Counts

endoom0
graphics0
lumps16
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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      "filename": null,
      "added": "2018-05-17 21:37:10",
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    "added": "2018-05-17 21:37:10",
    "file": {
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      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/803e70cd69eb6f366613c622ec305bf2c51c7d07/803e70cd69eb6f366613c622ec305bf2c51c7d07.pk3.gz",
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    "text_files": [
      {
        "source": "pk3",
        "name": "zmapinfo.txt",
        "contents": "gameinfo\n{\n    translator = \"xlat/d72.txt\"\n}\n\nclearepisodes\nepisode map01\n{\n\tname = \"Hell On Earth\"\n\tkey = \"h\"\n}\n\ndefaultmap\n{\n\tsucktime = 1\n\tallowrespawn\n}\n\nmap MAP01 lookup \"HUSTR_1\"\n{\n\ttitlepatch = \"CWILV00\"\n\tnext = \"MAP02\"\n\tsecretnext = \"MAP02\"\n\tsky1 = \"SKY1\"\n\tcluster = 5\n\tpar = 30\n\tmusic = \"$MUSIC_RUNNIN\"\n}\n\nmap MAP02 lookup \"HUSTR_2\"\n{\n\ttitlepatch = \"CWILV01\"\n\tnext = \"MAP03\"\n\tsecretnext = \"MAP03\"\n\tsky1 = \"SKY1\"\n\tcluster = 5\n\tpar = 90\n\tmusic = \"$MUSIC_STALKS\"\n}\n\nmap MAP03 lookup \"HUSTR_3\"\n{\n\ttitlepatch = \"CWILV02\"\n\tnext = \"MAP04\"\n\tsecretnext = \"MAP04\"\n\tsky1 = \"SKY1\"\n\tcluster = 5\n\tpar = 120\n\tmusic = \"$MUSIC_COUNTD\"\n}\n\nmap MAP04 lookup \"HUSTR_4\"\n{\n\ttitlepatch = \"CWILV03\"\n\tnext = \"MAP05\"\n\tsecretnext = \"MAP05\"\n\tsky1 = \"SKY1\"\n\tcluster = 5\n\tpar = 120\n\tmusic = \"$MUSIC_BETWEE\"\n}\n\nmap MAP05 lookup \"HUSTR_5\"\n{\n\ttitlepatch = \"CWILV04\"\n\tnext = \"MAP06\"\n\tsecretnext = \"MAP06\"\n\tsky1 = \"SKY1\"\n\tcluster = 5\n\tpar = 90\n\tmusic = \"$MUSIC_DOOM\"\n}\n\nmap MAP06 lookup \"HUSTR_6\"\n{\n\ttitlepatch = \"CWILV05\"\n\tnext = \"MAP07\"\n\tsecretnext = \"MAP07\"\n\tsky1 = \"SKY1\"\n\tcluster = 5\n\tpar = 150\n\tsucktime = 1\n\tmusic = \"$MUSIC_THE_DA\"\n}\n\nmap MAP07 lookup \"HUSTR_7\"\n{\n\ttitlepatch = \"CWILV06\"\n\tnext = \"MAP08\"\n\tsecretnext = \"MAP08\"\n\tsky1 = \"SKY1\"\n\tcluster = 6\n\tpar = 120\n\tmap07special\n\tmusic = \"$MUSIC_SHAWN\"\n}\n\nmap MAP08 lookup \"HUSTR_8\"\n{\n\ttitlepatch = \"CWILV07\"\n\tnext = \"MAP09\"\n\tsecretnext = \"MAP09\"\n\tsky1 = \"SKY1\"\n\tcluster = 6\n\tpar = 120\n\tmusic = \"$MUSIC_DDTBLU\"\n}\n\nmap MAP09 lookup \"HUSTR_9\"\n{\n\ttitlepatch = \"CWILV08\"\n\tnext = \"MAP10\"\n\tsecretnext = \"MAP10\"\n\tsky1 = \"SKY1\"\n\tcluster = 6\n\tpar = 270\n\tmusic = \"$MUSIC_IN_CIT\"\n}\n\nmap MAP10 lookup \"HUSTR_10\"\n{\n\ttitlepatch = \"CWILV09\"\n\tnext = \"MAP11\"\n\tsecretnext = \"MAP11\"\n\tsky1 = \"SKY1\"\n\tcluster = 6\n\tpar = 90\n\tmusic = \"$MUSIC_DEAD\"\n}\n\nmap MAP11 lookup \"HUSTR_11\"\n{\n\ttitlepatch = \"CWILV10\"\n\tnext = \"MAP12\"\n\tsecretnext = \"MAP12\"\n\tsky1 = \"SKY1\"\n\tcluster = 6\n\tpar = 210\n\tmusic = \"$MUSIC_STLKS2\"\n}\n\nmap MAP12 lookup \"HUSTR_12\"\n{\n\ttitlepatch = \"CWILV11\"\n\tnext = \"MAP13\"\n\tsecretnext = \"MAP13\"\n\tsky1 = \"SKY2\"\n\tcluster = 7\n\tpar = 150\n\tmusic = \"$MUSIC_THEDA2\"\n}\n\nmap MAP13 lookup \"HUSTR_13\"\n{\n\ttitlepatch = \"CWILV12\"\n\tnext = \"MAP14\"\n\tsecretnext = \"MAP14\"\n\tsky1 = \"SKY2\"\n\tcluster = 7\n\tpar = 150\n\tmusic = \"$MUSIC_DOOM2\"\n}\n\nmap MAP14 lookup \"HUSTR_14\"\n{\n\ttitlepatch = \"CWILV13\"\n\tnext = \"MAP15\"\n\tsecretnext = \"MAP15\"\n\tsky1 = \"SKY2\"\n\tcluster = 7\n\tpar = 150\n\tmusic = \"$MUSIC_DDTBL2\"\n}\n\nmap MAP15 lookup \"HUSTR_15\"\n{\n\ttitlepatch = \"CWILV14\"\n\tnext = \"MAP16\"\n\tsecretnext = \"MAP31\"\n\tsky1 = \"SKY2\"\n\tcluster = 7\n\tpar = 210\n\tmusic = \"$MUSIC_RUNNI2\"\n}\n\nmap MAP16 lookup \"HUSTR_16\"\n{\n\ttitlepatch = \"CWILV15\"\n\tnext = \"MAP17\"\n\tsecretnext = \"MAP17\"\n\tsky1 = \"SKY2\"\n\tcluster = 7\n\tpar = 150\n\tmusic = \"$MUSIC_DEAD2\"\n}\n\nmap MAP17 lookup \"HUSTR_17\"\n{\n\ttitlepatch = \"CWILV16\"\n\tnext = \"MAP18\"\n\tsecretnext = \"MAP18\"\n\tsky1 = \"SKY2\"\n\tcluster = 7\n\tpar = 420\n\tmusic = \"$MUSIC_STLKS3\"\n}\n\nmap MAP18 lookup \"HUSTR_18\"\n{\n\ttitlepatch = \"CWILV17\"\n\tnext = \"MAP19\"\n\tsecretnext = \"MAP19\"\n\tsky1 = \"SKY2\"\n\tcluster = 7\n\tpar = 150\n\tmusic = \"$MUSIC_ROMERO\"\n}\n\nmap MAP19 lookup \"HUSTR_19\"\n{\n\ttitlepatch = \"CWILV18\"\n\tnext = \"MAP20\"\n\tsecretnext = \"MAP20\"\n\tsky1 = \"SKY2\"\n\tcluster = 7\n\tpar = 210\n\tmusic = \"$MUSIC_SHAWN2\"\n}\n\nmap MAP20 lookup \"HUSTR_20\"\n{\n\ttitlepatch = \"CWILV19\"\n\tnext = \"MAP21\"\n\tsecretnext = \"MAP21\"\n\tsky1 = \"SKY2\"\n\tcluster = 7\n\tpar = 150\n\tmusic = \"$MUSIC_MESSAG\"\n}\n\nmap MAP21 lookup \"HUSTR_21\"\n{\n\ttitlepatch = \"CWILV20\"\n\tnext = \"MAP22\"\n\tsecretnext = \"MAP22\"\n\tsky1 = \"SKY3\"\n\tcluster = 8\n\tpar = 240\n\tmusic = \"$MUSIC_COUNT2\"\n}\n\nmap MAP22 lookup \"HUSTR_22\"\n{\n\ttitlepatch = \"CWILV21\"\n\tnext = \"MAP23\"\n\tsecretnext = \"MAP23\"\n\tsky1 = \"SKY3\"\n\tcluster = 8\n\tpar = 150\n\tmusic = \"$MUSIC_DDTBL3\"\n}\n\nmap MAP23 lookup \"HUSTR_23\"\n{\n\ttitlepatch = \"CWILV22\"\n\tnext = \"MAP24\"\n\tsecretnext = \"MAP24\"\n\tsky1 = \"SKY3\"\n\tcluster = 8\n\tpar = 180\n\tmusic = \"$MUSIC_AMPIE\"\n}\n\nmap MAP24 lookup \"HUSTR_24\"\n{\n\ttitlepatch = \"CWILV23\"\n\tnext = \"MAP25\"\n\tsecretnext = \"MAP25\"\n\tsky1 = \"SKY3\"\n\tcluster = 8\n\tpar = 150\n\tmusic = \"$MUSIC_THEDA3\"\n}\n\nmap MAP25 lookup \"HUSTR_25\"\n{\n\ttitlepatch = \"CWILV24\"\n\tnext = \"MAP26\"\n\tsecretnext = \"MAP26\"\n\tsky1 = \"SKY3\"\n\tcluster = 8\n\tpar = 150\n\tmusic = \"$MUSIC_ADRIAN\"\n}\n\nmap MAP26 lookup \"HUSTR_26\"\n{\n\ttitlepatch = \"CWILV25\"\n\tnext = \"MAP27\"\n\tsecretnext = \"MAP27\"\n\tsky1 = \"SKY3\"\n\tcluster = 8\n\tpar = 300\n\tmusic = \"$MUSIC_MESSG2\"\n}\n\nmap MAP27 lookup \"HUSTR_27\"\n{\n\ttitlepatch = \"CWILV26\"\n\tnext = \"MAP28\"\n\tsecretnext = \"MAP28\"\n\tsky1 = \"SKY3\"\n\tcluster = 8\n\tpar = 330\n\tmusic = \"$MUSIC_ROMER2\"\n}\n\nmap MAP28 lookup \"HUSTR_28\"\n{\n\ttitlepatch = \"CWILV27\"\n\tnext = \"MAP29\"\n\tsecretnext = \"MAP29\"\n\tsky1 = \"SKY3\"\n\tcluster = 8\n\tpar = 420\n\tmusic = \"$MUSIC_TENSE\"\n}\n\nmap MAP29 lookup \"HUSTR_29\"\n{\n\ttitlepatch = \"CWILV28\"\n\tnext = \"MAP30\"\n\tsecretnext = \"MAP30\"\n\tsky1 = \"SKY3\"\n\tcluster = 8\n\tpar = 300\n\tmusic = \"$MUSIC_SHAWN3\"\n}\n\nmap MAP30 lookup \"HUSTR_30\"\n{\n\ttitlepatch = \"CWILV29\"\n\tnext = \"EndGameC\"\n\tsecretnext = \"EndGameC\"\n\tsky1 = \"SKY3\"\n\tcluster = 8\n\tpar = 180\n\tallowmonstertelefrags\n\tmusic = \"$MUSIC_OPENIN\"\n}\n\nmap MAP31 lookup \"HUSTR_31\"\n{\n\ttitlepatch = \"CWILV30\"\n\tnext = \"MAP16\"\n\tsecretnext = \"MAP32\"\n\tsky1 = \"SKY3\"\n\tcluster = 9\n\tpar = 120\n\tmusic = \"$MUSIC_EVIL\"\n}\n\nmap MAP32 lookup \"HUSTR_32\"\n{\n\ttitlepatch = \"CWILV31\"\n\tnext = \"MAP16\"\n\tsecretnext = \"MAP16\"\n\tsky1 = \"SKY3\"\n\tcluster = 10\n\tpar = 30\n\tmusic = \"$MUSIC_ULTIMA\"\n}\n\n// *cough cough hack gross hack cough hack*\n\ncluster 1 {}\ncluster 2 {}\ncluster 3 {}\ncluster 4 {}\n\n// DOOM II first cluster (up thru level 6)\ncluster 5 {}\n\n// DOOM II second cluster (up thru level 11)\ncluster 6 {}\n\n// DOOM II third cluster (up thru level 20)\ncluster 7 {}\n\n// DOOM II fourth cluster (up thru level 30)\ncluster 8 {}\n\n// DOOM II fifth cluster (level 31)\ncluster 9 {}\n\n// DOOM II sixth cluster (level 32)\ncluster 10 {}"
      },
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "#include \"actors/misc.txt\"\n#include \"actors/items.txt\"\n#include \"actors/monsters.txt\""
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "compat\namapinfo"
      },
      {
        "source": "pk3",
        "name": "language.txt",
        "contents": "[enu default]\n\nHUSTR_1 = \"entryway\";\nHUSTR_2 = \"underhalls\";\nHUSTR_3 = \"the gantlet\";\nHUSTR_4 = \"the focus\";\nHUSTR_5 = \"the waste tunnels\";\nHUSTR_6 = \"the crusher\";\nHUSTR_7 = \"dead simple\";\nHUSTR_8 = \"tricks and traps\";\nHUSTR_9 = \"the pit\";\nHUSTR_10 = \"refueling base\";\nHUSTR_11 = \"'o' of destruction!\";\nHUSTR_12 = \"the factory\";\nHUSTR_13 = \"downtown\";\nHUSTR_14 = \"the inmost dens\";\nHUSTR_15 = \"industrial zone\";\nHUSTR_16 = \"suburbs\";\nHUSTR_17 = \"tenements\";\nHUSTR_18 = \"the courtyard\";\nHUSTR_19 = \"the citadel\";\nHUSTR_20 = \"gotcha\";\nHUSTR_21 = \"nirvana\";\nHUSTR_22 = \"the catacombs\";\nHUSTR_23 = \"barrels o' fun\";\nHUSTR_24 = \"the chasm\";\nHUSTR_25 = \"bloodfalls\";\nHUSTR_26 = \"the abandoned mines\";\nHUSTR_27 = \"monster condo\";\nHUSTR_28 = \"the spirit world\";\nHUSTR_29 = \"the living end\";\nHUSTR_30 = \"icon of sin\";\nHUSTR_31 = \"wolfenstein\";\nHUSTR_32 = \"grosse\";"
      },
      {
        "source": "pk3",
        "name": "xlat/d72.txt",
        "contents": "include \"xlat/base.txt\"\n\n 11 = USE,\t\tACS_ExecuteAlways (400, 0, 0) // (Normal Exit)\n 51 = USE,\t\tACS_ExecuteAlways (400, 0, 1) // (Secret Exit)\n 52 = WALK,\t\tACS_ExecuteAlways (400, 0, 0) // (Normal Exit)\n124 = WALK,\t\tACS_ExecuteAlways (400, 0, 1) // (Secret Exit)\n197 = SHOOT,\tACS_ExecuteAlways (400, 0, 0) // (Normal Exit)\n198 = SHOOT,\tACS_ExecuteAlways (400, 0, 1) // (Secret Exit)\n\nsector bitmask 0xf000 clear;\nsector bitmask 0xfe0 <<= 3;\n\nsector 1 = dLight_Flicker;\nsector 2 = dLight_StrobeFast;\nsector 3 = dLight_StrobeSlow;\nsector 4 = dLight_Strobe_Hurt;\nsector 5 = dDamage_Hellslime;\nsector 7 = dDamage_Nukage;\nsector 8 = dLight_Glow;\nsector 9 = SECRET_MASK nobitmask;\nsector 10 = dSector_DoorCloseIn30;\nsector 11 = dDamage_End;\nsector 12 = dLight_StrobeSlowSync;\nsector 13 = dLight_StrobeFastSync;\nsector 14 = dSector_DoorRaiseIn5Mins;\nsector 15 = dFriction_Low;\nsector 16 = dDamage_SuperHellslime;\nsector 17 = dLight_FireFlicker;\nsector 18 = dDamage_LavaWimpy;\nsector 19 = dDamage_LavaHefty;\nsector 20 = dScroll_EastLavaDamage;\nsector 21 = Light_Phased;\nsector 22 = LightSequenceStart;\nsector 23 = LightSequenceSpecial1;\nsector 24 =\tLightSequenceSpecial2;\n\nlineflag 0 = ML_BLOCKING;\nlineflag 1 = ML_BLOCKMONSTERS;\nlineflag 2 = ML_TWOSIDED;\nlineflag 3 = ML_DONTPEGTOP;\nlineflag 4 = ML_DONTPEGBOTTOM;\nlineflag 5 = ML_SECRET;\nlineflag 6 = ML_SOUNDBLOCK;\nlineflag 7 = ML_DONTDRAW;\nlineflag 8 = ML_MAPPED;\nlineflag 9 = ML_PASSTHROUGH;\nlineflag 10 = ML_3DMIDTEX;\nlineflag 11 & (ML_BLOCKING|ML_BLOCKMONSTERS|ML_TWOSIDED|ML_DONTPEGTOP|ML_DONTPEGBOTTOM|ML_SECRET|ML_SOUNDBLOCK|ML_DONTDRAW|ML_MAPPED);"
      },
      {
        "source": "pk3",
        "name": "actors/monsters.txt",
        "contents": "Actor LostSoul_ : LostSoul\n{\n    var int user_ConfuseChance;\n    DamageFactor \"Fire\", 0.0\n    DamageFactor \"Ice\", 4.0\n    DamageFactor \"ShatterExplosion\", 4.0\n\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 95)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n\tIce:\n\tDeath.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 50, 1)\n\t\t\"----\" A 0 A_Gravity\n\t\t\"----\" A 5 A_GenericFreezeDeath\n        \"----\" A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 50, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor PainElemental_ : PainElemental\n{\n    var int user_ConfuseChance;\n    DamageFactor \"Fire\", 0.0\n    DamageFactor \"Ice\", 2.0\n    DamageFactor \"ShatterExplosion\", 2.0\n\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 66)\n        Goto Super::Spawn\n\tMissile:\n\t\tPAIN DE 4 A_FaceTarget\n\t\tPAIN F 0 bright A_CustomMissile (\"PEFireball\", 32, 0, Random (-20, 20))\n\t\tPAIN F 4 bright A_CustomMissile (\"PEFireball\", 32, 0, 0)\n\t\tPAIN DE 4 A_FaceTarget\n\t\tPAIN F 0 bright A_CustomMissile (\"PEFireball\", 32, 0, Random (-20, 20))\n\t\tPAIN F 4 bright A_CustomMissile (\"PEFireball\", 32, 0, 0)\n\t\tGoto See\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 800, 1)\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 800, 1)\n\n\t\tPAIN H 8 bright\n\t\tPAIN I 8 bright A_Scream\n\t\tPAIN JK 8 bright\n\t\tPAIN L 8 bright A_Fall\n\t\tPAIN M 8 bright\n\t\tStop\n    }\n}\n\nACTOR PEFireball\n{\n    Radius 5\n    Height 6\n    Speed 15\n    PROJECTILE\n    +FORCEXYBILLBOARD\n    DamageType Fire\n    Damage 8\n    Scale 1.5\n    SeeSound \"fireball/throw\"\n    DeathSound \"fireball/hit\"\n    RenderStyle Add\n    Decal Burn\n    Alpha 1\n    WeaveIndexXY 16\n    WeaveIndexZ 2\n\n    States\n    {\n    Spawn:\n        BRB2 A 0\n    Fly:\n        BRB2 A 0 BRIGHT A_Weave (4, 4, 1.0, 1.0)\n        BRB2 A 1 BRIGHT Light(\"Fireball\") A_SpawnItemEx (\"PEFireBallTrail\", 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, Random[FireBallTrail] (0, 359), SXF_ABSOLUTEANGLE | SXF_NOCHECKPOSITION, 0)\n\t\tLoop\n    Death:\n        BFS1 A 0 A_Scream\n        TNT1 AAAAAAAAAAAAAA 0 A_SpawnItemEx (\"PEFireBallEmbers\", Random[FireBallImpact] (-16, 16) * 1.0, Random[FireBallImpact] (-16, 16) * 1.0, Random[FireBallImpact] (-16, 16) * 1.0, 0.0, 0.0, Random[FireBallImpact] (-30, 30) * 0.01, Random[FireBallImpact] (0, 359), SXF_ABSOLUTEANGLE | SXF_NOCHECKPOSITION, 0)\n        BRB2 CDEFGHIJKLMNOP 1 BRIGHT Light(\"Fireball\")\n        Stop\n    }\n}\n\nACTOR PEFireBallTrail\n{\n    Radius 0\n    Height 0\n    Scale 0.25\n    RenderStyle Add\n    Alpha 1.0\n    Damage 0\n    Speed 0\n    PROJECTILE\n    +NOINTERACTION\n    +FORCEXYBILLBOARD\n    SeeSound \"\"\n    DeathSound \"\"\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        FLM1 A 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\", \"Spawn5\", \"Spawn6\")\n    Spawn1:\n        FLM1 ABCDEFGHIJKL 1 BRIGHT A_FadeOut (0.04)\n        Stop\n    Spawn2:\n        FLM2 ABCDEFGHIJKL 1 BRIGHT A_FadeOut (0.04)\n        Stop\n    Spawn3:\n        FLM3 ABCDEFGHIJKL 1 BRIGHT A_FadeOut (0.04)\n        Stop\n    Spawn4:\n        FLM4 ABCDEFGHIJKL 1 BRIGHT A_FadeOut (0.04)\n        Stop\n    Spawn5:\n        FLM5 ABCDEFGHIJKL 1 BRIGHT A_FadeOut (0.04)\n        Stop\n    Spawn6:\n        FLM6 ABCDEFGHIJKL 1 BRIGHT A_FadeOut (0.04)\n        Stop\n    }\n}\n\nACTOR PEFireBallEmbers : PEFireBallTrail\n{\n    Scale 0.1\n    -NOINTERACTION\n    +NOBLOCKMAP\n    +NOCLIP\n    BounceType Doom\n    -NOGRAVITY\n    Gravity 0.04\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        FLM1 A 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\", \"Spawn5\", \"Spawn6\")\n    Spawn1:\n        FLM1 L 1 BRIGHT A_FadeOut (0.02)\n        Wait\n    Spawn2:\n        FLM2 L 1 BRIGHT A_FadeOut (0.02)\n        Wait\n    Spawn3:\n        FLM3 L 1 BRIGHT A_FadeOut (0.02)\n        Wait\n    Spawn4:\n        FLM4 L 1 BRIGHT A_FadeOut (0.02)\n        Wait\n    Spawn5:\n        FLM5 L 1 BRIGHT A_FadeOut (0.02)\n        Wait\n    Spawn6:\n        FLM6 L 1 BRIGHT A_FadeOut (0.02)\n        Wait\n    }\n}\n\nActor ZombieMan_ : ZombieMan\n{\n    var int user_ConfuseChance;\n    DamageFactor \"Fire\", 2.0\n\tDamageFactor \"LiquidMetal\", 2.0\n\tDamageFactor \"Impact\", 8.0\n\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    DropItem EnergySpawner\n\t//DropItem MagmaSlugs\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 100)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto XDeath\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 30, 1)\n        IPOS A 5 A_FreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        IPOS A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 20, 1)\n\t\tGoto Super::Death\n\tDeath.Fire:\n\tDeath.LiquidMetal:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 30, 1)\n\t\tTNT1 A 0 A_PlaySound (\"misc/firedeath\", CHAN_AUTO)\n\t\tFDTH ABCD 4 BRIGHT Light (\"BurningGuy\")\n\t\tFDTH E 4 BRIGHT Light (\"BurningGuy\") A_Scream\n\t\tFDTH FGH 4 BRIGHT Light (\"BurningGuy\")\n\t\tFDTH I 4 BRIGHT Light (\"BurningGuy\") A_Fall\n\t\tFDTH JK 4 BRIGHT Light (\"BurningGuy\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"FireDeathFlame\", 0,0,0, velx,vely,velz, 0, SXF_ABSOLUTEVELOCITY)\n\t\tFDTH Q 18 A_SetScale (0.55)\n\t\tFDTH RSTUVWX 4\n\t\tFDTH Y -1\n\t\tStop\n\tXDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 40, 1)\n\t\tGoto Super::XDeath\n\tRaise:\n\t\tTNT1 A 0 A_SetScale (1.0)\n\t\tGoto Super::Raise\n    }\n}\n\nActor ShotgunGuy_ : ShotgunGuy\n{\n    var int user_ConfuseChance;\n    DamageFactor \"Fire\", 2.0\n\tDamageFactor \"LiquidMetal\", 2.0\n\tDamageFactor \"Impact\", 8.0\n\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    DropItem EnergySpawner\n    DropItem EnergySpawner\n    DropItem EnergySpawner\n\tDropItem RailspikePickup, 32\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 95)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto XDeath\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 50, 1)\n        ISPO A 5 A_FreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        ISPO A 1 A_FreezeDeathChunks\n        Wait\n\tDeath.Fire:\n\tDeath.LiquidMetal:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 50, 1)\n\t\tTNT1 A 0 A_PlaySound (\"misc/firedeath\", CHAN_AUTO)\n\t\tFDTH ABCD 4 BRIGHT Light (\"BurningGuy\")\n\t\tFDTH E 4 BRIGHT Light (\"BurningGuy\") A_Scream\n\t\tFDTH FGH 4 BRIGHT Light (\"BurningGuy\")\n\t\tFDTH I 4 BRIGHT Light (\"BurningGuy\") A_Fall\n\t\tFDTH JK 4 BRIGHT Light (\"BurningGuy\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"FireDeathFlame\", 0,0,0, velx,vely,velz, 0, SXF_ABSOLUTEVELOCITY)\n\t\tFDTH Q 18 A_SetScale (0.55)\n\t\tFDTH RSTUVWX 4\n\t\tFDTH Y -1\n\t\tStop\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 35, 1)\n\t\tGoto Super::Death\n\tXDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 70, 1)\n\t\tGoto Super::XDeath\n\tRaise:\n\t\tTNT1 A 0 A_SetScale (1.0)\n\t\tGoto Super::Raise\n    }\n}\n\nActor MagmaBall2 : MagmaBall\n{\n\tSeeSound \"weapons/magma_fire\"\n\tDamage (6 * random (1, 5))\n}\n\nActor ChaingunGuy_ : ChaingunGuy\n{\n    var int user_ConfuseChance;\n    DamageFactor \"Fire\", 2.0\n\tDamageFactor \"LiquidMetal\", 2.0\n\tDamageFactor \"Impact\", 8.0\n    DamageFactor \"Ice\", 0.5\n    DamageFactor \"ShatterExplosion\", 0.5\n\n\tMaxTargetRange 390\n\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    DropItem MagmaDriverPickup\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 75)\n        Goto Super::Spawn\n\tMissile:\n\t\tCPOS E 10 A_FaceTarget\n\t\tCPOS FE 5 bright A_CustomMissile (\"MagmaBall2\", 28, 8)\n\t\tCPOS F 0 A_CPosRefire\n\t\tCPOS F 0 A_JumpIfCloser (390, 1)\n\t\tgoto See\n\t\tCPOS F 0\n\t\tgoto Missile+1\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto XDeath\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 120, 1)\n        ICPO A 5 A_FreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        ICPO A 1 A_FreezeDeathChunks\n        Wait\n\tDeath.Fire:\n\tDeath.LiquidMetal:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 120, 1)\n\t\tTNT1 A 0 A_PlaySound (\"misc/firedeath\", CHAN_AUTO)\n\t\tFDTH ABCD 4 BRIGHT Light (\"BurningGuy\")\n\t\tFDTH E 4 BRIGHT Light (\"BurningGuy\") A_Scream\n\t\tFDTH FGH 4 BRIGHT Light (\"BurningGuy\")\n\t\tFDTH I 4 BRIGHT Light (\"BurningGuy\") A_Fall\n\t\tFDTH JK 4 BRIGHT Light (\"BurningGuy\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"FireDeathFlame\", 0,0,0, velx,vely,velz, 0, SXF_ABSOLUTEVELOCITY)\n\t\tFDTH Q 18 A_SetScale (0.55)\n\t\tFDTH RSTUVWX 4\n\t\tFDTH Y -1\n\t\tStop\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 80, 1)\n\t\tGoto Super::Death\n\tXDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 160, 1)\n\t\tGoto Super::XDeath\n\tRaise:\n\t\tTNT1 A 0 A_SetScale (1.0)\n\t\tGoto Super::Raise\n    }\n}\n\nActor Demon_ : Demon\n{\n    var int user_ConfuseChance;\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 80)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 150, 1)\n        IDMN A 5 A_FreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        IDMN A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 150, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor Arachnotron_ : Arachnotron\n{\n    var int user_ConfuseChance;\n    DamageFactor \"Ice\", 2.0\n    DamageFactor \"ShatterExplosion\", 2.0\n\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    DamageFactor \"Thunder\", 2.0\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 45)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 1500, 1)\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 1500, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor ArachnotronPlasma_ : ArachnotronPlasma replaces ArachnotronPlasma\n{\n    DamageType \"Disintegrate\"\n}\n\nActor Fatso_ : Fatso\n{\n    var int user_ConfuseChance;\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 55)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 1700, 1)\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 1700, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor FatShot_ : FatShot replaces FatShot\n{\n    DamageType \"Fire\"\n}\n\nActor BaronOfHell_ : BaronOfHell\n{\n    var int user_ConfuseChance;\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    BloodColor \"00 80 00\"\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 30)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 1000, 1)\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 1000, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor HellKnight_ : HellKnight\n{\n    var int user_ConfuseChance;\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    BloodColor \"00 80 00\"\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 45)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 700, 1)\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 700, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor BaronBall_ : BaronBall replaces BaronBall\n{\n    DamageType \"Slime\"\n}\n\nActor Archvile_ : Archvile\n{\n    var int user_ConfuseChance;\n    DamageFactor \"Fire\", 0.5\n\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 33)\n        VILE AB 10 A_Look\n        Goto Spawn+2\n    See:\n        TNT1 A 0 A_JumpIfInventory (\"IsConfused\", 1, \"ConfusedSee\")\n        VILE AABBCCDDEEFF 2 A_VileChase\n        Loop\n    ConfusedSee:\n        VILE AABBCCDDEEFF 3 A_Chase\n        Loop\n    Missile:\n        VILE G 0 BRIGHT A_VileStart\n        VILE G 10 BRIGHT A_FaceTarget\n        VILE H 8 BRIGHT A_VileTarget\n        VILE IJKLMN 8 BRIGHT A_FaceTarget\n        VILE O 8 BRIGHT A_VileAttack\n        VILE P 20 BRIGHT\n        Goto See\n    Heal:\n        VILE \"[\\]\" 10 BRIGHT\n        Goto See\n    Pain:\n        VILE Q 5\n        VILE Q 5 A_Pain\n        Goto See\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 2000, 1)\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 2000, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor Revenant_ : Revenant\n{\n    var int user_ConfuseChance;\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n\tDropItem DetonatingSlugs, 64\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 50)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 550, 1)\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 550, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor RevenantTracer_ : RevenantTracer replaces RevenantTracer\n{\n    DamageType \"Impact\"\n}\n\nActor Spectre_ : Spectre\n{\n    var int user_ConfuseChance;\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    BloodColor \"black\"\n\n    DamageFactor \"Light\",        2.0\n    DamageFactor \"Disintegrate\", 1.5 // Plasma\n\tDamageFactor \"Fire\",         1.5\n\tDamageFactor \"LiquidMetal\",  1.5\n    DamageFactor \"Shadow\",       0.0\n\t+GHOST\n\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 80)\n        Goto Super::Spawn\n\tMelee:\n\t\tSARG EF 8 A_FaceTarget\n\t\tSARG G 8 A_CustomMeleeAttack (random(1,8)*5, \"\", \"\", \"Shadow\", 1)\n\t\tGoto See\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 180, 1)\n        TNT1 A 0 A_SetTranslucent (0.3, 0)\n        IDMN A 5 A_FreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        IDMN A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 180, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor Cacodemon_ : Cacodemon\n{\n    var int user_ConfuseChance;\n    DamageFactor \"Thunder\", 0.5\n    DamageFactor \"Electric\", 0.5\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    BloodColor \"00 00 A0\"\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 50)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 400, 1)\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 400, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor CacodemonBall_ : CacodemonBall replaces CacodemonBall\n{\n    DamageType \"Disintegrate\"\n}\n\nActor SpiderMastermind_ : SpiderMastermind\n{\n    var int user_ConfuseChance;\n\t-NORADIUSDMG\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n    DamageFactor \"Thunder\", 2.0\n    DamageFactor \"RailspikeRipping\", 0.25\n\tDamageFactor \"Impact\", 0.25\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 20)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 5000, 1)\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 5000, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor Cyberdemon_ : Cyberdemon\n{\n    var int user_ConfuseChance;\n\t-NORADIUSDMG\n    PainChance \"Thunder\", 255\n    PainChance \"FinalSwing\", 255\n\tDamageFactor \"Impact\", 0.25\n    DamageFactor \"RailspikeRipping\", 0.5\n\tDropItem LargeDetonatingSlugs, 256, 10\n\tDropItem LargeDetonatingSlugs, 64, 10\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 A_SetUserVar (\"user_ConfuseChance\", 20)\n        Goto Super::Spawn\n    Pain.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Pain\n    Pain.Percept:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 19)\n        Goto See\n    Pain.Distort:\n        TNT1 A 0 ACS_ExecuteAlways (322, 0, 56)\n        Goto See\n    Pain.FinalSwing:\n        TNT1 A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Pain\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n        Goto Ice\n    Death.Thunder:\n        TNT1 A 0 A_SpawnItemEx (\"ThunderShocked\", 0.0,0.0,32, 0.0,0.0,0.0, 0.0)\n        Goto Death\n    Ice:\n    Death.IceProjectile:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 8000, 1)\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0, SXF_TRANSFERPOINTERS)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n\tDeath:\n\t\t\"----\" A 0 ACS_ExecuteAlways (265, 0, 8000, 1)\n\t\tGoto Super::Death\n    }\n}\n\nActor Rocket_ : Rocket replaces Rocket\n{\n    DamageType \"Impact\"\n}\n\n// Spawners\n\nActor MonsterSpawner\n{\n\tMONSTER\n\t-COUNTKILL\n\t+NOCLIP\n\t+NOBLOCKMAP\n\t+NOSECTOR\n\t+NOTELEPORT\n\t+NOINTERACTION\n\tRadius 0\n\tHeight 0\n\tHealth 100000\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 0)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 4 A_BossDeath\n\t\tStop\n\t}\n}\n\nActor ShotgunGuySpawner : MonsterSpawner replaces ShotgunGuy {}\nActor ChaingunGuySpawner : MonsterSpawner replaces ChaingunGuy\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 1)\n\t\tStop\n\t}\n}\nActor BaronOfHellSpawner : MonsterSpawner replaces BaronOfHell\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 2)\n\t\tStop\n\t}\n}\nActor ZombieManSpawner : MonsterSpawner replaces ZombieMan\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 3)\n\t\tStop\n\t}\n}\nActor DoomImpSpawner : MonsterSpawner replaces DoomImp\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 4)\n\t\tStop\n\t}\n}\nActor ArachnotronSpawner : MonsterSpawner replaces Arachnotron\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 5)\n\t\tStop\n\t}\n}\nActor SpiderMastermindSpawner : MonsterSpawner replaces SpiderMastermind\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 6)\n\t\tStop\n\t}\n}\nActor DemonSpawner : MonsterSpawner replaces Demon\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 7)\n\t\tStop\n\t}\n}\nActor SpectreSpawner : MonsterSpawner replaces Spectre\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 8)\n\t\tStop\n\t}\n}\nActor CacodemonSpawner : MonsterSpawner replaces Cacodemon\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 9)\n\t\tStop\n\t}\n}\nActor RevenantSpawner : MonsterSpawner replaces Revenant\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 10)\n\t\tStop\n\t}\n}\nActor LostSoulSpawner : MonsterSpawner replaces LostSoul\n{\n\tRadius 16\n\tHeight 56\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 11)\n\t\tStop\n\t}\n}\nActor PainElementalSpawner : MonsterSpawner replaces PainElemental\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 12)\n\t\tStop\n\t}\n}\nActor WolfensteinSSSpawner : MonsterSpawner replaces WolfensteinSS\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 13)\n\t\tStop\n\t}\n}\nActor FatsoSpawner : MonsterSpawner replaces Fatso\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 14)\n\t\tStop\n\t}\n}\nActor HellKnightSpawner : MonsterSpawner replaces HellKnight\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 15)\n\t\tStop\n\t}\n}\nActor ArchvileSpawner : MonsterSpawner replaces Archvile\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 16)\n\t\tStop\n\t}\n}\nActor CyberdemonSpawner : MonsterSpawner replaces Cyberdemon\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (451, 0, 17)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/items.txt",
        "contents": "Actor EnergyDropped : EnergyBonus\n{\n    StencilColor White\n    -COUNTITEM\n    States\n    {\n    Spawn:\n        SPRK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 5 BRIGHT A_SpawnItemEx (\"Sparkle\", 0.0, 0.0, 0.0, Random (-5, 5) * 0.1, 0.0, Random (-5, 5) * 0.1, Random (0, 359), SXF_ABSOLUTEANGLE | SXF_NOCHECKPOSITION, 0)\n        SPRK A 1 A_FadeOut (0.05)\n        Wait\n    Pickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 5, 0)\n        TNT1 AA 0 ACS_ExecuteWithResult (307, 4)\n        Stop\n    }\n}\n\nActor EnergySpawner\n{\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 1 A_SpawnItemEx (\"EnergyDropped\", Random (-24, 24) * 1.0, Random (-24, 24) * 1.0, 0.0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n        Stop\n    }\n}\n\nActor GoldOrSilverSpike : RandomSpawner\n{\n\tDropItem \"RailspikeBladeSilver\" 255 3\n\tDropItem \"RailspikeBladeGold\" 255 1\n}\n\nActor SpareSilverBlades\n{\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 AA 0 A_SpawnItemEx (\"RailspikeBladeSilver\", Random (-4, 4),0,0, 0,0,0, Random (0,359), SXF_NOCHECKPOSITION)\n        Stop\n    }\n}\n\nActor SpareGoldBlades\n{\n    States\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A 0 A_Jump (192, \"FailSpawn\")\n        TNT1 AA 0 A_SpawnItemEx (\"RailspikeBladeGold\", Random (-4, 4),0,0, 0,0,0, Random (0,359), SXF_NOCHECKPOSITION)\n\t\tStop\n\tFailSpawn:\n\t\tTNT1 AA 0 A_SpawnItemEx (\"RailspikeBladeSilver\", Random (-4, 4),0,0, 0,0,0, Random (0,359), SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0\n        Stop\n    }\n}\n\n// Doom Items\n\nActor MegasphereScore : Megasphere\n{\n\tInventory.PickupMessage \"$GOTMSPHERE\"\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 2000, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"BlueArmorForMegasphere\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n\t\tStop\n\t}\n}\n\nActor HealthBonusScore : CustomInventory\n{\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 0\n\tInventory.PickupMessage \"$GOTHTHBONUS\"\n\tStates\n\t{\n\tSpawn:\n\t\tBON1 ABCDCB 6\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 5, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"HealthBonus\", 1)\n\t\tStop\n\t}\n}\n\nActor ArmorBonusScore : CustomInventory\n{\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 0\n\tInventory.Pickupmessage \"$GOTARMBONUS\"\n\tStates\n\t{\n\tSpawn:\n\t\tBON2 ABCDCB 6\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 5, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"ArmorBonus\", 1)\n\t\tStop\n\t}\n}\n\nActor ComputerMapScore : CustomInventory\n{\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 0\n\tInventory.PickupSound \"misc/p_pkup\"\n\tInventory.PickupMessage \"$GOTMAP\"\n\tStates\n\t{\n\tSpawn:\n\t\tPMAP ABCDCB 6 Bright\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 1200, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"Allmap\", 1)\n\t\tStop\n\t}\n}\n\nActor LightAmpScore : CustomInventory\n{\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 0\n\tInventory.PickupSound \"misc/p_pkup\"\n\tInventory.PickupMessage \"$GOTVISOR\"\n\tStates\n\t{\n\tSpawn:\n\t\tPVIS A 6 Bright\n\t\tPVIS B 6\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 1000, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"Infrared\", 1)\n\t\tStop\n\t}\n}\n\nActor BlurSphereScore : CustomInventory\n{\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+VISIBILITYPULSE\n\t+INVENTORY.BIGPOWERUP\n\tInventory.Amount 0\n\tInventory.PickupSound \"misc/p_pkup\"\n\tInventory.PickupMessage \"$GOTINVIS\"\n\tStates\n\t{\n\tSpawn:\n\t\tPINS ABCD 6 Bright\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 2500, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"BlurSphere\", 1)\n\t\tStop\n\t}\n}\nActor InvulnerabilitySphereScore : CustomInventory\n{\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+VISIBILITYPULSE\n\t+INVENTORY.BIGPOWERUP\n\tInventory.Amount 0\n\tInventory.PickupSound \"misc/p_pkup\"\n\tInventory.PickupMessage \"$GOTINVUL\"\n\tStates\n\t{\n\tSpawn:\n\t\tPINV ABCD 6 Bright\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 3000, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"InvulnerabilitySphere\", 1)\n\t\tStop\n\t}\n}\n\nActor RadSuitScore : CustomInventory\n{\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 0\n\tInventory.PickupSound \"misc/p_pkup\"\n\tInventory.PickupMessage \"$GOTSUIT\"\n\tStates\n\t{\n\tSpawn:\n\t\tSUIT A -1 Bright\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (265, 0, 850, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"RadSuit\", 1)\n\t\tStop\n\t}\n}\n\n// Spawners\n\nActor ItemSpawner\n{\n\tMONSTER\n\t-COUNTKILL\n\t+NOCLIP\n\t+NOBLOCKMAP\n\t+NOSECTOR\n\t+NOTELEPORT\n\t+NOINTERACTION\n\tRadius 0\n\tHeight 0\n\tHealth 100000\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 0)\n        Stop\n\tDeath:\n\t\tTNT1 A 4 A_BossDeath\n\t\tStop\n    }\n}\n\nActor Spawner_Stimpack : ItemSpawner replaces Stimpack {}\nActor Spawner_Medikit : ItemSpawner replaces Medikit\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 1)\n        Stop\n    }\n}\nActor Spawner_Berserk : ItemSpawner replaces Berserk\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 2)\n        Stop\n    }\n}\nActor Spawner_SoulSphere : ItemSpawner replaces SoulSphere\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 3)\n        Stop\n    }\n}\nActor Spawner_HealthBonus : ItemSpawner replaces HealthBonus\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 4)\n        Stop\n    }\n}\nActor Spawner_ArmorBonus : ItemSpawner replaces ArmorBonus\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 5)\n        Stop\n    }\n}\nActor Spawner_GreenArmor : ItemSpawner replaces GreenArmor\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 6)\n        Stop\n    }\n}\nActor Spawner_BlueArmor : ItemSpawner replaces BlueArmor\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 7)\n        Stop\n    }\n}\nActor Spawner_Megasphere : ItemSpawner replaces Megasphere\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 8)\n        Stop\n    }\n}\nActor Spawner_Shotgun : ItemSpawner replaces Shotgun\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 9)\n        Stop\n    }\n}\nActor Spawner_Chaingun : ItemSpawner replaces Chaingun\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 10)\n        Stop\n    }\n}\nActor Spawner_RocketLauncher : ItemSpawner replaces RocketLauncher\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 11)\n        Stop\n    }\n}\nActor Spawner_PlasmaRifle : ItemSpawner replaces PlasmaRifle\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 12)\n        Stop\n    }\n}\nActor Spawner_BFG9000 : ItemSpawner replaces BFG9000\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 13)\n        Stop\n    }\n}\nActor Spawner_Chainsaw : ItemSpawner replaces Chainsaw\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 14)\n        Stop\n    }\n}\nActor Spawner_SuperShotgun : ItemSpawner replaces SuperShotgun\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 15)\n        Stop\n    }\n}\nActor Spawner_Clip : ItemSpawner replaces Clip\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 16)\n        Stop\n    }\n}\nActor Spawner_ClipBox : ItemSpawner replaces ClipBox\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 17)\n        Stop\n    }\n}\nActor Spawner_Shell : ItemSpawner replaces Shell\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 18)\n        Stop\n    }\n}\nActor Spawner_ShellBox : ItemSpawner replaces ShellBox\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 19)\n        Stop\n    }\n}\nActor Spawner_Rocket : ItemSpawner replaces RocketAmmo\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 20)\n        Stop\n    }\n}\nActor Spawner_RocketBox : ItemSpawner replaces RocketBox\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 21)\n        Stop\n    }\n}\nActor Spawner_Cell : ItemSpawner replaces Cell\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 22)\n        Stop\n    }\n}\nActor Spawner_CellPack : ItemSpawner replaces CellPack\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 23)\n        Stop\n    }\n}\nActor Spawner_Backpack : ItemSpawner replaces Backpack\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (453)\n        Stop\n    }\n}\nActor Spawner_Allmap : ItemSpawner replaces Allmap\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 25)\n        Stop\n    }\n}\nActor Spawner_Infrared : ItemSpawner replaces Infrared\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 26)\n        Stop\n    }\n}\nActor Spawner_BlurSphere : ItemSpawner replaces BlurSphere\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 27)\n        Stop\n    }\n}\nActor Spawner_InvulnerabilitySphere : ItemSpawner replaces InvulnerabilitySphere\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 28)\n        Stop\n    }\n}\nActor Spawner_RadSuit : ItemSpawner replaces RadSuit\n{\n\tstates\n    {\n    Spawn:\n        TNT1 A 0\n\t\tTNT1 A -1 ACS_ExecuteAlways (452, 0, 29)\n        Stop\n    }\n}\n\nActor StimpackItem : Stimpack {}\nActor MedikitItem : Medikit {}\nActor GreenArmorItem : GreenArmor {}\nActor BlueArmorItem : BlueArmor {}"
      },
      {
        "source": "pk3",
        "name": "actors/misc.txt",
        "contents": "Actor ExplosiveBarrel_ : ExplosiveBarrel replaces ExplosiveBarrel\n{\n    DamageFactor \"Psych\", 0.0\n    DamageFactor \"Staff\", 0.0\n    States\n    {\n    Death.FinalSwing:\n        \"----\" A 0 A_SpawnItemEx (\"FSIceHit\", 0,0,0, 0,0,0, 0)\n    Ice:\n    Death.IceProjectile:\n        \"----\" A 5 A_GenericFreezeDeath\n        TNT1 A 0 A_SpawnItemEx (\"ShatterExplosion\", 0,0,32, 0,0,0, 0)\n        \"----\" A 1 A_FreezeDeathChunks\n        Wait\n    }\n}\n\nActor BossBrain_ : BossBrain replaces BossBrain\n{\n\tStates\n\t{\n\tDeath:\n\t\tBBRN A 100 A_BrainScream\n\t\tBBRN AA 10\n\t\tBBRN A -1 ACS_ExecuteAlways (400, 0, 0)\n\t\tStop\n\t}\n}\n\nActor BlankTelefog replaces TeleportFog {}"
      }
    ]
  },
  "maps": []
}

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