Raw model (for completeness)
{
"meta": {
"id": "02a449a9-640f-40e6-bdc9-c1fc8c6d4645",
"sha1": "507713ceea1497ce4ab52ddf74a72a6285bfefa8",
"sha256": "a395e68dba9e1da5fb2d7dfb72bb197925daa95870485cf73d1cb2feb0c633bd",
"filenames": [
"masterofdoom_w32-hotfix4.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2017-08-15 21:40:29",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
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"hidden": false
},
"added": "2017-08-15 21:40:29",
"file": {
"type": "PK3",
"size": 8763731,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/507713ceea1497ce4ab52ddf74a72a6285bfefa8/507713ceea1497ce4ab52ddf74a72a6285bfefa8.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 2,
"lumps": 3127,
"maps": 0,
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"engines_guess": [
"ZDOOM"
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"text_files": [
{
"source": "pk3",
"name": "Classes/MarineClass.txt",
"contents": "ACTOR MarineClass : DoomPlayer {\n\t+NOSKIN\n\tLimitedToTeam 0\n\tPlayer.StartItem \"Mrank0\", 1\n//\tPlayer.WeaponSlot 1, MChainsaw, MFists, MFist\n//\tPlayer.WeaponSlot 2, ADMPistol, Mpistol\n\tPlayer.WeaponSlot 3, MShotgun, MSuperShotgun, AssaultShotgun\n\tPlayer.WeaponSlot 4, MChaingun, AssaultRifle, Vulcan\n\tPlayer.WeaponSlot 5, MRocketLauncher //, MGrenadeLauncher\n\tPlayer.WeaponSlot 6, MPlasmaRifle, MSonicRailgun\n\tPlayer.WeaponSlot 7, MBFG9000, MBFG10K\n\tDamageFactor \"MarineDamage\", 0.2\n\tDamageFactor \"MarineExplosiveDamage\", 0.25\n\tStates\n\t{\n\t\tTNT1 A 0 A_jumpifinventory(\"tellthem\", 1, \"what2say\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tPLAY A 1 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tLoop\n\tSee:\n\t\tPLAY A 4\n\t\tTNT1 A 0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n\t\tPLAY B 4\n\t\tTNT1 A 0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n\t\tPLAY C 4\n\t\tTNT1 A 0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n\t\tPLAY D 4\n\t\tTNT1 A 0 A_jumpifinventory(\"tellthem\",1,\"what2say\")\n\t\tPLAY A 0 Thing_ChangeTid(0,390)\n\t\tPLAY A 0 A_JumpIfInventory(\"advtaunting\", 1, \"AdvancedTaunt\")\n\t\tPLAY A 0 A_JumpIfInventory(\"oneliner\", 1, \"SayOneLiner\")\n\t\tLoop\n\tMissile:\n\t\tPLAY E 12\n\t\tPLAY A 0 Thing_ChangeTid(0,390)\n\t\tGoto See\n\tMelee:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tPLAY G 4\n\t\tPLAY A 0\n\t\tPLAY G 4 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tPLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\t\tTNT1 A 0 Thing_changeTid(390,0)\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tPLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n\tXDeath1:\n\t\tTNT1 A 0 Thing_changeTid(390,0)\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tAltSkinDeath:\n\t\tTNT1 A 0 Thing_changeTid(390,0)\n\t\tPLAY H 6\n\t\tPLAY I 6 A_PlayerScream\n\t\tPLAY JK 6\n\t\tPLAY L 6 A_NoBlocking\n\t\tPLAY MNO 6\n\t\tPLAY P -1\n\t\tStop\n\tAltSkinXDeath:\n\t\tTNT1 A 0 Thing_changeTid(390,0)\n\t\tPLAY Q 5 A_PlayerScream\n\t\tPLAY R 0 A_NoBlocking\n\t\tPLAY R 5 A_SkullPop\n\t\tPLAY STUVWX 5\n\t\tPLAY Y -1\n\t\tStop\nwhat2say:\n\tTNT1 A\t 0\n\tTNT1 A\t 0 A_TakeInventory(\"tellthem\",1)\n\tTNT1 A\t 0 A_jumpifinventory(\"sayTHIS\",7,\"ADVTAUNT\")\n\tTNT1 A\t 0 A_jumpifinventory(\"sayTHIS\",6,\"SAYONE\")\n\tTNT1 A\t 0 A_jumpifinventory(\"sayTHIS\",5,\"DAM\")\n\tTNT1 A\t 0 A_jumpifinventory(\"sayTHIS\",4,\"FU\")\n\tTNT1 A\t 0 A_jumpifinventory(\"sayTHIS\",3,\"GOTYA\")\n\tTNT1 A\t 0 A_jumpifinventory(\"sayTHIS\",2,\"WATCHIT\")\n\tTNT1 A\t 0 A_jumpifinventory(\"sayTHIS\",1,\"WARN\")\n\tGoto See\nDAM:\n\tTNT1 A\t 0\n\tTNT1 A\t 0 A_PlaySound(\"DAM\", 2)\n\tTNT1 A\t 0 A_Takeinventory(\"SAYTHIS\",7)\n\tGoto See\nFU:\n\tTNT1 AAA 0\n\tTNT1 A\t 0 A_PlaySound(\"FUKU\", 2)\t\t //5\n\tTNT1 A\t 0 A_Takeinventory(\"SAYTHIS\",7)\n\tGoto See\nGOTYA:\n\tTNT1 AAA 0\n\tTNT1 A\t 0 A_PlaySound(\"GOTYA\", 2)\t\t //8\n\tTNT1 A\t 0 A_Takeinventory(\"SAYTHIS\",7)\n\tGoto See\nWATCHIT:\n\tTNT1 AAA 0\n\tTNT1 A\t 0 A_PlaySound(\"watchit\", 2)\t\t //11\n\tTNT1 A\t 0 A_Takeinventory(\"SAYTHIS\",7)\n\tGoto See\nWARN:\n\tTNT1 AAA 0\n\tTNT1 A\t 0 A_PlaySound(\"WATCHOUT\", 2)\t\t //14\n\tTNT1 A\t 0 A_Takeinventory(\"SAYTHIS\",7)\n\tGoto See\nSAYONE:\n\tTNT1 AAA 0\n\tTNT1 A\t 0 A_PlaySound(\"ONELIN\", 2)\t\t //14\n\tTNT1 A\t 0 A_Takeinventory(\"SAYTHIS\",7)\n\tGoto See\nADVTAUNT:\n\tTNT1 AAA 0\n\tTNT1 A\t 0 A_PlaySound(\"TAUNT0\", 2)\t\t //14\n\tTNT1 A\t 0 A_Takeinventory(\"SAYTHIS\",7)\n\tGoto See\nSayOneLiner:\n\tMARN A 1\n\tTNT1 A 0\n\tGoto See\nAdvancedTaunt:\n\tMARN A 1\n\tTNT1 A 0 A_TakeInventory(\"advtaunting\", 1)\n\tGoto See\n\t}\n}\n\nACTOR MSpawnProtection : InvulnerabilitySphere {\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.MaxAmount 0\n\tPowerup.Duration 139\n\tPowerup.Type \"Invulnerable\"\n\tStates {\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR SAYTHIS : Inventory { Inventory.MaxAmount 7 }\nACTOR TELLTHEM : Inventory { Inventory.MaxAmount 1 }\nACTOR advtaunting : Inventory { Inventory.MaxAmount 1 }\nACTOR oneliner : Inventory { Inventory.MaxAmount 1 }\n\nACTOR MarineExp : Ammo {\n\tInventory.Amount 1\n\tInventory.MaxAmount 20\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR Mrank0 : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR Mrank1\t : Mrank0 { }\nACTOR Mrank2\t : Mrank0 { }\nACTOR Mrank3\t : Mrank0 { }\nACTOR Mrank4\t : Mrank0 { }\nACTOR Mrank5\t : Mrank0 { }\nACTOR Mrank6\t : Mrank0 { }\nACTOR Mrank7\t : Mrank0 { }\nACTOR Mrank8\t : Mrank0 { }\nACTOR Mrank9\t : Mrank0 { }\nACTOR Mrank10\t: Mrank0 { }\nACTOR Mrank11\t: Mrank0 { }\nACTOR Mrank12\t: Mrank0 { }\nACTOR Mrank13\t: Mrank0 { }\nACTOR Mrank14\t: Mrank0 { }\nACTOR Mrank15\t: Mrank0 { }\nACTOR RUnlock1 : Mrank0 { }\nACTOR RUnlock2 : Mrank0 { }\nACTOR RUnlock3 : Mrank0 { }\nACTOR RUnlock4 : Mrank0 { }\nACTOR RUnlock5 : Mrank0 { }\nACTOR RUnlock6 : Mrank0 { }\nACTOR RUnlock7 : Mrank0 { }"
},
{
"source": "pk3",
"name": "Effects/Effects.txt",
"contents": "ACTOR NoFlash replaces TeleportFog {\n States {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR FBulletPuff : BulletPuff\n{\n DamageType \"ZombieDamage\"\n}\n\nACTOR MRemoveFog : TeleportFog\n{\n States\n {\n Spawn:\n TFOG ABABCDEFGHIJ 5 BRIGHT\n Stop\n }\n}\n\nACTOR MBloodSplashBase : BloodSplashBase replaces BloodSplashBase\n{\n Scale 0.8\n States\n {\n Spawn:\n BSPH EFGHIJK 4\n Stop\n }\n}\n\nACTOR MWaterSplashBase : WaterSplashBase replaces WaterSplashBase\n{\n Scale 0.8\n States\n {\n Spawn:\n SPSH EFGHIJK 4\n Stop\n }\n}\n\nACTOR MSludgeSplashBase : SludgeSplash replaces SludgeSplash\n{\n Scale 0.8\n States\n {\n Spawn:\n SLDG EFGH 4\n Stop\n }\n}\n\nACTOR MSlimeSplash : SlimeSplash replaces SlimeSplash\n{\n Scale 0.8\n States\n {\n Spawn:\n SLIM EFGH 4\n Stop\n }\n}\n\nACTOR MLavaSplash : LavaSplash replaces LavaSplash\n{\n Scale 0.8\n States\n {\n Spawn:\n LVAS ABCDEF 5 BRIGHT\n Stop\n }\n}\n\nACTOR MBloodSplash : BloodSplash replaces BloodSplash\n{\n Scale 0.8\n States\n {\n Spawn:\n BSPH ABCD 6\n Stop\n Death:\n BSPH D 6\n Stop\n }\n}\n\nACTOR MWaterSplash : WaterSplash replaces WaterSplash\n{\n Scale 0.8\n States\n {\n Spawn:\n SPSH ABCD 6\n Stop\n Death:\n SPSH D 6\n Stop\n }\n}\n\nACTOR MSludgeChunk : SludgeChunk replaces SludgeChunk\n{\n Scale 0.8\n States\n {\n Spawn:\n SLDG ABCD 6\n Stop\n Death:\n SLDG D 6\n Stop\n }\n}\n\nACTOR MSlimeChunk : SlimeChunk replaces SlimeChunk\n{\n Scale 0.8\n States\n {\n Spawn:\n SLIM ABCD 6\n Stop\n Death:\n SLIM D 6\n Stop\n }\n}\n\nACTOR MLavaSmoke : LavaSmoke replaces LavaSmoke\n{\n Scale 0.6\n States\n {\n Spawn:\n LVAS GHIJK 5 BRIGHT\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Things/Items/Ammo.txt",
"contents": "ACTOR MClip : Ammo replaces Clip {\n\tInventory.PickupMessage \"$GOTCLIP\" // \"Picked up a clip.\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 400\n\tAmmo.BackpackAmount 20\n\tAmmo.BackpackMaxAmount 600\n\tInventory.Icon \"ICONB\"\n\tStates {\n\t\tSpawn:\n\t\t\tCLIP A -1\n\t\t\tStop\n\t}\n}\n\nACTOR MClipBox : MClip replaces ClipBox {\n\tInventory.PickupMessage \"$GOTCLIPBOX\" // \"Picked up a box of bullets.\"\n\tInventory.Amount 50\n\tStates {\n\t\tSpawn:\n\t\t\tAMMO A -1\n\t\t\tStop\n\t}\n}\n\nACTOR MShell : Ammo replaces Shell {\n\tInventory.PickupMessage \"$GOTSHELLS\" // \"Picked up 4 shotgun shells.\"\n\tInventory.Amount 4\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 4\n\tAmmo.BackpackMaxAmount 80\n\tInventory.Icon \"ICONS\"\n\tStates {\n\t\tSpawn:\n\t\t\tSHEL A -1\n\t\t\tStop\n\t}\n}\n\nACTOR MShellBox : MShell replaces ShellBox {\n\tInventory.PickupMessage \"$GOTSHELLBOX\" // \"Picked up a box of shotgun shells.\"\n\tInventory.Amount 16\n\tStates {\n\t\tSpawn:\n\t\t\tSBOX A -1\n\t\t\tStop\n\t}\n}\n\nACTOR MRocketAmmo : Ammo replaces RocketAmmo {\n\tInventory.PickupMessage \"$GOTROCKET\" // \"Picked up a rocket.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 50\n\tInventory.Icon \"ICONR\"\n\tStates {\n\t\tSpawn:\n\t\t\tROCK A -1\n\t\t\tStop\n\t}\n}\n\nACTOR MRocketBox : MRocketAmmo replaces RocketBox {\n\tInventory.PickupMessage \"$GOTROCKBOX\" // \"Picked up a box of rockets.\"\n\tInventory.Amount 5\n\tStates {\n\t\tSpawn:\n\t\t\tBROK A -1\n\t\t\tStop\n\t}\n}\n\nACTOR MCell : Ammo replaces Cell {\n\tInventory.PickupMessage \"$GOTCELL\" // \"Picked up an energy cell.\"\n\tInventory.Amount 20\n\tInventory.MaxAmount 250\n\tAmmo.BackpackAmount 20\n\tAmmo.BackpackMaxAmount 500\n\tInventory.Icon \"ICONC\"\n\tStates {\n\t\tSpawn:\n\t\t\tCELL A -1\n\t\t\tStop\n\t}\n}\n\nACTOR MCellPack : MCell replaces CellPack {\n\tInventory.PickupMessage \"$GOTCELLBOX\" // \"Picked up an energy cell pack.\"\n\tInventory.Amount 60\n\tStates {\n\t\tSpawn:\n\t\t\tCELP A -1\n\t\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Things/Items/Items.txt",
"contents": "ACTOR MMegasphere : Megasphere replaces Megasphere\n{\n Inventory.RespawnTics 4200\n States\n {\n Spawn:\n MEGA ABCD 6 BRIGHT\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"MBlueArmor\", 1)\n TNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n Stop\n }\n}\n\nACTOR MSoulsphere : Soulsphere replaces Soulsphere\n{\n Inventory.RespawnTics 3150\n}\n\nACTOR MInvulnerabilitySphere : InvulnerabilitySphere replaces InvulnerabilitySphere\n{\n\t-INVENTORY.ALWAYSPICKUP\n Inventory.RespawnTics 2100 // 60s\n\tStates\n\t{\n\tSpawn:\n\t\tPINV DDDDDDDDCCAAAAABBBBBCCCCC 1 BRIGHT\n\t\tLoop\n\t}\n}\n\nACTOR MBlueArmor : BlueArmor replaces BlueArmor\n{\n Inventory.RespawnTics 2100\n Inventory.Icon \"AICONB\"\n Inventory.PickupSound armor_pkup1\n}\n\nACTOR MHealthBonus : HealthBonus replaces HealthBonus\n{\n Inventory.Amount 2\n}\n\nACTOR MStimpack : Stimpack replaces Stimpack\n{\n Inventory.Amount 15\n}\n\nACTOR MMedikit : Medikit replaces Medikit\n{\n Inventory.Amount 30\n}\n\nACTOR MGreenArmor : GreenArmor replaces GreenArmor\n{\n Inventory.Icon \"AICONR\"\n Inventory.PickupSound armor_pkup1\n}\n\nACTOR MStartArmor : MGreenArmor\n{\n Armor.Saveamount 50\n}\n\nACTOR MArmorBonus : ArmorBonus replaces ArmorBonus\n{\n Inventory.Icon \"AICONR\"\n Armor.Saveamount 2\n}\n\nACTOR MBerserk : Berserk replaces Berserk\n{\n States\n {\n Spawn:\n PSTR A -1\n Stop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"PowerStrength\")\n TNT1 A 0 HealThing(50, 0)\n Stop\n }\n}\n\nACTOR MSpawnProt : PowerupGiver\n{\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n Inventory.MaxAmount 0\n Powerup.Type \"Invulnerable\"\n Powerup.Duration 140\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/Arachnotron.txt",
"contents": "ACTOR MArachnotron : Arachnotron\n{\n DamageFactor \"ArachDamage\", 0\n Health 500\n Height 56\n Mass 600\n Radius 56\n Speed 12\n States\n {\n Spawn:\n BSPI A 10 A_Look\n BSPI B 10\n Loop\n See:\n BSPI A 20\n BSPI A 3 A_BabyMetal\n BSPI ABBCC 3 A_Chase\n BSPI D 3 A_BabyMetal\n BSPI DEEFF 3 A_Chase\n Goto See+1\n Missile:\n BSPI A 20 A_FaceTarget\n BSPI H 4 BRIGHT A_BspiAttack\n BSPI G 4\n BSPI G 1 A_SpidRefire\n Goto Missile+1\n Death:\n BSPI A 0 A_GiveToTarget (\"MarineExp\",5)\n BSPI J 20 A_Scream\n BSPI K 7 A_NoBlocking\n BSPI LMNO 7\n BSPI P -1 A_BossDeath\n Stop\n }\n}\n\nACTOR MArachnotronPlasma : ArachnotronPlasma replaces ArachnotronPlasma\n{\n DamageType \"ArachDamage\"\n}\n\nACTOR MArachGunner\n{\n +FLOORCLIP\n ActiveSound \"baby/active\"\n AttackSound \"weapons/pistol\"\n DamageFactor \"ArachDamage\", 0\n DeathSound \"CSPI/Death\"\n Decal \"BulletChip\"\n Health 400\n Height 56\n Mass 600\n Monster\n Obituary \"%o was filled full of lead by an Arachno-Gunner.\"\n PainChance 128\n PainSound \"baby/pain\"\n Radius 56\n SeeSound \"CSPI/Sight\"\n Speed 12\n States\n {\n Spawn:\n CSPI A 10 A_Look\n CSPI B 10\n Loop\n See:\n CSPI A 20\n CSPI A 3 A_BabyMetal\n CSPI ABBCC 3 A_Chase\n CSPI D 3 A_BabyMetal\n CSPI DEEFF 3 A_Chase\n Goto See+1\n Missile:\n CSPI A 20 A_FaceTarget\n CSPI H 2 BRIGHT A_CustomBulletAttack (15, 5, 2, 4, \"FArachPuff\")\n CSPI G 2\n CSPI H 2 BRIGHT A_CustomBulletAttack (15, 5, 2, 4, \"FArachPuff\")\n CSPI G 2\n CSPI G 1 BRIGHT A_SpidRefire\n Goto Missile+1\n Pain:\n CSPI I 3\n CSPI I 3 A_Pain\n Goto See+1\n Death:\n CSPI A 0 A_GiveToTarget (\"MarineExp\", 5)\n CSPI J 20 A_Scream\n CSPI K 7 A_NoBlocking\n CSPI LMNO 7\n CSPI P -1 A_BossDeath\n Stop\n Raise:\n CSPI PONMLKJ 5\n Goto See+1\n }\n}\n\nACTOR FArachPuff : FBulletPuff\n{\n DamageType \"ArachDamage\"\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/Archvile.txt",
"contents": "ACTOR MArchvile : Archvile replaces Archvile\n{\n Health 700\n Radius 20\n Height 56\n Mass 500\n Speed 15\n DamageFactor \"Viledamage\", 0\n States\n {\n Spawn:\n VILE A 10 A_Look\n\tVILE B 10\n Loop\n See:\n VILE AABBCCDDEEFF 2 A_VileChase\n\tLoop\n Death:\n VILE Q 7 A_GiveToTarget (\"MarineExp\",10)\n VILE R 7 A_Scream\n VILE S 7 A_NoBlocking\n VILE TUVWXY 7\n VILE Z -1\n TNT1 A -1\n Stop\n\n }\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/BaronOfHell.txt",
"contents": "ACTOR MBaronOfHell : BaronOfHell\n{\n Health 1000\n Radius 24\n Height 64\n Mass 1000\n Speed 8\n BloodColor \"darkgreen\"\n DamageFactor \"KnightDamage\", 0\n States\n {\n Spawn:\n BOSS A 10 A_Look\n\tBOSS B 10\n Loop\n See:\n BOSS AABBCCDD 3 A_Chase\n\tLoop\n Raise:\n BOSS O 8\n BOSS N 8\n BOSS MLKJI 8\n Goto See\n pain.GetUp:\n BOSS D 4\n BOSS D 4 A_changeflag(\"friendly\",1)\n BOSS D 1 A_Print(\"was there\")\n Goto See\n Death:\n BOSS I 8 A_GiveToTarget (\"MarineExp\",7)\n BOSS J 8 A_Scream\n BOSS K 8\n BOSS L 8 A_NoBlocking\n BOSS MN 8\n BOSS O -1 A_BossDeath\n Stop\n\n }\n}\n\nACTOR MBelphegor : Belphegor replaces Belphegor\n{\n BloodColor \"darkgreen\"\n DamageFactor \"KnightDamage\", 0\n \tStates\n\t{\n\tSpawn:\n\t\tBOS3 A 10 A_Look\n\t\tBOS3 B 10\n Loop\n\tSee:\n\t\tBOS3 AABBCCDD 3 A_Chase\n\t Loop\n\tMelee:\n\tMissile:\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"MBelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"MBelphegorBall\", 32)\n\t\tBOS3 EF 6 A_FaceTarget\n\t\tBOS3 G 6 A_BasicAttack (10, \"baron/melee\", \"MBelphegorBall\", 32)\n\t\tGoto See\n\tDeath:\n\t\tBOS3 I 8\n\t\tBOS3 J 8 A_Scream\n\t\tBOS3 K 8\n\t\tBOS3 L 8 A_NoBlocking\n\t\tBOS3 MN 8\n\t\tBOS3 O -1 A_BossDeath\n\t\tStop\n\tRaise:\n\t\tBOS3 ONMLKJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR MBelphegorBall : BelphegorBall\n{\n DamageType \"KnightDamage\"\n\tDecal BaronScorch\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/BossEye.txt",
"contents": "ACTOR MBossEye : BossEye replaces BossEye\n{\n States\n {\n Spawn:\n SSWV A 5 A_Look\n\tSSWV A 5\n Loop\n }\n}\n\nACTOR MBossBrain : BossBrain replaces BossBrain\n{\n DamageFactor \"MarineExplosiveDamage\", 1\n DamageFactor \"ImpDamage\", 0\n DamageFactor \"ZombieDamage\", 0\n DamageFactor \"CacoDamage\", 0\n DamageFactor \"SkelDamage\", 0\n DamageFactor \"FatsoDamage\", 0\n DamageFactor \"KnightDamage\", 0\n DamageFactor \"ArachDamage\", 0\n DamageFactor \"Viledamage\", 0\n States\n {\n Spawn:\n BBRN A 1\n Loop\n }\n}\n\nACTOR MExplosiveBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n States\n {\n Spawn:\n BAR1 AB 6\n See:\n BAR1 ABAB 6\n Loop\n Death:\n BEXP A 5 BRIGHT\n BEXP B 5 BRIGHT A_Scream\n BEXP C 5 BRIGHT\n BEXP D 5 BRIGHT A_Explode\n BEXP E 10 BRIGHT\n BEXP E 1050 BRIGHT A_BarrelDestroy\n BEXP E 5 A_Respawn\n Wait\n }\n}\n\n// DEPRECTATED\nACTOR MExplosiveBarrel2 : MExplosiveBarrel\n{\n States\n {\n Death:\n BEXP A 5 BRIGHT\n BEXP B 5 BRIGHT A_Scream\n BEXP C 5 BRIGHT\n BEXP D 5 BRIGHT A_Explode\n BEXP E 10 BRIGHT\n TNT1 A 0 Thing_Remove (0)\n Stop\n }\n}\n\n// DEPRECTATED\nACTOR MExplosiveBarrel3 : MExplosiveBarrel2\n{\n Radius 5\n Height 30\n -SOLID\n -SHOOTABLE\n States\n {\n Spawn:\n BAR1 AB 0\n Goto Death\n See:\n BAR1 AB 0\n Goto Death\n Death:\n BEXP A 5 BRIGHT\n BEXP B 5 BRIGHT A_Scream\n BEXP C 5 BRIGHT\n BEXP D 5 BRIGHT A_Explode\n BEXP E 10 BRIGHT\n TNT1 A 0 Thing_Remove (0)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/CacoDemon.txt",
"contents": "ACTOR MCacodemon : Cacodemon\n{\n Health 400\n Radius 31\n Height 56\n Mass 400\n Speed 8\n BloodColor \"blue\"\n DamageFactor \"CacoDamage\", 0\n States\n {\n Spawn:\n HEAD A 5 A_Look\n\tHEAD A 5\n Loop\n See:\n HEAD A 3 A_Chase\n\tLoop\n Death:\n HEAD G 8 A_GiveToTarget (\"MarineExp\",4)\n HEAD H 8 A_Scream\n HEAD IJ 8\n HEAD K 8 A_NoBlocking\n HEAD L 1 //-1 A_SetFloorClip // moved to DeadCaco\n HEAD L 1 A_spawnitem(\"DeadCaco\")\n Stop\n }\n}\n\n//TODO What to do with this? (and why is it scaled?) Why only with tomato?\nACTOR DeadCaco\n{\n Radius 31\n Height 56\n Scale 0.6\n\tStates\n\t{\n\tspawn:\n\t\tHEAD L 8 A_NoBlocking\n\t\tHEAD L -1 A_SetFloorClip\n\t\tStop\n\t}\n}\n\nACTOR MCacodemonBall : CacodemonBall replaces CacodemonBall\n{\n DamageType \"CacoDamage\"\n}\n\nACTOR MCacolantern : Cacolantern replaces Cacolantern\n{\n BloodColor \"blue\"\n DamageFactor \"CacoDamage\", 0\n\tStates\n\t{\n\tSpawn:\n\t\tHED2 A 5 A_Look\n\t\tHED2 A 5\n\t\tLoop\n\tSee:\n\t\tHED2 A 3 A_Chase\n\t Loop\n\tPain:\n\t\tHED2 E 3\n\t\tHED2 E 3 A_Pain\n\t\tHED2 F 6\n\t Goto See\n\tMissile:\n\t\tHED2 BC 5 A_FaceTarget\n\t\tHED2 D 5 BRIGHT A_BasicAttack (8, \"None\", \"MCacolanternBall\", 32)\n\t\tGoto See\n\tDeath:\n\t HED2 G 1 A_GiveToTarget (\"MarineExp\",5)\n\t\tHED2 G 7 A_NoBlocking\n\t\tHED2 H 8 A_Scream\n\t\tHED2 IJK 8\n\t\tHED2 L -1 A_SetFloorClip\n\t\tStop\n\tRaise:\n\t\tHED2 L 8 A_UnsetFloorClip\n\t\tHED2 KJIHG 8\n\t\tGoto See\n\t}\n}\n\nACTOR MCacolanternBall : CacolanternBall\n{\n\tDamageType \"CacoDamage\"\n\tDecal CacoScorch\n}\n\nACTOR MAbaddon : Abaddon replaces Abaddon\n{\n SeeSound \"abba/sight\"\n PainSound \"abba/pain\"\n DeathSound \"abba/death\"\n ActiveSound \"abba/active\"\n DamageFactor \"CacoDamage\", 0\n\tStates\n\t{\n\tSpawn:\n\t\tHED3 A 5 A_Look\n\t\tHED3 A 5\n\t\tLoop\n\tSee:\n\t\tHED3 A 3 A_Chase\n\t Loop\n\tMissile:\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"MAbaddonBall\", 32)\n\t\tHED3 BC 5 A_FaceTarget\n\t\tHED3 D 5 BRIGHT A_BasicAttack (8, \"None\", \"MAbaddonBall\", 32)\n\t\tGoto See\n\tDeath:\n\t HED3 G 1 A_GiveToTarget (\"MarineExp\",5)\n\t\tHED3 G 7 A_NoBlocking\n\t\tHED3 H 8 A_Scream\n\t\tHED3 IJK 8\n\t\tHED3 L -1 A_SetFloorClip\n\t\tStop\n\t}\n}\n\nACTOR MAbaddonBall : AbaddonBall\n{\n\tDamageType \"CacoDamage\"\n\tDecal CacoScorch\n\tSeeSound \"hecto/attack\"\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/ChainGunGuy.txt",
"contents": "ACTOR MChaingunGuy : ChainGunGuy\n{\n Health 80\n Radius 20\n Height 56\n Mass 100\n Speed 8\n PainChance 170\n States\n {\n Spawn:\n CPOS A 10 A_Look\n\tCPOS B 10\n\tLoop\n See:\n CPOS AABBCCDD 3 A_Chase\n\tLoop\n Missile:\n CPOS E 10 A_FaceTarget\n CPOS F 3 BRIGHT A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n CPOS E 2\n CPOS F 3 BRIGHT A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n CPOS E 2\n CPOS F 1 A_CPosRefire\n Goto Missile+1\n Death:\n CPOS H 5 A_GiveToTarget (\"MarineExp\",3)\n CPOS I 5 A_Scream\n CPOS J 5 A_NoBlocking\n CPOS KLM 5\n CPOS N -1\n Stop\n XDeath:\n CPOS O 5 A_GiveToTarget (\"MarineExp\",3)\n CPOS P 5 A_XScream\n CPOS Q 5 A_NoBlocking\n CPOS RS 5\n CPOS T -1\n Stop\n }\n}\n\nACTOR MDoubleChaingunGuy\n{\n Obituary \"%o was ripped to bloody ribbons by a double-chaingunner.\"\n Health 150\n Radius 20\n Height 56\n Mass 100\n Speed 8\n PainChance 150\n SeeSound \"chainguy/sight\"\n AttackSound \"chainguy/attack\"\n PainSound \"chainguy/pain\"\n DeathSound \"chainguy/death\"\n ActiveSound \"chainguy/active\"\n dropitem \"MChaingun\" 256\n dropitem \"MChaingun\" 256\n Monster\n +FLOORCLIP\n Decal BulletChip\n States\n {\n Spawn:\n DPOS A 10 A_Look\n\tDPOS B 10\n Loop\n See:\n DPOS AABBCCDD 3 A_Chase\n\tLoop\n Missile:\n DPOS E 10 A_FaceTarget\n DPOS F 0 BRIGHT A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n DPOS F 3 BRIGHT A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n DPOS E 2\n DPOS F 0 BRIGHT A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n DPOS F 3 BRIGHT A_CustomBulletAttack (19.5, 4, 1, 5, \"FBulletPuff\")\n DPOS E 2\n DPOS F 1 A_CPosRefire\n Goto Missile+1\n Pain:\n DPOS G 3\n DPOS G 3 A_Pain\n Goto See\n Death:\n DPOS H 5 A_GiveToTarget (\"MarineExp\",5)\n DPOS I 5 A_Scream\n DPOS J 5 A_NoBlocking\n DPOS KLM 5\n DPOS N -1\n Stop\n XDeath:\n DPOS O 5 A_GiveToTarget (\"MarineExp\",5)\n DPOS P 5 A_XScream\n DPOS Q 5 A_NoBlocking\n DPOS RS 5\n DPOS T -1\n Stop\n Raise:\n DPOS NMLKJIH 5\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/CyberDemon.txt",
"contents": "ACTOR MCyberdemon : Cyberdemon\n{\n Health 4000\n Radius 40\n Height 110\n Mass 1000\n Speed 16\n DamageFactor \"CyberDamage\", 0\n DamageFactor \"MarineExplosiveDamage\", 0.5\n States\n {\n Spawn:\n CYBR A 10 A_Look\n\tCYBR B 10\n Loop\n See:\n CYBR A 3 A_Hoof\n CYBR ABBCC 3 A_Chase\n CYBR D 3 A_Metal\n CYBR D 3\n\tLoop\n Death:\n CYBR H 10 BRIGHT A_GiveToTarget (\"MarineExp\",30)\n CYBR I 10 BRIGHT A_Scream\n CYBR JKL 10 BRIGHT\n CYBR M 10 BRIGHT A_NoBlocking\n CYBR NO 10 BRIGHT\n CYBR P 30\n CYBR P -1 A_BossDeath\n\tStop\n }\n}\n\nACTOR MAnnihilator\n{\n Obituary \"%o was gibbed by a Cyber Annihilator.\"\n Health 3250\n Radius 40\n Height 110\n Mass 1000\n Speed 12\n PainChance 30\n Monster\n +BOSS\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +MISSILEMORE\n SeeSound \"monster/annsit\"\n PainSound \"cyber/pain\"\n DeathSound \"monster/anndth\"\n ActiveSound \"cyber/active\"\n DamageFactor \"CyberDamage\", 0\n DamageFactor \"MarineExplosiveDamage\", 0.5\n\tStates\n {\n Spawn:\n ANNI A 10 A_Look\n ANNI B 10\n Loop\n See:\n ANNI A 2 A_Playsound (\"monster/anhoof\")\n ANNI A 2 A_Chase\n ANNI ABB 4 A_Chase\n ANNI C 2 A_Playsound (\"monster/anhoof\")\n ANNI C 2 A_Chase\n ANNI CDD 4 A_Chase\n Loop\n Missile:\n ANNI E 0 A_Jump (160,7)\n ANNI E 6 A_FaceTarget\n ANNI F 0 BRIGHT A_CustomMissile (\"PCybRocket\",40,22,3)\n ANNI F 12 BRIGHT A_CustomMissile (\"PCybRocket\",40,-22,-3)\n ANNI E 12 A_FaceTarget\n ANNI F 0 BRIGHT A_CustomMissile (\"PCybRocket\",40,22,-2)\n ANNI F 12 BRIGHT A_CustomMissile (\"PCybRocket\",40,-22,2)\n Goto See\n ANNI E 6 A_FaceTarget\n ANNI F 0 BRIGHT A_CustomMissile (\"PCybRocket2\",40,22,1)\n ANNI F 12 BRIGHT A_CustomMissile (\"PCybRocket2\",40,-22,-1)\n ANNI E 12 A_FaceTarget\n ANNI F 0 BRIGHT A_CustomMissile (\"PCybRocket2\",40,22,0)\n ANNI F 12 BRIGHT A_CustomMissile (\"PCybRocket2\",40,-22,0)\n Goto See\n Pain:\n ANNI G 10 A_Pain\n Goto See\n Death:\n ANNI H 10 BRIGHT A_GiveToTarget (\"MarineExp\",30)\n ANNI I 10 BRIGHT A_Scream\n ANNI JKL 10 BRIGHT\n ANNI M 10 BRIGHT A_NoBlocking\n ANNI NO 10 BRIGHT\n ANNI P 30\n ANNI P -1 A_BossDeath\n }\n}\n\nACTOR PCybRocket : Rocket replaces Rocket {\n\tDamagetype \"CyberDamage\"\n}\n\nACTOR PCybRocket2 {\n\t+DEHEXPLOSION\n\t+RANDOMIZE\n\t+Rockettrail\n\t+SeekerMissile\n\tDamage 15\n\tDamagetype \"CyberDamage\"\n\tDeathSound \"weapons/hrlexp\"\n\tDecal Scorch\n\tExplosionDamage 96\n\tExplosionRadius 96\n\tHeight 11\n\tPROJECTILE\n\tRadius 8\n\tSeeSound \"weapons/hrlfir\"\n\tSpeed 18\n\tStates\t{\n\tSpawn:\n\tHMIS A 4 BRIGHT A_SeekerMissile (12,20)\n\tHMIS A 4 BRIGHT\n\tHMIS A 2 BRIGHT A_SeekerMissile (8,15)\n\tHMIS A 2 BRIGHT\n\tGoto Spawn+2\n\tDeath:\n\tMISL B 8 BRIGHT A_Explode(96,96)\n\tMISL C 6 BRIGHT\n\tMISL D 4 BRIGHT\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/Demon.txt",
"contents": "ACTOR MDemon : Demon\n{\n\tHealth 150\n\tPainChance 180\n\tSpeed 10\n\tRadius 30\n\tHeight 56\n\tMass 400\n\tGibHealth -50\n\tStates\n\t{\n\tSpawn:\n\t\tSARG A 10 A_Look\n\tSARG B 10\n\t\tLoop\n\tSee:\n\t\tSARG AABBCCDD 2 A_Chase\n\tLoop\n\t Death:\n\t\tSARG I 8 A_GiveToTarget (\"MarineExp\",2)\n\t\tSARG J 8 A_Scream\n\t\tSARG K 4\n\t\tSARG L 4 A_NoBlocking\n\t\tSARG M 4\n\t\tSARG N -1\n\t\tStop\n\t XDeath:\n\t\tSARG O 8 A_GiveToTarget (\"MarineExp\",2)\n\t\tSARG P 8 A_XScream\n\t\tSARG Q 4\n\t\tSARG R 4 A_NoBlocking\n\t\tSARG STU 4\n\t\tSARG V -1\n\t\tStop\n\t}\n}\n\nACTOR MSpectre : MDemon replaces Spectre\n{\n\t+SHADOW\n\tActiveSound \"spectre/active\"\n\tAlpha 0.5\n\tAttackSound \"spectre/melee\"\n\tDeathSound \"spectre/death\"\n//\tHitObituary \"$OB_SPECTREHIT\" TODO\n\tPainSound \"spectre/pain\"\n\tRenderStyle \"OptFuzzy\"\n\tSeeSound \"spectre/sight\"\n}\n\nACTOR MMechDemon replaces BloodDemon\n{\n\t+FLOORCLIP\n\tActiveSound \"blooddemon/active\"\n\tDeathSound \"blooddemon/death\"\n\tHealth 300\n\tHeight 56\n\tHitObituary \"%o Was chewed up and spat out by a Mech-demon.\"\n\tMass 400\n\tMeleeDamage 5\n//\tMeleeSound \"blooddemon/melee\"\n\tMonster\n\tPainChance 180\n\tPainSound \"blooddemon/pain\"\n\tRadius 30\n\tReactionTime 4\n\tSeeSound \"blooddemon/sight\"\n\tSpeed 15\n\tStates\n\t{\n\tSpawn:\n\t\tSRG2 A 10 A_Look\n\t SRG2 B 10\n\t\tLoop\n\tSee:\n\t\tSRG2 A 0 A_PlaySound(\"blooddemon/walk\")\n\t\tSRG2 AABB 2 A_Chase\n\t\tSRG2 C 0 A_PlaySound(\"blooddemon/walk\")\n\t\tSRG2 CCDD 2 A_Chase\n\t\tLoop\n\tMelee:\n\t\tSRG2 E 0 A_PlaySound(\"blooddemon/melee\")\n\t\tSRG2 E 4 A_FaceTarget\n\t\tSRG2 GF 4 A_MeleeAttack\n\t\tGoto See\n\tPain:\n\t\tSRG2 H 2\n\t\tSRG2 H 2 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tSRG2 I 8 A_GiveToTarget(\"MarineExp\", 4)\n\t\tSRG2 I 0 A_FaceTarget\n\t\tSRG2 J 0 A_SpawnItemEx(\"BloodDemonArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n\t\tSRG2 J 8 A_Scream\n\t\tSRG2 K 4\n\t\tSRG2 L 4 A_NoBlocking\n\t\tSRG2 M 4\n\t\tSRG2 N -1\n\t\tStop\n\tRaise:\n\t\tSRG2 NMLKJI 5\n\t\tGoto See\n\t}\n}\n\nACTOR BloodDemonArm {\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+Missile\n\tHeight 8\n\tRadius 8\n\tSpeed 8\n\tStates {\n\t\tSpawn:\n\t\t\tSG2A ABCDEFGH 2\n\t\tDeath:\n\t\t\tSG2A I 1 A_CheckSight(\"RemoveBodyPart\")\n\t\t\tLoop\n\t\tRemoveBodyPart:\n\t\t\tTNT1 A 0 Thing_Remove(0)\n\t\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/DoomImp.txt",
"contents": "ACTOR MDoomImp : DoomImp\n{\n DamageFactor \"ImpDamage\", 0\n Health 60\n Height 56\n Mass 100\n Radius 20\n Speed 8\n States\n {\n Spawn:\n\tTROO A 10 A_Look\n\tTROO B 10\n\tLoop\n See:\n\tTROO AABBCCDD 3 A_Chase\n\tLoop\n Death:\n\tTROO I 8 A_GiveToTarget (\"MarineExp\",1)\n\tTROO J 8 A_Scream\n\tTROO K 6\n\tTROO L 6 A_NoBlocking\n\tTROO M -1\n\tStop\n XDeath:\n\tTROO N 5 A_GiveToTarget (\"MarineExp\",1)\n\tTROO O 5 A_XScream\n\tTROO P 5\n\tTROO Q 5 A_NoBlocking\n\tTROO RST 5\n\tTROO U -1\n\tStop\n }\n}\n\nACTOR MDoomImpBall : DoomImpBall replaces DoomImpBall\n{\n DamageType \"ImpDamage\"\n Damage 4\n}\n\nACTOR MDarkImp replaces DarkImp\n{\n\tMonster\n\t+FLOORCLIP\n\tActiveSound \"darkimp/active\"\n\tDamageFactor \"ImpDamage\", 0\n\tDeathSound \"darkimp/death\"\n\tHealth 120\n\tHeight 56\n\tHitObituary \"%o was touched by a dark imp.\"\n\tMeleeDamage 4\n\tMeleeSound \"imp/melee\"\n\tMissileType MDarkSeeker\n\tObituary \"%o was cursed by a dark imp.\"\n\tPainChance 200\n\tPainSound \"darkimp/pain\"\n\tRadius 20\n\tSeeSound \"darkimp/see\"\n\tSpeed 10\n\tStates\n\t{\n\tSpawn:\n\t\tDRKI A 10 A_Look\n\t\tDRKI B 10\n\t\tLoop\n\tSee:\n\t\tDRKI AABBCCDD 3 A_Chase\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tDRKI E 4 A_FaceTarget\n\t\tDRKI F 4 A_FaceTarget\n\t\tDRKI G 4 BRIGHT A_ComboAttack\n\t\tDRKI G 0 A_Jump(127,1)\n\t\tGoto See\n\t\tDRKI G 1 A_SpidRefire\n\t\tGoto Missile+1\n\tPain:\n\t\tDRKI H 2\n\t\tDRKI H 2 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tDRKI I 8 A_GiveToTarget (\"MarineExp\",3)\n\t\tDRKI J 8 A_Scream\n\t\tDRKI K 6\n\t\tDRKI L 6 A_Fall\n\t\tDRKI M -1\n\t\tStop\n\tXDeath:\n\t\tDRKI N 5 A_GiveToTarget (\"MarineExp\",3)\n\t\tDRKI O 5 A_XScream\n\t\tDRKI P 5\n\t\tDRKI Q 5 A_Fall\n\t\tDRKI RST 5\n\t\tDRKI U -1\n\t\tStop\n\tRaise:\n\t\tDRKI ML 8\n\t\tDRKI KJI 6\n\t\tGoto See\n\t}\n}\n\nACTOR MDarkSeeker\n{\n\tProjectile\n\t+SEEKERMISSILE\n\tAlpha 0.90\n\tDamage 4\n\tDamageType \"ImpDamage\"\n\tDeathSound \"imp/shotx\"\n\tHeight 6\n\tRadius 6\n\tRenderStyle \"Add\"\n\tScale 0.65\n\tSeeSound \"imp/attack\"\n\tSpeed 15\n\tStates\n\t{\n\tSpawn:\n\t\tDKB1 ABAB 1 BRIGHT A_CStaffMissileSlither\n\t\tDKB1 B 0 BRIGHT A_SeekerMissile(2,3)\n\t\tLoop\n\tDeath:\n\t\tDKB1 CDE 3 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MShadowImp\n{\n\tMonster\n\t+FLOORCLIP\n\tActiveSound \"Shadow/active\"\n\tAlpha 0.7\n\tDamageFactor \"ImpDamage\", 0\n\tDeathSound \"Shadow/death\"\n\tHealth 160\n\tHeight 56\n\tMass 100\n\tMissileType ShadowBall\n\tObituary \"%o was assassinated by a shadow.\"\n\tPainChance 127\n\tPainSound \"Shadow/pain\"\n\tRadius 20\n\tRenderStyle \"Translucent\"\n\tSpeed 14\n\tStates\n\t{\n\tSpawn:\n\t\tSHDW E 10 A_look\n\t\tLoop\n\tSee:\n\t\tSHDW AAA 1 A_FastChase\n\t\tSHDW A 0 A_SpawnItemEx(\"ShadowGhostA\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tSHDW BBB 1 A_FastChase\n\t\tSHDW B 0 A_SpawnItemEx(\"ShadowGhostB\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tSHDW CCC 1 A_FastChase\n\t\tSHDW C 0 A_SpawnItemEx(\"ShadowGhostC\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tSHDW DDD 1 A_FastChase\n\t\tSHDW D 0 A_SpawnItemEx(\"ShadowGhostD\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tSHDW AAA 1 A_FastChase\n\t\tSHDW A 0 A_SpawnItemEx(\"ShadowGhostA\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tSHDW BBB 1 A_FastChase\n\t\tSHDW B 0 A_SpawnItemEx(\"ShadowGhostB\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tSHDW CCC 1 A_FastChase\n\t\tSHDW C 0 A_SpawnItemEx(\"ShadowGhostC\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tSHDW DDD 1 A_FastChase\n\t\tSHDW D 0 A_SpawnItemEx(\"ShadowGhostD\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\tMissile:\n\t\tSHDW E 8 A_FaceTarget\n\t\tSHDW F 5\n\t\tSHDW G 5 BRIGHT A_MissileAttack\n\t\tSHDW F 5 A_JumpIf (health < 60, 3)\n\t\tSHDW F 0 A_Jump(127,2)\n\t\tSHDW E 6\n\t\tGoto See\n\t\tSHDW E 6\n\t\tSHDW E 1 A_SpidRefire\n\t\tGoto Missile+1\n\tPain:\n\t\tSHDW H 4\n\t\tSHDW H 4 A_Pain\n\t\tGoto See+1\n\tDeath:\n\t\tSHDW I 6 A_Scream\n\t\tSHDW J 5 A_GiveToTarget (\"MarineExp\",6)\n\t\tSHDW K 5 A_SpawnItemEx(\"Shadowtorso\", 0, 0, 0, 1, 0, 0, 0, 128)\n\t\tSHDW L 5 A_Fall\n\t\tSHDW MNO 6\n\t\tSHDW P -1\n\t\tStop\n\tXDeath:\n\t\tSHDX A 8 A_GiveToTarget (\"MarineExp\",6)\n\t\tSHDX B 6 A_XScream\n\t\tSHDX C 6\n\t\tSHDX D 6 A_Fall\n \t\tSHDX E 6\n \t\tSHDX F 6\n\t\tSHDX G -1\n\t\tStop\n\tRaise:\n\t\tSHDW M 8\n\t\tSHDW KLJI 8\n\t\tGoto See\n\t}\n}\n\nACTOR ShadowBall\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 17\n\tDamage 4\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle \"Add\"\n\tAlpha 0.75\n\tSeeSound \"Shadow/attack\"\n\tDeathSound \"imp/shotx\"\n\tDamageType \"ImpDamage\"\n\tDecal DoomImpScorch\n\tStates\n\t{\n\tSpawn:\n\t\tSBAL ABC 3 BRIGHT A_SpawnItemEx(\"ShadowTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\tDeath:\n\t\tSBAL C 5 BRIGHT\n\t\tSBAL DEFGH 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR ShadowGhostA\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 0\n\tDamage 0\n\tMass 75\n\tRenderStyle \"Translucent\"\n\tAlpha 0.3\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTROX A 5\n\t\tStop\n\t}\n}\n\nACTOR ShadowGhostB : ShadowGhostA\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSHDX B 10\n\t\tStop\n\t}\n}\n\nACTOR ShadowGhostC : ShadowGhostA\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSHDX C 10\n\t\tStop\n\t}\n}\n\nACTOR ShadowGhostD : ShadowGhostA\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSHDX D 10\n\t\tStop\n\t}\n}\n\nACTOR Shadowtorso\n{\n\tRadius 12\n\tHeight 15\n\tSpeed 1\n\tMass 100\n\tRenderStyle \"Translucent\"\n\tAlpha 0.7\n\t+Doombounce\n\t States\n\t{\n\tSpawn:\n\t\t SHDW QRS 5\n\t\t SHDW T 5 A_Fall\n\t\t SHDW U 5\n\tRemoveLoop:\n\t\t SHDW V 1 A_CheckSight(\"RemoveBodyPart\")\n\t\t Loop\n\tRemoveBodyPart:\n\t\t TNT1 A 0 Thing_Remove (0)\n\t\t Stop\n\n\t}\n}\n\nACTOR ShadowTrail\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tPROJECTILE\n\tRenderStyle \"Add\"\n\tAlpha 0.6\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t SHTR ABCDEF 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MSoulHarvester\n{\n\tHealth 100\n\tRadius 20\n\tHeight 56\n\tSpeed 10\n\tPainChance 160\n\tMonster\n\t+FLOORCLIP\n\tSeeSound \"harvester/sight\"\n\tPainSound \"imp/pain\"\n\tDeathSound \"harvester/death\"\n\tActiveSound \"imp/active\"\n\tMeleeSound \"imp/melee\"\n\tObituary \"%o couldn't evade the soul harvester's attack.\"\n\tMissileType SoulHarvesterBall\n\tMeleeDamage 3\n\tDamageFactor \"ImpDamage\", 0\n\tStates\n\t{\n\tSpawn:\n\t\tSLHV AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSLHV AABBCCDD 3 A_Chase\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tSLHV EFG 3 A_FaceTarget\n\t\tSLHV HIJK 4 BRIGHT A_FaceTarget\n\t\tSLHV L 6 BRIGHT A_MissileAttack\n\t\tSLHV M 8\n\t\tGoto See\n\tPain:\n\t\tSLHV N 3\n\t\tSLHV N 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tSLHV O 7 A_Scream\n\t\tSLHV P 7 A_GiveToTarget (\"MarineExp\",5)\n\t\tSLHV QR 7\n\t\tSLHV S 6 A_CustomMissile(\"SoulHarvesterGhost\", 32, 0, 0)\n\t\tSLHV T 5 A_Fall\n\t\tSLHV UV 5\n\t\tSLHV W -1\n\t\tStop\n\tXDeath:\n\t\tSLHV X 6 A_Xscream\n\t\tSLHV Y 6 A_CustomMissile(\"SoulHarvesterGhost\", 32, 0, 0)\n\t\tSLHV Z 6 A_GiveToTarget (\"MarineExp\",5)\n\t\tSLHV [ 6 A_Fall\n\t\tSLHV ] 6\n\t\tSLHX A -1\n\t\tStop\n\tRaise:\n\t\tSLHV WVUTSRQPO 5\n\t\tGoto See\n\t}\n}\n\nACTOR SoulHarvesterBall\n{\n\tRadius 8\n\tHeight 6\n\tScale 0.4\n\tSpeed 10\n\tDamage 9\n\t+SEEKERMISSILE\n\tPROJECTILE\n\tRenderStyle \"Add\"\n\tSeeSound \"harvester/scream\"\n\tDeathSound \"imp/shotx\"\n\tDamageType \"ImpDamage\"\n\tDecal DoomImpScorch\n\tStates\n\t{\n\tSpawn:\n\t\tSHBA A 0 BRIGHT A_CustomMissile(\"SoulBallTrail\", 0, 0, 180)\n\t\tSHBA AB 2 BRIGHT A_SeekerMissile (10,20)\n\t\tLoop\n\tDeath:\n\t\tSHBA CDEFGHIJKL 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR SoulHarvesterGhost\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tPROJECTILE\n\tRenderStyle \"Add\"\n\tAlpha 0.7\n\t+NOCLIP\n\tSeeSound \"harvester/ghost\"\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tSHGH ABCDEFG 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR SoulBallTrail\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tPROJECTILE\n\tRenderStyle \"Add\"\n\tAlpha 0.5\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tSBTR H 6\n\t\tSBTR ABCDEFG 3 BRIGHT\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/Fatso.txt",
"contents": "ACTOR MFatso : Fatso\n{\n Health 600\n Radius 48\n Height 64\n Mass 1000\n Speed 8\n DamageFactor \"FatsoDamage\", 0\n States\n {\n Spawn:\n FATT A 15 A_Look\n\tFATT B 15\n Loop\n See:\n FATT AABBCCDDEEFF 4 A_Chase\n\tLoop\n Death:\n FATT K 6 A_GiveToTarget (\"MarineExp\",5)\n FATT L 6 A_Scream\n FATT M 6 A_NoBlocking\n FATT NOPQRS 6\n FATT T -1 A_BossDeath\n Stop\n }\n}\n\nACTOR MFatShot : FatShot replaces FatShot\n{\n DamageType \"FatsoDamage\"\n}\n\nACTOR MHectebus : Hectebus replaces Hectebus\n{\n Health 1100\n SeeSound \"hecto/sight\"\n PainSound \"hecto/pain\"\n DeathSound \"hecto/death\"\n ActiveSound \"hecto/active\"\n DamageFactor \"FatsoDamage\", 0\n States\n {\n Spawn:\n HECT A 15 A_Look\n HECT B 15\n Loop\n See:\n HECT AABBCCDDEEFF 4 A_Chase\n Loop\n Missile:\n //These Next 2 states replace A_FatRaise and A_HectRaise\n HECT G 0 A_PlaySound(\"hecto/raiseguns\")\n HECT G 20 A_FaceTarget\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,5.625,1)\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,11.25,1)\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,16.875,1)\n HECT H 10 BRIGHT\n HECT IG 5 A_FaceTarget\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,-5.625,1)\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,-11.25,1)\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,-16.875,1)\n HECT H 10 BRIGHT\n HECT IG 5 A_FaceTarget\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,-11.25,1)\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,-5.625,1)\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,0,1)\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,5.625,1)\n HECT H 0 A_CustomMissile(\"MHectShot\",28,0,11.25,1)\n HECT H 10 BRIGHT\n HECT IG 5 A_FaceTarget\n Goto See\n Death:\n HECT K 6 A_GiveToTarget (\"MarineExp\",8)\n HECT L 6 A_Scream\n HECT M 6 A_NoBlocking\n HECT NOPQRS 6\n HECT T -1\n Stop\n }\n}\n\nACTOR MHectShot : HectShot\n{\n DamageType \"FatsoDamage\"\n Damage 10\n SeeSound \"hecto/attack\"\n Decal Scorch\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/FMarines.txt",
"contents": "ACTOR FMarineFist : MarineFist replaces MarineFist {\n\tHealth 125\n\tSpeed 20\n\tPainChance 120\n\t+COUNTKILL\n\tMeleeDamage 3\n\tMeleeRange 60\n\tMeleeSound \"marine/fists\"\n\tTranslation 2\n\tStates {\n\t\tSpawn:\n\t\t\tPLA1 A 4 A_Look\n\t\t\tPLA1 A 4 A_Look\n\t\t\tPLA1 A 4 A_Look\n\t\t\tPLA1 A 4 A_Look\n\t\t\tLoop\n\t\tIdle:\n\t\t\tPLA1 A 4 A_Look\n\t\t\tPLA1 A 4 A_Look\n\t\t\tPLA1 A 4 A_Look\n\t\t\tPLA1 A 4 A_Look\n\t\t\tLoop\n\t\tPain:\n\t\t\tPLA1 G 4\n\t\t\tPLA1 G 4 A_Pain\n\t\t\tGoto See\n\t\tSee:\n\t\t\tPLA1 ABCD 2 A_Chase\n\t\t\tLoop\n\t\tMelee:\n\t\t\tPLA1 E 4 A_FaceTarget\n\t\t\tPLA1 F 4 A_CustomMeleeAttack(3,\"marine/fists\",\"none\", \"FBulletPuff\")\n\t\t\tPLA1 A 4\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tPLA1 H 10 A_GiveToTarget (\"MarineExp\",1)\n\t\t\tPLA1 I 10 A_Scream\n\t\t\tPLA1 J 10 A_NoBlocking\n\t\t\tPLA1 KLM 10\n\t\t\tPLA1 N -1\n\t\t\tStop\n\t\tXDeath:\n\t\t\tPLAY O 5 A_GiveToTarget (\"MarineExp\",1)\n\t\t\tPLAY P 5 A_XScream\n\t\t\tPLAY Q 5 A_NoBlocking\n\t\t\tPLAY RSTUV 5\n\t\t\tPLAY W -1\n\t\t\tStop\n\t\tRaise:\n\t\t\tPLA1 MLKJIH 5\n\t\t\tGoto See\n\t\tSkipAttack:\n\t\t\tStop\n\t}\n}\n\nACTOR FMarineBerserk : FMarineFist replaces MarineBerserk\n{\n\tStates\n\t{\n\tSee:\n\t\tPLA1 AB 2 A_Chase\n\t\tPLA1 B 0 A_SpawnItemEx (\"FBersRun\",-5,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tPLA1 CD 2 A_Chase\n\t\tPLA1 D 0 A_SpawnItemEx (\"FBersRun\",-5,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tLoop\n\tMelee:\n\t\tPLA1 E 4 A_FaceTarget\n\t\tPLA1 F 4 A_CustomMeleeAttack(23,\"marine/fists\",\"none\", \"FBulletPuff\")\n\t\tPLA1 A 4\n\t\tGoto See\n\tDeath:\n\t\tPLA1 H 10 A_GiveToTarget (\"MarineExp\",4)\n\t\tPLA1 I 10 A_Scream\n\t\tPLA1 J 10 A_NoBlocking\n\t\tPLA1 J 0 A_SpawnItemEx (\"FBersSplode\",0,0,20,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tPLA1 KLM 10\n\t\tPLA1 N -1\n\t\tStop\n\tXDeath:\n\t\tPLAY O 5 A_GiveToTarget (\"MarineExp\",4)\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\t}\n}\n\nACTOR FBersSplode\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+DEHEXPLOSION\n\tStates\n\t{\n\tSpawn:\n\t\tMISL B 0 BRIGHT\n\t\tMISL B 0 BRIGHT A_Explode (70, 128)\n\t\tMISL B 8 BRIGHT A_PlaySound (\"weapons/rocklx\")\n\t\tMISL C 6 BRIGHT\n\t\tMISL D 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR FBersRun\n{\n\tTranslation 0\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\tRenderStyle \"Translucent\"\n\tAlpha 0.40\n\tStates\n\t{\n\tSpawn:\n\t\tPLA1 ABCD 2\n\t\tStop\n\t}\n}\n\nACTOR FMarineChainsaw : FMarineFist replaces MarineChainsaw\n{\n\tdropitem \"MChainsaw\" 256\n\tmeleesound \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA8 A 4 A_Look\n\t\tPLA8 A 4 A_Look\n\t\tPLA8 A 4 A_Look\n\t\tPLA8 A 4 A_Look\n\t\tPLA8 A 0 A_PlayWeaponSound(\"weapons/sawidle\")\n\t\tLoop\n\tIdle:\n\t\tPLA8 A 4 A_Look\n\t\tPLA8 A 4 A_Look\n\t\tPLA8 A 4 A_Look\n\t\tPLA8 A 4 A_Look\n\t\tPLA8 A 0 A_PlayWeaponSound(\"weapons/sawidle\")\n\t\tLoop\n\tPain:\n\t\tPLA8 G 4\n\t\tPLA8 G 4 A_Pain\n\t\tGoto See\n\tSee:\n\t\tPLA8 AB 2 A_Chase\n\t\tPLA8 CD 2 A_Chase\n\t\tPLA8 A 0 A_PlayWeaponSound(\"weapons/sawidle\")\n\t\tLoop\n\tMelee:\n\t\tPLA8 E 4 A_FaceTarget\n\t\tPLA8 F 4 BRIGHT A_CustomMeleeAttack(2,\"weapons/sawhit\",\"weapons/sawfull\", \"FBulletPuff\")\n\t\tPLA8 F 0 A_M_SawRefire\n\t\tGoto Melee+1\n\t\tPLA8 A 0\n\t\tGoto See\n\tDeath:\n\t\tPLA8 H 10 A_GiveToTarget (\"MarineExp\",2)\n\t\tPLA8 I 10 A_Scream\n\t\tPLA8 J 10 A_NoBlocking\n\t\tPLA8 KLM 10\n\t\tPLA8 N -1\n\t\tStop\n\tXDeath:\n\t\tPLA8 O 5 A_GiveToTarget (\"MarineExp\",2)\n\t\tPLA8 P 5 A_XScream\n\t\tPLA8 Q 5 A_NoBlocking\n\t\tPLA8 RSTUV 5\n\t\tPLA8 W -1\n\t\tStop\n\tRaise:\n\t\tPLA8 MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR FMarinePistol : FMarineFist replaces MarinePistol\n{\n\tdropitem \"MClip\" 256\n\tSpeed 16\n\tAttackSound \"weapons/pistol\"\n\tmeleesound \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA2 A 4 A_Look\n\t\tPLA2 A 4 A_Look\n\t\tPLA2 A 4 A_Look\n\t\tPLA2 A 4 A_Look\n\t\tLoop\n\tIdle:\n\t\tPLA2 A 4 A_Look\n\t\tPLA2 A 4 A_Look\n\t\tPLA2 A 4 A_Look\n\t\tPLA2 A 4 A_Look\n\t\tLoop\n\tPain:\n\t\tPLA2 G 4\n\t\tPLA2 G 4 A_Pain\n\t\tGoto See\n\tSee:\n\t\tPLA2 ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA2 E 4 A_FaceTarget\n\t\tPLA2 F 6 BRIGHT A_CustomBulletAttack (5.5,2.2,1,6,\"FBulletPuff\")\n\t\tPLA2 E 4 A_FaceTarget\n\t\tPLA2 E 0 A_M_Refire\n\t\tPLA2 A 5\n\t\tGoto See\n\tMelee:\n\t\tStop\n\tDeath:\n\t\tPLA2 H 10 A_GiveToTarget (\"MarineExp\",2)\n\t\tPLA2 I 10 A_Scream\n\t\tPLA2 J 10 A_NoBlocking\n\t\tPLA2 KLM 10\n\t\tPLA2 N -1\n\t\tStop\n\tXDeath:\n\t\tPLA2 O 5 A_GiveToTarget (\"MarineExp\",2)\n\t\tPLA2 P 5 A_XScream\n\t\tPLA2 Q 5 A_NoBlocking\n\t\tPLA2 RSTUV 5\n\t\tPLA2 W -1\n\t\tStop\n\tRaise:\n\t\tPLA2 MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR FMarineShotgun : FMarineFist replaces MarineShotgun\n{\n\tdropitem \"MShotgun\" 256\n\tSpeed 16\n\tmeleesound \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA3 A 4 A_Look\n\t\tPLA3 A 4 A_Look\n\t\tPLA3 A 4 A_Look\n\t\tPLA3 A 4 A_Look\n\t\tLoop\n\tIdle:\n\t\tPLA3 A 4 A_Look\n\t\tPLA3 A 4 A_Look\n\t\tPLA3 A 4 A_Look\n\t\tPLA3 A 4 A_Look\n\t\tLoop\n\tPain:\n\t\tPLA3 G 4\n\t\tPLA3 G 4 A_Pain\n\t\tGoto See\n\tSee:\n\t\tPLA3 ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA3 E 3 A_FaceTarget\n\t\tPLA3 F 7 BRIGHT A_CustomBulletAttack (7.6, 2.8, 8, 5, \"FBulletPuff\")\n\t\tPLA3 E 7 A_FaceTarget\n\t\tPLA3 E 0 A_M_Refire\n\t\tPLA3 A 5\n\t\tGoto See\n\tMelee:\n\t\tStop\n\tDeath:\n\t\tPLA3 H 10 A_GiveToTarget (\"MarineExp\",3)\n\t\tPLA3 I 10 A_Scream\n\t\tPLA3 J 10 A_NoBlocking\n\t\tPLA3 KLM 10\n\t\tPLA3 N -1\n\t\tStop\n\tXDeath:\n\t\tPLA3 O 5 A_GiveToTarget (\"MarineExp\",3)\n\t\tPLA3 P 5 A_XScream\n\t\tPLA3 Q 5 A_NoBlocking\n\t\tPLA3 RSTUV 5\n\t\tPLA3 W -1\n\t\tStop\n\tRaise:\n\t\tPLA3 MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR FMarineSSG : FMarineFist replaces MarineSSG\n{\n\tdropitem \"MSuperShotgun\" 256\n\tSpeed 16\n\tAttackSound \"SSGUNER/SSG\"\n\tmeleesound \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA5 A 4 A_Look\n\t\tPLA5 A 4 A_Look\n\t\tPLA5 A 4 A_Look\n\t\tPLA5 A 4 A_Look\n\t\tLoop\n\tIdle:\n\t\tPLA5 A 4 A_Look\n\t\tPLA5 A 4 A_Look\n\t\tPLA5 A 4 A_Look\n\t\tPLA5 A 4 A_Look\n\t\tLoop\n\tPain:\n\t\tPLA5 G 4\n\t\tPLA5 G 4 A_Pain\n\t\tGoto See\n\tSee:\n\t\tPLA5 ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA5 E 7 A_FaceTarget\n\t\tPLA5 F 14 BRIGHT A_CustomBulletAttack (13.2, 8.1, 20, 5, \"FBulletPuff\")\n\t\tPLA5 E 21 A_FaceTarget\n\t\tPLA5 E 0 A_M_Refire\n\t\tPLA5 A 5\n\t\tGoto See\n\tMelee:\n\t\tStop\n\tDeath:\n\t\tPLA5 H 10 A_GiveToTarget (\"MarineExp\",4)\n\t\tPLA5 I 10 A_Scream\n\t\tPLA5 J 10 A_NoBlocking\n\t\tPLA5 KLM 10\n\t\tPLA5 N -1\n\t\tStop\n\tXDeath:\n\t\tPLA5 O 5 A_GiveToTarget (\"MarineExp\",4)\n\t\tPLA5 P 5 A_XScream\n\t\tPLA5 Q 5 A_NoBlocking\n\t\tPLA5 RSTUV 5\n\t\tPLA5 W -1\n\t\tStop\n\tRaise:\n\t\tPLA5 MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR FMarineChaingun : FMarineFist replaces MarineChaingun\n{\n\tdropitem \"MChaingun\" 256\n\tSpeed 16\n\tAttackSound \"weapons/pistol\"\n\tmeleesound \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA4 A 4 A_Look\n\t\tPLA4 A 4 A_Look\n\t\tPLA4 A 4 A_Look\n\t\tPLA4 A 4 A_Look\n\t\tLoop\n\tIdle:\n\t\tPLA4 A 4 A_Look\n\t\tPLA4 A 4 A_Look\n\t\tPLA4 A 4 A_Look\n\t\tPLA4 A 4 A_Look\n\t\tLoop\n\tPain:\n\t\tPLA4 G 4\n\t\tPLA4 G 4 A_Pain\n\t\tGoto See\n\tSee:\n\t\tPLA4 ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA4 E 2 A_FaceTarget\n\t\tPLA4 F 2 BRIGHT A_CustomBulletAttack (7.2, 2.4, 1, 6, \"FBulletPuff\")\n\t\tPLA4 E 2 A_FaceTarget\n\t\tPLA4 F 2 BRIGHT A_CustomBulletAttack (7.2, 2.4, 1, 6, \"FBulletPuff\")\n\t\tPLA4 E 2 A_FaceTarget\n\t\tPLA4 E 0 A_M_Refire\n\tGoto Missile+1\n\t\tPLA4 A 5\n\t\tGoto See\n\tMelee:\n\t\tStop\n\tDeath:\n\t\tPLA4 H 10 A_GiveToTarget (\"MarineExp\",4)\n\t\tPLA4 I 10 A_Scream\n\t\tPLA4 J 10 A_NoBlocking\n\t\tPLA4 KLM 10\n\t\tPLA4 N -1\n\t\tStop\n\tXDeath:\n\t\tPLAY O 5 A_GiveToTarget (\"MarineExp\",4)\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tRaise:\n\t\tPLA4 MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR FMarineRocket : FMarineFist replaces MarineRocket\n{\n\tSpeed 16\n\tMissileType PCybRocket\n\tmeleesound \"none\"\n\tdropitem \"MRocketlauncher\" 256\n\tStates\n\t{\n\tSpawn:\n\t\tPLAR A 4 A_Look\n\t\tPLAR A 4 A_Look\n\t\tPLAR A 4 A_Look\n\t\tPLAR A 4 A_Look\n\t\tLoop\n\tIdle:\n\t\tPLAR A 4 A_Look\n\t\tPLAR A 4 A_Look\n\t\tPLAR A 4 A_Look\n\t\tPLAR A 4 A_Look\n\t\tLoop\n\tPain:\n\t\tPLAR G 4\n\t\tPLAR G 4 A_Pain\n\t\tGoto See\n\tSee:\n\t\tPLAR ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLAR E 0 A_JumpIfCloser (90,\"See\")\n\t\tPLAR E 8\n\t\tPLAR F 6 BRIGHT A_MissileAttack\n\t\tPLAR A 6\n\t\tPLAR A 0 A_Jump (100, 1)\n\t\tGoto Missile\n\t\tPLAR A 0\n\t\tGoto See\n\tMelee:\n\t\tStop\n\tDeath:\n\t\tPLAR H 10 A_GiveToTarget (\"MarineExp\",6)\n\t\tPLAR I 10 A_Scream\n\t\tPLAR J 10 A_NoBlocking\n\t\tPLAR KLM 10\n\t\tPLAR N -1\n\t\tStop\n\tXDeath:\n\t\tPLAR O 5 A_GiveToTarget (\"MarineExp\",6)\n\t\tPLAR P 5 A_XScream\n\t\tPLAR Q 5 A_NoBlocking\n\t\tPLAR RSTUV 5\n\t\tPLAR W -1\n\t\tStop\n\tRaise:\n\t\tPLAR MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR FMarinePlasma : FMarineFist replaces MarinePlasma\n{\n\tSpeed 16\n\tMissileType FPlasmaBall\n\tdropitem \"MPlasmaRifle\" 256\n\tmeleesound \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA6 A 4 A_Look\n\t\tPLA6 A 4 A_Look\n\t\tPLA6 A 4 A_Look\n\t\tPLA6 A 4 A_Look\n\t\tLoop\n\tIdle:\n\t\tPLA6 A 4 A_Look\n\t\tPLA6 A 4 A_Look\n\t\tPLA6 A 4 A_Look\n\t\tPLA6 A 4 A_Look\n\t\tLoop\n\tPain:\n\t\tPLA6 G 4\n\t\tPLA6 G 4 A_Pain\n\t\tGoto See\n\tSee:\n\t\tPLA6 ABCD 3 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA6 E 2 A_FaceTarget\n\t\tPLA6 F 3 BRIGHT A_MissileAttack\n\t\tPLA6 E 0 A_M_Refire\n\tGoto Missile\n\t\tPLA6 A 20\n\t\tGoto See\n\tMelee:\n\t\tStop\n\tDeath:\n\t\tPLA6 H 10 A_GiveToTarget (\"MarineExp\",6)\n\t\tPLA6 I 10 A_Scream\n\t\tPLA6 J 10 A_NoBlocking\n\t\tPLA6 KLM 10\n\t\tPLA6 N -1\n\t\tStop\n\tXDeath:\n\t\tPLAY O 5 A_GiveToTarget (\"MarineExp\",6)\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tRaise:\n\t\tPLA6 MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR FPlasmaBall : PlasmaBall\n{\n}\n\nACTOR FMarineBFG : FMarineFist replaces MarineBFG\n{\n\tdropitem \"MBFG9000\" 256\n\tSpeed 12\n\tmeleesound \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tPLA7 A 4 A_Look\n\t\tPLA7 A 4 A_Look\n\t\tPLA7 A 4 A_Look\n\t\tPLA7 A 4 A_Look\n\t\tLoop\n\tIdle:\n\t\tPLA7 A 4 A_Look\n\t\tPLA7 A 4 A_Look\n\t\tPLA7 A 4 A_Look\n\t\tPLA7 A 4 A_Look\n\t\tLoop\n\tPain:\n\t\tPLA7 G 4\n\t\tPLA7 G 4 A_Pain\n\t\tGoto See\n\tSee:\n\t\tPLA7 ABCD 4 A_Chase\n\t\tLoop\n\tMissile:\n\t\tPLA7 E 5 A_M_BFGSound\n\t\tPLA7 EEEEE 5 A_FaceTarget\n\t\tPLA7 F 6 A_M_FireBFG\n\t\tPLA7 A 6 A_FaceTarget\n\t\tPLA7 A 0 A_M_Refire\n\t\tLoop\n\t\tPLAY A 0\n\t\tGoto See\n\tMelee:\n\t\tStop\n\tDeath:\n\t\tPLA7 H 10 A_GiveToTarget (\"MarineExp\",9)\n\t\tPLA7 I 10 A_Scream\n\t\tPLA7 J 10 A_NoBlocking\n\t\tPLA7 KLM 10\n\t\tPLA7 N -1\n\t\tStop\n\tXDeath:\n\t\tPLA7 O 5 A_GiveToTarget (\"MarineExp\",9)\n\t\tPLA7 P 5 A_XScream\n\t\tPLA7 Q 5 A_NoBlocking\n\t\tPLA7 RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tRaise:\n\t\tPLA7 MLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR FBFGBall : BFGBall replaces BFGBall\n{\n\tStates\n\t{\n\tDeath:\n\t\tBFE1 AB 8 BRIGHT\n\t\tBFE1 C 8 BRIGHT A_BFGSpray(\"FBFGExtra\")\n\t\tBFE1 DEF 8 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR FBFGExtra : BFGExtra\n{\n}\n\nACTOR FMarineRailgun : FMarinePlasma replaces MarineRailgun { }"
},
{
"source": "pk3",
"name": "Things/Monsters/HellKnight.txt",
"contents": "ACTOR MHellKnight : HellKnight\n{\n Health 500\n Radius 24\n Height 64\n Mass 1000\n Speed 8\n BloodColor \"darkgreen\"\n DamageFactor \"KnightDamage\", 0\n States\n {\n Spawn:\n BOS2 A 10 A_Look\n\tBOS2 B 10\n Loop\n See:\n BOS2 AABBCCDD 3 A_Chase\n\tLoop\n Death:\n BOS2 I 8 A_GiveToTarget (\"MarineExp\",5)\n BOS2 J 8 A_Scream\n BOS2 K 8\n BOS2 L 8 A_NoBlocking\n BOS2 MN 8\n BOS2 O -1 A_BossDeath\n Stop\n }\n}\n\nACTOR MBaronBall : BaronBall replaces BaronBall\n{\n DamageType \"KnightDamage\"\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/LostSoul.txt",
"contents": "ACTOR MLostSoul : LostSoul replaces LostSoul\n{\n Health 100\n Radius 16\n Height 56\n Mass 50\n Speed 8\n Damage 3\n States\n {\n Spawn:\n SKUL A 10 BRIGHT A_Look\n\tSKUL B 10 BRIGHT\n\tLoop\n See:\n SKUL AB 6 BRIGHT A_Chase\n\tLoop\n Death:\n SKUL F 6 BRIGHT A_GiveToTarget (\"MarineExp\",2)\n SKUL G 6 BRIGHT A_Scream\n SKUL H 6 BRIGHT\n SKUL I 6 BRIGHT A_NoBlocking\n SKUL J 6\n SKUL K 6\n Stop\n\t}\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/PainElemental.txt",
"contents": "ACTOR MPainElemental : PainElemental replaces PainElemental\n{\n Health 400\n Radius 31\n Height 56\n Mass 400\n Speed 8\n States\n {\n Spawn:\n PAIN A 5 A_Look\n PAIN A 5\n Loop\n See:\n PAIN AABBCC 3 A_Chase\n\tLoop\n Death:\n PAIN H 8 BRIGHT A_GiveToTarget (\"MarineExp\",5)\n PAIN I 8 BRIGHT A_Scream\n PAIN JK 8 BRIGHT\n PAIN L 8 BRIGHT A_PainDie // See LostSoul\n PAIN M 8 BRIGHT\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/Revenant.txt",
"contents": "ACTOR MRevenant : Revenant replaces Revenant\n{\n\tDamageFactor \"SkelDamage\", 0\n\tHealth 300\n\tHeight 56\n\tMass 500\n\tRadius 20\n// TODO Really?\n\tScale 0.85\n\tSpeed 10\n\tStates\n\t{\n\tSpawn:\n\t\tSKEL A 10 A_Look\n\t\tSKEL B 10\n\t\tLoop\n\tSee:\n\t\tSKEL AABBCCDDEEFF 2 A_Chase\n\t\tLoop\n\tMissile:\n\t\tSKEL J 0 BRIGHT A_FaceTarget\n\t\tSKEL J 10 BRIGHT A_FaceTarget\n\t\tTNT1 A 0 A_JUMP(76,\"Tracer\")\n\t\tSKEL K 10 A_CustomMissile(\"RevMissile\",58)\n\t\tGoto See\n\tTracer:\n\t\tSKEL K 10 A_SkelMissile\n\t\tSKEL K 10 A_FaceTarget\n\t\tGoto See\n\tDeath:\n\t\tSKEL A 0 A_GiveToTarget (\"MarineExp\",4)\n\t\tSKEL LM 7\n\t\tSKEL N 7 A_Scream\n\t\tSKEL O 7 A_NoBlocking\n\t\tSKEL P 7\n\t\tSKEL Q -1\n\t\tStop\n\t}\n}\n\nACTOR RevMissile\n{\n\tDamage 11\n\tDamageType \"SkelDamage\"\n\tDeathSound \"skeleton/tracex\"\n\tHeight 8\n\tPROJECTILE\n\tRadius 12\n\tRenderStyle \"Add\"\n\tScale 1\n\tSeeSound \"skeleton/attack\"\n\tSpeed 16\n\tStates\n\t{\n\tSpawn:\n\t\tFATB AB 2 BRIGHT\n\t\tFATB A 0 A_SpawnItem(\"TracerSmoke\",0)\n\t\tLoop\n\tDeath:\n\t\tFBXP A 8 BRIGHT\n\t\tFBXP B 6 BRIGHT\n\t\tFBXP C 4 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR MRevenantTracer : RevenantTracer replaces RevenantTracer\n{\n DamageType \"SkelDamage\"\n}\n\n// Projectile \"Fx\"\n\nACTOR TracerSmoke\n{\n RenderStyle \"Translucent\"\n Alpha 0.5\n +NOBLOCKMAP\n +NOGRAVITY\n States\n {\n Spawn:\n PUFF BCBCD 3\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Things/Monsters/ShotGunGuy.txt",
"contents": "ACTOR MShotgunGuy : ShotGunGuy\n{\n Health 30\n Radius 20\n Height 56\n Mass 100\n Speed 8\n States\n {\n Spawn:\n SPOS A 10 A_Look\n SPOS B 10\n Loop\n See:\n SPOS AABBCCDD 3 A_Chase\n Loop\n Missile:\n SPOS E 10 A_FaceTarget\n SPOS E 10\n SPOS E 0 A_Jump(64, \"Missile\")\n Goto See\n Death:\n SPOS H 5 A_GiveToTarget (\"MarineExp\",2)\n SPOS I 5 A_Scream\n SPOS J 5 A_NoBlocking\n SPOS K 5\n SPOS L -1\n Stop\n XDeath:\n SPOS M 5 A_GiveToTarget (\"MarineExp\",2)\n SPOS N 5 A_XScream\n SPOS O 5 A_NoBlocking\n SPOS PQRST 5\n SPOS U -1\n Stop\n }\n}\n\nACTOR MSuperShotgunGuy replaces SuperShotgunGuy\n{\n\tHealth 100\n\tRadius 20\n\tHeight 56\n\tScale 1\n\tSpeed 8\n\tPainChance 170\n\tMonster\n\tTranslation \"112:127=16:47\"\n\t+FloorClip\n\tSeeSound \"SSGUNER/sight\"\n\tAttackSound \"SSGUNER/SSG\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"SSGUNER/death\"\n\tActiveSound \"SSGUNER/idle\"\n\tObituary \"%o was blown open by a Super Shotgunner!\"\n\tdropitem \"Mshell\" 256\n\tdropitem \"MSuperShotgun\" 256\n\tDecal BulletChip\n\tStates\n\t{\n\tSpawn:\n\t\tGPOS A 10 A_Look\n\t\tGPOS B 10\n\t\tLoop\n\tSee:\n\t\tGPOS AABBCCDD 4 A_Chase\n\t Loop\n\tMissile:\n\t\tGPOS E 10 A_FaceTarget\n\t\tGPOS E 35 A_ChangeFlag(\"NoPain\", 1)\n\t\tGPOS E 0 A_ChangeFlag(\"NoPain\", 0)\n\t\tGoto See\n\tPain:\n\t\tGPOS G 3\n\t\tGPOS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tGPOS H 8 A_GiveToTarget (\"MarineExp\",5)\n\t\tGPOS I 8 A_Scream\n\t\tGPOS J 8 A_NoBlocking\n\t\tGPOS K 8\n\t\tGPOS L 8\n\t\tGPOS M 8\n\t\tGPOS N -1\n\t\tStop\n\tXDeath:\n\t\tGPOS O 5 A_GiveToTarget (\"MarineExp\",5)\n\t\tGPOS P 5 A_XScream\n\t\tGPOS Q 5 A_NoBlocking\n\t\tGPOS RS 5\n\t\tGPOS T -1\n\t\tStop\n\tRaise:\n\t\tGPOS NMLKJIH 5\n\t\tGoto See\n\t}\n}\n\nACTOR MAssaultShotgunGuy\n{\n Health 70\n Radius 20\n Height 56\n Speed 8\n PainChance 170\n Monster\n +FLOORCLIP\n SeeSound \"shotguy/sight\"\n AttackSound \"weapons/Ashotgun/fire\"\n PainSound \"shotguy/pain\"\n DeathSound \"shotguy/death\"\n ActiveSound \"shotguy/active\"\n Obituary \"%o got peppered by an Assault Shotgunner!\"\n DropItem \"MShell\" 256\n DropItem \"MShotgun\" 256\n Decal BulletChip\n States\n {\n Spawn:\n ASGZ AB 10 A_Look\n Loop\n See:\n ASGZ AABBCCDD 3 A_Chase\n Loop\n Missile:\n ASGZ E 0 A_Jump (96, 2)\n ASGZ E 0 A_JumpIfCloser (128,\"Missile2\")\n ASGZ E 0 A_Jump (96, \"Missile2\")\n ASGZ E 8 A_FaceTarget\n ASGZ E 0 A_ChangeFlag(\"NoPain\", 1)\n ASGZ E 4 A_PlaySoundEx(\"weapons/Ashotgun/cock/back\", \"body\")\n ASGZ A 6\n ASGZ E 2 A_PlaySoundEx(\"weapons/Ashotgun/cock/forward\", \"body\")\n ASGZ E 0 A_ChangeFlag(\"NoPain\", 0)\n ASGZ E 0 A_Jump (64, \"Missile\")\n Goto See\n Missile2:\n ASGZ E 8 A_FaceTarget\n ASGZ E 4\n ASGZ E 0 A_ChangeFlag(\"NoPain\", 1)\n ASGZ E 4 A_PlaySoundEx(\"weapons/Ashotgun/cock/back\", \"body\")\n ASGZ A 6\n ASGZ E 6 A_PlaySoundEx(\"weapons/Ashotgun/cock/forward\", \"body\")\n ASGZ E 4 A_PlaySoundEx(\"weapons/Ashotgun/cock/back\", \"body\")\n ASGZ A 6\n ASGZ E 2 A_PlaySoundEx(\"weapons/Ashotgun/cock/forward\", \"body\")\n ASGZ E 0 A_ChangeFlag(\"NoPain\", 0)\n ASGZ E 0 A_Jump (64, \"Missile\")\n Goto See\n Pain:\n ASGZ G 3\n ASGZ G 3 A_Pain\n Goto See\n Death:\n ASGZ H 5 A_GiveToTarget (\"MarineExp\",4)\n ASGZ I 5 A_Scream\n ASGZ J 5 A_Fall\n ASGZ KLM 5\n ASGZ N -1\n Stop\n XDeath:\n ASGZ O 5 A_GiveToTarget (\"MarineExp\",4)\n ASGZ P 5 A_XScream\n ASGZ Q 5 A_Fall\n ASGZ RSTUV 5\n ASGZ W -1\n Stop\n Raise:\n ASGZ NMLKJIH 5\n Goto See\n }\n}"
}
]
},
"maps": []
}