Raw model (for completeness)
{
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"sha256": "12b566fb3eaaf3c6698adfebaa50bdab8650f7c5fd54e4b2879eee176cf1981c",
"filenames": [
"samsaraexdm_patchv1.07.pk3"
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"iwad": [],
"filename": null,
"added": "2017-05-09 20:46:12",
"locked": false,
"canDownload": true,
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"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
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},
"added": "2017-05-09 20:46:12",
"file": {
"type": "PK3",
"size": 2279722,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4e312539483b616e58cbb3691550a1fa239cb36a/4e312539483b616e58cbb3691550a1fa239cb36a.pk3.gz",
"corrupt": false
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"content": {
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"text_files": [
{
"source": "pk3",
"name": "GLDEFS.txt",
"contents": "// Monsters\n\n#include \"gldefs/Enemies_Blakestone.txt\"\n#include \"gldefs/Enemies_Chex.txt\"\n#include \"gldefs/Enemies_Doom.txt\"\n#include \"gldefs/Enemies_Duke.txt\"\n#include \"gldefs/Enemies_CyberMage.txt\"\n#include \"gldefs/Enemies_Cyclones.txt\"\n#include \"gldefs/Enemies_Marathon.txt\"\n#include \"gldefs/Enemies_Hexen.txt\"\n#include \"gldefs/Enemies_Heretic.txt\"\n#include \"gldefs/Enemies_Rebmoon.txt\"\n#include \"gldefs/Enemies_Powerslave.txt\"\n#include \"gldefs/Enemies_ShadowWarrior.txt\"\n//#include \"gldefs/Enemies_Strife.txt\"\n#include \"gldefs/Enemies_Wolf3D.txt\"\n#include \"gldefs/Enemies_Corridor7.txt\"\n#include \"gldefs/Enemies_DarkForces.txt\"\n#include \"gldefs/Enemies_Disruptor.txt\"\n#include \"gldefs/Enemies_Eradicator.txt\"\n#include \"gldefs/Enemies_InPursuitOfGreed.txt\"\n//#include \"gldefs/Enemies_Witchaven.txt\"\n#include \"gldefs/Enemies_Blood.txt\"\n#include \"gldefs/Enemies_RiseOfTheTriad.txt\"\n//#include \"gldefs/Enemies_RedneckRampage.txt\"\n\n//Samsara\n\n#include \"gldefs/Samsara/core_ammo.txt\"\n#include \"gldefs/Samsara/core_armor.txt\"\n#include \"gldefs/Samsara/core_health.txt\"\n#include \"gldefs/Samsara/core_items.txt\"\n\n//Players\n\n#include \"gldefs/Players/doom.txt\"\n#include \"gldefs/Players/heretic.txt\"\n#include \"gldefs/Players/hexen.txt\"\n#include \"gldefs/Players/quake.txt\"\n#include \"gldefs/Players/doom64.txt\"\n#include \"gldefs/Players/blake.txt\"\n#include \"gldefs/Players/caleb.txt\"\n#include \"gldefs/Players/duke.txt\"\n#include \"gldefs/Players/eleena.txt\"\n#include \"gldefs/Players/marathon.txt\"\n#include \"gldefs/Players/rebelmoon.txt\"\n#include \"gldefs/Players/freely.txt\"\n#include \"gldefs/Players/strifeguy.txt\"\n#include \"gldefs/Players/freeman.txt\"\n#include \"gldefs/Players/grondoval.txt\"\n#include \"gldefs/Players/mooman.txt\"\n#include \"gldefs/Players/jack.txt\"\n#include \"gldefs/Players/c7.txt\"\n#include \"gldefs/Players/jon.txt\"\n#include \"gldefs/Players/leonard.txt\"\n#include \"gldefs/Players/lowang.txt\"\n#include \"gldefs/Players/cybermage.txt\"\n#include \"gldefs/Players/hexen2.txt\"\n#include \"gldefs/Players/wolfen3d.txt\""
},
{
"source": "pk3",
"name": "Credits.txt",
"contents": "Stuff in Samsara_EX-Ha1.pk3\n\n- Jon amun mines hand sprites, mummy staff wide screen sprites, HUD, other stuff was made by Hiragamer\n- Some stuff from MaxED's re-hexumed was used\n- Leonard HUD was made by Hiragamer\n- Some Leonard stuff (like chicken launcher pickup sprite and gibs) was used from AEoD\n- Ring of RA explosions recolored by Dynamo\n\nCredits:\n\n- TerminusEst13 (for making this compatible with samsara v0.3, helping & beign very patient with me, and ofc, for creating samsara!)\n- Ijon Tichy (for making this compatible with samsarav0.3)\n- Cruduxy Pegg (for polishing ZBlood X addon)\n- BouncyTEM (for his Corridor 7 Addon & some tips)\n- tehvappy50 (for his Doom64Guy addon & some help at decorate stuff)\n- The_Riet (for letting me use his Strifeguy HUD graphics and adding Katarn)\n- Lex Safonov (for making Shadow Warrior TC)\n- PresidentPeople (for letting me use his zandronum guy player sprites temporary!)\n- MaxED (for creating re-hexumed)\n- Doorhenge (for making wide-screen friendly hexen's mace)\n\nSpecial Thanks:\n- Hiragamer : for his amazing work on HUDs and every art related stuff, and beigna great support too :D\n- Dynamo : for helping me in a lot of stuff and for beign a good friend & support too :D\n- Cyantusk : for his balance and work on addons\n- Gardevoir : for his Strifeguy addon & helping me in some workaround {HI!}\n- Watermelon : for help & teach me Decorate & ACS stuff. Thanks for beign such a great person & friend man, this planet needs more people like you!\n- IvanDobrovski : for creating the first pack of those addons, his great job on his ZBlood X addon, and making an awesome Lo Wang\n- -Jes- : for tweaking Eleena and some tips!\n- Flynn : for helping me on ideas and beign a good artist\n- Jack Freeman: for helping me and team to do a lot of stuff, doing gldefs and recoloring player sprites\n\n- Apooge (For Blake Stone & Rise of the Triad)\n- Accolade (For Eradicator)\n- Monolith (For Blood)\n- Capstone (For Corridor 7)\n- Fenris Wolf (For Rebel Moon Rising)\n- Rogue Entertainment (For Strife)\n\n- And every other person that helped me on this and it's not in the list (sorry, i tend to forget names :P).\n\n* If any other person who worked on something in here is not in the upper list, check if your name is in the list below. (if ur name is not here, please let me know!).\n\n------------------------------------------------------------------------------------------------------------------\n/* Old - More credits & info below\n------------------------------------------------------------------------------------------------------------------\n\nSamsaraaddonsv2.5 - Cyantusk, TerminusEst13, Flynn and Jesh Edit\n\nAuthors:\n\nSamsara: TerminusEst13\nAddons: IvanDobrovski\n///Hotfix (to work with recent Samsara versions): Cyantusk and Jesh <<< UHHHHHH, let's swap this\n \"\" \"\" : TerminusEst13 <<< He did it (not ^)\n\n------------------------------------------------------------------------------------------------------------------\n\nSamsaraaddonsv3.0 (added strifeguy)\n\nStrifeguy Addon Author: Gardevoir\n\nMore Credits:\n\nDecorate edit: Gardevoir\nHybrid pickup and Upgrades sprites edit: Gardevoir\nDisintegrate Deaths Graphics and Decorate: PresidentPeople\nACS: Wirtualnosc\nTipboxes: Geonightman\nDecorate: Ghastly\nSounds: BouncyTEM\nSprites: Eriance\nSprite Edit: Gothic, Blox\n\n------------------------------------------------------------------------------------------------------------------\n\nsamsaraaddonvsv3.2\n\nBalancing and bug fixe's.\n\n------------------------------------------------------------------------------------------------------------------\n\nsamsaraaddonsv3.5 (added Doom64Guy)\n\nDoom64 Guy Addon Author: tehvappy50\n\nMore Credits:\n\n* The Doom 64 guy and Doom 64 is property of Midway Games and id Software.\n* Taunt sound from the Doom 64 Guy Skulltag skin (credits go to whoever made the skin and whoever did the voice acting).\n* Puzzfail sound from Samsara pre-0.28 (old Doomguy/Ranger puzzfail sound, credits go to TerminusEst13).\n* Resources and code were from a Doom 64 resource project, but I can't remember which one (most likely the Doom 64 Stuff mod from long ago, credits go to Footman and anyone else that contributed to said mod).\n* Tipboxes done by TerminusEst13 (thanks!).\n* New railgun stuff by the same person(s) behind Doom 64 Stuff.\n* Previous railgun (horrible pre-v6 version) modified out of plasma gun sprites by tehvappy50. Feel free to laugh at how much it sucked.\n* HUD graphics, hybrid sprites, and new burndeath sequence by Flynn_Taggart95 (huge thanks!).\n* TerminusEst13 did not make this addon class, all questions regarding this addon should go to tehvappy50.\n\n------------------------------------------------------------------------------------------------------------------\n\nsamsaraaddonsv3.7 (This is the last release coming from Jesh and Cyantusk)> Nope\n\n*Added pistol for Caleb (NOT COMPATIBLE WITH GUNS AKIMBO, STOP CRYING)\n*Added more taunts to caleb\n*Added Strifeguy's pistol back\n*ETC ETC ETC....\n\n-Pistol code, sprites and sound taken from ZBLUD, all credits goes to the respective authors.\n\n------------------------------------------------------------------------------------------------------------------------\nSamsaraaddonsv3.71 (As promised, i made a new Class, and shes Eleena -Jesh)\n\nEleena Addon Made By Jesh\n\nPlayer Sprites ripped by EnsaladaDeTomate\nWeapon Sprites ripped by Diodeus\nThe rest of Sprites ripped by Jesh\nSounds ripped by Jesh\nSome of Coding (MOST) and etc. made and re-worked by Jesh\n\nSpecial Thanks to:\n\nIjon for helping on coding the boomerang.\nIvanDobrovski for helping on coding the boomerang.\nTerminusEst13 for helping and providing the code for the Boomerang.\n\n------------------------------------------------------------------------------------------------------------------------\nSamsaraaddonsv3.72\n\n- A bunch of fixes for Eleena and other classes\n\n------------------------------------------------------------------------------------------------------------------------\nSamsaraaddonsv3.75\n\n- Ok, hope all things from Eleena are working as intended now....\n\n------------------------------------------------------------------------------------------------------------------\n\nsamsaraaddonsv4.0 (Im back, PROBLEM? -Jesh)\n\n- Added Corridor7 Addon (Made by BouncyTEM)\n- Punchdrunk or Instagib weapons for extra classes? Never < (:DURRR:)\n- Bugfixes? Some.\n- Moar coming? Maybe~\n\n------------------------------------------------------------------------------------------------------------------\n===================================================\n======== NOW COMPATIBLE WITH SAMSARA V0.28 ========\n===================================================\n\nKNOWN STUFF\n- DO NOT ASK TERMINUSEST13 ABOUT THIS CLASS IT'S NOT HIS IT'S IVANDOBROVSKI'S. SEND BUG REPORTS TO THIS FAG!\n- Credits mostly go to elZee for his code which I based most stuff on.\n- We don't have a samsara-like hud yet, I know. I can't generate art!\n- Thanks a lot to Interceptor Entertainment, especially Andrew Hulshult for his epic GDTFW remake!\n\tThe intro song will play everytime a round begins on LMS game mode, to turn it off type \"set notheme 1\" to your console.\n\t^^^ Due to some bugs this is cancelled, the music is still in there though.\n- The Slot I for Blake Stone is an ammo refill item. To get rid of the \"use then pick it up again for infinite refill\" bug, I used some \"band aids\", one thing\nthat I couldn't fix was the weapon state being shown as \"still pickable\" while in reality you can't pick it in the map if you picked it once.\n\nCONTAINS ADDITIONAL STUFF FROM SAMSARA 0.27b SO IF SOMETHING CHANGES WITH THOSE DO NOT USE THIS WITH IT WITHOUT ASKING IVAN! (Things may break!)\n*/"
},
{
"source": "pk3",
"name": "Decorate/Bstone/instagib.txt",
"contents": "actor \"Advanced Auto Charge Pistol\": InstantSwitchWeapon\n{\n Weapon.KickBack 1899\n Weapon.SlotNumber 0\n Inventory.PickUpSound \"wolfen/knifeget\"\n Obituary \"%k \\cvovercharged\\c- %o \\cvwith the Advanced Auto Charge Pistol.\\c-\"\n +DONTBOB\n +INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n Weapon.YAdjust 11\n States\n {\n Ready:\n BPI3 A 1 A_WeaponReady\n loop\n\n Fire:\n BPI3 B 3\n\t\tTNT1 A 0 A_PlayWeaponSound(\"BPistol/Fire\")\n\t\tBPI3 C 3 BRIGHT A_FireBullets(0,0,2,10000,\"BlankPuffInstagib\", FBF_NORANDOM) //Blazko one.\n BPI3 DE 4\n\t\tBPI3 A 15\n Goto Ready\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/Bstone/Pistol.txt",
"contents": "actor \"Auto Charge Pistol\": InstantSwitchWeapon\n{\n Weapon.SelectionOrder 1899\n Weapon.SlotNumber 1\n Inventory.PickUpSound \"wolfen/knifeget\"\n Obituary \"%k \\cvovercharged\\c- %o \\cvwith the Auto Charge Pistol.\\c-\"\n Inventory.PickupMessage \"You got an Auto Charge Pistol!\"\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n +DONTBOB\n +INVENTORY.UNDROPPABLE\n +WEAPON.WIMPY_WEAPON\n\t+NOALERT\n\t-EXTREMEDEATH\n\t+NOEXTREMEDEATH\n Weapon.YAdjust 11\n States\n {\n Spawn:\n BWP1 A -1\n Loop\n Ready:\n BPIS A 1 A_WeaponReady\n loop\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"CoopFire\")\n BPIS B 3\n\t\tTNT1 A 0 A_PlayWeaponSound(\"BPistol/Fire\")\n\t\tBPIS C 3 BRIGHT A_FireCustomMissile(\"BlakeBullet1\",0,0,0,1)\n BPIS DE 4\n\t\tBPIS A 15\n Goto Ready\n CoopFire:\n\t\tBPIS B 3\n\t\tTNT1 A 0 A_PlayWeaponSound(\"BPistol/Fire\")\n BPIS C 3 BRIGHT A_FireCustomMissile(\"BlakeBullet1Coop\",0,0,0,1)\n BPIS DE 4\n\t\tBPIS A 15\n Goto Ready\n }\n}\n\nactor BlankPuffBlake: BlankPuff { DamageType \"BlakeBullet\" }\n\nactor BlakeBullet1: FastProjectile\n{\n Damage (25)\n Radius 1\n Height 1\n Speed 300\n Projectile\n Renderstyle \"Normal\"\n DamageType \"BlakeBullet\"\n +BLOODSPLATTER\n +NOTIMEFREEZE\n\t-EXTREMEDEATH\n\t+NOEXTREMEDEATH\n Alpha 1.0\n States\n {\n Spawn:\n TNT1 A 1\n loop\n\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor BlakeBullet1Coop: BlakeBullet1 { Species \"Player\" +THRUSPECIES Damage (25+random(5,0)) }"
},
{
"source": "pk3",
"name": "Decorate/Bstone/Player.txt",
"contents": "Actor BlakeClass : Inventory { -INVBAR +INVENTORY.UNDROPPABLE Inventory.MaxAmount 1 }\n\nActor BlakeStone : PlayerPawn\n{\n\tPlayer.Jumpz 9 // Default is 8\n\tPlayer.SoundClass \"blake\"\n\tPlayer.DisplayName \"BlakeStone\"\n\tPlayer.StartItem \"Auto Charge Pistol\"\n\tPlayer.StartItem \"IsSamsaraClass\", 1\n\tPlayer.StartItem \"BlakeClass\", 1\n Player.StartItem \"CanWolfMovement\", 1\n\tPlayer.StartItem \"Pistol\", 0\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"PhosFireCoop\", 0.0\n DamageFactor \"RMR-BigPlasma\", 0.85\n\tDamageFactor \"SWNukeCoop\", 0.0\n\tDamageFactor \"SWRailgunCoop\", 0.0\n\tDamageFactor \"SWFlame2Coop\", 0.0\n\tDamageFactor \"CMDMGSHIT\", 0.0\n DamageFactor \"C7MineBoom\", 0.0\n\tDamageFactor \"Mace\", 1.1\n\tDamageFactor \"PhosFireCoop\", 0.0\n DamageFactor \"Telefrag\", 2.0\n DamageFactor \"PoisonCloud\", 1.85\n DamageFactor \"Wraithverge\", 1.0\n DamageFactor \"DragonClaw\", 1.0\n DamageFactor \"MarathonPistol\", 1.0\n DamageFactor \"Pistol\", 1.0\n DamageFactor \"DoomFist\", 1.0\n DamageFactor \"ZorchPistol\", 1.0\n DamageFactor \"BFG\", 1.0\n DamageFactor \"BFGSpray\", 1.0\n DamageFactor \"Normal\", 1.0\n DamageFactor \"Zorch\", 1.0\n DamageFactor \"PhasingZorch\", 1.0\n DamageFactor \"Ice\", 1.0\n DamageFactor \"Fire\", 1.0\n DamageFactor \"Slime\", 0.998\n DamageFactor \"Disintegrate\", 1.0\n DamageFactor \"Poison\", 1.0\n DamageFactor \"WolfenFlamethrower\", 1.0\n DamageFactor \"DukeDamage\", 1.0\n DamageFactor \"DukeExplosive\", 1.0\n DamageFactor \"DukeSpectral\", 1.0\n DamageFactor \"MightyBoot\", 1.3\n DamageFactor \"DukeIce\", 1.0\n\n DamageFactor \"DukePistol\", 1.0\n DamageFactor \"Explosive\", 1.015\n DamageFactor \"MarathonFusion\", 1.0\n DamageFactor \"DoomPlasma\", 0.997\n DamageFactor \"CorvusCrossbow\", 1.0\n DamageFactor \"CorvusHellstaff\", 1.0\n\tDamageFactor \"CorvusHellstaffTomed\", 1.0\n DamageFactor \"MarathonPlasma\", 1.0\n DamageFactor \"BJSpear\", 1.0\n DamageFactor \"DoomCacodemon\", 1.025\n DamageFactor \"DoomHellNoble\", 1.0\n DamageFactor \"DoomSpiderPlasma\", 0.998\n DamageFactor \"DoomTheseGuysAreTheBest\", 1.0\n DamageFactor \"HereNitrogolem\", 1.0\n DamageFactor \"HereAxeGreen\", 1.0\n DamageFactor \"HereAxeRed\", 1.0\n DamageFactor \"Wizard\", 1.0\n DamageFactor \"HereLichWind\", 1.099\n DamageFactor \"HereDsparil\", 1.0\n DamageFactor \"HexBishop\", 1.0\n DamageFactor \"HexSlaughtaur\", 1.040\n DamageFactor \"HexGreenFire\", 1.0\n DamageFactor \"HexStalkerShot\", 1.0\n DamageFactor \"HexHeresiarchPurple\", 1.090\n DamageFactor \"WMCBeam\", 0.75\n DamageFactor \"WMCNade\", 0.75\n DamageFactor \"QuakePistol\", 1.0\n DamageFactor \"NotQuadded\", 1.0\n DamageFactor \"SpectralNoQuad\", 1.0\n\n\tDamageFactor \"MarathonStun\", 1.1\n DamageFactor \"QuakeFire\", 1.0\n\tDamageFactor \"FireExplosive\", 1.0\n\n\tDamageFactor \"PunchDagger\", 0.9\n\tDamageFactor \"ElectricBolt\", 1.0\n\tDamageFactor \"PoisonBolt\", 1.0\n\tDamageFactor \"MiniExplosive\", 1.0\n\tDamageFactor \"StrifeExplosive\", 1.0\n\tDamageFactor \"StrifeRebelBullet\", 1.0\n\n DamageFactor \"Kamikaze\", 1.33333333333\n DamageFactor \"ZorchKamikaze\", 1.33333333333\n\tDamageFactor \"EnemyInfightDamage\", 0.0\n\n\tDamagefactor \"RottExplosive\", 1.0\n\tDamageFactor \"RottFire\", 1.0\n\tDamageFactor \"RottBullet\", 1.0\n\tDamageFactor \"BlakePlasma\", 1.0\n\tDamageFactor \"BlakeBullet\", 1.0\n\tDamageFactor \"Dynamite\", 1.0\n\tDamageFactor \"LifeLeech\", 1.0\n\tDamageFactor \"Tesla\", 1.0\n\tDamageFactor \"CalebBullet\", 1.0\n\tDamageFactor \"CalebNapalm\", 1.0\n\tDamageFactor \"CalebFire\", 1.0\n DamageFactor \"EradCoopGreenFire\", 0.0\n\tDamageFactor \"DCannonProj\", 1.3 //Buttusk: Added this\n\tDamageFactor \"EradCoopExplosive2\", 0.0\n\tDamageFactor \"BCannonProj\", 0.75\n\tDamageFactor \"SWStickyCoop\", 0.0\n\tBloodType \"SamsaraBloodyHellBlood\"\n\n +NOSKIN\n -DONTBLAST\n -THRUSPECIES\n Species \"Player\"\n\n\tstates\n\t{\n\t\tSpawn:\n TNT1 A 0 A_TakeInventory(\"WolfCheckMoving\")\n BSTN A 1 A_JumpIfInventory(\"WolfMoving\", 1, \"See\")\n\t\tLoop\n\n\t\tSee:\n BSTN BBBBCCCCDDDDEEEE 1 A_GiveInventory(\"WolfCheckMoving\")\n Loop\n\n\t\tPain:\n\t\tBSTN BCDE 4\n\t\tGoto Spawn\n\n\t Missile:\n\t\tBSTN F 2\n\t\tBSTN GH 3 BRIGHT\n\t\tGoto Spawn\n\n\tPain.LifeLeech:\n\t\tTNT1 A 0 A_GiveToTarget(\"SerpentHealth\", random(1,2))\n\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\",1)\n\tGoto Pain\n\n XDeath:\n\t Death:\n\t\tTNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n\t Death2:\n\t\tBSTN J 8\n\t\tBSTN K 8 A_PlayerScream\n\t\tBSTN L 8 A_NoBlocking\n\t\tBSTN M 8\n\t\tBSTN N -1\n\t Stop\n\t\tPain:\n\t\tBSTN I 6 A_PAIN\n\t\tGoto Spawn\n\n Death.DukeIce:\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeDMTauntDuke\",1)\n goto Ice\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n BSTN I 5 A_GenericFreezeDeath\n BSTN I 1 A_FreezeDeathChunks\n Wait\n\n\t Death.RottDisintegrate:\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 5 A_SpawnItem(\"RGodModeDeath\")\n\t\tBLAN A -1\n\t\tstop\n\n\t Death.RottFire:\n\t TNT1 A 0 A_Scream\n\t\tske7 A 0 A_playsound(\"gen/burned\")\n\t\tske7 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n\t\tskex ABCDEFGHIJKL 2 bright\n\t\tskex M 0 A_playsound(\"gen/skel\")\n\t\tskex MNOPQRSTUV 3 bright\n\t\tskex V -1 a_fall\n\t Stop\n\n\t Death.RottExplosive:\n\t GUTS A 2 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,13)\n\t KeepXDeathforFreely:\n\t\t GUTS A 1 A_PlaySound(\"Rott/gibbed\")\n\t\t TNT1 A 0 A_Jump(96, 2)\n\t\t TNT1 A 0 A_GiveToTarget(\"LudicrousGibsItem\", 1)\n\t\t GUTS AAAAAAAAAAAAAAAAAAAAAAA 0 A_custommissile(\"wallgib\",32.0, 0, random(0,360), CMF_AIMDIRECTION, random(0,45))\n\t\t GUTS DDDDDDDDDDDDDDDDDDDDDDD 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DDDD 0 A_SpawnItemex (\"giblim\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(3.0,5.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DDDD 0 A_SpawnItemex (\"gibpin\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(3.0,5.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DD 0 A_SpawnItemex (\"gibarm\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS D 0 A_SkuLLPOP (\"Playerhead\")\n\t\t GUTS DD 0 A_SpawnItemex (\"gibhip\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS D 0 A_SpawnItemex (\"gibhum\",0, 0, 32, random(3.0,5.0),random(3.0,5.0), random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DD 0 A_SpawnItemex (\"gibleg\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DDDD 0 A_SpawnItemex (\"giblim\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DDDD 0 A_SpawnItemex (\"gibpin\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DD 0 A_SpawnItemex (\"gibribs\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS BCDEFGHIJK 5 A_Fall\n\t\t GUTS L -1\n\t\t Stop\n\n\t // Added\n\n\t Death.Dynamite:\n\t Death.LifeLeech:\n\t Death.CalebBullet:\n\t Death.CalebNapalm:\n\t Death.CalebFire:\n\t Death.Tesla:\n\t Death.Vodoo:\n\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\tTNT1 A 0 A_GiveToTarget(\"CalebDMTaunt1\", 1)\n\t Goto Death\n\n CoOpModeOn:\n TNT1 A 0\n TNT1 A 0 A_ChangeFlag(\"THRUSPECIES\",1)\n TNT1 A 0 A_ChangeFlag(\"DONTBLAST\",1)\n CLER A 1\n goto See\n\n\t Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeDMTaunt1\",1)\n goto Death\n\n Death.DukeExplosive:\n TNT1 A 0 A_JumpIfHealthLower(-5,\"DukeGibStart\")\n goto Death.DukeDamage\n\n DukeGibStart:\n\t\tBSTN I 1\n TNT1 A 0 A_UnsetSolid\n TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n TNT1 A 0 A_Jump(96,\"DukeXDeath\")\n TNT1 A 0 A_GiveToTarget(\"DukeDMTaunt1\",1)\n DukeXDeath:\n\t\tTNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,10)\n\t DukeXDeath2:\n BSTN J 5 A_PlayerScream\n BSTN K 5 A_NoBlocking\n BSTN L 5\n BSTN M 4\n BSTN N -1\n Stop\n\n\t DeathBrutal:\n\t TNT1 A 0\n\t\tTNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160)\n goto Death2\n\n\t DeathHappyfun:\n\t TNT1 A 0\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n\t\tgoto Death2\n\n\t XDeathBrutal:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalSkull\",0,0,56,random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n\t\tgoto DukeXDeath2\n\n\t XDeathHappyfun:\n\t TNT1 A 0\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n\t\tgoto DukeXDeath2\n\n\t XDeathNashgore:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib9\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib10\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_Gib11\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n BSTN J 5 A_PlayerScream\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n BSTN K 5 A_NoBlocking\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n BSTN L 5\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n BSTN M 5\n BSTN N -1\n stop\n\n Death.ZorchPistol:\n Death.Zorch:\n\t Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n TNT1 A 0 A_Stop\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n BSTN I 3 A_SpawnItem(\"ZorchEffectSmall\")\n BSTN I 3 A_SetTranslucent(0.9,0)\n BSTN A 0 A_PlayerScream\n BSTN I 3 A_SetTranslucent(0.8,0)\n BSTN A 0 A_NoBlocking\n BSTN I 3 A_SetTranslucent(0.7,0)\n BSTN I 3 A_SetTranslucent(0.6,0)\n BSTN I 3 A_SetTranslucent(0.5,0)\n BSTN I 3 A_SetTranslucent(0.4,0)\n BSTN I 3 A_SetTranslucent(0.3,0)\n BSTN I 3 A_SetTranslucent(0.2,0)\n BSTN I 3 A_SetTranslucent(0.1,0)\n ACLO E 1 A_SetTranslucent(1,0)\n ACLO E -1\n stop\n\n Death.EradDisc:\n\t Death.EradShock:\n\t Death.EradPiercingDart:\n\t Death.EradExplosive:\n\t Death.EradNova:\n\t Death.EradGreenFire:\n\t Death.EradCoopGreenFire:\n\t Death.EradExplosive2:\n\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\tTNT1 A 0 A_GiveToTarget(\"EleenaDMTaunt1\", 1)\n\t Goto Death\n\n Disintegrate:\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_SpawnItemEx(\"BlakeDisintegrate\",0,0,5,0,0,0,0,32)\n ACLO E 5 A_PlayerScream\n ACLO E -1\n stop\n\n\t XDeathNashgoreType2:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib9\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib10\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_Gib11\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n TNT1 A 0\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n TNT1 A 0\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n TNT1 A 0\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n\t\tGoto KeepXDeathforFreely\n\n\t XDeathBrutalType2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalSkull\",0,0,56,random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n\t\tgoto KeepXDeathforFreely\n\n\t XDeathHappyfunType2:\n\t TNT1 A 0\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n TNT1 A 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 A 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n TNT1 AAAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n\t\tgoto KeepXDeathforFreely\n\n\t XDeathNightmare1Type2:\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareArm\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareZombiemanChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(400,1000)/100.00,random(-180,180),160,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NightmareEye\",random(-10,10),random(-10,10),random(42,50),random(-300,300)/100.00,random(-300,300)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareSkull\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk1\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk2\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk3\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk4\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan1\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan2\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan3\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan4\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan5\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan6\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan7\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan8\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareHip\",random(-10,10),random(-10,10),random(12,20),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareGibExplosionSmall1\",0,0,0,0,0,0,0,160)\n\t\tgoto KeepXDeathforFreely\n\n\t XDeathNightmare2Type2:\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareArm\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareZombiemanChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(400,1000)/100.00,random(-180,180),160,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NightmareEye\",random(-10,10),random(-10,10),random(42,50),random(-300,300)/100.00,random(-300,300)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareSkull\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk1\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk2\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk3\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk4\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan1\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan2\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan3\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan4\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan5\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan6\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan7\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan8\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareHip\",random(-10,10),random(-10,10),random(12,20),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareGibExplosionSmall1\",0,0,0,0,0,0,0,160)\n\t\tgoto KeepXDeathforFreely\n }\n}\n\nactor BlakeDisintegrate : ZombiemanDisintegrate\n{\n States\n {\n Spawn:\n TNT1 A 0\n BSTN J 3 A_SpawnItem(\"DisintEffectSmall\",0,10)\n BSTN J 3 A_SetTranslucent(0.9,0)\n BSTN J 3 A_SetTranslucent(0.8,0)\n BSTN J 3 A_SetTranslucent(0.7,0)\n BSTN K 3 A_SetTranslucent(0.6,0)\n BSTN K 3 A_SetTranslucent(0.5,0)\n BSTN K 2 A_SetTranslucent(0.4,0)\n BSTN K 2 A_SetTranslucent(0.3,0)\n BSTN L 2 A_SetTranslucent(0.2,0)\n BSTN L 2 A_SetTranslucent(0.1,0)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/Bstone/Slot1.txt",
"contents": "Actor BlakeRefill : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+INVENTORY.UNDROPPABLE\n +INVBAR\n Inventory.Icon \"BAMRB0\"\n Inventory.PickupSound \"Bstone/ammoget\"\n Inventory.PickupMessage \"You picked up an Ammo Recharge battery!\"\n\tScale 1.25\n\t+IGNORESKILL\n States\n {\n Spawn:\n BAMR A 1 Bright\n Loop\n Use:\n TNT1 A 0 A_JumpIf(1==ACS_ExecuteWithResult(459, 0), \"Failed\")\n\t\tTNT1 A 0 A_PlaySound(\"Bstone/ammoget\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(460, 0)\n\t\tTNT1 A 0 A_GiveInventory(\"IGotMyUnique\", 1)\n Stop\n\t Failed:\n\t\tTNT1 A 0\n\t Fail\n }\n}\n\nActor IGotMyUnique : Inventory\n{\n\tinventory.maxamount 4\n}"
},
{
"source": "pk3",
"name": "Decorate/Bstone/Slot2.txt",
"contents": "actor \"Slow Fire Protector\": InstantSwitchWeapon\n{\n Weapon.SelectionOrder 1000\n Weapon.SlotNumber 2\n Inventory.PickUpSound \"wolfen/knifeget\"\n Obituary \"%k \\cvENERGIZED!\\c- %o \\cvwith the Slow Fire Protector.\\c-\"\n Inventory.PickupMessage \"You got a Slow Fire Protector!\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 10\n\tWeapon.AmmoType \"Shell\"\n +DONTBOB\n +INVENTORY.UNDROPPABLE\n Weapon.YAdjust 11\n States\n {\n Spawn:\n BWP2 A -1\n Loop\n\n Ready:\n BPI2 A 1 A_WeaponReady\n loop\n\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"CoopFire\")\n BPI2 B 3\n TNT1 A 0 A_PlayWeaponSound(\"Bpistol2/Fire\")\n\t\tBPI2 C 3 BRIGHT A_FireCustomMissile(\"BlakeBullet2\",frandom(-2.80,2.80),1,0,0,0,frandom(-2.80,2.80))\n //BPI2 C 3 BRIGHT A_FireBullets(1.8,1.8,1,32,\"BlankPuffBlake\")\n BPI2 DEA 3\n Goto Ready\n\n CoopFire:\n\t\tBPI2 B 3\n TNT1 A 0 A_PlayWeaponSound(\"BPistol2/Fire\")\n BPI2 C 3 BRIGHT A_FireCustomMissile(\"BlakeBullet2Coop\",frandom(-2.80,2.80),1,0,0,0,frandom(-2.80,2.80))\n BPI2 DEA 3\n Goto Ready\n }\n}\n\nactor BlakeBullet2: FastProjectile\n{\n Damage (42) //38\n Radius 1\n Height 1\n Speed 300\n Projectile\n Renderstyle \"Normal\"\n //Species \"Player\"\n DamageType \"BlakeBullet\"\n +BLOODSPLATTER\n //+THRUSPECIES\n +NOTIMEFREEZE\n\t-EXTREMEDEATH\n\t+NOEXTREMEDEATH\n Alpha 1.0\n States\n {\n Spawn:\n TNT1 A 1\n loop\n\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor BlakeBullet2Coop : BlakeBullet2\n{\n\tSpecies \"Player\"\n\t+THRUSPECIES\n}\n\n/*\nactor BlakeBullet2: BlakeBullet1\n{\n Damage (Random(4,5)*8) // 32/40\n}*/"
},
{
"source": "pk3",
"name": "Decorate/Bstone/Slot3.txt",
"contents": "actor \"Heavy Assault Rifle\": InstantSwitchWeapon\n{\n Weapon.SelectionOrder 750\n Weapon.SlotNumber 3\n Inventory.PickUpSound \"wolfen/knifeget\"\n Obituary \"%k \\cvthrottled volatile energy through\\c- %o \\cvwith the Heavy Assault Rifle\\c-\"\n Inventory.PickupMessage \"You got a Heavy Assault Rifle!\"\n Weapon.AmmoUse 2\n Weapon.AmmoGive 10\n\tWeapon.AmmoType \"Shell\"\n +DONTBOB\n +INVENTORY.UNDROPPABLE\n Weapon.YAdjust 9\n States\n {\n Spawn:\n BWP3 A -1\n Loop\n\n Ready:\n SRF5 A 1 A_WeaponReady\n loop\n\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"CoopFire\")\n SRF5 B 4\n TNT1 A 0 A_PlayWeaponSound(\"BRifle/Fire\")\n\n\t\tSRF5 CCCCCC 0 BRIGHT A_FireCustomMissile(\"BlakeBullet3\",random(-68,68)/10.0,0,0,0, 0, random(-48,48)/10.0)\n\t\tSRF5 C 5 BRIGHT A_FireCustomMissile(\"BlankPuffBlake\")\n SRF5 DE 7\n Goto Ready\n\n CoopFire:\n\t\tSRF5 B 4\n TNT1 A 0 A_PlayWeaponSound(\"BRifle/Fire\")\n\t\tSRF5 CCCCCC 0 BRIGHT A_FireCustomMissile(\"BlakeBullet3Coop\",random(-68,68)/10.0,0,0,0, 0, random(-48,48)/10.0)\n\t\tSRF5 C 5 BRIGHT A_FireCustomMissile(\"BlankPuffBlake\")\n SRF5 DE 7\n Goto Ready\n }\n}\n\nactor BlakeBullet3: FastProjectile\n{\n Damage (16)\n Radius 1\n Height 1\n Speed 300\n Projectile\n Renderstyle \"Normal\"\n //Species \"Player\"\n DamageType \"BlakeBullet\"\n +BLOODSPLATTER\n //+THRUSPECIES\n +NOTIMEFREEZE\n\t-EXTREMEDEATH\n\t+NOEXTREMEDEATH\n\t+THRUGHOST\n Alpha 1.0\n States\n {\n Spawn:\n TNT1 A 1\n loop\n\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor BlakeBullet3Coop : BlakeBullet3\n{\n\tSpecies \"Player\"\n\t+THRUSPECIES\n}\n\n/*\nactor BlakeBullet3: BlakeBullet1\n{\n //Damage (Random(2,3)*7) // 14/21\n\t//Damage (Random(6,7)*2) // 12/18 - Too few\n\tDamage(Random(5,6)*3) // 14/17 - better\n\t//Damage (Random(4,5)*4) // 16/20 - Too much\n\t//Damage(Random(8,9)*2) //14/16\n\n\t+THRUGHOST\n}*/"
},
{
"source": "pk3",
"name": "Decorate/Bstone/Slot4.txt",
"contents": "actor \"Rapid Assault Rifle\": InstantSwitchWeapon\n{\n Weapon.SelectionOrder 800\n Weapon.SlotNumber 4\n Inventory.PickUpSound \"wolfen/knifeget\"\n Obituary \"%k \\cvvaporized\\c- %o \\cvwith the Rapid Assault Rifle\\c-\"\n Inventory.PickupMessage \"You got a Rapid Assault Rifle!\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 25\n\tWeapon.AmmoType \"Clip\"\n +DONTBOB\n +INVENTORY.UNDROPPABLE\n Weapon.YAdjust 12\n States\n {\n Spawn:\n BWP4 A -1\n Loop\n\n Ready:\n BRIF A 1 A_WeaponReady\n loop\n\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"CoopFire\")\n BRIF B 2\n TNT1 A 0 A_PlayWeaponSound(\"BRifle/Fire\")\n\t\tBRIF C 2 BRIGHT A_FireCustomMissile(\"BlakeBullet4\",random(-1.8,1.8),1,0,0, 0, random(-1.8,1.8))\n //BRIF C 2 BRIGHT A_FireBullets(2.8,2.8,1,7,\"BlankPuffBlake\")\n BRIF D 2\n\t\tBRIF A 3 A_Refire //was 3\n Goto Ready\n\n CoopFire:\n\t\tBRIF B 2\n TNT1 A 0 A_PlayWeaponSound(\"BRifle/Fire\")\n BRIF C 2 BRIGHT A_FireCustomMissile(\"BlakeBullet4Coop\",random(-1.8,1.8),1,0,0, 0, random(-1.8,1.8))\n BRIF D 2\n BRIF A 3 A_Refire //was 3\n\t\tGoto Ready\n }\n}\n\nactor BlakeBullet4: FastProjectile\n{\n Damage (18) //17\n Radius 1\n Height 1\n Speed 300\n Projectile\n Renderstyle \"Normal\"\n //Species \"Player\"\n DamageType \"BlakeBullet\"\n +BLOODSPLATTER\n //+THRUSPECIES\n +NOTIMEFREEZE\n\t-EXTREMEDEATH\n\t+NOEXTREMEDEATH\n Alpha 1.0\n States\n {\n Spawn:\n TNT1 A 1\n loop\n\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor BlakeBullet4Coop : BlakeBullet4\n{\n\tSpecies \"Player\"\n\t+THRUSPECIES\n}"
},
{
"source": "pk3",
"name": "Decorate/Bstone/Slot5.txt",
"contents": "actor \"Plasma Discharge Unit\": InstantSwitchWeapon\n{\n Weapon.SelectionOrder 1200\n Weapon.SlotNumber 5\n Inventory.PickUpSound \"wolfen/knifeget\"\n Obituary \"%k \\cvdestroyed\\c- %o \\cvwith the Plasma Discharge Unit\\c-\"\n Inventory.PickupMessage \"You got a Plasma Discharge Unit!\"\n DamageType \"BlakePlasma\"\n Weapon.AmmoUse 2\n Weapon.AmmoGive 8\n\tWeapon.AmmoType \"RocketAmmo\"\n +DONTBOB\n +INVENTORY.UNDROPPABLE\n\t+NOAUTOAIM\n\n Weapon.YAdjust 11\n States\n {\n Spawn:\n BWP5 A -1\n Loop\n\n Ready:\n BCAN A 1 A_WeaponReady\n loop\n\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"CoopFire\")\n BCAN B 3\n TNT1 A 0 A_PlayWeaponSound(\"BCannon/Fire\")\n BCAN C 2 BRIGHT A_FireCustomMissile(\"BCannonProj\", 0, 1, 0, 12)\n\t\tBCAN DE 3\n\t\tBCAN A 5 A_Refire\n Goto Ready\n CoopFire:\n BCAN B 3\n TNT1 A 0 A_PlayWeaponSound(\"BCannon/Fire\")\n BCAN C 2 BRIGHT A_FireCustomMissile(\"BCannonProjCoop\", 0, 1, 0, 12)\n\t\tBCAN DE 3\n\t\tBCAN A 5 A_Refire\n\t\tGoto Ready\n }\n}\n\nActor BCannonProj\n{\n\tPROJECTILE\n\t-NOGRAVITY\n\t+WINDTHRUST\n\t+BLOODLESSIMPACT\n\t+FORCEXYBILLBOARD\n\tDamage (130)\n\tRadius 8\n\tHeight 8\n\tScale 1.25\n\tSpeed 30\n\tDecal Scorch\n\tDamageType \"BCannonProj\"\n\tDeathSound \"BCannon/Boom\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBCAP A -1 Bright\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\", 1)\n\t\t\tTNT1 A 0 A_Explode(96, 96, 0)\n\t\t\tBCAP BCDEF 3 Bright\n\t\tStop\n\t}\n}\n\nActor BCannonProjCoop : BCannonProj\n{\n\tSpecies \"Player\"\n\t+THRUSPECIES\n\t+DONTHARMCLASS\n\t+DONTHARMSPECIES\n\t+MTHRUSPECIES\n}"
},
{
"source": "pk3",
"name": "Decorate/Bstone/Slot6.txt",
"contents": "actor \"Dual Neutron Disruptor\": InstantSwitchWeapon\n{\n Weapon.SelectionOrder 500\n Weapon.SlotNumber 6\n Inventory.PickUpSound \"wolfen/knifeget\"\n Obituary \"%k \\cvdesintegrated\\c- %o \\cvwith the Dual Neutron Disruptor\\c-\"\n Inventory.PickupMessage \"You got a Dual Neutron Disruptor!\"\n DamageType \"BlakeBullet\"\n Weapon.AmmoUse 1\n Weapon.AmmoGive 40\n\tWeapon.AmmoType \"Cell\"\n +DONTBOB\n +INVENTORY.UNDROPPABLE\n\tWeapon.YAdjust 20\n States\n {\n Spawn:\n BWP6 A -1\n Loop\n\n Ready:\n DRIF A 1 A_WeaponReady\n loop\n\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"CoopFire\")\n DRIF B 2\n TNT1 A 0 A_PlayWeaponSound(\"DRifle/Fire\")\n DRIF C 4 BRIGHT A_FireCustomMissile(\"BlakeBullet6\",random(-40,40)/10.0,1,0,0, 0, random(-38,38)/10.0)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"DRifle/Fire\")\n DRIF D 4 BRIGHT A_FireCustomMissile(\"BlakeBullet6\",random(-40,40)/10.0,1,0,0, 0, random(-38,38)/10.0)\n\t\tTNT1 A 0 A_Refire\n\t\tDRIF EB 3\n Goto Ready\n\t Hold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"CoopHold\")\n TNT1 A 0 A_PlayWeaponSound(\"DRifle/Fire\")\n DRIF C 4 BRIGHT A_FireCustomMissile(\"BlakeBullet6\",random(-40,40)/10.0,1,0,0, 0, random(-38,38)/10.0)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"DRifle/Fire\")\n DRIF D 4 BRIGHT A_FireCustomMissile(\"BlakeBullet6\",random(-40,40)/10.0,1,0,0, 0, random(-38,38)/10.0)\n\t TNT1 A 0 A_Refire\n\t\tDRIF EB 3\n Goto Ready\n\t CoopHold:\n TNT1 A 0 A_PlayWeaponSound(\"DRifle/Fire\")\n DRIF C 4 BRIGHT A_FireCustomMissile(\"BlakeBullet6Coop\",random(-40,40)/10.0,1,0,0, 0, random(-38,38)/10.0)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"DRifle/Fire\")\n DRIF D 4 BRIGHT A_FireCustomMissile(\"BlakeBullet6Coop\",random(-40,40)/10.0,1,0,0, 0, random(-38,38)/10.0)\n\t TNT1 A 0 A_Refire\n\t\tDRIF EB 3\n Goto Ready\n CoopFire:\n\t\tDRIF B 2\n TNT1 A 0 A_PlayWeaponSound(\"DRifle/Fire\")\n\t\tDRIF C 4 BRIGHT A_FireCustomMissile(\"BlakeBullet6Coop\",random(-40,40)/10.0,1,0,0, 0, random(-40,40)/10.0)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"DRifle/Fire\")\n DRIF D 4 BRIGHT A_FireCustomMissile(\"BlakeBullet6Coop\",random(-40,40)/10.0,1,0,0, 0, random(-40,40)/10.0)\n\t\tTNT1 A 0 A_Refire\n\t\tDRIF EB 3\n\t\tGoto Ready\n }\n}\n\nactor BlakeBullet6: FastProjectile\n{\n Damage (30)\n Radius 1\n Height 1\n Speed 300\n Projectile\n Renderstyle \"Normal\"\n //Species \"Player\"\n DamageType \"BlakeBullet\"\n +BLOODSPLATTER\n //+THRUSPECIES\n +NOTIMEFREEZE\n\t-EXTREMEDEATH\n\t+NOEXTREMEDEATH\n\t+THRUGHOST\n Alpha 1.0\n States\n {\n Spawn:\n TNT1 A 1\n loop\n\n Death:\n TNT1 A 1\n stop\n }\n}\n\nactor BlakeBullet6Coop : BlakeBullet6\n{\n\tSpecies \"Player\"\n\t+THRUSPECIES\n}\n\n/*\nactor BlakeBullet5: BlakeBullet1\n{\n //Damage (Random(2,3)*17) // 34/51 - Too much\n\t//Damage (Random(2,3)*16) // 32/48 - Too similar to Slot 2\n\t//Damage (Random(3,4)*11) // 33/44 - Too much\n\tDamage (Random(5,6)*6) // 30/36\n\t//Damage (Random(7,8)*5) // 35/40\n\t+THRUGHOST\n}*/"
},
{
"source": "pk3",
"name": "Decorate/Bstone/Slot7.txt",
"contents": "actor \"Anti-Plasma Cannon\": InstantSwitchWeapon\n{\n Weapon.SelectionOrder 1000\n Weapon.SlotNumber 7\n Inventory.PickUpSound \"wolfen/knifeget\"\n Obituary \"%k \\cvobliterated\\c- %o \\cvwith the Anti-Plasma Cannon\\c-\"\n Inventory.PickupMessage \"You got an Anti-Plasma Cannon!\"\n DamageType \"BlakePlasma\"\n Weapon.AmmoUse 15\n Weapon.AmmoGive 50\n\tWeapon.AmmoType \"Cell\"\n +DONTBOB\n +INVENTORY.UNDROPPABLE\n Weapon.YAdjust 12\n States\n {\n Spawn:\n BWP7 A -1\n Loop\n\n Ready:\n DCAN A 1 A_WeaponReady\n loop\n\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"CoopFire\")\n DCAN B 3\n TNT1 A 0 A_PlayWeaponSound(\"DRifle/Fire\")\n DCAN C 3 BRIGHT A_FireCustomMissile(\"DCannonProj\", 0, 1, 0, 4)\n\t\tDCAN DE 3\n\t\tDCAN A 5 A_Refire\n Goto Ready\n CoopFire:\n DCAN B 3\n TNT1 A 0 A_PlayWeaponSound(\"DRifle/Fire\")\n DCAN C 3 BRIGHT A_FireCustomMissile(\"DCannonProjCoop\", 0, 1, 0, 4)\n\t\tDCAN DE 3\n\t\tDCAN A 5 A_Refire\n\t\tGoto Ready\n }\n}\n\nActor DCannonProj\n{\n\tPROJECTILE\n// Damage (150)\n\tRadius 12\n\tHeight 8\n\tScale 1.25\n\tSpeed 32\n\tDecal Scorch\n\tDeathSound \"BCannon/Boom\"\n\tDamageType \"DCannonProj\"\n//\tProjectileKickBack 0.8 --> Damn u Zandronum\n\t+EXTREMEDEATH\n\t-NOEXTREMEDEATH\n\t+FORCERADIUSDMG\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+FORCEXYBILLBOARD\n\t+THRUACTORS\n//\t+NOTIMEFREEZE\n//\t+WINDTHRUST\n\tStates\n\t{\n\t\tSpawn:\n\t\t\t9C0P A 1 Bright A_CustomMissile(\"DCannonProjRipper\",0,0,0,CMF_TRACKOWNER)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Explode(255, 128)\n\t\t\tDCAP BCDEFGHI 3 Bright\n\t\tStop\n\t}\n}\n\nACTOR DCannonProjRipper\n{\n\tDamage (100)//(150)\n\tPROJECTILE\n\tRadius 12\n\tHeight 8\n\tScale 1.25\n\tDecal Scorch\n\tDamageType \"DCannonProj\"\n\tDeathSound \"BCannon/Boom\"\n\t+EXTREMEDEATH\n\t-NOEXTREMEDEATH\n\t+BLOODLESSIMPACT\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor DCannonProjCoop : DCannonProj\n{\n\tSpecies \"Player\"\n\t+THRUSPECIES\n\t+DONTHARMCLASS\n\t+DONTHARMSPECIES\n\t+MTHRUSPECIES\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\t\tSpawn:\n\t\t\t9C0P A 1 Bright A_CustomMissile(\"DCannonProjRipper_2\",0,0,0,CMF_TRACKOWNER)\n\t\tLoop\n\t}\n}\n\nActor DCannonProjRipper_2 : DCannonProjRipper { Species \"Player\" +THRUSPECIES +DONTHARMCLASS +NODAMAGETHRUST +DONTHARMSPECIES +MTHRUSPECIES }"
},
{
"source": "pk3",
"name": "Decorate/Bstone/Unique.txt",
"contents": "Actor BlakeShield : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 2\n\t+INVENTORY.UNDROPPABLE\n +INVBAR\n Inventory.Icon \"BORBB0\"\n Inventory.PickupSound \"Bstone/xylanget\"\n Inventory.PickupMessage \"You picked up a Xylan Shield!\"\n\tScale 1.25\n States\n {\n Spawn:\n BORB A 1 Bright\n Loop\n Use:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BStoneProtection\", 1, \"Failed\")\n\t\tTNT1 A 0 A_GiveInventory(\"BstoneProtection\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"Bstone/shielduse\")\n\t\tTNT1 A 0 A_SetBlend(\"0FDDAF\",0.35,280)\n Stop\n\t Failed:\n\t\tTNT1 A 0\n\t Fail\n }\n}\n\nActor BStoneProtection : PowerProtection\n{\n\tpowerup.duration -6\n DamageFactor \"Telefrag\", 2.0\n\tDamagefactor \"normal\", 0.5\n DamageFactor \"Fire\", 0.25\n\tDamageFactor \"RottFire\", 0.25\n}"
},
{
"source": "pk3",
"name": "Decorate/C7/instagib.txt",
"contents": "actor \"SuperVulcan\" : InstantSwitchWeapon\n{\n Weapon.SelectionOrder 400\n Weapon.SlotNumber 0\n Inventory.PickUpSound \"C7/AmmoPickup\"\n +DONTBOB\n +NOALERT\n +INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n Decal BulletChip\n Inventory.PickupMessage \"You got the Super M-343 Mini Gun!\"\n Obituary \"%k ripped huge chunks out of %o with the Super M343.\"\n Weapon.YAdjust 11\n States\n {\n Ready:\n TNT1 A 0 SetPlayerProperty(0,1,2)\n C7VL E 1 A_WeaponReady\n goto Ready+1\n\n Fire:\n C7VL E 2 A_AlertMonsters\n TNT1 A 0 A_PlayWeaponSound(\"C7/Vulcan\")\n C7VL A 2 A_FireBullets(0,0,2,10000,\"BlankPuffInstagib\", FBF_NORANDOM)\n\t\tC7VL CD 3\n C7VL E 19\n TNT1 A 0 A_Refire\n C7VL E 3 A_ClearRefire\n Goto Ready\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/Caleb/Effects.txt",
"contents": "actor CalebBulletSpark\n{\n Radius 3\n Height 4\n Speed 25\n renderstyle Add\n Scale 0.7\n +NOBLOCKMAP\n +NOGRAVITY\n +DONTSPLASH\n +RANDOMIZE\n states\n {\n Spawn:\n BSPR A 0 A_Jump(128,8)\n BSPR ABCDEFGH 2 bright\n stop\n BSPR HIJKLMNO 2 bright\n stop\n }\n}\n\nactor ZBBulletPuff : BulletPuff\n{\n Scale 0.8\n renderstyle Translucent\n alpha 0.75\n attacksound \"Shoot/BloodBullet\"\n DamageType \"CalebBullet\"\n Decal ZBloodBulletChip1\n +NOBLOCKMAP\n +NOGRAVITY\n +ALLOWPARTICLES\n +RANDOMIZE\n states\n {\n Spawn:\n BSPR A 0\n Melee:\n ZUFF A 0 A_SpawnitemEx(\"CalebBulletSpark\",0,0,0,0,0,0,0,128,0)\n ZUFF A 0 A_Jump(128,33)\n ZUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n stop\n ZUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n stop\n }\n}\n\nactor PitchforkPuff : BulletPuff\n{\n Scale 0.8\n renderstyle Translucent\n alpha 0.5\n SeeSound \"Vodoo/stab\"\n DamageType \"CalebBullet\"\n Decal ZBloodBulletChip1\n +NOBLOCKMAP\n +NOGRAVITY\n +ALLOWPARTICLES\n +RANDOMIZE\n states\n {\n Melee:\n ZUFF A 0 A_Jump(128,9)\n ZUFF ABCDEFGH 3\n stop\n ZUFF IJKLMNOP 3\n stop\n Spawn:\n Crash:\n\tTNT1 A 0 A_PlaySound(\"PITCHOW2\")\n ZUFF A 0 A_SpawnitemEx(\"CalebBulletSpark\",0,0,0,0,0,0,0,128,0)\n\tGoto Melee\n }\n}\n\nACTOR ShotgunCasing\n{\n Height 1\n Radius 3\n Speed 4\n Scale 0.1\n Gravity 0.7\n +DOOMBOUNCE\n bouncefactor 0.5\n bouncecount 2\n PROJECTILE\n +MOVEWITHSECTOR\n +DONTSPLASH\n +SOLID\n -NOGRAVITY\n +FLOORCLIP\n +WINDTHRUST\n -CANBOUNCEWATER\n +EXPLODEONWATER\n -NOLIFTDROP\n +ClientSideOnly\n SeeSound \"Shotgun/Shells\"\n DeathSound \"Shotgun/Shells\"\n States\n {\n Spawn:\n\t CASS AA 0 A_Recoil(RandoM(0,-2))\n\t CASS A 0 THRUSTTHINGZ(0,random(3,5),0,0)\n CASS A 0 A_Jump(192,1,2,3,4)\n CASS BCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFA 1\n Stop\n Death:\n CASS A 0 A_Jump(127,8)\n CASS A 160 A_Fall\n\t CASS AAAAAA 40 A_FadeOut(0.15)\n Stop\n CASS E 325 A_Fall\n Stop\n\n }\n}\n\nACTOR TommygunCasing\n{\n Height 1\n Radius 3\n Speed 4\n Scale 0.1\n +DOOMBOUNCE\n bouncecount 2\n bouncefactor 0.5\n PROJECTILE\n +MOVEWITHSECTOR\n +SOLID\n -NOGRAVITY\n +DONTSPLASH\n +FLOORCLIP\n +NOBLOCKMAP\n +WINDTHRUST\n -CANBOUNCEWATER\n +EXPLODEONWATER\n -NOLIFTDROP\n +CLIENTSIDEONLY\n DeathSound \"Tommy/Shells\"\n States\n {\n Spawn:\n CASB A 0 A_Jump(192,1,2,3,4)\n CASB BCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFA 1\n Stop\n Death:\n CASB A 0 A_Jump(127,2)\n CASB A 325 A_Fall\n Stop\n CASB E 325 A_Fall\n Stop\n }\n}\n\nactor NapalmDebris\n{\n health 5\n radius 1\n height 1\n Speed 10\n Scale 0.2\n PROJECTILE\n +NOBLOCKMAP\n +DONTSPLASH\n +RANDOMIZE\n -NOGRAVITY\n -SOLID\n +CLIENTSIDEONLY\n +WINDTHRUST\n states\n {\n Spawn:\n\tTNT1 A 0\n FSPK A 0 bright A_Jump(192,3,4,6,8)\n FSPK A 10 bright\n FSPK A 200 bright A_LowGravity\n stop\n FSPK B 10 bright\n FSPK B 200 bright A_LowGravity\n stop\n FSPK C 10 bright\n FSPK C 200 bright A_LowGravity\n stop\n FSPK D 10 bright\n FSPK D 200 bright A_LowGravity\n stop\n FSPK E 10 bright\n FSPK E 200 bright A_LowGravity\n stop\n FSPK F 10 bright\n FSPK F 200 bright A_LowGravity\n stop\n Death:\n FSPK A 1\n stop\n }\n}\n\nActor FlareDebris : NapalmDebris\n{\n states\n {\n Spawn:\n\tTNT1 A 0\n FSPK G 0 bright A_Jump(192,3,4,6,8)\n FSPK G 10 bright\n FSPK G 200 bright A_LowGravity\n stop\n FSPK H 10 bright\n FSPK H 200 bright A_LowGravity\n stop\n FSPK I 10 bright\n FSPK I 200 bright A_LowGravity\n stop\n FSPK J 10 bright\n FSPK J 200 bright A_LowGravity\n stop\n FSPK K 10 bright\n FSPK K 200 bright A_LowGravity\n stop\n FSPK L 10 bright\n FSPK L 200 bright A_LowGravity\n stop\n Death:\n FSPK G 1\n stop\n }\n}\n\nActor TeslaSparkDebris : NapalmDebris\n{\n health 1\n States\n {\n Spawn:\n\tTNT1 A 0\n FSPK M 10 bright\n FSPK M 200 bright A_LowGravity\n stop\n Death:\n FSPK M 1\n stop\n }\n}\n\nActor BaseLensflare\n{\n Health 9999\n Radius 0\n Height 0\n Renderstyle Add\n Alpha 0.9\n -SOLID\n +NOCLIP\n +NOGRAVITY\n +ISMONSTER\n -SHOOTABLE\n -COUNTKILL\n +DONTSPLASH\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n }\n}\n\nACTOR BlueFlare : BaseLensflare\n{\n Scale 0.4\n States\n {\n Spawn:\n\t LEFL B 0\n F7NL BBBB 1 BRIGHT A_FadeOut(.25)\n Stop\n }\n}\n\nActor BlueFlareSmall : BlueFlare { Scale 0.2 }\n\nACTOR SmokeTrail\n{\n\t+NOINTERACTION\n\t+DONTSPLASH\n\t+NOCLIP\n \t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1\n\t\tStop\n\t}\n}\nACTOR SmokeTrailSmall : SmokeTrail { Scale .25 }\n\nACTOR SmokeTrailSlow : SmokeTrail\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tSMOK ABCDEFGH 2\n\t\tSMOK IJKLMNOPQ 1\n\t\tStop\n\t}\n}\n\nactor Blower\n{\n\tPROJECTILE\n\tSpeed 0\n\t+NOBLOCKMAP\n\t+DONTSPLASH\n\t+RIPPER\n\t+FLOORHUGGER\n\trenderstyle none\n\tgravity 10\n\talpha .35\n\tDamageType \"Dynamite\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_AlertMonsters\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_Explode(32,160)\n\t\t\tTNT1 A 1 A_Explode(20,140)\n\t\t\tTNT1 A 1 A_Explode(20,96)\n\t\t\tStop\n\t}\n}\n\nactor BFireTrail : BulletPuff\n{\n radius 13\n height 8\n RENDERSTYLE ADD\n Scale 0.3\n alpha 0.9\n +NOBLOCKMAP\n +RANDOMIZE\n +NOGRAVITY\n +WINDTHRUST\n +CLIENTSIDEONLY\n +CANNOTPUSH\n states\n {\n Spawn:\n TNT1 A 0\n SFIR ABCDEFGH 4 bright A_Recoil(random(-1,1))\n stop\n }\n}\n\nActor BFireTrail2 : BFireTrail\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t TNT1 A 0\n\t\t\tSFIR IJKLMNOP 4 bright A_Recoil(random(-1,1))\n\t\tStop\n\t}\n}\n\nActor TFireTrail : BFireTrail\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTFIR ABCDEFGH 4 bright\n\t\tstop\n\t}\n}\n\nActor TFireTrail2 : BFireTrail\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t TNT1 A 0\n\t\t\tTFIR IJKLMNOP 4 bright\n\t\tStop\n\t}\n}\n\nACTOR SmokeTrailIn4OutSlow : SmokeTrail\n{\n VSpeed 1\n\tAlpha 0\n\tStates\n\t{\n\t\tSpawn:\n\t\tSMOK A 0\n\t\tSMOK A 1 A_SetTranslucent(.125,1)\n\t\tSMOK A 1 A_SetTranslucent(.25,1)\n\t\tSMOK B 1 A_SetTranslucent(.375,1)\n\t\tSMOK B 1 A_SetTranslucent(.5,1)\n\t\tSMOK C 1 A_SetTranslucent(.625,1)\n\t\tSMOK C 1 A_SetTranslucent(.75,1)\n\t\tSMOK D 1 A_SetTranslucent(.875,1)\n\t\tSMOK D 1 A_SetTranslucent(1,1)\n\t\tSMOK EFGH 2\n\t\tSMOK IJKLMNOPQ 1\n\t\tStop\n\t}\n}\n\nactor BSmokeTrail\n{\n radius 13\n height 8\n RENDERSTYLE Translucent\n ALPHA 0.30\n Scale 0.1\n +NOBLOCKMAP\n +RANDOMIZE\n +NOGRAVITY\n +CLIENTSIDEONLY\n +DONTSPLASH\n +WINDTHRUST\n states\n {\n Spawn:\n NSMK A 0 A_Jump(128,24)\n NSMK GGGGHHHHIIIIJJJJKKKKLLLL 1 A_FadeOut(0.01)\n stop\n NSMK AAAABBBBCCCCDDDDEEEEFFFF 1 A_FadeOut(0.01)\n stop\n }\n}\n\nactor Kaboom : BulletPuff\n{\n radius 32\n height 50\n Decal Scorch\n renderstyle Add\n alpha 0.45\n +NOGRAVITY\n +DONTSPLASH\n +RANDOMIZE\n states\n {\n Spawn:\n TNT1 A 0\n goto See\n See:\n TNT1 A 0 Radius_quake(2,8,0,16,0)\n \tTNT1 A 0 A_JumpIf(waterlevel>2,\"Vapor\")\n\tTNT1 A 0 A_SpawnItemEx(\"KaboomDouble\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION)\n goto Death\n Vapor:\n TNT1 AAAAAA 0 A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",0,0,0,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n Death:\n TNT1 AAAAAAAA 0 A_CustomMissile(\"NapalmDebris\", 0, 0, random[Puffs](0,360), 2, random[Puffs](-90,90))\n TNT1 A 0 A_SpawnDebris (\"NapalmDebris\")\n TNT1 A 0 A_Jump(128,\"AltDeath\")\n RPGX BCD 3 bright\n TNT1 A 0 Radius_Quake (1,10,0,16,0)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"DeathVapor\")\n RPGX EFGHI 3 bright\n RPGX JKLMNOPQRSTUV 2 bright\n stop\n DeathVapor:\n RPGX EFGHI 3 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",0,0,0,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n RPGX JKL 2 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n RPGX MN 2 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-20,20),random[Puffs](-20,20),30,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n stop\n AltDeath:\n RPGX KLM 3 bright\n RPGX Q 0 bright Radius_Quake (1,10,0,16,0)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n RPGX NOPQR 3 bright\n RPGX STUV 2 bright\n stop\n AltDeathVapor:\n RPGX NOPQR 3 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",0,0,0,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n RPGX STUV 2 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n stop\n }\n}\n\nactor KaboomDouble : Kaboom\n{\n states\n {\n Spawn:\n \tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"AltDeath\")\n RPGX BCD 1 bright\n\tRPGX E 2 bright A_JumpIf(waterlevel>2,\"DeathVapor\")\n RPGX FGHI 2 bright\n RPGX JKLMNOPQRSTUV 2 bright\n stop\n DeathVapor:\n RPGX EFGHI 1 bright\n RPGX JKL 1 bright\n RPGX MN 1 bright\n stop\n AltDeath:\n RPGX KLM 2 bright\n\tRPGX N 2 bright A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n RPGX OPQR 2 bright\n RPGX STUV 2 bright\n stop\n AltDeathVapor:\n RPGX NOPQR 1 bright\n RPGX STUV 1 bright\n stop\n }\n}\n\nactor FloorKaboom\n{\n radius 0\n height 0\n Decal Scorch\n renderstyle Add\n alpha 0.45\n +NOBLOCKMAP\n -NOGRAVITY\n +DONTSPLASH\n +RANDOMIZE\n PROJECTILE\n states\n {\n Spawn:\n TNT1 A 0\n\tDEXP A 0 A_SpawnItemEx(\"FloorKaboomDouble\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION)\n goto Death\n Death:\n DEXP A 0 Radius_quake(2,7,0,16,0)\n DEXP A 0 A_SpawnDebris (\"NapalmDebris\")\n DEXP A 0 A_Jump(128,\"AltDeath\")\n DEXP ABC 2 bright\n DEXP D 0 Radius_Quake (1,10,0,16,0)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"DeathVapor\")\n DEXP DEFGHI 3 bright\n DEXP JKLM 2 bright\n stop\n DeathVapor:\n DEXP DEFGHI 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n DEXP JKLM 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-20,20),random[Puffs](-20,20),30,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n stop\n AltDeath:\n DEXP NOP 2 bright\n DEXP P 0 Radius_Quake (1,10,0,16,0)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n DEXP QRSTU 3 bright\n DEXP VWXYZ 2 bright\n stop\n AltDeathVapor:\n DEXP DEFGHI 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n DEXP JKLM 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-20,20),random[Puffs](-20,20),30,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4),SXF_CLIENTSIDE)\n stop\n }\n}\n\nactor FloorKaboomDouble : FloorKaboom\n{\n states\n {\n Spawn:\n TNT1 A 0\n\tDEXP A 0 A_Jump(128,\"AltDeath\")\n DEXP ABC 1 bright\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"DeathVapor\")\n DEXP DEFGHI 2 bright\n DEXP JKLM 2 bright\n stop\n DeathVapor:\n DEXP DEFGHI 1 bright\n DEXP JKLM 1 bright\n stop\n AltDeath:\n DEXP NOP 1 bright\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n DEXP QRSTU 2 bright\n DEXP VWXYZ 2 bright\n stop\n AltDeathVapor:\n DEXP DEFGHI 1 bright\n DEXP JKLM 1 bright\n stop\n }\n}\n\nactor LifeLeechSentryFX\n{\n health 5\n radius 1\n height 1\n Speed 10\n Scale 0.2\n PROJECTILE\n +NOBLOCKMAP\n +DONTSPLASH\n +RANDOMIZE\n -NOGRAVITY\n -SOLID\n +CLIENTSIDEONLY\n +WINDTHRUST\n RENDERSTYLE ADD\n states\n {\n Spawn:\n EYEP A 0 bright\n EYEP A 10 bright\n EYEP A 200 bright A_LowGravity\n stop\n EYEP B 10 bright\n EYEP B 200 bright A_LowGravity\n stop\n EYEP C 10 bright\n EYEP C 200 bright A_LowGravity\n stop\n EYEP D 10 bright\n EYEP D 200 bright A_LowGravity\n stop\n EYEP E 10 bright\n EYEP E 200 bright A_LowGravity\n stop\n EYEP F 10 bright\n EYEP F 200 bright A_LowGravity\n stop\n Death:\n EYEP F 1\n stop\n }\n}\n\nActor ZBloodFlyingBlood\n{\n Health 1\n Radius 1\n Height 1\n Gravity 0.60\n Mass 30\n PROJECTILE\n Species \"BDebris\"\n -NOGRAVITY\n +DONTSPLASH\n -SOLID\n +WINDTHRUST\n +NOBLOCKMAP\n +NOPAIN\n +RANDOMIZE\n +NOTELEPORT\n -TELESTOMP\n +THRUSPECIES\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n BLU2 AA 0 A_Recoil(Random(-5,5))\n BLU2 A 0 A_Setangle(angle+Random(0,360))\n BLU2 A 0 A_Jump(127,27)\n BLU2 A 9\n BLU2 AAAAABBBBBCCCCCDDDDEEEEEE 2 A_SpawnItemEX(\"ZBloodBloodTrail\",Random(-15,15),Random(-15,15))\n Stop\n BLU2 FFFFFGGGGGHHHHHIIJJJJJJ 3 A_SpawnItemEx(\"ZBloodBloodTrail\",Random(-2,2),Random(-2,2))\n Stop\n Death:\n BLU2 EEEEE 2 A_SpawnitemEx(\"ZBloodRainBlood\",Random(-30,30),Random(-30,30))\n BLU2 EEEEEEEEEE 2 A_FadeOut(0.09)\n Stop\n }\n}\n\nactor ZBloodBloodliver\n{\n Speed 30\n health 3\n radius 20\n height 11\n Scale 0.5\n Gravity 0.50\n Species \"BDebris\"\n +SLIDESONWALLS\n +DONTSPLASH\n -NOGRAVITY\n +SHOOTABLE\n +CORPSE\n -NOLIFTDROP\n +RANDOMIZE\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOBLOCKMONST\n +NOTELEPORT\n -SOLID\n +WINDTHRUST\n +CLIENTSIDEONLY\n -TELESTOMP\n +THRUSPECIES\n Deathsound \"Body/Gibs\"\n states\n {\n Spawn:\n B8VH A 0 A_Jump(171,2,3)\n B8VH A -1\n ZBR7 A -1\n B8WU A -1\n stop\n\tDeath:\n\tZHED AAAAAA 0 A_CustomMissile(\"ZBloodHeadBlood\", 10, 0, 0, 2, 45)\n\tTNT1 A 5 A_FadeOut\n\tStop\n }\n}\n\nactor ZBloodHeadBlood\n{\n Radius 1\n Height 1\n PROJECTILE\n Species \"BDebris\"\n +RANDOMIZE\n -NOGRAVITY\n +DONTSPLASH\n -SOLID\n +LOWGRAVITY\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n -NOLIFTDROP\n +NOTELEPORT\n +CLIENTSIDEONLY\n +CORPSE\n +WINDTHRUST\n -TELESTOMP\n +THRUSPECIES\n Deathsound \"Body/Gibs\"\n Gravity 0.55\n Scale 0.5\n Speed 3\n States\n {\n Spawn:\n TNT1 A 0 A_JumpIf(waterlevel > 2, \"Death\")\n BLU2 J 0 A_Jump (231,1,2,3,4,5,6,7,8,9,10)\n BLU2 J 4 A_Jump (127, 1)\n BLU2 K 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 L 4 A_Jump (127, 1)\n BLU2 M 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 N 4 A_Jump (127, 1)\n BLU2 X 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 Y 4 A_Jump (127, 1)\n BLU2 Z 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 \"[\" 4 A_Jump (127, 1)\n BLU2 \"\\\" 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 J 4 A_Jump (127, 1)\n BLU2 K 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 L 4 A_Jump (127, 1)\n BLU2 M 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 N 4 A_Jump (127, 1)\n BLU2 X 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 Y 4 A_Jump (127, 1)\n BLU2 Z 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 \"[\" 4 A_Jump (127, 1)\n BLU2 \"\\\" 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 J 4 A_Jump (127, 1)\n BLU2 K 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 L 4 A_Jump (127, 1)\n BLU2 M 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 N 4 A_Jump (127, 1)\n BLU2 X 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 Y 4 A_Jump (127, 1)\n BLU2 Z 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 \"[\" 4 A_Jump (127, 1)\n BLU2 \"\\\" 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 J 4 A_Jump (127, 1)\n BLU2 K 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 L 4 A_Jump (127, 1)\n BLU2 M 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 N 4 A_Jump (127, 1)\n BLU2 X 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 Y 4 A_Jump (127, 1)\n BLU2 Z 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n BLU2 \"[\" 4 A_Jump (127, 1)\n BLU2 \"\\\" 4 A_SpawnItemEx(\"ZBloodBloodTrail\")\n Stop\n Death:\n BLU2 L 1\n Stop\n }\n}\n\nactor ZBloodEyeGuts : ZBloodBloodliver\n{\n health 2\n radius 5\n height 5\n states\n {\n Spawn:\n BZY4 A -1\n stop\n }\n}\n\nactor ZBloodHand1 : ZBloodBloodliver\n{\n health 1\n radius 8\n height 12\n states\n {\n Spawn:\n B8VH A 0 A_Jump(128,2)\n HXNF A -1\n HXN7 A -1\n stop\n }\n}\n\nactor ZBloodOrganDebris\n{\n health 5\n radius 1\n height 1\n Speed 10\n Species \"BDebris\"\n mass 1\n Gravity 0.68\n PROJECTILE\n Scale 0.5\n +DONTSPLASH\n +RANDOMIZE\n -NOGRAVITY\n +NOBLOCKMAP\n +WINDTHRUST\n -SOLID\n +MOVEWITHSECTOR\n -NOLIFTDROP\n +NOTELEPORT\n +CORPSE\n -TELESTOMP\n +CLIENTSIDEONLY\n +THRUSPECIES\n deathsound \"Body/Gibs\"\n states\n {\n Spawn:\n OSPN ABCD 3 A_SpawnItemEx(\"ZBloodBloodTrail\")\n loop\n Death:\n BLU2 F 2 A_SetFloorClip\n BLU2 GHIJ 2\n stop\n }\n}\n\nactor ZBloodOrganDebris2 : ZBloodOrganDebris\n{\n states\n {\n Spawn:\n OSPN ABCD 3 A_SpawnItemEx(\"ZBloodBloodTrail\")\n loop\n Crash:\n OSPN E 500 A_SetFloorClip\n OPSN E 1 A_FadeOut\n Goto Crash+1\n }\n}\n\nActor ZBloodRainBlood\n{\n\tGravity 0.8\n\t+ClientSideOnly\n\t+RANDOMIZE\n\tRadius 1\n Height 1\n +NoBlockMap\n\t-NoGravity\n +NOBLOCKMAP\n\t-TELESTOMP\n +NOTELEPORT\n\t+WINDTHRUST\n\t-SOLID\n Species \"BDebris\"\n +THRUSPECIES\n\tStates\n\t{\n\tSpawn:\n\tBLD2 FGHI 3 A_Stop\n\tDeath:\n\tSee:\n\tBLD2 FGHI 7\n\tStop\n}\n}\n\nactor ZBloodBloodTrail\n{\n Radius 1\n Gravity 0.76\n Height 1\n Speed 1\n PROJECTILE\n Species \"BDebris\"\n -SOLID\n +NoPain\n -NOGRAVITY\n +DONTSPLASH\n +RANDOMIZE\n +WINDTHRUST\n +NOBLOCKMAP\n -TELESTOMP\n +NOTELEPORT\n +CLIENTSIDEONLY\n +THRUSPECIES\n Scale 0.5\n States\n {\n Spawn:\n BLD2 J 0 A_Jump(128,2,3,4,5,6,7,8,9,10)\n BLD2 \"ABEJKLCDMN\" 3\n BLD2 J 0 A_Jump(128,2,3,4,5,6,7,8,9,10)\n BLD2 \"AJKLBCDEMN\" 5\n BLD2 J 0 A_Jump(128,2,3,4,5,6,7,8,9,10)\n BLD2 \"ABLMNCDEJK\" 4\n BLD2 J 0 A_Jump(128,2,3,4,5,6,7,8,9,10)\n BLD2 \"EJKABCDLMN\" 3\n BLD2 J 0 A_Jump(128,2,3,4,5,6,7,8,9,10)\n BLD2 \"AJKLMBCDEN\" 5\n Stop\n Death:\n TNT1 A 0\n BLD2 N 0 A_Jump (92, 2)\n POB2 A 6\n Stop\n BLD2 F 0 A_Jump (128, 7)\n BLD2 F 4 A_PlaySound(\"Body/Blood\")\n BLD2 GHI 8\n BLD2 I 0 A_Jump (128, 1)\n Goto XDeath\n POB2 A 5\n POB2 A 50 A_FadeOut(0.20)\n Goto Death+9\n BLD2 O 4 A_PlaySound(\"Body/Blood\")\n BLD2 PQR 4\n BLD2 R 0 A_Jump (128, 1)\n Goto XDeath\n POB2 A 5\n POB2 A 50 A_FadeOut(0.20)\n Goto Death+19\n XDeath:\n POB2 B 5 A_SpawnItemEx(\"ZBloodBloodPool4\",Random(-10,10),Random(-10,10),0,0,0,0,0,SXF_CLIENTSIDE)\n POB2 B 50 A_FadeOut(0.20)\n Goto XDeath+1\n }\n}\n\nActor ZBloodBloodPool4\n{\n Species \"BDebris\"\n\t+CLIENTSIDEONLY\n\t-NoGravity\n +MOVEWITHSECTOR\n +NOBLOCKMAP\n +NOTELEPORT\n\t-TELESTOMP\n\t-NOLIFTDROP\n\t-SOLID\n +THRUSPECIES\n Scale 0.65\n\tStates\n\t{\n\tDeath:\n\tXDeath:\n\tPOB2 A 0\n\tPOB2 A 410 A_FadeOut(0.25)\n\tLoop\n\t}\n}"
},
{
"source": "pk3",
"name": "Decorate/Caleb/Fist.txt",
"contents": "Actor Pitchfork : Weapon\n{\n Obituary \"%k \\cupoked\\c- %o\"\n Weapon.selectionorder 1800\n +WEAPON.NOALERT\n +WEAPON.WIMPY_WEAPON\n Weapon.SlotNumber 0\n Weapon.SlotPriority 0\n Decal ZBloodBulletChip1\n States\n {\n Spawn:\n\tTNT1 A 1\n Stop\n Ready:\n TNT1 A 0 A_JumpIfInventory(\"RemoveVodoo\", 1, \"TakeDoll\")\n\tTNT1 A 0 A_GiveInventory(\"UsingPitchfork\", 1)\n TNT1 A 0 A_JumpIfInventory(\"CalebReady\",1,\"IntroTaunt\")\n TNT1 A 0 A_JumpIfInventory(\"CalebWaiting\",15,\"WaitingTaunt\")\n PITC A 1 A_WeaponReady\n Goto Ready+2\n TakeDoll:\n\tTNT1 A 0 A_TakeInventory(\"VoodooDoll\", 1)\n\tTNT1 A 0 A_TakeInventory(\"RemoveVodoo\", 1)\n\tGoto Ready\n Deselect:\n\tPITC AA 0 A_Lower\n\tPITC A 1 A_Lower\n Loop\n Select:\n\tPITC AA 0 A_Raise\n\tPITC A 1 A_Raise\n Loop\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"Coopfire\")\n PITC BBB 1 A_WeaponReady(14)\n PITC CC 1 A_WeaponReady(14)\n TNT1 A 0 A_FireBullets(12, 0, 4, 6, \"PitchforkPuff\",1,64)\n PITC DEFGFEDCB 1 A_WeaponReady(14)\n Goto Ready\n Altfire:\n\tGoto Fire\n Coopfire:\n PITC BBB 1 A_WeaponReady(14)\n PITC CC 1 A_WeaponReady(14)\n TNT1 A 0 A_FireCustomMissile(\"PitchforkStuff\", -12, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"PitchforkStuff\", -4, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"PitchforkStuff\", 4, 0)\n\tTNT1 A 0 A_FireCustomMissile(\"PitchforkStuff\", 12, 0)\n PITC DEFGFEDCB 1 A_WeaponReady(14)\n\tGoto Ready\n IntroTaunt:\n\tTNT1 A 0 A_JumpIfInventory(\"CalebBallgag\",1,2)\n\tTNT1 A 0 A_PlaySoundEx(\"Caleb/Enter\", \"SoundSlot7\", 0, 0)\n\tTNT1 A 0 A_TakeInventory(\"CalebReady\", 1)\n\tTNT1 A 0 A_GiveInventory(\"CalebTauntCooldown\",5)\n\tTNT1 A 0 ACS_ExecuteAlways(600, 0)\n\tGoto Ready\n WaitingTaunt:\n\tTNT1 A 0 A_JumpIfInventory(\"CalebBallgag\",1,2)\n\tTNT1 A 0 A_PlaySoundEx(\"Caleb/Bored\", \"SoundSlot7\", 0, 0)\n\tTNT1 A 0 A_TakeInventory(\"CalebWaiting\", 15)\n\tTNT1 A 0 A_GiveInventory(\"CalebTauntCooldown\",5)\n\tTNT1 A 0 ACS_ExecuteAlways(600, 0)\n\tGoto Ready\n }\n}\n\nactor CalebBullet : FastProjectile\n{\n Damage (9)\n Radius 1\n Height 1\n Speed 300\n Projectile\n Renderstyle \"Normal\"\n Species \"Player\"\n DamageType \"CalebBullet\"\n +BLOODSPLATTER\n +THRUSPECIES\n +NOTIMEFREEZE\n\t+THRUGHOST\n Alpha 1.0\n States\n {\n Spawn:\n TNT1 A 1\n Loop\n Death:\n\t Crash:\n \tTNT1 A 0 A_PlaySound(\"Shoot/BloodBullet\")\n TNT1 A 1 A_SpawnItemEx(\"ZBBulletPuff\",0,0,0,0,0,1,0,0)\n stop\n\t XDeath:\n\t\tTNT1 A 1\n\t\tStop\n }\n}\n\nActor PitchforkStuff : CalebBullet\n{\n\tDamage (8)\n\tSpeed 56\n\t-THRUGHOST\n States\n {\n Spawn:\n TNT1 A 1\n Stop\n\t Death:\n\t\tTNT1 A 0 A_PlaySound(\"PITCHOW2\")\n TNT1 A 1 A_SpawnItemEx(\"PitchforkPuff\",0,0,0,0,0,1,0,0)\n stop\n\t XDeath:\n\t\tTNT1 A 1 A_PlaySound(\"Vodoo/Stab\")\n\t\tStop\n\t Crash:\n\t\tTNT1 A 0 A_PlaySound(\"PITCHWO2\")\n TNT1 A 1 A_SpawnItemEx(\"CalebBulletSpark\",0,0,0,0,0,0,0,0)\n\t\tStop\n\t}\n}\n\nactor UsingPitchfork : Inventory { inventory.amount 1 inventory.maxamount 1 }\nactor RemoveVodoo : Inventory { inventory.amount 1 inventory.maxamount 1 }"
},
{
"source": "pk3",
"name": "Decorate/Caleb/instagib.txt",
"contents": "//I dont know what to put into this\nactor Flaregun2 : Weapon\n{\n obituary \"%k \\cu'cock'o'ked\\c- %o.\"\n attacksound \"Flare/Fire\"\n inventory.pickupmessage \"You got the Flare Gun!\"\n inventory.pickupsound \"PICKWEAP\"\n weapon.selectionorder 230\n Weapon.SlotNumber 0\n +INVENTORY.UNDROPPABLE\n +WEAPON.NOAUTOAIM\n states\n {\n Ready:\n TNT1 A 0 A_TakeInventory(\"UsingPitchfork\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"CalebReady\",1,\"IntroTaunt\")\n TNT1 A 0 A_JumpIfInventory(\"CalebWaiting\",15,\"WaitingTaunt\")\n FLAR A 1 A_WeaponReady\n Loop\n Deselect:\n\tTNT1 AA 0 A_Lower\n FLAR A 1 A_Lower\n loop\n Select:\n TNT1 AA 0 A_Raise\n FLAR A 1 A_Raise\n Loop\n Fire:\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 3 A_WeaponReady(14)\n\tTNT1 A 0 A_Light1\n FLAF A 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light2\n FLAF B 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light1\n FLAF C 2 bright A_WeaponReady(14)\n TNT1 A 0 A_Light0\n\tTNT1 A 8 A_WeaponReady(14)\n FLAR A 20\n goto Ready\n Flash:\n\tTNT1 A 0 A_AlertMonsters\n FLAR A 1 A_WeaponReady(14)\n FLAR A 0 Bright\n FLAR A 2 Bright A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"Flare/Fire\")\n\tTNT1 A 0 A_FireCustomMissile(\"FlareFire2\",0,1,9,0)\n FLAR B 2 bright A_WeaponReady(14)\n FLAR CDEFGH 2 A_WeaponReady(14)\n stop\n\tIntroTaunt:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebBallgag\",1,2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Caleb/Enter\", \"SoundSlot7\", 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"CalebReady\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebTauntCooldown\",5)\n\t\tTNT1 A 0 ACS_ExecuteAlways(600, 0)\n\tGoto Ready\n\tWaitingTaunt:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CalebBallgag\",1,2)\n\t\tTNT1 A 0 A_PlaySoundEx(\"Caleb/Bored\", \"SoundSlot7\", 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWaiting\", 15)\n\t\tTNT1 A 0 A_GiveInventory(\"CalebTauntCooldown\",5)\n\t\tTNT1 A 0 ACS_ExecuteAlways(600, 0)\n\tGoto Ready\n }\n}\n\nACTOR FlareFire2 : FastProjectile\n{\n Radius 3\n Height 4\n Speed 50\n Scale 0.5\n Damage (10000)\n PROJECTILE\n +RIPPER\n +ROCKETTRAIL\n +DONTSPLASH\n +FOILINVUL\n +EXTREMEDEATH\n +FIREDAMAGE\n DamageType \"CalebFire\"\n DeathSound \"\"\n activesound \"Flare/Air\"\n States\n {\n Spawn:\n FAIR A 0 Bright A_LoopActiveSound\n FAIR ABC 1 Bright\n FAIR AAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n Loop\n Death:\n \t FAIR A 1 Bright\n FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,random(0,360),2,random(-90,90))\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/Caleb/Pistol.txt",
"contents": "actor \" Revolver \" : Weapon\n{\n obituary \"%o was shot by %k's revolver.\"\n attacksound \"weapons/bloodpistol\"\n weapon.selectionorder 1900\n weapon.kickback 100\n Weapon.AmmoUse 0\n Weapon.AmmoGive 0\n Weapon.AmmoType \"\"\n inventory.pickupsound \"PICKWEAP\"\n Weapon.SlotNumber 1\n +NOALERT\n +WEAPON.WIMPY_WEAPON\n Decal ZBloodBulletChip1\n//Weapon.SisterWeapon DoubleRevolver\n states\n {\n Ready:\n TNT1 A 0 A_TakeInventory(\"UsingPitchfork\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboReady\")\n\tTNT1 A 0 A_JumpIfInventory(\"CalebReady\",1,\"IntroTaunt\")\n TNT1 A 0 A_JumpIfInventory(\"CalebWaiting\",15,\"WaitingTaunt\")\n ZBP7 A 1 A_WeaponReady\n Goto Ready+1\n AkimboReady:\n\tTNT1 A 0 A_JumpIfInventory(\"CalebReady\",1,\"IntroTaunt\")\n TNT1 A 0 A_JumpIfInventory(\"CalebWaiting\",15,\"WaitingTaunt\")\n ZBP7 G 1 A_WeaponReady\n Loop\n Deselect:\n\tTNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboDeselect\")\n ZBP7 AA 0 A_Lower\n ZBP7 A 1 A_Lower\n loop\n AkimboDeselect:\n ZBP7 GG 0 A_Lower\n ZBP7 G 1 A_Lower\n loop\n Select:\n\tTNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboSelect\")\n ZBP7 AA 0 A_Raise\n ZBP7 A 1 A_Raise\n loop\n AkimboSelect:\n ZBP7 GG 0 A_Raise\n ZBP7 G 1 A_Raise\n loop\n Fire:\n\tTNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboFire\")\n TNT1 A 0 A_JumpIfInventory(\"PistolModeOn\",1,\"CheckForAmmo\")\n KeepFiring1:\n TNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"CoopFire\")\n TNT1 A 0 A_AlertMonsters\n ZBP7 A 0 A_GunFlash\n\tTNT1 A 0 A_FireBullets (5, 5, 1, 5, \"ZBBulletPuff\")\n ZBP7 D 3 bright A_WeaponReady(14)\n ZBP7 EF 2 bright A_WeaponReady(14)\n\tTNT1 A 2 A_WeaponReady(14)\n\tTNT1 A 4 A_WeaponReady(14)\n Goto Ready\n AkimboFire:\n\tTNT1 A 0 A_JumpIfInventory(\"PistolModeOn\",1,\"TakeAmmoCheckAkimbo\")\n Goto KeepFiringAkimbo\n KeepFiringAkimbo:\n TNT1 A 0 A_JumpIfInventory(\"CoopModeOn\",1,\"AkimboCoopFire\")\n TNT1 A 0 A_AlertMonsters\n ZBP7 A 0 A_GunFlash\n\tTNT1 A 0 A_FireBullets (5, 5, 1, 5, \"ZBBulletPuff\")\n ZBP7 D 2 bright A_WeaponReady(14)\n ZBP7 EF 1 bright A_WeaponReady(14)\n\tTNT1 A 2 A_WeaponReady(14)\n\tTNT1 A 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"PistolModeOn\",1,\"AkimboSecondFire\")\n Goto KeepFiringAkimbo2\n KeepFiringAkimbo2:\n\tTNT1 A 0 A_FireBullets (5, 5, 1, 5, \"ZBBulletPuff\")\n\tZBP7 L 2 bright A_WeaponReady(14)\n\tZBP7 MN 1 bright A_WeaponReady(14)\n\tTNT1 A 2 A_WeaponReady(14)\n\tTNT1 A 3 A_WeaponReady(14)\n Goto Ready\n AkimboCoopFire:\n TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/bloodpistol\")\n ZBP7 A 0 A_GunFlash\n\tTNT1 A 0 A_FireCustomMissile(\"ZBBullet2\",random(-13,13)/10.0,0,0,0,0,random(-13,13)/10.0)\n ZBP7 D 2 bright A_WeaponReady(14)\n ZBP7 EF 1 bright A_WeaponReady(14)\n\tTNT1 A 2 A_WeaponReady(14)\n\tTNT1 A 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"PistolModeOn\",1,\"AkimboSecondFire_2\")\n Goto KeepFiringAkimbo2_2\n KeepFiringAkimbo2_2:\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/bloodpistol\")\n\tTNT1 A 0 A_FireCustomMissile(\"ZBBullet2\",random(-13,13)/10.0,0,0,0,0,random(-13,13)/10.0)\n\tZBP7 L 2 bright A_WeaponReady(14)\n\tZBP7 MN 1 bright A_WeaponReady(14)\n\tTNT1 A 2 A_WeaponReady(14)\n\tTNT1 A 3 A_WeaponReady(14)\n Goto Ready\n CoopFire:\n TNT1 A 0 A_AlertMonsters\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/bloodpistol\")\n\tZBP7 A 0 A_GunFlash\n\tTNT1 A 0 A_FireCustomMissile(\"ZBBullet2\",random(-13,13)/10.0,0,0,0,0,random(-13,13)/10.0)\n ZBP7 D 3 Bright A_WeaponReady(14)\n ZBP7 EF 2 bright A_WeaponReady(14)\n\tTNT1 A 2 A_WeaponReady(14)\n\tTNT1 A 4 A_WeaponReady(14)\n Goto Ready\n Flash:\n\tTNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboFlash\")\n\tTNT1 A 0 A_Light2\n ZBP7 A 3 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light1\n ZBP7 B 3 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light0\n\tZBP7 CBA 3 bright A_WeaponReady(14)\n stop\n AkimboFlash:\n \tTNT1 A 0 A_Light2\n ZBP7 G 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light1\n ZBP7 H 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light0\n\tZBP7 IHG 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"PistolModeOn\",1,\"ForceThisCheck\")\n KeepFlashing:\n\tTNT1 A 0 A_Light2\n\tZBP7 G 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light1\n\tZBP7 J 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light0\n\tZBP7 KJG 2 bright A_WeaponReady(14)\n\tstop\n IntroTaunt:\n\tTNT1 A 0 A_JumpIfInventory(\"CalebBallgag\",1,2)\n\tTNT1 A 0 A_PlaySoundEx(\"Caleb/Enter\", \"SoundSlot7\", 0, 0)\n\tTNT1 A 0 A_TakeInventory(\"CalebReady\", 1)\n\tTNT1 A 0 A_GiveInventory(\"CalebTauntCooldown\",5)\n\tTNT1 A 0 ACS_ExecuteAlways(600, 0)\n\tGoto Ready\n WaitingTaunt:\n\tTNT1 A 0 A_JumpIfInventory(\"CalebBallgag\",1,2)\n\tTNT1 A 0 A_PlaySoundEx(\"Caleb/Bored\", \"SoundSlot7\", 0, 0)\n\tTNT1 A 0 A_TakeInventory(\"CalebWaiting\", 15)\n\tTNT1 A 0 A_GiveInventory(\"CalebTauntCooldown\",5)\n\tTNT1 A 0 ACS_ExecuteAlways(600, 0)\n\tGoto Ready\n CheckForAmmo:\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\tTNT1 A 0 A_SelectWeapon(\"Pitchfork\")\n\tgoto Deselect\n\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n\tGoto KeepFiring1\n TakeAmmoCheckAkimbo:\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\tTNT1 A 0 A_SelectWeapon(\"Pitchfork\")\n\tgoto Deselect\n\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n\tGoto KeepFiringAkimbo\n AkimboSecondFire:\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\tTNT1 A 0 A_SelectWeapon(\"Pitchfork\")\n\tgoto Deselect\n\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n Goto KeepFiringAkimbo2\n ForceThisCheck:\n\tTNT1 A 0 A_JumpIfNoAmmo(\"LightDone\")\n\tGoto KeepFlashing\n AkimboSecondFire_2:\n\tTNT1 A 0 A_JumpIfInventory(\"Clip\",1,2)\n\tTNT1 A 0 A_SelectWeapon(\"Pitchfork\")\n\tgoto Deselect\n\tTNT1 A 0 A_TakeInventory(\"Clip\",1)\n Goto KeepFiringAkimbo2_2\n }\n}\n\nactor ZBBullet2 : FastProjectile\n{\n Damage (random(1,2)*7)\n Radius 1\n Height 1\n Speed 300\n Projectile\n DamageType \"CalebBullet\"\n Renderstyle \"Normal\"\n\tSpecies \"Player\"\n +BLOODSPLATTER\n +NOTIMEFREEZE\n\t+THRUSPECIES\n\t+SKYEXPLODE\n Alpha 1.0\n Decal ZBloodBulletChip1\n States\n {\n Spawn:\n TNT1 A 1\n loop\n\t Crash:\n Death:\n\t TNT1 A 0 A_Jump(128,1)\n \tTNT1 A 0 A_PlaySound(\"Shoot/BloodBullet\")\n TNT1 A 1 A_SpawnItemEx(\"ZBBulletPuff\",0,0,0,0,0,1,0,0)\n stop\n XDeath:\n TNT1 A 1\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/Caleb/Player.txt",
"contents": "Actor CalebClass : Inventory { -INVBAR +INVENTORY.UNDROPPABLE Inventory.MaxAmount 1 }\n\nactor Caleb : PlayerPawn\n{\n\tplayer.startitem \"CalebClass\"\n\tPlayer.CrouchSprite \"CALC\"\n\tplayer.displayname \"Caleb\"\n\tplayer.startitem \"Pitchfork\", 1\n player.startitem \" Revolver \", 1\n\tPlayer.StartItem \"IsSamsaraClass\", 1\n\tplayer.soundclass \"Caleb\"\n\tPlayer.ColorRange 112, 127\n\tSpecies \"Player\"\n\tRadiusDamageFactor 1.15\n\tDamageFactor \"CMDMGSHIT\", 0.0\n\tDamageFactor \"SWStickyCoop\", 0.0\n\tDamageFactor \"PoisonCloud\", 1.9\n DamageFactor \"Wraithverge\", 1.1\n DamageFactor \"CorvusCrossbow\", 1.2\n DamageFactor \"DragonClaw\", 1.2\n DamageFactor \"PoisonCloud\", 1.1\n DamageFactor \"Pistol\", 1.1\n DamageFactor \"DoomFist\", 1.1\n DamageFactor \"ZorchPistol\", 1.1\n DamageFactor \"BFG\", 1.1\n DamageFactor \"BFGSpray\", 1.1\n DamageFactor \"Normal\", 1.086\n DamageFactor \"Zorch\", 1.1\n DamageFactor \"ZorchKamikaze\", 1.1\n DamageFactor \"PhasingZorch\", 1.1\n DamageFactor \"Ice\", 1.079\n DamageFactor \"Fire\", 1.089\n DamageFactor \"Slime\", 1.069\n DamageFactor \"Disintegrate\", 1.1\n DamageFactor \"Poison\", 1.094\n DamageFactor \"WolfenFlamethrower\", 1.1\n DamageFactor \"DukeDamage\", 1.1\n DamageFactor \"DukeExplosive\", 1.1\n DamageFactor \"DukeSpectral\", 1.1\n DamageFactor \"MightyBoot\", 1.6\n DamageFactor \"DukeIce\", 1.1\n\tDamageFactor \"PunchDagger\", 1.1\n\tDamageFactor \"StrifePistol\", 1.1\n\tDamageFactor \"ElectricBolt\", 1.1\n\tDamageFactor \"PoisonBolt\", 1.1\n\tDamageFactor \"MiniExplosive\", 1.1\n\tDamageFactor \"StrifeExplosive\", 1.1\n\tDamageFactor \"StrifeRebelBullet\", 1.1\n\tDamageFactor \"PhosFireCoop\", 0.0\n DamageFactor \"C7MineBoom\", 0.0\n DamageFactor \"DukePistol\", 1.1\n DamageFactor \"MarathonPistol\", 1.1\n DamageFactor \"Explosive\", 1.088\n DamageFactor \"DoomPlasma\", 1.1\n DamageFactor \"MarathonFusion\", 1.1\n DamageFactor \"Mace\", 1.1\n DamageFactor \"CorvusHellstaff\", 1.1\n\tDamageFactor \"CorvusHellstaffTomed\", 1.1\n DamageFactor \"MarathonPlasma\", 1.1\n DamageFactor \"BJSpear\", 1.1\n DamageFactor \"DoomCacodemon\", 1.089\n DamageFactor \"DoomHellNoble\", 1.099\n DamageFactor \"DoomSpiderPlasma\", 1.065\n DamageFactor \"DoomTheseGuysAreTheBest\", 1.078\n DamageFactor \"HereNitrogolem\", 1.1\n DamageFactor \"HereAxeGreen\", 1.1\n DamageFactor \"HereAxeRed\", 1.1\n DamageFactor \"Wizard\", 1.1\n DamageFactor \"HereLichWind\", 1.1\n DamageFactor \"HereDsparil\", 1.1\n DamageFactor \"HexBishop\", 1.1\n DamageFactor \"HexSlaughtaur\", 1.1\n DamageFactor \"HexGreenFire\", 1.1\n DamageFactor \"HexStalkerShot\", 1.1\n DamageFactor \"HexHeresiarchPurple\", 1.1\n DamageFactor \"WMCBeam\", 0.85\n DamageFactor \"WMCNade\", 0.85\n DamageFactor \"QuakePistol\", 1.1\n DamageFactor \"NotQuadded\", 1.1\n DamageFactor \"SpectralNoQuad\", 1.1\n\tDamageFactor \"FireExplosive\", 1.1\n\tDamagefactor \"RottExplosive\", 1.1\n\tDamageFactor \"RottFire\", 1.1\n\tDamageFactor \"RottBullet\", 1.1\n\tDamageFactor \"BlakePlasma\", 1.1\n\tDamageFactor \"BlakeBullet\", 1.1\n\tDamageFactor \"Dynamite\", 1.089\n\tDamageFactor \"LifeLeech\", 1.088\n\tDamageFactor \"Tesla\", 1.079\n\tDamageFactor \"Shock\", 0.4\n\tDamageFactor \"CalebBullet\", 1.077\n\tDamageFactor \"CalebNapalm\", 1.099\n\tDamageFactor \"CalebFire\", 1.089\n\tDamageFactor \"PhosFireCoop\", 0.0\n DamageFactor \"EradCoopGreenFire\", 0.0\n\tDamageFactor \"EradCoopExplosive2\", 0.0\n\tDamageFactor \"BCannonProj\", 0.80\n DamageFactor \"RMR-BigPlasma\", 0.96\n\tDamageFactor \"SWNukeCoop\", 0.0\n\tDamageFactor \"SWRailgunCoop\", 0.0\n\tDamageFactor \"SWFlame2Coop\", 0.0\n\tDamageFactor \"EnemyInfightDamage\", 0.0\n\tplayer.jumpz 11.25 //jumping distance increased // blood had an op jump, didnt it?\n Player.StartItem \"Clip\", 50\n\tXScale 0.56\n\tYScale 0.46\n +NOSKIN\n -DONTBLAST\n -THRUSPECIES\n Species \"Player\"\n\tBloodType \"SamsaraBloodyHellBlood\"\n states\n {\n\n Spawn:\n\t\tTNT1 A 0\n\t\tCALE EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE 1 A_GiveInventory(\"PlayerController\",1)\n TNT1 A 0 A_JumpIfInventory(\"CalebWaiting\",15,\"WaitingTooLong\")\n TNT1 A 0 A_GiveInventory(\"CalebWaiting\",1)\n\t\tLoop\n\n\tWaitingTooLong:\n\t\tCALE E 2 A_GiveInventory(\"PlayerController\",1)\n\t\tCALE E 1 A_TakeInventory(\"CalebWaiting\", 15)\n\t\tGoto Spawn\n\n\tSee:\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWaiting\", 15)\n\t\tCALE AAAABBBBCCCCDDDD 1 A_GiveInventory(\"PlayerController\",1)\n\t\tLoop\n\n\tMissile:\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWaiting\", 15)\n\t\tCALE EEEE 1 A_GiveInventory(\"PlayerController\",1)\n\t\tGoto Spawn\n\n\tMelee:\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWaiting\", 15)\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsingPitchfork\", 1, \"Missile\")\n\t\tCALE FFFFF 1 BRIGHT A_GiveInventory(\"PlayerController\",1)\n\t\tGoto Missile\n\n\tPain:\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWaiting\", 15)\n\t\tCALE GGGG 1 A_GiveInventory(\"PlayerController\",1)\n\t\tTNT1 A 0 A_Pain\n\t\tCALE GGGG 1 A_GiveInventory(\"PlayerController\",1)\n\t\tGoto Spawn\n\n\t Pain.Fire:\n\t Pain.CalebFire:\n Pain.WolfenFlamethrower:\n Pain.MarathonPlasma:\n Pain.Slime:\n Pain.HexGreenFire:\n Pain.QuakeFire:\n\t Pain.EradCoopGreenFire:\n\t Pain.EradGreenFire:\n\t Pain.PhosFireCoop:\n\t Pain.FireExplosive:\n\t\tTNT1 A 0 A_TakeInventory(\"CalebWaiting\", 15)\n\t\tCALE GGGG 1 A_GiveInventory(\"PlayerController\",1)\n\t\tTNT1 A 0 A_PlaySound(\"*burndeath\", CHAN_VOICE)\n\t\tCALE GGGG 1 A_GiveInventory(\"PlayerController\",1)\n\t\tGoto Spawn\n\n\tPain.LifeLeech:\n\t\tTNT1 A 0 A_GiveToTarget(\"SerpentHealth\", random(1,2))\n\t\tTNT1 A 0 A_GiveToTarget(\"HealthBonus\",1)\n\t\tGoto Pain\n\n Death:\n\t\tTNT1 A 0 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,11)\n\t Death2:\n TNT1 A 0 A_Jump(128,\"Style2\")\n\t\tTNT1 A 0 A_TakeInventory(\"sawedoffcheck\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter2\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TNTCounter\",3)\n\t\tTNT1 A 0 A_TakeInventory(\"TNT2\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RemoveVodoo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"usingpitchfork\",1)\n\t\tCALE QQQQQQQQQQ 1 A_GiveInventory(\"PlayerController\",1)\n\t\tTNT1 A 0 A_PlayerScream\n\t\tCALE R 9\n\t\tTNT1 A 0 A_NoBlocking\n\t\tCALE S 8\n\t\tCALE TUV 7\n\t\tCALE W -1\n\t\tStop\n\t Style2:\n\t\tTNT1 A 0 A_TakeInventory(\"sawedoffcheck\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter2\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TNTCounter\",3)\n\t\tTNT1 A 0 A_TakeInventory(\"TNT2\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RemoveVodoo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"usingpitchfork\",1)\n\t\tCALE HHHHHHHHHH 1 A_GiveInventory(\"PlayerController\",1)\n\t\tTNT1 A 0 A_PlayerScream\n\t\tCALE I 8\n\t\tCALE J 8 A_NoBlocking\n\t\tCALE KLM 8\n\t\tCALE N -1\n\t\tStop\n\n XDeath:\n\t\tTNT1 A 0\n\t\tCALE G 3 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,10)\n\t\tTNT1 A 0\n\tXDeath2:\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_SpawnDebris(\"CalebHand\")\n\t\tTNT1 A 0 A_SpawnDebris(\"CalebLeg\")\n\t\tTNT1 AAAAAAA 0 A_Spawndebris(\"ZBloodOrganDebris2\")\n\t\tTNT1 A 0 A_SpawnDebris(\"CalebHead\")\n\t\tTNT1 A 0 A_SpawnDebris(\"CalebHat\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodBloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodFlyingBlood\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodOrganDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodEyeGuts\")\n\t\tTNT1 A 0 A_SpawnDebris(\"ZBloodHand1\")\n\t\tTNT1 A 0 A_TakeInventory(\"sawedoffcheck\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter2\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TNTCounter\",3)\n\t\tTNT1 A 0 A_TakeInventory(\"TNT2\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RemoveVodoo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"usingpitchfork\",1)\n\t\tTNT1 A 1 A_PlaySound(\"Blood/gib15\",CHAN_AUTO,1.0,0,ATTN_NORM)\n\t\tTNT1 A 2 A_NoBlocking\n\t\tTNT1 A 4\n\t\tTNT1 A -1\n\t\tStop\n\n CoOpModeOn:\n TNT1 A 0\n TNT1 A 0 A_ChangeFlag(\"THRUSPECIES\",1)\n TNT1 A 0 A_ChangeFlag(\"DONTBLAST\",1)\n CALE E 1\n goto See\n\n\t Death.Dynamite:\n\t Death.LifeLeech:\n\t Death.CalebBullet:\n\t Death.CalebNapalm:\n\t Death.Tesla:\n\t Death.Vodoo:\n\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\tTNT1 A 0 A_GiveToTarget(\"CalebDMTaunt1\", 1)\n\t Goto Death\n\n\t Death.CalebFire:\n\t\tTNT1 A 0 A_Jump(218, \"Burn\")\n\t\tTNT1 A 0 A_GiveToTarget(\"CalebDMTaunt1\", 1)\n\t Goto Burn\n\n\t Death.PhosFireCoop:\n Death.HexGreenFire:\n Death.QuakeFire:\n\t Death.FireExplosive:\n Death.WolfenFlamethrower:\n Death.MarathonPlasma:\n Death.Slime:\n Burn:\n\t\tTNT1 A 0\n TNT1 A 0 A_Fall\n ACLO E 5 A_SpawnItem(\"BurnDeathCaleb\")\n ACLO E -1\n stop\n\n Death.DukeIce:\n TNT1 A 0 A_Jump(218,\"Ice\")\n TNT1 A 0 A_GiveToTarget(\"DukeDMTauntDuke\",1)\n goto Ice\n\n Ice:\n Death.HexenIce:\n Death.Ice:\n\t\tTNT1 A 0 A_TakeInventory(\"sawedoffcheck\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter2\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"usingpitchfork\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RemoveVodoo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TNTCounter\",3)\n\t\tTNT1 A 0 A_TakeInventory(\"TNT2\",1)\n CALE G 5 A_GenericFreezeDeath\n CALE G 1 A_FreezeDeathChunks\n Wait\n\n\t Death.RottDisintegrate:\n\t\tTNT1 A 0 A_TakeInventory(\"sawedoffcheck\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter2\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"usingpitchfork\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RemoveVodoo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TNTCounter\",3)\n\t\tTNT1 A 0 A_TakeInventory(\"TNT2\",1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 5 A_SpawnItem(\"RGodModeDeath\")\n\t\tBLAN A -1\n\t\tstop\n\n\t Death.RottFire:\n\t TNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_TakeInventory(\"sawedoffcheck\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter2\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"usingpitchfork\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RemoveVodoo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TNTCounter\",3)\n\t\tTNT1 A 0 A_TakeInventory(\"TNT2\",1)\n\t\tske7 A 0 A_PlaySound(\"gen/burned\")\n\t\tske7 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 bright\n\t\tskex ABCDEFGHIJKL 2 bright\n\t\tskex M 0 A_PlaySound(\"gen/skel\")\n\t\tskex MNOPQRSTUV 3 bright\n\t\tskex V -1 A_Fall\n\t Stop\n\n\t Death.RottExplosive:\n\t\t TNT1 A 0 A_TakeInventory(\"sawedoffcheck\",999)\n\t\t TNT1 A 0 A_TakeInventory(\"TommyCounter2\",999)\n\t\t TNT1 A 0 A_TakeInventory(\"TommyCounter\",999)\n\t\t TNT1 A 0 A_TakeInventory(\"usingpitchfork\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"RemoveVodoo\",1)\n\t\t TNT1 A 0 A_TakeInventory(\"TNTCounter\",3)\n\t\t TNT1 A 0 A_TakeInventory(\"TNT2\",1)\n\t GUTS A 2 ACS_ExecuteAlways(SAMSARA_CLIENT_DECORATE,0,13)\n\t KeepXDeathforFreely:\n\t\t GUTS A 1 A_PlaySound(\"Rott/gibbed\")\n\t\t TNT1 A 0 A_Jump(96, 2)\n\t\t TNT1 A 0 A_GiveToTarget(\"LudicrousGibsItem\", 1)\n\t\t GUTS AAAAAAAAAAAAAAAAAAAAAAA 0 A_custommissile(\"wallgib\",32.0, 0, random(0,360), CMF_AIMDIRECTION, random(0,45))\n\t\t GUTS DDDDDDDDDDDDDDDDDDDDDDD 0 A_SpawnItemex (\"giblets\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DDDD 0 A_SpawnItemex (\"giblim\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(3.0,5.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DDDD 0 A_SpawnItemex (\"gibpin\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(3.0,5.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DD 0 A_SpawnItemex (\"gibarm\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS D 0 A_SkuLLPOP (\"Playerhead\")\n\t\t GUTS DD 0 A_SpawnItemex (\"gibhip\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS D 0 A_SpawnItemex (\"gibhum\",0, 0, 32, random(3.0,5.0),random(3.0,5.0), random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DD 0 A_SpawnItemex (\"gibleg\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DDDD 0 A_SpawnItemex (\"giblim\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DDDD 0 A_SpawnItemex (\"gibpin\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS DD 0 A_SpawnItemex (\"gibribs\",0, 0, 32, random(3.0,5.0),random(3.0,5.0),random(0.0,10.0),random(0.0,360.0), SXF_ABSOLUTEANGLE , 0)\n\t\t GUTS BCDEFGHIJK 5 A_Fall\n\t\t GUTS L -1\n\t\t Stop\n\n\t Death.DukeDamage:\n Death.DukePistol:\n TNT1 A 0 A_Jump(218,\"Death\")\n TNT1 A 0 A_GiveToTarget(\"DukeDMTaunt1\",1)\n goto Death\n\n Death.DukeExplosive:\n TNT1 A 0 A_JumpIfHealthLower(-5,\"DukeGibStart\")\n goto Death.DukeDamage\n\n DukeGibStart:\n\t\tCALE G 1\n TNT1 A 0 A_UnsetSolid\n TNT1 A 0 A_PlaySound(\"duke/enemygib\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs1\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs2\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs3\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs4\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs5\")\n TNT1 A 0 A_SpawnDebris(\"DukeGibs6\")\n TNT1 A 0 A_Jump(96,\"XDeath\")\n TNT1 A 0 A_GiveToTarget(\"DukeDMTaunt1\",1)\n goto XDeath\n\n Death.ZorchPistol:\n Death.Zorch:\n Death.ZorchKamikaze:\n Death.PhasingZorch:\n Death.ZorchSpectral:\n\t\tTNT1 A 0 A_TakeInventory(\"sawedoffcheck\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter2\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"usingpitchfork\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RemoveVodoo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TNTCounter\",3)\n\t\tTNT1 A 0 A_TakeInventory(\"TNT2\",1)\n TNT1 A 0 A_Stop\n TNT1 A 0 A_PlaySoundEx(\"chex/zorch\",\"soundslot5\",0,0)\n CALE G 3 A_SpawnItem(\"ZorchEffectSmall\")\n CALE G 3 A_SetTranslucent(0.9,0)\n CALE A 0 A_PlayerScream\n CALE G 3 A_SetTranslucent(0.8,0)\n CALE A 0 A_NoBlocking\n CALE G 3 A_SetTranslucent(0.7,0)\n CALE G 3 A_SetTranslucent(0.6,0)\n CALE G 3 A_SetTranslucent(0.5,0)\n CALE G 3 A_SetTranslucent(0.4,0)\n CALE G 3 A_SetTranslucent(0.3,0)\n CALE G 3 A_SetTranslucent(0.2,0)\n CALE G 3 A_SetTranslucent(0.1,0)\n ACLO E 1 A_SetTranslucent(1,0)\n ACLO E -1\n stop\n\n Death.EradDisc:\n\t Death.EradShock:\n\t Death.EradPiercingDart:\n\t Death.EradExplosive:\n\t Death.EradNova:\n\t Death.EradExplosive2:\n\t\tTNT1 A 0 A_Jump(218, \"Death\")\n\t\tTNT1 A 0 A_GiveToTarget(\"EleenaDMTaunt1\", 1)\n\t Goto Death\n\n\t Death.EradGreenFire:\n\t Death.EradCoopGreenFire:\n\t\tTNT1 A 0 A_Jump(218, \"Burn\")\n\t\tTNT1 A 0 A_GiveToTarget(\"EleenaDMTaunt1\", 1)\n\t Goto Burn\n\n Disintegrate:\n\t\tTNT1 A 0 A_TakeInventory(\"sawedoffcheck\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter2\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"usingpitchfork\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RemoveVodoo\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TNTCounter\",3)\n\t\tTNT1 A 0 A_TakeInventory(\"TNT2\",1)\n TNT1 A 0 A_GiveInventory(\"EnemyZorched\",1)\n TNT1 A 0 A_NoBlocking\n TNT1 A 0 A_ChangeFlag(\"DONTGIB\",1)\n TNT1 A 0 A_SpawnItemEx(\"CalebDisintegrate\",0,0,5,0,0,0,0,32)\n ACLO E 5 A_PlayerScream\n ACLO E -1\n stop\n\n\t XDeathNashgore:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib9\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib10\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_Gib11\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n goto XDeath2\n\n DeathBrutal:\n\t TNT1 A 0\n\t\tTNT1 AA 0 A_SpawnItemEx(\"RedMistTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-200,200)/100.00,random(-200,200)/100.00,random(300,800)/100.00,random(-180,180),160)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTinier\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RedMistIntenseTrail\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,600)/100.00,random(-180,180),160)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-350,350)/100.00,random(-350,350)/100.00,random(300,700)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound2\",0,0,0,0,0,0,0,160)\n goto Death2\n\n\t XDeathBrutal:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalSkull\",0,0,56,random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n\t\tgoto XDeath2\n\n\t DeathHappyfun:\n\t TNT1 A 0\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n\t\tgoto Death2\n\n\t XDeathHappyfun:\n\t TNT1 A 0\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n\t\tgoto XDeath2\n\n\t XDeathNashgoreType2:\n\t TNT1 A 0\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib9\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 A 0 A_SpawnItemEx(\"NashGore_Gib10\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_Gib11\",0,0,0,random(-350,350)/100.00,random(-350,350)/100.00,random(500,1000)/100.00,random(-180,180),33)\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n POSS M 0\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n POSS N 0 //A_XScream\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n POSS O 0 //A_NoBlocking\n\t TNT1 AA 0 A_SpawnItemEx(\"NashGore_GibGenerator\",0,0,0,0,0,0,0,33)\n\t\tGoto KeepXDeathforFreely\n\n\t XDeathBrutalType2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy1\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy2\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalChunkBouncy3\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalBrownOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalRedOrgan\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BrutalChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(300,1000)/100.00,random(-180,180),160)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"BrutalChunkHuge\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BrutalSkull\",0,0,56,random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx(\"BrutalTinyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BrutalTinyBouncyBone\",random(-5,5),random(-5,5),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(300,800)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"RedMist\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BrutalChunkTiny\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RedMistIntense\",random(-10,10),random(-10,10),random(12,40),random(-800,800)/100.00,random(-800,800)/100.00,random(600,1200)/100.00,random(-180,180),160)\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160)\n\t\tSKGB A 0 A_SpawnItemEx(\"BrutalOnlineSound\",0,0,0,0,0,0,0,160)\n\t\tgoto KeepXDeathforFreely\n\n\t XDeathHappyfunType2:\n\t TNT1 A 0\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"RainbowSparkleSound\",random(-10,10),random(-10,10),random(32,40),0,0,0,0,32)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"WhiteSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"RainbowSparkHuge\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"RainbowSpark\",0,0,random(32,40),random(-60,60)/20.0,random(-60,60)/20.0,random(-40,40)/20.0,random(-180,180),32)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"RainbowSparkTiny\",random(-5,5),random(-5,5),random(25,30),random(-80,80)/10.00,random(-80,80)/10.0,random(-3,3),random(-180,180),160)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HappyOnlineSound\",0,0,0,0,0,0,0,160)\n POSS M 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n POSS N 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n POSS O 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n POSS PQRST 0 A_SpawnItemEx(\"FancyWhiteSmoke\",random(-10,10),random(-10,10),random(-10,-10),random(-200,200)/100.00,random(-200,200)/100.00,random(200,600)/100.00,random(-180,180),160)\n\t\tgoto KeepXDeathforFreely\n\n\t XDeathNightmare1Type2:\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareArm\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareZombiemanChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(400,1000)/100.00,random(-180,180),160,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NightmareEye\",random(-10,10),random(-10,10),random(42,50),random(-300,300)/100.00,random(-300,300)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareSkull\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk1\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk2\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk3\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk4\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan1\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan2\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan3\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan4\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan5\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan6\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan7\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan8\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareHip\",random(-10,10),random(-10,10),random(12,20),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareGibExplosionSmall1\",0,0,0,0,0,0,0,160)\n\t\tgoto KeepXDeathforFreely\n\n\t XDeathNightmare2Type2:\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"Switchable_FlyingBlood\",random(-10,10),random(-10,10),random(12,40),random(-700,700)/100.00,random(-700,700)/100.00,random(600,1400)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareArm\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareZombiemanChunk\",random(-10,10),random(-10,10),random(12,40),random(-500,500)/100.00,random(-500,500)/100.00,random(400,1000)/100.00,random(-180,180),160,128)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"NightmareEye\",random(-10,10),random(-10,10),random(42,50),random(-300,300)/100.00,random(-300,300)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareSkull\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk1\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk2\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk3\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareChunk4\",random(-10,10),random(-10,10),random(42,50),random(-200,200)/100.00,random(-200,200)/100.00,random(500,1100)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan1\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan2\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan3\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan4\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan5\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan6\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan7\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareOrgan8\",random(-10,10),random(-10,10),random(12,40),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareHip\",random(-10,10),random(-10,10),random(12,20),random(-400,400)/100.00,random(-400,400)/100.00,random(400,1000)/100.00,random(-180,180),160,192)\n TNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NightmareGibExplosionSmall1\",0,0,0,0,0,0,0,160)\n\t\tgoto KeepXDeathforFreely\n }\n}\n\nActor CalebDisintegrate : ZombiemanDisintegrate\n{\n XScale 0.56\n YScale 0.46\n States\n {\n Spawn:\n TNT1 A 0\n CALE Q 3 A_SpawnItem(\"DisintEffectSmall\",0,10)\n CALE Q 3 A_SetTranslucent(0.9,0)\n CALE Q 3 A_SetTranslucent(0.8,0)\n CALE Q 3 A_SetTranslucent(0.7,0)\n CALE R 3 A_SetTranslucent(0.6,0)\n CALE R 3 A_SetTranslucent(0.5,0)\n CALE R 2 A_SetTranslucent(0.4,0)\n CALE R 2 A_SetTranslucent(0.3,0)\n CALE S 2 A_SetTranslucent(0.2,0)\n CALE S 2 A_SetTranslucent(0.1,0)\n Stop\n }\n}\n\nActor LaughDelay : PowerDamage // Given when Caleb does maniacal laugh for gibbing\n{\n\tpowerup.duration -3\n\tdamagefactor \"nothing\", 1.0\n}\n\nActor DoLaugh : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(500, 0, 0)\n\t\tStop\n\t}\n}\n\nactor PlayerController : CustomInventory\n{\n\tinventory.maxamount 1\n\t+INVENTORY.AUTOACTIVATE\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\t\tPickup:\n\t\t//====================================================================================================\n\t\t// BEAST VISION control\n\t\t//====================================================================================================\n\t\tControl.Vision:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"BeastVisionActive\",1,\"Control.Vision.Yes\")\n\t\t\tGoto Control.Jump\n\t\tControl.Vision.Yes:\n\t\t\tTNT1 A 0 A_GiveInventory(\"BeastVisionEffect\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"BeastVisionTicCounter\",1,\"Control.Vision.Decrement\")\n//\t\t\tTNT1 A 0 A_TakeInventory(\"BeastVisionBattery\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"BeastVision\",1,\"Control.Vision.Increment\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"BeastVisionActive\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"BeastVisionEffect\",1)\n\t\t\tGoto Control.Jump\n\t\tControl.Vision.Increment:\n\t\t\tTNT1 A 0 A_GiveInventory(\"BeastVisionTicCounter\",20)\n\t\t\tGoto Control.Jump\n\t\tControl.Vision.Decrement:\n\t\t\tTNT1 A 0 A_TakeInventory(\"BeastVisionTicCounter\",1)\n\t\t\tGoto Control.Jump\n\t}\n}\n\nACTOR BeastVision : CustomInventory\n{\n +COUNTITEM\n Inventory.MaxAmount 1\n inventory.icon \"INBEAST\"\n Inventory.PickupSound \"misc/i_pkup\"\n Inventory.UseSound \"misc/p_pkup\"\n Inventory.PickupMessage \"Picked up Beast Vision\"\n Inventory.MaxAmount 1\n -INVENTORY.INTERHUBSTRIP\n +DONTSPLASH\n +INVENTORY.INVBAR\n Scale 0.5\n Tag \"Beast Vision\"\n States\n {\n Spawn:\n INFR A -1 Bright\n Stop\n Use:\n \tTNT1 A 0 A_JumpIfInventory(\"BeastVisionActive\",1,\"Disable\")\n Enable:\n\tTNT1 A 0 A_GiveInventory(\"BeastVisionActive\",1)\n\tTNT1 A 0 A_GiveInventory(\"BeastVisionTicCounter\",35)\n \tStop\n Disable:\n\tTNT1 A 0 A_TakeInventory(\"BeastVisionActive\", 1)\n\tTNT1 A 0 A_TakeInventory(\"BeastVisionEffect\", 999999)\n\tStop\n }\n}\nactor BeastVisionActive : PuzzleItem { inventory.maxamount 1 -INVENTORY.INVBAR }\nactor BeastVisionTicCounter : PuzzleItem { inventory.maxamount 35 -INVENTORY.INVBAR }\nActor BeastVisionEffect : PowerupGiver { Powerup.Duration -100 Powerup.Type \"LightAmp\" +INVENTORY.AUTOACTIVATE +INVENTORY.ALWAYSPICKUP -INVENTORY.INVBAR +INVENTORY.QUIET +DONTSPLASH }\nactor BeastVisionBattery: Counter { Inventory.MaxAmount 100 }\nActor MyTID : Inventory { inventory.maxamount 64 }\n\nactor BurnDeathCaleb\n{\n Radius 12\n Height 56\n Speed 7\n +FLOORCLIP\n +LOOKALLAROUND\n -SOLID\n -SHOOTABLE\n scale 0.475\n States\n {\n Spawn:\n DKBR A 0\n\t\tTNT1 A 0 A_PlaySound(\"Caleb/Burn4\",CHAN_VOICE,1.0,0,ATTN_NORM)\n DKBR DDDDDD 1 Bright A_Look\n Goto See\n See:\n DKBR A 0 A_PlaySound(\"duke/burndeath\")\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR AAA 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR AAA 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR BBB 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR BBB 1 Bright A_Wander\n DKBR C 0 A_PlaySound(\"duke/burndeath\")\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR CCC 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR CCC 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR DDD 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR DDD 1 Bright A_Wander\n DKBR A 0 A_PlaySound(\"duke/burndeath\")\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR EEE 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR EEE 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR FFF 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR FFF 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR C 0 A_PlaySound(\"duke/burndeath\")\n DKBR AAA 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR AAA 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR BBB 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR BBB 1 Bright A_Wander\n DKBR A 0 A_PlaySound(\"duke/burndeath\")\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR CCC 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR CCC 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR DDD 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR DDD 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR C 0 A_PlaySound(\"duke/burndeath\")\n DKBR EEE 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR EEE 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR FFF 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR FFF 1 Bright A_Wander\n DKBR A 0 A_PlaySound(\"duke/burndeath\")\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR AAA 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR AAA 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR BBB 1 Bright A_Wander\n TNT1 A 0 A_SpawnItemEx(\"Firetrail\",0,0,40,random(-2,2),random(-2,2),-0)\n TNT1 A 0 A_SpawnItemEx(\"Firetrail2\",0,0,50,random(-2,2),random(-2,2),0)\n DKBR BBB 1 Bright A_Wander\n\t\tTNT1 A 0 A_Jump(237,1)\n Goto Death\n\t\tGoto Death2\n Death:\n TNT1 E 0 A_PlaySound(\"duke/burndeath2\")\n TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n DKBR EEFFGG 3 Bright\n TNT1 A 0 A_Stop\n TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n DKBR HHIIJJ 3 Bright\n TNT1 A 0 A_SpawnItem(\"BurnedCaleb\",1,0,0)\n TNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n TNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n DKBR KKLLMM 3 Bright\n DKBR N 7 Bright\n DKBR O 8 Bright\n TNT1 AAA 0 A_SpawnDebris(\"Firetrail3\",0)\n TNT1 AAA 0 A_SpawnDebris(\"Firetrail4\",0)\n DKBR P 8 Bright\n DKBR Q 8 Bright\n\t\tCAFD ABC 3 Bright\n Stop\n Death2:\n\t\tTNT1 E 0 A_PlaySound(\"duke/burndeath2\")\n\t\tTNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n\t\tTNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n\t\tDKBR EEFFGG 3 Bright\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n\t\tTNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n\t\tDKBR HHIIJJ 3 Bright\n\t\tTNT1 A 0 A_SpawnItem(\"BurnedCaleb_2\",1,0,0)\n\t\tTNT1 A 0 A_SpawnDebris(\"Firetrail3\",0)\n\t\tTNT1 A 0 A_SpawnDebris(\"Firetrail4\",0)\n\t\tDKBR KKLLMM 3 Bright\n\t\tDKBR N 7 Bright\n\t\tDKBR O 8 Bright\n\t\tTNT1 AAA 0 A_SpawnDebris(\"Firetrail3\",0)\n\t\tTNT1 AAA 0 A_SpawnDebris(\"Firetrail4\",0)\n\t\tDKBR P 8 Bright\n\t\tDKBR Q 8 Bright\n\t\tStop\n }\n}\n\nactor BurnedCaleb\n{\n Radius 12\n Height 12\n Alpha 0.1\n RenderStyle Translucent\n\t+CLIENTSIDEONLY\n -SOLID\n +FLOORCLIP\n Scale 0.6//25\n States\n {\n Spawn:\n CAFD DDDDDDDDDDDDDDDDDDDD 4 A_FadeIn(0.2)\n CAFD D -1\n Stop\n }\n}\n\nactor BurnedCaleb_2\n{\n Radius 12\n Height 12\n Alpha 0.1\n RenderStyle Translucent\n +CLIENTSIDEONLY\n -SOLID\n +FLOORCLIP\n Scale 0.6//25\n States\n {\n Spawn:\n CALE XXXXXXXXXXXXXXXXXXXX 4 A_FadeIn(0.2)\n CALE X -1\n Stop\n }\n}\n\n// Gibs\n\nactor CalebHand\n{\n radius 5\n height 5\n health 1\n speed 0\n gravity 0.5\n Scale 0.53\n SeeSound \"Caleb/Slop\"\n -NOLIFTDROP\n -SOLID\n +RANDOMIZE\n +HEXENBOUNCE\n +DROPOFF\n +NOBLOCKMONST\n +MOVEWITHSECTOR\n -NOGRAVITY\n +NOBLOCKMAP\n +CORPSE\n +WINDTHRUST\n +FLOORCLIP\n +CLIENTSIDEONLY\n -TELESTOMP\n +NOTELEPORT\n +LOWGRAVITY\n Bouncecount 4\n States\n {\n Spawn:\n CBLG EFGH 5\n loop\n Crash:\n TNT1 A 0 A_Gravity\n CBLG E 1000\n stop\n }\n}\n\nactor CalebLeg : CalebHand\n{\n States\n {\n Spawn:\n CBLG ABCD 5\n loop\n Crash:\n TNT1 A 0 A_Gravity\n CBLG D 1000\n stop\n }\n}\n\nactor CalebHat : CalebHand\n{\n Gravity 0.1\n Bouncecount 6\n States\n {\n Spawn:\n CBLG IJKLMN 5\n loop\n Crash:\n TNT1 A 0 A_Gravity\n CBLG I 1000\n stop\n }\n}\n\nactor CalebHead : CalebHand\n{\n States\n {\n Spawn:\n CBLG OPQRSTUV 5\n loop\n Crash:\n TNT1 A 0 A_Gravity\n CBLG W 1000\n stop\n }\n}"
},
{
"source": "pk3",
"name": "Decorate/Caleb/Slot1.txt",
"contents": "Actor TNT2 : Inventory { inventory.amount 1\tinventory.maxamount 1 }\nActor WhoopsIDied : Inventory {\tinventory.amount 1 inventory.maxamount 1 }\nActor TNTCounter : Inventory { inventory.amount 1 inventory.maxamount 3 }\nActor TNTSoundDelay : PowerDamage {\tDamagefactor \"normal\", 1.0 powerup.duration -2 }\nACTOR ThrowPowerBig : Ammo { inventory.amount 1 inventory.MaxAmount 150 ammo.backpackamount 0 ammo.backpackmaxamount 150 +IGNORESKILL }\n\nactor Dynamite : Weapon\n{\n inventory.pickupmessage \"Bundle of TNT!\"\n weapon.selectionorder 880\n weapon.ammogive 5\n weapon.ammotype \"RocketAmmo\"\n obituary \"%o got a faceful of %k's TNT!\"\n weapon.ammouse 1\n weapon.ammouse2 1\n weapon.ammotype2 \"RocketAmmo\"\n Weapon.SlotNumber 1\n Inventory.PickupSound \"Caleb/Weaponup\"\n//+WEAPON.NOAUTOFIRE\n +WEAPON.EXPLOSIVE\n +Weapon.NoAlert\n +NOAUTOAIM\n states\n {\n Ready:\n TNT1 A 0 A_TakeInventory(\"UsingPitchfork\", 1)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"ReadyAmmoless\")\n TNT1 A 0 A_JumpIfInventory(\"CalebReady\",1,\"IntroTaunt\")\n TNT1 A 0 A_JumpIfInventory(\"CalebWaiting\",15,\"WaitingTaunt\")\n TNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNTH A 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNTH C 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNTH B 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n Goto Ready+1\n ReadyAmmoless:\n TNT1 A 0 A_JumpIfInventory(\"CalebReady\",1,\"IntroTaunt\")\n TNT1 A 0 A_JumpIfInventory(\"CalebWaiting\",15,\"WaitingTaunt\")\n TNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,\"RaisingDynamite\")\n\tPTNT M 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,\"RaisingDynamite\")\n\tPTNT L 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,\"RaisingDynamite\")\n\tPTNT N 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\",1,\"RaisingDynamite\")\n\tLoop\n RaisingDynamite:\n PTNT V 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH)\n PTNT W 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH)\n PTNT X 3 A_WeaponReady(WRF_NOBOB|WRF_NOFIRE|WRF_NOSWITCH)\n\tGoto Ready+2\n Deselect:\n\tTNT1 A 0 A_JumpIfInventory(\"WhoopsIDied\",1,\"DeselectDead\")\n\tTNT1 A 0 A_JumpIfnoammo(\"DeselectAmmoLess\")\n\tTNT1 A 0 A_Lower\n TNTQ DD 1 A_Lower\n\tTNT1 A 0 A_Lower\n TNTQ DD 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tTNTL BB 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tTNTL CC 1 A_Lower\n\tTNT1 A 0 A_Lower\n MISG A 0 A_PlayWeaponSound (\"TNT/Zip\")\n TNTL AAAAAAAA 1 A_Lower\n Goto Deselect+18\n DeselectDead:\n\tTNT1 A 0 A_TakeInventory(\"WhoopsIDied\",999)\n\tTNTH S 4 A_TakeInventory(\"ThrowPowerBig\",255)\n\tTNTH T 3 A_Lower\n\tTNTH U 1 A_Lower\n\tGoto DeselectDead+3\n DeselectAmmoLess:\n\tTNTH VWXY 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tTNTH YYYYYY 1 A_Lower\n\tGoto DeselectAmmoLess+3\n Select:\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\",300)\n\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\",300)\n\tTNT1 A 0 A_JumpIfNoAmmo(\"RaiseAmmoless\")\n\tTNT1 A 0 A_Raise\n TNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL BB 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL CC 1 A_Raise\n MISF A 0 A_PlayWeaponSound (\"TNT/Zip\")\n TNTL CDDEF 1 A_Raise\n TNT1 AA 0 A_Raise\n Goto Select+20\n RaiseAmmoless:\n\tTNT1 A 0 A_Raise\n PTNT OO 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tPTNT OO 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tPTNT PP 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tPTNT QQ 1 A_Raise\n MISF A 0 A_PlayWeaponSound (\"TNT/Zip\")\n PTNT QRRST 1 A_Raise\n TNT1 AA 0 A_Raise\n Goto RaiseAmmoless+16\n Fire:\n TNTF AB 3 A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/Fuse\")\n\tTNTF CD 3 A_WeaponReady(14)\n\tTNTF EF 2 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNTF F 1 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 150, \"Explode\")\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0\n\tGoto Throw\n Hold:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",90,\"Boomination1\")\n\tTNT1 A 0 A_GiveInventory(\"TNTCounter\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"TNTSoundDelay\", 1, 3)\n\tTNT1 A 0 A_GiveInventory(\"TNTSoundDelay\", 1)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 150, \"Explode\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 3, \"Hold3\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 2, \"Hold2\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 1, \"Hold1\")\n Hold1:\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTF W 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n Hold2:\n TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTF Y 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n Hold3:\n TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTF F 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_TakeInventory(\"TNTCounter\", 3)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination1:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",93,\"BooMination2\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL G 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination2:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",96,\"BooMination3\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL H 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination3:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",99,\"BooMination4\")\n\tTNT1 C 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL I 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination4:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",102,\"BooMination5\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL J 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination5:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",105,\"BooMination6\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL K 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination6:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",108,\"BooMination7\")\n\tTNT1 C 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL L 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination7:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",111,\"BooMination8\")\n\tTNT1 C 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL M 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination8:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",114,\"BooMination9\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL N 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination9:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",117,\"BooMination10\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL O 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination10:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",120,\"BooMination11\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL P 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination11:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",123,\"BooMination12\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL Q 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination12:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",126,\"BooMination13\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL R 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto Fire+8\n BooMination13:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 129, \"BooMination14\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL S 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n BooMination14:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 132, \"BooMination15\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL T 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n BooMination15:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 135, \"BooMination16\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL U 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n BooMination16:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 138, \"BooMination17\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL V 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n BooMination17:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 141, \"BooMination18\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL W 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n BooMination18:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 144, \"BooMination19\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL X 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n BooMination19:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 147, \"BooMination20\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tTNTL Y 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n BooMination20:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 149, \"BooMination21\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 2)\n\tTNTL Z 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n BooMination21:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 150, \"Explode\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 1)\n\tTNTH D 2 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire //YOUR LAST CHANCE IS OVER MAN\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n Explode:\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\",255)\n\tTNT1 A 0 A_GiveInventory(\"WhoopsIDied\",1)\n\tTNT1 A 0 A_PlaySound(\"Napalm/Explode\",CHAN_ITEM)\n TNT1 A 0 A_SpawnItem(\"FloorKaboom\")\n\tTNT1 AAAAAAA 0 A_SpawnItemex(\"Blower\",-16)\n\tTNT1 AAA 1 A_SpawnItemex(\"Blower\",-16)\n\tTNTH S 4 A_TakeInventory(\"ThrowPowerBig\",255)\n\tTNTH T 8\n\tTNTH U 5\n Goto Ready\n AltFire:\n\tTNT1 A 0 A_GiveInventory(\"TNT2\", 1)\n TNTF AB 3 A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNTF CD 3 A_WeaponReady(14)\n\tTNTF EF 2 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNTF F 1 A_WeaponReady(14)\n\tTNT1 A 0 A_GiveInventory(\"TNT2\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 150, \"Explode\")\n\tTNT1 A 0 A_StopSound(Chan_Weapon)\n\tGoto Throw\n AltHold:\n \tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",90,\"Boomination1\")\n\tTNT1 A 0 A_GiveInventory(\"TNTCounter\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"TNTSoundDelay\", 1, 3)\n\tTNT1 A 0 A_GiveInventory(\"TNTSoundDelay\", 1)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 150, \"Explode\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 3, \"AltHold3\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 2, \"AltHold2\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 1, \"AltHold1\")\n AltHold1:\n TNT1 A 0 A_GiveInventory(\"ThrowPower\", 2)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 2)\n\tTNTF W 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto AltFire+8\n AltHold2:\n TNT1 A 0 A_GiveInventory(\"ThrowPower\", 2)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 2)\n\tTNTF Y 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto AltFire+8\n AltHold3:\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 2)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 2)\n\tTNTF F 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_TakeInventory(\"TNTCounter\", 3)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n Goto AltFire+8\n Flash:\n \tTNT1 A 6 A_Light1\n TNT1 A 0 A_Light0\n stop\n Spawn:\n TBOX A 1\n stop\n Cannot:\n TNT1 A 0 A_TakeInventory(\"ThrowPower\",255)\n\tTNT1 A 1 A_SelectWeapon(\"Pitchfork\")\n\tGoto Ready\n Cannot2:\n//\tTNT1 A 0 A_GiveInventory(\"RemoveTNT\", 1)\n\tTNT1 A 1 A_SelectWeapon(\"Pitchfork\")\n\tGoto Ready\n Throw:\n\tTNTH EFGHIJKL 1 bright\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 70, \"Throw_35\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 68, \"Throw_34\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 66, \"Throw_33\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 64, \"Throw_32\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 62, \"Throw_31\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 60, \"Throw_30\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 58, \"Throw_29\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 56, \"Throw_28\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 54, \"Throw_27\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 52, \"Throw_26\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 50, \"Throw_25\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 48, \"Throw_24\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 46, \"Throw_23\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 44, \"Throw_22\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 42, \"Throw_21\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 40, \"Throw_20\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 38, \"Throw_19\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 36, \"Throw_18\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 34, \"Throw_17\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 32, \"Throw_16\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 30, \"Throw_15\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 28, \"Throw_14\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 26, \"Throw_13\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 24, \"Throw_12\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 22, \"Throw_11\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 20, \"Throw_10\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 18, \"Throw_9\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 16, \"Throw_8\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 14, \"Throw_7\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 12, \"Throw_6\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 10, \"Throw_5\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 8, \"Throw_4\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 6, \"Throw_3\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 4, \"Throw_2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 2, \"Throw_1\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT1\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_1:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_1\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_1X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_2:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_2\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_2X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_3:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_3\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_3X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_4:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_4\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_4X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_5:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_5\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_5X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_6:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_6\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_6X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_7:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_7\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_7X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_8:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_8\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_8X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_9:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_9\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_9X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_10:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_10\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_10X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_11:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_11\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_11X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_12:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_12\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_12X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_13:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_13\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_13X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_14:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_14\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_14X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_15:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_15\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_15X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_16:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_16\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_16X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_17:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_17\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_17X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_18:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_18\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_18X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_19:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_19\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_19X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_20:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_20\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_20X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_21:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_21\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_21X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_22:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_22\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_22X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_23:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_23\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_23X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_24:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_24\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_24X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_25:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_25\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_25X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_26:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_26\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_26X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_27:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_27\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_27X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_28:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_28\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_28X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_29:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_29\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_29X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_30:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_30\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_30X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_31:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_31\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_31X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_32:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_32\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_32X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_33:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_33\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_33X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_34:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_34\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_34X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n Throw_35:\n TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_35\",0,1,8,0)\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_35X\",0,1,8,0)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n ThrowFinish:\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/Throw\")\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\", 99)\n\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\", 200)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 100)\n\tTNTH MNOPQR 2\n\tTNTF L 2\n\tTNT1 A 0 A_JumpIfInventory(\"RocketAmmo\", 1, 1)\n Goto Cannot2\n\tTNTF PQMNO 2 A_WeaponReady(14)\n goto Ready\n IntroTaunt:\n\tTNT1 A 0 A_JumpIfInventory(\"CalebBallgag\",1,2)\n\tTNT1 A 0 A_PlaySoundEx(\"Caleb/Enter\", \"SoundSlot7\", 0, 0)\n\tTNT1 A 0 A_TakeInventory(\"CalebReady\", 1)\n\tTNT1 A 0 A_GiveInventory(\"CalebTauntCooldown\",5)\n\tTNT1 A 0 ACS_ExecuteAlways(600, 0)\n Goto Ready\n WaitingTaunt:\n\tTNT1 A 0 A_JumpIfInventory(\"CalebBallgag\",1,2)\n\tTNT1 A 0 A_PlaySoundEx(\"Caleb/Bored\", \"SoundSlot7\", 0, 0)\n\tTNT1 A 0 A_TakeInventory(\"CalebWaiting\", 15)\n\tTNT1 A 0 A_GiveInventory(\"CalebTauntCooldown\",5)\n\tTNT1 A 0 ACS_ExecuteAlways(600, 0)\n Goto Ready\n }\n}\n\nactor TNTSmoke : BulletPuff\n{\n renderstyle Translucent\n alpha 0.5\n +NOBLOCKMAP\n +NOGRAVITY\n +DONTSPLASH\n PROJECTILE\n +WINDTHRUST\n +ALLOWPARTICLES\n +CLIENTSIDEONLY\n states\n {\n Spawn:\n ZUFF A 0 A_Jump(128,33)\n ZUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n stop\n ZUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n stop\n }\n}\n\nACTOR ThrowPower : Ammo\n{\n inventory.amount 1\n inventory.MaxAmount 70\n ammo.backpackamount 0\n ammo.backpackmaxamount 70\n +IGNORESKILL\n}\n\nactor PlayerTNT\n{\n Decal Scorch\n radius 6\n height 4\n Speed 5\n Scale 0.5\n Health 5\n Gravity 0.65\n reactiontime 49\n deathsound \"Napalm/Explode\"\n activesound \"TNT/Fuse\"\n Species \"Player\"\n PROJECTILE\n +RANDOMIZE\n +DONTSPLASH\n +SHOOTABLE\n +NOBOUNCESOUND\n -EXPLODEONWATER\n +CANBOUNCEWATER\n +PUSHABLE\n -SOLID\n -NOGRAVITY\n +NOTELEPORT\n -TELESTOMP\n +WINDTHRUST\n +THRUSPECIES //THIS WAS NEEDED CAUSE IT WILL BLOW URSELF IF A PLAYER STANDS AT YOUR FACE IN COOP MODE BEFORE THROWING THE DYNAMITE\n damage (120) //+20\n DamageType \"Dynamite\"\n states\n {\n Spawn:\n PTNT E 0 bright A_LoopActiveSound\n\tTNT1 A 0 ThrustThingZ(0,random(14,16),0,1)\n\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n goto see\n Preset:\n\tTNT1 A 0 A_ChangeFlag(\"MTHRUSPECIES\", 1)\n\tTNT1 A 0 A_ChangeFlag(\"DONTHARMSPECIES\", 1)\n\tTNT1 A 0 A_ChangeFlag(\"DONTHARMCLASS\", 1)\n See:\n PTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n PTNT E 0 bright A_Countdown\n PTNT E 1 bright A_LoopActiveSound\n Cont:\n PTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n PTNT E 0 bright A_Countdown\n PTNT F 1 bright A_LoopActiveSound\n PTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n PTNT E 0 bright A_Countdown\n PTNT G 1 bright A_LoopActiveSound\n PTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n PTNT E 0 bright A_Countdown\n PTNT H 1 bright A_LoopActiveSound\n PTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n PTNT E 0 bright A_Countdown\n PTNT A 1 bright A_LoopActiveSound\n PTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n PTNT E 0 bright A_Countdown\n PTNT B 1 bright A_LoopActiveSound\n PTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n PTNT E 0 bright A_Countdown\n PTNT C 1 bright A_LoopActiveSound\n PTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n PTNT E 0 bright A_Countdown\n PTNT D 1 bright A_LoopActiveSound\n Loop\n Death:\n TNT1 A 0 A_SpawnItemEx(\"FloorKaboom\",-16)\n TNT1 A 1 bright A_Explode(32,172,1,1)\n TNT1 A 0 bright A_Scream\n\tTNT1 A 4 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n stop\n XDeath:\n TNT1 A 0 A_SpawnItemEx(\"Kaboom\",-16,-15+random(-2,2))\n TNT1 A 1 bright A_Explode(192,160,1,1)\n TNT1 A 0 bright A_Scream\n\tTNT1 A 4 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n stop\n }\n}\n\nactor PlayerTNT_1 : PlayerTNT { Speed 6 }\nactor PlayerTNT_2 : PlayerTNT { Speed 8 }\n\nactor PlayerTNT_3 : PlayerTNT {\n\tSpeed 9\n\tStates {\n\t\tSpawn:\n\t\t\tPTNT E 0 bright A_LoopActiveSound\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(16,18),0,1)\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n\t\tgoto see\n\t}\n}\n\nactor PlayerTNT_4 : PlayerTNT_3 { Speed 11 }\nactor PlayerTNT_5 : PlayerTNT_3 { Speed 12 }\n\nactor PlayerTNT_6 : PlayerTNT {\n\tSpeed 14\n\tStates {\n\t\tSpawn:\n\t\t\tPTNT E 0 bright A_LoopActiveSound\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(18,20),0,1)\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n\t\tgoto see\n\t}\n}\n\nactor PlayerTNT_7 : PlayerTNT_6 { Speed 15 }\nactor PlayerTNT_8 : PlayerTNT_6 { Speed 17 }\n\nactor PlayerTNT_9 : PlayerTNT {\n\tSpeed 18\n\tStates {\n\t\tSpawn:\n\t\t\tPTNT E 0 bright A_LoopActiveSound\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(20,22),0,1)\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n\t\tgoto see\n\t}\n}\n\nactor PlayerTNT_10 : PlayerTNT_9 { Speed 20 }\nactor PlayerTNT_11 : PlayerTNT_9 { Speed 21 }\n\nactor PlayerTNT_12 : PlayerTNT {\n\tSpeed 23\n\tStates {\n\t\tSpawn:\n\t\t\tPTNT E 0 bright A_LoopActiveSound\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(22,24),0,1)\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n\t\tgoto see\n\t}\n}\n\nactor PlayerTNT_13 : PlayerTNT_12 { Speed 24 }\nactor PlayerTNT_14 : PlayerTNT_12 { Speed 26 }\nactor PlayerTNT_15 : PlayerTNT_12 { Speed 27 }\n\nactor PlayerTNT_16 : PlayerTNT {\n\tSpeed 29\n\tStates {\n\t\tSpawn:\n\t\t\tPTNT E 0 bright A_LoopActiveSound\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(24,26),0,1)\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n\t\tgoto see\n\t}\n}\n\nactor PlayerTNT_17 : PlayerTNT_16 { Speed 31 }\nactor PlayerTNT_18 : PlayerTNT_16 { Speed 32 }\nactor PlayerTNT_19 : PlayerTNT_16 { Speed 33 }\n\nactor PlayerTNT_20 : PlayerTNT {\n\tSpeed 34\n\tStates {\n\t\tSpawn:\n\t\t\tPTNT E 0 bright A_LoopActiveSound\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(26,28),0,1)\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n\t\tgoto see\n\t}\n}\n\nactor PlayerTNT_21 : PlayerTNT_20 { Speed 35 }\nactor PlayerTNT_22 : PlayerTNT_20 { Speed 36 }\nactor PlayerTNT_23 : PlayerTNT_20 { Speed 37 }\n\nactor PlayerTNT_24 : PlayerTNT {\n\tSpeed 38\n\tStates {\n\t\tSpawn:\n\t\t\tPTNT E 0 bright A_LoopActiveSound\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(28,30),0,1)\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n\t\tgoto see\n\t}\n}\n\nactor PlayerTNT_25 : PlayerTNT_24 { Speed 39 }\nactor PlayerTNT_26 : PlayerTNT_24 { Speed 40 }\nactor PlayerTNT_27 : PlayerTNT_24 { Speed 41 }\n\nactor PlayerTNT_28 : PlayerTNT {\n\tSpeed 42\n\tStates {\n\t\tSpawn:\n\t\t\tPTNT E 0 bright A_LoopActiveSound\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(30,32),0,1)\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n\t\tgoto see\n\t}\n}\n\nactor PlayerTNT_29 : PlayerTNT_28 {\tSpeed 43 }\nactor PlayerTNT_30 : PlayerTNT_28 { Speed 44 }\nactor PlayerTNT_31 : PlayerTNT_28 {\tSpeed 45 }\n\nactor PlayerTNT_32 : PlayerTNT {\n\tSpeed 46\n\tStates {\n\t\tSpawn:\n\t\t\tPTNT E 0 bright A_LoopActiveSound\n\t\t\tTNT1 A 0 ThrustThingZ(0,random(32,34),0,1)\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n\t\tgoto see\n\t}\n}\n\nactor PlayerTNT_33 : PlayerTNT_32 {\tSpeed 47 }\nactor PlayerTNT_34 : PlayerTNT_32 {\tSpeed 48 }\nactor PlayerTNT_35 : PlayerTNT_32 {\tSpeed 49 }\n\nactor PlayerTNT1 {\n radius 6\n height 4\n speed 5\n Scale 0.5\n Health 5\n Gravity 0.65\n reactiontime 49\n painsound \"Napalm/Explode\"\n activesound \"TNT/Fuse\"\n DamageType \"Dynamite\"\n PROJECTILE\n Species \"Player\"\n +RANDOMIZE\n +DONTSPLASH\n +NOBOUNCESOUND\n +DOOMBOUNCE\n +NOTELEPORT\n -TELESTOMP\n +WINDTHRUST\n bouncefactor 0.5\n bouncecount 6\n +PUSHABLE\n +SOLID\n -NOGRAVITY\n +THRUSPECIES\n +MOVEWITHSECTOR\n -EXPLODEONWATER\n +CANBOUNCEWATER\n +SHOOTABLE\n +ISMONSTER\n -COUNTKILL\n +NOBLOOD\n -NOBLOCKMAP\n States {\n\tSpawn:\n\t\tPTNT E 0 bright A_Countdown\n\t\tTNT1 A 0 ThrustThingZ(0,random(14,16),0,1)\n\t\tPTNT E 0 bright A_LoopActiveSound\n\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n\t\tgoto see\n\tPreset:\n\t\tTNT1 A 0 A_ChangeFlag(\"MTHRUSPECIES\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"DONTHARMSPECIES\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"DONTHARMCLASS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\", 0)\n\t\tgoto see\n\tSee:\n\t\tPTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_Countdown\n\t\tPTNT E 1 bright A_LoopActiveSound\n\tCont:\n\t\tPTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_Countdown\n\t\tPTNT F 1 bright A_LoopActiveSound\n\t\tPTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_Countdown\n\t\tPTNT G 1 bright A_LoopActiveSound\n\t\tPTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_Countdown\n\t\tPTNT H 1 bright A_LoopActiveSound\n\t\tPTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_Countdown\n\t\tPTNT A 1 bright A_LoopActiveSound\n\t\tPTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_Countdown\n\t\tPTNT B 1 bright A_LoopActiveSound\n\t\tPTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_Countdown\n\t\tPTNT C 1 bright A_LoopActiveSound\n\t\tPTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_Countdown\n\t\tPTNT D 1 bright A_LoopActiveSound\n\t\tLoop\n\tDeath:\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT EIJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4 bright\n\t\tPTNT I 0 bright A_Explode (128,160)//A_Explode\n\t\tTNT1 A 1 bright A_Pain\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_SpawnItemEx(\"FloorKaboom\",-16)\n\t\tTNT1 A 4 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\t\tstop\n\t}\n}\n\nactor PlayerTNT_1X : PlayerTNT1 { Speed 6 }\nactor PlayerTNT_2X : PlayerTNT1 { Speed 8 }\n\nactor PlayerTNT_3X : PlayerTNT1 {\n\tSpeed 9\n\tStates {\n Spawn:\n PTNT E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(16,18),0,1)\n PTNT E 0 bright A_LoopActiveSound\n\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n goto see\n\t}\n}\n\nactor PlayerTNT_4X : PlayerTNT_3X {\tSpeed 11 }\nactor PlayerTNT_5X : PlayerTNT_3X {\tSpeed 12 }\n\nactor PlayerTNT_6X : PlayerTNT1 {\n\tSpeed 14\n\tStates {\n Spawn:\n PTNT E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(18,20),0,1)\n PTNT E 0 bright A_LoopActiveSound\n\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n goto see\n\t}\n}\n\nactor PlayerTNT_7X : PlayerTNT_6X {\tSpeed 15 }\nactor PlayerTNT_8X : PlayerTNT_6X {\tSpeed 17 }\n\nactor PlayerTNT_9X : PlayerTNT1 {\n\tSpeed 18\n\tStates {\n Spawn:\n PTNT E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(20,22),0,1)\n PTNT E 0 bright A_LoopActiveSound\n\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n goto see\n\t}\n}\n\nactor PlayerTNT_10X : PlayerTNT_9X { Speed 20 }\nactor PlayerTNT_11X : PlayerTNT_9X { Speed 21 }\n\nactor PlayerTNT_12X : PlayerTNT1 {\n\tSpeed 23\n\tStates {\n Spawn:\n PTNT E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(22,24),0,1)\n PTNT E 0 bright A_LoopActiveSound\n\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n goto see\n\t}\n}\n\nactor PlayerTNT_13X : PlayerTNT_12X { Speed 24 }\nactor PlayerTNT_14X : PlayerTNT_12X { Speed 26 }\nactor PlayerTNT_15X : PlayerTNT_12X { Speed 27 }\n\nactor PlayerTNT_16X : PlayerTNT1 {\n\tSpeed 29\n\tStates {\n Spawn:\n PTNT E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(24,26),0,1)\n PTNT E 0 bright A_LoopActiveSound\n\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n goto see\n\t}\n}\n\nactor PlayerTNT_17X : PlayerTNT_16X { Speed 31 }\nactor PlayerTNT_18X : PlayerTNT_16X { Speed 32 }\nactor PlayerTNT_19X : PlayerTNT_16X { Speed 33 }\n\nactor PlayerTNT_20X : PlayerTNT1 {\n\tSpeed 34\n\tStates {\n Spawn:\n PTNT E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(26,28),0,1)\n PTNT E 0 bright A_LoopActiveSound\n\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n goto see\n\t}\n}\n\nactor PlayerTNT_21X : PlayerTNT_20X { Speed 35 }\nactor PlayerTNT_22X : PlayerTNT_20X { Speed 36 }\nactor PlayerTNT_23X : PlayerTNT_20X { Speed 37 }\n\nactor PlayerTNT_24X : PlayerTNT1 {\n\tSpeed 38\n\tStates {\n Spawn:\n PTNT E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(28,30),0,1)\n PTNT E 0 bright A_LoopActiveSound\n\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n goto see\n\t}\n}\n\nactor PlayerTNT_25X : PlayerTNT_24X { Speed 39 }\nactor PlayerTNT_26X : PlayerTNT_24X { Speed 40 }\nactor PlayerTNT_27X : PlayerTNT_24X { Speed 41 }\n\nactor PlayerTNT_28X : PlayerTNT1 {\n\tSpeed 42\n\tStates {\n Spawn:\n PTNT E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(30,32),0,1)\n PTNT E 0 bright A_LoopActiveSound\n\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n goto see\n\t}\n}\n\nactor PlayerTNT_29X : PlayerTNT_28X { Speed 43 }\nactor PlayerTNT_30X : PlayerTNT_28X { Speed 44 }\nactor PlayerTNT_31X : PlayerTNT_28X { Speed 45 }\n\nactor PlayerTNT_32X : PlayerTNT1 {\n\tSpeed 46\n\tStates {\n Spawn:\n PTNT E 0 bright A_Countdown\n\tTNT1 A 0 ThrustThingZ(0,random(32,34),0,1)\n PTNT E 0 bright A_LoopActiveSound\n\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(604, 0), \"Preset\")\n goto see\n\t}\n}\n\nactor PlayerTNT_33X : PlayerTNT_32X { Speed 47 }\nactor PlayerTNT_34X : PlayerTNT_32X { Speed 48 }\nactor PlayerTNT_35X : PlayerTNT_32X { Speed 49 }"
}
]
},
"maps": []
}