Raw model (for completeness)
{
"meta": {
"id": "0368f842-d1be-443f-a08e-72f24902579e",
"sha1": "5e3e65d6a67475030f2ab9a095e224552ca587fe",
"sha256": "49b1a9c41b57f93f9137303666850a8300457c0577ff4e9ab5eff47e0b136ed1",
"filenames": [
"hexsnd12.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2016-03-06 21:33:03",
"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": "2016-03-06 21:33:03",
"file": {
"type": "PK3",
"size": 11808721,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/5e3e65d6a67475030f2ab9a095e224552ca587fe/5e3e65d6a67475030f2ab9a095e224552ca587fe.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 557,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"analysis": {
"title": "hexsnd12.pk3",
"description": "This WAD is a ZDoom-compatible PK3 file containing no traditional maps but extensive DECORATE modifications. It features custom weapons, powerups, and monsters with unique pickup and use sounds, indicating a focus on gameplay overhaul rather than map-based progression. The content suggests a fantasy or magic-themed arsenal with axes, hammers, staffs, and elemental weapons, alongside various armor and mana items. No IWAD dependency or vanilla compatibility is indicated, and no map data is present to assess scale, difficulty, or combat style. The WAD appears to be a resource or mod pack for enhancing gameplay mechanics rather than a level-based experience.",
"tags": [
"custom_monsters",
"fantasy_weapons",
"gameplay_overhaul",
"mod",
"no_maps",
"zdoom_compatible"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "cvarinfo.txt",
"contents": "// Footsteps V3\n// CVar Info\nuser float cl_step_volmul = 10.0;\nuser float cl_step_delaymul = 1.3;\nuser noarchive int strtoval = 0;\nuser noarchive float strtofloat = 0.0;"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "#include \"decorate/inventory.txt\"\n#include \"decorate/monsters.txt\"\n#include \"decorate/misc.txt\""
},
{
"source": "pk3",
"name": "decorate/inventory.txt",
"contents": "//------------------------//\n// WEAPONS //\n//------------------------//\nACTOR FWeapAxeX : FWeapAxe replaces FWeapAxe\n{\n Inventory.PickupSound \"Pickup/WeaponBlade\"\n Weapon.SlotNumber 2\n}\nACTOR FWeapHammerX : FWeapHammer replaces FWeapHammer\n{\n Inventory.PickupSound \"Pickup/WeaponBlunt\"\n Weapon.SlotNumber 3\n}\nACTOR CWeapStaffX : CWeapStaff replaces CWeapStaff\n{\n Inventory.PickupSound \"Pickup/WeaponStaff\"\n Weapon.SlotNumber 2\n}\nACTOR CWeapFlameX : CWeapFlame replaces CWeapFlame\n{\n Inventory.PickupSound \"Pickup/WeaponClericFlame\"\n Weapon.SlotNumber 3\n}\nACTOR MWeapFrostX : MWeapFrost replaces MWeapFrost\n{\n Inventory.PickupSound \"Pickup/WeaponMageFrost\"\n Weapon.SlotNumber 2\n}\nACTOR MWeapLightningX : MWeapLightning replaces MWeapLightning\n{\n Inventory.PickupSound \"Pickup/WeaponMageLightning\"\n Weapon.SlotNumber 3\n}\n\n//------------------------//\n// POWERUPS //\n//------------------------//\nACTOR ArtiBoostArmorX : ArtiBoostArmor replaces ArtiBoostArmor\n{\n Inventory.PickupSound \"Pickup/ArmorLight\"\n Inventory.UseSound \"Pickup/ArmorLight\"\n}\nACTOR MeshArmorX : MeshArmor replaces MeshArmor\n{\n Inventory.PickupSound \"Pickup/ArmorLight\"\n}\nACTOR PlatinumHelmX : PlatinumHelm replaces PlatinumHelm\n{\n Inventory.PickupSound \"Pickup/ArmorHeavy\"\n}\nACTOR FalconShieldX : FalconShield replaces FalconShield\n{\n Inventory.PickupSound \"Pickup/ArmorHeavy\"\n}\nACTOR AmuletOfWardingX : AmuletOfWarding replaces AmuletOfWarding\n{\n Inventory.PickupSound \"Pickup/ArmorClothing\"\n}\nACTOR Mana1X : Mana1 replaces Mana1\n{\n Inventory.PickupSound \"Pickup/Mana\"\n}\nACTOR Mana2X : Mana2 replaces Mana2\n{\n Inventory.PickupSound \"Pickup/Mana\"\n}\nACTOR Mana3X : Mana3 replaces Mana3\n{\n Inventory.PickupSound \"Pickup/Mana\"\n}\nACTOR ArtiBoostManaX : ArtiBoostMana replaces ArtiBoostMana\n{\n Inventory.PickupSound \"Pickup/Potion\"\n Inventory.UseSound \"Pickup/Drink\"\n}\nACTOR ArtiSpeedBootsX : ArtiSpeedBoots replaces ArtiSpeedBoots\n{\n Inventory.PickupSound \"Pickup/ArmorLight\"\n Inventory.UseSound \"Pickup/ArmorLight\"\n}\nACTOR ArtiPoisonBag1X : ArtiPoisonBag1 replaces ArtiPoisonBag1\n{\n Inventory.PickupSound \"Pickup/Potion\"\n}\nACTOR ArtiPoisonBag2X : ArtiPoisonBag2 replaces ArtiPoisonBag1\n{\n Inventory.PickupSound \"Pickup/Potion\"\n}\nACTOR ArtiPoisonBag3X : ArtiPoisonBag3 replaces ArtiPoisonBag1\n{\n Inventory.PickupSound \"Pickup/Potion\"\n}\nACTOR ArtiPorkX : ArtiPork replaces ArtiPork\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR ArtiHealthX : ArtiHealth replaces ArtiHealth\n{\n Inventory.PickupSound \"Pickup/Potion\"\n Inventory.UseSound \"Pickup/Drink\"\n}\nACTOR ArtiFlyX : ArtiFly replaces ArtiFly\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR ArtiInvulnerability2X : ArtiInvulnerability2 replaces ArtiInvulnerability2\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR ArtiTorchX : ArtiTorch replaces ArtiTorch\n{\n Inventory.PickupSound \"Pickup/Torch\"\n Inventory.UseSound \"Ignite\"\n}\nACTOR CrystalVialX : CrystalVial replaces CrystalVial\n{\n Inventory.PickupSound \"Pickup/Drink\"\n}\nACTOR ArtiHealingRadiusX : ArtiHealingRadius replaces ArtiHealingRadius\n{\n Inventory.PickupSound \"Pickup/Scroll\"\n Inventory.UseSound \"Pickup/UseTeamHeal\"\n}\nActor ArtiDarkServantX : ArtiDarkServant replaces ArtiDarkServant\n{\n Inventory.PickupSound \"Pickup/Gem\"\n Inventory.UseSound \"FighterPunchMiss\"\n}\nActor SummoningDollX : SummoningDoll replaces SummoningDoll\n{\n SeeSound \"ServantSpawn\"\n}\n\n//------------------------//\n// PUZZLE ITEMS //\n//------------------------//\nACTOR PuzzGemBigX : PuzzGemBig replaces PuzzGemBig\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR PuzzGemGreen1X : PuzzGemGreen1 replaces PuzzGemGreen1\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR PuzzGemGreen2X : PuzzGemGreen2 replaces PuzzGemGreen2\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR PuzzGemBlue1X : PuzzGemBlue1 replaces PuzzGemBlue1\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR PuzzGemBlue2X : PuzzGemBlue2 replaces PuzzGemBlue2\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR PuzzGemRed2 : PuzzGemRed replaces PuzzGemRed\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR PuzzBook1X : PuzzBook1 replaces PuzzBook1\n{\n Inventory.PickupSound \"Pickup/Book\"\n}\nACTOR PuzzBook2X : PuzzBook2 replaces PuzzBook2\n{\n Inventory.PickupSound \"Pickup/Book\"\n}\nACTOR PuzzFlameMaskX : PuzzBook2 replaces PuzzBook2\n{\n Inventory.PickupSound \"Pickup/ArmorClothing\"\n}\nACTOR PuzzFWeaponX : PuzzFWeapon replaces PuzzFWeapon\n{\n Inventory.PickupSound \"Pickup/WeaponBlade\"\n}\nACTOR PuzzCWeaponX : PuzzCWeapon replaces PuzzCWeapon\n{\n Inventory.PickupSound \"Pickup/WeaponStaff\"\n}\nACTOR PuzzMWeaponX : PuzzMWeapon replaces PuzzMWeapon\n{\n Inventory.PickupSound \"Pickup/WeaponStaff\"\n}\nACTOR PuzzSkullX : PuzzSkull replaces PuzzSkull\n{\n Inventory.PickupSound \"Pickup/Misc\"\n}\nACTOR PuzzGear1X : PuzzGear1 replaces PuzzGear1\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR PuzzGear2X : PuzzGear2 replaces PuzzGear2\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR PuzzGear3X : PuzzGear3 replaces PuzzGear3\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}\nACTOR PuzzGear4X : PuzzGear4 replaces PuzzGear4\n{\n Inventory.PickupSound \"Pickup/Gem\"\n}"
},
{
"source": "pk3",
"name": "decorate/misc.txt",
"contents": "Actor SoundEttinMace : EttinMace replaces EttinMace\n{\n DeathSound \"EttinMaceFall\"\n States\n {\n Crash:\n TNT1 A 0 A_Scream\n Goto Super::Crash\n }\n}\nActor SoundCentaurShield : CentaurShield replaces CentaurShield\n{\n DeathSound \"CentaurShield\"\n States\n {\n Crash:\n TNT1 A 0 A_Scream\n Goto Super::Crash\n }\n}\nActor SoundCentaurSword : CentaurSword replaces CentaurSword\n{\n DeathSound \"CentaurSword\"\n States\n {\n Crash:\n TNT1 A 0 A_Scream\n Goto Super::Crash\n }\n}\n\n//--------------//\n// DEMON CHUNKS //\n//--------------//\n//Awesome, just changing the inherited DemonChunk doesn't work,\n//so I have to fuck around and copy every god damn chunk actor. Good!\n\nActor SoundDemon1Chunk1 : Demon1Chunk1 replaces Demon1Chunk1\n{\n DeathSound \"MeatCrash\"\n}\nActor SoundDemon1Chunk2 : Demon1Chunk2 replaces Demon1Chunk2\n{\n DeathSound \"MeatCrash\"\n}\nActor SoundDemon1Chunk3 : Demon1Chunk3 replaces Demon1Chunk3\n{\n DeathSound \"MeatCrash\"\n}\nActor SoundDemon1Chunk4 : Demon1Chunk4 replaces Demon1Chunk4\n{\n DeathSound \"MeatCrash\"\n}\nActor SoundDemon1Chunk5 : Demon1Chunk5 replaces Demon1Chunk5\n{\n DeathSound \"MeatCrash\"\n}\nActor SoundDemon2Chunk1 : Demon2Chunk1 replaces Demon2Chunk1\n{\n DeathSound \"MeatCrash\"\n}\nActor SoundDemon2Chunk2 : Demon2Chunk2 replaces Demon2Chunk2\n{\n DeathSound \"MeatCrash\"\n}\nActor SoundDemon2Chunk3 : Demon2Chunk3 replaces Demon2Chunk3\n{\n DeathSound \"MeatCrash\"\n}\nActor SoundDemon2Chunk4 : Demon2Chunk4 replaces Demon2Chunk4\n{\n DeathSound \"MeatCrash\"\n}\nActor SoundDemon2Chunk5 : Demon2Chunk5 replaces Demon2Chunk5\n{\n DeathSound \"MeatCrash\"\n}\n\nActor SoundTelOtherFX1 : TelOtherFX1 replaces TelOtherFX1\n{\n States\n {\n Death:\n TRNG E 3 Bright A_PlaySound(\"Banishment/Hit\", 5)\n Stop\n }\n}\n\nActor SoundAxePuffGlow : AxePuffGlow replaces AxePuffGlow\n{\n States\n {\n Spawn:\n FAXE R 4 Bright\n FAXE S 4 Bright A_PlaySound(\"FighterAxeShock\", 5, 0.8)\n FAXE TUVWX 4 Bright\n Stop\n }\n}\n\nActor SoundZBell : ZBell replaces ZBell\n{\n States\n {\n Death:\n BBLL A 4 A_BellReset1\n BBLL BC 4\n BBLL D 5 A_PlaySound(\"BellRing\", 5, 1.0)\n BBLL CB 4\n BBLL A 3\n BBLL E 4\n BBLL F 5\n BBLL G 6 A_PlaySound(\"BellRing\", 6, 1.0)\n BBLL F 5\n BBLL EA 4\n BBLL BC 5\n BBLL D 6 A_PlaySound(\"BellRing\", 7, 0.8)\n BBLL CB 5\n BBLL A 4\n BBLL EF 5\n BBLL G 7 A_PlaySound(\"BellRing\", 5, 0.7)\n BBLL FEA 5\n BBLL B 6\n BBLL C 6\n BBLL D 7 A_PlaySound(\"BellRing\", 6, 0.5)\n BBLL CB 6\n BBLL A 5\n BBLL EF 6\n BBLL G 7 A_PlaySound(\"BellRing\", 7, 0.4)\n BBLL FEABC 6\n BBLL B 7\n BBLL A 8\n BBLL E 12\n BBLL A 10\n BBLL B 12\n BBLL A 12\n BBLL E 14\n BBLL A 1 A_BellReset2\n Goto Spawn\n }\n}\n\nActor SoundZTwinedTorch : ZTwinedTorch replaces ZTwinedTorch\n{\n States\n {\n\tActive:\n\t\tTWTR A 0 Bright A_PlaySound(\"Ignite\")\n TWTR A 0 Bright A_PlaySound(\"TorchLoop\", 5, TRUE)\n\tInactive:\n TWTR A 0 A_StopSound(5)\n TWTR A 0 A_PlaySound(\"TorchUnequip\", 6)\n\t\tTWTR I -1\n\t\tStop\n\t}\n}\n\nActor SoundZWallTorch : ZWallTorch replaces ZWallTorch\n{\n States\n {\n\tActive:\n\t\tWLTR A 0 Bright A_PlaySound(\"Ignite\")\n WLTR A 0 Bright A_PlaySound(\"TorchLoop\", 5, TRUE)\n\tInactive:\n WLTR A 0 A_StopSound(5)\n WLTR A 0 A_PlaySound(\"TorchUnequip\", 6)\n\t\tWLTR I -1\n\t\tStop\n\t}\n}\n\nActor SoundFlameSmall : FlameSmall replaces FlameSmall\n{\n States\n {\n Active:\n FFSM A 0 Bright A_PlaySound(\"FlameIgnite\")\n FFSM A 0 Bright A_PlaySound(\"SmallFireLoop\", 5, TRUE)\n Inactive:\n FFSM A 0 A_StopSound(5)\n FFSM A 0 A_PlaySound(\"FireOut\", 6)\n Goto Super::Inactive\n }\n}\nActor SoundFlameLarge : FlameLarge replaces FlameLarge\n{\n States\n {\n Active:\n FFLG A 0 Bright A_PlaySound(\"FlameIgnite\")\n FFLG A 0 Bright A_PlaySound(\"BigFireLoop\", 5, TRUE)\n Inactive:\n FFLG A 0 A_StopSound(5)\n FFLG A 0 A_PlaySound(\"FireOut\", 6)\n Goto Super::Inactive\n }\n}\nActor SoundZCorpseSitting : ZCorpseSitting replaces ZCorpseSitting\n{\n DeathSound \"MeatSpawn\"\n}"
},
{
"source": "pk3",
"name": "decorate/monsters.txt",
"contents": "Actor SoundDemon1 : Demon1 replaces Demon1\n{\n States\n {\n See:\n TNT1 A 0 A_PlaySound(\"DemonIdle\", 5, 0.8, TRUE, 3.0)\n Goto Super::See\n Death:\n TNT1 A 0 A_StopSound(5)\n Goto Super::Death\n XDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::XDeath\n IceDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::IceDeath\n }\n}\nActor SoundDemon2 : Demon2 replaces Demon2\n{\n States\n {\n See:\n TNT1 A 0 A_PlaySound(\"DemonIdle\", 5, 1.0, TRUE, 2.5)\n Goto Super::See\n Death:\n TNT1 A 0 A_StopSound(5)\n Goto Super::Death\n XDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::XDeath\n IceDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::IceDeath\n }\n}\nActor SoundFireDemon : FireDemon replaces FireDemon\n{\n States\n {\n See:\n TNT1 A 0 A_PlaySound(\"FiredIdle\", 5, 1.0, TRUE, 3.0)\n Goto Super::See\n Death:\n TNT1 A 0 A_StopSound(5)\n Goto Super::Death\n XDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::XDeath\n IceDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::IceDeath\n }\n}\nActor SoundBishop : Bishop replaces Bishop\n{\n States\n {\n See:\n TNT1 A 0 A_PlaySound(\"BishopIdle\", 5, 2.0, TRUE, 3.0)\n Goto Super::See\n Death:\n TNT1 A 0 A_StopSound(5)\n Goto Super::Death\n XDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::XDeath\n IceDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::IceDeath\n }\n}\nActor SoundEttin : Ettin replaces Ettin\n{\n States\n {\n See:\n TNT1 A 0 A_PlaySound(\"EttinIdle\", 5, 2.0, TRUE, 3.0)\n Goto Super::See\n Death:\n TNT1 A 0 A_StopSound(5)\n Goto Super::Death\n XDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::XDeath\n IceDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::IceDeath\n }\n}\nActor SoundCentaur : Centaur replaces Centaur\n{\n States\n {\n See:\n TNT1 A 0 A_PlaySound(\"CentaurIdle\", 5, 0.8, TRUE, 3.5)\n Goto Super::See\n Death:\n TNT1 A 0 A_StopSound(5)\n Goto Super::Death\n XDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::XDeath\n IceDeath:\n TNT1 A 0 A_StopSound(5)\n Goto Super::IceDeath\n }\n}\nActor SoundKorax : Korax replaces Korax\n{\n SeeSound \"\"\n States\n {\n See:\n KORX A 1 A_PlaySound(\"KoraxSight\", 5, 1.0, FALSE, 0.0)\n Goto RealSee\n RealSee:\n\t\tKORX AAA 3 A_KoraxChase\n\t\tKORX B 3 A_Chase\n\t\tKORX BBB 3 A_KoraxChase\n\t\tKORX C 0 A_PlaySound(\"KoraxStep\", 7)\n\t\tKORX C 3 A_Chase\n\t\tKORX CCC 3 A_KoraxChase\n\t\tKORX D 3 A_Chase\n\t\tKORX DDD 3 A_KoraxChase\n\t\tKORX A 0 A_PlaySound(\"KoraxStep\", 7)\n\t\tKORX A 3 A_Chase\n\t\tLoop\n\tPain:\n\t\tKORX H 5 A_PlaySound(\"KoraxPain\", 6)\n\t\tKORX H 5\n\t\tGoto RealSee\n\tMissile:\n\t\tKORX E 2 Bright A_FaceTarget\n\t\tKORX E 5 Bright A_KoraxDecide\n\t\tWait\n\tDeath:\n\t\tKORX I 5\n\t\tKORX J 5 A_FaceTarget\n\t\tKORX K 5 A_Scream\n\t\tKORX LMNOP 5\n\t\tKORX Q 10\n\t\tKORX R 5 A_KoraxBonePop\n\t\tKORX S 5 A_NoBlocking\n\t\tKORX TU 5\n\t\tKORX V -1\n\t\tStop\n\tAttack:\n\t\tKORX E 4 Bright A_FaceTarget\n\t\tKORX F 8 Bright A_KoraxMissile\n\t\tKORX E 8 Bright\n\t\tGoto RealSee\n\tCommand:\n\t\tKORX E 5 Bright A_FaceTarget\n\t\tKORX W 10 Bright A_FaceTarget\n\t\tKORX G 15 Bright A_KoraxCommand\n\t\tKORX W 10 Bright\n\t\tKORX E 5 Bright\n\t\tGoto RealSee\n }\n}"
},
{
"source": "pk3",
"name": "language.txt",
"contents": "// Footsteps V3 by The Zombie Killer\n// edited for Hexen SFX remaster by Xeotroid\n// Language Definitions\n\n// This is where the footstep sounds for each texture are defined.\n// The definition MUST be STEP_<texturename>\n// If you are adding a new texture, in addition to defining its sound\n// here, see the ACS source code.\n\n// You can also change a few settings for the mod here\n\n[enu default]\nCONTROLWITHCVARS = \"TRUE\";\nVOLUMEMULTIPLIER_CVAR = \"cl_step_volmul\";\nDELAYMULTIPLIER_CVAR = \"cl_step_delaymul\";\nVOLUMEMULTIPLIER = \"10.0\";\nDELAYMULTIPLIER = \"1.3\";\n\n// Sounds\nSTEP_DEFAULT = \"step/default\";\nSTEP_F_001 = \"step/dirt\";\nSTEP_F_002 = \"step/dirt\";\nSTEP_F_003 = \"step/dirt\";\nSTEP_F_004 = \"step/dirt\";\nSTEP_F_005 = \"step/grass\";\nSTEP_F_006 = \"step/grass\";\nSTEP_F_007 = \"step/grass\";\nSTEP_F_008 = \"step/stone\";\nSTEP_F_009 = \"step/stone\";\nSTEP_F_010 = \"step/stone\";\nSTEP_F_011 = \"step/stone\";\nSTEP_F_012 = \"step/stone\";\nSTEP_F_013 = \"step/stone\";\nSTEP_F_014 = \"step/stone\";\nSTEP_F_015 = \"step/stone\";\nSTEP_F_017 = \"step/stone\";\nSTEP_F_018 = \"step/stone\";\nSTEP_F_019 = \"step/carpet\";\nSTEP_F_020 = \"step/carpet\";\nSTEP_F_021 = \"step/stone\";\nSTEP_F_022 = \"step/stone\";\nSTEP_F_023 = \"step/stone\";\nSTEP_F_024 = \"step/grass\";\nSTEP_F_025 = \"step/stone\";\nSTEP_F_027 = \"step/stone\";\nSTEP_F_028 = \"step/stone\";\nSTEP_F_029 = \"step/stone\";\nSTEP_F_030 = \"step/stone\";\nSTEP_F_031 = \"step/stone\";\nSTEP_F_032 = \"step/stone\";\nSTEP_F_033 = \"step/ice\";\nSTEP_F_034 = \"step/grass\";\nSTEP_F_037 = \"step/stone\";\nSTEP_F_038 = \"step/stone\";\nSTEP_F_039 = \"step/stone\";\nSTEP_F_040 = \"step/stone\";\nSTEP_F_041 = \"step/stone\";\nSTEP_F_042 = \"step/stone\";\nSTEP_F_043 = \"step/stone\";\nSTEP_F_044 = \"step/stone\";\nSTEP_F_045 = \"step/stone\";\nSTEP_F_046 = \"step/stone\";\nSTEP_F_047 = \"step/stone\";\nSTEP_F_048 = \"step/stone\";\nSTEP_F_049 = \"step/wood\";\nSTEP_F_050 = \"step/wood\";\nSTEP_F_051 = \"step/wood\";\nSTEP_F_052 = \"step/wood\";\nSTEP_F_053 = \"step/wood\";\nSTEP_F_054 = \"step/wood\";\nSTEP_F_055 = \"step/wood\";\nSTEP_F_057 = \"step/stone\";\nSTEP_F_058 = \"step/stone\";\nSTEP_F_059 = \"step/stone\";\nSTEP_F_061 = \"step/stone\";\nSTEP_F_062 = \"step/stone\";\nSTEP_F_063 = \"step/stone\";\nSTEP_F_064 = \"step/stone\";\nSTEP_F_065 = \"step/metal\";\nSTEP_F_066 = \"step/metal\";\nSTEP_F_067 = \"step/metal\";\nSTEP_F_068 = \"step/metal\";\nSTEP_F_069 = \"step/metal\";\nSTEP_F_070 = \"step/metal\";\nSTEP_F_071 = \"step/metal\";\nSTEP_F_072 = \"step/metal\";\nSTEP_F_073 = \"step/metal\";\nSTEP_F_074 = \"step/metal\";\nSTEP_F_075 = \"step/metal\";\nSTEP_F_076 = \"step/stone\";\nSTEP_F_077 = \"step/stone\";\nSTEP_F_078 = \"step/metal\";\nSTEP_F_081 = \"step/stone\";\nSTEP_F_082 = \"step/stone\";\nSTEP_F_083 = \"step/stone\";\nSTEP_F_084 = \"step/water\";\nSTEP_F_085 = \"step/water\";\nSTEP_F_086 = \"step/water\";\nSTEP_F_087 = \"step/water\";\nSTEP_F_088 = \"step/water\";\nSTEP_F_089 = \"step/stone\";\nSTEP_F_091 = \"step/stone\";\nSTEP_F_092 = \"step/wood\";\nSTEP_X_005 = \"step/water\";\nSTEP_X_006 = \"step/water\";\nSTEP_X_007 = \"step/water\";\nSTEP_X_008 = \"step/water\";\nSTEP_X_009 = \"step/muck\";\nSTEP_X_010 = \"step/muck\";\nSTEP_X_011 = \"step/muck\";\nSTEP_X_012 = \"step/stone\";\nSTEP_X_013 = \"step/stone\";\nSTEP_X_014 = \"step/stone\";\nSTEP_X_015 = \"step/stone\";\nSTEP_X_016 = \"step/stone\";\nSTEP_F_SKY = \"\";\nSTEP_F_A501 = \"step/stone\";\n\n// None\nSTEP_F_SKY1 = \"\";"
},
{
"source": "pk3",
"name": "loadacs.txt",
"contents": "// Footsteps V2\n// Global ACS\nFOOT"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "Bats1 bats1\nBats2 bats2\nBats3 bats3\nBats4 bats4\n$random BatScream { Bats1 Bats2 Bats3 Bats4 }\n\nThunderCrash1 thndr1\nThunderCrash2 thndr2\nThunderCrash3 thndr3\nThunderCrash4 thndr4\n$random ThunderCrash { ThunderCrash1 ThunderCrash2 ThunderCrash3 ThunderCrash4 }\n\nbird1 bird1\nbird2 bird2\nbird3 bird3\nbird4 bird4\nbird5 bird5\nbird6 bird6\nbird7 bird7\nbird8 bird8\nbird9 bird9\nbird10 bird10\nbird11 bird11\nbird12 bird12\nbird13 bird13\nbird14 bird14\nbird15 bird15\nbird16 bird16\nbird17 bird17\n$random Ambient7 { bird1 bird2 bird3 bird4 bird5 bird6 bird7 bird8 bird9 bird10 bird11 bird12 bird13 bird14 bird15 bird16 bird17 }\n\nowl1 owl1\nowl2 owl2\nowl3 owl3\nowl4 owl4\n$random Ambient6 { owl1 owl2 owl3 owl4 }\n\n$random LavaSizzle { lava1 lava2 lava3 }\nlava1 acid1\nlava2 acid2\nlava3 acid3\n\n$random GlassShatter { glass1 glass2 glass3 }\nglass1 glass1\nglass2 glass2\nglass3 glass3\n\n//$volume Ambient11 0.5\nrocks1 rocks1\nrocks2 rocks2\n$random Ambient11 { rocks1 rocks2 }\n\n$random Ambient12 { chains1 chains2 }\nchains1 chains1\nchains2 chains2\n\n$random Ambient14 { steel1 steel2 steel3 steel4 steel5 steel6 steel7}\n$alias Ambient15 Ambient14\nsteel1 steel1\nsteel2 steel2\nsteel3 steel3\nsteel4 steel4\nsteel5 steel5\nsteel6 steel6\nsteel7 steel7\n\nFireball1 impact1\nFireball2 impact2\nFireball3 impact3\n$random Fireball { Fireball1 Fireball2 Fireball3 }\n\nbones1 bones1\nbones2 bones2\nbones3 bones3\nbones4 bones4\nbones5 bones5\nbones6 bones6\n$random StartupTick { bones1 bones2 bones3 bones4 bones5 bones6 }\n$volume StartupTick 0.6\n\nMeatSpawn1 meatspw1\nMeatSpawn2 meatspw2\nMeatSpawn3 meatspw3\nMeatSpawn4 meatspw4\nMeatCrash1 meathit1\nMeatCrash2 meathit2\nMeatCrash3 meathit3\n$random MeatCrash { MeatCrash1 MeatCrash2 MeatCrash3 MeatSpawn1 MeatSpawn2 MeatSpawn3 MeatSpawn4 }\n\nTorchLoop torchlp\nTorchUnequip torchUne\nFlameIgnite1 fireign1\nFlameIgnite2 fireign2\nFlameIgnite3 fireign3\n$volume FlameIgnite 0.1\n$random FlameIgnite { FlameIgnite1 FlameIgnite2 FlameIgnite3 }\nBigFireLoop1 bfirelp1\nBigFireLoop2 bfirelp2\nBigFireLoop3 bfirelp3\nBigFireLoop4 bfirelp4\n$random BigFireLoop { BigFireLoop1 BigFireLoop2 BigFireLoop3 BigFireLoop4 }\nSmallFireLoop1 sfirelp1\nSmallFireLoop2 sfirelp2\nSmallFireLoop3 sfirelp3\nSmallFireLoop4 sfirelp4\n$random SmallFireLoop { SmallFireLoop1 SmallFireLoop2 SmallFireLoop3 SmallFireLoop4 }\nFireOut1 fireout1\nFireOut2 fireout2\n$volume FireOut 0.1\n$random FireOut { FireOut1 FireOut2 }\n\n//------------------------//\n// PLATFORMS //\n//------------------------//\nDoor/CreakyOpen dor_crko\nDoor/CreakyClose dor_crkc\nDoor/HeavyOpen dor_hevo\nDoor/HeavyClose dor_hevc\nDoor/MetalStop dor_mtls\nDoor/MetalOpen dor_mtlo\nDoor/MetalClose dor_mtlc\nDoor/NormalStop dor_nrms\nDoor/NormalMove dor_nrmm\nDoor/NormalStart dor_nrmb\nLocked1 dor_lck1\nLocked2 dor_lck2\nLocked3 dor_lck3\nLocked4 dor_lck4\n$random DoorLocked { Locked1 Locked2 Locked3 Locked4 }\nLavaMove lavamove\nWaterMove water\nIceStartMove icemove\n\nPlatformStart platstrt\nPlatformStop platstop\nStoneMove platston\nPlatformMetalMove platmetm\nPlatformMetalStop platmets"
},
{
"source": "pk3",
"name": "SNDSEQ.txt",
"contents": ":Platform\n\tplayuntildone PlatformStart\n\tplayrepeat StoneMove\n\tstopsound\tPlatformStop\nend\n\n:PlatformMetal\n\tplayrepeat PlatformMetalMove\n\tstopsound\tPlatformMetalStop\nend\n\n:PlatformMetal2\n\tplayuntildone\tPlatformMetalMove\n\tstopsound\tPlatformMetalStop\nend\n\n//-----------------//\n// DOORS //\n// Types of doors: //\n// Normal, heavy, //\n// metal (2x) and //\n// creak //\n//-----------------//\n\n:DoorHeavyClose\n playuntildone Door/HeavyClose\n stopsound Door/HeavyStop\nend\n:DoorHeavyOpen\n playuntildone Door/HeavyOpen\n stopsound Door/HeavyStop\nend\n[DoorHeavy\n\t0\t\tDoorHeavyOpen\n\t1\t\tDoorHeavyClose\n]\n\n//----------------------\n\n/*:DoorNormalClose\n playuntildone Door/NormalClose\n stopsound Door/NormalStop\nend\n:DoorNormalOpen\n playuntildone Door/NormalOpen\n stopsound Door/NormalStop\nend\n[DoorNormal\n\t0\t\tDoorNormalOpen\n\t1\t\tDoorNormalClose\n]*/\n\n:DoorNormal\n playtime Door/NormalStart 17\n playrepeat Door/NormalMove\n stopsound Door/NormalStop\nend\n\n//----------------------\n\n:DoorCreakClose\n playuntildone Door/CreakyClose\n stopsound Door/NormalStop\nend\n:DoorCreakOpen\n playuntildone Door/CreakyOpen\n stopsound Door/NormalStop\nend\n[DoorCreak\n\t0\t\tDoorCreakOpen\n\t1\t\tDoorCreakClose\n]\n\n//----------------------\n\n:DoorMetalClose\n playuntildone Door/MetalClose\n stopsound Door/MetalStop\nend\n:DoorMetalOpen\n playuntildone Door/MetalOpen\n stopsound Door/MetalStop\nend\n\n[DoorMetal\n\t0\t\tDoorMetalOpen\n\t1\t\tDoorMetalClose\n]\n[DoorMetal2\n\t0\t\tDoorMetalOpen\n\t1\t\tDoorMetalClose\n]"
}
]
},
"maps": []
}