masterofdoom_w32-hotfix4.pk3

PK3 8.4 MiB 0 map(s)

Counts

endoom0
graphics2
lumps3127
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "sha1": "507713ceea1497ce4ab52ddf74a72a6285bfefa8",
    "sha256": "a395e68dba9e1da5fb2d7dfb72bb197925daa95870485cf73d1cb2feb0c633bd",
    "filenames": [
      "masterofdoom_w32-hotfix4.pk3"
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    "additional": {
      "engines": [
        "ZDOOM"
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      "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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      "locked": false,
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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,
        "palettes": 0
      },
      "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": []
}

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