Raw model (for completeness)
{
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"redisenos3.2.pk3"
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"filename": null,
"added": "2021/10/11 08:20:22",
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"added": "2021/10/11 08:20:22",
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"type": "PK3",
"size": 4923006,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/619c4be493ca36a95ee2d0cd61ef5b9cae7db485/619c4be493ca36a95ee2d0cd61ef5b9cae7db485.pk3.gz",
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{
"source": "pk3",
"name": "Pistol.txt",
"contents": "ACTOR BrutalPistol : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDPistolAmmo\"\n\tweapon.selectionorder 3800\n\tObituary \"%o was shot down by %k's pistol.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTPISTOL\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.WIMPY_WEAPON\n +FORCEXYBILLBOARD\n\tScale 0.9\n\tTag \"Pistol\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n PIST F 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PIST F 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tPIST F 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tPIST F 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n PIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tPIST F 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tPIST F 0 A_Takeinventory(\"PistolFireAnimation1\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPIST F 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\n\t\tLoop\n\n\tCheckSprint:\n\t\tPIST F 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPIST F 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPIST F 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tPIST F 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPIST F 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPISP A 0 offset(-9,32)\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tPIST F 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tPIST F 0 offset(-9,32)\n\t\tPISP F 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tPIST F 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPIST F 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PIST F 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n PIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tPIST F 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tPISP F 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tPIST F 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tPIST F 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPIST F 0 A_PlaySound(\"Tired\", 2)\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tPISP A 1\n\t\tPIST F 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n PISS BA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tPIST F 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPIST F 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tPIST F 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"SawSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t PIST F 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n PIST F 0 A_PlaySound(\"CLIPIN\")\n PISS AB 1\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n PIST F 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n PIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tPIST F 0 A_AlertMonsters\n\n\t\tTNT1 A 0 A_JumpIFInventory(\"PistolBurstFire\", 1, \"Fire2\")\n\t\t//RIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST A 1 BRIGHT A_FireBullets (4, 2, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", 1, 0, 4, -1)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n PIST B 1\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,10,-4)\n\t\tPIST C 1\n\t\tPIST F 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"FireEndTactical\")\n\t\tPIST D 1\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tPIST F 0 A_REfire\n\t\tGoto Ready\n\n\tFire2:\n TNT1 A 0\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST A 1 BRIGHT A_FireBullets (1, 1, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n\t\tGoto NoAmmo\n PIST B 0\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST A 0 BRIGHT A_FireBullets (1, 1, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n\t\tGoto NoAmmo\n PIST B 0\n PIST B 1\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST A 1 BRIGHT A_FireBullets (2, 2, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n\t\tGoto NoAmmo\n PIST B 0\n PIST B 1\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST C 1\n\t\tPIST DE 1\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 2 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tGoto Ready\n\n\tFireEndTactical:\n\t\tPIST F 0\n\t\tPIST F 0 A_JumpIfInventory(\"IsRunning\", 1, \"FireEndTactical2\")\n\t\tPIST E 1 A_WeaponReady(1)\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPIST F 7 A_WeaponReady(1)\n\t\tGoto Ready\n\n\tFireEndTactical2:\n\t\tPIST F 0\n\t\tPLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tPIST F 0 A_GiveInventory(\"UsedStamina\", 4)\n\t\tPIST E 1 A_WeaponReady(1)\n\t\tPIST F 5 A_WeaponReady(1)\n\t\tGoto Sprinting\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tPIST F 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"Ready3\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tPIST F 1 A_WeaponReady\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",16,\"Ready\")\n\n PIST F 0 A_JumpIfInventory(\"Clip1\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tPIST F 0 A_Takeinventory(\"Zoomed\",1)\n PIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tPIST F 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tPIST F 0 A_PlaySound(\"reload\")\n\t\tTNT1 AA 0\n PISR ABCDEFFFFF 1\n\t\tPIST F 0 A_PlaySound(\"prel\")\n PISR GHIIJKLMNNNOPQR 1\n\t\tPIST F 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,\"InsertBullets2\")//15+1 effect\n\n\tTurboReload:\n\t\tPIST F 0 A_Takeinventory(\"HasUnloaded\",1)\n PISS BA 0\n Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",15,15)\n\t\tPIST F 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPIST F 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",16,15)\n\t\tPIST F 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPIST F 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\t\tPIST F 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto Ready\n \tSpawn:\n\t\tPIST A 0\n\t\tPIST G -1\n\t\tStop\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIFInventory(\"PistolBurstFire\", 1, \"StopAlt\")\n\t\tTNT1 A 0 A_GiveInventory(\"PistolBurstFire\", 1)\n\t\tTNT1 A 0 A_Print(\"Burst fire\")\n\t\tGoto Ready3\n\n\tStopAlt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PistolBurstFire\", 1)\n\t\tTNT1 A 0 A_Print(\"Single shot\")\n\t\tGoto Ready3\n\n\tAltFire2:\n\t\tPIST F 0\n\t\tPIST F 0 A_JumpIfInventory(\"PistolFireAnimation1\", 1, 5)\n\t\tPISA ABC 1\n TNT1 A 4\n\t\tPIST F 0\n\t\tPIST F 0 A_PlaySound(\"skeleton/swing\")\n\t\tPIST F 0 A_Giveinventory(\"Punching\",1)\n\t\tPIST F 0 A_Giveinventory(\"PistolFireAnimation1\",1)\n\t\tPISA DE 1\n\t\tPONG A 0 A_FireCustomMissile(\"MeleeStrikeNormal\", 0, 0, 0, 2)\n\t\tPISA FFFG 1\n\t\tPISA H 1 A_Weaponready(1)\n\t\tPIST F 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tPISA IJ 1 A_Weaponready(1)\n\t\tPIST F 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tPISA CBA 1 A_Weaponready(1)\n\t\tPIST F 0 A_Takeinventory(\"PistolFireAnimation1\",1)\n\t\tGoto Ready\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n PIST F 0 A_PlaySound(\"KICK\")\n\t\tPIST F 0 A_Giveinventory(\"Punching\",1)\n\t\tPIST F 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tPUN2 A 0 A_Custompunch(35,0,1,\"MeleePuff\", 100)\n\t\tKIK1 DD 1\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 5 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Ready\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tUnload:\n\t\tPIST F 1 A_WeaponReady\n\t\tPIST F 0 A_Takeinventory(\"Unloading\",1)\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tPIST F 0 A_Takeinventory(\"Zoomed\",1)\n PIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n PISR RQPONNNMLKJIIHG 1\n\t\tPIST F 0 A_PlaySound(\"prel\")\n\t\tPISR FFFEDCBA 1\n\t\tPIST F 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,\"RemoveBullets\")\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n Goto Ready\n\n\tDualWield:\n\t\tTNT1 A 1\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"DualPistols\", 1, \"GetDual\")\n\t\tPIST F 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tPIST F 0\n\t\tPIST F 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPIST F 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tPIST F 0 A_TakeInventory(\"Kicking\",1)\n PIST F 0 A_TakeInventory(\"Taunting\",1)\n PIST F 0 A_TakeInventory(\"Reloading\",1)\n\t\tPIST F 0 A_TakeInventory(\"Unloading\",1)\n\t\tPIST F 0 A_TakeInventory(\"Salute1\", 1)\n\t\tPIST F 0 A_TakeInventory(\"Salute2\", 1)\n PIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_SelectWEapon(\"DualPistols\")\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "SubMachinegun.txt",
"contents": "ACTOR BrutalSMG : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 40\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDSMGAmmo\"\n\tObituary \"%o was shot down by %k's SMG.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the SMG!\"\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +FORCEXYBILLBOARD\n\t+WEAPON.NOALERT\n\tScale 0.9\n\tTag \"Sub-MachineGun\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\t\tSMGG A 0\n\t\tSMGG A 0 A_JumpIfInventory(\"Zoomed\",1,\"Ready2\")\n\n\t\tSMGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SMGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n SMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSMGG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tReady2:\n SMGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SMGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n SMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\t AltFire:\n SMGG A 0\n\t\tSMGG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tSMGG A 0 A_Giveinventory(\"Zoomed\",1)\n SMGG A 0 A_ZoomFactor(1.3)\n\t\tSMGG A 0 A_Giveinventory(\"ADSmode\",1)\n RIFZ ABC 1\n SMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\t HoldAim:\n\t SMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n NoAim:\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFZ CBA 1\n Goto Ready3\n\n\tCheckSprint:\n\t\tSMGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tSMGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSMGG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSprinting:\n\t\tSMSP A 0 offset(-9,32)\n\t\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSMGG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tSMGG A 0 offset(-9,32)\n\t\tSMSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSMGG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSMGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n SMGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n SMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tSMGG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSMSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSMGG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tSMGG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSMGG A 0 A_PlaySound(\"Tired\", 2)\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tSMSP A 1\n\t\tSMGG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n SMGS CBA 1\n\t\tSMGG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"Zoomed\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tSMGG A 0 A_ZoomFactor(1.0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tSMGG A 0\n\t\tSMGG A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tSMGG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSMGG A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t SMGG A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n SMGG A 0 A_PlaySound(\"CLIPIN\")\n SMGS ABC 1\n\t\tSMGG A 0 A_Takeinventory(\"StartDualWield\",1)\n SMGG A 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n SMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tSMGG A 0 A_ALertMonsters\n\t\tSMGG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tSMGG A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tSMGG A 0 A_PlaySound(\"FARSHT\", 6)\n SMGG A 0 A_PlaySound(\"SMGFIRE\", 1)\n\t\tSMGG A 0 A_ZoomFactor(0.99)\n\t\tSMGF A 1 BRIGHT A_FireBullets (8, 4, -1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tSMGG A 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-6,3), 0, 5, 0)\n\t\tSMGG A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n SMGF B 1\n\t\tSMGG A 0 A_FireCustomMissile(\"PistolCaseSpawn\",-15,0,0,-9)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, 2)//Tactical mode skips a frame, fires faster\n\t\tSMGF C 1\n\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-1.0)\n\t\tRIFG A 0\n\n\t\tSMGG A 0 A_ReFire\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 7 A_WeaponReady(1)\n\t\tGoto Ready3\n\n\t Fire2:\n\t\tSMGG A 0 A_PlaySound(\"FARSHT\", 6)\n SMGG A 0 A_PlaySound(\"SMGFIRE\", 1)\n\t\tSMGG A 0 A_ZoomFactor(1.33)\n\t\tSMGA B 1 BRIGHT A_FireBullets (2, 2, 1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tSMGG A 0 A_ZoomFactor(1.3)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tSMGG A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n SMGA C 1\n\t\tSMGG A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, 2)//Tactical mode skips a frame, fires faster\n\t\tSMGA D 1\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-0.5)\n\t\tRIFG A 0\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSMGG A 0 A_ReFire\n\t\tSMGA A 1 A_WeaponReady(1)\n\t\tSMGA A 7 A_WeaponReady(1)\n\t\tGoto Ready2\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSMGG A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tSMGG A 1\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",41,\"Ready\")\n\n SMGG A 0 A_JumpIfInventory(\"Clip1\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tSMGG A 0 A_PlaySound(\"reload\")\n SMGR ABCDEEEFGHIJKKKKKKKKKK 1\n SMGR LMNOPQEEEDCBA 1\n\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,\"InsertBullets2\")//40+1 effect\n\n\tTurboReload:\n\t\tSMGG A 0 A_Takeinventory(\"HasUnloaded\",1)\n SMGS BA 0\n Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",40,15)\n\t\tSMGG A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tSMGG A 0 A_Giveinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Giveinventory(\"BDDualSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",41,15)\n\t\tSMGG A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tSMGG A 0 A_Giveinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Giveinventory(\"BDDualSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\n\t Unload:\n\t\tSMGG A 1\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,3)\n\t\tGoto NoAmmo\n TNT1 AAA 0\n\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_PlaySound(\"reload\")\n\t\tSMGG A 0 A_Giveinventory(\"HasUnloaded\",1)\n SMGR ABCDEEEFGHIJKKKKKKKKKK 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n\t\tSMGG A 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n Goto Ready\n\n \tSpawn:\n\t\tSMGZ A -1\n\t\tStop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tDualWield:\n\t\tTNT1 A 1\n\t\tSMGG A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\n\t\tSMGG A 0 A_JumpIfInventory(\"DualSMG\", 1, \"GetDual\")\n\t\tSMGG A 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSMGG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"Kicking\",1)\n SMGG A 0 A_TakeInventory(\"Taunting\",1)\n SMGG A 0 A_TakeInventory(\"Reloading\",1)\n\t\tSMGG A 0 A_TakeInventory(\"Unloading\",1)\n\t\tSMGG A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"Salute2\", 1)\n SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_SelectWEapon(\"DualSMG\")\n\t\tGoto Ready\n\n\tNoDual:\n\t\tSMGG A 1\n\t\tSMGG A 0 A_Print(\"You can't dual wield smgs when playing in Tactical Mode. Real operators never try to look cool in a firefight.\")\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "Mp40.txt",
"contents": "ACTOR MP40 : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 20\n\tWeapon.AmmoType2 \"MP40Ammo\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Mauser9mm\"\n\tObituary \"%o was shot down by %k's MP40.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the MP40 (Slot 2)!\"\n +WEAPON.NOAUTOAIM\n +WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.CHEATNOTWEAPON\n\tWeapon.SelectionOrder 500\n Scale 1.0\n\tStates\n\t{\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tMP40 A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Mauser9mm\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tSelectAnimation:\n MP40 A 0\n MP40 A 0 A_PlaySound(\"CLIPIN\")\n MP4S AB 1\n\t\tMP40 A 0 A_GunFLash\n TNT1 AAAAAAAA 0\n\tReady:\n\tReady3:\n MP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP40 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tMP40 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tMP40 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tMP40 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMP40 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tMP40 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tM40S A 0 offset(-9,32)\n\t\tMP40 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMP40 A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tMP40 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tMP40 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tMP40 A 0 offset(-9,32)\n\t\tM40S A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tMP40 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP40 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP40 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tMP40 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tM40S A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tMP40 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMP40 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tMP40 A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tMP40 A 0 A_PlaySound(\"Tired\", 2)\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tM40S A 1\n\t\tMP40 A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tReady2:\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n MP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP40 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tMP41 A 1 A_WeaponReady\n\t\tLoop\n\n\tDeselect:\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_TakeInventory(\"TossGrenade\", 1)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n MP4S BA 1\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tMP40 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t MP40 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tMP40 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tMP40 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n Fire:\n\t MP40 A 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,1)\n Goto NoAmmo\n\t\tMP40 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n MP40 A 0 A_PlaySound(\"pfire\", 1)\n\t\tMP40 A 0 A_PlaySound(\"FARSHT\", 6)\n\t\tMP40 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n\t\tMP40 B 1 BRIGHT A_AlertMonsters\n\t\tMP40 C 1 A_FireBullets (3, 3, -1, 15, \"WeakPuff\", FBF_NORANDOM)\n\t\tMP40 A 0 A_ZoomFactor(0.99)\n\t\tMP40 D 1 A_FireCustomMissile(\"PistolCaseSpawn\",-5,0,8,-4)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 E 1\n MP40 A 0 A_Refire\n\t\tGoto Ready+6\n\n\tFire2:\n MP40 A 0\n MP40 A 0 A_PlaySound(\"pfire\", 1)\n\t\tMP40 A 0 A_PlaySound(\"FARSHT\", 6)\n\t\tMP40 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n\t\tMP41 F 1 BRIGHT A_AlertMonsters\n\t\tMP40 A 0 A_FireBullets (3, 3, -1, 15, \"WeakPuff\", FBF_NORANDOM)\n\t\tMP41 C 1 A_ZoomFactor(1.28)\n MP41 G 1 A_FireCustomMissile(\"PistolCaseSpawn\",-5,0,8,-4)\n\t\tMP40 A 0\n MP41 H 1 A_ZoomFactor(1.3)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n MP40 A 0 A_Refire\n\t\tGoto Ready2\n\n\tAltFire:\n MP40 A 0\n\t\tMP40 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tMP40 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tMP40 A 0 A_Giveinventory(\"Zoomed\",1)\n MP40 A 0 A_ZoomFactor(1.3)\n\t\tMP40 A 0 A_Giveinventory(\"ADSmode\",1)\n MP4D CB 1\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\t HoldAim:\n\t MP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\tNoAim:\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP4D AB 1\n Goto Ready+6\n\n\tReload:\n\t\tMP40 A 0\n\t\tMP40 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tMP40 A 1 A_WeaponReady\n\n\t\tMP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",32,64)\n MP40 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n MP40 A 0 A_PlaySound(\"Reload\")\n\t\tMP40 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP40 A 0\n\n\t\tMP4R ABCDEF 1\n\t\tMP40 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tMP40 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n MP4R GGGGGGGGGGGGGGGFEDDDCCBA 1\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP40 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\t//MP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,\"InsertBullets2\")//30+1 effect\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",32,15)\n\t\tMP40 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tMP40 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Giveinventory(\"DualMP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Mauser9mm\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\n\tTurboReload:\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",32,15)\n\t\tMP40 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tMP40 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Mauser9mm\",1)\n\t\tGoto TurboReload\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP40 A 0 A_ReFire\n Goto Ready\n\n\tUnload:\n\t\tMP40 A 1 A_WeaponReady\n\t\tMP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n MP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_PlaySound(\"Reload\")\n\t\tMP4R ABCDEEFFFGGGG 1\n\t\tMP40 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tMP40 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\t//MP40 A 0 A_Takeinventory(\"DoubleMP40Ammo\",1)\n\t\tMP40 A 0 A_Giveinventory(\"Mauser9mm\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tMP4U ABC 2\n\t\tMP40 A 0 A_PlaySound(\"DryFire\")\n\t\tMP40 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tMP40 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n\tDualWield:\n\t\tTNT1 A 1\n\t\tMP40 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tMP40 A 0 A_JumpIfInventory(\"DualMP40\", 1, \"GetDual\")\n\t\tMP40 A 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tMP40 A 0 A_SetCrosshair(0)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tMP40 A 0 A_TakeInventory(\"Kicking\",1)\n MP40 A 0 A_TakeInventory(\"Taunting\",1)\n MP40 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tMP40 A 0 A_TakeInventory(\"Unloading\",1)\n\t\tMP40 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tMP40 A 0 A_TakeInventory(\"Salute2\", 1)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_SelectWEapon(\"DualMP40\")\n\t\tGoto Ready\n\n \tSpawn:\n\t\tMP40 I -1\n\t\tStop\n\t}\n}\n\nACTOR HitlersBuzzsaw : BrutalWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 600\n\tWeapon.AmmoType \"BuzzsawAmmo\"\n\tInventory.PickupMessage \"You got the Super Secret Weapon: Hitler's Buzzsaw\"\n\tObituary \"%o was cut in half by %k's MG42\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tVisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer, Purist\n\tInventory.ForbiddenTo \"\"\n\tScale 0.8\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t\tHBUS A 1 A_WeaponReady\n\n\t\tMP40 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n MP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tDeselect:\n\t\tHBUS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tHBUS A 1 A_Raise\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\t\tGOto SelectAnimation\n\n\tSelectAnimation:\n\t\tMP40 A 0\n\t\tMP40 A 0 A_GunFlash\n\t\tHBUS AAAAA 1 A_Raise\n\t\tGoto Ready\n\tFire:\n\t\tMP40 A 0 BRIGHT A_FireBullets (2, 2, 1, 32, \"ExtremeBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tMP40 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n MP40 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 2, -12, 0, random(-1,1))\n\t\tMP40 A 0 A_PlaySound(\"MP40\", 1)\n\t\tMP40 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tMP40 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tMP40 A 0 A_FireCustomMissile(\"50CaseSpawn2\",5,0,6,-6)\n\t\tMP40 A 0 A_SetPitch(-0.6 + pitch)\n\t\tHBUS B 1 BRIGHT\n\t\tPKCG A 0 A_SetPitch(0.6 + pitch)\n\t\tMP40 A 0 A_SetAngle(random(2, -2) + angle)\n\t\tHBUS A 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\n\t\tMP40 A 0 BRIGHT A_FireBullets (4, 4, 1, 32, \"ExtremeBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n MP40 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 2, -12, 0, random(-1,1))\n\t\tMP40 A 0 A_PlaySound(\"MP40\", 1)\n\t\tMP40 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tMP40 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tMP40 A 0 A_FireCustomMissile(\"50CaseSpawn2\",5,0,6,-6)\n\t\tMP40 A 0 A_SetPitch(-0.6 + pitch)\n\t\tHBUS C 1 BRIGHT\n\t\tPKCG A 0 A_SetPitch(0.6 + pitch)\n\t\tMP40 A 0 A_SetAngle(random(2, -2) + angle)\n\t\tHBUS A 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tHBUS D -1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Unmaker.txt",
"contents": "ACTOR Unmaker : BrutalWeapon\n{\n\tHeight 20\n\tWeapon.SelectionOrder 1800\n\tWeapon.AmmoUse1 2\n\tWeapon.AmmoGive 100\n\tWeapon.AmmoType1 \"SoulAmmo\"\n Inventory.PickupSound \"BFGREADY\"\n +WEAPON.NOAUTOAIM\n\tInventory.PickupMessage \"You got the sinister Unmaker, the power of hell itself. (Slot 8)\"\n\tStates\n\t{\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\tReady:\n\tReady3:\n\tReload:\n\t\tUNHG A 2 A_WeaponReady\n\t\tUNHG A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n UNHG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n UNHG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tUNHG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tUNHG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tUNHG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tUNHG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tUNHG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tUNHG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tUNHG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tUNHG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tUNHG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tUNHG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tUNHG A 0 A_ZoomFactor(1.0)\n\t\tUNHG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tUNHG A 0 offset(-9,32)\n\t\tUNHG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tUNHG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tUNHG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tUNHG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 12)\n\t\tUNHG A 0 offset(-9,32)\n\t\tUNHG A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tUNHG A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tUNHG A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tUNHG A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tUNHG A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tUNHG A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tUNHG A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tUNHG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tUNHG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n UNHG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n UNHG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tUNHG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 12)\n\t\tUNHG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tUNHG A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tUNHG A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tUNHG A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tUNHG A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tUNHG A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tUNHG A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tUNHG A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tUNHG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tUNHG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tUNHG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tUNHG A 0 A_PlaySound(\"Tired\", 2)\n\t\tUNHG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tUNHG A 5 A_WeaponReady\n\t\tUNHG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tUNHG A 5 A_WeaponReady\n\t\tUNHG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tUNHG A 5 A_WeaponReady\n\t\tUNHG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tUNHG A 5 A_WeaponReady\n\t\tUNHG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tUNHG A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tUNHG A 1\n\t\tUNHG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t\tUNHG A 1 A_Lower\n\t\tUNHG A 0 A_StopSOund(1)\n\t\tUNHG A 0 A_StopSOund(6)\n\t\tUNHG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tLoop\n\tSelect:\n\t\tUNHG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tUNHG A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tUNHG A 0 A_Giveinventory(\"RevenantLauncherSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tUNHG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tUNHG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAAAAAA 0 A_RAise\n\t\tTNT1 A 1 A_Raise\n\t\tUNHG A 0 A_PlaySound(\"BFGREADY\")\n TNT1 AAA 0\n\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tUNHS ABCD 1\n\t\tUNHG A 0 A_GunFlash\n\t\tGOto Ready\n\n Spawn:\n UNHW A 1\n Loop\n\n\tFire:\n\t\tUNHG A 0\n\t\tUNHG A 0 A_PlaySOund(\"UNMSTA\", 1)\n\t\tUNHF ABCD 1\n\t\tUNHG A 0 A_ZoomFactor(0.95)\n\tHold:\n\t UNHF E 1 BRIGHT\n\t\tUNHG A 0 A_PlaySOund(\"UNMLOP\", 6, 1, 1)\n\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"UnmakerLaser\", 0, 1, 5, 0, 0, 0)\n\t\tUNHG A 0 A_RailAttack(1, 5, 0, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"hitpuff\", 0, 0, 9999, 1)\n\t\tUNHG A 0 A_SetAngle(random(1, -1) + angle)\n\t\tUNHG A 0 A_SetPitch(-0.5 + pitch)\n\n\t\tUNHF F 1 BRIGHT\n\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"UnmakerLaser2\", 0, 1, 5, 0, 0, 0)\n\t\tUNHG A 0 A_RailAttack(1, 5, 0, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"hitpuff\", 0, 0, 9999, 1)\n\t\tUNHG A 0 A_SetAngle(random(1, -1) + angle)\n\t\tUNHG A 0 A_SetPitch(-0.5 + pitch)\n\n\t\tUNHF G 1 BRIGHT\n\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"UnmakerLaser\", 0, 1, 5, 0, 0, 0)\n\t\tUNHG A 0 A_RailAttack(1, 5, 0, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"hitpuff\", 0, 0, 9999, 1)\n\t\tUNHG A 0 A_SetAngle(random(1, -1) + angle)\n\t\tUNHG A 0 A_SetPitch(-0.5 + pitch)\n\n\t\tUNHF H 1 BRIGHT\n\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"UnmakerLaser2\", 0, 1, 5, 0, 0, 0)\n\t\tUNHG A 0 A_RailAttack(1, 5, 0, \"none\", \"red\", RGF_NOPIERCING | RGF_SILENT | RGF_CENTERZ | RGF_FULLBRIGHT, 0, \"hitpuff\", 0, 0, 9999, 1)\n\t\tUNHG A 0 A_SetAngle(random(1, -1) + angle)\n\t\tUNHG A 0 A_SetPitch(-0.5 + pitch)\n\n\t\tUNHG A 0 A_Refire\n\n\t\tUNHG A 0 A_ZoomFactor(1.0)\n\t\tUNHG A 0 A_StopSOund(1)\n\t\tUNHG A 0 A_StopSOund(6)\n\t\tUNHG A 0 A_PlaySOund(\"UNMSTO\", 1)\n\t\tUNHF DCBA 1\n\t\tGoto Ready3\n\n\t}\n}\n\nActor UnmakerLaser: FastProjectile\n{\n\t+RANDOMIZE\n\t+FORCEXYBILLBOARD\n\t+DONTSPLASH\n\t-BLOODSPLATTER\n\tdamage (random(50, 50))\n\tradius 1\n\theight 1\n\tspeed 500\n\trenderstyle ADD\n\talpha 0.9\n\tscale .15\n\tdecal \"scorch\"\n\tdamagetype \"desintegrate\"\n\tmissiletype \"UnmakerLaserTrail\"\n\tstates\n\t\t{\n\t\tSpawn:\n\t\t\tLEYS R 1 BRIGHT\n\t\t\tLoop\n\tDeath:\n\tXDeath:\n\tUNHG A 0\n\tUNHG A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tEXPL A 0 A_SpawnItem(\"ExplosionParticleSpawner\")\n\tEXPL A 0 A_CustomMissile (\"FlamethrowerFireParticles\", 6, 0, random (0, 360), 2, random (0, 90))\n\t//FRFX ZZZ 0 BRIGHT A_CustomMissile (\"BigBlackSmoke\", 2, 0, random (0, 360), 2, random (0, 30))\n\t//TNT1 A 2 A_SpawnItem(\"BurningGroundLowDamage\")\n\tUNHG A 0 A_CustomMissile(\"FlamethrowerBurningStuff\", random (-32, 0), random (-32, 32), random (-32, 32), 2, random (-32, 32))\n\tUNHG A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tUNHG A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tUNHG A 0 A_explode(20, 100)\n\tTNT1 A 20 A_CustomMissile (\"BigBlackSmoke\", 0, 0, random (0, 360), 2, random (40, 160))\n\tStop\n\t\t}\n\t}\n\nActor UnmakerLaser2: UnmakerLaser\n{\n\n\tdecal \"none\"\n\tstates\n\t\t{\n\t\tSpawn:\n\t\t\tLEYS R 1 BRIGHT\n\t\t\tLoop\n\tDeath:\n\tXDeath:\n\tUNHG A 0\n\tUNHG A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tEXPL A 0 A_SpawnItem(\"ExplosionParticleSpawner\")\n\tEXPL A 0 A_CustomMissile (\"FlamethrowerFireParticles\", 6, 0, random (0, 360), 2, random (0, 90))\n\t//UNHG A 0 A_CustomMissile(\"FlamethrowerBurningStuff\", random (-32, 0), random (-32, 32), random (-32, 32), 2, random (-32, 32))\n\t//UNHG A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t//UNHG A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\tUNHG A 0 A_explode(20, 100)\n\t//TNT1 A 20 A_CustomMissile (\"BigBlackSmoke\", 0, 0, random (0, 360), 2, random (40, 160))\n\tStop\n\t\t}\n\t}\n\nActor UnmakerLaserTrail\n{\n\t+FORCEXYBILLBOARD\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+SHADOW\n\t+NOTELEPORT\n\t+CANNOTPUSH\n\t+NODAMAGETHRUST\n\trenderstyle ADD\n\talpha 0.9\n\tscale .15\n\tstates\n\t\t{\n\t\tSpawn:\n\t\t\tLEYS R 0\n\t\t\tLEYS R 1 BRIGHT\n\t\t\tStop\n\t\t}\n\t}"
},
{
"source": "pk3",
"name": "WeaponSpawner.txt",
"contents": "ACTOR QSGspawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"CLIPINSS\"\n Inventory.PickupMessage \"You got the fuckin' Quad Shotgun! (Slot 3)\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tFRZR A 0\n\t\tQSG2 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"FakeQSGSprite\")\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"CannonShotgun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 12)\n\t\tTNT1 A 0 A_GiveInventory(\"QSGAmmo\", 4)\n\t\tStop\n\tPurist:\n\t TNT1 A 0 A_GiveInventory(\"ClassicSSG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 12)\n\t\tStop\n }\n}\n\nACTOR FakeQSGSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n {\n\n\t Spawn:\n\t\tQSG2 A 0\n\t\tQSG2 A 1\n\t\tStop\n }\n}\n\nactor SSGSpawnerReplacer: BasicWeaponPickup Replaces SuperShotgun\n{\n States\n {\n\n\t Spawn:\n\t\tSGN2 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tSGN2 A 2\n\t\tTNT1 A 0 A_Jump(48, \"Spawn2\")\n\t\tTNT1 A 0 A_Jump(64, \"Spawn3\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SSGSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AssaultShotgun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"QSGspawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "CannonShotgun.txt",
"contents": "ACTOR CannonShotgun : BrutalWeapon\n{\n\tGame Doom\n Weapon.Kickback 76\n\tWeapon.SelectionOrder 1600\n\tWeapon.AmmoGive1 4\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"QSGAmmo\"\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.SlotNumber 3\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"You got the fuckin' Quad Shotgun! (Slot 3)\"\n\tObituary \"$OB_MPSSHOTGUN\"\n Inventory.PickupSound \"CLIPINSS\"\n\tScale 0.9\n\tTag \"Quad Shotgun\"\n\tStates\n\t{\n\n SelectAnimation:\n\tReady:\n\tReady3:\n\t QSGF P 1 A_WeaponReady(WRF_ALLOWRELOAD)\n QSGF P 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n QSGF P 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tQSGF P 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tQSGF P 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tQSGP A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tQSGF P 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tQSGF P 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tQSGP A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tQSGF P 0 A_Takeinventory(\"Zoomed\",1)\n\t\tQSGF P 0 A_Takeinventory(\"ADSmode\",1)\n\t\tQSGF P 0 A_ZoomFactor(1.0)\n\t\tQSGF P 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tQSGP A 0 offset(-9,32)\n\t\tQSGF P 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tQSGF P 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tQSGF P 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tQSGF P 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 8)\n\t\tQSGF P 0 offset(-9,32)\n\t\tQSGS G 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tQSGS G 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tQSGS G 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tQSGS G 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tQSGS G 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tQSGS G 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tQSGS G 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tQSGF P 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tQSGF P 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n QSGF P 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n QSGF P 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tQSGF P 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 8)\n\t\tQSGF P 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tQSGS G 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tQSGS G 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tQSGS G 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tQSGS G 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tQSGS G 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tQSGS G 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tQSGS G 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tQSGF P 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tQSGF P 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tQSGS G 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tQSGF P 0 A_PlaySound(\"Tired\", 2)\n\t\tQSGF P 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tQSGF P 5 A_WeaponReady\n\t\tQSGF P 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tQSGF P 5 A_WeaponReady\n\t\tQSGF P 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tQSGF P 5 A_WeaponReady\n\t\tQSGF P 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tQSGF P 5 A_WeaponReady\n\t\tQSGF P 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tQSGF P 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tQSGS G 1\n\t\tQSGF P 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n\t\tQSGF P 0 A_Takeinventory(\"Zoomed\",1)\n QSGF P 0 A_ZoomFactor(1.0)\n\t\tQSGF P 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tQSGS FEDCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tQSGF P 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tQSGF P 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"SawSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tQSGF P 0 A_Giveinventory(\"SSGSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tQSGF P 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tQSGF P 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAAAAAAAAA 0 A_Raise\n\t\tQSGF P 0 A_GunFlash\n\t\tQSGS ABCDEF 1\n\t\tQSGF P 0 A_PlaySound(\"weapons/sshotc\")\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tQSGF P 0\n\t\tQSGF P 0 A_ZoomFactor(1.0)\n\t\tQSGF P 0 A_Takeinventory(\"Zoomed\",1)\n\t\tQSGF P 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tQSGF P 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t QSGF P 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tQSGF P 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tQSGF P 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tQSGF P 3 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tQSGF P 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tQSGF P 0 A_JumpIfInventory(\"AmmoShell\",2,\"Reload\")\n\t\tQSGF P 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\t Fire:\n\t\tQSGF P 0 A_TakeInventory(\"Reloading\",1)\n\t\tQSGF P 0 A_JumpIfInventory(\"QSGAlt\",1,\"AltFire\")\n\t\tQSGF P 0 A_JumpIfInventory(\"QSGAmmo\", 4, 1)\n\t\tGoto NoAmmo\n\t\t//QSGF P 0 A_JumpIfInventory(\"QSGAmmo\", 2, 1)\n\t\t//Goto AltFire\n\t\tQSGF P 0 A_TakeInventory(\"QSGAmmo\", 4)\n\n\t\tQSGF P 0 A_ZoomFactor(1.4)\n\t\tQSGF P 0 A_Recoil(5)\n\t\tQSGF P 0\n\t\tQSGF P 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tSHO9 A 0 A_firebullets (0,0,1,40,\"shotpuff\",FBF_NORANDOM,300)\n SHO9 A 0 BRIGHT A_playsound(\"QSHFIRE\", 5)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-14,14), 0, 0, -12, 0, random(-7,7))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tQSGF P 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tQSGF B 1 BRIGHT\n\t\tQSGF P 0 A_FireBullets (10, 1, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tQSGF P 0 A_FireBullets (6, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tQSGF P 0 A_FireBullets (15, 5, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tQSGF P 0 A_FireBullets (8, 6, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\n\t\tTNT1 AA 0\n\t\tQSGF P 0 A_SetPitch(pitch-8)\n QSGF C 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(pitch-8)\n\t\tQSGF P 0 A_ZoomFactor(1.00)\n\t\t//QSGF PA 0 A_FireCustomMissile(\"GunFireSmokE\", 0, 0, 2, 0, 0, 0)\n\t\t//QSGF PA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, -2, 0, 0, 0)\n QSGF P 0 A_TakeInventory(\"QSGAlt\",1)\n QSGF P 0 A_TakeInventory(\"Reloading\",1)\n\n\t\tQSGF EFFGGGGHIJKLMNOP 1 A_SetPitch(pitch+1)\n\t\tQSGF PP 1 A_ReFire\n\n\t\tQSGF P 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 15)//Tactical Mode takes more time\n\t\tQSGF AAA 0 A_SetPitch(pitch+0.5)\n\t\tQSGF PPPP 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tQSGF P 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n QSGF P 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tQSGF P 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tQSGF P 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tQSGF P 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tGoto NoAmmo2\n\n\tReload:\n\t\tQSGF P 0\n\n\t\tQSGF P 0 A_TakeInventory(\"Reloading\",1)\n\n\t\tQSGF P 0 A_JumpIfInventory(\"QSGAlt\", 1, \"Reload2\")//Check if still has a shell on 4 barrel\n\n\t\tQSGF P 0 A_JumpIfInventory(\"QSGAmmo\", 4, \"Ready\")//Check if still has a shell on 4 barrel\n\n\t\tQSGF P 0 A_JumpIfInventory(\"AmmoShell\", 2, 1)//Check if has any ammo left to reload\n\t\tGoto Ready\n\n\t\tQSGF P 0 A_JumpIfInventory(\"AmmoShell\", 4, 1)//Check if has ammo to reload 4 shells\n\t\tGoto Reload2\n\n\t\t//Reload 4 barrels\n\n\t\tTNT1 A 0 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n TNT1 A 0 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tQSGR ABCDEFFFEDCGHIJ 1\n\t\tQSGF P 0 A_GiveInventory (\"Pumping\", 1)\n\n QSGF P 0 A_PlaySound(\"weapons/sshotc\")\n\t\tQSGF P 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10, -20)\n\t\tQSGR K 1 Offset(5,37)\n QSGR K 1 Offset(3,35)\n\t\tQSGR K 1 Offset(2,34)\n\t\tQSGR K 1 Offset(1,33)\n\t\tQSGR K 1 Offset(0,32)\n\t\tQSGR K 3\n\t\tQSGR L 2\n\t\tQSGR MN 1\n\t\t QSGR O 1 A_playsound(\"weapons/sshotl\")\n\t\t QSGR O 1 Offset(1,33)\n\t\t QSGF P 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\t QSGF P 0 A_GiveInventory(\"QSGAmmo\", 2)\n\t\t QSGR P 1\n\t\t QSGR P 1 Offset(1,33)\n\t\t QSGR QR 1\n\t\t QSGR S 1 Offset(4,36)\n\t\t QSGR S 1 Offset(2,34)\n\t\t QSGR SSSSSSSTUV 1\n\t\t QSR2 A 1 A_playsound(\"weapons/sshotl\")\n\t\t QSGF P 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\t QSGF P 0 A_GiveInventory(\"QSGAmmo\", 2)\n\t\t QSR2 B 1\n\t\t QSR2 B 1 Offset(10,42)\n\t\t QSR2 B 1 Offset(20,52)\n\t\t QSR2 B 1 Offset(30,62)\n\t\t QSR2 FGHIJ 1 Offset(0,32)\n\t\t QSGF P 0 A_PlaySound(\"weapons/sshotc\")\n\t\t QSGR A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tQSGF P 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQSGF P 0 A_PlaySound(\"weapons/sshotc\")\n\t\tQSGF P 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tQSGF P 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQSGF P 0 A_TakeInventory(\"QSGAlt\",1)\n\t\tQSGF P 0 A_ReFire\n\t\tQSGF P 1 Offset(3,35)\n\t\tQSGF P 1 Offset(2,34)\n Goto Ready\n\nAltFire:\n\t\tQSGF P 0 A_TakeInventory(\"Reloading\",1)\n\t\tQSGF P 0 A_JumpIfInventory(\"QSGAmmo\", 2, 1)\n\t\tGoto NoAmmo\n\t\tQSGF P 0 A_JumpIfInventory(\"QSGAlt\",1,\"AltFire2\")\n\n\t\tQSGF P 0 A_TakeInventory(\"QSGAmmo\", 2)\n\t\tQSGF P 0 A_GiveInventory(\"QSGAlt\",1)\n\t\tQSGF P 0 A_ZoomFactor(1.2)\n\t\tQSGF P 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tQSGF P 0 A_Recoil(3)\n\t\tQSGF P 0\n\t\tQSGF P 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tSHO9 A 0 A_firebullets (0,0,1,40,\"shotpuff\",FBF_NORANDOM,300)\n SHO9 A 0 BRIGHT A_playsound(\"SSHFIRE\", 5)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tQSGF P 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tQSGF B 1 BRIGHT\n\t\tQSGF P 0 A_FireBullets (10, 1, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tQSGF P 0 A_FireBullets (6, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\n\t\tQSGF P 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (11, 3, 10, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tQSGF P 0 A_SetPitch(pitch-8)\n\t\tTNT1 AA 0\n\t\tQSGF P 0 A_SetPitch(pitch-11)\n\t\tTNT1 A 0 Offset(0,36)\n QSGF B 1 BRIGHT\n\t\tTNT1 A 0 Offset(0,32)\n\t\tQSGF P 0 A_ZoomFactor(1.00)\n\t\t//QSGF PA 0 A_FireCustomMissile(\"GunFireSmokE\", 0, 0, 2, 0, 0, 0)\n\t\t//QSGF PA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, -2, 0, 0, 0)\n QSGF P 0 A_TakeInventory(\"Reloading\",1)\n\n\t\tQSGF DEEHHHIKLMO 1 A_SetPitch(pitch+1)\n\n\t\tQSGF P 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 15)//Tactical Mode takes more time\n\t\tQSGF PPPP 1 A_SetPitch(pitch+0.5)\n\t\tQSGF PP 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tQSGF PPP 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n QSGF P 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tQSGF P 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tQSGF P 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tQSGF P 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n Goto Ready\n\n\tAltFire2:\n\t\tQSGF P 0 A_TakeInventory(\"Reloading\",1)\n\t\tQSGF P 0 A_JumpIfInventory(\"QSGAmmo\", 2, 1)\n\t\tGoto NoAmmo\n\n\t\tQSGF P 0 A_TakeInventory(\"QSGAmmo\", 2)\n\t\tQSGF P 0 A_ZoomFactor(1.2)\n\t\tQSGF P 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tQSGF P 0 A_Recoil(3)\n\t\tQSGF P 0\n\t\tQSGF P 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tSHO9 A 0 A_firebullets (0,0,1,40,\"shotpuff\",FBF_NORANDOM,300)\n SHO9 A 0 BRIGHT A_playsound(\"SSHFIRE\", 5)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tQSGF P 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tQSGF A 1 BRIGHT\n\t\tQSGF P 0 A_FireBullets (10, 1, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tQSGF P 0 A_FireBullets (6, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\n\t\tQSGF P 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (11, 3, 10, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tQSGF P 0 A_SetPitch(pitch-8)\n\t\tTNT1 AA 0\n\t\tQSGF P 0 A_SetPitch(pitch-11)\n\t\tTNT1 A 0 Offset(0,36)\n QSGF A 1 BRIGHT\n\t\tTNT1 A 0 Offset(0,32)\n\t\tQSGF P 0 A_ZoomFactor(1.00)\n QSGF P 0 A_TakeInventory(\"QSGAlt\",1)\n QSGF P 0 A_TakeInventory(\"Reloading\",1)\n\n\t\tQSGF DEEHHHIKLMO 1 A_SetPitch(pitch+1)\n\n\t\tQSGF P 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 15)//Tactical Mode takes more time\n\t\tQSGF PP 1 A_SetPitch(pitch+0.5)\n\t\tQSGF PP 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tQSGF PPP 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n QSGF P 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tQSGF P 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tQSGF P 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tQSGF P 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tQSGF P 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tQSGF P 0 A_TakeInventory(\"QSGAlt\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo\")\n\t\tGoto Reload\n\t\tTNT1 AA 0\n\t\tGoto Ready\n\n\tReload2:\n\t QSGF P 0 A_JumpIfInventory(\"AmmoShell\", 1, 1)\n\t\tGoto NoAmmo\n\t\tQSGF P 0 A_TakeInventory(\"Reloading\",1)\n\t\tQSGF P 0 A_JumpIfInventory(\"AmmoShell\",2,1)\n\t\tGoto NoAmmo\n\t\tQSGF P 0 A_TakeInventory(\"QSGAlt\",1)\n\t\tQSGR ABCDEFFFEDCGHIJ 1\n QSGF P 0 A_PlaySound(\"weapons/sshotc\")\n\t\tQSGF PA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10, -20)\n\t\tQSGR S 1 Offset(2,34)\n\t\tQSGR S 1 Offset(1,33)\n\t\tQSGR S 1 Offset(0,32)\n\t\tQSGR S 3\n\t\tQSGR TUV 1\n\t\tQSR2 A 1 A_playsound(\"weapons/sshotl\")\n\t\tQSR2 B 1\n\t\tQSR2 B 1 Offset(10,42)\n\t\tQSR2 B 1 Offset(20,52)\n\t\tQSR2 B 1 Offset(30,62)\n QSR2 FGHIJ 1 Offset(0,32)\n\t\tQSGF P 0 A_GiveInventory (\"Pumping\", 1)\n QSGF P 0 A_PlaySound(\"weapons/sshotc\")\n\t\tQSGF P 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tQSGF P 0 A_GiveInventory(\"QSGAmmo\", 2)\n\t\tQSGF P 0 A_ReFire\n\t\tQSGF P 2\n\t Goto Ready\n\n\tSpawn:\n\t\tQSG2 A -1\n\t\tStop\n\n\tUnload:\n\t\tQSGF P 1 A_WeaponReady\n\t\tQSGF P 0 A_ZoomFactor(1.0)\n\t\tQSGF P 0 A_Takeinventory(\"Unloading\",1)\n\t\tQSGF P 0 A_Takeinventory(\"ADSmode\",1)\n\t\tQSGF P 0 A_Takeinventory(\"Zoomed\",1)\n QSGF P 0 A_JumpIfInventory(\"QSGAmmo\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tQSGF P 0 A_Takeinventory(\"Zoomed\",1)\n\t\tQSGF P 0 A_GiveInventory (\"Pumping\", 1)\n\t\tQSGF P 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tQSGF P 0 A_JumpIfInventory(\"QSGAmmo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tQSGF P 0 A_Takeinventory(\"QSGAmmo\",1)\n\t\tQSGF P 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tQSGR A 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n QSGR A 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tQSGR ABCDE 1\n\t\tSHTZ FG 1\n\t\tQSGR H 0 A_PlaySound(\"weapons/sshotc\")\n\t\tQSGR IJ 1\n QSGR K 2\n\t\tTNT1 A 20\n\t\tQSGF P 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tQSGF P 0 A_Takeinventory(\"Unloading\",1)\n\t\tQSR2 F 2 Offset(20,46)\n\t\tQSR2 G 2 Offset(1,33)\n\n\t\tQSGF P 0 A_GiveInventory (\"Pumping\", 1)\n QSGF P 0 A_PlaySound(\"weapons/sshotc\")\n QSR2 HI 1\n\t\tQSR2 J 1\n\t\tGoto Ready\n\t}\n}\n\nACTOR QSGAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 4\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 4\n Inventory.Icon \"QSG2A0\"\n}\n\n//Actor SSGWeaponSpawner : RandomSpawner replaces SuperShotgun\n//{\n//\tDropItem \"SSG\" 256 1\n//\tDropItem \"CannonShotgun\" 256 1\n//\tDropItem \"AssaultShotgun\" 256 1\n//}\n\nActor QSGalt: Inventory\n{\ninventory.maxamount 1\n}"
},
{
"source": "pk3",
"name": "CyberdemonsMissileLauncher.txt",
"contents": "ACTOR CyberdemonsMissileLauncher : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"CyberdemonRockets\"\n\tweapon.selectionorder 3800\n\tObituary \"%o was blown up by %k's Cyberdemon missile launcher. Ouch!\"\n AttackSound \"None\"\n Inventory.PickupSound \"BFGREADY\"\n\tInventory.Pickupmessage \"You got the Cyberdemon's missile launcher! Holy shit, that thing's heavy... (Slot 8)\"\n +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.WIMPY_WEAPON\n +FORCEXYBILLBOARD\n\tScale 0.9\n\tTag \"Cyberdemon's Missile Launcher\"\n\tStates\n\t{\n\tGrenadeThrowFlash:\n\tCYBF LMNO 1 BRIGHT\n\tTNT1 A 28\n\tCYBF ONML 1 BRIGHT //36 in total\n\tstop\n\n\tKickingFlash:\n\tCYBF PQRSTUTUTUTUSRQP 1 BRIGHT\n\tstop\n\n\tAirKickingFlash:\n\tCYBF PQRSTUTUTUTUTUSRQP 1 BRIGHT\n\t stop\n\n\t SlideKickingStart:\n\t CYBF PQRS 1 BRIGHT\n\t CYBF TUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTUTU 1 BRIGHT //39 total\n\t Stop\n\n\t SlideKickingEnd:\n\t CYBF TUTUTUSRQP 1 BRIGHT\n\t Stop\n\tFuckYouFlash:\n\tCYBF PQRS 1 BRIGHT //28\n\tCYBF TUTUTUTUTUTUTUTUTUTU 1 BRIGHT\n\tCYBF SRQP 1 BRIGHT\n\tstop\n\n\tReady3:\n\tReady:\n CYBF I 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n CYBF I 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tCYBF I 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tCYBF I 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tCYBF I 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tCYBF IJ 1 BRIGHT A_WeaponReady\n\t\tCYBF I 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tCYBF I 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tCYBF I 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tCYBF I 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tCYBF J 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tCYBF I 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPISP A 0 offset(-9,32)\n\t\tCYBF I 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tCYBF I 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tCYBF I 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tCYBF I 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tCYBF I 0 offset(-9,32)\n\t\tCYBF R 1 BRIGHT offset(-9,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(-6,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(-3,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(0,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(3,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(6,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(9,32) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tCYBF I 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tCYBF I 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n CYBF I 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tCYBF I 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 8)\n\t\tCYBF I 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tCYBF R 1 BRIGHT offset(9,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(6,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(3,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(0,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(-3,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(-6,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tCYBF R 1 BRIGHT offset(-9,32) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tCYBF I 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tCYBF I 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tCYBF J 1 BRIGHT\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tCYBF I 0 A_PlaySound(\"Tired\", 2)\n\t\tCYBF I 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCYBF IJIJ 1 BRIGHT A_WeaponReady\n\t\tCYBF I 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCYBF IJIJ 1 BRIGHT A_WeaponReady\n\t\tCYBF I 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCYBF IJIJ 1 BRIGHT A_WeaponReady\n\t\tCYBF I 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCYBF IJIJ 1 BRIGHT A_WeaponReady\n\t\tCYBF I 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCYBF IJIJ 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tCYBF R 1 BRIGHT\n\t\tCYBF I 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n CYBF LMNO 1 BRIGHT\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tCYBF I 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tCYBF I 0 A_TakeInventory(\"Reloading\", 1)\n\t\tCYBF I 0 A_TakeInventory(\"Unloading\", 1)\n\t\tCYBF I 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tCYBF I 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tCYBF I 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tCYBF I 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"SawSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tCYBF I 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Raise\n\n\tSelectAnimation:\n\t CYBF I 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n CYBF I 0 A_PlaySound(\"BFGREADY\")\n CYBF ONML 1 BRIGHT //A_WeaponReady(WRF_NOFIRE)\n CYBF I 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n CYBF I 0 A_JumpIfInventory(\"CyberdemonRockets\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tCYBF I 0 A_AlertMonsters\n\t\tCYBF I 0 A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_PlaySound(\"DSCANFIR\",1)\n\t\tCYBF A 1 BRIGHT A_FireCustomMissile(\"CyberBallsPlayer\", random(-2,2), 0, 0, 0, 0, frandom(-0.5,0.5))\n\t\tCYBF I 0 A_ZoomFactor(1.0)\n\t\tCYBF I 0 A_Takeinventory(\"CyberdemonRockets\",1)\n\t\tTNT1 A 0 A_SetAngle(Angle+random(-2,2), SPF_INTERPOLATE)\n CYBF B 1 BRIGHT A_SetPitch(pitch-2, SPF_INTERPOLATE)\n\t\tCYBF C 1 A_SetPitch(pitch-1, SPF_INTERPOLATE)\n\t\tCYBF D 1 BRIGHT\n\t\tCYBF D 1 BRIGHT A_SetPitch(pitch+0.6, SPF_INTERPOLATE)\n\t\tCYBF EFG 1 BRIGHT A_SetPitch(pitch+0.8, SPF_INTERPOLATE)\n\t\tCYBF HJ 1 BRIGHT\n\t\tCYBF I 0 A_REfire\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,7)\n\t\tGoto Ready\n\n\tAltFire:\n CYBF I 0 A_JumpIfInventory(\"CyberdemonRockets\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tCYBF I 0 A_AlertMonsters\n\t\tCYBF I 0 A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_PlaySound(\"DSCANFIR\",1)\n\t\tCYBF A 1 BRIGHT A_FireCustomMissile(\"CyberBallsPlayer\", 0, 0, 0, 0, 0, 0)\n\t\tCYBF I 0 A_ZoomFactor(1.0)\n\t\tCYBF I 0 A_Takeinventory(\"CyberdemonRockets\",1)\n\t\tTNT1 A 0 A_SetAngle(Angle+random(-2,2), SPF_INTERPOLATE)\n CYBF B 1 BRIGHT A_SetPitch(pitch-2, SPF_INTERPOLATE)\n\t\tCYBF C 1 A_SetPitch(pitch-1, SPF_INTERPOLATE)\n\t\tCYBF D 1 BRIGHT A_SetPitch(pitch+0.6, SPF_INTERPOLATE)\n\t\tCYBF EFG 1 BRIGHT A_SetPitch(pitch+0.8, SPF_INTERPOLATE)\n\n\t\tCYBF I 0 A_JumpIfInventory(\"CyberdemonRockets\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tCYBF I 0 A_AlertMonsters\n\t\tCYBF I 0 A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_PlaySound(\"DSCANFIR\",1)\n\t\tCYBF A 1 BRIGHT A_FireCustomMissile(\"CyberBallsPlayer\", -5, 0, 0, 0, 0, 0)\n\t\tCYBF I 0 A_ZoomFactor(1.0)\n\t\tCYBF I 0 A_Takeinventory(\"CyberdemonRockets\",1)\n\t\tTNT1 A 0 A_SetAngle(Angle+random(-2,2), SPF_INTERPOLATE)\n CYBF B 1 BRIGHT A_SetPitch(pitch-2, SPF_INTERPOLATE)\n\t\tCYBF C 1 A_SetPitch(pitch-1, SPF_INTERPOLATE)\n\t\tCYBF D 1 BRIGHT A_SetPitch(pitch+0.6, SPF_INTERPOLATE)\n\t\tCYBF EFG 1 BRIGHT A_SetPitch(pitch+0.8, SPF_INTERPOLATE)\n\n\t\tCYBF I 0 A_JumpIfInventory(\"CyberdemonRockets\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tCYBF I 0 A_AlertMonsters\n\t\tCYBF I 0 A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_PlaySound(\"DSCANFIR\",1)\n\t\tCYBF A 1 BRIGHT A_FireCustomMissile(\"CyberBallsPlayer\", 5, 0, 0, 0, 0, 0)\n\t\tCYBF I 0 A_ZoomFactor(1.0)\n\t\tCYBF I 0 A_Takeinventory(\"CyberdemonRockets\",1)\n\t\tTNT1 A 0 A_SetAngle(Angle+random(-2,2), SPF_INTERPOLATE)\n CYBF B 1 BRIGHT A_SetPitch(pitch-2, SPF_INTERPOLATE)\n\t\tCYBF C 1 A_SetPitch(pitch-1, SPF_INTERPOLATE)\n\t\tCYBF D 1 BRIGHT A_SetPitch(pitch+0.6, SPF_INTERPOLATE)\n\t\tCYBF EFG 1 BRIGHT A_SetPitch(pitch+0.8, SPF_INTERPOLATE)\n\n\t\tCYBF I 0 A_JumpIfInventory(\"CyberdemonRockets\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tCYBF I 0 A_AlertMonsters\n\t\tCYBF I 0 A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_PlaySound(\"DSCANFIR\",1)\n\t\tCYBF A 1 BRIGHT A_FireCustomMissile(\"CyberBallsPlayer\", 0, 0, 0, 0, 0, 0)\n\t\tCYBF I 0 A_ZoomFactor(1.0)\n\t\tCYBF I 0 A_Takeinventory(\"CyberdemonRockets\",1)\n\t\tTNT1 A 0 A_SetAngle(Angle+random(-2,2), SPF_INTERPOLATE)\n CYBF B 1 BRIGHT A_SetPitch(pitch-2, SPF_INTERPOLATE)\n\t\tCYBF C 1 A_SetPitch(pitch-1, SPF_INTERPOLATE)\n\t\tCYBF D 3 BRIGHT\n\t\tCYBF D 1 BRIGHT A_SetPitch(pitch+0.6, SPF_INTERPOLATE)\n\t\tCYBF EEFFGG 1 BRIGHT A_SetPitch(pitch+0.4, SPF_INTERPOLATE)\n TNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,7)\n\t\tCYBF HHJ 1 BRIGHT\n\t\tCYBF IJIJIJ 1 BRIGHT\n\t\tTNT1 A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,7)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tCYBF IJIJ 1 BRIGHT A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready3\n\n \tSpawn:\n\t\tCYBF A 0\n\t\tCYGG E -1\n\t\tStop\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\t}\n}\n\nACTOR CyberdemonRockets : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 50\n Ammo.BackpackAmount 40\n Ammo.BackpackMaxAmount 100\n Inventory.Icon \"CYBFV0\"\n}\n\nACTOR CyberBallsPlayer: FastProjectile\n{\n\tRadius 10\n\tHeight 8\n\tProjectile\n\tSpeed 90\n Damage (random (250, 250))\n\tDamageType Extreme\n Gravity 0.00\n Decal \"Scorch\"\n\tRenderstyle Add\n -NOGRAVITY\n\t+EXTREMEDEATH\n\t+THRUGHOST\n\t-THRUSPECIES\n\tSpecies \"None\"\n\tScale 1.7\n SeeSound \"DSCANFIR\"\n //SeeSound \"RLANSHOT\"\n\tDeathSound \"Explosion\"\n\tObituary \"%o was blown up by %k's Cyberdemon missile launcher. Ouch!\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)//Check Effects\n\n\tSpawn1:\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t WYVB A 1 Bright A_SpawnItem(\"RedFlareSmall22\",0,0)\n\t\tTNT1 A 0 A_CustomMissile (\"OldschoolRocketSmokeTrail2\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tTNT1 A 0 A_JumpIfInventory(\"lowgraphicsmode\", 1, \"SpawnCheap\")\n\t\tLoop\n\n\tSpawnCheap:\n\t TNT1 A 0\n\t WYVB A 1 Bright A_SpawnItem(\"RedFlareSmall22\",0,0)\n\t\tLoop\n\n\tSpawnUnderwater:\n\t WYVB A 1 Bright A_SpawnItem(\"YellowFlareSmall\",0,0)\n TNT1 A 0 A_CustomMissile (\"BUBULZ\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tGoto Spawn1\n\n\tDeath:\n\t\tEXPL A 1 A_Explode(80,200)\n EXPL A 0 Radius_Quake (2, 8, 0, 15, 0)\n TNT1 A 0 //A_AlertMonsters\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleVeryFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAAAAA 0 A_CustomMissile (\"MediumExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\t//TNT1 A 3 A_CustomMissile (\"HeavyExplosionSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "MastermindChaingun.txt",
"contents": "//Changes made:\n//select,deselect\nACTOR MastermindChaingun : BrutalWeapon\n{\n\tGame Doom\n\t//SpawnID 28\n\tWeapon.SelectionOrder 3500\n\tWeapon.AmmoType2 \"AmmoRocket\"\n\tWeapon.AmmoType1 \"AmmoCell\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse1 1\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tInventory.PickupSound \"CBOXPKUP\"\n\tInventory.PickupMessage \"You got the Mastermind's Chaingun! (Slot 8)\"\n\tObituary \"%o was mowed down by %k's Mastermind's Chaingun.\"\n\tAttackSound \"none\"\n\tScale 1.1\n\tTag \"Mastermind's Chaingun\"\n\tStates\n\t{\n\tKickingFlash:\n\t RMNG OPQRSSSSSSSSRQPO 1 //16\n\t stop\n AirKickingFlash:\n\t RMNG OPQRSSSSSSSSSSRQPO 1 //18\n\t stop\n\t SlideKickingStart:\n\t RMNG OPQRS 1\n\t RMNG SS 17 //39 total\n\t Stop\n\t SlideKickingEnd:\n\t RMNG SSSSSSRQPO 1 //10\n\t Stop\n\n\tFuckYouFlash:\n\tRMNG OPQRSSSSSSSSSSSSSSSSSSSSRQPO 1 //18\n\tstop\n\n\tSpawn:\n\t\tRMN2 A 1\n\t\tRMN2 A -1\n\t\tStop\n\n Ready:\n\tReady3:\n\t\t//RIFG A 0 A_JumpIfInventory(\"Zoomed\",1,\"Ready2\")\n\t\tRMNG F 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRMNG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RMNG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n //RIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tRMNG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRMNG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t//RMNG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tRMNG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRMNG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRMNG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tRMNG F 1 A_WeaponReady(WRF_NOFIRE)\n\t\tRMNG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tRMNG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tRMNG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tRMNG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRMNG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRMNG A 0 A_ZoomFactor(1.0)\n\t\tRMNG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tRMNG Q 0 offset(-9,32)\n\t\tRMNG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tRMNG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tRMNG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tRMNG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 9)\n\t\tRMNG A 0 offset(-9,32)\n\t\tRMNG Q 1 offset(-9,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(-6,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(-3,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(0,38) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(3,36) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(6,34) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(9,32) A_SetPitch(pitch -0.5, SPF_INTERPOLATE)\n\t\tRMNG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tRMNG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n RMNG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRMNG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 9)\n\t\tRMNG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tRMNG Q 1 offset(9,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(6,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(3,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(0,38) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(-3,36) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(-6,34) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tRMNG Q 1 offset(-9,32) A_SetPitch(pitch +0.5, SPF_INTERPOLATE)\n\t\tRMNG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tRMNG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tRMNG F 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tRMNG A 0 A_PlaySound(\"Tired\", 2)\n\t\tRMNG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRMNG F 5 A_WeaponReady\n\t\tRMNG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRMNG F 5 A_WeaponReady\n\t\tRMNG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRMNG F 5 A_WeaponReady\n\t\tRMNG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRMNG F 5 A_WeaponReady\n\t\tRMNG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRMNG F 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tRMNG Q 1\n\t\tRMNG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\t\tDeselect:\n\t\t\t//RMNG A 0 A_TakeInventory (\"Spin\",1)\n\t\t\tRMNG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tRMNG A 0 A_TakeInventory(\"Reloading\", 1)\n\t\t\tRMNG A 0 A_TakeInventory(\"Unloading\", 1)\n\t\t\tRMNG A 0 A_Takeinventory(\"HeavyAutomaticWeapon\",1)\n\t\t\tRMNG A 0 A_TakeInventory(\"RandomHeadExploder\", 1)\n\t\t\tRMNG A 0 SetPlayerProperty(0,0,0)\n\t\t\tRMNG JKLMN 1\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\t\tTNT1 A 1 A_Lower\n\t\t\tWait\n\n\t\tSelect:\n\t\t\tRMNG A 0\n\t\t\tRMNG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\t\tRMNG A 0 A_Giveinventory(\"HeavyAutomaticWeapon\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"SawSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\t\tRMNG A 0 A_Giveinventory(\"MinigunSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\t\tRMNG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\t\tRMNG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tRMNG A 0 A_GiveInventory(\"RandomHeadExploder\", 1)\n\t\t\tTNT1 AAAAAA 1 A_Raise\n\t\t\tRMNG A 0 A_PlaySound(\"CHGNPKUP\")\n\t\t\tTNT1 AAAAAAAAA 0 A_Raise\n\n\t\tSelectAnimation:\n\t\t\tRMNG A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\t\tRMNG A 0 A_GunFlash\n\t\t\tRMNG NMLKJ 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tGoto Ready\n\n\t Fire:\n\t RIFG A 0 A_JumpIfInventory(\"AmmoCell\",1,2)\n Goto NoAmmo\n TNT1 AA 0\n\t\t\tRIFG A 0 A_JumpIfInventory(\"AmmoRocket\",1,2)\n Goto NoAmmo\n TNT1 AA 0\n\t\t\tRMNG A 0 A_PlaySound(\"CHGNSHOT\", 1)\n \t\t\tRMNG A 0 A_PlaySound(\"FARMGN\", 5)\n\t\t\tRMNG A 0 A_ZoomFactor(0.98)\n\t\t\tTNT1 A 0 A_TakeInventory(\"AmmoRocket\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"AmmoCell\",2)\n\t\t\tRMNG A 1 A_Firecustommissile(\"MastermindTracerDoomguy\",random(-2,2),0,0,-12,random(3,-3))\n\t\t\tTNT1 A 0 A_SetPitch(Pitch-2)\n\t\t\tRMNG A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"NoFancyShooting\", 1, 2)// For poor PCs\n\t\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\t\tRMNG A 0 A_ZoomFactor(1.0)\n\t\t\t//RMNG AAA 0 A_Firecustommissile(\"MachineGunCasingSpawns\",random(-2,2),0,0,-12,-18)\n\t\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"MastermindCaseSpawnDoomguy\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\t\tTNT1 A 0 A_Recoil(1)\n\t\t\tTNT1 A 0 A_SetAngle(Angle+random(1,-1))\n\t\t\tRMNG GHI 1 A_SetPitch(Pitch+0.5)\n\t\t\tRIFG A 0 A_JumpIfInventory(\"AmmoCell\",1,2)\n Goto NoAmmoSpeen\n TNT1 AA 0\n\t\t\tRIFG A 0 A_JumpIfInventory(\"AmmoRocket\",2,2)\n Goto NoAmmoSpeen\n TNT1 AA 0\n\t\t\tRMNG A 0 A_PlaySound(\"CHGNSHOT\", 1)\n \t\t\tRMNG A 0 A_PlaySound(\"FARMGN\", 5)\n\t\t\tRMNG A 0 A_ZoomFactor(0.98)\n\t\t\tTNT1 A 0 A_TakeInventory(\"AmmoRocket\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"AmmoCell\",2)\n\t\t\tRMNG B 1 A_Firecustommissile(\"MastermindTracerDoomguy\",random(-2,2),0,0,-12,random(3,-3))\n\t\t\tTNT1 A 0 A_SetPitch(Pitch-2)\n\t\t\tRMNG A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"NoFancyShooting\", 1, 2)// For poor PCs\n\t\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\t\tRMNG A 0 A_ZoomFactor(1.0)\n\t\t\t//RMNG AAA 0 A_Firecustommissile(\"MachineGunCasingSpawns\",random(-2,2),0,0,-12,-18)\n CHAF A 0 BRIGHT A_FireCustomMissile(\"MastermindCaseSpawnDoomguy\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\t\tTNT1 A 0 A_SetAngle(Angle+random(1,-1))\n\t\t\tRMNG GHI 1 A_SetPitch(Pitch+0.5)\n\t\t\tRMNG A 0 A_Refire\n\t\t\tRMNG FCDEF 1 A_WeaponReady\n\t\t RMNG CDEF 2 A_WeaponReady\n\t\t RMNG CDE 3 A_WeaponReady\n\t\t\tgoto Ready\n\n\t\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\t//RIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tRMNG C 4 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\t//RIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"AmmoRocket\",1,\"Reload\")\n\t\t//RIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\t\tNoAmmoSpeen:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\t//RIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tRMNG CDEF 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tRMNG CDEF 2 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tRMNG CDE 3 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tGoto Ready3\n\n\t\t}\n}\n\nACTOR MinigunBoomProjectile: FastProjectile\n{\n\tRadius 4\n\tHeight 2\n\tProjectile\n\tSpeed 600\n Damage (random (60, 60))\n\tDamageType Explosive\n MeleeDamage 0\n\tScale 0.5\n Decal \"Scorch\"\n\tProjectile\n\t+MISSILE\n +NOGRAVITY\n +EXTREMEDEATH\n +BLOODSPLATTER\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\t+SPECTRAL\n\tSeeSound \"weapons/RLL\"\n\tDeathSound \"Explosion\"\n\tObituary \"$OB_MPROCKET\"\n\tSpecies \"Marines\"\n\tStates\n\t{\n\tSpawn:\n\t\tMISL A 0\n\t\tTNT1 A 0 A_PlaySound(\"DSRLAUN\")\n\tLive:\n\t MISL A 1 Bright\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"SpawnUnderwater\")\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t\tTNT1 A 0 A_SpawnItem (\"OldschoolRocketSmokeTrail2\")\n\t\tTNT1 A 0 A_CustomMissile (\"OldschoolRocketSmokeTrail2\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tLoop\n\n\tSpawnUnderwater:\n\t TNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"RocketFlare\",-20,0)\n\t TNT1 A 0 A_CustomMissile (\"BUBULZ\", 0, 0, random (0, 360), 2, random (0, 180))\n\t\tMISL A 1 Bright\n\t Goto Live\n\n\tDeath:\n EXPL A 0 Radius_Quake (4, 30, 0, 15, 0)\n\t\tTNT1 A 0 A_PlaySound(\"Explosion\")\n\t\tTNT1 A 0 A_SpawnItem(\"WhiteShockwaveSmall\")\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MinigunExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"BDExplosionparticles\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tEXPL A 0\n TNT1 AAAA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 2\n\t\t//TNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tStop\n\t}\n}\n\nactor MinigunExplosion\n{\n+MISSILE\nRadius 2\nHeight 2\nDamagetype ExplosiveImpact\nObituary \"%o was exploded by %k rocket.\"\nStates {\n Spawn:\n\tGoto Death\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"WhiteShockwave\")\n\tTNT1 A 3\n\tTNT1 A 0 A_Explode(120,140)\n Stop}}\n\nACTOR MastermindCaseSpawnDoomguy\n{\n\tSpeed 20\n\tPROJECTILE\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n TNT1 A 0\n\t\tTNT1 A 1 A_CustomMissile(\"20mmBrassDoomguy\",-5,0,random(-80,-100),2,random(15,35))\n\t\tStop\n\t}\n}\n\nACTOR 20mmBrassDoomguy: EmptyBrass\n{\nGravity 0.8\nSpeed 12\nScale 0.5\n}\n\nActor MastermindTracerDoomguy: MastermindTracer\n{\n+BLOODSPLATTER\n+THRUGHOST\n-DONTSPLASH\n+FORCERADIUSDMG\nspeed 280\ndamage (random(310,310))\nscale 1.0\nRenderStyle Add\nAlpha 0.9\nseesound \"SSHFIRE\"\ndamagetype ExplosiveImpact\nDecal \"Scorch\"\nObituary \"$OB_SPIDER\"\nStates\n{\n\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail2\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail3\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail4\", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail5\", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail6\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail7\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail8\", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"AutoCannonTracerTrail9\", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n Loop\n\tXDeath:\n\tDeath:\n\t\tEXPL A 0 Radius_Quake (4, 30, 0, 15, 0)\n\t\tTNT1 A 0 A_PlaySound(\"Explosion\")\n\t\tTNT1 A 0 A_SpawnItem(\"WhiteShockwaveSmall\")\n\t\tEXPL A 0 A_CustomMissile (\"ExplosionSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MinigunExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n TNT1 AAA 0 A_CustomMissile (\"BDExplosionparticles\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AA 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tEXPL A 0\n TNT1 AAAA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0\n\t\tTNT1 A 2\n\t\t//TNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_PlaySound(\"distantexp\", 5)\n\t\tStop\n}\n}"
},
{
"source": "pk3",
"name": "Mastermind.txt",
"contents": "//===========================================================================\n//\n// Spider boss\n//\n//===========================================================================\nACTOR TheSpiderMastermind Replaces SpiderMastermind\n{\n damagefactor \"BFG\", 0.2\tdamagefactor \"Desintegrate\", 0.4\n damagefactor \"HKFT\", 0.05\n\tdamagefactor \"Avoid\", 1.0\n\tdamagefactor \"GibRemoving\", 0.0\tdamagefactor \"Trample\", 0.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tDamageFactor \"CauseSplash\", 0.0 DamageFactor \"CauseObjectsToSplashSlime\", 0.0 DamageFactor \"CauseObjectsToSplashNukage\", 0.0\n\tDamageFactor \"CauseObjectsToSplashBlood\", 0.0 DamageFactor \"CauseObjectsToSplashLava\", 0.0\n\tObituary \"%o was destroyed by a Mastermind.\"\n\tPainchance \"Stomp\", 255\n\tPainchance \"Explosive\", 255\n\t+NOICEDEATH\n\tGame Doom\n\tSpawnID 7\n\tHealth 4000\n\tRadius 60\n\tHeight 100\n damagefactor \"Crush\", 30.0\n Scale 1.1\n\tMass 6000\n\tSpeed 20\n\tPainChance 30\n\tPainChance \"Cut\", 5\n\tPainchance \"Fatality\", 90\n\tMonster\n\t//MinMissileChance 200\n\tDeathHeight 0\n\tBurnHeight 0\n\t+BOSS\n\t+FLOORCLIP\n +DONTRIP\n\t+DONTMORPH\n\t+BOSSDEATH\n +NORADIUSDMG\n\t+MISSILEMORE\n\t+SOLID\n\t+MISSILEEVENMORE\n\t+SHOOTABLE\n\tBloodtype \"MastermindBlood\"\n\tDropItem \"DemonStrengthRune\" 25\n\tSeeSound \"spider/sight\"\n\tAttackSound \"spider/attack\"\n\tPainSound \"SPIPAIN1\"\n\tDeathSound \"spider/death\"\n\tActiveSound \"spider/active\"\n\tobituary \"$OB_SPIDER\"\n damagefactor \"Blood\", 0.0\n\tMaxStepHeight 24\n\tMaxDropOffHeight 32\n\tDropItem \"MastermindChaingunDrop\"\n\tTag \"Spiderdemon Mastermind\"\n\tStates\n\t{\n\tPain.Killme:\n\tPain.Taunt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tGoto Missile\n\tReplaceVanilla:\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VanillaSpiderMastermind\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tStop\n\n Spawn:\n\t\tSPID A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMastermind\")\n\t\tTNT1 A 0 A_JumpIf(x == 1600, \"ReplaceForBOSS\")\n\t\tTNT1 A 0 A_JumpIf(x == -2720, \"ReplaceForMotherdemon1\")\n\t\tTNT1 A 0 A_JumpIf(x == 0, \"ReplaceForMotherdemon2\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\", 0, 0, 0, 0)//Check if Vanilla Mode is activated\n\t\tGoto Stand\n\n\tReplaceForBOSS:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"MapEnhancementE3M8\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBox\", 64, 64)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBox\", -64, 64)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBox\", -64, -64)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketBox\", 64, -64)\n\t\tTNT1 A 0 A_SpawnItemEx (\"SuperMastermind\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 10\n\t\tStop\n\n\tReplaceForMotherDemon1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_JumpIf(y != 32, \"Stand\")\n\t\tTNT1 A 0 A_JumpIf(z != -80, \"Stand\")\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MotherDemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 10\n\t\tStop\n\n\tReplaceForMotherDemon2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(y != 0, \"Stand\")\n\t\tTNT1 A 0 A_JumpIf(z != 48, \"Stand\")\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"MotherDemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 10\n\t\tStop\n\n\tStand:\n\t\tSPID A 10 A_Look\n\t\tLoop\n\n\tSee:\n\n\t\tSPID A 2 A_Metal\n\t\tSPID A 2 A_Chase\n\t\tSPID B 2 A_Chase\n\t\tSPID B 2 A_Chase\n\t\tSPID C 2 A_Chase\n\t\tSPID C 2 A_Chase\n\t\tSPID D 2 A_Chase\n\t\tSPID D 2 A_Metal\n\t\tSPID E 2 A_Chase\n\t\tSPID E 2 A_Chase\n\t\tSPID F 2 A_Chase\n\t\tLoop\n\n\tMissile:\n\t TNT1 A 0 A_TakeInventory (\"BrutalCounter2\", 500)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\tSPID A 4 A_FaceTarget\n\t\tSPID A 4 A_FaceTarget\n\t\tSPID A 4 A_FaceTarget\n SPID G 4 A_FaceTarget\n\n\t\tSPID G 3 A_FaceTarget\n\t\tSPID H 2 BRIGHT A_CustomMissile(\"MastermindTracer\", 42, 0, random(-3, 3), 1, random(-2, 2))\n\t\tTNT1 A 0 A_SpawnItem (\"MasterMindCaseSpawn\", 0, 60,0)\n\n\t\tTNT1 A 0 A_GiveInventory (\"BrutalCounter2\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory (\"BrutalCounter2\", 30, \"StopFiring\")\n\t\tSPID G 0 A_SpidRefire\n\t\tGoto Missile+7\n\n\tStopFiring:\n\t\tSPID A 6 A_FaceTarget\n\t\tGoto See\n\n\tAvoid:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 1)\n\t\t TNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 1)\n NULL A 0 A_FaceTarget\n SPID ABCD 1 A_FastChase\n NULL A 0 A_FaceTarget\n SPID ABCD 1 A_FastChase\n\t\t NULL A 0 A_FaceTarget\n\t\t TNT1 A 0 A_ChangeFlag(\"NOPAIN\", 0)\n\t\t TNT1 A 0 A_ChangeFlag(\"NODROPOFF\", 0)\n\t\t Goto Missile+6\n\n\tPain:\n\t\tSPID I 4 A_Pain\n Goto See\n\n\tPain.Stomp:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(10)\n\t\tSPID I 2 A_Pain\n\t\tGoto See\n\n\tPain.Explosive:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(10)\n\t\tSPID I 2 A_Pain\n\t\tGoto Avoid\n\n\tDeath:\n\t\tSPID J 1\n\t\tSPID J 20 A_Scream\n\t\ttnt1 a 0 A_FaceTarget\n\t\tSPID K 10 A_NoBlocking\n\t\tTNT1 A 0 A_CustomMissile (\"RidiculousExplosionSpawner\", 30, 0, random (0, 360), 2, 90)\n\t\tSPID LM 5\n\t\tEXPL A 0 Radius_Quake (8, 100, 0, 22, 0)\n TNT1 A 0 A_Explode(150, 300)\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"PEPart2SuperFast\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"BloodMistXXBig\", 40, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"BloodMistXXBig\", 100, 0, random (0, 360), 2, random (40, 90))\n TNT1 AAA 0 A_CustomMissile (\"MastermindLeg\", 40, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 A 0 A_SpawnItem (\"GiantBloodSpot\")\n\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tSPID NOPQR 5\n SPID S 300\n\t\tSPID S 1 A_BossDeath\n\t\tSPID S -1\n\t\tStop\n\n\tDeath.Stomp:\n\tDeath.Telefrag:\n\tDeath.Massacre:\n\t\tSPID J 0 A_Stop\n\t\tTNT1 A 0 A_NoBlocking\n\t\tSPID J 5 A_Scream\n\t\ttnt1 a 0 A_FaceTarget\n\t\tSPID K 3\n\t\tSPID LM 3\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath2\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAA 0 A_CustomMissile (\"XDeath3\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"BloodMistXXBig\", 50, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"BloodMistBig\", 50, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 A 0 A_SpawnItem (\"GiantBloodSpot\")\n\t\tTNT1 A 0 A_SpawnItem (\"StompedMastermind\")\n\t\tTNT1 A 200\n\t\tSPID S 0 A_BossDeath\n\t\tStop\n\n Crush:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BodyRemovalThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 1 A_XScream\n\t\tStop\n\nDeath.Cut:\nDeath.Saw:\nDeath.decaptate:\n\t\tTNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"XDeath1\", 120, 0, random (0, 360), 2, random (50, 130))\n\t\tTNT1 A 0 A_CustomMissile (\"XSpiderMastermindCuttedBrain\", 120, 0, random (0, 360), 2, random (50, 130))\n\t\tSPIY AAAAAAAAAAA 8 A_SpawnItem(\"MuchBlood\", 0, 120)\n\n\t\tEXPL A 0 Radius_Quake (8, 100, 0, 22, 0)\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionSpawner\", 50, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAA 0 A_CustomMissile (\"SuperGoreSPawner\", 110, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BloodMistXXBig\", 90, 0, random (0, 360), 2, random (70, 90))\n\t\tSPID K 10 A_NoBlocking\n TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionSpawner\", 10, 0, random (0, 360), 2, random (0, 360))\n TNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 80, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAAA 0 A_CustomMissile (\"BloodMistXXBig\", 90, 0, random (0, 360), 2, random (70, 90))\n\t\tSPID L 5\n TNT1 AAAA 0 A_CustomMissile (\"MuchMeatDeath\", 0, 0, random (0, 360), 2, random (0, 160))\n TNT1 A 0 A_CustomMissile (\"RidiculousExplosionSpawner\", 30, 0, random (0, 360), 2, 90)\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"PEPart2SuperFast\", 32, 0, random (0, 360), 2, random (0, 160))\n TNT1 AAAA 0 A_CustomMissile (\"UltraGoreSPawner\", 30, 0, random (0, 360), 2, random (0, 180))\n TNT1 AAAAAA 0 A_CustomMissile (\"UltraGoreSpawner\", 30, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistXXBig\", 30, 0, random (0, 360), 2, random (70, 90))\n\t\t TNT1 AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BloodMistXXBig\", 100, 0, random (0, 360), 2, random (20, 90))\n //SPID MNOPQR 5\n\t\tTNT1 AAA 0 A_CustomMissile (\"MastermindLeg\", 30, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"MastermindLeg\", 30, 0, 0, 2, 65)\n\t\t//TNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"PEPart2SuperFast\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_SpawnItem (\"GiantBloodSpot\")\n TNT1 A 300\n\t\tTNT1 A 0 A_BossDeath\n\t\tStop\n\n\tDeath.Fatality:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_GiveToTarget(\"SoulAmmo\", 10)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"HealthPlusFatalityBonus\", 0, 0, 20, random (-1, 1), random (-1, 1), 8)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ArmorShardFatalityBonus\", 0, 0, 20, random (-1, 1), random (-1, 1), 8)\n\t\tTNT1 A 0 A_Pain\n TNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_JumpIfIntargetInventory(\"IsPlayer\", 1, 1)\n\t\tGoto Death\n\t\tTNT1 A 0 A_GiveToTarget(\"GoFatality\", 1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MastermindFatality\", 1)\n\t\tTNT1 A 500\n\t\tTNT1 A 0 A_BossDeath\n Stop\n\t}\n}\n\nACTOR XSpiderMastermindCuttedBrain\n{\n Radius 8\n Height 8\n Speed 10\n Scale 1.2\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n +CLIENTSIDEONLY\n +RIPPER\n +BLOODLESSIMPACT\n\t-DONTSPLASH\n\t+THRUGHOST\ndamagetype Blood\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Splash\")\n SPIP ABCDEFGH 3 A_CustomMissile (\"Brutal_FlyingBloodTrail\", 0, 0, random (0, 360), 2, random (0, 360))\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"Brutal_BloodSpot\",0,0,0,1)\n SPIP I 1\n\t\tSPIP I -1\n Stop\n Splash:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR MastermindStep\n{\n\tRadius 32\n\tHeight 32\n\tSpeed 0\n Damage 50\n\trenderstyle translucent\n\talpha 0.75\n\tDamageType Stomp\n MeleeDamage 0\n Gravity 2.0\n\tScale 0.4\n Decal \"Cracks\"\n -NOGRAVITY\n +EXTREMEDEATH\n\t//MONSTER\n\t//-COUNTKILL\n\t//+SHOOTABLE\n\t//+NOBLOOD\n\t//Health 50000\n\tObituary \"%o has stepped by a Mastermind.\"\n Health 5\n\tStates\n\t{\n\tSpawn:\n\nNULL A 0 A_CustomMissile(\"FootStep6\", 0, 0, 150)\nNULL A 0 A_CustomMissile(\"FootStep6\", 0, 0, -150)\nNULL A 0 A_CustomMissile(\"FootStep6\", 0, 0, -30)\nNULL A 0 A_CustomMissile(\"FootStep6\", 0, 0, 30)\nNULL A 0 A_CustomMissile(\"FootStep6\", 0, 0, -60)\nNULL A 0 A_CustomMissile(\"FootStep6\", 0, 0, 60)\nNULL A 0 A_CustomMissile(\"FootStep6\", 0, 0, -90)\nNULL A 0 A_CustomMissile(\"FootStep6\", 0, 0, 90)\nNULL A 0 A_CustomMissile(\"FootStep6\", 0, 0, -120)\nNULL A 0 A_CustomMissile(\"FootStep6\", 0, 0, 120)\n TNT1 A 0 A_SpawnItemEx(\"FootStep5\", 0, 0, 40, 0, 0)\n\t\tEXPL AAA 0 A_CustomMissile (\"ExplosionSMoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\n\t\tEXPL A 0 A_Explode(300, 50, 0)\n\t\tTNT1 A 4\n\t\tMNSM ABCDEFGHIJKLMNOPQ 0\n\t\tStop\n\t}\n}\n\nACTOR MastermindLeg\n{\n Radius 8\n Height 8\n Speed 24\n Scale 1.3\n\tGravity 0.8\n\tMass 1\n +NOBLOCKMAP\n\t+MISSILE\n +NOTELEPORT\n +MOVEWITHSECTOR\n\t+THRUACTORS\n\t+FLOORCLIP\n\t-NOGRAVITY\n\t+FORCERADIUSDMG\n\t+SKYEXPLODE\n damagetype Stomp\n SeeSound \"misc/xdeath4\"\n DeathSound \"misc/xdeath1\"\n\tDecal BrutalBloodSplat\n\tMass 1\n States\n {\n Spawn:\n\t TNT1 A 0 A_JumpIf(waterlevel > 1, \"Underwater\")\n SPP4 ABCDEFGH 5\n Loop\n Death:\n\t TNT1 A 0 ThrustThingZ(0,50,0,1)\n\t\tTNT1 A 0 A_Explode(300, 100)\n\t\tEXPL AAAAAAA 0 A_CustomMissile (\"ExplosionSMoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tGoto KeepRotating\n\tKeepRotating:\n SPP4 AB 2\n\t\tSPP4 CDEFGH 2 A_CheckFloor(\"Rest\")\n\t\tLoop\n\tRest:\n\t SPP4 A 1\n\t\tTNT1 A 0 A_Explode(50, 100)\n\t\tEXPL AAAAAAA 0 A_CustomMissile (\"ExplosionSMoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tSPP4 A -1\n Stop\n\n Underwater:\n\t Splash:\n\t SPP4 A 4\n Loop\n }\n}\n\nACTOR StompedMastermind\n{\n Radius 56\n Height 32\n Scale 1.0\n\t+SHOOTABLE\n\t+NOBLOOD\n\tDamageFactor \"Trample\", 0.0\n\tDamageFactor \"Stomp\", 0.0\n\tHealth 300\n\tMass 999999\n States\n {\n Spawn:\n FTS2 F 10\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 1)\n\t\tFTS2 F -1\n Stop\n\n\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Explode(300, 400)\n\t\tTNT1 A 0 A_CustomMissile (\"RidiculousExplosionSpawner\", 30, 0, random (0, 360), 2, 90)\n\t\tEXPL A 0 Radius_Quake (8, 100, 0, 22, 0)\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"PEPart2SuperFast\", 32, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"BloodMistXXBig\", 40, 0, random (0, 360), 2, random (40, 90))\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile (\"BloodMistXXBig\", 100, 0, random (0, 360), 2, random (40, 90))\n TNT1 AAA 0 A_CustomMissile (\"MastermindLeg\", 40, 0, random (0, 360), 2, random (40, 90))\n\t\tSPID S 1\n\t\tSPID S -1\n\t\tStop\n }\n}\n\nACTOR Titan\n{\n damagefactor \"BFG\", 0.2\tdamagefactor \"Desintegrate\", 0.4\n damagefactor \"HKFT\", 0.05\n\tdamagefactor \"Avoid\", 1.0\n\tdamagefactor \"GibRemoving\", 0.0\tdamagefactor \"Trample\", 0.0\n\tdamagefactor \"TeleportRemover\", 0.0\n\tDamageFactor \"CauseSplash\", 0.0 DamageFactor \"CauseObjectsToSplashSlime\", 0.0 DamageFactor \"CauseObjectsToSplashNukage\", 0.0\n\tDamageFactor \"CauseObjectsToSplashBlood\", 0.0 DamageFactor \"CauseObjectsToSplashLava\", 0.0\n\tObituary \"%o was destroyed by a Mastermind.\"\n\tPainchance \"Stomp\", 255\n\tPainchance \"Explosive\", 255\n\t+NOICEDEATH\n\tGame Doom\n\tSpawnID 7\n\tHealth 100000\n\tRadius 160\n\tHeight 640\n damagefactor \"Crush\", 30.0\n Scale 5.0\n\tMass 996000\n\tSpeed 80\n\tMaxStepHeight 400\n\tMaxDropOffHeight 400\n\tPainChance 30\n\tPainchance \"Fatality\", 90\n\tMonster\n\t//MinMissileChance 200\n\tDeathHeight 0\n\tBurnHeight 0\n\t+BOSS\n\t+FLOORCLIP\n +DONTRIP\n\t+DONTMORPH\n\t+BOSSDEATH\n +NORADIUSDMG\n +NOBLOOD\n\t+MISSILEMORE\n\t+SOLID\n\t+MISSILEEVENMORE\n\t+SHOOTABLE\n\tDropItem \"DemonStrengthRune\" 25\n\tSeeSound \"spider/sight\"\n\tAttackSound \"spider/attack\"\n\tPainSound \"SPIPAIN1\"\n\tDeathSound \"spider/death\"\n\tActiveSound \"spider/active\"\n\tobituary \"$OB_SPIDER\"\n damagefactor \"Blood\", 0.0\n\tStates\n\t{\n\n Spawn:\n\t\tKPRM A 10 A_Look\n\t\tLoop\n\n\tSee:\n\t\tKPRM A 20 A_Explode(9999, 600)\n\t\tKPRM BBBBB 2 A_Chase(\"\", \"\")\n\t\tKPRM C 20 A_Explode(9999, 600)\n\t\tKPRM DDDDD 2 A_Chase(\"\", \"\")\n\t\tLoop\n\t}\n}"
}
]
},
"maps": []
}