreenAnim\n\n\tSwordX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",3,\"DropSword\")\n\tTNT1 A 0 A_Print(\"3 of Faith\")\n\tGoto RedAnim\n\tDropSword:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",3)\n\tTNT1 A 0 A_SpawnItemEx(\"SwordUpgrade\")\n\tGoto GreenAnim\n\n\tHolyGrailX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",1,\"DropGrail\")\n\tTNT1 A 0 A_Print(\"1 of Faith\")\n\tGoto RedAnim\n\tDropGrail:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"HolyGrail\")\n\tGoto GreenAnim\n\n\tBibleX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",1,\"DropBible\")\n\tTNT1 A 0 A_Print(\"1 of Faith\")\n\tGoto RedAnim\n\tDropBible:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"HeavenFriendBeacon\")\n\tGoto GreenAnim\n\n\tRosaryX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",1,\"DropRosary\")\n\tTNT1 A 0 A_Print(\"1 of Faith\")\n\tGoto RedAnim\n\tDropRosary:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"RosaryArmor\")\n\tGoto GreenAnim\n\n\tScapularX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",1,\"DropScapular\")\n\tTNT1 A 0 A_Print(\"1 of Faith\")\n\tGoto RedAnim\n\tDropScapular:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"Scapular\")\n\tGoto GreenAnim\n\n\tEucaristiaX:\n\tTNT1 A 0 A_JumpIfInventory(\"FaithItem\",2,\"DropEucaristia\")\n\tTNT1 A 0 A_Print(\"2 of Faith\")\n\tGoto RedAnim\n\tDropEucaristia:\n\tTNT1 A 0 A_TakeInventory(\"FaithItem\",2)\n\tTNT1 A 0 A_SpawnItemEx(\"Eucaristia\")\n\tGoto GreenAnim\n\n\tNothing:\n\tKXSH A 0\n\tGoto Ready\n\n\tGreenAnim:              ////Funciono la compra////\n\tTNT1 A 0 A_PlaySound(\"menu/choose\", CHAN_WEAPON)\n\tTNT1 A 0 A_Print(\"In the name of God!\")\n\tKXSH A 10\n\tGoto Ready\n\n\tRedAnim:\t\t\t/////Falta plata,pobre de mierda ndeaaaaa///\n\tTNT1 A 0 A_PlaySound(\"menu/clear\", CHAN_WEAPON)\n\tTNT1 A 0 A_Print(\"My faith is not enought my god\")\n\tKXSH A 10\n\tGoto Ready\n\n\t}\n}\n\nActor FaithItem : Ammo\n{\n  Inventory.PickupMessage \"Your Good Actions Will Have Reward.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 50\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 100\n  Inventory.Icon \"FAITA0\"\n  States\n  {\n  Spawn:\n    FAIT A -1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Skills.txt",
        "contents": "ACTOR SkillAmmo : Inventory\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 2\n}\n\nACTOR HeavenSkills : Weapon\n{\n  Weapon.SelectionOrder 9990\n  Weapon.AmmoUse1 1\n  Weapon.AmmoGive1 1\n  Weapon.AmmoType1 \"HeavenFaith\"\n  Weapon.AmmoUse2 1\n  Weapon.AmmoGive2 1\n  Weapon.AmmoType2 \"HeavenFaith\"\n  Weapon.SlotNumber 0\n  +Weapon.Ammo_Optional\n  Tag \"Heaven Skills\"\n  States\n  {\n  Spawn:\n\tFSWS AABBCC 2 bright\n\tloop\n  Ready:\n    FSWD AABBCC 2 bright A_WeaponReady(WRF_ALLOWRELOAD)\n    Loop\n  Deselect:\n    FSPU A 0 A_Lower\n    FSWD ABC 1 A_Lower\n    Loop\n  Select:\n    FSPU A 0 A_Raise\n    FSWD ABC 1 A_Raise\n    Loop\n  Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"SkillAmmo\",2,\"SacaloGay\")\n\tTNT1 A 0 A_GiveInventory(\"SkillAmmo\",1)\n\tFSWD A 3 A_PlaySound(\"menu/cursor\", CHAN_WEAPON)\n\tGoto TellSkill\n\tSacaloGay:\n\tFSWD A 3 A_TakeInventory(\"SkillAmmo\",2)\n\tTNT1 A 0 A_PlaySound(\"menu/cursor\", CHAN_WEAPON)\n\tGoto TellSkill\n  TellSkill:\n    TNT1 A 0 A_JumpIfInventory(\"SkillAmmo\",2,\"TellDivineLight\")\n\tTNT1 A 0 A_JumpIfInventory(\"SkillAmmo\",1,\"TellSacredSword\")\n    TNT1 A 0 A_Print(\"Holy Spirit Fire\")\n\tGoto Ready\n  TellDivineLight:\n    TNT1 A 0 A_JumpIfInventory(\"SpecialDivineLight\", 1, \"TellDivineLightYes\")\n\tTNT1 A 0 A_Print(\"You need to learn more skills\")\n\tGoto Ready\n  TellDivineLightYes:\n    TNT1 A 0 A_Print(\"Divine Light\")\n\tGoto Ready\n  TellSacredSword:\n    TNT1 A 0 A_JumpIfInventory(\"SpecialHeavenGate\", 1, \"TellSacredSwordYes\")\n    TNT1 A 0 A_Print(\"You need to learn more skills\")\n\tGoto Ready\n  TellSacredSwordYes:\n    TNT1 A 0 A_Print(\"Sacred Sword - Heaven Gate\")\n\tGoto Ready\n  NoSkill:\n    TNT1 A 0 A_Print(\"You need to learn this skill\")\n\tGoto Ready\n  Fire:\n    TNT1 A 0 A_JumpIfInventory(\"SkillAmmo\",2,\"DivineLight\")\n\tTNT1 A 0 A_JumpIfInventory(\"SkillAmmo\",1,\"SacredSword\")\n\tNULL A 0 A_JumpIfInventory(\"HeavenFaith\",5,1)\n    Goto NoFaith\n\tFSWD D 0 A_TakeInventory(\"HeavenFaith\", 5)\n\tFSWD D 1 bright\n\tFSWD F 1 bright\n\tFSWD H 1 bright\n\tFSWD J 1 bright\n\tTNT1 A 0 A_FireCustomMissile (\"HolySpiritFireball\",0,0,0,0,0)\n\tFSWD H 1 bright\n\tFSWD L 1 bright\n\tFSWD M 1 bright\n\tFSWD N 1 bright\n\tFSWD O 2 bright\n\tFSWD P 2 bright\n\tFSWD QRS 1 bright\n\tTNT1 A 19\n    Goto Ready\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"SkillAmmo\",2,\"AltDivineLight\")\n    NULL A 0 A_JumpIfInventory(\"HeavenFaith\",30,1)\n    Goto NoFaith\n\tFSWD D 0 A_TakeInventory(\"HeavenFaith\", 30)\n\tTNT1 A 0 A_FireCustomMissile (\"HolySpiritFireball\",-9,0,0,0,0)\n\tFSWD D 1 bright\n\tFSWD F 1 bright\n\tTNT1 A 0 A_FireCustomMissile (\"HolySpiritFireball\",-6,0,0,0,0)\n\tFSWD H 1 bright\n\tTNT1 A 0 A_FireCustomMissile (\"HolySpiritFireball\",-3,0,0,0,0)\n\tFSWD J 1 bright\n\tTNT1 A 0 A_FireCustomMissile (\"HolySpiritFireball\",0,0,0,0,0)\n\tFSWD H 1 bright\n\tFSWD L 1 bright\n\tTNT1 A 0 A_FireCustomMissile (\"HolySpiritFireball\",3,0,0,0,0)\n\tFSWD M 1 bright\n\tFSWD N 1 bright\n\tTNT1 A 0 A_FireCustomMissile (\"HolySpiritFireball\",6,0,0,0,0)\n\tFSWD O 2 bright\n\tFSWD P 2 bright\n\tFSWD QRS 1 bright\n\tTNT1 A 19\n    Goto Ready\n   SacredSword:\n    TNT1 A 0 A_JumpIfInventory(\"SpecialHeavenGate\", 1, \"SacredSwordFire\")\n\tGoto NoSkill\n   SacredSwordFire:\n    NULL A 0 A_JumpIfInventory(\"HeavenFaith\",50,1)\n    Goto NoFaith\n\tFSWD D 0 A_TakeInventory(\"HeavenFaith\", 49)\n    TNT1 A 26 A_PlaySound(\"Brain/Spit\")\n\tFSWD D 1 bright\n\tFSWD F 1 bright\n\tFSWD H 1 bright\n\tFSWD J 1 bright\n\tTNT1 A 0 A_RailAttack(0,0,0,\"None\",\"None\",RGF_SILENT|RGF_FULLBRIGHT|RGF_NOPIERCING,0,\"NoPuff\",0,0,4096,0,5,1.0,\"HeavenGateTrail\")\n    TNT1 A 0 A_FireBullets(0,0,1,2000,\"HeavenGatePuff\",FBF_NORANDOM|FBF_NORANDOMPUFFZ|FBF_USEAMMO,8192)\n\tFSWD H 1 bright\n\tFSWD L 1 bright\n\tFSWD M 1 bright\n\tFSWD N 1 bright\n\tFSWD O 2 bright\n\tFSWD P 2 bright\n\tFSWD QRS 1 bright\n\tTNT1 A 19\n    Goto ready\n   DivineLight:\n    TNT1 A 0 A_JumpIfInventory(\"SpecialDivineLight\", 1, \"DivineLightFire\")\n\tGoto NoSkill\n   DivineLightFire:\n    NULL A 0 A_JumpIfInventory(\"HeavenFaith\",40,1)\n    Goto NoFaith\n\tFSWD D 0 A_TakeInventory(\"HeavenFaith\", 40)\n    TNT1 A 26 A_PlaySound(\"Brain/Spit\")\n\tFSWD D 1 bright\n\tFSWD F 1 bright\n\tFSWD H 1 bright\n\tFSWD J 1 bright\n    TNT1 A 0 A_FireCustomMissile (\"AngelLightLightSpawner2\",0,0,0,0,0)\n\tFSWD H 1 bright\n\tFSWD L 1 bright\n\tFSWD M 1 bright\n\tFSWD N 1 bright\n\tFSWD O 2 bright\n\tFSWD P 2 bright\n\tFSWD QRS 1 bright\n\tTNT1 A 18\n\tTNT1 A 1\n    Goto ready\n  AltDivineLight:\n    TNT1 A 0 A_JumpIfInventory(\"SpecialDivineLight\", 1, \"AltDivineLightFire\")\n\tGoto NoSkill\n  AltDivineLightFire:\n\tNULL A 0 A_JumpIfInventory(\"HeavenFaith\",20,1)\n    Goto NoFaith\n\tFSWD D 0 A_TakeInventory(\"HeavenFaith\", 20)\n    TNT1 A 26 A_PlaySound(\"Brain/Spit\")\n\tFSWD D 1 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tFSWD F 1 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tFSWD H 1 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tFSWD J 1 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tFSWD H 1 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tFSWD L 1 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tFSWD M 1 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tFSWD N 1 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tFSWD O 2 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tFSWD P 2 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tFSWD QRS 1 bright A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tTNT1 AAAAAAAAAAAA 1 A_FireCustomMissile (\"AngelLightRandomSpawner\",0,0,0,0,0)\n\tTNT1 A 7\n\tGoto Ready\n  NoFaith:\n\tTNT1 A 0 A_Print(\"I need rest!\")\n\tGoto Ready\n  }\n}\n\nACTOR HeavenFaith : Ammo\n{\n  Inventory.PickupMessage \"You Got Faith\"\n  Tag \"Faith\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 200\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 200\n  Inventory.Icon \"BLMAA0\"\n  States\n  {\n  Spawn:\n    BLMA A -1\n    Stop\n  }\n}\n\nactor HolySpiritFireball\n{\n    Radius 4\n    Height 4\n    Speed 16\n    Damage 30\n    DamageType \"Fire\"\n    Alpha 0.65\n    Projectile\n    +ROCKETTRAIL\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\tDONTHURTSHOOTER\n\tSpecies \"Marines\"\n    RenderStyle Translucent\n    SeeSound \"dknight/attack\"\n    DeathSound \"weapons/rocklx\"\n    States\n    {\n    Spawn:\n       FDMB A 2 Bright\n       Loop\n    Death:\n\t   MISL B 8 Bright A_Explode\n       MISL C 6 Bright\n       MISL D 4 Bright\n       Stop\n    }\n}\n\nACTOR HeavenGatePuff\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  +ALWAYSPUFF\n  +PUFFONACTORS\n  +NOINTERACTION\n  RenderStyle Add\n  Translation \"112:127=80:95\", \"160:167=80:95\"\n  DeathSound \"weapons/bfgx\"\n  Alpha 0.75\n  Mass 5\n  States\n  {\n  Spawn:\n    TNT1 A 0 A_Playsound(\"weapons/bfgx\")\n    TNT1 A 0 A_Explode(128,160)\n  Death:\n    BFE1 AB 8 Bright\n    BFE1 C 8 Bright\n    BFE1 DEF 8 Bright\n\tStop\n  }\n}\n\nActor HeavenGateTrail\n{\n    Scale 1.5\n    Radius 9\n    Height 12\n    Speed 0\n    Damage 0\n    PROJECTILE\n    RenderStyle Add\n\t+CLIENTSIDEONLY\n\tTranslation \"168:191=80:95\", \"208:223=80:95\", \"224:235=80:95\"\n    Alpha 1\n    States\n    {\n    Spawn:\n\t\tBAL1 AB 2 bright A_SetTranslucent(0.5, 0)\n\t\tBAL1 AB 2 bright A_SetTranslucent(0.4, 0)\n\t\tBAL1 AB 2 bright A_SetTranslucent(0.3, 0)\n\t\tBAL1 AB 2 bright A_SetTranslucent(0.2, 0)\n\t\tBAL1 AB 2 bright A_SetTranslucent(0.1, 0)\n\t\tStop\n    }\n}\n\nActor NoPuff {\n\t+NOCLIP\n\t+NOTARGET\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRadius 1\n\tHeight 1\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1 NoDelay A_FadeOut\n\t\t\tStop\n\t}\n}\n\nACTOR SpecialDivineLight : Inventory\n{\n  Inventory.PickupMessage \"You learned a new skill of the heaven: Divine Light.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Translation \"0:236=80:80\"\n  States\n  {\n  Spawn:\n    FSWS ABC 10\n    Stop\n  Pickup:\n    TNT1 A 0 A_Print (\"God Bless You\")\n    stop\n  }\n}\n\nACTOR SpecialHeavenGate : Inventory\n{\n  Inventory.PickupMessage \"You learned a new skill of the heaven: Heaven Gate - Sacred Sword.\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Translation \"0:236=80:80\"\n  States\n  {\n  Spawn:\n    FSWS ABC 10\n    Stop\n  Pickup:\n    TNT1 A 0 A_Print (\"God Bless You\")\n    stop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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