Counts

endoom0
graphics1
lumps3072
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "02b34e36-6c24-4fe8-9693-27083d8f76e5",
    "sha1": "4954548d6332a26424aa4aa9dc4133359b9a2317",
    "sha256": "6a24ad91501e8f91e2a8bffdf9103b21aedef93e5d1b18cdde3986a1fff60a14",
    "filenames": [
      "zh-b28-hotb-final-r2.edited2.4.4.2skinsmode.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2022/03/22 08:58:11",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2022/03/22 08:58:11",
    "file": {
      "type": "PK3",
      "size": 108795613,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4954548d6332a26424aa4aa9dc4133359b9a2317/4954548d6332a26424aa4aa9dc4133359b9a2317.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 1,
        "lumps": 3072,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "#Include \"Actors/AMMO.txt\"\n#Include \"Actors/EFFECTS.txt\"\n#Include \"Actors/INVENTORY.txt\"\n#Include \"Actors/PLAYER.txt\"\n#Include \"Actors/POWERUP.txt\"\n#Include \"Actors/SPECIAL.txt\"\n#Include \"Actors/WEAPON.txt\"\n#Include \"Actors/WEAPON2.txt\"\n#Include \"Actors/CORNSTUFF.txt\""
      },
      {
        "source": "pk3",
        "name": "DEHACKED.txt",
        "contents": "[STRINGS]\n\nOB_FRIENDLY1 = %k has put a bagel out of his job.\nOB_FRIENDLY2 = %k broke a bagel's balloon knot.\nOB_FRIENDLY3 = %k toppled a bagel.\nOB_FRIENDLY4 = %k released bagel gas.\nOB_KILLEDSELF = %o made itself pop.\nOB_SUICIDE = %o lost a Russian Roulette game.\nOB_DEFAULT = %o kicked the bucket.\nOB_FALLING = %o forgot his parachute.\nOB_WATER = %o is now sleeping with the fishes.\nOB_LAVA = %o turned into crispy mass."
      },
      {
        "source": "pk3",
        "name": "FONTDEFS.txt",
        "contents": "//For Human and Bagel Counter\nD2Font\n{\n 1 D2CFN001\n 2 D2CFN002\n 3 D2CFN003\n 4 D2CFN004\n 5 D2CFN005\n 6 D2CFN006\n 7 D2CFN007\n 8 D2CFN008\n 9 D2CFN009\n 0 D2CFN010\n}\n\nSMALLFONTBH\n{\n ^ BHCFN031\n # BHCFN032\n = BHCFN033\n @ BHCFN034\n [ BHCFN035\n ] BHCFN036\n % BHCFN037\n ! BHCFN038\n ' BHCFN039\n ( BHCFN040\n ) BHCFN041\n * BHCFN042\n + BHCFN043\n , BHCFN044\n - BHCFN045\n . BHCFN046\n / BHCFN047\n 0 BHCFN048\n 1 BHCFN049\n 2 BHCFN050\n 3 BHCFN051\n 4 BHCFN052\n 5 BHCFN053\n 6 BHCFN054\n 7 BHCFN055\n 8 BHCFN056\n 9 BHCFN057\n : BHCFN058\n ? BHCFN063\n > BHCFN062\n < BHCFN060\n A BHCFN065\n B BHCFN066\n C BHCFN067\n D BHCFN068\n E BHCFN069\n F BHCFN070\n G BHCFN071\n H BHCFN072\n I BHCFN073\n J BHCFN074\n K BHCFN075\n L BHCFN076\n M BHCFN077\n N BHCFN078\n O BHCFN079\n P BHCFN080\n Q BHCFN081\n R BHCFN082\n S BHCFN083\n T BHCFN084\n U BHCFN085\n V BHCFN086\n W BHCFN087\n X BHCFN088\n Y BHCFN089\n Z BHCFN090\n \\ BHCFN092\n _ BHCFN095\n \" \" BHCFN096\n $ BHCFN097\n}\n\nBIGFONTBH\n{\n ^ B3CFN031\n # B3CFN032\n = B3CFN033\n @ B3CFN034\n [ B3CFN035\n ] B3CFN036\n % B3CFN037\n ! B3CFN038\n ' B3CFN039\n ( B3CFN040\n ) B3CFN041\n * B3CFN042\n + B3CFN043\n , B3CFN044\n - B3CFN045\n . B3CFN046\n / B3CFN047\n 0 B3CFN048\n 1 B3CFN049\n 2 B3CFN050\n 3 B3CFN051\n 4 B3CFN052\n 5 B3CFN053\n 6 B3CFN054\n 7 B3CFN055\n 8 B3CFN056\n 9 B3CFN057\n : B3CFN058\n ? B3CFN063\n > B3CFN062\n < B3CFN060\n A B3CFN065\n B B3CFN066\n C B3CFN067\n D B3CFN068\n E B3CFN069\n F B3CFN070\n G B3CFN071\n H B3CFN072\n I B3CFN073\n J B3CFN074\n K B3CFN075\n L B3CFN076\n M B3CFN077\n N B3CFN078\n O B3CFN079\n P B3CFN080\n Q B3CFN081\n R B3CFN082\n S B3CFN083\n T B3CFN084\n U B3CFN085\n V B3CFN086\n W B3CFN087\n X B3CFN088\n Y B3CFN089\n Z B3CFN090\n \\ B3CFN092\n _ B3CFN095\n \" \" B3CFN096\n $ B3CFN097\n}"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "pointlight PulseGlow\n{\n color 0 25 255\n size 50\n offset 0 0 0\n}\n\npointlight CoilGlow\n{\n color 255 150 0\n size 30\n offset 0 0 0\n}\n\nobject Pulse\n{\n frame TRACA {light PulseGlow}\n frame TRACB {light PulseGlow}\n frame TRACC {light PulseGlow}\n frame TRACD {light PulseGlow}\n frame TRACE {light PulseGlow}\n}\n\nobject Pulse2\n{\n frame TRACA {light PulseGlow}\n frame TRACB {light PulseGlow}\n frame TRACC {light PulseGlow}\n frame TRACD {light PulseGlow}\n frame TRACE {light PulseGlow}\n}\n\nobject Pulse3\n{\n frame TRACA {light PulseGlow}\n frame TRACB {light PulseGlow}\n frame TRACC {light PulseGlow}\n frame TRACD {light PulseGlow}\n frame TRACE {light PulseGlow}\n}\n\nobject Pulse4\n{\n frame TRACA {light PulseGlow}\n frame TRACB {light PulseGlow}\n frame TRACC {light PulseGlow}\n frame TRACD {light PulseGlow}\n frame TRACE {light PulseGlow}\n}\n\nobject ItemSparksBH\n{\n frame TRACA {light PulseGlow}\n frame TRACB {light PulseGlow}\n frame TRACC {light PulseGlow}\n frame TRACD {light PulseGlow}\n frame TRACE {light PulseGlow}\n}\n\nobject CoilShell\n{\n frame VUSHA {light CoilGlow}\n frame MISLB {light CoilGlow}\n frame MISLC {light CoilGlow}\n frame MISLD {light CoilGlow}\n frame MISLE {light CoilGlow}\n frame MISLF {light CoilGlow}\n}\n\npointlight ZGlow\n{\nColor 1.0 0.3 0.0\n size 50\n offset 0 0 0\n}\n\nobject ZItemSparks\n{\n frame ZRACA {light ZGlow}\n frame ZRACB {light ZGlow}\n frame ZRACC {light ZGlow}\n frame ZRACD {light ZGlow}\n frame ZRACE {light ZGlow}\n}"
      },
      {
        "source": "pk3",
        "name": "LOADACS.txt",
        "contents": "BEETUS\nBEETUS2\nRADIO"
      },
      {
        "source": "pk3",
        "name": "MODINFO.txt",
        "contents": "// ================================================\n// HORDE OF THE BAGELS: Resurgence (Final Version)\n// ================================================\n//\n// *Add-on project by Beetus and Fused for XSNake's\n//  Zombie Horde Beta28*\n//\n// credit to:\n//\n// Server hosting opportunities                                                       - MiFU\n// Patching/Resources support (BH_HWIN.png and BH_ZWIN.png), Voices and Bug Fixes     - Fused\n// Bagel Radio Marine Sprites and Music (Bagelmix.ogg)                                - Walkerrr\n// Bug testing                                                                        - Diipy/Phantasm and Par9000\n// Expoit removal assistance                                                          - Watermelon\n// Sound suggestions (RQ.ogg)                                                         - LordHaze\n// Complex Doom QuadShotgun sprites suggestion                                        - NourPrince (And credit to the one who created this weapon)\n// Mod Hosting                                                                        - BlueIon\n// Speed weapon selection and droppable radio Suggestions                             - Carparthia\n//\n// -General Note-\n//\n// This update has been long overdue and should of been released at the end of 2015. This couldn't not accomplished as TSPG was unavailable for\n// hosting and I didn't realise this until later on. I thought my TSPG Britsteel account was compromised.\n//\n// Even if Fused has completely ceased support, some of ideas/contributions of his remain implemented while others have been overhauled.\n//\n// This is the long-waited final version and as a last attempt to balance the game or at least bring it closer to balance.\n//\n// I have done my best to take suggestions on board and fix any problems, but I may not be able to appease all criticism.\n//\n// -Installation Instructions-\n//\n// This add-on file should be placed directly after zh-beta28. Any HUD fix files should NOT be included as this will screw up the new\n// SBARINFO HUD I've made. The ACS HUD in previous versions was a mistake on my part and is removed. The skulltag file should be placed\n// at the top as it provides some resources. The RQ file is optional although it will say \"A Zombie has left the game\" instead of \"Bagel\"\n// The latest mappack and testpack files should be included.\n//\n//\n// -Updates for Final Version-\n// ===========================\n//\n//  *The old custom Font (BHFONT) restored in all HUD messages.\n//\n//  *The time to switch from one weapon to the next is cut by half (A_Raise and A_Lower for each weapon edited for this purpose).\n//\n//  *The ACS HUD is completely scrapped and a new SBARINFO HUD is inserted into place. Also includes positive buff indicators and\n//   most inventory items to display. Energy drinks, Holy Crosses, Fire Crystals and Circulators won't be shown as these items are too\n//   uncommon.\n//\n//  *A Weapon Selector Bar is added at the bottom of the screen as part of the SBARINFO HUD. Players will now easily see what's the\n//   next weapon to select to while looking at the bar. The bar will also show what weapons are acquired and are selectable.\n//\n//  *Old Beetus crate sounds and the old Badger Radio song are restored.\n//\n//  *The 1 vs 1 versus and 1 vs 2+ has individual tracks. An extract of \"Beyond The Time - TM Network\" and \"Slave to the system\".\n//   respectively. The Human victory and Bagel victory have their own music tracks; Pinball Fantasy track and Mr Blobby song,\n//   respectively. A script that deals with these is clientside to reduce strain on server and on client side.\n//\n//  *Cobalt Bombs have been re-designed as the A_Explode line in Decorate has been removed thus no human players will be killed if\n//   standing below the blast. Players getting them out of a crate will still be thrusted but nearby human players will no\n//   longer be thrusted.\n//\n//  *Bazookas and GjallorhornMissiles have been re-designed as the radius has been increased meaning bagels will be hit more easily with\n//   these weapons. A_Explode in Actor Bazooka has been removed for the same reasons for the Cobalt Bomb.\n//\n//  *Weapons with depleted ammo will be removed until acquired again. This makes weapon cycling shorter. It took a while to apply this\n//   to Fire/Incendiary grenades but is achieved.\n//\n//  *GjallorhornMissiles is renamed to Tempest Launcher. As it had an ammo of 6 each firing 2 mini-rockets, it now has an ammo of 1 firing\n//   20 mini-rockets. It should significantly be more useful unlike before.\n//\n//  *Fusion Cannon has been redesigned into the Coil Gun and now does \"Hum\" damage to bagels.\n//   with an ammo meter like the pulse rifle but orange in colour instead. This weapon is like the stronger version of the Pulse Rifle.\n//   The reason for these changes is becuase of the A_Explode glitch calling fatal fall damage on human players below explosions. Why this\n//   happens boggles the mind. Well... at least my own.\n//\n//  *Utility Bagels will now wobble fast when using the Self-Heal as it was a static frame in older versions.\n//\n//  *All Bagels now have Melee Range of 1.0 except for the Donut which still has Melee Range of 2.0.\n//\n//  *New Bagel type added named KnightBagel. Has 3 golden potatoes that has a 20% speed reduction effect for 1 minute on human players\n//   when hit by them.\n//\n//  *Tag names added on each weapon including bagel weapons.\n//\n//  *The 3 radios (Not Including Doom Radio) are now droppable by using alt-fire. This couldn't be done from the \"drop weapon\" hotkey as\n//   Bagels could pick these radios up and the pickup state to filter that out won't work in weapon actors. Fake radio inventories are\n//   spawned when players drop the radio(s) allowing other human players to pick them up.\n//\n//  *Pop-up people randomly appears.  This doesn't do anything but is for amusement.\n//\n//  Updates from Fused\n//  ==================\n//  *Shotgun sprites frames F to L are all saw-offs unlike before.\n//  *Basket of bagels screen removed and is replaced by Fused's script 157 in Common.acs (3-frame slash effect).\n//  *Welcome, BagelWin and HumanWin sounds have been updated by Fused."
      },
      {
        "source": "pk3",
        "name": "SBARINFO.txt",
        "contents": "MonospaceFonts True, \"0\";\nInterpolateHealth False;\nCompleteBorder True;\nLowerHealthCap True;\nResolution 800,600;\n\nStatusBar FullScreen,ForceScaled\n{\n\tInInventory HumanMaker,1||ZombieMaker,1\n\t{\n\t\t// Base\n\t\tdrawbar \"HUDBAR\",\"HUDBAR\",Ammo PotatoAmmo,Horizontal,Reverse,1090,538;\n\t\tInInventory NOT ZombieMaker,1\n\t\t{\n\t\t //HUD Layout for Human players and weapon HUD slots\n\t\t DrawImage \"NEWHUD1\",0,400;\n\n\t\t //Test HUD multiple Overlays\n\t\t DrawImage \"PIP0\",150,545;\n\t\t DrawImage \"PIP0\",176,545;\n\t\t DrawImage \"PIP0\",202,545;\n\t\t DrawImage \"PIP0\",228,545;\n\t\t DrawImage \"PIP0\",254,545;\n\t\t DrawImage \"PIP0\",280,545;\n\t\t DrawImage \"PIP0\",306,545;\n\t\t DrawImage \"PIP0\",332,545;\n\t\t DrawImage \"PIP0\",358,545;\n\t\t DrawImage \"PIP0\",384,545;\n\t\t DrawImage \"PIP0\",410,545;\n\t\t DrawImage \"PIP0\",436,545;\n\t\t DrawImage \"PIP0\",462,545;\n\t\t DrawImage \"PIP0\",488,545;\n\t\t DrawImage \"PIP0\",514,545;\n\t\t DrawImage \"PIP0\",540,545;\n\t\t DrawImage \"PIP0\",566,545;\n\t\t DrawImage \"PIP0\",592,545;\n\t\t DrawImage \"PIP0\",150,575;\n\t\t DrawImage \"PIP0\",176,575;\n\t\t DrawImage \"PIP0\",202,575;\n\t\t DrawImage \"PIP0\",228,575;\n\t\t DrawImage \"PIP0\",254,575;\n\t\t DrawImage \"PIP0\",280,575;\n\t\t //Weapon Selector Human (Has but not Equipped) Blue pip for basic weapons, turquoise pip for bonus weapons\n\t\t InInventory Handgun,1                              {DrawImage \"H_WEP1\",150,545;}\n\t\t InInventory HuntingShotgun,1                       {DrawImage \"H_WEP2\",176,545;}\n\t\t InInventory DoubleShotgun,1                        {DrawImage \"H_WEP3\",202,545;}\n\t\t InInventory QuadShotgun,1                          {DrawImage \"H_WEP4\",202,545;}\n\t\t InInventory MachineGun,1                           {DrawImage \"H_WEP5\",228,545;}\n\t\t InInventory SniperRifle,1                          {DrawImage \"H_WEP6\",254,545;}\n\t\t InInventory Thompson,1                             {DrawImage \"H_WEP21\",280,545;}\n\t\t InInventory FireGrenade,1                          {DrawImage \"H_WEP7\",306,545;}\n\t\t InInventory IncendiaryGrenade,1                    {DrawImage \"H_WEP8\",332,545;}\n\t\t InInventory Jacksgun,1                             {DrawImage \"H_WEP9\",358,545;}\n\t\t InInventory BarbossasGun,1                         {DrawImage \"H_WEP10\",384,545;}\n\t\t InInventory BlackbeardsGun,1                       {DrawImage \"H_WEP11\",410,545;}\n\t\t InInventory Bazooka,1                              {DrawImage \"H_WEP12\",436,545;}\n\t\t InInventory TempestLauncher,1                      {DrawImage \"H_WEP13\",462,545;}\n\t\t InInventory PulseRifle,1                           {DrawImage \"H_WEP14\",488,545;}\n\t\t InInventory CoilGun,1                              {DrawImage \"H_WEP15\",514,545;}\n\t\t InInventory DoomRadio,1                            {DrawImage \"H_WEP16\",540,545;}\n\t\t InInventory PlagueDoctorRadio,1                    {DrawImage \"H_WEP17\",566,545;}\n\t\t InInventory BadgerRadio,1                          {DrawImage \"H_WEP18\",592,545;}\n\t\t InInventory BagelRadio,1                           {DrawImage \"H_WEP19\",150,575;}\n\t\t InInventory FusionCannon,1                         {DrawImage \"H_WEP15\",176,575;}\n\t\t InInventory Karasawa,1                             {DrawImage \"H_WEP20\",202,575;}\n\t\t InInventory NuclearMissileLauncher,1               {DrawImage \"H_WEP22\",228,575;}\n\t\t InInventory Yamato,1                               {DrawImage \"H_WEP22\",228,575;}\n\t\t InInventory Vindicator,1                           {DrawImage \"H_WEP23\",254,575;}\n\t\t InInventory TrueLegendaryBFG,1                     {DrawImage \"H_WEP23\",254,575;}\n\t\t InInventory PlanetCracker,1                        {DrawImage \"H_WEP23\",254,575;}\n\t\t InInventory LegendaryQuadShotgun,1                 {DrawImage \"H_WEP24\",280,575;}\n\t\t //Weapon Selector Human (Has and Equipped) Green box\n\t\t IsSelected \"Handgun\"                               {DrawImage \"PIP2\",150,541;}\n\t\t IsSelected \"HuntingShotgun\"                        {DrawImage \"PIP2\",176,541;}\n\t\t IsSelected \"DoubleShotgun\"                         {DrawImage \"PIP2\",202,541;}\n\t\t IsSelected \"QuadShotgun\"                           {DrawImage \"PIP2\",202,541;}\n\t\t IsSelected \"MachineGun\"                            {DrawImage \"PIP2\",228,541;}\n\t\t IsSelected \"SniperRifle\"                           {DrawImage \"PIP2\",254,541;}\n\t\t IsSelected \"Thompson\"                              {DrawImage \"PIP2\",280,541;}\n\t\t IsSelected \"FireGrenade\"                           {DrawImage \"PIP2\",306,541;}\n\t\t IsSelected \"IncendiaryGrenade\"                     {DrawImage \"PIP2\",332,541;}\n\t\t IsSelected \"Jacksgun\"                              {DrawImage \"PIP2\",358,541;}\n\t\t IsSelected \"BarbossasGun\"                          {DrawImage \"PIP2\",384,541;}\n\t\t IsSelected \"BlackbeardsGun\"                        {DrawImage \"PIP2\",410,541;}\n\t\t IsSelected \"Bazooka\"                               {DrawImage \"PIP2\",436,541;}\n\t\t IsSelected \"TempestLauncher\"                       {DrawImage \"PIP2\",462,541;}\n\t\t IsSelected \"PulseRifle\"                            {DrawImage \"PIP2\",488,541;}\n\t\t IsSelected \"CoilGun\"                               {DrawImage \"PIP2\",514,541;}\n\t\t IsSelected \"DoomRadio\"                             {DrawImage \"PIP2\",540,541;}\n\t\t IsSelected \"PlagueDoctorRadio\"                     {DrawImage \"PIP2\",566,541;}\n\t\t IsSelected \"BadgerRadio\"                           {DrawImage \"PIP2\",592,541;}\n\t\t IsSelected \"BagelRadio\"                            {DrawImage \"PIP2\",150,571;}\n\t\t IsSelected \"FusionCannon\"                          {DrawImage \"PIP2\",176,571;}\n\t\t IsSelected \"Karasawa\"                              {DrawImage \"PIP2\",202,571;}\n\t\t IsSelected \"NuclearMissileLauncher\"                {DrawImage \"PIP2\",228,571;}\n\t\t IsSelected \"Yamato\"                                {DrawImage \"PIP2\",228,571;}\n\t\t IsSelected \"Vindicator\"                            {DrawImage \"PIP2\",254,571;}\n\t\t IsSelected \"TrueLegendaryBFG\"                      {DrawImage \"PIP2\",254,571;}\n\t\t IsSelected \"PlanetCracker\"                         {DrawImage \"PIP2\",254,571;}\n\t\t IsSelected \"LegendaryQuadShotgun\"                  {DrawImage \"PIP2\",280,571;}\n\t\t //Human appearance HUD Display\n\t\t IsSelected \"BadgerRadio\"      {DrawImage Translatable \"BADGER\",32,455;DrawImage \"RADDROP\",715,521;} //Done\n\t\t IsSelected \"BagelRadio\"       {DrawImage Translatable \"BAGEL\",32,455;DrawImage \"RADDROP\",715,521;}  //Done\n\t\t IsSelected \"PlagueDoctorRadio\"{DrawImage Translatable \"BEETUS\",32,455;DrawImage \"RADDROP\",715,521;} //Done\n\n\t\t IsSelected NOT \"PlagueDoctorRadio\",\"BadgerRadio\"\n\t\t {\n\t\t  IsSelected NOT \"BagelRadio\"\n\t\t\t {\n\t\t\t  DrawImage Translatable \"HUD_PLH3\",32,455;\n\t\t\t }\n\t\t\t}\n\t\t}\n\t\tInInventory ZombieMaker, 1\n\t\t{\n\t\t DrawImage \"NEWHUD2\",0,400;\n\t\t //Bagel weapon selector boxes\n\t\t DrawImage \"PIP1\",283,564;\n\t\t DrawImage \"PIP1\",309,564;\n\t\t DrawImage \"PIP1\",335,564;\n\t\t DrawImage \"PIP1\",361,564;\n\t\t DrawImage \"PIP1\",387,564;\n\t\t DrawImage \"PIP1\",413,564;\n\t\t DrawImage \"PIP1\",439,564;\n\t\t DrawImage \"PIP1\",465,564;\n\t\t DrawImage \"PIP1\",491,564;\n\t\t DrawImage \"PIP1\",517,564;\n\t\t InInventory WorkerBagel_,1   {DrawImage \"B_WEP1\",283,564;}\n\t\t InInventory BattleBagel_,1   {DrawImage \"B_WEP1\",283,564;}\n\t\t InInventory Donut_,1         {DrawImage \"B_WEP1\",283,564;}\n\t\t InInventory UtilityBagel_,1  {DrawImage \"B_WEP1\",283,564;}\n\t\t InInventory KnightBagel_,1   {DrawImage \"B_WEP1\",283,564;}\n\t\t InInventory WarDonut_,1      {DrawImage \"B_WEP1\",283,564;}\n\t\t InInventory CinnamonBun_,1      {DrawImage \"B_WEP1\",283,564;}\n\t\t InInventory FragarachCannon,1{DrawImage \"B_WEP2\",309,564;}\n\t\t InInventory MegaPotato,1     {DrawImage \"B_WEP3\",335,564;}\n\t\t InInventory BagelSummonerInventory,1     {DrawImage \"B_WEP4\",361,564;}\n\t\t InInventory ApocalypsePotato,1     {DrawImage \"B_WEP5\",387,564;}\n\t\t InInventory LegendaryPotatoLauncherInventory,1     {DrawImage \"B_WEP6\",413,564;}\n\t\t InInventory TrueLegendaryPotatoStormInventory,1     {DrawImage \"B_WEP7\",439,564;}\n\t\t InInventory NemesisPotatoInventory,1     {DrawImage \"B_WEP8\",465,564;}\n\t\t InInventory VexedNemesisPotatoInventory,1     {DrawImage \"B_WEP9\",491,564;}\n\t\t InInventory HackroidPotatoInventory,1     {DrawImage \"B_WEP10\",517,564;}\n\t\t InInventory HasNuclearPotato,1 {DrawImage \"NPTAMO\",749,424; DrawNumber 2,HUDFONT_DOOM,Red,HasNuclearPotato,Alignment(Center),755,428; }\n\t\t IsSelected \"WorkerBagel_\"   {DrawImage \"PIP2\",283,560;}\n\t\t IsSelected \"BattleBagel_\"   {DrawImage \"PIP2\",283,560;}\n\t\t IsSelected \"Donut_\"         {DrawImage \"PIP2\",283,560;}\n\t\t IsSelected \"UtilityBagel_\"  {DrawImage \"PIP2\",283,560;}\n\t\t IsSelected \"KnightBagel_\"   {DrawImage \"PIP2\",283,560;}\n\t\t IsSelected \"WarDonut_\"      {DrawImage \"PIP2\",283,560;}\n\t\t IsSelected \"CinnamonBun_\"      {DrawImage \"PIP2\",283,560;}\n\t\t //\n\t\t IsSelected \"FragarachCannon_BattleBagel\"     {DrawImage \"PIP2\",309,560;}\n\t\t IsSelected \"FragarachCannon_WorkerBagel\"     {DrawImage \"PIP2\",309,560;}\n\t\t IsSelected \"FragarachCannon_Donut\"           {DrawImage \"PIP2\",309,560;}\n\t\t IsSelected \"FragarachCannon_UtilityBagel\"    {DrawImage \"PIP2\",309,560;}\n\t\t IsSelected \"FragarachCannon_WarDonut\"        {DrawImage \"PIP2\",309,560;}\n\t\t IsSelected \"FragarachCannon_KnightBagel\"     {DrawImage \"PIP2\",309,560;}\n\t\t IsSelected \"FragarachCannon_CinnamonBun\"     {DrawImage \"PIP2\",309,560;}\n\t\t //\n\t\t IsSelected \"MegaPotato_BattleBagel\"          {DrawImage \"PIP2\",335,560;}\n\t\t IsSelected \"MegaPotato_WorkerBagel\"          {DrawImage \"PIP2\",335,560;}\n\t\t IsSelected \"MegaPotato_Donut\"                {DrawImage \"PIP2\",335,560;}\n\t\t IsSelected \"MegaPotato_UtilityBagel\"         {DrawImage \"PIP2\",335,560;}\n\t\t IsSelected \"MegaPotato_WarDonut\"             {DrawImage \"PIP2\",335,560;}\n\t\t IsSelected \"MegaPotato_KnightBagel\"          {DrawImage \"PIP2\",335,560;}\n\t\t IsSelected \"MegaPotato_CinnamonBun\"          {DrawImage \"PIP2\",335,560;}\n\t\t //\n\t\t IsSelected \"BagelSummoner_BattleBagel\"          {DrawImage \"PIP2\",361,560;}\n\t\t IsSelected \"BagelSummoner_WorkerBagel\"          {DrawImage \"PIP2\",361,560;}\n\t\t IsSelected \"BagelSummoner_Donut\"                {DrawImage \"PIP2\",361,560;}\n\t\t IsSelected \"BagelSummoner_UtilityBagel\"         {DrawImage \"PIP2\",361,560;}\n\t\t IsSelected \"BagelSummoner_WarDonut\"             {DrawImage \"PIP2\",361,560;}\n\t\t IsSelected \"BagelSummoner_KnightBagel\"          {DrawImage \"PIP2\",361,560;}\n\t\t IsSelected \"BagelSummoner_CinnamonBun\"          {DrawImage \"PIP2\",361,560;}\n\t\t //\n\t\t IsSelected \"ApocalypsePotato_BattleBagel\"          {DrawImage \"PIP2\",387,560;}\n\t\t IsSelected \"ApocalypsePotato_WorkerBagel\"          {DrawImage \"PIP2\",387,560;}\n\t\t IsSelected \"ApocalypsePotato_Donut\"                {DrawImage \"PIP2\",387,560;}\n\t\t IsSelected \"ApocalypsePotato_UtilityBagel\"         {DrawImage \"PIP2\",387,560;}\n\t\t IsSelected \"ApocalypsePotato_WarDonut\"             {DrawImage \"PIP2\",387,560;}\n\t\t IsSelected \"ApocalypsePotato_KnightBagel\"          {DrawImage \"PIP2\",387,560;}\n\t\t IsSelected \"ApocalypsePotato_CinnamonBun\"          {DrawImage \"PIP2\",387,560;}\n\t\t //\n\t\t IsSelected \"LegendaryPotatoLauncher_BattleBagel\"          {DrawImage \"PIP2\",413,560;}\n\t\t IsSelected \"LegendaryPotatoLauncher_WorkerBagel\"          {DrawImage \"PIP2\",413,560;}\n\t\t IsSelected \"LegendaryPotatoLauncher_Donut\"                {DrawImage \"PIP2\",413,560;}\n\t\t IsSelected \"LegendaryPotatoLauncher_UtilityBagel\"         {DrawImage \"PIP2\",413,560;}\n\t\t IsSelected \"LegendaryPotatoLauncher_WarDonut\"             {DrawImage \"PIP2\",413,560;}\n\t\t IsSelected \"LegendaryPotatoLauncher_KnightBagel\"          {DrawImage \"PIP2\",413,560;}\n\t\t IsSelected \"LegendaryPotatoLauncher_CinnamonBun\"          {DrawImage \"PIP2\",413,560;}\n\t\t //\n\t\t IsSelected \"TrueLegendaryPotatoStorm_BattleBagel\"          {DrawImage \"PIP2\",439,560;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_WorkerBagel\"          {DrawImage \"PIP2\",439,560;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_Donut\"                {DrawImage \"PIP2\",439,560;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_UtilityBagel\"         {DrawImage \"PIP2\",439,560;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_WarDonut\"             {DrawImage \"PIP2\",439,560;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_KnightBagel\"          {DrawImage \"PIP2\",439,560;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_CinnamonBun\"          {DrawImage \"PIP2\",439,560;}\n\t\t //\n\t\t IsSelected \"NemesisPotato_BattleBagel\"          {DrawImage \"PIP2\",465,560;}\n\t\t IsSelected \"NemesisPotato_WorkerBagel\"          {DrawImage \"PIP2\",465,560;}\n\t\t IsSelected \"NemesisPotato_Donut\"                {DrawImage \"PIP2\",465,560;}\n\t\t IsSelected \"NemesisPotato_UtilityBagel\"         {DrawImage \"PIP2\",465,560;}\n\t\t IsSelected \"NemesisPotato_WarDonut\"             {DrawImage \"PIP2\",465,560;}\n\t\t IsSelected \"NemesisPotato_KnightBagel\"          {DrawImage \"PIP2\",465,560;}\n\t\t IsSelected \"NemesisPotato_CinnamonBun\"          {DrawImage \"PIP2\",465,560;}\n\t\t //\n\t\t IsSelected \"VexedNemesisPotato_BattleBagel\"          {DrawImage \"PIP2\",491,560;}\n\t\t IsSelected \"VexedNemesisPotato_WorkerBagel\"          {DrawImage \"PIP2\",491,560;}\n\t\t IsSelected \"VexedNemesisPotato_Donut\"                {DrawImage \"PIP2\",491,560;}\n\t\t IsSelected \"VexedNemesisPotato_UtilityBagel\"         {DrawImage \"PIP2\",491,560;}\n\t\t IsSelected \"VexedNemesisPotato_WarDonut\"             {DrawImage \"PIP2\",491,560;}\n\t\t IsSelected \"VexedNemesisPotato_KnightBagel\"          {DrawImage \"PIP2\",491,560;}\n\t\t IsSelected \"VexedNemesisPotato_CinnamonBun\"          {DrawImage \"PIP2\",491,560;}\n\t\t //\n\t\t IsSelected \"HackroidPotato_BattleBagel\"          {DrawImage \"PIP2\",517,560;}\n\t\t IsSelected \"HackroidPotato_WorkerBagel\"          {DrawImage \"PIP2\",517,560;}\n\t\t IsSelected \"HackroidPotato_Donut\"                {DrawImage \"PIP2\",517,560;}\n\t\t IsSelected \"HackroidPotato_UtilityBagel\"         {DrawImage \"PIP2\",517,560;}\n\t\t IsSelected \"HackroidPotato_WarDonut\"             {DrawImage \"PIP2\",517,560;}\n\t\t IsSelected \"HackroidPotato_KnightBagel\"          {DrawImage \"PIP2\",517,560;}\n\t\t IsSelected \"HackroidPotato_CinnamonBun\"          {DrawImage \"PIP2\",517,560;}\n\n\t\t //Bagel appearance HUD Display\n\t\t IsSelected \"WorkerBagel_\"   {DrawImage Translatable \"BAGEL1\",32,455;}\n\t\t IsSelected \"BattleBagel_\"   {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t IsSelected \"Donut_\"         {DrawImage Translatable \"DONUT1\",32,455;}\n\t\t IsSelected \"UtilityBagel_\"  {DrawImage Translatable \"BAGEL3\",32,455;}\n\t\t IsSelected \"KnightBagel_\"   {DrawImage Translatable \"BAGEL4\",32,455;}\n\t\t IsSelected \"WarDonut_\"      {DrawImage Translatable \"DONUT2\",32,455;}\n\t\t IsSelected \"CinnamonBun_\"      {DrawImage Translatable \"CINN1\",32,455;}\n\t\t IsSelected \"ZOMBIE_\"        {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t //\n\t\t IsSelected \"FragarachCannon_BattleBagel\"     {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t IsSelected \"FragarachCannon_WorkerBagel\"     {DrawImage Translatable \"BAGEL1\",32,455;}\n\t\t IsSelected \"FragarachCannon_Donut\"           {DrawImage Translatable \"DONUT1\",32,455;}\n\t\t IsSelected \"FragarachCannon_UtilityBagel\"    {DrawImage Translatable \"BAGEL3\",32,455;}\n\t\t IsSelected \"FragarachCannon_WarDonut\"        {DrawImage Translatable \"DONUT2\",32,455;}\n\t\t IsSelected \"FragarachCannon_KnightBagel\"     {DrawImage Translatable \"BAGEL4\",32,455;}\n\t\t IsSelected \"FragarachCannon_CinnamonBun\"     {DrawImage Translatable \"CINN1\",32,455;}\n\n\t\t IsSelected \"MegaPotato_BattleBagel\"          {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t IsSelected \"MegaPotato_WorkerBagel\"          {DrawImage Translatable \"BAGEL1\",32,455;}\n\t\t IsSelected \"MegaPotato_Donut\"                {DrawImage Translatable \"DONUT1\",32,455;}\n\t\t IsSelected \"MegaPotato_UtilityBagel\"         {DrawImage Translatable \"BAGEL3\",32,455;}\n\t\t IsSelected \"MegaPotato_WarDonut\"             {DrawImage Translatable \"DONUT2\",32,455;}\n\t\t IsSelected \"MegaPotato_KnightBagel\"          {DrawImage Translatable \"BAGEL4\",32,455;}\n\t\t IsSelected \"MegaPotato_CinnamonBun\"          {DrawImage Translatable \"CINN1\",32,455;}\n\n\t\t IsSelected \"BagelSummoner_BattleBagel\"          {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t IsSelected \"BagelSummoner_WorkerBagel\"          {DrawImage Translatable \"BAGEL1\",32,455;}\n\t\t IsSelected \"BagelSummoner_Donut\"                {DrawImage Translatable \"DONUT1\",32,455;}\n\t\t IsSelected \"BagelSummoner_UtilityBagel\"         {DrawImage Translatable \"BAGEL3\",32,455;}\n\t\t IsSelected \"BagelSummoner_WarDonut\"             {DrawImage Translatable \"DONUT2\",32,455;}\n\t\t IsSelected \"BagelSummoner_KnightBagel\"          {DrawImage Translatable \"BAGEL4\",32,455;}\n\t\t IsSelected \"BagelSummoner_CinnamonBun\"          {DrawImage Translatable \"CINN1\",32,455;}\n\n\t\t IsSelected \"ApocalypsePotato_BattleBagel\"          {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t IsSelected \"ApocalypsePotato_WorkerBagel\"          {DrawImage Translatable \"BAGEL1\",32,455;}\n\t\t IsSelected \"ApocalypsePotato_Donut\"                {DrawImage Translatable \"DONUT1\",32,455;}\n\t\t IsSelected \"ApocalypsePotato_UtilityBagel\"         {DrawImage Translatable \"BAGEL3\",32,455;}\n\t\t IsSelected \"ApocalypsePotato_WarDonut\"             {DrawImage Translatable \"DONUT2\",32,455;}\n\t\t IsSelected \"ApocalypsePotato_KnightBagel\"          {DrawImage Translatable \"BAGEL4\",32,455;}\n\t\t IsSelected \"ApocalypsePotato_CinnamonBun\"          {DrawImage Translatable \"CINN1\",32,455;}\n\n\t\t IsSelected \"VexedNemesisPotato_BattleBagel\"          {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t IsSelected \"VexedNemesisPotato_WorkerBagel\"          {DrawImage Translatable \"BAGEL1\",32,455;}\n\t\t IsSelected \"VexedNemesisPotato_Donut\"                {DrawImage Translatable \"DONUT1\",32,455;}\n\t\t IsSelected \"VexedNemesisPotato_UtilityBagel\"         {DrawImage Translatable \"BAGEL3\",32,455;}\n\t\t IsSelected \"VexedNemesisPotato_WarDonut\"             {DrawImage Translatable \"DONUT2\",32,455;}\n\t\t IsSelected \"VexedNemesisPotato_KnightBagel\"          {DrawImage Translatable \"BAGEL4\",32,455;}\n\t\t IsSelected \"VexedNemesisPotato_CinnamonBun\"          {DrawImage Translatable \"CINN1\",32,455;}\n\n\t\t IsSelected \"HackroidPotato_BattleBagel\"          {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t IsSelected \"HackroidPotato_WorkerBagel\"          {DrawImage Translatable \"BAGEL1\",32,455;}\n\t\t IsSelected \"HackroidPotato_Donut\"                {DrawImage Translatable \"DONUT1\",32,455;}\n\t\t IsSelected \"HackroidPotato_UtilityBagel\"         {DrawImage Translatable \"BAGEL3\",32,455;}\n\t\t IsSelected \"HackroidPotato_WarDonut\"             {DrawImage Translatable \"DONUT2\",32,455;}\n\t\t IsSelected \"HackroidPotato_KnightBagel\"          {DrawImage Translatable \"BAGEL4\",32,455;}\n\t\t IsSelected \"HackroidPotato_CinnamonBun\"          {DrawImage Translatable \"CINN1\",32,455;}\n\n\t\t IsSelected \"NemesisPotato_BattleBagel\"          {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t IsSelected \"NemesisPotato_WorkerBagel\"          {DrawImage Translatable \"BAGEL1\",32,455;}\n\t\t IsSelected \"NemesisPotato_Donut\"                {DrawImage Translatable \"DONUT1\",32,455;}\n\t\t IsSelected \"NemesisPotato_UtilityBagel\"         {DrawImage Translatable \"BAGEL3\",32,455;}\n\t\t IsSelected \"NemesisPotato_WarDonut\"             {DrawImage Translatable \"DONUT2\",32,455;}\n\t\t IsSelected \"NemesisPotato_KnightBagel\"          {DrawImage Translatable \"BAGEL4\",32,455;}\n\t\t IsSelected \"NemesisPotato_CinnamonBun\"          {DrawImage Translatable \"CINN1\",32,455;}\n\n\t\t IsSelected \"TrueLegendaryPotatoStorm_BattleBagel\"          {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_WorkerBagel\"          {DrawImage Translatable \"BAGEL1\",32,455;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_Donut\"                {DrawImage Translatable \"DONUT1\",32,455;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_UtilityBagel\"         {DrawImage Translatable \"BAGEL3\",32,455;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_WarDonut\"             {DrawImage Translatable \"DONUT2\",32,455;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_KnightBagel\"          {DrawImage Translatable \"BAGEL4\",32,455;}\n\t\t IsSelected \"TrueLegendaryPotatoStorm_CinnamonBun\"          {DrawImage Translatable \"CINN1\",32,455;}\n\n\t\t IsSelected \"LegendaryPotatoLauncher_BattleBagel\"          {DrawImage Translatable \"BAGEL2\",32,455;}\n\t\t IsSelected \"LegendaryPotatoLauncher_WorkerBagel\"          {DrawImage Translatable \"BAGEL1\",32,455;}\n\t\t IsSelected \"LegendaryPotatoLauncher_Donut\"                {DrawImage Translatable \"DONUT1\",32,455;}\n\t\t IsSelected \"LegendaryPotatoLauncher_UtilityBagel\"         {DrawImage Translatable \"BAGEL3\",32,455;}\n\t\t IsSelected \"LegendaryPotatoLauncher_WarDonut\"             {DrawImage Translatable \"DONUT2\",32,455;}\n\t\t IsSelected \"LegendaryPotatoLauncher_KnightBagel\"          {DrawImage Translatable \"BAGEL4\",32,455;}\n\t\t IsSelected \"LegendaryPotatoLauncher_CinnamonBun\"          {DrawImage Translatable \"CINN1\",32,455;}\n\n\t\t}\n\t\tDrawImage \"MEDIA0\",19,594;\n\t\tDrawNumber 5,BIGFONTBH,Orange,Health,Alignment(Right),DrawShadow,95,578;\n\n\t\tDrawSwitchableImage ArmorType BlueArmor, \"\", \"ARM2A0\", 19, 569;\n\t\tDrawSwitchableImage ArmorType HealthAcumulatorArmor, \"\", \"ARM2A0\", 19, 569;\n\t\tDrawSwitchableImage ArmorType BlueArmorForMegasphere, \"\", \"ARM2A0\", 19, 569;\n\n\t\tDrawNumber 5, BIGFONTBH, Orange, Armor, WhenNotZero,DrawShadow, 95, 558;\n\n\t\t// Sprint\n\t\tInInventory NOT ZombieMaker, 1\n\t\t{\n\t\t DrawBar \"OXYBA0\",\"OXYBB0\",SprintEnergy,Vertical,Interpolate (10),75,497;\n\t\t InInventory EnergyDrinkEffect\n\t\t {\n\t\t  DrawImage \"OXYBC0\",75,497;\n\t\t }\n\t\t}\n\t\t// Keys\n\t\tInInventory BookKey     {DrawImage \"KEY1B0\",12,426;}\n\t\tInInventory LaraRoomKey {DrawImage \"KEY3B0\",35,429;}\n\t\tInInventory CaveKey     {DrawImage \"KEY2B0\",65,429;}\n\t\tDrawSwitchableImage KeySlot 2 && 5,\"nullimage\",\"STKEYS0\",\"STKEYS3\",\"STKEYS6\",110,495; //Blue\n\t\tDrawSwitchableImage KeySlot 3 && 6,\"nullimage\",\"STKEYS1\",\"STKEYS4\",\"STKEYS7\",110,521; //Yellow\n\t\tDrawSwitchableImage KeySlot 1 && 4,\"nullimage\",\"STKEYS2\",\"STKEYS5\",\"STKEYS8\",110,547; //Red\n\t\t// Inventory\n\t\tDrawSelectedInventory SMALLFONT,105,565;\n\t\t// Cosmetics\n\t\tInInventory UnusualUsed\n\t\t{\n\t\t InInventory UnusualItem1 {DrawImage \"HUD_COS1\",20,450;}\n\t\t InInventory UnusualItem2 {DrawImage \"HUD_COS2\",20,450;}\n\t\t InInventory UnusualItem3 {DrawImage \"HUD_COS3\",20,450;}\n\t\t InInventory UnusualItem4 {DrawImage \"HUD_COS4\",20,450;}\n\t\t InInventory UnusualItem5 {DrawImage \"HUD_COS5\",20,450;}\n\t\t InInventory UnusualItem6 {DrawImage \"HUD_COS6\",20,450;}\n\t\t InInventory UnusualItem7 {DrawImage \"HUD_COS7\",20,450;}\n\t\t InInventory UnusualItem8 {DrawImage \"HUD_COS8\",20,450;}\n\t\t InInventory UnusualItem9 {DrawImage \"HUD_COS9\",20,450;}\n\t\t}\n\t\t// Weapons\n\t\tIsSelected \"MachineGun\"       {DrawBar \"TERMC0\",\"TERMB0\",Ammo ChaingunRage,Horizontal,Interpolate (10),709,576;}\n\t\tIsSelected \"HuntingShotgun\"   {DrawBar \"SHTIA0\",\"SHTIB0\",Ammo HShotgunClipIn,Horizontal,Reverse,714,577;}\n\t\tIsSelected \"JacksGun\"         {DrawBar \"MUSK1\",\"MUSK0\",Ammo JacksAmmo,Horizontal,Reverse,742,578;}\n\t\tIsSelected \"FireGrenade\"      {DrawBar \"STBGRN1\",\"STBGRN0\",Ammo ThrowPower,Horizontal,Reverse,719,578;DrawBar \"GRNIA0\",\"GRNIB0\",Ammo HandGrenadeAmmo,Horizontal,719,571;}\n\t\tIsSelected \"BarbossasGun\"     {DrawBar \"IMJAA0\",\"IMJAB0\",Ammo BarbossasAmmo,Horizontal,Reverse,724,577;}\n\t\tIsSelected \"BlackbeardsGun\"   {DrawBar \"BBGAA0\",\"BBGAB0\",Ammo BlackbeardsAmmo,Horizontal,Reverse,743,577;}\n\t\tIsSelected \"PulseRifle\"       {DrawBar \"PCELC0\",\"PCELC0\",Ammo PulseAmmo,Horizontal,Reverse,705,575;DrawBar \"PCELA0\",\"PCELB0\",Ammo PulseAmmo,Horizontal,Reverse,708,579;DrawNumber 3,BIGFONTBH,NEW5,PulseAmmo,785,577;}\n\t\tIsSelected \"CoilGun\"          {DrawBar \"CHRGC0\",\"CHRGC0\",Ammo VulcanMagazine,Horizontal,Reverse,705,575;DrawBar \"CHRGA0\",\"CHRGB0\",Ammo VulcanMagazine,Horizontal,Reverse,708,579;DrawNumber 3,BIGFONTBH,NEW5,VulcanMagazine,785,577;}\n\t\tIsSelected \"IncendiaryGrenade\"{DrawBar \"STBGRN1\",\"STBGRN0\",Ammo ThrowPower,Horizontal,Reverse,719,578;DrawImage \"INC2A0\",719,571; drawnumber 4, HUDFONT_DOOM, NCGreen, ammo IncendiaryGrenadeAmmo, 718, 577;}\n\t\tIsSelected \"Bazooka\"          {DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, DrawShadow, 736, 570, 0; DrawImage \"BZKA1\", 760, 570;}\n\t\tIsSelected \"TempestLauncher\"  {DrawBar \"GJALA0\",\"GJALB0\", Ammo GjallorhornMissilesAmmo,Horizontal,Reverse,720,575;}\n\t\tIsSelected \"FusionCannon\"     {DrawBar \"CRRGA0\",\"CRRGB0\",Ammo FusionCharge,Horizontal,Reverse,720,565;}\n\t\tIsSelected \"Karasawa\"         { InInventory KsawDischarge, 1 {DrawImage \"KSAWAMO\",755,585; drawnumber 4, BIGFONTBH, NCGreen, ammo KsawDischarge, 775, 577;}}\n\t\tIsSelected \"PlanetCracker\"         { InInventory IonAmmo, 1 {DrawImage \"SIONAMO\",755,585; drawnumber 4, BIGFONTBH, NCGreen, ammo IonAmmo, 775, 577;}}\n\t\tIsSelected \"Yamato\"         { InInventory NukeCellAmmo, 1 {DrawImage \"CELLTURD\",725,580; drawnumber 4, BIGFONTBH, NCGreen, ammo NukeCellAmmo, 775, 577;}}\n\n\t\tIsSelected \"LegendaryQuadShotgun\"\n\t\t{\n\t\tDrawImage \"QS2SZ0\",770,590; drawnumber 4, BIGFONTBH, NCGreen, ammo LegendaryQuadShell, 770, 580;\n\t\tDrawImage \"LHELA0\",705,575; drawnumber 4, BIGFONTBH, NCGreen, ammo LegendaryShell, 735, 580;\n\t\t}\n\n\t\tIsSelected \"Thompson\"\n\t\t{\n\t\tdrawnumber 4, HUDFONT_DOOM, NCGreen, ammo BagelCLIP, 775, 577;\n\t\t}\n\t\tIsSelected \"NuclearMissileLauncher\"                {DrawBar \"NUKAA0\",\"NUKAB0\",Ammo NuclearMissile,Horizontal,Reverse,720,562;}\n\t\tIsSelected \"TrueLegendaryBFG\"     {DrawBar \"TLBAA0\",\"TLBAB0\",Ammo TrueLegendaryBFGBall,Horizontal,Reverse,724,577;}\n\n\t\t//HUD Alt-Fire Displays for Bagel/Donuts\n\t\tIsSelected \"WorkerBagel_\",\"BattleBagel_\" {DrawImage \"POTHUD\",770,575; drawnumber 4, BIGFONTBH, NCGreen, ammo PotatoAmmo, 790, 580;}\n\t\tIsSelected \"Donut_\",\"WarDonut_\"          {DrawImage \"POTHUD\",770,575; drawnumber 4, BIGFONTBH, NCGreen, ammo PotatoAmmo, 790, 580;}\n\t\tIsSelected \"KnightBagel_\"                {DrawImage \"POTHUD\",770,575; drawnumber 4, BIGFONTBH, NCGreen, ammo PotatoAmmo, 790, 580;}\n\t\tIsSelected \"UtilityBagel_\"               {DrawBar \"HEAL1\",\"HEAL1\",SelfHeal,Horizontal,715,521;}\n\t\t//\n\t\tIsSelected \"FragarachCannon_BattleBagel\"             {DrawBar \"FRAGA0\",\"FRAGB0\",Ammo FragarachAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"FragarachCannon_WorkerBagel\"             {DrawBar \"FRAGA0\",\"FRAGB0\",Ammo FragarachAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"FragarachCannon_Donut\"                   {DrawBar \"FRAGA0\",\"FRAGB0\",Ammo FragarachAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"FragarachCannon_UtilityBagel\"            {DrawBar \"FRAGA0\",\"FRAGB0\",Ammo FragarachAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"FragarachCannon_WarDonut\"                {DrawBar \"FRAGA0\",\"FRAGB0\",Ammo FragarachAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"FragarachCannon_KnightBagel\"             {DrawBar \"FRAGA0\",\"FRAGB0\",Ammo FragarachAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"FragarachCannon_CinnamonBun\"             {DrawBar \"FRAGA0\",\"FRAGB0\",Ammo FragarachAmmo,Horizontal,Reverse,699,574;}\n\t\t//\n\t\tIsSelected \"MegaPotato_BattleBagel\"             {DrawBar \"MPTAA0\",\"MPTAB0\",Ammo MegaPotatoAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"MegaPotato_WorkerBagel\"             {DrawBar \"MPTAA0\",\"MPTAB0\",Ammo MegaPotatoAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"MegaPotato_Donut\"                   {DrawBar \"MPTAA0\",\"MPTAB0\",Ammo MegaPotatoAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"MegaPotato_UtilityBagel\"            {DrawBar \"MPTAA0\",\"MPTAB0\",Ammo MegaPotatoAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"MegaPotato_WarDonut\"                {DrawBar \"MPTAA0\",\"MPTAB0\",Ammo MegaPotatoAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"MegaPotato_KnightBagel\"             {DrawBar \"MPTAA0\",\"MPTAB0\",Ammo MegaPotatoAmmo,Horizontal,Reverse,699,574;}\n\t\tIsSelected \"MegaPotato_CinnamonBun\"             {DrawBar \"MPTAA0\",\"MPTAB0\",Ammo MegaPotatoAmmo,Horizontal,Reverse,699,574;}\n\t\t//\n\t\tIsSelected \"LegendaryPotatoLauncher_BattleBagel\"          {DrawImage \"LPOTHUD\",770,575; drawnumber 4, BIGFONTBH, NCGreen, ammo LegendaryPotatoAmmo, 790, 580;}\n\t\tIsSelected \"LegendaryPotatoLauncher_WorkerBagel\"          {DrawImage \"LPOTHUD\",770,575; drawnumber 4, BIGFONTBH, NCGreen, ammo LegendaryPotatoAmmo, 790, 580;}\n\t\tIsSelected \"LegendaryPotatoLauncher_Donut\"                {DrawImage \"LPOTHUD\",770,575; drawnumber 4, BIGFONTBH, NCGreen, ammo LegendaryPotatoAmmo, 790, 580;}\n\t\tIsSelected \"LegendaryPotatoLauncher_UtilityBagel\"         {DrawImage \"LPOTHUD\",770,575; drawnumber 4, BIGFONTBH, NCGreen, ammo LegendaryPotatoAmmo, 790, 580;}\n\t\tIsSelected \"LegendaryPotatoLauncher_WarDonut\"             {DrawImage \"LPOTHUD\",770,575; drawnumber 4, BIGFONTBH, NCGreen, ammo LegendaryPotatoAmmo, 790, 580;}\n\t\tIsSelected \"LegendaryPotatoLauncher_KnightBagel\"          {DrawImage \"LPOTHUD\",770,575; drawnumber 4, BIGFONTBH, NCGreen, ammo LegendaryPotatoAmmo, 790, 580;}\n\t\tIsSelected \"LegendaryPotatoLauncher_CinnamonBun\"          {DrawImage \"LPOTHUD\",770,575; drawnumber 4, BIGFONTBH, NCGreen, ammo LegendaryPotatoAmmo, 790, 580;}\n\t\t// Perks\n\t\tInInventory Syringe         {DrawImage \"SYRNA0\",773,421;}\n\t\tInInventory PotatoStorm     {DrawImage \"POT2A0\",721,421;}\n\t\tInInventory HealthAcumulator {DrawNumber 5,BIGFONTBH,Blue,HealthAcumulator,Alignment(Right),DrawShadow,85,530;}\n\t\tInInventory HumanMaker,1\n\t\t{\n\t\t InInventory ProtectionVest       {DrawImage \"HUD_S03\",699,426;}\n\t\t InInventory SuperProtectionVest  {DrawImage \"HUD_S04\",699,426;}\n\t\t InInventory SuperProtectionVestAssistentReal {DrawNumber 5,SMALLFONT,Blue,SuperProtectionVestAssistentReal,Alignment(Right),DrawShadow,709,437;}\n\n\t\t InInventory SyringeUsed     {DrawImage \"HUD_S01\",128,500;}\n\n\t\t InInventory WeaponsUpgrade4 {DrawImage \"U_10\",667,567;}\n\t\t InInventory WeaponsUpgrade5 {DrawImage \"U_20\",667,567;}\n\t     InInventory WeaponsUpgrade  {DrawImage \"U_30\",667,567;}\n\t\t InInventory WeaponsUpgrade2 {DrawImage \"U_40\",667,567;}\n\t\t InInventory WeaponsUpgrade3 {DrawImage \"U_50\",667,567;}\n\t\t InInventory TransitTreads   {DrawImage \"SPD_10\",667,531;}\n\n\t\t InInventory ExtraWeaponsUpgrade {DrawImage \"U_10E\",667,495;}\n\t\t InInventory ExtraWeaponsUpgrade2 {DrawImage \"U_20E\",667,495;}\n\t\t}\n\t\tInInventory ZombieMaker,1\n\t\t{\n\t\t InInventory JumpUpgrade        {DrawImage \"JUMP\",667,459;}\n\t\t InInventory StalwartStance     {DrawImage \"SS\",667,495;}\n\t\t InInventory FireProof          {DrawImage \"FP\",667,495;}\n\t     InInventory SpeedUpgrade       {DrawImage \"SPD_10\",667,531;}\n\t\t InInventory SpeedUpgrade2      {DrawImage \"SPD_20\",667,531;}\n\t\t InInventory SpeedUpgrade3      {DrawImage \"SPD_30\",667,531;}\n\t\t InInventory SpeedUpgrade4      {DrawImage \"SPD_40\",667,531;}\n\t\t InInventory SpeedUpgrade5      {DrawImage \"SPD_50\",667,531;}\n\t\t InInventory ResistanceUpgrade  {DrawImage \"RES_10\",667,567;}\n\t\t InInventory ResistanceUpgrade2 {DrawImage \"RES_20\",667,567;}\n\t\t InInventory ResistanceUpgrade3 {DrawImage \"RES_30\",667,567;}\n\t\t InInventory ResistanceUpgrade4 {DrawImage \"RES_40\",667,567;}\n\t\t InInventory ResistanceUpgrade5 {DrawImage \"RES_50\",667,567;}\n\t\t InInventory IronCurtain        {DrawImage \"IC\",667,567;}\n\t\t InInventory ExtraResistanceUpgrade  {DrawImage \"RES_10E\",667,423;}\n\t\t InInventory ExtraResistanceUpgrade2 {DrawImage \"RES_20E\",667,423;}\n\t\t}\n\t\t// Kills/infects\n\t\tDrawImage \"GR_BHK\",715,448;\n\t\tDrawNumber 2,D2FONT,NEW6,HudKillsCount,Alignment(Center),770,465;\n\t\tDrawImage \"GR_BHI\",720,488;\n\t\tDrawNumber 2,D2FONT,NEW2,HudInfectsCount,Alignment(Center),770,499;\n\t}\n}\n\nstatusbar Normal{}\n\nstatusbar InventoryFullScreen\n{\n DrawInventoryBar Doom,10,INDEXFONT,250,490;\n}"
      },
      {
        "source": "pk3",
        "name": "SKININFO.txt",
        "contents": "{\nName = \"Bagel-DoomMarine\"\nSprite = BAGL\nScale = 0.7\nHidden = False\n}\n\n{\nName = \"Bagel-DoomMarine2\"\nSprite = BAG2\nScale = 0.7\nHidden = False\n}\n\n{\nName = \"Bagel-DoomMarine3\"\nSprite = BAG3\nScale = 0.6\nHidden = False\n}\n\n{ //KnightBagel_\nName = \"Bagel-DoomMarine4\"\nSprite = BAG4\nScale = 0.45\nHidden = False\n}\n\n{\nName = \"Donut-DoomMarine\"\nSprite = DONU\nScale = 0.7\nHidden = False\n}\n\n{\nName = \"Donut-DoomMarine2\"\nSprite = DON2\nScale = 0.7\nHidden = False\n}\n\n{\nName = \"Doctor-DoomMarine\"\nSprite = SCIN\nScale = 1.1\nHidden = False\n}\n\n{\nName = \"Bazooka-DoomMarine\"\nSprite = PLAR\nScale = 1.0\nHidden = False\n}\n\n{\nName = \"Pulse-DoomMarine\"\nSprite = PLA6\nScale = 1.0\nHidden = False\n}\n\n{\nName = \"DoubleShotgun-DoomMarine\"\nSprite = PLA5\nScale = 1.0\nHidden = False\n}\n\n{\nName = \"Badger-DoomMarine\"\nSprite = BADG\nScale = 0.5\nHidden = False\n}\n\n{\nName = \"BagelRadio-DoomMarine\"\nSprite = PLAB\nScale = 1.0\nHidden = False\n}\n\n{\nName = \"BFG-DoomMarine\"\nSprite = PLA7\nScale = 1.0\nHidden = False\n}\n\n{\nName= \"Karasawa-Marine\"\nSprite=PKSW\nCrouchSprite=PKWC\nScale = 1.0\nHidden = False\n}\n\n{\nName = \"SMG-DoomMarine\"\nSprite = PSMG\nCrouchSprite = PSMC\nHidden = False\n}\n\n{\nName = \"Grenade-DoomMarine\"\nSprite = PSGR\nCrouchSprite = PSGR\nHidden = False\n}\n\n{\nName = \"LegendaryBFG-Marine\"\nSprite = LBPS\nCrouchSprite = LBPC\nHidden = True\n}\n\n{\nName = \"CinnamonBun-DoomMarine\"\nSprite = CINN\nScale = 0.5\nHidden = False\n}\n\n{\nName = \"QuadBarrelSG-Marine\"\nSprite = PQST\nCrouchSprite = PQSC\nHidden = True\n}\n\n{\nName = \"Tempest-Launcher-DoomMarine\"\nSprite = PREV\nCrouchSprite = PRVC\nHidden = False\n}\n\n{\nName = \"Vindicator-DoomMarine\"\nSprite = _LBP\nCrouchSprite = 2LBP\nHidden = False\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "sound/BAGELMIX BAGELMIX\nsound/BAGSOUN1 BAGSOUN1\nsound/BARSHOT BARSHOT\nsound/BATHTIME BATHTIME\nsound/BATHTIME2 BATHTIM2\nsound/batman  BATMAN\nsound/BAZSHOT BAZSHOT\nsound/BLASHOT BLASHOT\nsound/CABINET CABINET\nsound/CLAWSOU2 CLAWSOU2\nsound/CLAWSOU3 CLAWSOU3\nsound/CRATE CRATE\nsound/CRATE2 CRATE2\nsound/CRATE3 CRATE3\nsound/CRATE4 CRATE4\nsound/ESOUND1 ESOUND1\nsound/ESOUND2 ESOUND2\nsound/ESOUND3 ESOUND3\nsound/ESOUND4 ESOUND4\nsound/ESOUND5 ESOUND5\nsound/stronger BIRL\nsound/stronger2 BIRL2\nWeapon/FUSFIRE FUSFIRE\nsound/HOTBBC HOTBBC\nsound/PBOUNCE PBOUNCE\nsound/PDEATH PDEATH\nsound/PISTOL2 PISTOL2\nsound/PISTOL3 PISTOL3\nsound/PISTOL4 PISTOL4\nsound/POP POP\nsound/yodacbt POP2\nsound/freeman POP3\nsound/SELFHEAL SELFHEAL\nsound/SHOTGUN2 SHOTGUN2\nsound/SHOTGUN3 SHOTGUN3\nsound/SNIPER2 SNIPER2\nsound/SNIPER3 SNIPER3\nsound/SNIPER4 SNIPER4\nsound/PANCSCRM PANCSCRM\nsound/PANCSCRM2 PANCSCR2\nsound/KNEEPAIN KNEEPAIN\nsound/PULSE PULSE\nsound/HONK2 HONK2\nsound/HONK3 HONK3\nsound/HONK4 HONK4\nsound/WTFBOOM WTFBOOM\nsound/SSHFIRE SSHFIRE\nsound/BADGERS BADGERS\nsound/PIRATE1 PIRATE1\nsound/PIRATE2 PIRATE2\nsound/PIRATE3 PIRATE3\nsound/DBEETUS DBEETUS\nsound/UNLOCKED UNLOCKED\nsound/BAGELWIN BAGELWIN\nsound/HUMANWIN HUMANWIN\n$random\tsound/normalRQ\t{sound/RQ2 sound/RQ3}\n$random\tsound/RQ\t{sound/RQ1}\nsound/RQ1 RQ\nsound/RQ2 RQ2\nsound/RQ3 RQ3\nQuadShotgun/Fire DSQSFIR\nQuadShotgun/Fire2 DSQSFI2\nQuadShotgun/Fire3 DSQSFI3\nQuadShotgun/Open DSQSOPN\nQuadShotgun/Shell DSQSLL\nQuadShotgun/Close DSQSCLS\nsound/FUSFIRE2 FUSFIRE2\nsound/FRUMBLE FRUMBLE\nweapon/ssgfire2 SSGFIR2\nsgupgrade/pickup SGUPGRA\nWeapons/KarasawaHit\tKSAWHIT\nWeapons/KarasawaFire\tKSAWFIRE\nWeapons/KarasawaIdle\tKSAWIDLE\nWeapons/KarasawaCharge\tKSAWCHRG\n\ntheoco/sound            THEOCO\n\n$Limit Weapons/KarasawaHit\t0\n$Limit Weapons/KarasawaFire    \t0\n\n$random\tBagel_Death\t{Bagel_Death1 Bagel_Death2 Bagel_Death3 Bagel_Death4 Bagel_Death5 Bagel_Death6 Bagel_Death7 Bagel_Death8}\nBagel_Death1             Z_DIE\nBagel_Death2             Z_DIE2\nBagel_Death3             Z_DIE3\nBagel_Death4             Z_DIE4\nBagel_Death5             Z_DIE5\nBagel_Death6             Z_DIE6\nBagel_Death7             Z_DIE7\nBagel_Death8             Z_DIE8\n$random\tBagel_DeathFire\t{Bagel_Death1 Bagel_Death2 Bagel_Death3 Bagel_Death4 Bagel_Death5 Bagel_Death6 Bagel_Death7 Bagel_Death8}\nBagel_DeathFire1          ZDIEFIR\n$random\tzombie/wake\t{zombie/wake1 zombie/wake2 zombie/wake3 zombie/wake4 zombie/wake5 zombie/wake6 zombie/wake7 zombie/wake8}\nzombie/wake6            Z_WAKE6\nzombie/wake7            Z_WAKE7\nzombie/wake8            Z_WAKE8\n$random  alpha/wake {alpha/wake1 alpha/wake2 alpha/wake3 alpha/wake4 alpha/wake5}\nalpha/wake1               ALPHAWK1\nalpha/wake2               ALPHAWK2\nalpha/wake3               ALPHAWK3\nalpha/wake4               ALPHAWK4\nalpha/wake5               ALPHAWK5\nmonkey/scream1           MONOPAIN\nmonkey/scream2           MONOPAI2\nbagel/noise1             Z_SOUND7\nbagel/noise2             Z_SOUND8\nbagel/noise3             Z_SOUND9\n$random sound/BAGSOUN1 {monkey/scream1 monkey/scream2 bagel/noise1 bagel/noise2 bagel/noise3}\n\n//black hole\nBH/Charge\t\tDMC_CHRG\nBH/Fire\t\tDMC_FIRE\n//\nPain/Potato\t\tPAINPOT\nNANI1            NANI\nNANI2            NANI2\n$random NANI { NANI1 NANI2 }\n//MP5\nMP5/Fire MP5_FIRE\nMP5/ClipOut MP5CLIPO\nMP5/ClipIn MP5CLIPI\n//Nuclear stuff\nweapons/nuclearmissileexplode\tdsnukxpl\nweapons/nuclearmissileburn\tdsnukbrn\nweapons/nuclearmissileflamehit\tdsflwexp\nweapons/nuclearmissileflamewall\tdsflwgrn\nweapons/nuclearmissilecharge\tdsnukcrg\nweapons/nuclearmissilefire      NUK3FIRE\nGoodGame/Mate NUKEEX\nnuclearpotato/boom         TBBOOM\n\nWeapons/YamatoGun\t\tYAMAGUN\nWeapons/YamatoLoop\t\tYAMALOOP\nWeapons/YamatoCharge\tYAMACHRG\nWeapons/YamatoFire\t\tYAMAFIRE\nWeapons/YamatoHizz\t\tYAMAHIZZ\nWeapons/YamatoBlast\t\tYAMABLST\nWeapons/YamatoUp\t\tYAMAUP\nWeapons/YamatoDown\t\tYAMADOWN\nWeapons/YamatoLoad\t\tYAMALOAD\nWeapons/YamatoPut\t\tYAMAPUT\nStachanov/Fly\t\tSTCHFLY\n\n$rolloff Weapons/YamatoHizz 5100 12200\n$rolloff Weapons/YamatoBlast 5100 12200\n\n$random Weapons/YamatoExp { Weapons/YamatoExp1 Weapons/YamatoExp2 Weapons/YamatoExp3 Weapons/YamatoExp4 Weapons/YamatoExp5 Weapons/YamatoExp6 }\nWeapons/YamatoExp1\t\tYAMAEX01\nWeapons/YamatoExp2\t\tYAMAEX02\nWeapons/YamatoExp3\t\tYAMAEX03\nWeapons/YamatoExp4\t\tYAMAEX04\nWeapons/YamatoExp5\t\tYAMAEX05\nWeapons/YamatoExp6\t\tYAMAEX06\n\nWeapons/YamatoJumpOn\tYAMAJON\nWeapons/YamatoJumpOff\tYAMAJOFF\nWeapons/YamatoTeleport\tYAMATELE\nWeapons/YamatoUP        HEADAIM\n\nYamato/BarrageLoop\t\tYAMABLOP\nYamato/BarrageEnd\t\tYAMABEND\n\n//Vindicator\nWeapons/VindicatorUp\t\tATMGUP\nWeapons/VindicatorFire\t\tATMGFIRE\nWeapons/VindicatorAddFire\tATMGAFIR\n\nWeapons/VindicatorStart\t\tVINDSTRT\nWeapons/VindicatorBuzz\t\tVINDBUZZ\nWeapons/VindicatorExplosion\tVINDEXP\nWeapons/VindicatorKaboom\tVINDBOOM\n\n$random Weapons/VindicatorHit { Weapons/VindicatorHit1 Weapons/VindicatorHit2 Weapons/VindicatorHit3 }\nWeapons/VindicatorHit1\t\tVINDHIT1\nWeapons/VindicatorHit2\t\tVINDHIT2\nWeapons/VindicatorHit3\t\tVINDHIT3\n\nWeapons/VindicatorDeploy\tVINDDEPL\nWeapons/VindicatorSanctum\tVINDSNCT\nWeapons/VindicatorButton\tVINDBTTN\nWeapons/VindicatorSanctExp\tVINDSEXP\nWeapons/VindicatorNope\t\tVINDNOPE\n\n$rolloff Weapons/VindicatorStart 3100 10200\n$rolloff Weapons/VindicatorBuzz 3100 10200\n$rolloff Weapons/VindicatorKaboom 3100 10200\n$rolloff Weapons/VindicatorExplosion 3100 10200\n\n$rolloff Weapons/VindicatorDeploy 600 1600\n$rolloff Weapons/VindicatorSanctum 600 1600\n$rolloff Weapons/VindicatorSanctExp 600 2000\nTLCSuperLaugh     LBBCSPT2\n\ntruelegbfg/charge\t\tTLBFCHRG\ntruelegbfg/fire\t\t\tTLBFFIRE\ntruelegbfg/fire2\t\tTLBFFIR2\ntruelegbfg/idle\t\t\tTLBFIDLE\ntruelegbfg/load\t\t\tTLBFLOAD\ntruelegbfg/trigger\t\tTLBFTRIG\ntruelegbfg/equip\t\tTLBFUP\nWeapons/GuruBlast3\tGURUBLS2\n$rolloff Weapons/GuruBlast3 700 2100\nweapons/tommygun THOMFIRE\n\n//PlanetCracker\nweapons/PlanetCrackerUp\t\t\t\t\tDSPCUP\nweapons/PlanetCrackerDown\t\t\t\tDSPCDOWN\nweapons/PlanetCrackerReload\t\t\t\tDSPCREL\nAmmo/Trocky\t\t\t\t\t\t\t\tSUPRIONP\n\n//Projectiles\nweapons/PlanetCrackerImpact\t\t\t\tDSPCIMPC\nweapons/PlanetCrackerBoom\t\t\t\tDSPCBOOM\nweapons/PlanetCrackerRain\t\t\t\tDSPCRAIN\nweapons/PlanetCrackerBlast\t\t\t\tDSPCBLST\nweapons/PlanetCrackerHit\t\t\t\tDSPCHIT\n\n//Fire Sequence\nweapons/PlanetCracker_Fire\t\t\t\tDSPCFIRE\nweapons/PlanetCracker_Cling\t\t\t\tDSPCCLNG\n\nweapons/PlanetCracker_Charge\t\t\tDSPCCHRG\nweapons/PlanetCracker_Ready\t\t\t\tDSPCRDY\n\nweapons/PlanetCracker_MiniCharge1\t\tDSPCCHR1\nweapons/PlanetCracker_MiniCharge2\t\tDSPCCHR2\nweapons/PlanetCracker_MiniCharge3\t\tDSPCCHR3\n\nweapons/PlanetCracker_MiniBip1\t\t\tDSPCBIP1\nweapons/PlanetCracker_MiniBip2\t\t\tDSPCBIP2\nweapons/PlanetCracker_MiniBip3\t\t\tDSPCBIP3\nweapons/PlanetCracker_MiniBip4\t\t\tDSPCBIP4\n\nweapons/PlanetCracker_Void\t\t\t\tDSPCVOID\nweapons/PlanetCracker_Mechanism1\t\tDSPCMCH1\nweapons/PlanetCracker_Mechanism2\t\tDSPCMCH2\nweapons/PlanetCracker_Mechanism3\t\tDSPCMCH3\nweapons/PlanetCracker_Hyper\t\t\t\tDSPCHYPE\n\n$rolloff Weapons/PlanetCrackerBoom 3100 10200\n$rolloff Weapons/PlanetCrackerRain 3100 10200\n$rolloff Weapons/PlanetCrackerBlast 3100 10200\n\nGotPCracker           GOTPCRA\n\nBAGVIS\t\tBAG_VIS\nBAGFLI\t\tBAG_FLI\nQUADAM\t\tQUADAM\nSPREAD SPREAD\nBAGTLP\t\tBAG_TLP\nBLGBUF      BLGBUF\n\nthorstrike/load LTHORL\n$rolloff thorstrike/load 1200 3000\n$limit thorstrike/load 3\nlegendary/strike LEGSTRK\n$limit legendary/strike 3\nplanetcracker/explosion    AMRMVL\n\nfire/fire\t\t\tfire\n$limit\t\t\t\tfire/fire\t0\n$rolloff \t\t\tfire/fire\t128 1600\nfire/firefade\t\t\tfirefade\n$limit\t\t\t\tfire/firefade\t0\n$rolloff \t\t\tfire/firefade\t128 1600\n\nCINNA CINNA\nHONK5 HONK5\nNEMLAF NEMLAF\nNEMPOT NEMPOT\nNEXPLO NEXPLO\nNEMBOU NEMBOU\nNEMEXP NEMEXP\n\nmeganuclearpotato/explosion   MGNPEXP\n\nAP/Charge\t\tAP_CHRG\n\nPlanetCracker/Cling\t\t\t\tDSPCCLNG\nPlanetCracker/Charge\t\t\tDSPCCHRG\nPlanetCracker/Ready\t\t\t\tDSPCRDY\nPlanetCracker/MiniCharge1\t\tDSPCCHR1\nPlanetCracker/MiniCharge2\t\tDSPCCHR2\nPlanetCracker/MiniCharge3\t\tDSPCCHR3\nPlanetCracker/MiniBip1\t\t\tDSPCBIP1\nPlanetCracker/MiniBip2\t\t\tDSPCBIP2\nPlanetCracker/MiniBip3\t\t\tDSPCBIP3\n\nQuadFireSound                   QUADSHOT\n\nVEXPOT VEXPOT\nVEXCHRG VEXCHRG\nVEXFIRE VEXFIRE\nVEXPLO VEXPLO\nVEXEXP VEXEXP\nHACKCHRG HACKCHRG\nHACKFIRE HACKFIRE\nHACKEXPL HACKEXPL\nHACKPLAS HACKPLAS\nPISTOL5 PISTOL5\nSHOTGUN4 SHOTGUN4\nSNIPER5 SNIPER5\nDGUN4 DGUN4\nQGUN4 QGUN4\nPULSEP PULSEP\nTHOMFIR2 THOMFIR2\nKSAW2 KSAW2\nKCHRG2 KCHRG2\nFUSFIRE3 FUSFIRE3\nFUSFIRE4 FUSFIRE4\nFRUMBL2 FRUMBL2\nIONBOOM IONBOOM\ntruelegendarypotato/explode TLPOTBOM\ntruelegendarypotato/bounce TLPBONCE\nULTSPH ULTSPH\nMARCOGU MARCOGU\nNEMCHRG NEMCHRG\nLEGFIRE LEGFIRE\nTLCLAFF2 TLCLAFF2\nBLGBUF BLGBUF\nULTBAG ULTBAG\nSHPEED SHPEED\n\nlefrail/active LNRAIL\n$rolloff weapons/bfg95explode 800 1800\nweapons/bfg95explode\tdsbfg10x\nsound/BADGERS2 BADGERS2\nsound/BADGERS3 BADGERS3\n\nlegendarycannon/up CANNUP\nlegendarycannon/fire   LEGCFIRE\nlegendaryrevenant/see     LREVSEE\n\nLegendaryQuadShotgun/QuadFire\t\t\tLQSFIRA\n$random LegendaryQuadShotgun/DualFire\t{ LegendaryQuadShotgun/DualFire1 LegendaryQuadShotgun/DualFire2 }\nLegendaryQuadShotgun/DualFire1\t\t\tLQSFIRB\nLegendaryQuadShotgun/DualFire2\t\t\tLQSFIRC\nLegendaryQuadShotgun/Up\t\t\t\t\tLQSUP\nLegendaryQuadShotgun/Open\t\t\t\tLQSOPN\nLegendaryQuadShotgun/Close\t\t\t\tLQSCLS\nLegendaryQuadShotgun/Load\t\t\t\tLQSLOAD\n\n$random weapons/casing2\t{ weapons/shell1 weapons/shell2 weapons/shell3 }\nweapons/shell1\t\t\tdsshell1\nweapons/shell2\t\t\tdsshell2\nweapons/shell3\t\t\tdsshell3\n\ngachipain1              GACHIPN1\ngachipain2              GACHIPN2\nyodacrushthecock        YODACOCK"
      },
      {
        "source": "pk3",
        "name": "decaldef.txt",
        "contents": "decal CannonScorchLower1\n{\n\tpic BFGSCRC1\n\tshade \"00 00 00\"\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipx\n\trandomflipy\n}\n\ndecal CannonScorchLower2\n{\n\tpic BFGSCRC2\n\tshade \"00 00 00\"\n\tx-scale 2.0\n\ty-scale 2.0\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup CannonScorchLower\n{\n\tCannonScorchLower1\t1\n\tCannonScorchLower2\t1\n}\n\ndecal CannonScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 1.0\n\ty-scale 1.0\n\trandomflipx\n\trandomflipy\n\tlowerdecal CannonScorchLower\n}\n\ndecal BigBangScorch\n{\n\tpic BLUFF2\n\tshade \"00 00 00\"\n\tx-scale 1.0\n\ty-scale 1.0\n\trandomflipx\n\trandomflipy\n}\n\nDECAL LegBulletChipLower1\n{\nPic SCORCH1\nShade \"00 00 00\"\nX-scale 0.15\nY-scale 0.15\nRandomFlipx\nRandomFlipy\n}\n\nDECAL LegBulletChip\n{\nPic LPFFA0\nAdd 1.0\nFullBright\nAnimator GoAway2\nX-scale 1.0\nY-scale 1.0\nLowerDecal LegBulletChipLower1\n}"
      },
      {
        "source": "pk3",
        "name": "TEXTCOLO.txt",
        "contents": "New1\n{\n #000000 #FFCC33 0 255//Yellow\n}\n\nNew2\n{\n #000000 #FF9900 0 255//Orange\n}\n\nNew3\n{\n #000000 #DDDD11 0 255//Yellow-Green text\n}\n\nNew4\n{\n #000000 #FF0000 0 255//Red Text for consequence items and infect/bagel messages\n}\n\nNew5\n{\n #000000 #FFFFFF 0 255//New White Text\n}\n\nNew6\n{\n #000000 #33CCCC 0 255//Turquoise Text\n}\n\nNew7\n{\n #000000 #4AAEEE 0 255//Cyan Text\n}\n\nNew8\n{\n #000000 #999AAA 0 255//Silvery Text\n}"
      },
      {
        "source": "pk3",
        "name": "TEXTURES.txt",
        "contents": "//HUD Icons resizing\nSprite OXYBA0,483,158 {XScale 4.2 YScale 4.2 Offset 0,-80 Patch OXYBA0,0,0}\nSprite OXYBB0,483,158 {XScale 4.2 YScale 4.2 Offset 0,-80 Patch OXYBB0,0,0}\nSprite OXYBC0,483,158 {Xscale 4.2 YScale 4.2 Offset 0,-80 Patch OXYBC0,0,0}\nSprite SPITEM,74,74   {XScale 2.5 YScale 2.5 Offset 0,0 Patch BONUA0,0,0}\nSprite SPITEM2,74,74  {XScale 2.5 YScale 2.5 Offset 0,0 Patch BONUB0,0,0}\nSprite SPITEM3,74,74  {XScale 2.5 YScale 2.5 Offset 0,0 Patch SPITC0,0,0}\nSprite SPITEM4,74,74  {XScale 2.5 YScale 2.5 Offset 0,0 Patch SPITE0,0,0}\nSprite SPITEM5,74,74  {XScale 2.5 YScale 2.5 Offset 0,0 Patch SPITF0,0,0}\nSprite SPITEM6,74,74  {XScale 2.5 YScale 2.5 Offset 0,0 Patch SPITG0,0,0}\nSprite SYRNA0,32,35 {XScale 1.5 YScale 1.5 Offset -3,-3 Patch SYRNA0,0,0}\nSprite CROSG,20,20 {XScale 1.0 YScale 1.0 Offset 0,0 Patch CROSG,0,0}\nSprite POT2A,20,20 {XScale 1.0 YScale 1.0 Offset 0,0 Patch POT2A,0,0}\n\n//Weapon HUD Sprites resizing\nSprite PULSA0,350,232 {XScale 2.0 YScale 2.0 Offset -340,-110 Patch PULSA0,0,0}\nSprite PULSB0,350,232 {XScale 2.0 YScale 2.0 Offset -340,-110 Patch PULSB0,0,0}\nSprite PULSC0,350,232 {XScale 2.0 YScale 2.0 Offset -340,-110 Patch PULSC0,0,0}\nSprite PULSD0,350,232 {XScale 2.0 YScale 2.0 Offset -342,-112 Patch PULSD0,0,0}\nSprite PULSE0,350,232 {XScale 2.0 YScale 2.0 Offset -344,-114 Patch PULSE0,0,0}\nSprite FUSCA0,650,365 {XScale 2.0 YScale 2.0 Offset -30,20 Patch FUSCA0,0,0}\nSprite FUSCB0,650,365 {XScale 2.0 YScale 2.0 Offset -32,19 Patch FUSCB0,0,0}\nSprite FUSCC0,650,365 {XScale 2.0 YScale 2.0 Offset -34,18 Patch FUSCC0,0,0}\nSprite PULPB0,350,232 {XScale 2.0 YScale 2.0 Offset -340,-110 Patch PULPB0,0,0}\nSprite PULPC0,350,232 {XScale 2.0 YScale 2.0 Offset -340,-110 Patch PULPC0,0,0}\nSprite FUSPA0,650,365 {XScale 2.0 YScale 2.0 Offset -32,19 Patch FUSPA0,0,0}\nSprite FUSPB0,650,365 {XScale 2.0 YScale 2.0 Offset -32,19 Patch FUSPB0,0,0}\n\n//Graphics resizing\nGraphic Potato1,200,160 {XScale 1.2 YScale 1.2 Offset -8,-5 Patch Potato1,0,0}\nGraphic Potato2,200,160 {XScale 1.2 YScale 1.2 Offset -8,-5 Patch Potato2,0,0}\nGraphic Potato3,200,160 {XScale 1.2 YScale 1.2 Offset -8,-5 Patch Potato3,0,0}\nGraphic Heal1,200,160   {XScale 1.2 YScale 1.2 Offset -8,-5 Patch Heal1,0,0}\nGraphic BZKA1,24,27 {XScale 1.0 YScale 1.0 Offset 0,0 Patch BZKA1,0,0}\nGraphic BZKA2,24,27 {XScale 1.0 YScale 1.0 Offset 0,0 Patch BZKA2,0,0}\nGraphic PCELA0,500,100 {XScale 6.0 YScale 4.0 Offset 0,0 Patch PCELA0,0,0}\nGraphic PCELB0,500,100 {XScale 6.0 YScale 4.0 Offset 0,0 Patch PCELB0,0,0}\nGraphic PCELC0,530,75 {XScale 6.0 YScale 4.0 Offset 0,0 Patch PCELC0,0,0}\nGraphic CHRGA0,500,100 {XScale 6.0 YScale 4.0 Offset 0,0 Patch CHRGA0,0,0}\nGraphic CHRGB0,500,100 {XScale 6.0 YScale 4.0 Offset 0,0 Patch CHRGB0,0,0}\nGraphic CHRGC0,530,75 {XScale 6.0 YScale 4.0 Offset 0,0 Patch CHRGC0,0,0}\nGraphic M_SKULL1,65,87 {XScale 5.0 YScale 5.0 Offset -5,-20 Patch M_SKULL1,0,0}\nGraphic M_SKULL2,75,77 {XScale 5.0 YScale 5.0 Offset 0,-21 Patch M_SKULL2,0,0}\nGraphic KEVLVEST,100,100{XScale 3.5 YScale 3.5 Offset 0,35 Patch ITEM28,0,0}\nGraphic HUD_ITEM,100,100{XScale 0.8 YScale 0.8 Patch HUD_ITEM,0,0 Offset 0,0}\nGraphic GR_BHK,86,99  {XScale 2.25 YScale 2.25 Patch GR_BHK,0,0}\nGraphic GR_BHI,40,46 {XScale 1.25 YScale 1.25 Patch GR_BHI,0,0}\nGraphic HUDBAR,160,64{XScale 1.25 YScale 1.25 Patch HUDBAR,0,0}\nGraphic HUD_PLH3,40,60 {XScale 0.8 YScale 0.8 Offset 5,0 Patch HUD_PLH3,0,0} //Offsets are defined here instead of in SbarInfo\nGraphic BADGER,40,60   {XScale 0.8 YScale 0.8 Offset 5,0 Patch GR_PLAY1,0,0}\nGraphic BAGEL,40,60    {XScale 0.8 YScale 0.8 Offset 5,0 Patch GR_PLAY2,0,0}\nGraphic BEETUS,40,60   {XScale 0.8 YScale 0.8 Offset 5,0 Patch GR_PLAY3,0,0}\nGraphic BAGEL1,40,60   {XScale 0.8 YScale 0.8 Offset 5,0 Patch GR_BAGL1,0,0}\nGraphic BAGEL2,40,60   {XScale 0.8 YScale 0.8 Offset 5,0 Patch GR_BAGL2,0,0}\nGraphic BAGEL3,40,60   {XScale 0.8 YScale 0.8 Offset 5,0 Patch GR_BAGL3,0,0}\nGraphic BAGEL4,40,60   {XScale 0.8 YScale 0.8 Offset 5,0 Patch GR_BAGL4,0,0}\nGraphic DONUT1,40,60   {XScale 0.8 YScale 0.8 Offset 5,0 Patch GR_DNUT1,0,0}\nGraphic DONUT2,40,60   {XScale 0.8 YScale 0.8 Offset 5,0 Patch GR_DNUT2,0,0}\nGraphic U_30,50,50{XScale 1.8 YScale 1.8 Patch U_30,0,0}\nGraphic U_40,50,50{XScale 1.8 YScale 1.8 Patch U_40,0,0}\nGraphic U_50,50,50{XScale 1.8 YScale 1.8 Patch U_50,0,0}\nGraphic RES_10,50,50{XScale 1.8 YScale 1.8 Patch RES_10,0,0}\nGraphic RES_20,50,50{XScale 1.8 YScale 1.8 Patch RES_20,0,0}\nGraphic RES_30,50,50{XScale 1.8 YScale 1.8 Patch RES_30,0,0}\nGraphic RES_40,50,50{XScale 1.8 YScale 1.8 Patch RES_40,0,0}\nGraphic RES_50,50,50{XScale 1.8 YScale 1.8 Patch RES_50,0,0}\nGraphic SPD_10,50,50{XScale 1.8 YScale 1.8 Patch SPD_10,0,0}\nGraphic SPD_20,50,50{XScale 1.8 YScale 1.8 Patch SPD_20,0,0}\nGraphic SPD_30,50,50{XScale 1.8 YScale 1.8 Patch SPD_30,0,0}\nGraphic SPD_40,50,50{XScale 1.8 YScale 1.8 Patch SPD_40,0,0}\nGraphic SPD_50,50,50{XScale 1.8 YScale 1.8 Patch SPD_50,0,0}\nGraphic FP,50,50{XScale 1.8 YScale 1.8 Patch FP,0,0}\nGraphic IC,50,50{XScale 1.8 YScale 1.8 Patch IC,0,0}\nGraphic SS,50,50{XScale 1.8 YScale 1.8 Patch SS,0,0}\nGraphic JUMP,200,199{XScale 1.8 YScale 1.8 Patch JUMP,0,0}\n//SMALLFONTBH resizing\ngraphic BHCFN031,17,25{xscale 1.7 yscale 1.7 patch BHCFN031,0,0}\ngraphic BHCFN032,17,25{xscale 1.7 yscale 1.7 patch BHCFN032,0,0}\ngraphic BHCFN033,17,25{xscale 1.7 yscale 1.7 patch BHCFN033,0,0}\ngraphic BHCFN034,17,25{xscale 1.7 yscale 1.7 patch BHCFN034,0,0}\ngraphic BHCFN035,17,25{xscale 1.7 yscale 1.7 patch BHCFN035,0,0}\ngraphic BHCFN036,17,25{xscale 1.7 yscale 1.7 patch BHCFN036,0,0}\ngraphic BHCFN037,17,25{xscale 1.7 yscale 1.7 patch BHCFN037,0,0}\ngraphic BHCFN038,17,25{xscale 1.7 yscale 1.7 patch BHCFN038,0,0}\ngraphic BHCFN039,17,25{xscale 1.7 yscale 1.7 patch BHCFN039,0,0}\ngraphic BHCFN040,17,25{xscale 1.7 yscale 1.7 patch BHCFN040,0,0}\ngraphic BHCFN041,17,25{xscale 1.7 yscale 1.7 patch BHCFN041,0,0}\ngraphic BHCFN042,17,25{xscale 1.7 yscale 1.7 patch BHCFN042,0,0}\ngraphic BHCFN043,17,25{xscale 1.7 yscale 1.7 patch BHCFN043,0,0}\ngraphic BHCFN044,8,25{xscale 1.7 yscale 1.7 patch BHCFN044,0,0}\ngraphic BHCFN045,17,25{xscale 1.7 yscale 1.7 patch BHCFN045,0,0}\ngraphic BHCFN046,17,25{xscale 1.7 yscale 1.7 patch BHCFN046,0,0}\ngraphic BHCFN047,17,25{xscale 1.7 yscale 1.7 patch BHCFN047,0,0}\ngraphic BHCFN048,17,25{xscale 1.7 yscale 1.7 patch BHCFN048,0,0}\ngraphic BHCFN049,10,25{xscale 1.7 yscale 1.7 patch BHCFN049,0,0}\ngraphic BHCFN050,17,25{xscale 1.7 yscale 1.7 patch BHCFN050,0,0}\ngraphic BHCFN051,17,25{xscale 1.7 yscale 1.7 patch BHCFN051,0,0}\ngraphic BHCFN052,17,25{xscale 1.7 yscale 1.7 patch BHCFN052,0,0}\ngraphic BHCFN053,17,25{xscale 1.7 yscale 1.7 patch BHCFN053,0,0}\ngraphic BHCFN054,17,25{xscale 1.7 yscale 1.7 patch BHCFN054,0,0}\ngraphic BHCFN055,17,25{xscale 1.7 yscale 1.7 patch BHCFN055,0,0}\ngraphic BHCFN056,17,25{xscale 1.7 yscale 1.7 patch BHCFN056,0,0}\ngraphic BHCFN057,17,25{xscale 1.7 yscale 1.7 patch BHCFN057,0,0}\ngraphic BHCFN058,17,25{xscale 1.7 yscale 1.7 patch BHCFN058,0,0}\ngraphic BHCFN060,17,25{xscale 1.7 yscale 1.7 patch BHCFN060,0,0}\ngraphic BHCFN062,17,25{xscale 1.7 yscale 1.7 patch BHCFN062,0,0}\ngraphic BHCFN063,17,25{xscale 1.7 yscale 1.7 patch BHCFN063,0,0}\ngraphic BHCFN065,17,25{xscale 1.7 yscale 1.7 patch BHCFN065,0,0}\ngraphic BHCFN066,17,25{xscale 1.7 yscale 1.7 patch BHCFN066,0,0}\ngraphic BHCFN067,17,25{xscale 1.7 yscale 1.7 patch BHCFN067,0,0}\ngraphic BHCFN068,17,25{xscale 1.7 yscale 1.7 patch BHCFN068,0,0}\ngraphic BHCFN069,17,25{xscale 1.7 yscale 1.7 patch BHCFN069,0,0}\ngraphic BHCFN070,17,25{xscale 1.7 yscale 1.7 patch BHCFN070,0,0}\ngraphic BHCFN071,17,25{xscale 1.7 yscale 1.7 patch BHCFN071,0,0}\ngraphic BHCFN072,17,25{xscale 1.7 yscale 1.7 patch BHCFN072,0,0}\ngraphic BHCFN073,17,25{xscale 1.7 yscale 1.7 patch BHCFN073,0,0}\ngraphic BHCFN074,17,25{xscale 1.7 yscale 1.7 patch BHCFN074,0,0}\ngraphic BHCFN075,17,25{xscale 1.7 yscale 1.7 patch BHCFN075,0,0}\ngraphic BHCFN076,17,25{xscale 1.7 yscale 1.7 patch BHCFN076,0,0}\ngraphic BHCFN077,17,25{xscale 1.7 yscale 1.7 patch BHCFN077,0,0}\ngraphic BHCFN078,17,25{xscale 1.7 yscale 1.7 patch BHCFN078,0,0}\ngraphic BHCFN079,17,25{xscale 1.7 yscale 1.7 patch BHCFN079,0,0}\ngraphic BHCFN080,17,25{xscale 1.7 yscale 1.7 patch BHCFN080,0,0}\ngraphic BHCFN081,17,25{xscale 1.7 yscale 1.7 patch BHCFN081,0,0}\ngraphic BHCFN082,17,25{xscale 1.7 yscale 1.7 patch BHCFN082,0,0}\ngraphic BHCFN083,17,25{xscale 1.7 yscale 1.7 patch BHCFN083,0,0}\ngraphic BHCFN084,17,25{xscale 1.7 yscale 1.7 patch BHCFN084,0,0}\ngraphic BHCFN085,17,25{xscale 1.7 yscale 1.7 patch BHCFN085,0,0}\ngraphic BHCFN086,17,25{xscale 1.7 yscale 1.7 patch BHCFN086,0,0}\ngraphic BHCFN087,17,25{xscale 1.7 yscale 1.7 patch BHCFN087,0,0}\ngraphic BHCFN088,17,25{xscale 1.7 yscale 1.7 patch BHCFN088,0,0}\ngraphic BHCFN089,17,25{xscale 1.7 yscale 1.7 patch BHCFN089,0,0}\ngraphic BHCFN090,17,25{xscale 1.7 yscale 1.7 patch BHCFN090,0,0}\ngraphic BHCFN092,17,25{xscale 1.7 yscale 1.7 patch BHCFN092,0,0}\ngraphic BHCFN095,17,25{xscale 1.7 yscale 1.7 patch BHCFN095,0,0}\ngraphic BHCFN096,8,25{xscale 1.7 yscale 1.7 patch BHCFN096,0,0}\ngraphic BHCFN097,17,25{xscale 1.7 yscale 1.7 patch BHCFN097,0,0}\n//BIGFONTBH resizing\ngraphic B3CFN031,17,25{xscale 1.1 yscale 1.1 patch B3CFN031,0,0}\ngraphic B3CFN032,17,25{xscale 1.1 yscale 1.1 patch B3CFN032,0,0}\ngraphic B3CFN033,17,25{xscale 1.1 yscale 1.1 patch B3CFN033,0,0}\ngraphic B3CFN034,17,25{xscale 1.1 yscale 1.1 patch B3CFN034,0,0}\ngraphic B3CFN035,17,25{xscale 1.1 yscale 1.1 patch B3CFN035,0,0}\ngraphic B3CFN036,17,25{xscale 1.1 yscale 1.1 patch B3CFN036,0,0}\ngraphic B3CFN037,17,25{xscale 1.1 yscale 1.1 patch B3CFN037,0,0}\ngraphic B3CFN038,17,25{xscale 1.1 yscale 1.1 patch B3CFN038,0,0}\ngraphic B3CFN039,17,25{xscale 1.1 yscale 1.1 patch B3CFN039,0,0}\ngraphic B3CFN040,17,25{xscale 1.1 yscale 1.1 patch B3CFN040,0,0}\ngraphic B3CFN041,17,25{xscale 1.1 yscale 1.1 patch B3CFN041,0,0}\ngraphic B3CFN042,17,25{xscale 1.1 yscale 1.1 patch B3CFN042,0,0}\ngraphic B3CFN043,17,25{xscale 1.1 yscale 1.1 patch B3CFN043,0,0}\ngraphic B3CFN044,8,25{xscale 1.1 yscale 1.1 patch B3CFN044,0,0}\ngraphic B3CFN045,17,25{xscale 1.1 yscale 1.1 patch B3CFN045,0,0}\ngraphic B3CFN046,17,25{xscale 1.1 yscale 1.1 patch B3CFN046,0,0}\ngraphic B3CFN047,17,25{xscale 1.1 yscale 1.1 patch B3CFN047,0,0}\ngraphic B3CFN048,17,25{xscale 1.1 yscale 1.1 patch B3CFN048,0,0}\ngraphic B3CFN049,10,25{xscale 1.1 yscale 1.1 patch B3CFN049,0,0}\ngraphic B3CFN050,17,25{xscale 1.1 yscale 1.1 patch B3CFN050,0,0}\ngraphic B3CFN051,17,25{xscale 1.1 yscale 1.1 patch B3CFN051,0,0}\ngraphic B3CFN052,17,25{xscale 1.1 yscale 1.1 patch B3CFN052,0,0}\ngraphic B3CFN053,17,25{xscale 1.1 yscale 1.1 patch B3CFN053,0,0}\ngraphic B3CFN054,17,25{xscale 1.1 yscale 1.1 patch B3CFN054,0,0}\ngraphic B3CFN055,17,25{xscale 1.1 yscale 1.1 patch B3CFN055,0,0}\ngraphic B3CFN056,17,25{xscale 1.1 yscale 1.1 patch B3CFN056,0,0}\ngraphic B3CFN057,17,25{xscale 1.1 yscale 1.1 patch B3CFN057,0,0}\ngraphic B3CFN058,17,25{xscale 1.1 yscale 1.1 patch B3CFN058,0,0}\ngraphic B3CFN060,17,25{xscale 1.1 yscale 1.1 patch B3CFN060,0,0}\ngraphic B3CFN062,17,25{xscale 1.1 yscale 1.1 patch B3CFN062,0,0}\ngraphic B3CFN063,17,25{xscale 1.1 yscale 1.1 patch B3CFN063,0,0}\ngraphic B3CFN065,17,25{xscale 1.1 yscale 1.1 patch B3CFN065,0,0}\ngraphic B3CFN066,17,25{xscale 1.1 yscale 1.1 patch B3CFN066,0,0}\ngraphic B3CFN067,17,25{xscale 1.1 yscale 1.1 patch B3CFN067,0,0}\ngraphic B3CFN068,17,25{xscale 1.1 yscale 1.1 patch B3CFN068,0,0}\ngraphic B3CFN069,17,25{xscale 1.1 yscale 1.1 patch B3CFN069,0,0}\ngraphic B3CFN070,17,25{xscale 1.1 yscale 1.1 patch B3CFN070,0,0}\ngraphic B3CFN071,17,25{xscale 1.1 yscale 1.1 patch B3CFN071,0,0}\ngraphic B3CFN072,17,25{xscale 1.1 yscale 1.1 patch B3CFN072,0,0}\ngraphic B3CFN073,17,25{xscale 1.1 yscale 1.1 patch B3CFN073,0,0}\ngraphic B3CFN074,17,25{xscale 1.1 yscale 1.1 patch B3CFN074,0,0}\ngraphic B3CFN075,17,25{xscale 1.1 yscale 1.1 patch B3CFN075,0,0}\ngraphic B3CFN076,17,25{xscale 1.1 yscale 1.1 patch B3CFN076,0,0}\ngraphic B3CFN077,17,25{xscale 1.1 yscale 1.1 patch B3CFN077,0,0}\ngraphic B3CFN078,17,25{xscale 1.1 yscale 1.1 patch B3CFN078,0,0}\ngraphic B3CFN079,17,25{xscale 1.1 yscale 1.1 patch B3CFN079,0,0}\ngraphic B3CFN080,17,25{xscale 1.1 yscale 1.1 patch B3CFN080,0,0}\ngraphic B3CFN081,17,25{xscale 1.1 yscale 1.1 patch B3CFN081,0,0}\ngraphic B3CFN082,17,25{xscale 1.1 yscale 1.1 patch B3CFN082,0,0}\ngraphic B3CFN083,17,25{xscale 1.1 yscale 1.1 patch B3CFN083,0,0}\ngraphic B3CFN084,17,25{xscale 1.1 yscale 1.1 patch B3CFN084,0,0}\ngraphic B3CFN085,17,25{xscale 1.1 yscale 1.1 patch B3CFN085,0,0}\ngraphic B3CFN086,17,25{xscale 1.1 yscale 1.1 patch B3CFN086,0,0}\ngraphic B3CFN087,17,25{xscale 1.1 yscale 1.1 patch B3CFN087,0,0}\ngraphic B3CFN088,17,25{xscale 1.1 yscale 1.1 patch B3CFN088,0,0}\ngraphic B3CFN089,17,25{xscale 1.1 yscale 1.1 patch B3CFN089,0,0}\ngraphic B3CFN090,17,25{xscale 1.1 yscale 1.1 patch B3CFN090,0,0}\ngraphic B3CFN092,17,25{xscale 1.1 yscale 1.1 patch B3CFN092,0,0}\ngraphic B3CFN095,17,25{xscale 1.1 yscale 1.1 patch B3CFN095,0,0}\ngraphic B3CFN096,8,25{xscale 1.1 yscale 1.1 patch B3CFN096,0,0}\ngraphic B3CFN097,17,25{xscale 1.7 yscale 1.7 patch B3CFN097,0,0}\n\n//\nGraphic U_10,50,50{XScale 1.8 YScale 1.8 Patch U_10,0,0}\nGraphic U_20,50,50{XScale 1.8 YScale 1.8 Patch U_20,0,0}\nGraphic U_10E,50,50{XScale 1.8 YScale 1.8 Patch U_10E,0,0}\nGraphic U_20E,50,50{XScale 1.8 YScale 1.8 Patch U_20E,0,0}\nGraphic RES_10E,50,50{XScale 1.8 YScale 1.8 Patch RES_10E,0,0}\nGraphic RES_20E,50,50{XScale 1.8 YScale 1.8 Patch RES_20E,0,0}\n\nGraphic CINN1,40,60   {XScale 0.8 YScale 0.8 Offset 5,0 Patch GR_CINN1,0,0}"
      },
      {
        "source": "pk3",
        "name": "CHANGELOG.txt",
        "contents": "This is a unofficial version of bagel horde: hotb-final-r2.\n\n==============================================================================================================================================================\n\n2.4.4.2\n*added everything from 2.4.4.1_littlefix4.\n*buffed hp give from ultimate crates for humans, to 1500 from 1000 (compensating the nemesis and vexed nemesis potatoes buffs).\n*buffed life sphere from hypers crates as well, from +400 to +500 hp.\n*removed the alpha bagel weapon, alpha bagels will start as a random bagel just like in some of the older versions. In this case, they have more scale so there's a way to identify them.\n*bagel inside and poison potatoes from silver crates are very rare again.\n*buffed the amount of mass the mario's cogume item gives from 30 to 45. Also, the item is way more common in hypers and you can stack 4 now instead of 3.\n*alpha bagels have 145 mass now from 100.\n*fixed bagels weapons for hud.\n*changed mega potato item image to the normal potato.\n*hopefully fixed potatoes bounce loop.\n*all true legendary potatoes have the same speed now.\n*to get iron curtain on silver and gold crates it's necessary now to have 50% resistance. from hypers you can still get it instantly through.\n*removed the color effects from iron curtain and fire resistances since they are common items (i should have done this a long time ago).\n*normal burns does always 15 dmg now (it was with the old formula from vanilla zh: 20 dmg on zm maps and 10 dmg on ze maps).\n*bagels resistances properly gives resistance to everything now except the burn damage.\n*added a hud display for mega potato ammo (very similar to fragarach).\n*added the \"Legendary Potato Cannon\" and of course the \"Legendary Potato\" (we have all the potatoes tiers now, except enraged but idk if that counts).\n*added proper player sprites for the quad shotgun and tempest launcher.\n*fixed coil gun not taking the weapon sometimes when ammo reaches 0.\n*added the \"Legendary Quad Shotgun\" from txs-reborn (all credits goes to TypicalSF). It can be obtained in hypers and ultimates.\n*fixed the hud not showing correctly the potato ammo.\n*buffed true legendary bfg burn damage a bit (i nerfed it some time ago).\n*updated the purple bagel smoke for the extra resistances.\n*power rage sphere screen color effect sightly reduced.\n*planet cracker's alt fire cost 7 ammo now.\n*added unique player sprites for the vindicator.\n*added a lot of new sounds for bagels and humans.\n*added cultist base music from doom eternal ofc.\n*added for doom radio musics: stardate20x7 music, mucus flow, valiant's map 32 composed by James Paddock and eviternity's map 29.\n\n==============================================================================================================================================================\n\n2.4.4.1\n*dying on ze maps and bagels dying when timer count down to 0 in zm maps does 10 million damage now.\n*humans hp: gold crates can give +100 hp;\nhypers can give +400 hp;\nultimates can give +1000 hp.\n*removed karasawa bolts effect for less lag (also removed dynamic lights).\n*reduced the effects of planet cracker also for performance.\n*increased hackroid potato chance a bit.\n*removed a bug where yamato and vindicator burns were not working at all (i'm not sure about this).\n*changed the sounds for true legendary potato.\n*added more yoda cbt sound because why not.\n*hyper crates give 5 mega potatoes now instead of just 1.\n*crates chances back to normal, with exception of very high odds (10x+), which got increased.\n*bagel stealth can see humans through walls now. because of that i moved it for hyper crates only.\n*yamato normal fire uses 3 ammo shots before going to ready state (i want to prevent humans from raping bagels with burn spam).\n*nerfed the amount of tracers of vindicator, it was causing lag issues (i buffed it in the last version so that's why).\n*added the ultra sphere from corn's version (i forgot about that).\n*added poison potatoes from corn's version.\n*added bagel inside as well, but it's pretty rare to get it from silver crates.\n*made the holy and infect cross with vanilla effect, also from cornmisser's version.\n*nemesis potato and true legendary potato storm turned both into weapons.\n*increased alpha bagel mass from 60 to 100.\n*added a item for bagels that increases the mass by 30 and also the scale (so makes sense somehow). also, it can stack 3 times max and be obtained only in golds and hypers.\n*fixed bagels bots ai not working as it should.\n*fixed the hud for the armor (it didn't worked in 2.4.4).\n*removed fire crystal item from ultimate and hyper and moved that to gold.\n*added the true legendary fire crystal made by cornmisser, which is obtained in ultimate crates for now.\n*added corn's version of tempest launcher.\n*fixed vindicator tracers chasing bagels not working properly.\n*readded spread, you can get it in ultimate crates only, and ofc that thing is very unbalanced so it can only be obtained by enabling the cvar \"bh_enablespread\".\n*fixed a little bug with bagels hud showing that you have fragarach\\vexed\\nemesis\\apoca\\mega pot\\true leg potato\\bagel summon left even through you didn't.\n*added x3 cobalt bomb item from corn's version.\n*added turbo panic also from cornmisser's version.\n*planet cracker ammo back to 8 from 5.\n*buffed the planet cracker normal fire damage.\n*changed the meathook song to it's original version of it from doom eternal.\n\n==============================================================================================================================================================\n\n2.4.4\n*fixed the timer (I messed it up on the other version):\n-first, the round initial timer varies according to the crates chances, from 2 min to 5 min max.\n-second, the additional infect timer got almost halved, for normal and low crates odds. with high crates odds, it can duplicate and go to normal again.\n\n*removed rng damage of holy cross, it will do always 15k damage now (each projectile).\n*fixed mega potato's rng damage, it'll do always 100 damage now.\n*added the infection cross from cornmisser's version (can be obtained only in gold crates).\n*made the karasawa discharge just like cornmisser's version.\n*karasawa discharge: you will receive now x50 and x100 from silver and gold crates, and x500 from hyper crates.\n*the musics now will require higher crates odds to be played.\n*added bagel wings from cornmisser's version (can only be obtained in gold crates).\n*added bagel stealth from cornmisser's version (can only be obtained in gold crates).\n*removed potatoes ghost trail, it can easily cause lag with high crates odds.\n*added the triple big nuke crate item from hyper crates of cornmisser's version.\n*added quad damage from cornmisser's version (can only be obtained in ultimate crates).\n*added spread rune from cornmisser's version (can only be obtained in ultimate crates).\n*added the true legendary potato and the storm item of it, also from cornmisser's version (can be obtained in hyper and ultimate crates).\n*removed nuclear missile projectile rng damage, it will do always 500 damage now. also buffed the explosion, it can do even more damage according to how close the bagels are.\n*increased nuclear missile speed from 20 to 50.\n\n*Planet Cracker changes (highly buffed):\n-buffed a lot the planet cracker's fire projectile speed.\n-added a new and very strong alt fire, which will cost 5 ammo.\n-nerfed the ammo capacity from 8 to 5.\n-it'll use the sprites of the last RO version now.\n\n*Vindicator changes (it got a very good buff):\n-reduced the splash damage a lot, so players cannot rape bagels easily, but for compensation I added a new burn mechanic which will still give a ton of damage.\n-tracers will now make bagels burn.\n-increased the tracers' duration.\n-tracers can also bounce on walls and even seek bagels! so now vindicator can cause a great amount of damage even if it's far away from bagels.\n-fixed sometimes the vindicator could still kill humans with fall damage.\n\n*Nuclear Potato:\n-reduced speed from 80 to 50.\n-removed infinite bounce.\n-changed the explosion sound.\n-nerfed the nuke fire duration and explosive damage.\n-nuke tracers will vanish after 20 seconds and not walking for eternity on the map.\n-nuke fire will now behave and will vanish after passing a determined amount time.\n\n*added the coil gun's alt fire from cornmisser's version.\n*added speed zero from cornmisser's version (that item came from classic bh and it's only inside silver crates).\n*made the fragarach similar to corn's version.\n*removed the archviles. idk why I added them.\n*added alt fire for fusion cannon, also from corn's version.\n*added the nemesis potato from cornmisser's version (only in ultimate crates).\n*nerfed the ultra powerup speed from x3 to x2.\n*added the apocalypse potato from corn's version. I changed it a bit: since I didn't nerfed nuclear potato so much, it will always fire 22 nuclear potatoes in total and cause\na massive explosion on death (also i didn't forget about the apocalypse potatoes bagels weapons).\n*Crates chances changes for all the tiers: I increased the chances of 50.0x +, make less than 1.0x rarer and also I changed a bit the chances between 1.0x and 20.0x.\n*added a sound effect when firing weapons with quad damage, similar to DOOM 2016.\n*nerfed the duration of the hax powerup from bagels from 1 minute to 50 seconds.\n*quad damage will least for 50 seconds now instead of 30 seconds, just like the hax powerup of bagels.\n*fixed quad damage not giving the proper x4 damage as it should give.\n\n*Yamato changes:\n-the nuke does more damage if the bagels are closer to it.\n-removed it from hyper crates, since it got very buffed.\n-added an alternative fire to it from the last RO version.\n-the ammo is now based on nuke cells: if you get one yamato on the ultimate crate you will get 80 nuke cells.\n-fire: costs 1 nuke cell per shot.\n-altfire: (the old nuke) costs 60 nuke cells.\n-added the same burn mechanic I added to vindicator for it.\n\n*added the burn mechanic also for true legendary bfg balls, which means the burn of it will deal way less damage and cause less lag issues.\n*fixed the infection cross not giving infects for the user of the cross.\n*bagel bot:\n-removed jumps and increased its speed.\n-increase the AI a bit, the bagel bot can target more humans and try to attack the closer humans, but it's still bad.\n\n*added a hud for 10% damage of weapons upgrade.\n*added the vexed nemesis potato from corn's version (obtained from ultimate only).\n*added a similar item to the bagel boost for humans, the extra weapon upgrade, which will give 10% damage each (you can get 20% max). i put it into the ultimates and hypers for now.\n*added a different version of the bagel boost for bagels, which will work just like the extra damage for humans. in this case it'll give 10% resistance to bagels, with a max of 20%.\n*weapons upgrade will now apply to all weapons and not just some of them.\n*nuclear missile launcher will be more common in hyper crates since i removed yamato from them.\n*alpha bagels have a bit more of mass (55 instead of 40) now, since they are bigger, so it makes sense i guess.\n*added armor for the hud.\n*added a purple effect on most of the guns from cornmisser's version if you have as a human 50% damage + 20% extra damage (this is also included for cobalt bomb).\n*items boxes that replace jacks and ssg now replace the holy cross too, and can give even more good crates according to crates chances.\n*added the hackroid potato from corn's version (it's only obtainable in ultimates and it's very rare).\n*mega potato: reduced radius, height and scale. increased speed.\n*diabeetus inventory max is now 10.\n*storm potato max is now 10.\n*readjusted the crates items messages.\n*replaced plague radio song with yoda cbt.\n\n==============================================================================================================================================================\n\n2.4.3.1\n*Fixed bagels infinite HP.\n*Fixed potato discharge item image.\n*Fixed rage patch.\n*Made the 75% Health Loss more rare.\n*Fixed the rage patch again.\n*Nerfed the Planet Cracker (Removed blue fire rape and nerfed the explosive damage).\n\n==============================================================================================================================================================\n\n2.4.3 : This is a small update, I didn't add many things on this version.\n*Replaced and added new sounds.\n*Added 2.4.2littlefix3 fixes.\n*Added BFG Division music.\n*Added a remixed version of BFG Division made by FalKKonE!! Link: https://www.youtube.com/watch?v=bQ1VlAnJxns\n*Added Hell Choir (DOOM 2016) music.\n*Nerfed the Bagel Summoner, it will summon only one bagel bot again.\n*Jacksgun\\Double Shotgun floor item replacement can give ultimate or hyper crates according to the chances.\n*Fixed vindicator frame drop\\raping bagels.\n*Added x50, x60, x70, x80, x90 and x100 chance to all crates. And of course these chances are very rare.\n*Removed D_PERSIA, BOSS and BOSS2 musics.\n*Added extra time to ZM maps according to crates chances.\n*Added on Silver Crates 75% damage hurt for humans.\n*Added on Silver Crates a Potato Discharge for bagels.\n*Added the \"Planet Cracker\" from russian overkill.\n*Replaced Korax, Uboa and Weegee by giant arch-viles.\n*Buffed the Bagel BOT a bit.\n*Removed Nuclear Potatoes from Silver Crates.\n*Added Rocket Limit to 20 for Silver Crates when their chances are x20 or higher. Same for Gold Crates but it's just for 30x or higher.\n*Added Yamato Chargers on Silver Crates, you will receive them only if their chances are x30 or higher. Stacking 6 chargers grants a free\nYamato. Chances increases if: x50 Silver chance and 80x chance increase the chance even more.\n*Buffed Minor and Major health upgrade for bagels again to the 2.4.2:\nMajor --> From 400 to 600;\nMinor --> from 200 to 300.\n\n==============================================================================================================================================================\n\n2.4.2\n*Now a part of the health acumulator of the bagels will turn into a armor (maximum: 20000) that will absorb 90% of the damage taken so humans cannot KO anymore \"Ultimate Bagels\".\n*Nerfed \"Holy Cross\" RNG damage from random(1,8) to random(1,6).\n*Fixed thompson's player sprite.\n*Fixed BOSS musics script causing conflict with victory music.\n*Changed the crates chances a bit.\n*Modified BOSS musics chance to happen according with crates chances.\n*Fixed \"True Legendary BFG\" and \"Yamato\" ready loop sounds that don't stop if you get bageled while using these weapons.\n*Replace Hunter guy and Hunter's Dogs with something else.\n*Now the amount of crates that humans inicially have will affect directly the bagels' HP.\n*Nerfed Minor and Major health upgrade for bagels:\nMajor --> From 800 to 600;\nMinor --> from 400 to 300.\n*Fixed the receiving message of double nuclear potato on hyper crate, \"Nuclear Potatoes\" instead of \"A Nuclear Potatoes\".\n*Removed \"BOSS\" music, main final boss music of armageddon invasion mod.\n*Added more monkey noises for bagels.\n*Added a Bagel Summoner, it will spawn a very strong utility bagel to help to infect humans. Can only be obtained on Ultimate Beetus Crates.\n*Added a Ultra Powerup for Ultimate Crate.\n*Added an \"Ultimate Beetus Crate\", it's a red crate that is the new top tier crate above hyper. Awards for now:\nHumans:\n- +500 HP (it's not a life sphere, this can go over 500 HP).\n- ultra kevlar that will resist against 5 scratches and if you receive it again from the crate, it will grant +7 scratches tank, totalizing 12 scratches resist.\n- Yamato.\n- Vindicator.\n- Nuclear Missile Launcher.\n- True Legendary BFG.\n- 3x Fire Crystals.\nBagels:\n- +12000 HP.\n- x2 Nuclear Potatoes.\n- Bagel Summoner.\n- Ultra Powerup (75% resistance to everything + x3 speed for 1 min).\n\n==============================================================================================================================================================\nSome Random Credits:\n\nYamato, Vindicator: Everything from Russian Overkill.\nTrue Legendary BFG: From LCA, I don't know who made the sprites.\nLegendary BFG Player Sprites: by Metal_Spaghetti.\nNuclear Missile Launcher: Missile explosion took from LCA, weapon sprites from realm667.\n\nMusics:\nD_LEGM1: Two Steps From Hell - Velocitron (Invincible).\nD_DDD: Dire, Dire Docks from Super Mario 64.\nD_MTHOK: Meathook\\Slayer's Gate OST from DooM Eternal composed by Mick Gordon.\nVERSUS2: Quake 2- Descent into Cerberon."
      },
      {
        "source": "pk3",
        "name": "actors/AMMO.txt",
        "contents": "//Human Ammo\nActor BarbossasAmmo : Ammo\n{\n Inventory.MaxAmount 6\n}\n\nActor BlackbeardsAmmo : Ammo\n{\n Inventory.MaxAmount 5\n}\n\nActor GjallorhornMissilesAmmo : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Inventory.Icon \"BZKA1\"\n States\n {\n  Spawn:\n   ROCK A -1\n   Stop\n }\n}\n\nActor VulcanMagazine : Ammo\n{\n Inventory.MaxAmount 200\n}\n\nActor KsawDischarge : Ammo\n{\n Inventory.MaxAmount 1000\n}\n\nActor FusionCharge : Ammo\n{\n Inventory.MaxAmount 1\n}\n\nActor BazookaAmmo : Ammo\n{\n Inventory.MaxAmount 20\n States\n  {\n   Spawn:\n    ROCK A -1\n   Stop\n  }\n}\n\nActor IncendiaryGrenadeAmmo : Ammo\n{\n +INVENTORY.IGNORESKILL\n Inventory.Amount 1\n Inventory.MaxAmount 3\n Scale 0.5\n}\n\nActor PulseAmmo : Ammo\n{\n Inventory.MaxAmount 500\n}\n\n//Bagel Ammo\n\nActor PotatoAmmo : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1000\n States\n  {\n   Spawn:\n    TNT1 A 0\n    Stop\n  }\n}\n\nActor LegendaryPotatoAmmo : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 15\n}\n\nActor MegaPotatoAmmo : Ammo\n{\nInventory.Amount 1\nInventory.MaxAmount 5\nStates\n{\nSpawn:\n   TNT1 A 0\n   Stop\n   }\n}\n\nActor BagelSummonAmmo : Ammo\n{\nInventory.Amount 1\nInventory.MaxAmount 1\nStates\n{\nSpawn:\n   TNT1 A 0\n   Stop\n   }\n}\n\nActor BagelSummonerInventory : Inventory {Inventory.MaxAmount 1}\n\nActor GoldenPotatoAmmo : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n States\n  {\n   Spawn:\n    TNT1 A 0\n    Stop\n  }\n}\n\nActor FragarachAmmo : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 5\n States\n {\n  Spawn:\n   ROCK A -1\n   Stop\n }\n}\n\nActor Selfheal : Ammo\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n States\n  {\n   Spawn:\n    TNT1 A 0\n    Stop\n  }\n}\n\nActor BagelCLIP : Ammo\n{\n Inventory.MaxAmount 1500\n}\n\nActor HasNuclearPotato : Inventory {Inventory.MaxAmount 2}\n\nACTOR NuclearMissile : Ammo\n{\nInventory.MaxAmount 1\n}\n\nActor YamatoNuke : Ammo\n{\n Inventory.MaxAmount 1\n}\n\nACTOR NukeCellAmmo : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 80\n\tAmmo.BackpackAmount 50\n\tAmmo.BackpackMaxAmount 80\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"Picked up a nuclear power charge.\"\n\tInventory.Icon CELLTURD\n\tScale 1\n}\n\nActor VindicatorDevastation : Ammo\n{\n Inventory.MaxAmount 1\n}\n\nActor TrueLegendaryBFGBall : Ammo\n{\n Inventory.MaxAmount 2\n}\n\nActor IonAmmo : Ammo\n{\n Inventory.MaxAmount 8\n}\n\nActor YamatoCharger : Inventory {Inventory.MaxAmount 6}\n\nActor LegendaryPotatoLauncherInventory : Inventory {Inventory.MaxAmount 1}\n\nACTOR LegendaryShell : Ammo\n{\nScale 0.3\nInventory.PickupMessage \"Legendary Shells\"\nInventory.PickupSound \"\"\nInventory.Amount 4\nInventory.MaxAmount 20\nAmmo.BackpackAmount 4\nAmmo.BackpackMaxAmount 40\nInventory.Icon \"LHELA0\"\n+NOTIMEFREEZE\nStates\n{\n  Spawn:\n    LESS A -1\n    Stop\n    }\n}\n\nACTOR LegendaryQuadShell : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 4\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 4\nInventory.Icon \"QS2SZ0\"\n+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "actors/EFFECTS.txt",
        "contents": "//Credit to Fused\nactor HolyLightBH : HolyLight replaces HolyLight\n{\n SpawnID 51\n Radius 13\n Height 8\n Speed 46\n Damage (15000)\n Projectile\n DamageType \"HumanHK\"\n +RANDOMIZE\n RenderStyle Add\n Alpha 0.75\n SeeSound \"inv/cross\"\n DeathSound \"weapons/plasmax\"\n Obituary \"%o has been purified.\"\n States\n {\n  Spawn:\n   TNT1 A 0 //first frame cant have an action\n   TNT1 AAAAAA 0 A_SpawnItemEx(\"Itemsparks\",0,0,0,Random(10,20),Random(-5,5),Random(-3,10),0,0)\n  Loopness:\n   PLSS AB 6 bright\n   Goto Loopness\n  Death:\n   PLSE ABCDE 4 Bright\n   Stop\n  }\n}\n\n//Credit to Fused\nActor ItemSparksBH : ItemSparks replaces ItemSparks\n{\n Radius 4\n Height 18\n +NOGRAVITY\n +RANDOMIZE\n -SOLID\n +NOBLOCKMAP\n +DONTSPLASH\n +CLIENTSIDEONLY\n +BRIGHT\n RenderStyle Add\n Alpha 0.9\n scale .5\n States\n {\n  Spawn:\n   TRAC ABCDCBABCDCBABCD 1 bright A_FadeOut(0.08)\n   Stop\n }\n}\n\n//Credit to Fused\n//extra added thingy\nActor ItemSparks2: ItemSparks\n{\n -NOGRAVITY\n Gravity 0.5\n States\n {\n  Spawn:\n   TRAC ABCDCBABCDABCDCBABCDABCDCBABCD 1 bright\n   TRAC ABCDCBABCDCBABCDCB 1 bright A_FadeOut(0.05)\n   Stop\n }\n}\n\nActor Honk\n{\n XScale 0.7\n YScale 0.7\n +NOGRAVITY\n VSpeed 1\n Mass 5\n States\n {\n  Spawn:\n   TNT1 A 0\n   HONK A 25\n   Stop\n }\n}\n\nActor Hoot : Honk\n{\n States\n {\n  Spawn:\n   TNT1 A 0\n   HOOT A 25\n   Stop\n  }\n}\n\nActor Plok : Honk\n{\n States\n {\n  Spawn:\n   TNT1 A 0\n   PLOK A 25\n   Stop\n }\n}\n\nActor Beep : Honk\n{\n States\n {\n  Spawn:\n   TNT1 A 0\n   BEEP A 25\n   Stop\n }\n}\n\nActor Pop\n{\n XScale 0.3\n YScale 0.3\n +NOBLOCKMAP\n +NOGRAVITY\n +ALLOWPARTICLES\n +RANDOMIZE\n RenderStyle Translucent\n Alpha 0.9\n VSpeed 1\n Mass 5\n States\n {\n  Spawn:\n   POPP A 5\n   POPP A 5\n   POPP A 5\n   POPP A 5\n   POPP A 5\n   Stop\n }\n}\n\nActor Squeak : Honk\n{\n\n States\n {\n  Spawn:\n   TNT1 A 0\n   SQUK A 25\n   Stop\n }\n}\n\nActor BurningFire : ArchvileFire\n{\n Speed 5\n +NOBLOCKMAP\n +NOCLIP\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.2\n States\n {\n  Spawn:\n   MISL BCDEF 7\n  Death:\n   TNT1 A -1\n   Stop\n }\n}\n\nActor BurningFire2 : BurningFire\n{\n Speed 15\n XScale 2.0\n YScale 2.0\n RenderStyle Translucent\n Alpha 0.7\n states\n {\n  Spawn:\n   MISL BCDEF 7\n  Death:\n   TNT1 A -1\n   stop\n }\n}\n\nActor BurningFire3 //For CobaltBurst\n{\n XScale 2.0\n YScale 2.0\n Height 20\n Radius 80\n Speed 14\n RenderStyle Translucent\n Alpha 0.7\n -NoGravity\n Gravity 0.5\n +DoomBounce\n Damage 1\n DamageType \"FireG\"\n Projectile\n states\n {\n  Spawn:\n   MISL BCDEF 15 bright\n  Death:\n   TNT1 A 1\n   stop\n }\n}\n\nActor BurningFire4\n{\n XScale 0.25\n YScale 0.25\n Height 10\n Radius 18\n Speed 25\n -NoGravity\n Damage 40\n DamageType \"FireG\"\n Projectile\n states\n {\n  Spawn:\n   MISL BCDEF 10 bright\n  Death:\n   TNT1 A 1\n   stop\n }\n}\n\nActor Wilford\n{\n SpawnID 51\n Radius 13\n Height 8\n XScale 0.6\n YScale 0.6\n Speed 30\n Damage 100\n Projectile\n DamageType \"FireG\"\n +RANDOMIZE\n DeathSound \"weapons/plasmax\"\n Obituary \"%o collided with diabeetus.\"\n States\n {\n  Spawn:\n   TNT1 A 1\n   WIBR ABABABABAB 2 bright\n   WIBR A 0 A_PlaySound(\"sound/DBEETUS\")\n   Goto Spawn+1\n  Death:\n   MISL B 8 bright\n   MISL C 6 bright\n   MISL D 4 bright\n   MISL E 4 bright\n   MISL F 4 bright\n    Stop\n }\n}\n\nActor FragarachProjectile\n{\n SpawnID 51\n Radius 6\n Height 8\n XScale 0.5\n YScale 0.5\n speed 70\n Damage (15)\n Projectile\n DamageType \"Fragarach\"\n RenderStyle Add\n Alpha 0.75\n SeeSound \"inv/cross\"\n DeathSound \"weapons/plasmax\"\n Obituary \"%o has been purified.\"\n States\n {\n  Spawn:\n   TNT1 A 2\n   TNT1 A 0 A_SpawnItemEX(\"FragarachTrail\",0,0,0,0,0,0,0,0)\n    Loop\n  Death:\n   MISL B 0 A_SpawnItemEx(\"FragarachBurst\",0,0,0,0,0,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeFireFragarach\",0,0,0,0,0,0,0,0)\n   TNT1 A 0 A_Explode(28,186)\n    Stop\n }\n}\n\nActor FragarachBurst\n{\n Radius 1\n Height 1\n +NOGRAVITY\n XScale 2.0\n YScale 2.0\n States\n {\n  Spawn:\n  Death:\n   //MISL B 0 A_Explode\n   MISL BCDEF 10 bright\n   Stop\n }\n}\n\nActor GjallorhornProjectile\n{\n Radius 6\n Height 8\n XScale 0.5\n YScale 0.5\n speed 50\n Damage 50\n Projectile\n +SEEKERMISSILE\n DamageType \"FireG\"\n SeeSound \"weapons/grnexplode\"\n Obituary \"%o has been purified.\"\n States\n {\n  Spawn:\n   MISL A 1 bright A_Weave(4,4,1.5,1.5)\n   loop\n  Death:\n   MISL B 0 A_PlaySound(\"weapons/rocklx\")\n   MISL B 0 A_SpawnItemEx(\"GJallorhornBurst\",0,0,0,0,0,0,0,0)\n   Stop\n }\n}\n\nActor GJallorhornBurst\n{\n DamageType \"Hum\"\n Damage 1\n +NOGRAVITY\n XScale 2.0\n YScale 2.0\n States\n {\n  Spawn:\n  Death:\n   MISL B 0 A_Explode\n   MISL BCDEF 5 bright\n   Stop\n }\n}\n\nActor FragarachTrail\n{\n +NOGRAVITY\n RenderStyle Add\n Alpha 0.75\n Scale 0.25\n States\n {\n  Spawn:\n  MISL BCDEF 5 bright\n  Stop\n }\n}\n\nActor GJallorhornTrail\n{\n +NOGRAVITY\n XScale 0.3\n YScale 0.3\n RenderStyle Add\n Alpha 0.75\n States\n {\n  Spawn:\n  MISL BCDEF 5 bright\n  Stop\n }\n}\n\nActor Pulse\n{\n PROJECTILE\n +RANDOMIZE\n +FORCEXYBILLBOARD\n DamageType \"Hum\"\n Damage 15\n Radius 2\n Height 2\n Speed 128\n Renderstyle Add\n Alpha 0.9\n Scale 0.5\n States\n {\n  Spawn:\n   TRAC A 1 bright\n   Loop\n  Death:\n   TRAC EDCBCDE 3 bright\n   Stop\n }\n}\n\nActor CoilShell\n{\n PROJECTILE\n +RANDOMIZE\n +FORCEXYBILLBOARD\n +SOLID\n Scale 0.7\n DamageType \"Hum\"\n Damage 25\n Radius 6\n Height 6\n Speed 120\n States\n {\n  Spawn:\n   TNT1 A 1\n   VUSH A 2 bright\n   Loop\n  Death:\n   TNT1 A 0\n   MISL BCDEF 3 A_FadeOut(0.05)\n   Stop\n }\n}\n\nActor CoilShell2\n{\n PROJECTILE\n +RANDOMIZE\n +FORCEXYBILLBOARD\n +SOLID\n Scale 0.7\n DamageType \"Hum\"\n Damage 60\n Radius 6\n Height 6\n Speed 120\n States\n {\n  Spawn:\n   TNT1 A 0\n   VUS2 A 2 bright\n   Loop\n  Death:\n   TNT1 A 0 A_Explode(32,64)\n   PISL BCDEF 3 A_FadeOut(0.05)\n   Stop\n }\n}\n\nActor CoilTrail\n{\n +NOGRAVITY\n Renderstyle Add\n Alpha 0.9\n XScale 0.2\n YScale 0.2\n States\n {\n  Spawn:\n   VUSH A 0\n   VUSH AAAAAAAAAAAAAAA 2 bright A_FadeOut(0.05)\n   Stop\n }\n}\n\nActor Pulse2: Pulse\n{\n Scale 1.2\n}\n\nActor Pulse3: Pulse\n{\n Scale 1.9\n}\n\nActor Pulse4: Pulse\n{\n Scale 2.6\n}\n\n//Ammended by Fused including the four trail actors below\nActor ExplosivePotato\n{\n Height 8\n Speed 63\n Damage 5\n Radius 11\n XScale 0.3\n YScale 0.3\n Gravity 0.1\n Bouncefactor 0.3\n WallBounceFactor 0.5\n Bouncecount 5\n DamageType \"Potato\"\n SeeSound \"Sound/POP\"\n Projectile\n -NoGravity\n +DoomBounce\n +SKYEXPLODE\n +CANBOUNCEWATER\n States\n {\n  Spawn:\n   TNT1 A 0\n   POTT AA 3\n   POTT BB 3\n   POTT CC 3\n   POTT DD 3\n   Loop\n  Death:\n    TNT1 A 0 A_SpawnItemEX(\"POP\",0,0,random(50,70),0)\n\tTNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tStop\n  }\n}\n\nActor YodaExplosivePotato : ExplosivePotato {SeeSound \"Sound/yodacbt\"}\nActor HFExplosivePotato : ExplosivePotato {SeeSound \"sound/freeman\"}\n\nActor GoldenPotato : ExplosivePotato\n{\n DamageType \"GoldenPotato\"\n States\n {\n  Spawn:\n   TNT1 A 0\n   GOLP AA 3\n   GOLP BB 3\n   GOLP CC 3\n   GOLP DD 3\n   Loop\n  Death:\n   TNT1 A 0 A_SpawnItemEX(\"POP\",0,0,random(50,70),0)\n   TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n   Stop\n  }\n}\n\nActor YodaGoldenPotato : GoldenPotato {SeeSound \"Sound/yodacbt\"}\nActor HFGoldenPotato : GoldenPotato {SeeSound \"sound/freeman\"}\n\nActor StormPotato : ExplosivePotato\n{\n +NoGravity\n Bouncefactor 1.0\n WallBounceFactor 1.0\n Bouncecount 10\n Speed 55\n +DoomBounce\n +SKYEXPLODE\n}\n\nActor YodaStormPotato : StormPotato {SeeSound \"Sound/yodacbt\"}\nActor HFStormPotato : StormPotato {SeeSound \"sound/freeman\"}\n\nACTOR MoisesChaosPotato : ExplosivePotato\n{\nRadius 15\nHeight 15\nDamage (100)\nSpeed 12\nScale 3.0\nBouncefactor 1.0\nWallBounceFactor 1.0\nBouncecount 10\nPROJECTILE\n+FORCERADIUSDMG\n+FORCEXYBILLBOARD\n+BLOODLESSIMPACT\n+SKYEXPLODE\n+BOUNCEONACTORS\n+CANBOUNCEWATER\nStates\n{\nSpawn:\n    TNT1 A 0\n    POTT A 4\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tPOTT A 4\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT B 4\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT B 4\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT C 4\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT C 4\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT D 4\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT D 4\n\tTNT1 A 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    Loop\nDeath:\n    TNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n    Stop\n    }\n}\n\nActor YodaMoisesChaosPotato : MoisesChaosPotato\n{\nSeeSound \"Sound/yodacbt\"\nStates\n{\nSpawn:\n    TNT1 A 0\n    POTT A 4\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tPOTT A 4\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT B 4\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT B 4\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT C 4\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT C 4\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT D 4\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT D 4\n\tTNT1 A 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    Loop\nDeath:\n    TNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n    Stop\n}\n}\n\nActor HFMoisesChaosPotato : MoisesChaosPotato\n{\nSeeSound \"sound/freeman\"\nStates\n{\nSpawn:\n    TNT1 A 0\n    POTT A 4\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n\tPOTT A 4\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT B 4\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT B 4\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT C 4\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT C 4\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT D 4\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    POTT D 4\n\tTNT1 A 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    Loop\nDeath:\n    TNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n\tTNT1 A 1 A_SpawnItemEX(\"POP\",random(-10,10),random(-10,10),random(50,70),0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20),0,0)\n    TNT1 A 0 A_PlaySound(\"Sound/PBOUNCE\")\n    Stop\n}\n}\n\nActor NuclearPotato\n{\n Height 8\n Speed 50\n Damage 20\n Radius 11\n XScale 0.5\n YScale 0.5\n Gravity 0.1\n Bouncefactor 1.1\n WallBounceFactor 1.1\n Bouncecount 20\n DamageType \"Potato\"\n SeeSound \"Sound/POP\"\n DeathSound \"nuclearpotato/boom\"\n Projectile\n -NoGravity\n +DoomBounce\n +SKYEXPLODE\n +CANBOUNCEWATER\n States\n {\n  Spawn:\n   TNT1 A 0\n   EPOT AA 3\n   EPOT BB 3\n   EPOT CC 3\n   EPOT DD 3\n   Loop\n  Death:\n      TNT1 A 0 A_Explode(Random(200,300),512,0,1)\n      TNT1 A 0 A_SpawnItemEX(\"POP\",0,0,random(50,70),0)\n\t  NKE1 A 0 Bright A_CustomMissile(\"NukeExplosionGenerator\",12,-1,315,2)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,8)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,23)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,38)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,53)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,68)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,83)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,98)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,113)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,128)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,143)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,158)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,173)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,187)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,202)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,217)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,232)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,247)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,262)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,277)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,292)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,307)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,322)\n      NKE1 A 0 Bright A_CustomMissile(\"NukeWall\",0,0,337)\n      NKE1 A 11 Bright A_CustomMissile(\"NukeWall\",0,0,352)\n      NKE1 B 0 A_CustomMissile(\"NukeExplosionGenerator\",32,1,45,2)\n      NKE1 B 0 A_CustomMissile(\"NukeExplosionGenerator\",32,1,135,2)\n      NKE1 B 0 A_CustomMissile(\"NukeExplosionGenerator\",32,-1,225,2)\n      NKE1 B 16 Bright A_CustomMissile(\"NukeExplosionGenerator\",32,-1,315,2)\n      NKE1 C 0 A_CustomMissile(\"NukeExplosionGenerator\",25,1,0,2)\n      NKE1 C 0 A_CustomMissile(\"NukeExplosionGenerator\",25,1,90,2)\n      NKE1 C 0 A_CustomMissile(\"NukeExplosionGenerator\",25,-1,180,2)\n      NKE1 C 16 Bright A_CustomMissile(\"NukeExplosionGenerator\",25,-1,270,2)\n      NKE1 D 0 A_CustomMissile(\"NukeExplosionGenerator\",12,1,45,2)\n      NKE1 D 0 A_CustomMissile(\"NukeExplosionGenerator\",12,1,135,2)\n      NKE1 D 0 A_CustomMissile(\"NukeExplosionGenerator\",12,-1,225,2)\n      NKE1 D 16 Bright A_CustomMissile(\"NukeExplosionGenerator\",12,-1,315,2)\n      NKE1 E 0 A_CustomMissile(\"NukeExplosionGenerator\",4,1,0,2)\n      NKE1 E 0 A_CustomMissile(\"NukeExplosionGenerator\",4,1,90,2)\n      NKE1 E 0 A_CustomMissile(\"NukeExplosionGenerator\",4,-1,180,2)\n      NKE1 E 16 Bright A_CustomMissile(\"NukeExplosionGenerator\",4,-1,270,2)\n      NKE1 F 16 Bright\n      NKE1 G 0 A_CustomMissile(\"NukeExplosionGenerator\",1,1,45,2)\n      NKE1 G 0 A_CustomMissile(\"NukeExplosionGenerator\",1,1,135,2)\n      NKE1 G 0 A_CustomMissile(\"NukeExplosionGenerator\",1,-1,225,2)\n      NKE1 G 16 Bright A_CustomMissile(\"NukeExplosionGenerator\",1,-1,315,2)\n      NKE1 HIJKLMNOPQ 16 Bright\n      NKE1 RSTU 20 Bright\n\tStop\n  }\n}\n\nActor YodaNuclearPotato : NuclearPotato {SeeSound \"Sound/yodacbt\"}\nActor HFNuclearPotato : NuclearPotato {SeeSound \"sound/freeman\"}\n\nACTOR NukeExplosionGenerator\n{\n   Radius 6\n   Height 4\n   Speed 32\n   Damage 6\n   +NOBLOCKMAP\n   +NOGRAVITY\n   +DROPOFF\n   +MISSILE\n   +RIPPER\n   +BLOODLESSIMPACT\n   +NOTELEPORT\n   +THRUGHOST\n   Scale 0.9\n   DamageType \"Fragarach\"\n   ExplosionDamage 80\n   ExplosionRadius 112\n   RenderStyle Normal\n   DeathSound \"weapons/rocketexplode\"\n   Obituary \"%o was annihilated by a Nuclear Missile.\"\n   States\n   {\n   Spawn:\n      ROKE AAA 1\n      ROKE A 1 A_CustomMissile(\"DispersionRocketExplosion1\",0,0,0,2)\n      ROKE AAA 1\n      ROKE A 1 A_CustomMissile(\"DispersionRocketExplosion2\",12,0,0,2)\n      ROKE AAA 1\n      ROKE A 1 A_CustomMissile(\"DispersionRocketExplosion3\",32,0,0,2)\n      Stop\n   Death:\n      ROKE A 0 A_SetTranslucent(0.7,1)\n      ROKE A 4 Bright A_Explode\n      ROKE B 5 Bright\n      ROKE CDE 6 Bright\n      ROKE F 5 Bright\n      ROKE G 4 Bright\n      Stop\n   }\n}\n\nACTOR NukeWall\n{\n   Radius 8\n   Height 12\n   Speed 20\n   Damage 5\n   +NOBLOCKMAP\n   +DROPOFF\n   +MISSILE\n   +ACTIVATEIMPACT\n   +ACTIVATEPCROSS\n   +RIPPER\n   +BLOODLESSIMPACT\n   +NOTARGET\n   +FLOORHUGGER\n   +FIREDAMAGE\n   +THRUGHOST\n   Renderstyle Normal\n   Alpha 0.8\n   DamageType \"Fragarach\"\n   ExplosionDamage 64\n   ExplosionRadius 64\n   Obituary \"%o was dissolved by a Nuclear Flamewall.\"\n   DeathSound \"weapons/nuclearmissileflamehit\"\n   ReactionTime 350\n   States\n   {\n   Spawn:\n      FLWS ABC 2 Bright\n      FLWS D 2 Bright A_CustomMissile(\"NukeFire\",0,0,0)\n      FLWS EFGHI 2 Bright\n      FLWS J 2 Bright A_CustomMissile(\"NukeFire\",0,0,0)\n      FLWS KLMNOABCDEFGHIJ 2 Bright A_CountDown\n      Goto Spawn+10\n   Death:\n      FLWE A 3 Bright A_Explode\n      FLWE BCDEFGHIJKLMNOPQRST 3 Bright\n      Stop\n   }\n}\n\nACTOR NukeFire\n{\n   Radius 8\n   Height 20\n   Health 999999999\n   Mass 500\n   Speed 2\n   Damage 20 //123\n   +SHOOTABLE\n   +DROPOFF\n   +FLOORCLIP\n   +NOBLOOD\n   +NOTARGET\n   +FIREDAMAGE\n   +THRUGHOST\n   Renderstyle Normal\n   Alpha 0.6\n   DamageType \"Fragarach\"\n   ExplosionDamage 38\n   ExplosionRadius 160\n   Obituary \"%o was burned by the Nuclear fire.\"\n   DeathSound \"weapons/nuclearmissileburn\"\n   var int user_death;\n   States\n   {\n   Spawn:\n      NKFR A 0 A_Jump(64,6)\n      NKFR A 0 A_Jump(64,4)\n      NKFR A 0 A_Jump(64,2)\n      NKFR A 1 Bright\n      NKFR A 1 Bright\n      NKFR A 1 Bright\n      NKFR A 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR A 4 Bright A_Explode\n      NKFR BC 4 Bright\n      NKFR D 4 Bright A_Explode\n      NKFR EF 4 Bright\n      NKFR G 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR G 4 Bright A_Explode\n      NKFR HI 4 Bright\n      NKFR J 4 Bright A_Explode\n      NKFR KL 4 Bright\n      NKFR M 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR M 4 Bright A_Explode\n      NKFR NA 4 Bright\n      NKFR B 4 Bright A_Explode\n      NKFR CD 4 Bright\n      NKFR E 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR E 4 Bright A_Explode\n      NKFR FG 4 Bright\n      NKFR H 4 Bright A_Explode\n      NKFR IJ 4 Bright\n      NKFR K 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR K 4 Bright A_Explode\n      NKFR LM 4 Bright\n      NKFR N 4 Bright A_Explode\n      NKFR AB 4 Bright\n      NKFR C 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR C 4 Bright A_Explode\n      NKFR DE 4 Bright\n      NKFR F 4 Bright A_Explode\n      NKFR GH 4 Bright\n      NKFR I 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR I 4 Bright A_Explode\n      NKFR JK 4 Bright\n      NKFR L 4 Bright A_Explode\n      NKFR MN 4 Bright\n\t  TNT1 A 0 A_SetUserVar(\"user_death\",user_death+1)\n\t  TNT1 A 0 A_JumpIf(user_death >= 2,\"Death\")\n      Goto Spawn+6\n   Death:\n      NKFR O 5 Bright\n      NKFR P 7 Bright\n      NKFR Q 10 Bright\n      Stop\n   }\n}\n\nActor NukeFireFragarach : NukeFire\n{\nStates\n   {\n   Spawn:\n      NKFR A 0 A_Jump(64,6)\n      NKFR A 0 A_Jump(64,4)\n      NKFR A 0 A_Jump(64,2)\n      NKFR A 1 Bright\n      NKFR A 1 Bright\n      NKFR A 1 Bright\n      NKFR A 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR A 4 Bright A_Explode\n      NKFR BC 4 Bright\n      NKFR D 4 Bright A_Explode\n      NKFR EF 4 Bright\n      NKFR G 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR G 4 Bright A_Explode\n      NKFR HI 4 Bright\n      NKFR J 4 Bright A_Explode\n      NKFR KL 4 Bright\n      NKFR M 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR M 4 Bright A_Explode\n      NKFR NA 4 Bright\n      NKFR B 4 Bright A_Explode\n      NKFR CD 4 Bright\n      NKFR E 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR E 4 Bright A_Explode\n      NKFR FG 4 Bright\n      NKFR H 4 Bright A_Explode\n      NKFR IJ 4 Bright\n      NKFR K 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR K 4 Bright A_Explode\n      NKFR LM 4 Bright\n      NKFR N 4 Bright A_Explode\n      NKFR AB 4 Bright\n      NKFR C 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR C 4 Bright A_Explode\n      NKFR DE 4 Bright\n      NKFR F 4 Bright A_Explode\n      NKFR GH 4 Bright\n      NKFR I 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR I 4 Bright A_Explode\n      NKFR JK 4 Bright\n      NKFR L 4 Bright A_Explode\n      NKFR MN 4 Bright\n\t  TNT1 A 0 A_SetUserVar(\"user_death\",user_death+1)\n\t  TNT1 A 0 A_JumpIf(user_death >= 1,\"Death\")\n      Goto Spawn+6\n\t  }\n}\n\nActor UltraNukeFire : NukeFire\n{\nScale 5.0\nExplosionDamage 128\nExplosionRadius 512\nMass 9999999999999\nRadius 12\nHeight 30\nStates\n   {\n   Spawn:\n      NKFR A 0 A_Jump(64,6)\n      NKFR A 0 A_Jump(64,4)\n      NKFR A 0 A_Jump(64,2)\n      NKFR A 1 Bright\n      NKFR A 1 Bright\n      NKFR A 1 Bright\n      NKFR A 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR A 4 Bright A_Explode\n      NKFR BC 4 Bright\n      NKFR D 4 Bright A_Explode\n      NKFR EF 4 Bright\n      NKFR G 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR G 4 Bright A_Explode\n      NKFR HI 4 Bright\n      NKFR J 4 Bright A_Explode\n      NKFR KL 4 Bright\n      NKFR M 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR M 4 Bright A_Explode\n      NKFR NA 4 Bright\n      NKFR B 4 Bright A_Explode\n      NKFR CD 4 Bright\n      NKFR E 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR E 4 Bright A_Explode\n      NKFR FG 4 Bright\n      NKFR H 4 Bright A_Explode\n      NKFR IJ 4 Bright\n      NKFR K 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR K 4 Bright A_Explode\n      NKFR LM 4 Bright\n      NKFR N 4 Bright A_Explode\n      NKFR AB 4 Bright\n      NKFR C 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR C 4 Bright A_Explode\n      NKFR DE 4 Bright\n      NKFR F 4 Bright A_Explode\n      NKFR GH 4 Bright\n      NKFR I 0 A_PlaySound(\"weapons/nuclearmissileburn\")\n      NKFR I 4 Bright A_Explode\n      NKFR JK 4 Bright\n      NKFR L 4 Bright A_Explode\n      NKFR MN 4 Bright\n\t  TNT1 A 0 A_SetUserVar(\"user_death\",user_death+1)\n\t  TNT1 A 0 A_JumpIf(user_death >= 4,\"Death\")\n      Goto Spawn+6\n}\n}\n\nActor UltraNukeExplosion\n{\n+NOBLOCKMAP\n+NOGRAVITY\n+NOCLIP\n+NOTELEPORT\n+THRUGHOST\nScale 10.0\nStates\n{\nSpawn:\n      NKE1 A 11 Bright\n      NKE1 B 12 Bright\n      NKE1 C 13 Bright\n      NKE1 D 14 Bright\n      NKE1 E 15 Bright\n      NKE1 F 16 Bright\n      NKE1 G 17 Bright\n      NKE1 HIJKLMNOPQ 18 Bright\n      NKE1 RSTU 23 Bright\n\t  Stop\n}\n}\n\nACTOR NuclearMissileTrail\n{\n   Radius 3\n   Height 4\n   Speed 2\n   +NOBLOCKMAP\n   +NOGRAVITY\n   +NOCLIP\n   +NOTELEPORT\n   +THRUGHOST\n   RenderStyle Translucent\n   Alpha 0.3\n   States\n   {\n   Spawn:\n      MTRL A 2\n      MTRL BCD 3\n      MTRL E 4 A_SetTranslucent(0.2)\n      MTRL F 5 A_SetTranslucent(0.1)\n      Stop\n   }\n}\n\nACTOR DispersionRocketExplosion1\n{\n   Radius 6\n   Height 4\n   +NOBLOCKMAP\n   +NOGRAVITY\n   +THRUGHOST\n   RenderStyle Normal\n   Alpha 0.8\n   Scale 1\n   DamageType \"Fragarach\"\n   ExplosionDamage 96\n   ExplosionRadius 128\n   States\n   {\n   Spawn:\n      ROKE A 0\n      ROKE A 0 A_PlaySound(\"weapons/dispersionexplode\")\n      ROKE A 4 Bright A_Explode\n      ROKE B 5 Bright\n      ROKE CDE 6 Bright\n      ROKE F 5 Bright\n      ROKE G 4 Bright\n      Stop\n   }\n}\n\nACTOR DispersionRocketExplosion2 : DispersionRocketExplosion1\n{\n   Alpha 0.75\n   Scale 0.9\n   DamageType \"Fragarach\"\n   ExplosionDamage 80\n   ExplosionRadius 112\n}\n\nACTOR DispersionRocketExplosion3 : DispersionRocketExplosion1\n{\n   Alpha 0.7\n   Scale 0.8\n   DamageType \"Fragarach\"\n   ExplosionDamage 74\n   ExplosionRadius 104\n}\n\nActor PotatoTrailA\n{\n XScale 0.3\n YScale 0.3\n +NOGRAVITY\n RenderStyle Translucent\n Alpha 0.6\n States\n {\n  Spawn:\n  POTT AAAAAAAAAAAA 1 A_FadeOut(0.05)\n  Stop\n }\n}\n\nActor PotatoTrailB : PotatoTrailA\n{\n States\n {\n  Spawn:\n  POTT BBBBBBBB 1 A_FadeOut(0.05)\n  Stop\n }\n}\n\nActor PotatoTrailC : PotatoTrailA\n{\n States\n {\n  Spawn:\n  POTT CCCCCCCC 1 A_FadeOut(0.05)\n  Stop\n }\n}\n\nActor PotatoTrailD : PotatoTrailA\n{\n States\n {\n  Spawn:\n  POTT DDDDDDDD 1 A_FadeOut(0.05)\n  Stop\n }\n}\n\nActor CobaltBurst\n{\n Projectile\n Damage 1\n Height 5\n Radius 30\n States\n {\n  Spawn:\n   TNT1 A 1\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,0,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,30,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,60,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,90,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,120,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,150,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,180,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,-30,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,-60,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,-90,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,-120,0)\n   INGR A 0 bright A_CustomMissile(\"BurningFire3\",0,0,-150,0)\n  Death:\n   MISL B 1\n   MISL BCDE 4\n   Stop\n }\n}\n\nActor RPG\n{\n DamageType \"FireG\"\n XScale 2.0\n YScale 2.0\n Radius 20\n Height 20\n Speed 80\n Damage 50\n Projectile\n +ROCKETTRAIL\n SeeSound \"weapons/rocklf\"\n DeathSound \"weapons/rocklx\"\n Obituary \"$OB_MPROCKET\" // \"%o rode %k's rocket.\"\n States\n {\n  Spawn:\n   MISL A 1 bright\n   Loop\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItemEx(\"RPGExplode\",0,0,0,0,0,0,0)\n   MISL B 1 A_Quake(4,10,0,500)\n   MISL B 8 bright A_Explode\n   MISL CDEF 2 bright\n   Stop\n }\n}\n\nActor RPGExplode\n{\n XScale 2.0\n YScale 2.0\n Radius 100\n Height 5\n RenderStyle Translucent\n Alpha 0.6\n Damage 1\n DamageType \"FireG\"\n Projectile\n States\n {\n  Spawn:\n   MISL BCDE 5 bright\n  Death:\n\n   MISL F 2 bright A_FadeOut(0.05)\n   Loop\n }\n}\n\nActor IncendiaryThrownGrenade1\n{\n  Radius 8\n  Height 8\n  Speed 10\n  Projectile\n  Scale 0.2\n  Bouncefactor 0.4\n  WallBounceFactor 0.2\n  Bouncecount 2\n  Seesound \"weapons/grnbounce\"\n  -NOGRAVITY\n  +RANDOMIZE\n  +HEXENBOUNCE\n  Gravity 0.25\n  Obituary \"%o caught %k's fire grenade.\"\n  DamageType \"FireG\"\n   States\n   {\n   Spawn:\n      INGR A 0\n      INGR A 4\n      INGR BCDEFABCDEFABCDEF 4\n   Death:\n      HGRN G 0 A_PlaySound(\"weapons/grnexplode\")\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,0,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,30,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,60,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,90,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,120,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,150,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,180,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-30,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-60,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-90,10)\n  \t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-120,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-150,10)\n      INGR B 16 bright A_Explode(60,300,0)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,0,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,30,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,60,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,90,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,120,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,150,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,180,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-30,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-60,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-90,10)\n  \t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-120,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-150,10)\n      INGR B 16 bright A_Explode(60,300,0)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,0,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,30,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,60,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,90,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,120,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,150,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,180,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-30,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-60,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-90,10)\n  \t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-120,10)\n\t  INGR A 0 bright A_CustomMissile(\"BurningFire2\",0,0,-150,10)\n      INGR B 16 bright A_Explode(60,300,0)\n      HGRN GHIJ 3 bright\n      Stop\n   }\n}\n\nActor IncendiaryThrownGrenade2 : IncendiaryThrownGrenade1{Speed 12}\nActor IncendiaryThrownGrenade3 : IncendiaryThrownGrenade1{Speed 13}\nActor IncendiaryThrownGrenade4 : IncendiaryThrownGrenade1{Speed 14}\nActor IncendiaryThrownGrenade5 : IncendiaryThrownGrenade1{Speed 15}\nActor IncendiaryThrownGrenade6 : IncendiaryThrownGrenade1{Speed 16}\nActor IncendiaryThrownGrenade7 : IncendiaryThrownGrenade1{Speed 17}\nActor IncendiaryThrownGrenade8 : IncendiaryThrownGrenade1{Speed 18}\nActor IncendiaryThrownGrenade9 : IncendiaryThrownGrenade1{Speed 19}\nActor IncendiaryThrownGrenade10 : IncendiaryThrownGrenade1{Speed 20}\nActor IncendiaryThrownGrenade11 : IncendiaryThrownGrenade1{Speed 21}\nActor IncendiaryThrownGrenade12 : IncendiaryThrownGrenade1{Speed 22}\nActor IncendiaryThrownGrenade13 : IncendiaryThrownGrenade1{Speed 23}\nActor IncendiaryThrownGrenade14 : IncendiaryThrownGrenade1{Speed 24}\nActor IncendiaryThrownGrenade15 : IncendiaryThrownGrenade1{Speed 25}\nActor IncendiaryThrownGrenade16 : IncendiaryThrownGrenade1{Speed 26}\nActor IncendiaryThrownGrenade17 : IncendiaryThrownGrenade1{Speed 27}\nActor IncendiaryThrownGrenade18 : IncendiaryThrownGrenade1{Speed 28}\nActor IncendiaryThrownGrenade19 : IncendiaryThrownGrenade1{Speed 29}\nActor IncendiaryThrownGrenade20 : IncendiaryThrownGrenade1{Speed 30}\nActor IncendiaryThrownGrenade21 : IncendiaryThrownGrenade1{Speed 31}\nActor IncendiaryThrownGrenade22 : IncendiaryThrownGrenade1{Speed 32}\nActor IncendiaryThrownGrenade23 : IncendiaryThrownGrenade1{Speed 33}\nActor IncendiaryThrownGrenade24 : IncendiaryThrownGrenade1{Speed 34}\nActor IncendiaryThrownGrenade25 : IncendiaryThrownGrenade1{Speed 35}\nActor IncendiaryThrownGrenade26 : IncendiaryThrownGrenade1{Speed 36}\nActor IncendiaryThrownGrenade27 : IncendiaryThrownGrenade1{Speed 37}\nActor IncendiaryThrownGrenade28 : IncendiaryThrownGrenade1{Speed 38}\nActor IncendiaryThrownGrenade29 : IncendiaryThrownGrenade1{Speed 39}\nActor IncendiaryThrownGrenade30 : IncendiaryThrownGrenade1{Speed 40}\n\nActor FusionBall\n{\nPROJECTILE\n+RANDOMIZE\n+FORCEXYBILLBOARD\nScale 5.0\nDamageType \"FireG\"\nDamage 30\nRadius 2\nHeight 2\nSpeed 52\nStates\n {\n  Spawn:\n   FUSB B 0 A_PlaySound(\"sound/FRUMBLE\",127)\n   FUSB BCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDC 1 bright\n  Death:\n   TNT1 A 0 A_SpawnItemEX(\"Singularity\",0,0,0,0,0,0,0,0)\n   Stop\n }\n}\n\nActor Singularity\n{\n +NOGRAVITY\n -SOLID\n Scale 10.0\n States\n {\n  Spawn:\n   FUSB BCDCBCDBCDCBCDCBCDCBCDCBCDCBCDCBCDCBCDCBC 1 bright\n   FUSB D 20 bright\n   FUSB D 0 A_SpawnItemEX(\"BigCobaltBomb\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n   Stop\n }\n}\n\nActor FusionBall2\n{\nPROJECTILE\n+RANDOMIZE\n+FORCEXYBILLBOARD\nScale 3.0\nDamageType \"FireG\"\nDamage 50\nRadius 2\nHeight 2\nSpeed 63\nStates\n {\n  Spawn:\n   PRAC B 0 A_PlaySound(\"sound/FRUMBLE\",127)\n   PRAC BCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBCDEDCBC 1 bright\n  Death:\n   TNT1 A 0 A_SpawnItemEX(\"Singularity2\",0,0,0,0,0,0,0,0)\n   Stop\n }\n}\n\nActor Singularity2\n{\n +NOGRAVITY\n -SOLID\n Scale 4.0\n States\n {\n  Spawn:\n   PRAC BCDCBCDBCDCBCDCBCDCB 1 bright\n   PRAC D 10 bright\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_Playsound(\"IONBOOM\",127)\n   TNT1 A 1\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,0,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,15,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,30,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,45,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,60,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,75,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,90,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,105,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,120,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,135,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,150,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,165,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,180,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-15,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-30,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-45,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-60,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-75,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-90,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-105,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-120,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-135,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-150,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-165,CMF_AIMDIRECTION,0)\n   PISL B 12 bright\n   PISL C 12 bright\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,0,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,15,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,30,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,45,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,60,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,75,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,90,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,105,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,120,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,135,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,150,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,165,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,180,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-15,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-30,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-45,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-60,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-75,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-90,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-105,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-120,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-135,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-150,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-165,CMF_AIMDIRECTION,0)\n   PISL D 12 bright\n   PISL E 12 bright\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,0,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,15,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,30,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,45,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,60,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,75,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,90,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,105,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,120,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,135,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,150,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,165,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,180,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-15,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-30,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-45,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-60,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-75,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-90,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-105,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-120,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-135,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-150,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"PurpleFire2\",32,0,-165,CMF_AIMDIRECTION,0)\n   PISL F 12 bright\n  Death:\n   PISL F 0\n   Stop\n }\n}\n\nActor BigCobaltBomb\n{\n XScale 3\n YScale 10.0\n RenderStyle Translucent\n Alpha 0.7\n Speed 1\n Projectile\n +NOCLIP\n DamageType \"FireG\"\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_Playsound(\"NUKE\",127)\n   TNT1 A 1\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,0,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,15,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,30,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,45,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,60,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,75,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,90,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,105,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,120,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,135,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,150,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,165,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,180,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-15,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-30,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-45,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-60,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-75,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-90,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-105,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-120,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-135,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-150,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-165,CMF_AIMDIRECTION,0)\n   MISL B 12 bright\n   MISL C 12 bright\n   MISL D 12 bright\n   MISL E 12 bright\n   MISL F 12 bright\n  Death:\n   MISL F 0\n   Stop\n\t}\n}\n\nActor CobaltBomb\n{\n XScale 3\n YScale 10.0\n RenderStyle Translucent\n Alpha 0.7\n Speed 1\n Projectile\n +NOCLIP\n DamageType \"FireG\"\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_Playsound(\"NUKE\",127)\n   TNT1 A 1\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,0,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,15,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,30,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,45,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,60,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,75,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,90,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,105,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,120,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,135,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,150,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,165,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,180,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-15,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-30,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-45,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-60,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-75,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-90,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-105,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-120,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-135,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-150,CMF_AIMDIRECTION,0)\n   TNT1 A 0 bright A_CustomMissile(\"BurningFire3\",32,0,-165,CMF_AIMDIRECTION,0)\n   MISL B 12 bright\n   MISL C 12 bright\n   MISL D 12 bright\n   MISL E 12 bright\n   MISL F 12 bright\n  Death:\n   MISL F 0\n   Stop\n\t}\n}\n\nACTOR PurplePowerLine\n{\nSpeed 1\nRadius 0\nHeight 0\nScale 1\nRenderStyle Add\nAlpha 0.8\n+MISSILE\n+NOGRAVITY\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTELEPORT\n+DONTSPLASH\n-SOLID\nStates\n{\nSpawn:\n   SPFX A 5 Bright\n   TNT1 A 0 A_Jump(128,\"FadeOut2\")\nNormal:\n   SPFX AAAAAAAA 1 Bright A_FadeOut(0.05)\n   Stop\nFadeOut2:\n   SPFX AAAAAAAA 1 Bright A_FadeOut(0.075)\n   Stop\n   }\n}\n\nACTOR PurplePowerLineSpawner\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 A 1 A_SpawnItemEx(\"PurplePowerLine\",random(20,-20),random(20,-20),0,0,0,2,0,128,0)\n    Stop\n    }\n}\n\nACTOR PHellionSmoke\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nScale 0.4\nRenderStyle Normal\nStates\n{\nSpawn:\n   PMKE ABCDEFGHIJKL 2 Bright A_FadeOut\n   Stop\n   }\n}\n\nACTOR PHellionSmokeSpawner\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteWithResult(\"bagelssmokeremove\")\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmoke\",random(20,-20),random(20,-20),random(12,64),0,0,random(1,3),0,128,0)\n   TNT1 A 1\n   Stop\n   }\n}\n\nActor PHellionSmokeSpawnerInventory : CustomInventory\n{\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\nInventory.Amount 1\nInventory.MaxAmount 0\nStates\n{\nPickup:\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawner\", 0,0,0, 0,0,ACS_NamedExecuteWithResult(\"playernumbercheck\"))\n   Stop\n}\n}\n\nACTOR PHellionSmoke2 : PHellionSmoke {Scale 0.6}\n\nACTOR PHellionSmokeSpawner2\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteWithResult(\"bagelssmokeremove\")\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmoke2\",random(25,-25),random(25,-25),random(12,64),0,0,random(1,3),0,128,0)\n   TNT1 A 1\n   Stop\n   }\n}\n\nActor PHellionSmokeSpawner2Inventory : PHellionSmokeSpawnerInventory\n{\nStates\n{\nPickup:\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawner2\", 0,0,0, 0,0,ACS_NamedExecuteWithResult(\"playernumbercheck\"))\n   Stop\n}\n}\n\nACTOR PHellionSmokeBig : PHellionSmoke {Scale 0.8}\n\nACTOR PHellionSmokeSpawnerBig\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteWithResult(\"bagelssmokeremove\")\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeBig\",random(30,-30),random(30,-30),random(12,64),0,0,random(1,3),0,128,0)\n   TNT1 A 1\n   Stop\n   }\n}\n\nActor PHellionSmokeSpawnerBigInventory : PHellionSmokeSpawnerInventory\n{\nStates\n{\nPickup:\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawnerBig\", 0,0,0, 0,0,ACS_NamedExecuteWithResult(\"playernumbercheck\"))\n   Stop\n}\n}\n\nACTOR PHellionSmokeBig2 : PHellionSmoke {Scale 1.0}\n\nACTOR PHellionSmokeSpawnerBig2\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteWithResult(\"bagelssmokeremove\")\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeBig2\",random(40,-40),random(40,-40),random(12,64),0,0,random(1,3),0,128,0)\n   TNT1 A 1\n   Stop\n   }\n}\n\nActor PHellionSmokeSpawnerBig2Inventory : PHellionSmokeSpawnerInventory\n{\nStates\n{\nPickup:\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawnerBig2\", 0,0,0, 0,0,ACS_NamedExecuteWithResult(\"playernumbercheck\"))\n   Stop\n}\n}\n\nACTOR PHellionSmokeSpawnerBig2x2\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteWithResult(\"bagelssmokeremove\")\n   TNT1 AA 0 A_SpawnItemEx(\"PHellionSmokeBig2\",random(40,-40),random(40,-40),random(12,64),0,0,random(1,3),0,128,0)\n   TNT1 A 1\n   Stop\n   }\n}\n\nActor PHellionSmokeSpawnerBig2x2Inventory : PHellionSmokeSpawnerInventory\n{\nStates\n{\nPickup:\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawnerBig2x2\", 0,0,0, 0,0,ACS_NamedExecuteWithResult(\"playernumbercheck\"))\n   Stop\n}\n}\n\nACTOR PHellionSmokeBig3 : PHellionSmoke {Scale 1.4}\n\nACTOR PHellionSmokeSpawnerBig3\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteWithResult(\"bagelssmokeremove\")\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeBig3\",random(40,-40),random(40,-40),random(12,64),0,0,random(1,3),0,128,0)\n   TNT1 A 1\n   Stop\n   }\n}\n\nActor PHellionSmokeSpawnerBig3Inventory : PHellionSmokeSpawnerInventory\n{\nStates\n{\nPickup:\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawnerBig3\", 0,0,0, 0,0,ACS_NamedExecuteWithResult(\"playernumbercheck\"))\n   Stop\n}\n}\n\nACTOR PHellionSmokeSpawnerBig3x2 : PHellionSmokeSpawnerBig3\n{\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteWithResult(\"bagelssmokeremove\")\n   TNT1 AA 0 A_SpawnItemEx(\"PHellionSmokeBig3\",random(40,-40),random(40,-40),random(12,64),0,0,random(1,3),0,128,0)\n   TNT1 A 1\n   Stop\n   }\n}\n\nActor PHellionSmokeSpawnerBig3x2Inventory : PHellionSmokeSpawnerInventory\n{\nStates\n{\nPickup:\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawnerBig3x2\", 0,0,0, 0,0,ACS_NamedExecuteWithResult(\"playernumbercheck\"))\n   Stop\n}\n}\n\nACTOR PHellionSmokeSpawnerBig3x3 : PHellionSmokeSpawnerBig3\n{\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteWithResult(\"bagelssmokeremove\")\n   TNT1 AAA 0 A_SpawnItemEx(\"PHellionSmokeBig3\",random(40,-40),random(40,-40),random(12,64),0,0,random(1,3),0,128,0)\n   TNT1 A 1\n   Stop\n   }\n}\n\nActor PHellionSmokeSpawnerBig3x3Inventory : PHellionSmokeSpawnerInventory\n{\nStates\n{\nPickup:\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawnerBig3x3\", 0,0,0, 0,0,ACS_NamedExecuteWithResult(\"playernumbercheck\"))\n   Stop\n}\n}\n\nACTOR PHellionSmokeSpawnerBig3x4 : PHellionSmokeSpawnerBig3\n{\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteWithResult(\"bagelssmokeremove\")\n   TNT1 AAAA 0 A_SpawnItemEx(\"PHellionSmokeBig3\",random(40,-40),random(40,-40),random(12,64),0,0,random(1,3),0,128,0)\n   TNT1 A 1\n   Stop\n   }\n}\n\nActor PHellionSmokeSpawnerBig3x4Inventory : PHellionSmokeSpawnerInventory\n{\nStates\n{\nPickup:\n   TNT1 A 0 A_SpawnItemEx(\"PHellionSmokeSpawnerBig3x4\", 0,0,0, 0,0,ACS_NamedExecuteWithResult(\"playernumbercheck\"))\n   Stop\n}\n}\n\nActor Nuke\n{\n Radius 8\n Height 10\n +NoBlockmap\n +NoGravity\n +ForceRadiusDmg\n +ForceYBillBoard\n +NOTIMEFREEZE\n +SKYEXPLODE\n DamageType \"FireG\"\n Scale 3.0\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetTranslucent(0.75,1)\n   TNT1 A 0 A_PlaySoundEx(\"Nuke/Boom\", \"Voice\", 0, 2)\n   TNT1 A 0 A_Explode(6000, 64, 1)\n   TNT1 A 0 A_Explode(6000, 256, 1)\n   TNT1 A 0 A_Explode(6000, 600, 1)\n   TNT1 A 1 A_Explode(6000, 1300, 1)\n   TNT1 A 0 Radius_Quake(7, 105, 0, 50, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeFloor\", 0, 0, 0,0,0,0,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeFlare\", 0, 0, 0,0,0,0,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmokePillar\", 0, 0, 0,0,0,4.8,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,90,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,180,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,270,128,0)\n   NKE1 ABCDEFGHIJKLMN 9 BRIGHT\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom\", 0, 0, 500,0,0,0.5,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmokeMushroom\", 0, 0, 500,0,0,0.5,0,128,0)\n   NKE1 OPQRSTU 8 BRIGHT A_FadeOut(0.05)\n   Stop\n }\n}\n\nActor DarkDesNuke : Nuke\n{\n PROJECTILE\n ReactionTime 1\n DamageType \"FireG\"\n +NOTIMEFREEZE\n States\n {\n  Spawn:\n   TNT1 AAA 0 A_Countdown\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_PlaySoundEx(\"GoodGame/Mate\", \"Voice\", 0, 2)\n   TNT1 A 0 A_Explode(6000, 64, 1)\n   TNT1 A 0 A_Explode(6000, 256, 1)\n   TNT1 A 0 A_Explode(6000, 600, 1)\n   TNT1 A 1 A_Explode(6000, 1300, 1)\n   TNT1 A 0 Radius_Quake(7, 105, 0, 140, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperFlare\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 A 25 A_SpawnItemEx(\"NukeHyperFloor\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"NukeHyperSmokeFloor\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperPillar\", 0, 0, 0, 0, 0, 10, 0, 128, 0)\n   TNT1 A 105 A_SpawnItemEx(\"NukeHyperSmokePillar\", 0, 0, 0, 0, 0, 10, 0, 128, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperMushroom\", 0, 0, 1000, 0, 0, 0, 0, 128, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"NukeHyperSmokeMushroom\", 0, 0, 1000, 0, 0, 0, 0, 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperFire : Nuke\n{\n RenderStyle Add\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n Scale 3\n DamageType \"FireG\"\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\")\n   TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n   TNT1 A 0 A_Explode(10,600)\n   FL11 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n   TNT1 A 0 A_Explode(10,600)\n   FL12 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n   TNT1 A 0 A_Explode(10,600)\n   FL13 A 1 Bright A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor NukeHyperSmoke : Nuke\n{\n Scale 15\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n Alpha 0.5\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   SM0K A 5 A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   SM0K B 5 A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   SM0K C 5 A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   SM0K D 5 A_FadeOut(0.015)\n   Wait\n  Toaster:\n   TNT1 A 0\n   Stop\n }\n}\n\nActor NukeHyperFlare : NukeFire\n{\n Scale 48\n +NoInteraction\n +ClientSideOnly\n States\n {\n  Spawn:\n   FLAY A 1 Bright A_FadeOut(0.05)\n   Wait\n }\n}\n\nActor NukeHyperFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 900000), 0.00001 * Random(0, 900000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokeFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 0.00001 * Random(0, 900000), 0.00001 * Random(0, 900000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperPillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1  A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   TNT1 A 0 A_SpawnItem(\"NukeHyperSmokering\", 0, 0, 0)\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokePillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 600000), 0.00001 * Random(0, 900000), 0.00001 * Random(-400000, 400000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokeMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 0.00001 * Random(0, 600000), 0.00001 * Random(0, 900000), 0.00001 * Random(-400000, 400000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokering : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 0, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 20, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 40, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 60, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 80, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 100, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 120, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 140, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 160, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 180, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 200, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 220, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 240, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 260, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 280, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 300, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 320, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 340, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 10, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 30, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 50, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 70, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 90, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 110, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 130, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 150, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 170, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 190, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 210, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 230, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 250, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 270, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 290, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 310, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 330, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 350, 0, 0)\n   Stop\n }\n}\n\nActor LegendaryNuke : Nuke\n{\n PROJECTILE\n ReactionTime 1\n DamageType \"VindicatorBoom\"\n +NOTIMEFREEZE\n States\n {\n  Spawn:\n   TNT1 AAA 0 A_Countdown\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_PlaySoundEx(\"GoodGame/Mate\", \"Voice\", 0, 2)\n\n   TNT1 A 0 A_Explode(7000, 64, 1)\n   TNT1 A 0 A_Explode(7000, 256, 1)\n   TNT1 A 0 A_Explode(7000, 600, 1)\n   TNT1 A 1 A_Explode(7000, 1300, 1)\n   TNT1 A 0 Radius_Quake(7, 105, 0, 280, 0)\n   TNT1 A 0 A_SpawnItemEx(\"BlueNukeHyperFlare\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\n   TNT1 A 5 A_SpawnItemEx(\"YellowLegNukeHyperFloor\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 A 20 A_SpawnItemEx(\"LegNukeHyperFloor\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"NukeHyperSmokeFloor\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 A 0 A_SpawnItemEx(\"LegNukeHyperPillar\", 0, 0, 0, 0, 0, 10, 0, 128, 0)\n   TNT1 A 105 A_SpawnItemEx(\"NukeHyperSmokePillar\", 0, 0, 0, 0, 0, 10, 0, 128, 0)\n   TNT1 A 0 A_SpawnItemEx(\"LegNukeHyperMushroom\", 0, 0, 1000, 0, 0, 0, 0, 128, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"NukeHyperSmokeMushroom\", 0, 0, 1000, 0, 0, 0, 0, 128, 0)\n   Stop\n }\n}\n\nActor BlueNukeHyperFlare : NukeFire\n{\n Scale 48\n +NoInteraction\n States\n {\n  Spawn:\n   BLUF A 1 Bright A_FadeOut(0.01)\n   Wait\n }\n}\n\nActor LegNukeHyperFire : Nuke\n{\n RenderStyle Add\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n +NOTIMEFREEZE\n Scale 3\n PROJECTILE\n DamageType \"Vindicator\"\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n   BFL1 A 0 A_Explode(15,1300)\n   BFL1 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n   BFL2 A 0 A_Explode(15,1300)\n   BFL2 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n   BFL3 A 0 A_Explode(15,1300)\n   BFL3 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n   BFL4 A 0 A_Explode(15,1300)\n   BFL4 A 1 Bright A_FadeOut(0.015)\n   Wait\n }\n}\n\n//\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"GuruSphereSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)\nActor YellowLegNukeHyperFire : LegNukeHyperFire\n{\n RenderStyle Add\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n +NOTIMEFREEZE\n Scale 3\n PROJECTILE\n DamageType \"Vindicator\"\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\")\n   TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n   THD1 A 0 A_Explode(15,1300)\n   THD1 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n   THD2 A 0 A_Explode(15,1300)\n   THD2 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n   THD3 A 0 A_Explode(15,1300)\n   THD3 A 1 Bright A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor LegNukeHyperFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n +NOTIMEFREEZE\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"LegNukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 900000), 0.00001 * Random(0, 900000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor YellowLegNukeHyperFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n +NOTIMEFREEZE\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"YellowLegNukeHyperFire\", 0, 0, 0, 0.00001 * Random(400000, 900000), 0.00001 * Random(400000, 900000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor LegNukeHyperPillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n+NOTIMEFREEZE\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1  A_SpawnItemEx(\"LegNukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   TNT1 A 0 A_SpawnItem(\"NukeHyperSmokering\", 0, 0, 0)\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"LegNukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor LegNukeHyperMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n+NOTIMEFREEZE\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"LegNukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 600000), 0.00001 * Random(0, 900000), 0.00001 * Random(-400000, 400000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nACTOR NormalBurningFire : ArchvileFire\n{\n\tSpeed 5\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\tRenderStyle Translucent\n\tAlpha 0.2\n}\n\nACTOR GuruEffectInheritance\n{\n\t+NOCLIP\n\t-NOINTERACTION\n\t+NOGRAVITY\n\t+NOTIMEFREEZE\n\tAlpha 0.99\n\tRenderstyle Add\n}\n\nACTOR GuruSpawnerInheritance\n{\n\t+NOCLIP\n\t-NOINTERACTION\n\t+NOGRAVITY\n\t+NOTIMEFREEZE\n}\n\nACTOR GuruSprayPlayer : GuruSpawnerInheritance\n{\n    +NODAMAGETHRUST\n\t+FORCERADIUSDMG\n    DamageType \"Yamato\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"GuruSprayGlowXRed\",0,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"GuruSprayGlowYRed\",0,0,0,0,0,0,0,0,0)\n\tTNT1 AAAAAA 3 A_SpawnItemEx(\"GuruSpraySparkRed\",random(24,-24),random(24,-24),random(24,-24),0,0,0,0,0,0)\n\tStop\n\t}\n}\n\nACTOR GuruSpraySparkRed : GuruEffectInheritance\n{\n\tScale 0.25\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n      YELE ABCDEF 2 Bright A_FadeOut(0.1)\n\t  Stop\n\t}\n}\n\nACTOR GuruSprayGlowYRed : GuruEffectInheritance\n{\n\tAlpha 0.35\n\t+CLIENTSIDEONLY\n\tScale 0.025\n\tStates\n\t{\n\tSpawn:\n      YBUM A 0 //A_SetScale(ScaleX +0.05, ScaleY +0.01)\n\t  YBUM A 1 Bright A_FadeOut(0.01)\n\t  Loop\n\t}\n}\n\nACTOR GuruSprayGlowXRed : GuruEffectInheritance\n{\n\tScale 0.2\n\tAlpha 0.35\n\t// Scale 0.025 // Use 0.025 when A_SetScale is supported.\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t  YBUM A 0 //A_SetScale(ScaleX +0.01, ScaleY +0.05)\n\t  YBUM A 1 Bright A_FadeOut(0.01)\n\t  Loop\n\t}\n}\n\nACTOR BlueGuruSprayPlayer : GuruSpawnerInheritance\n{\n    +NODAMAGETHRUST\n\t+FORCERADIUSDMG\n    DamageType \"Vindicator\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"GuruSprayGlowXBlue\",0,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"GuruSprayGlowYBlue\",0,0,0,0,0,0,0,0,0)\n\tTNT1 AAAAAA 3 A_SpawnItemEx(\"GuruSpraySparkBlue\",random(24,-24),random(24,-24),random(24,-24),0,0,0,0,0,0)\n\tStop\n\t}\n}\n\nACTOR GuruSpraySparkBlue : GuruEffectInheritance\n{\n\tScale 0.25\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n      YELB ABCDEF 2 Bright A_FadeOut(0.1)\n\t  Stop\n\t}\n}\n\nACTOR GuruSprayGlowYBlue : GuruEffectInheritance\n{\n\tAlpha 0.35\n\t+CLIENTSIDEONLY\n\tScale 0.025\n\tStates\n\t{\n\tSpawn:\n      BBUM A 0 //A_SetScale(ScaleX +0.05, ScaleY +0.01)\n\t  BBUM A 1 Bright A_FadeOut(0.01)\n\t  Loop\n\t}\n}\n\nACTOR GuruSprayGlowXBlue : GuruEffectInheritance\n{\n\tScale 0.2\n\tAlpha 0.35\n\t// Scale 0.025 // Use 0.025 when A_SetScale is supported.\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t  BBUM A 0 //A_SetScale(ScaleX +0.01, ScaleY +0.05)\n\t  BBUM A 1 Bright A_FadeOut(0.01)\n\t  Loop\n\t}\n}\n\nActor PushableChair2 : PushableChair Replaces PushableChair\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"PushableChairCheck\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n    CHAI A -1\n    Stop\n}\n}\n\nActor NewWoodenBarrel2 : NewWoodenBarrel Replaces NewWoodenBarrel\n{\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"NewWoodenBarrelCheck\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n    WBAR A -1\n    Stop\n}\n}\n\nActor TREE1B : TREE1 Replaces TREE1\n{\nStates\n{\nSpawn:\n  TNT1 A 0\n  TNT1 A 0 A_SpawnItemEx(\"TREE1Check\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n  TRE1 A -1\n  Stop\n  }\n}\n\nActor PushableBarrel2 : PushableBarrel Replaces PushableBarrel\n{\nStates\n{\nSpawn:\n  TNT1 A 0\n  TNT1 A 0 A_SpawnItemEx(\"PushableBarrelCheck\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n  BEXP B -1\n  Stop\n  }\n}\n\nActor PushableChairCheck\n{\n+THRUACTORS\n+NOCLIP\n+NOBLOCKMAP\nRadius 0\nHeight 0\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetAngle(0)\n   TNT1 A 0 A_JumpIf(x == -14640,\"MaybeZE28V\")\n   TNT1 A 0 A_JumpIf(x == 1544,\"MaybeZM06\")\n   TNT1 A 0 A_JumpIf(x == 3488,\"MaybeZM11\")\n   TNT1 A 1\n   Stop\nMaybeZE28V:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(y == -2076,\"ZE28V\")\n   TNT1 A 1\n   Stop\nMaybeZM06:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(y == 1896,\"ZM06\")\n   TNT1 A 1\n   Stop\nMaybeZM11:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(y == 1632,\"ZM11\")\n   TNT1 A 1\n   Stop\nZE28V:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"BagelMapScriptExecute\")\n   TNT1 A 1\n   Stop\nZM06:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"BagelMapScriptExecute\",0,1)\n   TNT1 A 1\n   Stop\nZM11:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"BagelMapScriptExecute\",0,3)\n   TNT1 A 1\n   Stop\n}\n}\n\nActor NewWoodenBarrelCheck\n{\n+THRUACTORS\n+NOCLIP\n+NOBLOCKMAP\nRadius 0\nHeight 0\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetAngle(0)\n   TNT1 A 0 A_JumpIf(x == -3776,\"MaybeZM24\")\n   TNT1 A 0 A_JumpIf(x == -7716,\"MaybeZM20\")\n   TNT1 A 0 A_JumpIf(x == 48,\"MaybeZM13\")\n   TNT1 A 1\n   Stop\nMaybeZM20:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(y == 310,\"ZM20\")\n   TNT1 A 1\n   Stop\nMaybeZM24:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(y == 3904,\"ZM24\")\n   TNT1 A 1\n   Stop\nMaybeZM13:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(y == -144,\"ZM13\")\n   TNT1 A 1\n   Stop\nZM20:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"BagelMapScriptExecute\")\n   TNT1 A 1\n   Stop\nZM24:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"BagelMapScriptExecute\",0,1)\n   TNT1 A 1\n   Stop\nZM13:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"BagelMapScriptExecute\",0,3)\n   TNT1 A 1\n   Stop\n}\n}\n\nActor TREE1Check\n{\n+THRUACTORS\n+NOCLIP\n+NOBLOCKMAP\nRadius 0\nHeight 0\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetAngle(0)\n   TNT1 A 0 A_JumpIf(x == 6112,\"MaybeZE02\")\n   TNT1 A 0 A_JumpIf(x == 1800,\"MaybeZE02\")\n   TNT1 A 1\n   Stop\nMaybeZE02:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(y == 7776,\"ZE02\")\n   TNT1 A 0 A_JumpIf(y == 5808,\"ZE02\")\n   TNT1 A 1\n   Stop\nZE02:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"BagelMapScriptExecute\",0,2)\n   TNT1 A 1\n   Stop\n}\n}\n\nActor PushableBarrelCheck : TREE1Check\n{\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetAngle(0)\n   TNT1 A 0 A_JumpIf(x == 4032,\"MaybeZE01\")\n   TNT1 A 1\n   Stop\nMaybeZE01:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(y == 6880,\"ZE01\")\n   TNT1 A 1\n   Stop\nZE01:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"BagelMapScriptExecute\",0,2)\n   TNT1 A 1\n   Stop\n}\n}\n\nACTOR RedPowerLine\n{\nSpeed 1\nRadius 0\nHeight 0\nScale 1\nRenderStyle Add\nAlpha 0.8\n+MISSILE\n+NOGRAVITY\n+NOBLOCKMAP\n+NOINTERACTION\n+NOTELEPORT\n+DONTSPLASH\n-SOLID\nStates\n{\nSpawn:\n   SRFX A 5 Bright\n   TNT1 A 0 A_Jump(128,\"FadeOut2\")\nNormal:\n   SRFX AAAAAAAA 1 Bright A_FadeOut(0.05)\n   Stop\nFadeOut2:\n   SRFX AAAAAAAA 1 Bright A_FadeOut(0.075)\n   Stop\n   }\n}\n\nACTOR RedPowerLineSpawner\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\nStates\n{\nSpawn:\n    TNT1 A 0\n\tTNT1 A 1 A_SpawnItemEx(\"RedPowerLine\",random(20,-20),random(20,-20),0,0,0,2,0,128,0)\n    Stop\n    }\n}\n\nACTOR RHellionSmoke\n{\n+MISSILE\n+DONTSPLASH\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nScale 0.4\nRenderStyle Normal\nStates\n{\nSpawn:\n   EMKE ABCDEFGHIJKL 3 Bright A_FadeOut\n   Stop\n   }\n}\n\nACTOR RHellionSmokeSpawner\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItemEx(\"RHellionSmoke\",random(20,-20),random(20,-20),random(12,64),0,0,random(1,3),0,128,0)\n   TNT1 A 1\n   Stop\n   }\n}\n\nACTOR Kaboom6\n{\nDamage 0\nRenderstyle Add\nAlpha 0.75\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nSpeed 1\nScale 0.45\nStates\n{\nSpawn:\nFXPB AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nActor LegendaryPotato\n{\n Height 12\n Speed 80\n Damage 25\n Radius 16\n XScale 0.75\n YScale 0.75\n BounceFactor 1.0\n WallBounceFactor 1.0\n Bouncecount 24\n DamageType \"Potato\"\n SeeSound \"truelegendarypotato/bounce\"\n Projectile\n +DOOMBOUNCE\n +NoGravity\n +SKYEXPLODE\n -BOUNCEONACTORS\n +CANBOUNCEWATER\n States\n {\n  Spawn:\n   LGPT AA 3 BRIGHT\n   LGPT BB 3 BRIGHT\n   LGPT CC 3 BRIGHT\n   LGPT DD 3 BRIGHT\n   Loop\n  Death:\n\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom6\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_Explode(48,128)\n\tTNT1 A 0 A_PlaySound(\"truelegendarypotato/explode\")\n\tStop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/INVENTORY.txt",
        "contents": "Actor FakePlagueDoctorRadio : CustomInventory\n{\n Scale 0.10\n Inventory.PickupMessage \"Picked up a Plague Doctor Radio!\"\n\tStates\n\t{\n\tSpawn:\n\t\tRADI A -1\n\t\tStop\n\tPickup:\n\t\tRADI A 0\n\t\tRADI A 0 A_JumpIfInventory(\"zombiemaker\",1,\"NeverMind\")\n\t\tRADI A 0 A_JumpIfInventory(\"PanicSpeed\",1,\"NeverMind\")\n\t\tRADI A 0 A_JumpIfInventory(\"PlagueDoctorRadio\",1,\"NeverMind\")\n\t\tRADI A 0 A_PlaySound(\"pickups/weapon\")\n\t\tRADI A 0 A_GiveInventory(\"PlagueDoctorRadio\",1)\n\t\tStop\n\tNeverMind:\n\t\tRADI A 1\n\t\tStop\n\t}\n}\n\nActor FakeBadgerRadio : FakePlagueDoctorRadio\n{\n Inventory.PickupMessage \"Picked up a Badger Radio!\"\n States\n {\n  Spawn:\n   RADI A -1\n   Stop\n  Pickup:\n   RADI A 0\n   RADI A 0 A_JumpIfInventory(\"zombiemaker\",1,\"NeverMind\")\n   RADI A 0 A_JumpIfInventory(\"PanicSpeed\",1,\"NeverMind\")\n   RADI A 0 A_JumpIfInventory(\"BadgerRadio\",1,\"NeverMind\")\n   RADI A 0 A_PlaySound(\"pickups/weapon\")\n   RADI A 0 A_GiveInventory(\"BadgerRadio\",1)\n   Stop\n  NeverMind:\n   RADI A 1\n   Stop\n }\n}\n\nActor FakeBagelRadio : FakePlagueDoctorRadio\n{\n Inventory.PickupMessage \"Picked up a Bagel Radio!\"\n States\n {\n  Spawn:\n   RADI A -1\n   Stop\n  Pickup:\n   RADI A 0\n   RADI A 0 A_JumpIfInventory(\"zombiemaker\",1,\"NeverMind\")\n   RADI A 0 A_JumpIfInventory(\"PanicSpeed\",1,\"NeverMind\")\n   RADI A 0 A_JumpIfInventory(\"BagelRadio\",1,\"NeverMind\")\n   RADI A 0 A_PlaySound(\"pickups/weapon\")\n   RADI A 0 A_GiveInventory(\"BagelRadio\",1)\n   Stop\n  NeverMind:\n   RADI A 1\n   Stop\n  }\n}\n\nActor FakeIncendiaryGrenade : CustomInventory 30000\n{\n Inventory.PickupMessage \"You got an incendiary grenade!\"\n Inventory.pickupsound \"misc/w_pkup\"\n Scale 0.6\n +INVENTORY.AUTOACTIVATE\n States\n {\n  Spawn:\n   INNI A -1\n   Stop\n  Pickup:\n   TNT1 A 0 A_JumpIfInventory(\"zombiemaker\",1,2)\n   TNT1 A 0 A_GiveInventory(\"IncendiaryGrenade\",1)\n   Stop\n   TNT1 A 1\n   Fail\n }\n}\n\n//All credit to Fused for discovering an infinite loop in the \"Spawn\" state of \"FakeHolyCross\" causing strain on maps that have this Item implemented on.\nActor FakeHolycrossBH : FakeHolycross\n{\n Radius 4\n Height 18\n +NOGRAVITY\n +FLOATBOB\n +FLOAT\n +INVENTORY.INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"EMITA0\"\n Inventory.PickupMessage \"You picked up a Holy Cross.\"\n +INVENTORY.HUBPOWER\n States\n {\n  Spawn:\n   TNT1 A 0 //first frame cant have an action\n   TNT1 AA 0 A_SpawnItemEx(\"Itemsparks\",0,0,5,Random(-5,5),Random(-5,5),Random(-5,5),0,0) //multiple frames nex tto an action indicates all the frames must do the action.\n   CROS A 3\n   TNT1 AA 0 A_SpawnItemEx(\"Itemsparks\",0,0,5,Random(-5,5),Random(-5,5),Random(-5,5),0,0)\n   CROS B 3\n   TNT1 AA 0 A_SpawnItemEx(\"Itemsparks\",0,0,5,Random(-5,5),Random(-5,5),Random(-5,5),0,0)\n   CROS C 3\n   TNT1 AA 0 A_SpawnItemEx(\"Itemsparks\",0,0,5,Random(-5,5),Random(-5,5),Random(-5,5),0,0)\n   CROS D 3\n   TNT1 AA 0 A_SpawnItemEx(\"Itemsparks\",0,0,5,Random(-5,5),Random(-5,5),Random(-5,5),0,0)\n   CROS E 3\n   TNT1 AA 0 A_SpawnItemEx(\"Itemsparks\",0,0,5,Random(-5,5),Random(-5,5),Random(-5,5),0,0)\n   CROS F 3\n   Loop\n  Pickup:\n   CROS A 0 A_JumpIfInventory(\"zombiemaker\",1,\"NeverMind\")\n   CROS A 0 A_GiveInventory(\"Holycross\",1)\n   Stop\n  NeverMind:\n   CROS A 1\n   Stop\n  }\n}\n\nActor Holycross : CustomInventory\n{\n +INVENTORY.INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"EMITA0\"\n +INVENTORY.HUBPOWER\n Tag \"Holy Cross\"\n States\n {\n  Use:\n   TNT1 A 0 A_JumpIfInventory(\"zombiemaker\",1,\"ZombieUse\")\n   TNT1 A 0 A_PlaySound (\"inv/cross\")\n   TNT1 A 0 A_SpawnItemEx(\"holylight\",0,0,30,10,1,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"holylight\",0,0,30,10,-1,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"holylight\",0,0,30,10,0,1,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"holylight\",0,0,30,10,0,-1,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"holylight\",0,0,30,10,.5,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"holylight\",0,0,30,10,-.5,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"holylight\",0,0,30,10,0,.5,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"holylight\",0,0,30,10,0,-.5,0,0)\n   TNT1 A 1 A_SpawnItemEx(\"holylight\",0,0,30,10,0,0,0,0)\n   Stop\n  ZombieUse:\n   TNT1 A 0 ACS_Execute(480,0,1)\n   Fail\n  }\n}\n\nActor Diabeetus : CustomInventory\n{\n +INVENTORY.INVBAR\n Inventory.MaxAmount 10\n Inventory.InterHubAmount 10\n Inventory.Icon \"EMITB0\"\n +INVENTORY.HUBPOWER\n States\n {\n  Use:\n   TNT1 A 0 A_JumpIfInventory(\"zombiemaker\",1,\"ZombieUse\")\n   TNT1 A 0 A_SpawnItemEx(\"Wilford\",0,0,30,10,1.5,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"Wilford\",0,0,30,10,1.0,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"Wilford\",0,0,30,10,0.5,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"Wilford\",0,0,30,10,0,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"Wilford\",0,0,30,10,-0.5,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"Wilford\",0,0,30,10,-1.0,0,0,0)\n   TNT1 A 0 A_SpawnItemEx(\"Wilford\",0,0,30,10,-1.5,0,0,0)\n   Stop\n  ZombieUse:\n   TNT1 A 0 ACS_Execute(480,0,2)\n   Fail\n  }\n}\n\nActor PotatoStorm : CustomInventory\n{\n +INVENTORY.INVBAR\n Inventory.MaxAmount 10\n Inventory.InterHubAmount 10\n Inventory.Icon \"POT2A0\"\n +INVENTORY.HUBPOWER\n Tag \"Potato Storm\"\n States\n {\n  Use:\n   TNT1 A 0 A_JumpIfInventory(\"humanmaker\",1,\"HumanUse\")\n   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",0,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-4,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",4,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-8,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",8,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-12,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",12,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-16,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",16,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",-20,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"StormPotato\",20,0,0,Random(10,20),0,0)\n   TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n   Stop\n  CBTSound:\n   TNT1 A 0\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",0,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-4,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",4,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-8,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",8,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-12,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",12,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-16,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",16,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",-20,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"YodaStormPotato\",20,0,0,Random(10,20),0,0)\n   TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n   Stop\n  HFSound:\n   TNT1 A 0\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",0,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-4,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",4,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-8,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",8,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-12,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",12,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-16,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",16,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",-20,0,0,Random(10,20),0,0)\n   TNT1 A 0 A_FireCustomMissile(\"HFStormPotato\",20,0,0,Random(10,20),0,0)\n   TNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n   Stop\n  HumanUse:\n   TNT1 A 0 ACS_ExecuteAlways(480,0,3)\n   Fail\n  }\n}\n\nActor PotatoStormInstantActivate : CustomInventory\n{\n +INVENTORY.INVBAR\n Inventory.MaxAmount 1\n Inventory.Icon \"POT2A0\"\n +INVENTORY.HUBPOWER\n States\n {\n  Pickup:\n   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"CBTSound\")\n   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"HFSound\")\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"StormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n   Stop\n  CBTSound:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"YodaStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n   Stop\n  HFSound:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"HFStormPotato\",0,0,30,Random(-20,20),Random(-20,20),Random(-20,20))\n   Stop\n  }\n}\n\nActor BadgerSelected : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nActor BadgerNotSelected : Inventory\n{\n Inventory.MaxAmount 1\n}\n\nActor SuperProtectionVest : PowerProtection\n{\nDamageFactor \"Virus\",0.5\nDamageFactor \"Virus1\",0.5\nDamageFactor \"Virus2\",0.5\nDamageFactor \"Virus3\",0.5\nDamageFactor \"Virus4\",0.5\nDamageFactor \"Virus5\",0.5\nDamageFactor \"Virus6\",0.5\nDamageFactor \"Virus7\",0.5\nDamageFactor \"Virus8\",0.5\nDamageFactor \"Virus9\",0.5\nDamageFactor \"Virus10\",0.5\nDamageFactor \"Virus11\",0.5\nDamageFactor \"Virus12\",0.5\nDamageFactor \"Virus13\",0.5\nDamageFactor \"Virus14\",0.5\nDamageFactor \"Virus15\",0.5\nDamageFactor \"Virus16\",0.5\nDamageFactor \"Virus17\",0.5\nDamageFactor \"Virus18\",0.5\nDamageFactor \"Virus19\",0.5\nDamageFactor \"Virus20\",0.5\nDamageFactor \"Virus21\",0.5\nDamageFactor \"Virus22\",0.5\nDamageFactor \"Virus23\",0.5\nDamageFactor \"Virus24\",0.5\nDamageFactor \"Virus25\",0.5\nDamageFactor \"Virus26\",0.5\nDamageFactor \"Virus27\",0.5\nDamageFactor \"Virus28\",0.5\nDamageFactor \"Virus29\",0.5\nDamageFactor \"Virus30\",0.5\nDamageFactor \"Virus31\",0.5\nDamageFactor \"Potato\",0.5\nDamageFactor \"GoldenPotato\",0.5\nDamageFactor \"Fragarach\",0.5\nPowerup.Duration 0x7FFFFFFF\n+INVENTORY.HUBPOWER\n+INVENTORY.PERSISTENTPOWER\nStates\n{\nSpawn:\n    ARM3 A 6\n    ARM3 B 6 Bright\n    Loop\n}\n}\n\nActor SuperProtectionVestAssistentReal : Inventory {Inventory.MaxAmount 15}\n\nActor ShotgunUpgrade : Inventory {Inventory.MaxAmount 1}\nActor ChaingunUpgrade : Inventory {Inventory.MaxAmount 1}\nActor SniperUpgrade : Inventory {Inventory.MaxAmount 1}\nActor QuadShotgunUpgrade : Inventory {Inventory.MaxAmount 1}\nActor SyringeBlock : Inventory {Inventory.MaxAmount 1}\nActor AntiDeathCrate : Inventory {Inventory.MaxAmount 1}\n\nActor ScaleUpAlphaBagel : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  Inventory.Amount 1\n  Inventory.MaxAmount 0\n  States\n  {\n  Pickup:\n\tTNT1 A 0 A_SetScale(scalex + 0.175,scaley + 0.175)\n\tStop\n  }\n}\n\nActor MassIncreaseBagel : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  Inventory.Amount 1\n  Inventory.MaxAmount 0\n  States\n  {\n  Pickup:\n\tTNT1 A 0 A_SetScale(scalex + 0.075,scaley + 0.075)\n\tStop\n  }\n}\n\nActor MassIncreaseBagelInventory : Inventory {Inventory.MaxAmount 4}\n\nActor ResetScale : CustomInventory\n{\n  +INVENTORY.QUIET\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.AUTOACTIVATE\n  +COUNTITEM\n  Inventory.Amount 1\n  Inventory.MaxAmount 0\n  States\n  {\n  Pickup:\n\tTNT1 A 0 A_SetScale(1.0,1.0)\n\tStop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/PLAYER.txt",
        "contents": "Actor DoomMarine : DoomPlayer\n{\n  -NOSKIN\n  Speed 1.1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 256\n  PainChance \"Hum\",256\n  PainChance \"HumanHK\",256\n  PainChance \"Potato\",256\n  PainChance \"GoldenPotato\",256\n  PainChance \"Virus\",256\n  PainChance \"Virus1\",256\n  PainChance \"Virus2\",256\n  PainChance \"Virus3\",256\n  PainChance \"Virus4\",256\n  PainChance \"Virus5\",256\n  PainChance \"Virus6\",256\n  PainChance \"Virus7\",256\n  PainChance \"Virus8\",256\n  PainChance \"Virus9\",256\n  PainChance \"Virus10\",256\n  PainChance \"Virus11\",256\n  PainChance \"Virus12\",256\n  PainChance \"Virus13\",256\n  PainChance \"Virus14\",256\n  PainChance \"Virus15\",256\n  PainChance \"Virus16\",256\n  PainChance \"Virus17\",256\n  PainChance \"Virus18\",256\n  PainChance \"Virus19\",256\n  PainChance \"Virus20\",256\n  PainChance \"Virus21\",256\n  PainChance \"Virus22\",256\n  PainChance \"Virus23\",256\n  PainChance \"Virus24\",256\n  PainChance \"Virus25\",256\n  PainChance \"Virus26\",256\n  PainChance \"Virus27\",256\n  PainChance \"Virus28\",256\n  PainChance \"Virus29\",256\n  PainChance \"Virus30\",256\n  PainChance \"Virus31\",256\n  GibHealth -100\n  Player.ForwardMove 0.88\n  Player.SideMove 0.44\n  Player.ColorRange 112,127\n  Player.DisplayName \"Human\"\n  Player.RunHealth 20\n  Player.StartItem \"humanmaker\"\n  Player.StartItem \"HumanImmune\"\n  Player.StartItem \"HuntingShotgun\"\n  Player.StartItem \"HShotgunClipIn\",8\n  Player.StartItem \"MachineGun\"\n  Player.StartItem \"SniperRifle\"\n  Player.StartItem \"FireGrenade\"\n  Player.StartItem \"HandGrenadeAmmo\"\n  Player.WeaponSlot 1,WorkerBagel_,BattleBagel_,UtilityBagel_,KnightBagel_,WarDonut_,Donut_,CinnamonBun_\n  Player.WeaponSlot 2,Handgun,FragarachCannon_BattleBagel,FragarachCannon_WorkerBagel,FragarachCannon_Donut,\n  FragarachCannon_UtilityBagel,FragarachCannon_WarDonut,FragarachCannon_KnightBagel,FragarachCannon_CinnamonBun,MegaPotato_WorkerBagel,\n  MegaPotato_BattleBagel,MegaPotato_Donut,MegaPotato_UtilityBagel,MegaPotato_WarDonut,MegaPotato_KnightBagel,MegaPotato_CinnamonBun,BagelSummoner_WorkerBagel,\n  BagelSummoner_BattleBagel,BagelSummoner_Donut,BagelSummoner_UtilityBagel,BagelSummoner_WarDonut,BagelSummoner_KnightBagel,\n  BagelSummoner_CinnamonBun,ApocalypsePotato_BattleBagel,ApocalypsePotato_WorkerBagel,ApocalypsePotato_Donut,ApocalypsePotato_UtilityBagel,ApocalypsePotato_WarDonut,\n  ApocalypsePotato_KnightBagel,ApocalypsePotato_CinnamonBun,LegendaryPotatoLauncher_WorkerBagel,LegendaryPotatoLauncher_BattleBagel,LegendaryPotatoLauncher_UtilityBagel,\n  LegendaryPotatoLauncher_KnightBagel,LegendaryPotatoLauncher_Donut,LegendaryPotatoLauncher_WarDonut,LegendaryPotatoLauncher_CinnamonBun\n  Player.WeaponSlot 3,HuntingShotgun,DoubleShotgun,QuadShotgun,LegendaryQuadShotgun,TrueLegendaryPotatoStorm_WorkerBagel,TrueLegendaryPotatoStorm_BattleBagel,TrueLegendaryPotatoStorm_UtilityBagel,\n  TrueLegendaryPotatoStorm_WarDonut,TrueLegendaryPotatoStorm_KnightBagel,TrueLegendaryPotatoStorm_Donut,TrueLegendaryPotatoStorm_CinnamonBun,NemesisPotato_WorkerBagel,\n  NemesisPotato_BattleBagel,NemesisPotato_UtilityBagel,NemesisPotato_WarDonut,NemesisPotato_KnightBagel,NemesisPotato_Donut,NemesisPotato_CinnamonBun,\n  VexedNemesisPotato_WorkerBagel,VexedNemesisPotato_BattleBagel,VexedNemesisPotato_UtilityBagel,VexedNemesisPotato_KnightBagel,VexedNemesisPotato_WarDonut,\n  VexedNemesisPotato_Donut,VexedNemesisPotato_CinnamonBun\n  Player.WeaponSlot 4,MachineGun,SniperRifle,Thompson, HackroidPotato_WorkerBagel,HackroidPotato_BattleBagel,HackroidPotato_UtilityBagel,HackroidPotato_WarDonut,\n  HackroidPotato_KnightBagel,HackroidPotato_Donut,HackroidPotato_CinnamonBun\n  Player.WeaponSlot 5,FireGrenade,IncendiaryGrenade\n  Player.WeaponSlot 6,Jacksgun,BarbossasGun,BlackbeardsGun\n  Player.WeaponSlot 7,Bazooka,TempestLauncher,NuclearMissileLauncher,Yamato,Vindicator,TrueLegendaryBFG,PlanetCracker\n  Player.WeaponSlot 8,PulseRifle,CoilGun,FusionCannon,Karasawa\n  Player.WeaponSlot 9,DoomRadio,PlagueDoctorRadio,BadgerRadio,BagelRadio\n  States\n  {\n  Spawn:\n   PLAY A 0 A_JumpIfInventory(\"Zombiemaker\",1,\"SpawnBagel\")\n   PLAY A 0 A_JumpIfInventory(\"BadgerSelected\",1,\"SpawnBadger\")\n   PLAY A 1\n   Loop\n  SpawnBadger:\n   PLAY A 0 A_JumpIfInventory(\"Zombiemaker\",1,\"SpawnBagel\")\n   PLAY A 0 A_JumpIfInventory(\"BadgerNotSelected\",1,\"Spawn\")\n   PLAY D 4\n   PLAY CBABC 2\n   Loop\n  SpawnBagel:\n   PLAY A 0 A_JumpIfInventory(\"Humanmaker\",1,\"Spawn\")\n   PLAY ABCDCB 3\n   Loop\n  See:\n   PLAY AB 4\n   PLAY A 0 A_SpawnItem(\"Footstep\",0,1)\n   PLAY CD 4\n   PLAY A 0 A_SpawnItem(\"Footstep\",0,1)\n   Goto Spawn\n  Missile:\n   PLAY E 0 A_JumpIfInventory(\"Zombiemaker\",1,\"ZombieMelee\")\n   PLAY E 12\n   Goto Spawn\n  Melee:\n   PLAY E 0 A_JumpIfInventory(\"Zombiemaker\",1,\"ZombieMelee\")\n   PLAY F 6\n   Goto Missile\n  ZombieMelee:\n   //PLAY FAFA 7\n   PLAY FCAFCA 1\n   Goto Spawn\n  Pain:\n   PLAY G 0 A_JumpIfInventory(\"Zombiemaker\",1,\"Pain.Zombie\")\n   PLAY G 4\n   PLAY G 4 A_Pain\n   Goto Spawn\n  Pain.Zombie:\n  Pain.Hum:\n  Pain.HumanHK:\n   PLAY L 4\n   PLAY L 4 A_PlaySound(\"Z_HIT\")\n   Goto Spawn\n  Pain.Potato:\n   PLAY G 0 ACS_ExecuteAlways(495,0,0,0,0)\n   PLAY G 0 A_PlaySound(\"Pain/Potato\")\n   PLAY G 4\n   Goto Spawn\n  Pain.GoldenPotato:\n   PLAY G 0 ACS_ExecuteAlways(495,1,0,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.FireG:\n   TNT1 A 0 A_JumpIfInventory(\"StalwartStance\",1,\"Pain75FireResistance\")\n   TNT1 A 0 A_JumpIfInventory(\"FireProof\",1,\"Pain50FireResistance\")\n   TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n   PLAY L 0 A_JumpIf(waterlevel>1,\"Pain\")\n   PLAY L 0 ACS_ExecuteAlways(158,0,0,0,0)\n   TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed2\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed3\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnSpeed\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnSpeed2\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnSpeed3\",1,\"Pain\")\n   PLAY L 0 A_GiveInventory(\"BurntSpeed\",1)\n   Goto Pain\n  Pain50FireResistance:\n   PLAY L 0 A_JumpIf(waterlevel>1,\"Pain\")\n   PLAY L 0 ACS_ExecuteAlways(158,0,0,0,0)\n   TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed2\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed3\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnSpeed\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnSpeed2\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnSpeed3\",1,\"Pain\")\n   PLAY L 0 A_GiveInventory(\"BurntSpeed2\",1)\n   Goto Pain\n  Pain75FireResistance:\n   PLAY L 0 A_JumpIf(waterlevel>1,\"Pain\")\n   PLAY L 0 ACS_ExecuteAlways(158,0,0,0,0)\n   TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed2\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"YamatoBurntSpeed3\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnSpeed\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnSpeed2\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnSpeed3\",1,\"Pain\")\n   PLAY L 0 A_GiveInventory(\"BurntSpeed3\",1)\n   Goto Pain\n  Pain.YamatoBurn:\n   TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"StalwartStance\",1,\"YamatoPain75FireResistance\")\n   TNT1 A 0 A_JumpIfInventory(\"FireProof\",1,\"YamatoPain50FireResistance\")\n   PLAY L 0 ACS_NamedExecuteAlways(\"YamatoBurn\",0,0,0,0)\n   PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed\",1)\n   Goto Pain\n  YamatoPain50FireResistance:\n   PLAY L 0 ACS_NamedExecuteAlways(\"YamatoBurn\",0,0,0,0)\n   PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed2\",1)\n   Goto Pain\n  YamatoPain75FireResistance:\n   PLAY L 0 ACS_NamedExecuteAlways(\"YamatoBurn\",0,0,0,0)\n   PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed3\",1)\n   Goto Pain\n  Pain.Vindicator:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n   TNT1 A 0 A_GiveInventory(\"VindicatorBurnInventory\",2)\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnScriptExecuting\",1,\"Pain\")\n   TNT1 A 0 A_GiveInventory(\"VindicatorBurnScriptExecuting\",1)\n   PLAY L 0 ACS_NamedExecuteAlways(\"VindBurnScriptChecking\",0,0,0,0)\n   Goto Pain\n  Pain.VindicatorFire:\n   TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n   TNT1 A 0 A_JumpIfInventory(\"StalwartStance\",1,\"VindicatorFirePain75FireResistance\")\n   TNT1 A 0 A_JumpIfInventory(\"FireProof\",1,\"VindicatorFirePain50FireResistance\")\n   PLAY L 0 ACS_NamedExecuteAlways(\"VindicatorBurn\",0,0,0,0)\n   PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed\",1)\n   Goto Pain\n  VindicatorFirePain50FireResistance:\n   PLAY L 0 ACS_NamedExecuteAlways(\"VindicatorBurn\",0,0,0,0)\n   PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed2\",1)\n   Goto Pain\n  VindicatorFirePain75FireResistance:\n   PLAY L 0 ACS_NamedExecuteAlways(\"VindicatorBurn\",0,0,0,0)\n   PLAY L 0 A_GiveInventory(\"YamatoBurntSpeed3\",1)\n   Goto Pain\n  Pain.VindicatorBurn:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n   TNT1 A 0 A_GiveInventory(\"VindicatorBurnInventory\",30)\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnScriptExecuting\",1,\"Pain\")\n   TNT1 A 0 A_GiveInventory(\"VindicatorBurnScriptExecuting\",1)\n   PLAY L 0 ACS_NamedExecuteAlways(\"VindBurnScriptChecking\",0,0,0,0)\n   Goto Pain\n  Pain.TrueLegCrystalDMG:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n   TNT1 A 0 A_GiveInventory(\"VindicatorBurnInventory\",7)\n   TNT1 A 0 A_JumpIfInventory(\"VindicatorBurnScriptExecuting\",1,\"Pain\")\n   TNT1 A 0 A_GiveInventory(\"VindicatorBurnScriptExecuting\",1)\n   PLAY L 0 ACS_NamedExecuteAlways(\"VindBurnScriptChecking\",0,0,0,0)\n   Goto Pain\n  Pain.Yamato:\n   TNT1 A 0 A_JumpIfInventory(\"HumanMaker\",1,\"Pain\")\n   TNT1 A 0 A_GiveInventory(\"YamatoBurnInventory\",1)\n   TNT1 A 0 A_JumpIfInventory(\"YamatoBurnScriptExecuting\",1,\"Pain\")\n   TNT1 A 0 A_GiveInventory(\"YamatoBurnScriptExecuting\",1)\n   PLAY L 0 ACS_NamedExecuteAlways(\"YamaBurnScriptChecking\",0,0,0,0)\n   Goto Pain\n  Death:\n   PLAY H 0 A_JumpIfInventory(\"zombiemaker\",1,\"DeathZombie\")\n   PLAY H 10\n   PLAY I 10 A_PlayerScream\n   PLAY J 10 A_NoBlocking\n   PLAY KLM 10\n   PLAY N -1\n   Stop\n  XDeath:\n   PLAY O 0 A_JumpIfInventory(\"zombiemaker\",1,\"DeathZombie\")\n   PLAY O 5\n   PLAY P 5 A_PlayerScream\n   PLAY Q 5 A_NoBlocking\n   PLAY RSTUV 5\n   PLAY W -1\n   Stop\n  DeathZombie:\n   PLAY M 8\n   PLAY N 8 A_PlaySound(\"Bagel_Death\")\n   PLAY O 8 A_NoBlocking\n   PLAY P 8\n   PLAY Q -1\n   Stop\n  Pain.Virus:\n   PLAY G 0 ACS_ExecuteAlways(153,0,0,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus1:\n   PLAY G 0 ACS_ExecuteAlways(153,0,1,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus2:\n   PLAY G 0 ACS_ExecuteAlways(153,0,2,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus3:\n   PLAY G 0 ACS_ExecuteAlways(153,0,3,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus4:\n   PLAY G 0 ACS_ExecuteAlways(153,0,4,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus5:\n   PLAY G 0 ACS_ExecuteAlways(153,0,5,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus6:\n   PLAY G 0 ACS_ExecuteAlways(153,0,6,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus7:\n   PLAY G 0 ACS_ExecuteAlways(153,0,7,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus8:\n   PLAY G 0 ACS_ExecuteAlways(153,0,8,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus9:\n   PLAY G 0 ACS_ExecuteAlways(153,0,9,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus10:\n   PLAY G 0 ACS_ExecuteAlways(153,0,10,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus11:\n   PLAY G 0 ACS_ExecuteAlways(153,0,11,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus12:\n   PLAY G 0 ACS_ExecuteAlways(153,0,12,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus13:\n   PLAY G 0 ACS_ExecuteAlways(153,0,13,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus14:\n   PLAY G 0 ACS_ExecuteAlways(153,0,14,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus15:\n   PLAY G 0 ACS_ExecuteAlways(153,0,15,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus16:\n   PLAY G 0 ACS_ExecuteAlways(153,0,16,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus17:\n   PLAY G 0 ACS_ExecuteAlways(153,0,17,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus18:\n   PLAY G 0 ACS_ExecuteAlways(153,0,18,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus19:\n   PLAY G 0 ACS_ExecuteAlways(153,0,19,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus20:\n   PLAY G 0 ACS_ExecuteAlways(153,0,20,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus21:\n   PLAY G 0 ACS_ExecuteAlways(153,0,21,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus22:\n   PLAY G 0 ACS_ExecuteAlways(153,0,22,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus23:\n   PLAY G 0 ACS_ExecuteAlways(153,0,23,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus24:\n   PLAY G 0 ACS_ExecuteAlways(153,0,24,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus25:\n   PLAY G 0 ACS_ExecuteAlways(153,0,25,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus26:\n   PLAY G 0 ACS_ExecuteAlways(153,0,26,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus27:\n   PLAY G 0 ACS_ExecuteAlways(153,0,27,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus28:\n   PLAY G 0 ACS_ExecuteAlways(153,0,28,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus29:\n   PLAY G 0 ACS_ExecuteAlways(153,0,29,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus30:\n   PLAY G 0 ACS_ExecuteAlways(153,0,30,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.Virus31:\n   PLAY G 0 ACS_ExecuteAlways(153,0,31,0,0)\n   PLAY G 4\n   Goto Spawn\n  Pain.VirusPotato:\n   PLAY G 0 ACS_ExecuteAlways(153,0,65,0,0)\n   PLAY G 4\n   Goto Spawn\n  Death.Virus:\n  Death.Virus1:\n  Death.Virus2:\n  Death.Virus3:\n  Death.Virus4:\n  Death.Virus5:\n  Death.Virus6:\n  Death.Virus7:\n  Death.Virus8:\n  Death.Virus9:\n  Death.Virus10:\n  Death.Virus11:\n  Death.Virus12:\n  Death.Virus13:\n  Death.Virus14:\n  Death.Virus15:\n  Death.Virus16:\n  Death.Virus17:\n  Death.Virus18:\n  Death.Virus19:\n  Death.Virus20:\n  Death.Virus21:\n  Death.Virus22:\n  Death.Virus23:\n  Death.Virus24:\n  Death.Virus25:\n  Death.Virus26:\n  Death.Virus27:\n  Death.Virus28:\n  Death.Virus29:\n  Death.Virus30:\n  Death.Virus31:\n  Death.VirusPotato:\n   PLAY H 0 ACS_ExecuteAlways(162,0,0,0,0)\n   Goto Death\n  Death.Hum:\n  Death.Yamato:\n  Death.Vindicator:\n   BAGL M 8 A_GiveToTarget(\"ZKilled\",1)\n   BAGL M 0 ACS_ExecuteAlways(161,0,0,0,0)\n   BAGL N 8 A_PlaySound(\"Bagel_Death\")\n   BAGL O 8 A_NoBlocking\n   BAGL P 8\n   BAGL Q -1\n   Stop\n  Death.FireG:\n   BAGL M 8 A_GiveToTarget(\"ZKilled\",1)\n   BAGL M 0 ACS_ExecuteAlways(161,0,0,0,0)\n   BAGL N 8 A_PlaySound(\"Bagel_DeathFire\")\n   BAGL O 8 A_NoBlocking\n   BAGL P 8\n   BAGL Q -1\n   Stop\n  Death.FireG_1:\n  Death.YamatoBurn:\n  Death.TrueLegCrystalDMG:\n   BAGL M 8\n   BAGL N 8 A_PlaySound(\"Bagel_DeathFire\")\n   BAGL O 8 A_NoBlocking\n   BAGL P 8\n   BAGL Q -1\n   Stop\n  Death.HumanHK:\n   BAGL M 8 A_GiveToTarget(\"ZKilled\",1)\n   BAGL M 0 ACS_ExecuteAlways(161,0,0,0,0)\n   BAGL N 8 A_PlaySound(\"NANI\")\n   BAGL O 8 A_NoBlocking\n   BAGL P 8\n   BAGL Q -1\n   Stop\n  }\n}\n\nACTOR BurntSpeed2 : PowerSpeed\n{\n\tPowerup.Duration -6\n\tSpeed 0.30\n}\n\nACTOR BurntSpeed3 : PowerSpeed\n{\n\tPowerup.Duration -6\n\tSpeed 0.40\n}\n\nACTOR YamatoBurntSpeed : PowerSpeed\n{\n\tPowerup.Duration -10\n\tSpeed 0.05\n}\n\nACTOR YamatoBurntSpeed2 : PowerSpeed\n{\n\tPowerup.Duration -10\n\tSpeed 0.1\n}\n\nACTOR YamatoBurntSpeed3 : PowerSpeed\n{\n\tPowerup.Duration -10\n\tSpeed 0.15\n}\n\nActor VindicatorBurnInventory : Inventory {Inventory.MaxAmount 350}\nActor YamatoBurnInventory : Inventory {Inventory.MaxAmount 350}\n\nActor VindicatorBurnSpeed : PowerSpeed\n{\n\tPowerup.Duration -1\n\tSpeed 0.05\n}\n\nActor VindicatorBurnSpeed2 : PowerSpeed\n{\n\tPowerup.Duration -1\n\tSpeed 0.1\n}\n\nActor VindicatorBurnSpeed3 : PowerSpeed\n{\n\tPowerup.Duration -1\n\tSpeed 0.15\n}\n\nActor VindicatorBurnScriptExecuting : Inventory {Inventory.MaxAmount 1}\nActor YamatoBurnScriptExecuting : Inventory {Inventory.MaxAmount 1}\n\nActor VindicatorBurnScript1 : Inventory {Inventory.MaxAmount 1}\nActor VindicatorBurnScript2 : Inventory {Inventory.MaxAmount 1}\nActor VindicatorBurnScript3 : Inventory {Inventory.MaxAmount 1}\nActor VindicatorBurnScript4 : Inventory {Inventory.MaxAmount 1}\nActor VindicatorBurnScript5 : Inventory {Inventory.MaxAmount 1}\nActor VindicatorBurnScript6 : Inventory {Inventory.MaxAmount 1}\n\nActor YamatoBurnScript1 : Inventory {Inventory.MaxAmount 1}\nActor YamatoBurnScript2 : Inventory {Inventory.MaxAmount 1}\nActor YamatoBurnScript3 : Inventory {Inventory.MaxAmount 1}\nActor YamatoBurnScript4 : Inventory {Inventory.MaxAmount 1}\nActor YamatoBurnScript5 : Inventory {Inventory.MaxAmount 1}\nActor YamatoBurnScript6 : Inventory {Inventory.MaxAmount 1}"
      },
      {
        "source": "pk3",
        "name": "actors/POWERUP.txt",
        "contents": "//Human Powerups\nActor HumanImmune : PowerProtection\n{\n DamageFactor \"UtilityHeal\",0\n DamageFactor \"Crush\",10000.0\n DamageFactor \"Hum\",0.0\n DamageFactor \"HumanHK\", 0.0\n DamageFactor \"Yamato\", 0.0\n DamageFactor \"YamatoBurn\", 0.0\n DamageFactor \"Vindicator\", 0.0\n DamageFactor \"VindicatorFire\", 0.0\n DamageFactor \"VindicatorBoom\", 0.0\n DamageFactor \"VindicatorBurn\", 0.0\n DamageFactor \"TrueLegCrystalDMG\", 0.0\n DamageFactor \"Virus\",1.0\n DamageFactor \"Virus1\",1.0\n DamageFactor \"Virus2\",1.0\n DamageFactor \"Virus3\",1.0\n DamageFactor \"Virus4\",1.0\n DamageFactor \"Virus5\",1.0\n DamageFactor \"Virus6\",1.0\n DamageFactor \"Virus7\",1.0\n DamageFactor \"Virus8\",1.0\n DamageFactor \"Virus9\",1.0\n DamageFactor \"Virus10\",1.0\n DamageFactor \"Virus11\",1.0\n DamageFactor \"Virus12\",1.0\n DamageFactor \"Virus13\",1.0\n DamageFactor \"Virus14\",1.0\n DamageFactor \"Virus15\",1.0\n DamageFactor \"Virus16\",1.0\n DamageFactor \"Virus17\",1.0\n DamageFactor \"Virus18\",1.0\n DamageFactor \"Virus19\",1.0\n DamageFactor \"Virus20\",1.0\n DamageFactor \"Virus21\",1.0\n DamageFactor \"Virus22\",1.0\n DamageFactor \"Virus23\",1.0\n DamageFactor \"Virus24\",1.0\n DamageFactor \"Virus25\",1.0\n DamageFactor \"Virus26\",1.0\n DamageFactor \"Virus27\",1.0\n DamageFactor \"Virus28\",1.0\n DamageFactor \"Virus29\",1.0\n DamageFactor \"Virus30\",1.0\n DamageFactor \"Virus31\",1.0\n DamageFactor \"FireG\",0.0\n DamageFactor \"Potato\",1.0\n DamageFactor \"GoldenPotato\",1.0\n DamageFactor \"Fragarach\",1.0\n Powerup.Duration -100000000\n}\n\nActor WeaponsUpgradeReplace : WeaponsUpgrade Replaces WeaponsUpgrade\n{\n DamageFactor \"Normal\",1.3\n Powerup.Duration -1000000000\n}\n\nActor WeaponsUpgrade2 : PowerDamage\n{\n DamageFactor \"Normal\",1.4\n Powerup.Duration -1000000000\n}\n\nActor WeaponsUpgrade3 : PowerDamage\n{\n DamageFactor \"Normal\",1.5\n Powerup.Duration -1000000000\n}\n\nActor WeaponsUpgrade4 : PowerDamage\n{\n DamageFactor \"Normal\",1.1\n Powerup.Duration -1000000000\n}\n\nActor WeaponsUpgrade5 : PowerDamage\n{\n DamageFactor \"Normal\",1.2\n Powerup.Duration -1000000000\n}\n\nActor ExtraWeaponsUpgrade : PowerDamage\n{\n DamageFactor \"Normal\",1.1\n Powerup.Duration -1000000000\n}\n\nActor ExtraWeaponsUpgrade2 : PowerDamage\n{\n DamageFactor \"Normal\",1.2\n Powerup.Duration -1000000000\n}\n\nActor MaxDamageInventory : Inventory {Inventory.MaxAmount 1}\n\nActor WUCheck : Inventory {Inventory.MaxAmount 5}\n\n//Bagel Powerups\n\nActor ZombieImmune : PowerProtection\n{\n DamageFactor \"UtilityHeal\",-1.0\n DamageFactor \"Crush\",10000.0\n DamageFactor \"HumanHK\", 1.0\n DamageFactor \"Yamato\", 1.0\n DamageFactor \"YamatoBurn\", 1.0\n DamageFactor \"Vindicator\", 1.0\n DamageFactor \"VindicatorFire\", 1.0\n DamageFactor \"VindicatorBoom\", 1.0\n DamageFactor \"VindicatorBurn\", 1.0\n DamageFactor \"TrueLegCrystalDMG\", 1.0\n DamageFactor \"Hum\",1.0\n DamageFactor \"Virus\",0.0\n DamageFactor \"Virus1\",0.0\n DamageFactor \"Virus2\",0.0\n DamageFactor \"Virus3\",0.0\n DamageFactor \"Virus4\",0.0\n DamageFactor \"Virus5\",0.0\n DamageFactor \"Virus6\",0.0\n DamageFactor \"Virus7\",0.0\n DamageFactor \"Virus8\",0.0\n DamageFactor \"Virus9\",0.0\n DamageFactor \"Virus10\",0.0\n DamageFactor \"Virus11\",0.0\n DamageFactor \"Virus12\",0.0\n DamageFactor \"Virus13\",0.0\n DamageFactor \"Virus14\",0.0\n DamageFactor \"Virus15\",0.0\n DamageFactor \"Virus16\",0.0\n DamageFactor \"Virus17\",0.0\n DamageFactor \"Virus18\",0.0\n DamageFactor \"Virus19\",0.0\n DamageFactor \"Virus20\",0.0\n DamageFactor \"Virus21\",0.0\n DamageFactor \"Virus22\",0.0\n DamageFactor \"Virus23\",0.0\n DamageFactor \"Virus24\",0.0\n DamageFactor \"Virus25\",0.0\n DamageFactor \"Virus26\",0.0\n DamageFactor \"Virus27\",0.0\n DamageFactor \"Virus28\",0.0\n DamageFactor \"Virus29\",0.0\n DamageFactor \"Virus30\",0.0\n DamageFactor \"Virus31\",0.0\n DamageFactor \"FireG\",1.0\n DamageFactor \"Potato\",0.0\n DamageFactor \"GoldenPotato\",0.0\n DamageFactor \"Fragarach\",0.0\n DamageFactor \"Exit\", 10.0\n Powerup.Duration -100000000\n}\n\nActor ResistanceUpgrade : PowerProtection\n{\n DamageFactor 0.9\n DamageFactor \"FireG_1\", 1.0\n DamageFactor \"FireG\",1.0\n Powerup.Duration -1000000000\n}\n\nActor ResistanceUpgrade2 : PowerProtection\n{\n DamageFactor 0.8\n DamageFactor \"FireG_1\", 1.0\n DamageFactor \"FireG\",1.0\n Powerup.Duration -1000000000\n}\n\nActor ResistanceUpgrade3 : PowerProtection\n{\n DamageFactor 0.7\n DamageFactor \"FireG_1\", 1.0\n DamageFactor \"FireG\",1.0\n Powerup.Duration -1000000000\n}\n\nActor ResistanceUpgrade4 : PowerProtection\n{\n DamageFactor 0.6\n DamageFactor \"FireG_1\", 1.0\n DamageFactor \"FireG\",1.0\n Powerup.Duration -1000000000\n}\n\nActor ResistanceUpgrade5 : PowerProtection\n{\n DamageFactor 0.5\n DamageFactor \"FireG_1\", 1.0\n DamageFactor \"FireG\",1.0\n Powerup.Duration -1000000000\n}\n\nActor ExtraResistanceUpgrade : PowerProtection\n{\n DamageFactor 0.9\n DamageFactor \"FireG_1\", 1.0\n DamageFactor \"FireG\",1.0\n Powerup.Duration -1000000000\n}\n\nActor ExtraResistanceUpgrade2 : PowerProtection\n{\n DamageFactor 0.8\n DamageFactor \"FireG_1\", 1.0\n DamageFactor \"FireG\",1.0\n Powerup.Duration -1000000000\n}\n\nActor RUCheck : Inventory {Inventory.MaxAmount 5}\n\nActor FireGResistance : PowerProtection\n{\n Inventory.MaxAmount 1\n DamageFactor \"FireG\",0.25\n DamageFactor \"FireG_1\", 0.25\n Powerup.Duration -1000000000\n}\n\nActor StalwartStance : PowerProtection\n{\n Inventory.MaxAmount 1\n DamageFactor \"FireG\",0.25\n DamageFactor \"FireG_1\", 0.25\n Powerup.Duration -1000000000\n}\n\nActor IronCurtain : PowerProtection\n{\n DamageFactor 0.4\n DamageFactor \"FireG_1\", 1.0\n DamageFactor \"FireG\",1.0\n Powerup.Duration -1000000000\n}\n\nActor SUCheck : Inventory {Inventory.MaxAmount 5}\n\nActor SpeedUpgrade2 : PowerSpeed\n{\n Powerup.Duration -1000000000\n Speed 1.2\n}\n\nActor SpeedUpgrade3 : PowerSpeed\n{\n Powerup.Duration -1000000000\n Speed 1.3\n}\n\nActor SpeedUpgrade4 : PowerSpeed\n{\n Powerup.Duration -1000000000\n Speed 1.4\n}\n\nActor SpeedUpgrade5 : PowerSpeed\n{\n Powerup.Duration -1000000000\n Speed 1.5\n}\n\nActor UltraBagelSpeed : PowerSpeed\n{\n Powerup.Color 10 10 255, 0.1\n Powerup.Duration -50\n Speed 2.0\n}\n\nActor UltraBagelResistance : PowerProtection\n{\n Powerup.Color 10 10 255, 0.1\n Inventory.MaxAmount 1\n DamageFactor 0.25\n Powerup.Duration -50\n}\n\nActor SpeedDowngrade : PowerSpeed\n{\n Powerup.Duration -1000000000\n Speed 0.9\n}\n\nActor TransitTreads : PowerSpeed\n{\n Powerup.Duration -1000000000\n Speed 1.3\n}\n\nActor SpeedZero : PowerSpeed\n{\n Powerup.Duration -10\n Speed 0.3\n}\n\nActor FireProof : PowerProtection\n{\n Powerup.Color FF8800,0.05\n Inventory.MaxAmount 1\n DamageFactor \"FireG\", 0.5\n DamageFactor \"FireG_1\", 0.5\n Powerup.Duration -1000000000\n}\n\nActor GoldenPotatoLagEffect : PowerSpeed\n{\n Powerup.Duration -60\n Speed 0.8\n}\n\nActor GoldBeetusCrateGiver :  CustomInventory\n{\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\nInventory.Amount 1\nInventory.MaxAmount 0\nStates\n{\nPickup:\n   TNT1 A 0\n   TNT1 A 0 ACS_ExecuteAlways(401,0,0,0,0)\n   Stop\n}\n}\n\n//Rage Sphere\n\nActor PowerRageSphere : PowerDoubleFiringSpeed\n{\nPowerup.Duration 0x7FFFFFFF\nPowerup.Color DarkRed 0.075\n}\n\nActor PowerRageSphereCheck : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR EnragedFlame\n{\n+NOCLIP\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\nRenderStyle Add\nScale 0.1\nStates\n{\nSpawn:\nEMKE ABCDEFGHIJKL 2 Bright A_FadeOut\nStop\n}\n}\n\nACTOR EnragedFlameSpawner\n{\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"EnragedFlame\",random(20,-20),random(20,-20),random(20,40),0,0,random(2,6),0,128,0)\n    Stop\n  }\n}\n\nACTOR BigEnragedFlame : EnragedFlame\n{\nScale 0.5\n}\n\nACTOR BigEnragedFlameSpawner\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 ACS_NamedExecuteWithResult(\"bagelssmokeremove\")\n    TNT1 A 0 A_SpawnItemEx(\"BigEnragedFlame\",random(20,-20),random(20,-20),random(20,40),0,0,random(2,6),0,128,0)\n    Stop\n  }\n}\n\nActor BigEnragedFlameSpawnerInventory : CustomInventory\n{\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\n+COUNTITEM\nInventory.Amount 1\nInventory.MaxAmount 0\nStates\n{\nPickup:\n   TNT1 A 0 A_SpawnItemEx(\"BigEnragedFlameSpawner\",0,0,0,0,0,ACS_NamedExecuteWithResult(\"playernumbercheck\"))\n   Stop\n}\n}\n\nACTOR BagelUnusualProtection1 : PowerProtection\n{\ndamagefactor \"Falling\", 0.5\nPowerup.Duration -100000000\n}\n\nACTOR BagelUnusualProtection2 : PowerProtection\n{\ndamagefactor \"Falling\", 0.5\nPowerup.Duration -100000000\n}\n\nACTOR BagelUnusualProtection3 : PowerProtection\n{\ndamagefactor \"Falling\", 0.5\nPowerup.Duration -100000000\n}\n\nACTOR BagelUnusualProtection4 : PowerProtection\n{\ndamagefactor \"Falling\", 0.5\nPowerup.Duration -100000000\n}\n\nACTOR BagelUnusualProtection5 : PowerProtection\n{\ndamagefactor \"Falling\", 0.5\nPowerup.Duration -100000000\n}\n\nACTOR BagelUnusualProtection6 : PowerProtection\n{\ndamagefactor \"Falling\", 0.5\nPowerup.Duration -100000000\n}\n\nACTOR BagelUnusualProtection7 : PowerProtection\n{\ndamagefactor \"Falling\", 0.5\nPowerup.Duration -100000000\n}\n\nACTOR BagelUnusualProtection8 : PowerProtection\n{\ndamagefactor \"Falling\", 0.5\nPowerup.Duration -100000000\n}\n\nACTOR BagelUnusualProtection9 : PowerProtection\n{\ndamagefactor \"Falling\", 0.5\nPowerup.Duration -100000000\n}\n\nACTOR BagelUnusualProtection10 : PowerProtection\n{\ndamagefactor \"Falling\", 0.5\nPowerup.Duration -100000000\n}\n\nACTOR BagelUnusualProtectionImunne : PowerProtection\n{\ndamagefactor \"Falling\", 0.0\nPowerup.Duration -100000000\n}\n\nActor FallDMGImunne10sec : PowerProtection\n{\ndamagefactor \"Falling\", 0.0\nPowerup.Duration -10\n}\n\nActor FallDMGImunne30sec : PowerProtection\n{\ndamagefactor \"Falling\", 0.0\nPowerup.Duration -30\n}\n\nActor UnusualEffectLimit : Inventory\n{\nInventory.MaxAmount 11\n}\n\nACTOR LifeSphere : CustomInventory\n{\n+COUNTITEM\n+INVENTORY.ALWAYSPICKUP\nInventory.PickupMessage \"$GOTMSPHERE\"\nInventory.PickupSound \"misc/p_pkup\"\nStates\n{\nPickup:\n    TNT1 A 0 A_GiveInventory(\"LifeSphereHP\", 1)\n    Stop\n}\n}\n\nACTOR LifeSphereHP : Health\n{\n  Inventory.Amount 500\n  Inventory.MaxAmount 500\n  +INVENTORY.ALWAYSPICKUP\n}\n\nActor HealthAcumulator : Inventory\n{\nInventory.MaxAmount 10000000\n}\n\nActor HealthAcumulatorArmor : BasicArmorBonus\n{\nArmor.SavePercent 90\nArmor.SaveAmount 1\nArmor.MaxSaveAmount 20000\n}\n\nACTOR PanicSpeedAcumulate1 : PowerSpeed\n{\n\tPowerup.Duration -15\n\tSpeed 1.5\n}\n\nACTOR PanicSpeedAcumulate2 : PowerSpeed\n{\n\tPowerup.Duration -15\n\tSpeed 1.5\n}\n\nACTOR PanicSpeedAcumulate3 : PowerSpeed\n{\n\tPowerup.Duration -15\n\tSpeed 1.5\n}\n\nACTOR PanicSpeedAcumulate4 : PowerSpeed\n{\n\tPowerup.Duration -15\n\tSpeed 1.5\n}\n\nACTOR PanicSpeedAcumulate5 : PowerSpeed\n{\n\tPowerup.Duration -15\n\tSpeed 1.5\n}"
      },
      {
        "source": "pk3",
        "name": "actors/SPECIAL.txt",
        "contents": "//The way these item givers are executed has been modified here to block out the multi-invuse exploit CCMD and binds\nActor BonusItem : CustomInventory\n{\n +INVENTORY.INVBAR\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 999\n Inventory.InterHubAmount 999\n Inventory.Icon \"SPITEM\"\n Inventory.PickupMessage \"You got a bonus item.\"\n Tag \"Bonus Item\"\n States\n {\n Use:\n\t  TNT1 A 0 ACS_Execute(500,0,0,0,0)\n\t  Fail\n }\n}\n\nActor SuperBonusItem : CustomInventory\n{\n +INVENTORY.INVBAR\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 999\n Inventory.InterHubAmount 999\n Inventory.Icon \"SPITEM2\"\n Inventory.PickupMessage \"You got a super bonus item.\"\n Tag \"Super Bonus Item\"\n States\n {\n  Use:\n\t  TNT1 A 0 ACS_Execute(500,0,1,0,0)\n\t  Fail\n }\n}\n\nActor SuperBonusItemGiver : CustomInventory\n{\n +INVENTORY.INVBAR\n +INVENTORY.UNDROPPABLE\n Inventory.PickupMessage \"You got a super bonus item.\"\n Tag \"Super Bonus Item Giver\"\n States\n {\n  Spawn:\n\t  BBOX A 1\n\t  loop\n Pickup:\n\t  TNT1 A 0 A_JumpIfInventory(\"Zombiemaker\",0,\"Spawn\")\n\t  TNT1 A 0 ACS_ExecuteAlways(164, 0, tid-600, 1, 0)\n\t  Stop\n }\n}\n\nActor SilverBeetusCrate : CustomInventory\n{\n +INVENTORY.INVBAR\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 9999\n Inventory.InterHubAmount 9999\n Inventory.Icon \"SPITEM3\"\n Inventory.PickupMessage \"You got a Silver Beetus Crate.\"\n Tag \"Silver Beetus Crate\"\n States\n {\n  Use:\n   TNT1 A 0 ACS_Execute(496,0)\n   Fail\n }\n}\n\nActor GoldBeetusCrate : CustomInventory\n{\n +INVENTORY.INVBAR\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 9999\n Inventory.InterHubAmount 9999\n Inventory.Icon \"SPITEM4\"\n Inventory.PickupMessage \"You got a Gold Beetus Crate.\"\n Tag \"Gold Beetus Crate\"\n States\n {\n  Use:\n   TNT1 A 0 ACS_Execute(488,0)\n   Fail\n }\n}\n\nActor HyperBeetusCrate : CustomInventory\n{\n +INVENTORY.INVBAR\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 999\n Inventory.InterHubAmount 999\n Inventory.Icon \"SPITEM5\"\n Inventory.PickupMessage \"You got a Hyper Beetus Crate.\"\n Tag \"Hyper Beetus Crate\"\n States\n {\n  Use:\n   TNT1 A 0 ACS_Execute(404,0)\n   Fail\n }\n}\n\nActor UltimateBeetusCrate : CustomInventory\n{\n +INVENTORY.INVBAR\n +INVENTORY.UNDROPPABLE\n Inventory.Amount 1\n Inventory.MaxAmount 999\n Inventory.InterHubAmount 999\n Inventory.Icon \"SPITEM6\"\n Inventory.PickupMessage \"You got a Ultimate Beetus Crate.\"\n Tag \"Ultimate Beetus Crate\"\n States\n {\n  Use:\n   TNT1 A 0 ACS_Execute(420,0)\n   Fail\n }\n}\n\nActor SuperBonusItemGiver2 : SuperBonusItemGiver Replaces FakeJacksgun\n{\nStates\n{\nSpawn:\n\t  BBOX A 1\n\t  loop\n Pickup:\n      TNT1 A 0\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ChancesCheck\") == 1,\"Pickup2\")\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ChancesCheck\") == 2,\"Pickup3\")\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ChancesCheck\") == 3,\"Pickup4\")\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ChancesCheck\") == 4,\"Pickup5\")\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ChancesCheck\") == 5,\"Pickup6\")\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ChancesCheck\") == 6,\"Pickup7\")\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ChancesCheck\") == 7,\"Pickup8\")\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ChancesCheck\") == 8,\"Pickup9\")\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ChancesCheck\") == 9,\"Pickup10\")\n\t  TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ChancesCheck\") == 10,\"Pickup11\")\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\")\n\t  TNT1 A 0 A_GiveInventory(\"HyperBeetusCrate\",1)\n\t  Stop\nPickup2:\n      TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\",0,1)\n      TNT1 A 0 A_GiveInventory(\"UltimateBeetusCrate\",1)\n\t  Stop\nPickup3:\n      TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\",0,2)\n      TNT1 A 0 A_GiveInventory(\"HyperBeetusCrate\",1)\n      TNT1 A 0 A_GiveInventory(\"UltimateBeetusCrate\",1)\n\t  Stop\nPickup4:\n      TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\",0,3)\n      TNT1 A 0 A_GiveInventory(\"HyperBeetusCrate\",2)\n      TNT1 A 0 A_GiveInventory(\"UltimateBeetusCrate\",1)\n\t  Stop\nPickup5:\n      TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\",0,4)\n      TNT1 A 0 A_GiveInventory(\"HyperBeetusCrate\",3)\n      TNT1 A 0 A_GiveInventory(\"UltimateBeetusCrate\",1)\n\t  Stop\nPickup6:\n      TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\",0,5)\n      TNT1 A 0 A_GiveInventory(\"HyperBeetusCrate\",3)\n      TNT1 A 0 A_GiveInventory(\"UltimateBeetusCrate\",2)\n\t  Stop\nPickup7:\n      TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\",0,6)\n      TNT1 A 0 A_GiveInventory(\"HyperBeetusCrate\",4)\n      TNT1 A 0 A_GiveInventory(\"UltimateBeetusCrate\",2)\n\t  Stop\nPickup8:\n      TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\",0,7)\n      TNT1 A 0 A_GiveInventory(\"HyperBeetusCrate\",5)\n      TNT1 A 0 A_GiveInventory(\"UltimateBeetusCrate\",2)\n\t  Stop\nPickup9:\n      TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\",0,8)\n      TNT1 A 0 A_GiveInventory(\"HyperBeetusCrate\",5)\n      TNT1 A 0 A_GiveInventory(\"UltimateBeetusCrate\",3)\n\t  Stop\nPickup10:\n      TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\",0,9)\n      TNT1 A 0 A_GiveInventory(\"HyperBeetusCrate\",6)\n      TNT1 A 0 A_GiveInventory(\"UltimateBeetusCrate\",3)\n\t  Stop\nPickup11:\n      TNT1 A 0 ACS_NamedExecuteAlways(\"FloorSpecialItemPickup\",0,10)\n      TNT1 A 0 A_GiveInventory(\"HyperBeetusCrate\",7)\n      TNT1 A 0 A_GiveInventory(\"UltimateBeetusCrate\",3)\n\t  Stop\n}\n}\n\nActor SuperBonusItemGiver3 : SuperBonusItemGiver2 Replaces FakeDoubleShotgun {}\nActor SuperBonusItemGiver4 : SuperBonusItemGiver2 Replaces FakeHolycross {}"
      },
      {
        "source": "pk3",
        "name": "actors/WEAPON.txt",
        "contents": "//Human Weapons\nActor Handgun : Weapon\n{\n Weapon.AmmoUse 0\n Weapon.KickBack 200\n Weapon.SelectionOrder 10000\n Obituary \"$OB_MPPISTOL\"\n //Weapon.PreferredSkin \"Pistol-DoomMarine\"\n States\n {\n  Ready:\n   PISG A 1 A_WeaponReady\n   Loop\n  Deselect:\n   PISG A 0 A_Lower\n   PISG A 1 A_Lower\n   Loop\n  Select:\n   PISG A 0 A_Raise\n   PISG A 1 A_Raise\n   Loop\n  Fire:\n   PISG A 3\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PISG B 0 A_FireBullets (5.6,0,1,7,\"BulletPuff2\")\n   PISF B 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FireUnreal\")\n   PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n   PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FireUranium\")\n   PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FireIridium\")\n   PISG B 0 A_PlaySound(\"Weapons/Pistol\")\n   PISG B 1 bright\n   PISG C 1\n   PISG D 1\n   PISG B 0 A_ReFire\n   Goto Ready\n  FireTungsten:\n   PISG B 0 A_PlaySound(\"sound/Pistol2\")\n   PISG F 1 bright\n   PISG C 1\n   PISG D 1\n   Goto Ready\n  FireUranium:\n   PISG B 0 A_PlaySound(\"sound/Pistol3\")\n   PISG G 1 bright\n   PISG C 1\n   PISG D 1\n   Goto Ready\n  FireIridium:\n   PISG B 0 A_PlaySound(\"sound/Pistol4\")\n   PISG H 1 bright\n   PISG C 1\n   PISG D 1\n   Goto Ready\n  FireUnreal:\n   PISG B 0 A_PlaySound(\"PISTOL5\")\n   PISG I 1 bright\n   PISG C 1\n   PISG D 1\n   Goto Ready\n  }\n}\n\nActor HuntingShotgun : Weapon\n{\n Obituary \"%o ran into %k and %p shotgun\"\n //Weapon.PreferredSkin \"Shotgun-DoomMarine\"\n Tag \"Hunting Shotgun\"\n Weapon.AmmoType1 \"\"\n Weapon.AmmoType2 \"HShotgunClipIn\"\n Weapon.AmmoUse 0\n Weapon.AmmoUse2 0\n Weapon.SelectionOrder 200\n States\n {\n  Ready:\n   HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",0,\"ReadyFull\")\n   HTSG A 1 A_WeaponReady\n   Loop\n  ReadyFull:\n   HTSG A 1 A_WeaponReady(WRF_NOSECONDARY)\n   Wait\n  Deselect:\n   HTSG A 0 A_Lower\n   HTSG A 1 A_Lower\n   Loop\n  Select:\n   HTSG A 0 A_Raise\n   HTSG A 1 A_Raise\n   Loop\n  Fire:\n   TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"Fire2\")\n   HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",1,3)\n   HTSG A 1 A_PlayWeaponSound(\"Weapons/Noammo\")\n   Goto AltFire\n   HTSG B 1 bright\n   HTSG B 0 A_GunFlash\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,5)\n   HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,4)\n   HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,3)\n   HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,2)\n   HTSG B 0 A_PlayWeaponSound(\"Hshotgun/Fire\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   HTSG B 1 A_FireBullets (4.5,4.5,8,12,\"BulletPuff2\")\n   HTSG B 0 A_TakeInventory(\"HShotgunClipIn\",1)\n   HTSG B 1 bright\n   HTSG DEFGHIJK 2\n   HTSG L 2 A_PlayWeaponSound(\"HTSGCOCK\")\n   HTSG KJIHGFED 2\n   Goto Ready\n  Fire2:\n   HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",1,3)\n   HTSG A 0 A_PlayWeaponSound(\"Weapons/Noammo\")\n   Goto AltFire\n   HTSG B 0 bright\n   HTSG B 0 A_GunFlash\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,5)\n   HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,4)\n   HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,3)\n   HTSG B 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,2)\n   HTSG B 0 A_PlayWeaponSound(\"Hshotgun/Fire\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   HTSG B 1 A_FireBullets (4.5,4.5,8,12,\"BulletPuff2\")\n   HTSG B 0 A_TakeInventory(\"HShotgunClipIn\",1)\n   HTSG B 1 bright\n   HTSG DFHJ 2\n   HTSG L 2 A_PlayWeaponSound(\"HTSGCOCK\")\n   HTSG KIGE 2\n   Goto Ready\n  Flash:\n   //SHTF A 0 A_PlayWeaponSound(\"Hshotgun/Fire\")\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FlashUnreal\")\n   SHTF A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FlashIridium\")\n   SHTF A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FlashUranium\")\n   SHTF A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FlashTungsten\")\n   TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"Flash2\")\n   SHTF A 2 bright\n   SHTF B 2 bright\n   Stop\n  Flash2:\n   SHTF A 1 bright\n   SHTF B 1 bright\n   Stop\n  FlashTungsten:\n   TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"FlashTungsten2\")\n   SHF2 A 0 A_PlaySound(\"Weapons/Shotgf\")\n   SHF2 A 2 bright\n   SHF2 B 2 bright\n   Stop\n  FlashTungsten2:\n   SHF2 A 0 A_PlaySound(\"Weapons/Shotgf\")\n   SHF2 A 1 bright\n   SHF2 B 1 bright\n   Stop\n  FlashUranium:\n   TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"FlashUranium2\")\n   SHF3 A 0 A_PlaySound(\"Sound/Shotgun2\")\n   SHF3 A 1 bright\n   SHF3 B 2 bright\n   Stop\n  FlashUranium2:\n   SHF3 A 0 A_PlaySound(\"Sound/Shotgun2\")\n   SHF3 A 1 bright\n   SHF3 B 1 bright\n   Stop\n  FlashIridium:\n   TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"FlashIridium2\")\n   SHF4 A 0 A_PlaySound(\"Sound/Shotgun3\")\n   SHF4 A 1 bright\n   SHF4 B 2 bright\n   Stop\n  FlashIridium2:\n   SHF4 A 0 A_PlaySound(\"Sound/Shotgun3\")\n   SHF4 A 1 bright\n   SHF4 B 1 bright\n   Stop\n  FlashUnreal:\n   TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"FlashUnreal2\")\n   SHF5 A 0 A_PlaySound(\"SHOTGUN4\")\n   SHF5 A 1 bright\n   SHF5 B 2 bright\n   Stop\n  FlashUnreal2:\n   SHF5 A 0 A_PlaySound(\"SHOTGUN4\")\n   SHF5 A 1 bright\n   SHF5 B 1 bright\n   Stop\n  AltFire:\n   TNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\",1,\"AltFire2\")\n   HTSG DEFGH 2\n   HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",8,2)\n   HTSG A 0 A_JumpIfInventory(\"HuntingSHotgun\",1,2)\n   HTSG A 0\n   Goto Ready\n   HTSG MM 2\n   HTSG M 3 A_PlayWeaponSound(\"RELOAD\")\n   HTSG ONO 3\n   HTSG N 0\n   HTSG N 0 A_GiveInventory(\"HShotgunClipIn\",1)\n   HTSG N 0 A_JumpIfInventory(\"HShotgunClipIn\",8,4)\n   HTSG N 0 A_JumpIfInventory(\"HuntingSHotgun\",1,2)\n   HTSG M 3\n   Goto AltFire+17\n   HTSG N 0 A_WeaponReady\n   Goto AltFire+9\n   HTSG J 2 A_PlayWeaponSound(\"HTSGCOCK\")\n   HTSG IHGFED 2\n   HTSG A 4\n   Goto Ready\n  AltFire2:\n   HTSG DFH 2\n   HTSG A 0 A_JumpIfInventory(\"HShotgunClipIn\",8,2)\n   HTSG A 0 A_JumpIfInventory(\"HuntingSHotgun\",1,2)\n   HTSG A 0\n   Goto Ready\n   HTSG M 2\n   HTSG M 2 A_PlayWeaponSound(\"RELOAD\")\n   HTSG ONO 2\n   HTSG N 0\n   HTSG N 0 A_GiveInventory(\"HShotgunClipIn\",1)\n   HTSG N 0 A_JumpIfInventory(\"HShotgunClipIn\",8,4)\n   HTSG N 0 A_JumpIfInventory(\"HuntingSHotgun\",1,2)\n   HTSG M 2\n   Goto AltFire2+13\n   HTSG N 0 A_WeaponReady\n   Goto AltFire2+6\n   HTSG J 2 A_PlayWeaponSound(\"HTSGCOCK\")\n   HTSG IGE 2\n   HTSG A 2\n   Goto Ready\n  }\n}\n\nActor MachineGun : Weapon\n{\n Obituary \"%o got terminated by %k.\"\n +WEAPON.NOAUTOAIM\n Weapon.KickBack 120\n Weapon.ammouse 0\n Weapon.AmmoType1 \"\"\n Weapon.AmmoType2 \"ChaingunRage\"\n Tag \"Machine Gun\"\n //Weapon.PreferredSkin \"Chaingun-DoomMarine\"\n Weapon.SelectionOrder 300\n States\n {\n  Ready:\n   CHGG A 0 A_TakeInventory(\"ChaingunRage\",3)\n   CHGG A 1 A_WeaponReady\n   Loop\n  Deselect:\n   CHGG A 0 A_TakeInventory(\"ChaingunRage\",5)\n   CHGG A 0 A_Lower\n   CHGG A 1 A_Lower\n   Loop\n  Select:\n   CHGG A 0 A_Raise\n   CHGG A 1 A_Raise\n   Loop\n  Fire:\n   TNT1 A 0 A_JumpIfInventory(\"ChaingunUpgrade\",1,\"Fire2\")\n   CHGG A 0 A_JumpIfInventory(\"ChaingunRage\",800,\"OverHeat\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   CHGG A 0 A_FireBullets (4.6,3.5,1,10,\"BulletPuff2\")\n   CHGG A 0 A_GiveInventory(\"ChaingunRage\",12)\n   CHGG A 2 A_GunFlash\n   CHGG B 2\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   CHGG C 2 A_FireBullets (4.6,3.5,1,10,\"BulletPuff2\")\n   CHGG D 2\n   CHGG C 0 A_GiveInventory(\"ChaingunRage\",12)\n   CHGG C 0 A_ReFire\n   Goto Ready\n  Fire2:\n   CHGG A 0 A_JumpIfInventory(\"ChaingunRage\",800,\"OverHeat\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   CHGG A 0 A_FireBullets (4.6,3.5,2,10,\"BulletPuff2\")\n   CHGG A 0 A_GiveInventory(\"ChaingunRage\",12)\n   CHGG A 2 A_GunFlash\n   CHGG B 2\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   CHGG C 2 A_FireBullets (4.6,3.5,2,10,\"BulletPuff2\")\n   CHGG D 2\n   CHGG C 0 A_GiveInventory(\"ChaingunRage\",12)\n   CHGG C 0 A_ReFire\n   Goto Ready\n  OverHeat:\n   CHGG A 9 A_PlayWeaponSound(\"CGHOT\")\n   CHGG BCD 9\n   Goto Ready\n  Flash:\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FlashUnreal\")\n   CHGF A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FlashIridium\")\n   CHGF A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FlashUranium\")\n   CHGF A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FlashTungsten\")\n   CHGF A 0 A_PlaySound(\"Weapons/Pistol\")\n   CHGF A 2 bright A_Light1\n   TNT1 A 2\n   CHGF B 0 A_PlaySound(\"Weapons/Pistol\")\n   CHGF B 2 bright A_Light2\n   TNT1 A 2\n   CHGF A 0 bright A_Light0\n   Stop\n  FlashTungsten:\n   CHG2 A 0 A_PlaySound(\"Sound/Pistol2\")\n   CHG2 A 2 bright A_Light1\n   TNT1 A 2\n   CHG2 A 0 A_PlaySound(\"Sound/Pistol2\")\n   CHG2 B 2 bright A_Light2\n   TNT1 A 2\n   CHG2 A 0 bright A_Light0\n   Stop\n  FlashUranium:\n   CHG3 A 0 A_PlaySound(\"Sound/Pistol3\")\n   CHG3 A 2 bright A_Light1\n   TNT1 A 2\n   CHG3 A 0 A_PlaySound(\"Sound/Pistol3\")\n   CHG3 B 2 bright A_Light2\n   TNT1 A 2\n   CHG3 A 0 bright A_Light0\n   Stop\n  FlashIridium:\n   CHG4 A 0 A_PlaySound(\"Sound/Pistol4\")\n   CHG4 A 2 bright A_Light1\n   TNT1 A 2\n   CHG4 A 0 A_PlaySound(\"Sound/Pistol4\")\n   CHG4 B 2 bright A_Light2\n   TNT1 A 2\n   CHG4 A 0 bright A_Light0\n   Stop\n  FlashUnreal:\n   CHG5 A 0 A_PlaySound(\"PISTOL5\")\n   CHG5 A 2 bright A_Light1\n   TNT1 A 2\n   CHG5 A 0 A_PlaySound(\"PISTOL5\")\n   CHG5 B 2 bright A_Light2\n   TNT1 A 2\n   CHG5 A 0 bright A_Light0\n   Stop\n }\n}\n\nActor SniperRifle : Weapon\n{\n Obituary \"%o didn't see %k's bullet coming.\"\n //Weapon.PreferredSkin \"Base\"\n +WEAPON.NOAUTOFIRE\n Weapon.ammouse 0\n Weapon.KickBack 100\n Weapon.SelectionOrder 200\n Tag \"Sniper Rifle\"\n States\n {\n  Ready:\n   SNIP A 1 A_WeaponReady\n   Loop\n  Deselect:\n   SNIP A 0 A_TakeInventory (\"Sniper_Zoomed\",1)\n   SNIP A 0 A_ZoomFactor(1.0)\n   SNIP A 0 A_Lower\n   SNIP A 1 A_Lower\n   Loop\n  Select:\n   SNIP A 0 A_Raise\n   SNIP A 1 A_Raise\n   Loop\n  Fire:\n   TNT1 A 0 A_JumpIfInventory(\"SniperUpgrade\",1,\"Fire2\")\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,5)\n   SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,4)\n   SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,3)\n   SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,2)\n   SNIP A 0 A_PlaySound(\"Weapons/Sniper\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,2)\n   SNIP B 1 A_FireBullets(1,1,1,130,\"BulletPuff2\")\n   SNIP B 1 A_GunFlash\n   SNIP BCDEF 1\n   SNIP G 13\n   SNIP EDCA 2\n   SPRL A 3 A_PlayWeaponSound(\"Weapons/SniperBolt\")\n   SPRL ACDEFG 2\n   SPRL FEDCA 2\n   SNIP A 2\n   Goto Ready\n  Fire2:\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,5)\n   SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,4)\n   SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,3)\n   SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,2)\n   SNIP A 0 A_PlaySound(\"Weapons/Sniper\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,2)\n   SNIP B 1 A_FireBullets(1,1,1,130,\"BulletPuff2\")\n   SNIP B 1 A_GunFlash\n   SNIP BDF 1\n   SNIP G 6\n   SNIP EC 2\n   SPRL A 3 A_PlayWeaponSound(\"Weapons/SniperBolt\")\n   SPRL ADF 2\n   SPRL FDA 2\n   Goto Ready\n  Flash:\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FlashUnreal\")\n   SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FlashIridium\")\n   SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FlashUranium\")\n   SNIP A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FlashTungsten\")\n   SNPF A 2 bright A_Light1\n   Goto LightDone\n  FlashTungsten:\n   SNIP A 0 A_PlaySound(\"Sound/Sniper2\")\n   SNPF B 2 bright A_Light1\n   Goto LightDone\n  FlashUranium:\n   SNIP A 0 A_PlaySound(\"Sound/Sniper3\")\n   SNPF C 2 bright A_Light1\n   Goto LightDone\n  FlashIridium:\n   SNIP A 0 A_PlaySound(\"Sound/Sniper4\")\n   SNPF D 2 bright A_Light1\n   Goto LightDone\n  FlashUnreal:\n   SNIP A 0 A_PlaySound(\"SNIPER5\")\n   SNPF E 2 bright A_Light1\n   Goto LightDone\n  AltFire:\n   SNIP A 0 A_JumpIfInventory(\"Sniper_Zoomed\",2,\"ZoomOut\")\n   SNIP A 0 A_JumpIfInventory(\"Sniper_Zoomed\",1,\"Zoom2\")\n  Zoom1:\n   SNIP A 0 A_ZoomFactor(4.0)\n   SNIP A 0 A_GiveInventory (\"Sniper_Zoomed\",1)\n   SNIP A 1 A_PlayWeaponSound(\"ZOOMIN\")\n  Goto \"AltFireDone\"\n  Zoom2:\n   SNIP A 0 A_ZoomFactor(8.0)\n   SNIP A 0 A_GiveInventory (\"Sniper_Zoomed\",1)\n   SNIP A 1 A_PlayWeaponSound(\"ZOOMIN\")\n   Goto \"AltFireDone\"\n  ZoomOut:\n   SNIP A 1\n   SNIP A 0 A_ZoomFactor(1.0)\n   SNIP A 0 A_TakeInventory (\"Sniper_Zoomed\",2)\n   SNIP A 1 A_PlayWeaponSound(\"ZOOMOUT\")\n   Goto \"AltFireDone\"\n  AltFireDone:\n   SNIP A 0\n   Goto \"Ready\"\n }\n}\n\nActor Bazooka : Weapon\n{\n DamageType \"FireG\"\n //Weapon.PreferredSkin \"Bazooka-DoomMarine\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 0\n Weapon.AmmoType \"BazookaAmmo\"\n Weapon.SelectionOrder 5\n //+WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n States\n {\n  Ready:\n   MISG A 1 A_WeaponReady\n   Loop\n  Deselect:\n   MISG A 0 A_Lower\n   MISG A 1 A_Lower\n   Loop\n  Select:\n   MISG A 0 A_Raise\n   MISG A 1 A_Raise\n   Loop\n  Fire:\n   MISG B 8 A_GunFlash\n   MISG B 0 A_PlaySound(\"sound/BAZSHOT\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   MISG B 12 A_FireCustomMissile(\"RPG\",0,1,0,0,0)\n   MISG A 0 A_JumpIfInventory(\"BazookaAmmo\",1,\"Ready\")\n   MISG A 0 A_TakeInventory(\"Bazooka\",1)\n   Goto Ready\n  Flash:\n   MISF A 3 Bright A_Light1\n   MISF B 4 Bright\n   MISF CD 4 Bright A_Light2\n   Goto LightDone\n  Spawn:\n   LAUN A -1\n   Stop\n }\n}\n\nActor FireGrenade : Weapon\n{\n   Inventory.PickupMessage \"You got a grenade!\"\n   +WEAPON.NOAUTOAIM\n   +NOALERT\n   //Weapon.PreferredSkin \"Fist-Marine\"\n   Weapon.AmmoType \"HandGrenadeAmmo\"\n   Weapon.AmmoGive 1\n   Weapon.AmmoUse 1\n   Weapon.AmmoType2 \"ThrowPower\"\n   Weapon.AmmoGive2 0\n   Weapon.AmmoUse2 0\n   Weapon.SelectionOrder 100\n   Tag \"Grenade\"\n   States\n   {\n   NewSelect:\n      HNDG XWVUTS 1\n   Ready:\n\t  HNDG A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n      HNDG A 1 A_WeaponReady(WRF_NOSECONDARY)\n      Loop\n   ReadyNoAmmo:\n\t  TNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"NewSelect\")\n      TNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n      Loop\n   Deselect:\n      HNDG A 0 A_JumpIfNoAmmo(3)\n\t  HNDG A 0 A_Lower\n      HNDG A 1 A_Lower\n      Loop\n\t  TNT1 A 0 A_TakeInventory(\"FireGrenade\",1)\n      TNT1 A 1 A_Lower\n      Loop\n   Select:\n      HNDG A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n      HNDG A 0 A_TakeInventory(\"ThrowPower\",999)\n\t  HNDG A 0 A_Raise\n      HNDG A 1 A_Raise\n      Loop\n   Fire:\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",1,9)\n      HNDG BCD 2\n      HNDG E 2 A_PlaySound(\"weapons/grnpullpin\")\n      HNDG FGHH 2\n      NULL A 2 A_GiveInventory(\"ThrowPower\",2)\n      NULL A 0 A_Refire\n\t  HNDG I 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n      HNDG I 1 A_PlaySound(\"weapons/grntoss\")\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",30,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",29,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",28,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",27,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",26,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",25,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",24,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",23,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",22,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",21,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",20,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",19,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",18,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",17,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",16,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",15,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",14,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",13,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",12,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",11,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",10,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",9,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",8,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",7,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",6,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",5,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",4,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",3,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",2,30)\n      HNDG A 0 A_JumpIfInventory(\"ThrowPower\",1,30)\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade30\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade29\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade28\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade27\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade26\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade25\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade24\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade23\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade22\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade21\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade20\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade19\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade18\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade17\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade16\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade15\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade14\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade13\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade12\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade11\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade10\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade9\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade8\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade7\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade6\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade5\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade4\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade3\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade2\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_FireCustomMissile(\"ThrownGrenade1\",0,1,0,0)\n      Goto Fire +73\n      HNDG J 0 A_PlaySound(\"weapons/grntoss\")\n      HNDG JKLMNOPQ 2\n      HNDG A 0 A_TakeInventory(\"ThrowPower\",999)\n      NULL A 12 A_CheckReload\n      HNDG XWVUTS 1\n      Goto Ready\n\tAltFire:\n\t  HNDG A 0 A_TakeInventory(\"ThrowPower\",999)\n      HNDG HHGF 2\n      HNDG E 2 A_PlaySound(\"weapons/grnpullpin\")\n\t  HNDG DCB 2\n\t  Goto Ready\n   }\n}\n\nActor IncendiaryGrenade : Weapon\n{\n Inventory.PickupMessage \"You got an Incendiary Fire Grenade!\"\n +NOALERT\n //Weapon.PreferredSkin \"Fist-Marine\"\n Weapon.AmmoType \"IncendiaryGrenadeAmmo\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n Weapon.AmmoType2 \"ThrowPower\"\n Weapon.AmmoGive2 0\n Weapon.AmmoUse2 0\n Tag \"Incendiary Grenade\"\n Weapon.SelectionOrder 3\n States\n {\n  NewSelect:\n   INCG XWVUTS 1\n  Ready:\n   INCG A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n   INCG A 1 A_WeaponReady(WRF_NOSECONDARY)\n   Loop\n  ReadyNoAmmo:\n   TNT1 A 0 A_JumpIfInventory(\"IncendiaryGrenadeAmmo\",1,\"NewSelect\")\n   TNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n   TNT1 A 0 A_TakeInventory(\"IncendiaryGrenade\",1)\n   Stop\n  Deselect:\n   INCG A 0 A_JumpIfNoAmmo(3)\n   INCG A 0 A_Lower\n   INCG A 1 A_Lower\n   Loop\n   INCG A 0 A_TakeInventory(\"IncendiaryGrenade\",1)\n   INCG A 1 A_Lower\n  Select:\n   INCG A 0 A_JumpIfNoAmmo(\"ReadyNoAmmo\")\n   INCG A 0 A_TakeInventory(\"ThrowPower\",999)\n   INCG A 0 A_Raise\n   INCG A 1 A_Raise\n   Loop\n  Fire:\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",1,9)\n   INCG BCD 2\n   INCG E 2 A_PlaySound(\"weapons/grnpullpin\")\n   INCG FGHH 2\n   NULL A 2 A_GiveInventory(\"ThrowPower\",2)\n   NULL A 0 A_Refire\n   HNDG I 1 A_WeaponReady(WRF_NOPRIMARY|WRF_NOSWITCH)\n   HNDG I 1 A_PlaySound(\"weapons/grntoss\")\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",30,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",29,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",28,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",27,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",26,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",25,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",24,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",23,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",22,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",21,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",20,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",19,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",18,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",17,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",16,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",15,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",14,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",13,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",12,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",11,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",10,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",9,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",8,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",7,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",6,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",5,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",4,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",3,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",2,30)\n   INCG A 0 A_JumpIfInventory(\"ThrowPower\",1,30)\n   INCG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade30\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade29\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade28\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade27\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade26\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade25\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade24\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade23\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade22\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade21\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade20\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade19\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade18\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade17\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade16\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade15\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade14\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade13\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade12\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade11\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade10\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade9\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade8\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade7\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade6\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade5\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade4\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade3\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade2\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_FireCustomMissile(\"IncendiaryThrownGrenade1\",0,1,0,0)\n   Goto Fire +73\n   HNDG J 0 A_PlaySound(\"weapons/grntoss\")\n   HNDG JKLMNOPQ 2\n   INCG A 0 A_TakeInventory(\"ThrowPower\",999)\n   NULL A 12 A_CheckReload\n   INCG XWVUTS 1\n   Goto Ready\n  AltFire:\n   INCG A 0 A_TakeInventory(\"ThrowPower\",999)\n   INCG HHGF 2\n   INCG E 2 A_PlaySound(\"weapons/grnpullpin\")\n   INCG DCB 2\n   Goto Ready\n }\n}\n\nActor PulseRifle : Weapon\n{\n Weapon.AmmoUse 1\n Weapon.AmmoUse2 1\n Weapon.AmmoGive 600\n //Weapon.PreferredSkin \"Pulse-DoomMarine\"\n Weapon.AmmoType \"PulseAmmo\"\n Weapon.AmmoType2 \"PulseAmmo\"\n Tag \"Pulse Rifle\"\n +INVENTORY.UNDROPPABLE\n +WEAPON.NOAUTOAIM\n Inventory.PickupMessage \"You got the Pulse Rifle\"\n Weapon.SelectionOrder 50\n States\n {\n  Ready:\n   PULS A 1 A_WeaponReady\n   Goto ready\n  Deselect:\n   PULS A 0 A_Lower\n   PULS A 1 A_Lower\n   Loop\n  Select:\n   PULS A 0 A_Raise\n   PULS A 1 A_Raise\n   Loop\n  Fire:\n   PULS A 0 A_PlaySound(\"Sound/PULSE\")\n   PULS A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FireUnreal\")\n   PULS A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n   PULS A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FireUranium\")\n   PULS A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FireIridium\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   TNT1 A 0 A_JumpIfInventory(\"PowerRageSphere\",1,\"Fire2\")\n   PULS BC 1 bright\n   PULS DED 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   PULS A 0 A_ReFire\n   Goto Ready\n  Fire2:\n   PULS B 1 bright\n   PULS D 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   PULS A 0 A_ReFire\n   Goto Ready\n  FireTungsten:\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse2\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"Pulse2\",0,1,21,0)\n   TNT1 A 0 A_JumpIfInventory(\"PowerRageSphere\",1,\"FireTungsten2\")\n   PULS BC 1 bright\n   PULS DED 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   PULS A 0 A_ReFire\n   Goto Ready\n  FireTungsten2:\n   PULS B 1 bright\n   PULS D 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   PULS A 0 A_ReFire\n   Goto Ready\n  FireUranium:\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse3\",0,1,-9,0)\n   PULS A 0 A_FireCustomMissile(\"Pulse3\",0,1,11,0)\n   PULS A 0 A_FireCustomMissile(\"Pulse3\",0,1,31,0)\n   TNT1 A 0 A_JumpIfInventory(\"PowerRageSphere\",1,\"FireUranium2\")\n   PULS BC 1 bright\n   PULS DED 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   PULS A 0 A_ReFire\n   Goto Ready\n  FireUranium2:\n   PULS B 1 bright\n   PULS D 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   PULS A 0 A_ReFire\n   Goto Ready\n  FireIridium:\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse4\",0,1,-19,0)\n   PULS A 0 A_FireCustomMissile(\"Pulse4\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"Pulse4\",0,1,21,0)\n   PULS A 0 A_FireCustomMissile(\"Pulse4\",0,1,41,0)\n   TNT1 A 0 A_JumpIfInventory(\"PowerRageSphere\",1,\"FireIridium2\")\n   PULS BC 1 bright\n   PULS DED 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   PULS A 0 A_ReFire\n   Goto Ready\n  FireIridium2:\n   PULS B 1 bright\n   PULS D 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   PULS A 0 A_ReFire\n   Goto Ready\n  FireUnreal:\n   PULS A 0 A_PlaySound(\"PULSEP\")\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",2,1,-6,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",1,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,6,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",-1,1,12,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",-2,1,18,0)\n   TNT1 A 0 A_JumpIfInventory(\"PowerRageSphere\",1,\"FireUnreal2\")\n   PULP BC 1 bright\n   PULS DED 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   PULS A 0 A_ReFire\n   Goto Ready\n  FireUnreal2:\n   PULP B 1 bright\n   PULS D 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   PULS A 0 A_ReFire\n   Goto Ready\n  AltFire:\n   TNT1 A 0 A_JumpIfInventory(\"PowerRageSphere\",1,\"AltFire2\")\n   PULS A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"AltFireUnreal\")\n   PULS A 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS D 1\n   PULS E 30\n   PULS D 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   Goto Ready\n  AltFireUnreal:\n   PULS A 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,21,0)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,6)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,-6)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,21,0)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,6)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,-6)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,21,0)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,6)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,-6)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,21,0)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,6)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,-6)\n   PULP B 0 A_PlaySound(\"Sound/PULSE\")\n   PULP B 1 bright\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,21,0)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,6)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,-6)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULS D 1\n   PULS E 30\n   PULS D 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   Goto Ready\n  AltFire2:\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"AltFireUnreal2\")\n   PULS A 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS C 1\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   PULS A 0 A_FireCustomMissile(\"Pulse\",0,1,11,0)\n   PULS B 0 A_PlaySound(\"Sound/PULSE\")\n   PULS B 1 bright\n   PULS E 30\n   PULS D 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   Goto Ready\n  AltFireUnreal2:\n   PULS A 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,21,0)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,6)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,-6)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,21,0)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,6)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,-6)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,21,0)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,6)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,-6)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,21,0)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,6)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,-6)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,1,0)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,21,0)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP C 1\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,6)\n   PULS A 0 A_FireCustomMissile(\"PulsePurple\",0,1,11,-6)\n   PULP B 0 A_PlaySound(\"PULSEP\")\n   PULP B 1 bright\n   PULS E 30\n   PULS D 1\n   PULS A 0 A_JumpIfInventory(\"PulseAmmo\",1,\"Ready\")\n   PULS A 0 A_TakeInventory(\"PulseRifle\",1)\n   Goto Ready\n }\n}\n\nActor PulsePurple\n{\n PROJECTILE\n +RANDOMIZE\n +FORCEXYBILLBOARD\n +HexenBounce\n BounceFactor 1.0\n WallBounceFactor 1.0\n Bouncecount 3\n DamageType \"Hum\"\n Damage 40\n Radius 6\n Height 6\n Speed 120\n Scale 0.7\n States\n {\n  Spawn:\n   PRAC A 1 bright\n   Loop\n  Death:\n   PRAC EDCBCDE 3 bright\n   Stop\n }\n}\n\nActor JacksGun : Weapon\n{\n Weapon.AmmoType1 \"JacksAmmo\"\n +WEAPON.NOAUTOFIRE\n AttackSound \"dsFLRFIR\"\n Weapon.KickBack 75\n Weapon.AmmoUse 1\n Weapon.AmmoGive 2\n Tag \"Jack's Gun\"\n //Weapon.PreferredSkin \"Pistol-DoomMarine\"\n Weapon.SelectionOrder 3\n States\n {\n  Ready:\n   FLAR A 1 A_WeaponReady\n   Loop\n  Deselect:\n   FLAR A 0 A_Lower\n   FLAR A 1 A_Lower\n   Loop\n  Select:\n   FLAR A 0 A_Raise\n   FLAR A 1 A_Raise\n   Loop\n  Fire:\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,3)\n   FLAR B 0 bright A_FireBullets (3.0, 3.0, 8, 105, \"BulletPuff2\")\n   FLAR B 0 A_GunFlash\n   FLAR B 2 bright A_PlayWeaponsound (\"dsFLRFIR\")\n   FLAR D 6\n   FLAR C 4\n   FLAR B 5\n   FLAR A 0 A_JumpIfInventory(\"JacksAmmo\",1,\"Ready\")\n   FLA2 A 0 A_TakeInventory(\"JacksGun\",1)\n   Goto Ready\n }\n}\n\nActor BarbossasGun : Weapon\n{\n Weapon.AmmoType1 \"BarbossasAmmo\"\n +WEAPON.NOAUTOFIRE\n Weapon.KickBack 70\n Weapon.AmmoUse 1\n Weapon.AmmoGive 6\n Tag \"Barbossa's Gun\"\n //Weapon.PreferredSkin \"Pistol-DoomMarine\"\n Weapon.SelectionOrder 2\n States\n {\n  Ready:\n   FLA2 A 1 A_WeaponReady\n   Loop\n  Deselect:\n   FLA2 A 0 A_Lower\n   FLA2 A 1 A_Lower\n   Loop\n  Select:\n   FLA2 A 0 A_Raise\n   FLA2 A 1 A_Raise\n   Loop\n  Fire:\n   FLA2 B 0 A_PlaySound(\"sound/BARSHOT\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,3)\n   FLA2 B 0 bright A_FireBullets (2.0,2.0,6,95,\"BulletPuff2\")\n   FLA2 B 0 A_GunFlash\n   FLA2 B 2 bright\n   FLA2 D 6\n   FLA2 C 4\n   FLA2 B 5\n   FLA2 A 0 A_JumpIfInventory(\"BarbossasAmmo\",1,\"Ready\")\n   FLA2 A 0 A_TakeInventory(\"Barbossasgun\",1)\n   Goto Ready\n }\n}\n\nActor BlackbeardsGun : Weapon\n{\n Weapon.AmmoType1 \"BlackbeardsAmmo\"\n +WEAPON.NOAUTOFIRE\n Weapon.KickBack 80\n Weapon.AmmoUse 1\n Weapon.AmmoGive 1\n Tag \"Blackbeard's Gun\"\n //Weapon.PreferredSkin \"Pistol-DoomMarine\"\n Weapon.SelectionOrder 1\n States\n {\n  Ready:\n   FLA3 A 1 A_WeaponReady\n   Loop\n  Deselect:\n   FLA3 A 0 A_Lower\n   FLA3 A 1 A_Lower\n   Loop\n  Select:\n   FLA3 A 0 A_Raise\n   FLA3 A 1 A_Raise\n   Loop\n  Fire:\n   FLA3 B 0 A_PlaySound(\"sound/BLASHOT\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,3)\n   FLA3 B 0 bright A_FireBullets (3.0,3.0,12,130,\"BulletPuff2\")\n   FLA3 B 0 A_GunFlash\n   FLA3 B 2 bright\n   FLA3 D 6\n   FLA3 C 4\n   FLA3 B 5\n   TNT1 A 0 A_JumpIfInventory(\"BlackbeardsAmmo\",1,\"Ready\")\n   FLA2 A 0 A_TakeInventory(\"BlackbeardsGun\",1)\n   Goto Ready\n }\n}\n\nActor DoubleShotgun : Weapon\n{\n //Weapon.PreferredSkin \"DoubleShotgun-DoomMarine\"\n Weapon.KickBack 175\n Weapon.AmmoUse 0\n Tag \"Double Shotgun\"\n +INVENTORY.UNDROPPABLE\n Inventory.PickupMessage \"You got the Doubleshotgun!\"\n Weapon.SelectionOrder 100\n States\n {\n  Ready:\n   SHT2 A 1 A_WeaponReady\n   Loop\n  Deselect:\n   SHT2 A 0 A_Lower\n   SHT2 A 1 A_Lower\n   Loop\n  Select:\n   SHT2 A 0 A_Raise\n   SHT2 A 1 A_Raise\n   Loop\n  Fire:\n   SHT2 A 3\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,2)\n   PISF B 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FireUnreal\")\n   PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n   PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FireUranium\")\n   PISF B 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FireIridium\")\n   SHT2 A 0 A_PlaySound(\"weapons/sshotf\",CHAN_WEAPON)\n   SHT2 A 0 A_FireBullets(7.8, 6.8, 20, 10,\"BulletPuff2\")\n   SHT2 A 7 A_GunFlash\n   SHT2 B 0 A_CheckReload\n   SHT2 BCDEF 3\n   SHT2 F 0 A_OpenShotgun2\n   SHT2 HUVKL 3\n   SHT2 L 0 A_LoadShotgun2\n   SHT2 OPQR 3\n   SHT2 R 0 A_CloseShotgun2\n   SHT2 RST 3\n   SHT2 A 5 A_ReFire\n   Goto Ready\n  FireTungsten:\n  FireUranium:\n  FireIridium:\n   TNT1 A 0 A_PlaySound(\"weapon/ssgfire2\")\n   SHT2 A 0 A_FireBullets(8.8, 7.0, 20, 10,\"BulletPuff2\")\n   SHT2 A 7 A_GunFlash\n   SHT2 B 0 A_CheckReload\n   SHT2 BCDEF 3\n   SHT2 F 0 A_OpenShotgun2\n   SHT2 HUVKL 3\n   SHT2 L 0 A_LoadShotgun2\n   SHT2 OPQR 3\n   SHT2 R 0 A_CloseShotgun2\n   SHT2 RST 3\n   SHT2 A 5 A_ReFire\n   Goto Ready\n  FireUnreal:\n   TNT1 A 0 A_PlaySound(\"DGUN4\")\n   SHT2 A 0 A_FireBullets(6, 6, 18, 20,\"BulletPuff2\")\n   SHT2 A 7 A_GunFlash\n   SHT2 B 0 A_CheckReload\n   SHT2 BCDEF 3\n   SHT2 F 0 A_OpenShotgun2\n   SHT2 HUVKL 3\n   SHT2 L 0 A_LoadShotgun2\n   SHT2 OPQR 3\n   SHT2 R 0 A_CloseShotgun2\n   SHT2 RST 3\n   SHT2 A 5 A_ReFire\n   Goto Ready\n  Flash:\n   PISF B 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FlashUnreal\")\n   SHT2 I 4 Bright A_Light1\n   SHT2 J 3 Bright A_Light2\n   Goto LightDone\n  FlashUnreal:\n   SHP2 I 4 Bright A_Light1\n   SHP2 J 3 Bright A_Light2\n   Goto LightDone\n }\n}\n\nActor QuadShotgun : Weapon\n{\n//Weapon.PreferredSkin \"QuadBarrelSG-Marine\"\nWeapon.kickback 175\nWeapon.AmmoUse 0\nTag \"Quad Shotgun\"\n+INVENTORY.UNDROPPABLE\nInventory.PickupMessage \"You got the Quadshotgun!\"\nWeapon.SelectionOrder 80\nStates\n  {\n  Ready:\n    QSGN A 1 A_WeaponReady\n    Loop\n  Deselect:\n    QSGN A 0 A_Lower\n    QSGN A 1 A_Lower\n    Loop\n  Select:\n    QSGN A 0 A_Raise\n    QSGN A 1 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 A_JumpIfInventory(\"QuadShotgunUpgrade\",1,\"InicialFrameSpeedx2\")\n    QSGN A 3\n\tGoto Firing\n  InicialFrameSpeedx2:\n    QSGN A 2\n  Firing:\n    TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,3)\n\tQSHT A 0 A_FireBullets(5.8,5.8,40,10,\"BulletPuff2\")\n\tPISF B 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FireUnreal\")\n\tTNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n    TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FireUranium\")\n    TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FireIridium\")\n    QSHT A 0 A_PlaySound(\"QuadShotgun/Fire2\")\n\tQSHT A 0 A_Recoil(3)\n\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunUpgrade\",1,\"Firex2Speed\")\n    QS4F AB 2 bright\n\tQSGN CDEFGH 1\n\tQSER AB 1\n\tQSER B 2\n\tQSER BA 1\n\tQSGN HGFEDCI 2\n\tQSGN J 1 A_PlayWeaponSound(\"QuadShotgun/Open\")\n\tQSGN KL 1\n\tQSGR ABCDE 2\n\tQSGR F 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR GH 2\n\tQSGR I 4\n\tQSGR JKLM 2\n\tQSGR N 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR O 2\n\tQSGR PQ 2\n\tQSGN MNO 1\n\tQSGN P 1 A_PlayWeaponSound(\"QuadShotgun/Close\")\n\tQSGN QRS 1\n    Goto Ready\n  FireTungsten:\n  FireUranium:\n    QSHT A 0 A_PlaySound(\"QuadShotgun/Fire3\")\n\tQSHT A 0 A_Recoil(3)\n\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunUpgrade\",1,\"Firex2Speed\")\n    QS4F AB 2 bright\n\tQSGN CDEFGH 1\n\tQSER AB 1\n\tQSER B 2\n\tQSER BA 1\n\tQSGN HGFEDCI 2\n\tQSGN J 1 A_PlayWeaponSound(\"QuadShotgun/Open\")\n\tQSGN KL 1\n\tQSGR ABCDE 2\n\tQSGR F 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR GH 2\n\tQSGR I 4\n\tQSGR JKLM 2\n\tQSGR N 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR O 2\n\tQSGR PQ 2\n\tQSGN MNO 1\n\tQSGN P 1 A_PlayWeaponSound(\"QuadShotgun/Close\")\n\tQSGN QRS 1\n    Goto Ready\n  FireIridium:\n    QSHT A 0 A_PlaySound(\"QuadShotgun/Fire\")\n\tQSHT A 0 A_Recoil(3)\n\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunUpgrade\",1,\"Firex2Speed\")\n    QS4F AB 2 bright\n\tQSGN CDEFGH 1\n\tQSER AB 1\n\tQSER B 2\n\tQSER BA 1\n\tQSGN HGFEDCI 2\n\tQSGN J 1 A_PlayWeaponSound(\"QuadShotgun/Open\")\n\tQSGN KL 1\n\tQSGR ABCDE 2\n\tQSGR F 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR GH 2\n\tQSGR I 4\n\tQSGR JKLM 2\n\tQSGR N 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR O 2\n\tQSGR PQ 2\n\tQSGN MNO 1\n\tQSGN P 1 A_PlayWeaponSound(\"QuadShotgun/Close\")\n\tQSGN QRS 1\n    Goto Ready\n  FireUnreal:\n    QSHT A 0 A_PlaySound(\"QGUN4\")\n\tQSHT A 0 A_Recoil(3)\n\tTNT1 A 0 A_JumpIfInventory(\"QuadShotgunUpgrade\",1,\"Firex2SpeedUnreal\")\n    QS4F CD 2 bright\n\tQSGN CDEFGH 1\n\tQSER AB 1\n\tQSER B 2\n\tQSER BA 1\n\tQSGN HGFEDCI 2\n\tQSGN J 1 A_PlayWeaponSound(\"QuadShotgun/Open\")\n\tQSGN KL 1\n\tQSGR ABCDE 2\n\tQSGR F 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR GH 2\n\tQSGR I 4\n\tQSGR JKLM 2\n\tQSGR N 2 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR O 2\n\tQSGR PQ 2\n\tQSGN MNO 1\n\tQSGN P 1 A_PlayWeaponSound(\"QuadShotgun/Close\")\n\tQSGN QRS 1\n    Goto Ready\n  Firex2Speed:\n    QS4F AB 1 bright\n\tQSGN CEG 1\n\tQSER A 1\n\tQSER B 1\n\tQSER A 1\n\tQSGN HGFEDCI 1\n\tQSGN J 1 A_PlayWeaponSound(\"QuadShotgun/Open\")\n\tQSGN KL 1\n\tQSGR ABCDE 1\n\tQSGR F 1 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR GH 1\n\tQSGR I 2\n\tQSGR JKLM 1\n\tQSGR N 1 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR O 1\n\tQSGR PQ 1\n\tQSGN MNO 1\n\tQSGN P 1 A_PlayWeaponSound(\"QuadShotgun/Close\")\n\tQSGN QRS 1\n    Goto Ready\n  Firex2SpeedUnreal:\n    QS4F CD 1 bright\n\tQSGN CEG 1\n\tQSER A 1\n\tQSER B 1\n\tQSER A 1\n\tQSGN HGFEDCI 1\n\tQSGN J 1 A_PlayWeaponSound(\"QuadShotgun/Open\")\n\tQSGN KL 1\n\tQSGR ABCDE 1\n\tQSGR F 1 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR GH 1\n\tQSGR I 2\n\tQSGR JKLM 1\n\tQSGR N 1 A_PlayWeaponSound(\"QuadShotgun/Shell\")\n\tQSGR O 1\n\tQSGR PQ 1\n\tQSGN MNO 1\n\tQSGN P 1 A_PlayWeaponSound(\"QuadShotgun/Close\")\n\tQSGN QRS 1\n    Goto Ready\n  Flash:\n    QSHF A 3 bright A_Light1\n    QSHF B 2 bright A_Light2\n    Goto LightDone\n  }\n}\n\nActor CoilGun : Weapon\n{\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType1 \"VulcanMagazine\"\n Weapon.AmmoType2 \"VulcanMagazine\"\n weapon.AmmoGive 200\n Weapon.AmmoUse 1\n Weapon.AmmoUse2 1\n Tag \"Coil Gun\"\n //Weapon.PreferredSkin \"BFG-DoomMarine\"\n Inventory.PickupMessage \"Picked up a Coil Gun!\"\n Weapon.SelectionOrder 50\n States\n {\n  Ready:\n   FUSC A 4 A_WeaponReady\n   Loop\n  Deselect:\n   FUSC A 0 A_Lower\n   FUSC A 1 A_Lower\n   Loop\n  Select:\n   FUSC A 0 A_Raise\n   FUSC A 1 A_Raise\n   Loop\n  Fire:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   //TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FireUnreal\")\n   TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FireUranium\")\n   TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FireIridium\")\n   FUSC B 0 A_PlaySound(\"Weapon/FUSFIRE\")\n   FUSC B 0 A_FireCustomMissile(\"CoilShell\",0,1,-4,0)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell\",0,1,6,0)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell\",0,1,16,0)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell\",0,1,26,0)\n   FUSC B 1 bright\n   FUSC C 3\n   FUSC A 10\n   FUSC A 0 A_JumpIfInventory(\"VulcanMagazine\",1,1)\n   Goto Take\n   FUSC A 0\n   FUSC A 0 A_Refire\n   Goto Ready\n  FireUranium:\n  FireIridium:\n   FUSC B 0 A_PlaySound(\"sound/FUSFIRE2\",127)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell\",0,1,-4,0)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell\",0,1,6,0)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell\",0,1,16,0)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell\",0,1,26,0)\n   FUSC B 1 bright\n   FUSC C 3\n   FUSC A 10\n   FUSC A 0 A_JumpIfInventory(\"VulcanMagazine\",1,1)\n   Goto Take\n   FUSC A 0\n   FUSC A 0 A_Refire\n   Goto Ready\n  FireUnreal:\n   TNT1 A 0\n   FUSC B 0 A_PlaySound(\"FUSFIRE3\",127)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell2\",0,1,-4,0)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell2\",0,1,6,0)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell2\",0,1,16,0)\n   FUSC B 0 A_FireCustomMissile(\"CoilShell2\",0,1,26,0)\n   FUSP B 1 bright\n   FUSC C 3\n   FUSC A 16\n   FUSC A 0 A_JumpIfInventory(\"VulcanMagazine\",1,1)\n   Goto Take\n   FUSC A 0\n   FUSC A 0 A_Refire\n   Goto Ready\n  Altfire:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   //TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"AltFireUnreal\")\n   TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"AltFireUranium\")\n   TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"AltFireIridium\")\n   FUSC B 0 A_PlaySound(\"Weapon/FUSFIRE\")\n   FUSC B 0 A_FireCustomMissile(\"Coilshell\",Random(-2.5,2.5),1,6,0,0,Random(-1.5,1.5))\n   FUSC B 1 bright\n   FUSC C 2\n   FUSC A 2\n   FUSC A 0 A_JumpIfInventory(\"VulcanMagazine\",1,1)\n   Goto Take\n   FUSC A 0\n   FUSC A 0 A_Refire\n   Goto Ready\n  AltFireUranium:\n  AltFireIridium:\n   TNT1 A 0\n   FUSC B 0 A_PlaySound(\"Sound/FUSFIRE2\")\n   FUSC B 0 A_FireCustomMissile(\"Coilshell\",Random(-2.5,2.5),1,6,0,0,Random(-1.5,1.5))\n   FUSC B 1 bright\n   FUSC C 2\n   FUSC A 2\n   FUSC A 0 A_JumpIfInventory(\"VulcanMagazine\",1,1)\n   Goto Take\n   FUSC A 0\n   FUSC A 0 A_Refire\n   Goto Ready\n  AltFireUnreal:\n   TNT1 A 0\n   FUSC B 0 A_PlaySound(\"FUSFIRE3\")\n   FUSC B 0 A_FireCustomMissile(\"Coilshell2\",Random(-2.5,2.5),1,6,0,0,Random(-1.5,1.5))\n   FUSP B 1 bright\n   FUSC C 2\n   FUSC A 2\n   FUSC A 0 A_JumpIfInventory(\"VulcanMagazine\",1,1)\n   Goto Take\n   FUSC A 0\n   FUSC A 0 A_Refire\n   Goto Ready\n  Take:\n   FUSC A 1 A_TakeInventory(\"CoilGun\",1)\n   Goto Ready\n   }\n}\n\nActor DoomRadio : Weapon\n{\n +WEAPON.NOAUTOFIRE\n //Weapon.PreferredSkin \"Base\"\n Inventory.PickupMessage \"Picked up a Doom Radio!\"\n Weapon.SelectionOrder 10000\n Tag \"Doom Radio\"\n States\n {\n  Ready:\n   GBLS A 1 A_WeaponReady\n   Loop\n  Deselect:\n   GBLS A 0 A_Lower\n   GBLS A 1 A_Lower\n   Loop\n  Select:\n   GBLS A 0 A_Raise\n   GBLS A 1 A_Raise\n   Loop\n  Fire:\n   GBLS A 1 Acs_Execute(750, 0, 1, 0, 0)\n   Goto Ready\n  Altfire:\n   GBLS A 1 Acs_Execute(750, 0, -1, 0, 0)\n   Goto Ready\n  Spawn:\n   RAD1 A -1\n   Stop\n }\n}\n\nActor PlagueDoctorRadio : Weapon\n{\n +WEAPON.NOAUTOFIRE\n //Weapon.PreferredSkin \"Doctor-DoomMarine\"\n Tag \"Plague Doctor Radio\"\n Inventory.PickupMessage \"Picked up a Plague Doctor Radio!\"\n Weapon.SelectionOrder 10000\n States\n {\n  Ready:\n   BRAD A 2 A_WeaponReady\n   BRAD B 5 A_WeaponReady\n   BRAD C 5 A_WeaponReady\n   BRAD B 5 A_WeaponReady\n   Loop\n  Deselect:\n   BRAD A 0 A_Lower\n   BRAD A 1 A_Lower\n   Loop\n  Select:\n   BRAD A 0 A_Raise\n   BRAD A 1 A_Raise\n   Loop\n  Fire:\n   BRAD A 0 A_Print(\"You are playing... Bathtime in Clerkenwell!\")\n   TNT1 A 0 A_Jump(16,\"Batman\")\n   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"Fire2\")\n   BRAD A 10 A_PlaySound(\"Sound/BATHTIME\")\n   Goto Ready\n  Batman:\n   TNT1 A 0\n   BRAD A 10 A_PlaySound(\"sound/batman\")\n   Goto Ready\n  Fire2:\n   BRAD A 10 A_PlaySound(\"Sound/BATHTIME2\")\n   Goto Ready\n  AltFire:\n   TNT1 A 0\n   TNT1 A 1 A_SpawnItemEX(\"FakePlagueDoctorRadio\",50,0,0,0,0,0,0)\n   TNT1 A 1 A_TakeInventory(\"PlagueDoctorRadio\",1)\n   Stop\n }\n}\n\nActor BadgerRadio : Weapon\n{\n +WEAPON.NOAUTOFIRE\n //Weapon.PreferredSkin \"Badger-DoomMarine\"\n Tag \"Badger Radio\"\n Inventory.PickupMessage \"Picked up a Badger Radio!\"\n Weapon.SelectionOrder 10000\n States\n {\n  Ready:\n   BARD A 15 A_WeaponReady\n   Loop\n  Deselect:\n   BARD A 0 A_TakeInventory(\"BadgerSelected\",1)\n   BARD A 0 A_GiveInventory(\"BadgerNotSelected\",1)\n   BARD A 0 A_Lower\n   BARD A 1 A_Lower\n   Loop\n  Select:\n   BARD A 0 A_GiveInventory(\"BadgerSelected\",1)\n   BARD A 0 A_TakeInventory(\"BadgerNotSelected\",1)\n   BARD A 0 A_Raise\n   BARD A 1 A_Raise\n   Loop\n  Fire:\n   TNT1 A 0\n   TNT1 A 0 A_Jump(16,\"Batman\")\n   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 1,\"Fire2\")\n   TNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PotatoSound\") == 2,\"Fire3\")\n   BARD A 10 A_PlaySound(\"Sound/Badgers\")\n   Goto Ready\n  Batman:\n   TNT1 A 0\n   BARD A 10 A_PlaySound(\"sound/batman\")\n   Goto Ready\n  Fire2:\n   BARD A 10 A_PlaySound(\"Sound/Badgers2\")\n   Goto Ready\n  Fire3:\n   BARD A 10 A_PlaySound(\"Sound/Badgers3\")\n   Goto Ready\n  AltFire:\n   TNT1 A 0\n   TNT1 A 0 A_TakeInventory(\"BadgerSelected\",1)\n   TNT1 A 0 A_GiveInventory(\"BadgerNotSelected\",1)\n   TNT1 A 1 A_SpawnItemEX(\"FakeBadgerRadio\",50,0,0,0,0,0,0)\n   TNT1 A 1 A_TakeInventory(\"BadgerRadio\",1)\n   Stop\n }\n}\n\nActor BagelRadio : Weapon\n{\n +WEAPON.NOAUTOFIRE\n //Weapon.PreferredSkin \"BagelRadio-DoomMarine\"\n Tag \"Bagel Radio\"\n Inventory.PickupMessage \"Picked up a Bagel Radio!\"\n Weapon.SelectionOrder 10000\n States\n {\n  Ready:\n   BGRD A 15 A_WeaponReady\n   Loop\n  Deselect:\n   BGRD A 0 A_Lower\n   BGRD A 1 A_Lower\n   Loop\n  Select:\n   BGRD A 0 A_Raise\n   BGRD A 1 A_Raise\n   Loop\n  Fire:\n   TNT1 A 0\n   BGRD A 0 A_Print(\"A delicious party can commence! :P\")\n   TNT1 A 0 A_Jump(16,\"Batman\")\n   BGRD A 10 A_PlaySound(\"Sound/Bagelmix\")\n   Goto Ready\n  Batman:\n   TNT1 A 0\n   BGRD A 10 A_PlaySound(\"sound/batman\")\n   Goto Ready\n  AltFire:\n   TNT1 A 0\n   TNT1 A 1 A_SpawnItemEX(\"FakeBagelRadio\",50,0,0,0,0,0,0)\n   TNT1 A 1 A_TakeInventory(\"BagelRadio\",1)\n   Stop\n }\n}\n\nActor TempestLauncher : Weapon\n{\n  +WEAPON.NOAUTOFIRE\n  +WEAPON.NOAUTOAIM\n  //Weapon.PreferredSkin \"Tempest-Launcher-DoomMarine\"\n  Weapon.AmmoType1 \"GjallorhornMissilesAmmo\"\n  Weapon.AmmoGive 6\n  Weapon.AmmoUse 1\n  Tag \"Tempest Launcher\"\n  Weapon.SelectionOrder 50\n  States\n  {\n  Ready:\n\t\tRVCG A 15 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tRVCG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tRVCG A 1 A_Raise\n\t\tLoop\n\tFire:\n   TNT1 A 0\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,1,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,-30,0,0)\n   RVCG A 2 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   RVCG B 2 bright A_FireCustomMissile(\"GJallorhornProjectile\",0,0,30,0,0)\n   TNT1 A 0 A_TakeInventory(\"TempestLauncher\",1)\n   Goto Ready\n  }\n}\n\nActor FusionCannon : Weapon\n{\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Weapon.AmmoType1 \"FusionCharge\"\n weapon.ammogive 6\n Weapon.AmmoUse 1\n //Weapon.PreferredSkin \"BFG-DoomMarine\"\n Inventory.PickupMessage \"Picked up a Fusion Cannon!\"\n Weapon.SelectionOrder 1\n States\n {\n  Ready:\n   FUSC A 1 A_WeaponReady\n   Loop\n  Deselect:\n   FUSC A 1 A_Lower\n   Loop\n  Select:\n   FUSC A 1 A_Raise\n   Loop\n  Fire:\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FireUnreal\")\n   FUSC A 0 A_PlaySound(\"sound/FRUMBLE\",127)\n   FUSC ABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 1 bright\n   FUSC C 0 A_PlaySound(\"sound/FUSFIRE2\",127)\n   TNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\")\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,2)\n   FUSC C 0 A_FireCustomMissile(\"FusionBall\",0,1,11,0)\n   FUSC C 2 bright A_Recoil(50)\n   FUSC CCC 2 bright\n   TNT1 A 0 A_TakeInventory(\"FusionCannon\",1)\n   Goto Ready\n  FireUnreal:\n   FUSC A 0 A_PlaySound(\"FRUMBL2\",127)\n   FUSP ABABABABABABABABABABABAB 1 bright\n   FUSC C 0 A_PlaySound(\"FUSFIRE4\",127)\n   TNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\")\n   FUSC C 0 A_FireCustomMissile(\"FusionBall2\",0,1,6,0)\n   FUSC C 2 bright A_Recoil(3)\n   FUSC CCC 2 bright\n   TNT1 A 0 A_TakeInventory(\"FusionCannon\",1)\n   Goto Ready\n  Altfire:\n   TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"AltFireUnreal\")\n   FUSC A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n   FUSC ABABABABABABABABABABABAB 1 bright\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),1,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   TNT1 A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   TNT1 A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   TNT1 A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   TNT1 A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   TNT1 A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC B 2 A_FireCustomMissile(\"BurningFire4\",Random(-2,2),0,6,0)\n   FUSC DEF 2 bright\n   TNT1 A 0 A_TakeInventory(\"FusionCannon\",1)\n   Goto Ready\n  AltFireUnreal:\n   FUSC A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   FUSP ABABABABABABABABABABABAB 1 bright\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),1,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   TNT1 A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   TNT1 A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   TNT1 A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   TNT1 A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   TNT1 A 0 A_PlaySound(\"weapons/nuclearmissileburn\",127)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC A 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSP B 2 A_FireCustomMissile(\"PurpleFire1\",Random(-2,2),0,6,0)\n   FUSC CCC 2 bright\n   TNT1 A 0 A_TakeInventory(\"FusionCannon\",1)\n   Goto Ready\n }\n}\n\nActor Karasawa : Weapon\n{\n  Inventory.PickupSound \"Misc/W_PkUp\"\n  Inventory.PickupMessage \"You got the 'Karasawa' High-Density Plasma Rifle!\"\n  Obituary \"%o was fried by %k's Karasawa!\"\n  //Weapon.PreferredSkin \"Karasawa-Marine\"\n  Weapon.AmmoType2 \"KsawDischarge\"\n  Weapon.AmmoGive2 0\n  Weapon.AmmoUse2 1\n  Weapon.SlotNumber 8\n  Weapon.KickBack 1000\n  Weapon.SelectionOrder 100\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n    KSWP A -1\n    loop\n  Select:\n    TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"SelectUnreal\")\n    TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"SelectIridium\")\n    KSAW C 1 A_Raise\n    loop\n  SelectIridium:\n    RSAW C 1 A_Raise\n    loop\n  SelectUnreal:\n    PSAW C 1 A_Raise\n    loop\n  Deselect:\n    TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"DeselectUnreal\")\n    TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"DeselectIridium\")\n    KSAW C 1 A_Lower\n    loop\n  DeselectIridium:\n    RSAW C 1 A_Lower\n    loop\n  DeselectUnreal:\n    PSAW C 1 A_Lower\n    loop\n  Ready:\n    //TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade\",1,\"FireTungsten\")\n    //TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade2\",1,\"FireUranium\")\n\tTNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"ReadyUnreal\")\n    TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"ReadyIridium\")\n    KSAW A 0 A_PlaySound(\"Weapons/KarasawaIdle\")\n    KSAW ABCB 4 A_WeaponReady\n    loop\n  ReadyIridium:\n    RSAW A 0 A_PlaySound(\"Weapons/KarasawaIdle\")\n    RSAW ABCB 4 A_WeaponReady\n    loop\n  ReadyUnreal:\n    PSAW A 0 A_PlaySound(\"Weapons/KarasawaIdle\")\n    PSAW ABCB 4 A_WeaponReady\n    loop\n  Fire:\n    TNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FireUnreal\")\n    TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"FireIridium\")\n    KSAW A 0 A_PlayWeaponSound(\"Weapons/KarasawaFire\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n    KSAW D 1 Bright A_FireCustomMissile(\"KsawBolt\", 0, 0, 0, 0)\n    KSAW E 1\n    KSAW FGH 2 Bright A_Light2\n    KSAW I 0 A_PlaySoundEx(\"Weapons/KarasawaCharge\", \"SoundSlot7\", 0)\n    KSAW IA 4 A_Light1\n    KSAW JKLMN 4\n    KSAW A 0 A_Light0\n    KSAW N 6\n    Goto Ready\n  FireIridium:\n    RSAW A 0 A_PlayWeaponSound(\"Weapons/KarasawaFire\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n    RSAW D 1 Bright A_FireCustomMissile(\"KsawBoltRed\", 0, 0, 0, 0)\n    RSAW E 1\n    RSAW FGH 2 Bright A_Light2\n    RSAW I 0 A_PlaySoundEx(\"Weapons/KarasawaCharge\", \"SoundSlot7\", 0)\n    RSAW IA 4 A_Light1\n    RSAW JKLMN 4\n    RSAW A 0 A_Light0\n    RSAW N 6\n    Goto Ready\n  FireUnreal:\n    PSAW A 0 A_PlayWeaponSound(\"KSAW2\")\n    PSAW D 1 Bright A_FireCustomMissile(\"KsawBoltPurple\", 0, 0, 0, 0)\n    PSAW E 1\n    PSAW FGH 2 Bright A_Light2\n    PSAW I 0 A_PlaySoundEx(\"KCHRG2\", \"SoundSlot7\", 0)\n    PSAW IA 4 A_Light1\n    PSAW JKLMN 4\n    PSAW A 0 A_Light0\n    PSAW N 6\n    Goto Ready\n  AltFire:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"AltFireUnreal\")\n    TNT1 A 0 A_JumpIfInventory(\"WeaponsUpgrade3\",1,\"AltFireIridium\")\n    TNT1 A 0 A_JumpIfInventory(\"KsawDischarge\",1,1)\n\tGoto Ready\n    KSAW A 2 A_PlayWeaponSound(\"Weapons/KarasawaFire\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n\tKSAW D 1 Bright A_FireCustomMissile(\"KsawBolt\", Random (-3,3), 1, 0, 0, 0, Random (-2,2))\n\tTNT1 A 0 A_JumpIfInventory(\"PowerRageSphere\",1,\"AltFire2\")\n\tKSAW FGHI 1 Bright\n\tGoto Ready\n  AltFire2:\n    KSAW FH 1 Bright\n\tGoto Ready\n  AltFireIridium:\n    TNT1 A 0 A_JumpIfInventory(\"KsawDischarge\",1,1)\n\tGoto Ready\n    RSAW A 2 A_PlayWeaponSound(\"Weapons/KarasawaFire\")\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,1)\n\tRSAW D 1 Bright A_FireCustomMissile(\"KsawBoltRed\", Random (-3,3), 1, 0, 0, 0, Random (-2,2))\n\tTNT1 A 0 A_JumpIfInventory(\"PowerRageSphere\",1,\"AltFireIridium2\")\n\tRSAW FGHI 1 Bright\n\tGoto Ready\n  AltFireIridium2:\n    RSAW FH 1 Bright\n\tGoto Ready\n  AltFireUnreal:\n    TNT1 A 0 A_JumpIfInventory(\"KsawDischarge\",1,1)\n\tGoto Ready\n\tPSAW D 1 A_PlayWeaponSound(\"KSAW2\")\n\tPSAW E 1 Bright A_FireCustomMissile(\"KsawBoltPurple\", Random (-3,3), 1, 0, 0, 0, Random (-2,2))\n\tTNT1 A 0 A_JumpIfInventory(\"PowerRageSphere\",1,\"AltFireUnreal2\")\n    PSAW FGHI 1 Bright\n\tGoto Ready\n  AltFireUnreal2:\n    PSAW FH 1 Bright\n\tGoto Ready\n  }\n}\n\nActor KsawBolt\n{\n  Projectile\n  +Ripper\n  +BloodSplatter\n  +StrifeDamage\n  +DoomBounce\n  +CanBounceWater\n  +SkyExplode\n  BounceFactor 1.2\n  WallBounceFactor 1.2\n  Radius 6\n  Height 4\n  Speed 80\n  Damage 35\n  DamageType \"Hum\"\n  Alpha 1.0\n  XScale 1.5\n  YScale 0.4\n  RenderStyle Add\n  SeeSound \"\"\n  DeathSound \"Weapons/KarasawaHit\"\n  States\n  {\n  Spawn:\n    KWBB A 0 Bright A_PlaySound(\"KsawBoltFly\")\n    KWBB ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright\n\tKWBB ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright\n  Death:\n    KWBD ABCDEF 2 Bright\n    Stop\n  }\n}\n\nActor KsawBoltPurple\n{\n  Projectile\n  +Ripper\n  +BloodSplatter\n  +StrifeDamage\n  +DoomBounce\n  +CanBounceWater\n  +SkyExplode\n  BounceFactor 1.0\n  WallBounceFactor 1.0\n  BounceCount 24\n  Radius 8\n  Height 6\n  Speed 120\n  Damage 40\n  DamageType \"Hum\"\n  Alpha 1.0\n  XScale 1.7\n  YScale 0.5\n  RenderStyle Normal\n  SeeSound \"\"\n  DeathSound \"Weapons/KarasawaHit\"\n  States\n  {\n  Spawn:\n    KWPB A 0 Bright A_PlaySound(\"KsawBoltFly\")\n    KWPB ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright\n\tLoop\n  Death:\n    KWPD ABCDEF 2 Bright\n    Stop\n  }\n}\n\nActor BoltBlur\n{\n  Height 2\n  Radius 6\n  Damage 0\n  Speed 0.2\n  RenderStyle Add\n  Alpha 0.9\n  XScale 1.3\n  YScale 0.3\n  +NoGravity\n  +DropOff\n  +NoTeleport\n  states\n  {\n  Spawn:\n    KWBR AB 2 Bright A_FadeOut(0.3)\n    Loop\n  }\n}\n\nActor KsawBoltRed\n{\n  Projectile\n  +Ripper\n  +BloodSplatter\n  +StrifeDamage\n  +DoomBounce\n  +CanBounceWater\n  +SkyExplode\n  BounceFactor 2.0\n  WallBounceFactor 2.0\n  BounceCount 50\n  Radius 7\n  Height 5\n  Speed 100\n  Damage 40\n  DamageType \"Hum\"\n  Alpha 1.0\n  XScale 1.7\n  YScale 0.5\n  RenderStyle Add\n  SeeSound \"\"\n  DeathSound \"Weapons/KarasawaHit\"\n  States\n  {\n  Spawn:\n    KWRB A 0 Bright A_PlaySound(\"KsawBoltFly\")\n    KWRB ABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCDABCD 1 Bright\n\tLoop\n  Death:\n    KWRD ABCDEF 2 Bright\n    Stop\n  }\n}\n\nActor BoltRed : BoltBlur\n{\n  Height 2\n  Radius 6\n  Damage 0\n  Speed 0.2\n  RenderStyle Add\n  Alpha 0.9\n  XScale 1.3\n  YScale 0.3\n  states\n  {\n  Spawn:\n    KWRR AB 2 Bright A_FadeOut(0.3)\n    Loop\n  }\n}\n\nActor BoltPurple : BoltBlur\n{\n  Height 2\n  Radius 6\n  Damage 0\n  Speed 0.2\n  RenderStyle Add\n  Alpha 0.9\n  XScale 1.3\n  YScale 0.3\n  states\n  {\n  Spawn:\n    KWPR AB 2 Bright A_FadeOut(0.3)\n    Loop\n  }\n}\n\nACTOR Thompson : DoomWeapon\n{\n    //Weapon.SlotNumber ?\n\tWeapon.SelectionOrder 700\n\tWeapon.AmmoUse 2\n\tWeapon.AmmoGive 300\n\tWeapon.AmmoType \"BagelCLIP\"\n\tInventory.PickupMessage \"You got the Thompson SMG!\"\n\tObituary \"%o was stormed by %k Thompson SMG.\"\n\t//Weapon.PreferredSkin \"SMG-DoomMarine\"\n\tTag \"Thompson SMG\"\n\t+INVENTORY.UNDROPPABLE\n    Decal BulletChip\n\tScale 0.75\n\tStates\n\t{\n\tReady:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_JumpIfInventory(\"BagelCLIP\",1,\"ReadyLoop\")\n\t\tTNT1 A 0 A_TakeInventory(\"Thompson\",1)\n\tReadyLoop:\n\t\tT28G A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t    TNT1 A 0\n\t    TNT1 A 0 A_JumpIfInventory(\"BagelCLIP\",1,\"DeselectLoop\")\n\t\tTNT1 A 0 A_TakeInventory(\"Thompson\",1)\n\tDeselectLoop:\n\t    T28G A 0 A_Lower\n\t\tT28G A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t    T28G A 0 A_Raise\n\t\tT28G A 1 A_Raise\n\t\tLoop\n\tFire:\n\t    CHGF A 0 A_JumpIfInventory(\"MaxDamageInventory\",1,\"FireUnreal\")\n        T28G A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound (\"weapons/tommygun\")\n\t\tT28F AB 1 bright\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n\t\tTNT1 A 0 A_FireBullets (5,5,2,10,\"BulletPuff2\")\n\t\tT28G A 2 A_ReFire\n\t\tTNT1 A 0 A_JumpIfInventory(\"BagelCLIP\",1,\"Ready\")\n\t\tTNT1 A 0 A_TakeInventory(\"Thompson\",1)\n\t\tGoto Ready\n\tFireUnreal:\n        T28G A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound (\"THOMFIR2\")\n\t\tT28P AB 1 bright\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\")\n\t\tTNT1 A 0 A_FireBullets (5,5,2,30,\"BulletPuff2\")\n\t\tT28G A 2 A_ReFire\n\t\tTNT1 A 0 A_JumpIfInventory(\"BagelCLIP\",1,\"Ready\")\n\t\tTNT1 A 0 A_TakeInventory(\"Thompson\",1)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 2 Bright A_Light1\n\t\tGoto LightDone\n\t\tTNT1 A 2 Bright A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tT28X A -1\n\t\tStop\n\t}\n}\n\nACTOR NuclearMissileLauncher : Weapon\n{\n   Weapon.SelectionOrder 1\n   Inventory.PickupMessage \"You got the Nuclear Missile Launcher!\"\n   Obituary \"%o was annihilated by %k's Nuclear Missile.\"\n   Weapon.AmmoType \"NuclearMissile\"\n   Weapon.AmmoGive 1\n   Weapon.AmmoUse 1\n   Weapon.Kickback 100\n   //Weapon.PreferredSkin \"Grenade-DoomMarine\"\n   +INVENTORY.UNDROPPABLE\n   States\n   {\n   Spawn:\n      NUKW A -1\n      Stop\n   Ready:\n      NUKG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      NUKG A 1 A_Lower\n      Loop\n   Select:\n      NUKG A 1 A_Raise\n      Loop\n   Fire:\n      NUKG A 3\n      NUKG A 20 A_PlayWeaponSound(\"weapons/nuclearmissilecharge\")\n      NUKG A 35 A_GunFlash\n      NUKG A 0 A_Recoil(5)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/nuclearmissilefire\")\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\")\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"QuadSound\",0,3)\n      NUKG B 4 Bright A_FireCustomMissile(\"HumanNuke\",0,1,0,5)\n      NUKG B 3 Bright A_Recoil(-4.5)\n      NUKG B 28\n\t  TNT1 A 0 A_TakeInventory(\"NuclearMissileLauncher\",1)\n      Goto Ready\n   Flash:\n      NUKG C 22 Bright\n      NUKG D 6 Bright A_Light1\n      NUKG E 7 Bright A_Light2\n      NUKG E 0 A_Light0\n      Stop\n   }\n}\n\nACTOR HumanNuke\n{\n   Radius 13\n   Height 8\n   Speed 40\n   Damage 500\n   DamageType \"FireG\"\n   PROJECTILE\n   +STRIFEDAMAGE\n   +NOTARGET\n   +FULLVOLDEATH\n   +THRUGHOST\n   +FORCERADIUSDMG\n   +THRUSPECIES\n   -ROCKETTRAIL\n   +SKYEXPLODE\n   +EXPLODEONWATER\n   ExplosionDamage 100\n   ExplosionRadius 250\n   DeathSound \"weapons/nuclearmissileexplode\"\n   States\n   {\n   Spawn:\n     // TNT1 A 0 Bright A_CustomMissile(\"MissileTrail\",Random(4,6),Random(-2,2))\n      //TNT1 A 0 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(4,6),Random(-2,2))\n      NKS1 A 2 Bright A_CustomMissile(\"NuclearMissileTrail\",0,0,0)\n      Loop\n   Death:\n      TNT1 A 0\n\t  TNT1 A 0 A_StopSound(5)\n\t  TNT1 A 0 A_SpawnItem(\"DarkDesNuke\")\n      Stop\n   }\n}\n\nACTOR NuclearMissileTrail\n{\n   Radius 3\n   Height 4\n   Speed 2\n   +NOBLOCKMAP\n   +NOGRAVITY\n   +NOCLIP\n   +NOTELEPORT\n   +THRUGHOST\n   RenderStyle Translucent\n   Alpha 0.3\n   States\n   {\n   Spawn:\n      MTRL A 2\n      MTRL BCD 3\n      MTRL E 4 A_SetTranslucent(0.2)\n      MTRL F 5 A_SetTranslucent(0.1)\n      Stop\n   }\n}\n\nACTOR Yamato : Weapon\n{\n   //$Category Weapons\n   //$Title Yamato Cannon\n   //$Sprite YAMAX0\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the ''Yamato'' cannon! Not really russian weapon, yet utterly devastating! (8)\"\n   Obituary \"%o was battlecruiser operationed by %k's ''Yamato'' cannon.\"\n   Weapon.UpSound \"Weapons/YamatoGun\"\n   Weapon.SelectionOrder 1\n   Weapon.AmmoType1 \"NukeCellAmmo\"\n   Weapon.AmmoType2 \"NukeCellAmmo\"\n   Weapon.AmmoGive1 80\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 60\n   Weapon.Kickback 100\n   //Weapon.PreferredSkin \"BFG-DoomMarine\"\n   +NOAUTOFIRE\n   +NOALERT\n   +INVENTORY.UNDROPPABLE\n   Scale 0.8\n   States\n   {\n   Spawn:\n      YAMA X -1\n      Loop\n   Ready:\n      YAMA ABCY 2\n   ReadyMain:\n      YAMG A 0 A_PlaySoundEx(\"Weapons/YamatoLoop\",\"SoundSlot5\",1)\n      YAMG ABC 2 A_WeaponReady\n      Loop\n   Deselect:\n      YAMA Y 0 A_StopSoundEx(\"SoundSlot5\")\n      YAMG A 0 A_ZoomFactor(1)\n      YAMA Y 1 A_Lower\n      YAMA Y 0 A_Lower\n      Loop\n   Select:\n      YAMG A 0 SetPlayerProperty(0,0,4)\n      YAMA A 1 A_Raise\n      Loop\n   Fire:\n      TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_Quake(64,20,0,64)\n\t  TNT1 A 0 A_PlaySound(\"Weapons/YamatoCharge\",1)\n\t  YAMC ABCDEFABCDEFABCD 1 Bright\n\t  YAMC EFABCDEF 1 Bright\n   Hold:\n      TNT1 A 0 A_PlaySound(\"Yamato/BarrageLoop\",1,1.0,1)\n\t  TNT1 A 0 A_PlaySound(\"Yamato/BarrageLoop\",5,0.5,1)\n\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\")\n\n\t  TNT1 A 0 A_Quake(64,20,0,64)\n\t  TNT1 A 0 A_GunFlash\n\t  TNT1 A 0 A_PlaySound(\"Yamato/BarrageLoop\",5,0.5,1)\n\n\t  TNT1 A 0 A_Recoil(0.75)\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_SetBlend(\"Red\",0.2,15)\n\t  TNT1 A 0 A_SetPitch(Pitch-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_SetAngle(Angle-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_ZoomFactor(0.99)\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  YAMF A 2 Bright\n\n\t  TNT1 A 0 A_Recoil(0.75)\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_SetBlend(\"Red\",0.2,15)\n\t  TNT1 A 0 A_SetPitch(Pitch-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_SetAngle(Angle-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_ZoomFactor(0.98)\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  YAMF B 2 Bright\n\n\t  TNT1 A 0 A_Recoil(0.75)\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_SetBlend(\"Red\",0.2,15)\n\t  TNT1 A 0 A_SetPitch(Pitch-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_SetAngle(Angle-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_ZoomFactor(0.99)\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),1,6,-3,0,frandom(-3.0,3.0))\n\t  YAMF C 2 Bright\n\n\t  TNT1 A 0 A_JumpIfInventory(\"NukeCellAmmo\",1,4)\n\t  TNT1 A 0 A_StopSound(1)\n\t  TNT1 A 0 A_StopSound(5)\n\t  TNT1 A 0 A_TakeInventory(\"Yamato\",1)\n\t  TNT1 A 0\n\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\")\n\n\t  TNT1 A 0 A_Quake(64,20,0,64)\n\t  TNT1 A 0 A_GunFlash\n\t  TNT1 A 0 A_PlaySound(\"Yamato/BarrageLoop\",5,0.5,1)\n\n\t  TNT1 A 0 A_Recoil(0.75)\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_SetBlend(\"Red\",0.2,15)\n\t  TNT1 A 0 A_SetPitch(Pitch-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_SetAngle(Angle-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_ZoomFactor(0.99)\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  YAMF A 2 Bright\n\n\t  TNT1 A 0 A_Recoil(0.75)\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_SetBlend(\"Red\",0.2,15)\n\t  TNT1 A 0 A_SetPitch(Pitch-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_SetAngle(Angle-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_ZoomFactor(0.98)\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  YAMF B 2 Bright\n\n\t  TNT1 A 0 A_Recoil(0.75)\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_SetBlend(\"Red\",0.2,15)\n\t  TNT1 A 0 A_SetPitch(Pitch-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_SetAngle(Angle-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_ZoomFactor(0.99)\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),1,6,-3,0,frandom(-3.0,3.0))\n\t  YAMF C 2 Bright\n\n\t  TNT1 A 0 A_JumpIfInventory(\"NukeCellAmmo\",1,4)\n\t  TNT1 A 0 A_StopSound(1)\n\t  TNT1 A 0 A_StopSound(5)\n\t  TNT1 A 0 A_TakeInventory(\"Yamato\",1)\n\t  TNT1 A 0\n\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\")\n\n\t  TNT1 A 0 A_Quake(64,20,0,64)\n\t  TNT1 A 0 A_GunFlash\n\t  TNT1 A 0 A_PlaySound(\"Yamato/BarrageLoop\",5,0.5,1)\n\n\t  TNT1 A 0 A_Recoil(0.75)\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_SetBlend(\"Red\",0.2,15)\n\t  TNT1 A 0 A_SetPitch(Pitch-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_SetAngle(Angle-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_ZoomFactor(0.99)\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  YAMF A 2 Bright\n\n\t  TNT1 A 0 A_Recoil(0.75)\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_SetBlend(\"Red\",0.2,15)\n\t  TNT1 A 0 A_SetPitch(Pitch-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_SetAngle(Angle-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_ZoomFactor(0.98)\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  YAMF B 2 Bright\n\n\t  TNT1 A 0 A_Recoil(0.75)\n\t  TNT1 A 0 A_AlertMonsters\n\t  TNT1 A 0 A_SetBlend(\"Red\",0.2,15)\n\t  TNT1 A 0 A_SetPitch(Pitch-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_SetAngle(Angle-0.5,SPF_INTERPOLATE)\n\t  TNT1 A 0 A_ZoomFactor(0.99)\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),0,6,-3,0,frandom(-3.0,3.0))\n\t  TNT1 A 0 A_FireCustomMissile(\"YamatoBarrageMissile\",frandom(-10.0,10.0),1,6,-3,0,frandom(-3.0,3.0))\n\t  YAMF C 2 Bright\n\n\t  TNT1 A 0 A_JumpIfInventory(\"NukeCellAmmo\",1,4)\n\t  TNT1 A 0 A_StopSound(1)\n\t  TNT1 A 0 A_StopSound(5)\n\t  TNT1 A 0 A_TakeInventory(\"Yamato\",1)\n\t  TNT1 A 0\n\n\t  YAMG A 0 A_ReFire\n\t  TNT1 A 0 A_PlaySound(\"Yamato/BarrageEnd\",1,1.0)\n\t  TNT1 A 0 A_PlaySound(\"Yamato/BarrageEnd\",5,0.5)\n\t  TNT1 A 0 A_ZoomFactor(1.0)\n\t  YAMG ABCABC 2\n\t  Goto ReadyMain\n   AltFire:\n      TNT1 A 0 A_JumpIfInventory(\"NukeCellAmmo\",1,1)\n\t  Goto ReadyMain\n      YAMG A 0 A_AlertMonsters\n      YAMG A 0 A_PlayWeaponSound(\"Weapons/YamatoCharge\")\n      YAMC ABCDEFABCDEFABCDEFABCDEF 1 Bright\n      YAMF A 2 Bright\n\t  YAMF B 2 Bright\n\t  YAMF C 2 Bright\n      YAMG P 0 A_Recoil(5.0)\n\n      YAMG A 0 A_ZoomFactor(0.7)\n      YAMG A 0 A_Recoil(18)\n      YAMG A 0 A_SetBlend(\"Red\",0.6,60)\n      YAMG A 0 A_GunFlash\n\n      TNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\")\n      YAMG A 0 A_AlertMonsters\n      YAMG A 0 A_PlaySound(\"Weapons/YamatoFire\",6)\n      YAMG A 0 A_FireCustomMissile(\"YamatoFakeFade\",0,0,20,0)\n      YAMG A 0 A_FireCustomMissile(\"YamatoFaky1\",0,0,20,0)\n      YAMG A 0 A_FireCustomMissile(\"YamatoFaky2\",0,0,20,0)\n      YAMG A 0 A_FireCustomMissile(\"YamatoBomb\",0,1,20,0)\n\t  YAMF DEFG 2 Bright\n      YAMF H 2 Bright\n      YAMF I 2 Bright\n      YAMF J 2 Bright\n      YAMG A 0 A_ZoomFactor(1)\n      YAMG ABCABC 2\n\t  TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n\t  TNT1 A 0 A_JumpIfInventory(\"NukeCellAmmo\",1,\"ReadyMain\")\n\t  TNT1 A 0 A_TakeInventory(\"Yamato\",1)\n\t  Goto ReadyMain\n   Flash:\n      TNT1 A 10 Bright A_Light2\n      TNT1 A 5 Bright A_Light1\n      TNT1 A 0 Bright A_Light0\n      Stop\n   }\n}\n\nACTOR YamatoBomb\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 150\n\tDamage 0\n\tPROJECTILE\n\t+EXPLODEONWATER\n\t+SKYEXPLODE\n\tRenderstyle Add\n\tScale 2.5\n\tAlpha 0.9\n\tDecal \"BigBangScorch\"\n\tDamageType \"Yamato\"\n\tStates\n\t{\n\tSpawn:\n\t\tYAS3 ABCD 2 bright A_Explode(100,128,0)\n\t\tLoop\n\tDeath:\n\t\t\tYAS3 AB 2 Bright\n        \tTNT1 A 0 A_PlaySound(\"Weapons/YamatoHizz\",6)\n\t\t\tYAS3 CD 2 Bright\n        \tTNT1 A 0 A_SpawnItemEx(\"YamatoShockInverse\",0,0,0,0,0,0,0,128,0)\n\t\t\tYAS3 ABCDAB 2 bright A_FadeOut(0.1)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"YamatoHit\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n        \tstop\n\t}\n}\n\nACTOR YamatoHit\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Radius_Quake(99999,100,0,300,0)\n        TNT1 A 0 A_PlaySound(\"Weapons/YamatoBlast\",6)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoIllumination\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoShockwave\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoDamageAbuse\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoBurnDMG\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoDamageLethal\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoSpinalCord\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoGroundSpin\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoShocker\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoExploder\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoShroom\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoBasis\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoShroomer\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoAfterBoomEffect\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n        TNT1 A 1\n        stop\n\t}\n}\n\nACTOR YamatoFakeFade\n{\n\tRadius 12\n\tHeight 8\n\tPROJECTILE\n\tRenderstyle Add\n\t+EXPLODEONWATER\n\t+CLIENTSIDEONLY\n\t+SKYEXPLODE\n\tScale 1\n\tSpeed 150\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoBombTrail2\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n        TNT1 A 1 Bright A_SpawnItemEx(\"YamatoBombTrail\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n\t\tTNT1 B 0 A_SpawnItemEx(\"YamatoBombTrail2\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n        TNT1 B 1 Bright A_SpawnItemEx(\"YamatoBombTrail\",random(-4,4),random(-4,4),random(-4,4),0,0,0,0,128,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 AB 1 A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nACTOR YamatoFaky1 : YamatoFakeFade\n{\n\tScale 3\n\tAlpha 0.3\n\tStates\n\t{\n\tSpawn:\n        YAS3 ABCD 3 Bright\n\t\tLoop\n\tDeath:\n\t\tYAS3 ABCD 3 Bright A_FadeOut(0.025)\n\t\tWait\n\t}\n}\n\nACTOR YamatoFaky2 : YamatoFakeFade\n{\n\tScale 4\n\tAlpha 0.25\n\tStates\n\t{\n\tSpawn:\n        YAS3 DCBA 4 Bright\n\t\tLoop\n\tDeath:\n\t\tYAS3 DCBA 4 Bright A_FadeOut(0.015)\n\t\tWait\n\t}\n}\n\nACTOR YamatoBombTrail : YamatoFakeFade\n{\n\tSpeed 0\n\tScale 3\n\tAlpha 0.15\n\tStates\n\t{\n\tSpawn:\n        YAS1 AB 1 Bright A_FadeOut(0.02)\n\t\tLoop\n\t}\n}\n\nACTOR YamatoBombTrail2 : YamatoFakeFade\n{\n\tSpeed 0\n\tScale 1.5\n\tAlpha 0.35\n\tStates\n\t{\n\tSpawn:\n        YAE1 ABCBA 1 Bright\n        YAS2 ABCDEF 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR YamatoShockInverse\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tScale 2\n\tStates\n\t{\n\tSpawn:\n        YAE3 SRQPONMLKJIHGFEDCBA 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR YamatoIllumination\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 1\n\tScale 5.5\n\tStates\n\t{\n\tSpawn:\n        YAE4 A 1 Bright A_FadeOut(0.0075)\n\t\tWait\n\t}\n}\n\nACTOR YamatoShockwave\n{\n\t+NOINTERACTION\n\t+NOCLIP\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"YamatoShock4\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),2*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),128,0)\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"YamatoExploder\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"YamatoAfterBoomEffect\",0.1*random(10,-10),0.1*random(10,-10),0.1*random(10,-10),2.5*random(4.25,3.25),0.1*random(6,-6),0.1*random(6,-6),random(0,359),128,0)\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR YamatoDamageAbuse\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCERADIUSDMG\n\tDamageType \"Yamato\"\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0\n\t\t\tTNT1 A 0 A_Explode(10000,512,0,1)\n        \tTNT1 A 0 A_Explode(10000,2048,0,1)\n        \tTNT1 A 0 A_Explode(5000,4096,0,1)\n        \tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR YamatoBurnDMG\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCERADIUSDMG\n\tDamageType \"YamatoBurn\"\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_Explode(1000,2048,0,1)\n        \tTNT1 A 0 A_Explode(500,4096,0,1)\n        \tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR YamatoDamageLethal\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tDamageType \"Yamato\"\n   \tObituary \"%o was battlecruiser operationed by %k's ''Yamato'' cannon.\"\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_Explode(1000,512)\n        \tTNT1 A 0 A_Explode(100,3072)\n        \tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR YamatoShocker\n{\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 20 A_SpawnItemEx(\"YamatoShock1\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"YamatoShock2\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"YamatoShock3\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"YamatoShock4\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 20 A_SpawnItemEx(\"YamatoShock5\",0,0,0,0,0,0,0,128,0)\n\t\tStop\n\t}\n}\n\nACTOR YamatoShock1\n{\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 12\n\tStates\n\t{\n\tSpawn:\n        YAE3 ABCDEFGHIJKLMNOPQRS 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR YamatoConcussionShock : YamatoShock1\n{\n\tScale 1\n\tStates\n\t{\n\tSpawn:\n        YAE3 ABCDEFGHIJKLMNOPQRS 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR YamatoShock2 : YamatoShock1\n{\n\tScale 10\n}\n\nACTOR YamatoShock3 : YamatoShock1\n{\n\tScale 8\n}\n\nACTOR YamatoShock4 : YamatoShock1\n{\n\tScale 6\n}\n\nACTOR YamatoShock5 : YamatoShock1\n{\n\tScale 4\n}\n\nACTOR YamatoExploder\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 4 A_SpawnItemEx(\"YamatoExplode\",random(-700,700),random(-700,700),15+random(-150,150),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoExplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tRenderstyle Add\n\t+CLIENTSIDEONLY\n\tSeeSound \"\"\n\tScale 2\n\tStates\n\t{\n\tSpawn:\n\t\tYAE2 A 0\n\t\tYAE2 A 0 A_PlaySound(\"Weapons/YamatoExp\")\n        YAE2 ACEGIKMO 2 Bright A_SpawnItemEx(\"YamatoExplodeFade\",random(-65,65),random(-65,65),random(-65,65),0,0,2+random(-1,0),0,SXF_TRANSFERPOINTERS,0)\n\t\tYAE2 QSU 2\n\t\tStop\n\t}\n}\n\nACTOR YamatoExplodeFade\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCERADIUSDMG\n\tDamageType \"Yamato\"\n\tRenderstyle Add\n\tAlpha 0.75\n\tScale 2\n\tStates\n\t{\n\tSpawn:\n\t\tYAE2 A 0\n\t\tYAE2 A 0 A_Explode(150,192,0)\n        YAE2 ABCDEFGHIJKLMNO 1 Bright\n\t\tYAE2 PQRSTU 2\n\t\tStop\n\t}\n}\n\nACTOR YamatoSpinalCord\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 80\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeCord\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(8 + angle)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoExplodeCord : YamatoExplode\n{\n\tSpeed 45\n}\n\nACTOR YamatoGroundSpin\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"YamatoExplodeSpin\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 1 A_SetAngle(6 + angle)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoExplodeSpin : YamatoExplode\n{\n\tSpeed 55\n}\n\nACTOR YamatoShroom\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 80\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 2, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoExplode\",random(-200,200),random(-200,200),15+random(-70,70),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"YamatoExplode\",random(-200,200),random(-200,200),15+random(-70,70),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoAirplode\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"YamatoExplode\",frandom(-1000,1000),frandom(-1000,1000),15+frandom(-400,400),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoShock3\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoExploder\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoAfterboomEffectAir\",0,0,0,0,0,0,0,128,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoAirplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 95\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"YamatoExplode\",0.1*frandom(-10000,10000),0.1*frandom(-10000,10000),15+frandom(-400,400),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoShroomer\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 8\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 16, 0, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoMidplode\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 10\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoMidplode\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"YamatoAfterFade\",0.1*frandom(-2000,2000),0.1*frandom(-2000,2000),15+frandom(-90,90),random(-20,20),random(-20,20),0,random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 4 A_SpawnItemEx(\"YamatoExplode\",0.1*frandom(-2000,2000),0.1*frandom(-2000,2000),15+frandom(-90,90),0,0,2+random(-2,2),0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoBasis\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tReactionTime 4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 8, 0, 1)\n\t\tTNT1 A 10 A_SpawnItemEx(\"YamatoExploder\",frandom(-300,300),frandom(-300,300),frandom(-150,150),0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\n\t\tTNT1 A 0 A_Countdown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoAfterboomEffect\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoAfterBoomEffect\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n        \tTNT1 A 0\n        \tTNT1 A 0 A_Countdown\n        \tTNT1 A 1 A_SpawnItemEx(\"YamatoAfterFade\",0.1*random(-7000,7000),0.1*random(-7000,7000),15+random(-150,150),random(-20,20),random(-20,20),0,random(0,359),SXF_TRANSFERPOINTERS,0)\n\t\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoAfterBoomEffectAir : YamatoAfterBoomEffect\n{\n\tReactionTime 100\n}\n\nACTOR YamatoAfterFade\n{\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tYAE2 A 0\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n\t\tYAS2 AAA 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\t\tYAS2 BBB 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n        YAS2 CCC 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n        YAS2 DDD 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 6, 0, 1)\n        YAS2 EEE 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\n\t\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\t\tYAS2 FFF 1 Bright A_SpawnItemEx(\"YamatoAfterFadeTrail\",0,0,random(-5,5),random(-5,5),0,0,0,128,0)\n\t\tStop\n\t}\n}\n\nACTOR YamatoAfterFadeTrail\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 1\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tYAS2 A 0\n        YAS2 ABCDEF 1 Bright A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\n//Alt-Fire\n\nACTOR YamatoTrigger : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR YamatoFrightener : PowerupGiver\n{\n\tInventory.Amount 1\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tpowerup.duration 999\n\tPowerup.Type Invulnerable\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR YamatoInvicibility : PowerupGiver\n{\n\tInventory.Amount 1\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tpowerup.duration 999\n\tPowerup.Type Invulnerable\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR YamatoFreeze : PowerupGiver\n{\n\tInventory.Amount 1\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tpowerup.duration 999\n\tPowerup.Type TimeFreezer\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR YamatoSounder\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoDamageAbuse\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS,0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Weapons/YamatoTeleport\",\"SoundSlot5\",0,2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Weapons/YamatoFire\",\"SoundSlot6\",0,2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Weapons/YamatoBlast\",\"Normal\",0,2)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR YamatoBarrageMissile\n{\n\tRadius 11\n\tHeight 7\n\tSpeed 100\n\tDamage 45\n\tScale 0.8\n\tObituary \"%o got caught in the middle of %k's Yamato battery barrage.\"\n\tRenderstyle \"Add\"\n\tDecal \"CannonScorch\"\n\tDamageType \"Yamato\"\n\tProjectile\n\t+EXPLODEONWATER\n\t+FORCERADIUSDMG\n\t+SEEKERMISSILE\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t\tYAS1 A 0 A_SetScale(ScaleX, ScaleY - 0.4)\n\t\tYAS1 A 0 A_ScaleVelocity(frandom(0.75,1.25))\n\t\tYAS1 A 0 A_PlaySound(\"Stachanov/Fly\",5,0.7,1)\n\tMain1:\n\t\tYAS1 AAAA 1 Bright A_SpawnItemEx(\"YamatoBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tYAS1 BBBB 1 Bright A_SpawnItemEx(\"YamatoBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\tMain2:\n\t\tYAS1 AA 1 Bright A_SpawnItemEx(\"YamatoBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tYAS1 A 0 A_SeekerMissile(50,70,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,256,10)\n\t\tYAS1 AA 1 Bright A_SpawnItemEx(\"YamatoBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tYAS1 A 0 A_SeekerMissile(50,70,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,256,10)\n\t\tYAS1 BB 1 Bright A_SpawnItemEx(\"YamatoBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tYAS1 B 0 A_SeekerMissile(50,70,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,256,10)\n\t\tYAS1 BB 1 Bright A_SpawnItemEx(\"YamatoBarrageTrailer\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tYAS1 B 0 A_SeekerMissile(50,70,SMF_LOOK|SMF_PRECISE|SMF_CURSPEED,256,10)\n\t\tLoop\n\tDeath:\n\t    TNT1 A 0\n\t\tYAS1 A 0 A_AlertMonsters\n\t\tYAS1 A 0 A_PlaySound(\"Weapons/YamatoExp\",5)\n\t\tYAS1 A 0 A_Explode(196,192,0)\n\t\tYAS1 A 0 A_SpawnItemEx(\"YamatoBarrageExploder\",0,0,0,0,0,0,0,SXF_TRANSFERPOINTERS)\n\t\tYAS1 A 0 A_SpawnItemEx(\"YamatoBarrageFlash\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tStop\n\t}\n}\n\nACTOR YamatoBarrageTrailer\n{\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NoDelay A_SpawnItemEx(\"YamatoSparkletySparkle\",frandom(15.0,-15.0),frandom(15.0,-15.0),frandom(15.0,-15.0),frandom(2.0,1.0),frandom(0.3,-0.3),frandom(3.0,1.0),frandom(135.0,270.0),SXF_CLIENTSIDE,40)\n\t\tTNT1 A 0 A_SpawnItemEx(\"YamatoBarrageTrail\",frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(0.5,-0.5))\n\t\tStop\n\t}\n}\n\nACTOR YamatoSparkletySparkle\n{\n\t+NOINTERACTION\n\tRenderstyle Add\n\tAlpha 0\n\tStates\n\t{\n\tSpawn:\n\t\tYAS2 F 0 NoDelay A_SetScale(Frandom(0.2,0.7))\n\t\tYAS2 F 0 A_FadeIn(Frandom(0.75,1.0))\n\tMain:\n\t\tYAS2 F 0 A_ChangeVelocity(frandom(1.0,-1.0),frandom(1.0,-1.0),frandom(1.0,-1.0),0)\n\t\tYAS2 F 1 Bright A_FadeOut(frandom(0.05,0.025))\n\t\tLoop\n\t}\n}\n\nACTOR YamatoBarrageTrail\n{\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tYAS1 A 0 NoDelay A_SetScale(ScaleX, ScaleY - 0.4)\n\t\tYAS1 A 0 A_Jump(256,\"SpriteA\",\"SpriteB\")\n\tSpriteA:\n\t\tYAS1 A 0\n\t\tGoto Main\n\tSpriteB:\n\t\tYAS1 B 0\n\tMain:\n\t\t\"####\" \"#\" 0 A_SetScale(ScaleX - 0.05, ScaleY - 0.05)\n\t\t\"####\" \"#\" 1 Bright A_FadeOut(0.1)\n\t\t\"####\" \"#\" 0 A_JumpIf(ScaleX <= 0,\"NULL\")\n\t\tLoop\n\t}\n}\n\nACTOR YamatoBarrageFlash\n{\n\t+NOINTERACTION\n\tRenderstyle Add\n\tScale 0.9\n\tAlpha 0.99\n\tStates\n\t{\n\tSpawn:\n\t\tYAE3 ABCDEFGHIJKLMNOPQRS 1 Bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nACTOR YamatoBarrageExploder\n{\n\t+NOINTERACTION\n\tvar int User_Counter;\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_SetUserVar(\"User_Counter\",random(6,10))\n\tMain:\n\t\tTNT1 A 0 A_SetUserVar(\"User_Counter\", User_Counter - 1)\n\t\tTNT1 A 0 A_JumpIf(User_Counter <= 0, \"NULL\")\n\t\tTNT1 A random(1,5) A_SpawnItemEx(\"YamatoBarrageExplode\",frandom(60.0,-60.0),frandom(60.0,-60.0),frandom(40.0,-40.0),frandom(0.5,-0.5),frandom(0.5,-0.5),frandom(3.0,0.5),frandom(0.0,360.0),SXF_TRANSFERPOINTERS)\n\t\tLoop\n\t}\n}\n\nACTOR YamatoBarrageExplode\n{\n\tRenderstyle \"Add\"\n\tDamageType \"Yamato\"\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+FORCERADIUSDMG\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n\t\tYAE2 A 0 A_SetScale(frandom(1.25,1.0))\n\t\tYAE2 A 0 A_PlaySound(\"Weapons/YamatoExp\")\n\tMain:\n\t\tYAE2 A 0 A_Explode(64,128)\n        YAE2 ABCDEFGHIJKLMNO random(1,2) Bright A_FadeOut(0.03)\n\t\tYAE2 QSU random(1,2) A_FadeOut(0.03)\n\t\tStop\n\t}\n}\n\nACTOR Vindicator : Weapon 24527\n{\n   //$Category Weapons\n   //$Title Vindicator\n   //$Sprite ATMGX0\n   Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"You got the ''Vindicator'' Plasma Tantrum Cannon Prototype! I swear I could just kill everyone around me...... so I did. HAAAA-HAHAHAHAHAHAAA! (8)\"\n   Obituary \"%o was evaporated by unstable plasma eruption, thanks to %k's ''Vindicator''.\"\n   Weapon.SelectionOrder 1\n   Weapon.UpSound \"Weapons/VindicatorUp\"\n   Weapon.AmmoGive 100\n   Weapon.AmmoType \"VindicatorDevastation\"\n   Weapon.AmmoUse 1\n   Weapon.AmmoType2 \"VindicatorDevastation\"\n   Weapon.AmmoUse2 1\n   Weapon.AmmoGive 1\n   Weapon.Kickback 100\n   Weapon.SlotNumber 8\n   //Weapon.PreferredSkin \"Vindicator-DoomMarine\"\n   Scale 0.65\n   +INVENTORY.UNDROPPABLE\n   States\n   {\n   Spawn:\n      ATMG X -1\n      Stop\n   Ready:\n      ATMG EDCBA 2\n      Goto ReadyMain\n   ReadyMain:\n      ATMG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      ATME B 0 A_ZoomFactor(1)\n      ATME B 0 A_Lower\n      ATME B 1 A_Lower\n      Loop\n   Select:\n      ATME A 0 A_Raise\n      ATME A 1 A_Raise\n      Loop\n   Fire:\n      ATMF A 0 A_AlertMonsters\n      ATMF A 0 A_Recoil(35)\n      ATMF A 0 A_PlaySound(\"Weapons/VindicatorFire\",1,0.8)\n      ATMF A 0 A_GunFlash\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\",0,1)\n      ATMF A 0 A_FireCustomMissile(\"VindicatorBomb\",0,1,15,7)\n      ATMF A 1 Bright A_ZoomFactor(0.95)\n      ATMF A 0 A_PlaySound(\"Weapons/VindicatorAddFire\",5,0.5,0)\n      ATMF A 0 A_PlaySound(\"Weapons/VindicatorAddFire\",6,0.9,0)\n      ATMF B 1 Bright A_ZoomFactor(0.8)\n      ATMF C 1 Bright A_ZoomFactor(0.65)\n      ATMF D 1 Bright A_ZoomFactor(0.7)\n      ATMF E 1 Bright A_ZoomFactor(0.75)\n      ATMF F 1 Bright A_ZoomFactor(0.8)\n      ATMF G 1 A_ZoomFactor(0.85)\n      ATMF H 1 A_ZoomFactor(0.95)\n      ATMF I 1 A_ZoomFactor(0.96)\n      ATMF J 1 A_ZoomFactor(0.97)\n      ATMF K 1 A_ZoomFactor(0.98)\n      ATMF L 1 A_ZoomFactor(0.99)\n      ATMF M 1 A_ZoomFactor(1)\n      ATMF NOPQRS 1\n      ATMF T 1\n      ATML ABCD 2\n      ATML E 8\n      ATML DCBA 2\n      ATMF T 6\n      ATMG A 6\n\t  TNT1 A 0 A_TakeInventory(\"Vindicator\",1)\n      Goto ReadyMain\n    SanctumOperational:\n      ATMG A 0 A_PlaySound(\"Weapons/VindicatorButton\",5,0.8)\n      ATMF T 16 A_GiveInventory(\"SanctumTrigger\",1)\n      ATMG A 16 A_TakeInventory(\"SanctumTrigger\",1)\n      Goto ReadyMain\n    SanctumHeckNo:\n      TNT1 A 0 A_PlaySound(\"Weapons/VindicatorNope\")\n      ATMN A 3\n      ATMG A 2\n      ATMN A 3\n      ATMG A 2\n      ATMN A 3\n      ATMG A 2\n      ATMG A 6\n      Goto ReadyMain\n   }\n}\n\n//PROJECTILE\n\nACTOR VindicatorBomb : FastProjectile\n{\n   Radius 13\n   Height 8\n   Damage 40\n   Speed 65\n   Projectile\n   Obituary \"%o was evaporated by unstable plasma eruption, thanks to %k's ''Vindicator''.\"\n   +FORCERADIUSDMG\n   +EXPLODEONWATER\n   MissileType \"VindicatorSmokeTrailSpawner\"\n   DamageType \"Vindicator\"\n   Scale 0.5\n   States\n   {\n   Spawn:\n      ATMP A 0\n      ATMP A 0 ThrustThingZ(0,20,0,1)\n   Looplet:\n      ATMP A 1 A_SpawnItemEx(\"VindicatorTrailA\",0,0,0,0,0,0,0,128,0)\n      ATMP A 0 ThrustThingZ(0,random(-2,-4),0,1)\n      ATMP B 1 A_SpawnItemEx(\"VindicatorTrailB\",0,0,0,0,0,0,0,128,0)\n      ATMP A 0 ThrustThingZ(0,random(-2,-4),0,1)\n      ATMP C 1 A_SpawnItemEx(\"VindicatorTrailC\",0,0,0,0,0,0,0,128,0)\n      ATMP A 0 ThrustThingZ(0,random(-2,-4),0,1)\n      ATMP D 1 A_SpawnItemEx(\"VindicatorTrailD\",0,0,0,0,0,0,0,128,0)\n      ATMP A 0 ThrustThingZ(0,random(-2,-4),0,1)\n      ATMP E 1 A_SpawnItemEx(\"VindicatorTrailE\",0,0,0,0,0,0,0,128,0)\n      ATMP A 0 ThrustThingZ(0,random(-2,-4),0,1)\n      Loop\n   Death:\n      TNT1 A 0 A_SpawnItemEx(\"VindicatorImpactSpawner\",0,0,40,0,0,0,0,128,0)\n      TNT1 A 0 A_SpawnItemEx(\"VindicatorImpactConstant\",0,0,40,0,0,0,0,128,0)\n      TNT1 A 0 A_SpawnItemEx(\"VindicatorDamager\",0,0,40,0,0,0,0,0,0)\n      //TNT1 A 0 A_SpawnItemEx(\"VindicatorSmoker\",0,0,40,0,0,0,0,128,0)\n      TNT1 A 0 A_SpawnItemEx(\"VindicatorAfterSmoker\",0,0,40,0,0,0,0,128,0)\n      TNT1 A 0 A_SpawnItemEx(\"VindicatorSerpentineSpawner\",0,0,40,0,0,0,0,128,0)\n      TNT1 A 0 A_SpawnItemEx(\"VindicatorUberBlast\",0,0,40,0,0,0,0,128,0)\n      TNT1 A 0 A_SpawnItemEx(\"VindicatorDamageBlast\",0,0,40,0,0,0,0,0,0)\n      Stop\n   }\n}\n\nACTOR VindicatorTrailA\n{\n    +NOGRAVITY\n    +NOINTERACTION\n\t+CLIENTSIDEONLY\n    Renderstyle Add\n    Scale 0.5\n    Alpha 0.7\n    States\n    {\n    Spawn:\n      TNT1 A 0\n      ATMP A 1 A_FadeOut(0.1)\n      Wait\n    }\n}\n\nACTOR VindicatorTrailB : VindicatorTrailA\n{\n    States\n    {\n    Spawn:\n      TNT1 A 0\n      ATMP B 1 A_FadeOut(0.1)\n      Wait\n    }\n}\n\nACTOR VindicatorTrailC : VindicatorTrailA\n{\n    States\n    {\n    Spawn:\n      TNT1 A 0\n      ATMP C 1 A_FadeOut(0.1)\n      Wait\n    }\n}\n\nACTOR VindicatorTrailD : VindicatorTrailA\n{\n    States\n    {\n    Spawn:\n      TNT1 A 0\n      ATMP D 1 A_FadeOut(0.1)\n      Wait\n    }\n}\n\nACTOR VindicatorTrailE : VindicatorTrailA\n{\n    States\n    {\n    Spawn:\n      TNT1 A 0\n      ATMP E 1 A_FadeOut(0.1)\n      Wait\n    }\n}\n\nACTOR VindicatorSmokeTrailSpawner\n{\n    +NOGRAVITY\n    +NOINTERACTION\n\t+CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n      TNT1 A 0\n      TNT1 A 0 A_SpawnItemEx(\"VindicatorSmokeTrail\",-19,0.4*random(10,-10),8,frandom(-1,-0.5),0,0,0,128,0)\n      TNT1 A 1\n      Stop\n    }\n}\n\nACTOR VindicatorSmokeTrail\n{\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.18\n\tScale 0.15\n\tStates\n\t{\n\tSpawn:\n\tSMKE ABCDEFGHJIKLMNOPQ 1 A_FadeOut(0.01)\n\tStop\n\t}\n}\n\n//EXPLOSION\n\nACTOR VindicatorImpactSpawner\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tReactionTime 25\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorImpact\",random(180,-180),random(180,-180),random(180,-180),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),128,0)\n\tTNT1 A 0 A_Countdown\n\tLoop\n\tDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR VindicatorImpactConstant\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tReactionTime 400\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySoundEx(\"Weapons/VindicatorStart\",\"SoundSlot6\",0)\n\tTNT1 A 0 A_PlaySoundEx(\"Weapons/VindicatorBuzz\",\"SoundSlot5\",1)\n\tLooplet:\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorImpact\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),128,0)\n\tTNT1 A 1 A_Countdown\n\tLoop\n\tDeath:\n\tTNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n\tStop\n\t}\n}\n\nACTOR VindicatorImpact\n{\n\tProjectile\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tScale 4\n\tStates\n\t{\n\tSpawn:\n\tATGT ABCDEFGHJIKMNOPQRSTUVW 1 Bright //A_SetScale(ScaleX+0.1,ScaleY+0.1)\n\tATGT XYZ 1 Bright A_FadeOut(0.1)\n\tATGU ABCDE 1 Bright A_FadeOut(0.1)\n\tStop\n\t}\n}\n\nACTOR VindicatorDamager\n{\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tReactionTime 200\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 2 A_Countdown\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 2 A_Countdown\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 2 A_Countdown\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 2 A_Countdown\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 2 A_Countdown\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 2 A_Countdown\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 2 A_Countdown\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 2 A_Countdown\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 2 A_Countdown\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorExplodium2\",random(200,-200),random(200,-200),random(200,-200),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),0,0)\n\tTNT1 A 2 A_Countdown\n\tLoop\n\tDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR VindicatorExplodium\n{\n\tProjectile\n\t+NOGRAVITY\n\t+FORCERADIUSDMG\n\tDamageType \"VindicatorBoom\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Explode(128,256)\n\tStop\n\t}\n}\n\nACTOR VindicatorExplodium2 : DoomImpBall\n{\nRadius 0\nHeight 0\nSpeed 0\nFastSpeed 0\nPROJECTILE\n+FORCERADIUSDMG\n-RANDOMIZE\n+NOCLIP\nDamageType \"Vindicator\"\nSeeSound \"\"\nDeathSound \"\"\nStates\n{\nSpawn:\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Explode(16,386)\n    Stop\n  Death:\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Explode(16,386)\n    Stop\n}\n}\n\nACTOR VindicatorSmoker\n{\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tReactionTime 200\n\tStates\n\t{\n\tSpawn:\n\tTNT1 AA 0 A_SpawnItemEx(\"VindicatorSmoke\",random(240,-240),random(240,-240),random(225,-225),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),128,0)\n\tTNT1 A 2 A_Countdown\n\tLoop\n\tDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR VindicatorAfterSmoker\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tReactionTime 120\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 370\n\tLooplet:\n\tTNT1 AA 0 A_SpawnItemEx(\"VindicatorSmoke\",random(230,-230),random(230,-230),random(215,-215),frandom(1,0.5),frandom(1,0.5),frandom(-1,1),random(0,359),128,0)\n\tTNT1 A 1 A_Countdown\n\tLoop\n\tDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR VindicatorSmoke\n{\n    Scale 2\n    Alpha 0.9\n    RenderStyle Add\n    +NOINTERACTION\n\t+CLIENTSIDEONLY\n    +NOGRAVITY\n    +THRUGHOST\n    +DONTSPLASH\n    States\n    {\n    Spawn:\n      ISMK A 0\n      ISMK A 0 A_Jump(255,\"SmokeA\",\"SmokeB\",\"SmokeC\",\"SmokeD\",\"SmokeE\",\"SmokeF\",\"SmokeG\",\"SmokeH\",\"SmokeI\",\"SmokeJ\",\"SmokeK\")\n    SmokeA:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK A 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    SmokeB:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK B 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    SmokeC:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK C 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    SmokeD:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK D 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    SmokeE:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK E 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    SmokeF:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK F 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    SmokeG:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK G 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    SmokeH:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK H 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    SmokeI:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK I 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    SmokeJ:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK J 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    SmokeK:\n      ISMK A 0 A_FadeOut(0.025)\n      ISMK A 3 //A_SetScale(ScaleX +0.005, ScaleY +0.005)\n      Loop\n    }\n}\n\nACTOR VindicatorSerpentineSpawner\n{\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tReactionTime 380\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 AAAA 0 A_SpawnItemEx(\"VindicatorSerpentine\",random(180,-180),random(180,-180),random(180,-180),frandom(1,0.5),frandom(1,0.5),frandom(1,0.5),random(0,359),128,0)\n\tTNT1 A 1 A_Countdown\n\tLoop\n\tDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR VindicatorSerpentine// : FastProjectile\n{\n  Radius 1\n  Height 1\n  PROJECTILE\n  BounceType Hexen\n  //MissileType \"VindicatorSerpentineTrail\"\n  DamageType \"Vindicator\"\n  Damage 3\n  ReactionTime 60\n  Bouncefactor 1.0\n  WallBounceFactor 1.0\n  Bouncecount 15\n  +CANBOUNCEWATER\n  +LOOKALLAROUND\n  +ISMONSTER\n  +QUICKTORETALIATE\n  +NOTARGET\n  Renderstyle Add\n  Scale 1\n  States\n  {\n  Spawn:\n    VINF A 0\n    VINF A 0 A_SpawnItemEx(\"VindicatorTrailSpawner\",0,0,0,0,0,0,0,128,0)\n    VINF A 0 A_ChangeVelocity (frandom(-4, 4), frandom(-4, 4), frandom(-2, 2), 0)\n    VINF A 0 A_Jump(128,2)\n    VINF A 0 A_Countdown\n\tTNT1 A 0 A_Explode(20,96)\n    VINF A 1 Bright\n\tTNT1 A 0 A_Jump(3,\"Chase\")\n    Loop\n  Chase:\n    TNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"VindicatorTracerChooseTarget\")\n\tGoto Spawn2\n  Spawn2:\n    VINF A 0\n    VINF A 0 A_SpawnItemEx(\"VindicatorTrailSpawner\",0,0,0,0,0,0,0,128,0)\n    VINF A 0 A_ChangeVelocity (frandom(-4, 4), frandom(-4, 4), frandom(-2, 2), 0)\n    VINF A 0 A_Jump(128,2)\n    VINF A 0 A_Countdown\n\tTNT1 A 0 A_Explode(20,96)\n    VINF A 1 Bright A_Look\n    Loop\n  See:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfTargetInLOS(1)\n\tGoto Spawn2\n\tTNT1 A 0\n\tTNT1 A 0 A_JumpIfCloser(2500,1)\n\tGoto Spawn2\n\tTNT1 A 0 A_FaceTarget\n\tVINF A 0 A_Jump(128,2)\n    VINF A 0 A_Countdown\n\tTNT1 A 0 A_Explode(20,96)\n\tVINF A 0 A_SpawnItemEx(\"VindicatorTrailSpawner\",0,0,0,0,0,0,0,128,0)\n\tVINF A 1 Bright A_CustomMissile(\"VindicatorSerpentineProjectile\")\n\tGoto Death2\n  HateP0:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,600,6)\n\tGoto Wandering\n   HateP1:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,601,6)\n\tGoto Wandering\n   HateP2:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,602,6)\n\tGoto Wandering\n   HateP3:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,603,6)\n\tGoto Wandering\n   HateP4:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,604,6)\n\tGoto Wandering\n   HateP5:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,605,6)\n\tGoto Wandering\n   HateP6:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,606,6)\n\tGoto Wandering\n   HateP7:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,607,6)\n\tGoto Wandering\n   HateP8:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,608,6)\n\tGoto Wandering\n   HateP9:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,609,6)\n\tGoto Wandering\n   HateP10:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,610,6)\n\tGoto Wandering\n   HateP11:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,611,6)\n\tGoto Wandering\n   HateP12:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,612,6)\n\tGoto Wandering\n   HateP13:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,613,6)\n\tGoto Wandering\n   HateP14:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,614,6)\n\tGoto Wandering\n   HateP15:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,615,6)\n\tGoto Wandering\n   HateP16:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,616,6)\n\tGoto Wandering\n   HateP17:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,617,6)\n\tGoto Wandering\n   HateP18:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,618,6)\n\tGoto Wandering\n   HateP19:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,619,6)\n\tGoto Wandering\n   HateP20:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,620,6)\n\tGoto Wandering\n   HateP21:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,621,6)\n\tGoto Wandering\n   HateP22:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,622,6)\n\tGoto Wandering\n   HateP23:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,623,6)\n\tGoto Wandering\n   HateP24:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,624,6)\n\tGoto Wandering\n   HateP25:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,625,6)\n\tGoto Wandering\n   HateP26:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,626,6)\n\tGoto Wandering\n   HateP27:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,627,6)\n\tGoto Wandering\n   HateP28:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,628,6)\n\tGoto Wandering\n   HateP29:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,629,6)\n\tGoto Wandering\n   HateP30:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,630,6)\n\tGoto Wandering\n   HateP31:\n    TNT1 A 0\n\tTNT1 A 0 Thing_Hate(0,631,6)\n\tGoto Wandering\n  Death:\n    TNT1 A 1 A_CustomMissile(\"VindicatorSeductor\",0,0,0,4,0)\n    Stop\n  Death2:\n    TNT1 A 1\n\tStop\n  }\n}\n\nActor VindicatorSerpentineProjectile\n{\nRadius 1\n  Height 1\n  PROJECTILE\n  BounceType Hexen\n  //MissileType \"VindicatorSerpentineTrail\"\n  DamageType \"Vindicator\"\n  Damage 3\n  ReactionTime 45\n  Bouncefactor 1.0\n  WallBounceFactor 1.0\n  Bouncecount 15\n  +CANBOUNCEWATER\n  +SEEKERMISSILE\n  Renderstyle Add\n  Scale 1\nSpeed 70\nStates\n{\nSpawn:\n    VINF A 0\n    VINF A 0 A_SpawnItemEx(\"VindicatorTrailSpawner\",0,0,0,0,0,0,0,128,0)\n    VINF A 0 A_Jump(128,2)\n    VINF A 0 A_Countdown\n\tTNT1 A 0 A_Explode(20,96)\n    VINF A 1 Bright A_SeekerMissile(5,5,SMF_LOOK)\n    Loop\nDeath:\n    TNT1 A 1 A_CustomMissile(\"VindicatorSeductor\",0,0,0,4,0)\n    Stop\n}\n}\n\nACTOR VindicatorSerpentineTrail\n{\n  Scale 0.5\n  Alpha 1\n  RenderStyle Add\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    VINR A 0\n    VINR A 0 A_FadeOut(0.1)\n    VINR A 1 //A_SetScale(ScaleX+0.075, ScaleY+0.075)\n    Loop\n  }\n}\n\nACTOR VindicatorTrailSpawner\n{\n  +NOGRAVITY\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1 A_SpawnItemEx(\"VindicatorSerpentineTrail\", frandom(-4, 4), frandom(-4, 4), frandom(-3, 3), 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nACTOR VindicatorSeductor\n{\n   Radius 0\n   Height 0\n   +ISMONSTER\n   +FRIENDLY\n   +LOOKALLAROUND\n   +NOBLOCKMONST\n   +NOGRAVITY\n   +NOINTERACTION\n   +NOCLIP\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      TNT1 A 1 A_LookEx(0,0,3072,3072,0,\"See\")\n      TNT1 A 1 A_SpawnItemEx(\"VindicatorHit\",0,0,0,0,0,0,0,128,0)\n      Stop\n   See:\n   Missile:\n      TNT1 A 0 A_FaceTarget\n      TNT1 A 1 A_CustomMissile(\"VindicatorProjectile\",0,0,0)\n      Stop\n   XDeath:\n      TNT1 A 1\n      stop\n   Death:\n      TNT1 A 1\n      stop\n   }\n}\n\nActor VindicatorProjectile //: FastProjectile\n{\n  Speed 100\n  Radius 11\n  Height 8\n  Damage 125\n  PROJECTILE\n  //MissileType \"VindicatorTrailSpawner\"\n  Obituary \"%k burned down by %o like a house, because %g didn't want %p goddamn lemons.\"\n  DamageType \"Vindicator\"\n  Renderstyle Add\n  Scale 1\n  +SEEKERMISSILE\n  +NOGRAVITY\n  +FORCERADIUSDMG\n  +EXPLODEONWATER\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    VINF A 0 A_SpawnItemEx(\"VindicatorTrailSpawner\",0,0,0,0,0,0,0,128,0)\n    VINF A 1 Bright\n    Loop\n  Death:\n    TNT1 A 0 A_PlaySound(\"Weapons/VindicatorHit\")\n    TNT1 A 0 A_Explode(150,500,0,1)\n    TNT1 A 1 A_SpawnItemEx(\"VindicatorHit\",0,0,0,0,0,0,0,128,0)\n    stop\n  }\n}\n\nACTOR VindicatorHit\n{\n  Scale 0.5\n  Alpha 1\n  RenderStyle Add\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    VINR A 0\n    VINR AA 0 A_SpawnItemEx(\"VindicatorSmoke\",random(3,-3),random(3,-3),random(3,-3),frandom(0.5,0.25),frandom(0.5,0.25),frandom(0.5,0.25),random(0,359),128,0)\n  Looplet:\n    VINR A 0 A_FadeOut(0.05)\n    VINR A 1 //A_SetScale(ScaleX+0.25, ScaleY+0.25)\n    Loop\n  }\n}\n\nACTOR VindicatorUberBlast\n{\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tReactionTime 500\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 397\n\tTNT1 A 1 A_PlaySoundEx(\"Weapons/VindicatorExplosion\",5)\n\tTNT1 A 0 A_PlaySoundEx(\"Weapons/VindicatorKaboom\",6)\n\tLooplet:\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorBlast\",random(120,-120),random(120,-120),random(160,-160),random(45,50),random(45,50),random(-8,8),random(0,359),128,0)\n\tTNT1 A 0 A_Countdown\n\tLoop\n\tDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR VindicatorDamageBlast\n{\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tReactionTime 400\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\n\tTNT1 A 328\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\",0,1)\n\tTNT1 A 70\n\tLooplet:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"VindicatorExplodiumBlast\",random(120,-120),random(120,-120),random(160,-160),random(45,50),random(45,50),random(-8,8),random(0,359),0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"VindicatorExplodiumBlast\",random(120,-120),random(120,-120),random(160,-160),random(45,50),random(45,50),random(-8,8),random(0,359),0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"VindicatorFireDMG\",random(120,-120),random(120,-120),random(160,-160),random(45,50),random(45,50),random(-8,8),random(0,359),0,0)\n\t//TNT1 A 0 A_Countdown\n\t//Loop\n\tDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR VindicatorBlast\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\tRenderstyle Add\n\tScale 4\n\tStates\n\t{\n\tSpawn:\n\tATGT A 0\n\tATGT A 0 A_Jump(164,4,3,2,1)\n\tATGT ABCDEFGHJIKMNOPQRSTUVW 1 Bright //A_SetScale(ScaleX+0.15,ScaleY+0.15)\n\tATGT XYZ 3 Bright A_FadeOut(0.1)\n\tATGU ABCDE 4 Bright A_FadeOut(0.1)\n\tStop\n\t}\n}\n\nACTOR VindicatorExplodiumBlast\n{\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t+FORCERADIUSDMG\n\tRenderstyle Add\n\tDamageType \"VindicatorBoom\"\n\tScale 4\n\tStates\n\t{\n\tSpawn:\n\tATGT A 0\n\tTNT1 AAAAAAAAAAAAAAAAAA 1 A_Explode(300,256)\n\tStop\n\t}\n}\n\nActor VindicatorFireDMG\n{\n+NOINTERACTION\n\t+NOGRAVITY\n\t+FORCERADIUSDMG\n\t+NOCLIP\n\tRenderstyle Add\n\tDamageType \"VindicatorFire\"\n\tScale 4\n\tSpeed 70\n\tStates\n\t{\n\tSpawn:\n\tATGT A 0\n\tTNT1 A 5 A_Explode(200,2000)\n\tTNT1 AAA 5 A_Wander\n\tTNT1 A 5 A_Explode(200,2000)\n\tTNT1 AAA 5 A_Wander\n\tTNT1 A 5 A_Explode(200,2000)\n\tTNT1 AAA 5 A_Wander\n\tTNT1 A 5 A_Explode(200,2000)\n\tTNT1 AAA 5 A_Wander\n\tTNT1 A 5 A_Explode(200,2000)\n\tTNT1 AAA 5 A_Wander\n\tTNT1 A 5 A_Explode(200,2000)\n\tTNT1 AAA 5 A_Wander\n\tTNT1 A 5 A_Explode(200,2000)\n\tTNT1 AAA 5 A_Wander\n\tTNT1 A 5 A_Explode(200,2000)\n\tTNT1 AAA 5 A_Wander\n\tStop\n\t}\n\t}\n\nActor TrueLegendaryBFG : Weapon\n{\n  Inventory.PickupSound \"truelegbfg/equip\"\n  Inventory.PickupMessage \"You picked up the True Legendary BFG!  Words can't describe how strong this thing is!\"\n  obituary \"%o was rekt off the planet with k's True Legendary BFG.\"\n  //Weapon.PreferredSkin \"LegendaryBFG-Marine\"\n  Weapon.AmmoGive 2\n  Weapon.AmmoType \"TrueLegendaryBFGBall\"\n  Weapon.AmmoUse 1\n  weapon.KickBack 90\n  Weapon.SlotNumber 7\n  Weapon.UpSound \"truelegbfg/equip\"\n  +NOAUTOFIRE\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Spawn:\n\tGRMG X -1\n\tloop\n  Select:\n  \tTBFU A 0 A_Raise\n  \tTBFU A 1 A_Raise\n  \tLoop\n  Deselect:\n    TNT1 A 0 A_StopSound(5)\n  \tTBFU A 0 A_Lower\n  \tTBFU A 1 A_Lower\n  \tLoop\n  Ready:\n    TBFG A 0 A_PlaySound(\"truelegbfg/idle\",5,1.0,1)\n  \tTBFG ABCDEFGHIJIHGFEDCB 1 A_WeaponReady\n\tloop\n  Fire:\n    TBFG A 0 A_PlaySound(\"truelegbfg/trigger\",1)\n  \tTBFG ABCDEFGHIJ 1\n  \tTBFG A 0 A_PlaySound(\"truelegbfg/charge\",6)\n  \tTBFG IHGFED 1\n\tTBFG A 0 A_GiveInventory(\"GuruCharge\",5)\n  TrueGuruCharger:\n\tTBFG A 0 A_TakeInventory(\"GuruCharge\",1)\n\tTBFC ABCDEFGHIJKLMNOPQRST 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n    TBFG A 0 A_JumpIfInventory(\"GuruCharge\",1,\"TrueGurucharger\")\n\tTBFC ABC 1 Bright A_Quake (4, 2, 0, 2,\"none\")\n    TBFG A 0 A_StopSound(5)\n    TBFG A 0 A_PlaySound(\"truelegbfg/fire\",6)\n  \tTBFG A 0 A_PlaySound(\"truelegbfg/fire2\",7)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\",0,1)\n  \tTBFG A 0 A_FireCustomMissile(\"PlayerTrueGuruBall\", 0, 1, 12, 0)\n  \tTBFG A 0 A_Recoil(45)\n\tTBFG A 0 A_GunFlash\n\tTBFG A 0 A_SetBlend(\"blue\",0.45,75)\n\tTBFG A 0 A_SetBlend(\"White\",0.225,75)\n\tTBFF A 0 A_ZoomFactor(0.95)\n\tTBFF A 4 Bright //Offset(2,34)\n\tTBFF A 0 A_ZoomFactor(0.9)\n\tTBFF B 4 Bright //Offset(4,36)\n\tTBFF C 4 Bright\n\tTBFF D 4 Bright A_ZoomFactor(0.915)\n\tTBFF E 5 Bright A_ZoomFactor(0.93)\n\tTBFF F 5 Bright A_ZoomFactor(0.945)\n\tTBFF G 5 Bright A_ZoomFactor(0.96)\n\tTBFF H 6 Bright A_ZoomFactor(0.975)\n\tTBFF I 6 Bright A_ZoomFactor(0.99)\n\tTBFF J 6 Bright A_ZoomFactor(1)\n\tTNT1 A 0 A_JumpIfInventory(\"TrueLegendaryBFGBall\",1,\"Ready\")\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_TakeInventory(\"TrueLegendaryBFG\",1)\n\tGoto Ready\n  Flash:\n      TNT1 A 7 Bright A_Light2\n      TNT1 A 4 Bright A_Light1\n      TNT1 A 0 Bright A_Light0\n      Stop\n  }\n}\n\nACTOR GuruCharge : Inventory\n{\n     Inventory.MaxAmount 5\n}\n\nactor PlayerTrueGuruBall\n{\n  Radius 16\n  Height 8\n  Speed 20\n  Damage 250\n  Projectile\n  Renderstyle Add\n  +FORCERADIUSDMG\n  +EXTREMEDEATH\n  +RIPPER\n  +BLOODLESSIMPACT\n  +DONTBLAST\n  +THRUSPECIES\n  Scale 0.50\n  DamageType \"TrueLegCrystalDMG\"\n  states\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruFly\",5,1.0,1)\n\tTNT1 A 0 A_Explode(1200,160,0,1)\n\tTNT1 A 0 A_CustomMissile(\"PlayerTrueDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"BlueGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"PlayerTrueDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tTNT1 A 0 A_SpawnItemEx(\"BlueGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tBBAL A 1 Bright\n\tloop\n  Death:\n\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast3\",5)\n\t//COLLATERAL DAMAGE EFFECTS\n\tTNT1 A 0 A_Explode(12000,720,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueLegGuruBallBurnDMG\",0,0,0,0,0,0,0,32,0)\n\t//IMPACT STUFF\n\tTNT1 A 0 A_SpawnItemEx(\"BlueGuruStruckGlowX\",0,0,10,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BlueGuruStruckGlowY\",0,0,10,0,0,0,0,128,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"PlayerTrueLegBFGSmoke\",random(126,-126),random(126,-126),random(66,-66),0.00001*random(100000,-100000),0.00001*random(100000,-100000),0.00001*random(100000,-100000),random(0,359),0,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"BlueGuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BlueGuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,0,0)\n\tStop\n  }\n}\n\nActor TrueLegGuruBallBurnDMG\n{\n+NOCLIP\n-NOINTERACTION\n+NOGRAVITY\n+NOTIMEFREEZE\nDamageType \"VindicatorFire\"\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 1 A_Explode(50,720,0,1)\n   Stop\n}\n}\n\nACTOR GuruEffectInheritance\n{\n\t+NOCLIP\n\t-NOINTERACTION\n\t+NOGRAVITY\n\t+NOTIMEFREEZE\n\tAlpha 0.99\n\tRenderstyle Add\n}\n\nACTOR BlueGuruTrail : GuruEffectInheritance\n{\n\tAlpha 0.65\n\tRenderstyle Add\n\t+CLIENTSIDEONLY\n\tScale 0.50\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0 //A_SetScale(ScaleX -0.01, ScaleY -0.01)\n\t  BBAL A 1 Bright A_FadeOut(0.1)\n\t  Loop\n\t}\n}\nACTOR BlueGuruTrailSpark : GuruEffectInheritance\n{\n\tScale 1.0\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n      BLEL ABCDEF 1 Bright A_FadeOut(0.1)\n\t  Stop\n\t}\n}\nACTOR BlueGuruChunkSpark : GuruEffectInheritance\n{\n\tScale 1.30\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n      BLEL ABCDEF 2 Bright A_FadeOut(0.1)\n      Stop\n\t}\n}\n\nACTOR MiniBlueGuruChunkSpark : BlueGuruChunkSpark\n{\nScale 0.65\n}\n\nACTOR BlueGuruStruckGlowY : GuruEffectInheritance\n{\n\tAlpha 0.5\n\t+CLIENTSIDEONLY\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t  BBUM A 0 //A_SetScale(ScaleX +0.025, ScaleY +0.1)\n\t  BBUM A 1 Bright A_FadeOut(0.01)\n\t  Loop\n\t}\n}\n\nActor MiniBlueGuruStruckGlowY : BlueGuruStruckGlowY\n{\nScale 0.15\n}\n\nACTOR BlueGuruStruckGlowX : GuruEffectInheritance\n{\n\tAlpha 0.5\n\t+CLIENTSIDEONLY\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t  BBUM A 0 //A_SetScale(ScaleX +0.1, ScaleY +0.025)\n\t  BBUM A 1 Bright A_FadeOut(0.01)\n\t  Loop\n\t}\n}\n\nACTOR PlayerTrueLegBFGSmoke\n{\n\tScale 3.0\n\tAlpha 0.45\n\tPROJECTILE\n\t-NOINTERACTION\n\t+NOGRAVITY\n\t+FORCERADIUSDMG\n\t+NOTIMEFREEZE\n\tRenderstyle Add\n\tDamageType \"Vindicator\"\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\")\n\tStop\n\tSpawn1:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t BHD1 A 0 A_Explode(15,200)\n\t BHD1 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\tSpawn2:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t BHD1 A 0 A_Explode(15,200)\n\t BHD2 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\tSpawn3:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t BHD1 A 0 A_Explode(15,200)\n\t BHD3 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\tSpawn4:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t BHD1 A 0 A_Explode(15,200)\n\t BHD1 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\tSpawn5:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t BHD1 A 0 A_Explode(15,200)\n\t BHD2 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\tSpawn6:\n\t TNT1 A 0 //A_SetScale(ScaleX -0.002, ScaleY -0.002)\n\t TNT1 A 0 A_JumpIf(Alpha<0.3,2)\n\t BHD1 A 0 A_Explode(15,200)\n\t BHD3 A 4 Bright A_FadeOut(0.0065)\n\t Loop\n\t}\n}\n\nACTOR PlayerTrueDevastatorBolt\n{\n  Speed 55\n  Radius 6\n  Height 6\n  Damage 22\n  Alpha 0.8\n  Projectile\n  +SEEKERMISSILE\n  +MTHRUSPECIES\n  +DONTREFLECT\n  +NOTIMEFREEZE\n  +SKYEXPLODE\n  +BRIGHT\n  RenderStyle Add\n  DamageType \"Vindicator\"\n  DeathSound \"bolt/explode\"\n  Var Int User_Limit;\n  States\n  {\n  Spawn:\n  \tLBS1 A 0 A_Seekermissile(5,5,SMF_LOOK)\n\tTNT1 A 0 A_JumpIf(User_Limit >= 1000,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"User_Limit\",User_Limit+1)\n    LBS1 A 1 A_SpawnItem(\"BlueLegBoltTrail\")\n    Loop\n  Death:\n    TNT1 AAAA 0 A_CustomMissile(\"BlueLegKaboomDevastator15\",0,0,random(0,360),2,random(0,360))\n    LBS1 LMN 2\n    Stop\n  }\n}\n\nACTOR BlueLegKaboomDevastator15\n{\nRadius 1\nHeight 1\nDamage 0\nRenderstyle ADD\nAlpha 0.75\nSpeed 1\nScale 0.3\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nBLVP ABCDEFGHIJKLMNOP 1 Bright A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR BlueLegBoltTrail\n{\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  +NOTIMEFREEZE\n  Renderstyle Add\n  States\n  {\n  Spawn:\n    LBS1 GHIJK 1 Bright A_FadeOut (0.05)\n    Stop\n  }\n}\n\nACTOR PlanetCracker : Weapon\n{\n    //$Category Weapons\n    //$Title Planet NutCracker\n    //$Sprite IONGX0\n    Tag \"Planet Cracker\"\n\tinventory.pickupsound \"misc/w_pkup\"\n\tinventory.PickupMessage \"You got the ''Planet Cracker'' ion cannon! You know what they say - all toasters toast... ''You''. (8)\"\n\tobituary \"%o was definitely charged up positively by %k's concentrated ion struck.\"\n\tWeapon.UpSound \"Weapons/PlanetCrackerUp\"\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoType \"IonAmmo\"\n\tWeapon.AmmoGive 8\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"IonAmmo\"\n\tWeapon.AmmoUse2 7\n\tWeapon.Kickback 100\n\tWeapon.SlotNumber 7\n   Weapon.BobStyle InverseSmooth\n   Weapon.BobSpeed 1.2\n   Weapon.BobRangeY 0.6\n   Weapon.BobRangeX 1.2\n   //Weapon.PreferredSkin \"BFG-DoomMarine\"\n   +INVENTORY.UNDROPPABLE\n\tStates\n\t{\n   Spawn:\n   \tIONG X -1\n\tStop\n   Ready:\n   \tIONG A 1 A_WeaponReady\n\tLoop\n   Deselect:\n   \tIONG A 0 A_PlaySound(\"Weapons/PlanetCrackerDown\",0)\n    IONG A 2 A_Lower\n\tGoto Deselect+1\n   Select:\n    IONG A 2 A_Raise\n\tLoop\n   Fire:\n    IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\",0,1)\n\tIONZ A 0 A_FireCustomMissile(\"PlanetBeam\", 0, 1, 15, 10)\n\tIONZ A 0 A_Recoil(30)\n   \tTNT1 A 0 A_Quake(7,25,0,2,0)\n   \tIONG A 0 A_SetBlend(\"Blue\",0.1,40)\n\tIONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONZ A 0 A_FireCustomMissile(\"PlanetBeamExtraTrail\", 0, 0, 15, 10)\n\tIONF A 0 A_ZoomFactor(0.985)\n\tIONF B 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF B 0 A_ZoomFactor(0.965)\n\tIONF C 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF C 0 A_ZoomFactor(0.92)\n\tIONF D 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF D 0 A_ZoomFactor(0.85)\n\tIONF E 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF E 0 A_ZoomFactor(0.8)\n\tIONF E 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF E 0 A_ZoomFactor(0.85)\n\tIONF D 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF D 0 A_ZoomFactor(0.875)\n\tIONF C 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF C 0 A_ZoomFactor(0.925)\n\tIONF B 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF B 0 A_ZoomFactor(0.95)\n\tIONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF B 0 A_ZoomFactor(0.975)\n\tIONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF A 0 A_ZoomFactor(1)\n   \tIONG AAAAA 3 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n   \tIONG A 0 A_PlaySoundEx(\"weapons/PlanetCrackerReload\",\"SoundSlot5\")\n   \tIONR AB 2\n\tIONR CDECDECDE 2\n\tIONR BA 2\n\tIONG A 10\n\tTNT1 A 0 A_JumpIfInventory(\"IonAmmo\",1,\"Ready\")\n\tTNT1 A 0 A_TakeInventory(\"PlanetCracker\",1)\n\tGoto Ready\n   AltFire:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"PlanetCracker/Charge\",5)\n\tTNT1 A 0 A_PlaySound(\"PlanetCracker/MiniBip1\",1)\n\tTNT1 A 0 A_PlaySound(\"PlanetCracker/MiniCharge1\",6)\n\tTNT1 A 0 A_Quake(1,20,0,2,\"none\")\n    IONC AAABBBCCCDDDEEEFFFGG 1 Bright\n\tTNT1 A 0 A_PlaySound(\"PlanetCracker/MiniCharge2\",6)\n\tTNT1 A 0 A_PlaySound(\"PlanetCracker/MiniBip2\",1)\n\tTNT1 A 0 A_Quake(3,20,0,2,\"none\")\n\tIONC GHHHIIIJJJKKKLLLMMMN 1 Bright\n\tTNT1 A 0 A_PlaySound(\"PlanetCracker/MiniCharge3\",6)\n\tTNT1 A 0 A_PlaySound(\"PlanetCracker/MiniBip3\",1)\n\tTNT1 A 0 A_Quake(6,20,0,2,\"none\")\n\tIONC NNOOOPPPQQQRRRSSSTTT 1 Bright\n\tTNT1 A 0 A_PlaySound(\"PlanetCracker/Ready\",6)\n\tTNT1 A 0 A_PlaySound(\"PlanetCracker/Cling\",1)\n\tTNT1 A 0 A_Quake(7,18,0,2,\"none\")\n\tIONC UUUVVVWWWVVVUUUVVV 1 Bright\n    IONG A 0 A_PlaySound(\"weapons/PlanetCracker_Fire\",6)\n\tIONZ A 0 A_FireCustomMissile(\"PlanetStormBeam\", 0, 1, 15, 10)\n\tIONZ A 0 A_Recoil(30)\n   \tTNT1 A 0 A_Quake(7,25,0,2,0)\n   \tIONG A 0 A_SetBlend(\"Blue\",0.1,40)\n\tIONF A 3 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONZ A 0 A_FireCustomMissile(\"PlanetStormBeamExtraTrail\", 0, 0, 15, 10)\n\tIONF A 0 A_ZoomFactor(0.985)\n\tIONF B 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF B 0 A_ZoomFactor(0.965)\n\tIONF C 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF C 0 A_ZoomFactor(0.92)\n\tIONF D 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF D 0 A_ZoomFactor(0.85)\n\tIONF E 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF E 0 A_ZoomFactor(0.8)\n\tIONF E 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF E 0 A_ZoomFactor(0.85)\n\tIONF D 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF D 0 A_ZoomFactor(0.875)\n\tIONF C 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF C 0 A_ZoomFactor(0.925)\n\tIONF B 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF B 0 A_ZoomFactor(0.95)\n\tIONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF B 0 A_ZoomFactor(0.975)\n\tIONF A 1 Bright A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n\tIONF A 0 A_ZoomFactor(1)\n   \tIONG AAAAAAAAAA 3 A_FireCustomMissile(\"PlanetCrackerSmokeSpawner\",0,0,8,5)\n   \tIONG A 10\n\tTNT1 A 0 A_JumpIfInventory(\"IonAmmo\",1,\"Ready\")\n\tTNT1 A 0 A_TakeInventory(\"PlanetCracker\",1)\n\tGoto Ready\n\t}\n}\n\nACTOR DullInheritance\n{\n    RenderStyle Add\n    +NOINTERACTION\n    +NOGRAVITY\n\t+CLIENTSIDEONLY\n}\n\n//Fire\n\nACTOR PlanetBeam : FastProjectile\n{\n  Speed 250\n  Radius 19\n  Height 10\n  Damage 50\n  DamageType \"Vindicator\"\n  Renderstyle Add\n  +RIPPER\n  +NODAMAGETHRUST\n  +EXTREMEDEATH\n  +FORCERADIUSDMG\n  +EXPLODEONWATER\n  +DONTBLAST\n  DeathSound \"\"\n  MissileType \"PlanetBeamTrail\"\n  MissileHeight 10\n  Scale 0.2\n  states\n  {\n  Spawn:\n      TNT1 A 0\n      TNT1 A 1 A_Explode(500,92,0,0)\n      Loop\n  Death:\n      TNT1 A 0 A_PlaySoundEx(\"weapons/PlanetCrackerImpact\",\"Normal\")\n\t  TNT1 A 0 A_SpawnItemEx(\"PlanetBeamBurnDMG\", 0, 0, 0, 0, 0, 0, 0, 32, 0)\n\t  TNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  TNT1 AAAAAAAAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t  TNT1 AAAAAAAAA 0 A_CustomMissile(\"BigSmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n      TNT1 A 0 A_SpawnItemEx(\"PlanetCrackerImpact1\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"PlanetCrackerImpact2\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"PlanetCrackerImpact3\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"IonRainFlare\",random(-150,150),random(-150,150),random(-25,50),0,0,frandom(1,2),0,128,0)\n\t  TNT1 AA 0 A_SpawnItemEx (\"FlameWallDecay\", random(-48,48), random(-48,48), 4, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n      TNT1 A 1 A_SpawnItemEx(\"PlanetCrackerBeamHit\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t  TNT1 A 0 A_PlaySound(\"planetcracker/explosion\")\n      TNT1 AAAAAAAAAAA 1 A_SpawnItemEx(\"IonRainFlare\",random(-150,150),random(-150,150),random(-25,50),0,0,frandom(1,2),0,128,0)\n      Stop\n  }\n}\n\nActor PlanetBeamBurnDMG\n{\n+NOCLIP\n-NOINTERACTION\n+NOGRAVITY\n+NOTIMEFREEZE\nDamageType \"VindicatorBurn\"\nStates\n{\nSpawn:\n   TNT1 A 0\n   TNT1 A 1 A_Explode(512,386,0,1)\n   Stop\n}\n}\n\n//Alt Fire\n\nACTOR PlanetStormBeam : FastProjectile\n{\n  Speed 15\n  Radius 19\n  Height 10\n  Damage 100\n  DamageType \"Vindicator\"\n  Renderstyle Add\n  +RIPPER\n  +NODAMAGETHRUST\n  +EXTREMEDEATH\n  +FORCERADIUSDMG\n  +EXPLODEONWATER\n  +DONTBLAST\n  DeathSound \"\"\n  MissileType \"PlanetStormBeamTrail\"\n  MissileHeight 10\n  Scale 0.2\n  states\n  {\n  Spawn:\n      TNT1 A 0\n      TNT1 A 1 A_Explode(500,92,0,0)\n      Loop\n  Death:\n      TNT1 A 0 A_PlaySoundEx(\"weapons/PlanetCrackerImpact\",\"Normal\")\n      TNT1 A 0 A_SpawnItemEx(\"PlanetBeamBurnDMG\", 0, 0, 0, 0, 0, 0, 0, 32, 0)\n      TNT1 A 0 A_SpawnItemEx(\"PlanetCrackerImpact1\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"PlanetCrackerImpact2\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n      TNT1 A 0 A_SpawnItemEx(\"PlanetCrackerImpact3\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t  TNT1 AAAAAAAAA 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t  TNT1 AAAAAAAAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\t  TNT1 AAAAAAAAA 0 A_CustomMissile(\"BigSmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n      TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BigIonRainFlare\",random(-150,150),random(-150,150),random(-25,50),0,0,frandom(1,2),0,128,0)\n      TNT1 A 1 A_SpawnItemEx(\"BigPlanetCrackerBeamHit\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t  TNT1 A 0 A_SpawnItemEx(\"LegendaryStrike\")\n\t  TNT1 A 0 A_PlaySound(\"planetcracker/explosion\")\n      TNT1 AAAAAAAAAAA 1 A_SpawnItemEx(\"BigIonRainFlare\",random(-150,150),random(-150,150),random(-25,50),0,0,frandom(1,2),0,128,0)\n\t  TNT1 A 0 A_SpawnItemEx(\"UltimateLegCybThorStrikeSpawner\",0,0,0,0,0,0,0,32)\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\",0,1)\n\t  TNT1 AAAAA 35\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(660,-660),Random(660,-660),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(1650,-1650),Random(1650,-1650),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2150,-2150),Random(2150,-2150),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(2500,-2500),Random(2500,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 AA 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-3800),Random(3800,-3800),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-2500),Random(3800,-2500),0,0,0,0,0,32)\n\t  TNT1 A 1\n\t  TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeSpawner\",Random(3800,-2500),Random(3800,-2500),0,0,0,0,0,32)\n      Stop\n  }\n}\n\nActor PlanetBeamExtraTrail : PlanetBeam\n{\nDamage (0)\nStates\n{\nSpawn:\n      TNT1 A 1\n      Loop\nDeath:\n      TNT1 A 1\n      Stop\n}\n}\n\nActor PlanetStormBeamExtraTrail : PlanetStormBeam\n{\nDamage (0)\nStates\n{\nSpawn:\n      TNT1 A 1\n      Loop\nDeath:\n      TNT1 A 1\n      Stop\n}\n}\n\nACTOR PlanetCrackerImpact1\n{\n  +NOGRAVITY\n  +NOINTERACTION\n  +CLIENTSIDEONLY\n  Renderstyle Add\n  Alpha 0.99\n  Scale 0.5\n  States\n  {\n  Spawn:\n  TNT1 A 2\n  Looplet:\n  TNT1 A 0 A_SetScale(ScaleX +0.04, ScaleY +0.04)\n  TNT1 A 0 A_FadeOut(0.07)\n  BLUF A 1 Bright\n  Loop\n  }\n}\n\nACTOR PlanetCrackerImpact2 : PlanetCrackerImpact1\n{\n  Scale 0.75\n  Alpha 0.8\n  States\n  {\n  Spawn:\n  TNT1 A 4\n  Looplet:\n  TNT1 A 0 A_SetScale(ScaleX +0.05, ScaleY +0.05)\n  TNT1 A 0 A_FadeOut(0.07)\n  BLUF A 1 Bright\n  Loop\n  }\n}\n\nACTOR PlanetCrackerImpact3 : PlanetCrackerImpact1\n{\n  Scale 0.9\n  Alpha 0.7\n  States\n  {\n  Spawn:\n  TNT1 A 6\n  Looplet:\n  TNT1 A 0 A_SetScale(ScaleX +0.06, ScaleY +0.06)\n  TNT1 A 0 A_FadeOut(0.07)\n  BLUF A 1 Bright\n  Loop\n  }\n}\n\nACTOR PlanetCrackerMiniImpact : PlanetCrackerImpact1\n{\n  Scale 0.2\n  States\n  {\n  Spawn:\n  TNT1 A 2\n  Looplet:\n  TNT1 A 0 A_SetScale(ScaleX +0.05, ScaleY +0.05)\n  TNT1 A 0 A_FadeOut(0.07)\n  BLUF A 1 Bright\n  Loop\n  }\n}\n\nACTOR PlanetCrackerBeamHit\n{\n    Projectile\n    Scale 2.5\n    Alpha 0.8\n    RenderStyle Add\n    +NOINTERACTION\n    +NOGRAVITY\n\t+CLIENTSIDEONLY\n    States\n    {\n    Spawn:\n      PBOM ABCDEFGHIJKLMN 1 BRIGHT A_SetScale(ScaleX +0.06, ScaleY +0.06)\n      Stop\n    }\n}\n\nActor BigPlanetCrackerBeamHit : PlanetCrackerBeamHit {Scale 7.5}\n\n//Smoke\n\nACTOR PlanetSmoke\n{\n\tRadius\t\t1\n\tHeight\t\t1\n\tRenderStyle ADD\n\tAlpha\t\t.3\n\tScale\t\t.2\n\tSpeed\t\t0.65\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tISMK ABCDEFGHIJKLMNOP 3\n\t\tStop\n\t}\n}\n\nACTOR PlanetSmoke2 : PlanetSmoke\n{\n\tSpeed\t\t1\n}\n\nACTOR PlanetSmoke3 : PlanetSmoke\n{\n\tSpeed\t\t0.35\n}\n\n//Trails\n\nACTOR PlanetBeamTrail\n{\n  RenderStyle Add\n  Alpha 0.75\n  Scale 0.15\n  +NOCLIP\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    BLUF A 0\n    BLUF A 0 A_SpawnItemEx(\"PlanetCrackerProjectileTrail1\", random(15,-15), random(15,-15), random(15,-15), 0, 0, 0, 0, 128, 0)\n  Looplet:\n    BLUF A 0 A_SetScale(ScaleX -0.006, ScaleY -0.006)\n    BLUF A 2 bright A_FadeOut(0.05)\n    Loop\n  }\n}\n\nACTOR PlanetStormBeamTrail : PlanetBeamTrail {Scale 0.5}\n\nACTOR PlanetBeamTrailSmall : PlanetBeamTrail\n{\n  Scale 0.05\n  States\n  {\n  Spawn:\n    BLUF A 0\n    BLUF A 2 bright A_FadeOut(0.05)\n    Wait\n  }\n}\n\nACTOR PlanetCrackerProjectileTrail1 : DullInheritance\n{\n    Scale 1\n    Alpha 0.25\n    States\n    {\n    Spawn:\n      PBOM EFGHIJKLMN 2 BRIGHT\n      Stop\n    }\n}\n\nACTOR PlanetCrackerProjectileTrail2 : DullInheritance\n{\n    Scale 2\n    Alpha 0.5\n    States\n    {\n    Spawn:\n      PLNS ABCDEFGHIJKLMNOP 3 BRIGHT A_ChangeVelocity (1, frandom(-3, 3), frandom(-3, 3), 1)\n      Stop\n    }\n}\n\n//Fire smoke\n\nACTOR PlanetCrackerSmokeSpawner\n{\n    Radius 1\n    Height 1\n    Speed 70\n    PROJECTILE\n    States\n    {\n    Spawn:\n        TNT1 A 1\n        TNT1 A 0 A_Die\n        Goto Death\n    Death:\n        TNT1 AAAAA 0 A_CustomMissile(\"PlanetSmoke\",0, 0, random(-90, 90), 2, random(-90, 90))\n        TNT1 AAAAA 0 A_CustomMissile(\"PlanetSmoke2\",0, 0, random(-90, 90), 2, random(-90, 90))\n        TNT1 AAAAA 0 A_CustomMissile(\"PlanetSmoke3\",0, 0, random(-90, 90), 2, random(-90, 90))\n        Stop\n    }\n}\n\nACTOR PlanetCrackerProjectileBoom : DullInheritance\n{\n    Projectile\n    Scale 2\n    Alpha 0.5\n    Renderstyle Add\n    States\n    {\n    Spawn:\n      1PUL ABCDEFGHIJKLMNOPQRST 2 BRIGHT\n      Stop\n    }\n}\n\nActor IonRain\n{\n +NoInteraction\n +CLIENTSIDEONLY\n Height 3\n Radius 2\n RenderStyle Add\n Scale 0.1\n reactiontime 11\n States\n {\n  Spawn:\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 3 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 2 A_SpawnItemEx(\"IonRainFlare\",random(-1200,1200),random(-1200,1200),random(50,800),0,0,frandom(1,2),0,128,0)\n   TNT1 A 0 A_Countdown\n   loop\n  Death:\n   TNT1 A 0\n   stop\n }\n}\n\nactor IonRainFlare\n{\n  RenderStyle Add\n  alpha 1\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  +RANDOMIZE\n  +NOCLIP\n  +NOGRAVITY\n  Scale 0.1\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_ChangeVelocity (frandom(-0.2, 0.2), frandom(-0.2, 0.2), frandom(-0.1, 0.1), 0)\n    //TNT1 A 0 A_CustomMissile(\"PlanetCrackerIonBolter\",0,0,random(0,360),4,random(45,0))\n    PBAL B 5 bright A_FadeOut(0.1)\n    Loop\n  }\n}\n\nActor BigIonRainFlare : IonRainFlare {Scale 0.3}\n\nactor PlanetCrackerIonBolter\n{\n  Radius 11\n  Height 8\n  Scale 0.1\n  Speed 45\n  Damage 1\n  Projectile\n  Renderstyle Add\n  +NOGRAVITY\n  +FORCERADIUSDMG\n  Obituary \"%o was neutralized %k's ion storm.\"\n  States\n  {\n  Spawn:\n    TNT1 A 1 A_ChangeVelocity (frandom(-16, 16), frandom(-16, 16), frandom(-6,6), 1)\n    Loop\n  Death:\n    TNT1 A 0 A_SpawnItemEx(\"IonBolt\",0,0,0,0,0,0,0,128,0)\n    PBOM ABCDEF 1 Bright\n    PBOM GHIJKLMN 1 Bright\n    stop\n  }\n}\n\nACTOR IonBolt\n{\n\t+NOINTERACTION\n\t+NOCLIP\n \t+FORCEXYBILLBOARD\n  \t+FORCERADIUSDMG\n\tRenderstyle Add\n \tXScale 0.05\n \tYScale 4.0\n \tAlpha 0.5\n\tDamageType \"VindicatorFire\"\n\tStates\n\t{\n\tSpawn:\n   \t\tSBBL A 0\n   \t\tSBBL AAAAAAAAAA 1 A_FadeIn(0.1)\n       \t\tTNT1 A 0 A_SpawnItemEx(\"IonBoltHitFlare\",0,0,10,0,0,0,0,128,0)\n   \tLooper:\n   \t\tSBBL A 0 A_SpawnItemEx(\"BeamFire\", 0, 0, 0, 0.01 * Random(-10, 10), 0.01 * Random(-10, 10), 0.01 * Random(0, 125), 0, 128, 0)\n   \t\tSBBL A 0 A_Explode(1000,64,0,1)\n   \t\tSBBL A 1 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nACTOR IonBoltHitFlare\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n  \tScale 0.1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tBLUF A 2 A_Fadeout(0.05)\n\tWait\n\t}\n}\n\nACTOR EnergyProjectileSparkBlue\n{\nBounceFactor 0.2\nBounceCount 3\nGravity 0.75\nHeight 0\nRadius 0\nMass 0\nDamage 0\n+THRUACTORS\n+NOTELEPORT\n+DONTSPLASH\n+DOOMBOUNCE\n+CLIENTSIDEONLY\n+MISSILE\n+NOBLOCKMAP\n+FORCEXYBILLBOARD\nRENDERSTYLE ADD\nStates\n{\nSpawn:\nSPKB A 2 Bright A_FadeOut(0.08)\nLoop\n}\n}\n\nACTOR EPSB1 : EnergyProjectileSparkBlue\n{\nScale 0.06\n}\n\nACTOR EPSB2 : EnergyProjectileSparkBlue\n{\nScale 0.05\n}\n\nACTOR EPSB3 : EnergyProjectileSparkBlue\n{\nScale 0.04\n}\n\nACTOR EPSB4 : EnergyProjectileSparkBlue\n{\nScale 0.03\n}\n\nACTOR EPSB5 : EnergyProjectileSparkBlue\n{\nScale 0.02\n}\n\nACTOR EPSB6 : EnergyProjectileSparkBlue\n{\nScale 0.01\n}\n\nACTOR BlueParticleSpawner\n{\n  +CLIENTSIDEONLY\n  +NOGRAVITY\n  +NOBLOCKMAP\n  +NOTELEPORT\n  +DONTSPLASH\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"EPSB1\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"EPSB2\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n    TNT1 A 0 A_SpawnItemEx(\"EPSB3\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"EPSB4\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n    TNT1 A 0 A_SpawnItemEx(\"EPSB5\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"EPSB6\",0,0,0,Random(4,-4),Random(4,-4),Random(4,-4),0,128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nACTOR LegCybThorStrikeSpawner\n{\nHeight 2\nRadius 2\nSpeed 6\nPROJECTILE\n+FLOORHUGGER\n+NOCLIP\n+DONTSPLASH\n+FORCERADIUSDMG\n+NOTIMEFREEZE\nDamageType \"Vindicator\"\nStates\n{\n  Spawn:\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_Wander\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlayWeaponSound(\"thorstrike/load\")\n\tTNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeBeam\")\n    TNT1 A 0 A_SpawnItemEx(\"LegCybThorStrikeBeam2\")\n\tTNT1 AAAAAAAAAA 17 A_Explode(32,352,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"legendary/strike\")\n\tTNT1 A 0 A_PlaySoundEx(\"legendary/strike\",\"Voice\",0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryStrike\")\n\tTNT1 A 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tLROC B 0 A_Explode(256,512,0)\n\tLROC B 4 Bright A_SpawnItemEx(\"PlanetBeamBurnDMG\", 0, 0, 0, 0, 0, 0, 0, 32, 0)\n\tLROC CD 3 Bright A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_SpawnItemEx(\"TrueSmartFire\")\n\tStop\n}\n}\n\nACTOR UltimateLegCybThorStrikeSpawner : LegCybThorStrikeSpawner\n{\nStates\n{\n  Spawn:\n    TNT1 AAAAAAAAAAAAAA 5 A_SpawnItemEx (\"FlameWallDecay2\", random(-48,48), random(-48,48), 4, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_PlayWeaponSound(\"thorstrike/load\")\n\tTNT1 A 0 A_SpawnItemEx(\"UltimateLegCybThorStrikeBeam\")\n    TNT1 A 0 A_SpawnItemEx(\"UltimateLegCybThorStrikeBeam2\")\n\tTNT1 A 0 Radius_Quake(7, 390, 0, 280, 0)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 17 A_Explode(84,512,0)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"GiveEveryoneFallImunne\",0,1)\n\tTNT1 A 0 A_PlayWeaponSound(\"legendary/strike\")\n\tTNT1 A 0 A_PlaySoundEx(\"legendary/strike\",\"Voice\",0,2)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryStrike\")\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"BlueParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"BlueKaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tLROC BBBB 1 Bright A_SpawnItemEx(\"PlanetBeamBurnDMG\", 0, 0, 0, 0, 0, 0, 0, 32, 0)\n\tLROC CD 3 Bright A_SetTranslucent(0.75,1)\n\tTNT1 A 0 A_SpawnItemEx(\"LegendaryNuke\")\n\tStop\n}\n}\n\nActor LegCybThorStrikeBeam\n{\n+NOCLIP\n+NOBLOCKMAP\n+FORCEYBILLBOARD\n+NOINTERACTION\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\nRenderStyle Add\nXScale 0.5\nYScale 100.0\nAlpha 0.5\nStates\n{\n  Spawn:\n\tTHOR A 0\n\tTHOR AAAAAAAAAA 17 BRIGHT A_FadeIn(0.1)\n\tTHOR A 1 Bright A_FadeOut(0.05)\n\tWait\n }\n}\n\nActor UltimateLegCybThorStrikeBeam : LegCybThorStrikeBeam\n{\nXScale 2.0\nAlpha 0.8\nStates\n{\nSpawn:\n\tTHOR A 0\n\tTNT1 A 0 A_SpawnItemEx (\"FlameWallDecay2Loop\", random(-48,48), random(-48,48), 4, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n\tTHOR AAAAAAAAAAAAAAAAAAAAAAA 17 BRIGHT A_FadeIn(0.05)\n\tTHOR A 1 Bright A_FadeOut(0.05)\n\tWait\n}\n}\n\nActor LegCybThorStrikeBeam2 : LegCybThorStrikeBeam\n{\nXScale 2.0\nYScale 100.0\nAlpha 0.0\n}\n\nActor UltimateLegCybThorStrikeBeam2 : UltimateLegCybThorStrikeBeam\n{\nXScale 8.0\nAlpha 0.0\n}\n\nActor LegCybThorStrike\n{\nAlpha 0.9\n+NOCLIP\n+NOBLOCKMAP\n+FORCEYBILLBOARD\n+NOINTERACTION\n+NOTIMEFREEZE\n+CLIENTSIDEONLY\nScale 7.0\nStates\n{\n  Spawn:\n\tLFR9 A 0\n\tLFR9 A 1 Bright A_FadeOut(0.05)\n\tWait\n}\n}\n\nActor LegendaryStrike\n{\n Alpha 0.9\n RenderStyle Add\n +NoGravity\n +NOTIMEFREEZE\n Scale 10.0\n States\n {\n  Spawn:\n   TSKB A 0\n   TSKB A 1 Bright A_FadeOut(0.05)\n   Wait\n }\n}\n\nACTOR TrueSmartFire\n{\n  Obituary \"%o died.\"\n  DamageType \"Vindicator\"\n  var int user_delay;\n  Speed 10\n  +NOCLIP\n  +FORCERADIUSDMG\n  +NOGRAVITY\n  +SEEKERMISSILE\n  +NOTARGET\n  +NODAMAGETHRUST\n  +NOTIMEFREEZE\n  YScale 1.8\n  XScale 1.9\n  RenderStyle Add\n  Alpha 0.85\n  Scale 1\n  Obituary \"%o got roasted alive by a Diabolist.\"\n  States\n  {\n  Spawn:\n    TFIR A 2 Bright\n\tTNT1 A 0 A_JumpIf(user_delay >= 60,\"Death\")\n\tTNT1 A 0 A_SetUserVar(\"user_delay\",user_delay+1)\n\tTNT1 A 0 A_SpawnItem(\"LVileFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Wander\n    TFIR B 2 Bright A_Explode(Random(8,24) * 5,192)\n\tTNT1 A 0 A_SpawnItem(\"LVileFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Wander\n    TFIR C 2 Bright A_Explode(Random(8,24) * 5,192)\n\tTNT1 A 0 A_SpawnItem(\"LVileFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Wander\n    TFIR D 2 Bright A_Explode(Random(8,24) * 5,192)\n\tTNT1 A 0 A_SpawnItem(\"LVileFireSpawner\",0,0,0,0)\n\tTFIR C 0 A_FireCrackle\n\tTNT1 A 0 A_Wander\n    TFIR C 2 Bright A_Explode(Random(8,24) * 5,192)\n\tTNT1 A 0 A_SpawnItem(\"LVileFireSpawner\",0,0,0,0)\n\tTNT1 A 0 A_Wander\n    TFIR B 2 Bright A_Explode(Random(8,24) * 5,192)\n    Goto Spawn+1\n  Death:\n    TNT1 A 0 A_SpawnItem(\"LVileFireSpawner\",0,0,0,0)\n    TFIR E 2 Bright A_Explode(Random(8,24) * 5,128)\n    TNT1 A 0 A_SpawnItem(\"LVileFireSpawner\",0,0,0,0)\n    TFIR F 2 Bright A_Explode(Random(8,24) * 5,128)\n    TNT1 A 0 A_SpawnItem(\"LVileFireSpawner\",0,0,0,0)\n    TFIR G 2 Bright A_Explode(Random(8,24) * 5,128)\n    TNT1 A 0 A_SpawnItem(\"LVileFireSpawner\",0,0,0,0)\n    TFIR H 2 Bright A_Explode(Random(8,24) * 5,128)\n    Stop\n  }\n}\n\nACTOR LVileFireSpawner : BlueParticleSpawner\n{\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"KaboomBlue3\",random(16,-16),random(16,-16),random(6,12),0,0,random(2,4),0,128,0)\n    TNT1 A 1\n    Stop\n  }\n}\n\nACTOR LegFire\n{\n+MISSILE\n+DONTSPLASH\n+CLIENTSIDEONLY\n+NOBLOCKMAP\n+NOGRAVITY\n+NOTELEPORT\n+FORCEXYBILLBOARD\n+THRUACTORS\nRenderStyle Add\nScale 0.35\nStates\n{\nSpawn:\n\tBMKE ABCDEFGHIJKL 1 Bright A_FadeOut\n\tStop\n\t}\n}\n\nACTOR KaboomBlue3\n{\nSpeed 2\nScale 0.9\nDamage 0\nRenderstyle Add\nAlpha 0.75\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\n+NOTIMEFREEZE\nStates\n{\nSpawn:\nBXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR SmokeFX2\n{\nScale 0.85\nSpeed 2\nRenderstyle Translucent\nAlpha 0.75\nDamage 0\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nStates\n{\nSpawn:\nSMK3 ABCDEFGHIJKLM 5 A_FadeOut(0.025)\nStop\n}\n}\n\nActor BigSmokeFX2 : SmokeFX2\n{\nScale 4.0\nStates\n{\nSpawn:\nSMK3 ABCDEFGHIJKLM 5 A_FadeOut(0.0075)\nStop\n}\n}\n\nactor FlameWallDecay {\n    +NOBLOCKMAP\n\t+NODAMAGETHRUST\n\t+NOEXPLODEFLOOR\n\tGravity 0.05\n\tobituary \"%o ran into %k's firestorm.\"\n\treactiontime 22\n\tDamageType \"Vindicator\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"FlameWallDecayFX\")\n\t\tTNT1 A 0 A_PlaySoundEx (\"fire/fire\", \"SoundSlot6\", 1)\n\t\tgoto Idle\n\tIdle:\n\t\tTNT1 A 16 BRIGHT A_Explode (5, 128, 0)\n\t\tTNT1 A 0 A_CountDown\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_PlaySoundEx(\"fire/firefade\",\"SoundSlot6\",0)\n\t\tstop\n\t}\n}\n\nactor FlameWallDecayFX {\n\tGravity 0.05\n\t+NOBLOCKMAP +CLIENTSIDEONLY\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,8)*2, 0, 0, random(1,3))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,8)*2, 0, 0, random(1,3))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,8)*2, 0, 0, random(1,3))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 4 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,8)*2, 0, 0, random(1,3))\n\t\tstop\n\t}\n}\n\nactor FlameFX {\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\t-RANDOMIZE\n\tradius 13\n\theight 8\n\tspeed 5\n\tdamage 0\n\trenderstyle Add\n\talpha 0.75\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tFLMB A 1 bright // A_SpawnItemEx(\"BurnDeathSmokePuff\", 0, 0, random(20,28), 0, 0, random(1,2), 0, 128, 0)\n\t\tFLMB A 1 bright ThrustThingZ(0,1,0,1)\n\t\tFLMB BCDEFGH 2 bright\n\t\tFLMB ABCDEFGHABCDEFGH 2 bright A_FadeOut(0.1)\n\t\tstop\n\tDeath:\n\t\tFLMB A 1 bright\n\t\tFLMB A 1 ThrustThingZ(0,1,0,1)\n\t\tFLMB BCDEFGH 2 bright\n\t\tFLMB ABCDEFGHABCDEFGH 2 bright A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nactor BurnDeathShot : FlameFX {}\n\nActor FlameWallDecay2 : FlameWallDecay\n{\nStates\n{\nSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"FlameWallDecayFX2\")\n\t\tTNT1 A 0 A_PlaySoundEx (\"fire/fire\", \"SoundSlot6\", 1)\n\t\tgoto Idle\n}\n}\n\nactor FlameWallDecayFX2 : FlameWallDecayFX\n{\nstates\n{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tstop\n\t}\n}\n\nActor FlameWallDecay2Loop : FlameWallDecay2\n{\nreactiontime 66\nStates\n{\nSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"FlameWallDecayFX2Loop\")\n\t\tTNT1 A 0 A_PlaySoundEx (\"fire/fire\", \"SoundSlot6\", 1)\n\t\tgoto Idle\n}\n}\n\nactor FlameWallDecayFX2Loop : FlameWallDecayFX\n{\nstates\n{\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16)*2, random(-16,16)*2, random(0,48)*3, 0, 0, random(1,50))\n\t\tStop\n\tDeath:\n\t    TNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR LegendaryQuadShotgun : Weapon\n{\n  Tag \"Legendary Quad Barrel Shotgun\"\n  //Weapon.PreferredSkin \"QuadBarrelSG-Marine\"\n  Weapon.SelectionOrder 4450\n  Weapon.KickBack 100\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 4\n  Weapon.AmmoGive2 20\n  Weapon.AmmoType \"LegendaryQuadShell\"\n  Weapon.AmmoType2 \"LegendaryShell\"\n  //Weapon.UpSound \"LegendaryQuadShotgun/Up\"\n  Inventory.PickupMessage \"Legendary Quad Barrel Shotgun. The great OOFinator.\"\n  Inventory.PickupSound \"\"\n  Obituary \"%o was a victim to %k's deathmatch addiction.\"\n  Decal LegBulletChip\n  +WEAPON.AMMO_OPTIONAL\n  +WEAPON.NOALERT\n  States\n  {\n  Ready:\n\tLQ78 HG 1\n \tLQ78 FE 1\n \tLQ78 D 2\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Up\")\n \tLQ78 C 1\n \tLQ78 BA 1\n    LQ77 H 1\n    LQ77 A 2\n  ReadyLoop:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",1,\"AllGood\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",1,\"AllGood\")\n\tGoto Take\n  AllGood:\n    LQ77 A 1 A_WeaponReady\n    Loop\n  Take:\n    LQ77 A 1 A_TakeInventory(\"LegendaryQuadShotgun\",1)\n\tGoto ReadyLoop\n  Deselect:\n    LQ77 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 0 A_Raise\n    Wait\n  Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",4,\"QuadFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",2,\"Reload\")\n\tGoto Empty\n  QuadFire:\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/QuadFire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(12)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(20,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryQuadShell\",4)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(8,-8),0,0,Random(10,-10))\n    LQ77 B 2 Bright A_FireBullets(11.8,7.3,50,40,\"LegendaryASGBulletPuff\")\n    LQ77 C 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 Radius_Quake(20,5,0,1,0)\n\tLQ77 D 2\n\tLQ77 E 2\n\tLQ77 F 1\n\tLQ77 G 1\n    LQ77 A 4\n\tGoto QuadReloadCheck\n  QuadReloadCheck:\n  \tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",4,2)\n\tGoto ReadyLoop\n\tTNT1 A 0\n\tGoto ReloadFourShells\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",4,\"FireLeft\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",2,1)\n\tGoto Reload\n    TNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/DualFire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(8)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryQuadShell\",2)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(8,-8),0,0,Random(10,-10))\n    LQ77 B 2 Bright A_FireBullets(11.8,7.3,25,40,\"LegendaryASGBulletPuff\")\n    LQ77 C 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tLQ77 D 2\n\tLQ77 E 2\n\tLQ77 F 1\n\tLQ77 G 1\n    LQ77 A 6\n    Goto ReadyLoop\n  FireLeft:\n    TNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/DualFire\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Recoil(8)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n    TNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"LegendaryQuadShell\",2)\n\tTNT1 AAAAAAAAAAAA 0 A_FireCustomMissile(\"BlueSGTracer\",Random(8,-8),0,0,Random(10,-10))\n    LQ77 B 2 Bright A_FireBullets(11.8,7.3,25,40,\"LegendaryASGBulletPuff\")\n    LQ77 C 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tTNT1 A 0 Radius_Quake(10,5,0,1,0)\n\tLQ77 D 2\n\tLQ77 E 2\n\tLQ77 F 1\n\tLQ77 G 1\n    LQ77 A 4\n    Goto ReadyLoop\n  Empty:\n    LQ77 A 10 A_PlayWeaponSound(\"weapons/click\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",4,\"ReloadFourShells\")\n\tGoto ReadyLoop\n  Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryQuadShell\",2,\"ReloadTwoShells\")\n\tTNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",4,\"ReloadFourShells\")\n\tGoto Empty\n  ReloadFourShells:\n\tLQ77 H 2\n \tLQ78 A 1\n \tLQ78 B 1\n \tLQ78 C 2\n \tLQ78 D 6\n \tLQ78 E 2\n \tLQ78 F 1\n \tLQ78 G 1\n \tLQ78 H 1\n \tTNT1 A 2\n\tTNT1 AAAA 0 A_SpawnItemEx(\"BlueShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Open\")\n\tLQ79 ABCD 1\n\tLQ79 D 6\n\tLQ80 ABCD 2\n\tLQ80 EFGH 1\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryQuadShell\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Load\")\n\tLQ81 A 6\n\tLQ81 ABCD 2\n\tLQ81 EFGHI 1\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryQuadShell\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Load\")\n    TNT1 A 12\n\tLQ78 HG 1\n \tLQ78 FE 1\n \tLQ78 D 2\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Close\")\n \tLQ78 C 1\n \tLQ78 BA 1\n    LQ77 H 2\n    LQ77 A 2\n    Goto ReadyLoop\n  ReloadTwoShells:\n    TNT1 A 0 A_JumpIfInventory(\"LegendaryShell\",2,1)\n\tGoto ReadyLoop\n\tLQ77 H 2\n \tLQ78 A 1\n \tLQ78 B 1\n \tLQ78 C 2\n \tLQ78 D 6\n \tLQ78 E 2\n \tLQ78 F 1\n \tLQ78 G 1\n \tLQ78 H 1\n \tTNT1 A 2\n\tTNT1 AA 0 A_SpawnItemEx(\"BlueShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Open\")\n\tLQ81 ABCD 2\n\tLQ81 EFGHI 1\n\tTNT1 A 0 A_TakeInventory(\"LegendaryShell\",2)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryQuadShell\",2)\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Load\")\n    TNT1 A 8\n\tLQ78 HG 1\n \tLQ78 FE 1\n \tLQ78 D 1\n\tTNT1 A 0 A_PlayWeaponSound(\"LegendaryQuadShotgun/Close\")\n \tLQ78 C 1\n \tLQ78 BA 1\n    LQ77 H 1\n    LQ77 A 2\n\tGoto ReadyLoop\n  Spawn:\n    QS2S Z -1\n    Stop\n    }\n}\n\nACTOR BlueSGTracer : FastProjectile\n{\nRadius 1\nHeight 1\nRenderStyle Add\nAlpha 0.85\nSpeed 100\nScale 0.075\n+NOTIMEFREEZE\n+RANDOMIZE\n+FORCEXYBILLBOARD\nStates\n{\nSpawn:\n    BRAC A 10 Bright\n\tStop\n\t}\n}\n\nACTOR BlueShellCasing\n{\nRadius 3\n+MISSILE\n+CLIENTSIDEONLY\n+NOTELEPORT\n+DOOMBOUNCE\n+THRUACTORS\n+DROPOFF\nBounceFactor 0.5\nWallBounceFactor 0.25\nBounceCount 3\nScale 0.24\nSeesound \"weapons/casing2\"\n+NOTIMEFREEZE\nStates\n{\n    Spawn:\n\t  BLUC ABCDEFGH 2\n\t  Loop\n    Death:\n\t  TNT1 A 0\n      TNT1 A 0 A_Jump(128,3)\n      BLUC C 100\n      BLUC C 5 A_FadeOut(0.10)\n      Goto Death+3\n      BLUC G 100\n\t  BLUC G 5 A_FadeOut(0.10)\n\t  Goto Death+5\n\t  }\n}\n\nACTOR LegendaryASGBulletPuff : BulletPuff\n{\nDamageType \"Hum\"\nDecal \"LegBulletChip\"\n+NOTIMEFREEZE\n}"
      }
    ]
  },
  "maps": []
}

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