Raw model (for completeness)
{
"meta": {
"id": "0326ff27-3b67-4667-bcdd-e3154a443f45",
"sha1": "b7b5b7a11fc133c6fc06ead5bde82be582a3200d",
"sha256": "c2d0d71fa50cd4092ccbcc2fe817b3a38f5e2c9f20d2f14efa1d43b31876b7e2",
"filenames": [
"ns_zclowny_r2.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2013-04-18 21:32:31",
"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": "2013-04-18 21:32:31",
"file": {
"type": "PK3",
"size": 2128688,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/b7b5b7a11fc133c6fc06ead5bde82be582a3200d/b7b5b7a11fc133c6fc06ead5bde82be582a3200d.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 148,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "KeyConf.txt",
"contents": "ClearPlayerClasses\nAddPlayerClass Marine\nAddPlayerClass Hunter\nAddPlayerClass Cyborg\nAddPlayerClass Ghostbuster\nAddPlayerClass Engineer\nAddPlayerClass Sjas\nAddPlayerClass Jitterskull\nAddPlayerClass Creeper\nAddPlayerClass Choke\nAddPlayerClass Frostbite\nAddPlayerClass Clowny\nAddPlayerClass Santa\nAddPlayerClass Warrior\nAddPlayerClass Warlock\nAddPlayerClass Defiler\nAddPlayerClass IceFiend\n\nAddKeySection \"Ghouls vs Humans\" GVHKeys\n\t//AddMenuKey \"Display achievement list\" achievements\n\t//Alias achievements \"Puke -715\"\n\tAddMenuKey \"Enable Cyborg vision\" cyborgVision\n\tAlias cyborgVision \"Puke -708\""
},
{
"source": "pk3",
"name": "SBarinfo.txt",
"contents": "Height 32;\n//monospacefonts true, \"0\";\nstatusbar fullscreen, fullscreenoffsets\n{\n\t// Health\n\tdrawimage \"MEDIA0\", 20, -2, centerbottom;\n\tdrawnumber 2147483647, HUDFONT_DOOM, Red, health, drawshadow, 82, -20;\n\n\t// Ammo\n\tdrawimage ammoicon1, -14, -4, centerbottom;\n\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo1, drawshadow, -25, -20;\n\n\t// Ammo box\n\tDrawImage \"STBOX\", -110, -2, centerbottom;\n DrawImage weaponicon, -110, -2, centerbottom;\n\n\tusesammo {\n\t\tusessecondaryammo {\n\t\t\tdrawimage ammoicon2, -14, -22, centerbottom;\n\t\t\tdrawnumber 2147483647, HUDFONT_DOOM, LightBlue, ammo2, drawshadow, -25, -38;\n\t\t\tinventorybarnotvisible {\n\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -39, -26, -56, LightBlue;\n\t\t\t}\n\t\t}\n\t\tusessecondaryammo not {\n\t\t\tinventorybarnotvisible {\n\t\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -21, -26, -38, LightBlue;\n\t\t\t}\n\t\t}\n\t}\n\n\t// Inventory stuff\n\tusesammo not {\n\t\tinventorybarnotvisible {\n\t\t\tdrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, -14, -3, -26, -20, Yellow;\n\t\t}\n\t}\n\n\t// Marine pistol ammo hud\n\tPlayerClass Marine {\n\t\tInInventory PistolReload, 1 {\n\t\t\tDrawString BigFont, Yellow, \"/ 24 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Yellow, Ammo PistolReload, -225, -95;\n\t\t}\n\t\tInInventory not PistolReload, 1 {\n\t\t\tDrawString BigFont, Green, \" / 24 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Green, Ammo PistolReload, -225, -95;\n\t\t}\n\t}\n\n\t// Warlock stuff\n\tPlayerClass Warlock {\n\t\tInInventory GhoulSouls, 1 {\n\t\t\tDrawString BigFont, Cyan, \"Souls Captured:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gray, GhoulSouls, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not GhoulSouls, 1 {\n\t\t\tDrawString BigFont, Black, \"No souls captured\", -50, -93;\n\t\t}\n\n\t\tDrawImage ArmorIcon, 20, -24, CenterBottom; // Warlock bone armor stuff\n\t\tDrawNumber 2147483647, HUDFONT_DOOM, Untranslated, Armor, DrawShadow, WhenNotZero, 82, -39;\n\t}\n\n\t// Engineer nailgun ammo hud\n\tPlayerClass Engineer {\n\t\tInInventory NailReload, 1 {\n\t\t\tDrawString BigFont, Yellow, \"/ 40 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Yellow, Ammo NailReload, -225, -95;\n\t\t}\n\t\tInInventory not NailReload, 1 {\n\t\t\tDrawString BigFont, Green, \" / 40 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Green, Ammo NailReload, -225, -95;\n\t\t}\n\t}\n\n\t// Santa snow ammo hud\n\tPlayerClass Santa {\n\t\tInInventory SnowReload, 1 {\n\t\t\tDrawString BigFont, Yellow, \"/ 20 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Yellow, Ammo SnowReload, -225, -95;\n\t\t}\n\t\tInInventory not SnowReload, 1 {\n\t\t\tDrawString BigFont, Green, \" / 20 until reload\", -25, -95;\n\t\t\tDrawNumber 2147483647, BigFont, Green, Ammo SnowReload, -225, -95;\n\t\t}\n\t}\n\n\t// Creeper heal ball fired\n\tPlayerClass Creeper {\n\t\tInInventory CreeperHealBallCooldown, 1 {\n\t\t\tDrawString BigFont, Red, \"Heal ball cooldown active\", -45, -80;\n\t\t}\n\t}\n\n\t// Cyborg pulse energy\n\tPlayerClass Cyborg {\n\t\tInInventory CyborgShieldCharge, 100 {\n\t\t\tDrawString BigFont, Green, \"Pulse Energy:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Cyan, Ammo CyborgShieldCharge, DrawShadow, -5, -95;\n\t\t}\n\t\tInInventory not CyborgShieldCharge, 100 {\n\t\t\tDrawString BigFont, White, \"Pulse Energy:\", -45, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Cyan, Ammo CyborgShieldCharge, DrawShadow, -5, -95;\n\t\t}\n\t}\n\n\t// Sjas\n\tPlayerClass Sjas {\n\t\tInInventory ReflectCooldown, 1 {\n\t\t\tDrawString BigFont, Red, \"Reflect cooldown active\", -45, -80;\n\t\t}\n\t}\n\n\t// Icefiend\n\tPlayerClass Icefiend {\n\t\tInInventory IcefiendCloakCooldown, 1 {\n\t\t\tDrawString BigFont, Yellow, \"Cloak cooldown active\", -45, -80;\n\t\t}\n\t\tDrawImage ArmorIcon, 20, -24, CenterBottom;\n\t\tDrawNumber 2147483647, HUDFONT_DOOM, Untranslated, Armor, DrawShadow, WhenNotZero, 82, -39;\n\t}\n\n\t// Choke points\n\tPlayerClass Choke {\n\t\tInInventory VomitPoints, 1 {\n\t\t\tDrawString BigFont, Red, \"Vomit points:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo VomitPoints, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not VomitPoints, 1 {\n\t\t\tDrawString BigFont, Gray, \"No vomit points\", -50, -93;\n//\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo VomitPoints, DrawShadow, -15, -95;\n\t\t}\n\t}\n\t// Jitter points\n\tPlayerClass Jitterskull {\n\t\tInInventory JitterskullPoints, 1 {\n\t\t\tDrawString BigFont, Yellow, \"Heal points:\", -55, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo JitterskullPoints, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not JitterskullPoints, 1 {\n\t\t\tDrawString BigFont, Gray, \"No heal points\", -50, -93;\n//\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo JitterskullPoints, DrawShadow, -15, -95;\n\t\t}\n\t}\n\n\t// Frostbite armor\n\tPlayerClass FrostBite {\n\t\tDrawImage ArmorIcon, 20, -24, CenterBottom;\n\t\tDrawNumber 2147483647, HUDFONT_DOOM, Untranslated, Armor, DrawShadow, WhenNotZero, 82, -39;\n\t\tInInventory ShardPoints, 1 {\n\t\t\tDrawString BigFont, Cyan, \"Shard points:\", -50, -93;\n\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo ShardPoints, DrawShadow, -15, -95;\n\t\t}\n\t\tInInventory not ShardPoints, 1 {\n\t\t\tDrawString BigFont, Gray, \"No shard points\", -55, -93;\n//\t\t\tDrawNumber 2147483647, HUDFONT_DOOM, Gold, Ammo ShardPoints, DrawShadow, -15, -95;\n\t\t}\n\t}\n\n\t// Clowny\n\tPlayerClass Clowny {\n\t\tInInventory ClownyStealthCooldown, 1 {\n\t\t\tDrawString BigFont, Red, \"Stealth cooldown active\", -45, -80;\n\t\t}\n\t}\n\n\t// Misc stuff\n\tgamemode deathmatch {\n\t\tdrawnumber 2147483647, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n\t}\n\n\tgamemode singleplayer, cooperative, teamgame {\n\t\tdrawkeybar 100, vertical, reverserows, auto, -10, 2, 0, 3, auto;\n\t}\n}\n\nstatusbar normal // Standard Doom Status bar\n{\n\tdrawimage \"STBAR2\", 0, 168;\n\tdrawimage \"STTPRCNT\", 42, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, health, 42, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo1, 183, 171;\n\tdrawnumber 3, HUDFONT_DOOM, untranslated, ammo2, 229, 171;\n\n\tPlayerClass Frostbite {\n\t\tdrawnumber 3, HUDFONT_DOOM, untranslated, armor, 229, 171;\n\t}\n\n\tDrawImage playericon, 106, 170;\n\tDrawImage weaponicon, 236, 170;\n\n\tgamemode deathmatch, teamgame {\n\t\tdrawnumber 2, HUDFONT_DOOM, untranslated, frags, 92, 171;\n\t}\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "achievement\\sound091\t\tACH_091\nachievement\\sound092\t\tACH_092\nachievement\\sound093\t\tACH_093\nachievement\\sound094\t\tACH_094\nachievement\\sound095\t\tACH_095\nachievement\\sound096\t\tACH_096\nachievement\\sound097\t\tACH_097\nachievement\\sound098\t\tACH_098\nachievement\\sound099\t\tACH_099\nachievement\\sound100\t\tACH_100\nachievement\\sound101\t\tACH_101\nachievement\\sound102\t\tACH_102\nachievement\\sound103\t\tACH_103\nachievement\\sound104 \tACH_104\nachievement\\sound105\t\tACH_105\nachievement\\sound106\t\tACH_106\nachievement\\sound107\t\tACH_107\nachievement\\sound108\t\tACH_108\nachievement\\sound109\t\tACH_109\nachievement\\sound110\t\tACH_110\nachievement\\sound111\t\tACH_111\nachievement\\sound112\t\tACH_112\nachievement\\sound113\t\tACH_113\nachievement\\sound114\t\tACH_114\nachievement\\sound115\t\tACH_115\nachievement\\sound116\t\tACH_116\nachievement\\sound117\t\tACH_117\nachievement\\sound118\t\tACH_118\nachievement\\sound119\t\tACH_119\nachievement\\sound120\t\tACH_120\nachievement\\sound121\t\tACH_121\nachievement\\sound122\t\tACH_122\nachievement\\sound123\t\tACH_123\nachievement\\sound124\t\tACH_124\nachievement\\sound125\t\tACH_125\nachievement\\sound128\t\tACH_128\nachievement\\sound129\t\tACH_129\nachievement\\sound130\t\tACH_130\nachievement\\sound131\t\tACH_131\n\n////////////////////////////////////////////////////////////////////////////////\n// Map sounds //\n////////////////////////////////////////////////////////////////////////////////\n\n// GVH47\n\nCrickets Crickets\nNightNoi NightNoi\nDrips Drips\nCRICKET2 CRICKET2\nDRIPS2 DRIPS2\nGROANING GROANING\nHOWL HOWL\nMONSTERH MONSTERH\nZOMBIE2 ZOMBIE2\n\n$AMBIENT 6 Crickets POINT CONTINUOUS 0.5\n$AMBIENT 7 NightNoi POINT CONTINUOUS 0.5\n$AMBIENT 9 Drips POINT CONTINUOUS 0.5\n$AMBIENT 11 CRICKET2 WORLD CONTINUOUS 0.3\n$AMBIENT 12 DRIPS2 POINT 1.5 RANDOM 5.0 10.0 0.6\n$AMBIENT 13 GROANING POINT RANDOM 15.0 30.0 0.7\n$AMBIENT 14 HOWL POINT 0.2 RANDOM 70.0 115.0 1.0\n$AMBIENT 15 MONSTERH POINT 1.5 RANDOM 140.0 190.0 1.0\n$AMBIENT 16 ZOMBIE2 POINT 0.8 RANDOM 85.0 150.0 0.9\n\n/////////////////\n// GVH NS Maps //\n/////////////////\n// GVHNS02\n// -----------------------------------------------------------------------------\nowlhoot1\t\tDS1OWL\nowlhoot2\t\tDS2OWL\nthundersound1\tDSTHUND\nthundersound2\tDSTHUND2\n\n$random owlhoot { owlhoot1 owlhoot2 }\n$random thundersound { thundersound1 thundersound2 }\n\n$ambient 20 owlhoot point 0.5 random 10.0 25.0 127\n\nSpooky1\t\tSSND1\nSpooky2 \tSSND2\nSpooky3\t\tSSND3\nSpooky4\t\tSSND4\nSpooky5\t\tSSND5\nSpooky6\t\tSSND6\n\n$Random SpookySound { Spooky1 Spooky2 Spooky3 Spooky4 Spooky5 Spooky6 }\n$Random SpookySound2 { Spooky1 Spooky2 Spooky3 Spooky4 Spooky5 Spooky6 }\n\n$ambient 121 SpookySound2 point 1.25 random 18 30 127\n\nClockTicking\tCLOCKT\nScaryYell\t\tSSCRM1\n\nCreaking1\t\tCREAK1\nCreaking2\t\tCREAK2\nCreaking3\t\tCREAK3\nCreaking4\t\tCREAK4\nCreaking5 \t\tCREAK5\nCreaking6\t\tCREAK6\nCreaking7\t\tCREAK7\n\n$Random WoodCreaking { Creaking1 Creaking2 Creaking3 Creaking4 Creaking5 Creaking6 Creaking7 }\n\n$ambient 120 ClockTicking point 1.35 continuous 127\n\n// GVHNS03\n// -----------------------------------------------------------------------------\nTrafficAmbience1\tTRAFFIC1\nTrafficAmbience2\tTRAFFIC2\nTrafficAmbience3\tTRAFFIC3\nTrafficAmbience4\tTRAFFIC4\nTrafficAmbience5\tTRAFFIC5\nTrafficAmbience6\tTRAFFIC6\nTrafficAmbience7\tMOTO1\nTrafficAmbience8\tMOTO2\nTrafficAmbience9\tASIREN1B\n\n$Random TrafficAmbience { TrafficAmbience1 TrafficAmbience2 TrafficAmbience3 TrafficAmbience4 TrafficAmbience5 TrafficAmbience6 TrafficAmbience7 TrafficAmbience8 TrafficAmbience9 }\n\n// GVHNS04\n// -----------------------------------------------------------------------------\ngvhns04/kh1\t\tKHRNE1\ngvhns04/kh2\t\tKHRNE2\ngvhns04/kh3\t\tKHRNE3\ngvhns04/kh4\t\tKHRNE4\n\n$random gvhns04kh { gvhns04/kh1 gvhns04/kh2 gvhns04/kh3 gvhns04/kh4 }\n\n// GVHNS05\n// -----------------------------------------------------------------------------\nEerieChant \tDS_CHNT\nHeartSound\tPICKHEAL\nEarthHeart\tNSFIVEEQ\n\n$ambient 50 EerieChant point 0.5 periodic 13.2 127\n\n//////////////////\n// GVH Old Maps //\n//////////////////\n// GVH 05\n// -----------------------------------------------------------------------------\nGVH/zippymap/windin\t\tDSWINDIN\nGVH/zippymap/windout\tDSWINDOT\n\n// GVH 07\n// -----------------------------------------------------------------------------\n$random world/thunder {THNDR1 THNDR2 THNDR3}\n\nTHNDR1 THNDR1\nTHNDR2 THNDR2\nTHNDR3 THNDR3\n\n// GVH 08\n// -----------------------------------------------------------------------------\nwater1 water1\n$AMBIENT 65 wterfal POINT CONTINUOUS 0.45\n$AMBIENT 66 WATER1 POINT CONTINUOUS 0.45\nwterfal wterfal\n\n// GVH 11\n// -----------------------------------------------------------------------------\ndukeship\t\t\t\tdukeship\n\n// GVH 12 [new]\n// -----------------------------------------------------------------------------\nSTRL1\t\tMFMLG3\nSTRL2\t\tMFMLG4\nSTRL3\t\tMFMLG5\nSTRL4\t\tMFMLG6\n\n$Random KinkyLaugh { STRL1 STRL2 STRL3 STRL4 }\n\n// GVH 13\n// -----------------------------------------------------------------------------\nEngineHum\t\tVOID2\nEngineHumSmall VOID21\nEngineSound1\tENGROOM1\nEnginesound2\tENGROOM2\nEnginesound3\tENGROOM3\nSpookyAmbience1 SPKYAMB1\n\n$ambient 101 EngineHum point 0.8 continuous 127\n$ambient 102 EngineSound1 point 1.0 continuous 127\n$ambient 103 EngineSound2 point 1.0 continuous 127\n$ambient 104 EngineSound3 point 1.0 continuous 127\n$ambient 105 EngineHumSmall point 1.0 continuous 127\n$ambient 106 SpookyAmbience1 point 0.95 continuous 127\n\n// GVH 20\n// -----------------------------------------------------------------------------\nTVSTATIC \t\t\t\tTVSTATIC\nRAIN4 \t\t\t\t \tRAIN4\nFAN \t\t\t\t\tFAN\nPOWER \t\t\t\tPOWER\nTHUNDER \t\t\t\tTHUNDER\n\n$AMBIENT 1 TVSTATIC POINT 4.0 CONTINUOUS 0.7\n$AMBIENT 2 FAN POINT 3.0 CONTINUOUS 1.5\n$AMBIENT 3 POWER POINT 4.0 CONTINUOUS 0.4\n$AMBIENT 4 THUNDER WORLD RANDOM 20.0 55.0 1.0\n$AMBIENT 10 RAIN4 WORLD CONTINUOUS 0.2\n\n// GVH 21\n// -----------------------------------------------------------------------------\nEnigmaticAmbience EAMB3\nHumming\tQAMB4\n\n$ambient 99 EnigmaticAmbience point 0.4 continuous 127\n$ambient 100 Humming point 1.0 continuous 127\n\n// GVH 23\n// -----------------------------------------------------------------------------\nSteam/Loop\tSTEMLOOP\nSteam/Fire\tSTEMFIRE\n\n// GVH 26\n// -----------------------------------------------------------------------------\nSounds/Waterfall \t\tWTFALL\n\n// GVH 27\n// -----------------------------------------------------------------------------\nworld/thunder none\nFOGHRN \t\t\t\tFOGHRN\nCREAK \t\t\t\tCREAK\nWAVES \t\t\t\tWAVES\nMOTOR \t\t\t\tMOTOR\n\n$ambient 67 WAVES POINT 0.3 CONTINUOUS 4.0 // 1\n$ambient 68 MOTOR POINT 2.0 CONTINUOUS 4.0 // 2\n\n// GVH 29\n// -----------------------------------------------------------------------------\n$alias world/wind\t\tWind\n\n$ambient 1 Wind world random 3 10 20\n\n// GVH 39\n// -----------------------------------------------------------------------------\nAMB5 \t\t\t\t\tamb5\nAMB14 \t\t\t\tamb14\nAMB24 \t\t\t\tamb24\n\n$AMBIENT 5 amb5 POINT CONTINUOUS 1.0\n$AMBIENT 14 amb14 POINT RANDOM 20.0 35.0 1.0\n$AMBIENT 24 amb24 POINT CONTINUOUS 1.0\n\n////////////////////////////////////////////////////////////////////////////////\n// Achievements //\n////////////////////////////////////////////////////////////////////////////////\n\nachievement\\unlock\t\t\t\t\t\t\t\t\t\t\tAUNLOCK\nachievement\\sound000\t\t\t\t\t\t\t\t\t\tACH_000\nachievement\\sound001\t\t\t\t\t\t\t\t\t\tACH_001\nachievement\\sound002\t\t\t\t\t\t\t\t\t\tACH_002\nachievement\\sound003\t\t\t\t\t\t\t\t\t\tACH_003\nachievement\\sound004\t\t\t\t\t\t\t\t\t\tACH_004\nachievement\\sound005\t\t\t\t\t\t\t\t\t\tACH_005\nachievement\\sound006\t\t\t\t\t\t\t\t\t\tACH_006\nachievement\\sound007\t\t\t\t\t\t\t\t\t\tACH_007\nachievement\\sound008\t\t\t\t\t\t\t\t\t\tACH_008\nachievement\\sound009\t\t\t\t\t\t\t\t\t\tACH_009\nachievement\\sound010\t\t\t\t\t\t\t\t\t\tACH_010\nachievement\\sound011\t\t\t\t\t\t\t\t\t\tACH_011\nachievement\\sound012\t\t\t\t\t\t\t\t\t\tACH_012\nachievement\\sound013\t\t\t\t\t\t\t\t\t\tACH_013\nachievement\\sound014\t\t\t\t\t\t\t\t\t\tACH_014\nachievement\\sound015\t\t\t\t\t\t\t\t\t\tACH_015\nachievement\\sound016\t\t\t\t\t\t\t\t\t\tACH_016\nachievement\\sound017\t\t\t\t\t\t\t\t\t\tACH_017\nachievement\\sound018\t\t\t\t\t\t\t\t\t\tACH_018\nachievement\\sound019\t\t\t\t\t\t\t\t\t\tACH_019\nachievement\\sound020\t\t\t\t\t\t\t\t\t\tACH_020\nachievement\\sound021\t\t\t\t\t\t\t\t\t\tACH_021\nachievement\\sound022\t\t\t\t\t\t\t\t\t\tACH_022\nachievement\\sound023\t\t\t\t\t\t\t\t\t\tACH_023\nachievement\\sound024\t\t\t\t\t\t\t\t\t\tACH_024\nachievement\\sound025\t\t\t\t\t\t\t\t\t\tACH_025\nachievement\\sound026\t\t\t\t\t\t\t\t\t\tACH_026\nachievement\\sound027\t\t\t\t\t\t\t\t\t\tACH_027\nachievement\\sound028\t\t\t\t\t\t\t\t\t\tACH_028\nachievement\\sound029\t\t\t\t\t\t\t\t\t\tACH_029\nachievement\\sound030\t\t\t\t\t\t\t\t\t\tACH_030\nachievement\\sound031\t\t\t\t\t\t\t\t\t\tACH_031\nachievement\\sound032\t\t\t\t\t\t\t\t\t\tACH_032\nachievement\\sound033\t\t\t\t\t\t\t\t\t\tACH_033\nachievement\\sound034\t\t\t\t\t\t\t\t\t\tACH_034\nachievement\\sound035\t\t\t\t\t\t\t\t\t\tACH_035\nachievement\\sound036\t\t\t\t\t\t\t\t\t\tACH_036\nachievement\\sound037\t\t\t\t\t\t\t\t\t\tACH_037\nachievement\\sound038\t\t\t\t\t\t\t\t\t\tACH_038\nachievement\\sound039\t\t\t\t\t\t\t\t\t\tACH_039\nachievement\\sound040\t\t\t\t\t\t\t\t\t\tACH_040\nachievement\\sound041\t\t\t\t\t\t\t\t\t\tACH_041\nachievement\\sound042\t\t\t\t\t\t\t\t\t\tACH_042\nachievement\\sound043\t\t\t\t\t\t\t\t\t\tACH_043\nachievement\\sound044\t\t\t\t\t\t\t\t\t\tACH_044\nachievement\\sound045\t\t\t\t\t\t\t\t\t\tACH_045\nachievement\\sound046\t\t\t\t\t\t\t\t\t\tACH_046\nachievement\\sound047\t\t\t\t\t\t\t\t\t\tACH_047\nachievement\\sound048\t\t\t\t\t\t\t\t\t\tACH_048\nachievement\\sound049\t\t\t\t\t\t\t\t\t\tACH_049\nachievement\\sound050\t\t\t\t\t\t\t\t\t\tACH_050\nachievement\\sound051\t\t\t\t\t\t\t\t\t\tACH_051\nachievement\\sound052\t\t\t\t\t\t\t\t\t\tACH_052\nachievement\\sound053\t\t\t\t\t\t\t\t\t\tACH_053\nachievement\\sound054\t\t\t\t\t\t\t\t\t\tACH_054\nachievement\\sound055\t\t\t\t\t\t\t\t\t\tACH_055\nachievement\\sound056\t\t\t\t\t\t\t\t\t\tACH_056\nachievement\\sound057\t\t\t\t\t\t\t\t\t\tACH_057\nachievement\\sound058\t\t\t\t\t\t\t\t\t\tACH_058\nachievement\\sound059\t\t\t\t\t\t\t\t\t\tACH_059\nachievement\\sound060\t\t\t\t\t\t\t\t\t\tACH_060\nachievement\\sound061\t\t\t\t\t\t\t\t\t\tACH_061\nachievement\\sound062\t\t\t\t\t\t\t\t\t\tACH_062\nachievement\\sound063\t\t\t\t\t\t\t\t\t\tACH_063\nachievement\\sound064\t\t\t\t\t\t\t\t\t\tACH_064\nachievement\\sound065\t\t\t\t\t\t\t\t\t\tACH_065\nachievement\\sound066\t\t\t\t\t\t\t\t\t\tACH_066\nachievement\\sound067\t\t\t\t\t\t\t\t\t\tACH_067\nachievement\\sound068\t\t\t\t\t\t\t\t\t\tACH_068\nachievement\\sound069\t\t\t\t\t\t\t\t\t\tACH_069\nachievement\\sound070\t\t\t\t\t\t\t\t\t\tACH_070\nachievement\\sound071\t\t\t\t\t\t\t\t\t\tACH_071\nachievement\\sound072\t\t\t\t\t\t\t\t\t\tACH_072\nachievement\\sound073\t\t\t\t\t\t\t\t\t\tACH_073\nachievement\\sound074\t\t\t\t\t\t\t\t\t\tACH_074\nachievement\\sound075\t\t\t\t\t\t\t\t\t\tACH_075\nachievement\\sound076\t\t\t\t\t\t\t\t\t\tACH_076\nachievement\\sound077\t\t\t\t\t\t\t\t\t\tACH_077\nachievement\\sound078\t\t\t\t\t\t\t\t\t\tACH_078\nachievement\\sound079\t\t\t\t\t\t\t\t\t\tACH_079\nachievement\\sound080\t\t\t\t\t\t\t\t\t\tACH_080\nachievement\\sound081\t\t\t\t\t\t\t\t\t\tACH_081\nachievement\\sound082\t\t\t\t\t\t\t\t\t\tACH_082\nachievement\\sound083\t\t\t\t\t\t\t\t\t\tACH_083\nachievement\\sound084\t\t\t\t\t\t\t\t\t\tACH_084\nachievement\\sound085\t\t\t\t\t\t\t\t\t\tACH_085\nachievement\\sound086\t\t\t\t\t\t\t\t\t\tACH_086\nachievement\\sound087\t\t\t\t\t\t\t\t\t\tACH_087\nachievement\\sound088\t\t\t\t\t\t\t\t\t\tACH_088\nachievement\\sound089\t\t\t\t\t\t\t\t\t\tACH_089\nachievement\\sound090\t\t\t\t\t\t\t\t\t\tACH_090\n\n////////////////////////////////////////////////////////////////////////////////\n// Class Sounds //\n////////////////////////////////////////////////////////////////////////////////\n\n// Marine\n// -----------------------------------------------------------------------------\nweapons/minigunhold\t\t\t\t\t\t\t\t\t\tMGSHOT3\nweapons/minigunup\t\t\t\t\t\t\t\t\t\tdsmgup\nweapons/minigundown\t\t\t\t\t\t\t\t\t\tdsmgdown\nweapons/minigun\t\t\t\t\t\t\t\t\t\t\tDSMINIGN\nweapons/shotgunNew\t\t\t\t\t\t\t\t\t\tSGUNIVN\npistol/newfire\t\t\t\t\t\t\t\t\t\t\tBERNFIRE\npistol/reload\t\t\t\t\t\t\t\t\t\t\tBERNUP\n\nSatchel1\t\t\t\tSATCH1\nSatchel2\t\t\t\tSATCH2\nSatchel3\t\t\t\tSATCH3\nSatchel4\t\t\t\tSATCH4\n\n$Random UseSatchel { Satchel1 Satchel2 Satchel3 Satchel4 }\n\nMaleMarinePain1\t\t\tMMRP1\nMaleMarinePain2\t\t\tMMRP2\nMaleMarinePain3\t\t\tMMRP3\nMaleMarinePain4\t\t\tMMRP4\nMaleMarinePain5\t\t\tMMRP5\nMaleMarinePain6\t\t\tMMRP6\nMaleMarinePainH1\t\tMMRPH1\nMaleMarinePainH2\t\tMMRPH2\nMaleMarinePainH3\t\tMMRPH3\nMaleMarinePainH4\t\tMMRPH4\nMaleMarinePainH5\t\tMMRPH5\nMaleMarinePainH6\t\tMMRPH6\nMaleMarineTaunt1\t\tMMRT1\nMaleMarineTaunt2\t\tMMRT2\nMaleMarineTaunt3\t\tMMRT3\nMaleMarineTaunt4\t\tMMRT4\nMaleMarineTaunt5\t\tMMRT5\nMaleMarineTaunt6\t\tMMRT6\nMaleMarineTaunt7\t\tMMRT7 // Faggots\nMaleMarineDeath1\t\tMMRD1\nMaleMarineDeath2\t\tMMRD2\nMaleMarineDeath3\t\tMMRD3\nMaleMarineDeath4\t\tMMRD4\nXFMarineDeath1\tMFMLD1\nXFMarineDeath2\tMFMLD2\nXFMarineDeath3\tMFMLD3\nXFMarineDeath4\tMFMLD4\nXFMarinePain1\tMFMLP1\nXFMarinePain2\tMFMLP2\nXFMarineTaunt1 \tMFMLT1\nXFMarineTaunt2 \tMFMLT2\nXFMarineTaunt3 \tMFMLT3\nXFMarineTaunt4 \tMFMLT4\nXFMarineTaunt5 \tMFMLT5\nXFMarineTaunt6 \tMFEMLG2\nXFMarineTaunt7 \tMFMLO1\nXFMarineTaunt8 \tMFMLO2\nXFMarineTaunt9 \tMFMLO3\nXFMarineOrder1\tMFMLO1\nXFMarineOrder2\tMFMLO2\nXFMarineOrder3\tMFMLO3\nXFMarineGrunt1\tMFMLG1\nXFMarineGrunt2\tMFMLG2\nXFMarineGrunt3\tMFMLG3\nXFMarineGrunt4\tMFMLG4\nXFMarineGrunt5\tMFMLG5\nXFMarineGrunt6\tMFMLG6\nOtherMarineDeath1\t\tSMRD1\nOtherMarineDeath2\t\tSMRD2\nOtherMarineDeath3\t\tSMRD3\nOtherMarineDeath4\t\tSMRD4\nOtherMarineDeath5\t\tSMRD5\nOtherMarineDeath6\t\tSMRD6\nOtherMarinePain1\t\tSMRH1\nOtherMarinePain2\t\tSMRH2\nOtherMarinePain3\t\tSMRH3\nOtherMarinePain4\t\tSMRH4\nOtherMarinePainH1\t\tSMRHX1\nOtherMarinePainH2\t\tSMRHX2\nOtherMarinePainH3\t\tSMRHX3\nOtherMarinePainH4\t\tSMRHX4\nOtherMarinePainH5\t\tSMRHX5\nOtherMarineTaunt1\t\tSMRT1\nOtherMarineTaunt2\t\tSMRT2\nOtherMarineTaunt3\t\tSMRT3\nOtherMarineTaunt4\t\tSMRT4\nOtherMarineTaunt5\t\tSMRT5\n// Old sounds\nweapons/chngun2fire1\t\t\tdscgn2f1\nweapons/combogun_click\t\t\tdszip\nweapons/combogun_open\t\t\tdszopen\nweapons/combogun_close\t\t\tdszclose\nweapons/combogun_light\t\t\ttorch2\nweapons/grenadeexplode\t\t\tDSGRBOOM\nweapons/grenadethrow\t\t\tDSGRTOSS\nweapons/grenadebounce\t\t\tDSGRDROP\nweapons/grenadepin\t\t\t\tDSGRPIN\nweapons/grenadeno\t\t\t\tDSFUMBLE\nweapons/grenademax\t\t\t\tGRENMAX\npistol/reload1\t\t\t\t\tPRELOAD1\npistol/reload2\t\t\t\t\tPRELOAD2\n\npuff/ric1 \t\t \t\tdsric1\npuff/ric2 \t\t\t\tdsric2\npuff/ric3 \t\t\t\tdsric3\nplayertaunt \t\t\t\t\tdstaunt\nplayertaunt2 \t\t\t\t\tdscrtant\n\nMarineLaugh1\t\t\t\tMARINL1\nMarineLaugh2\t\t\t\tMARINL2\nMarineLaugh3\t\t\t\tMARINL3\nMarineLaugh4\t\t\t\tMARINL4\n\n$Random MarineLaughs { MarineLaugh1 MarineLaugh2 MarineLaugh3 MarineLaugh4 }\n\nhcgs1\tm_gun1\nhcgs2\tm_gun2\nhcgs3\tm_gun3\n\n$random weapons/hchngun { hcgs1 hcgs2 hcgs3 }\n\n$random puff/ric { puff/ric1 puff/ric2 puff/ric3 }\n\n$Random XFMarineDeath { XFMarineDeath1 XFMarineDeath2 XFMarineDeath3 XFMarineDeath4 }\n\n$Random XFMarinePain { XFMarinePain1 XFMarinePain2 }\n\n$Random XFMarineTaunt { XFMarineTaunt1 XFMarineTaunt2 XFMarineTaunt3 XFMarineTaunt4 XFMarineTaunt5 XFMarineTaunt6 XFMarineTaunt7 XFMarineTaunt8 XFMarineTaunt9 }\n\n$Random MaleMarinePainLow { MaleMarinePain1 MaleMarinePain2 MaleMarinePain3 MaleMarinePain4 MaleMarinePain5 MaleMarinePain6 }\n\n$Random MaleMarinePainHigh { MaleMarinePainH1 MaleMarinePainH2 MaleMarinePainH3 MaleMarinePainH4 MaleMarinePainH5 MaleMarinePainH6 }\n\n$Random MaleMarineTaunt { MaleMarineTaunt1 MaleMarineTaunt2 MaleMarineTaunt3 MaleMarineTaunt4 MaleMarineTaunt5 MaleMarineTaunt6 MaleMarineTaunt7 }\n\n$Random MaleMarineDeath { MaleMarineDeath1 MaleMarineDeath2 MaleMarineDeath3 MaleMarineDeath4 }\n\n$Random OtherMarinePainLow { OtherMarinePain1 OtherMarinePain2 OtherMarinePain3 OtherMarinePain4 }\n\n$Random OtherMarineDeath { OtherMarineDeath1 OtherMarineDeath2 OtherMarineDeath3 OtherMarineDeath4 OtherMarineDeath5 OtherMarineDeath6 }\n\n$Random OtherMarinePainHigh { OtherMarinePainH1 OtherMarinePainH2 OtherMarinePainH3 OtherMarinePainH4 OtherMarinePainH5 }\n\n$Random OtherMarineTaunt { OtherMarineTaunt1 OtherMarineTaunt2 OtherMarineTaunt3 OtherMarineTaunt4 OtherMarineTaunt5 }\n\n$playersound\tMarine\tmale\t*grunt\t\tMMRL\n$playersound\tMarine\tmale\t*land\t\tMMRL\n$playersound\tMarine\tmale\t*fist\t\tdsnone\n$playersound\tMarine\tmale\t*usefail\tMMRU\n$playeralias\tMarine\tmale\t*death\t\tMaleMarineDeath\n$playeralias\tMarine\tmale\t*xdeath\t\tMaleMarineDeath\n$playeralias\tMarine\tmale\t*gibbed\t\tMaleMarineDeath\n$playeralias\tMarine\tmale\t*pain100\tMaleMarinePainLow\n$playeralias\tMarine\tmale\t*pain75\t\tMaleMarinePainLow\n$playeralias\tMarine\tmale\t*pain50\t\tMaleMarinePainHigh\n$playeralias\tMarine\tmale\t*pain25\t\tMaleMarinePainHigh\n$playeralias\tMarine\tmale\t*taunt\t\tMaleMarineTaunt\n\n$playersound\tmarine\tfemale\t*gibbed\t\tdscrdeth\n$playersound\tmarine\tfemale\t*fist\t\tdsnone\n$playersound\tmarine\tfemale\t*taunt\t\tdscrtant\n$PlayerSound\tMarine\tFemale\t*Land\t\tMFMLL\n$PlayerSound\tMarine\tFemale\t*Grunt\t\tMFMLL\n$Playersound\tMarine\tFemale\t*UseFail\tMFMLU\n$PlayerAlias\tMarine\tFemale\t*Taunt\t\tXFMarineTaunt\n$PlayerAlias\tMarine\tFemale\t*Death\t\tXFMarineDeath\n$PlayerAlias\tMarine\tFemale\t*XDeath\t\tXFMarineDeath\n$PlayerAlias\tMarine\tFemale\t*Pain100\tXFMarinePain\n$PlayerAlias\tMarine\tFemale\t*Pain75\t\tXFMarinePain\n$PlayerAlias\tMarine\tFemale\t*Pain50\t\tXFMarinePain\n$PlayerAlias\tMarine\tFemale\t*Pain25\t\tXFMarinePain\n\n$playersound\tMarine\tOther\t*death\t\tOtherMarineDeath\n$playersound\tMarine\tOther\t*xdeath\t\tOtherMarineDeath\n$playersound\tMarine\tOther\t*gibbed\t\tOtherMarineDeath\n$playersound\tMarine\tOther\t*pain100\tOtherMarinePainLow\n$playersound\tMarine\tOther\t*pain75\t\tOtherMarinePainLow\n$playersound\tMarine\tOther\t*pain50\t\tOtherMarinePainHigh\n$playersound\tMarine\tOther\t*pain25\t\tOtherMarinePainHigh\n$playersound\tMarine\tOther\t*taunt\t\tOtherMarineTaunt\n$PlayerSound\tMarine\tOther\t*Grunt\t\tMARG1\n$PlayerSound\tMarine\tOther\t*Land\t\tMARG4\n$PlayerSound\tMarine\tOther\t*UseFail\tMARP3\n$playersound\tMarine\tOther\t*grunt\t\tSMRL\n$playersound\tMarine\tOther\t*land\t\tSMRL\n$playersound\tMarine\tOther\t*fist\t\tdsnone\n$playersound\tMarine\tOther\t*usefail\tSMRU\n$playeralias\tMarine\tOther\t*death\t\tOtherMarineDeath\n$playeralias\tMarine\tOther\t*xdeath\t\tOtherMarineDeath\n$playeralias\tMarine\tOther\t*gibbed\t\tOtherMarineDeath\n$playeralias\tMarine\tOther\t*pain100\tOtherMarinePainLow\n$playeralias\tMarine\tOther\t*pain75\t\tOtherMarinePainLow\n$playeralias\tMarine\tOther\t*pain50\t\tOtherMarinePainHigh\n$playeralias\tMarine\tOther\t*pain25\t\tOtherMarinePainHigh\n$playeralias\tMarine\tOther\t*taunt\t\tOtherMarineTaunt\n\n$limit XMarineTaunt 1\n$limit XFMarineTaunt 1\n$limit playertaunt 1\n$limit playertaunt2 1\n$Limit weapons/minigunhold 0\n$limit MaleMarineTaunt 1\n$limit OtherMarineTaunt 1\n\n// Hunter\n// -----------------------------------------------------------------------------\nsuperlightningarrow/thunder\tSPRLGHT\nhunterupgrade \t\t\t\tHUPGRD\nhuntersupericefreeze \t\tHICE_FRZ\n$limit huntersupericefreeze 0\n\nXHunterTaunt1\tHUNT2T1\nXHunterTaunt2\tHUNT2T2\nXHunterTaunt3\tHUNT2T3\nXHunterPain1\tHUNT2P1\nXHunterPain2\tHUNT2P2\nXHunterPain3\tHUNT2P3\nXHunterPain4\tHUNT2P4\nXHunterDeath1\tHUNT2D1\nXHunterDeath2 \tHUNT2D2\nXHunterDeath3\tHUNT2D3\nXHunterDeath4\tHUNT2D4\n\nXHunterSpecial1\tHUNT2S1\nXHunterSpecial2\tHUNT2S2\n\nXFHunterTaunt1\tHFMLT1\nXFHunterTaunt2\tHFMLT2\nXFHunterTaunt3\tHFMLT3\nXFHunterTaunt4\tHFMLT4\nXFHunterTaunt5\tHFMLT5\nXFHunterTaunt6\tHFMLT6\n\nXFHunterPain1\tHFMLP1\nXFHunterPain2\tHFMLP2\nXFHunterPain3\tHFMLP3\nXFHunterPain4\tHFMLP4\nXFHunterDeath1\tHFMLD1\nXFHunterDeath2\tHFMLD2\nXFHunterDeath3\tHFMLD3\nXFHunterDeath4\tHFMLD4\nFHunterSpecial1\tHFMLS1\nFHunterSpecial2\tHFMLS2\nFHunterSpecial3\tHFMLS3\nFHunterBow\t\tHFMLBP\n\nOHunterTaunt1\t\tOHUNT1\nOHunterTaunt2\t\tOHUNT2\nOHunterTaunt3\t\tOHUNT3\nOHunterTaunt4\t\tOHUNT4\nOHunterTaunt5\t\tOHUNT5\n\n$Random OtherHunterTaunt { OHunterTaunt1 OHunterTaunt2 OHunterTaunt3 OHunterTaunt4 OHunterTaunt5 }\n\nOHunterPain1\t\tOHUNP1\nOHunterPain2\t\tOHUNP2\nOHunterPain3\t\tOHUNP3\nOHunterPain4\t\tOHUNP4\nOHunterPain5\t\tOHUNP5\nOHunterPain6\t\tOHUNP6\n\n$Random OtherHunterPain { OHunterPain1 OHunterPain2 OHunterPain3 OHunterPain4 OHunterPain5 OHunterPain6 }\n\nOHunterSpecial1\t\tOHUNS1\nOHunterSpecial2\t\tOHUNS2\nOHunterSpecial3\t\tOHUNS3\n\nOHunterDeath1\t\tOHUND1\nOHunterDeath2\t\tOHUND2\nOHunterDeath3\t\tOHUND3\n\n$Random OtherHunterDeath { OHunterDeath1 OHunterDeath2 OHunterDeath3 }\n\n// Old sounds\nweapons/arrowhit1 \t\t\t\tDSBOWHI1\nweapons/arrowhit2 \t\t\t\tDSBOWHI2\nweapons/arrowhit3 \t\t\t\tDSBOWHI3\nweapons/bowup\t\t\t\t\tdsbowup\nweapons/bowdraw\t\t\t\t\tdsbowdra\nweapons/bowabort \t\t\t\tdsbowab\nweapons/bowfire\t\t\t\t\tdsbowfi\n\nweapons/bowpowerup\t\t\t\tdspowhun\n$limit weapons/bowpowerup 0\n\nweapons/bowfswitch\t\t\t\tdsflamer\nweapons/bowiswitch\t\t\t\tdscrystr\nweapons/bowlswitch\t\t\t\tdslitchr\nweapons/arrowexplode\t\t\tdsfirard\nweapons/flamearrow\t\t\t\tdsleechb\nweapons/icearrow\t\t\t\tdsicebol\nweapons/arrowshatter\t\t\tdscrysbk\nweapons/lightningarrow\t\t\tdscelfir\nweapons/arrowno\t\t\t\t\tdsbowno\nweapons/firespin\t\t\t\tfirpower\nweapons/icespike\t\t\t\ticepower\nweapons/lightfall\t\t\t\tlitpower\nweapons/lighthit\t\t\t\tlitfloor\nhunttaunt \t\t\t\t\t\thunttaun\nhunttaunt2 \t\t\t\t\t\tdsfhtaun\n\n$random weapons/arrowhit { weapons/arrowhit1 weapons/arrowhit2 weapons/arrowhit3 }\n\n$Random XHunterTaunt { XHunterTaunt1 XHunterTaunt2 XHunterTaunt3 }\n\n$Random XHunterPain { XHunterPain1 XHunterPain2 XHunterPain3 XHunterPain4 }\n\n$Random XHunterDeath { XHunterDeath1 XHunterDeath2 XHunterDeath3 XHunterDeath4 }\n\n$Random XHunterSpecial { XHunterSpecial1 XHunterSpecial2 }\n\n$Random XFHunterTaunt { XFHunterTaunt1 XFHunterTaunt2 XFHunterTaunt3 XFHunterTaunt4 XFHunterTaunt5 XFHunterTaunt6 }\n\n$Random XFHunterPain { XFHunterPain1 XFHunterPain2 XFHunterPain3 XFHunterPain4 }\n\n$Random XFHunterDeath { XFHunterDeath1 XFHunterDeath2 XFHunterDeath3 XFHunterDeath4 }\n\n$Random FHunterSpecial { FHunterSpecial1 FHunterSpecial2 FHunterSpecial3 }\n\n$playersound\thunter\tmale\t*jump\t\tdsnone\n$playersound\thunter\tmale\t*fist\t\tdsnone\n$PlayerSound\tHunter\tMale\t*Land\t\tHUNT2L\n$PlayerSound\tHunter\tMale\t*Grunt\t\tHUNT2L\n$PlayerSound\tHunter\tMale\t*UseFail\tHUNT2P1\n$PlayerAlias\tHunter\tMale\t*Taunt\t\tXHunterTaunt\n$PlayerAlias\tHunter\tMale\t*Death\t\tXHunterDeath\n$PlayerAlias\tHunter Male\t*Gibbed\t\tXHunterDeath\n$PlayerAlias\tHunter\tMale\t*XDeath\t\tXHunterDeath\n$PlayerAlias\tHunter \tMale\t*Pain100\tXHunterPain\n$PlayerAlias\tHunter \tMale\t*Pain75\t\tXHunterPain\n$PlayerAlias\tHunter \tMale\t*Pain50\t\tXHunterPain\n$PlayerAlias\tHunter \tMale\t*Pain25\t\tXHunterPain\n\n$playersound\thunter\tfemale\t*jump\t\tdsnone\n$playersound\thunter\tfemale\t*fist\t\tdsnone\n$PlayerSound\tHunter\tFemale\t*Land\t\tHFMLL\n$PlayerSound\tHunter\tFemale\t*Grunt\t\tHFMLL\n$PlayerSound\tHunter\tFemale\t*UseFail\tHFMLU\n$PlayerAlias\tHunter\tFemale\t*Taunt\t\tXFHunterTaunt\n$PlayerAlias\tHunter\tFemale\t*Death\t\tXFHunterDeath\n$PlayerAlias\tHunter\tFemale\t*Gibbed\t\tXFHunterDeath\n$PlayerAlias\tHunter\tFemale\t*XDeath\t\tXFHunterDeath\n$PlayerAlias\tHunter\tFemale\t*Pain100\tXFHunterPain\n$PlayerAlias\tHunter\tFemale\t*Pain75\t\tXFHunterPain\n$PlayerAlias\tHunter\tFemale\t*Pain50\t\tXFHunterPain\n$PlayerAlias\tHunter\tFemale\t*Pain25\t\tXFHunterPain\n\n$playersound\thunter\tother\t*jump\t\tdsnone\n$playersound\thunter\tother\t*fist\t\tdsnone\n$playeralias\thunter\tother\t*Taunt\t\tOtherHunterTaunt\n$PlayerSound\tHunter\tOther\t*Land\t\tOHUNL\n$PlayerSound\tHunter\tOther\t*Grunt\t \tOHUNL\n$PlayerSound\tHunter\tOther\t*UseFail\tOHUNU\n$PlayerAlias\tHunter\tOther\t*Death\t\tOtherHunterDeath\n$PlayerAlias\tHunter\tOther\t*XDeath\t\tOtherHunterDeath\n$PlayerAlias\tHunter\tOther\t*XDeath\t\tOtherHunterDeath\n$PlayerAlias\tHunter \tOther\t*Pain100\tOtherHunterPain\n$PlayerAlias\tHunter \tOther\t*Pain75\t\tOtherHunterPain\n$PlayerAlias\tHunter \tOther\t*Pain50\t\tOtherHunterPain\n$PlayerAlias\tHunter \tOther\t*Pain25\t\tOtherHunterPain\n\n$limit hunttaunt 1\n$limit hunttaunt2 1\n$limit OtherHunterTaunt 1\n$limit XHunterTaunt 1\n$limit XFHunterTaunt 1\n\n// Cyborg\n// -----------------------------------------------------------------------------\nPrePulseFire1\t\t\t\t\t\t\t\t\t\t\tNPLSACT1\nPrePulseFire2\t\t\t\t\t\t\t\t\t\t\tNPLSACT2\nPulseFire1\t\t\t\t\t\t\t\t\t\t\t\tNPLSFIR1\nPulseFire2\t\t\t\t\t\t\t\t\t\t\t\tNPLSFIR2\nPulseFire3\t\t\t\t\t\t\t\t\t\t\t\tNPLSFIR3\ncyborg/PulsePrepared\t\t\t\t\t\t\t\t\tPLS_PREP\ncyborg/PulseReady\t\t\t\t\t\t\t\t\t\tPLS_REDY\ncyborg/NoEnergy\t\t\t\t\t\t\t\t\t\t\tCBNOENRG\ncyborg/newPain1\t\t\t\t\t\t\t\t\t\t\tMCYP1\ncyborg/newPain2\t\t\t\t\t\t\t\t\t\t\tMCYP2\ncyborg/newPain3\t\t\t\t\t\t\t\t\t\t\tMCYP3\ncyborg/newPain4\t\t\t\t\t\t\t\t\t\t\tMCYP4\nMaleCyborgDeath1\t\t\t\t\t\t\t\t\t\tMCYD1\nMaleCyborgDeath2\t\t\t\t\t\t\t\t\t\tMCYD2\nMaleCyborgDeath3\t\t\t\t\t\t\t\t\t\tMCYD3\nMaleCyborgDeath4\t\t\t\t\t\t\t\t\t\tMCYD4\nMaleCyborgTaunt1\t\t\t\t\t\t\t\t\t\tMCYT1\nMaleCyborgTaunt2\t\t\t\t\t\t\t\t\t\tMCYT2\nMaleCyborgTaunt3\t\t\t\t\t\t\t\t\t\tMCYT3\nMaleCyborgTaunt4\t\t\t\t\t\t\t\t\t\tMCYT4\nMaleCyborgTaunt5\t\t\t\t\t\t\t\t\t\tMCYT5\nXFCyborgTaunt1\t \t\t\t\t\t\t\t\t\t\tCFMLT1\nXFCyborgTaunt2 \t\t\t\t\t\t\t\t\t\tCFMLT2\nXFCyborgTaunt3\t \t\t\t\t\t\t\t\t\t\tCFMLT3\n\nMaleCyborgPulseKill1\t\t\tMCYPK1\nMaleCyborgPulseKill2\t\t\tMCYPK2\nMaleCyborgPulseKill3\t\t\tMCYPK3\nMaleCyborgPulseKill4\t\t\tMCYPK4\n\n// Old sounds\nweapons/cyborgplasmafire\t\tDSBLSHT3\nweapons/cyborgplasmahit\t\t\tDSSONHIT\nweapons/cyborgcharge\t\t\tDSRAICRG\nweapons/cyborgfail\t\t\t\tBLSHELL\nweapons/cyborgjetpack\t\t\tDSFLBURN\nweapons/cyborgsuperjet\t\t\tSUPERJ\nweapons/cyborgno\t\t\t\tNOSUPER\nweapons/cyborgdash\t\t\t\tCYBDASH\nCyborgStomp \t\t\t\t\tDSRB2PN\nfloor/hardx01\t\t\t\t\tdshard1\nfloor/hardx02\t\t\t\t\tdshard2\nfloor/hardx03\t\t\t\t\tdshard3\nfloor/hardx04\t\t\t\t\tdshard4\nfloor/hardx05\t\t\t\t\tdshard5\nfloor/hardx06\t\t\t\t\tdshard6\ncybtaunt \t\t\t\t\t\tcybtaunt\ncybtaunt2 \t\t\t\t\t\tdsfctaun\ncyblolcopy\t\t\t\t\t\tcybtaunt\n\n$Random XFCyborgTaunt { XFCyborgTaunt1 XFCyborgTaunt2 XFCyborgTaunt3 }\n\n$random floor/hardx\t{ floor/hardx01 floor/hardx02 floor/hardx03 floor/hardx04 floor/hardx05 floor/hardx06 }\n\n$Random PrePulseFire { PrePulseFire1 PrePulseFire2 }\n\n$Random PulseFire { PulseFire1 PulseFire2 PulseFire3 }\n\n$Random CyborgNewPain { cyborg/newPain1 cyborg/newPain2 cyborg/newPain3 cyborg/newPain4 }\n\n$Random MaleCyborgDeath { MaleCyborgDeath1 MaleCyborgDeath2 MaleCyborgDeath3 MaleCyborgDeath4 }\n\n$Random MaleCyborgTaunt { MaleCyborgTaunt1 MaleCyborgTaunt2 MaleCyborgTaunt3 MaleCyborgTaunt4 MaleCyborgTaunt5 }\n\n$playersound\tcyborg\tmale\t*death\t\tMaleCyborgDeath\n$playersound\tcyborg\tmale\t*xdeath\t\tMaleCyborgDeath\n$playersound\tcyborg\tmale\t*gibbed\t\tMaleCyborgDeath\n$playersound\tcyborg\tmale\t*pain100\tCyborgNewPain\n$playersound\tcyborg\tmale\t*pain75\t\tCyborgNewPain\n$playersound\tcyborg\tmale\t*pain50\t\tCyborgNewPain\n$playersound\tcyborg\tmale\t*pain25\t\tCyborgNewPain\n$playersound\tcyborg\tmale\t*grunt\t\tcyboof\n$playersound\tcyborg\tmale\t*land\t\tcyboof\n$playersound\tcyborg\tmale\t*jump\t\tcybjump\n$playersound\tcyborg\tmale\t*fist\t\tdsnone\n$playersound\tcyborg\tmale\t*usefail\tcybnoway\n$playersound\tcyborg\tmale\t*taunt\t\tMaleCyborgTaunt\n$playeralias\tcyborg\tmale\t*taunt\t\tMaleCyborgTaunt\n$playeralias\tcyborg\tmale\t*pain100\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*pain75\t\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*pain50\t\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*pain25\t\tCyborgNewPain\n$playeralias\tcyborg\tmale\t*death\t\tMaleCyborgDeath\n$playeralias\tcyborg\tmale\t*xdeath\t\tMaleCyborgDeath\n$playeralias\tcyborg\tmale\t*gibbed\t\tMaleCyborgDeath\n\n$PlayerSound\tCyborg\tFeMale\t*Death CFMLD\n$PlayerSound\tCyborg\tFeMale\t*XDeath CFMLD\n$playersound\tcyborg\tfemale\t*gibbed\t\tdsfcdeth\n$playersound\tcyborg\tfemale\t*pain100\tdsfcpain\n$playersound\tcyborg\tfemale\t*pain75\t\tdsfcpain\n$playersound\tcyborg\tfemale\t*pain50\t\tdsfcpain\n$playersound\tcyborg\tfemale\t*pain25\t\tdsfcpain\n$playersound\tcyborg\tfemale\t*grunt\t\tdsfcland\n$playersound\tcyborg\tfemale\t*land\t\tdsfcland\n$playersound\tcyborg\tfemale\t*jump\t\tdsfcjump\n$playersound\tcyborg\tfemale\t*fist\t\tdsnone\n$playersound\tcyborg\tfemale\t*usefail\tdsfcnowa\n$PlayerSound\tCyborg\tFeMale\t*Taunt\t\tXFCyborgTaunt\n$PlayerAlias\tCyborg\tFeMale\t*Taunt\t\tXFCyborgTaunt\n\n$playersound\tcyborg\tother\t*death\t\tcybdeth\n$playersound\tcyborg\tother\t*xdeath\t\tcybdeth\n$playersound\tcyborg\tother\t*gibbed\t\tcybdeth\n$playersound\tcyborg\tother\t*pain100\tcybpain\n$playersound\tcyborg\tother\t*pain75\t\tcybpain\n$playersound\tcyborg\tother\t*pain50\t\tcybpain\n$playersound\tcyborg\tother\t*pain25\t\tcybpain\n$playersound\tcyborg\tother\t*grunt\t\tcyboof\n$playersound\tcyborg\tother\t*land\t\tcyboof\n$playersound\tcyborg\tother\t*jump\t\tcybjump\n$playersound\tcyborg\tother\t*fist\t\tdsnone\n$playersound\tcyborg\tother\t*usefail\tcybnoway\n$playersound\tcyborg\tother\t*taunt\t\tcybtaunt\n$playeralias \tcyborg \tother \t*taunt \t\tcybtaunt\n\n$limit cyborg/NoEnergy 1\n$limit cyborg/PulseEnergy 1\n$limit cyborg/PulsePrepared 1\n$limit cyborg/PulseReady 1\n$limit cybtaunt 1\n$limit cybtaunt2 1\n$limit XFCyborgTaunt 1\n\n// Ghostbuster\n// -----------------------------------------------------------------------------\nghostbuster/IF_IceFire\t\tGB_IFICE\nghostbuster/Worm_Fire1\t\tGB_WORM1\nghostbuster/Worm_Fire2\t\tGB_WORM2\n// Old sounds\nweapons/protonpackfire\t\tDSBEAMS\nweapons/trapcharge\t\t\tDSGBCRG\nweapons/trap\t\t\t\tDSBFFF1\nweapons/trapdetonate\t\tDSTRAPD\nweapons/traphit\t\t\t\tDSTRAPH\nweapons/trapzip\t\t\t\tZAP2\npack/heatup\t\t\t\t\tdspack2\npack/change1\t\t\t\tdspack3\npack/change2\t\t\t\tdspack4\nslime1\t\t\t\t\t\tdsslime1\nechoshot\t\t\t\t\tdsgenpls\nechobounce\t\t\t\t\tdsphtxp2\nboneshot \t\t\t\t\tDSFGFIRE\nicerain\t\t\t\t\t\tdsfrostd\ngbsoul\t\t\t\t\t\tdsgbso\ngbupgrade\t\t\t\t\tdsgbup\ngbupgradefail\t\t\t\tdsgberr\npetertaunt \t\t\t\t\tpetertau\n// New Other sounds\nOtherGBDeath1\t\tOGBD1\nOtherGBDeath2\t\tOGBD2\nOtherGBDeath3\t\tOGBD3\nOtherGBDeath4\t\tOGBD4\nOtherGBPainX1\t\tOGBPX1\nOtherGBPainX2\t\tOGBPX2\nOtherGBPainX3\t\tOGBPX3\nOtherGBPainX4\t\tOGBPX4\nOtherGBPain1\t\tOGBP1\nOtherGBPain2\t\tOGBP2\nOtherGBPain3\t\tOGBP3\nOtherGBPain4\t\tOGBP4\nOtherGBTaunt1\t\tOGBT1\nOtherGBTaunt2\t\tOGBT2\nOtherGBTaunt3\t\tOGBT3\nOtherGBTaunt4\t\tOGBT4\nOtherGBTaunt5\t\tOGBT5\n\n$Random OtherGBDeath { OtherGBDeath1 OtherGBDeath2 OtherGBDeath3 OtherGBDeath4 }\n\n$Random OtherGBPainX { OtherGBPainX1 OtherGBPainX2 OtherGBPainX3 OtherGBPainX4 }\n\n$Random OtherGBPain { OtherGBPain1 OtherGBPain2 OtherGBPain3 OtherGBPain4 }\n\n$Random OtherGBTaunt { OtherGBTaunt1 OtherGBTaunt2 OtherGBTaunt3 OtherGBTaunt4 OtherGBTaunt5 }\n\n$playersound\tpeter\tmale\t*death\t\tpeterdth\n$playersound\tpeter\tmale\t*xdeath\t\tpeterdth\n$playersound\tpeter\tmale\t*gibbed\t\tpeterdth\n$playersound\tpeter\tmale\t*pain100\tpeterpai\n$playersound\tpeter\tmale\t*pain75\t\tpeterpai\n$playersound\tpeter\tmale\t*pain50\t\tpeterpai\n$playersound\tpeter\tmale\t*pain25\t\tpeterpai\n$playersound\tpeter\tmale\t*grunt\t\thuntland\n$playersound\tpeter\tmale\t*land\t\thuntland\n$playersound\tpeter\tmale\t*jump\t\tdsnone\n$playersound\tpeter\tmale\t*fist\t\tdsnone\n$playersound\tpeter\tmale\t*usefail\tdsnoway\n$playersound\tpeter\tmale\t*taunt\t\tpetertau\n\n$playersound\tpeter\tfemale\t*dea4th\t\tpeterdth\n$playersound\tpeter\tfemale\t*xdeath\t\tpeterdth\n$playersound\tpeter\tfemale\t*gibbed\t\tpeterdth\n$playersound\tpeter\tfemale\t*pain100\tpeterpai\n$playersound\tpeter\tfemale\t*pain75\t\tpeterpai\n$playersound\tpeter\tfemale\t*pain50\t\tpeterpai\n$playersound\tpeter\tfemale\t*pain25\t\tpeterpai\n$playersound\tpeter\tfemale\t*grunt\t\thuntland\n$playersound\tpeter\tfemale\t*land\t\thuntland\n$playersound\tpeter\tfemale\t*jump\t\tdsnone\n$playersound\tpeter\tfemale\t*fist\t\tdsnone\n$playersound\tpeter\tfemale\t*usefail\tdsfnoway\n$playersound\tpeter\tfemale\t*taunt\t\tpetertau\n\n$playersound\tpeter\tother\t*grunt\t\thuntland\n$playersound\tpeter\tother\t*land\t\thuntland\n$playersound\tpeter\tother\t*jump\t\tdsnone\n$playersound\tpeter\tother\t*fist\t\tdsnone\n$playersound\tpeter\tother\t*usefail\tOGBP3\n$playersound\tpeter\tother\t*taunt\t\tOtherGBTaunt\n$PlayerAlias \tpeter\tother\t*death \t\tOtherGBDeath\n$PlayerAlias \tpeter\tother\t*xdeath \tOtherGBDeath\n$PlayerAlias \tpeter\tother\t*gibbed \tOtherGBDeath\n$PlayerAlias\tpeter\tother\t*pain100\tOtherGBPain\n$PlayerAlias\tpeter\tother\t*pain75\t\tOtherGBPain\n$PlayerAlias\tpeter\tother\t*pain50\t\tOtherGBPainX\n$PlayerAlias\tpeter\tother\t*pain25\t\tOtherGBPainX\n\n$playeralias \tpeter \tmale \t*taunt \t\tpetertaunt\n$playeralias \tpeter \tfemale \t*taunt \t\tpetertaunt\n$playeralias \tpeter \tother \t*taunt \t\tOtherGBTaunt\n\n$limit OtherGBTaunt 1\n$limit petertaunt 1\n\n// Engineer\n// -----------------------------------------------------------------------------\nEngyXPain1\t\tENDPX1\nEngyXPain2\t\tENDPX2\nEngyXPain3\t\tENDPX3\nEngyXPain4\t\tENDPX4\nEngyXPain5\t\tENDPX5\nEngyXPain6\t\tENDPX6\nEngyXPain7\t\tENDPX7\nEngyPain1\t\tENDP1\nEngyPain2\t\tENDP2\nEngyPain3\t\tENDP3\nEngyPain4\t\tENDP4\nEngyPain5\t\tENDP5\nEngyPain6\t\tENDP6\nEngyDeath1\t\tENDD1\nEngyDeath2\t\tENDD2\nEngyDeath3\t\tENDD3\nEngyDeath4\t\tENDD4\nEngyDeath5\t\tENDD5\nEngyDeath6\t\tENDD6\nEngyTaunt1\t\tENDT1\nEngyTaunt2\t\tENDT2\nEngyTaunt3\t\tENDT3\nEngyTaunt4\t\tENDT4\nEngyTaunt5\t\tENDT5\nEngyTaunt6\t\tENDT6\nVengyXPain1\t\tENWPX1\nVengyXPain2\t\tENWPX2\nVengyXPain3\t\tENWPX3\nVengyXPain4\t\tENWPX4\nVengyXPain5\t\tENWPX5\nVengyXPain6\t\tENWPX6\nVengyXPain7\t\tENWPX7\nVengyPain1\t\tENWP1\nVengyPain2\t\tENWP2\nVengyPain3\t\tENWP3\nVengyPain4\t\tENWP4\nVengyPain5\t\tENWP5\nVengyPain6\t\tENWP6\nVengyDeath1\t\tENWD1\nVengyDeath2\t\tENWD2\nVengyDeath3\t\tENWD3\nVengyDeath4\t\tENWD4\nVengyDeath5\t\tENWD5\nVengyDeath6\t\tENWD6\nVengyTaunt1\t\tENWT1\nVengyTaunt2\t\tENWT2\nVengyTaunt3\t\tENWT3\nVengyTaunt4\t\tENWT4\nVengyTaunt5\t\tENWT5\nVengyTaunt6\t\tENWT6\nVengyTaunt7\t\tENWT7\nVengyTaunt8\t\tENWT8\nPipeMiss1 \t\tPIPMISS1\nPipeMiss2\t\tPIPMISS2\n// Building stuff\nDispenserUp1\t\tENDDBU1\nDispenserUp2\t\tENDDBU2\nDispenserUp3\t\tENDDBU3\nSentryUp1\t\t\tENDSBU1\nSentryUp2\t\t\tENDSBU2\nSentryDown\t\t\tENDSD\n$limit SentryDown 1\nDispenserDown\t\tENDDI\nVDispenserUp1\t\tENWDBU1\nVDispenserUp2\t\tENWDBU2\nVDispenserUp3\t\tENWDBU3\nVSentryUp1\t\t\tENWSBU1\nVSentryUp2\t\t\tENWSBU2\nVSentryDown\t\t\tENWSD\n$limit VSentryDown 1\nVDispenserDown\t\tENWDI\nDispenserBlowup\t\tDISPDETH\nDispenserGive\t\tDISPGIVE\nDispenserIdle\t\tDISPIDLE\nSentryAct\t\t\tDSSENACT\nSentryBlowup\t\tDSSENDTH\nSentryPain\t\t\tDSSENPN\nSentryShoot\t\t\tDSSENSHT\nSentryShoot2\t\tDSSENSHT\n$limit SentryShoot2 2\nSentryMissile\t\tSENHMIS\nSentryMissileBoom\tSENHMISB\n$limit SentryMissileBoom 2\n$limit SentryMissile 2\nSentryLevelUp\t\tSENLVLUP\n\nSentrySit\t\t\tDSSENSIT\nGravityGun/Pickup\tGGPICKUP\nGravityGun/Fire1\tGRVFIRE1\nGravityGun/Fire2\tGRVFIRE2\nGravityGun/Fire3\tGRVFIRE3\nGravityGun/FireObj\tGGOBJFRE\nGravityGun/Pull\t\tGRAVPULL\nGravityGun/Rail\t\tGRAVRAIL\nGravityItem/Explode\tGGITMDTH\nGravityGun/MineFire\tGGMINEFR\n// Mines\nMineLand\t\t\tMINELAND\n// Old sounds\nEngineerNail\t\t\tNAILFI\nSawThrow\t\t\t\tBLADELAU\nSawHit\t\t\t\t\tBLADEDTH\nSawAir\t\t\t\t\tBLADEAIR\nSawClick\t\t\t\tDSCLICK\nSteamLaunch\t\t\t\tSTEAMFIR\nSteamWhistle\t\t\tTRAINW\nSteamFire\t\t\t\tSTEAMFLY\nSteam\t\t\t\t\tSTEAM\nSteamHit\t\t\t\tSTEAMDIE\nengitaunt \t\t\t\tengitaun\nGlassShatter\t\t\tGSHAT\n\nWeapons/NailFlight\tNAILFLY\nWeapons/NailMGFire\tNAILFIRE\nWeapons/NailReload\tNAILREL\n\nNailHit1\t\tNAILRIC1\nNailHit2\t\tNAILRIC2\nNailHit3\t\tNAILRIC3\n\n$Random NailHit { NailHit1 NailHit2 NailHit3 }\n\n$Limit NailHit\t\t0\n$Limit Weapons/NailFlight 0\n\n$Random EngyDeath { EngyDeath1 EngyDeath2 EngyDeath3 EngyDeath4 EngyDeath5 EngyDeath6 }\n\n$Random EngyPain { EngyPain1 EngyPain2 EngyPain3 EngyPain4 EngyPain5 EngyPain6 }\n\n$Random EngyXPain { EngyXPain1 EngyXPain2 EngyXPain3 EngyXPain4 EngyXPain5 EngyXPain6 EngyXPain7 }\n\n$Random EngyTaunt { EngyTaunt1 EngyTaunt1 EngyTaunt1 EngyTaunt1 EngyTaunt1\n\t\t\t\t\tEngyTaunt2 EngyTaunt3 EngyTaunt4 EngyTaunt5 EngyTaunt6 }\n\n$Random VengyTaunt { VengyTaunt1 VengyTaunt1 VengyTaunt1 VengyTaunt1 VengyTaunt1 VengyTaunt1 VengyTaunt1\n\t\t\t\t\tVengyTaunt2 VengyTaunt3 VengyTaunt4 VengyTaunt5 VengyTaunt6 VengyTaunt7 VengyTaunt8 }\n\n$Random VengyXPain { VengyXPain1 VengyXPain2 VengyXPain3 VengyXPain4 VengyXPain5 VengyXPain6 VengyXPain7 }\n\n$Random VengyPain { VengyPain1 VengyPain2 VengyPain3 VengyPain4 VengyPain5 VengyPain6 }\n\n$Random VengyDeath { VengyDeath1 VengyDeath2 VengyDeath3 VengyDeath4 VengyDeath5 VengyDeath6 }\n\n$Random DispenserUp { DispenserUp1 DispenserUp2 DispenserUp3 }\n\n$Random SentryUp { SentryUp1 SentryUp2 }\n\n$Random VDispenserUp { VDispenserUp1 VDispenserUp2 VDispenserUp3 }\n\n$Random VSentryUp { VSentryUp1 VSentryUp2 }\n\n$Random PipeMiss { PipeMiss1 PipeMiss2 }\n\n$Random GravityGun/Fire { GravityGun/Fire1 GravityGun/Fire2 GravityGun/Fire3 }\n\n$playersound\tengin\tmale\t*death\t\tEngyDeath\n$playersound\tengin\tmale\t*xdeath\t\tEngyDeath\n$playersound\tengin\tmale\t*gibbed\t\tEngyDeath\n$playersound\tengin\tmale\t*pain100\tEngyPain\n$playersound\tengin\tmale\t*pain75\t\tEngyPain\n$playersound\tengin\tmale\t*pain50\t\tEngyXPain\n$playersound\tengin\tmale\t*pain25\t\tEngyXPain\n$playersound\tengin\tmale\t*taunt\t\tEngyTaunt\n$playersound\tengin\tmale\t*grunt\t\tENDL\n$playersound\tengin\tmale\t*land\t\tENDL\n$playersound\tengin\tmale\t*jump\t\tdsnone\n$playersound\tengin\tmale\t*fist\t\tdsnone\n$playersound\tengin\tmale\t*usefail\tENDU\n$playeralias\tengin\tmale\t*death\t\tEngyDeath\n$playeralias\tengin\tmale\t*xdeath\t\tEngyDeath\n$playeralias\tengin\tmale\t*gibbed\t\tEngyDeath\n$playeralias\tengin\tmale\t*pain100\tEngyPain\n$playeralias\tengin\tmale\t*pain75\t\tEngyPain\n$playeralias\tengin\tmale\t*pain50\t\tEngyXPain\n$playeralias\tengin\tmale\t*pain25\t\tEngyXPain\n$playeralias \tengin \tmale \t*taunt\t \tEngyTaunt\n\n$playersound\tengin\tfemale\t*death\t\tVengyDeath\n$playersound\tengin\tfemale\t*xdeath\t\tVengyDeath\n$playersound\tengin\tfemale\t*gibbed\t\tVengyDeath\n$playersound\tengin\tfemale\t*pain100\tVengyPain\n$playersound\tengin\tfemale\t*pain75\t\tVengyPain\n$playersound\tengin\tfemale\t*pain50\t\tVengyXPain\n$playersound\tengin\tfemale\t*pain25\t\tVengyXPain\n$playersound\tengin\tfemale\t*grunt\t\tengiland\n$playersound\tengin\tfemale\t*grunt\t\tENWL\n$playersound\tengin\tfemale\t*land\t\tENWL\n$playersound\tengin\tfemale\t*jump\t\tdsnone\n$playersound\tengin\tfemale\t*fist\t\tdsnone\n$playersound\tengin\tfemale\t*usefail\tENWU\n$playersound\tengin\tfemale\t*taunt\t\tVengyTaunt\n$playeralias\tengin\tfemale\t*death\t\tVengyDeath\n$playeralias\tengin\tfemale\t*xdeath\t\tVengyDeath\n$playeralias\tengin\tfemale\t*gibbed\t\tVengyDeath\n$playeralias\tengin\tfemale\t*pain100\tVengyPain\n$playeralias\tengin\tfemale\t*pain75\t\tVengyPain\n$playeralias\tengin\tfemale\t*pain50\t\tVengyXPain\n$playeralias\tengin\tfemale\t*pain25\t\tVengyXPain\n$playeralias \tengin \tfemale \t*taunt\t \tVengyTaunt\n\n$playersound\tengin\tother\t*death\t\tengideat\n$playersound\tengin\tother\t*xdeath\t\tengideat\n$playersound\tengin\tother\t*gibbed\t\tengideat\n$playersound\tengin\tother\t*pain100\tengipain\n$playersound\tengin\tother\t*pain75\t\tengipain\n$playersound\tengin\tother\t*pain50\t\tengipain\n$playersound\tengin\tother\t*pain25\t\tengipain\n$playersound\tengin\tother\t*grunt\t\tengiland\n$playersound\tengin\tother\t*land\t\tengiland\n$playersound\tengin\tother\t*jump\t\tdsnone\n$playersound\tengin\tother\t*fist\t\tdsnone\n$playersound\tengin\tother\t*usefail\tdsnone\n$playersound\tengin\tother\t*taunt\t\tengitaun\n$playeralias \tengin \tother \t*taunt \t\tengitaunt\n\n$limit engitaunt 1\n$limit VengyTaunt 1\n\n// Sjas\n// -----------------------------------------------------------------------------\nsjasattack\t\t\t\t\tsjasatta\nsjasdeath\t\t\t\t\tsjasdeat\nsjaspain\t\t\t\t\tsjaspain\nsjasact\t\t\t\t\t\tsjasact\nsjasreflect\t\t\t\t\tsjassee\nsjastaunt \t\t\t\t\tsjastau\nSjasItem\t\t\t\t\tSJASCHRG\n\n$playersound\tsjas\tmale\t*death\t\tdsnone\n$playersound\tsjas\tmale\t*xdeath\t\tdsnone\n$playersound\tsjas\tmale\t*gibbed\t\tdsnone\n$playersound\tsjas\tmale\t*pain100\tdsnone\n$playersound\tsjas\tmale\t*pain75\t\tdsnone\n$playersound\tsjas\tmale\t*pain50\t\tdsnone\n$playersound\tsjas\tmale\t*pain25\t\tdsnone\n$playersound\tsjas\tmale\t*grunt\t\tdsnone\n$playersound\tsjas\tmale\t*land\t\tdsnone\n$playersound\tsjas\tmale\t*jump\t\tdsnone\n$playersound\tsjas\tmale\t*fist\t\tdsnone\n$playersound\tsjas\tmale\t*usefail\tdsnone\n$playersound\tsjas\tmale\t*taunt\t\tsjastau\n\n$playersound\tsjas\tfemale\t*death\t\tdsnone\n$playersound\tsjas\tfemale\t*xdeath\t\tdsnone\n$playersound\tsjas\tfemale\t*gibbed\t\tdsnone\n$playersound\tsjas\tfemale\t*pain100\tdsnone\n$playersound\tsjas\tfemale\t*pain75\t\tdsnone\n$playersound\tsjas\tfemale\t*pain50\t\tdsnone\n$playersound\tsjas\tfemale\t*pain25\t\tdsnone\n$playersound\tsjas\tfemale\t*grunt\t\tdsnone\n$playersound\tsjas\tfemale\t*land\t\tdsnone\n$playersound\tsjas\tfemale\t*jump\t\tdsnone\n$playersound\tsjas\tfemale\t*fist\t\tdsnone\n$playersound\tsjas\tfemale\t*usefail\tdsnone\n$playersound\tsjas\tfemale\t*taunt\t\tsjastau\n\n$playersound\tsjas\tother\t*death\t\tdsnone\n$playersound\tsjas\tother\t*xdeath\t\tdsnone\n$playersound\tsjas\tother\t*gibbed\t\tdsnone\n$playersound\tsjas\tother\t*pain100\tdsnone\n$playersound\tsjas\tother\t*pain75\t\tdsnone\n$playersound\tsjas\tother\t*pain50\t\tdsnone\n$playersound\tsjas\tother\t*pain25\t\tdsnone\n$playersound\tsjas\tother\t*pain75\t\tdsnone\n$playersound\tsjas\tother\t*grunt\t\tdsnone\n$playersound\tsjas\tother\t*land\t\tdsnone\n$playersound\tsjas\tother\t*jump\t\tdsnone\n$playersound\tsjas\tother\t*fist\t\tdsnone\n$playersound\tsjas\tother\t*usefail\tdsnone\n$playersound\tsjas\tother\t*taunt\t\tsjastau\n\n$playeralias \tsjas \tmale \t*taunt \t\tsjastaunt\n$playeralias \tsjas \tfemale *taunt \t\tsjastaunt\n$playeralias \tsjas \tother *taunt \t\tsjastaunt\n\n$limit sjastaunt 1\n\n// Jitterskull\n// -----------------------------------------------------------------------------\nskull1 \t\t\t\t\t\tskull1\nskull2 \t\t\t\t\t\tskull2\nskull3 \t\t\t\t\t\tskull3\nskull4 \t\t\t\t\t\tskull4\nskullattack \t\t\t\tskull5\nskulldie \t\t\t\t\tskull6\nskullchips\t\t\t\t\tdsrocks\nskulleating \t\t\t\tCRUNCHIN\njitpain1 \t\t\t\t\tjitpain1\njitpain2 \t\t\t\t\tjitpain2\njitpain3 \t\t\t\t\tjitpain3\njitpain4 \t\t\t\t\tjitpain4\nskultaunt \t\t\t\t\tskultau\n\n$random skullact {skull1 skull2 skull3 skull4}\n\n$random jitpain {jitpain1 jitpain2 jitpain3 jitpain4}\n\n$playersound\tjskull\tmale\t*death\t\tdsnone\n$playersound\tjskull\tmale\t*xdeath\t\tdsnone\n$playersound\tjskull\tmale\t*gibbed\t\tdsnone\n$playersound\tjskull\tmale\t*pain100\tdsnone\n$playersound\tjskull\tmale\t*pain75\t\tdsnone\n$playersound\tjskull\tmale\t*pain50\t\tdsnone\n$playersound\tjskull\tmale\t*pain25\t\tdsnone\n$playersound\tjskull\tmale\t*grunt\t\tdsnone\n$playersound\tjskull\tmale\t*land\t\tdsnone\n$playersound\tjskull\tmale\t*jump\t\tskullact\n$playersound\tjskull\tmale\t*fist\t\tdsnone\n$playersound\tjskull\tmale\t*usefail\tdsnone\n$playersound\tjskull\tmale\t*taunt\t\tskultau\n\n$playersound\tjskull\tfemale\t*death\t\tdsnone\n$playersound\tjskull\tfemale\t*xdeath\t\tdsnone\n$playersound\tjskull\tfemale\t*gibbed\t\tdsnone\n$playersound\tjskull\tfemale\t*pain100\tdsnone\n$playersound\tjskull\tfemale\t*pain75\t\tdsnone\n$playersound\tjskull\tfemale\t*pain50\t\tdsnone\n$playersound\tjskull\tfemale\t*pain25\t\tdsnone\n$playersound\tjskull\tfemale\t*grunt\t\tdsnone\n$playersound\tjskull\tfemale\t*land\t\tdsnone\n$playersound\tjskull\tfemale\t*jump\t\tskullact\n$playersound\tjskull\tfemale\t*fist\t\tdsnone\n$playersound\tjskull\tfemale\t*usefail\tdsnone\n$playersound\tjskull\tfemale\t*taunt\t\tskultau\n\n$playersound\tjskull\tother\t*death\t\tdsnone\n$playersound\tjskull\tother\t*xdeath\t\tdsnone\n$playersound\tjskull\tother\t*gibbed\t\tdsnone\n$playersound\tjskull\tother\t*pain100\tdsnone\n$playersound\tjskull\tother\t*pain75\t\tdsnone\n$playersound\tjskull\tother\t*pain50\t\tdsnone\n$playersound\tjskull\tother\t*pain25\t\tdsnone\n$playersound\tjskull\tother\t*pain75\t\tdsnone\n$playersound\tjskull\tother\t*grunt\t\tdsnone\n$playersound\tjskull\tother\t*land\t\tdsnone\n$playersound\tjskull\tother\t*jump\t\tskullact\n$playersound\tjskull\tother\t*fist\t\tdsnone\n$playersound\tjskull\tother\t*usefail\tdsnone\n$playersound\tjskull\tother\t*taunt\t\tskultau\n\n$playeralias \tjskull \tmale \t*taunt \t\tskultaunt\n$playeralias \tjskull \tfemale \t*taunt \t\tskultaunt\n$playeralias \tjskull \tother \t*taunt \t\tskultaunt\n\n$limit skultaunt 1\n\n// Creeper\n// -----------------------------------------------------------------------------\nCreeperHealBallFire\t\t\t\t\t\t\t\t\t\tCRPHBALL\ncreeperact \t\t\t\t\tcreep1\ncreeperattack \t\t\t\tcreep2\ncreeperpain \t\t\t\tcreep3\ncreeperdie \t\t\t\t\tcreep4\nCreeperBall \t\t\t\tdscurse\nCreeperBallD \t\t\t\tdscursed\n// Old sounds\nweapons/creepercharge\t\t\tdsblur\ncreeptaunt creeptau\n\n$playersound\tcreeper\tmale\t*death\t\tdsnone\n$playersound\tcreeper\tmale\t*xdeath\t\tdsnone\n$playersound\tcreeper\tmale\t*gibbed\t\tdsnone\n$playersound\tcreeper\tmale\t*pain100\tdsnone\n$playersound\tcreeper\tmale\t*pain75\t\tdsnone\n$playersound\tcreeper\tmale\t*pain50\t\tdsnone\n$playersound\tcreeper\tmale\t*pain25\t\tdsnone\n$playersound\tcreeper\tmale\t*grunt\t\tcreep1\n$playersound\tcreeper\tmale\t*land\t\tcreep1\n$playersound\tcreeper\tmale\t*jump\t\tcreep1\n$playersound\tcreeper\tmale\t*fist\t\tdsnone\n$playersound\tcreeper\tmale\t*usefail\tcreep1\n$playersound\tcreeper\tmale\t*taunt\t\tcreeptau\n\n$playersound\tcreeper\tfemale\t*death\t\tdsnone\n$playersound\tcreeper\tfemale\t*xdeath\t\tdsnone\n$playersound\tcreeper\tfemale\t*gibbed\t\tdsnone\n$playersound\tcreeper\tfemale\t*pain100\tdsnone\n$playersound\tcreeper\tfemale\t*pain75\t\tdsnone\n$playersound\tcreeper\tfemale\t*pain50\t\tdsnone\n$playersound\tcreeper\tfemale\t*pain25\t\tdsnone\n$playersound\tcreeper\tfemale\t*grunt\t\tcreep1\n$playersound\tcreeper\tfemale\t*land\t\tcreep1\n$playersound\tcreeper\tfemale\t*jump\t\tcreep1\n$playersound\tcreeper\tfemale\t*fist\t\tdsnone\n$playersound\tcreeper\tfemale\t*usefail\tdsnone\n$playersound\tcreeper\tfemale\t*taunt\t\tcreeptau\n\n$playersound\tcreeper\tother\t*death\t\tdsnone\n$playersound\tcreeper\tother\t*xdeath\t\tdsnone\n$playersound\tcreeper\tother\t*gibbed\t\tdsnone\n$playersound\tcreeper\tother\t*pain100\tdsnone\n$playersound\tcreeper\tother\t*pain75\t\tdsnone\n$playersound\tcreeper\tother\t*pain50\t\tdsnone\n$playersound\tcreeper\tother\t*pain25\t\tdsnone\n$playersound\tcreeper\tother\t*pain75\t\tdsnone\n$playersound\tcreeper\tother\t*grunt\t\tcreep1\n$playersound\tcreeper\tother\t*land\t\tcreep1\n$playersound\tcreeper\tother\t*jump\t\tcreep1\n$playersound\tcreeper\tother\t*fist\t\tdsnone\n$playersound\tcreeper\tother\t*usefail\tdsnone\n$playersound\tcreeper\tother\t*taunt\t\tcreeptau\n\n$playeralias \tcreeper male \t*taunt \t\tcreeptaunt\n$playeralias \tcreeper female \t*taunt \t\tcreeptaunt\n$playeralias \tcreeper other \t*taunt \t\tcreeptaunt\n\n$limit creeptaunt 1\n\n// Choke\n// -----------------------------------------------------------------------------\nchokedeath\t\t\t\t\tdschodth\nchokeattack\t\t\t\t\tdschoatk\nchokeswallow\t\t\t\tdschoswa\nchokespit\t\t\t\t\tdschospi\nchokevomit\t\t\t\t\tchokesik\nchoketaunt\t\t\t\t\tdschotau\nCHOKPN\t\t\t\t\t\tCHOKPN\n// New OTHER taunts\nChokeTaunt1\t\tCHKT1\nChokeTaunt2\t\tCHKT2\nChokeTaunt3\t\tCHKT3\nChokeTaunt4\t\tCHKT4\nChokeTaunt5\t\tCHKT5\nChokeTaunt6\t\tCHKT6\nChokeTaunt7\t\tCHKT7\n\n$Random OtherChokeTaunt { ChokeTaunt1 ChokeTaunt2 ChokeTaunt3 ChokeTaunt4 ChokeTaunt5 ChokeTaunt6 ChokeTaunt7 }\n\n$playersound\tchoke\tmale\t*death\t\tdsnone\n$playersound\tchoke\tmale\t*xdeath\t\tdsnone\n$playersound\tchoke\tmale\t*gibbed\t\tdsnone\n$playersound\tchoke\tmale\t*pain100\tCHOKPN\n$playersound\tchoke\tmale\t*pain75\t\tCHOKPN\n$playersound\tchoke\tmale\t*pain50\t\tCHOKPN\n$playersound\tchoke\tmale\t*pain25\t\tCHOKPN\n$playersound\tchoke\tmale\t*grunt\t\tdschoact\n$playersound\tchoke\tmale\t*land\t\tdschoact\n$playersound\tchoke\tmale\t*jump\t\tdsnone\n$playersound\tchoke\tmale\t*fist\t\tdsnone\n$playersound\tchoke\tmale\t*usefail\tdsnone\n$playersound\tchoke\tmale\t*taunt\t\tdschotau\n\n$playersound\tchoke\tfemale\t*death\t\tdsnone\n$playersound\tchoke\tfemale\t*xdeath\t\tdsnone\n$playersound\tchoke\tfemale\t*gibbed\t\tdsnone\n$playersound\tchoke\tfemale\t*pain100\tCHOKPN\n$playersound\tchoke\tfemale\t*pain75\t\tCHOKPN\n$playersound\tchoke\tfemale\t*pain50\t\tCHOKPN\n$playersound\tchoke\tfemale\t*pain25\t\tCHOKPN\n$playersound\tchoke\tfemale\t*grunt\t\tdschoact\n$playersound\tchoke\tfemale\t*land\t\tdschoact\n$playersound\tchoke\tfemale\t*jump\t\tdsnone\n$playersound\tchoke\tfemale\t*fist\t\tdsnone\n$playersound\tchoke\tfemale\t*usefail\tdsnone\n$playersound\tchoke\tfemale\t*taunt\t\tdschotau\n\n$playersound\tchoke\tother\t*death\t\tdsnone\n$playersound\tchoke\tother\t*xdeath\t\tdsnone\n$playersound\tchoke\tother\t*gibbed\t\tdsnone\n$playersound\tchoke\tother\t*pain100\tCHOKPN\n$playersound\tchoke\tother\t*pain75\t\tCHOKPN\n$playersound\tchoke\tother\t*pain50\t\tCHOKPN\n$playersound\tchoke\tother\t*pain25\t\tCHOKPN\n$playersound\tchoke\tother\t*grunt\t\tdschoact\n$playersound\tchoke\tother\t*land\t\tdschoact\n$playersound\tchoke\tother\t*jump\t\tdsnone\n$playersound\tchoke\tother\t*fist\t\tdsnone\n$playersound\tchoke\tother\t*usefail\tdsnone\n$playersound\tchoke\tother\t*taunt\t\tdschotau\n\n$playeralias \tchoke \tmale \t*taunt \t\tchoketaunt\n$playeralias \tchoke \tfemale \t*taunt \t\tchoketaunt\n$playeralias Choke other *taunt OtherChokeTaunt\n\n$limit OtherChokeTaunt 1\n$limit choketaunt 1\n\n// Frostbite\n// -----------------------------------------------------------------------------\nKilledByFrost\t\t\tFRZD_DTH\n// Old sounds\nFrostBreathStart\t\tFROSTSTA\nFrostBreathMid\t\t\tFROSTMID\nFrostBreathEnd\t\t\tFROSTEND\nFrostBreathFail\t\t\tFROSTBFA\nFrostPain\t\t\t\tFROSTPAI\nFrostChomp\t\t\t\tFROSTCHO\n\nFrostTeeth\t\t\t\tSHARDS1B\n$limit FrostTeeth 10\n\nFrostDeath\t\t\t\tFROSTDIE\nFrostBurst\t\t\t\tDSRXPLOD\nFrostTwinkle1\t\t\tFROSTIN1\nFrostTwinkle2\t\t\tFROSTIN2\nFrostTwinkle3\t\t\tFROSTIN3\nFrostTwinkle4\t\t\tFROSTIN4\nFrostTwinkle5\t\t\tFROSTIN5\nFrostTwinkle6\t\t\tFROSTIN6\nfrosttaunt \t\t\t\tfrosttau\n\n$random FrostTwinkle {FrostTwinkle1 FrostTwinkle2 FrostTwinkle3 FrostTwinkle4 FrostTwinkle5 FrostTwinkle6}\n\n$playersound\tfrost\tmale\t*death\t\tfrostdie\n$playersound\tfrost\tmale\t*xdeath\t\tfrostdie\n$playersound\tfrost\tmale\t*gibbed\t\tfrostdie\n$playersound\tfrost\tmale\t*pain100\tdsnone\n$playersound\tfrost\tmale\t*pain75\t\tdsnone\n$playersound\tfrost\tmale\t*pain50\t\tdsnone\n$playersound\tfrost\tmale\t*pain25\t\tdsnone\n$playersound\tfrost\tmale\t*grunt\t\tdsnone\n$playersound\tfrost\tmale\t*land\t\tdsnone\n$playersound\tfrost\tmale\t*jump\t\tdsnone\n$playersound\tfrost\tmale\t*fist\t\tdsnone\n$playersound\tfrost\tmale\t*usefail\tdsnone\n$playersound\tfrost\tmale\t*taunt\t\tfrosttaunt\n\n$playersound\tfrost\tfemale\t*death\t\tfrostdie\n$playersound\tfrost\tfemale\t*xdeath\t\tfrostdie\n$playersound\tfrost\tfemale\t*gibbed\t\tfrostdie\n$playersound\tfrost\tfemale\t*pain100\tdsnone\n$playersound\tfrost\tfemale\t*pain75\t\tdsnone\n$playersound\tfrost\tfemale\t*pain50\t\tdsnone\n$playersound\tfrost\tfemale\t*pain25\t\tdsnone\n$playersound\tfrost\tfemale\t*grunt\t\tdsnone\n$playersound\tfrost\tfemale\t*land\t\tdsnone\n$playersound\tfrost\tfemale\t*jump\t\tdsnone\n$playersound\tfrost\tfemale\t*fist\t\tdsnone\n$playersound\tfrost\tfemale\t*usefail\tdsnone\n$playersound\tfrost\tfemale\t*taunt\t\tfrosttaunt\n\nOtherFrostyTaunt1\t\tOFT1\nOtherFrostyTaunt2\t\tOFT2\nOtherFrostyTaunt3\t\tOFT3\nOtherFrostyTaunt4\t\tOFT4\nOtherFrostyTaunt5\t\tOFT5\n\n$Random OtherFrostyTaunt { OtherFrostyTaunt1 OtherFrostyTaunt2 OtherFrostyTaunt3 OtherFrostyTaunt4 OtherFrostyTaunt5 }\n\n$playersound\tfrost\tother\t*death\t\tOFDT\n$playersound\tfrost\tother\t*xdeath\t\tOFDT\n$playersound\tfrost\tother\t*gibbed\t\tOFDT\n$playersound\tfrost\tother\t*pain100\tdsnone\n$playersound\tfrost\tother\t*pain75\t\tdsnone\n$playersound\tfrost\tother\t*pain50\t\tdsnone\n$playersound\tfrost\tother\t*pain25\t\tdsnone\n$playersound\tfrost\tother\t*grunt\t\tdsnone\n$playersound\tfrost\tother\t*land\t\tdsnone\n$playersound\tfrost\tother\t*jump\t\tdsnone\n$playersound\tfrost\tother\t*fist\t\tdsnone\n$playersound\tfrost\tother\t*usefail\tdsnone\n$playeralias\tfrost\tother\t*taunt\t\tOtherFrostyTaunt\n\n$playeralias \tfrost \tmale \t*taunt \t\tfrosttaunt\n$playeralias \tfrost \tfemale \t*taunt \t\tfrosttaunt\n\n$limit frosttaunt 1\n$limit OtherFrostyTaunt 1\n\n// Santa\n// -----------------------------------------------------------------------------\nSantaSnowBall\t\t\tSNOWBALL\nHollyThrow\t\t\t\tHOLLYTRW\nHollyLand\t\t\t\tHOLLYLAN\nHollySpike\t\t\t\tHOLLYOUT\nHollyHit\t\t\t\tHOLLYHIT\nStarLaunch\t\t\t\tTWINK4\nStarTwinkle1\t\t\tTWINK1\nStarTwinkle2\t\t\tTWINK2\nStarTwinkle3\t\t\tTWINK3\nStarHit\t\t\t\t\tSTARDIE\nsantaho \t\t\t\tsanttaun\n\n$random StarTwinkle {StarTwinkle1 StarTwinkle2 StarTwinkle3}\n\n$playersound\tsanta\tmale\t*death\t\tsantdie\n$playersound\tsanta\tmale\t*xdeath\t\tsantdie\n$playersound\tsanta\tmale\t*gibbed\t\tsantdie\n$playersound\tsanta\tmale\t*pain100\tsantpain\n$playersound\tsanta\tmale\t*pain75\t\tsantpain\n$playersound\tsanta\tmale\t*pain50\t\tsantpain\n$playersound\tsanta\tmale\t*pain25\t\tsantpain\n$playersound\tsanta\tmale\t*grunt\t\tsantgrun\n$playersound\tsanta\tmale\t*land\t\thuntland\n$playersound\tsanta\tmale\t*jump\t\tsantjump\n$playersound\tsanta\tmale\t*fist\t\tdsnone\n$playersound\tsanta\tmale\t*usefail\tsantopen\n$playersound\tsanta\tmale\t*taunt\t\tsantaho\n\n$playersound\tsanta\tfemale\t*death\t\tsantdie\n$playersound\tsanta\tfemale\t*xdeath\t\tsantdie\n$playersound\tsanta\tfemale\t*gibbed\t\tsantdie\n$playersound\tsanta\tfemale\t*pain100\tsantpain\n$playersound\tsanta\tfemale\t*pain75\t\tsantpain\n$playersound\tsanta\tfemale\t*pain50\t\tsantpain\n$playersound\tsanta\tfemale\t*pain25\t\tsantpain\n$playersound\tsanta\tfemale\t*grunt\t\tsantgrun\n$playersound\tsanta\tfemale\t*land\t\thuntland\n$playersound\tsanta\tfemale\t*jump\t\tsantjump\n$playersound\tsanta\tfemale\t*fist\t\tdsnone\n$playersound\tsanta\tfemale\t*usefail\tsantopen\n$playersound\tsanta\tfemale\t*taunt\t\tsantaho\n\n$playersound\tsanta\tother\t*death\t\tsantdie\n$playersound\tsanta\tother\t*xdeath\t\tsantdie\n$playersound\tsanta\tother\t*gibbed\t\tsantdie\n$playersound\tsanta\tother\t*pain100\tsantpain\n$playersound\tsanta\tother\t*pain75\t\tsantpain\n$playersound\tsanta\tother\t*pain50\t\tsantpain\n$playersound\tsanta\tother\t*pain25\t\tsantpain\n$playersound\tsanta\tother\t*grunt\t\tsantgrun\n$playersound\tsanta\tother\t*land\t\thuntland\n$playersound\tsanta\tother\t*jump\t\tsantjump\n$playersound\tsanta\tother\t*fist\t\tdsnone\n$playersound\tsanta\tother\t*usefail\tsantopen\n$playersound\tsanta\tother\t*taunt\t\tsantaho\n\n$playeralias \tsanta \tmale \t*taunt \t\tsantaho\n$playeralias \tsanta \tfemale \t*taunt \t\tsantaho\n$playeralias \tsanta \tother \t*taunt \t\tsantaho\n\n$limit santaho 1\n\n// Barbarian\n// -----------------------------------------------------------------------------\nSwordSwing\t\t\t\t\t\t\t\t\t\t\t\tSWDSWING\nSwordFireS\t\t\t\t\t\t\t\t\t\t\t\tSWDFIREF\nSwordFireX\t\t\t\t\t\t\t\t\t\t\t\tSWDFIREX\nAxeSwing\t\t\t\t\t\t\t\t\t\t\t\tAXESWING\nBarbSwordDeath\t\t\t\t\t\t\t\t\t\t\tR_EXP3\nHammerHit\t\t\t\t\t\t\t\t\t\t\t\tHAMMEHIT\nHammerThunder\t\t\t\t\t\t\t\t\t\t\tHMMRFIRE\nHammerLightning\t\t\t\t\t\t\t\t\t\t\tHMMRALT\nBarbarianRipperShot\t\t\t\t\t\t\t\t\t\tBARBRIPS\nBarbarianWarCry\t\t\t\t\t\t\t\t\t\t\tBARWC1\nBarbarianWarCry2\t\t\t\t\t\t\t\t\t\tBARWC2\nBarbarianWarCry3\t\t\t\t\t\t\t\t\t\tBARWC3\nBarbarianWarCry4 BARWC4\nBarbarianTaunt1\t\t\t\t\t\t\t\t\t\t\tBRBTNT\nBarbarianTaunt2\t\t\t\t\t\t\t\t\t\t\tBRBTNT2\nBarbarianTaunt3\t\t\t\t\t\t\t\t\t\t\tBRBTNT3\nBarbarianTaunt4\t\t\t\t\t\t\t\t\t\t\tBRBTNT4\nBarbarianDeath1\t\t\t\t\t\t\t\t\t\t\tBARDT1\nBarbarianDeath2\t\t\t\t\t\t\t\t\t\t\tBARDT2\nBarbarianDeath3\t\t\t\t\t\t\t\t\t\t\tBARDT3\nBarbarianDeath4\t\t\t\t\t\t\t\t\t\t\tBARDT4\nBarbWalk1\t\t\t\t\t\t\t\t\t\t\t\tBFTSTP1\nBarbWalk2\t\t\t\t\t\t\t\t\t\t\t\tBFTSTP2\nBarbWalk3\t\t\t\t\t\t\t\t\t\t\t\tBFTSTP3\nBarbWalk4\t\t\t\t\t\t\t\t\t\t\t\tBFTSTP4\nBarbarianPain1\t\t\t\t\t\t\t\t\t\t\tBRBPN1\nBarbarianPain2\t\t\t\t\t\t\t\t\t\t\tBRBPN2\nBarbarianPain3\t\t\t\t\t\t\t\t\t\t\tBRBPN3\nBarbarianPain4\t\t\t\t\t\t\t\t\t\t\tBRBPN4\nBarbBerserkEnd\t\t\t\t\t\t\t\t\t\t\tBRSKEND\nThunderfx/Hit1\t\t\t\t\t\t\t\t\t\t\tTHNDS01\nThunderfx/Hit2\t\t\t\t\t\t\t\t\t\t\tTHNDS02\n\n$Random ThunderHit { Thunderfx/Hit1 Thunderfx/Hit2 }\n\nOtherBarbarianDeath1\t\tOBARD1\nOtherBarbarianDeath2\t\tOBARD2\nOtherBarbarianDeath3\t\tOBARD3\nOtherBarbarianPain1\t\t\tOBARP1\nOtherBarbarianPain2\t\t\tOBARP2\nOtherBarbarianPain3\t\t\tOBARP3\nOtherBarbarianPain4\t\t\tOBARP4\nOtherBarbarianTaunt1\t\tOBART1\nOtherBarbarianTaunt2\t\tOBART2\nOtherBarbarianTaunt3\t\tOBART3\nOtherBarbarianTaunt4\t\tOBART4\nOtherBarbarianTaunt5\t\tOBART5\nOtherBarbarianTaunt6\t\tOBART6\n\nOtherBarbarianRoar\t\t\tOBARR\nOtherBarbarianRoar2\t\t\tOBARR2\nOtherBarbarianRoar3\t\t\tOBARR3\n\n$Random BarbarianWarCryR { BarbarianWarCry BarbarianWarCry2 BarbarianWarCry3 BarbarianWarCry4 }\n\n$Random BarbarianTaunt { BarbarianTaunt1 BarbarianTaunt2 BarbarianTaunt3 BarbarianTaunt4 }\n\n$Random BarbarianDeath { BarbarianDeath1 BarbarianDeath2 BarbarianDeath3 BarbarianDeath4 }\n\n$Random BarbarianPain { BarbarianPain1 BarbarianPain2 BarbarianPain3 BarbarianPain4 }\n\n$Random BarbarianWalk { BarbWalk1 BarbWalk2 BarbWalk3 BarbWalk4 }\n\n$Random OtherBarbarianDeath { OtherBarbarianDeath1 OtherBarbarianDeath2 OtherBarbarianDeath3 }\n\n$Random OtherBarbarianPain { OtherBarbarianPain1 OtherBarbarianPain2 OtherBarbarianPain3 OtherBarbarianPain4 }\n\n$Random OtherBarbarianTaunt { OtherBarbarianTaunt1 OtherBarbarianTaunt2 OtherBarbarianTaunt3 OtherBarbarianTaunt4 OtherBarbarianTaunt5 OtherBarbarianTaunt6 }\n\n$PlayerAlias\t\t\tBarbarian\tMale\t*Pain100\t\tBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tMale\t*Pain75\t\t\tBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tMale\t*Pain50\t\t\tBarbarianPain\n$PlayerAlias\t\t Barbarian\tMale\t*Pain25\t\t\tBarbarianPain\n$PlayerSound\t\t\tBarbarian\tMale\t*Grunt\t\t\tBARGRN\n$PlayerSound\t\t\tBarbarian\tMale\t*Land\t\t\tBARLND\n$PlayerSound\t\t\tBarbarian\tMale\t*UseFail\t\tBRBO\n$PlayerAlias\t\t\tBarbarian \tMale \t*Taunt\t\t\tBarbarianTaunt\n$PlayerAlias Barbarian Male *Death BarbarianDeath\n$PlayerAlias Barbarian Male *XDeath BarbarianDeath\n\n$PlayerAlias\t\t\tBarbarian\tFeMale\t*Pain100\t\tBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tFeMale\t*Pain75\t\t\tBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tFeMale\t*Pain50\t\t\tBarbarianPain\n$PlayerAlias\t\t Barbarian\tFeMale\t*Pain25\t\t\tBarbarianPain\n$PlayerSound\t\t\tBarbarian\tFeMale\t*Grunt\t\t\tBARGRN\n$PlayerSound\t\t\tBarbarian\tFeMale\t*Land\t\t\tBARLND\n$PlayerSound\t\t\tBarbarian\tFeMale\t*UseFail\t\tBRBO\n$PlayerAlias\t\t\tBarbarian \tFeMale \t*Taunt\t\t\tBarbarianTaunt\n$PlayerAlias Barbarian FeMale *Death BarbarianDeath\n\n$PlayerAlias\t\t\tBarbarian\tOther\t*Pain100\t\tOtherBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tOther\t*Pain75\t\t\tOtherBarbarianPain\n$PlayerAlias\t\t\tBarbarian\tOther\t*Pain50\t\t\tOtherBarbarianPain\n$PlayerAlias\t\t Barbarian\tOther\t*Pain25\t\t\tOtherBarbarianPain\n$PlayerSound\t\t\tBarbarian\tOther\t*Grunt\t\t\tOBARP4\n$PlayerSound\t\t\tBarbarian\tOther\t*Land\t\t\tOBARP4\n$PlayerSound\t\t\tBarbarian\tOther\t*UseFail\t\tOBARP2\n$PlayerAlias\t\t\tBarbarian \tOther \t*Taunt\t\t\tOtherBarbarianTaunt\n$PlayerAlias Barbarian Other *Death OtherBarbarianDeath\n$PlayerAlias Barbarian Other *XDeath OtherBarbarianDeath\n\n$limit OtherBarbarianTaunt 1\n$limit BarbarianTaunt 1\n$limit BarbSwordDeath 0\n\n// Warlock\n// -----------------------------------------------------------------------------\nFireStaffF\t\t\t\t\t\t\t\t\t\t\t\tSTRIKE3\nFireStaffH\t\t\t\t\t\t\t\t\t\t\t\tIMPACT3\nMageShotF\t\t\t\t\t\t\t\t\t\t\t\tMAGSHOTF\nMageShotX\t\t\t\t\t\t\t\t\t\t\t\tMAGSHOTX\nMageSeed\t\t\t\t\t\t\t\t\t\t\t\tMAGESEED\n\nMageMissileF\t\t\t\t\t\t\t\t\t\t\tMAGMISLF\n$limit MageMissileF 0\n\nMageMissileX\t\t\t\t\t\t\t\t\t\t\tMAGMISLX\nMageIceRaise\t\t\t\t\t\t\t\t\t\t\tICERAISE\nLightningHandsFire\t\t\t\t\t\t\t\t\t\tLITE2\nElectricStorm1\t\t\t\t\t\t\t\t\t\t\tGNTPOW\nElectricStorm2\t\t\t\t\t\t\t\t\t\t\tGNTACT1\nNovaEnergy\t\t\t\t\t\t\t\t\t\t\t\tNOVAENRG\nNovaExplosion\t\t\t\t\t\t\t\t\t\t\tNOVAEXPL\nNovaCharge\t\t\t\t\t\t\t\t\t\t\t\tNOVACHRG\nNovaFire\t\t\t\t\t\t\t\t\t\t\t\tNOVAFIRE\nNovaHit\t\t\t\t\t\t\t\t\t\t\t\t\tNOVAHIT\nNovaPowerUp\t\t\t\t\t\t\t\t\t\t\t\tNOVAPWRU\nElecHands1 \t\t\t\t\t\t\t\t\t\t\t\tWEPELE2\nElecHands2\t\t\t\t\t\t\t\t\t\t\t\tBLANK\nLightningFall\t\t\t\t\t\t\t\t\t\t\tFIRELIGH\nSkullShoot\t\t\t\t\t\t\t\t\t\t\t\tHRNSHT\nMalediction\t\t\t\t\t\t\t\t\t\t\t\tMALEDI\nMaledictLaunch\t\t\t\t\t\t\t\t\t\t\tMALEDL\nMaledictStart\t\t\t\t\t\t\t\t\t\t\tMALEDS\nMaledictFade\t\t\t\t\t\t\t\t\t\t\tMALEDF\nMaledictVictim\t\t\t\t\t\t\t\t\t\t\tMALEDO\n$limit MaledictVictim 0\n\nFemaleMageTaunt1\t\t\t\t\t\t\t\t\t\tFWT1\nFemaleMageTaunt2\t\t\t\t\t\t\t\t\t\tFWT2\nFemaleMageTaunt3\t\t\t\t\t\t\t\t\t\tFWT3\nFemaleMagePain1\t\t\t\t\t\t\t\t\t\t\tFWP1\nFemaleMagePain2\t\t\t\t\t\t\t\t\t\t\tFWP2\nFemaleMagePain3\t\t\t\t\t\t\t\t\t\t\tFWP3\nFemaleMagePain4\t\t\t\t\t\t\t\t\t\t\tFWP4\nFemaleMagePain5\t\t\t\t\t\t\t\t\t\t\tFWP5\nFemaleMageDeath1\t\t\t\t\t\t\t\t\t\tFWD1\nFemaleMageDeath2\t\t\t\t\t\t\t\t\t\tFWD2\nFemaleMageDeath3\t\t\t\t\t\t\t\t\t\tFWD3\nFemaleMageDeath4\t\t\t\t\t\t\t\t\t\tFWD4\nFemaleMageLand1\t\t\t\t\t\t\t\t\t\t\tFWL1\nFemaleMageLand2\t\t\t\t\t\t\t\t\t\t\tFWL2\n\nMaleMageTaunt1\t\t\t\t\t\t\t\t\t\t\tWTNT1\nMaleMageTaunt2\t\t\t\t\t\t\t\t\t\t\tWTNT2\nMaleMageTaunt3\t\t\t\t\t\t\t\t\t\t\tWTNT3\nMaleMageTaunt4\t\t\t\t\t\t\t\t\t\t\tWTNT4\nMaleMageTaunt5\t\t\t\t\t\t\t\t\t\t\tWTNT5\nMaleMageTaunt6\t\t\t\t\t\t\t\t\t\t\tWTNT6\nMaleMageTaunt7\t\t\t\t\t\t\t\t\t\t\tWTNT7\n\nMaleMageD1\t\t\t\t\t\t\t\t\t\t\t\tWRLD1\nMaleMageD2\t\t\t\t\t\t\t\t\t\t\t\tWRLD2\nMaleMageD3\t\t\t\t\t\t\t\t\t\t\t\tWRLD3\nMaleMageD4\t\t\t\t\t\t\t\t\t\t\t\tWRLD4\nMaleMageP1\t\t\t\t\t\t\t\t\t\t\t\tWRLP1\nMaleMageP2\t\t\t\t\t\t\t\t\t\t\t\tWRLP2\nMaleMageP3\t\t\t\t\t\t\t\t\t\t\t\tWRLP3\nMaleMageP4\t\t\t\t\t\t\t\t\t\t\t\tWRLP4\nMaleMageLand WRLL\nMaleMageOpen WRLO\n\nGSSpawn1\t\t\t\t\t\t\t\t\t\t\t\tGSOUL1\nGSSpawn2\t\t\t\t\t\t\t\t\t\t\t\tGSOUL2\nConsumeSoul\t\t\t\t\t\t\t\t\t\t\t\tCSOUL\nBoneShieldActivate\t\t\t\t\t\t\t\t\t\tBACTIV\nBoneShieldShatter\t\t\t\t\t\t\t\t\t\tBSHATT\nboneparticlehit\t\t\t\t\t\t\t\t\t\t\tWBONHIT\nsoulpickup\t\t\t\t\t\t\t\t\t\t\t\tWSOULP\n\nWarlockStep1\t\t\t\t\t\t\t\t\t\t\tWLSTEP1\nWarlockStep2\t\t\t\t\t\t\t\t\t\t\tWLSTEP2\nWarlockStep3\t\t\t\t\t\t\t\t\t\t\tWLSTEP3\nWarlockStep4\t\t\t\t\t\t\t\t\t\t\tWLSTEP4\n\n$Random WarlockStep { WarlockStep1 WarlockStep2 WarlockStep3 WarlockStep4 }\n\nWarlockTeleport\t\t\t\t\t\t\t\t\t\t\tWTELEP\n$limit WarlockTeleport 0\n\n$Random GhoulSoulSpawn { GSSpawn1 GSSpawn2 }\n\n$limit GhoulSoulSpawn 0\n\n$Random MageElectricalStorm\t{ ElectricStorm1 ElectricStorm2 }\n\n$Random ElectricHands { ElecHands1 ElecHands2 }\n\n$Random FemaleMageTaunt { FemaleMageTaunt1 FemaleMageTaunt2 FemaleMageTaunt3 }\n\n$Random FemaleMagePainNormal { FemaleMagePain1 FemaleMagePain2 }\n\n$Random FemaleMagePainHard { FemaleMagePain3 FemaleMagePain4 FemaleMagePain5 }\n\n$Random FemaleMageDeath { FemaleMageDeath1 FemaleMageDeath2 FemaleMageDeath3 FemaleMageDeath4 }\n\n$Random FemaleMageLand { FemaleMageLand1 FemaleMageLand2 }\n\n$Random MaleMageTaunt { MaleMageTaunt1 MaleMageTaunt2 MaleMageTaunt3 MaleMageTaunt4 MaleMageTaunt5 MaleMageTaunt6 MaleMageTaunt7 }\n\n$Random MaleMageDeath { MaleMageD1 MaleMageD2 MaleMageD3 MaleMageD4 }\n\n$Random MaleMagePain { MaleMageP1 MaleMageP2 MaleMageP3 MaleMageP4 }\n\nOtherMageTaunt1\t\t\tOWTN1\nOtherMageTaunt2\t\t\tOWTN2\nOtherMageTaunt3\t\t\tOWTN3\nOtherMageTaunt4\t\t\tOWTN4\nOtherMageTaunt5 \t\tOWTN5\nOtherMageTaunt6\t\t\tOWTN6\n\n$Random OtherMageTaunt { OtherMageTaunt1 OtherMageTaunt2 OtherMageTaunt3 OtherMageTaunt4 OtherMageTaunt5 OtherMageTaunt6 }\n\nOtherMagePain1\t\t\tOWP1\nOtherMagePain2\t\t\tOWP2\nOtherMagePain3\t\t\tOWP3\nOtherMagePain4\t\t\tOWP4\nOtherMagePain5\t\t\tOWP5\n\n$Random OtherMagePain { OtherMagePain1 OtherMagePain2 OtherMagePain3 OtherMagePain4 OtherMagePain5 }\n\nOtherMagePainX1\t\t\tOWPX1\nOtherMagePainX2\t\t\tOWPX2\nOtherMagePainX3\t\t\tOWPX3\nOtherMagePainX4\t\t\tOWPX4\nOtherMagePainX5\t\t\tOWPX5\n\n$Random OtherMagePainX { OtherMagePainX1 OtherMagePainX2 OtherMagePainX3 OtherMagePainX4 OtherMagePainX5 }\n\nOtherMageDeath1\t\t\tOWD1\n$limit OtherMageDeath1 0\nOtherMageDeath2\t\t\tOWD2\n$limit OtherMageDeath2 0\nOtherMageDeath3\t\t\tOWD3\n$limit OtherMageDeath3 0\nOtherMageDeath4\t\t\tOWD4\n$limit OtherMageDeath4 0\n\n$Random OtherMageDeath { OtherMageDeath1 OtherMageDeath2 OtherMageDeath3 OtherMageDeath4 }\n\n$PlayerSound\t\t\tMage\tMale\t*Grunt\t\t\tWRLL\n$PlayerSound\t\t\tMage\tMale\t*Land\t\t\tWRLL\n$PlayerSound\t\t\tMage\tMale\t*UseFail\t\tWRLO\n$PlayerAlias\t\t\tMage \tMale \t*Taunt\t\t\tMaleMageTaunt\n$PlayerAlias Mage Male *Death MaleMageDeath\n$PlayerAlias Mage Male *XDeath MaleMageDeath\n$PlayerAlias Mage Male *Pain100 MaleMagePain\n$PlayerAlias Mage Male *Pain75 MaleMagePain\n$PlayerAlias Mage Male *Pain50 MaleMagePain\n$PlayerAlias Mage Male *Pain25 MaleMagePain\n\n$PlayerAlias\t\t\tMage \tOther \t*Taunt\t\t\tOtherMageTaunt\n$PlayerAlias Mage Other *Death OtherMageDeath\n$PlayerAlias Mage Other *XDeath OtherMageDeath\n$PlayerAlias Mage Other *Pain100 OtherMagePain\n$PlayerAlias Mage Other *Pain75 OtherMagePain\n$PlayerAlias Mage Other *Pain50 OtherMagePainX\n$PlayerAlias Mage Other *Pain25 OtherMagePainX\n$PlayerSound\t\t\tMage\tOther\t*Grunt\t\t\tOWL\n$PlayerSound\t\t\tMage\tOther\t*Land\t\t\tOWL\n$PlayerSound\t\t\tMage\tOther\t*UseFail\t\tOWU\n\n$PlayerSound\t\t\tMage\tFemale\t*UseFail \t\tFWL1\n$PlayerAlias\t\t\tMage\tFemale *Taunt\t\t\tFemaleMageTaunt\n$PlayerAlias Mage Female *Death FemaleMageDeath\n$PlayerAlias Mage Female *XDeath FemaleMageDeath\n$PlayerAlias Mage Female *Pain100 FemaleMagePainNormal\n$PlayerAlias Mage Female *Pain75 FemaleMagePainNormal\n$PlayerAlias Mage Female *Pain50 FemaleMagePainHard\n$PlayerAlias Mage Female *Pain25 FemaleMagePainHard\n$PlayerAlias Mage Female *Land FemaleMageLand\n$PlayerAlias Mage Female *Grunt FemaleMageLand\n\n$limit MaleMageTaunt 1\n$limit FemaleMageTaunt 1\n\n// Defiler\n// -----------------------------------------------------------------------------\nDefilerCloud\t\t\t\t\t\t\t\t\t\t\tDFLRCLD\nDefilerAcidHit\t\t\t\t\t\t\t\t\t\t\tDFLRHT2\nDefilerCloudHit\t\t\t\t\t\t\t\t\t\t\tDFLRHT1\nDefilerCharge\t\t\t\t\t\t\t\t\t\t\tDFLRCHRG\nDefilerSpit\t\t\t\t\t\t\t\t\t\t\t\tWORM_SP\nDefilerDeath\t\t\t\t\t\t\t\t\t\t\tWORM_EX\nDefilerTaunt\t\t\t\t\t\t\t\t\t\t\tDSWORMSE\nWormPain1\t\t\tWPN1\nWormPain2\t\t\tWPN2\nWormPain3\t\t\tWPN3\nWormPain4\t\t\tWPN4\nWormDeath1\t\t\tWDT1\nWormDeath2\t\t\tWDT2\nWormDeath3\t\t\tWDT3\nWormDeath4\t\t\tWDT4\nWormShoot1\t\t\tWSH1\nWormShoot2\t\t\tWSH2\nWormShoot3\t\t\tWSH3\nWormShoot4\t\t\tWSH4\nWormShoot5\t\t\tWSH5\nWormShoot6\t\t\tWSH6\nWormShoot7\t\t\tWSH7\nWormShoot8\t\t\tWSH8\nWormShoot9\t\t\tWSH9\nWormShoot10\t\t\tWSH10\nWormBigShot1\t\tWBSH1\nWormBigShot2\t\tWBSH2\nWormBigShot3\t\tWBSH3\nWormTaunt1\t\t\tWTN1\nWormTaunt2\t\t\tWTN2\nWormTaunt3\t\t\tWTN3\nWormTaunt4\t\t\tWTN4\n\nSpineLaunch\t\t\t\t\t\t\t\t\t\t\t\tIMPALEL\nSpineHit\t\t\t\t\t\t\t\t\t\t\t\tIMPALEH\n$limit SpineLaunch 0\n$limit SpineHit 0\nCarapaceUse\t\t\t\t\t\t\t\t\t\t\t\tCARAPU\n$limit CarapaceUse 0\n\n$Random WormPain { WormPain1 WormPain2 WormPain3 WormPain4 }\n\n$Random WormDeath { WormDeath1 WormDeath2 WormDeath3 WormDeath4 }\n\n$Random WormShoot { WormShoot1 WormShoot2 WormShoot3 WormShoot4 WormShoot5 WormShoot6 WormShoot7 WormShoot8 WormShoot9 WormShoot10 }\n\n$Random WormBigShot { WormBigShot1 WormBigShot2 WormBigShot3 }\n\n$Random WormTaunt { WormTaunt1 WormTaunt2 WormTaunt3 WormTaunt4 }\n\n$PlayerSound\t\t\tDefiler\tMale\t*Death\t\t\tDefilerDeath\n$PlayerSound\t\t\tDefiler\tMale\t*XDeath\t\t\tDefilerDeath\n$PlayerSound\t\t\tDefiler\tMale\t*Pain100\t\tDSWORMP1\n$PlayerSoundDup\t\t\tDefiler\tMale\t*Pain75\t\t\t*Pain100\n$PlayerSoundDup\t\t\tDefiler\tMale\t*Pain50\t\t\t*Pain100\n$PlayerSoundDup\t\t\tDefiler\tMale\t*Pain25\t\t\t*Pain100\n$PlayerSound\t\t\tDefiler\tMale\t*Grunt\t\t\tDSWORMID\n$PlayerSound\t\t\tDefiler\tMale\t*UseFail\t\tDSWORMAT\n$PlayerSound\t\t\tDefiler\tMale\t*Taunt\t\t\tDefilerTaunt\n$PlayerSoundDup\t\t\tDefiler\tMale\t*Land\t\t\t*Grunt\n\n$PlayerSound\t\t\tDefiler\tFemale\t*Death\t\t\tDefilerDeath\n$PlayerSound\t\t\tDefiler\tFemale\t*XDeath\t\t\tDefilerDeath\n$PlayerSound\t\t\tDefiler\tFemale\t*Pain100\t\tDSWORMP1\n$PlayerSoundDup\t\t\tDefiler\tFemale\t*Pain75\t\t\t*Pain100\n$PlayerSoundDup\t\t\tDefiler\tFemale\t*Pain50\t\t\t*Pain100\n$PlayerSoundDup\t\t\tDefiler\tFemale\t*Pain25\t\t\t*Pain100\n$PlayerSound\t\t\tDefiler\tFemale\t*Grunt\t\t\tDSWORMID\n$PlayerSound\t\t\tDefiler\tFemale\t*UseFail\t\tDSWORMAT\n$PlayerSound\t\t\tDefiler\tFemale\t*Taunt\t\t\tDefilerTaunt\n$PlayerSoundDup\t\t\tDefiler\tFemale\t*Land\t\t\t*Grunt\n\n$PlayerAlias\t\t\tDefiler\tOther\t*Death\t\t\tWormDeath\n$PlayerAlias\t\t\tDefiler\tOther\t*XDeath\t\t\tWormDeath\n$PlayerAlias\t\t\tDefiler\tOther\t*Pain100\t\tWormPain\n$PlayerAlias\t\t\tDefiler\tOther\t*Pain75\t\t\tWormPain\n$PlayerAlias\t\t\tDefiler\tOther\t*Pain50\t\t\tWormPain\n$PlayerAlias\t\t\tDefiler\tOther\t*Pain25\t\t\tWormPain\n$PlayerSound\t\t\tDefiler\tOther\t*Grunt\t\t\tWSH2\n$PlayerSound\t\t\tDefiler\tOther\t*UseFail\t\tWSH6\n$Playeralias\t\t\tDefiler\tOther\t*Taunt\t\t\tWormTaunt\n$PlayerSound\t\t\tDefiler\tOther\t*Land\t\t\tWSH2\n\n$PlayerAlias\t\t\tDefiler Male \t*Taunt\t\t\tDefilerTaunt\n$PlayerAlias\t\t\tDefiler Female \t*Taunt\t\t\tDefilerTaunt\n\n$limit DefilerTaunt 1\n$limit WormTaunt 1\n\n// Icefiend\n// -----------------------------------------------------------------------------\nIceFiendSpikeAttack\t\t\t\t\t\t\t\t\t\t \tNEEDLEA\nIceFiendSpikeHit\t\t\t\t\t\t\t\t\t\t\tNEEDLEP\nIceFiendMelee \t\t\t\t\t\t\t\t\t\t\t\tDSNMRATK\nIceFiendCloak\t\t\t\t\t\t\t\t\t\t\t\tCLOAK\nIceFiendUncloak\t\t\t\t\t\t\t\t\t\t\t\tUNCLOAK\nIceFiendTaunt1\t\t\t\t\t\t\t\t\t\t\t\tICEFT1\nIceFiendTaunt2\t\t\t\t\t\t\t\t\t\t\t\tICEFT2\nIceFiendTaunt3\t\t\t\t\t\t\t\t\t\t\t\tICEFT3\nIceFiendTaunt4\t\t\t\t\t\t\t\t\t\t\t\tICEFT4\nIceFiendPain1 ICEFP1\nIceFiendPain2\t\t\t\t\t\t\t\t\t\t\t\tICEFP2\nIceFiendPain3\t\t\t\t\t\t\t\t\t\t\t\tICEFP3\nIceFiendPain4 ICEFP4\nIceFiendPain5\t\t\t\t\t\t\t\t\t\t\t\tICEFP5\nIceFiendPain6\t\t\t\t\t\t\t\t\t\t\t\tICEFP6\nIceFiendPain7 ICEFP7\nIceFiendDeath1 ICEFD1\nIceFiendDeath2 ICEFD2\nIceFiendDeath3 ICEFD3\nIceFiendDeath4 ICEFD4\nicefiendbackstab1\t\t\t\t\t\t\t\t\t\t\tICEFL1\nicefiendbackstab2\t\t\t\t\t\t\t\t\t\t\tICEFL2\nicefiendbackstab3\t\t\t\t\t\t\t\t\t\t\tICEFL3\nicefiendbackstab4\t\t\t\t\t\t\t\t\t\t\tICEFL4\nGlacialSkin\t\t\t\t\t\t\t\t\t\t\t\t\tGLSKN\n\n$Random IcefiendBackstab { icefiendbackstab1 icefiendbackstab2 icefiendbackstab3 icefiendbackstab4 }\n$rolloff IceFiendBackStab 512 2560\n\n$Random IceFiendTaunt { IceFiendTaunt1 IceFiendTaunt2 IceFiendTaunt3 IceFiendTaunt4 }\n\n$Random IceFiendP1 { IceFiendPain1 IceFiendPain2 IceFiendPain3 }\n\n$Random IceFiendP2 { IceFiendPain4 IceFiendPain5 IceFiendPain6 IceFiendPain7 }\n\n$Random IceFiendDeath { IceFiendDeath1 IceFiendDeath2 IceFiendDeath3 IceFiendDeath4 }\n\nFiendTaunt1\t\t\t\t\t\t\t\t\t\t\t\t\tOICEFT1\nFiendTaunt2 \t\t\t\t\t\t\t\t\t\t\t\tOICEFT2\nFiendTaunt3\t\t\t\t\t\t\t\t\t\t\t\t\tOICEFT3\nFiendTaunt4\t\t\t\t\t\t\t\t\t\t\t\t\tOICEFT4\n$Random FiendTaunt { FiendTaunt1 FiendTaunt2 FiendTaunt3 FiendTaunt4 }\n\nFiendPain1\t\t\t\t\t\t\t\t\t\t\t\t\tOICEFP1\nFiendPain2\t\t\t\t\t\t\t\t\t\t\t\t\tOICEFP2\n$Random FiendPain { FiendPain1 FiendPain2 }\n\n$PlayerSound\t\t\tIceFiend\tMale\t*Grunt\t\t\tICEFP1\n$PlayerSound\t\t\tIceFiend\tMale\t*UseFail\t\tICEFP2\n$PlayerSoundDup\t\t\tIceFiend\tMale\t*Land\t\t\t*Grunt\n$PlayerAlias \t\t\tIceFiend Male *Taunt\t\t\tIceFiendTaunt\n$PlayerAlias IceFiend Male *Pain100 IceFiendP1\n$PlayerAlias IceFiend Male *Pain75 IceFiendP1\n$PlayerAlias IceFiend Male *Pain50 IceFiendP2\n$PlayerAlias IceFiend Male *Pain25 IceFiendP2\n$PlayerAlias IceFiend Male *Death IceFiendDeath\n$PlayerAlias IceFiend Male *XDeath IceFiendDeath\n\n$PlayerSound\t\t\tIceFiend\tFemale\t *Grunt\t\t OICEFL\n$PlayerSound\t\t\tIceFiend\tFemale\t *UseFail\t\t OICEFU\n$PlayerSound\t\t\tIceFiend\tFemale\t *Land\t\t\t OICEFL\n$PlayerAlias \t\t\tIceFiend Female *Taunt\t\t FiendTaunt\n$PlayerAlias IceFiend Female *Pain100 FiendPain\n$PlayerAlias IceFiend Female *Pain75 FiendPain\n$PlayerAlias IceFiend Female *Pain50 FiendPain\n$PlayerAlias IceFiend Female *Pain25 FiendPain\n$PlayerSound IceFiend Female *Death OICEFD\n$PlayerSound IceFiend Female *XDeath OICEFD\n\n$PlayerSound\t\t\tIceFiend\tOther\t*Grunt\t\t\tICEFP1\n$PlayerSound\t\t\tIceFiend\tOther\t*UseFail\t\tICEFP2\n$PlayerSoundDup\t\t\tIceFiend\tOther\t*Land\t\t\t*Grunt\n$PlayerAlias \t\t\tIceFiend Other *Taunt\t\t\tIceFiendTaunt\n$PlayerAlias IceFiend Other *Pain100 IceFiendP1\n$PlayerAlias IceFiend Other *Pain75 IceFiendP1\n$PlayerAlias IceFiend Other *Pain50 IceFiendP2\n$PlayerAlias IceFiend Other *Pain25 IceFiendP2\n$PlayerAlias IceFiend Other *Death IceFiendDeath\n$PlayerAlias IceFiend Other *XDeath IceFiendDeath\n\n$limit IceFiendTaunt 1\n$Limit IceFiendSpikeHit 0\n$Limit IceFiendSpikeAttack 0\n\n////////////////////////////////////////////////////////////////////////////////\n// Misc. Sounds //\n////////////////////////////////////////////////////////////////////////////////\n\n// Funny ones\n// -----------------------------------------------------------------------------\nsillysausage\t\t\t\t\t\t\t\t\t\t\t\tTN_SILLY\nMadMadMario\t\t\t\t\t\t\t\t\t\t\t\t\tMADMARIO\n\n// Fails\n// -----------------------------------------------------------------------------\nHumanMajorFail\t\t\t\t\t\t\t\t\t\t\t\tHOWCUD\nGhoulMajorFail\t\t\t\t\t\t\t\t\t\t\t\tYESYES\n\n// Misc\n// -----------------------------------------------------------------------------\nnewteleportfog\t\t\t\t\t\t\t\t\t\t\t\tDSNEWFOG\n\n// GravityGun Sounds\n// -----------------------------------------------------------------------------\nGravityObject/Dirt1\t\t\t\t\t\t\t\t\t\t\tG_DIRT1\nGravityObject/Dirt2 \t\t\t\t\t\t\t\t\t\tG_DIRT2\nGravityObject/Metal1 \t\t\t\t\t\t\t\t\t\tG_METAL1\nGravityObject/Metal2 \t\t\t\t\t\t\t\t\t\tG_METAL2\nGravityObject/Wood1 \t\t\t\t\t\t\t\t\t\tG_WOOD1\nGravityObject/Wood2 \t\t\t\t\t\t\t\t\t\tG_WOOD2\nGravityObject/Wood3 \t\t\t\t\t\t\t\t\t\tG_WOOD3\n\n$random GravityObject/Dirt { GravityObject/Dirt1 GravityObject/Dirt2 }\n\n$random GravityObject/Metal { GravityObject/Metal1 GravityObject/Metal2 }\n\n$random GravityObject/Wood { GravityObject/Wood1 GravityObject/Wood2 GravityObject/Wood3 }\n\n// Gibs\n// -----------------------------------------------------------------------------\ngibbage/splat1\t\t\t\tsplat1\ngibbage/splat2\t\t\t\tsplat2\ngibbage/splat3\t\t\t\tsplat3\ngibbage/splat4\t\t\t\tsplat4\ngibbage/blood1\t\t\t\tblood1\ngibbage/blood2\t\t\t\tblood2\ngibbage/blood3\t\t\t\tblood3\ngibbage/blood4\t\t\t\tblood4\ngibbage/null\t\t\t\tdsnull\n$random gibbage/xsplat\t\t\t{gibbage/splat1 gibbage/splat2 gibbage/splat3 gibbage/splat4}\n$random gibbage/blood\t\t{gibbage/blood1 gibbage/blood2 gibbage/blood3 gibbage/blood4}\n\n// Gib goes Splat\ngibbage/gib1\t\t\t\tgib1\ngibbage/gib2\t\t\t\tgib2\ngibbage/gib3\t\t\t\tgib3\ngibbage/git1\t\t\t\tgit1\ngibbage/git2\t\t\t\tgit2\ngibbage/git3\t\t\t\tgit3\n$random gibbage/xgib\t\t\t{gibbage/gib1 gibbage/gib2 gibbage/gib3}\n$random gibbage/xgibst\t\t\t{gibbage/git1 gibbage/git2 gibbage/git3}\n\n// Body Part goes Splat\ngibbage/part1\t\t\t\tpart1\ngibbage/part2\t\t\t\tpart2\ngibbage/part3\t\t\t\tpart3\n$random gibbage/xpart\t\t\t{gibbage/part1 gibbage/part2 gibbage/part3}\n\n// Cyborg Gibs\ngibbage/junk1\t\t\t\tjnk1\ngibbage/junk2\t\t\t\tjnk2\ngibbage/junk3\t\t\t\tjnk3\ngibbage/junk4\t\t\t\tjnk4\n$random gibbage/cyborg\t\t\t{gibbage/junk1 gibbage/junk2 gibbage/junk3 gibbage/junk4}\n\n// Menu\n// -----------------------------------------------------------------------------\n$random menu/quit1 { creeperattack sjasreflect skulldie skullattack creeperpain weapons/icearrow weapons/lightningarrow }\n\n$random menu/quit2 { sjasact sjaspain sjasdeath skull4 CreeperBallD creeperdie weapons/bowfire }\n\n$ambient 50 EerieChant point 0.5 continuous 127\n\n$rolloff sjasact 192 2048\n\nENJOYFEAST\t\tCHOKFE\n$limit ENJOYFEAST 0\n$rolloff ENJOYFEAST 512 2048\n\n$random misc/llama { VengyTaunt3 VengyTaunt5 }\n$random HERPP { VengyTaunt3 VengyTaunt5 }\n\nShieldDetonate\t\t\t\tSHDETO\n$limit ShieldDetonate 0\nShieldBusted\t\t\t\tSHBUST\n$limit ShieldBusted 0\n$limit GlacialSkin 0\n\n$limit IcefiendBackstab1 0\n$limit IcefiendBackstab2 0\n$limit IcefiendBackstab3 0\n$limit IcefiendBackstab4 0\n\nWarAmb1\t\t\tWARAMB1\nWarAmb2\t\t\tWARAMB2\nWarAmb3\t\t\tWARAMB3\nWarAmb4\t\t\tWARAMB4\n\n$Random WarAmbience { WarAmb1 WarAmb2 WarAmb3 WarAmb4 }\n\ncomm/sight\t\tcommrg\ncomm/pain\t\tcommpn\ncomm/death\t\tcommdy\ncomm/active\t\tcommrm\ncomm/attack\t\tcommat\ncomm/melee\t\tcommsp\n\nbattlelord/sight\t\tbos1rg\nbattlelord/death\t\tbos1dy\nbattlelord/pain\t\t bos1pn\nbattlelord/active\t\tbos1rm\n\nalien/sight\t\tpredrg\nalien/pain\t\tpredpn\n$random\talien/active\t{alien/active1 alien/active2}\nalien/active1\t\troam06\nalien/active2\t\troam58\n$random\talien/death\t{alien/death1 alien/death2 alien/death3}\nalien/death1\t\tpreddy\nalien/death2\t\tpreddy2\nalien/death3\t\tpreddy3\nalien/attack\t\tgblasr01\nalien/choke\t\t\tpredck\n\nlizard/sight\t\tpredrg-o\nlizard/pain\t\tpredpn-o\nlizard/death\t\tpreddy-o\nlizard/active\t\tpredrm\nlizspit\t\tLIZSPIT\n\nrpg/shoot\t\trpgfirek\nchaingun/shoot\t\tchaingun\n\n$random rpg/blowup\t{misc/bomb1 misc/bomb2 misc/bomb3 misc/bomb4}\nmisc/bomb1 \t\tbombexpl\nmisc/bomb2 \t\tbombexp2\nmisc/bomb3 \t\tbombexp3\nmisc/bomb4 \t\tbombexp4\n\nDuke_Begin\t\tDN_BEGIN\nDuke_Bonus\t\tBONUS_DN\nDuke_Ego\t\tDN_EGO1\n\nheartbeat\theartbeat\nsamarahit SAMARAHI\nsamaradie SAMARADI\n\nScary1\t\t\tCHUCHU\nScary2\t\t\tCHACHA\nScary3\t\t\tDETHDETH\nScary4\t\t\tKILLKILL\n\n$Random ScaryRandom { Scary1 Scary2 Scary3 Scary4 }\n\nSUCKITDOWN\t\tSUKITDO\n\n// Clowny\n// -----------------------------------------------------------------------------\n\nclownytaunt1 CLOWNTN1\nclownytaunt2 CLOWNTN2\nclownytaunt3 CLOWNTN3\n$random clownytaunt {clownytaunt1 clownytaunt2 clownytaunt3}\nclowny/death CLOWNDTH\nclowny/scream CLOWNSCR\n\nghostbuster/horror GB_HORR\nghostbuster/blind GB_HORRX\n\n$playersound\tclowny\tmale\t*death\t\tNOTHING\n$playersound\tclowny\tmale\t*xdeath\t\tNOTHING\n$playersound\tclowny\tmale\t*gibbed\t\tNOTHING\n$playersound\tclowny\tmale\t*pain100\tNOTHING\n$playersound\tclowny\tmale\t*pain75\t\tNOTHING\n$playersound\tclowny\tmale\t*pain50\t\tNOTHING\n$playersound\tclowny\tmale\t*pain25\t\tNOTHING\n$playersound\tclowny\tmale\t*grunt\t\tNOTHING\n$playersound\tclowny\tmale\t*land\t\tNOTHING\n$playersound\tclowny\tmale\t*jump\t\tNOTHING\n$playersound\tclowny\tmale\t*fist\t\tNOTHING\n$playersound\tclowny\tmale\t*usefail\tCLOWNACT\n$playersound\tclowny\tmale\t*taunt\t\tCLOWNACT\n\n$playersound\tclowny\tfemale\t*death\t\tNOTHING\n$playersound\tclowny\tfemale\t*xdeath\t\tNOTHING\n$playersound\tclowny\tfemale\t*gibbed\t\tNOTHING\n$playersound\tclowny\tfemale\t*pain100\tNOTHING\n$playersound\tclowny\tfemale\t*pain75\t\tNOTHING\n$playersound\tclowny\tfemale\t*pain50\t\tNOTHING\n$playersound\tclowny\tfemale\t*pain25\t\tNOTHING\n$playersound\tclowny\tfemale\t*grunt\t\tNOTHING\n$playersound\tclowny\tfemale\t*land\t\tNOTHING\n$playersound\tclowny\tfemale\t*jump\t\tNOTHING\n$playersound\tclowny\tfemale\t*fist\t\tNOTHING\n$playersound\tclowny\tfemale\t*usefail\tCLOWNACT\n$playersound\tclowny\tfemale\t*taunt\t\tCLOWNACT\n\n$playersound\tclowny\tother\t*death\t\tNOTHING\n$playersound\tclowny\tother\t*xdeath\t\tNOTHING\n$playersound\tclowny\tother\t*gibbed\t\tNOTHING\n$playersound\tclowny\tother\t*pain100\tNOTHING\n$playersound\tclowny\tother\t*pain75\t\tNOTHING\n$playersound\tclowny\tother\t*pain50\t\tNOTHING\n$playersound\tclowny\tother\t*pain25\t\tNOTHING\n$playersound\tclowny\tother\t*grunt\t\tNOTHING\n$playersound\tclowny\tother\t*land\t\tNOTHING\n$playersound\tclowny\tother\t*jump\t\tNOTHING\n$playersound\tclowny\tother\t*fist\t\tNOTHING\n$playersound\tclowny\tother\t*usefail\tCLOWNACT\n$playersound\tclowny\tother\t*taunt\t\tCLOWNACT\n\n$playeralias \tclowny \tmale \t*taunt \t\tclownytaunt\n$playeralias \tclowny \tfemale \t*taunt \t\tclownytaunt\n$playeralias clowny \tother *taunt clownytaunt\n\n$limit clownytaunt 1"
},
{
"source": "pk3",
"name": "todo.txt",
"contents": "*item?\t\t\t\t\t\t\t[l]\n*cloak cooldown?\t\t\t\t[?]\n*2 gb kills for achiev, not 3\t[o]\n*105 hp?\t\t\t\t\t\t[o]\n*death sprite, so you can see\t[l]\nthe difference between dead\nclowny and alive?\n*team mates must see clowny\t\t[l]\nwhen stealth\n\nelse:\n*import barb dm stuff\t\t\t[l]"
},
{
"source": "pk3",
"name": "Actors/Achievements.txt",
"contents": "Actor TotalKillCount : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1023\n}\n\nActor SpecificKillCount : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor CheckAchievements : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(714, 0)\n\t\tStop\n\t}\n}\n\n// GLOBAL\nActor GhoulKillCount : TotalKillCount { }\nActor HumanKillCount : TotalKillCount { }\nActor KilledMarine : TotalKillCount { }\nActor KilledHunter : TotalKillCount { }\nActor KilledCyborg : TotalKillCount { }\nActor KilledGhostbuster : TotalKillCount { }\nActor KilledEngineer : TotalKillCount { }\nActor KilledSanta : TotalKillCount { }\nActor KilledBarbarian : TotalKillCount { }\nActor KilledWarlock : TotalKillCount { }\nActor KilledSjas : TotalKillCount { }\nActor KilledJitterskull : TotalKillCount { }\nActor KilledCreeper : TotalKillCount { }\nActor KilledChoke : TotalKillCount { }\nActor KilledFrostbite : TotalKillCount { }\nActor KilledDefiler : TotalKillCount { }\nActor KilledIcefiend : TotalKillCount { }\n\n// SPECIFIC ACTORS\n// Human counters\nActor MarineShotgunKill : TotalKillCount { }\nActor MarinePistolKill : TotalKillCount { }\nActor MarineMachineGunKill : TotalKillCount { }\nActor MarineGrenadeKill : TotalKillCount { }\nActor MarineSuicideGrenadeKill : TotalKillCount { }\nActor HunterFireArrowKill : TotalKillCount { }\nActor HunterIceArrowKill : TotalKillCount { }\nActor HunterRegularArrowKill : TotalKillCount { }\nActor HunterLightningRailKill : TotalKillCount { }\nActor HunterSuperFireArrowKill : TotalKillCount { }\nActor HunterSuperIceArrowKill : TotalKillCount { }\nActor HunterSuperRegularArrowKill : TotalKillCount { }\nActor HunterSuperLightningRailKill : TotalKillCount { }\nActor HunterFireMagicKill : TotalKillCount { }\nActor HunterRegularMagicKill : TotalKillCount { }\nActor HunterIceSpikeKill : TotalKillCount { }\nActor HunterLightningMagicKill : TotalKillCount { }\nActor CyborgPlasmaKill : TotalKillCount { }\nActor CyborgCrapPlasmaKill : TotalKillCount { }\nActor CyborgPulseKill : TotalKillCount { }\nActor JetpackKill : TotalKillCount { }\nActor GhostbusterProtonKill : TotalKillCount { }\nActor GhostbusterTrapKill : TotalKillCount { }\nActor GhostbusterBloodKill : TotalKillCount { }\nActor GhostbusterEchoKill : TotalKillCount { }\nActor GhostbusterSoulKill : TotalKillCount { }\nActor GhostbusterBoneKill : TotalKillCount { }\nActor GhostbusterIceFallKill : TotalKillCount { }\nActor GhostbusterIceBallKill : TotalKillCount { }\nActor GhostbusterDefilerBallKill : TotalKillCount { }\nActor GhostbusterHorrorKill : TotalKillCount { }\nActor EngineerNailKill : TotalKillCount { }\nActor EngineerGravityGunRailKills : TotalKillCount { }\nActor EngineerMineKill : TotalKillCount { }\n/*\nActor EngineerBuzzSawAirKill : TotalKillCount { } // Deprecated\nActor EngineerBuzzSawGroundKill : TotalKillCount { } // Deprecated\nActor EngineerSteamRainKill : TotalKillCount { } // Deprecated\n*/\nActor SentryBulletKills : TotalKillCount { }\nActor GravityObjectKills : TotalKillCount { }\nActor GravityRailKill : TotalKillCount { }\nActor BuddhaKills : TotalKillCount { }\nActor SantaHollyAirKill : TotalKillCount { }\nActor SantaHollyGroundKill : TotalKillCount { }\nActor SantaStarProjectileKill : TotalKillCount { }\nActor SantaFallingStarKill : TotalKillCount { }\nActor SantaPresentKill : TotalKillCount { }\nActor SantaSnowballKill : TotalKillCount { }\nActor BarbarianSwordKill : TotalKillCount { }\nActor BarbarianBerserkSwordKill : TotalKillCount { }\nActor BarbarianSwordWeakKill : TotalKillCount { }\nActor BarbarianHammerMeleeKill : TotalKillCount { }\nActor BarbarianBerserkHammerKill : TotalKillCount { }\nActor BarbarianHammerKill : TotalKillCount { }\nActor WarlockFireballKill : TotalKillCount { }\nActor WarlockBigFireballKill : TotalKillCount { }\nActor WarlockIceShardsKill : TotalKillCount { }\nActor WarlockLightningKill : TotalKillCount { }\nActor WarlockMagmaSmallKill : TotalKillCount { }\nActor WarlockNovaKill : TotalKillCount { }\nActor SjasScreamKill : TotalKillCount { }\nActor JitterMeleeKill : TotalKillCount { }\nActor ClownyHiddenKill : TotalKillCount { }\nActor CreepStunKill : TotalKillCount { }\nActor CreeperMeleeKill : TotalKillCount { }\nActor ChokeVomitKill : TotalKillCount { }\nActor ChokeAttackKill : TotalKillCount { }\nActor ChokeBloodBallKill : TotalKillCount { }\nActor ChokeFeastKill : TotalKillCount { }\nActor FrostbiteMeleeKill : TotalKillCount { }\nActor FrostbiteIceBreathKill : TotalKillCount { }\nActor FrostyRainKill : TotalKillCount { }\nActor DefilerAcidBallKill : TotalKillCount { }\nActor DefilerCloudBallKill : TotalKillCount { }\nActor DefilerPoisonGasKill : TotalKillCount { }\nActor DefilerPoisonDropletKill : TotalKillCount { }\nActor DefilerSpineKill : TotalKillCount { }\nActor IcefiendIcePathKill : TotalKillCount { }\nActor IceFiendMeleeKill : TotalKillCount { }\nActor IceFiendWindKill : TotalKillCount { }\nActor PurpleMagicKill : TotalKillCount { }\n\n// MULTIKILL COUNTERS\n// Human\nActor MarineGrenadeMulti : SpecificKillCount { }\nActor HunterLightningMulti : SpecificKillCount { }\nActor HunterFireMulti : SpecificKillCount { }\nActor BarbarianHammerMulti : SpecificKillCount { }\nActor BarbarianBerserkHammerMulti : SpecificKillCount { }\nActor FrostyBreathMulti : SpecificKillCount { }\n// Ghoul\nActor JitterMeleeMulti : SpecificKillCount { }\nActor SjasMeleeMulti : SpecificKillCount { }\nActor IcefiendKillCounter : SpecificKillCount { }\nActor ChokeBloodBallMulti : SpecificKillCount { }\n\n// MISC ACTORS\nActor CyborgCreeperLowHPKill : SpecificKillCount { }\nActor WarlockIceKillFrostbite : SpecificKillCount { }\nActor BarbarianNoBerserkUse : SpecificKillCount { }\nActor GhostbusterUpgraded : SpecificKillCount { }\nActor SantaKillFrostbiteSnow : SpecificKillCount { }\nActor DefilerAirSniper : SpecificKillCount { }\nActor CreeperKillBerserkBarb : SpecificKillCount { }\nActor TeleFUCK : SpecificKillCount { }\nActor GotHurt : SpecificKillCount { }\nActor SjasRageKill : SpecificKillCount { }\nActor LowHPKill : SpecificKillCount { }\nActor Potato : SpecificKillCount { }\nActor Potato2 : SpecificKillCount { }\nActor UsedAmmo : SpecificKillCount { }\nActor ThorKill : SpecificKillCount { }"
},
{
"source": "pk3",
"name": "Actors/Global.txt",
"contents": "////////////////////////////////////////////////////////////////////////////////\n// NEW GLOBAL DEFS //\n////////////////////////////////////////////////////////////////////////////////\nActor PlayerNum : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 32\n}\n\nActor ClassID : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor HumanTeam : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GhoulTeam : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor Timer : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tPowerup.Duration 35\n}\n\nActor HumanTelefrag : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GhoulTelefrag : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor IsSjas : GhoulTeam { }\nActor IsJitterskull : GhoulTeam { }\nActor IsCreeper : GhoulTeam { }\nActor IsChoke : GhoulTeam { }\nActor IsFrostbite : GhoulTeam { }\nActor IsDefiler : GhoulTeam { }\nActor IsIcefiend : GhoulTeam { }\n\nActor MenuCloserEraser : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(760, 0, tid)\n\t\tStop\n\t}\n}\n\nActor GBUpgrader : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GBSjasUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBSjasUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 1)\n\t\tStop\n\t}\n}\n\nActor GBJitterskullUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBJitterskullUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 2)\n\t\tStop\n\t}\n}\n\nActor GBCreeperUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBCreeperUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 3)\n\t\tStop\n\t}\n}\n\nActor GBChokeUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBChokeUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 4)\n\t\tStop\n\t}\n}\n\nActor GBFrostbiteUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBFrostbiteUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 5)\n\t\tStop\n\t}\n}\n\nActor GBDefilerUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBDefilerUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 6)\n\t\tStop\n\t}\n}\n\nActor GBIcefiendUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBIcefiendUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 7)\n\t\tStop\n\t}\n}\n\nActor GBClownyUpgrade : GBUpgrader\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"GBClownyUpgradeToken\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways (710, 0, 8)\n\t\tStop\n\t}\n}\n\nActor GBUpgradeToken : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GBSjasUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBJitterskullUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBCreeperUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBChokeUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBFrostbiteUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBDefilerUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBIcefiendUpgradeToken : GBUpgradeToken\n{\n}\n\nActor GBClownyUpgradeToken : GBUpgradeToken\n{\n}\n\nActor ChokeHealPause : PowerDamage\n{\n\tPowerup.Duration 5\n\tDamageFactor \"Nothing\", 1.0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ChokePainHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(726, 0, 3, 0)\n\t\tStop\n\t}\n}\n\nActor ChokeDeathHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tCLIP A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(726, 0, 18, 1)\n\t\tStop\n\t}\n}\n\nActor CreeperHealBallHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(737, 0)\n\t\tStop\n\t}\n}\n\nActor LightningIntenseFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 1)\n\t\tStop\n\t}\n}\n\nActor LightningModerateFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 2)\n\t\tStop\n\t}\n}\n\nActor LightningWeakFlash : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(728, 0, 3)\n\t\tStop\n\t}\n}\n\nActor ReflectionKill : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(738, 0)\n\t\tStop\n\t}\n}\n\nActor SuperIceStunnedFullPowerup : PowerSpeed\n{\n\tPowerup.Duration 100\n\tSpeed 0.0\n}\n\nActor SuperIceStunnedFull : PowerupGiver\n{\n\tPowerup.Duration 100\n\tPowerup.Type \"SuperIceStunnedFullPowerup\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nActor SuperIceStunnedPartialPowerup : PowerSpeed\n{\n\tPowerup.Duration 75\n\tSpeed 0.3\n}\n\nActor SuperIceStunnedPartial : PowerupGiver\n{\n\tPowerup.Duration 75\n\tPowerup.Type \"SuperIceStunnedPartialPowerup\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n}\n\nActor SuperIceDontStun : Timer\n{\n\tPowerup.Duration -8\n}\n\nActor DispenserUseCooldown : Timer\n{\n\tPowerup.Duration 35\n}\n\nActor JitterskullPoints : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 5\n}\n\nActor ForceReload : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor ForceReloadItem : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"RLCLA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(745, 0)\n\t\tFail\n\t}\n}\n\nActor ForceReloadItemEngy : ForceReloadItem\n{\n\tInventory.Icon \"NBOXA0\"\n}\n\nActor CyborgPulseGainCooldown : Timer\n{\n\tPowerup.Duration 2\n}\n\nActor DispenserMedKit : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 6\n\tInventory.Icon \"RHO1A0\"\n\tInventory.PickupMessage \"You found a stimpack\"\n\t+INVBAR\n\tStates\n\t{\n\tSpawn:\n\t\tRHO1 A 1\n\t\tLoop\n\tUse:\n\t\tTNT1 A 1 HealThing(10)\n\t\tStop\n\t}\n}\n\n// NS 02 actors\nActor NS02MinimapDecoration 12001\n{\n\tRadius 1\n\tHeight 2\n\tScale 0.8\n\t-SOLID\n\t-CANBLAST\n\t+NOCLIP\n\t+NOINTERACTION\n\t+FLOATBOB\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tCRBL A 1 Bright\n\t\tLoop\n\t}\n}\n\nActor NS02PowerScannerGiver : PowerupGiver\n{\n\tInventory.MaxAmount 1\n\tPowerup.Duration 1225\n\tPowerup.Color GoldMap 0.1\n\tPowerup.Type \"Scanner\" // Doesn't use NS02Scanner right now\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor PowerNS02Scanner : PowerScanner\n{\n\tPowerup.Duration 1225\n}\n\nActor NS02MapRevealer : MapRevealer\n{\n\tStates\n\t{\n\tSpawn:\n\t\tMMAP A 1 bright\n\t\tStop\n\t}\n}\n\n// GVHNS05\nActor PowerNS05HumanDamage : PowerDamage\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 1.5\n}\n\nActor PowerNS05HumanVampire : PowerDrain\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor PowerNS05GhoulProtection : PowerProtection\n{\n\tPowerup.Duration 0x7FFFFFFF\n\tDamageFactor \"Normal\", 0.5\n}\n\nActor PowerNS05GhoulRegeneration : PowerRegeneration\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor NS05Human1 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05HumanDamage\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Human2 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05HumanVampire\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Ghoul1 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05GhoulProtection\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\nActor NS05Ghoul2 : PowerupGiver\n{\n\tPowerup.Color Red 0.05\n\tPowerup.Type NS05GhoulRegeneration\n\tPowerup.Duration 0x7FFFFFFF\n\t+AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\t\tMEGA A 1\n\t\tStop\n\t}\n}\n\n// Sjas Rage effects [Thanks to R667]\n// UNUSED I THINK\nActor SjasRageOrb\n{\n\t+MISSILE\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOSECTOR\n\t+NOINTERACTION\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t-SOLID\n\tRadius 1\n\tHeight 1\n\tRenderStyle Add\n\tAlpha 0.5\n\tYScale 0.1\n\tXScale 1.1\n\tTranslation \"112:127=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tLRFX AAAAAA 1 Bright A_FadeOut(0.25)\n\t\tStop\n\t}\n}\n\n////////////////////////////////////////////////////////////////////////////////\n// OLD GLOBAL DEFS //\n////////////////////////////////////////////////////////////////////////////////\nActor ChokeDist : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 99999\n}\n\nActor Crunched : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n}\n\nactor DontAlterBot : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\t}\n}\n\nactor GhoulAmmo : Ammo\n{\n inventory.pickupmessage \"\"\n inventory.amount 3\n inventory.maxamount 3\n inventory.icon \"GHOULAMM\"\n ammo.backpackamount 3\n ammo.backpackmaxamount 3\n +INVENTORY.IGNORESKILL\n states\n {\n Spawn:\n TNT1 A -1\n stop\n }\n}\n\nactor ChokeHealer : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+INVENTORY.AUTOACTIVATE\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A -1\n\tstop\n\tPickup:\n\tUse:\n\tTNT1 A 0 ACS_ExecuteAlways(613,0)//3\n\tstop\n\t}\n}\n\nactor HealDelay : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 17\n}\n\nactor CreepGotya : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\tPickup:\n\tANT1 A 0 A_PlaySoundEx(\"creepgotya\", \"SoundSlot5\")\n\tstop\n\t}\n}\n\nactor CreeperStunCheck : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tloop\n\t}\n}\n\nactor Reflectdummy : ScriptedMarine\n{\n\t+REFLECTIVE\n\t+INVULNERABLE\n}\n\nactor Railtester : ChaingunGuy\n{\n\tdamage 1\n\tstates\n\t{\n\tMissile:\n\tCPOS E 10 A_FaceTarget\n\tCPOS FE 4 bright A_MonsterRail\n\tCPOS F 1 A_CPosRefire\n\tgoto Missile+1\n\t}\n}\n\nactor Cheapcheck : Inventory // Used to prevent R_Drawtrans false and any other BS settings to cheat.\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tLoop\n\t}\n}\n\nactor Creeperheal : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tstates\n\t{\n\tSpawn:\n\tTNT1 A -1\n\tstop\n\tPickup:\n\tTNT1 A 0 ACS_ExecuteAlways(979,0,3)\n\tstop\n\t}\n}\n\nactor Creeperhealth : Health\n{\n inventory.amount 70\n inventory.maxamount 70\n states\n {\n Spawn:\n TNT1 A -1\n stop\n }\n}\n\nActor ChokeHealth : Health\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 150\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor gibmeplz // Test the gibs\n{\n\tdamagetype \"Jitter\"\n\tPROJECTILE\n\tSpeed 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tTNT1 A 0 A_Explode(255,255,1)\n\tStop\n\t}\n}\n\nactor bob : DoomImp\n{\nstates\n{\n Missile:\n TROO EF 8 A_FaceTarget\n TROO G 6 A_CustomMissile(\"CreeperBall\",0,0,0)\n loop\n}\n}\n\nactor bill\n{\n\tstates\n\t{\n\tSpawn:\n\tTROO EF 5\n\tTROO E 0 A_CustomMissile(\"CreeperBall\",0,0,0,2,0)\n\tTROO EF 5\n\tTROO E 0 A_CustomMissile(\"SjasAttack\",0,0,0,2,0)\n\tTROO EF 5\n\tTROO E 0 A_CustomMissile(\"JitterskullAttack\",0,0,0,2,0)\n\tloop\n}\n}\n\nactor Cyborgstomp\n{\nPROJECTILE\n+NOBLOOD\ndamage 0\nradius 10\nSpeed 20\n+CLIENTSIDEONLY\ndeathsound \"CyborgStomp\"\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nTNT1 A 1 //A_PlaySound(\"CyborgStomp\")\nStop\n}\n}\n\nACTOR ArchvileFirex : ArchvileFire\n{\n\tSpeed 5\n\t+NOINTERACTION\n +NOBLOCKMAP\n +NOCLIP\n\t\t+CLIENTSIDEONLY\n}\n\nACTOR ArchvileFirex2 : ArchvileFirex\n{\n\tSpeed 2\n}\n\nACTOR ArchvileFirex3 : ArchvileFirex\n{\n\ttranslation \"160:167=96:111\"\n}\n\nACTOR ArchvileFirex4 : SpawnFire replaces TeleportFog\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle none // No more giving away spawn spots\ntranslation \"160:167=192:207\"\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR TelFire : ArchvileFirex4\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle translucent\ntranslation \"160:167=192:207\"\nalpha 0.7\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR Cuthead replaces Hissy\n{\n- SOLID\n+NOBLOCKMAP\nScale 0.1\nStates\n{\nSpawn:\nDECR A -1\nLoop\n}\n}"
},
{
"source": "pk3",
"name": "Actors/Marine.txt",
"contents": "Actor Marine : PlayerPawn replaces DoomPlayer\n{\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tLimitedToTeam 0\n\tPlayer.soundclass \"marine\"\n\tPlayer.displayname \"Marine\"\n\tPlayer.startitem \"Clip\", 100\n\tPlayer.startitem \"Shell\", 30\n\tPlayer.startitem \"GrenadeAmmo\", 5\n\tPlayer.startitem \"Riotgun\", 1\n\tPlayer.startitem \"DualPistols\", 1\n\tPlayer.startitem \"Machinegun\", 1\n\tPlayer.StartItem \"ForceReloadItem\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 1\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.scoreicon \"MARINEST\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"MarineGrenade\", 0.35\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"Poison\", 1.7\n\tmass 400\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A 1\n\t\tLoop\n\tSee:\n\t\tPLAY AB 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPLAY CD 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tPLAY E 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tPLAY E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tPLAY G 8 A_Pain\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tPLAY G 1\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tPLAY G 8 A_Pain\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tPLAY G 1\n\t\tTNT1 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tPLAY G 8 A_Pain\n\t\tGoto Spawn\n\tPain.DefilerPoisonGas:\n\t\tPLAY G 1 ACS_ExecuteAlways(701, 0)\n\t\tGoto Pain\n\tPain.Creepstun:\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_Pain\n\t\tPLAY G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tPLAY G 1\n\t\tPLAY G 1 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail:\n\t\tTNT1 A 0 ACS_ExecuteAlways(731, 0)\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tTNT1 A 0 ACS_ExecuteAlways(730, 0)\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tstop\n\tGibDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull\")\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tPLAY A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDoomXDeath:\n\t\tPLAY O 0 ACS_ExecuteAlways(714, 0)\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanTelefrag\", 1)\n\t\tGoTo DeathAnim\n\tDeath.ClownyTeeth:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.ClownyTeethHidden:\n\t\tTNT1 A 0 A_GiveToTarget(\"ClownyHiddenKill\",1)\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.CreeperHealBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tTNT1 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tTNT1 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(997,0)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPLAY H 10 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tStop\n\tDeath.MarineSuicideGrenade:\n\t\tPLAY A 0\n\t\tGoto DoomXDeath\n Death.SjasScream:\n TNT1 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n TNT1 A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n\t\tGoto DeathAnim\n Death.JitterMelee:\n TNT1 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n TNT1 A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n Goto GibDeath\n Death.CreepStun:\n TNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n Death.ChokeVomit:\n TNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n Goto DeathAnim\n Death.ChokeAttack:\n TNT1 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n Goto GibDeath\n\tDeath.ChokeFeast:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n TNT1 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n Goto DeathAnim\n Death.FrostbiteMelee:\n TNT1 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n Goto GibDeath\n\tDeath.FrostBiteIceRain:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyRainKill\", 1)\n\t\tGoto DeathAnim\n Death.FrostbiteIceBreath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MarineIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tPLAY H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.DefilerSpine:\n\t\tTNT1 A 0 A_GiveToTarget(\"DefilerSpineKill\", 1)\n\t\tGoto DeathAnim\n Death.DefilerAcidBall:\n\t\tPLAY H 1 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"DefilerAcidBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MarineDefilerAcidDeath\", 0, 0, 0, 0, 0, 0)\n\t\tPLAY H 1 A_PlayerScream\n\t\tPLAY H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.DefilerCloudBall:\n TNT1 A 0 A_GiveToTarget(\"DefilerCloudBallKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonGas:\n TNT1 A 0 A_GiveToTarget(\"DefilerPoisonGasKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonDroplet:\n TNT1 A 0 A_GiveToTarget(\"DefilerPoisonDropletKill\", 1)\n Goto DeathAnim\n\tDeath.FiendWind:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MarineIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tPLAY H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IcefiendIcePath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n TNT1 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"MarineIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlayerScream\n\t\tPLAY H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IceFiendMeleeBackstab:\n\t\tTNT1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t Goto Death.IceFiendMelee\n Death.IceFiendMelee:\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n TNT1 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledMarine\", 1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDMR EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDMR F 1\n\t\tIDMR F -1\n\t\tStop\n\t// Human reflection deaths\n Death.HunterFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterProton:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterBlood:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterEcho:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterSoul:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.EngineerNail:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyAir:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyGround:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaStarProjectile:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaFallingStar:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaSnowball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSword:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockBigFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockIceShards:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockLightning:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nactor MarineStomp : CyborgStomp\n{\n\tdeathsound \"floor/hardx\"\n\t+CLIENTSIDEONLY\n}\n\nactor GrenadeCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -1\n}\n\nActor PistolReload : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 24\n}\n\nACTOR DualPistols : Weapon 2102\n{\n Weapon.SelectionOrder 1800\n Inventory.PickupSound \"weapons/getweapon02\"\n Inventory.PickupMessage \"You got an extra Pistol!\"\n Obituary \"%o was shot by %k's Dual Pistols.\"\n Weapon.AmmoType1 \"Clip\"\n Weapon.AmmoType2 \"GrenadeAmmo\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse1 0\n Weapon.AmmoUse2 1\n decal \"BulletChip\"\n inventory.icon \"PISTOLS\"\n Weapon.SlotNumber 1\n +WEAPON.NOAUTOAIM\n +WIMPY_WEAPON\n +INVENTORY.UNDROPPABLE\n +AMMO_OPTIONAL\n +WEAPON.ALT_AMMO_OPTIONAL\n States\n {\n Spawn:\n TNT1 A 400\n Stop\n Ready:\n\t V2PG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadPistol\")\n V2PG A 1 A_WeaponReady\n Loop\n Deselect:\n V2PG A 1 A_Lower\n Loop\n Select:\n V2PG A 1 A_Raise\n Loop\n Fire:\n V2PG A 1 A_JumpIfInventory(\"DoublePistolChecker\",1,20) //15\n V2PF A 1 A_Light1\n V2PF B 0 A_PlayWeaponSound(\"pistol/newfire\")\n\t V2PF A 0 A_FireBullets(random(0,1),1,1,random(4,6),\"BulletPuffPistol\",1)//5,6\n V2PF A 1 Bright\n\t V2PF B 1\n\t V2PF C 0 A_GiveInventory(\"PistolReload\", 1)\n V2PF A 0 A_GiveInventory(\"DoublePistolChecker\",1)\n V2PF A 0 A_Light0\n\t V2PG CDEDC 1\n\t PSTG A 0 A_JumpIfInventory(\"PistolReload\", 1, 2)\n\t PSTG A 0 A_Jump(256, 3)\n\t PSTG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadPistol\")\n\t PSTG A 0 A_JumpIfInventory(\"PistolReload\", 24, \"ReloadPistol\")\n\t PSTG A 0 A_TakeInventory(\"ForceReload\", 1)\n\t V2PG A 1 A_ReFire\n Goto Ready\n V2PG A 1\n V2RF A 1 A_Light1\n V2RF A 0 A_PlayWeaponSound(\"pistol/newfire\")\n\t V2RF A 0 A_FireBullets(random(0,1),1,1,random(4,6),\"BulletPuffPistol\",1)//5,6\n V2RF A 1 Bright\n\t V2RF G 0 A_GiveInventory(\"PistolReload\", 1)\n V2RF A 0 A_TakeInventory(\"DoublePistolChecker\",1)\n V2RF A 0 A_Light0\n\t V2RF B 1\n\t V2RG CDEDC 1\n\t V2RF A 0 A_JumpIfInventory(\"PistolReload\", 1, 2)\n\t V2RF A 0 A_Jump(256, 3)\n\t V2RF A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadPistol\")\n\t V2RF A 0 A_JumpIfInventory(\"PistolReload\", 24, \"ReloadPistol\")\n\t V2RF A 0 A_TakeInventory(\"ForceReload\", 1)\n V2PG A 1 A_ReFire\n Goto Ready\n ReloadPistol:\n\t V2PG GHIJKLMNO 1\n\t V2PG A 0 A_PlaysoundEx(\"pistol/reload2\", 5)\n\t V2PG PQR 1\n\t V2PR ABCD 1\n\t V2PG A 0 A_PlaysoundEx(\"pistol/reload1\", 5)\n\t V2PR EFGHI 2\n\t V2PR JKLMNOPQ 1\n\t V2PG A 0 A_PlaysoundEx(\"pistol/reload2\", 5)\n\t V2PR RSTU 1\n\t V2RR ABDEF 1\n\t V2PG A 0 A_PlaysoundEx(\"pistol/reload1\", 5)\n\t V2RR GHI 2\n\t V2RR JKLMNOPQR 1\n\t V2RR A 0 A_TakeInventory(\"PistolReload\", 24)\n\t V2RR A 0 A_TakeInventory(\"ForceReload\", 1)\n\t V2PG A 6\n\t Goto Ready\n Altfire:\n V2PG A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Doublecheck\")\n V2PG A 0 A_JumpIfInventory(\"GrenadeCooldown\",1,\"Ready\")\n\t V2PG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t V2PG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t V2PG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\tGoto Lower\n Doublecheck:\n V2PG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t V2PG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t V2PG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t Goto Lower\n\tLower:\n\t V2PG A 1 offset (0, 40)\n\t V2PG A 1 offset (0, 50)\n\t V2PG A 1 offset (0, 60)\n\t V2PG A 1 offset (0, 70)\n\t V2PG A 1 offset (0, 80)\n\t V2PG A 1 offset (0, 90)\n\t V2PG A 1 offset (0, 100)\n\t V2PG A 1 offset (0, 110)\n\t V2PG A 1 offset (0, 120)\n\t TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t goto Grenade\n\tReturn:\n\t V2PG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t V2PG A 1 offset (0, 110)\n\t V2PG A 1 offset (0, 100)\n\t V2PG A 1 offset (0, 90)\n\t V2PG A 1 offset (0, 80)\n\t V2PG A 1 offset (0, 70)\n\t V2PG A 1 offset (0, 60)\n\t V2PG A 1 offset (0, 50)\n\t V2PG A 1 offset (0, 40)\n\t Goto Ready\n\tNoGrenades:\n\t V2PG A 28 A_PlaySound(\"weapons/grenadeno\")\n\t Goto Ready\n\tGrenade:\n\t TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t TNT1 A 0 A_Refire\n\t Goto Throw\n\tThrow:\n\t TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t HNDG IJ 1 offset (0, 40)\n\t HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow1:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow2:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow3:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow4:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow5:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow6:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow7:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrowpt2:\n\t HNDG LMNOPQ 2\n\t TNT1 A 0 A_ClearRefire\n\t TNT1 A 0 A_GiveInventory(\"GrenadeCooldown\",1)\n\t TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t Goto Return\n\tGrenadeMaxsound:\n TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t Goto GrenadeMax\n\tGrenadeMax:\n\t TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t TNT1 A 0 A_Refire\n\t TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t Goto Throw\n\tGrenadeSloops:\n\t TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t TNT1 A 0 A_ClearRefire\n\t TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t Goto Return\n }\n}\n\nActor Riotgun : Weapon replaces Shotgun\n{\n radius 20\n height 16\n Weapon.SlotNumber 2\n weapon.selectionorder 1500\n weapon.kickback 100\n obituary \"%o got pummeled by %k's shotgun.\"\n decal \"BulletChip\"\n inventory.pickupmessage \"You got the shotgun!\"\n weapon.ammotype \"Shell\"\n inventory.icon \"SHOTTY\"\n weapon.ammouse 1\n weapon.ammogive 8\n Weapon.AmmoUse2 1\n Weapon.AmmoType2 \"GrenadeAmmo\"\n +INVENTORY.UNDROPPABLE\n +WEAPON.ALT_AMMO_OPTIONAL\n +WEAPON.NOAUTOAIM\n states\n {\n Spawn:\n SHTG A 400\n stop\n Ready:\n SHTG A 1 A_WeaponReady\n loop\n Deselect:\n SHTG A 1 A_Lower\n loop\n Select:\n SHTG A 1 A_Raise\n loop\n Fire:\n SHTG E 0 A_GunFlash\n SHTG E 2 Bright\n\t SHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t SHTG E 0 A_FireBullets (7, 7, random(7,8), 5, \"BulletPuffShotgun\")\n\t SHTG E 0 A_PlayWeaponSound(\"weapons/shotgunNew\")\n\t SHTG E 0 A_Recoil(4)\n SHTG F 2 Bright\n SHTG G 2\n\t SHTG H 3\n SHTG BC 5\n SHTG D 4\n SHTG CB 5\n SHTG A 3\n SHTG A 7 A_ReFire\n Goto Ready\n Altfire:\n\t SHTG A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Doublecheck\")\n\t SHTG A 0 A_JumpIfInventory(\"GrenadeCooldown\",1,\"Ready\")\n\t SHTG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t SHTG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t SHTG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t Goto Lower\n Doublecheck:\n SHTG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t SHTG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t SHTG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t Goto Lower\n\tLower:\n\t SHTG A 1 offset (0, 40)\n\t SHTG A 1 offset (0, 50)\n\t SHTG A 1 offset (0, 60)\n\t SHTG A 1 offset (0, 70)\n\t SHTG A 1 offset (0, 80)\n\t SHTG A 1 offset (0, 90)\n\t SHTG A 1 offset (0, 100)\n\t SHTG A 1 offset (0, 110)\n\t SHTG A 1 offset (0, 120)\n\t TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t Goto Grenade\n\tGrenade:\n\t TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t TNT1 A 0 A_Refire\n\t Goto Throw\n\tThrow:\n\t TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t HNDG IJ 1 offset (0, 40)\n\t HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow1:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow2:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow3:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow4:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow5:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow6:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow7:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrowpt2:\n\t HNDG LMNOPQ 2\n\t TNT1 A 0 A_ClearRefire\n\t TNT1 A 0 A_GiveInventory(\"GrenadeCooldown\",1)\n\t TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t Goto Return\n\tGrenadeMaxsound:\n TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t Goto GrenadeMax\n\tGrenadeMax:\n\t TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t TNT1 A 0 A_Refire\n\t TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t Goto Throw\n\tGrenadeSloops:\n\t TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t TNT1 A 0 A_ClearRefire\n\t TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t Goto Return\n\tReturn:\n\t SHTG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t SHTG A 1 offset (0, 110)\n\t SHTG A 1 offset (0, 100)\n\t SHTG A 1 offset (0, 90)\n\t SHTG A 1 offset (0, 80)\n\t SHTG A 1 offset (0, 70)\n\t SHTG A 1 offset (0, 60)\n\t SHTG A 1 offset (0, 50)\n\t SHTG A 1 offset (0, 40)\n\t Goto Ready\n\tFlash:\n\t NULL A 4 bright A_Light1\n\t NULL A 3 bright A_Light2\n\t NULL A 0 bright A_Light0\n\t stop\n\tNoGrenades:\n\t SHTG A 4 A_PlaySound(\"weapons/grenadeno\")\n\t Goto Ready\n }\n}\n\nActor GrenadePower : Inventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 210\n}\n\nACTOR DoublePistolChecker : Inventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n}\n\nACTOR Machinegun : Weapon 2109\n{\n Weapon.SelectionOrder 680\n Weapon.SlotNumber 3\n Inventory.PickupSound \"weapons/getweapon04\"\n Inventory.PickupMessage \"The Machine Gun!\"\n //Obituary \"%o was fully perforated by %k's Machine Gun.\"\n Weapon.AmmoType1 \"Clip\"\n Weapon.AmmoGive 0\n decal \"BulletChip\"\n Weapon.AmmoUse1 1\n Scale 0.8\n inventory.icon \"HCNGA0\"\n Weapon.AmmoUse2 1\n Weapon.AmmoType2 \"GrenadeAmmo\"\n AttackSound \"weapons/hchngun\"\n +WEAPON.ALT_AMMO_OPTIONAL\n +WEAPON.NOAUTOAIM\n States\n {\n Spawn:\n TNT1 A 400\n Stop\n\tReady:\n\t\tHCGG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tHCGG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tHCGG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tSHTG A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigunup\")\n\t\tHCGG CD 7 // Spinup\n\t\tHCGG AB 6\n\t\tGoto Hold\n\tHold:\n\t\tTNT1 A 0 A_Jump(128,\"SmallFire1\")\n\tLargeFire1:\n\t\tHCGF A 0 A_GunFlash // 3 2\n\t HCGF A 2 bright A_FireBullets (4.8, 3.6, 1, random(5,6), \"BulletPuffMachinegun\")\n\t\tHCGF B 2 bright\n\t\tTNT1 A 0 A_Jump(128,\"SmallFire2\")\n\tLargeFire2:\n\t\tHCGF A 0 A_GunFlash\n\t\tHCGF C 2 bright A_FireBullets (4.8, 3.6, -1, random(5,6), \"BulletPuffMachinegun\")\n\t\tHCGF D 2 bright\n\t\tHCGF A 0 A_Refire\n\t\tgoto Spindown\n\tSmallFire1:\n\t\tHCGF A 0 A_GunFlash\n\t HCGF E 2 bright A_FireBullets (4.8, 3.6, 1, 4, \"BulletPuffMachinegun\")\n\t\tHCGF B 2 bright\n\t\tTNT1 A 0 A_Jump(128,\"LargeFire2\")\n\tSmallFire2:\n\t\tHCGF A 0 A_GunFlash\n\t\tHCGF F 2 bright A_FireBullets (4.8, 3.6, -1, 4, \"BulletPuffMachinegun\")\n\t\tHCGF D 2 bright\n\t\tHCGF A 0 A_Refire\n\t\tgoto Spindown\n\tSpindown:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/minigundown\")\n\t HCGG AB 6 // A_Refire\n\t\tHCGG CD 7 // A_Refire\n\t\tGoto Ready\n Altfire:\n MING A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Doublecheck\")\n MING A 0 A_JumpIfInventory(\"GrenadeCooldown\",1,\"Ready\")\n\t MING A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t MING A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t MING A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t Goto Lower\n\t Doublecheck:\n\t\t MING A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t\t MING A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t\t MING A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t\tGoto Lower\n\t Lower:\n\t\t HCGG A 1 offset (0, 40)\n\t\t HCGG A 1 offset (0, 50)\n\t\t HCGG A 1 offset (0, 60)\n\t\t HCGG A 1 offset (0, 70)\n\t\t HCGG A 1 offset (0, 80)\n\t\t HCGG A 1 offset (0, 90)\n\t\t HCGG A 1 offset (0, 100)\n\t\t HCGG A 1 offset (0, 110)\n\t\t HCGG A 1 offset (0, 120)\n\t\t TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t\tgoto Grenade\n\t\t Return:\n\t\t HCGG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t\t HCGG A 1 offset (0, 110)\n\t\t HCGG A 1 offset (0, 100)\n\t\t HCGG A 1 offset (0, 90)\n\t\t HCGG A 1 offset (0, 80)\n\t\t HCGG A 1 offset (0, 70)\n\t\t HCGG A 1 offset (0, 60)\n\t\t HCGG A 1 offset (0, 50)\n\t\t HCGG A 1 offset (0, 40)\n\t\t Goto Ready\n\tNoGrenades:\n\t HCGG A 28 A_PlaySound(\"weapons/grenadeno\")\n\t Goto Ready\n\tGrenade:\n\t TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t TNT1 A 0 A_Refire\n\t Goto Throw\n\tThrow:\n\t TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t HNDG IJ 1 offset (0, 40)\n\t HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow1:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow2:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow3:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow4:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow5:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow6:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrow7:\n\t HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t Goto Throwpt2\n\tThrowpt2:\n\t HNDG LMNOPQ 2\n\t TNT1 A 0 A_ClearRefire\n\t TNT1 A 0 A_GiveInventory(\"GrenadeCooldown\",1)\n\t TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t Goto Return\n\tGrenadeMaxsound:\n TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t Goto GrenadeMax\n\tGrenadeMax:\n\t TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t TNT1 A 0 A_Refire\n\t TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t Goto Throw\n\tGrenadeSloops:\n\t TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t TNT1 A 0 A_ClearRefire\n\t TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t Goto Return\n}\n}\n\nactor GrenadeAmmo : Ammo\n{\n inventory.pickupmessage \"Picked up a grenade.\"\n inventory.amount 1\n inventory.maxamount 50\n inventory.icon \"PGRND0\"\n ammo.backpackamount 10\n ammo.backpackmaxamount 100\n states\n {\n Spawn:\n PGRN A -1\n stop\n }\n}\n\nActor GrenadeExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tObituary \"%o sucked down %k's grenade.\"\n\tdamagetype \"MarineGrenade\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(128,random(150,170),1)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ThrowingGrenade\n{\n\tradius 7\n\theight 5\n\tObituary \"%o sucked down %k's grenade.\"\n\tdamagetype \"MarineGrenade\"\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t- NOGRAVITY\n\tspeed 19\n\tscale 0.38\n\tbouncecount 2\n\tbouncefactor 0.5\n\treactiontime 5\n\tseesound \"weapons/grenadebounce\"\n\tStates\n\t{\n\tSpawn:\n\t\tHGRN A 0\n\t\tHGRN A 0 ThrustThingZ(0, 20, 0, 1)\n\t\tHGRN ABCDEF 2\n\t\tHGRN A 0 A_Countdown\n\t\tGoto Spawn+2\n\t\tDeath:\n\t\tNKXP A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tNKXP A 1 A_SpawnItem(\"GrenadeExploder\")\n\t\tStop\n\t}\n}\n\nactor ThrowingGrenade1 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 24\n}\n\nactor ThrowingGrenade2 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 29\n}\n\nactor ThrowingGrenade3 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 34\n}\n\nactor ThrowingGrenade4 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 39\n}\n\nactor ThrowingGrenade5 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 44\n}\n\nactor ThrowingGrenade6 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 49\n}\n\nactor ThrowingGrenade7 : ThrowingGrenade\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tspeed 54\n}\n\nactor GrenadeExplosion\n{\n\tObituary \"%o sucked down %k's grenade.\"\n\tDamagetype \"MarineGrenade\"\n\trenderstyle translucent\n\talpha 1.0\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\tradius 1\n\theight 1\n\tStates\n\t{\n\tSpawn:\n\t\tNKXP A 0\n\t\tNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nactor ThrowingGrenadeOops\n{\n\tObituary \"%k was a maggot and took %o with %hself on the way out!\"\n\tradius 7\n\theight 5\n\t+DOOMBOUNCE\n\tdamagetype \"MarineSuicideGrenade\"\n\t+BOUNCEONACTORS\n\t-NOGRAVITY\n\tspeed 30\n\tscale 0.38\n\tbouncecount 2\n\tbouncefactor 0.5\n\treactiontime 5\n\tStates\n\t{\n\tSpawn:\n\t\tHGRN A 0\n\t\tHGRN A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tGoto Death\n\t\tDeath:\n\t\tNKXP A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tNKXP A 1 A_Explode(160,160,1)\n\t\tNKXP A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tStop\n\t}\n}\n\nActor BulletPuff2 : BulletPuff\n{\n\tStates\n\t{\n\t Spawn:\n\t\tPUFF A 0\n\t\tPUFF A 4 bright A_PlaySound(\"puff/ric\")\n\t\tPUFF B 4\n\t\tGoto Melee\n\t Melee:\n\t\tPUFF CD 4\n\t\tstop\n\t}\n}\n\nActor BulletPuffPistol : BulletPuff2\n{\n\tDamageType \"MarinePistol\"\n\tobituary \"%o got sniped by %k's dual pistols.\"\n}\n\nActor BulletPuffMachineGun : BulletPuff2\n{\n\tDamageType \"MarineMachineGun\"\n\tobituary \"%o was perforated by %k's machinegun.\"\n}\n\nActor BulletPuffShotgun : BulletPuff2\n{\n\tDamageType \"MarineShotgun\"\n\tobituary \"%o got pummeled by %k's shotgun.\"\n}\n\nactor IsFemale : Inventory\n{\n inventory.amount 1\n inventory.maxamount 1\n}\n\nactor GrenadeDelayer : PowerDamage\n{\n\tdamagefactor \"nothing\", 0.2\n\tpowerup.duration -4\n}\n\nActor AmmoSatchel2 : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n\tinventory.icon \"BPAKA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 A_GiveInventory(\"Shell\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\", 25)\n\t\tTNT1 A 0 A_GiveInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx (\"UseSatchel\", 5)\n\t\tTNT1 A 1 A_Print(\"You used an ammo satchel, +5 shells +25 bullets +1 grenade\")\n\t\tTNT1 A 0 A_JumpIf(0 != ACS_ExecuteWithResult(903, 0, 0), 2)\n\t\tTNT1 A 1 A_PlaySoundEx(\"MarineLaughs\", \"Voice\")\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Hunter.txt",
"contents": "Actor Hunter : PlayerPawn\n{\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tSpeed 1\n\tmass 400\n\tPainChance 256\n\t+NOSKIN\n\t+QUICKTORETALIATE\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOTARGET\n\tLimitedtoteam 0\n\tPlayer.ForwardMove 1.15\n\tPlayer.SideMove 1.0\n\tPlayer.soundclass \"hunter\"\n\tPlayer.DisplayName \"Hunter\"\n\tPlayer.startitem \"Bow\", 1\n\tPlayer.startitem \"FireBow\", 1\n\tPlayer.startitem \"IceBow\", 1\n\tPlayer.startitem \"LightningBow\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"HunterBowUpgrade\", 1\n\tPlayer.StartItem \"ClassID\", 2\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.scoreicon \"HUNTERST\"\n\tPlayer.ColorRange 112, 127\n\tdamagefactor \"HunterFireArrow\", 0.4\n\tDamageFactor \"HunterSuperFireArrow\", 0.3\n\tdamagefactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"ChokeAttack\", 1.15\n\tDamageFactor \"Poison\", 1.5\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tHUNT A 1 SetPlayerProperty(0, 1, 2)\n\t\tHUNT A 3\n\t\tGoto Spawn+2\n\tSee:\n\t\tHUNT ABCD 4\n\t\tLoop\n\tMissile:\n\t\tHUNT E 12 //ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tGoto Spawn\n\tMelee:\n\t\tHUNT F 6\n\t\tGoto Missile\n\tPain:\n\t\tHUNT G 4\n\t\tHUNT G 4 A_Pain\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tHUNT G 1\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tHUNT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.DefilerPoisonGas:\n\t\tHUNT G 1 ACS_ExecuteAlways(701, 0)\n\t\tGoto Pain\n\tPain.Creepstun:\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_Pain\n\t\tHUNT G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tHUNT G 1\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tHUNT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.HunterSuperIceArrowTrail:\n\t\tTNT1 A 0 ACS_ExecuteAlways(731, 0)\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tTNT1 A 0 ACS_ExecuteAlways(730, 0)\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tHUNT H 8\n\t\tHUNT I 8 A_PlayerScream\n\t\tHUNT J 8 A_NoBlocking\n\t\tHUNT KLM 8\n\t\tHUNT N -1\n\t\tStop\n\tGibDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull2\")\n\t\tTNT1 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tHUNT A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.ClownyTeeth:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.ClownyTeethHidden:\n\t\tTNT1 A 0 A_GiveToTarget(\"ClownyHiddenKill\",1)\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.CreeperHealBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tTNT1 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tTNT1 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tTNT1 A 0 ACS_ExecuteAlways(997,0)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tGoto DeathAnim\n Death.SjasScream:\n TNT1 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n TNT1 A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n Goto DeathAnim\n Death.JitterMelee:\n TNT1 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n TNT1 A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n Goto GibDeath\n Death.CreepStun:\n TNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n Death.ChokeVomit:\n TNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n Goto DeathAnim\n\tDeath.ChokeFeast:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n Death.ChokeAttack:\n TNT1 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n TNT1 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n Goto DeathAnim\n Death.FrostbiteMelee:\n TNT1 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n Goto GibDeath\n\tDeath.FrostBiteIceRain:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyRainKill\", 1)\n\t\tGoto DeathAnim\n Death.FrostbiteIceBreath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n TNT1 A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n TNT1 A 0 A_SpawnItemEx(\"HunterIceDeath\")\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tHUNT A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.DefilerSpine:\n\t\tTNT1 A 0 A_GiveToTarget(\"DefilerSpineKill\", 1)\n\t\tGoto DeathAnim\n Death.DefilerAcidBall:\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"DefilerAcidBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n TNT1 A 0 A_SpawnItemEx(\"HunterDefilerAcidDeath\")\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tHUNT A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.DefilerCloudBall:\n TNT1 A 0 A_GiveToTarget(\"DefilerCloudBallKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonGas:\n TNT1 A 0 A_GiveToTarget(\"DefilerPoisonGasKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonDroplet:\n TNT1 A 0 A_GiveToTarget(\"DefilerPoisonDropletKill\", 1)\n Goto DeathAnim\n\tDeath.FiendWind:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IcefiendIcePath:\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n TNT1 A 0 A_SpawnItemEx(\"HunterIcefiendImpaleDeath\")\n\t\tTNT1 A 0 A_PlayerScream\n\t\tHUNT A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IceFiendMeleeBackstab:\n\t\tTNT1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t Goto Death.IceFiendMelee\n Death.IceFiendMelee:\n\t\tTNT1 A 0 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledHunter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tTNT1 A 0 A_SkullPop(\"Custom_BloodySkull2\")\n\t\tTNT1 A 0 A_PlayerScream\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDHU AAAA 1 A_SpawnItemEx(\"Blood\", 0, 0, 44, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT IIII 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT IIII 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT IIII 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT IIII 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT IIII 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT KKKK 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT KKKK 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT KKKK 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT KKKK 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT KKKK 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT LLLL 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT LLLL 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT LLLL 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT LLLL 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT LLLL 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT MMMM 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT MMMM 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT MMMM 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT MMMM 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tHUNT MMMM 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tHUNT M 1\n\t\tHUNT N -1\n\t\tStop\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanTelefrag\", 1)\n\t\tGoTo DeathAnim\n\t// Human reflection deaths\n Death.MarineGrenade:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterProton:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterBlood:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterEcho:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterSoul:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.EngineerNail:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyAir:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyGround:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaStarProjectile:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaFallingStar:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaSnowball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSword:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockBigFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockIceShards:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockLightning:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nACTOR Bow : Weapon 9901\n{\n Inventory.PickupMessage \"You picked up the bow.\"\n Obituary \"%o was pierced by %k's arrows.\"\n AttackSound \"weapons/LightningArrow\"\n Weapon.AmmoType1 \"ArrowSingle\"\n Weapon.AmmoGive1 20\n Weapon.AmmoUse1 1\n\tinventory.icon \"NBOW\"\n +NOALERT\n\t+DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 10\n\t+WEAPON.NOAUTOAIM\n\t+AMMO_OPTIONAL\n Radius 30\n\tHeight 10\n Scale .20\n States\n {\n Spawn:\n BOWP A 400\n Stop\n Ready:\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowup\", \"Weapon\")\n\t BOWA H 1 A_WeaponReady\n Goto Ready+1\n Deselect:\n BOWA H 1 A_Lower\n\t Loop\n Select:\n BOWA H 1 A_Raise\n Loop\n Fire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"FireSlow\")\n BOWA HIJKL 3\n\t BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t Goto Hold\n\tFireSlow:\n BOWA HIJKL 7\n\t BOWA L 4 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t Goto Hold\n Altfire:\n\t BOWA GFE 4\n\t BOWA E 20 A_GunFlash\n\t BOWA EF 6\n\t BOWA G 18 // 12\n\t BOWA H 1 A_WeaponReady\n\t Goto Ready+1\n\tHold:\n BOWA M 1\n BOWA M 0 A_Refire\n\t BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t BOWA H 0 A_JumpIfNoAmmo(\"ShootSlow\")\n\t BOWA O 0 A_FireCustomMissile(\"ArrowFire\", 0, 1, 8, 0)\n BOWA P 5\n\t BOWA G 6\n Goto Ready+1\n\tFlash:\n\t TNT1 A 0 ACS_ExecuteAlways(993, 0, 0)\n\t TNT1 A 19\n\t Stop\n\tShootSlow:\n\t TNT1 A 0 A_FireCustomMissile(\"ArrowFire2\", 0, 1, 8, 0)\n BOWA P 6\n\t BOWA G 8\n Goto Ready+1\n\tFlash:\n\t WHIT ABC 2 bright\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowpowerup\", 5)\n\t TNT1 A 0 A_SpawnItemEx(\"NormalRadius\", random(0,64), 0)\n\t WHIT DE 3 bright\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowpowerup\", 5)\n\t TNT1 A 0 A_SpawnItem(\"NormalRadius\", random(-64,0) ,0)\n\t WHIT EF 3 bright\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowpowerup\", 5)\n\t TNT1 A 0 A_SpawnItemEx(\"NormalRadius\", 0 , random(0,64))\n\t WHIT EF 3 bright\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowpowerup\", 5)\n\t TNT1 A 0 A_SpawnItemEx(\"NormalRadius\",0 , random(-64,0))\n\t WHIT EF 3 bright\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowpowerup\", 5)\n\t TNT1 A 0 A_SpawnItemEx(\"NormalRadius\", random(-64,64) ,random(-64,64))\n//\t WHIT EFEF 2 bright\n\t WHIT CBA 1 bright\n\t Stop\n\tNoArrows:\n\t BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t Goto Ready+1\n }\n}\n\nactor FireBow : Bow\n{\n\tObituary \"%o was scorched by %k's fire arrows.\"\n\t+WEAPON.NOAUTOAIM\n\tWeapon.SlotNumber 2\n\tinventory.icon \"FBOW\"\n\tStates\n\t{\n Spawn:\n BOWP A 400\n Stop\n Ready:\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowfswitch\", \"Weapon\")\n\t BOWA H 1 A_WeaponReady\n Goto Ready+1\n Deselect:\n BOWA H 1 A_Lower\n\t Loop\n Select:\n BOWA H 1 A_Raise\n Loop\n Fire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t TNT1 A 0 ACS_ExecuteAlways(999,0)\n BOWA HIJKL 3\n\t TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t TNT1 A 0 A_GunFlash\n\t BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t Goto Hold\n\tHold:\n\t BOWA M 1 bright\n\t TNT1 A 0 A_Refire\n\t TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t TNT1 A 0 A_Light0\n\t TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t TNT1 A 0 A_FireCustomMissile(\"FlameArrow\", 0, 1, 8, 0)\n\t TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t TNT1 A 0 A_GunFlash\n BOWA P 18\n\t BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t Goto Ready+1\n\tFlash:\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t RED5 ABC 2 bright\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/firespin\",\"Weapon\")\n\t TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, -15, -15, 0)\n\t TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, -15, 0, 0)\n\t TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, 0, -15, 0)\n\t TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, -15, 15, 0)\n\t TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, 15, -15, 0)\n\t TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, 0, 15, 0)\n\t TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, 15, 0, 0)\n\t TNT1 A 0 A_SpawnItemEx(\"FireMagicMagmaBall\", 0, 0, 4, 15, 15, 0)\n\t RED5 D 1 bright\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 E 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t RED5 F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\n\t RED5 DCBA 1 bright\n\t Stop\n\tSFlash:\n\t BOWL G 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL G 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL G 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL H 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL H 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL H 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL I 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL I 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL I 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t loop\n\tGoaway:\n\t TNT1 A 0\n\t stop\n\tNoArrows:\n\t BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t Goto Ready+1\n\tAltfire:\n\t BOWA GFE 4\n\t BOWA E 40 A_GunFlash\n\t BOWA EFG 8\n\t BOWA H 1 A_WeaponReady\n\t Goto Ready+1\n\t}\n}\n\nactor FireSpinAttack\n{\n\t-SOLID\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\trenderstyle add\n\talpha 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tHLFR ABCDEFGH 1 bright\n\t\tstop\n\t}\n}\n\nActor FireRadius\n{\n\t+NOBLOCKMAP\n\tObituary \"%o was burnt to death by %k's fire magic.\"\n\tDamageType \"HunterFireMagic\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(8,64,0)\n\t\tTNT1 BCDE 1\n\t\tStop\n\t}\n}\n\nactor IceBow : Bow\n{\n Weapon.SlotNumber 3\n Obituary \"%o was frozen by %k's ice arrows.\"\n +WEAPON.NOAUTOAIM\n inventory.icon \"IBOW\"\n States\n\t{\n Spawn:\n BOWP A 400\n Stop\n Ready:\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowiswitch\", \"Weapon\")\n\t BOWA H 1 A_WeaponReady\n Goto Ready+1\n Deselect:\n BOWA H 1 A_Lower\n\t Loop\n Select:\n BOWA H 1 A_Raise\n Loop\n Fire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t TNT1 A 0 ACS_ExecuteAlways(999,0)\n BOWA HIJKL 3\n\t TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t TNT1 A 0 A_GunFlash\n\t BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\tGoto Hold\n\tHold:\n\t BOWA M 1 bright\n\t TNT1 A 0 A_Refire\n\t TNT1 A 0 A_Light0\n\t TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t TNT1 A 0 A_FireCustomMissile(\"IceArrow\", 0, 1, 8, 0)\n\t TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 11, 0)\n\t TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 5, 0)\n\t TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, 4)\n\t TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, 8, -4)\n\t TNT1 A 0 A_FireCustomMissile(\"IceArrow2\", random(-5,5), 0, random(5,11), random(-4,4))\n\t TNT1 A 0 ACS_ExecuteAlways(998,0)\n BOWA P 25\n\t BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t Goto Ready+1\n\tFlash:\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t BLU5 ABC 2 bright\n\t TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t BLU5 D 1 bright\n\t TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t BLU5 A 0 A_JumpIf(health<1,\"Goaway\")\n\t TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 E 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t TNT1 A 0 A_SpawnItem(\"IceRadius\",0 ,0, 0)\n\t TNT1 A 0 A_JumpIf(health<1,\"Goaway\")\n\t TNT1 A 0 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 F 2 bright A_SpawnItemEx(\"miniicespike\",random(-80,80),random(-80,80),0,0,0,0,0)\n\t BLU5 CBA 1 bright\n\t Stop\n\tSFlash:\n\t BOWL D 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL D 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL E 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL E 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL F 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL F 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t loop\n\tGoaway:\n\t TNT1 A 0\n\t stop\n\tNoArrows:\n\t BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t Goto Ready+1\n\tAltfire:\n\t BOWA GFE 4\n\t BOWA E 45 A_GunFlash\n\t BOWA EFG 6\n\t BOWA H 1 A_WeaponReady\n\t Goto Ready+1\n\t}\n}\n\nactor miniicespike\n{\n\tPROJECTILE\n\t+FLOORHUGGER\n\t+THRUGHOST\n\tObituary \"%o was frozen by %k's ice spikes.\"\n\tspeed 0\n\tDamage 1\n\tradius 3\n\theight 5\n\tDamageType \"HunterIceSpike\"\n\tdeathsound \"weapons/arrowshatter\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/icespike\")\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\t\tICEP NMLKJIHGFEDCB 1\n\t\tICEP A 35 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\t\tICEP BCDEFGHIJKLMN 1\n\t\tstop\n\t\tDeath:\n\t\tSHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nactor IceRadius : FireRadius\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1// A_Explode(60,152,0)\n\t\tTNT1 BCDE 1\n\t\tStop\n\t}\n}\n\nactor LightningBow : Bow\n{\n\t+WEAPON.NOAUTOAIM\n\tWeapon.SlotNumber 4\n\tObituary \"%o was electrocuted by %k's lightning arrows.\"\n\tdecal \"LightningDecal\"\n\tinventory.icon \"LBOW\"\n\tStates\n\t{\n Spawn:\n BOWP A 400\n Stop\n Ready:\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowlswitch\", \"Weapon\")\n\t BOWA H 1 A_WeaponReady\n Goto Ready+1\n Deselect:\n BOWA H 1 A_Lower\n\t Loop\n Select:\n BOWA H 1 A_Raise\n Loop\n Fire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t TNT1 A 0 ACS_ExecuteAlways(999,0)\n BOWA HIJKL 3\n\t BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t TNT1 A 0 A_GunFlash\n\t Goto Hold\n\tHold:\n\t BOWA M 1 bright\n\t TNT1 A 0 A_Refire\n\t TNT1 A 0 A_GiveInventory(\"LightningCheck\",1)\n\t TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t BOWA H 0 A_Light0\n\t TNT1 A 0 A_FireCustomMissile(\"LightningArrow\", 0, 1, 8, 0)\n\t TNT1 A 0 A_RailAttack(50, 8, 0, \"none\", \"yellow\", 0, 9999, \"HunterRailPuff\")\n\t TNT1 A 0 ACS_ExecuteAlways(998,0)\n BOWA P 30\n\t BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t Goto Ready+1\n\tFlash:\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t YEL5 ABC 1 bright\n\t YEL5 D 2 bright\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/lightfall\",\"Weapon\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 45)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 90)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 135)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 180)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 225)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 270)\n\t\tTNT1 A 0 A_SpawnItemEx (\"HunterLightningParticle\", 0, 0, 4, 0, 0, 0, 315)\n\t YEL5 EF 3 bright\n\t YEL5 EF 3 bright\n\t YEL5 CBA 2 bright\n\t Stop\n\tSFlash:\n\t BOWL A 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL A 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL B 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL B 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL C 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t BOWL C 1 bright\n\t TNT1 A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t loop\n\tGoaway:\n\t TNT1 A 0\n\t stop\n\tNoArrows:\n\t BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t Goto Ready+1\n\t Altfire:\n\t BOWA GFE 4\n\t BOWA E 25 A_GunFlash\n\t BOWA EFG 6\n\t BOWA H 1 A_WeaponReady\n\t Goto Ready+1\n\t}\n}\n\nActor HunterRailPuff : BulletPuff\n{\n\tObituary \"%o was electrocuted by %k's lightning arrows.\"\n\tDamageType \"HunterLightningRail\"\n\tStates\n\t{\n\t Spawn:\n\t\tTNT1 A 1\n\t\tGoto Melee\n\t Melee:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor HunterLightningSparkletMaggot\n{\n\tRadius 2\n\tHeight 2\n\talpha 0.8\n\trenderstyle add\n\tProjectile\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tEBLT ABCDEF 2 Bright\n\t\t\tStop\n\t}\n}\n\nActor HunterLightningParticle\n{\n\tRadius 4\n\tHeight 4\n\tProjectile\n\tDamage (random(3,4))\n\tDamageType \"HunterLightningMagic\"\n\tObituary \"%o was shocked by %k's lightning magic.\"\n\tSpeed 0\n\talpha 0.8\n\trenderstyle add\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(450, 0, angle, 12)\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(8,12), random(8,12), random(4,7), random(-180,180))\n/*\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT H 3 Bright A_Explode(random(3,6), 12, 0)\n\t\tEBLT G 0 A_SpawnItemEx(\"HunterLightningSparkletMaggot\", random(-1,1), random(-1,1), random(0,1), random(12,16), random(12,16), random(4,12), random(-180,180))\n\t\tEBLT G 3 Bright A_Explode(random(3,6), 12, 0) */\n\t\tEBLT H 1\n\t\tGoto Death\n\tDeath:\n\t\tEBLT IJK 2\n\t\tStop\n\t}\n}\n\nactor LightningRadius : FireRadius\n{\n\tObituary \"%o was shocked by %k's lightning magic.\"\n\tDamageType \"HunterLightningMagic\"\n\tstates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(18,152,0)\n\t\tStop\n\t}\n}\n\nactor LightningCheck : Inventory\n\t{\n\tInventory.amount 2\n\tinventory.maxamount 2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR ArrowFire : FastProjectile\n{\n\tObituary \"%o was shot down by %k's arrows.\"\n Radius 4\n Height 3\n Speed 140\n Scale .5\n Damage (random(30,32))\n PROJECTILE\n +NOGRAVITY\n +ROCKETTRAIL\n +NOEXTREMEDEATH\n DamageType \"HunterRegularArrow\"\n decal \"BulletChip\"\n SeeSound \"weapons/bowfire\"\n DeathSound \"weapons/bowhit\"\n States\n {\n Spawn:\n ARRW AAAAAA 2\n TNT1 A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t TNT1 A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"weapons/arrowhit\")\n ARRW A 1 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n Stop\n }\n}\n\nACTOR ArrowFire2 : FastProjectile\n{\n\tObituary \"%o was shot down by %k's arrows.\"\n Radius 4\n Height 3\n Speed 140\n Scale .5\n Damage (32)\n DamageType \"HunterRegularArrow\"\n PROJECTILE\n +NOGRAVITY\n +ROCKETTRAIL\n decal \"BulletChip\"\n +NOEXTREMEDEATH\n SeeSound \"weapons/bowfire\"\n DeathSound \"weapons/bowhit\"\n States\n {\n Spawn:\n ARRW AAAAAA 2\n TNT1 A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t TNT1 A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t Loop\n Death:\n TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"weapons/arrowhit\")\n ARRW A 1\n Stop\n }\n}\n\nACTOR FlameArrow\n{\n\tObituary \"%o was burned alive by %k's fire arrows.\"\n Radius 3\n Height 2\n Speed 66\n Decal \"Scorch\"\n Scale .5\n Damage 0\n damagetype \"HunterFireArrow\"\n +DONTBLAST\n Obituary \"%o was scorched by %k's fire arrows.\"\n PROJECTILE\n +NOGRAVITY\n +NOEXTREMEDEATH\n renderstyle translucent\n alpha 1.0\n SeeSound \"weapons/flamearrow\"\n DeathSound \"weapons/arrowexplode\"\n States\n {\n Spawn:\n FARW A 2 bright A_SpawnItemEx(\"Flamearrowtrail\",0,0,0,0,0,0,0,128)\n\t TNT1 A 0 A_Explode(16,80,0)\n\t Loop\n Death:\n TNT1 A 0 A_Explode(54,100,1)\n\t TNT1 A 0 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n HELX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR IceArrow\n{\n\tObituary \"%o was frozen by %k's ice arrows.\"\n Radius 3\n Height 2\n Speed 38\n decal icehit\n Scale .5\n Damage (random(25,29))\n +DONTBLAST\n PROJECTILE\n damagetype \"HunterIceArrow\"\n renderstyle add\n alpha 0.8\n +NOGRAVITY\n +NOEXTREMEDEATH\n renderstyle translucent\n alpha 1.0\n SeeSound \"weapons/icearrow\"\n DeathSound \"weapons/arrowshatter\"\n States\n {\n Spawn:\n SHRD ABC 2 bright A_SpawnItemEx(\"Icearrowtrail\",-4,0,0,0,0,0,0,128)\n\t Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n SHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n Stop\n }\n}\n\nactor IceArrow2 : IceArrow\n{\n Speed 38\n Damage (25)\n States\n {\n\tSpawn:\n\t TNT1 A 0\n\t TNT1 A 0 ThrustThingZ(0,random(0,5),random(0,1),1)\n SHRD ABC 2 bright A_SpawnItemEx(\"Icearrowtrail\",-4,0,0,0,0,0,0,128)\n\t Goto Spawn+2\n Death:\n SHEX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n Stop\n }\n}\n\nACTOR LightningArrow : FastProjectile\n{\n\tPROJECTILE\n\tdamage 0\n\t+RIPPER\n\theight 5\n\tradius 5\n\t+NOBLOOD\n\tspeed 1000\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"goaway\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\",1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"ArrowSingle\",0,0,0,0,0,0,0,32,0)\n\t\tStop\n\tGoAway:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nACTOR Flamearrowtrail\n{\n\t- SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\talpha 0.7\n\trenderstyle add\n\tStates\n\t{\n\tSpawn:\n\tWBAL CDE 4 bright\n\tStop\n\t}\n}\n\nACTOR Icearrowtrail\n{\n\t- SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\talpha 0.9\n\trenderstyle add\n\tscale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tCRYT ABCD 4 bright\n\t\tStop\n\t}\n}\n\nactor NormalRadius : FireRadius\n{\n\tObituary \"%o stood in the way of %k's magic.\"\n\tDamageType \"HunterRegularMagic\"\n\tScale 0.70\n\tAlpha 0.85\n\tRenderstyle add\n\t+NOGRAVITY\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(18,96,0) // 60\n\t\tHUNM ABCDEF 2\n\t\tStop\n\t}\n}\n\nactor HunterMagic : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 5\n}\n\nACTOR ArrowSingle : Ammo 9902\n{\n Inventory.Amount 1\n Inventory.MaxAmount 35\n Ammo.BackpackAmount 1\n Ammo.BackpackMaxAmount 35\n Inventory.PickupMessage \"You picked an Arrow\"\n Inventory.Icon ARRWA3A7\n +INVENTORY.IGNORESKILL\n Scale .5\n Radius 2\n Height 2\n States\n {\n Spawn:\n ARRW A 1000\n Stop\n }\n}\n\nACTOR Arrowdropped : CustomInventory\n{\n Inventory.PickupMessage \"You picked up an Arrow\"\n Inventory.PickupSound \"misc/a_pkup\"\n Scale .5\n Radius 8\n Height 2\n States\n {\n Spawn:\n\t\tARRW A 800\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Bow\", 1, 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SuperRegularBow\", 1, 1)\n\t\tFail\n\t\tTNT1 A 0 A_GiveInventory(\"ArrowSingle\", 1)\n\t\tStop\n }\n}\n\nactor BurstCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 50\n}\n\n// Magic bow upgrades below:\nActor HunterBowUpgrade : CustomInventory\n{\n\tInventory.amount 1\n\tInventory.maxamount 1\n\tInventory.icon \"H_UPGR\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(718, 0)\n\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(903, 0), 15)\n\t\tTNT1 A 0 A_JumpIf(2 == ACS_ExecuteWithResult(903, 0), 6)\n\t\tTNT1 A 0 A_Jump(128, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"XHunterSpecial1\", 5)\n\t\tStop\n\t\tTNT1 AA 0 A_PlaySoundEx(\"XHunterSpecial2\", 5)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"FHunterSpecial1\", 5)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"FHunterSpecial2\", 5)\n\t\tStop\n\t\tTNT1 AA 0 A_PlaySoundEx(\"FHunterSpecial3\", 5)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"OHunterSpecial1\", 5)\n\t\tStop\n\t\tTNT1 A 0 A_Jump(172, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"OHunterSpecial2\", 5)\n\t\tStop\n\t\tTNT1 AA 0 A_PlaySoundEx(\"OHunterSpecial3\", 5)\n\t\tStop\n\t}\n}\n\nActor SuperLightningBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n Scale 0.20\n\tObituary \"%o was electrocuted by %k's super lightning arrows.\"\n Inventory.PickupMessage \"You picked up the bow.\"\n AttackSound \"weapons/LightningArrow\"\n Weapon.AmmoType1 \"ArrowSingle\"\n Weapon.AmmoGive1 0\n Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 4\n\tWeapon.SelectionOrder 5\n\tDecal \"LightningDecal\"\n +NOALERT\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"LBOW\"\n States\n {\n Spawn:\n BOWP A 400\n Stop\n Ready:\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowlswitch\", \"Weapon\")\n\t LBOW H 1 A_WeaponReady\n Goto Ready+1\n Deselect:\n LBOW H 1 A_Lower\n\t Loop\n Select:\n LBOW H 1 A_Raise\n Loop\n Fire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t LBOW H 3 ACS_ExecuteAlways(999, 0)\n LBOW IJKL 3\n\t LBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t Goto Hold\n\tHold:\n LBOW M 1\n TNT1 A 0 A_Refire\n\t TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t TNT1 A 0 A_RailAttack(60, 8, 0, \"yellow\", \"yellow\", 0, 0, \"HunterSuperRailPuff\")\n\t TNT1 A 0 A_FireCustomMissile(\"SuperBowLightningArrow\", 0, 1, 8, 0)\n LBOW P 5 ACS_ExecuteAlways(998, 0)\n\t LBOW G 6\n\t LBOW G 15\n\t LBOW H 10\n Goto Ready+1\n\tNoArrows:\n\t LBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t Goto Ready+1\n\tGoAway:\n\t TNT1 A 0\n\t Goto Ready+1\n }\n}\n\nActor HunterSuperRailPuff : BulletPuff\n{\n\tObituary \"%o was electrocuted by %k's super lightning arrows.\"\n\tDamageType \"HunterSuperLightningRail\"\n\tStates\n\t{\n\t Spawn:\n\t\tTNT1 A 1\n\t\tGoto Melee\n\t Melee:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SuperIceBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n Scale 0.20\n Inventory.PickupMessage \"You picked up the bow.\"\n AttackSound \"weapons/LightningArrow\"\n Weapon.AmmoType1 \"ArrowSingle\"\n Weapon.AmmoGive1 0\n Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 3\n\tWeapon.SelectionOrder 5\n +NOALERT\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"IBOW\"\n States\n {\n Spawn:\n BOWP A 400\n Stop\n Ready:\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowiswitch\", \"Weapon\")\n\t IBOW H 1 A_WeaponReady\n Goto Ready+1\n Deselect:\n IBOW H 1 A_Lower\n\t Loop\n Select:\n IBOW H 1 A_Raise\n Loop\n Fire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t IBOW H 3 ACS_ExecuteAlways(999, 0)\n IBOW IJKL 3\n\t IBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t Goto Hold\n\tHold:\n IBOW M 1\n TNT1 A 0 A_Refire\n\t TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t TNT1 A 0 A_FireCustomMissile(\"SuperIceArrow\", 0, 1, 8, 0)\n IBOW P 15 ACS_ExecuteAlways(998, 0)\n\t IBOW G 18\n\t IBOW H 18\n Goto Ready+1\n\tNoArrows:\n\t IBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t Goto Ready+1\n\tGoAway:\n\t TNT1 A 0\n\t Goto Ready+1\n }\n}\n\nActor SuperFireBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n Scale 0.20\n Inventory.PickupMessage \"You picked up the bow.\"\n AttackSound \"weapons/LightningArrow\"\n Weapon.AmmoType1 \"ArrowSingle\"\n Weapon.AmmoGive1 0\n Weapon.AmmoUse1 1\n\tWeapon.SlotNumber 2\n\tWeapon.SelectionOrder 5\n +NOALERT\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"FBOW\"\n States\n {\n Spawn:\n BOWP A 400\n Stop\n Ready:\n\t BOWA A 0 A_PlaySoundEx(\"weapons/bowfswitch\", \"Weapon\")\n\t FBOW H 1 A_WeaponReady\n Goto Ready+1\n Deselect:\n FBOW H 1 A_Lower\n\t Loop\n Select:\n FBOW H 1 A_Raise\n Loop\n Fire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t FBOW H 3 ACS_ExecuteAlways(999, 0)\n FBOW IJKL 3\n\t FBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t Goto Hold\n\tHold:\n FBOW M 1\n TNT1 A 0 A_Refire\n\t TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t TNT1 A 0 A_FireCustomMissile(\"SuperFlameArrow\", 0, 1, 8, 0)\n\t TNT1 A 0 ACS_ExecuteAlways(998, 0)\n FBOW P 10\n\t FBOW G 17 // 14\n Goto Ready+1\n\tNoArrows:\n\t FBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t Goto Ready+1\n\tGoAway:\n\t TNT1 A 0\n\t Goto Ready+1\n }\n}\n\nActor SuperRegularBow : Weapon\n{\n\tRadius 30\n\tHeight 10\n Scale 0.20\n Inventory.PickupMessage \"You picked up the bow.\"\n AttackSound \"weapons/LightningArrow\"\n Weapon.AmmoType1 \"ArrowSingle\"\n Weapon.AmmoGive1 0\n Weapon.AmmoUse1 1\n Weapon.AmmoType2 \"ArrowSingle\"\n Weapon.AmmoGive2 0\n Weapon.AmmoUse2 1\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 5\n +NOALERT\n\t+DONTBOB\n\t+AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tInventory.Icon \"NBOW\"\n States\n {\n Spawn:\n BOWP A 400\n Stop\n Ready:\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/bowup\", \"Weapon\")\n\t SBOW H 1 A_WeaponReady\n Goto Ready+1\n Deselect:\n SBOW H 1 A_Lower\n\t Loop\n Select:\n SBOW H 1 A_Raise\n Loop\n Fire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t SBOW H 4\n SBOW IJKL 3\n\t SBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n SBOW M 2\n\t TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t TNT1 A 0 A_FireCustomMissile(\"SuperArrowFire\", 0, 1, 8, 0)\n\t TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireNoDrop\", -3, 0, 8, 0)\n\t TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireNoDrop\", 3, 0, 8, 0)\n SBOW P 9\n\t SBOW G 14\n Goto Ready+1\n\tAltFire:\n\t TNT1 A 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t SBOW H 4\n SBOW IJKL 3\n\t SBOW L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t SBOW M 2\n\t TNT1 A 0 A_StopSoundEx(\"SoundSlot7\")\n\t TNT1 A 0 A_FireCustomMissile(\"SuperArrowFire\", 0, 1, 0, 0)\n\t TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireUp\", 0, 0, 0, 0)\n\t TNT1 A 0 A_FireCustomMissile(\"SuperArrowFireDown\", 0, 0, 0, 0)\n SBOW P 9\n\t SBOW G 14\n Goto Ready+1\n\tNoArrows:\n\t SBOW H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t Goto Ready+1\n\tGoAway:\n\t TNT1 A 0\n\t Goto Ready+1\n }\n}\n\nActor SuperArrowFire\n{\n\tObituary \"%o was shot down by %k's super arrows.\"\n\tRadius 5\n\tHeight 5\n\tSpeed 70\n\tScale .6\n\tDamage (random(25,28))\n\tPROJECTILE\n\t+NOGRAVITY\n\t+ROCKETTRAIL\n\t+NOEXTREMEDEATH\n\tDamageType \"HunterSuperRegularArrow\"\n\tDecal \"BulletChip\"\n\tSeeSound \"weapons/bowfire\"\n\tDeathSound \"weapons/bowhit\"\n\tStates\n\t{\n\tSpawn:\n\t\tARRW AAAAA 2\n\t\tLoop\n\tDeath:\n\t\tARRW A 0 A_PlaySound(\"weapons/arrowhit\")\n\t\tARRW A 1 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n\t\tStop\n\t}\n}\n\nActor SuperArrowFireUp : SuperArrowFire\n{\n\tStates\n\t{\n\tSpawn:\n\t\tARRW A 0\n\t\tARRW A 1 ThrustThingZ(0, 16, 0, 1)\n\t\tARRW A 1\n\t\tGoto Spawn+2\n\tDeath:\n\t\tARRW A 1 A_PlaySound(\"weapons/arrowhit\")\n\t\tStop\n\t}\n}\n\nActor SuperArrowFireDown : SuperArrowFireUp\n{\n\tStates\n\t{\n\tSpawn:\n\t\tARRW A 0\n\t\tARRW A 1 ThrustThingZ(0, -16, 0, 1)\n\t\tARRW A 1\n\t\tGoto Spawn+2\n\t}\n}\n\nActor SuperArrowFireNoDrop : SuperArrowFire\n{\n\tStates\n\t{\n\tDeath:\n\t\tARRW A 1 A_PlaySound(\"weapons/arrowhit\")\n\t\tStop\n\t}\n}\n\nActor SuperLightningEffects\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tDamage (2)\n\tDamageType \"HunterSuperLightningRail\"\n\tScale 0.1\n\tRenderStyle Add\n\tAlpha 1.0\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+NOTELEPORT\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\t\tSPBL ABC 2 A_FadeOut(0.05)\n\t\tLoop\n\tDeath:\n\t\tFX16 GHIJK 2 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SuperBowLightningArrow : LightningArrow\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,\"goaway\")\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\",1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SuperLightningEffects\", 0, 0, 0, random(-10, 10), random(-10, 10), random(-10, 10))\n\t\tTNT1 A 0 ACS_ExecuteAlways(727, 0, x, y, z)\n\t\tTNT1 A 1 A_SpawnItemEx(\"ArrowSingle\",0,0,0,0,0,0,0,32,0)\n\t\tStop\n\tGoAway:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nActor SuperFireBowMagmaBall\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 20\n\tDamage (random(3,4))\n\tDamageType \"HunterSuperFireArrow\"\n\tObituary \"%o was burned alive by %k's super fire arrows.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tMGMB AB 3 Bright\n\t\tMGMB B 0 A_SpawnItemEx(\"SuperFireBowMagmaBallSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-3, 8))\n\t\tGoto Death\n\tDeath:\n\t\tMGMB C 0 A_PlaySound(\"BarbSwordDeath\")\n\t\tMGMB CDEF 3\n\t\tStop\n\t}\n}\n\nActor SuperFireBowMagmaBallSmall\n{\n\tRadius 2\n\tHeight 4\n\tSpeed 15\n\tDamage (1)\n\tDamageType \"HunterSuperFireArrow\"\n\tObituary \"%o was burned alive by %k's super fire arrows.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t-TELESTOMP\n\tStates\n\t{\n\tSpawn:\n\t\tMGMS ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 3 Bright\n\t\tGoto Death\n\tDeath:\n\t\tFX10 DEFG 3\n\t\tStop\n\t}\n}\n\nActor FireMagicMagmaBall : SuperFireBowMagmaBallSmall\n{\n\tDamage (3)\n\t+NOGRAVITY\n}\n\nActor SuperFlameArrowTrail\n{\n\tScale 1.3\n\tAlpha 0.7\n\tRenderstyle Add\n\t-SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tWBAL CDE 4 Bright\n\t\tStop\n\t}\n}\n\nActor SuperFlameArrow\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 65\n\tDecal \"Scorch\"\n\tScale .5\n\tDamage (random(6,9))\n\tGravity 0.6\n\tDamageType \"HunterSuperFireArrow\"\n\tObituary \"%o was burned alive by %k's super fire arrows.\"\n\tRenderstyle Translucent\n\tAlpha 1.0\n\tSeeSound \"weapons/flamearrow\"\n\tDeathSound \"weapons/arrowexplode\"\n\t+DONTBLAST\n\tPROJECTILE\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tFARW A 2 bright A_SpawnItemEx(\"SuperFlameArrowTrail\",0,0,0,0,0,0,0,128)\n\t\tFARW A 0 A_Explode(15,80,0)\n\t\tLoop\n\tDeath:\n\t\tFARW A 0 A_Explode(40,100,1)\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, 0, random(1, 8), random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(1, 8), random(1, 8), random(-1, 5))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(1, 8), 0, random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(1, 8), random(-8, 1), random(-1, 5))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, 0, random(-8, 1), random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(-8, 1), random(-8, 1), random(-1, 5))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(-8, 1), 0, random(-1, 8))\n\t\tFARW A 0 A_SpawnItemEx(\"SuperFireBowMagmaBall\", 0, 0, 0, random(-8, 1), random(1, 8), random(-1, 5))\n\t\tARRW A 0 A_SpawnItemEx(\"ArrowDropped\", 0, 0, 0, 0, 0, 0, 0, 32, 0)\n\t\tHELX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor SuperIceArrow\n{\n\tObituary \"%o was frozen by %k's ice arrows.\"\n\tRadius 6\n\tHeight 12\n\tSpeed 65\n\tDecal IceHit\n\tScale 1.1\n\tDamage (random(5,8))\n\t+DONTBLAST\n\tPROJECTILE\n\tDamagetype \"HunterSuperIceArrow\"\n\tRenderstyle add\n\tAlpha 0.8\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\tRenderstyle Translucent\n\tSeeSound \"weapons/icearrow\"\n\tDeathSound \"weapons/arrowshatter\"\n\tStates\n\t{\n\tSpawn:\n\t\tSHRD ABC 1 Bright A_SpawnItemEx(\"SuperIceArrowTrail\", -4, 0, 0, random(-5, 5), random(-5, 5), random(-5, 5), 0, 128)\n\t\tSHRD C 0 A_SpawnItemEx(\"SuperIceArrowTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\tDeath:\n\t\tTNT1 AA 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tTNT1 A 0 A_Jump(128, 2) // 50% chance to not drop.\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArrowDropped\",0,0,0,0,0,0,0,32,0)\n\t\tTNT1 A 0 A_Explode(random(32,48),64,0)\n\t\tSHEX B 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX C 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX D 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX E 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX F 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX G 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX H 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX I 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX J 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tSHEX K 2 bright A_FadeOut(0.05)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"SuperFrostEffect\", random(-4,4), random(-4,4), 0, random(-16,16), random(-16,16), random(-16,16))\n\t\tStop\n\t}\n}\n\nActor SuperFrostEffect\n{\n\tDamage (2)\n\tSpeed 12\n\tRadius 12\n\tHeight 20\n\trenderstyle add\n\tDamageType \"HunterSuperIceArrowTrail2\"\n\tObituary \"%o was reminded to wear tight by %k.\"\n\talpha 0.8\n\tscale 2.0\n\tPROJECTILE\n\t+RIPPER\n\t+DONTREFLECT\n\t+DOOMBOUNCE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS JKLMNOPQRSTUVWX 5 A_FadeOut(0.05)\n\t\tstop\n\tDeath:\n\t\tPLSS X 0\n\t\tstop\n\t}\n}\n\nACTOR SuperIceArrowTrail\n{\n\tRadius 3\n\tHeight 6\n\tSpeed 5\n\tDamageType \"HunterSuperIceArrowTrail\"\n\tPROJECTILE\n\tAlpha 1.0\n\tRenderstyle add\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tCRYT ABCD 3 Bright A_Explode(5, 32, 0)\n\t\tStop\n\t}\n}\n\nActor HunterUpgradePointSound\n{\n\tRadius 1\n\tHeight 1\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_PlaySound(\"hunterupgrade\")\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HunterUpgradeMalePointSound\n{\n\tRadius 1\n\tHeight 1\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_PlaySound(\"XHunterSpecial\")\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HunterUpgradeFemalePointSound\n{\n\tRadius 1\n\tHeight 1\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_PlaySound(\"FHunterSpecial\")\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Cyborg.txt",
"contents": "Actor Cyborg : PlayerPawn\n{\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tLimitedtoteam 0\n\tMass 500\n\tBloodtype \"BulletPuff\"\n\tScale 0.92\n\tPainChance 256\n\tPlayer.forwardmove 0.8\n\tPlayer.sidemove 0.8\n\tPlayer.soundclass \"cyborg\"\n\tPlayer.viewheight 48\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"CreepStun\", 3.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"Poison\", 0.0\n\tPlayer.DisplayName \"Cyborg\"\n\tPlayer.StartItem \"CyborgPlasma\", 1\n\tPlayer.StartItem \"CyborgCharge\", 100\n\tPlayer.StartItem \"CyborgFuel\", 150\n\tPlayer.StartItem \"CyborgPulseItem\", 1\n\tPlayer.StartItem \"CyborgJetpackItem\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 3\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.ScoreIcon \"CYBORGST\"\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOSKIN\n\t+NOTARGET\n\tStates\n\t{\n\tSpawn:\n\t\tROB1 D 0 SetPlayerProperty(0, 0, 3)\n\t\tROB1 D 17\n\t\tROB1 D 0 A_JumpIf (momz!=0, \"Spawn\")\n\t\tROB1 D 0 ACS_ExecuteAlways(996,0,1)\n\t\tROB1 D 0 A_JumpIfInventory(\"CyborgCharge\", 100, \"Spawn\")\n\t\tROB1 D 0 A_GiveInventory(\"CyborgCharge\", 5)\n\t\tROB1 D 0 ACS_ExecuteAlways(996,0,0)\n\t\tLoop\n\t\tROB1 D 1\n\t\tLoop\n\tSee:\n\t\tROB1 A 0 SetPlayerProperty(0, 0, 3)\n\t\tROB1 EB 6\n\t\tROB1 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tROB1 CD 6\n\t\tROB1 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn+7\n\tMissile:\n\t\tROB1 G 15\n\t\tGoto Spawn\n\tCyborgPulse:\n\t\tTNT1 H 0 A_TakeInventory(\"CyborgShieldCharge\", 100)\n\t\tTNT1 H 0 A_TakeInventory(\"CyborgCharge\", 15)\n\t\tTNT1 H 0 A_SetReflectiveInvulnerable\n\t\tTNT1 H 0 A_Stop\n\t\tTNT1 H 0 A_PlaySound(\"PrePulseFire\", 0)\n\t\tTNT1 H 0 SetPlayerProperty(0, 1, 4)\n\t\tROB1 H 4 ACS_ExecuteAlways(722, 0)\n\t\tTNT1 A 0 A_SpawnItem(\"PulseLighter\")\n\t\tTNT1 H 0 A_PlaySound(\"PulseFire\", CHAN_VOICE)\n\t\tGoto PulseSpam\n\tPulseSpam:\n\t\tROB1 H 0 A_JumpIf( 0 == ACS_ExecuteWithResult(780), 3)\n\t\tROB1 H 0 A_JumpIf( 1 == ACS_ExecuteWithResult(780), 4)\n\t\tROB1 H 0 A_JumpIf( 2 == ACS_ExecuteWithResult(780), 5)\n\t\tROB1 H 0 A_SpawnItemEx(\"CyborgPulseMale\", 0, 0, 32, 0, 0, 0)\n\t\tROB1 H 0 A_Jump(256, 4)\n\t\tROB1 H 0 A_SpawnItemEx(\"CyborgPulseFemale\", 0, 0, 32, 0, 0, 0)\n\t\tROB1 H 0 A_Jump(256, 2)\n\t\tROB1 H 0 A_SpawnItemEx(\"CyborgPulseOther\", 0, 0, 32, 0, 0, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 1 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 HHHH 0 A_SpawnItemEx(\"PulseSparkle\", 0, 0, 32, random(-8,8), random(-8,8), random(-8,8), 0, 32, 0)\n\t\tROB1 H 0 SetPlayerProperty(0, 0, 4)\n\t\tROB1 H 0 A_UnSetReflectiveInvulnerable\n\t\tROB1 H 0 A_TakeInventory(\"PulseSpamCounter\", 15)\n\t\tROB1 H 1 A_TakeInventory(\"CyborgDoPulse\", 1)\n\t\tGoto Spawn\n\tPain:\n\t\tROB1 H 4 A_Pain\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tROB1 G 1\n\t\tROB1 G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tROB1 G 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tROB1 G 8 A_Pain\n\t\tGoto Spawn\n\tPain.DefilerPoisonGas:\n\t\tROB1 G 1 ACS_ExecuteAlways(701, 0)\n\t\tGoto Pain\n\tPain.Creepstun:\n\t\tROB1 H 0 A_Pain\n\t\tROB1 H 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tROB1 G 1\n\t\tROB1 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tROB1 G 8 A_Pain\n\t\tGoto Spawn\n\tPain.HunterSuperIceArrowTrail:\n\t\tROB1 A 0 ACS_ExecuteAlways(731, 0)\n\t\tROB1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tROB1 A 0 ACS_ExecuteAlways(730, 0)\n\t\tROB1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_ChangeFlag(\"LOWGRAVITY\", 0)\n\t\tROB1 A 0 SetPlayerProperty(0, 0, 3)\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n\t\tROB1 J 6\n\t\tROB1 K 6 A_PlayerScream\n\t\tROB1 L 5\n\t\tROB1 M 5 A_NoBlocking\n\t\tROB1 NOP 5\n\t\tROB1 Q 6\n\t\tROB1 R -1\n\t\tStop\n\tGibDeath:\n\t\tROB1 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tROB1 G 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n\t\tROB1 A 0 A_NoBlocking\n\t\tROB1 A 0 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tROB1 A 0 A_SkullPop(\"Custom_BloodySkull3\")\n\t\tROB1 A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tROB1 A 0 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tROB1 A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.ClownyTeeth:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.ClownyTeethHidden:\n\t\tTNT1 A 0 A_GiveToTarget(\"ClownyHiddenKill\",1)\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.CreeperHealBall:\n\t\tROB1 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tROB1 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tROB1 A 0 ACS_ExecuteAlways(997,0)\n\t\tROB1 A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tROB1 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tGoto DeathAnim\n Death.SjasScream:\n ROB1 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n\t\tGoto DeathAnim\n Death.JitterMelee:\n ROB1 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n Goto GibDeath\n Death.CreepStun:\n ROB1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n Death.ChokeVomit:\n ROB1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n Goto DeathAnim\n Death.ChokeAttack:\n ROB1 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.ChokeFeast:\n\t\tKNIG A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n ROB1 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n Goto DeathAnim\n Death.FrostbiteMelee:\n ROB1 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n Goto GibDeath\n\tDeath.FrostBiteIceRain:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyRainKill\", 1)\n\t\tGoto DeathAnim\n Death.FrostbiteIceBreath:\n\t\tROB1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tHUNT A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n ROB1 A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n ROB1 A 0 A_SpawnItemEx(\"CyborgIceDeath\")\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n\t\tROB1 A 0 A_PlayerScream\n\t\tROB1 A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.DefilerSpine:\n\t\tTNT1 A 0 A_GiveToTarget(\"DefilerSpineKill\", 1)\n\t\tGoto DeathAnim\n Death.DefilerAcidBall:\n\t\tROB1 A 0 A_NoBlocking\n ROB1 A 0 A_GiveToTarget(\"DefilerAcidBallKill\", 1)\n\t\tROB1 A 0 A_JumpIf(z - floorz < 32, 2)\n\t\tROB1 A 0 A_GiveToTarget(\"DefilerAirSniper\", 1)\n ROB1 A 0 A_SpawnItemEx(\"CyborgDefilerAcidDeath\")\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n\t\tROB1 A 0 A_PlayerScream\n\t\tROB1 A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.DefilerCloudBall:\n ROB1 A 0 A_GiveToTarget(\"DefilerCloudBallKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonGas:\n ROB1 A 0 A_GiveToTarget(\"DefilerPoisonGasKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonDroplet:\n ROB1 A 0 A_GiveToTarget(\"DefilerPoisonDropletKill\", 1)\n Goto DeathAnim\n\tDeath.FiendWind:\n GO99 A 0 A_NoBlocking\n\t\tGO99 H 0 A_PlayerScream\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 H 0 A_SpawnItemEx(\"CyborgIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IcefiendIcePath:\n\t\tROB1 A 0 A_NoBlocking\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n ROB1 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n ROB1 A 0 A_SpawnItemEx(\"CyborgIcefiendImpaleDeath\")\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_PlayerScream\n\t\tROB1 A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IceFiendMeleeBackstab:\n\t\tROB1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t Goto Death.IceFiendMelee\n Death.IceFiendMelee:\n\t\tROB1 A 0 A_NoBlocking\n ROB1 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"KilledCyborg\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n ROB1 A 0 A_SkullPop(\"Custom_CyborgBloodySkull\")\n\t\tROB1 A 0 ACS_ExecuteAlways(751, 0)\n\t\tROB1 A 0 A_PlayerScream\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAA 1 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-7,7), random(-7,7), random(4,10))\n\t\tIDCY A 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDCY AAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tIDCY AAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tIDCY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 54, random(-15,15), random(-15,15), random(-10,10))\n\t\tIDCY AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-15,15), random(-15,15), random(-5,15))\n\t\tROB1 A 0\n\t\tStop\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanTelefrag\", 1)\n\t\tGoTo DeathAnim\n\t// Human reflection deaths\n Death.MarineGrenade:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterProton:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterBlood:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterEcho:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterSoul:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.EngineerNail:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyAir:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyGround:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaStarProjectile:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaFallingStar:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaSnowball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSword:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockBigFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockIceShards:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockLightning:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nactor SpreaderCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 83\n}\n\nactor CyborgPlasma : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoUse2 2\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoGive2 150\n\tWeapon.AmmoType \"CyborgCharge\"\n\tWeapon.AmmoType2 \"CyborgFuel\"\n\tinventory.icon \"CYBWEP\"\n\tInventory.PickupMessage \"You got the cyborg's arm!.. somehow?\"\n\tObituary \"%o was devastated by %k's plasma.\"\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+DONTBLAST\n\tscale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tstop\n\tReady:\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDashcheck\",1,\"Dashcheck\")\n\t\tSABS A 1 A_WeaponReady\n\t\tLoop\n\tStopForPulse:\n\t\tSABS A 5\n\t\tGoto Ready\n\tSelect:\n\t\tSABS A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSABS A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\") // ready\n\t\tSABS A 0 ACS_ExecuteAlways(999,0)\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgNoFire\", 1, \"Ready\")\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgCharge\", 1, \"Normalshot\")\n\t\tGoto Weakshot\n\tWeakshot:\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\") // ready\n\t\tSABA A 1 SetPlayerProperty(0, 0, 3)\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\")\n\t\tSABA B 1 A_FireCustomMissile(\"CyborgPlasmaBallWeak\", 0, 0, 11, 3)\n\t\tSABA BB 1 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\")\n\t\tSABA CC 1 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\")\n\t\tSABA DDD 1 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\")\n\t\tSABS A 3 A_Refire\n\t\tGoto Ready\n\tNormalshot:\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\") // \"Ready\"\n\t\tSABA A 1 SetPlayerProperty(0, 0, 3) // These lines dont check for cyborgpulse, these are the problem.\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\")\n\t\tSABA B 1 A_FireCustomMissile(\"CyborgPlasmaBall\", 0, 1, 11, 3)\n\t\tTNT1 A 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tSABA B 1 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\")\n\t\tSABA C 1 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\")\n\t\tSABA D 1 A_JumpIfInventory(\"CyborgDoPulse\", 1, \"StopForPulse\")\n\t\tSABS A 1 A_Refire\n\t\tGoto Ready\n\tAltfire:\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDashcheck\",1,\"Dashcheck\")\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgFuel\", 1, \"Jetpack\")\n\t\tSABS A 0 ACS_ExecuteAlways(999,0)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tSABS A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Item\")\n\t\tGoto Ready\n\tJetpack:\n\t\tSABS A 0 ACS_ExecuteAlways(998,0)\n\t\tSABS A 0 SetPlayerProperty(0, 1, 3)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 A_SpawnItemEx(\"SmokeLarge\", -32, 0, 20, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 3 A_TakeInventory(\"CyborgFuel\",1)\n\t\tSABS A 0 A_ReFire\n\t\tSABS AAAA 1 A_WeaponReady\n\t\tSABS A 0 ACS_ExecuteAlways(999,0)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tGoto Ready\n\tDashcheck:\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tSABS A 1 A_JumpIf(z-floorz>8,\"Ready\")\n\t\tSABS A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Jetpack\")\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgFuel\", 4, \"Dash\")\n\t\tGoto Ready\n\tDash:\n\t\tSABS A 0 A_PlaySoundEx(\"weapons/cyborgdash\",\"Item\")\n\t\tSABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,\"Dashforward\")\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,\"Dashback\")\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,\"Dashleft\")\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,\"Dashright\")\n\t\tGoto Dashupward\n\tDashupward:\n\t\tSABS A 0 SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\", 10)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 5 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tSABS A 0 A_GiveInventory(\"CyborgNoFire\",1)\n\t\tGoto Ready\n\tDashforward:\n\t\tSABS A 0 offset(5,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\", 8)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(10,36)\n\t\tSABS A 1 offset(15,40)\n\t\tSABS A 1 offset(20,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(25,48)\n\t\tSABS A 1 offset(30,52)\n\t\tSABS A 1 offset(35,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(40,60)\n\t\tSABS A 1 offset(45,64)\n\t\tSABS A 1 offset(50,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(55,72)\n\t\tSABS A 1 offset(60,76)\n\t\tSABS A 1 offset(65,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 14 offset(65,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(60,76)\n\t\tSABS A 1 offset(55,72)\n\t\tSABS A 1 offset(50,68)\n\t\tSABS A 1 offset(45,64)\n\t\tSABS A 1 offset(40,60)\n\t\tSABS A 1 offset(35,56)\n\t\tSABS A 1 offset(30,52)\n\t\tSABS A 1 offset(25,48)\n\t\tSABS A 1 offset(20,44)\n\t\tSABS A 1 offset(15,40)\n\t\tSABS A 1 offset(10,36)\n\t\tSABS A 1 offset(5,32)\n\t\tSABS A 3 offset(0,32)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashback:\n\t\tSABS A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\", 8)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-4,36)\n\t\tSABS A 1 offset(-6,40)\n\t\tSABS A 1 offset(-8,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-10,48)\n\t\tSABS A 1 offset(-12,52)\n\t\tSABS A 1 offset(-14,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-16,60)\n\t\tSABS A 1 offset(-18,64)\n\t\tSABS A 1 offset(-20,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-22,72)\n\t\tSABS A 1 offset(-24,76)\n\t\tSABS A 1 offset(-26,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 14 offset(-26,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(-24,76)\n\t\tSABS A 1 offset(-22,72)\n\t\tSABS A 1 offset(-20,68)\n\t\tSABS A 1 offset(-18,64)\n\t\tSABS A 1 offset(-16,60)\n\t\tSABS A 1 offset(-14,56)\n\t\tSABS A 1 offset(-12,52)\n\t\tSABS A 1 offset(-10,48)\n\t\tSABS A 1 offset(-8,44)\n\t\tSABS A 1 offset(-6,40)\n\t\tSABS A 1 offset(-4,36)\n\t\tSABS A 1 offset(-2,32)\n\t\tSABS A 3 offset(0,32)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashleft:\n\t\tSABS A 0 offset(6,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\", 8)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(12,36)\n\t\tSABS A 1 offset(18,40)\n\t\tSABS A 1 offset(24,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)SABS A 1 offset(30,48)\n\t\tSABS A 1 offset(36,52)\n\t\tSABS A 1 offset(42,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(48,60)\n\t\tSABS A 1 offset(54,64)\n\t\tSABS A 1 offset(60,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(66,72)\n\t\tSABS A 1 offset(72,76)\n\t\tSABS A 1 offset(78,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 14 offset(78,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(72,76)\n\t\tSABS A 1 offset(66,72)\n\t\tSABS A 1 offset(60,68)\n\t\tSABS A 1 offset(54,64)\n\t\tSABS A 1 offset(48,60)\n\t\tSABS A 1 offset(42,56)\n\t\tSABS A 1 offset(36,52)\n\t\tSABS A 1 offset(30,48)\n\t\tSABS A 1 offset(24,44)\n\t\tSABS A 1 offset(18,40)\n\t\tSABS A 1 offset(12,36)\n\t\tSABS A 1 offset(6,32)\n\t\tSABS A 3 offset(0,32)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashright:\n\t\tSABS A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\", 8)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-8,36)\n\t\tSABS A 1 offset(-12,40)\n\t\tSABS A 1 offset(-16,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-20,48)\n\t\tSABS A 1 offset(-24,52)\n\t\tSABS A 1 offset(-28,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-32,60)\n\t\tSABS A 1 offset(-36,64)\n\t\tSABS A 1 offset(-40,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 1 offset(-44,72)\n\t\tSABS A 1 offset(-48,76)\n\t\tSABS A 1 offset(-52,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"JetpackExploder\", 0, 0, 0, 4)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 14 offset(-52,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(-48,76)\n\t\tSABS A 1 offset(-44,72)\n\t\tSABS A 1 offset(-40,68)\n\t\tSABS A 1 offset(-36,64)\n\t\tSABS A 1 offset(-32,60)\n\t\tSABS A 1 offset(-28,56)\n\t\tSABS A 1 offset(-24,52)\n\t\tSABS A 1 offset(-20,48)\n\t\tSABS A 1 offset(-16,44)\n\t\tSABS A 1 offset(-12,40)\n\t\tSABS A 1 offset(-8,36)\n\t\tSABS A 1 offset(-4,32)\n\t\tSABS A 3 offset(0,32)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\t}\n}\n\nActor CyborgJetpackItem : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"CFULA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\tUse:\n\t\tROB1 D 0 A_JumpIf (z-floorz>0, \"Nodash\") //TNT1 A 0 A_JumpIf (momz!=0, \"Nodash\")\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgDashcheck\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgShieldCharge\", 5)\n\t\tfail\n\tNodash:\n\t\tTNT1 A 0\n\t\tfail\n\t}\n}\n\nACTOR CyborgCharge : Ammo\n{\n +INVENTORY.IGNORESKILL\n Inventory.PickupMessage \"Cell charge!\"\n Inventory.Amount 100\n Inventory.MaxAmount 100\n Ammo.BackpackAmount 100\n Ammo.BackpackMaxAmount 100\n Inventory.Icon \"CELLA0\"\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}\n\nACTOR CyborgFuel : Ammo\n{\n +INVENTORY.IGNORESKILL\n Inventory.PickupMessage \"Fuel charge!\"\n Inventory.Amount 150\n Inventory.MaxAmount 150\n Ammo.BackpackAmount 150\n Ammo.BackpackMaxAmount 150\n Inventory.Icon \"FUELA0\"\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}\n\nactor CyborgDashcheck : Inventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}\n\nactor CyborgNoFire : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 35//85\n}\n\nactor CyborgPlasmaBall\n{\n\tscale 0.8\n\trenderstyle add\n\talpha 0.95\n\tPROJECTILE\n\tdecal \"plasmadecal\"\n\tdamagetype \"CyborgPlasma\"\n\tspeed 30\n\tradius 12\n\theight 6\n\tDamage (random(27, 30))\n\tseesound \"weapons/cyborgplasmafire\"\n\tdeathsound \"weapons/cyborgplasmahit\"\n\tStates\n\t{\n\tSpawn:\n\t\tSBLL ABCDEFGHIJ 1 bright\n\t\tLoop\n\tDeath:\n\t\tSBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nactor BigCyborgPlasmaBall\n{\n\tscale 1.0\n\trenderstyle add\n\talpha 0.80\n\tPROJECTILE\n\tdecal \"plasmadecal\"\n\tdamagetype \"CyborgPlasma\"\n\tspeed 30\n\tradius 12\n\theight 6\n\tDamage (random(25, 28))\n\tseesound \"weapons/cyborgplasmafire\"\n\tdeathsound \"weapons/cyborgplasmahit\"\n\tStates\n\t{\n\tSpawn:\n\t\tSBLL A 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL B 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL C 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL D 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL E 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL F 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL G 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL H 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL I 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tSBLL J 1 bright\n\t\tSBLL A 0 A_SpawnItem(\"PlasmaImage\")\n\t\tLoop\n\t\tDeath:\n\t\tSBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nactor PlasmaImage\n{\n\tscale 0.8\n\trenderstyle translucent\n\talpha 1.00\n\tdecal \"plasmadecal\"\n\tradius 1//12\n\theight 1//6\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tSBLL ABCDEFGHIJ 1 A_FadeOut(0.1)\n\t\tLoop\n\t\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor CyborgPlasmaBallWeak\n{\n\tscale 0.25\n\trenderstyle add\n\talpha 0.95\n\tPROJECTILE\n\tdecal \"plasmadecal3\"\n\tDamageType \"CyborgCrapPlasma\"\n\tspeed 35\n\tradius 5\n\theight 3\n\tDamage (9)\n\tseesound \"weapons/cyborgplasmafire\"\n\tdeathsound \"weapons/cyborgplasmahit\"\n\tStates\n\t{\n\tSpawn:\n\t\tSBLL ABCDEFGHIJ 1 bright\n\t\tLoop\n\tDeath:\n\t\tSBLL KLMNOPQRSTU 1 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor JetpackExploder\n{\n\tSpeed 0\n\tHeight 1\n\tRadius 1\n\tDamage (0)\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tObituary \"%o was burned to death by %k's jetpack.\"\n\tDamageType \"CyborgJetpackFire\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAA 1 ThrustThingZ(0, 8, 1, 0)\n\t\t\tTNT1 AAAA 4 A_Explode(random(2,4), 40, 0)\n\t\tStop\n\t}\n}\n\nACTOR SmokeLarge : BulletPuff\n{\n +CLIENTSIDEONLY\n\tHealth 1\n\tRenderStyle Translucent\n\tAlpha 0\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0 ThrustThingZ(0,1,1,0)\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR Firey : BulletPuff\n{\n\t+CLIENTSIDEONLY\n\tHealth 1\n\tRenderStyle Add\n\tAlpha 0\n\tScale 0.17\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/cyborgjetpack\")\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\tBFIR B 5 Bright\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}\n\nActor CyborgVisor : PowerupGiver\n{\n\tPowerup.Duration -120\n\tPowerup.Color 130, 190, 210, 0.35\n\tPowerup.Type \"LightAmp\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tPVIS AB 2\n\t\tStop\n\t}\n}\n\nActor CyborgShieldCharge : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n\t+INVENTORY.IGNORESKILL\n}\n\nActor CyborgDoPulse : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CyborgPulseFailCooldown : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CyborgVisorOn : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor PulseSpamCounter : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 15\n}\n\nActor CyborgPulseExplosion\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tDamageType \"CyborgPulse\"\n\tObituary \"%o stood in the blast radius of %k's pulse.\"\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(72, 108, 0)\n\t\tStop\n\t}\n}\n\nActor CyborgPulseItem : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"CPULB0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_JumpIfInventory(\"CyborgShieldCharge\", 100, \"DoPulse\")\n\t\tGoto NotEnough\n\tNotEnough:\n\t\tTNT1 A 1 ACS_ExecuteAlways(721, 0)\n\t\tFail\n\tDoPulse:\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(721, 1) == 1, \"NotEnough\")\n\t\tTNT1 A 1 ACS_ExecuteAlways(774, 0, FAS_CyborgPulse)\n\t\tFail\n\t}\n}\n\nActor PulseSparkle\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 1.0\n\tScale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tTEFX ABCDE 2 Bright\n\t\tTEFX FGHIJKLMNOPQRST 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nActor PulseLighter\n{\n\t+NOGRAVITY\n\t+NOINTERACTION\n\t-SOLID\n\t+NOBLOCKMAP\n\tRadius 0\n\tHeight 0\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nActor Custom_CyborgBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n Spawn:\n ROBH A 0 ThrustThingZ (0, 45, 0, 1)\n Goto See\n See:\n\t ROBH A 0 A_GiveInventory(\"RocketAmmo\", 1)\n ROBH A 5 A_Custommissile(\"Blood\", -5, 0, 0)\n ROBH AAAAA 5\n Loop\n Death:\n\t\tROBH A 0 A_Jump (16,4)\n ROBH A 0 A_Jump (32,4)\n ROBH A 0 A_Jump (64,4)\n ROBH A 0 A_Jump (128,4)\n ROBH A -1 A_CheckPlayerDone\n Wait\n ROBH A -1 A_CheckPlayerDone\n Wait\n ROBH A -1 A_CheckPlayerDone\n Wait\n ROBH A -1 A_CheckPlayerDone\n\t}\n}\n\nActor CyborgPulseMale : CyborgPulseExplosion\n{\n\tDamageType \"CyborgPulseMale\"\n}\n\nActor CyborgPulseFemale : CyborgPulseExplosion\n{\n\tDamageType \"CyborgPulseFemale\"\n}\n\nActor CyborgPulseOther : CyborgPulseExplosion\n{\n\tDamageType \"CyborgPulseOther\"\n}"
},
{
"source": "pk3",
"name": "Actors/Ghostbuster.txt",
"contents": "Actor Ghostbuster : PlayerPawn\n{\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 400\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tlimitedtoteam 0\n\tPlayer.sidemove 1.03\n\tPainChance 255\n\tPlayer.soundclass \"peter\"\n\tPlayer.ColorRange 128, 151\n\tPlayer.startitem \"AchievementID\", 1\n\t+NOSKIN\n\tPlayer.scoreicon \"GHOSTBS\"\n\t+NOICEDEATH\n\tPlayer.DisplayName \"Ghostbuster\"\n\tPlayer.StartItem \"GhostBusterPlasma\"\n\tPlayer.StartItem \"GhostBusterTraps\"\n\tPlayer.StartItem \"ProtonCharge\", 135\n\tPlayer.StartItem \"TrapAmmo\", 10\n\tPlayer.StartItem \"GBCancelItem\"\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 4\n\tPlayer.StartItem \"HumanTeam\", 1\n\tDamageFactor \"Ghosttrap\", 0.0\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"Poison\", 2.0\n\tStates\n\t{\n\tSpawn:\n\t\tPETE A 0 SetPlayerProperty(0, 0, 3)\n\t\tPETE A 15 ACS_Execute(984, 0)\n\t\tPETE A 0 A_JumpIf (momz>0, \"Spawn\")\n\t\tPETE A 0 A_JumpIfInventory(\"ProtonCharge\", 135, \"Spawn\")\n\t\tPETE A 0 ACS_ExecuteAlways(996, 0)\n\t\tPETE A 0\n\t\tPETE A 0 A_GiveInventory(\"ProtonCharge\", 10)\n\t\tLoop\n\t\tPETE A 1\n\t\tLoop\n\tSee:\n\t\tPETE A 0 SetPlayerProperty(0, 0, 3)\n\t\tPETE AB 4 ACS_Execute(984,0)\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPETE CD 4\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn+7\n\tPain.Creepstun:\n\t\tKNIG G 0 HealThing(1)\n\t\tPETE G 0 A_Pain\n\t\tPETE G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tPETE G 1\n\t\tPETE G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tPETE G 8 A_Pain\n\t\tGoto Spawn\n\tMissile:\n\t\tPETE E 12 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tPETE E 6\n\t\tGoto Spawn\n\tMelee:\n\t\tPETE F 12 Bright\n\t\tGoto Missile\n\tPain.ChokeAttack:\n\t\tPETE G 1\n\t\tPETE G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tPETE G 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tPETE G 8 A_Pain\n\t\tGoto Spawn\n\tPain:\n\t\tPETE G 0 A_Pain\n\t\tPETE G 18\n\t\tGoto Spawn\n\tPain.DefilerPoisonGas:\n\t\tPETE G 1 ACS_ExecuteAlways(701, 0)\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail:\n\t\tPETE A 0 ACS_ExecuteAlways(731, 0)\n\t\tPETE A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tPETE A 0 ACS_ExecuteAlways(730, 0)\n\t\tPETE A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tPETE A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE H 7\n\t\tPETE I 7 A_PlayerScream\n\t\tPETE J 5 A_NoBlocking\n\t\tPETE KLM 5\n\t\tPETE N -1\n\t\tStop\n\tGibDeath:\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tPETE G 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tPETE A 0 A_NoBlocking\n\t\tPETE G 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tPETE A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tPETE A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tPETE A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tPETE A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tPETE A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tPETE A 0 A_SkullPop(\"Custom_GBBloodySkull\")\n\t\tPETE A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tPETE A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.ClownyTeeth:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.ClownyTeethHidden:\n\t\tTNT1 A 0 A_GiveToTarget(\"ClownyHiddenKill\",1)\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.CreeperHealBall:\n\t\tPETE G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tPETE A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tPETE A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tPETE A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0)\n\t\tPETE A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tGoto DeathAnim\n Death.SjasScream:\n PETE A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n PETE A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n Goto DeathAnim\n Death.JitterMelee:\n PETE A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n PETE A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n Goto GibDeath\n Death.CreepStun:\n PETE A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n Death.ChokeVomit:\n PETE A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n Goto DeathAnim\n Death.ChokeAttack:\n PETE A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.ChokeFeast:\n\t\tKNIG A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n PETE A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n Goto DeathAnim\n Death.FrostbiteMelee:\n PETE A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n Goto GibDeath\n\tDeath.FrostBiteIceRain:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyRainKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGoto DeathAnim\n Death.FrostbiteIceBreath:\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tPETE A 0 A_NoBlocking\n\t\tHUNT A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n PETE A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n PETE A 0 A_SpawnItemEx(\"GhostbusterIceDeath\")\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE A 0 A_PlayerScream\n\t\tPETE A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.DefilerSpine:\n\t\tTNT1 A 0 A_GiveToTarget(\"DefilerSpineKill\", 1)\n\t\tGoto DeathAnim\n Death.DefilerAcidBall:\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE A 0 A_NoBlocking\n PETE A 0 A_GiveToTarget(\"DefilerAcidBallKill\", 1)\n PETE A 0 A_SpawnItemEx(\"GhostbusterDefilerAcidDeath\")\n\t\tPETE A 0 A_PlayerScream\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.DefilerCloudBall:\n PETE A 0 A_GiveToTarget(\"DefilerCloudBallKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonGas:\n PETE A 0 A_GiveToTarget(\"DefilerPoisonGasKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonDroplet:\n PETE A 0 A_GiveToTarget(\"DefilerPoisonDropletKill\", 1)\n Goto DeathAnim\n\tDeath.FiendWind:\n GO99 A 0 A_NoBlocking\n\t\tGO99 H 0 A_PlayerScream\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 H 0 A_SpawnItemEx(\"GhostbusterIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IcefiendIcePath:\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE A 0 A_NoBlocking\n PETE A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n PETE A 0 A_SpawnItemEx(\"GhostbusterIcefiendImpaleDeath\")\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPETE A 0 A_PlayerScream\n\t\tPETE A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IceFiendMeleeBackstab:\n\t\tROB1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t Goto Death.IceFiendMelee\n Death.IceFiendMelee:\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE A 0 A_NoBlocking\n PETE A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGhostbuster\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tPETE A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n PETE A 0 A_SkullPop(\"Custom_GBBloodySkull\")\n\t\tPETE A 0 A_PlayerScream\n\t\tIDGB BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDGB EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDGB F 1\n\t\tIDGB F -1\n\t\tStop\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanTelefrag\", 1)\n\t\tGoTo DeathAnim\n\t// Human reflection deaths\n Death.MarineGrenade:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterProton:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterBlood:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterEcho:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterSoul:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.EngineerNail:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyAir:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyGround:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaStarProjectile:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaFallingStar:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaSnowball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSword:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockBigFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockIceShards:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockLightning:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nactor GBCancelItem : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"GBCancel\",1)\n\t\tfail\n\t}\n}\n\nactor GBCancel : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 1\n\tstop\n\t}\n}\n\nactor UpgradeSound : CustomInventory\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tloop\n\t\tPickup:\n\t\tTNT1 A 0 A_PlaySoundEx(\"gbupgrade\",\"Voice\")\n\t\tstop\n\t}\n}\n\nACTOR Custom_GBBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n Spawn:\n PETE O 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n\t PETE O 0 A_GiveInventory(\"RocketAmmo\",1)\n PETE O 5 A_Custommissile(\"Blood\", -5,0,0)\n PETE OOO 5\n PETE OOOO 5\n loop\n Death:\n\t\tPETE Z 0 A_Jump (16,4)\n PETE O 0 A_Jump (32,4)\n PETE O 0 A_Jump (64,4)\n PETE O 0 A_Jump (128,4)\n PETE O -1 A_CheckPlayerDone\n Wait\n PETE O -1 A_CheckPlayerDone\n Wait\n PETE O -1 A_CheckPlayerDone\n Wait\n PETE O -1 A_CheckPlayerDone\n\t}\n}\n\nactor GhostBusterTraps : Weapon\n{\n\tWeapon.SlotNumber 2\n\tWeapon.SelectionOrder 1000\n\tinventory.icon \"GBTRAPZ\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType2 \"TrapAmmo\"\n\tobituary \"%o was caught in one of %k's ghost traps.\"\n\t+WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"You got the Ghost Traps!\"\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\t+ALT_AMMO_OPTIONAL\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tloop\n\t\tSelect:\n\t\tTRAP C 0 A_Raise\n\t\tTRAP C 1 A_Raise\n\t\tLoop\n\t\tDeselect:\n\t\tTRAP C 0 A_Lower\n\t\tTRAP C 1 A_Lower\n\t\tLoop\n\t\tReady:\n\t\tTRAP C 1 A_WeaponReady\n\t\tloop\n\t\tFire:\n\t\tTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"RaiseDet\")\n\t\tTRAP C 0 A_PlaySoundEx(\"weapons/trapdetonate\",\"Voice\")\n\t\tTRAP C 0 A_GiveInventory(\"Potato\", 1)\n\t\tTRAP C 0 A_GiveInventory(\"CheckAchievements\", 1)\n\t\tTRAP D 5 A_GiveInventory(\"DetonateCheck\",1)\n\t\tTRAP C 10 A_TakeInventory(\"DetonateCheck\",999)\n\t\tGoto Ready\n\t\tAltfire:\n\t\tTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"NewTrap\")\n\t\tTRAP C 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\tTRAP C 0 A_GiveInventory(\"GhostTrapCheck\",1)\n\t\tTRAP C 1 offset (0, 40)\n\t\tTRAP C 1 offset (0, 50)\n\t\tTRAP C 1 offset (0, 60)\n\t\tTRAP C 1 offset (0, 70)\n\t\tTRAP C 1 offset (0, 80)\n\t\tTRAP C 1 offset (0, 90)\n\t\tGoto NewTrap\n\t\tNewTrap:\n\t\tTRAP A 1 offset (0, 60) A_JumpIfNoAmmo(\"RaiseDet\")\n\t\tTRAP A 1 offset (0, 50)\n\t\tTRAP A 1 offset (0, 40)\n\t\tTRAP A 0 offset (0, 0) A_TakeInventory(\"TrapAmmo\",1)\n\t\tTRAP B 1 offset (0, 0) A_SpawnItemEx(\"GhostTrap\", 16, 4, 32, 6, 0, 0, 0, 16, 0)\n\t\tTRAP B 1 offset (0, 20)\n\t\tTRAP B 1 offset (0, 30)\n\t\tTRAP B 1 offset (0, 40)\n\t\tTRAP B 1 offset (0, 50)\n\t\tTRAP B 1 offset (0, 60)\n\t\tTRAP B 1 offset (0, 70)\n\t\tTRAP B 1 offset (0, 80)\n\t\tTRAP B 1 offset (0, 90)\n\t\tTRAP B 1 offset (0, 100)\n\t\tTNT1 AAA 1 offset (0, 100) A_WeaponReady\n\t\tGoto RaiseDet\n\t\tRaiseDet:\n\t\tTRAP C 1 offset (0, 110) A_TakeInventory(\"GhostTrapCheck\",999)\n\t\tTRAP C 1 offset (0, 100)\n\t\tTRAP C 1 offset (0, 90)\n\t\tTRAP C 1 offset (0, 80)\n\t\tTRAP C 1 offset (0, 70)\n\t\tTRAP C 1 offset (0, 60)\n\t\tTRAP C 1 offset (0, 50)\n\t\tTRAP C 1 offset (0, 40)\n\t\tGoto Ready\n\t\tNoAmmo:\n\t\tTRAP C 15 A_PlaySoundEx(\"weapons/grenadeno\",\"Voice\")\n\t\tGoto Ready\n\t}\n}\n\nActor GhostBusterPlasma : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 100\n\tinventory.icon \"GBGUN1\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 125\n\tWeapon.AmmoType \"ProtonCharge\"\n\tobituary \"%o was zapped by %k's proton pack.\"\n\tInventory.PickupMessage \"You got the Proton Pack!\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 1, 8, 3)\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBClownyUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK A 0 A_TakeInventory(\"GBCancel\")\n\t\tGoto Ready+9\n\tFlash:\n\t\tTNT1 A 0 A_Light1 // 1\n\t\tTNT1 A 0 A_Light0 // 1\n\t\tGoto LightDone\n\t}\n}\n\nactor AbsorbCount : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 999\n}\n\nActor GhostBusterIceWeapon : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoGive 150\n\tWeapon.AmmoUse 5\n\tWeapon.AmmoType \"ProtonCharge\"\n\tObituary \"%k blew off %o's ass with explosive ice.\"\n\tInventory.PickupMessage \"You got the Proton Pack!\"\n\tInventory.Icon \"GBICE\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK O 0 A_PlaySoundEx(\"ghostbuster/IF_IceFire\", \"Weapon\")\n\t\tPACK M 1\n\t\tPACK M 0 A_FireCustomMissile(\"GBIceBallUp\", 0, 1)\n\t\tPACK M 0 A_FireCustomMissile(\"GBIceBall\", 1, 0)\n\t\tPACK M 0 A_FireCustomMissile(\"GBIceBall\", -1, 0)\n\t\tPACK M 2 offset (0, 37)\n\t\tPACK M 2 offset (5, 42)\n\t\tPACK M 3 offset (10, 47)\n\t\tPACK M 2 offset (5, 42)\n\t\tPACK M 2 offset (0, 37)\n\t\tPACK M 1 A_Refire\n\t\tPACK L 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBClownyUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nActor GhostBusterDefilerWeapon : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse 45\n\tWeapon.AmmoGive 150\n\tWeapon.AmmoType \"ProtonCharge\"\n\tInventory.Icon \"GBDEF\"\n\tObituary \"%o got shit on from %k's poison ball.\"\n\tInventory.PickupMessage \"You got the Proton Pack!\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK M 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK M 0 A_PlaySoundEx(\"ghostbuster/Worm_Fire1\", \"Weapon\")\n\t\tPACK M 1 A_FireCustomMissile(\"GBDefilerBall\", 0, 1, 0, 3)\n\t\tPACK M 1 offset (0, 37)\n\t\tPACK M 1 offset (5, 42)\n\t\tPACK M 1 offset (10, 47)\n\t\tPACK M 1 offset (5, 42)\n\t\tPACK M 1 offset (0, 37)\n\t\tPACK M 1\n\t\tPACK L 3\n\t\tPACK L 0 A_PlaySoundEx(\"ghostbuster/Worm_Fire2\", \"Weapon\")\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBClownyUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nActor GBIceBall\n{\n\tPROJECTILE\n\t+BRIGHT\n\tScale 0.9\n\tSpeed 48\n\tHeight 7\n\tRadius 6\n\tDeathSound \"weapons/arrowexplode\"\n\tSeeSound \"gbsoul\"\n\tDamageType \"GhostbusterIceBall\"\n\tObituary \"%k blew off %o's ass with explosive ice.\"\n\tDamage (random(5, 7))\n\t+BRIGHT\n\tstates\n\t{\n\tSpawn:\n\t\tICPR ABC 2\n\t\tLoop\n\tDeath:\n\t\tICPR D 2 A_Explode(6, 16, 0)\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,0,15,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,15,15,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,15,0,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,15,-15,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,0,-15,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,-15,-15,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,-15,0,random(-5, 5))\n\t\tICPR E 2 A_SpawnItemex (\"IceBallShards\",0,0,0,-15,15,random(-5, 5))\n\t\tICPR EFGH 2\n\t\tStop\n\t}\n}\n\nActor GBIceBallUp : GBIceBall\n{\n\tStates\n\t{\n\tSpawn:\n\t\tICPR A 0\n\t\tICPR A 0 ThrustThingZ(0, 3, 0, 1)\n\t\tICPR ABC 2\n\t\tGoto Spawn+2\n\t}\n}\n\nActor IceBallShards\n{\n\tPROJECTILE\n\t+BRIGHT\n\tSpeed 42\n\tHeight 6\n\tRadius 6\n\tDeathsound \"weapons/arrowexplode\"\n\tObituary \"%o couldn't escape %k's explosive ice shards.\"\n\tDamageType \"GhostbusterIceBall\"\n\tSeesound \"gbsoul\"\n\tDamage (random(2, 4))\n\tStates\n\t{\n\tSpawn:\n\t\tICPR NOPQ 2\n\t\tloop\n\tDeath:\n\t\tICPR R 2\n\t\tStop\n\t}\n}\n\nActor GBDefilerBall\n{\n\tSpeed 30\n\tHeight 12\n\tRadius 6\n\tScale 1.5\n\tDamageType \"GhostbusterDefilerBall\"\n\tObituary \"%o got shit on from %k's poison ball.\"\n\tDeathSound \"weapons/rocklx\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tGBDF A 0\n\t\tGBDF AAAA 0 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tGBDF A 1 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tGBDF AAAA 0 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tGBDF B 1 A_Explode(8, 64, 0)\n\t\tGBDF BBBB 0 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tGBDF B 1\n\t\tGBDF BBBB 0 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tGBDF C 1 //A_Explode(9, 64, 0)\n\t\tGBDF CCCC 0 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tGBDF C 1\n\t\tGBDF CCCC 0 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tGBDF D 1 A_Explode(8, 64, 0)\n\t\tGBDF DDDD 0 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tGBDF D 1\n\t\tGBDF DDDD 0 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tGBDF E 1 //A_Explode(9, 64, 0)\n\t\tGBDF EEEE 0 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tGBDF E 1\n\t\tGBDF EEEE 0 A_SpawnItemEx(\"GBPoisonDroplet\", 0, 0, 0, random(-15,15), random(-15,15), random(-10,5))\n\t\tLoop\n\tDeath:\n\t\tMISL B 4 A_Explode(42, 128, 0)\n\t\tMISL CD 4\n\t\tStop\n\t}\n}\n\nActor GBPoisonDroplet\n{\n\tRadius 3\n\tHeight 6\n\tMass 15\n\tSpeed 25\n\tScale 1.25\n\tDamageType \"GhostbusterDefilerBall\"\n\tDamage (random(1,2))\n\tPROJECTILE\n\tObituary \"%o endured secondary poison from %k's ghostbuster poisonball.\"\n\t-NOGRAVITY\n\t+NOTELEPORT\n States\n\t{\n\tSpawn:\n\t\tPSDR A 2 A_Explode(3, 64, 0)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 2 A_Explode(3, 64, 0)\n\t\tStop\n\t}\n}\n\nActor GhostBusterEcho : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 5\n\tinventory.icon \"GBGUN3\"\n\tObituary \"%o was whispered to death by %k's sonic echo.\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK B 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK U 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK U 0 A_PlaySoundEx(\"echoshot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot\", 0, 1, 0, 3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 3 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBClownyUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nactor GhostBusterBone : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 24\n\tinventory.icon \"GBGUN4\"\n\tObituary \"%o was obliterated by %k's bone cannon.\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK M 0 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK P 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK P 0 A_PlaySound (\"boneshot\", 7/*slot*/, 1.0, 0, ATTN_NORM)\n\t\tPACK P 4 offset (30, 62)\n\t\tPACK P 0 //A_TakeInventory(\"ProtonCharge\", 25)\n\t\tPACK P 0 offset (30, 62) A_RailAttack(random(70,80), 8, 1, \"white\", \"none\", 0, 0, \"GhostbusterBonePuff\")\n\t\tPACK P 3 offset (20, 52)\n\t\tPACK P 3 offset (10, 47)\n\t\tPACK P 3 offset (0, 37)\n\t\tPACK P 12 //6//A_JumpIfNoAmmo(\"Firefail4\")\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBClownyUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nActor GhostbusterBonePuff : BulletPuff\n{\n\tDamageType \"GhostbusterBoneCannon\"\n\tObituary \"%o was obliterated by %k's bone cannon.\"\n\tStates\n\t{\n\t Spawn:\n\t\tNULL A 1\n\t\tGoto Melee\n\t Melee:\n\t\tNULL A 1\n\t\tStop\n\t}\n}\n\nactor GhostBusterBlood : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 2\n\tinventory.icon \"GBGUN5\"\n\tObituary \"%o got bloodied by %k.\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\t\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\t\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\t\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK N 3\n\t\tPACK O 2\n\t\tGoto Hold\n\t\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\t\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK R 2\n\t\tPACK R 0 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 1, 0, 3)\n\t\tPACK S 2\n\t\tPACK S 0 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\t\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\t\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBClownyUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\t\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nactor GhostBusterIce : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 6\n\tinventory.icon \"GBGUN6\"\n\tObituary \"%o felt the ice wrath of %k.\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPAC2 E 0 A_TakeInventory(\"ProtonCharge\", 6)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"icerain\")\n\t\tPAC2 ABC 2\n\t\tPAC2 D 2 A_SpawnItemEx(\"ShardShield\", 0, 0, 0)\n\t\tPAC2 CBA 2\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBClownyUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\t\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nActor ShardShield\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamageType \"GhostbusterIceFall\"\n\tObituary \"%o felt the ice wrath of %k.\"\n\tPROJECTILE\n\t-SOLID\n\t-TELESTOMP\n\t+NOCLIP\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(25, 25, 0)\n\t\t// Straight up\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, 0, 24, 0)\n\t\t// Vertical ball\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, 24, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, 16, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, 12, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, 6, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, -2, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, -6, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, -6, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 0, -24, 0, 0)\n\t\t// Side ball\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 24, 0, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 16, 0, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 12, 0, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 6, 0, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -6, 0, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -12, 0, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -16, 0, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -24, 0, 0, 0)\n\t\t// Diag1\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -24, 24, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -16, 16, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -12, 12, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 6, 6, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 6, -6, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 12, -12, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 16, -16, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 24, -24, 0, 0)\n\t\t// Diag2\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 24, 24, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 16, 16, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 12, 12, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, 6, 6, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -6, -6, 16, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -12, -12, 12, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -16, -16, 6, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, -24, -24, 0, 0)\n\t\t// Random\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 0, random(-24,24), random(-24,24), random(1,24), 0)\n\t\t// Ground\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 0, 24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 8, 24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 24, 24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 24, 8, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 24, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 24, -8, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 24, -24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 8, -24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, 0, -24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -8, -24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -24, -24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -24, -8, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -24, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -24, 8, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -24, 24, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IceBallShardsIF\", 0, 0, 3, -8, 24, 0)\n\t\tStop\n\t}\n}\n\nActor IceBallShardsIF : IceBallShards\n{\n\tHeight 15\n\tRadius 12\n\tScale 1.5\n\tDamageType \"GhostbusterIceFall\"\n\tObituary \"%o felt the ice wrath of %k.\"\n\tDamage (random(6,9))\n}\n\nactor GhostBusterSoul : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 5\n\tinventory.icon \"GBGUN2\"\n\tObituary \"%o vanished into the lost screams from %k's soul plasma.\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\t\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySound(\"pack/heatup\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\t\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\t\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\t\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK V 3\n\t\tPACK W 2\n\t\tGoto Hold\n\t\tHold:\n\t\tPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK D 0 A_JumpIfInventory(\"ProtonCharge\", 5, 2)\n\t\tPACK D 0 A_Jump(256, \"FireFail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\", 0, 1, 6, 3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\t\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\t\tFirefail2:\n\t\tPACK W 0 A_ClearReFire\n\t\tPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK V 3 A_PlaySound(\"pack/change1\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBClownyUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\t\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nactor SoulBlast\n{\n\tPROJECTILE\n\tscale 0.6\n\tSpeed 35\n\t+SEEKERMISSILE\n\tHeight\t7\n\tRadius\t6\n\trenderstyle add\n\tdeathsound \"weapons/arrowexplode\"\n\tseesound \"gbsoul\"\n\talpha 0.8\n\ttranslation \"112:127=80:111\"\n\tDamage (25)\n\tDamageType \"GhostbusterSoul\"\n\tObituary \"%o vanished into the lost screams from %k's soul plasma.\"\n\tstates\n\t{\n\tSpawn:\n\t\tSPIR P 0\n\t\tSPIR P 1 A_Jump(256,0,5,10,15,20,25)\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR P 0\n\t\tgoto Flying\n\t\tFlying:\n\t\tSPIR P 0 A_SpawnItem(\"SoulFadefx\")\n\t\tSPIR P 0 A_SeekerMissile (5, 15)\n\t\tSPIR P 1 A_BishopMissileWeave\n\t\tloop\n\t\tDeath:\n\t\tOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\n\t\tstop\n\t}\n}\n\nactor SoulFadefx\n{\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t+NOGRAVITY\n\theight 1\n\tradius 1\n\tscale 0.18\n\trenderstyle translucent\n\talpha 1.0\n\ttranslation \"112:127=80:111\"\n\tStates\n\t{\n\tSpawn:\n\t\tOXPL ACEGIKM 1 A_FadeOut(0.2)\n\t\tstop\n\t}\n}\n\nactor EchoShot\n{\n\tRadius\t\t10\n\tSpeed\t\t32\n\tHeight\t\t10\n\tdamage (40)\n\tPROJECTILE\n\trenderstyle none\n\tseesound \"echobounce\"\n\tDamageType \"GhostbusterEcho\"\n\t+DOOMBOUNCE\n\t+DONTREFLECT\n\tbouncecount 3\n\tbouncefactor 1.0\n\treactiontime 80\n\twallbouncefactor 1.0\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CountDown\n\t\tTNT1 A 1 A_SpawnItem(\"EchoWave\")\n\t\tloop\n\t}\n}\n\nactor EchoWave\n{\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t+NOGRAVITY\n\theight 1\n\tradius 1\n\tscale 0.2\n\trenderstyle translucent\n\talpha 1.0\n\ttranslation \"112:127=224:231\"\n\tstates\n\t{\n\tSpawn:\n\t\tPR2E OMKIGECA 1 bright A_FadeOut(0.04)\n\t\tstop\n\t}\n}\n\nACTOR Bloodslime\n{\n\tRadius\t\t6\n\tHeight\t\t12\n\tSpeed\t\t60\n\tDamage\t(random(10,12))\n\tDamageType \"GhostbusterBlood\"\n\tObituary \"%o was bloodied by %k.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\trenderstyle translucent\n\talpha 1.0\n\tSeeSound \"\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 2 ThrustThingZ (0, random(0,8), random(0,1), 1)\n\t\tSLIM BC 3 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\n\t\tSLIM C 0 A_FadeOut(0.05)\n\t\tGoto Spawn+3\n\t\tDeath:\n\t\tTNT1 A 3 A_PlaySound(\"Slime1\")\n\t\tStop\n\t}\n}\n\nactor GhostTrapCheck : Inventory\n{\n Inventory.PickupMessage \"GO GO JESUS RANGERS!\"\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Inventory.Icon \"CELLA0\"\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}\n\nactor DetonateCheck : Inventory\n{\nInventory.PickupMessage \"GO GO JESUS RANGERS!\"\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Inventory.Icon \"CELLA0\"\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}\n\nACTOR ProtonCharge : Ammo\n{\n +INVENTORY.IGNORESKILL\n Inventory.PickupMessage \"Proton charge!\"\n Inventory.Amount 135\n Inventory.MaxAmount 135\n Ammo.BackpackAmount 135\n Ammo.BackpackMaxAmount 135\n Inventory.Icon \"CELLA0\"\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}\n\nActor TransformAmmo : Ammo\n{\n +INVENTORY.IGNORESKILL\n Inventory.PickupMessage \"Proton charge!\"\n Inventory.Amount 1\n Inventory.MaxAmount 100\n States\n {\n Spawn:\n CELL A -1\n Stop\n }\n}\n\nactor GhostBusterBall\n{\n\tdecal \"ProtonDecal\"\n\tscale 0.8\n\trenderstyle add\n\talpha 0.95\n\tPROJECTILE\n\t+RANDOMIZE\n\tdamagetype \"GhostbusterProton\"\n\tspeed 38\n\tradius 4\n\theight 4\n\tDamage (10)\n\tseesound \"weapons/protonpackfire\"\n\tdeathsound \"weapons/plasmax\"\n\tStates\n\t{\n\tSpawn:\n\t\tPROT AB 2 bright\n\t\tLoop\n\t\tDeath:\n\t\tPROT EFGHIJK 2 bright\n\t\tStop\n\t}\n}\n\nactor GhostTrap\n{\n\tradius 5\n\tscale 0.8\n\theight 16\n\trenderstyle translucent\n\talpha 1.0\n\tPROJECTILE\n\t-CANBLAST\n\t- NOLIFTDROP\n\t- NOGRAVITY\n\tdamagetype \"GhostbusterTrap\"\n\tObituary \"%o was caught in one of %k's ghost traps.\"\n\tStates\n\t{\n\tSpawn:\n\t\t\tGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\n\t\t\tGTRP E 0 A_GiveInventory(\"Trapcount\",1)\n\t\t\tGTRP E 0 A_JumpIfInventory(\"Trapcount\",2100,\"Spawn2\")\n\t\t\tGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\n\t\t\tGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\n\t\t\tGTRP E 0 A_JumpIf(z - floorz == 0, 1)\n\t\t\tLoop\n\t\t\tGTRP E 0 A_Stop\n\t\t\tLoop\n\t\tSpawn2:\n\t\t\tGTRP E 0 A_SpawnItem(\"BulletPuff\",0,6)\n\t\t\tGTRP E 0 A_PlaySoundEx(\"weapons/trapzip\", \"Voice\")\n\t\t\tGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\n\t\t\tGTRP E 0 A_GiveInventory(\"Trapcount\",1)\n\t\t\tGTRP E 0 A_JumpIfInventory(\"Trapcount\",2275,\"Smoke\")\n\t\t\tGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\n\t\t\tGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\n\t\t\tGTRP E 0 A_JumpIf(z - floorz == 0, 1)\n\t\t\tGoto Spawn2+2\n\t\t\tGTRP E 0 A_Stop\n\t\t\tGoto Spawn2+2\n\t\tSmoke:\n\t\t\tGTRP H 0 A_PlaySoundEx(\"weapons/arrowexplode\", \"Voice\")\n\t\t\tGTRP H 0 A_SpawnItemEx(\"GBExplosion\", 0, 0, 8, 0, 0, 0, 0, 128, 0)\n\t\t\tGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\n\t\t\tGTRP H 60\n\t\t\tGoto Fadeout\n\t\tDeath:\n\t\t\tGRTP E 0 A_PlaySound(\"weapons/traphit\")\n\t\t\tGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\n\t\t\tGTRP E 0 A_ChangeFlag(\"MISSILE\",0)\n\t\t\tGTRP E 1 A_ChangeFlag(\"NOBLOCKMAP\",0)\n\t\t\tGoto Spawn\n\t\tDeath2:\n\t\t\tGTRP A 0 A_PlaySound(\"weapons/trapcharge\")\n\t\t\tGTRP A 5\n\t\t\tGTRP A 0 A_PlaySound(\"weapons/trap\")\n\t\t\tGTRP A 5 A_SpawnItemEx(\"GhostTrapFX\")\n\t\t\tGTRP AAAAAAAAAAAAA 8 A_Explode(32, 128, 0)\n\t\t\tGTRP A 8\n\t\t\tGTRP H 20\n\t\t\tGoto Fadeout\n\t\tFadeout:\n\t\t\tGTRP H 1 A_FadeOut(0.05)\n\t\t\tLoop\n\t}\n}\n\nactor GBExplosion\n{\n\trenderstyle translucent\n\talpha 1.0\n\tscale 0.2\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\tradius 1\n\theight 1\n\tStates\n\t{\n\tSpawn:\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\nACTOR GBSmokeLarge : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.3\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR GBFirey : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.17\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}\n\nactor Trapcount : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 2275\n\tstates\n\t{\n\tSpawn:\n\t\tPLAY A 1\n\t\tloop\n\t}\n}\n\nactor TrapAmmo : Ammo\n{\n inventory.pickupmessage \"Picked up a new trap.\"\n inventory.amount 1\n inventory.maxamount 50\n inventory.icon \"GTRPE0\"\n ammo.backpackamount 10\n ammo.backpackmaxamount 100\n +IGNORESKILL\n states\n {\n Spawn:\n GTRP E -1\n stop\n }\n}\n\nactor GhostTrapFX\n{\n\t-SOLID\n\tscale 0.8\n\trenderstyle add\n\talpha 8.0\n\theight 5\n\tradius 7\n\tStates\n\t{\n\tSpawn:\n\t\tGTRP BCDCDCDCDCDCDCDCDCDCDB 5 bright\n\t\tStop\n\t}\n}\n\nactor GBTrapDelayer : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 42\n}\n\nActor GhostBusterClownyWeapon : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse 18\n\tWeapon.AmmoGive 150\n\tWeapon.AmmoType \"ProtonCharge\"\n\tInventory.Icon \"GBGUN10\"\n\tObituary \"%k made %o see black.\"\n\tInventory.PickupMessage \"You got the Proton Pack!\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK M 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tPACK M 0 A_PlaySoundEx(\"ghostbuster/Worm_Fire1\", \"Weapon\")\n\t\tPACK M 1 A_FireCustomMissile(\"GBClownySkull\", 0, 1, 0, -6)\n\t\tPACK M 1 offset (0, 37)\n\t\tPACK M 1 offset (5, 42)\n\t\tPACK M 1 offset (10, 47)\n\t\tPACK M 1 offset (5, 42)\n\t\tPACK M 1 offset (0, 37)\n\t\tPACK M 1\n\t\tPACK L 3\n\t\tPACK L 0 A_PlaySoundEx(\"ghostbuster/Worm_Fire2\", \"Weapon\")\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tAltfire:\n\t\tPACK A 0 A_JumpIfInventory(\"GBSjasUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBJitterskullUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBCreeperUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBChokeUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBFrostbiteUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBDefilerUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBIcefiendUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 0 A_JumpIfInventory(\"GBClownyUpgradeToken\", 1, \"Transform\")\n\t\tPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n\t\tGoto Ready+9\n\tTransform:\n\t\tPACK B 1 A_GiveInventory(\"GhostbusterUpgraded\", 1)\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n\t\tPACK J 20 ACS_ExecuteAlways(711, 0)\n\t\tGoto Ready\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(712,0)\n\t\tGoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\t\tGoto LightDone\n\t}\n}\n\nACTOR GBClownySkull\n{\n Radius 2\n Height 4\n Speed 45\n Damage (random(10,11))\n Projectile\n RenderStyle add\n DamageType \"GhostbusterHorror\"\n SeeSound \"ghostbuster/horror\"\n Deathsound \"ghostbuster/horror\"\n States\n {\n Spawn:\n CWMS AAABBBCCC 1 A_SpawnItemEx(\"ClownySkullTrail\",0,0,0,random(-2,2),random(-2,2),random(-2,2))\n\t Spawn2:\n\t CWMS DDD 0 A_SpawnItemEx(\"ClownySkullTrail\",0,0,0,random(-2,2),random(-2,2),random(-2,2))\n CWMS D 1 A_SpawnItemEx(\"ClownySkullTrail\",0,0,0,random(-2,2),random(-2,2),random(-2,2))\n\t\tCWMS DDD 0 A_SpawnItemEx(\"ClownySkullTrail\",0,0,0,random(-2,2),random(-2,2),random(-2,2))\n CWMS E 1 A_SpawnItemEx(\"ClownySkullTrail\",0,0,0,random(-2,2),random(-2,2),random(-2,2))\n\t\tCWMS DDD 0 A_SpawnItemEx(\"ClownySkullTrail\",0,0,0,random(-2,2),random(-2,2),random(-2,2))\n CWMS F 1 A_SpawnItemEx(\"ClownySkullTrail\",0,0,0,random(-2,2),random(-2,2),random(-2,2))\n\t\tloop\n Death:\n CWMS GHIJ 2\n Stop\n }\n}\n\nACTOR ClownySkullTrail\n{\n +NOGRAVITY\n Renderstyle add\n scale 0.3\n States\n {\n Spawn:\n\t\tTNT1 A 1\n JSMK ABCDEFGH 1\n\t\tstop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Engineer.txt",
"contents": "Actor Engineer : PlayerPawn\n{\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tLimitedtoteam 0\n\tPlayer.soundclass \"engin\"\n\tPlayer.displayname \"Engineer\"\n\tPlayer.startitem \"AchievementID\", 2\n\tPlayer.StartItem \"Wrench\", 1\n\tPlayer.StartItem \"WrenchMode\", 1\n\tPlayer.StartItem \"WrenchAmmo\", 100\n//\tPlayer.StartItem \"NailGun\", 1\n\tPlayer.StartItem \"NailgunMG\", 1\n\tPlayer.StartItem \"ForceReloadItemEngy\", 1\n\tPlayer.StartItem \"AllowDispenserCreation\", 1\n\tPlayer.StartItem \"AllowSentryCreation\", 1\n\tPlayer.StartItem \"WrenchSentryMode\", 1\n\tPlayer.StartItem \"GravityGun\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 5\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.ColorRange 112, 127\n\tPlayer.scoreicon \"ENGINST\"\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"EngineerMine\", 0.35\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"Poison\", 2.0\n\tmass 400\n\tStates\n\t{\n\t Spawn:\n\t\t\tGO99 A 1\n\t\t\tGO99 AAAAAA 3 A_JumpIf (momz!=0, \"Spawn\")\n\t\t\tGO99 A 1 A_GiveInventory(\"WrenchAmmo\", 10)\n\t\t\tLoop\n\t\tSee:\n\t\t\tGO99 AB 5\n\t\t\tGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\t\tGO99 CD 5\n\t\t\tGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\t\tGoto Spawn\n\t\tMissile:\n\t\t\tGO99 E 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\t\tGO99 E 12\n\t\t\tGoto Spawn\n\t\tMelee:\n\t\t\tGO99 F 6\n\t\t\tGoto Missile\n\t\tPain:\n\t\t\tGO99 G 4 A_Pain\n\t\t\tGO99 G 4\n\t\t\tGoto Spawn\n\t\tPain.DefilerPoisonGas:\n\t\t\tGO99 G 1 ACS_ExecuteAlways(701, 0)\n\t\t\tGoto Pain\n\t\tPain.Creepstun:\n\t\t\tKNIG G 0 HealThing(1)\n\t\t\tGO99 G 0 A_Pain\n\t\t\tGO99 G 18 ACS_ExecuteAlways(986,0)\n\t\t\tGoto Spawn\n\t\tPain.ChokeAttack:\n\t\t\tGO99 G 1\n\t\t\tGO99 G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\t\tGO99 G 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\t\tGO99 G 8 A_Pain\n\t\t\tGoto Spawn\n\t\tPain.CreeperHealBall:\n\t\t\tGO99 G 1\n\t\t\tGO99 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\t\tGO99 G 8 A_Pain\n\t\t\tGoto Spawn\n\t\tPain.HunterSuperIceArrowTrail:\n\t\t\tGO99 A 0 ACS_ExecuteAlways(731, 0)\n\t\t\tGO99 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\t\tGoto Pain\n\t\tPain.HunterSuperIceArrow:\n\t\t\tGO99 A 0 ACS_ExecuteAlways(730, 0)\n\t\t\tGO99 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\t\tGoto Pain\n\t\tDeath:\n\t\tDeathAnim:\n\t\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\t\tGO99 H 5\n\t\t\tGO99 I 5 A_PlayerScream\n\t\t\tGO99 J 5 A_NoBlocking\n\t\t\tGO99 KLM 5\n\t\t\tGO99 N -1\n\t\t\tstop\n\t\tGibDeath:\n\t\t\tGO99 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\t\tGO99 G 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\t\tGO99 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\t\tGO99 A 0 A_NoBlocking\n\t\t\tGO99 G 0 A_PlaySound(\"gibbage/xsplat\")\n\t\t\tGO99 A 0 A_SkullPop(\"Custom_EngineerBloodySkull\")\n\t\t\tGO99 A 0 A_PlaySound(\"gibbage/playergib\")\n\t\t\tGO99 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\t\tGO99 A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\t\tGO99 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\t\tGO99 A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\t\tGO99 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\t\tGO99 A 1\n\t\t\tNULL A 0\n\t\t\tNULL A -1\n\t\t\tStop\n\tDeath.ClownyTeeth:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.ClownyTeethHidden:\n\t\tTNT1 A 0 A_GiveToTarget(\"ClownyHiddenKill\",1)\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.CreeperHealBall:\n\t\tGO99 G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tGO99 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tGO99 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0)\n\t\tGO99 A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tGO99 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tGoto DeathAnim\n Death.SjasScream:\n GO99 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n GO99 A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n Goto DeathAnim\n Death.JitterMelee:\n GO99 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n GO99 A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n Goto GibDeath\n Death.CreepStun:\n GO99 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n Death.ChokeVomit:\n GO99 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n Goto DeathAnim\n Death.ChokeAttack:\n GO99 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.ChokeFeast:\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeFeastKill\", 1)\n\t\tGoto DeathAnim\n Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n GO99 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n Goto DeathAnim\n Death.FrostbiteMelee:\n GO99 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n Goto GibDeath\n\tDeath.FrostBiteIceRain:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyRainKill\", 1)\n\t\tGoto DeathAnim\n Death.FrostbiteIceBreath:\n GO99 A 0 A_NoBlocking\n\t\tGO99 H 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tHUNT A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tGO99 H 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 H 0 A_SpawnItemEx(\"EngineerIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.DefilerSpine:\n\t\tTNT1 A 0 A_GiveToTarget(\"DefilerSpineKill\", 1)\n\t\tGoto DeathAnim\n Death.DefilerAcidBall:\n\t\tGO99 H 1 A_NoBlocking\n GO99 A 0 A_GiveToTarget(\"DefilerAcidBallKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 A 0 A_SpawnItemEx(\"EngineerDefilerAcidDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1 A_PlayerScream\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.DefilerCloudBall:\n GO99 A 0 A_GiveToTarget(\"DefilerCloudBallKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonGas:\n GO99 A 0 A_GiveToTarget(\"DefilerPoisonGasKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonDroplet:\n GO99 A 0 A_GiveToTarget(\"DefilerPoisonDropletKill\", 1)\n Goto DeathAnim\n Death.IcefiendIcePath:\n\t\tGO99 A 0 A_NoBlocking\n\t\tGO99 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n GO99 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 A 0 A_SpawnItemEx(\"EngineerIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 A 0 A_PlayerScream\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IceFiendMeleeBackstab:\n\t\tROB1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t Goto Death.IceFiendMelee\n\tDeath.FiendWind:\n GO99 A 0 A_NoBlocking\n\t\tGO99 H 0 A_PlayerScream\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 H 0 A_SpawnItemEx(\"EngineerIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IceFiendMelee:\n\t\tGO99 A 0 A_NoBlocking\n GO99 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tGO99 G 0 A_GiveInventory(\"RocketAmmo\", 1) // Used to stop ghost traps\n GO99 A 0 A_SkullPop(\"Custom_EngineerBloodySkull\")\n\t\tENBH A 0 A_PlayerScream\n\t\tENBH BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 40, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 34, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 33, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tENBH EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 29, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tENBH F 1\n\t\tENBH F -1\n\t\tStop\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanTelefrag\", 1)\n\t\tGoTo DeathAnim\n\t// Human reflection deaths\n Death.MarineGrenade:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterProton:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterBlood:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterEcho:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterSoul:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.EngineerNail:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyAir:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyGround:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaStarProjectile:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaFallingStar:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaSnowball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSword:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockBigFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockIceShards:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockLightning:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor Custom_EngineerBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n Spawn:\n GO99 Z 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n\t GO99 Z 0 A_GiveInventory(\"RocketAmmo\",1)\n GO99 Z 5 A_Custommissile(\"Blood\", -5,0,0)\n GO99 ZZZ 5\n GO99 ZZZZ 5\n loop\n Death:\n\t\tGO99 Z 0 A_Jump (16,4)\n GO99 Z 0 A_Jump (32,4)\n GO99 Z 0 A_Jump (64,4)\n GO99 Z 0 A_Jump (128,4)\n GO99 Z -1 A_CheckPlayerDone\n Wait\n GO99 Z -1 A_CheckPlayerDone\n Wait\n GO99 Z -1 A_CheckPlayerDone\n Wait\n GO99 Z -1 A_CheckPlayerDone\n\t}\n}\n\n// Originally by WildWeasel\nActor Wrench : Weapon\n{\n\tRadius 20\n\tHeight 12\n\tWeapon.SelectionOrder 4000\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType \"WrenchAmmo\"\n\tWeapon.AmmoUse 0\n\tDamageType \"EngineerWrench\"\n\tInventory.PickupMessage \"You find an Engineer Wrench!\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NO_AUTO_SWITCH\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tSelect:\n\t\tPIPW A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPIPW A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tPIPW AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_WeaponReady\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchSentryMode\", 1, 2)\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchDispenserMode\", 1, \"ShowDispenser\")\n\t\tLoop\n\t\tPIPW A 0 A_JumpIfInventory(\"TotalKillCount\", 5, \"ShowSentry3\")\n\t\tPIPW A 0 A_JumpIfInventory(\"TotalKillCount\", 3, \"ShowSentry2\")\n\t\tGoto ShowSentry\n\tShowSentry:\n\t\tPIPW A 0 A_FireCustomMissile(\"SentryPlacerMissile\")\n\t\tGoto Ready\n\tShowSentry2:\n\t\tPIPW A 0 A_FireCustomMissile(\"SentryPlacerMissile2\")\n\t\tGoto Ready\n\tShowSentry3:\n\t\tPIPW A 0 A_FireCustomMissile(\"SentryPlacerMissile3\")\n\t\tGoto Ready\n\tShowDispenser:\n\t\tPIPW A 0 A_FireCustomMissile(\"DispenserPlacerMissile\")\n\t\tGoto Ready\n\tFire:\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchSentryMode\", 1, \"FireSentry\")\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchDispenserMode\", 1, \"FireDispenser\")\n\t\tGoto Ready\n\tAltFire:\n\t\tPIPW A 1 ACS_ExecuteAlways(764, 0)\n\t\tGoto Ready\n\tFireSentry:\n\t\tPIPW A 0 A_JumpIfInventory(\"AllowSentryCreation\", 1, 2)\n\t\tPIPW A 0 A_Print(\"You've already built a sentry this map!\")\n\t\tGoto Ready\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchAmmo\", 200, 2)\n\t\tPIPW A 0 A_Print(\"Not enough ammo to make a sentry [requires 200]\")\n\t\tGoto Ready\n\t\tPIPW ABC 1\n\t\tTNT1 A 5\n\t\tPIPW DEF 1\n\t\tPIPW G 0 A_PlaySound(\"PipeMiss\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 32, \"SentryPlace32\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 31, \"SentryPlace31\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 30, \"SentryPlace30\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 29, \"SentryPlace29\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 28, \"SentryPlace28\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 27, \"SentryPlace27\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 26, \"SentryPlace26\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 25, \"SentryPlace25\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 24, \"SentryPlace24\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 23, \"SentryPlace23\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 22, \"SentryPlace22\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 21, \"SentryPlace21\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 20, \"SentryPlace20\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 19, \"SentryPlace19\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 18, \"SentryPlace18\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 17, \"SentryPlace17\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 16, \"SentryPlace16\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 15, \"SentryPlace15\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 14, \"SentryPlace14\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 13, \"SentryPlace13\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 12, \"SentryPlace12\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 11, \"SentryPlace11\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 10, \"SentryPlace10\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 9, \"SentryPlace9\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 8, \"SentryPlace8\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 7, \"SentryPlace7\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 6, \"SentryPlace6\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 5, \"SentryPlace5\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 4, \"SentryPlace4\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 3, \"SentryPlace3\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 2, \"SentryPlace2\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 1, \"SentryPlace1\")\n\t\tGoto FinishSentry\n\tSentryPlace1:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile1\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_1\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_1\")\n\t\tGoto FinishSentry\n\tSentryPlace2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile2\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_2\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_2\")\n\t\tGoto FinishSentry\n\tSentryPlace3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile3\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_3\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_3\")\n\t\tGoto FinishSentry\n\tSentryPlace4:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile4\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_4\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_4\")\n\t\tGoto FinishSentry\n\tSentryPlace5:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile5\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_5\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_5\")\n\t\tGoto FinishSentry\n\tSentryPlace6:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile6\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_6\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_6\")\n\t\tGoto FinishSentry\n\tSentryPlace7:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile7\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_7\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_7\")\n\t\tGoto FinishSentry\n\tSentryPlace8:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile8\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_8\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_8\")\n\t\tGoto FinishSentry\n\tSentryPlace9:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile9\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_9\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_9\")\n\t\tGoto FinishSentry\n\tSentryPlace10:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile10\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_10\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_10\")\n\t\tGoto FinishSentry\n\tSentryPlace11:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile11\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_11\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_11\")\n\t\tGoto FinishSentry\n\tSentryPlace12:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile12\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_12\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_12\")\n\t\tGoto FinishSentry\n\tSentryPlace13:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile13\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_13\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_13\")\n\t\tGoto FinishSentry\n\tSentryPlace14:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile14\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_14\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_14\")\n\t\tGoto FinishSentry\n\tSentryPlace15:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile15\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_15\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_15\")\n\t\tGoto FinishSentry\n\tSentryPlace16:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile16\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_16\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_16\")\n\t\tGoto FinishSentry\n\tSentryPlace17:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile17\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_17\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_17\")\n\t\tGoto FinishSentry\n\tSentryPlace18:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile18\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_18\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_18\")\n\t\tGoto FinishSentry\n\tSentryPlace19:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile19\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_19\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_19\")\n\t\tGoto FinishSentry\n\tSentryPlace20:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile20\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_20\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_20\")\n\t\tGoto FinishSentry\n\tSentryPlace21:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile21\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_21\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_21\")\n\t\tGoto FinishSentry\n\tSentryPlace22:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile22\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_22\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_22\")\n\t\tGoto FinishSentry\n\tSentryPlace23:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile23\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_23\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_23\")\n\t\tGoto FinishSentry\n\tSentryPlace24:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile24\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_24\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_24\")\n\t\tGoto FinishSentry\n\tSentryPlace25:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile25\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_25\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_25\")\n\t\tGoto FinishSentry\n\tSentryPlace26:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile26\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_26\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_26\")\n\t\tGoto FinishSentry\n\tSentryPlace27:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile27\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_27\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_27\")\n\t\tGoto FinishSentry\n\tSentryPlace28:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile28\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_28\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_28\")\n\t\tGoto FinishSentry\n\tSentryPlace29:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile29\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_29\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_29\")\n\t\tGoto FinishSentry\n\tSentryPlace30:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile30\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_30\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_30\")\n\t\tGoto FinishSentry\n\tSentryPlace31:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile31\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_31\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_31\")\n\t\tGoto FinishSentry\n\tSentryPlace32:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 5, 4)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TotalKillCount\", 3, 2)\n\t\tPIPW G 1 A_FireCustomMissile(\"SentrySpawnerMissile32\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner2_32\")\n\t\tGoto FinishSentry\n\t\tPIPW G 1 A_FireCustomMissile(\"Sentry2Spawner3_32\")\n\t\tGoto FinishSentry\n\tFinishSentry:\n\t\tPIPW G 0 A_TakeInventory(\"WrenchAmmo\", 200)\n\t\tPIPW G 0 A_TakeInventory(\"AllowSentryCreation\", 1)\n\t\tPIPW HI 1\n\t\tTNT1 A 10\n\t\tPIPW CB 1\n\t\tPIPW A 20\n\t\tPIPW A 1 ACS_ExecuteAlways(770, 0, tid, 2)\n\t\tGoto Ready\n\tFireDispenser:\n\t\tPIPW A 0 A_JumpIfInventory(\"AllowDispenserCreation\", 1, 2)\n\t\tPIPW A 0 A_Print(\"You've already built a dispenser this map!\")\n\t\tGoto Ready\n\t\tPIPW A 0 A_JumpIfInventory(\"WrenchAmmo\", 100, 2)\n\t\tPIPW A 0 A_Print(\"Not enough ammo to make a dispenser [requires 100]\")\n\t\tGoto Ready\n\t\tPIPW ABC 1\n\t\tTNT1 A 5\n\t\tPIPW DEF 1\n\t\tPIPW G 0 A_PlaySound(\"PipeMiss\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 32, \"DispenserPlace32\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 31, \"DispenserPlace31\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 30, \"DispenserPlace30\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 29, \"DispenserPlace29\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 28, \"DispenserPlace28\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 27, \"DispenserPlace27\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 26, \"DispenserPlace26\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 25, \"DispenserPlace25\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 24, \"DispenserPlace24\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 23, \"DispenserPlace23\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 22, \"DispenserPlace22\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 21, \"DispenserPlace21\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 20, \"DispenserPlace20\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 19, \"DispenserPlace19\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 18, \"DispenserPlace18\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 17, \"DispenserPlace17\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 16, \"DispenserPlace16\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 15, \"DispenserPlace15\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 14, \"DispenserPlace14\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 13, \"DispenserPlace13\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 12, \"DispenserPlace12\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 11, \"DispenserPlace11\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 10, \"DispenserPlace10\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 9, \"DispenserPlace9\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 8, \"DispenserPlace8\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 7, \"DispenserPlace7\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 6, \"DispenserPlace6\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 5, \"DispenserPlace5\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 4, \"DispenserPlace4\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 3, \"DispenserPlace3\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 2, \"DispenserPlace2\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 1, \"DispenserPlace1\")\n\t\tGoto FinishDispenser\n\tDispenserPlace1:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile1\")\n\t\tGoto FinishDispenser\n\tDispenserPlace2:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile2\")\n\t\tGoto FinishDispenser\n\tDispenserPlace3:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile3\")\n\t\tGoto FinishDispenser\n\tDispenserPlace4:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile4\")\n\t\tGoto FinishDispenser\n\tDispenserPlace5:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile5\")\n\t\tGoto FinishDispenser\n\tDispenserPlace6:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile6\")\n\t\tGoto FinishDispenser\n\tDispenserPlace7:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile7\")\n\t\tGoto FinishDispenser\n\tDispenserPlace8:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile8\")\n\t\tGoto FinishDispenser\n\tDispenserPlace9:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile9\")\n\t\tGoto FinishDispenser\n\tDispenserPlace10:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile10\")\n\t\tGoto FinishDispenser\n\tDispenserPlace11:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile11\")\n\t\tGoto FinishDispenser\n\tDispenserPlace12:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile12\")\n\t\tGoto FinishDispenser\n\tDispenserPlace13:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile13\")\n\t\tGoto FinishDispenser\n\tDispenserPlace14:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile14\")\n\t\tGoto FinishDispenser\n\tDispenserPlace15:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile15\")\n\t\tGoto FinishDispenser\n\tDispenserPlace16:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile16\")\n\t\tGoto FinishDispenser\n\tDispenserPlace17:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile17\")\n\t\tGoto FinishDispenser\n\tDispenserPlace18:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile18\")\n\t\tGoto FinishDispenser\n\tDispenserPlace19:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile19\")\n\t\tGoto FinishDispenser\n\tDispenserPlace20:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile20\")\n\t\tGoto FinishDispenser\n\tDispenserPlace21:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile21\")\n\t\tGoto FinishDispenser\n\tDispenserPlace22:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile22\")\n\t\tGoto FinishDispenser\n\tDispenserPlace23:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile23\")\n\t\tGoto FinishDispenser\n\tDispenserPlace24:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile24\")\n\t\tGoto FinishDispenser\n\tDispenserPlace25:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile25\")\n\t\tGoto FinishDispenser\n\tDispenserPlace26:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile26\")\n\t\tGoto FinishDispenser\n\tDispenserPlace27:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile27\")\n\t\tGoto FinishDispenser\n\tDispenserPlace28:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile28\")\n\t\tGoto FinishDispenser\n\tDispenserPlace29:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile29\")\n\t\tGoto FinishDispenser\n\tDispenserPlace30:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile30\")\n\t\tGoto FinishDispenser\n\tDispenserPlace31:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile31\")\n\t\tGoto FinishDispenser\n\tDispenserPlace32:\n\t\tPIPW G 1 A_FireCustomMissile(\"DispenserSpawnerMissile32\")\n\t\tGoto FinishDispenser\n\tFinishDispenser:\n\t\tPIPW G 0 A_TakeInventory(\"WrenchAmmo\", 100)\n\t\tPIPW G 0 A_TakeInventory(\"AllowDispenserCreation\", 1)\n\t\tPIPW HI 1\n\t\tTNT1 A 10\n\t\tPIPW CB 1\n\t\tPIPW A 20 // 35\n\t\tPIPW A 1 ACS_ExecuteAlways(770, 0, tid, 1)\n\t\tGoto Ready\n\t}\n}\n\nActor WrenchMode : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor WrenchSentryMode : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor WrenchDispenserMode : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor WrenchAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 200\n\tInventory.Icon \"AEPCA0\"\n\t+IGNORESKILL\n}\n\nActor AllowDispenserCreation : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor AllowSentryCreation : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor WrenchAttack\n{\n\tHeight 5\n\tRadius 4\n\tSpeed 40\n\tObituary \"%o's face was hammered in by %k.\"\n\tDamage (25)\n\tDamageType \"EngineerWrench\"\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\t+DONTREFLECT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\t}\n}\n\n// Gravity gun\n////////////////////////////////////////////////////////////////////////////////\nActor GravityRail : BulletPuff\n{\n\tObituary \"%o didn't expect the tiny gun of %k to do that.\"\n\tDamageType \"GravityRailPuff\"\n\tStates\n\t{\n\t Spawn:\n\t\tTNT1 A 1\n\t\tGoto Melee\n\t Melee:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GravityGun : Weapon\n{\n\tWeapon.SelectionOrder 10\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"MineAmmo\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tInventory.PickupMessage \"You got the Gravity Gun!\"\n\tObituary \"%o learned gravity the hard way from %k.\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.AMMO_OPTIONAL\n\tStates\n\t{\n\tSpawn:\n\t\tSTPP A -1\n\t\tLoop\n\tReady:\n\t\tSTPO E 0 A_JumpIfInventory(\"GravityGunObjectID\", 1, 3)\n\t\tSTPO E 0 A_JumpIfInventory(\"MineAmmo\", 1, 6)\n\t\tSTPO E 1 A_WeaponReady\n\t\tLoop\n\t\tSTPO ABCB 3 A_WeaponReady\n\t\tLoop\n\t\tGGMN ABCB 3 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSTPO E 0 A_JumpIfInventory(\"GravityGunObjectID\", 1, 2)\n\t\tSTPO E 1 A_Lower\n\t\tLoop\n\t\tSTPO E 0 A_TakeInventory(\"GravityGunObjectID\", 255)\n\t\tSTPO D 1 A_Lower\n\t\tGoto Deselect+3\n\tSelect:\n\t\tSTPO E 0 A_JumpIfInventory(\"MineAmmo\", 1, 2)\n\t\tSTPO E 1 A_Raise\n\t\tLoop\n\t\tGGMN AAABBBCCCBBB 1 A_Raise\n\t\tLoop\n\tAltFire:\n\t\tSTPO E 0 A_JumpIfInventory(\"MineAmmo\", 1, \"Ready\")\n\t\tSTPO E 0 A_JumpIfInventory(\"GravityGunObjectID\", 1, \"Ready\")\n\t\tSTPO ABCDFG 1\n\t\tSTPO H 0 A_RailAttack (random(18,21), 0, 0, \"e7 2c e9\", \"e7 2c e9\", 1, 0, \"GravityRail\")\n\t\tSTPO H 0 A_PlaySoundEx(\"GravityGun/Rail\", CHAN_WEAPON)\n\t\tSTPO H 3\n\t\tSTPO E 18\n\t\tGoto Ready\n\tFire:\n\t\tSTPO D 0 A_JumpIfInventory(\"GravityGunObjectID\", 1, \"FireObject\")\n\t\tSTPO D 0 A_JumpIfInventory(\"MineAmmo\", 1, \"FireMine\")\n\t\tSTPO D 0 A_PlaySound(\"GravityGun/Pickup\")\n\t\tSTPO D 5 A_FireCustomMissile(\"GravityGunPickup\")\n\t\tGoto Ready\n\tFireMine:\n\t\tSTPO F 0 A_PlaySound(\"GravityGun/MineFire\", CHAN_WEAPON)\n\t\tSTPO F 0 A_FireCustomMissile(\"BigMine\")\n\t\tSTPO F 0 A_TakeInventory(\"MineAmmo\", 1)\n\t\tSTPO FGH 3\n\t\tGoto Ready\n\tFireObject:\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 147, \"FatassTreeFired\")\n\t STPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 146, \"LotsofBoozeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 145, \"DonutsFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 144, \"PlantInGrassFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 143, \"TiresFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 142, \"MyDukeHydrantFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 141, \"CeilingLampDukeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 140, \"VodkaGlassFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 139, \"JunkBottle2Fired\")\n\t STPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 138, \"JunkBottle1Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 137, \"RandomBoxFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 136, \"SushiPlate2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 135, \"SushiPlate1Fired\")\n\t STPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 134, \"MicrophoneFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 133, \"MovieCameraFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 132, \"SpotlightFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 131, \"DirectorChairFired\")\n\t STPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 130, \"ToiletFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 129, \"ZombieCorpseFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 128, \"DaggerBarrelFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 127, \"DCrapFired\")\n\t STPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 126, \"DPlantFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 125, \"BushFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 124, \"VineTreeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 123, \"DeadTreeFired\")\n\t STPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 122, \"TallTree9Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 121, \"TorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 120, \"LanternFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 119, \"DoomStatue1Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 118, \"BarTableFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 117, \"RoTTUrnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 116, \"RoTTTreeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 115, \"RoTTPlantFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 114, \"RoTTBasinFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 113, \"RoTTBrazierFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 112, \"BonePileFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 111, \"ZCorpseImpaled5Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 110, \"ZCorpseImpaled4Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 109, \"ZCorpseImpaled2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 108, \"HangedBloodySkeletonFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 107, \"ZCorpseUpsideDown4Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 106, \"ZCorpseUpsideDown2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 105, \"CeilingBowlFireFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 104, \"BrickLampFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 103, \"WoodenDecorFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 102, \"BuddhaStatueFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 101, \"SamuraiDecorFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 100, \"OfficeLampFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 99, \"SkullCandleFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 98, \"CeilingCandleFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 97, \"Candles1Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 96, \"Candelabra1Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 95, \"CupFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 94, \"Lamp2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 93, \"Lamp1Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 92, \"Statue2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 91, \"Statue1Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 90, \"Guts4Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 89, \"Guts3Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 88, \"Guts2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 87, \"Guts1Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 86, \"FlowerPot2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 85, \"FlowerPot1Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 84, \"WinterGFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 83, \"WinterFFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 82, \"Winter2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 81, \"Winter1Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 80, \"Meat2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 79, \"GreyLampFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 78, \"FireHydrantFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 77, \"TrashCanFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 76, \"ChairFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 75, \"DeadTreeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 74, \"MarineHelmetGibsFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 73, \"ImpalingSpike11Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 72, \"ImpalingSpike10Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 71, \"ImpalingSpike9Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 70, \"ImpalingSpike8Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 69, \"ImpalingSpike7Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 68, \"ImpalingSpike6Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 67, \"ImpalingSpike5Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 66, \"ImpalingSpike4Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 65, \"BlueColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 64, \"RedColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 63, \"RedTechLamp2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 62, \"RedTechLampFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 61, \"BlueEvilEyeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 60, \"RedEvilEyeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 59, \"ShortYellowTorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 58, \"YellowTorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 57, \"ShortWhiteTorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 56, \"WhiteTorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 55, \"ImpalingSpike3Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 54, \"ImpalingSpike2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 53, \"ImpalingSpikeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 52, \"FloatingBobbingSkullFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 51, \"ImpseFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 50, \"ImpHeadFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 49, \"RevenantHandFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 48, \"TallGothicColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 47, \"GreyHeartColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 46, \"TallGreyColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 45, \"GreyColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 44, \"Meat5Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 43, \"Meat4Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 42, \"Meat3Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 41, \"ColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 40, \"NonsolidTwitchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 39, \"NonSolidMeat5Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 38, \"NonSolidMeat4Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 37, \"NonSolidMeat3Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 36, \"NonSolidMeat2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 35, \"TechPillarFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 34, \"EvilEyeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 33, \"DeadstickFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 32, \"LiveStickFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 31, \"HangTSkullFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 30, \"HangTNoBrainFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 29, \"HangTLookingUpFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 28, \"HangTLookingDownFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 27, \"HangNoGutsFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 26, \"HangBNoBrainFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 25, \"BloodyTwitchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 24, \"SkullColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 23, \"HeartColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 22, \"BlueTorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 21, \"CandelabraFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 20, \"FloatingSkullFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 19, \"GreenTorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 18, \"HeadCandlesFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 17, \"HeadOnAStickFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 16, \"HeadsOnAStickFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 15, \"RedTorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 14, \"ShortBlueTorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 13, \"ShortGreenColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 12, \"ShortGreenTorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 11, \"ShortRedColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 10, \"ShortRedTorchFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 9, \"StalagtiteFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 8, \"TallGreenColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 7, \"TallRedColumnFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 6, \"TorchTreeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 5, \"BurningBarrelFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 4, \"TechLampFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 3, \"TechLamp2Fired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 2, \"BigTreeFired\")\n\t\tSTPO F 0 A_JumpIfInventory(\"GravityGunObjectID\", 1, \"ExplosiveBarrelFired\")\n\t\tGoto FinishFiring\n\tFatassTreeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"FatassTreeFired\")\n\t\tGoto FinishFiring\n\tLotsofBoozeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"LotsOfBoozeFired\")\n\t\tGoto FinishFiring\n\tDonutsFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"DonutsFired\")\n\t\tGoto FinishFiring\n\tPlantInGrassFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"PlantInGlassFired\")\n\t\tGoto FinishFiring\n\tTiresFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TiresFired\")\n\t\tGoto FinishFiring\n\tMyDukeHydrantFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"MyDukeHydrantFired\")\n\t\tGoto FinishFiring\n\tCeilingLampDukeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"CeilingLampDukeFired\")\n\t\tGoto FinishFiring\n\tVodkaGlassFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"VodkaGlassFired\")\n\t\tGoto FinishFiring\n\tJunkBottle2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"JunkBottle2Fired\")\n\t\tGoto FinishFiring\n\tJunkBottle1Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"JunkBottle1Fired\")\n\t\tGoto FinishFiring\n\tRandomBoxFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RandomBoxFired\")\n\t\tGoto FinishFiring\n\tSushiPlate2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"SushiPlate2Fired\")\n\t\tGoto FinishFiring\n\tSushiPlate1Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"SushiPlate1Fired\")\n\t\tGoto FinishFiring\n\tMicrophoneFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"MicrophoneFired\")\n\t\tGoto FinishFiring\n\tMovieCameraFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"MovieCameraFired\")\n\t\tGoto FinishFiring\n\tSpotlightFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"SpotlightFired\")\n\t\tGoto FinishFiring\n\tDirectorChairFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"DirectorChairFired\")\n\t\tGoto FinishFiring\n\tToiletFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ToiletFired\")\n\t\tGoto FinishFiring\n\tZombieCorpseFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ZombieCorpseFired\")\n\t\tGoto FinishFiring\n\tDaggerBarrelFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"DaggerBarrelFired\")\n\t\tGoto FinishFiring\n\tDCrapFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"DCrapFired\")\n\t\tGoto FinishFiring\n\tDPlantFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"DPlantFired\")\n\t\tGoto FinishFiring\n\tBushFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BushFired\")\n\t\tGoto FinishFiring\n\tDeadTreeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"DeadTreeFired\")\n\t\tGoto FinishFiring\n\tVineTreeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"VineTreeFired\")\n\t\tGoto FinishFiring\n\tTallTree9Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TallTree9Fired\")\n\t\tGoto FinishFiring\n\tDCandleFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"DCandleFired\")\n\t\tGoto FinishFiring\n\tTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TorchFired\")\n\t\tGoto FinishFiring\n\tLanternFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"LanternFired\")\n\t\tGoto FinishFiring\n\tDoomStatue1Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"DoomStatue1Fired\")\n\t\tGoto FinishFiring\n\tBarTableFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BarTableFired\")\n\t\tGoto FinishFiring\n\tRoTTUrnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RoTTUrnFired\")\n\t\tGoto FinishFiring\n\tRoTTTreeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RoTTTreeFired\")\n\t\tGoto FinishFiring\n\tRoTTPlantFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RoTTPlantFired\")\n\t\tGoto FinishFiring\n\tRoTTBasinFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RoTTBasinFired\")\n\t\tGoto FinishFiring\n\tRoTTBrazierFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RoTTBrazierFired\")\n\t\tGoto FinishFiring\n\tBonePileFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BonePileFired\")\n\t\tGoto FinishFiring\n\tZCorpseImpaled5Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ZCorpseImpaled5Fired\")\n\t\tGoto FinishFiring\n\tZCorpseImpaled4Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ZCorpseImpaled4Fired\")\n\t\tGoto FinishFiring\n\tZCorpseImpaled2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ZCorpseImpaled2Fired\")\n\t\tGoto FinishFiring\n\tHangedBloodySkeletonFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HangedBloodySkeletonFired\")\n\t\tGoto FinishFiring\n\tZCorpseUpsideDown4Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ZCorpseUpsideDown4Fired\")\n\t\tGoto FinishFiring\n\tZCorpseUpsideDown2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ZCorpseUpsideDown2Fired\")\n\t\tGoto FinishFiring\n\tCeilingBowlFireFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"CeilingBowlFireFired\")\n\t\tGoto FinishFiring\n\tBrickLampFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BrickLampFired\")\n\t\tGoto FinishFiring\n\tWoodenDecorFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"WoodenDecorFired\")\n\t\tGoto FinishFiring\n\tBuddhaStatueFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BuddhaStatueFired\")\n\t\tGoto FinishFiring\n\tSamuraiDecorFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"SamuraiDecorFired\")\n\t\tGoto FinishFiring\n\tOfficeLampFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"OfficeLampFired\")\n\t\tGoto FinishFiring\n\tSkullCandleFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"SkullCandleFired\")\n\t\tGoto FinishFiring\n\tCeilingCandleFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"CeilingCandleFired\")\n\t\tGoto FinishFiring\n\tCandles1Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Candles1Fired\")\n\t\tGoto FinishFiring\n\tCandelabra1Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Candelabra1Fired\")\n\t\tGoto FinishFiring\n\tCupFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"CupFired\")\n\t\tGoto FinishFiring\n\tLamp2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Lamp2Fired\")\n\t\tGoto FinishFiring\n\tLamp1Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Lamp1Fired\")\n\t\tGoto FinishFiring\n\tStatue2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Statue2Fired\")\n\t\tGoto FinishFiring\n\tStatue1Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Statue1Fired\")\n\t\tGoto FinishFiring\n\tGuts4Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Guts4Fired\")\n\t\tGoto FinishFiring\n\tGuts3Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Guts3Fired\")\n\t\tGoto FinishFiring\n\tGuts2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Guts2Fired\")\n\t\tGoto FinishFiring\n\tGuts1Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Guts1Fired\")\n\t\tGoto FinishFiring\n\tFlowerPot2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"FlowerPot2Fired\")\n\t\tGoto FinishFiring\n\tFlowerPot1Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"FlowerPot1Fired\")\n\t\tGoto FinishFiring\n\tWinterGFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"WinterGFired\")\n\t\tGoto FinishFiring\n\tWinterFFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"WinterFFired\")\n\t\tGoto FinishFiring\n\tWinter2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Winter2Fired\")\n\t\tGoto FinishFiring\n\tWinter1Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Winter1Fired\")\n\t\tGoto FinishFiring\n\tMeat2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Meat2Fired\")\n\t\tGoto FinishFiring\n\tGreyLampFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"GreyLampFired\")\n\t\tGoto FinishFiring\n\tFireHydrantFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"FireHydrantFired\")\n\t\tGoto FinishFiring\n\tTrashCanFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TrashCanFired\")\n\t\tGoto FinishFiring\n\tChairFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ChairFired\")\n\t\tGoto FinishFiring\n\tDeadTreeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"DeadTreeFired\")\n\t\tGoto FinishFiring\n\tMarineHelmetGibsFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"MarineHelmetGibsFired\")\n\t\tGoto FinishFiring\n\tImpalingSpike11Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpike11Fired\")\n\t\tGoto FinishFiring\n\tImpalingSpike10Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpike10Fired\")\n\t\tGoto FinishFiring\n\tImpalingSpike9Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpike9Fired\")\n\t\tGoto FinishFiring\n\tImpalingSpike8Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpike8Fired\")\n\t\tGoto FinishFiring\n\tImpalingSpike7Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpike7Fired\")\n\t\tGoto FinishFiring\n\tImpalingSpike6Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpike6Fired\")\n\t\tGoto FinishFiring\n\tImpalingSpike5Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpike5Fired\")\n\t\tGoto FinishFiring\n\tImpalingSpike4Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpike4Fired\")\n\t\tGoto FinishFiring\n\tBlueColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BlueColumnFired\")\n\t\tGoto FinishFiring\n\tRedColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RedColumnFired\")\n\t\tGoto FinishFiring\n\tRedTechLamp2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RedTechLamp2Fired\")\n\t\tGoto FinishFiring\n\tRedTechLampFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RedTechLampFired\")\n\t\tGoto FinishFiring\n\tBlueEvilEyeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BlueEvilEyeFired\")\n\t\tGoto FinishFiring\n\tRedEvilEyeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RedEvilEyeFired\")\n\t\tGoto FinishFiring\n\tShortYellowTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ShortYellowTorchFired\")\n\t\tGoto FinishFiring\n\tYellowTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"YellowTorchFired\")\n\t\tGoto FinishFiring\n\tShortWhiteTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ShortWhiteTorchFired\")\n\t\tGoto FinishFiring\n\tWhiteTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"WhiteTorchFired\")\n\t\tGoto FinishFiring\n\tImpalingSpike3Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpike3Fired\")\n\t\tGoto FinishFiring\n\tImpalingSpike2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpike2Fired\")\n\t\tGoto FinishFiring\n\tImpalingSpikeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpalingSpikeFired\")\n\t\tGoto FinishFiring\n\tFloatingBobbingSkullFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"FloatingBobbingSkullFired\")\n\t\tGoto FinishFiring\n\tImpseFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpseFired\")\n\t\tGoto FinishFiring\n\tImpHeadFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ImpHeadFired\")\n\t\tGoto FinishFiring\n\tRevenantHandFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RevenantHandFired\")\n\t\tGoto FinishFiring\n\tTallGothicColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TallGothicColumnFired\")\n\t\tGoto FinishFiring\n\tGreyHeartColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"GreyHeartColumnFired\")\n\t\tGoto FinishFiring\n\tTallGreyColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TallGreyColumnFired\")\n\t\tGoto FinishFiring\n\tGreyColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"GreyColumnFired\")\n\t\tGoto FinishFiring\n\tMeat5Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Meat5Fired\")\n\t\tGoto FinishFiring\n\tMeat4Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Meat4Fired\")\n\t\tGoto FinishFiring\n\tMeat3Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"Meat3Fired\")\n\t\tGoto FinishFiring\n\tColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ColumnFired\")\n\t\tGoto FinishFiring\n\tNonsolidTwitchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"NonsolidTwitchFired\")\n\t\tGoto FinishFiring\n\tNonSolidMeat5Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"NonSolidMeat5Fired\")\n\t\tGoto FinishFiring\n\tNonSolidMeat4Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"NonSolidMeat4Fired\")\n\t\tGoto FinishFiring\n\tNonSolidMeat3Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"NonSolidMeat3Fired\")\n\t\tGoto FinishFiring\n\tNonSolidMeat2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"NonSolidMeat2Fired\")\n\t\tGoto FinishFiring\n\tTechPillarFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TechPillarFired\")\n\t\tGoto FinishFiring\n\tEvilEyeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"EvilEyeFired\")\n\t\tGoto FinishFiring\n\tDeadstickFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"DeadstickFired\")\n\t\tGoto FinishFiring\n\tLiveStickFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"LiveStickFired\")\n\t\tGoto FinishFiring\n\tHangTSkullFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HangTSkullFired\")\n\t\tGoto FinishFiring\n\tHangTNoBrainFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HangTNoBrainFired\")\n\t\tGoto FinishFiring\n\tHangTLookingUpFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HangTLookingUpFired\")\n\t\tGoto FinishFiring\n\tHangTLookingDownFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HangTLookingDownFired\")\n\t\tGoto FinishFiring\n\tHangNoGutsFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HangNoGutsFired\")\n\t\tGoto FinishFiring\n\tHangBNoBrainFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HangBNoBrainFired\")\n\t\tGoto FinishFiring\n\tBloodyTwitchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BloodyTwitchFired\")\n\t\tGoto FinishFiring\n\tSkullColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"SkullColumnFired\")\n\t\tGoto FinishFiring\n\tHeartColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HeartColumnFired\")\n\t\tGoto FinishFiring\n\tBlueTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BlueTorchFired\")\n\t\tGoto FinishFiring\n\tCandelabraFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"CandelabraFired\")\n\t\tGoto FinishFiring\n\tFloatingSkullFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"FloatingSkullFired\")\n\t\tGoto FinishFiring\n\tGreenTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"GreenTorchFired\")\n\t\tGoto FinishFiring\n\tHeadCandlesFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HeadCandlesFired\")\n\t\tGoto FinishFiring\n\tHeadOnAStickFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HeadOnAStickFired\")\n\t\tGoto FinishFiring\n\tHeadsOnAStickFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"HeadsOnAStickFired\")\n\t\tGoto FinishFiring\n\tRedTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"RedTorchFired\")\n\t\tGoto FinishFiring\n\tShortBlueTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ShortBlueTorchFired\")\n\t\tGoto FinishFiring\n\tShortGreenColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ShortGreenColumnFired\")\n\t\tGoto FinishFiring\n\tShortGreenTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ShortGreenTorchFired\")\n\t\tGoto FinishFiring\n\tShortRedColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ShortRedColumnFired\")\n\t\tGoto FinishFiring\n\tShortRedTorchFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ShortRedTorchFired\")\n\t\tGoto FinishFiring\n\tStalagtiteFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"StalagtiteFired\")\n\t\tGoto FinishFiring\n\tTallGreenColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TallGreenColumnFired\")\n\t\tGoto FinishFiring\n\tTallRedColumnFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TallRedColumnFired\")\n\t\tGoto FinishFiring\n\tTorchTreeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TorchTreeFired\")\n\t\tGoto FinishFiring\n\tBurningBarrelFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BurningBarrelFired\")\n\t\tGoto FinishFiring\n\tTechLampFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TechLampFired\")\n\t\tGoto FinishFiring\n\tTechLamp2Fired:\n\t\tSTPO F 1 A_FireCustomMissile(\"TechLamp2Fired\")\n\t\tGoto FinishFiring\n\tBigTreeFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"BigTreeFired\")\n\t\tGoto FinishFiring\n\tExplosiveBarrelFired:\n\t\tSTPO F 1 A_FireCustomMissile(\"ExplosiveBarrelFired\")\n\t\tGoto FinishFiring\n\tFinishFiring:\n\t\tSTPO F 1 A_PlaySound(\"GravityGun/FireObj\")\n\t\tSTPO F 1 A_TakeInventory(\"GravityGunObjectID\", 255)\n\t\tSTPO GH 3\n\t\tGoto Ready\n\t}\n}\n\nActor GravityGunPickup\n{\n\tSpeed 55\n\tRadius 2\n\tHeight 4\n\tDamage (1)\n\tDamageType \"GravityGunPickupProjectile\"\n\tSeeSound \"GravityGun/Fire\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor GravityRailPuff : BulletPuff\n{\n\tObituary \"%o was railed by %k's gravity gun.\"\n\tDamageType \"EngineerGravityGunRail\"\n\tStates\n\t{\n\t Spawn:\n\t\tTNT1 A 1\n\t\tGoto Melee\n\t Melee:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n// Dispenser\n////////////////////////////////////////////////////////////////////////////////\nActor Dispenser\n{\n\tRadius 16\n\tHeight 48\n\tHealth 300\n\tMass 0x7FFFFFFF\n\tXScale 0.55\n\tYScale 0.35\n\tPainChance 256\n\tBloodType \"SparkBlood\"\n\tSpecies \"EngineerBuilding\"\n\tDamageFactor \"GravityObject\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"Railgun\", 0.0\n\tDamageFactor \"ChokeAttack\", 0.6\n\tDamageFactor \"DefilerCloudBall\", 0.0\n\tDamageFactor \"IcefiendIcePath\", 0.6\n\tDamageFactor \"CreeperMelee\", 0.3\n\tDamageFactor \"MarinePistol\", 0.0\n\tDamageFactor \"MarineShotgun\", 0.0\n\tDamageFactor \"MarineMachineGun\", 0.0\n\tDamageFactor \"MarineGrenade\", 0.0\n\tDamageFactor \"MarineSuicideGrenade\", 0.0\n\tDamageFactor \"HunterLightningRail\", 0.0\n\tDamageFactor \"HunterIceArrow\", 0.0\n\tDamageFactor \"HunterRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperIceArrow\", 0.0\n\tDamageFactor \"HunterSuperRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperLightningRail\", 0.0\n\tDamageFactor \"HunterSuperFireArrow\", 0.0\n\tDamageFactor \"CyborgPlasma\", 0.0\n\tDamageFactor \"CyborgCrapPlasma\", 0.0\n\tDamageFactor \"GhostbusterProton\", 0.0\n\tDamageFactor \"GhostbusterBlood\", 0.0\n\tDamageFactor \"GhostbusterEcho\", 0.0\n\tDamageFactor \"GhostbusterSoul\", 0.0\n\tDamageFactor \"GhostbusterIceFall\", 0.0\n\tDamageFactor \"GhostbusterIceBall\", 0.0\n\tDamageFactor \"GhostbusterDefilerBall\", 0.0\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"EngineerNail\", 0.0\n\tDamageFactor \"EngineerMine\", 0.0\n\tDamageFactor \"GravityRailPuff\", 0.0\n\tDamageFactor \"GravityGunPickupProjectile\", 0.0\n\tDamageFactor \"SantaHollyAir\", 0.0\n\tDamageFactor \"SantaHollyGround\", 0.0\n\tDamageFactor \"SantaStarProjectile\", 0.0\n\tDamageFactor \"SantaFallingStar\", 0.0\n\tDamageFactor \"SantaSnowball\", 0.0\n\tDamageFactor \"SantaPresent\", 0.0\n\tDamageFactor \"BarbarianSword\", 0.0\n\tDamageFactor \"BarbarianSwordWeak\", 0.0\n\tDamageFactor \"BarbarianHammerMelee\", 0.0\n\tDamageFactor \"BarbarianLightningFall\", 0.0\n\tDamageFactor \"BarbarianHammer\", 0.0\n\tDamageFactor \"WarlockFireball\", 0.0\n\tDamageFactor \"WarlockBigFireball\", 0.0\n\tDamageFactor \"WarlockIceShards\", 0.0\n\tDamageFactor \"WarlockLightning\", 0.0\n\tDamageFactor \"WarlockMagmaSmall\", 0.0\n\tDamageFactor \"WarlockNova\", 0.0\n\tDamageFactor \"HunterNormalMagic\", 0.0\n\tDamageFactor \"HunterIceSpike\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"HunterFireMagic\", 0.0\n\tDamageFactor \"PurpleMagic\", 0.0\n\tDamageFactor \"Maledict\", 0.0\n\tDamageFactor \"ShadowBlast\", 0.0\n\tMONSTER\n\t-SOLID\n\t+USESPECIAL\n\t+THRUGHOST\n\t+GHOST\n\t+NOTARGET\n\t+NOINFIGHTING\n\t+DONTREFLECT\n\t+DONTBLAST\n\t-PUSHABLE\n\t-TELESTOMP\n\t-FRIENDLY\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 A_GiveInventory(\"HumanTeam\", 1)\n\t\tDISP AAAAAAAAAAAAAAAAAAAAAAAAAA 4\n\t\tDISP A 1 A_PlaySound(\"DispenserIdle\")\n\t\tGoto Spawn+2\n\tPain:\n\t\tDISP A 2 A_SpawnItemEx(\"SparkBlood\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Spawn+5\n\tDeath:\n\t\tDISP A 0 Thing_SetSpecial(0, 0, 0, 0, 0)\n\t\tDISP A 1 A_PlaySound(\"DispenserBlowup\")\n\t\tDISP AAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 36, random(-35,35), random(-35,35), random(-10,30))\n\t\tTNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n// Player numbered dispensers\nActor Dispenser0 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 0)\n\t\tDISP A 1 Thing_ChangeTid(0, 1100)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 0, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser1 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 1)\n\t\tDISP A 1 Thing_ChangeTid(0, 1101)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 1, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser2 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 2)\n\t\tDISP A 1 Thing_ChangeTid(0, 1102)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 2, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser3 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 3)\n\t\tDISP A 1 Thing_ChangeTid(0, 1103)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 3, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser4 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 4)\n\t\tDISP A 1 Thing_ChangeTid(0, 1104)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 4, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser5 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 5)\n\t\tDISP A 1 Thing_ChangeTid(0, 1105)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 5, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser6 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 6)\n\t\tDISP A 1 Thing_ChangeTid(0, 1106)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 6, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser7 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 7)\n\t\tDISP A 1 Thing_ChangeTid(0, 1107)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 7, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser8 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 8)\n\t\tDISP A 1 Thing_ChangeTid(0, 1108)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 8, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser9 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 9)\n\t\tDISP A 1 Thing_ChangeTid(0, 1109)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 9, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser10 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 10)\n\t\tDISP A 1 Thing_ChangeTid(0, 1110)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 10, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser11 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 11)\n\t\tDISP A 1 Thing_ChangeTid(0, 1111)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 11, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser12 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 12)\n\t\tDISP A 1 Thing_ChangeTid(0, 1112)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 12, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser13 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 13)\n\t\tDISP A 1 Thing_ChangeTid(0, 1113)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 13, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser14 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 14)\n\t\tDISP A 1 Thing_ChangeTid(0, 1114)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 14, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser15 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 15)\n\t\tDISP A 1 Thing_ChangeTid(0, 1115)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 15, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser16 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 16)\n\t\tDISP A 1 Thing_ChangeTid(0, 1116)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 16, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser17 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 17)\n\t\tDISP A 1 Thing_ChangeTid(0, 1117)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 17, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser18 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 18)\n\t\tDISP A 1 Thing_ChangeTid(0, 1118)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 18, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser19 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 19)\n\t\tDISP A 1 Thing_ChangeTid(0, 1119)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 19, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser20 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 20)\n\t\tDISP A 1 Thing_ChangeTid(0, 1120)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 20, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser21 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 21)\n\t\tDISP A 1 Thing_ChangeTid(0, 1121)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 21, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser22 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 22)\n\t\tDISP A 1 Thing_ChangeTid(0, 1122)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 22, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser23 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 23)\n\t\tDISP A 1 Thing_ChangeTid(0, 1123)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 23, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser24 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 24)\n\t\tDISP A 1 Thing_ChangeTid(0, 1124)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 24, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser25 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 25)\n\t\tDISP A 1 Thing_ChangeTid(0, 1125)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 25, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser26 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 26)\n\t\tDISP A 1 Thing_ChangeTid(0, 1126)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 26, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser27 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 27)\n\t\tDISP A 1 Thing_ChangeTid(0, 1127)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 27, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser28 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 28)\n\t\tDISP A 1 Thing_ChangeTid(0, 1128)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 28, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser29 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 29)\n\t\tDISP A 1 Thing_ChangeTid(0, 1129)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 29, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser30 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 30)\n\t\tDISP A 1 Thing_ChangeTid(0, 1130)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 30, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Dispenser31 : Dispenser\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDISP A 0\n\t\tDISP A 1 Thing_SetSpecial(0, 226, 763, 0, 31)\n\t\tDISP A 1 Thing_ChangeTid(0, 1131)\n\t\tDISP A 1 ACS_ExecuteAlways(765, 0, 31, 0)\n\t\tGoto Super::Spawn\n\t}\n}\n\n// Spawner missiles\nActor DispenserSpawnerMissile\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile1\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser0\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile2\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser1\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile3\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser2\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile4\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser3\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile5\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser4\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile6\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser5\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile7\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser6\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile8\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser7\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile9\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser8\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile10\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser9\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile11\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser10\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile12\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser11\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile13\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser12\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile14\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser13\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile15\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser14\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile16\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser15\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile17\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser16\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile18\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser17\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile19\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser18\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile20\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser19\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile21\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser20\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile22\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser21\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile23\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser22\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile24\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser23\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile25\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser24\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile26\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser25\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile27\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser26\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile28\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser27\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile29\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser28\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile30\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser29\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile31\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser30\")\n\t\tStop\n\t}\n}\n\nActor DispenserSpawnerMissile32\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Dispenser31\")\n\t\tStop\n\t}\n}\n\n// Missiles\nActor DispenserPlacerMissile\n{\n\tRadius 16\n\tHeight 16\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"DispenserHologram\")\n\t\tStop\n\t}\n}\n\n// Shows the green placer\nActor DispenserHologram\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 0\n\tXScale 0.6\n\tYScale 0.4\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tTranslation \"0:255=112:127\"\n\tStates\n\t{\n\tSpawn:\n\t\tDISP AAAAAAAAAAAA 2 A_FadeOut(0.1)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor DispenserHudData : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(766, 0, 0)\n\t\tStop\n\t}\n}\n\n// Sentry\n////////////////////////////////////////////////////////////////////////////////\nActor NoMoreLevel : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor Upgrading : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor LvL2Upgrade : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor PlayerNumX : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 32\n}\n\nActor Sentry\n{\n\tRadius 16\n\tHeight 64\n\tHealth 200\n\tSpeed 0\n\tMass 0x7FFFFFFF\n\tXScale 0.6\n\tYScale 0.35\n\tPainChance 200\n\tBloodType \"SparkBlood\"\n\tSpecies \"EngineerBuilding\"\n\tDamageFactor \"GravityObject\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"Railgun\", 0.0\n\tDamageFactor \"ChokeAttack\", 0.6\n\tDamageFactor \"DefilerCloudBall\", 0.0\n\tDamageFactor \"IcefiendIcePath\", 0.6\n\tDamageFactor \"CreeperMelee\", 0.3\n\tDamageFactor \"MarinePistol\", 0.0\n\tDamageFactor \"MarineShotgun\", 0.0\n\tDamageFactor \"MarineMachineGun\", 0.0\n\tDamageFactor \"MarineGrenade\", 0.0\n\tDamageFactor \"MarineSuicideGrenade\", 0.0\n\tDamageFactor \"HunterLightningRail\", 0.0\n\tDamageFactor \"HunterIceArrow\", 0.0\n\tDamageFactor \"HunterRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperIceArrow\", 0.0\n\tDamageFactor \"HunterSuperRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperLightningRail\", 0.0\n\tDamageFactor \"HunterSuperFireArrow\", 0.0\n\tDamageFactor \"CyborgPlasma\", 0.0\n\tDamageFactor \"CyborgCrapPlasma\", 0.0\n\tDamageFactor \"GhostbusterProton\", 0.0\n\tDamageFactor \"GhostbusterBlood\", 0.0\n\tDamageFactor \"GhostbusterEcho\", 0.0\n\tDamageFactor \"GhostbusterSoul\", 0.0\n\tDamageFactor \"GhostbusterIceFall\", 0.0\n\tDamageFactor \"GhostbusterIceBall\", 0.0\n\tDamageFactor \"GhostbusterDefilerBall\", 0.0\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"EngineerNail\", 0.0\n\tDamageFactor \"EngineerMine\", 0.0\n\tDamageFactor \"GravityRailPuff\", 0.0\n\tDamageFactor \"GravityGunPickupProjectile\", 0.0\n\tDamageFactor \"SantaHollyAir\", 0.0\n\tDamageFactor \"SantaHollyGround\", 0.0\n\tDamageFactor \"SantaStarProjectile\", 0.0\n\tDamageFactor \"SantaFallingStar\", 0.0\n\tDamageFactor \"SantaSnowball\", 0.0\n\tDamageFactor \"SantaPresent\", 0.0\n\tDamageFactor \"BarbarianSword\", 0.0\n\tDamageFactor \"BarbarianLightningFall\", 0.0\n\tDamageFactor \"BarbarianSwordWeak\", 0.0\n\tDamageFactor \"BarbarianHammer\", 0.0\n\tDamageFactor \"WarlockFireball\", 0.0\n\tDamageFactor \"WarlockBigFireball\", 0.0\n\tDamageFactor \"WarlockIceShards\", 0.0\n\tDamageFactor \"WarlockLightning\", 0.0\n\tDamageFactor \"WarlockMagmaSmall\", 0.0\n\tDamageFactor \"WarlockNova\", 0.0\n\tDamageFactor \"PurpleMagic\", 0.0\n\tDamageFactor \"HunterNormalMagic\", 0.0\n\tDamageFactor \"HunterIceSpike\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"HunterFireMagic\", 0.0\n\tDamageFactor \"Maledict\", 0.0\n\tDamageFactor \"ShadowBlast\", 0.0\n\tDamageFactor \"SjasScream\", 1.5\n\tMONSTER\n\t+FLOORCLIP\n\t+NOBLOOD\n\t+NOICEDEATH\n\t-NOTARGET // +\n\t+NEVERRESPAWN\n\t-NOINFIGHTING // +\n\t+USESPECIAL\n\t+LOOKALLAROUND\n\t+DONTREFLECT\n\t+DONTBLAST\n\t-PUSHABLE\n\t-TELESTOMP\n\t-SOLID\n\t-DONTMORPH\n\t-FRIENDLY\n\t-COUNTKILL\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY AAAAAA 6 A_Look\n\t\tgoto Spawn+3\n\tSee:\n\t\tSTRY A 0 A_GiveInventory(\"HumanTeam\", 1)\n\t\tSTRY A 2 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tSTRY A 8\n\t\tSTRY A 2 A_JumpIfTargetInLOS(\"Missile\")\n\t\tSTRY A 2 A_ClearTarget\n\t\tgoto Spawn+3\n\tPain:\n\t\tSTRY A 1 A_SpawnItemEx(\"SparkBlood\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Spawn+3\n\tSee2:\n\t\tSTRY A 2 A_ClearTarget\n\t\tgoto See\n\tSee3:\n\t\tSTRY AA 1 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tSTRY A 0 A_Jump(16,\"MissileGo\")\n\t\tSTRY A 0 A_JumpIfCloser(128,\"MissileGo\")\n\t\tgoto See\n\tMissileCheck:\n\t\tSTRY AA 0 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tSTRY A 0 A_Chase(\"\", \"\", CHF_DONTMOVE)\n\t\tSTRY A 0\n\t\tgoto MissileGo+2\n\tMissile:\n\t\tSTRY A 0\n\t\tSTRY AA 1 A_JumpIfInTargetInventory(\"HumanTeam\",1,\"See2\")\n\t\tSTRY A 0 A_JumpIfInTargetInventory(\"IcefiendInvisible\", 1, \"See3\")\n\t\tSTRY A 0 A_JumpIfInTargetInventory(\"ClownyStealthActive\", 1, \"See3\")\n\t\tSTRY A 0 A_JumpIfInTargetInventory(\"IsCreeper\", 1, \"See3\")\n\t\tSTRY A 1 A_JumpIfCloser(2048,\"MissileGo\")\n\t\tSTRY A 0\n\t\tgoto See2\n\tMissileGo:\n\t\tSTRY A 7 A_FaceTarget\n\t\tSTRY A 0 A_CPosRefire\n\t\tSTRY A 4 Bright A_CustomMissile(\"SentryBullet\", 50)\n\t\tTNT1 A 0 A_PlaySound(\"SentryShoot\")\n\t\tSTRY A 0 A_FaceTarget\n\t\tSTRY A 3 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tSTRY A 0 A_CPosRefire\n\t\tgoto MissileCheck\n\tDeath:\n\t\tDISP A 0 Thing_SetSpecial(0, 0, 0, 0, 0)\n\t\tSTRY A 1 A_PlaySound(\"SentryBlowup\")\n\t\tSTRY AAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 36, random(-35,35), random(-35,35), random(-10,30))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tTNT1 A 1\n\t\tStop\n\tLevelup:\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 32, \"Sentry32\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 31, \"Sentry31\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 30, \"Sentry30\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 29, \"Sentry29\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 28, \"Sentry28\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 27, \"Sentry27\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 26, \"Sentry26\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 25, \"Sentry25\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 24, \"Sentry24\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 23, \"Sentry23\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 22, \"Sentry22\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 21, \"Sentry21\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 20, \"Sentry20\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 19, \"Sentry19\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 18, \"Sentry18\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 17, \"Sentry17\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 16, \"Sentry16\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 15, \"Sentry15\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 14, \"Sentry14\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 13, \"Sentry13\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 12, \"Sentry12\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 11, \"Sentry11\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 10, \"Sentry10\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 9, \"Sentry9\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 8, \"Sentry8\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 7, \"Sentry7\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 6, \"Sentry6\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 5, \"Sentry5\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 4, \"Sentry4\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 3, \"Sentry3\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 2, \"Sentry2\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNum\", 1, \"Sentry1\")\n\t\tStop\n\tSentry1:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry0\")\n\t\tStop\n\tSentry2:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry1\")\n\t\tStop\n\tSentry3:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry2\")\n\t\tStop\n\tSentry4:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry3\")\n\t\tStop\n\tSentry5:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry4\")\n\t\tStop\n\tSentry6:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry5\")\n\t\tStop\n\tSentry7:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry6\")\n\t\tStop\n\tSentry8:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry7\")\n\t\tStop\n\tSentry9:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry8\")\n\t\tStop\n\tSentry10:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry9\")\n\t\tStop\n\tSentry11:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry10\")\n\t\tStop\n\tSentry12:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry11\")\n\t\tStop\n\tSentry13:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry12\")\n\t\tStop\n\tSentry14:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry13\")\n\t\tStop\n\tSentry15:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry14\")\n\t\tStop\n\tSentry16:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry15\")\n\t\tStop\n\tSentry17:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry16\")\n\t\tStop\n\tSentry18:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry17\")\n\t\tStop\n\tSentry19:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry18\")\n\t\tStop\n\tSentry20:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry19\")\n\t\tStop\n\tSentry21:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry20\")\n\t\tStop\n\tSentry22:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry21\")\n\t\tStop\n\tSentry23:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry22\")\n\t\tStop\n\tSentry24:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry23\")\n\t\tStop\n\tSentry25:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry24\")\n\t\tStop\n\tSentry26:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry25\")\n\t\tStop\n\tSentry27:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry26\")\n\t\tStop\n\tSentry28:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry27\")\n\t\tStop\n\tSentry29:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry28\")\n\t\tStop\n\tSentry30:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry29\")\n\t\tStop\n\tSentry31:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry30\")\n\t\tStop\n\tSentry32:\n\t\tTNT1 A 0 A_SpawnItem(\"Sntry31\")\n\t\tStop\n\t}\n}\n\nActor SentryLvl2\n{\n\tRadius 16\n\tHeight 64\n\tHealth 200\n\tSpeed 0\n\tMass 0x7FFFFFFF\n\tXScale 0.6\n\tYScale 0.35\n\tPainChance 200\n\tBloodType \"SparkBlood\"\n\tSpecies \"EngineerBuilding\"\n\tDamageFactor \"GravityObject\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"Railgun\", 0.0\n\tDamageFactor \"ChokeAttack\", 0.6\n\tDamageFactor \"DefilerCloudBall\", 0.0\n\tDamageFactor \"IcefiendIcePath\", 0.6\n\tDamageFactor \"CreeperMelee\", 0.3\n\tDamageFactor \"MarinePistol\", 0.0\n\tDamageFactor \"MarineShotgun\", 0.0\n\tDamageFactor \"MarineMachineGun\", 0.0\n\tDamageFactor \"MarineGrenade\", 0.0\n\tDamageFactor \"MarineSuicideGrenade\", 0.0\n\tDamageFactor \"HunterLightningRail\", 0.0\n\tDamageFactor \"HunterIceArrow\", 0.0\n\tDamageFactor \"HunterRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperIceArrow\", 0.0\n\tDamageFactor \"HunterSuperRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperLightningRail\", 0.0\n\tDamageFactor \"HunterSuperFireArrow\", 0.0\n\tDamageFactor \"CyborgPlasma\", 0.0\n\tDamageFactor \"CyborgCrapPlasma\", 0.0\n\tDamageFactor \"GhostbusterProton\", 0.0\n\tDamageFactor \"GhostbusterBlood\", 0.0\n\tDamageFactor \"GhostbusterEcho\", 0.0\n\tDamageFactor \"GhostbusterSoul\", 0.0\n\tDamageFactor \"GhostbusterIceFall\", 0.0\n\tDamageFactor \"GhostbusterIceBall\", 0.0\n\tDamageFactor \"GhostbusterDefilerBall\", 0.0\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"EngineerNail\", 0.0\n\tDamageFactor \"EngineerMine\", 0.0\n\tDamageFactor \"GravityRailPuff\", 0.0\n\tDamageFactor \"GravityGunPickupProjectile\", 0.0\n\tDamageFactor \"SantaHollyAir\", 0.0\n\tDamageFactor \"SantaHollyGround\", 0.0\n\tDamageFactor \"SantaStarProjectile\", 0.0\n\tDamageFactor \"SantaFallingStar\", 0.0\n\tDamageFactor \"SantaSnowball\", 0.0\n\tDamageFactor \"SantaPresent\", 0.0\n\tDamageFactor \"BarbarianSword\", 0.0\n\tDamageFactor \"BarbarianLightningFall\", 0.0\n\tDamageFactor \"BarbarianSwordWeak\", 0.0\n\tDamageFactor \"BarbarianHammer\", 0.0\n\tDamageFactor \"WarlockFireball\", 0.0\n\tDamageFactor \"WarlockBigFireball\", 0.0\n\tDamageFactor \"WarlockIceShards\", 0.0\n\tDamageFactor \"WarlockLightning\", 0.0\n\tDamageFactor \"WarlockMagmaSmall\", 0.0\n\tDamageFactor \"WarlockNova\", 0.0\n\tDamageFactor \"PurpleMagic\", 0.0\n\tDamageFactor \"HunterNormalMagic\", 0.0\n\tDamageFactor \"HunterIceSpike\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"HunterFireMagic\", 0.0\n\tDamageFactor \"Maledict\", 0.0\n\tDamageFactor \"ShadowBlast\", 0.0\n\tDamageFactor \"SjasScream\", 1.3\n\tMONSTER\n\t+FLOORCLIP\n\t+NOBLOOD\n\t+NOICEDEATH\n\t-NOTARGET // +\n\t+NEVERRESPAWN\n\t-NOINFIGHTING // +\n\t+USESPECIAL\n\t+LOOKALLAROUND\n\t+DONTREFLECT\n\t+DONTBLAST\n\t-PUSHABLE\n\t-TELESTOMP\n\t-SOLID\n\t-DONTMORPH\n\t-FRIENDLY\n\t-COUNTKILL\n\tStates\n\t{\n\tSpawn:\n\t\tSRY2 AAAAA 6 A_Look\n\t\tgoto Spawn+3\n\tSee:\n\t\tTNT1 A 0 A_GiveInventory(\"HumanTeam\", 1)\n\t\tSRY2 A 2 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tSRY2 A 8\n\t\tSRY2 A 2 A_JumpIfTargetInLOS(\"Missile\")\n\t\tSRY2 A 2 A_ClearTarget\n\t\tgoto Spawn+3\n\tPain:\n\t\tSRY2 A 1 A_SpawnItemEx(\"SparkBlood\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Spawn+3\n\tSee2:\n\t\tSRY2 A 2 A_ClearTarget\n\t\tgoto See\n\tSee3:\n\t\tSRY2 AA 1 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tTNT1 A 0 A_Jump(16,\"MissileGo\")\n\t\tTNT1 A 0 A_JumpIfCloser(128,\"MissileGo\")\n\t\tgoto See\n\tMissileCheck:\n\t\tTNT1 AA 0 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_DONTMOVE)\n\t\tTNT1 A 0\n\t\tgoto MissileGo+2\n\tMissile: // This can detect creepers, but fails to find icefiends.\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"SentrySit\")\n\t\tSRY2 AA 1 A_JumpIfInTargetInventory(\"HumanTeam\",1,\"See2\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IcefiendInvisible\", 1, \"See3\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"ClownyStealthActive\", 1, \"See3\")\n\t\tSRY2 A 1 A_JumpIfCloser(3072,\"MissileGo\")\n\t\tTNT1 A 0\n\t\tgoto See2\n\tMissileGo: // Also faster\n\t\tSRY2 A 4 A_FaceTarget\n\t\tTNT1 A 0 A_CPosRefire\n\t\tSRY2 A 4 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"SentryBullet2\", 40)\n\t\tTNT1 A 0 A_PlaySound(\"SentryShoot2\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"SentryBullet2\", 56)\n\t\tTNT1 A 0 A_PlaySound(\"SentryShoot2\")\n\t\tSRY2 A 2 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tTNT1 A 0 A_CPosRefire\n\t\tgoto MissileCheck\n\tDeath:\n\t\tTNT1 A 0 Thing_SetSpecial(0, 0, 0, 0, 0)\n\t\tSRY2 A 1 A_PlaySound(\"SentryBlowup\")\n\t\tSRY2 AAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 36, random(-35,35), random(-35,35), random(-10,30))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tTNT1 A 1\n\t\tStop\n\tLevelup2:\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 32, \"Sentry32a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 31, \"Sentry31a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 30, \"Sentry30a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 29, \"Sentry29a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 28, \"Sentry28a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 27, \"Sentry27a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 26, \"Sentry26a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 25, \"Sentry25a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 24, \"Sentry24a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 23, \"Sentry23a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 22, \"Sentry22a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 21, \"Sentry21a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 20, \"Sentry20a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 19, \"Sentry19a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 18, \"Sentry18a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 17, \"Sentry17a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 16, \"Sentry16a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 15, \"Sentry15a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 14, \"Sentry14a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 13, \"Sentry13a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 12, \"Sentry12a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 11, \"Sentry11a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 10, \"Sentry10a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 9, \"Sentry9a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 8, \"Sentry8a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 7, \"Sentry7a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 6, \"Sentry6a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 5, \"Sentry5a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 4, \"Sentry4a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 3, \"Sentry3a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 2, \"Sentry2a\")\n\t\tPIPW G 0 A_JumpIfInventory(\"PlayerNumX\", 1, \"Sentry1a\")\n\t\tStop\n\tSentry1a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry0\")\n\t\tStop\n\tSentry2a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry1\")\n\t\tStop\n\tSentry3a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry2\")\n\t\tStop\n\tSentry4a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry3\")\n\t\tStop\n\tSentry5a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry4\")\n\t\tStop\n\tSentry6a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry5\")\n\t\tStop\n\tSentry7a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry6\")\n\t\tStop\n\tSentry8a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry7\")\n\t\tStop\n\tSentry9a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry8\")\n\t\tStop\n\tSentry10a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry9\")\n\t\tStop\n\tSentry11a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry10\")\n\t\tStop\n\tSentry12a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry11\")\n\t\tStop\n\tSentry13a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry12\")\n\t\tStop\n\tSentry14a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry13\")\n\t\tStop\n\tSentry15a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry14\")\n\t\tStop\n\tSentry16a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry15\")\n\t\tStop\n\tSentry17a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry16\")\n\t\tStop\n\tSentry18a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry17\")\n\t\tStop\n\tSentry19a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry18\")\n\t\tStop\n\tSentry20a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry19\")\n\t\tStop\n\tSentry21a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry20\")\n\t\tStop\n\tSentry22a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry21\")\n\t\tStop\n\tSentry23a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry22\")\n\t\tStop\n\tSentry24a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry23\")\n\t\tStop\n\tSentry25a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry24\")\n\t\tStop\n\tSentry26a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry25\")\n\t\tStop\n\tSentry27a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry26\")\n\t\tStop\n\tSentry28a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry27\")\n\t\tStop\n\tSentry29a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry28\")\n\t\tStop\n\tSentry30a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry29\")\n\t\tStop\n\tSentry31a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry30\")\n\t\tStop\n\tSentry32a:\n\t\tTNT1 A 0 A_SpawnItem(\"Stry31\")\n\t\tStop\n\t}\n}\n\nActor RocketCounter : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n}\n\nActor SentryRocketExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tDamageType \"SentryRocket\"\n\tObituary \"%o fell victim to heavy rockets of %k's sentry.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"SentryMissileBoom\")\n\t\t\tTNT1 A 1 A_Explode(24, 96)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SentryRocket\n{\n\tHeight 8\n\tRadius 6\n\tSpeed 52\n\tDamage (random(16,24))\n\tDamageType \"SentryRocket\"\n\tObituary \"%o fell victim to heavy rockets of %k's sentry.\"\n\tSeeSound \"SentryMissile\"\n\tProjectile\n\t+ROCKETTRAIL\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHMIS A 8 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"SentryRocketExploder\")\n\t\t\tMACX ABCDEFGHIJ 3 Bright\n\t\tStop\n\t}\n}\n\nActor SentryLvl3\n{\n\tRadius 16\n\tHeight 64\n\tHealth 200\n\tSpeed 0\n\tMass 0x7FFFFFFF\n\tXScale 0.6\n\tYScale 0.35\n\tPainChance 200\n\tBloodType \"SparkBlood\"\n\tSpecies \"EngineerBuilding\"\n\tDamageFactor \"GravityObject\", 0.0\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"Railgun\", 0.0\n\tDamageFactor \"ChokeAttack\", 0.6\n\tDamageFactor \"DefilerCloudBall\", 0.0\n\tDamageFactor \"IcefiendIcePath\", 0.6\n\tDamageFactor \"CreeperMelee\", 0.3\n\tDamageFactor \"MarinePistol\", 0.0\n\tDamageFactor \"MarineShotgun\", 0.0\n\tDamageFactor \"MarineMachineGun\", 0.0\n\tDamageFactor \"MarineGrenade\", 0.0\n\tDamageFactor \"MarineSuicideGrenade\", 0.0\n\tDamageFactor \"HunterLightningRail\", 0.0\n\tDamageFactor \"HunterIceArrow\", 0.0\n\tDamageFactor \"HunterRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperIceArrow\", 0.0\n\tDamageFactor \"HunterSuperRegularArrow\", 0.0\n\tDamageFactor \"HunterSuperLightningRail\", 0.0\n\tDamageFactor \"HunterSuperFireArrow\", 0.0\n\tDamageFactor \"CyborgPlasma\", 0.0\n\tDamageFactor \"CyborgCrapPlasma\", 0.0\n\tDamageFactor \"GhostbusterProton\", 0.0\n\tDamageFactor \"GhostbusterBlood\", 0.0\n\tDamageFactor \"GhostbusterEcho\", 0.0\n\tDamageFactor \"GhostbusterSoul\", 0.0\n\tDamageFactor \"GhostbusterIceFall\", 0.0\n\tDamageFactor \"GhostbusterIceBall\", 0.0\n\tDamageFactor \"GhostbusterDefilerBall\", 0.0\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"EngineerNail\", 0.0\n\tDamageFactor \"EngineerMine\", 0.0\n\tDamageFactor \"GravityRailPuff\", 0.0\n\tDamageFactor \"GravityGunPickupProjectile\", 0.0\n\tDamageFactor \"SantaHollyAir\", 0.0\n\tDamageFactor \"SantaHollyGround\", 0.0\n\tDamageFactor \"SantaStarProjectile\", 0.0\n\tDamageFactor \"SantaFallingStar\", 0.0\n\tDamageFactor \"SantaSnowball\", 0.0\n\tDamageFactor \"SantaPresent\", 0.0\n\tDamageFactor \"BarbarianSword\", 0.0\n\tDamageFactor \"BarbarianLightningFall\", 0.0\n\tDamageFactor \"BarbarianSwordWeak\", 0.0\n\tDamageFactor \"BarbarianHammer\", 0.0\n\tDamageFactor \"WarlockFireball\", 0.0\n\tDamageFactor \"WarlockBigFireball\", 0.0\n\tDamageFactor \"WarlockIceShards\", 0.0\n\tDamageFactor \"WarlockLightning\", 0.0\n\tDamageFactor \"WarlockMagmaSmall\", 0.0\n\tDamageFactor \"WarlockNova\", 0.0\n\tDamageFactor \"PurpleMagic\", 0.0\n\tDamageFactor \"HunterNormalMagic\", 0.0\n\tDamageFactor \"HunterIceSpike\", 0.0\n\tDamageFactor \"HunterLightningMagic\", 0.0\n\tDamageFactor \"HunterFireMagic\", 0.0\n\tDamageFactor \"Maledict\", 0.0\n\tDamageFactor \"ShadowBlast\", 0.0\n\tMONSTER\n\t+FLOORCLIP\n\t+NOBLOOD\n\t+NOICEDEATH\n\t-NOTARGET // +\n\t+NEVERRESPAWN\n\t-NOINFIGHTING // +\n\t+USESPECIAL\n\t+LOOKALLAROUND\n\t+DONTREFLECT\n\t+DONTBLAST\n\t-PUSHABLE\n\t-TELESTOMP\n\t-SOLID\n\t-DONTMORPH\n\t-FRIENDLY\n\t-COUNTKILL\n\tStates\n\t{\n\tSpawn:\n\t\tSRY3 AAAAA 4 A_Look\n\t\tgoto Spawn+3\n\tSee:\n\t\tTNT1 A 0 A_GiveInventory(\"HumanTeam\", 1)\n\t\tSRY3 A 2 A_ChangeFlag(\"FRIENDLY\", 0)\n\t\tSRY3 A 8\n\t\tSRY3 A 2 A_JumpIfTargetInLOS(\"Missile\")\n\t\tSRY3 A 2 A_ClearTarget\n\t\tgoto Spawn+3\n\tPain:\n\t\tSRY3 A 2 A_SpawnItemEx(\"SparkBlood\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tGoto Spawn+3\n\tSee2:\n\t\tSRY3 A 2 A_ClearTarget\n\t\tgoto See\n\tSee3:\n\t\tSRY3 AA 1 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tTNT1 A 0 A_Jump(16,\"MissileGo\")\n\t\tTNT1 A 0 A_JumpIfCloser(128,\"MissileGo\")\n\t\tgoto See\n\tMissileCheck:\n\t\tTNT1 AA 0 A_JumpIfInTargetInventory(\"HumanTeam\", 1, \"See2\")\n\t\tTNT1 A 0 A_Chase(\"\", \"\", CHF_DONTMOVE)\n\t\tTNT1 A 0\n\t\tgoto MissileGo+2\n\tMissile: // Can find icefiends too\n\t\tTNT1 A 0\n\t\tSRY3 AA 1 A_JumpIfInTargetInventory(\"HumanTeam\",1,\"See2\")\n//\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IcefiendInvisible\", 1, \"See3\")\n\t\tTNT1 A 0 A_Playsound(\"SentrySit\")\n\t\tSRY3 A 1 A_JumpIfCloser(4096,\"MissileGo\")\n\t\tTNT1 A 0\n\t\tgoto See2\n\tMissileGo: // Also faster\n\t\tSRY3 A 4 A_FaceTarget\n\t\tTNT1 A 0 A_CPosRefire\n\t\tSRY3 A 4 Bright\n\t\tTNT1 A 0 A_GiveInventory(\"RocketCounter\", 1)\n\t\tTNT1 A 0 A_CustomMissile(\"SentryBullet3\", 40, -16)\n\t\tTNT1 A 0 A_PlaySound(\"SentryShoot2\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"SentryBullet3\", 40, 16)\n\t\tTNT1 A 0 A_PlaySound(\"SentryShoot2\")\n\t\tSRY3 A 1 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketCounter\", 8, \"LaunchRockets\")\n\t\tTNT1 A 0 A_CPosRefire\n\t\tgoto MissileCheck\n\tLaunchRockets:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_CustomMissile(\"SentryRocket\", 48, -16)\n\t\tTNT1 A 0 A_CustomMissile(\"SentryRocket\", 48, 16)\n\t\tTNT1 A 0 A_TakeInventory(\"RocketCounter\", 10)\n\t\tGoto MissileGo\n\tDeath:\n\t\tTNT1 A 0 Thing_SetSpecial(0, 0, 0, 0, 0)\n\t\tSRY3 A 1 A_PlaySound(\"SentryBlowup\")\n\t\tSRY3 AAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-10,10), random(-10,10), random(-10,10))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RandomCyborgChunk\", 0, 0, 36, random(-35,35), random(-35,35), random(-10,30))\n\t\tTNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"CyborgExplosion\", 0, 0, 32, random(-5,5), random(-5,5), random(-5,5))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n// Holograms\nActor SentryPlacerMissile\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"SentryPlacer\")\n\t\tStop\n\t}\n}\n\nActor SentryPlacerMissile2\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"SentryPlacer2\")\n\t\tStop\n\t}\n}\n\nActor SentryPlacerMissile3\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"SentryPlacer3\")\n\t\tStop\n\t}\n}\n\nActor SentryPlacer\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 0\n\tXScale 0.6\n\tYScale 0.4\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tTranslation \"0:255=112:127\"\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY AAAAAAAAAAAA 2 A_FadeOut(0.1)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SentryPlacer2\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 0\n\tXScale 0.6\n\tYScale 0.4\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tTranslation \"0:255=112:127\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSRY2 AAAAAAAAAAAA 2 A_FadeOut(0.1)\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SentryPlacer3\n{\n\tRadius 32\n\tHeight 64\n\tSpeed 0\n\tXScale 0.6\n\tYScale 0.4\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tTranslation \"0:255=112:127\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSRY3 AAAAAAAAAAAA 2 A_FadeOut(0.1)\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\n// Sentry missiles\nActor SentrySpawnerMissile1\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry0\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile2\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry1\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile3\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry2\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile4\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry3\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile5\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry4\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile6\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry5\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile7\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry6\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile8\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry7\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile9\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry8\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile10\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry9\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile11\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry10\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile12\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry11\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile13\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry12\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile14\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry13\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile15\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry14\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile16\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry15\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile17\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry16\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile18\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry17\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile19\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry18\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile20\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry19\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile21\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry20\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile22\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry21\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile23\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry22\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile24\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry23\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile25\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry24\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile26\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry25\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile27\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry26\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile28\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry27\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile29\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry28\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile30\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry29\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile31\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry30\")\n\t\tStop\n\t}\n}\n\nActor SentrySpawnerMissile32\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 15\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry31\")\n\t\tStop\n\t}\n}\n\n// Level 2\n\nActor Sentry2Spawner2_1 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry0\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_2 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry1\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_3 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry2\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_4 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry3\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_5 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry4\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_6 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry5\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_7 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry6\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_8 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry7\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_9 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry8\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_10 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry9\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_11 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry10\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_12 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry11\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_13 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry12\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_14 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry13\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_15 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry14\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_16 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry15\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_17 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry16\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_18 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry17\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_19 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry18\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_20 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry19\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_21 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry20\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_22 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry21\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_23 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry22\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_24 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry23\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_25 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry24\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_26 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry25\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_27 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry26\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_28 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry27\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_29 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry28\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_30 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry29\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_31 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry30\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner2_32 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sntry31\")\n\t\tStop\n\t}\n}\n\n// Level 3\n\nActor Sentry2Spawner3_1 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry0\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_2 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry1\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_3 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry2\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_4 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry3\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_5 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry4\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_6 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry5\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_7 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry6\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_8 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry7\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_9 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry8\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_10 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry9\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_11 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry10\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_12 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry11\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_13 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry12\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_14 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry13\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_15 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry14\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_16 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry15\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_17 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry16\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_18 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry17\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_19 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry18\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_20 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry19\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_21 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry20\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_22 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry21\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_23 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry22\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_24 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry23\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_25 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry24\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_26 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry25\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_27 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry26\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_28 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry27\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_29 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry28\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_30 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry29\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_31 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry30\")\n\t\tStop\n\t}\n}\n\nActor Sentry2Spawner3_32 : SentrySpawnerMissile1\n{\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Stry31\")\n\t\tStop\n\t}\n}\n\n// Player sentries\nActor Sentry0 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1200)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry1 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1201)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 1, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry2 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1202)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 2, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry3 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1203)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 3, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry4 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1204)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 4, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry5 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1205)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 5, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry6 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1206)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 6, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry7 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1207)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 7, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry8 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1208)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 8, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry9 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1209)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 9, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry10 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1210)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 10, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry11 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1211)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 11, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry12 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1212)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 12, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry13 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1213)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 13, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry14 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1214)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 14, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry15 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1215)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 15, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry16 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1216)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 16, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry17 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1217)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 17, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry18 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1218)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 18, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry19 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1219)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 19, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry20 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1220)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 20, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry21 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1221)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 21, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry22 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1222)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 22, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry23 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1223)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 23, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry24 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1224)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 24, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry25 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1225)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 25, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry26 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1226)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 26, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry27 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1227)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 27, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry28 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1228)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 28, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry29 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1229)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 29, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry30 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1230)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 30, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sentry31 : Sentry\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSTRY A 0\n\t\tSTRY A 1 Thing_ChangeTid(0, 1231)\n\t\tSTRY A 1 ACS_ExecuteAlways(765, 0, 31, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry0 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1200)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry1 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1201)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 1, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry2 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1202)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 2, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry3 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1203)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 3, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry4 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1204)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 4, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry5 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1205)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 5, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry6 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1206)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 6, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry7 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1207)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 7, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry8 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1208)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 8, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry9 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1209)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 9, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry10 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1210)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 10, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry11 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1211)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 11, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry12 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1212)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 12, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry13 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1213)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 13, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry14 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1214)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 14, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry15 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1215)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 15, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry16 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1216)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 16, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry17 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1217)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 17, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry18 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1218)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 18, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry19 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1219)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 19, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry20 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1220)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 20, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry21 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1221)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 21, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry22 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1222)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 22, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry23 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1223)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 23, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry24 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1224)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 24, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry25 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1225)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 25, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry26 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1226)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 26, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry27 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1227)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 27, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry28 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1228)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 28, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry29 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1229)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 29, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry30 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1230)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 30, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Sntry31 : SentryLvL2\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY2 A 1 Thing_ChangeTid(0, 1231)\n\t\t\tSRY2 A 1 ACS_ExecuteAlways(765, 0, 31, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry0 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1200)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry1 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1201)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 1, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry2 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1202)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 2, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry3 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1203)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 3, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry4 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1204)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 4, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry5 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1205)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 5, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry6 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1206)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 6, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry7 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1207)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 7, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry8 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1208)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 8, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry9 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1209)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 9, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry10 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1210)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 10, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry11 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1211)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 11, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry12 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1212)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 12, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry13 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1213)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 13, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry14 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1214)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 14, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry15 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1215)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 15, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry16 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1216)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 16, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry17 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1217)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 17, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry18 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1218)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 18, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry19 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1219)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 19, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry20 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1220)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 20, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry21 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1221)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 21, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry22 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1222)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 22, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry23 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1223)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 23, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry24 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1224)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 24, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry25 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1225)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 25, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry26 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1226)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 26, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry27 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1227)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 27, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry28 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1228)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 28, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry29 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1229)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 29, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry30 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1230)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 30, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor Stry31 : SentryLvL3\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTRY A 0\n\t\t\tSRY3 A 1 Thing_ChangeTid(0, 1231)\n\t\t\tSRY3 A 1 ACS_ExecuteAlways(765, 0, 31, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nActor SentryHudData : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(766, 0, 1)\n\t\tStop\n\t}\n}\n\n// Sentry actors\nActor SentryBullet\n{\n\tRadius 2\n\tHeight 4\n\tDamage (random(6,8))\n\tSpeed 40\n\tDamageType \"SentryShoot\"\n\tObituary \"%o was shot down by a sentry.\"\n\tPROJECTILE\n\t-BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tTRAC A 1\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"BulletPuff\")\n\t\tStop\n\t}\n}\n\nActor SentryBullet2 : SentryBullet\n{\n\tDamage (random(7,9))\n\tSpeed 48\n}\n\nActor SentryBullet3 : SentryBullet\n{\n\tDamage (random(8,10))\n\tSpeed 56\n}\n\nActor SentrySpawnerMissile\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 35\n\tDamage (0)\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"Sentry\")\n\t\tStop\n\t}\n}\n\n// ShellCasing: Taken from Monster's \"Zombie Survival\" mod\nActor SentryCasing\n{\n\tHeight 12\n\tRadius 9\n\tSpeed 4\n\tScale 0.66\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t-NOGRAVITY\n\t//SeeSound \"splat/Shell\"\n\tStates\n\t{\n\tSpawn:\n\t\tCASE A 1\n\t\tCASE A 1 A_JumpIf(momx + momy == 0, \"Remove\")\n\t\tCASE ACBHEGFD 1\n\t\tGoto Spawn+1\n\tDeath:\n\t\tCASE A 0 A_Jump(32,8)\n\t\tCASE A 0 A_Jump(37,8)\n\t\tCASE A 0 A_Jump(43,8)\n\t\tCASE A 0 A_Jump(51,8)\n\t\tCASE A 0 A_Jump(64,8)\n\t\tCASE A 0 A_Jump(85,8)\n\t\tCASE A 0 A_Jump(128,8)\n\t\tCASE A 70\n\t\tStop\n\t\tCASE B 70\n\t\tStop\n\t\tCASE C 70\n\t\tStop\n\t\tCASE D 70\n\t\tStop\n\t\tCASE E 70\n\t\tStop\n\t\tCASE F 70\n\t\tStop\n\t\tCASE G 70\n\t\tStop\n\t\tCASE H 70\n\t\tStop\n\tRemove:\n\t\tCASE A 1\n\t\tStop\n\t}\n}\n\nActor SentryLevelupEffect\n{\n\tRadius 1\n\tHeight 1\n\tAlpha 0.1\n\tRenderstyle Add\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_PlaySound(\"SentryLevelUp\")\n\t\t\tX013 ABCDEFGHIJKL 2 A_FadeIn(0.05)\n\t\t\tX013 MNOPQRSTUVWXYZ 2 A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor EngineerBuilding : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\n////////////////////////////////////////////////////////////////////////////////\n\nActor SparkBlood\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\t-TELESTOMP\n\t+CLIENTSIDEONLY\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tVSpeed 1\n\tMass 5\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 0\n\t\tPUFF A 0 //A_PlaySoundEx(\"jitpain\", \"Body\")\n\t\tPUFF A 0 A_SpawnItemEx(\"SparkEmit\",0,0,0,0,0,0,0,1,0)\n\t\tPUFF A 4 bright\n\t\tPUFF B 4\n\t\tGoto Melee\n\tMelee:\n\t\tPUFF CD 4\n\t\tStop\n\t}\n}\n\nActor SparkEmit\n{\n\t+NOBLOCKMAP\n\t+ALLOWPARTICLES\n\t+RANDOMIZE\n\t+CLIENTSIDEONLY\n\t-TELESTOMP\n\tRenderStyle Translucent\n\tAlpha 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tFX57 ABCDEFGHIJ 2\n\t\tStop\n\t}\n}\n\n// Mines\n////////////////////////////////////////////////////////////////////////////////\nActor BigMine\n{\n\tRadius 16\n\tHeight 32\n\tSpeed 45\n\tDamage (random(36,48))\n\tScale 0.5\n\tDamageType \"EngineerMine\"\n\tObituary \"%o let %k's mine land on him.\"\n\tDeathSound \"MineLand\"\n\tPROJECTILE\n\t+DOOMBOUNCE\n\tStates\n\t{\n\tSpawn:\n\t\tEMIN ABCD 2\n\t\tEMIN E 2 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tGoto LoopState\n\tLoopState:\n\t\tEMIN ABCDE 3\n\t\tLoop\n\tDeath:\n\t\tEMIN A 0 A_PlaySound(\"weapons/rocklx\", CHAN_WEAPON)\n\t\tEMIN AAAAAA 0 A_SpawnItemEx(\"SmallMineSpawn\", 0, 0, 16, random(-7,7), random(-7,7), random(4,10)) // sxf_transferpointers solves the bug.\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 2 Bright\n\t\tStop\n\t}\n}\n\nActor SmallMineSpawn\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 24\n\tDamage (5)\n\tScale 0.25\n\tDamageType \"EngineerMine\"\n\tObituary \"%o let %k's mine land on him.\"\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tEMIN ABCDE 2\n\t\tLoop\n\tDeath:\n\t\tEMIN A 1 A_SpawnItemEx(\"MineFall\", 0, 0, 0, 0, 0, -1)\n\t\tStop\n\t}\n}\n\nActor MineFall\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 24\n\tDamage (5)\n\tScale 0.25\n\tDamageType \"EngineerMine\"\n\tObituary \"%o let %k's mine land on him.\"\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tEMIN AAAAAAAAAAAAAAAAAAAA 5 A_JumpIf(waterlevel == 2, \"Death2\")\n\t\tGoto Death2\n\tDeath:\n\t\tEMIN A 1 A_SpawnItemEx(\"GroundMine\", 0, 0, 0, 0)\n\t\tStop\n\tDeath2:\n\t\tEMIN A 1\n\t\tStop\n\t}\n}\n\nActor GroundMine\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 24\n\tDamage (5)\n\tScale 0.25\n\tDamageType \"EngineerMine\"\n\tObituary \"%o let %k's mine do the dirty work.\"\n\tPROJECTILE\n\t+NOCLIP\n\t+DONTBLAST\n\t+THRUGHOST\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tEMIN A 1\n\t\tEMIN A 1 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tEMIN A 1 A_PlaySound(\"MineLand\", CHAN_VOICE)\n\t\tEMIN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 35\n\t\tGoto Death\n\tDeath:\n\t\tEMIN A 0 A_SpawnItem(\"MineExplode\")\n\t\tStop\n\t}\n}\n\nActor MineExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tDamageType \"EngineerMine\"\n\tObituary \"%o let %k's mine do the dirty work.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(24, 24)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor MineExplode\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.7\n\tDamageType \"EngineerMine\"\n\tObituary \"%o let %k's mine do the dirty work.\"\n\tProjectile\n\t+NOCLIP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"MineExploder\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlackRubbleSpawnerMini\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\", CHAN_WEAPON)\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 2 Bright\n\t\tStop\n\t}\n}\n\nActor MineAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 2\n\tInventory.Icon \"SMINEA0\"\n}\n\n// NEW NAILGUN \\\\\n\nActor NailReload : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 40\n\t+IGNORESKILL\n}\n\nActor NailGunMG : Weapon\n{\n Weapon.KickBack 40\n Weapon.Slotnumber 1\n// Weapon.AmmoType \"NailReload2\"\n// +WEAPON.AMMO_OPTIONAL\n +WEAPON.NOAUTOAIM\n Inventory.PickupMessage \"You got the NailGun!\"\n Obituary \"%o tasted Nine Inch Nails of %k.\"\n States\n {\n Spawn:\n NLMG H -1\n Loop\n Select:\n NLMG A 1 A_Raise\n Loop\n Deselect:\n NLMG A 1 A_Lower\n Loop\n Ready:\n NLMG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"Reload\")\n NLMG A 1 A_WeaponReady\n Loop\n Fire:\n NLMG B 0 A_PlayWeaponSound(\"Weapons/NailMGFire\")\n NLMG B 2 Bright A_FireCustomMissile(\"MGNail\", Random(3, -3), 0, -3, 0, 0, Random(1, -1))\n\tNLMG B 0 Bright A_Light2\n\tNLMG B 0 A_GiveInventory(\"NailReload\", 1)\n NLMG CA 1\n\tNLMG A 0 A_JumpIfInventory(\"NailReload\", 40, \"Reload\")\n NLMG D 0 A_PlayWeaponSound(\"Weapons/NailMGFire\")\n NLMG D 2 Bright A_FireCustomMissile(\"MGNail\", Random(3, -3), 0, 3, 0, 0, Random(1, -1))\n NLMG D 0 Bright A_Light2\n\tNLMG B 0 A_GiveInventory(\"NailReload\", 1)\n NLMG EA 1\n\tNLMG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"Reload\")\n\tNLMG A 0 A_JumpIfInventory(\"NailReload\", 40, \"Reload\")\n\tNLMG A 0 A_TakeInventory(\"ForceReload\", 1)\n NLMG E 0 A_Light0\n Goto Ready\n Reload:\n\t NLMG A 1 offset (6, 40)\n\t NLMG A 1 offset (12, 50)\n\t NLMG A 1 offset (18, 60)\n\t NLMG A 1 offset (24, 70)\n\t NLMG A 1 offset (30, 80)\n\t NLMG A 1 offset (36, 90)\n\t NLMG A 1 offset (42, 100)\n\t NLMG A 1 offset (48, 110)\n\t NLMG A 1 offset (54, 120)\n\t NLMG A 45 Offset(54, 120) A_PlaySound(\"Weapons/NailReload\", CHAN_WEAPON)\n\t NLMG A 0 Offset(54, 120) A_TakeInventory(\"NailReload\", 40)\n\t NLMG A 0 offset(54,120) A_TakeInventory(\"ForceReload\", 1)\n\t NLMG A 1 Offset(48, 120)\n\t NLMG A 1 Offset(42, 110)\n\t NLMG A 1 Offset(36, 100)\n\t NLMG A 1 Offset(30, 90)\n\t NLMG A 1 Offset(24, 80)\n\t NLMG A 1 Offset(18, 70)\n\t NLMG A 1 Offset(12, 60)\n\t NLMG A 1 Offset(6, 50)\n\t NLMG A 1 Offset(0, 40)\n Goto Ready\n AltFire:\n NLMG BB 0 A_PlayWeaponSound(\"Weapons/NailMGFire\")\n\tNLMG I 3\n NLMG B 0 A_FireCustomMissile(\"MGNailFast\", 0, 0, -4)\n NLMG B 0 A_FireCustomMissile(\"MGNailFast\", 0, 0, 6) // 4\n\tNLMG F 2 Bright\n\tNLMG B 0 A_Light2\n\tNLMG B 0 A_GiveInventory(\"NailReload\", 2)\n\tNLMG G 2 Bright\n\tNLMG I 3\n\tNLMG A 0 A_JumpIfInventory(\"ForceReload\", 1, \"Reload\")\n\tNLMG A 0 A_JumpIfInventory(\"NailReload\", 40, \"Reload\")\n\tNLMG A 0 A_TakeInventory(\"ForceReload\", 1)\n NLMG E 0 A_Light0\n Goto Ready\n }\n}\n\nActor MGNail\n{\n Projectile\n Radius 3\n Height 3\n Speed 47\n Damage (random(10,12))\n DamageType \"EngineerNail\"\n Scale 0.5\n +BloodSplatter\n SeeSound \"\"\n DeathSound \"\"\n Obituary \"%o tasted Nine Inch Nails of %k.\"\n Decal BulletChip\n States\n {\n Spawn:\n NLPJ A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 1, 0, 0, 180, 128)\n NLPJ A 0 A_PlaySound(\"Weapons/NailFlight\")\n Loop\n Death:\n NLPJ A 0 A_PlaySound(\"NailHit\")\n\tNLPJ BCDEFG 2\n Stop\n }\n}\n\nActor NailBlur\n{\n Height 8\n Radius 1\n Damage 0\n Scale 0.6\n Speed 0.2\n RenderStyle Translucent\n Alpha 0.75\n +NoGravity\n +DropOff\n +NoTeleport\n States\n {\n Spawn:\n NLPJ A 1 A_FadeOut(0.35)\n Loop\n }\n}\n\nActor NailBlurFast : NailBlur\n{\n\tSpeed 0.5\n}\n\nActor MGNailFast : MGNail\n{\n\tSpeed 56\n\tDamage (random(11,12))\n\tStates\n\t{\n\t Spawn:\n\t\tNLPJ A 1 A_SpawnItemEx(\"NailBlurFast\", 0, 0, 0, 1, 0, 0, 180, 128)\n\t\tNLPJ A 0 A_PlaySound(\"Weapons/NailFlight\")\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Santa.txt",
"contents": "Actor Santa : PlayerPawn\n{\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\t+NOTARGET\n\tlimitedtoteam 0\n\tmass 400\n\tPlayer.soundclass \"santa\"\n\tPlayer.displayname \"Santa\"\n\tPlayer.startitem \"AchievementID\", 2\n\tPlayer.startitem \"SnowGun\", 1\n\tPlayer.startitem \"StarLauncher\", 1\n\tPlayer.startitem \"StarAmmo\", 5\n\tPlayer.startitem \"HollyAmmo\", 15\n\tPlayer.startitem \"HollyTraps\", 1\n\tPlayer.StartItem \"PresentLauncher\", 1\n\tPlayer.StartItem \"PresentAmmo\", 3\n\tPlayer.StartItem \"ForceReloadItem\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 11\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.ColorRange 112, 127\n\tPlayer.scoreicon \"SANTAST\"\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"StarPrimaryProjectile\", 0.2\n\tDamageFactor \"SantaStarProjectile\", 0.3\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"FrostbiteIceBreath\", 0.5\n\tDamageFactor \"Poison\", 1.7\n\tStates\n\t{\n\tSpawn:\n\t\tSANT A 1\n\t\tLoop\n\tSee:\n\t\tSANT AB 5\n\t\tSANT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tSANT CD 5\n\t\tSANT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tSANT E 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tSANT E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tSANT F 6 Bright\n\t\tGoto Missile\n\tPain:\n\t\tSANT G 4 A_Pain\n\t\tSANT G 4\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tSANT G 1\n\t\tSANT G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tSANT G 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tSANT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.DefilerPoisonGas:\n\t\tSANT G 1 ACS_ExecuteAlways(701, 0)\n\t\tGoto Pain\n\tPain.Creepstun:\n\t\tKNIG G 0 HealThing(1)\n\t\tSANT G 0 A_Pain\n\t\tSANT G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tSANT G 1\n\t\tSANT G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tSANT G 8 A_Pain\n\t\tGoto Spawn\n\tPain.HunterSuperIceArrowTrail:\n\t\tSANT A 0 ACS_ExecuteAlways(731, 0)\n\t\tSANT A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tSANT A 0 ACS_ExecuteAlways(730, 0)\n\t\tSANT A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tSANT A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tSANT A 0 A_GiveInventory(\"RemovePresents\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSANT H 5\n\t\tSANT I 5 A_PlayerScream\n\t\tSANT J 5 A_NoBlocking\n\t\tSANT KLM 5\n\t\tSANT N -1\n\t\tstop\n\tGibDeath:\n\t\tSANT A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tSANT A 0 A_GiveInventory(\"RemovePresents\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tSANT G 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tSANT A 0 A_SkullPop(\"Custom_SantaBloodySkull\")\n\t\tSANT A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tSANT A 0 A_NoBlocking\n\t\tSANT A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tSANT A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tSANT A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tSANT A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tSANT A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tSANT A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.ClownyTeeth:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.ClownyTeethHidden:\n\t\tTNT1 A 0 A_GiveToTarget(\"ClownyHiddenKill\",1)\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.CreeperHealBall:\n\t\tSANT G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tSANT A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tSANT A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tSANT A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tSANT A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tSANT A 0 ACS_ExecuteAlways(997,0)\n\t\tGoto DeathAnim\n Death.SjasScream:\n SANT A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n SANT A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n\t\tGoto DeathAnim\n Death.JitterMelee:\n SANT A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n SANT A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n Goto GibDeath\n Death.CreepStun:\n SANT A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n Death.ChokeVomit:\n SANT A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n Goto DeathAnim\n\tDeath.ChokeFeast:\n\t\tKNIG A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n Death.ChokeAttack:\n SANT A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n SANT A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n Goto DeathAnim\n Death.FrostbiteMelee:\n SANT A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n Goto GibDeath\n\tDeath.FrostBiteIceRain:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyRainKill\", 1)\n\t\tGoto DeathAnim\n Death.FrostbiteIceBreath:\n\t\tSANT A 0 A_GiveInventory(\"RemovePresents\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tSANT A 0 A_NoBlocking\n\t\tSANT H 0 A_PlayerScream\n\t\tHUNT A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tSANT H 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSANT H 0 A_SpawnItemEx(\"SantaIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tSANT H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.DefilerSpine:\n\t\tTNT1 A 0 A_GiveToTarget(\"DefilerSpineKill\", 1)\n\t\tGoto DeathAnim\n Death.DefilerAcidBall:\n\t\tSANT A 0 A_NoBlocking\n SANT A 0 A_GiveToTarget(\"DefilerAcidBallKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n SANT A 0 A_SpawnItemEx(\"SantaDefilerAcidDeath\")\n\t\tSANT A 0 A_PlayerScream\n\t\tSANT A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.DefilerCloudBall:\n SANT A 0 A_GiveToTarget(\"DefilerCloudBallKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonGas:\n SANT A 0 A_GiveToTarget(\"DefilerPoisonGasKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonDroplet:\n SANT A 0 A_GiveToTarget(\"DefilerPoisonDropletKill\", 1)\n Goto DeathAnim\n\tDeath.FiendWind:\n GO99 A 0 A_NoBlocking\n\t\tGO99 H 0 A_PlayerScream\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 H 0 A_SpawnItemEx(\"SantaIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IcefiendIcePath:\n\t\tSANT A 0 A_GiveInventory(\"RemovePresents\", 1)\n\t\tSANT A 0 A_NoBlocking\n\t\tSANT A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n SANT A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSANT A 0 A_SpawnItemEx(\"SantaIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tSANT A 0 A_PlayerScream\n\t\tSANT H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IceFiendMeleeBackstab:\n\t\tROB1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tROB1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t Goto Death.IceFiendMelee\n Death.IceFiendMelee:\n\t\tSANT A 0 A_GiveInventory(\"RemovePresents\", 1)\n\t\tSANT A 0 A_NoBlocking\n SANT A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tSANT A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n SANT A 0 A_SkullPop(\"Custom_SantaBloodySkull\")\n\t\tSANT A 0 A_PlayerScream\n\t\tIDSA BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA BBBB 1 A_SpawnItemEx(\"Blood\", 0, 0, 36, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA B 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA CCCC 1 A_SpawnItemEx(\"Blood\", 0, 0, 31, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA C 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA DDDD 1 A_SpawnItemEx(\"Blood\", 0, 0, 32, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA D 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA E 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tIDSA EEEE 1 A_SpawnItemEx(\"Blood\", 0, 0, 26, 0, random(-3,3), random(-3,3), random(4,8), 160, 0)\n\t\tIDSA E 1\n\t\tIDSA E -1\n\t\tStop\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanTelefrag\", 1)\n\t\tGoTo DeathAnim\n\t// Human reflection deaths\n Death.MarineGrenade:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterProton:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterBlood:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterEcho:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterSoul:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.EngineerNail:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyAir:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyGround:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaFallingStar:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaSnowball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSword:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockBigFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockIceShards:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockLightning:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor SnowReload : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 20\n\t+IGNORESKILL\n}\n\nActor SnowGun : Weapon\n{\n obituary \"%o got snowed under by %k.\"\n radius 20\n height 16\n Weapon.SlotNumber 1\n inventory.pickupmessage \"You got the Snow Gun!\"\n weapon.selectionorder 100\n weapon.kickback 100\n +INVENTORY.UNDROPPABLE\n +WEAPON.DONTBOB\n inventory.icon \"SANTAWEP\"\n +WEAPON.NOAUTOAIM\n states\n {\n Spawn:\n TNT1 A 1\n stop\n Ready:\n\tSNOB A 0 A_JumpIfInventory(\"ForceReload\", 1, \"ReloadGun\")\n SNOB A 1 A_WeaponReady\n Loop\n Deselect:\n SNOB A 1 A_Lower\n loop\n Select:\n SNOB A 1 A_Raise\n loop\n Fire:\n SNOB A 1 offset(2,32)\n\tSNOB A 1 offset(4,34)\n\tSNOB A 2 offset(6,36) A_FireCustomMissile(\"SnowBall\", random(-4,4), 0, 8, 2)//3\n\tSNOB A 0 offset(6,36) A_GiveInventory(\"SnowReload\", 1)\n\tSNOB A 2 offset(4,34)\n\tSNOB A 1 offset(2,32)\n\tSNOB A 0 A_JumpIfInventory(\"SnowReload\", 1, 2)\n\tSNOB A 0 A_Jump(256, 3)\n\tSNOB A 0 offset(2,32) A_JumpIfInventory(\"ForceReload\", 1, \"ReloadGun\")\n\tSNOB A 1 offset(2,32) A_JumpIfInventory(\"SnowReload\", 20, \"ReloadGun\")\n\tSNOB A 0 A_TakeInventory(\"ForceReload\", 1)\n SNOB A 0 A_ReFire\n goto Ready\n ReloadGun:\n\t SNOB A 1 offset (0, 40)\n\t SNOB A 1 offset (0, 50)\n\t SNOB A 1 offset (0, 60)\n\t SNOB A 1 offset (0, 70)\n\t SNOB A 1 offset (0, 80)\n\t SNOB A 1 offset (0, 90)\n\t SNOB A 1 offset (0, 100)\n\t SNOB A 1 offset (0, 110)\n\t SNOB A 1 offset (0, 120)\n\t SNOB A 0 Offset (0, 120) A_TakeInventory(\"SnowReload\", 20)\n\t SNOB A 45 Offset(0, 120) A_PlaySound(\"pistol/reload\", CHAN_WEAPON)\n\t SNOB A 1 Offset(0, 120)\n\t SNOB A 1 Offset(0, 110)\n\t SNOB A 1 Offset(0, 100)\n\t SNOB A 1 Offset(0, 90)\n\t SNOB A 1 Offset(0, 80)\n\t SNOB A 1 Offset(0, 70)\n\t SNOB A 1 Offset(0, 60)\n\t SNOB A 1 Offset(0, 50)\n\t SNOB A 1 Offset(0, 40)\n\t SNOB A 0 A_TakeInventory(\"ForceReload\", 1)\n\t Goto Ready\n Altfire: // Lines below that check for each giveinventory helps create a better reloading\n\tSNOB A 1 offset(8,34)\n\tSNOB A 1 offset(4,38) A_FireCustomMissile(\"SnowBall2\", 0, 0, 8, 2)\n\tSNOB A 1 offset(4,34)\n\tSNOB A 0 offset(4,34) A_GiveInventory(\"SnowReload\", 1)\n\tSNOB A 0 offset(2,32) A_JumpIfInventory(\"ForceReload\", 1, \"ReloadGun\")\n\tSNOB A 0 offset(2,32) A_JumpIfInventory(\"SnowReload\", 20, \"ReloadGun\")\n\tSNOB A 1 offset(4,38) A_FireCustomMissile(\"SnowBall2\", random(-1,2), 0, 8, 2)\n\tSNOB A 1 offset(4,34)\n\tSNOB A 1 offset(4,38) A_FireCustomMissile(\"SnowBall2\", random(-2,2), 0, 8, 2)\n\tSNOB A 1 offset(4,34)\n\tSNOB A 0 offset(4,34) A_GiveInventory(\"SnowReload\", 1)\n\tSNOB A 0 offset(2,32) A_JumpIfInventory(\"ForceReload\", 1, \"ReloadGun\")\n\tSNOB A 0 offset(2,32) A_JumpIfInventory(\"SnowReload\", 20, \"ReloadGun\")\n\tSNOB A 1 offset(10,40) A_FireCustomMissile(\"SnowBall2\", random(-3,3), 0, 8, 2)\n\tSNOB A 1 offset(26,44)\n\tSNOB A 1 offset(42,48)\n\tSNOB A 15 offset(58,52)\n\tSNOB A 1 offset(50,50)\n\tSNOB A 1 offset(42,48)\n\tSNOB A 1 offset(34,46)\n\tSNOB A 1 offset(26,44)\n\tSNOB A 1 offset(18,42)\n\tSNOB A 1 offset(10,40)\n\tSNOB A 1 offset(8,38)\n\tSNOB A 1 offset(4,34)\n SNOB A 0 A_TakeInventory(\"ForceReload\", 1)\n SNOB A 0 A_ReFire\n goto Ready\n }\n}\n\nActor HollyTraps : Weapon\n{\n obituary \"%o was caught on %k's Holly.\"\n radius 20\n height 16\n inventory.pickupmessage \"You got the Snow Gun!\"\n weapon.selectionorder 1500\n weapon.kickback 100\n weapon.ammotype \"HollyAmmo\"\n weapon.ammouse1 1\n weapon.ammotype2 \"HollyAmmo\"\n weapon.ammouse2 1\n weapon.ammogive 8\n Weapon.SlotNumber 2\n +INVENTORY.UNDROPPABLE\n inventory.icon \"SANTAHOL\"\n +WEAPON.NOAUTOAIM\n states\n {\n Spawn:\n TNT1 A 1\n stop\n Ready:\n HOLL A 1 A_WeaponReady\n loop\n Deselect:\n HOLL A 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Deselect2\")\n\tTNT1 A 1 A_Lower\n\tGoto Deselect+1\n Deselect2:\n HOLL A 1 A_Lower\n loop\n Select:\n HOLL A 1 offset(-1,0) A_Raise\n loop\n AltFire:\n\tTNT1 A 0 offset (-2,32) A_GiveInventory(\"UsedAmmo\", 1)\n HOLL A 1 offset(-2,32)\n\tHOLL A 1 offset(-6,40)\n\tHOLL A 1 offset(-10,48)\n\tHOLL B 1 offset(-14,56) A_FireCustomMissile(\"Holly\", random(-3,3), 1, -6, 0)\n\tHOLL B 1 offset(-18,65)\n\tHOLL B 1 offset(-22,75)\n\tHOLL B 1 offset(-26,85)\n\tHOLL B 1 offset(-30,95)\n\tHOLL B 1 offset(-34,105)\n\tHOLL B 1 offset(-38,115)\n\tHOLL B 1 offset(0,120)\n\tHOLL B 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Select\")\n\tHOLL B 0 A_SelectWeapon(\"SnowGun\")\n goto Ready\n Fire:\n TNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n HOLL A 1 offset(-1,0)\n HOLL EFGHIJ 2\n Goto Hold\n Hold:\n HOLL J 1\n HOLL J 0 A_Refire\n HOLL IGE 1\n HOLL B 1 A_FireCustomMissile(\"HollyThrown\", 0, 1, -6, 0)\n HOLL KLM 1\n TNT1 A 5 offset(0,120)\n HOLL B 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Select\")\n HOLL B 0 A_SelectWeapon(\"SnowGun\")\n goto Ready\n }\n}\n\nActor HollyThrown\n{\n\tPROJECTILE\n\tobituary \"%o was cut by %k's holly.\"\n\t+RIPPER\n\tDamage (27)\n\tdamagetype \"SantaHollyAir\"\n\tHeight 5\n\tRadius 5\n\tSpeed 50\n\tscale 0.5\n\tseesound \"HollyThrow\"\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL OPOP 2\n\t\tHOLL O 2 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tloop\n\t\tDeath:\n\t\tHOLL O 0 A_SpawnItemEx(\"Holly\",0,0,0,0,0,-1)\n\t\tstop\n\t}\n}\n\nActor HollyThrownfromPresent : HollyThrown\n{\n\tObituary \"%o didn't seem to get a nice present from %k.\"\n\tDamageType \"SantaPresent\"\n\tDamage (28)\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL OPOP 2\n\t\tHOLL O 2 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tloop\n\t\tDeath:\n\t\tHOLL O 0 A_SpawnItemEx(\"HollyfromPresent\",0,0,0,0,0,-1)\n\t\tstop\n\t}\n}\n\nActor Holly\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\tobituary \"%o was cut by %k's holly.\"\n\tSpeed 10\n\tHeight 5\n\tradius 5\n\tscale 0.5\n\tdamage (16)\n\tdamagetype \"SantaHollyGround\"\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL C 1 A_JumpIf(waterlevel == 2, \"Death2\")\n\t\tHOLL C 0 A_GiveInventory(\"Clip\",1)\n\t\tHOLL C 0 A_JumpIfInventory(\"Clip\", 100, \"Death2\")\n\t\tloop\n\t\tDeath:\n\t\tHOLL C 0 A_PlaySound(\"HollyLand\")\n\t\tHOLL C 0 A_CustomMissile(\"HollySpike\", 0, 0, 0, 0)\n\t\tstop\n\t\tDeath2:\n\t\tHOLL C 1\n\t\tstop\n\t}\n}\n\nActor HollyFromPresent : Holly\n{\n\tObituary \"%o didn't seem to get a nice present from %k.\"\n\tDamageType \"SantaPresent\"\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL C 1 A_JumpIf(waterlevel == 2, \"Death2\")\n\t\tHOLL C 0 A_GiveInventory(\"Clip\",1)\n\t\tHOLL C 0 A_JumpIfInventory(\"Clip\", 100, \"Death2\")\n\t\tloop\n\t\tDeath:\n\t\tHOLL C 0 A_PlaySound(\"HollyLand\")\n\t\tHOLL C 0 A_CustomMissile(\"HollySpike2\", 0, 0, 0, 0)\n\t\tstop\n\t\tDeath2:\n\t\tHOLL C 1\n\t\tstop\n\t}\n}\n\nactor HollySpike\n{\n\tSpeed 0\n\tPROJECTILE\n\t+NOCLIP\n\tdamagefactor \"Jitterskull\", 0.0\n\tdamagefactor \"SjasScream\", 0.0\n\tDamage (random(4,12))\n\tradius 5\n\tscale 0.5\n\tdamagetype \"SantaHollyGround\"\n\tObituary \"%o stepped on %k's harmless weed.\"\n\theight 5\n\t-NOGRAVITY\n\t+DONTBLAST\n\t+THRUGHOST\n\tdeathsound \"HollyHit\"\n\treactiontime 3600\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL C 20\n\t\tHOLL C 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tHOLL C 0 A_PlaySound(\"HollySpike\")\n\t\tHOLL D 1 A_CountDown\n\t\tGoto Spawn+3\n\t\tDeath:\n\t\tHOLL D 1\n\t\tstop\n\t}\n}\n\nActor HollySpike2 : HollySpike\n{\n\tObituary \"%o didn't seem to get a nice present from %k.\"\n\tDamageType \"SantaPresent\"\n\tDamage (random(9,24))\n}\n\nactor StarLauncher : Weapon\n{\n obituary \"%o wished upon %k's Star launcher.\"\n radius 20\n height 16\n Weapon.SlotNumber 3\n inventory.pickupmessage \"You got the Star Launcher!\"\n weapon.selectionorder 300\n weapon.kickback 100\n weapon.ammotype1 \"StarAmmo\"\n weapon.ammouse1 1\n weapon.ammotype2 \"StarAmmo\"\n weapon.ammouse2 1\n weapon.ammogive 8\n inventory.icon \"SANTASTA\"\n +INVENTORY.UNDROPPABLE\n +WEAPON.NOAUTOAIM\n states\n {\n Spawn:\n TNT1 A 1\n stop\n Ready:\n STAL A 1 A_WeaponReady\n loop\n Deselect:\n STAL A 1 A_Lower\n loop\n Select:\n STAL A 1 A_Raise\n loop\n Fire:\n TNT1 A 0 offset(0,33) A_GiveInventory(\"UsedAmmo\", 1)\n STAL A 0 offset(0,33) A_PlayWeaponSound(\"StarLaunch\")\n\tSTAL A 0 offset(0,33) A_FireCustomMissile(\"StarProjectile\", 0, 1, 0, 2)\n STAL A 1 offset(0,43)\n\tSTAL A 1 offset(0,53)\n\tSTAL A 1 offset(0,63)\n\tSTAL A 1 offset(0,73)\n\tSTAL A 12 offset(0,83)\n\tSTAL A 1 offset(0,80)\n\tSTAL A 1 offset(0,75)\n\tSTAL A 1 offset(0,70)\n\tSTAL A 1 offset(0,65)\n\tSTAL A 1 offset(0,60)\n\tSTAL A 1 offset(0,55)\n\tSTAL A 1 offset(0,50)\n\tSTAL A 1 offset(0,45)\n\tSTAL A 1 offset(0,40)\n\tSTAL A 1 offset(0,35)\n\tSTAL A 12 offset(0,33)\n STAL A 0 A_ReFire\n goto Ready\n Altfire:\n TNT1 A 0 offset(0,33) A_GiveInventory(\"UsedAmmo\", 1)\n STAL A 0 offset(0,33) A_PlayWeaponSound(\"StarLaunch\")\n\tSTAL A 0 offset(0,33) A_FireCustomMissile(\"StarProjectile2\", 0, 1, 0, 2)\n STAL A 1 offset(0,43)\n\tSTAL A 1 offset(0,53)\n\tSTAL A 1 offset(0,63)\n\tSTAL A 1 offset(0,73)\n\tSTAL A 12 offset(0,83)\n\tSTAL A 1 offset(0,80)\n\tSTAL A 1 offset(0,75)\n\tSTAL A 1 offset(0,70)\n\tSTAL A 1 offset(0,65)\n\tSTAL A 1 offset(0,60)\n\tSTAL A 1 offset(0,55)\n\tSTAL A 1 offset(0,50)\n\tSTAL A 1 offset(0,45)\n\tSTAL A 1 offset(0,40)\n\tSTAL A 1 offset(0,35)\n\tSTAL A 12 offset(0,33)\n STAL A 0 A_ReFire\n goto Ready\n }\n}\n\n// Primary fire\nActor StarProjectile\n{\n\tPROJECTILE\n\t+SKYEXPLODE\n\t+SEEKERMISSILE\n\tDamage (20)\n\tSpeed 30\n\tHeight 5\n\tdamagetype \"SantaStarProjectile\"\n\tRadius 5\n\tscale 0.5\n\trenderstyle translucent\n\tdeathsound \"StarHit\"\n\talpha 1.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSTAL B 2 bright ThrustThingZ(0,-18,0,0)\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\t\tGoto Spawn+32\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"StarExplode\")\n\t\t\tTNT1 A 0 A_Explode(65, 128, 1)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop3\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop4\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tGoto Death+2\n\t}\n}\n\nactor FallingStarDamage\n{\n\tdamagetype \"SantaFallingStar\"\n\tPROJECTILE\n\t+NODAMAGETHRUST\n\t-NOBLOCKMAP\n\tradius 4\n\theight 4\n\tdamage 0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 A_Explode(5,158,0)\n\t\tloop\n\t}\n}\n\nactor FallingStarDamagePresent : FallingStarDamage\n{\n\tObituary \"%o didn't seem to get a nice present from %k.\"\n\tDamagetype \"SantaPresent\"\n}\n\nactor StarProjectile2 : StarProjectile\n{\n\tSpeed 5\n\treactiontime 64\n\tstates\n\t{\n\tSpawn:\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop3\", 0, 0, 0, random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tSTAL B 0 bright A_SpawnItemEx(\"StarDrop4\", 0, 0, 0, random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tSTAL B 0 A_Explode(3,222,0)//4\n\t\tSTAL B 0 A_CountDown\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"StarExplode\")\n\t\tTNT1 A 0 A_PlaySound(\"StarHit\")\n\t\tTNT1 A 0 A_Explode(5, 150, 1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop3\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop4\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\tGoto Death+1\n\t}\n}\n\nactor StarExplode\n{\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t-SOLID\n\t+NOGRAVITY\n\tradius 1\n\theight 1\n\talpha 0.9\n\ttranslation \"176:191=160:167\"\n\trenderstyle translucent\n\tStates\n\t{\n\tSpawn:\n\t\tMISL BCDE 10 bright\n\t\tstop\n\t}\n}\n\nactor StarDrop1\n{\n\tPROJECTILE\n\tdamagetype \"SantaFallingStar\"\n\tHeight 3\n\tRadius 3\n\tdamage 0\n\tSpeed 8\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\t+CLIENTSIDEONLY\n\tbouncecount 5\n\tbouncefactor 0.5\n\tseesound \"StarTwinkle\"\n\tscale 0.3\n\trenderstyle translucent\n\talpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tSTAL B 1 bright A_FadeOut(0.08)\n\t\tGoto Spawn+1\n\t}\n}\n\nactor StarDrop2 : StarDrop1\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tSTAL C 1 bright A_FadeOut(0.08)\n\t\tGoto Spawn+1\n\t}\n}\n\nactor StarDrop3 : StarDrop1\n{\n}\nactor StarDrop4 : StarDrop2\n{\n}\n\nactor StarAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n}\n\nactor HollyAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 20\n}\n\nactor SnowBall : FastProjectile\n{\n\ttranslation \"168:191=80:95\"\n\tPROJECTILE\n\tSpeed 38\n\tdecal \"snowhit\"\n\tdamagetype \"SantaSnowball\"\n\tRadius 8\n\tHeight 4\n\tscale 0.2\n\tDamage (random(17,18))\n\tSeeSound \"SantaSnowBall\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tSNOB B 1\n\t\tGoto Spawn+1\n\t\tDeath:\n\t\tSNOB CDE 5\n\t\tstop\n\t}\n}\n\nactor SnowBall2 : SnowBall\n{\n\tdamage (random(13,14))\n\tSpeed 75\n}\n\nActor Custom_SantaBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n Spawn:\n SANT Z 0 ThrustThingZ (0, 45, 0, 1)\n goto See\n See:\n\t SANT Z 0 A_GiveInventory(\"RocketAmmo\",1)\n SANT Z 5 A_Custommissile(\"Blood\", -5,0,0)\n SANT ZZZ 5\n SANT ZZZZ 5\n loop\n Death:\n\t\tSANT Z 0 A_Jump (16,4)\n SANT Z 0 A_Jump (32,4)\n SANT Z 0 A_Jump (64,4)\n SANT Z 0 A_Jump (128,4)\n SANT Z -1 A_CheckPlayerDone\n Wait\n SANT Z -1 A_CheckPlayerDone\n Wait\n SANT Z -1 A_CheckPlayerDone\n Wait\n SANT Z -1 A_CheckPlayerDone\n\t}\n}\n\n// Present launcher\n////////////////////////////////////////////////////////////////////////////////\nActor PresentLauncher : Weapon\n{\n\tRadius 10\n\tHeight 20\n\tWeapon.SlotNumber 4\n\tWeapon.SelectionOrder 1600\n\tWeapon.AmmoType \"PresentAmmo\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tSelect:\n\t\tSADE A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSADE A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tSADE A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tSADE B 0 A_PlaySoundEx(\"weapons/trapdetonate\", \"Voice\")\n\t\tSADE B 0 A_GiveInventory(\"Potato2\", 1)\n\t\tSADE B 0 A_GiveInventory(\"CheckAchievements\", 1)\n\t\tSADE B 7 A_GiveInventory(\"PresentDetonator\", 1)\n\t\tSADE A 7 A_TakeInventory(\"PresentDetonator\", 1)\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tSADE A 0 A_JumpIfInventory(\"PresentAmmo\", 1, 1)\n\t\tGoto Ready\n\t\tSADE A 1 Offset(0, 50)\n\t\tSADE A 1 Offset(0, 70)\n\t\tSADE A 1 Offset(0, 90)\n\t\tTNT1 A 1\n\t\tSAPR A 1 Offset(0, 90)\n\t\tSAPR A 1 Offset(0, 70)\n\t\tSAPR A 1 Offset(0, 50)\n\t\tSAPR AB 3\n\t\tSAPR C 0 A_TakeInventory(\"PresentAmmo\", 1)\n\t\tSAPR C 3 A_FireCustomMissile(\"SantaPresent\", 0, 1)\n\t\tSAPR C 1 Offset(0, 40)\n\t\tSAPR C 1 Offset(0, 50)\n\t\tSAPR C 1 Offset(0, 60)\n\t\tSAPR C 1 Offset(0, 70)\n\t\tSAPR C 1 Offset(0, 80)\n\t\tSAPR C 1 Offset(0, 90)\n\t\tTNT1 A 1\n\t\tGoto Select\n\t}\n}\n\nActor PresentExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tObituary \"%o didn't seem to get a nice present from %k.\"\n\tDamageType \"SantaPresent\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(64,72), 96, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SantaPresent\n{\n\tRadius 6\n\tHeight 12\n\tSpeed 3\n\tRenderStyle Translucent\n\tAlpha 1.0\n\tPROJECTILE\n\t-CANBLAST\n\t-NOLIFTDROP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPRES A 1 A_JumpIfInTargetInventory(\"PresentDetonator\", 1, \"UnleashHolly\")\n\t\tPRES A 0 A_GiveInventory(\"PresentCountdownClear\", 1)\n\t\tPRES A 0 A_JumpIfInventory(\"PresentCountdownClear\", 3600, \"Remove\")\n\t\tPRES A 0 A_JumpIfInventory(\"RemovePresents\", 1, \"Remove\")\n\t\tPRES A 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Remove\")\n\t\tPRES A 0 A_JumpIf(waterlevel == 2, \"Remove\")\n\t\tPRES A 0 A_JumpIf(z - floorz == 0, 1)\n\t\tLoop\n\t\tPRES A 0 A_Stop\n\t\tLoop\n\tUnleashHolly:\n\t\tPRES A 0 A_PlaySound(\"santaho\", CHAN_VOICE)\n\t\tPRES ABCD 2\n\t\tPRES D 0 A_SpawnItem(\"PresentExploder\")\n\t\tPRES D 0 A_PlaySound(\"BarbSwordDeath\", CHAN_WEAPON)\n\t\tPRES D 0 A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, 20, 0)\n\t\tPRES DDDDDD 0 A_SpawnItemEx(\"HollyThrownFromPresent\", 0, 0, 16, random(-5,5), random(-5,5), random(3,9))\n\t\tPRES EEEEEEEEEEEEEEEEEEE 1 A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-5,5), random(-5,5), random(10,20))\n\t\tPRES E -1\n\t\tStop\n\tDeath:\n\t\tPRES E 0 A_PlaySound(\"StarHit\", CHAN_WEAPON)\n\t\tPRES E 0 A_JumpIf(waterlevel == 2, \"Remove\")\n\t\tPRES E 0 A_ChangeFlag(\"MISSILE\", 0)\n\t\tPRES E 1 A_ChangeFlag(\"NOBLOCKMAP\", 0)\n\t\tGoto Spawn\n\tRemove:\n\t\tPRES A 2 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor RemovePresents : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor PresentCountdownClear : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 3600\n}\n\nActor PresentAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 4\n\tInventory.Icon \"PRESA0\"\n}\n\nActor PresentDetonator : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}"
},
{
"source": "pk3",
"name": "Actors/Barbarian.txt",
"contents": "Actor Warrior : PlayerPawn\n{\n\tSpeed 1\n\tHealth 120\n\tMass 400\n\tPainChance 256\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Barbarian\"\n\tPlayer.SoundClass \"Barbarian\"\n\tPlayer.ForwardMove 0.85\n\tPlayer.SideMove 0.85\n\tPlayer.StartItem \"Sword\"\n\tPlayer.StartItem \"SwordAmmo\", 10\n\tPlayer.Startitem \"HammerAmmo\", 5\n\tPlayer.StartItem \"Hammer\"\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"BerserkBarb\", 1\n\tPlayer.StartItem \"ArrowSingle\", 35\n\tPlayer.StartItem \"IsBarbarian\", 1\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.StartItem \"ClassID\", 12\n\tPlayer.scoreicon \"BARBST\"\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"CreeperMelee\", 60.0\n\tDamageFactor \"IceFiendMeleeBackstab\", 60.0\n\tDamageFactor \"ChokeBloodBall\", 1.25\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"SjasScream\", 0.9\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"FrostbiteIceBreath\", 0.75\n\tDamageFactor \"Poison\", 1.5\n\tDamageFactor \"ClownyTeeth\", 0.75\n\tDamageFactor \"ClownyTeethHidden\", 0.75\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\t+NOTARGET\n\tStates\n\t{\n\tSpawn:\n\t\tKNIG A 1\n\t\tKNIG A 28\n\t\tKNIG A 0 A_JumpIf(momz > 0, \"Spawn\")\n\t\tKNIG A 0 A_JumpIfInventory (\"SwordAmmo\", 10, \"Spawn\")\n\t\tKNIG A 0 ACS_ExecuteAlways (706, 0, 0) // Green flash\n\t\tKNIG A 0 A_GiveInventory (\"SwordAmmo\", 2)\n\t\tLoop\n\tSee:\n\t\tKNIG AB 5\n\t\tKNIG A 0 A_JumpIf(z - floorz > 0, 2)\n\t\tKNIG A 0 A_PlaySound(\"BarbarianWalk\", CHAN_FEET)\n\t\tKNIG CD 5\n\t\tKNIG D 0 A_JumpIf(z - floorz > 0, \"See\")\n\t\tKNIG D 0 A_PlaySound(\"BarbarianWalk\", CHAN_FEET)\n\t\tLoop\n\tPain:\n\t\tKNIG G 4 A_Pain\n\t\tGoto See\n\tPain.ChokeAttack:\n\t\tKNIG G 1\n\t\tKNIG G 0 A_GiveToTarget(\"ChokePainHealer\", 2)\n\t\tKNIG G 0 A_GiveToTarget(\"VomitPoints\", 4)\n\t\tKNIG G 8 A_Pain\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tKNIG G 0 HealThing(1)\n\t\tKNIG G 0 A_JumpIfInventory(\"NoCreeperFreeze\", 1, 3)\n\t\tKNIG G 0 A_Pain\n\t\tKNIG G 18 ACS_ExecuteAlways(986,0)\n\t\tKNIG G 0\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tKNIG G 1\n\t\tKNIG G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tKNIG G 8 A_Pain\n\t\tGoto Spawn\n\tPain.DefilerPoisonGas:\n\t\tKNIG G 1 ACS_ExecuteAlways(701, 0)\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail:\n\t\tKNIG A 0 ACS_ExecuteAlways(731, 0)\n\t\tKNIG A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tKNIG A 0 ACS_ExecuteAlways(730, 0)\n\t\tKNIG A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tMissile:\n\t\tKNIG F 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tKNIG FE 8\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tKNIG I 6 A_PlayerScream\n\t\tKNIG JK 6\n\t\tKNIG L 6 A_NoBlocking\n\t\tKNIG M 6\n\t\tKNIG N -1\n\t\tStop\n\tGibDeath:\n\t\tKNIG A 0 A_GiveToTarget(\"JitterskullPoints\", 2)\n\t\tKNIG G 0 A_GiveToTarget(\"VomitPoints\", 20)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tKNIG A 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tKNIG A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tKNIG A 0 A_NoBlocking\n\t\tKNIG A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tKNIG A 0\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tNoBerserkUse:\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tGoto DeathAnim\n\tNoBerserkUseGib:\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tGoto GibDeath\n\tDeath.ClownyTeeth:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.ClownyTeethHidden:\n\t\tTNT1 A 0 A_GiveToTarget(\"ClownyHiddenKill\",1)\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.CreeperHealBall:\n\t\tKNIG G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tKNIG A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tKNIG A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tKNIG A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tKNIG A 0 ACS_ExecuteAlways(997,0)\n\t\tKNIG A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tKNIG A 0 A_GiveToTarget(\"CreeperKillBerserkBarb\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n\t\tGoto DeathAnim\n Death.SjasScream:\n KNIG A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n KNIG A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 1, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n Goto DeathAnim\n Death.JitterMelee:\n KNIG A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n KNIG A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUseGib\")\n Goto GibDeath\n Death.CreepStun:\n KNIG A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n Goto DeathAnim\n Death.ChokeVomit:\n KNIG A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n Goto DeathAnim\n Death.ChokeAttack:\n KNIG A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUseGib\")\n Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tGO99 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.ChokeFeast:\n\t\tKNIG A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 30)\n KNIG A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n\t\tKNIG A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n Goto DeathAnim\n Death.FrostbiteMelee:\n KNIG A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUseGib\")\n Goto GibDeath\n\tDeath.FrostBiteIceRain:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyRainKill\", 1)\n\t\tGoto DeathAnim\n Death.FrostbiteIceBreath:\n\t\tKNIG A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tKNIG H 0 A_PlayerScream\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tHUNT A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tKNIG H 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tKNIG H 0 A_SpawnItemEx(\"BarbarianIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tKNIG H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.DefilerSpine:\n\t\tTNT1 A 0 A_GiveToTarget(\"DefilerSpineKill\", 1)\n\t\tGoto DeathAnim\n Death.DefilerAcidBall:\n\t\tKNIG H 1 A_NoBlocking\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n KNIG A 0 A_GiveToTarget(\"DefilerAcidBallKill\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tKNIG A 0 A_SpawnItemEx(\"BarbarianDefilerAcidDeath\", 0, 0, 0, 0, 0, 0)\n\t\tKNIG H 1 A_PlayerScream\n\t\tKNIG H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n Goto DeathAnim\n Death.DefilerCloudBall:\n KNIG A 0 A_GiveToTarget(\"DefilerCloudBallKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n Goto DeathAnim\n Death.DefilerPoisonGas:\n KNIG A 0 A_GiveToTarget(\"DefilerPoisonGasKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n Goto DeathAnim\n Death.DefilerPoisonDroplet:\n KNIG A 0 A_GiveToTarget(\"DefilerPoisonDropletKill\", 1)\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, \"NoBerserkUse\")\n Goto DeathAnim\n\tDeath.FiendWind:\n GO99 A 0 A_NoBlocking\n\t\tGO99 H 0 A_PlayerScream\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tGO99 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tGO99 H 0 A_SpawnItemEx(\"BarbarianIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IcefiendIcePath:\n\t\tPLAY A 0 A_NoBlocking\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tPLAY A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n PLAY A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tPLAY A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tPLAY A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledBarbarian\", 1)\n\t\tPLAY A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tPLAY A 0 A_SpawnItemEx(\"BarbarianIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tPLAY A 0 A_PlayerScream\n\t\tPLAY H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IceFiendMeleeBackstab:\n\t\tKNIG A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tKNIG A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tKNIG A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"HealthBonus\", 35)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t Goto Death.IceFiendMelee\n Death.IceFiendMelee:\n\t\tKNIG A 0 A_JumpIfInventory(\"BerserkBarb\", 1, 2)\n\t\tKNIG A 0 A_Jump(256, 2)\n\t\tKNIG A 0 A_GiveToTarget(\"BarbarianNoBerserkUse\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n KNIG A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tKNIG A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tROB1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tKNIG A 0 A_SpawnItemEx(\"BarbarianSlicedOffTop\", 0, 0, 32, random(-2,2), random(-2,2), random(0,3))\n\t\tKNIG A 0 A_SpawnItemEx(\"BarbarianSlicedOffBottom\", 0, 0, 0, 0, 0, 0)\n\t\tKNIG H 1 A_NoBlocking\n\t\tNULL A 1\n\t\tNULL A -1\n\t\tStop\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanTelefrag\", 1)\n\t\tGoTo DeathAnim\n // Human reflection deaths\n Death.MarineGrenade:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterProton:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterBlood:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterEcho:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterSoul:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.EngineerNail:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyAir:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyGround:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaStarProjectile:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaFallingStar:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaSnowball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSword:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockBigFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockIceShards:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockLightning:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor Sword : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoType \"SwordAmmo\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+WEAPON.MELEEWEAPON\n\t+INVENTORY.UNDROPPABLE\n\t+DONTBOB\n\tDecal \"BulletChip\"\n\tInventory.Icon \"BARBS\"\n\tStates\n\t{\n\tSelect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 5)\n\t\tKNSD A 0 ACS_ExecuteAlways(700, 0, WM_BARBARIAN_SWORD)\n\t\tKNSD ABC 1 bright A_Raise\n\t\tGoto Select+2\n\t\tKNSB ABC 1 Bright A_Raise\n\t\tGoto Select+5\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 4)\n\t\tKNSD ABC 3 bright A_WeaponReady\n\t\tLoop\n\t\tKNSB ABC 3 bright A_WeaponReady\n\t\tGoto Ready+4\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 4)\n\t\tKNSD ABC 1 bright A_Lower\n\t\tGoto DeSelect+1\n\t\tKNSB ABC 1 Bright A_Lower\n\t\tGoto DeSelect+4\n\tFire:\n\t\tKNSD D 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkNormalShot\")\n\t\tKNSD D 1 A_JumpIfInventory(\"SwordAmmo\", 1, \"NormalShot\")\n\t\tGoto Weakshot\n\tAltFire:\n\t\tKNSD D 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkAltShot\")\n\t\tGoto WeakShot\n\tNormalShot:\n\t\tKNSD D 0 A_TakeInventory(\"SwordAmmo\", 1)\n\t\tKNSD D 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSD DEF 3 bright\n\t\tKNSD GH 3 bright A_FireCustomMissile(\"SwordShot\")\n\t\tKNSD I 3 bright A_FireCustomMissile(\"SwordShot\")\n\t\tTNT1 A 10\n\t\tKNSD A 1 bright offset(0,72)\n\t\tKNSD B 1 bright offset(0,68)\n\t\tKNSD C 1 bright offset(0,64)\n\t\tKNSD A 1 bright offset(0,60)\n\t\tKNSD B 1 bright offset(0,56)\n\t\tKNSD C 1 bright offset(0,52)\n\t\tKNSD A 1 bright offset(0,48)\n\t\tKNSD B 1 bright offset(0,44)\n\t\tKNSD C 1 bright offset(0,40)\n\t\tKNSD B 1 bright offset(0,36)\n\t\tGoto Ready\n\tBerserkNormalShot:\n\t\tKNSB D 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSB DEF 2 bright\n\t\tKNSB GH 2 bright A_FireCustomMissile(\"BerserkSwordShot\")\n\t\tKNSB I 2 bright A_FireCustomMissile(\"BerserkSwordShot\")\n\t\tTNT1 A 17\n\t\tGoto Ready\n\tBerserkAltShot:\n\t\tKNSB D 0\n\t\tKNSB D 0 A_PlayWeaponSound(\"BarbarianRipperShot\")\n\t\tKNSB DEF 2 bright\n\t\tKNSB G 2 bright A_FireCustomMissile(\"BerserkRipperSwordShot\")\n\t\tKNSB HI 2 bright\n\t\tTNT1 A 9\n\t\tGoto Ready\n\tWeakShot:\n\t\tKNSD D 0\n\t\tKNSD D 0 A_PlayWeaponSound(\"BarbarianRipperShot\")\n\t\tKNSD DE 3 bright\n\t\tKNSD F 3 bright A_FireCustomMissile(\"RipperSwordShot\")\n\t\tKNSD GHI 3 bright\n\t\tTNT1 A 4\n\t\tKNSD A 1 bright offset(0,72)\n\t\tKNSD B 1 bright offset(0,68)\n\t\tKNSD C 1 bright offset(0,64)\n\t\tKNSD A 1 bright offset(0,60)\n\t\tKNSD B 1 bright offset(0,56)\n\t\tKNSD C 1 bright offset(0,52)\n\t\tKNSD A 1 bright offset(0,48)\n\t\tKNSD B 1 bright offset(0,44)\n\t\tKNSD C 1 bright offset(0,40)\n\t\tKNSD B 1 bright offset(0,36)\n\t\tGoto Ready\n\t}\n}\n\nActor SwordAmmo : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tAmmo.BackpackAmount 10\n\tAmmo.BackpackMaxAmount 10\n\tInventory.Icon \"ARROWUP\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n\n}\n\nActor SwordShot\n{\n\tSpeed 60\n\tRadius 5\n\tHeight 5\n\tAlpha 0.95\n\tDamage (random(22,30))\n\tDamageType \"BarbarianSword\"\n\tSeeSound \"SwordFireS\"\n\tDecal \"Scorch\"\n\tObituary \"%o was blown away by %k's sword magic.\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tSWDF ABC 3 bright\n\t\tLoop\n\tDeath:\n\t\tSWDF D 1 A_PlaySound(\"BarbSwordDeath\")\n\t\tSWDF D 2 bright\n\t\tSWDF EFGHIJKLM 3 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor BerserkSwordShot : SwordShot\n{\n\tDamage (random(24,33))\n\tDamageType \"BarbarianBerserkSword\"\n\tSeeSound \"SwordFireB\"\n\tStates\n\t{\n\tSpawn:\n\t\tSWDB ABC 3 bright\n\t\tLoop\n\tDeath:\n\t\tSWDB D 1 A_PlaySound(\"BarbSwordDeathB\")\n\t\tSWDB D 2 bright\n\t\tSWDB EFGHIJKLM 3 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nACTOR RipperSwordShot\n{\n Radius 32\n Height 8\n Speed 44\n Damage (random(7,10))\n DamageType \"BarbarianSword\"\n Obituary \"%o had his guts spewed all around by %k.\"\n PROJECTILE\n RENDERSTYLE Add\n ALPHA 0.5\n Scale 0.7\n ExplosionDamage 6\n ExplosionRadius 28\n DONTHURTSHOOTER\n +THRUGHOST\n +RIPPER\n +EXTREMEDEATH\n States\n {\n Spawn:\n BRIP A 1 Bright A_SpawnItemEx(\"RipperShotTrail\",0,0,0,momx*0.607,momy*0.607,momz*0.607,0,SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t BRIP B 0 A_Explode\n\t TNT1 A 0 A_FadeOut(0.04)\n\t Loop\n }\n}\n\nActor BerserkRipperSwordShot : RipperSwordShot\n{\n\tDamage(random(11,13))\n\tExplosionDamage 12\n\tExplosionRadius 32\n States\n {\n Spawn:\n BRIP B 1 Bright A_SpawnItemEx(\"BerserkRipperShotTrail\",0,0,0,momx*0.607,momy*0.607,momz*0.607,0,SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t BRIP B 0 A_Explode\n\t TNT1 A 0 A_FadeOut(0.04)\n Loop\n }\n}\n\nACTOR RipperShotTrail\n{\n Radius 32\n Height 8\n PROJECTILE\n RENDERSTYLE Add\n DamageType \"BarbarianSword\"\n Obituary \"%o had his guts spewed all around by %k.\"\n ALPHA 0.28\n Scale 0.66\n States\n {\n Spawn:\n TNT1 A 1 A_Explode(1, 6, 0)\n BRIP A 1 Bright A_FadeOut(0.01)\n\t BRIP A 0 Bright A_SpawnItemEx(\"RipperShotClientTrail\",0,0,0,momx*0.607,momy*0.607,momz*0.607,0,SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t BRIP A 0 A_Explode(1, 6, 0)\n\t BRIP A 1 Bright A_Fadeout(0.01)\n Goto Spawn+1\n }\n}\n\nActor RipperShotClientTrail : RipperShotTrail {\n\t+CLIENTSIDEONLY\n\tScale 0.6\n\tAlpha 0.26\n\tDamage (0)\n\tStates {\n\tSpawn:\n\t\tBRIP A 1 Bright A_FadeOut(0.01)\n\t\twait\n\t}\n}\n\nActor BerserkRipperShotTrail : RipperShotTrail\n{\n States\n {\n Spawn:\n BRIP B 1 Bright A_FadeOut(0.01)\n\t BRIP B 0 Bright A_SpawnItemEx(\"BerserkRipperShotClientTrail\",0,0,0,momx*0.607,momy*0.607,momz*0.607,0,SXF_ABSOLUTEMOMENTUM|SXF_CLIENTSIDE|SXF_NOCHECKPOSITION)\n\t BRIP B 0 A_Explode(2, 32, 0)\n\t BRIP B 1 Bright A_Fadeout(0.01)\n\t BRIP B 0 A_Explode(2, 32, 0)\n Loop\n }\n}\n\nActor BerserkRipperShotClientTrail : BerserkRipperShotTrail {\n\t+CLIENTSIDEONLY\n\tScale 0.6\n\tAlpha 0.26\n\tDamage (0)\n\tStates {\n\tSpawn:\n\t\tBRIP B 1 Bright A_FadeOut(0.01)\n\t\twait\n\t}\n}\n\nActor Hammer : Weapon\n{\n\tWeapon.SlotNumber 2\n\tWeapon.SelectionOrder 2\n\tWeapon.AmmoType \"HammerAmmo\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+DONTBOB\n\tDecal \"BulletChip\"\n\tInventory.Icon \"BARBH\"\n\tStates\n\t{\n\tSelect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 3)\n\t\tKNHM A 0 ACS_ExecuteAlways(700, 0, WM_BARBARIAN_HAMMER)\n\t\tKNHM A 1 A_Raise\n\t\tGoto Select+1\n\t\tFPHM ABC 1 Bright A_Raise\n\t\tGoto Select+3\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 2)\n\t\tKNHM A 1 A_WeaponReady\n\t\tLoop\n\t\tFPHM ABC 3 Bright A_WeaponReady\n\t\tGoto Ready+2\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 2)\n\t\tKNHM A 1 A_Lower\n\t\tLoop\n\t\tFPHM ABC 1 Bright A_Lower\n\t\tGoto Deselect+2\n\tFire:\n\t\tKNSD D 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkHammer\")\n\t\tKNSD D 1 A_JumpIfInventory (\"HammerAmmo\", 1, 1)\n\t\tGoto AltFire\n\t\tKNHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSM B 0 A_JumpIfInventory(\"BerserkModeOn\", 1, 2)\n\t\tKNHM B 0 A_TakeInventory (\"HammerAmmo\", 1)\n\t\tKNHM BCD 5\n\t\tKNHM E 0 A_FireCustomMissile(\"HammerShot\",0,0,0,-20)\n\t\tKNHM E 0 A_PlaySound(\"HammerThunder\")\n\t\tKNHM E 15 A_PlayWeaponSound(\"HammerHit\")\n\t\tKNHM A 15\n\t\tGoto Ready\n\tBerserkHammer:\n\t\tFPHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tFPHM DEF 4 Bright\n\t\tFPHM E 0 A_FireCustomMissile(\"BerserkHammerShot\",0,0,0,-20)\n\t\tFPHM E 0 A_PlaySound(\"HammerThunder\")\n\t\tFPHM GHI 5 Bright A_PlayWeaponSound(\"HammerHit\")\n\t\tFPHM ABC 5 Bright\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BerserkModeOn\", 1, \"BerserkAltFire\")\n\t\tKNHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNHM BCD 4\n\t\tKNHM E 0 A_PlayWeaponSound(\"HammerHit\")\n\t\tKNHM E 0 A_PlaySound(\"HammerLightning\")\n\t\tKNHM E 10 A_FireCustomMissile(\"HammerAttack\")\n\t\tKNHM A 20\n\t\tGoto Ready\n\tBerserkAltFire:\n\t\tFPHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tFPHM DEF 3 Bright\n\t\tFPHM E 0 A_PlayWeaponSound(\"HammerHit\")\n\t\tFPHM E 0 A_PlaySound(\"HammerLightning\")\n\t\tFPHM GHI 3 Bright A_FireCustomMissile(\"HammerAttack\")\n\t\tFPHM ABC 5 Bright\n\t\tGoto Ready\n\t}\n}\n\nActor HammerAmmo : Ammo\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tAmmo.BackpackAmount 5\n\tAmmo.BackpackMaxAmount 5\n\tInventory.Icon \"HAMMER1\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor HammerAttack\n{\n\tSpeed 40\n\tHeight 4\n\tRadius 2\n\tdamage (5000)\n\tDamageType \"BarbarianHammerMelee\"\n\tObituary \"%o felt the wrath of %k's hammer.\"\n\tDecal \"BulletChip\"\n\t+NOEXTREMEDEATH\n\t+DONTREFLECT\n\t+PIERCEARMOR\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_PlaySoundEx(\"Puff/Ric\",\"Body\")\n\t\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HammerShot\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tRenderStyle Add\n\tObituary \"%o Was pummeled by %k's hammer.\"\n\tDamageType \"BarbarianHammer\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_Explode(96, 128, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, -135, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, -90, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, -45, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0 ,0, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 45, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 90, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 135, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor BerserkHammerShot : HammerShot\n{\n\tTranslation \"168:191=192:207\"\n\tDamageType \"BarbarianBerserkHammer\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_Explode(108, 144, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, -135, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, -90, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, -45, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0 ,0, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, 45, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, 90, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, 135, CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"BerserkHammerSpawn\", 0, 0, 180, CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor HammerSpawn : SwordShot\n{\n\tSpeed 22\n\tTranslation \"ice\"\n\tDecal \"Scorch\"\n\tDamage (0)\n\tObituary \"%o Was pummeled by %k's hammer.\"\n\tDamageType \"BarbarianHammer\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+FORCERADIUSDMG\n\t+FLOORHUGGER\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tSWDF A 3 bright A_SpawnItemEx(\"HShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(16,20), 32,0 )\n\t\tSWDF B 3 bright A_SpawnItemEx(\"HShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(16,20), 32,0 )\n\t\tSWDF C 3 bright A_SpawnItemEx(\"HShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(16,20), 32, 0)\n\t\tGoto Death\n\tDeath:\n\t\tSWDF D 0 A_Stop\n\t\tSWDF A 0 A_Explode(32, 32, 0)\n\t\tSWDF DEFGHIJKLM 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor BerserkHammerSpawn : HammerSpawn\n{\n\tSpeed 24\n\tDamageType \"BarbarianBerserkHammer\"\n\tStates\n\t{\n\tSpawn:\n\t\tSWDB A 3 bright A_SpawnItemEx(\"BerserkHShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(24,28), 32,0 )\n\t\tSWDB B 3 bright A_SpawnItemEx(\"BerserkHShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(24,28), 32,0 )\n\t\tSWDB C 3 bright A_SpawnItemEx(\"BerserkHShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(24,28), 32, 0)\n\t\tSWDB A 3 bright A_SpawnItemEx(\"BerserkHShotTrail\", 0, 0, 0, 0, 0, 3)\n\t\tTNT1 A 0 A_Explode(random(24,28), 32,0 )\n\t\tGoto Death\n\tDeath:\n\t\tSWDF D 0 A_Stop\n\t\tSWDF A 0 A_Explode(32, 32, 0)\n\t\tSWDB DEFGHIJKLM 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor HShotTrail\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tRenderStyle Translucent\n\tAlpha 0.7\n\tScale 0.8\n\tSpeed 0\n\tDamage (0)\n\tDamageType \"BarbarianHammer\"\n\tObituary \"%o was pummeled by %k's hammer.\"\n\tStates\n\t{\n\tSpawn:\n\t\tAXPF A 0\n\t\tAXPF ABCDCD 2 bright A_Explode(random(12,15), 24, 0)\n\t\tStop\n\t}\n}\n\nActor BerserkHShotTrail : HShotTrail\n{\n\tDamageType \"BarbarianBerserkHammer\"\n\tStates\n\t{\n\tSpawn:\n\t\tAXPB A 0\n\t\tAXPB ABCDCD 2 bright A_Explode(random(12,15), 24, 0)\n\t\tStop\n\t}\n}\n\nActor BerserkBarb : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"B_BSK_IC\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n//\t\tTNT1 A 1 A_JumpIf(ACS_ExecuteWithResult(705, 0, 1) == 1, 1)\n\t\tTNT1 A 1 ACS_ExecuteAlways(705, 0, 0) // This activates the Berserk\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_BARBARIAN_BERSERK)\n\t\tTNT1 A 0 A_PlaySoundEx (\"ThunderHit\", \"Body\")\n\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(903), 12)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbarianWarcry\", 5)\n\t\tFail\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbarianWarcry2\", 5)\n\t\tFail\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbarianWarcry3\", 5)\n\t\tFail\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BarbarianWarcry4\", 5)\n\t\tFail\n\t\tTNT1 A 0 A_Jump(172, 5)\n\t\tTNT1 AAAA 0 A_PlaySoundEx(\"OtherBarbarianRoar\", 5)\n\t\tFail\n\t\tTNT1 A 0 A_Jump(172, 5)\n\t\tTNT1 AAAA 0 A_PlaySoundEx(\"OtherBarbarianRoar2\", 5)\n\t\tFail\n\t\tTNT1 AAAA 0 A_PlaySoundEx(\"OtherBarbarianRoar3\", 5)\n\t\tFail //stop\n\tFailSound:\n\t\tTNT1 A 1\n\t\tFail\n\t}\n}\n\nActor NoCreeperFreeze : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\n\nActor BerserkArmor : BasicArmorPickup\n{\n\tArmor.SavePercent 100.0\n\tArmor.SaveAmount 16000\n}\n\nActor BerserkSparkle\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 0.4\n\tTranslation \"112:127=32:47\"\n\tStates\n\t{\n\tSpawn:\n\t\tSKFX A 5 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor BarbOnSword : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\n\nActor BarbOnHammer : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\n\nActor BarbLightningSpawner\n{\n\tPROJECTILE\n\t+NOGRAVITY\n\t+FLOORHUGGER\n\t+RIPPER\n\t-SOLID\n\tRadius 1\n\tHeight 1\n\tSpeed 1\n\tObituary \"%o got too close to Thor.\"\n\tDamageType \"BarbarianLightningFall\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_Explode(64,96,0)\n\t\tTNT1 A 2 A_SpawnItemEx(\"BerserkThunderFX\")\n\t\tStop\n\t}\n}\n\n/*\nActor BarbLightningFall\n{\n\tdamage (0)\n\tradius 8\n\theight 8\n\trenderstyle add\n\ttranslation \"192:207=229:231\"\n\talpha 0.8\n\tPROJECTILE\n\t+RANDOMIZE\n\tStates\n\t{\n\tSpawn:\n\t\tZAP6 MNO 2 Bright\n\t\tLoop\n\tDeath:\n\t\tFX16 A 0 A_PlaySound(\"weapons/lighthit\")\n\t\tFX16 GHIJK 2\n\t\tStop\n\t}\n}\n*/\n\nActor BarbBerserkEnd\n{\n\tHeight 1\n\tRadius 1\n\t+NOINTERACTION\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_PlaySound(\"BarbBerserkEnd\")\n\t\tStop\n\t}\n}\n\nActor IsBarbarian : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor BerserkModeOn : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor BerserkThunderFX\n{\n\t\t+FLOORHUGGER +NoBlockMap +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n translation \"80:111=192:207\"\n\t\tRenderstyle Add\n Height 1\n\t\tDamageType \"BarbEffect\"\n Radius 1\n Alpha 0.2\n\t\tScale 1.25\n states\n {\n Spawn:\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Thunder_Spark\", 0, 0, 0, random(1,10), 0, random(1,10), random(0,359), 129)\n THND AAAA 1 Bright A_FadeIn(0.2)\n THND AAAA 2 Bright A_FadeOut(0.2)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"Thunder_Smoke\", 0, 0, 0, random(0,3), 0, random(2,3), random(0,359), 128)\n Stop\n }\n}\n\nActor Thunder_Spark\n{\n\tSpeed 3\n\tHeight 2\n\tRadius 1\n\tMass 0\n\t+Missile +LowGravity\n\ttranslation \"80:111=192:207\"\n\tRenderStyle Add\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n SPRK A 1 A_Jump(80, 4)\n SPRK A 1 A_Jump(80, 4)\n SPRK A 1 A_Jump(80, 4)\n\t SPRK A 32 Bright\n\t SPRK A 32 Bright\n\t SPRK A 32 Bright\n\t SPRK A 32 Bright\n\t SPRK ABCDEFGHHH 1 Bright A_FadeOut(0.1)\n\t Stop\n\tDeath:\n\t SPRK ABCDEFGHHH 1 Bright A_FadeOut(0.1)\n \t Stop\n\t}\n}\n\nActor Thunder_Smoke\n{\n Height 2\n Radius 1\n +Missile +NoGravity +NoInteraction +NoBlockmap\n RenderStyle Translucent\n Alpha .5\n Scale .65\n States\n {\n Spawn:\n \tSMK1 IHGFEEDDCCBBBBAAAAAA 2 A_FadeOut(0.05)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Warlock.txt",
"contents": "Actor Warlock : PlayerPawn\n{\n\tMass 400\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Warlock\"\n\tPlayer.SoundClass \"Mage\"\n\tPlayer.ForwardMove 1.0\n\tPlayer.SideMove 1.0\n\tPlayer.StartItem \"FireStaff\", 1\n\tPlayer.StartItem \"FireStaffAmmo\", 50\n\tPlayer.StartItem \"IceHands\", 1\n\tPlayer.StartItem \"LightningHands\", 1\n\tPlayer.StartItem \"LightningAmmo\", 10\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 13\n\tPlayer.StartItem \"HumanTeam\", 1\n\tPlayer.scoreicon \"WARLST\"\n\tDamageFactor \"Fire2\", 0.8\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"Ice2\", 0.8\n\tDamageFactor \"GhostbusterTrap\", 0.0\n\tDamageFactor \"DefilerPoisonGas\", 0.5\n\tDamageFactor \"SentryShoot\", 0.0\n\tDamageFactor \"BarbEffect\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"Poison\", 1.7\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\t+NOTARGET\n\tStates\n\t{\n\tSpawn:\n\t\tDAED A 1\n\t\tLoop\n\tSee:\n\t\tDAED AB 4\n//\t\tTNT1 A 0 A_SpawnItemEx (\"WarlockStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tDAED CD 4\n//\t\tTNT1 A 0 A_SpawnItemEx (\"WarlockStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tLoop\n\tPain:\n\t\tDAED G 4\n\t\tDAED G 4 A_Pain\n\t\tGoto Spawn\n\tPain.ChokeAttack:\n\t\tDAED G 1\n\t\tTNT1 G 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\t\tTNT1 G 0 A_GiveToTarget(\"VomitPoints\", 2)\n\t\tDAED G 8 A_Pain\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tTNT1 G 0 HealThing(1)\n\t\tTNT1 G 0 A_Pain\n\t\tDAED G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPain.CreeperHealBall:\n\t\tDAED G 1\n\t\tDAED G 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tDAED G 8 A_Pain\n\t\tGoto Spawn\n\tPain.DefilerPoisonGas:\n\t\tDAED G 1 ACS_ExecuteAlways(701, 0)\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail:\n\t\tTNT1 A 0 ACS_ExecuteAlways(731, 0)\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tTNT1 A 0 ACS_ExecuteAlways(730, 0)\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tMissile:\n\t\tDAED E 8 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tDAED F 8 bright\n\t\tGoto Spawn\n\tBlowBone:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoneExplosion\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BoneShieldSpark\")\n\t\tTNT1 AA 0 A_PlaySoundEx(\"BoneShieldShatter\", 6)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"BoneShieldParticles\", 0, 0, 0, random(-24,24), random(-24,24), random(1,24), 0)\n\t\tGoto Spawn\n\tTeleportation:\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportEffect1\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportBlast\")\n\t\tTNT1 A 0 A_ChangeFlag(FLOORHUGGER, 1)\n\t\tTNT1 A 0 A_ChangeFlag(SOLID, 0)\n\t\tTNT1 A 0 A_SetTranslucent(0.15, 1)\n\t\tTNT1 A 0 A_SetReflectiveInvulnerable\n\t\tTNT1 A 0 ACS_ExecuteAlways(852, 0, 1)\n\t\tDAED E 5 Bright\n\t\tTNT1 A 0 A_Recoil(-100)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n\t\tDAED F 3 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 2, 0, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, 64, 2, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"ShadowSmokeSpawner\", 4, 4, -64, 2 ,0)\n//\t\tDAED F 17 Bright\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 ACS_ExecuteAlways(852, 0, 2)\n\t\tTNT1 A 0 A_UnSetReflectiveInvulnerable\n\t\tTNT1 A 0 A_SetTranslucent(1.0, 0)\n\t\tTNT1 A 0 A_ChangeFlag(FLOORHUGGER, 0)\n\t\tTNT1 A 0 A_ChangeFlag(SOLID, 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportBlast\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"TeleportEffect2\")\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"DeathSoul\")\n\t\tDAED H 6\n\t\tDAED I 6 A_PlayerScream\n\t\tDAED JK 6\n\t\tDAED L 6 A_NoBlocking\n\t\tDAED M 6\n\t\tDAED N -1\n\t\tStop\n\tDeathSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tDAED H 6\n\t\tDAED I 6 A_PlayerScream\n\t\tDAED JK 6\n\t\tDAED L 6 A_NoBlocking\n\t\tDAED M 6\n\t\tDAED N -1\n\t\tStop\n\tGibDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"JitterskullPoints\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"GibDeathSoul\")\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/XSplat\")\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tDAED A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tGibDeathSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/XSplat\")\n\t\tTNT1 A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tDAED A 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.ClownyTeeth:\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.ClownyTeethHidden:\n\t\tTNT1 A 0 A_GiveToTarget(\"ClownyHiddenKill\",1)\n\t\tTNT1 A 0 //ACS_ExecuteAlways(978,0)\n\t\tGoto DeathAnim\n\tDeath.CreeperHealBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHealBallHealer\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n\tDeath.CreeperMelee:\n\t\tTNT1 A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulSprite\", 0, 0, 0, 0, 0, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"CreeperMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(997,0)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n TNT1 A 0 A_GiveToTarget(\"SjasScreamKill\", 1)\n TNT1 A 0 A_GiveToTarget(\"SjasMeleeMulti\", 1)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SjasRageItem\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasSpeedRageMinor\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"SjasRageKill\", 1)\n\t\tGoto DeathAnim\n Death.JitterMelee:\n TNT1 A 0 A_GiveToTarget(\"JitterMeleeKill\", 1)\n TNT1 A 0 A_GiveToTarget(\"JitterMeleeMulti\", 1)\n Goto GibDeath\n Death.CreepStun:\n TNT1 A 0 A_GiveToTarget(\"CreepStunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealBallsFired\", 1)\n Goto DeathAnim\n Death.ChokeVomit:\n TNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n Goto DeathAnim\n Death.ChokeAttack:\n TNT1 A 0 A_GiveToTarget(\"ChokeAttackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeDeathHealer\", 1)\n Goto GibDeath\n\tDeath.ChokeVomit:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeVomitKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.ChokeFeast:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeFeasTKill\", 1)\n\t\tGoto DeathAnim\n Death.ChokeBloodBall:\n\t\tTNT1 A 0 A_GiveToTarget(\"VomitPoints\", 15)\n TNT1 A 0 A_GiveToTarget(\"ChokeBloodBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokeBloodBallMulti\", 1)\n Goto DeathAnim\n Death.FrostbiteMelee:\n TNT1 A 0 A_GiveToTarget(\"FrostbiteMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(7,9))\n Goto GibDeath\n\tDeath.FrostBiteIceRain:\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyRainKill\", 1)\n\t\tGoto DeathAnim\n Death.FrostbiteIceBreath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"ShardPoints\", random(5,7))\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostyBreathMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"FrostbiteIceBreathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"FrostDeathSoul\")\n\t\tDAED H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tFrostDeathSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tDAED H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.DefilerSpine:\n\t\tTNT1 A 0 A_GiveToTarget(\"DefilerSpineKill\", 1)\n\t\tGoto DeathAnim\n Death.DefilerAcidBall:\n\t\tDAED H 1 A_NoBlocking\n TNT1 A 0 A_GiveToTarget(\"DefilerAcidBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockDefilerAcidDeath\", 0, 0, 0, 0, 0, 0)\n\t\tDAED H 1 A_PlayerScream\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"AcidBallSoul\")\n\t\tNULL A 0\n\t\tNULL A -1\n//\t\tW_DF ABCDEF 6\n//\t\tW_DF F -1\n\t\tStop\n\tAcidBallSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.DefilerCloudBall:\n TNT1 A 0 A_GiveToTarget(\"DefilerCloudBallKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonGas:\n TNT1 A 0 A_GiveToTarget(\"DefilerPoisonGasKill\", 1)\n Goto DeathAnim\n Death.DefilerPoisonDroplet:\n TNT1 A 0 A_GiveToTarget(\"DefilerPoisonDropletKill\", 1)\n Goto DeathAnim\n\tDeath.FiendWind:\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendWindKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockIceDeath\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"FiendWindSoul\")\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tFiendWindSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tGO99 H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IcefiendIcePath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n TNT1 A 0 A_GiveToTarget(\"IcefiendIcePathKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockIcefiendImpaleDeath\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_PlayerScream\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, \"IcePathSoul\")\n\t\tDAED H 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tIcePathSoul:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tDAED H 1 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.IceFiendMeleeBackstab:\n\t\tTNT1 A 0 A_GiveToTarget(\"BackstabAchievementUnlock\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendIceAmmo\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 10)\n\t\tTNT1 A 0 A_GiveToTarget(\"IceFiendSpeedBoost\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\", 25)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab1\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab2\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab3\", 5, 0, 1)\n\t\tGoto Death.IceFiendMelee\n\t\tTNT1 AA 0 A_PlaySoundEx(\"IcefiendBackstab4\", 5, 0, 1)\n\t Goto Death.IceFiendMelee\n Death.IceFiendMelee:\n TNT1 A 0 A_GiveToTarget(\"IceFiendMeleeKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"IcefiendKillCounter\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"InvisibleCounter\", 5)\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledWarlock\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SkullRodItemCheck\", 2, 1)\n\t\tGoto DeathAnim\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 A_SpawnItemEx(\"WarlockSoul\", 0, 0, 0, 0, 0, 12)\n Goto DeathAnim\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"HumanTelefrag\", 1)\n\t\tGoTo DeathAnim\n\t// Human reflection deaths\n Death.MarineGrenade:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterProton:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterBlood:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterEcho:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterSoul:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.EngineerNail:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyAir:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaHollyGround:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaStarProjectile:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaFallingStar:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.SantaSnowball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSword:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockBigFireball:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockIceShards:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockLightning:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n TNT1 A 0 ACS_ExecuteAlways(717, 0)\n Goto DeathAnim\n Death.WarlockNova:\n\t\tTNT1 A 0 ACS_ExecuteAlways(717, 0)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor FireStaffAmmo : Ammo\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 50\n\tInventory.Icon \"REDMAGEB\"\n\tAmmo.BackpackAmount 5\n\tAmmo.BackpackMaxAmount 50\n\t+IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor FireStaff : Weapon\n{\n\tWeapon.SelectionOrder 1\n\tWeapon.Slotnumber 2\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 40\n\tWeapon.KickBack 150\n\tWeapon.YAdjust 20\n\tWeapon.AmmoType \"FireStaffAmmo\"\n\tInventory.Icon \"MHUDB0\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tSelect:\n\t\tHELL A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_FIRESTAFF)\n\t\tHELL A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tHELL A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tHELL ABCDEF 3 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tHELL G 4 Offset (0, 40)\n\t\tHELL H 4 Bright Offset (0, 48)\n\t\tHELL G 0 A_FireCustomMissile(\"FireBallMage\")\n\t\tHELL G 0 A_PlaySound(\"FireStaffF\")\n\t\tHELL H 2 Bright Offset (0, 48)\n\t\tHELL II 2 Offset (0, 48)\n\t\tHELL I 1 Offset (0, 40)\n\t\tHELL J 5 Offset (0, 36)\n\t\tHELL A 7\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tHELL G 0 A_JumpIfInventory(\"FireStaffAmmo\",10,1)\n\t\tGoto Ready\n\t\tHELL G 4 Offset (0, 40)\n\t\tHELL H 4 Bright Offset (0, 48)\n\t\tHELL G 0 A_TakeInventory(\"FireStaffAmmo\",10)\n\t\tHELL G 0 A_FireCustomMissile(\"BigFireBall\")\n\t\tHELL G 0 A_PlaySound(\"FireStaffF\")\n\t\tHELL H 2 Bright Offset (0, 48)\n\t\tHELL II 2 Offset (0, 48)\n\t\tHELL I 1 Offset (0, 40)\n\t\tHELL J 5 Offset (0, 36)\n\t\tHELL ABCDEFABCDEF 3\n\t\tGoto Ready\n\t}\n}\n\nActor FireBallMage\n{\n\tSpeed 49\n\tRadius 18\n\tHeight 29\n\tMass 0\n\tDamage (random (20,35))\n\tDamageType \"WarlockFireball\"\n\tObituary \"%o was burned by %k's fireball\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tMSP2 A 0\n\t\tMSP2 ABCD 2 bright A_SeekerMissile (90,90)\n\t\tLoop\n\tDeath:\n\t\tMSP1 G 0 A_PlaySound(\"FireStaffH\")\n\t\tMSP1 GHIJKLMNOP 2\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor BigFireBall\n{\n\tSpeed 25\n\tRadius 23\n\tHeight 32\n\tScale 1.5\n\tMass 0\n\tDamage (random(20,30))\n\tDamageType \"WarlockBigFireball\"\n\tObituary \"%o was utterly destroyed by %k's mega-fireball.\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tMSP1 A 0\n\t\tMSP1 ABCDEF 2 bright A_Explode(15,128,0)\n\t\tLoop\n\tDeath:\n\t\tMSP1 G 0 A_Explode(40,108,0)\n\t\tMSP1 G 0 A_PlaySound(\"FireStaffH\")\n\t\tMSP1 GGGGGGGGGGGGGGGGGGGG 0 A_SpawnItemEx(\"MagmaSmallBall\", 0, 0, 0, random(-15,15), random(-15,15), random(0,15))\n\t\tMSP1 GHIJKLMNOP 2\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor IceHands : Weapon\n{\n\tWeapon.SelectionOrder 2\n\tWeapon.SlotNumber 1\n\tInventory.Icon \"MHUDA0\"\n\t+WEAPON.NOAUTOAIM\n//\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tCONE A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCONE A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCONE A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_ICEHANDS)\n\t\tCONE A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tCONE BCD 3\n\t\tCONE E 3 Bright\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 2, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 4, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 6, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 8, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -2, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -4, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -6, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", -8, 0, 0, 0, 0, 0)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 2)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 4)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 6)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, 8)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -2)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -4)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -6)\n\t\tCONE E 0 A_FireCustomMissile (\"IceShards\", 0, 0, 0, 0, 0, -8)\n\t\tCONE E 0 A_PlaySound (\"MageMissileF\")\n\t\tCONE F 3\n\t\tCONE G 3\n\t\tCONE A 19\n\t\tGoto Ready\n\tAltFire:\n\t\tCONX ABC 3\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX D 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 6, -2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX E 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 10, -4)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX F 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 14, -6)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX G 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 18, -8)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX H 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 22, -10)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX I 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 26, -12)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX J 3 Bright\n\t\tTNT1 A 0 A_FireCustomMissile(\"MiniIceShards\", 0, 0, 30, -14)\n\t\tTNT1 A 0 A_PlaySoundEx(\"MageMissileF\", 5)\n\t\tCONX KLM 3\n\t\tCONE GA 4\n\t\tGoto Ready\n\t}\n}\n\nActor IceShards\n{\n\tSpeed 42\n\tRadius 4\n\tHeight 6\n\tScale 0.5\n\tMass 0\n\tDamage (random(4,5))\n\tDamageType \"WarlockIceShards\"\n\tObituary \"%o was frozen by %k\"\n\tPROJECTILE\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tICMG AB 2 bright\n\t\tLoop\n\tDeath:\n\t\tICMG C 0 A_PlaySound(\"FireStaffH\")\n\t\tICMG CDEF 3 bright\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor MiniIceShards : IceShards\n{\n\tSpeed 50\n\tRadius 2\n\tHeight 3\n\tScale 0.85\n\tDamage (random(6,7))\n\tAlpha 0.75\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHRD AB 2 bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"FrostTeeth\")\n\t\t\tSHEX ABCDE 3 Bright\n\t\tStop\n\t}\n}\n\nActor LightningAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 10\n\tInventory.Icon \"ICSPE0\"\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 10\n\t+IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor LightningHands : weapon\n{\n\tWeapon.SelectionOrder 3\n\tWeapon.SlotNumber 3\n\tWeapon.YAdjust 20\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 10\n\tWeapon.AmmoType \"LightningAmmo\"\n\tInventory.Icon \"MHUDC0\"\n\t+WEAPON.NOAUTOAIM\n//\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tICHN AAAAA 1 Bright A_WeaponReady\n\t\tICHN A 1 Bright A_PlaysoundEx(\"ElectricHands\",\"weapon\")\n\t\tICHN BBBBB 1 Bright A_WeaponReady\n\t\tICHN CCCCC 1 Bright A_WeaponReady\n\t\tICHN C 1 Bright A_PlaysoundEx(\"ElectricHands\",\"Weapon\")\n\t\tICHN BBBBB 1 Bright A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tICHN A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tICHN A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_LIGHTNING)\n\t\tICHN A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tICHN A 0 A_JumpIfInventory(\"NovaFired\", 1, \"CancelNova\")\n\t\tICHN DE 4 Bright\n\t\tICHN F 5 Bright A_FireCustomMissile(\"LightningPlasma\")\n\t\tICHN G 5 Bright\n\t\tICHN HI 4 Bright\n\t\tICHN I 7 Bright Offset (0, 199)\n\t\tICHN C 3 Bright Offset (0, 55)\n\t\tICHN B 3 Bright Offset (0, 50)\n\t\tICHN B 3 Bright Offset (0, 45)\n\t\tICHN B 3 Bright Offset (0, 40)\n\t\tICHN A 5 Bright offset (0, 32)\n\t\tGoto Ready\n\tAltfire:\n\t\tICHN A 0 A_JumpIfInventory(\"LightningAmmo\", 10, \"Nova\")\n\t\tICHN A 0 A_Print(\"Not enough required mana\")\n\t\tICHN ABCB 5\n\t\tGoto Ready\n\tNova:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tICHN A 0 Bright A_JumpIfInventory(\"NovaFired\", 1, \"CancelNova\")\n\t\tICHN A 1 Bright A_GiveInventory(\"NovaFired\", 1)\n\t\tICHN A 0 Bright ACS_ExecuteAlways(750, 0, 1)\n\t\tICHN A 0 Bright ACS_ExecuteAlways(734, 0)\n\t\tICHN A 0 Bright ACS_ExecuteAlways(700, 0, WM_MAGE_NOVAFIRE)\n\t\tICHN A 0 Bright A_PlaysoundEx(\"NovaCharge\", \"Weapon\")\n\t\tICHN A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHN ABCB 6 Bright\n\t\tICHN A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHN ABCB 6 Bright A_WeaponReady\n\t\tICHN A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHN ABCB 6 Bright A_WeaponReady\n\t\tICHN A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHN A 0 Bright ACS_ExecuteAlways(735, 0, 1)\n\t\tICHN ABCB 6 Bright\n\t\tICHN A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHN ABCB 6 Bright\n\t\tICHN A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHN ABCB 6 Bright\n\t\tICHN A 0 Bright A_SpawnItemEx(\"NovaPowerupEffectSummoner\")\n\t\tICHN ABCB 6 Bright\n\t\tICHN D 0 Bright A_TakeInventory(\"LightningAmmo\", 10)\n\t\tICHN DE 3 Bright\n\t\tICHN F 0 Bright ACS_ExecuteAlways(735, 0, 2)\n\t\tICHN F 0 Bright A_FireCustomMissile(\"NovaBall\")\n\t\tICHN F 0 Bright ACS_ExecuteAlways(750, 0, 2)\n\t\tICHN G 4 Bright\n\t\tICHN HI 3 Bright\n\t\tICHN I 6 Bright Offset (0, 199)\n\t\tICHN C 2 Bright Offset (0, 55)\n\t\tICHN B 2 Bright Offset (0, 50)\n\t\tICHN B 2 Bright Offset (0, 45)\n\t\tICHN B 2 Bright Offset (0, 40)\n\t\tICHN B 0 Bright A_TakeInventory(\"NovaFired\", 1)\n\t\tGoto Ready\n\tCancelNova:\n\t\tICHN B 1 A_TakeInventory(\"NovaFired\", 1)\n\t\tICHN B 1 A_GiveInventory(\"NovaAbort\", 1)\n\t\tICHN B 0 SetPlayerProperty(0, 0, 0)\n\t\tICHN B 1 ACS_ExecuteAlways(744, 0)\n\t\tICHN F 0 ACS_ExecuteAlways(750, 0, 2)\n\t\tICHN ABCB 5\n\t\tGoto Ready\n\t}\n}\n\nActor MaledictExploder // this is necessary, calling A_Explode in actor can cause unwanted effects.\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"$OB_MALEDICT\"\n\tDamageType \"Maledict\"\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(36,48), 128, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor TinyNovaExploder : MaledictExploder\n{\n\tObituary \"%o was engulfed by %k's nova.\"\n\tDamageType \"WarlockNova\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(64, 64, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BigNovaExploder : TinyNovaExploder\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(576, 640, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NovaBall\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 40\n\tDamage (0)\n\tScale 1.25\n\tDamageType \"WarlockNova\"\n\tObituary \"%o was engulfed by %k's nova.\"\n\tSeeSound \"NovaFire\"\n\tDeathSound \"NovaDeath\"\n\tDecal \"PlasmaDecal\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTHUN ABCB 2 Bright\n\t\tLoop\n\tDeath:\n\t\tTHUN DEFGH 2 Bright A_SpawnItem(\"TinyNovaExploder\")\n\t\tTHUN I 2 Bright ACS_ExecuteAlways(733, 0)\n\t\tTHUN JKLMNO 2 Bright A_SpawnItem(\"TinyNovaExploder\")\n\t\tTHUN NMLKJIHGFE 1 Bright A_SpawnItem(\"TinyNovaExploder\")\n\t\tTHUN A 0 A_SpawnItemEx(\"NovaGraphicExplosion\")\n\t\tTHUN DP 1 Bright A_SpawnItem(\"TinyNovaExploder\")\n \t\tTHUN A 0 A_SpawnItem(\"BigNovaExploder\")\n\t\tTHUN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NovaMagmaBig\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NovaMagmaBig\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tStop\n\t}\n}\n\nActor LightningPlasma : FastProjectile\n{\n\tAlpha 0.84\n//\tDecal \"PlasmaDecal\"\n\tDamageType \"WarlockLightning\"\n\tRadius 12\n\tHeight 6\n\tSpeed 100\n\tScale 0.85\n\tSeeSound \"LightningHandsFire\"\n\tDeathSound \"MageElectricalStorm\"\n\tDamage (random(12,16))\n\tObituary \"%o was fried by %k's lightning ball.\"\n\tTranslation \"0:255=176:191\"\n\tRenderStyle Add\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tWLBR AB 2 bright\n\t\tLoop\n\tDeath:\n\t\tICSP G 3 bright A_SpawnItemEx(\"LightningExplosion\")\n\t\tICSP HIJK 3 bright\n\t\tStop\n\t}\n}\n\nActor LightningExplosion\n{\n\tDamageType \"WarlockLightning\"\n\tSeeSound \"WarlockLightning\"\n\tObituary \"%o was caught in %k's void trap.\"\n\tRenderStyle Add\n\tScale 1.15\n\tAlpha 0.75\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto Death\n\tDeath:\n\t\tTHUN DE 2 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(40, 72, 0)\n\t\tTHUN DEF 3 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(48, 84, 0)\n\t\tTHUN ED 2 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(56, 96, 0)\n\t\tTHUN EFG 3 bright\n\t\tTNT1 A 0 A_Playsound(\"BarbSwordDeath\")\n\t\tTNT1 A 0 A_Explode(48, 84, 0)\n\t\tTHUN FED 2 bright\n\t\tTNT1 A 0 A_Explode(40, 72, 0)\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tTHUN P 3 bright A_Fadeout(0.125)\n\t\tTHUN AAAA 0 A_SpawnItemEx(\"NovaMagmaSmall\", 0, 0, 0, random(-20,20), random(-20,20), random(-20,20))\n\t\tLoop\n\t}\n}\n\nActor MagmaSmallBall\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tMass 25\n\tPROJECTILE\n\t-ACTIVATEPCROSS\n\t-ACTIVATEIMPACT\n\t-NOGRAVITY\n\tRenderStyle Add\n\tDamageType \"WarlockMagmaSmall\"\n\tObituary \"%o got caught in the aftermath of %k's fireball.\"\n\tStates\n\t{\n\tSpawn:\n\t\tFX10 ABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABCABC 6 Bright A_Explode(3, 9, 0)\n\t\tGoto Death\n\tDeath:\n\t\tFX10 DEFG 5 Bright A_Explode(3, 6, 0)\n\t\tStop\n\t}\n}\n\nActor NovaMagmaBig\n{\n\tRadius 4\n\tHeight 8\n\tSpeed 20\n\tProjectile\n\tDamage (10)\n\tDamageType \"WarlockNova\"\n\tObituary \"%o got caught in the aftermath of %k's nova.\"\n\tStates\n\t{\n\tSpawn:\n\t\tMGMB ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 3 Bright\n\t\tGoto Death\n\tDeath:\n\t\tMGMB C 0 A_PlaySound(\"BarbSwordDeath\")\n\t\tMGMB CDEF 3\n\t\tStop\n\t}\n}\n\nActor NovaMagmaSmall\n{\n\tRadius 2\n\tHeight 4\n\tSpeed 15\n\tProjectile\n\tDamage (random(1,2))\n\tDamageType \"WarlockNova\"\n\tObituary \"%o got caught in the aftermath of %k's nova.\"\n\tStates\n\t{\n\tSpawn:\n\t\tMGMS ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 3 Bright\n\t\tGoto Death\n\tDeath:\n\t\tFX10 DEFG 3\n\t\tStop\n\t}\n}\n\nActor NovaFader : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(732, 0)\n\t\tStop\n\t}\n}\n\n// By Tormentor667\nActor NovaPowerupEffect\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 0.01\n\tScale 0.6\n\tTranslation \"0:255=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPFX AAAAA 1 Bright A_FadeIn(0.2)\n\t\tSPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\n// By Tormentor667\nActor NovaPowerupEffectSummoner\n{\n\t+NoBlockMap\n\t+NoGravity\n\t+NoSector\n\t+NoInteraction\n\t+NoClip\n\t-Solid\n\t+CLIENTSIDEONLY\n\tTranslation \"0:255=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NovaPowerupEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tStop\n\t}\n}\n\nActor NovaGraphicExplosion\n{\n\tRadius 1\n\tHeight 1\n\tScale 4.0\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tNKXP A 0\n\t\tNKXP BCDEFGHIJKLMNOPQRSTUV 3 Bright\n\t\tStop\n\t}\n}\n\nActor NovaAbort : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor NovaFired : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nactor PurpleStaffAmmo : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 50\n\tinventory.icon \"PURPA0\"\n\t+IGNORESKILL\n}\n\nactor MaledictCooldownF : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -5\n}\n\nActor SkullRod2 : Weapon\n{\n\tWeapon.SelectionOrder 4\n\tWeapon.Slotnumber 4\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 50\n\tWeapon.KickBack 150\n\tWeapon.AmmoType \"PurpleStaffAmmo\"\n\tWeapon.AmmoType2 \"PurpleStaffAmmo\"\n\tInventory.Icon \"SKHUA0\"\n\tScale 0.7\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tSpawn:\n\t\tWSST J -1\n\t\tStop\n\tSelect:\n\t\tWSST A 0 ACS_ExecuteAlways (700, 0, WM_MAGE_SKULL)\n\t\tWSST A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tWSST A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tWSST A 48 A_WeaponReady\n\t\tWSST A 0 A_JumpIfInventory(\"PurpleStaffAmmo\", 50, \"Ready\")\n\t\tWSST A 0 A_GiveInventory(\"PurpleStaffAmmo\", 10)\n\t\tWSST A 0 A_PlaySound(\"weapons/creepercharge\")\n\t\tWSST A 0 ACS_ExecuteAlways(706, 0, 1)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tWSST B 2 bright\n\t\tWSST C 3 bright\n\t\tWSST A 0 A_PlayWeaponSound(\"SkullShoot\")\n\t\tWSST A 0 A_FireCustomMissile(\"SkullRodBall\", 0, 1)\n\t\tWSST D 3 bright\n\t\tWSST E 2 bright\n\t\tWSST A 2 A_Refire\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_GiveInventory(\"UsedAmmo\", 1)\n\t\tWSST A 0 A_JumpIfInventory(\"PurpleStaffAmmo\", 25, 1)\n\t\tGoTo Ready\n\t\tWSST A 0 A_JumpIfInventory(\"MaledictCooldownF\", 1, \"Ready\")\n\t\tWSST A 0 A_PlaySound(\"MaledictStart\", 5)\n\t\tWSST A 28\n\t\tWSST FGH 3 bright\n\t\tWSST A 0 A_PlayWeaponSound(\"MaledictLaunch\")\n\t\tWSST A 0 A_FireCustomMissile(\"BigCurseBall\", 0, 1)\n\t\tWSST A 0 A_TakeInventory(\"PurpleStaffAmmo\", 25)\n\t\tWSST A 0 ACS_ExecuteAlways(852, 0, 0)\n\t\tWSST A 0 A_GiveInventory(\"MaledictCooldownF\", 1)\n\t\tWSST I 3 bright\n\t\tWSST A 28\n\t\tGoto Ready\n\t}\n}\n\nActor PurpleParticle\n{\n\t+NOINTERACTION\n\tScale 0.16\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tWSST K 3 Bright A_FadeOut(0.08)\n\t\tLoop\n\t}\n}\n\nActor PurpleParticle2 : PurpleParticle\n{\n\t+NOINTERACTION\n\tScale 0.06\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tWSST K 2 Bright A_FadeOut(0.08)\n\t\tLoop\n\t}\n}\n\nActor PurpleExploder : MaledictExploder\n{\n\tDamagetype \"PurpleMagic\"\n\tObituary \"%o was sent to the netherworld by %k's magic.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(12, 48, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ZOMGLIGHT\n{\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 ABCD 4\n\t\tStop\n\t}\n}\n\nACTOR SkullRodBall\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 50\n\tDamage (random(14,18))\n\tDamagetype \"PurpleMagic\"\n\tObituary \"%o was sent to the netherworld by %k's magic.\"\n\tProjectile\n\tScale 0.65\n\tRenderStyle Add // Translucent\n\tDeathSound \"StarHit\"\n\tAlpha 0.85\n\tStates\n\t{\n\tSpawn:\n\t\tWSST L 0\n\t\tWSST L 0 A_Jump(170,3,5,7)\n\t\tWSST LLMMNNOO 1 bright A_SpawnItemEx(\"PurpleParticle\", 0, 0, 0, random(-2,0), random(-2,2), random(-2,2))\n\t\tGoto Spawn+2\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"PurpleExploder\")\n\t\tTNT1 A 0 A_SpawnItem(\"ZOMGLIGHT\")\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,0,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n\t\tWSST PQRSTU 3 bright\n\t\tStop\n\t}\n}\n\nActor BigCurseBall\n{\n\tDamagetype \"Maledict\"\n\tObituary \"$OB_MALEDICT\"\n\tRadius 10\n\tHeight 12\n\tSpeed 32\n\tDamage (random(16,22))\n\tProjectile\n\tScale 1.25\n\tRenderstyle Add\n\tAlpha 0.85\n\tGravity 0.9\n\t-NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS1 ABCD 5 Bright A_SpawnItemEx(\"CurseBallTrail\")\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"MaledictExploder\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Malediction\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigCurseBallDeath\", 0, 0, 0, 0, 0, 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigNathrezimLight\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\t\tTNT1 AA 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tStop\n\t}\n}\n\nActor CurseBallTrail\n{\n\tRadius 1\n\tHeight 1\n\tRenderstyle Add\n\tAlpha 1.25\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tScale 0.85\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBS1 A 2 bright A_Fadeout(0.15)\n\t\tLoop\n\t}\n}\n\nActor BigCurseBall2 : BigCurseBall\n{\n\tDamageType \"Maledict2\"\n\tObituary \"%o couldn't withstand the dreadful curse of %k.\"\n}\n\nActor BigCurseBallDeath\n{\n Radius 1\n Height 1\n +NoGravity\n +NoClip\n RenderStyle Translucent\n Alpha 0.8\n States\n {\n Spawn:\n BSBL GHIJKL 4 Bright\n BSBL L 2 Bright A_FadeOut(0.05)\n Goto Spawn+6\n }\n}\n\nActor BigNathrezimLight\n{\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tOMG1 A 16\n\t\tStop\n\t}\n}\n\nActor MaledictDamageAmp : PowerProtection\n{\n\tPowerup.Duration -6\n\tDamageFactor \"Normal\", 1.25\n}\n\nactor MaledictCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -6\n}\n\nActor MaledictAmpPower: PowerupGiver\n{\n\tInventory.MaxAmount 1\n\tPowerup.Type MaledictDamageAmp\n\tPowerup.Duration -6\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor TeleportCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -9\n}\n\nactor GhoulSoul\n{\n Radius 2\n Height 2\n Speed 1\n Alpha 0\n Scale 0.5\n RenderStyle Add\n +CLIENTSIDEONLY\n +NOINTERACTION\n +RIPPER\n +NOGRAVITY\n States\n {\n Spawn:\n DAMD A 0 BRIGHT\n DAMD A 1 BRIGHT A_PlaySoundEx(\"GhoulSoulSpawn\", 5)\n //fall through\n FadeIn:\n DAMD A 2 BRIGHT A_SetTranslucent (0.05, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.1, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.15, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.2, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.25, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.3, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.35, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.4, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.45, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.5, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.55, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.6, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.65, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.7, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.75, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.8, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.85, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.9, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (0.95, 1)\n DAMD A 2 BRIGHT A_SetTranslucent (1, 1)\n Linger:\n DAMD A 4 BRIGHT\n FadeOut:\n DAMD A 1 BRIGHT A_FadeOut(0.025)\n loop\n }\n}\n\nActor GhoulSouls : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 32\n\tinventory.icon \"SOULA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(853, 0)\n\t\tTNT1 A 0 A_PlaySoundEx (\"ConsumeSoul\", 6)\n\t\tTNT1 A 0 A_SpawnItemEx (\"SoulEffectSpawner\")\n\t\tTNT1 A 0 A_GiveInventory (\"SoulConsumed\",1)\n\t\tTNT1 A 0 A_GiveInventory (\"CheckAchievements\",1)\n\t\tStop\n\t}\n}\n\nActor SoulConsumed : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}\n\nActor BoneShieldItem : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"SBONA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(767, 0, 1)\n\t\tTNT1 AA 0 A_PlaySoundEx (\"BoneShieldActivate\", 6)\n\t\tStop\n\t}\n}\n\nActor BoneShieldArmor : BasicArmorPickup\n{\n\tinventory.icon \"SBONA0\"\n\tArmor.SavePercent 100.0\n\tArmor.SaveAmount 75\n}\n\nActor WarlockSoul : Health\n{\n\tInventory.Amount 150\n\tInventory.MaxAmount 150\n\tInventory.PickupMessage \"Consumed a powerful warlock's soul!\"\n\tInventory.PickupSound \"soulpickup\"\n\t+FLOATBOB\n\t States\n\t {\n\t Spawn:\n\t\tWMSO ABCDCB 6 Bright\n\t\tLoop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"HumanTeam\", 1, 1)\n\t\tFail\n\t\t\tTNT1 A 0\n\t\tStop\n\t }\n}\n\nActor BoneExplosion\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"%o was mutilated by %k's boneshield.\"\n\tDamageType \"BoneShield\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(48,56), 108, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor TeleportEffect1\n{\n Radius 1\n Height 1\n +NoGravity\n +NoClip\n RenderStyle Translucent\n Alpha 0.8\n States\n {\n Spawn:\n X010 YXWVUTSRQPONMLKJIHGFEDCA 2 Bright A_Fadeout(0.035)\n Stop\n }\n}\n\nActor TeleportEffect2 : TeleportEffect1\n{\n States\n {\n Spawn:\n X010 ACDEFGHIJKLMNOPQRSTUVWXY 2 Bright A_Fadeout(0.035)\n Stop\n }\n}\n\nActor TeleportationItem : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n\tinventory.icon \"WTELA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"TeleportCooldown\", 1, \"Failure\")\n\t\tTNT1 A 1 ACS_ExecuteAlways(774, 0, FAS_WarlockTeleport)\n\t\tTNT1 AA 0 A_PlaySoundEx (\"WarlockTeleport\", 6)\n\t\tTNT1 A 0 A_GiveInventory(\"TeleportCooldown\", 1)\n\t\tStop\n\tFailure:\n\t\tTNT1 A 1\n\t\tFail\n\t}\n}\n\nActor SkullRodItemCheck : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor SmokeExploder : MaledictExploder\n{\n\tObituary \"%o was lost in shadows of %k.\"\n\tDamageType \"ShadowBlast\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(32,44), 84, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ShadowSmoke\n{\n\tRadius 1\n\tHeight 1\n\t+FLOORHUGGER\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tX117 ABCDEGHIJKLMNOPQRSTUVWXYZ 1 A_FadeOut(0.025)\n\t\tStop\n\t}\n}\n\nActor ShadowSmokeSpawner\n{\n\tRadius 1\n\tHeight 1\n\tProjectile\n\tSpeed 32\n\tDamage (0)\n\tObituary \"%o was lost in shadows of %k.\"\n\tDamageType \"ShadowBlast\"\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\t\tTNT1 A 4 A_SpawnItem(\"ShadowSmoke\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"SmokeExploder\")\n\t\tStop\n\t}\n}\n\nActor TeleportBlast\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"%o surely didn't expect %k to end up %p ass!\"\n\tDamageType \"ShadowBlast\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(random(96,128), 160, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BoneShieldParticles\n{\n\tPROJECTILE\n\t+BRIGHT\n\tSpeed 42\n\tHeight 6\n\tRadius 6\n\tObituary \"%o was mutilated by %k's boneshield.\"\n\tDamageType \"BoneShield\"\n\tDamage (random(5,9))\n\tDeathSound \"boneparticlehit\"\n\tStates\n\t{\n\tSpawn:\n\t\tWBON A 2\n\t\tloop\n\tDeath:\n\t\tHHPF ABCDEF 4\n\t\tStop\n\t}\n}\n\nActor BoneShieldSpark\n{\n\tRadius 1\n\tHeight 1\n\t+NoGravity\n\t+NoClip\n\tRenderStyle Translucent\n\tAlpha 0.75\n\tScale 0.85\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWSPA A 2 A_Fadeout(0.1)\n\t\tLoop\n\t}\n}\n\nActor WarlockBoneChecker : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 5\n\t+INVENTORY.UNDROPPABLE\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tUse:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(855, 0)\n\t\t\tStop\n\t}\n}\n\nActor BoneFX\n{\n\tHeight 1\n\tRadius 1\n\tDamage (0)\n\tProjectile\n\tRenderStyle Add\n\tAlpha 0.15\n\tScale 0.2\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t-BLOODSPLATTER\n\tSpeed 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKFX A 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX B 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX C 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX D 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeIn(0.1)\n\t\t\tDKFX E 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tDKFX F 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tDKFX G 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\t\tDKFX H 3 Bright ThrustThingZ(0, 16, 0, 0)\n\t\tStop\n\t}\n}\n\n// By Tormentor667\nActor SoulUseEffect\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 0.01\n\tScale 0.6\n\ttranslation \"0:255=196:207\"\n\tStates\n\t{\n\tSpawn:\n\t\tSPFX AAAAA 1 Bright A_FadeIn(0.2)\n\t\tSPFX AAAAAAAAAAAAAAAA 1 Bright A_FadeOut(0.06)\n\t\tStop\n\t}\n}\n\nActor SoulEffectSpawner\n{\n\t+NoBlockMap\n\t+NoGravity\n\t+NoSector\n\t+NoInteraction\n\t+NoClip\n\t-Solid\n\t+CLIENTSIDEONLY\n\ttranslation \"0:255=196:207\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 1 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SoulUseEffect\", random(-32, 32), random(-32, 32), random(0, 8), 0, 0, random(2,8), 0, 129, 0)\n\t\tStop\n\t}\n}\n\nactor WarlockStomp : CyborgStomp\n{\n\tdeathsound \"WarlockStep\"\n\t+CLIENTSIDEONLY\n}"
},
{
"source": "pk3",
"name": "Actors/Sjas.txt",
"contents": "Actor Sjas : PlayerPawn\n{\n\tHealth 100\n\tMass 500\n\tlimitedtoteam 1\n\tPlayer.forwardmove 0.7\n\tPlayer.sidemove 0.55\n\tPlayer.Maxhealth 100\n\tPlayer.DisplayName \"Sjas\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.startitem \"SjasScreamer\"\n\tPlayer.crouchsprite \"SJAS\"\n\tPlayer.startitem \"GhoulAmmo\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"SjasSpeedRage\", 1\n\tPlayer.StartItem \"ClassID\", 6\n\tPlayer.StartItem \"GhoulTeam\", 1\n\tPlayer.scoreicon \"SJASST\"\n\tscale 0.8\n\tgravity 0.0\n\tbloodcolor \"Gray\"\n\tPlayer.soundclass \"sjas\"\n\tDamageFactor \"DefilerPoisonGas\", 0.0\n\tDamageFactor \"CyborgPulse\", 2.0\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n\tDamageFactor \"BarbarianHammer\", 0.9\n\tDamageFactor \"SentryShoot\", 0.8\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.9\n\tDamageFactor \"EngineerMine\", 0.75\n\t+NOSKIN\n\t+NOICEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tSJAS B 0\n\t\tSJAS B 0 SetPlayerProperty (0, 1, 3)\n\t\tSJAS B 0 A_SetTranslucent (0.2, 0)\n\t\tSJAS B 1\n\t\tGoto Spawn+2\n\tSee:\n\t\tSJAS B 0 A_PlaySound(\"Sjasact\", CHAN_SJAS)\n\t\tSJAS B 0 A_SetTranslucent (0.5, 0)\n\t\tSJAS B 0 A_GiveInventory(\"Sjastrail\",1)\n\t\tSJAS BBBBBBBBBBBBBBBBBBBBB 1\n\t\tGoto Spawn+2\n\tMissile:\n\t\tSJAS C 0 A_SetTranslucent (0.85, 0)\n\t\tSJAS CDCDCDCDCD 1\n\t\tSJAS C 10 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tGoto Spawn+2\n\tPain:\n\t\tSJAS B 1 A_PlaysoundEx(\"Sjaspain\", \"Body\")\n\t\tGoto Spawn+2\n\tPain.HunterIceSpike:\n\t\tTNT1 A 0 ACS_ExecuteAlways(451, 0, random(5,8))\n\t\tGoto Spawn\n\tPain.HunterSuperIceArrowTrail:\n\t\tSJAS A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tSJAS A 0 ACS_ExecuteAlways(731, 0)\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail2:\n\t\tCHOK A 0 HealThing(1)\n\t\tCHOK A 0 ACS_ExecuteAlways(731, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tSJAS A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tSJAS A 0 ACS_ExecuteAlways(730, 0)\n\t\tGoto Pain\n\tPain.Maledict:\n\t\tCHOK A 0 A_JumpIfInventory(\"MaledictCooldown\", 1, 5)\n\t\tCHOK A 0 A_PlaySound(\"MaledictVictim\", 5)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictAmpPower\", 1)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictCooldown\", 1)\n\t\tCHOK A 0 ACS_ExecuteAlways(854, 0)\n\t\tGoto Pain\n Pain.Maledict2:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n Goto Pain\n\tPain.GhostbusterHorror:\n\t\tTNT1 A 0 ACS_ExecuteAlways(977,0)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tSJAS A 0 A_GiveToTarget(\"KilledSjas\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tSJAS A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tSJAS E 0 A_SetTranslucent (0.85, 0)\n\t\tSJAS F 25 A_PlaysoundEx(\"Sjaspain\", \"Body\")\n\t\tSJAS C 0 A_PlaysoundEx(\"Sjasdeath\", \"Body\")\n\t\tSJAS C 0 A_NoBlocking\n\t\tSJAS C 0 A_Gravity\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,0,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,30,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,60,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,90,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,120,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,150,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,180,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-30,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-60,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-90,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-120,2)\n\t\tFIRE A 0 BRIGHT A_CustomMissile(\"ArchvileFirex\",0,0,-150,2)\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n Death.MarineShotgun:\n SJAS A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarinePistol:\n SJAS A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineMachineGun:\n SJAS A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineGrenade:\n SJAS A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n SJAS A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineSuicideGrenade:\n SJAS A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n Goto DeathAnim\n Death.HunterFireArrow:\n SJAS A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n SJAS A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterIceArrow:\n SJAS A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterRegularArrow:\n SJAS A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterLightningRail:\n SJAS A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n SJAS A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.HunterFireMagic:\n SJAS A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n Goto DeathAnim\n Death.HunterRegularMagic:\n SJAS A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n Goto DeathAnim\n Death.HunterIceSpike:\n SJAS A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n Goto DeathAnim\n Death.HunterLightningMagic:\n SJAS A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n SJAS A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n SJAS A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail2:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n SJAS A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperLightningRail:\n SJAS A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.CyborgPlasma:\n SJAS A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n SJAS A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n Goto DeathAnim\n Death.CyborgPulse:\n SJAS A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n Death.GhostbusterProton:\n SJAS A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterTrap:\n SJAS A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t SJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.GhostbusterBlood:\n SJAS A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterEcho:\n SJAS A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterSoul:\n SJAS A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n SJAS A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n SJAS A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n SJAS A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"GBSjasUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.EngineerNail:\n SJAS A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n Goto DeathAnim\n\tDeath.EngineerMine:\n\t\tSJAS A 0 A_GiveToTarget(\"EngineerMineKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.SentryShoot:\n\t\tSJAS A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.GravityObject:\n\t\tSJAS A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Vodka:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Bottle:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Donut:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Buddha:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tTNT1 A 0 A_GiveToTarget(\"BuddhaKills\", 1)\n\t\tGoto DeathAnim\n Death.SantaHollyAir:\n SJAS A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n Goto DeathAnim\n Death.SantaHollyGround:\n SJAS A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n Goto DeathAnim\n Death.SantaStarProjectile:\n SJAS A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n Goto DeathAnim\n Death.SantaFallingStar:\n SJAS A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n Goto DeathAnim\n Death.SantaSnowball:\n SJAS A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tSJAS A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.BarbarianLightningFall:\n\t\tSJAS A 0 A_GiveToTarget(\"ThorKill\", 1)\n\t\tGoto DeathAnim\n Death.BarbarianSword:\n SJAS A 0 A_GiveToTarget(\"BarbarianSwordKill\", 1)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n SJAS A 0 A_GiveToTarget(\"BarbarianSwordWeakKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammerMelee:\n SJAS A 0 A_GiveToTarget(\"BarbarianHammerMeleeKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammer:\n SJAS A 0 A_GiveToTarget(\"BarbarianHammerKill\", 1)\n SJAS A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkSword:\n\t\tSJAS A 0 A_GiveToTarget(\"BarbarianBerserkSwordKill\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkHammer:\n\t\tSJAS A 0 A_GiveToTarget(\"BarbarianBerserkHammerMulti\", 1)\n\t\tSJAS A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n\t\tGoto DeathAnim\n Death.WarlockFireball:\n SJAS A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockBigFireball:\n SJAS A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockIceShards:\n SJAS A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockLightning:\n SJAS A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n SJAS A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"XFCyborgTaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulTelefrag\", 1)\n\t\tGoTo DeathAnim\n\tDeath.GravityRailPuff:\n\t\tWORM A 0 A_GiveToTarget(\"GravityRailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\t}\n}\n\nactor SjasFlight : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 0x7FFFFFFF\n powerup.type \"Flight\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n\tTNT1 A 1\n loop\n }\n}\n\nactor Flight2 : ArtiFly\n{\n +INVENTORY.AUTOACTIVATE\n inventory.icon \"MEGAA0\"\n}\n\nactor Sjastrail : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 9999999\n powerup.color \"00 00 00\", 0.0\n powerup.type \"Speed\"\n Speed 1.5\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nACTOR PlayerSpeedTrail2 : PlayerSpeedTrail replaces PlayerSpeedTrail\n{\n\t+CLIENTSIDEONLY\n}\n\nActor SjasScreamer : Weapon\n{\n Weapon.SlotNumber 1\n Weapon.AmmoGive 100\n Weapon.Kickback 100\n Weapon.YAdjust 0\n Weapon.SelectionOrder 350\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"\"\n Obituary \"%o was screamed at by %k\"\n Inventory.icon \"SJASATT\"\n +WEAPON.NOAUTOAIM\n +WEAPON.MELEEWEAPON\n +WEAPON.DONTBOB\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n BPAK A 400\n Stop\n Ready:\n SJHA ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 A_WeaponReady\n\t SJHB ABCDEFGHIJKLMNOPQRST 2 A_WeaponReady\n Loop\n Deselect:\n\t SJHA A 1 A_Lower\n Loop\n Select:\n SJHA A 1 A_Raise\n Goto Select\n Fire:\n \t SJHA A 0 A_Playweaponsound(\"Sjasattack\")\n \t SJHA A 1 A_FireCustomMissile(\"SjasAttack\", 0, 0 ,0)\n\t SJHB UVWXWVUYZ 1 //50 tics\n\t SJHC ABA 1\n\t SJHB ZY 1\n\t SJHB UVWXWVUYZ 2\n\t SJHC ABA 2\n\t SJHB ZY 2\n\t SJHA A 24//14\n goto Ready\n AltFire:\n SJHA A 0 A_JumpIfInventory(\"ReflectCooldown\", 1, \"NoFire\")\n\t SJHA A 0 A_ChangeFlag(\"SHOOTABLE\",0)\n\t\tSJHA A 0 A_Stop\n\t\tSJHA A 0 SetPlayerProperty (0, 1, 4)\n\t\tSJHA A 0 A_GiveInventory(\"SjasRepulsion\",1)\n\t\tSJHA A 0 A_FireCustomMissile(\"SjasReflect\", 0, 0 ,0)\n\t\tSJHA A 5 offset (0, 45) A_SpawnItemEx(\"SjasWave\", 14, 0, 16, 0, 0, 0, 0, 32, 0)\n\t\tSJHA A 5 offset (0, 50) A_SpawnItemEx(\"SjasWave\", 14, 0, 16, 0, 0, 0, 0, 32, 0)\n\t\tSJHA A 5 offset (0, 55) A_SpawnItemEx(\"SjasWave\", 14, 0, 16, 0, 0, 0, 0, 32, 0)\n\t\tSJHA A 5 offset (0, 60) A_SpawnItemEx(\"SjasWave\", 14, 0, 16, 0, 0, 0, 0, 32, 0)\n\t\tSJHA A 5 offset (0, 55)\n\t\tSJHA A 5 offset (0, 50)\n\t\tSJHA A 0 SetPlayerProperty (0, 0, 4)\n\t\tSJHA A 0 A_ChangeFlag(\"SHOOTABLE\",1)\n\t\tSJHA A 5 offset (0, 45)\n\t\tSJHA A 5 offset (0, 35)\n\t\tSJHA A 5 offset (0, 32)\n\t\tSJHA A 0 A_GiveInventory(\"ReflectCooldown\", 1)\n\t\tSJHA A 30\n\t\tgoto Ready\n\tNoFire:\n\t\tSJHA A 0 A_Print(\"Your reflection is on cooldown\")\n\t\tGoto Ready\n }\n}\n\nACTOR SjasReflect\n{\n\t- SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\theight 1\n\tradius 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Playsound(\"Sjasreflect\")\n\t\tStop\n\t}\n}\n\nACTOR SjasWave\n{\n\t- SOLID\n\t//+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOBLOOD\n\t+SHOOTABLE\n\t+NODAMAGE\n\t+GHOST\n\t+REFLECTIVE\n\tHealth 5\n\ttranslation \"112:127=80:95\"\n\theight 50\n\tradius 50\n\tmass 99999999999\n\tscale 1.2\n\trenderstyle translucent\n\talpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tPR2E A 0\n\t\tPR2E ABCDEFGHIJKLMNO 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nACTOR SjasRepulsion : ArtiBlastRadius\n{\n\t+AUTOACTIVATE\n}\n\nActor SjasAttack\n{\n\tdamagetype \"SjasScream\"\n\tPROJECTILE\n\tSpeed 2\n\tRadius 2\n\tHeight 2\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(154, 128, 0)\n\t\tStop\n\t}\n}\n\nactor ReflectCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration -3\n}\n\nactor WaveCooldown : PowerDamage\n{\n\tdamagefactor \"nothing\", 1.0\n\tpowerup.duration 45\n}\n\nactor SjasEcho\n{\n\tRadius 15\n\tSpeed 30\n\tHeight 15\n\tdamage (60)\n\tPROJECTILE\n\trenderstyle none\n\tseesound \"echobounce\"\n\t+DOOMBOUNCE\n\tbouncecount 6\n\tbouncefactor 1.0\n\treactiontime 100\n\twallbouncefactor 1.0\n\tdamagetype \"SjasScream\"\n\tObituary \"%o was screamed at by %k\"\n\t+DONTREFLECT\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CountDown\n\t\tTNT1 A 1 A_SpawnItem(\"SjasEchoWave\")\n\t\tloop\n\t}\n}\n\nactor SjasEchoWave\n{\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t+NOGRAVITY\n\theight 1\n\tradius 1\n\tscale 0.4\n\trenderstyle translucent\n\talpha 1.0\n\t//translation \"112:127=224:231\" defa\n\t//translation \"160:167=96:111\" avf3\n\ttranslation \"112:127=80:95\"\n\tstates\n\t{\n\tSpawn:\n\t\tPR2E OMKIGECA 1 bright A_FadeOut(0.04)\n\t\tstop\n\t}\n}\n\nACTOR DecSjasWave\n{\n\t- SOLID\n\t//+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOBLOOD\n\t-SHOOTABLE\n\t+NODAMAGE\n\t+GHOST\n\t-REFLECTIVE\n\tHealth 5\n\ttranslation \"112:127=80:95\"\n\theight 50\n\tradius 50\n\tmass 99999999999\n\tscale 1.2\n\trenderstyle translucent\n\talpha 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tPR2E A 0\n\t\tPR2E ABCDEFGHIJKLMNO 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor SjasSpeedRage : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"SJRAGE\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 AA 0 A_PlaySound(\"SjasItem\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"SjasSpeedIncrease\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SjasRageItem\", 2)\n\t\tTNT1 A 0 ACS_ExecuteAlways(769, 0, 0)\n\t\tTNT1 A 1 A_GiveInventory(\"SjasWeakDefence\", 1)\n\t\tStop\n\t}\n}\n\nActor SjasSpeedRageMinor : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 7\n\tInventory.Icon \"SMRAA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 AA 0 A_PlaySound(\"SjasItem\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"SjasSpeedIncreaseMinor\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(769, 0, 1)\n\t\tTNT1 A 1 A_GiveInventory(\"SjasWeakDefenceMinor\", 1)\n\t\tStop\n\t}\n}\n\nActor SjasRageItem : Inventory\n{\n\tInventory.Amount 2\n\tInventory.MaxAmount 2\n}\n\nActor SjasDefenceReducer : PowerProtection\n{\n\tPowerup.Duration -3\n\tDamageFactor \"Normal\", 1.2\n}\n\nActor SjasDefenceReducerMinor : PowerProtection\n{\n\tPowerup.Duration 20\n\tDamageFactor \"Normal\", 1.2\n}\n\nActor SjasWeakDefence : PowerupGiver // Initial\n{\n\tInventory.MaxAmount 1\n\tPowerup.Type SjasDefenceReducer\n\tPowerup.Duration -3\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SjasWeakDefenceMinor : SjasWeakDefence\n{\n\tPowerup.Type SjasDefenceReducerMinor\n\tPowerup.Duration 20\n}\n\nActor SjasSpeedIncreaser : PowerSpeed\n{\n\tPowerup.Duration -3\n\tSpeed 1.2\n}\n\nActor SjasSpeedIncrease : PowerupGiver\n{\n\tInventory.MaxAmount 1\n\tPowerup.Type SjasSpeedIncreaser\n\tPowerup.Duration -3\n\t+AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SjasSpeedIncreaserMinor : PowerSpeed\n{\n\tPowerup.Duration 20\n\tSpeed 1.3\n\t+ADDITIVETIME\n}\n\nActor SjasSpeedIncreaseMinor : SjasSpeedIncrease\n{\n\tInventory.MaxAmount 7\n\tPowerup.Type SjasSpeedIncreaserMinor\n\tPowerup.Duration 20\n\t+ADDITIVETIME\n}\n\nActor SjasSjasSparkleSpawner\n{\n\tRadius 1\n\tHeight 1\n\t+NOCLIP\n\t+NOGRAVITY\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"SjasSparkle\", 0, 0, 0, random(-15,15), random(-15,15), random(-15,15))\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor SjasSparkle\n{\n\t+Missile\n\t+NoGravity\n\t+NoBlockmap\n\t+NoInteraction\n\t-Solid\n\tRadius 0\n\tHeight 0\n\tRenderStyle Add\n\tAlpha 0.9\n\tScale 0.35\n\tTranslation \"112:127=176:191\"\n\tStates\n\t{\n\tSpawn:\n\t\tSKFX A 3 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Jitterskull.txt",
"contents": "Actor Jitterskull : PlayerPawn\n{\n\tHealth 150\n\tMass 1500\n\tmaxstepheight 128 //180\n\tscale 0.24\n\tlimitedtoteam 1\n\tPlayer.jumpz 0\n\tPlayer.forwardmove 1.0\n\tPlayer.sidemove 1.0\n\tPlayer.Maxhealth 150\n\tPlayer.DisplayName \"Jitterskull\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.soundclass \"jskull\"\n\tPlayer.startitem \"JitterskullWeapon\"\n\tPlayer.Startitem \"JitterskullHeal\", 1\n\tPlayer.startitem \"GhoulAmmo\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 7\n\tPlayer.StartItem \"GhoulTeam\", 1\n\tPlayer.crouchsprite \"\"\n\tPlayer.scoreicon \"JSKULLST\"\n\tbloodtype \"jitterchip\"\n\tDamageFactor \"HunterLightningRail\", 1.1\n\tDamageFactor \"DefilerPoisonGas\", 0.0\n\tDamageFactor \"HunterFireMagic\", 0.75\n\tDamageFactor \"HunterRegularMagic\", 0.75\n\tDamageFactor \"HunterSuperFireArrow\", 0.75\n\tDamageFactor \"HunterFireArrow\", 0.75\n\tDamageFactor \"HunterSuperIceArrow\", 0.9\n\tDamageFactor \"HunterSuperIceArrowTrail\", 1.5\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.4\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n\tDamageFactor \"WarlockBigFireball\", 0.75\n\tDamageFactor \"WarlockFireball\", 0.75\n\tDamageFactor \"WarlockMagmaSmall\", 0.75\n\tDamageFactor \"WarlockLightning\", 0.75\n\tDamageFactor \"WarlockIceShards\", 1.45\n\tDamageFactor \"PurpleMagic\", 1.25\n\tDamageFactor \"BigCurseBall\", 1.25\n\tDamageFactor \"BarbarianHammer\", 0.9\n\tDamageFactor \"EngineerMine\", 0.75\n\t+NOICEDEATH\n\t+FLOORHUGGER\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tJSKL A 1\n\t\tLoop\n\tSee:\n\t\tJSKL A 0 A_PlaysoundEx(\"skullact\", \"Body\")\n\t\tJSKL ABCBABCABCABCABC 1\n\t\tJSKL A 1 A_Recoil(-255)\n\t\tJSKL A 0 A_Stop\n\t\tGoto Spawn\n\tMissile:\n\t\tJSKL A 1\n\t\tJSKL A 1 A_JumpIfInventory(\"Clip\", 1, \"Dive\")\n\t\tJSKL A 0 A_PlaysoundEx(\"skullact\", \"Body\")\n\t\tJSKL ABCBABCABCABCABCABCABC 1 ACS_ExecuteAlways(998,0)\n\t\tGoto Spawn\n\tNomNomNom:\n\t\tJSKL AAAAAA 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-96,96), 40)\n\t\tJSKL A 0 A_PlaySoundEx(\"skultaunt\", 5)\n\t\tGoto Spawn\n\tDive:\n\t\tJSKL D 16\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tJSKL A 0 A_GiveToTarget(\"KilledJitterskull\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tJSKL A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tJSKL A 1 A_StopSoundEx(\"Voice\")\n\t\tJSKL D 1 A_PlaySoundEx(\"skulldie\", \"Voice\")\n\t\tJSKL D 1 A_NoBlocking\n\t\tJSKL D 0 A_Fall\n\t\tJSKL DDDDDDDDDDDDDDDDDDDD 1 A_CustomMissile(\"ArchvileFirex2\", 2, 0, random(0,360), 2,0)\n\t\tJSKL ZZZZZZZZZZZ 1 A_CustomMissile(\"ArchvileFirex2\", 0, 0, random(0,360), 2,0)\n\t\tJSKL Z -1\n\t\tStop\n Death.MarineShotgun:\n JSKL A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarinePistol:\n JSKL A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineMachineGun:\n JSKL A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineGrenade:\n JSKL A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n JSKL A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineSuicideGrenade:\n JSKL A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n Goto DeathAnim\n Death.HunterFireArrow:\n JSKL A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n JSKL A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterIceArrow:\n JSKL A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterRegularArrow:\n JSKL A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterLightningRail:\n JSKL A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n JSKL A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.HunterFireMagic:\n JSKL A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n Goto DeathAnim\n Death.HunterRegularMagic:\n JSKL A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n Goto DeathAnim\n Death.HunterIceSpike:\n JSKL A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n Goto DeathAnim\n Death.HunterLightningMagic:\n JSKL A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n JSKL A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n JSKL A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail2:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n JSKL A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperLightningRail:\n JSKL A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.CyborgPlasma:\n JSKL A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n JSKL A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n Goto DeathAnim\n Death.CyborgPulse:\n JSKL A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n Death.GhostbusterProton:\n JSKL A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterTrap:\n JSKL A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t SJAS A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.GhostbusterBlood:\n JSKL A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterEcho:\n JSKL A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterSoul:\n JSKL A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n JSKL A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n JSKL A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n JSKL A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tJSKL A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"GBJitterskullUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.EngineerNail:\n JSKL A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n Goto DeathAnim\n\tDeath.EngineerMine:\n\t\tJSKL A 0 A_GiveToTarget(\"EngineerMineKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.SentryShoot:\n\t\tJSKL A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.GravityObject:\n\t\tJSKL A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Vodka:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Bottle:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Donut:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Buddha:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tTNT1 A 0 A_GiveToTarget(\"BuddhaKills\", 1)\n\t\tGoto DeathAnim\n Death.SantaHollyAir:\n JSKL A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n Goto DeathAnim\n Death.SantaHollyGround:\n JSKL A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n Goto DeathAnim\n Death.SantaStarProjectile:\n JSKL A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n Goto DeathAnim\n Death.SantaFallingStar:\n JSKL A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n Goto DeathAnim\n Death.SantaSnowball:\n JSKL A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tJSKL A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.BarbarianLightningFall:\n\t\tJSKL A 0 A_GiveToTarget(\"ThorKill\", 1)\n\t\tGoto DeathAnim\n Death.BarbarianSword:\n JSKL A 0 A_GiveToTarget(\"BarbarianSwordKill\", 1)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n JSKL A 0 A_GiveToTarget(\"BarbarianSwordWeakKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammerMelee:\n JSKL A 0 A_GiveToTarget(\"BarbarianHammerMeleeKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammer:\n JSKL A 0 A_GiveToTarget(\"BarbarianHammerKill\", 1)\n JSKL A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkSword:\n\t\tJSKL A 0 A_GiveToTarget(\"BarbarianBerserkSwordKill\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkHammer:\n\t\tJSKL A 0 A_GiveToTarget(\"BarbarianBerserkHammerMulti\", 1)\n\t\tJSKL A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n\t\tGoto DeathAnim\n Death.WarlockFireball:\n JSKL A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockBigFireball:\n JSKL A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockIceShards:\n JSKL A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockLightning:\n JSKL A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n JSKL A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"XFCyborgTaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulTelefrag\", 1)\n\t\tGoTo DeathAnim\n\tDeath.GravityRailPuff:\n\t\tWORM A 0 A_GiveToTarget(\"GravityRailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor JitterskullWeapon : Weapon\n{\n Weapon.SelectionOrder 350\n Inventory.PickupSound \"\"\n Weapon.SlotNumber 1\n Inventory.PickupMessage \"\"\n Obituary \"%o was crunched by %k\"\n +WEAPON.NOAUTOAIM\n Weapon.Kickback 0\n Weapon.YAdjust 0\n +INVENTORY.UNDROPPABLE\n inventory.icon \"SKULLATT\"\n States\n {\n Spawn:\n BPAK A 400\n Stop\n Ready:\n JTRM A 0 ACS_ExecuteAlways(999,0)\n JTRM A 1 A_WeaponReady\n Goto Ready+1\n Deselect:\n\t JTRM A 1 A_Lower\n Loop\n Select:\n JTRM A 1 A_Raise\n Goto Select\n Fire:\n\t JTRM A 0 ACS_ExecuteAlways(720, 0, tid, 2)\n JTRM A 0 A_GiveInventory(\"Clip\",1)\n \t JTRM A 0 A_Stop\n JTRM A 0 A_Recoil(-56)\n\t JTRM A 0 A_Playweaponsound(\"skullattack\")\n\t JTRM A 0 SetPlayerProperty(0, 1, 0)\n\t JTRM A 1 A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM AAAAAAAA 1 offset (0, 135) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 0 A_FireCustomMissile(\"DirectJitterAttack\")\n\t JTRM A 0 A_JumpIfInventory(\"Crunched\",1,\"BloodReturn\")\n\t JTRM A 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM A 18 offset (0, 32) SetPlayerProperty(0, 0, 0)\n\t JTRM A 0 offset (0, 32)\n\t JTRM A 0 A_TakeInventory(\"Clip\",9999)\n\t JTRM A 0 A_JumpIfInventory(\"Crunched\",1,\"BloodDelay\")\n\t JTRM A 6 A_TakeInventory(\"Crunched\",999)\n\t JTRM A 8\n\t goto Ready\n\t BloodReturn:\n\t JTRM B 1 offset (0, 125) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 115) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 105) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 95) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 85) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 75) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 65) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 55) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 1 offset (0, 45) A_FireCustomMissile(\"JitterskullAttack\", 0, 0 ,0)\n\t JTRM B 18 offset (0, 32) SetPlayerProperty(0, 0, 0)\n\t JTRM B 0 A_TakeInventory(\"Clip\",9999)\n\t goto BloodDelay\n\t BloodDelay:\n\t JTRM A 0 A_TakeInventory(\"Crunched\",999)\n\t JTRM B 2 offset (0, 32) A_PlaySoundEx(\"skulleating\",\"Voice\")\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 2 offset (5, 37)\n\t JTRM B 2 offset (10, 42)\n\t JTRM B 2 offset (15, 47)\n\t JTRM B 2 offset (10, 52)\n\t JTRM B 2 offset (5, 57)\n\t JTRM B 2 offset (0, 62)\n\t JTRM B 2 offset (-5, 57)\n\t JTRM B 2 offset (-10, 52)\n\t JTRM B 2 offset (-15, 47)\n\t JTRM B 2 offset (-10, 42)\n\t JTRM B 2 offset (-5, 37)\n\t JTRM B 2 offset (0, 32)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM C 2 offset (5, 37)\n\t JTRM C 2 offset (10, 42)\n\t JTRM C 2 offset (15, 47)\n\t JTRM C 2 offset (10, 52)\n\t JTRM C 2 offset (5, 57)\n\t JTRM C 2 offset (0, 62)\n\t JTRM C 2 offset (-5, 57)\n\t JTRM C 2 offset (-10, 52)\n\t JTRM C 2 offset (-15, 47)\n\t JTRM C 2 offset (-10, 42)\n\t JTRM C 2 offset (-5, 37)\n\t JTRM C 2 offset (0, 32)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM D 2 offset (5, 37)\n\t JTRM D 2 offset (10, 42)\n\t JTRM D 2 offset (15, 47)\n\t JTRM D 2 offset (10, 52)\n\t JTRM D 2 offset (5, 57)\n\t JTRM D 2 offset (0, 62)\n\t JTRM D 2 offset (-5, 57)\n\t JTRM D 2 offset (-10, 52)\n\t JTRM D 2 offset (-15, 47)\n\t JTRM D 2 offset (-10, 42)\n\t JTRM D 2 offset (-5, 37)\n\t JTRM D 2 offset (0, 32)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM B 0 A_SpawnItemEx(\"NashGore_FlyingBlood\", 0, random(-22,22), random(2,15), random(2,15), random(2,15), random(8,12), random(-8,8),40)\n\t JTRM E 2 offset (5, 37)\n\t JTRM E 2 offset (10, 42)\n\t JTRM E 2 offset (15, 47)\n\t JTRM E 2 offset (10, 52)\n\t JTRM E 2 offset (5, 57)\n\t JTRM E 2 offset (0, 62)\n\t JTRM E 2 offset (-5, 57)\n\t JTRM E 2 offset (-10, 52)\n\t JTRM E 2 offset (-15, 47)\n\t JTRM E 2 offset (-10, 42)\n\t JTRM E 2 offset (-5, 37)\n\t Goto Ready\n\tAltFire:\n\t JTRM A 0 A_Stop\n\t JTRM A 22\n\t JTRM A 0 A_ReFire\n\t JTRM A 1 ACS_ExecuteAlways(999,0)\n\t Goto Ready\n }\n}\n\nActor JitterskullAttack\n{\n\tPROJECTILE\n\t+FORCERADIUSDMG\n\t+DONTREFLECT\n\tSpeed 30\n\tRadius 2\n\tHeight 2\n\tObituary \"%o was crunched by %k\"\n\tdamagetype \"JitterMelee\"\n\tdamage 10\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Explode(54, 54, 0)\n\t\tTNT1 A 1 //A_RadiusThrust(8000, 50, 0)\n\t\tStop\n\t}\n}\n\nActor DirectJitterAttack\n{\n\tPROJECTILE\n\tSpeed 50\n\tRadius 4\n\tHeight 4\n\tObituary \"%o was crunched by %k\"\n\tdamagetype \"JitterMelee\"\n\tdamage (300)\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 // 1\n\t\tStop\n\t}\n}\n\nActor SonicCooldown : Timer\n{\n\tPowerup.Duration 48\n}\n\nActor JitterskullHeal : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"CRESA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(743, 0)\n\t\tFail\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Creeper.txt",
"contents": "Actor Creeper : PlayerPawn\n{\n\tHealth 70\n\tMass 80\n\tLimitedtoteam 1\n\tbloodcolor \"Green\"\n\theight 18\n\tradius 13\n\tscale 0.4\n\tPlayer.attackzoffset 8\n\tPlayer.forwardmove 0.58\n\tPlayer.sidemove 0.58\n\tPlayer.viewheight 16\n\tPlayer.Maxhealth 70\n\tPlayer.DisplayName \"Creeper\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.soundclass \"creeper\"\n\tPlayer.StartItem \"CreeperWeapon\"\n\tPlayer.StartItem \"ArrowSingle\", 35\n\tPlayer.StartItem \"GhoulAmmo\", 3\n\tPlayer.StartItem \"CreeperBallSwitcher\", 1\n\tPlayer.StartItem \"ClassID\", 8\n\tPlayer.StartItem \"GhoulTeam\", 1\n\tPlayer.StartItem \"HealBallsFired\", 3\n\tPlayer.StartItem \"IsCreeper\", 1\n\tPlayer.crouchsprite \"CRE6\"\n\tPlayer.scoreicon \"CREEPST\"\n\tDamageFactor \"HunterLightningRail\", 2.0\n\tDamageFactor \"HunterSuperLightningRail\", 2.0\n\tDamageFactor \"DefilerPoisonGas\", 0.0\n\tDamageFactor \"CyborgPlasma\", 1.1\n\tDamageFactor \"GBDefilerBall\", 0.85\n\tDamageFactor \"WarlockBigFireball\", 0.9\n\tDamageFactor \"BarbarianHammer\", 0.85\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.9\n\tDamageFactor \"GravityObjectFired\", 0.9\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n\tDamageFactor \"EngineerMine\", 0.75\n\t+NOICEDEATH\n\t+NOSKIN\n\t+DONTBLAST\n\t+SHADOW\n\t+FORCEXYBILLBOARD\n\tStates\n\t{\n\tSpawn:\n\t\tCRE6 A 1\n\t\tCRE6 A 5 A_StopSoundEx(\"Body\")\n\t\tCRE6 AAAAAAA 6 A_JumpIf (momz!=0, \"Spawn\")\n\t\tCRE6 A 3 A_ClearShadow\n\t\tCRE6 A 0 A_JumpIfInventory(\"GhoulAmmo\", 3, \"Spawn\")\n\t\tCRE6 A 0 ACS_Execute(987,0)\n\t\tLoop\n\tSee:\n\t\tCRE6 A 0 A_PlaysoundEx(\"creeperact\", \"Body\")\n\t\tCRE6 A 3 A_SetShadow\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tCRE6 A 3\n\t\tCRE7 A 3\n\t\tLoop\n\tMissile:\n\t\tCRE6 A 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tCRE6 A 2 A_SetShadow\n\t\tCRE6 A 2 A_SetShadow\n\t\tGoto Spawn\n\tPain:\n\t\tCRE6 A 0 A_GiveInventory(\"Creeperpainboost\",1)\n\t\tCRE6 A 8 A_PlaySoundEx(\"creeperpain\", \"Body\")\n\t\tGoto Spawn\n\tPain.HunterIceSpike:\n\t\tTNT1 A 0 ACS_ExecuteAlways(451, 0, random(5,8))\n\t\tGoto Spawn\n\tPain.HunterSuperIceArrowTrail:\n\t\tCRE6 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tCRE6 A 0 ACS_ExecuteAlways(731, 0)\n\t\tGoto Pain+1\n\tPain.HunterSuperIceArrowTrail2:\n\t\tCHOK A 0 HealThing(1)\n\t\tCHOK A 0 ACS_ExecuteAlways(731, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain+1\n\tPain.HunterSuperIceArrow:\n\t\tCRE6 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tCRE6 A 0 ACS_ExecuteAlways(730, 0)\n\t\tGoto Pain+1\n\tPain.Maledict:\n\t\tCHOK A 0 A_JumpIfInventory(\"MaledictCooldown\", 1, 5)\n\t\tCHOK A 0 A_PlaySound(\"MaledictVictim\", 5)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictAmpPower\", 1)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictCooldown\", 1)\n\t\tCHOK A 0 ACS_ExecuteAlways(854, 0)\n\t\tGoto Pain+1\n Pain.Maledict2:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n Goto Pain+1\n\tPain.GhostbusterHorror:\n\t\tTNT1 A 0 ACS_ExecuteAlways(977,0)\n\t\tGoto Pain\n\tDeath:\n\tDeathAnim:\n\t\tCRE6 A 0 A_GiveToTarget(\"KilledCreeper\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tCRE6 A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tCRE6 Z 0 A_SpawnItem(\"Creeperdeath\")\n\t\tCRE6 Z 1 A_NoBlocking\n\t\tCRE6 Z 1 A_Fall\n\t\tCRE6 Z -1\n\t\tStop\n Death.MarineShotgun:\n CRE6 A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarinePistol:\n CRE6 A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineMachineGun:\n CRE6 A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineGrenade:\n CRE6 A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n CRE6 A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineSuicideGrenade:\n CRE6 A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n Goto DeathAnim\n Death.HunterFireArrow:\n CRE6 A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n CRE6 A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterIceArrow:\n CRE6 A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterRegularArrow:\n CRE6 A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterLightningRail:\n CRE6 A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n CRE6 A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.HunterFireMagic:\n CRE6 A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n Goto DeathAnim\n Death.HunterRegularMagic:\n CRE6 A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n Goto DeathAnim\n Death.HunterIceSpike:\n CRE6 A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n Goto DeathAnim\n Death.HunterLightningMagic:\n CRE6 A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n CRE6 A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n CRE6 A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail2:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n CRE6 A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperLightningRail:\n CRE6 A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.CyborgPlasma:\n CRE6 A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"CyborgCreeperLowHPKill\", 1)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n CRE6 A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"CyborgCreeperLowHPKill\", 1)\n Goto DeathAnim\n Death.CyborgPulse:\n CRE6 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"CyborgCreeperLowHPKill\", 1)\n Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n Death.GhostbusterProton:\n CRE6 A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterTrap:\n CRE6 A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t SJAS A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.GhostbusterBlood:\n CRE6 A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterEcho:\n CRE6 A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterSoul:\n CRE6 A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n CRE6 A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n CRE6 A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n CRE6 A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tCRE6 A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"GBCreeperUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.EngineerNail:\n CRE6 A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n Goto DeathAnim\n\tDeath.EngineerMine:\n\t\tCRE6 A 0 A_GiveToTarget(\"EngineerMineKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.SentryShoot:\n\t\tCRE6 A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.GravityObject:\n\t\tCRE6 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Vodka:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Bottle:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Donut:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Buddha:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tTNT1 A 0 A_GiveToTarget(\"BuddhaKills\", 1)\n\t\tGoto DeathAnim\n Death.SantaHollyAir:\n CRE6 A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n Goto DeathAnim\n Death.SantaHollyGround:\n CRE6 A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n Goto DeathAnim\n Death.SantaStarProjectile:\n CRE6 A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n Goto DeathAnim\n Death.SantaFallingStar:\n CRE6 A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n Goto DeathAnim\n Death.SantaSnowball:\n CRE6 A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tCRE6 A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.BarbarianLightningFall:\n\t\tCRE6 A 0 A_GiveToTarget(\"ThorKill\", 1)\n\t\tGoto DeathAnim\n Death.BarbarianSword:\n CRE6 A 0 A_GiveToTarget(\"BarbarianSwordKill\", 1)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n CRE6 A 0 A_GiveToTarget(\"BarbarianSwordWeakKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammerMelee:\n CRE6 A 0 A_GiveToTarget(\"BarbarianHammerMeleeKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammer:\n CRE6 A 0 A_GiveToTarget(\"BarbarianHammerKill\", 1)\n CRE6 A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkSword:\n\t\tCRE6 A 0 A_GiveToTarget(\"BarbarianBerserkSwordKill\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkHammer:\n\t\tCRE6 A 0 A_GiveToTarget(\"BarbarianBerserkHammerMulti\", 1)\n\t\tCRE6 A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n\t\tGoto DeathAnim\n Death.WarlockFireball:\n CRE6 A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockBigFireball:\n CRE6 A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockIceShards:\n CRE6 A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockLightning:\n CRE6 A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n CRE6 A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"XFCyborgTaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulTelefrag\", 1)\n\t\tGoTo DeathAnim\n\tDeath.GravityRailPuff:\n\t\tWORM A 0 A_GiveToTarget(\"GravityRailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\t}\n}\n\nACTOR Creeperdeath\n{\n\tHeight 10\n\tRadius 10\n\t-SOLID\n\tScale 0.5\n\talpha 1.0\n\trenderstyle translucent\n\tSpeed 5\n\tStates\n\t{\n\tSpawn:\n\t\tCREE D 0\n\t\tCREE D 0 A_Playsound(\"creeperdie\")\n\t\tCREE D 1 A_FadeOut(0.05)\n\t\tCREE D 0 A_SpawnItemEx (\"Creeperdeathfx\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tCREE D 0 A_Wander\n\t\tGoto spawn+2\n\t}\n}\n\nactor Creeperdeathfx\n{\n\t+NOGRAVITY\n\t- SOLID\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"ArchvileFirex3\", 0,0,random(0,360), 2,0)\n\t\tStop\n\t}\n}\n\nActor CreeperWeapon : Weapon\n{\n Weapon.SlotNumber 1\n Weapon.SelectionOrder 350\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"\"\n inventory.icon \"CREEPATT\"\n Obituary \"%k sucked out %o's soul.\"\n Weapon.AmmoType2 \"GhoulAmmo\"\n Weapon.AmmoGive 0\n Weapon.AmmoUse2 0\n Weapon.Kickback 0\n //+WEAPON.MELEEWEAPON\n +WEAPON.NOALERT\n +INVENTORY.UNDROPPABLE\n +WEAPON.ALT_AMMO_OPTIONAL\n +WEAPON.NOAUTOAIM\n Weapon.YAdjust 0\n States\n {\n Spawn:\n BPAK A 400\n Stop\n Ready:\n CREW A 1 A_WeaponReady\n Loop\n Deselect:\n\t CREW A 1 A_Lower\n Loop\n Select:\n CREW A 1 A_Raise\n Goto Select\n Fire:\n CREW A 0 A_FireCustomMissile(\"CreeperAttack\", 0,0,0,0)\n\t CREW ABCDEFGH 1\n\t CREW IJKLMNO 3\n\t goto Ready\n Altfire:\n\t CREW A 0 A_JumpIfInventory(\"CreeperHealMode\", 1, \"HealAltfire\")\n \t CREW A 0 A_JumpIfInventory(\"GhoulAmmo\", 1, \"StunBall\")\n\t Goto Ready\n StunBall:\n\t CREW A 0 A_TakeInventory(\"GhoulAmmo\", 1)\n CREW A 0 A_FireCustomMissile(\"CreeperBall\", 0, 1, 0, 0)\n\t CREW A 0 A_GiveInventory(\"CreeperUsedBall\", 1)\n CREW AON 3\n\t CREW MNO 4\n\t Goto Ready\n HealAltfire:\n CREW A 0 A_JumpIfInventory(\"GhoulAmmo\", 3, 2)\n\t CREW A 0 A_JumpIfInventory(\"CreeperHealBallCooldown\", 1, \"Ready\")\n\t Goto Ready\n\t CREW A 0 A_JumpIfInventory(\"HealBallsFired\", 1, 2)\n\t CREW A 0 A_Print(\"Stop spamming heal balls and go kill them\")\n\t Goto Ready\n\t CREW A 0 A_TakeInventory(\"GhoulAmmo\", 3)\n CREW A 0 A_FireCustomMissile(\"CreeperHealBall\",0,0,0,0)\n\t CREW A 0 A_TakeInventory(\"HealBallsFired\", 1)\n\t CREW A 0 A_GiveInventory(\"CreeperUsedBall\", 1)\n\t CREW A 0 A_PlaySound(\"CreeperHealBallFire\", CHAN_VOICE)\n\t CREW A 0 A_GiveInventory(\"CreeperHealBallCooldown\", 1)\n CREW AON 3\n\t CREW MNO 4\n\t Goto Ready\n }\n}\n\nactor CreeperBall\n{\n\tspeed 42\n\tdamage (random(4,6))\n\tdamagetype \"CreepStun\"\n\tobituary \"%k was patient enough to kill %o with %p balls.\"\n\theight 8\n\tradius 10\n\trenderstyle add\n\tscale 0.6\n\talpha 1.0\n\tPROJECTILE\n\tdecal \"Creeperballdecal\"\n\tseesound \"CreeperBall\"\n\tdeathsound \"CreeperBallD\"\n\tStates\n\t{\n\tSpawn:\n\t\tSRBA ABCD 3 A_FadeOut(0.06)\n\t\tLoop\n\t\tDeath:\n\t\tSRBA EFGHIJ 3 bright A_SetTranslucent(1.0, 1)\n\t\tStop\n\t}\n}\n\nactor CreeperAttack\n{\n\tspeed 34\n\tHeight 5\n\tObituary \"%k sucked out %o's soul.\"\n\tdamage 300\n\tdamagetype \"CreeperMelee\"\n\tRadius 4\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\t+DONTREFLECT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\t}\n}\n\nactor Creeperpainboost : PowerupGiver\n{\n inventory.maxamount 0\n powerup.duration 21\n powerup.color \"00 00 00\", 0.0\n powerup.type \"Speed\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n states\n {\n Spawn:\n TNT1 A 6\n loop\n }\n}\n\nActor CreeperHealMode : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CreeperHealBallCooldown : Timer\n{\n\tPowerup.Duration -25\n}\n\nActor CreeperUsedBall : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor CreeperHealBall\n{\n\tSpeed 42\n\tDamage (20)\n\tDamageType \"CreeperHealBall\"\n\tObituary \"%k sucked the life out of %o with creeper healing balls.\"\n\tHeight 12\n\tRadius 9\n\tScale 0.75\n\t//Decal \"Creeperballdecal\"\n\tSeeSound \"CreeperHealBallFire\"\n\tDeathSound \"CreeperBallD\"\n\tTranslation \"0:255=176:191\"\n\tAlpha 0.85\n\tRenderStyle Add\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tSRBA ABCD 3\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItemEx(\"CreeperHealBallDeath\")\n\t\tStop\n\t}\n}\n\nActor CreeperHealBallDeath\n{\n\tSpeed 42\n\tHeight 12\n\tRadius 9\n\tScale 0.75\n\tAlpha 0.85\n\tRenderstyle Add\n\t+NOINTERACTION\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tSRBB EFGHIJ 3 bright A_Fadeout(0.15)\n\t\tStop\n\t}\n}\n\nActor CreeperBallSwitcher : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"CRESA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(736, 0)\n\t\tFail\n\t}\n}\n\nActor HealBallsFired : Inventory\n{\n\tInventory.Amount 1 // 1\n\tInventory.MaxAmount 32 // 10\n\t+IGNORESKILL\n}"
},
{
"source": "pk3",
"name": "Actors/Choke.txt",
"contents": "Actor Choke : PlayerPawn\n{\n\tHealth 150\n\tMass 500\n\tScale 0.8\n\tpainchance 256\n\tlimitedtoteam 1\n\tplayer.forwardmove 1.38\n\tplayer.sidemove 1.0\n\tPlayer.Maxhealth 150\n\tPlayer.DisplayName \"Choke\"\n\tplayer.startitem \"Choketeeth\"\n\tPlayer.StartItem \"ChokeVomitSwitcher\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 9\n\tPlayer.StartItem \"GhoulTeam\", 1\n\tplayer.crouchsprite \"CHOK\"\n\tplayer.scoreicon \"CHOKEST\"\n\tplayer.soundclass \"choke\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"CyborgPlasma\", 0.75\n\tDamageFactor \"DefilerPoisonGas\", 0.0\n\tDamageFactor \"CyborgPulse\", 0.8\n\tDamageFactor \"GhostbusterProton\", 0.9\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.9\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n\tDamageFactor \"BarbarianHammer\", 0.85\n\tDamageFactor \"HunterSuperFireArrow\", 1.1\n\tDamageFactor \"HunterFireArrow\", 1.1\n\tDamageFactor \"WarlockBigFireball\", 1.1\n\tDamageFactor \"WarlockFireball\", 1.1\n\tDamageFactor \"WarlockMagmaSmall\", 1.1\n\tDamageFactor \"EngineerMine\", 0.75\n\t+NOSKIN\n\t+NOICEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tCHOK A 1\n\t\tCHOK A 0 A_JumpIfInventory(\"VomitPoints\", 100, 1)\n\t\tLoop\n//\t\tCHOK A 1 A_SpawnItemEx(\"RandomGibber\")\n\t\tCHOK A 0 A_PlaySound(\"chokeattack\", 5)\n\t\tCHOK A 3\n\t\tCHOK FGF 9\n\t\tCHOK A 6\n\t\tCHOK FAF 4\n\t\tLoop\n\tSee:\n\t\tCHOK A 0 A_JumpIfInventory(\"VomitPoints\", 100, 5)\n\t\tCHOK ABAC 2\n\t\tLoop\n//\t\tCHOK AB 1 A_SpawnItemEx(\"RandomGibber\")\n//\t\tCHOK AC 1 A_SpawnItemEx(\"RandomGibber\")\n\t\tCHOK ABACA 3\n\t\tCHOK A 0 A_PlaySound(\"chokeattack\", 5)\n\t\tCHOK FG 9\n\t\tCHOK BC 3\n\t\tCHOK AG 5\n\t\tLoop\n\tMissile:\n\t\tCHOK E 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tCHOK E 0 A_SetTranslucent(1.0, 0)\n\t\tCHOK E 0 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK E 0 A_JumpIfInventory(\"Clip\",1,\"Spit\")\n\t\tCHOK EF 4 A_JumpIfInventory(\"Clip\",1,\"Spit\")\n\t\tCHOK A 8\n\t\tGoto Spawn+1\n\tPain:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tCHOP A 8 A_Pain\n\t\tGoto Spawn\n\t\tCHOP B 8 A_Pain\n\t\tGoto Spawn\n\tPain.HunterIceSpike:\n\t\tTNT1 A 0 ACS_ExecuteAlways(451, 0, random(5,8))\n\t\tGoto Spawn\n\tPain.HunterSuperIceArrowTrail:\n\t\tCHOK A 0 ACS_ExecuteAlways(731, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail2:\n\t\tCHOK A 0 HealThing(1)\n\t\tCHOK A 0 ACS_ExecuteAlways(731, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tCHOK A 0 ACS_ExecuteAlways(730, 0)\n\t\tCHOK A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.Maledict:\n\t\tCHOK A 0 A_JumpIfInventory(\"MaledictCooldown\", 1, 5)\n\t\tCHOK A 0 A_PlaySound(\"MaledictVictim\", 5)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictAmpPower\", 1)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictCooldown\", 1)\n\t\tCHOK A 0 ACS_ExecuteAlways(854, 0)\n\t\tGoto Spawn\n Pain.Maledict2:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n Goto Pain\n\tPain.GhostbusterHorror:\n\t\tTNT1 A 0 ACS_ExecuteAlways(977,0)\n\t\tGoto Pain\n\tSpit:\n\t\tCHOK E 0 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK E 5 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK F 32 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK G 33 A_JumpIfInventory(\"Clip\",2,\"Vomit\")\n\t\tCHOK E 10 A_TakeInventory(\"Clip\",99)\n\t\tGoto Spawn+1\n\tVomit:\n\t\tCHOK F 10 A_TakeInventory(\"Clip\",99)\n\t\tCHOK E 23 A_TakeInventory(\"Clip\",99)\n\t\tCHOK E 10 A_TakeInventory(\"Clip\",99)\n\t\tGoto Spawn+1\n\tChokeVomit:\n\t\tCHOK E 24\n\t\tGoto Spawn+1\n\tChokeFeast:\n\t\tCHOK EFG 14\n\t\tGoto Spawn+1\n\tDeath:\n\tDeathAnim:\n\t\tCHOK A 0 A_GiveToTarget(\"KilledChoke\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tCHOK A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tCHOK E 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tCHOK E 0 A_PlaySoundEx(\"chokedeath\", \"Body\")\n\t\tCHOK HI 11\n\t\tCHOK E 0\n\t\tCHOK JK 11\n\t\tCHOK E 0\n\t\tCHOK Z -1\n\t\tStop\n Death.MarineShotgun:\n CHOK A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarinePistol:\n CHOK A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineMachineGun:\n CHOK A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineGrenade:\n CHOK A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n CHOK A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineSuicideGrenade:\n CHOK A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n Goto DeathAnim\n Death.HunterFireArrow:\n CHOK A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n CHOK A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterIceArrow:\n CHOK A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterRegularArrow:\n CHOK A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterLightningRail:\n CHOK A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n CHOK A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.HunterFireMagic:\n CHOK A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n Goto DeathAnim\n Death.HunterRegularMagic:\n CHOK A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n Goto DeathAnim\n Death.HunterIceSpike:\n CHOK A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n Goto DeathAnim\n Death.HunterLightningMagic:\n CHOK A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n CHOK A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail2:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n CHOK A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperLightningRail:\n CHOK A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.CyborgPlasma:\n CHOK A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n CHOK A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n Goto DeathAnim\n Death.CyborgPulse:\n CHOK A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n Death.GhostbusterProton:\n CHOK A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterTrap:\n CHOK A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t SJAS A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.GhostbusterBlood:\n CHOK A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterEcho:\n CHOK A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterSoul:\n CHOK A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n CHOK A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n CHOK A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n CHOK A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tCHOK A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GBChokeUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.EngineerNail:\n CHOK A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n Goto DeathAnim\n\tDeath.EngineerMine:\n\t\tSJAS A 0 A_GiveToTarget(\"EngineerMineKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.SentryShoot:\n\t\tCHOK A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.GravityObject:\n\t\tCHOK A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Vodka:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Bottle:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Donut:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Buddha:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tTNT1 A 0 A_GiveToTarget(\"BuddhaKills\", 1)\n\t\tGoto DeathAnim\n Death.SantaHollyAir:\n CHOK A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n Goto DeathAnim\n Death.SantaHollyGround:\n CHOK A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n Goto DeathAnim\n Death.SantaStarProjectile:\n CHOK A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n Goto DeathAnim\n Death.SantaFallingStar:\n CHOK A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n Goto DeathAnim\n Death.SantaSnowball:\n CHOK A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tCHOK A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.BarbarianLightningFall:\n\t\tCHOK A 0 A_GiveToTarget(\"ThorKill\", 1)\n\t\tGoto DeathAnim\n Death.BarbarianSword:\n CHOK A 0 A_GiveToTarget(\"BarbarianSwordKill\", 1)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n CHOK A 0 A_GiveToTarget(\"BarbarianSwordWeakKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammerMelee:\n CHOK A 0 A_GiveToTarget(\"BarbarianHammerMeleeKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammer:\n CHOK A 0 A_GiveToTarget(\"BarbarianHammerKill\", 1)\n CHOK A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkSword:\n\t\tCHOK A 0 A_GiveToTarget(\"BarbarianBerserkSwordKill\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkHammer:\n\t\tCHOK A 0 A_GiveToTarget(\"BarbarianBerserkHammerMulti\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n\t\tGoto DeathAnim\n Death.WarlockFireball:\n CHOK A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockBigFireball:\n CHOK A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockIceShards:\n CHOK A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockLightning:\n CHOK A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n CHOK A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"XFCyborgTaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulTelefrag\", 1)\n\t\tGoTo DeathAnim\n\tDeath.GravityRailPuff:\n\t\tWORM A 0 A_GiveToTarget(\"GravityRailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor RandomGibber : GIBBER\n{\n\t-TELESTOMP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_Jump(192,2)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GIB1\", random(-2,2), random(-2,2), random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n\t\t\tTNT1 A 0 A_Jump(192,2)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GIB2\", random(-2,2), random(-2,2), random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n\t\t\tTNT1 A 0 A_Jump(192,2)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GIB3\", random(-2,2), random(-2,2), random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n\t\t\tTNT1 A 0 A_Jump(192,2)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GIB4\", random(-2,2), random(-2,2), random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GIB5\", random(-2,2), random(-2,2), random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), random(80, 160), 0)\n\t\tStop\n\t}\n}\n\nActor Choketeeth : Weapon\n{\n\tWeapon.SlotNumber 1\n\tinventory.icon \"CHOKEATT\"\n Weapon.SelectionOrder 350\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"\"\n// Obituary \"%o was munched by %k\"\n +WEAPON.MELEEWEAPON\n Weapon.Kickback 0\n Weapon.YAdjust 0\n +INVENTORY.UNDROPPABLE\n States\n {\n Spawn:\n BPAK A 400\n Stop\n Ready:\n CHOK L 1 A_WeaponReady\n Loop\n Deselect:\n\t CHOK L 1 A_Lower\n Loop\n Select:\n CHOK L 1 A_Raise\n Goto Select\n Fire:\n CHOK L 0 A_JumpIfInventory(\"ChokeCancelCheck\",1,\"Cancel\")\n\t CHOK L 0 A_Playweaponsound(\"chokeattack\")\n\t CHOK L 1 A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-10, 55) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-20, 75) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-30, 95) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-40, 115) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-50, 135) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-40, 115) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-30, 95) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-20, 75) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 1 offset (-10, 55) A_SpawnItemEx(\"ChokeAttack\", 0, 0 ,28, momx, momy, 0, 0, 40)\n\t CHOK L 5 offset (0, 32)\n\t goto Ready\n Altfire:\n\t CHOK L 0 A_JumpIfInventory(\"VomitModeOn\", 1, \"VomitMode\")\n CHOK L 0 A_JumpIfInventory(\"ChokeBallCooldown\", 1, \"Ready\")\n CHOK L 0 A_JumpIfInventory(\"ChokeCancelCheck\", 1, \"Cancel\")\n\t CHOK L 0 A_GiveInventory(\"DoingChokeBall\", 1)\n CHOK L 0 A_GiveInventory(\"Clip\",1)\n\t CHOK L 0 ACS_ExecuteAlways(983,0)//SetPlayerProperty(0, 1, 0)\n\t CHOK L 0 A_PlayWeaponSound(\"chokeswallow\")\n\t CHOK L 2 offset (0, 35)\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 2 offset (0, 25)\n\t CHOK L 2 offset (0, 20)\n\t CHOK L 2 offset (0, 15)\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 25 offset (0, 5) A_GiveInventory(\"ChokeCancelCheck\",1)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 5)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 30)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 25)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-10, 20)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (-5, 15)\n\t CHOK L 0 A_WeaponReady\n\t CHOK L 2 offset (0, 10)\n\t CHOK L 0 A_GiveInventory(\"ChokeBallCooldown\", 1)\n\t CHOK L 0 offset (0, 5) A_FireCustomMissile(\"Chokeball\", 0, 0 ,0)\n\t CHOK L 1 offset (0, 55) A_PlayWeaponSound(\"chokespit\")\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 95)\n\t CHOK L 1 offset (0, 115)\n\t CHOK L 1 offset (0, 135)\n\t CHOK L 1 offset (0, 115)\n\t CHOK L 1 offset (0, 95)\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 55)\n\t CHOK L 10 offset (0, 32) A_TakeInventory(\"ChokeCancelCheck\",999)\n\t CHOK L 15 offset (0, 32) ACS_ExecuteAlways(982,0)//SetPlayerProperty(0, 0, 0)\n\t CHOK L 0 A_TakeInventory(\"DoingChokeBall\", 1)\n\t Goto Ready\n Cancel:\n\t CHOK L 0 A_GiveInventory(\"Clip\",1)\n\t CHOK L 0 A_TakeInventory(\"ChokeCancelCheck\",999)\n\t CHOK L 0 A_PlayWeaponSound(\"chokevomit\")\n\t CHOK L 0 offset (0, 55) A_FireCustomMissile(\"VomitFake\",0,0,0,0)\n\t CHOK L 1 offset (0, 55)\n\t CHOK L 1 offset (0, 60)\n\t CHOK L 1 offset (0, 65)\n\t CHOK L 0 ACS_ExecuteAlways(982,0)\n\t CHOK L 1 offset (0, 70)\n\t CHOK L 1 offset (0, 75)\n\t CHOK L 1 offset (0, 80)\n\t CHOK L 1 offset (0, 85)\n\t CHOK L 1 offset (0, 90)\n\t CHOK LLLLLLLLLLLLLLLLLLLLLLLLL 1 offset (0, 95) A_FireCustomMissile(\"ChokeVomit\",random(-20,20),0,0,3)\n\t CHOK L 10 offset (0, 95)\n\t CHOK L 2 offset (0, 90)\n\t CHOK L 2 offset (0, 85)\n\t CHOK L 2 offset (0, 80)\n\t CHOK L 2 offset (0, 75)\n\t CHOK L 2 offset (0, 70)\n\t CHOK L 2 offset (0, 65)\n\t CHOK L 2 offset (0, 60)\n\t CHOK L 2 offset (0, 55)\n\t CHOK L 2 offset (0, 32)\n\t CHOK L 0 A_TakeInventory(\"DoingChokeBall\", 1)\n\t Goto Ready\n VomitMode:\n\t CHOK L 1 A_JumpIfInventory(\"VomitPoints\", 100, \"VomitBonus\")\n\t CHOK L 1 A_JumpIfInventory(\"VomitPoints\", 1, 4)\n\t CHOK L 1 A_Jump(256, 2) // These dont work actually\n\t CHOK L 1 HealThing(25)\n\t CHOK L 1 A_JumpIfInventory(\"VomitPoints\", 1, 1)\n\t Goto NoPoints\n\t CHOK L 0 A_PlaySound(\"chokevomit\", 1)\n\t CHOK L 0 ACS_ExecuteAlways(774, 0, FAS_ChokeVomit)\n\t CHOK LLL 1 offset (0, 95) A_FireCustomMissile(\"ChokeVomitNew\", random(-30,30), 0, 0, 3)\n\t CHOK L 0 A_TakeInventory(\"VomitPoints\", 1)\n\t CHOK L 0 A_JumpIfInventory(\"VomitPoints\", 1, 1)\n\t Goto Ready\n\t CHOK L 0 A_JumpIf(ACS_ExecuteWithResult(757) == 1, 1)\n\t Goto VomitMode+6\n\t CHOK L 0 A_PlaySound(\"chokevomit\", 1)\n\t Goto VomitMode+6\n VomitBonus:\n\t CHOK L 0 ACS_ExecuteAlways(983,0)\n\t CHOK L 0 ACS_ExecuteAlways(774, 0, FAS_ChokeBloodFeast)\n\t CHOK L 0 A_SpawnItemEx(\"GIBBER\", 64, 0, 0, 0, 0, 0, 0, 160, 0)\n\t CHOK L 0 A_SpawnItemEx(\"GIBBER\", -64, 0, 0, 0, 0, 0, 0, 160, 0)\n\t CHOK L 0 A_SpawnItemEx(\"GIBBER\", 0, 64, 0, 0, 0, 0, 0, 160, 0)\n\t CHOK L 0 A_SpawnItemEx(\"GIBBER\", 0, -64, 0, 0, 0, 0, 0, 160, 0)\n\t CHOK LLLLL 0 A_PlaySound(\"ENJOYFEAST\", 5)\n\t CHOK L 1 A_FireCustomMissile(\"GibExploder\")\n\t CHOK L 5 offset(0,32) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,40) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,48) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,56) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,64) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,72) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,80) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 5 offset(0,88) A_GiveInventory(\"HealthBonus\", 5)\n\t CHOK L 0 A_TakeInventory(\"VomitPoints\", 1)\n\t CHOK L 0 ACS_ExecuteAlways(982,0)\n\t Goto VomitMode+6\n NoPoints:\n\t CHOK L 5 A_Print(\"You can't vomit anything with no vomit points\")\n\t Goto Ready\n }\n}\n\nActor GibExploder\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage (0)\n\tObituary \"%o got too close to %k's bloodfeast.\"\n\tDamageType \"ChokeFeast\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(160, 160, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ChokeVomit\n{\n\tSpeed 1\n\theight 2\n\tdamage (3)\n\tradius 2\n\tscale 0.2\n\trenderstyle translucent\n\talpha 0.8\n\tDamageType \"ChokeVomit\"\n\tObituary \"%o was vomited on by %k.\"\n\tPROJECTILE\n\t+RIPPER\n\t-NOGRAVITY\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\tVFX6 A 0\n\tVFX6 A 5 A_Recoil(random(-12,-22))\n\tVFX6 ABCDE 5\n\tstop\n\t}\n}\n\nActor ChokeVomitNew : ChokeVomit\n{\n\tSpeed 12\n\tDamage (Random(2,3))\n}\n\nActor VomitFake\n{\n\tPROJECTILE\n\t-SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor ChokeCancelCheck : Inventory\n{\n Inventory.Amount 1\n Inventory.MaxAmount 1\n}\n\nActor ChokeAttack\n{\n\t+NOGRAVITY\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\t+NOTELEPORT\n\tSpeed 25\n\tRadius 2\n\tHeight 2\n\tObituary \"%o was munched by %k\"\n\tdamagetype \"ChokeAttack\"\n\tdamage 0\n\t+RIPPER\n\t+DONTREFLECT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Recoil(-25)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 A_Explode(random(8,9), 52, 0)\n\t\tStop\n\t}\n}\n\nActor ChokeBallCooldown : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tpowerup.duration 100\n}\n\nactor Chokeball\n{\n\tPROJECTILE\n\tSpeed 50\n\t-NOGRAVITY\n\tScale 0.8\n\t+LOWGRAVITY\n\t+NOTELEPORT\n\tdecal \"BloodSplat\"\n\tdamagetype \"ChokeBloodBall\"\n\tObituary \"%o was stained by %k's blood ball.\"\n\tDamage 3\n\tHeight 5\n\tRadius 6\n\treactiontime 8\n\tStates\n\t{\n\tSpawn:\n\t\tBLBA AAAA 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA BBBB 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA CCCC 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA DDDD 1 A_SpawnItem(\"NashGore_FlyingBlood\",0,0,0,1)\n\t\tBLBA A 0 A_GiveInventory(\"ChokeDist\",1)\n\t\tBLBA A 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tVFX6 A 0 A_JumpIfInventory(\"ChokeDist\",11,\"Far\")\n\t\tVFX6 A 0 A_Stop\n\t\tVFX6 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\tVFX6 A 0 A_Explode(125, 125, 0)\n\t\tNULL A 0 A_PlaySound(\"gibbage/xsplat\")\n\t\tNULL A 0 A_SpawnItemEx (\"GIB1\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB2\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB3\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB4\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx (\"GIB5\", 1, 1, random(8,32), random(0,5), random(0,5), 0, random(0,360), 160, 0)\n\t\tVFX6 A 3 A_FadeOut(0.08)\n\t\tVFX6 A 0 A_TakeFromTarget(\"ChokeDist\",999)\n\t\tVFX6 BCDE 3 A_FadeOut(0.08)\n\t\tStop\n\tFar:\n\t\tVFX6 A 0 A_GiveToTarget(\"ChokeDist\",1)\n\t\tGoto Death+1\n\t}\n}\n\nActor VomitPoints : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n}\n\nActor VomitModeOn : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor DoingChokeBall : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor Got100Vomit : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor ChokeVomitSwitcher : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"CRESA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(742, 0)\n\t\tFail\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Frostbite.txt",
"contents": "Actor Frostbite : PlayerPawn\n{\n Health 125\n Mass 9000\n\tgravity 0.9\n\tscale 0.24\n\trenderstyle translucent\n\tbloodcolor \"Blue\"\n\tbloodtype \"IceChunkFB3\"\n\tlimitedtoteam 1\n Player.forwardmove 0.85\n Player.sidemove 0.85\n Player.Maxhealth 125\n Player.DisplayName \"FrostBite\"\n Player.startitem \"FrostTeeth\"\n\tPlayer.startitem \"FrostAmmo\", 50\n\tPlayer.startitem \"NewFrostyArmor\", 1\n\tPlayer.StartItem \"FrostbiteDoIceRain\", 1\n\tPlayer.startitem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 10\n\tPlayer.StartItem \"GhoulTeam\", 1\n Player.crouchsprite \"FROB\"\n Player.soundclass \"frost\"\n\tPlayer.startitem \"AchievementID\", 2\n\tPlayer.scoreicon \"FROSTST\"\n Player.ColorRange 112, 127\n\tDamageFactor \"HunterFireArrow\", 1.5\n\tDamageFactor \"HunterSuperFireArrow\", 1.2\n\tDamageFactor \"HunterFireMagic\", 1.4\n\tDamageFactor \"HunterIceArrow\", 0.2\n\tDamageFactor \"HunterIceSpike\", 0.2\n\tDamageFactor \"HunterSuperIceArrow\", 0.4\n\tDamageFactor \"HunterSuperIceArrowTrail\", 0.2\n\tDamageFactor \"HunterSuperLightningRail\", 0.8\n\tDamageFactor \"HunterLightningRail\", 0.8\n\tDamageFactor \"CyborgJetpackFire\", 1.5\n\tDamageFactor \"CyborgPlasma\", 0.9\n\tDamageFactor \"GhostbusterProton\", 0.9\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n\tDamageFactor \"SantaSnowBall\", 0.75\n\tDamageFactor \"WarlockFireball\", 1.2\n\tDamageFactor \"WarlockBigFireball\", 1.2\n\tDamageFactor \"WarlockMagmaSmall\", 1.2\n\tDamageFactor \"WarlockIceShards\", 0.55\n\tDamageFactor \"DefilerPoisonGas\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.0\n\tDamageFactor \"BarbarianHammer\", 0.8\n\tDamageFactor \"EngineerMine\", 0.75\n +NOSKIN\n\t+NOICEDEATH\n States\n {\n Spawn:\n\t\tTNT1 A 0\n\t\tFROB A 1\n\t\tGoto Spawn+1\n\tSee:\n\t\tFROB A 2 A_SetTranslucent(0.50, 0)\n\t\tFROB A 2 A_SetTranslucent(0.55, 0)\n\t\tFROB A 2 A_SetTranslucent(0.60, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.65, 0)\n\t\tFROB A 2 A_SetTranslucent(0.70, 0)\n\t\tFROB A 2 A_SetTranslucent(0.75, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.80, 0)\n\t\tFROB A 2 A_SetTranslucent(0.85, 0)\n\t\tFROB A 2 A_SetTranslucent(0.90, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.95, 0)\n\t\tFROB A 2 A_SetTranslucent(1.0, 0)\n\t\tFROB A 2 A_SetTranslucent(0.95, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.90, 0)\n\t\tFROB A 2 A_SetTranslucent(0.85, 0)\n\t\tFROB A 2 A_SetTranslucent(0.80, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.75, 0)\n\t\tFROB A 2 A_SetTranslucent(0.70, 0)\n\t\tFROB A 2 A_SetTranslucent(0.65, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tFROB A 2 A_SetTranslucent(0.60, 0)\n\t\tFROB A 2 A_SetTranslucent(0.55, 0)\n\t\tFROB A 2 A_SetTranslucent(0.50, 0)\n\t\tFROB A 0 A_SpawnItemEx(\"FrostTwinkle\", 0, random(-40,40), random(-40,90),0,0,0,0,32)\n\t\tGoto Spawn+1\n\tPain:\n\t\tFROB A 0\n\t\tGoto Spawn\n\tPain.Maledict:\n\t\tCHOK A 0 A_JumpIfInventory(\"MaledictCooldown\", 1, 5)\n\t\tCHOK A 0 A_PlaySound(\"MaledictVictim\", 5)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictAmpPower\", 1)\n\t\tCHOK A 0 A_GiveInventory(\"MaledictCooldown\", 1)\n\t\tCHOK A 0 ACS_ExecuteAlways(854, 0)\n\t\tGoto Spawn\n Pain.Maledict2:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n Goto Spawn\n\tPain.GhostbusterHorror:\n\t\tTNT1 A 0 ACS_ExecuteAlways(977,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tFROB A 0 A_JumpIfInventory(\"Clip\",1,\"Breath\")\n\t\tFROB A 0 A_SetTranslucent(1.0, 0)\n\t\tFROB BBBB 1 A_JumpIfInventory(\"Clip\",1,\"Breath\")\n\t\tFROB CD 4\n\t\tFROB D 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tFROB EFEA 3\n\t\tGoto Spawn+1\n\tBreath:\n\t\tFROB D 18 bright\n\t\tFROB CB 4 bright\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tFROB A 0 A_GiveToTarget(\"KilledFrostbite\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tFROB A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tFROB A 0 A_GiveInventory(\"GhoulAmmo\",1)\n\t\tFROB A 0 A_Fall\n\t\tFROB A 0 A_SpawnItemEx(\"LargeBurst\",0,0,0,0,0,0,0,32)\n\t\tTNT1 A 6 A_PlayerScream\n\t\tFROB ZZZZZZ 6 A_SpawnItemEx(\"FrostDeathFX\",0,0,32,1,0,2,random(0,360),32)\n\t\tFROB A 0\n\t\tFROB Z -1\n\t\tStop\n Death.MarineShotgun:\n FROB A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarinePistol:\n FROB A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineMachineGun:\n FROB A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineGrenade:\n FROB A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n FROB A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineSuicideGrenade:\n FROB A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n Goto DeathAnim\n Death.HunterFireArrow:\n FROB A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n FROB A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterIceArrow:\n FROB A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterRegularArrow:\n FROB A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterLightningRail:\n FROB A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n FROB A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.HunterFireMagic:\n FROB A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n Goto DeathAnim\n Death.HunterRegularMagic:\n FROB A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n Goto DeathAnim\n Death.HunterIceSpike:\n FROB A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n Goto DeathAnim\n Death.HunterLightningMagic:\n FROB A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n FROB A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n FROB A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail2:\n CHOK A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n FROB A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperLightningRail:\n FROB A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.CyborgPlasma:\n FROB A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n FROB A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n Goto DeathAnim\n Death.CyborgPulse:\n FROB A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n Death.GhostbusterProton:\n FROB A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterTrap:\n FROB A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t SJAS A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.GhostbusterBlood:\n FROB A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterEcho:\n FROB A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterSoul:\n FROB A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n FROB A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n FROB A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n FROB A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tFROB A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"GBFrostbiteUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.EngineerNail:\n FROB A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n Goto DeathAnim\n\tDeath.EngineerMine:\n\t\tSJAS A 0 A_GiveToTarget(\"EngineerMineKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.SentryShoot:\n\t\tFROB A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.GravityObject:\n\t\tFROB A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Vodka:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Bottle:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Donut:\n\t\tNMRE A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Buddha:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tTNT1 A 0 A_GiveToTarget(\"BuddhaKills\", 1)\n\t\tGoto DeathAnim\n\tDeath.GravityRailPuff:\n\t\tWORM A 0 A_GiveToTarget(\"GravityRailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n Death.SantaHollyAir:\n FROB A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n Goto DeathAnim\n Death.SantaHollyGround:\n FROB A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n Goto DeathAnim\n Death.SantaStarProjectile:\n FROB A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n Goto DeathAnim\n Death.SantaFallingStar:\n FROB A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n Goto DeathAnim\n Death.SantaSnowball:\n FROB A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"SantaKillFrostbiteSnow\", 1)\n Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tFROB A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.BarbarianLightningFall:\n\t\tFROB A 0 A_GiveToTarget(\"ThorKill\", 1)\n\t\tGoto DeathAnim\n Death.BarbarianSword:\n FROB A 0 A_GiveToTarget(\"BarbarianSwordKill\", 1)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n FROB A 0 A_GiveToTarget(\"BarbarianSwordWeakKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammerMelee:\n FROB A 0 A_GiveToTarget(\"BarbarianHammerMeleeKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammer:\n FROB A 0 A_GiveToTarget(\"BarbarianHammerKill\", 1)\n FROB A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkSword:\n\t\tFROB A 0 A_GiveToTarget(\"BarbarianBerserkSwordKill\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkHammer:\n\t\tFROB A 0 A_GiveToTarget(\"BarbarianBerserkHammerMulti\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n\t\tGoto DeathAnim\n Death.WarlockFireball:\n FROB A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockBigFireball:\n FROB A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockIceShards:\n FROB A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tFROB A 0 A_GiveToTarget(\"WarlockIceKillFrostbite\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockLightning:\n FROB A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n FROB A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tCHOK A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n Death.PurpleMagic:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict2:\n\t\tCHOK A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tCHOK A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"XFCyborgTaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulTelefrag\", 1)\n\t\tGoTo DeathAnim\n }\n}\n\nActor NewFrostyArmor : BasicArmorPickup\n{\n\tinventory.icon \"FROZS\"\n\tArmor.SavePercent 40.0\n\tArmor.SaveAmount 200\n}\n\nActor FrostDeathFX\n{\n\t-SOLID\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\trenderstyle add\n\talpha 0.9\n\tscale 2.5\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS JKLMNOP 5 A_FadeOut(0.05)\n\t\tPLSS QRSTUVWX 4 A_FadeOut(0.05)\n\t\tstop\n\t}\n}\n\nActor LargeBurst\n{\n\tRadius 40\n\tHeight 80\n\t- SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"FrostBurst\")\n\t\tTNT1 A 1 A_Burst(\"IceChunkFB2\")\n\t\tstop\n\t}\n}\n\nActor IceChunkFB\n{\n\tRadius 3\n\tHeight 4\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tICEC A 0\n\t\tICEC A 0 A_Recoil(-5)//ThrustThingZ(0,random(1,15),0,0)\n\t\tICEC AAAABCD 3\n\t\tStop\n\t}\n}\n\nActor IceChunkFB2\n{\n\tRadius 3\n\tHeight 4\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t+LOWGRAVITY\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tICEC A 0\n\t\tICEC A 0 ThrustThingZ(0,random(1,15),0,0)\n\t\tICEC ABCD 30\n\t\tStop\n\t}\n}\n\nActor IceChunkFB3\n{\n\tRadius 3\n\tHeight 4\n\t+CLIENTSIDEONLY\n\t- SOLID\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tICEC A 0\n\t\tICEC A 0 ThrustThingZ(0,random(1,15),0,0)\n\t\tICEC A 0 ThrustThing(random(0,256),random(1,8))\n\t\tICEC ABCD 4\n\t\tStop\n\t}\n}\n\nactor FrostTwinkle\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\tRadius 3\n\tHeight 3\n\t+NOGRAVITY\n\trenderstyle add\n\t- SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tTGLT F 0 bright\n\t\tTGLT F 0 bright A_PlaySound(\"FrostTwinkle\")\n\t\tTGLT FGHIFGHIFGHIFGHI 2 bright A_FadeOut(0.02)\n\t\tstop\n\t}\n}\n\nActor FrostAmmo : Ammo\n{\n\tinventory.amount 50\n\tinventory.maxamount 50\n\tinventory.icon \"FROSAM\"\n}\n\nActor FrostTeeth : Weapon\n{\n +WEAPON.DONTBOB\n Weapon.SelectionOrder 350\n Inventory.PickupSound \"\"\n Inventory.PickupMessage \"\"\n Weapon.SlotNumber 1\n Weapon.AmmoType \"FrostAmmo\"\n Weapon.AmmoGive 1\n Weapon.AmmoUse 1\n +WEAPON.MELEEWEAPON\n Weapon.Kickback 0\n Weapon.YAdjust 0\n +INVENTORY.UNDROPPABLE\n +WEAPON.ALT_AMMO_OPTIONAL\n inventory.icon \"FROSTATT\"\n States\n {\n Spawn:\n\t BPAK A 400\n Stop\n Ready:\n FROB VVVVV 1 A_WeaponReady\n\t FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n\t FROB VVVVV 1 A_WeaponReady\n\t FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n\t FROB V 0 A_GiveInventory(\"FrostAmmo\", 1)\n\t FROB VVVVV 1 A_WeaponReady\n\t FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n\t FROB VVVVV 1 A_WeaponReady\n\t FROB V 0 A_JumpIfInventory(\"DoShardRain\", 1, \"IceRain\")\n FROB V 0 A_GiveInventory(\"FrostAmmo\", 1)\n\t FROB V 0 A_GiveInventory(\"ArmorBonus\", 1)\n Loop\n Deselect:\n FROB V 0 A_StopSoundEx(\"Weapon\")\n FROB V 1 A_Lower\n Loop\n Select:\n FROB V 1 A_Raise\n Goto Select\n IceRain:\n\t FROB V 0 A_JumpIfInventory(\"ShardPoints\", 1, 2)\n\t FROB V 0 A_TakeInventory(\"DoShardRain\", 1)\n\t Goto Ready\n\t FROB VVVVV 1 A_SpawnItemEx(\"IceFallSpawner\", random(-255,255), random(-255,255), 9999, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t FROB V 0 A_GiveInventory(\"HealthBonus\", 3)\n\t FROB V 0 A_TakeInventory(\"ShardPoints\", 1)\n\t Loop\n Fire:\n FROB V 0 A_Playweaponsound(\"FrostChomp\")\n\t FROB V 0 A_Recoil(-20)\n FROB V 2 offset (0, 55)\n FROB V 2 offset (0, 65)\n FROB V 2 offset (0, 75)\n FROB V 2 offset (0, 95)\n FROB V 2 offset (0, 105)\n FROB V 2 offset (0, 135)\n\t FROB V 0 A_Stop\n\t FROB V 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n\t FROB V 0 A_JumpIfInventory(\"Crunched\",1,\"Take\")\n\t FROB V 0 A_Playweaponsound(\"FrostTeeth\")\n FROB V 3 offset (0, 38) A_FireCustomMissile(\"FrostAttack\", 0, 0 ,0)\n\t FROB VV 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n FROB V 3 offset (0, 29)\n\t FROB VV 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n FROB V 3 offset (0, 34)\n\t FROB VV 0 A_SpawnItemEx(\"IceChunkFB\", 0, random(-22,22), random(2,15), momx, momy, random(8,12), random(-8,8),40)\n\t FROB V 3\n\t FROB V 3 A_Refire\n\t FROB V 0 A_TakeInventory(\"Crunched\",999)\n goto Ready\n Take:\n FROB V 0 A_TakeInventory(\"Crunched\",999)\n\t Goto Fire+14\n Altfire:\n FROB V 0 A_GiveInventory(\"Clip\",1)\n FROB V 0 A_PlaySoundEx(\"FrostBreathStart\",\"Weapon\")\n FROB V 3 offset (0, 55) A_TakeInventory(\"FrostAmmo\",1)\n FROB V 3 offset (0, 75)\n FROB V 3 offset (0, 105)\n FROB V 4 offset (0, 135)\n FROB V 0 A_JumpIfInventory(\"FrostAmmo\",1,\"Return\")\n FROB V 4 offset (0, 135)\n FROB V 0 A_Refire\n\t FROB V 0 A_StopSoundEx(\"Weapon\")\n\t FROB V 0 A_PlaySoundEx(\"FrostBreathEnd\",\"Weapon\")\n FROB V 1 offset (0, 135)\n FROB V 1 offset (0, 105)\n FROB V 1 offset (0, 75)\n FROB V 1 offset (0, 55)\n FROB V 0 offset (0, 34)\n\t FROB V 0 A_TakeInventory(\"Clip\",1)\n Goto Ready\n AltHold:\n FROB V 0 A_GiveInventory(\"RocketAmmo\",1)\n\t FROB V 0 A_JumpIfInventory(\"RocketAmmo\",5,\"BreathSound\")\n FROB V 0 A_JumpIfInventory(\"FrostAmmo\",1,\"AltReturn\")\n\t FROB V 0 A_StopSoundEx(\"Weapon\")\n\t FROB V 16 A_PlaySoundEx(\"FrostBreathFail\",\"Weapon\")\n FROB V 6 offset (0, 135)\n FROB V 0 A_Refire\n\t FROB V 0 A_StopSoundEx(\"Weapon\")\n\t FROB V 0 A_PlaySoundEx(\"FrostBreathEnd\",\"Weapon\")\n FROB V 1 offset (0, 135)\n FROB V 1 offset (0, 105)\n FROB V 1 offset (0, 75)\n FROB V 1 offset (0, 55)\n FROB V 0 offset (0, 34)\n\t FROB V 0 A_TakeInventory(\"Clip\",1)\n Goto Ready\n Return:\n FROB V 0 //A_PlaySoundEx(\"FrostBreathMid\", \"Weapon\")\n\t FROB V 0 offset (0, 135) A_FireCustomMissile(\"FrozenWind\",random(-15,15),1,0)\n\t Goto Altfire+7\n BreathSound:\n FROB V 0 A_PlaySoundEx(\"FrostBreathMid\", \"Weapon\")\n\t FROB V 0 A_TakeInventory(\"RocketAmmo\",5)\n\t Goto AltHold+2\n AltReturn:\n FROB V 0 offset (0, 135) A_FireCustomMissile(\"FrozenWind\",random(-15,15),0,0)\n\t FROB V 0 A_TakeInventory(\"FrostAmmo\",1)\n\t Goto AltHold+5\n }\n}\n\nActor FrostAttack\n{\n\t//PROJECTILE\n\t+NOGRAVITY\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\tSpeed 10\n\tRadius 2\n\tHeight 2\n\tObituary \"%o got frost bite from %k.\"\n\tdamagetype \"FrostbiteMelee\"\n\tdamage 0\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tGoto Death\n\t\tDeath:\n\t\tTNT1 A 1 A_Explode(72, 128, 0)\n\t\tStop\n\t}\n}\n\nActor FrozenWind\n{\n\tPROJECTILE\n\t+RIPPER\n\tDamage (4)\n\tSpeed 25\n\tRadius 12\n\trenderstyle add\n\tDamageType \"FrostbiteIceBreath\"\n\tObituary \"%o got the chills from %k's frozen wind.\"\n\talpha 0.8\n\tscale 2.0\n\tHeight 20\n\t+DOOMBOUNCE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS J 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS K 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS L 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS M 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS N 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS O 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS P 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS Q 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS R 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS S 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS T 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS U 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS V 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS W 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tPLSS X 5 A_FadeOut(0.05)\n\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\tstop\n\t\tDeath:\n\t\tPLSS X 0\n\t\tstop\n\t}\n}\n\nActor FrostCooldown : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tPowerup.Duration 45\n}\n\nActor ShardPoints : Ammo\n{\n\t+IGNORESKILL\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n}\n\nActor DoShardRain : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nactor IceFallSpawner\n{\n\t+SKYEXPLODE\n\tPROJECTILE\n\t-SOLID\n\t+NOGRAVITY\n\t+CEILINGHUGGER\n\tradius 1\n\theight 8\n\tspeed 0\n\tStates\n\t{\n\tSpawn:\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 AA 12 A_SpawnItemEx(\"IceFall\",1,0,-1,0,0,-22)\n\t\tstop\n\t}\n}\n\nActor IceFall\n{\n\tHeight 5\n\tRadius 5\n\tscale 0.5\n\tBounceFactor 0.3\n\tBounceCount 4\n\tPROJECTILE\n\tDamage (20)\n\tSpeed 46\n\treactiontime 30\n\tDamageType \"FrostbiteIceRain\"\n\tObituary \"%o forgot %p umbrella, %k reminded %h again.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBNT2 G 1 bright A_SpawnItemEx(\"IceFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tBNT2 H 1 bright A_SpawnItemEx(\"IceFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tloop\n\t\tDeath:\n\t\tBNT2 A 0 A_PlaySound(\"imp/shotx\")\n\t\tBNT2 AAAA 0 A_SpawnItemEx(\"IceBallShardsFB\", 0, 0, 0, random(-5, 5), random(-5, 5), random(1,5))\n\t\tBNT2 A 0 A_Explode(28, 32, 0)\n\t\tBNT2 ABCDEF 3 bright\n\t\tstop\n\t}\n}\n\nActor IceBallShardsFB\n{\n\tPROJECTILE\n\t+BRIGHT\n\tSpeed 42\n\tHeight 6\n\tRadius 6\n\tDeathsound \"weapons/arrowexplode\"\n\tObituary \"%o couldn't escape %k's ice rain.\"\n\tDamageType \"FrostbiteIceRain\"\n\tSeesound \"gbsoul\"\n\tDamage (random(3,4))\n\tStates\n\t{\n\tSpawn:\n\t\tICPR NOPQ 2\n\t\tloop\n\tDeath:\n\t\tICPR R 2\n\t\tStop\n\t}\n}\n\nActor IceFallTrail\n{\n\t+CLIENTSIDEONLY\n\t-SOLID\n\tscale 0.5\n\t+NOGRAVITY\n\t+BRIGHT\n\tHeight 0\n\tRadius 0\n\trenderstyle add\n\talpha 0.8\n\tStates\n\t{\n\tSpawn:\n\t\tBNT2 G 1 A_FadeOut(0.15)\n\t\tloop\n\t}\n}\n\nActor IceFallTrail2 : IceFallTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBNT2 H 1 A_FadeOut(0.1)\n\t\tstop\n\t}\n}\n\nActor FrostbiteDoIceRain : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"FSNWA0\"\n\t+INVBAR\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 A_GiveInventory(\"DoShardRain\", 1)\n\t\tFail\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Icefiend.txt",
"contents": "Actor IceFiend : PlayerPawn\n{\n\tHealth 125\n\tMass 500\n\tLimitedToTeam 1\n\tRenderstyle Translucent\n\tAlpha 1.0\n\tPlayer.ForwardMove 1.0\n\tPlayer.SideMove 1.0\n\tPlayer.MaxHealth 125\n\tPlayer.DisplayName \"IceFiend\"\n\tPlayer.SoundClass \"IceFiend\"\n\tPlayer.StartItem \"Icewand\", 1\n\tPlayer.StartItem \"IcefiendAbility\", 1\n\tPlayer.StartItem \"IcefiendCloaker\", 1\n\tPlayer.StartItem \"InvisibleCounter\", 30\n\tPlayer.StartItem \"IceFiendIceAmmo\", 30\n\tPlayer.StartItem \"ArrowSingle\", 35\n\tPlayer.StartItem \"ClassID\", 15\n\tPlayer.StartItem \"GhoulTeam\", 1\n\tPlayer.scoreicon \"ICEFST\"\n\tTranslation \"0:255=192:207\"\n\tBloodtype \"IceChunk\"\n\tDamageFactor \"HunterFireArrow\", 1.2\n\tDamageFactor \"HunterSuperFireArrow\", 1.2\n\tDamageFactor \"HunterFireMagic\", 1.2\n\tDamageFactor \"HunterIceArrow\", 0.2\n\tDamageFactor \"HunterIceSpike\", 0.2\n\tDamageFactor \"WarlockFireball\", 1.2\n\tDamageFactor \"WarlockBigFireball\", 1.2\n\tDamageFactor \"WarlockMagmaSmall\", 1.2\n\tDamageFactor \"CyborgJetpackFire\", 1.2\n\tDamageFactor \"CyborgPlasma\", 0.8\n\tDamageFactor \"DefilerPoisonGas\", 0.0\n\tDamageFactor \"HunterSuperIceArrowTrail2\", 0.4\n\tDamageFactor \"GhostbusterIceFall\", 0.6\n\tDamageFactor \"BarbarianHammer\", 0.9\n\tDamageFactor \"EngineerMine\", 0.75\n\t+NOSKIN\n\t+NOICEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tNMRE A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE A 15 A_JumpIf(momz > 0, \"Spawn\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE A 15 A_JumpIf(momz > 0, \"Spawn\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE A 15 A_JumpIf(momz > 0, \"Spawn\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, \"Spawn\")\n\t\tTNT1 A 0 A_GiveInventory(\"IcefiendIceAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"InvisibleCounter\", 1)\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE B 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE B 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE C 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE C 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE D 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"IcefiendTrail\", random(-20, 20), random(-20, 20), random(0,50), 0, 0, 0)\n\t\tNMRE D 2\n\t\tLoop\n\tShieldExplosion:\n\t\tTNT1 AA 0 A_PlaySoundEx(\"ShieldBusted\", 5)\n\t\tTNT1 A 0 A_TakeInventory(\"IceFiendDetonator\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"HealthBonus\", 15)\n\t\tTNT1 A 0 A_GiveInventory(\"IceFiendIceAmmo\", 6)\n\t\tTNT1 A 0 A_GiveInventory(\"InvisibleCounter\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"IcefiendSpeedBoost2\")\n\t\tGoto Spawn\n\tShieldDetonation:\n\t\tTNT1 AAAA 0 A_PlaySoundEx(\"ShieldDetonate\", 5)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShieldExploder\")\n\t\tTNT1 A 0 A_TakeInventory(\"IceFiendDetonator\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ShieldDetonated\", 1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"FiendWind\", 8, random(-8,8), random(-180,180), CMF_AIMDIRECTION, random(-16,16))\n\t\tGoto Spawn\n\tPain:\n\t\tNMRE G 4 A_Pain\n\t\tGoto Spawn\n\tPain.HunterIceSpike:\n\t\tTNT1 A 0 ACS_ExecuteAlways(451, 0, random(5,8))\n\t\tGoto Spawn\n\tPain.HunterSuperIceArrowTrail:\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(731, 0)\n\t\tGoto Pain\n\tPain.HunterSuperIceArrowTrail2:\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(731, 0)\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tGoto Pain\n\tPain.HunterSuperIceArrow:\n\t\tTNT1 A 0 A_PlaySound(\"huntersupericefreeze\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(730, 0)\n\t\tGoto Pain\n\tPain.Maledict:\n\t\tTNT1 A 0 A_JumpIfInventory(\"MaledictCooldown\", 1, 5)\n\t\tTNT1 A 0 A_PlaySound(\"MaledictVictim\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"MaledictAmpPower\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MaledictCooldown\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(854, 0)\n\t\tGoto Pain\n Pain.Maledict2:\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"PurpleParticle\",0,0,36,random(1,-1),random(1,-1),random(1,-1),random(0,359),0)\n Goto Pain\n\tPain.GhostbusterHorror:\n\t\tTNT1 A 0 ACS_ExecuteAlways(977,0)\n\t\tGoto Pain\n\tMissile:\n\t\tTNT1 A 0 ACS_ExecuteAlways(720, 0, tid, 1)\n\t\tNMRE EFG 7\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tTNT1 A 0 A_GiveToTarget(\"KilledIcefiend\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulKillCount\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"TotalKillCount\", 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(724, 0)\n\t\tTNT1 A 0 A_GiveToTarget(\"LowHPKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CheckAchievements\", 1)\n\t\tNMRE I 1 SetPlayerProperty (0, 0, 4) // Failsafe in case actor dies while transforming\n\t\tNMRE I 7\n\t\tNMRE J 8 A_PlayerScream\n\t\tNMRE K 4\n\t\tNMRE L 4 A_NoBlocking\n\t\tNMRE M 4\n\t\tNMRI FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF 0 A_SpawnItemEx(\"IceChunk\", 0, 0, 50, random(5,-5), random(5,-5), random(5,-1), 0, 0)\n\t\tNMRI F 120\n\t\tNMRI F 1\n\t\tNULL A 0\n\t\tNULL A -1\n\t\tStop\n\tDeath.MarineShotgun:\n TNT1 A 0 A_GiveToTarget(\"MarineShotgunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarinePistol:\n NMRE A 0 A_GiveToTarget(\"MarinePistolKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineMachineGun:\n TNT1 A 0 A_GiveToTarget(\"MarineMachineGunKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineGrenade:\n TNT1 A 0 A_GiveToTarget(\"MarineGrenadeKill\", 1)\n TNT1 A 0 A_GiveToTarget(\"MarineGrenadeMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmmoSatchel2\", 1)\n Goto DeathAnim\n Death.MarineSuicideGrenade:\n TNT1 A 0 A_GiveToTarget(\"MarineSuicideGrenadeKill\", 1)\n Goto DeathAnim\n Death.HunterFireArrow:\n TNT1 A 0 A_GiveToTarget(\"HunterFireArrowKill\", 1)\n TNT1 A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterIceArrow:\n TNT1 A 0 A_GiveToTarget(\"HunterIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterRegularArrow:\n TNT1 A 0 A_GiveToTarget(\"HunterRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterLightningRail:\n TNT1 A 0 A_GiveToTarget(\"HunterLightningRailKill\", 1)\n TNT1 A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.HunterFireMagic:\n TNT1 A 0 A_GiveToTarget(\"HunterFireMagicKill\", 1)\n Goto DeathAnim\n Death.HunterRegularMagic:\n TNT1 A 0 A_GiveToTarget(\"HunterRegularMagicKill\", 1)\n Goto DeathAnim\n Death.HunterIceSpike:\n TNT1 A 0 A_GiveToTarget(\"HunterIceSpikeKill\", 1)\n Goto DeathAnim\n Death.HunterLightningMagic:\n TNT1 A 0 A_GiveToTarget(\"HunterLightningMagicKill\", 1)\n Goto DeathAnim\n Death.HunterSuperFireArrow:\n TNT1 A 0 A_GiveToTarget(\"HunterSuperFireArrowKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HunterFireMulti\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrow:\n TNT1 A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail:\n TNT1 A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperIceArrowTrail2:\n TNT1 A 0 A_GiveToTarget(\"HunterSuperIceArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperRegularArrow:\n TNT1 A 0 A_GiveToTarget(\"HunterSuperRegularArrowKill\", 1)\n Goto DeathAnim\n Death.HunterSuperLightningRail:\n TNT1 A 0 A_GiveToTarget(\"HunterSuperLightningRailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"HunterLightningMulti\", 1)\n Goto DeathAnim\n Death.CyborgPlasma:\n TNT1 A 0 A_GiveToTarget(\"CyborgPlasmaKill\", 1)\n Goto DeathAnim\n Death.CyborgCrapPlasma:\n TNT1 A 0 A_GiveToTarget(\"CyborgCrapPlasmaKill\", 1)\n Goto DeathAnim\n Death.CyborgPulse:\n TNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n Goto DeathAnim\n\tDeath.CyborgJetpackFire:\n\t\tTNT1 A 0 A_GiveToTarget(\"JetpackKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgFuel\", 25)\n\t\tGoto DeathAnim\n Death.GhostbusterProton:\n TNT1 A 0 A_GiveToTarget(\"GhostbusterProtonKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBIcefiendUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterTrap:\n TNT1 A 0 A_GiveToTarget(\"GhostbusterTrapKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBIcefiendUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterHorror:\n\t\tSJAS A 0 A_GiveToTarget(\"GhostbusterHorrorKill\", 1)\n\t SJAS A 0 A_GiveToTarget(\"GBIcefiendUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.GhostbusterBlood:\n TNT1 A 0 A_GiveToTarget(\"GhostbusterBloodKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBIcefiendUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterEcho:\n TNT1 A 0 A_GiveToTarget(\"GhostbusterEchoKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBIcefiendUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterSoul:\n TNT1 A 0 A_GiveToTarget(\"GhostbusterSoulKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBIcefiendUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceFall:\n TNT1 A 0 A_GiveToTarget(\"GhostbusterIceFallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBIcefiendUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterIceBall:\n TNT1 A 0 A_GiveToTarget(\"GhostbusterIceBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBIcefiendUpgrade\", 1)\n Goto DeathAnim\n Death.GhostbusterDefilerBall:\n TNT1 A 0 A_GiveToTarget(\"GhostbusterDefilerBallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBIcefiendUpgrade\", 1)\n Goto DeathAnim\n\tDeath.GhostbusterBoneCannon:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhostbusterBoneKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GBIcefiendUpgrade\", 1)\n\t\tGoto DeathAnim\n Death.EngineerNail:\n TNT1 A 0 A_GiveToTarget(\"EngineerNailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n Goto DeathAnim\n\tDeath.EngineerMine:\n\t\tTNT1 A 0 A_GiveToTarget(\"EngineerMineKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.SentryShoot:\n\t\tTNT1 A 0 A_GiveToTarget(\"SentryBulletKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.GravityObject:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Vodka:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Bottle:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Donut:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\tDeath.Buddha:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityObjectKills\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tTNT1 A 0 A_GiveToTarget(\"BuddhaKills\", 1)\n\t\tGoto DeathAnim\n Death.SantaHollyAir:\n TNT1 A 0 A_GiveToTarget(\"SantaHollyAirKill\", 1)\n Goto DeathAnim\n Death.SantaHollyGround:\n TNT1 A 0 A_GiveToTarget(\"SantaHollyGroundKill\", 1)\n Goto DeathAnim\n Death.SantaStarProjectile:\n TNT1 A 0 A_GiveToTarget(\"SantaStarProjectileKill\", 1)\n Goto DeathAnim\n Death.SantaFallingStar:\n TNT1 A 0 A_GiveToTarget(\"SantaFallingStarKill\", 1)\n Goto DeathAnim\n Death.SantaSnowball:\n TNT1 A 0 A_GiveToTarget(\"SantaSnowballKill\", 1)\n Goto DeathAnim\n\tDeath.SantaPresent:\n\t\tTNT1 A 0 A_GiveToTarget(\"SantaPresentKill\", 1)\n\t\tGoto DeathAnim\n\tDeath.BarbarianLightningFall:\n\t\tTNT1 A 0 A_GiveToTarget(\"ThorKill\", 1)\n\t\tGoto DeathAnim\n Death.BarbarianSword:\n TNT1 A 0 A_GiveToTarget(\"BarbarianSwordKill\", 1)\n Goto DeathAnim\n Death.BarbarianSwordWeak:\n TNT1 A 0 A_GiveToTarget(\"BarbarianSwordWeakKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammerMelee:\n TNT1 A 0 A_GiveToTarget(\"BarbarianHammerMeleeKill\", 1)\n Goto DeathAnim\n Death.BarbarianHammer:\n TNT1 A 0 A_GiveToTarget(\"BarbarianHammerKill\", 1)\n TNT1 A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkSword:\n\t\tTNT1 A 0 A_GiveToTarget(\"BarbarianBerserkSwordKill\", 1)\n Goto DeathAnim\n\tDeath.BarbarianBerserkHammer:\n\t\tTNT1 A 0 A_GiveToTarget(\"BarbarianBerserkHammerMulti\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"BarbarianHammerMulti\", 1)\n\t\tGoto DeathAnim\n Death.WarlockFireball:\n TNT1 A 0 A_GiveToTarget(\"WarlockFireballKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockBigFireball:\n TNT1 A 0 A_GiveToTarget(\"WarlockBigFireballKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockIceShards:\n TNT1 A 0 A_GiveToTarget(\"WarlockIceShardsKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockLightning:\n TNT1 A 0 A_GiveToTarget(\"WarlockLightningKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.WarlockMagmaSmall:\n TNT1 A 0 A_GiveToTarget(\"WarlockMagmaSmallKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.WarlockNova:\n\t\tTNT1 A 0 A_GiveToTarget(\"WarlockNovaKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.BoneShield:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n\tDeath.WarlockTeleport:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n\t\tGoto DeathAnim\n Death.PurpleMagic:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"PurpleMagicKill\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.Maledict2:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n Death.ShadowBlast:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulSouls\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GhoulSoul\", 0, 0, -4, 0, 0, random(4,6), SXF_ABSOLUTEMOMENTUM)\n Goto DeathAnim\n\tDeath.CyborgPulseMale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill1\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill2\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 A 0 A_Jump(192, 3)\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill3\", 5)\n\t\tGoTo DeathAnim\n\t\tTNT1 AA 0 A_PlaySoundEx(\"MaleCyborgPulseKill4\", 5)\n\t GoTo DeathAnim\n\tDeath.CyborgPulseFemale:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"XFCyborgTaunt\", 5)\n\t\tGoto DeathAnim\n\tDeath.CyborgPulseOther:\n\t\tTNT1 A 0 A_GiveToTarget(\"CyborgPulseKill\", 1)\n\t\tTNT1 A 0 A_PlaySoundEx(\"cyblolcopy\", 5)\n\t\tGoTo DeathAnim\n\tDeath.Telefrag:\n\t\tTNT1 A 0 A_GiveToTarget(\"GhoulTelefrag\", 1)\n\t\tGoTo DeathAnim\n\tDeath.GravityRailPuff:\n\t\tTNT1 A 0 A_GiveToTarget(\"GravityRailKill\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"WrenchAmmo\", 20)\n\t\tGoto DeathAnim\n\t}\n}\n\nActor ShieldExploder : GibExploder\n{\n\tObituary \"%o thought %k was an icecream.\"\n\tDamageType \"FiendWind\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 1 A_Explode(84, 96, 0)\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor IcefiendInvisible : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n}\nActor InvisibleCounter : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 30\n\tInventory.Icon \"IF_ICON1\"\n}\n\nActor IceWand : Weapon\n{\n\tWeapon.SelectionOrder 1\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"IceFiendIceAmmo\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType2 \"InvisibleCounter\"\n\tInventory.Icon \"IHUDA0\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tICEH A 1 A_WeaponReady\n\t\tGoto Ready\n\tDeselect:\n\t\tICEH A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 ACS_ExecuteAlways(700, 0, WM_ICEFIEND_SPIKES)\n\t\tICEH A 1 A_Raise\n\t\tGoto Select+1\n\tFire:\n\t\tICEH A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, \"Ready\")\n\t\tICEH A 0 A_SetTranslucent (1.0, 0)\n\t\tICEH A 2 Offset(0,42)\n\t\tICEH A 0 A_JumpIf(z - floorz > 256, \"Ready\")\n\t\tICEH B 2 Bright ACS_ExecuteAlways(453, 0, tid, angle)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Nothing\")\n\t\tICEH B 4 Offset(0,40)\n\t\tICEH A 2 Offset(0,32)\n\t\tICEH A 9\n\t\tICEH A 1 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tICEH A 0 A_JumpIfInventory(\"IcefiendInvisible\", 1, \"Ready\")\n\t\tICEH A 0 A_SetTranslucent (1.0, 0)\n\t\tICEH A 0 A_PlaySound(\"IcefiendMelee\")\n\t\tICEH ABCD 2\n\t\tICEH F 0 A_JumpIf(ACS_ExecuteWithResult(725, tid) == 1, 3)\n\t\tICEH E 2 A_FireCustomMissile(\"IcefiendMeleeProjectile\")\n\t\tICEH F 0 A_Jump(256, 2)\n\t\tICEH E 2 A_FireCustomMissile(\"IcefiendMeleeBackstab\")\n\t\tICEH F 4\n//\t\tTNT1 A 4\n\t\tICEH GH 3\n\t\tICEH H 1 A_Refire\n\t\tGoto Ready\n\t}\n}\n\nActor Nothing\n{\n\tHeight 1\n\tRadius 1\n\tDamage 0\n\tProjectile\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor FiendWind : FrozenWind\n{\n\tSpeed 12\n\tDamage (random(3,4))\n\tDamageType \"FiendWind\"\n\tObituary \"%o didn't expect the snowstorm of %k up %p ass.\"\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLSS J 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS K 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS L 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS M 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS N 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS O 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS P 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS Q 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS R 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS S 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS T 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS U 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS V 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS W 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tPLSS X 6 A_FadeOut(0.05)\n\t\t\tPLSS J 0 A_JumpIfInTargetInventory(\"GhoulAmmo\",1,\"Death\")\n\t\t\tstop\n\t}\n}\n\nActor IceFiendIceAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 30\n\tInventory.Icon \"ICFAA0\"\n\tStates\n\t{\n\tSpawn:\n\t\tICFA A 1\n\t\tStop\n\t}\n}\n\nActor IceWandLowPriority : IceWand\n{\n\tWeapon.SelectionOrder 10\n}\n\nActor IceTracer\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 35\n\tDamage (0)\n\tDamageType \"IcefiendIcePath\"\n\tRenderStyle Add\n\tObituary \"%o got onto %k's ice path.\"\n\tSeeSound \"IceFiendSpikeAttack\"\n\t+FLOORHUGGER\n\t+NODAMAGETHRUST\n\t+RIPPER\n\t+DONTREFLECT\n\t-NOGRAVITY\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 3\n\t\tTNT1 AA 3 A_SpawnItemEx (\"FloorHuggerIce\",0,0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(756, momx, momy, momz) == 0, \"Death\")\n\t\tTNT1 AA 3 A_SpawnItemEx (\"FloorHuggerIce\",0,0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(756, momx, momy, momz) == 0, \"Death\")\n\t\tTNT1 AA 3 A_SpawnItemEx (\"FloorHuggerIceMedium\",0,0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(756, momx, momy, momz) == 0, \"Death\")\n\t\tTNT1 AA 3 A_SpawnItemEx (\"FloorHuggerIceMedium\",0,0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(756, momx, momy, momz) == 0, \"Death\")\n\t\tTNT1 AA 3 A_SpawnItemEx (\"FloorHuggerIceSmall\",0,0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(756, momx, momy, momz) == 0, \"Death\")\n\t\tTNT1 AA 3 A_SpawnItemEx (\"FloorHuggerIceSmall\",0,0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(756, momx, momy, momz) == 0, \"Death\")\n\t\tGoto TinySpawn\n\tTinySpawn:\n\t\tTNT1 AA 3 A_SpawnItemEx (\"FloorHuggerIceTiny\",0,0,0,0,0,0,0,0)\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(756, momx, momy, momz) == 0, \"Death\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor FloorHuggerIce\n{\n\tSpeed 0\n\tDamage 0\n\tDamageType \"IcefiendIcePath\"\n\tObituary \"%o got stuck in %k's ice path.\"\n\tSeeSound \"IceFiendSpikeHit\"\n\tScale 0.35\n\tPROJECTILE\n\t+RIPPER\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\t+NODAMAGETHRUST\n\t+DONTREFLECT\n\t-NOGRAVITY\n\tGravity 3.0\n\tStates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\t\tICPL ABCDEFGHIHGFEDCBA 1 A_Explode(6, 32, 0)\n\t\t\tStop\n\t}\n}\n\nActor FloorHuggerIceMedium : FloorHuggerIce\n{\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tICPL ABCDEFGHGFEDCBA 1 A_Explode(6, 24, 0)\n\t\tStop\n\t}\n}\n\nActor FloorHuggerIceSmall : FloorHuggerIce\n{\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tICPL ABCDEFEDCBA 1 A_Explode(5, 28, 0)\n\t\tStop\n\t}\n}\n\nActor FloorHuggerIceTiny : FloorHuggerIce\n{\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tICPL ABCDEDCBA 1 A_Explode(4, 28, 0)\n\t\tStop\n\t}\n}\n\nActor IcefiendMeleeProjectile : FastProjectile\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 48\n\tDamage (75)\n\tDamageType \"IceFiendMelee\"\n\tObituary \"%o was beheaded gruesomly by %k\"\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\t+DONTREFLECT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\t}\n}\n\nActor IcefiendMeleeBackstab : IcefiendMeleeProjectile\n{\n\tDamage (200)\n\tDamageType \"IceFiendMeleeBackstab\"\n\tObituary \"%o was backstabbed by %k\"\n}\n\nActor IcefiendTrail\n{\n\tScale 0.1\n\tRenderstyle Add\n\tAlpha 1.0\n\tVisibleToTeam 1\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+DONTREFLECT\n\t+ALLOWCLIENTSPAWN\n\tStates\n\t{\n\tSpawn:\n\t\tFOG2 A 1 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor IceFiendSpeedBoost : PowerSpeed\n{\n\tPowerup.Duration -6\n\tSpeed 1.5\n}\n\nActor IceFiendSpeedBoost2 : PowerSpeed\n{\n\tPowerup.Duration 87\n\tSpeed 1.3\n}\n\nActor BackstabAchievementUnlock : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tPickup:\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(713, 0, 17)\n\t\tStop\n\t}\n}\n/*\nActor IceFiendBackstabLaugh\n{\n\tRadius 1\n\tHeight 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(906, 0)\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"IceFiendBackstab1\", 5, 0, 1)\n\t\t\tTNT1 A 35\n\t\t\tStop\n\t\tLaugh2:\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"IceFiendBackstab2\", 5, 0, 1)\n\t\t\tTNT1 A 35\n\t\t\tStop\n\t\tLaugh3:\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"IceFiendBackstab3\", 5, 0, 1)\n\t\t\tTNT1 A 35\n\t\t\tStop\n\t\tLaugh4:\n\t\t\tTNT1 AA 0 A_PlaySoundEx(\"IceFiendBackstab4\", 5, 0, 1)\n\t\t\tTNT1 A 35\n\t\t\tStop\n\t}\n}\n*/\nActor IcefiendCloaker : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tInventory.Icon \"JHUDA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShieldDetonated\", 1, 2)\n\t\tTNT1 A 1 ACS_ExecuteAlways(758, 0)\n\t\tFail\n\t\tTNT1 A 1\n\t\tFail\n\t}\n}\n\nActor IcefiendForceCloakScript : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(758, 0)\n\t\tStop\n\t}\n}\n\nActor IcefiendCloakCooldown : Timer\n{\n\tPowerup.Duration 140\n}\n\nActor ShieldDetonated : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor IcefiendAbility : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"SHUDA0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1 ACS_ExecuteAlways(767,0, 0)\n\t\tTNT1 A 0 ACS_ExecuteAlways(905, 0, 0)\n\t\tTNT1 AAA 0 A_PlaySoundEx (\"GlacialSkin\", \"Voice\")\n\t\tStop\n\t}\n}\n\nActor IcefiendDetonator : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tinventory.icon \"IFGWB0\"\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tUse:\n\t\t\tTNT1 A 0 A_GiveInventory(\"ShieldDetonated\", 1)\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(905, 0, 1)\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"IcefiendBackstab\", 5)\n\t\t\tTNT1 A 70\n\t\t\tTNT1 A 1 A_PlaySound(\"IcefiendDetonate\")\n\t\t\tStop\n\t}\n}\n\nActor GlacialSkin : BasicArmorPickup\n{\n\tinventory.icon \"SHUDA0\"\n\tArmor.SavePercent 100.0\n\tArmor.SaveAmount 100\n\tDamageFactor \"MarinePistol\", 0.75\n\tDamageFactor \"MarineShotgun\", 0.75\n\tDamageFactor \"MarineMachinegun\", 0.75\n}"
}
]
},
"maps": []
}