iconoclasm_v17.pk3

PK3 5.9 MiB 0 map(s)

Counts

endoom0
graphics1
lumps410
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "04620db5-7fa3-4a1b-abb4-d7530a20f30a",
    "sha1": "92837ebb2b36322a434dd4249dc3fa7fa065cbec",
    "sha256": "de13a40a249f96c4de49f7bc49ec42deb8b30ebd0850a07c65dc9af854e44da5",
    "filenames": [
      "iconoclasm_v17.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2016-02-04 14:31:07",
      "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": "2016-02-04 14:31:07",
    "file": {
      "type": "PK3",
      "size": 6234017,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/92837ebb2b36322a434dd4249dc3fa7fa065cbec/92837ebb2b36322a434dd4249dc3fa7fa065cbec.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 1,
        "lumps": 410,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "//\n//Base files needs by the entire wad\n\n#include \"Base/Modules.txt\"\n#include \"Base/Modules2.txt\"\n#include \"Base/Modules3.txt\"\n#include \"Base/Ammo.txt\"\n#include \"Base/Attacks.txt\"\n#include \"Base/Replace.txt\"\n#include \"Base/Natives.txt\"\n#include \"Base/Natives2.txt\"\n#include \"Base/Monsters.txt\"\n#include \"Base/RandomSpawn.txt\"\n//\n//Director List\n//\n#include \"Directors/KillKeys.txt\"\n#include \"Directors/BlinkPack.txt\"\n#include \"Directors/EnergyPack.txt\"\n#include \"Directors/ShieldPack.txt\"\n#include \"Directors/Supresspack.txt\"\n#include \"Directors/WeaponAI.txt\"\n#include \"Directors/ShiftPack.txt\"\n#include \"Weapons/Director.txt\"\n#include \"Weapons/Psionics.txt\"\n#include \"Directors/AmmoDirect.txt\"\n#include \"Directors/AmmoFireDirect.txt\"\n//\n//Class Decorate Files\n//\n//#include \"Classes/Anarchist/WeaponTrackv1.txt\"\n#include \"Classes/Anarchist/LevelTrackv1.txt\"\n#include \"Classes/Anarchist/Class.txt\"\n//\n//Class Decorate Files\n//\n//#include \"Classes/Guardian/WeaponTrackv2.txt\"\n#include \"Classes/Guardian/LevelTrackv2.txt\"\n#include \"Classes/Guardian/Class.txt\"\n//\n//Class Decorate Files\n//\n//#include \"Classes/Occultist/WeaponTrackv3.txt\"\n#include \"Classes/Occultist/LevelTrackv3.txt\"\n#include \"Classes/Occultist/Class.txt\"\n//Class Decorate Files\n//\n//#include \"Classes/AllRounder/WeaponTrackv4.txt\"\n#include \"Classes/AllRounder/LevelTrackv4.txt\"\n#include \"Classes/AllRounder/Class.txt\"\n//\n//UnModable Weapons\n//\"\n#include \"Weapons/Tier 3/LaserRifle.txt\"\n#include \"Weapons/Tier 1/Blaster.txt\"\n#include \"Weapons/Tier 2/CasterRifle.txt\"\n//\n//Pump Action Shotgun\n//\n#include \"Weapons/Tier 1/PumpAction/Attacks.txt\"\n#include \"Weapons/Tier 1/PumpAction/PumpAction.txt\"\n//\n//Plasma Sprayer\n//\n#include \"Weapons/Tier 2/Sprayer/Attacks.txt\"\n#include \"Weapons/Tier 2/Sprayer/PlasmaSprayer.txt\"\n//\n//Plasma Gun\n//\n#include \"Weapons/Tier 2/PlasmaGun/Attacks.txt\"\n#include \"Weapons/Tier 2/PlasmaGun/PlasmaGun.txt\"\n//\n//SMG\n\n#include \"Weapons/Tier 2/SMG/Attacks.txt\"\n#include \"Weapons/Tier 2/SMG/ATARM26.txt\"\n//\n//ATCS\n//\n#include \"Weapons/Tier 3/ATCS/Attacks.txt\"\n#include \"Weapons/Tier 3/ATCS/ATCS2024.txt\"\n//\n//ChainGun\n//\n#include \"Weapons/Tier 3/ChainGun/Attacks.txt\"\n#include \"Weapons/Tier 3/ChainGun/ChainGun.txt\"\n//\n//Canister Rifle\n//\n#include \"Weapons/Tier 3/CanisterRifle/Attacks.txt\"\n#include \"Weapons/Tier 3/CanisterRifle/CanisterRifle.txt\"\n//\n//SMG\n//\n#include \"Weapons/Tier 3/SpinFusor/Attacks.txt\"\n#include \"Weapons/Tier 3/SpinFusor/SpinFusor.txt\"\n\n//Shiftpack deprecated with inventory item version\n//#include \"Weapons/ShiftBack.txt\"\n//Repeater Deprecated by module replacement\n//#include \"Weapons/Repeater.txt\"\n\n//Not Used Currently\n#include \"Weapons/Extras/Summons.txt\"\n#include \"Weapons/Extras/Cylinder.txt\"\n//#include \"Weapons/Extras/Pulse.txt\"\n//#include \"Weapons/Extras/Sword.txt\"\n\n//Balancing DamageTypes\nactor NativeBonus : PowerDamage\n{\n+INVENTORY.UNDROPPABLE\ndamagefactor \"normal\", 2\ninventory.icon \"NULLB0\"\n}\n\nACTOR MikuTestSwitch : SwitchableDecoration 90\n{\n\n\tRadius 10\n\tHeight 30\n\t-SOLID\n\t+USESPECIAL\n\tActivation THINGSPEC_Switch\n        Scale 0.5\n\tStates\n\t{\n\tActive:\n\t\tTLMP A 0 A_PlaySound(\"switches/normbutn\")\n                MIKU Z 1 A_SpawnItem(\"SlotTwo\",1)\n                MIKU Z 1 A_ChangeFlag(\"USESPECIAL\",0)\n                MIKU Z 100\n                MIKU Y 10\n\tLit:\n                MIKU Z 1 A_ChangeFlag(\"USESPECIAL\",1)\n\t\tloop\n\tInactive:\n\t\tTLMP E 0 A_PlaySound(\"switches/exitbutn\")\n\t\t// Fall through\n\tSpawn:\n\t\tMiku Y -1\n\t\tStop\n\t}\n}\n\n//makes blast radius invisible to players with hexen resources in skins folder\nACTOR ArtiBlastRadius2 : ArtiBlastRadius\n{\nRenderstyle None\n}\nACTOR TactRocket : Rocket\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n+NOEXTREMEDEATH\n}\nACTOR IsLiving : PowerTargeter\n{\n  Powerup.Duration -99999999999999999999\n  +INVENTORY.HUBPOWER\n  States\n  {\n  Targeter:\n    jtar A -1\n    Stop\n    null a -1\n    Stop\n    jtar b -1\n    Stop\n  }\n}\n\nActor BonusGiver : CustomInventory\n{\nInventory.MaxAmount 1\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n+INVENTORY.UNDROPPABLE\n-INVBAR\nStates\n{\nUse:\nNULL B 1\nNULL B 1 A_GiveInventory(\"ArmorBonus\",1)\nstop\n}\n}\n\nActor Reloader : CustomInventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\nStates\n{\nUse:\nTNT1 A 0 A_GiveInventory(\"Reloading\",1)\nfail\n}\n}\n\nActor Reloading : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor IsAlive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor WeaponRemover : CustomInventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\nStates\n{\nUse:\nTNT1 A 0 A_GiveInventory(\"WeaponRemoving\",1)\nfail\n}\n}\n\nActor WeaponRemoving : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor ZoomIcon : CustomInventory\n{\nInventory.MaxAmount 1\n-INVBAR\n  Inventory.Icon \"ARTIZOOM\"\n  +INVENTORY.ALWAYSPICKUP\n  +inventory.undroppable\n  Inventory.pickupmessage \"Zoom Icon?\"\nStates\n{\n  Spawn:\n    ARZM A 10\n    loop\nUse:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"ZoomActive\",1,\"Deactivate\")\nTNT1 A 0 A_GiveInventory(\"ZoomActive\",1)\nfail\nDeactivate:\nTNT1 A 1\nTNT1 A 0 A_takeInventory(\"ZoomActive\",100)\nfail\n//\n}\n}\n\nActor ZoomActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor NoWarning : CustomInventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\nStates\n{\nUse:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"WarningOff\",1,\"WarnOn\")\nTNT1 A 0 A_GiveInventory(\"WarningOff\",1)\nfail\n\nWarnOn:\nTNT1 A 1\nTNT1 A 0 A_TakeInventory(\"WarningOff\",1)\nfail\n}\n}\n\nActor WarningOff: Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nActor NoFootSteps : CustomInventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\nStates\n{\nUse:\nTNT1 A 1\nTNT1 A 0 A_JumpIfInventory(\"FootShush\",1,\"WarnOn\")\nTNT1 A 0 A_GiveInventory(\"FootShush\",1)\nfail\n\nWarnOn:\nTNT1 A 1\nTNT1 A 0 A_TakeInventory(\"FootShush\",1)\nfail\n}\n}\n\nActor FootShush: Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\n\nACTOR StepAlert\n{\n  Game Doom\n  SpawnID 51\n  Radius 2\n  Height 2\n  Speed 25\n  Damage 5\n  Projectile\n  +DONTBLAST\n  +RANDOMIZE\n  +NOCLIP\n  RenderStyle none\n  Alpha 0.75\n  SeeSound \"\"\n  DeathSound \"\"\n  Obituary \"$OB_MPPLASMARIFLE\" // \"%o was melted by %k's plasma gun.\"\n  States\n  {\n  Spawn:\n    PLSS A 1\n    PLSS AAAAAAAAAAAAAAAAAAAA 1 A_AlertMonsters\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.txt",
        "contents": "base Doom;\nInterpolateHealth true, 6;\nHeight 0;\nstatusbar Fullscreen, fullscreenoffsets // ZDoom HUD\n{\n\n//Health and Shield Bars\n    drawbar \"HDBRHP2\", \"HDBRHP5\", Health, Vertical, 10, -85;\n    drawbar \"HDBRSH2\", \"HDBRHP5\", Armor, Vertical, 10, -85;\n//Health and Shield Numbers\n    drawnumber 5, SMALLFONT, white, health, drawshadow, 68, -17;\n    drawnumber 5, SMALLFONT, white, armor, drawshadow, 68, -37;\n\n//energy\n    drawbar \"HDBREN2\", \"HDBRHP5\", ammo SuitEnergy, Vertical, 80, -85;\n\n//Soul Count\n    drawnumber 5, SMALLFONT, Red, SoulCount, drawshadow, 140, -17;\n\n//Inventory box not drawn in fullscreen\n//    drawbar \"HDBRHP1\", \"HDBRHP1\", Health, Vertical, -210, -85;\n\n//ammo two\n    drawbar \"HDBRAM1\", \"HDBRHP5\", CoolDown1, Vertical, -140, -85;\n    drawbar \"HDBRAM2\", \"HDBRHP5\", CoolDown2, Vertical, -140, -85;\n    drawnumber 5, SMALLFONT, white, CoolDown1, drawshadow, -78, -17;\n    drawnumber 5, SMALLFONT, Orange, CoolDown2, drawshadow, -78, -37;\n\n//ammo one\n    drawbar \"HDBRAM5\", \"HDBRAM5\", ammo1, Vertical, -70, -85;\n    drawnumber 5, SMALLFONT, Red, AmmoTwo, drawshadow, -10, -75;\n    drawnumber 5, SMALLFONT, Yellow, AmmoThree, drawshadow, -10, -55;\n    drawnumber 5, SMALLFONT, Black, AmmoFour, drawshadow, -10, -35;\n    drawnumber 5, SMALLFONT, White, Ammo1, drawshadow, -10, -15;\n   DrawSwitchableImage AmmoActiveOne, \"NULLA0\", \"AMM2A0\", -30, -90;\n   DrawSwitchableImage AmmoActiveTwo, \"NULLA0\", \"AMM3A0\", -30, -90;\n   DrawSwitchableImage AmmoActiveThree, \"NULLA0\", \"AMM4A0\", -30, -90;\n//Skill\n   DrawSwitchableImage AbsoluteModuleActive, \"NULLA0\", \"I_ABDE\", 10, -110;\n   DrawSwitchableImage EdenModuleActive, \"NULLA0\", \"I_EDEN\", 40, -110;\n   DrawSwitchableImage CloakModuleActive, \"NULLA0\", \"I_CLOK\", 70, -110;\n   DrawSwitchableImage RepeatModuleActive, \"NULLA0\", \"I_PLRP\", 130, -110;\n   DrawSwitchableImage TrapModuleActive, \"NULLA0\", \"I_Trap\", 100, -108;\n\n//Pack\n   DrawSwitchableImage EnergyModuleActive, \"NULLA0\", \"I_ENGY\", 158, -10;\n   DrawSwitchableImage ShieldModuleActive, \"NULLA0\", \"I_SHLD\", 158, -30;\n   DrawSwitchableImage RegenModActive, \"NULLA0\", \"I_REGN\", 158, -50;\n   DrawSwitchableImage AmmoModActive, \"NULLA0\", \"I_SRVL\", 158, -70;\n//Info Boxes\n   DrawSwitchableImage DisplayInfo1, \"NULLA0\", \"DRGHA0\", -765, 225;\n   DrawSwitchableImage DisplayInfo2, \"NULLA0\", \"SURHA0\", -765, 225;\n\n drawselectedinventory centerbottom, alwaysshowcounter, HUDFONT_DOOM, -175, -27, -190, -27, untranslated;\n\n    gamemode deathmatch\n    {\n        drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n    }\n    gamemode singleplayer, cooperative, teamgame\n    {\n        drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;\n    }\n}\n\n//############## CLONE OF THE FULLSCREEN BAR############\nstatusbar normal, fullscreenoffsets // Standard Doom Status bar\n{\n\n//Health and Shield Bars\n    drawbar \"HDBRHP2\", \"HDBRHP5\", Health, Vertical, 10, -85;\n    drawbar \"HDBRSH2\", \"HDBRHP5\", Armor, Vertical, 10, -85;\n//Health and Shield Numbers\n    drawnumber 5, SMALLFONT, white, health, drawshadow, 36, -17;\n    drawnumber 5, SMALLFONT, white, armor, drawshadow, 36, -37;\n\n//energy\n    drawbar \"HDBREN2\", \"HDBRHP5\", ammo SuitEnergy, Vertical, 80, -85;\n\n//Soul Count\n    drawnumber 5, SMALLFONT, Red, SoulCount, drawshadow, 140, -17;\n\n//Inventory box not drawn in fullscreen\n//    drawbar \"HDBRHP1\", \"HDBRHP1\", Health, Vertical, -210, -85;\n\n//ammo two\n    drawbar \"HDBRAM1\", \"HDBRHP5\", CoolDown1, Vertical, -140, -85;\n    drawbar \"HDBRAM2\", \"HDBRHP5\", CoolDown2, Vertical, -140, -85;\n    drawnumber 5, SMALLFONT, white, CoolDown1, drawshadow, -102, -17;\n    drawnumber 5, SMALLFONT, Orange, CoolDown2, drawshadow, -102, -37;\n\n//ammo one\n    drawbar \"HDBRAM5\", \"HDBRAM5\", ammo1, Vertical, -70, -85;\n    drawnumber 5, SMALLFONT, Red, AmmoTwo, drawshadow, -10, -75;\n    drawnumber 5, SMALLFONT, Yellow, AmmoThree, drawshadow, -10, -55;\n    drawnumber 5, SMALLFONT, Black, AmmoFour, drawshadow, -10, -35;\n    DrawImage AmmoIcon1, -30, -90;\n\n//Pack\n   DrawSwitchableImage EnergyModuleActive, \"NULLA0\", \"I_ENGY\", 158, -30;\n   DrawSwitchableImage ShieldModuleActive, \"NULLA0\", \"I_SHLD\", 158, -30;\n\n drawselectedinventory centerbottom, alwaysshowcounter, HUDFONT_DOOM, -175, -27, -190, -27, untranslated;\n\n    gamemode deathmatch\n    {\n        drawnumber 2, HUDFONT_DOOM, untranslated, frags, drawshadow, -3, 1;\n    }\n    gamemode singleplayer, cooperative, teamgame\n    {\n        drawkeybar 6, vertical, reverserows, auto, -10, 2, 0, 3, auto;\n    }\n}\n\n//########## NO TOUCHY#######################\nstatusbar inventory // Standard bar overlay (ZDoom Addition)\n{\n    drawinventorybar Doom, 7, INDEXFONT, 50, 170;\n}\n\nmugshot \"Normal\", health2\n{\n\t{DWLL, DWLL, DWLL} 17;\n}\n\nmugshot \"Pain\", healthspecial, directional\n{\n\t{DWLL, DWLL, DWLL} 35;\n}\n\nmugshot \"Rampage\", health\n{\n\tDWLL 1;\n}\n\nmugshot \"Ouch\", health\n{\n\tDWLL 35;\n}\n\nmugshot \"Grin\", health\n{\n\tDWLL 70;\n}\n\nmugshot \"God\"\n{\n\tDWLL -1;\n}\n\nmugshot \"GodAnimated\"\n{\n\t{DWLL, DWLL, DWLL} 17;\n}\n\nmugshot \"Death\"\n{\n\tdwll -1;\n}\n\nmugshot \"XDeath\"\n{\n\tDWLL 10;\n\tDWLL -1;\n}"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "$random misc/chat { sound/chat1 sound/chat2 sound/chat3 }\n$random misc/chat2 { sound/chat1 sound/chat2 sound/chat3 }\nPsiAssault/Attack\t\tTIMEDEAT\nWarpGate/Opening\t\tWarpOp\nWarpGate/Charge\t\t\tBULHIT\nWarpGate/Opened\t\tPURIFICA\nTarget/Freeze\t\tDVIC2\nAbsoluteDefense\tAbsDef\nStarCraft/NoEnergy\tGNOENER\nBurn/Shit\t\tHERLASS\nDisrupt/Active\t\tS01541\nDrone/Death\t\tKATMDTH0\nDrone/See\t\tKATMOTNT\nDrone/Active\t\tDSPTHEAL\nMage/ShotgunPellet\tAIHBM\nMageStealth/Cast\tDVDR3\nMSMG/AirSling\tDVFIRESC\nTurretSummon\tPSIAS\nTMage/WeakZap\tEGLOVEU\nFuser/Reload\tDISCRELO\nFuser/Spin\tDISCloop\nFuser/Fire\tDISKFIRE\nFuser/Boom\tROCKEXP\nsound/chat1     combin1\nsound/chat2     combin2\nsound/chat3     combin3\nPlayerWalk1\tDSWALK1\nPlayerWalk2\tDSWALK2\nPlayer/Upgrade\tKUPDONE\nPlayer/LevelUp\tDSKBEEP\nPlayer/Research\tDSRESERC\nPlayer/Addon\tDSADDON\nPlayer/Choose\tCHOOSE\nMiku/Sing\toddshort\nMiku/Sing2\tNOTHANKY\nBulletShock\tWEPELE2\nBulletFreeze\tSHARDS1B\nFrostShock\tWOOSH3\nweapon/ttbolt\t\tdsthnsh\nSpecialRail/Report\t\tWRAILSHT\nYouMadeAChoice\t\t\tTADUPD03\nassassin/sonicboom\t\tDSSGLHIT\nShopResearch\t\t\tTADUPD02\nEpicBook/Fear\t\t\tBOOKFEAR\nEpicBook/Poison\t\t\tBOOKPOIS\nEpicBook/Light\t\t\tBOOKSHAD\nEpicBook/Wind\t\t\tBOOKWIND\nEpicBook/Water\t\t\tBOOKWATE\nEpicBook/Fire\t\t\tBOOKFIRE\nEpicBook/Energy\t\t\tBOOKENER\nWeSpawnedTemplar\t\tPTERDY00\nWeSpawnedMarine\t\t\tTGHWHT01\nMechCreate\t\t\tTIMEDEAT\nProphet/ManKind\t\t\tBLASTR\nProphet/WeakFire\t\tP_FIRE\nProphet/StrongFire\t\tDVF2\nProphet/ScatterFire\t\tTRXTRX\nProphet/Morphing\t\tDVDR3\nProphet/Shield\t\t\tDVFEEDBK\nTimePoof\t\t\tTIMEPOOF\nPhaseBeep\t\t\tDSBEEP\nSnowCold\t\t\tTRXCOLD\nSnowBless\t\t\tDVIC\nBloodBite\t\t\tDVSP2\nBloodCast\t\t\tDVIC2\nBloodScream\t\t\tPDAYES03\nBloodSummon\t\t\tS32041\nBotwalk1\t\t\tMetal3\nBotwalk2\t\t\tMetal4\nBotMove\t\t\t\tDSTDROC2\nweapons/Lmainfire\t\tDSPLASM4\nweapons/Lsecc\t\t\tPHOFIR00\nweapons/LChar\t\t\tTGHLAS00\nMechAntiMatter/Alt\t\tTPHFI201\nMechAntiMatter/main\t\tTTAFI200\nTemplar/noenergy\t\tPADERR06\nTemplar/upgraded\t\tPADUPD06\nTemplar/OverDrive \t\tPARWHT03\nDarkTemplar/PsiBlade\t\tUZEFIR00\nTemplar/PsiStorm\t\tPTESTO00\nTemplar/PsiBall\t\t\tPSilasr\nMortarCannon/up\t\t\tDSMRTRUP\nTrail/Death\t\t\tS32741\nTrail/Attack\t\t\tDSTrail\nshopbutton1\t\t\tUbutt1\nshopbutton2\t\t\tUbutt2\nshopbutton3\t\t\tubutt3\nyo/goodjob\t\t\tgoodjob\nPortal/RepelGoo\t\t\tDSSplat3\nPortal/ProGoo\t\t\tDSsplat4\nShop/Fail\t\t\tWahwah\nOrdain/Purify\t\t\tVSTAFFT2\nMechBot/Cloak\t\t\tPPWRDOWN\nMysticFire/Hand\t\t\tP_fire\nTrickSter/Swing\t\t\tTRXSwing\nSword/Slicing\t\t\tTRXSLIC1\nTrickSter/Slice1\t\tTRXSLIC1\nTrickSter/Slice2\t\tTRXSLIC2\nTrickSter/Slice3\t\tTRXSLIC3\nTrickster/Slicemiss\t\tTRXSLIC4\nweapons/PortalHHeal\t\tHEARTB\nmisc/p_pkup\t\t\tART1\nmisc/invuse\t\t\tARTACT\nminotaur/sight\t\t\tminsit\nminotaur/melee\t\t\tstfhit\nminotaur/attack1\t\tminat1\nminotaur/attack2\t\tminat2\nminotaur/attack3\t\tminat3\nminotaur/pain\t\t\tminpai\nminotaur/death\t\t\tmindth\nminotaur/active\t\t\tminact\nminotaur/fx2hit\t\t\tphohit\nminotaur/fx3hit\t\t\tphohit\nmisc/invuse\t\t\tartiact1\nCleric/Heal\t\t\tDVMINDC\nMageWandFire\t\t\tWAND4\nBow/Fired\t\tDSBOWFIR\nBow/Pull\t\tDSBOWPUL\nASASSIN/KNIFE\t\t\tDSASSNST\nRifle/Report\t\t\tWHUNTSHT\nRifle/zoom\t\t\tWZoom\nRifle/clipout\t\t\tWHUNTOUT\nRifle/clipin\t\t\tWHUNTIN\nRifle/cliplock\t\t\tWHUNTLOC\nRifle/slideforward\t\tWHUNTbli\nCrawl/Chaos\t\t\tVHANDT2\nChaosDischarge/Scream\t\tDVEC\nMysticFire/Destoryer\t\tDSSGLHIT\nCleric/StarterPack\t\tVMMMISS\nOccult/ShieldScream\t\tPDAYES03\nOccult/Shield\t\t\tPurifica\nOrdain/Summon2\t\t\tORDSum3\nOrdain/SummonFinal\t\tE32711\nOrdain/Destoy\t\t\tDVDR3\nOccult/Destory\t\t\tDVSTUNH\nHellYeah\t\t\tOhYea\nArchVile/AttackStart\t\tDSVILATK\nArchVile/Attack\t\t\tStrike3\nArchVile/AttackFinish\t\tDSFlame\nweapons/dualpistol\t\tDualPis\nKatWalk1\t\t\tDSKATW1\nKatWalk2\t\t\tDSKATW2\n\n$playersound\tGho \tmale\t*death\t\tGhDTH00\n$playersound\tGho \tmale\t*Xdeath\t\tGhDTH00\n$playersound\tGho \tmale\t*gibbed\t\tghDTH00\n$playersound\tGho\tmale\t*pain100\tGhDTH00\n$playersound\tGho\tmale\t*pain75\t\tGhDTH00\n$playersound\tGho\tmale\t*pain50\t\tGhDTH00\n$playersound\tGho\tmale\t*pain25\t\tGhDTH00\n$playersound\tGho\tmale\t*grunt\t\tdsilent\n$playersound\tGho\tmale\t*land\t\tfeet4\n$playersound\tGho\tmale\t*jump\t\tdsilent\n$playersound\tGho\tmale\t*fist\t\tdsilent\n$playersound\tGho\tmale\t*usefail\tdsilent\n$playeralias    GHO     male    *taunt          GHOMTAUNT\n$random GHOMTAUNT { ghno ghpain gtaunt gmale}\nghno\tghno\nghpain\tghpain\ngtaunt\tgtaunt\ngmale\tgmale\n\n$playersound\tTemplar \tmale\t*death\t\tPTEDTH00\n$playersound\tTemplar \tmale\t*Xdeath\t\tPTEDTH00\n$playersound\tTemplar \tmale\t*gibbed\t\tPTEDTH00\n$playersound\tTemplar\t\tmale\t*pain100\tPTEDTH00\n$playersound\tTemplar\t\tmale\t*pain75\t\tPTEDTH00\n$playersound\tTemplar\t\tmale\t*pain50\t\tPTEDTH00\n$playersound\tTemplar\t\tmale\t*pain25\t\tPTEDTH00\n$playersound\tTemplar\t\tmale\t*grunt\t\tdsilent\n$playersound\tTemplar\t\tmale\t*land\t\tfeet4\n$playersound\tTemplar\t\tmale\t*jump\t\tdsilent\n$playersound\tTemplar\t\tmale\t*fist\t\tdsilent\n$playersound\tTemplar\t\tmale\t*usefail\tdsilent\n$playeralias    Templar     male    *taunt          TMPMTAUNT\n$random TMPMTAUNT { tpno tppain ttaunt tmale}\ntpno\tPTEPSS00\ntppain\tPTEWHT01\nttaunt\tPTEYES03\ntmale\tPTEPSS01\n\n$playersound\tDTrooper \tmale\t*death\t\tDSILENT\n$playersound\tDTrooper \tmale\t*Xdeath\t\tDSILENT\n$playersound\tDTrooper\tmale\t*grunt\t\tDSILENT\n$playersound\tDTrooper \tmale\t*gibbed\t\tghDTH00\n$playersound\tDTrooper\tmale\t*pain100\tDSILENT\n$playersound\tDTrooper\tmale\t*pain75\t\tDSILENT\n$playersound\tDTrooper\tmale\t*pain50\t\tDSILENT\n$playersound\tDTrooper\tmale\t*pain25\t\tDSILENT\n$playersound\tDTrooper\tmale\t*land\t\tfeet4\n$playersound\tDTrooper\tmale\t*jump\t\tDSILENT\n$playersound\tDTrooper\tmale\t*fist\t\tDSILENT\n$playersound\tDTrooper\tmale\t*usefail\tDSILENT\n$playersound\tDTrooper\tmale\t*taunt\t\tDSILENT\n\n$playersound\tDTrooper \tfemale\t*death\t\tDSILENT\n$playersound\tDTrooper \tfemale\t*Xdeath\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*grunt\t\tDSILENT\n$playersound\tDTrooper \tfemale\t*gibbed\t\tKDTH00\n$playersound\tDTrooper\tfemale\t*pain100\tDSILENT\n$playersound\tDTrooper\tfemale\t*pain75\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*pain50\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*pain25\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*land\t\tfeet4\n$playersound\tDTrooper\tfemale\t*jump\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*fist\t\tDSILENT\n$playersound\tDTrooper\tfemale\t*usefail\tDSILENT\n$playersound\tDTrooper\tfemale\t*taunt\t\tDSILENT\n\n//#### Weapons #####\nGun/Empty\tGUNEMPTY\nweapons/chngun   \t\tdualpis\n//## Pistol ##\nUp/Pistol\tPISTOLUP\nheritageDualPistol/out\tDULOUT\nheritageDualPistol/in\tDULIN\nweapons/dualpistol \tdualpis\n//## Shotgun ##\nheritage/sht1\t \tHERTsht1\nPumpAction/open\t\tWAUTOLBC\nPumpAction/load\t\tWAUTOLd1\nPumpAction/close\tWAUTObfw\n//## ChainGun ##\nChaingun/Fire\t\tDualpis\n//## ATAR ##\nweapons/AtarOpen\t\tpistolin\nweapons/Atarload\t\tmp5_slid\nweapons/AtarClose\t\tpistlout\n//## PlasmaGun ##\nweapons/plasmareload\t\tDSplsrld\nweapons/plasmagunshot\t\tDSHERTPL\n//## Rod Shotgun ##\nweapons/RodShotgunOpen\t\tWAUTOBFW\nweapons/RodShotgunClose\t\tWAUTOLBC\nweapons/RodShotgunLoad\t\tWAUTOLD2\nweapons/RodShotgunfire\t\tWshtgn1\nweapons/plasmavapor\t\tEGLOVEU\nweapons/plasmaShotgun\t\tADMFIRE\nweapons/plasmaShotgunpulse\tQUARTER\n//## Weapon Up ##\nUp/SMG\t\t\t\tMP5_SLID\nUp/Rifle\t\t\tDSDFWUP\nUp/HeavyGun\t\t\tDSMRTRUP\nUp/Vapor\t\t\tDSGLIFTR\n//## Plasma Repeater ##\nweapons/repeatershot\t\trepblast\n//## explosive Shot ##\nweapons/GunExplode\t\tMISSILE1\n//## Leedlegun ##\nLeedleup\tLeedleIn\nLeedling\tLeedle\n//## Fog Of Sorrow ##\nSorrow/Scream\t\t\tKORACT\n\n;===========================================================================\n;\n; PLAYER SOUNDS\n;\n;===========================================================================\n\n; Various death sounds\n;PlayerWimpyDeath        plrwdth        ; no longer used\n\nPlayerFighterNormalDeath        fgtddth\nPlayerFighterCrazyDeath         fgtcdth\nPlayerFighterExtreme1Death      fgtxdth1\nPlayerFighterExtreme2Death      fgtxdth2\nPlayerFighterExtreme3Death      fgtxdth3\n\nPlayerClericNormalDeath         plrdth\nPlayerClericCrazyDeath          plrcdth\nPlayerClericExtreme1Death       clxdth1\nPlayerClericExtreme2Death       clxdth2\nPlayerClericExtreme3Death       clxdth3\n\nPlayerMageNormalDeath           mgdth\nPlayerMageCrazyDeath            mgcdth\nPlayerMageExtreme1Death         mgxdth1\nPlayerMageExtreme2Death         mgxdth2\nPlayerMageExtreme3Death         mgxdth3\n\nPlayerFighterPain               fgtpain\nPlayerClericPain                plrpain3\nPlayerMagePain                  mgpain\n\nPlayerFighterGrunt              fgtgrunt\nPlayerClericGrunt               grunt1\nPlayerMageGrunt                 mggrunt\n\nPlayerLand                      feet4\nPlayerPoisonCough               pois2\n\nPlayerFighterFallingScream      fgtfall\nPlayerClericFallingScream       fall1\nPlayerMageFallingScream         mgfall\n\nPlayerFallingSplat              fallhit\n\nPlayerFighterBurnDeath          plrburn\nPlayerClericBurnDeath           plrburn\nPlayerMageBurnDeath             plrburn\n\nPlayerFighterFailedUse          fgtgrunt\nPlayerClericFailedUse           grunt1\nPlayerMageFailedUse             mggrunt\n\n;\n; Fighter\n;\n\nFighterPunchMiss        punchmis\nFighterPunchHitWall     punch8\nFighterPunchHitThing    mumpun5\nFighterAxeHitThing      axe5\nFighterHammerMiss       hammis2\nFighterHammerHitWall    hamwal1\nFighterHammerHitThing   hmhit1a\nFighterHammerContinuous hamfly1\nFighterHammerExplode    impact3\nFighterSwordFire        sword2\nFighterSwordExplode     impact3\nFighterGrunt            gntmis1\n\n; Cleric\n\nClericCStaffFire        spell1\nClericCStaffExplode     glbhit4\nClericCStaffHitThing    vamp5\nClericFlameFire         strike3\nClericFlameExplode      strike1\nClericFlameCircle       firedhit\nHolySymbolFire          holy3\nSpiritActive            spirt7\nSpiritAttack            spirt5\nSpiritDie               spirts1\n\n;\n; Mage\n;\n\nMageWandFire            wand4\nMageLightningFire       lite2\nMageLightningContinuous gntpow\nMageLightningReady      wepele2\nMageLightningZap        gntact1\nMageShardsFire          cone3\nMageShardsExplode       shards1b\nMageStaffFire           mage4\nMageStaffExplode        mageball\n\n; Pig\n\nPigActive1              pigrunt1\nPigActive2              squeal1\nPigPain                 pigpain2\nPigAttack               bite4\nPigDeath                pigdth2\n\n;===========================================================================\n;\n; MONSTER SOUNDS\n;\n;===========================================================================\n\n; Bishop\n\nBishopSight             syab2d\nBishopActive            stb1d\nBishopPain              bshpn1\nBishopAttack            pop\nBishopDeath             bishdth1\nBishopMissileExplode    bshhit2\nBishopBlur              blur6\n\n; Centaur\n\nCentaurSight            taur1\nCentaurActive           taur2\nCentaurPain             taur4\nCentaurAttack           centhit2\nCentaurDeath            cntdth1\nCentaurLeaderAttack     cntshld4\nCentaurMissileExplode   impact3\n\n; Serpent\n\nSerpentSight            wtrcrt7\nSerpentActive           srfc3\nSerpentPain             serppn1\nSerpentAttack           wtrswip\nSerpentMeleeHit         wtrhit\nSerpentDeath            srpdth1\nSerpentBirth            srfc1\nSerpentFXContinuous     glbhiss1\nSerpentFXHit            glbhit4\n\n; Demon\n\nDemonSight              sbtsit5\nDemonActive             sbtsit5\nDemonPain               minact1\nDemonAttack             dematk2\nDemonDeath              sbtdth3\nDemonMissileFire        impfire2\nDemonMissileExplode     impact3\n\n; Wraith\n\nWraithSight             raith5a\nWraithActive            raith3\nWraithPain              raith4a\nWraithAttack            raith1b\nWraithDeath             rathdth2\nWraithMissileFire       impfire2\nWraithMissileExplode    impact3\n\n; Maulator\nMaulatorSight           minsit1\nMaulatorActive          minact2\nMaulatorPain            minpain4\nMaulatorHamSwing        hamblo8a\nMaulatorHamHit          hamfir1\nMaulatorMissileHit      impact3\nMaulatorDeath           mindth4\n\n; Ettin\nEttinSight              cent2\nEttinActive             cent2\nEttinPain               cent1\nEttinAttack             ethit1\nEttinDeath              cntdth1\n\n; Fire Demon\nFireDemonSpawn          spawn3\nFireDemonActive         fired5\nFireDemonPain           fired2\nFireDemonAttack         spit6\nFireDemonMissileHit     firedhit\nFireDemonDeath          fired3\n\n; Ice Guy\nIceGuySight             frosty1\nIceGuyActive            frosty1\nIceGuyAttack            frosty2\nIceGuyMissileExplode    shards1b\n\n; Sorcerer Boss\nSorcererSight           sorboss1\nSorcererActive          sorboss2\nSorcererPain            sorboss3\nSorcererSpellCast       woosh3\nSorcererBallWoosh       balls1\nSorcererDeathScream     sordie2\nSorcererBishopSpawn     bishapp\nSorcererBallPop         cork\nSorcererBallBounce      bounce2\nSorcererBallExplode     impact3\nSorcererBigBallExplode  sorblexp\nSorcererHeadScream      sorblexp\n\n; Dragon\nDragonSight             dragsit1\nDragonActive            dragsit1\nDragonWingflap          wing1\nDragonAttack            mage4\nDragonPain              dragpn2\nDragonDeath             dragdie2\nDragonFireballExplode   mageball\n\n; Korax\nKoraxSight              korsit\nKoraxActive             koract\nKoraxPain               korpn1\nKoraxAttack             koratk\nKoraxCommand            korcom\nKoraxDeath              kordth1\nKoraxStep               step\n\n; Korax Voice sounds\nKoraxVoiceGreetings     grtngs1\nKoraxVoiceReady         ready1\nKoraxVoiceBlood         blood1\nKoraxVoiceGame          game1\nKoraxVoiceBoard         board1\nKoraxVoiceWorship       wrship1\nKoraxVoiceMaybe         maybe1\nKoraxVoiceStrong        strong1\nKoraxVoiceFace          face1\n\n; Alternate monster pain sound (in gas cloud, lightning zapped, wraithverged)\nPuppyBeat               pup4\n\n;===========================================================================\n;\n; WORLD SOUNDS\n;\n;===========================================================================\n\n;\n;\n; Platform Sounds\n;\n\nPlatformStart           dorstp3\nPlatformStartMetal      mtlstrt1\nPlatformStop            dorstp1b\nStoneMove               stnmv4\nMetalMove               mtlmv3\n\n;\n; Door Sounds\n;\n\nDoorOpen                drltch3a\nDoorLocked              locked\n\nDoorOpenMetal           stmdr1\nDoorCloseMetal          drstp2\nDoorCloseLight          dorstp4\nDoorCloseHeavy          drstp7\nDoorCreak               drcrk5a\n\nLavaMove                lava2\nWaterMove               brook1\nIceStartMove            icemv2\nEarthStartMove          quake2\n\n;===========================================================================\n;\n; MISCELLANEOUS SOUNDS\n;\n;===========================================================================\n\nPickupWeapon            sample11\nPickupArtifact          art1\nPickupKey               keys2a\nPickupItem              picup5\nPickupPiece             piece1               ; Pickup part of the final weapon\nWeaponBuild             sample11               ; Built the final weapon\nUseArtifact             artact1\nRespawn                 respawn\nPuzzleFailFighter       fgthmm\nPuzzleFailCleric        clhmm\nPuzzleFailMage          mghmm\nPuzzleSuccess           puzslv\nChat                    chat3\nBatScream               bats\nClockTick               tictoc\nEtherealTeleport\tethport1\nMysticIncant\t\tpuzslv\t\t; attached to each player affected\n\nSwitch1                 chnswch8\nSwitch2                 swtch6\nSwitchOtherLevel        puzslv1\nValveTurn               swtchv4\nRopePull                swtchrp1\n\nBlastRadius             blastr\nFlyBuzz                 fly3\nEarthquake              quake2\n\nBellRing                bellrng\nTreeBreak               treebrk\nTreeExplode             treeburn\nSuitofArmorBreak        armorexp\nPoisonShroomPain        stretch3\nPoisonShroomDeath       puff1\n\nIgnite                  torch2\nFireball                impact3               ; generic fireball projectile\n\nGlassShatter            glass5\nFlechetteBounce         flech4\nFlechetteExplode        firedhit\n\nThunderCrash            thndr1\nTeleport                tport1\nPotteryExplode          potbrk1\nDrip                    blddrp1\nWind                    wind3\nThrustSpikeRaise        spike3\nThrustSpikeLower        spike2\n\nFreezeDeath             icedth1\nFreezeShatter           icebrk1a\n\nWaterSplash             gloop1\nLavaSizzle              acid5\nSludgeGloop             muck5\nStartupTick             tick\n\n; Ambient sounds\n\nAmbient1                insects1\nAmbient2                crkets\nAmbient3                crkets1\nAmbient4                katydid\nAmbient5                frogs\nAmbient6                owl\nAmbient7                bird\nAmbient8                shlurp\nAmbient9                bubble\nAmbient10               drop2\nAmbient11               rocks\nAmbient12               chains\nAmbient13               gong\nAmbient14               steel1\nAmbient15               steel2\n\nmisc/invuse\t\t\tartiact1\nstarwars/maskin\t\t\tDSD010\nstarwars/maskout\t\tDSD011\nstarwars/Railer\t\t\tDSD009\nstarwars/concussionshot\t\tconcuss5\nstarwars/concussionblast\tDSD005\n\nDtrooper/walk              DSTDROC\nDtrooper/walk2              DSTDROC2\nWeapons/Fswing\t\t   DSswing\nWeapons/punch\t\t   DSpunhh\nWeapons/TDBOOM\t\t   DSTDEX\nWeapons/TDBEEP\t\t   DSBEEP\nWeapons/TDBOUN\t\t   DSBOUN\nweapons/TDL2               DSINCNDF\nweapons/mask1              MASK1\nweapons/mask2              MASK2\nweapons/concuss            CONCUSS5\nweapons/excon              EXCON\nweapons/Dpst1blast           PISTOO\nweapons/altmissile      MISSILE1\nweapons/plasma3         dsplasm4\nweapons/reprif\t\tRepRIP\nweapons/sabh\t\tDSDHBhit\nweapons/sabi\t\tDSDHBREI\nweapons/sabu\t\tDSDHBREU\nweapons/fuzz\t\tfusion1\nweapons/ddblast\t\tpistoo\nweapons/sabide\t\tDSDHBREi\nweapons/sabact\t\tDSDHBREu\nweapons/sabswi\t\tDSDHBhit\nweapons/fireballd2      dsflmd\nweapons/fireballd1      dsflam\nWeapons/Lightbringer/Bounce\tLTBRBNCE\nWeapons/Lightbringer/Charge\tLTBRCHRG\nWeapons/Lightbringer/Fire\tLTBRFIRE\nWeapons/Lightbringer/Fire2\tLTBRFIR2\nWeapons/Lightbringer/Loop\tLTBRLOOP\nWeapons/Lightbringer/Meltdown\tLTBRMELT\nWeapons/Lightbringer/Recharge\tLTBRRCHG\nweapons/JadeFire\tJADEFIRE\nweapons/JadeHit \tJADEHIT\nmenu/activate\t\t\tUButt1\t// Activate a new menu\nmenu/backup\t\t\tUButt1\t// Backup to previous menu\nmenu/prompt\t\t\tUButt1\t// Activate a prompt \"menu\"\nmenu/cursor\t\t\tUButt3\t\t// Move cursor up/down\nmenu/change\t\t\tUButt3\t// Select new value for option\nmenu/invalid\t\t\tUButt1\t\t// Menu not available\nmenu/dismiss\t\t\tUButt1\t// Dismiss a prompt message\nmenu/choose\t\t\tUButt2\t// Choose a menu item\nmenu/clear\t\t\tUButt3\t// Close top menu\nchainguy/attack\t\t\tDSPISTOL\nSkillCloak/one\tGCLOAK1\nSkillCloak/zero\tGCLOAK0"
      },
      {
        "source": "pk3",
        "name": "patchnotes.txt",
        "contents": "-For notes before version 15 check older wads\nVersion 15 Changes:\n\n-Class and Weapon overhaul.\n\n-Weapons are now assigned\n\n-Weapons have assigned ammo and elements which can be over written\n\n-Energy was added as an ammo module value.\nCurrently this can only be assigned via decorate.\n\n-Phaseshift once again universal by request.\n\nVersion 16 Changes:\n\n-Module behavior reverted back to over writing each other\ndue to module destruction complaints.\n\n-Health Regeneration now prevents energy regeneration\n\n-Ammo Regeneration now slows down both ammo and health regeneration\n\n-Reduced Shield battery spawn chance on weapon spawns.\n\n-Brought back the SoulSphere and GodSphere from Doom2 for balancing reasons\n\n-Added Psionic Support.\n\n-Added Psionic Assault.\n\n-Canister Rifle now uses all 3 ammo types.\n\n-Canister Rifle now rolls for elemental damage each shot.\n\n-Added damage type AngelStun for Psionic Assaults 'Psionic destruction'\n\n-Directors are now spawned via the ModWeaponDirector instead of playerskin\nTests found this spawn method to be more stable, controlable, and relayable.\n\n-Weapons have been rekeyed according to damage tier. the folders found in Weapons\ndoes not correctly list these tiers any longer.\n\n-Atar damage formula has been changed.\n\n-Pump Action Shotgun damage formula has been changed.\n\n-Chain Gun damage formula has been changed.\n\n-Players can now obtain rare items such as Portalguns from boss drops.\n\n-Skill Bonus is now determined by \"CurrentLevel\" and not ModuleActives\n\n-Skills are now learned at level 5.\n\n-SoulCount now gives more then 1 for harder enemies\n\n-While holding a Portalgun if you pick up a second it auto drops"
      },
      {
        "source": "pk3",
        "name": "You Seek Knowledge.txt",
        "contents": "None for you."
      },
      {
        "source": "pk3",
        "name": "Admins/UNUSED.txt",
        "contents": "#include \"Unused/ARC.txt\"\n#include \"Unused/DIGITAL.txt\"\n#include \"Unused/DOD.txt\"\n#include \"Unused/DRKSOUL.txt\"\n#include \"Unused/FOGS.txt\"\n#include \"Unused/HOLYSHI.txt\"\n#include \"Unused/MANABOOK.txt\"\n#include \"Unused/OPSHIELD.txt\"\n#include \"Unused/PLASMA.txt\"\n#include \"Unused/PSICONTR.txt\"\n#include \"Unused/PSLOT4.txt\"\n#include \"Unused/PUMPACTI.txt\"\n#include \"Unused/REBUKE.txt\"\n#include \"Unused/SIDEARM.txt\"\n#include \"Unused/SWORD.txt\"\n#include \"Unused/THUNDER.txt\"\n#include \"Unused/TRAIL.txt\"\n#include \"Unused/VAPOR.txt\""
      },
      {
        "source": "pk3",
        "name": "Base/Ammo.txt",
        "contents": "//\n//\n//\n//\n//\n\nactor \"SummonWeight\" : Inventory\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 10\nInventory.InterHubAmount 0\n  Inventory.PickupMessage \"Used to determine which weapon is equipt\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"WeaponCountVariable\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  Inventory.PickupMessage \"Used to determine which weapon is equipt\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"VariableCounter\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  Inventory.PickupMessage \"Counts number of ammo to be taken during reload or firing\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nActor TrapCheck : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor CurrentLevelCheckStop : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor CurrentLevel : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 99999\nInventory.InterHubAmount 99999\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nactor \"AmmoCheck2\" : ammo replaces shell\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 2\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 2\n  Inventory.PickupMessage \"Small Box of Ammo Two.\"\n  Inventory.Icon \"AMM2A0\"\n\n  States\n  {\n  Spawn:\n    AMM2 a -1\n    Stop\n  }\n}\n\nactor \"AmmoCheck2Box\" : \"AmmoCheck2\" replaces shellbox\n{\n  Scale 0.8\n  Inventory.Amount 2\n}\n\nactor \"AmmoCheck3\" : ammo Replaces RocketAmmo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 2\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 2\n  Inventory.PickupMessage \"Small box of Ammo Three\"\n  Inventory.Icon \"AMM3A0\"\n\n  States\n  {\n  Spawn:\n    AMM3 a -1\n    Stop\n  }\n}\nactor \"AmmoCheck3Box\" : \"AmmoCheck3\" Replaces RocketBox\n{\n  Scale 0.8\n  Inventory.Amount 2\n}\n\nactor \"AmmoCheck4\" : ammo replaces clip\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 2\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 2\n  Inventory.PickupMessage \"Small box of Ammo Four\"\n  Inventory.Icon \"AMM4A0\"\n\n  States\n  {\n  Spawn:\n    AMM4 a -1\n    Stop\n  }\n}\n\nactor \"AmmoCheck4Box\" : \"AmmoCheck4\" replaces clipbox\n{\n  Scale 0.8\n  Inventory.Amount 2\n}\n\nactor \"WeaponCount\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 3\n  Inventory.PickupMessage \"Weapon Count\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\nactor \"SoulCount\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 9999\n  Inventory.PickupMessage \"Kill Count\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\nactor \"DisruptionDamage\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  Inventory.PickupMessage \"Cooldown one\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"GhostCheck\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  Inventory.PickupMessage \"Ghost Check\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"Cooldown5\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 250\n  Inventory.PickupMessage \"Cooldown one\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"Cooldown1\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 250\n  Inventory.PickupMessage \"Cooldown one\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"Cooldown2\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 250\n  Inventory.PickupMessage \"Cooldown Two\"\n  Inventory.Icon \"NULLB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"Cooldown3\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 250\n  Inventory.PickupMessage \"Cooldown one\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"Cooldown4\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  Inventory.PickupMessage \"Cooldown one\"\n  Inventory.Icon \"NullB0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"AmmoOne\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 10\n  Inventory.MaxAmount 200\n  Ammo.BackpackAmount 10\n  Ammo.BackpackMaxAmount 400\n  Inventory.PickupMessage \"Ammo One Small Box\"\n  Inventory.Icon \"AMM1A0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\nactor \"AmmoOneBox\" : AmmoOne\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 40\n  Inventory.PickupMessage \"Ammo One Big Box\"\n  Inventory.Icon \"AMM1A0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"AmmoTwo\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 1000\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 1000\n  Inventory.PickupMessage \"Ammo Two Small Box\"\n  Inventory.Icon \"AMM2A0\"\n\n  States\n  {\n  Spawn:\n    AMM2 a -1\n    Stop\n  }\n}\n\nactor \"AmmoTwoBox\" : AmmoTwo\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.PickupMessage \"Ammo Two Big Box\"\n  Inventory.Icon \"AMM2A0\"\n\n  States\n  {\n  Spawn:\n    AMM2 a -1\n    Stop\n  }\n}\n\nactor \"AmmoThree\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 1000\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 1000\n  Inventory.PickupMessage \"Ammo Three Small Box\"\n  Inventory.Icon \"AMM3A0\"\n\n  States\n  {\n  Spawn:\n    AMM3 a -1\n    Stop\n  }\n}\n\nactor \"AmmoThreeBox\" : AmmoThree\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.PickupMessage \"Ammo Three Big Box\"\n  Inventory.Icon \"AMM3A0\"\n\n  States\n  {\n  Spawn:\n    AMM3 a -1\n    Stop\n  }\n}\n\nactor \"AmmoFour\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 1000\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 1000\n  Inventory.PickupMessage \"Ammo Four Small Box\"\n  Inventory.Icon \"AMM4A0\"\n\n  States\n  {\n  Spawn:\n    AMM4 a -1\n    Stop\n  }\n}\n\nactor \"AmmoFourBox\" : AmmoFour\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 20\n  Inventory.PickupMessage \"Ammo Four Big Box\"\n  Inventory.Icon \"AMM4A0\"\n\n  States\n  {\n  Spawn:\n    AMM4 a -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Base/Attacks.txt",
        "contents": "ACTOR MeleeBullet : BulletPuff\n{\nDamagetype Melee\n  +DONTBLAST\n  +FORCEPAIN\n  SeeSound \"TrickSter/Slice1\"\n  AttackSound \"TrickSter/Slice2\"\n}\n//Parent Bullet\nACTOR newbullets : FastProjectile\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n+NOEXTREMEDEATH\n  +DONTBLAST\n-NOBLOOD\n-BLOODLESSIMPACT\n  Radius 2\n  Height 2\n  Speed 400\n  Damage (Random(5,10))\n  Projectile\n  -ROCKETTRAIL\n  SeeSound \"\"\n  DeathSound \"\"\n  scale 0.8\n  Obituary \"%o Gave %k's bullets a new home.\"\n  Damagetype Bullet\n  States\n  {\n  Spawn:\n    Null b 1 Bright\n    Loop\n  Crash:\n  Death:\n    Null b 1 Bright\n    Null b 0 Bright A_Jump(64,\"Die1\")\n    Null b 0 Bright A_Jump(64,\"Die2\")\n    Null b 0 Bright A_Jump(64,\"Die3\")\n    loop\n  Die1:\n    Null b 1 Bright A_PlaySound(\"BulletMiss1\")\n    goto Die\n  Die2:\n    Null b 1 Bright A_PlaySound(\"BulletMiss2\")\n    goto Die\n  Die3:\n    Null b 1 Bright A_PlaySound(\"BulletMiss3\")\n    goto Die\n  Die:\n    BULP ABCDEFGHIJK 1 BRIGHT\n    Stop\n XDeath:\n    NULL B 1 A_SpawnItem(\"blood\")\n    stop\n  }\n}\n\nACTOR ChainGunSmokeA\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n +CLIENTSIDEONLY\n  Height 2\n  Radius 2\n  Damage 0\n  Projectile\n  +DONTBLAST\n  -ROCKETTRAIL\n  Speed 10\n  SeeSound \"\"\n  DeathSound \"\"\n  scale 0.2\n  Renderstyle normal\n  -NOBLOCKMAP\n  +NOCLIP\n  Health 9999999\n  Obituary \"%o Killed by a MagicCircle?\"\n  States\n  {\n  Spawn:\n  NULL B 2\n  Death:\n  NULL B 1\n  NULL B 0 BRIGHT A_CustomMissile(\"ChainGunSmokedA\",6)\n stop\n}\n}\nACTOR ChainGunSmokedA\n{\n  Height 2\n  Radius 2\n  Damage 0\n  +DONTBLAST\n  Projectile\n +CLIENTSIDEONLY\n  -ROCKETTRAIL\n  Speed 0\n  SeeSound \"\"\n  DeathSound \"\"\n  Renderstyle Normal\n  scale 0.4\n  -NOBLOCKMAP\n  +NOCLIP\n  Health 9999999\n  Obituary \"%o Killed by a MagicCircle?\"\n  States\n  {\n  Spawn:\n  NULL B 1\n  Death:\n    CHNS A 1 BRIGHT A_SetTranslucent(0.50)\n stop\n}\n}\n\nACTOR ChainGunSmokeB\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n  Height 2\n  Radius 2\n  Damage 0\n  Projectile\n  +DONTBLAST\n +CLIENTSIDEONLY\n  -ROCKETTRAIL\n  Speed 10\n  SeeSound \"\"\n  DeathSound \"\"\n  scale 0.2\n  Renderstyle normal\n  -NOBLOCKMAP\n  +NOCLIP\n  Health 9999999\n  Obituary \"%o Killed by a MagicCircle?\"\n  States\n  {\n  Spawn:\n  NULL B 2\n  Death:\n  NULL B 1\n  NULL B 0 A_CustomMissile(\"ChainGunSmokedB\",6)\n stop\n}\n}\nACTOR ChainGunSmokedB\n{\n  Height 2\n  Radius 2\n  Damage 0\n  +DONTBLAST\n  Projectile\n +CLIENTSIDEONLY\n  -ROCKETTRAIL\n  Speed 0\n  SeeSound \"\"\n  DeathSound \"\"\n  Renderstyle Normal\n  scale 0.4\n  -NOBLOCKMAP\n  +NOCLIP\n  Health 9999999\n  Obituary \"%o Killed by a MagicCircle?\"\n  States\n  {\n  Spawn:\n  NULL B 1\n  Death:\n    CHNS B 1 BRIGHT A_SetTranslucent(0.50)\n stop\n}\n}\n\nACTOR ChainGunSmokeC\n{\n Species Player\n +THRUSPECIES\n  +DONTBLAST\n +MTHRUSPECIES\n +CLIENTSIDEONLY\n  Height 2\n  Radius 2\n  Damage 0\n  Projectile\n  -ROCKETTRAIL\n  Speed 10\n  SeeSound \"\"\n  DeathSound \"\"\n  scale 0.2\n  Renderstyle normal\n  -NOBLOCKMAP\n  +NOCLIP\n  Health 9999999\n  Obituary \"%o Killed by a MagicCircle?\"\n  States\n  {\n  Spawn:\n  NULL B 2\n  Death:\n  NULL B 1\n  NULL B 0 A_CustomMissile(\"ChainGunSmokedC\",6)\n stop\n}\n}\nACTOR ChainGunSmokedC\n{\n  Height 2\n  Radius 2\n  Damage 0\n  +DONTBLAST\n  Projectile\n +CLIENTSIDEONLY\n  -ROCKETTRAIL\n  Speed 0\n  SeeSound \"\"\n  DeathSound \"\"\n  Renderstyle Normal\n  scale 0.4\n  -NOBLOCKMAP\n  +NOCLIP\n  Health 9999999\n  Obituary \"%o Killed by a MagicCircle?\"\n  States\n  {\n  Spawn:\n  NULL B 1\n  Death:\n    CHNS C 1 BRIGHT A_SetTranslucent(0.50)\n stop\n}\n}\n\nACTOR ChainGunSmokeD\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n  +DONTBLAST\n +CLIENTSIDEONLY\n  Height 2\n  Radius 2\n  Damage 0\n  Projectile\n  -ROCKETTRAIL\n  Speed 10\n  SeeSound \"\"\n  DeathSound \"\"\n  scale 0.4\n  Renderstyle normal\n  -NOBLOCKMAP\n  +NOCLIP\n  Health 9999999\n  Obituary \"%o Killed by a MagicCircle?\"\n  States\n  {\n  Spawn:\n  NULL B 2\n  Death:\n  NULL B 1\n  NULL B 0 A_CustomMissile(\"ChainGunSmokedD\",6)\n stop\n}\n}\nACTOR ChainGunSmokedD\n{\n  Height 2\n  Radius 2\n  Damage 0\n  Projectile\n  -ROCKETTRAIL\n  +DONTBLAST\n +CLIENTSIDEONLY\n  Speed 0\n  SeeSound \"\"\n  DeathSound \"\"\n  Renderstyle Normal\n  scale 0.4\n  -NOBLOCKMAP\n  +NOCLIP\n  Health 9999999\n  Obituary \"%o Killed by a MagicCircle?\"\n  States\n  {\n  Spawn:\n  NULL B 1\n  Death:\n    CHNS D 1 BRIGHT A_SetTranslucent(0.50)\n stop\n}\n}\n\nACTOR ChainGunSmokeE\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n  Height 2\n  Radius 2\n  Damage 0\n  +DONTBLAST\n  Projectile\n  -ROCKETTRAIL\n +CLIENTSIDEONLY\n  Speed 10\n  SeeSound \"\"\n  DeathSound \"\"\n  scale 0.2\n  Renderstyle normal\n  -NOBLOCKMAP\n  +NOCLIP\n  Health 9999999\n  Obituary \"%o Killed by a MagicCircle?\"\n  States\n  {\n  Spawn:\n  NULL B 2\n  Death:\n  NULL B 1\n  NULL B 0 A_CustomMissile(\"ChainGunSmokedE\",6)\n stop\n}\n}\nACTOR ChainGunSmokedE\n{\n  Height 2\n  Radius 2\n  +DONTBLAST\n  Damage 0\n  Projectile\n  -ROCKETTRAIL\n +CLIENTSIDEONLY\n  Speed 0\n  SeeSound \"\"\n  DeathSound \"\"\n  Renderstyle Normal\n  scale 0.4\n  -NOBLOCKMAP\n  +NOCLIP\n  Health 9999999\n  Obituary \"%o Killed by a MagicCircle?\"\n  States\n  {\n  Spawn:\n  NULL B 1\n  Death:\n    CHNS E 1 BRIGHT A_SetTranslucent(0.50)\n stop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Base/List.txt",
        "contents": "Doom2Item/Replacement\n\nChainSaw/WeaponRandomizer\nSuperShotgun/WeaponRandomizer\nRocketlauncher/WeaponRandomizer\nPlasmaRifle/WeaponRandomizer\nBFG9000/Weapon/Module Randomizer\nBlurSphere/Weapon/Health Randomizer\nBerserk/Health/Shield Randomizer\n\nMegaSphere/VitalityKit\nRadSuit/EnvironmentalSuit\nGreenArmor/MShieldPack\nBlueArmor/LShieldPack\nSoulSphere/XLShieldPack\nAllMap/MapScanner\nBackPack/RandomSpawner\n\nStimPack/Stim Randomspawner\nMedikit/Medkit Randomspawner\nInvulnerabilitySphere/Shield RandomSpawner\n\nInfrared/Nothing\nHealthBonus/Nothing\n\n//Dummies literally just don't exist at all.\nArmorBonus/Dummy\nShotgun/Dummy\nChaingun/Dummy"
      },
      {
        "source": "pk3",
        "name": "Base/MONSTERS.txt",
        "contents": "//\"DisruptionDamage\"\n\nACTOR AngelicShackles : PowerSpeed\n{\n  Powerup.Duration -3\n  Speed 0.0\n}\n\nACTOR ZombieManFaker : ZombieMan replaces ZombieMan\n{\n -THRUSPECIES\n -MTHRUSPECIES\n SeeSound \"\"\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n DropItem \"ZmanDrop\" 255 1\n States\n {\n Forgetit:\n  POSS A 1 A_ClearTarget\n Spawn:\n  POSS AB 10 A_Look\n  POSS AB 10 A_Look\n  POSS AB 10 A_Look\n  POSS AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  POSS AABBCCDD 4 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Death:\n  POSS H 5\n  POSS I 5 A_Scream\n  POSS J 5 A_NoBlocking\n  POSS K 5\n  POSS L 1\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  POSS L -1\n  Stop\n//\"SoulCount\"\n DisruptXDeath:\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n XDeath:\n  POSS M 5\n  POSS N 5 A_XScream\n  POSS O 5 A_NoBlocking\n  POSS PQRST 5\n  POSS U 1\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  POSS U -1\n  Stop\n\n Pain.SpecialIce:\n  GRIC B 0 A_PlaySound(\"target/Freeze\")\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n  GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n  GRIC B 40 SetPlayerProperty (0, 1, 0)\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n  GRIC B 3\n  GRIC B 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  POSS G 1 BRIGHT A_Pain\n  POSS G 35 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  POSS G 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n\n Pain.LockDown:\n  POSS G 14\n  POSS G 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  Goto See\n\n Missile:\n  POSS E 10 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  POSS E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  POSS F 8 A_PosAttack\n  POSS E 8\n  Goto See\n\n Burn:\n Death.Laser:\n  FDTH G 3 BRIGHT A_PlayWeaponSound(\"FireDeath\")\n  FDTH H 3 BRIGHT A_Scream\n  FDTH I 3 BRIGHT A_NoBlocking\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  FDTH JKLMNOPQRSTUV 3 BRIGHT\n  Null A 0 A_Jump(32,\"BurnDrop\")\n\tstop\n BurnDrop:\n  Null A 0 A_SpawnItem(\"SplashModule\")\n  Stop\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n\n}\n}\nACTOR ShotgunGuyFaker : ShotgunGuy replaces ShotgunGuy\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n DropItem \"SmanDrop\" 255 1\n States\n {\n Forgetit:\n  SPOS A 1 A_ClearTarget\n Spawn:\n  SPOS AB 10 A_Look\n  SPOS AB 10 A_Look\n  SPOS AB 10 A_Look\n  SPOS AB 10 A_Look\n  SPOS AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPOS AABBCCDD 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Death:\n  SPOS H 5\n  SPOS I 5 A_Scream\n  SPOS J 5 A_NoBlocking\n  SPOS K 5\n  SPOS L 1\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  SPOS L -1\n  Stop\n DisruptXDeath:\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n XDeath:\n  SPOS M 5\n  SPOS N 5 A_XScream\n  SPOS O 5 A_NoBlocking\n  SPOS PQRST 5\n  SPOS U 1\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  SPOS U -1\n  Stop\n\n Missile:\n  SPOS E 10 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPOS E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SPOS F 10 Bright A_SPosAttackUseAtkSound\n  SPOS E 10\n  Goto See\n\n CloakMissile:\n  SPOS EEE 10 A_FaceTarget\n  SPOS F 10 Bright A_SPosAttackUseAtkSound\n  SPOS E 10\n  Goto See\n\n Pain.LockDown:\n  SPOS G 14\n  SPOS G 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  Goto Missile\n\n Pain.SpecialIce:\n  GRIC B 0 A_PlaySound(\"target/Freeze\")\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n  GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n  GRIC B 40 SetPlayerProperty (0, 1, 0)\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n  GRIC B 3\n  GRIC B 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Burn:\n Death.Laser:\n  FDTH G 3 BRIGHT A_PlayWeaponSound(\"FireDeath\")\n  FDTH H 3 BRIGHT A_Scream\n  FDTH I 3 BRIGHT A_NoBlocking\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  FDTH JKLMNOPQRSTUV 3 BRIGHT\n  Null A 0 A_Jump(32,\"BurnDrop\")\n\tstop\n BurnDrop:\n  Null A 0 A_SpawnItem(\"SplashModule\")\n  Stop\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  SPOS G 1 BRIGHT A_Pain\n  SPOS G 35 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  SPOS G 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n}\n}\n\nACTOR TacticalWolfensteinSS : WolfensteinSS replaces WolfensteinSS\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 116\n Health 50\n Radius 20\n Height 56\n Speed 12\n PainChance 170\n Monster\n +FLOORCLIP\n PainSound \"wolfss/pain\"\n DeathSound \"wolfss/death\"\n ActiveSound \"wolfss/active\"\n AttackSound \"wolfss/attack\"\n Obituary \"$OB_WOLFSS\"\n DropItem \"ZmanDrop\" 255 1\n +STEALTH\n RenderStyle Translucent\n States\n {\n Forgetit:\n  SSWV A 1 A_ClearTarget\n Spawn:\n  SSWV AB 10 A_Look\n  SSWV AB 10 A_Look\n  SSWV AB 10 A_Look\n  SSWV AB 10 A_Look\n  SSWV AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SSWV AABBCCDD 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Missile:\n  SSWV E 5 A_FaceTarget\n  SSWV F 5 A_FaceTarget\n  SSWV G 4 Bright A_CPosAttack\n  SSWV F 6 A_FaceTarget\n  SSWV G 4 Bright A_CPosAttack\n  SSWV F 1 A_CPosRefire\n  Goto Missile+1\n Pain:\n  SSWV H 3\n  SSWV H 3 A_Pain\n  Goto See\n\n Pain.LockDown:\n  SSWV H 14\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SSWV H 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  Goto see\n\n Death:\n  SSWV I 5\n  SSWV J 5 A_Scream\n  SSWV K 5 A_NoBlocking\n  SSWV L 5\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  SSWV M -1\n  Stop\n DisruptXDeath:\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n XDeath:\n  SSWV N 5\n  SSWV O 5 A_XScream\n  SSWV P 5 A_NoBlocking\n  SSWV QRSTU 5\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  SSWV V -1\n  Stop\n Raise:\n  SSWV M 5\n  SSWV LKJI 5\n  Goto See\n\n Pain.SpecialIce:\n  GRIC B 0 A_PlaySound(\"target/Freeze\")\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n  GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n  GRIC B 40 SetPlayerProperty (0, 1, 0)\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n  GRIC B 3\n  GRIC B 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Missile:\n  SSWV E 10 A_FaceTarget\n  SSWV E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SSWV G 4 Bright A_CPosAttack\n  SSWV F 10 A_FaceTarget\n  SSWV E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SSWV G 4 Bright A_CPosAttack\n  SSWV F 6 A_FaceTarget\n  SSWV E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SSWV G 4 Bright A_CPosAttack\n  SSWV F 1 A_CPosRefire\n  Goto Missile+1\n\n CloakMissile:\n  SSWV EE 10 A_FaceTarget\n  SSWV FF 10 A_FaceTarget\n  SSWV G 4 Bright A_CPosAttack\n  SSWV F 18 A_FaceTarget\n  SSWV G 4 Bright A_CPosAttack\n  SSWV F 1 A_CPosRefire\n  Goto Missile+1\n\n Burn:\n Death.Laser:\n  FDTH G 3 BRIGHT A_PlayWeaponSound(\"FireDeath\")\n  FDTH H 3 BRIGHT A_Scream\n  FDTH I 3 BRIGHT A_NoBlocking\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  FDTH JKLMNOPQRSTUV 3 BRIGHT\n  Null A 0 A_Jump(32,\"BurnDrop\")\n\tstop\n BurnDrop:\n  Null A 0 A_SpawnItem(\"SplashModule\")\n  Stop\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  SSWV H 1 BRIGHT A_Pain\n  SSWV H 35 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  SSWV H 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\n\nACTOR TacticalChaingunGuy : ChaingunGuy Replaces ChaingunGuy\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 2\n Health 70\n Radius 20\n Height 56\n Mass 100\n Speed 12\n PainChance 170\n Monster\n +FLOORCLIP\n PainSound \"chainguy/pain\"\n DeathSound \"chainguy/death\"\n ActiveSound \"chainguy/active\"\n AttackSound \"chainguy/attack\"\n Obituary \"$OB_CHAINGUY\"\n DropItem \"CmanDrop\" 255 1\n States\n {\n Forgetit:\n  CPOS A 1 A_ClearTarget\n Spawn:\n  CPOS A 1\n  CPOS A 1\n Spawn2:\n  CPOS AB 10 A_Look\n  CPOS AB 10 A_Look\n  CPOS AB 10 A_Look\n  CPOS AB 10 A_Look\n  Loop\n\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  CPOS AABBCCDD 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n\n Missile:\n  CPOS E 5 A_FaceTarget\n  CPOS E 0 A_PlaySound(\"weapons/dualpistol\")\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  CPOS E 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  CPOS F 4 Bright A_CPosAttack\n  CPOS F 0 A_PlaySound(\"weapons/dualpistol\")\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  CPOS E 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  CPOS F 4 Bright A_CPosAttack\n  CPOS F 1 A_CPosRefire\n  Goto Missile+1\n\n Pain:\n  CPOS G 3\n  CPOS G 3 A_Pain\n  Goto See\n\n Pain.SpecialIce:\n  GRIC B 0 A_PlaySound(\"target/Freeze\")\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n  GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n  GRIC B 40 SetPlayerProperty (0, 1, 0)\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n  GRIC B 3\n  GRIC B 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Pain.LockDown:\n  CPOS G 14\n  CPOS G 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  Goto Missile\n\n Death:\n  CPOS H 5\n  CPOS I 5 A_Scream\n  CPOS J 5 A_NoBlocking\n  CPOS KLM 5\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  CPOS N -1\n  Stop\n\n DisruptXDeath:\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n XDeath:\n  CPOS O 5\n  CPOS P 5 A_XScream\n  CPOS Q 5 A_NoBlocking\n  CPOS RS 5\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  CPOS T -1\n  Stop\n\n Raise:\n  CPOS N 5\n  CPOS MLKJIH 5\n  Goto See\n\n Missile:\n  CPOS E 10 A_FaceTarget\n  CPOS E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  CPOS FE 4 Bright A_CPosAttack\n  CPOS F 1 A_CPosRefire\n  Goto Missile+1\n\n Burn:\n Death.Laser:\n  FDTH G 3 BRIGHT A_PlayWeaponSound(\"FireDeath\")\n  FDTH H 3 BRIGHT A_Scream\n  FDTH I 3 BRIGHT A_NoBlocking\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  FDTH JKLMNOPQRSTUV 3 BRIGHT\n  Null A 0 A_Jump(32,\"BurnDrop\")\n\tstop\n BurnDrop:\n  Null A 0 A_SpawnItem(\"SplashModule\")\n  Stop\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n\n Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  CPOS G 1 BRIGHT A_Pain\n  CPOS G 35 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  CPOS G 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n\n }\n}\n\nACTOR TacticalDoomImp : DoomImp Replaces DoomImp\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 5\n Health 60\n Radius 20\n Height 56\n Mass 100\n Speed 16\n PainChance 200\n Monster\n +FLOORCLIP\n PainSound \"imp/pain\"\n DeathSound \"imp/death\"\n ActiveSound \"imp/active\"\n HitObituary \"$OB_IMPHIT\"\n Obituary \"$OB_IMP\"\n DropItem \"ImpDrop\" 255 1\n States\n {\n Forgetit:\n  TROO A 1 A_ClearTarget\n Spawn:\n  TROO A 1\n  TROO A 1\n Spawn2:\n  TROO AB 10 A_Look\n  TROO AB 10 A_Look\n  TROO AB 10 A_Look\n  TROO AB 10 A_Look\n  Loop\n\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  TROO AABBCCDD 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Melee:\n Missile:\n  TROO EF 4 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  TROO F 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  TROO G 6 A_TroopAttack\n  Goto See\n Pain:\n  TROO H 2\n  TROO H 2 A_Pain\n  Goto See\n Pain.LockDown:\n  TROO H 35\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  TROO H 2 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  goto Missile\n Death:\n  TROO I 8\n  TROO J 8 A_Scream\n  TROO K 6\n  TROO L 6 A_NoBlocking\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  TROO M -1\n  Stop\n DisruptXDeath:\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n XDeath:\n  TROO N 5\n  TROO O 5 A_XScream\n  TROO P 5\n  TROO Q 5 A_NoBlocking\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  TROO RST 5\n  TROO U -1\n  Stop\n Raise:\n  TROO MLKJI 8\n  Goto See\n\n Pain.SpecialIce:\n  GRIC B 0 A_PlaySound(\"target/Freeze\")\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n  GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n  GRIC B 40 SetPlayerProperty (0, 1, 0)\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n  GRIC B 3\n  GRIC B 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Missile:\n  TROO E 1 A_FaceTarget\n  TROO E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  TROO EF 8 A_FaceTarget\n  TROO G 6 A_TroopAttack\n  Goto See\n\n Burn:\n Death.Laser:\n  FDTH G 3 BRIGHT A_PlayWeaponSound(\"FireDeath\")\n  FDTH H 3 BRIGHT A_Scream\n  FDTH I 3 BRIGHT A_NoBlocking\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  FDTH JKLMNOPQRSTUV 3 BRIGHT\n  Null A 0 A_Jump(32,\"BurnDrop\")\n\tstop\n BurnDrop:\n  Null A 0 A_SpawnItem(\"SplashModule\")\n  Stop\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  TROO H 1 BRIGHT A_Pain\n  TROO H 35 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  TROO H 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\nACTOR TacticalDemon : Demon replaces Demon\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n speed 25\n States\n{\n Forgetit:\n  SARG A 1 A_ClearTarget\n Spawn:\n  SARG AB 10 A_Look\n  SARG AB 10 A_Look\n  SARG AB 10 A_Look\n  SARG AB 10 A_Look\n  SARG AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SARG AABBCCDD 2 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n\n Melee:\n  SARG EF 8 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  Null A 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SARG G 8 A_SargAttack\n  Goto See\n Pain:\n  SARG H 2\n  SARG H 2 A_Pain\n  Goto See\n DisruptXDeath:\n  Null A 0 A_GiveToTarget(\"SoulCount\",1)\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n Death:\n  SARG I 8\n  SARG J 8 A_Scream\n  SARG K 4\n  SARG L 4 A_NoBlocking\n  SARG M 4\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  SARG N -1\n  Stop\n Raise:\n  SARG N 5\n  SARG MLKJI 5\n  Goto See\n\n Pain.SpecialIce:\n  GRIC B 0 A_PlaySound(\"target/Freeze\")\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n  GRIC B 3 BRIGHT Thing_Damage (0, 1, 18)\n  GRIC B 40 SetPlayerProperty (0, 1, 0)\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n  GRIC B 3\n  GRIC B 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n\n   Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  SARG H 1 BRIGHT A_Pain\n  SARG H 35 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  SARG H 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n}\n}\n\nACTOR TacticalSpectre : Spectre replaces Spectre\n{\n DamageFactor Bullets, 1\n DamageFactor Fire, 1\n DamageFactor LockDown, 1\n\n SeeSound \"\"\n speed 25\nStates\n{\n Forgetit:\n  SARG A 1 A_ClearTarget\n Spawn:\n  SARG AB 10 A_Look\n  SARG AB 10 A_Look\n  SARG AB 10 A_Look\n  SARG AB 10 A_Look\n  SARG AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SARG AABBCCDD 2 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n\n Melee:\n  SARG EF 8 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  Null A 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SARG G 8 A_SargAttack\n  Goto See\n Pain:\n  SARG H 2\n  SARG H 2 A_Pain\n  Goto See\n DisruptXDeath:\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n Death:\n  SARG I 8\n  SARG J 8 A_Scream\n  SARG K 4\n  SARG L 4 A_NoBlocking\n  SARG M 4\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  SARG N -1\n  Stop\n Raise:\n  SARG N 5\n  SARG MLKJI 5\n  Goto See\n\n Pain.SpecialIce:\n\tNULL A 0 Thing_Damage (0, 99999, 18)\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n   Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  SARG H 1 BRIGHT A_Pain\n  SARG H 35 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  SARG H 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n}\n}\nACTOR DoomImpBall2 : DoomImpBall replaces DoomImpBall\n{\nspeed 30\nFastSpeed 30\n}\nACTOR ArachnotronTactical : Arachnotron replaces Arachnotron\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 0.5\n DamageFactor LockDown, 2\n\n SeeSound \"\"\n Health 500\n Radius 64\n Height 64\n Mass 600\n Speed 12\n PainChance 128\n Monster\n +FLOORCLIP\n +BOSSDEATH\n PainSound \"baby/pain\"\n DeathSound \"baby/death\"\n ActiveSound \"baby/active\"\n Obituary \"$OB_BABY\"\n DropItem \"ArachnoDrop\" 255 1\n DropItem \"ArachnoDrop\" 255 1\n States\n {\n Forgetit:\n  BSPI A 1 A_ClearTarget\n Spawn:\n  BSPI AB 10 A_Look\n  BSPI AB 10 A_Look\n  BSPI AB 10 A_Look\n  BSPI AB 10 A_Look\n  BSPI AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BSPI A 3 A_BabyMetal\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BSPI ABBCC 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BSPI D 3 A_BabyMetal\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BSPI DEEFF 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Missile:\n  BSPI A 1 Bright\n  BSPI A 3 Bright A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BSPI A 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  BSPI G 3 Bright A_BspiAttack\n  BSPI H 3 Bright\n  BSPI H 0 Bright A_SpidRefire\n  Goto Missile+1\n\n Pain:\n  BSPI I 3 A_Jump(128,\"pain2\")\n  BSPI I 1 A_ChangeFlag(\"NOBLOOD\",1)\n  BSPI I 3 A_Pain\n  Goto See+1\n Pain2:\n  BSPI I 3 A_ChangeFlag(\"NOBLOOD\",0)\n  BSPI I 3 A_Pain\n  Goto See+1\n\n Pain.LockDown:\n  BSPI I 35\n  BSPI I 2 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  goto Missile\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n\tgoto Spawn\n Death:\n  BSPI J 20 A_Scream\n  BSPI K 7 A_NoBlocking\n  BSPI LMNO 7\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  BSPI P -1 A_BossDeath\n  Stop\n Raise:\n  BSPI P 5\n  BSPI ONMLKJ 5\n  Goto See+1\n\n Pain.SpecialIce:\n  GICE A 0 A_PlaySound(\"target/Freeze\")\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n  GICE A 3 BRIGHT Thing_Damage (0, 5, 18)\n  GICE A 40 SetPlayerProperty (0, 1, 0)\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n  GICE A 3\n  GICE A 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  BSPI I 1 BRIGHT A_Pain\n  BSPI I 70 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  BSPI I 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\n\nACTOR ArchvileTactical : Archvile Replaces Archvile\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 0.5\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 111\n Health 700\n Radius 20\n Height 56\n Mass 500\n Speed 15\n PainChance 10\n Monster\n MaxTargetRange 896\n +QUICKTORETALIATE\n +FLOORCLIP\n +NOTARGET\n PainSound \"vile/pain\"\n DeathSound \"vile/death\"\n ActiveSound \"vile/active\"\n MeleeSound \"vile/stop\"\n Obituary \"$OB_VILE\"\n DamageFactor PsiControl, 0\n DamageFactor LockDown, 0\n DropItem \"VileDrop\" 255 1\n States\n {\n Forgetit:\n  VILE A 1 A_ClearTarget\n Spawn:\n  VILE AB 10 A_Look\n  VILE AB 10 A_Look\n  VILE AB 10 A_Look\n  VILE AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  VILE AABBCCDDEEFF 2 A_VileChase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Missile:\n  VILE A 1\n  VILE G 0 Bright A_VileStart\n  VILE G 8 Bright A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  VILE G 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  VILE H 6 Bright A_VileTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  VILE G 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  VILE IJKLMN 6 Bright A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  VILE G 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  VILE O 6 Bright A_VileAttack\n  VILE P 18 Bright\n  Goto See\n\n Heal:\n  VILE \"[\\]\" 10 Bright\n  Goto See\n Pain:\n  VILE Q 5\n  VILE Q 5 A_Pain\n  Goto See\n\tX10Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 70, 13)\n\tgoto Spawn\n Death:\n  VILE Q 7\n  VILE R 7 A_Scream\n  VILE S 7 A_NoBlocking\n  VILE TUVWXY 7\n  VILE Z 1\n  Null A 0 A_GiveToTarget(\"SoulCount\",5)\n  VILE Z -1\n  Stop\n SuperVile:\n  VILE Z 2000\n  VILE YXWVUT 3\n  VILE S 3\n  VILE R 3 A_Scream\n  VILE Q 3\n  VILE \"[\\]\" 10 Bright\n  NULL B 1 A_SpawnItem(\"SupervileTactical\")\n  stop\n\n Pain.LockDown:\n  VILE Q 35\n  VILE Q 2 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  goto Missile\n\n Pain.SpecialIce:\n  GICE A 0 A_PlaySound(\"target/Freeze\")\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n  GICE A 3 BRIGHT Thing_Damage (0, 35, 18)\n  GICE A 40 SetPlayerProperty (0, 1, 0)\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n  GICE A 3\n  GICE A 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",5)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  VILE Q 1 BRIGHT A_Pain\n  VILE Q 70 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  VILE Q 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\n\nACTOR SupervileTactical : ArchvileTactical\n{\n DamageFactor Normal, 0.7\n Health 1000\n States\n {\n Death:\n  VILE Q 7\n  VILE R 7 A_Scream\n  VILE S 7 A_NoBlocking\n  VILE TUVWXY 7\n  VILE Z 1 A_Jump(180,\"SuperVile\")\n  VILE Z -1\n  Stop\n}\n}\nACTOR BaronOfHellTactical : BaronOfHell replaces BaronOfHell\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 3\n Health 1000\n Radius 24\n Height 64\n Mass 1000\n Speed 12\n PainChance 50\n Monster\n +FLOORCLIP\n +BOSSDEATH\n PainSound \"baron/pain\"\n DeathSound \"baron/death\"\n ActiveSound \"baron/active\"\n Obituary \"$OB_BARON\"\n HitObituary \"$OB_BARONHIT\"\n DamageFactor PsiControl, 0\n DropItem \"BaronDrop\" 255 1\n DropItem \"BaronDrop\" 255 1\n States\n {\n Forgetit:\n  BOSS A 1 A_ClearTarget\n Spawn:\n  BOSS AB 10 A_Look\n  BOSS AB 10 A_Look\n  BOSS AB 10 A_Look\n  BOSS AB 10 A_Look\n  BOSS AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BOSS AABBCCDD 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Melee:\n Missile:\n  BOSS E 1\n  BOSS EF 4 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BOSS F 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  BOSS G 4 A_BruisAttack\n  BOSS EF 4 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BOSS F 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  BOSS G 4 A_BruisAttack\n  Goto See\n Pain:\n  BOSS H 2\n  BOSS H 2 A_Pain\n  Goto See\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 100, 13)\n\tgoto Spawn\n Death:\n  BOSS I 8\n  BOSS J 8 A_Scream\n  BOSS K 8\n  BOSS L 8 A_NoBlocking\n  BOSS MN 8\n  Null A 0 A_GiveToTarget(\"SoulCount\",5)\n  BOSS O -1 A_BossDeath\n  Stop\n Raise:\n  BOSS O 8\n  BOSS NMLKJI 8\n  Goto See\n\n Pain.LockDown:\n  BOSS H 35\n  BOSS H 2 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  goto Missile\n\n Pain.SpecialIce:\n  GICE A 0 A_PlaySound(\"target/Freeze\")\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n  GICE A 3 BRIGHT Thing_Damage (0, 10, 18)\n  GICE A 40 SetPlayerProperty (0, 1, 0)\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n  GICE A 3\n  GICE A 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",5)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  BOSS H 1 BRIGHT A_Pain\n  BOSS H 70 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  BOSS H 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\n\nACTOR HellKnightTactical : BaronOfHellTactical replaces HellKnight\n{\n SeeSound \"\"\n Game Doom\n SpawnID 113\n Health 700\n -BOSSDEATH\n ActiveSound \"knight/active\"\n PainSound \"knight/pain\"\n DeathSound \"knight/death\"\n HitObituary \"$OB_KNIGHTHIT\"\n Obituary \"$OB_KNIGHT\"\n\n DropItem \"HellKDrop\" 255 1\n DropItem \"HellKDrop\" 255 1\n States\n {\n Forgetit:\n  BOS2 A 1 A_ClearTarget\n Spawn:\n  BOS2 AB 10 A_Look\n  BOS2 AB 10 A_Look\n  BOS2 AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BOS2 AABBCCDD 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Melee:\n Missile:\n  BOS2 E 1\n  BOS2 EF 6 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BOS2 F 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  BOS2 G 6 A_BruisAttack\n  Goto See\n Pain:\n  BOS2 H 2\n  BOS2 H 2 A_Pain\n  Goto See\n\n Pain.LockDown:\n  BOS2 H 35\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  BOS2 H 2 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  goto Missile\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 50, 13)\n\tgoto Spawn\n Death:\n  BOS2 I 8\n  BOS2 J 8 A_Scream\n  BOS2 K 8\n  BOS2 L 8 A_NoBlocking\n  BOS2 MN 8\n  Null A 0 A_GiveToTarget(\"SoulCount\",5)\n  BOS2 O -1\n  Stop\n Raise:\n  BOS2 O 8\n  BOS2 NMLKJI 8\n  Goto See\n\n Pain.SpecialIce:\n  GICE A 0 A_PlaySound(\"target/Freeze\")\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n  GICE A 3 BRIGHT Thing_Damage (0, 7, 18)\n  GICE A 40 SetPlayerProperty (0, 1, 0)\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n  GICE A 3\n  GICE A 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",5)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n\n   Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  BOS2 H 1 BRIGHT A_Pain\n  BOS2 H 70 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  BOS2 H 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\n\nACTOR CacodemonTactical : Cacodemon replaces Cacodemon\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 19\n Health 400\n Radius 31\n Height 56\n Mass 400\n Speed 12\n PainChance 128\n Monster\n +FLOAT\n +NOGRAVITY\n PainSound \"caco/pain\"\n DeathSound \"caco/death\"\n ActiveSound \"caco/active\"\n Obituary \"$OB_CACO\"\n HitObituary \"$OB_CACOHIT\"\n DamageFactor PsiControl, 0\n DropItem MedicalKit 2 1\n DropItem AmmoFour 64 10\n DropItem AmmoTwo 64 5\n DropItem AmmoThree 64 1\n DropItem \"CacoDrop\" 255 1\n States\n {\n Forgetit:\n  HEAD A 1 A_ClearTarget\n Spawn:\n  HEAD A 5 A_Look\n  HEAD A 5 A_Look\n  HEAD A 5 A_Look\n  HEAD A 5 A_Look\n  HEAD A 5 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  HEAD A 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  HEAD A 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  HEAD A 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  HEAD A 3 A_Chase\n  loop\n Missile:\n  HEAD B 1\n  HEAD BC 5 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  HEAD C 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  HEAD D 5 Bright A_HeadAttack\n  Goto See\n Pain:\n  HEAD E 3\n  HEAD E 3 A_Pain\n  HEAD F 6\n  Goto See\n\n Pain.LockDown:\n  HEAD E 14\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  HEAD E 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  Goto Missile\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 40, 13)\n\tgoto Spawn\n Death:\n  HEAD G 8\n  HEAD H 8 A_Scream\n  HEAD IJ 8\n  HEAD K 8 A_NoBlocking\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  HEAD L -1 A_SetFloorClip\n  Stop\n Raise:\n  HEAD L 8 A_UnSetFloorClip\n  HEAD KJIHG 8\n  Goto See\n\n Pain.SpecialIce:\n  GRIC B 0 A_PlaySound(\"target/Freeze\")\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n  GRIC B 0 A_ChangeFlag(\"NOGRAVITY\",0)\n  GRIC B 3 BRIGHT Thing_Damage (0, 4, 18)\n  GRIC B 40 SetPlayerProperty (0, 1, 0)\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n  GRIC B 0 A_ChangeFlag(\"NOGRAVITY\",1)\n  GRIC B 3\n  GRIC B 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",2)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n   Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  HEAD E 1 BRIGHT A_Pain\n  HEAD E 70 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  HEAD E 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\n\nACTOR CyberdemonTactical : CyberDemon Replaces CyberDemon\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 2\n\n SeeSound \"\"\n Game Doom\n SpawnID 114\n Health 6000\n Radius 40\n Height 110\n Mass 1000\n Speed 20\n PainChance 0\n Monster\n MinMissileChance 160\n +BOSS\n +MISSILEMORE\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +BOSSDEATH\n PainSound \"cyber/pain\"\n DeathSound \"cyber/death\"\n ActiveSound \"cyber/active\"\n Obituary \"$OB_CYBORG\"\n DamageFactor PsiControl, 0\n DropItem \"CyberDemonDrop\" 255 1\n DropItem \"CyberDemonDrop\" 255 1\n DropItem \"CyberDemonDrop\" 255 1\n States\n {\n Forgetit:\n  CYBR A 1 A_ClearTarget\n Spawn:\n  CYBR AB 8 A_Look\n  CYBR AB 8 A_Look\n  CYBR AB 8 A_Look\n  CYBR AB 8 A_Look\n  CYBR AB 8 A_Look\n  CYBR AB 8 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  CYBR A 3 A_Hoof\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  CYBR ABBCC 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  CYBR D 3 A_Metal\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  CYBR D 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Missile:\n  CYBR E 6 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  CYBR E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  CYBR F 8 A_CyberAttack\n  CYBR E 6 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  CYBR E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  CYBR F 8 A_CyberAttack\n  CYBR E 6 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  CYBR E 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  CYBR F 8 A_CyberAttack\n  Goto See\n\n CloakMissile:\n  CYBR EEE 6 A_FaceTarget\n  CYBR F 8 A_CyberAttack\n  CYBR EEEE 6 A_FaceTarget\n  CYBR F 8 A_CyberAttack\n  CYBR EEEE 6 A_FaceTarget\n  CYBR F 8 A_CyberAttack\n  Goto See\n Pain:\n  CYBR G 0 A_Jump(236,\"Missile\")\n  CYBR G 10 A_Pain\n  Goto See\n\n Pain.SpecialIce:\n  CYBR G 0 A_PlaySound(\"target/Freeze\")\n  CYBR G 0 A_ChangeFlag(\"NOPAIN\",1)\n  GICE A 3 BRIGHT Thing_Damage (0, 60, 18)\n  GICE A 40 SetPlayerProperty (0, 1, 0)\n  CYBR G 0 A_ChangeFlag(\"NOPAIN\",0)\n  GICE A 3\n  GICE A 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 400, 13)\n\tgoto Spawn\n\n Death:\n  CYBR H 1\n  CYBR H 10\n  CYBR I 10 A_Scream\n  CYBR JKL 10\n  CYBR M 10 A_NoBlocking\n  CYBR NO 10\n  Null A 0 A_GiveToTarget(\"SoulCount\",15)\n  CYBR P -1 A_BossDeath\n  Stop\n\n TacticalDeath:\n  CYBR H 10 A_NoBlocking\n  CYBR I 10 A_Scream\n  CYBR JKL 10\n  CYBR M 10 A_ChangeFlag(\"Solid\",0)\n  CYBR NO 10\n  CYBR P 30 A_BossDeath\n  CYBR P 100\n  CYBR P 30\n  CYBR ON 10\n  CYBR M 10 A_ChangeFlag(\"Solid\",1)\n  CYBR LKJ 10\n  CYBR I 10 A_PlaySound(\"cyber/active\")\n  CYBR H 8\n  Null A 0 A_GiveToTarget(\"SoulCount\",15)\n  CYBR H 0 A_BossDeath\n  CYBR H 0 A_SpawnItem(\"CyberdemonTactical\",4)\n  CYBR H 1\n  stop\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",15)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n   Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  CYBR G 1 BRIGHT A_Pain\n  CYBR G 140 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  CYBR G 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\n\nACTOR FatsoTactical : Fatso Replaces Fatso\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 2.0\n\n SeeSound \"\"\n Game Doom\n SpawnID 112\n Health 600\n Radius 48\n Height 64\n Mass 1000\n Speed 8\n PainChance 80\n Monster\n +FLOORCLIP\n +BOSSDEATH\n PainSound \"fatso/pain\"\n DeathSound \"fatso/death\"\n ActiveSound \"fatso/active\"\n Obituary \"$OB_FATSO\"\n DropItem \"FatsoDrop\" 255 1\n States\n {\n Forgetit:\n  FATT A 1 A_ClearTarget\n Spawn:\n  FATT AB 10 A_Look\n  FATT AB 10 A_Look\n  FATT AB 10 A_Look\n  FATT AB 10 A_Look\n  FATT AB 10 A_Look\n  FATT AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  FATT AABBCCDDEEFF 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Missile:\n  FATT G 1\n  FATT G 10 A_FatRaise\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  FATT G 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  FATT H 8 Bright A_FatAttack1\n  FATT IG 4\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  FATT G 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  FATT H 8 Bright A_FatAttack2\n  FATT IG 4\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  FATT G 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  FATT H 8 Bright A_FatAttack3\n  FATT IG 4\n  Goto See\n Pain:\n  FATT J 3\n  FATT J 3 A_Pain\n  Goto See\n\n Pain.LockDown:\n  FATT J 14\n  FATT J 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  Goto Missile\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 60, 13)\n\tgoto Spawn\n Death:\n  FATT K 6\n  FATT L 6 A_Scream\n  FATT M 6 A_NoBlocking\n  FATT NOPQRS 6\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  FATT T -1 A_BossDeath\n  Stop\n Raise:\n  FATT R 5\n  FATT QPONMLK 5\n  Goto See\n\n Pain.SpecialIce:\n  GICE A 0 A_PlaySound(\"target/Freeze\")\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n  GICE A 3 BRIGHT Thing_Damage (0, 6, 18)\n  GICE A 40 SetPlayerProperty (0, 1, 0)\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n  GICE A 3\n  GICE A 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  FATT J 1 BRIGHT A_Pain\n  FATT J 70 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  FATT J 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\n\nACTOR LostSoulTactical : LostSoul Replaces LostSoul\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 110\n Health 100\n Radius 16\n Height 56\n Mass 50\n Speed 10\n Damage 3\n PainChance 256\n Monster\n +FLOAT\n +NOGRAVITY\n +MISSILEMORE\n +DONTFALL\n +NOICEDEATH\n AttackSound \"skull/melee\"\n PainSound \"skull/pain\"\n DeathSound \"skull/death\"\n ActiveSound \"skull/active\"\n RenderStyle SoulTrans\n Obituary \"$OB_SKULL\" // \"%o was spooked by a lost soul.\"\n DamageFactor PsiControl, 0\n States\n {\n Forgetit:\n  SKUL A 1 A_ClearTarget\n Spawn:\n  SKUL AB 6 Bright A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SKUL AB 4 Bright A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Missile:\n  SKUL C 8 Bright A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SKUL C 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"Death\")\n  SKUL D 3 Bright A_SkullAttack\n  SKUL CD 3 Bright\n  Goto Missile+2\n\n CloakMissile:\n  SKUL C 8 Bright A_FaceTarget\n  SKUL D 3 Bright A_SkullAttack\n  SKUL CD 3 Bright A_ClearTarget\n  Goto Missile\n Pain:\n  SKUL E 3 Bright\n  SKUL E 3 Bright A_Pain\n  Goto See\n\n Pain.LockDown:\n DisruptXDeath:\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n Death:\n  SKUL F 6 Bright\n  SKUL G 6 Bright A_Scream\n  SKUL H 6 Bright\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  SKUL I 6 Bright A_NoBlocking\n  SKUL J 6\n  SKUL K 6\n  Stop\n\n Pain.SpecialIce:\n\tNULL A 0 Thing_Damage (0, 99999, 18)\n  Goto Death\n Pain.StunAngel:\n\tNULL A 0 Thing_Damage (0, 99999, 20)\n  Goto Death\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n }\n}\n\nACTOR PainElementalTactical : PainElemental replaces PainElemental\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 1.4\n DamageFactor LockDown, 0.5\n\n SeeSound \"\"\n Game Doom\n SpawnID 115\n Health 400\n Radius 31\n Height 56\n Mass 400\n Speed 8\n PainChance 128\n Monster\n +FLOAT\n +NOGRAVITY\n PainSound \"pain/pain\"\n DeathSound \"pain/death\"\n ActiveSound \"pain/active\"\n DamageFactor PsiControl, 0\n DropItem \"PainDrop\" 255 1\n States\n {\n Forgetit:\n  PAIN A 1 A_ClearTarget\n Spawn:\n  PAIN A 10 A_Look\n  PAIN A 10 A_Look\n  PAIN A 10 A_Look\n  PAIN A 10 A_Look\n  PAIN A 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  PAIN AABBCC 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  goto Spawn\n Missile:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  PAIN D 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"Death\")\n  PAIN D 5 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  PAIN E 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"Death\")\n  PAIN E 5 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  PAIN E 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"Death\")\n  PAIN F 4 Bright A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  PAIN F 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"Death\")\n  PAIN F 1 Bright A_PainAttack\n  goto see\n Pain:\n  PAIN G 6\n  PAIN G 6 A_Pain\n  Goto See\n\n Pain.LockDown:\n  PAIN G 3 A_Pain\n  PAIN G 14\n  PAIN G 3 A_Pain\n  PAIN G 14\n  PAIN G 3 A_Pain\n  PAIN G 14\n  PAIN G 3 A_Pain\n  PAIN G 14\n  Goto Missile\n\n Death:\n  PAIN H 8 Bright\n  PAIN I 8 Bright A_Scream\n  PAIN JK 8 Bright\n  PAIN L 8 Bright A_PainDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  PAIN M 8 Bright A_Jump(10,\"Raise\")\n  Stop\n\n DisruptXDeath:\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n\tNULL A 0 Thing_Damage (0, 99999, 13)\n Death.Laser:\n  PAIN H 8 Bright\n  PAIN I 8 Bright A_Scream\n  PAIN JK 8 Bright\n  PAIN L 8 Bright\n  PAIN M 8 BRIGHT\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  NULL B 300\n  stop\n\n Raise:\n  NULL B 500\n  PAIN MLKJIH 8 BRIGHT\n  PAIN H 8 BRIGHT A_Scream\n  PAIN H 1\n\tgoto See\n\n Pain.SpecialIce:\n  GRIC B 0 A_PlaySound(\"target/Freeze\")\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",1)\n  GRIC B 0 A_ChangeFlag(\"NOGRAVITY\",0)\n  GRIC B 3 BRIGHT Thing_Damage (0, 4, 18)\n  GRIC B 40 SetPlayerProperty (0, 1, 0)\n  GRIC B 0 A_ChangeFlag(\"NOPAIN\",0)\n  GRIC B 0 A_ChangeFlag(\"NOGRAVITY\",1)\n  GRIC B 3\n  GRIC B 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n   Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  PAIN G 1 BRIGHT A_Pain\n  PAIN G 70 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  PAIN G 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\nACTOR RevenantTracerTactical : RevenantTracer replaces RevenantTracer\n{\n+StrifeDamage\n}\n\nACTOR RevenantTactical : Revenant Replaces Revenant\n{\n DamageFactor Bullets, 1\n DamageFactor Fire, 0.5\n DamageFactor LockDown, 2\n\n SeeSound \"\"\n Game Doom\n SpawnID 20\n Health 300\n Radius 20\n Height 56\n Mass 500\n Speed 10\n PainChance 100\n Monster\n MeleeThreshold 196\n +MISSILEMORE\n +FLOORCLIP\n PainSound \"skeleton/pain\"\n DeathSound \"skeleton/death\"\n ActiveSound \"skeleton/active\"\n MeleeSound \"skeleton/melee\"\n HitObituary \"$OB_UNDEADHIT\" // \"%o was punched by a revenant.\"\n Obituary \"$OB_UNDEAD\" // \"%o couldn't evade a revenant's fireball.\"\n DropItem \"ReveDrop\" 255 1\n States\n {\n Forgetit:\n  SKEL A 1 A_ClearTarget\n Spawn:\n  SKEL AB 10 A_Look\n  SKEL AB 10 A_Look\n  SKEL AB 10 A_Look\n  SKEL AB 10 A_Look\n  SKEL AB 10 A_Look\n  SKEL AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SKEL AABBCCDDEEFF 2 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  loop\n Melee:\n  SKEL G 1 A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SKEL J 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SKEL G 6 A_SkelWhoosh\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SKEL J 0 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SKEL H 6 A_FaceTarget\n  SKEL I 6 A_SkelFist\n  Goto See\n Missile:\n  SKEL J 1\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SKEL J 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SKEL J 1 Bright A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SKEL J 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SKEL J 9 Bright A_FaceTarget\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SKEL J 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SKEL K 10 A_SkelMissile\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SKEL K 1 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SKEL K 10 A_FaceTarget\n  Goto See\n Pain:\n  SKEL L 5\n  SKEL L 5 A_Pain\n  Goto See\n\n Pain.LockDown:\n  SKEL L 14\n  SKEL L 3 A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  Goto Missile\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 30, 13)\n\tgoto Spawn\n\n Death:\n  SKEL LM 7\n  SKEL N 7 A_Scream\n  SKEL O 7 A_NoBlocking\n  SKEL P 7\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  SKEL Q -1\n  Stop\n Raise:\n  SKEL Q 5\n  SKEL PONML 5\n  Goto See\n\n Pain.SpecialIce:\n  GICE A 0 A_PlaySound(\"target/Freeze\")\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",1)\n  GICE A 3 BRIGHT Thing_Damage (0, 3, 18)\n  GICE A 40 SetPlayerProperty (0, 1, 0)\n  GICE A 0 A_ChangeFlag(\"NOPAIN\",0)\n  GICE A 3\n  GICE A 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",3)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  SKEL L 1 BRIGHT A_Pain\n  SKEL L 70 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  SKEL L 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\n\nACTOR SpiderMastermindTactical : SpiderMastermind Replaces SpiderMastermind\n{\n DamageFactor Bullets, 1.2\n DamageFactor Fire, 0.5\n DamageFactor LockDown, 2\n\n SeeSound \"\"\n Game Doom\n SpawnID 7\n Health 5000\n Radius 100\n Height 100\n Mass 1000\n Speed 12\n PainChance 0\n Monster\n MinMissileChance 160\n +BOSS\n +MISSILEMORE\n +FLOORCLIP\n +NORADIUSDMG\n +DONTMORPH\n +BOSSDEATH\n AttackSound \"spider/attack\"\n PainSound \"spider/pain\"\n DeathSound \"spider/death\"\n ActiveSound \"spider/active\"\n Obituary \"$OB_SPIDER\"\n DropItem \"MasterMindDrop\" 255 1\n DropItem \"MasterMindDrop\" 255 1\n DropItem \"MasterMindDrop\" 255 1\n States\n {\n Forgetit:\n  SPID A 1 A_ClearTarget\n Spawn:\n  SPID AB 10 A_Look\n  SPID AB 10 A_Look\n  SPID AB 10 A_Look\n  SPID AB 10 A_Look\n  SPID AB 10 A_Look\n  Loop\n See:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPID A 3 A_Metal\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPID ABB 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPID C 3 A_Metal\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPID CDD 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPID E 3 A_Metal\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPID EFF 3 A_Chase\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  Goto Spawn\n Missile:\n  SPID A 10 Bright A_FaceTarget\n Spam:\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPID A 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SPID G 4 Bright A_SPosAttackUseAtkSound\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPID A 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SPID H 4 Bright A_SPosAttackUseAtkSound\n  NULL A 0 A_JumpIfInTargetInventory(\"GhostCheck\",1,\"Forgetit\")\n  SPID A 0 Bright A_JumpIfInTargetInventory(\"Disruption\",1,\"DisruptXDeath\")\n  SPID H 1 Bright A_SpidRefire\n  Goto Spam\n Pain:\n  SPID I 1 A_Jump(216,\"Missile\")\n  SPID I 3\n  SPID I 3 A_Pain\n  Goto See\n\n Pain.SpecialIce:\n  CYBR G 0 A_PlaySound(\"target/Freeze\")\n  CYBR G 0 A_ChangeFlag(\"NOPAIN\",1)\n  GICE A 3 BRIGHT Thing_Damage (0, 50, 18)\n  GICE A 40 SetPlayerProperty (0, 1, 0)\n  CYBR G 0 A_ChangeFlag(\"NOPAIN\",0)\n  GICE A 3\n  GICE A 1 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n X10Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X9Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X8Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X7Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X6Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X5Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X4Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X3Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n X2Disrupt:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n\tGoto DisruptXDeath2\n DisruptXDeath:\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",10,\"x10Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",9,\"x9Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",8,\"x8Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",7,\"x7Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",6,\"x6Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",5,\"x5Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",4,\"x4Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",3,\"x3Disrupt\")\n  Null A 0 A_JumpIfInTargetInventory(\"edenmoduleactive\",2,\"x2Disrupt\")\n  Null A 0 A_GiveToTarget(\"DisruptionDamage\",1)\n\tNULL A 0 A_PlaySound(\"assassin/sonicboom\")\n DisruptXDeath2:\n\tNULL A 0 Thing_Damage (0, 500, 13)\n\tgoto spawn\n Death:\n  SPID J 20 A_Scream\n  SPID K 10 A_NoBlocking\n  SPID LMNOPQR 10\n  SPID S 30\n  Null A 0 A_GiveToTarget(\"SoulCount\",15)\n  Null A 0 A_GiveToTarget(\"ShieldModule\",1)\n  Null A 0 A_GiveToTarget(\"EnergyModule\",1)\n  SPID S -1 A_BossDeath\n  Stop\n\n CloakMissile:\n  SPID AAA 10 Bright A_FaceTarget\n  SPID G 6 Bright A_SPosAttackUseAtkSound\n  SPID H 6 Bright A_SPosAttackUseAtkSound\n  SPID H 2 Bright A_SpidRefire\n  Goto Missile+1\n\n Death.Suicide:\n Death.SpecialIce:\n  NULL A 1 A_IceGuyDie\n  Null A 0 A_GiveToTarget(\"SoulCount\",15)\n  Null A 0 A_Jump(32,\"IceDrop\")\n\tStop\n\n IceDrop:\n  Null A 0 A_SpawnItem(\"IceModule\")\n  Stop\n\n Death.Lockdown:\n  Null A 0 A_Jump(32,\"LockDrop\")\n\tgoto Death\n\n LockDrop:\n  Null A 0 A_SpawnItem(\"LockdownModule\")\n  Goto Death\n\n   Pain.StunAngel:\n  Null A 0 A_Pain\n  Null A 0 A_ChangeFlag(\"NOPAIN\",1)\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",1,\"AngelEffect2\")\n  Null A 0 A_SetTranslucent(0.9)\n  EffectResume:\n  Null A 0 A_GiveInventory(\"Cooldown1\",1)\n  Null A 0 SetPlayerProperty (0, 1, 0)\n  SPID I 1 BRIGHT A_Pain\n  SPID I 140 BRIGHT\n  Null A 0 A_ChangeFlag(\"NOPAIN\",0)\n  SPID I 5 BRIGHT\n  Null A 0 SetPlayerProperty (0, 0, 0)\n  Goto See\n\n  AngelEffect2:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",2,\"AngelEffect3\")\n  Null A 0 A_SetTranslucent(0.8)\n  goto EffectResume\n\n  AngelEffect3:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",3,\"AngelEffect4\")\n  Null A 0 A_SetTranslucent(0.7)\n  goto EffectResume\n\n  AngelEffect4:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",4,\"AngelEffect5\")\n  Null A 0 A_SetTranslucent(0.6)\n  goto EffectResume\n\n  AngelEffect5:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",5,\"AngelEffect6\")\n  Null A 0 A_SetTranslucent(0.5)\n  goto EffectResume\n\n  AngelEffect6:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",6,\"AngelEffect7\")\n  Null A 0 A_SetTranslucent(0.4)\n  goto EffectResume\n\n  AngelEffect7:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",7,\"AngelEffect8\")\n  Null A 0 A_SetTranslucent(0.3)\n  goto EffectResume\n\n  AngelEffect8:\n  Null A 0 A_JumpIfInventory(\"Cooldown1\",8,\"AngelEffect9\")\n  Null A 0 A_SetTranslucent(0.2)\n  goto EffectResume\n\n  AngelEffect9:\n  Null A 0 Thing_Damage (0, 99999, 20)\n  goto see\n\n  Death.Exit:\n  NULL A 0 A_PlaySound(\"PsiAssault/Attack\")\n  MWRG ABCDEF 3 BRIGHT\n  stop\n }\n}\n\n//## Projectiles ##\nACTOR CacodemonBall2 : CacodemonBall replaces CacodemonBall\n{\nspeed 25\nFastSpeed 25\n}\n\nACTOR BaronBall2 : BaronBall replaces BaronBall\n{\nspeed 35\nFastSpeed 30\n}\n\nACTOR ArachnotronPlasma2 : ArachnotronPlasma replaces ArachnotronPlasma\n{\nSpeed 40\nFastSpeed 40\n}"
      },
      {
        "source": "pk3",
        "name": "Base/Natives.txt",
        "contents": "Actor AmmoActiveOne : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor AmmoActiveTwo : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor AmmoActiveThree : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor Slot1Present : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor Slot2Present : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor Slot3Present : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor Slot4Present : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor Slot5Present : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor DirectorRoll : Inventory\n{\nInventory.MaxAmount 4\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\n//\n//\n//\n//\n//\nActor IsTechMage : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.MaxAmount 1\n-INVBAR\n}\nActor \"Disruption\" : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nACTOR StepShield\n{\n  Game Doom\n  SpawnID 51\n  Radius 2\n  Height 2\n  Speed 25\n  Damage 5\n  Projectile\n  +DONTBLAST\n  +RANDOMIZE\n  +NOCLIP\n  RenderStyle none\n  Alpha 0.75\n  SeeSound \"\"\n  DeathSound \"\"\n  Obituary \"$OB_MPPLASMARIFLE\" // \"%o was melted by %k's plasma gun.\"\n  States\n  {\n  Spawn:\n    PLSS A 1\n    PLSS A 1 A_PlaySound(\"ShieldDamage\")\n    PLSE A 10 Bright\n    Stop\n  }\n}\n\nActor ScopeHeritage : Inventory\n{\nInventory.MaxAmount 1\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nactor \"SuitEnergy\" : ammo\n{\n  Scale 0.4\n  +INVENTORY.UNDROPPABLE\n  +INVENTORY.IGNORESKILL\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  Inventory.PickupMessage \"Suit Energy\"\n  Inventory.Icon \"AMM1A0\"\n\n  States\n  {\n  Spawn:\n    AMM1 a -1\n    Stop\n  }\n}\n\nactor \"SlotOne\" : ammo\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 5\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 5\n  Inventory.PickupMessage \"Opened Box One\"\n  Inventory.Icon \"WEPSA0\"\n  -invbar\n\n  States\n  {\n  Spawn:\n    WEPS b -1\n    Stop\n  }\n}\n\nactor \"SlotTwo\" : ammo\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 5\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 5\n  Inventory.PickupMessage \"Opened Box Two\"\n  Inventory.Icon \"WEPSB0\"\n  -invbar\n\n  States\n  {\n  Spawn:\n    WEPS c -1\n    Stop\n  }\n}\n\nactor \"SlotThree\" : ammo\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 5\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 5\n  Inventory.PickupMessage \"Opened Box Three\"\n  Inventory.Icon \"WEPSC0\"\n  -invbar\n\n  States\n  {\n  Spawn:\n    WEPS d -1\n    Stop\n  }\n}\n\nactor \"SlotFour\" : ammo\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 5\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 5\n  Inventory.PickupMessage \"Opened Box Four\"\n  Inventory.Icon \"WEPSD0\"\n  -invbar\n\n  States\n  {\n  Spawn:\n    WEPS e -1\n    Stop\n  }\n}\n\nactor \"SlotFive\" : ammo\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 5\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 5\n  Inventory.PickupMessage \"Opened Box Five\"\n  Inventory.Icon \"WEPSE0\"\n  -invbar\n\n  States\n  {\n  Spawn:\n    WEPS f -1\n    Stop\n  }\n}\n\nactor \"Slotsix\" : ammo\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 5\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 5\n  Inventory.PickupMessage \"Opened Box Six\"\n  Inventory.Icon \"WEPSF0\"\n  -invbar\n\n  States\n  {\n  Spawn:\n    Weps G -1\n    Stop\n  }\n}\n\nactor \"SlotSeven\" : ammo\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 5\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 5\n  Inventory.PickupMessage \"Opened Box Seven\"\n  Inventory.Icon \"WEPSG0\"\n  -invbar\n\n  States\n  {\n  Spawn:\n    Weps H -1\n    Stop\n  }\n}\n\nactor \"PulseCheck\" : ammo\n{\n  Scale 0.8\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 1\n  Inventory.PickupMessage \"Pulse unlocked\"\n  Inventory.Icon \"WEPSG0\"\n  -invbar\n\n  States\n  {\n  Spawn:\n    Weps H -1\n    Stop\n  }\n}\n\nactor \"Ammo2Up\" : ammo\n{\n  Scale 0.5\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 9\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 9\n  Inventory.PickupMessage \"Ammo Two capacity Increased by 100!\"\n  Inventory.Icon \"AMM2A0\"\n\n  States\n  {\n  Spawn:\n    AMM2 B -1\n    Stop\n  }\n}\n\nactor \"Ammo3Up\" : ammo\n{\n  Scale 0.5\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 9\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 9\n  Inventory.PickupMessage \"Ammo Three capacity Increased by 100!\"\n  Inventory.Icon \"AMM3A0\"\n\n  States\n  {\n  Spawn:\n    AMM3 B -1\n    Stop\n  }\n}\n\nactor \"Ammo4Up\" : ammo\n{\n  Scale 0.5\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 9\n  Ammo.BackpackAmount 1\n  Ammo.BackpackMaxAmount 9\n  Inventory.PickupMessage \"Ammo Four capacity Increased by 100!\"\n  Inventory.Icon \"AMM4A0\"\n\n  States\n  {\n  Spawn:\n    AMM4 B -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Base/Natives2.txt",
        "contents": "Actor IconoclasmCount : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 900\nInventory.InterHubAmount  900\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\nActor IconoclasmRewarding : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.InterHubAmount  0\n-INVBAR\n+INVENTORY.UNDROPPABLE\n}\n\nactor \"IconoclasmBox\" : ammo\n{\n  Scale 1.1\n  +INVENTORY.UNDROPPABLE\n  Inventory.Amount 1\n  Inventory.MaxAmount 9000\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 9000\n  Inventory.PickupMessage \"You open the box...\"\n  Inventory.Icon \"RWEPB0\"\n  -invbar\n\n  States\n  {\n  Spawn:\n    RWEP B -1\n    Stop\n  }\n}\nactor \"IconBox1\" : IconoclasmBox\n{\n  Inventory.Amount 1\n}\nactor \"IconBox2\" : IconoclasmBox\n{\n  Inventory.Amount 2\n}\nactor \"IconBox3\" : IconoclasmBox\n{\n  Inventory.Amount 3\n}\nactor \"IconBox4\" : IconoclasmBox\n{\n  Inventory.Amount 4\n}\nactor \"IconBox5\" : IconoclasmBox\n{\n  Inventory.Amount 5\n}\nactor \"IconBox6\" : IconoclasmBox\n{\n  Inventory.Amount 6\n}\nactor \"IconBox7\" : IconoclasmBox\n{\n  Inventory.Amount 7\n}\nactor \"IconBox8\" : IconoclasmBox\n{\n  Inventory.Amount 8\n}\nactor \"IconBox9\" : IconoclasmBox\n{\n  Inventory.Amount 9\n}\nactor \"IconBox10\" : IconoclasmBox\n{\n  Inventory.Amount 10\n}\nactor \"IconBox11\" : IconoclasmBox\n{\n  Inventory.Amount 11\n}\nactor \"IconBox12\" : IconoclasmBox\n{\n  Inventory.Amount 12\n}\nactor \"IconBox13\" : IconoclasmBox\n{\n  Inventory.Amount 13\n}\nactor \"IconBox14\" : IconoclasmBox\n{\n  Inventory.Amount 14\n}\nactor \"IconBox15\" : IconoclasmBox\n{\n  Inventory.Amount 15\n}\nactor \"IconBox16\" : IconoclasmBox\n{\n  Inventory.Amount 16\n}\nactor \"IconBox17\" : IconoclasmBox\n{\n  Inventory.Amount 17\n}\nactor \"IconBox18\" : IconoclasmBox\n{\n  Inventory.Amount 18\n}\nactor \"IconBox19\" : IconoclasmBox\n{\n  Inventory.Amount 19\n}\nactor \"IconBox20\" : IconoclasmBox\n{\n  Inventory.Amount 20\n}\nactor \"IconBox21\" : IconoclasmBox\n{\n  Inventory.Amount 21\n}\nactor \"IconBox22\" : IconoclasmBox\n{\n  Inventory.Amount 22\n}\nactor \"IconBox23\" : IconoclasmBox\n{\n  Inventory.Amount 23\n}\nactor \"IconBox24\" : IconoclasmBox\n{\n  Inventory.Amount 24\n}\nactor \"IconBox25\" : IconoclasmBox\n{\n  Inventory.Amount 25\n}\nactor \"IconBox26\" : IconoclasmBox\n{\n  Inventory.Amount 26\n}\nactor \"IconBox27\" : IconoclasmBox\n{\n  Inventory.Amount 27\n}\nactor \"IconBox28\" : IconoclasmBox\n{\n  Inventory.Amount 28\n}\nactor \"IconBox29\" : IconoclasmBox\n{\n  Inventory.Amount 29\n}\nactor \"IconBox30\" : IconoclasmBox\n{\n  Inventory.Amount 30\n}\nactor \"IconBox31\" : IconoclasmBox\n{\n  Inventory.Amount 31\n}\nactor \"IconBox32\" : IconoclasmBox\n{\n  Inventory.Amount 32\n}\nactor \"IconBox33\" : IconoclasmBox\n{\n  Inventory.Amount 33\n}\nactor \"IconBox34\" : IconoclasmBox\n{\n  Inventory.Amount 34\n}\nactor \"IconBox35\" : IconoclasmBox\n{\n  Inventory.Amount 35\n}\nactor \"IconBox36\" : IconoclasmBox\n{\n  Inventory.Amount 36\n}\nactor \"IconBox37\" : IconoclasmBox\n{\n  Inventory.Amount 37\n}\nactor \"IconBox38\" : IconoclasmBox\n{\n  Inventory.Amount 38\n}\nactor \"IconBox39\" : IconoclasmBox\n{\n  Inventory.Amount 39\n}\nactor \"IconBox40\" : IconoclasmBox\n{\n  Inventory.Amount 40\n}\nactor \"IconBox41\" : IconoclasmBox\n{\n  Inventory.Amount 41\n}\nactor \"IconBox42\" : IconoclasmBox\n{\n  Inventory.Amount 42\n}\nactor \"IconBox43\" : IconoclasmBox\n{\n  Inventory.Amount 43\n}\nactor \"IconBox44\" : IconoclasmBox\n{\n  Inventory.Amount 44\n}\nactor \"IconBox45\" : IconoclasmBox\n{\n  Inventory.Amount 45\n}\nactor \"IconBox46\" : IconoclasmBox\n{\n  Inventory.Amount 46\n}\nactor \"IconBox47\" : IconoclasmBox\n{\n  Inventory.Amount 47\n}\nactor \"IconBox48\" : IconoclasmBox\n{\n  Inventory.Amount 48\n}\nactor \"IconBox49\" : IconoclasmBox\n{\n  Inventory.Amount 49\n}\nactor \"IconBox50\" : IconoclasmBox\n{\n  Inventory.Amount 50\n}"
      },
      {
        "source": "pk3",
        "name": "Base/REPLACE.txt",
        "contents": "//\n//\n//Doom2 Preservation Actors\n//\n//\nActor \"Chain Saw\" : chainsaw\n{\n  +INVENTORY.UNDROPPABLE\n}\n\nActor \"Pistol \" : Pistol\n{\n  Weapon.AmmoType \"AmmoOne\"\n}\nActor \"Shotgun \" : shotgun\n{\n  Weapon.AmmoType \"AmmoTwo\"\n}\n\nActor \"SuperShotgun \" : SuperShotgun\n{\n  Weapon.AmmoType \"AmmoTwo\"\n}\n\nActor \"Chaingun \" : chaingun\n{\n  Weapon.AmmoType \"AmmoOne\"\n}\n\nActor \"Rocket Launcher\" : rocketlauncher\n{\n  Weapon.AmmoType \"AmmoThree\"\n}\n\nActor \"PlasmaRifle \" : PlasmaRifle\n{\n  Weapon.AmmoType \"AmmoFour\"\n}\n\nActor \"BFG-9000\" : BFG9000\n{\n  Weapon.AmmoType \"AmmoFour\"\n}\n//Replaced Actors, see List.txt for a list top to bottom\n\nACTOR \"DummyPickUp1\" : CustomInventory\n{\nRenderStyle None\n+INVENTORY.UNDROPPABLE\n-FLOATBOB\nscale .9\nInventory.Amount 0\nInventory.MaxAmount 1\nInventory.PickupMessage \"Black Weapon Sphere\"\n-INVBAR\n  Inventory.pickupmessage \"\"\n+Pickup\n scale 0.6\nStates\n{\n\n  Spawn:\n    HALI B 10\n    loop\n  PickUp:\n    HALI B 10\n    Fail\nUse:\nNull B 1\nstop\n}\n}\n\nACTOR \"DummyPickUp2\" : DummyPickUp1 replaces armorbonus\n{\nStates\n{\n\n  Spawn:\n    HALI B 10\n    loop\n  PickUp:\n    HALI B 10\n    Fail\nUse:\nNull B 1\nstop\n}\n}\n\nACTOR \"DummyPickUp2345\" : DummyPickUp1 replaces healthbonus\n{\nStates\n{\n\n  Spawn:\n    HALI B 10\n    loop\n  PickUp:\n    HALI B 10\n    Fail\nUse:\nNull B 1\nstop\n}\n}\n\nactor CheckSpawnerCell : RandomSpawner replaces Cell\n{\n    DropItem \"AmmoCheck2\" 256 40\n    DropItem \"AmmoCheck3\" 256 40\n    DropItem \"AmmoCheck4\" 256 40\n}\n\nactor CheckSpawnerCellPack : RandomSpawner replaces CellPack\n{\n    DropItem \"AmmoCheck2\" 256 40\n    DropItem \"AmmoCheck3\" 256 40\n    DropItem \"AmmoCheck4\" 256 40\n}\n\nACTOR \"DummyPickUp17\" : DummyPickUp1 replaces Shotgun\n{\nStates\n{\n\n  Spawn:\n    HALI B 10\n    loop\n  PickUp:\n    HALI B 10\n    Fail\nUse:\nNull B 1\nstop\n}\n}\n\nACTOR \"DummyPickUp19\" : DummyPickUp1 Replaces Chaingun\n{\nStates\n{\n\n  Spawn:\n    HALI B 10\n    loop\n  PickUp:\n    HALI B 10\n    Fail\nUse:\nNull B 1\nstop\n}\n}\n\nACTOR \"DummyPickUp24\" : DummyPickUp1 replaces Pistol\n{\nStates\n{\n\n  Spawn:\n    HALI B 10\n    loop\n  PickUp:\n    HALI B 10\n    Fail\nUse:\nNull B 1\nstop\n}\n}\n\nACTOR \"DummyPickUp31\" : DummyPickUp1 replaces Fist\n{\nStates\n{\n\n  Spawn:\n    HALI B 10\n    loop\n  PickUp:\n    HALI B 10\n    Fail\nUse:\nNull B 1\nstop\n}\n}\nACTOR \"RadiationSuit\" : EnvironmentalSuit replaces RadSuit\n{\nInventory.MaxAmount 2\nInventory.InterHubAmount 2\n}\n\nACTOR AllMap2 : AllMap\n{\n+INVENTORY.UNDROPPABLE\n}\nACTOR Medikit2 : Medikit\n{\n}\nACTOR StimPack2 : StimPack\n{\n}\n\nactor ArmorSpawner : RandomSpawner replaces greenarmor\n{\n    DropItem \"MedPatch\" 256 25\n}\n\nactor ArmorSpawner : RandomSpawner replaces bluearmor\n{\n    DropItem \"MedicalKit\" 256 25\n}\nactor HealthSpawner : RandomSpawner replaces medikit\n{\n    DropItem \"Medikit2\" 256 75\n}\n\nactor StimSpawner : RandomSpawner replaces stimpack\n{\n    DropItem \"Stimpack2\" 256 75\n}\n\n//Needs Update\nactor BonusSpawner1 : RandomSpawner replaces Blursphere\n{\n    DropItem \"MedicalKit\" 256 25\n    DropItem \"RadiationSuit\" 256 25\n    DropItem \"MapScanner\" 256 5\n}\n\n//Needs Update\nactor BonusSpawner2 : RandomSpawner replaces berserk\n{\n    DropItem \"RadiationSuit\" 256 25\n    DropItem \"MedicalKit\" 256 25\n    DropItem \"MapScanner\" 256 5\n}\n\nactor PackSpawner : RandomSpawner replaces backpack\n{\n    DropItem \"MedPatch\" 256 25\n\n}\n\nactor SawSpawner : RandomSpawner replaces ChainSaw\n{\n    DropItem \"Ammo4Module\" 256 5\n    DropItem \"Ammo3Module\" 256 5\n    DropItem \"Ammo2Module\" 256 5\n\t DropItem \"MediumShieldPack\" 256 5\n    DropItem \"LargeShieldPack\" 256 5\n    DropItem \"ExtraLargeShieldPack\" 256 5\n}\n\nactor SSGSpawner : RandomSpawner replaces SuperShotgun\n{\n    DropItem \"iconbox1\" 256 7\n    DropItem \"iconbox2\" 256 7\n    DropItem \"LargeShieldPack\" 256 3\n    DropItem \"ExtraLargeShieldPack\" 256 3\n    DropItem \"MapScanner\" 256 3\n}\n\nactor RocketLauncherSpawner : RandomSpawner replaces RocketLauncher\n{\n    DropItem \"iconbox3\" 256 7\n    DropItem \"iconbox2\" 256 7\n    DropItem \"MediumShieldPack\" 256 3\n    DropItem \"LargeShieldPack\" 256 3\n    DropItem \"ExtraLargeShieldPack\" 256 3\n    DropItem \"MapScanner\" 256 3\n}\n\nactor PlasmaRifleSpawner : RandomSpawner replaces PlasmaRifle\n{\n    DropItem \"iconbox3\" 256 7\n    DropItem \"iconbox4\" 256 7\n    DropItem \"Ammo4Module\" 256 5\n    DropItem \"Ammo3Module\" 256 5\n    DropItem \"Ammo2Module\" 256 5\n}\n\nactor BFGSpawner : RandomSpawner replaces BFG9000\n{\n    DropItem \"iconbox4\" 256 7\n    DropItem \"iconbox3\" 256 7\n    DropItem \"Ammo4Module\" 256 5\n    DropItem \"Ammo3Module\" 256 5\n    DropItem \"Ammo2Module\" 256 5\n}"
      },
      {
        "source": "pk3",
        "name": "Base/RandomSpawn.txt",
        "contents": "actor ZmanDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64\n}\n\nactor SmanDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n}\n\nactor CmanDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n}\n\nactor ImpDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n}\n\nactor CacoDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n}\n\nactor PainDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n}\n\nactor ReveDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n    DropItem \"MediumShieldPack\" 64 1\n    DropItem \"MapScanner\" 255 10\n}\n\nactor FatsoDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n    DropItem \"largeShieldPack\" 64 1\n    DropItem \"MapScanner\" 255 10\n}\n\nactor ArachnoDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n    DropItem \"ExtraLargeShieldPack\" 64 1\n}\n\nactor HellKDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n}\n\nactor BaronDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n}\n\nactor VileDrop : RandomSpawner\n{\n    DropItem \"AmmoCheck2\" 64 100\n    DropItem \"AmmoCheck3\" 64 100\n    DropItem \"AmmoCheck4\" 64 100\n    DropItem \"(TW)(PortalGun)\" 25 1\n    DropItem \"(BG)(PortalGun)\" 25 1\n    DropItem \"(RO)(PortalGun)\" 25 1\n}\nactor MasterMindDrop : RandomSpawner\n{\n    DropItem \"InsaneShieldPack\" 64 5\n    DropItem \"AmmoModule\" 64 5\n    DropItem \"RegenModule\" 64 5\n    DropItem \"EnergyModule\" 64 5\n    DropItem \"ShieldModule\" 64 5\n    DropItem \"(TW)(PortalGun)\" 25 1\n    DropItem \"(BG)(PortalGun)\" 25 1\n    DropItem \"(RO)(PortalGun)\" 25 1\n}\n\nactor CyberDemonDrop : RandomSpawner\n{\n    DropItem \"InsaneShieldPack\" 64 5\n    DropItem \"AmmoModule\" 64 5\n    DropItem \"RegenModule\" 64 5\n    DropItem \"EnergyModule\" 64 5\n    DropItem \"ShieldModule\" 64 5\n    DropItem \"(TW)(PortalGun)\" 25 1\n    DropItem \"(BG)(PortalGun)\" 25 1\n    DropItem \"(RO)(PortalGun)\" 25 1\n}"
      },
      {
        "source": "pk3",
        "name": "Base/Modules.txt",
        "contents": "Actor EnergyModule : CustomInventory\n{\nScale 0.5\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_ENGY\"\nTag \"Energy Pack\"\nInventory.PickupMessage \"EnergyPack! Deactivates other packs when used.\"\nStates\n{\nSpawn:\nENGY A 10\nENGY A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"EnergyModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Increases Energy Production, use again to activate\")\nTNT1 A 0 A_GiveInventory(\"EnergyModulePrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_TakeInventory(\"RegenModActive\",1)\nTNT1 A 0 A_TakeInventory(\"AmmoModActive\",1)\nTNT1 A 0 A_TakeInventory(\"EnergyModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"ShieldModuleActive\",1)\nTNT1 A 0 A_GiveInventory(\"EnergyModuleActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor EnergyModuleActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor BlinkModuleActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\nActor EnergyModulePrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//########################################\nActor ShieldModule : CustomInventory\n{\nScale 0.5\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_SHLD\"\nTag \"Shield Pack\"\nInventory.PickupMessage \"ShieldPack! Activate for Details\"\nStates\n{\nSpawn:\nSLDP A 10\nSLDP A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"ShieldModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Enables Shield usage, use again to activate\")\nTNT1 A 0 A_GiveInventory(\"ShieldModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_TakeInventory(\"RegenModActive\",1)\nTNT1 A 0 A_TakeInventory(\"AmmoModActive\",1)\nTNT1 A 0 A_TakeInventory(\"EnergyModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"ShieldModuleActive\",1)\nTNT1 A 0 A_GiveInventory(\"ShieldModuleActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor ShieldModuleActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor ShieldModulePrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor AbsoluteModule : CustomInventory\n{\n  +INVENTORY.UNDROPPABLE\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_ABDE\"\nInventory.InterHubAmount 5\nTag \"Absolute Defense Skill Module\"\nInventory.PickupMessage \"A Skill Mod! I wonder which one..\"\nStates\n{\nSpawn:\nABDE A 10\nABDE A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/choose\")\nTNT1 A 1 A_JumpIfInventory(\"AbsoluteModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Disables Current Skill, Activates Absolute Defense\")\nTNT1 A 0 A_GiveInventory(\"AbsoluteModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"AbsoluteModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"TrapModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"RepeatModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModule\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModule\",10)\nTNT1 A 0 A_TakeInventory(\"TrapModule\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModule\",10)\nTNT1 A 0 A_TakeInventory(\"PlasmaModule\",10)\nStop\n}\n}\n\nActor AbsoluteModuleActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.InterHubAmount 10\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor ShieldCheck : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\nActor AbsoluteModulePrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor EdenModule : CustomInventory\n{\n  +INVENTORY.UNDROPPABLE\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_EDEN\"\nTag \"Counter Attack Skill Module\"\nInventory.InterHubAmount 5\nInventory.PickupMessage \"A Skill Mod! I wonder which one..\"\nStates\n{\nSpawn:\nEDEN A 10\nEDEN A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/choose\")\nTNT1 A 1 A_JumpIfInventory(\"EdenModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Disables Current Skill, Activates Counter Attack\")\nTNT1 A 0 A_GiveInventory(\"EdenModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_Print(\"Use Wisely every kill adds cooldown.\")\nTNT1 A 0 A_GiveInventory(\"EdenModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"TrapModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"RepeatModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModule\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModule\",10)\nTNT1 A 0 A_TakeInventory(\"TrapModule\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModule\",10)\nTNT1 A 0 A_TakeInventory(\"PlasmaModule\",10)\nStop\n}\n}\n\nActor EdenModuleActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.InterHubAmount 10\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor EdenModulePrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor TrapModule : CustomInventory\n{\n  +INVENTORY.UNDROPPABLE\nScale 0.5\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_Trap\"\nTag \"Trap Sphere Skill Module\"\nInventory.InterHubAmount 5\nInventory.PickupMessage \"A Skill Mod! I wonder which one..\"\nStates\n{\nSpawn:\nTRAP A 10\nTRAP A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/choose\")\nTNT1 A 1 A_JumpIfInventory(\"TrapModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Disables Current Skill, Activates Trap Sphere\")\nTNT1 A 0 A_GiveInventory(\"TrapModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"TrapModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"EdenModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"RepeatModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModule\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModule\",10)\nTNT1 A 0 A_TakeInventory(\"TrapModule\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModule\",10)\nTNT1 A 0 A_TakeInventory(\"PlasmaModule\",10)\nStop\n}\n}\n\nActor TrapModuleActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.InterHubAmount 10\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor TrapModulePrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor CloakModule : CustomInventory\n{\n  +INVENTORY.UNDROPPABLE\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_CLOK\"\nTag \"Cloaking Skill Module\"\nInventory.InterHubAmount 5\nInventory.PickupMessage \"A Skill Mod! I wonder which one..\"\nStates\n{\nSpawn:\nCLOK A 10\nCLOK A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/choose\")\nTNT1 A 1 A_JumpIfInventory(\"CloakModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Disables Current Skill, Activates Cloaking Device\")\nTNT1 A 0 A_GiveInventory(\"CloakModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"CloakModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"TrapModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"RepeatModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModule\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModule\",10)\nTNT1 A 0 A_TakeInventory(\"TrapModule\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModule\",10)\nTNT1 A 0 A_TakeInventory(\"PlasmaModule\",10)\nStop\n}\n}\n\nActor CloakModuleActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.InterHubAmount 10\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor CloakModulePrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor PlasmaModule : CustomInventory\n{\n  +INVENTORY.UNDROPPABLE\nScale 0.5\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_PLRP\"\nTag \"Plasma Module\"\nInventory.InterHubAmount 5\nInventory.PickupMessage \"A Skill Mod! I wonder which one..\"\nStates\n{\nSpawn:\nPLRP Z 10\nPLRP Z 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/choose\")\nTNT1 A 1 A_JumpIfInventory(\"RepeatModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Disables current skill, Alt Fire Selects Plasma Repeater\")\nTNT1 A 0 A_GiveInventory(\"RepeatModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"RepeatModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"TrapModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModuleActive\",10)\nTNT1 A 0 A_TakeInventory(\"AbsoluteModule\",10)\nTNT1 A 0 A_TakeInventory(\"EdenModule\",10)\nTNT1 A 0 A_TakeInventory(\"TrapModule\",10)\nTNT1 A 0 A_TakeInventory(\"CloakModule\",10)\nTNT1 A 0 A_TakeInventory(\"PlasmaModule\",10)\nStop\n}\n}\n\nActor RepeatModuleActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 10\nInventory.InterHubAmount 10\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor RepeaterMode : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor RepeatModulePrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor VitalityModule : CustomInventory replaces megasphere\n{\nScale 0.7\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 100\nInventory.InterHubAmount 100\nInventory.Icon \"I_FULL\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"Vitality Kit!\"\nTag \"Vitality Module\"\nStates\n{\nSpawn:\nFULL B 10\nFULL A 10\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"HealthModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"HP restored to full and max health raised by 1!\")\nTNT1 A 0 A_GiveInventory(\"HealthModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"UpgradeStamina\",1)\nTNT1 A 0 A_GiveInventory(\"VitalCount\",1)\nStop\n}\n}\n\nActor HealthModulePrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor VitalCount : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 20\n+INVENTORY.UNDROPPABLE\nInventory.InterHubAmount 20\n-INVBAR\n}\n\nActor VitalDeathKey : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\nInventory.InterHubAmount 1\n-INVBAR\n}\nActor VitalCheck : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 20\n+INVENTORY.UNDROPPABLE\nInventory.InterHubAmount 20\n-INVBAR\n}\n//########################################\nActor MapScanner : CustomInventory replaces AllMap\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_PMUP\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"Map Scanner!\"\nTag \"Map Scanner\"\nStates\n{\nSpawn:\nPMUP B 10\nPMUP A 10\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"ScannerModulePrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Reveals Map, Keys, and Other Actors for a time.\")\nTNT1 A 0 A_GiveInventory(\"ScannerModulePrompt\",1)\nFail\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"MapRevealer\")\nTNT1 A 0 A_GiveInventory(\"PowerScannerModule\")\nStop\n}\n}\n\nActor ScannerModulePrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\nACTOR PowerScannerModule : PowerScanner\n{\n  +INVENTORY.UNDROPPABLE\n  Powerup.Duration -160\n  +INVENTORY.HUBPOWER\n  +INVENTORY.PERSISTENTPOWER\n}\n\n//########################################\nActor MediumShieldPack : CustomInventory\n{\nScale 0.6\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_NSHB\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"A medium shield battery.\"\nTag \"Medium Shield Battery\"\nStates\n{\nSpawn:\nNSHB A 10\nNSHB A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"ShieldModuleActive\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"I can't use this without a shield module active.\")\nFail\n\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"ShieldPack1Activate\")\nStop\n\nUse3:\nTNT1 A 1\nFail\n}\n}\n\nActor ShieldPack1Activate : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor LargeShieldPack : CustomInventory\n{\nScale 0.8\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_NSHC\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"A large shield battery.\"\nTag \"Large Shield Battery\"\nStates\n{\nSpawn:\nNSHC A 10\nNSHC A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"ShieldModuleActive\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"I can't use this without a shield module active.\")\nFail\n\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"ShieldPack2Activate\")\nStop\n\nUse3:\nTNT1 A 1\nFail\n}\n}\n\nActor ShieldPack2Activate : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor ExtraLargeShieldPack : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_NSHD\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"An Extra large shield battery.\"\nTag \"Extra Large Shield Battery\"\nStates\n{\nSpawn:\nNSHD A 10\nNSHD A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_JumpIfInventory(\"ShieldModuleActive\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"I can't use this without a shield module active.\")\nFail\n\nUse2:\nTNT1 A 1\nTNT1 A 0 A_GiveInventory(\"ShieldPack2Activate\")\nStop\n\nUse3:\nTNT1 A 1\nFail\n}\n}\n\nActor ShieldPack3Activate : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//########################################\nActor InsaneShieldPack : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_NSHE\"\nInventory.InterHubAmount 1\nInventory.PickupMessage \"What kind of shield is this?! it works without a module.\"\nTag \"Insanity Shield Battery\"\nStates\n{\nSpawn:\nNSHD A 5 BRIGHT\nNSHC A 5\nNSHB A 5 BRIGHT\nNSHD A 5\nNSHC A 5 BRIGHT\nNSHB A 5\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/backup\")\nTNT1 A 1 A_GiveInventory(\"InsanityPackActivate\")\nStop\n\n}\n}\n\nActor InsanityPackActivate : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}"
      },
      {
        "source": "pk3",
        "name": "Base/Modules2.txt",
        "contents": "//####################################################\nActor SplashModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_SPLH\"\nTag \"Spark Mod\"\nInventory.PickupMessage \"Spark Weapon Mod!\"\nStates\n{\nSpawn:\nSPLH A 10\nSPLH A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"MageKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"SplashModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Your Weapon Will deal Spark(Fire) Damage\")\nTNT1 A 0 A_GiveInventory(\"SplashModPrompt\",1)\nFail\nUse2:\nTNT1 A 1 A_JumpIfInventory(\"SplashModPrompt\",1,\"Use2\")\nTNT1 A 0 A_GiveInventory(\"SplashModActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor SplashModActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor SplashModPrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\n//####################################################\nActor LockDownModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_LCKD\"\nTag \"Lockdown Mod\"\nInventory.PickupMessage \"LockDown Weapon Mod!\"\nStates\n{\nSpawn:\nLCKD A 10\nLCKD A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"LockDownModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Your Weapon Will deal Lockdown Damage\")\nTNT1 A 0 A_GiveInventory(\"LockDownModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"LockDownModActive\",1)\nStop\n}\n}\n\nActor LockDownModActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor LockDownModPrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\n//####################################################\nActor IceModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_IDCD\"\nTag \"Ice Mod\"\nInventory.PickupMessage \"ice Weapon Mod!\"\nStates\n{\nSpawn:\nIDCD A 10\nIDCD A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"DestoryerKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"IceModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Your Weapon Will deal Ice Damage\")\nTNT1 A 0 A_GiveInventory(\"IceModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"IceModActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor IceModActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor IceModPrompt : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\n\n//####################################################\nActor RegenModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_REGN\"\nTag \"Health Regeneration Mod\"\nInventory.PickupMessage \"Regeneration Mod!\"\nStates\n{\nSpawn:\nREGN A 10\nREGN A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"RegenModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Your Health wil regenerate but your energy will not.\")\nTNT1 A 0 A_GiveInventory(\"RegenModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_TakeInventory(\"RegenModActive\",1)\nTNT1 A 0 A_TakeInventory(\"AmmoModActive\",1)\nTNT1 A 0 A_TakeInventory(\"EnergyModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"ShieldModuleActive\",1)\nTNT1 A 0 A_GiveInventory(\"RegenModActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor RegenModActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor RegenModPrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\n\n//####################################################\nActor AmmoModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_SRVL\"\nTag \"Ammo Regeneration Mod\"\nInventory.PickupMessage \"Ammo Mod!\"\nStates\n{\nSpawn:\nSRVL A 10\nSRVL A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\nTNT1 A 1 A_JumpIfInventory(\"GuardKey\",1,\"UseExplode\")\nTNT1 A 1 A_JumpIfInventory(\"AmmoModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Allows ammo regeneration, but decreases regeneration speed.\")\nTNT1 A 0 A_GiveInventory(\"AmmoModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_TakeInventory(\"RegenModActive\",1)\nTNT1 A 0 A_TakeInventory(\"AmmoModActive\",1)\nTNT1 A 0 A_TakeInventory(\"EnergyModuleActive\",1)\nTNT1 A 0 A_TakeInventory(\"ShieldModuleActive\",1)\nTNT1 A 0 A_GiveInventory(\"AmmoModActive\",1)\nStop\nUseExplode:\nTNT1 A 0 A_Print(\"you've accidentally destroyed this item.\")\nStop\n}\n}\n\nActor AmmoModActive : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor AmmoModPrompt : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################"
      },
      {
        "source": "pk3",
        "name": "Base/Modules3.txt",
        "contents": "//####################################################\nActor Ammo2Module : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 3\nInventory.InterHubAmount 3\nInventory.Icon \"I_AM2D\"\nTag \"Ammo2 Mod\"\nInventory.PickupMessage \"Ammo 2 Weapon Mod!\"\nStates\n{\nSpawn:\nAM2D A 10\nAM2D A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\n//Shit load of check states for guns that use ammo2\n//TNT1 A 1 A_JumpIfInventory(\"Ammo2ModPrompt\",1,\"Use2\")\nTNT1 A 1 A_JumpIfInventory(\"Ammo2ModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Makes current weapon use Ammo Two, fails if gun already uses this type or uses energy.\")\nTNT1 A 0 A_GiveInventory(\"Ammo2ModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"Ammo2ModActive\",1)\nStop\nUse3:\nTNT1 A 0\nFail\n}\n}\n\nActor Ammo2ModActive : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor Ammo2ModPrompt : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\nActor Ammo3Module : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 3\nInventory.InterHubAmount 3\nInventory.Icon \"I_AM3D\"\nTag \"AmmoThree Mod\"\nInventory.PickupMessage \"Ammo Three Weapon Mod!\"\nStates\n{\nSpawn:\nAM3D A 10\nAM3D A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\n//Shit load of check states for guns that use Ammo3\n//TNT1 A 1 A_JumpIfInventory(\"Ammo3ModPrompt\",1,\"Use2\")\nTNT1 A 1 A_JumpIfInventory(\"Ammo3ModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Makes current weapon use Ammo Three, fails if gun already uses this type or uses energy.\")\nTNT1 A 0 A_GiveInventory(\"Ammo3ModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"Ammo3ModActive\",1)\nStop\nUse3:\nTNT1 A 0\nFail\n}\n}\n\nActor Ammo3ModActive : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor Ammo3ModPrompt : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n//####################################################\nActor Ammo4Module : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 3\nInventory.InterHubAmount 3\nInventory.Icon \"I_AM4D\"\nTag \"Ammo Four Mod\"\nInventory.PickupMessage \"Ammo Four Weapon Mod!\"\nStates\n{\nSpawn:\nAM4D A 10\nAM4D A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"menu/change\")\n//Shit load of check states for guns that use Ammo4\n//TNT1 A 1 A_JumpIfInventory(\"Ammo4ModPrompt\",1,\"Use2\")\nTNT1 A 1 A_JumpIfInventory(\"Ammo4ModPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Makes current weapon use Ammo Four, fails if gun already uses this type or uses energy.\")\nTNT1 A 0 A_GiveInventory(\"Ammo4ModPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"Ammo4ModActive\",1)\nStop\nUse3:\nTNT1 A 0\nFail\n}\n}\n\nActor Ammo4ModActive : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor Ammo4ModPrompt : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\n//####################################################\nActor BlinkModule : CustomInventory\n{\nScale 1\n+INVBAR\nInventory.Amount 1\nInventory.MaxAmount 1\nInventory.Icon \"I_LCKD\"\nTag \"Blink Mod\"\nInventory.PickupMessage \"Blink Mod!\"\nStates\n{\nSpawn:\nLCKD A 10\nLCKD A 10 BRIGHT\nLoop\n\nUse:\nTNT1 A 1\nTNT1 A 0 A_PlaySound(\"timepoof\")\nTNT1 A 1 A_JumpIfInventory(\"BlinkPrompt\",1,\"Use2\")\nTNT1 A 1\nTNT1 A 0 A_Print(\"Alt Fire will Teleport you a short distance\")\nTNT1 A 0 A_GiveInventory(\"BlinkPrompt\",1)\nFail\nUse2:\nTNT1 A 0 A_GiveInventory(\"BlinkActive\",1)\nStop\n}\n}\n\nActor BlinkActive : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nActor BlinkPrompt : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Anarchist/Class.txt",
        "contents": "//  Player.StartItem \"PsionicControl\"\n//  Player.StartItem \"GuardturretDeploy\"\n//  Player.StartItem \"PsionicMine\"\n//  Player.StartITem \"ZoomIcon\"\n\nActor DestoryerKey : Inventory\n{\n  +INVENTORY.UNDROPPABLE\nInventory.Amount 1\nInventory.MaxAmount 1\n+INVENTORY.UNDROPPABLE\n-INVBAR\n}\n\nACTOR \"DamageRoll\" : PlayerPawn\n{\n Species Player\n +THRUSPECIES\n +MTHRUSPECIES\n +DONTBLAST\n  Speed 1.2\n  Health 80\n  Player.MaxHealth 80\n  Radius 16\n  Height 56\n  Mass 999\n  PainChance 256\n  -CANBLAST\n  -pushable\n  DamageFactor Normal, 1.2\n  Player.DisplayName \"Anarchist\"\n  Player.StartItem \"Reloader\"\n  Player.StartItem \"ZoomIcon\"\n  Player.StartItem \"DestoryerKey\"\n  Player.StartItem \"TeamShiftModule\"\n  Player.StartItem \"SelfShiftModule\"\n  Player.StartItem \"ShiftSummonModule\"\n  Player.StartItem \"PointSet\"\n  Player.StartItem \"PGunVariableA\",2\n  Player.StartItem \"PGunVariableB\",1\n  Player.StartItem \"ATCSVariableA\",2\n  Player.StartItem \"ATCSVariableB\",1\n  Player.StartItem \"ChainGunVariableA\",3\n  Player.StartItem \"ChainGunVariableB\",1\n  Player.StartItem \"FusorVariableA\",4\n  Player.StartItem \"FusorVariableB\",1\n//  Player.StartItem \"RepeatModuleActive\",1\n//Given at level 10\n  Player.StartItem \"PumpShell\", 6\n  Player.StartItem \"SuitEnergy\", 100\n  Player.StartItem \"AmmoTwo\", 100\n  Player.StartItem \"AmmoThree\",100\n  Player.StartItem \"AmmoFour\", 100\n  Player.StartItem \"Scatter Blaster\"\n  player.soundclass \"Gho\"\n  Player.ColorRange 112, 127\n  -NOSKIN\n  Scale 0.95\n  Player.DamageScreenColor Teal\n  States\n  {\n  Spawn:\n    NPLA  A 1\n    NPLA  A 1\n  Spawn2:\n\tNPLA  A 10\n\tNPLA  A 1 A_GiveInventory(\"IsAlive\")\n    goto spawn2\n  See:\n    NPLA  AB 5 A_GiveInventory(\"IsAlive\")\n    NPLA  CD 6 A_GiveInventory(\"IsAlive\")\n    goto Spawn\n  Missile:\n    NPLA  EF 6\n    goto Spawn\n  Melee:\n    NPLA  EF 6 BRIGHT\n    goto Spawn\n  Pain:\n    NPLA  G 1\n//    NPLA  G 0 A_JumpIfInventory(\"SurviveModActive\",1,\"HealthCheck\")\n  PainFinish:\n    NPLA  G 0 a_Jump(180,\"spawn\")\n    NPLA  G 1 a_SpawnItem(\"StepShield\",36)\n    NPLA  G 1 A_Pain\n    NPLA  G 0 A_TakeInventory(\"PhaseKeyActivate\")\n    goto Spawn\n\n  HealthCheck:\n    NPLA  G 0\n    NPLA  G 0 A_JumpIfHealthLower(20,\"HealthReward\")\n\tGoto PainFinish\n  HealthReward:\n    NPLA  G 0\n    NPLA  G 0 Thing_ChangeTID (0, 7919)\n    NPLA  G 0 A_GiveInventory(\"PhaseKeyActivate\")\n    NPLA  G 0 A_JumpIfInventory(\"AmmoTwo\",2,\"HealthReward01\")\n    NPLA  G 0 A_JumpIfInventory(\"AmmoThree\",2,\"HealthReward02\")\n    NPLA  G 0 A_JumpIfInventory(\"AmmoFour\",2,\"HealthReward03\")\n\tGoto HealthReward2\n  HealthReward01:\n    NPLA  G 0\n    NPLA  G 0 a_GiveInventory(\"Health\",1)\n    NPLA  G 0 A_TakeInventory(\"AmmoTwo\",2)\n    NPLA  G 0 A_JumpIfHealthLower(100,\"HealthReward2\")\n\tGoto PainFinish\n  HealthReward2:\n    NPLA  G 0\n    NPLA  G 0 A_JumpIfInventory(\"AmmoThree\",2,\"HealthReward02\")\n    NPLA  G 0 A_JumpIfInventory(\"AmmoTwo\",2,\"HealthReward01\")\n    NPLA  G 0 A_JumpIfInventory(\"AmmoFour\",2,\"HealthReward03\")\n\tGoto HealthReward3\n  HealthReward02:\n    NPLA  G 0\n    NPLA  G 0 a_GiveInventory(\"Health\",1)\n    NPLA  G 0 A_TakeInventory(\"AmmoThree\",2)\n    NPLA  G 0 A_JumpIfHealthLower(100,\"HealthReward3\")\n\tGoto PainFinish\n  HealthReward3:\n    NPLA  G 0\n    NPLA  G 0 A_JumpIfInventory(\"Ammofour\",2,\"HealthReward03\")\n    NPLA  G 0 A_JumpIfInventory(\"AmmoTwo\",2,\"HealthReward01\")\n    NPLA  G 0 A_JumpIfInventory(\"AmmoThree\",2,\"HealthReward02\")\n\tGoto PainFinish\n  HealthReward03:\n    NPLA  G 0\n    NPLA  G 0 a_GiveInventory(\"Health\",1)\n    NPLA  G 0 A_TakeInventory(\"AmmoFour\",2)\n    NPLA  G 0 A_JumpIfHealthLower(100,\"HealthReward\")\n\tGoto PainFinish\n\n  Death:\n  Death1:\n  XDeath:\n  XDeath1:\n  AltSkinDeath:\n  AltSkinXDeath:\n    NPLA  H 1 A_GiveInventory(\"VitalDeathKey\")\n    NPLA  H 1 A_TakeInventory(\"IsAlive\")\n    NPLA  H 1 Thing_ChangeTID (7919, 0)\n    NPLA  H 5 Thing_ChangeTID (7919, 0)\n    NPLA  I 5 A_PlayerScream\n    NPLA  J 5 A_NoBlocking\n    NPLA  KLM 5\n    NPLA  N -1\n    Stop\n\n Death.Suicide:\n    NPLA  H 1 A_GiveInventory(\"VitalDeathKey\")\n    NPLA  H 1 A_TakeInventory(\"IsAlive\")\n    NPLA  H 1 Thing_ChangeTID (7919, 0)\n    NPLA  H 5 Thing_ChangeTID (7919, 0)\n    NPLA  I 5 A_PlaySound(\"Goodjob\")\n    NPLA  J 5 A_NoBlocking\n    NPLA  KLM 5\n    NPLA  N -1\n    Stop\n//\n  Burn:\n    NULL B 1 A_GiveInventory(\"VitalDeathKey\")\n    FDTH A 1 Bright A_TakeInventory(\"IsAlive\")\n    FDTH A 5 Bright A_PlaySound(\"*burndeath\")\n    FDTH B 4 Bright\n    FDTH G 5 Bright\n    FDTH H 4 Bright A_PlayerScream\n    FDTH I 5 Bright\n    FDTH J 4 Bright\n    FDTH K 5 Bright\n    FDTH L 4 Bright\n    FDTH M 5 Bright\n    FDTH N 4 Bright\n    FDTH O 5 Bright\n    FDTH P 4 Bright\n    FDTH Q 5 Bright\n    FDTH R 4 Bright\n    FDTH S 5 Bright A_NoBlocking\n    FDTH T 4 Bright\n    FDTH U 5 Bright\n    FDTH V 4 Bright\n    ACLO E 35 A_CheckPlayerDone\n    Wait\n    ACLO E 8\n    Stop\n\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Classes/Anarchist/LevelTrackV1.txt",
        "contents": "ACTOR DamageLevelMonitor\n{\n  Game Doom\n  SpawnID 51\n  Radius 2\n  Height 2\n  Speed 25\n  Damage 5\n  Projectile\n  +RANDOMIZE\n  +NOCLIP\n  +DONTBLAST\n  RenderStyle none\n  Alpha 0.75\n  SeeSound \"\"\n  DeathSound \"\"\n  Obituary \"$OB_MPPLASMARIFLE\" // \"%o was melted by %k's plasma gun.\"\n  States\n  {\n  ConfirmedKill:\n   PLSE A 1 Bright\n   Stop\n  Spawn:\n   PLSE A 10\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"LevelSlayer\",1,\"ConFirmedKill\")\n   PLSE A 1 Bright A_GiveToTarget(\"LevelSlayer\",1)\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"SoulCount\",100,\"LevelUp\")\n   goto LevelCheck\n  LevelUp:\n   PLSE A 0 A_Print(\"You Grow Stronger\")\n   PLSE A 0 A_GiveToTarget(\"VitalityModule\",1)\n   PLSE A 0 A_GiveToTarget(\"CurrentLevel\",1)\n   PLSE A 0 A_TakeFromTarget(\"SoulCount\",9000)\n   PLSE A 0 A_TakeFromTarget(\"SoulCount\",9000)\n   PLSE A 0 A_TakeFromTarget(\"SoulCount\",9000)\n   PLSE A 0 A_TakeFromTarget(\"SoulCount\",9000)\n   PLSE A 0 A_GiveToTarget(\"AmmoTwo\",50)\n   PLSE A 0 A_GiveToTarget(\"AmmoThree\",50)\n   PLSE A 0 A_GiveToTarget(\"Ammofour\",50)\n   PLSE A 40\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",151,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",150,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",141,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",140,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",131,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",130,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",121,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",120,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",111,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",110,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",101,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",100,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",91,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",90,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",81,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",80,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",71,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",70,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",61,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",60,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",51,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",50,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",41,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",40,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",31,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",30,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",21,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",20,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",11,\"LevelCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",10,\"LevelUp2\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",5,\"LevelUp3\")\n   goto LevelCheck\n   LevelUp2:\n   PLSE A 1\n   PLSE A 1 Bright A_Print(\"Your Skill has improved\")\n   PLSE A 0 A_GiveToTarget(\"Ammo2Up\",1)\n   PLSE A 0 A_GiveToTarget(\"Ammo3Up\",1)\n   PLSE A 0 A_GiveToTarget(\"Ammo4Up\",1)\n   PLSE A 0 A_GiveToTarget(\"AmmoTwo\",100)\n   PLSE A 0 A_GiveToTarget(\"AmmoThree\",100)\n   PLSE A 0 A_GiveToTarget(\"Ammofour\",100)\n   PLSE A 0 Bright A_TakeFromTarget(\"SoulCount\",99999)\n   goto LevelCheck\n   LevelUp3:\n   PLSE A 1\n   PLSE A 1 Bright A_Print(\"Press AltFire to use your Active Skill!\")\n   PLSE A 0 A_GiveToTarget(\"RepeatModuleActive\",1)\n   PLSE A 0 A_GiveToTarget(\"Ammo2Up\",1)\n   PLSE A 0 A_GiveToTarget(\"Ammo3Up\",1)\n   PLSE A 0 A_GiveToTarget(\"Ammo4Up\",1)\n   PLSE A 0 A_GiveToTarget(\"AmmoTwo\",100)\n   PLSE A 0 A_GiveToTarget(\"AmmoThree\",100)\n   PLSE A 0 A_GiveToTarget(\"Ammofour\",100)\n   PLSE A 0 Bright A_TakeFromTarget(\"SoulCount\",99999)\n   goto LevelCheck\n\n//Defense Check\n   SpecialLevelCheck:\n   PLSE A 0 Bright A_TakeFromTarget(\"SoulCount\",99999)\n   LevelCheck:\n   PLSE A 1\n   goto DamageCheck\n\n   //no defense bonus for you\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",150,\"Defense150\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",140,\"Defense140\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",130,\"Defense130\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",120,\"Defense120\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",110,\"Defense110\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",100,\"Defense100\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",90,\"Defense90\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",80,\"Defense80\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",70,\"Defense70\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",60,\"Defense60\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",50,\"Defense50\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",40,\"Defense40\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",30,\"Defense30\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",20,\"Defense20\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",10,\"Defense10\")\n   goto DamageCheck\n\n   Defense150:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense150\",1)\n   goto DamageCheck\n   Defense140:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense140\",1)\n   goto DamageCheck\n   Defense130:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense130\",1)\n   goto DamageCheck\n   Defense120:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense120\",1)\n   goto DamageCheck\n   Defense110:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense110\",1)\n   goto DamageCheck\n   Defense100:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense100\",1)\n   goto DamageCheck\n   Defense90:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense90\",1)\n   goto DamageCheck\n   Defense80:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense80\",1)\n   goto DamageCheck\n   Defense70:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense70\",1)\n   goto DamageCheck\n   Defense60:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense60\",1)\n   goto DamageCheck\n   Defense50:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense50\",1)\n   goto DamageCheck\n   Defense40:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense40\",1)\n   goto DamageCheck\n   Defense30:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense30\",1)\n   goto DamageCheck\n   Defense20:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense20\",1)\n   goto DamageCheck\n   Defense10:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"PowerDefense10\",1)\n   goto DamageCheck\n\n   DamageCheck:\n   PLSE A 1\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",15,\"PowerLevel15\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",14,\"PowerLevel14\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",13,\"PowerLevel13\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",12,\"PowerLevel12\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",11,\"PowerLevel11\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",10,\"PowerLevel10\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",9,\"PowerLevel9\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",8,\"PowerLevel8\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",7,\"PowerLevel7\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",6,\"PowerLevel6\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",5,\"PowerLevel5\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",4,\"PowerLevel4\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",3,\"PowerLevel3\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",2,\"PowerLevel2\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"CurrentLevel\",1,\"PowerLevel1\")\n   goto Death\n\n   Powerlevel15:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel70\",1)\n   goto Death\n\n   Powerlevel14:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel65\",1)\n   goto Death\n\n   Powerlevel13:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel60\",1)\n   goto Death\n\n   Powerlevel12:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel55\",1)\n   goto Death\n\n   Powerlevel11:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel50\",1)\n   goto Death\n\n   Powerlevel10:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel45\",1)\n   goto Death\n\n   Powerlevel9:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel40\",1)\n   goto Death\n\n   Powerlevel8:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel35\",1)\n   goto Death\n\n   Powerlevel7:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel30\",1)\n   goto Death\n\n   Powerlevel6:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel25\",1)\n   goto Death\n\n   Powerlevel5:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel20\",1)\n   goto Death\n\n   Powerlevel4:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel15\",1)\n   goto Death\n\n   Powerlevel3:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel10\",1)\n   goto Death\n\n   Powerlevel2:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel5\",1)\n   goto Death\n\n   Powerlevel1:\n   PLSE A 1\n   PLSE A 0 Bright A_GiveToTarget(\"Powerlevel1\",1)\n   goto Death\n\n   Death:\n   PLSE A 1 Bright\n   PLSS A 0 A_TakeFromTarget(\"CurrentLevelCheckStop\",1)\n   PLSE A 0 Bright A_TakeFromTarget(\"LevelSlayer\",1)\n   stop\n\n   IgnoreDeath:\n   PLSE A 1 Bright\n   PLSE A 0 Bright A_TakeFromTarget(\"LevelSlayer\",1)\n   stop\n\n  }\n}\nactor Powerlevel1 : PowerDamage\n{\ndamagefactor \"normal\", 1.01\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel2 : PowerDamage\n{\ndamagefactor \"normal\", 1.02\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel3 : PowerDamage\n{\ndamagefactor \"normal\", 1.03\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel4 : PowerDamage\n{\ndamagefactor \"normal\", 1.04\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel5 : PowerDamage\n{\ndamagefactor \"normal\", 1.05\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel6 : PowerDamage\n{\ndamagefactor \"normal\", 1.06\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel7 : PowerDamage\n{\ndamagefactor \"normal\", 1.07\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel8 : PowerDamage\n{\ndamagefactor \"normal\", 1.08\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel9 : PowerDamage\n{\ndamagefactor \"normal\", 1.09\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel10 : PowerDamage\n{\ndamagefactor \"normal\", 1.10\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel11 : PowerDamage\n{\ndamagefactor \"normal\", 1.11\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel12 : PowerDamage\n{\ndamagefactor \"normal\", 1.12\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel13 : PowerDamage\n{\ndamagefactor \"normal\", 1.13\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel14 : PowerDamage\n{\ndamagefactor \"normal\", 1.14\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel15 : PowerDamage\n{\ndamagefactor \"normal\", 1.15\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel16 : PowerDamage\n{\ndamagefactor \"normal\", 1.16\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel17 : PowerDamage\n{\ndamagefactor \"normal\", 1.17\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel18 : PowerDamage\n{\ndamagefactor \"normal\", 1.18\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel19 : PowerDamage\n{\ndamagefactor \"normal\", 1.19\ninventory.icon \"NULLA0\"\n}actor Powerlevel20 : PowerDamage\n{\ndamagefactor \"normal\", 1.20\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel21 : PowerDamage\n{\ndamagefactor \"normal\", 1.21\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel22 : PowerDamage\n{\ndamagefactor \"normal\", 1.22\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel23 : PowerDamage\n{\ndamagefactor \"normal\", 1.23\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel24 : PowerDamage\n{\ndamagefactor \"normal\", 1.24\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel25 : PowerDamage\n{\ndamagefactor \"normal\", 1.25\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel26 : PowerDamage\n{\ndamagefactor \"normal\", 1.26\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel27 : PowerDamage\n{\ndamagefactor \"normal\", 1.27\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel28 : PowerDamage\n{\ndamagefactor \"normal\", 1.28\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel29 : PowerDamage\n{\ndamagefactor \"normal\", 1.29\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel30 : PowerDamage\n{\ndamagefactor \"normal\", 1.30\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel31 : PowerDamage\n{\ndamagefactor \"normal\", 1.31\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel32 : PowerDamage\n{\ndamagefactor \"normal\", 1.32\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel33 : PowerDamage\n{\ndamagefactor \"normal\", 1.33\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel34 : PowerDamage\n{\ndamagefactor \"normal\", 1.34\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel35 : PowerDamage\n{\ndamagefactor \"normal\", 1.35\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel36 : PowerDamage\n{\ndamagefactor \"normal\", 1.36\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel37 : PowerDamage\n{\ndamagefactor \"normal\", 1.37\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel38 : PowerDamage\n{\ndamagefactor \"normal\", 1.38\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel39 : PowerDamage\n{\ndamagefactor \"normal\", 1.39\ninventory.icon \"NULLA0\"\n}actor Powerlevel40 : PowerDamage\n{\ndamagefactor \"normal\", 1.40\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel41 : PowerDamage\n{\ndamagefactor \"normal\", 1.41\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel42 : PowerDamage\n{\ndamagefactor \"normal\", 1.42\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel43 : PowerDamage\n{\ndamagefactor \"normal\", 1.43\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel44 : PowerDamage\n{\ndamagefactor \"normal\", 1.44\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel45 : PowerDamage\n{\ndamagefactor \"normal\", 1.45\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel46 : PowerDamage\n{\ndamagefactor \"normal\", 1.46\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel47 : PowerDamage\n{\ndamagefactor \"normal\", 1.47\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel48 : PowerDamage\n{\ndamagefactor \"normal\", 1.48\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel49 : PowerDamage\n{\ndamagefactor \"normal\", 1.49\ninventory.icon \"NULLA0\"\n}actor Powerlevel50 : PowerDamage\n{\ndamagefactor \"normal\", 1.50\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel51 : PowerDamage\n{\ndamagefactor \"normal\", 1.51\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel52 : PowerDamage\n{\ndamagefactor \"normal\", 1.52\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel53 : PowerDamage\n{\ndamagefactor \"normal\", 1.53\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel54 : PowerDamage\n{\ndamagefactor \"normal\", 1.54\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel55 : PowerDamage\n{\ndamagefactor \"normal\", 1.55\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel56 : PowerDamage\n{\ndamagefactor \"normal\", 1.56\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel57 : PowerDamage\n{\ndamagefactor \"normal\", 1.57\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel58 : PowerDamage\n{\ndamagefactor \"normal\", 1.58\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel59 : PowerDamage\n{\ndamagefactor \"normal\", 1.59\ninventory.icon \"NULLA0\"\n}actor Powerlevel60 : PowerDamage\n{\ndamagefactor \"normal\", 1.60\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel61 : PowerDamage\n{\ndamagefactor \"normal\", 1.61\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel62 : PowerDamage\n{\ndamagefactor \"normal\", 1.62\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel63 : PowerDamage\n{\ndamagefactor \"normal\", 1.63\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel64 : PowerDamage\n{\ndamagefactor \"normal\", 1.64\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel65 : PowerDamage\n{\ndamagefactor \"normal\", 1.65\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel66 : PowerDamage\n{\ndamagefactor \"normal\", 1.66\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel67 : PowerDamage\n{\ndamagefactor \"normal\", 1.67\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel68 : PowerDamage\n{\ndamagefactor \"normal\", 1.68\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel69 : PowerDamage\n{\ndamagefactor \"normal\", 1.69\ninventory.icon \"NULLA0\"\n}actor Powerlevel70 : PowerDamage\n{\ndamagefactor \"normal\", 1.70\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel71 : PowerDamage\n{\ndamagefactor \"normal\", 1.71\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel72 : PowerDamage\n{\ndamagefactor \"normal\", 1.72\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel73 : PowerDamage\n{\ndamagefactor \"normal\", 1.73\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel74 : PowerDamage\n{\ndamagefactor \"normal\", 1.74\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel75 : PowerDamage\n{\ndamagefactor \"normal\", 1.75\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel76 : PowerDamage\n{\ndamagefactor \"normal\", 1.76\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel77 : PowerDamage\n{\ndamagefactor \"normal\", 1.77\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel78 : PowerDamage\n{\ndamagefactor \"normal\", 1.78\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel79 : PowerDamage\n{\ndamagefactor \"normal\", 1.79\ninventory.icon \"NULLA0\"\n}actor Powerlevel80 : PowerDamage\n{\ndamagefactor \"normal\", 1.80\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel81 : PowerDamage\n{\ndamagefactor \"normal\", 1.81\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel82 : PowerDamage\n{\ndamagefactor \"normal\", 1.82\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel83 : PowerDamage\n{\ndamagefactor \"normal\", 1.83\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel84 : PowerDamage\n{\ndamagefactor \"normal\", 1.84\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel85 : PowerDamage\n{\ndamagefactor \"normal\", 1.85\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel86 : PowerDamage\n{\ndamagefactor \"normal\", 1.86\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel87 : PowerDamage\n{\ndamagefactor \"normal\", 1.87\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel88 : PowerDamage\n{\ndamagefactor \"normal\", 1.88\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel89 : PowerDamage\n{\ndamagefactor \"normal\", 1.89\ninventory.icon \"NULLA0\"\n}actor Powerlevel90 : PowerDamage\n{\ndamagefactor \"normal\", 1.90\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel91 : PowerDamage\n{\ndamagefactor \"normal\", 1.91\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel92 : PowerDamage\n{\ndamagefactor \"normal\", 1.92\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel93 : PowerDamage\n{\ndamagefactor \"normal\", 1.93\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel94 : PowerDamage\n{\ndamagefactor \"normal\", 1.94\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel95 : PowerDamage\n{\ndamagefactor \"normal\", 1.95\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel96 : PowerDamage\n{\ndamagefactor \"normal\", 1.96\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel97 : PowerDamage\n{\ndamagefactor \"normal\", 1.97\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel98 : PowerDamage\n{\ndamagefactor \"normal\", 1.98\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel99 : PowerDamage\n{\ndamagefactor \"normal\", 1.99\ninventory.icon \"NULLA0\"\n}\nactor Powerlevel100 : PowerDamage\n{\ndamagefactor \"normal\", 2.00\ninventory.icon \"NULLA0\"\n}\nACTOR PowerDefense1 : PowerProtection\n{\n  DamageFactor \"Normal\", 1.00\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense10 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.95\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense20 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.90\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense30 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.85\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense40 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.85\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense50 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.80\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense60 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.75\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense70 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.70\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense80 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.65\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense90 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.60\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense100 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.55\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense110 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.50\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense120 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.45\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense130 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.40\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense140 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.35\n  Inventory.Icon \"Nulla0\"\n}\nACTOR PowerDefense150 : PowerProtection\n{\n  DamageFactor \"Normal\", 0.30\n  Inventory.Icon \"Nulla0\"\n}\n//yes I stopped at 150, game not fucking easy enough for you? not sick of the wad your playing yet?"
      },
      {
        "source": "pk3",
        "name": "Classes/Anarchist/WeaponTrackV1.txt",
        "contents": "//Rolls dice for a weapon from each box\nACTOR DamageWeaponDirector\n{\n  Game Doom\n  SpawnID 51\n  Radius 2\n  Height 2\n  Speed 25\n  Damage 5\n  Projectile\n  +DONTBLAST\n  +RANDOMIZE\n  +NOCLIP\n  +DONTBLAST\n  RenderStyle none\n  AlphA 1.75\n  SeeSound \"\"\n  DeathSound \"\"\n  Obituary \"$OB_MPPLASMARIFLE\" // \"%o was melted by %k's plasma gun.\"\n  States\n  {\n  ConfirmedKill:\n   PLSE A 1 Bright\n   Stop\n  Spawn:\n   PLSE A 10\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"WeaponSlayer\",1,\"ConFirmedKill\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",12,\"Box12\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",11,\"Box11\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",10,\"Box10\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",9,\"Box9\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",8,\"Box8\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",7,\"Box7\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",6,\"Box6\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",5,\"Box5\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",4,\"Box4\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",3,\"Box3\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",2,\"Box2\")\n   PLSE A 0 Bright A_JumpIfInTargetInventory(\"IconoClasmBox\",1,\"Box1\")\n   PLSE A 1 Bright\n   Goto Death\n\n   Box1:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"PlasmaGun\",1,\"Death2\")\n   PLSE A 1 Bright A_GiveToTarget(\"PlasmaGun\",1)\n   goto Death\n\n   Box2:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"Chain Gun\",1,\"Death2\")\n   PLSE A 1 Bright A_GiveToTarget(\"Chain Gun\",1)\n   goto Death\n\n   Box3:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"ATCS-2024\",1,\"Death2\")\n   PLSE A 1 Bright A_GiveToTarget(\"ATCS-2024\",1)\n   goto Death\n\n   Box4:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"SpinFusor\",1,\"Death2\")\n   PLSE A 1 Bright A_GiveToTarget(\"SpinFusor\",1)\n   goto Death\n//####################\n   Box5:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"SpinFusor\",1,\"Death2\")\n   PLSE A 1 Bright A_GiveToTarget(\"SpinFusor\",1)\n   goto Death\n\n   Box6:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"SpinFusor\",1,\"Death2\")\n   PLSE A 1 Bright A_GiveToTarget(\"SpinFusor\",1)\n   goto Death\n\n   Box7:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"SpinFusor\",1,\"Death2\")\n   PLSE A 1 Bright A_GiveToTarget(\"SpinFusor\",1)\n   goto Death\n\n   Box8:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"SpinFusor\",1,\"Death2\")\n   PLSE A 1 Bright A_GiveToTarget(\"SpinFusor\",1)\n   goto Death\n\n   Box9:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"SpinFusor\",1,\"Death2\")\n   PLSE A 1 Bright A_GiveToTarget(\"SpinFusor\",1)\n   goto Death\n\n  Death2:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_Print(\"You find some ammo.\")\n   PLSE A 1 Bright A_GiveToTarget(\"AmmoTwo\",5)\n   PLSE A 1 Bright A_GiveToTarget(\"AmmoThree\",5)\n   PLSE A 1 Bright A_GiveToTarget(\"AmmoFour\",5)\n  Death:\n   PLSE A 1 Bright\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalDeathKey\",1,\"HpCheck\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalDeathKey\",1,\"HpCheck\")\n   PLSE A 1 Bright A_TakeFromTarget(\"IconoClasmBox\",9000)\n   PLSE A 0 Bright A_TakeFromTarget(\"WeaponSlayer\",1)\n   Stop\n  IgnoredDeath:\n   PLSE A 1 Bright\n   PLSE A 0 Bright A_TakeFromTarget(\"WeaponSlayer\",1)\n   stop\n\n  HpCheck:\n   PLSE A 1 Bright A_TakeFromTarget(\"VitalDeathKey\",1)\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalCount\",1,\"WaitLife\")\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalCount\",1,\"WaitLife\")\n   PLSE A 0 Bright A_TakeFromTarget(\"WeaponSlayer\",1)\n   Stop\n\n  WaitLife:\n   PLSE A 15\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"IsAlive\",1,\"ReturnHP\")\n   Goto WaitLife\n\n   ReturnHP:\n   PLSE A 1 Bright A_GiveToTarget(\"UpgradeStamina\",1)\n   PLSE A 1 Bright A_TakeFromTarget(\"VitalCount\",1)\n   PLSE A 1 Bright A_GiveToTarget(\"VitalCheck\",1)\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalCount\",1,\"ReturnHP\")\n   PLSE A 1\n   goto ReturnHP2\n\n   ReturnHP2:\n   PLSE A 1 Bright A_GiveToTarget(\"VitalCount\",1)\n   PLSE A 1 Bright A_TakeFromTarget(\"VitalCheck\",1)\n   PLSE A 1 Bright A_JumpIfInTargetInventory(\"VitalCheck\",1,\"ReturnHP2\")\n   PLSE A 1\n   goto Death\n  }\n}"
      }
    ]
  },
  "maps": []
}

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