Raw model (for completeness)
{
"meta": {
"id": "03f196f0-a503-4d93-aa34-e4e8df0adef4",
"sha1": "fe64365774a415a0d1e65a7dede7082a623d9ad4",
"sha256": "447af1b5630bf25d0926c9306e82f4cc097ed98381e6302b8c015686c96a935b",
"filenames": [
"lightman_wdi.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2013-08-23 14:21:06",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2013-08-23 14:21:06",
"file": {
"type": "PK3",
"size": 17116096,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/fe64365774a415a0d1e65a7dede7082a623d9ad4/fe64365774a415a0d1e65a7dede7082a623d9ad4.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 336,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
],
"iwads_guess": [
"DOOM2"
]
},
"analysis": {
"title": "lightman_wdi",
"description": "This WAD is a single PK3 file designed for ZDoom engine with DOOM2 IWAD compatibility. It contains no traditional maps but includes extensive actor and gameplay modifications, focusing on player character behavior and custom inventory items. The content emphasizes altered player mechanics such as movement speed, health, and unique inventory items rather than new levels or combat scenarios. The resource balance and monster profiles are not applicable due to the absence of maps. The theme is undefined as no textures or map environments are included. The structure is non-linear and modular, intended for gameplay modification rather than map progression.",
"tags": [
"custom_inventory",
"doom2",
"modification",
"no_maps",
"nonlinear",
"player_mechanics",
"vanilla_compatible",
"zdoom"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "PLAYERS.txt",
"contents": "actor Innocent : PlayerPawn\n{\n+NOSKIN\n+GHOST\n//+PUSHABLE\n-NOBLOCKMONST\n-TELESTOMP\nAlpha 1.0\nplayer.displayname \"Voice: Thick\"\nPlayer.SoundClass \"TMC\"\nPlayer.ColorRange 112, 127\nplayer.startitem \"NewFist\"\nPlayer.StartItem \"Action_DropWeapon\"\nPlayer.StartItem \"Action_DropWeaponCancel\"\nPlayer.StartItem \"SmallKit\", 1\nPlayer.StartItem \"Flare\", 1\nPlayer.StartItem \"Warm\", 1\nPlayer.StartItem HudAlive\n//Player.StartItem Safety\nPlayer.StartItem MarkMe\n//Player.StartItem TIDGiver\nplayer.runhealth 20\nDamageFactor \"Falling\", 2.5\nDamageFactor \"Ghostly\", 0\nDamageFactor \"FlareEffect\", 0.0\nRadius 16\nHeight 56\nPainChance 256\n//Mass 100\nMass 100\nSpeed 0.8\nPlayer.ViewHeight 50\nDeathHeight 8\nplayer.forwardmove 0.8 0.8\nplayer.sidemove 0.4 0.4\nplayer.jumpz 8\n//Player.InvulnerabilityMode \"Normal\"\n\nStates\n\t{\n\nSpawn2:\n\tTNT1 A 0\nSpawn:\n\t\tPLAY A 105 A_AlertMonsters\n \tPLAY A 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn2\")\n\t\tPLAY AAAAAAAAAAAAAAA 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tloop\nSee:\n\t\tPLAY A 5 A_AlertMonsters\n \tPLAY B 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY C 5\n \tPLAY D 5 A_SpawnItem(\"Footstep\",0,1)\n\t PLAY D 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn2\")\n\t\tPLAY A 5\n \tPLAY B 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY C 5\n \tPLAY D 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY A 5\n \tPLAY B 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY C 5\n \tPLAY D 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY A 5\n \tPLAY B 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY C 5\n \tPLAY D 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY A 5\n \tPLAY B 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY C 5\n \tPLAY D 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY A 5\n \tPLAY B 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY C 5\n \tPLAY D 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY AAAAA 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0) //Lol all that for one breath. Hurr\n\t\tPLAY B 0 A_SpawnItem(\"Footstep\",0,1)\n\t\tPLAY BBBBB 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tPLAY CCCCC 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tPLAY D 5 A_SpawnItem(\"Footstep\",0,1)\n\t\tgoto Spawn\n\nMissile:\n \tPLAY E 5 A_AlertMonsters\n \tGoto See\n\nMelee:\n \tPLAY F 6 BRIGHT A_AlertMonsters\n \tGoto Missile\n\nPain:\nPain.ShotgunTrap:\nPain.Default: //This is for all damage that we want a blood splatter for. (Shotgun traps and the like)\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\t\tPLAY G 0 Acs_ExecuteAlways(552, 0, 0, 0)\n\t\t//PLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\t//PLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n \tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n \tPLAY G 4 A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\nPain.Healingz: //This is for all damage that we want a blood splatter for. (Shotgun traps and the like)\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\t\tTNT1 A 0 A_SetBlend(\"99 20 20\",0.3,70)\n\t\tPLAY G 0\n\t\t//PLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\t//PLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n \tPLAY G 4\n \tPLAY G 4\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\nPain.Gas:\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\t\tPLAY A 0 A_SetBlend (\"0, 128, 0\", 0.25, 35)\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\nPain.PoisonCloud:\nPain.Poison:\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\t \tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\nPain.Drowning: //I'll make it spawn bubbles later\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\t \tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\nPain.friendlymelee:\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\t\tPLAY G 0 Acs_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 //A_JumpIfInventory(\"SlowCounter\", 1, 2)\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 1)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n \tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n \tPLAY G 4 A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\nPain.friendlygun:\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\t\tPLAY G 0 Acs_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n \tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n \tPLAY G 4 A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\nPain.friendlythrown:\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\t\tPLAY G 0 Acs_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 //A_JumpIfInventory(\"SlowCounter\", 1, 2)\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 3)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n \tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, -8, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n \tPLAY G 4 A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\nPain.CueMelee:\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\t\tPLAY G 0 Acs_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 0 //A_JumpIfInventory(\"SlowCounter\", 1, 2)\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 2)\n \tPLAY G 4\n \tPLAY G 4 A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\nPain.ShovelMelee:\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\t\tPLAY G 0 Acs_ExecuteAlways(552, 0, 0, 0)\n\t\tPLAY G 0 A_GiveInventory (\"GetSane\", 1)\n\t\tPLAY G 0 A_GiveToTarget(\"GetHimSane\", 1)\n\t\tPLAY G 0 //A_JumpIfInventory(\"SlowCounter\", 1, 2)\n\t\tPLAY G 0 A_GiveInventory (\"SlowCounter\", 2)\n \tPLAY G 4 A_SpawnItemEx (\"BloodDrop\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n \tPLAY G 4 A_Pain\n\t\tPLAY G 0 A_JumpIfInventory(\"Warm\", 1, \"Spawn\")\n\t\tPLAY GGGGGGGGGG 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\nPain.Ice:\n \tPLAY A 0\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n \tPLAY A 0 A_SetBlend (\"0, 0, 255\", 0.25, 35)\n\t\tPLAY AAAAAAAAAA 1 A_SpawnItemEx (\"Breath\", 8, 0, 48, random(0.5, 1.0), 0, random(-0.1, 0.1), random(-8.0, 8.0), 0, 0)\n\t\tGoto Spawn\n\nDeath1:\nXDeath1:\nAltSkinDeath1:\nAltSkinXDeath1:\nAltSkinDeath:\nAltSkinXDeath:\nXDeath:\nDeath.None:\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_FadeOut(0.99)\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 2, \"TKDeath\")\n TNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n \tTNT1 A 0 A_GiveToTarget (\"TKToken\", 1)\n\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n \tTNT1 A 10\n \tTNT1 A 10 A_PlayerScream\n\tTNT1 A 10 //A_NoBlocking\n \tTNT1 A 1\n \tWait\n\nDeath.Burn:\n\tTNT1 A 0\n\tTNT1 A 0 A_FadeOut(0.99)\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 2, \"TKDeath\")\n TNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n \tTNT1 A 0 //A_GiveToTarget (\"TKToken\", 1)\n\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n \tTNT1 A 10\n \tTNT1 A 10 A_PlayerScream\n\tTNT1 A 10 //A_NoBlocking\n \tTNT1 A 1\n \tWait\n\nMurderDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_FadeOut(0.99)\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n TNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n \tTNT1 A 10 A_GiveToTarget (\"Hero\", 1)\n \tTNT1 A 10 A_PlayerScream\n\tTNT1 A 10 A_NoBlocking\n \tTNT1 A 1\n \tWait\n\nTKDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_FadeOut(0.99)\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\tTNT1 A 0 A_GiveToTarget(\"TKHero\",1)\n TNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n \tTNT1 A 10\n \tTNT1 A 10 A_PlayerScream\n\tTNT1 A 10 //A_NoBlocking\n \tTNT1 A 1\n \tWait\n \tTNT1 A 1\n \tWait\n\nDeath.Crush:\n\tTNT1 A 0\n\tTNT1 A 0 A_FadeOut(0.99)\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n TNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n \tTNT1 A 0\n\tTNT1 A 0 Acs_ExecuteAlways(515, 0, 0, 0)\n \tTNT1 A 10\n \tTNT1 A 10 A_PlayerScream\n\tTNT1 A 10 //A_NoBlocking\n \tTNT1 A 1\n \tWait\n\nDeath.Backstab:\n\tTNT1 A 0\n\tTNT1 A 0 A_FadeOut(0.99)\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\tTNT1 A 0 A_PlaySound(\"P1Xdeath\", CHAN_VOICE, 1.0, 0)\n TNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 0 A_GiveInventory (\"BackstabHero\", 1)\n \tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath\")\n \tTNT1 A 0 A_GiveToTarget (\"InoKill\", 1)\n \tTNT1 A 0 A_GiveToTarget (\"BackStabCount\", 1)\n\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n TNT1 A 10\n \tTNT1 A 1\n \tWait\n\nDeath.ShotgunTrap:\nDeath.Gas:\n\tTNT1 A 0\n\tTNT1 A 0 A_FadeOut(0.99)\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n TNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 1 ACS_ExecuteAlways(409,0,0,0,0)\n \tTNT1 A 10\n \tTNT1 A 10 A_PlayerScream\n\tTNT1 A 10 //A_NoBlocking\n \tTNT1 A 1\n \tWait\n\t}\n}\n\nActor Innocent2 : Innocent\n{\nplayer.displayname \"Voice: Wimpy\"\nPlayer.SoundClass \"Firewolf\"\n+NOSKIN\n-NOBLOCKMONST\n\tDamageFactor \"FlareEffect\", 0.0\nstates\n\t{\nDeath.Backstab:\n\tTNT1 A 0\n\tTNT1 A 0 A_FadeOut(0.99)\n\tTNT1 A 0 Acs_ExecuteAlways(407, 0, 0, 0)\n\tTNT1 A 0 A_GiveInventory (\"GotHurt\", 1)\n\tTNT1 A 0 A_PlaySound(\"P2Xdeath\", CHAN_VOICE, 1.0, 0)\n TNT1 A 0 A_SpawnItemEx (\"Fakebody\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERTRANSLATION|SXF_NOCHECKPOSITION, 0)\n\tTNT1 A 0 A_GiveInventory (\"BackstabHero\", 1)\n \tTNT1 A 0 A_JumpIfInventory (\"MurderMarker\", 1, \"MurderDeath\")\n\tTNT1 A 0 A_JumpIfInventory (\"TKToken\", 1, \"TKDeath\")\n \tTNT1 A 0 A_GiveToTarget (\"InoKill\", 1)\n\tTNT1 A 0 A_GiveToTarget (\"KillMarker\", 1)\n\tTNT1 A 1 A_GiveToTarget (\"GetSuperSane\", 1)\n TNT1 A 10\n \tTNT1 A 1\n \tWait\n\t}\n}\n\nActor FakeBody\n{\n Radius 16\n Height 8\n Mass 25\n\tDamageFactor \"Gas\", 0.0\n\tDamageFactor \"FlareEffect\", 0.0\n -SOLID\n +SHOOTABLE\n -PUSHABLE\n -NOGRAVITY\n +SLIDESONWALLS\n +DONTSPLASH\n +NORADIUSDMG\n States\n {\n Spawn:\n PLAY H 10\n PLAY I 10\n PLAY J 10\n PLAY KLM 10\n PLAY N 0 A_JumpIf(waterlevel == 0, 3)\n PLAY N 1 A_SpawnItemEx (\"BloodDrop\", random(-8, 8), random(-8, 8), random(-8, 8), random(-1, 1), random(-1, 1), random(-1, 1), 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n PLAY N 1 A_SpawnItemEx (\"BloodDropSmall\", random(-16, 16), random(-16, 16), -8, 0, 0, -8, 0, SXF_CLIENTSIDE|SXF_NOCHECKPOSITION, 0)\n PLAY N 12 ThrustThingZ(0, 2, 1, 0) //Makes it sink\n PLAY N 1\n goto Spawn+6\n\n Pain.Gas:\n PLAY N 1 A_Stop\n goto Spawn+6\n\n Pain.Falling:\n PLAY N 1 //A_PlaySound (\"Body/Drop\", CHAN_AUTO, 1.0, 0)\n goto Spawn+6\n\n Death:\n\tPLAY N -1\n\tstop\n\n }\n}\n\nActor KilledByMurderer : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor GotHurt : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}"
}
]
},
"maps": []
}