Raw model (for completeness)
{
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"sha1": "2eb84c4aefee5c4eaabf58fe88e218cd4617d7f8",
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"d4weaponsforbdv2b_mod_by_him_v1.4.pk3"
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"filename": null,
"added": "2017-06-06 23:27:28",
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"added": "2017-06-06 23:27:28",
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"size": 13342704,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2eb84c4aefee5c4eaabf58fe88e218cd4617d7f8/2eb84c4aefee5c4eaabf58fe88e218cd4617d7f8.pk3.gz",
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"text_files": [
{
"source": "pk3",
"name": "DECORATE.WeaponPickups.txt",
"contents": "ACTOR RepeaterOnTheFloor: CustomInventory Replaces Rifle\n{\n scale 1.0\n radius 16\n height 16\n +THRUACTORS\n damage 0\n Mass 1\n Inventory.PickupMessage \"You got the Repeater!\"\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tD4W2 B 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W2 B -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4Repeater\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4Repeater\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"DualRepeaters\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n }\n}\n\nACTOR RepeaterOnTheFloorDroped: RepeaterOnTheFloor\n{\n States\n {\n\n\t Spawn:\n\t\tD4W2 B 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W2 B -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4Repeater\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4Repeater\", 1)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"DualRepeaters\", 1)\n\t\tStop\n }\n}\n\nACTOR D4PistolOnTheFloor: CustomInventory\n{\n scale 1.0\n radius 16\n height 16\n +THRUACTORS\n damage 0\n Mass 1\n Inventory.PickupMessage \"You got the Pistol!\"\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tD4W1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W1 A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4Pistol\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4Pistol\", 1)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"DualD4PeaShooter\", 1)\n\t\tStop\n }\n}\n\nACTOR D4SSGOnTheFloor: CustomInventory Replaces SSG\n{\n scale 1.0\n radius 16\n height 16\n +THRUACTORS\n damage 0\n Mass 1\n Inventory.PickupMessage \"You got the Super Shotgun!\"\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tD4W3 B 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W3 B -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4SSG\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4SSG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Shell\", 6)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"D4DualSSG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Shell\", 6)\n\t\tStop\n }\n}\n\nACTOR D4SSGOnTheFloorDroped: D4SSGOnTheFloor\n{\n States\n {\n\n\t Spawn:\n\t\tD4W2 B 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W2 B -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4SSG\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4SSG\", 1)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"D4DualSSG\", 1)\n\t\tStop\n }\n}\n\nACTOR MachinegunOnTheFloor: CustomInventory Replaces Minigun\n{\n scale 1.0\n radius 16\n height 4\n +THRUACTORS\n damage 0\n Mass 1\n Inventory.PickupMessage \"You got the Machinegun!\"\n States\n {\n\n\t Spawn:\n\t\tD4W4 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W4 A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4Machinegun\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4Machinegun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"DualMachineguns\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n }\n}\n\nACTOR MachinegunOnTheFloorDroped: MachinegunOnTheFloor\n{\n States\n {\n\n\t Spawn:\n\t\tD4W4 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W4 A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4Machinegun\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4Machinegun\", 1)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"DualMachineguns\", 1)\n\t\tStop\n }\n}\n\nACTOR D4RLOnTheFloor: CustomInventory\n{\n scale 1.0\n radius 16\n height 16\n +THRUACTORS\n damage 0\n Mass 1\n Inventory.PickupMessage \"You got the Rocket Launcher!\"\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tD4W5 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W5 A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4RocketLauncher\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4RocketLauncher\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"RocketAmmo\", 4)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"DualD4RocketLaunchers\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"RocketAmmo\", 4)\n\t\tStop\n }\n}\n\nACTOR D4RLOnTheFloorDroped: D4RLOnTheFloor\n{\n States\n {\n\n\t Spawn:\n\t\tD4W5 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W5 A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4RocketLauncher\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4RocketLauncher\", 1)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"DualD4RocketLaunchers\", 1)\n\t\tStop\n }\n}\n\nACTOR D4PlasmagunOnTheFloor: CustomInventory\n{\n scale 1.0\n radius 16\n height 16\n +THRUACTORS\n damage 0\n Mass 1\n Inventory.PickupMessage \"You got the Plasma Rifle!\"\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tD4W6 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W6 A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4Plasmagun\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4Plasmagun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Cell\", 50)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"DualD4Plasmaguns\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Cell\", 50)\n\t\tStop\n }\n}\n\nACTOR D4PlasmagunOnTheFloorDroped: D4PlasmagunOnTheFloor\n{\n States\n {\n\n\t Spawn:\n\t\tD4W6 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tD4W6 A -1\n\t\tStop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4Plasmagun\", 1, \"Pickup2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4Plasmagun\", 1)\n\t\tStop\n\tPickup2:\n\t TNT1 A 0 A_GiveInventory(\"DualD4Plasmaguns\", 1)\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate.Player.txt",
"contents": "ACTOR Doom4Guy : Doomer\n{\n\tSpeed 0.95 //1.0\n\tPlayer.DisplayName \"Doom 4 Weapons\"\n\tPlayer.StartItem \"BackpackItem\", 1\n\tPlayer.StartItem \"D4Shotgun\"\n\tPlayer.StartItem \"D4Pistol\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\t\tPlayer.StartItem \"D4Repeater\"\n\t\tPlayer.StartItem \"D4SSG\"\n\t\tPlayer.StartItem \"D4Machinegun\"\n\t\tPlayer.StartItem \"D4Chaingun\"\n\t\tPlayer.StartItem \"D4RocketLauncher\"\n\t\tPlayer.StartItem \"D4VortexRifle\"\n\t\tPlayer.StartItem \"D4PlasmaGun\"\n\t\tPlayer.StartItem \"D4GaussCannon\"\n\t\tPlayer.StartItem \"D4BFG\"\n\tPlayer.StartItem \"Shell\", 24\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"GrenadeAmmo\", 10 //2\n\tPlayer.StartItem \"Clip2\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.JumpZ 9 //7.4\n\tPlayer.CrouchSprite \"PLYC\"\n\n\tPlayer.StartItem \"CustWeapon1\"\n\tPlayer.StartItem \"StartArmor\"\n\n\tPlayer.StartItem \"MachinegunUpgrade\", 2\n\tPlayer.StartItem \"ShotgunUpgrade\", 2\n\n\tDamageFactor \"MarineSuperweapon\", 0.03 //added for custom weapons\n\tDamageFactor \"MarineRocketLauncher\", 0.15\n\tDamageFactor \"HandGrenade\", 0.15\n}\n\n//Start armor - given only once\nActor StartArmor: GreenArmor\n{ Armor.Saveamount 50 }\n\n//Damage customization\n//Actor Rocket { DamageType \"MarineRocketLauncher\" }\n//Actor HandGrenade { DamageType \"MarineGrenadeToss\" }\n\n//Remove warnings for obsolete BD20b D4 weapon actors\nActor IsFiringPrimary { }\nActor VortexPuff { }\nActor VortexPuffSuper { }\nActor ShotgunBulletPuff { }\n\n//Other\n//Actor ExplosiveBarrel2: ExplosiveBarrel1 Replaces ExplosiveBarrel1\n//{ Species \"None\" }"
},
{
"source": "pk3",
"name": "DECORATE.PeaShooter.txt",
"contents": "ACTOR D4Pistol : DoomWeapon\n{\n\tWeapon.SelectionOrder 3600\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tInventory.PickupMessage \"You got the Plasma Pistol!\"\n\tObituary \"%o was destroyed by %k's Plasma Pistol.\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tReady:\n\t\tPISG A 1 A_WeaponReady\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsUpgradingWeapons\",1,\"UpgradeWeapons\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n //TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"ChangeAltMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tDeselect:\n\t\tPISS CBA 0\n\t\tPISG AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tPISG AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tPISS ABC 1\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolplasmaTracer\", 0,0,9,-4,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"BLFIRE01\", 1)\n\t\tPISF A 1 BRIGHT A_SetPitch(-0.4 + pitch)\n\t\tPISF B 1\n\t\tPISF CD 1 A_SetPitch(0.2 + pitch)\n\t\tPISF EFFF 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"BCHARGE\", 1)\n\t\tPISG A 6\n\t\tTNT1 A 0 A_PlaySound(\"CHRGLOAD1\", 1)\n\t\tPISG A 12\n\t\tTNT1 A 0 A_PlaySound(\"CHRGCLIC\", 3)\n\n\tAltHold:\n\t\tPISC A 1 BRIGHT A_PlaySound(\"CHRGLOAD1\", 1)\n\t\tPISC ABCDABCD 1 BRIGHT\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolheavyplasmaTracer\", 0,0,9,-4,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"CHARGDF1\", 1)\n\t\tPISF A 1 BRIGHT A_SetPitch(-1.2 + pitch)\n\t\tPISF B 1\n\t\tPISF CD 1 A_SetPitch(0.6 + pitch)\n\t\tPISF EFFFF 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tSpawn:\n\t\tD4W1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4PistolOnTheFloor\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}\n\nActor PistolplasmaTracer: FastProjectile\n{\n+BLOODSPLATTER\n-DONTSPLASH\nspeed 200\ndamage (random(15,20))\nSpecies \"Marines\"\nscale .2\nRenderStyle Add\nAlpha 0.9\nradius 2\nheight 2\ndamagetype Normal\nDecal \"BulletPuff\"\nStates\n{\n\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT A_SpawnItemEx(\"PistolplasmaTracerTrail\", 0, 0, 2)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail2\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail3\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail4\", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail5\", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail6\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail7\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail8\", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail9\", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail10\", (18*momx)/-35.0, -(18*momy)/-35.0, 2+(18*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail11\", (20*momx)/-35.0, -(20*momy)/-35.0, 2+(20*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolplasmaTracerTrail12\", (22*momx)/-35.0, -(22*momy)/-35.0, 2+(22*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tLoop\n\tDeath:\n\t\tTNT1 AAAAA 0 A_SpawnItem(\"BlueFlareSmall\")\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBL1I ABCD 1 BRIGHT A_SpawnItem(\"BlueFlareSmall\")\n\t\tTNT2 AA 3 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}\n}\n\nactor PistolplasmaTracerTrail\n{\n Scale 0.03\n RenderStyle Add\n Alpha 0.9\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SPKB A 2 BRIGHT\n stop\n }\n}\n\nactor PistolplasmaTracerTrail2: PistolplasmaTracerTrail { Alpha 0.85 }\nactor PistolplasmaTracerTrail3: PistolplasmaTracerTrail { Alpha 0.80 }\nactor PistolplasmaTracerTrail4: PistolplasmaTracerTrail { Alpha 0.75 }\nactor PistolplasmaTracerTrail5: PistolplasmaTracerTrail { Alpha 0.70 }\nactor PistolplasmaTracerTrail6: PistolplasmaTracerTrail { Alpha 0.65 }\nactor PistolplasmaTracerTrail7: PistolplasmaTracerTrail { Alpha 0.60 }\nactor PistolplasmaTracerTrail8: PistolplasmaTracerTrail { Alpha 0.55 }\nactor PistolplasmaTracerTrail9: PistolplasmaTracerTrail { Alpha 0.50 }\nactor PistolplasmaTracerTrail10: PistolplasmaTracerTrail { Alpha 0.45 }\nactor PistolplasmaTracerTrail11: PistolplasmaTracerTrail { Alpha 0.40 }\nactor PistolplasmaTracerTrail12: PistolplasmaTracerTrail { Alpha 0.35 }\nactor PistolplasmaTracerTrail13: PistolplasmaTracerTrail { Alpha 0.30 }\nactor PistolplasmaTracerTrail14: PistolplasmaTracerTrail { Alpha 0.25 }\nactor PistolplasmaTracerTrail15: PistolplasmaTracerTrail { Alpha 0.20 }\nactor PistolplasmaTracerTrail16: PistolplasmaTracerTrail { Alpha 0.15 }\nactor PistolplasmaTracerTrail17: PistolplasmaTracerTrail { Alpha 0.10 }\nactor PistolplasmaTracerTrail18: PistolplasmaTracerTrail { Alpha 0.05 }\n\nActor PistolheavyplasmaTracer: FastProjectile\n{\n+BLOODSPLATTER\n-DONTSPLASH\nspeed 200\ndamage (random(80,90))\nscale .6\nRenderStyle Add\nAlpha 0.9\nradius 2\nheight 2\ndamagetype Plasma\nDecal \"BulletPuff\"\nStates\n{\n\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT A_SpawnItemEx(\"PistolheavyplasmaTracerTrail\", 0, 0, 2)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail2\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail3\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail4\", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail5\", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail6\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail7\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail8\", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail9\", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail10\", (18*momx)/-35.0, -(18*momy)/-35.0, 2+(18*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail11\", (20*momx)/-35.0, -(20*momy)/-35.0, 2+(20*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"PistolheavyplasmaTracerTrail12\", (22*momx)/-35.0, -(22*momy)/-35.0, 2+(22*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tLoop\n\tDeath:\n\t\tTNT1 AAAAA 0 A_SpawnItem(\"BlueFlareSmall\")\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 2, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAAAAA 0 A_CustomMissile (\"BlueplasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBL1I ABCD 1 BRIGHT A_SpawnItem(\"BlueFlareSmall\")\n\t\tTNT2 AA 3 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n}\n}\n\nactor PistolheavyplasmaTracerTrail\n{\n Scale 0.2\n RenderStyle Add\n Alpha 0.9\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SPKB A 2 BRIGHT\n stop\n }\n}\n\nactor PistolheavyplasmaTracerTrail2: PistolheavyplasmaTracerTrail { Alpha 0.85 }\nactor PistolheavyplasmaTracerTrail3: PistolheavyplasmaTracerTrail { Alpha 0.80 }\nactor PistolheavyplasmaTracerTrail4: PistolheavyplasmaTracerTrail { Alpha 0.75 }\nactor PistolheavyplasmaTracerTrail5: PistolheavyplasmaTracerTrail { Alpha 0.70 }\nactor PistolheavyplasmaTracerTrail6: PistolheavyplasmaTracerTrail { Alpha 0.65 }\nactor PistolheavyplasmaTracerTrail7: PistolheavyplasmaTracerTrail { Alpha 0.60 }\nactor PistolheavyplasmaTracerTrail8: PistolheavyplasmaTracerTrail { Alpha 0.55 }\nactor PistolheavyplasmaTracerTrail9: PistolheavyplasmaTracerTrail { Alpha 0.50 }\nactor PistolheavyplasmaTracerTrail10: PistolheavyplasmaTracerTrail { Alpha 0.45 }\nactor PistolheavyplasmaTracerTrail11: PistolplasmaTracerTrail { Alpha 0.40 }\nactor PistolheavyplasmaTracerTrail12: PistolheavyplasmaTracerTrail { Alpha 0.35 }\nactor PistolheavyplasmaTracerTrail13: PistolheavyplasmaTracerTrail { Alpha 0.30 }\nactor PistolheavyplasmaTracerTrail14: PistolheavyplasmaTracerTrail { Alpha 0.25 }\nactor PistolheavyplasmaTracerTrail15: PistolheavyplasmaTracerTrail { Alpha 0.20 }\nactor PistolheavyplasmaTracerTrail16: PistolheavyplasmaTracerTrail { Alpha 0.15 }\nactor PistolheavyplasmaTracerTrail17: PistolheavyplasmaTracerTrail { Alpha 0.10 }\nactor PistolheavyplasmaTracerTrail18: PistolheavyplasmaTracerTrail { Alpha 0.05 }"
},
{
"source": "pk3",
"name": "Decorate.DualPeaShooter.txt",
"contents": "ACTOR DualD4PeaShooter: DoomWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.SelectionOrder 3610\n\t//Weapon.SlotNumber 2\n\t//Weapon.AmmoGive1 0 //How much ammo can be gathered with this weapon\n\t//Weapon.AmmoUse2 0\n\t//Weapon.AmmoGive2 0\n\t//Weapon.AmmoType1 \"RocketAmmo\" //Reserve ammo type\n\tObituary \"%o was destroyed by %k's Double Plasma Pistols.\" //Kill message\n AttackSound \"None\" //You better leave this clear\n\tInventory.Pickupmessage \"You got an extra Plasma Pistol.\" //Pickup message\n +WEAPON.NOAUTOAIM //Makes this weapon never autoaim, so recoil can work better\n //Scale 0.6 //Weapon's pickup sprite size\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\n\tSpawn:\n\t\tD4W1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4PistolOnTheFloor\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4Pistol\", 1, 1)\n\t\tGoto CantDualNow\n\t\tTNT1 A 0 //DWS2 ABCD 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tCantDualNow:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"D4Pistol\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualD4PeaShooter\", 1)\n\t\tStop\n\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPI2G A 1 A_WeaponReady// Weapon is ready to fire\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, 1)\n\t\tLoop\n\n\tFlash:\t//Right gun ready state\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tPISG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, \"DontFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 AAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 1 A_Lower //Makes player switch weapons faster\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise //Makes the weapon always be selected fast\n\t\tWait\n\n\tDryFire:\n\t RK2G A 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tRK2G A 10\n\t\tGoto ReadyToFire\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tPI2G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tFireLeftGun:\n\t RK2G A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolplasmaTracer\", random(-8,1), 0, -11, -4, 0, random(-1,2))//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tPI2F A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-0.45 + pitch)\n\t\tTNT1 A 0 A_PlaySound(\"BLFIRE01\", 1)\n\t\tPI2F BCDEF 1 A_SetPitch(0.025 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tPI2G AAA 1 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\n\tFireRightGun:\n\t P2W1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"PistolplasmaTracer\", random(-1,8), 0, 11, -4, 0, random(-1,2))//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tPISF A 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-0.45 + pitch)\n\t\tTNT1 A 0 A_PlaySound(\"BLFIRE01\", 1)\n\t\tPISF BCDEF 1 A_SetPitch(0.025 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tPISG AAA 1 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\n\tDryFIre2:\n\t RKLG A 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tRKLG AAAAAAAAAAA 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tGoto Flash\n\n\tDoKick:\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 10\n\t\tFUCK F 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK G 1 A_PlaySound(\"FUCK\", 2)\n FUCK HI 1 A_AlertMonsters\n\t\tFUCK J 15 A_Takeinventory(\"Taunting\",1)\n FUCK IHGF 1\n TNT1 A 10\n\t\tGoto ReadyToFire\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto ReadyToFire\n\tSteady:\n\tTNT1 A 1\n\tGoto ReadyToFire\n\n\tTossGrenade:\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tTNT1 A 4 //GRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tTNT1 A 4 //GRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tTNT1 A 2 //GRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 4 //GRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.Shotgun.txt",
"contents": "ACTOR D4Shotgun : DoomWeapon Replaces Shot_Gun\n{\n\tWeapon.SelectionOrder 1000\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 2\n\tWeapon.AmmoType1 \"Shell\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Shell\"\n\tWeapon.AmmoType2 \"ShotgunUpgrade\"\n\tInventory.PickupMessage \"You got the Combat Shotgun!\"\n\tObituary \"%o was destroyed by %k's Combat Shotgun.\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t//Tag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t\tSHTG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsUpgradingWeapons\",1,\"UpgradeWeapons\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"ChangeAltMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tChangeAltMode:\n\t\tSHTG A 1\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\", 1, 1)\n\t\tGoto NoUpgrades\n\t\tSHTG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\", 2, 1)\n\t\tGoto NoUpgrades2\n\t\tSHTG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4AltMode\", 1, \"ChangeAltMode2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4AltMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Explosive Shells Selected.\", 2)\n\t\tSHTS CBAFFFFFF 1\n\t\tSHTS ABC 1\n\t\tSHTF EFGH 1\n\t\tSHTG A 0 A_PlaySound(\"SHTGP1\", 3)\n\t\tSHTF IJKLMMLKJIHGFE 1\n\t\tGoto Ready\n\n\tChangeAltMode2:\n\t\tSHTG A 1\n\t\tTNT1 A 0 A_TakeInventory(\"D4AltMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Burst Fire Mode Selected.\", 2)\n\t\tSHTS CBAFFFFFF 1\n\t\tSHTS ABC 1\n\t\tSHTF EFGH 1\n\t\tSHTG A 0 A_PlaySound(\"SHTGP1\", 3)\n\t\tSHTF IJKLMMLKJIHGFE 1\n\t\tGoto Ready\n\n\tDeselect:\n\t\tSHTS CBA 0\n\t\tTNT1 A 0 A_TakeInventory(\"IsD4Weapon\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"D4ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"D4AltMode\", 1)\n\t\tSHTG AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tSHTG AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tSHTS ABC 1\n\t\tTNT1 A 0 A_GiveInventory(\"D4ShotgunSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"IsD4Weapon\", 1)\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,12,-12,0,random(-1,1))\n\t\tTNT1 A 0 A_FireBullets (3.0, 3.0, 7, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"SHTGF\", 1)\n\t\tSHTF A 1 BRIGHT A_SetPitch(-5.0 + pitch) //-4\n\t\tSHTF B 1\n\t\tSHTF CCD 1 A_SetPitch(1.0 + pitch)\n\t\tSHTG A 2 A_SetPitch(2.0 + pitch) //1\n\t\tSHTF EFGH 1\n\t\tTNT1 A 0 A_FireCustomMissile (\"ShotCaseSpawn\", 0, 0, 20, -8)\n\t\tSHTG A 0 //A_PlaySound(\"SHTGP1\", 3)\n\t\tSHTF IJKLMMLKJIHGFE 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTG A 2\n\t\tTNT1 A 0 A_Refire\n\t\tSHTG A 5 A_WeaponReady\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunUpgrade\", 1, 1)\n\t\tGoto NoUpgrades\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4AltMode\", 1, \"AltFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 3, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,12,-12,0,random(-1,1))\n\t\tTNT1 A 0 A_FireBullets (3.0, 3.0, 7, 8, \"ShotgunBulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"SHTGF\", 1)\n\t\tSHTF A 1 BRIGHT A_SetPitch(-6.0 + pitch) //-5\n\t\tSHTF B 1 A_TakeInventory(\"Shell\", 1)\n\t\tSHTF CCD 1 A_SetPitch(2.0 + pitch) //1\n\t\tSHTG A 1\n\n\t\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,12,-12,0,random(-1,1))\n\t\tTNT1 A 0 A_FireBullets (3.0, 3.0, 7, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"SHTGF\", 1)\n\t\tSHTF A 1 BRIGHT A_SetPitch(-6.0 + pitch) //-5\n\t\tSHTF B 1 A_TakeInventory(\"Shell\", 1)\n\t\tSHTF CCD 1 A_SetPitch(2.0 + pitch) //1\n\t\tSHTG A 1\n\n\t\tTNT1 AAAAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,12,-12,0,random(-1,1))\n\t\tTNT1 A 0 A_FireBullets (3.0, 3.0, 7, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"SHTGF\", 1)\n\t\tSHTF A 1 BRIGHT A_SetPitch(-6.0 + pitch) //-5\n\t\tSHTF B 1 A_TakeInventory(\"Shell\", 1)\n\t\tSHTF CCD 1 A_SetPitch(2.0 + pitch) //1\n\t\tSHTG A 10 // A_SetPitch(1.0 + pitch)\n\n\t\tSHTF EFGH 1\n\t\tTNT1 AAA 0 A_FireCustomMissile (\"ShotCaseSpawn\", 0, 0, 20, -8)\n\t\tSHTG A 0 A_PlaySound(\"SHTGP1\", 3)\n\t\tSHTF IJKLMMLKJIHGFE 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTG A 1\n\t\tTNT1 A 0 A_Refire\n\t\tSHTG A 5 A_WeaponReady\n\t\tGoto Ready\n\n\tAltFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 6, 1)\n\t\tGoto NoAmmo\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"SHTGF\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ShotgunGrenade\", random(-1,1),0,6,-2,0,random(-1,1))\n\t\tSHTF A 2 BRIGHT A_SetPitch(-4.0 + pitch)\n\t\tSHTF B 1\n\t\tSHTF CCD 1 A_SetPitch(1.0 + pitch)\n\t\tSHTG A 6 A_SetPitch(1.0 + pitch)\n\t\tSHTF EFGH 1\n\t\tTNT1 A 0 A_FireCustomMissile (\"ShotCaseSpawn\", 0, 0, 20, -8)\n\t\tSHTG A 0 //A_PlaySound(\"SHTGP1\", 3)\n\t\tSHTF IJKLMMLKJIHGFE 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTG A 2\n\t\tTNT1 A 0 A_Refire\n\t\tSHTG A 5 A_WeaponReady\n\t\tGoto Ready\n\n\tSpawn:\n\t\tD4W3 A -1\n\t\tStop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\tNoUpgrades:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"You have no upgrades for this weapon.\", 2)\n\t\tGoto Ready\n\tNoUpgrades2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"You don't have a level 2 upgrade for this weapon.\", 2)\n\t\tGoto Ready\n\tNoAmmo:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"You don't have enough ammo to use this weapon's alt fire.\", 2)\n\t\tGoto Ready\n\tUpgradeWeapons:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"IsUpgradingWeapons\", 1)\n\t\tNULL A 0 SetPlayerProperty(0,1,4)\n\t\tPK4P ABCDEFGH 2\n\t\tTNT1 A 6\n\t\tPUN3 ABCDE 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tPUN3 F 1\n\t\tRIFF AA 0 A_FireCustomMissile(\"PickD4UpgradeAttack\", 0, 0, 0, -9)\n\t\tPUN3 GHI 1\n\t\tPUN3 JK 1\n\t\tNULL A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tGoto Select2\n\t}\n}\n\nACTOR ShotgunGrenade: Rocket2\n{\n\tRadius 4\n\tHeight 4\n\tSpeed 40\n\tDamage 6\n Gravity 0.4\n\tScale 0.5\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_SpawnItem (\"CoolAndNewFlameTrails\", 0, random( -2, 2))\n\t\tFR7X A 1 BRIGHT A_SpawnItem(\"RedFlareSmall\",0,0)\n\t\tTNT1 A 0 A_CustomMissile (\"OldschoolRocketSmokeTrail2\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tTNT1 A 0 A_SpawnItem (\"CoolAndNewFlameTrails\")\n\t\tFR7X B 1 BRIGHT A_SpawnItem(\"RedFlareSmall\",0,0)\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.SuperShotgun.txt",
"contents": "ACTOR D4SSG : DoomWeapon\n{\n\tWeapon.SelectionOrder 2900\n\tWeapon.AmmoUse1 2\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"Shell\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Shell\"\n\tInventory.PickupMessage \"You got the Super Shotgun!\"\n\tObituary \"%o was destroyed by %k's Super Shotgun.\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t//Tag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t\tSSGG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tDeselect:\n\t\tSSGS CBA 0\n\t\tSSGG AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tSSGG AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tSSGS ABC 1\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 AAAAAAAAAAAAAA 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,12,-12,0,random(-1,1))\n\t\tTNT1 A 0 A_firebullets (0,0,1,15,\"shotpuff\",0,240)\n\t\tTNT1 A 0 A_FireBullets (9.0, 4.0, 14, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"D4SSGF\", 1)\n\t\tSSGF FA 1 BRIGHT A_SetPitch(-6.0 + pitch)\n\t\tSSGF B 1\n\t\tSSGF BCDE 1 A_SetPitch(3.0 + pitch)\n\t\tSSGG A 5\n\t\tSSGR ABCDEFG 1\n\t\tTNT1 AA 0 A_FireCustomMissile (\"ShotCaseSpawn\", 0, 0, 0, -8)\n\t\tSSGR G 2\n\t\tSSGR HIJKLMNOPQR 1\n\t\tSSGR STUCBA 1\n\t\tSSGG A 8 A_WeaponReady(1)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tSpawn:\n\t\tD4W3 B 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4SSGOnTheFloorDroped\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate.DualSSG.txt",
"contents": "ACTOR D4DualSSG: DoomWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.SelectionOrder 2910\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoGive1 0 //How much ammo can be gathered with this weapon\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Shell\" //Reserve ammo type\n\tObituary \"%o was destroyed by %k's Super Shotguns.\" //Kill message\n AttackSound \"None\" //You better leave this clear\n\tInventory.Pickupmessage \"You got an extra Super Shotgun.\" //Pickup message\n +WEAPON.NOAUTOAIM //Makes this weapon never autoaim, so recoil can work better\n //Scale 0.6 //Weapon's pickup sprite size\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\n\tSpawn:\n\t\tD4W3 B 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4SSGOnTheFloorDroped\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4SSG\", 1, 1)\n\t\tGoto CantDualNow\n\t\tTNT1 A 4 //DWS1 ABCD 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tCantDualNow:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"D4SSG\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"D4DualSSG\", 1)\n\t\tStop\n\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSSG2 A 1 A_WeaponReady// Weapon is ready to fire\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, 1)\n\t\tLoop\n\n\tFlash:\t//Right gun ready state\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tSSG1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, \"DontFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 AAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 1 A_Lower //Makes player switch weapons faster\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise //Makes the weapon always be selected fast\n\t\tWait\n\n\tDryFire:\n\t SSG2 D 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tSSG2 A 10\n\t\tGoto ReadyToFire\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tSSG2 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tFireLeftGun:\n\t SSG2 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 2, 1)\n\t\tGoto DryFire\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\", 2)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tTNT1 A 0 A_firebullets (0,0,1,15,\"shotpuff\",0,240)\n\t\tTNT1 A 0 A_FireBullets (12.0, 5.0, 14, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_SetPitch(-12.0 + pitch)\n\t\tSSG2 BC 1 BRIGHT// A_FireBullets (4, 4, -1, 5, \"HitPuff\")\n\n\t\tTNT1 A 0 A_PlaySound(\"D4SSGF\", 1)\n\t\tSSG2 DEFGHI 1 A_SetPitch(2.0 + pitch)\n\t\tSSG2 A 10\n\t\tSSG2 KLMN 1\n\t\tTNT1 A 15\n\t\tTNT1 AA 0 A_FireCustomMissile (\"ShotCaseSpawn\", 0, 0, -20, -8)\n\t\tTNT1 A 15\n\t\tSSG2 NMLK 1\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\n\tFireRightGun:\n\t P2W1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tSSG1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 2, 1)\n\t\tGoto DryFire2\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\", 2)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tTNT1 A 0 A_firebullets (0,0,1,15,\"shotpuff\",0,240)\n\t\tTNT1 A 0 A_FireBullets (12.0, 5.0, 14, 8, \"ShotgunPuff\")\n\t\tTNT1 A 0 A_SetPitch(-12.0 + pitch)\n\t\tSSG1 BC 1 BRIGHT// A_FireBullets (4, 4, -1, 5, \"HitPuff\")\n\n\t\tTNT1 A 0 A_PlaySound(\"D4SSGF\", 1)\n\t\tSSG1 DEFGHI 1 A_SetPitch(2.0 + pitch)\n\t\tSSG1 A 10\n\t\tSSG1 KLMN 1\n\t\tTNT1 A 15\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 AA 0 A_FireCustomMissile (\"ShotCaseSpawn\", 0, 0, 20, -8)\n\t\tTNT1 A 15\n\t\tSSG1 NMLK 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\n\tDryFIre2:\n\t SSG1 D 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tSSG1 AAAAAAAAAAA 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tGoto Flash\n\n\tDoKick:\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 10\n\t\tFUCK F 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK G 1 A_PlaySound(\"FUCK\", 2)\n FUCK HI 1 A_AlertMonsters\n\t\tFUCK J 15 A_Takeinventory(\"Taunting\",1)\n FUCK IHGF 1\n TNT1 A 10\n\t\tGoto ReadyToFire\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto ReadyToFire\n\tSteady:\n\tTNT1 A 1\n\tGoto ReadyToFire\n\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tTNT1 A 4 //GRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tTNT1 A 4 //GRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tTNT1 A 2 //GRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 4 //GRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.Machinegun.txt",
"contents": "ACTOR D4Machinegun : DoomWeapon\n{\n\tWeapon.SelectionOrder 3000\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"Clip2\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip2\"\n\tWeapon.AmmoType2 \"MachinegunUpgrade\"\n\tInventory.PickupMessage \"You got the Machinegun!\"\n\tObituary \"%o was destroyed by %k's Machinegun.\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t//Tag \"$TAG_Machinegun\"\n\tStates\n\t{\n\tReady:\n\t\tMAGG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4AltMode\",1,\"Ready4\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MachinegunUpgrade\",1,\"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsUpgradingWeapons\",1,\"UpgradeWeapons\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"ChangeAltMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tReady2:\n\t\tMAGS A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsUpgradingWeapons\",1,\"UpgradeWeapons\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"ChangeAltMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tReady3:\n\t\tM2GG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsUpgradingWeapons\",1,\"UpgradeWeapons\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"ChangeAltMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tReady4:\n\t\tM3GG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsUpgradingWeapons\",1,\"UpgradeWeapons\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"ChangeAltMode\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tChangeAltMode:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4AltMode\", 1, \"ChangeAltMode2\")\n\t\tM2GG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"MachinegunUpgrade\", 1, 1)\n\t\tGoto NoUpgrades\n\t\tM2GG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"MachinegunUpgrade\", 2, 1)\n\t\tGoto NoUpgrades2\n\t\tM2GG A 1\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4AltMode\", 1, \"ChangeAltMode2\")\n\t\tTNT1 A 0 A_GiveInventory(\"D4AltMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Micro missiles mode selected.\", 2)\n\t\tM2GL CBA 1\n\t\tTNT1 A 4\n\t\tM3GL ABC 1\n\t\tGoto Ready4\n\n\tChangeAltMode2:\n\t\tM3GG A 1\n\t\tTNT1 A 0 A_TakeInventory(\"D4AltMode\", 1)\n\t\tTNT1 A 0 A_Print(\"Tactical Scope Mode Selected.\", 2)\n\t\tM3GL CBA 1\n\t\tTNT1 A 4\n\t\tM2GL ABC 1\n\t\tGoto Ready3\n\n\tDeselect:\n\t\tMAGL CBA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsD4Weapon\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"D4MachinegunSelected\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"D4AltMode\", 1)\n\t\tMAGG AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4AltMode\",1,\"Select4\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MachinegunUpgrade\",1,\"Select3\")\n\t\tMAGG AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4AltMode\",1,\"Select44\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MachinegunUpgrade\",1,\"Select33\")\n\t\tMAGL ABC 1\n\t\tTNT1 A 0 A_GiveInventory(\"D4MachinegunSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"IsD4Weapon\", 1)\n\t\tGoto Ready\n\n\tSelect3:\n\t\tTNT1 A 1 A_Raise\n\t\tM2GG AAAAAAAAA 0 A_Raise\n\t\tSelect33:\n\t\tM2GL ABC 1\n\t\tTNT1 A 0 A_GiveInventory(\"D4MachinegunSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"IsD4Weapon\", 1)\n\t\tGoto Ready3\n\n\tSelect4:\n\t\tTNT1 A 1 A_Raise\n\t\tM3GG AAAAAAAAA 0 A_Raise\n\t\tSelect44:\n\t\tM3GL ABC 1\n\t\tTNT1 A 0 A_GiveInventory(\"D4MachinegunSelected\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"IsD4Weapon\", 1)\n\t\tGoto Ready4\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4AltMode\",1,\"Fire4\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MachinegunUpgrade\",1,\"Fire3\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-2,2),0,12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (2.0, 2.0, 1, 10, \"MachinegunBulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tMAGF A 1 BRIGHT A_SetPitch(-1.0 + pitch)\n\t\tMAGF B 1\n\t\tMAGF C 1 A_SetPitch(0.5 + pitch)\n\t\tMAGG A 1 A_SetPitch(0.5 + pitch)\n\t\tTNT1 A 0 A_Refire\n\t\tMAGG A 5 A_WeaponReady\n\t\tGoto Ready\n\n\tFire3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-2,2),0,12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (2.0, 2.0, 1, 10, \"MachinegunBulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tM2GF A 1 BRIGHT A_SetPitch(-1.0 + pitch)\n\t\tM2GF B 1\n\t\tM2GF C 1 A_SetPitch(0.5 + pitch)\n\t\tM2GG A 1 A_SetPitch(0.5 + pitch)\n\t\tTNT1 A 0 A_Refire\n\t\tM2GG A 5 A_WeaponReady\n\t\tGoto Ready3\n\n\tFire4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-2,2),0,12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (2.0, 2.0, 1, 10, \"MachinegunBulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tM3GF A 1 BRIGHT A_SetPitch(-1.0 + pitch)\n\t\tM3GF B 1\n\t\tM3GF C 1 A_SetPitch(0.5 + pitch)\n\t\tM3GG A 1 A_SetPitch(0.5 + pitch)\n\t\tTNT1 A 0 A_Refire\n\t\tM3GG A 5 A_WeaponReady\n\t\tGoto Ready4\n\n\tFire2:\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", 0,0,0,-6,0,0)\n\t\tTNT1 A 0 A_FireBullets (0.0, 0.0, 1, 10, \"MachinegunBulletPuff\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tMAGS A 1 BRIGHT A_SetPitch(-1.0 + pitch)\n\t\tMAGS B 1\n\t\tMAGS C 1 A_SetPitch(0.5 + pitch)\n\t\tMAGS A 1 A_SetPitch(0.5 + pitch)\n\t\tTNT1 A 0 A_Refire\n\t\tMAGS A 5 A_WeaponReady\n\t\tGoto Ready2\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MachinegunUpgrade\", 1, 1)\n\t\tGoto NoUpgrades\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4AltMode\", 1, \"AltFire2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\", 3, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n TNT1 A 0 A_ZoomFactor(2.0)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n MAGA ABCD 1\n Goto Ready2\n NoAim:\n MAGA DCBA 1\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n Goto Ready3\n\t\tMAGG A 5 A_WeaponReady\n\t\tGoto Ready3\n\n\tAltFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\", 12, 1)\n\t\tGoto NoAmmo\n\n\t\tTNT1 A 0 A_PlaySound(\"MICROOPN\", 1)\n\t\tM3GA ABCDEF 1\n\t\tTNT1 A 0 A_PlaySound(\"MICREADY\", 4)\n\t\tM3GA FFFFF 1\n\n\t\tTNT1 A 0 A_PlaySound(\"MICRO1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"MachinegunRocket\", random(-2,2),0,9,-6,0,random(-1,1))\n\t\tM3GA G 2 BRIGHT A_SetPitch(-2.0 + pitch)\n\t\tM3GA H 1\n\t\tM3GA HH 1 A_SetPitch(1.0 + pitch)\n\n\t\tTNT1 A 0 A_PlaySound(\"MICRO2\", 3)\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"MachinegunRocket\", random(-2,2),0,9,-6,0,random(-1,1))\n\t\tM3GA I 2 BRIGHT A_SetPitch(-2.0 + pitch)\n\t\tM3GA J 1\n\t\tM3GA JJ 1 A_SetPitch(1.0 + pitch)\n\n\t\tTNT1 A 0 A_PlaySound(\"MICRO1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"MachinegunRocket\", random(-2,2),0,9,-6,0,random(-1,1))\n\t\tM3GA K 2 BRIGHT A_SetPitch(-2.0 + pitch)\n\t\tM3GA L 1\n\t\tM3GA LL 1 A_SetPitch(1.0 + pitch)\n\n\t\tTNT1 A 0 A_PlaySound(\"MICRO2\", 3)\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"MachinegunRocket\", random(-2,2),0,9,-6,0,random(-1,1))\n\t\tM3GA M 2 BRIGHT A_SetPitch(-2.0 + pitch)\n\t\tM3GA N 1\n\t\tM3GA NN 1 A_SetPitch(1.0 + pitch)\n\n\t\tTNT1 A 0 A_PlaySound(\"MICRO1\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"MachinegunRocket\", random(-2,2),0,9,-6,0,random(-1,1))\n\t\tM3GA O 2 BRIGHT A_SetPitch(-2.0 + pitch)\n\t\tM3GA P 1\n\t\tM3GA PP 1 A_SetPitch(1.0 + pitch)\n\n\t\tTNT1 A 0 A_PlaySound(\"MICRO2\", 3)\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"MachinegunRocket\", random(-2,2),0,9,-6,0,random(-1,1))\n\t\tM3GA Q 2 BRIGHT A_SetPitch(-2.0 + pitch)\n\t\tM3GA R 1\n\t\tM3GA RR 1 A_SetPitch(1.0 + pitch)\n\n\t\tTNT1 A 0 A_PlaySound(\"MICROEND\", 4)\n\t\tM3GA EEDCBA 1\n\t\tGoto Ready4\n\n\tSpawn:\n\t\tD4W4 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"Machinegunonthefloordroped\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\tNoUpgrades:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Print(\"You have no upgrades for this weapon.\", 2)\n\t\tGoto Ready\n\tNoUpgrades2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Print(\"You don't have a level 2 upgrade for this weapon.\", 2)\n\t\tGoto Ready\n\tNoAmmo:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Print(\"You don't have enough ammo to use this weapon's alt fire.\", 2)\n\t\tGoto Ready\n\tUpgradeWeapons:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsUpgradingWeapons\", 1)\n\t\tNULL A 0 SetPlayerProperty(0,1,4)\n\t\tPK4P ABCDEFGH 2\n\t\tTNT1 A 6\n\t\tPUN3 ABCDE 1\n TNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tPUN3 F 1\n\t\tRIFF AA 0 A_FireCustomMissile(\"PickD4UpgradeAttack\", 0, 0, 0, -9)\n\t\tPUN3 GHI 1\n\t\tPUN3 JK 1\n\t\tNULL A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 12\n\t\tTNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tGoto Select2\n\t}\n}\n\nACTOR MachinegunRocket: RevenantBalls\n{\n\tRadius 8\n\tHeight 8\n\tDamage 20 //12\n\tScale 0.5\n\tSpeed 45\n\t-NOEXTREMEDEATH\n\t-GHOST\n\t-THRUGHOST\n\t+SEEKERMISSILE\n\tDamagetype \"ExplosiveImpact\"\n\tSpecies \"Marines\"\n\tStates\n\t{\n\tSpawn:\n\t MISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlareSmall\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"MeleeSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tTNT1 A 0 ThrustThingZ(0,random(-3, 2),0,1)\n\t\tMISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlareSmall\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"MeleeSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tMISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlareSmall\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"MeleeSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tTNT1 A 0 ThrustThingZ(0,random(-3, 2),0,1)\n\t\tMISL A 1 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"RedFlareSmall\",-20,0)\n\t\tTNT1 A 0 A_CustomMissile (\"MeleeSmoke\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tTNT1 A 0 ThrustThing(angle*256/360+64,random(-1, 1),1, 0)\n\t\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate.DualMachineguns.txt",
"contents": "ACTOR DualMachineguns: DoomWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.SelectionOrder 3010\n\tWeapon.AmmoGive1 0 //How much ammo can be gathered with this weapon\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip2\" //Reserve ammo type\n\tObituary \"%o was destroyed by %k's Double Machinegun.\" //Kill message\n AttackSound \"None\" //You better leave this clear\n\tInventory.Pickupmessage \"You got an extra Machinegun.\" //Pickup message\n +WEAPON.NOAUTOAIM //Makes this weapon never autoaim, so recoil can work better\n //Scale 0.6 //Weapon's pickup sprite size\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\n\tSpawn:\n\t\tD4W4 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"Machinegunonthefloordroped\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tReady:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4Machinegun\", 1, 1)\n\t\tGoto CantDualNow\n\t\tTNT1 A 4 //DWS3 ABCD 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\tCantDualNow:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"D4Machinegun\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualMachineguns\", 1)\n\t\tStop\n\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMAG1 A 1 A_WeaponReady// Weapon is ready to fire\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, 1)\n\t\tLoop\n\n\tFlash:\t//Right gun ready state\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tMAG2 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 AAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 1 A_Lower //Makes player switch weapons faster\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise //Makes the weapon always be selected fast\n\t\tWait\n\n\tDryFire:\n\t MAG1 A 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tMAG1 A 10\n\t\tGoto ReadyToFire\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tMAG1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tFireLeftGun:\n\t MAG2 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\", 1, 1)\n\t\tGoto DryFire\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 1)\n\t\tTNT1 A 0 A_ALertMonsters\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,-12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,-6,-14)\n\t\tTNT1 A 0 A_FireBullets (4.0, 4.0, -1, 10, \"MachinegunBulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tMAG1 B 1 BRIGHT A_SetPitch(-1.0 + pitch)\n\t\tMAG1 CDA 1 A_SetPitch(0.5 + pitch)\n\n\t\tMAG1 AAA 1 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\n\tFireRightGun:\n\t P2W1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tSSG1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\", 1, 1)\n\t\tGoto DryFire2\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 1)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (4.0, 4.0, -1, 10, \"MachinegunBulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tMAG2 B 1 BRIGHT A_SetPitch(-1.0 + pitch)\n\t\tMAG2 CDA 1 A_SetPitch(0.33 + pitch)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tMAG2 AAA 1 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\n\tDryFIre2:\n\t MAG2 A 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tMAG2 AAAAAAAAAAA 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tGoto Flash\n\n\tDoKick:\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 10\n\t\tFUCK F 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK G 1 A_PlaySound(\"FUCK\", 2)\n FUCK HI 1 A_AlertMonsters\n\t\tFUCK J 15 A_Takeinventory(\"Taunting\",1)\n FUCK IHGF 1\n TNT1 A 10\n\t\tGoto ReadyToFire\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto ReadyToFire\n\tSteady:\n\tTNT1 A 1\n\tGoto ReadyToFire\n\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tTNT1 A 4 //GRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tTNT1 A 4 //GRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tTNT1 A 2 //GRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 4 //GRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.Repeater.txt",
"contents": "ACTOR D4Repeater : DoomWeapon\n{\n\tWeapon.SelectionOrder 3500\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 10\n\tWeapon.AmmoType1 \"Clip2\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tScale 0.7\n\tWeapon.AmmoType1 \"Clip2\"\n\tInventory.PickupMessage \"You got the Repeater Rifle!\"\n\tObituary \"%o was destroyed by %k's Repeater Rifle.\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t//Tag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t\tRPTG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tDeselect:\n\t\tRPTS CBA 0\n\t\tRPTG AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tRPTG AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tRPTS ABC 1\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (1.0, 1.0, 1, 11, \"BulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tRPTF A 1 BRIGHT A_SetPitch(-0.5 + pitch)\n\t\tRPTG A 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (1.0, 1.0, 1, 11, \"BulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tRPTF B 1 BRIGHT A_SetPitch(-0.5 + pitch)\n\t\tRPTG A 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (1.0, 1.0, 1, 11, \"BulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tRPTF C 1 BRIGHT A_SetPitch(-0.5 + pitch)\n\t\tRPTG A 1\n\t\tRPTF EF 1 A_SetPitch(0.5 + pitch)\n\t\tRPTG A 1 A_WeaponReady(1)\n\t\tTNT1 A 0 A_SetPitch(0.5 + pitch)\n\t\tRPTG A 6 A_WeaponReady(1)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tSpawn:\n\t\tD4W2 B 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RepeaterOnTheFloorDroped\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate.DualRepeaters.txt",
"contents": "ACTOR DualRepeaters: DoomWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.SelectionOrder 3510\n\tWeapon.AmmoGive1 0 //How much ammo can be gathered with this weapon\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip2\" //Reserve ammo type\n\tObituary \"%o was destroyed by %k's Double Repeaters.\" //Kill message\n AttackSound \"None\" //You better leave this clear\n\tInventory.Pickupmessage \"You got an extra Repeater.\" //Pickup message\n +WEAPON.NOAUTOAIM //Makes this weapon never autoaim, so recoil can work better\n //Scale 0.6 //Weapon's pickup sprite size\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\n\tSpawn:\n\t\tD4W2 B 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"RepeaterOnTheFloorDroped\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tReady:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4Repeater\", 1, 1)\n\t\tGoto CantDualNow\n\t\tTNT1 A 4 //DWS4 ABCD 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tCantDualNow:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"D4Repeater\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualRepeaters\", 1)\n\t\tStop\n\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tRP1G A 1 A_WeaponReady// Weapon is ready to fire\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, 1)\n\t\tLoop\n\n\tFlash:\t//Right gun ready state\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tRP2G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 AAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 1 A_Lower //Makes player switch weapons faster\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise //Makes the weapon always be selected fast\n\t\tWait\n\n\tDryFire:\n\t RP2G A 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tRP2G A 10\n\t\tGoto ReadyToFire\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tRP1G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tFireLeftGun:\n\t RP2G A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\", 3, 1)\n\t\tGoto DryFire\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 3)\n\t\tTNT1 A 0 A_ALertMonsters\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,-12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,-6,-14)\n\t\tTNT1 A 0 A_FireBullets (10.0, 3.0, -1, 11, \"BulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tRP1F A 1 BRIGHT A_SetPitch(-0.5 + pitch)\n\t\tRP1G A 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,-12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,-6,-14)\n\t\tTNT1 A 0 A_FireBullets (10.0, 3.0, -1, 11, \"BulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tRP1F B 1 BRIGHT A_SetPitch(-0.5 + pitch)\n\t\tRP1G A 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,1-2,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,-6,-14)\n\t\tTNT1 A 0 A_FireBullets (10.0, 3.0, -1, 11, \"BulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tRP1F C 1 BRIGHT A_SetPitch(-0.5 + pitch)\n\t\tRP1G A 1\n\t\tRP1G BC 1 A_SetPitch(0.5 + pitch)\n\t\tRP1G A 1 A_SetPitch(0.5 + pitch)\n\t\tRP1G A 4\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\n\tFireRightGun:\n\t P2W1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tSSG1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Clip2\", 3, 1)\n\t\tGoto DryFire2\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 3)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (10.0, 3.0, -1, 11, \"BulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tRP2F A 1 BRIGHT A_SetPitch(-0.5 + pitch)\n\t\tRP2G A 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (10.0, 3.0, -1, 11, \"BulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tRP2F B 1 BRIGHT A_SetPitch(-0.5 + pitch)\n\t\tRP2G A 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-1,1),0,12,-6,0,random(-1,1))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (10.0, 3.0, -1, 11, \"BulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"HARFIR\", 1)\n\t\tRP2F C 1 BRIGHT A_SetPitch(-0.5 + pitch)\n\t\tRP2G A 1\n\t\tRP2G BC 1 A_SetPitch(0.5 + pitch)\n\t\tRP2G A 1 A_SetPitch(0.5 + pitch)\n\t\tRP2G A 4\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\n\tDryFIre2:\n\t RP1G A 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tRP1G AAAAAAAAAAA 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tGoto Flash\n\n\tDoKick:\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 10\n\t\tFUCK F 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK G 1 A_PlaySound(\"FUCK\", 2)\n FUCK HI 1 A_AlertMonsters\n\t\tFUCK J 15 A_Takeinventory(\"Taunting\",1)\n FUCK IHGF 1\n TNT1 A 10\n\t\tGoto ReadyToFire\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto ReadyToFire\n\tSteady:\n\tTNT1 A 1\n\tGoto ReadyToFire\n\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tTNT1 A 4 //GRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tTNT1 A 4 //GRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tTNT1 A 2 //GRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 4 //GRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.Chaingun.txt",
"contents": "ACTOR D4Chaingun : DoomWeapon\n{\n\tWeapon.SelectionOrder 3100\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"Clip2\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType2 \"Clip2\"\n\tInventory.PickupMessage \"You got the Chaingun!\"\n\tObituary \"%o was destroyed by %k's Chaingun.\"\n\t//+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t//Tag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t\tMIGG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tDeselect:\n\t\tMIGS CBA 0\n\t\tMIGG AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tMIGG AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tMIGS ABC 1\n\t\tGoto Ready\n\n\tFire:\n\t\tMIGF A 2\n\t\tMIGF A 0 A_FireCustomMissile(\"Tracer\", random(-3,3),0,18,-6,0,random(-2,2))\n\t\tMIGF A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tMIGF A 0 A_FireBullets (4.0, 4.0, 1, 9, \"MachinegunBulletPuff\")\n\t\tMIGF A 0 A_PlaySound(\"CHNFIR1\", 1)\n\t\tMIGF b 2 BRIGHT //A_SetPitch(-0.4 + pitch)\n\n\t\tMIGF A 2\n\t\tMIGF A 0 A_FireCustomMissile(\"Tracer\", random(-3,3),0,18,-6,0,random(-2,2))\n\t\tMIGF A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tMIGF A 0 A_FireBullets (4.0, 4.0, 1, 9, \"MachinegunBulletPuff\")\n\t\tMIGF A 0 A_PlaySound(\"CHNFIR1\", 1)\n\t\tMIGF B 2 BRIGHT //A_SetPitch(-0.4 + pitch)\n\n\t\tMIGF A 2\n\t\tMIGF A 0 A_FireCustomMissile(\"Tracer\", random(-3,3),0,18,-6,0,random(-2,2))\n\t\tMIGF A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tMIGF A 0 A_FireBullets (4.0, 4.0, 1, 9, \"MachinegunBulletPuff\")\n\t\tMIGF A 0 A_PlaySound(\"CHNFIR1\", 1)\n\t\tMIGF B 2 BRIGHT //A_SetPitch(-0.4 + pitch)\n\n\t\tMIGF A 2\n\t\tMIGF A 0 A_FireCustomMissile(\"Tracer\", random(-3,3),0,18,-6,0,random(-2,2))\n\t\tMIGF A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tMIGF A 0 A_FireBullets (4.0, 4.0, 1, 9, \"MachinegunBulletPuff\")\n\t\tMIGF A 0 A_PlaySound(\"CHNFIR1\", 1)\n\t\tMIGF B 2 BRIGHT //A_SetPitch(-0.4 + pitch)\n\n\t\tMIGF A 0 A_Refire\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,18,-6,0,random(-2,2))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (9.0, 9.0, 1, 9, \"MachinegunBulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"CHNFIR1\", 1)\n\t\tMIGF A 1 BRIGHT //A_SetPitch(-0.9 + pitch)\n\t\t//MIGG B 1\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,18,-6,0,random(-2,2))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (9.0, 9.0, 1, 9, \"MachinegunBulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"CHNFIR2\", 3)\n\t\tMIGF B 1 BRIGHT //A_SetPitch(+0.4 + pitch)\n\t\t//MIGG D 1\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,18,-6,0,random(-2,2))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (12.0, 12.0, 1, 9, \"MachinegunBulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"CHNFIR1\", 5)\n\t\tMIGF A 1 BRIGHT //A_SetPitch(+0.9 + pitch)\n\t\t//MIGG B 1\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Tracer\", random(-5,5),0,18,-6,0,random(-2,2))\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tTNT1 A 0 A_FireBullets (12.0, 12.0, 1, 9, \"MachinegunBulletPuff\")\n\t\tTNT1 A 0 A_PlaySound(\"CHNFIR2\", 4)\n\n\t\tMIGF B 1 BRIGHT //A_SetPitch(+0.4 + pitch)\n\t\t//MIGG D 1\n\n\t\tTNT1 A 0 A_Refire\n\t\t//TNT1 A 0 A_PlaySound(\"CHNEND2\", 1)\n\t\t//MIGG ABCD 1\n\t\t//MIGG ABCDABBCCDDD 1\n\t\tGoto Ready\n\n\tSpawn:\n\t\tD4W4 B -1\n\t\tStop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.RocketLauncher.txt",
"contents": "ACTOR D4RocketLauncher : DoomWeapon\n{\n\tWeapon.SelectionOrder 3200\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"RocketAmmo\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType2 \"RocketAmmo\"\n\tInventory.PickupMessage \"You got the Rocket Launcher!\"\n\tObituary \"%o was destroyed by %k's Rocket Launcher.\"\n\t//+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t//Tag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t\tRKLG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tDeselect:\n\t\tRKLS CBA 0\n\t\tRKLG AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tRKLG AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tRKLS ABC 1\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"Rocket\", 0,1,12,-2,0,0)\n\t\tTNT1 A 0 A_PlaySound(\"RKFIR\", 1)\n\t\tRKLF AB 1 BRIGHT A_SetPitch(-6 + pitch) //-1\n\t\tRKLG BCDE 1 A_SetPitch(3 + pitch)\n\t\tRKLG FGHIJKLMNOPQRSTUVAA 1\n\t\tRKLG A 6 A_WeaponReady(1)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"You don't have enough ammo to use this weapon's alt fire.\", 2)\n\t\tGoto Ready\n\n\tAltFire:\n\t\t\t RKLG A 0 A_JumpIfInventory (\"RocketAmmo\",3,2)\n\t\t\t Goto NoAmmo\n\t\tTNT1 A 0 A_FireCustomMissile(\"Rocket\", random(-5,5), 1, 12, -2, 0, random(-2,2))\n\t\tTNT1 A 0 A_TakeInventory (\"RocketAmmo\",1)\n\t\tTNT1 A 0 A_PlaySound(\"RKFIR\", 1)\n\t\tRKLF AB 1 BRIGHT A_SetPitch(-6.0 + pitch)\n\t\tRKLG BCDE 1 A_SetPitch(3 + pitch)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Rocket\", random(-5,5), 1, 12, -2, 0, random(-2,2))\n\t\tTNT1 A 0 A_TakeInventory (\"RocketAmmo\",1)\n\t\tTNT1 A 0 A_PlaySound(\"RKFIR\", 1)\n\t\tRKLF AB 1 BRIGHT A_SetPitch(-6.0 + pitch)\n\t\tRKLG BCDE 1 A_SetPitch(3 + pitch)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Rocket\", random(-5,5), 1, 12, -2, 0, random(-2,2))\n\t\tTNT1 A 0 A_TakeInventory (\"RocketAmmo\",1)\n\t\tTNT1 A 0 A_PlaySound(\"RKFIR\", 1)\n\t\tRKLF AB 1 BRIGHT A_SetPitch(-6.0 + pitch)\n\t\tRKLG BCDE 1 A_SetPitch(3 + pitch)\n\n\t\tRKLG A 20\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tSpawn:\n\t\tD4W5 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4RLOnTheFloorDroped\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate.DualRL.txt",
"contents": "ACTOR DualD4RocketLaunchers: DoomWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.SelectionOrder 3210\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoGive1 0 //How much ammo can be gathered with this weapon\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"RocketAmmo\" //Reserve ammo type\n\tObituary \"%o was destroyed by %k's Double Rocket Launchers.\" //Kill message\n AttackSound \"None\" //You better leave this clear\n\tInventory.Pickupmessage \"You got an extra Rocket Launcher.\" //Pickup message\n +WEAPON.NOAUTOAIM //Makes this weapon never autoaim, so recoil can work better\n //Scale 0.6 //Weapon's pickup sprite size\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\n\tSpawn:\n\t\tD4W5 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4RLOnTheFloorDroped\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tReady:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4RocketLauncher\", 1, 1)\n\t\tGoto CantDualNow\n\t\tDWS5 ABCD 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tCantDualNow:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"D4RocketLauncher\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualD4RocketLaunchers\", 1)\n\t\tStop\n\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRK2G A 1 A_WeaponReady// Weapon is ready to fire\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, 1)\n\t\tLoop\n\n\tFlash:\t//Right gun ready state\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tRKLG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, \"DontFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 AAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 1 A_Lower //Makes player switch weapons faster\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise //Makes the weapon always be selected fast\n\t\tWait\n\n\tDryFire:\n\t RK2G A 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tRK2G A 10\n\t\tGoto ReadyToFire\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tRK2G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tFireLeftGun:\n\t RK2G A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\", 1, 1)\n\t\tGoto DryFire\n\t\tTNT1 A 0 A_TakeInventory(\"RocketAmmo\", 1)\n\t\tTNT1 A 0 A_ALertMonsters\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"Rocket\", random(-10,1), 0, -9, -4, 0, random(-1,4))//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tRK2F AB 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-2.2 + pitch)\n\t\tTNT1 A 0 A_PlaySound(\"RKFIR\", 1)\n\t\tRK2G BCDEFG 1 A_SetPitch(0.2 + pitch)\n\t\tRK2G A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\", 1, 1)\n\t\tGoto DryFire\n\t\tRK2G HIJKLMNOPQRSTUVAA 1\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\n\tFireRightGun:\n\t P2W1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tSSG1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\", 1, 1)\n\t\tGoto DryFire2\n\t\tTNT1 A 0 A_TakeInventory(\"RocketAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"Rocket\", random(-1,10), 0, 9, -4, 0, random(-1,4))//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tRKLF AB 1 BRIGHT\n\t\tTNT1 A 0 A_SetPitch(-2.2 + pitch)\n\t\tTNT1 A 0 A_PlaySound(\"RKFIR\", 1)\n\t\tRKLG BCDEFG 1 A_SetPitch(0.2 + pitch)\n\t\tRKLG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\", 1, 1)\n\t\tGoto DryFire2\n\t\tRKLG HIJKLMNOPQRSTUVAA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\n\tDryFIre2:\n\t RKLG A 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tRKLG AAAAAAAAAAA 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tGoto Flash\n\n\tDoKick:\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 10\n\t\tFUCK F 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK G 1 A_PlaySound(\"FUCK\", 2)\n FUCK HI 1 A_AlertMonsters\n\t\tFUCK J 15 A_Takeinventory(\"Taunting\",1)\n FUCK IHGF 1\n TNT1 A 10\n\t\tGoto ReadyToFire\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto ReadyToFire\n\tSteady:\n\tTNT1 A 1\n\tGoto ReadyToFire\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.PlasmaGun.txt",
"contents": "ACTOR D4PlasmaGun : DoomWeapon\n{\n\tWeapon.SelectionOrder 3300\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"Cell\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType2 \"Cell\"\n\tInventory.PickupMessage \"You got the Plasma Gun!\"\n\tObituary \"%o was destroyed by %k's Plasma Gun.\"\n\t//+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t//Tag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t\tPLRG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tDeselect:\n\t\tPLRS CBA 0\n\t\tPLRG AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\t\tPLRG AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tPLRS ABC 1\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallWeak\", random(-1,1),1,6,-3,0,random(-1,1))\n\t\tTNT1 A 0 A_PlaySound(\"PLMFIR\", 1)\n\t\tPLRF A 1 BRIGHT A_SetPitch(-1.0 + pitch)\n\t\tPLRF BC 1 A_SetPitch(0.5 + pitch)\n\t\tTNT1 A 0 A_Refire\n\t\tPLRG A 6 A_WeaponReady(1)\n\t\tGoto Ready\n\n\tAltFire:\n\t\tPLRG A 40 A_PlaySound(\"PLSCHARG\", 1)\n\t\tGoto AltReady\n\tAltReady:\n\t\tPLRG A 1\n\t\tPLRG A 0 A_Refire (\"AltReady\")\n\t\tGoto AltRelease\n\tAltRelease:\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallBucket\", random(-6,6),1,6,-3,0,random(-6,6))\n\n\t\tTNT1 A 0 A_PlaySound(\"PLMFIR\", 1)\n\t\tPLRF A 1 BRIGHT A_SetPitch(-6 + pitch) //-1\n\t\tPLRF BC 1 A_SetPitch(3 + pitch) //0.5\n\n\t\tPLRG A 5\n\n\t\tTNT1 A 0 A_Refire\n\t\tPLRG A 6 A_WeaponReady(1)\n\t\tGoto Ready\n\n\tSpawn:\n\t\tD4W6 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4PlasmagunOnTheFloorDroped\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}\n\nACTOR PlasmaBallWeak: Plasma_Ball\n{\n\tDamage 5\n\tSeeSound \"PLSM9\"\n\tRadius 4\n\tHeight 4\n}\n\nACTOR PlasmaBallBucket: Plasma_Ball\n{\n\tDamage 8\n\tSeeSound \"PLSM9\"\n\tRadius 4\n\tHeight 4\n}"
},
{
"source": "pk3",
"name": "Decorate.D4DualPlasma.txt",
"contents": "ACTOR DualD4Plasmaguns: DoomWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.SelectionOrder 3310\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoGive1 0 //How much ammo can be gathered with this weapon\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Cell\" //Reserve ammo type\n\tObituary \"%o was destroyed by %k's Double Plasma Guns.\" //Kill message\n AttackSound \"None\" //You better leave this clear\n\tInventory.Pickupmessage \"You got an extra Plasma Gun.\" //Pickup message\n +WEAPON.NOAUTOAIM //Makes this weapon never autoaim, so recoil can work better\n //Scale 0.6 //Weapon's pickup sprite size\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\n\tSpawn:\n\t\tD4W6 A 1\n\t\tTNT1 A 0 A_SpawnItemEx(\"D4PlasmagunOnTheFloorDroped\", 0, 0, 0, velx, vely, velz, angle, SXF_ABSOLUTEANGLE | SXF_ABSOLUTEVELOCITY)\n\t\tStop\n\n\tReady:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"D4PlasmaGun\", 1, 1)\n\t\tGoto CantDualNow\n\t\tTNT1 A 4 //DWS6 ABCD 1\n\t\tTNT1 A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_GunFlash\n\t\tGoto ReadyToFire\n\n\tCantDualNow:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"D4PlasmaGun\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"DualD4Plasmaguns\", 1)\n\t\tStop\n\n\tReadyToFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\") //Check if player wants to reload\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPLR2 A 1 A_WeaponReady// Weapon is ready to fire\n\t\t//TNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, 1)\n\t\tLoop\n\n\tFlash:\t//Right gun ready state\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tPLR1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFiringSecondary\", 1, \"DontFlash\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredSecondary\", 1, \"FireRightGun\")\n\t\tLoop\n\n\tDeselect:\n\t\tTNT1 AAAAAA 0 A_Lower\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 1 A_Lower //Makes player switch weapons faster\n\t\tWait\n\tSelect:\n\t\tTNT1 A 0 A_Raise //Makes the weapon always be selected fast\n\t\tWait\n\n\tDryFire:\n\t PLR2 A 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tPLR2 A 10\n\t\tGoto ReadyToFire\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tPLR2 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tFireLeftGun:\n\t PLR2 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 1, 1)\n\t\tGoto DryFire\n\t\tTNT1 A 0 A_TakeInventory(\"Cell\", 1)\n\t\tTNT1 A 0 A_ALertMonsters\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallWeak\", random(-10,1), 0, -9, -4, 0, random(-1,4))//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n\t\tTNT1 A 0 A_PlaySound(\"PLMFIR\", 1)\n\t\tPLR2 B 1 BRIGHT A_SetPitch(0.5 + pitch)\n\t\tPLR2 C 1 A_SetPitch(0.5 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tPLR2 AAA 1 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tGoto ReadyToFire\n\n\tDontFlash:\n\t TNT1 A 1\n\t\tGoto Flash\n\n\tFireRightGun:\n\t P2W1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_GiveInventory(\"IsFiringSecondary\", 1)\n\t\tSSG1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 1, 1)\n\t\tGoto DryFire2\n\t\tTNT1 A 0 A_TakeInventory(\"Cell\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PlasmaBallWeak\", random(-1,10), 0, 9, -4, 0, random(-1,4))//Horizontal Spread, Vertical Spread, Numbers of Projectiles (Leave as -1 if its a single one), Damage Factor\n\t\tTNT1 A 0 A_SetPitch(-1.0 + pitch)\n\t\tTNT1 A 0 A_PlaySound(\"PLMFIR\", 1)\n\t\tPLR1 B 1 BRIGHT\n\t\tPLR1 CD 1 A_SetPitch(0.5 + pitch)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"FireLeftGun\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tPLR1 AAA 1 A_JumpIfInventory(\"FiredSecondary\",1,\"FireRightGun\")\n\t\tGoto Flash\n\n\tDryFIre2:\n\t PLR1 A 2 A_PlaySound(\"DRYFIRE\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tPLR1 AAAAAAAAAAA 1 A_JumpIfInventory(\"StopDualWield\", 1, \"LightDone\")\n\t\tGoto Flash\n\n\tDoKick:\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKIK1 ABC 1\n\t\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KIK1 D 6\n\t\tKIK1 EEBCA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKLCK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KLCK O 3\n\t\tKLCK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKLCK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto ReadyToFire\n\tTaunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n TNT1 A 10\n\t\tFUCK F 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK G 1 A_PlaySound(\"FUCK\", 2)\n FUCK HI 1 A_AlertMonsters\n\t\tFUCK J 15 A_Takeinventory(\"Taunting\",1)\n FUCK IHGF 1\n TNT1 A 10\n\t\tGoto ReadyToFire\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto ReadyToFire\n\tSteady:\n\tTNT1 A 1\n\tGoto ReadyToFire\n\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tTNT1 A 4 //GRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tTNT1 A 4 //GRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tTNT1 A 2 //GRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 4 //GRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Ready\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.VortexRifle.txt",
"contents": "ACTOR D4VortexRifle : DoomWeapon\n{\n\tWeapon.SelectionOrder 3400\n\tWeapon.AmmoUse1 20 //5 //10\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"Cell\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Cell\"\n\tDamagetype \"Blast\"\n\tInventory.PickupMessage \"You got the Vortex Rifle!\"\n\tObituary \"%o was destroyed by %k's Vortex Rifle.\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t//Tag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t\tVRTG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tReady2:\n\t\tMAGS A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tDeselect:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tVRTS CBA 0\n\t\tPLRG AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tPLRG AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tVRTS ABC 1\n\t\tGoto Ready\n\n\tFire:\n\t\tVRTG A 0\n\t\tVRTG A 0 A_JumpIfInventory(\"Zoomed\", 1, \"Fire2\")\n\t\tVRTG A 0 bright A_RailAttack(random(120,180)*5, 1, 1, \"red\", \"white\", 0, 0, \"VortexPuff\") //90\n\t\tVRTG A 0 A_PlaySound(\"Railgun_fire_sound\", 1)\n\t\tVRTG ABC 1 BRIGHT A_SetPitch(-2.0 + pitch)\n\t\tVRTG BCDEAA 1 A_SetPitch(1.0 + pitch)\n\t\tVRTG A 50 //10\n\t\tVRTG A 6 A_ReFire\n\t\tGoto Ready\n\n\tFire2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_RailAttack(random(120,180)*5, 1, 1, \"red\", \"white\", 0, 0, \"VortexPuff\") //150\n\t\tTNT1 A 0 A_PlaySound(\"Railgun_fire_sound\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"D4AltMode\",1)\n\t\tMASG BC 1 BRIGHT A_SetPitch(-4.0 + pitch)\n\t\tVRTG ABC 1 BRIGHT A_SetPitch(-1.0 + pitch)\n\t\tVRTG BCDEAA 1 A_SetPitch(2.0 + pitch)\n\t\tVRTG A 50 //20\n\t\tVRTG A 6 A_Refire\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\", 6, 1)\n\t\tGoto DoKick\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tTNT1 A 0 A_Giveinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n TNT1 A 0 A_ZoomFactor(3.0)\n\t\tTNT1 A 0 A_Giveinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_PlaySound(\"VRTRC\", 1)\n VRTG EFG 1\n Goto Ready2\n NoAim:\n VRTG GFE 1\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n Goto Ready\n\t\tVRTG A 5 A_WeaponReady\n\t\tGoto Ready\n\n\tSpawn:\n\t\tD4W6 B 1\n\t\tLoop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "DECORATE.BFG9K.txt",
"contents": "ACTOR D4BFG : DoomWeapon\n{\n\tWeapon.SelectionOrder 3600\n\tWeapon.AmmoUse1 75 //50\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"Cell\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Cell\"\n\tInventory.PickupMessage \"You got the Big Fucking Gun 9000! OH YEAH!\"\n\tObituary \"%o was destroyed by %k's BFG.\"\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t//Tag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"Cell\",50,1)\n\t\tGoto ReadyNoAmmo\n\t\tBF4F ABDDBAA 1 BRIGHT A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tReadyNoAmmo:\n\t\tBF4G A 4 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tGoto Ready\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tDeselect:\n\t\tBF4S CBA 0\n\t\tBF4G AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\t\tBF4G AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tBF4S ABC 1\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0 A_PlaySound(\"BFGCHARGE\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"PLSCHARG\", 1)\n\t\tBF4F EFGHIJKLM 1 BRIGHT\n\t\tBF4C ABCDABCDABCD 1 BRIGHT\n\t\tTNT1 A 0 A_PlaySound(\"BFGFIRE\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"D4BFGBall\", 0,1,6,-3,0,0) //BFGBall\n\t\tBF4F M 1 BRIGHT A_SetPitch(-4.0 + pitch)\n\t\tBF4F NOPQ 1 BRIGHT A_SetPitch(1.0 + pitch)\n\t\tBF4G A 40\n\t\tTNT1 A 0 A_Refire\n\t\tBF4G A 10 A_WeaponReady(1)\n\t\tGoto Ready\n\n\tSpawn:\n\t\tD4W7 A -1\n\t\tStop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}\n\nActor D4BFGBall : SuperBFGBall Replaces SuperBFGBall\n{\n +EXTREMEDEATH\n\tDamage 300 //100\n Decal BFGLightning\n\tDeathSound \"BFGEXPLO\"\n DamageType Desintegrate\n\tScale 0.7\n\tSpeed 15\n\tSpecies \"Marines\"\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n States\n {\n DM:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFLag(\"THRUSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"MTHRUSPECIES\", 0)\n\t\tGoto Spawn1\n\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(719, 0, 0, 0, 0)//Check if Coop\n\n Spawn1:\n TNT1 A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n\tTNT1 A 0 A_SpawnItem(\"D4BFGTracer\")\n BFS1 A 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n TNT1 A 0 A_SpawnItem(\"D4BFGTracer\")\n\tBFS1 A 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n TNT1 A 0 A_SpawnItemEx(\"BFGFOG\", 0, 0)\n\tTNT1 A 0 A_SpawnItem(\"D4BFGTracer\")\n\tBFS1 B 1 BRIGHT A_SpawnItem(\"GreenFlareMedium\",0,0)\n TNT1 A 0 A_SpawnItem(\"D4BFGTracer\")\n\tBFS1 B 1 BRIGHT A_SpawnItemEx(\"BFGTrailParticle\", Random(-13, 13), Random(-13, 13), Random(0, 18), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n Loop\n\n Death:\n TNT1 A 0\n //TNT1 A 0 Radius_Quake(4,34,0,12,0)\n\n\tTNT1 A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n //BFE1 A 0 A_SpawnItemEx(\"BFGDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n //BFE1 A 0 A_SpawnItemEx(\"BFGSuperParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 0 A_SpawnItem(\"MegaGibRemoving\")\n\tTNT1 A 0 A_Explode(80,300,0)\n\tTNT1 AAAAA 0 A_SpawnItem(\"D4BFGTracer\")\n\tBFGB ABCDE 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n BFGB F 1 Bright\n\tTNT1 A 0 A_SPawnItem(\"SuperBFGExtraGiant\")\n BFGB GHIJK 1 Bright A_SpawnItem(\"GreenFlare\",0,0)\n Stop\n }\n}\n\nactor D4BFGTracer\n{\n\t+NOTARGET\nRadius 10\nHeight 10\n+NOTARGET\nMaxTargetRange 2000 //1000\nDamage 45 //15\nDamageType Desintegrate\n\n\tMONSTER\n\t+FRIENDLY\n+NOGRAVITY\n+NOTELEPORT\n+NODAMAGETHRUST\n+THRUGHOST\n+NORADIUSDMG\n+NOEXTREMEDEATH\n+FORCERADIUSDMG\n-BLOODSPLATTER\n+BLOODLESSIMPACT\n\t+DEHEXPLOSION\n\t+ACTIVATEMCROSS\n\t+MISSILEMORE\n\t+LOOKALLAROUND\n\t+MISSILEEVENMORE\n\t+THRUACTORS\n\tSpeed 0\nStates\n{\nSpawn:\nTNT1 A 1 A_Look\nGoto See\n\nSee:\nTNT1 AAAAAA 0 A_Chase\nTNT1 AAAAAAA 1 A_Chase\nTNT1 AAAAAAA 0 A_Chase\nTNT1 A 0 A_NoBlocking\nStop\n\nMissile:\nTNT1 A 0 A_facetarget\nTNT1 A 0 A_CustomMissile(\"BFGTrailMissile\", 0)\nTNT1 A 0 A_NoBlocking\nTNT1 A 1\nStop\n }\n}\n\nActor BFGTrailMissile: FastProjectile\n{\n+BLOODSPLATTER\n-DONTSPLASH\nspeed 200\ndamage (random(40,90))\nDamageType Desintegrate\nSpecies \"Marines\"\nscale .6\nRenderStyle Add\nAlpha 0.9\nradius 2\nheight 2\ndamagetype Normal\nDecal \"BulletPuff\"\nStates\n{\n\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT A_SpawnItemEx(\"BFGDesintegrationTracerTrail\", 0, 0, 2)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail2\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail3\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail4\", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail5\", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail6\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail7\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail8\", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail9\", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail10\", (18*momx)/-35.0, -(18*momy)/-35.0, 2+(18*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail11\", (20*momx)/-35.0, -(20*momy)/-35.0, 2+(20*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"BFGDesintegrationTracerTrail12\", (22*momx)/-35.0, -(22*momy)/-35.0, 2+(22*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"PlasmaParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AA 0 A_SpawnItem(\"GreenFlare\",0,0)\n\t\tFRPG ABCDEFGH 1 BRIGHT\n\t\tStop\n}\n}\n\nactor BFGDesintegrationTracerTrail\n{\n Scale 0.09\n RenderStyle Add\n Alpha 0.9\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SPKG A 6 BRIGHT\n stop\n }\n}\n\nactor BFGDesintegrationTracerTrail2: BFGDesintegrationTracerTrail { Alpha 0.85 }\nactor BFGDesintegrationTracerTrail3: BFGDesintegrationTracerTrail { Alpha 0.80 }\nactor BFGDesintegrationTracerTrail4: BFGDesintegrationTracerTrail { Alpha 0.75 }\nactor BFGDesintegrationTracerTrail5: BFGDesintegrationTracerTrail { Alpha 0.70 }\nactor BFGDesintegrationTracerTrail6: BFGDesintegrationTracerTrail { Alpha 0.65 }\nactor BFGDesintegrationTracerTrail7: BFGDesintegrationTracerTrail { Alpha 0.60 }\nactor BFGDesintegrationTracerTrail8: BFGDesintegrationTracerTrail { Alpha 0.55 }\nactor BFGDesintegrationTracerTrail9: BFGDesintegrationTracerTrail { Alpha 0.50 }\nactor BFGDesintegrationTracerTrail10: BFGDesintegrationTracerTrail { Alpha 0.45 }\nactor BFGDesintegrationTracerTrail11: BFGDesintegrationTracerTrail { Alpha 0.40 }\nactor BFGDesintegrationTracerTrail12: BFGDesintegrationTracerTrail { Alpha 0.35 }\nactor BFGDesintegrationTracerTrail13: BFGDesintegrationTracerTrail { Alpha 0.30 }\nactor BFGDesintegrationTracerTrail14: BFGDesintegrationTracerTrail { Alpha 0.25 }\nactor BFGDesintegrationTracerTrail15: BFGDesintegrationTracerTrail { Alpha 0.20 }\nactor BFGDesintegrationTracerTrail16: BFGDesintegrationTracerTrail { Alpha 0.15 }\nactor BFGDesintegrationTracerTrail17: BFGDesintegrationTracerTrail { Alpha 0.10 }\nactor BFGDesintegrationTracerTrail18: BFGDesintegrationTracerTrail { Alpha 0.05 }"
},
{
"source": "pk3",
"name": "DECORATE.GaussCannon.txt",
"contents": "ACTOR D4GaussCannon : DoomWeapon\n{\n\tWeapon.SelectionOrder 3500\n\tWeapon.AmmoUse1 10 //15\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoType1 \"Cell\"\n\tWeapon.AmmoUse2 10 //15\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType2 \"Cell\"\n\tInventory.PickupMessage \"You got the Gauss Cannon!\"\n\tObituary \"%o was destroyed by %k's Gauss Cannon.\"\n\t//+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t//Tag \"$TAG_SHOTGUN\"\n\tStates\n\t{\n\tReady:\n\t\tGCAG A 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tLoop\n\n\tSteady:\n\t\tTNT1 A 0\n\t\tTNT1 A 5\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tDeselect:\n\t\tGCAS CBA 0\n\t\tGCAG AAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredSecondary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsFiringPrimary\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"FiredPrimary\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"StopDualWield\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"TossGrenade\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tGCAG AAAAAAAAA 0 A_Raise\n\t\tSelect2:\n\t\tGCAS ABC 1\n\t\tGoto Ready\n\n\tFire:\n\t\tGCAF ABCD 1 BRIGHT\n\t\tTNT1 A 0 A_PlaySound(\"GCANFIR\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GaussCannonShot\",random(-1,1),6,-3,0,0)\n\t\tGCAF E 1 BRIGHT A_SetPitch(-8.0 + pitch) //-4\n\t\tGCAF F 1 BRIGHT\n\t\tGCAF GHIJ 1 A_SetPitch(2.0 + pitch) //1\n\t\tGCAG A 15\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"You don't have enough ammo to use this weapon's alt fire.\", 2)\n\t\tGoto Ready\n\n\tAltFire:\n\t\t\t GCAG A 0 A_JumpIfInventory (\"Cell\",40,2)\n\t\t\t Goto NoAmmo\n\t\tGCAF AB 1 BRIGHT\n\t\tTNT1 A 0 A_PlaySound(\"GCANFIR\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GaussCannonShot\",random(-5,5),1,6,-3,0,0)\n\t\tGCAF E 1 BRIGHT A_SetPitch(-8.0 + pitch) //-4\n\t\tGCAF F 1 BRIGHT\n\t\tGCAF GH 1 A_SetPitch(4.0 + pitch) //1\n\t\tGCAG A 1\n\n\t\tGCAF CD 1 BRIGHT\n\t\tTNT1 A 0 A_PlaySound(\"GCANFIR\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GaussCannonShot\",random(-5,5),1,6,-3,0,0)\n\t\tGCAF E 1 BRIGHT A_SetPitch(-8.0 + pitch) //-4\n\t\tGCAF F 1 BRIGHT\n\t\tGCAF IJ 1 A_SetPitch(4.0 + pitch) //1\n\t\tGCAG A 1\n\n\t\tGCAF AB 1 BRIGHT\n\t\tTNT1 A 0 A_PlaySound(\"GCANFIR\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GaussCannonShot\",random(-5,5),1,6,-3,0,0)\n\t\tGCAF E 1 BRIGHT A_SetPitch(-8.0 + pitch) //-4\n\t\tGCAF F 1 BRIGHT\n\t\tGCAF GH 1 A_SetPitch(4.0 + pitch) //1\n\t\tGCAG A 1\n\n\t\tGCAF CD 1 BRIGHT\n\t\tTNT1 A 0 A_PlaySound(\"GCANFIR\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GaussCannonShot\",random(-5,5),1,6,-3,0,0)\n\t\tGCAF E 1 BRIGHT A_SetPitch(-8.0 + pitch) //-4\n\t\tGCAF F 1 BRIGHT\n\t\tGCAF IJ 1 A_SetPitch(4.0 + pitch) //1\n\t\tGCAG A 1\n\n\t\tGCAG A 30\n\t\tGoto Ready\n\tSpawn:\n\t\tD4W7 B -1\n\t\tStop\n\n\tDoKick:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttackDetectDowned\", 0, 0, 0, 0)\n TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tAirKick:\n\t TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tGoto Select2\n\n Taunt:\n TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n FUCK B 1 A_PlaySound(\"FUCK\", 2)\n FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n FUCK DCBA 1\n\t\tGoto Select2\n\tSalute:\n\t TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Select2\n\tTossGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenade\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto Select2\n\tNoGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\", 2)\n\t\tGoto Ready\n\t}\n}\n\nActor GaussCannonShot: FastProjectile\n{\n+BLOODSPLATTER\n-DONTSPLASH\n+RIPPER\nspeed 190\ndamage (random(100,150)) //40,50\nscale .9\nRenderStyle Add\nAlpha 0.9\nradius 8\nDecal Scorch\nheight 8\n+FORCERADIUSDMG\n+EXTREMEDEATH\nDecal \"Scorch\"\nStates\n{\n\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT A_SpawnItemEx(\"gaussheavyplasmaTracerTrail\", 0, 0, 2)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail2\", (2 *momx)/-35.0, -(2 *momy)/-35.0, 2+(2 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail3\", (4 *momx)/-35.0, -(4 *momy)/-35.0, 2+(4 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail4\", (6 *momx)/-35.0, -(6 *momy)/-35.0, 2+(6 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail5\", (8 *momx)/-35.0, -(8 *momy)/-35.0, 2+(8 *momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail6\", (10*momx)/-35.0, -(10*momy)/-35.0, 2+(10*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail7\", (12*momx)/-35.0, -(12*momy)/-35.0, 2+(12*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail8\", (14*momx)/-35.0, -(14*momy)/-35.0, 2+(14*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail9\", (16*momx)/-35.0, -(16*momy)/-35.0, 2+(16*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail10\", (18*momx)/-35.0, -(18*momy)/-35.0, 2+(18*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail11\", (20*momx)/-35.0, -(20*momy)/-35.0, 2+(20*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n TNT1 A 0 A_SpawnItemEx(\"gaussheavyplasmaTracerTrail12\", (22*momx)/-35.0, -(22*momy)/-35.0, 2+(22*momz)/-35.0, 0,0,0, 0, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 2, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAA 0 A_CustomMissile (\"BlueplasmaParticle\", 0, 0, random (0, 360))\n\t\tLoop\n\tDeath:\n\t\tTNT1 AAAAA 0 A_SpawnItem(\"BlueFlare\")\n\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaFireNonStatic\", 2, 0, random (0, 360), 2, random (0, 180))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BlueplasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 0 A_CustomMissile(\"BigRicoChet\")\n TNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketExplosion\",0,0,13,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tEXPL AAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionSmokeFast22\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBL1I ABCD 1 BRIGHT A_SpawnItem(\"BlueFlare\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"LiquidExplosionEffectSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_Explode(200, 20)\n\t\tStop\n}\n}\n\nactor gaussheavyplasmaTracerTrail\n{\n Scale 0.4\n RenderStyle Add\n Alpha 0.9\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n SPKB A 2 BRIGHT\n stop\n }\n}\n\nactor gaussheavyplasmaTracerTrail2: gaussheavyplasmaTracerTrail { Alpha 0.85 }\nactor gaussheavyplasmaTracerTrail3: gaussheavyplasmaTracerTrail { Alpha 0.80 }\nactor gaussheavyplasmaTracerTrail4: gaussheavyplasmaTracerTrail { Alpha 0.75 }\nactor gaussheavyplasmaTracerTrail5: gaussheavyplasmaTracerTrail { Alpha 0.70 }\nactor gaussheavyplasmaTracerTrail6: gaussheavyplasmaTracerTrail { Alpha 0.65 }\nactor gaussheavyplasmaTracerTrail7: gaussheavyplasmaTracerTrail { Alpha 0.60 }\nactor gaussheavyplasmaTracerTrail8: gaussheavyplasmaTracerTrail { Alpha 0.55 }\nactor gaussheavyplasmaTracerTrail9: gaussheavyplasmaTracerTrail { Alpha 0.50 }\nactor gaussheavyplasmaTracerTrail10: gaussheavyplasmaTracerTrail { Alpha 0.45 }\nactor gaussheavyplasmaTracerTrail11: gaussheavyplasmaTracerTrail { Alpha 0.40 }\nactor gaussheavyplasmaTracerTrail12: gaussheavyplasmaTracerTrail { Alpha 0.35 }\nactor gaussheavyplasmaTracerTrail13: gaussheavyplasmaTracerTrail { Alpha 0.30 }\nactor gaussheavyplasmaTracerTrail14: gaussheavyplasmaTracerTrail { Alpha 0.25 }\nactor gaussheavyplasmaTracerTrail15: gaussheavyplasmaTracerTrail { Alpha 0.20 }\nactor gaussheavyplasmaTracerTrail16: gaussheavyplasmaTracerTrail { Alpha 0.15 }\nactor gaussheavyplasmaTracerTrail17: gaussheavyplasmaTracerTrail { Alpha 0.10 }\nactor gaussheavyplasmaTracerTrail18: gaussheavyplasmaTracerTrail { Alpha 0.05 }"
},
{
"source": "pk3",
"name": "DECORATE.UpgradeStation.txt",
"contents": "//removed"
}
]
},
"maps": []
}