Raw model (for completeness)
{
"meta": {
"id": "043818d5-6b8a-4aa6-a8bf-6ca78b7308ff",
"sha1": "4fca8e6d94102e5fbefb3a03bfa1b0babb67b926",
"sha256": "9a11f1cb6d686a814a71bc7751ea4d9408000bc7dc5cdb835127e9af1adb5254",
"filenames": [
"hellvsmarinesadv-5.0fix3.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2014-07-28 12:07:45",
"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": "2014-07-28 12:07:45",
"file": {
"type": "PK3",
"size": 8997474,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4fca8e6d94102e5fbefb3a03bfa1b0babb67b926/4fca8e6d94102e5fbefb3a03bfa1b0babb67b926.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 1,
"lumps": 1619,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"text_files": [
{
"source": "pk3",
"name": "TEXTURES.txt",
"contents": "//M_DOOM\ngraphic M_DOOM, 483, 158\n{\nXscale 3.0\nYscale 3.0\nOffset 0, -80\nPatch M_DOOM, 0, 0\n}\n\nSprite D1N0A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM0, 24, 0\n}\n\nSprite D1N1A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM1, 24, 0\n}\n\nSprite D1N2A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM2, 24, 0\n}\n\nSprite D1N3A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM3, 24, 0\n}\n\nSprite D1N4A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM4, 24, 0\n}\n\nSprite D1N5A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM5, 24, 0\n}\n\nSprite D1N6A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM6, 24, 0\n}\n\nSprite D1N7A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM7, 24, 0\n}\n\nSprite D1N8A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM8, 24, 0\n}\n\nSprite D1N9A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM9, 24, 0\n}\n\n// ----\n\nSprite D2N0A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM0, 16, 0\n}\n\nSprite D2N1A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM1, 16, 0\n}\n\nSprite D2N2A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM2, 16, 0\n}\n\nSprite D2N3A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM3, 16, 0\n}\n\nSprite D2N4A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM4, 16, 0\n}\n\nSprite D2N5A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM5, 16, 0\n}\n\nSprite D2N6A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM6, 16, 0\n}\n\nSprite D2N7A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM7, 16, 0\n}\n\nSprite D2N8A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM8, 16, 0\n}\n\nSprite D2N9A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM9, 16, 0\n}\n\n//----\n\nSprite D3N0A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM0, 8, 0\n}\n\nSprite D3N1A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM1, 8, 0\n}\n\nSprite D3N2A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM2, 8, 0\n}\n\nSprite D3N3A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM3, 8, 0\n}\n\nSprite D3N4A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM4, 8, 0\n}\n\nSprite D3N5A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM5, 8, 0\n}\n\nSprite D3N6A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM6, 8, 0\n}\n\nSprite D3N7A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM7, 8, 0\n}\n\nSprite D3N8A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM8, 8, 0\n}\n\nSprite D3N9A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM9, 8, 0\n}\n\n//----\n\nSprite D4N0A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM0, 0, 0\n}\n\nSprite D4N1A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM1, 0, 0\n}\n\nSprite D4N2A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM2, 0, 0\n}\n\nSprite D4N3A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM3, 0, 0\n}\n\nSprite D4N4A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM4, 0, 0\n}\n\nSprite D4N5A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM5, 0, 0\n}\n\nSprite D4N6A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM6, 0, 0\n}\n\nSprite D4N7A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM7, 0, 0\n}\n\nSprite D4N8A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM8, 0, 0\n}\n\nSprite D4N9A0, 32, 32\n{\n\tOffset 16, 16\n\tPatch DAMGNUM9, 0, 0\n}"
},
{
"source": "pk3",
"name": "KEYCONF.txt",
"contents": "clearplayerclasses\n\n// Marines\n\naddplayerclass Marineguy\naddplayerclass Assassin\naddplayerclass Berserker\naddplayerclass PyroExpert\naddplayerclass Engineerguy\naddplayerclass Commando\naddplayerclass SuperShotgunner\naddplayerclass StalkerPlayer\naddplayerclass Recon\n\n// HELL\n\naddplayerclass Zombieguy\naddplayerclass Shotgunman\naddplayerclass Chaingunman\naddplayerclass Impman\naddplayerclass Demonguy\naddplayerclass LostSoulguy\naddplayerclass Caco\naddplayerclass Hellknightman\naddplayerclass Arach\naddplayerclass Mancubus\naddplayerclass ArchvileClass"
},
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "// Mine\n\npointlight RedMine\n{\ncolor 1.0 0.0 0.0\nsize 16\n}\n\nobject MineBase\n{\nframe LMINB { light RedMine }\nframe MISLB { light ROCKET_X1 }\nframe MISLC { light ROCKET_X2 }\nframe MISLD { light ROCKET_X3 }\n}\nobject Mine\n{\nframe LMINB { light RedMine }\n}\nobject Mine2\n{\nframe LMINB { light RedMine }\n}\n\n// Marine\n\nobject RRocket\n{\n frame MISLA { light ROCKET }\n\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { light ROCKET_X3 }\n}\n\nobject BoomBoom\n{\n frame MISLA { light ROCKET }\n\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { light ROCKET_X3 }\n}\n/*\nobject BoomBoomSmall\n{\n frame MISLA { light ROCKET }\n\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { light ROCKET_X3 }\n}\n*/\nobject ExposivePuff\n{\n frame MISLA { light ROCKET }\n\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { light ROCKET_X3 }\n}\n\nobject LostSoulguy\n{\n frame SKULA { light LOSTSOUL }\n frame SKULB { light LOSTSOUL }\n frame SKULC { light LOSTSOUL }\n frame SKULD { light LOSTSOUL }\n frame SKULE { light LOSTSOUL }\n frame SKULF { light LOSTSOUL }\n frame SKULG { light LOSTSOUL }\n\n frame SKULH { light LOSTSOUL_X1 }\n frame SKULI { light LOSTSOUL_X2 }\n frame SKULJ { light LOSTSOUL_X3 }\n frame SKULK { light LOSTSOUL_X4 }\n}\n\nobject EnBulletPuff\n{\n frame PUFFA { light ZPUFFA }\n frame PUFFB { light ZPUFFA }\n}\n\nobject PuffSpark\n{\n frame PUFF { light ZPUFFA }\n}\n\nobject PuffSpark2\n{\n frame BPUF { light ZPUFFA2 }\n}\n\npointlight ZPUFFA\n{\n color 1 0.7 0.7\n\tsize 1\n}\n\npointlight ZPUFFA2\n{\n color 1 0.3 0.3\n\tsize 1\n}\n\nobject SentryGun\n{\n frame SENTB { light ZOMBIEATK }\n}\n\npointlight MARINESHOT\n{\n color 0.8 0.8 0.0\n size 50\n}\n\nobject Marineguy\n{\n frame PLAYF { light MARINESHOT }\n}\n\nobject Engineerguy\n{\n frame XXLFF { light MARINESHOT }\n}\n\nobject Berserk\n{\n}\n\n////\n\npointlight ZBLUEEFF\n{\n color 0.0 0.0 0.8\n\tsize 6\n}\n\npointlight ZREDEFF\n{\n color 0.8 0.0 0.0\n\tsize 6\n}\n\npointlight ZGREENEFF\n{\n color 0.0 0.8 0.0\n\tsize 6\n}\n\npointlight ZPINKEFF\n{\n color 1 0.0 0.7\n\tsize 6\n}\n\nobject NadeSlag\n{\n frame P2FF { light ZREDDEFF }\n}\n\nobject FireParticle\n{\n frame SPKO { light ZREDEFF }\n}\n\nobject PlasmaParticle\n{\n frame SPKB { light ZBLUEEFF }\n}\n\nobject RadParticle\n{\n frame SPKG { light ZGREENEFF }\n}\n\nobject CacoParticle\n{\n frame SPKQ { light ZPINKEFF }\n}\n\nobject FatMissile\n{\n frame MANFA { light IMPBALL }\n frame MANFB { light IMPBALL }\n\n frame MISLB { light ROCKET_X1 }\n frame MISLC { light ROCKET_X2 }\n frame MISLD { light ROCKET_X3 }\n}\n\n//// PARTICLES\n\npointlight FIREBALLBURN\n{\n color 0.8 0.2 0.0\n\tsize 35\n}\n\npointlight FIREBALLDEATH\n{\n color 0.8 0.2 0.0\n\tsize 20\n}\n\npointlight FIREBALLDEATH2\n{\n color 0.8 0.2 0.0\n\tsize 13\n}\n\npointlight FIREBALLBURNP\n{\n color 0.0 0.2 0.8\n\tsize 35\n}\n\npointlight FIREBALLDEATHP2\n{\n color 0.0 0.2 0.8\n\tsize 20\n}\n\npointlight FIREBALLDEATHP2\n{\n color 0.0 0.2 0.8\n\tsize 13\n}\n\n/////\n\npointlight ARACHPLASSMALL\n{\n color 0.6 1.0 0.0\n size 6\n}\n\nobject ArParticle\n{\n frame APLSA { light ARACHPLASSMALL }\n frame APLSB { light ARACHPLASSMALL }\n}\n\n////\n\npointlight ARACHPLAS\n{\n color 0.6 1.0 0.0\n size 56\n}\n\nflickerlight ARACHPLAS_X1\n{\n color 0.4 0.8 0.0\n size 72\n secondarySize 80\n chance 0.3\n}\n\nflickerlight ARACHPLAS_X2\n{\n color 0.6 0.6 0.0\n size 88\n secondarySize 96\n chance 0.3\n}\n\nflickerlight ARACHPLAS_X3\n{\n color 0.4 0.4 0.0\n size 48\n secondarySize 32\n chance 0.3\n}\n\nflickerlight ARACHPLAS_X4\n{\n color 0.2 0.2 0.0\n size 24\n secondarySize 16\n chance 0.3\n}\n\nobject ArPlasm\n{\n frame APLSA { light ARACHPLAS }\n frame APLSB { light ARACHPLAS }\n\n frame APBXA { light ARACHPLAS_X1 }\n frame APBXB { light ARACHPLAS_X2 }\n frame APBXC { light ARACHPLAS_X2 }\n frame APBXD { light ARACHPLAS_X3 }\n frame APBXE { light ARACHPLAS_X4 }\n}\n\n/////---------------\n\nobject FlareFire\n{\n frame FAIR { light ROCKET }\n}\n\nobject NapalmDebris\n{\n frame FSPK { light ZREDDEFF }\n}\n\nobject Flaretrail\n{\n frame FSPK { light ZREDDEFF }\n}\n\n////////////////////////////\n\npointlight XFIREBALLBURN\n{\n color 0.0 0.8 0.0\n\tsize 35\n}\n\npointlight XFIREBALLDEATH\n{\n color 0.0 0.8 0.0\n\tsize 20\n}\n\npointlight XFIREBALLDEATH2\n{\n color 0.0 0.8 0.0\n\tsize 13\n}\n\npointlight XFIREBALLBURNP\n{\n color 0.0 0.8 0.0\n\tsize 35\n}\n\npointlight XFIREBALLDEATHP2\n{\n color 0.0 0.8 0.0\n\tsize 20\n}\n\npointlight XFIREBALLDEATHP2\n{\n color 0.0 0.8 0.0\n\tsize 13\n}\n\npointlight XFIREBALLDEATHP3\n{\n color 0.0 0.8 0.0\n\tsize 7\n}\n\nobject KnightBall\n{\n frame BAL7A { light BARONBALL }\n frame BAL7B { light BARONBALL }\n\n frame BAL7C { light BARONBALL_X1 }\n frame BAL7D { light BARONBALL_X2 }\n frame BAL7E { light BARONBALL_X3 }\n}\n\nobject FireImpBall\n{\n frame BAL1A { light IMPBALL }\n frame BAL1B { light IMPBALL }\n\n frame BAL1C { light IMPBALL_X1 }\n frame BAL1D { light IMPBALL_X2 }\n frame BAL1E { light IMPBALL_X3 }\n}\n\nobject CacoBall\n{\n frame BAL2A { light CACOBALL }\n frame BAL2B { light CACOBALL }\n\n frame BAL2C { light CACOBALL_X1 }\n frame BAL2D { light CACOBALL_X2 }\n frame BAL2E { light CACOBALL_X3 }\n}\n\nobject CBAL\n{\n frame BAL2A { light CACOBALL }\n frame BAL2B { light CACOBALL }\n\n frame BAL2C { light CACOBALL_X1 }\n frame BAL2D { light CACOBALL_X2 }\n frame BAL2E { light CACOBALL_X3 }\n}\n\nobject 64Plasma\n{\n frame 64PSA { light PLASMABALL }\n\tframe 64PSB { light PLASMABALL }\n\tframe 64PSC { light PLASMA_X1 }\n\tframe 64PSD { light PLASMA_X2 }\n\tframe 64PSE { light PLASMA_X3 }\n\tframe 64PSF { light PLASMA_X4 }\n}\n\nobject Zombieguy\n{\n frame POSSF { light MARINESHOT }\n}\n\nobject Shotgunman\n{\n frame SPOSF { light MARINESHOT }\n}\n\nobject Chaingunman\n{\n frame CPOSE { light MARINESHOT }\n}\n\nobject StalkerPlayer\n{\n frame PLA4F { light MARINESHOT }\n}\n\nobject SuperShotgunner\n{\n frame MSSGF { light MARINESHOT }\n}\n\nobject Assassin\n{\n frame REELF { light MARINESHOT }\n}\n\nobject Commando\n{\n frame D64GF { light MARINESHOT }\n}\n\nFlickerlight Burningflesh\n{\n Color 0.8 0.2 0.0\n\tSize 45\n\tSecondarySize 50\n\tChance 0.5\n}\n\nFlickerlight Barrellag\n{\n Color 0.8 0.0 0.0\n\tSize 10\n\tSecondarySize 15\n\tChance 0.5\n}\n\nFlickerLight2 FlameThrowerFire\n{\nOffset 0 2 0\nColor 0.15 0.04 0.0\nSize 40\nSecondarySize 60\nInterval 2.0\n}\n\nObject FTFire\n{\nFrame FRFX { Light FlameThrowerFire }\n}\n\nObject FTFire2\n{\nFrame FRFX { Light FlameThrowerFire }\n}\n\nFlickerLight2 DropFlame\n{\nColor 0.2 0.1 0.0\nSize 20\nSecondarySize 30\nInterval 2.0\n}\n\nObject FFire_Small\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\nObject FirePuff\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\nObject DropFire\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\nObject DropFire2\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\nObject Archvilefire2\n{\n frame FIREA { light ARCHFIRE1 }\n frame FIREB { light ARCHFIRE2 }\n frame FIREC { light ARCHFIRE3 }\n frame FIRED { light ARCHFIRE4 }\n frame FIREE { light ARCHFIRE5 }\n frame FIREF { light ARCHFIRE6 }\n frame FIREG { light ARCHFIRE7 }\n frame FIREH { light ARCHFIRE8 }\n}\n\nobject XBARREL\n{\n frame BAR1 { light BARREL }\n\n frame BEXPA { light ROCKET_X1 }\n frame BEXPD { light ROCKET_X2 }\n frame BEXPE { light ROCKET_X3 }\n\tframe BEXPR { light Barrellag }\n frame BEXPS { light Barrellag }\n frame BEXPT { light Barrellag }\n}\n\nobject XLAMP\n{\n frame TLP2 { light SMALLLAMP }\n}\n\nobject ThrownGrenade1\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade2\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade3\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade4\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade5\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade6\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade7\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade8\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade9\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade10\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade11\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade12\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade13\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade14\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade15\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade16\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade17\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade18\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade19\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade20\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade21\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade22\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade23\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade24\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade25\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade26\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade27\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade28\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade29\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}\n\nobject ThrownGrenade30\n{\n frame HGRNH { light ROCKET }\n\n frame HGRNG { light ROCKET_X1 }\n frame HGRNR { light ROCKET_X2 }\n frame HGRNN { light ROCKET_X3 }\n}"
},
{
"source": "pk3",
"name": "SBARINFO.txt",
"contents": "height 0;\nmonospacefonts false, \"0\";\n\nstatusbar fullscreen, fullscreenoffsets\n{\n\n// Health\ndrawimage \"HEALTH\", 0, 168;\ndrawimage \"HCROSS\", 2, 172;\ndrawnumber 4, BIGFONT, red, health, drawshadow, 38, 174;\n\nUsesAmmo\n{\ndrawimage \"AMMO\", 272, 168;\n}\n\n// Armor\nIsSelected \"Zombie Chaingun\"\n{\n drawimage \"ARMOR\", 0, 139;\n drawimage \"ARCROSS\", 0, 144;\n drawnumber 4, BIGFONT, green, armor, drawshadow, 34, 145;\n}\n\ndrawimage ammoicon1, 310, 186;\ndrawimage \"ARTICAS2\", 0, 124;\n\ndrawnumber 4, BIGFONT, red, ammo1, 300, 175, 0;\n\ndrawselectedinventory centerbottom, drawshadow, alwaysshowcounter, HUDFONT_DOOM, 228, 202, -50, 180, untranslated;\n}"
},
{
"source": "pk3",
"name": "LOADACS.txt",
"contents": "hvm"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "//Important DECORATE Lumps\n#INCLUDE \"ACTORS/BASECLASSES.txt\" // Base classes\n#INCLUDE \"ACTORS/DAMAGE.txt\" // Damage print\n#INCLUDE \"ACTORS/PUFFS.txt\"\t// Weapon puffs\n#INCLUDE \"ACTORS/WEAPONS.txt\"\t// Weapons\n#INCLUDE \"ACTORS/ITEMS.txt\" // Unwanted/Altered Items\n#INCLUDE \"ACTORS/CASINGS.txt\" // Shell And Bullet Casings\n#INCLUDE \"ACTORS/EFFECTS.txt\" //Effects\n#INCLUDE \"ACTORS/MARINE.txt\" //Marine Class\n#INCLUDE \"ACTORS/ZOMBIEMAN.txt\" // ZombieMan Class\n#INCLUDE \"ACTORS/SHOTGUNGUY.txt\" // ShotGun Guy Class\n#INCLUDE \"ACTORS/IMP.txt\" // Imp Class\n#INCLUDE \"ACTORS/HEAVYWEAPONS.txt\" // Chaingun Guy Class\n#INCLUDE \"ACTORS/PINKY.txt\" // Demon Class\n#INCLUDE \"ACTORS/NEWBLOOD.txt\" // Nash's Blood\n#INCLUDE \"ACTORS/NEWGIBS.txt\" // Nash's Gibs N' Gore\n#INCLUDE \"ACTORS/ASSASSIN.txt\" // Assassin Class\n#INCLUDE \"ACTORS/SNIPER.txt\" // Assassin's Sniper\n#INCLUDE \"ACTORS/BERSERKER.txt\" // BERSERKER!!1!!one1!\n#INCLUDE \"ACTORS/PYRO.txt\" // The Pyro-Expert Class\n#INCLUDE \"ACTORS/FLAMETHROWER.txt\" // Pyro's Flamethrower\n#INCLUDE \"ACTORS/FLARES.txt\" // Pyro's Flare Gun\n#INCLUDE \"ACTORS/FIREAXE.txt\" // Pyro's Axe\n#INCLUDE \"ACTORS/COMMANDO.txt\" // Commando Class\n#INCLUDE \"ACTORS/COMMANDO_WEAPONS.txt\" // Commando's Weapons\n#INCLUDE \"ACTORS/CACO.txt\" //Cacodemon Class\n#INCLUDE \"ACTORS/SSGGUY.txt\" //SSG Guy\n#INCLUDE \"ACTORS/STALKER.txt\" //Stalker guy\n#INCLUDE \"ACTORS/GRENADE.txt\" //Stalker's HandGrenade\n#INCLUDE \"ACTORS/HELLKNIGHT.txt\" //Hell Knight\n#INCLUDE \"ACTORS/LOSTSOUL.txt\" //LostSoul Class\n#INCLUDE \"ACTORS/ENGINEER.txt\" // Engineer Class\n#INCLUDE \"ACTORS/SHIELD.txt\" // Shield\n#INCLUDE \"ACTORS/ARACHNOTRON.txt\" // Arachnotron class\n#INCLUDE \"ACTORS/RECON.txt\" // Recon class\n#INCLUDE \"ACTORS/FATSO.txt\" // Mancubus class\n#INCLUDE \"ACTORS/ARCHVILE.txt\" // Archvile class\n\nActor EnBulletPuff : Bulletpuff2\n{\n}\n\nactor DatBarrelIsGone replaces ExplosiveBarrel\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nACTOR BarrelStartBoom\n{\n+NOGRAVITY\nScale 1.2\n\tStates\n\t{\n\tSpawn:\n\tFTRA KLMNO 3 BRIGHT\n\tGoto Death\n\tDeath:\n\tTNT1 A -1\n\tStop\n\t}\n}\n\nACTOR BarrelFire\n{\n+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\tCFFX AB 3\n\tCFCF ABCDEFGHIJKLMABCDEFGHIJKLMABCDEFGHIJK 3 BRIGHT\n\tCFCF LMNOP 3 BRIGHT A_FadeOut\n\tGoto Death\n\tDeath:\n\tTNT1 A -1\n\tStop\n\t}\n}\n\nACTOR BarrelRemains\n{\n\tStates\n\t{\n\tSpawn:\n\tBEXP RSTSRSTSRSTSRSTSRSTSRSTSRSTSRSTU 4\n\tBEXP U 250\n\tBEXP U 10 A_FadeOut\n\tGoto Death\n\tDeath:\n\tTNT1 A -1\n\tStop\n\t}\n}\n\n/*\nACTOR BarrelExplodes : ExplosiveBarrel replaces ExplosiveBarrel\n{\n States\n {\n\tSpawn:\n\tBAR1 ABCDEFGHIJKLM 3\n\tLoop\n\tDeath:\n\tBEXP A 2 BRIGHT\n BEXP B 2 BRIGHT A_Scream\n\tTNT1 A 0 A_PlaySound(\"weapons/explode\")\n\tTNT1 A 0 A_SpawnItemEx(\"BarrelBoom\", 0, 0, 0, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"BarrelStartBoom\", 0, 0, 0, 0)\n BEXP C 2 BRIGHT A_NoBlocking\n BEXP D 2 BRIGHT A_Explode\n\tBEXP Q 0 A_SpawnItemEx(\"BarrelFire\", 0, 0, 0, 0)\n\tBEXP Q 0 A_SpawnItemEx(\"BarrelRemains\", 0, 0, 0, 0)\n BEXP EFGHIJKLMNOPQ 2 BRIGHT\n BEXP Q 1050 BRIGHT A_BarrelDestroy\n BEXP U 5 A_Respawn\n Wait\n\t}\n}\n*/\n\nACTOR BarrelBoom\n{\nscale 1.3\n+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n NME2 A 0\n NME2 ABCDEFGHIJKLMNOPQRST 2 Bright\n\tGoto Death\n\tDeath:\n\tTNT1 A -1\n\tStop\n\t}\n}\n\nACTOR BarrelBoomSound : BarrelBoom\n{\nscale 1.3\n+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n NME2 A 0 A_PlaySoundEx(\"weapons/grenades/fire\",\"weapon\")\n NME2 ABCDEFGHIJKLMNOPQRST 2 Bright\n\tGoto Death\n\tDeath:\n\tTNT1 A -1\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "$random weapons/casing { weapons/casing1 weapons/casing2 weapons/casing3 }\n$limit weapons/casing 3\nweapons/casing1\tdscasin1\nweapons/casing2\tdscasin2\nweapons/casing3\tdscasin3\n\n$random weapons/shotgunshells { weapons/shell1 weapons/shell2 weapons/shell3 }\n$limit weapons/shotgunshells 3\nweapons/shell1\tDSSHELL1\nweapons/shell2\tDSSHELL2\nweapons/shell3\tDSSHELL3\n\n$random chaingun/casing { chaingun/casing1 chaingun/casing2 chaingun/casing3 }\n$limit chaingun/casing 3\nchaingun/casing1\tCHGNCAS1\nchaingun/casing2\tCHGNCAS2\nchaingun/casing3\tCHGNCAS3\n\nMINE001\t\tMINE001\nMINE002\t\tMINE002\n\nuzifire UZIFIR\nUZIREL UZIREL\n\nRECTAUNT RECTAUNT\n\nKnifeHitThing\t\tDSKNIFE\nKnifeHitWall\t\tDSKNIFE3\nKnifeMiss\t\tDSKNIFE2\n\n$random shovel/impact {shovel/impact1 shovel/impact2}\nshovel/impact1 dsshvi1\nshovel/impact2 dsshvi2\nshovel/wall dsshvi3\n\n$random shovel/miss {shovel/miss1 shovel/miss2 shovel/miss3}\nshovel/miss1 dsshvw1\nshovel/miss2 dsshvw2\nshovel/miss3 dsshvw3\n\nDSBULB1 DSBULB1\nDSBULB2 DSBULB2\nDSBULB3 DSBULB3\nDSBULB4 DSBULB4\nDSBULB5 DSBULB5\n\n$random weapons/ricochet\t{ rico1 rico2 rico3 rico4 }\n$random weapons/bulb\t{ DSBULB1 DSBULB2 DSBULB3 DSBULB4 DSBULB5 }\n\nRICO1 RICO1\nRICO2 RICO2\nRICO3 RICO3\nRICO4 RICO4\n\nForceBarrier/On\t\tDSFRCON\nForceBarrier/Off\tDSFRCOFF\nForceBarrier/Loop\tDSFRCLOP\n\nDSZAPHT1\tDSZAPHT1\nDSZAPHT2\tDSZAPHT2\nDSZAPHT3\tDSZAPHT3\n\n$random ForceBarrier/Hit\t{ DSZAPHT1 DSZAPHT2 DSZAPHT3 }\n$limit ForceBarrier/Hit\t0\n\nmefall mefall // Metal fall\n\nDSRUN DSRUN\n\nDSPBURN DSPBURN\n\nDSSGBOO1\tDSSGBOO1\nDSSGBOO2\tDSSGBOO2\nDSSGBOO3\tDSSGBOO3\n\nChaingun\\Fire\tDSCGFIRE\n\nDSSLTAK DSSLTAK\n\nweapons/grnpullpin dsgrpin\nweapons/grntoss dsgrtoss\nweapons/grnbounce dsgrdrop\nweapons/grnexplode dsgrboom\n\nMP40/Fire\tDSMP40AT\n\nUNUSED UNUSED\n\nDSSNIPZZ DSSNIPZZ\n\n$random NewShotgun/Fire\t{ DSSGBOO1 DSSGBOO2 DSSGBOO3 }\n\nNewShotgun/Pump\tDSSGPUMP\n\nNewPistol/Fire DSPISTO\n\nzombie/riflefire dshvyrfl\nzombie/rifleup\t dsriflup\n\n//Marine Sounds\n\n$playersound\tmarine\tmale\t*death\t\tdspldeth\n$playersound\tmarine\tmale\t*xdeath\t\tXGIB\n$playersound\tmarine\tmale\t*gibbed\t\tXGIB\n$playersound\tmarine\tmale\t*pain100\tdsplpain\n$playersounddup\tmarine\tmale\t*pain75\t\t*pain100\n$playersounddup\tmarine\tmale\t*pain50\t\t*pain100\n$playersounddup\tmarine\tmale\t*pain25\t\t*pain100\n$playersound\tmarine\tmale\t*grunt\t\tDSOOF\n$playersound\tmarine\tmale\t*land\t\tDSLAND\n$playersound\tmarine\tmale\t*jump\t\tdsjump\n$playersound\tmarine\tmale\t*usefail\tdsnoway\n$playersound marine male *pain-fire *pain100\n$playersound marine male *death-fire BESRKFIR\n\n$playersound\tmarine\tother\t*death\t\tdspldeth\n$playersound\tmarine\tother\t*xdeath\t\tXGIB\n$playersound\tmarine\tother\t*gibbed\t\tXGIB\n$playersound\tmarine\tother\t*pain100\tdsplpain\n$playersounddup\tmarine\tother\t*pain75\t\t*pain100\n$playersounddup\tmarine\tother\t*pain50\t\t*pain100\n$playersounddup\tmarine\tother\t*pain25\t\t*pain100\n$playersound\tmarine\tother\t*grunt\t\tDSOOF\n$playersound\tmarine\tother\t*land\t\tDSLAND\n$playersound\tmarine\tother\t*jump\t\tdsjump\n$playersound\tmarine\tother\t*usefail\tdsnoway\n$playersound marine other *pain-fire *pain100\n$playersound marine other *death-fire BESRKFIR\n\npyrohaha pyrohaha\n\n$playersound\tpyro\tmale\t*death\t\tdspldeth\n$playersound\tpyro\tmale\t*xdeath\t\tXGIB\n$playersound\tpyro\tmale\t*gibbed\t\tXGIB\n$playersound\tpyro\tmale\t*pain100\tdsplpain\n$playersounddup\tpyro\tmale\t*pain75\t\t*pain100\n$playersounddup\tpyro\tmale\t*pain50\t\t*pain100\n$playersounddup\tpyro\tmale\t*pain25\t\t*pain100\n$playersound\tpyro\tmale\t*grunt\t\tDSOOF\n$playersound\tpyro\tmale\t*land\t\tDSLAND\n$playersound\tpyro\tmale\t*jump\t\tdsjump\n$playersound\tpyro\tmale\t*usefail\tdsnoway\n$playersound pyro male *pain-fire *pain100\n$playersound pyro male *death-fire BESRKFIR\n$playersound\tpyro male\t *taunt pyrohaha\n\n$playersound\tpyro\tother\t*death\t\tdspldeth\n$playersound\tpyro\tother\t*xdeath\t\tXGIB\n$playersound\tpyro\tother\t*gibbed\t\tXGIB\n$playersound\tpyro\tother\t*pain100\tdsplpain\n$playersounddup\tpyro\tother\t*pain75\t\t*pain100\n$playersounddup\tpyro\tother\t*pain50\t\t*pain100\n$playersounddup\tpyro\tother\t*pain25\t\t*pain100\n$playersound\tpyro\tother\t*grunt\t\tDSOOF\n$playersound\tpyro\tother\t*land\t\tDSLAND\n$playersound\tpyro\tother\t*jump\t\tdsjump\n$playersound\tpyro\tother\t*usefail\tdsnoway\n$playersound pyro other *pain-fire *pain100\n$playersound pyro other *death-fire BESRKFIR\n$playersound\tpyro other\t *taunt pyrohaha\n\nSLTAUNT SLTAUNT\n\n$playersound\tstalk\tmale\t*death\t\tdspldeth\n$playersound\tstalk\tmale\t*xdeath\t\tXGIB\n$playersound\tstalk\tmale\t*gibbed\t\tXGIB\n$playersound\tstalk\tmale\t*pain100\tdsplpain\n$playersounddup\tstalk\tmale\t*pain75\t\t*pain100\n$playersounddup\tstalk\tmale\t*pain50\t\t*pain100\n$playersounddup\tstalk\tmale\t*pain25\t\t*pain100\n$playersound\tstalk\tmale\t*grunt\t\tDSOOF\n$playersound\tstalk\tmale\t*land\t\tDSLAND\n$playersound\tstalk\tmale\t*jump\t\tdsjump\n$playersound\tstalk\tmale\t*usefail\tdsnoway\n$playersound stalk male *pain-fire *pain100\n$playersound stalk male *death-fire BESRKFIR\n$playersound\tstalk male\t *taunt SLTAUNT\n\n$playersound\tstalk\tother\t*death\t\tdspldeth\n$playersound\tstalk\tother\t*xdeath\t\tXGIB\n$playersound\tstalk\tother\t*gibbed\t\tXGIB\n$playersound\tstalk\tother\t*pain100\tdsplpain\n$playersounddup\tstalk\tother\t*pain75\t\t*pain100\n$playersounddup\tstalk\tother\t*pain50\t\t*pain100\n$playersounddup\tstalk\tother\t*pain25\t\t*pain100\n$playersound\tstalk\tother\t*grunt\t\tDSOOF\n$playersound\tstalk\tother\t*land\t\tDSLAND\n$playersound\tstalk\tother\t*jump\t\tdsjump\n$playersound\tstalk\tother\t*usefail\tdsnoway\n$playersound stalk other *pain-fire *pain100\n$playersound stalk other *death-fire BESRKFIR\n$playersound\tstalk other\t *taunt SLTAUNT\n\n$playeralias marine male *taunt playertaunt\n$playeralias marine male *pain-fire *pain100\n$playeralias marine male *death-fire burnm\n\n$playersound\trecon\tmale\t*death\t\tdspldeth\n$playersound\trecon\tmale\t*xdeath\t\tXGIB\n$playersound\trecon\tmale\t*gibbed\t\tXGIB\n$playersound\trecon\tmale\t*pain100\tdsplpain\n$playersounddup\trecon\tmale\t*pain75\t\t*pain100\n$playersounddup\trecon\tmale\t*pain50\t\t*pain100\n$playersounddup\trecon\tmale\t*pain25\t\t*pain100\n$playersound\trecon\tmale\t*grunt\t\tDSOOF\n$playersound\trecon\tmale\t*land\t\tDSLAND\n$playersound\trecon\tmale\t*jump\t\tdsjump\n$playersound\trecon\tmale\t*usefail\tdsnoway\n$playersound recon male *pain-fire *pain100\n$playersound recon male *death-fire BESRKFIR\n$playersound\trecon male\t *taunt RECTAUNT\n\n$playersound\trecon\tother\t*death\t\tdspldeth\n$playersound\trecon\tother\t*xdeath\t\tXGIB\n$playersound\trecon\tother\t*gibbed\t\tXGIB\n$playersound\trecon\tother\t*pain100\tdsplpain\n$playersounddup\trecon\tother\t*pain75\t\t*pain100\n$playersounddup\trecon\tother\t*pain50\t\t*pain100\n$playersounddup\trecon\tother\t*pain25\t\t*pain100\n$playersound\trecon\tother\t*grunt\t\tDSOOF\n$playersound\trecon\tother\t*land\t\tDSLAND\n$playersound\trecon\tother\t*jump\t\tdsjump\n$playersound\trecon\tother\t*usefail\tdsnoway\n$playersound recon other *pain-fire *pain100\n$playersound recon other *death-fire BESRKFIR\n$playersound\trecon other\t *taunt RECTAUNT\n\nplayertaunt dstaunt\nplayertaunt2 dscrtant\n$limit playertaunt 1\n$limit playertaunt2 1\n\nburnf burnf\nburnfpai burnfpai\n\nweapons/explode dsboom\n\n$random XGIB { DSGIB DSGIB2 }\nDSGIB DSGIB\nDSGIB2 DSSLOP\n\n//Imp Sounds\n\n$playersound\tImpman\tmale\t*death\t\tdsnone\n$playersound\tImpman\tmale\t*xdeath\t\tXGIB\n$playersound\tImpman\tmale\t*gibbed\t\tXGIB\n$playersound\tImpman\tmale\t*pain100 \tdspopain\n$playersound\tImpman\tmale\t*pain75 \tdspopain\n$playersound\tImpman\tmale\t*pain50 \tdspopain\n$playersound\tImpman\tmale\t*pain25 \tdspopain\n$playersound\tImpman\tmale\t*grunt\t\tdsbgact\n$playersound\tImpman\tmale\t*land\t\tdsbgact\n$playersound\tImpman\tmale\t*fist\t\tdsnone\n$playersound\tImpman\tmale\t*usefail\tdsbgact\n$playersound Impman\tmale\t*taunt\t\timptaunt\n\n$playersound\tImpman\tother\t*death\t\tdsnone\n$playersound\tImpman\tother\t*xdeath\t\tXGIB\n$playersound\tImpman\tother\t*gibbed\t\tXGIB\n$playersound\tImpman\tother\t*pain100 \tdspopain\n$playersound\tImpman\tother\t*pain75 \tdspopain\n$playersound\tImpman\tother\t*pain50 \tdspopain\n$playersound\tImpman\tother\t*pain25 \tdspopain\n$playersound\tImpman\tother\t*grunt\t\tdsbgact\n$playersound\tImpman\tother\t*land\t\tdsbgact\n$playersound\tImpman\tother\t*fist\t\tdsnone\n$playersound\tImpman\tother\t*usefail\tdsbgact\n$playersound Impman\tother\t*taunt\t\timptaunt\n\n$playeralias Impman male *taunt imptaunt\n$playeralias Impman female *taunt imptaunt\n$playeralias Impman other *taunt imptaunt\n\n$limit imptaunt 1\n\nimptaunt1 DSBGSIT1\nimptaunt2 DSBGSIT2\n\n$random imptaunt {imptaunt1 imptaunt2}\n\nDemonMunch DSSGTATK\n\n$alias menu/choose\tNewShotgun/Pump\n$alias menu/cursor\tchaingun/casing\n$alias menu/backup\tweapons/grnexplode\n$alias menu/activate\tweapons/ricochet\n$alias menu/clear\tplayer/gibbed\n\n//Zombie Sounds\n\n$playersound\tZombieguy\tmale\t*death\t\tZombieDeath\n$playersound\tZombieguy\tmale\t*xdeath\t\tXGIB\n$playersound\tZombieguy\tmale\t*gibbed\t\tXGIB\n$playersound\tZombieguy\tmale\t*pain100 \tdspopain\n$playersound\tZombieguy\tmale\t*pain75 \tdspopain\n$playersound\tZombieguy\tmale\t*pain50 \tdspopain\n$playersound\tZombieguy\tmale\t*pain25 \tdspopain\n$playersound\tZombieguy\tmale\t*grunt\t\tPOSSACT\n$playersound\tZombieguy\tmale\t*land\t\tDSLAND\n$playersound\tZombieguy\tmale\t*fist\t\tdsnone\n$playersound\tZombieguy\tmale\t*usefail\tPOSSACT\n$playersound Zombieguy\tmale\t*taunt\t\tZombieSit\n\n$playersound\tZombieguy\tother\t*death\t\tZombieDeath\n$playersound\tZombieguy\tother\t*xdeath\t\tXGIB\n$playersound\tZombieguy\tother\t*gibbed\t\tXGIB\n$playersound\tZombieguy\tother\t*pain100 \tdspopain\n$playersound\tZombieguy\tother\t*pain75 \tdspopain\n$playersound\tZombieguy\tother\t*pain50 \tdspopain\n$playersound\tZombieguy\tother\t*pain25 \tdspopain\n$playersound\tZombieguy\tother\t*grunt\t\tPOSSACT\n$playersound\tZombieguy\tother\t*land\t\tDSLAND\n$playersound\tZombieguy\tother\t*fist\t\tdsnone\n$playersound\tZombieguy\tother\t*usefail\tPOSSACT\n$playersound Zombieguy\tother\t*taunt\t\tZombieSit\n\n$limit ZombieSit 1\n\n$playeralias Zombieguy male *taunt ZombieSit\n\n$random ZombieSit { DSPOSIT1 DSPOSIT2 DSPOSIT3 }\n$random ZombieDeath { DSPODTH1 DSPODTH2 DSPODTH3 }\n\nDSPOSIT1 DSPOSIT1\nDSPOSIT2 DSPOSIT2\nDSPOSIT3 DSPOSIT3\nDSPODTH1 DSPODTH1\nDSPODTH2 DSPODTH2\nDSPODTH3 DSPODTH3\n\nbloodsplat1 dsblud01\nbloodsplat2 dsblud02\nbloodsplat3 dsblud03\n\nSLTAKEGUN SLTAKEGUN\n\n$random bloodsplat { bloodsplat1 bloodsplat2 bloodsplat3 }\n$limit bloodsplat 1\n\n//Demon Sounds\n\n$playersound\tDemon\tmale\t*death\t\tDSSGTDTH\n$playersound\tDemon\tmale\t*xdeath\t\tXGIB\n$playersound\tDemon\tmale\t*gibbed\t\tXGIB\n$playersound\tDemon\tmale\t*pain100 \tdsdmpain\n$playersound\tDemon\tmale\t*pain75 \tdsdmpain\n$playersound\tDemon\tmale\t*pain50 \tdsdmpain\n$playersound\tDemon\tmale\t*pain25 \tdsdmpain\n$playersound\tDemon\tmale\t*grunt\t\tDEMONACT\n$playersound\tDemon\tmale\t*land\t\tDEMONACT\n$playersound\tDemon\tmale\t*fist\t\tdsnone\n$playersound\tDemon\tmale\t*usefail\tDEMONACT\n$playersound Demon\tmale\t*taunt\t\tDSSGTSIT\n\n$playersound\tDemon\tother\t*death\t\tDSSGTDTH\n$playersound\tDemon\tother\t*xdeath\t\tXGIB\n$playersound\tDemon\tother\t*gibbed\t\tXGIB\n$playersound\tDemon\tother\t*pain100 \tdsdmpain\n$playersound\tDemon\tother\t*pain75 \tdsdmpain\n$playersound\tDemon\tother\t*pain50 \tdsdmpain\n$playersound\tDemon\tother\t*pain25 \tdsdmpain\n$playersound\tDemon\tother\t*grunt\t\tdsdmact\n$playersound\tDemon\tother\t*land\t\tdsdmact\n$playersound\tDemon\tother\t*fist\t\tdsnone\n$playersound\tDemon\tother\t*usefail\tdsdmact\n$playersound Demon\tother\t*taunt\t\tDSSGTSIT\n\n$playersound HellKnight male *pain100 dsdmpain\n$playersounddup HellKnight male *pain75 *pain100\n$playersounddup HellKnight male *pain50 *pain100\n$playersounddup HellKnight male *pain25 *pain100\n$playersound HellKnight male *death dsbrsdth\n$playersound HellKnight male *grunt *pain100\n$playersounddup HellKnight male *land *pain100\n$playersound HellKnight male *jump dsdmact\n$playersound HellKnight male *taunt dskntsit\n$playersound\tHellKnight\tmale\t*usefail\tdsdmact\n\nZOMBPAIN ZOMBPAIN\nDEMONACT DEMONACT\nDEMPAIN DEMPAIN\n\nHUNTRIF1 HUNTRIF1\nHUNTRIF2 HUNTRIF2\n\nHuntingRifle/Fire HUNTRIF1\nHuntingRifle/Scope HUNTRIF2\n\nWeapon/COLTFIRE COLTFIRE\n\n$random Assassin/Taunt { Assassin/Taunt1 Assassin/Taunt2 Assassin/Taunt3 Assassin/Taunt4 Assassin/Taunt5 Assassin/Taunt6 }\n$random Assassin/Pain { REEMPAI1 REEMPAI2 REEMPAI3 }\n$random Assassin/Death { REEMDIE1 REEMDIE2 REEMDIE3 REEMDIE4 }\n$random Assassin/Burn { REEMBUR1 REEMBUR2 REEMBUR3 REEMBUR4 }\n\nAssassin/Taunt1\tREEMSEE1\nAssassin/Taunt2\tREEMSEE2\nAssassin/Taunt3\tREEMSEE3\nAssassin/Taunt4\tREEMSEE4\nAssassin/Taunt5\tREEMSEE5\nAssassin/Taunt6\tREEMSEE6\n\nREEMDIE1\tREEMDIE1\nREEMDIE2\tREEMDIE2\nREEMDIE3\tREEMDIE3\nREEMDIE4\tREEMDIE4\n\nREEMBUR1\tREEMBUR1\nREEMBUR2\tREEMBUR2\nREEMBUR3\tREEMBUR3\nREEMBUR4\tREEMBUR4\n\nREEMPAI1\tREEMPAI1\nREEMPAI2\tREEMPAI2\nREEMPAI3\tREEMPAI3\n\nREEFSEE1\tREEFSEE1\nREEFSEE2\tREEFSEE2\nREEFSEE3\tREEFSEE3\nREEFSEE4\tREEFSEE4\nREEFSEE5\tREEFSEE5\nREEFSEE6\tREEFSEE6\n\nREEFDIE1\tREEFDIE1\nREEFDIE2\tREEFDIE2\nREEFDIE3\tREEFDIE3\nREEFDIE4\tREEFDIE4\nREEFBUR1\tREEFBUR1\nREEFBUR2\tREEFBUR2\nREEFBUR3\tREEFBUR3\nREEFBUR4\tREEFBUR4\n\nREEFPAI1\tREEFPAI1\nREEFPAI2\tREEFPAI2\nREEFPAI3\tREEFPAI3\n\nREEFSEE1\tREEFSEE1\nREEFSEE2\tREEFSEE2\nREEFSEE3\tREEFSEE3\nREEFSEE4\tREEFSEE4\nREEFSEE5\tREEFSEE5\nREEFSEE6\tREEFSEE6\n\n$random AssassinF/Sight { REEFSEE1 REEFSEE2 REEFSEE3 REEFSEE4 REEFSEE5 REEFSEE6 }\n$random AssassinF/Pain { REEFPAI1 REEFPAI2 REEFPAI3 }\n$random AssassinF/Death { REEFDIE1 REEFDIE2 REEFDIE3 REEFDIE4 }\n$random AssassinF/Burn { REEFBUR1 REEFBUR2 REEFBUR3 REEFBUR4 }\n\n$playeralias Assassin male *taunt Assassin/Taunt\n$playeralias Assassin male *pain100 Assassin/Pain\n$playeralias Assassin male *pain75 Assassin/Pain\n$playeralias Assassin male *pain50 Assassin/Pain\n$playeralias Assassin male *pain25 Assassin/Pain\n$playeralias Assassin male *pain-fire Assassin/Pain\n$playeralias Assassin male *death Assassin/Death\n$playeralias Assassin male *death-fire Assassin/Burn\n\n$playeralias Assassin other *taunt Assassin/Taunt\n$playeralias Assassin other *pain100 Assassin/Pain\n$playeralias Assassin other *pain75 Assassin/Pain\n$playeralias Assassin other *pain50 Assassin/Pain\n$playeralias Assassin other *pain25 Assassin/Pain\n$playeralias Assassin other *pain-fire Assassin/Pain\n$playeralias Assassin other *death Assassin/Death\n$playeralias Assassin other *death-fire Assassin/Burn\n\n$playersound\tAssassin\tmale\t*xdeath\t\tXGIB\n$playersound\tAssassin\tmale\t*gibbed\t\tXGIB\n$playersound\tAssassin\tmale\t*grunt\t\tDSOOF\n$playersound\tAssassin\tmale\t*land\t\tDSLAND\n$playersound\tAssassin\tmale\t*jump\t\tdsjump\n$playersound\tAssassin\tmale\t*usefail\tdsnoway\n\n$playersound\tAssassin\tother\t*xdeath\t\tXGIB\n$playersound\tAssassin\tother\t*gibbed\t\tXGIB\n$playersound\tAssassin\tother\t*grunt\t\tdsoof\n$playersound\tAssassin\tother\t*land\t\tDSLAND\n$playersound\tAssassin\tother\t*jump\t\tdscjump\n$playersound\tAssassin\tother\t*usefail\tdscnoway\n\n$random Colt45/Attack { REELMG1 REELMG2 REELMG3 }\n\nREELMG1\t\tREELMG1\nREELMG2\t\tREELMG2\nREELMG3\t\tREELMG3\n\nBESRKFIR BESRKFIR\nBERZKSIT BERZKSIT\nBERZKACT BERZKACT\nBERZKDTH BERZKDTH\nBERZKPAN BERZKPAN\n\n$playersound\tBerserker\tmale\t*death\t\tBERZKDTH\n$playersound\tBerserker\tmale\t*xdeath\t\tXGIB\n$playersound\tBerserker\tmale\t*gibbed\t\tXGIB\n$playersound\tBerserker\tmale\t*pain100\tBERZKPAN\n$playersounddup\tBerserker\tmale\t*pain75\t\t*pain100\n$playersounddup Berserker\tmale\t*pain50\t\t*pain100\n$playersounddup\tBerserker\tmale\t*pain25\t\t*pain100\n$playersound\tBerserker\tmale\t*grunt\t\tBERZKACT\n$playersound\tBerserker\tmale\t*land\t\tBERZKACT\n$playersound\tBerserker\tmale\t*jump\t\tdsjump\n$playersound\tBerserker\tmale\t*usefail\tBERZKACT\n$playersound Berserker male *death-fire BESRKFIR\n$playersound\tBerserker male *taunt \t\tBERZKSIT\n\n$playersound\tBerserker\tother\t*death\t\tBERZKDTH\n$playersound\tBerserker\tother\t*xdeath\t\tXGIB\n$playersound\tBerserker\tother\t*gibbed\t\tXGIB\n$playersound\tBerserker\tother\t*pain100\tBERZKPAN\n$playersounddup\tBerserker\tother\t*pain75\t\t*pain100\n$playersounddup Berserker\tother\t*pain50\t\t*pain100\n$playersounddup\tBerserker\tother\t*pain25\t\t*pain100\n$playersound\tBerserker\tother\t*grunt\t\tBERZKACT\n$playersound\tBerserker\tother\t*land\t\tBERZKACT\n$playersound\tBerserker\tother\t*jump\t\tdsjump\n$playersound\tBerserker\tother\t*usefail\tBERZKACT\n$playersound Berserker other *death-fire BESRKFIR\n$playersound\tBerserker other *taunt \t\tBERZKSIT\n\n/*\n$playeralias Berserker male *taunt playertaunt\n$playeralias Berserker female *taunt playertaunt2\n$playeralias Berserker other *taunt playertaunt\n\n$playeralias Berserker male *pain-fire *pain100\n$playeralias Berserker female *pain-fire burnfpai\n$playeralias Berserker other *pain-fire *pain100\n\n$playeralias Berserker male *death-fire BESRKFIR\n$playeralias Berserker female *death-fire burnf\n$playeralias Berserker other *death-fire burnm\n*/\n\nFists/Swing1 DSMZSW1\nFists/Swing2 DSMZSW2\nFists/Swing3 DSMZSW3\nFists/Hit1 DSSMCK1\nFists/Hit2 DSSMCK2\nFists/Hit3 DSSMCK3\nFists/FlashHit1 DSWMCK1\nFists/FlashHit2 DSWMCK2\nFists/FlashHit3 DSWMCK3\nFists/Raise DSFSTR\n$random Fists/Swing { Fists/Swing1 Fists/Swing2 Fists/Swing3 }\n$random Fists/Hit { Fists/Hit1 Fists/Hit2 Fists/Hit3 }\n$random Fists/FlashHit { Fists/FlashHit1 Fists/FlashHit2 Fists/FlashHit3 }\n\nM40RIF1 M40RIF1\nM40RIF2 M40RIF2\nM40RIF3 M40RIF3\nM40RIF4 M40RIF4\n\nM40Rifle/Fire M40RIF1\nM40Rifle/Scope M40RIF2\nM40Rifle/Bolt1 M40RIF3\nM40Rifle/Bolt2 M40RIF4\n\n$Singular M40Rifle/Fire\n\nFlamethrower/Fire\tFMTRFIRE\nFlamethrower/Hit\tFMTRHIT\nFlamethrower/Dropfire\tFMDRPF\n\nNAZIDTH NAZIDTH\nNAZISIT NAZISIT\nNAZIOOF NAZIOOF\nNAZIPAI1 NAZIPAI1\nNAZIPAI2 NAZIPAI2\nNAZIPAI3 NAZIPAI3\nNAZIPAI4 NAZIPAI4\nNAZIPAI5 NAZIPAI5\nNAZIPAI6 NAZIPAI6\n$random NaziPain { NAZIPAI1 NAZIPAI2 NAZIPAI3 NAZIPAI4 NAZIPAI5 NAZIPAI6 }\n\nDSLAND DSLAND\n\n$playersound\tNaziguy\tmale\t*death\t\tNAZIDTH\n$playersound\tNaziguy\tmale\t*xdeath\t\tXGIB\n$playersound\tNaziguy\tmale\t*gibbed\t\tXGIB\n$playersound\tNaziguy\tmale\t*grunt\t\tNAZIOOF\n$playersound\tNaziguy\tmale\t*land\t\tDSLAND\n$playersound\tNaziguy\tmale\t*fist\t\tDSNONE\n$playersound\tNaziguy\tmale\t*usefail\tNAZIOOF\n$playersound Naziguy\tmale\t*taunt\t\tNAZISIT\n$playeralias\tNaziguy\tmale\t*death\t\tNAZIDTH\n$playeralias\tNaziguy\tmale\t*pain100 \tNaziPain\n$playeralias\tNaziguy\tmale\t*pain75 \tNaziPain\n$playeralias\tNaziguy\tmale\t*pain50 \tNaziPain\n$playeralias\tNaziguy\tmale\t*pain25 \tNaziPain\n\ndsFLRFIR dsFLRFIR\ndsFLRAIR dsFLRAIR\n\nhcgs1\tm_gun1\nhcgs2\tm_gun2\nhcgs3\tm_gun3\n\n$random weapons/hchngun { hcgs1 hcgs2 hcgs3 }\n\nDSPISTUP DSPISTUP\nDSCHANUP DSCHANUP\nDSFLAMUP DSFLAMUP\n\nweapons/grenades/raise DSGRENU\nweapons/grenades/fire DSGRENA\nweapons/grenades/throw DSGRENB\nweapons/grenades/bounce1 DSHBON1\nweapons/grenades/bounce2 DSHBON2\nweapons/grenades/bounce3 DSHBON3\nweapons/grenades/explode1 DSGBOM1\nweapons/grenades/explode2 DSGBOM2\nweapons/grenades/explode3 DSGBOM3\nweapons/grenades/explode4 DSGBOM4\nweapons/grenades/explode5 DSGBOM5\n\n$random weapons/grenades/bounce { weapons/grenades/bounce1 weapons/grenades/bounce2 weapons/grenades/bounce3 }\n$random weapons/grenades/explode { weapons/grenades/explode1 weapons/grenades/explode2 weapons/grenades/explode3 weapons/grenades/explode4 weapons/grenades/explode5 }\n$random GrenadeBoom { weapons/grenades/explode1 weapons/grenades/explode2 weapons/grenades/explode3 weapons/grenades/explode4 weapons/grenades/explode5 }\n\nFLESH1 FLESH1\nFLESH2 FLESH2\nFLESH3 FLESH3\nFLESH4 FLESH4\n\n$random Berserk/Hit { FLESH1 FLESH2 FLESH3 FLESH4 }\n\nDSLAND DSLAND\n\nweapons/chainsaw/hitwall1 DSSAWH5\nweapons/chainsaw/hitwall2 DSSAWH6\nweapons/chainsaw/hitwall3 DSSAWH7\nweapons/chainsaw/hitwall4 DSSAWH8\n$random weapons/chainsaw/hitwall { weapons/chainsaw/hitwall1 weapons/chainsaw/hitwall2 weapons/chainsaw/hitwall3 weapons/chainsaw/hitwall4 }\n\n64NOWAY\t\t64NOWAY\n64OOF\t\t64OOF\n64PDIEHI\t64PDIEHI\n64PLDETH\t64PLDETH\n64PLPAIN\t64PLPAIN\n64TAUNT\t\t64TAUNT\n64SGCOCK\t64SGCOCK\n64SHOTGN \t64SHOTGN\n64PISTOL\t64PISTOL\n64PLASMA\t64PLASMA\n64PLASBK\t64PLASBK\n64PSIDL\t\t64PSIDL\n64FIRXPL\t64FIRXPL\n64PLASUP\t64PLASUP\n\n$playersound\tDoom64\tmale\t*death\t\t64PLDETH\n$playersound\tDoom64\tmale\t*xdeath\t\t64PDIEHI\n$playersound\tDoom64\tmale\t*gibbed\t\tXGIB\n$playersound\tDoom64\tmale\t*pain100\t64PLPAIN\n$playersounddup\tDoom64\tmale\t*pain75\t\t*pain100\n$playersounddup\tDoom64\tmale\t*pain50\t\t*pain100\n$playersounddup\tDoom64\tmale\t*pain25\t\t*pain100\n$playersound\tDoom64\tmale\t*grunt\t\t64OOF\n$playersounddup\tDoom64\tmale\t*land\t\t*grunt\n$playersound\tDoom64\tmale\t*usefail\t64NOWAY\n$playersound\tDoom64 male *taunt \t\t64TAUNT\n$playersound Doom64 male *pain-fire *pain100\n$playersound Doom64 male *death-fire BESRKFIR\n\n$playersound\tDoom64\tother\t*death\t\t64PLDETH\n$playersound\tDoom64\tother\t*xdeath\t\t64PDIEHI\n$playersound\tDoom64\tother\t*gibbed\t\tXGIB\n$playersound\tDoom64\tother\t*pain100\t64PLPAIN\n$playersounddup\tDoom64\tother\t*pain75\t\t*pain100\n$playersounddup\tDoom64\tother\t*pain50\t\t*pain100\n$playersounddup\tDoom64\tother\t*pain25\t\t*pain100\n$playersound\tDoom64\tother\t*grunt\t\t64OOF\n$playersounddup\tDoom64\tother\t*land\t\t*grunt\n$playersound\tDoom64\tother\t*usefail\t64NOWAY\n$playersound\tDoom64 other *taunt \t\t64TAUNT\n$playersound Doom64 other *pain-fire *pain100\n$playersound Doom64 other *death-fire BESRKFIR\n\n$playersound\tCacoDemon\tmale\t*death\t\tDSCACDTH\n$playersound\tCacoDemon\tmale\t*xdeath\t\tXGIB\n$playersound\tCacoDemon\tmale\t*gibbed\t\tXGIB\n$playersound\tCacoDemon\tmale\t*pain100 \tdsdmpain\n$playersound\tCacoDemon\tmale\t*pain75 \tdsdmpain\n$playersound\tCacoDemon\tmale\t*pain50 \tdsdmpain\n$playersound\tCacoDemon\tmale\t*pain25 \tdsdmpain\n$playersound\tCacoDemon\tmale\t*grunt\t\tDEMONACT\n$playersound\tCacoDemon\tmale\t*land\t\tDEMONACT\n$playersound\tCacoDemon\tmale\t*fist\t\tdsnone\n$playersound\tCacoDemon\tmale\t*usefail\tDEMONACT\n$playersound CacoDemon\tmale\t*taunt\t\tDSCACSIT\n\n$playersound\tCacoDemon\tother\t*death\t\tCACODTH\n$playersound\tCacoDemon\tother\t*xdeath\t\tXGIB\n$playersound\tCacoDemon\tother\t*gibbed\t\tXGIB\n$playersound\tCacoDemon\tother\t*pain100 \tdsdmpain\n$playersound\tCacoDemon\tother\t*pain75 \tdsdmpain\n$playersound\tCacoDemon\tother\t*pain50 \tdsdmpain\n$playersound\tCacoDemon\tother\t*pain25 \tdsdmpain\n$playersound\tCacoDemon\tother\t*grunt\t\tdsdmact\n$playersound\tCacoDemon\tother\t*land\t\tdsdmact\n$playersound\tCacoDemon\tother\t*fist\t\tdsnone\n$playersound\tCacoDemon\tother\t*usefail\tdsdmact\n$playersound CacoDemon\tother\t*taunt\t\tCACOSIT\n\nSSGFIRE SSGFIRE\n\nCACONOM CACONOM\nCACOSIT CACOSIT\nCACODTH CACODTH\n\nm2fire m2fire\n\n$playersound LostSoul male *pain100 DSDMPAIN\n$playersounddup LostSoul male *pain75 *pain100\n$playersounddup LostSoul male *pain50 *pain100\n$playersounddup LostSoul male *pain25 *pain100\n$playersound LostSoul male *death DSFIRXPL\n$playersounddup LostSoul male *xdeath *death\n$playersound LostSoul male *usefail DSDMACT\n$playersounddup LostSoul male *grunt *usefail\n$Playersounddup LostSoul male *land *usefail\n$playersound LostSoul male *taunt dssklatk\n\nigt1 igt1\nigdth1 igdth1\nigpain igpain\nigjump igjump\nigfall1 igfall1\n\n$playersound\tengen\tmale\t*death\t\tigdth1\n$playersound\tengen\tmale\t*xdeath\t\tXGIB\n$playersound\tengen\tmale\t*gibbed\t\tXGIB\n$playersound\tengen\tmale\t*pain100\tigpain\n$playersounddup\tengen\tmale\t*pain75\t\t*pain100\n$playersounddup\tengen\tmale\t*pain50\t\t*pain100\n$playersounddup\tengen\tmale\t*pain25\t\t*pain100\n$playersound\tengen\tmale\t*grunt\t\tDSOOF\n$playersound\tengen\tmale\t*land\t\tDSLAND\n$playersound\tengen\tmale\t*jump\t\tigjump\n$playersound\tengen\tmale\t*usefail\tigfall1\n$playersound engen male *pain-fire *pain100\n$playersound engen male *death-fire BESRKFIR\n$playersound\tengen male\t *taunt igt1\n\n$playersound\tengen\tother\t*death\t\tigdth1\n$playersound\tengen\tother\t*xdeath\t\tXGIB\n$playersound\tengen\tother\t*gibbed\t\tXGIB\n$playersound\tengen\tother\t*pain100\tigpain\n$playersounddup\tengen\tother\t*pain75\t\t*pain100\n$playersounddup\tengen\tother\t*pain50\t\t*pain100\n$playersounddup\tengen\tother\t*pain25\t\t*pain100\n$playersound\tengen\tother\t*grunt\t\tDSOOF\n$playersound\tengen\tother\t*land\t\tDSLAND\n$playersound\tengen\tother\t*jump\t\tigjump\n$playersound\tengen\tother\t*usefail\tigfall1\n$playersound engen other *pain-fire *pain100\n$playersound engen other *death-fire BESRKFIR\n$playersound\tengen other\t *taunt igt1\n\n$playersound Arach male *pain100 dsdmpain\n$playersounddup Arach male *pain75 *pain100\n$playersounddup Arach male *pain50 *pain100\n$playersounddup Arach male *pain25 *pain100\n$playersound Arach male *death dsbspdth\n$playersound Arach male *usefail dsbspact\n$playersounddup Arach male *grunt *pain100\n$playersounddup Arach male *land *pain100\n$playersound Arach male *jump dsbspact\n$playersound Arach male *taunt dsbspsit\n\n$playersound Mancubus male *pain100 DSMNPAIN\n$playersounddup Mancubus male *pain75 *pain100\n$playersounddup Mancubus male *pain50 *pain100\n$playersounddup Mancubus male *pain25 *pain100\n$playersound Mancubus male *death DSMANDTH\n$playersound Mancubus male *usefail dsposact\n$playersounddup Mancubus male *grunt *pain100\n$playersounddup Mancubus male *land *pain100\n$playersound Mancubus male *jump DSMANSIT\n$playersound Mancubus male *taunt dsmansit\n\n$playersound ArchvileClass male *pain100 DSVIPAIN\n$playersounddup ArchvileClass male *pain75 *pain100\n$playersounddup ArchvileClass male *pain50 *pain100\n$playersounddup ArchvileClass male *pain25 *pain100\n$playersound ArchvileClass male *death DSVILDTH\n$playersound ArchvileClass male *usefail DSVILACT\n$playersounddup ArchvileClass male *grunt *pain100\n$playersounddup ArchvileClass male *land *pain100\n$playersounddup ArchvileClass male *jump *pain100\n$playersound ArchvileClass male *taunt dsvilsit"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "stretcher BloodXGoreStretcher\n{\nGoalX 1.0\nGoalY 3.5\nStretchStart 0\nStretchTime 9\n}\n\nslider BloodXGoreSlider\n{\nDistY -26\nSlideStart 0\nSlideTime 9\n}\n\ncombiner BloodXGoreSmearer\n{\n\tBloodXGoreStretcher\n\tBloodXGoreSlider\n}\n\ndecal XGoreBloodSmear1\n{\n\tpic BSMEAR1\n\tx-scale 0.425\n\ty-scale 0.425\n\tshade \"52 00 00\"\n\trandomflipx\n\tanimator XGoreBloodSmearer\n}\n\ndecal XGoreBloodSmear2\n{\n\tpic BSMEAR1\n\tx-scale 0.425\n\ty-scale 0.425\n\tshade \"52 00 00\"\n\trandomflipx\n\tanimator XGoreBloodSmearer\n}\n\ndecalgroup XGoreBloodSmear\n{\n\tXGoreBloodSmear1\t1\n\tXGoreBloodSmear2\t1\n}\n\n/// +++++++++++++++++////\n/// Red Blood\n/// +++++++++++++++++////\n\ndecal XGoreBloodSplat01\n{\npic BSPLAT001\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat02\n{\npic BSPLAT002\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat03\n{\npic BSPLAT003\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat04\n{\npic BSPLAT004\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat05\n{\npic BSPLAT005\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat06\n{\npic BSPLAT006\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat07\n{\npic BSPLAT007\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat08\n{\npic BSPLAT008\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat09\n{\npic BSPLAT009\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSplat10\n{\npic BSPLAT010\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSuper01\n{\npic BLUDSPT1\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSuper02\n{\npic BLUDSPT1\nshade \"52 00 00\"\nx-scale 1\ny-scale 1\nrandomflipx\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSuper03\n{\npic BLUDSPT3\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\ndecal XGoreBloodSuper04\n{\npic BLUDSPT5\nshade \"52 00 00\"\nx-scale 0.75\ny-scale 0.75\nrandomflipx\nrandomflipy\nlowerdecal XGoreBloodSmear\n}\n\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n/// BLOOD DECALS\n/// +++++++++++++++++////\n/// +++++++++++++++++////\n\n/// +++++++++++++++++////\n/// Blood Animators\n/// +++++++++++++++++////\n\nslider BSlide1\n{\nDistY -26\nSlideStart 0\nSlideTime 9\n}\n\nstretcher XGoreBStretch1\n{\nGoalX 1.0\nGoalY 3.5\nStretchStart 0\nStretchTime 9\n}\n\nslider BSlide2\n{\nDistY -20\nSlideStart 0\nSlideTime 12\n}\n\nstretcher XGoreBStretch2\n{\nGoalX 1.0\nGoalY 3.2\nStretchStart 0\nStretchTime 12\n}\n\ncombiner XGoreBloodSlide1\n{\nBSlide1\nXGoreBStretch1\n}\n\ncombiner XGoreBloodSlide2\n{\nBSlide2\nXGoreBStretch2\n}\n\ndecalgroup BloodSplat\n{\nXGoreBloodSuper01 6\nXGoreBloodSuper02 6\nXGoreBloodSuper03 6\nXGoreBloodSuper04 6\n}\n\ndecalgroup XGoreBloodSplat\n{\nXGoreBloodSuper01 6\nXGoreBloodSuper02 6\nXGoreBloodSuper03 6\nXGoreBloodSuper04 6\n}\n\ndecalgroup XGoreBloodSuper\n{\nXGoreBloodSuper01 6\nXGoreBloodSuper02 6\nXGoreBloodSuper03 6\nXGoreBloodSuper04 6\n}\n\n//******** Bullet Chips ********\n\ndecal BulletChip1\n{\n\tpic CHIP1\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip2\n{\n\tpic CHIP2\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip3\n{\n\tpic CHIP3\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip4\n{\n\tpic CHIP4\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecal BulletChip5\n{\n\tpic CHIP5\n\ttranslucent 0.85\n\tshade \"00 00 00\"\n\tx-scale 0.8\n\ty-scale 0.8\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BulletChip\n{\n\tBulletChip1\t1\n\tBulletChip2\t1\n\tBulletChip3\t1\n\tBulletChip4\t1\n\tBulletChip5\t1\n}\n\ndecal Bullet1\n{\npic CHIP1\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet2\n{\npic CHIP2\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet3\n{\npic CHIP3\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet4\n{\npic CHIP4\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet5\n{\npic CHIP5\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecalgroup Bullet\n{\n\tBullet1\t1\n\tBullet2\t1\n\tBullet3\t1\n\tBullet4\t1\n\tBullet5\t1\n}"
},
{
"source": "pk3",
"name": "ACTORS/FLAMETHROWER.txt",
"contents": "Actor FlamethrowerGun : Weapon\n{\n Inventory.PickupSound \"misc/w_pkup\"\n Inventory.PickupMessage \"You got the flamethrower!\"\n Obituary \"%o was burnt alive by %k's flamethrower!\"\n Weapon.UpSound \"DSFLAMUP\"\n Weapon.AmmoType \"Gas\"\n Weapon.AmmoGive 48\n Weapon.AmmoUse 2\n Weapon.SlotNumber 3\n Weapon.SelectionOrder 1500\n Tag \"Flamethrower\"\n Damagetype Fire\n +Weapon.Explosive\n States\n {\n Spawn:\n WFLM A -1\n Loop\n Ready:\n FLMG BCD 3 A_WeaponReady\n Loop\n Deselect:\n FLMG A 1 A_Lower\n Loop\n Select:\n FLMG A 1 A_Raise\n Loop\n Fire:\n FLMG E 0 bright A_GunFlash\n FLMG E 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG F 1 bright A_FireCustomMissile(\"FTFire\", 0, 0, Random(-4, 4), 0)\n FLMG G 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG E 0 bright A_GunFlash\n FLMG E 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG F 1 bright A_FireCustomMissile(\"FTFire\", 0, 0, Random(-4, 4), 0)\n FLMG G 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG E 0 bright A_GunFlash\n FLMG E 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG F 1 bright A_FireCustomMissile(\"FTFire\", 0, 0, Random(-4, 4), 0)\n FLMG G 1 bright A_FireCustomMissile(\"FTFire\", 0, 1, Random(-4, 4), 0)\n FLMG H 2 bright A_ReFire\n Goto Ready\n Flash:\n TNT1 A 2 A_Light1\n TNT1 A 2 A_Light2\n TNT1 A 1 A_Light1\n TNT1 A 1 A_Light0\n Stop\n }\n}\n\nActor FTFire\n{\n Radius 8\n Height 16\n Speed 15\n Damage 1\n Projectile\n RenderStyle Add\n DamageType Fire\n Alpha 0.47\n Scale 0.67\n Decal \"DoomImpScorch\"\n SeeSound \"Flamethrower/Fire\"\n DeathSound \"Flamethrower/Hit\"\n States\n {\n Spawn:\n TNT1 A 1\n FRFX ABCD 1 bright A_Explode(2, 8, 0)\n TNT1 A 0 A_LowGravity\n FRFX EFG 1 bright A_Explode(2, 16, 0)\n FRFX HIJ 1 bright A_Explode(2, 32, 0)\n FRFX KLM 1 bright A_Explode(2, 64, 0)\n FRFX NO 1 bright\n Stop\n Death:\n FRFX HIJ 2 bright A_Explode(2, 32, 0)\n TNT1 A 0 A_CustomMissile(\"DropFire\", 0, 0, 0, 4)\n FRFX KLM 2 bright A_Explode(2, 64, 0)\n FRFX NO 2 bright\n Stop\n }\n}\n\nActor FTFire2\n{\n Radius 2\n Height 4\n Speed 0\n Damage 0\n RenderStyle Add\n +NOGRAVITY\n Alpha 0.47\n Scale 0.30\n SeeSound \"Flamethrower/Fire\"\n DeathSound \"Flamethrower/Hit\"\n States\n {\n Spawn:\n TNT1 A 1\n FRFX ABCD 1 bright\n TNT1 A 0 A_LowGravity\n FRFX EFG 1 bright\n FRFX HIJ 1 bright\n FRFX KLM 1 bright\n FRFX NO 1 bright\n Stop\n Death:\n FRFX HIJ 2 bright\n FRFX KLM 2 bright\n FRFX NO 2 bright\n Stop\n }\n}\n\nactor FFire_Small\n{\n\thealth 1\n\tRadius 24\n\tHeight 16\n\tSpeed 8\n\tmass 100\n\t+CORPSE\n\t+LOWGRAVITY\n\t+CLIENTSIDEONLY\n\tDamage 0\n\tScale 0.2\n\talpha 0.65\n\tDontHurtShooter\n\tExplosionDamage 0\n\tExplosionRadius 0\n\tRenderStyle Add\n\tStates\n\t{\n\tSpawn:\n FIRE A 1 bright A_StartFire\n FIRE BAB 1 bright A_Fire\n FIRE C 1 bright A_FireCrackle\n FIRE BCBCDCDCDEDED 1 bright A_Fire\n FIRE E 1 bright A_FireCrackle\n FIRE FEFEFGHGHGH 1 bright A_Fire\n\tStop\n\t}\n}\n\nActor DropFire\n{\n Radius 16\n Height 80\n Projectile\n RenderStyle Add\n DamageType Fire\n Alpha 0.65\n Scale 0.7\n +NoGravity\n +LowGravity\n +NoExplodeFloor\n +NoDamageThrust\n States\n {\n /*\n Spawn:\n TNT1 A 0 A_PlaySound(\"Flamethrower/Dropfire\")\n\tTNT1 A 0 A_SpawnItemEx(\"FireFog\", 0, 0, 0, 0, 0 , 4)\n FLME A 2 bright A_Explode(3, 32, 0)\n FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)\n TNT1 A 0 A_PlaySound(\"Flamethrower/Dropfire\")\n\tTNT1 A 0 A_SpawnItemEx(\"FireFog\", 0, 0, 0, 0, 0 , 4)\n FLME A 2 bright A_Explode(3, 32, 0)\n FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"FireFog\", 0, 0, 0, 0, 0 , 4)\n //TNT1 A 0 A_PlaySound(\"Flamethrower/Dropfire\")\n FLME A 2 bright A_Explode(3, 32, 0)\n FLME BCDEFGHIJKLMN 2 bright A_Explode(5, 16, 0)\n TNT1 A 0 A_Jump(192, \"Death\")\n Loop\n Death:\n\tFLME BCDEFGHIJKLMNBCDEFGHIJKLMNBCDEFGHIJKLMN 2 bright A_FadeOut(0.06)\n Stop\n\t*/\n\tSpawn:\n\tFIRE A 2 Bright A_StartFire\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE BAB 2 Bright A_Fire\n\t//FIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE C 2 Bright A_FireCrackle\n\t//FIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE BCBCDCDCDEDED 2 Bright A_Explode(3, 32, 0)\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE E 2 Bright A_FireCrackle\n\t//FIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE FEFEFGHGHGH 2 Bright A_Explode(3, 32, 0)\n\t//FIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n\tFIRE FE 2 Bright A_FireCrackle\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE FEGHGHGH 2 Bright A_Explode(3, 32, 0)\n\tstop\n }\n}\n\nActor Dropfire2 : Dropfire\n{\nspeed 10\n}\n\nActor FirePuff : Dropfire\n{\nProjectile\nObituary \"%o was burnt by %k's flame shells.\"\nSpeed 150\nscale 0.35\nRadius 8\ndamage 0\nhealth 2\nHeight 40\n States\n {\n\tSpawn:\n\tNULL A 20\n\tstop\n\tDeath:\n\tNULL AAAAA 0 bright A_SpawnItemEx(\"PuffSpark\", 0, 0, 0, random(-14,14)*0.5, random(-14,14)*0.5, random(-80,70)*0.0825, 0, 128, 78)\n\tFIRE A 2 Bright A_StartFire\n\tFIRE A 0 bright //A_SpawnDebris(\"FFire_Small\", 0)\n FIRE BAB 2 Bright A_Fire\n\t//FIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE C 2 Bright A_FireCrackle\n\t//FIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE BCBCDCDCDEDED 2 Bright A_Explode(3.0, 36, 0)\n\tFIRE A 0 bright //A_SpawnDebris(\"FFire_Small\", 0)\n FIRE E 2 Bright A_FireCrackle\n\t//FIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE FEFEFGHGHGH 2 Bright A_Explode(3.0, 36, 0)\n\t//FIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n\tFIRE FE 2 Bright A_FireCrackle\n\tFIRE A 0 bright //A_SpawnDebris(\"FFire_Small\", 0)\n FIRE FEGHGHGH 2 Bright A_Explode(3.0, 36, 0)\n\tstop\n }\n}\n\nActor FireReplacer : DropFire replaces Archvilefire\n{\n DamageType \"Hell\"\n scale 0.8\n States\n {\n\tSpawn:\n\tFIRE A 2 Bright A_StartFire\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE BAB 2 Bright A_Fire\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE C 2 Bright A_FireCrackle\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE BCBCDCDCDEDED 2 Bright\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE E 2 Bright A_FireCrackle\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE FEFEFGHGHGH 2 Bright\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n\tFIRE FE 2 Bright A_FireCrackle\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n\tFIRE A 0 bright A_SpawnDebris(\"FFire_Small\", 0)\n FIRE FEGHGHGH 2 Bright\n\tstop\n }\n}\n\nActor Gas : Ammo\n{\n Inventory.PickupSound \"misc/pickup\"\n Inventory.Amount 24\n Inventory.MaxAmount 150\n Ammo.BackpackAmount 24\n Ammo.BackpackMaxAmount 500\n Inventory.PickupMessage \"You picked up a gasoline cannister\"\n Inventory.Icon AGASB0\n States\n {\n Spawn:\n TNT1 A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/PUFFS.txt",
"contents": "ACTOR PuffSmoke\n{\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +NOINTERACTION\n\t+NOCLIP\n Speed 1\n\tScale 0.9\n\tRenderstyle Translucent\n\tAlpha 0.9\n\tStates\n\t{\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128, \"Spawn2\")\n PUFF CCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.05)\n\tStop\n\tSpawn2:\n\tPUFF DDDDDDDDDDDDDDDDDD 1 A_FadeOut(0.05)\n Stop\n\t}\n}\n\nactor BulletPuff2 : BulletPuff replaces BulletPuff {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+PUFFGETSOWNER\n\t//+PUFFONACTORS\n\t-ALLOWPARTICLES\n\tdecal \"BulletChip\"\n Renderstyle Add\n\tdamagetype \"Bullet\"\n\tAlpha 0.7\n\tscale 0.5\n\tstates {\n\tMelee:\n\tSpawn:\n\t\tNULL A 0 bright\n\t\tNULL A 0 A_PlaySound(\"weapons/bulb\")\n\t\tNULL AAAAA 0 bright A_SpawnItemEx(\"PuffSpark\", 0, 0, 0, random(-14,14)*0.5, random(-14,14)*0.5, random(-80,70)*0.0825, 0, 128, 78)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PuffSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t//BPUF A 4 bright A_PlaySound(\"bullet/ricochet\") Later?\n\t\tNULL BCD 4 bright\n\t\tstop\n\t}\n}\n\nactor BulletPuff2Sentry : BulletPuff2 {\nobituary \"%o was ventilated by an auto-sentry.\"\nDamageType \"Human\"\n}\n\nActor PuffSpark {\n Radius 1\n Height 1\n +FORCEXYBILLBOARD\n +NOBLOCKMAP\n +NOTELEPORT\n +DoomBounce\n Bouncefactor 1\n Alpha 0.7\n Gravity 0\n scale 0.5\n Renderstyle Add\n States {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(momz > 1,\"Up\")\n\t\tTNT1 A 0 A_ScaleVelocity(4/3)\n\t\tTNT1 A 0 A_SetGravity(1)\n\t\tPUFF A 2 bright A_FadeOut(0.14)\n\t\twait\n\tUp:\n\t\tPUFF A 2 bright A_FadeOut(0.14)\n\t\twait\n\tDeath:\n\t\tPUFF A 1 bright\n\t\tstop\n\t}\n}\n\nactor BulletPuff3 : BulletPuff {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+PUFFGETSOWNER\n\t//+PUFFONACTORS\n\t-ALLOWPARTICLES\n\tdecal \"BulletChip\"\n Renderstyle Add\n\tdamagetype \"Bullet\"\n\tAlpha 0.7\n\tscale 0.5\n\tstates {\n\tMelee:\n\tSpawn:\n\t\tNULL A 0 bright\n\t\tNULL A 0 A_PlaySound(\"weapons/bulb\")\n\t\tNULL AAAAA 0 bright A_SpawnItemEx(\"PuffSpark2\", 0, 0, 0, random(-14,14)*0.5, random(-14,14)*0.5, random(-80,70)*0.0825, 0, 128, 78)\n\t\tTNT1 AAA 0 A_CustomMissile (\"PuffSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t//BPUF A 4 bright A_PlaySound(\"bullet/ricochet\") Later?\n\t\tNULL BCD 4 bright\n\t\tstop\n\t}\n}\n\nactor NullPuff : BulletPuff {\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+PUFFGETSOWNER\n\t//+PUFFONACTORS\n\t-ALLOWPARTICLES\n Renderstyle Add\n\tdamagetype \"Bullet\"\n\tAlpha 0.7\n\tscale 0.5\n\tstates {\n\tMelee:\n\tSpawn:\n\t\tNULL A 1 bright\n\t\tstop\n\t}\n}\n\nActor PuffSpark2 {\n Radius 1\n Height 1\n +FORCEXYBILLBOARD\n +NOBLOCKMAP\n +NOTELEPORT\n +DoomBounce\n Bouncefactor 1\n Alpha 0.7\n Gravity 0\n Scale 0.05\n Renderstyle Add\n States {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(momz > 1,\"Up\")\n\t\tTNT1 A 0 A_ScaleVelocity(4/3)\n\t\tTNT1 A 0 A_SetGravity(1)\n\t\tBPUF A 2 bright A_FadeOut(0.14)\n\t\twait\n\tUp:\n\t\tBPUF A 2 bright A_FadeOut(0.14)\n\t\twait\n\tDeath:\n\t\tBPUF A 1 bright\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "ACTORS/FATSO.txt",
"contents": "ACTOR FatsoPower : Ammo\n{\n Game Doom\n Inventory.PickupMessage \"\"\n Inventory.Amount 1\n Inventory.MaxAmount 90\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 0\n Inventory.Icon \"AGASB0\"\n States\n {\n Spawn:\n //SHEL A -1\n Stop\n }\n}\n\nactor Mancubus : HellClass\n{\n health 500\n painchance 255\n radius 16\n height 56\n mass 300\n scale 1.0\n speed 0.2\n Player.SideMove 0.1\n Player.DisplayName \"Mancubus\"\n Player.MaxHealth 400\n Player.ViewHeight 40\n Player.JumpZ 6\n Player.StartItem \"FatsoDualFlamers\"\n Player.StartItem \"Fatsopower\", 100\n Player.soundclass \"Mancubus\"\n Player.AttackZOffset 5\n DamageFactor \"Hell\", 0.0\n +NOEXTREMEDEATH\nStates\n{\n Spawn:\n FATT AB 15\n\tLoop\n See:\n FATT AABBCCDDEEFF 4\n\tloop\n Pain:\n\tTNT1 A 0 ACS_ExecuteAlways(402, 0)\n goto Spawn\n Missile:\n FATT A 3\n FATT G 3 bright\n FATT H 3 bright\n FATT H 10 bright\n goto Spawn\n Death:\n\tTNT1 A 0 ACS_ExecuteAlways(402, 0)\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n FATT K 6\n FATT L 6 A_PlaySoundEx (\"fatso/death\",\"body\")\n FATT M 6 A_NoBlocking\n FATT NOPQRS 6\n FATT T -1\n Stop\n }\n}\n\nactor FatsoDualFlamers : Weapon\n{\n obituary \"%k fried %o with his dual flamers.\"\n weapon.kickback 100\n weapon.ammotype \"Fatsopower\"\n +WEAPON.NOALERT\n +Ammo_Optional\n +WEAPON.DONTBOB\n states\n {\n NoAmmo:\n\tMARM A 4 SetPlayerProperty (0, 1, 0)\n\tMARM A 0 A_GiveInventory(\"Fatsopower\", 1)\n\tGoto Ready\n Deselect:\n MARM A 1 A_Lower\n loop\n Select:\n MARM A 1 A_Raise\n loop\n Ready:\n\tTNT1 A 0 SetPlayerProperty (0, 0, 0)\n\tMARM A 2 A_WeaponReady\n\tMARM A 1 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_GiveInventory(\"Fatsopower\", 1)\n\tgoto ready\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"Fatsopower\", 30, 1)\n\tgoto ready\n\tTNT1 A 0 A_SpawnItem(\"FatsoSoundPlayer\")\n Hold:\n TNT1 A 0 A_JumpIfInventory(\"Fatsopower\", 30, 1)\n\tgoto NoAmmo\n\tMARM A 1\n\tTNT1 A 0 SetPlayerProperty (0, 1, 0)\n MARM B 0 A_FireCustomMissile(\"FatMissile\",0,0,-15)\n MARM B 0 A_FireCustomMissile(\"FatMissile\",0,0,15)\n\tTNT1 A 0 A_Takeinventory(\"Fatsopower\", 30)\n\tTNT1 A 6 A_GunFlash\n MARM D 15 Bright\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 SetPlayerProperty (0, 0, 0)\n MARM E 5 Bright\n Goto Ready\n AltFire:\n TNT1 A 0 A_JumpIfInventory(\"Fatsopower\", 5, 1)\n\tgoto NoAmmo\n MARM D 2 Bright\n\tTNT1 A 0 A_Light1\n\tTNT1 A 0 SetPlayerProperty (0, 1, 0)\n\tMARM D 0 A_FireCustomMissile(\"FTFire\", 0, 0, -15)\n\tMARM D 0 A_FireCustomMissile(\"FTFire\", 0, 0, 15)\n\tMARM D 1 Bright\n\tMARM D 0 A_FireCustomMissile(\"FTFire\", 0, 0, -15)\n\tMARM D 0 A_FireCustomMissile(\"FTFire\", 0, 0, 15)\n\tMARM D 1 Bright\n\tMARM D 0 A_FireCustomMissile(\"FTFire\", 0, 0, -15)\n\tMARM D 0 A_FireCustomMissile(\"FTFire\", 0, 0, 15)\n\tTNT1 A 0 A_Takeinventory(\"Fatsopower\", 5)\n\tMARM D 2 A_Refire\n Goto Ready\n Flash:\n MARM B 3 Bright A_Light1\n MARM C 3 Bright A_Light2\n Goto LightDone\n Spawn:\n TNT1 A 0 Thing_Remove (0)\n Stop\n }\n}\n\nActor FatsoSoundPlayer\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_PlaySound(\"fatso/raiseguns\")\n\t\tstop\n\t}\n}\n\nACTOR FatMissile\n{\n Game Doom\n Radius 6\n Height 8\n Speed 20\n Damage (35)\n Projectile\n +RANDOMIZE\n RenderStyle Add\n Alpha 1\n decal \"Scorch\"\n SeeSound \"fatso/attack\"\n DeathSound \"fatso/shotx\"\n States\n {\n Spawn:\n MANF AB 4 Bright A_SpawnItem(\"BoomSmallParticleSpawner\")\n Loop\n Death:\n MISL B 8 Bright\n MISL C 6 Bright\n MISL D 4 Bright\n Stop\n }\n}\n\n/*\nactor MancubusShot\n{\n Game Doom\n SpawnID 153\n Radius 6\n Height 8\n Speed 20\n Damage 8\n Projectile\n +RANDOMIZE\n RenderStyle Add\n Alpha 1\n SeeSound \"weapons/fatshot\"\n DeathSound \"weapons/fathit\"\n decal \"BigScorch\"\n States\n {\n Spawn:\n MANS AB 4 bright\n loop\n Death:\n MANS C 8 bright\n MANS D 6 bright\n MANS E 4 bright\n stop\n }\n}*/"
},
{
"source": "pk3",
"name": "ACTORS/RECON.txt",
"contents": "Actor UziNoReload : Inventory\n{\n}\n\nACTOR Recon : MarineClass\n{\n +NOICEDEATH\n Speed 1.1\n Health 100\n Radius 16\n Height 56\n Mass 400\n PainChance 255\n Player.ColorRange 112, 127\n Player.soundclass \"Recon\"\n Player.DisplayName \"Support\"\n Player.StartItem \"Uzi\"\n Player.StartItem \"LandMine\"\n Player.StartItem \"MineAmmo\", 3\n Player.StartItem \"Knife\"\n Player.StartItem \"Clip\", 200\n Player.StartItem \"UziNoReload\", 1\n Player.StartItem \"MedItem\", 4\n Player.CrouchSprite \"PLYC\"\n Player.MaxHealth 100\n\n States\n {\n Spawn:\n PLAZ AB 10\n Loop\n See:\n PLAZ ABCD 4\n Loop\n Missile:\n PLAZ E 12\n Goto Spawn\n Melee:\n PLAZ F 6 BRIGHT\n Goto Missile\n Pain:\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n PLAZ G 4\n PLAZ G 4 A_Pain\n Goto Spawn\n Pain.Fire:\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n PLAZ G 4\n\tPLAZ G 4 A_Pain\n\tGoto Spawn\n Death:\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n\tTNT1 A 0 A_Jump (100, \"Death2\", \"Death3\")\n\tTNT1 A 0 A_Jump (45, \"WoundDeath\")\n PLAZ H 10\n PLAZ I 10 A_PlayerScream\n PLAZ J 10 A_NoBlocking\n PLAZ KLM 10\n PLAZ N -1\n Stop\n Death.Fire:\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n TNT1 A 0 A_PlaySound(\"DSPBURN\")\n TNT1 A 0 A_PlayerScream\n\tBURN AABBCCDDEE 3 BRIGHT\n BURN FFGGHH 3 BRIGHT\n BURN MMN 3 BRIGHT\n BURN NOOPP 3 BRIGHT\n BURN QQ 3 BRIGHT\n BURN RSTSRST 6 BRIGHT\n BURN UU 3 BRIGHT\n BURN V -1\n Stop\n Death2:\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n\tMALT A 4 A_PlayerScream\n\tMALT BCD 5 A_NoBlocking\n\tMALT E -1\n\tStop\n Death3:\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n PLAZ H 10\n PLAZ I 10 A_PlayerScream\n PLAZ J 10 A_NoBlocking\n PLAZ K 10\n\tMHED AB 10\n MHED C -1\n Stop\n WoundDeath:\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n\tMRND A 6 A_PlayerScream\n\tMRND A 0 A_SpawnDebris(\"NashGore_FlyingBlood\",1)\n\tMRND A 0 A_SpawnDebris(\"NashGore_FlyingBlood\",1)\n\tMRND A 0 A_NoBlocking\n\tMRND BCBCBC 10 A_SpawnDebris(\"NashGore_FlyingBlood\",1)\n\tMRND DEF 7\n\tMRND G -1\n\tStop\n Death.DemonDamage:\n TNT1 A 0\n\tgoto Xdeath\n Death.ExplosiveBurns:\n TNT1 A 0\n\tgoto Xdeath\n XDeath:\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n TNT1 A 0 A_PlaySound (\"XGIB\")\n PLAZ O 5\n\tPLAZ P 5 A_XScream\n PLAZ Q 5 A_NoBlocking\n\tPLAZ Q 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tPLAZ R 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n PLAZ RSTUV 5\n PLAZ W -1\n Stop\n }\n}\n\nActor UziMag : Ammo\n{\nInventory.MaxAmount 30\n}\n\nactor Uzi : Weapon\n{\n\tradius 20\n\theight 16\n\tinventory.pickupmessage \"You got an Uzi.\"\n\tWeapon.selectionorder 700\n\tWeapon.AmmoUse 1\n\tWeapon.Ammogive 0\n\tWeapon.Ammotype \"Clip\"\n\tWeapon.SlotNumber 3\n\tWeapon.UpSound \"UZIREL\"\n\tinventory.icon \"USMGA0\"\n\tattacksound \"uzifire\"\n\tdecal \"Bullet\"\n\tObituary \"%o got %k's bullet in his body.\"\n\tStates\n\t{\n\tUReload:\n\t\tUZIG A 1 offset (4,34)\n\t\tUZIG A 1 offset (8,40)\n\t\tUZIG A 1 offset (16,49)\n\t\tUZIG A 1 offset (24,62)\n\t\tUZIG A 1 offset (32,79)\n\t\tUZIG A 1 offset (40,100)\n\t\tUZIG A 1 offset (48,125)\n\t\tUZIG A 1 offset (56,154)\n\t\tTNT1 A 0 offset (1,33)\n\t\tTNT1 D 25 A_PlaySound(\"UZIREL\")\n\t\tTNT1 D 0 A_TakeInventory(\"UziMag\", 30)\n\t\tTNT1 D 0 A_GiveInventory(\"UziNoReload\", 1)\n\t\tUZIG A 1 offset (130,154)\n\t\tUZIG A 1 offset (120,139)\n\t\tUZIG A 1 offset (110,125)\n\t\tUZIG A 1 offset (100,112)\n\t\tUZIG A 1 offset (90,100)\n\t\tUZIG A 1 offset (80,89)\n\t\tUZIG A 1 offset (70,79)\n\t\tUZIG A 1 offset (60,70)\n\t\tUZIG A 1 offset (50,62)\n\t\tUZIG A 1 offset (40,55)\n\t\tUZIG A 1 offset (30,49)\n\t\tUZIG A 1 offset (20,44)\n\t\tUZIG A 1 offset (15,40)\n\t\tUZIG A 1 offset (10,37)\n\t\tUZIG A 1 offset (5,34)\n\t\tUZIG A 1 offset (0,0)\n\t\tgoto Ready\n\tspawn:\n\t\tUSMG A 1\n\t\tLoop\n\tready:\n\t\tUZIG D 0\n\t\tUZIG D 0 A_JumpIfInventory(\"UziMag\", 30, \"UReload\")\n\t\tUZIG D 1 A_WeaponReady\n\t\tLoop\n\tdeselect:\n\t\tUZIG D 1 A_Lower\n\t\tLoop\n\tselect:\n\t\tUZIG D 1 A_Raise\n\t\tLoop\n\tfire:\n\t\tUZIG B 0 bright A_GiveInventory(\"UziMag\", 1)\n\t\tUZIG B 0 bright A_TakeInventory(\"UziNoReload\", 1)\n\t\tUZIG B 1 bright A_FireBullets(3.5,2.5,-1,4, \"BulletPuff\")\n\t\tUZIG C 1 bright A_FireCustomMissile(\"9mmSpawner\", 0, 0, 25)\n\t\tUZIG A 2 bright\n\t\tGoto Ready\n\taltfire:\n\t\tUZIG D 0\n\t\tUZIG D 0 A_JumpIfInventory(\"UziNoReload\", 0, \"Ready\")\n\t\tUZIG D 0 A_Jump(255, \"UReload\")\n\t}\n}\n\nactor Knife : Weapon\n{\n Game Doom\n Weapon.Kickback 100\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n +NOEXTREMEDEATH\n Obituary \"$OB_MPFIST\" // \"%o was cut up by %k's knife.\"\n Weapon.SlotNumber 1\n Weapon.UpSound \"Fists/Raise\"\n States\n {\n Spawn:\n KNFE A -1\n loop\n Ready:\n KNFG A 1 A_WeaponReady\n loop\n Deselect:\n KNFG A 1 A_Lower\n loop\n Select:\n KNFG A 1 A_Raise\n loop\n Fire:\n KNFG B 2\n KNFG C 4 A_CustomPunch (60,1,0,\"KnifePuff\")\n KNFG D 2\n KNFG E 2\n KNFG F 2\n KNFG E 2\n KNFG D 2\n KNFG A 2 A_ReFire\n goto Ready\n }\n}\n\nACTOR KnifePuff\n{\n +NOBLOCKMAP\n +NOGRAVITY\n +NOEXTREMEDEATH\n +PUFFONACTORS\n RenderStyle Translucent\n Alpha 0.6\n SeeSound \"KnifeHitThing\"\n AttackSound \"KnifeHitWall\"\n ActiveSound \"KnifeMiss\"\n VSpeed 1\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 AAA 0 A_CustomMissile (\"PuffSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n PUFF ABCD 4\n Stop\n }\n}\n\nActor LandMine : Weapon\n{\nWeapon.AmmoType1 \"MineAmmo\"\nWeapon.AmmoType2 \"MineAmmo\"\nInventory.PickUpSound \"misc/i_pkup\"\nWeapon.UpSound \"DSSNIPZZ\"\nWeapon.AmmoGive 2\nWeapon.AmmoUse1 1\nWeapon.AmmoUse2 1\n+WEAPON.NOALERT\nWeapon.SlotNumber 2\n+WEAPON.NOAUTOAIM\nInventory.PickupMessage \"Picked up a land mine.\"\nStates\n{\nNoAmmo:\n NULL A 1 A_TakeInventory(\"LandMine\", 0x7fffffff)\n stop\nReady:\n\tMINE A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\tMINE A 1 A_WeaponReady\n\tLoop\nSelect:\n\tMINE A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\tMINE A 1 A_Raise\n\tLoop\nDeselect:\n\tMINE A 1 A_Lower\n\tLoop\nFire:\n\tMIN2 A 5\n\tMIN2 ABCDEFGH 1\n\tNULL A 5\n\tMIN3 ABCDE 1\n\tNULL A 0 A_PlayWeaponSound(\"MINE002\")\n\tMIN3 FG 1\n\tMIN3 H 2 A_FireCustomMissile(\"Mine\",0,1,0,8)\n\tMIN3 IJKL 1\n\tNULL A 4\n\tMINE BCDEFG 1\n\tMINE A 3 A_ReFire\n\tGoto Ready\nSpawn:\n\tLMIN A 0\n\tStop\n}\n}\nActor Mine\n{\nRadius 8\nHeight 5\nMass 1000000\nHealth 20\nDamage 0\nSeeSound \"MINE001\"\nDONTHURTSHOOTER\nSpeed 2\n+NOBLOOD\n-SHOOTABLE\n+MISSILE\n+DOOMBOUNCE\n+THRUGHOST\nStates\n{\nSpawn:\n\tLMIN A 0 A_Gravity\n\tLMIN AAABBB 4\n\tLoop\nDeath:\n\tLMIN A 0 A_SpawnItem(\"MineBase\")\n\tStop\n}\n}\nActor MineBase\n{\nRadius 8\nHeight 5\nMass 1000000\nHealth 500\nDamage 1\nSeeSound \"MINE001\"\nDONTHURTSHOOTER\nObituary \"%o found %k's land mine.\"\nSpeed 0\n+NOBLOOD\n-SHOOTABLE\n+MISSILE\n+THRUGHOST\n+DEHEXPLOSION\n+FORCERADIUSDMG\nStates\n{\nSpawn:\n\tLMIN A 0 A_Gravity\n\tLMIN AAABBB 4\n\tLoop\nDeath:\n\tTNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\tMISL B 0 A_SpawnItem(\"BoomParticleSpawner\")\n\tMISL B 8 A_Explode(60, 64, 0)\n\tMISL C 6\n\tMISL D 4\n\tStop\n}\n}\nActor MineAmmo : Ammo\n{\nRadius 10\nInventory.Amount 1\nInventory.MaxAmount 20\nAmmo.BackpackAmount 3\nAmmo.BackpackMaxAmount 40\nInventory.PickupMessage \"Picked up a land mine.\"\nInventory.Icon \"LMINA0\"\nStates\n{\nSpawn:\n\tLMIN A -1\n\tLoop\n}\n}"
},
{
"source": "pk3",
"name": "ACTORS/FIREAXE.txt",
"contents": "ACTOR FireAxe : Weapon\n{\n Weapon.Kickback 100\n Obituary \"%o was sliced in half by %k's Fire Axe.\"\n HitObituary \"%o was sliced in half by %k's Fire Axe.\"\n +WEAPON.MELEEWEAPON\n Weapon.SlotNumber 1\n Weapon.SelectionOrder 2500\n States\n {\n Ready:\n //AXEG TUVWXY 1\n //Goto AxeReady\n\tAXEG A 1 A_WeaponReady\n\tLoop\n //AxeReady:\n //AXEG A 1 A_WeaponReady\n\t//Loop\n Deselect:\n AXEG A 0 A_Lower\n\tAXEG A 1 A_Lower\n Loop\n Select:\n AXEG A 0 A_PlaySound(\"Fists/Raise\")\n AXEG A 0 A_Raise\n\tAXEG A 1 A_Raise\n Loop\n Fire:\n\tAXEG BCDEFGH 1\n\tTNT1 A 0 A_PlaySound (\"Fists/Swing\")\n\tAXEG IJKL 1\n\tTNT1 A 0 A_CustomPunch (125,1,0,\"AxePuffZ\")\n\tAXEG MNOPQRS 1\n\tTNT1 A 2\n\tAXEG TUVWXY 1\n\tAXEG A 1 A_Refire\n //Goto AxeReady\n\tGoto Ready\n }\n}\n\nACTOR AxePuffZ : BulletPuff3\n{\n\tAttackSound \"weapons/chainsaw/hitwall\"\n\tSeeSound \"Berserk/Hit\"\n\t+NOGRAVITY\n\t+PUFFONACTORS\n\t+EXTREMEDEATH\n/*\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tMelee:\n\t\tTNT1 A 1\n\t\tStop\n\tCrash:\n\t\tTNT1 A 1\n\t\tStop\n\t}*/\n}"
},
{
"source": "pk3",
"name": "ACTORS/SHIELD.txt",
"contents": "actor ShieldPart\n{\n Radius 8\n Height 8\n Scale 0.5\n RenderStyle None\n Alpha 0.25\n Bloodtype \"ShieldHit\"\n +SHOOTABLE\n +NOGRAVITY\n +NOTELEPORT\n +NODAMAGE\n +DONTRIP\n +NOBLOODDECALS\n +FLOORCLIP\n //+REFLECTIVE\n +GHOST\t//Give projectiles that you wish to pass through the shield THRUGHOST flag\n States\n {\n Spawn:\n HEXA A 2 bright\n stop\n Death:\n TNT1 A 2\n stop\n }\n}\n\nactor ShieldPartVisual\n{\n Radius 8\n Height 8\n Scale 0.5\n RenderStyle Add\t//Fuzzy looks great in software mode\n Alpha 0.25\n +NOINTERACTION\n +CLIENTSIDEONLY\n +FLOORCLIP\n States\n {\n Spawn:\n HEXA A 2 bright\n stop\n Death:\n TNT1 A 2\n stop\n }\n}\n\nactor ShieldSpawner\n{\n Radius 1\n Height 1\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up\", 0, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up\", 24, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner5up\", -24, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up\", 48, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner4up\", -48, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner3up\", 72, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner3up\", -72, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner2up\", 96, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldSpawner2up\", -96, 0, 0, 0, 0, 0, 0, 32)\n stop\n }\n}\n\nactor ShieldSpawner5up\n{\n Radius 1\n Height 1\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 16, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 32, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 48, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 64, 0, 0, 0, 0, 32)\n //TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 0, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 16, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 32, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 48, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 64, 0, 0, 0, 0, 32)\n stop\n }\n}\n\nactor ShieldSpawner4up\n{\n Radius 1\n Height 1\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 8, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 24, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 40, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 56, 0, 0, 0, 0, 32)\n //TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 8, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 24, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 40, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 56, 0, 0, 0, 0, 32)\n stop\n }\n}\n\nactor ShieldSpawner3up\n{\n Radius 1\n Height 1\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 16, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 32, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 48, 0, 0, 0, 0, 32)\n //TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 16, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 32, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 48, 0, 0, 0, 0, 32)\n stop\n }\n}\n\nactor ShieldSpawner2up\n{\n Radius 1\n Height 1\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n TNT1 A 0\n TNT1 A 1\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 24, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPart\", 0, 0, 40, 0, 0, 0, 0, 32)\n //TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 24, 0, 0, 0, 0, 32)\n TNT1 A 0 A_SpawnItemEx (\"ShieldPartVisual\", 0, 0, 40, 0, 0, 0, 0, 32)\n stop\n }\n}\n\nactor ShieldHit\n{\n Radius 1\n Height 1\n Scale 0.5\n Renderstyle Add\n +NOGRAVITY\n +NOINTERACTION\n States\n {\n Spawn:\n FHIT A 0 bright\n FHIT A 1 bright A_Stop\n FHIT A 0 bright A_PlaySound (\"ForceBarrier/Hit\")\n FHIT BCDEFGH 1 bright\n stop\n }\n}\n\nactor AmmoCounter\n{\n +NOINTERACTION\n +CLIENTSIDEONLY\n\n States\n {\n Spawn:\n TNT1 A 1\n stop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/BASECLASSES.txt",
"contents": "Actor MarineClass : PlayerPawn\n{\n +NOSKIN\n +GHOST // Makes landmines only work on Hell players.\n\n PainChance 256\n DamageFactor \"Human\", 0.0\n\n LimitedToTeam 0\n}\n\nActor HellClass : PlayerPawn\n{\n +NOSKIN\n -PICKUP // disable pickup for hell\n\n PainChance 256\n DamageFactor \"Hell\", 0.0\n\n LimitedToTeam 1\n}\n\nconst int Script_ArchvileHeal = 301;\n\nconst int PROP_FROZEN = 0;"
},
{
"source": "pk3",
"name": "ACTORS/COMMANDO.txt",
"contents": "ACTOR Commando : MarineClass\n{\n +NOICEDEATH\n +NODAMAGETHRUST\n +QUICKTORETALIATE\n Health 100\n Radius 16\n Height 56\n Mass 400\n scale 0.9\n PainChance 255\n Player.ForwardMove 0.8\n Player.SideMove 0.8\n Player.ColorRange 112, 127\n Player.SoundClass \"Doom64\"\n Player.DisplayName \"Commando\"\n Player.StartItem \"Commando Plasma-Rifle\"\n Player.StartItem \"Commando Pistol\"\n Player.StartItem \"Commando Fist\"\n Player.StartItem \"Clip\", 200\n Player.StartItem \"Cell\", 300\n Player.StartItem \"Lampitem\", 2\n Player.MaxHealth 100\n States\n{\nSpawn:\n\tD64G AB 10\n\tLoop\nSee:\n\tD64G ABCD 5\n\tLoop\nMissile:\n\tD64G E 12\n\tGoto Spawn\nMelee:\n\tD64G F 6 BRIGHT\n\tGoto Missile\nPain:\nTNT1 A 0 ACS_ExecuteAlways(402, 0)\n D64G G 4\n D64G G 4 A_Pain\n Goto Spawn\nPain.Fire:\nTNT1 A 0 ACS_ExecuteAlways(402, 0)\n D64G G 4\n\tD64G G 4 A_Pain\n\tGoto Spawn\nDeath:\nTNT1 A 0 ACS_ExecuteAlways(402, 0)\nTNT1 A 0 ACS_ExecuteAlways(903,0)\n\tD64G H 10\n\tD64G I 10 A_PlayerScream\n\tD64G J 10 A_NoBlocking\n\tD64G KLM 10\n\tD64G N -1\n\tstop\nDeath.Fire:\nTNT1 A 0 ACS_ExecuteAlways(402, 0)\nTNT1 A 0 ACS_ExecuteAlways(903,0)\n TNT1 A 0 A_PlaySound(\"DSPBURN\")\n TNT1 A 0 A_PlayerScream\n\tBURN AABBCCDDEE 3 BRIGHT\n BURN FFGGHH 3 BRIGHT\n BURN MMN 3 BRIGHT\n BURN NOOPP 3 BRIGHT\n BURN QQ 3 BRIGHT\n BURN RSTSRST 6 BRIGHT\n BURN UU 3 BRIGHT\n BURN V -1\n Stop\nDeath.DemonDamage:\n\tTNT1 A 0\n\tgoto Xdeath\nDeath.ExplosiveBurns:\n\tTNT1 A 0\n\tgoto Xdeath\nXDeath:\nTNT1 A 0 ACS_ExecuteAlways(402, 0)\nTNT1 A 0 ACS_ExecuteAlways(903,0)\n TNT1 A 0 A_PlaySound (\"XGIB\")\n D64G O 5\n\tD64G P 5 A_XScream\n D64G Q 5 A_NoBlocking\n\tD64G Q 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tD64G R 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tTNT1 A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n D64G RSTUV 5\n D64G W -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/SNIPER.txt",
"contents": "Actor \"M40 Rifle\" : Weapon\n{\n Obituary \"%o was sniped out by %k's M40\"\n Radius 20\n Height 16\n Inventory.PickupMessage \"You got the M40A1 Sniper Rifle\"\n Weapon.SelectionOrder 1\n Weapon.SlotNumber 3\n Weapon.KickBack 40\n Weapon.AmmoType \"M40762Ammo\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 12\n Weapon.UpSound \"DSSNIPZZ\"\n +Weapon.NoAlert\n +Weapon.NoAutoFire\n Scale 0.8\n Decal \"Bullet\"\n Attacksound \"M40Rifle/Fire\"\n States\n {\n Spawn:\n SNPP A -1\n Stop\n Ready:\n SNPG A 0 A_JumpIfInventory(\"M40A1Zoom\", 1, \"ScopedReady\")\n SNPG A 1 A_WeaponReady\n Loop\n ScopedReady:\n SNPS A 1 A_WeaponReady(1)\n\tSNPG A 0 A_ZoomFactor(ACS_ExecuteWithResult(804))\n Loop\n Deselect:\n\tTNT1 A 0 ACS_ExecuteAlways(806, 0)\n SNPG A 0 A_JumpIfInventory(\"M40A1Zoom\", 1, \"ScopedDeselect\")\n\tTNT1 A 0 A_Lower\n SNPG A 1 A_Lower\n\tNULL A 0 A_SetTranslucent (1.0, 0)\n Loop\n ScopedDeselect:\n\tTNT1 A 0 ACS_ExecuteAlways(806, 0)\n SNPG A 0 A_TakeInventory(\"M40A1Zoom\", 2)\n SNPG A 0 A_PlaySound(\"M40Rifle/Scope\")\n\tSNPG A 0 A_SetBlend (\"00 00 00\", 0.9, 32)\n SNPG A 2 A_ZoomFactor(1.0)\n SNPG A 1 //A_Lower\n Goto Deselect\n Select:\n TNT1 A 0 A_Raise\n\tNULL A 0 A_SetTranslucent (1.0, 0)\n SNPG A 1 A_Raise\n Loop\n Fire:\n SNPG A 0 A_JumpIfInventory(\"M40A1Zoom\", 1, \"ScopedFire\")\n SNPG A 0 A_AlertMonsters\n SNPG A 1 A_FireBullets (12, 16, -1, 60, \"EnBulletPuff\", FBF_NORANDOM)\n\tSNPG A 0 A_TakeInventory(\"M40762Ammo\", 1)\n SNPG A 0 A_PlaySound(\"M40Rifle/Fire\")\n\tSNPG A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 4)\n SNPF AB 2\n SNPF CDE 3\n SNPG A 3\n SNPG BC 1\n SNPG DE 1\n\tSNPG F 1\n SNPG H 1 A_PlayWeaponSound(\"M40Rifle/Bolt1\")\n SNPG IJ 1\n SNPG K 3\n SNPG JI 1\n SNPG H 1 A_PlayWeaponSound(\"M40Rifle/Bolt2\")\n SNPG FED 2\n SNPG CB 2\n SNPG A 1\n SNPG A 1 A_ReFire\n Goto Ready\n ScopedFire:\n SNPS A 0 A_AlertMonsters\n SNPS A 0 A_RailAttack (0, 0, 0, \"none\", \"90 90 90\", 1, 0, \"EnBulletPuff\")\n\tSNPS A 0 A_FireBullets (0, 0, -1, 90, \"EnBulletPuff\", FBF_NORANDOM)\n\tSNPS A 0 A_TakeInventory(\"M40762Ammo\", 1)\n SNPS A 0 A_PlaySound(\"M40Rifle/Fire\")\n\tSNPS A 2 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 2)\n\tSNPS A 10\n\tSNPS A 0 A_TakeInventory(\"M40A1Zoom\", 2)\n SNPS A 2 A_ZoomFactor(1.0)\n\tSNPS A 0 ACS_ExecuteAlways(902, 0)\n SNPS A 3 A_SetBlend (\"00 00 00\", 0.9, 32)\n //SNPF AB 2\n SNPF CDE 3\n SNPG A 3\n SNPG BC 1\n SNPG DE 1\n\tSNPG F 1\n SNPG H 1 A_PlayWeaponSound(\"M40Rifle/Bolt1\")\n SNPG IJ 1\n SNPG K 3\n SNPG JI 1\n SNPG H 1 A_PlayWeaponSound(\"M40Rifle/Bolt2\")\n SNPG FED 2\n SNPG CB 2\n SNPG A 1\n SNPG A 1 A_ReFire\n Goto Ready\n AltFire:\n SNPS A 0 A_JumpIfInventory(\"M40A1Zoom\", 1, \"ZoomOut\")\n SNPS A 0 A_PlaySound(\"M40Rifle/Scope\")\n SNPS A 0 A_GiveInventory(\"M40A1Zoom\", 1)\n SNPS A 0 A_SetBlend (\"00 00 00\", 0.9, 16)\n SNPS A 2 A_ZoomFactor(ACS_ExecuteWithResult(804))\n\tSNPS A 0 ACS_ExecuteAlways(901, 0)\n\tSNPS A 0 ACS_ExecuteAlways(805, 0, 0)\n Goto Ready\n\t/*\n ZoomMore:\n SNPS A 0 A_PlaySound(\"M40Rifle/Scope\")\n SNPS A 0 A_GiveInventory(\"M40A1Zoom\", 1)\n SNPS A 2 A_ZoomFactor(8.0)\n Goto Ready\n\t*/\n ZoomOut:\n SNPG A 0 A_TakeInventory(\"M40A1Zoom\", 2)\n SNPG A 0 A_PlaySound(\"M40Rifle/Scope\")\n\tSNPG A 0 A_SetBlend (\"00 00 00\", 0.9, 16)\n SNPG A 2 A_ZoomFactor(1.0)\n\tSNPS A 0 ACS_ExecuteAlways(902, 0)\n Goto Ready\n\t/*\n ScopedReady:\n SNPS A 1 A_WeaponReady(1)\n Loop\n\t*/\n }\n}\n\n/*\nACTOR NoSniperGibPuff : EnBulletPuff\n{\n+NOEXTREMEDEATH\n}\n*/\n\nACTOR M40A1Zoom : Inventory { Inventory.MaxAmount 2 }\nACTOR M40A1CurrentZoom : Inventory { Inventory.MaxAmount 12 }\n\nActor M40762Ammo : Ammo\n{\n Inventory.PickupMessage \"Picked up some bullets for the M40.\"\n Inventory.Amount 4\n Inventory.MaxAmount 20\n Ammo.BackpackAmount 20\n Ammo.BackpackMaxAmount 32\n Inventory.Icon \"SNPPB0\"\n States\n {\n Spawn:\n SNPP B -1\n stop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/PYRO.txt",
"contents": "// Pyro-Expert Class\n\nACTOR PyroExpert : MarineClass\n{\n +NOICEDEATH\n Speed 0.75\n Health 125\n Radius 16\n Height 56\n Mass 400\n PainChance 255\n Player.ColorRange 112, 127\n Player.soundclass \"pyro\"\n Player.DisplayName \"Pyro-Expert\"\n Player.CrouchSprite \"PLYC\"\n Player.StartItem \"FlamethrowerGun\"\n Player.StartItem \"Flaregun\"\n Player.StartItem \"Gas\", 150\n Player.StartItem \"Flares\", 30\n Player.StartItem \"Fireitem\", 1\n Player.StartItem \"FireAxe\"\n Player.MaxHealth 125\n States\n {\n Spawn:\n\tPFLM AB 10\n Loop\n See:\n PFLM ABCD 6\n Loop\n Missile:\n PFLM E 12\n Goto Spawn\n Melee:\n PFLM F 6 BRIGHT\n Goto Missile\n Pain:\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n PFLM G 4\n PFLM G 4 A_Pain\n Goto Spawn\n Pain.Fire:\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n PFLM G 4\n\tPFLM G 4 A_Pain\n\tGoto Spawn\n Death:\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n PFLM H 10\n PFLM I 10 A_PlayerScream\n PFLM J 10 A_NoBlocking\n PFLM KLM 10\n PLA1 N -1\n Stop\n Death.Fire:\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n TNT1 A 0 A_PlaySound(\"DSPBURN\")\n TNT1 A 0 A_PlayerScream\n\tTNT1 A 0 A_NoBlocking\n\tBURN AABBCCDDEE 3 BRIGHT\n BURN FFGGHH 3 BRIGHT\n BURN MMN 3 BRIGHT\n BURN NOOPP 3 BRIGHT\n BURN QQ 3 BRIGHT\n BURN RSTSRSTSRSTU 6 BRIGHT\n BURN UU 3 BRIGHT\n BURN V -1\n Stop\n Death.DemonDamage:\n TNT1 A 0\n\tgoto Xdeath\n Death.ExplosiveBurns:\n TNT1 A 0\n\tgoto Xdeath\n XDeath:\n TNT1 A 0 ACS_ExecuteAlways(402, 0)\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n PFLM A 0 A_PlaySound (\"XGIB\")\n PFLM O 5\n\tPFLM P 5 A_XScream\n PFLM Q 5 A_NoBlocking\n\tPFLM Q 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tPFLM R 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tPFLM A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tPFLM A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tPFLM A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n\tPFLM A 0 A_SpawnItem(\"NashGore_GibGenerator\",0,0,0,0)\n PFLM RSTUV 5\n PFLM W -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/ARACHNOTRON.txt",
"contents": "ACTOR ArachPower : Ammo\n{\n Game Doom\n Inventory.PickupMessage \"\"\n Inventory.Amount 1\n Inventory.MaxAmount 30\n Ammo.BackpackAmount 0\n Ammo.BackpackMaxAmount 0\n Inventory.Icon \"CELPA0\"\n States\n {\n Spawn:\n //SHEL A -1\n Stop\n }\n}\n\nactor Arach : HellClass\n{\n health 400\n painchance 255\n radius 16\n height 56\n mass 300\n scale 0.75\n speed 0.5\n Player.DisplayName \"Arachnotron\"\n Player.MaxHealth 400\n Player.ViewHeight 32\n Player.SoundClass \"Arachnotron\"\n Player.JumpZ 10\n Player.StartItem \"ArPlasmaGun\"\n Player.StartItem \"ArachPower\", 30\n Player.soundclass \"Arach\"\n player.sidemove 0.38\n Player.AttackZOffset 5\n +NOEXTREMEDEATH\nStates\n{\n Spawn:\n BSPI AB 10\n\tLoop\n See:\n BSPI A 2 A_PlaySoundEx (\"baby/walk\",\"body\")\n BSPI ABBCC 3\n BSPI D 2 A_PlaySoundEx (\"baby/walk\",\"body\")\n BSPI DEEFF 3\n BSPI A 2 A_PlaySoundEx (\"baby/walk\",\"body\")\n goto See+1\n Pain:\n\tTNT1 A 0 ACS_ExecuteAlways(402, 0)\n goto Spawn\n Missile:\n BSPI G 3 bright\n BSPI H 3 bright\n BSPI H 10 bright\n goto Spawn\n Death:\n\tTNT1 A 0 ACS_ExecuteAlways(402, 0)\n TNT1 A 0 ACS_ExecuteAlways(903,0)\n BSPI J 20 A_PlaySoundEx (\"baby/death\",\"body\")\n BSPI K 7 A_NoBlocking\n BSPI LMNO 7\n BSPI P -1\n }\n}\n\nactor ArPlasmaGun : Weapon\n{\n obituary \"%o let %k get %h.\"\n weapon.kickback 100\n weapon.ammouse 1\n weapon.ammotype \"ArachPower\"\n tag \"Arachnotron Plasma Gun\"\n +WEAPON.NOALERT\n +Ammo_Optional\n +WEAPON.DONTBOB\n states\n {\n Deselect:\n ARPL A 1 A_Lower\n loop\n Select:\n ARPL A 1 A_Raise\n loop\n Ready:\n\tARPL ABCDCB 1 A_WeaponReady\n NULL A 0 A_GiveInventory(\"ArachPower\", 1)\n Loop\n Fire:\n NULL A 0 A_JumpIfNoAmmo(\"Ready\")\n ARPL E 2 bright A_Light1\n\tARPL F 2 bright A_Light2\n\tARPL G 3 bright A_FireCustomMissile (\"ArPlasm\",0,1,0,0,0)\n\tNULL A 0 A_refire\n\tGoto Ready\n AltFire:\n\tARPL E 1 bright A_PlayWeaponSound (\"ForceBarrier/On\")\n AltHold:\n ARPL E 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n ARPL E 0 bright A_PlaySoundEx (\"ForceBarrier/Loop\", \"SoundSlot5\", 1)\n ARPL FEFEFEF 1 bright A_SpawnItemEx (\"ShieldSpawner\", 0, 96, 0, 0, 0, 0, -270, 32)\n ARPL E 0 bright A_FireCustomMissile (\"AmmoCounter\")\n ARPL E 0 A_Refire\n ARPL E 0 A_StopSoundEx (\"SoundSlot5\")\n ARPL A 32 A_PlayWeaponSound (\"ForceBarrier/Off\")\n goto Ready\n\tSpawn:\n TNT1 A 0 Thing_Remove (0)\n Stop\n }\n}\n\nactor ArPlasm\n{\n radius 13\n height 8\n speed 28\n damage 5\n renderstyle Add\n Alpha 0.65\n seesound \"baby/attack\"\n deathsound \"baby/shotx\"\n Decal \"ArachScorch1\"\n PROJECTILE\n +RANDOMIZE\n states\n {\n Spawn:\n APLS AB 1 bright A_SpawnItem(\"ArPlasmaParticle\")\n APLS AB 1 bright A_SpawnItemEx(\"ArParticle\", 0, 0, 0, (0.1)*Random(10, 25), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n APLS AB 1 bright A_SpawnItem(\"ArPlasmaParticle\")\n APLS AB 1 bright A_SpawnItemEx(\"ArParticle\", 0, 0, 0, (0.1)*Random(10, 25), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n APLS AB 1 bright A_SpawnItem(\"ArPlasmaParticle\")\n APLS AB 1 bright A_SpawnItemEx(\"ArParticle\", 0, 0, 0, (0.1)*Random(10, 25), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n APLS AB 1 bright A_SpawnItem(\"ArPlasmaParticle\")\n loop\n Death:\n APBX A 0 bright A_SpawnItem(\"ArParticleSpawner\")\n APBX ABCDE 5 bright\n stop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/COMMANDO_WEAPONS.txt",
"contents": "// Doom 64 Guy's Weapons\n\nACTOR \"Commando Pistol\" : Weapon\n{\n Decal \"Bullet\"\n Weapon.SelectionOrder 1600\n Weapon.AmmoGive 20\n Weapon.AmmoUse 1\n Weapon.AmmoType \"Clip\"\n Weapon.SlotNumber 2\n Weapon.UpSound \"DSPISTUP\"\n Obituary \"%k shot %o in the face.\" //using %p pistol.\"\n Inventory.Pickupmessage \"Picked up a 64-Bit pistol.\"\n States\n {\n Ready:\n 64PT A 1 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 0 A_Lower\n 64PT A 1 A_Lower\n Loop\n Select:\n TNT1 A 0 A_Raise\n 64PT A 1 A_Raise\n Loop\n Fire:\n\t64PT A 0 A_GunFlash\n 64PT B 2 A_FireBullets (2,4,-1,4,\"BulletPuff\")\n\t64PT A 0 A_PlaySound (64PISTOL)\n\t64PT B 1 A_FireCustomMissile(\"9mmSpawner\", 0, 0, 0, -1)\n 64PT CDEFGFEDCB 1\n 64PT B 2 A_ReFire\n Goto Ready\n Flash:\n 64PF A 2 Bright A_Light1\n 64PF A 1 Bright A_Light0\n Goto LightDone\n Spawn:\n PIST A -1\n Stop\n }\n}\n\nACTOR \"Commando Plasma-Rifle\" : Weapon\n{\n Weapon.SelectionOrder 1500\n Weapon.AmmoUse 2\n Weapon.AmmoUse2 2\n Weapon.AmmoGive 50\n Weapon.AmmoType \"Cell\"\n Weapon.AmmoType2 \"Cell\"\n Weapon.SlotNumber 3\n Weapon.UpSound \"64PLASUP\"\n Decal \"DoomImpScorch\"\n DamageType Plasma\n Inventory.PickupMessage \"Picked up the 64-Bit Plasma Rifle. Now go burn somethin'!\"\n Obituary \"%k disintegrated %o into ashes.\" //using %p Plasma-Rifle\"\n States\n {\n Ready:\n TNT1 A 0 A_PlaySound (64PSIDL)\n 64PR BCDEBCDE 3 A_WeaponReady\n Loop\n Deselect:\n 64PG A 1 A_Lower\n Loop\n Select:\n 64PG A 1 A_Raise\n Loop\n Fire:\n 64PG A 1\n\t 64PG B 2 A_FireCustomMissile (\"64Plasma\")\n\t 64PG B 0 A_PlaySound (64PLASMA)\n\t 64PG CD 1\n\t TNT1 A 0 A_ReFire\n\t 64PG EF 2\n\t TNT1 A 0 A_PlaySound (\"64PLASBK\")\n\t 64PG GHIJKKKKKKJIHGFE 1\n Goto Ready\n\tAltFire:\n 64PG A 1 A_JumpIfNoAmmo(\"Ready\")\n\t 64PG B 1 A_FireCustomMissile (\"64Plasma\")\n\t 64PG B 0 A_PlaySound (64PLASMA)\n 64PG A 2 A_JumpIfNoAmmo(\"Ready\")\n\t 64PG B 1 A_FireCustomMissile (\"64Plasma\")\n\t 64PG B 0 A_PlaySound (64PLASMA)\n 64PG A 2 A_JumpIfNoAmmo(\"Ready\")\n\t 64PG B 1 A_FireCustomMissile (\"64Plasma\")\n\t 64PG B 0 A_PlaySound (64PLASMA)\n\t 64PG CD 4\n\t TNT1 A 0 A_ReFire\n\t 64PG EF 2\n\t TNT1 A 0 A_PlaySound (\"64PLASBK\")\n\t 64PG GHIJKKKKKKJIHGFE 1\n Goto Ready\n Spawn:\n 64PR A -1\n Stop\n }\n}\n\nACTOR 64Plasma\n{\n Decal \"DoomImpScorch\"\n// CommandoPlasmaBall\n DamageType Plasma\n Radius 7\n Height 8\n Speed 20\n Damage 5\n Projectile\n RenderStyle Add\n Alpha 0.7\n DeathSound \"64FIRXPL\"\n States\n {\n Spawn:\n 64PS ABCD 2 bright\n 64PS ABCD 1 bright A_SpawnItemEx(\"PlasmaParticle\", 0, 0, 0, (0.1)*Random(10, 25), 0, (0.1)*Random(-20, 20), Random(0, 360), 128)\n loop\n Death:\n 64PE A 0 A_SpawnItem(\"PlasmaParticleSpawner\")\n 64PE ABCDEF 3 bright\n stop\n }\n}\n\nACTOR \"Commando Fist\" : Weapon\n{\n Weapon.SelectionOrder 3700\n Weapon.Kickback 100\n Obituary \"%k went commando on %o\"\n Weapon.SlotNumber 1\n Weapon.UpSound \"Fists/Raise\"\n +WEAPON.MELEEWEAPON\n States\n {\n Ready:\n 64PN A 1 A_WeaponReady\n Loop\n Deselect:\n TNT1 A 0 A_Lower\n 64PN A 1 A_Lower\n Loop\n Select:\n TNT1 A 0 A_Raise\n 64PN A 1 A_Raise\n Loop\n Fire:\n\t64PN B 1\n\t64PN C 1 A_PlaySound(\"Fists/Swing\")\n\t64PN DWFGH 1\n\t64PN I 1 A_CustomPunch(6, 0, 0, \"FistPuff\")\n\t64PN JKLMNO 1\n TNT1 A 1 A_ReFire\n\tTNT1 A 1\n\t64PN PQR 1\n Goto Ready\n }\n}"
}
]
},
"maps": []
}