Raw model (for completeness)
{
"meta": {
"id": "02dcbc83-b2e7-4c94-afde-c97b2a8960f0",
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"filenames": [
"zbloody_hell_v199.pk3"
],
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"iwad": [],
"filename": null,
"added": null,
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": {
"BB01": "BB01.png",
"BB02": "BB02.png",
"BB03": "BB03.png",
"BB04": "BB04.png",
"BB05": "BB05.png",
"CP01": "CP01.png",
"CP02": "CP02.png",
"CP03": "CP03.png",
"CP05": "CP05.png",
"CP07": "CP07.png",
"CP09": "CP09.png",
"CPSL01": "CPSL01.png",
"CST20": "CST20.png",
"CST21": "CST21.png",
"CST31": "CST31.png",
"E1B1": "E1B1.png",
"E1B2": "E1B2.png",
"E1B3": "E1B3.png",
"E1B4": "E1B4.png",
"E1B5": "E1B5.png",
"E1B6": "E1B6.png",
"E1B7": "E1B7.png",
"E1B8": "E1B8.png",
"E2B1": "E2B1.png",
"E2B3": "E2B3.png",
"E2B4": "E2B4.png",
"E2B7": "E2B7.png",
"E2B8": "E2B8.png",
"E2B9": "E2B9.png",
"E3B1": "E3B1.png",
"E3B2": "E3B2.png",
"E3B4": "E3B4.png",
"E3B5": "E3B5.png",
"E3B7": "E3B7.png",
"E4B1": "E4B1.png",
"E4B3": "E4B3.png",
"E4B4": "E4B4.png",
"E4B5": "E4B5.png",
"E4B7": "E4B7.png",
"E4B8": "E4B8.png",
"E4B9": "E4B9.png",
"E6B1": "E6B1.png",
"E6B2": "E6B2.png",
"E6B3": "E6B3.png",
"E6B6": "E6B6.png",
"E6B8": "E6B8.png",
"VOXEL": "VOXEL.png"
},
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"file": {
"type": "PK3",
"size": 73634309,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/03a826ec763ee2fd5557565f0d50ed9a27f7e8e4/03a826ec763ee2fd5557565f0d50ed9a27f7e8e4.pk3.gz",
"corrupt": false
},
"content": {
"maps": [
"CP01",
"CP02",
"CP03",
"CP05",
"CP07",
"CP09",
"CPSL01",
"E1B1",
"E1B2",
"E1B3",
"E1B4",
"E1B5",
"E1B6",
"E1B7",
"E1B8",
"E2B1",
"E2B3",
"E2B4",
"E2B7",
"E2B8",
"E2B9",
"E3B1",
"E3B2",
"E3B4",
"E3B5",
"E3B7",
"E4B1",
"E4B3",
"E4B4",
"E4B5",
"E4B7",
"E4B8",
"E4B9",
"E6B1",
"E6B2",
"E6B3",
"E6B6",
"E6B8",
"VOXEL",
"CST31",
"CST20",
"CST21",
"BB01",
"BB02",
"BB03",
"BB04",
"BB05",
"CPSL",
"E1M1",
"E1M2",
"E1M3",
"E1M4",
"E1M5",
"E1M6",
"E1M7",
"E1M8",
"E2M1",
"E2M3",
"E2M4",
"E2M7",
"E2M8",
"E2M9-secret",
"E3M1",
"E3M2",
"E3M4",
"E3M5",
"E3M7",
"E4M1",
"E4M3",
"E4M4",
"E4M5",
"E4M7",
"E4M8",
"E4M9-secret",
"E6M1",
"E6M2",
"E6M3",
"E6M6",
"E6M8",
"blood_map31_secret",
"custom_20",
"custom_21",
"map40",
"map41",
"map42",
"map43",
"map44"
],
"counts": {
"endoom": 0,
"graphics": 4,
"lumps": 12040,
"maps": 87,
"palettes": 14
}
},
"text_files": [
{
"source": "pk3",
"name": "ancrinfo.txt",
"contents": "/*\n Generic Announcer by BouncyTEM\n*/\n\n{\nname = \"Male Announcer - BouncyTEM\"\n\n//\tMedals\naccuracy = announcer/an/accuracy\nassist = announcer/an/assist\nyourskillisnotenough = announcer/an/yourskillisnotenough\nyoufailit = announcer/an/youfailit\ntotaldomination = announcer/an/totaldomination\nspam = announcer/default/spam\ncapture = announcer/an/capture\ndefense = announcer/an/defense\ndomination = announcer/an/domination\nexcellent = announcer/an/excellent\nfight = announcer/an/fight\nfirstfrag = announcer/an/firstfrag\nfisting = announcer/an/fisting\nllama = announcer/an/llama\nimpressive = announcer/an/impressive\nincredible = announcer/an/incredible\nmostimpressive = announcer/an/mostimpressive\nperfect = announcer/an/perfect\nprecision = announcer/an/precision\n\n//\tBlue Team Sounds\nblueflagdropped = announcer/an/blueflagdropped\nblueflagreturned = announcer/an/blueflagreturned\n\nblueflagtaken = announcer/an/blueflagtaken\n\nblueleads = announcer/an/blueleads\nbluescores = announcer/an/bluescores\nblueskulldropped = announcer/an/blueskulldropped\nblueskullreturned = announcer/an/blueskullreturned\n\nblueskulltaken = announcer/an/blueskulltaken\n\n//\tRed Team Sounds\n\nredflagdropped = announcer/an/redflagdropped\nredflagreturned = announcer/an/redflagreturned\n\nredflagtaken = announcer/an/redflagtaken\n\nredleads = announcer/an/redleads\nredredskull = announcer/an/redredskull\nredscores = announcer/an/redscores\nredskulldropped = announcer/an/redskulldropped\nredskullreturned = announcer/an/redskullreturned\n\nredskulltaken = announcer/an/redskulltaken\n\n//\tGold Team Sounds\ngoldflagtaken = announcer/an/goldflagtaken\ngoldflagdropped = announcer/an/goldflagdropped\ngoldflagreturned = announcer/an/goldflagreturned\n\ngoldscores = announcer/an/goldscores\n\ngoldskulltaken = announcer/an/goldskulltaken\ngoldskulldropped = announcer/an/goldskulldropped\ngoldskullreturned = announcer/an/goldskullreturned\n\n//\tGreen Team Sounds\n\ngreenflagtaken = announcer/an/greenflagtaken\ngreenflagdropped = announcer/an/greenflagdropped\ngreenflagreturned = announcer/an/greenflagreturned\n\ngreenscores = announcer/an/greenscores\n\ngreenskulltaken = announcer/an/greenskulltaken\ngreenskulldropped = announcer/an/greenskulldropped\ngreenskullreturned = announcer/an/greenskullreturned\n\n//\tWhite Flag\nwhiteflagreturned = announcer/an/whiteflagreturned\n\n//\tTime Warnings\n\noneminutewarning = announcer/an/oneminutewarning\nfiveminutewarning = announcer/an/fiveminutewarning\n\n//\tPlayer Notifications\n\nnextroundin = announcer/an/nextroundin\nthree = announcer/an/three\ntwo = announcer/an/two\none = announcer/an/one\nonefragleft = announcer/an/onefragleft\npreparetofight = announcer/an/preparetofight\nteamsaretied = announcer/an/teamsaretied\ntheenemyhastheflag = announcer/an/theenemyhastheflag\nthree = announcer/an/three\nthreefragsleft = announcer/an/threefragsleft\ntwofragsleft = announcer/an/twofragsleft\nvictory = announcer/an/victory\nyouaretiedforthelead = announcer/an/youaretiedforthelead\nyouhavetheflag = announcer/an/youhavetheflag\nyourteamhastheflag = announcer/an/yourteamhastheflag\nyouvelostthelead = announcer/an/youvelostthelead\nyouvetakenthelead = announcer/an/youvetakenthelead\nyouwin = announcer/an/youwin\n\n//\tRunes/Powerups\n\nguardsphere = announcer/an/guardsphere\nhaste = announcer/an/haste\nhighjump = announcer/an/highjump\npartialinvisibility = announcer/an/partialinvisibility\npossessionartifactdropped = announcer/an/possessionartifactdropped\npossessionartifactpickedup = announcer/an/possessionartifactpickedup\nprosperity = announcer/an/prosperity\nrage = announcer/an/rage\nreflection = announcer/an/reflection\nregeneration = announcer/an/regeneration\nresistance = announcer/an/resistance\nspread = announcer/an/spread\nstrength = announcer/an/strength\ntimefreeze = announcer/an/timefreeze\nturbosphere = announcer/an/turbosphere\ndoomsphere = announcer/an/doomsphere\ndrain = announcer/an/drain\n\ninvisibility = announcer/an/invisibility\ninvulnerability = announcer/an/invulnerability\nmegasphere = announcer/an/megasphere\nsoulsphere = announcer/an/soulsphere\n\n//\tGamemode Sounds\ntag = announcer/an/tag\ntermination = announcer/an/termination\nterminator = announcer/an/terminator\nwelcometoctf = announcer/an/welcometoctf\nwelcometooneflagctf = announcer/an/welcometooneflagctf\nwelcometost = announcer/an/welcometost\n\n//\tVote Sounds\nvotefailed = announcer/an/votefailed\nvotenow = announcer/an/votenow\nvotepassed = announcer/an/votepassed\n\n}\n\n{\n// Duplicate of above so other announcers don't take priority.\nname = \"Default\"\n\n//\tMedals\naccuracy = announcer/an/accuracy\nassist = announcer/an/assist\nyourskillisnotenough = announcer/an/yourskillisnotenough\nyoufailit = announcer/an/youfailit\ntotaldomination = announcer/an/totaldomination\nspam = announcer/default/spam\ncapture = announcer/an/capture\ndefense = announcer/an/defense\ndomination = announcer/an/domination\nexcellent = announcer/an/excellent\nfight = announcer/an/fight\nfirstfrag = announcer/an/firstfrag\nfisting = announcer/an/fisting\nllama = announcer/an/llama\nimpressive = announcer/an/impressive\nincredible = announcer/an/incredible\nmostimpressive = announcer/an/mostimpressive\nperfect = announcer/an/perfect\nprecision = announcer/an/precision\n\n//\tBlue Team Sounds\nblueflagdropped = announcer/an/blueflagdropped\nblueflagreturned = announcer/an/blueflagreturned\n\nblueflagtaken = announcer/an/blueflagtaken\n\nblueleads = announcer/an/blueleads\nbluescores = announcer/an/bluescores\nblueskulldropped = announcer/an/blueskulldropped\nblueskullreturned = announcer/an/blueskullreturned\n\nblueskulltaken = announcer/an/blueskulltaken\n\n//\tRed Team Sounds\n\nredflagdropped = announcer/an/redflagdropped\nredflagreturned = announcer/an/redflagreturned\n\nredflagtaken = announcer/an/redflagtaken\n\nredleads = announcer/an/redleads\nredredskull = announcer/an/redredskull\nredscores = announcer/an/redscores\nredskulldropped = announcer/an/redskulldropped\nredskullreturned = announcer/an/redskullreturned\n\nredskulltaken = announcer/an/redskulltaken\n\n//\tGold Team Sounds\ngoldflagtaken = announcer/an/goldflagtaken\ngoldflagdropped = announcer/an/goldflagdropped\ngoldflagreturned = announcer/an/goldflagreturned\n\ngoldscores = announcer/an/goldscores\n\ngoldskulltaken = announcer/an/goldskulltaken\ngoldskulldropped = announcer/an/goldskulldropped\ngoldskullreturned = announcer/an/goldskullreturned\n\n//\tGreen Team Sounds\n\ngreenflagtaken = announcer/an/greenflagtaken\ngreenflagdropped = announcer/an/greenflagdropped\ngreenflagreturned = announcer/an/greenflagreturned\n\ngreenscores = announcer/an/greenscores\n\ngreenskulltaken = announcer/an/greenskulltaken\ngreenskulldropped = announcer/an/greenskulldropped\ngreenskullreturned = announcer/an/greenskullreturned\n\n//\tWhite Flag\nwhiteflagreturned = announcer/an/whiteflagreturned\n\n//\tTime Warnings\n\noneminutewarning = announcer/an/oneminutewarning\nfiveminutewarning = announcer/an/fiveminutewarning\n\n//\tPlayer Notifications\n\nnextroundin = announcer/an/nextroundin\nthree = announcer/an/three\ntwo = announcer/an/two\none = announcer/an/one\nonefragleft = announcer/an/onefragleft\npreparetofight = announcer/an/preparetofight\nteamsaretied = announcer/an/teamsaretied\ntheenemyhastheflag = announcer/an/theenemyhastheflag\nthree = announcer/an/three\nthreefragsleft = announcer/an/threefragsleft\ntwofragsleft = announcer/an/twofragsleft\nvictory = announcer/an/victory\nyouaretiedforthelead = announcer/an/youaretiedforthelead\nyouhavetheflag = announcer/an/youhavetheflag\nyourteamhastheflag = announcer/an/yourteamhastheflag\nyouvelostthelead = announcer/an/youvelostthelead\nyouvetakenthelead = announcer/an/youvetakenthelead\nyouwin = announcer/an/youwin\n\n//\tRunes/Powerups\n\nguardsphere = announcer/an/guardsphere\nhaste = announcer/an/haste\nhighjump = announcer/an/highjump\npartialinvisibility = announcer/an/partialinvisibility\npossessionartifactdropped = announcer/an/possessionartifactdropped\npossessionartifactpickedup = announcer/an/possessionartifactpickedup\nprosperity = announcer/an/prosperity\nrage = announcer/an/rage\nreflection = announcer/an/reflection\nregeneration = announcer/an/regeneration\nresistance = announcer/an/resistance\nspread = announcer/an/spread\nstrength = announcer/an/strength\ntimefreeze = announcer/an/timefreeze\nturbosphere = announcer/an/turbosphere\ndoomsphere = announcer/an/doomsphere\ndrain = announcer/an/drain\n\ninvisibility = announcer/an/invisibility\ninvulnerability = announcer/an/invulnerability\nmegasphere = announcer/an/megasphere\nsoulsphere = announcer/an/soulsphere\n\n//\tGamemode Sounds\ntag = announcer/an/tag\ntermination = announcer/an/termination\nterminator = announcer/an/terminator\nwelcometoctf = announcer/an/welcometoctf\nwelcometooneflagctf = announcer/an/welcometooneflagctf\nwelcometost = announcer/an/welcometost\n\n//\tVote Sounds\nvotefailed = announcer/an/votefailed\nvotenow = announcer/an/votenow\nvotepassed = announcer/an/votepassed\n\n}"
},
{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "____________________________\n\nZBloody Hell - By LordOZ_98\n____________________________\n\nZBloody Hell is an extensive rework of the original ZBlood Project, reconstructing the archives\nentirely from scratch to address all errors and updating what needs to be updated to keep\nZBlood up to date and compatible with new versions of GZDoom.\n\nAside from that, ZBloody Hell implements various bug fixes and level layout improvements\nthat make use of GZDoom's more advanced and new editing features such as PolyObjects and\nInteractive Portals, along with other visual improvements, notably PNG Truecolor textures.\n\nZBloody Hell also updates the enemies and weapons and their behaviours to improve the balance\nthroughout the campaign, re-organizes the Mapset to use a more comprehensible order\nand Mapnames, and returns ZBlood to the \"Standalone\" Form, making it possible to load\nthe mod as a standalone game without using Doom 2 IWAD to load it.\n\nadditionally ZBloody Hell adds more Blood levels to the game.\n____________________________\n\nLittle bit of Background\n____________________________\n\nEver since ZBlood stopped receiving updates many people forked their own versions\nout of it, some decided to continue updating ZBlood while others shifted to projects\nwith different goals, however most of these forks were either discontinued or didn't\nperfectly recreate some of Bloods aspects, We have ZBlood+, ZBloodX, ZBlood 4.4\nand BLOOM. Why you ask? I personally wasn't a big fan of what these projects were going for\nand ZBloodX (while it is a great improvement over ZBlood) still lacks lot of features and improvements\nand deviates a bit too much from the original Blood experience. And thus, this ZBloody Hell was\nborn.\n\n____________________________\n\nCredits\n____________________________\n\nLordOZ_98 - Programming, mapping and new ZBloody Hell additions.\nPegg - ZBloodX Unofficial Addon Improvements carried over.\nIvan - ZBloodX Base for the Unofficial Addon.\nJoseph Otey and J.S Graham - Original ZBlood Base.\nLuigis - Extra polish and updates to E1M1.\nMonolith Productions - One Unit Whole Blood Resources.\nThe Freedoom project."
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include \"actors/Player_Burn.txt\"\n\n//Let's start by the effects\n\n#include \"actors/effects/FireTrails.txt\"\n#include \"actors/effects/SmokeTrails.txt\"\n#include \"actors/effects/LensFlares.txt\"\n#include \"actors/effects/Debris.txt\"\n#include \"actors/effects/Gore.txt\"\n#include \"actors/effects/Puffs.txt\"\n#include \"actors/effects/Other.txt\"\n\n//Projectiles that are shared among different actors\n\n#include \"actors/Missiles/Main_Missiles.txt\"\n#include \"actors/Missiles/Tesla_Proj.txt\"\n#include \"actors/Missiles/Proximity.txt\"\n#include \"actors/Missiles/Flares.txt\"\n\n//Now Decoration\n\n#include \"actors/decoration/Graves.txt\"\n#include \"actors/decoration/Interactive.txt\"\n#include \"actors/decoration/LightSources.txt\"\n#include \"actors/decoration/Others.txt\"\n#include \"actors/decoration/HangingBodies.txt\"\n#include \"actors/decoration/Trees.txt\"\n\n//Items and Pickups\n\n#include \"actors/pickups/Ammo.txt\"\n#include \"actors/pickups/Usable_Items.txt\"\n#include \"actors/pickups/Health_Armor.txt\"\n#include \"actors/pickups/JumpingBoots.txt\"\n#include \"actors/pickups/Other_Powerups.txt\"\n\n//Monsters and Enemies\n\n#include \"actors/Monsters/A_ChaseX.txt\"\n#include \"actors/Monsters/BurnState.txt\"\n#include \"actors/Monsters/Butcher.txt\"\n#include \"actors/Monsters/Zombie.txt\"\n#include \"actors/Monsters/Cultists.txt\"\n#include \"actors/Monsters/Beast.txt\"\n#include \"actors/Monsters/Gargoyles.txt\"\n#include \"actors/Monsters/Hellhound.txt\"\n#include \"actors/Monsters/Cerberus.txt\"\n#include \"actors/Monsters/Tchernobog.txt\"\n#include \"actors/Monsters/ChrysalidPod.txt\"\n#include \"actors/Monsters/LavaPod.txt\"\n#include \"actors/Monsters/ChokingHand.txt\"\n#include \"actors/Monsters/BloodRat.txt\"\n#include \"actors/Monsters/Spiders.txt\"\n#include \"actors/Monsters/Phantasm.txt\"\n#include \"actors/Monsters/GillBeast.txt\"\n#include \"actors/Monsters/Civilians.txt\"\n#include \"actors/Monsters/BoneEel.txt\"\n#include \"actors/Monsters/HammerHaunt.txt\"\n#include \"actors/Monsters/SpiderMummy.txt\"\n\n//Weapons\n\n#include \"actors/Weapons/Dynamite_Base.txt\"\n#include \"actors/Weapons/RemoteDynamite.txt\"\n#include \"actors/Weapons/Pitchfork.txt\"\n#include \"actors/Weapons/NapalmLauncher.txt\"\n#include \"actors/Weapons/ProximityMine.txt\"\n#include \"actors/Weapons/TeslaRifle.txt\"\n#include \"actors/Weapons/SprayCan.txt\"\n#include \"actors/Weapons/VoodooDoll.txt\"\n#include \"actors/weapons/flaregun.txt\"\n#include \"actors/weapons/TommyGun.txt\"\n#include \"actors/weapons/SawedOff.txt\"\n#include \"actors/weapons/LifeLeech.txt\"\n#include \"actors/weapons/TNTBundle.txt\"\n\n//Multiplayer\n\n#include \"actors/Pickups/CTF_Stuff.txt\"\n\n//Misc\n\n#include \"actors/Replacements.txt\"\n#include \"actors/EditorThings.txt\""
},
{
"source": "pk3",
"name": "GAMEINFO.txt",
"contents": "IWAD = \"zbloody_hell.wad\"\nSTARTUPTITLE = \"ZBloody Hell\"\nSTARTUPCOLORS = \"00 00 00\", \"FF 00 00\""
},
{
"source": "pk3",
"name": "Textcolors.txt",
"contents": "LighterBlue \"Lighter Blue\"\n{\n\t#508593 #94A4FF // 506093\nConsole:\n\t#20304C #7080FF 0 127\n\t#7080FF #FFFFFF 128 256\nFlat:\n\t#53EEFF\n}\nDarkerBlue \"Darker Blue\"\n{\n\t#101020 #404080\nConsole:\n\t#101020 #3040A0 0 127\n\t#3040A0 #0000FF 128 256\nFlat:\n\t#404080\n}\nLighterWhite \"Lighter White\"\n{\n\t#999999 #FFFFFF\nConsole:\n\t#808080 #BBBBBB 0 127\n\t#BBBBBB #FFFFFF 128 256\nFlat:\n\t#EFEFEF\n}\n\npr {\n\t\t#0A0A0A #808080\n\tConsole:\n\t\t#0A0A0A #808080 0 256\n}\n\nDarkerBlue2 \"Darker Blue\"\n{\n\t#302835 #454590\nConsole:\n\t#101020 #3040A0 0 127\n\t#3040A0 #0000FF 128 256\nFlat:\n\t#303070\n}"
},
{
"source": "pk3",
"name": "teaminfo.txt",
"contents": "ClearTeams\n\nTeam \"Blue\"\n{\n\tPlayerColor \"00 00 BF\"\n\tTextColor \"Blue\"\n\tRailColor \"00 00 FF\"\n\n\tFlagItem \"BloodBlueFlag\"\n\tSkullItem \"BlueSkullST\"\n\n\tPlayerStartThingNumber 5080\n\tSmallFlagHUDIcon \"STFLA1\"\n\tSmallSkullHUDIcon \"STKEYS3\"\n\tLargeFlagHUDIcon \"BFLASMAL\"\n\tLargeSkullHUDIcon \"BSKUA0\"\n}\n\nTeam \"Red\"\n{\n\tPlayerColor \"BF 00 00\"\n\tTextColor \"Red\"\n\tRailColor \"FF 00 00\"\n\n\tFlagItem \"BloodRedFlag\"\n\tSkullItem \"RedSkullST\"\n\n\tPlayerStartThingNumber 5081\n\tSmallFlagHUDIcon \"STFLA2\"\n\tSmallSkullHUDIcon \"STKEYS5\"\n\tLargeFlagHUDIcon \"RFLASMAL\"\n\tLargeSkullHUDIcon \"RSKUA0\"\n}\n\nTeam \"Green\"\n{\n\tPlayerColor \"00 BF 00\"\n\tTextColor \"Green\"\n\tRailColor \"00 FF 00\"\n\n\tFlagItem \"BloodGreenFlag\"\n\tSkullItem \"GreenSkullST\"\n\n\tPlayerStartThingNumber 5083\n\tSmallFlagHUDIcon \"STFLA4\"\n\tSmallSkullHUDIcon \"GSKLSMAL\"\n\tLargeFlagHUDIcon \"GFLASMAL\"\n\tLargeSkullHUDIcon \"GSKLBIG\"\n}\n\nTeam \"Gold\"\n{\n\tPlayerColor \"FF FF 00\" // This needs to be full to look good.\n\tTextColor \"Gold\"\n\tRailColor \"FF FF 00\"\n\n\tFlagItem \"BloodGoldFlag\"\n\tSkullItem \"GoldSkullST\"\n\n\tPlayerStartThingNumber 5084\n\tSmallFlagHUDIcon \"STFLA5\"\n\tSmallSkullHUDIcon \"STKEYS4\"\n\tLargeFlagHUDIcon \"YFLASMAL\"\n\tLargeSkullHUDIcon \"YSKUA0\"\n}"
},
{
"source": "pk3",
"name": "voxeldef.txt",
"contents": "botla = \"botla\"\n{\n\tScale = 0.9\n}\n\nbotlb = \"botlb\"\n{\n\tScale = 0.9\n}\n\nvdlfa = \"vdlfa\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.9\n}\n\ntspia = \"tspia\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.9\n}\n\nllspa = \"llspa\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.9\n}\n\nfgrna = \"fgrna\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.9\n}\n\nsospa = \"sospa\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.9\n}\n\ntompa = \"tompa\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.7\n}\n\npinva = \"pinva\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.7\n}\n\nsarma = \"sarma\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.7\n}\n\nbarma = \"barma\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.7\n}\n\narm2a = \"arm2a\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 1.0\n}\n\narmfa = \"armfa\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.7\n}\n\nbbara = \"bbara\"\n{\n\tScale = 1.9\n}\n\nBSKUA = \"BSKUA\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nBSKUB = \"BSKUB\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nRKEYA = \"RKEYA\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nRKEYB = \"RKEYB\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nRSKUA = \"RSKUA\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nRSKUB = \"RSKUB\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nBKEYA = \"BKEYA\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nBKEYB = \"BKEYB\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nYSKUA = \"YSKUA\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nYSKUB = \"YSKUB\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nYKEYA = \"YKEYA\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nYKEYB = \"YKEYB\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.4\n}\n\nNLAG = \"NLAG\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n\tScale = 0.9\n}\n\narm1a = \"arm1a\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n}\n\nINFRA = \"INFRA\"\n{\n\tdroppedspin = 25\n\tplacedspin = 25\n}\n\nSBOXA = \"SBOXA\"\n{\n\tScale = 0.7\n}\n\nFGR2A = \"FGR2A\"\n{\n\tScale = 0.7\n}\n\nSPRYA = \"SPRY\"\n{\n\tScale = 0.7\n}\n\nTBOXA = \"TBOX\"\n{\n\tScale = 0.7\n}\n\nTBNDA = \"TBND\"\n{\n\tScale = 0.6\n}\n\nAMMOA = \"AMMOA\"\n{\n\tScale = 0.6\n}\n\nGRA1=\"GRA1\"{}\nGRA2=\"GRA2\"{}\nGRA3=\"GRA3\"{}\nGRA4=\"GRA4\"{}\nGRA5=\"GRA5\"{}\nGRA6=\"GRA6\"{}\nGRA7=\"GRA7\"{}\nGRA8=\"GRA8\"{}"
},
{
"source": "pk3",
"name": "actors/Player_Burn.txt",
"contents": "Actor RealFlash : Inventory\n{\n\tInventory.amount 1\n\tInventory.MaxAmount 1\n}\n\nActor EndShialBoss : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CerberusDead : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(500, 0, 1)\n\t\tStop\n\t}\n}\n\nActor TchernobogDead : CerberusDead\n{\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 1 ACS_Executealways(500, 0, 2)\n\t\tStop\n\t}\n}\n\nActor DoLaugh : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(500, 0, 0)\n\t\tStop\n\t}\n}\n\nActor Chokeme : ammo\n{\ninventory.amount 1\ninventory.maxamount 10//10 max hands just for a horrible ending\n+AutoActivate\n+AlwaysPickup\nstates\n{\n\tuse:\n\t\tpickup:\n\t\tTNT1 A 1 ACS_ExecuteAlways(610,0,0)\n\t\tStop\n\n}\n}\n\nActor TwinkleHeal : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10//10 max hands just for a horrible ending\n+AutoActivate\n+AlwaysPickup\nstates\n{\n\tuse:\n\t\tpickup:\n\t\tTNT1 A 1 A_SetBlend(\"Yellow\",0.5,10)\n\t\tStop\n\n}\n}\n\nActor YouAreOnFireSir\n{\n\t+NoGravity\n\t+NoBlockMap\n\tSpeed 0\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\tTNT1 AA 0\n\tTNT1 AAA 0 A_SpawnItemEx(\"BFireTrail\",random(-10,10),random(-10,10),random(0,10))\n\tTNT1 AA 2 A_SpawnItemEx(\"BFireTrail2\",random(-10,10),random(-10,10),random(0,10))\n\tTNT1 AAA 1 A_SpawnItemEx(\"BFireTrail\",random(-10,10),random(-10,10),random(10,30))\n\tTNT1 BB 1 A_SpawnItemEx(\"BFireTrail2\",random(-10,10),random(-10,10),random(10,30))\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"BFireTrail\",random(-10,10),random(-10,10),random(30,50))\n\tTNT1 AA 1 A_SpawnItemEx(\"BFireTrail2\",random(-10,10),random(-10,10),random(30,50))\n\tTNT1 A 6\n\tStop\n\t}\n}\n\nACTOR BurnDeath1\n{\n Radius 16\n Height 56\n Speed 4\n Scale 0.5\n +FIREDAMAGE\n +RANDOMIZE\n +DONTSPLASH\n +FLOORCLIP\n +LOOKALLAROUND\n damagetype \"SpecialFire\"\n Obituary \"%o was near someone in flames.\"\n activesound \"Caleb/Burns\"\n States\n {\n Spawn:\n FGUY A 0 A_KillMaster\n FGUY A 3 Bright A_Look\n goto See\n See:\n FGUY A 0 A_PlaySound(\"Caleb/Burns\")\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY AAA 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY BBB 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BurningAlive\")\n FGUY A 0 A_Explode (4,24,0)\n FGUY CCC 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY DDD 1 Bright A_Wander\n FGUY A 0\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY EEE 1 Bright A_Wander\n FGUY A 0\n FGUY A 0 A_SpawnItem (\"BurningAlive\")\n FGUY A 0 A_Explode (4,24,0)\n FGUY FFF 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY AAA 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY BBB 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BurningAlive\")\n FGUY A 0 A_Explode (4,24,0)\n FGUY CCC 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY DDD 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY EEE 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY FFF 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BurningAlive\")\n FGUY A 0 A_Explode (4,24,0)\n FGUY AAA 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY BBB 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY CCC 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BurningAlive\")\n FGUY A 0 A_Explode (4,24,0)\n FGUY DDD 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY EEE 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY FFF 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BurningAlive\")\n FGUY A 0 A_Explode (4,24,0)\n FGUY AAA 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY BBB 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY CCC 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BurningAlive\")\n FGUY A 0 A_Explode (4,24,0)\n FGUY DDD 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY EEE 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY FFF 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY AAA 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY BBB 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BurningAlive\")\n FGUY A 0 A_Explode (4,24,0)\n FGUY CCC 1 Bright A_Wander\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY DDD 1 Bright A_Wander\n FGUY A 0\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY EEE 1 Bright A_Wander\n FGUY A 0\n\t\tFGUY A 0 A_Jump(160,\"See\")\n FGUY A 0 A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n FGUY A 0 A_Explode (4,24,0)\n FGUY FFF 1 Bright A_Wander\n FGUY A 0 A_SpawnItem (\"BurningAlive\")\n FGUY A 0 A_Explode (4,24,0)\n Goto Death\n Death:\n\tFGUY G 0 A_StopSound\n FGUY G 3 Bright A_PlaySound(\"Caleb/Death\")\n FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n FGUY G 0 A_SpawnDebris (\"NapalmDebris\")\n FGUY G 0 A_Fall\n FGUY GGHHII 3 Bright A_SpawnItem(\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n FGUY A 0 //A_LoopActiveSound\n FGUY A 0 Bright A_SpawnItem (\"BurnDeathSmoke\")\n FGUY JJKKLLMMNNOO 3 Bright A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n FGUY A 0 //A_LoopActiveSound\n FGUY JJKKLLMMNNOO 3 Bright A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n FGUY A 0 //A_LoopActiveSound\n FGUY JJKKLLMMNNOO 3 Bright A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n FGUY O 0 //A_StopSound\n FGUY PPQQRRSS 3 Bright\n FGUT T -1\n Stop\n }\n}\n\nActor BurnTics : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 300\n}"
},
{
"source": "pk3",
"name": "actors/Replacements.txt",
"contents": "Actor NoBSItem1 Replaces Healthbonus\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NoBSClip Replaces Clip\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NoBSItem2 replaces Armorbonus\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NoBSItem3 replaces Stimpack\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NoBSMonster replaces ArchVile // To get rid of silly beast copy paste on vile\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/EditorThings.txt",
"contents": "//The following things are workarounds to the switch height check limitations\n//Instead of setting a linedef special, an invisible actor will trigger a special given\n//in it's actor properties so when this actor is killed, the action will be triggered.\n\nACTOR ShootableSwitch 3720\n{\n//$Category \"Blood Editor Things\"\n//$Title Shootable Switch x16\n\tHealth 1\n\tHeight 16\n\tRadius 16\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n +SHOOTABLE\n\t+NOGRAVITY\n\t+FLOAT\n +NOBLOOD\n +SOLID\n\t+NOTAUTOAIMED\n -PUSHABLE\n\tStates\n\t{\n\t \tSpawn:\n\t\t\tSTSW A 4\n\t\t\tGoto InvisibleState\n\t\tInvisibleState:\n\t\t TNT1 A 32\n\t\t\tLoop\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tSTSW A 3 A_Pain\n\t\t\tGoto InvisibleState\n\t\tDeath:\n\t\t TNT1 A 1\n\t\t\tStop\n\t}\n}\n\nACTOR ShootableSwitch2 : ShootableSwitch 3721\n{\n//$Category \"Blood Editor Things\"\n//$Title Shootable Switch x32\n\tHeight 32\n\tRadius 32\n}\n\nACTOR ShootableSwitch3 : ShootableSwitch 3722\n{\n//$Category \"Blood Editor Things\"\n//$Title Shootable Switch x64\n\tHeight 64\n\tRadius 64\n}\n\nACTOR ShootableSwitch4 : ShootableSwitch 3723\n{\n//$Category \"Blood Editor Things\"\n//$Title Shootable Switch x128\n\tHeight 128\n\tRadius 128\n}\n\nACTOR ShootableSwitch5 : ShootableSwitch 3724\n{\n//$Category \"Blood Editor Things\"\n//$Title Shootable Switch x256\n\tHeight 256\n\tRadius 256\n}\n\nACTOR InteractableSwitch6: ShootableSwitch 3725\n{\n//$Category \"Blood Editor Things\"\n//$Title Interactable Switch x32\n\tHeight 32\n\tRadius 32\n -SHOOTABLE\n\t+USESPECIAL\n}"
},
{
"source": "pk3",
"name": "actors/Decoration/Graves.txt",
"contents": "actor Grave1 6510\n{\n//$Category Blood Props\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n +NOGRAVITY\n States\n {\n Spawn:\n GRA1 A 4\n Loop\n }\n}\n\nactor Grave2 6511\n{\n//$Category Blood Props\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n +NOGRAVITY\n States\n {\n Spawn:\n GRA2 A 4\n Loop\n }\n}\n\nactor Grave3 6512\n{\n//$Category Blood Props\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n +NOGRAVITY\n States\n {\n Spawn:\n GRA3 A 4\n Loop\n }\n}\n\nactor Grave4 6513\n{\n//$Category Blood Props\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n +NOGRAVITY\n States\n {\n Spawn:\n GRA4 A 4\n Loop\n }\n}\n\nactor Grave5 6514\n{\n//$Category Blood Props\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n +NOGRAVITY\n States\n {\n Spawn:\n GRA5 A 4\n Loop\n }\n}\n\nactor Grave6 6515\n{\n//$Category Blood Props\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n +NOGRAVITY\n States\n {\n Spawn:\n GRA6 A 4\n Loop\n }\n}\n\nactor Grave7 6516\n{\n//$Category Blood Props\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n +NOGRAVITY\n States\n {\n Spawn:\n GRA7 A 4\n Loop\n }\n}\n\nactor Grave8 6517\n{\n//$Category Blood Props\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n +NOGRAVITY\n States\n {\n Spawn:\n GRA8 A 4\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Decoration/HangingBodies.txt",
"contents": "actor HangingMeat : HangTLookingDown replaces HangTLookingDown\n{\n//$Category Blood Bodies\n//$Title Hanging Meat\n SKIP_SUPER\n radius 24\n height 64\n health 200\n +SHOOTABLE\n radius 16\n height 64\n mass 10000000\n +SOLID\n +SPAWNCEILING\n +NOGRAVITY\n states\n {\n Spawn:\n HDB3 A -1\n stop\n Death:\n HDB3 A 1 A_XScream\n HDB3 AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n HDB3 AAAAAAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n stop\n }\n}\n\nactor DeadDukeNukem : HangingMeat 523\n{\n//$Category Blood Interactive Props\n//$Title Dead Duke Nukem\n Health 50\n Radius 20\n Height 56\n Speed 8\n scale 0.7\n PainChance 170\n\t+SHOOTABLE\n\t+CANPASS\n +CORPSE\n +NOTARGET\n +HEXENBOUNCE\n -COUNTKILL\n -SOLID\n +QUICKTORETALIATE\n +THRUGHOST\n +NOBLOCKMONST\n +FLOORCLIP\n +CANNOTPUSH\n +PUSHABLE\n +CANBOUNCEWATER\n +ALWAYSRESPAWN\n +INVULNERABLE\n Obituary \"%o was Killed by a Hanging Duke Body lol.\"\n +NOBLOOD\n +SPAWNCEILING\n +NODAMAGE\nPainsound \"DukePain\"\nAttacksound \"dsnone\"\nDeathsound \"DukeDeath\"\n States\n {\n Spawn:\n DEDK A 10 A_Look\n Loop\n See:\n DEDK A 3\n Loop\n Pain:\n DEDK BCDEF 10 A_SpawnDebris(\"FlyingBlood\")\n Goto See\n Death:\n DEDK BCDEF 5\n DEDK BCDEF 5 A_Scream\n DEDK BCDEF 5 A_NoBlocking\n DEDK BCDEF 5\n DEDK BCDEF -1\n Stop\n XDeath:\n DEDK BCDEF 5\n DEDK BCDEF 5 A_XScream\n DEDK BCDEF 5 A_NoBlocking\n DEDK BCDEF 5\n DEDK BCDEF -1\n Stop\n Raise:\n DEDK BCDEF 5\n DEDK BCDEF 5\n Goto See\n }\n}\n\nactor FrozenJohnny : DeadZombieMan 524\n{\n//$Category Blood Bodies\n//$Title Frozen Johnny\n Game Doom\n Skip_Super\n DropItem None\n Scale 0.6\n Health 20\n Radius 10\n Height 10\n +Shootable\n States\n {\n Spawn:\n JHNY A -1\n stop\n Death:\n HDB3 A 1\n HDB3 AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n HDB3 AAAAAAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Decoration/Interactive.txt",
"contents": "ACTOR Vase1 6316\n{\n//$Category Blood Interactive Props\n radius 6\n height 20\n +SOLID\n -SPAWNCEILING\n -NOGRAVITY\n health 1\n +NOBLOOD\n +SHOOTABLE\n deathsound \"DSglass\"\n tag \"Big Vase\"\n damagefactor \"Stomping\", 0.2\n scale 0.55\n\n states\n {\n Spawn:\n VASE D -1\n stop\n Death:\n VASE D 0 A_Fall\n VASE D 1 A_Scream\n VASE DDDDDDDDD 0 A_SpawnItemEx(\"DebrisGrey\",random[Decorations](-3,3),random[Decorations](-3,3),random[Decorations](3,6),frandom[Decorations](-8,8),frandom[Decorations](-8,8),frandom[Decorations](-8,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n VASE D 0 A_SpawnDebris (\"BalloonDebris\",1)\n stop\n }\n}\n\nACTOR Vase2 : Vase1 6317\n{\n//$Category Blood Interactive Props\n radius 6\n height 20\n +SOLID\n -SPAWNCEILING\n -NOGRAVITY\n health 1\n +NOBLOOD\n +SHOOTABLE\n deathsound \"DSglass\"\n tag \"Small Vase\"\n damagefactor \"Stomping\", 0.2\n\n states\n {\n Spawn:\n VASE B -1\n stop\n Death:\n VASE B 0 A_Fall\n VASE B 1 A_Scream\n VASE BBBBBBBBB 0 A_SpawnItemEx(\"DebrisGrey\",random[Decorations](-3,3),random[Decorations](-3,3),random[Decorations](3,6),frandom[Decorations](-8,8),frandom[Decorations](-8,8),frandom[Decorations](-8,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n VASE B 0 A_SpawnDebris (\"BalloonDebris\",1)\n stop\n }\n}\n\nACTOR Vase3 : Vase1 6318\n{\n//$Category Blood Interactive Props\n radius 6\n height 20\n +SOLID\n -SPAWNCEILING\n -NOGRAVITY\n health 1\n +NOBLOOD\n +SHOOTABLE\n deathsound \"DSglass\"\n tag \"Kek Vase\"\n damagefactor \"Stomping\", 0.2\n\n states\n {\n Spawn:\n VASE A -1\n stop\n Death:\n VASE A 0 A_Fall\n VASE A 1 A_Scream\n VASE AAAAAAAAA 0 A_SpawnItemEx(\"DebrisGrey\",random[Decorations](-3,3),random[Decorations](-3,3),random[Decorations](3,6),frandom[Decorations](-8,8),frandom[Decorations](-8,8),frandom[Decorations](-8,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n VASE A 0 A_SpawnDebris (\"BalloonDebris\",1)\n stop\n }\n}\nACTOR Vase4 : Vase1 6240\n{\n//$Category Blood Interactive Props\n radius 6\n height 20\n +SOLID\n -SPAWNCEILING\n -NOGRAVITY\n health 1\n +NOBLOOD\n +SHOOTABLE\n deathsound \"DSglass\"\n tag \"Kek Vase\"\n damagefactor \"Stomping\", 0.2\n\n states\n {\n Spawn:\n VASE E -1\n stop\n Death:\n VASE E 0 A_Fall\n VASE E 1 A_Scream\n VASE EEEEEEEEE 0 A_SpawnItemEx(\"DebrisGrey\",random[Decorations](-3,3),random[Decorations](-3,3),random[Decorations](3,6),frandom[Decorations](-8,8),frandom[Decorations](-8,8),frandom[Decorations](-8,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n VASE E 0 A_SpawnDebris (\"BalloonDebris\",1)\n stop\n }\n}\n\nACTOR BloodBeer2 : Meat5 6020\n{\n//$Category Blood Interactive Props\n//$Title Blood Beer\n radius 4\n height 17\n +SOLID\n -SPAWNCEILING\n -NOGRAVITY\n health 3\n +NOBLOOD\n +SHOOTABLE\n //RENDERSTYLE Translucent\n deathsound \"DSglass\"\n //translation \"112:127=32:47\"\n alpha 0.9\n scale 0.5\n states\n {\n Spawn:\n BOTL A -1\n stop\n Death:\n BOTL A 0 A_Fall\n BOTL A 1 A_Scream\n BOTL AAAA 0 A_SpawnDebris(\"FlyingBlood\")\n BOTL A 0 A_SpawnDebris (\"BalloonDebris\",1)\n stop\n }\n}\n\nactor BloodExBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n//$Category Blood Interactive Props\n//$Title Explosive Barrel\n spawnid 125\n obituary \"%o went boom.\"\n health 20\n radius 10\n height 34\n deathsound \"world/barrelx\"\n Scale 0.5\n +SOLID\n +SHOOTABLE\n +NOBLOOD\n +DONTGIB\n +NOICEDEATH\n DamageFactor \"Voodoo\",0\n DamageFactor \"CalebBullet\",0\n states\n {\n Spawn:\n BBAR A -1\n stop\n Death:\n BBAR A 5\n BBAR A 10 bright\n BAR1 A 0 A_Scream\n BAR1 B 0 A_Explode\n BAR1 B 0 A_SpawnItem(\"Kaboom\",0,-15+random(-2,2))\n stop\n }\n}\n\nactor ZombieCan : HeartColumn replaces HeartColumn\n{\n//$Category Blood Interactive Props\n//$Title Zombie Can\n radius 16\n height 40\n health 20\n +SOLID\n +SHOOTABLE\n +NOBLOOD\n +DONTGIB\n +RANDOMIZE\n scale 0.5\n deathsound \"DSCANDIE\"\n painsound \"DSCANDIE\"\n states\n {\n Spawn:\n BZBR A 0 A_Jump(128,2)\n BZBR AB 14\n loop\n Death:\n BZBR A 0 A_Pain\n BZBR A 5\n BZBR A 0 A_Fall\n BZBR AAAAA 0 A_SpawnDebris(\"OrganDebris\")\n BZBR AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n BZBR A 0 A_XScream\n BZBR A 0 A_Jump(32,2)\n BZBR A 0 A_SpawnDebris (\"Hand1\")\n BZBR A 0 A_Jump(32,2)\n BZBR A 0 A_SpawnDebris (\"Bloodliver\")\n BZBR A 0 A_Jump(32,2)\n BZBR AA 0 A_SpawnDebris (\"EyeGuts\")\n BZBR A 0\n stop\n }\n}\n\nactor GreenVase : ShortGreenColumn replaces ShortGreenColumn 6327\n{\n//$Category Blood Interactive Props\n//$Title Green Vase\n radius 6\n height 20\n +SOLID\n -SPAWNCEILING\n -NOGRAVITY\n health 1\n +NOBLOOD\n +SHOOTABLE\n RENDERSTYLE Translucent\n deathsound \"DSglass\"\n //translation \"112:127=32:47\" //use this to have different vase colors\n tag \"Green Vase\"\n damagefactor \"Stomping\", 0.2\n\n states\n {\n Spawn:\n COL2 A -1\n stop\n Death:\n COL2 A 0 A_Fall\n COL2 A 1 A_Scream\n COL2 AAAAAAAAA 0 A_SpawnItemEx(\"DebrisGreen\",random[Decorations](-3,3),random[Decorations](-3,3),random[Decorations](3,6),frandom[Decorations](-8,8),frandom[Decorations](-8,8),frandom[Decorations](-8,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n COL2 A 0 A_SpawnDebris (\"BalloonDebris\",1)\n stop\n }\n}\n\nactor BloodBeer : BloodBeer2 replaces Meat5\n{\n radius 4\n height 17\n +SOLID\n -SPAWNCEILING\n -NOGRAVITY\n health 3\n +NOBLOOD\n +SHOOTABLE\n //RENDERSTYLE Translucent\n deathsound \"DSglass\"\n //translation \"112:127=32:47\"\n alpha 0.9\n scale 0.5\n states\n {\n Spawn:\n BOTL B -1\n stop\n Death:\n BOTL B 0 A_Fall\n BOTL B 1 A_Scream\n BOTL BBBB 0 A_SpawnDebris(\"FlyingBlood\")\n BOTL B 0 A_SpawnDebris (\"BalloonDebris\",1)\n stop\n }\n}\n\nACTOR KickablePail 25142\n{\n//$Category Blood Interactive Props\n//$Title Kickable Bucket\n reactiontime 2000\n Health 1000\n Decal BloodSmear\n scale 0.7\n Radius 10\n Height 10\n Mass 62\n MeleeRange 50\n\t+SHOOTABLE\n\t+CANPASS\n +CORPSE\n +NOTARGET\n +HEXENBOUNCE\n -COUNTKILL\n -SOLID\n +QUICKTORETALIATE\n +THRUGHOST\n +NOBLOCKMONST\n +FLOORCLIP\n +CANNOTPUSH\n +PUSHABLE\n +CANBOUNCEWATER\n +ALWAYSRESPAWN\n +INVULNERABLE\n DeathSound \"DSPAILKK\"\n states\n {\n Spawn:\n\tPAIL A 0\n\tPAIL A 0 ACS_ExecuteAlways(999,0,0,0,0)\n OnFloor:\n\t//PAIL A 0 A_Countdown\n PAIL A 0 A_Jump (128,\"OnFloor3\")\n OnFloor2:\n PAIL A 4 A_Chase(\"Melee\",0,CHF_DONTMOVE)\n loop\n OnFloor3:\n PAIL J 4 A_Chase(\"Melee\",0,CHF_DONTMOVE)\n loop\n Flying:\n PAIL A 0 A_Jump (240,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16)\n PAIL BCDEFGH 2\n PAIL I 2 A_CheckFloor(\"OnFloor\")\n\tLoop\n PAIL KLMNOPQ 2 A_CheckFloor(\"OnFloor\")\n PAIL R 2 A_CheckFloor(\"OnFloor\")\n\tLoop\n Melee:\n\tPAIL A 0 ACS_ExecuteAlways(301,0,0,0,0)\n\tPAIL A 0 A_PlaySoundEx(\"DSPAILKK\",\"SoundSlot7\",0)\n\tPAIL A 0 ThrustThingZ(0,random(20,45),0,1)\n\tGoto Flying\n Crush:\n Death:\n TNT1 AAAA 0 A_SpawnItemEx(\"GargCracks2\",0,0,0,random(2,4),random(2,4),random(7,15),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,24)\n\tTNT1 A 10 A_Scream\n\tStop\n }\n}\n\nACTOR Lantern : Column Replaces Column\n{\n+NOGRAVITY\n}\n\nACTOR Lantern2 : Lantern 25145\n{\n//$Category Blood LightSources\n//$Title Lantern\n+NOGRAVITY\n States\n {\n Spawn:\n COLL A -1 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Decoration/Others.txt",
"contents": "ACTOR Stick 6321\n{\n//$Category Blood Props\n//$Title Stick\n radius 6\n height 20\n +SOLID\n -SPAWNCEILING\n -NOGRAVITY\n health 1\n +NOBLOOD\n +SHOOTABLE\n deathsound \"DSglass\"\n tag \"Kek Vase\"\n damagefactor \"Stomping\", 0.2\n\n states\n {\n Spawn:\n STIC A -1\n stop\n Death:\n STIC A 0 A_Fall\n STIC A 1 A_Scream\n STIC AAAAAAAAA 0 A_SpawnItemEx(\"DebrisGrey\",random[Decorations](-3,3),random[Decorations](-3,3),random[Decorations](3,6),frandom[Decorations](-8,8),frandom[Decorations](-8,8),frandom[Decorations](-8,8),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n STIC A 0 A_SpawnDebris (\"BalloonDebris\",1)\n stop\n }\n}\n\nactor MrSkullHead : EvilEye replaces EvilEye\n{\n//$Category Blood Props\n//$Title Skull Candle\n Scale 0.5\n radius 16\n height 54\n +SOLID\n -NOGRAVITY\n -NOLIFTDROP\n states\n {\n Spawn:\n SKLC ABC 3 bright\n Loop\n }\n}\n\nActor RainSpawner 25437\n{\n//$Category Blood Effects\n//$Title Rain\n Radius 1\n Height 1\n +NoClip\n +ClientSideOnly\n +SpawnCeiling\n +NoGravity\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(Args[2] > 0, \"NoSound\")\n TNT1 A 0 A_JumpIf(Args[3] > 0, \"Circle\")\n TNT1 A 0 A_PlaySoundEx(\"Ambient/Rain\", \"SoundSlot7\", 1)\n TNT1 A 1 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n Loop\n Circle:\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])\n NoSound:\n TNT1 A 0 A_Jumpif(Args[3] > 0, \"NoSoundCircle\")\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), Random(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n Loop\n NoSoundCircle:\n TNT1 A 2 A_SpawnItemEx(\"RainDrop\", Random(-Args[0], Args[0]), 0, -2, 0, 0, 0, Random(0, 360), 128, Args[1])\n Loop\n }\n}\n\nActor RainDrop\n{\n +Missile\n +NoBlockMap\n -NoGravity\n Height 2\n Radius 2\n Renderstyle Translucent\n Alpha 0.6\n Scale 0.2\n States\n {\n Spawn:\n RNDR A 1 A_JumpIf(WaterLevel > 0, \"Death\")\n Loop\n Death:\n RNDR BCDEFGH 3 A_FadeOut(0.15)\n Stop\n }\n}\n\nActor WaterDripSpawner 25436\n{\n//$Category Blood Effects\n//$Title Water Drips\n +NOCLIP\n +CLIENTSIDEONLY\n +SPAWNCEILING\n +NOGRAVITY\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(Args[1] == 1, \"ZBloodDrip\")\n RainDrip:\n TNT1 A 20 A_SpawnItemEx(\"ZBloodWaterDrip\",0,0,0,0,0,-2,0,128,128)\n Loop\n ZBloodDrip:\n TNT1 A 20 A_SpawnItemEx(\"ZBloodDrip\",0,0,0,0,0,-2,0,128,128)\n Loop\n }\n}\n\nACTOR ZBloodDrip\n{\n SpawnID 241\n +NOBLOCKMAP\n +DROPOFF\n +MISSILE\n +NOTELEPORT\n +DONTSPLASH\n scale .5\n States\n {\n Spawn:\n\tBDRP A 0\n\tBDRP A 0 A_Jump (128, \"Spawn2\")\n BDRP A 200 bright\n Stop\n Spawn2:\n BDRP B 200 bright\n Stop\n Death:\n\tBLD2 F 0 A_Jump (128, \"Death2\")\n\tBLD2 F 0 A_PlaySound(\"DSDPSURF\",0,.8,0,3)\n\tBLD2 FGHI 4 bright\n\tStop\n Death2:\n\tBLD2 O 0 A_PlaySound(\"DSDPSURF\",0,.8,0,3)\n\tBLD2 OPQR 4 bright\n Stop\n }\n}\n\nACTOR ZBloodWaterDrip : ZBloodDrip\n{\n translation Ice\n}\n\nactor intheFleshSplatMaker 522 //Timers horribly increased cuz map crasher online\n{\n//$Category Blood Effects\n//$Title Splat Maker\n radius 16\n height 16\n mass 10000000\n painchance 0\n -SOLID\n +NOICEDEATH\n +NOGRAVITY\n deathsound \"DSPOD1\"\n RenderStyle None\n +INVISIBLE\n states\n {\n Spawn:\n BLD2 P 0 A_Jump(55,2,3,4,5)\n BLD2 AAAAA 400\n BLD2 P 0 A_Scream\n BLD2 P 0 A_SpawnDebris (\"OrganDebris2\")\n loop\n }\n}\n\nactor AnnoyingMallMusic 521\n{\n//$Category Blood Effects\n//$Title Mall Music\n health 200\n radius 16\n height 16\n mass 10000000\n painchance 0\n ActiveSound \"DSMUZAK\"\n deathsound \"caco/shotx\"\n -SOLID\n +SPAWNCEILING\n +NOGRAVITY\n +SHOOTABLE\n +NOICEDEATH\n +NOBLOOD\n RenderStyle None\n +INVISIBLE\n states\n {\n Spawn:\n BLD2 A 1 A_LoopActiveSound\n loop\n Death:\n BLD2 AAAAAAAA 0 A_CustomMissile(\"NapalmDebris\", 0, 0, random(0,360), 2, random(-90,0))\n BLD2 A 0 A_Scream\n BLD2 A 1 ACS_ExecuteAlways(666,0)\n stop\n Pain:\n BLD2 M 0\n goto Spawn\n }\n}\n\nActor LightningStrikeActor\n{\n-Solid\nSeeSound \"ThunderStrike\"\nStates\n{\nSpawn:\nTNDR AA 0 A_Jump(128,\"Spawn2\")\nTNDR AA 3 Bright\nStop\nSpawn2:\nTNDR BB 3 Bright\nStop\n}\n}\n\nactor ActionFigures : HangTNoBrain replaces HangTNoBrain\n{\n radius 16\n height 64\n Scale 0.3\n -SOLID\n -SPAWNCEILING\n -NOGRAVITY\n states\n {\n Spawn:\n AFGR A -1\n Pain:\n \tAFGR A 0 A_SpawnItemEx(\"DebrisTan\",random(-1,1),random(-1,1),random(-1,1),frandom(-2,2),frandom(-2,2),frandom(-2,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,160)\n\tAFGR A 0 A_SpawnItemEx(\"DebrisGrey\",random(-1,1),random(-1,1),random(-1,1),frandom(-2,2),frandom(-2,2),frandom(-2,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,160)\n\tAFGR A 1 A_SpawnItemEx(\"DebrisGreen\",random(-1,1),random(-1,1),random(-1,1),frandom(-2,2),frandom(-2,2),frandom(-2,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,160)\n\tGoto Spawn\n Death:\n \tAFGR AAAAAAAA 0 A_SpawnItemEx(\"DebrisTan\",random(-1,1),random(-1,1),random(-1,1),frandom(-2,2),frandom(-2,2),frandom(-2,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,160)\n\tAFGR AAAAAAAA 0 A_SpawnItemEx(\"DebrisGrey\",random(-1,1),random(-1,1),random(-1,1),frandom(-2,2),frandom(-2,2),frandom(-2,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,160)\n\tAFGR AAAAAAAA 0 A_SpawnItemEx(\"DebrisGreen\",random(-1,1),random(-1,1),random(-1,1),frandom(-2,2),frandom(-2,2),frandom(-2,2),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,160)\n\tStop\n }\n}\n\nactor Mime : CommanderKeen replaces CommanderKeen// 72\n{\n//$Category Blood Props\n//$Title Mime\nSkip_Super\n health 100\n radius 16\n height 56\n mass 10000000\n translation 0\n Scale 0.6\n deathsound \"chainguy/pain\"\n +SOLID\n -SPAWNCEILING\n -NOGRAVITY\n +SHOOTABLE\n -COUNTKILL\n +NOICEDEATH\n +DONTSPLASH\n -ISMONSTER\n +RANDOMIZE\n states\n {\n Spawn:\n MIME ABCD 10\n Loop\n Death:\n BCUL O 0 A_Fall\n BCUL O 0 A_PlaySound(\"chainguy/pain\")\n BCUL OOOOO 0 A_SpawnDebris(\"OrganDebris\")\n BCUL OOOOO 0 A_SpawnDebris(\"FlyingBlood\")\n BCUL O 0 A_XScream\n BCUL O 0 A_Jump(32,2)\n BCUL OO 0 A_SpawnDebris (\"Hand1\") // 2 hands and 2 eyes...\n BCUL O 0 A_Jump(32,2)\n BCUL O 0 A_SpawnDebris (\"Bloodliver\")\n BCUL O 0 A_Jump(32,2)\n BCUL OO 0 A_SpawnDebris (\"EyeGuts\")\n BCUL O 5\n stop\n }\n}\n\nactor Balloon : HeadOnAStick replaces HeadOnAStick\n{\n//$Category Blood Props\n//$Title Balloon\n radius 16\n height 92\n health 1\n -SOLID\n +SHOOTABLE\n +NOBLOOD\n RENDERSTYLE Translucent\n deathsound \"DSBALPOP\"\n alpha 0.9\n states\n {\n Spawn:\n POL4 A -1\n stop\n Death:\n POL4 A 1 A_Scream\n POL4 A 0 A_SpawnDebris (\"BalloonDebris\",1)\n stop\n }\n}\n\nactor HangingShark 25143\n{\n//$Category Blood Props\n//$Title Hanging Shark\n health 200\n radius 16\n height 64\n mass 999999999\n +SHOOTABLE\n +SOLID\n +NOGRAVITY\n states\n {\n Spawn:\n HSRK A -1\n stop\n Death:\n HSRK A 1 A_XScream\n\tTNT1 A 5 A_SpawnItemEx(\"ZBlood_GibGenerator\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION)\n stop\n }\n}\n\nactor BloodWolf 25144\n{\n//$Category Blood Props\n//$Title Wolf\n health 200\n radius 16\n height 64\n mass 999999999\n +SHOOTABLE\n +SOLID\n PainSound \"dshhnpin\"\n DeathSound \"dshhndth\"\n scale .3\n states\n {\n Pain:\n BWLF A 10 A_Pain\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(Args[1] == 1, \"Spawn2\")\n BWLF A -1\n stop\n Spawn2:\n BWLF B 1\n BWLF B -1\n stop\n Death:\n BWLF A 1 A_Scream\n\tTNT1 A 5 A_SpawnItemEx(\"ZBlood_GibGenerator\",0,0,32,0,0,0,0,SXF_NOCHECKPOSITION)\n stop\n }\n}\n\nACTOR BloodGrass replaces Stalagtite\n{\n -SOLID\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(Args[0] == 1, \"SwampGrass\")\n TNT1 A 0 A_JumpIf(Args[0] == 2, \"PlainGrass\")\n TNT1 A 0 A_JumpIf(Args[0] == 3, \"InWaterGrass\")\n TNT1 A 0 A_JumpIf(Args[0] == 4, \"InWaterGrass4\")\n TNT1 A 0 A_Jump(128, 2)\n SMIT A -1\n Stop\n SMIT B -1\n Stop\n SwampGrass:\n TNT1 A 0 A_Jump(128, 2)\n SWMP A -1\n Stop\n SWMP B -1\n Stop\n PlainGrass:\n TNT1 A 0 A_Jump(128, 2)\n BGRS A -1\n Stop\n BGRS B -1\n Stop\n InWaterGrass:\n TNT1 A 0 A_Jump(128,\"InWaterGrass3\")\n InWaterGrass2:\n WPNT ABCD 4 //A_SpawnItemEx(\"Bubble\",0,0,0,0,0,1,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,250)\n Loop\n InWaterGrass3:\n WPNT EFGH 4 //A_SpawnItemEx(\"Bubbles\",0,0,0,0,0,1,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,250)\n Loop\n InWaterGrass4:\n TNT1 A 0 A_Jump(128,\"InWaterGrass6\")\n InWaterGrass5:\n WPT2 ABCD 4 //A_SpawnItemEx(\"Bubble\",0,0,0,0,0,1,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,250)\n Loop\n InWaterGrass6:\n WPT2 EFGH 4 //A_SpawnItemEx(\"Bubbles\",0,0,0,0,0,1,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,250)\n Loop\n }\n}\n\nACTOR HangingLantern : Meat4 Replaces Meat4\n{\n+NOGRAVITY\n+SPAWNCEILING\n}\n\nACTOR BloodTable : RedTorch 7627\n{\n//$Category Blood Props\n//$Title Table\n Radius 16\n Height 30\n ProjectilePassHeight -16\n -SOLID\n States\n {\n Spawn:\n BTBL A -1\n stop\n }\n}\n\nACTOR BloodRock1 : RedTorch 7670\n{\n//$Category Blood Props\n//$Title Rock 1\n Radius 16\n Height 30\n ProjectilePassHeight -16\n -SOLID\n States\n {\n Spawn:\n BRRC A -1\n stop\n }\n}\n\nACTOR BloodRock2 : RedTorch 7671\n{\n//$Category Blood Props\n//$Title Rock 2\n Radius 16\n Height 30\n ProjectilePassHeight -16\n -SOLID\n States\n {\n Spawn:\n BRRC B -1\n stop\n }\n}\n\nACTOR CutHead Replaces LiveStick\n{\n//$Category Blood Props\n//$Title Cut Head\n Radius 16\n Height 16\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n POL6 A 175\n POL6 B 105\n Loop\n }\n}\n\nACTOR ImpaledSkull1 7672\n{\n//$Category Blood Props\n//$Title Skull 1\n Radius 16\n Height 16\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n ILSK A -1\n stop\n }\n}\n\nACTOR BloodChair 7673\n{\n//$Category Blood Props\n//$Title Chair\n Radius 16\n Height 32\n ProjectilePassHeight -16\n +SOLID\n States\n {\n Spawn:\n TLMP ABCD 4 Bright\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Decoration/Trees.txt",
"contents": "actor TreeCracks\n{\n Radius 4\n Height 4\n SpawnID 242\n Scale .8\n -SOLID\n +MISSILE\n +LOWGRAVITY\n +DONTSPLASH\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_Jump(128,\"Spawn2\")\n BORD ABCDEFGH 3 bright\n Loop\n Spawn2:\n BORD IJKLMNOP 3 bright\n Loop\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR BloodTree1 410\n{\n//$Category \"Blood Trees\"\n\tHealth 20\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Railgun\",0\n\tDamageFactor \"ZBloodBullet\",0\n\tDamageFactor \"Spiritual\",0\n\tDamageFactor \"LifeLeech\",0\n\tDamageFactor \"Voodoo\",0\n\tDamageFactor \"Shock\",0\n\tDamageFactor \"Stomping\",0\n\tDamageFactor \"PitchFork\",0\n PainSound \"DSBDYBRN\"\n DeathSound \"DSTCRK\"\n+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\tStates\n\t{\n\t \tSpawn:\n\t\t\tBTR1 X 4\n\t\t\tLoop\n\t\tSee:\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tBTR1 X 4\n\t\t\tGoto See\n\t\tDeath:\n\t\t TNT1 A 0 A_PlaySound(\"DSTCRK\")\n\t\t TNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"TreeCracks\",random(-8,8),random(-8,8),32+random(-16,32),random(-8,8),random(-8,8),random(-8,8),random(0,255),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,24)\n TNT1 A 3 A_Scream\n Stop\n\t\tDeath.Fire:\n\t\t TNT1 A 0 A_PlaySound(\"DSBDYBRN\")\n\t\t BTR1 ABCDEFGHIJ 5\n\t\t\tBTR1 J -1\n\t\t\tStop\n\t\tBurn:\n\t\t TNT1 A 0 A_PlaySound(\"DSBDYBRN\")\n\t\t BTR1 ABCDEFGHIJ 5\n\t\t\tBTR1 J -1\n\t\t\tStop\n\t}\n}\n\nACTOR BloodTree2 411\n{\n//$Category \"Blood Trees\"\n\tHealth 20\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Railgun\",0\n\tDamageFactor \"ZBloodBullet\",0\n\tDamageFactor \"Spiritual\",0\n\tDamageFactor \"LifeLeech\",0\n\tDamageFactor \"Voodoo\",0\n\tDamageFactor \"Shock\",0\n\tDamageFactor \"Stomping\",0\n\tDamageFactor \"PitchFork\",0\n PainSound \"DSBDYBRN\"\n DeathSound \"DSTCRK\"\n+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\tStates\n\t{\n\t \tSpawn:\n\t\t\tBTR2 X 4\n\t\t\tLoop\n\t\tSee:\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tBTR2 X 4\n\t\t\tGoto See\n\t\tDeath:\n\t\t TNT1 A 0 A_PlaySound(\"DSTCRK\")\n\t\t TNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"TreeCracks\",random(-8,8),random(-8,8),32+random(-16,32),random(-8,8),random(-8,8),random(-8,8),random(0,255),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,24)\n TNT1 A 3 A_Scream\n Stop\n\t\tDeath.Fire:\n\t\t TNT1 A 0 A_PlaySound(\"DSBDYBRN\")\n\t\t BTR2 ABCDEFGHIJ 5\n\t\t\tBTR2 J -1\n\t\t\tStop\n\t\tBurn:\n\t\t TNT1 A 0 A_PlaySound(\"DSBDYBRN\")\n\t\t BTR2 ABCDEFGHI 5\n\t\t\tBTR2 I -1\n\t\t\tStop\n\t}\n}\n\nACTOR BloodTree3 412\n{\n//$Category \"Blood Trees\"\n\tHealth 20\n\tHeight 34\n\tRadius 14\n\tPainChance Fire, 0\n\tPainChance Disintegrate, 0\n\tDamageFactor \"Railgun\",0\n\tDamageFactor \"ZBloodBullet\",0\n\tDamageFactor \"Spiritual\",0\n\tDamageFactor \"LifeLeech\",0\n\tDamageFactor \"Voodoo\",0\n\tDamageFactor \"Shock\",0\n\tDamageFactor \"Stomping\",0\n\tDamageFactor \"Fire\",0\n\tDamageFactor PitchFork ,0\n PainSound \"DSBDYBRN\"\n DeathSound \"DSTCRK\"\n+SHOOTABLE\n+NOBLOOD\n+SOLID\n+CANPUSHWALLS\n+CANUSEWALLS\n+ACTIVATEMCROSS\n\tStates\n\t{\n\t \tSpawn:\n\t\t\tBTR3 A 4\n\t\t\tLoop\n\t\tSee:\n\t\tMissile:\n\t\tMelee:\n\t\tPain:\n\t\t\tBTR3 A 4\n\t\t\tGoto See\n\t\tDeath:\n\t\t TNT1 A 0 A_PlaySound(\"DSTCRK\")\n\t\t TNT1 AAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"TreeCracks\",random(-8,8),random(-8,8),32+random(-16,32),random(-8,8),random(-8,8),random(-8,8),random(0,255),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,24)\n TNT1 A 3 A_Scream\n Stop\n\t\tDeath.Fire:\n\t\t TNT1 A 0 A_PlaySound(\"DSBDYBRN\")\n\t\t BTR2 ABCDEFGHIJ 5\n\t\t\tBTR2 J -1\n\t\t\tStop\n\t\tBurn:\n\t\t TNT1 A 0 A_PlaySound(\"DSBDYBRN\")\n\t\t BTR2 ABCDEFGHI 5\n\t\t\tBTR2 I -1\n\t\t\tStop\n\t}\n}\n\nACTOR BloodTree4 : BloodTree3 413\n{\n//$Category \"Blood Trees\"\n\tStates\n\t{\n\t \tSpawn:\n\t\t\tBTR4 A 4\n\t\t\tLoop\n\t}\n}\n\nACTOR BloodTree5 : BloodTree3 414\n{\n//$Category \"Blood Trees\"\n\tStates\n\t{\n\t \tSpawn:\n\t\t\tBTR5 A 4\n\t\t\tLoop\n\t}\n}\n\nACTOR BloodTree6 : BloodTree3 415\n{\n//$Category \"Blood Trees\"\n\tStates\n\t{\n\t \tSpawn:\n\t\t\tBTR6 A 4\n\t\t\tLoop\n\t}\n}\n\nACTOR BloodTree7 : BloodTree3 416\n{\n//$Category \"Blood Trees\"\n-SOLID\n-SHOOTABLE\n\tStates\n\t{\n\t \tSpawn:\n\t\t\tBTR7 A 4\n\t\t\tLoop\n\t}\n}\n\nACTOR BloodTree8 : BloodTree3 417\n{\n//$Category \"Blood Trees\"\n-SOLID\n-SHOOTABLE\n\tStates\n\t{\n\t \tSpawn:\n\t\t\tDRGR A -1\n\t\t\tstop\n\t}\n}\n\nACTOR BloodTree9 : BloodTree3 418\n{\n//$Category \"Blood Trees\"\n+SOLID\n-SHOOTABLE\nRadius 16\nHeight 128\n\tStates\n\t{\n\t \tSpawn:\n\t\t\tDRTR A -1\n\t\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/Decoration/LightSources.txt",
"contents": "ACTOR BloodIntangibleTallFireTorch : RedTorch 7626\n{\n//$Category Blood LightSources\n//$Title Intangible Tall Fire Torch\n Radius 16\n Height 68\n ProjectilePassHeight -16\n -SOLID\n States\n {\n Spawn:\n TRED ABCD 4 Bright\n Loop\n }\n}\n\nACTOR Blood_Chandelier 7628\n{\n//$Category Blood LightSources\n//$Title Chandelier\n Radius 16\n Height 80\n ProjectilePassHeight -16\n +SOLID\n +SPAWNCEILING\n +NOGRAVITY\n States\n {\n Spawn:\n BCDL ABCD 4 Bright\n Loop\n }\n}\n\nACTOR BloodFireTorch_NonSolid : ShortGreenTorch 7629\n{\n//$Category Blood LightSources\n//$Title Fire Torch\n Radius 16\n Height 37\n ProjectilePassHeight -16\n -SOLID\n +FLOAT\n +NOGRAVITY\n States\n {\n Spawn:\n TNT1 A 0 A_CheckFlag(\"AMBUSH\",\"Unlit\")\n\tSMGT ABCD 4 Bright\n Loop\n Unlit:\n SMGU E 4\n Goto Spawn\n }\n}\n\nACTOR BloodFireTorch : ShortGreenTorch Replaces ShortGreenTorch\n{\n//$Category Blood LightSources\n//$Title Fire Torch\n Radius 16\n Height 37\n ProjectilePassHeight -16\n +SOLID\n +FLOAT\n +NOGRAVITY\n States\n {\n Spawn:\n SMGT ABCD 4 Bright\n Loop\n }\n}\n\nACTOR FirePod : GreenTorch Replaces GreenTorch\n{\n//$Category Blood LightSources\n//$Title Fire Pod\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n +SPAWNCEILING\n +NOGRAVITY\n +FLOAT\n States\n {\n Spawn:\n TGRN ABCD 4 Bright\n Loop\n }\n}\n\nactor BlueTorch2 Replaces BlueTorch\n{\n Radius 16\n Height 68\n ProjectilePassHeight -16\n +SOLID\n +NOGRAVITY\n States\n {\n Spawn:\n TBLU ABCD 4 Bright\n Loop\n }\n}\n\nActor BloodCandlestick : CandleStick replaces Candlestick\n{\n//$Category Blood LightSources\n//$Title CandleStick\n\t+SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCAND ABCD 4 bright\n\t\tLoop\n\t}\n}\n\nActor BigFire replaces ShortRedTorch\n{\n//$Category Blood LightSources\n//$Title Big Fire\n-Solid\nStates\n{\nSpawn:\nFIRE ABCDEFGH 4 Bright\nLoop\n}\n}\n\nActor BloodCandelabra : Candelabra replaces Candelabra\n{\n//$Category Blood LightSources\n//$Title Candelabra\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCBRA ABCD 4 Bright\n\t\tLoop\n\t}\n}\n\nactor FloorFire replaces ShortRedTorch\n{\n//$Category Blood LightSources\n//$Title Fire\n -SOLID\n +CLIENTSIDEONLY\n renderstyle add\n +RANDOMIZE\n states\n {\n Spawn:\n FIRE A 5\n TNT1 A 0 A_JumpIf(Args[0] == 1, \"SuperTallFire\")\n TNT1 A 0 A_JumpIf(Args[0] == 2, \"SmallFire\")\n TNT1 A 0 A_Jump(170,\"TallFire\",\"TallerFire\")\n RegularFire:\n TNT1 A 0 A_Jump(128, 9)\n FIRE ABCDEFGH 4 bright\n loop\n FIRE IJKLMNOP 4 bright\n loop\n TallFire:\n TNT1 A 0 A_Jump(128, 9)\n FIR2 ABCDEFGH 4 bright\n loop\n FIR2 IJKLMNOP 4 bright\n loop\n TallerFire:\n TNT1 A 0 A_Jump(128, 9)\n FIR3 ABCDEFGH 4 bright\n loop\n FIR3 IJKLMNOP 4 bright\n loop\n SuperTallFire:\n TNT1 A 0 A_ChangeFlag(\"FORCEYBILLBOARD\",1)\n SuperTallFire2:\n TNT1 A 0 A_Jump(128, 9)\n FIR4 ABCDEFGH 2 bright\n loop\n FIR4 IJKLMNOP 2 bright\n loop\n SmallFire:\n TNT1 A 0 A_Jump(128, 9)\n FIR5 ABCDEFGH 4 bright\n loop\n FIR5 IJKLMNOP 4 bright\n loop\n }\n}\n\nACTOR StreetLamp replaces TechLamp2\n{\n//$Category Blood LightSources\n//$Title Street Lamp\n Radius 4\n Height 60\n +SOLID\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(Args[0] == 1, \"SnowLamp\")\n TNT1 A 0 A_JumpIf(Args[0] == 2, \"TallLamp\")\n TNT1 A 0 A_Jump(128, 2)\n TLP2 A -1 Bright\n Stop\n TLP2 B -1 Bright\n Stop\n SnowLamp:\n TNT1 A 0 A_Jump(128, 2)\n TLP2 C -1 Bright\n Stop\n TLP2 D -1 Bright\n Stop\n TallLamp:\n TNT1 A 0 A_Jump(128, 2)\n TLP2 E -1 Bright\n Stop\n TLP2 F -1 Bright\n Stop\n }\n}\n\nACTOR ShortBlueTorch_Blood Replaces ShortBlueTorch\n{\n Radius 16\n Height 37\n ProjectilePassHeight -16\n -SOLID\n +NOGRAVITY\n States\n {\n Spawn:\n SMBT ABCD 4 Bright\n Loop\n }\n}\n\nactor FloorFire2 7630\n{\n//$Category Blood LightSources\n//$Title Fire\n -SOLID\n +CLIENTSIDEONLY\n renderstyle add\n +RANDOMIZE\n states\n {\n Spawn:\n FIRE ABCDEFGH 4 bright\n loop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Effects/Debris.txt",
"contents": "actor NapalmDebris\n{\n health 5\n radius 1\n height 1\n Speed 8\n Scale 0.15\n PROJECTILE\n +NOBLOCKMAP\n +DONTSPLASH\n +RANDOMIZE\n -NOGRAVITY\n -SOLID\n +WINDTHRUST\n +CannotPush\n //RENDERSTYLE ADD\n +ClientSideOnly\n states\n {\n Spawn:\n FSPK A 0 bright A_Jump(192,3,4,6,8)\n FSPK A 10 bright\n FSPK A 200 bright A_LowGravity\n stop\n FSPK B 10 bright\n FSPK B 200 bright A_LowGravity\n stop\n FSPK C 10 bright\n FSPK C 200 bright A_LowGravity\n stop\n FSPK D 10 bright\n FSPK D 200 bright A_LowGravity\n stop\n FSPK E 10 bright\n FSPK E 200 bright A_LowGravity\n stop\n Death:\n FSPK A 1\n stop\n }\n}\n\nactor BalloonDebris : Napalmdebris\n{\n health 10\n Scale 0.5\n RENDERSTYLE Translucent\n alpha 0.9\n states\n {\n Spawn:\n SGSA T 0 A_Jump(128,8)\n SGSA PQRSTQRS 3\n Goto Spawn+1\n SGSA SRQTSRQP 3\n Goto Spawn+9\n Death:\n SGSA T 0 A_Jump(128,3)\n SGSA T 1\n SGSA T -1\n stop\n SGSA P 1\n SGSA P -1\n stop\n }\n}\n\nactor DebrisTan: Blood\n{\n\tRadius 4\n\tHeight 4\n\t+DONTSPLASH\n -SOLID\n +NOBLOCKMAP\n +CannotPush\n States\n {\n Spawn:\n\t SGSA A 0\n\t TNT1 A 0 A_SpawnItemEx(\"PieceTan\",0,0,0,momx*frandom(0.85,1.75)+random(-2,2),momy*frandom(0.85,1.75)+random(-2,2),momz*frandom(0.85,1.75)+random(1,5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_Jump(128,1,2,3)\n\t TNT1 AAA 0 A_SpawnItemEx(\"DustTan\",0,0,0,momx*frandom(0.85,1.75)+random(-2,2),momy*frandom(0.85,1.75)+random(-2,2),momz*frandom(0.85,1.75)+random(1,5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t Stop\n }\n}\n\nactor PieceTan: Blood\n{\n +RIPPER\n DAMAGE 0\n +BLOODLESSIMPACT\n +PAINLESS\n +CORPSE\n +DONTSPLASH\n -SOLID\n +NOBLOCKMAP\n +CannotPush\n gravity 0.75\n scale 1\n RenderStyle Translucent\n States\n {\n Spawn:\n SGSA A 0\n\tSGSA A 0 A_SetTranslucent(frandom(0.5,0.95),0)\n\tSGSA A 0 A_Jump(255,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20)\n Spin:\n SGSA AAAAABBBBBCCCCCDDDDDEEEEEAAAABBBBCCCCDDDDEEEEAAABBBCCCDDDEEEAAAABBBBCCCCDDDDEEEEAAABBBBCCCCCDDDDEEEAAABBBCCCCDDDDEEEEE 1\n\tLoop\n Crash:\n SGSA A 0 A_Jump(128,\"PersistE\")\n Persist:\n \tSGSA A 350 A_Jump(4,\"Death\")\n\tLoop\n PersistE:\n \tSGSA E 350 A_Jump(4,\"Death\")\n\tLoop\n Death:\n \tSGSA A 5 A_FadeOut(frandom(0,0.1),1)\n\tLoop\n }\n}\n\nactor DustTan: PieceTan\n{\n gravity 0.5\n RenderStyle Translucent\n translation \"0:255=%[0.1,0.08,0.02]:[.7,.55,.2]\"\n scale 1.5\n States\n {\n Spawn:\n \tSGSB A 7 A_FadeOut(frandom(0,0.1),1)\n\tLoop\n Crash:\n Death:\n \tSGSB A 7 A_FadeOut(frandom(0,0.1),1)\n\tLoop\n }\n}\n\nactor DebrisGrey: DebrisTan\n{\n\n States\n {\n Spawn:\n\t SGSA F 0\n\t TNT1 A 0 A_SpawnItemEx(\"PieceGrey\",0,0,0,momx*frandom(0.85,1.75)+random(-2,2),momy*frandom(0.85,1.75)+random(-2,2),momz*frandom(0.85,1.75)+random(1,5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_Jump(128,1,2,3)\n\t TNT1 AAA 0 A_SpawnItemEx(\"DustGrey\",0,0,0,momx*frandom(0.85,1.75)+random(-2,2),momy*frandom(0.85,1.75)+random(-2,2),momz*frandom(0.85,1.75)+random(1,5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t Stop\n }\n}\n\nactor PieceGrey: PieceTan\n{\n Translation \"0:255=%[0,0,0]:[1,1,1]\"\n States\n {\n Spawn:\n SGSA A 0\n\tSGSA A 0 A_SetTranslucent(frandom(0.5,0.95),0)\n\tSGSA A 0 A_Jump(255,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20)\n Spin:\n SGSA FFFFGGGGHHHHIIIIJJJJJFFFFGGGGHHHIIIJJJJFFFFFGGGGHHHHIIIIJJJJFFFFGGGGGHHHHHIIIIIJJJJJFFFFGGGHHIIJJJFFFFGGGHHHHIIIIJJJJ 1\n\tLoop\n Crash:\n Persist:\n \tSGSA F 350 A_Jump(4,\"Death\")\n\tLoop\n Death:\n \tSGSA F 5 A_FadeOut(frandom(0,0.1),1)\n\tLoop\n }\n}\n\nactor DustGrey: DustTan\n{\n Translation \"0:255=%[0,0,0]:[1,1,1]\"\n States\n {\n Spawn:\n \tSGSB B 7 A_FadeOut(frandom(0,0.1),1)\n\tLoop\n Crash:\n Death:\n \tSGSB B 7 A_FadeOut(frandom(0,0.1),1)\n\tLoop\n }\n}\n\nactor DebrisGreen: DebrisTan\n{\n\n States\n {\n Spawn:\n\t SGSA F 0\n\t TNT1 A 0 A_SpawnItemEx(\"PieceGreen\",0,0,0,momx*frandom(0.85,1.75)+random(-2,2),momy*frandom(0.85,1.75)+random(-2,2),momz*frandom(0.85,1.75)+random(1,5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_Jump(128,1,2,3)\n\t TNT1 AAA 0 A_SpawnItemEx(\"DustGreen\",0,0,0,momx*frandom(0.85,1.75)+random(-2,2),momy*frandom(0.85,1.75)+random(-2,2),momz*frandom(0.85,1.75)+random(1,5),0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t Stop\n }\n}\n\nactor PieceGreen: PieceTan\n{\n States\n {\n Spawn:\n SGSA A 0\n\tSGSA A 0 A_SetTranslucent(frandom(0.5,0.95),0)\n\tSGSA A 0 A_Jump(255,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20)\n\n Spin:\n SGSA PPPPQQQQRRRRSSSSTTTTPPPQQQQRRRRSSSSTTTTPPPPQQQRRRRSSSSTTTTPPPPQQQQRRRSSSSTTTT 1\n\tLoop\n Crash:\n Persist:\n \tSGSA P 350 A_Jump(4,\"Death\")\n\tLoop\n Death:\n \tSGSA P 5 A_FadeOut(frandom(0,0.1),1)\n\tLoop\n }\n}\n\nactor DustGreen: DustTan\n{\n Translation Ice\n States\n {\n Spawn:\n \tSGSB E 7 A_FadeOut(frandom(0,0.1),1)\n\tLoop\n Crash:\n Death:\n \tSGSB E 7 A_FadeOut(frandom(0,0.1),1)\n\tLoop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Effects/FireTrails.txt",
"contents": "actor BFireTrail : BulletPuff\n{\n radius 13\n height 8\n RENDERSTYLE ADD\n Scale 0.3\n alpha 0.9\n +NOBLOCKMAP\n +RANDOMIZE\n +NOGRAVITY\n +WINDTHRUST\n +ClientSideOnly\n +CannotPush\n states\n {\n Spawn:\n TNT1 A 0\n // TNT1 A 0 A_Jump(220,4,5,6,7)\n SFIR ABCDEFGH 4 bright A_Recoil(random(-1,1))\n stop\n }\n}\n\nActor BFireTrail2 : BFireTrail\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t//\t TNT1 A 0 A_Jump(220,5,6,7)\n\t\t\tSFIR IJKLMNOP 4 bright A_Recoil(random(-1,1))\n\t\tStop\n\t}\n}\n\nActor TFireTrail : BFireTrail\n{\n\t+ClientSideOnly\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t//\t\tTNT1 A 0 A_Jump(220,1,2,3,4,5,6,7)\n\t\t\tTFIR ABCDEFGH 4 bright\n\t\tstop\n\t}\n}\n\nActor TFireTrail2 : BFireTrail\n{\n\t\t+ClientSideOnly\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t//\t TNT1 A 0 A_Jump(220,1,2,3,4,5,6,7)\n\t\t\tTFIR IJKLMNOP 4 bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/Effects/Gore.txt",
"contents": "actor BloodTrail\n{\n // Decal BloodSmear\n Radius 1\n Gravity 0.55\n Height 1\n Speed 1\n PROJECTILE\n -SOLID\n +NoPain\n -NOGRAVITY\n +DONTSPLASH\n +FLOORCLIP\n +RANDOMIZE\n +WINDTHRUST\n //+LOWGRAVITY\n +NOBLOCKMAP\n +CannotPush\n //deathsound \"Body/Blood\"\n Scale 0.5\n States\n {\n Spawn:\n //Once I added rain blood and blood pools this turned game into a lagfest\n BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n BLD2 \"ABEJKLCDMN\" 3\n BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n BLD2 \"AJKLBCDEMN\" 5\n BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n BLD2 \"ABLMNCDEJK\" 4\n BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n BLD2 \"EJKABCDLMN\" 3\n BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n BLD2 \"AJKLMBCDEN\" 5\n// BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n // BLD2 \"AJKDELMBCN\" 4\n // BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n // BLD2 \"AJKLMNBCDE\" 3\n // BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n //BLD2 \"JKLMNABCDE\" 4\n // BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n // BLD2 \"ABNDECLMJK\" 5\n // BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n // BLD2 \"AEJDLMKBCN\" 5\n //BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n// BLD2 \"DCBLMJKEAN\" 3\n // BLD2 \"AJCDEMNKLB\" 5\n Stop\n Death:\n TNT1 A 0 //Fixed a never happening jump\n BLD2 N 0 A_Jump (92, 2)\n POB2 A 6 //A_SpawnItemEX(\"RainBlood\",Random(-20,20),Random(-20,20),Random(-3,3),Random(-2,2))\n Stop\n BLD2 F 0 A_Jump (128, 7)\n BLD2 F 4 A_PlaySound(\"Body/Blood\")\n BLD2 GHI 8\n BLD2 I 0 A_Jump (128, 1)\n goto XDeath\n POB2 A 5\n POB2 A 50 A_FadeOut(0.07)\n goto Death+9\n BLD2 O 4 A_PlaySound(\"Body/Blood\")\n BLD2 PQR 4\n BLD2 R 0 A_Jump (128, 1)\n goto XDeath\n POB2 A 5// A_SpawnItemEX(\"RainBlood\",Random(-20,20),Random(-20,20),Random(-3,3),Random(-2,2))\n POB2 A 50 A_FadeOut(0.07)\n goto Death+19\n xDeath:\n POB2 B 5 A_SpawnItemEX(\"BloodPool\",Random(-10,10),Random(-10,10))\n POB2 B 50 A_FadeOut(0.07)\n goto XDeath+1\n }\n}\n\nActor RainBlood\n{\n\tGravity 0.65\n\t//Scale 1.33\n\t//+NoBlockMap\n\t+ClientSideOnly\n\t//Projectile\n\t Radius 1\n Height 1\n +NoBlockMap\n\t-NoGravity\n\t+Cannotpush\n\tStates\n\t{\n\tSpawn:\n\tBLD2 FGHI 3 A_Stop\n\tDeath:\n\tSee:\n\tBLD2 FGHI 7\n\t//RABL B 0 A_SpawnItem(\"BloodPool\")\n\t//RABL C 9\n\t//RABL A 0 A_SpawnItem(\"BloodPool\") Lagfest\n\tStop\n}}\n\nactor FlyingBlood// : Blood\n{\n Decal BloodSmear\n Health 1\n Radius 1\n Height 1\n Gravity 0.60\n Mass 30\n PROJECTILE\n //Alpha random(0.5,0.8)\n -NOGRAVITY\n +DONTSPLASH\n +FLOORCLIP\n -SOLID\n +WINDTHRUST\n +NOBLOCKMAP\n +NoPain\n +ClientSideOnly\n +CannotPush\n States\n {\n Spawn:\n BLUD AA 0 A_Recoil(Random(-5,5))\n// BLUD A 0 A_FadeOut(Random(0.10,0.4))\n BLUD A 0 A_Setangle(angle+Random(0,360))\n BLUD A 0 A_Jump(127,27)\n BLUD A 9\n //More randomized blood\n BLUD AAAAABBBBBCCCCCDDDDEEEEEE 2 A_SpawnItemEX(\"BloodTrail\",Random(-15,15),Random(-15,15))// A_SpawnItemEx(\"BloodTrail\",0,0,0,0,0,0,0,128)\n Stop\n BLUD FFFFFGGGGGHHHHHIIJJJJJJ 3 A_SpawnItem(\"BloodTrail\",Random(-2,2),Random(-2,2))//A_SpawnItemEx(\"BloodTrail\",0,0,0,0,0,0,0,128)\n Stop\n Death:\n // BLUD EE 4 A_SpawnItemEX(\"RainBlood\",Random(-20,20),Random(-20,20),Random(-6,6),Random(-6,6))\n //BLUD E 0 A_FadeOut(random(0.10,0.30))\n BLUD EEEEE 2 A_SpawnitemEx(\"RainBlood\",Random(-15,15),Random(-15,15)) //3 A_SpawnItemEX(\"BloodPool\",Random(-20,20),Random(-20,20),Random(-6,6),Random(-6,6))\n BLUD EEEEEEEEEE 225 A_FadeOut(0.09)\n Stop\n }\n}\n\nactor OrganDebris\n{\n Decal BloodSmear\n health 5\n radius 1\n height 1\n Speed 10\n mass 1\n PROJECTILE\n +DONTSPLASH\n +CLIENTSIDEONLY\n +RANDOMIZE\n +FLOORCLIP\n -NOGRAVITY\n +NOBLOCKMAP\n +WINDTHRUST\n -SOLID\n deathsound \"Body/Gibs\"\n reactiontime 25\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(waterlevel >= 2, \"DeepWaterSpawn\")\n TNT1 A 0\n TNT1 A 0 A_Jump(128,\"Spawn2\")\n OSPN A 0 A_Countdown\n OSPN ABCD 3 A_SpawnItemEx(\"BloodTrail\",0,0,0,0,0,0,0,128)\n loop\n Spawn2:\n OSPN A 0 A_Countdown\n OSPN EFGH 3 A_SpawnItemEx(\"BloodTrail\",0,0,0,0,0,0,0,128)\n loop\n Death:\n TNT1 Z 0\n TNT1 Z 0 A_Jump(128,\"Death2\")\n BLUD FGHIJ 2\n stop\n Death2:\n BLUD ABCDE 2\n stop\n DeepWaterSpawn:\n TNT1 A 5\n stop\n }\n}\n\nactor OrganDebris2\n{\n Decal BloodSmear2\n health 5\n radius 1\n height 1\n Speed 10\n mass 1\n PROJECTILE\n +DONTSPLASH\n +RANDOMIZE\n +FLOORCLIP\n -NOGRAVITY\n \tSpecies \"Organs\"\n\t+ThruSpecies\n +NOBLOCKMAP\n +WINDTHRUST\n +CLIENTSIDEONLY\n -SOLID\n +CannotPush\n states\n {\n Spawn:\n OSPN ABCD 3 A_SpawnItem(\"BloodTrail\")\n loop\n Death:\n BLUD F 2 A_PlaySound(\"Body/Gibs\")\n\tBLUD F 0 A_CustomMissile(\"BloodTrail\",Random(-4,4),Random(-4,4),Random(0,360))\n BLUD GHI 2\n stop\n }\n}\n\nactor Bloodliver : OrganDebris\n{\n health 1\n Scale 0.5\n +DROPOFF\n +CORPSE\n states\n {\n Spawn:\n TNT1 Z 0\n\tTNT1 A 0 A_QueueCorpse\n TNT1 Z 0 A_Jump(128,\"Spawn2\")\n Spawn1:\n BLVR A 0 A_Countdown\n BLVR ABCDE 4\n Loop\n Spawn2:\n BLVR A 0 A_Countdown\n BLVR FGHIJ 4\n Loop\n Death:\n TNT1 Z 0 A_Jump(231,\"Death2\",\"Death3\",\"Death4\",\"Death5\",\"Death6\",\"Death7\",\"Death8\",\"Death9\",\"Death10\")\n BLVR A 1\n BLVR A -1\n stop\n Death2:\n BLVR B 1\n BLVR B -1\n stop\n Death3:\n BLVR C 1\n BLVR C -1\n stop\n Death4:\n BLVR D 1\n BLVR D -1\n stop\n Death5:\n BLVR E 1\n BLVR E -1\n stop\n Death6:\n BLVR F 1\n BLVR F -1\n stop\n Death7:\n BLVR G 1\n BLVR G -1\n stop\n Death8:\n BLVR H 1\n BLVR H -1\n stop\n Death9:\n BLVR I 1\n BLVR I -1\n stop\n Death10:\n BLVR J 1\n BLVR J -1\n stop\n }\n}\n\nactor EyeGuts : Bloodliver\n{\n health 2\n radius 5\n height 5\n +CannotPush\n states\n {\n Spawn:\n BEYE A -1\n stop\n }\n}\n\nactor Hand1 : Bloodliver\n{\n health 1\n radius 8\n height 12\n +CannotPush\n states\n {\n Spawn:\n BLVR A 0 A_Jump(128,2)\n HND1 A -1\n HND2 A -1\n stop\n }\n}\n\nactor GargHed : Bloodliver\n{\n health 1\n radius 20\n height 26\n +CannotPush\n Scale 0.6\n states\n {\n Spawn:\n GHED A -1\n stop\n }\n}\n\nactor BloodGuts : Bloodliver\n{\n states\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_QueueCorpse\n GUT2 Z 0 A_Jump(128,\"Spawn2\")\n Spawn1:\n GUT2 A 0 A_Countdown\n GUT2 ABCDE 4\n Loop\n Spawn2:\n GUT2 A 0 A_Countdown\n GUT2 FGHIJ 4\n Loop\n Death:\n GUT2 Z 0 A_Jump(231,\"Death2\",\"Death3\",\"Death4\",\"Death5\",\"Death6\",\"Death7\",\"Death8\",\"Death9\",\"Death10\",\"Death11\",\"Death12\")\n GUT2 A 1\n GUT2 A -1\n stop\n Death2:\n GUT2 B 1\n GUT2 B -1\n stop\n Death3:\n GUT2 C 1\n GUT2 C -1\n stop\n Death4:\n GUT2 D 1\n GUT2 D -1\n stop\n Death5:\n GUT2 E 1\n GUT2 E -1\n stop\n Death6:\n GUT2 F 1\n GUT2 F -1\n stop\n Death7:\n GUT2 G 1\n GUT2 G -1\n stop\n Death8:\n GUT2 H 1\n GUT2 H -1\n stop\n Death9:\n GUT2 I 1\n GUT2 I -1\n stop\n Death10:\n GUT2 J 1\n GUT2 J -1\n stop\n Death11:\n GUT1 A 1\n GUT1 A -1\n stop\n Death12:\n GUT1 B 1\n GUT1 B -1\n stop\n }\n}\n\nactor ZBlood_GibGenerator\n{\n +NOINTERACTION\n RenderStyle translucent\n alpha 0.8\n scale 0.8\n states\n {\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_CheckSight(\"Done\")\n TNT1 AA 0 A_SpawnItemEx(\"Hand1\",0,0,0,random(2,4),random(2,4),random(7,15),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)\n Goto Gibs\n Gibs:\n TNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"OrganDebris\",random(2,4),random(2,4),random(-12,12),random(2,4),random(2,4),random(7,15),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,24)\n TNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"FlyingBlood\",random(2,4),random(2,4),random(-12,12),random(2,4),random(2,4),random(7,15),random(0,360),SXF_NOCHECKPOSITION|SXF_TRANSFERTRANSLATION,24)\n TNT1 A 0 A_SpawnItemEx(\"Bloodliver\",random(2,4),random(2,4),random(-12,12),random(2,4),random(2,4),random(7,15),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,32)\n TNT1 A 0 A_SpawnItemEx(\"BloodGuts\",random(2,4),random(2,4),random(-12,12),random(2,4),random(2,4),random(7,15),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,32)\n TNT1 AA 0 A_SpawnItemEx(\"EyeGuts\",random(2,4),random(2,4),random(-12,12),random(2,4),random(2,4),random(7,15),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_TRANSFERTRANSLATION,128)\n //MKBL ABCDEFGHIJKLM 1\n Done:\n TNT1 A 5\n Stop\n }\n}\n\nactor GargCracks2\n{\n SpawnID 244\n Scale .8\n Radius 4\n Height 4\n -SOLID\n +LowGRAVITY\n +RANDOMIZE\n +DONTSPLASH\n +CLIENTSIDEONLY\n +THRUACTORS\n states\n {\n Spawn:\n ROC1 ABCDABCDABCD 4\n stop\n }\n}\n\nactor AcidPool : FlyingBlood\n{\n//\tTranslation \"0:255=[0,0,0]:[0.3, 1, 0.5]\"\n\tScale 0.1\n\tAlpha 1\n\theight 0\n\tDamagetype \"Disintegrate\"\n\t+FLOORHUGGER\n\tObituary \"%o carelessly walked in chrysalid slime.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\t/*\n\t\t\tPOB2 BB 0 A_SpawnItemEx(\"AcidPool2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\tPOB2 B 1 A_SetScale(0.2)\n\t\t\tPOB2 B 1 A_SetScale(0.3)\n\t\t\tPOB2 B 1 A_SetScale(0.4)\n\t\t\tPOB2 B 0 A_Explode(4,32,0,0,32)\n\t\t\tPOB2 B 1 A_SetScale(0.5)\n\t\t\tPOB2 B 1 A_SetScale(0.59)\n\t\t\tPOB2 B 1 A_SetScale(0.67)\n\t\t\tPOB2 B 1 A_SetScale(0.74)\n\t\t\tPOB2 B 0 A_Explode(4,32,0,0,32)\n\t\t\tPOB2 B 1 A_SetScale(0.8)\n\t\t\tPOB2 B 1 A_SetScale(0.85)\n\t\t\tPOB2 B 1 A_SetScale(0.89)\n\t\t\tPOB2 B 1 A_SetScale(0.92)\n\t\t\tPOB2 B 0 A_Explode(4,32,0,0,32)\n\t\t\tPOB2 B 1 A_SetScale(0.93)\n\t\t\tPOB2 B 1 A_SetScale(0.94)\n\t\t\tPOB2 B 4 A_Explode(3,32,0,0,32)\n\t\t\tPOB2 B 1 A_SetScale(frandom(0.94,0.96))\n\t\t\tPOB2 B 3 A_Explode(2,32,0,0,32)\n\t\t\tPOB2 B 1 A_SetScale(frandom(0.96,0.98))\n\t\t\tPOB2 B 2 A_Explode(2,32,0,0,32)\n\t\t\tPOB2 B 1 A_SetScale(frandom(0.98,0.99))\n\t\t\tPOB2 BBBBBBBBBB 1 A_FadeOut(0.01)\n\t\t\tPOB2 B 2 A_Explode(2,32,0,0,32)\n\t\t\tPOB2 BBBBBBBBBB 1 A_FadeOut(0.01)\n\t\t\tPOB2 B 2 A_Explode(2,32,0,0,32)\n\t\t\tPOB2 BBBBBBBBBB 1 A_FadeOut(0.01)\n\t\t\tPOB2 B 2 A_Explode(2,32,0,0,32)\n\t\t\tPOB2 BBBBBBBBBB 1 A_FadeOut(0.01)\n\t\t\tPOB2 B 2 A_Explode(2,32,0,0,32)\n\t\t\tPOB2 BBBBBBBBBB 1 A_FadeOut(0.01)\n\t\t\tPOB2 B 2 A_Explode(2,32,0,0,32)\n\t\t\tPOB2 BBBBBBBBBB 1 A_FadeOut(0.01)\n\t\t\tPOB2 B 2 A_Explode(2,32,0,0,32)\n\t\t\tPOB2 BBBBBBBBBB 1 A_FadeOut(0.01)\n\t\t\tPOB2 B 2 A_Explode(2,32,0,0,32)\n\t\t\tPOB2 BBBBBBBBBB 1 A_FadeOut(0.01)\n\t\t\tPOB2 B 2 A_Explode(2,32,0,0,32)\n\t\t\tPOB2 BBBBBBBBBB 1 A_FadeOut(0.01)\n\t\t\tPOB2 B 2 A_Explode(2,32,0,0,32)\n\t\t\t*/\n\t\t\tStop\n\t}\n}\n\nactor AcidPool2 : AcidPool\n{\n\tRenderstyle Add\n\tscale 1\n\talpha 0.1\n\tStates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\t\tPOB2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeIn(0.01)\n\t\t\tPOB2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.01)\n\t\t\tStop\n\t}\n}\n\nactor Blood_ : Blood replaces Blood\n{\n Decal BloodSplat\n RenderStyle Translucent\n +CannotPush\n Gravity 0.6\n ALPHA 0.90\n States\n {\n Spawn:\n BLUD A 0 A_Jump(127,6)\n BLUD A 5\n BLUD B 4 A_SpawnDebris(\"FlyingBlood\")\n BLUD CDE 3\n Stop\n BLUD FF 3 //A_SpawnitemEx(\"RainBlood\",Random(-6,6),Random(-6,6))\n BLUD G 4 A_SpawnDebris(\"FlyingBlood\")\n BLUD HIJ 3\n Stop\n\n }\n}"
},
{
"source": "pk3",
"name": "actors/Effects/LensFlares.txt",
"contents": "ACTOR BaseLensflare\n{\n Health -1\n Radius 0\n Height 0\n Renderstyle ADD\n Alpha 1\n -SOLID\n +NOCLIP\n +NOGRAVITY\n +ISMONSTER\n -SHOOTABLE\n -COUNTKILL\n\t\t+DONTSPLASH\n\t\t+NOINTERACTION\n\t\t+CLIENTSIDEONLY\n States\n {\n Spawn:\n //LEFL W 1 BRIGHT\n Stop\n }\n}\n\nACTOR BlueFlare : BaseLensflare\n{\n Scale 0.4\n States\n {\n Spawn:\n\tLEFL B 0\n LEFL BBBB 1 BRIGHT A_FadeOut(.25)\n Stop\n }\n}\n\nActor BlueFlareSmall : BlueFlare\n{\n\tScale 0.2\n}"
}
]
},
"maps": []
}