aow-v2.2-classic-patch_v0.1.pk3

PK3 9.2 KiB 0 map(s)

Counts

endoom0
graphics0
lumps5
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0427a1fc-b942-4dbe-bcd1-972ed7a09d09",
    "sha1": "1d1431f031e8b66de79987186fb03a55632afdee",
    "sha256": "c1197da1c765d387af363a378c5037ed07b6379c27dab9db034d3668f2a9aeab",
    "filenames": [
      "aow-v2.2-classic-patch_v0.1.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2022/04/20 09:27:03",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2022/04/20 09:27:03",
    "file": {
      "type": "PK3",
      "size": 9445,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/1d1431f031e8b66de79987186fb03a55632afdee/1d1431f031e8b66de79987186fb03a55632afdee.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 5,
        "maps": 0,
        "palettes": 0
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    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "===========================================================================================================================================================\nTitle                   : All Out War classic patch\nFilename                : aow-v2.2-classic-patch v0.1.pk3\nAuthor                  : Gaturra (discord: Cactus Rat#8745)\n\nOriginal Release date   : 2021/06/05 (v0.1)\nVersion 0.95 (2022/03/04)\n                          -player forwardmove-sidemove is now 1:1 (like back in aow_omega_r2539)\n                          -submachinegun primary fire and secondary is back (like back in aow_omega_r2539)\n\t\t\t\t\t\t  -karasawa projectile has been replaced (like back in aow_2.1)\n\t\t\t\t\t\t  -energy weapons (slot 7) has been moved to slot 6 (seriously, this is how it should be from start)\n\n===========================================================================================================================================================\n* What is included *\n\n                                            - Edits -\n\t\t                  -Slot 7 (energy weapons like plasmarifle, laserrifle...) are now on slot 6 (as any other mod out there)\n\t\t\t\t\t\t  -Classic player speed\n\t\t\t\t\t\t  -Submachinegun primary and secondary fire is back\n\t\t\t\t\t\t  -Karasawa primary and secondary fire now works as in its previous versions\n\n===========================================================================================================================================================\n* Load order / Requirements *\n                                            - aow_v2.2-core_r041118.pk3\n                                            - aow_v2.2-code_050518.pk3\n                                            - aow_v2.2-patch_r050518.pk3\n                                            - aow_v2.2-maps_r050518.pk3\n                                            - aow_v2.2-music_r101217.pk3\n                                            - aow_v2.2-patch_r050518.pk3\n\t\t\t\t\t\t\t\t\t\t\t- aow-v2.2-classic-patch v0.1.pk3\n\n===========================================================================================================================================================\n* Copyright / Permissions *\n\nThis file is an addon for AOW 2.2 which purpose is to bring back some features from classic aow versions.\n\nYou MAY distribute this file, provided you include this text file, with\nno modifications. You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact."
      },
      {
        "source": "pk3",
        "name": "keyconf.txt",
        "contents": "// =============================================================================\n// AOW KEYCONF\nweaponsection AOW2\nsetslot 0 RemoverGun RepairGun HealGun BombSquadGun\nsetslot 1 Unarmed EagerBeaver FragGrenade Flashbang RemoteC4 Knife\nsetslot 2 Handgun Rifle SniperRifleWeak SniperRifle BloodRevolver advancedsniperrifle\nsetslot 3 Boomstick DoubleShotgun AutoShotgun \"Quad Shotgun\"\nsetslot 4 SubMachineGun MachineGun GatlingGun JumpjetGatlingGun \"Nail-Machine Gun\"\nsetslot 5 GrenadeLauncher MissileLauncher ArtilleryCannon MortarLauncher\nsetslot 6 LaserRifle LaserChaingun GaussRifle ShockRifle PlasmaGun StealthLaserRifle Karasawa\nsetslot 7 Flamer CombustionAutorifleWeak CombustionAutorifle ChemicalSprayer TiberiumAutorifleWeak TiberiumAutorifle\nsetslot 8 ChronoBow PlasmaCannon TimeGun UtilityGun BFG2704\n\nclearplayerclasses\naddplayerclass Player\n\n// =============================================================================\n// Key section\naddkeysection \"All Out War 2\" AOW2Keybinds\naddmenukey \"Donation: Open/close menu\" donationmenu\naddmenukey \"Donation: Change name\" donationname\naddmenukey \"Donation: Donate $100\" donationgive\naddmenukey \"Surrender\" surrender\naddmenukey \"Switch to weaker team\" teamswitch\naddmenukey \"Sell Current Weapon\" sellweapon\naddmenukey \"Use self-heal\" useselfheal\naddmenukey \"Use timed C4\" usec4\naddmenukey \"Open preferences\" aow_preferences\naddmenukey \"Use Frag Grenade\" usefraggrenade\naddmenukey \"Use Flashbang\" useflashbang\naddmenukey \"Remote C4 Detonator\" usedetonator\n\ndefaultbind g usefraggrenade\ndefaultbind f useflashbang\ndefaultbind r usedetonator\n\n// =============================================================================\n// ALIAS CCMDS\nalias sellweapon \"puke 950\"\nalias donationmenu \"puke 988 0\"\nalias donationname \"puke 988 1\"\nalias donationgive \"puke 984 $__zeta_donatee $zeta_cl_donateamount\"\nalias donateall \"puke 984 255\"\n\nalias surrender \"puke 342\"\nalias spectatorteleport \"puke 940\"\n\n// Weapons\nalias usefraggrenade \"puke 828 0\"\nalias useflashbang \"puke 828 1\"\nalias usedetonator \"puke 828 2\"\n\n// Items\nalias useselfheal \"use SelfHealItem\"\nalias usec4 \"use TimedC4\"\n\n// Player number of our own self\nalias whoami \"puke 946\"\n\n// Request to switch to the other team\nalias teamswitch \"puke 942\"\n\n// Stats information\nalias showarmor \"puke 981\"\nalias showspeed \"puke 921\"\n\n// AI marine information\nalias dumpmarinestats \"puke -967\"\n\n// Insta-refreshes the HUD\nalias updatehud \"puke -931\"\n\n// Manual command to ask for a snapshot. I think this would be useful\n// in case something gets screwed up. There's already been problems\n// with credits syncing...\nalias getsnapshot \"puke -932\"\n\n// Open preferences\nalias aow_preferences \"puke -803\"\n\n// Version information\nalias aow_versioninfo \"puke -813\"\n\n// =============================================================================\n// RCON ADMIN COMMANDS\nalias gamemaster \"puke 941 %1 3\"\nalias forceblue \"puke 941 %1 1\"\nalias forcered \"puke 941 %1 2\"\nalias teamshuffle \"puke 962\"\n\nalias tournamentmode \"set aow_tournamentmode 1;set aow_maxcannonsperteam 1;set aow_jugglimit 1;set aow_suddendeathtime 30;set aow_tickets 40;echo Tournament set-up complete - please restart the map.\"\n\n// =============================================================================\n// GAMEMASTER COMMANDS\nalias a_warp \"puke 945 1 %1 %2\"\nalias a_teleport \"puke 945 2 %1\"\nalias a_crate \"puke 945 3 %1\"\nalias a_berserk \"puke 945 6\"\nalias a_resign \"puke 945 7\"\nalias a_givebeacon \"puke 945 8\"\nalias a_admin \"puke 945 9\"\nalias a_team \"puke 945 10 %1\"\nalias a_forcered \"puke 945 10 1\"\nalias a_forceblue \"puke 945 10 0\"\nalias a_utility \"puke 945 11\"\nalias a_speed \"puke 945 12 %1\"\nalias a_opendeck \"puke 945 14\"\nalias a_notarget \"puke 945 15\"\nalias a_exit \"puke 945 16\"\nalias a_health \"puke 945 17 %1\"\nalias a_fly \"puke 945 18\""
      },
      {
        "source": "pk3",
        "name": "actors/crucial/player.txt",
        "contents": "// Player Marine\nactor Player : DoomPlayer {\n\t+NOSKIN\n\t-TELESTOMP\n\thealth 100\n\tplayer.colorrange 112, 127\n\tplayer.displayname \"Average Joe\"\n\tplayer.crouchsprite \"PLYC\"\n\tplayer.startitem \"Unarmed\", 1\n\tplayer.forwardmove 0.875\n\tplayer.sidemove 0.875\n\tplayer.maxhealth 100\n\n\tdamagefactor \"Explosion\", 0.3\n\tdamagefactor \"Mine\", 0.3\n\tdamagefactor \"Chemical\", 2.0\n\tdamagefactor \"AntiArmor\", 0.1\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Deconstruction\", 0.0\n\tdamagefactor \"MassDriver\", 0.3\n\tdeathsound \"generic/death\"\n\tStates {\n\tSpawn:\n\t\tPLAY A -1\n\t\tLoop\n\tSee:\n\t\tPLAY A 5\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, 2)\n\t\tTNT1 A 0 A_CheckFloor(1)\n\t\tgoto Float\n\t\tPLAY B 5\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, 2)\n\t\tTNT1 A 0 A_CheckFloor(1)\n\t\tgoto Float\n\t\tPLAY C 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20)\n\t\tPLAY C 5\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, 2)\n\t\tTNT1 A 0 A_CheckFloor(1)\n\t\tgoto Float\n\t\tPLAY D 5\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 1, 2)\n\t\tTNT1 A 0 A_CheckFloor(1)\n\t\tgoto Float\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20)\n\t\tgoto Spawn\n\tFloat:\n\t\tPLAY A 3 A_JumpIf(momz == 0, \"See\")\n\t\tgoto See\n\tMissile:\n\t\tPLAY E 0 A_TakeInventory (\"PowerSpawnInvulnerability\", 1)\n\t\tPLAY E 14\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\tMeleeSniper:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\tPain:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"selfHealCheck\", 0, 0, 0, 0)\n\t\tPLAY G 4 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FLASH)\n\t\tPLAY G 4 A_Pain\n\t\tgoto Spawn\n\tPain.Monster:\n\t\tPLAY G 0 A_GiveInventory (\"NoHealXP\", 1)\n\t\tPLAY G 4 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FLASH)\n\t\tPLAY G 4 A_Pain\n\t\tgoto Spawn\n\tPain.Explosion:\n\t\tPLAY G 0 ACS_ExecuteAlways(320, 0)\n\t\tPLAY G 4 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FLASH)\n\t\tPLAY G 4 A_Pain\n\t\tgoto Spawn\n\tPain.Energy:\n\t\tPLAY G 0 ACS_ExecuteAlways(320, 0, 4)\n\t\tPLAY G 4 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FLASH)\n\t\tPLAY G 4 A_Pain\n\t\tgoto Spawn\n\t\tPLAY G 0 ACS_ExecuteAlways(320, 0, 4)\n\t\tPLAY G 4 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FLASH)\n\t\tPLAY G 4 A_Pain\n\t\tgoto Spawn\n\tPain.FireSpecial:\n\t\tPLAY G 0 A_GiveInventory (\"NoHealXP\", 1)\n\tPain.Fire:\n\t\tPLAY G 0 ACS_ExecuteAlways (320, 0, 1)\n\t\tPLAY G 0 ACS_ExecuteAlways (SC_DAMAGEOVERTIME, 0, OVERTIME_FIRE)\n\t\tPLAY G 4 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FLASH)\n\t\tPLAY G 4 A_Pain\n\t\tgoto Spawn\n\tPain.Chemical:\n\t\tPLAY G 0 ACS_ExecuteAlways(320, 0, 2)\n\t\tPLAY G 0 ACS_ExecuteAlways (SC_DAMAGEOVERTIME, 0, OVERTIME_CHEM)\n\t\tPLAY G 4 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FLASH)\n\t\tPLAY G 4 A_Pain\n\t\tgoto Spawn\n\tPain.ChemicalSpecial:\n\t\tPLAY G 0 A_GiveInventory (\"NoHealXP\", 1)\n\t\tPLAY G 0 ACS_ExecuteAlways(320, 0, 2)\n\t\tPLAY G 4 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FLASH)\n\t\tPLAY G 4 A_Pain\n\t\tgoto Spawn\n\tPain.Flash:\n\t\t//PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0) // [SG] Why is this called twice?\n\t\tPLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n\t\tPLAY G 4 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FLASH)\n\t\tPLAY G 4 A_Pain\n\t\tgoto Spawn\n\tDeath:\n\t\tPLAY H 0\n\t\tPLAY H 0 A_JumpIfInventory (\"IsKamikaze\",1,\"Death.IonExplosion\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsTerrorist\",1,\"Death.KamikazeExplosion\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsBombCrate\",1,\"Death.BombExplosion\")\n\t\tPLAY H 0 A_JumpIfInventory (\"TimeGun\", 1, \"Death.Time\")\n\t\tPLAY H 0 A_JumpIfInTargetInventory (\"PowerBerserk\", 1, \"XDeath\")\n\t\tPLAY H 0 A_JumpIfInTargetInventory (\"IsSawing\", 1, \"XDeath\")\n\tDeathGo:\n\t\tPLAY H 0 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FORCEOFF)\n\t\tPLAY H 0 A_StopSound (CHAN_ITEM)\n\t\tPLAY H 0 A_StopSound (CHAN_WEAPON)\n\t\tPLAY H 0 A_StopSound (5)\n\t\tPLAY H 0 A_StopSound (6)\n\t\tPLAY H 1 A_Scream\n\t\tPLAY I 6 Thing_ChangeTID(0,9999)\n\t\tPLAY JJJ 0 A_SpawnItemEx(\"Credits1\",random(-4,4),random(-4,4),random(32,48),random(2,4),random(-2,2),random(2,4),0,0,128)\n\t\tPLAY J 0 A_SpawnItemEx(\"PowerupCrate\",random(-4,4),random(-4,4),random(32,48),random(2,4),random(-2,2),random(2,4),0,0,230)\n\t\tPLAY J 6 A_NoBlocking\n\t\tPLAY K 6\n\t\tPLAY L 6 A_PlaySound(\"misc/thud\")\n\t\tPLAY M 6\n\t\tPLAY N -1\n\t\tstop\n\tDeath.MechStomp:\n\t\tPLAY O 0 ACS_ExecuteAlways (923, 0)\n\tDeath.Falling:\n\tDeath.Suicide:\n\tXDeath:\n\t\tPLAY G 0\n\t\tPLAY G 0 A_JumpIfInventory (\"BloodRevolverFail\", 1, \"GenericFreezeDeath\") // G frame here!\n\t\tPLAY O 0 A_JumpIfInventory (\"IsKamikaze\", 1, \"Death.IonExplosion\")\n\t\tPLAY O 0 A_JumpIfInventory (\"IsTerrorist\", 1, \"Death.KamikazeExplosion\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsBombCrate\",1,\"Death.BombExplosion\")\n\t\tPLAY O 0 A_JumpIfInventory (\"TimeGun\", 1, \"Death.Time\")\n\tXDeathGo:\n\t\tPLAY O 0 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FORCEOFF)\n\t\tPLAY O 0 A_StopSound (CHAN_ITEM)\n\t\tPLAY O 0 A_StopSound (CHAN_WEAPON)\n\t\tPLAY O 0 A_StopSound (5)\n\t\tPLAY O 0 A_StopSound (6)\n\t\tPLAY O 4\n\t\tPLAY P 0 A_NoBlocking\n\t\tPLAY PPP 0 A_SpawnItemEx (\"Credits1\",random(-4,4),random(-4,4),random(32,48),random(-4,4),random(-4,4),random(4,8),0,0,128)\n\t\tPLAY P 0 A_SpawnItemEx (\"PowerupCrate\",random(-4,4),random(-4,4),random(32,48),random(2,4),random(-2,2),random(2,4),0,0,230)\n\t\tPLAY P 0 A_Scream\n\t\tPLAY P 0 A_PlaySound (\"misc/gib\", 7)\n\t\tPLAY P 0 A_PlaySound (\"misc/gib\", 6)\n\t\tPLAY P 4 A_SpawnItemEx (\"MarineGoreExplosion\")\n\t\tPLAY Q 4 A_SpawnItemEx (\"MarineGoreExplosion2\")\n\t\tPLAY R 4 A_SpawnItemEx (\"MarineGoreExplosion3\")\n\t\tPLAY STUV 4\n\t\tPLAY W -1\n\t\tstop\n\tDeath.MassDriver:\n\tDeath.AntiArmor:\n\tDeath.Explosion:\n\t\tPLAY H 0 ThrustThing(angle*256/360+(random(0,192)), random(20,40), 1, 0)\n\t\tPLAY H 1 ThrustThingZ(0,45,0,0)\n\t\tPLAY H 0 A_Jump(128,\"Death\")\n\t\tgoto XDeath\n\tDeath.Fire:\n\tDeath.FireSpecial:\n\t\tTNT1 AA 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"FireAlt\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsKamikaze\",1,\"Death.IonExplosion\")\n\t\tPLAY H 0 A_JumpIfInventory (\"TimeGun\", 1, \"Death.Time\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsBombCrate\",1,\"Death.BombExplosion\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsFemale\",1,\"DeathF.Fire\")\n\t\tPLAY H 0 A_StopSound (CHAN_ITEM)\n\t\tPLAY H 0 A_StopSound (CHAN_WEAPON)\n\t\tPLAY H 0 A_StopSound (5)\n\t\tPLAY H 0 A_StopSound (6)\n\t\tPLAY H 0 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FORCEOFF)\n\t\tPLAY H 1 Thing_ChangeTID(0,9999)\n\t\tDISR K 0 A_SpawnItemEx (\"BurningCorpse\", 0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)\n\t\tDISR K 0 A_NoBlocking\n\t\tPLAY N -1 A_SetTranslucent(0.0,0)\n\t\tstop\n\tFireAlt:\n\t\tPLAY H 1 Thing_ChangeTID(0,9999)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningCorpseReduced\", 0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tPLAY N -1 A_SetTranslucent(0.0,0)\n\t\tstop\n\tDeath.ChemicalSpecial:\n\tDeath.Chemical:\n\t\tTNT1 AA 0 A_JumpIfInventory (\"IsInSpawnRoom\", 1, \"ChemFireAlt\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsKamikaze\", 1, \"Death.IonExplosion\")\n\t\tPLAY H 0 A_JumpIfInventory (\"TimeGun\", 1, \"Death.Time\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsBombCrate\", 1, \"Death.BombExplosion\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsFemale\", 1, \"DeathF.Chemical\")\n\t\tPLAY H 0 A_StopSound (CHAN_ITEM)\n\t\tPLAY H 0 A_StopSound (CHAN_WEAPON)\n\t\tPLAY H 0 A_StopSound (CHAN_VOICE)\n\t\tPLAY H 0 A_StopSound (5)\n\t\tPLAY H 0 A_StopSound (6)\n\t\tPLAY H 0 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FORCEOFF)\n\t\tPLAY H 1 Thing_ChangeTID(0,9999)\n\t\tDISR K 0 A_SpawnItemEx (\"ChemicalCorpse\", 0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)\n\t\tDISR K 0 A_NoBlocking\n\t\tPLAY N -1 A_SetTranslucent(0.0,0)\n\t\tstop\n\tDeath.Energy:\n\t\tPLAY H 0 A_JumpIfInventory (\"IsKamikaze\", 1, \"Death.IonExplosion\")\n\t\tPLAY H 0 A_JumpIfInventory (\"TimeGun\", 1, \"Death.Time\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsBombCrate\", 1, \"Death.BombExplosion\")\n\t\tPLAY H 0 A_StopSound (CHAN_ITEM)\n\t\tPLAY H 0 A_StopSound (CHAN_WEAPON)\n\t\tPLAY H 0 A_StopSound (5)\n\t\tPLAY H 0 A_StopSound (6)\n\t\tPLAY H 0 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FORCEOFF)\n\t\tPLAY H 1 Thing_ChangeTID(0,9999)\n\t\tDISR K 0 A_PlaySound(\"sndz/disintegr\")\n\t\tDISR K 0 A_SpawnItemEx (\"DisintegratedCorpse\", 0,0,0,0,0,0,0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE|SXF_ABSOLUTEVELOCITY)\n\t\tDISR K 0 A_NoBlocking\n\t\tPLAY N -1 A_SetTranslucent(0.0,0)\n        Stop\n\tChemFireAlt:\n\t\tPLAY H 0 A_StopSound (CHAN_ITEM)\n\t\tPLAY H 0 A_StopSound (CHAN_WEAPON)\n\t\tPLAY H 0 A_StopSound (CHAN_VOICE)\n\t\tPLAY H 0 A_StopSound (5)\n\t\tPLAY H 0 A_StopSound (6)\n\t\tPLAY H 0 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FORCEOFF)\n\t\tPLAY H 1 Thing_ChangeTID(0,9999)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ChemicalCorpseReduced\", 0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tPLAY N -1 A_SetTranslucent(0.0,0)\n\t\tStop\n\tDeathF.Fire:\n\t\tTNT1 AA 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"FireAlt\")\n\t\tPLAY H 1 Thing_ChangeTID(0,9999)\n\t\tDISR K 0 A_SpawnItemEx (\"BurningCorpseFemale\", 0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)\n\t\tDISR K 0 A_NoBlocking\n\t\tPLAY N -1 A_SetTranslucent(0.0,0)\n\t\tstop\n\tDeathF.Chemical:\n\t\tTNT1 AA 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"ChemFireAlt\")\n\t\tPLAY H 1 Thing_ChangeTID(0,9999)\n\t\tDISR K 0 A_SpawnItemEx (\"ChemicalCorpseFemale\", 0,0,0,0,0,0,0, SXF_NOCHECKPOSITION)\n\t\tDISR K 0 A_NoBlocking\n\t\tPLAY N -1 A_SetTranslucent(0.0,0)\n\t\tstop\n\tDeath.IonExplosion:\n\t\tPLAY H 0\n\t\tPLAY H 0 A_JumpIfInventory (\"IsRed\", 1, \"Death.NukeExplosion\")\n\t\tPLAY N 0 A_SpawnItemEx(\"BlueStrikeKamikaze\", 0, 0, 32)\n\t\tgoto XDeathGo\n\tDeath.NukeExplosion:\n\t\tPLAY H 0\n\t\tPLAY N 0 A_SpawnItemEx(\"NukeKamikaze\", 0, 0, 32)\n\t\tgoto XDeathGo\n\tDeath.KamikazeExplosion:\n\t\tPLAY N 0 A_SpawnItemEx(\"KamikazeExplosion\")\n\t\tgoto XDeathGo\n\tDeath.BombExplosion:\n\t\tPLAY H 0\n\t\tPLAY N 0 A_SpawnItemEx(\"BombExplosion\")\n\t\tgoto XDeathGo\n\tDeath.Time:\n\t\tPLAY G 0 A_JumpIfInventory (\"IsKamikaze\", 1, \"Death.IonExplosion\")\n\t\tPLAY H 0 A_JumpIfInventory (\"IsBombCrate\", 1, \"Death.BombExplosion\")\n\t\tPLAY G 0\n\t\tPLAY G 0 A_NoBlocking\n\t\tPLAY G 0 A_StopSound (CHAN_ITEM)\n\t\tPLAY G 0 A_StopSound (CHAN_WEAPON)\n\t\tPLAY G 0 A_StopSound (5)\n\t\tPLAY G 0 A_StopSound (6)\n\t\tPLAY G 0 Thing_ChangeTID(0,9999)\n\t\tPLAY G 0 A_Stop\n\t\tPLAY G 0 A_NoGravity\n\t\tPLAY GGG 0 A_SpawnItemEx(\"Credits1\",random(-4,4),random(-4,4),random(32,48),random(2,4),random(-2,2),random(2,4),0,0,128)\n\t\tPLAY G 0 A_SpawnItemEx(\"PowerupCrate\",random(-4,4),random(-4,4),random(32,48),random(2,4),random(-2,2),random(2,4),0,0,230)\n\t\tPLAY G 2 A_PlaySound(\"weapons/timedeath\")\n\t\tPLAY G 2 Bright A_SetTranslucent(1,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.95,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.90,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.85,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.80,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.75,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.70,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.65,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.60,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.45,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.40,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.25,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.20,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.15,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.10,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.05,1)\n\t\tPLAY G 2 Bright A_SetTranslucent(0.00,1)\n\t\tPLAY N -1 A_SetTranslucent(0.0,0)\n\t\tStop\n\tGenericFreezeDeath:\n\t\tPLAY G 0\n\tIce: //Ugly hacks r Us ~ [Bloax]\n\t\tPLAY G 0 ACS_ExecuteAlways (SC_STEALTH, 0, STEALTH_FORCEOFF)\n\t\tPLAY G 0 A_StopSound (CHAN_ITEM)\n\t\tPLAY G 0 A_StopSound (CHAN_WEAPON)\n\t\tPLAY G 0 A_StopSound (5)\n\t\tPLAY G 0 A_StopSound (6)\n\t\tPLAY G 0 A_SpawnItemEx(\"FakeIcePlayer\",0,0,0)\n\t\tPLAY GGGGGGGGGGGG 0 A_SpawnItemEx(\"ChronoBoltSmoke\", 0, 0, 0, random(10, 30)*0.1, 0, random(0, 10)*0.1, random(1,360), SXF_NOCHECKPOSITION)\n\t\tBOI2 GGGGGGGGGGGGGGGG 0 A_SpawnItemEx(\"ChronoBoltSmoke2\", 0, 0, 0, random(10, 30)*0.04, 0, random(0, 10)*0.04, random(1,360), SXF_NOCHECKPOSITION,64)\n\t\tBOI2 GGGG 1 A_SetTranslucent(Alpha-0.2,0)\n\t\tBOI2 G 0 A_PlaySound(\"Weapons/CryoBowFreeze\")\n\t\tBOI2 G -1 A_SetTranslucent(0,0)\n\t\tStop\n\t}\n}\n\nactor FakeIcePlayer {\n\tTranslation \"Ice\"\n\tHealth 1\n\t+SHOOTABLE\n\tStates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tGoto Ice\n\t/*Ice:\n\t\tPLAY G 0 A_GenericFreezeDeath\n\t\tPLAY G 2 A_FreezeDeathChunks\n\t\tWait*/\n\tDeath:\n\t\tPLAY G 1 A_IceGuyDie\n\t\tStop\n\t}\n}\n\nactor MarineGoreExplosion {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"GibExplosion\", 0, 0, 32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Giblet1\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32))\n\t\tTNT1 A 0 A_SpawnItemEx(\"Giblet5\",0,0,random(4,40),random(-2,4),random(-6,6),random(-1,10),random(-32,32))\n\t\tTNT1 A 0 A_SpawnItemEx(\"Giblet2\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32))\n\t\tTNT1 A 0 A_SpawnItemEx(\"Giblet3\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32))\n\t\tTNT1 A 3\n\t\tstop\n\t}\n}\n\nactor MarineGoreExplosion2 {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"GibExplosion\", 0, 0, 32)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Giblet4\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32))\n\t\tTNT1 A 0 A_SpawnItemEx (\"Giblet5\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32))\n\t\tTNT1 A 0 A_SpawnItemEx (\"Giblet6\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32))\n\t\tTNT1 A 0 A_SpawnItemEx (\"AOWBrainStem\", 0, 0, 50, random(-4, 4), random(-4, 4), random(7, 9))\n\t\tTNT1 A 3\n\t\tstop\n\t}\n}\n\nactor MarineGoreExplosion3 {\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"GibExplosion\", 0, 0, 32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Giblet7\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32))\n\t\tTNT1 A 0 A_SpawnItemEx(\"Giblet8\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32))\n\t\tTNT1 A 0 A_SpawnItemEx(\"Giblet7\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32))\n\t\tTNT1 A 3\n\t\tstop\n\t}\n}\n\nactor MarineStomp  {\n\tPROJECTILE\n\t+NOBLOOD\n\t+CLIENTSIDEONLY\n\tdamage 0\n\tradius 10\n\tSpeed 20\n\tdeathsound \"misc/footstep\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tstop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInTargetInventory (\"StealthMode\", 1, 2)\n\t\tTNT1 A 1 A_SpawnItem(\"PlayerStepSmokePuff\")\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\n// Make this actor invisible since it appears as a player..\nactor NoIceChunkHead : IceChunkHead replaces IceChunkHead {\n\trenderstyle None\n\talpha 0\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetTranslucent (0, 0)\n\t\tgoto Super::Spawn\n\t}\n}\n\n// [Cata] For sprees\n\n// For airshot, longshot, etc...\n\nActor playerDeathHelper\n{\n\t+NOCLIP\n\t-SOLID\n\t+NOGRAVITY\n\tspeed 0\n\tvspeed 0\n\tmass 99999999\n\tStates\n\t{\n\t  Spawn:\n\t\tNULL A 35\n\t\tloop\n\t  Death:\n\t\tNULL A 5\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/karasawa.txt",
        "contents": "ACTOR Karasawa : AOWWeapon\n{\n    Inventory.PickupMessage \"You got the 'Karasawa' High-Density Plasma Rifle!\"\n    Obituary \"$OB_KARASAWA\"\n    Weapon.AmmoType \"KarasawaAmmo\"\n    Weapon.AmmoType2 \"KarasawaAmmo\"\n    Weapon.AmmoGive 1\n    Weapon.AmmoUse 1\n    Weapon.AmmoUse2 1\n    Weapon.KickBack 1000\n    Weapon.SelectionOrder 5\n    Weapon.UpSound \"weapons/up/karasawa\"\n\tWeapon.PreferredSkin \"MarineKarasawa\"\n\tDropItem \"AmmoPack\"\n    States\n    {\n    Spawn:\n        KSWP A -1\n        loop\n    Ready:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"karasawa_PowerOn\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsBlue\",1,\"ReadyBlue\")\n        KSWR ABCCB 3 A_WeaponReady(WRF_NOFIRE)\n\t\tKSWR A 0 A_GiveInventory(\"karasawa_IdleSoundOn\", 1)\n\t\tKSWR A 3 A_WeaponReady(WRF_NOFIRE)\n\tReadyRedLoop:\n\t\tKSWR A 1 A_WeaponReady\n\t\tLoop\n    ReadyBlue:\n        KSWB ABCCB 3 A_WeaponReady(WRF_NOFIRE)\n\t\tKSWR A 0 A_GiveInventory(\"karasawa_IdleSoundOn\", 1)\n\t\tKSWB A 3 A_WeaponReady(WRF_NOFIRE)\n\tReadyBlueLoop:\n\t\tKSWB A 1 A_WeaponReady\n\t\tLoop\n    Deselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"karasawa_PowerOff\", 1)\n\t\tKSWR A 0 A_GiveInventory(\"karasawa_IdleSoundOff\", 1)\n        TNT1 C 0 A_JumpIfInventory(\"IsBlue\",1,\"DeselectBlue\")\n\t    KSWR A 1 offset (5, 34)\n\t\tKSWR A 1 offset (16, 38)\n\t\tKSWR A 1 offset (23, 45)\n\t\tKSWR A 1 offset (32, 56)\n\t\tKSWR A 1 offset (42, 66)\n\t\tKSWR A 1 offset (51, 73)\n\t\tKSWR A 1 offset (63, 87)\n\t\tKSWR A 1 offset (78, 97)\n\t\tKSWR A 1 offset (88, 111)\n\t\tKSWR A 1 offset (99, 121)\n\t\tKSWR A 1 offset (112, 133)\n\t\tKSWR A 1 offset (125, 154)\n\t\tKSWR A 0 offset (1, 33)\n\t\tKSWR A 0 A_Lower\n\t\twait\n    DeselectBlue:\n        KSWB A 1 offset (5, 34)\n\t\tKSWB A 1 offset (16, 38)\n\t\tKSWB A 1 offset (23, 45)\n\t\tKSWB A 1 offset (32, 56)\n\t\tKSWB A 1 offset (42, 66)\n\t\tKSWB A 1 offset (51, 73)\n\t\tKSWB A 1 offset (63, 87)\n\t\tKSWB A 1 offset (78, 97)\n\t\tKSWB A 1 offset (88, 111)\n\t\tKSWB A 1 offset (99, 121)\n\t\tKSWB A 1 offset (112, 133)\n\t\tKSWB A 1 offset (125, 154)\n\t\tKSWB A 0 offset (1, 33)\n\t\tKSWB A 0 A_Lower\n\t\twait\n    Select:\n\t\tTNT1 A 0\n        TNT1 C 0 A_JumpIfInventory(\"IsBlue\",1,\"SelectBlue\")\n\t    KSWR A 1 offset (125, 154)\n\t\tKSWR A 1 offset (112, 133)\n\t\tKSWR A 1 offset (99, 121)\n\t\tKSWR A 1 offset (88, 111)\n\t\tKSWR A 1 offset (78, 97)\n\t\tKSWR A 1 offset (63, 87)\n\t\tKSWR A 1 offset (51, 73)\n\t\tKSWR A 1 offset (42, 66)\n\t\tKSWR A 1 offset (32, 56)\n\t\tKSWR A 1 offset (23, 45)\n\t\tKSWR A 1 offset (16, 38)\n\t\tKSWR A 1 offset (5, 34)\n\t\tgoto ready\n    SelectBlue:\n        KSWB A 1 offset (125, 154)\n\t\tKSWB A 1 offset (112, 133)\n\t\tKSWB A 1 offset (99, 121)\n\t\tKSWB A 1 offset (88, 111)\n\t\tKSWB A 1 offset (78, 97)\n\t\tKSWB A 1 offset (63, 87)\n\t\tKSWB A 1 offset (51, 73)\n\t\tKSWB A 1 offset (42, 66)\n\t\tKSWB A 1 offset (32, 56)\n\t\tKSWB A 1 offset (23, 45)\n\t\tKSWB A 1 offset (16, 38)\n\t\tKSWB A 1 offset (5, 34)\n\t\tgoto ready\n    Fire:\n \t    TNT1 A 0 A_JumpIfInventory (\"IsInSpawnRoom\", 1, \"Ready\")\n\t    TNT1 A 0 A_JumpIfInventory (\"InMenu\", 1, \"Ready\")\n        TNT1 A 0 A_JumpIfInventory(\"IsBlue\",1,\"Fire.Blue\")\n        KSWR A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWR A 0 Radius_Quake(3,random(8,12),0,1,0)\n\t    KSWR D 1 Bright A_FireCustomMissile(\"KsawBolt\", 0, 1, 0, 0)\n        KSWR E 1 Bright A_ZoomFactor(0.990)\n\t\tKSWR F 1 Bright A_ZoomFactor(0.980)\n\t\tKSWR F 1 Bright A_ZoomFactor(0.975)\n\t\tKSWR G 1 Bright A_ZoomFactor(0.980)\n\t\tKSWR G 1 Bright A_ZoomFactor(0.985)\n\t\tKSWR H 1 Bright A_ZoomFactor(0.990)\n\t\tKSWR H 1 Bright A_ZoomFactor(1)\n        KSWR I 0 Bright A_Light2\n        KSWR I 0 A_PlaySoundEx(\"Weapons/KarasawaCharge\", \"SoundSlot7\", 0)\n        KSWR IA 4 A_Light1\n        KSWR JKLMN 4\n        KSWR A 0 A_Light0\n        KSWR N 6\n        goto ReadyRedLoop\n    Fire.Blue:\n        KSWB A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWB A 0 Radius_Quake(3,random(8,12),0,1,0)\n\t    KSWB D 1 Bright A_FireCustomMissile(\"KsawBoltBlue\", 0, 1, 0, 0)\n        KSWB E 1 Bright A_ZoomFactor(0.990)\n\t\tKSWB F 1 Bright A_ZoomFactor(0.980)\n\t\tKSWB F 1 Bright A_ZoomFactor(0.975)\n\t\tKSWB G 1 Bright A_ZoomFactor(0.980)\n\t\tKSWB G 1 Bright A_ZoomFactor(0.985)\n\t\tKSWB H 1 Bright A_ZoomFactor(0.990)\n\t\tKSWB H 1 Bright A_ZoomFactor(1)\n        KSWB I 0 Bright A_Light2\n        KSWB I 0 A_PlaySoundEx(\"Weapons/KarasawaCharge\", \"SoundSlot7\", 0)\n        KSWB IA 4 A_Light1\n        KSWB JKLMN 4\n        KSWB A 0 A_Light0\n        KSWB N 6\n        goto ReadyBlueLoop\n    AltFire:\n\t    TNT1 A 0 A_JumpIfInventory (\"IsInSpawnRoom\", 1, \"Ready\")\n\t    TNT1 A 0 A_JumpIfInventory (\"InMenu\", 1, \"Ready\")\n        TNT1 A 0 A_JumpIfInventory(\"IsBlue\",1,\"AltFire.Blue\")\n\t    KSWR A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWR A 0 Radius_Quake(2,random(4,6),0,1,0)\n\t    KSWR D 1 Bright A_FireCustomMissile(\"KsawBolt2\", 0, 1, 0, 0)\n        KSWR E 1 Bright A_ZoomFactor(0.995)\n\t\tKSWR F 1 Bright A_ZoomFactor(0.990)\n\t\tKSWR G 1 Bright A_ZoomFactor(0.995)\n\t\tKSWR H 1 Bright A_ZoomFactor(1)\n        KSWR H 0 A_Light2\n\t\tKSWR A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWR A 0 Radius_Quake(2,random(4,6),0,1,0)\n\t    KSWR D 1 Bright A_FireCustomMissile(\"KsawBolt2\", 0, 1, 0, 0)\n        KSWR E 1 Bright A_ZoomFactor(0.995)\n\t\tKSWR F 1 Bright A_ZoomFactor(0.990)\n\t\tKSWR G 1 Bright A_ZoomFactor(0.995)\n\t\tKSWR H 1 Bright A_ZoomFactor(1)\n        KSWR H 0 A_Light2\n\t\tKSWR A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWR A 0 Radius_Quake(2,random(4,6),0,1,0)\n\t    KSWR D 1 Bright A_FireCustomMissile(\"KsawBolt2\", 0, 1, 0, 0)\n        KSWR E 1 Bright A_ZoomFactor(0.995)\n\t\tKSWR F 1 Bright A_ZoomFactor(0.990)\n\t\tKSWR G 1 Bright A_ZoomFactor(0.995)\n\t\tKSWR H 1 Bright A_ZoomFactor(1)\n        KSWR H 0 A_Light2\n\t\tKSWR A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWR A 0 Radius_Quake(2,random(4,6),0,1,0)\n\t    KSWR D 1 Bright A_FireCustomMissile(\"KsawBolt2\", 0, 1, 0, 0)\n        KSWR E 1 Bright A_ZoomFactor(0.995)\n\t\tKSWR F 1 Bright A_ZoomFactor(0.990)\n\t\tKSWR G 1 Bright A_ZoomFactor(0.995)\n\t\tKSWR H 1 Bright A_ZoomFactor(1)\n        KSWR H 0 A_Light2\n\t    KSWR A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWR A 0 Radius_Quake(2,random(4,6),0,1,0)\n\t    KSWR D 1 Bright A_FireCustomMissile(\"KsawBolt2\", 0, 1, 0, 0)\n        KSWR E 1 Bright A_ZoomFactor(0.995)\n\t\tKSWR F 1 Bright A_ZoomFactor(0.990)\n\t\tKSWR G 1 Bright A_ZoomFactor(0.995)\n\t\tKSWR H 1 Bright A_ZoomFactor(1)\n\t\tKSWR H 0 A_Light2\n        KSWR I 0 A_PlaySoundEx(\"Weapons/KarasawaCharge\", \"SoundSlot7\", 0)\n        KSWR IA 8 A_Light1\n        KSWR JKLMN 8\n        KSWR A 0 A_Light0\n        KSWR N 12\n        Goto Ready\n    AltFire.Blue:\n\t    KSWB A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWB A 0 Radius_Quake(2,random(4,6),0,1,0)\n\t    KSWB D 1 Bright A_FireCustomMissile(\"KsawBolt2Blue\", 0, 1, 0, 0)\n        KSWB E 1 Bright A_ZoomFactor(0.995)\n\t\tKSWB F 1 Bright A_ZoomFactor(0.990)\n\t\tKSWB G 1 Bright A_ZoomFactor(0.995)\n\t\tKSWB H 1 Bright A_ZoomFactor(1)\n        KSWB H 0 Bright A_Light2\n\t\tKSWB A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWB A 0 Radius_Quake(2,random(4,6),0,1,0)\n\t    KSWB D 1 Bright A_FireCustomMissile(\"KsawBolt2Blue\", 0, 1, 0, 0)\n        KSWB E 1 Bright A_ZoomFactor(0.995)\n\t\tKSWB F 1 Bright A_ZoomFactor(0.990)\n\t\tKSWB G 1 Bright A_ZoomFactor(0.995)\n\t\tKSWB H 1 Bright A_ZoomFactor(1)\n        KSWB H 0 Bright A_Light2\n\t\tKSWB A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWB A 0 Radius_Quake(2,random(4,6),0,1,0)\n\t    KSWB D 1 Bright A_FireCustomMissile(\"KsawBolt2Blue\", 0, 1, 0, 0)\n        KSWB E 1 Bright A_ZoomFactor(0.995)\n\t\tKSWB F 1 Bright A_ZoomFactor(0.990)\n\t\tKSWB G 1 Bright A_ZoomFactor(0.995)\n\t\tKSWB H 1 Bright A_ZoomFactor(1)\n        KSWB H 0 Bright A_Light2\n\t\tKSWB A 0 A_PlaySound(\"Weapons/KarasawaFire\",5)\n\t    KSWB A 0 Radius_Quake(2,random(4,6),0,1,0)\n\t    KSWB D 1 Bright A_FireCustomMissile(\"KsawBolt2Blue\", 0, 1, 0, 0)\n        KSWB E 1 Bright A_ZoomFactor(0.995)\n\t\tKSWB F 1 Bright A_ZoomFactor(0.990)\n\t\tKSWB G 1 Bright A_ZoomFactor(0.995)\n\t\tKSWB H 1 Bright A_ZoomFactor(1)\n        KSWB H 0 Bright A_Light2\n        KSWB I 0 A_PlaySoundEx(\"Weapons/KarasawaCharge\", \"SoundSlot7\", 0)\n        KSWB IA 8 A_Light1\n        KSWB JKLMN 8\n        KSWB A 0 A_Light0\n        KSWB N 12\n        Goto Ready\n  }\n}\n\nActor karasawa_IdleSoundOn : CustomInventory\n{\n\tInventory.MaxAmount 1\n\t+INVENTORY.AUTOACTIVATE\n\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/KarasawaIdle\", CHAN_WEAPON, 1.0, 1)\n\t\t\tStop\n\t}\n}\n\nActor karasawa_IdleSoundOff : karasawa_IdleSoundOn\n{\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t\tStop\n\t}\n}\n\nActor karasawa_PowerOn : karasawa_IdleSoundOn\n{\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/KarasawaSwitchOn\", CHAN_6)\n\t\t\tStop\n\t}\n}\n\nActor karasawa_PowerOff : karasawa_IdleSoundOn\n{\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"Weapons/KarasawaSwitchOff\", CHAN_6)\n\t\t\tStop\n\t}\n}\n\n//==============================================================================\n\nActor KsawBolt\n{\n    Projectile\n    +Ripper\n    +BloodSplatter\n    +StrifeDamage\n    +HexenBounce\n    +CanBounceWater\n    +SkyExplode\n    DamageType \"Energy\"\n    BounceFactor 1.2\n    Radius 6\n    Height 4\n    Speed 80\n    Damage (40)\n\tReactionTime 25\n    bouncecount 5\n    Alpha 1.0\n    XScale 1.5\n    YScale 0.4\n    RenderStyle Add\n    SeeSound \"Weapons/KarasawaShock\"\n    DeathSound \"Weapons/KarasawaHit\"\n\tStates\n\t{\n\tSpawn:\n      KSPR ABCD 1 Bright A_SpawnItemEx(\"BoltBlur\", 0, 0, 0, 1, 0, 0, 180, 128)\n\t  TNT1 A 0 A_Countdown\n\t  loop\n\tDeath:\n\t  TNT1 A 0\n\t  TNT1 A 0 A_SpawnItemEx(\"KsawBoltDecayFXRed\")\n\t  KSDR ABCDEF 2 Bright\n\t  Stop\n\tXDeath:\n\t  TNT1 A 0\n\t  TNT1 A 0 ACS_NamedExecuteAlways(\"SC_KARASAWA_TARGETSELECTION\", 0, 0, true, 0)\n\t  Goto Death\n\t}\n}\n\nActor KsawBoltBlue : KsawBolt\n{\n\tStates\n\t{\n\tSpawn:\n        KSPB ABCD 1 Bright A_SpawnItemEx(\"BoltBlurBlue\", 0, 0, 0, 1, 0, 0, 180, 128)\n\t    TNT1 A 0 A_Countdown\n\t    loop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"KsawBoltDecayFXBlue\")\n\t\tKSDB ABCDEF 2 Bright\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"SC_KARASAWA_TARGETSELECTION\", 0, 0, true, 0)\n\t\tGoto Death\n\t}\n}\n\nActor KsawBolt2\n{\n  Projectile\n  +Ripper\n  +BloodSplatter\n  +StrifeDamage\n  +SkyExplode\n  DamageType \"Energy\"\n  Radius 6\n  Height 4\n  Speed 80\n  Damage (20)\n  ReactionTime 25\n  Alpha 1.0\n  XScale 1.5\n  YScale 0.4\n  RenderStyle Add\n  SeeSound \"\"\n  DeathSound \"Weapons/KarasawaHit\"\n  States {\n  Spawn:\n    KSPR ABCD 1 Bright A_SpawnItemEx(\"BoltBlur\", 0, 0, 0, 1, 0, 0, 180, 128)\n\tTNT1 A 0 A_Countdown\n\tloop\n  Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"KsawBoltDecayFXRed\")\n\t KSDR ABCDEF 2 Bright\n\t Stop\n  XDeath:\n\t TNT1 A 0\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"SC_KARASAWA_TARGETSELECTION\", 0, 0, true, 0)\n\t Goto Death\n  }\n}\n\nActor KsawBolt2Blue : KsawBolt2\n{\n  States {\n  Spawn:\n    KSPB ABCD 1 Bright A_SpawnItemEx(\"BoltBlurBlue\", 0, 0, 0, 1, 0, 0, 180, 128)\n\tTNT1 A 0 A_Countdown\n\tloop\n  Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"KsawBoltDecayFXBlue\")\n\tKSDB ABCDEF 2 Bright\n\tStop\n  XDeath:\n\tTNT1 A 0\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"SC_KARASAWA_TARGETSELECTION\", 0, 0, true, 0)\n\tGoto Death\n  }\n}\n\nActor KsawBoltDecayFXBlue\n{\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOBLOCKMAP\n\t+NOCLIP\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"KsawBoltDecayBlue\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile(\"KsawFlareBlue\", 0, 0, Random(-360, 360), 2, Random(16, 88))\n\t\t\tGoto SmokeSpawn\n\n\t\tSmokeSpawn:\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"KsawBoltSmokeDecay\", 0, 0, 0, Random(-16, 16) * 0.1, Random(-16, 16) * 0.1, Random(-16, 16) * 0.1, Random(-360, 360))\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"KsawBoltSmokeDecay2\", 0, 0, 0, Random(-8, 8) * 0.1, Random(-8, 8) * 0.1, Random(-8, 8) * 0.1, Random(-360, 360))\n\t\t\tGoto FlareSpawn\n\t}\n}\n\nActor KsawBoltDecayFXRed : KsawBoltDecayFXBlue\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"KsawBoltDecayRed\")\n\t\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile(\"KsawFlareRed\", 0, 0, Random(-360, 360), 2, Random(16, 88))\n\t\t\tGoto SmokeSpawn\n\t}\n}\n\nActor KsawBoltDecayBlue\n{\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+FORCEXYBILLBOARD\n\n\tRenderStyle Add\n\tAlpha 1.0\n\tScale 0.25\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tFBLU A 1 Bright A_FadeOut(0.05)\n\t\t\tWait\n\t}\n}\n\nActor KsawBoltDecayRed : KsawBoltDecayBlue\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tFLAR A 1 Bright A_FadeOut(0.05)\n\t\t\tWait\n\t}\n}\n\nActor KsawBoltSmokeDecay\n{\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+FORCEXYBILLBOARD\n\n\tRenderstyle Shaded\n\tAlpha 1.0\n\tScale 0.5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(256, \"SmokeSpawn1\", \"SmokeSpawn2\", \"SmokeSpawn3\", \"SmokeSpawn4\")\n\t\t\tStop\n\n\t\tSmokeSpawn1:\n\t\t\tTNT1 A 0\n\t\t\tSMOK A 1 A_FadeOut(0.01)\n\t\t\tWait\n\n\t\tSmokeSpawn2:\n\t\t\tTNT1 A 0\n\t\t\tSMOK B 1 A_FadeOut(0.01)\n\t\t\tWait\n\n\t\tSmokeSpawn3:\n\t\t\tTNT1 A 0\n\t\t\tSMOK C 1 A_FadeOut(0.01)\n\t\t\tWait\n\n\t\tSmokeSpawn4:\n\t\t\tTNT1 A 0\n\t\t\tSMOK D 1 A_FadeOut(0.01)\n\t\t\tWait\n\t}\n}\n\nActor KsawBoltSmokeDecay2 : KsawBoltSmokeDecay\n{\n\tAlpha 0.5\n\tScale 1.0\n\n\tStates\n\t{\n\t\tSmokeSpawn1:\n\t\t\tTNT1 A 0\n\t\t\tSMOK A 1 A_FadeOut(0.001)\n\t\t\tWait\n\n\t\tSmokeSpawn2:\n\t\t\tTNT1 A 0\n\t\t\tSMOK B 1 A_FadeOut(0.001)\n\t\t\tWait\n\n\t\tSmokeSpawn3:\n\t\t\tTNT1 A 0\n\t\t\tSMOK C 1 A_FadeOut(0.001)\n\t\t\tWait\n\n\t\tSmokeSpawn4:\n\t\t\tTNT1 A 0\n\t\t\tSMOK D 1 A_FadeOut(0.001)\n\t\t\tWait\n\t}\n}\n\nActor KsawChainFX\n{\n\t+NOINTERACTION\n\t+NOBLOCKMAP\n\t+NOCLIP\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\n\tRenderstyle Translucent\n\tAlpha 1.0\n\tScale 0.5\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tVOLX ABCB 1 Bright A_FadeOut(0.05)\n\t\t\tLoop\n\t}\n}\n\nActor KsawChainFXRed : KsawChainFX {Translation \"192:207=224:247\"}\n\nActor BoltBlur\n{\n\t+NOINTERACTION\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\tRenderStyle Add\n\tAlpha 0.9\n\tXScale 1.3\n\tYScale 0.3\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tKSBR AB 1 Bright A_FadeOut(0.05)\n\t\t\tLoop\n\t}\n}\n\nActor KsawFlareBlue\n{\n\t+MISSILE\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+FORCEXYBILLBOARD\n\t+CANBOUNCEWATER\n\t+DONTSPLASH\n\t+BOUNCEONACTORS\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\t+THRUGHOST\n\n\tSpeed 8\n\tRadius 0\n\tHeight 0\n\tRenderstyle Add\n\tAlpha 1.0\n\tGravity 0.6\n\tScale 0.1\n\tBounceFactor 0.25\n\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tLC_E A 1 Bright A_FadeOut(0.01)\n\t\t\tLoop\n\t}\n}\n\nActor KsawFlareRed : KsawFlareBlue\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tLR_E A 1 Bright A_FadeOut(0.01)\n\t\t\tLoop\n\t}\n}\n\nActor BoltBlurBlue : BoltBlur\n{\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tKSBB AB 1 Bright A_FadeOut(0.05)\n\t\t\tLoop\n\t}\n}\n\nActor KsawTempLocation : MapSpot {}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/subby.txt",
        "contents": "actor SubMachineGun : AOWWeapon 21043 {\n\t//$Category Weapons\n\ttag \"Sub-Machine Gun\"\n\tobituary \"$OB_SUBBY\"\n\tinventory.pickupmessage \"You got the submachinegun!\"\n\tattacksound \"subby/fire\"\n\tweapon.selectionorder 15\n\tweapon.kickback 80\n\tweapon.ammotype \"NewClipAmmo\"\n\tweapon.ammouse 1\n\tweapon.ammogive 50\n\tweapon.ammotype2 \"NewClipAmmo\"\n\tweapon.ammouse2 1\n\tweapon.preferredskin \"MarineSMG\"\n\tWeapon.UpSound \"weapons/up/smg\"\n\tdecal \"BulletChip\"\n\tstates {\n\tReady:\n\t\tSUBR A 0 A_JumpIfInventory (\"IsBlue\", 1, \"Ready.Blue\")\n\t\tSUBR A 1 A_WeaponReady\n\t\twait\n\tDeselect:\n\t\tSUBR A 0 A_JumpIfInventory (\"IsBlue\", 1, \"Deselect.Blue\")\n\t\tSUBR A 1 offset (-5, 34)\n\t\tSUBR A 1 offset (-16, 38)\n\t\tSUBR A 1 offset (-23, 45)\n\t\tSUBR A 1 offset (-32, 56)\n\t\tSUBR A 1 offset (-42, 66)\n\t\tSUBR A 1 offset (-51, 73)\n\t\tSUBR A 1 offset (-63, 87)\n\t\tSUBR A 1 offset (-78, 97)\n\t\tSUBR A 1 offset (-88, 111)\n\t\tSUBR A 1 offset (-99, 121)\n\t\tSUBR A 1 offset (-112, 133)\n\t\tSUBR A 1 offset (-125, 154)\n\t\tSUBR A 0 offset (-1, 33)\n\t\tSUBR A 0 A_Lower\n\t\twait\n\tSelect:\n\t\tSUBR A 0 A_JumpIfInventory (\"IsBlue\", 1, \"Select.Blue\")\n\t\tSUBR A 1 offset (-125, 154)\n\t\tSUBR A 1 offset (-112, 133)\n\t\tSUBR A 1 offset (-99, 121)\n\t\tSUBR A 1 offset (-88, 111)\n\t\tSUBR A 1 offset (-78, 97)\n\t\tSUBR A 1 offset (-63, 87)\n\t\tSUBR A 1 offset (-51, 73)\n\t\tSUBR A 1 offset (-42, 66)\n\t\tSUBR A 1 offset (-32, 56)\n\t\tSUBR A 1 offset (-23, 45)\n\t\tSUBR A 1 offset (-16, 38)\n\t\tSUBR A 1 offset (-5, 34)\n\t\tgoto ready\n\tReady.Blue:\n\t\tSUBB A 2 A_WeaponReady\n\t\twait\n\tDeselect.Blue:\n\t\tSUBB A 1 offset (-5, 34)\n\t\tSUBB A 1 offset (-16, 38)\n\t\tSUBB A 1 offset (-23, 45)\n\t\tSUBB A 1 offset (-32, 56)\n\t\tSUBB A 1 offset (-42, 66)\n\t\tSUBB A 1 offset (-51, 73)\n\t\tSUBB A 1 offset (-63, 87)\n\t\tSUBB A 1 offset (-78, 97)\n\t\tSUBB A 1 offset (-88, 111)\n\t\tSUBB A 1 offset (-99, 121)\n\t\tSUBB A 1 offset (-112, 133)\n\t\tSUBB A 1 offset (-125, 154)\n\t\tSUBB A 0 offset (-1, 33)\n\t\tSUBB A 0 A_Lower\n\t\twait\n\tSelect.Blue:\n\t\tSUBB A 1 offset (-125, 154)\n\t\tSUBB A 1 offset (-112, 133)\n\t\tSUBB A 1 offset (-99, 121)\n\t\tSUBB A 1 offset (-88, 111)\n\t\tSUBB A 1 offset (-78, 97)\n\t\tSUBB A 1 offset (-63, 87)\n\t\tSUBB A 1 offset (-51, 73)\n\t\tSUBB A 1 offset (-42, 66)\n\t\tSUBB A 1 offset (-32, 56)\n\t\tSUBB A 1 offset (-23, 45)\n\t\tSUBB A 1 offset (-16, 38)\n\t\tSUBB A 1 offset (-5, 34)\n\t\tgoto ready\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsInSpawnRoom\", 1, \"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"InMenu\", 1, \"Ready\")\n\t\tSUBR A 3 A_JumpIfInventory(\"IsBlue\",1,\"Fire.Blue\")\n\t\t//SUBR A 3 bright A_FireCustomMissile(\"MuzzleFlashSpawner\",0,0,5,5)\n\t\tSUBR A 0 bright A_GunFlash\n\t\tSUBR A 0 bright A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tSUBR A 1 bright offset (1, 32) A_FireBullets (1.5, 1.5, -1, 4, \"HandgunPuff\", true, 3072)\n\t\tSUBR A 1 bright offset (3, 35) A_SetPitch(pitch-0.4)\n\t\tSUBR A 1 offset (5, 37) A_SetPitch(pitch+0.4)\n\t\tSUBR A 1 offset (7, 39)\n\n\t\t//SUBR A 0 bright A_FireCustomMissile(\"MuzzleFlashSpawner\",0,0,5,5)\n\t\tSUBR A 0 bright A_GunFlash\n\t\tSUBR A 0 bright A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tSUBR A 1 bright offset (1, 32) A_FireBullets (1.5, 1.5, -1, 4, \"HandgunPuff\", true, 3072)\n\t\tSUBR A 1 bright offset (3, 35) A_SetPitch(pitch-0.4)\n\t\tSUBR A 1 offset (5, 37) A_SetPitch(pitch+0.4)\n\t\tSUBR A 1 offset (7, 39)\n\n\t\t//SUBR A 0 bright A_FireCustomMissile(\"MuzzleFlashSpawner\",0,0,5,5)\n\t\tSUBR A 0 bright A_GunFlash\n\t\tSUBR A 0 bright A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tSUBR A 1 bright offset (1, 32) A_FireBullets (1.5, 1.5, -1, 4, \"HandgunPuff\", true, 3072)\n\t\tSUBR A 1 bright offset (3, 35) A_SetPitch(pitch-0.4)\n\t\tSUBR A 1 offset (5, 37) A_SetPitch(pitch+0.4)\n\t\tSUBR A 1 offset (7, 39)\n\n\t\tSUBR A 9 offset (1, 32)\n\t\tSUBR A 2 A_ReFire\n\t\tgoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory (\"IsInSpawnRoom\", 1, \"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory (\"InMenu\", 1, \"Ready\")\n\t\tSUBR A 0 A_JumpIfInventory(\"IsBlue\",1,\"AltFire.Blue\")\n\t\t//SUBR A 0 A_FireCustomMissile(\"MuzzleFlashSpawner\",0,0,5,5)\n\t\tSUBR A 0 A_GunFlash\n\t\tSUBR A 0 A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tSUBR A 1 bright offset (1, 32) A_FireBullets (random(15,33)/10,random(15,33)/10, -1, 4, \"HandgunPuff\",1,3072)\n\t\tSUBR A 1 bright offset (3, 35) A_SetPitch(pitch-0.4)\n\t\tSUBR A 1 offset (5, 37) A_SetPitch(pitch+0.4)\n\t\tSUBR A 1 offset (7, 39)\n\t\tSUBR A 2 offset (1, 32) A_ReFire\n\t\tgoto Ready\n\tFire.Blue:\n\t\t//SUBB A 0 bright A_FireCustomMissile(\"MuzzleFlashSpawner\",0,0,5,5)\n\t\tSUBB A 0 bright A_GunFlash\n\t\tSUBB A 0 bright A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tSUBB A 1 bright offset (1, 32) A_FireBullets (1.5, 1.5, -1, 4, \"HandgunPuff\", true, 3072)\n\t\tSUBB A 1 bright offset (3, 35) A_SetPitch(pitch-0.4)\n\t\tSUBB A 1 offset (5, 37) A_SetPitch(pitch+0.4)\n\t\tSUBB A 1 offset (7, 39)\n\n\t\t//SUBB A 0 bright A_FireCustomMissile(\"MuzzleFlashSpawner\",0,0,5,5)\n\t\tSUBB A 0 bright A_GunFlash\n\t\tSUBB A 0 bright A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tSUBB A 1 bright offset (1, 32) A_FireBullets (1.5, 1.5, -1, 4, \"HandgunPuff\", true, 3072)\n\t\tSUBB A 1 bright offset (3, 35) A_SetPitch(pitch-0.4)\n\t\tSUBB A 1 offset (5, 37) A_SetPitch(pitch+0.4)\n\t\tSUBB A 1 offset (7, 39)\n\n\t\t//SUBB A 0 bright A_FireCustomMissile(\"MuzzleFlashSpawner\",0,0,5,5)\n\t\tSUBB A 0 bright A_GunFlash\n\t\tSUBB A 0 bright A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tSUBB A 1 bright offset (1, 32) A_FireBullets (1.5, 1.5, -1, 4, \"HandgunPuff\", true, 3072)\n\t\tSUBB A 1 bright offset (3, 35) A_SetPitch(pitch-0.4)\n\t\tSUBB A 1 offset (5, 37) A_SetPitch(pitch+0.4)\n\t\tSUBB A 1 offset (7, 39)\n\n\t\tSUBB A 9 offset (1, 32)\n\t\tSUBB A 2 A_ReFire\n\t\tgoto Ready\n\tAltFire.Blue:\n\t\t//SUBB A 0 A_FireCustomMissile(\"MuzzleFlashSpawner\",0,0,5,5)\n\t\tSUBB A 0 A_GunFlash\n\t\tSUBB A 0 A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n\t\tSUBB A 1 bright offset (1, 32) A_FireBullets (random(15,33)/10,random(15,33)/10, -1, 4, \"HandgunPuff\",1,3072)\n\t\tSUBB A 1 bright offset (3, 35) A_SetPitch(pitch-0.4)\n\t\tSUBB A 1 offset (5, 37) A_SetPitch(pitch+0.4)\n\t\tSUBB A 1 offset (7, 39)\n\t\tSUBB A 2 offset (1, 32) A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\t//TNT1 A 0 bright A_FireCustomMissile(\"MuzzleFlashSpawner\",0,0,5,5)\n\t\t//TNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlashSpawner\",32,5,36,momx*sin(angle)*cos(angle)*1.414,momy*sin(angle)*cos(angle)*1.414,0,0,SXF_ABSOLUTEMOMENTUM)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"MuzzleFlashSpawner\",27,5,35*(1+(-sin(pitch)*0.707)),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\t\tTNT1 A 2 Bright A_Light2\n\t\tTNT1 A 2 Bright A_Light1\n\t\tGoto LightDone\n\tSpawn:\n\t\tSUBR X -1\n\t\tstop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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