Raw model (for completeness)
{
"meta": {
"id": "0311c8cd-f72f-431a-9e9d-7012d3a5f8a6",
"sha1": "6f5dbfe374281b77625fcd1d7836d82dd87b0b26",
"sha256": "6130b2bd5db57b1ea10d448e4911ffafa9193cfe042b1f493444de0a62682cd6",
"filenames": [
"hvm-1.2.12.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2015-09-10 13:22:44",
"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": "2015-09-10 13:22:44",
"file": {
"type": "PK3",
"size": 9644567,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/6f5dbfe374281b77625fcd1d7836d82dd87b0b26/6f5dbfe374281b77625fcd1d7836d82dd87b0b26.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 1,
"lumps": 1799,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "credits.txt",
"contents": "Hell vs Marines\nOriginally by southpark2010\nForked by Monsterovich and DJ Skaarj\nForked by Korshun and DJ Skaarj\n\nResource authors:\n\n* 3D Realms\n* Bobby Prince\n* Cacodemon\n* Cage\n* Captain Toenail\n* David G\n* Dolphman\n* Doom 2.5 team\n* Enjay\n* Eriance\n* Froon\n* Ghastly_Dragon\n* ID Software\n* Jabberwock\n* JoeyTD\n* Kinsie\n* Legend Entertainment\n* Midway games\n* Mike12\n* Minigunner\n* Monolith productions\n* Nash\n* Perkristian\n* Phi108\n* Rogue entertaiment\n* Sergeant_Mark_IV\n* Striker\n* TODM\n* Tormentor667\n* Trooper 077\n* Uboa\n* WildWeasel\n* Xim\n* Zedek The Plague Doctor"
},
{
"source": "pk3",
"name": "decaldef.txt",
"contents": "stretcher BloodXGoreStretcher\n{\nGoalX 1.0\nGoalY 3.5\nStretchStart 0\nStretchTime 9\n}\n\nslider BloodXGoreSlider\n{\nDistY -26\nSlideStart 0\nSlideTime 9\n}\n\ncombiner BloodXGoreSmearer\n{\n\tBloodXGoreStretcher\n\tBloodXGoreSlider\n}\n\ndecal XGoreBloodSmear1\n{\n\tpic BSMEAR1\n\tx-scale 0.425\n\ty-scale 0.425\n\tshade \"52 00 00\"\n\trandomflipx\n\tanimator XGoreBloodSmearer\n}\n\ndecal XGoreBloodSmear2\n{\n\tpic BSMEAR1\n\tx-scale 0.425\n\ty-scale 0.425\n\tshade \"52 00 00\"\n\trandomflipx\n\tanimator XGoreBloodSmearer\n}\n\ndecalgroup XGoreBloodSmear\n{\n\tXGoreBloodSmear1\t1\n\tXGoreBloodSmear2\t1\n}\n\n/// +++++++++++++++++////\n/// Red Blood\n/// +++++++++++++++++////\n\ndecal XGoreBloodSplat01\n{\npic BSPLAT001\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat02\n{\npic BSPLAT002\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat03\n{\npic BSPLAT003\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat04\n{\npic BSPLAT004\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat05\n{\npic BSPLAT005\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat06\n{\npic BSPLAT006\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat07\n{\npic BSPLAT007\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat08\n{\npic BSPLAT008\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat09\n{\npic BSPLAT009\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat10\n{\npic BSPLAT010\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSuper01\n{\npic BLUDSPT1\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSuper02\n{\npic BLUDSPT1\nshade \"52 00 00\"\nx-scale 1\ny-scale 1\nrandomflipx\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSuper03\n{\npic BLUDSPT3\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSuper04\n{\npic BLUDSPT5\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n/// BLOOD DECALS\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n\n/// +++++++++++++++++////\n/// Blood Animators\n/// +++++++++++++++++////\n\nslider BSlide1\n{\nDistY -26\nSlideStart 0\nSlideTime 9\n}\n\nstretcher XGoreBStretch1\n{\nGoalX 1.0\nGoalY 3.5\nStretchStart 0\nStretchTime 9\n}\n\nslider BSlide2\n{\nDistY -20\nSlideStart 0\nSlideTime 12\n}\n\nstretcher XGoreBStretch2\n{\nGoalX 1.0\nGoalY 3.2\nStretchStart 0\nStretchTime 12\n}\n\ncombiner XGoreBloodSlide1\n{\nBSlide1\nXGoreBStretch1\n}\n\ncombiner XGoreBloodSlide2\n{\nBSlide2\nXGoreBStretch2\n}\n\ndecalgroup BloodSplat\n{\nXGoreBloodSuper01 6\nXGoreBloodSuper02 6\nXGoreBloodSuper03 6\nXGoreBloodSuper04 6\n}\n\ndecalgroup XGoreBloodSplat\n{\nXGoreBloodSuper01 6\nXGoreBloodSuper02 6\nXGoreBloodSuper03 6\nXGoreBloodSuper04 6\n}\n\ndecalgroup XGoreBloodSuper\n{\nXGoreBloodSuper01 6\nXGoreBloodSuper02 6\nXGoreBloodSuper03 6\nXGoreBloodSuper04 6\n}\n\n//******** Bullet Chips ********\n\ndecal BulletChip1\n{\n\tpic CHIP1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip2\n{\n\tpic CHIP2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip3\n{\n\tpic CHIP3\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip4\n{\n\tpic CHIP4\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip5\n{\n\tpic CHIP5\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletChip\n{\n\tBulletChip1\t1\n\tBulletChip2\t1\n\tBulletChip3\t1\n\tBulletChip4\t1\n\tBulletChip5\t1\n}\n\ndecal Bullet1\n{\npic CHIP1\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet2\n{\npic CHIP2\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet3\n{\npic CHIP3\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet4\n{\npic CHIP4\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet5\n{\npic CHIP5\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecalgroup Bullet\n{\n\tBullet1\t1\n\tBullet2\t1\n\tBullet3\t1\n\tBullet4\t1\n\tBullet5\t1\n}"
},
{
"source": "pk3",
"name": "decorate.txt",
"contents": "#include \"decorate/scripts.txt\"\n#include \"decorate/zan20compat.txt\"\n\n#include \"decorate/base.txt\"\n\n#include \"decorate/barrels.txt\"\n#include \"decorate/casings.txt\"\n#include \"decorate/damagedigits.txt\"\n#include \"decorate/explosions.txt\"\n#include \"decorate/flames.txt\"\n#include \"decorate/nashgore_blood.txt\"\n#include \"decorate/nashgore_gibs.txt\"\n#include \"decorate/plasmaspark.txt\"\n#include \"decorate/puffs.txt\"\n#include \"decorate/reload.txt\"\n#include \"decorate/shields.txt\"\n#include \"decorate/smoke.txt\"\n\n#include \"decorate/marines/shotgunner.txt\"\n#include \"decorate/marines/assassin.txt\"\n#include \"decorate/marines/berserker.txt\"\n#include \"decorate/marines/pyro.txt\"\n#include \"decorate/marines/engineer.txt\"\n#include \"decorate/marines/commando.txt\"\n#include \"decorate/marines/supershotgunner.txt\"\n#include \"decorate/marines/stalker.txt\"\n#include \"decorate/marines/terminator.txt\"\n#include \"decorate/marines/demoman.txt\"\n\n#include \"decorate/hell/zombieman.txt\"\n#include \"decorate/hell/shotgunzombie.txt\"\n#include \"decorate/hell/chaingunzombie.txt\"\n#include \"decorate/hell/imp.txt\"\n#include \"decorate/hell/demon.txt\"\n#include \"decorate/hell/hellknight.txt\"\n#include \"decorate/hell/arachnotron.txt\"\n#include \"decorate/hell/mancubus.txt\"\n#include \"decorate/hell/archvile.txt\"\n#include \"decorate/hell/revenant.txt\""
},
{
"source": "pk3",
"name": "decorate/barrels.txt",
"contents": "Actor HvMBarrel replaces ExplosiveBarrel\n{\n\tHealth 100\n\tHeight 30\n\tRadius 10\n\tMass 13\n\n\t+CANPASS\n\t+NOBLOCKMONST\n\n\t+SOLID\n\t+SHOOTABLE\n\n\t+NOBLOOD\n\t+EXTREMEDEATH\n\n\tDeathSound \"barrel/explode\"\n\tObituary \"%o went boom by this fucking barrel.\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_ExecuteAlways(hvm_barrelvelocityfixer, 0)\n\tSpawnLoop:\n\t\tBAR1 AB 6\n\t\tLoop\n\tDeath:\n\t\tBEXP A 5 Bright\n\t\tBEXP B 5 Bright A_Scream\n\t\tBEXP C 5 Bright\n\t\tBEXP D 2 Bright A_Explode\n\t\tNULL E 0 A_SpawnItem(\"BoomParticleSpawner\", 0, 25)\n\t\tBEXP E 5 Bright\n\t\tNULL AAAAA 0 A_CustomMissile(\"NadeSlag\", Random(0, 16), Random(-8, 8), Random(-360, 360), 2, Random(10, 70))\n\t\tBEXP E 1\n\t\tNULL A 0 A_NoBlocking\n\t\tBEXP RSTRSTRSTRSTRSTRSTRSTRSTRSTRSTRSTRSTRSTRST 5\n\t\tBEXP U -1\n\t\tStop\n\t}\n}\n\nActor HvMWeakBarrel : HvMBarrel\n{\n\tHealth 50\n}\n\nActor ZombieBarrel : HvMWeakBarrel\n{\n\tTranslation \"112:124=180:188\"\n}\n\n// Durable barrels fly farther when hit by ssg.\nActor DurableBarrelItem : CustomInventory\n{\n\tInventory.Icon \"BAR1A0\"\n\t+INVENTORY.INVBAR\n\n\tStates\n\t{\n\tUse:\n\t\tNULL A 0\n\t\tNULL A 0 A_SpawnItem(\"HvMBarrel\", 40)\n\t\tStop\n\t}\n}\n\n// Weak barrels can be destroyed in one shotgun shot.\nActor WeakBarrelItem : CustomInventory\n{\n\tInventory.Icon \"BAR1A0\"\n\t+INVENTORY.INVBAR\n\n\tStates\n\t{\n\tUse:\n\t\tNULL A 0\n\t\tNULL A 0 A_SpawnItem(\"HvMWeakBarrel\", 40)\n\t\tStop\n\t}\n}\n\n// Zombie barrels are like weak barrels but red.\nActor ZombieBarrelItem : CustomInventory\n{\n\tInventory.MaxAmount 30\n\tInventory.Icon \"ZBARA0\"\n\t+INVENTORY.INVBAR\n\n\tStates\n\t{\n\tUse:\n\t\tNULL A 0\n\t\tNULL A 0 A_SpawnItem(\"ZombieBarrel\", 40)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/base.txt",
"contents": "// Effects.\nActor HvMEffect\n{\n\t+CLIENTSIDEONLY\n\n\tHealth 1\n\tHeight 0\n\tRadius 0\n\n\t+MISSILE\n\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+NOTELEPORT\n\n\t+FORCEXYBILLBOARD\n\n\t+DONTSPLASH\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 2\n\t\tStop\n\t}\n}\nActor HvMCollidingEffect : HvMEffect\n{\n\t-NOINTERACTION\n\t-NOBLOCKMAP\n\n\tHeight 6\n\tRadius 3\n}\n\n// Variables\nActor Integer : Inventory\n{\n\tInventory.MaxAmount 0x7fffffff\n}\nActor Boolean : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\n// Clientside checker\nActor IsClientside : Boolean\n{\n\t+CLIENTSIDEONLY\n}\n\n// Summons.\nActor IsHumanSummon : Boolean {}\nActor IsHellSummon : Boolean {}\n\nActor HvMSummon\n{\n\tMonster\n\t+FRIENDLY\n\t+FLOORCLIP\n\t+NEVERRESPAWN\n\t+NOBLOCKMONST\n\t-COUNTKILL\n}\nActor HumanSummon : HvMSummon\n{\n\tDesignatedTeam 0\n}\nActor HellSummon : HvMSummon\n{\n\tDesignatedTeam 1\n}\n\n// Player classes.\nActor HvMPlayerClass : PlayerPawn\n{\n\t+NOSKIN\n\n\tSpeed 1\n\tRadius 16\n\tHeight 56\n\tMass 400\n\tPainChance 255\n}\n\nActor MarineClass : HvMPlayerClass\n{\n\t+GHOST // Makes landmines only work on Hell players.\n\tLimitedToTeam 0\n\tDamageFactor \"HumanTeamDamage\", 0.0\n\tDamageFactor \"HumanTeamFireDamage\", 0.0\n\tDamageFactor \"HumanTeamPlasmaDamage\", 0.0\n}\nActor HellClass : PlayerPawn\n{\n \tLimitedToTeam 1\n\tDamageFactor \"HellTeamDamage\", 0.0\n\tDamageFactor \"HellTeamFireDamage\", 0.0\n\tDamageFactor \"HellTeamPlasmaDamage\", 0.0\n}\n\nActor MarineHumanoidClass : MarineClass\n{\n\tStates\n\t{\n\tDeath.Plasma:\n\tDeath.HellTeamPlasmaDamage:\n\t\tNULL A 0 A_SetTranslucent(1.0, 0) // For assassins.\n\t\tNULL A 0 A_Jump(128, \"Plasma2\")\n\tPlasma1:\n\t\tNULL A 0 A_PlayerScream\n\t\tBURZ A 5 A_NoBlocking\n\t\tBURZ BCDEF 5\n\t\tBURZ F -1\n\t\tStop\n\tPlasma2:\n\t\tNULL A 0 A_PlayerScream\n\t\tBURS A 5 A_NoBlocking\n\t\tBURS BCDEF 5\n\t\tBURS F -1\n\t\tStop\n\tDeath.Fire:\n\tDeath.HellTeamFireDamage:\n\t\tNULL A 0 A_SetTranslucent(1.0, 0) // For assassins.\n\t\tNULL A 0 A_PlaySound(\"death/burn\")\n\t\tBURN AABBCCDDEE 3 Bright\n\t\tBURN FFGGHH 3 Bright\n\t\tBURN MMN 3 Bright\n\t\tBURN NOOPP 3 Bright\n\t\tBURN QQ 3 Bright\n\t\tBURN RSTSRST 6 Bright\n\t\tBRN2 AA 3 Bright\n\t\tBRN3 A -1\n\t\tStop\n\t}\n}\nActor HellHumanoidClass : HellClass\n{\n\tStates\n\t{\n\tDeath.Plasma:\n\tDeath.HumanTeamPlasmaDamage:\n\t\tNULL A 0 A_Jump(128, \"Plasma2\")\n\tPlasma1:\n\t\tNULL A 0 A_PlayerScream\n\t\tBURZ A 5 A_NoBlocking\n\t\tBURZ BCDEF 5\n\t\tBURZ F -1\n\t\tStop\n\tPlasma2:\n\t\tNULL A 0 A_PlayerScream\n\t\tBURS A 5 A_NoBlocking\n\t\tBURS BCDEF 5\n\t\tBURS F -1\n\t\tStop\n\tDeath.Fire:\n\tDeath.HumanTeamFireDamage:\n\t\tNULL A 0 A_PlayerScream\n\t\tBURN AABBCCDDEE 3 Bright\n\t\tBURN FFGGHH 3 Bright\n\t\tBURN MMN 3 Bright\n\t\tBURN NOOPP 3 Bright\n\t\tBURN QQ 3 Bright\n\t\tBURN RSTSRST 6 Bright\n\t\tBRN2 AA 3 Bright\n\t\tBRN3 A -1\n\t\tStop\n\t}\n}\n\nActor HvMRedStart 5080 {}\nActor HvMBlueStart 5081 {}"
},
{
"source": "pk3",
"name": "decorate/casings.txt",
"contents": "Actor Casing : HvMCollidingEffect\n{\n\t-DONTSPLASH\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\n\tRadius 3\n\tHeight 3\n\tSpeed 6\n\tBounceFactor 0.5\n}\n\nActor CasingSpawner : HvMEffect\n{\n\tSpeed 30\n}\n\nActor ChaingunCasing : Casing\n{\n\tScale 0.30\n\n\tSeeSound \"casings/chaingun\"\n\tSpeed 4\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8)\n\t\tCAS3 ABCDEFGH 1 //A_SpawnItemEx(\"Smoke\", 0, 0, 0)\n\t\tNULL A 0 A_JumpIf(waterlevel > 0, \"Death\")\n\t\tGoto Spawn + 3\n\tDeath:\n\t\tNULL A 0\n\t\tNULL A 0 A_jump(256, \"death1\", \"death2\", \"death3\", \"death4\", \"death5\", \"death6\")\n\tDeath1:\n\t\tCAS3 I 1250\n\t\tCAS3 IIIIIIIIIIIIIIIII 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath2:\n\t\tCAS3 J 1250\n\t\tCAS3 JJJJJJJJJJJJJJJJJ 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath3:\n\t\tCAS3 K 1250\n\t\tCAS3 KKKKKKKKKKKKKKKKK 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath4:\n\t\tCAS3 L 1250\n\t\tCAS3 LLLLLLLLLLLLLLLLL 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath5:\n\t\tCAS3 M 1250\n\t\tCAS3 MMMMMMMMMMMMMMMMM 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath6:\n\t\tCAS3 N 1250\n\t\tCAS3 NNNNNNNNNNNNNNNNN 1\tA_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor ChaingunCasingSpawner : CasingSpawner\n{\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 0 A_CustomMissile(\"ChaingunCasing\",-2,0,random(80,100),2,random(40,80))\n\t\tStop\n\t}\n}\n\nActor ShellCasing : Casing\n{\n\tScale 0.35\n\tSeeSound \"casings/shell\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8)\n\t\tCAS2 ABCDEFGH 1 //A_SpawnItemEx(\"Smoke\", 0, 0, 0)\n\t\tNULL A 0 A_JumpIf(waterlevel > 0, \"Death\")\n\t\tGoto spawn+3\n\tDeath:\n\t\tNULL A 0\n\t\tNULL A 0 A_jump(256, \"death1\", \"death2\", \"death3\", \"death4\", \"death5\", \"death6\")\n\tDeath1:\n\t\tCAS2 I 1250\n\t\tCAS2 IIIIIIIIIIIIIIIII 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath2:\n\t\tCAS2 J 1250\n\t\tCAS2 JJJJJJJJJJJJJJJJJ 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath3:\n\t\tCAS2 K 1250\n\t\tCAS2 KKKKKKKKKKKKKKKKK 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath4:\n\t\tCAS2 L 1250\n\t\tCAS2 LLLLLLLLLLLLLLLLL 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath5:\n\t\tCAS2 M 1250\n\t\tCAS2 MMMMMMMMMMMMMMMMM 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath6:\n\t\tCAS2 N 1250\n\t\tCAS2 NNNNNNNNNNNNNNNNN 1\tA_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor ShellCasingSpawner : CasingSpawner\n{\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 0 A_CustomMissile(\"ShellCasing\", 0, 0, Random(-80, -100), 2, Random(40, 60))\n\t\tStop\n\t}\n}\n\nActor ShellCasingSpawnerLeft : CasingSpawner\n{\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 0 A_CustomMissile(\"ShellCasing\", 0, 0, Random(80, 100), 2, Random(40, 60))\n\t\tStop\n\t}\n}\n\nActor 9mmCasing : Casing\n{\n\tScale 0.30\n\tSeeSound \"casings/9mm\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0 A_Jump(256, 1, 2, 3, 4, 5, 6, 7, 8)\n\t\tCAS1 ABCDEFGH 1 //A_SpawnItemEx(\"SmallSmoke\", 0, 0, 0)\n\t\tNULL A 0 A_JumpIf(waterlevel > 0, \"Death\")\n\t\tGoto spawn+3\n\tDeath:\n\t\tNULL A 0\n\t\tNULL A 0 A_jump(256, \"death1\", \"death2\", \"death3\", \"death4\", \"death5\", \"death6\")\n\tDeath1:\n\t\tCAS1 I 1250\n\t\tCAS1 IIIIIIIIIIIIIIIII 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath2:\n\t\tCAS1 J 1250\n\t\tCAS1 JJJJJJJJJJJJJJJJJ 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath3:\n\t\tCAS1 K 1250\n\t\tCAS1 KKKKKKKKKKKKKKKKK 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath4:\n\t\tCAS1 L 1250\n\t\tCAS1 LLLLLLLLLLLLLLLLL 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath5:\n\t\tCAS1 M 1250\n\t\tCAS1 MMMMMMMMMMMMMMMMM 1\tA_FadeOut(0.04)\n\t\tStop\n\tDeath6:\n\t\tCAS1 N 1250\n\t\tCAS1 NNNNNNNNNNNNNNNNN 1\tA_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor 9mmCasingSpawner : CasingSpawner\n{\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tNULL A 0 A_CustomMissile(\"9mmCasing\", 0, 0, Random(80, 100), 2, Random(40, 80))\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/damagedigits.txt",
"contents": "Actor DigitBase : HvMEffect\n{\n\tScale 0.30\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tNULL A 1\n\t\t\tStop\n\t}\n}\n\nActor Digit1Num0 : DigitBase { States { Spawn: D1N0 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit1Num1 : DigitBase { States { Spawn: D1N1 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit1Num2 : DigitBase { States { Spawn: D1N2 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit1Num3 : DigitBase { States { Spawn: D1N3 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit1Num4 : DigitBase { States { Spawn: D1N4 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit1Num5 : DigitBase { States { Spawn: D1N5 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit1Num6 : DigitBase { States { Spawn: D1N6 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit1Num7 : DigitBase { States { Spawn: D1N7 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit1Num8 : DigitBase { States { Spawn: D1N8 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit1Num9 : DigitBase { States { Spawn: D1N9 A 1 Bright A_Fadeout(0.02) Loop } }\n\nActor Digit2Num0 : DigitBase { States { Spawn: D2N0 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit2Num1 : DigitBase { States { Spawn: D2N1 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit2Num2 : DigitBase { States { Spawn: D2N2 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit2Num3 : DigitBase { States { Spawn: D2N3 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit2Num4 : DigitBase { States { Spawn: D2N4 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit2Num5 : DigitBase { States { Spawn: D2N5 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit2Num6 : DigitBase { States { Spawn: D2N6 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit2Num7 : DigitBase { States { Spawn: D2N7 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit2Num8 : DigitBase { States { Spawn: D2N8 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit2Num9 : DigitBase { States { Spawn: D2N9 A 1 Bright A_Fadeout(0.02) Loop } }\n\nActor Digit3Num0 : DigitBase { States { Spawn: D3N0 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit3Num1 : DigitBase { States { Spawn: D3N1 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit3Num2 : DigitBase { States { Spawn: D3N2 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit3Num3 : DigitBase { States { Spawn: D3N3 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit3Num4 : DigitBase { States { Spawn: D3N4 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit3Num5 : DigitBase { States { Spawn: D3N5 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit3Num6 : DigitBase { States { Spawn: D3N6 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit3Num7 : DigitBase { States { Spawn: D3N7 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit3Num8 : DigitBase { States { Spawn: D3N8 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit3Num9 : DigitBase { States { Spawn: D3N9 A 1 Bright A_Fadeout(0.02) Loop } }\n\nActor Digit4Num0 : DigitBase { States { Spawn: D4N0 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit4Num1 : DigitBase { States { Spawn: D4N1 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit4Num2 : DigitBase { States { Spawn: D4N2 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit4Num3 : DigitBase { States { Spawn: D4N3 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit4Num4 : DigitBase { States { Spawn: D4N4 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit4Num5 : DigitBase { States { Spawn: D4N5 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit4Num6 : DigitBase { States { Spawn: D4N6 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit4Num7 : DigitBase { States { Spawn: D4N7 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit4Num8 : DigitBase { States { Spawn: D4N8 A 1 Bright A_Fadeout(0.02) Loop } }\nActor Digit4Num9 : DigitBase { States { Spawn: D4N9 A 1 Bright A_Fadeout(0.02) Loop } }"
},
{
"source": "pk3",
"name": "decorate/explosions.txt",
"contents": "// Cool explosion by Monsterovich.\nActor BoomParticle : HvMCollidingEffect\n{\n\t+DOOMBOUNCE\n\n\tHeight 16\n\tRadius 8\n\n\tSpeed 10\n\tBounceFactor 0.3\n\n\tRenderStyle Add\n\tAlpha 0.8\n\tScale 0.75\n\n\tStates\n\t{\n\tSpawn:\n\t\tMISL B 8 Bright\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor SmallBoomParticle : BoomParticle\n{\n\tScale 0.25\n}\n\nActor BoomParticleSpawner : HvMEffect\n{\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL AAAAAA 0 A_SpawnItemEx(\"BoomParticle\", 0, 0, 0, (0.1)*Random(50, 100), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n\t\tNULL ABCDE 5 // Dynamic lights.\n\t\tStop\n\t}\n}\n\nActor SmallBoomParticleSpawner : HvMEffect\n{\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL AAAAA 0 A_SpawnItemEx(\"SmallBoomParticle\", 0, 0, 0, (0.1)*Random(50, 100), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n\t\tNULL ABCDE 5 // Dynamic lights.\n\t\tStop\n\t}\n}\n\nActor NadeSlag : HvMCollidingEffect // stolen from Beautiful Doom!!!!!!!!!!!11111\n{\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\n\tGravity 0.7\n\tBounceFactor 0.65\n\tSpeed 11\n\n\tScale 0.4\n\tRenderStyle Add\n\n\tStates\n\t{\n\tSpawn:\n \tP2FF A 0\n\t\tP2FF A 1 Bright A_Jump(2, \"Death\")\n\t\tLoop\n\tDeath:\n\t\tP2FF A 1 Bright A_FadeOut(0.04)\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/flames.txt",
"contents": "Actor FlamerFire\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 15\n\tDamage (5)\n\tDamageType \"HumanTeamFireDamage\"\n\n\tProjectile\n\t+NODAMAGETHRUST\n\n\tRenderStyle Add\n\tAlpha 0.47\n\tScale 0.67\n\t+FORCEXYBILLBOARD\n\n\tDecal \"DoomImpScorch\"\n\n\tSeeSound \"flamethrower/fire\"\n\tDeathSound \"flamethrower/hit\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 1\n\t\tFRFX ABCD 1 Bright A_Explode(2, 8, 0)\n\t\tNULL A 0 A_LowGravity\n\t\tFRFX EFG 1 Bright A_Explode(2, 16, 0)\n\t\tFRFX HIJ 1 Bright A_Explode(2, 32, 0)\n\t\tFRFX KLM 1 Bright A_Explode(2, 64, 0)\n\t\tFRFX NO 1 Bright\n\t\tStop\n\tDeath:\n\t\tFRFX HIJ 2 Bright A_Explode(2, 32, 0)\n\t\tNULL A 0 A_CustomMissile(\"DroppedFire\", 0, 0, 0, 4)\n\t\tFRFX KLM 2 Bright A_Explode(2, 64, 0)\n\t\tFRFX NO 2 Bright\n\t\tStop\n\t}\n}\n\nActor HellFlamerFire : FlamerFire\n{\n\tDamageType \"HellTeamFireDamage\"\n\n\tStates\n\t{\n\tDeath:\n\t\tFRFX HIJ 2 Bright A_Explode(2, 32, 0)\n\t\tNULL A 0 A_CustomMissile(\"HellDroppedFire\", 0, 0, 0, 4)\n\t\tFRFX KLM 2 Bright A_Explode(2, 64, 0)\n\t\tFRFX NO 2 Bright\n\t\tStop\n\t}\n}\n\nActor DroppedFire\n{\n\tRadius 16\n\tHeight 80\n\n\tDamageType \"HumanTeamFireDamage\"\n\n\tRenderStyle Add\n\tAlpha 0.65\n\tScale 0.7\n\n\t+NOBLOCKMAP\n\t+NOEXPLODEFLOOR\n\t+NODAMAGETHRUST\n\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 2 Bright A_FireCrackle\n\t\tNULL A 0 Bright A_SpawnDebris(\"DroppedFireParticle\", 0)\n\t\tFIRE BAB 2 Bright A_Fire\n\t\tFIRE C 2 Bright A_FireCrackle\n\t\tFIRE BCBCDCDCDEDED 2 Bright A_Explode(3, 32, 0)\n\t\tNULL A 0 Bright A_SpawnDebris(\"DroppedFireParticle\", 0)\n\t\tFIRE E 2 Bright A_FireCrackle\n\t\tFIRE FEFEFGHGHGH 2 Bright A_Explode(3, 32, 0)\n\t\tFIRE FE 2 Bright A_FireCrackle\n\t\tNULL A 0 Bright A_SpawnDebris(\"DroppedFireParticle\", 0)\n\t\tFIRE FEGHGHGH 2 Bright A_Explode(3, 32, 0)\n\t\tStop\n\t}\n}\n\nActor HellDroppedFire : DroppedFire\n{\n\tDamageType \"HellTeamFireDamage\"\n}\n\nActor DroppedFireParticle : HvMEffect\n{\n\t-NOINTERACTION\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\n\tHealth 1\n\tRadius 24\n\tHeight 16\n\tSpeed 8\n\tMass 100\n\n\tScale 0.2\n\tAlpha 0.7\n\tRenderStyle Add\n\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 1 Bright\n\t\tFIRE BAB 1 Bright\n\t\tFIRE C 1 Bright\n\t\tFIRE BCBCDCDCDEDED 1 Bright\n\t\tFIRE E 1 Bright\n\t\tFIRE FEFEFGHGHGH 1 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/hell/arachnotron.txt",
"contents": "Actor ArachnotronClass : HellClass\n{\n\tHealth 400\n\n\tSpeed 0.5\n\tPlayer.SideMove 0.38\n\tPlayer.JumpZ 10\n\n\tPlayer.SoundClass \"Arachnotron\"\n\tPlayer.DisplayName \"Arachnotron\"\n\n\tScale 0.75\n\tPlayer.ViewHeight 32\n\tPlayer.AttackZOffset 0\n\n\tPlayer.StartItem \"Arachnotron Plasma Gun\"\n\tPlayer.StartItem \"ArPower\", 30\n\tPlayer.StartItem \"ArPowerGenerator\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tBSPI AB 10\n\t\tLoop\n\tSee:\n\t\tBSPI A 2\n\t\tBSPI ABBCC 3\n\t\tBSPI D 2\n\t\tBSPI DEEFF 3\n\t\tBSPI A 2\n\t\tGoto See + 1\n\tPain:\n\t\tGoto Spawn\n\tMissile:\n\t\tBSPI G 3 Bright\n\t\tBSPI H 3 Bright\n\t\tBSPI H 10 Bright\n\t\tGoto Spawn\n\tDeath:\n\t\tBSPI J 20 A_PlayerScream\n\t\tBSPI K 7 A_NoBlocking\n\t\tNULL AAAAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 32, 0, 0)\n\t\tBSPI LMNO 7\n\t\tBSPI P -1\n\t\tStop\n\t}\n}\n\nActor ArPower : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 30\n\tInventory.Icon \"CELPA0\"\n}\n\nActor ArPowerGenerator : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nActor \"Arachnotron Plasma Gun\" : Weapon\n{\n\tWeapon.SlotNumber 3\n\tObituary \"%o caught %k's accelerated plasma particles.\"\n\n\tWeapon.AmmoType \"ArPower\"\n\tWeapon.AmmoUse 1\n\n\tWeapon.Kickback 100\n\n\t+WEAPON.DONTBOB\n\t+NOEXTREMEDEATH\n\n\tStates\n\t{\n\tDeselect:\n\t\tARPL A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tARPL A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tARPL ABCDCB 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tNULL A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tNULL A 0 A_TakeInventory(\"ArPowerGenerator\", 1)\n\t\tARPL E 2 Bright A_Light1\n\t\tARPL F 2 Bright A_Light2\n\t\tARPL G 3 Bright A_FireCustomMissile(\"ArPlasmaBall\", 0, 1, 0, 0, 0)\n\t\tNULL A 0 A_ReFire\n\t\tNULL A 0 A_GiveInventory(\"ArPowerGenerator\", 1)\n\t\tNULL A 0 A_Light0\n\t\tGoto Ready\n\tAltFire:\n\t\tNULL A 0 A_TakeInventory(\"ArPowerGenerator\", 1)\n\t\tARPL E 1 Bright A_PlaySound(\"forcebarrier/on\", CHAN_WEAPON)\n\tAltHold:\n\t\tNULL A 0 A_SpawnItemEx(\"ArShieldSpawnerClientside\", 0, 96, 0, 0, 0, 0, -270, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"ArShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n\t\tARPL E 1 Bright\n\t\tNULL A 0 A_SpawnItemEx(\"ArShieldSpawnerClientside\", 0, 96, 0, 0, 0, 0, -270, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"ArShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n\t\tARPL F 1 Bright\n\t\tNULL A 0 A_ReFire\n\t\tARPL A 32 A_PlaySound(\"forcebarrier/off\", CHAN_WEAPON)\n\t\tNULL A 0 A_GiveInventory(\"ArPowerGenerator\", 1)\n\t\tGoto Ready\n\tSpawn:\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\nActor ArPlasmaBall\n{\n\tRadius 13\n\tHeight 8\n\tSpeed 28\n\tDamage (15)\n\tDamageType \"Plasma\"\n\n\tRenderStyle Add\n\tAlpha 0.65\n\n\t//SeeSound \"baby/attack\"\n\tSeeSound \"arachnotron/fire\"\n\tDeathSound \"baby/shotx\"\n\n\tDecal \"ArachScorch1\"\n\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0 A_SpawnItemEx(\"ArPlasmaSpark\", 0, 0, 0, (0.1)*Random(10, 25), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n\t\tAPLS ABAB 1 Bright A_SpawnItem(\"ArPlasmaTrail\")\n\t\tLoop\n\tDeath:\n\t\tNULL AAA 0 A_SpawnItemEx(\"ArPlasmaSpark\", 0, 0, 0, (0.1)*Random(10, 25), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n\t\tAPBX ABCDE 5 Bright\n\t\tStop\n\t}\n}\n\nActor ArPlasmaTrail : HvMEffect\n{\n\tRenderStyle Add\n\tAlpha 0.20\n\tScale 0.75\n\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tAPLS AB 1 Bright A_FadeOut(0.02)\n\t\tLoop\n\t}\n}\n\nActor ArPlasmaSpark : PlasmaSpark\n{\n\tScale 0.15\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tAPLS AB 3 Bright A_FadeOut(0.03)\n\t\tLoop\n\t}\n}\n\nActor ArShieldSpawner : ShieldSpawnerServerside\n{\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 0, 0, 8, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 0, 0, 24, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 0, 0, 40, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", -24, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", -24, 0, 16, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", -24, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", -24, 0, 48, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 24, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 24, 0, 16, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 24, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 24, 0, 48, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", -48, 0, 8, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", -48, 0, 24, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", -48, 0, 40, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 48, 0, 8, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 48, 0, 24, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 48, 0, 40, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", -72, 0, 16, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", -72, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 72, 0, 16, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 72, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", -96, 0, 24, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHex\", 96, 0, 24, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tStop\n\t}\n}\n\nActor ArShieldSpawnerClientside : HvMEffect\n{\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldLight\", 0, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 0, 0, 8, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 0, 0, 24, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 0, 0, 40, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", -24, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", -24, 0, 16, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", -24, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", -24, 0, 48, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 24, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 24, 0, 16, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 24, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 24, 0, 48, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", -48, 0, 8, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", -48, 0, 24, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", -48, 0, 40, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 48, 0, 8, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 48, 0, 24, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 48, 0, 40, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", -72, 0, 16, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", -72, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 72, 0, 16, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 72, 0, 32, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", -96, 0, 24, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tNULL A 0 A_SpawnItemEx(\"GreenShieldHexClientside\", 96, 0, 24, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/hell/archvile.txt",
"contents": "Actor ArchvileClass : HellClass\n{\n\tHeight 62\n\tHealth 300\n\tSpeed 0.8\n\tMass 500\n\n\tPainChance 0 // To prevent interrupting attack animations.\n\n\tPlayer.SoundClass \"Archvile\"\n\tPlayer.DisplayName \"Archvile\"\n\tPlayer.ViewHeight 62\n\n\tPlayer.StartItem \"Archvile Hands\"\n\tPlayer.StartItem \"VileMana\", 100\n\tPlayer.StartItem \"VileManaGenerator\", 1\n\n\tStates\n\t{\n\tSpawn:\n\t\tVILE AB 10\n\t\tloop\n\tSee:\n\t\tVILE ABCDEF 4\n\t\tGoto Spawn\n\tFire:\n\t\tVILE G 6 Bright\n\t\tVILE H 2 Bright\n\t\tVILE IJKLMN 2 Bright\n\t\tVILE O 8 Bright\n\t\t//VILE P 21 Bright\n\t\tGoto Spawn\n\tAltFire:\n\t\tVILE G 9 Bright\n\t\tVILE H 8 Bright\n\t\tVILE IJKLMN 8 Bright\n\t\tVILE O 8 Bright\n\t\t//VILE P 20 Bright\n\t\tGoto Spawn\n\t/*\n\tPain:\n\t\tVILE Q 5\n\t\tVILE Q 5 A_Pain\n\t\tGoto See\n\t*/\n\tDeath:\n\t\tVILE Q 7\n\t\tVILE R 7 A_PlayerScream\n\t\tNULL AAAAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tVILE S 7 A_NoBlocking\n\t\tVILE TUVW 7\n\t\tVILE XY 5\n\t\tVILE Z -1\n\t\tStop\n\t}\n}\n\nActor VileMana : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 100\n\tInventory.Icon \"AMANA0\"\n}\n\nActor VileManaGenerator : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nconst int VILE_ANIM_FIRE = 1;\nconst int VILE_ANIM_ALTFIRE = 2;\n\nActor \"Archvile Hands\" : Weapon\n{\n\tObituary \"%o was BBQ'd by %k's vile magic.\"\n\n\tWeapon.AmmoType \"VileMana\"\n\tWeapon.AmmoUse 30\n\n\t+WEAPON.NOAUTOAIM\n\n\tStates\n\t{\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tTNT1 A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"VileMana\", 30, 1)\n\t\tGoto Ready\n\t\tNULL A 0 A_TakeInventory(\"VileManaGenerator\", 1)\n\n\t\tNULL A 0 ACS_ExecuteWithResult(hvm_vileanimation, VILE_ANIM_FIRE)\n\t\tARCF A 3 Bright A_PlaySound(\"vile/start\", CHAN_WEAPON)\n\t\tNULL A 0 A_SetBlend(\"Yellow\", 0.15, 25)\n\t\tARCF A 17 Bright\n\t\tNULL A 0 A_SetBlend (\"Yellow\", 0.20, 25)\n\t\tARCF B 3 Bright A_PlaySound(\"vile/stop\", CHAN_WEAPON, 3.0)\n\t\tNULL A 0 A_SetBlend(\"Yellow\", 0.35, 56)\n\t\tARCF B 1 Bright A_FireCustomMissile(\"VileFlameAttack\")\n\t\tARCF CD 5 Bright\n\n\t\tNULL A 0 A_GiveInventory(\"VileManaGenerator\", 1)\n\t\tGoto Ready\n\n\tAltFire:\n\t\tNULL A 0 A_JumpIfInventory(\"VileMana\", 30, 1)\n\t\tGoto Ready\n\t\tNULL A 0 A_JumpIf(ACS_ExecuteWithResult(hvm_vilehastarget), 1)\n\t\tGoto Ready\n\n\t\tNULL A 0 A_TakeInventory(\"VileManaGenerator\", 1)\n\t\tNULL A 0 ACS_ExecuteAlways(hvm_setspeed, 0, 40)\n\t\tNULL A 0 ACS_ExecuteWithResult(hvm_vileanimation, VILE_ANIM_ALTFIRE)\n\n\t\tNULL A 0 A_VileTarget\n\n\t\tNULL A 0 A_PlaySound(\"vile/start\", CHAN_WEAPON)\n\t\tNULL A 0 A_SetBlend(\"Yellow\", 0.15, 25)\n\t\tARCF AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_FaceTarget\n\t\tNULL A 0 A_SetBlend(\"Yellow\", 0.20, 25)\n\t\tARCF AAAAAA 1 Bright A_FaceTarget\n\t\tNULL A 0 A_SetBlend(\"Yellow\", 0.35, 56)\n\t\tNULL A 0 A_TakeInventory(\"VileMana\", 30)\n\t\tARCF B 8 Bright A_VileAttack(\"vile/stop\", 50, 0, 0, 5, \"Fire\")\n\t\tARCF CD 10 Bright\n\n\t\tNULL A 0 ACS_ExecuteAlways(hvm_setspeed, 0, 80)\n\t\tNULL A 0 A_GiveInventory(\"VileManaGenerator\", 1)\n\t\tGoto Ready\n\t}\n}\n\nActor VileFlameAttack\n{\n\tRadius 8\n\tHeight 8\n\t+RIPPER\n\t+FLOORHUGGER\n\tProjectile\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 ACS_ExecuteWithResult(hvm_makehorizontal, 40)\n\t\tNULL AAAAAAAAAAAAAAAAA 1 Bright A_SpawnItem(\"VileFire\", 0, 1)\n\t\tGoto Death\n\tDeath:\n\t\tStop\n\t}\n}\n\nActor VileFire : HellFlamerFire\n{\n\tRadius 1\n\tHeight 1\n\n\tStates\n\t{\n\tSpawn:\n\t\tFRFX HIJ 2 Bright A_Explode(2, 64, 0)\n\t\tNULL A 0 A_CustomMissile(\"VileDroppedFire\", 0, 0, 0, 4)\n\t\tFRFX KLM 2 Bright A_Explode(2, 128, 0)\n\t\tFRFX NO 2 Bright\n\t\tStop\n\t}\n}\n\nActor VileDroppedFire : HellDroppedFire\n{\n\tHeight 1\n\tRadius 1\n\tScale 1\n\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE A 2 Bright A_StartFire\n\t\tNULL A 0 bright A_SpawnDebris(\"DroppedFireParticle\", 0)\n\t\tFIRE BAB 2 Bright A_Fire\n\t\tFIRE C 2 Bright A_FireCrackle\n\t\tFIRE BCBCDCDCDEDED 2 Bright A_Explode(2, 64, 0)\n\t\tNULL A 0 bright A_SpawnDebris(\"DroppedFireParticle\", 0)\n\t\tFIRE E 2 Bright A_FireCrackle\n\t\tFIRE FEFEFGHGHGH 2 Bright A_Explode(2, 64, 0)\n\t\tFIRE FE 2 Bright A_FireCrackle\n\t\tNULL A 0 bright A_SpawnDebris(\"DroppedFireParticle\", 0)\n\t\tFIRE FEGHGHGH 2 Bright A_Explode(2, 64, 0)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/hell/chaingunzombie.txt",
"contents": "Actor ChaingunZombieClass : HellClass // Not HellHumanoidClass because death animations look bad.\n{\n\tHealth 150\n\tSpeed 0.60\n\n\tPlayer.SoundClass \"ChaingunZombie\"\n\tPlayer.DisplayName \"Heavy Weapons Dude\"\n\n\tPlayer.StartItem \"Zombie Chaingun\"\n\n\tGibHealth 50\n\n\tStates\n\t{\n\tSpawn:\n\t\tCPOS AB 10\n\t\tLoop\n\tSee:\n\t\tCPOS AABBCCDD 3\n\t\tLoop\n\tMissile:\n\t\tCPOS D 4\n\t\tGoto Spawn\n\tMelee:\n\t\tCPOS E 5 Bright\n\t\tGoto Missile\n\tPain:\n\t\tCPOS G 3\n\t\tCPOS G 3\n\t\tGoto See\n\tDeath:\n\t\tCPOS H 5\n\t\tCPOS I 5 A_PlayerScream\n\t\tCPOS J 5 A_NoBlocking\n\t\tNULL A 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tCPOS KLM 5\n\t\tCPOS N -1\n\t\tStop\n\tXDeath:\n\t\tCPOS O 5\n\t\tCPOS P 5 A_XScream\n\t\tCPOS Q 5 A_NoBlocking\n\t\tNULL AAAAAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tCPOS RS 5\n\t\tCPOS T -1\n\t\tStop\n\t}\n}\n\nActor \"Zombie Chaingun\" : Weapon\n{\n\tWeapon.SlotNumber 3\n\tObituary \"%o was swiss cheese against %k's chaingun.\"\n\tWeapon.Kickback 20\n\n\tDecal \"Bullet\"\n\n\tStates\n\t{\n\tReady:\n\t\tD3CS ABCD 1\n\t\tD3CS E 1 A_PlaySound(\"zchaingun/raise\")\n\t\tD3CS FGHI 1\n\tChaingunReady:\n\t\tD3CS J 1 A_WeaponReady\n\t\tGoto ChaingunReady\n\tDeselect:\n\t\tD3CS EDCBA 1 A_Lower\n\t\tGoto Deselect+4\n\tSelect:\n\t\tD3CS A 1\n\t\tD3CS AA 0 A_Raise\n\t\tLoop\n\tFlash:\n\t\tD3CF ABCD 4 Bright\n\t\tStop\n\tAltFlash:\n\t\tD3CF ABCD 2 Bright\n\t\tStop\n\n\tFire:\n\t\tD3CP A 5\n\t\tD3CP B 5 A_PlaySound(\"zchaingun/spinup\")\n\t\tNULL A 0 A_Refire\n\tSpinDown:\n\t\tD3CP A 5 A_Light0\n\t\tD3CP B 5\n\t\tGoto ChaingunReady\n\tHold:\n\t\tNULL A 0 A_GunFlash\n\n\t\tNULL A 0 A_Light1\n\t\tNULL A 0 A_PlaySound(\"zchaingun/slowfire\")\n\t\tD3CG A 4 A_FireBullets(3, 3, 1, 8, \"BulletPuff\", FBF_NORANDOM)\n\t\tNULL A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, -20)\n\n\t\tNULL A 0 A_Light2\n\t\tNULL A 0 A_PlaySound(\"zchaingun/slowfire\")\n\t\tD3CG B 4 A_FireBullets(3, 3, 1, 8, \"BulletPuff\", FBF_NORANDOM)\n\t\tNULL A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, -20)\n\n\t\tNULL A 0 A_Light1\n\t\tNULL A 0 A_PlaySound(\"zchaingun/slowfire\")\n\t\tD3CG C 4 A_FireBullets(3, 3, 1, 8, \"BulletPuff\", FBF_NORANDOM)\n\t\tNULL A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, -20)\n\n\t\tNULL A 0 A_Light2\n\t\tNULL A 0 A_PlaySound(\"zchaingun/slowfire\")\n\t\tD3CG D 4 A_FireBullets(3, 3, 1, 8, \"BulletPuff\", FBF_NORANDOM)\n\t\tNULL A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, -20)\n\n\t\tNULL A 0 A_Refire\n\t\tGoto SpinDown\n\n\tAltFire:\n\t\tD3CP A 5\n\t\tD3CP B 5 A_PlaySound(\"zchaingun/spinup\")\n\t\tNULL A 0 A_Refire\n\tAltSpinDown:\n\t\tD3CP A 5 A_Light0\n\t\tD3CP B 5\n\t\tGoto ChaingunReady\n\tAltHold:\n\t\tNULL A 0 A_GunFlash\n\t\tNULL A 0 A_Light2\n\n\t\tNULL A 0 A_PlaySound(\"zchaingun/fire\")\n\t\tNULL A 0 A_Recoil(2)\n\t\tD3CG A 2 A_FireBullets(5, 5, 1, 6.5, \"BulletPuff\", FBF_NORANDOM)\n\t\tNULL A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, -20)\n\n\t\tNULL A 0 A_PlaySound(\"zchaingun/fire\")\n\t\tNULL A 0 A_Recoil(2)\n\t\tD3CG B 2 A_FireBullets(5, 5, 1, 6.5, \"BulletPuff\", FBF_NORANDOM)\n\t\tNULL A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, -20)\n\n\t\tNULL A 0 A_PlaySound(\"zchaingun/fire\")\n\t\tNULL A 0 A_Recoil(2)\n\t\tD3CG C 2 A_FireBullets(5, 5, 1, 6.5, \"BulletPuff\", FBF_NORANDOM)\n\t\tNULL A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, -20)\n\n\t\tNULL A 0 A_PlaySound(\"zchaingun/fire\")\n\t\tNULL A 0 A_Recoil(2)\n\t\tD3CG D 2 A_FireBullets(5, 5, 1, 6.5, \"BulletPuff\", FBF_NORANDOM)\n\t\tNULL A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, -20)\n\n\t\tNULL A 0 A_Refire\n\t\tGoto AltSpinDown\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/hell/demon.txt",
"contents": "Actor DemonClass : HellClass\n{\n\tHealth 300\n\n\tPlayer.ForwardMove 1.40\n\tPlayer.SideMove 1.0\n\tPlayer.JumpZ 10.0\n\n\tPlayer.SoundClass \"Demon\"\n\tPlayer.DisplayName \"Demon\"\n\n\tPlayer.StartItem \"Demon Teeth\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tSARG AB 10\n\t\tLoop\n\tSee:\n\t\tSARG AABBCCDD 2\n\t\tLoop\n\tMissile:\n\t\tSARG EF 4\n\t\tSARG G 4\n\t\tGoto See\n\tPain:\n\t\tSARG H 1\n\t\tSARG H 1 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tSARG I 0 A_Jump(100, \"Death2\")\n\tDeath1:\n\t\tSARG I 6 A_PlayerScream\n\t\tSARG J 7\n\t\tSARG K 5\n\t\tNULL AAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tSARG L 4 A_NoBlocking\n\t\tSARG M 3\n\t\tSARG N -1\n\t\tStop\n\tDeath2:\n\t\tSAAR A 8 A_PlayerScream\n\t\tSAAR B 0 A_SpawnItemEx(\"DemonArm\", 10, 0, 32, 0, 8, 0, 0, 128)\n\t\tSAAR B 8\n\t\tSAAR C 4\n\t\tSAAR D 4 A_NoBlocking\n\t\tSAAR E 4\n\t\tSAAR F -1\n\t\tStop\n\tXDeath:\n\t\tSARG O 5\n\t\tSARG P 5 A_XScream\n\t\tSARG Q 5 A_NoBlocking\n\t\tNULL AAAAAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tSARG RS 5\n\t\tSARG T -1\n\t\tStop\n\t}\n}\n\nActor DemonArm : HvMCollidingEffect\n{\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\n\tRadius 8\n\tHeight 8\n\tSpeed 8\n\n\tStates\n\t{\n\tSpawn:\n\t\tSAAR G 2 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tSAAR H 2\n\t\tSAAR I 2 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tSAAR J 2\n\t\tSAAR K 2 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tSAAR L 2\n\t\tSAAR M 2 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tLoop\n\tDeath:\n\t\tSAAR O -1\n\t\tStop\n\t}\n}\n\nActor \"Demon Teeth\" : Weapon\n{\n\tWeapon.SlotNumber 1\n\tObituary \"%o was eaten, chewed and swallowed by %k.\"\n\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.DONTBOB\n\n\tStates\n\t{\n\tSpawn:\n\t\tDEMT A 1\n\t\tStop\n\tReady:\n\t\tDEMT A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tNULL A 0 A_Lower\n\t\tDEMT A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tNULL A 0 A_Raise\n\t\tDEMT A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tDEMT A 2 Offset(0, 55)\n\t\tDEMT A 2 Offset(0, 75) A_PlaySound(\"demon/melee\", CHAN_WEAPON)\n\t\tDEMT A 2 Offset(0, 85)\n\t\tDEMT A 2 Offset(0, 105)\n\t\tDEMT A 2 Offset(0, 115)\n\t\tDEMT A 1 Offset(0, 125)\n\t\tNULL A 0 A_CustomPunch(80, 1, 0, \"NoPuff\")\n\t\tDEMT A 1 Offset(0, 105)\n\t\tDEMT A 1 Offset(0, 85)\n\t\tDEMT A 1 Offset(0, 55)\n\t\tDEMT A 5 Offset(0, 32) A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tDEMT A 2 Offset(0, 55)\n\t\tDEMT A 2 Offset(0, 75)\n\t\tDEMT A 2 Offset(0, 85)\n\t\tDEMT A 2 Offset(0, 105)\n\t\tDEMT A 2 Offset(0, 115)\n\t\tDEMT A 1 Offset(0, 125)\n\tAltHold:\n\t\tDEMT A 3\n\t\tNULL A 0 A_ReFire\n\t\tNULL A 0 A_CustomPunch(12, 1, 0, \"NoPuff\")\n\t\tNULL A 0 A_PlaySound(\"demon/melee\", CHAN_WEAPON)\n\t\tNULL A 0 A_Recoil(-40)\n\t\tNULL A 0 A_SpawnItem(\"DemonTrail\", -5)\n\t\tDEMT A 1 Offset(0, 105) A_CustomPunch(12, 1, 0, \"NoPuff\")\n\t\tNULL A 0 A_SpawnItem(\"DemonTrail\", -5)\n\t\tDEMT A 1 Offset(0, 85) A_CustomPunch(12, 1, 0, \"NoPuff\")\n\t\tNULL A 0 A_SpawnItem(\"DemonTrail\", -5)\n\t\tDEMT A 1 Offset(0, 55) A_CustomPunch(12, 1, 0, \"NoPuff\")\n\t\tNULL A 0 A_SpawnItem(\"DemonTrail\", -5)\n\t\tDEMT A 1 Offset(0, 32) A_CustomPunch(12, 1, 0, \"NoPuff\")\n\t\tNULL A 0 A_SpawnItem(\"DemonTrail\", -5)\n\t\tDEMT A 10\n\t\tGoto Ready\n\t}\n}\n\nActor DemonTrail : HvMEffect\n{\n\tRenderStyle Add\n\tAlpha 0.35\n\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tSARG G 1 A_FadeOut(0.03)\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/hell/hellknight.txt",
"contents": "Actor HellKnightClass : HellClass\n{\n\tSpeed 0.6\n\tHealth 500\n\tMass 1000\n\n\tPlayer.SoundClass \"HellKnight\"\n\tPlayer.DisplayName \"Hell Knight\"\n\tBloodColor Green\n\tPlayer.ViewHeight 62\n\n\tPlayer.StartItem \"Knight Hand\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tBOS2 AB 15\n\t\tLoop\n\tSee:\n\t\tBOS2 AABBCCDD 3\n\t\tLoop\n\tMelee:\n\t\tBOS2 G 6 Bright\n\t\tGoto Missile\n\tMissile:\n\t\tBOS2 EFG 8\n\t\tGoto Spawn\n\tPain:\n\t\tBOS2 H 2\n\t\tBOS2 H 2 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tBOS2 I 8\n\t\tBOS2 J 8 A_PlayerScream\n\t\tBOS2 K 8\n\t\tNULL AAAA 0 A_SpawnItem(\"NashGore_GibGeneratorGreen\")\n\t\tBOS2 LMN 8 A_NoBlocking\n\t\tBOS2 O -1\n\t\tStop\n\tXDeath:\n\t\tNULL A 0 A_NoBlocking\n\t\tBOS2 Q 5 A_XScream\n\t\tNULL A 0 A_SpawnItem(\"NashGore_GibGeneratorGreen\")\n\t\tBOS2 R 5 A_SpawnItem(\"NashGore_GibGeneratorGreen\")\n\t\tNULL AAAAAAAA 0 A_SpawnItem(\"NashGore_GibGeneratorGreen\")\n\t\tBOS2 STU 8 A_NoBlocking\n\t\tBOS2 V -1\n\t\tStop\n\t}\n}\n\nActor \"Knight Hand\" : Weapon\n{\n\tWeapon.SlotNumber 1\n\tObituary \"%o was eviscerated by %k.\"\n\n\tWeapon.Kickback 100\n\tAttackSound \"baron/melee\"\n\n\t+WEAPON.NOALERT\n\n\tStates\n\t{\n\tSelect:\n\t\tKHND A 1 A_Raise\n\t\tGoto Ready\n\tReady:\n\t\tKHND FAEA 3 A_WeaponReady\n\t\tGoto Ready\n\tDeselect:\n\t\tKHND A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tKHND A 5\n\t\tKHND B 5\n\t\tKHND C 5\n\t\tKHND D 5 A_FireCustomMissile(\"KnightBall\", 0, 0, 0, 15, 0)\n\t\tGoto Ready\n\tAltFire:\n\t\tKHND B 3\n\t\tKHND C 4\n\t\tKHND D 4 A_CustomPunch(15 * 4.5, 1, 0, \"PunchPuff\", 90)\n\t\tKHND C 4\n\t\tGoto Ready\n\t}\n}\n\nActor KnightBall\n{\n\tRadius 6\n\tHeight 16\n\tSpeed 20\n\tDamage (27)\n\n\tRenderStyle Add\n\tAlpha 0.7\n\n\tSeeSound \"baron/attack\"\n\tDeathSound \"baron/shotx\"\n\n\tProjectile\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n\n\tObituary \"%o was burnt by %k's hellish plasma.\"\n\tDecal \"BaronScorch1\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0 Bright A_SpawnItem(\"KnightBallTrail\")\n\t\tBAL7 A 1 Bright A_SpawnItemEx(\"KnightBallSpark\", 0, 0, 0, (0.1)*Random(10, 25), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n\t\tNULL A 0 Bright A_SpawnItem(\"KnightBallTrail\")\n\t\tBAL7 B 1 Bright\n\t\tNULL A 0 Bright A_SpawnItem(\"KnightBallTrail\")\n\t\tBAL7 A 1 Bright\n\t\tNULL A 0 Bright A_SpawnItem(\"KnightBallTrail\")\n\t\tBAL7 B 1 Bright A_SpawnItemEx(\"KnightBallSpark\", 0, 0, 0, (0.1)*Random(10, 25), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n\t\tLoop\n\tDeath:\n\t\tNULL AAAAAAAA 0 A_SpawnItemEx(\"KnightBallSpark\", 0, 0, 0, (0.1)*Random(10, 25), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n\t\tNULL AAAAAAAAAAAA 0 A_SpawnItemEx(\"KnightBallExplosionSmoke\", random(13,-13), random(13,-13), random(13,-13), 0.1*random(2,5), 0.1*random(2,5), 0.1*random(2,5), random(0,360), 128, 0)\n\t\tBAL7 C 5 A_Explode (4,64,0,0)\n\t\tBAL7 DE 5 Bright\n\t\tStop\n\t}\n}\n\nActor KnightBallTrail : HvMEffect\n{\n\tRenderStyle Add\n\tAlpha 0.2\n\tScale 0.75\n\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tBAL7 AB 1 Bright A_FadeOut(0.02)\n\t\tLoop\n\t}\n}\n\nActor KnightBallSpark : PlasmaSpark\n{\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tSPKG A 2 Bright A_FadeOut(0.03)\n\t\tLoop\n\t}\n}\n\nActor KnightBallExplosionSmoke : Smoke\n{\n\tTranslation \"96:111=112:127\", \"80:95=112:115\"\n\n\tAlpha 0.5\n\tSpeed 1.0\n\tScale 0.3\n}"
},
{
"source": "pk3",
"name": "decorate/hell/imp.txt",
"contents": "Actor ImpClass : HellHumanoidClass\n{\n\tSpeed 1.00\n\tHealth 125\n\n\tPlayer.soundclass \"Imp\"\n\tPlayer.DisplayName \"Imp\"\n\n\tPlayer.StartItem \"Imp Claw\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tTROO AB 15\n\t\tLoop\n\tSee:\n\t\tTROO AABBCCDD 3\n\t\tLoop\n\tMelee:\n\t\tTROO G 6 Bright\n\t\tGoto Missile\n\tMissile:\n\t\tTROO EF 8\n\t\tGoto Spawn\n\tPain:\n\t\tTROO H 2\n\t\tTROO H 2 A_Pain\n\t\tgoto See\n\tDeath:\n\t\tTROO I 8 A_Jump(128, \"Death2\")\n\tDeath1:\n\t\tTROO J 8 A_PlayerScream\n\t\tTROO K 6\n\t\tNULL A 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tTROO L 6 A_NoBlocking\n\t\tTROO M -1\n\t\tStop\n\tDeath2:\n\t\tTRO2 A 6\n\t\tTRO2 B 6 A_PlayerScream\n\t\tTRO2 CD 5\n\t\tNULL A 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tTRO2 E 5 A_NoBlocking\n\t\tTRO2 F -1\n\t\tStop\n\tXDeath:\n\t\tTROO NO 5\n\t\tTROO P 5 A_XScream\n\t\tTROO Q 5 A_NoBlocking\n\t\tNULL AAAAAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tTROO RST 5\n\t\tTROO U -1\n\t\tStop\n\t}\n}\n\nActor \"Imp Claw\" : Weapon\n{\n\tWeapon.SlotNumber 1\n\tObituary \"%k scratched %o's back.\"\n\tAttackSound \"imp/melee\"\n\n\t+WEAPON.NOALERT\n\n\tStates\n\t{\n\tSpawn:\n\t\tDCLW A -1\n\t\tStop\n\tSelect:\n\t\tNULL A 0 A_Raise\n\t\tDCLW A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tDCLW A 6 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tNULL A 0 A_Lower\n\t\tDCLW A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tDCLW B 2\n\t\tSCLW C 5 Bright\n\t\tSCLW D 5 Bright A_FireCustomMissile(\"ImpFireball\", 0, 0, 5, 7)\n\t\tDCLW E 1\n\t\tDCLW F 1\n\t\tDCLW G 1\n\t\tDCLW H 1\n\t\tDCLW I 1\n\t\tDCLW J 1\n\t\tDCLW K 1\n\t\tDCLW L 2 A_ReFire\n\t\tGoto Ready\n\tAltfire:\n\t\tDCLW A 2\n\t\tMCLW AB 2\n\t\tDCLW E 4 A_CustomPunch(75, 1, 1, \"ImpPuff\", 75)\n\t\tDCLW F 3\n\t\tDCLW G 2\n\t\tDCLW H 1\n\t\tDCLW I 1\n\t\tDCLW J 1\n\t\tDCLW K 1\n\t\tDCLW L 2 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nActor ImpPuff : SawPuff\n{\n\tDamageType \"ImpScratch\"\n}\n\nActor ImpFireball : DoomImpBall\n{\n\tSpeed 25\n\tDamage (30)\n\tDamageType \"Fire\"\n\n\tObituary \"%k burnt %o to a crisp.\"\n\tDecal \"DoomImpScorch\"\n\n\tRenderStyle Add\n\tAlpha 0.8\n\t+FORCEXYBILLBOARD\n\n\tStates\n\t{\n\tSpawn:\n\t\tBAL1 A 2 Bright A_SpawnItemEx(\"ImpFlameSpawner\")\n\t\tBAL1 B 2 Bright A_SpawnItemEx(\"ImpFireballSpark\", 0, 0, 0, (0.1)*Random(10, 25), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n\t\tLoop\n\tDeath:\n\t\tNULL AAAAAAAAAA 0 A_SpawnItemEx(\"ImpFireballSpark\", 0, 0, 0, (0.2)*Random(10, 25), 0, (0.2)*Random(-20, 20), Random(0, 360), 128)\n\t\tBAL1 CDE 6 Bright\n\t\tStop\n\t}\n}\n\nActor ImpFireballSpark : PlasmaSpark\n{\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tSPKO A 2 Bright A_FadeOut(0.03)\n\t\tLoop\n\t}\n}\n\nActor ImpBallFlame : HvMEffect\n{\n\tRenderStyle Add\n\tAlpha 0.3\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tRFL2 /*A*/BCDEFGHIJ 1 Bright\n\t\tStop\n }\n}\n\nActor ImpFlameSpawner : HvMEffect\n{\n\tRadius 8\n\tHeight 16\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL AA 0 A_SpawnItemEx(\"ImpBallFlame\", 0, 0, 0, random(-1, 1), random(-1, 1), random(-2, -1))\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/hell/mancubus.txt",
"contents": "actor MancubusClass : HellClass\n{\n\tHealth 500\n\tMass 1000\n\n\tSpeed 0.2\n\tPlayer.SideMove 0.1\n\tPlayer.JumpZ 6\n\n\tScale 1.0\n\tPlayer.ViewHeight 40\n\n\tPlayer.SoundClass \"Mancubus\"\n\tPlayer.DisplayName \"Mancubus\"\n\n\tPlayer.StartItem \"Mancubus Flamers\"\n\tPlayer.StartItem \"FatsoFuel\", 100\n\tPlayer.StartItem \"FatsoFuelGenerator\", 1\n\n\tStates\n\t{\n\tSpawn:\n\t\tFATT AB 15\n\t\tLoop\n\tSee:\n\t\tFATT AABBCCDDEEFF 4\n\t\tLoop\n\tPain:\n\t\tGoto Spawn\n\tMissile:\n\t\tFATT A 3\n\t\tFATT G 3 Bright\n\t\tFATT H 3 Bright\n\t\tFATT H 10 Bright\n\t\tGoto Spawn\n\tDeath:\n\t\tFATT K 6\n\t\tFATT L 6 A_PlayerScream\n\t\tFATT M 6 A_NoBlocking\n\t\tFATT NO 6\n\t\tNULL AAAAAAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tFATT PQRS 6\n\t\tFATT T -1\n\t\tStop\n\t}\n}\n\nActor FatsoLandingSound : HvMEffect\n{\n\t-CLIENTSIDEONLY\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 70\n\t\tStop\n\t}\n}\n\nActor FatsoFuel : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 100\n\tInventory.Icon \"AGASB0\"\n}\n\nActor FatsoFuelGenerator : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nActor \"Mancubus Flamers\" : Weapon\n{\n\tWeapon.SlotNumber 3\n\tObituary \"%k fried %o with his dual flamers.\"\n\n\tWeapon.AmmoType \"FatsoFuel\"\n\n\t+WEAPON.DONTBOB\n\n\tStates\n\t{\n\tDeselect:\n\t\tMARM A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tMARM A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tMARM A 1 A_WeaponReady\n\t\tGoto Ready\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"FatsoFuel\", 30, 1)\n\t\tGoto Ready\n\t\tNULL A 0 A_TakeInventory(\"FatsoFuelGenerator\", 1)\n\t\tNULL A 0 A_PlaySound(\"fatso/raiseguns\", CHAN_WEAPON)\n\tHold:\n\t\tNULL A 0 A_JumpIfInventory(\"FatsoFuel\", 30, 1)\n\t\tGoto FinishFiring\n\t\tMARM A 1\n\t\tNULL A 0 A_FireCustomMissile(\"FatsoMissile\", 0, 0, -15)\n\t\tNULL A 0 A_FireCustomMissile(\"FatsoMissile\", 0, 0, 15)\n\t\tNULL A 0 A_TakeInventory(\"FatsoFuel\", 30)\n\t\tTNT1 A 6 A_GunFlash\n\t\tMARM D 15 Bright\n\t\tNULL A 0 A_ReFire\n\t\tMARM E 5 Bright\n\tFinishFiring:\n\t\tMARM D 4\n\t\tNULL A 0 A_GiveInventory(\"FatsoFuelGenerator\", 1)\n\t\tGoto Ready\n\tAltFire:\n\t\tNULL A 0 A_JumpIfInventory(\"FatsoFuel\", 5, 1)\n\t\tGoto FinishFiring\n\t\tNULL A 0 A_TakeInventory(\"FatsoFuelGenerator\", 1)\n\t\tNULL A 0 A_Light1\n\t\tMARM D 1 Bright\n\t\tNULL A 0 A_FireCustomMissile(\"HellFlamerFire\", 0, 0, -15)\n\t\tNULL A 0 A_FireCustomMissile(\"HellFlamerFire\", 0, 0, 15)\n\t\tMARM D 1 Bright\n\t\tNULL A 0 A_FireCustomMissile(\"HellFlamerFire\", 0, 0, -15)\n\t\tNULL A 0 A_FireCustomMissile(\"HellFlamerFire\", 0, 0, 15)\n\t\tNULL A 0 A_TakeInventory(\"FatsoFuel\", 5)\n\t\tNULL A 0 A_ReFire\n\t\tMARM D 1 Bright\n\t\tGoto FinishFiring\n\tFlash:\n\t\tMARM B 3 Bright A_Light1\n\t\tMARM C 3 Bright A_Light2\n\t\tGoto LightDone\n\tSpawn:\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\nActor FatsoMissile\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 30\n\tDamage (0)\n\tDamageType Fire\n\n\tProjectile\n\t+RANDOMIZE\n\n\tRenderStyle Add\n\tAlpha 0.8\n\tDecal \"Scorch\"\n\n\tSeeSound \"fatso/attack\"\n\tDeathSound \"fatso/shotx\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tMANF AB 4 Bright\n\t\tLoop\n\tDeath:\n\t\tNULL A 0 A_Explode(30, 128, 0)\n\t\tMISL B 8 Bright A_SpawnItem(\"BoomParticleSpawner\")\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/hell/revenant.txt",
"contents": "Actor RevenantClass : HellClass\n{\n\tHealth 400\n\tRadius 20\n\tHeight 56\n\tMass 500\n\tSpeed 0.50\n\n\tPainChance 100\n\tScale 0.85\n\n\tPlayer.DisplayName \"Revenant\"\n\tPlayer.SoundClass \"Revenant\"\n\tPlayer.ViewHeight 58\n\tPlayer.JumpZ 8\n\tPlayer.StartItem \"Revenant Rocket Launchers\"\n\tPlayer.StartItem \"RevenantSuperAttack\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tSKEL AAAAAAAAAABBBBBBBBBB 1 A_JumpIfInventory(\"SpamAttackActivated\", 1, \"SuperAttack\")\n\t\tLoop\n\tSee:\n\t\tSKEL AAAABBBBCCCCDDDDEEEEFFFF 1 A_JumpIfInventory(\"SpamAttackActivated\", 1, \"SuperAttack\")\n\t\tLoop\n\tMelee:\n\t\tSKEL A 6\n\t\tSKEL J 7\n\t\tSKEL K 7 Bright\n\t\tSKEL K 7\n\t\tGoto Spawn\n\tMissile:\n\t\tSKEL G 5\n\t\tSKEL H 5\n\t\tSKEL I 4\n\t\tGoto Spawn\n\tSuperAttack:\n\t\tSKEL K 120 // Must be a bit longer than SpamAttack state in revenant gun.\n\t\tGoto Spawn\n\tDeath:\n\t\tSKEL L 7\n\t\tSKEL M 7\n\t\tSKEL N 7 A_PlaySound(\"skeleton/death\")\n\t\tNULL AAAAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 32, 0, 0)\n\t\tSKEL O 7 A_NoBlocking\n\t\tSKEL P 7\n\t\tSKEL Q -1\n\t\tStop\n\t}\n}\n\nActor UseRightLauncher : Boolean {}\nActor SpamAttackActivated : Boolean {}\n\nActor \"Revenant Rocket Launchers\" : Weapon\n{\n\tWeapon.SlotNumber 1\n\tObituary \"%o couldn't evade %k's mini rockets.\"\n\n\tWeapon.Kickback 60\n\tAttackSound \"skeleton/melee\"\n\n\tStates\n\t{\n\tSelect:\n\t\tREVP A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tREVP A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tNULL A 0 A_JumpIfInventory(\"SpamAttackActivated\", 1, \"SpamAttack\")\n\t\tREVP A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tNULL A 0 A_GunFlash\n\t\tNULL A 0 A_JumpIfInventory(\"UseRightLauncher\", 1, \"RightLauncherShot\")\n\tLeftLauncherShot:\n\t\tREVP A 8 Bright\n\t\tREVP A 8 Bright A_FireCustomMissile(\"RevenantMissile\", 0, 0, -8 ,16, 1)\n\t\tREVP A 8 Bright\n\t\tREVP A 4 A_GiveInventory(\"UseRightLauncher\", 1)\n\t\tGoto Ready\n\tRightLauncherShot:\n\t\tREVP A 8 Bright\n\t\tREVP A 8 Bright A_FireCustomMissile(\"RevenantMissile\", 0, 0, 8, 16, 1)\n\t\tREVP A 8 Bright\n\t\tREVP A 4 A_TakeInventory(\"UseRightLauncher\", 1)\n\t\tGoto Ready\n\tAltFire:\n\t\tREVP B 2\n\t\tREVP C 4\n\t\tREVP D 4 A_PlaySound(\"skeleton/swing\")\n\t\tREVP E 3 A_CustomPunch(70, 1, 0, \"HvMRevenantPunchPuff\", 110)\n\t\tREVP FG 3\n\t\tGoto Ready\n\tSpamAttack:\n\t\tNULL A 0 SetPlayerProperty(0, true, PROP_FROZEN)\n\t\tTNT1 A 25 A_PlaySound(\"skeleton/sight\", CHAN_WEAPON)\n\t\tTNT1 A 3 Bright\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,11,16,1)\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,-11,16,1)\n\t\tTNT1 A 3 Bright\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,11,16,1)\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,-11,16,1)\n\t\tTNT1 A 3 Bright\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,11,16,1)\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,-11,16,1)\n\t\tTNT1 A 3 Bright\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,11,16,1)\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,-11,16,1)\n\t\tTNT1 A 3 Bright\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,11,16,1)\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,-11,16,1)\n\t\tTNT1 A 3 Bright\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,11,16,1)\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,-11,16,1)\n\t\tTNT1 A 3 Bright\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,11,16,1)\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,-11,16,1)\n\t\tTNT1 A 3 Bright\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,11,16,1)\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,-11,16,1)\n\t\tTNT1 A 3 Bright\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,11,16,1)\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,-11,16,1)\n\t\tTNT1 A 3 Bright\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,11,16,1)\n\t\tTNT1 A 2 Bright A_FireCustomMissile(\"RevenantSpamMissile\",0,0,-11,16,1)\n\t\tTNT1 A 20 Bright\n\t\tNULL A 0 SetPlayerProperty(0, false, PROP_FROZEN)\n\t\tNULL A 0 A_TakeInventory(\"SpamAttackActivated\", 1)\n\t\tNULL A 0 A_GiveInventory(\"RevenantSuperAttack\", 1)\n\t\tGoto Ready\n\tSpawn:\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\nActor RevenantMissile\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 16\n\tDamage (30)\n\n\tRenderStyle \"Add\"\n\tSeeSound \"skeleton/attack\"\n\tDeathSound \"skeleton/tracex\"\n\tDecal RevenantScorch\n\n\tProjectile\n\t+SEEKERMISSILE\n\n\tStates\n\t{\n\tSpawn:\n\t\tFATB A 2 Bright A_SeekerMissile(45, 90)\n\t\tNULL A 0 A_SpawnItemEx(\"SmokeTrail\", 0, 0, 4, 0.3 * random(-1, 1), 0.3 * random(-1, 0), 0.3 * random(-1, 1))\n\t\tFATB B 2 Bright A_SeekerMissile(45, 90)\n\t\tNULL A 0 A_SpawnItemEx(\"SmokeTrail\", 0, 0, 4, 0.3 * random(-1, 1), 0.3 * random(-1, 0), 0.3 * random(-1, 1))\n\t\tLoop\n\tDeath:\n\t\tNULL A 0 A_SpawnItem(\"SmallBoomParticleSpawner\", 0, 15)\n\t\tFBXP A 8 Bright\n\t\tFBXP B 6 Bright\n\t\tFBXP C 4 Bright\n\t\tStop\n\t}\n}\n\nconst float REVENANT_SPREAD = 0.5;\n\nActor RevenantSpamMissile : RevenantMissile\n{\n\t-SEEKERMISSILE\n\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0 A_GiveInventory(\"IsClientside\", 1)\n\n\t\tNULL A 0 A_JumpIfInventory(\"IsClientside\", 1, 1)\n\t\tNULL A 0 A_ChangeVelocity(1, REVENANT_SPREAD * random(-3, 3), REVENANT_SPREAD * random(-2, 2), CVF_RELATIVE)\n\t\tFATB A 1 Bright\n\t\tNULL A 0 A_JumpIfInventory(\"IsClientside\", 1, 1)\n\t\tNULL A 0 A_ChangeVelocity(1, REVENANT_SPREAD * random(-3, 3), REVENANT_SPREAD * random(-2, 2), CVF_RELATIVE)\n\t\tFATB A 1 Bright\n\t\tNULL A 0 A_SpawnItemEx(\"SmokeTrail\", 0, 0, 4, 0.3 * random(-1, 1), 0.3 * random(-1, 0), 0.3 * random(-1, 1))\n\n\t\tNULL A 0 A_JumpIfInventory(\"IsClientside\", 1, 1)\n\t\tNULL A 0 A_ChangeVelocity(1, REVENANT_SPREAD * random(-3, 3), REVENANT_SPREAD * random(-2, 2), CVF_RELATIVE)\n\t\tFATB B 1 Bright\n\t\tNULL A 0 A_JumpIfInventory(\"IsClientside\", 1, 1)\n\t\tNULL A 0 A_ChangeVelocity(1, REVENANT_SPREAD * random(-3, 3), REVENANT_SPREAD * random(-2, 2), CVF_RELATIVE)\n\t\tFATB B 1 Bright\n\t\tNULL A 0 A_SpawnItemEx(\"SmokeTrail\", 0, 0, 4, 0.3 * random(-1, 1), 0.3 * random(-1, 0), 0.3 * random(-1, 1))\n\t\tLoop\n\t}\n}\n\nActor RevenantSuperAttack : CustomInventory\n{\n\t+INVENTORY.INVBAR\n\tInventory.Icon \"REVSPAM1\"\n\n\tStates\n\t{\n\tUse:\n\t\tNULL A 0 A_GiveInventory(\"SpamAttackActivated\", 1)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/hell/shotgunzombie.txt",
"contents": "Actor ShotgunZombieClass : HellHumanoidClass\n{\n\tSpeed 0.60\n\n\tPlayer.SoundClass \"Zombieman\"\n\tPlayer.DisplayName \"Shotgun Zombie\"\n\n\tPlayer.StartItem \"Zombie Shotgun\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tSPOS AB 10\n\t\tLoop\n\tSee:\n\t\tSPOS AABBCCDD 3\n\t\tLoop\n\tMissile:\n\t\tSPOS E 10\n\t\tGoto Spawn\n\tMelee:\n\t\tSPOS F 6 Bright\n\t\tGoto Missile\n\tPain:\n\t\tSPOS G 3\n\t\tSPOS G 3\n\t\tgoto See\n\tDeath:\n\t\tSPOS H 5 A_Jump(128, \"Death2\")\n\tDeath1:\n\t\tSPOS I 5 A_PlayerScream\n\t\tNULL A 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tSPOS J 5 A_NoBlocking\n\t\tSPOS K 5\n\t\tSPOS L -1\n\t\tStop\n\tDeath2:\n\t\tPS22 A 8\n\t\tPS22 B 8 A_PlayerScream\n\t\tNULL A 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tPS22 C 8 A_NoBlocking\n\t\tPS22 D 8\n\t\tPS22 E -1\n\t\tStop\n\tXDeath:\n\t\tSPOS MNO 5\n\t\tSPOS P 5 A_XScream\n\t\tSPOS Q 5 A_NoBlocking\n\t\tNULL AAAAAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tSPOS RST 5\n\t\tSPOS U -1\n\t\tStop\n\t}\n}\n\nActor ZExtraLoadedShells : Inventory { Inventory.MaxAmount 2 }\n\nActor \"Zombie Shotgun\" : Weapon\n{\n\tWeapon.SlotNumber 3\n\tObituary \"%o's head got splattered into pieces by %k's blood-stained shotgun.\"\n\n\tWeapon.UpSound \"zshotgun/raise\"\n\tDecal \"Bullet\"\n\n\tStates\n\t{\n\tReady:\n\t\tSHOG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tNULL A 0 A_Lower\n\t\tSHOG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tNULL A 0 A_Raise\n\t\tSHOG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tSHOG A 1 A_GunFlash\n\t\tNULL A 0 A_PlaySound(\"zshotgun/fire\", CHAN_WEAPON)\n\t/* IMBA\n\tShot1:\n\t\tNULL A 0 A_JumpIfInventory(\"ZExtraLoadedShells\", 1, 1)\n\t\tGoto Shot3\n\t\tNULL A 0 A_FireBullets(6, 6, 7, 10, \"BulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tNULL A 0 A_TakeInventory(\"ZExtraLoadedShells\", 1)\n\tShot2:\n\t\tNULL A 0 A_JumpIfInventory(\"ZExtraLoadedShells\", 1, 1)\n\t\tGoto Shot3\n\t\tNULL A 0 A_FireBullets(6, 6, 7, 10, \"BulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tNULL A 0 A_TakeInventory(\"ZExtraLoadedShells\", 1)\n\t*/\n\tShot3:\n\t\tSHOG A 2 A_FireBullets(6, 6, 7, 10, \"BulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tSHOG A 1 Offset(0,40)\n\t\tSHOG A 1 Offset(0,48)\n\t\tSHOG A 1 Offset(0,44)\n\t\tSHOG A 1 Offset(0,40)\n\t\tSHOG A 1 Offset(0,37)\n\t\tSHOG A 1 Offset(0,35)\n\t\tSHOG PBCDEFGHIJK 1\n\t\tSHOG L 1 A_PlaySound(\"zshotgun/pump\")\n\t\tSHOG M 1 A_FireCustomMissile(\"ShellCasingSpawner\", 0, 0, -8, -1)\n\t\tSHOG NOMLKJIHGFEDCB 1\n\t\tSHOG A 1\n\t\tSHOG A 2 A_ReFire\n\t\tGoto Ready\n\t/*\n\tAltFire:\n\t\tNULL A 0 A_JumpIfInventory(\"ZExtraLoadedShells\", 2, \"Ready\")\n\t\tSHOG PBCDEFGHIJK 1\n\t\tSHOG L 1 A_PlaySound(\"zshotgun/pump\")\n\t\tSHOG M 1 A_GiveInventory(\"ZExtraLoadedShells\", 1)\n\t\tSHOG NOMLKJIHGFEDCB 1\n\t\tGoto Ready\n\t*/\n\tFlash:\n\t\tSHTF A 2 Bright A_Light1\n\t\tSHTF B 3 Bright A_Light2\n\t\tSHTF A 2 Bright A_Light1\n\t\tGoto LightDone\n\tSpawn:\n\t\tSHOT A -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/hell/zombieman.txt",
"contents": "Actor ZombieManClass : HellHumanoidClass\n{\n\tSpeed 0.60\n\n\tPlayer.SoundClass \"Zombieman\"\n\tPlayer.DisplayName \"Zombieman\"\n\n\tPlayer.StartItem \"Zombie Rifle\"\n\tPlayer.StartItem \"ZombieRifleClip\", 30\n\tPlayer.StartItem \"HvMReloadItem\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tPOSS AB 10\n\t\tLoop\n\tSee:\n\t\tPOSS AABBCCDD 4\n\t\tLoop\n\tMissile:\n\t\tPOSS E 10\n\t\tGoto Spawn\n\tMelee:\n\t\tPOSS F 6 Bright\n\t\tGoto Missile\n\tPain:\n\t\tPOSS G 3\n\t\tPOSS G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tPOSS H 5 A_Jump(128, \"Death2\", \"Death3\")\n\tDeath1:\n\t\tPOSS I 5 A_PlayerScream\n\t\tNULL A 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tPOSS J 5 A_NoBlocking\n\t\tPOSS K 5\n\t\tPOSS L -1\n\t\tStop\n\tDeath2:\n\t\tPOOS V 5 A_PlayerScream\n\t\tNULL A 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tPOOS W 6 A_NoBlocking\n\t\tPOOS XY 5\n\t\tPOOS Z -1\n\t\tStop\n\tDeath3:\n\t\tPSS2 A 8\n\t\tPSS2 B 8 A_PlayerScream\n\t\tNULL A 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tPSS2 C 8 A_NoBlocking\n\t\tPSS2 D 8\n\t\tPSS2 E -1\n\t\tStop\n\tXDeath:\n\t\tPOSS M 5 A_XScream\n\t\tPOSS NOP 5\n\t\tPOSS Q 5 A_NoBlocking\n\t\tNULL AAAAAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tPOSS RST 5\n\t\tPOSS U -1\n\t\tStop\n\t}\n}\n\nActor ZombieRifleClip : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 30\n\tInventory.Icon \"CLIPA0\"\n}\n\nActor ZombieGrenadeCounter : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 20\n\tInventory.Icon \"SGRNA7A3\"\n}\n\nActor \"Zombie Rifle\" : Weapon\n{\n\tWeapon.SlotNumber 3\n\n\tWeapon.AmmoType1 \"ZombieRifleClip\"\n\tWeapon.AmmoType2 \"ZombieGrenadeCounter\"\n\n\tWeapon.Kickback 100\n\tWeapon.UpSound \"zrifle/raise\"\n\tDecal \"Bullet\"\n\n\tStates\n\t{\n\tReady:\n\t\tPOGN A 1 A_WeaponReady\n\t\tNULL A 0 A_JumpIfInventory(\"HvMReload\", 1, \"Reload\")\n\t\tLoop\n\tSelect:\n\t\tNULL A 0 A_Raise\n\t\tPOGN A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tNULL A 0 A_Lower\n\t\tPOGN A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"ZombieRifleClip\", 1, 1)\n\t\tGoto Reload\n\t\tPOGN B 1 Bright A_GunFlash\n\t\tNULL A 0 A_TakeInventory(\"ZombieRifleClip\", 1)\n\t\tNULL A 0 A_PlaySound(\"zrifle/fire\", CHAN_WEAPON)\n\t\tPOGN C 1 Bright A_FireBullets(1.5, 1.5, 1, 10, \"ZombieRiflePuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tPOGN D 1 Bright A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, -18)\n\t\tNULL A 0 A_ReFire\n\t\tPOGN E 1 Bright A_WeaponReady\n\t\tPOGN FGFHI 1 A_WeaponReady\n\t\tPOGN A 2 A_WeaponReady\n\t\tGoto Ready\n\tFlash:\n\t\tNULL A 1 Bright A_Light1\n\t\tNULL A 1 Bright A_Light2\n\t\tNULL A 1 Bright A_Light1\n\t\tNULL A 1 Bright A_Light0\n\t\tStop\n\tReload:\n\t\tNULL A 0 A_JumpIfInventory(\"ZombieRifleClip\", 30, \"Ready\")\n\t\tPOGN A 1 Offset(0, 44)\n\t\tPOGN A 1 Offset(0, 46)\n\t\tPOGN A 1 Offset(0, 48)\n\t\tPOGN A 1 Offset(0, 50)\n\t\tPOGN A 1 Offset(0, 52)\n\t\tPOGN A 1 Offset(0, 54)\n\t\tPOGN A 1 Offset(0, 56)\n\t\tPOGN A 1 Offset(0, 60)\n\t\tPOGN A 1 Offset(0, 62)\n\t\tPOGN A 1 Offset(0, 64)\n\t\tPOGN A 1 Offset(0, 66)\n\t\tPOGN A 1 Offset(0, 68)\n\t\tPOGN A 1 Offset(0, 70)\n\t\tPOGN A 70 Offset(0, 72)\n\t\tNULL A 0 A_GiveInventory(\"ZombieRifleClip\", 30)\n\t\tNULL A 0 A_PlaySound(\"zrifle/raise\", CHAN_WEAPON)\n\t\tPOGN A 1 Offset(0, 70)\n\t\tPOGN A 1 Offset(0, 68)\n\t\tPOGN A 1 Offset(0, 66)\n\t\tPOGN A 1 Offset(0, 64)\n\t\tPOGN A 1 Offset(0, 62)\n\t\tPOGN A 1 Offset(0, 60)\n\t\tPOGN A 1 Offset(0, 58)\n\t\tPOGN A 1 Offset(0, 56)\n\t\tPOGN A 1 Offset(0, 54)\n\t\tPOGN A 1 Offset(0, 52)\n\t\tPOGN A 1 Offset(0, 50)\n\t\tPOGN A 1 Offset(0, 48)\n\t\tPOGN A 1 Offset(0, 46)\n\t\tPOGN A 1 Offset(0, 44)\n\t\tPOGN A 1 Offset(0, 42)\n\t\tNULL A 0 A_TakeInventory(\"HvMReload\", 1)\n\t\tGoto Ready\n\tAltFire:\n\t\tPOGN F 1 A_JumpIfInventory(\"ZombieGrenadeCounter\", 1, \"Ready\")\n\t\tNULL A 0 A_PlaySound(\"underbarrel/fire\")\n\t\tNULL A 0 A_FireCustomMissile(\"UnderbarrelGrenade\")\n\t\tNULL A 0 ACS_ExecuteAlways(hvm_zombiegrenadecounter, 0, 20)\n\t\tPOGN F 10\n\t\tPOGN GHIA 3\n\t\tGoto Ready\n\t}\n}\n\nActor ZombieRiflePuff : HvMBulletPuff\n{\n\tObituary \"%o was shot to death by %k.\"\n}\n\nActor UnderbarrelGrenade\n{\n\tObituary \"%o got noob-tubed by %k\"\n\n\tRadius 8\n\tHeight 8\n\tSpeed 40\n\tHealth 25\n\tGravity 0.25\n\tDamage (0)\n\n\tProjectile\n\t-NOGRAVITY\n\t+RANDOMIZE\n\t+SHOOTABLE\n\t+NOBLOOD\n\t+NOPAIN\n\t+EXTREMEDEATH\n\n\tSeeSound \"underbarrel/bounce\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tSGRN A 1 Bright A_SpawnItemEx(\"SmokeTrail\", 0, 0, cos(random(0, 360)), sin(random(0, 360)), 0, 0, 0)\n\t\tLoop\n\tDeath:\n\t\tNULL A 0 A_PlaySound(\"underbarrel/explode\")\n\t\tNULL A 0 A_Explode(45, 225)\n\t\tNULL A 0 A_SpawnItemEx(\"BoomParticleSpawner\")\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "decorate/marines/assassin.txt",
"contents": "Actor AssassinClass : MarineHumanoidClass\n{\n\tHealth 120\n\tSpeed 0.9\n\n\tPlayer.ColorRange 112, 127\n\tPlayer.SoundClass \"Assassin\"\n\tPlayer.DisplayName \"Assassin\"\n\n\tPlayer.StartItem \"M40 Rifle\"\n\tPlayer.StartItem \"Colt 45\"\n\tPlayer.StartItem \"Assassin Fists\"\n\tPlayer.StartItem \"M40Rounds\", 20\n\tPlayer.StartItem \"Colt45Clip\", 100\n\tPlayer.StartItem \"StealthAmmo\", 50\n\n\tStates\n\t{\n\tSpawn:\n\t\tREEL A 2\n\t\tLoop\n\tSee:\n\t\tREEL ABCD 4\n\t\tLoop\n\tMissile:\n\t\tREEL E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tREEL F 6 Bright\n\t\tGoto Missile\n\tPain:\n\t\tREEL G 4\n\t\tREEL G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tNULL A 0 A_SetTranslucent(1.0, 0)\n\t\tNULL A 0 A_PlayerScream\n\t\tREED AB 6\n\t\tNULL A 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tREED C 6 A_NoBlocking\n\t\tREED D 6\n\t\tREED EF 6\n\t\tREED G -1\n\t\tStop\n\tXDeath:\n\t\tNULL A 0 A_SetTranslucent(1.0, 0)\n\t\tNULL A 0 A_XScream\n\t\tREED HIJ 2\n\t\tREED K 2 A_NoBlocking\n\t\tNULL AAAAAA 0 A_SpawnItem(\"NashGore_GibGenerator\", 0, 0, 0, 0)\n\t\tREED J 2\n\t\tREED LM 2\n\t\tREED N -1\n\t\tStop\n }\n}\n\nActor M40Rounds : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 20\n\tInventory.Icon \"SNPPB0\"\n}\n\nActor Colt45Clip : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 100\n\tInventory.Icon \"CLIPA0\"\n}\n\nActor StealthAmmo : Ammo\n{\n\t+INVENTORY.IGNORESKILL\n\tInventory.MaxAmount 50\n}\n\nActor M40Zoom : Inventory { Inventory.MaxAmount 1 }\n\nActor \"M40 Rifle\" : Weapon\n{\n\tWeapon.SlotNumber 3\n\tObituary \"%o was sniped out by %k's M40\"\n\n\tWeapon.KickBack 40\n\n\tWeapon.AmmoType \"M40Rounds\"\n\tWeapon.AmmoUse 1\n\n\tWeapon.UpSound \"m40/raise\"\n\tDecal \"Bullet\"\n\n\t+WEAPON.NOAUTOFIRE\n\n\tScale 0.8\n\n\tStates\n\t{\n\tSpawn:\n\t\tSNPP A -1\n\t\tStop\n\tSelect:\n\t\tNULL A 0 A_SetTranslucent(1.0, 0)\n\t\tNULL A 0 A_Raise\n\t\tSNPG A 1 A_Raise\n\t\tGoto Select + 1\n\tDeselect:\n\t\tNULL A 0 A_JumpIfInventory(\"M40Zoom\", 1, \"ScopedDeselect\")\n\t\tNULL A 0 A_Lower\n\t\tSNPG A 1 A_Lower\n\t\tGoto Deselect + 1\n\tReady:\n\t\tSNPG A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tNULL A 0 A_JumpIfInventory(\"M40Zoom\", 1, \"ScopedFire\")\n\t\tNULL A 0 A_PlaySound(\"m40/fire\", 5)\n\t\tNULL A 0 A_FireBullets(12, 16, -1, 60, \"BulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tNULL A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 10, -10)\n\t\tSNPF AB 2 Bright\n\tLoadBullet:\n\t\tSNPF CDE 3\n\t\tSNPG A 3\n\t\tSNPG BC 1\n\t\tSNPG DE 1\n\t\tSNPG F 1\n\t\tSNPG H 1 A_PlaySound(\"m40/bolt1\", CHAN_WEAPON)\n\t\tSNPG IJ 1\n\t\tSNPG K 3\n\t\tSNPG JI 1\n\t\tNULL A 0 A_StopSound(5) // Stop firing sound that has its own bolt sounds.\n\t\tSNPG H 1 A_PlaySound(\"m40/bolt2\", CHAN_WEAPON)\n\t\tSNPG FED 2\n\t\tSNPG CB 2\n\t\tSNPG A 1\n\t\tSNPG A 1 A_ReFire\n\t\tGoto Ready\n\n\tAltFire:\n\t\tNULL A 0 A_JumpIfInventory(\"M40Zoom\", 1, \"Unscope\")\n\t\tNULL A 0 A_PlaySound(\"m40/scope\", CHAN_WEAPON)\n\t\tNULL A 0 A_GiveInventory(\"M40Zoom\", 1)\n\t\tNULL A 0 A_SetBlend(\"00 00 00\", 0.9, 32)\n\t\tSNPS A 2 Bright A_ZoomFactor(6.0)\n\t\tGoto ScopedReady\n\tUnscope:\n\t\tNULL A 0 A_TakeInventory(\"M40Zoom\", 1)\n\t\tNULL A 0 A_PlaySound(\"m40/scope\", CHAN_WEAPON)\n\t\tNULL A 0 A_SetBlend(\"00 00 00\", 0.9, 32)\n\t\tSNPG A 2 A_ZoomFactor(1.0)\n\t\tGoto Ready\n\tScopedDeselect:\n\t\tNULL A 0 A_TakeInventory(\"M40Zoom\", 1)\n\t\tNULL A 0 A_PlaySound(\"m40/scope\", CHAN_WEAPON)\n\t\tNULL A 0 A_SetBlend(\"00 00 00\", 0.9, 32)\n\t\tSNPG A 2 A_ZoomFactor(1.0)\n\t\tGoto Deselect\n\n\tScopedReady:\n\t\tSNPS A 1 Bright A_WeaponReady(WRF_NOBOB)\n\t\tLoop\n\tScopedFire:\n\t\tNULL A 0 A_RailAttack(0, 0, 0, \"none\", \"90 90 90\", RGF_NOPIERCING | RGF_FULLBRIGHT, 0, \"BulletPuff\")\n\t\tNULL A 0 A_FireBullets(0, 0, -1, 60, \"BulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tNULL A 0 A_PlaySound(\"m40/fire\", CHAN_WEAPON)\n\t\tSNPS A 2 Bright A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 2)\n\t\tSNPS A 10 Bright\n\t\tNULL A 0 A_TakeInventory(\"M40Zoom\", 1)\n\t\tSNPS A 2 Bright A_ZoomFactor(1.0)\n\t\tSNPS A 3 Bright A_SetBlend(\"00 00 00\", 0.9, 32)\n\t\tGoto LoadBullet\n\t}\n}\n\n//DECORATE: JoeyTD, SuperSonix07 FIRE SOUND: CoD 4\n// Decorate edited by Korshun\nActor \"Colt 45\" : Weapon\n{\n\tWeapon.SlotNumber 2\n\tObituary \"%o was shot down by %k's Colt 45.\"\n\n\tWeapon.AmmoType \"Colt45Clip\"\n\tWeapon.AmmoUse 1\n\n\tWeapon.UpSound \"colt45/raise\"\n\tDecal \"Bullet\"\n\n\tStates\n\t{\n\tReady:\n\t\tCOLT A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tNULL A 0 A_Lower\n\t\tCOLT A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tNULL A 0 A_SetTranslucent(1.0, 0)\n\t\tNULL A 0 A_Raise\n\t\tCOLT A 1 A_Raise\n\t\tGoto Select + 1\n\tFire:\n\t\tNULL A 0 A_PlaySound(\"colt45/fire\", CHAN_WEAPON)\n\t\tNULL A 0 A_FireBullets(6, 3, -1, 16, \"BulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tNULL A 0 A_FireCustomMissile(\"9mmCasingSpawner\", 0, 0, 0, -5)\n\t\tCOLF A 2 Bright A_Light2\n\t\tCOLF A 2 Bright A_Light1\n\t\tCOLT B 2 A_Light0\n\t\tCOLT CDEDC 2\n\t\tCOLT B 2 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nActor \"Assassin Fists\" : \"Marine Fists\"\n{\n\tObituary \"%o was assassinated with %k's bare hands.\"\n\n\tWeapon.AmmoType \"StealthAmmo\"\n\tWeapon.AmmoUse 0\n\n\tStates\n\t{\n\tSelect:\n\t\tNULL A 0 A_JumpIfInventory(\"StealthAmmo\", 1, 1)\n\t\tGoto SelectLoop\n\t\tNULL A 0 A_SetTranslucent(0.18, 0)\n\tSelectLoop:\n\t\tNULL A 0 A_Raise\n\t\tPUNC A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tNULL A 0 A_Lower\n\t\tPUNG A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tPUNC ABCDEF 1\n\t\tGoto FistReady\n\tFistReady:\n\t\tNULL A 0 A_TakeInventory(\"StealthAmmo\", 1)\n\t\tNULL A 0 A_JumpIfInventory(\"StealthAmmo\", 1, \"RealReady\")\n\t\tNULL A 0 A_SetTranslucent(1.0, 0)\n\tRealReady:\n\t\tPUNG A 35 A_WeaponReady\n\t\tGoto FistReady\n\tFire:\n\t\tPUNG B 2 A_SetTranslucent(1.0, 0)\n\t\tPUNG C 2 A_PlaySound(\"fists/swing\", CHAN_WEAPON)\n\t\tPUNG D 2\n\t\tPUNG E 2 A_CustomPunch(30, 1, 0, \"PunchPuff\")\n\t\tPUNG FGHI 1\n\t\tPUNG I 1\n\t\tNULL A 0 A_ReFire\n\t\tNULL A 0 A_JumpIfInventory(\"StealthAmmo\", 1, 1)\n\t\tGoto FistReady\n\t\tNULL A 0 A_SetTranslucent(0.18, 0)\n\t\tGoto FistReady\n\t}\n}"
}
]
},
"maps": []
}