Counts

endoom0
graphics0
lumps3238
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0343ac19-b018-42fe-803d-73c824956a35",
    "sha1": "32de62258a72524cf58fa226ab01cf2fc1866be2",
    "sha256": "6e4b902f132b0c8faa7c3847e388e0c56802735ad8205acffb99c45893618fe3",
    "filenames": [
      "torturedtransmissionalphav1.54.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2016-09-03 19:35:05",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2016-09-03 19:35:05",
    "file": {
      "type": "PK3",
      "size": 17722351,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/32de62258a72524cf58fa226ab01cf2fc1866be2/32de62258a72524cf58fa226ab01cf2fc1866be2.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 3238,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "credits.txt",
        "contents": "//////////////////////////\n// Credits                //\n //////////////////////////\n\nThese might not be 100% accurate, but I did my best to locate all these\nresources to the media they're originally from. Anything in this mod is not\ncreated by me unless explicitly stated. The only thing I made is anything\nconsidered a text file (code) and the ACS source.\n\n //////////////////////////\n// Sprites                //\n //////////////////////////\n\nBullet Sparks (Falling) [BISP] - HorrorMovieGuy (Photoshop software) & Lance (Gimp software)\nBullet Casing [BLCS] - Blood Alpha (Monolith Productions)\nShell Casing [SLCS] - Blood Alpha (Monolith Productions)\nFrigid Shell Casing [FSCS] - Blood Alpha (Monolith Productions) Recolor by Lance (Slade3)\nMuzzle Particle [MZPT] - Lance (Gimp software)\nPlasma Particle [PLPT] - Lance (Gimp software)\nBullet Tracer [BLTR] - HorrorMovieGuy (Photoshop software) & Lance (Gimp software)\nBullet Sparks [BS##] - Google Images\n\nFire [RDFR] - Doom 64 (Midway Games)\nFire (Green) [GRFR] - Doom 64 (Midway Games) Recolor by Lance (Gimp software)\nFire (Blue) [BLFR] - Doom 64 (Midway Games) Recolor by Lance (Gimp software)\nFire (Purple) [PRFR] - Doom 64 (Midway Games) Recolor by Lance (Gimp software)\n\nTrail Smoke [TRSM] - Hexen (Raven Software)\nRocket Explosion [RLXP] - Deus Ex (Ion Storm)\nDrum Explosion [DMXP] - Army Men: Sarges War (3D0)\nBlack Smoke [BLSM] - Army Men: Sarges War (3D0)\n\nWater Splash [TRWT] - HorrorMovieGuy (Photoshop software) & Lance (Gimp software)\nLava Splash [TRLV] - HorrorMovieGuy (Photoshop software) & Lance (Gimp software)\nNukage Splash [TRNK] - HorrorMovieGuy (Photoshop software) & Lance (Gimp software)\nSludge Splash [TRSL] - HorrorMovieGuy (Photoshop software) & Lance (Gimp software)\n\nTeleport Fog [TPF#] - Hexen (Raven Software)\nItem Fog [ITF#] - Hexen (Raven Software)\n\nCorpses [CR##] - Doom (ID Software) Edited by HorrorMovieGuy (Photoshop software)\nBlood Drip [RDDR] - Heretic (Raven Software) Recolor by Lance (Slade3)\nBlood Splash [RDSP] - Rise of the Triad (Apogee Software) Recolor by Lance (Slade3)\nBlood Particles [RDPT] - HorrorMovieGuy (Photoshop software) & Lance (Gimp software)\nBlood Impact [RDIM] - Lance (Gimp software)\nBlood Splast [RDST] - HorrorMovieGuy (Photoshop software) & Lance (Gimp software)\n\nCorpse Lightning [CRLG] - Strife (Rogue Entertainment) Recolor by Lance (Slade3)\n\nIntestines [RDIN] - Powerslave (Lobotomy Software)\nLiver [RDLV] - Duke Nukem 3D (3D Realms)\nStomach [RDSM] - Shadow Warrior (3D Realms)\nRib Cage [RDRC] - Powerslave (Lobotomy Software)\nTooth [RDTE] - Lance (Gimp software)\nMeat [RDMT] - Strife (Rogue Entertainment)\nPancreas [RDPC] - Duke Nukem 3D (3D Realms)\nHeart [RDHT] - Duke Nukem 3D (3D Realms)\n\nBlue Keycard (Pickup) [BLKC] - Doom (ID Software) Recolor by Lance (Slade3)\nRed Keycard (Pickup) [RDKC] - Doom (ID Software) Recolor by Lance (Slade3)\nYellow Keycard (Pickup) [YLKC] - Doom (ID Software) Recolor by Lance (Slade3)\nSkull Key (Pickup) [SKKY] - Doom (ID Software) Recolor by Lance (Slade3)\n\nCombat Armor (Pickup) [ARP1] - Quake 2\nHeavy Armor (Pickup) [ARP2] - Quake 2\nArmor Suit (Pickup) [ARP3] - Quake 2\nHazard Suit (Pickup) [ARP4] - Quake 2\n\nPistol Clip (Pickup) [PCPU] - Duke Nukem 3D (3D Realms)\nLapua Clip (Pickup) [LCPU] - Doom Alpha (ID Software)\n357 Chamber (Pickup) [3CPU] - Powerslave (Lobotomy Software)\nShotgun Shells (Pickup) [SSPU] - Doom (ID Software) Recolor by Lance (Slade3)\nFrigid Shotgun Shells (Pickup) [FSPU] - Doom (ID Software) Recolor by Lance (Slade3)\nMachinegun Clip (Pickup) [MCPU] - Duke Nukem 3D (3D Realms)\nGrenade Shell (Pickup) [GSPU] - Marathon (Bungie Software)\nChaingun Belt (Pickup) [CBPU] - Powerslave (Lobotomy Software)\nRocket (Pickup) [RKPU] - Doom (ID Software) Recolor by Lance (Slade3)\nCell (Pickup) [CLPU] - Doom (ID Sofware) Recolor by Lance (Slade3)\nSawblade (Pickup) [SBPU] - Redneck Rampage (Xatrix Entertainment)\nNapalm Canister (Pickup) [NCP#] - Lance (Gimp software)\n\nLapua Clip Box (Pickup) [LXPU] - Powerslave (Lobotomy Software)\n357 Bullet Box (Pickup) [3XPU] - Half-Life 2 (Valve)\nShotgun Shell Box (Pickup) [SXPU] - Doom (ID Software) Recolor by Lance (Slade3)\nFrigid Shell Box (Pickup) [FXPU] - Doom (ID Software) Recolor by Lance (Slade3)\nMachinegun Clip Box (Pickup) [MXPU] - Duke Nukem 3D (3D Realms)\nChaingun Belt Box (Pickup) [CXPU] - Duke Nukem 3D (3D Realms)\nNapalm Canister Box (Pickup) [NXPU] - Doom (ID Software) Edited by HorrorMovieGuy (Photoshop software)\nRocket Box (Pickup) [RXPU] - Doom (ID Software) Recolor by Lance (Slade3)\nCell Pack (Pickup) [CPPU] - Doom (ID Software) Recolor by Lance (Slade3)\nSawblade Box (Pickup) [BXPU] - Doom (ID Software) & Redneck Rampage (Xatrix Entertainment) Edited by HorrorMovieGuy (Photoshop software)\n\nArea Map (Pickup) [MPPU] - Doom (ID Software) Edited by Lance (Gimp software)\nNight Vision (Pickup) [NVPU] - Duke Nukem 3D (3D Realms)\n\nStimpack (Pickup) [SPPU] - Duke Nukem 3D (3D Realms)\nMedikit (Pickup) [MKPU] - Duke Nukem 3D (3D Realms)\n\nHealth Vial (Pickup) [HVP#] - Doom (ID Software) Recolor by Lance (Slade3)\nArmor Shard (Pickup) [ASP#] - Doom (ID Software) Recolor by Lance (Slade3)\n\nSoulsphere (Pickup) [PUSS] - Doom (ID Software) Edited by Lance (Gimp software)\nMegasphere (Pickup) [PUMS] - Doom (ID Software) Edited by Lance (Gimp software)\nInvulnerability Sphere (Pickup) [PUIV] - Doom (ID Software) Edited by Lance (Gimp software)\nVipersphere (Pickup) [PUVS] - Doom (ID Software) Edited by Lance (Gimp software)\n\nNymph [NYMP] - Doom (ID Software) Edited by HorrorMovieGuy (Photoshop Software)\nNymph Plasma [NMPL] - Hexen (Raven Software)\nBruiser [BRUI] - Doom (ID Software) Edited by HorrorMovieGuy (Photoshop Software)\nLost Soul [SKUL] - Doom (ID Software) Recolor by Lance (Slade3)\nImp Fire [IMFR] - Hexen (Raven Software)\nCacodemon Lightning [CDLG] - Hexen (Raven Software)\nHellknight Plasma [HKPL] - Doom 64 (Midway Games)\nMancubus Death [FATT] - Doom (ID Software) Edited by HorrorMovieGuy (Photoshop Software)\nMancubus Fire [MCFR] - Doom 64 (Midway Games)\nRevenant Headless Death [SKEL] - Doom (ID Software) Edited by Lance (Gimp software)\nRevenant Missile [RVRK] - Strife (Rogue Entertainment) Recolor by Lance (Slade3)\nRevenant Head [RVHD] - Doom (ID Software) Edited by HorrorMovieGuy (Photoshop Software)\nSpectre [SPEC] - Doom (ID Software) Recolor by Lance (Slade3)\nNightmare Imp [NIMP] - Doom (ID Software) Recolor by Lance (Slade3)\nArachnotron Plasma [ATPL] - Doom (ID Software) Edited by Lance (Gimp Software)\n\nPlayer [PLAY] - Doom (ID Software) Edited by Lance (Gimp Software)\n\n357 (Weapon) - Powerslave (Lobotomy Software) Smooth animations by Lance (Gimp software)\n357 (Pickup) - Powerslave (Lobotomy Software) Recolor by Lance (Slade3)\nBFG (Weapon) - Doom (ID Software) Smooth animations by Lance (Gimp software)\nBFG Plasma [BGPL] - Doom (ID Software) Edited by Lance (Gimp software)\nBFG Tracer [BGTR] - Hexen (Raven Software) Recolor by Lance (Slade3)\nChaingun (Weapon) - Doom (ID Software) Smooth animation by HorrorMovieGuy (Photoshop Software)\nChainsaw (Weapon) - Doom (ID Software) Smooth animations by Lance (Gimp software)\nFist (Weapon) - Doom (ID Software) Smooth animations by Lance (Gimp software)\nGauntlet (Weapon) - Redneck Rampage (Xatrix Entertainment) Smooth animations by Lance (Gimp software)\nGauntlet (Pickup) - Redneck Rampage (Xatrix Entertainment)\nGauntlet Projectile - Redneck Rampage (Xatrix Entertainment)\nLapua Magnum Rifle (Weapon) - Doom Alpha (ID Software) Smooth animations by Lance (Gimp software)\nLapua Magnum Rifle (Pickup) - Doom (ID Software) Edited by Lance (Gimp software)\nLapua Magnum Rifle Empty Clip - Doom Alpha (ID Software) Edited by Lance (Gimp software)\nMachinegun (Weapon) - Doom Alpha (ID Software) Smooth animations by Lance (Gimp software)\nMachinegun (Pickup) - Doom Alpha (ID Software)\nMachinegun Empty Clip - Duke Nukem 3D (3D Realms) Edited by Lance (Gimp software)\nPistol (Weapon) - Doom (ID Software) Smooth animations by Lance (Gimp software)\nPistol Empty Clip - Duke Nukem 3D (3D Realms) Edited by Lance (Gimp software)\nPlasma Rifle (Weapon) - Doom (ID Software) Smooth animations by Lance (Gimp software)\nPlasma - Doom (ID Software) Edited by Lance (Gimp software)\nRocket Launcher (Weapon) - Doom (ID Software) Smooth animations by Lance (Gimp software)\nRocket (Weapon) - Doom (ID Software) Edited by Lance (Gimp software)\nShotgun (Weapon) - Doom (ID Software) Smooth animations by Lance (Gimp software)\nShotgun Frigid Impact (Ice) - Hexen (Raven Software)\nDouble-Barreled Shotgun (Weapon) - Doom (ID Software) Smooth animations by Lance (Gimp software)\nNapalm Gun (Weapon) - Rise of the Triad (Apogee Software) Smooth animations by Lance (Gimp software)\nNapalm - Rise of the Triad (Apogee Software)\nTech Gun (Weapon) - Marathon (Bungie Software) Smooth animations by Lance (Gimp software)\n\nHand Grenade [HDGR] - Powerslave (Lobotomy Software) Recolor by Lance (Gimp software)\nHand Grenade (Pickup) [HGPU] - Powerslave (Lobotomy Software) Recolor by Lance (Gimp software)\nDrone [PLDR] - Duke Nukem 3D (3D Realms)\nDrone (Pickup) [DRPU] - Duke Nukem 3D (3D Realms)\nHook - Strife (Rogue Entertainment) Recolor by Lance (Slade3)\nHook Chain - Strife (Rogue Entertainment)\n\nTorch [PRRT] - Doom (ID Software) Edited by Lance (Gimp software)\nBlue Torch [PRBT] - Doom (ID Software) Edited by Lance (Gimp software)\nGreen Torch [PRGT] - Doom (ID Software) Edited by Lance (Gimp software)\nTorch Stick [PRRS] - Doom (ID Software) Edited by Lance (Gimp software)\nBlue Torch Stick [PRBS] - Doom (ID Software) Edited by Lance (Gimp software)\nGreen Torch Stick [PRGS] - Doom (ID Software) Edited by Lance (Gimp software)\nLamp [PRL1] - Doom (ID Software) Edited by Lance (Gimp software)\nTech Lamp [PRL2] - Doom (ID Software) Edited by Lance (Gimp software)\nShort Tech Lamp [PRL3] - Doom (ID Software) Edited by Lance (Gimp software)\nBurning Barrel [PRBB] - Doom (ID Software) Edited by Lance (Gimp software)\nExplosive Drum [PRED] - Doom (ID Software) Recolor by Lance (Slade3)\nWood Chips [CPWD] - Hexen (Raven Software)\n\n //////////////////////////\n// Sounds                 //\n //////////////////////////\n\nFlies [s_fly1] - Quake 2 (ID Software)\nFlies [s_fly2) - Doom 3 (ID Software)\nHeartbeat [s_beat] - Hexen (Raven Software)\nFluorescent Lamp Buzz [s_lamp1] - Doom 3 (ID Software)\nFluorescent Lamp Buzz [s_lamp2] - Google\nTorch [s_torch] - Heretic 2 (Raven Software)\nWorms [s_worm1] - Doom 3 (ID Software)\nWorms [s_worm2] - Doom 3 (ID Software)\n\nHand Grenade Bite [s_hgbt] - Army Men: Sarges War (3D0)\nHand Grenade Bounce [s_hgbo#] - Powerslave (Lobotomy Software)\nHand Grenade Tick [s_hgtk] - Army Men: Sarges War (3D0)\nHand Grenade Explosion [s_hgxp] - Army Men: Sarges War (3D0)\nDrone Moving [s_dref] - Doom 3 (ID Software)\nDrone Stop [s_dres] - Doom 3 (ID Software)\nHook Fire [s_hkfr] - Quake 4 (Raven Software)\nHook Land [s_hkln] - Half-Life 2 (Valve)\n\nBullet Casing Bounce [s_bcbo#] - Doom 3 (ID Software)\nShell Casing Bounce [s_scbo#] - Doom 3 (ID Software)\nBullet Impact [s_blim#] - Half-Life 2 (Valve)\nTracer [s_trac#] - Half-Life 2 (Valve)\nWood Impact [s_wdim#] - Half-Life 2 (Valve)\n\nFlesh Impact [s_flim#] - Doom 3 (ID Software)\nGib Bounce [s_gbbo#] - Quake 3 (ID Software)\nOrgan Bounce [s_orbo] - Joe Cartoon\nTooth Bounce [s_tobo] - Army Men: Sarges War (3D0)\nBurn [s_burn] - The Legend of Zelda: Ocarina of Time (Nintendo)\nShock [s_shk#] - The Legend of Zelda: Ocarina of Time (Nintendo)\n\nArea Map (Pickup) [s_mppu] - Starfox 64 (Nintendo)\nBackpack (Pickup) [s_bppu] - Doom 3 (ID Software)\nNight Vision (Pickup) [s_nvpu] - Doom 3: Resurrection of Evil (Nerve Software)\nKeycard (Pickup) [s_kypu] - Space Station Silicon Valley (Take 2 Software)\nVipersphere (Pickup) [s_puvs] - Quake 4 (Raven Software)\n\nAmmo (Pickup) - Army Men: Sarges War (3D0)\nClip Small (Pickup) [s_clpu1] - Doom 3 (ID Software)\nClip Large (Pickup) [s_clpu1] - Doom 3 (ID Software)\nShell Small (Pickup) [s_slpu1] - Doom 3 (ID Software)\nShell Large (Pickup) [s_slpu2] - Doom 3 (ID Software)\nCell (Pickup) [s_clpu] - Half-Life 2 (Valve)\n\nHealth Vial (Pickup) [s_vlpu] - Unreal (Epic Games)\nStimpack (Pickup) [s_sppu] - Quake 3 (ID Software)\nMedikit (Pickup) [s_mkpu] - Doom 3 (ID Software)\nBerserk (Pickup) [s_bspu] - Quake 4 (Raven Software)\n\nArmor Shard (Pickup) [s_aspu] - Quake 4 (Raven Software)\nCombat Armor (Pickup) [s_arpu1] - Quake 2 (ID Software)\nHeavy Armor (Pickup) [s_arpu2] - Quake 2 (ID Software)\nArmor Suit (Pickup) [s_arpu3] - Quake 2 (ID Software)\n\nZombieman (Monster) - Doom 3 (ID Software)\nChaingunguy (Monster) - Doom 3 (ID Software)\nImp (Monster) - Doom 3 (ID Software)\nDemon (Monster) - Doom 3 (ID Software)\nLost Soul (Monster) - Doom 3 (ID Software)\nCacodemon (Monster) - Doom 3 (ID Software)\nHellknight (Monster) - Doom 3 (ID Software)\nArachnotron (Monster) - Doom 3 (ID Software)\nRevenant (Monster) - Doom 3 (ID Software)\nMancubus (Monster) - Doom 3 (ID Software)\nArchvile (Monster) - Doom 3 (ID Software)\nCyberdemon (Monster) - Doom 3 (ID Software)\nNymph (Monster) - Doom 3: Resurrection of Evil (Nerve Software)\nBruiser (Monster) - Doom 3: Resurrection of Evil (Nerve Software)\nSpectre (Monster) - Doom 3 (ID Software) Edited by Lance (Audacity)\nBoss Explosion [s_bsxp] - Doom 64 (Midway Games)\n\nPlayer Jump [s_pljm] - Doom 3 (ID Software)\nPlayer Use [s_plus#] - Doom 3 (ID Software)\nPlayer Land [s_plln#] - Doom 3 (ID Software)\nPlayer Pain [s_plpa#] - Doom 3 (ID Software)\nPlayer Death [s_pldi#] - Doom 3 (ID Software)\nPlayer Spawn [s_plsp] - Doom 3 (ID Software)\n\n357 Fire [s_35fr#] - Doom 3 Alpha (ID Software)\n357 Dry [s_35dr] - Half-Life (Valve)\n357 Open [s_35op] - Half-Life 2 (Valve)\n357 Load [s_35lo] - Half-Life 2 (Valve)\n357 Close [s_35cl] - Half-Life 2 (Valve)\n357 Spin [s_35sp] - Half-Life 2 (Valve)\nBFG Idle [s_bgid] - The Legend of Zelda: Wind Waker (Nintendo)\nBFG Power Up [s_bgpu] - Doom 3 (ID Software)\nBFG Power Down [s_bgpd] - Doom 3 (ID Software)\nChaingun Up [s_cgup] - Unreal (Epic Games)\nChaingun Start [s_cgst] - Quake 4 (Raven Software)\nChaingun Loop [s_cglp] - Quake 4 (Raven Software)\nChaingun Stop [s_cgsp] - Quake 4 (Raven Software)\nChaingun Fire [s_cgfr#] - Quake 4 (Raven Software)\nChaingun Dry [s_cgdr] - Quake 4 (Raven Software)\nChainsaw Up [s_csup] - Left 4 Dead 2 (Valve)\nChainsaw Idle [s_csid] - Doom 3 (ID Software)\nChainsaw Start [s_csst] - Doom 3 (ID Software)\nChainsaw Loop [s_cslp] - Doom 3 (ID Software)\nChainsaw Stop [s_cssp] - Doom 3 (ID Software)\nChainsaw Down [s_csdw] - Doom 3 (ID Software) & Left 4 Dead 2 (Valve)\nChainsaw Rev [s_csrv#] - Google\nChainsaw Wall [s_cswl#] - Doom 3 (ID Software)\nChainsaw Hit [s_csht#] - Doom 3 (ID Software)\nFist Up [s_fsup] - Doom 3 (ID Software)\nFist Hit [s_fsht#] - Doom 3 (ID Software)\nFist Berserk [s_fsbs#] - Doom 3 (ID Software)\nFist Wall [s_fswl#] - Doom 3 (ID Software)\nFist Cut [s_fsct#] - Doom 3 (ID Software) & Super Smash Bros (Nintendo)\nGauntlet Up [s_gtup] - Quake 4 (Raven Software)\nGauntlet Fire [s_gtfr] - Quake 4 (Raven Software)\nGauntlet Load [s_gtld] - Quake 4 (Raven Software)\nGauntlet Hit [s_gtht#] - Quake 4 (Raven Software)\nGauntlet Dry [s_gtdr] - Quake 4 (Raven Software)\nGauntlet Start [s_gtst] - Quake 4 (Raven Software)\nGauntlet Loop [s_gtlp] - Quake 4 (Raven Software)\nGauntlet Stop [s_gtsp] - Quake 4 (Raven Software)\nLapua Magnum Rifle Up [s_lpup] - Killing Floor (Tripwire Interactive)\nLapua Magnum Rifle Fire [s_lpfr#] - Killing Floor (Tripwire Interactive)\nLapua Magnum Rifle Reload [s_lprl#] - Killing Floor (Tripwire Interactive)\nMachinegun Up [s_mgup] - Quake 4 (Raven Software)\nMachinegun Fire [s_mgfr] - Quake 4 (Raven Software)\nMachinegun Warning [s_mgwn] - Doom 3 (ID Software)\nMachinegun Low [s_mglw] - Doom 3 (ID Software)\nMachinegun Reload [s_mgrl#] - Quake 4 (Raven Software)\nMachinegun Shell Fire [s_slfr] - Quake 4 (Raven Software)\nMachinegun Shell Bounce [s_slbo#] - Quake 4 (Raven Software)\nMachinegun Shell Explosion [s_slxp] - Quake 4 (Raven Software)\nMachinegun Shell Dry [s_sldr] - Quake 4 (Raven Software)\nMachinegun Shell Reload [s_slrl#] - Quake 4 (Raven Software)\nPistol Cock [s_psck] - The Legend of Zelda: Twilight Princess (Nintendo)\nPistol Fire [s_psfr#] - Killing Floor (Tripwire Interactive) & Unreal 2 (Epic Games)\nPistol Reload [s_psrl#] - Half-Life (Valve) & Super Smash Bros Melee (Nintendo)\nPlasma Rifle Power Up [s_pgpu] - Doom 3 (ID Software)\nPlasma Rifle Idle [s_pgid] - Doom 3 (ID Software)\nPlasma Rifle Fire [s_pgfr] - Doom 64 (Midway Games) & Super Smash Bros Melee (Nintendo)\nPlasma Rifle Burn [s_pgbr#] - Doom 3 (ID Software)\nPlasma Rifle Shock [s_pgsk#] - Super Smash Bros (Nintendo)\nPlasma Rifle Warning [s_pgwn] - Doom 3: Resurrection of Evil (Nerve Software)\nPlasma Rifle Low [s_pglw] - Doom 3 (ID Software)\nPlasma Rifle Cool [s_pgcl] - Doom 3: Resurrection of Evil (Nerve Software)\nPlasma Rifle Steam [s_pgst] - Doom 3 (ID Software)\nPlasma Rifle After cool [s_pgac] - Doom 3: Resurrection of Evil (Nerve Software)\nPlasma Rifle Power Down [s_pgpd] - Space Station Silicon Valley (Take 2 Software)\nRocket Launcher Up [s_rlup] - Unreal (Epic Games)\nRocket Launcher Fire [s_rlfr] - Quake 2 (ID Software)\nRocket Launcher Flight [s_rlfl] - Doom 3 (ID Software)\nRocket Launcher Explosion [s_rlx#] - Killing Floor (Tripwire Interactive)\nRocket Launcher Dry [s_rldr] - Quake 3 (ID Software)\nRocket Launcher Reload [s_rlrl] - Quake 2 (ID Software)\nShotgun Up [s_sgup] - 007: Agent Under Fire (EA Redwood Shores)\nShotgun Fire [s_sgfr#] - Team Fortress 2 (Valve) & Killing Floor (Tripwire Interactive)\nShotgun Cock [s_sgck] - 007: Agent Under Fire (EA Redwood Shores)\nShotgun Dry [s_sgdr] - Half-Life (Valve)\nShotgun Reload [s_sgrl#] - Half-Life 2 (Valve)\nDouble-Barreled Shotgun Up [s_dbup] - Doom 3: Resurrection of Evil (Nerve Software)\nDouble-Barreled Shotgun Fire [s_dbfr#] - Half-Life (Valve)\nDouble-Barreled Shotgun Open [s_dbop] - Half-Life (Valve)\nDouble-Barreled Shotgun Reload [s_dbrl#] - Doom 3: Resurrection of Evil (Nerve Software)\nDouble-Barreled Shotgun Close [s_dbcl] - Half-Life (Valve)\nNapalm Gun Up [s_npup] - Quake 4 (Raven Software)\nNapalm Gun Fire [s_npfr] - Quake 4 (Raven Software)\nNapalm Gun Explosion [s_npxp] - Quake 4 (Raven Software)\nNapalm Gun Dry [s_npdr] - Army Men: Sarges War (3D0)\nTech Gun Start [s_tgst] - Doom 3 (ID Software)\nTech Gun Beep [s_tgbp] - Doom 3 (ID Software)\nTech Gun Stop [s_tgsp] - Doom 3 (ID Software)\n\nClip Bounce [s_cpbo#] - Cry of Fear (Team Psykskallar)\nGun Dry [s_dry] - Half-Life (Valve)\nTech Dry [s_tdry] - Doom 3 (ID Software)\nGun Swap [s_swap] - Quake 4 (Raven Software)\n\nWater Splash [s_water] - Hexen (Raven Software)\nLava Splash [s_lava] - Hexen (Raven Software)\nNukage Splash [s_nukage] - Hexen (Raven Software)\nSludge Splash [s_sludge] - Hexen (Raven Software)\n\nDrum Explosion [s_dmxp#] - Doom 3 (ID Software)\nDoor Locked [s_locked] - Space Station Silicon Valley (Take 2 Software)\n\nPlayer Join [s_join] - Resident Evil 4 (Capcom)\nMenu [s_menu#] - House of the Dead 2 (Sega)\nDoor Fast Open [dsbdopn] - Doom 3 (ID Software)\nDoor Fast Close [dsbdcls] - Doom 3 (ID Software)\nItem Spawn [dsitmbk] - Doom 3 (ID Software)\nLift Start [dspstart] - Doom 3 (ID Software)\nLift Move [dsstnmov] - Doom 3 (ID Software)\nLift Stop [dspstop] - Doom 3 (ID Software)\nSwitch On [dsswtchn] - Heretic 2 (Raven Software)\nSwitch Off [dsswtchx] - Heretic 2 (Raven Software)\nTeleport [dstelept] - Quake 4 (Raven Software)\nChat [dsradio] - Resident Evil (Capcom)\nChat Silent [dstink] - Quake 4 (Raven Software)\nSecret [dssecret] - Quake 2 (ID Software)\nPowerup [dsgetpow] - Doom 3 (ID Software)\nWeapon (Pickup) [dswpnup] - Army Men: Sarges War (3D0)\nGib [dsslop] - Quake 2 (ID Software)\nTaunt [dstaunt] - Evil Dead 2\n\n //////////////////////////\n// Graphics               //\n //////////////////////////\n\nNew Font [STCFN#] - Lance (Gimp software)\n\nMenu Cursor [m_skull#] - Rise of the Triad (Apogee Software)\n\nBullet Impact (Decal) [decblim] - Google Images\nBlood (Decal) [decbl#] - Doom 3 (Id Software)\nPlasma (Decal) [decps#] - Doom (ID Software) Edited by Lance (Gimp software)\nBFG Plasma (Decal) [decbs#] - Doom (ID Software) Edited by Lance (Gimp software)\n\nHud Health Bar [hudhlbr] - Lance (Gimp software)\nHud Armor Bar [hudarbr] - Lance (Gimp software)\nHud Bar [brbk] - Lance (Gimp software)\nHud Health [hudhlic] - Lance (Gimp software)\n\nHud Statbar [hudbar] - Gamenerd64 (Gimp software) & Lance (Gimp software)\nHud Invbar [hudinv] - Gamenerd64 (Gimp software) & Lance (Gimp software)\nHud Border [hudbor] - Doom (ID Software) Edited by Lance (Gimp software)\n\nInventory Box [artibox] - Gamenerd64 (Gimp software)\nInventory Selectbox [selectbo] - Gamenerd64 (Gimp software)\n\nHud Numbers - Doom 64 (Midway Games) Edited by Lance (Gimp software)\n\n //////////////////////////\n// Textures               //\n //////////////////////////\n\nWater [lwater#] - Doom (ID Software) Edited by Lance (Gimp software)\nLava [llava#] - Hexen (Raven Software) Edited by Lance (Gimp software)\nNukage [lnukag#] - Doom (ID Software) Edited by Lance (Gimp software)\nSludge [lsludg#] - Doom (ID Software) Edited by Lance (Gimp software)\nBlood [lblood#] - Doom (ID Software) Edited by Lance (Gimp software)\n\n //////////////////////////\n// Misc                   //\n //////////////////////////\n\nZDoom wiki for the fdistance function (Zandronum doesn't have VectorLength yet)\n\n //////////////////////////\n// Summary                //\n //////////////////////////\n\nThis is a mod I've been putting together is pretty much just for me and my\nfriends. Crediting my sources wasn't exactly at the top of my mind, as any mod\nI've put together, My primary focus was just to have something my friends and I\ncould enjoy together, and as such has lead to many laughs, fun, and overall a\nvery good, and memorable time between me and my friends. Every mod I've ever\nput together was pretty much based off my very first mod I made in 2008 which\na shoddy weapons/class-based mod called DoomKWeapons when I was new to\ndecorate and had very limited knowledge of ACS and other languages that were\nnew to me. Going through many times where I just completely started over,\nall this is is my vision of what is supposed to be a fun, and challenging\nsurvival mod. Though, it is hard and can be considered unfair, this was made\nto run with any standard doom map. Which, relative to any maps actually\ndesigned to boost difficulty, this would not co-operate well with. But this\nwas designed to make the original Doom feel more challenging, since if I were\nto play the original Doom, I could pretty much blaze through it with little to\nno effort. I wanted to do two things in this mod; Overpower the weapons and\noverpower the enemies. What it all comes down to is exploiting your weapons\nproperties out of proper use of them to get out of situations. This mod can be\nconsidered very cover-based as the hitscanners have fast projectiles meant to\n'supersede' hitscan by making it possible to run and dodge them. The bigger,\nand smarter enemies can predict the players movement and lead their shots.\nProjectiles can be shot in midair. It's all about opening new defenses in\nthe enemies, and the player. Turning it into more of a thinking game, as\nopposed to a run n' gun Doom seems to be known for. So I could understand this\nmight not be for everyone. I did my best to encourage tactical thinking, for\nthose who might enjoy strategizing opposed to running and shooting. But I\nbelieve the experience between me and my friends is what made this mod\nso great."
      },
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "actor CSEffect\n{\nRadius 0\nHeight 0\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOBLOCKMAP\n+THRUACTORS\n+FORCEXYBILLBOARD\n+DONTSPLASH\n}\n\nACTOR PathCheck\n{\n  Radius 16\n  Height 1\n  +SERVERSIDEONLY\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +THRUACTORS\n  +NOBLOCKMONST\n  +NOTIMEFREEZE\n  +DONTSPLASH\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}\n\nactor PlayerCamera : CSEffect\n{\n  +NOTIMEFREEZE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor CameraCheck\n{\n  Radius 1\n  Height 1\n  -NOINTERACTION\n  +NOTIMEFREEZE\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}\n\nACTOR Null\n{\n  +CLIENTSIDEONLY\n  +NOINTERACTION\n  +NOBLOCKMAP\n  +NOSECTOR\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nACTOR TeleportFog_ : CSEffect Replaces TeleportFog\n{\n  RenderStyle Add\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTPF1 A 3 Bright A_PlaySound(\"misc/teleport\")\n    TPF1 ABCDEF 3 Bright\n    TPF2 ABC 3 Bright\n    TPF1 FEDC 3 Bright\n    Stop\n  }\n}\n\nACTOR ItemFog_ : CSEffect Replaces ItemFog\n{\n  RenderStyle Add\n  Scale 0.75\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tITF1 A 3 Bright A_PlaySound(\"misc/spawn\")\n    ITF1 BCDEF 3 Bright\n    ITF2 ABC 3 Bright\n    ITF1 FEDC 3 Bright\n    Stop\n  }\n}\n\n#include \"decorate/weapons/decfist.txt\"\n#include \"decorate/weapons/deccsaw.txt\"\n#include \"decorate/weapons/decgaun.txt\"\n#include \"decorate/weapons/decpstl.txt\"\n#include \"decorate/weapons/declapu.txt\"\n#include \"decorate/weapons/dec357.txt\"\n#include \"decorate/weapons/decshot.txt\"\n#include \"decorate/weapons/decdbsg.txt\"\n#include \"decorate/weapons/decmach.txt\"\n#include \"decorate/weapons/deccgun.txt\"\n#include \"decorate/weapons/decrock.txt\"\n#include \"decorate/weapons/decnapg.txt\"\n#include \"decorate/weapons/decplas.txt\"\n#include \"decorate/weapons/decbfg.txt\"\n\n#include \"decorate/pickups/dechlth.txt\"\n#include \"decorate/pickups/decarmr.txt\"\n#include \"decorate/pickups/deckeys.txt\"\n#include \"decorate/pickups/decmisc.txt\"\n#include \"decorate/pickups/decsphr.txt\"\n\n#include \"decorate/gore/decrdbl.txt\"\n#include \"decorate/gore/decgrbl.txt\"\n#include \"decorate/gore/decblbl.txt\"\n\n#include \"decorate/gore/decrdgb.txt\"\n#include \"decorate/gore/decblgb.txt\"\n#include \"decorate/gore/decfire.txt\"\n\n#include \"decorate/monsters/decmszm.txt\"\n#include \"decorate/monsters/decmssg.txt\"\n#include \"decorate/monsters/decmscg.txt\"\n#include \"decorate/monsters/decmsss.txt\"\n#include \"decorate/monsters/decmsim.txt\"\n#include \"decorate/monsters/decmsnm.txt\"\n#include \"decorate/monsters/decmsni.txt\"\n#include \"decorate/monsters/decmscd.txt\"\n#include \"decorate/monsters/decmshk.txt\"\n#include \"decorate/monsters/decmsbs.txt\"\n#include \"decorate/monsters/decmsdm.txt\"\n#include \"decorate/monsters/decmssp.txt\"\n#include \"decorate/monsters/decmsls.txt\"\n#include \"decorate/monsters/decmsmc.txt\"\n#include \"decorate/monsters/decmsat.txt\"\n#include \"decorate/monsters/decmspe.txt\"\n#include \"decorate/monsters/decmsrv.txt\"\n#include \"decorate/monsters/decmsav.txt\"\n#include \"decorate/monsters/decmsmm.txt\"\n#include \"decorate/monsters/decmscb.txt\"\n\n#include \"decorate/terrain/dectrwt.txt\"\n#include \"decorate/terrain/dectrlv.txt\"\n#include \"decorate/terrain/dectrnk.txt\"\n#include \"decorate/terrain/dectrsl.txt\"\n#include \"decorate/terrain/dectrbl.txt\"\n#include \"decorate/terrain/dectrht.txt\"\n\n#include \"decorate/spawn/decspwp.txt\"\n#include \"decorate/spawn/decspam.txt\"\n#include \"decorate/spawn/decspcr.txt\"\n\n#include \"decorate/artifacts/decarhg.txt\"\n#include \"decorate/artifacts/decardr.txt\"\n#include \"decorate/artifacts/dechook.txt\"\n\n#include \"decorate/class/deccomb.txt\"\n#include \"decorate/class/decsupp.txt\"\n\n#include \"decorate/decfunc.txt\"\n#include \"decorate/deccasi.txt\"\n#include \"decorate/decimpc.txt\"\n#include \"decorate/decsprk.txt\"\n#include \"decorate/decexpl.txt\"\n#include \"decorate/decprop.txt\"\n#include \"decorate/dectree.txt\"\n#include \"decorate/declamp.txt\""
      },
      {
        "source": "pk3",
        "name": "keyconf.txt",
        "contents": "clearplayerclasses\naddplayerclass CombatClass\naddplayerclass SupportClass\n\nweaponsection \"Tortured Weapons\"\n\nsetslot 1 \"Fists\" \"Chainsaw \" \"Gauntlet\"\nsetslot 2 \"9mm Pistol\" \"Lapua Magnum Rifle\" \".357 Magnum\"\nsetslot 3 \"12 Gauge Shotgun\" \"Double-Barreled Shotgun\"\nsetslot 4 \"Machinegun\" \"Chaingun \"\nsetslot 5 \"Napalm Gun\" \"Rocket Launcher\"\nsetslot 6 \"Plasma Rifle\"\nsetslot 7 \"BFG 9000\"\nsetslot 8 \"Tech Gun\"\n\nalias reload \"use reload\"\naddkeysection \"FSR - Special Commands\" \"Reload\"\naddmenukey \"Reload\" reload\n\nalias grenade \"use \\\"Hand Grenade\\\"\"\naddkeysection \"FSR - Special Commands\" \"Grenade\"\naddmenukey \"Grenade\" grenade\n\nalias +hook \"use hook\"\naddkeysection \"FSR - Special Commands\" \"Hook\"\naddmenukey \"Hook\" +hook\n\nalias -hook \"use hookretract\"\n\nalias grenadesuicide \"use handgrenadesuicide\"\naddkeysection \"FSR - Mark's Special\" \"Grenade Suicide\"\naddmenukey \"Grenade Suicide\" grenadesuicide"
      },
      {
        "source": "pk3",
        "name": "cvarinfo.txt",
        "contents": "server int tt_hook = 0;\nserver int tt_shotgunspawn = 0;\nserver int tt_weapondrop = 0;"
      },
      {
        "source": "pk3",
        "name": "fontdefs.txt",
        "contents": "smallfont\n{\nTemplate STCFN%03d\n}\n\nHudNumber\n{\n0 hdsnum0\n1 hdsnum1\n2 hdsnum2\n3 hdsnum3\n4 hdsnum4\n5 hdsnum5\n6 hdsnum6\n7 hdsnum7\n8 hdsnum8\n9 hdsnum9\n}\n\nHudNumberLarge\n{\n0 hdlnum0\n1 hdlnum1\n2 hdlnum2\n3 hdlnum3\n4 hdlnum4\n5 hdlnum5\n6 hdlnum6\n7 hdlnum7\n8 hdlnum8\n9 hdlnum9\n}\n\nHudNumberSmall\n{\n0 hs2num0\n1 hs2num1\n2 hs2num2\n3 hs2num3\n4 hs2num4\n5 hs2num5\n6 hs2num6\n7 hs2num7\n8 hs2num8\n9 hs2num9\n}"
      },
      {
        "source": "pk3",
        "name": "lockdefs.txt",
        "contents": "ClearLocks\n\nLock 1 Doom\n{\nRedKeyCard\nMessage \"$locked_redkeycard\"\nRemoteMessage \"$locked_redkeycard\"\nMapcolor 255 0 0\n}\n\nLock 2 Doom\n{\nBlueKeyCard\nMessage \"$locked_bluekeycard\"\nRemoteMessage \"$locked_bluekeycard\"\nMapcolor 0 0 255\n}\n\nLock 3 Doom\n{\nYellowKeyCard\nMessage \"$locked_yellowkeycard\"\nRemoteMessage \"$locked_yellowkeycard\"\nMapcolor 255 255 0\n}\n\nLock 4 Doom\n{\nRedSkullKey\nMessage \"$locked_redskullkey\"\nRemoteMessage \"$locked_redskullkey\"\nMapcolor 255 0 0\n}\n\nLock 5 Doom\n{\nBlueSkullKey\nMessage \"$locked_blueskullkey\"\nRemoteMessage \"$locked_blueskullkey\"\nMapcolor 0 0 255\n}\n\nLock 6 Doom\n{\nYellowSkullKey\nMessage \"$locked_yellowskullkey\"\nRemoteMessage \"$locked_yellowskullkey\"\nMapcolor 255 255 0\n}\n\nLock 129 Doom\n{\nAny { RedKeyCard RedSkullKey }\nMessage \"$locked_redkeycard\"\nRemoteMessage \"$locked_redkeycard\"\nMapcolor 255 0 0\n}\n\nLock 130 Doom\n{\nAny { BlueKeyCard BlueSkullKey }\nMessage \"$locked_bluekeycard\"\nRemoteMessage \"$locked_bluekeycard\"\nMapcolor 0 0 255\n}\n\nLock 131 Doom\n{\nAny { YellowKeyCard YellowSkullKey }\nMessage \"$locked_yellowkeycard\"\nRemoteMessage \"$locked_yellowkeycard\"\nMapcolor 255 255 0\n}\n\nLock 132 Doom\n{\nAny { RedKeyCard RedSkullKey }\nMessage \"$locked_redkeycard\"\nRemoteMessage \"$locked_redkeycard\"\nMapcolor 255 0 0\n}\n\nLock 133 Doom\n{\nAny { BlueKeyCard BlueSkullKey }\nMessage \"$locked_bluekeycard\"\nRemoteMessage \"$locked_bluekeycard\"\nMapcolor 0 0 255\n}\n\nLock 134 Doom\n{\nAny { YellowKeyCard YellowSkullKey }\nMessage \"$locked_yellowkeycard\"\nRemoteMessage \"$locked_yellowkeycard\"\nMapcolor 255 255 0\n}\n\nLock 100\n{\nMessage \"$locked_any\"\nRemoteMessage \"$locked_any\"\nMapcolor 128 128 255\n}\n\nLock 228\n{\nMessage \"$locked_any\"\nRemoteMessage \"$locked_any\"\nMapcolor 128 128 255\n}\n\nLock 229 Doom\n{\nAny { BlueKeyCard BlueSkullKey }\nAny { YellowKeyCard YellowSkullKey }\nAny { RedKeyCard RedSkullKey }\nMessage \"$locked_all\"\nRemoteMessage \"$locked_all\"\n}\n\nLock 101 Doom\n{\nBlueKeyCard\nBlueSkullKey\nYellowKeyCard\nYellowSkullKey\nRedKeyCard\nRedSkullKey\nMessage \"$locked_all\"\nRemoteMessage \"$locked_all\"\n}"
      },
      {
        "source": "pk3",
        "name": "orderdef.txt",
        "contents": "clear\nweapon \"Fists\" \"Fists\" 0.1 1 Replaces \"Fist\"\nweapon \"Chainsaw \" \"Chainsaw\" 0.2 2 Replaces \"Chainsaw\"\nweapon \"Gauntlet\" \"Gauntlet\" 1.2 3\nweapon \"9mm Pistol\" \"9mm Pistol\" 0.9 4 Replaces \"Pistol\"\nweapon \"Lapua Magnum Rifle\" \"Lapua Magnum Rifle\" 1.1 5\nweapon \".357 Magnum\" \".357 Magnum\" 1.0 6\nweapon \"12 Gauge Shotgun\" \"12 Gauge Shotgun\" 0.8 7 Replaces \"Shotgun\"\nweapon \"Double-Barreled Shotgun\" \"Double-Barreled Shotgun\" 0.7 8 Replaces \"SuperShotgun\"\nweapon \"Machinegun\" \"Machinegun\" 1.4 9\nweapon \"Chaingun \" \"Chaingun\" 1.3 10 Replaces \"Chaingun\"\nweapon \"Rocket Launcher\" \"Rocket Launcher\" 0.5 11 Replaces \"RocketLauncher\"\nweapon \"Napalm Gun\" \"Napalm Gun\" 0.4 12\nweapon \"Plasma Rifle\" \"Plasma Rifle\" 0.6 13 Replaces \"PlasmaRifle\"\nweapon \"BFG 9000\" \"BFG 9000\" 0.3 14 Replaces \"BFG9000\"\nweapon \"Tech Gun\" \"Tech Gun (Support)\" 0.0 15"
      },
      {
        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "clearskills\n\nskill veryeasy\n{\nDamageFactor = 0.5\nSpawnFilter = baby\nname = \"Easier\"\n}\n\nskill easy\n{\nDamageFactor = 0.75\nSpawnFilter = easy\nname = \"Easy\"\n}\n\nskill normal\n{\nSpawnFilter = normal\nname = \"Normal\"\n}\n\nskill hard\n{\nSpawnFilter = hard\nname = \"Hard\"\n}\n\nskill veryhard\n{\nFastMonsters\nSpawnFilter = nightmare\nname = \"Very Hard\"\n}\n\nskill bullshit\n{\nFastMonsters\nDamageFactor = 32767\nSpawnFilter = nightmare\nname = \"Nightmare\"\n}\n\ngameinfo\n{\ntitletime = 32767\nborderflat = \"hudbor\"\n}"
      },
      {
        "source": "pk3",
        "name": "sbarinfo.txt",
        "contents": "base doom;\nheight 32;\nmonospacefonts true, \"0\";\ninterpolatehealth true, 6;\ninterpolatearmor true, 6;\n\nstatusbar fullscreen\n{\ndrawbar \"hdshlbr\", \"hdsbrbk\", health, horizontal, 3, 191;\ndrawimage \"hdshlic\", 99, 197, centerbottom;\ndrawnumber 3, HudNumber, untranslated, health, 92, 191, 1, red, 25, green, 25;\n\ndrawbar \"hdsarbr\", \"hdsbrbk\", armor, horizontal, 3, 181;\ndrawimage armoricon, 12, 180, centerbottom;\ndrawnumber 3, HudNumber, untranslated, armor, whennotzero, 92, 181, 1, red, 25, green, 25;\n\ndrawimage runeicon, 115, -2, centerbottom;\n\nusesammo\n{\ndrawimage ammoicon1, 276, 197, centerbottom;\ndrawnumber 3, HudNumber, untranslated, ammo1, 310, 190, 1, red, 0, gold, 0;\nusessecondaryammo\n{\ndrawimage ammoicon2, 276, 187, centerbottom;\ndrawnumber 3, HudNumber, untranslated, ammo2, 310, 180, 1, red, 0, gold, 0;\nweaponammo MachinegunLoaded\n{\ndrawimage \"hdsgrsl\", 276, 177, centerbottom;\ndrawnumber 3, HudNumber, untranslated, grenadeshell, 310, 170, 1, red, 0, gold, 0;\n}\nweaponammo ShotgunShells\n{\ndrawimage \"hdsfssl\", 276, 177, centerbottom;\ndrawnumber 3, HudNumber, untranslated, frigidshells, 310, 170, 1, red, 0, gold, 0;\n}\n}\n}\ninventorybarnotvisible\n{\ndrawselectedinventory centerbottom, alwaysshowcounter, HudNumber, 246, 197, 266, 189, white;\n}\ngamemode singleplayer, cooperative, teamgame\n{\ndrawkeybar 6, vertical, reverserows, auto, 310, 2, 0, 3, auto;\n}\n}\n\nstatusbar normal\n{\ndrawimage \"hudbar\", 0, 168;\ndrawnumber 3, HudNumberLarge, untranslated, health, 137, 182, 1, red, 25;\ndrawnumber 3, HudNumberLarge, untranslated, armor, whennotzero, 218, 182, 1, red, 25;\n\ndrawselectedinventory alwaysshowcounter, HudNumber, 77, 177, 93, 190, green;\ndrawmugshot 5, 144, 168;\ndrawimage armoricon, 235, 178;\n\ndrawswitchableimage keyslot 2, \"nullimage\", \"STKEYS0\", 260, 179;\ndrawswitchableimage keyslot 3, \"nullimage\", \"STKEYS1\", 269, 179;\ndrawswitchableimage keyslot 1, \"nullimage\", \"STKEYS2\", 278, 179;\ndrawswitchableimage keyslot 5, \"nullimage\", \"STKEYS3\", 287, 179;\ndrawswitchableimage keyslot 6, \"nullimage\", \"STKEYS4\", 296, 179;\ndrawswitchableimage keyslot 4, \"nullimage\", \"STKEYS5\", 305, 179;\ndrawswitchableimage keyslot 7, \"nullimage\", \"SKEYICON\", 260, 188;\n\nusesammo\n{\ndrawnumber 4, HudNumber, untranslated, ammo1, 29, 181, 1, red, 0, gold, 0;\nusessecondaryammo\n{\nweaponammo not MachinegunLoaded\n{\nweaponammo not ShotgunShells\n{\ndrawnumber 4, HudNumber, untranslated, ammo2, 62, 181, 1, red, 0, gold, 0;\n}\n}\nweaponammo MachinegunLoaded\n{\ndrawnumber 4, HudNumberSmall, untranslated, ammo2, 62, 184, 0, red, 0, gold, 0;\ndrawnumber 4, HudNumberSmall, untranslated, grenadeshell, 62, 178, 1, red, 0, gold, 0;\n}\nweaponammo not ShotgunShells\n{\nweaponammo not MachinegunLoaded\n{\ndrawnumber 4, HudNumber, untranslated, ammo2, 62, 181, 1, red, 0, gold, 0;\n}\n}\nweaponammo ShotgunShells\n{\ndrawnumber 4, HudNumberSmall, untranslated, ammo2, 62, 184, 0, red, 0, gold, 0;\ndrawnumber 4, HudNumberSmall, untranslated, frigidshells, 62, 178, 1, red, 0, gold, 0;\n}\n}\n}\n}\n\nstatusbar inventory\n{\ndrawimage \"hudinv\", 0, 168;\ndrawinventorybar Doom, alwaysshowcounter, translucent, 9, INDEXFONT, 21, 169, 47, 191, green;\n}\n\nstatusbar inventoryfullscreen\n{\ndrawinventorybar Doom, alwaysshowcounter, translucent, 9, INDEXFONT, 21, 169, 47, 191, green;\n}"
      },
      {
        "source": "pk3",
        "name": "terrain.txt",
        "contents": "splash Water\n{\nsmallclass Null\n\nbaseclass TerrainWaterSplash\nsound terrain/water\n}\n\nsplash Lava\n{\nsmallclass Null\n\nbaseclass TerrainLavaSplash\nsound terrain/lava\n}\n\nsplash Nukage\n{\nsmallclass Null\n\nbaseclass TerrainNukageSplash\nsound terrain/nukage\n}\n\nsplash Sludge\n{\nsmallclass Null\n\nbaseclass TerrainSludgeSplash\nsound terrain/sludge\n}\n\nsplash Blood\n{\nsmallclass Null\n\nbaseclass TerrainBloodSplash\nsound terrain/nukage\n}\n\nsplash Hot\n{\nsmallclass Null\n\nbaseclass TerrainHotSplash\nsound terrain/lava\n}\n\nterrain Water\n{\nsplash Water\nfootclip 20\nliquid\n}\n\nterrain Lava\n{\nsplash Lava\nfootclip 20\nliquid\ndamagetype Slime\n}\n\nterrain Nukage\n{\nsplash Nukage\nfootclip 20\nliquid\ndamagetype Slime\n}\n\nterrain Sludge\n{\nsplash Sludge\nfootclip 20\nliquid\ndamagetype Slime\n}\n\nterrain Blood\n{\nsplash Blood\nfootclip 20\nliquid\ndamagetype Slime\n}\n\nterrain Hot\n{\nsplash Hot\ndamagetype Slime\n}\n\nifdoom\nfloor BLOOD1 Blood\nfloor BLOOD2 Blood\nfloor BLOOD3 Blood\nfloor FWATER1 Water\nfloor FWATER2 Water\nfloor FWATER3 Water\nfloor FWATER4 Water\nfloor LAVA1 Lava\nfloor LAVA2 Lava\nfloor LAVA3 Lava\nfloor LAVA4 Lava\nfloor NUKAGE1 Nukage\nfloor NUKAGE2 Nukage\nfloor NUKAGE3 Nukage\nfloor RROCK05 Hot\nfloor RROCK06 Hot\nfloor RROCK07 Hot\nfloor RROCK08 Hot\nfloor SLIME01 Sludge\nfloor SLIME02 Sludge\nfloor SLIME03 Sludge\nfloor SLIME04 Sludge\nfloor SLIME05 Sludge\nfloor SLIME06 Sludge\nfloor SLIME07 Sludge\nfloor SLIME08 Sludge\nfloor SLIME09 Hot\nfloor SLIME10 Hot\nfloor SLIME11 Hot\nfloor SLIME12 Hot\nendif"
      },
      {
        "source": "pk3",
        "name": "gldefs.txt",
        "contents": "flickerlight TeleportFogLight\n{\ncolor 0.2 1.0 0.2\nsize 64\nsecondarySize 72\nchance 0.5\n}\n\nflickerlight TeleportFogLight2\n{\ncolor 0.2 1.0 0.2\nsize 56\nsecondarySize 64\nchance 0.5\n}\n\nflickerlight TeleportFogLight3\n{\ncolor 0.2 1.0 0.2\nsize 48\nsecondarySize 56\nchance 0.5\n}\n\nflickerlight TeleportFogLight4\n{\ncolor 0.2 1.0 0.2\nsize 52\nsecondarySize 60\nchance 0.5\n}\n\nflickerlight TeleportFogLight5\n{\ncolor 0.2 1.0 0.2\nsize 56\nsecondarySize 64\nchance 0.5\n}\n\nflickerlight TeleportFogLight6\n{\ncolor 0.2 1.0 0.2\nsize 60\nsecondarySize 68\nchance 0.5\n}\n\nflickerlight TeleportFogLight7\n{\ncolor 0.2 1.0 0.2\nsize 64\nsecondarySize 72\nchance 0.5\n}\n\nobject TeleportFog_\n{\nframe TPF1A { light TeleportFogLight }\nframe TPF1B { light TeleportFogLight2 }\nframe TPF1C { light TeleportFogLight3 }\nframe TPF1D { light TeleportFogLight4 }\nframe TPF1E { light TeleportFogLight5 }\nframe TPF1F { light TeleportFogLight6 }\n\nframe TPF2 { light TeleportFogLight7 }\n}\n\nflickerlight ItemFogLight\n{\ncolor 0.2 0.2 1.0\nsize 48\nsecondarySize 56\nchance 0.5\n}\n\nflickerlight ItemFogLight2\n{\ncolor 0.2 0.2 1.0\nsize 40\nsecondarySize 48\nchance 0.5\n}\n\nflickerlight ItemFogLight3\n{\ncolor 0.2 0.2 1.0\nsize 32\nsecondarySize 40\nchance 0.5\n}\n\nflickerlight ItemFogLight4\n{\ncolor 0.2 0.2 1.0\nsize 36\nsecondarySize 44\nchance 0.5\n}\n\nflickerlight ItemFogLight5\n{\ncolor 0.2 0.2 1.0\nsize 40\nsecondarySize 48\nchance 0.5\n}\n\nflickerlight ItemFogLight6\n{\ncolor 0.2 0.2 1.0\nsize 44\nsecondarySize 52\nchance 0.5\n}\n\nflickerlight ItemFogLight7\n{\ncolor 0.2 0.2 1.0\nsize 48\nsecondarySize 56\nchance 0.5\n}\n\nobject ItemFog_\n{\nframe ITF1A { light ItemFogLight }\nframe ITF1B { light ItemFogLight2 }\nframe ITF1C { light ItemFogLight3 }\nframe ITF1D { light ItemFogLight4 }\nframe ITF1E { light ItemFogLight5 }\nframe ITF1F { light ItemFogLight6 }\n\nframe ITF2 { light ItemFogLight7 }\n}"
      },
      {
        "source": "pk3",
        "name": "language.txt",
        "contents": "[enu default]\n\nOB_SUICIDE = \"%o wanted to end it tonight\";\nOB_KILLEDSELF = \"%o wanted to end it tonight\";\nOB_FALLING = \"%o played pokemon go right off a cliff\";\nOB_CRUSH = \"%o played pokemon go right into a crusher\";\nOB_WATER = \"%o got drunk and thought he was Aquaman\";\nSTSTR_DQDON = \"John Cena mode on\";\nSTSTR_DQDOFF = \"John Cena mode off\";\nSTSTR_KFAADDED = \"Given keys, weapons and ammo. Like this map was that hard\";\nSTSTR_FAADDED = \"Given weapons and ammo. Are you happy now?\";\nSTSTR_NCON = \"Spook mode on\";\nSTSTR_NCOFF = \"Spook mode off\";\nSTSTR_CHOPPERS = \"Leatherface mode activated\";\nOB_DEFAULT = \"%o drank a fifth of kool-aid\";\nTXT_LIGHTER = \"Bird mode on\";\nTXT_GRAVITY = \"Bird mode off\";\nOB_FRIENDLY1 = \"%k is a terrible friend\";\nOB_FRIENDLY2 = \"%k is a faggot back stabber\";\nOB_FRIENDLY3 = \"%k loves the cock\";\nOB_FRIENDLY4 = \"%k's vision is augmented\";\n\npickup_chainsaw = \"Picked up a chainsaw.\";\npickup_gauntlet = \"Picked up a gauntlet.\";\npickup_pistol = \"Picked up a 9mm pistol.\";\npickup_lapua = \"Picked up a .338 lapua magnum rifle.\";\npickup_357 = \"Picked up a .357 magnum.\";\npickup_shotgun = \"Picked up a 12 gauge shotgun.\";\npickup_doublebarreledshotgun = \"Picked up a double-barreled shotgun.\";\npickup_machinegun = \"Picked up a machinegun.\";\npickup_chaingun = \"Picked up a chaingun.\";\npickup_rocketlauncher = \"Picked up a rocket launcher.\";\npickup_napalmgun = \"Picked up a napalm gun.\";\npickup_plasmarifle = \"Picked up a plasma rifle.\";\npickup_bfg9000 = \"Picked up a bfg 9000.\";\npickup_techgun = \"Picked up a tech gun.\";\n\npickup_sawblade = \"Picked up a dirty sawblade.\";\npickup_sawbladebox = \"Picked up a box of sawblades.\";\npickup_pistolclip = \"Picked up a pistol clip.\";\npickup_pistolclipbox = \"Picked up a box of pistol clips.\";\npickup_lapuaclip = \"Picked up a lapua magnum rifle clip.\";\npickup_lapuaclipbox = \"Picked up a box of lapua magnum rifle clips.\";\npickup_357bullets = \"Picked up a .357 chamber.\";\npickup_357bulletbox = \"Picked up a box of .357 chambers.\";\npickup_shotgunshells = \"Picked up 4 shotgun shells.\";\npickup_shotgunshellbox = \"Picked up a box of shotgun shells.\";\npickup_frigidshotgunshells = \"Picked up 4 frigid shotgun shells.\";\npickup_frigidshotgunshellbox = \"Picked up a box of frigid shotgun shells.\";\npickup_machinegunclip = \"Picked up a machinegun clip.\";\npickup_machinegunclipbox = \"Picked up a box of machinegun clips.\";\npickup_grenadeshell = \"Picked up a grenade shell.\";\npickup_grenadeshellcluster = \"Picked up a cluster of 7 grenade shells.\";\npickup_chaingunbelt = \"Picked up a chaingun belt.\";\npickup_chaingunbeltbox = \"Picked up a box with a full chaingun belt.\";\npickup_rocket = \"Picked up a rocket.\";\npickup_rocketbox = \"Picked up a box of rockets.\";\npickup_cell = \"Picked up a cell charge.\";\npickup_cellpack = \"Picked up a cell charge pack.\";\npickup_napalmcanister = \"Picked up a canister of napalm.\";\npickup_napalmcanisterbox = \"Picked up a box of napalm canisters.\";\n\npickup_handgrenade = \"Picked up a hand grenade.\";\npickup_drone = \"Picked up a drone.\";\n\npickup_healthvial = \"Picked up a health vial.\";\npickup_stimpack = \"Picked up a stimpack.\";\npickup_medikit = \"Picked up a medikit.\";\npickup_berserk = \"Picked up a berserker kit.\";\n\npickup_armorshard = \"Picked up an armor shard.\";\npickup_combatarmor = \"Picked up some grade 1 combat armor.\";\npickup_heavyarmor = \"Picked up some grade 2 heavy armor.\";\npickup_armorsuit = \"Picked up a grade 3 armor suit.\";\npickup_hazardsuit = \"Picked up a special grade hazard suit.\";\n\npickup_areamap = \"Sector downloaded.\";\npickup_nightvision = \"Picked up night vision goggles.\";\npickup_backpack = \"Picked up a backpack full of ammunition.\";\n\npickup_soulsphere = \"Supercharge!\";\npickup_megasphere = \"Megacharge!\";\npickup_invulnerability = \"Invulnerability!\";\npickup_vipersphere = \"Vipersphere!\";\n\npickup_bluekeycard = \"Picked up a blue key card.\";\npickup_yellowkeycard = \"Picked up a yellow key card.\";\npickup_redkeycard = \"Picked up a red key card.\";\npickup_blueskullkey = \"Picked up a blue skull key.\";\npickup_yellowskullkey = \"Picked up a yellow skull key.\";\npickup_redskullkey = \"Picked up a red skull key.\";\n\nlocked_bluekeycard = \"Blue clearance required.\";\nlocked_yellowkeycard = \"Yellow clearance required.\";\nlocked_redkeycard = \"Red clearance required.\";\n\nlocked_blueskullkey = \"Blue skull key required.\";\nlocked_yellowskullkey = \"Yellow skull key required.\";\nlocked_redskullkey = \"Red skull key required.\";\n\nlocked_any = \"Any key required.\";\nlocked_all = \"All keys required.\";\n\nobituary_fist = \"%o was BUSTED in his FUCKIN' lips by %k.\";\nobituary_chainsaw = \"%o becomes part of a bloody massacre directed by %k\";\nobituary_gauntlet = \"%o becomes sawdust for %k.\";\nobituary_pistol = \"%o had a cap put in his ass by %k.\";\nobituary_lapua = \"%o gets picked off the dot by %k.\";\nobituary_357 = \"%o received the dirty harry treatment from %k.\";\nobituary_shotgun = \"%o gets lead dental work from %k.\";\nobituary_doublebarreledshotgun = \"%o had to be put down old-yeller style by %k.\";\nobituary_machinegun = \"%o was made into swiss cheese by %k.\";\nobituary_grenadeshell = \"%o gets some fresh pineapples from %k.\";\nobituary_chaingun = \"%o gets mowed over by %k.\";\nobituary_rocket = \"%o gets turned into juicy rain by %k.\";\nobituary_napalm = \"%o becomes napalm barbecue for %k.\";\nobituary_plasma = \"%o got melted by %k.\";\nobituary_bfg = \"%o couldn't escape from %k.\";\n\nobituary_handgrenade = \"%o played a game of hot potato with %k.\";\nobituary_drone = \"%o played chinese mouse with %k.\";\n\nobituary_zombieman = \"%o was shot by a grunt.\";\nobituary_shotgunguy = \"%o was splattered by a sergeant.\";\nobituary_chaingunguy = \"%o was mowed down by a commando.\";\nobituary_imp = \"%o was burned by an imp.\";\nobituary_imp_melee = \"%o was clawed open by an imp.\";\nobituary_nymph = \"%o was charred by a nymph.\";\nobituary_nymph_melee = \"%o was eviscerated by a nymph.\";\nobituary_nightmareimp = \"%o was roasted by a nightmare imp.\";\nobituary_nightmareimp_melee = \"%o was ripped open by a nightmare imp.\";\nobituary_cacodemon = \"%o was fried by a cacodemon.\";\nobituary_cacodemon_melee = \"%o got too close to a cacodemon.\";\nobituary_hellknight = \"%o was splayed by a hell knight.\";\nobituary_hellknight_melee = \"%o was gutted by a hell knight.\";\nobituary_bruiser = \"%o was annihilated by a bruiser.\";\nobituary_demon = \"%o was eaten by a demon.\";\nobituary_spectre = \"%o was mawed by a spectre.\";\nobituary_lostsoul = \"%o was spooked by a lost soul.\";\nobituary_arachnotron = \"%o was fried by an arachnotron.\";\nobituary_revenant = \"%o was hunted down by a revenant.\";\nobituary_archvile = \"%o was incinerated by an archvile.\";\nobituary_spidermastermind = \"%o was taken down by the spider mastermind.\";\nobituary_cyberdemon = \"%o was splattered by a cyberdemon.\";\n\nobituary_drum = \"%o tried to reenact 9/11.\";"
      },
      {
        "source": "pk3",
        "name": "hirestex.txt",
        "contents": "remap gtrda0 hudgt01\nremap gtrdb0 hudgt02\nremap gtrdc0 hudgt02\nremap gtrdd0 hudgt02\nremap gtrde0 hudgt03\nremap gtrdf0 hudgt03\nremap gtrdg0 hudgt03\nremap gtrdh0 hudgt04\nremap gtrdi0 hudgt04\nremap gtrdj0 hudgt04\n\nremap gtspa0 hudgt05\nremap gtspb0 hudgt06\nremap gtspc0 hudgt07\n\nremap gtema0 hudgt02\nremap gtemb0 hudgt02\nremap gtemc0 hudgt02\nremap gtemd0 hudgt02\nremap gteme0 hudgt02\nremap gtemf0 hudgt02\nremap gtemg0 hudgt02\nremap gtemh0 hudgt02\n\nremap gtdra0 hudgt02"
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "null s_null\n\nzandronum/connect s_join\n\nmenu/activate s_menu2\nmenu/backup s_menu3\nmenu/prompt s_menu1\nmenu/cursor s_menu4\nmenu/change s_menu4\nmenu/invalid s_menu5\nmenu/dismiss s_menu3\nmenu/choose s_menu1\nmenu/clear s_menu3\n\nplayer/jump s_pljm\n\n$random player/use { player/use1 player/use2 player/use3 player/use4 }\n\nplayer/use1 s_plus1\nplayer/use2 s_plus2\nplayer/use3 s_plus3\nplayer/use4 s_plus4\n\n$random player/land { player/land1 player/land2 player/land3 }\n\nplayer/land1 s_plln1\nplayer/land2 s_plln2\nplayer/land3 s_plln3\n\n$random player/smallpain { player/pain1 player/pain2 player/pain3 }\n\nplayer/pain1 s_plpa1\nplayer/pain2 s_plpa2\nplayer/pain3 s_plpa3\n\n$random player/mediumpain { player/pain4 player/pain5 player/pain6 }\n\nplayer/pain4 s_plpa4\nplayer/pain5 s_plpa5\nplayer/pain6 s_plpa6\n\n$random player/largepain { player/pain7 player/pain8 player/pain9 }\n\nplayer/pain7 s_plpa7\nplayer/pain8 s_plpa8\nplayer/pain9 s_plpa9\n\n$random player/fatalpain { player/pain10 player/pain11 player/pain12 }\n\nplayer/pain10 s_plpa10\nplayer/pain11 s_plpa11\nplayer/pain12 s_plpa12\n\n$random player/death { player/death1 player/death2 player/death3 }\n\nplayer/death1 s_pldi1\nplayer/death2 s_pldi2\nplayer/death3 s_pldi3\n\nplayer/deathfatal s_plfd\n\n$playeralias player\tmale *usefail player/use\n$playeralias player\tmale *land player/land\n$playeralias player\tmale *jump player/jump\n$playeralias player\tmale *pain100 player/smallpain\n$playeralias player\tmale *pain75 player/mediumpain\n$playeralias player\tmale *pain50 player/largepain\n$playeralias player\tmale *pain25 player/fatalpain\n$playeralias player\tmale *death player/death\n$playeralias player\tmale *xdeath player/deathfatal\n$playeralias player\tmale *grunt null\n\n$playeralias player\tfemale *usefail player/use\n$playeralias player\tfemale *land player/land\n$playeralias player\tfemale *jump player/jump\n$playeralias player\tfemale *pain100 player/smallpain\n$playeralias player\tfemale *pain75 player/mediumpain\n$playeralias player\tfemale *pain50 player/largepain\n$playeralias player\tfemale *pain25 player/fatalpain\n$playeralias player\tfemale *death player/death\n$playeralias player\tfemale *xdeath player/deathfatal\n$playeralias player\tfemale *grunt null\n\n$playeralias player\tother *usefail player/use\n$playeralias player\tother *land player/land\n$playeralias player\tother *jump player/jump\n$playeralias player\tother *pain100 player/smallpain\n$playeralias player\tother *pain75 player/mediumpain\n$playeralias player\tother *pain50 player/largepain\n$playeralias player\tother *pain25 player/fatalpain\n$playeralias player\tother *death player/death\n$playeralias player\tother *xdeath player/deathfatal\n$playeralias player\tother *grunt null\n\n$random props/drumexplosion { props/drumexplosion1 props/drumexplosion2 props/drumexplosion3 }\n\nprops/drumexplosion1 s_dmxp1\nprops/drumexplosion2 s_dmxp2\nprops/drumexplosion3 s_dmxp3\n\nmonsters/bossexplosion s_bsxp\n\nweapons/dry s_dry\nweapons/techdry s_tdry\nweapons/switch s_swap\n\n$limit monsters/bossexplosion 0\n\n$rolloff drum/explosion 384 2048\n$rolloff monsters/bossexplosion 384 2048"
      },
      {
        "source": "pk3",
        "name": "Decorate/decfunc.txt",
        "contents": "Actor Reload : CustomInventory\n{\n  Inventory.MaxAmount 2\n  -INVENTORY.INVBAR\n  -INVENTORY.AUTOACTIVATE\n  +INVENTORY.UNDROPPABLE\n  States\n  {\n  Use:\n    TNT1 A 0\n    TNT1 A 0 A_GiveInventory(\"Reloading\",1)\n    TNT1 A 0 A_GiveInventory(\"Reload\",1)\n    stop\n  }\n}\n\nActor Reloading : Powerup\n{\nPowerup.Duration 35\n+INVENTORY.UNDROPPABLE\n}\n\nACTOR GunSound : Inventory\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 3\n  Inventory.Icon \"TNT1A0\"\n  Inventory.PickupMessage \"\"\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.ALWAYSPICKUP\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    Stop\n  }\n}\n\nACTOR Spawned : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n}\n\nActor NoLight : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n}\n\nActor ReadyTimer : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 52\n+INVENTORY.UNDROPPABLE\n}\n\nActor ReadyCooldown : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 70\n+INVENTORY.UNDROPPABLE\n}\n\nActor SuppressTimer : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 7\n+INVENTORY.UNDROPPABLE\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/deccasi.txt",
        "contents": "actor BulletCasing : CSEffect\n{\n  Radius 2\n  Height 1\n  Speed 4\n  Mass 1\n  SeeSound \"weapons/casingbounce\"\n  Projectile\n  Scale 0.1\n  -NOINTERACTION\n  -NOGRAVITY\n  -DONTSPLASH\n  +THRUACTORS\n  +DOOMBOUNCE\n  +NOTELEPORT\n  +MOVEWITHSECTOR\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    BLCS BCDEFG 4 A_JumpIf(waterlevel > 0,\"Water\")\n    loop\n  Water:\n    BLCS BCDEFG 4\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_Jump(255,\"Sink1\",\"Sink2\",\"Sink3\")\n  Sink1:\n    BLCS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 10 ThrustThingZ(0,1,1,0)\n    stop\n  Sink2:\n    BLCS DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 10 ThrustThingZ(0,1,1,0)\n    stop\n  Sink3:\n    BLCS EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 10 ThrustThingZ(0,1,1,0)\n    stop\n  Death:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Death2\",\"Death3\")\n    BLCS A 700\n    stop\n  Death2:\n    BLCS D 700\n    stop\n  Death3:\n    BLCS E 700\n    stop\n  }\n}\n\nactor ShellCasing : CSEffect\n{\n  Radius 2\n  Height 1\n  Speed 4\n  Mass 1\n  SeeSound \"weapons/shotgunshellbounce\"\n  Projectile\n  Scale 0.125\n  -NOINTERACTION\n  -NOGRAVITY\n  -DONTSPLASH\n  +THRUACTORS\n  +DOOMBOUNCE\n  +NOTELEPORT\n  +MOVEWITHSECTOR\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    SLCS BCDEFGHIJKLMNO 4 A_JumpIf(waterlevel > 0,\"Water\")\n    loop\n  Water:\n    SLCS BCDEFGHIJKLMNO 4\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_Jump(255,\"Sink1\",\"Sink2\",\"Sink3\")\n  Sink1:\n    SLCS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 10 ThrustThingZ(0,1,1,0)\n    stop\n  Sink2:\n    SLCS DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 10 ThrustThingZ(0,1,1,0)\n    stop\n  Sink3:\n    SLCS KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 10 ThrustThingZ(0,1,1,0)\n    stop\n  Death:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Death2\",\"Death3\")\n    SLCS A 700\n    stop\n  Death2:\n    SLCS D 700\n    stop\n  Death3:\n    SLCS K 700\n    stop\n  }\n}\n\nactor FrigidShellCasing : CSEffect\n{\n  Radius 2\n  Height 1\n  Speed 4\n  Mass 1\n  SeeSound \"weapons/shotgunshellbounce\"\n  Projectile\n  Scale 0.125\n  -NOINTERACTION\n  -NOGRAVITY\n  -DONTSPLASH\n  +THRUACTORS\n  +DOOMBOUNCE\n  +NOTELEPORT\n  +MOVEWITHSECTOR\n  +FLOORCLIP\n  states\n  {\n  Spawn:\n    FSCS BCDEFGHIJKLMNO 4 A_JumpIf(waterlevel > 0,\"Water\")\n    loop\n  Water:\n    FSCS BCDEFGHIJKLMNO 4\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_Jump(255,\"Sink1\",\"Sink2\",\"Sink3\")\n  Sink1:\n    FSCS AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 10 ThrustThingZ(0,1,1,0)\n    stop\n  Sink2:\n    FSCS DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD 10 ThrustThingZ(0,1,1,0)\n    stop\n  Sink3:\n    FSCS KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 10 ThrustThingZ(0,1,1,0)\n    stop\n  Death:\n    TNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Death2\",\"Death3\")\n    FSCS A 700\n    stop\n  Death2:\n    FSCS D 700\n    stop\n  Death3:\n    FSCS K 700\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/decimpc.txt",
        "contents": "ACTOR BulletImpact Replaces BulletPuff\n{\n  Radius 0\n  Height 0\n  Renderstyle Add\n  Scale 0.075\n  ActiveSound \"\"\n  AttackSound \"weapons/bulletimpact\"\n  SeeSound \"\"\n  -ALLOWPARTICLES\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +FORCEXYBILLBOARD\n  States\n  {\n  Spawn:\n    TNT1 A 0\n\tTNT1 A 0 A_JumpIf(waterlevel > 0,\"Water\")\n    TNT1 A 0 A_SpawnItemEx(\"SparkSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n  Water:\n    TNT1 A 0 A_Jump(256,\"Spark\",\"Spark2\",\"Spark3\",\"Spark4\")\n  Spark:\n    BS01 BABC 1 bright\n    Stop\n  Spark2:\n    BS02 BABC 1 bright\n    Stop\n  Spark3:\n    BS03 BABC 1 bright\n    Stop\n  Spark4:\n    BS04 BABC 1 bright\n    Stop\n  }\n}\n\nactor BulletTracer : FastProjectile\n{\n  Radius 2\n  Height 1\n  Speed 400\n  Damage 0\n  Renderstyle Add\n  Scale 0.25\n  +CLIENTSIDEONLY\n  +MISSILE\n  +NOBLOCKMONST\n  +NOTELEPORT\n  +DONTBLAST\n  +CANNOTPUSH\n  +DONTSPLASH\n  +FORCEXYBILLBOARD\n  States\n  {\n  Spawn:\n    TNT1 A 1\n    BLTR A -1 bright\n    stop\n  Death:\n    TNT1 A 0\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/decsprk.txt",
        "contents": "actor SparkSpawner : CSEffect\n{\n  -CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    TNT1 AAA 0 A_CustomMissile(\"SparkHigh\",2,0,random(-180,180),2,1)\n    TNT1 AAA 0 A_CustomMissile(\"SparkMedHigh\",1,0,random(-180,180),2,1)\n    TNT1 AAA 0 A_CustomMissile(\"SparkMed\",0,0,random(-180,180),2,1)\n    TNT1 AAA 0 A_CustomMissile(\"SparkMedLow\",-1,0,random(-180,180),2,-1)\n    TNT1 AAA 0 A_CustomMissile(\"SparkLow\",-2,0,random(-180,180),2,-1)\n    stop\n  }\n}\n\nACTOR SparkHigh : CSEffect\n{\n  Radius 2\n  Height 1\n  Speed 3\n  Scale 0.125\n  -NOINTERACTION\n  -NOGRAVITY\n  -FORCEXYBILLBOARD\n  +MISSILE\n  +FORCEYBILLBOARD\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 1 ThrustThingZ(0,32,0,0)\n    TNT1 A 1\n    BISP BCDEFGHI 2 bright A_JumpIf(waterlevel > 0,\"Death\")\n  Spawn2:\n    BISP I 1 bright A_JumpIf(waterlevel > 0,\"Death\")\n    loop\n  Death:\n\tTNT1 A 0\n\tstop\n  }\n}\n\nACTOR SparkMedHigh : CSEffect\n{\n  Radius 2\n  Height 1\n  Speed 4\n  Scale 0.125\n  -NOINTERACTION\n  -NOGRAVITY\n  -FORCEXYBILLBOARD\n  +MISSILE\n  +FORCEYBILLBOARD\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 1 ThrustThingZ(0,16,0,0)\n\tTNT1 A 1\n\tBISP DEFGHI 2 bright A_JumpIf(waterlevel > 0,\"Death\")\n  Spawn2:\n\tBISP I 1 bright A_JumpIf(waterlevel > 0,\"Death\")\n\tloop\n  Death:\n\tTNT1 A 0\n\tstop\n  }\n}\n\nACTOR SparkMed : CSEffect\n{\n  Radius 2\n  Height 1\n  Speed 5\n  Scale 0.125\n  -NOINTERACTION\n  -NOGRAVITY\n  -FORCEXYBILLBOARD\n  +MISSILE\n  +FORCEYBILLBOARD\n  States\n  {\n  Spawn:\n\tTNT1 A 1\n\tTNT1 A 1\n\tBISP FGHI 2 bright A_JumpIf(waterlevel > 0,\"Death\")\n  Spawn2:\n\tBISP I 1 bright A_JumpIf(waterlevel > 0,\"Death\")\n\tloop\n  Death:\n\tTNT1 A 0\n\tstop\n  }\n}\n\nACTOR SparkMedLow : CSEffect\n{\n  Radius 2\n  Height 1\n  Speed 4\n  Scale 0.125\n  -NOINTERACTION\n  -NOGRAVITY\n  -FORCEXYBILLBOARD\n  +MISSILE\n  +FORCEYBILLBOARD\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 1 ThrustThingZ(0,-16,0,0)\n\tTNT1 A 1\n\tBISP HI 1 bright A_JumpIf(waterlevel > 0,\"Death\")\n  Spawn2:\n\tBISP I 1 bright A_JumpIf(waterlevel > 0,\"Death\")\n\tloop\n  Death:\n\tTNT1 A 0\n\tstop\n  }\n}\n\nACTOR SparkLow : CSEffect\n{\n  Radius 2\n  Height 1\n  Speed 3\n  Scale 0.125\n  -NOINTERACTION\n  -NOGRAVITY\n  -FORCEXYBILLBOARD\n  +MISSILE\n  +FORCEYBILLBOARD\n  States\n  {\n  Spawn:\n\tTNT1 A 0\n\tTNT1 A 1 ThrustThingZ(0,-32,0,0)\n\tTNT1 A 1\n  Spawn2:\n\tBISP I 1 bright A_JumpIf(waterlevel > 0,\"Death\")\n\tloop\n  Death:\n\tTNT1 A 0\n\tstop\n  }\n}\n\nACTOR MuzzleParticle : CSEffect\n{\n  Speed 3\n  Renderstyle Add\n  Scale 0.01\n  -NOINTERACTION\n  -NOGRAVITY\n  States\n  {\n  Spawn:\n\tMZPT A 6 Bright\n\tMZPT A 1 Bright A_Fadeout(0.096)\n    Wait\n  }\n}\n\nACTOR PlasmaParticle : CSEffect\n{\n  Speed 3\n  Renderstyle Add\n  Scale 0.01\n  -NOINTERACTION\n  -NOGRAVITY\n  States\n  {\n  Spawn:\n\tPLPT A 6 Bright\n\tPLPT A 1 Bright A_Fadeout(0.096)\n    Wait\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/decexpl.txt",
        "contents": "Actor FlightSmoke : CSEffect\n{\n  Renderstyle Translucent\n  Alpha 0.5\n  Scale 0.5\n  +FORCEXYBILLBOARD\n  States\n  {\n  Spawn:\n    TNT1 A 2\n    TRSM ABCDE 3\n    stop\n  }\n}\n\nACTOR Explosion : CSEffect\n{\n  Speed 12\n  -NOINTERACTION\n  -NOGRAVITY\n  +MISSILE\n  States\n  {\n  Spawn:\n    TNT1 A 2 A_SpawnItemEx(\"ExplosionTrail\",random(-8,8),random(-8,8),random(-8,8),0,0,0,0,SXF_NOCHECKPOSITION)\n    loop\n  Death:\n\tstop\n  }\n}\n\nACTOR ExplosionTrail : CSEffect\n{\n  Renderstyle Add\n  Scale 0.3\n  Alpha 0.2\n  States\n  {\n  Spawn:\n    RLXP ABCDEFGHIJKLMN 1 bright\n    stop\n  }\n}\n\nACTOR ExplosionFire : CSEffect\n{\n  Speed 8\n  Renderstyle Add\n  Alpha 0.35\n  States\n  {\n  Spawn:\n\tRDFR ABCDE 3 Bright\n    Stop\n  }\n}\n\nACTOR BarrelExplosion : CSEffect\n{\n  Speed 8\n  Renderstyle Add\n  Scale 1.25\n  States\n  {\n  Spawn:\n    DMXP ABCDEFGHIJKLMNOPQRSTUVWX 3 bright A_FadeOut(0.3200)\n    stop\n  }\n}\n\nActor ExplosionSmoke : CSEffect\n{\n  Speed 1\n  Renderstyle Translucent\n  Alpha 0.9\n  Scale 2\n  States\n  {\n  Spawn:\n    BLSM ABCDEFGHIJKLMNOPQRSTUVWX 3 A_FadeOut(0.0320)\n    Wait\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/decprop.txt",
        "contents": "ACTOR TechPillar_ Replaces Techpillar\n{\n  Radius 16\n  Height 128\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    ELEC A -1\n    Stop\n  }\n}\n\nACTOR Candelabra_ Replaces Candelabra\n{\n  Radius 16\n  Height 60\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    CBRA A -1 Bright\n    Stop\n  }\n}\n\nACTOR FloatingSkull_ Replaces FloatingSkull\n{\n  Radius 16\n  Height 26\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    FSKU ABC 6 Bright\n    Loop\n  }\n}\n\nACTOR HeadCandles_ Replaces HeadCandles\n{\n  Radius 16\n  Height 42\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    POL3 AB 6 Bright\n    Loop\n  }\n}\n\nACTOR HeadOnAStick_ Replaces HeadOnAStick\n{\n  Radius 16\n  Height 56\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    POL4 A -1\n    Stop\n  }\n}\n\nACTOR HeadsOnAStick_ Replaces HeadsOnAStick\n{\n  Radius 16\n  Height 64\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    POL2 A -1\n    Stop\n  }\n}\n\nACTOR HeartColumn_ Replaces HeartColumn\n{\n  Radius 16\n  Height 40\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    COL5 A 105\n    COL5 B 14 A_PlaySound(\"ambient/heartbeat\")\n    Loop\n  }\n}\n\nACTOR ShortGreenColumn_ Replaces ShortGreenColumn\n{\n  Radius 16\n  Height 40\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    COL2 A -1\n    Stop\n  }\n}\n\nACTOR ShortRedColumn_ Replaces ShortRedColumn\n{\n  Radius 16\n  Height 40\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    COL4 A -1\n    Stop\n  }\n}\n\nACTOR SkullColumn_ Replaces SkullColumn\n{\n  Radius 16\n  Height 40\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    COL6 A -1\n    Stop\n  }\n}\n\nACTOR TallGreenColumn_ Replaces TallGreenColumn\n{\n  Radius 16\n  Height 52\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    COL1 A -1\n    Stop\n  }\n}\n\nACTOR TallRedColumn_ Replaces TallRedColumn\n{\n  Radius 16\n  Height 52\n  Mass 0x7fffffff\n  +SOLID\n  +SHOOTABLE\n  +CANPASS\n  +NODAMAGE\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    COL3 A -1\n    Stop\n  }\n}\n\nACTOR ExplosiveDrum Replaces ExplosiveBarrel\n{\n  Radius 10\n  Height 42\n  Health 1\n  +SOLID\n  +SHOOTABLE\n  +NOBLOCKMONST\n  +PUSHABLE\n  +SLIDESONWALLS\n  +MOVEWITHSECTOR\n  +NOBLOOD\n  +FLOORCLIP\n  States\n  {\n  Spawn:\n    PRED A -1\n    Loop\n  Death:\n    TNT1 A 0\n    PRED A 15 A_Stop\n    TNT1 A 0 A_SpawnItemEx(\"DrumExplosion\",0,0,16,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERPOINTERS)\n    TNT1 A 1050 A_BarrelDestroy\n    TNT1 A 35 A_Respawn\n    Wait\n  }\n}\n\nactor DrumExplosion\n{\n  Radius 8\n  Height 8\n  DamageType Explosion\n  DeathSound \"props/drumexplosion\"\n  Obituary \"$obituary_drum\"\n  +NOBLOCKMAP\n  +THRUACTORS\n  +NOBLOCKMONST\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_Explode(512,256)\n    TNT1 A 0 A_Scream\n    TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BarrelExplosion\",0,0,random(-180,180),2,random(-180,180))\n    TNT1 A 3 Radius_Quake(6,12,0,12,0)\n    TNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile(\"ExplosionSmoke\",0,0,random(-180,180),2,random(-180,180))\n    TNT1 A 9\n    stop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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