Counts

endoom0
graphics0
lumps13
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "02e44a32-0e2e-41e4-8845-420b126404ec",
    "sha1": "b0ef8eff40887afdc619f12a6f6933f9108c175f",
    "sha256": "2070c87d5daa668f2752fde5956713ac456fc111793e1c4b6ac400908448e5da",
    "filenames": [
      "mm8bdm-puppetplayenchanted1a.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2015-10-11 08:50:44",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2015-10-11 08:50:44",
    "file": {
      "type": "PK3",
      "size": 17202,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b0ef8eff40887afdc619f12a6f6933f9108c175f/b0ef8eff40887afdc619f12a6f6933f9108c175f.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 13,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "analysis": {
      "title": "mm8bdm-puppetplayenchanted1a.pk3",
      "description": "This is a ZDoom gameplay add-on PK3 rather than a mapset, containing no playable maps. It defines a custom Mega Man player pawn and a large set of weapon and weapon-giver replacements, including a sliding-enabled Mega Buster and many special weapons gated by inventory checks. The mod also adds multiple summon-style weapons that spawn friendly helper monsters (e.g., Metool, Beat, Eddie, Auto, Roll, and a very high-health Protoman) and uses ACS calls extensively for weapon behavior and status effects. Overall, it’s aimed at Mega Man 8-Bit Deathmatch-style mechanics and requires a ZDoom-family port to run.",
      "tags": [
        "acs_scripting",
        "custom_weapons",
        "friendly_monsters",
        "gameplay_mod",
        "inventory_gated_pickups",
        "megaman",
        "mm8bdm",
        "no_maps",
        "player_class",
        "summon_allies",
        "weapon_replacements",
        "zdoom"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "actors/WeaponSlide.txt",
        "contents": "actor MegaBusterC : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o was bombed by %k's Mega Buster.\"\nInventory.Pickupmessage \"You got the Mega Buster!\"\nweapon.ammotype \"BusterAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\n+WEAPON.CHEATNOTWEAPON\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nBUST B 0 A_JumpIfInventory(\"Once\",1,\"Ready2\")\nBUST B 0 ACS_ExecuteAlways(981,0,0)\nBUST B 0 A_GiveInventory(\"Once\",1)\nGoto Ready2+1\nReady2:\nBUST B 0 ACS_ExecuteAlways(998,0,0)\nBUST B 1 A_WeaponReady\nGoto Ready2+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaShot\",0,0,8,0)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready2+1\nNoAmmo:\nBUST B 1\nGoto Ready\n}\n}\n\nactor TimeStopperGiverC : TimeStopperGiver replaces TimeStopperGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"TimeStopperWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TimeStopperWepC\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor FlashStopperGiverC : FlashStopperGiver replaces FlashStopperGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"FlashStopperWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlashStopperWepC\",1)\nstop\n}\n}\n\nactor SkullBarrierGiverC : SkullBarrierGiver replaces SkullBarrierGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"SkullBarrierWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SkullBarrierWepC\",1)\nstop\n}\n}\n\nactor SakugarneGiverC : SakugarneGiver replaces SakugarneGiver\n{\nstates\n{\nPickup:\nDUST B 0 A_JumpIfInventory(\"SakugarneWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SakugarneWepC\",1)\nstop\n}\n}\n\nactor OilSliderWepC : OilSliderWep //replaces OilSliderWep\n{\n}\n\nactor TimeSlowWepC : TimeSlowWep //replaces TimeSlowWep\n{\n}\n\nactor AstroCrushWepC : AstroCrushWep //replaces AstroCrushWep\n{\n}\n\nactor ChargeKickWepC : ChargeKickWep //replaces ChargeKickWep\n{\n}\n\nactor LeafShieldWepC : LeafShieldWep //replaces LeafShieldWep\n{\n}\n\nactor JunkShieldWepC : JunkShieldWep //replaces JunkShieldWep\n{\n}\n\nactor StarCrashWepC : StarCrashWep //replaces StarCrashWep\n{\n}\n\nactor SuperArmWepC : SuperArmWep //replaces SuperArmWep\n{\n}\n\nactor SkullBarrierWepC : SkullBarrierWep //replaces SkullBarrierWep\n{\nStates\n{\nReady:\nSKLA A 0 ACS_ExecuteAlways(998,0,34)\nSKLA A 1 A_WeaponReady\nGoto Ready+1\nFire:\nSKLA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSKLA A 0 A_JumpIfInventory(\"ShieldCheck\", 1, \"Finish\")\nSKLA A 0 A_GiveInventory(\"ShieldCheck\",1)\nSKLA A 0 A_GiveInventory(\"SkullBarrierProtection\", 1)\nSKLA A 0 A_ChangeFlag(\"DONTRIP\", 1)\nSKLA IJ 2\nSKLA J 0 A_GunFlash\nSKLA K 5\nGoto BarrierActive\n}\n}\n\nactor PlantBarrierWepC : PlantBarrierWep //replaces PlantBarrierWep\n{\n}\n\nactor ScorchWheelWepC : ScorchWheelWep //replaces ScorchWheelWep\n{\n}\n\nactor DangerWrapWepC : DangerWrapWep //replaces DangerWrapWep\n{\n}\n\nactor NoiseCrushWepC : NoiseCrushWep //replaces NoiseCrushWep\n{\n}\n\nactor ThunderBoltWepC : ThunderBoltWep //replaces ThunderBoltWep\n{\n}\n\nactor WildCoilWepC : WildCoilWep //replaces WildCoilWep\n{\n}\n\nactor SlashClawWepC : SlashClawWep //replaces SlashClawWep\n{\n}\n\nactor AirShooterWepC : AirShooterWep //replaces AirShooterWep\n{\n}\n\nactor AtomicFireWepC : AtomicFireWep //replaces AtomicFireWep\n{\n}\n\nactor BalladeCrackerWepC : BalladeCrackerWep //replaces BalladeCrackerWep\n{\n}\n\nactor BlizzardAttackWepC : BlizzardAttackWep //replaces BlizzardAttackWep\n{\n}\n\nactor BubbleLeadWepC : BubbleLeadWep //replaces BubbleLeadWep\n{\n}\n\nactor CentaurFlashWepC : CentaurFlashWep //replaces CentaurFlashWep\n{\n}\n\nactor CrashBombWepC : CrashBombWep //replaces CrashBombWep\n{\n}\n\nactor CrystalEyeWepC : CrystalEyeWep //replaces CrystalEyeWep\n{\n}\n\nactor DiveMissileWepC : DiveMissileWep //replaces DiveMissileWep\n{\n}\n\nactor DrillBombWepC : DrillBombWep //replaces DrillBombWep\n{\n}\n\nactor DustCrusherWepC : DustCrusherWep //replaces DustCrusherWep\n{\n}\n\nactor FireStormWepC : FireStormWep //replaces FireStormWep\n{\n}\n\nactor FlameBlastWepC : FlameBlastWep //replaces FlameBlastWep\n{\n}\n\nactor FlashStopperWepC : FlashStopperWep //replaces FlashStopperWep\n{\n}\n\nactor FreezeCrackerWepC : FreezeCrackerWep //replaces FreezeCrackerWep\n{\n}\n\nactor GeminiLaserWepC : GeminiLaserWep //replaces GeminiLaserWep\n{\n}\n\nactor GravityHoldWepC : GravityHoldWep //replaces GravityHoldWep\n{\n}\n\nactor GyroAttackWepC : GyroAttackWep //replaces GyroAttackWep\n{\n}\n\nactor HardKnuckleWepC : HardKnuckleWep //replaces HardKnuckleWep\n{\n}\n\nactor HyperBombWepC : HyperBombWep //replaces HyperBombWep\n{\n}\n\nactor IceSlasherWepC : IceSlasherWep //replaces IceSlasherWep\n{\n}\n\nactor KnightCrushWepC : KnightCrushWep //replaces KnightCrushWep\n{\n}\n\nactor MagnetMissileWepC : MagnetMissileWep //replaces MagnetMissileWep\n{\n}\n\nactor MetalBladeWepC : MetalBladeWep //replaces MetalBladeWep\n{\n}\n\nactor MirrorBusterWepC : MirrorBusterWep //replaces MirrorBusterWep\n{\n}\n\nactor NapalmBombWepC : NapalmBombWep //replaces NapalmBombWep\n{\n}\n\nactor NeedleCannonWepC : NeedleCannonWep //replaces NeedleCannonWep\n{\n}\n\nactor PharaohShotWepC : PharaohShotWep //replaces PharaohShotWep\n{\n}\n\nactor PowerStoneWepC : PowerStoneWep //replaces PowerStoneWep\n{\n}\n\nactor QuickBoomerangWepC : QuickBoomerangWep //replaces QuickBoomerangWep\n{\n}\n\nactor RainFlushWepC : RainFlushWep //replaces RainFlushWep\n{\n}\n\nactor RingBoomerangWepC : RingBoomerangWep //replaces RingBoomerangWep\n{\n}\n\nactor RollingCutterWepC : RollingCutterWep //replaces RollingCutterWep\n{\n}\n\nactor SakugarneWepC : SakugarneWep //replaces SakugarneWep\n{\n}\n\nactor ScrewCrusherWepC : ScrewCrusherWep //replaces ScrewCrusherWep\n{\n}\n\nactor SearchSnakeWepC : SearchSnakeWep //replaces SearchSnakeWep\n{\n}\n\nactor ShadowBladeWepC : ShadowBladeWep //replaces ShadowBladeWep\n{\n}\n\nactor SilverTomahawkWepC : SilverTomahawkWep //replaces SilverTomahawkWep\n{\n}\n\nactor SparkShockWepC : SparkShockWep //replaces SparkShockWep\n{\n}\n\nactor ThunderBeamWepC : ThunderBeamWep //replaces ThunderBeamWep\n{\n}\n\nactor TimeStopperWepC : TimeStopperWep //replaces TimeStopperWep\n{\nStates\n{\nTimeStop:\nTIMS A 9 A_TakeInventory(\"TimeStopperAmmo\",1)\nTIMS A 0 A_JumpIfInventory(\"TimeStopperAmmo\",1,\"TimeStop\")\nTIMS A 0 ACS_Terminate(986,0)\nTIMS A 2 ACS_Execute(987,0)\nTIMS A 3 ACS_Execute(587,0)\nGoto Ready\n}\n}\n\nactor TopSpinWepC : TopSpinWep //replaces TopSpinWep\n{\n}\n\nactor WaterWaveWepC : WaterWaveWep //replaces WaterWaveWep\n{\n}\n\nactor WindStormWepC : WindStormWep //replaces WindStormWep\n{\n}\n\nactor YamatoSpearWepC : YamatoSpearWep //replaces YamatoSpearWep\n{\n}\n\nactor MegaBallWepC : MegaBallWep //replaces MegaBallWep\n{\n}\n\nactor FlameSwordWepC : FlameSwordWep //replaces FlameSwordWep\n{\n}\n\nactor FlashBombWepC : FlashBombWep //replaces FlashBombWep\n{\n}\n\nactor HomingSniperWepC : HomingSniperWep //replaces HomingSniperWep\n{\n}\n\nactor IceWaveWepC : IceWaveWep //replaces IceWaveWep\n{\n}\n\nactor ThunderClawWepC : ThunderClawWep //replaces ThunderClawWep\n{\n}\n\nactor TornadoHoldWepC : TornadoHoldWep //replaces TornadoHoldWep\n{\n}\n\nactor WaterBalloonWepC : WaterBalloonWep //replaces WaterBalloonWep\n{\n}\n\nactor TenguBladeWepC : TenguBladeWep //replaces TenguBladeWep\n{\n}\n\nactor WaveBurnerWepC : WaveBurnerWep //replaces WaveBurnerWep\n{\n}\n\nactor SpreadDrillWepC : SpreadDrillWep //replaces SpreadDrillWep\n{\n}\n\nactor CopyVisionWepC : CopyVisionWep //replaces WaterBalloonWep\n{\n}\n\nactor MagicCardWepC : MagicCardWep //replaces WaterBalloonWep\n{\n}\n\nactor RemoteMineWepC : RemoteMineWep //replaces WaterBalloonWep\n{\n}\n\nactor IceWallWepC : IceWallWep //replaces WaterBalloonWep\n{\n}\n\nactor LightningBoltWepC : LightningBoltWep //replaces WaterBalloonWep\n{\n}"
      },
      {
        "source": "pk3",
        "name": "actors/WeapGiver.txt",
        "contents": "//_Wep : CMM or whoever's original weapon.\n//_WepC : The sliding enabled version of the weapon.\n//_WepCGiver : Replaces the Weps placed on the map so only those that can copy weapons and don't have the weapon can grab them.\n//_WepCDropped : The weapons the players drop; can refill ammo.\n\nactor WepCGiver : CustomInventory\n{\ninventory.pickupmessage \"Power up! Mega Buster!\"\ninventory.pickupsound \"weapon/weaponup\"\ninventory.amount 1\ninventory.maxamount 1\ninventory.respawntics 5\nscale 2.0\n+INVENTORY.AUTOACTIVATE\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"MegaBusterC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MegaBusterC\",1)\nstop\n}\n}\n\nactor DangerWrapWepCGiver : WepCGiver replaces DangerWrapWep\n{\ninventory.pickupmessage \"Power up! Danger Wrap!\"\nStates\n{\nSpawn:\nWEA3 L 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"DangerWrapWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"DangerWrapWepC\",1)\nstop\n}\n}\n\nactor JunkShieldWepCGiver : WepCGiver replaces JunkShieldWep\n{\ninventory.pickupmessage \"Power up! Junk Shield!\"\nStates\n{\nSpawn:\nWEA3 N 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"JunkShieldWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"JunkShieldWepC\",1)\nstop\n}\n}\n\nactor NoiseCrushWepCGiver : WepCGiver replaces NoiseCrushWep\n{\ninventory.pickupmessage \"Power up! Noise Crush!\"\nStates\n{\nSpawn:\nWEA3 J 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"NoiseCrushWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"NoiseCrushWepC\",1)\nstop\n}\n}\n\nactor ScorchWheelWepCGiver : WepCGiver replaces ScorchWheelWep\n{\ninventory.pickupmessage \"Power up! Scorch Wheel!\"\nStates\n{\nSpawn:\nWEA3 M 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ScorchWheelWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ScorchWheelWepC\",1)\nstop\n}\n}\n\nactor ThunderBoltWepCGiver : WepCGiver replaces ThunderBoltWep\n{\ninventory.pickupmessage \"Power up! Thunder Bolt!\"\nStates\n{\nSpawn:\nWEA3 R 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ThunderBoltWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ThunderBoltWepC\",1)\nstop\n}\n}\n\nactor WildCoilWepCGiver : WepCGiver replaces WildCoilWep\n{\ninventory.pickupmessage \"Power up! Wild Coil!\"\nStates\n{\nSpawn:\nWEA3 K 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"WildCoilWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WildCoilWepC\",1)\nstop\n}\n}\n\nactor SlashClawWepCGiver : WepCGiver replaces SlashClawWep\n{\ninventory.pickupmessage \"Power up! Slash Claw!\"\nStates\n{\nSpawn:\nWEA3 Q 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SlashClawWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SlashClawWepC\",1)\nstop\n}\n}\n\nactor AirShooterWepCGiver : WepCGiver replaces AirShooterWep\n{\ninventory.pickupmessage \"Power up! Air Shooter!\"\nStates\n{\nSpawn:\nWEAP G 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"AirShooterWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"AirShooterWepC\",1)\nstop\n}\n}\n\nactor AtomicFireWepCGiver : WepCGiver replaces AtomicFireWep\n{\ninventory.pickupmessage \"Power up! Atomic Fire!\"\nStates\n{\nSpawn:\nWEAP E 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"AtomicFireWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"AtomicFireWepC\",1)\nstop\n}\n}\n\nactor BalladeCrackerWepCGiver : WepCGiver replaces BalladeCrackerWep\n{\ninventory.pickupmessage \"Power up! Ballade Cracker!\"\nStates\n{\nSpawn:\nWEA3 C 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"BalladeCrackerWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"BalladeCrackerWepC\",1)\nstop\n}\n}\n\nactor BlizzardAttackWepCGiver : WepCGiver replaces BlizzardAttackWep\n{\ninventory.pickupmessage \"Power up! Blizzard Attack!\"\nStates\n{\nSpawn:\nWEAP W 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"BlizzardAttackWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"BlizzardAttackWepC\",1)\nstop\n}\n}\n\nactor BubbleLeadWepCGiver : WepCGiver replaces BubbleLeadWep\n{\ninventory.pickupmessage \"Power up! Bubble Lead!\"\nStates\n{\nSpawn:\nWEAP D 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"BubbleLeadWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"BubbleLeadWepC\",1)\nstop\n}\n}\n\nactor CentaurFlashWepCGiver : WepCGiver replaces CentaurFlashWep\n{\ninventory.pickupmessage \"Power up! Centaur Flash!\"\nStates\n{\nSpawn:\nWEA3 G 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"CentaurFlashWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"CentaurFlashWepC\",1)\nstop\n}\n}\n\nactor ChargeKickWepCGiver : WepCGiver replaces ChargeKickWep\n{\ninventory.pickupmessage \"Power up! Charge Kick!\"\nStates\n{\nSpawn:\nWEA2 E 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ChargeKickWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ChargeKickWepC\",1)\nstop\n}\n}\n\nactor CrashBombWepCGiver : WepCGiver replaces CrashBombWep\n{\ninventory.pickupmessage \"Power up! Crash Bomb!\"\nStates\n{\nSpawn:\nWEA2 C 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"CrashBombWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"CrashBombWepC\",1)\nstop\n}\n}\n\nactor CrystalEyeWepCGiver : WepCGiver replaces CrystalEyeWep\n{\ninventory.pickupmessage \"Power up! Crystal Eye!\"\nStates\n{\nSpawn:\nWEA2 N 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"CrystalEyeWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"CrystalEyeWepC\",1)\nstop\n}\n}\n\nactor DiveMissileWepCGiver : WepCGiver replaces DiveMissileWep\n{\ninventory.pickupmessage \"Power up! Dive Missile!\"\nStates\n{\nSpawn:\nWEA2 S 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"DiveMissileWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"DiveMissileWepC\",1)\nstop\n}\n}\n\nactor DrillBombWepCGiver : WepCGiver replaces DrillBombWep\n{\ninventory.pickupmessage \"Power up! Drill Bomb!\"\nStates\n{\nSpawn:\nWEAP V 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"DrillBombWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"DrillBombWepC\",1)\nstop\n}\n}\n\nactor DustCrusherWepCGiver : WepCGiver replaces DustCrusherWep\n{\ninventory.pickupmessage \"Power up! Dust Crusher!\"\nStates\n{\nSpawn:\nWEA2 K 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"DustCrusherWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"DustCrusherWepC\",1)\nstop\n}\n}\n\nactor FireStormWepCGiver : WepCGiver replaces FireStormWep\n{\ninventory.pickupmessage \"Power up! Fire Storm!\"\nStates\n{\nSpawn:\nWEAP Y 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FireStormWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FireStormWepC\",1)\nstop\n}\n}\n\nactor FlameBlastWepCGiver : WepCGiver replaces FlameBlastWep\n{\ninventory.pickupmessage \"Power up! Flame Blast!\"\nStates\n{\nSpawn:\nWEA2 P 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FlameBlastWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlameBlastWepC\",1)\nstop\n}\n}\n\nactor FlashStopperWepCGiver : WepCGiver replaces FlashStopperWep\n{\ninventory.pickupmessage \"Power up! Flash Stopper!\"\nStates\n{\nSpawn:\nWEA3 E 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"FlashStopperWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlashStopperWepC\",1)\nstop\n}\n}\n\nactor FreezeCrackerWepCGiver : WepCGiver replaces FreezeCrackerWep\n{\ninventory.pickupmessage \"Power up! Freeze Cracker!\"\nStates\n{\nSpawn:\nWEA3 O 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FreezeCrackerWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FreezeCrackerWepC\",1)\nstop\n}\n}\n\nactor GeminiLaserWepCGiver : WepCGiver replaces GeminiLaserWep\n{\ninventory.pickupmessage \"Power up! Gemini Laser!\"\nStates\n{\nSpawn:\nWEAP M 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"GeminiLaserWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"GeminiLaserWepC\",1)\nstop\n}\n}\n\nactor GravityHoldWepCGiver : WepCGiver replaces GravityHoldWep\n{\ninventory.pickupmessage \"Power up! Gravity Hold!\"\nStates\n{\nSpawn:\nWEA3 F 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"GravityHoldWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"GravityHoldWepC\",1)\nstop\n}\n}\n\nactor GyroAttackWepCGiver : WepCGiver replaces GyroAttackWep\n{\ninventory.pickupmessage \"Power up! Gyro Attack!\"\nStates\n{\nSpawn:\nWEA2 I 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"GyroAttackWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"GyroAttackWepC\",1)\nstop\n}\n}\n\nactor HardKnuckleWepCGiver : WepCGiver replaces HardKnuckleWep\n{\ninventory.pickupmessage \"Power up! Hard Knuckle!\"\nStates\n{\nSpawn:\nWEAP T 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"HardKnuckleWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"HardKnuckleWepC\",1)\nstop\n}\n}\n\nactor HyperBombWepCGiver : WepCGiver replaces HyperBombWep\n{\ninventory.pickupmessage \"Power up! Hyper Bomb!\"\nStates\n{\nSpawn:\nWEAP H 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"HyperBombWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"HyperBombWepC\",1)\nstop\n}\n}\n\nactor IceSlasherWepCGiver : WepCGiver replaces IceSlasherWep\n{\ninventory.pickupmessage \"Power up! Ice Slasher!\"\nStates\n{\nSpawn:\nWEAP P 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IceSlasherWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"IceSlasherWepC\",1)\nstop\n}\n}\n\nactor KnightCrushWepCGiver : WepCGiver replaces KnightCrushWep\n{\ninventory.pickupmessage \"Power up! Knight Crush!\"\nStates\n{\nSpawn:\nWEA2 W 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"KnightCrushWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"KnightCrushWepC\",1)\nstop\n}\n}\n\nactor LeafShieldWepCGiver : WepCGiver replaces LeafShieldWep\n{\ninventory.pickupmessage \"Power up! Leaf Shield!\"\nStates\n{\nSpawn:\nWEAP F 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"LeafShieldWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"LeafShieldWepC\",1)\nstop\n}\n}\n\nactor MagnetMissileWepCGiver : WepCGiver replaces MagnetMissileWep\n{\ninventory.pickupmessage \"Power up! Magnet Missile!\"\nStates\n{\nSpawn:\nWEAP I 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"MagnetMissileWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MagnetMissileWepC\",1)\nstop\n}\n}\n\nactor MetalBladeWepCGiver : WepCGiver replaces MetalBladeWep\n{\ninventory.pickupmessage \"Power up! Metal Blade!\"\nStates\n{\nSpawn:\nWEAP S 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"MetalBladeWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MetalBladeWepC\",1)\nstop\n}\n}\n\nactor MirrorBusterWepCGiver : WepCGiver replaces MirrorBusterWep\n{\ninventory.pickupmessage \"Power up! Mirror Buster!\"\nStates\n{\nSpawn:\nWEA3 H 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"MirrorBusterWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MirrorBusterWepC\",1)\nstop\n}\n}\n\nactor NapalmBombWepCGiver : WepCGiver replaces NapalmBombWep\n{\ninventory.pickupmessage \"Power up! Napalm Bomb!\"\nStates\n{\nSpawn:\nWEAP C 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"NapalmBombWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"NapalmBombWepC\",1)\nstop\n}\n}\n\nactor NeedleCannonWepCGiver : WepCGiver replaces NeedleCannonWep\n{\ninventory.pickupmessage \"Power up! Needle Cannon!\"\nStates\n{\nSpawn:\nWEAP L 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"NeedleCannonWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"NeedleCannonWepC\",1)\nstop\n}\n}\n\nactor PharaohShotWepCGiver : WepCGiver replaces PharaohShotWep\n{\ninventory.pickupmessage \"Power up! Pharaoh Shot!\"\nStates\n{\nSpawn:\nWEA2 L 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"PharaohShotWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"PharaohShotWepC\",1)\nstop\n}\n}\n\nactor PlantBarrierWepCGiver : WepCGiver replaces PlantBarrierWep\n{\ninventory.pickupmessage \"Power up! Plant Barrier!\"\nStates\n{\nSpawn:\nWEA2 T 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"PlantBarrierWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"PlantBarrierWepC\",1)\nstop\n}\n}\n\nactor PowerStoneWepCGiver : WepCGiver replaces PowerStoneWep\n{\ninventory.pickupmessage \"Power up! Power Stone!\"\nStates\n{\nSpawn:\nWEA2 J 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"PowerStoneWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"PowerStoneWepC\",1)\nstop\n}\n}\n\nactor QuickBoomerangWepCGiver : WepCGiver replaces QuickBoomerangWep\n{\ninventory.pickupmessage \"Power up! Quick Boomerang!\"\nStates\n{\nSpawn:\nWEAP Z 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"QuickBoomerangWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"QuickBoomerangWepC\",1)\nstop\n}\n}\n\nactor RainFlushWepCGiver : WepCGiver replaces RainFlushWep\n{\ninventory.pickupmessage \"Power up! Rain Flush!\"\nStates\n{\nSpawn:\nWEA2 Y 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"RainFlushWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"RainFlushWepC\",1)\nstop\n}\n}\n\nactor RingBoomerangWepCGiver : WepCGiver replaces RingBoomerangWep\n{\ninventory.pickupmessage \"Power up! Ring Boomerang!\"\nStates\n{\nSpawn:\nWEA2 H 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"RingBoomerangWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"RingBoomerangWepC\",1)\nstop\n}\n}\n\nactor RollingCutterWepCGiver : WepCGiver replaces RollingCutterWep\n{\ninventory.pickupmessage \"Power up! Rolling Cutter!\"\nStates\n{\nSpawn:\nWEA2 F 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"RollingCutterWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"RollingCutterWepC\",1)\nstop\n}\n}\n\nactor SakugarneWepCGiver : WepCGiver replaces SakugarneWep\n{\ninventory.pickupmessage \"Power up! Sakugarne!\"\nStates\n{\nSpawn:\nWEA2 Z 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"SakugarneWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SakugarneWepC\",1)\nstop\n}\n}\n\nactor ScrewCrusherWepCGiver : WepCGiver replaces ScrewCrusherWep\n{\ninventory.pickupmessage \"Power up! Screw Crusher!\"\nStates\n{\nSpawn:\nWEA3 D 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ScrewCrusherWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ScrewCrusherWepC\",1)\nstop\n}\n}\n\nactor SearchSnakeWepCGiver : WepCGiver replaces SearchSnakeWep\n{\ninventory.pickupmessage \"Power up! Search Snake!\"\nStates\n{\nSpawn:\nWEAP K 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"SearchSnakeWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SearchSnakeWepC\",1)\nstop\n}\n}\n\nactor ShadowBladeWepCGiver : WepCGiver replaces ShadowBladeWep\n{\ninventory.pickupmessage \"Power up! Shadow Blade!\"\nStates\n{\nSpawn:\nWEAP A 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ShadowBladeWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ShadowBladeWepC\",1)\nstop\n}\n}\n\nactor SilverTomahawkWepCGiver : WepCGiver replaces SilverTomahawkWep\n{\ninventory.pickupmessage \"Power up! Silver Tomahawk!\"\nStates\n{\nSpawn:\nWEA2 U 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SilverTomahawkWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SilverTomahawkWepC\",1)\nstop\n}\n}\n\nactor SkullBarrierWepCGiver : WepCGiver replaces SkullBarrierWep\n{\ninventory.pickupmessage \"Power up! Skull Barrier!\"\nStates\n{\nSpawn:\nWEA2 O 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SkullBarrierWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SkullBarrierWepC\",1)\nstop\n}\n}\n\nactor SparkShockWepCGiver : WepCGiver replaces SparkShockWep\n{\ninventory.pickupmessage \"Power up! Spark Shock!\"\nStates\n{\nSpawn:\nWEA2 G 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SparkShockWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SparkShockWepC\",1)\nstop\n}\n}\n\nactor StarCrashWepCGiver : WepCGiver replaces StarCrashWep\n{\ninventory.pickupmessage \"Power up! Star Crash!\"\nStates\n{\nSpawn:\nWEA2 X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"StarCrashWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"StarCrashWepC\",1)\nstop\n}\n}\n\nactor SuperArmWepCGiver : WepCGiver replaces SuperArmWep\n{\ninventory.pickupmessage \"Power up! Super Arm!\"\nStates\n{\nSpawn:\nWEAP O 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"SuperArmWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SuperArmWepC\",1)\nstop\n}\n}\n\nactor ThunderBeamWepCGiver : WepCGiver replaces ThunderBeamWep\n{\ninventory.pickupmessage \"Power up! Thunder Beam!\"\nStates\n{\nSpawn:\nWEAP R 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ThunderBeamWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ThunderBeamWepC\",1)\nstop\n}\n}\n\nactor TimeStopperWepCGiver : WepCGiver replaces TimeStopperWep\n{\ninventory.pickupmessage \"Power up! Time Stopper!\"\nStates\n{\nSpawn:\nWEAP N 0\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"TimeStopperWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TimeStopperWepC\",1)\nstop\nDeath:\nTNT1 A 0\nstop\n}\n}\n\nactor TopSpinWepCGiver : WepCGiver replaces TopSpinWep\n{\ninventory.pickupmessage \"Power up! Top Spin!\"\nStates\n{\nSpawn:\nWEAP J 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"TopSpinWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TopSpinWepC\",1)\nstop\n}\n}\n\nactor WaterWaveWepCGiver : WepCGiver replaces WaterWaveWep\n{\ninventory.pickupmessage \"Power up! Water Wave!\"\nStates\n{\nSpawn:\nWEA2 M 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"WaterWaveWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WaterWaveWepC\",1)\nstop\n}\n}\n\nactor WindStormWepCGiver : WepCGiver replaces WindStormWep\n{\ninventory.pickupmessage \"Power up! Wind Storm!\"\nStates\n{\nSpawn:\nWEA2 V 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"WindStormWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WindStormWepC\",1)\nstop\n}\n}\n\nactor YamatoSpearWepCGiver : WepCGiver replaces YamatoSpearWep\n{\ninventory.pickupmessage \"Power up! Yamato Spear!\"\nStates\n{\nSpawn:\nWEA2 R 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"YamatoSpearWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"YamatoSpearWepC\",1)\nstop\n}\n}\n\nactor OilSliderWepCGiver : WepCGiver replaces OilSliderWep\n{\ninventory.pickupmessage \"Power up! Oil Slider!\"\nStates\n{\nSpawn:\nWEA7 J 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"OilSliderWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"OilSliderWepC\",1)\nstop\n}\n}\n\nactor TimeSlowWepCGiver : WepCGiver replaces TimeSlowWep\n{\ninventory.pickupmessage \"Power up! Time Slow!\"\nStates\n{\nSpawn:\nSLOT X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"TimeSlowWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TimeSlowWepC\",1)\nstop\n}\n}\n\nactor MegaBallWepCGiver : WepCGiver replaces MegaBallWep\n{\ninventory.pickupmessage \"Power up! Mega Ball!\"\nStates\n{\nSpawn:\nWEA4 D 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"MegaBallWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MegaBallWepC\",1)\nstop\n}\n}\n\nactor AstroCrushWepCGiver : WepCGiver replaces AstroCrushWep\n{\ninventory.pickupmessage \"Power up! Astro Crush!\"\nStates\n{\nSpawn:\nWEA4 E 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"AstroCrushWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"AstroCrushWepC\",1)\nstop\n}\n}\n\nactor FlameSwordWepCGiver : WepCGiver replaces FlameSwordWep\n{\ninventory.pickupmessage \"Power up! Flame Sword!\"\nStates\n{\nSpawn:\nWEA4 F 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FlameSwordWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlameSwordWepC\",1)\nstop\n}\n}\n\nactor FlashBombWepCGiver : WepCGiver replaces FlashBombWep\n{\ninventory.pickupmessage \"Power up! Flash Bomb!\"\nStates\n{\nSpawn:\nWEA4 B 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"FlashBombWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"FlashBombWepC\",1)\nstop\n}\n}\n\nactor HomingSniperWepCGiver : WepCGiver replaces HomingSniperWep\n{\ninventory.pickupmessage \"Power up! Homing Sniper!\"\nStates\n{\nSpawn:\nWEA4 H 1\nloop\nPickup:\nDUST B 0\nDUST B 0 A_JumpIfInventory(\"HomingSniperWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"HomingSniperWepC\",1)\nstop\n}\n}\n\nactor IceWaveWepCGiver : WepCGiver replaces IceWaveWep\n{\ninventory.pickupmessage \"Power up! Ice Wave!\"\nStates\n{\nSpawn:\nWEA4 A 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IceWaveWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"IceWaveWepC\",1)\nstop\n}\n}\n\nactor ThunderClawWepCGiver : WepCGiver replaces ThunderClawWep\n{\ninventory.pickupmessage \"Power up! Thunder Claw!\"\nStates\n{\nSpawn:\nWEA4 G 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"ThunderClawWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"ThunderClawWepC\",1)\nstop\n}\n}\n\nactor TornadoHoldWepCGiver : WepCGiver replaces TornadoHoldWep\n{\ninventory.pickupmessage \"Power up! Tornado Hold!\"\nStates\n{\nSpawn:\nWEA4 C 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"TornadoHoldWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TornadoHoldWepC\",1)\nstop\n}\n}\n\nactor WaterBalloonWepCGiver : WepCGiver replaces WaterBalloonWep\n{\ninventory.pickupmessage \"Power up! Water Balloon!\"\nStates\n{\nSpawn:\nWEA4 I 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"WaterBalloonWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WaterBalloonWepC\",1)\nstop\n}\n}\n\n//NEW MMBFIX\nactor TenguBladeWepCGiver : WepCGiver replaces TenguBladeWep\n{\ninventory.pickupmessage \"Power up! Tengu Blade!\"\nStates\n{\nSpawn:\nTBLA X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"TenguBladeWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"TenguBladeWepC\",1)\nstop\n}\n}\n\nactor WaveBurnerWepCGiver : WepCGiver replaces WaveBurnerWep\n{\ninventory.pickupmessage \"Power up! Wave Burner!\"\nStates\n{\nSpawn:\nWABU X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"WaveBurnerWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"WaveBurnerWepC\",1)\nstop\n}\n}\n\nactor SpreadDrillWepCGiver : WepCGiver replaces SpreadDrillWep\n{\ninventory.pickupmessage \"Power up! Spread Drill!\"\nStates\n{\nSpawn:\nSPRE X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"SpreadDrillWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"SpreadDrillWepC\",1)\nstop\n}\n}\n\nactor CopyVisionWepCGiver : WepCGiver replaces CopyVisionWep\n{\ninventory.pickupmessage \"Power up! Copy Vision!\"\nStates\n{\nSpawn:\nCOPY X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"CopyVisionWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"CopyVisionWepC\",1)\nstop\n}\n}\n\nactor MagicCardWepCGiver : WepCGiver replaces MagicCardWep\n{\ninventory.pickupmessage \"Power up! Magic Card!\"\nStates\n{\nSpawn:\nMCAR X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"MagicCardWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"MagicCardWepC\",1)\nstop\n}\n}\n\nactor RemoteMineWepCGiver : WepCGiver replaces RemoteMineWep\n{\ninventory.pickupmessage \"Power up! Remote Mine!\"\nStates\n{\nSpawn:\nREMI X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"RemoteMineWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"RemoteMineWepC\",1)\nstop\n}\n}\n\nactor IceWallWepCGiver : WepCGiver replaces IceWallWep\n{\ninventory.pickupmessage \"Power up! Ice Wall!\"\nStates\n{\nSpawn:\nICWL X 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"IceWallWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"IceWallWepC\",1)\nstop\n}\n}\n\nactor LightningBoltWepCGiver : WepCGiver replaces LightningBoltWep\n{\ninventory.pickupmessage \"Power up! Lightning Bolt!\"\nStates\n{\nSpawn:\nLIBO A 1\nloop\nPickup:\nDUST B 0 A_JumpIfInventory(\"LightningBoltWepC\", 1, 2)\nDUST B 0 A_JumpIfInventory(\"CanCopyWeapons\", 1, 2)\nDUST B 0\nfail\nDUST B 0 A_GiveInventory(\"LightningBoltWepC\",1)\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/megaman/megabuster.txt",
        "contents": "actor MegamanMetoolSummonwep : Weapon\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nobituary \"%o was destroyed by %k's metool.\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"SummonAmmo\"\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nTNT1 A 0 ACS_ExecuteAlways(532,0,0)\nReady1:\nBUST B 0 A_GiveInventory(\"SummonAmmo\",1)\nBUST B 1 A_WeaponReady\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\n\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_JumpIfInventory(\"SummonAmmo\",25,\"Fire1\")\nGoto NoAmmo\nFire1:\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaSummonshot\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"SummonAmmo\",25)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready+1\nNoAmmo:\nBUST B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\nactor SummonAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 1000\n//inventory.icon \"AAMOA0\"\nammo.backpackamount 1\nammo.backpackmaxamount 3\nstates\n{\nSpawn:\nPLAY A -1\nstop\n}\n}\n\nactor MegaSummonshot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FRIENDLY\n-NOGRAVITY\n+RIPPER\n//seesound \"weapon/mbuster\"\nSpeed 27\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\nLoop\nDeath:\nBUST A 1 A_SpawnItem(\"MegamanMetool\")\nstop\n}\n}\n\nactor MegamanMetool\n{\nMONSTER\ndropitem \"SmallHealthDropped\", 50\nHeight 32\nRadius 32\nHealth 10\nscale 2.5\nobituary \"%o was destroyed by %k's metool.\"\nspeed 14\n+SOLID\n+FRIENDLY\n+LOOKALLAROUND\n+MISSILEMORE\nStates\n{\nSpawn:\nMETT AAABBBCCCBBB 1 A_Wander\nMETT BBBB 0 A_Look\nLoop\nSee:\nMETT A 0 Thing_ChangeTID(0,999)\nMETT AAABBBCCCBBB 1 A_Chase\nloop\nMissile:\nMETT D 0 A_ChangeFlag(\"SHOOTABLE\",0)\nMETT D 35\nMETT D 0 A_ChangeFlag(\"SHOOTABLE\",1)\nMETT B 0 A_FaceTarget\nMETT B 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nMETT B 1 A_CustomMissile(\"MegamanMetoolBullet\")\ngoto see\nMelee:\nMETT A 0 A_SpawnItem(\"MetoolAttack\")\nMETT AAABBBCCCBBB 1 A_Wander\nGoto See\nDeath:\nMMFX B 0 A_Fall\nMMFX B 0 A_PlaySound(\"misc/metdie\")\nGoto Blam\nMMFX FGHI 3 A_Stop\nstop\n}\n}\n\nactor MegamanMetoolBullet\n{\nPROJECTILE\nDamage (1)\nSpeed 25\nscale 2.5\nHeight 8\nRadius 8\nStates\n{\nSpawn:\nBASB A 1\nloop\n}\n}\n\nactor MegamanBeatSummonwep : Weapon\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nobituary \"%o has been pecked by %k's Beat.\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"SummonAmmo\"\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nTNT1 A 0 ACS_ExecuteAlways(533,0,0)\nReady1:\nBUST B 0 A_GiveInventory(\"SummonAmmo\",1)\nBUST B 1 A_WeaponReady\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\n\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_JumpIfInventory(\"SummonAmmo\",45,\"Fire1\")\nGoto NoAmmo\nFire1:\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaSummonshot2\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"SummonAmmo\",45)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready+1\nNoAmmo:\nBUST B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor MegaSummonshot2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FRIENDLY\n-NOGRAVITY\n+RIPPER\n//seesound \"weapon/mbuster\"\nSpeed 27\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\nLoop\nDeath:\nBUST A 1 A_SpawnItem(\"MegamanBeat\")\nstop\n}\n}\n\nactor MegamanBeat\n{\nMONSTER\ndropitem \"SmallHealthDropped\", 50\n+SOLID\n+NOGRAVITY\n+FRIENDLY\n+LOOKALLAROUND\n+FLOAT\ndamage 1\nHealth 30\nHeight 16\nRadius 16\nspeed 6\nscale 2.5\nobituary \"%o has been pecked by %k's Beat.\"\nStates\n{\nSpawn:\nBEAT ABC 3 A_Wander\nBEAT ABC 0 A_Look\nloop\nSee:\nBEAT ABC 3 A_Chase\nLoop\nMISSILE:\nBEAT C 10 A_SkullAttack\ngoto see\nMelee:\nBEAT C 1 A_SkullAttack\nBEAT C 10\ngoto see\nDeath:\nBEAT A 1\nStop\n}\n}\n\nactor MegamanEddieSummonwep : Weapon\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nobituary \"%o was destroyed by %k's Eddie.\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"SummonAmmo\"\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nTNT1 A 0 ACS_ExecuteAlways(534,0,0)\nReady1:\nBUST B 0 A_GiveInventory(\"SummonAmmo\",1)\nBUST B 1 A_WeaponReady\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\n\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_JumpIfInventory(\"SummonAmmo\",60,\"Fire1\")\nGoto NoAmmo\nFire1:\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaSummonshot3\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"SummonAmmo\",60)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready+1\nNoAmmo:\nBUST B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor MegaSummonshot3\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FRIENDLY\n-NOGRAVITY\n+RIPPER\n//seesound \"weapon/mbuster\"\nSpeed 27\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\nLoop\nDeath:\nBUST A 1 A_SpawnItem(\"MegamanEddie\")\nstop\n}\n}\n\nactor MegamanEddie\n{\nMONSTER\ndropitem \"SmallHealthDropped\", 50\nRadius 12\nHeight 32\nHealth 30\nscale 2.5\nobituary \"%o was destroyed by %k's Eddie.\"\nspeed 8\n+SOLID\n+FRIENDLY\n+LOOKALLAROUND\n+JUMPDOWN\n+MISSILEMORE\nStates\n{\nSpawn:\nEDDI AAAABBBBAAAACCCCDDDD 1 A_Wander\nEDDI AAAABBBBAAAACCCCDDDD 0 A_Look\nLoop\nSee:\nEDDI AAAABBBBAAAACCCCDDDD 1 A_Chase\nloop\nMissile:\nEDDI D 0 A_GiveInventory(\"EddieAttackCount\",5)\nMissile1:\nEDDI A 0 A_JumpIfInventory(\"EddieAttackCount\",1,\"Fire1\")\ngoto See\nFire1:\nEDDI D 0 A_GiveInventory(\"EddieAttackType\",Random(1,3))\nEDDI A 0 A_JumpIfInventory(\"EddieAttackType\",2,\"Attack2\")\nEDDI A 0 A_JumpIfInventory(\"EddieAttackType\",1,\"Attack1\")\nAttack1:\nEDDI E 0 A_FaceTarget\nEDDI A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nEDDI F 5 A_CustomMissile(\"EddieShot\",30,0,Random(-30,30),2,Random(-3,3))\nEDDI A 0 A_TakeInventory(\"EddieAttackType\",1)\nEDDI A 0 A_TakeInventory(\"EddieAttackCount\",1)\ngoto Missile1\nAttack2:\nEDDI E 0 A_FaceTarget\nEDDI A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nEDDI F 5 A_CustomMissile(\"EddieShot2\",30,0,Random(-30,30),2,Random(-3,3))\nEDDI A 0 A_TakeInventory(\"EddieAttackType\",2)\nEDDI A 0 A_TakeInventory(\"EddieAttackCount\",1)\ngoto Missile1\nDeath:\nEDDI B 0 A_Fall\nEDDI B 0 A_PlaySound(\"misc/metdie\")\nGoto Blam\nMMFX FGHI 3 A_Stop\nstop\n}\n}\n\nactor EddieAttackCount : Inventory\n{\n}\n\nactor EddieAttackType : Inventory\n{\n}\n\nactor EddieShot\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+THRUGHOST\n+DONTBLAST\n+DONTREFLECT\n//seesound \"weapon/mbuster\"\nSpeed 26\nDamage (10)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 2\nBUST A 0 A_ChangeFlag(\"THRUGHOST\", 0)\nBUST A 1\ngoto spawn+3\nDeath:\nBUST A 1\nstop\n}\n}\n\nactor EddieShot2\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+THRUGHOST\n//seesound \"weapon/mbuster\"\nSpeed 26\nDamage (20)\nradius 20\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nMMFX D 2\nMMFX D 0 A_ChangeFlag(\"THRUGHOST\", 0)\nMMFX D 4\ngoto spawn+3\n}\n}\n\nactor MegamanAutoSummonwep : Weapon\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nobituary \"%o was destroyed by %k's Auto.\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"SummonAmmo\"\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nTNT1 A 0 ACS_ExecuteAlways(535,0,0)\nReady1:\nBUST B 0 A_GiveInventory(\"SummonAmmo\",1)\nBUST B 1 A_WeaponReady\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\n\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_JumpIfInventory(\"SummonAmmo\",60,\"Fire1\")\nGoto NoAmmo\nFire1:\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaSummonshot4\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"SummonAmmo\",60)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready+1\nNoAmmo:\nBUST B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor MegamanAuto\n{\nMONSTER\ndropitem \"SmallHealthDropped\", 50\n+SOLID\n+FRIENDLY\n+LOOKALLAROUND\n+JUMPDOWN\nTranslation \"198:198=128:128\", \"192:192=4:4\"\nHealth 100\nHeight 52\nRadius 16\nspeed 5\nscale 2.5\nobituary \"%o was destroyed by %k's Auto.\"\nStates\n{\nSpawn:\nAUTO BCDE 3 A_Wander\nAUTO BCDE 0 A_Look\nloop\nSee:\nAUTO BCDE 3 A_Chase\nLoop\nMelee:\nAUTO A 0 A_FaceTarget\nAUTO A 0 A_PlaySoundEx(\"weapon/powerstone\",\"Voice\")\nAUTO F 0 A_GiveToTarget(\"Autowhack\",1)\nAUTO F 5 A_CustomMeleeAttack(15)\ngoto see\nDeath:\nAUTO H 1\nStop\n}\n}\n\nactor AutoWhack : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,1,1)\nTNT1 A 0 ThrustThingZ(0,40,0,0)\nTNT1 A 0 A_Recoil(-80)\nTNT1 A 0 A_TakeInventory(\"JumpCancler\",1)\nstop\n}\n}\n\nactor MegaSummonshot4\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FRIENDLY\n-NOGRAVITY\n+RIPPER\n//seesound \"weapon/mbuster\"\nSpeed 27\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\nLoop\nDeath:\nBUST A 1 A_SpawnItem(\"MegamanAuto\")\nstop\n}\n}\n\nactor MegamanProtomanSummonwep : Weapon\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nobituary \"%o was sniped by %k's Protoman.\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"SummonAmmo\"\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nTNT1 A 0 ACS_ExecuteAlways(536,0,0)\nReady1:\nBUST B 0 A_GiveInventory(\"SummonAmmo\",1)\nBUST B 1 A_WeaponReady\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\nBUST B 0 A_JumpIfInventory(\"Cantsummonboss\",1,\"NoAmmo\")\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_JumpIfInventory(\"SummonAmmo\",1000,\"Fire1\")\nGoto NoAmmo\nFire1:\nBUST B 0 ACS_ExecuteAlways(538,0,0)\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaSummonshot5\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"SummonAmmo\",1000)\nBUST B 0 A_GiveInventory(\"Cantsummonboss\",1)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready+1\nNoAmmo:\nBUST B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor MegamanProtoman\n{\nMONSTER\n+SOLID\n+FRIENDLY\n+LOOKALLAROUND\n+JUMPDOWN\n+MISSILEMORE\nTranslation \"192:192=87:87\", \"198:198=42:42\"\nHealth 5000\nHeight 52\nRadius 16\nspeed 20\nscale 2.5\nobituary \"%o was sniped by %k's Protoman.\"\nStates\n{\nSpawn:\nPROM A 0\nPROM A 0 ACS_ExecuteAlways(537,0,0)\nSpawn1:\nPROM BCDE 3 A_Wander\nPROM BCDE 0 A_Look\nloop\nSee:\nPROM BCDE 3 A_Chase\nLoop\nMissile:\nPROM A 0 A_FaceTarget\nPROM A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROM F 10 A_CustomMissile(\"ProtoShot\",20,0,8,0)\nPROM A 0 A_FaceTarget\nPROM A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROM F 10 A_CustomMissile(\"ProtoShot\",20,0,8,0)\nPROM A 0 A_FaceTarget\nPROM A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROM F 10 A_CustomMissile(\"ProtoShot\",20,0,8,0)\nPROM A 0 A_FaceTarget\nPROM A 25 A_PlaySoundEx(\"weapon/pcharge\",\"Weapon\")\nPROM A 0 A_FaceTarget\nPROM F 0 A_PlaySoundEx(\"weapon/pshot\",\"Weapon\")\nPROM F 5 A_CustomMissile(\"ProtoShot3\",20,0,8,0)\nPROM A 0 ThrustThingZ(0,70,0,1)\nPROM A 0 A_Recoil(-30)\nPROM A 0 A_FaceTarget\nPROM A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROM F 10 A_CustomMissile(\"ProtoShot\",20,0,8,0)\nPROM A 0 A_FaceTarget\nPROM A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROM F 10 A_CustomMissile(\"ProtoShot\",20,0,8,0)\nPROM A 0 A_FaceTarget\nPROM A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nPROM F 10 A_CustomMissile(\"ProtoShot\",20,0,8,0)\nlandcheck:\nPROM A 1 A_CheckFloor(\"Melee\")\nloop\nMelee:\n    PROM A 0 A_ChangeFlag(SOLID, FALSE)\n    PROM E 10 A_FaceTarget\n\tPROM A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n    PROM F 0  A_Recoil(-100)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 1 A_SpawnItemEx(\"ProtomanAttack\", 0, 0, 32)\n\tPROM F 0 A_ChangeFlag(SOLID, TRUE)\n    PROM E 20\ngoto see\npain:\nPROM A 0 A_ChangeFlag(REFLECTIVE, TRUE)\nPROM A 0 A_ChangeFlag(SHIELDREFLECT, TRUE)\nPROM A 15\nPROM A 0 A_ChangeFlag(REFLECTIVE, FALSe)\nPROM A 0 A_ChangeFlag(SHIELDREFLECT, FALSE)\ngoto see\nDeath:\nPROM H 5\nTNT1 A 0 A_PlaySoundEx(\"misc/devildeath\",\"Weapon\")\nTNT1 H 1 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nTNT1 H 0 A_SpawnItemEx(\"ETank\")\nTNT1 H 0 ACS_ExecuteAlways(550,0,0)\nStop\n}\n}\n\nactor ProtomanAttack\n{\nPROJECTILE\n+RIPPER\nRadius 5\nHeight 5\nscale 2.5\ndamage (0)\nobituary \"%o was sniped by %k's Protoman.\"\nspeed 15\nStates\n{\nSpawn:\nTNT1 HIJKL 1 A_Explode(5,80,0)\nstop\n}\n}\n\nactor MegaSummonshot5\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FRIENDLY\n-NOGRAVITY\n+RIPPER\n//seesound \"weapon/mbuster\"\nSpeed 27\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\nLoop\nDeath:\nBUST A 1 A_SpawnItem(\"MegamanProtoman\")\nstop\n}\n}\n\nactor Cantsummonboss : Inventory\n{\n}\n\nactor Cantsummon : Inventory\n{\n}\n\nactor MegamanRollSummonwep : Weapon\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nobituary \"%o has been cleaned by %k's Roll.\"\nInventory.Pickupmessage \"$PU_MEGABUSTER\"\nweapon.ammotype \"SummonAmmo\"\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEAP X 1\nstop\nReady:\nTNT1 A 0 ACS_ExecuteAlways(539,0,0)\nReady1:\nBUST B 0 A_GiveInventory(\"SummonAmmo\",1)\nBUST B 1 A_WeaponReady\nGoto Ready1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBUST B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBUST B 1 A_Raise\nLoop\nFire:\n\nBUST B 0 A_JumpIfNoAmmo(\"NoAmmo\")\nBUST B 0 A_JumpIfInventory(\"SummonAmmo\",100,\"Fire1\")\nGoto NoAmmo\nFire1:\nBUST B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBUST B 0 A_FireCustomMissile(\"MegaSummonshot6\",0,0,8,0)\nBUST B 0 A_TakeInventory(\"SummonAmmo\",100)\nBUST CD 3\nBUST B 2\nBUST B 0 A_Refire\ngoto Ready+1\nNoAmmo:\nBUST B 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor MegaSummonshot6\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\n+FRIENDLY\n-NOGRAVITY\n+RIPPER\n//seesound \"weapon/mbuster\"\nSpeed 27\nDamage (0)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 2\nBUST A 1\nLoop\nDeath:\nBUST A 1 A_SpawnItem(\"MegamanRoll\")\nstop\n}\n}\n\nactor MegamanRoll\n{\nMONSTER\ndropitem \"SmallHealthDropped\", 50\n+SOLID\n+FRIENDLY\n+LOOKALLAROUND\n+JUMPDOWN\nTranslation \"198:198=176:176\", \"192:192=4:4\"\nHealth 40\nHeight 52\nRadius 16\nspeed 12\nscale 2.5\nobituary \"%o has been cleaned by %k's Roll.\"\nStates\n{\nSpawn:\nROLL BCDE 3 A_Wander\nROLL BCDE 0 A_Look\nloop\nSee:\nROLL BCDE 3 A_Chase\nLoop\nMissile:\n    ROLL A 0 A_JumpIfInventory(\"RollAttackCount\",1,\"Check\")\n    ROLL A 0 A_ChangeFlag(SOLID, FALSE)\n    ROLL E 10 A_FaceTarget\n\tROLL A 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\n    ROLL F 0  A_Recoil(-100)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 1 A_SpawnItemEx(\"RollAttack\", 0, 0, 32)\n\tROLL F 0 A_ChangeFlag(SOLID, TRUE)\n    ROLL E 20\ngoto see\nCheck:\nROLL A 0 A_JumpIfInventory(\"RollAttackCount\",1,\"Attack\")\ngoto see\nAttack:\nROLL F 0 A_FaceTarget\nROLL F 0 A_PlaySoundEx(\"misc/devilfire\",\"Voice\")\nROLL F 10 A_CustomMissile(\"MegamanMetoolBullet\")\nROLL F 0 A_TakeInventory(\"RollAttackCount\",1)\ngoto Check\nDeath:\nROLL H 1\nStop\n}\n}\n\nactor RollAttack\n{\nPROJECTILE\n+NOTARGETSWITCH\nRadius 5\nHeight 5\nscale 2.5\ndamage (5)\nobituary \"%o has been cleaned by %k's Roll.\"\nspeed 15\nStates\n{\nSpawn:\nTNT1 HIJKL 1\ngoto death\nCrash:\nTNT1 HIJKL 0 A_GiveToTarget(\"RollAttackCount\",3)\ngoto death\ndeath:\nTNT1 A 0\nstop\n}\n}\n\nactor RollAttackCount : Inventory\n{\n}"
      },
      {
        "source": "pk3",
        "name": "actors/megaman/megaman.txt",
        "contents": "actor MegamanPuppetplay : PlayerPawn\n{\nplayer.displayname \"megaman\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.colorrange 0 0\nplayer.startitem \"MegamanMetoolSummonwep\"\nplayer.startitem \"MegamanBeatSummonwep\"\nplayer.startitem \"MegamanEddieSummonwep\"\nplayer.startitem \"MegamanAutoSummonwep\"\nplayer.startitem \"MegamanRollSummonwep\"\nplayer.startitem \"MegamanProtomanSummonwep\"\nplayer.startitem \"SummonAmmo\", 1\nmass 9999\ngravity 0.8\n+NODAMAGETHRUST\n+DONTBLAST\n+NOBLOOD\n+QUICKTORETALIATE\ndamagefactor \"Dummy\", 0.0\nPlayer.MaxSkinSizeFactor 0, 0\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nGoto Spawn+2\nSee:\nPLAY BCDE 5\nGoto Spawn\nMissile:\nPLAY F 5\nPLAY G 4\nGoto Spawn+2\nPain.FireSpin:\nPain.QuickBoomerang:\nPain.Buster:\nPain.BassBuster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.CentaurFlash:\nPain.FreezeCracker:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.OilSlider:\nPain.WaveBurner:\nPain.WaveBurnerUW:\nPain.Misc:\nPain.Treble:\nPain.FlameSwordSpark:\nPLAY H 0\nGoto pain+1\nPain.WaterBalloon:\nPain.FlashBomb:\nPain.RemoteMine:\nPain.IceWall:\nPLAY H 0 A_ScaleVelocity(0.9)\nGoto Pain+1\nPain.SpreadDrill:\nPain.SpreadDrill2:\nPain.SpreadDrill3:\nPLAY H 0 A_JumpIfInventory(\"SpreadDrillProtect\", 1 ,2)\nPLAY H 0 A_PlaySoundEx(\"weapon/spreaddrillhit\",\"SoundSlot5\")\nPLAY H 0 A_GiveInventory(\"SpreadDrillProtect\", 1)\nGoto pain+1\nPain.FlameSword:\nPLAY H 0 A_GiveInventory(\"FlameSwordProtect\", 1)\nPLAY HH 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain\nPain.WindStorm:\nPain.FlingDamage:\nPLAY H 0 //ThrustThing(random(0,255),50,1,0)\nPLAY H 0 ThrustThing(random(0,255),5,0,0)\nPLAY H 0 ThrustThingZ(0,30,0,0)\nGoto pain+1\nPain.SlashClaw:\nPLAY H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\nPLAY H 0\nPLAY H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\nPLAY H 0 A_GiveInventory(\"BrightBlind\",125)\nPLAY H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+1\nPLAY H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+1\nPain.TimeSlow:\nPLAY H 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+1\nPain.SparkShock:\nPLAY H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.CrashBomb:\nPLAY H 0 A_Stop\nGoto Pain+1\nPain.GravityHold:\nPLAY H 0 A_ChangeVelocity(momx, momy, 0, CVF_REPLACE)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto GravityForceFinish\nGravityForce4:\nPLAY H 2 A_GiveInventory(\"GravityForce4\",1)\nGoto GravityForceFinish\nGravityForce3:\nPLAY H 2 A_GiveInventory(\"GravityForce3\",1)\nGoto GravityForceFinish\nGravityForce2:\nPLAY H 2 A_GiveInventory(\"GravityForce2\",1)\nGoto GravityForceFinish\nGravityForce1:\nPLAY H 2 A_GiveInventory(\"GravityForce1\",1)\nGoto GravityForceFinish\nGravityForceFinish:\nPLAY H 0 A_CheckFloor(2)\nPLAY H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0\nGoto Pain+1\nPain.WilyFire:\nPLAY H 0 //A_ChangeFlag(\"SHOOTABLE\",0)\nPLAY H 0 A_SpawnItemEx(\"ImOnFire\")\nPLAY H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce:\nPLAY H 0 A_ChangeFlag(\"SHOOTABLE\",0)\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 A_SpawnItemEx(\"ImFrozen\")\nPLAY H 0 A_GiveInventory(\"IceVision\",1)\nPLAY H 30 A_Stop\nPLAY H 30 A_ChangeFlag(\"SHOOTABLE\",1)\nPLAY H 0 SetPlayerProperty(0,0,0)\nPLAY H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn+2\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\nPLAY H 0\nPLAY H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+1\nBeatAssist:\nPLAY H 0\nPLAY H 0 HealThing(2)\nPLAY H 0 ACS_ExecuteAlways(205,0)\nGoto Pain+1\nPain:\nPLAY H 0 A_ScaleVelocity(0.75)\nPLAY H 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb\")\nPLAY H 0 A_Pain\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 A_Recoil(1)\nPLAY HHHHHHHHH 2 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1\nGoto Spawn+2\nDeath.WindStorm:\nDeath.GravityHold:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_ChangeFlag(\"NOINTERACTION\", 1)\nPLAY H 0 A_TakeInventory(\"WeaponCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_TakeInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 A_Stop\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 0 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nRiseMyMegaman:\nPLAY H 1 ThrustThingZ(0,10,0,1)\nPLAY H 0 A_JumpIf(ceilingz-z<64, \"ExplodeNow\")\nPLAY H 0 A_GiveInventory(\"Cutterflag\", 1)\nPLAY H 0 A_JumpIfInventory(\"CutterFlag\", 35, \"ExplodeNow\")\nGoto RiseMyMegaman\nExplodeNow:\nPLAY H 0 A_Stop\nPLAY H 0 A_PlayerScream\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 0)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Beam:\n//Death.GravityHold:\nDeath.instagib:\nDeath.Telefrag:\nPLAY Z 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_TakeInventory(\"WeaponCharge\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY Z 0 A_PlayerScream\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"WeaponCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 A_Stop\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"WeaponCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY Z 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\nPLAY Z 1 A_CheckPlayerDone\nwait\nIce:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 A_TakeInventory(\"WeaponCharge\",999)\nPLAY Z 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY Z 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 1 A_PlayerScream\nPLAY H 0 ACS_ExecuteAlways(998,0,105,1)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_FreezeDeath\nPLAY H 35\nPLAY H 0 A_SpawnItemEx(\"FrozenDeathFX\", 0, 0, 16)\nPLAY Z 1 A_CheckPlayerDone\nwait\n//stop\nPunkSpin:\nPLAY AVW 3\nPLAY XY 3\nGoto PunkSpin+3\nPunkStop:\nPLAY WV 5\nGoto Spawn+2\nEnkerRaise:\nPLAY Y 1\nloop\nEnkerAbsorb:\nPLAY Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPLAY Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPLAY Y 3 ACS_ExecuteAlways(998,0,65)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn+2\nEnkerAbsorb2:\nPLAY Y 3 ACS_ExecuteAlways(998,0,66)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn+2\nDarkLeap:\nPLAY Y 1 A_SpawnItemEx(\"DarkDamager\")\nPLAY Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPLAY Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPLAY G 4\nloop\nCreditWalk:\nPLAY BCDE 8\nloop\nCreditRun:\nPLAY BCDE 5\nloop\n}\n}"
      }
    ]
  },
  "maps": []
}

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