Raw model (for completeness)
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{
"source": "pk3",
"name": "README.txt",
"contents": "The main CF file.\nConsult the CF Readme and Load Order text file if you have no idea what's going on:\nhttps://drive.google.com/open?id=1Edp92Gr590NNd7rCLit5F8yrKm8y9SvJ\nhttps://mega.nz/#F!LB91TKqI!ToGHXZx-4ipB0kL5tzo5Zw\n\nCredits:\nhttps://drive.google.com/open?id=1CAjJxWr6LZ5OpYQ-oAd7Fk5Gu4QrXVcVTydrNkcga-Q\n\nMusic list:\nhttps://docs.google.com/spreadsheets/d/1-GVvTLpIpJcVK7RaVXV3WKVuIjw393j10_PxIbO_d1U/edit?usp=sharing\n\nChangelog:\nhttps://docs.google.com/document/d/1xulfNDgMwCmQ4ucJ9ucKCwMa7Yd1P7WHfN2cmuoIiTg/edit?usp=sharing"
},
{
"source": "pk3",
"name": "FIXLOG.txt",
"contents": "--4.1--\nAdded Enraged Legendary Sentient\nOverhauled Legendary Doomguy\nOverhauled Enraged Legendary Cybruiser\nFixed Tatsuya not despawning with cf_no2hu turned on\nFixed Vexed Nemesis Exile event actor breaking the kill counter\nFixed Powered Demon Tech BFG10k not spawning tracers\nNerfed Powered Demon Tech BFG10k\nMade the Legendary Archvile's Imp ball consistent with the new Legendary Imp ball\nMade the Distortion Rune more consistent with the other morph items\nAdded an indicator for when you have collected 2 Terminator spheres\nNerfed resistances of the Death Knight and Legendary Krieger\nNerfed the amount of Legendary ammo types given from Combat Packs\nMade Nemesis enemies' item showers have a higher chance of dropping better items\nLegendary Terminator no longer drops the Legendary AK-47\nPowered Demon Tech Rifle no longer pushes things\nReduced splash damage radius on Powered Demon Tech Rifle\nMade the Nemesis Patriarch take your BFG upgrade\nFixed various bugs with the Nemesis Sentient on the Nemesis Macrocosm\nMainyu now punishes you if you use the D-BFG on her\nNerfed Occult Lasers\nOptimized Occult Lasers\nAdded Legendary Vessel to the spawners (somehow I forgot until now)\nReadded Demon Tech Spectre\nReduced the homing curve on Hellstorm Cannon projectiles (shot by Exos, etc.)\nFixed Cerebral Sentient tag (hpbar-v22.1-cf)\nSphere of Power now only gives one when picked up\nSphere of Power maximum changed to 4\nChanged Hellion behavior\nFixed Abyssal Satyr spike sprite conflict (renamed Phase Cacodemon's sprites)\nNerfed Berserker Imp\nFixed Heretic Knight sprite conflicts\nTweaked Dark Cybruiser\nTweaked Hell Paladin\nTweaked Draugr\nTweaked Heretic Knight\nTweaked Rocket Dog\nOverhauled Dark Cacolich and readded it to the spawner\nRemoved Abyssal Imp from the spawner\nNo need to turn on BFG aiming anymore\nBFG upgrade altfire now takes 600 ammo\nActually, I think the BFG upgrade needs a proper explanation:\n\t- As everyone knows, the altfire shoots 8 upgraded BFG balls\n\t- The weapon in general now shoots upgraded BFG balls, which ignore damagetypes\n\t- On impact, these can also explode between 100 and 800 damage with the same radius as a rocket\n\t- Did I mention these also have +FORCERADIUSDMG?\n\t- Whoever thought of this needs to go back to balancing school\n\t- Fuck\nBuffed Spellbook Dark Matter\nBuffed Spellbook Chaos Lightning\nSlightly buffed the Nemesis Rifle's firerate\nSlightly buffed the Nemesis Rifle's damage\nFixed the D-BFG switching you to the grenade/land mine weapon\nFixed being able to use Nemesis Fragments on the Nemesis Macrocosm\nAdjusted various offsets on a bunch of enemies\nProperly optimized dark matter projectiles\nAdded new Legendary Krieger sprites\nOverhauled Toxic Zombie\nNerfed/Buffed Mini Rocket Launcher Zombie\nMade Shit Fiend (Corrupt Fiend) slightly less shitty\nMade Salamander less shitty\nFixed Legendary Lieutenant sprite errors\nTweaked drops on the Legendary Krieger and Death Knight\nCastrated Tourettes Schabbs for being one of the worst enemies to ever exist\nMassively tweaked the Demon Tech Railgun:\n - Visual indicator for when you can fire again\n - After shooting you can either reload or switch weapons during the cooldown\nMade some enemies drop the Cannongun Sphere more often\nFixed Nemesis Assault Captain and Stealth Trooper spawning smoke after dying\nFixed various bugs with the Nemesis Barrel\nFixed being able to pick up runes after resetting runes\nRemoved all traces of the Legendary AK-47 Stealth Trooper\n\n--4.0.2--\nFixed Nemesis Fragments resetting to 1 whenever you change maps\nChanged Terminator and Demented Terminator for RM 1.2.5.1 compatibility\nReplaced Demon Tech Pistol sprites with reshaded ones by iknowhowtomap/Gorman Frebmane\nFixed not being able to use the cannongun again when using it and changing maps\nAllowed the Phase Warlord to spawn more minion types\nFixed the Nemesis Sentient having infinite resurrections\nFixed the Plasma Pistol marine not having any sprites\nFixed the Nemesis Cyberdemon jumping to a missing state\nMade spring mines vanish in 30 minutes instead of 5 minutes\nFixed the Legendary Random Sphere's infinite ammo\nFixed sprite G4 on the Nemesis Fiend\nAdjusted offsets on the Nemesis Fiend\nAdjusted offsets on all Cydestroyers\nAdjusted offsets on the Legendary Terminator\nFixed the incorrect ammo counter for Legendary Bullets\n - Why does LCA still have 2 legendary bullet ammo types?\n - Actually, I don't need an answer for that\nFixed Rune effects disappearing after changing maps on multiplayer\n - Making the rune tokens an inventory item bugs it out, but making them a weapon does? dumb bullshit\nAdded a message to the armor deleter saying it can't be used online\n - I do not want to go through the effort of fucking around with scripts, just let me work on Pandemonia for fuck's sake\nGlaucoma can no longer randomly poison you\nLegendary Doomguy no longer drops the AK-47\nRemoved DoomEdNums from weapon spawners\nRemoved Flying Cerebral Imp\n\n--4.0.1--\nRemoved the ACS weapon spawners\nFixed Enraged Legendary Imp's super ball sprite issues\nFixed Insane Writhe disappearing momentarily on pain and death\nRemoved various anti-addon checks\nFixed incorrect CVars in the mod options menu\nChanged Terminator sphere offsets on HUD\nRemoved the Phase Soul sprites (randommons comes with its own)\nAdded new Light Nemesis Armor and Nemesis Armor Sphere sprites (by Titanium)\nFixed Legendary Saber damaging Legendary enemies\nFixed Explosive Rifle breaking when deselecting while zoomed in\nFixed Insane Writhe Queen infighting with minions\nFixed Mainyu's and ONI-MIKO-ZERO's damaging scripts"
},
{
"source": "pk3",
"name": "OLDCHANGELOG.txt",
"contents": "--3.0--\nAdded a standalone Manipulator (actor name \"ManipulatorStandalone\")\nAdded Vexed Nemesis Revenant\nAdded Hell Guardian\nAdded Plagued Bruiser Demon\nAdded Summoner (Complex v27 vile)\nAdded Jorg, who acts as the first phase to fighting the Makron\nAdded Insane Zombie (alternate jetpack zombie)\nAdded Insane Sergeant (explosive SSG zombie)\nAdded Insane Chaingunner (double explosive minigunner)\nAdded Insanity Tech Imp\nAdded Insane Annihilator Imp\nAdded Rabid Fiend\nAdded Insanity Knight\nAdded Insanity Revenant\nAdded Insanity Cybernoble\nAdded Baby Insanity Spider\nAdded Insanity Cacodemon\nAdded Clockwork Cyberdemon\nAdded Insanity Spider\nAdded Insanity Arachnophyte\nAdded Insanity Demolisher\nAdded Insanity Sentient\nNerfed Makron's health for compensation of adding Jorg\nAdded stronger spawn options for Revenants, Arachnotrons, and Cacodemons\nFixed the \"killed all enemies\" message from being glitchy in multiplayer\nUpdated death effects for all 2hus\nRevamped the menu, credits to killerkouhai\nChanged the big font to the Simplicity font\nChanged the small font to the Miniplicity font\nNemesis Soul can now spawn the \"More Stuff\" items in its XDeath\nMerged Raw Anger (is now enabled with an option in Mod Options)\nRemoved invuln from Vexed Nemesis Zombie's rage attack\nFixed Nemesis Imp's broken vexed timer\nMade sin-genjitsu's particles also affect serverside, because some people think it's funny to host a server with a patch that spawns her\n\n--2.30--\nAdded Nemesis Sentient\nAdded a taunt for Nemesis Cyberdemon if you are killed by him\nAlso added a taunt for Maga-Reimu\nAdded Utsuho and Hornet to the monster spawners\nFixed some things in Makron\nScrapped Mainyu, Azami, Legendary Crusader, Vexed Revenant, Nemesis Baby Sentient, and Nemesis Defiler\nRemoved Dark Channeler\n\n--2.29--\nAdded new sprites for the Hellstorm BFG, by Carrot\nAdded new sprites for the Nemesis Cybernoble\nConverted runes with regen to ACS; may still be buggy\nReplaced all Dark Cydestroyer attacks with green ones\nMajorly buffed Nemesis BFG - it now ignores Nemesis damage resistance\nAdded new teleport effects for Maga-Reimu\nEdited the Nemesis resistance on most high-tier bosses\nAdded a custom startup screen\nAdded more to Mainyu, still incomplete\nOrganized the ACS\nLowered True Legendary Rune drop chances from the true leg bosses\n\n--2.28--\nAdded Vexed Nemesis Imp\nAdded Makron (still slightly incomplete, also ONLY COMPATIBLE WITH OPENGL)\nAdded ONI-MIKO-ZERO\nAdded sin-genjitsu (DO NOT SUMMON UNLESS YOU KNOW WHAT YOU ARE DOING)\nChanged up Mainyu, but she's still nowhere near complete\nAdded an incomplete Hornet\nIncreased spawn rates for most Mastermind variants\nPlasma Handgun now always starts fully charged\nReplaced Commander Devastator sprites, made by Carrot\nRemoved hopefully all traces of Caconite\nRemoved Autogunner\nGave Corpulant a firing delay\nAdded Nemesis and explosion resistances to true leg bosses, strong leg bosses, and RM bosses\nAdded tracer models to various Nemesis laser and 10k projectiles\nFixed Maga-Reimu's clones not dying, and you are now allowed to kill them normally\nFixed Lamia's \"final spell\" attack\n\n--2.27--\nMaga-Reimu has received a bunch of new attacks and a new ability to keep out the upgraded True Legendary Rune users\nMajorly nerfed Terminator Sphere drop rate for all enemies\nNemesis Stealth Trooper can now use the Nemesis SSG as a \"sniper\"\nReduced Archon Lord's chance to fly\nFixed Vexed Captain's invuln\nTerminator Sphere is now upgradable, it starts with permanent double damage and then permanent quad damage\nChanged True Legendary Rune upgrade system (must pickup 3 basic runes, then another true leg rune)\nChanged True Legendary Ultrasphere health and armor to 1000 because someone doesn't know how to change drawnumber\nRemoved Demon Tech Trooper from the spawn list\n\n--2.26--\nAdded Nemesis Stealth Trooper\nAdded Vexed Nemesis Assault Captain\nRedid the way the Nemesis Assault Captain's infinite ammo works (now spawns a yellow flame if it's active)\nMaybe fixed Legendary Runes from disappearing if you dropped one on death\nAdded sector color and fade changes for the Hellfire Cyberdemon and Cerebral Commander (strong variants)\nMade the Nemesis Assault Captain's grenades have a visible white flame and have a fancier explosion\nMajorly nerfed Hellstorm BFG (the weapon shoots 1 shot instead of 3 at a time)\nConverted the CDI Doom paletted things into truecolor PNGs\nBuffed Archon Lord\nChanged the sprite name of the Legendary Random Sphere\n\n--2.25--\nAdded Corruption, Corruption Servant, Archon Lord, Hell's Minister, and Maephisto from CDI (with some edits of course)\n\n--2.24--\nChanged the file names of all music to LEGM700 and so on\nRecolored the Cardihilator Demolisher\nAdded an Explosive Railgun attack to the Cardihilator Demolisher\nRemoved Cannongun option because it's actually gone now\nNerfed Ice Spider\n\n--2.23--\nRemoved Demon Tech Axe\n\n--2.22--\nNerfed Nemesis Rifle firerate\nNerfed Nemesis Zombie firerate\nRemoved True Legendary Rune from the Legendary Rune randomizer\nAdded an option to disable the True Legendary Rune\nAdded an option called \"True Hard Mode\" which currently disables all Legendary Runes\nRemoved Caconite, Nightmare Fiend, and Abbandine\nFixed Commander Devastator's close range hitscans still being orange (good job RM-custom)\nFlame Sword now uses less ammo\n\n--2.21--\nAdded some things to the Nemesis BFG\nFixed Nemesis BFG self damage\nFixed Nemesis Cyberdemon's enraged sound cutting off\nFixed Nemesis Cyberdemon's voice clips overlapping\nFixed some normal attacks occuring in the Nemesis Cyberdemon's rage state\nNerfed Nemesis Cyberdemon's shield\nFixed some Nemesis Cyberdemon GLDefs\n\n--2.20--\nAdded Nemesis BFG\nBasically finished Nemesis Cyberdemon (added to the spawn list too)\nNemesis Hell Knight and Cyber Noble are now limited to 1 portal attack\nRemoved 9 because who really cared\nAdded a teleport ability to Uroboros (Add a rush too, don't fucking forget either)\nAdded an option to disable the Vexed Nemesis zombie\nLowered the drop chance of the Legendary Invisibility Sphere\nLegendary Invulnerability Sphere now randomizes from the Legendary Ultrasphere\nConverted various enemy and weapon sounds to ogg\nRemoved music from the Inferno Demons and Dark Inquisitor\n\n--2.19--\nFixed Nemesis Imp sprites\nAdded Legendary Invisibilty Sphere (not the shitty HEM-custom one)\nAdded Legendary Invulnerability\nAdded Legendary Random Sphere (also not the shitty HEM-custom one)\nRemoved Dark Channeler from spawning until I do something with him\n\n--2.18--\nNew sprites for Nemesis Zombie, Assault Captain, Imp, Hellknight\nAdded Nemesis Soul\nAdded Vexed Nemesis Zombie\nFixed Explosive SSG taking ammo when you have infinite ammo\nNerfed weapon drops for various Nemesis enemies\n\n--2.17--\nMerged Demon Tech Axe and trashed the rest of the lca-demonoid stuff\nHopefully made Nemesis weapons not push people\nNerfed some Nemesis projectiles/hitscans that inherited from the weapons\nRemoved Nightmare Fiend\nDid a lot of shit to the Hellstorm BFG\nChanged up the Crowned One a lot\nChanged up the Wrathlord a lot\nAdded Hellstorm BFG attack to Wrathlord\nFixed player pushing on Ruffian Cannon\nAdded Explosive SSG\n\n--2.16--\nMade Nemesis enemies more resistant to the Railgun, Demon Tech Railgun, and Demon Tech Shotgun\n\n--2.15--\nAdded a mostly finished Legendary Terminator\nAdded Nemesis Commando\nChanged sprites of Nemesis Assault Captain's mines\nCommander Devastator primary fire can now home in\nRemoved Blink\nRemoved Enesce\nChanged up the main menu (in the CF patch)\nLegendaries are now less common with the alternate baron spawns\nFixed HFCyber, Terminator/Demented, and Commander Damagefactors in the true leg rune protection\nBuffed the homing cannon shots on Nemesis Revenant and Cyber Noble\nChanged the way the Nemesis Revenant Morestuff works\nNerfed Legendary Rune drops on the Nemesis enemies\n\n--2.14--\nTo be fairly honest I don't think I changed anything other than working on unfinished stuff\nStill updating anyways because I want consistent version numbers\n\n--2.13--\nNerfed the health on most 2hus\nNerfed the Legendary damagefactor on most 2hus\nRemoved Brimstone Nightmare because the bad recolor gave me nightmares\nRemoved Nightmare Shade too because it was stupid and related to the brimstone nightmare. plus it also gave me nightmares\n\n--2.12--\nAdded option to enable alternate/unique baron spawns\n\n--2.11--\nAdded option to disable 2hus\nAdded option to enable stronger cyber and mastermind spawns\nMaga-Reimu can now spawn the 4 edgy 2hus\nAdded Dark Cydestroyer\n\n--2.10--\nHEM mines are fucking retarded so now I have to edit all of the weapons to work normally\nChanged Dark Inquisitor drops, damagefactor, and devastator attack\n\n--2.9--\nit's about time that I actually put stuff in this changelog\nFixed the Demon Tech and Devastator barrels from teamkilling\nBuffed Wrathlord\nAdded Fantasy Staff drop to the Dark Channeler\nCrowned One now doesn't teleport half of the time when you pain-state him\nFixed the Nemesis Hellknight not summoning regular Hellknights\nDid a lot of shit to Maga-Reimu\n2hu weeb bosses aren't affected by ice deaths anymore (they always die normally)\n\n--2.0--\nPorted stuff from RM-Custom\n\n--1.11--\nAdded Nemesis SSG\nAdded Nemesis Hell Knight\n\n--1.9--\nAdded Nemesis Imp\n\n--1.6--\nAdded Nemesis Assault Captain\n\n--1.5--\nAdded Enraged Items\nAdded Nemesis Zombie\nAdded Nemesis Rifle\n\n--1.2--\nAdded Corrupted General\nAdded Cerebral Behemoth\nAdded Flying Cerebral Imp\n\n--1.0--\nuh\nlet the fun begin"
},
{
"source": "pk3",
"name": "CVARINFO.txt",
"contents": "server noarchive string hpbar_name_DemolisherMKII = \"\\cgDemolisher\\c-\";\nserver noarchive string hpbar_name_DemolisherMkIIRevenge = \"\\cgDemolisher MKII\\c-\";\nserver noarchive string hpbar_name_DemonTechZombie2 = \"Demon Tech Zombie\";\nserver noarchive string hpbar_name_AssaultShotgunZombie2 = \"Assault Shotgun Zombie\";\nserver noarchive string hpbar_name_Cybernoble2 = \"Cyber Noble\";\nserver noarchive string hpbar_name_BabyDemolisher2 = \"Baby Demolisher\";\nserver noarchive string hpbar_name_AssaultRifleZombie2 = \"Assault Rifle Zombie\";\nserver noarchive string hpbar_name_ShotgunZombie2 = \"Shotgun Zombie\";\nserver noarchive string hpbar_name_QuadShotgunZombie2 = \"Quad Shotgun Zombie\";\nserver noarchive string hpbar_name_SuperShotgunZombie2 = \"Super Shotgun Zombie\";\n\nserver noarchive int hpbar_track_Uroboros = 1;\nserver noarchive int hpbar_track_Lamia = 1;\nserver noarchive int hpbar_track_Yorihime = 1;\nserver noarchive int hpbar_track_Toyohime = 1;\nserver noarchive int hpbar_track_Utsuho = 1;\nserver noarchive int hpbar_track_CardihilatorDemolisher = 1;\nserver noarchive int hpbar_track_NemesisZombie = 1;\nserver noarchive int hpbar_track_NemesisAssaultCaptain = 1;\nserver noarchive int hpbar_track_NemesisImp = 1;\nserver noarchive int hpbar_track_NemesisHellKnight = 1;\nserver noarchive int hpbar_track_NemesisRevenant = 1;\nserver noarchive int hpbar_track_NemesisBarrel = 1;\nserver noarchive int hpbar_track_NemesisCyberNoble = 1;\nserver noarchive int hpbar_track_DemolisherMKII = 1;\nserver noarchive int hpbar_track_DemolisherMkIIRevenge = 1;\nserver noarchive int hpbar_track_NemesisStealthTrooper = 1;\nserver noarchive int hpbar_track_TrueLegendaryZombie2 = 1;\nserver noarchive int hpbar_track_TrueLegendarySentient2 = 1;\nserver noarchive int hpbar_track_TrueLegendaryCardinal2 = 1;\nserver noarchive int hpbar_track_LegendaryCyberNoble2 = 1;\nserver noarchive int hpbar_track_LegendarySoul2 = 1;\n\nserver int cf_no2hu = 0;\nserver int cf_hardspawns = 0;\nserver int cf_hardbossspawns = 0;\nserver int cf_novexed = 0;\nserver int cf_notruelegrune = 0;\nserver int cf_truehardmode = 0;\nserver int cf_nodroprunes = 0;\nserver int cf_rawanger = 0;\nserver int cf_hardmainyu = 0;\nserver int cf_fragments = 1;\nserver int cf_halloween = 0;"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "CLEARPLAYERCLASSES\nADDPLAYERCLASS BSTCFDoomPlayer\n\nAddslotdefault 9 \"Boss Tester\"\n\nSETSLOT 1 \"NewNewMelee\" \"Chainsaw \" \"DesiccationRod\" \"FlameSword\" \"SubliminationSword\" \"LegendarySaber\"\n\nSETSLOT 2 \"Handgun \" \"Plasma Handgun\" \"DemonTechPistol\"\n\nSETSLOT 3 \"Combat Shotgun \" \"Assault Shotgun \" \"Double Barrel Shotgun \" \"Quad Barrel Shotgun \" \"Hexa-Shotgun2\" \"Explosive Shotgun\" \"ExplosiveSSG\" \"RapidShotgun\" \"Demon Tech Shotgun\" \"LegendaryASG\" \"LegendaryCoachgun\" \"EnragedLegendaryASG\" \"Nemesis Assault Shotgun\" \"Nemesis Sawed-Off Shotgun\"\n\nSETSLOT 4 \"Assault Rifle \" \"MP-40\" \"Minigun2\" \"Explosive Minigun\" \"ExplosiveRifle2\" \"Improved Minigun\" \"Legendary Light Machine Gun\" \"Enraged Legendary Light Machine Gun\"\n\nSETSLOT 5 \"Rocket Launcher\" \"Grenade Launcher\" \"BehemothCannon\" \"BarbatosCannon\" \"RuffianCannon\" \"HomingRocketLauncher\" \"ProxLauncher\" \"RapidRocketlauncher\" \"EFG9000\" \"LegendaryPlasmaticCannon\" \"EnragedLegendaryPlasmaticCannon\" \"Nemesis Plasmatic Cannon\"\n\nSETSLOT 6 \"Plasma Rifle\" \"FreezerRifle\" \"PlasmaRepeater\" \"Railgun2\" \"Demon Tech Railgun \" \"ExplosiveRailgun\" \"HellStaff\" \" Demon Tech Rifle \" \"Legendary Plasmatic Rifle\" \"Enraged Legendary Plasmatic Rifle\" \"Nemesis Rifle\"\n\nSETSLOT 7 \"BFG9500\" \"BFG2704\" \"BFG10K2\" \"HellStormBFG\" \"D-BFG\" \"Demon Tech BFG10K \" \"Demon Tech Devastator\" \"LegendaryBFG10k\" \"LegendaryBFG\" \"Nemesis BFG\" \"NewNemesis\" \"Boss Tester\"\n\nSETSLOT 8 \"OccultSpellbook\" \"FantasyStaff\" \"PyroCannon\" \"Blackhole Generator\"\n\nSETSLOT 9 \"Vilestaff\"\n\nADDKEYSECTION \"Clusterfuck Actions\" ClusterfuckActions\n\nADDMENUKEY \"Delete Armor\" DeleteArmor\nALIAS DeleteArmor \"Pukename DeleteArmor\"\nDEFAULTBIND M DeleteArmor\n\nADDMENUKEY \"Reset Runes\" ResetRunes\nALIAS ResetRunes \"Pukename ResetRunes\"\nDEFAULTBIND N ResetRunes\n\nADDKEYSECTION \"Clusterfuck Hotkeys\" ClusterfuckHotkeys\n\nALIAS UseSpringMine \"Use SpringMine\"\n\nADDMENUKEY \"Spring Mine\" UseSpringMine"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "//================\n// Fullscreen HUD\n//================\n\nHeight 32;\nMonoSpaceFonts True, \"0\";\n\nMugShot \"GodAnimated\", Health2\n{\n {GOD00, GOD01, GOD02} 17;\n}\n\nMugShot \"XDeath\"\n{\n XDTH0 3;\n XDTH1 1;\n XDTH2 2;\n XDTH3 2;\n XDTH4 -1;\n}\n\nStatusBar FullScreen, FullScreenOffsets\n{\n DrawMugshot 5, AnimatedGodMode, XDeathFace, 88, -38;\n\n InInventory PowerStrength\n {\n DrawImage \"ZERKA0\", 22, -4, CenterBottom;\n }\n InInventory Not PowerStrength\n {\n DrawImage \"MEDIA0\", 22, -4, CenterBottom;\n }\n\n DrawNumber 4, HUDFONT_DOOM, DarkGrey, Health, DrawShadow, 84, -22, 0;\n DrawNumber 4, HUDFONT_DOOM, Gold, Health, WhenNotZero, DrawShadow, 84, -22, 0, Red, 25, Green, 51;\n\n DrawImage ArmorIcon, 22, -27, CenterBottom;\n DrawNumber 4, HUDFONT_DOOM, Green, Armor, WhenNotZero, DrawShadow, 84, -41, 0, Red, 25, Blue, 101;\n\n DrawImage AmmoIcon2, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo2, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo2, WhenNotZero, DrawShadow, -27, -41, 0, Red, 10, Green, 21;\n\n IsSelected \"Hand Grenade\"\n {\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 5;\n }\n IsSelected \"Land Mine\"\n {\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 5;\n }\n IsSelected \"Handgun \"\n {\n DrawImage \"SEWPA0\", -72, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 4, Green, 9;\n }\n\tIsSelected \"Plasma Handgun\"\n {\n DrawImage \"SEWPA0\", -72, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 4, Green, 9;\n }\n IsSelected \"DemonTechPistol\"\n {\n DrawImage \"SEWPA0\", -72, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 4, Green, 9;\n }\n IsSelected \"PoweredDemonTechPistol\"\n {\n DrawImage \"SEWPA0\", -72, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 4, Green, 9;\n }\n /*IsSelected \"Enforcer\"\n {\n DrawImage \"SEWPA0\", -72, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 4, Green, 9;\n }*/\n\tIsSelected \"NewNewMelee\"\n {\n DrawImage \"SEWPA0\", -80, -53;\n\t}\n\tIsSelected \"Chainsaw \"\n {\n DrawImage \"SEWPA0\", -80, -53;\n\tDrawImage \"CSAWB0\", -30, -6, CenterBottom;\n\t}\n\tIsSelected \"DesiccationRod\"\n {\n DrawImage \"SEWPA0\", -80, -53;\n\tDrawImage \"SROPA0\", -25, -6, CenterBottom;\n\t}\n\tIsSelected \"FlameSword\"\n {\n DrawImage \"SEWPA0\", -80, -53;\n\tDrawImage \"FSWSZ0\", -33, -2, CenterBottom;\n }\n\tIsSelected \"SubliminationSword\"\n {\n DrawImage \"SEWPA0\", -80, -53;\n\tDrawImage \"WVBLB0\", -33, -2, CenterBottom;\n }\n\tIsSelected \"LegendarySaber\"\n {\n DrawImage \"SEWPA0\", -80, -53;\n DrawImage AmmoIcon1, -16, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 100, Green, 201;\n }\n IsSelected \"Combat Shotgun \"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -34, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n IsSelected \"Assault Shotgun \"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -32, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n\tIsSelected \"RapidShotgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n\tDrawImage \"HCNGA0\", -30, -4, CenterBottom;\n }\n\tIsSelected \"EmpoweredRapidShotgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n\tDrawImage \"HCNGA0\", -30, -4, CenterBottom;\n }\n IsSelected \"Double Barrel Shotgun \"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -31, -5, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 1, Green, 2;\n }\n IsSelected \"Quad Barrel Shotgun \"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -31, -5, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 4;\n }\n IsSelected \"Hexa-Shotgun2\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -31, -5, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n IsSelected \"PoweredHexa-Shotgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -31, -5, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n IsSelected \"Explosive Shotgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -31, -5, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n IsSelected \"ExplosiveSSG\"\n\t{\n\tDrawImage \"SEWPA0\", -64, -53;\n\tDrawImage AmmoIcon1, -31, -5, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n\tDrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 1, Green, 2;\n\t}\n IsSelected \"LegendaryASG\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -30, -2, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n IsSelected \"EnragedLegendaryASG\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -30, -2, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n IsSelected \"Nemesis Assault Shotgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -30, -2, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 6;\n }\n\tIsSelected \"Nemesis Sawed-Off Shotgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -25, -5, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 1, Green, 2;\n }\n\tIsSelected \"LegendaryCoachgun\"\n {\n DrawImage \"SEWPA0\", -64, -53;\n DrawImage AmmoIcon1, -31, -5, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 1, Green, 2;\n }\n IsSelected \"Assault Rifle \"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -30, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"Explosive Minigun\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage \"CHNGX0\", -30, -2, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 10, Green, 21;\n }\n IsSelected \"Minigun2\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage \"MNGNX0\", -27, -1, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 10, Green, 21;\n }\n IsSelected \"Improved Minigun\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage \"IMMGZ0\", -35, -2, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 10, Green, 21;\n }\n IsSelected \"LegendaryPlasmaticCannon\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n DrawImage \"LEGWZ0\", -25, -6, CenterBottom;\n }\n IsSelected \"EnragedLegendaryPlasmaticCannon\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n DrawImage \"EEGWZ0\", -25, -6, CenterBottom;\n }\n IsSelected \"Nemesis Plasmatic Cannon\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n DrawImage \"NEMCZ0\", -25, -6, CenterBottom;\n }\n\tIsSelected \"BehemothCannon\"\n\t{\n\tDrawImage \"SEWPA0\", -48, -53;\n\tDrawImage \"FHMRH0\", -27, -4, CenterBottom;\n\t}\n\tIsSelected \"RuffianCannon\"\n\t{\n\tDrawImage \"SEWPA0\", -48, -53;\n\tDrawImage \"RFMRH0\", -27, -4, CenterBottom;\n\t}\n\tIsSelected \"BarbatosCannon\"\n\t{\n\tDrawImage \"SEWPA0\", -48, -53;\n\tDrawImage \"BRBCH0\", -27, -4, CenterBottom;\n\t}\n IsSelected \"Rocket Launcher\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n DrawImage AmmoIcon1, -29, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 5;\n }\n\tIsSelected \"HomingRocketLauncher\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n\tDrawImage \"WHRLA0\", -32, -2, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"RapidRocketlauncher\"\n\t{\n DrawImage \"SEWPA0\", -48, -53;\n\tDrawImage \"RRLPA0\", -30, -4, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 10, Green, 21;\n }\n IsSelected \"EFG9000\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n\tDrawImage \"EFGGX0\", -30, -1, CenterBottom;\n }\n IsSelected \"Grenade Launcher\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n DrawImage AmmoIcon1, -25, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 2, Green, 5;\n }\n\tIsSelected \"ProxLauncher\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n\tDrawImage \"PRXPA0\", -30, -2, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"FreezerRifle\"\n\t{\n\tDrawImage \"SEWPA0\", -40, -53;\n\tDrawImage \"RIPGA0\", -36, -4, CenterBottom;\n\t}\n\tIsSelected \"PlasmaRepeater\"\n\t{\n\tDrawImage \"SEWPA0\", -40, -53;\n\tDrawImage \"REPPA0\", -30, -3, CenterBottom;\n\t}\n\tIsSelected \"HellStaff\"\n\t{\n\tDrawImage \"SEWPA0\", -40, -53;\n\tDrawImage \"HLS2Z0\", -30, -2, CenterBottom;\n\t}\n IsSelected \"Plasma Rifle\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -28, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \" Demon Tech Rifle \"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -32, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"Powered Demon Tech Rifle\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -32, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"Legendary Plasmatic Rifle\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -32, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"Enraged Legendary Plasmatic Rifle\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -32, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"Nemesis Rifle\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -32, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"Railgun2\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -34, -2, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"Demon Tech Railgun \"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -27, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"PoweredDemonTechRailgun\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -27, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"ExplosiveRailgun\"\n {\n DrawImage \"SEWPA0\", -40, -53;\n DrawImage AmmoIcon1, -34, -4, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n IsSelected \"BFG9500\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"BF95A0\", -30, -3, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 40, Green, 81;\n }\n IsSelected \"PoweredBFG9500\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"BF95A0\", -30, -3, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 40, Green, 81;\n }\n\tIsSelected \"BFG2704\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"WBF2A0\", -34, -1, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 40, Green, 81;\n }\n IsSelected \"BFG10K2\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"BFG2A0\", -32, -1, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 40, Green, 81;\n }\n IsSelected \"PoweredBFG10k\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"BFG2A0\", -32, -1, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 40, Green, 81;\n }\n IsSelected \"HellstormBFG\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"HFG2A0\", -30, -1, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 40, Green, 81;\n }\n IsSelected \"Demon Tech BFG10K \"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"BFUGA0\", -32, -1, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 100, Green, 201;\n }\n IsSelected \"PoweredDemonTechBFG10K\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"BFUGA0\", -32, -1, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 100, Green, 201;\n }\n IsSelected \"Demon Tech Devastator\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"WDEVA0\", -32, -1, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 100, Green, 201;\n }\n IsSelected \"NewNemesis\"\n {\n DrawImage \"SEWPA0\", -16, -53;\n\tDrawImage \"LSRGA0\", -30, -2, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 1, Green, 300;\n }\n\tIsSelected \"VileStaff\"\n {\n DrawImage \"SEWPA0\", -16, -53;\n\tDrawImage \"REVIZ0\", -28, -2, CenterBottom;\n }\n\tIsSelected \"PyroCannon\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage \"WPYRA0\", -30, -1, CenterBottom;\n\tDrawImage AmmoIcon1, -16, -25, CenterBottom;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 100, Green, 201;\n\t}\n IsSelected \"Legendary BFG\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"LB1GX0\", -32, -1, CenterBottom;\n }\n IsSelected \"LegendaryBFG10k\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"LB10A0\", -32, -1, CenterBottom;\n }\n IsSelected \"Nemesis BFG\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"NMBGX0\", -34, -2, CenterBottom;\n }\n\tIsSelected \"Blackhole Generator\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage \"DCANA0\", -32, -1, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 100, Green, 201;\n\t}\n\tIsSelected \"OccultSpellbook\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage \"OBOKA0\", -19, -1, CenterBottom;\n\t}\n\tIsSelected \"FantasyStaff\"\n\t{\n\tDrawImage \"SEWPA0\", -24, -53;\n\tDrawImage \"LTBRZ0\", -30, -1, CenterBottom;\n\t}\n\tIsSelected \"Demon Tech Shotgun\"\n\t{\n\tDrawImage \"SEWPA0\", -64, -53;\n DrawImage \"ERAGX0\", -34, -4, CenterBottom;\n\t}\n IsSelected \"MP-40\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -24, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"ExplosiveRifle2\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage \"PGNDA0\", -28, -2, CenterBottom;\n DrawImage AmmoIcon1, -16, -25, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -41, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -41, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"D-BFG\"\n {\n DrawImage \"SEWPA0\", -32, -53;\n\tDrawImage \"BFG3A0\", -32, -1, CenterBottom;\n }\n\tIsSelected \"Legendary Light Machine Gun\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -30, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 8, Green, 18;\n }\n\tIsSelected \"Enraged Legendary Light Machine Gun\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -30, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 8, Green, 18;\n }\n IsSelected \"Autofuck\"\n {\n DrawImage \"SEWPA0\", -56, -53;\n DrawImage AmmoIcon1, -30, -6, CenterBottom;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, DrawShadow, -27, -22, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, DrawShadow, -27, -22, 0, Red, 10, Green, 21;\n }\n\n DrawImage \"HDCPA0\", -14, -59;\n\tDrawNumber 3, INDEXFONT, White, Ammo BulletMag, -16, -59;\n\tDrawImage \"HDSLA0\", -16, -66;\n\tDrawNumber 3, INDEXFONT, White, Ammo NewShell, -16, -66;\n\tDrawImage \"HDRKA0\", -15, -73;\n\tDrawNumber 3, INDEXFONT, White, Ammo Missile, -16, -73;\n\tDrawImage \"HDCLA0\", -14, -80;\n\tDrawNumber 3, INDEXFONT, White, Ammo NewCell, -16, -80;\n\tDrawImage \"HDTKA0\", -14, -87;\n\tDrawNumber 3, INDEXFONT, White, Ammo DemonAmmo, -16, -87;\n DrawImage \"MANGB0\", -14, -94;\n DrawNumber 3, INDEXFONT, White, Ammo DustMana, -16, -94;\n DrawImage \"DBFLA0\", -14, -101;\n DrawNumber 3, INDEXFONT, White, Ammo Dcell, -16, -101;\n DrawImage \"GASFS0\", -14, -108;\n DrawNumber 3, INDEXFONT, White, Ammo Gas, -16, -108;\n\n DrawImage \"HDLCA0\", -40, -59;\n DrawNumber 3, INDEXFONT, White, Ammo LegendaryLMGBulletMag, -42, -59;\n DrawImage \"LHELB0\", -42, -66;\n DrawNumber 3, INDEXFONT, White, Ammo LegendaryShell, -42, -66;\n DrawImage \"HDTKB0\", -40, -73;\n DrawNumber 3, INDEXFONT, White, Ammo LDemonAmmo, -42, -73;\n\tDrawImage \"HDICA0\", -40, -80;\n\tDrawNumber 3, INDEXFONT, White, Ammo ELegendaryLMGBulletMag, -42, -80;\n\tDrawImage \"IHELB0\", -42, -87;\n\tDrawNumber 3, INDEXFONT, White, Ammo EnragedLegendaryShell, -42, -87;\n DrawImage \"IDTKB0\", -40, -94;\n DrawNumber 3, INDEXFONT, White, Ammo ILDemonAmmo, -42, -94;\n DrawImage \"NHELB0\", -42, -101;\n DrawNumber 3, INDEXFONT, White, Ammo NemesisShell, -42, -101;\n DrawImage \"HDTKC0\", -40, -108;\n DrawNumber 3, INDEXFONT, White, Ammo NLDemonAmmo, -42, -108;\n\n DrawImage \"IGRNA0\", -65, -68;\n DrawNumber 1, INDEXFONT, White, HandGrenadeAmmo, -75, -73;\n DrawImage \"HMINA0\", -65, -61;\n DrawNumber 1, INDEXFONT, White, MineAmmo, -75, -66;\n DrawImage \"SPMNZ0\", -65, -54;\n DrawNumber 1, INDEXFONT, White, SpringMine, -75, -59;\n\n DrawSwitchableImage WeaponSlot 1, \"HUDNUM1\", \"HU2NUM1\", -77, -50;\n DrawSwitchableImage WeaponSlot 2, \"HUDNUM2\", \"HU2NUM2\", -69, -50;\n DrawSwitchableImage WeaponSlot 3, \"HUDNUM3\", \"HU2NUM3\", -61, -50;\n DrawSwitchableImage WeaponSlot 4, \"HUDNUM4\", \"HU2NUM4\", -53, -50;\n DrawSwitchableImage WeaponSlot 5, \"HUDNUM5\", \"HU2NUM5\", -45, -50;\n DrawSwitchableImage WeaponSlot 6, \"HUDNUM6\", \"HU2NUM6\", -37, -50;\n DrawSwitchableImage WeaponSlot 7, \"HUDNUM7\", \"HU2NUM7\", -29, -50;\n DrawSwitchableImage WeaponSlot 8, \"HUDNUM8\", \"HU2NUM8\", -21, -50;\n DrawSwitchableImage WeaponSlot 9, \"HUDNUM9\", \"HU2NUM9\", -13, -50;\n\n DrawSwitchableImage BlueCard && BlueSkull, \"\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", -14, 4;\n DrawSwitchableImage YellowCard && YellowSkull, \"\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", -14, 13;\n DrawSwitchableImage RedCard && RedSkull, \"\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", -14, 22;\n\n DrawSelectedInventory INDEXFONT, -102, -32, -70, -12, White;\n\n\tInInventory LegendaryRuneToken, 1\n\t{\n\t\tDrawImage \"LGRNA0\", 22, -62, CenterBottom;\n }\n\tInInventory VitalityRuneToken, 1\n\t{\n DrawImage \"VRUNA0\", 22, -84, CenterBottom;\n }\n InInventory AgilityRuneToken, 1\n\t{\n DrawImage \"ARUNA0\", 20, -106, CenterBottom;\n }\n\tInInventory TrueLegendaryRuneItem, 1\n\t{\n DrawImage \"TGRNA0\", 22, -84, CenterBottom;\n }\n\tInInventory TrueLegendaryRuneItem2, 1\n\t{\n DrawImage \"TGRNB0\", 22, -84, CenterBottom;\n }\n\tInInventory TerminatorDamage, 1\n\t{\n DrawImage \"ARNOA0\", 22, -128, CenterBottom;\n }\n\tInInventory TerminatorDamage2, 1\n\t{\n DrawImage \"ARNOZ0\", 22, -128, CenterBottom;\n }\n\n\t// Kills, Items, Inventory //\n\tAlpha 1.0\n\tDrawImage \"KIS_\", 2, 2;\n\n\tDrawNumber 5, INDEXFONT, Untranslated, kills, 46, 7;\n\tDrawNumber 4, INDEXFONT, Untranslated, items, 46, 13;\n\tDrawNumber 3, INDEXFONT, Untranslated, secrets, 46, 19;\n\n\tDrawNumber 5, INDEXFONT, Untranslated, monsters, 74, 7;\n\tDrawNumber 4, INDEXFONT, Untranslated, totalitems, 74, 13;\n\tDrawNumber 3, INDEXFONT, Untranslated, totalsecrets, 74, 19;\n\n\tDrawString CONFONT, white, time, 9, 25;\n}\n\nStatusBar InventoryFullscreen, FullScreenOffsets\n{\n DrawInventoryBar Doom, NoArrows, Translucent, 6, INDEXFONT, -96 + Center, 0, -68 + Center, 2, White;\n}\n\n//=============\n// StatBar HUD\n//=============\n\nStatusBar Normal\n{\n DrawImage \"CSTBAR\", 0, 168;\n\n GameMode Cooperative, Deathmatch, Teamgame\n {\n DrawImage Translatable \"STFBANY\", 143, 169;\n }\n\n DrawImage \"STTPRCNT\", 90, 171;\n DrawImage \"STTPRCNT\", 221, 171;\n\n DrawMugshot 5, AnimatedGodMode, XDeathFace, 143, 168;\n\n InInventory Not PowerStrength\n {\n DrawImage \"STHELT\", 55, 191;\n }\n\n InInventory PowerStrength\n {\n DrawImage \"STHELT\", 50, 191;\n DrawImage \"HBERZK\", 92, 188;\n }\n\n DrawImage \"STARMR\", 195, 191;\n\n DrawSwitchableImage ArmorType StartingArmor, \"\", \"HARMSV\", 182, 188;\n DrawSwitchableImage ArmorType ModdedGreenArmor, \"\", \"HARMGR\", 182, 188;\n DrawSwitchableImage ArmorType ModdedBlueArmor, \"\", \"HARMBL\", 182, 188;\n DrawSwitchableImage ArmorType RedArmor, \"\", \"HARMRE\", 182, 188;\n\tDrawSwitchableImage ArmorType ArmorRegen250SphereGiver, \"\", \"HARMHE\", 182, 188;\n\tDrawSwitchableImage ArmorType ArmorRegen425SphereGiver, \"\", \"HARMHE\", 182, 188;\n\tDrawSwitchableImage ArmorType ArmorRegen600SphereGiver, \"\", \"HARMHE\", 182, 188;\n\tDrawSwitchableImage ArmorType NemesisArmor, \"\", \"HARMHE\", 182, 188;\n\tDrawSwitchableImage ArmorType NemesisArmorQuiet, \"\", \"HARMHE\", 182, 188;\n\n DrawSwitchableImage ArmorType ModdedGreenArmor2, \"\", \"HARMGR\", 182, 188;\n DrawSwitchableImage ArmorType ModdedBlueArmor2, \"\", \"HARMBL\", 182, 188;\n DrawSwitchableImage ArmorType RedArmor2, \"\", \"HARMRE\", 182, 188;\n\tDrawSwitchableImage ArmorType LegendaryArmor, \"\", \"HARMLEG\", 182, 188;\n DrawSwitchableImage ArmorType LegendaryArmor2, \"\", \"HARMLEG\", 182, 188;\n\tDrawSwitchableImage ArmorType LegendaryArmor3, \"\", \"HARMLEG\", 182, 188;\n\n\tDrawNumber 3, INDEXFONT, Gold, Ammo BulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, Gold, Ammo NewShell, 319, 176;\n DrawNumber 3, INDEXFONT, Gold, Ammo Missile, 319, 182;\n DrawNumber 3, INDEXFONT, Gold, Ammo NewCell, 319, 188;\n DrawNumber 3, INDEXFONT, Gold, Ammo DemonAmmo, 319, 194;\n\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Health, 90, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Health, WhenNotZero, 90, 171, 0, Red, 25, Green, 51;\n\n DrawNumber 3, HUDFONT_DOOM, Green, Armor, WhenNotZero, 221, 171, 0, Red, 25, Blue, 101;\n\n IsSelected \"Hand Grenade\"\n {\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 5;\n }\n IsSelected \"Land Mine\"\n {\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 5;\n }\n IsSelected \"Handgun \"\n {\n DrawImage \"SEWBA0\", 106, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 4, Green, 9;\n }\n /*IsSelected \"Enforcer\"\n {\n DrawImage \"SEWBA0\", 106, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 4, Green, 9;\n }*/\n\tIsSelected \"FlameSword\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n }\n\tIsSelected \"LegendarySaber\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n }\n IsSelected \"Combat Shotgun \"\n\t{\n\tDrawImage \"SEWBA0\", 118, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 172, 0;\n\tDrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 172, 0, Red, 2, Green, 6;\n }\n IsSelected \"Assault Shotgun \"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 6;\n }\n IsSelected \"HeavyChaingun\"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 21, Green, 51;\n }\n IsSelected \"Double Barrel Shotgun \"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 1, Green, 2;\n }\n IsSelected \"Quad Barrel Shotgun \"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 4;\n }\n IsSelected \"Hexa-Shotgun\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 6;\n }\n IsSelected \"Explosive Shotgun\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 6;\n }\n IsSelected \"ExplosiveSSG\"\n\t{\n\tDrawImage \"SEWBA0\", 118, 169;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 172, 0;\n\tDrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 172, 0, Red, 1, Green, 2;\n\t}\n IsSelected \"LegendaryASG\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 172, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 172, 0, Red, 2, Green, 6;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n IsSelected \"Nemesis Assault Shotgun\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 172, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 172, 0, Red, 2, Green, 6;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n IsSelected \"EnragedLegendaryASG\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 172, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 172, 0, Red, 2, Green, 6;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n\tIsSelected \"Nemesis Sawed-Off Shotgun\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 172, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 172, 0, Red, 1, Green, 2;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n\t//DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryCell, 319, 188;\n }\n\tIsSelected \"LegendaryCoachgun\"\n {\n DrawImage \"SEWBA0\", 118, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 172, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 172, 0, Red, 1, Green, 2;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n\t//DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryCell, 319, 188;\n }\n IsSelected \"Assault Rifle \"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected \"Explosive Minigun\"\n {\n DrawImage \"SEWPA0\", -48, -53;\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n }\n IsSelected \"Minigun2\"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n }\n\tIsSelected \"Improved Minigun\"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n }\n IsSelected \"Legendary Plasmatic Cannon\"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n\tIsSelected \"Rocket Launcher\"\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 5;\n }\n\tIsSelected \"HomingRocketLauncher\"\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n }\n\tIsSelected \"RapidRocketlauncher\"\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n }\n\tIsSelected \"EFG9000\"\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 41;\n }\n IsSelected \"Grenade Launcher\"\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 2, Green, 5;\n }\n\tIsSelected \"ProxLauncher\"\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 9, Green, 21;\n }\n IsSelected \"FreezerRifle\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 40, Green, 81;\n }\n IsSelected \"Plasma Rifle\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected \"Demon Tech Rifle \"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected \"Legendary Plasmatic Rifle\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n IsSelected \"Nemesis Rifle\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n IsSelected \"Railgun2\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"Demon Tech Railgun\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"ExplosiveRailgun\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected \"BFG9500\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 40, Green, 81;\n }\n\tIsSelected \"PoweredBFG9500\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 40, Green, 81;\n }\n\tIsSelected \"BFG2704\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 40, Green, 81;\n }\n IsSelected \"BFG10K2\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 30, Green, 61;\n }\n IsSelected \"PoweredBFG10k\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 30, Green, 61;\n }\n IsSelected \"BehemothCannon\"\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n }\n IsSelected \"RuffianCannon\"\n {\n DrawImage \"SEWBA0\", 106, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n }\n\tIsSelected \"BarbatosCannon\"\n\t{\n\tDrawImage \"SEWBA0\", 106, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n\t}\n IsSelected \"Demon Tech BFG10K\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n }\n IsSelected \"Demon Tech Devastator\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n }\n IsSelected \"Nemesis\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected \"VileStaff\"\n {\n DrawImage \"SEWBA0\", 118, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n IsSelected \"Legendary BFG\"\n {\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n\tIsSelected \"LegendaryBFG10k\"\n\t{\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n\tIsSelected \"PyroCannon\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 100, Green, 201;\n\t}\n\tIsSelected \"Demon Tech Shotgun\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 30, Green, 61;\n\t}\n\tIsSelected \"Blackhole Generator\"\n\t{\n\tDrawImage \"SEWBA0\", 130, 179;\n\tDrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n\tDrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 30, Green, 61;\n\t}\n IsSelected \"MP-40\"\n {\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 10, Green, 21;\n }\n\tIsSelected \"ExplosiveRifle2\"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 25, Green, 51;\n }\n\tIsSelected \"D-BFG\"\n\t{\n DrawImage \"SEWBA0\", 130, 179;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 3, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 21, Green, 51;\n\t}\n\tIsSelected \"Legendary Light Machine Gun\"\n {\n DrawImage \"SEWBA0\", 130, 169;\n DrawNumber 3, HUDFONT_DOOM, DarkGrey, Ammo1, 44, 171, 0;\n DrawNumber 2, HUDFONT_DOOM, Gold, Ammo1, WhenNotZero, 44, 171, 0, Red, 9, Green, 18;\n DrawImage \"LGCSTBAR\", 0, 168;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryBulletMag, 319, 170;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LegendaryShell, 319, 176;\n DrawNumber 3, INDEXFONT, CR_BLUE, Ammo LDemonAmmo, 319, 182;\n }\n\n DrawNumber 1, INDEXFONT, Gold, HandGrenadeAmmo, 282, 194;\n DrawNumber 1, INDEXFONT, Gold, MineAmmo, 266, 194;\n\n DrawSwitchableImage WeaponSlot 2, \"STGNUM2\", \"STYSNUM2\", 111, 172;\n DrawSwitchableImage WeaponSlot 3, \"STGNUM3\", \"STYSNUM3\", 123, 172;\n DrawSwitchableImage WeaponSlot 4, \"STGNUM4\", \"STYSNUM4\", 135, 172;\n DrawSwitchableImage WeaponSlot 5, \"STGNUM5\", \"STYSNUM5\", 111, 182;\n DrawSwitchableImage WeaponSlot 6, \"STGNUM6\", \"STYSNUM6\", 123, 182;\n DrawSwitchableImage WeaponSlot 7, \"STGNUM7\", \"STYSNUM7\", 135, 182;\n\n DrawSwitchableImage BlueCard && BlueSkull, \"\", \"STKEYS0\", \"STKEYS3\", \"STKEYS6\", 236, 169;\n DrawSwitchableImage YellowCard && YellowSkull, \"\", \"STKEYS1\", \"STKEYS4\", \"STKEYS7\", 236, 179;\n DrawSwitchableImage RedCard && RedSkull, \"\", \"STKEYS2\", \"STKEYS5\", \"STKEYS8\", 236, 189;\n\n DrawSelectedInventory INDEXFONT, 250, 165, 278, 172, Gold;\n\n\tInInventory LegendaryRuneItem, 1\n\t{\n\tDrawImage \"LEGRUN\", 311, 159;\n\t}\n}\n\nStatusBar Inventory, FullScreenOffsets\n{\n DrawInventoryBar Doom, NoArrows, Translucent, 6, INDEXFONT, -96 + Center, 0, -68 + Center, 2, White;\n}"
},
{
"source": "pk3",
"name": "TEXTURES.txt",
"contents": "// Texture definitions generated by SLADE3\n// on Mon Nov 11 16:21:31 2019\n\nTexture \"NEMSKY00\", 1024, 240\n{\n\tPatch \"NEMSKY00\", 0, 0\n}\n\nTexture \"NEMSKY01\", 1024, 240\n{\n\tPatch \"NEMSKY01\", 0, 0\n}\n\nSprite \"NEMEA0\", 210, 130\n{\n\tOffset -55, -43\n\tPatch \"NM1\", 0, 0\n}\n\nSprite \"NEMEB0\", 210, 130\n{\n\tOffset -55, -45\n\tPatch \"NM2\", 0, 0\n}\n\nSprite \"NEMEC0\", 210, 130\n{\n\tXScale 0.975\n\tYScale 0.975\n\tOffset -51, -45\n\tPatch \"NM2\", 0, 0\n}\n\nSprite \"NEMED0\", 210, 130\n{\n\tXScale 0.950\n\tYScale 0.950\n\tOffset -47, -45\n\tPatch \"NM2\", 0, 0\n}\n\nSprite \"NEMEE0\", 210, 190\n{\n\tXScale 0.950\n\tYScale 0.950\n\tOffset -47, 15\n\tPatch \"NM5\", 44, 44\n\t{\n\t\tStyle Add\n\t}\n\tPatch \"NM3\", 0, 83\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEF0\", 210, 190\n{\n\tXScale 0.950\n\tYScale 0.950\n\tOffset -46, 14\n\tPatch \"NM6\", 44, 46\n\t{\n\t\tStyle Add\n\t}\n\tPatch \"NM3\", 0, 83\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEG0\", 210, 190\n{\n\tXScale 0.950\n\tYScale 0.950\n\tOffset -48, 13\n\tPatch \"NM7\", 43, 44\n\t{\n\t\tStyle Add\n\t}\n\tPatch \"NM3\", 0, 83\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEH0\", 210, 190\n{\n\tXScale 0.950\n\tYScale 0.950\n\tOffset -49, 14\n\tPatch \"NM8\", 43, 46\n\t{\n\t\tStyle Add\n\t}\n\tPatch \"NM3\", 0, 83\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEI0\", 210, 107\n{\n\tXScale 0.950\n\tYScale 0.950\n\tOffset -47, -68\n\tPatch \"NM3\", 0, 0\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEJ0\", 210, 107\n{\n\tXScale 0.925\n\tYScale 0.925\n\tOffset -43, -71\n\tPatch \"NM4\", 0, 0\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEK0\", 210, 107\n{\n\tXScale 0.850\n\tYScale 0.850\n\tOffset -31, -79\n\tPatch \"NM4\", 0, 0\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEL0\", 210, 107\n{\n\tXScale 0.870\n\tYScale 0.870\n\tOffset -34, -90\n\tPatch \"NM4\", 0, 0\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEM0\", 210, 107\n{\n\tXScale 0.900\n\tYScale 0.900\n\tOffset -39, -90\n\tPatch \"NM4\", 0, 0\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEN0\", 210, 107\n{\n\tXScale 0.930\n\tYScale 0.930\n\tOffset -44, -88\n\tPatch \"NM4\", 0, 0\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEO0\", 210, 107\n{\n\tXScale 0.950\n\tYScale 0.950\n\tOffset -47, -80\n\tPatch \"NM3\", 0, 0\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEP0\", 210, 107\n{\n\tXScale 0.970\n\tYScale 0.970\n\tOffset -50, -76\n\tPatch \"NM3\", 0, 0\n\t{\n\t\tStyle Overlay\n\t}\n}\n\nSprite \"NEMEQ0\", 210, 130\n{\n\tXScale 0.990\n\tYScale 0.990\n\tOffset -53, -50\n\tPatch \"NM2\", 0, 0\n}\n\nSprite \"NEMER0\", 210, 130\n{\n\tOffset -55, -48\n\tPatch \"NM2\", 0, 0\n}\n\nSprite \"NEMES0\", 210, 130\n{\n\tOffset -55, -46\n\tPatch \"NM2\", 0, 0\n}\n\nSprite \"NEMET0\", 210, 130\n{\n\tOffset -55, -44\n\tPatch \"NM2\", 0, 0\n}\n\nSprite \"SBSWA0\", 59, 99\n{\n\tOffset -222, -71\n\tPatch \"SUBSWO0\", 0, 0\n}\n\nSprite \"SBSWB0\", 59, 99\n{\n\tOffset -235, -105\n\tPatch \"SUBSWO0\", 0, 0\n}\n\nSprite \"SBSWC0\", 59, 99\n{\n\tOffset -246, -132\n\tPatch \"SUBSWO0\", 0, 0\n}\n\nSprite \"SBSWD0\", 93, 93\n{\n\tOffset -279, -126\n\tPatch \"SUBSWO1\", 0, 0\n}\n\nSprite \"SBSWE0\", 93, 93\n{\n\tOffset -249, -116\n\tPatch \"SUBSWO1\", 0, 0\n}\n\nSprite \"SBSWF0\", 263, 219\n{\n\tOffset -208, 20\n\tPatch \"SUBSWO2\", 0, 0\n}\n\nSprite \"SBSWG0\", 263, 219\n{\n\tOffset -149, 1\n\tPatch \"SUBSWO2\", 0, 0\n}\n\nSprite \"SBSWH0\", 191, 206\n{\n\tOffset -166, 36\n\tPatch \"SUBSWO3\", 0, 0\n}\n\nSprite \"SBSWI0\", 191, 206\n{\n\tOffset -126, 23\n\tPatch \"SUBSWO3\", 0, 0\n}\n\nSprite \"SBSWJ0\", 125, 164\n{\n\tOffset -98, -14\n\tPatch \"SUBSWO4\", 0, 0\n}\n\nSprite \"SBSWK0\", 125, 164\n{\n\tOffset -49, -36\n\tPatch \"SUBSWO4\", 0, 0\n}\n\nSprite \"SBSWL0\", 64, 85\n{\n\tOffset -56, -84\n\tPatch \"SUBSWO5\", 0, 0\n}\n\nSprite \"SBSWM0\", 64, 85\n{\n\tOffset -30, -109\n\tPatch \"SUBSWO5\", 0, 0\n}\n\nSprite \"SBSWN0\", 9, 13\n{\n\tOffset -51, -157\n\tPatch \"SUBSWO6\", 0, 0\n}\n\nSprite \"SBSWO0\", 59, 99\n{\n\tOffset -108, -139\n\tPatch \"SUBSWO0\", 0, 0\n}\n\nSprite \"SBSWP0\", 59, 99\n{\n\tOffset -126, -120\n\tPatch \"SUBSWO0\", 0, 0\n}\n\nSprite \"SBSWQ0\", 59, 99\n{\n\tOffset -158, -104\n\tPatch \"SUBSWO0\", 0, 0\n}\n\nSprite \"SBSWR0\", 59, 99\n{\n\tOffset -187, -80\n\tPatch \"SUBSWO0\", 0, 0\n}\n\nSprite \"SBS2A0\", 93, 93\n{\n\tOffset -279, -126\n\tPatch \"SUBSWO7\", 0, 0\n}\n\nSprite \"SBS2B0\", 93, 93\n{\n\tOffset -249, -116\n\tPatch \"SUBSWO7\", 0, 0\n}\n\nSprite \"SBS2C0\", 265, 219\n{\n\tOffset -208, 20\n\tPatch \"SUBSWO8\", 0, 0\n}\n\nSprite \"SBS2D0\", 265, 219\n{\n\tOffset -149, 1\n\tPatch \"SUBSWO8\", 0, 0\n}\n\nSprite \"SBS2E0\", 195, 208\n{\n\tOffset -164, 38\n\tPatch \"SUBSWO9\", 0, 0\n}\n\nSprite \"SBS2F0\", 195, 208\n{\n\tOffset -124, 25\n\tPatch \"SUBSWO9\", 0, 0\n}\n\nSprite \"SBS2G0\", 129, 166\n{\n\tOffset -96, -12\n\tPatch \"SUBSWO10\", 0, 0\n}\n\nSprite \"SBS2H0\", 129, 166\n{\n\tOffset -47, -34\n\tPatch 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0.930\n\tOffset -86, -90\n\tPatch \"LGASG1\", 0, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGF0\", 105, 112\n{\n\tXScale 0.950\n\tYScale 0.950\n\tOffset -89, -93\n\tPatch \"LGASG1\", 0, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGG0\", 105, 112\n{\n\tXScale 0.970\n\tYScale 0.970\n\tOffset -92, -93\n\tPatch \"LGASG1\", 0, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGH0\", 105, 112\n{\n\tOffset -97, -90\n\tPatch \"LGASG1\", 0, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGI0\", 105, 112\n{\n\tOffset -97, -85\n\tPatch \"LGASG1\", 0, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGJ0\", 250, 111\n{\n\tOffset 20, -69\n\tPatch \"LGASG4\", 175, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch \"LGASG8\", 135, 45\n}\n\nSprite \"LGSGK0\", 250, 111\n{\n\tOffset 2, -65\n\tPatch \"LGASG4\", 175, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch \"LGASG8\", 135, 45\n}\n\nSprite \"LGSGL0\", 250, 111\n{\n\tOffset -12, -62\n\tPatch \"LGASG4\", 175, 0\n\t{\n\t\tStyle 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107\n\tPatch \"LGASG5\", 140, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGT0\", 250, 132\n{\n\tOffset -71, -37\n\tPatch \"LGASG6\", -40, 114\n\tPatch \"LGASG5\", 140, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGU0\", 250, 132\n{\n\tOffset -71, -37\n\tPatch \"LGASG5\", 140, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGV0\", 250, 132\n{\n\tOffset -115, -38\n\tPatch \"LGASG6\", 107, 109\n\tPatch \"LGASG5\", 140, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGW0\", 250, 132\n{\n\tOffset -88, -40\n\tPatch \"LGASG6\", 107, 109\n\tPatch \"LGASG5\", 140, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGX0\", 250, 132\n{\n\tOffset -61, -48\n\tPatch \"LGASG6\", 107, 109\n\tPatch \"LGASG5\", 140, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSGY0\", 250, 111\n{\n\tOffset -22, -57\n\tPatch \"LGASG4\", 175, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n\tPatch \"LGASG7\", 118, 65\n}\n\nSprite \"LGSGZ0\", 250, 111\n{\n\tOffset 6, -59\n\tPatch \"LGASG7\", 138, 56\n\tPatch \"LGASG4\", 175, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSRA0\", 250, 132\n{\n\tOffset -66, -40\n\tPatch \"LGASG6\", 103, 114\n\tPatch \"LGASG5\", 140, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nSprite \"LGSRB0\", 250, 132\n{\n\tOffset -71, -37\n\tPatch \"LGASG6\", 117, 118\n\tPatch \"LGASG5\", 140, 0\n\t{\n\t\tStyle CopyAlpha\n\t}\n}\n\nGraphic \"KIS\", 77, 27\n{\n\tPatch \"KIS_\", 0, 0\n}\n\nTexture \"M_DOOM\", 125, 60\n{\n\tPatch \"M_DOOM\", 0, 0\n}\n\nGraphic \"MDOOMHD\", 563, 270\n{\n\tXScale 2.800\n\tYScale 2.800\n\tPatch \"MDOOMHD\", 0, 0\n}\n\nGraphic \"M_SKULL1\", 230, 159\n{\n\tXScale 9.300\n\tYScale 10.000\n\tOffset -6, 0\n\tPatch \"M_SKULL1\", 3, 3\n}\n\nGraphic \"M_SKULL2\", 230, 159\n{\n\tXScale 8.900\n\tYScale 10.000\n\tPatch \"M_SKULL2\", 4, 3\n}\n\n// End of texture definitions"
},
{
"source": "pk3",
"name": "Actors/MapShit.txt",
"contents": "//White torches with gold stand//\n\nACTOR D64ShortWhiteTorchGoldStand 12030\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTGS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallWhiteTorchGoldStand 12031\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTGT ABCD 4 Bright\n Loop\n }\n}\n\n//White torches with silver stand//\n\nACTOR D64ShortWhiteTorchSilverStand 12032\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTSS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallWhiteTorchSilverStand 12033\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTST ABCD 4 Bright\n Loop\n }\n}\n\n//White torches with bronze stand//\n\nACTOR D64ShortWhiteTorchBronzeStand 12034\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTBS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallWhiteTorchBronzeStand 12035\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n WTBT ABCD 4 Bright\n Loop\n }\n}\n\n//Yellow torches with gold stand//\n\nACTOR D64ShortYellowTorchGoldStand 12036\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTGS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallYellowTorchGoldStand 12037\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTGT ABCD 4 Bright\n Loop\n }\n}\n\n//Yellow torches with silver stand//\n\nACTOR D64ShortYellowTorchSilverStand 12038\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTSS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallYellowTorchSilverStand 12039\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTST ABCD 4 Bright\n Loop\n }\n}\n\n//Yellow torches with bronze stand//\n\nACTOR D64ShortYellowTorchBronzeStand 12040\n{\n Game Doom\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTBS ABCD 4 Bright\n Loop\n }\n}\n\nACTOR D64TallYellowTorchBronzeStand 12041\n{\n Game Doom\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n YTBT ABCD 4 Bright\n Loop\n }\n}\n\n/////Pillars/////\n\nACTOR TempleHellPillarBlack 23000\n{\n Radius 16\n Height 128\n +SOLID\n States\n {\n Spawn:\n COL7 A -1\n Stop\n }\n}\n\nACTOR AncientHellPillarBlack 23001\n{\n Radius 16\n Height 128\n +SOLID\n States\n {\n Spawn:\n COL8 A -1\n Stop\n }\n}\n\nACTOR TempleHellPillarGold 23002\n{\n Radius 16\n Height 128\n +SOLID\n States\n {\n Spawn:\n COL7 B -1\n Stop\n }\n}\n\nACTOR AncientHellPillarGold 23003\n{\n Radius 16\n Height 128\n +SOLID\n States\n {\n Spawn:\n COL8 B -1\n Stop\n }\n}\n\nACTOR TempleHellPillarGrey 23004\n{\n Radius 16\n Height 128\n +SOLID\n States\n {\n Spawn:\n COL7 C -1\n Stop\n }\n}\n\nACTOR AncientHellPillarGrey 23005\n{\n Radius 16\n Height 128\n +SOLID\n States\n {\n Spawn:\n COL8 C -1\n Stop\n }\n}\n\n///////// Evil Eyes //////////\n\nActor BlackEvilEye : EvilEye 23006\n{\nStates\n\t{\n\t\tSpawn:\n\t\t\tBAYE ABCB 6 BRIGHT\n\t\t\tLoop\n\t}\n}\n\nActor GrayEvilEye : EvilEye 23007\n{\nStates\n\t{\n\t\tSpawn:\n\t\t\tGEYE ABCB 6 BRIGHT\n\t\t\tLoop\n\t}\n}\n\nActor YellowEvilEye : EvilEye 23008\n{\nStates\n\t{\n\t\tSpawn:\n\t\t\tYEYE ABCB 6 BRIGHT\n\t\t\tLoop\n\t}\n}\n\nActor UltrasphereRandomizerMap : RandomSpawner 23009\n{\n DropItem \"Ultrasphere\" 256 5\n DropItem \"LegendaryUltrasphere\" 256 2\n DropItem \"EnragedLegendaryUltrasphere\" 256 1\n}"
},
{
"source": "pk3",
"name": "Actors/FreezeBFGInheritance.txt",
"contents": "Actor IceMeeleePuff\n{\nHeight 3\nRadius 3\nRENDERSTYLE ADD\nALPHA 0.3\nScale 0.5\n+NOGRAVITY\n+NOBLOCKMAP\n+THRUGHOST\n+ALWAYSPUFF\n+PUFFONACTORS\nDamageType \"Ice\"\nDeathSound \"weapons/buzz\"\nStates\n\t{\n\tSpawn:\n\t\tPLSS NOPQRSTUVWXYZ 2 Bright\n\t\tStop\n\tCrash:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FreezerBallBase\n{\nPROJECTILE\nHeight 16\nRadius 16\nSpeed 15\nAlpha 0.95\nScale 0.7\nRENDERSTYLE Translucent\nAlpha 0.85\nDamage 1000\n+RIPPER\n+THRUGHOST\n+BLOODLESSIMPACT\n+FORCERADIUSDMG\n+EXTREMEDEATH\n+NODAMAGETHRUST\n+SKYEXPLODE\n+FORCEXYBILLBOARD\n+DONTHARMSPECIES\n+THRUSPECIES\n+MTHRUSPECIES\nDamageType \"Ice\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"devastator/fly\",CHAN_VOICE,1.0,1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGBolt\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tICBL A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGLightning\",random(-6,6),random(-6,6),random(-6,6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tICBL A 1 Bright A_CustomMissile(\"PlayerFreezeBFGProjectileAttack\",random(-8,8),random(-10,10),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"FreezeBFGTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame\",0,0,random(-16,16),CMF_TRACKOWNER|CMF_OFFSETPITCH,random(-8,8))\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGBolt\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tICBL B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGLightning2\",random(-6,6),random(-6,6),random(-6,6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tICBL B 1 Bright A_CustomMissile(\"PlayerFreezeBFGProjectileAttack\",random(-8,8),random(-10,10),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame\",0,0,random(-16,16),CMF_TRACKOWNER|CMF_OFFSETPITCH,random(-8,8))\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGBolt\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tICBL C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGLightning\",random(-6,6),random(-6,6),random(-6,6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tICBL C 1 Bright A_CustomMissile(\"PlayerFreezeBFGProjectileAttack\",random(-8,8),random(-10,10),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"FreezeBFGTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame\",0,0,random(-16,16),CMF_TRACKOWNER|CMF_OFFSETPITCH,random(-8,8))\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGBolt\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tICBL D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGLightning2\",random(-6,6),random(-6,6),random(-6,6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tICBL D 1 Bright A_CustomMissile(\"PlayerFreezeBFGProjectileAttack\",random(-8,8),random(-10,10),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame\",0,0,random(-16,16),CMF_TRACKOWNER|CMF_OFFSETPITCH,random(-8,8))\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 AAA 0 Bright A_SpawnItemEx(\"PlayerFreezeBFGSpike\",random(-50,50),random(-100,100),-9999,0,0,0,0,SXF_NOCHECKPOSITION,96)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"PlayerIceSpike\",random(-256,256),random(-256,256),0,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"PlayerIceSpike\",random(-256,256),random(-256,256),0,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"PlayerIceSpike\",random(-256,256),random(-256,256),0,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tTNT1 A 0 Bright Radius_Quake(3,35,0,10,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,10,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,20,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,40,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,50,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,70,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,80,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,100,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,110,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,130,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,140,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,160,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,170,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,190,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,200,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,220,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,230,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,250,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,260,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,280,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,290,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,310,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,320,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,340,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,350,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGLightningSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL A 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL B 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL C 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL D 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL A 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL B 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL C 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL D 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL A 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL B 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL C 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL D 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,4)\n\t\tTNT1 A 1 Bright A_Explode(128,1024,0,0)\n\t\tTNT1 A 0 Bright A_Explode(230,640,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,3)\n\t\tTNT1 A 1 Bright A_Explode(128,1024,0,0)\n\t\tTNT1 A 0 Bright A_Explode(230,640,1,0)\n\t\tTNT1 AAA 0 Bright A_StopSound(CHAN_VOICE)\n\t\tTNT1 A 0 Bright A_RadiusGive(\"HEMFreeze\",640,RGF_MONSTERS|RGF_CORPSES,1)\n\t\tTNT1 A 0 Bright Radius_Quake(20,12,0,12,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"icefurry\",CHAN_WEAPON,1.0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGShockWave2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx(\"BlueKaboom3\",0,0,0,random(-20,20),random(-20,20),random(-20,20),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"PlayerFreezeBFGFlame2\",random(-3,3),random(-3,3),random(-3,3),random(-6,6),random(-6,6),random(-3,3),0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)\n\t\tTNT1 A 35 Bright\n\t\tStop\n\t}\n}\n\nActor PlayerFreezerBall : FreezerBallBase\n{\nSpecies \"Player\"\n}\n\nACTOR FreezeBFGProjectileAttackBase\n{\nPROJECTILE\nHeight 3\nRadius 3\nSpeed 16\n+NOTARGET\n+THRUACTORS\n+LOOKALLAROUND\n+QUICKTORETALIATE\n+NODAMAGETHRUST\n+DONTHARMSPECIES\n+THRUSPECIES\n+MTHRUSPECIES\nDamageType \"Ice\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_CopyFriendliness(AAPTR_TARGET)\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_DEFAULT)\n\t\tTNT1 AAAAA 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,\"Attack\")\n\t\tGoto Death\n\tAttack:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 A 1 Bright A_CustomRailgun(8*random(1,8),0,None,\"Sky Blue\",RGF_SILENT|RGF_FULLBRIGHT|RGF_NOPIERCING,0,2,\"IcePuff\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor PlayerFreezeBFGProjectileAttack : FreezeBFGProjectileAttackBase\n{\n+FRIENDLY\n+SHOOTABLE\nSpecies \"Player\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_DEFAULT)\n\t\tTNT1 AAAAA 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,\"Attack\")\n\t\tGoto Death\n\t}\n}\n\nActor IcePuff : BulletPuff\n{\n+THRUGHOST\n+THRUSPECIES\n+MTHRUSPECIES\n+PUFFGETSOWNER\nDamageType \"Ice\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6F\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"IceDebris\",0,0,0,random(-4,4),random(-4,4),random(4,8),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6F\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 1 Bright\n\t\tStop\n\tCrash:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor PlayerIceSpike : CyberIceSpike\n{\n+THRUGHOST\n+THRUSPECIES\n+DONTHARMSPECIES\nSpecies \"\"\nSpecies \"Player\"\nDamageType \"\"\nDamageType \"Ice\"\nTag \"Ice Spike\"\n}\n\nACTOR PlayerFreezeBFGFlame\n{\nProjectile\nHeight 6\nRadius 3\nSpeed 8\nDamage 8\n+RANDOMIZE\n+NOBOSSRIP\n+NODAMAGETHRUST\n-BLOODSPLATTER\n+BLOODLESSIMPACT\n+THRUSPECIES\n+MTHRUSPECIES\n+DONTHARMSPECIES\nSpecies \"Player\"\nDamageType \"Ice\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 5 Bright\n\t\tTNT1 AAAA 1 Bright A_SpawnItemEx(\"FreezeBFGFlameStreamTrail\",0,0,0,random(-1,1)+velx,random(-1,1)+vely,random(-1,1)+velz,0,SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM,32)\n\t\tTNT1 A 1 Bright A_SpawnItemEx(\"FreezeBFGFlameStreamTrail\",0,0,0,random(-2,2)+velx,random(-2,2)+vely,random(-2,2)+velz,0,SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM,32)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGFlameStreamTrail\",0,0,0,random(-3,3)+velx,random(-3,3)+vely,random(-3,3)+velz,0,SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM,32)\n\t\tTNT1 A 1 Bright A_SpawnItemEx(\"FreezeBFGFlameStreamTrail\",0,0,0,random(-3,3)+velx,random(-3,3)+vely,random(-3,3)+velz,0,SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM,32)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGFlameStreamTrail\",0,0,0,random(-3,3)+velx,random(-3,3)+vely,random(-3,3)+velz,0,SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM,32)\n\t\tTNT1 A 1 Bright A_SpawnItemEx(\"FreezeBFGFlameStreamTrail\",0,0,0,random(-4,4)+velx,random(-4,4)+vely,random(-4,4)+velz,0,SXF_CLIENTSIDE|SXF_ABSOLUTEMOMENTUM,32)\n\t\tTNT1 A 18 Bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AA 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame2\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR PlayerFreezeBFGFlame2 : PlayerFreezeBFGFlame\n{\nDamage 4\nStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor FreezeBFGFlameStreamTrail\n{\nHeight 2\nRadius 2\nSpeed 3\nScale 1\nRenderStyle Add\nAlpha 0.32\nDamage (0)\n+MISSILE\n+DROPOFF\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+RIPPER\n+BLOODLESSIMPACT\n+CANNOTPUSH\n-NOCLIP\n-ACTIVATEIMPACT\n-ACTIVATEPCROSS\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AA 0 Bright A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\")\n\t\tGoto Spawn1\n\tSpawn1:\n\t\t64P1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 Bright\n\t\tGoto Death\n\tSpawn2:\n\t\t64P2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 Bright\n\t\tGoto Death\n\tSpawn3:\n\t\t64P3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 Bright\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor FreezeBFGTrail\n{\nHeight 2\nRadius 1\nSpeed 0\nScale 1.45\nRenderStyle Add\n+MISSILE\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tGoto Fade\n\tFade:\n\t\tHBRB E 4 Bright A_FadeOut(0.1,1)\n\t\tLoop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGShockWave\n{\nHeight 1\nRadius 1\nSpeed 0\nScale 1.15\nRenderstyle Translucent\nAlpha 0.75\n+FORCEXYBILLBOARD\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tHBRB ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.025,1)\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGShockWave2 : FreezeBFGShockWave\n{\nScale 2.5\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tHBRB ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.015,1)\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGBoltBase\n{\nProjectile\nHeight 6\nRadius 6\nSpeed 35\nAlpha 0.8\nRenderStyle Add\nReactionTime 245\nDamage 22\n+FORCEXYBILLBOARD\n+SEEKERMISSILE\n+THRUSPECIES\n+MTHRUSPECIES\n+DONTREFLECT\n+DONTHARMSPECIES\nDamagetype \"Ice\"\nDeathSound \"bolt/explode\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright A_CountDown\n\t\tTNT1 A 0 Bright A_Seekermissile(5,5,SMF_LOOK|SMF_PRECISE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"HEM_CheckSeeker\") == 1,\"Enemy\")\n\t\"Friendly\":\n\t\tTNT1 A 0 Bright A_ChangeFlag(THRUACTORS,1)\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_DEFAULT, AAPTR_DEFAULT, AAPTR_NULL)\n\t\tFBLS AAAA 1 Bright A_SpawnItemEx(\"FreezeBFGBoltTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tGoto Spawn\n\tEnemy:\n\t\tTNT1 A 0 Bright A_ChangeFlag(THRUACTORS,0)\n\t\tFBLS A 1 Bright A_SpawnItemEx(\"FreezeBFGBoltTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tFBLS BCDE 1 Bright\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"IceDebris\",0,0,0,random(4,-4),random(4,-4),random(4,8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tFBLS BCDE 1 Bright\n\t\tStop\n\t}\n}\n\nActor PlayerFreezeBFGBolt : FreezeBFGBoltBase\n{\n+FRIENDLY\nSpecies \"Player\"\n}\n\nACTOR FreezeBFGBoltTrail\n{\nHeight 1\nRadius 1\nSpeed 0\nRenderstyle Add\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tPLSS OPQRSTUVWXYZ 1 Bright A_FadeOut(0.05,1)\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGLightningSpawner\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"FreezeBFGLightning2\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGLightning\n{\nScale 0.24\nRenderStyle Add\nAlpha 0.5\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 0 Bright A_CheckSight(\"Toaster\")\n\t\tTNT1 A 0 Bright A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n\t\tHBL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\t\tHBL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\t\tHBL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\t\tHBL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\t\tGoto Death\n\tDeath:\n\t\t\"####\" \"#\" 1 Bright\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGLightning2 : FreezeBFGLightning { Scale 0.42 }\n\nACTOR PlayerFreezeBFGTracer : DTBFG10KTracer\n{\n-THRUSPECIES\n+DONTHARMSPECIES\nSpecies \"Player\"\nDamageType \"Ice\"\nStates\n\t{\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 1 Bright A_SpawnItem(\"CustomSprayFreeze\")\n\t\tStop\n\t}\n}\n\nACTOR CustomSprayFreeze : CustomSpray\n{\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AA 0 Bright A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\")\n\t\tGoto Spawn1\n\tSpawn1:\n\t\t64P1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto Death\n\tSpawn2:\n\t\t64P2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto Death\n\tSpawn3:\n\t\t64P3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FreezeLiteShotBase\n{\nPROJECTILE\nHeight 8\nRadius 13\nSpeed 32\nScale 2\nRENDERSTYLE ADD\nALPHA 0.85\nReactiontime 26\nDamage 15\n+THRUGHOST\n+THRUSPECIES\n+MTHRUSPECIES\n+DONTHARMSPECIES\nDamagetype \"Ice\"\nDeathSound \"weapons/icehit2\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright A_CountDown\n\t\tISHR AABB 1 Bright A_SpawnItemEx(\"FreezeLiteTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"IceDebris\",0,0,0,random(-4,4),random(-4,4),random(4,8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 1 Bright\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"IceDebris\",0,0,0,random(-4,4),random(-4,4),random(4,8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor PlayerFreezeLiteShot : FreezeLiteShotBase\n{\n+FRIENDLY\nSpecies \"Player\"\n}\n\nACTOR FreezeLiteTrail\n{\nHeight 1\nRadius 1\nSpeed 0\nRENDERSTYLE ADD\nALPHA 0.67\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tISHR AB 3 Bright\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor PlayerFreezeBFGSpike : FRZRIceSpike\n{\nHealth 100\n+THRUSPECIES\n+DONTHARMSPECIES\nSpecies \"\"\nSpecies \"Player\"\nDamageType \"\"\nDamageType \"Ice\"\nDamageFactor \"Ice\", 0.0\nTag \"Ice Spike\"\n}"
},
{
"source": "pk3",
"name": "Actors/PatchedPlayer.txt",
"contents": "ACTOR ComplexDoomPlayer : DoomPlayer\n{\nSpeed 1\nHealth 100\nGibHealth 50\nRadius 16\nHeight 56\nMass 100\nPainChance 255\nSpecies \"Player\"\nDamageFactor \"Player\", 0.0\nDamageFactor \"Players\", 0.0\nDamageFactor \"PlayerNemesisPlasma\", 0.0\nDamageFactor \"PlayerDevBall\", 0.0\nDamageFactor \"PlayerDevBall2\", 0.0\nDamageFactor \"PlayerDevTracer\", 0.0\nDamageFactor \"PlayerExplosive\", 0.0\nDamageFactor \"PlayerDTRG\", 0.0\nDamageFactor \"PDTBFG\", 0.0\nDamageFactor \"PDTBFGTracer\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.0\nDamageFactor \"PlayerPyro\", 0.0\ndamageFactor \"PlayerFireSword\", 0.0\nDamageFactor \"PlayerBHole\", 0.0\nDamageFactor \"PDTPuff\", 0.0\nDamageFactor \"Player2hu\", 0.0\n//Ark\nDamageFactor \"PlayerTear\", 0.0\nDamageFactor \"PlayerDBFG2\", 0.0\n-NOSKIN\n+THRUSPECIES//could conflict with PVP gamemodes\n+DONTHARMSPECIES//could conflict with PVP gamemodes\n+MTHRUSPECIES//could conflict with PVP gamemodes\nPlayer.SoundClass \"Marine\"\nPlayer.ColorRange 112, 127\nPlayer.DisplayName \"Doom Guy\"\nPlayer.CrouchSprite \"PLYC\"\nPlayer.StartItem \"Handgun \"\nPlayer.StartItem \"Plasma Handgun\"\nPlayer.StartItem \"DemonTechPistol\"\nPlayer.StartItem \"PistolMagazine\" 16\nPlayer.StartItem \"ShotgunMagazine\" 9\nPlayer.StartItem \"SSGShell\" 2\nPlayer.StartItem \"QuadShell\" 4\nPlayer.StartItem \"HexaShell\" 6\nPlayer.StartItem \"ShotgunDrum2\" 12\nPlayer.StartItem \"RocketDrum\" 7\nPlayer.StartItem \"GrenadeDrum\" 7\nPlayer.StartItem \"ARMagazine\" 41\nPlayer.StartItem \"BulletMag\" 60\nPlayer.StartItem \"CellCharge\" 50\nPlayer.StartItem \"NewNewMelee\"\nPlayer.StartItem \"Hand Grenade\"\nPlayer.StartItem \"HandGrenadeAmmo\" 4\nPlayer.StartItem \"Land Mine\"\nPlayer.StartItem \"MineAmmo\" 4\nPlayer.StartItem \"NewShell\" 8\nPlayer.StartItem \"PlasmaCell\" 50\nPlayer.StartItem \"DemonMagazine\" 60\nPlayer.StartItem \"MP40Mag\" 33\nPlayer.StartItem \"ExplosiveShotgunMagazine\" 9\nPlayer.StartItem \"ExpSSGShell\" 2\nPlayer.StartItem \"NemesisPellets\" 2\nPlayer.StartItem \"LegendaryCoachShells\" 2\nPlayer.StartItem \"EnragedLegendaryShotgunDrum\" 16\nPlayer.StartItem \"EXPCellCharge\" 60\nPlayer.StartItem \"SpringMine\" 4\nPlayer.StartItem \"PlasmaHGCell\" 100\nPlayer.StartItem \"DTPistolMagazine\" 16\nPlayer.StartItem \"StartingArmor\"\nPlayer.StartItem \"IsPlayer\"\nStates\n\t{\n\tSpawn:\n\t\tPLAY A 5\n\t\tTNT1 A 0 A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tLoop\n\tSee:\n\t\tPLAY A 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY B 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY C 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY D 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0\n\t\tGoto Spawn\n\tMissile:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\tPLAY E 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 1\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY F 5 Bright\n\t\tGoto Missile\n\tKick:\n\t\tTNT1 A 0 A_TakeInventory(\"kickAnim\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"KickBerserked\")\n\t\tPLAY X 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Y 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Z 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Y 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY X 6\n\t\tGoto Spawn\n\tKickBerserked:\n\t\tPLAY XY 3\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY ZY 3\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY X 6\n\t\tGoto Spawn\n\tPain:\n\t\tPLAY G 4\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY G 4 A_Pain\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tPLAY H 8\n\t\tPLAY I 8 A_PlayerScream\n\t\tPLAY J 8 A_NoBlocking\n\t\tPLAY K 8\n\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tPLAY M 8\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tPLAY P 3 A_XScream\n\t\tPLAY Q 3 A_NoBlocking\n\t\tPLAY RSTUV 3\n\t\tPLAY W -1\n\t\tStop\n\tXDeath.LegendaryHeroSoul:\n Death.LegendaryHeroSoul:\n TNT1 A 0 A_StopSound(5)\n TNT1 A 0 A_StopSound(6)\n TNT1 A 0 A_StopSound(7)\n TNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n PLAY P 3 A_XScream\n PLAY Q 3 A_NoBlocking\n PLAY RSTUV 3\n TNT1 A 0 ACS_NamedExecuteWithResult(\"LDGSummoner\")\n PLAY W 185\n TNT1 A -1\n Stop\n\tIncorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",FALSE)\n\t\tGoto Spawn\n\tCorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",TRUE)\n\t\tGoto Spawn\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/BossTest.Player.txt",
"contents": "ACTOR BSTCFDoomPlayer : DoomPlayer replaces DoomPlayer\n{\nSpeed 1\nHealth 100\nGibHealth 50\nRadius 16\nHeight 56\nMass 100\nPainChance 255\nSpecies \"Player\"\nDamageFactor \"Player\", 0.0\nDamageFactor \"Players\", 0.0\nDamageFactor \"PlayerNemesisPlasma\", 0.0\nDamageFactor \"PlayerNemesisBFG\", 0.0\nDamageFactor \"PlayerDevBall\", 0.0\nDamageFactor \"PlayerDevBall2\", 0.0\nDamageFactor \"PlayerDevTracer\", 0.0\nDamageFactor \"PlayerExplosive\", 0.0\nDamageFactor \"PlayerDTRG\", 0.0\nDamageFactor \"PDTBFG\", 0.0\nDamageFactor \"PDTBFGTracer\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.0\nDamageFactor \"PlayerPyro\", 0.0\ndamageFactor \"PlayerFireSword\", 0.0\nDamageFactor \"PlayerBHole\", 0.0\nDamageFactor \"PDTPuff\", 0.0\nDamageFactor \"Player2hu\", 0.0\n//Ark\nDamageFactor \"PlayerTear\", 0.0\nDamageFactor \"PlayerDBFG2\", 0.0\n-NOSKIN\n+THRUSPECIES//could conflict with PVP gamemodes\n+DONTHARMSPECIES//could conflict with PVP gamemodes\n+MTHRUSPECIES//could conflict with PVP gamemodes\nPlayer.SoundClass \"Marine\"\nPlayer.ColorRange 112, 127\nPlayer.DisplayName \"Doom Guy\"\nPlayer.CrouchSprite \"PLYC\"\nPlayer.StartItem \"TrueLegendaryBFGUpgrade\"\nPlayer.StartItem \"Handgun \"\nPlayer.StartItem \"Plasma Handgun\"\nPlayer.StartItem \"DemonTechPistol\"\nPlayer.StartItem \"NewNewMelee\"\nPlayer.StartItem \"Chainsaw \"\nPlayer.StartItem \"DesiccationRod\"\nPlayer.StartItem \"FlameSword\"\nPlayer.StartItem \"SubliminationSword\"\nPlayer.StartItem \"LegendarySaber\"\nPlayer.StartItem \"Combat Shotgun \"\nPlayer.StartItem \"Assault Shotgun2\"\nPlayer.StartItem \"Double Barrel Shotgun \"\nPlayer.StartItem \"Quad Barrel Shotgun \"\nPlayer.StartItem \"Hexa-Shotgun2\"\nPlayer.StartItem \"Explosive Shotgun\"\nPlayer.StartItem \"ExplosiveSSG\"\nPlayer.StartItem \"RapidShotgun\"\nPlayer.StartItem \"Demon Tech Shotgun\"\nPlayer.StartItem \"LegendaryASG\"\nPlayer.StartItem \"LegendaryCoachgun\"\nPlayer.StartItem \"EnragedLegendaryASG\"\nPlayer.StartItem \"Nemesis Assault Shotgun\"\nPlayer.StartItem \"Nemesis Sawed-Off Shotgun\"\nPlayer.StartItem \"Assault Rifle \"\nPlayer.StartItem \"MP-40\"\nPlayer.StartItem \"Minigun2\"\nPlayer.StartItem \"Explosive Minigun\"\nPlayer.StartItem \"ExplosiveRifle\"\nPlayer.StartItem \"Improved Minigun\"\nPlayer.StartItem \"LegendaryLMG\"\nPlayer.StartItem \"Enraged Legendary Light Machine Gun\"\nPlayer.StartItem \"Rocket Launcher\"\nPlayer.StartItem \"Grenade Launcher\"\nPlayer.StartItem \"BehemothCannon\"\nPlayer.StartItem \"BarbatosCannon\"\nPlayer.StartItem \"RuffianCannon\"\nPlayer.StartItem \"HomingRocketLauncher\"\nPlayer.StartItem \"ProxLauncher\"\nPlayer.StartItem \"RapidRocketlauncher\"\nPlayer.StartItem \"EFG9000\"\nPlayer.StartItem \"LegendaryPlasmaticCannon\"\nPlayer.StartItem \"EnragedLegendaryPlasmaticCannon\"\nPlayer.StartItem \"Nemesis Plasmatic Cannon\"\nPlayer.Startitem \"TerminatorItem\"\nPlayer.Startitem \"Truelegendaryrune2\"\nPlayer.StartItem \"Plasma Rifle\"\nPlayer.StartItem \"FreezerRifle\"\nPlayer.StartItem \"PlasmaRepeater\"\nPlayer.StartItem \"Railgun2\"\nPlayer.StartItem \"Demon Tech Railgun \"\nPlayer.StartItem \"ExplosiveRailgun\"\nPlayer.StartItem \"HellStaff\"\nPlayer.StartItem \" Demon Tech Rifle \"\nPlayer.StartItem \"Legendary Plasmatic Rifle2\"\nPlayer.StartItem \"Enraged Legendary Plasmatic Rifle\"\nPlayer.StartItem \"Nemesis Rifle\"\nPlayer.StartItem \"BFG9500 \"\nPlayer.StartItem \"BFG2704\"\nPlayer.StartItem \"BFG10K2\"\nPlayer.StartItem \"HellStormBFG\"\nPlayer.StartItem \"D-BFG\"\nPlayer.StartItem \"Demon Tech BFG10K \"\nPlayer.StartItem \"Demon Tech Devastator\"\nPlayer.StartItem \"LegendaryBFG10k\"\nPlayer.StartItem \"LegendaryBFG\"\nPlayer.StartItem \"Nemesis BFG\"\nPlayer.StartItem \"OccultSpellbook\"\nPlayer.StartItem \"FantasyStaff\"\nPlayer.StartItem \"PyroCannon\"\nPlayer.StartItem \"Blackhole Generator\"\nPlayer.StartItem \"Vilestaff\"\nPlayer.StartItem \"NewNemesis\"\nPlayer.StartItem \"Boss Tester\"\nPlayer.StartItem \"PistolMagazine\" 16\nPlayer.StartItem \"ShotgunMagazine\" 9\nPlayer.StartItem \"SSGShell\" 2\nPlayer.StartItem \"QuadShell\" 4\nPlayer.StartItem \"HexaShell\" 6\nPlayer.StartItem \"ShotgunDrum2\" 12\nPlayer.StartItem \"RocketDrum\" 7\nPlayer.StartItem \"GrenadeDrum\" 7\nPlayer.StartItem \"ARMagazine\" 41\nPlayer.StartItem \"BulletMag\" 60\nPlayer.StartItem \"CellCharge\" 50\nPlayer.StartItem \"NewNewMelee\"\nPlayer.StartItem \"Hand Grenade\"\nPlayer.StartItem \"HandGrenadeAmmo\" 4\nPlayer.StartItem \"Land Mine\"\nPlayer.StartItem \"MineAmmo\" 4\nPlayer.StartItem \"NewShell\" 8\nPlayer.StartItem \"PlasmaCell\" 50\nPlayer.StartItem \"DemonMagazine\" 60\nPlayer.StartItem \"MP40Mag\" 33\nPlayer.StartItem \"ExplosiveShotgunMagazine\" 9\nPlayer.StartItem \"ExpSSGShell\" 2\nPlayer.StartItem \"NemesisPellets\" 2\nPlayer.StartItem \"LegendaryCoachShells\" 2\nPlayer.StartItem \"EnragedLegendaryShotgunDrum\" 16\nPlayer.StartItem \"EXPCellCharge\" 60\nPlayer.StartItem \"SpringMine\" 4\nPlayer.StartItem \"PlasmaHGCell\" 100\nPlayer.StartItem \"DTPistolMagazine\" 16\nPlayer.StartItem \"StartingArmor\"\nPlayer.StartItem \"IsPlayer\"\nStates\n\t{\n\tSpawn:\n\t\tPLAY A 5\n\t\tTNT1 A 0 A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tLoop\n\tSee:\n\t\tPLAY A 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY B 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY C 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY D 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0\n\t\tGoto Spawn\n\tMissile:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\tPLAY E 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY E 1\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY F 5 Bright\n\t\tGoto Missile\n\tKick:\n\t\tTNT1 A 0 A_TakeInventory(\"kickAnim\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"KickBerserked\")\n\t\tPLAY X 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Y 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Z 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY Y 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY X 6\n\t\tGoto Spawn\n\tKickBerserked:\n\t\tPLAY XY 3\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY ZY 3\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY X 6\n\t\tGoto Spawn\n\tPain:\n\t\tPLAY G 2 Bright HealThing(450)\n\t\tPLAY G 4\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tPLAY G 4 A_Pain\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tPLAY H 8\n\t\tPLAY I 8 A_PlayerScream\n\t\tPLAY J 8 A_NoBlocking\n\t\tPLAY K 8\n\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tPLAY M 8\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tPLAY P 3 A_XScream\n\t\tPLAY Q 3 A_NoBlocking\n\t\tPLAY RSTUV 3\n\t\tPLAY W -1\n\t\tStop\n\tXDeath.LegendaryHeroSoul:\n Death.LegendaryHeroSoul:\n TNT1 A 0 A_StopSound(5)\n TNT1 A 0 A_StopSound(6)\n TNT1 A 0 A_StopSound(7)\n TNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n PLAY P 3 A_XScream\n PLAY Q 3 A_NoBlocking\n PLAY RSTUV 3\n TNT1 A 0 ACS_NamedExecuteWithResult(\"LDGSummoner\")\n PLAY W 192\n TNT1 A -1\n Stop\n\tIncorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",FALSE)\n\t\tGoto Spawn\n\tCorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",TRUE)\n\t\tGoto Spawn\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/NemesisASG.txt",
"contents": "ACTOR \"Nemesis Assault Shotgun\" : \"Legendary Assault Shotgun\"\n{\n Decal \" \"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 16\n Weapon.AmmoGive2 32\n Weapon.AmmoType \"NemesisShotgunDrum\"\n Weapon.AmmoType2 \"NemesisShell\"\n Inventory.PickupSound \"LShotgun/Cock\"\n Inventory.PickupMessage \"You got the Nemesis Assault Shotgun!\"\n Obituary \"%o was blown apart by %k's Nemesis Assault Shotgun.\"\n States\n\t{\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"LShotgun/Cock\")\n\tNMSG VWXYZ 1\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n NMSG A 1 A_WeaponReady\n Goto Ready+6\n Deselect:\n TNT1 A 0 A_PlaySound(\"weapons/weapondown\")\n NMSG A 1 A_Lower\n Goto Deselect+1\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"NemesisASG/Fire\", 1)\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",30,5,25,Random(2,4),Random(3,6),Random(3,6),0)\n\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),0,0,-4,0,frandom(-4,4))\n\tNMSG B 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-6,6),1,0,-4,0,frandom(-4,4))\n NMSG C 1 Bright A_Light2\n\tTNT1 A 0 A_Light0\n NMSG DEFG 1\n\tNMSG HI 2\n Goto Ready+6\n Empty:\n NMSG A 10 A_PlaySound(\"weapons/click\")\n AltFire:\n \tTNT1 A 0 A_JumpIfInventory(\"NemesisShotgunDrum\",16,2)\n TNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,2)\n\tTNT1 A 0\n\tGoto Ready+6\n\tNMSG JKLMN 1\n\tNMSG O 2\n\tNMSR A 2 A_PlaySound(\"lasgguy/asgout\")\n \tNMSR B 3\n\tNMSG U 40 A_FireCustomMissile(\"EnragedLegendaryEmptyDrumSpawner\", 0, 0, 10, 1)\n\tNMSG TSR 1\n\tNMSG Q 2\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",1)\n\tTNT1 A 0 A_GiveInventory(\"NemesisShotgunDrum\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisShotgunDrum\",16,2)\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload\")\n\tTNT1 A 0\n\tGoto Reload2\n Reload2:\n\tNMSG P 3\n\tNMSG O 6 A_PlaySound(\"lasgguy/asgin\")\n\tNMSG NMLKJ 1\n\tGoto Ready+6\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNMSG ZYXWV 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN KLM 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tNMSG VWXYZ 1\n\tGoto Ready+6\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNMSG ZYXWV 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n Spawn:\n NSAP A -1\n Stop\n\t}\n}\n\nACTOR NemesisASGBulletPuff : BulletPuff\n{\n+NOTIMEFREEZE\n+PUFFONACTORS\nDamagetype \"Legendary\"\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 AAA 0 A_CustomMissile(\"NemesisKaboom7ASG\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 1\n\tStop\n}\n}\n\nACTOR NemesisASGPuffExplode\n{\nProjectile\nSpeed 0\n+FORCERADIUSDMG\n+FOILINVUL\n+NOTIMEFREEZE\n+NOCLIP\n+PUFFONACTORS\n+NODAMAGETHRUST\nDamagetype \"Legendary\"\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(20,30)\n\tStop\n}\n}\n\nACTOR NemesisASGBulletPuffPlayer : NemesisASGBulletPuff\n{\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 AAA 0 A_CustomMissile(\"NemesisKaboom7ASG\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 1\n\tStop\n}\n}\n\nACTOR NemesisASGPuffExplodePlayer : NemesisASGPuffExplode\n{\nDamagetype \"PlayerNemesisPlasma\"\nSpecies \"Player\"\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(50,30)\n\tStop\n}\n}\n\nACTOR NemesisASGBall : FastProjectile\n{\n PROJECTILE\n Height 8\n Radius 4\n Speed 200\n Scale 0.2\n RenderStyle Add\n Alpha 1.0\n Decal \"DoomImpScorch\"\n Damage 16\n +FORCERADIUSDMG\n +NOTIMEFREEZE\n +THRUSPECIES\n DamageType \"Legendary\"\n DeathSound \"weapons/demontechex\"\n States\n {\n Spawn:\n\tNSHB A 1 Bright\n\tLoop\n Death:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisKaboom7ASG\")\n\tTNT1 A 1 Bright A_CustomMissile(\"NemesisASGShotExplosion\",0,0,0,2)\n\tStop\n\t}\n}\n\nACTOR NemesisASGShotExplosion\n{\nProjectile\nSpeed 0\n+FORCERADIUSDMG\n+NOTIMEFREEZE\n+NODAMAGETHRUST\nDamagetype \"Legendary\"\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(20,50)\n\tStop\n}\n}\n\nACTOR NemesisASGShotExplosionPlayer : NemesisRifleShotExplosion\n{\nDamagetype \"PlayerNemesisPlasma\"\nSpecies \"Player\"\n+FOILINVUL\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(70,60)\n\tStop\n}\n}\n\nACTOR NemesisASGBallPlayer : NemesisASGBall\n{\n +THRUSPECIES\n +FOILINVUL\n Species \"Player\"\n DamageType \"Legendary\"\n States\n {\n Death:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisKaboom7ASG\")\n\tTNT1 A 1 Bright A_CustomMissile(\"NemesisASGShotExplosionPlayer\",0,0,0,2)\n\tStop\n\t}\n}\n\nACTOR NemesisTracer : Tracer\n{\nSpeed 100\nScale 0.075\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tNTRC A 10 Bright\n\t\tStop\n\t}\n}\n\nACTOR NemesisShotgunDrum : Ammo\n{\n+IGNORESKILL\n+NOTIMEFREEZE\nInventory.Amount 0\nInventory.MaxAmount 16\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 16\nInventory.Icon \"NSAPA0\"\n}\n\nACTOR NemesisShell : Ammo\n{\nScale 0.3\nInventory.PickupMessage \"Nemesis Shells\"\nInventory.PickupSound \"items/shell\"\nInventory.Amount 4\nInventory.MaxAmount 40\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 90\nInventory.Icon \"NHELA0\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tNESS A -1\n\t\tStop\n\t}\n}\n\nACTOR NemesisShellBox : NemesisShell\n{\nScale 0.75\nInventory.Amount 10\nInventory.PickupMessage \"Nemesis Shell Box\"\nInventory.PickupSound \"items/shellbox\"\nInventory.Icon \"NBOXA0\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tNBOX A -1\n\t\tStop\n\t}\n}\n\nACTOR NemesisShellCasing : BulletCasing\n{\nScale 0.24\nSeesound \"weapons/casing2\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tNMUC ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,3)\n\t\tNMUC C 100\n\t\tNMUC C 5 A_FadeOut(0.1,1)\n\t\tGoto Death+3\n\t\tNMUC G 100\n\t\tNMUC G 5 A_FadeOut(0.1,1)\n\t\tGoto Death+5\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/NemesisRifle.txt",
"contents": "ACTOR \"Nemesis Rifle\" : \"Legendary Plasmatic Rifle\"\n{\n Weapon.AmmoType \"NLDemonMagazine\"\n Weapon.AmmoType2 \"NLDemonAmmo\"\n Inventory.PickupSound \"NemesisRifle/up\"\n Inventory.PickupMessage \"You got the Nemesis Rifle! A surge of dark energy flows through you.\"\n Obituary \"%o was obliterated by pure dark energy.\"\n States\n {\n Spawn:\n\tNTEP A -1\n\tLoop\n Ready:\n\tTNT1 A 0 A_PlaySound(\"NemesisRifle/up\",7)\n\tNTRS ABCDE 1\n ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",1,2)\n\tTNT1 A 0\n\tGoto NoBuzzing\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK AAA 1 A_WeaponReady\n\tTNT1 A 0 A_PlaySound(\"NemesisRifle/Idle\")\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK BB 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK BB 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK CC 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK CC 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK DD 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK DD 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK EE 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK EE 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK FF 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK FF 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK GG 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK GG 1 A_WeaponReady\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tGoto ReadyLoop\n NoBuzzing:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\tNTEK A 1 A_WeaponReady\n\tLoop\n Deselect:\n\tNTEK A 1 A_Lower\n\tWait\n Select:\n\tTNT1 A 0\n\tTNT1 A 0 A_Raise\n\tWait\n Fire:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 Radius_Quake(4,2,0,1,0)\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 A_PlayWeaponSound(\"NemesisRifle/Fire\")\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisRifleShotPlayer\",Random(100,-100)/100.00,1,0,0,0,Random(100,-100)/100.00)\n\tNTEK GH 1 Bright\n\tNTEK IJ 1 Bright A_Light2\n\tNTEK LMN 1 A_Light0\n\tTNT1 A 0 A_ReFire\n\tGoto ReadyLoop\n Empty:\n\tTNT1 A 0 A_PlaySound(\"weapons/click2\")\n\tNTEK AAAAAAAAAA 1 A_WeaponReady(WRF_NOFIRE)\n AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",50,2)\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,2)\n\tTNT1 A 0\n\tGoto ReadyLoop\n\tNTKR ABC 2\n\tNTKR D 3\n\tNTKR E 4 A_PlaySound(\"weapons/demontecheject\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tNTKR F 2 A_PlaySound(\"weapons/demontechsteam\")\n\tNTKR G 2 Radius_Quake(2,2,0,1,0)\n\tNTKR HIJK 2 Radius_Quake(2,2,0,1,0)\n\tNTKR L 18 A_FireCustomMissile(\"LDemonTechEmptyMag\", 0, 0, 0, 1)\n\tNTKR MNO 2\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,\"Reload\")\n ReloadContinue:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/demontechload\")\n\tNTKR PQ 2\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/demontechclick\")\n\tNTKR RST 3\n\tGoto ReadyLoop\n Reload:\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",1)\n\tTNT1 A 0 A_GiveInventory(\"NLDemonMagazine\",1)\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonMagazine\",50,\"ReloadContinue\")\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",1,\"Reload\")\n\tGoto ReloadContinue\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto Ready+6\n GrenadeToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNTRS EDCBA 1\n\tTNT1 A 6\n\tHGRN ABC 1\n\tHGRN D 3\n\tHGRN EFGHI 2\n\tTNT1 A 14 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\tHGRN J 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\tHGRN K 1\n\tHGRN LMNO 2\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\tGoto Ready+1\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto Ready+6\n MineToss:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tNTRS EDCBA 1\n\tTNT1 A 10\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\tGoto Ready+1\n\t}\n}\n\nACTOR NLDemonMagazine : Ammo\n{\n+IGNORESKILL\nInventory.Amount 0\nInventory.MaxAmount 50\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 50\nInventory.Icon \"NTEPA0\"\n}\n\nACTOR NLDemonAmmo : Ammo\n{\nScale 0.65\n+NOTIMEFREEZE\nInventory.Amount 50\nInventory.MaxAmount 250\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 500\nInventory.Icon \"NAMGA0\"\nInventory.PickupSound \"items/legendaryammo\"\nInventory.PickupMessage \"Nemesis Energy Cells Obtained\"\nStates\n\t{\n\tSpawn:\n\tNAMG A -1\n\tStop\n\t}\n}\n\nACTOR NLDemonAmmoBox : NLDemonAmmo\n{\nScale 0.65\nInventory.Amount 100\nInventory.PickupMessage \"Charged Nemesis Energy Cells Obtained\"\nInventory.PickupSound \"items/legendaryammopack\"\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\tNAMO A -1\n\tStop\n\t}\n}\n\nACTOR NemesisRifleShotEnemy\n{\nPROJECTILE\nHeight 3\nRadius 3\nSpeed 60\nScale 0.5\nRenderStyle Add\nDecal \"DoomImpScorch\"\nDamage 60\n+FORCERADIUSDMG\n+NOTIMEFREEZE\n+THRUSPECIES\nDamageType \"Legendary\"\nDeathSound \"weapons/demontechex\"\nStates\n {\n Spawn:\n\tNTPR ABCDEF 1 Bright A_SpawnItemEx(\"NemesisRifleTrailSpawner\")\n\tLoop\n Death:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom7\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisADemonTechEx\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 1 A_CustomMissile(\"NemesisRifleShotExplosion\",0,0,0,2)\n\tStop\n\t}\n}\n\nACTOR NemesisRifleShotExplosion\n{\n Projectile\n Speed 0\n +FORCERADIUSDMG\n +NOTIMEFREEZE\n +NODAMAGETHRUST\n Damagetype \"Legendary\"\n States\n {\n Spawn:\n Death:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(50,100)\n\tStop\n\t}\n}\n\nACTOR NemesisRifleTrailSpawner\n{\n +CLIENTSIDEONLY\n +NOTIMEFREEZE\n +NOINTERACTION\n States\n {\n Spawn:\n\tTNT1 A 0 NoDelay A_SpawnItemEx(\"NLDemonTechTrail\",frandom(-2,2),frandom(-2,2),frandom(-2,2),frandom(0,-3),frandom(-1.5,1.5),frandom(-1.5,1.5))\n\tTNT1 A 1 A_SpawnItemEx(\"NemesisRifleParticle\",frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(0,-2),frandom(-1,1),frandom(-1,1))\n\tStop\n\t}\n}\n\nACTOR NemesisRifleParticle : EnergyProjectileSparkRed\n{\n +NOINTERACTION\n +NOTIMEFREEZE\n Scale 0.045\n States\n {\n Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tSPKW A 1 Bright A_FadeOut(0.05)\n\tLoop\n Toaster:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR NLDemonTechTrail : BFG9500Trail\n{\n Scale 0.5\n Alpha 0.4\n Renderstyle Subtract\n +NOTIMEFREEZE\n States\n {\n Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n SpawnLoop:\n\tCLBA D 1 Bright A_FadeOut(0.035)\n\tTNT1 A 0 A_SetScale(ScaleX-0.03)\n\tLoop\n Toaster:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR NemesisADemonTechEx\n{\nScale 0.7\nRenderStyle Add\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NOTIMEFREEZE\nStates\n\t{\n\tSpawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tNRPG ABCDEFGH 2 Bright A_FadeOut(0.1,1)\n\tStop\n\tToaster:\n\tNRPG ABCDEFGH 2 Bright\n\tStop\n\t}\n}\n\nACTOR NemesisRifleShotExplosionPlayer : NemesisRifleShotExplosion\n{\nDamagetype \"PlayerNemesisPlasma\"\nSpecies \"Player\"\nSpeed 60\n+FOILINVUL\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(170,100)\n\tStop\n}\n}\n\nACTOR NemesisRifleShotPlayer : NemesisRifleShotEnemy\n{\n+THRUSPECIES\n+FOILINVUL\nDamage 70\nSpecies \"Player\"\nDamageType \"Legendary\"\nStates\n {\n Death:\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom7\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisADemonTechEx\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 1 A_CustomMissile(\"NemesisRifleShotExplosionPlayer\",0,0,0,2)\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/NemesisSSG.txt",
"contents": "ACTOR \"Nemesis Sawed-Off Shotgun\" : Weapon\n{\n Scale 0.85\n Weapon.PreferredSkin \"DoubleBarrelSG-Marine\"\n Decal \"DoomImpScorch\"\n Weapon.SelectionOrder 400\n Weapon.KickBack 100\n Weapon.AmmoType \"NemesisPellets\"\n Weapon.AmmoType2 \"NemesisShell\"\n Inventory.PickupMessage \"You got the Nemesis Sawed-Off Shotgun!\"\n Inventory.PickupSound \"Coachgun/Pickup\"\n Obituary \"%o needs to stop playing CF deathmatch.\"\n +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOALERT\n Tag \"Nemesis Sawed-Off Shotgun\"\n States\n\t{\n\tSpawn:\n\t\tNSSW A -1 Bright\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Coachgun/Pickup\")\n\t\tNSSZ ACDFGIKMP 1\n\tReadyLoop:\n\t\tNSSD A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_Raise\n\t\tWait\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tDeselectLoop:\n\t\tNSSD A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",2,\"FireBoth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,\"Reload\")\n\t\tGoto Empty\n\tFireBoth:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire1\")\n\t\tTNT1 A 0 Radius_Quake(6,5,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",2)\n\t\t//TNT1 AAAAAAAA 0 Bright A_FireCustomMissile(\"NemesisTracer\",Random(8,-8),0,0,Random(8,-8))\n\t\t//TNT1 A 0 Bright A_FireBullets(6.2,3.1,26,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//NSSF A 1 Bright A_FireBullets(6.2,3.1,26,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-10,10),0,0,-4,0,frandom(-6,6))\n\t\tNSSF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-10,10),1,0,-4,0,frandom(-6,6))\n\t\tNSSF B 1\n\t\tNSSF CD 1 Bright A_Light2\n\t\tNSSF E 1 Radius_Quake(6,5,0,1,0)\n\t\tNSSF F 1\n\t\tNSSF GH 1 A_Light0\n\t\tNSSD AAAAAA 1\n\tSSGReloadCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,2)\n\t\tNSSC D 2\n\t\tGoto ReadyLoop\n\t\tTNT1 A 0\n\t\tGoto ReloadBoth+4\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",2,\"FireRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,1)\n\t\tGoto Reload\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\t//TNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\t//TNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//N1SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),0,0,-4,0,frandom(-2.5,2.5))\n\t\tN1SF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),1,0,-4,0,frandom(-2.5,2.5))\n\t\tN1SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN1SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tFireRight:\n\t\tTNT1 A 0 A_PlaySound(\"NemesisSSG/Fire2\")\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 Radius_Quake(4,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisPellets\",1)\n\t\t//TNT1 AAAA 0 A_FireCustomMissile(\"NemesisTracer\",Random(6,-6),0,0,Random(6,-6))\n\t\t//TNT1 A 0 Bright A_FireBullets(2.2,1.3,9,0,\"NemesisASGPuffExplodePlayer\",0)\n\t\t//N2SF A 1 Bright A_FireBullets(2.2,1.3,9,random(32,40),\"NemesisASGBulletPuffPlayer\")\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),0,0,-4,0,frandom(-2.5,2.5))\n\t\tN2SF A 1 Bright A_FireCustomMissile(\"NemesisASGBallPlayer\",frandom(-4,4),1,0,-4,0,frandom(-2.5,2.5))\n\t\tN2SF B 1 Bright A_Light2\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0\n\t\tN2SF CDEF 1\n\t\tNSSD A 2\n\t\tGoto ReadyLoop\n\tEmpty:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,\"Empty2\")\n\t\tNSSD A 10 A_PlaySound(\"weapons/click\")\n\t\tGoto ReadyLoop\n\tEmpty2:\n\t\tNSSD A 10 A_PlaySound(\"weapons/click\")\n\t\tGoto ReadyLoop\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisPellets\",1,\"ReloadRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,\"ReloadBoth\")\n\t\tGoto Empty\n\tReloadBoth:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",2,1)\n\t\tGoto ReadyLoop\n\t\tNSSR EDCBA 1\n\t\tNSSR ABCDEF 1\n\t\tNSSR G 1 A_PlayWeaponSound(\"NemesisSSG/Open\")\n\t\tNSSR HI 1\n\t\tNSSR J 1\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NemesisShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tNSS2 A 2\n\t\tNSS2 B 2\n\t\tNSS2 CD 2\n\t\tNSS2 EFG 1\n\t\tNSS2 H 1 A_PlayWeaponSound(\"NemesisSSG/Load\")\n\t\tNSS2 IJKLMN 1\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",2,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisPellets\",2)\n\t\tNSSR KKKK 2\n\t\tNSSC AC 1\n\t\tNSSC D 1 A_PlayWeaponSound(\"NemesisSSG/Close\")\n\t\tNSSC F 1\n\t\tNSSC GIJL 1\n\t\tNSSC MOPR 1\n\t\tGoto ReadyLoop\n\tReloadRight:\n\t\tTNT1 A 0 A_JumpIfInventory(\"NemesisShell\",1,1)\n\t\tGoto ReadyLoop\n\t\tNSSR EDCBA 1\n\t\tNSSR ABCDEFGHI 1\n\t\tN2SR B 2 A_PlayWeaponSound(\"NemesisSSG/Open\")\n\t\tN2SR CCCCC 1\n\t\tN2SR D 2\n\t\tN2SR EF 2\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisShellCasing\",25,-2,25,Random(2,4),Random(-3,-6),Random(3,6),0)\n\t\tN2SR GH 2\n\t\tN2SR I 1 A_PlayWeaponSound(\"NemesisSSG/Load\")\n\t\tTNT1 A 0 A_TakeInventory(\"NemesisShell\",1,TIF_NOTAKEINFINITE)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisPellets\",1)\n\t\tNSSC AC 1\n\t\tNSSC D 1 A_PlayWeaponSound(\"NemesisSSG/Close\")\n\t\tNSSC F 1\n\t\tNSSC GIJL 1\n\t\tNSSC MOPR 1\n\t\tGoto ReadyLoop\n\tGrenadeCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tGoto ReadyLoop\n\tGrenadeToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLSGN ABCDE 1\n\t\tTNT1 A 4\n\t\tHGRN ABC 1\n\t\tHGRN D 2\n\t\tHGRN EFG 1\n\t\tHGRN HI 2\n\t\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0,false)\n\t\tHGRN J 1\n\t\tHGRN KLM 2\n\t\tHGRN NO 1\n\t\tTNT1 A 6\n\t\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Hand Grenade\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0\n\t\tLSGN EDCBA 1\n\t\tGoto ReadyLoop\n\tMineCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tGoto ReadyLoop\n\tMineToss:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t\tLSGN ABCDE 1\n\t\tTNT1 A 8\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\t\tMINE ABCDEF 1\n\t\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1,TIF_NOTAKEINFINITE)\n\t\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0,false)\n\t\tMINE HI 1\n\t\tMINE JK 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n\t\tTNT1 A 0// A_TakeInventory(\"Land Mine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tLSGN EDCBA 1\n\t\tGoto ReadyLoop\n\t}\n}\n\nACTOR NemesisPellets : Ammo\n{\n+IGNORESKILL\n+NOTIMEFREEZE\nInventory.Amount 0\nInventory.MaxAmount 2\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 2\nInventory.Icon \"NSSWA0\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/NemesisPlasmaticCannon.txt",
"contents": "ACTOR \"Nemesis Plasmatic Cannon\" : \"Legendary Plasmatic Cannon\"\n{\n Weapon.AmmoType \"NLDemonAmmo\"\n Weapon.AmmoUse 5\n Weapon.AmmoType2 \"NLDemonAmmo\"\n Weapon.AmmoUse2 1\n Weapon.Upsound \"NemesisCannon/up\"\n Weapon.PreferredSkin \"LegendaryCannon-Marine\"\n Inventory.PickupSound \"NemesisCannon/up\"\n Inventory.PickupMessage \"You have acquired the Nemesis Plasmatic Cannon! None can stand before you!\"\n Obituary \"%o was seared from dark energy by %k's Nemesis Plasmatic Cannon.\"\n Tag \"Nemesis Plasmatic Cannon\"\n States\n {\n Spawn:\n\tNEMC Z -1\n\tLoop\n Ready:\n\tNCAN A 1 A_WeaponReady\n\tLoop\n Deselect:\n\tTNT1 A 0\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n DeselectLoop:\n\tNCAN A 0 A_Lower\n\tNCAN A 1 A_Lower\n\tLoop\n Select:\n\tNCAN A 0 A_Raise\n\tNCAN A 1 A_Raise\n\tLoop\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode2\",1,\"Fire3\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode1\",1,\"Fire2\")\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",10,\"FireContinue\")\n\tGoto Ready\n FireContinue:\n\tTNT1 A 0 A_GunFlash\n\tNCAN B 2 Bright\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Fire\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",5,TIF_NOTAKEINFINITE)\n\tNCAN C 2 Bright A_FireCustomMissile(\"NemesisCannonBall\",0,1,0,0)\n\tNCAN DE 2 Bright\n\tNCAN FFFGGGHHHAAA 1\n\tNCAN A 3 A_Refire\n\tGoto Ready\n Fire2:\n\tTNT1 A 0 A_GunFlash\n\tNCAN B 2 Bright\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/Laser\")\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tNCAN C 2 Bright A_FireCustomMissile(\"NemesisCannonLaserPlayer\",0,1,0,0)\n\tNCAN DE 2 Bright\n\tNCAN FFGGHH 1\n\tNCAN A 3 A_Refire\n\tGoto Ready\n Fire3:\n\tTNT1 A 0 A_JumpIfInventory(\"NLDemonAmmo\",100,\"Fire3Continue\")\n\tGoto Ready\n Fire3Continue:\n\tTNT1 A 0 A_JumpIfInventory(\"AgilityRuneRage\",1,\"NoSpeedForYou3\")\n\tNCAN A 95 Bright A_PlaySound(\"devastator/charge\",1)\n\tTNT1 A 0 A_GunFlash\n\tNCAN BBB 1 Bright\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",1)\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",95,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisCannonIonBeamPlayer\",0,1,0,0)\n NCAN CCCDDDEEE 1 Bright\n\tTNT1 A 0 A_PlaySound (\"legendarycannon/steam\",7)\n\tTNT1 A 0 A_FireCustomMissile(\"LegendaryCannonSmoke\",0,0,1,6)\n NCAN FFFFFFGGGGGGHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"LegendaryCannonSmoke2\",0,0,1,6)\n\tNCAN A 3 A_Refire(\"Fire3\")\n\tGoto Ready\n NoSpeedForYou3:\n\tNCAN A 190 Bright A_PlaySound(\"devastator/charge\",1)\n\tTNT1 A 0 A_GunFlash\n\tNCAN BBB 1 Bright\n\tTNT1 A 0 Radius_Quake(2,2,0,1,0)\n\tTNT1 A 0 A_PlaySound(\"NemesisCannon/BigLaser\",1)\n\tTNT1 A 0 A_TakeInventory(\"NLDemonAmmo\",95,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_FireCustomMissile(\"NemesisCannonIonBeamPlayer\",0,1,0,0)\n NCAN CCCDDDEEE 1 Bright\n\tTNT1 A 0 A_PlaySound (\"legendarycannon/steam\",7)\n\tTNT1 A 0 A_FireCustomMissile(\"LegendaryCannonSmoke\",0,0,1,6)\n NCAN FFFFFFGGGGGGHHHHHHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FireCustomMissile(\"LegendaryCannonSmoke2\",0,0,1,6)\n\tNCAN A 6 A_Refire(\"Fire3\")\n\tGoto Ready\n\n Altfire:\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode2\",1,\"Altfire3\")\n\tTNT1 A 0 A_JumpIfInventory(\"NemesisCannonMode1\",1,\"Altfire2\")\n\tNCAN A 1\n\tTNT1 A 0 A_Playsound(\"NemesisCannon/Mode2\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisCannonMode1\")\n\tTNT1 A 0 A_Print(\"Laser\")\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 2 Offset(0,37)\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 1\n\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n Altfire2:\n\tNCAN A 1\n\tTNT1 A 0 A_Playsound(\"NemesisCannon/Mode3\")\n\tTNT1 A 0 A_TakeInventory(\"NemesisCannonMode1\")\n\tTNT1 A 0 A_GiveInventory(\"NemesisCannonMode2\")\n\tTNT1 A 0 A_Print(\"Ion Beam\")\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 2 Offset(0,37)\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 1\n\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n Altfire3:\n\tNCAN A 1\n\tTNT1 A 0 A_Playsound(\"NemesisCannon/Mode1\")\n\tTNT1 A 0 A_TakeInventory(\"NemesisCannonMode2\")\n\tTNT1 A 0 A_Print(\"Cannonball\")\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 2 Offset(0,37)\n\tNCAN A 2 Offset(0,34)\n\tNCAN A 1\n\tTNT1 A 0 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n\n NoAutoAltFirePls:\n\tNCAN A 1\n\tNCAN A 1 A_Refire(\"NoAutoAltFirePls\")\n\tGoto Ready\n\n Flash:\n\tTNT1 A 1 A_Light1\n\tTNT1 A 1 A_Light2\n\tTNT1 A 1 A_Light1\n\tTNT1 A 1 A_Light0\n\tStop\n\t}\n}\n\nACTOR NemesisCannonMode1 : Inventory { Inventory.MaxAmount 1 }\nACTOR NemesisCannonMode2 : Inventory { Inventory.MaxAmount 1 }\n\nACTOR NemesisCannonProj : LegendaryCannonProj\n{\nSpeed 70\nBounceCount 4\nDamage 85\nBounceFactor 1.0\nWallBounceFactor 1.0\nSpecies \" \"\nDamageType \"Legendary\"\nDeathSound \"lrball3/exp\"\nStates\n\t{\n\tSpawn:\n\tTNT1 A 0 Bright //A_CountDown\n\tTNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)\n\tNRB3 AA 1 Bright A_SpawnItemEx(\"NemesisCannonProjTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)\n\tNRB3 BB 1 Bright A_SpawnItemEx(\"NemesisCannonProjTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)\n\tNRB3 CC 1 Bright A_SpawnItemEx(\"NemesisCannonProjTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 A 0 Bright A_SeekerMissile(15,8,SMF_LOOK)\n\tNRB3 DD 1 Bright A_SpawnItemEx(\"NemesisCannonProjTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tLoop\n\tDeath:\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\",2)\n\tXDeath:\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom3\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosion\",0,0,0,2)\n\tTNT1 I 8 Bright A_Explode(128,128,0)\n\tTNT1 J 6 Bright\n\tTNT1 K 4 Bright\n\tStop\n\t}\n}\n\nACTOR NemesisCannonProjTrail : LegRevBall3Trail2\n{\nStates\n\t{\n\tSpawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 AA 0 Bright A_Jump(256,\"Flash1\",\"Flash2\",\"Flash3\",\"Flash4\")\n\tFlash1:\n\tNRB3 A 1 Bright A_FadeOut(0.125,1)\n\tWait\n\tFlash2:\n\tNRB3 B 1 Bright A_FadeOut(0.125,1)\n\tWait\n\tFlash3:\n\tNRB3 C 1 Bright A_FadeOut(0.125,1)\n\tWait\n\tFlash4:\n\tNRB3 D 1 Bright A_FadeOut(0.125,1)\n\tWait\n\tToaster:\n\tTNT1 A 1 Bright\n\tStop\n\t}\n}\n\nACTOR NemesisCannonShotExplosion\n{\nProjectile\nSpeed 0\n+FORCERADIUSDMG\n+NOTIMEFREEZE\n+NODAMAGETHRUST\nDamagetype \"Legendary\"\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(100,200,0,0)\n\tStop\n}\n}\n\nACTOR NemesisCannonProjPlayer : NemesisCannonProj\n{\nSpecies \"Player\"\nStates\n\t{\n\tDeath:\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\",2)\n\tXDeath:\n\tTNT1 A 0\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom3\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosionPlayer\",0,0,0,2)\n\tTNT1 I 8 Bright A_Explode(128,128,0)\n\tTNT1 J 6 Bright\n\tTNT1 K 4 Bright\n\tStop\n\t}\n}\n\nACTOR NemesisCannonShotExplosionPlayer : NemesisCannonShotExplosion\n{\nDamagetype \"PlayerNemesisPlasma\"\nSpecies \"Player\"\n+FOILINVUL\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(280,200,0,0)\n\tStop\n}\n}\n\nACTOR NemesisCannonIonBeam : FastProjectile\n{\n Radius 6\n Speed 100\n Height 6\n damage 5\n Scale 0.3\n RenderStyle Add\n Projectile\n +RIPPER\n +STRIFEDAMAGE\n +FORCEXYBILLBOARD\n +NOTIMEFREEZE\n +THRUSPECIES\n +NOBOSSRIP\n Damagetype \"Legendary\"\n DeathSound \"star/explode\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisIonBeamTrail\")\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCannonIonBeamParticle\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1))\n\tCLBA D 1 A_Explode(100,92,0,0)\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(500,256,0,1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosion\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"NemesisCannonProj\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCannonProj\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)\n TNT1 A 50 Bright\n Stop\n }\n}\n\nACTOR NemesisCannonIonBeamPlayer : NemesisCannonIonBeam\n{\n Species \"Player\"\n States\n {\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(500,256,0,1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosionPlayer\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"NemesisCannonProjPlayer\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(170,190),SXF_NOCHECKPOSITION)\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisCannonProjPlayer\",Random(-8,8),Random(-8,8),Random(-8,8),Random(45,70),0,Random(-3,3),Random(-14,14),SXF_NOCHECKPOSITION)\n TNT1 A 50 Bright\n Stop\n }\n}\n\nACTOR NemesisIonBeamTrail\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n +FORCEXYBILLBOARD\n Renderstyle Add\n States\n {\n Spawn:\n\tNBOM ABCDEFGHIJKLMN 1 Bright\n\tStop\n\t}\n}\n\nACTOR NemesisCannonIonBeamParticle : EnergyProjectileSparkRed\n{\n +NOINTERACTION\n +NOTIMEFREEZE\n Scale 0.04\n States\n {\n Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n SpawnLoop:\n\tTNT1 A 0 A_ChangeVelocity(frandom(0.8,-0.8),frandom(0.8,-0.8),frandom(0.8,-0.8),0)\n\tSPKW A 1 Bright A_FadeOut(0.03)\n\tLoop\n Toaster:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR NemesisCannonLaser : FastProjectile\n{\n Radius 6\n Speed 60\n Height 6\n damage 5\n Scale 0.3\n RenderStyle Add\n Projectile\n +RIPPER\n +STRIFEDAMAGE\n +FORCEXYBILLBOARD\n +NOTIMEFREEZE\n +THRUSPECIES\n +NODAMAGETHRUST\n Damagetype \"Legendary\"\n DeathSound \"weapons/demontechex\"\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisCannonLaserParticle\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1))\n\tCLBA D 1 A_Explode(10,60,0,0)\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(128,128,0,1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosion\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisWhiteProjExplode\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom3\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n TNT1 A 10 Bright\n Stop\n }\n}\n\nACTOR NemesisCannonLaserPlayer : NemesisCannonLaser\n{\n Species \"Player\"\n States\n {\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(128,128,0,1)\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosionPlayer\")\n\tTNT1 A 0 A_SpawnItem(\"NemesisWhiteProjExplode\")\n\tTNT1 AAAA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom3\",0,0,random(0,360),2,random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX4\",0,0,random(0,360),2,random(0,360))\n TNT1 A 10 Bright\n Stop\n\t}\n}\n\nACTOR NemesisCannonLaserParticle : NemesisCannonIonBeamParticle\n{\n Scale 0.025\n States\n {\n Spawn:\n\tTNT1 A 0 NoDelay A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\tTNT1 A 2\n SpawnLoop:\n\tTNT1 A 0 A_ChangeVelocity(frandom(0.8,-0.8),frandom(0.8,-0.8),frandom(0.8,-0.8),0)\n\tSPKW A 1 Bright A_FadeOut(0.03)\n\tLoop\n Toaster:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR NemesisCannonLaserTrail\n{\n RenderStyle Add\n Alpha 0.75\n YScale 0.04\n XScale 0.08\n +NOGRAVITY\n +CLIENTSIDEONLY\n +NOTIMEFREEZE\n +NOINTERACTION\n States\n {\n Spawn:\n NEMF A 0 //A_SetScale(ScaleX -0.006, ScaleY -0.006)\n NEMF A 2 bright A_FadeOut(0.2)\n Loop\n }\n}\n\nACTOR NemesisCannonShotExplosionPlayer2 : NemesisCannonShotExplosionPlayer\n{\nDamagetype \"Legendary\"\n-FOILINVUL\nStates\n{\nSpawn:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(250,350,0,0,280)\n\tStop\n}\n}\n\nActor NemesisCannonBall : LegendaryCannonBallCF\n{\n Speed 70\n Damage 90\n +FOILINVUL\n Damagetype \"PlayerNemesisPlasma\"\n Decal Scorch\n States\n {\n Spawn:\n\tNRBA A 1 Bright A_SpawnItemEx(\"NemesisCannonProjTrail2\")\n Loop\n Death:\n\tTNT1 A 0 A_SetScale(1.0)\n\tTNT1 AAAA 0 A_SpawnItemEx(\"LegendaryDebris\",0,0,Random(20,40),Random(4,-4),Random(4,-4),Random(4,8),0,128)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisBFGShockwave\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisWhiteParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"WhiteNemesisKaboom\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"LegendarySmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_CustomMissile(\"NemesisCannonShotExplosionPlayer\",0,0,0,2)\n TNT1 A 0 A_Explode(50,350,0,0,280)\n NFE3 ABCDEF 4 Bright\n Stop\n\t}\n}\n\nActor NemesisCannonProjTrail2 : NemesisCannonProjTrail { Scale 0.25 }"
},
{
"source": "pk3",
"name": "Actors/Weapons/HellstormBFG.txt",
"contents": "ACTOR HellstormBFG : DoomWeapon\n{\n Scale 0.85\n Height 20\n Weapon.PreferredSkin \"BFG10K-Marine\"\n Weapon.SelectionOrder 2880\n Weapon.AmmoType \"DemonAmmo\"\n Weapon.AmmoUse 20\n Weapon.AmmoGive 120\n Inventory.PickupMessage \"You got the Hellstorm BFG!\"\n Inventory.PickupSound \"weapons/pickup15k\"\n Obituary \"%o was trashed and scattered in a Hellstorm by %k's HellStorm BFG10K.\"\n Tag \"HellStorm BFG10K\"\n +WEAPON.NOAUTOFIRE\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n HFG2 A -1\n Stop\n Ready:\n TNT1 A 0 A_JumpIfNoAmmo(\"Ready2\")\n TNT1 A 0 A_PlayWeaponSound(\"weapons/Hbfg10kidle\")\n HG2G AAABBBCCCDDD 1 A_WeaponReady\n Loop\n Ready2:\n TNT1 A 0 A_JumpIfInventory(\"DemonAmmo\",20,\"Ready\")\n HG2G A 1 A_WeaponReady\n\tLoop\n Deselect:\n \tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tHG2G A 1 A_Lower\n Goto Deselect+4\n Select:\n TNT1 A 0 A_Playsound(\"weapons/pickup15k\")\n HG2G A 1 A_Raise\n Goto Select+1\n Fire:\n HG2G E 25 A_PlayWeaponSound(\"weapons/Hcharge10k\")\n HG2G F 4\n HG2G GHIJ 1\n Goto Hold\n Hold:\n HG2G J 1 A_GunFlash\n HG2G K 1\n\tTNT1 A 0 A_PlaySound(\"weapons/Hbfg10kfire\",6)\n\tTNT1 A 0 Radius_Quake(12,3,0,1,0)\n\tHG2G K 1 A_FireCustomMissile (\"HSBFG10kShot\",Random(-9,9),1,0,0,0,Random(-7,7))\n HG2G LMNA 1\n\tTNT1 A 0 A_Refire\n HG2G A 35 A_PlaySound(\"weapons/Hbfg10kcooldown\")\n Goto Ready\n Flash:\n TNT1 A 2 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n\tTNT1 A 2 Bright A_Light1\n Goto LightDone\n }\n}\n\nActor HSBFG10kShot\n{\n Radius 16\n Height 16\n Damage 30\n Speed 35\n Scale 0.65\n RENDERSTYLE Translucent\n Alpha 0.95\n PROJECTILE\n +FORCERADIUSDMG\n +FORCEXYBILLBOARD\n +EXTREMEDEATH\n +SKYEXPLODE\n +THRUSPECIES\n +BRIGHT\n Renderstyle Add\n Alpha 0.75\n Species \"Player\"\n SeeSound \"Weapons/HS10KFIRE\"\n DeathSound \"weapons/bfg95explode\"\n States\n {\n Spawn:\n\tHFP3 AABB 1 A_SpawnItemEx(\"HSBFG10KGhost\")\n\tTNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"PlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tLoop\n Death:\n\tTNT1 AA 0 A_SpawnItem(\"HS10KExPlayer\")\n\tHPE3 A 4 A_Explode(30, 42, 1)\n HPE3 BCDEF 4\n Stop\n\t}\n}\n\nACTOR HS10KExPlayer\n{\n Radius 11\n Height 8\n Damage 80\n +NOBLOCKMAP\n +NOGRAVITY\n +NOTELEPORT\n +FORCERADIUSDMG\n +THRUSPECIES\n +BRIGHT\n Species \"Player\"\n Damagetype \"Player\"\n Renderstyle Add\n Alpha 0.75\n Scale 0.65\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwaveRed\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AA 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAA 0 A_CustomMissile(\"Kaboom14\", 0, 0, random(0,360), 2, random(0,360))\n HPE3 A 4 A_Detonate\n HPE3 BCDEF 4\n Stop\n }\n}\n\nActor HSBFG10KGhost\n{\n +CLIENTSIDEONLY\n +NOINTERACTION\n +BRIGHT\n Renderstyle Translucent\n Alpha 0.75\n Scale 0.65\n States\n {\n Spawn:\n\tHFP3 A 1 A_SetScale(ScaleX-0.06)\n\tTNT1 A 0 A_FadeOut(0.08)\n\tHFP3 A 1 A_SetScale(ScaleX-0.06)\n\tTNT1 A 0 A_FadeOut(0.08)\n\tHFP3 A 1 A_SetScale(ScaleX-0.06)\n\tTNT1 A 0 A_FadeOut(0.08)\n\tHFP3 B 1 A_SetScale(ScaleX-0.06)\n\tTNT1 A 0 A_FadeOut(0.08)\n\tHFP3 B 1 A_SetScale(ScaleX-0.06)\n\tTNT1 A 0 A_FadeOut(0.08)\n\tHFP3 B 1 A_SetScale(ScaleX-0.06)\n\tTNT1 A 0 A_FadeOut(0.08)\n Loop\n\t}\n}\n\nActor HSBFG10kShotCrowned : HSBFG10kShot\n{\n -THRUSPECIES\n Species \"Fatsos\"\n DamageType \"BeheComet\"\n States\n {\n Spawn:\n\tHFP3 AABB 1 A_SpawnItemEx(\"HSBFG10KGhost\")\n\tTNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"CrownedDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tLoop\n Death:\n\tTNT1 AA 0 A_SpawnItem(\"HS10KExCrowned\")\n\tHPE3 A 4 A_Explode(30, 42, 1)\n HPE3 BCDEF 4\n Stop\n\t}\n}\n\nACTOR HS10KExCrowned : HS10KExPlayer\n{\n -THRUSPECIES\n Species \"Fatsos\"\n DamageType \"BeheComet\"\n}\n\nACTOR CrownedDevastatorBolt : DevastatorBolt\n{\n DamageType \"BeheComet\"\n}\n\nActor HSBFG10kShotWrath : HSBFG10kShot\n{\n -THRUSPECIES\n Species \"Nobles\"\n DamageType \"NobleComet\"\n States\n {\n Spawn:\n\tHFP3 AABB 1 A_SpawnItemEx(\"HSBFG10KGhost\")\n\tTNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"WrathDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tLoop\n Death:\n\tTNT1 AA 0 A_SpawnItem(\"HS10KExWrath\")\n\tHPE3 A 4 A_Explode(30, 42, 1)\n HPE3 BCDEF 4\n Stop\n }\n}\n\nACTOR HS10KExWrath : HS10KExPlayer\n{\n -THRUSPECIES\n Species \"Nobles\"\n DamageType \"NobleComet\"\n}\n\nACTOR WrathDevastatorBolt : DevastatorBolt\n{\n DamageType \"NobleComet\"\n}\n\nActor HSBFG10kShotDeathlord : HSBFG10kShot\n{\n -THRUSPECIES\n Species \"HEMBoss\"\n DamageType \"SatanGuard\"\n States\n {\n Spawn:\n\tHFP3 AABB 1 A_SpawnItemEx(\"HSBFG10KGhost\")\n\tTNT1 A 0 A_SpawnItemEx(\"ProjectileTrailParticleRed\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),128)\n\tTNT1 A 0 A_CustomMissile(\"DeathlordDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tLoop\n Death:\n\tTNT1 AA 0 A_SpawnItem(\"HS10KExDeathlord\")\n\tHPE3 A 4 A_Explode(30, 42, 1)\n HPE3 BCDEF 4\n Stop\n }\n}\n\nACTOR HS10KExDeathlord : HS10KExPlayer\n{\n -THRUSPECIES\n Species \"HEMBoss\"\n DamageType \"SatanGuard\"\n}\n\nACTOR DeathlordDevastatorBolt : DevastatorBolt\n{\n DamageType \"SatanGuard\"\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/UpgradedBFG9500.txt",
"contents": "ACTOR BFG9500 : Weapon replaces BFG9000\n{\nHeight 20\nScale 0.85\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOALERT\n-INVENTORY.UNDROPPABLE\nWeapon.SelectionOrder 2800\nWeapon.PreferredSkin \"BFG9500-Marine\"\nWeapon.AmmoUse 40\nWeapon.AmmoGive 40\nWeapon.AmmoType \"NewCell\"\nInventory.PickupSound \"weapons/bfgpickup\"\nInventory.PickupMessage \"BFG9500\"\nWeapon.SisterWeapon \"PoweredBFG9500\"\nObituary \"%o was annihilated by %k's BFG9500.\"\nTag \"BFG 9500\"\nStates\n\t{\n\tSpawn:\n\t\tBF95 A -1\n\t\tLoop\n\tReady:\n\t\tBFGG A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/bfgpickup\")\n\tSelectLoop:\n\t\tBFGG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tBFGG A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_JumpIfInventory(\"BfgUpgrade\",1,\"UpFire\")\n\t\tTNT1 A 0 A_Light1\n\t\tBFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tBFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tBFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tBFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tBFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tDBFF A 4 Bright A_FireCustomMissile(\"BFG9500Ball\",0,1)\n\t\tDBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tBFGR ABCD 1\n\t\tBFGR EFG 2\n\t\tBFGG A 20 A_ReFire\n\t\tGoto Ready\n\tUpFire:\n\t\tTNT1 A 0 A_Light1\n\t\tBFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tBFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tBFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tBFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tBFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tDBFF A 4 Bright A_FireCustomMissile(\"UpBFG9500Ball\",0,1)\n\t\tDBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tBFGR ABCD 1\n\t\tBFGR EFG 2\n\t\tBFGG A 20 A_ReFire(\"UpFire\")\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BfgUpgrade\",1,2)\n\t\tBFGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_JumpIfInventory(\"NewCell\",600,2)\n\t\tBFGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_Light1\n\t\tBFGG A 2 Bright A_PlaySound(\"weapons/bfgf\",CHAN_WEAPON)\n\t\tBFGC ABCDE 2 Bright Radius_Quake(2,2,0,1,0)\n\t\tBFGC FGHI 1 Bright Radius_Quake(3,2,0,1,0)\n\t\tBFGC FGHIF 1 Bright Radius_Quake(4,2,0,1,0)\n\t\tBFGC GH 1 Bright Radius_Quake(6,2,0,1,0)\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 Radius_Quake(12,4,0,1,0)\n\t\tTNT1 A 0 A_TakeInventory(\"NewCell\",600)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-0.71,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",0.71,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-2,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",2,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-4,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",4,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",-6,1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"UpBFG9500Ball\",6,1)\n\t\tDBFF A 4 Bright\n\t\tDBFF B 3 Bright\n\t\tTNT1 A 0 A_Light0\n\t\tBFGR ABCD 1\n\t\tBFGR EFG 2\n\t\tBFGG A 20 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR BFG9500Ball : BFGBall replaces BFGBall\n{\n+THRUSPECIES\nSpecies \"Player\"\nDamageType \"BFG9500Ball\"\nObituary \"%o was obliterated by %k's BFG9500 ball.\"\nDeathSound \"BFG9K/Explode\"\nStates\n\t{\n\tSpawn:\n\t\tBFS3 AAABBB 1 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwave2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAA 0 A_CustomMissile(\"Kaboom11\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFE3 AB 8 Bright A_SpawnItemEx(\"GreenParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tBFE3 C 8 Bright A_BFGSpray(\"PCustomSpray\")\n\t\tBFE3 DEF 8 Bright\n\t\tStop\n }\n}\n\nACTOR UpBFG9500Ball : BFG9500Ball\n{\n+FORCERADIUSDMG\nDamageType \"\"\nDamageType \"UpBFG9500Ball\"\nStates\n\t{\n\tSpawn:\n\t\tBFS3 AAABBB 1 Bright A_SpawnItemEx(\"BFGTrailParticleGreen\",Random(-12,12),Random(-12,12),Random(-12,12),Random(-2,2),Random(-2,2),Random(-2,2),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(damage*random(1,8),128,0,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BFGShockwave2\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAA 0 A_CustomMissile(\"Kaboom11\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tBFE3 AB 8 Bright A_SpawnItemEx(\"GreenParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tBFE3 C 8 Bright A_BFGSpray(\"UpCustomSpray\")\n\t\tBFE3 DEF 8 Bright\n\t\tStop\n\t}\n}\n\nACTOR PCustomSpray\n{\nHeight 1\nRadius 1\nSpeed 0\nRENDERSTYLE ADD\nDamage 0\n+DROPOFF\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+EXTREMEDEATH\n+ACTIVATEPCROSS\n+ACTIVATEIMPACT\n+THRUSPECIES\n+MTHRUSPECIES\n+PUFFGETSOWNER\nDamageType \"BFGSplash\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tBFE2 A 6 Bright A_SpawnItemEx(\"GreenParticleSpawnerDT\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tBFE2 BCD 6 Bright\n\t\tStop\n\t}\n}\n\nACTOR UpCustomSpray : PCustomSpray\n{\nDamageType \"\"\nDamageType \"UpBFGSplash\"\n}\n\nActor BfgUpgrade : inventory\n{\n+COUNTITEM\n+INVENTORY.UNDROPPABLE\n+INVENTORY.HUBPOWER\n+INVENTORY.PERSISTENTPOWER\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Pickupsound \"upgrade/pickup\"\nInventory.Pickupmessage \"BFG9500 upgrade!\"\nTag \"Bfg Upgrade\"\nStates\n\t{\n\tSpawn:\n\t\tRBUP ABCDCB 3\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/RuffianCannon.txt",
"contents": "Actor RuffianCannon : BehemothCannon\n{\nWeapon.AmmoUse2 10\nInventory.PickupMessage \"Ruffian Cannon\"\nObituary \"%o ate %k's Ruffian Cannon comets.\"\nTag \"Ruffian Cannon\"\nStates\n\t{\n\tSpawn:\n\t\tRFMR H -1\n\t\tLoop\n\tReady:\n\t\tRFMR A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tRFMR A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\tDeselectLoop:\n\t\tRFMR A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tRFMR D 3 Bright\n\t\tRFMR E 3 Bright A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tRFMR F 3 Bright A_FireCustomMissile(\"PlayerRuffianComet\")\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerRuffianComet\",-2)\n\t\tTNT1 A 0 Bright A_FireCustomMissile(\"PlayerRuffianComet\",2)\n\t\tRFMR G 3 Bright\n\t\tRFMR C 5 Bright\n\t\tRFMR B 5 Bright\n\t\tRFMR A 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tRFMR D 3\n\t\tRFMR E 3 A_PlaySound(\"cannon/fire\", CHAN_WEAPON, 1.0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPaladinComet\",-1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlayerPaladinComet\",1)\n\t\tRFMR FG 3\n\t\tRFMR C 5\n\t\tRFMR B 5\n\t\tRFMR A 5\n\t\tGoto Ready\n\t}\n}\n\nACTOR PlayerRuffianComet : RuffianComet\n{\nDecal \"Scorch\"\nDamage 35\n+THRUSPECIES\n+NODAMAGETHRUST\nSpecies \"Player\"\nDamageType \"HellComet\"\nStates\n{\n\tTravel:\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM AA 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM AB 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM BB 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM BC 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM CC 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM DD 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM DA 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM AA 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SeekerMissile(6,9,SMF_LOOK)\n\t\tHPCM BB 1 Bright A_SpawnItemEx(\"BlueCometTail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_Countdown\n\t\tLoop\n\t}\n}\n\nACTOR PlayerPaladinComet : PaladinComet\n{\nDecal \"Scorch\"\nDamage 35\n+THRUSPECIES\n+NODAMAGETHRUST\nSpecies \"Player\"\nDamageType \"HellComet\"\nExplosionDamage 200\nExplosionRadius 200\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/ExplosiveSSG.txt",
"contents": "ACTOR ExplosiveSSG : Weapon\n{\n Inventory.PickupMessage \"You got the Explosive Super Shotgun!\"\n Inventory.PickupSound \"weapons/pickupssg\"\n Weapon.PreferredSkin \"DoubleBarrelSG-Marine\"\n Weapon.KickBack 100\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoGive2 8\n Weapon.AmmoType \"ExpSSGShell\"\n Weapon.AmmoType2 \"NewShell\"\n Scale 0.9\n +Weapon.Ammo_Optional\n +Weapon.NoAlert\n Tag \"Explosive Super Shotgun\"\n States\n {\n Spawn:\n\t3GN2 A -1\n\tStop\n Deselect:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n DeselectLoop:\n\tTNT1 A 0 A_Lower\n\tTNT1 A 1 A_Lower\n\tLoop\n Select:\n\tTNT1 A 0 A_Raise\n Wait\n Ready:\n TNT1 A 0 A_PlayWeaponSound(\"weapons/pickupssg\")\n\t3HD2 ABCDEFGHIJK 1\n ReadyLoop:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAction\",1,\"GrenadeCheck\")\n\tTNT1 A 0 A_JumpIfInventory(\"MineAction\",1,\"MineCheck\")\n\t3HT2 A 1 A_WeaponReady\n\tLoop\n Empty:\n 3HT2 A 10 A_PlaySound(\"weapons/click\")\n\tGoto ReadyLoop\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",2,\"FireBoth\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",1,\"Reload\")\n\tGoto Empty\n FireBoth:\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 Radius_Quake(6,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",2)\n\tTNT1 A 0 A_PlaySound(\"ExpSSG/Fire\",7)\n\tTNT1 AAAAAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-8,8),0,0,0,0,frandom(-4,4))\n\t3HT2 C 1 Bright A_FireBullets(8,6,20,Random(5,7),\"ModdedBulletPuff\")\n\t3HT2 CDDEE 1 Bright\n\t3HT2 B 1 Offset(0,52)\n\t3HT2 B 1 Offset(0,55)\n\t3HT2 B 1 Offset(0,54)\n\t3HT2 A 1 Offset(0,49)\n\t3HT2 A 1 Offset(0,44)\n\t3HT2 A 1 Offset(0,38)\n SSGReloadCheck:\n \tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,2)\n\t3HT2 A 2\n\tGoto ReadyLoop\n\tTNT1 A 0\n\tGoto ReloadBoth+1\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",2,\"FireRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",1,1)\n\tGoto Reload\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"ExpSSG/Fire2\")\n\tTNT1 AAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\t3HL2 C 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),\"ModdedBulletPuff\")\n\t3HL2 CDD 1 BRIGHT\n\t3HT2 B 1 Offset(1,40)\n\t3HT2 B 1 Offset(1,45)\n\t3HT2 B 1 Offset(2,48)\n\t3HT2 A 1 Offset(2,46)\n\t3HT2 A 1 Offset(1,44)\n\t3HT2 A 1 Offset(1,41)\n\tGoto ReadyLoop\n FireRight:\n TNT1 A 0 A_AlertMonsters\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n\tTNT1 A 0 A_TakeInventory(\"ExpSSGShell\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"ExpSSG/Fire2\")\n\tTNT1 AAAAAAAAA 0 A_FireCustomMissile(\"PlayerExplosiveTracer\",Random(-4,4),0,0,0,0,frandom(-3,3))\n\t3HR2 C 1 BRIGHT A_FireBullets(4.0,3.0,10,Random(5,7),\"ModdedBulletPuff\")\n\t3HR2 CDD 1 BRIGHT\n\t3HT2 A 1 Offset(-1,40)\n\t3HT2 A 1 Offset(-1,45)\n\t3HT2 A 1 Offset(-2,48)\n\t3HT2 A 1 Offset(-2,46)\n\t3HT2 A 1 Offset(-1,44)\n\t3HT2 A 1 Offset(-1,41)\n\tGoto ReadyLoop\n Reload:\n\tTNT1 A 0 A_JumpIfInventory(\"ExpSSGShell\",1,\"ReloadRight\")\n\tTNT1 A 0 A_JumpIfInventory(\"NewShell\",2,\"ReloadBoth\")\n\tGoto Empty\n ReloadBoth:\n TNT1 A 0 A_JumpIfInventory(\"NewShell\",2,1)\n\tGoto ReadyLoop\n\t3HT2 BFFGGHH 1\n\t3HT2 I 1 A_PlayWeaponSound(\"weapons/qsgopen\")\n\t3HT2 II 1\n\t3HT2 XX 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",2,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ExpSSGShell\",2)\n\t3HT2 JJ 1\n\t3HT2 KK 1\n\tTNT1 AA 0 A_SpawnItemEx(\"SSGShellCasing\",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)\n\t3HT2 LLLL 1\n\t3HT2 MMNN 1\n\t3HT2 O 1 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT2 OPP 1\n\t3HT2 QQ 1\n\t3HT2 RRSSTT 1\n\t3HT2 U 1 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT2 UVVWWXX 1\n\t3HT2 Y 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\t3HT2 YHHGGFFBB 1\n\tGoto ReadyLoop\n ReloadRight:\n\t3HT2 BFFGGHH 1\n\t3HT2 I 1 A_PlayWeaponSound(\"weapons/qsgopen\")\n\t3HT2 II 1\n\t3HT2 XX 1\n\t3HT7 J 1\n\t3HT7 KK 1\n\tTNT1 A 0 A_SpawnItemEx(\"SSGShellCasing\",25,2,25,Random(-2,-4),Random(3,6),Random(3,6),0)\n\t3HT7 LLLL 1\n\t3HT7 MMNN 1\n\t3HT7 O 1 A_PlayWeaponSound(\"weapons/qsgshellslide\")\n\t3HT7 OPP 1\n\tTNT1 A 0 A_TakeInventory(\"NewShell\",1,TIF_NOTAKEINFINITE)\n\tTNT1 A 0 A_GiveInventory(\"ExpSSGShell\",1)\n\t3HT2 WWXX 1\n\t3HT2 Y 1 A_PlayWeaponSound(\"weapons/qsgclose\")\n\t3HT2 YHHGGFFBB 1\n\tGoto ReadyLoop\n GrenadeCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,\"GrenadeToss\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tGoto ReadyLoop\n GrenadeToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n\tTNT1 A 4\n\tHGRN ABC 1\n\tHGRN D 2\n\tHGRN EFG 1\n\tHGRN HI 2\n\tTNT1 A 15 A_PlayWeaponSound(\"weapons/hgrenadepin\")\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAmmo\",1)\n\tHGNE A 1 A_FireCustomMissile(\"ThrownGrenade\",0,0,0,0)\n\tHGRN J 1\n\tHGRN KLM 2\n\tHGRN NO 1\n\tTNT1 A 6\n\tTNT1 A 0 A_JumpIfInventory(\"HandGrenadeAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Hand Grenade\",1)\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0\n\t3HD2 ABCDEFGHIJK 1\n\tGoto ReadyLoop\n MineCheck:\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,\"MineToss\")\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tGoto ReadyLoop\n MineToss:\n \tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n\t3HD2 EDCBA 1\n\tTNT1 A 8\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/hgrenadethrow\")\n\tMINE ABCDEF 1\n\tTNT1 A 0 A_TakeInventory(\"MineAmmo\",1)\n\tMINE G 1 A_FireCustomMissile(\"ThrownMine\",0,0,0,0)\n\tMINE HI 1\n\tMINE JK 2\n\tTNT1 A 0 A_JumpIfInventory(\"MineAmmo\",1,2)\n TNT1 A 0 A_TakeInventory(\"Land Mine\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0\n\tTNT1 A 5\n\t3HD2 ABCDEFGHIJK 1\n\tGoto ReadyLoop\n\t}\n}\n\nACTOR ExpSSGShell : Ammo\n{\nInventory.Amount 0\nInventory.MaxAmount 2\nAmmo.BackpackAmount 0\nAmmo.BackpackMaxAmount 2\nInventory.Icon \"3GN2A0\"\n+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "Actors/Weapons/NemesisBFG.txt",
"contents": "Actor \"Nemesis BFG\" : Weapon\n{\n +NOAUTOFIRE\n +WEAPON.BFG\n +WEAPON.NOAUTOAIM\n -INVENTORY.UNDROPPABLE\n Weapon.PreferredSkin \"LegendaryBFG-Marine\"\n Weapon.AmmoGive 150\n Weapon.AmmoType \"NLDemonAmmo\"\n Weapon.AmmoType2 \"NLDemonAmmo\"\n Weapon.AmmoUse 200\n Weapon.AmmoUse2 50\n weapon.KickBack 90\n Weapon.SlotNumber 8\n Weapon.UpSound \"NemesisBFG/Pickup\"\n Inventory.PickupSound \"NemesisBFG/Pickup\"\n Inventory.PickupMessage \"Nemesis BFG! Rend the souls from your foes!\"\n Obituary \"%o regrets going against %k's Nemesis BFG.\"\n Tag \"Nemesis BFG\"\n States\n\t{\n Spawn:\n\tNMBG X -1\n\tLoop\n Select:\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_Raise\n\tNMB8 Q 1 A_Raise\n\tLoop\n Deselect:\n\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/weapondown\")\n Deselectloop:\n\tTNT1 A 0 A_StopSound(5)\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_Lower\n\tNMB8 Q 1 A_Lower\n\tLoop\n Ready:\n\tTNT1 A 0 A_ZoomFactor(1)\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Loop\",5,1.0,1)\n\tNMB0 AAAABBBBCCCCDDDDCCCCBBBB 1 A_WeaponReady\n\tLoop\n Fire:\n\tTNT1 A 0 A_PlaySound(\"truelegbfg/trigger\",6)\n\tNMB9 A 1\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Charge\",1)\n\tNMB9 AABBCCDD 1\n\tTNT1 A 0 A_GiveInventory(\"GuruCharge\",25)\n Gurucharger:\n\tTNT1 A 0 A_TakeInventory(\"GuruCharge\",1)\n\t//TNT1 A 0 A_SpawnItemEx(\"TrueNemesisHellionSmokeSpawner\")\n\tNMB9 ABCD 1 Bright A_Quake(4,2,0,2,\"none\")\n\tTNT1 A 0 A_JumpIfInventory(\"GuruCharge\",1,\"Gurucharger\")\n\tNMB8 AABBCCDD 1 Bright A_Quake(4,2,0,2,\"none\")\n\tTNT1 A 0 A_PlaySound(\"NemesisBFG/Fire\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerNemesisGuruBall\",0,1,12,0)\n\tTNT1 A 0 A_Recoil(45)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"White\",0.5,60)\n\tTNT1 A 0 A_SetBlend(\"White\",0.25,60)\n\tNMB8 E 1 Bright A_ZoomFactor(0.9)\n\tNMB8 E 1 Bright A_ZoomFactor(0.91)\n\tNMB8 F 1 Bright A_ZoomFactor(0.92)\n\tNMB8 F 1 Bright A_ZoomFactor(0.93)\n\tNMB8 G 1 Bright A_ZoomFactor(0.94)\n\tNMB8 G 1 Bright A_ZoomFactor(0.95)\n\tNMB8 H 1 Bright A_ZoomFactor(0.96)\n\tNMB8 H 1 Bright A_ZoomFactor(0.97)\n\tNMB8 I 1 Bright A_ZoomFactor(0.98)\n\tNMB8 I 1 Bright A_ZoomFactor(0.99)\n\tNMB8 KK 1 A_ZoomFactor(1)\n\tNMB8 LLMMNNOOPPQQ 1\n\tGoto Ready\n Altfire:\n\tTNT1 A 0 A_PlaySound(\"star/fire\",1)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerMiniNemesisBFGBall\",0,1,12,0)\n\tTNT1 A 0 A_Recoil(25)\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_SetBlend(\"White\",0.25,35)\n\tTNT1 A 0 A_SetBlend(\"White\",0.125,35)\n\tNMB8 EFGHIJ 1 Bright\n\tNMB8 LLMMNNOOPPQQ 1\n\tGoto Ready\n Flash:\n\tTNT1 A 7 bright A_Light2\n\tTNT1 A 4 bright A_Light1\n\tTNT1 A 0 bright A_Light0\n\tStop\n\t}\n}\n\nACTOR PlayerNemesisGuruBall : NemesisGuruBall\n{\n Speed 25\n Damage 200\n Scale 2.5\n DamageType \"PlayerNemesisPlasma\"\n MissileType \"\"\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(600,128,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisPlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCLBB D 1 Bright A_SpawnItemEx(\"NemesisPlayerDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_Explode(600,128,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisPlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCLBB D 1 Bright //A_SpawnItemEx(\"NemesisCyberDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_Explode(600,128,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisPlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCLBB D 1 Bright //A_SpawnItemEx(\"NemesisCyberDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\tTNT1 A 0 A_Explode(600,128,0,1)\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n TNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrailSpark\",random(28,-28),random(28,-28),random(28,-28),0,0,0,0,0,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruTrail\",-3,0,0,0,0,0,0,0,0)\n\tTNT1 A 0 A_CustomMissile(\"NemesisPlayerDevastatorBolt\",6,0,random(0,359),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-40,40))\n\tCLBB D 1 Bright //A_SpawnItemEx(\"NemesisCyberDTBFGProjectileAttack\",0,0,0,0,0,0,0,SXF_SETMASTER)\n Loop\n Death:\n\tTNT1 A 0 A_Explode(8000,486,0,1)\n\tTNT1 AAAAAAAA 0 A_CustomMissile(\"NemesisPlayerBouncyBFG\",0,0,random(0,360),2,random(-5,30))\n\tTNT1 A 1 A_SpawnItem(\"PlayerNemesisDeathBall\")\n\tStop\n }\n}\n\nActor NemesisPlayerDevastatorBolt : NemesisCyberDevastatorBolt\n{\n Species \"Player\"\n Damagetype \"Normal\"\n +THRUSPECIES\n}\n\nActor PlayerNemesisGuruSphereSmokeProjectile : CyberNemesisGuruSphereSmokeProjectile\n{\n Damagetype \"PlayerNemesisPlasma\"\n}\n\nACTOR NemesisPlayerDTBFGProjectileAttack\n{\n PROJECTILE\n Height 3\n Radius 3\n Speed 5\n FastSpeed 5\n +LOOKALLAROUND\n +QUICKTORETALIATE\n +NOTARGET\n +NOCLIP\n +NOTIMEFREEZE\n +FRIENDLY\n States\n\t{\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_CopyFriendliness(AAPTR_TARGET)\n\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)\n\tTNT1 AAAAA 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,\"Attack\")\n\tGoto Death\n Attack:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_FaceTarget\n\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_MASTER, AAPTR_NULL)\n\tTNT1 A 1 Bright A_CustomRailgun(30,0,None,None,RGF_SILENT|RGF_FULLBRIGHT,0,2,\"LegendaryImpPuff\",0,0,0,0,3.0,0,\"NemesisBFGRailParticle\")\n\tGoto Death\n Death:\n\tTNT1 A 1 Bright\n\tStop\n\t}\n}\n\nActor PlayerNemesisDeathBall : NemesisDeathBall\n{\nDamageType \"PlayerNemesisPlasma\"\n+FOILINVUL\nStates\n {\n Spawn:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_PlaySound(\"Weapons/GuruBlast3\",5)\n\tGoto Death\n Death:\n\tTNT1 A 0 Bright\n\tTNT1 A 0 Bright A_PlaySound(\"Weapons/GuruBlast3\",5)\n\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t//COLLATERAL DAMAGE EFFECTS\n\tTNT1 A 0 Bright A_Explode(4056,1000,0,1,500)\n\tTNT1 A 0 Bright A_BFGSpray(\"PlayerNemesisGuruSpray\",15,20)\n\t//IMPACT STUFF\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisBFGExplodeFX\",0,0,10)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruStruckGlowX\",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisGuruStruckGlowY\",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"CyberNemesisGuruSphereSmoke\",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),SXF_SETMASTER,0)\n\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"NemesisGuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NemesisGuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\tStop\n }\n}\n\nACTOR PlayerNemesisGuruSpray : NemesisGuruSpray\n{\nDamagetype \"Normal\"\n+FOILINVUL\n}\n\nACTOR PlayerMiniNemesisBFGBall : MiniNemesisBFGBall\n{\n +THRUSPECIES\n Species \"Player\"\n DamageType \"PlayerNemesisPlasma\"\n States\n {\n Spawn:\n\tTNT1 A 0 Bright A_LoopActiveSound\n\tTNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n CLBB D 1 Bright A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 1 A_SpawnItem(\"PlayerMiniNemesisDeathBall\")\n Stop\n }\n}\n\nActor PlayerNemesisGuruSphereSmokeProjectile : MiniCyberNemesisGuruSphereSmokeProjectile\n{\n Damagetype \"Normal\"\n}\n\nActor PlayerMiniNemesisDeathBall : MiniNemesisDeathBall\n{\nDamageType \"PlayerNemesisPlasma\"\n+FOILINVUL\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"Weapons/GuruBlast3\",5)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/GuruBlast3\",5)\n\t\tTNT1 A 0 Radius_Quake(15,20,0,20,0)\n\t\t//COLLATERAL DAMAGE EFFECTS\n\t\tTNT1 A 0 A_Explode(2048,700,0,1)\n\t\tTNT1 A 0 A_BFGSpray(\"PlayerMiniNemesisGuruSpray\",15,20)\n\t\t//IMPACT STUFF\n\t\tTNT1 A 0 A_SpawnItemEx(\"MiniNemesisBFGExplodeFX\",0,0,10)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MiniNemesisGuruStruckGlowX\",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MiniNemesisGuruStruckGlowY\",0,0,10,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmoke\",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),SXF_SETMASTER,0)\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"MiniNemesisGuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"MiniNemesisGuruChunkSpark\",random(126,-126),random(126,-126),random(66,-66),0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tStop\n\t}\n}\n\nACTOR PlayerMiniNemesisGuruSpray : MiniNemesisGuruSpray\n{\nDamagetype \"Normal\"\n+FOILINVUL\n}\n\nACTOR NemesisPlayerBouncyBFG : PlayerMiniNemesisBFGBall\n{\n +SKYEXPLODE\n +CANBOUNCEWATER\n Bouncetype Hexen\n BounceFactor 1.0\n Bouncecount 3\n States\n {\n Spawn:\n\tTNT1 A 0 Bright A_LoopActiveSound\n\t//TNT1 A 0 A_SpawnItemEx(\"PlayerNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-1,1),frandom(-1,1),frandom(-1,1),random(0,359))\n CLBB D 1 Bright A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),random(0,359))\n Loop\n Death:\n\tTNT1 A 0\n/*\tTNT1 A 0 Radius_Quake(5,60,0,10,0)\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")\n\tTNT1 A 0 A_Explode(50,400,0)\n\tTNT1 A 0 A_SpawnItemEx(\"MiniCyberNemesisGuruSphereSmokeProjectile\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NemesisWhiteProjParticleSuperLarge2\",0,0,0,frandom(-10,10),frandom(-10,10),frandom(-10,10),random(0,359))\n CLBB D 6 Bright A_SpawnItem(\"NemesisWhiteProjExplodeLarge\")*/\n\tTNT1 A 1 A_SpawnItem(\"PlayerMiniNemesisDeathBall\")\n Stop\n }\n}"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
}
]
}