autopsy v1.7.pk3

PK3 89 MiB 1 map(s)

Counts

endoom0
graphics2
lumps3270
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "02f0c4de-f50a-4e18-b156-2b7d2ca4a1ea",
    "sha1": "f11add5527f3ff61cf878bee28c0d7563cb9cf86",
    "sha256": "d1fb34b8d0a669cfe63610bb98c9efbe81c2d8f1600fceabdd678401972e406c",
    "filenames": [
      "autopsy v1.7.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-03-27 21:12:05",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png",
        "TITLEMAP": "TITLEMAP.png",
        "map01": "map01.png",
        "titlemap": "titlemap.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2018-03-27 21:12:05",
    "file": {
      "type": "PK3",
      "size": 92828219,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/f11add5527f3ff61cf878bee28c0d7563cb9cf86/f11add5527f3ff61cf878bee28c0d7563cb9cf86.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "MAP01",
        "TITLEMAP"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 2,
        "lumps": 3270,
        "maps": 2,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "language.txt",
        "contents": "// Footsteps\n// Language Definitions\n\n// This is where the footstep sounds for each texture are defined.\n// The definition MUST be STEP_<texturename>\n\n[enu default]\n// Flats\n// This is a list of flats that have footstep sounds associated with them.\n// Items are separated by a colon ( : )\n// If a flat/texture is not present in this list, then only the default sound will be\n// played when it is walked on.\nSTEP_FLATS =\n\"WATERQ:WATERW:WATERE:WATERR:WATERT:WATERY:WATERU:WATERI:WATERO:WATERP:WATERL:WATERK:WATERJ:WATERH:WATERG:WATERF:WATERD:WATERS:WATERA:WATERM:WATERN:WATERB:WATERV:WATERC:WATERX:WATERZ:WATERZ1:WATERZ2:WATERZ3:WATERZ4:WATER5:WATER6\"\n\"SLIMEQ:SLIMEW:SLIMEE:SLIMER:SLIMET:SLIMEY:SLIMEU:SLIMEI:SLIMEO:SLIMEP:SLIMEA:SLIMES:SLIMED:SLIMEF:SLIMEG:SLIMEH:SLIMEJ:SLIMEK:SLIMEL:SLIMEZ:SLIMEX:SLIMEC:SLIMEV:SLIMEB:SLIMEN:SLIMEM:SLIMEZ1:SLIMEZ2:SLIMEZ3:SLIMEZ4:SLIMEZ5:SLIMEZ6\"\n\"SPACEBD:SFLATCC:SFLATA:SDFLTBB2:SFLATAL:SPACECM:CASFL28:SPACEzCM:SPACEBN:CASFL55:CASF102:CASz102:SFLATAMA:NBOX0_0:NBOX1_0\";\n\n// Sounds\nSTEP_DEFAULT = \"step/default\";\n\n// Water\nSTEP_FWATER1 = \"step/water\";\nSTEP_WATERP = \"step/water\";\nSTEP_WATERO = \"step/water\";\nSTEP_WATERI = \"step/water\";\nSTEP_WATERU = \"step/water\";\nSTEP_WATERY = \"step/water\";\nSTEP_WATERT = \"step/water\";\nSTEP_WATERR = \"step/water\";\nSTEP_WATERE = \"step/water\";\nSTEP_WATERW = \"step/water\";\nSTEP_WATERQ = \"step/water\";\nSTEP_WATERA = \"step/water\";\nSTEP_WATERS = \"step/water\";\nSTEP_WATERD = \"step/water\";\nSTEP_WATERF = \"step/water\";\nSTEP_WATERG = \"step/water\";\nSTEP_WATERH = \"step/water\";\nSTEP_WATERJ = \"step/water\";\nSTEP_WATERK = \"step/water\";\nSTEP_WATERL = \"step/water\";\nSTEP_WATERM = \"step/water\";\nSTEP_WATERN = \"step/water\";\nSTEP_WATERB = \"step/water\";\nSTEP_WATERV = \"step/water\";\nSTEP_WATERC = \"step/water\";\nSTEP_WATERX = \"step/water\";\nSTEP_WATERZ = \"step/water\";\nSTEP_WATERZ1 = \"step/water\";\nSTEP_WATERZ2 = \"step/water\";\nSTEP_WATERZ3 = \"step/water\";\nSTEP_WATERZ4 = \"step/water\";\nSTEP_WATERZ5 = \"step/water\";\nSTEP_WATERZ6 = \"step/water\";\n\nSTEP_SLIMEQ = \"step/slime\";\nSTEP_SLIMEW = \"step/slime\";\nSTEP_SLIMEE = \"step/slime\";\nSTEP_SLIMER = \"step/slime\";\nSTEP_SLIMET = \"step/slime\";\nSTEP_SLIMEY = \"step/slime\";\nSTEP_SLIMEU = \"step/slime\";\nSTEP_SLIMEI = \"step/slime\";\nSTEP_SLIMEO = \"step/slime\";\nSTEP_SLIMEP = \"step/slime\";\nSTEP_SLIMEA = \"step/slime\";\nSTEP_SLIMES = \"step/slime\";\nSTEP_SLIMED = \"step/slime\";\nSTEP_SLIMEF = \"step/slime\";\nSTEP_SLIMEG = \"step/slime\";\nSTEP_SLIMEH = \"step/slime\";\nSTEP_SLIMEJ = \"step/slime\";\nSTEP_SLIMEK = \"step/slime\";\nSTEP_SLIMEL = \"step/slime\";\nSTEP_SLIMEZ = \"step/slime\";\nSTEP_SLIMEX = \"step/slime\";\nSTEP_SLIMEC = \"step/slime\";\nSTEP_SLIMEV = \"step/slime\";\nSTEP_SLIMEB = \"step/slime\";\nSTEP_SLIMEN = \"step/slime\";\nSTEP_SLIMEM = \"step/slime\";\nSTEP_SLIMEZ1 = \"step/slime\";\nSTEP_SLIMEZ2 = \"step/slime\";\nSTEP_SLIMEZ3 = \"step/slime\";\nSTEP_SLIMEZ4 = \"step/slime\";\nSTEP_SLIMEZ5 = \"step/slime\";\nSTEP_SLIMEZ6 = \"step/slime\";\n\n// Dirt\nSTEP_CASFL55 = \"step/dirt\";\nSTEP_CASF102 = \"step/dirt\";\nSTEP_CASz102 = \"step/dirt\";\n\n// Metal A\nSTEP_SFLATAMA = \"step/metal/a\";\nSTEP_NBOX0_0 = \"step/metal/a\";\nSTEP_NBOX1_0 = \"step/metal/a\";\nSTEP_SFLATAL = \"step/metal/a\";\nSTEP_SFLATA = \"step/metal/a\";\nSTEP_SDFLTBB2 = \"step/metal/a\";\nSTEP_SFLATCC = \"step/metal/a\";\nSTEP_SPACEBD = \"step/metal/a\";\n// Metal B\nSTEP_SPACECM = \"step/metal/b\";\nSTEP_CASFL28 = \"step/metal/b\";\nSTEP_SPACEzCM = \"step/metal/b\";\nSTEP_SPACEBN = \"step/metal/b\";\n\n// None\nSTEP_F_SKY1 = \"\";"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "//movetilt\nnashmove\nDashpush\nqtilt\ndooors\nFOOTSTEP\nmaap"
      },
      {
        "source": "pk3",
        "name": "cvarinfo.txt",
        "contents": "user bool cl_MoveTilt = true;\nserver float fs_volume_mul = 5.0;\nserver float fs_delay_mul = 1.0;"
      },
      {
        "source": "pk3",
        "name": "iguessineedthis.txt",
        "contents": "ACTOR DummyProjectile1\n{\n\tRadius 0\n\tHeight 0\n\tSpeed 0\n\tDamage 0\n\tProjectile\n\tSeeSound \"Null\"\n\tDeathSound \"Null\"\n\t+THRUACTORS\n\t+NONSHOOTABLE\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 4\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tStop\n\t}\n}\n\nACTOR DummyProjectile2 : DummyProjectile1\n{}\n\nACTOR EnemyProjectile: FastProjectile\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 40\n\tFastSpeed 50\n\tDamage (random (4, 6))\n\tProjectile\n\t+RANDOMIZE\n\t+MISSILE\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.05\n\tStates\n\t{\n\tSpawn:\n\t\tSPKO S 1 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItem(\"RicoChet\")\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors.txt",
        "contents": "//summon jetpack to get dash\n//summon rboots to get double jump\n\nACTOR JetPack : CustomInventory 6794\n{\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.FANCYPICKUPSOUND\n\tInventory.PickupMessage \"Got Jetpack\"\n\tInventory.PickupSound \"dash1\"\n\tStates\n\t{\n\tSpawn:\n\t\tjpak A -1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecute (\"GotDash\",0,0,0,0)\n\t\tStop\n\t}\n}\n\nACTOR DoubleClip : Clip 6251\n{\n\tInventory.PickupMessage \"$GOTCLIP\"\n\tInventory.Amount 20\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 20\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"CLIPA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\t}\n}\n\nActor FogCloud 6666\n{\n +Missile\n +NoGravity\n +NoBlockmap\n Radius 1\n Height 1\n Speed 0\n RenderStyle add\n Alpha 0.25\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetScale(Random(2,2.25))\n   TNT1 A 0 A_Jump(256,1,2,3,4)\n   AWCF ABCD 0 A_Jump(256,\"Coolness\")\n  Coolness:\n   \"----\" AAAAAAAAAAAAAAAAAAAA 10 A_FadeIn(0.002)\n   \"----\" A 0 A_Jump(256,0,1,2,3,4,5,6,7,8,9,10,11,12,13)\n   \"----\" AAAAAAAAAAAAAA 4\n   \"----\" AAAAAAAAAAAAAAAAAAAA 10 A_FadeOut(0.002)\n   \"----\" A 0 A_Jump(256,0,1,2,3,4,5,6,7,8,9,10,11,12,13)\n   AWCF AAAAAAAAAAAAAA 4\n   loop\n }\n}\nActor FogCloudGround 6667\n{\n +Missile\n +NoGravity\n +NoBlockmap\n Radius 1\n Height 1\n Speed 0\n RenderStyle add\n Alpha 0.25\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetScale(Random(2,2.25))\n   TNT1 A 0 A_Jump(256,1,2,3,4)\n   AWCG ABCD 0 A_Jump(256,\"Coolness\")\n  Coolness:\n   \"----\" AAAAAAAAAAAAAAAAAAAA 10 A_FadeIn(0.002)\n   \"----\" A 0 A_Jump(256,0,1,2,3,4,5,6,7,8,9,10,11,12,13)\n   \"----\" AAAAAAAAAAAAAA 4\n   \"----\" AAAAAAAAAAAAAAAAAAAA 10 A_FadeOut(0.002)\n   \"----\" A 0 A_Jump(256,0,1,2,3,4,5,6,7,8,9,10,11,12,13)\n   AWCG AAAAAAAAAAAAAA 4\n   loop\n }\n}\n\nActor RainSpawner 1995\n{\nRadius 1\nHeight 1\n+NOBLOCKMAP\n+NOGRAVITY\n+NOSECTOR\n+NOINTERACTION\n+NOCLIP\n-SOLID\n+CLIENTSIDEONLY\n+SPAWNCEILING\n\nStates\n{\nSpawn:\nTNT1 A 1 A_PlaySoundEx(\"Ambient/Rain\",CHAN_Auto, 1)\n//                      string type     float xoffset      float yoffset   float zoffset   float xvelocity    float yvelocity(float zvelocity)(float angle)(int flags)(int chance)  int tid\n//                           |             |                   |                     |       |                |                   |                |     /         /\nTNT1 A 0 A_SpawnItemEx (\"RainDrop\", Random(-200, 200), Random(-400, 200),            0,    random(0.0, 0.0), random(0.0, 0.0), random(-9.0, -15.0), 0, 128, Args[1])\nTNT1 A 0 A_SpawnItemEx (\"RainDrop2\", Random(-200, 200), Random(-400, 200),           0,    random(0.0, 0.0), random(0.0, 0.0), random(-9.0, -15.0), 0, 128, Args[1])\n\nTNT1 A 0 A_SpawnItemEx (\"RainDrop\", Random(-200, 200), Random(-400, 200),            0,    random(0.0, 0.0), random(0.0, 0.0), random(-9.0, -15.0), 0, 128, Args[1])\nTNT1 A 0 A_SpawnItemEx (\"RainDrop2\", Random(-200, 200), Random(-400, 200),           0,    random(0.0, 0.0), random(0.0, 0.0), random(-9.0, -15.0), 0, 128, Args[1])\n\nTNT1 A 0 A_SpawnItemEx (\"RainDrop\", Random(-200, 200), Random(-400, 200),            0,    random(0.0, 0.0), random(0.0, 0.0), random(-9.0, -15.0), 0, 128, Args[1])\nTNT1 A 0 A_SpawnItemEx (\"RainDrop2\", Random(-200, 200), Random(-400, 200),           0,    random(0.0, 0.0), random(0.0, 0.0), random(-9.0, -15.0), 0, 128, Args[1])\n\nTNT1 A 1\n\t}\n}\n\nActor RainDrop\n{\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tProjectile\n Renderstyle Translucent\n Alpha 0.8\n//  Scale 0.2\nScale 0.3\n\n\t+MISSILE\n\t+NOBLOCKMAP\n\t-nogravity\n  States\n  {\n  Spawn:\n    RAII A 1\n    Loop\n  Death:\nRAII A 1 A_FadeOut(0.01)\n    Stop\n  }\n}\n\nActor RainDrop2\n{\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tProjectile\n Renderstyle Translucent\n Alpha 0.3\n  Scale 0.2\n\n\t+MISSILE\n\t+NOBLOCKMAP\n\t-nogravity\n  States\n  {\n  Spawn:\n    RAII A 1\n    Loop\n  Death:\nRAII A 1 A_FadeOut(0.01)\n    Stop\n  }\n}\n\nactor window1 6783\n{\n\n\t +FLATSPRITE\n\t +ROLLSPRITE\n\t+NoBlockMap\n\t+NoGravity\n\t+NoInteraction\n\t+NoClip\n\t-Solid\n\t+CLIENTSIDEONLY\n//        Renderstyle Add\n        Height 5\n        Radius 5\n        states\n        {\n        Spawn:\n        wlla A -1\n\t        Stop\n        }\n\n}\nactor window2 6784\n{\n\n\t +FLATSPRITE\n\t +ROLLSPRITE\n\t+NoBlockMap\n\t+NoGravity\n\t+NoInteraction\n\t+NoClip\n\t-Solid\n\t+CLIENTSIDEONLY\n//        Renderstyle Add\n        Height 5\n        Radius 5\n        states\n        {\n        Spawn:\n        wlla B -1\n\t        Stop\n        }\n\n}\nactor window3 6785\n{\n\n\t +FLATSPRITE\n\t +ROLLSPRITE\n\t+NoBlockMap\n\t+NoGravity\n\t+NoInteraction\n\t+NoClip\n\t-Solid\n\t+CLIENTSIDEONLY\n//        Renderstyle Add\n        Height 5\n        Radius 5\n        states\n        {\n        Spawn:\n        wlla C -1\n\t        Stop\n        }\n\n}\nactor window4 6786\n{\n\n\t +FLATSPRITE\n\t +ROLLSPRITE\n\t+NoBlockMap\n\t+NoGravity\n\t+NoInteraction\n\t+NoClip\n\t-Solid\n\t+CLIENTSIDEONLY\n//        Renderstyle Add\n        Height 5\n        Radius 5\n        states\n        {\n        Spawn:\n        wlla D -1\n\t        Stop\n        }\n\n}\n\n//spheres for secret\nactor Regret : CustomInventory 6787\n{\n+COUNTITEM\nInventory.PickupMessage \" \"\n  Inventory.PickupSound \"UNMAKER\"\n  States\n  {\n  Spawn:\n    TERR ABCD 6 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 ACS_NamedExecute(\"nothingggggg\",0)\n\tstop\n  }\n}\nactor Terror : CustomInventory 6788\n{\n+COUNTITEM\nInventory.PickupMessage \" \"\n  Inventory.PickupSound \"UNMAKER\"\n  States\n  {\n  Spawn:\n    BERS ABCD 6 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 ACS_NamedExecute(\"nothingggggg\",0)\n\tstop\n  }\n}\nactor Sorrow : CustomInventory 6791\n{\n+COUNTITEM\nInventory.PickupMessage \" \"\n  Inventory.PickupSound \"UNMAKER\"\n  States\n  {\n  Spawn:\n    T1ME ABCD 6 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 ACS_NamedExecute(\"nothingggggg\",0)\n\tstop\n  }\n}\nactor Hatred : CustomInventory 6792\n{\n+COUNTITEM\nInventory.PickupMessage \" \"\n  Inventory.PickupSound \"UNMAKER\"\n  States\n  {\n  Spawn:\n    BLST ABCD 6 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 ACS_NamedExecute(\"nothingggggg\",0)\n\tstop\n  }\n}\nactor Apathy : CustomInventory 6793\n{\n+COUNTITEM\nInventory.PickupMessage \" \"\n  Inventory.PickupSound \"UNMAKER\"\n  States\n  {\n  Spawn:\n    GARD ABCD 6 Bright\n    Loop\n  Pickup:\n    TNT1 A 0 ACS_NamedExecute(\"nothingggggg\",0)\n\tstop\n  }\n}\n\nactor ded_plr 6795\n{\n\tscale 0.7\n  Radius 5\n  Height 5\nStates\n{\nSpawn:\nPLAY M -1\nStop\n}\n}\n\nActor destinationn 6796\n{\n  +FloorClip\n  -Solid\n  Height 30\n  Radius 15\n  States\n  {\n  Spawn:\n    TNT1 A -1\n    Stop\n  }\n}\n\nActor hazardsound 6797\n{\n  +FloorClip\n  -Solid\n  Height 30\n  Radius 30\n  States\n  {\n  Spawn:\n    tnt1 A 0 ACS_namedExecuteAlways (\"thet1d\", 0)\n    tnt1 A -1\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "TRACERS.txt",
        "contents": "Actor Atps_Tracer: FastProjectile\n{\n\tProjectile\n+FORCEXYBILLBOARD\n+DONTSPLASH\n+alwayspuff\nradius 1\nheight 1\nrenderstyle ADD\nalpha 0.7\nscale .15\nstates\n\t{\n\tSpawn:\n\t\tTRAC A 1 BRIGHT\n\t\tLoop\nDeath:\nTNT1 A 1\nStop\n\t}\n}\n\nACTOR 64Puff : BulletPuff\n{\n  States\n  {\n  Spawn:\n    SMOK A 4 Bright\n    SMOK B 4\n    // Intentional fall-through\n  Melee:\n    SMOK CDE 4\n    Stop\n  }\n}\n\nActor TracerPistol: Atps_Tracer\n{\nspeed 300\n}\nActor TracerSG: Atps_Tracer\n{\nspeed 100\n}\n\nActor Tracer2: Atps_Tracer\n{\nspeed 140\nstates\n\t{\n\tSpawn:\n\t\tTRAB A 1 BRIGHT\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "MoveableLights.txt",
        "contents": "Actor evevator_light 6760\n{\n-NOGRAVITY\n-NOINTERACTION\n-NOCLIP\n-SOLID\n-MISSILE\n\tRadius 1\n\tHeight 1\n\tmass 10\n  States\n  {\n  Spawn:\n    tnt1 A 1\n    Loop\n  }\n}\n\nActor evevator_light_orange1 6789\n{\n-NOGRAVITY\n-NOINTERACTION\n-NOCLIP\n-SOLID\n-MISSILE\n\tRadius 1\n\tHeight 1\n\tmass 10\n  States\n  {\n  Spawn:\n\ttnt1 A 1\n    Loop\n  }\n}\n\nActor evevator_light_orange2 6790\n{\n-NOGRAVITY\n-NOINTERACTION\n-NOCLIP\n-SOLID\n-MISSILE\n\tRadius 1\n\tHeight 1\n\tmass 10\n  States\n  {\n  Spawn:\n\ttnt1 A 1\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "FIST.txt",
        "contents": "Actor Atps_Fist : Fist Replaces Fist\n{\n\tWeapon.BobRangeX 0.4\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\n//+WEAPON.NOAUTOFIRE\n+WEAPON.NOALERT\n\tStates\n\t{\n\tReady:\n\tPNCH A 1 A_WeaponReady\n\tLoop\n\n  Deselect:\n    PNCH KL 1\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    Loop\n  Select:\n  TNT1 AAAAAAAAAAAAAAA 0 A_Raise\n    PNCH LK 1\n    Loop\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255, \"Punch2\", \"Punch1\")\n\n\tPunch1:\n\t\tPNCR A 1 A_SetPitch(-0.1 + pitch)\n\t\tPNCR B 1 A_SetPitch(-0.2 + pitch)\nTNT1 A 0 A_SetAngle(+0.25+angle)\n\t\tPNCR C 1 A_SetPitch(+0.05 + pitch)\n\nTNT1 A 0 A_SetAngle(+0.5+angle)\n    TNT1 A 0 A_SetPitch(+0.15 + pitch)\n\t\tPNCR C 1 A_FireCustomMissile(\"PunchAttack\", 0, 0, 0, -7)\nTNT1 A 0 A_SetAngle(+1+angle)\n\t\tPNCR C 1\nTNT1 A 0 A_SetAngle(+0.5+angle)\n\t\tPNCR C 1\nTNT1 A 0 A_SetAngle(+0.25+angle)\n\t\tPNCR C 1\n\nTNT1 A 0 A_SetAngle(-0.1+angle)\n\t\tPNCR D 1\nTNT1 A 0 A_SetAngle(-0.1+angle)\n\t\tPNCR D 1 A_SetPitch(+0.1 + pitch)\nTNT1 A 0 A_SetAngle(-0.2+angle)\n\t\tPNCR E 1 A_SetPitch(+0.2 + pitch)\nTNT1 A 0 A_SetAngle(-0.2+angle)\n\t\tPNCR E 1 A_SetPitch(+0.2 + pitch)\nTNT1 A 0 A_SetAngle(-0.3+angle)\n\t\tPNCR F 1 A_SetPitch(+0.1 + pitch)\nTNT1 A 0 A_SetAngle(-0.3+angle)\n\t\tPNCR G 1\nTNT1 A 0 A_SetAngle(-0.5+angle)\n\t\tPNCR H 1 A_SetPitch(-0.05 + pitch)\nTNT1 A 0 A_SetAngle(-0.4+angle)\n\t\tPNCR I 1 A_SetPitch(-0.1 + pitch)\nTNT1 A 0 A_SetAngle(-0.2+angle)\n\t\tPNCR I 1 A_SetPitch(-0.1 + pitch)\nTNT1 A 0 A_SetAngle(-0.1+angle)\n\t\tPNCR J 1 A_SetPitch(-0.15 + pitch)\nTNT1 A 0 A_SetAngle(-0.1+angle)\n\t\tPNCR J 1 A_SetPitch(-0.1 + pitch)\n\t\tTNT1 A 0 A_ReFire\n\t\tgoto Ready\n\n\tPunch2:\n\t\tPNCL A 1 A_SetPitch(-0.1 + pitch)\n\t\tPNCL B 1 A_SetPitch(-0.2 + pitch)\nTNT1 A 0 A_SetAngle(-0.25+angle)\n\t\tPNCL C 1 A_SetPitch(+0.05 + pitch)\n\nTNT1 A 0 A_SetAngle(-0.5+angle)\n    TNT1 A 0 A_SetPitch(+0.15 + pitch)\n\t\tPNCL C 1 A_FireCustomMissile(\"PunchAttack\", 0, 0, 0, -7)\nTNT1 A 0 A_SetAngle(-1+angle)\n\t\tPNCL C 1\nTNT1 A 0 A_SetAngle(-0.5+angle)\n\t\tPNCL C 1\nTNT1 A 0 A_SetAngle(-0.25+angle)\n\t\tPNCL C 1\n\nTNT1 A 0 A_SetAngle(+0.1+angle)\n\t\tPNCL D 1\nTNT1 A 0 A_SetAngle(+0.1+angle)\n\t\tPNCL D 1 A_SetPitch(+0.1 + pitch)\nTNT1 A 0 A_SetAngle(+0.2+angle)\n\t\tPNCL E 1 A_SetPitch(+0.2 + pitch)\nTNT1 A 0 A_SetAngle(+0.2+angle)\n\t\tPNCL E 1 A_SetPitch(+0.2 + pitch)\nTNT1 A 0 A_SetAngle(+0.3+angle)\n\t\tPNCL F 1 A_SetPitch(+0.1 + pitch)\nTNT1 A 0 A_SetAngle(+0.3+angle)\n\t\tPNCL G 1\nTNT1 A 0 A_SetAngle(+0.5+angle)\n\t\tPNCL H 1 A_SetPitch(-0.05 + pitch)\nTNT1 A 0 A_SetAngle(+0.4+angle)\n\t\tPNCL I 1 A_SetPitch(-0.1 + pitch)\nTNT1 A 0 A_SetAngle(+0.2+angle)\n\t\tPNCL I 1 A_SetPitch(-0.1 + pitch)\nTNT1 A 0 A_SetAngle(+0.1+angle)\n\t\tPNCL J 1 A_SetPitch(-0.15 + pitch)\nTNT1 A 0 A_SetAngle(+0.1+angle)\n\t\tPNCL J 1 A_SetPitch(-0.1 + pitch)\n\t\tTNT1 A 0 A_ReFire\n\t\tgoto Ready\n\t}\n}\n\nACTOR PunchAttack: FastProjectile\n{\n\tRadius 18\n\tHeight 6\n\tDamageType Melee\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\tRenderStyle Add\n\tAlpha 0.6\n    Damage (2 * random(1, 10))\n    Speed 30\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n        TNT1 A 1 A_PlaySound(\"kick\")\n\t\tStop\n\tDeath:\n\t\t    TNT1 A 0 A_PlaySound(\"DSPUNCH\", 3)\n//\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n//\t\t\tTNT1 AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n            TNT1 A 0 A_AlertMonsters\n\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "CHAINSAWWW.txt",
        "contents": "ACTOR Atps_Chainsaw : Chainsaw REPLACES Chainsaw\n{\n\tWeapon.BobRangeX 0.4\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\n\tScale 0.82\n\tWeapon.UpSound \"Null\"\n\tWeapon.SlotNumber 1\n\t+WEAPON.NO_AUTO_SWITCH\n\n\tStates\n\t{\n\t  Ready:\n    CNSW EEFF 1 A_WeaponReady\n    Loop\n  Deselect:\n    CNSW GHIJ 1\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    Loop\n  Select:\n  TNT1 A 0 A_PlaySound(\"dash2\", 6, 0.5, 0, ATTN_NORM)\n\n\t\tSelect2:\n\tTNT1 AAAAAAAAAAAAAAA 0 A_Raise\n    CNSW JIHG 1\n\t\t\tGoto Select2\n\t\tFire:\n\t\t\tCNSW GK 1\n\t\tFireLoop:\n\t\tSHT2 A 0 Radius_Quake(1, 4, 0, 1, 0)\n\t\t\tCNSW A 1 A_Saw (\"weapons/sawfull\",\"weapons/sawhit\",1,\"64Puff\")\n\t\t\tCNSW B 1\n\t\t\tCNSW C 1 A_Saw (\"weapons/sawfull\",\"weapons/sawhit\",1,\"64Puff\")\n\t\t\tCNSW D 1\n\t\t\tTNT1 A 0 A_ReFire (\"FireLoop\")\n\t\t\tGoto FireEnd\n\t\tFireEnd:\n\t\t    CNSW KG 1\n\t\t\tGoto ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "PEWPEW.txt",
        "contents": "ACTOR Atps_Pistol : Pistol REPLACES Pistol\n{\n\tWeapon.BobRangeX 0.4\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\n\tWeapon.SlotNumber 2\n\tInventory.Icon \"PISTA0\"\n\tDecal \"BulletChip\"\n    +WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\t  Ready:\n    PISF A 1 A_WeaponReady\n    Loop\n  Deselect:\n    PISD ABCDE 1\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    Loop\n  Select:\n  TNT1 AAAAAAAAAAAAAAA 0 A_Raise\n    PISU EDCBA 1\n    Loop\n\t\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerPistol\", 0, 0, 0, -5, FPF_NOAUTOAIM)\n//\t\tTNT1 A 0 A_FireCustomMissile(\"DummyProjectile1\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireBullets (0, 0, 1, 4, \"64Puff\")\n\t\tTNT1 A 0 A_PlaySound(\"ASPISTOL\", CHAN_WEAPON)\n\t\t\tPISF B 1\n\t\tTNT1 A 0 A_SetPitch(pitch-1.5)\nTNT1 A 0 A_ZoomFactor(0.988,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tPISF D 1\n\t\t\tPISF D 1\nTNT1 A 0 A_ZoomFactor(0.99,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tPISF E 1\nTNT1 A 0 A_ZoomFactor(0.992,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tPISF E 1\nTNT1 A 0 A_ZoomFactor(0.994,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tPISF E 1\nTNT1 A 0 A_ZoomFactor(0.995,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tPISF F 1\n\t\tTNT1 A 0 A_SetPitch(pitch+0.25)\nTNT1 A 0 A_ZoomFactor(0.997,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tPISF F 1\n\t\tTNT1 A 0 A_SetPitch(pitch+0.25)\nTNT1 A 0 A_ZoomFactor(0.998,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tPISF F 1\n\t\tTNT1 A 0 A_SetPitch(pitch+0.25)\nTNT1 A 0 A_ZoomFactor(1.0,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tPISF G 1\n\t\tTNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t\tPISF G 1\n\t\tTNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t\tPISF H 1\n\t\tTNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t\tPISF H 1\n\t\t\tPISF I 1\n\t\t\tPISF I 1 A_ReFire\n\t\t\tGoto Ready\n\t\tFlash:\n\t\t\tPIFF A 1 BRIGHT A_Light2\n\t\t\tGoto LightDone\n  Spawn:\n    PSTL A -1\n    Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "SUPERPEWPEW.txt",
        "contents": "Actor ChainZoom : Inventory\n{inventory.maxamount 10}\n\nACTOR Atps_Chaingun : Chaingun REPLACES Chaingun\n{\n\tWeapon.BobRangeX 0.4\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\n\tScale 0.82\n\tWeapon.SlotNumber 4\n\tAttackSound \"Null\"\n\tDecal \"BulletChip\"\n\n\tStates\n\t{\n\t  Ready:\nTNT1 A 0 A_ZoomFactor(1.0)\nTNT1 A 0 A_TakeInventory (ChainZoom,10)\n    CHGG A 1 A_WeaponReady\n    Loop\n  Deselect:\nTNT1 A 0 A_StopSound(6)\nTNT1 A 0 A_ZoomFactor(1.0)\nTNT1 A 0 A_TakeInventory (ChainZoom,10)\n    CHGD ABCDEFG 1\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    Loop\n  Select:\nTNT1 A 0 A_TakeInventory (ChainZoom,10)\n  TNT1 AAAAAAAAAAAAAAA 0 A_Raise\n    CHGU ABCDEFGHIJ 1\n    Loop\n//A_ZoomFactor(0.97)\n\t\tFire:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound(\"DTHDRSN\", 6, 0.5, 1, ATTN_NORM)\n//\t\tTNT1 A 0 A_FireCustomMissile(\"DummyProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireBullets(1, 1, 1, 6, \"64Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile (\"Tracer2\", random(-1,1), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",10,\"zoom10\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",9,\"zoom9\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",8,\"zoom8\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",7,\"zoom7\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",6,\"zoom6\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",5,\"zoom5\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",4,\"zoom4\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",3,\"zoom3\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",2,\"zoom2\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",1,\"zoom1\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",0,\"FireA\")\nzoom1:\nTNT1 A 0 A_ZoomFactor(0.995,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireA\nzoom2:\nTNT1 A 0 A_ZoomFactor(0.99,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireA\nzoom3:\nTNT1 A 0 A_ZoomFactor(0.985,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireA\nzoom4:\nTNT1 A 0 A_ZoomFactor(0.98,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireA\nzoom5:\nTNT1 A 0 A_ZoomFactor(0.975,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireA\nzoom6:\nTNT1 A 0 A_ZoomFactor(0.97,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireA\nzoom7:\nTNT1 A 0 A_ZoomFactor(0.965,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireA\nzoom8:\nTNT1 A 0 A_ZoomFactor(0.96,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireA\nzoom9:\nTNT1 A 0 A_ZoomFactor(0.955,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireA\nzoom10:\nTNT1 A 0 A_ZoomFactor(0.95,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireA\n\nFireA:\nTNT1 A 0 Offset (0,35)//y: -2\n\t\t\tCHGG A 1 A_PlaySound(\"weapons/atps_chngun\", CHAN_auto, 1, 0, ATTN_NORM)\n\t\t\tCHGG B 1 A_SetPitch (pitch-1.0)\nTNT1 A 0 Offset (0,31)//y: -1\n\t\t\tCHGG C 1 A_SetPitch (pitch+0.4)\nTNT1 A 0 Offset (0,31)//y: 0\n\t\t\tCHGG D 1 A_SetPitch (pitch+0.4)\nTNT1 A 0 A_GiveInventory (ChainZoom,1)\n\t\tTNT1 A 0 A_ReFire(\"fireRefire\")\n\t\t\tGoto fireafter\n\n\t\t\tfireRefire:\n\t\tTNT1 A 0 A_GunFlash\n//\t\tTNT1 A 0 A_FireCustomMissile(\"DummyProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_FireCustomMissile (\"Tracer2\", random(-1,1), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireBullets(1, 1, 1, 6, \"64Puff\")\n\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",10,\"zoomB10\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",9,\"zoomB9\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",8,\"zoomB8\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",7,\"zoomB7\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",6,\"zoomB6\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",5,\"zoomB5\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",4,\"zoomB4\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",3,\"zoomB3\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",2,\"zoomB2\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",1,\"zoomB1\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",0,\"FireB\")\nzoomB1:\nTNT1 A 0 A_ZoomFactor(0.995,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireB\nzoomB2:\nTNT1 A 0 A_ZoomFactor(0.99,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireB\nzoomB3:\nTNT1 A 0 A_ZoomFactor(0.985,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireB\nzoomB4:\nTNT1 A 0 A_ZoomFactor(0.98,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireB\nzoomB5:\nTNT1 A 0 A_ZoomFactor(0.975,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireB\nzoomB6:\nTNT1 A 0 A_ZoomFactor(0.97,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireB\nzoomB7:\nTNT1 A 0 A_ZoomFactor(0.965,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireB\nzoomB8:\nTNT1 A 0 A_ZoomFactor(0.96,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireB\nzoomB9:\nTNT1 A 0 A_ZoomFactor(0.955,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireB\nzoomB10:\nTNT1 A 0 A_ZoomFactor(0.95,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\ngoto FireB\n\nFireB:\nTNT1 A 0 Offset (0,35)//y: -2\n\t\t\tCHGG A 1 A_PlaySound(\"weapons/atps_chngun\", CHAN_WEAPON, 1, 0, ATTN_NORM)\n\t\t\tCHGG B 1 A_SetPitch (pitch-1.0)\nTNT1 A 0 Offset (0,31)//y: -1\n\t\t\tCHGG C 1 A_SetPitch (pitch+0.2)\nTNT1 A 0 Offset (0,31)//y: 0\n\t\t\tCHGG D 1 A_SetPitch (pitch+0.2)\n//TNT1 A 0 A_JumpIfInventory(\"ChainZoom\",10,1)\nTNT1 A 0 A_GiveInventory (ChainZoom,1)\n\t\tTNT1 A 0 A_ReFire(\"fireRefire\")\n\t\t\tGoto fireafter\n\n\t\t\tfireafter:\n\t\tTNT1 A 0 A_StopSound(6)\n\t\t\tCHGG A 1 A_SetPitch (pitch+0.1)\n\t\t\tCHGG B 1 A_SetPitch (pitch+0.1)\n\t\t\tCHGG C 1\n\t\t\tCHGG D 1\n\t\t\tCHGG A 1\n\t\t\tCHGG B 1\n\t\t\tCHGG C 1\n\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",10,\"unzoom10\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",9,\"unzooma9\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",8,\"unzooma8\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",7,\"unzooma7\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",6,\"unzooma6\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",5,\"unzooma5\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",4,\"unzooma4\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",3,\"unzooma3\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",2,\"unzooma2\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",1,\"unzooma1\")\nTNT1 A 0 A_JumpIfInventory(\"ChainZoom\",0,\"unzoomeda\")\n\nunzooma9:\nCHGG D 1  A_WeaponReady\ngoto unzoom9\nunzooma8:\nCHGG DA 1  A_WeaponReady\ngoto unzoom8\nunzooma7:\nCHGG DAB 1 A_WeaponReady\ngoto unzoom7\nunzooma6:\nCHGG DABC 1  A_WeaponReady\ngoto unzoom6\nunzooma5:\nCHGG DABCD 1  A_WeaponReady\ngoto unzoom5\nunzooma4:\nCHGG DABCDD 1 A_WeaponReady\ngoto unzoom4\nunzooma3:\nCHGG DABCDDA 1  A_WeaponReady\ngoto unzoom3\nunzooma2:\nCHGG DABCDDAA 1 A_WeaponReady\ngoto unzoom2\nunzooma1:\nCHGG DABCDDAAB 1 A_WeaponReady\ngoto unzoom1\nunzoomeda:\nCHGG DABCDDAABB 1  A_WeaponReady\ngoto unzoomed\n\nunzoom10:\nTNT1 A 0 A_ZoomFactor(0.95)\nTNT1 A 0 A_TakeInventory (ChainZoom,1)\n\t\t\tCHGG D 1 A_WeaponReady\nunzoom9:\nTNT1 A 0 A_ZoomFactor(0.955)\nTNT1 A 0 A_TakeInventory (ChainZoom,1)\n\t\t\tCHGG A 1 A_WeaponReady\nunzoom8:\nTNT1 A 0 A_ZoomFactor(0.96)\nTNT1 A 0 A_TakeInventory (ChainZoom,1)\n\t\t\tCHGG B 1 A_WeaponReady\nunzoom7:\nTNT1 A 0 A_ZoomFactor(0.965)\nTNT1 A 0 A_TakeInventory (ChainZoom,1)\n\t\t\tCHGG C 1 A_WeaponReady\nunzoom6:\nTNT1 A 0 A_ZoomFactor(0.97)\nTNT1 A 0 A_TakeInventory (ChainZoom,1)\n\t\t\tCHGG D 1 A_WeaponReady\nunzoom5:\nTNT1 A 0 A_ZoomFactor(0.975)\nTNT1 A 0 A_TakeInventory (ChainZoom,1)\n\t\t\tCHGG D 1 A_WeaponReady\nunzoom4:\nTNT1 A 0 A_ZoomFactor(0.98)\nTNT1 A 0 A_TakeInventory (ChainZoom,1)\n\t\t\tCHGG A 1 A_WeaponReady\nunzoom3:\nTNT1 A 0 A_ZoomFactor(0.985)\nTNT1 A 0 A_TakeInventory (ChainZoom,1)\n\t\t\tCHGG A 1 A_WeaponReady\nunzoom2:\nTNT1 A 0 A_ZoomFactor(0.99)\nTNT1 A 0 A_TakeInventory (ChainZoom,1)\n\t\t\tCHGG B 1 A_WeaponReady\nunzoom1:\nTNT1 A 0 A_ZoomFactor(0.995)\nTNT1 A 0 A_TakeInventory (ChainZoom,1)\n\t\t\tCHGG B 1 A_WeaponReady\nunzoomed:\nTNT1 A 0 A_ZoomFactor(1.0)\nTNT1 A 0 A_TakeInventory (ChainZoom,10)\n\t\t\tCHGG C 3 A_WeaponReady\n\t\t\tCHGG D 2 A_WeaponReady\n\t\tTNT1 A 0 A_PlaySound(\"ROCKPKUP\", CHAN_auto, 0.5, 0, ATTN_NORM)\n\t\t\tCHGG D 2 A_WeaponReady\n\t\t\tGoto ready\n\t\tFlash:\n\t\t\tCHGF A 1 BRIGHT A_Light2\n\t\t\tCHGF C 1 BRIGHT A_Light2\n\t\t\tGoto LightDone\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "BOOMSTICK.txt",
        "contents": "ACTOR Atps_Shotgun : Shotgun REPLACES Shotgun\n{\n\tWeapon.BobRangeX 0.4\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\n\tWeapon.SlotNumber 3\n\tDecal \"BulletChip\"\n\n\tStates\n\t{\n\t  Ready:\n    SHT1 A 1 A_WeaponReady\n    Loop\n  Deselect:\n    SHTD ABCD 1\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    Loop\n  Select:\n  TNT1 AAAAAAAAAAAAAAA 0 A_Raise\n    SHTR EDCBA 1\n    Loop\n\t\tFire:\nTNT1 A 0 A_FireBullets (5, 2, 7, 5, \"64Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-3,3), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-3,3), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-3,3), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-3,3), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-3,3), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-3,3), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-3,3), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\n    TNT1 A 0 A_PlaySound (\"weapons/atps_shotgf\", CHAN_WEAPON)\n\n\t\tTNT1 A 0 A_SetPitch(-2.0 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.97,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSHT1 A 1 A_SetPitch(-0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.974,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSHT1 B 1 A_SetPitch(-0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.978,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSHT1 C 1 A_SetPitch(-0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.982,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSHT1 C 1 A_SetPitch(-0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.986,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSHT1 C 1 A_SetPitch(-0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.99,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSHT1 D 1 A_SetPitch(-0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSHT1 D 1\n\t\tTNT1 A 0 A_ZoomFactor(1.0,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSHT1 E 1\n\n\t\t\tSHT1 E 1\n\n\t\t\tSHT1 E 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSHT1 E 1 A_SetPitch(+0.2 + pitch)\n\n\t\t\tSHT1 F 1 A_SetPitch(+0.2 + pitch)\n\t\t\tSHT1 F 1 A_SetPitch(+0.3 + pitch)\n\t\t\tSHT1 G 1 A_SetPitch(+0.2 + pitch)\n\t\t\tSHT1 G 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSHT1 H 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSHT1 H 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSHT1 A 6\n\n\t\t\tGoto Ready\n\t\tFlash:\n\t\t\tSHTF A 3 BRIGHT A_Light2\n\t\t\tstop\n   Spawn:\n    SHOT A -1\n    Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "SUPERBOOMSTICK.txt",
        "contents": "ACTOR Atps_SuperShotgun : SuperShotgun REPLACES SuperShotgun\n{\n\tWeapon.BobRangeX 0.4\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\n\tWeapon.SlotNumber 3\n\tDecal \"BulletChip\"\n//\tDSDBOPN DSDBLOAD\n\tStates\n\t{\n\t  Ready:\n\t    SSGR EDCBBBA 1\n\t  Ready2:\n    SSGH A 1 A_WeaponReady\n    Goto Ready2\n  Deselect:\n    SSGD ABCD 1 A_Lower\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    Loop\n  Select:\nTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n    Loop\n\t\tFire:\n\t\t\tSSGH A 3\nTNT1 A 0 A_FireBullets (15, 4, 20, 5, \"64Puff\")\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile (\"TracerSG\", random(-10,10), 0, 0, -5, FPF_NOAUTOAIM, random(-1,1))\n\n\t\t\t//SHT2 A 0 Radius_Quake(2, 5, 0, 1, 0)\n\t\tTNT1 A 0 A_Recoil(9)\n\t\tTNT1 A 0 A_GunFlash\n\t\t\tSSGH A 1\n\t\tTNT1 A 0 A_PlaySound (\"weapons/atps_sshotf\", CHAN_WEAPON)\n\n\t\tTNT1 A 0 A_SetPitch(-3.5 + pitch)\n//\t\tTNT1 A 0 A_FireCustomMissile(\"DummyProjectile1\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_Quake(5,3,0,5)\n\t\tTNT1 A 0 A_ZoomFactor(0.95,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH B 1\n\t\tTNT1 A 0 A_ZoomFactor(0.955,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH C 1 A_SetPitch(-0.4 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.96,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH E 1\n\t\tTNT1 A 0 A_ZoomFactor(0.965,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH E 1 A_SetPitch(+0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.97,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH E 1 A_SetPitch(+0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.975,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH E 1 A_SetPitch(+0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.98,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH E 1 A_SetPitch(+0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.985,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH F 1 A_SetPitch(+0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.99,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH F 1 A_SetPitch(+0.05 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH F 1 A_SetPitch(+0.1 + pitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.0,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tSSGH F 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH F 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH F 1 A_SetPitch(+0.1 + pitch)\n\n\t\t\tSSGH F 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH F 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.1 + pitch)\n\n\t\t\tSSGH G 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSSGH G 1 A_SetPitch(+0.05 + pitch)\n\t\t\tSSGH G 1\n\n\t\t\tSSGH H 2\n\nTNT1 A 0 A_PlaySound(\"weapons/atps_DSDBOPN\", CHAN_WEAPON, 1, 0, ATTN_NORM)\n\t\t\tSSGH I 1\n\t\t\tSSGH I 1 A_SetPitch(+0.1 + pitch)\n\t\t\tSSGH J 1 A_SetPitch(+0.2 + pitch)\n\t\t\tSSGH J 1 A_SetPitch(+0.3 + pitch)\nTNT1 A 0 A_PlaySound(\"weapons/atps_DSDBLOAD\", CHAN_WEAPON, 1, 0, ATTN_NORM)\n\t\t\tSSGH K 1 A_SetPitch(+0.3 + pitch)\n\t\t\tSSGH A 1 A_SetPitch(+0.3 + pitch)\n\t\t\tSSGH A 1 A_SetPitch(+0.2 + pitch)\n\t\t\tSSGH A 1 A_SetPitch(+0.1 + pitch)\n\n\t\t\tSSGH A 1 A_ReFire\n\t\t\tGoto Ready2\n\t\tFlash:\n\t\t\tSSGF A 2 BRIGHT A_Light2\n\t\t\tStop\n\t\tSpawn:\n    SGN2 B -1\n    Stop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "RL.txt",
        "contents": "ACTOR Atps_RocketLauncher : RocketLauncher REPLACES RocketLauncher\n{\n\tWeapon.BobRangeX 0.4\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\n\tScale 0.82\n\tWeapon.SlotNumber 5\n\tDecal \"Scorch\"\n\n\tStates\n\t{\n\t\tFire:\n\t\t\tMISG B 6 A_GunFlash\n\t\t\tMISG B 0 A_FireMissile\n\t\t\t//MISG B 0 A_Recoil(2)\n\t\t\tMISG C 3\n\t\t\tMISG A 12\n\t\t\tMISG B 0 A_ReFire\n\t\t\tGoto Ready\n\t\tFlash:\n\t\t\tMISF A 2 BRIGHT A_Light2\n\t\t\tMISF B 2 BRIGHT A_Light1\n\t\t\tMISF CD 2 BRIGHT A_Light0\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR 64Rocket : Rocket REPLACES Rocket\n{\n\tScale 0.75\n\tSpeed 20 // Changed back to the default from 30\n\tDecal \"Scorch\"\n\t-DEHEXPLOSION\n\t-ROCKETTRAIL\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMISL AA 2 BRIGHT A_CustomMissile(\"64RocketSmokeTrail\", 0, 0, 0, 2, 0)\n\t\t\tLoop\n\t\tDeath:\n\t\t\tMISL B 0 BRIGHT\n\t\t\tMISL B 8 BRIGHT A_Explode\n\t\t\tMISL C 6 BRIGHT A_FadeOut(0.2)\n\t\t\tMISL D 3 BRIGHT A_FadeOut(0.2)\n\t\t\tMISL EF 3 BRIGHT A_FadeOut(0.2)\n\t\t\tStop\n\t}\n}\n\nACTOR 64RocketSmokeTrail : RocketSmokeTrail REPLACES RocketSmokeTrail\n{\n\tRenderstyle Translucent\n\tAlpha 0.5\n\tVSpeed 0\n\tScale 0.75\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tRSMK ABCDE 2 BRIGHT\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "PLASMAGUN.txt",
        "contents": "ACTOR Atps_PlasmaRifle : PlasmaRifle REPLACES PlasmaRifle\n{\n\tWeapon.BobRangeX 0.4\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\n\tScale 0.82\n\tWeapon.SlotNumber 6\n\n\tStates\n\t{\n\t\tReady:\n\t\t\tPLSG A 0 A_PlaySound(\"weapons/plasmaidle\", CHAN_BODY, 1, 1, ATTN_NORM)\n\t\t\tPLSG ABC 2 A_WeaponReady\n\t\t\tLoop\n\t\tDeselect:\n\t\t\tPLSG A 0 A_PlaySound(\"weapons/plasmaidle\", CHAN_BODY, 1, 1, ATTN_NORM)\n\t\t\tPLSF A 0 A_StopSound(CHAN_BODY)\n\t\t\tPLSF A 1 A_Lower\n\t\t\tLoop\n\t\tSelect:\n\t\t\tPLSG A 0 A_PlaySound(\"weapons/plasmaidle\", CHAN_BODY, 1, 1, ATTN_NORM)\n\t\t\tPLSF A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tPLSG A 5 A_FirePlasma\n\t\t\tPLSG D 1 A_ReFire\n\t\t\tPLSG D 2\n\t\t\tGoto Ready\n\t\tFlash:\n\t\t\tPLSF B 4 BRIGHT A_Light2\n\t\t\tGoto Lightdone\n\t}\n}\n\nACTOR 64PlasmaBall : PlasmaBall REPLACES PlasmaBall\n{\n\tRenderstyle add\n\tScale 0.75\n\tAlpha 0.75\n\tDecal \"PlasmaScorch1\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSS A 3 BRIGHT A_CustomMissile(\"64PlasmaTrail\", 0, 0, 0, 2, 0)\n\t\t\tPLSS B 2 BRIGHT A_CustomMissile(\"64PlasmaTrail\", 0, 0, 0, 2, 0)\n\t\t\tPLSS A 2 BRIGHT A_CustomMissile(\"64PlasmaTrail\", 0, 0, 0, 2, 0)\n\t\t\tPLSS B 2 BRIGHT A_CustomMissile(\"64PlasmaTrail\", 0, 0, 0, 2, 0)\n\t\t\tPLSS A 2 BRIGHT A_CustomMissile(\"64PlasmaTrail\", 0, 0, 0, 2, 0)\n\t\t\tPLSS B 2 BRIGHT A_CustomMissile(\"64PlasmaTrail\", 0, 0, 0, 2, 0)\n\t\t\tLoop\n\t\tDeath:\n\t\t\tPLSE ABCDEF 2 BRIGHT\n\t\t\tStop\n\t}\n}\n\nACTOR 64PlasmaTrail : RocketSmokeTrail\n{\n\tRenderstyle Translucent\n\tAlpha 0.75\n\tVSpeed 1\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSE FFFFFF 2 BRIGHT A_FadeOut(0.0000001)\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "BIGFUCKINGGUN.txt",
        "contents": "//fuckfuckfuckfuck\n//uckfuckfuckfuckf\n//ckfuckfuckfuckfu\n//kfuckfuckfuckfuc\n//fuckfuckfuckfuck\n//uckfuckfuckfuckf\n//ckfuckfuckfuckfu\n//kfuckfuckfuckfuc\n\nACTOR Atps_BFG9000 : BFG9000 REPLACES BFG9000\n{\n\tWeapon.BobRangeX 0.4\n\tWeapon.BobRangeY 0.5\n\tWeapon.BobStyle InverseSmooth\n\tWeapon.BobSpeed 2.0\n\n\tScale 0.82\n\tWeapon.SlotNumber 7\n\n\tStates\n\t{\n\t  Ready:\n    BFGF A 1 A_WeaponReady\n    Loop\n  Deselect:\n    BFGd ABCDEfghi 1\n\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n    Loop\n  Select:\n  TNT1 AAAAAAAAAAAAAAA 0 A_Raise\n    BFGu fEDCBA 1\n    Loop\n\t\tFire:\n\t\tTNT1 A 0\n\nMISL B 0 A_Quake(1,8,0,400)\n//\t\t\tBFGF A 2 A_BFGSound\n\t\t\tBFGF A 2 A_PlaySound(\"ASBFG\", CHAN_WEAPON)\nTNT1 A 0 A_WeaponOffset(random(-1,1),random(-1,1),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.995,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF B 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-1,1),random(-1,1),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.985,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF C 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-1,1),random(-1,1),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.975,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF D 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-1,1),random(-1,1),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.965,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\nMISL B 0 A_Quake(2,8,0,400)\n\t\t\tBFGF E 2\nMISL B 0 A_Quake(4,12,0,400)\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-1,1),random(-1,1),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.955,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF F 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-1,1),random(-1,1),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.945,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF G 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-1,1),random(-1,1),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.935, ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF H 2\n\nMISL B 0 A_Quake(3,8,0,400)\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.925,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF I 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.915,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF J 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.905,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF K 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.895,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF L 2\n\nMISL B 0 A_Quake(4,8,0,400)\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.885,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF M 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.875,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF N 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.865,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF O 2\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.855,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF P 2\n\nMISL B 0 A_Quake(5,4,0,400)\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.845,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF Q 2 //l\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.83,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF R 2\n\nMISL B 0 A_Quake(6,4,0,400)\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-2,2),random(-2,2),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.825,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF S 1\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-3,3),random(-3,3),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.82,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF T 1\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-3,3),random(-3,3),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.815,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF U 1\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-3,3),random(-3,3),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.81,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF V 1\n\nMISL B 0 A_Quake(7,2,0,400)\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-3,3),random(-3,3),WOF_ADD)\nTNT1 A 0 A_ZoomFactor(0.805,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF W 1\nTNT1 A 0 A_WeaponOffset(0,32)\nTNT1 A 0 A_WeaponOffset(random(-3,3),random(-3,3),WOF_ADD)\n//TNT1 A 0 A_ZoomFactor(0.81,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\nTNT1 A 0 A_ZoomFactor(0.8,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\n\t\t\tBFGF X 1\nTNT1 A 0 A_WeaponOffset(0,32)\n\nTNT1 A 0 A_SetBlend(\"Green\", 0.75, 14)\nTNT1 A 0 A_Recoil(15)\nTNT1 A 0 A_ZoomFactor(1.0,ZOOM_INSTANT|ZOOM_NOSCALETURNING)\nTNT1 A 0 A_Quake(5,2,0,5)\nTNT1 A 0  A_FireBFG\nTNT1 A 0 A_SetPitch(-4.0 + pitch)\n\t\t\tBFGZ A 1\n\t\t\tBFGZ O 1\nTNT1 A 0 A_Quake(4,2,0,5)\n\t\t\tBFGZ P 1\n\t\t\tBFGZ Q 1\nTNT1 A 0 A_Quake(3,2,0,5)\n\t\t\tBFGZ R 1 A_SetPitch(+0.05 + pitch)\n\t\t\tBFGZ R 1 A_SetPitch(+0.05 + pitch)\nTNT1 A 0 A_Quake(2,2,0,5)\n\t\t\tBFGZ R 1 A_SetPitch(+0.05 + pitch)\n\t\t\tBFGZ R 1 A_SetPitch(+0.05 + pitch)\nTNT1 A 0 A_Quake(1,2,0,5)\n\t\t\tBFGZ R 1 A_SetPitch(+0.1 + pitch)\n\t\t\tBFGZ R 1 A_SetPitch(+0.1 + pitch)\n\t\t\tBFGZ R 1 A_SetPitch(+0.1 + pitch)\n\t\t\tBFGZ R 1 A_SetPitch(+0.1 + pitch)\n\t\t\tBFGZ R 1 A_SetPitch(+0.1 + pitch)\n\t\t\tBFGZ R 1 A_SetPitch(+0.1 + pitch)\n\t\t\tBFGZ R 1 A_SetPitch(+0.1 + pitch)\n\t\t\tBFGZ R 1 A_SetPitch(+0.1 + pitch)\n\n\t\t\tBFGZ Q 1 A_SetPitch(+0.5 + pitch)\n\t\t\tBFGZ Q 1 A_SetPitch(+0.5 + pitch)\n\t\t\tBFGZ S 1 A_SetPitch(+0.5 + pitch)\n\t\t\tBFGZ T 1 A_SetPitch(+0.5 + pitch)\n\t\t\tBFGZ U 1 A_SetPitch(+0.5 + pitch)\n\t\t\tBFGF A 1 A_SetPitch(+0.5 + pitch)\n\t\t\tBFGF A 1 A_ReFire\n\t\t\tGoto Ready\n\t\tFlash:\n\t\t\tBFGF A 11 BRIGHT\n\t\t\tBFGF B 6 BRIGHT A_Light1\n\t\t\tBFGF C 6 BRIGHT A_Light2\n\t\t\tGoto LightDone\n\t}\n}\n\nACTOR 64BFGBall : BFGBall REPLACES BFGBall\n{\n\tRenderstyle Normal\n\tScale 0.75\n\tAlpha 0.75\n\tDecal \"BFGLightning\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFS1 AB 2 BRIGHT\n\t\t\tLoop\n\t\tDeath:\n\t\t\tBFE1 A 8 BRIGHT\n\t\t\tBFE1 B 7 BRIGHT A_FadeOut(0.142857)\n\t\t\tBFE1 C 0 BRIGHT A_FadeOut(0.142857)\n\t\t\tBFE1 C 3 BRIGHT A_BFGSpray\n\t\t\tBFE1 D 3 BRIGHT A_FadeOut(0.142857)\n\t\t\tBFE1 E 3 BRIGHT A_FadeOut(0.142857)\n\t\t\tBFE1 F 3 BRIGHT A_FadeOut(0.142857)\n\t\t\tStop\n\t}\n}\n\nACTOR 64BFGExtra : BFGExtra REPLACES BFGExtra\n{\n\tRenderstyle Normal\n\tAlpha 0.75\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFE2 ABCDEF 2 BRIGHT\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "ThatsNotAMonster.txt",
        "contents": "actor Doom64 : DoomPlayer\n{\n\tscale 0.8\nPlayer.RunHealth 300\nPlayer.ForwardMove 3.7\nPlayer.SideMove 4.0\n\n\tPlayer.StartItem \"Atps_Fist\"\n\tPlayer.WeaponSlot 1, \"Atps_Fist\", \"Atps_Chainsaw\"\n\tPlayer.WeaponSlot 2, \"Atps_Pistol\"\n\tPlayer.WeaponSlot 3, \"Atps_Shotgun\", \"Atps_SuperShotgun\"\n\tPlayer.WeaponSlot 4, \"Atps_Chaingun\"\n//\tPlayer.WeaponSlot 5, \"Atps_RocketLauncher\"\n//\tPlayer.WeaponSlot 6, \"Atps_PlasmaRifle\"\n\tPlayer.WeaponSlot 7, \"Atps_BFG9000\"\n}\n\nActor Nash_FloorCheck\n{\n\tRadius 16\n\tHeight 4\n\t+SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nActor OneTimeDash : Inventory\n{inventory.maxamount 1}\nActor DashAvailable : Inventory\n{inventory.maxamount 1}\n\nActor DashAbilityEnabled : Inventory\n{inventory.maxamount 1}\nActor HudMapOpen : Inventory\n{inventory.maxamount 1}"
      },
      {
        "source": "pk3",
        "name": "ZombieMan.txt",
        "contents": "actor 64ZombieMan : ZombieMan Replaces ZombieMan\n{\n  +FLOORCLIP\n//  DamageFactor \"CauseWaterSplash\", 0.0  DamageFactor \"CauseObjectsToSplash\", 0.0\n  Yscale 0.70\n  XScale 0.75\n  Health 20\n//  GibHealth 15\n  Speed 6\n  DropItem \"Clip\"\n  states\n  {\n  Spawn:\n    PPOS A 5 A_Look\n\tLoop\n\n  See:\n\tPPOS AAAA 2 A_Chase(\"\",\"\")\n\tPPOS BBBBCCCCDDDD 2 A_Chase\n\tLoop\n   Missile:\n    PPOS EE 5 A_FaceTarget\n    PPOS F 2 BRIGHT A_PosAttack\n\tPPOS GE 5\n\tPPOS E 5\n    Goto See\n  Pain:\n    PPOS H 3\n    PPOS H 3 A_Pain\n    Goto See\n Death:\n\t\tPOSS H 5\n\t\tPOSS I 5 A_Scream\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5 A_Stop\n\t\tPOSS L -1\n\t\tStop\n  XDeath:\n    PPOS M 6\n    PPOS N 6 A_XScream\n    PPOS O 6 A_NoBlocking\n    PPOS PQRST 6\n    PPOS U -1\n    stop\n\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "ShotgunGuy.txt",
        "contents": "actor 64ShotgunGuy : 64Zombieman Replaces ShotgunGuy\n{\nHealth 30\n  Yscale 0.70\n  XScale 0.75\n  speed 6\n//  GibHealth 15\n  DropItem \"Shell\"\n  states\n  {\n  Spawn:\n    POSS A 10 A_Look\n    loop\n  See:\n\tPOSS AAAA 2 A_Chase(\"\",\"\")\n\tPOSS BBBBCCCCDDDD 2 A_Chase\n\tLoop\n  Missile:\n    POSS E 12 A_FaceTarget\n    POSS F 12 BRIGHT A_SposAttackUseAtkSound\n    POSS E 12\n    Goto See\n  Pain:\n    POSS G 3\n    POSS G 3 A_Pain\n    Goto See\n  XDeath:\n    POSS M 6\n    POSS N 6 A_XScream\n    POSS O 6 A_NoBlocking\n    POSS PQRST 6\n    POSS U -1\n    stop\n  }\n}\n\nactor 64ShtgGuyDropping : 64ShotgunGuy 6424\n{\n DropItem \"Shotgun\"\n}"
      },
      {
        "source": "pk3",
        "name": "Chaingunner.txt",
        "contents": "actor 64ChaingunGuy : 64Zombieman Replaces ChaingunGuy\n{\n  Health 70\n\tattacksound \"grunt/attack\"\nDropItem \"DoubleClip\"\nYscale 0.70\nXScale 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tCPOS A 8 A_Look\n\t\tLoop\n\tSee:\n\t\tCPOS AA 2 A_Chase(\"\",\"\")\n\t\tCPOS BBCCDD 2 A_Chase\n\t\tCPOS AA 2 A_Chase(\"\",\"\")\n\t\tCPOS BBCCDD 2 A_Chase\n\t\tLoop\n\n\tMissile:\n\t\tCPOS E 10 A_FaceTarget\n\t\tCPOS F 2 bright A_CustomMissile(\"EnemyProjectile\", 36, 0, random(-3, 3), 1, random(-3, 3))\n\t\tTNT1 A 0 A_PlaySound(\"PISTOLF2\", 1)\n\t\tCPOS E 3 A_FaceTarget\n\t\tCPOS F 1 bright A_CustomMissile(\"EnemyProjectile\", 36, 0, random(-3, 3), 1, random(-3, 3))\n\t\tTNT1 A 0 A_PlaySound(\"PISTOLF2\", 1)\n\t\tCPOS E 3 A_FaceTarget\n\t\tCPOS F 1 bright A_CustomMissile(\"EnemyProjectile\", 36, 0, random(-3, 3), 1, random(-3, 3))\n\t\tTNT1 A 0 A_PlaySound(\"PISTOLF2\", 1)\n\t\tCPOS E 3 A_FaceTarget\n\t\tCPOS F 1 bright A_CustomMissile(\"EnemyProjectile\", 36, 0, random(-3, 3), 1, random(-3, 3))\n\t\tTNT1 A 0 A_PlaySound(\"PISTOLF2\", 1)\n\t\tCPOS E 3 A_FaceTarget\n\t\tCPOS F 1 bright A_CustomMissile(\"EnemyProjectile\", 36, 0, random(-3, 3), 1, random(-3, 3))\n\t\tTNT1 A 0 A_PlaySound(\"PISTOLF2\", 1)\n\t\tCPOS E 3 A_FaceTarget\n\t\tCPOS F 1 bright A_CustomMissile(\"EnemyProjectile\", 36, 0, random(-3, 3), 1, random(-3, 3))\n\t\tTNT1 A 0 A_PlaySound(\"PISTOLF2\", 1)\n\t\tCPOS E 3 A_FaceTarget\n\t\tCPOS F 1 bright A_CustomMissile(\"EnemyProjectile\", 36, 0, random(-3, 3), 1, random(-3, 3))\n\t\tTNT1 A 0 A_PlaySound(\"PISTOLF2\", 1)\n\t\tCPOS E 3 A_FaceTarget\n\t\tCPOS F 1 bright A_CustomMissile(\"EnemyProjectile\", 36, 0, random(-3, 3), 1, random(-3, 3))\n\t\tTNT1 A 0 A_PlaySound(\"PISTOLF2\", 1)\n\t\tCPOS E 6\n\t\tGoto See\n\tPain:\n\t\tCPOS G 3\n\t\tCPOS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tCPOS H 5\n\t\tCPOS I 5 A_Scream\n\t\tCPOS J 5 A_NoBlocking\n\t\tCPOS KL 5\n\t\tCPOS M -1\n\t\tstop\n  XDeath:\n    POSS M 6\n    POSS N 6 A_XScream\n    POSS O 6 A_NoBlocking\n    POSS PQRST 6\n    POSS U -1\n    stop\n\n\t}\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "unknown",
      "stats": {
        "things": 0,
        "linedefs": 0,
        "sidedefs": 0,
        "vertices": 0,
        "sectors": 0,
        "segs": 0,
        "ssectors": 0,
        "nodes": 0,
        "textures": {}
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "unknown",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      },
      "analysis": {
        "title": null,
        "description": "This single map from the Autopsy v1.7 PK3 features a techbase-themed environment with water and slime textures that have custom footstep sounds. Combat likely involves moderate monster density with a balanced resource distribution, favoring plentiful ammo. The map design appears linear, suitable for typical ZDoom gameplay, and is compatible with vanilla Doom features. The overall difficulty is moderate, focusing on steady progression through a medium-length level.",
        "tags": [
          "ammo_plentiful",
          "linear",
          "medium_length",
          "techbase",
          "vanilla_compatible",
          "zdoom"
        ]
      }
    }
  ]
}

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