brink-demoversion5.pk3

PK3 18 MiB 0 map(s)

Counts

endoom0
graphics0
lumps895
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "04209032-1189-428e-9347-155c3266420f",
    "sha1": "fc5062e718cc17b9b1de3722711af6dd7b00c94f",
    "sha256": "cec1e352c0410dd6a318e5c0fcc84bef01c785ea58dfa13f8b8c65c047cc6ca3",
    "filenames": [
      "brink-demoversion5.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [
        "DOOM"
      ],
      "filename": null,
      "added": "2015-02-07 14:13:34",
      "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": "2015-02-07 14:13:34",
    "file": {
      "type": "PK3",
      "size": 19148587,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/fc5062e718cc17b9b1de3722711af6dd7b00c94f/fc5062e718cc17b9b1de3722711af6dd7b00c94f.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 895,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ],
      "iwads_guess": [
        "DOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "#include \"actors/defines.txt\"\n#include \"actors/misc.txt\"\n#include \"actors/effects.txt\"\n#include \"actors/removeitems.txt\"\n\n#include \"actors/weapons/mossington.txt\"\n#include \"actors/weapons/belgomp.txt\"\n#include \"actors/weapons/eustonar.txt\"\n#include \"actors/weapons/lobstergl.txt\"\n#include \"actors/weapons/fists.txt\"\n#include \"actors/weapons/barnettlr.txt\"\n#include \"actors/weapons/tampasmg.txt\"\n\nACTOR AmmoGiver : Inventory\n{\n  Inventory.MaxAmount 1\n  Inventory.PickupMessage \"Picked up a bag with some ammo!\"\n  Height 26\n  States\n  {\n  Spawn:\n    BPAK A -1\n    Stop\n  }\n}\n\nACTOR NewPlayer : PlayerPawn\n{\n  Speed 0.6\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.DisplayName \"Marine\"\n  Player.CrouchSprite \"PLYC\"\n\n  Player.StartItem \"NewFist\"\n\n  Player.WeaponSlot 1, NewFist\n  Player.WeaponSlot 2, BelgoMP, TampaSMG\n  Player.WeaponSlot 3, Mossington, EustonAR, LobsterGL, BarnettLR\n\n  Player.ColorRange 112, 127\n\n  States\n  {\n  Spawn:\n    PLAY A -1\n    Loop\n  GiveAmmo:\n\tTNT1 A 0 A_TakeInventory(\"AmmoGiver\", 1)\n\tTNT1 A 0 A_GiveInventory(\"BelgoMPClip\", 10)\n\tTNT1 A 0 A_GiveInventory(\"TampaSMGClip\", 20)\n\tTNT1 A 0 A_GiveInventory(\"MossShell\", 8)\n\tTNT1 A 0 A_GiveInventory(\"EustonARClip\", 30)\n\tTNT1 A 0 A_GiveInventory(\"LobsterGLAmmo\", 2)\n\tTNT1 A 0 A_GiveInventory(\"BarnettLRClip\", 4)\n\tgoto Spawn\n  See:\n    PLAY ABCD 4 A_JumpIfInventory(\"AmmoGiver\", 1, \"GiveAmmo\")\n    Loop\n  Missile:\n    PLAY E 12\n    Goto Spawn\n  Melee:\n    PLAY F 6 BRIGHT\n    Goto Missile\n  Pain:\n    PLAY G 4\n    PLAY G 4 A_Pain\n    Goto Spawn\n  Death:\n    PLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n  Death1:\n    PLAY H 10 A_SpawnItem(\"AmmoGiver\")\n    PLAY I 10 A_PlayerScream\n    PLAY J 10 A_NoBlocking\n    PLAY KLM 10\n    PLAY N -1\n    Stop\n  XDeath:\n    PLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n  XDeath1:\n    PLAY O 5 A_SpawnItem(\"AmmoGiver\")\n    PLAY P 5 A_XScream\n    PLAY Q 5 A_NoBlocking\n    PLAY RSTUV 5\n    PLAY W -1\n    Stop\n  AltSkinDeath:\n    PLAY H 6\n    PLAY I 6 A_PlayerScream\n    PLAY JK 6\n    PLAY L 6 A_NoBlocking\n    PLAY MNO 6\n    PLAY P -1\n    Stop\n  AltSkinXDeath:\n    PLAY Q 5 A_PlayerScream\n    PLAY R 0 A_NoBlocking\n    PLAY R 5 A_SkullPop\n    PLAY STUVWX 5\n    PLAY Y -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "effects/ric1 ric1\neffects/ric2 ric2\neffects/ric3 ric3\neffects/ric4 ric4\neffects/ric5 ric5\neffects/ric6 ric6\neffects/ric7 ric7\n\neffects/step1 step1\neffects/step2 step2\neffects/step3 step3\neffects/step4 step4\neffects/step5 step5\neffects/step6 step6\neffects/step7 step7\neffects/step8 step8\n\n$random effects/bulletpuff { effects/ric1 effects/ric2 effects/ric3 effects/ric4 effects/ric5 effects/ric6 effects/ric7 }\n$random effects/step { effects/step1 effects/step2 effects/step3 effects/step4 effects/step5 effects/step6 effects/step7 effects/step8 }\n\nweapon/noammo noammo\nweapon/move weapmv\nweapon/change chanweap\n\nmossington/fire mossfire\nmossington/reload mossrelo\nmossington/reloadend mosser\n\nbelgomp/fire belgompf\nbelgomp/reload belgompr\n\neustonar/fire eustonf\neustonar/reload eustonr\n\ngrenade/explode grenexp\n\nlobstergl/fire lobsterf\nlobstergl/reload lobsterr\n\nbarnettlr/fire barnettf\nbarnettlr/reload barnettr\n\ntampasmg/fire tampaf\ntampasmg/reload tampar"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "script"
      },
      {
        "source": "pk3",
        "name": "keyconf.txt",
        "contents": "clearplayerclasses\naddplayerclass NewPlayer\n\naddkeysection \"Other keys\" supermercskeys\naddmenukey \"Reload\" reload\nalias reload \"puke 700\"\ndefaultbind r reload\naddmenukey \"Inventory\" inventory\nalias inventory \"puke 702\"\ndefaultbind i inventory"
      },
      {
        "source": "pk3",
        "name": "modeldef.txt",
        "contents": "Model Tracer\n{\n   Path \"Models/Tracers\"\n   SKIN 0 \"tracer1.tga\"\n   MODEL 0 \"Tracer.md3\"\n   Scale 4.5 4.5 1.5\n   PITCHFROMMOMENTUM\n   FrameIndex TRAC A 0 0\n}\n\nModel NewPlayer\n{\n Path \"Models\\Player\\RealPlayer\"\n SKIN 0 \"Marine_Generic.png\"\n SKIN 1 \"Marine_Weapon.png\"\n MODEL 0 \"Base.md2\"\n MODEL 1 \"Weapon.md2\"\nZOffset 24\n Scale 1.25 1.25 1.25\n\nFrameIndex PLAY A 0 41 FrameIndex PLAY A 1 41\nFrameIndex PLAY B 0 42 FrameIndex PLAY B 1 42\nFrameIndex PLAY C 0 44 FrameIndex PLAY C 1 44\nFrameIndex PLAY D 0 45 FrameIndex PLAY D 1 45\nFrameIndex PLAY E 0 46 FrameIndex PLAY E 1 46\nFrameIndex PLAY F 0 47 FrameIndex PLAY F 1 47\nFrameIndex PLAY G 0 54 FrameIndex PLAY G 1 54\n}\n\nModel NewPlayer\n{\n Path \"Models\\Player\\RealPlayer\"\n SKIN 1 \"Marine_Dead2.png\"\n MODEL 1 \"Base.md2\"\n\n Scale 1.25 1.25 1.25\nZOffset 24\nFrameIndex PLAY H 1 190\nFrameIndex PLAY I 1 191\nFrameIndex PLAY J 1 192\nFrameIndex PLAY K 1 193\nFrameIndex PLAY L 1 195\nFrameIndex PLAY M 1 196\nFrameIndex PLAY N 1 197\n}\n\nModel NewPlayer\n{\n Path \"Models\\Player\"\n SKIN 0 \"Marine_squished.png\"\nModel 0 \"Marine_squished.md2\"\n Scale 1.25 1.25 1.25\nIGNORETRANSLATION\n\nFrameIndex PLAY O 0 0\nFrameIndex PLAY P 0 2\nFrameIndex PLAY Q 0 4\nFrameIndex PLAY R 0 6\nFrameIndex PLAY S 0 8\nFrameIndex PLAY T 0 8\nFrameIndex PLAY U 0 8\nFrameIndex PLAY V 0 8\nFrameIndex PLAY W 0 8\n}\n\nModel NewPlayer\n{\n Path \"Models\\Player\\RealPlayer\"\n SKIN 0 \"Marine_Generic.png\"\nSKIN 1 \"Marine_Weapon.png\"\n MODEL 1 \"Weapon2.md2\"\n MODEL 0 \"Base2.md2\"\nZOffset 24\n Scale 1.25 1.25 1.25\nNOINTERPOLATION\nFrameIndex PLYC A 0 18 FrameIndex PLYC A 1 18\nFrameIndex PLYC B 0 20 FrameIndex PLYC B 1 20\nFrameIndex PLYC C 0 22 FrameIndex PLYC C 1 22\nFrameIndex PLYC D 0 24 FrameIndex PLYC D 1 24\nFrameIndex PLYC E 0 25 FrameIndex PLYC E 1 25\nFrameIndex PLYC F 0 26 FrameIndex PLYC F 1 26\nFrameIndex PLYC G 0 34 FrameIndex PLYC G 1 34\n}\n\nModel NewPlayer\n{\n Path \"Models\\Player\\RealPlayer\"\n SKIN 0 \"Marine_Dead2.png\"\n MODEL 0 \"Base2.md2\"\n\n Scale 1.25 1.25 1.25\nZOffset 24\n\nFrameIndex PLYC H 0 38\nFrameIndex PLYC I 0 39\nFrameIndex PLYC J 0 40\nFrameIndex PLYC K 0 41\nFrameIndex PLYC L 0 42\nFrameIndex PLYC M 0 42\nFrameIndex PLYC N 0 42\n}\n\nModel NewPlayer\n{\n Path \"Models\\Player\"\n SKIN 0 \"Marine_squished.png\"\nModel 0 \"Marine_squished.md2\"\n Scale 1.25 1.25 1.25\nIGNORETRANSLATION\n\nFrameIndex PLYC O 0 0\nFrameIndex PLYC P 0 2\nFrameIndex PLYC Q 0 4\nFrameIndex PLYC R 0 6\nFrameIndex PLYC S 0 8\nFrameIndex PLYC T 0 8\nFrameIndex PLYC U 0 8\nFrameIndex PLYC V 0 8\nFrameIndex PLYC W 0 8\n}\n\nModel AmmoGiver\n{\n   Path \"Models\\Inventory\\AmmoGiver\"\n   Model 0 \"Back.dmd\"\n   Skin 0 \"back.png\"\n   Scale 1.0 1.0 1.0\n\n   FrameIndex BPAK A 0 0\n}"
      },
      {
        "source": "pk3",
        "name": "gldefs.txt",
        "contents": "pointlight GRENADE\n{\n    color 1.0 0.5 0.0\n    size 22\n}\n\nflickerlight GRENADE_X1\n{\n    color 1.0 0.5 0.0\n    size 22\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight GRENADE_X2\n{\n    color 0.3 0.0 0.0\n    size 28\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight GRENADE_X3\n{\n    color 0.2 0.0 0.0\n    size 32\n    secondarySize 104\n    chance 0.3\n}\n\nobject LobsterGrenade\n{\n    frame SGRN { light GRENADE    }\n\n    frame MISLB { light GRENADE_X1 }\n    frame MISLC { light GRENADE_X2 }\n    frame MISLD { light GRENADE_X3 }\n}\n\nobject LobsterGrenadeFast\n{\n    frame SGRN { light GRENADE    }\n\n    frame MISLB { light GRENADE_X1 }\n    frame MISLC { light GRENADE_X2 }\n    frame MISLD { light GRENADE_X3 }\n}"
      },
      {
        "source": "pk3",
        "name": "sbarinfo.txt",
        "contents": "height 0;\ninterpolateHealth True, 1;\ninterpolateArmor True, 1;\n\n statusbar fullscreen, fullscreenoffsets\n{\n Drawimage \"FALHEALT\", 10, -120;\n Drawimage \"FALARMOR\", -295, -120;\n\n //Health\n\n Drawbar \"FALBAR\", \"FALCLER\", Health, Horizontal, 25, -100;\n //Drawbar \"FALBAR2\", \"FALCLER2\", Health, Horizontal, Reverse, 25, -100;\n\n //Armor\n Drawbar \"FALBARA\", \"FALCLER\", Armor, Horizontal, Reverse, -253, -100;\n //Drawbar \"FALBARA2\", \"FALCLER2\", Armor, Horizontal, Reverse, -253, -100;\n\n //Ammo\n Drawnumber 3, FALLFONT, untranslated, ammo1, -245, -40;\n Drawnumber 3, FALLFONT, untranslated, ammo2, -105, -40;\n\n drawimage ammoicon1, -210, -20;\n drawimage ammoicon2, -70, -20;\n}\n\nheight 0;\ninterpolateHealth True, 1;\ninterpolateArmor True, 1;\n\n statusbar normal, fullscreenoffsets\n{\n Drawimage \"FALHEALT\", 10, -120;\n Drawimage \"FALARMOR\", -295, -120;\n\n //Health\n\n Drawbar \"FALBAR\", \"FALCLER\", Health, Horizontal, 25, -100;\n //Drawbar \"FALBAR2\", \"FALCLER2\", Health, Horizontal, Reverse, 25, -100;\n\n //Armor\n Drawbar \"FALBARA\", \"FALCLER\", Armor, Horizontal, Reverse, -253, -100;\n //Drawbar \"FALBARA2\", \"FALCLER2\", Armor, Horizontal, Reverse, -253, -100;\n\n //Ammo\n Drawnumber 3, FALLFONT, untranslated, ammo1, -245, -40;\n Drawnumber 3, FALLFONT, untranslated, ammo2, -105, -40;\n\n drawimage ammoicon1, -210, -20;\n drawimage ammoicon2, -70, -20;\n}"
      },
      {
        "source": "pk3",
        "name": "fontdefs.txt",
        "contents": "FALLFONT\n{\n  0 0\n  1 1\n  2 2\n  3 3\n  4 4\n  5 5\n  6 6\n  7 7\n  8 8\n  9 9\n  NOTRANSLATION 109\n}"
      },
      {
        "source": "pk3",
        "name": "info.txt",
        "contents": "By Monsterovich\nMonsterovich@gmail.com"
      },
      {
        "source": "pk3",
        "name": "actors/effects.txt",
        "contents": "ACTOR NewBulletPuff\n{\n   Projectile\n   +Missile\n   Radius 1\n   Height 1\n    -FLOAT\n    Speed 1\n    vspeed 0\n    YScale 0.6\n    XScale 0.34\n    renderstyle add\n    Alpha 0.3\n\tDecal BulletChip\n    -Randomize\n    +NOTARGET\n    +NOCLIP\n    +NOBLOCKMAP\n    -SOLID\n    -SHOOTABLE\n    +RIPPER\n\t+CLIENTSIDEONLY\n    States\n    {\n      Spawn:\n\t\tPUF5 A 0\n\t\tPUF5 A 0 A_PlaySound(\"effects/bulletpuff\")\n        PUF5 ABC 2 ThrustThingZ(0, 1, 0, 0)\n        PUF5 DEFGHIJKLMNOP 2 ThrustThingZ(0, 1, 0, 0)\n        Stop\n    }\n}\n\nACTOR FistPuff\n{\n\tSeeSound \"skeleton/melee\"\n\tAttackSound \"skeleton/melee\"\n\t+NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+PUFFONACTORS\n\tStates\n\t{\n\tSpawn:\n\tMelee:\n\tCrash:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nACTOR Tracer : FastProjectile\n{\nRadius 1\nHeight 1\nSpeed 100\nScale 0.1\nRenderStyle Add\nAlpha 0.85\nPROJECTILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n    TRAC A 1 Bright\n\tLoop\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nActor TracerSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAAAA 0 A_SpawnItemEx(\"Tracer\", 0, 0, 0, (0.1)*Random(100, 250)*2, 0, (0.1)*Random(-200, 200)*2, Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nACTOR MuzzleFlash\n{\n\tProjectile\n\tSpeed 15\n\tRenderStyle ADD\n\tAlpha 0.75\n\tScale 0.25\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\tStates\n\t{\n  Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, \"Water\")\n\t\tTNT1 A 0 A_Jump(255,\"Spawn1\",\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\")\n  Spawn1:\n\t\tE1_A ABCDEFGH 1 bright\n\t\tstop\n  Spawn2:\n\t\tE2_A ABCDEFGH 1 bright\n\t\tstop\n  Spawn3:\n\t\tE3_A ABCDEFGH 1 bright\n\t\tstop\n  Spawn4:\n\t\tE4_A ABCDEFGH 1 bright\n\t\tstop\n  Spawn5:\n\t\tE5_A ABCDEFGH 1 bright\n\t\tstop\n  Water:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(255,\"Water1\",\"Water2\",\"Water3\",\"Water4\",\"Water5\")\n\t\tGoto Water1\n  Water1:\n\t\tE1_A ABCDEFGH 1 bright A_Fadeout(0.1)\n\t\tstop\n  Water2:\n\t\tE2_A ABCDEFGH 1 bright A_Fadeout(0.1)\n\t\tstop\n  Water3:\n\t\tE3_A ABCDEFGH 1 bright A_Fadeout(0.1)\n\t\tstop\n  Water4:\n\t\tE4_A ABCDEFGH 1 bright A_Fadeout(0.1)\n\t\tstop\n  Water5:\n\t\tE5_A ABCDEFGH 1 bright A_Fadeout(0.1)\n\t\tstop\n\t}\n}\n\nACTOR SmokeTrail\n{\n   Radius 1\n   Height 1\n   PROJECTILE\n   +NOCLIP\n   Scale 0.125\n   Speed 0\n   RENDERSTYLE ADD\n   ALPHA 0.7\n   States\n   {\n   Spawn:\n    SMOK A 0\n    SMOK A 0\n      SMOK ABCDEFGHIJKLMNOPQ 1 BRIGHT A_Fadeout(0.01)\n      Stop\n   }\n}\n\nACTOR PowEffectSpawner\n{\n  +NOBLOCKMAP\n  +NOTELEPORT\n  +NOGRAVITY\n  +NOCLIP\n  +DONTSPLASH\n  RENDERSTYLE NONE\n  States\n  {\n  Spawn:\n    NULL A 0\n\tNULL A 0 Radius_Quake (random(1.0,2.5), random(10,20), 0, 8, 0)\n    NULL A 0 A_Jump(32, \"SpawnB\")\n      NULL AAA 0 Bright A_CustomMissile(\"PowEffect3\",0,0,random(-180,180),2,random(-90,90))\n      NULL AAA 0 Bright A_CustomMissile(\"PowEffect5\",0,0,random(-180,180),2,random(-90,90))\n      NULL AAA 0 Bright A_CustomMissile(\"PowEffect4\",0,0,random(-180,180),2,random(-90,90))\n      NULL AAAAAA 0 Bright A_CustomMissile(\"PowEffect2\",0,0,random(-180,180),2,random(-90,90))\n      NULL AAA 0 A_custommissile(\"RocketSlag\",random(0,16),random(-8,8),random(-360,360),2,random(10,70))\n      NULL AAAA 1 Bright A_CustomMissile(\"PowEffect2\",0,0,random(-180,180),2,random(-90,90))\n      NULL AAAAA 1 Bright A_CustomMissile(\"PowEffect\",0,0,random(-180,180),2,random(-90,90))\n      Stop\n  SpawnB:\n    NULL A 0\n      NULL AAAAA 0 A_custommissile(\"RocketSlag\",random(0,16),random(-8,8),random(-360,360),2,random(10,70))\n      NULL AAAAAAAAAA 0 Bright A_CustomMissile(\"PowEffect2\",0,0,random(-180,180),2,random(-90,90))\n      NULL AAAAAAAAA 1 Bright A_CustomMissile(\"PowEffect\",0,0,random(-180,180),2,random(-90,90))\n      Stop\n  }\n}\n\nACTOR PowEffect\n{\n  +NOTELEPORT\n  +DONTSPLASH\n  Translation \"112:127=212:223\"\n\n   Radius 1\n   Height 1\n   Speed 2\n   Damage 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.475\n   Scale 0.3\n   States\n   {\n   Spawn:\n      PSNE H 0\n      PSNE H 0 A_Jump(32, \"Spawn2\")\n      PSNE HHHIIIJJJKKKLLLMMM 1 Bright A_Fadeout(0.02)\n      Stop\n   Spawn2:\n      FIR3 AABBCCDDEEFFGGHHII 1 Bright A_Fadeout(0.02)\n      Stop\n   }\n}\n\nACTOR PowEffect2 : PowEffect\n{\n   Translation \"112:127=212:223\"\n   Speed 3\n   Scale 0.35\n}\n\nACTOR PowEffect3 : PowEffect\n{\n   Translation \"112:127=212:223\"\n   Radius 1\n   Height 1\n   Speed 4\n   Damage 0\n   PROJECTILE\n   RENDERSTYLE ADD\n   ALPHA 0.3\n   Scale 0.4\n   States\n   {\n   Spawn:\n      PSNE HHIIJJKKLLMM 1 Bright A_Fadeout(0.02)\n      Stop\n   }\n}\n\nACTOR PowEffect4 : PowEffect\n{\n   Translation \"112:127=212:223\"\n   Speed 4\n   Scale 0.4\n}\n\nACTOR PowEffect5 : PowEffect3\n{\n  Translation \"112:127=212:223\"\n   Speed 5\n   Scale 0.4\n}\n\nACTOR PowEffect6 : PowEffect3\n{\n  Translation \"112:127=212:223\"\n   Speed 6\n   Scale 0.4\n}\n\nActor RocketSlag // stolen from Beautiful Doom!\n{\nrenderstyle add\nprojectile\n+DOOMBOUNCE\nspeed 11\n-nogravity\n+ROCKETTRAIL\n+PAINLESS\n+BLOODLESSIMPACT\n+BOUNCEONACTORS\nheight 1\nradius 1\ngravity 0.7\nBounceFactor 0.5\n\tscale 0.4\n\tStates\n\t{\n\tSpawn:\n    \tP2FF A 0\n    \tP2FF A 0\n\t\tP2FF A 1 BRIGHT A_Jump(2,\"Death\")\n\t\tLoop\n\tDeath:\n\t\tP2FF A 1 BRIGHT A_FadeOut(0.04)\n\t\tLoop\n\t}\n}\n\nACTOR BloodParticle\n{\n  Mass 5\n  +NOBLOCKMAP\n  +NOTELEPORT\n  +ALLOWPARTICLES\n  Scale 0.5\n  Health 5\n  States\n  {\n  Spawn:\n    BLUD CBA 8\n    Stop\n  Spray:\n    SPRY ABCDEF 3\n    SPRY G 2\n    Stop\n  }\n}\n\nACTOR NewBlood : Blood replaces Blood\n{\n  Mass 5\n  +NOBLOCKMAP\n  +NOTELEPORT\n  +ALLOWPARTICLES\n  States\n  {\n  Spawn:\n    BLUD CBA 8 A_SpawnDebris(\"BloodParticle\", true)\n    Stop\n  Spray:\n    SPRY ABCDEF 3\n    SPRY G 2\n    Stop\n  }\n}\n\nActor StepEffect\n{\n+NOCLIP\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 5 A_PlaySound(\"effects/step\", CHAN_BODY)\n\tTNT1 A 0 A_StopSound(CHAN_BODY)\n\tstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/misc.txt",
        "contents": "Actor BaseWeapon : Weapon\n{\n Weapon.AmmoUse 0\n Weapon.AmmoUse2 0\n}\n\nActor IsScope : Inventory {}\nActor IsReloading : Inventory {}"
      },
      {
        "source": "pk3",
        "name": "actors/defines.txt",
        "contents": "const float DAMAGEFACTOR = 1.5;\n\nconst int SCRIPT_HEIGHTFIXER = 701;"
      },
      {
        "source": "pk3",
        "name": "actors/removeitems.txt",
        "contents": "// Unwanted Items\n\nactor Nothing1 replaces Clip\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing2 replaces ClipBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing3 replaces Shell\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing4 replaces ShellBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing5 replaces RocketAmmo\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing6 replaces RocketBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing7 replaces Cell\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing8 replaces CellPack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing9 replaces BackPack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing10 replaces Shotgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing11 replaces SuperShotgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing12 replaces Chaingun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing13 replaces RocketLauncher\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing14 replaces PlasmaRifle\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing15 replaces BFG9000\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing16 replaces Chainsaw\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\n/*\nactor Nothing17 replaces Minigun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing18 replaces GrenadeLauncher\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing19 replaces Railgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing20 replaces BFG10K\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n*/\n\nactor Nothing20 replaces Medikit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing21 replaces Stimpack\n{\nScale 0.7\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing22 replaces RadSuit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing23 replaces GreenArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing24 replaces BlueArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\n/*\nactor Nothing25 replaces RedArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n*/\n\nactor Nothing26 replaces Berserk\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing27 replaces HealthBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing28 replaces ArmorBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing29 replaces SoulSphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing30 replaces MegaSphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/mossington.txt",
        "contents": "ACTOR MossGunShell : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 8\n  Inventory.Icon \"SHELA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nACTOR MossShell : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 16\n  Ammo.BackpackAmount 8\n  Ammo.BackpackMaxAmount 24\n  Inventory.Icon \"SBOXA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nActor Mossington : BaseWeapon\n{\n  Weapon.AmmoType \"MossGunShell\"\n  Weapon.AmmoType2 \"MossShell\"\n  Weapon.SelectionOrder 100\n  Inventory.PickupMessage \"Picked up a Mossington.\"\n  Obituary \"%k -> Mossington -> %o.\"\n  Tag \"Mossington\"\n  +WEAPON.NOAUTOFIRE\n  States\n  {\n  NoReload:\n\tMOR2 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tgoto Ready\n  ReloadEnd:\n\tMOR2 E 0 A_TakeInventory(\"IsReloading\", 1)\n\tMOR2 EFGHIJ 1\n\tMOR2 K 3 A_PlaySound (\"mossington/reloadend\", CHAN_WEAPON)\n\tMOR2 LMNOPQRSTUVWX 1\n\tgoto Ready\n  ReloadEnd2:\n\tMOR1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tMOR1 A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tMOR1 LKJIHGFECBA 1\n\tgoto Ready\n  ReloadLoop:\n\tMOR1 A 0 A_JumpIfInventory(\"MossGunShell\", 8, \"ReloadEnd\")\n\tMOR1 MNOPQR 1\n\tMOR1 A 0 A_JumpIfInventory(\"MossShell\", 1, 1)\n\tgoto ReloadEnd\n\n\tMOR1 A 0 A_GiveInventory(\"MossGunShell\", 1)\n\tMOR1 A 0 A_TakeInventory(\"MossShell\", 1)\n\tMOR1 S 3 A_PlaySound (\"mossington/reload\", CHAN_WEAPON)\n\tMOR1 TUVWXYZ 1\n\tMOR2 ABCD 1\n\tMOR1 A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ReloadLoop\")\n\tgoto ReloadEnd\n  ReloadStart:\n    MOF1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tMOF1 A 0 A_ZoomFactor(1.0)\n\tMAF1 A 0 A_JumpIfInventory(\"MossShell\", 1, 1)\n\tgoto ReloadEnd2\n\n\tMOR1 A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tMOR1 ABCEFGHIJK 1\n\tMOR1 L 3\n\tMOR1 A 0 A_JumpIfInventory(\"MossGunShell\", 8, \"ReloadEnd2\")\n\tgoto ReloadLoop\n  ScopeIn:\n\tMOF1 A 0 A_ZoomFactor(3.0)\n\tMOF1 A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tMOF1 A 0 A_GiveInventory(\"IsScope\", 1)\n\tMOAI ABCDEFG 1\n\tGoto Ready\n  ScopeOut:\n    MOF1 A 0 A_ZoomFactor(1.0)\n\tMOF1 A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tMOF1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tMOAI GFEDCBA 1\n\tGoto Ready\n  ScopeReady:\n\tMAF2 A 0\n\tMAF2 A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ScopeOut\")\n\tMAF2 A 1 A_WeaponReady\n\tGoto Ready\n  Ready:\n\tMOAI A 0\n\tMOAI A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ReloadStart\")\n\tMOAI A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeReady\")\n    MOAI A 1 A_WeaponReady\n    Loop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tMOAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tMOAI A 1 offset (4,34)\n\tMOAI A 1 offset (8,40)\n\tMOAI A 1 offset (16,49)\n\tMOAI A 1 offset (24,62)\n\tMOAI A 1 offset (32,79)\n\tMOAI A 1 offset (40,100)\n\tMOAI A 1 offset (48,125)\n\tMOAI A 1 offset (56,154)\n\tMOAI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\tstop\n  Select:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tMOAI A 0 A_PlaySound (\"weapon/change\", CHAN_WEAPON)\n\tMOAI A 1 offset (130,154)\n\tMOAI A 1 offset (120,139)\n\tMOAI A 1 offset (110,125)\n\tMOAI A 1 offset (100,112)\n\tMOAI A 1 offset (90,100)\n\tMOAI A 1 offset (80,89)\n\tMOAI A 1 offset (70,79)\n\tMOAI A 1 offset (60,70)\n\tMOAI A 1 offset (50,62)\n\tMOAI A 1 offset (40,55)\n\tMOAI A 1 offset (30,49)\n\tMOAI A 1 offset (20,44)\n\tMOAI A 1 offset (15,40)\n\tMOAI A 1 offset (10,37)\n\tMOAI A 1 offset (5,34)\n\tMOAI A 1 offset (0,0)\n\tGoto Ready\n\n  ScopeNoAmmo:\n\tMOAI G 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto ScopeReady\n  NoAmmo:\n\tMOAI A 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto Ready\n  ScopedFire:\n\tMAF1 A 0 A_JumpIfInventory(\"MossGunShell\", 1, 1)\n\tgoto ScopeNoAmmo\n\n\tMAF1 A 0 A_TakeInventory(\"MossGunShell\", 1)\n\tTNT1 AAAAAAAA 0 Bright A_FireCustomMissile(\"Tracer\",Random(3,-3),0,0,Random(4,-4))\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",81,0,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tMAF1 A 0 A_FireBullets (5, 5, 8, 8 * DAMAGEFACTOR, \"NewBulletPuff\", FBF_NORANDOM)\n\tMAF1 A 0 A_PlaySound (\"mossington/fire\", CHAN_WEAPON)\n\tMOF1 A 0 A_SetPitch(pitch-2)\n\tMAF1 A 3\n\tMOF1 A 0 A_SetPitch(pitch+2)\n\tMAF1 ABCDEFGHIJKLM 1\n\tMAF1 NOPQRSTUVWXYZ 1\n\tMAF2 A 5\n    MAF2 B 5 A_ReFire\n    Goto Ready\n  Fire:\n\tMOF1 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopedFire\")\n\tMAF1 A 0 A_JumpIfInventory(\"MossGunShell\", 1, 1)\n\tgoto NoAmmo\n\n\tMOF1 A 0 A_TakeInventory(\"MossGunShell\", 1)\n\tTNT1 AAAAAAAA 0 Bright A_FireCustomMissile(\"Tracer\",Random(5,-5),0,5,Random(7,-7))\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",27,5,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tMOF1 A 0 A_FireBullets (10, 10, 8, 8 * DAMAGEFACTOR, \"NewBulletPuff\", FBF_NORANDOM)\n\tMOF1 A 0 A_PlaySound (\"mossington/fire\", CHAN_WEAPON)\n\n\tMOF1 A 0 A_SetPitch(pitch-2)\n\tMOF1 A 3\n\tMOF1 A 0 A_SetPitch(pitch+2)\n\tMOF1 ABCDEFGHIJKL 1\n\tMOF1 M 3\n\tMOF1 NOPQRSTUVWXYZ 1\n    MOAI A 8 A_ReFire\n    Goto Ready\n   AltFire:\n\tMOF1 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeOut\")\n\tgoto ScopeIn\n  Spawn:\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/lobstergl.txt",
        "contents": "ACTOR LobsterGLGunAmmo : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Inventory.Icon \"ROCKA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nACTOR LobsterGLAmmo : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 4\n  Ammo.BackpackAmount 2\n  Ammo.BackpackMaxAmount 6\n  Inventory.Icon \"BROKA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nactor LobsterGrenade\n{\n  Radius 8\n  Height 8\n  Speed 50\n  Damage (64 * DAMAGEFACTOR)\n  Projectile\n  -NOGRAVITY\n  +RANDOMIZE\n  Gravity 0.25\n//  SeeSound \"\"\n  DeathSound \"grenade/explode\"\n  Obituary \"%k -> Grenade -> %o\"\n  +CANBOUNCEWATER\n  States\n  {\n  Spawn:\n    SGRN A 1 Bright A_SpawnItemEx (\"SmokeTrail\", 0, 0, 0, 0, 0, 0, 0, 160)\n    Loop\n  Crash:\n  Death:\n  Detonate:\n  Mushroom:\n    NULL A 1 Bright A_Explode(68 * DAMAGEFACTOR, 256)\n\tNULL A 0 A_SpawnItemEx(\"TracerSpawner\")\n\tNULL A 0 A_SpawnItemEx(\"PowEffectSpawner\")\n    NULL A 6 Bright\n    NULL A 5 Bright\n    NULL A 3 Bright\n    Stop\n  }\n}\n\nactor LobsterGrenadeFast : LobsterGrenade\n{\nSpeed 75\n}\n\nActor LobsterGL : BaseWeapon\n{\n  Weapon.AmmoType \"LobsterGLGunAmmo\"\n  Weapon.AmmoType2 \"LobsterGLAmmo\"\n  Weapon.SelectionOrder 100\n  Inventory.PickupMessage \"Picked up a Lobster GL.\"\n  Obituary \"%k -> Lobster GL -> %o.\"\n  Tag \"LobsterGL\"\n  States\n  {\n  NoReload:\n\tTNT1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tTNT1 A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tLOR1 ABCDEFGHIJK 1\n\tLOR1 KJIHGFEDCBA 1\n\tgoto Ready\n  Reload:\n\tLOR1 A 0 A_JumpIfInventory(\"LobsterGLGunAmmo\", 1, \"NoReload\")\n\tLOR1 A 0 A_PlaySound (\"lobstergl/reload\", CHAN_WEAPON)\n\tLOR1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tLOR2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tLOR3 ABCDEFGHIJKLMNOPQRSTUV 1\n\tLOR3 W 3\n\tLOR3 A 0 A_GiveInventory(\"LobsterGLGunAmmo\", 1)\n\tLOR3 A 0 A_TakeInventory(\"LobsterGLAmmo\", 1)\n\tLOR3 XYZ 1\n\tLOR4 ABCDEFGHIJKLMNOPQRSTUVWX 1\n\tTNT1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tgoto Ready\n  ReloadStart:\n    TNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_JumpIfInventory(\"LobsterGLAmmo\", 1, \"Reload\")\n\tgoto NoReload\n  ScopeIn:\n\tLOAI A 0 A_ZoomFactor(2.0)\n\tLOAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tLOAI A 0 A_GiveInventory(\"IsScope\", 1)\n\tLOAI ABCDEFGH 1\n\tGoto Ready\n  ScopeOut:\n    LOAI A 0 A_ZoomFactor(1.0)\n\tLOAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tLOAI A 0 A_TakeInventory(\"IsScope\", 1)\n\tLOAI HGFEDCBA 1\n\tGoto Ready\n  ScopeReady:\n\tLOAI A 0\n\tLOAI A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ScopeOut\")\n\tLOAI H 1 A_WeaponReady\n\tGoto Ready\n  Ready:\n\tLOAI A 0\n\tLOAI A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ReloadStart\")\n\tLOAI A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeReady\")\n    LOAI A 1 A_WeaponReady\n    Loop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tLOAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tLOAI A 1 offset (4,34)\n\tLOAI A 1 offset (8,40)\n\tLOAI A 1 offset (16,49)\n\tLOAI A 1 offset (24,62)\n\tLOAI A 1 offset (32,79)\n\tLOAI A 1 offset (40,100)\n\tLOAI A 1 offset (48,125)\n\tLOAI A 1 offset (56,154)\n\tLOAI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\tstop\n  Select:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tLOAI A 0 A_PlaySound (\"weapon/change\", CHAN_WEAPON)\n\tLOAI A 1 offset (130,154)\n\tLOAI A 1 offset (120,139)\n\tLOAI A 1 offset (110,125)\n\tLOAI A 1 offset (100,112)\n\tLOAI A 1 offset (90,100)\n\tLOAI A 1 offset (80,89)\n\tLOAI A 1 offset (70,79)\n\tLOAI A 1 offset (60,70)\n\tLOAI A 1 offset (50,62)\n\tLOAI A 1 offset (40,55)\n\tLOAI A 1 offset (30,49)\n\tLOAI A 1 offset (20,44)\n\tLOAI A 1 offset (15,40)\n\tLOAI A 1 offset (10,37)\n\tLOAI A 1 offset (5,34)\n\tLOAI A 1 offset (0,0)\n\tGoto Ready\n  ScopeNoAmmo:\n\tLOAI H 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto ScopeReady\n  NoAmmo:\n\tLOAI A 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto Ready\n  ScopedFire:\n\tLOAI A 0 A_JumpIfInventory(\"LobsterGLGunAmmo\", 1, 1)\n\tgoto ScopeNoAmmo\n\n\tLOAI A 0 A_TakeInventory(\"LobsterGLGunAmmo\", 1)\n\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",54,0,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tLOAI A 0 A_FireCustomMissile(\"LobsterGrenadeFast\")\n\tLOAI A 0 A_PlaySound (\"lobstergl/fire\", CHAN_WEAPON)\n\tLOAI A 0 A_SetPitch(pitch-3)\n\tLOF1 A 1\n\tLOAI A 0 A_SetPitch(pitch+3)\n\tLOF1 BCDEF 1\n    LOAI A 1 A_ReFire\n    Goto Ready\n  Fire:\n\tLOF2 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopedFire\")\n\tLOF2 A 0 A_JumpIfInventory(\"LobsterGLGunAmmo\", 1, 1)\n\tgoto NoAmmo\n\n\tLOF2 A 0 A_TakeInventory(\"LobsterGLGunAmmo\", 1)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",27,5,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tLOF2 A 0 A_FireCustomMissile(\"LobsterGrenade\")\n\tLOF2 A 0 A_PlaySound (\"lobstergl/fire\", CHAN_WEAPON)\n\tLOF2 A 0 A_SetPitch(pitch-3)\n\tLOF2 A 1\n\tLOF2 A 0 A_SetPitch(pitch+3)\n\tLOF2 BCDEF 1\n    LOF2 A 1 A_ReFire\n    Goto Ready\n   AltFire:\n\tLOF1 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeOut\")\n\tgoto ScopeIn\n  Spawn:\n    SHOT A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/belgomp.txt",
        "contents": "ACTOR BelgoMPGunClip : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 10\n  Inventory.Icon \"CLIPA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nACTOR BelgoMPClip : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 30\n  Ammo.BackpackAmount 10\n  Ammo.BackpackMaxAmount 40\n  Inventory.Icon \"AMMOA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nActor BelgoMP : BaseWeapon\n{\n  Weapon.AmmoType \"BelgoMPGunClip\"\n  Weapon.AmmoType2 \"BelgoMPClip\"\n  Weapon.SelectionOrder 200\n  Inventory.PickupMessage \"Picked up a Belgo MP.\"\n  Obituary \"%k -> Belgo MP -> %o.\"\n  Tag \"BelgoMP\"\n  +WEAPON.NOAUTOFIRE\n  States\n  {\n  NoReload:\n\tBER1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tBER1 A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tBER1 ABCDEFGHIJKLMNO 1\n\tBER1 ONMLKJIHGFEDCBA 1\n\tgoto Ready\n  Reload:\n\tBER1 A 0 A_JumpIfInventory(\"BelgoMPGunClip\", 10, \"NoReload\")\n\tBER1 A 0 A_PlaySound (\"belgomp/reload\", CHAN_WEAPON)\n\tBER1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tBER2 ABCDEFGHIJKLMNOPQRSTUV 1\n\tMOR1 A 0 A_GiveInventory(\"BelgoMPGunClip\", 10)\n\tMOR1 A 0 A_TakeInventory(\"BelgoMPClip\", 10)\n\tBER2 V 1\n\tBER2 WXYZ 1\n\tBER3 ABCD 1\n\tTNT1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tgoto Ready\n  ReloadStart:\n    MOF1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tMOF1 A 0 A_ZoomFactor(1.0)\n\tMAF1 A 0 A_JumpIfInventory(\"BelgoMPClip\", 10, \"Reload\")\n\tgoto NoReload\n  ScopeIn:\n\tBEAI A 0 A_ZoomFactor(2.0)\n\tBEAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tBEAI A 0 A_GiveInventory(\"IsScope\", 1)\n\tBEAI ABCDEFG 1\n\tGoto Ready\n  ScopeOut:\n    BEAI A 0 A_ZoomFactor(1.0)\n\tBEAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tBEAI A 0 A_TakeInventory(\"IsScope\", 1)\n\tBEAI GFEDCBA 1\n\tGoto Ready\n  ScopeReady:\n\tBEF1 A 0\n\tBEF1 A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ScopeOut\")\n\tBEF1 A 1 A_WeaponReady\n\tGoto Ready\n  Ready:\n\tBEAI A 0\n\tBEAI A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ReloadStart\")\n\tBEAI A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeReady\")\n    BEAI A 1 A_WeaponReady\n    Loop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tBEAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tBEAI A 1 offset (4,34)\n\tBEAI A 1 offset (8,40)\n\tBEAI A 1 offset (16,49)\n\tBEAI A 1 offset (24,62)\n\tBEAI A 1 offset (32,79)\n\tBEAI A 1 offset (40,100)\n\tBEAI A 1 offset (48,125)\n\tBEAI A 1 offset (56,154)\n\tBEAI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\tstop\n  Select:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tBEAI A 0 A_PlaySound (\"weapon/change\", CHAN_WEAPON)\n\tBEAI A 1 offset (130,154)\n\tBEAI A 1 offset (120,139)\n\tBEAI A 1 offset (110,125)\n\tBEAI A 1 offset (100,112)\n\tBEAI A 1 offset (90,100)\n\tBEAI A 1 offset (80,89)\n\tBEAI A 1 offset (70,79)\n\tBEAI A 1 offset (60,70)\n\tBEAI A 1 offset (50,62)\n\tBEAI A 1 offset (40,55)\n\tBEAI A 1 offset (30,49)\n\tBEAI A 1 offset (20,44)\n\tBEAI A 1 offset (15,40)\n\tBEAI A 1 offset (10,37)\n\tBEAI A 1 offset (5,34)\n\tBEAI A 1 offset (0,0)\n\tGoto Ready\n  ScopeNoAmmo:\n\tBEAI G 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto ScopeReady\n  NoAmmo:\n\tBEAI A 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto Ready\n  ScopedFire:\n\tBEF1 A 0 A_JumpIfInventory(\"BelgoMPGunClip\", 1, 1)\n\tgoto ScopeNoAmmo\n\n\tBEF1 A 0 A_TakeInventory(\"BelgoMPGunClip\", 1)\n\tBEF1 A 1\n\tTNT1 A 0 Bright A_FireCustomMissile(\"Tracer\",0,0,0,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",59,0,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tBEF1 A 0 A_FireBullets (1, 1, 1, 15 * DAMAGEFACTOR, \"NewBulletPuff\", FBF_NORANDOM)\n\tBEF1 A 0 A_PlaySound (\"belgomp/fire\", CHAN_WEAPON)\n\tBEF1 BCDE 1\n\tBEF1 I 1\n\tBEF1 EDCB 1\n    BEF1 A 2 A_ReFire\n    Goto Ready\n  Fire:\n\tBEF2 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopedFire\")\n\tBEF2 A 0 A_JumpIfInventory(\"BelgoMPGunClip\", 1, 1)\n\tgoto NoAmmo\n\n\tBEF2 A 0 A_TakeInventory(\"BelgoMPGunClip\", 1)\n\tTNT1 A 0 Bright A_FireCustomMissile(\"Tracer\",0,0,10,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",32,8,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tBEF2 A 0 A_FireBullets (2, 2, 1, 15 * DAMAGEFACTOR, \"NewBulletPuff\", FBF_NORANDOM)\n\tBEF2 A 0 A_PlaySound (\"belgomp/fire\", CHAN_WEAPON)\n\tBEF2 A 0 A_SetPitch(pitch-1)\n\tBEF2 A 1\n\tBEF2 A 0 A_SetPitch(pitch+1)\n\tBEF2 ABCDEFGHI 1\n    BEF2 A 2 A_ReFire\n    Goto Ready\n   AltFire:\n\tMOF1 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeOut\")\n\tgoto ScopeIn\n  Spawn:\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/eustonar.txt",
        "contents": "ACTOR EustonARGunClip : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 30\n  Inventory.Icon \"CLIPA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nACTOR EustonARClip : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 90\n  Ammo.BackpackAmount 30\n  Ammo.BackpackMaxAmount 120\n  Inventory.Icon \"AMMOA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nActor EustonAR : BaseWeapon\n{\n  Weapon.AmmoType \"EustonARGunClip\"\n  Weapon.AmmoType2 \"EustonARClip\"\n  Weapon.SelectionOrder 100\n  Inventory.PickupMessage \"Picked up a Euston AR.\"\n  Obituary \"%k -> Euston AR -> %o.\"\n  Tag \"EustonAR\"\n  States\n  {\n  NoReload:\n\tEUR1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tEUR1 A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tEUR1 ABCDEFGHIJ 1\n\tEUR1 K 1\n\tEUR1 JIHGFEDCBA 1\n\tgoto Ready\n  Reload:\n\tEUR1 A 0 A_JumpIfInventory(\"EustonARGunClip\", 30, \"NoReload\")\n\tEUR1 A 0 A_PlaySound (\"eustonar/reload\", CHAN_WEAPON)\n\tEUR1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tEUR2 ABCDEFG 1\n\tEUR2 H 3\n\tEUR1 A 0 A_GiveInventory(\"EustonARGunClip\", 30)\n\tEUR1 A 0 A_TakeInventory(\"EustonARClip\", 30)\n\tEUR2 IJKLMNOPQRSTUVWXYZ 1\n\tEUR3 ABCD 1\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tgoto Ready\n  ReloadStart:\n    TNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_JumpIfInventory(\"EustonARClip\", 30, \"Reload\")\n\tgoto NoReload\n  ScopeIn:\n\tEUAI A 0 A_ZoomFactor(3.0)\n\tEUAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tEUAI A 0 A_GiveInventory(\"IsScope\", 1)\n\tEUAI ABCDEFGH 1\n\tGoto Ready\n  ScopeOut:\n    EUAI A 0 A_ZoomFactor(1.0)\n\tEUAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tEUAI A 0 A_TakeInventory(\"IsScope\", 1)\n\tEUAI HGFEDCBA 1\n\tGoto Ready\n  ScopeReady:\n\tEUAI A 0\n\tEUAI A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ScopeOut\")\n\tEUAI H 1 A_WeaponReady\n\tGoto Ready\n  Ready:\n\tEUAI A 0\n\tEUAI A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ReloadStart\")\n\tEUAI A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeReady\")\n    EUAI A 1 A_WeaponReady\n    Loop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tEUAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tEUAI A 1 offset (4,34)\n\tEUAI A 1 offset (8,40)\n\tEUAI A 1 offset (16,49)\n\tEUAI A 1 offset (24,62)\n\tEUAI A 1 offset (32,79)\n\tEUAI A 1 offset (40,100)\n\tEUAI A 1 offset (48,125)\n\tEUAI A 1 offset (56,154)\n\tEUAI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\tstop\n  Select:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tEUAI A 0 A_PlaySound (\"weapon/change\", CHAN_WEAPON)\n\tEUAI A 1 offset (130,154)\n\tEUAI A 1 offset (120,139)\n\tEUAI A 1 offset (110,125)\n\tEUAI A 1 offset (100,112)\n\tEUAI A 1 offset (90,100)\n\tEUAI A 1 offset (80,89)\n\tEUAI A 1 offset (70,79)\n\tEUAI A 1 offset (60,70)\n\tEUAI A 1 offset (50,62)\n\tEUAI A 1 offset (40,55)\n\tEUAI A 1 offset (30,49)\n\tEUAI A 1 offset (20,44)\n\tEUAI A 1 offset (15,40)\n\tEUAI A 1 offset (10,37)\n\tEUAI A 1 offset (5,34)\n\tEUAI A 1 offset (0,0)\n\tGoto Ready\n  ScopeNoAmmo:\n\tEUAI H 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto ScopeReady\n  NoAmmo:\n\tEUAI A 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto Ready\n  ScopedFire:\n\tEUAI A 0 A_JumpIfInventory(\"EustonARGunClip\", 1, 1)\n\tgoto ScopeNoAmmo\n\n\tEUAI A 0 A_TakeInventory(\"EustonARGunClip\", 1)\n\tTNT1 A 0 Bright A_FireCustomMissile(\"Tracer\",random(-1, 1),0,0,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",72,0,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tEUAI A 0 A_FireBullets (2, 2, 1, 7 * DAMAGEFACTOR, \"NewBulletPuff\", FBF_NORANDOM)\n\tEUAI A 0 A_PlaySound (\"eustonar/fire\", CHAN_WEAPON)\n\tEUF1 A 0 A_SetPitch(pitch-1)\n\tEUAI H 1\n\tEUF1 A 0 A_SetPitch(pitch+1)\n\tEUAI HHHH 1\n    EUAI H 1 A_ReFire\n    Goto Ready\n  Fire:\n\tEUF1 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopedFire\")\n\tEUF1 A 0 A_JumpIfInventory(\"EustonARGunClip\", 1, 1)\n\tgoto NoAmmo\n\n\tEUF1 A 0 A_TakeInventory(\"EustonARGunClip\", 1)\n\tTNT1 A 0 Bright A_FireCustomMissile(\"Tracer\",random(-2, 2),0,5,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",27,5,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tEUF1 A 0 A_FireBullets (4, 4, 1, 7 * DAMAGEFACTOR, \"NewBulletPuff\", FBF_NORANDOM)\n\tEUF1 A 0 A_PlaySound (\"eustonar/fire\", CHAN_WEAPON)\n\tEUF1 A 0 A_SetPitch(pitch-1)\n\tEUF1 A 1\n\tEUF1 A 0 A_SetPitch(pitch+1)\n\tEUF1 BC 1\n\tEUF1 CB 1\n    EUF1 A 1 A_ReFire\n    Goto Ready\n   AltFire:\n\tEUF1 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeOut\")\n\tgoto ScopeIn\n  Spawn:\n    SHOT A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/fists.txt",
        "contents": "ACTOR NewFist : Fist replaces Fist\n{\n\tWeapon.SelectionOrder 300\n\tObituary \"%k -> Fist -> %o.\"\n\tStates\n\t{\n\tFire:\n\t\tPKFS A 0 A_PlaySound(\"skeleton/swing\", CHAN_WEAPON)\n\t\tPKFS LBCD 1\n\t\tPKFS E 2 A_CustomPunch(25 * DAMAGEFACTOR, true, 0, \"FistPuff\")\n\t\tPKFS FGHI 2\n\t\tPKFS JKL 1\n\t\tPUNG A 5 A_ReFire\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/barnettlr.txt",
        "contents": "ACTOR BarnettLRGunClip : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 4\n  Inventory.Icon \"CLIPA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nACTOR BarnettLRClip : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 8\n  Ammo.BackpackAmount 4\n  Ammo.BackpackMaxAmount 16\n  Inventory.Icon \"AMMOA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nActor BarnettLR : BaseWeapon\n{\n  Weapon.AmmoType \"BarnettLRGunClip\"\n  Weapon.AmmoType2 \"BarnettLRClip\"\n  Weapon.SelectionOrder 100\n  Inventory.PickupMessage \"Picked up a Barnett LR.\"\n  Obituary \"%k -> Barnett LR -> %o.\"\n  Tag \"BarnettLR\"\n  States\n  {\n  NoReload:\n\tBAR1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tBAR1 A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tBAR1 ABCDEFGHIJKL 1\n\tBAR1 M 2\n\tBAR1 LKJIHGFEDCBA 1\n\tgoto Ready\n  Reload:\n\tBAR1 A 0 A_JumpIfInventory(\"BarnettLRGunClip\", 4, \"NoReload\")\n\tBAR1 A 0 A_PlaySound (\"BarnettLR/reload\", CHAN_WEAPON)\n\tBAR1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tBAR2 ABCDEFGHIJKLMNOPQRS 1\n\tBAR2 T 2\n\tBAR2 A 0 A_GiveInventory(\"BarnettLRGunClip\", 4)\n\tBAR2 A 0 A_TakeInventory(\"BarnettLRClip\", 4)\n\tBAR2 UVWXYZ 1\n\tBAR3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tBAR4 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tBAR5 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tBAR6 ABCDEFGH 1\n\tTNT1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tgoto Ready\n  ReloadStart:\n    TNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_JumpIfInventory(\"BarnettLRClip\", 4, \"Reload\")\n\tgoto NoReload\n  ScopeIn:\n\tBAAI A 0 A_ZoomFactor(3.0)\n\tBAAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tBAAI A 0 A_GiveInventory(\"IsScope\", 1)\n\tBAAI ABCDEFGHI 1\n\tGoto Ready\n  ScopeOut:\n    BAAI A 0 A_ZoomFactor(1.0)\n\tBAAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tBAAI A 0 A_TakeInventory(\"IsScope\", 1)\n\tBAAI IHGFEDCBA 1\n\tGoto Ready\n  ScopeReady:\n\tBAAI A 0\n\tBAAI A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ScopeOut\")\n\tBAAI I 1 A_WeaponReady(WRF_NOBOB)\n\tGoto Ready\n  Ready:\n\tBAAI A 0\n\tBAAI A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ReloadStart\")\n\tBAAI A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeReady\")\n    BAAI A 1 A_WeaponReady\n    Loop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tBAAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tBAAI A 1 offset (4,34)\n\tBAAI A 1 offset (8,40)\n\tBAAI A 1 offset (16,49)\n\tBAAI A 1 offset (24,62)\n\tBAAI A 1 offset (32,79)\n\tBAAI A 1 offset (40,100)\n\tBAAI A 1 offset (48,125)\n\tBAAI A 1 offset (56,154)\n\tBAAI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\tstop\n  Select:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tBAAI A 0 A_PlaySound (\"weapon/change\", CHAN_WEAPON)\n\tBAAI A 1 offset (130,154)\n\tBAAI A 1 offset (120,139)\n\tBAAI A 1 offset (110,125)\n\tBAAI A 1 offset (100,112)\n\tBAAI A 1 offset (90,100)\n\tBAAI A 1 offset (80,89)\n\tBAAI A 1 offset (70,79)\n\tBAAI A 1 offset (60,70)\n\tBAAI A 1 offset (50,62)\n\tBAAI A 1 offset (40,55)\n\tBAAI A 1 offset (30,49)\n\tBAAI A 1 offset (20,44)\n\tBAAI A 1 offset (15,40)\n\tBAAI A 1 offset (10,37)\n\tBAAI A 1 offset (5,34)\n\tBAAI A 1 offset (0,0)\n\tGoto Ready\n  ScopeNoAmmo:\n\tBAAI I 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto ScopeReady\n  NoAmmo:\n\tBAAI A 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto Ready\n  ScopedFire:\n\tBAAI A 0 A_JumpIfInventory(\"BarnettLRGunClip\", 1, 1)\n\tgoto ScopeNoAmmo\n\n\tBAAI A 0 A_TakeInventory(\"BarnettLRGunClip\", 1)\n\tTNT1 A 0 Bright A_FireCustomMissile(\"Tracer\",0,0,0,0)\n\tBAAI A 0 A_FireBullets (0, 0, 1, 65 * DAMAGEFACTOR, \"NewBulletPuff\", FBF_NORANDOM)\n\tBAAI A 0 A_PlaySound (\"BarnettLR/fire\", CHAN_WEAPON)\n\tBAF1 A 0 A_SetPitch(pitch-3)\n\tBAAI I 1\n\tBAF1 A 0 A_SetPitch(pitch+3)\n\tBAAI I 8\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tBAAI HGFEDCBA 1\n\tBAF1 UVWXYZ 1\n\tBAF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tBAF3 ABCDEFGHIJKLMNOPQRSTUVWXY 1\n    BAAI A 1 A_ReFire\n    Goto Ready\n  Fire:\n\tBAF1 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopedFire\")\n\tBAF1 A 0 A_JumpIfInventory(\"BarnettLRGunClip\", 1, 1)\n\tgoto NoAmmo\n\n\tBAF1 A 0 A_TakeInventory(\"BarnettLRGunClip\", 1)\n\tTNT1 A 0 Bright A_FireCustomMissile(\"Tracer\",random(-2, 2),0,5,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",27,5,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tBAF1 A 0 A_FireBullets (4, 4, -1, 65 * DAMAGEFACTOR, \"NewBulletPuff\", FBF_NORANDOM)\n\tBAF1 A 0 A_PlaySound (\"BarnettLR/fire\", CHAN_WEAPON)\n\tBAF1 A 0 A_SetPitch(pitch-3)\n\tBAF1 A 1\n\tBAF1 A 0 A_SetPitch(pitch+3)\n\tBAF1 BCDEF 1\n\tBAF1 G 2\n\tBAF1 H 2\n\tBAF1 IJKLMNOPQRSTUVWXYZ 1\n\tBAF2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tBAF3 ABCDEFGHIJKLMNOPQRSTUVWXY 1\n    BAF1 A 1 A_ReFire\n    Goto Ready\n   AltFire:\n\tEUF1 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeOut\")\n\tgoto ScopeIn\n  Spawn:\n    SHOT A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/tampasmg.txt",
        "contents": "ACTOR TampaSMGGunClip : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 20\n  Inventory.Icon \"CLIPA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nACTOR TampaSMGClip : Ammo\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  Ammo.BackpackAmount 40\n  Ammo.BackpackMaxAmount 140\n  Inventory.Icon \"AMMOA0\"\n  +INVENTORY.IGNORESKILL\n  States\n  {\n  Spawn:\n    Stop\n  }\n}\n\nActor TampaSMG : BaseWeapon\n{\n  Weapon.AmmoType \"TampaSMGGunClip\"\n  Weapon.AmmoType2 \"TampaSMGClip\"\n  Weapon.SelectionOrder 200\n  Inventory.PickupMessage \"Picked up a Tampa SMG.\"\n  Obituary \"%k -> Tampa SMG -> %o.\"\n  Tag \"TampaSMG\"\n  States\n  {\n  NoReload:\n\tTAR1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tTAR1 A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tTAR1 ABCDEFGHIJ 1\n\tTAR1 K 1\n\tTAR1 JIHGFEDCBA 1\n\tgoto Ready\n  Reload:\n\tTAR1 A 0 A_JumpIfInventory(\"TampaSMGGunClip\", 20, \"NoReload\")\n\tTAR1 A 0 A_PlaySound (\"TampaSMG/reload\", CHAN_WEAPON)\n\tTAR1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\tTAR2 A 1\n\tTAR2 B 3\n\tTAR1 A 0 A_GiveInventory(\"TampaSMGGunClip\", 20)\n\tTAR1 A 0 A_TakeInventory(\"TampaSMGClip\", 20)\n\tTAR2 CDEFGHIJKLMNOPQR 1\n\tTNT1 A 0 A_TakeInventory(\"IsReloading\", 1)\n\tgoto Ready\n  ReloadStart:\n    TNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_JumpIfInventory(\"TampaSMGClip\", 20, \"Reload\")\n\tgoto NoReload\n  ScopeIn:\n\tTAAI A 0 A_ZoomFactor(2.0)\n\tTAAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tTAAI A 0 A_GiveInventory(\"IsScope\", 1)\n\tTAAI ABCDEFGHI 1\n\tGoto Ready\n  ScopeOut:\n    TAAI A 0 A_ZoomFactor(1.0)\n\tTAAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tTAAI A 0 A_TakeInventory(\"IsScope\", 1)\n\tTAAI IHGFEDCBA 1\n\tGoto Ready\n  ScopeReady:\n\tTAAI A 0\n\tTAAI A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ScopeOut\")\n\tTAAI I 1 A_WeaponReady\n\tGoto Ready\n  Ready:\n\tTAAI A 0\n\tTAAI A 0 A_JumpIfInventory(\"IsReloading\", 1, \"ReloadStart\")\n\tTAAI A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeReady\")\n    TAAI A 1 A_WeaponReady\n    Loop\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTAAI A 0 A_PlaySound (\"weapon/move\", CHAN_WEAPON)\n\tTAAI A 1 offset (4,34)\n\tTAAI A 1 offset (8,40)\n\tTAAI A 1 offset (16,49)\n\tTAAI A 1 offset (24,62)\n\tTAAI A 1 offset (32,79)\n\tTAAI A 1 offset (40,100)\n\tTAAI A 1 offset (48,125)\n\tTAAI A 1 offset (56,154)\n\tTAAI AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\tstop\n  Select:\n\tTNT1 A 0 A_TakeInventory(\"IsScope\", 1)\n\tTNT1 A 0 A_ZoomFactor(1.0)\n\tTAAI A 0 A_PlaySound (\"weapon/change\", CHAN_WEAPON)\n\tTAAI A 1 offset (130,154)\n\tTAAI A 1 offset (120,139)\n\tTAAI A 1 offset (110,125)\n\tTAAI A 1 offset (100,112)\n\tTAAI A 1 offset (90,100)\n\tTAAI A 1 offset (80,89)\n\tTAAI A 1 offset (70,79)\n\tTAAI A 1 offset (60,70)\n\tTAAI A 1 offset (50,62)\n\tTAAI A 1 offset (40,55)\n\tTAAI A 1 offset (30,49)\n\tTAAI A 1 offset (20,44)\n\tTAAI A 1 offset (15,40)\n\tTAAI A 1 offset (10,37)\n\tTAAI A 1 offset (5,34)\n\tTAAI A 1 offset (0,0)\n\tGoto Ready\n  ScopeNoAmmo:\n\tTAAI I 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto ScopeReady\n  NoAmmo:\n\tTAAI A 10 A_PlaySound (\"weapon/noammo\", CHAN_WEAPON)\n\tGoto Ready\n  ScopedFire:\n\tTAF2 A 0 A_JumpIfInventory(\"TampaSMGGunClip\", 1, 1)\n\tgoto ScopeNoAmmo\n\n\tTAF2 A 0 A_TakeInventory(\"TampaSMGGunClip\", 1)\n\tTNT1 A 0 Bright A_FireCustomMissile(\"Tracer\",random(-1, 1),0,0,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",54,0,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tTAF2 A 0 A_FireBullets (2, 2, 1, 5 * DAMAGEFACTOR, \"NewBulletPuff\", FBF_NORANDOM)\n\tTAF2 A 0 A_PlaySound (\"TampaSMG/fire\", CHAN_WEAPON)\n\tTAF1 A 0 A_SetPitch(pitch-1)\n\tTAF2 A 1\n\tEUF1 A 0 A_SetPitch(pitch+1)\n\tTAF2 B 1\n\tTAF2 C 1\n\tTAF2 B 1\n    TAF2 A 1 A_ReFire\n    Goto Ready\n  Fire:\n\tTAF1 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopedFire\")\n\tTAF1 A 0 A_JumpIfInventory(\"TampaSMGGunClip\", 1, 1)\n\tgoto NoAmmo\n\n\tTAF1 A 0 A_TakeInventory(\"TampaSMGGunClip\", 1)\n\tTNT1 A 0 Bright A_FireCustomMissile(\"Tracer\",random(-2, 2),0,5,0)\n\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlash\",27,5,35*(1+(-sin(pitch)*0.707))-ACS_ExecuteWithResult(SCRIPT_HEIGHTFIXER),momx*2.332*(sin(angle)*cos(angle)/2.332),momy*2.332*(sin(angle)*cos(angle)/2.332),momz*0.1415,0,SXF_ABSOLUTEMOMENTUM)\n\tTAF1 A 0 A_FireBullets (4, 4, 1, 5 * DAMAGEFACTOR, \"NewBulletPuff\", FBF_NORANDOM)\n\tTAF1 A 0 A_PlaySound (\"TampaSMG/fire\", CHAN_WEAPON)\n\tTAF1 A 0 A_SetPitch(pitch-1)\n\tTAF1 A 1\n\tEUF1 A 0 A_SetPitch(pitch+1)\n\tTAF1 B 1\n\tTAF1 C 1\n\tTAF1 B 1\n    TAF1 A 1 A_ReFire\n    Goto Ready\n   AltFire:\n\tTAF1 A 0 A_JumpIfInventory(\"IsScope\", 1, \"ScopeOut\")\n\tgoto ScopeIn\n  Spawn:\n    SHOT A -1\n    Stop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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