Raw model (for completeness)
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"added": "2021/07/13 23:27:10",
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{
"source": "pk3",
"name": "Decorate.txt",
"contents": "//Weapons//\n#Include Pistol.txt\n#Include AssaultRifle.txt\n#Include Shotgun.txt\n#Include Chainsaw.txt\n#Include DemontechRifle.txt\n#Include SSG.txt\n#Include BHgen.txt\n#Include Rocket.txt\n//Player//\n#Include Player.txt\n#Include HeavyArmor.txt\n#Include ArmorSet.txt\n#Include AmmoSphere.txt\n#Include CocaCola.txt\n#Include Marine.txt\n#Include SalvationSphere.txt\n//Monsters//\n#Include CyberPyroDemon.txt\n#Include Termi.txt\n#Include Afrit.txt\n#Include ZSpecOpsShotgun.txt\n#Include KamikaziGuy.txt\n#Include DarkImp.txt\n#Include ZombieMarine.txt\n#Include Cyberdemonster.txt\n#Include CyberFiend.txt\n#Include HellstormArchon.txt\n#Include CrackoDemon.txt\n#Include Stalker.txt\n#Include CyberBaronster.txt\n#Include BLB.txt\n\nACTOR MachineAmmo : Ammo\n{\n Inventory.Amount 10 // You'll get half this if a monster drops it.\n Inventory.MaxAmount 150\n Ammo.BackpackAmount 30 // How much you'll get out of backpacks or equivalent.\n Ammo.BackpackMaxAmount 300 // The new max amount if player has a backpack.\n Inventory.Icon \"CLIPA0\" // This displays on the fullscreen HUD.\n Inventory.PickupMessage \"Picked up some 9mm ammo.\"\n States\n {\n Spawn:\n CLIP A -1\n Stop\n }\n}\n\nACTOR NewMachineLoaded : Ammo\n{\n Inventory.MaxAmount 12\n +IGNORESKILL\n}\n\n// ----------------------------------------------------------------------------\n// ----------------------------------------------------------------------------\n\n// Splash Sprites\n\n// ----------------------------------------------------------------------------\n// ----------------------------------------------------------------------------\n\nACTOR MOBlueSplash\n{\n\tRadius 2\n\tHeight 4\n\t+NOBLOCKMAP\n\t+MISSILE\n\t+DROPOFF\n\t+NOTELEPORT\n\t+LOWGRAVITY\n\t+CANNOTPUSH\n\t+DONTSPLASH\n\t+DONTBLAST\n\tStates\n\t{\n\tSpawn:\n\t\tSPSH ABC 2\n\t\tSPSH D 1\n\t\tStop\n\tDeath:\n\t\tSPSH D 2\n\t\tStop\n\t}\n}\n\nACTOR MOGreenSplash : MOBlueSplash\n{\n\tTranslation \"192:207=112:127\"\n}\n\nACTOR MOGunkSplash : MOBlueSplash\n{\n\tTranslation \"192:207=152:159\"\n}\n\nACTOR MORedSplash : MOBlueSplash\n{\n\tTranslation \"192:207=176:191\"\n}\n\nACTOR MOBrownSplash : MOBlueSplash\n{\n\tTranslation \"192:207=136:151\"\n}\n\nACTOR MOMilkSplash : MOBlueSplash\n{\n\tTranslation \"192:207=192:199\"\n}\n\nACTOR MOPurpleSplash : MOBlueSplash\n{\n\tTranslation \"192:207=250:254\"\n}\n\nACTOR MOBlackSplash : MOBlueSplash\n{\n\tTranslation \"192:199=236:239\", \"200:207=5:8\"\n}\n\nACTOR MOYellowSplash : MOBlueSplash\n{\n\tTranslation \"192:199=224:231\", \"200:207=160:167\"\n}\n\n// ----------------------------------------------------------------------------\n// ----------------------------------------------------------------------------\n\n// Splash Base Objects\n\n// ----------------------------------------------------------------------------\n// ----------------------------------------------------------------------------\n\nACTOR MOBlueSplashBase\n{\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\t+DONTSPLASH\n\t+DONTBLAST\n\tStates\n\t{\n\tSpawn:\n\t\tSPSH EFGHIJK 2\n\t\tStop\n\t}\n}\n\nACTOR MOGreenSplashBase : MOBlueSplashBase\n{\n\tTranslation \"192:207=112:127\"\n}\n\nACTOR MOGunkSplashBase : MOBlueSplashBase\n{\n\tTranslation \"192:207=152:159\"\n}\n\nACTOR MORedSplashBase : MOBlueSplashBase\n{\n\tTranslation \"192:207=176:191\"\n}\n\nACTOR MOBrownSplashBase : MOBlueSplashBase\n{\n\tTranslation \"192:207=136:151\"\n}\n\nACTOR MOMilkSplashBase : MOBlueSplashBase\n{\n\tTranslation \"192:207=192:199\"\n}\n\nACTOR MOPurpleSplashBase : MOBlueSplashBase\n{\n\tTranslation \"192:207=250:254\"\n}\n\nACTOR MOBlackSplashBase : MOBlueSplashBase\n{\n\tTranslation \"192:199=236:239\", \"200:207=5:8\"\n}\n\nACTOR MOYellowSplashBase : MOBlueSplashBase\n{\n\tTranslation \"192:199=224:231\", \"200:207=160:167\"\n}\n\nACTOR MOLavaSplash\n{\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\t+DONTSPLASH\n\t+DONTBLAST\n\tStates\n\t{\n\tSpawn:\n\t\tLVAS ABCDEF 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR MOLavaYellow : MOLavaSplash\n{\n\tTranslation \"208:223=224:231\"\n}\n\nACTOR MOLavaSmoke\n{\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+NOGRAVITY\n\t+DONTSPLASH\n\tRenderStyle Translucent\n\tDefaultAlpha\n\tStates\n\t{\n\tSpawn:\n\t\tLVAS GHIJK 2 Bright\n\t\tStop\n\t}\n}\n\nACTOR ERocket Replaces Rocket\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 20\n\tProjectile\n\t+RANDOMIZE\n\t-ROCKETTRAIL\n\t+EXTREMEDEATH\n\tdecal scorch\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tObituary \"$OB_MPROCKET\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_SpawnItem(\"RocketFlare\")\n\t TNT1 A 0 a_SpawnItemEx(\"GunSmokeSpawner\")\n\t\tMISL A 1 bright\n\t\tTNT1 a 0\n\t\tloop\n\n\tDeath:\n\t\tTNT1 A 0 a_quake (2,7,0,600,0)\n\t\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\t\tgoto finish\n\n\tFinish:\n\t TNT1 A 0 a_SpawnItemEx(\"GunSmokeSpawner\")\n\t\texp2 A 5 Bright A_Explode\n\t\texp2 BCDEFGHIJKLMN 1 Bright A_SpawnItemEx(\"GunSmokeSpawner\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"GunSmokeSpawner\", random(-40, 40), random(-40, 40), random(0, 30))\n\t\tStop\n\t}\n}\n\nACTOR EExplosionFire\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 4\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOCLIP\n DamageType Flames\n\tGravity 0\n\tRenderstyle Add\n\tStates\n\t{\n Spawn:\n MISL BCDEFG 2 BRIGHT\n Stop\n\t}\n}\n\nACTOR 40mmShot\n{\n\tRadius 8\n\tHeight 8\n\tDamage 25\n\tSpeed 50\n\tScale 0.75\n\tSeeSound \"40mm/grenbounce\"\n\tDeathSound \"40mm/grenexplode\"\n\tProjectile\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tSHRP O 3 bright A_SpawnItemEX(\"GrenadeSmoke\",0,0,0,0,0,0,0,2)\n\t\tSHRP O 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tMIS6 B 0 A_NoGravity\n\t\tMIS6 B 3 bright A_SetTranslucent (0.85,1)\n\t\tMIS6 C 3 bright A_Explode\n\t\tMIS6 DEF 3 bright\n\t\tStop\n\t}\n}\n\nACTOR 40mmTimedShot : 40mmShot\n{\n\tReactionTime 30\n\tSpeed 30\n\tDamage 1\n\t+HEXENBOUNCE\n\t+BOUNCEONACTORS\n\t+EXTREMEDEATH\n\t+CANBOUNCEWATER\n\tStates\n\t{\n\tDeath:\n\t\tMIS6 B 0 A_NoGravity\n\t\tMIS6 B 3 bright A_SetTranslucent (0.85,1)\n\t\tMIS6 C 3 bright A_Explode //(200, 200, 0)\n\t\tMIS6 DEF 3 bright\n\t\tStop\n\t}\n}\n\nACTOR GrenadeSmoke\n{\n Radius 0\n Height 1\n Speed 0\n Projectile\n Scale 0.75\n Renderstyle Translucent\n Alpha 0.45\n States\n {\n Spawn:\n NULL A 3 bright\n SMK2 ABCDE 2 Bright\n Stop\n }\n}\n\nACTOR 40mmGrenades : Ammo //5567\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 20\n\tAmmo.BackpackMaxAmount 100\n\tInventory.PickupSound \"misc/i_pkup\"\n\tInventory.PickupMessage \"Picked up some 40mm grenades.\"\n\tInventory.Icon \"40MMA0\"\n\tStates\n\t{\n\tSpawn:\n\t\t40MM A -1\n\t\tStop\n\t}\n}\n\n//Shared Actors\n\nActor IsPlayer : Inventory //ALWAYS give this inventory to the player to prevent the sentry from seeing it as an enemy.\n{\ninventory.maxamount 1\n}\n\nActor TargetIsAMarine : Inventory //ALWAYS give this inventory to friendly monsters to prevent infight.\n{\ninventory.maxamount 1\n}\n\nActor IsHoldingPosition : Inventory //Used to check bot's current order.\n{\ninventory.maxamount 1\n}\n\n//This is an universal actor. Do not copy this when making new monsters based on this one.\nACTOR MarineSpawnChecker\n{\nMONSTER\n-COUNTKILL\n+FRIENDLY\nHealth 1\nRadius 24\nHeight 52\nDamagetype \"SpawnMarine\"\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"TargetIsAMarine\", 1)\n\t TNT1 A 0\n\t\tTNT1 A 0 A_Explode(1100, 32)\n\t\tStop\n\tDeath:\n\tTNT1 A 1\n\tStop\n}\n}\n\nACTOR GenericCasing\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+BOUNCEONACTORS\n\tBounceType Doom\n\t//BounceSound \"bulletcasingx/bounce\"\n\tBounceFactor 0.5\n\tWallBounceFactor 0.2\n\tMass 5\n\tRadius 3\n\tHeight 3\n}\n\nACTOR RifleCasingX : GenericCasing\n{\n\tScale 0.175\n\tStates\n\t{\n\tSpawn:\n\t\t8CS1 ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\t\t8CS1 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\")\n\tDeath1:\n\t\t8CS1 A 1000\n\t\t8CS1 A 1 A_FadeOut(0.1)\n\t\tWait\n\tDeath2:\n\t\t8CS1 C 1000\n\t\t8CS1 C 1 A_FadeOut(0.1)\n\t\tWait\n\tDeath3:\n\t\t8CS1 G 1000\n\t\t8CS1 G 1 A_FadeOut(0.1)\n\t\tWait\n\t}\n}\nACTOR ShotgunXCasing : GenericCasing\n{\n\tWallBounceSound \"shellcasingx/bounce\"\n\tBounceSound \"shellcasingx/bounce\"\n\tDeathSound \"shellcasingx/stop\"\n\tScale 0.25\n\tStates\n\t{\n\tSpawn:\n\t\t8CS2 ABCDEFGH 2 A_SpawnItemEx(\"GunSmokeSpawner\")\n\t\tLoop\n\tDeath:\n\t\t8CS2 A 0 A_Jump(255,\"Death1\",\"Death2\",\"Death3\")\n\tDeath1:\n\t\t8CS2 A 1000\n\t\t8CS2 A 1 A_FadeOut(0.1)\n\t\tWait\n\tDeath2:\n\t\t8CS2 C 1000\n\t\t8CS2 C 1 A_FadeOut(0.1)\n\t\tWait\n\tDeath3:\n\t\t8CS2 G 1000\n\t\t8CS2 G 1 A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\nACTOR FancyColumn : Column replaces Column\n{\nStates\n{\nSpawn:\n\tCOLU A 2 Bright\n\tLoop\n\t}\n}\n\nACTOR FancyTechLamp1 : TechLamp replaces TechLamp\n{\nStates\n{\nSpawn:\n\tTLMP ABCD 2 Bright\n\tLoop\n\t}\n}\n\nACTOR FancyTechLamp2 : TechLamp2 replaces TechLamp2\n{\nStates\n{\nSpawn:\n\tTLP2 ABCD 2 Bright\n\tLoop\n\t}\n}\n\n//==============\n// Light Sticks\n//==============\n\nACTOR FancyCandlestick : Candlestick replaces Candlestick\n{\nScale 0.5\nStates\n{\nSpawn:\n\tCAND ABCDEFGHIJKLM 2 Bright\n\tLoop\n\t}\n}\n\nACTOR FancyCandelabra : Candelabra replaces Candelabra\n{\nScale 0.5\nStates\n{\nSpawn:\n CBRA ABCDEFGHIJKLM 2 Bright\n Loop\n }\n}\n\nACTOR FancyOrangeTorch : RedTorch replaces RedTorch\n{\nScale 0.5\nStates\n{\nSpawn:\n TNT1 A 0 A_SpawnItemEx(\"Flare4\")\n TTRR ABCDEFGHIJKLM 2 Bright\n Loop\n }\n}\n\nACTOR FancyBlueTorch : BlueTorch replaces BlueTorch\n{\nScale 0.5\nStates\n{\nSpawn:\n TNT1 A 0 A_SpawnItemEx(\"Flare3\")\n TTRB ABCDEFGHIJKLM 2 Bright\n Loop\n }\n}\n\nACTOR FancyGreenTorch : GreenTorch replaces GreenTorch\n{\nScale 0.5\nStates\n{\nSpawn:\n TNT1 A 0 A_SpawnItemEx(\"Flare1\")\n TTRG ABCDEFGHIJKLM 2 Bright\n Loop\n }\n}\n\nACTOR FancyShortOrangeTorch : ShortRedTorch replaces ShortRedTorch\n{\nScale 0.5\nStates\n{\nSpawn:\n STRR ABCDEFGHIJKLM 2 Bright\n Loop\n }\n}\n\nACTOR FancyShortBlueTorch : ShortBlueTorch replaces ShortBlueTorch\n{\nScale 0.5\nStates\n{\nSpawn:\n STRB ABCDEFGHIJKLM 2 Bright\n Loop\n }\n}\n\nACTOR FancyShortGreenTorch : ShortGreenTorch replaces ShortGreenTorch\n{\nScale 0.5\nStates\n{\nSpawn:\n STRG ABCDEFGHIJKLM 2 Bright\n Loop\n }\n}\n\nACTOR GunSmokeSpawner\n{\n\tSpeed 20\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tTNT1 AA 0 A_CustomMissile (\"GunSmoke\", 0, 0, random (0, 360), 2, random (0, 180))\n Stop\n\t}\n}\nACTOR GunSmoke\n{\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+FLOORCLIP\n\t+FORCEXYBILLBOARD\n\t+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\t+MISSILE\n\tSpeed 1\n\tRenderStyle Add\n\tAlpha\t\t0.4\n\t+CLIENTSIDEONLY\n\tRadius\t\t0\n\tHeight\t\t0\n\tScale\t\t0.4\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tSMKE AAABBBCCCDDDEEEFFFGGGHHHIIIJJJKK 1 A_FadeOut(0.004)\n\t\tStop\n\t}\n}\nActor FireSmoke: Gunsmoke\n{\nRenderStyle translucent\nalpha 0.3\nscale 0.3\n}\n\nActor RocketFlare\n{\nalpha 1.0\nyscale 0.6\nxscale 0.6\nstates\n\t{\n\tSpawn:\n\t LEYS O 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor BloodyBall\n{\n Radius 8\n Height 6\n Speed 15\n Damage 10\n PROJECTILE\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"Crack/see\"\n\tDeathSound \"Crack/death\"\n\tStates\n\t{\n\tSpawn:\n\t BAL2 AAAABBBB 1 BRIGHT A_SpawnItemEx(\"BLoodyTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t Loop\n\tDeath:\n\t BAL2 CDE 6 BRIGHT\n\t Stop\n\t}\n}\n\nActor BLoodyTrail\n{\n Radius 1\n Height 1\n +NOCLIP\n +NOGRAVITY\n +FLOAT\n Renderstyle ADD\n Alpha 0.5\n States\n {\n Spawn:\n BAL2 AB 2 Bright A_FadeOut (0.1)\n loop\n }\n}\n\nActor Flare1\n{\nalpha 1.0\nyscale 0.6\nxscale 0.6\nstates\n\t{\n\tSpawn:\n\t LEYS A 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor Flare2\n{\nalpha 1.0\nyscale 0.6\nxscale 0.6\nstates\n\t{\n\tSpawn:\n\t LEYS G 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor Flare3\n{\nalpha 1.0\nyscale 0.6\nxscale 0.6\nstates\n\t{\n\tSpawn:\n\t LEYS B 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor Flare4\n{\nalpha 1.0\nyscale 0.6\nxscale 0.6\nstates\n\t{\n\tSpawn:\n\t LEYS R 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor FireShot\n{\n Radius 3\n Height 3\n Speed 15\n Damage 3\n Projectile\n RenderStyle Add\n Alpha 0.67\n DamageType Fire\n SeeSound \"pyro/flame\"\n DeathSound \"pyro/flamepoof\"\n Decal RevenantScorch\n States\n {\n Spawn:\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n FSHT A 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n FSHT A 0 Bright A_Explode\n FSHT B 0 Bright\n FSHT B 3 Bright\n FSHT C 3 Bright\n FSHT D 3 Bright\n FSHT E 3 Bright\n Stop\n }\n}\n\nActor FireTail\n{\n Projectile\n RenderStyle Add\n +NoClip\n Alpha 0.4\n States\n {\n Spawn:\n FRTB ABCDEFGHI 1 Bright\n Stop\n }\n}\n\nActor EscapeExplosion\n{\n SeeSound \"pyro/explosion\"\n Radius 8\n Height 56\n Speed 0\n States\n {\n Spawn:\n NKXP B 3 Bright\n NKXP C 3 Bright\n NKXP D 3 Bright A_Explode(50, 192)\n NKXP EFGHIJKLMNOPQRSTUV 3 Bright\n Stop\n }\n}\n\nActor PyroBall\n{\n Radius 10\n Height 8\n Speed 15\n SeeSound \"pyro/bomb\"\n DeathSound \"pyro/bombhit\"\n Projectile\n RenderStyle Add\n Alpha 0.7\n -NoGravity\n +DoomBounce\n +LowGravity\n +FireDamage\n +SeekerMissile\n Decal RevenantScorch\n States\n {\n Spawn:\n RBAL A 0 Bright\n RBAL A 0 Bright A_AlertMonsters\n RBAL AAAABBBB 1 Bright\n Goto Spawn +2\n Death:\n RBAL DEFGHI 4 Bright\n Stop\n }\n}\n\nActor FirebombExplosion1\n{\n Radius 11\n Height 8\n Speed 18\n Damage 6\n +NoBlockMap\n +DropOff\n +Missile\n +ActivateImpact\n +ActivatePCross\n Obituary \"%o was killed by a firebomb explosion.\"\n States\n {\n Spawn:\n FRME A 1 Bright\n Loop\n Death:\n FRME A 0\n FRME A 0 A_PlaySound(\"pyro/blastexplosion\")\n FRME A 3 Bright A_Explode(128, 144)\n FRME B 1 Bright A_Mushroom(\"Pyroball\",8)\n FRME B 2 Bright A_CustomMissile(\"FirebombExplosion2\",25,0,180)\n FRME CDEFGHIJKLMNOPQRS 3 Bright\n Stop\n }\n}\n\nActor FirebombExplosion2 : FirebombExplosion1\n{\n States\n {\n Death:\n FRME A 0\n FRME A 0 A_PlaySound(\"pyro/blastexplosion\")\n FRME A 3 Bright A_Explode(128, 136)\n FRME B 1 Bright\n FRME B 2 Bright A_CustomMissile(\"FirebombExplosion3\",20,0,180)\n FRME CDEFGHIJKLMNOPQRS 3 Bright\n Stop\n }\n}\n\nActor FirebombExplosion3 : FirebombExplosion1\n{\n Speed 14\n Damage 5\n States\n {\n Death:\n FRME A 0\n FRME A 0 A_PlaySound(\"pyro/blastexplosion\")\n FRME A 3 Bright A_Explode(128, 128)\n FRME BCDEFGHIJKLMNOPQRS 3 Bright\n Stop\n }\n}\n\nActor PyroBlast\n{\n Projectile\n +SeekerMissile\n +NoGravity\n RenderStyle Add\n Alpha 0.4\n SeeSound \"pyro/blast\"\n DeathSound \"pyro/flamepoof\"\n Speed 17\n Height 10\n Radius 10\n Decal Scorch\n states\n {\n Spawn:\n SBLL ABCDEFGHIJ 1 Bright A_SpawnItemEx(\"FireTail\",0,0,0,0,0,0,0,128)\n SBLL A 0 Bright A_SeekerMissile(0,2)\n Goto Spawn+1\n Death:\n SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,45)\n SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,135)\n SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,225)\n SBLL K 0 A_CustomMissile(\"FirebombExplosion1\",1,0,315)\n SBLL LMNOPQRSTUVW 1 Bright\n Stop\n }\n}\n\nActor WalkFire\n{\n +NoClip\n +Missile\n +DropOff\n +Randomize\n Scale 1.5\n Speed 1\n RenderStyle Add\n Alpha 0.67\n States\n {\n Spawn:\n TNT1 A 8\n FRTF A 3 Bright\n FRTF A 0\n FRTF B 3 Bright\n FRTF B 0\n FRTF C 3 Bright\n FRTF C 0\n FRTF C 0\n FRTF C 0 A_Jump(191,4)\n FRTF C 0 A_CustomMissile(\"WalkFire\", 0, 24, 0)\n FRTF C 0 A_CustomMissile(\"WalkFire\", 0, 0, 0)\n FRTF C 0 A_CustomMissile(\"WalkFire\", 0, -24, 0)\n FRTF DEFGHIJKLMNO 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Marine.txt",
"contents": "Actor Marine 11813\n{\n Game Doom\n //$Category Monsters\n //$Title Ally 03- Machinegun\n Health 400\n GibHealth -45\n Radius 20\n Height 56\n Speed 15\n PainChance 64\n OBITUARY \"%o was just careless around that Machinegunner!\"\n SEESOUND \"Ally/Site\"\n ATTACKSOUND \"ALMG/Fire\"\n PAINSOUND \"Ally/Pain\"\n DEATHSOUND \"Ally/Death\"\n ACTIVESOUND \"Ally/Active\"\n DropItem \"Clip\"\n Decal \"BulletChip\"\n MaxTargetRange 2048\n MaxStepHeight 32\n MaxDropoffHeight 64\n MONSTER\n +BOSS\n +FLOORCLIP\n +FRIENDLY\n +QUICKTORETALIATE\n +MISSILEMORE\n +SLIDESONWALLS\n +JUMPDOWN\n +CANPUSHWALLS\n +CANUSEWALLS\n +PUSHABLE\n +NODROPOFF\n +NOTAUTOAIMED\n +NOBLOCKMONST\n +AVOIDMELEE\n +NOTAUTOAIMED\n -COUNTKILL\n //+NOTIMEFREEZE\n //+NOFEAR\n //+LOOKALLAROUND\n //+TELESTOMP\n states\n {\n Spawn:\n ALY3 AABB 5 A_Look\n Loop\n See:\n ALY3 AABBCCDD 3 A_Chase\n ALY3 A 0 A_CheckSight(\"A03Patrol\")\n loop\n A03Patrol:\n ALY3 AABBCCDD 3 A_Wander\n ALY3 A 0 A_Look\n loop\n Missile:\n ALY3 E 7 A_FaceTarget\n ALY3 F 0 A_AlertMonsters\n ALY3 F 0 A_FaceTarget\n ALY3 F 2 BRIGHT A_CustomBulletAttack(3,4,1,4,\"BulletPuff\")\n ALY3 E 2\n ALY3 F 2 BRIGHT A_CustomBulletAttack(5,6,1,4,\"BulletPuff\")\n ALY3 E 2\n ALY3 F 2 BRIGHT A_CustomBulletAttack(7,8,1,4,\"BulletPuff\")\n ALY3 E 7\n goto See\n Pain:\n ALY3 G 5 A_Pain\n ALY3 G 3\n Goto See\n Death:\n ALY3 H 3\n ALY3 I 3 A_Scream\n ALY3 J 3\n ALY3 KLM 5\n ALY3 N -1 A_NoBlocking\n Stop\n XDeath:\n ALY3 O 5\n ALY3 P 5 A_XScream\n ALY3 QRSTUV 5\n ALY3 W -1 A_NoBlocking\n Stop\n }\n }"
},
{
"source": "pk3",
"name": "CocaCola.txt",
"contents": "ACTOR COCACOLA : Health\n{\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n Inventory.Amount 4\n Inventory.MaxAmount 200\n Inventory.PickupMessage \"$GOTHTHBONUS\" // \"Picked up a health bonus.\"\n States\n {\n Spawn:\n COCA A 6\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "AmmoSphere.txt",
"contents": "Actor AmmoSphere : PowerupGiver Replaces ClipBox\n{\n\tGame Doom\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.FANCYPICKUPSOUND\n\tInventory.PickupMessage \"Infinite Ammo!\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tPowerup.Duration -30\n\tPowerup.Type \"PowerInfiniteAmmo\"\n\tPowerup.Color \"255 0 0\" 0.4\n\tStates\n\t{\n\tSpawn:\n\t\tAMSP ABCD 6 bright\n\t\tloop\n\t}\n}"
},
{
"source": "pk3",
"name": "ArmorSet.txt",
"contents": "Actor ArmorSet : CustomInventory replaces GreenArmor\n{\n +Inventory.AlwaysPickup\n Inventory.Icon \"APACA0\"\n Inventory.Pickupmessage \"You found your self an armor set, lucky you.\"\n Inventory.PickupSound \"misc/i_pkup\"\n States\n {\n Spawn:\n APAC A -1\n\tAPAC B -1\n loop\n Pickup:\n TNT1 A 0 A_GiveInventory (\"Shell\", 16)\n TNT1 A 0 A_GiveInventory (\"Clip\", 40)\n\tTNT1 A 0 A_GiveInventory (\"UacArmor\") //<-- You need to change the armor to match on what type of armor you have, if its custom.\n\tstop // If you your armor is named Uber Armor put that actor name were the UacArmor name is.\n } // So it would look like this. (\"UberArmor\").\n}\n\n//Uac Armor\n\nActor UacArmor : BasicArmorPickup\n{\n Inventory.Pickupmessage \"Picked up a UAC Chestplate.\"\n Inventory.Icon \"ARM1A0\"\n Armor.Savepercent 50\n Armor.Saveamount 150\n States\n {\n Spawn:\n ARM1 A 0\n ARM1 B 0 bright\n loop\n }\n}"
},
{
"source": "pk3",
"name": "HeavyArmor.txt",
"contents": "Actor HeavyArmor : BasicArmorPickup Replaces BlueArmor\n{\n Radius 20\n Height 16\n Inventory.Pickupmessage \"Picked up the heavy armor\"\n Inventory.Icon \"HEVAB0\"\n Armor.Savepercent 50\n Armor.Saveamount 100\n States\n {\n Spawn:\n HEVA B 6\n HEVA A 6 bright\n loop\n }\n}"
},
{
"source": "pk3",
"name": "SalvationSphere.txt",
"contents": "ACTOR SalvateSphere : CustomInventory Replaces Megasphere\n{\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n Inventory.PickupMessage \"$GOTMSPHERE\" // \"MegaSphere!\"\n Inventory.PickupSound \"misc/p_pkup\"\n States\n {\n Spawn:\n SALV ABCDE 3 Bright\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"BlueArmorForMegasphere\", 1)\n TNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Player.txt",
"contents": "ACTOR ReduxPlayer : PlayerPawn Replaces DoomPlayer\n{\n Speed 1\n Health 100\n Radius 16\n Height 56\n Mass 100\n PainChance 255\n Player.DisplayName \"Marine\"\n Player.CrouchSprite \"PLYC\"\n Player.StartItem \"ElitePistol\"\n Player.StartItem \"Clip\", 50\n Player.WeaponSlot 1, Fist, Chainsaw\n Player.WeaponSlot 2, Pistol\n Player.WeaponSlot 3, Shotgun, SuperShotgun\n Player.WeaponSlot 4, Chaingun\n Player.WeaponSlot 5, RocketLauncher\n Player.WeaponSlot 6, PlasmaRifle\n Player.WeaponSlot 7, BFG9000\n Player.ColorRange 112, 127\n Player.ColorSet 0, \"Green\", 0x70, 0x7F, 0x72\n Player.ColorSet 1, \"Gray\", 0x60, 0x6F, 0x62 // Called \"Indigo\" originally so as to have a unique initial\n Player.ColorSet 2, \"Brown\", 0x40, 0x4F, 0x42\n Player.ColorSet 3, \"Red\", 0x20, 0x2F, 0x22\n // Doom Legacy additions\n Player.ColorSet 4, \"Light Gray\", 0x58, 0x67, 0x5A\n Player.ColorSet 5, \"Light Brown\", 0x38, 0x47, 0x3A\n Player.ColorSet 6, \"Light Red\", 0xB0, 0xBF, 0xB2\n Player.ColorSet 7, \"Light Blue\", 0xC0, 0xCF, 0xC2\n\n States\n {\n Spawn:\n PLAY A -1\n Loop\n See:\n PLAY ABCD 4\n Loop\n Missile:\n PLAY E 12\n Goto Spawn\n Melee:\n PLAY F 6 BRIGHT\n Goto Missile\n Pain:\n PLAY G 4\n PLAY G 4 A_Pain\n Goto Spawn\n Death:\n PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n Death1:\n PLAY H 10\n PLAY I 10 A_PlayerScream\n PLAY J 10 A_NoBlocking\n PLAY KLM 10\n PLAY N -1\n Stop\n XDeath:\n PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n XDeath1:\n PLAY O 5\n PLAY P 5 A_XScream\n PLAY Q 5 A_NoBlocking\n PLAY RSTUV 5\n PLAY W -1\n Stop\n AltSkinDeath:\n PLAY H 6\n PLAY I 6 A_PlayerScream\n PLAY JK 6\n PLAY L 6 A_NoBlocking\n PLAY MNO 6\n PLAY P -1\n Stop\n AltSkinXDeath:\n PLAY Q 5 A_PlayerScream\n PLAY R 0 A_NoBlocking\n PLAY R 5 A_SkullPop\n PLAY STUVWX 5\n PLAY Y -1\n Stop\n }\n}\n\nACTOR Phobos : PlayerPawn\n{\n Speed 1\n Health 125\n Radius 16\n Height 56\n Mass 100\n PainChance 255\n Player.DisplayName \"Phobos\"\n Player.CrouchSprite \"PLYC\"\n Player.StartItem \"AssaultRifle\"\n Player.StartItem \"Fists\"\n Player.StartItem \"Clip\", 50\n Player.WeaponSlot 1, Fist, Chainsaw\n Player.WeaponSlot 2, Pistol\n Player.WeaponSlot 3, Shotgun, SuperShotgun\n Player.WeaponSlot 4, Chaingun\n Player.WeaponSlot 5, RocketLauncher\n Player.WeaponSlot 6, PlasmaRifle\n Player.WeaponSlot 7, BFG9000\n Player.ColorRange 112, 127\n Player.ColorSet 0, \"Green\", 0x70, 0x7F, 0x72\n Player.ColorSet 1, \"Gray\", 0x60, 0x6F, 0x62 // Called \"Indigo\" originally so as to have a unique initial\n Player.ColorSet 2, \"Brown\", 0x40, 0x4F, 0x42\n Player.ColorSet 3, \"Red\", 0x20, 0x2F, 0x22\n // Doom Legacy additions\n Player.ColorSet 4, \"Light Gray\", 0x58, 0x67, 0x5A\n Player.ColorSet 5, \"Light Brown\", 0x38, 0x47, 0x3A\n Player.ColorSet 6, \"Light Red\", 0xB0, 0xBF, 0xB2\n Player.ColorSet 7, \"Light Blue\", 0xC0, 0xCF, 0xC2\n\n States\n {\n Spawn:\n PHOB A -1\n Loop\n See:\n PHOB ABCD 4\n Loop\n Missile:\n PHOB E 12\n Goto Spawn\n Melee:\n PHOB F 6 BRIGHT\n Goto Missile\n Pain:\n PHOB G 4\n PHOB G 4 A_Pain\n Goto Spawn\n Death:\n PHOB H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n Death1:\n PHOB H 10\n PHOB I 10 A_PlayerScream\n PHOB J 10 A_NoBlocking\n PHOB KLM 10\n PHOB N -1\n Stop\n XDeath:\n PHOB O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n XDeath1:\n PHOB O 5\n PHOB P 5 A_XScream\n PHOB Q 5 A_NoBlocking\n PHOB RSTUV 5\n PHOB W -1\n Stop\n AltSkinDeath:\n PHOB H 6\n PHOB I 6 A_PlayerScream\n PHOB JK 6\n PHOB L 6 A_NoBlocking\n PHOB MNO 6\n PHOB P -1\n Stop\n AltSkinXDeath:\n PHOB Q 5 A_PlayerScream\n PHOB R 0 A_NoBlocking\n PHOB R 5 A_SkullPop\n PHOB STUVWX 5\n PHOB Y -1\n Stop\n }\n}\n\nActor DoomSlayer : PlayerPawn\n{\n Speed 1\n Health 200\n Radius 16\n Height 56\n Mass 100\n PainChance 255\n Player.DisplayName \"DoomSlayer\"\n Player.CrouchSprite \"PLYC\"\n Player.StartItem \"SSG\"\n Player.StartItem \"Shell\", 50\n Player.WeaponSlot 1, Fist, Chainsaw\n Player.WeaponSlot 2, Pistol\n Player.WeaponSlot 3, Shotgun, SuperShotgun\n Player.WeaponSlot 4, Chaingun\n Player.WeaponSlot 5, RocketLauncher\n Player.WeaponSlot 6, PlasmaRifle\n Player.WeaponSlot 7, BFG9000\n States\n {\n Spawn:\n D4TP A -1\n Loop\n See:\n D4TP ABCD 4\n Loop\n Missile:\n D4TP E 12\n Goto Spawn\n Melee:\n D4TP F 6 BRIGHT\n Goto Missile\n Pain:\n D4TP G 4\n D4TP G 4 A_Pain\n Goto Spawn\n Death:\n D4TP H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n Death1:\n D4TP H 10\n D4TP I 10 A_PlayerScream\n D4TP J 10 A_NoBlocking\n D4TP KLM 10\n D4TP N -1\n Stop\n XDeath:\n D4TP O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n XDeath1:\n D4TP O 5\n D4TP P 5 A_XScream\n D4TP Q 5 A_NoBlocking\n D4TP RSTUV 5\n D4TP W -1\n Stop\n AltSkinDeath:\n D4TP H 6\n D4TP I 6 A_PlayerScream\n D4TP JK 6\n D4TP L 6 A_NoBlocking\n D4TP MNO 6\n D4TP P -1\n Stop\n AltSkinXDeath:\n D4TP Q 5 A_PlayerScream\n D4TP R 0 A_NoBlocking\n D4TP R 5 A_SkullPop\n D4TP STUVWX 5\n D4TP Y -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Rocket.txt",
"contents": "ACTOR EliteRocketLauncher : RocketLauncher Replaces RocketLauncher\n{\n Weapon.BobStyle Normal\n Weapon.BobRangeX 0.3\n Weapon.BobRangeY 0.5\n Weapon.BobStyle InverseSmooth\n Weapon.SelectionOrder 2500\n Weapon.AmmoUse 1\n Weapon.AmmoGive 2\n Weapon.AmmoType \"RocketAmmo\"\n +WEAPON.NOAUTOFIRE\n Inventory.PickupMessage \"$GOTLAUNCHER\"\n Tag \"$TAG_ROCKETLAUNCHER\"\n Inventory.pickupsound \"Pickup/Up\"\n +Weapon.NoAutoaim\n\tStates\n\t{\n\tSpawn:\n\t\tLAUN A 5\n\t\tLoop\n\tReady:\n\t\tPKRL A 1 A_WeaponReady\n\t\tLoop\n Deselect:\n\t\tPKRL A 1 A_Lower\n\t\tLoop\n Select:\n\t TNT1 A 0 A_PlaySound(\"Rocket/Draw\")\n\t\tPKRL A 1 Offset(190,110)\n\t\tPKRL A 1 Offset(170,105)\n\t\tPKRL A 1 Offset(145,100)\n\t\tPKRL A 1 Offset(130,95)\n\t\tPKRL A 1 Offset(115,90)\n\t\tPKRL A 1 Offset(100,85)\n\t\tPKRL A 1 Offset(85,80)\n\t\tPKRL A 1 Offset(75,75)\n\t\tPKRL A 1 Offset(65,70)\n\t\tPKRL A 1 Offset(55,65)\n\t\tPKRL A 1 Offset(45,60)\n\t\tPKRL A 1 Offset(35,55)\n\t\tPKRL A 1 Offset(30,50)\n\t\tPKRL A 1 Offset(25,45)\n\t\tPKRL A 1 Offset(20,40)\n\t\tPKRL A 1 Offset(15,35)\n\t\tPKRL A 1 Offset(10,34)\n\t\tPKRL A 1 Offset(5,33)\n\t\tPKRL A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPKRL A 2\n\t\tPKRL A 4\n\t\tPKRL B 2\n\t\tPKRL D 3 A_FireMissile\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,8)\n\t\tPKRL C 3\n\t\tPKRL E 2\n\t\tPKRL FG 1\n\t\tPKRL A 0 A_ReFire\n\t\tGoto Ready\n\n\tAltFire:\n\tPKRL A 2\n\tPKRL A 4\n\tPKRL B 2\n\tPKRL D 3 A_FireMissile\n\tTNT1 A 0 A_TakeInventory(\"RocketAmmo\", 1)\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,8)\n\tPKRL C 1\n\tPKRL E 1\n\tPKRL FG 1\n\tPKRL D 3 A_FireMissile\n\tTNT1 A 0 A_TakeInventory(\"RocketAmmo\", 1)\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,8)\n\t\tPKRL C 1\n\tPKRL E 1\n\tPKRL FG 1\n\tPKRL D 3 A_FireMissile\n\tTNT1 A 0 A_TakeInventory(\"RocketAmmo\", 1)\n\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,8)\n\t\t\tPKRL C 3\n\t\tPKRL E 2\n\t\tPKRL FG 1\n\t\tPKRL A 0 A_ReFire\n\t\tGoto Ready\n\n\tRecoilFire:\n\n\t\tPKRL A 2\n\t\tPKRL A 4\n\t\tPKRL B 2\n\t\tPKRL D 1 A_FireMissile\n\t\tPKRL D 2 a_setpitch(pitch-2.0)\n\t\tPKRL CC 1 a_setpitch(pitch+0.5)\n\t\tPKRL C 1 a_setpitch(pitch+0.4)\n\t\tPKRL BE 2 a_setpitch(pitch+0.2)\n\t\tPKRL FG 1 a_setpitch(pitch+0.1)\n\t\tPKRL A 0 A_ReFire\n\t\tGoto Ready\n\n\t\tFlash:\n\t PKRF A 3 Bright A_Light1\n\t\tPKRF B 2 Bright\n\t\tPKRF C 2 Bright A_Light2\n\t\tPKRF DE 3 Bright\n\t Goto LightDone\n\n\t}\n}"
},
{
"source": "pk3",
"name": "BHGen.txt",
"contents": "Actor BHGen : Weapon replaces Bfg9000\n{\n\n Weapon.BobStyle Normal\n Weapon.BobRangeX 0.3\n Weapon.BobRangeY 0.5\n Weapon.BobStyle InverseSmooth\nWeapon.SelectionOrder 2900\nWeapon.AmmoUse 50\nWeapon.AmmoGive 100\nWeapon.AmmoType \"Cell\"\n+WEAPON.NOAUTOAIM\nInventory.PickupMessage \"You got the Black Hole Generator!\"\nObituary \"%o got disintegrated by %k's Black Hole Generator.\"\nTag \"Black Hole Generator\"\nStates\n{\nSpawn:\n\tDCAN A -1\n\tStop\nSelect:\n\tDMAT A 1 A_Raise\n\tLoop\nDeselect:\n\tDMAT A 1 A_Lower\n\tLoop\nReady:\n\tDMAT A 1 A_WeaponReady\n\tLoop\nFire:\n\tDMAT A 30 A_PlayWeaponSound(\"DMC/Charge\")\n\tDMAT A 10 Bright\n\tTNT1 A 0 A_PlayWeaponSound(\"DMC/Fire\")\n TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tTNT1 A 0 A_GunFlash\n\tDMAT B 4 Bright A_FireCustomMissile(\"DMBall\",0,1,0,0)\n\tDMAT CD 4 Bright\n\tDMAT A 10\n\tGoto Ready\nFlash:\n\tTNT1 A 4 A_Light2\n\tTNT1 A 3 A_Light1\n\tTNT1 A 0 A_Light0\n\tStop\n}\n}\n\nActor DMBall\n{\nRadius 13\nHeight 8\nSpeed 17\nDamage 10\nProjectile\n+RIPPER\n+FORCEXYBILLBOARD\n+NODAMAGETHRUST\n+FORCERADIUSDMG\nRenderstyle Translucent\nAlpha 0.75\nDeathSound \"DMBall/Impact\"\nDecal BHoleDecal\nStates\n{\nSpawn:\n TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tVOIP ABCDEF 2 Bright A_SpawnItem(\"DMBTrail\",0,0,0)\n\tVOIP AA 1 Bright A_RadiusThrust(-220,130)\n\tTNT1 A 0 A_Explode(10,90,0)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tTNT1 A 0 A_SpawnItem(\"DMBTrail\",0,0,0)\n\tVOIP BB 1 Bright A_RadiusThrust(-220,150)\n\tTNT1 A 0 A_Explode(10,90,0)\n\tTNT1 A 0 A_SpawnItem(\"DMBTrail\",0,0,0)\n\tVOIP CC 1 Bright A_RadiusThrust(-220,150)\n\tTNT1 A 0 A_Explode(10,90,0)\n\tTNT1 A 0 A_SpawnItem(\"DMBTrail\",0,0,0)\n\tVOIP DD 1 Bright A_RadiusThrust(-220,150)\n\tTNT1 A 0 A_Explode(10,90,0)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tTNT1 A 0 A_SpawnItem(\"DMBTrail\",0,0,0)\n\tVOIP EE 1 Bright A_RadiusThrust(-220,150)\n\tTNT1 A 0 A_Explode(10,90,0)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tTNT1 A 0 A_SpawnItem(\"DMBTrail\",0,0,0)\n\tVOIP FF 1 Bright A_RadiusThrust(-220,150)\n\tTNT1 A 0 A_Explode(10,90,0)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tTNT1 A 0 A_SpawnItem(\"DMBTrail\",0,0,0)\n\tGoto Spawn+6\nDeath:\n\tTNT1 A 0 A_SpawnItem(\"BlackHole\",0,0,0)\n\tTNT1 A 0 A_SetScale(1.2)\n\tVORX ABCDEFGH 2 Bright\n\tStop\n}\n}\n\nActor DMBTrail\n{\n+NOGRAVITY\n+FORCEXYBILLBOARD\nRenderStyle Translucent\nAlpha 0.70\nScale 0.7\nStates\n{\nSpawn:\n TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tVORX ABCDEFGH 2 Bright A_FadeOut(0.1)\n\tStop\n}\n}\n\nActor BlackHole\n{\nRadius 20\nHeight 20\nSpeed 0\nProjectile\n+NOCLIP\n+NODAMAGETHRUST\n+FORCEXYBILLBOARD\n+FORCERADIUSDMG\nRenderStyle Translucent\nAlpha 0.85\nScale 1.5\nReactionTime 30\nObituary \"%o got absorved by the darkness.\"\nStates\n{\nSpawn:\n\tTNT1 A 0 A_CountDown\n\tTNT1 A 0 A_PlaySoundEx(\"BHole/Suck\",\"Voice\",1)\n\tBHOL A 1 Light(\"BHOLE_1\") A_RadiusThrust(-230,250)\n\tTNT1 A 0 A_Explode(15,100)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tBHOL B 1 Light(\"BHOLE_1\") A_RadiusThrust(-230,250)\n\tTNT1 A 0 A_Explode(15,100)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tBHOL C 1 Light(\"BHOLE_1\") A_RadiusThrust(-230,250)\n\tTNT1 A 0 A_Explode(15,100)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tBHOL D 1 Light(\"BHOLE_1\") A_RadiusThrust(-230,250)\n\tTNT1 A 0 A_Explode(15,100)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tBHOL E 1 Light(\"BHOLE_1\") A_RadiusThrust(-230,250)\n\tTNT1 A 0 A_Explode(15,100)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tBHOL F 1 Light(\"BHOLE_1\") A_RadiusThrust(-230,250)\n\tTNT1 A 0 A_Explode(15,100)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tBHOL G 1 Light(\"BHOLE_1\") A_RadiusThrust(-230,250)\n\tTNT1 A 0 A_Explode(15,100)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tBHOL H 1 Light(\"BHOLE_1\") A_RadiusThrust(-230,250)\n\tTNT1 A 0 A_Explode(15,100)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tBHOL I 1 Light(\"BHOLE_1\") A_RadiusThrust(-230,250)\n\tTNT1 A 0 A_Explode(15,100)\n\t TNT1 A 0 a_quake (2,7,0,600,0)\n\tTNT1 A 0 a_quake (1,10,0,1000,0)\n\tLoop\nDeath:\n\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\tTNT1 A 0 A_SpawnItem(\"BHSmoke\",0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"BHExplosion\",0,0,0)\n\tTNT1 A 0 A_PlaySound(\"BHole/Explosion\")\n\tBHOL A 1 Light(\"BHOLE_2\") A_FadeOut(0.08)\n\tBHOL B 1 Light(\"BHOLE_3\") A_FadeOut(0.08)\n\tBHOL C 1 Light(\"BHOLE_4\") A_FadeOut(0.08)\n\tBHOL D 1 Light(\"BHOLE_5\") A_FadeOut(0.08)\n\tBHOL E 1 Light(\"BHOLE_6\") A_FadeOut(0.08)\n\tBHOL F 1 Light(\"BHOLE_7\") A_FadeOut(0.08)\n\tBHOL G 1 Light(\"BHOLE_8\") A_FadeOut(0.08)\n\tBHOL H 1 Light(\"BHOLE_9\") A_FadeOut(0.08)\n\tBHOL I 1 Light(\"BHOLE_10\") A_FadeOut(0.08)\n\tStop\n}\n}\n\nActor BHSmoke : DMBTrail\n{\nScale 2.2\n+NOCLIP\n+NOGRAVITY\n+FORCEXYBILLBOARD\nStates\n{\nSpawn:\n\tBHXP ABCDEFGHIJKLMNO 2 A_FadeOut(0.03)\n\tStop\n}\n}\n\nActor BHExplosion\n{\n+NOCLIP\n+NOGRAVITY\n+FORCEXYBILLBOARD\nStates\n{\nSpawn:\n\tDBX3 A 1 Light(\"BHEXP_1\") Bright A_SetScale(1.2)\n\tTNT1 A 0 A_FadeOut(0.13)\n\tDBX3 A 1 Light(\"BHEXP_2\") Bright A_SetScale(1.4)\n\tTNT1 A 0 A_FadeOut(0.13)\n\tDBX3 A 1 Light(\"BHEXP_3\") Bright A_SetScale(1.6)\n\tTNT1 A 0 A_FadeOut(0.13)\n\tDBX3 A 1 Light(\"BHEXP_4\") Bright A_SetScale(1.8)\n\tTNT1 A 0 A_FadeOut(0.13)\n\tDBX3 A 1 Light(\"BHEXP_5\") Bright A_SetScale(2.0)\n\tTNT1 A 0 A_FadeOut(0.13)\n\tDBX3 A 1 Light(\"BHEXP_6\") Bright A_SetScale(2.2)\n\tTNT1 A 0 A_FadeOut(0.13)\n\tDBX3 A 1 Light(\"BHEXP_7\") Bright A_SetScale(2.4)\n\tTNT1 A 0 A_FadeOut(0.13)\n\tDBX3 A 1 Bright A_SetScale(2.6)\n\tTNT1 A 0 A_FadeOut(0.13)\n\tDBX3 A 1 Bright A_SetScale(2.8)\n\tTNT1 A 0 A_FadeOut(0.13)\n\tDBX3 A 1 Bright A_SetScale(3.0)\n\tTNT1 A 0 A_FadeOut(0.13)\n\tStop\n}\n}"
},
{
"source": "pk3",
"name": "SSG.txt",
"contents": "ACTOR SSG : DoomWeapon Replaces SuperShotgun\n{\n Weapon.SelectionOrder 400\n Weapon.AmmoUse 2\n Weapon.AmmoGive 8\n Weapon.AmmoType \"Shell\"\n Inventory.PickupMessage \"$GOTSHOTGUN2\"\n Obituary \"$OB_MPSSHOTGUN\"\n Tag \"$TAG_SUPERSHOTGUN\"\n States\n {\n Ready:\n BSSG A 1 A_WeaponReady\n Loop\n Deselect:\n BSSG A 1 A_Lower\n Loop\n Select:\n\tBSSG A 1 A_CloseShotgun2\n\tBSSG A 1 Offset(190,110)\n\tBSSG A 1 Offset(170,105)\n\tBSSG A 1 Offset(145,100)\n\tBSSG A 1 Offset(130,95)\n\tBSSG A 1 Offset(115,90)\n\tBSSG A 1 Offset(100,85)\n\tBSSG A 1 Offset(85,80)\n\tBSSG A 1 Offset(75,75)\n\tBSSG A 1 Offset(65,70)\n\tBSSG A 1 Offset(55,65)\n\tBSSG A 1 Offset(45,60)\n\tBSSG A 1 Offset(35,55)\n\tBSSG A 1 Offset(30,50)\n\tBSSG A 1 Offset(25,45)\n\tBSSG A 1 Offset(20,40)\n\tBSSG A 1 Offset(15,35)\n\tBSSG A 1 Offset(10,34)\n\tBSSG A 1 Offset(5,33)\n\tBSSG A 1 A_Raise\n Loop\n Fire:\n tnt1 a 0 A_FireBullets (11.2, 7.1, 20, 5)\n BSSG Y 3 a_playsound(\"Weapons/SSGJAY\")\n BSSG X 2\n BSSG W 1\n BSSG AU 1\n\t\t\tBLXT E 1\n\t\t\tBSSG BC 2\n\t\t\tBSSG DEEE 2\n\t\t\tBSSG F 1\n\t\t\tBSSG C 1 A_PlaySound (\"weapons/sshoto\", 7)\nTNT1 A 0 A_SpawnItemEx(\"ShotgunXCasing\", 12,-20,32, 8,random(-2,2),random(0,4), random(-55,-80), SXF_NOCHECKPOSITION)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShotgunXCasing\", 12,-20,32, 8,random(-2,2),random(0,4), random(-55,-80), SXF_NOCHECKPOSITION)\n\t\t\tBSSG G 1\n\t\t\tBSSG HIJ 2\n\t\t\tBSSG K 4\n\t\t\tBSSG L 1\n\t\t\tBLXT D 1 A_PlaySound (\"weapons/sshotl\", 7)\n\t\t\tBSSG M 2\n\t\t\tBSSG NO 2\n\t\t\tBSSG P 1\n BSSG F 1\n BSSG E 2 A_CloseShotgun2\n BSSG D 2\n BSSG C 1\n BSSG B 2\n BSSG A 2\n goto ready\n\n Spawn:\n SGN2 A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "demontechrifle.txt",
"contents": "ACTOR DemontechVentCounter : Inventory\n{\n\tinventory.maxamount 25\n}\n\nACTOR SDemontechVentCounter : Inventory\n{\n\tinventory.maxamount 35\n}\n\nACTOR DAltEnabled : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR DBurstDisabled : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR DBurstCounter : Inventory\n{\n\tInventory.MaxAmount 4\n}\n\nACTOR DemonAmmoLoaded : Ammo\n{\n\t+IGNORESKILL\n\tInventory.MaxAmount 40\n\tInventory.Icon \"6TEPA0\"\n}\n\nACTOR DemontechRifle : Weapon replaces PlasmaRifle\n{\n\tWeapon.SelectionOrder 1006\n Weapon.BobStyle Normal\n Weapon.BobRangeX 0.3\n Weapon.BobRangeY 0.5\n Weapon.BobStyle InverseSmooth\n\tWeapon.AmmoType1 \"DemonXAmmoLoaded\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"DemonXAmmo\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoGive2 2\n\tWeapon.SlotNumber 7\n\tInventory.PickupSound \"Weapons/Demontech/Click\"\n\tInventory.PickupMessage \"You picked up a Demontech Rifle!\"\n\tTag \"Belphaegor Armory D-616SP Tactical Hellfire Dispersion System\"\n\tAttackSound \"Weapons/Rifle/Fire\"\n\t+Weapon.Ammo_Optional\n\t+Weapon.Alt_Ammo_Optional\n\t+Weapon.NoAlert\n\t+Weapon.NoAutoFire\n\t+Weapon.NoAutoaim\n\tStates\n\t{\n\tSpawn:\n\t\t6TEP A -1\n\t\tStop\n\tDeselect:\n\t\tANIM A 1 Offset(1,35)\n\t\tANIM A 1 Offset(2,40)\n\t\tANIM A 1 Offset(3,45)\n\t\tANIM A 1 Offset(4,50)\n\t\tANIM A 1 Offset(5,55)\n\t\tANIM A 1 Offset(6,60)\n\t\tANIM A 1 Offset(7,65)\n\t\tANIM A 1 Offset(8,70)\n\t\tANIM A 1 Offset(9,75)\n\t\tANIM A 1 Offset(10,80)\n\t\tANIM A 1 Offset(11,85)\n\t\tANIM A 1 Offset(12,90)\n\t\tANIM A 1 Offset(13,95)\n\t\tANIM A 1 Offset(14,100)\n\t\t6TER A 1 Offset(15,105)\n\t\t6TER A 1 Offset(16,110)\n\tDeselectLoop:\n\t\t6TER A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t TNT1 A 0 A_Playsound (\"Weapons/BallistaReload\")\n\t TNT1 A 0 A_print (\"A fucking Beatiful Gun\")\n\t\tANIM A 1 Offset(190,110) A_PlaySound(\"Weapons/Select2\",6)\n\t\tANIM A 1 Offset(170,105)\n\t\tANIM A 1 Offset(145,100)\n\t\tANIM A 1 Offset(130,95)\n\t\tANIM A 1 Offset(115,90)\n\t\tANIM A 1 Offset(100,85)\n\t\tANIM A 1 Offset(85,80)\n\t\tANIM A 1 Offset(75,75)\n\t\tANIM A 1 Offset(65,70)\n\t\tANIM A 1 Offset(55,65)\n\t\tANIM A 1 Offset(45,60)\n\t\tANIM A 1 Offset(35,55)\n\t\tANIM A 1 Offset(30,50)\n\t\tANIM A 1 Offset(25,45)\n\t\tANIM A 1 Offset(20,40)\n\t\tANIM A 1 Offset(15,35)\n\t\tTNT1 A 0 A_Playsound(\"DoomGuy/Risa\")\n\t\t6TER A 1 Offset(10,34)\n\t\t6TER A 1 Offset(5,33)\n\tSelectLoop:\n\t\t6TER A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER A 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER A 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER A 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER A 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER A 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER A 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER A 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER B 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER C 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER D 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 1)\n\t\t6TER E 3 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\t\t\tLoop\n\tFire:\n\t\t6TEK A 0 A_JumpIfInventory(\"PowerInfiniteAmmo\", 1, 2)\n\t\t6TEK A 0 A_JumpIfNoAmmo(\"Dryfire\")\n\t\t6TEK A 0 A_PlaySound(\"Weapons/Demontech/XFire\", 7)\n\t\tTNT1 A 0 A_GiveInventory(\"DemontechVentCounter\", 1)\n\t\t6TEK A 0 BRIGHT Offset(0,38) A_FireCustomMissile(\"DemontechBlast\")\n\t\t6TEK A 0 BRIGHT Offset(0,38) A_AlertMonsters\n\t\t6TEK A 1 BRIGHT Offset(0,38) A_SetPitch(pitch - 0.2)\n\t\t6TEK B 1 BRIGHT Offset(0,40) A_SetPitch(pitch - 0.4)\n\t\t6TEK C 1 Offset(0,38) A_SetPitch(pitch + 0.4)\n\t\t6TER A 1 Offset(0,35) A_SetPitch(pitch + 0.2)\n\t\t//6TER A 0 Offset(0,35) A_Jump(128,2)\n\t\t6TER A 0 Offset(0,33) A_Recoil(0.25)\n\t\t6TER A 1 Offset(0,33) A_Refire\n\t\tGoto Ready\n\t\tBurstWait:\n\t\t6TER A 0 Offset(0,33) A_TakeInventory(\"DBurstCounter\", 999)\n\t\t6TER A 3 Offset(0,33)\n\t\tTNT1 A 0 A_TakeInventory(\"SDemontechVentCounter\", 1)\n\t\t6TER A 3 Offset(0,33)\n\t\tTNT1 A 0 A_TakeInventory(\"SDemontechVentCounter\", 1)\n\t\t6TER A 3 Offset(0,33)\n\t\tTNT1 A 0 A_TakeInventory(\"SDemontechVentCounter\", 1)\n\t\t6TER A 3 Offset(0,33)\n\t\tTNT1 A 0 A_TakeInventory(\"SDemontechVentCounter\", 1)\n\t\t6TER A 1 Offset(0,33) A_Refire(\"Fire\")\n\t\tGoto Ready\n\t\tVent:\n\t\t6TER A 2 Offset(0,35)\n\t\t6TEK A 0 A_PlaySound(\"Weapons/Demontech/Steam\", 3)\n\t\t6TEK D 1 Offset(0,36)\n\t\t6TEK D 1 Offset(0,38)\n\t\t6TEK D 1 Offset(0,41)\n\t\t6TEK EFG 3 Offset(0,42)\n\t\t6TEK H 1 Offset(0,42)\n\t\t6TEK H 1 Offset(0,42)\n\t\t6TEK H 1 Offset(0,41)\n\t\t6TEK I 1 Offset(0,38)\n\t\t6TEK I 1 Offset(0,35)\n\t\t6TEK I 1 Offset(0,33)\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 999)\n\t\tGoto Ready\n\tDryfire:\n\t\t6TER A 1 Offset(0,38) A_PlaySound(\"Weapons/Dryfire\", 5)\n\t\t6TER A 1 Offset(0,40)\n\t\t6TER A 1 Offset(0,36)\n\t\t6TER A 1 Offset(0,33)\n\n\t\tAltFire:\n KNFC A 1\n\t\tKNFC B 1\n\t\tKNFC C 2\n\t\tKNFC D 1\n\t\tKNFC E 1\n\t\tKNFC F 1\n\t\tKNFC G 1\n\t\tKNFC H 1\n\t\tKNFC I 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,8)\n\t\tTNT1 A 0 A_Playsound(\"Weapons/SSGJAY\",0)\n\t\tKNFC J 1 A_FireBullets (11.2, 7.1, 20, 5)\n\t\tKNFC K 1\n\t\tKNFC LM 1\n\t\tKNFC IH 1\n\t\tKNFC G 1\n\t\tKNFC F 1\n\t\tKNFC E 1\n\t\tKNFC D 1\n\t\tKNFC C 2\n\t KNFC BA 1\n Goto Ready\n\tReload:\n\t\t6TER A 0 A_JumpIfInventory(\"DemonXAmmoLoaded\", 40, 2)\n\t\t6TER A 0 A_JumpIfInventory(\"DemonXAmmo\", 1, 2)\n\t\t6TER A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\t\tTNT1 A 0 A_TakeInventory(\"DemontechVentCounter\", 999)\n\t\tTNT1 A 0 A_TakeInventory(\"DBurstCounter\", 999)\n\t\t6TER A 1 Offset(-8,34)\n\t\t6TER A 1 Offset(-15,40)\n\t\t6TER A 1 Offset(-22,45)\n\t\t6TEN A 1 Offset(-27,51)\n\t\t6TEN B 1 Offset(-34,58)\n\t\t6TEN C 2 Offset(-37,60)\n\t\t6TEN D 5 Offset(-38,62)\n\t\t6TEN D 3 Offset(-39,64) A_PlaySound(\"Weapons/Demontech/Eject\",6)\n\t\t6TEN E 3 Offset(-38,62) A_PlaySound(\"Weapons/Demontech/Steam\", 3)\n\t\t6TEN F 3 Offset(-37,60)\n\t\t6TEN G 3 Offset(-37,57)\n\t\t6TEN H 3 Offset(-37,57)\n\t\t6TEN I 3 Offset(-37,57)\n\t\t6TES A 2 Offset(-37,57) A_Jump(128,2)\n\t\t6TES A 2 Offset(-37,57)\n\t\t6TES A 2 Offset(-37,60)\n\t\t6TES A 2 Offset(-37,60)\n\t\t6TES A 2 Offset(-38,62)\n\t\t6TES A 2 Offset(-39,64)\n\t\t6TES A 2 Offset(-38,62)\n\t\t6TEN K 2 Offset(-37,59) //A_Jump(128,2)\n\t\t6TEN L 2 Offset(-37,55)\n\t\t6TEN M 3 Offset(-37,52) A_PlaySound(\"Weapons/Demontech/Load\", 5)\n\t\t6TEN D 5 Offset(-37,51)\n\t\tTNT1 A 0 A_TakeInventory(\"DemonXAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"DemonXAmmoLoaded\", 999)\n\t\t6TEN D 3 Offset(-37,51) A_PlaySound(\"Weapons/Demontech/Click\",6)\n\t\t6TEN C 3 Offset(-37,50)\n\t\t6TEN B 2 Offset(-37,49)\n\t\t6TEN B 1 Offset(-37,48)\n\t\t6TEN A 1 Offset(-36,47)\n\t\t6TEN A 1 Offset(-36,46)\n\t\t6TER A 1 Offset(-35,44)\n\t\t6TER A 1 Offset(-33,43) A_Jump(128,2)\n\t\t6TER A 1 Offset(-30,45)\n\t\t6TER A 1 Offset(-26,44)\n\t\t6TER A 1 Offset(-21,43)\n\t\t6TER A 1 Offset(-15,41)\n\t\t6TER A 1 Offset(-8,38)\n\t\t6TER A 2 Offset(-4,36)\n\t\t6TER A 1 Offset(-2,34)\n\t\tGoto Ready\n\t}\n}\n\nACTOR DemonXAmmo : Ammo replaces Cell\n{\n\tInventory.Icon \"6PCKA0\"\n\tInventory.PickupSound \"Weapons/Rocket/Pickup\"\n\tInventory.PickupMessage \"Picked up a Demontech magazine.\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 8\n\tAmmo.BackpackAmount 2\n\tAmmo.BackpackMaxAmount 12\n\tScale 1\n\tStates\n\t{\n\tSpawn:\n\t\t6PCK A -1\n\t\tStop\n\t}\n}\n\nACTOR DemonXAmmoBox : DemonXAmmo replaces CellPack\n{\n\tInventory.PickupSound \"Weapons/Rocket/Pickup\"\n\tInventory.PickupMessage \"Picked up a box of Demontech magazines.\"\n\tInventory.Amount 4\n\tScale 1\n\tStates\n\t{\n\tSpawn:\n\t\t6PBK A -1\n\t\tStop\n\t}\n}\n\nACTOR DemonXAmmoLoaded : Ammo\n{\n\t+IGNORESKILL\n\tInventory.MaxAmount 40\n\tInventory.Icon \"6TEPA0\"\n}\n\nactor DemontechBlast : FastProjectile\n{\n Radius 4\n Height 8\n Speed 160\n Damage 0\n Projectile\n RenderStyle Add\n Alpha 0.9\n Scale 0.8\n +ForceRadiusDmg\n +NoDamageThrust\n +ForceXYBillboard\n DeathSound \"Weapons/Death\"\n MissileType \"BallistaTrail\"\n MissileHeight 8\n Decal \"PlasmaScorchLower\"\n States\n {\n Spawn:\n BSHT A 0 Bright\n BSHT A 1 Bright A_PlaySound(\"Weapons/BallistaFlyby\", CHAN_BODY, 1.0, 1)\n Loop\n Death:\n BXPL A 0 Bright A_StopSound(CHAN_BODY)\n BXPL A 0 Bright A_ChangeFlag(\"NODAMAGETHRUST\", 0)\n BXPL A 0 Bright A_Explode(Random(150, 180), 36, 0)\n BXPL ABCDEFGH 1 Bright\n BXPL IJKLM 1 Bright A_FadeOut(0.1)\n Stop\n }\n}\n\nActor BallistaTrail\n{\n +ForceXYBillBoard\n +NoInteraction\n Radius 4\n Height 8\n Renderstyle Add\n Alpha 0.5\n States\n {\n Spawn:\n BSHT AABBCDEFG 1 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Chainsaw.txt",
"contents": "ACTOR EliteChainsaw : Weapon Replaces Chainsaw\n{\n Weapon.Kickback 0\n Weapon.SelectionOrder 2200\n Weapon.ReadySound \"Chainsaw/Motor3\"\n Inventory.pickupsound \"Pickup/Up\"\n Inventory.PickupMessage \"$GOTCHAINSAW\"\n Obituary \"$OB_MPCHAINSAW\"\n Tag \"$TAG_CHAINSAW\"\n +WEAPON.MELEEWEAPON\n States\n {\n Ready:\n CHAI AB 4 A_WeaponReady\n Loop\n Deselect:\n CHAI A 1 A_Lower\n Loop\n Select:\n CHAI A 1 Offset(190,110) A_Playsound(\"ChainSaw/Motor\")\n\tCHAI A 1 Offset(170,105)\n\tCHAI A 1 Offset(145,100)\n\tCHAI A 1 Offset(130,95)\n\tCHAI A 1 Offset(115,90) A_Playsound(\"ChainSaw/Motor2\")\n\tCHAI A 1 Offset(100,85)\n\tCHAI A 1 Offset(85,80)\n\tCHAI A 1 Offset(75,75)\n\tCHAI A 1 Offset(65,70)\n\tCHAI A 1 Offset(55,65)\n\tCHAI A 1 Offset(45,60)\n\tCHAI A 1 Offset(35,55)\n\tCHAI A 1 Offset(30,50)\n\tCHAI A 1 Offset(25,45)\n\tCHAI A 1 Offset(20,40)\n\tCHAI A 1 Offset(15,35)\n\tCHAI A 1 Offset(10,34)\n CHAI B 1 Offset(5,33)\n CHAI A 1 A_Raise\n Loop\n Fire:\n CHAI CD 4 A_Saw\n CHAI C 0 A_ReFire\n Goto Ready\n Spawn:\n CSAW A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "AssaultRifle.txt",
"contents": "ACTOR RifleAmmo : Ammo\n{\n Inventory.Amount 0\n Inventory.MaxAmount 30\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 30\n Inventory.Icon \"CLIPA0\"\n}\n\nACTOR AssaultRifle : Weapon Replaces Chaingun\n{\n Weapon.BobStyle Normal\n Weapon.BobRangeX 0.3\n Weapon.BobRangeY 0.5\n Weapon.BobStyle InverseSmooth\n\tWeapon.AmmoType1 \"Rifleammo\"\n\tWeapon.AmmoUse1 1 // we can use A_JumpIfNoAmmo and +WEAPON.AMMO_OPTIONAL instead\n\tWeapon.AmmoType2 \"Clip\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 30\n\tWeapon.SlotNumber 2 //added after the tutorial, to test if the keyconf lump was needed to set slots\n\t//Actually you can define weapon in player using \"Player.WeaponSlot\"\n\tWeapon.SelectionOrder 1800\n\tObituary \"$OB_MPPISTOL\"\n\tInventory.Pickupmessage \"You Got a Fucking rifle.\"\n\tInventory.pickupsound \"Pickup/Up\"\n\t+WEAPON.AMMO_OPTIONAL\n\t+Weapon.NoAutoaim\n\tTag \"Rifle\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPIST A -1\n\t\t\tStop\n\n\t\tSelect:\n\t\t4IFG A 1 Offset(200,50) A_PlaySound(\"Weapons/Demontech/Load\", 5)\n\t\t4IFG A 1 Offset(175,49) A_PlaySound(\"Weapons/Demontech/Click\",6)\n\t\t4IFG A 1 Offset(140,47)\n\t\t4IFG A 1 Offset(110,45)\n\t\t4IFG A 1 Offset(65,43)\n\t\t4IFG A 1 Offset(50,41)\n\t\t4IFG A 1 Offset(40,39)\n\t\t4IFG A 1 Offset(32,38)\n\t\t4IFG A 1 Offset(28,37)\n\t\t4IFG A 1 Offset(20,36)\n\t\t4IFG A 1 Offset(10,35)\n\t\t4IFG A 1 Offset(5,34)\n\t\t4IFG A 1 Offset(3,33)\n\t\t4IFG A 1 A_Raise\n\t\tWait\n\n\t\tDeselect:\n\t\t\tDeselectLoop:\n\t\t\t4IFG A 1 A_Lower\n\t\t\tWait\n\n\t\tReady:\n\t\t\t4IFG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tLoop\n\n Fire:\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Reload\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/Fire\") // same to playsound with weapon slot/flag\n\t\t\t4IFF A 2 BRIGHT A_Firebullets(2, 2, 1, 10) // (horizontal spread, vertical spread, # of bullets, damage)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,8)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasingX\", 12,-20,32, 8,random(-2,2),random(0,4), random(-55,-80), SXF_NOCHECKPOSITION)\n\t\t\t4IFF B 1\n\t\t\t4IFF C 1\n\t\t\t4IFG A 1\n\t\t\t4IFG A 0\n\t\t\t4IFG A 1 A_ReFire\n\t\t\tGoto Ready\n\n\t\tReload:\n\t\t\t4IFR A 1 A_jumpifinventory(\"rifleammo\",30,\"ready\")\n\t\t\t4IFR B 1 A_jumpifinventory(\"Clip\", 1, 1) // checks that the player has any ammo\n\t\t\tgoto Ready\n\t\t TNT1 A 0 A_PlaySound(\"Rrload\")\n\t\t 4IFR ABCDEF 1\n\t\t 4IFR G 1\n\t\t 4IFR G 1\n\t\t 4IFR G 1\n\t\t 4IFR G 1\n\t\t 4IFR H 1\n\t\t 4IFR IJK 2\n\t\t TNT1 A 0\n\t\t 4IFR L 2\n\t\t TNT1 A 0 A_PlaySound(\"R2load\")\n\t\t 4IFR MNOPQ 2\n\t\t 4IFR R 2\n\t\t 4IFR S 1\n\t\t 4IFR A 0\n\t\t\tgoto RefillTo30\n\n\t\tRefillTo30:\n\t\t\tTNT1 A 0 A_TakeInventory(\"Clip\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 30, \"ready\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Clip\", 1, \"RefillTo30\")\n\t\t\tGoto Ready\n\n }\n}"
},
{
"source": "pk3",
"name": "Shotgun.txt",
"contents": "ACTOR \"EliteShotgun\" : Weapon replaces Shotgun\n{\nScale 0.75\nTag \"Shotgun\"\nWeapon.BobStyle Normal\nWeapon.BobRangeX 0.3\nWeapon.BobRangeY 0.5\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 2.4\nWeapon.PreferredSkin \"EliteShotgun\"\nWeapon.SelectionOrder 420\nWeapon.KickBack 80\nWeapon.AmmoUse 1\nWeapon.AmmoType \"ShotgunMagazine\"\nWeapon.AmmoType2 \"Shell\"\nWeapon.AmmoGive2 8\nInventory.pickupsound \"Pickup/Up\"\nObituary \"%o was cut down by %k's Shotgun.\"\nInventory.PickupMessage \"You Got Shotgun\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.NOALERT\n+INVENTORY.UNDROPPABLE\nStates\n{ Deselect:\n\t\t\tDeselectLoop:\n\t\t\tSHTG A 1 A_Lower\n\t\t\tWait\n\n\t\t Ready:\n\t\t\tSHTG A 1 A_WeaponReady(WRF_ALLOWRELOAD) //use these two flags so that the reload and zoom function work in zdoom/Gzdoom\n\t\t\tLoop\n\nSelect:\n\tSHTG A 1 Offset(190,110)\n\tSHTG A 1 Offset(170,105)\n\tSHTG A 1 Offset(145,100)\n\tSHTG A 1 Offset(130,95)\n\tSHTG A 1 Offset(115,90)\n\tSHTG A 1 Offset(100,85)\n\tSHTG A 1 Offset(85,80)\n\tSHTG A 1 Offset(75,75)\n\tSHTG A 1 Offset(65,70)\n\tSHTG A 1 Offset(55,65)\n\tSHTG A 1 Offset(45,60)\n\tSHTG A 1 Offset(35,55)\n\tSHTG A 1 Offset(30,50)\n\tSHTG A 1 Offset(25,45)\n\tSHTG A 1 Offset(20,40)\n\tSHTG A 1 Offset(15,35)\n\tSHTG A 1 Offset(10,34)\n\tSHTG A 1 Offset(5,33)\n\tTNT1 A 0 A_Raise\n Wait\nFire:\n\ttnt1 a 0 A_ZoomFactor(0.98)\n TNT1 A 0 A_JumpIfNoAmmo(\"Empty\")\n\tTNT1 A 0 A_PlaySound(\"weapons/shotgun/fire\",CHAN_WEAPON)\n\tTNT1 A 0 A_AlertMonsters\n TNT1 A 0 Radius_Quake(3,3,0,1,0)\n TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_Light1\n SHTF A 2 Bright A_FireBullets (2.7, 2.7, 10, 8)\n SHTF B 2 Bright A_Light2\n\tTNT1 A 0 A_Light0\n\tSHTF CDEF 1\n\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMagazine\",1,2)\n\tSHTD A 2\n\tGoto Ready\n SHTG BCDEF 1\n SHTG G 1 A_PlaySound(\"weapons/shotgun/cock1\")\n\tSHTG HI 2\n SHTG J 2\n SHTG IHGF 2\n SHTG EDCB 1\n\tSHTG A 2\n\tTNT1 A 0 A_ReFire\n Goto Ready\n\nEmpty:\n SHTD A 10 A_PlaySound(\"weapons/click\")\n\nReload:\n SHTR A 0 A_JumpIfInventory(\"ShotgunMagazine\",9,\"Full\")\n SHTR ABC 1\n\tSHTR D 1 A_PlaySound(\"Weapons/ShellLoad\")\n\tSHTR E 1\n\tSHTR A 0 A_TakeInventory(\"Shell\",1)\n\tTNT1 A 0 A_GiveInventory(\"ShotgunMagazine\",1)\n\tSHTR FGHI 1\n\tSHTR A 1 A_WeaponReady(WRF_NOBOB|WRF_NOSECONDARY)\n\tSHTR A 0 A_JumpIfInventory(\"Shell\",1,\"Reload\")\n\tGoto Ready\n\nFull:\n SHTG GFEDCB 1\n\tSHTG A 3\n\tGoto Ready\nSpawn:\n SHOT A -1\n Stop\n }\n}\n\nACTOR ShotgunMagazine : Ammo { Inventory.Amount 0 Inventory.MaxAmount 9 Ammo.BackpackAmount 0 Ammo.BackpackMaxAmount 9 Inventory.Icon \"SHOTA0\" +IGNORESKILL }"
},
{
"source": "pk3",
"name": "Pistol.txt",
"contents": "ACTOR ElitePistol : Weapon\n{\n Weapon.SelectionOrder 1900\n Weapon.BobStyle Normal\nWeapon.BobRangeX 0.3\nWeapon.BobRangeY 0.5\nWeapon.BobStyle InverseSmooth\nWeapon.BobSpeed 2.4\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Obituary \"$OB_MPPISTOL\"\n +WEAPON.WIMPY_WEAPON\n Inventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\"\n Tag \"$TAG_ELITEISTOL\"\n States\n {\n Ready:\n BLPI A 1 A_WeaponReady\n Loop\nDeselect:\n\t\tBLPI A 1 Offset(1,35)\n\t\tBLPI A 1 Offset(2,40)\n\t\tBLPI A 1 Offset(3,45)\n\t\tBLPI A 1 Offset(4,50)\n\t\tBLPI A 1 Offset(5,55)\n\t\tBLPI A 1 Offset(6,60)\n\t\tBLPI A 1 Offset(7,65)\n\t\tBLPI A 1 Offset(8,70)\n\t\tBLPI A 1 Offset(9,75)\n\t\tBLPI A 1 Offset(10,80)\n\t\tBLPI A 1 Offset(11,85)\n\t\tBLPI A 1 Offset(12,90)\n\t\tBLPI A 1 Offset(13,95)\n\t\tBLPI A 1 Offset(14,100)\n\t\tBLPI A 1 Offset(15,105)\n\t\tBLPI A 1 Offset(16,110)\n\tDeselectLoop:\n\t\tBLPI A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tBLPI A 1 Offset(190,110)\n\t\tBLPI A 1 Offset(170,105)\n\t\tBLPI A 1 Offset(145,100)\n\t\tBLPI A 1 Offset(130,95)\n\t\tBLPI A 1 Offset(115,90)\n\t\tBLPI A 1 Offset(100,85)\n\t\tBLPI A 1 Offset(85,80)\n\t\tBLPI A 1 Offset(75,75)\n\t\tBLPI A 1 Offset(65,70)\n\t\tBLPI A 1 Offset(55,65)\n\t\tBLPI A 1 Offset(45,60)\n\t\tBLPI A 1 Offset(35,55)\n\t\tBLPI A 1 Offset(30,50)\n\t\tBLPI A 1 Offset(25,45)\n\t\tBLPI A 1 Offset(20,40)\n\t\tBLPI A 1 Offset(15,35)\n\t\tBLPI A 1 Offset(10,34)\n\t\tBLPI A 1 Offset(5,33)\n\tSelectLoop:\n\t\tBLPI A 1 A_Raise\n\t\tLoop\n Fire:\n\tBLPI AB 2\n\tBLPI C 0 A_FirePistol\n\tBLPI C 2\n\tBLPI D 1\n\tBLPI EF 1\n\tBLPI G 3\n\tBLPI F 2\n\tBLPI F 2 A_ReFire\n\tBLPI BAA 1 A_refire\n Goto Ready\n Flash:\n\tPKPF B 2 Bright A_Light2\n\tPKPF A 1 Bright A_Light1\n Goto LightDone\n Spawn:\n PIST A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "ZSpecOpsShotgun.txt",
"contents": "Actor ZSpecOpsShotgun Replaces ShotgunGuy\n{\n Health 150\n Height 56\n Radius 20\n Speed 8\n PainChance 96\n Monster\n +FloorClip\n +NoTarget\n +NoInfighting\n SeeSound \"ZSpecOps/Sight\"\n ActiveSound \"ZSpecOps/Sight\"\n PainSound \"ZSpecOps/Pain\"\n DeathSound \"ZSpecOps/Death\"\n Obituary \"%o was gunned down by a ZSpecOps\"\n Decal BulletChip\n DropItem \"Shotgun\"\n States\n {\n Spawn:\n ZSP1 AAAAAAAAAABBBBBBBBBB 1 A_Look\n Loop\n\n //Switching\n See:\n ZSP1 A 0 A_TakeInventory(\"ZSpecOpAggressive\", 1)\n ZSP1 A 0 A_TakeInventory(\"ZSpecOpSprint\", 1)\n ZSP1 A 0 A_TakeInventory(\"ZSpecOpWander\", 1)\n ZSP1 A 0 A_TakeInventory(\"ZSpecOpCreep\", 1)\n ZSP1 A 0 A_TakeInventory(\"ZSpecOpBerserk\", 1)\n ZSP1 A 0 A_ChangeFlag(\"MissileMore\", 0)\n ZSP1 A 0 A_ChangeFlag(\"MissileEvenMore\", 0)\n ZSP1 A 0 A_ChangeFlag(\"AvoidMelee\", 0)\n ZSP1 A 0 A_ChangeFlag(\"NoPain\", 0)\n ZSP1 A 0 A_GiveInventory(\"ZSpecOpsSGSitRep\", 1)\n ZSP1 A 0 A_JumpIfInventory(\"ZSpecOpAggressive\", 1, \"AggressiveSwitch\")\n ZSP1 A 0 A_JumpIfInventory(\"ZSpecOpSprint\", 1, \"SprintSwitch\")\n ZSP1 A 0 A_JumpIfInventory(\"ZSpecOpWander\", 1, \"WanderSwitch\")\n ZSP1 A 0 A_JumpIfInventory(\"ZSpecOpCreep\", 1, \"CreepSwitch\")\n ZSP1 A 0 A_JumpIfInventory(\"ZSpecOpBerserk\", 1, \"BerserkSwitch\")\n\n //Aggressive Mode\n AggressiveSwitch:\n ZSP1 A 0 A_ChangeFlag(\"MissileMore\", 1)\n ZSP1 A 0 A_ChangeFlag(\"MissileEvenMore\", 1)\n Goto AggressiveSee\n AggressiveSee:\n ZSP1 A 3 A_Chase(\"\", \"AggressiveMissile\")\n ZSP1 A 0 A_Jump(192, 2)\n ZSP1 A 0 A_JumpIfHealthLower(50, \"See\")\n ZSP1 A 0 A_Jump(32, 2)\n ZSP1 A 0 A_JumpIfCloser(768, 1)\n Goto See\n ZSP1 A 3 A_Chase(\"\", \"AggressiveMissile\")\n ZSP1 A 0 A_Jump(192, 2)\n ZSP1 A 0 A_JumpIfHealthLower(50, \"See\")\n ZSP1 A 0 A_Jump(32, 2)\n ZSP1 A 0 A_JumpIfCloser(768, 1)\n Goto See\n ZSP1 B 3 A_Chase(\"\", \"AggressiveMissile\")\n ZSP1 B 0 A_Jump(192, 2)\n ZSP1 B 0 A_JumpIfHealthLower(50, \"See\")\n ZSP1 B 0 A_Jump(32, 2)\n ZSP1 B 0 A_JumpIfCloser(768, 1)\n Goto See\n ZSP1 B 3 A_Chase(\"\", \"AggressiveMissile\")\n ZSP1 B 0 A_Jump(192, 2)\n ZSP1 B 0 A_JumpIfHealthLower(50, \"See\")\n ZSP1 B 0 A_Jump(32, 2)\n ZSP1 B 0 A_JumpIfCloser(768, 1)\n Goto See\n ZSP1 C 3 A_Chase(\"\", \"AggressiveMissile\")\n ZSP1 C 0 A_Jump(192, 2)\n ZSP1 C 0 A_JumpIfHealthLower(50, \"See\")\n ZSP1 C 0 A_Jump(32, 2)\n ZSP1 C 0 A_JumpIfCloser(768, 1)\n Goto See\n ZSP1 C 3 A_Chase(\"\", \"AggressiveMissile\")\n ZSP1 C 0 A_Jump(192, 2)\n ZSP1 C 0 A_JumpIfHealthLower(50, \"See\")\n ZSP1 C 0 A_Jump(32, 2)\n ZSP1 C 0 A_JumpIfCloser(768, 1)\n Goto See\n ZSP1 D 3 A_Chase(\"\", \"AggressiveMissile\")\n ZSP1 D 0 A_Jump(192, 2)\n ZSP1 D 0 A_JumpIfHealthLower(50, \"See\")\n ZSP1 D 0 A_Jump(32, 2)\n ZSP1 D 0 A_JumpIfCloser(768, 1)\n Goto See\n ZSP1 D 3 A_Chase(\"\", \"AggressiveMissile\")\n ZSP1 D 0 A_Jump(192, 2)\n ZSP1 D 0 A_JumpIfHealthLower(50, \"See\")\n ZSP1 D 0 A_Jump(32, 2)\n ZSP1 D 0 A_JumpIfCloser(768, 1)\n Goto See\n ZSP1 A 0\n Loop\n AggressiveMissile:\n ZSP1 EEE 4 A_FaceTarget\n ZSP1 F 0 Bright A_PlayWeaponSound(\"Weapons/ShotGF\")\n ZSP1 F 2 Bright A_CustomBulletAttack(8, 6, 7, 4, \"Bulletpuff\")\n ZSP1 EEE 2 A_FaceTarget\n Goto AggressiveSee\n\n //Sprint Mode\n SprintSwitch:\n ZSP1 A 0 A_ChangeFlag(\"NoPain\", 1)\n Goto SprintSee\n SprintSee:\n ZSP1 A 2 A_Chase(\"\", \"\")\n ZSP1 A 0 A_JumpIfCloser(384, \"See\")\n ZSP1 A 2 A_Chase(\"\", \"\")\n ZSP1 A 0 A_JumpIfCloser(384, \"See\")\n ZSP1 B 2 A_Chase(\"\", \"\")\n ZSP1 B 0 A_JumpIfCloser(384, \"See\")\n ZSP1 B 2 A_Chase(\"\", \"\")\n ZSP1 B 0 A_JumpIfCloser(384, \"See\")\n ZSP1 C 2 A_Chase(\"\", \"\")\n ZSP1 C 0 A_JumpIfCloser(384, \"See\")\n ZSP1 C 2 A_Chase(\"\", \"\")\n ZSP1 C 0 A_JumpIfCloser(384, \"See\")\n ZSP1 D 2 A_Chase(\"\", \"\")\n ZSP1 D 0 A_JumpIfCloser(384, \"See\")\n ZSP1 D 2 A_Chase(\"\", \"\")\n ZSP1 D 0 A_JumpIfCloser(384, \"See\")\n Loop\n\n //Wander Mode\n WanderSwitch:\n ZSP1 A 0 A_ClearTarget\n Goto WanderSee\n WanderSee:\n ZSP1 A 4 A_Wander\n ZSP1 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n ZSP1 A 4 A_Wander\n ZSP1 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n ZSP1 B 4 A_Wander\n ZSP1 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n ZSP1 B 4 A_Wander\n ZSP1 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n ZSP1 C 4 A_Wander\n ZSP1 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n ZSP1 C 4 A_Wander\n ZSP1 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n ZSP1 D 4 A_Wander\n ZSP1 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n ZSP1 D 4 A_Wander\n ZSP1 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n Loop\n\n //Creep Mode\n CreepSwitch:\n ZSP1 A 0 A_ChangeFlag(\"MissileMore\", 1)\n ZSP1 A 0 A_ChangeFlag(\"AvoidMelee\", 1)\n Goto CreepSee\n CreepSee:\n ZSP1 A 0 A_CheckSight(\"CreepCheck\")\n ZSP1 A 0 A_JumpIfHealthLower(50, \"See\")\n ZSP1 AABBCCDD 5 A_Chase(\"\", \"CreepMissile\", 2)\n Loop\n CreepCheck:\n ZSP1 A 0 A_Jump(32, \"See\")\n Goto CreepSee+1\n CreepMissile:\n ZSP1 EEE 4 A_FaceTarget\n ZSP1 F 0 Bright A_PlayWeaponSound(\"Weapons/ShotGF\")\n ZSP1 F 2 Bright A_CustomBulletAttack(8, 6, 7, 4, \"Bulletpuff\")\n ZSP1 EEE 2 A_FaceTarget\n Goto CreepSee\n\n //Berserk Mode\n BerserkSwitch:\n ZSP1 A 0 A_ChangeFlag(\"MissileMore\", 1)\n ZSP1 A 0 A_ChangeFlag(\"MissileEvenMore\", 1)\n ZSP1 A 0 A_ChangeFlag(\"NoPain\", 1)\n Goto BerserkSee\n BerserkSee:\n ZSP1 AABBCCDD 3 A_Chase(\"\", \"BerserkMissile\")\n ZSP1 A 0 A_JumpIfCloser(768, 1)\n Goto See\n ZSP1 A 0\n Loop\n BerserkMissile:\n ZSP1 EE 4 A_FaceTarget\n ZSP1 F 0 Bright A_PlayWeaponSound(\"Weapons/ShotGF\")\n ZSP1 F 2 Bright A_CustomBulletAttack(8, 6, 7, 4, \"Bulletpuff\")\n ZSP1 EEE 2 A_FaceTarget\n ZSP1 F 0 A_Jump(192, \"BerserkSee\")\n ZSP1 F 0 A_MonsterRefire(40, \"BerserkSee\")\n Loop\n\n //Misc hurting states\n Pain:\n ZSP1 G 4\n ZSP1 G 4 A_Pain\n ZSP1 G 0 A_Jump(96, \"See\")\n Goto WhatPainState\n WhatPainState:\n ZSP1 G 0 A_JumpIfInventory(\"ZSpecOpAggressive\", 1, \"AggressiveSee\")\n ZSP1 G 0 A_JumpIfInventory(\"ZSpecOpSprint\", 1, \"SprintSee\")\n ZSP1 G 0 A_JumpIfInventory(\"ZSpecOpWander\", 1, \"WanderSee\")\n ZSP1 G 0 A_JumpIfInventory(\"ZSpecOpCreep\", 1, \"CreepSee\")\n ZSP1 G 0 A_JumpIfInventory(\"ZSpecOpBerserk\", 1, \"BerserkSee\")\n Goto AggressiveSee\n Death:\n ZSP1 H 5\n ZSP1 I 5 A_Scream\n ZSP1 J 5\n ZSP1 K 5 A_NoBlocking\n ZSP1 L -1\n Raise:\n ZSP1 LKJIH 5\n Goto See\n }\n}\n\nActor ZSpecOpsSGSitRep : CustomInventory\n{\n Inventory.MaxAmount 0\n +Inventory.AutoActivate\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n\n Use:\n TNT1 A 0 A_JumpIfHealthLower(50, \"LowHealth\")\n TNT1 A 0 A_CheckSight(\"OutOfSight\")\n TNT1 A 0 A_JumpIfCloser(384, \"Close\")\n ChecksFailed:\n TNT1 A 0 A_Jump(256, \"AggressiveMode\", \"SprintMode\")\n\n LowHealth:\n TNT1 A 0 A_CheckSight(\"LowHealthOutOfSight\")\n TNT1 A 0 A_JumpIfCloser(768, \"LowHealthClose\")\n TNT1 A 0 A_Jump(256, \"SprintMode\", \"BerserkMode\")\n LowHealthOutOfSight:\n TNT1 A 0 A_JumpIfCloser(768, \"LowHealthOutOfSightClose\")\n TNT1 A 0 A_Jump(256, \"SprintMode\", \"CreepMode\")\n LowHealthOutOfSightClose:\n TNT1 A 0 A_Jump(256, \"CreepMode\", \"AggressiveMode\", \"BerserkMode\")\n LowHealthClose:\n TNT1 A 0 A_Jump(256, \"BerserkMode\", \"AggressiveMode\")\n\n OutOfSight:\n TNT1 A 0 A_JumpIfCloser(384, \"OutOfSightClose\")\n TNT1 A 0 A_Jump(256, \"AggressiveMode\", \"WanderMode\", \"CreepMode\")\n OutOfSightClose:\n TNT1 A 0 A_Jump(256, \"AggressiveMode\", \"CreepMode\")\n\n Close:\n TNT1 A 0 A_Jump(256, \"AggressiveMode\")\n\n AggressiveMode:\n TNT1 A 0 A_GiveInventory(\"ZSpecOpAggressive\", 1)\n Stop\n SprintMode:\n TNT1 A 0 A_GiveInventory(\"ZSpecOpSprint\", 1)\n Stop\n WanderMode:\n TNT1 A 0 A_GiveInventory(\"ZSpecOpWander\", 1)\n Stop\n CreepMode:\n TNT1 A 0 A_GiveInventory(\"ZSpecOpCreep\", 1)\n Stop\n BerserkMode:\n TNT1 A 0 A_GiveInventory(\"ZSpecOpBerserk\", 1)\n Stop\n }\n}\n\nActor ZSpecOpAggressive : Inventory { Inventory.MaxAmount 1 }\nActor ZSpecOpSprint : Inventory { Inventory.MaxAmount 1 }\nActor ZSpecOpWander : Inventory { Inventory.MaxAmount 1 }\nActor ZSpecOpCreep : Inventory { Inventory.MaxAmount 1 }\nActor ZSpecOpBerserk : Inventory { Inventory.MaxAmount 1 }"
},
{
"source": "pk3",
"name": "BLB.txt",
"contents": "Actor BloodyBlink : HellKnight Replaces HellKnight\n{\n Health 2000\n Radius 24\n Height 64\n Mass 1000\n Speed 8\n PainChance 20\n Monster\n MeleeDamage 10\n Obituary \"%o was no match for an archon of hell.\"\n HitObituary \"%o was ripped apart by an archon of hell.\"\n BloodColor \"20 60 20\"\n +NoTarget\n +FloorClip\n +MissileMore\n +NoRadiusDmg\n +Boss\n +DontHurtSpecies\n SeeSound \"monster/ar2sit\"\n PainSound \"baron/pain\"\n DeathSound \"monster/ar2dth\"\n MeleeSound \"baron/melee\"\n SpawnID 174\n States\n {\n Spawn:\n BOS4 AB 10 A_Look\n Loop\n See:\n BOS4 AABBCCDD 3 A_Chase\n Loop\n Missile:\n BOS4 B 0 A_Jump(128,15)\n BOS4 EF 8 Bright A_FaceTarget\n BOS4 G 0 Bright A_CustomMissile(\"FireShot\",24, 0, 8, 1)\n BOS4 G 0 Bright A_CustomMissile(\"BloodyBall\",24, 0, 8, 1)\n BOS4 G 3 Bright A_CustomMissile(\"FireShot\",28,0,4,0)\n BOS4 H 3 Bright\n BOS4 H 0 A_Jump(64,8)\n BOS4 IJ 8 Bright A_FaceTarget\n BOS4 K 0 Bright A_CustomMissile(\"PyroBall\",24, 0, 8, 1)\n BOS4 K 0 Bright A_CustomMissile(\"BloodyBall\",24, 0, 8, 1)\n BOS4 K 3 Bright A_CustomMissile(\"FireShot\",28,0,4,0)\n BOS4 L 3 Bright\n BOS4 L 0 A_Jump(64,1)\n Goto See\n BOS4 MN 8 Bright A_FaceTarget\n BOS4 O 0 Bright A_Jump(128,3)\n BOS4 O 4 Bright A_CustomMissile(\"FireShot\",24, 0, 8, 1)\n BOS4 P 4 Bright\n Goto See\n BOS4 O 0 A_CustomMissile(\"FireShot\",24, 0, 8, 1)\n BOS4 O 0 A_CustomMissile(\"FireShot\",24, 0, 8, 1)\n BOS4 O 0 A_CustomMissile(\"FireShot\",24, 0, 8, 1)\n BOS4 O 0 A_CustomMissile(\"FireShot\",28,0,2,0)\n BOS4 O 0 A_CustomMissile(\"FireShot\",28,0,4,0)\n BOS4 O 3 Bright A_CustomMissile(\"FireShot\",28,0,6,0)\n BOS4 P 3 Bright\n Goto See\n Melee:\n BOS4 EF 8 Bright A_FaceTarget\n BOS4 G 3 Bright A_MeleeAttack\n BOS4 H 3 Bright\n BOS4 H 0 A_Jump(128,1)\n Goto See\n BOS4 IJ 8 Bright A_FaceTarget\n BOS4 K 3 Bright A_MeleeAttack\n BOS4 L 3 Bright\n BOS4 L 0 A_Jump(64,1)\n Goto See\n BOS4 MN 8 Bright A_FaceTarget\n BOS4 O 0 Bright A_MeleeAttack\n BOS4 O 3 Bright A_MeleeAttack\n BOS4 P 3 Bright\n Goto See\n Pain:\n BOS4 Q 2\n BOS4 Q 2 A_Pain\n Goto See\n Death:\n BOS4 R 6 Bright\n BOS4 S 6 Bright A_Scream\n BOS4 T 6 Bright\n BOS4 U 6 Bright A_NoBlocking\n BOS4 VW 6 Bright\n BOS4 X 6 Bright A_CustomMissile(\"ArchonSoul\",86,0,0,2,90)\n BOS4 YZ 6 Bright\n BOS4 [ 6 Bright A_Fall\n Stop\n }\n}\n\nActor ArchonComet\n{\n Radius 8\n Height 12\n Speed 25\n Damage 20\n Scale 1.0\n SpawnID 251\n Projectile\n +ThruGhost\n SeeSound \"weapons/firbfi\"\n DeathSound \"weapons/hellex\"\n DontHurtShooter\n DamageType Fire\n States\n {\n Spawn:\n ARCB AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"ArchonCometTrail\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n ARCB J 0 Bright A_SetTranslucent (0.67,1)\n ARCB J 3 Bright\n ARCB K 3 Bright A_Explode(128,128,0)\n ARCB LMN 3 Bright\n Stop\n }\n}\n\nActor ArchonSoul\n{\n Radius 1\n Height 1\n Speed 3\n Projectile\n RenderStyle Add\n Alpha 0.80\n States\n {\n Spawn:\n BFX1 ABCD 6 Bright\n Stop\n }\n}\n\nActor ArchonCometTrail\n{\n Radius 3\n Height 3\n Scale 0.75\n Speed 0\n Projectile\n RenderStyle Add\n Alpha 0.67\n States\n {\n Spawn:\n TNT1 A 3 Bright\n ARCB DEFGHI 3 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "CyberBaronster.txt",
"contents": "ACTOR Cyberbaronster : Baronofhell replaces Arachnotron\n{\n obituary \"%o was splayed by a cyberbaronster\"\n hitobituary \"%o was ripped to shreds by a cyberbaronster\"\n health 1200\n radius 24\n height 64\n mass 1000\n speed 8\n painchance 40\n seesound \"cbaron/sight\"\n painsound \"cbaron/pain\"\n deathsound \"cbaron/death\"\n activesound \"cbaron/active\"\n MONSTER\n +NORADIUSDMG\n +DONTHURTSPECIES\n states\n {\n Spawn:\n CBOS AB 10 A_Look\n loop\n See:\n CBOS A 3 A_chase\n CBOS A 3 A_chase\n CBOS B 0 A_playsound(\"cbaron/metal\")\n CBOS BB 3 A_chase\n CBOS CC 3 A_chase\n CBOS D 3 A_chase\n CBOS D 3 A_hoof\n loop\n Melee:\n CBOS PQ 8 A_FaceTarget\n CBOS R 8 A_BruisAttack\n Goto See\n Missile:\n CBOS E 0 A_jump(80,5)\n CBOS E 10 A_FaceTarget\n CBOS E 10 A_FaceTarget\n tnt1 a 0 A_playsound(\"CyberDemonster/Fire\")\n CBOS F 3 A_CustomMissile(\"ShockBall\",27,16,0)\n\tCBOS F 1 A_FaceTarget\n\ttnt1 a 0 A_playsound(\"CyberDemonster/Fire\")\n CBOS F 3 A_CustomMissile(\"ShockBall\",27,16,0)\n\tCBOS F 1 A_FaceTarget\n\ttnt1 a 0 A_playsound(\"CyberDemonster/Fire\")\n\tCBOS F 3 A_CustomMissile(\"ShockBall\",27,16,0)\n CBOS F 1 A_FaceTarget\n\ttnt1 a 0 A_playsound(\"CyberDemonster/Fire\")\n\tCBOS F 3 A_CustomMissile(\"ShockBall\",27,16,0)\n\tCBOS F 1 A_FaceTarget\n\ttnt1 a 0 A_playsound(\"CyberDemonster/Fire\")\n CBOS F 3 A_CustomMissile(\"ShockBall\",27,16,0)\n\tCBOS F 1 A_FaceTarget\n\ttnt1 a 0 A_playsound(\"CyberDemonster/Fire\")\n CBOS F 3 A_CustomMissile(\"ShockBall\",27,16,0)\n CBOS E 10 A_FaceTarget\n goto SecondAttack\n\n\tSecondAttack:\n CBOS PQ 8 A_FaceTarget\n CBOS R 8 bright A_CustomMissile(\"CrackodemonBall\", 24, 0, 8, 1)\n\tCBOS A 3 A_CustomMissile(\"Blusoul\", 24, 0, 0, 1)\n Goto See\n Pain:\n CBOS H 2\n CBOS H 2 A_Pain\n goto See\n Death:\n CBOS I 8\n CBOS J 8 A_Scream\n CBOS K 8 bright A_Playsound(\"world/barrelx\")\n CBOS L 8 bright A_NoBlocking\n CBOS M 8 bright\n CBOS N 8 bright\n CBOS O -1\n stop\n }\n}\n\nACTOR Cyberattack2 : rocket\n{\n}"
},
{
"source": "pk3",
"name": "Afrit.txt",
"contents": "Actor Afrit\n{\n Health 800\n Speed 6\n Radius 24\n Height 72\n PainChance 50\n Mass 500\n SeeSound \"Baron/Sight\"\n PainSound \"Baron/Pain\"\n DeathSound \"Baron/Death\"\n ActiveSound \"Baron/Active\"\n Monster\n +NoGravity\n +NoBlood\n +Float\n +DontHurtSpecies\n Obituary \"%o was scorched by an Afrit\"\n HitObituary \"%o found the Afrit too hot to handle.\"\n Damagefactor \"HellFire\", 0.0\n States\n {\n Spawn:\n FRIT A 0\n FRIT A 0 A_CustomMissile(\"OrbitComet\", 44, 0, 0, 2, 0)\n FRIT A 0 A_CustomMissile(\"OrbitComet2\", 44, 0, 180, 2, 0)\n FRIT AABB 4 Bright A_Look\n Goto Spawn+3\n Idle:\n FRIT ABCD 4 Bright A_Look\n Loop\n See:\n FRIT AABBCCDD 2 Bright A_Chase\n Loop\n Melee:\n TNT1 A 0 A_Jump(64, \"Melee2\")\n FRIT ST 6 Bright A_FaceTarget\n FRIT U 6 Bright A_CustomComboAttack(\"AfritBall\", 44, 10, \"Baron/Melee\")\n Goto See\n Melee2:\n FRIT E 6 Bright A_FaceTarget\n FRIT F 6 Bright A_CustomMissile(\"HellFire\", 44)\n FRIT G 6 Bright A_FaceTarget\n Goto See\n Missile:\n TNT1 A 0 A_Jump(64, \"Missile3\")\n TNT1 A 0 A_Jump(128, \"Missile2\")\n FRIT ST 6 Bright A_FaceTarget\n FRIT U 6 Bright A_CustomComboAttack(\"AfritBall\", 44, 10, \"Baron/Melee\")\n Goto See\n Missile2:\n FRIT EF 6 Bright A_FaceTarget\n FRIT G 6 Bright A_CustomMissile(\"Comet\", 44)\n Goto See\n Missile3:\n FRIT E 6 Bright A_FaceTarget\n FRIT F 6 Bright A_CustomMissile(\"Hellfire\", 44)\n FRIT G 6 Bright A_FaceTarget\n Goto See\n Pain:\n FRIT H 4 Bright\n FRIT H 4 Bright A_Pain\n Goto See\n Death:\n TNT1 A 0 A_NoGravity\n FRIT I 6 Bright A_Scream\n FRIT J 5 Bright A_NoBlocking\n FRIT KLMNOPQR 4 Bright\n Stop\n }\n}\n\nActor AfritBall\n{\n Radius 6\n Height 8\n Speed 15\n Damage 8\n Projectile\n RenderStyle Add\n Alpha 0.8\n SeeSound \"Imp/Attack\"\n DeathSound \"Imp/ShotX\"\n Decal BaronScorch\n States\n {\n Spawn:\n FRTM AB 5 Bright\n Loop\n Death:\n FRTM CDE 6 Bright\n Stop\n }\n}\n\nActor Comet\n{\n Radius 6\n Height 8\n Speed 10\n Damage 5\n SpawnID 250\n Scale 0.55\n Projectile\n SeeSound \"Afrit/CometFire\"\n DeathSound \"Afrit/CometHit\"\n Decal Scorch\n States\n {\n Spawn:\n COMT AAAABBBBCCCC 1 Bright A_SpawnItemEx(\"CometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n COMT D 3 Bright A_SpawnItemEx(\"CometDeathGlow\", 0, 0, 0, 0, 0, 0, 0, 128)\n COMT E 3 Bright A_Explode(80, 80, 0)\n TNT1 A 0 A_SpawnItemEx(\"CometDeath\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor CometTail\n{\n Projectile\n +NoClip\n RenderStyle Add\n Alpha 0.4\n States\n {\n Spawn:\n FRTB ABCDEFGHI 1 Bright\n Stop\n }\n}\n\nActor CometDeathGlow : CometTail\n{\n Scale 2.0\n Alpha 0.6\n States\n {\n Spawn:\n FRTB ABCDEFGHI 3 Bright\n Stop\n }\n}\n\nActor CometDeath\n{\n Projectile\n RenderStyle Add\n +NoClip\n Alpha 0.7\n States\n {\n Spawn:\n COMT FGHI 3 Bright\n Stop\n }\n}\n\nActor OrbitComet : Comet\n{\n SeeSound \"\"\n +NoClip\n Scale 0.28\n Speed 5\n States\n {\n Spawn:\n COMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_CustomMissile(\"OrbitComet\", 0, 0, 75)\n TNT1 A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor OrbitComet2 : OrbitComet\n{\n States\n {\n Spawn:\n COMT AABBCC 1 Bright A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 A 0 A_CustomMissile(\"OrbitComet2\", 0, 0, -75)\n TNT1 A 0 A_SpawnItemEx(\"OrbitCometTail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Stop\n }\n}\n\nActor OrbitCometTail : CometTail\n{\n Scale 0.5\n}\n\nActor HellFire\n{\n +NoBlockMap\n +Painless\n +BloodlessImpact\n +Missile\n +DropOff\n States\n {\n Spawn:\n TNT1 A 1\n Loop\n Death:\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 0, -180)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 16, -175)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, 32, -170)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, -16, -185)\n TNT1 A 0 Bright A_CustomMissile(\"HellFire1\", 0, -32, -190)\n TNT1 A 10 Bright A_PlaySound(\"Afrit/Hellfire\")\n Stop\n }\n}\n\nActor HellFire1\n{\n +Ripper\n +NoExplodeFloor\n +Painless\n +BloodlessImpact\n +Missile\n +DropOff\n Speed 2\n States\n {\n Spawn:\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, 16, 0)\n TNT1 A 10 A_CustomMissile(\"HellFire2\", 0, -16, 0)\n Stop\n }\n}\n\nActor HellFire2\n{\n +Ripper\n +NoExplodeFloor\n +BloodlessImpact\n +DropOff\n +Randomize\n Scale 1.5\n Speed 1\n RenderStyle Add\n Alpha 0.67\n Damagetype \"HellFire\"\n Obituary \"%o was scorched by an Afrit\"\n States\n {\n Spawn:\n TNT1 A 8\n FRTF A 3 Bright\n FRTF BC 3 Bright A_Explode(3, 64)\n TNT1 A 0 A_Explode(3, 64)\n TNT1 A 0 A_Jump(191, 4)\n TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, 24, 0)\n TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, 0, 0)\n TNT1 A 0 A_CustomMissile(\"HellFire2\", 0, -24, 0)\n FRTF DEFGHIJKLMNO 3 Bright\n Stop\n }\n}"
}
]
},
"maps": []
}