fartyguns1.06.pk3

PK3 61 MiB 0 map(s)

Counts

endoom0
graphics0
lumps3808
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "04a8a9e8-6257-45ed-aa95-21bfca1921d7",
    "sha1": "dd58e0b6e826ba23701b01c8f2f8525a4758bb80",
    "sha256": "959e97f4179081bd11359dd7222ef2cdec2ad76c90b99addc1e02a97fc5f00e8",
    "filenames": [
      "fartyguns1.06.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2022/05/30 13:20:59",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2022/05/30 13:20:59",
    "file": {
      "type": "PK3",
      "size": 63925488,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/dd58e0b6e826ba23701b01c8f2f8525a4758bb80/dd58e0b6e826ba23701b01c8f2f8525a4758bb80.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 3808,
        "maps": 0,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "GAMEMODE.txt",
        "contents": "Cooperative\n{\n\tGameSettings\n\t{\n\t\tsv_bfgfreeaim = true\n\t\tsv_respawnsuper = true\n\t\tsv_itemrespawn = true\n\t\tsv_nofreelook = false\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "FART.txt",
        "contents": "[IntroStrings]\n\"\\csi'll blow you away!\"\n\"\\csfart\"\n\"\\csyou stink\"\n\n[FragStrings]\n\"\\csyou stink\"\n\"\\csi love beans\"\n\"\\csthese beans make me better!\"\n\"\\csfart\"\n\n[KilledStrings]\n\"\\csyou stink\""
      },
      {
        "source": "pk3",
        "name": "Decorate/Ammo.txt",
        "contents": "ACTOR FartCell : Ammo\n{\n  +COUNTITEM\n  Inventory.PickupMessage \"$GOTCELL\" // \"Picked up an energy cell.\"\n  Inventory.Amount 20\n  Inventory.MaxAmount 300\n  Ammo.BackpackAmount 20\n  Ammo.BackpackMaxAmount 300\n  Inventory.Icon \"CELLA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR FartClip : Ammo\n{\n  +COUNTITEM\n  Inventory.PickupMessage \"Picked up a magazine with low-caliber bullets.\" // \"Picked up a clip.\"\n  Inventory.Amount 15\n  Inventory.MaxAmount 250\n  Ammo.BackpackAmount 15\n  Ammo.BackpackMaxAmount 250\n  Inventory.Icon \"CLIPA0\"\n  States\n  {\n  Spawn:\n    CLIP A -1\n    Stop\n  }\n}\n\nactor RifleAmmo : Ammo\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up a magazine with intermediate cartridges.\"\n\tInventory.Amount 15\n\tInventory.MaxAmount 250\n\tAmmo.BackpackAmount 15\n\tAmmo.BackpackMaxAmount 250\n\tInventory.Icon \"CLIPB0\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCLIP B -1\n\t\t\tstop\n\t}\n}\n\nactor Gasoline : Ammo\n{\n\tInventory.Amount 20\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 20\n\tAmmo.BackpackMaxAmount 200\n\tInventory.Icon \"JRYCA0\"\n}\n\nACTOR FartRocketAmmo : Ammo\n{\n  +COUNTITEM\n  Inventory.PickupMessage \"$GOTROCKET\" // \"Picked up a rocket.\"\n  Inventory.Amount 5\n  Inventory.MaxAmount 50\n  Ammo.BackpackAmount 5\n  Ammo.BackpackMaxAmount 50\n  Inventory.Icon \"ROCKA0\"\n  States\n  {\n  Spawn:\n    ROCK A -1\n    Stop\n  }\n}\n\nACTOR FartShell : Ammo\n{\n  +COUNTITEM\n  Inventory.PickupMessage \"Picked up some shells.\" // \"Picked up 4 shotgun shells.\"\n  Inventory.Amount 4\n  Inventory.MaxAmount 50\n  Ammo.BackpackAmount 4\n  Ammo.BackpackMaxAmount 50\n  Inventory.Icon \"SHELA0\"\n  States\n  {\n  Spawn:\n    SHEL A -1\n    Stop\n  }\n}\n\nactor DinnerAmmo : Ammo\n{\n\tInventory.Amount 2\n\tInventory.MaxAmount 75\n\tAmmo.BackpackAmount 2\n\tAmmo.BackpackMaxAmount 75\n}\n\nactor BFGAmmo : Ammo\n{\n\tInventory.Amount 20\n\tInventory.MaxAmount 300\n\tAmmo.BackpackAmount 20\n\tAmmo.BackpackMaxAmount 300\n}\n\n/////////////\n// PICKUPS\n/////////////\n\nactor ClipSpawner : RandomSpawner replaces Clip\n{\n\tDropItem \"FartClipItem\", 255, 5\n\tDropItem \"RifleAmmoItem\", 255, 3\n}\n\nactor FartClipItem : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up a magazine with low-caliber bullets.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCLIP A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 0, 0) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor RifleAmmoItem : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up a magazine with intermediate cartridges.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCLIP B -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 7, 0) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor FartShellItem : CustomInventory replaces Shell\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up some shells.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHEL A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 1, 0) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor FartCellItem : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up an energy cell.\"\n\tTranslation \"112:119=198:199\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCELL A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 2, 0) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor BFGAmmoItem : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Got a BFG Charge cell.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCELL A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 6, 0) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor FartRocketItem : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up a rocket.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tROCK A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 3, 0) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor SpraycanPickup : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Acquired a spray can.\"\n\tScale 0.75\n\tInventory.MaxAmount 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSPRA A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 4, 0) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanWeapon\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanWeapon\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor BigSpraycanPickup : SpraycanPickup\n{\n\tInventory.PickupMessage \"Vacuumed up a bunch of spray cans.\"\n\tScale 0.75\n\tInventory.MaxAmount 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSPRA B -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 4, 1) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanWeapon\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanWeapon\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor ClipBoxSpawner : RandomSpawner replaces Clipbox\n{\n\tDropItem \"FartClipBox\", 255, 5\n\tDropItem \"RifleAmmoBox\", 255, 3\n}\n\nactor FartClipBox : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up a box of low-caliber bullets.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tAMMO A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 0, 1) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor RifleAmmoBox : CustomInventory\n{\n\tScale 0.8\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up a box of intermediate cartridges.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tAMMO B -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 7, 1) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor FartShellBox : CustomInventory replaces ShellBox\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up a box of shotgun shells.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBOX A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 1, 1) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor FartRocketBox : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up a box of cox.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBROK A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 3, 1) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor FartCellPack : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Picked up an energy cell pack.\"\n\tTranslation \"160:167=192:200\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCELP A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 2, 1) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor BFGAmmoItemBig : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Got a BFG Charge pack.\"\n\tTranslation \"160:167=112:126\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCELP A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AmmoPickup\", 6, 1) >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor CellSpawner : RandomSpawner replaces Cell\n{\n\tDropItem \"FartCellItem\", 255, 3\n\tDropItem \"BFGAmmoItem\", 255, 1\n}\n\nactor CellPackSpawner : RandomSpawner replaces CellPack\n{\n\tDropItem \"FartCellPack\", 255, 3\n\tDropItem \"BFGAmmoItemBig\", 255, 1\n}\n\nactor RocketBoxSpawner : RandomSpawner replaces RocketBox\n{\n\tDropItem \"FartRocketBox\", 255, 3\n\tDropItem \"BigSpraycanPickup\", 255, 1\n}\n\nactor RocketAmmoSpawner : RandomSpawner replaces RocketAmmo\n{\n\tDropItem \"FartRocketItem\", 255, 3\n\tDropItem \"SpraycanPickup\", 255, 1\n}\n\n/////////////\n// CLIPS\n/////////////\n\nactor PistolClip : Ammo\n{\n inventory.amount 0\n inventory.maxamount 15\n ammo.backpackamount 0\n ammo.backpackmaxamount 15\n}\n\nactor PistolClip2 : Ammo\n{\n inventory.amount 0\n inventory.maxamount 15\n ammo.backpackamount 0\n ammo.backpackmaxamount 15\n}\n\nactor FartRifleCounter : Ammo\n{\n\tinventory.amount 0\n\tinventory.maxamount 100\n\tAmmo.Backpackamount 0\n\tAmmo.backpackmaxamount 100\n}\n\nactor FartRifleCounter2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n}\n\nactor SGClip2 : Ammo\n{\n inventory.amount 6\n inventory.maxamount 6\n Ammo.Backpackamount 0\n Ammo.backpackmaxamount 6\n}\n\nactor SGClip : Ammo\n{\n inventory.amount 6\n inventory.maxamount 6\n Ammo.Backpackamount 0\n Ammo.backpackmaxamount 6\n}\n\nactor UziClip : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 24\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 24\n}\n\nactor UziClip2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 24\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 24\n}\n\nactor RailgunClip : Ammo\n{\n inventory.amount 0\n inventory.maxamount 15\n ammo.backpackamount 0\n ammo.backpackmaxamount 15\n}\n\nactor RailgunClip2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 15\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 15\n}\n\nactor SpraycanThrowForce : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n}\n\nactor RiotGunClip : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 8\n\tAmmo.Backpackamount 0\n\tAmmo.BackpackMaxAmount 8\n}\n\nactor RiotGunClip2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 8\n\tAmmo.Backpackamount 0\n\tAmmo.BackpackMaxAmount 8\n}\n\nactor FlamethrowerClip : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 20\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 20\n}\n\nactor FlamethrowerClip2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 20\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 20\n}\n\nactor GM94Clip : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 5\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 5\n}\n\nactor GM94Clip2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 5\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 5\n}\n\nactor PlasmaShotgunClip : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 12\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 12\n}\n\nactor PlasmaShotgunClip2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 12\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 12\n}\n\nactor LiberatorClip : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 4\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 4\n}\n\nactor LiberatorClip2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 4\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 4\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Projectiles.txt",
        "contents": "Actor EnemyBullet : FastProjectile\n{\n\tPROJECTILE\n\tRadius 8\n\tHeight 2\n\tSpeed 70\n\tDamage 2\n\t+BLOODSPLATTER\n\t+HITMASTER\n\tRenderstyle Add\n\tAlpha 0.95\n\tStates\n\t{\n\tSpawn:\n\t\tTRAC A 0 NODELAY ACS_NamedExecuteAlways(\"SetActorPitchToVelocity\", 0)\n\t\tTRAC A 1 bright ACS_NamedExecuteAlways(\"SetActorPitchToVelocity\", 0)\n\tSpawn1:\n\t\tTRAC A 1 bright\n\t\tloop\n\tXDeath:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\tTNT1 A 10\n\t\tstop\n\tCrash:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\tTNT1 A 10\n\t\tStop\n\tDeath:\n\t\t//TNT1 A 0 A_SpawnItemEx(\"NewBulletPuff\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nactor ZombieBFGBall : BFGBall Replaces BFGBall\n{\n\tDamage 65\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFS1 AAABBB 1 Bright A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16),0)\n\t\t\tLoop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tDeath:\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16))\n\t\t\tBFGB ABC 2 bright\n\t\t\t//BFG1 B 0 A_BFGSpray\n\t\t\tBFGB DEFGHIJK 2 bright\n\t\tstop\n\t}\n}\n\nactor MonsterFlameEffect\n{\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tVSpeed 1\n\tScale 0.5\n\tRenderStyle Translucent\n\tAlpha 0.85\n\tStates\n\t{\n\t\tSpawn:\n\t\tFLAM A 0\n\t\tFLAM ABCDEFGH 2 bright\n\t\tStop\n\t}\n}\n\nactor MonsterFlameSmoke\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+RANDOMIZE\n\t+CLIENTSIDEONLY\n\tScale 0.3\n\tRenderstyle Translucent\n\tAlpha 0.65\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSM7K ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\t\t\tstop\n\t}\n}\n\nactor FartImpBall : DoomImpBall replaces DoomImpBall\n{\n\t+HITMASTER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBAL1 A 1 Bright A_SpawnItemEx(\"MonsterFlameEffect\", frandom(0.25,2), frandom(-2,2),frandom(-2,2), 0, 0, 0, 0, 128, 80)\n\t\t\tBAL1 A 0 bright A_SpawnItemEx(\"MonsterFlameSmoke\", frandom(0.25, 2), frandom(-2, 2), frandom(-2, 2), 0, 0, 0, 0, 128)\n\t\t\tBAL1 B 1 Bright A_SpawnItemEx(\"MonsterFlameEffect\", frandom(0.25,2), frandom(-2,2),frandom(-2,2), 0, 0, 0, 0, 128, 80)\n\t\t\tBAL1 B 0 bright A_SpawnItemEx(\"MonsterFlameSmoke\", frandom(0.25, 2), frandom(-2, 2), frandom(-2, 2), 0, 0, 0, 0, 128)\n\t\t\tLoop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\tGoto Death\n\t\tDeath:\n\t\t\tBAL1 CCCCCC 0 A_SpawnItemEx(\"MonsterFlameEffect\", 0,0,0,frandom(-3, 3), frandom(-3, 3), frandom(-3, 3), 0, 128, 16)\n\t\t\tBAL1 CCCCCC 0 A_SpawnItemEx(\"MonsterFlameSmoke\", 0,0,0,frandom(-3, 3), frandom(-3, 3), frandom(-3, 3), 0, 128, 16)\n\t\t\tBAL1 CDE 6 Bright\n\t\t\tStop\n\t}\n}\n\nactor FartrachnotronPlasma : ArachnotronPlasma replaces ArachnotronPlasma\n{\n\t+HITMASTER\n\tStates\n\t{\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor MancubusBall : FatShot replaces FatShot\n{\n\t+HITMASTER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMANF A 1 Bright A_SpawnItemEx(\"MonsterFlameEffect\", frandom(0.25,2), frandom(-2,2),frandom(-2,2), 0, 0, 0, 0, 128, 80)\n\t\t\tMANF A 0 bright A_SpawnItemEx(\"MonsterFlameSmoke\", frandom(0.25, 2), frandom(-2, 2), frandom(-2, 2), 0, 0, 0, 0, 128)\n\t\t\tMANF B 1 Bright A_SpawnItemEx(\"MonsterFlameEffect\", frandom(0.25,2), frandom(-2,2),frandom(-2,2), 0, 0, 0, 0, 128, 80)\n\t\t\tMANF B 0 bright A_SpawnItemEx(\"MonsterFlameSmoke\", frandom(0.25, 2), frandom(-2, 2), frandom(-2, 2), 0, 0, 0, 0, 128)\n\t\t\tLoop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\tGoto Death\n\t\tDeath:\n\t\t\tBAL1 CCCCCC 0 A_SpawnItemEx(\"MonsterFlameEffect\", 0,0,0,frandom(-3, 3), frandom(-3, 3), frandom(-3, 3), 0, 128, 16)\n\t\t\tBAL1 CCCCCC 0 A_SpawnItemEx(\"MonsterFlameSmoke\", 0,0,0,frandom(-3, 3), frandom(-3, 3), frandom(-3, 3), 0, 128, 16)\n\t\t\tMISL BCDEFGHIJKLMN 2 bright\n\t\tStop\n\t}\n}\n\nactor FartodemonBall : CacodemonBall replaces CacodemonBall\n{\n\t+HITMASTER\n\tStates\n\t{\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\tGoto Super::Death\n\t}\n}\n\nactor BaronFartBall : BaronBall replaces BaronBall\n{\n\t+HITMASTER\n\tStates\n\t{\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\tGoto Super::Death\n\t}\n}\n\nactor FartRevenantTracer : RevenantTracer replaces RevenantTracer\n{\n\t+HITMASTER\n\tStates\n\t{\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\tGoto Super::Death\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Character.txt",
        "contents": "actor PowerInUpgradeMenu : Powerup\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nactor PowerInWeaponWheel : Powerup\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nACTOR Marine: Doomplayer Replaces Doomplayer\n{\n  Player.StartItem \"PlayerBriber\", 1\n  Player.StartItem \"PlayerFarter\", 1\n  Player.StartItem \"PlayerFullFarter\", 1\n  Player.StartItem \"PlayerUpgrader\", 1\n  Player.StartItem \"PlayerFullKARQuoter\", 1\n  Player.StartItem \"FireLaughQuoter\", 1\n  Player.StartItem \"PlayerKARQuoter\", 1\n  Player.StartItem \"Fist2\"\n  Player.StartItem \"FartPistol\"\n  Player.StartItem \"FartPistolCount\", 1\n  player.startitem \"pimpslap\"\n  Player.StartItem \"FartClip\", 30\n  Player.StartItem \"PistolClip\", 15\n  Player.StartItem \"UziClip\", 10\n  Player.StartItem \"SSGClip\", 2\n  //Player.StartItem \"SSGStep\", 1\n  Player.StartItem \"SGClip\", 4\n  Player.StartItem \"RiotGunClip\", 4\n  Player.StartItem \"RailgunClip\", 20\n  Player.StartItem \"FlamethrowerClip\", 30\n  Player.StartItem \"PlasmaShotgunClip\", 4\n  Player.StartItem \"GM94Clip\", 2\n  Player.StartItem \"BribeWeapon\"\n  Player.StartItem \"PlayerThrowableStop\"\n  Player.StartItem \"PlayerThrowable\"\n  Player.StartItem \"GrenadeWeapon\"\n  Player.StartItem \"FoodWeapon\"\n  Player.StartItem \"PlayerGrenadeSwitcher0\"\n  Player.StartItem \"PlayerGrenadeSwitcher1\"\n  Player.StartItem \"PlayerGrenadeSwitcher2\"\n  Player.StartItem \"PlayerGrenadeSwitcher3\"\n  Player.StartItem \"PlayerGrenadeSwitcher4\"\n  States\n  {\n\tPain.Fire:\n\t\tPLAY G 4\n\t\tPLAY G 4 A_PlaySoundEx(\"player/firepain\", \"Voice\")\n\t\tGoto Spawn\n\tPain.Fart:\n\t\tPLAY G 4\n\t\tPLAY G 4 A_PlaySoundEx(\"player/cough\", \"Voice\")\n\t\tGoto Spawn\n\tDeath.Fart:\n\t\tPLAY H 0 A_PlayerSkinCheck(\"AltSkinDeathFart\")\n\tDeath1Fart:\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlaySoundEx(\"player/choke\", \"Voice\")\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tStop\n\tAltSkinDeathFart:\n\t\tPLAY H 6\n\t\tPLAY I 6 A_PlaySoundEx(\"player/choke\", \"Voice\")\n\t\tPLAY JK 6\n\t\tPLAY L 6 A_NoBlocking\n\t\tPLAY MNO 6\n\t\tPLAY P -1\n\t\tStop\n  }\n}\n\nactor SegwayPlayer : PlayerPawn\n{\n\tSpeed 0\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\t+NOSKIN\n\tPlayer.DisplayName \"Segway\"\n\t/*Player.ForwardMove 0.0, 0.0\n\tPlayer.SideMove 0.0, 0.0*/\n\tPlayer.MorphWeapon \"SegwayWeapon\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLA2 A -1\n\t\t\tstop\n\t\tSee:\n\t\t\tPLA1 A 1\n\t\t\tloop\n\t\tMelee:\n\t\tMissile:\n\t\t\tPLA1 A 1\n\t\t\tgoto Spawn\n\t\tPain:\n\t\t\tPLA1 A 4\n\t\t\tPLA1 A 4 A_Pain\n\t\t\tgoto Spawn\n\t\tDeath:\n\t\t\tZSEG A 0 A_SpawnItemEx(\"Segway\", 0, 0, 0, frandom(2, 15))\n\t\t\tZSEG A 0 A_PlaySound(\"segwayzombie/crash\", CHAN_BODY)\n\t\t\tPLAY H 10\n\t\t\tPLAY I 10 A_PlayerScream\n\t\t\tPLAY J 10 A_NoBlocking\n\t\t\tPLAY KLM 10\n\t\t\tPLAY N -1\n\t\t\tstop\n\t\tXDeath:\n\t\t\tZSEG A 0 A_SpawnItemEx(\"Segway\", 0, 0, 0, frandom(2, 15))\n\t\t\tZSEG A 0 A_PlaySound(\"segwayzombie/crash\", CHAN_BODY)\n\t\t\tPLAY O 5\n\t\t\tPLAY P 5 A_XScream\n\t\t\tPLAY Q 5 A_NoBlocking\n\t\t\tPLAY RSTUV 5\n\t\t\tPLAY W -1\n\t\t\tstop\n\t}\n}\n\nactor SegwayTurn : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n}\n\nactor SegwayPuffHit : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor SegwayPuff\n{\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+HITTRACER\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"SegwayPuffHit\", 1)\n\t\t\tTNT1 A 10\n\t\t\tstop\n\t}\n}\n\nactor SegwayMeleeSpawner\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RadiusGive(\"SegwayZombieFauxMelee\", 64, RGF_PLAYERS | RGF_MONSTERS )//| RGF_NOMASTER)\n\t\t\tBAL1 A 35\n\t\t\tstop\n\t}\n}\n\nactor SegwayWeapon : FartyGun\n{\n\tWeapon.BobRangeX 0.0\n\tWeapon.BobRangeY 0.0\n\tWeapon.BobSpeed 0.0\n\tWeapon.SelectionOrder 9999\n\tStates\n\t{\n\t\tSelect:\n\t\t\tTNT1 A 0 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tSEGH A 0 A_WeaponReady(WRF_NOFIRE)\n\t\t\tSEGH A 0 A_JumpIfInventory(\"WeaponLeftFire\", 1, 1)\n\t\tgoto Ready0\n\t\t\tTNT1 A 0 A_RadiusGive(\"SegwayZombieFauxMelee\", 64, RGF_PLAYERS | RGF_MONSTERS)\n\t\tReady0:\n\t\t\tSEGH A 0 A_JumpIfInventory(\"SegwayTurn\", 100, \"Flash10\")\n\t\t\tSEGH A 0 A_JumpIfInventory(\"SegwayTurn\", 90, \"Flash9\")\n\t\t\tSEGH A 0 A_JumpIfInventory(\"SegwayTurn\", 80, \"Flash8\")\n\t\t\tSEGH A 0 A_JumpIfInventory(\"SegwayTurn\", 70, \"Flash7\")\n\t\t\tSEGH A 0 A_JumpIfInventory(\"SegwayTurn\", 60, \"Flash6\")\n\t\t\tSEGH A 0 A_JumpIfInventory(\"SegwayTurn\", 50, \"Flash5\")\n\t\t\tSEGH A 0 A_JumpIfInventory(\"SegwayTurn\", 40, \"Flash4\")\n\t\t\tSEGH A 0 A_JumpIfInventory(\"SegwayTurn\", 30, \"Flash3\")\n\t\t\tSEGH A 0 A_JumpIfInventory(\"SegwayTurn\", 20, \"Flash2\")\n\t\t\tSEGH A 0 A_JumpIfInventory(\"SegwayTurn\", 10, \"Flash1\")\n\t\t\tSEGH K 1\n\t\t\tgoto Ready\n\t\tFlash1:\n\t\t\tSEGH J 1\n\t\t\tgoto Ready\n\t\tFlash2:\n\t\t\tSEGH I 1\n\t\t\tgoto Ready\n\t\tFlash3:\n\t\t\tSEGH H 1\n\t\t\tgoto Ready\n\t\tFlash4:\n\t\t\tSEGH G 1\n\t\t\tgoto Ready\n\t\tFlash5:\n\t\t\tSEGH A 1\n\t\t\tgoto Ready\n\t\tFlash6:\n\t\t\tSEGH B 1\n\t\t\tgoto Ready\n\t\tFlash7:\n\t\t\tSEGH C 1\n\t\t\tgoto Ready\n\t\tFlash8:\n\t\t\tSEGH D 1\n\t\t\tgoto Ready\n\t\tFlash9:\n\t\t\tSEGH E 1\n\t\t\tgoto Ready\n\t\tFlash10:\n\t\t\tSEGH F 1\n\t\t\tgoto Ready\n\t\tFire:\n\t\t\tTNT1 A 1\n\t\t\tgoto Ready\n\t}\n}\n\nactor PowerWieldToggleCooldown : Powerup\n{\n\tPowerup.Duration 18\n}\n\nactor PowerKillstreakCooldown : Powerup\n{\n\t//Powerup.Duration -300\n\tPowerup.Duration -60\n}\n\nactor PowerKillstreak : Powerup\n{\n\tPowerup.Duration -20\n}\n\nactor PowerKillstreakDecay : Powerup\n{\n\tPowerup.Duration -8\n}\n\nactor PowerKillstreakDecayCounter : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 0x7FFFFFFF\n}\n\nactor PowerKillstreakScore : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 0x7FFFFFFF\n}\n\nactor PlayerKillstreakCounter : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 0x7FFFFFFF\n}\n\nactor PowerOnFireCounterDecay : Powerup\n{\n\tPowerup.Duration -5\n}\n\nactor PlayerOnFireCounter : Inventory\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 50\n}\n\nactor PlayerFrozen : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nactor MonkeyPlayer : PlayerPawn\n{\n\tSpeed 1\n\tHealth 500\n\tRadius 16\n\tHeight 56\n\tMass 100\n\tPainChance 255\n\t+NOSKIN\n\tPlayer.DisplayName \"Monkey\"\n\tPlayer.CrouchSprite \"PL1C\"\n\tPlayer.ForwardMove 1.22, 1.22\n\tPlayer.SideMove 1.22, 1.22\n\tPlayer.SpawnClass \"Monkey\"\n\tPlayer.SoundClass \"Monkey\"\n\tPlayer.DisplayName \"Monkey\"\n\tPlayer.MorphWeapon \"MonkeyFist\"\n\tPlayer.Face \"STM\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLA1 A -1\n\t\t\tStop\n\t\tSee:\n\t\t\tPLA1 ABCD 3\n\t\t\tloop\n\t\tMelee:\n\t\tMissile:\n\t\t\tPLA1 EF 6\n\t\t\tGoto Spawn\n\t\tPain:\n\t\t\tPLA1 G 4\n\t\t\tPLA1 G 4 A_PlaySound(\"monkey/pain\", CHAN_VOICE)\n\t\t\tGoto Spawn\n\t\tDeath:\n\t\t\tPLA1 H 10\n\t\t\tPLA1 I 10 A_PlaySound(\"monkey/death\", CHAN_VOICE)\n\t\t\tPLA1 J 10 A_NoBlocking\n\t\t\tPLA1 KLM 10\n\t\t\tPLA1 N -1\n\t\t\tstop\n\t\tXDeath:\n\t\t\tPLA1 O 5\n\t\t\tPLA1 P 5 A_XScream\n\t\t\tPLA1 Q 5 A_NoBlocking\n\t\t\tPLA1 RSTUV 5\n\t\t\tPLA1 W -1\n\t\t\tstop\n\t}\n}\n\nactor HealthbarPuff\n{\n\t-SOLID\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+HITTRACER\n\t+BLOODLESSIMPACT\n\t+NODECAL\n\t+NOGRAVITY\n\t+NODAMAGETHRUST\n\t+NOTRIGGER\n\t+DONTREFLECT\n\tStates\n\t{\n\t\tXDeath:\n\t\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 ACS_NamedExecute(\"DrawEnemyHealthbar\", 0, 0, 0, 0)\n\t\tTNT1 A 2 bright\n\t\tstop\n\t\tCrash:\n\t\tTNT1 A 2 bright\n\t\tstop\n\t}\n}\n\nactor BribeSuccess : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor EnemyBriber : CustomInventory\n{\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 A_ChangeFlag(\"FRIENDLY\", true)\n\t\t\tstop\n\t}\n}\n\nactor BribedEffect\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t-NOGRAVITY\n\t+CORPSE\n\tgravity 0.15\n\tscale 0.3\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMONI ABC 6\n\t\t\tloop\n\t\tCrash:\n\t\t\tMONI B 35\n\t\t\tstop\n\t}\n}\n\nactor BribedFollower\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"BribedEffect\", frandom(-6, 6), frandom(-6, 6), 42, frandom(-3, 3), frandom(-3, 3), 0)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TRACER)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"RemoveFollowerCheck\", 0, 0, 0, 0)\n\t\t\tloop\n\t}\n}\n\nactor BribePuff\n{\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+HITTRACER\n\t+FORCEPAIN\n\t+BLOODLESSIMPACT\n\t+NOBLOCKMAP\n\t+NODECAL\n\t+NOGRAVITY\n\t+NODAMAGETHRUST\n\t+NOTRIGGER\n\t+DONTREFLECT\n\tStates\n\t{\n\t\tXDeath:\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"TryBribe\",0,0,0,0) == 1, 2)\n\t\t//TNT1 A 0 A_GiveToTarget(\"BribeHit\", 1)\n\t\tTNT1 A 2\n\t\tstop\n\t\tTNT1 A 0 A_PlaySound(\"player/burp\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BribedFollower\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BribedEffect\", 0, 0, 0, frandom(-6, 6), frandom(-6, 6), frandom(-6, 6))\n\t\tstop\n\t\tCrash:\n\t\tTNT1 A 1\n\t\tstop\n\t}\n}\n\nactor BribeWeapon : Fartygun\n{\n\tWeapon.SelectionOrder 9000\n\tStates\n\t{\n\t\tSelect:\n\t\t\tGIVM A 0\n\t\t\tGIVM A 0 A_PlaySound(\"player/bribe\", CHAN_VOICE)\n\t\tActualSelect:\n\t\t\tGIVM A 0 A_Raise\n\t\t\tGIVM A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tGIVM A 0 A_Lower\n\t\t\tloop\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tReady:\n\t\t\t//GIVM A 1 A_WeaponReady(WRF_NOSWITCH | WRF_NOFIRE)\n\t\t\tGIVM A 0\n\t\t\tGIVM A 0 A_FireBullets(0, 0, 1, 0, \"BribePuff\", 0, 80)\n\t\t\tGIVM A 2 A_WeaponReady(WRF_NOSWITCH | WRF_NOFIRE)\n\t\t\tGIVM A 0 A_JumpIfInventory(\"BribeSuccess\",1,\"MoneyGiven\")\n\t\tMoneyNotGiven:\n\t\t\tGIVM A 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tGIVM A 0 ACS_NamedExecute(\"SwitchToSavedWeapon\")\n\t\t\tloop\n\t\tMoneyGiven:\n\t\t\tGIVM B 0 A_TakeInventory(\"BribeSuccess\")\n\t\t\tGIVM B 6 A_WeaponReady(WRF_NOFIRE)\n\t\t\tGIVM B 0 ACS_NamedExecute(\"SwitchToSavedWeapon\")\n\t\t\tloop\n\t\tFire:\n\t\t\tGIVM A 0\n\t\t\tGoto Ready\n\t}\n}\n\nactor FoodWeaponSelector : ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 11\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 11\n}\n\nactor FoodWeapon : Fartygun\n{\n\tWeapon.SelectionOrder 9000\n\tStates\n\t{\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_Lower\n\t\t\tloop\n\t\tFire:\n\t\t\tTNT1 A 0\n\t\t\tgoto Ready\n\t\tSelect:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"player/eat\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 11, \"Select11\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 10, \"Select10\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 9, \"Select9\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 8, \"Select8\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 7, \"Select7\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 6, \"Select6\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 5, \"Select5\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 4, \"Select4\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 3, \"Select3\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 2, \"Select2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 1, \"Select1\")\n\t\t\tgoto Select0\n\t\tSelect0:\n\t\t\tEATA A 0 A_Raise\n\t\t\tEATA A 1 A_Raise\n\t\t\tloop\n\t\tSelect1:\n\t\t\tEATB A 0 A_Raise\n\t\t\tEATB A 1 A_Raise\n\t\t\tloop\n\t\tSelect2:\n\t\t\tEATC A 0 A_Raise\n\t\t\tEATC A 1 A_Raise\n\t\t\tloop\n\t\tSelect3:\n\t\t\tEATD A 0 A_Raise\n\t\t\tEATD A 1 A_Raise\n\t\t\tloop\n\t\tSelect4:\n\t\t\tEATE A 0 A_Raise\n\t\t\tEATE A 1 A_Raise\n\t\t\tloop\n\t\tSelect5:\n\t\t\tEATF A 0 A_Raise\n\t\t\tEATF A 1 A_Raise\n\t\t\tloop\n\t\tSelect6:\n\t\t\tEATG A 0 A_Raise\n\t\t\tEATG A 1 A_Raise\n\t\t\tloop\n\t\tSelect7:\n\t\t\tEATH A 0 A_Raise\n\t\t\tEATH A 1 A_Raise\n\t\t\tloop\n\t\tSelect8:\n\t\t\tEATI A 0 A_Raise\n\t\t\tEATI A 1 A_Raise\n\t\t\tloop\n\t\tSelect9:\n\t\t\tEATJ A 0 A_Raise\n\t\t\tEATJ A 1 A_Raise\n\t\t\tloop\n\t\tSelect10:\n\t\t\tEATK A 0 A_Raise\n\t\t\tEATK A 1 A_Raise\n\t\t\tloop\n\t\tSelect11:\n\t\t\tEATL A 0 A_Raise\n\t\t\tEATL A 1 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 11, \"Ready11\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 10, \"Ready10\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 9, \"Ready9\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 8, \"Ready8\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 7, \"Ready7\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 6, \"Ready6\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 5, \"Ready5\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 4, \"Ready4\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 3, \"Ready3\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 2, \"Ready2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FoodWeaponSelector\", 1, \"Ready1\")\n\t\tgoto Ready0\n\t\tReady0:\n\t\t\tEATA ABCDEFG 1\n\t\t\tgoto End\n\t\tReady1:\n\t\t\tEATB ABCDEFG 1\n\t\t\tgoto End\n\t\tReady2:\n\t\t\tEATC ABCDEFG 1\n\t\t\tgoto End\n\t\tReady3:\n\t\t\tEATD ABCDEFG 1\n\t\t\tgoto End\n\t\tReady4:\n\t\t\tEATE ABCDEFG 1\n\t\t\tgoto End\n\t\tReady5:\n\t\t\tEATF ABCDEFG 1\n\t\t\tgoto End\n\t\tReady6:\n\t\t\tEATG ABCDEFG 1\n\t\t\tgoto End\n\t\tReady7:\n\t\t\tEATH ABCDEFG 1\n\t\t\tgoto End\n\t\tReady8:\n\t\t\tEATI ABCDEFG 1\n\t\t\tgoto End\n\t\tReady9:\n\t\t\tEATJ ABCDEFG 1\n\t\t\tgoto End\n\t\tReady10:\n\t\t\tEATK ABCDEFG 1\n\t\t\tgoto End\n\t\tReady11:\n\t\t\tEATL ABCDEFG 1\n\t\t\tgoto End\n\t\tEnd:\n\t\t\tEATZ ABCDEFHIJKLMNOP 1\n\t\t\tTNT1 A 0 A_PlaySound(\"player/burp\", CHAN_VOICE)\n\t\t\tgoto EndLoop\n\t\tEndLoop:\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToSavedWeapon\")\n\t\t\tTNT1 A 6 A_WeaponReady(WRF_NOFIRE)\n\t\t\tloop\n\t}\n}\n\nactor PlayerBriber : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.interhubamount 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 A_PlaySound(\"player/burp\")\n\t\t\t//TNT1 A 0 A_FireBullets(0, 0, 1, 0, \"BribePuff\", 0, 80)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 1, 0, 0)\n\t\t\tTNT1 A 1\n\t\t\tfail\n\t}\n}\n\nactor LevelStartWeapon : Fartygun\n{\n\tWeapon.SelectionOrder 9000\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tSelect:\n\t\t\tTNT1 AAAAAAAAAAA 0 A_Raise\n\t\t\tKCRK A 1 offset(0,110)\n\t\t\tKCRK A 1 offset(0,95)\n\t\t\tKCRK A 1 offset(0,70)\n\t\t\tKCRK A 1 offset(0, 55)\n\t\t\tKCRK A 1 offset(0, 40)\n\t\t\tKCRK D 0 A_PlaySound(\"random/knuckles\")\n\t\t\tKCRK BC 3 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tKCRK D 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tKCRK CBA 3 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tActualSelect:\n\t\t\tTNT1 A 0 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"SwitchToSavedWeapon\")\n\t\t\tTNT1 A 20 A_WeaponReady(WRF_NOFIRE)\n\t\t\tloop\n\t\tFire:\n\t\t\tTNT1 A 1\n\t\t\tgoto Ready\n\t}\n}\n\nactor PlayerFireLaughCooldownPower : Powerup\n{\n\tPowerup.Duration -30\n}\n\nactor PlayerFartFullCooldownPower : Powerup\n{\n\tPowerup.Duration -90\n}\n\nactor PlayerFartFullCooldown : PowerupGiver\n{\n\tPowerup.Type \"PlayerFartFullCooldownPower\"\n\t+AUTOACTIVATE\n\tInventory.PickupMessage \"You're so full of gas you can't control it!\"\n}\n\nactor PlayerThrowableCooldownPower : Powerup\n{\n\tPowerup.Duration -1\n}\n\nactor PlayerThrowableCooldown : PowerupGiver\n{\n\tPowerup.Type \"PlayerThrowableCooldownPower\"\n\t+AUTOACTIVATE\n}\n\nactor PlayerThrowableHeld : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor PlayerThrowableStop : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.InterHubAmount 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerThrowableHeld\", 1)\n\t\t\tTNT1 A 1\n\t\t\tfail\n\t}\n}\n\nactor PlayerThrowable : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.InterHubAmount 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_GiveInventory(\"PlayerThrowableHeld\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 4, \"Use4\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 3, \"Use3\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 2, \"Use2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerThrowableCooldownPower\", 1, \"UseFail\")\n\t\t\tgoto ActualUse\n\t\tActualUse:\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_GiveInventory(\"PlayerThrowableCooldown\", 1)\n\t\t\tTNT1 A 1\n\t\t\tfail\n\t\tUse2:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Gasoline\", 20, 1)\n\t\t\tgoto UseFail\n\t\t\tTNT1 A 0\n\t\t\tgoto ActualUse\n\t\tUse3:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerThrowableCooldownPower\", 1, \"UseFail\")\n\t\t\tgoto ActualUse\n\t\tUseFail:\n\t\t\tTNT1 A 1\n\t\t\tfail\n\t}\n}\n\nactor PlayerGrenadeSwitcher0 : CustomInventory\n{\n\tTag \"Switch to bomb\"\n\tInventory.Amount 1\n\tInventory.InterHubAmount 1\n\tInventory.Icon \"STBOMB\"\n\t+Inventory.InvBar\n\t+Inventory.HubPower\n\t+Inventory.KeepDepleted\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A -1\n\t\t\tstop\n\t\tUse:\n\t\t\tTNT1 A 0 A_TakeInventory(\"GrenadeWeaponMode\", 5000)\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/bombs\")\n\t\t\tfail\n\t}\n}\n\nactor PlayerGrenadeSwitcher1 : PlayerGrenadeSwitcher0\n{\n\tTag \"Switch to mayo\"\n\tInventory.Icon \"STHLMN\"\n\tStates\n\t{\n\t\tUse:\n\t\t\tTNT1 A 0 A_TakeInventory(\"GrenadeWeaponMode\", 5000)\n\t\t\tTNT1 A 0 A_GiveInventory(\"GrenadeWeaponMode\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/fuckinmayonnaise\")\n\t\t\tfail\n\t}\n}\n\nactor PlayerGrenadeSwitcher2 : PlayerGrenadeSwitcher0\n{\n\tTag \"Switch to spraycan\"\n\tInventory.Icon \"STSPRY\"\n\tStates\n\t{\n\t\tUse:\n\t\t\tTNT1 A 0 A_TakeInventory(\"GrenadeWeaponMode\", 5000)\n\t\t\tTNT1 A 0 A_GiveInventory(\"GrenadeWeaponMode\", 2)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tfail\n\t}\n}\n\nactor PlayerGrenadeSwitcher3 : PlayerGrenadeSwitcher0\n{\n\tTag \"Switch to fart\"\n\tInventory.Icon \"STWHOP\"\n\tStates\n\t{\n\t\tUse:\n\t\t\tTNT1 A 0 A_TakeInventory(\"GrenadeWeaponMode\", 5000)\n\t\t\tTNT1 A 0 A_GiveInventory(\"GrenadeWeaponMode\", 3)\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/donaldduck\")\n\t\t\tfail\n\t}\n}\n\nactor PlayerGrenadeSwitcher4 : PlayerGrenadeSwitcher0\n{\n\tTag \"Switch to ender pearl\"\n\tInventory.Icon \"STENDP\"\n\tStates\n\t{\n\t\tUse:\n\t\t\tTNT1 A 0 A_TakeInventory(\"GrenadeWeaponMode\", 5000)\n\t\t\tTNT1 A 0 A_GiveInventory(\"GrenadeWeaponMode\", 4)\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/teleport\")\n\t\t\tfail\n\t}\n}\n\nactor PlayerMenuInvuln : PowerupGiver\n{\n\tPowerup.Duration 0x7FFFFFFF\n\t//Powerup.Color None\n\tPowerup.Color None\n\tPowerup.Type \"Invulnerable\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n}\n\nactor PlayerUpgrader : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.InterHubAmount 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"FGUpgradeMenu\", 0,0,0,0)\n\t\t\tTNT1 A 1\n\t\t\tfail\n\t}\n}\n\nactor PlayerFartCharge : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 100\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 100\n}\n\nactor PlayerFart10\n{\n\t-SOLID\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawn1:\n\t\t\tBAL1 A 0 A_Quake(3, 5, 0, 256)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 AA 1 A_SpawnItemEx(\"FartCloudSmall\", 0, 0, 5, frandom(-2, -4), frandom(-1, 1), frandom(-1, 1))\n\t\t\tBAL1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tBAL1 A 0 A_JumpIf(user_counter > 3, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 25\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PlayerQuoteKARFromFarter\")\n\t\t\tTNT1 A 60\n\t\t\tStop\n\t}\n}\n\nactor PlayerFart2 : PlayerFart10\n{\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawn1:\n\t\t\tTNT1 A 0 A_Quake(1, 3, 0, 16)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FartCloudSmall\", 0, 0, 5)\n\t\t\tgoto End\n\t\tEnd:\n\t\t\tTNT1 A 25\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PlayerQuoteKARFromFarter\")\n\t\t\tTNT1 A 60\n\t\t\tStop\n\t}\n}\n\nactor PlayerFart5 : PlayerFart10\n{\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawn1:\n\t\t\tTNT1 A 0 A_Quake(2, 5, 0, 64)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 2 A_SpawnItemEx(\"FartCloudSmall\", 0, 0, 5, frandom(-2, -4), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 3, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 25\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PlayerQuoteKARFromFarter\")\n\t\t\tTNT1 A 60\n\t\t\tStop\n\t}\n}\n\nactor PlayerFart25 : PlayerFart10\n{\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawn1:\n\t\t\tBAL1 A 0 A_Quake(4, 3, 0, 256)\n\t\t\tBAL1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 3 A_SpawnItemEx(\"FartCloudMedium\", 0, 0, 5, frandom(-2, -4), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 20, \"Spawn2\")\n\t\t\tloop\n\t\tSpawn2:\n\t\t\tTNT1 A 10\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawn3:\n\t\t\tTNT1 A 0 A_Quake(7, 4, 0, 256)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"FartCloud\", 0, 0, 5, frandom(-3, -7), frandom(-1, 1), frandom(-1, 1))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 4, \"End\")\n\t\t\tLoop\n\t}\n}\n\nactor PlayerFart50 : PlayerFart10\n{\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawn1:\n\t\t\tTNT1 A 0 A_Quake(6, 4, 0, 256)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 3 A_SpawnItemEx(\"FartCloudMedium\", 0, 0, 5, frandom(-4, -8), frandom(-2, 2), frandom(-2, 2))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 20, \"Spawn2\")\n\t\t\tloop\n\t\tSpawn2:\n\t\t\tTNT1 A 10\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawn3:\n\t\t\tTNT1 A 0 A_Quake(8, 4, 0, 256)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 4 A_SpawnItemEx(\"FartCloud\", 0, 0, 5, frandom(-4, -8), frandom(-2, 2), frandom(-2, 2))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 15, \"End\")\n\t\t\tloop\n\t}\n}\n\nactor PlayerFart75 : PlayerFart10\n{\n\tvar int user_counter;\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawn1:\n\t\t\tTNT1 A 0 A_Quake(3, 6, 0, 256)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 5 A_SpawnItemEx(\"FartCloudMedium\", 0, 0, 16, frandom(-3, -5), frandom(-2, 2), frandom(-2, 2))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 9, \"Spawn2\")\n\t\t\tloop\n\t\tSpawn2:\n\t\t\tTNT1 A 0 A_Quake(5, 5, 0, 256)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 4 A_SpawnItemEx(\"FartCloudMedium\", 0, 0, 16, frandom(-4, -8), frandom(-2, 2), frandom(-2, 2))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 22, \"Spawn3\")\n\t\t\tloop\n\t\tSpawn3:\n\t\t\tTNT1 A 0 A_Quake(8, 3, 0, 256)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 2 A_SpawnItemEx(\"FartCloudMedium\", 0, 0, 16, frandom(-5, -10), frandom(-4, 4), frandom(-4, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 52, \"Spawn4\")\n\t\t\tloop\n\t\tSpawn4:\n\t\t\tTNT1 A 0 A_Quake(9, 2, 0, 256)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 5 A_SpawnItemEx(\"FartCloud\", 0, 0, 16, frandom(-5, -12), frandom(-4, 4), frandom(-4, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 57, \"Spawn5\")\n\t\t\tloop\n\t\tSpawn5:\n\t\t\tTNT1 A 0 A_Quake(3, 2, 0, 35)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 1 A_SpawnItemEx(\"FartCloud\", 0, 0, 16, frandom(-5, -9), frandom(-4, 4), frandom(-4, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 82, \"End\")\n\t\t\tloop\n\t}\n}\n\nactor PlayerFart100 : PlayerFart10\n{\n\tvar int user_counter;\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawn1:\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 0 A_Quake(5, 4, 0, 256)\n\t\t\tTNT1 A 3 A_SpawnItemEx(\"FartCloud\", 0, 0, 16, frandom(-6, -11), frandom(-4, 4), frandom(-4, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 14, \"Spawn2\")\n\t\t\tloop\n\t\tSpawn2:\n\t\t\tTNT1 A 9\n\t\tSpawn3:\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 0 A_Quake(7, 4, 0, 256)\n\t\t\tTNT1 A 3 A_SpawnItemEx(\"FartCloud\", 0, 0, 16, frandom(-6, -11), frandom(-4, 4), frandom(-4, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 40, \"Spawn4\")\n\t\t\tloop\n\t\tSpawn4:\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 0 A_Quake(7, 3, 0, 256)\n\t\t\tTNT1 A 5 A_SpawnItemEx(\"FartCloud\", 0, 0, 16, frandom(-6, -11), frandom(-4, 4), frandom(-4, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 45, \"Spawn5\")\n\t\t\tloop\n\t\tSpawn5:\n\t\t\tTNT1 A 18\n\t\tSpawn6:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 0 A_Quake(9, 3, 0, 256)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"FartCloud\", 0, 0, 16, frandom(-6, -11), frandom(-4, 4), frandom(-4, 4))\n\t\t\tTNT1 A 31\n\t\tSpawn7:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 0 A_Quake(9, 3, 0, 256)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"FartCloud\", 0, 0, 16, frandom(-6, -11), frandom(-4, 4), frandom(-4, 4))\n\t\t\tTNT1 A 38\n\t\tSpawn8:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 0 A_Quake(9, 3, 0, 256)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"FartCloud\", 0, 0, 16, frandom(-6, -11), frandom(-4, 4), frandom(-4, 4))\n\t\t\tTNT1 A 41\n\t\tSpawn9:\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\t\tTNT1 A 0 A_Quake(9, 2, 0, 256)\n\t\t\tTNT1 A 4 A_SpawnItemEx(\"FartCloud\", 0, 0, 16, frandom(-6, -11), frandom(-4, 4), frandom(-4, 4))\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter > 70, \"End\")\n\t\t\tloop\n\t}\n}\n\nactor PlayerFartFull : PlayerFart10\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_Warp(AAPTR_TARGET)\n\t\tTNT1 A 0 A_Quake(4, 4, 0, 256)\n\t\tTNT1 AAAAAAAAAAAA 0 A_SpawnItemEx(\"FartCloud\", 0, 0, 16, frandom(-6, -11), frandom(-4, 4), frandom(-4, 4))\n\t\tstop\n\t}\n}\n\nactor PlayerFarter : CustomInventory\n{\n\tTag \"Farter\"\n\tinventory.maxamount 1\n\tInventory.interhubamount 1\n\tinventory.icon \"FOGSA0\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerFartCharge\", 100, \"Fart100\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerFartCharge\", 75, \"Fart75\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerFartCharge\", 50, \"Fart50\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerFartCharge\", 25, \"Fart25\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerFartCharge\", 10, \"Fart10\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerFartCharge\", 5, \"Fart5\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerFartCharge\", 2, \"Fart2\")\n\t\t\tfail\n\t\tFart2:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"player/fart2\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerFart2\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerFartCharge\", 100)\n\t\t\tfail\n\t\tFart5:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"player/fart5\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerFart5\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerFartCharge\", 100)\n\t\t\tfail\n\t\tFart10:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"player/fart10\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerFart10\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerFartCharge\", 100)\n\t\t\tfail\n\t\tFart25:\n\t\t\tTNT1 A 0 A_Quake(4, 16, 0, 1)\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"player/fart25\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerFart25\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerFartCharge\", 100)\n\t\t\tfail\n\t\tFart50:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"player/fart50\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerFart50\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerFartCharge\", 100)\n\t\t\tfail\n\t\tFart75:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"player/fart75\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerFart75\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerFartCharge\", 100)\n\t\t\tfail\n\t\tFart100:\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"player/fart100\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerFart100\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerFartCharge\", 100)\n\t\t\tfail\n\t}\n}\n\nactor PlayerFullFarter : PlayerFarter\n{\n\tStates\n\t{\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"player/fart10\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlayerFartFull\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tTNT1 A 0 A_TakeInventory(\"PlayerFartCharge\", 5)\n\t\t\tfail\n\t}\n}\n\nactor FireLaughQuoter : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.Interhubamount 1\n\t//+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"player/firelaugh\", CHAN_VOICE)\n\t\t\tfail\n\t}\n}\n\nactor StartKARQuoter : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.Interhubamount 1\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"player/levelstart\", CHAN_VOICE)\n\t\t\tstop\n\t}\n}\n\nactor PlayerFullKARQuoter : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.Interhubamount 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"pain/fartmid\", CHAN_VOICE)\n\t\t\tfail\n\t}\n}\n\nactor PlayerKARQuoter : CustomInventory\n{\n\tTag \"King Ass Ripper Quoter\"\n\tinventory.amount 1\n\tinventory.interhubamount 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\tUse:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySoundEx(\"player/karquote\", CHAN_VOICE)\n\t\t\tFail\n\t}\n}\n\nactor PlayerFlashlightOn : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor PlayerFlashlightSpawner : CustomInventory\n{\n\t//+AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam1\", 30*cos(pitch), 0, 30+(30*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam2\", 45*cos(pitch), 0, 30+(45*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam3\", 60*cos(pitch), 0, 30+(60*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam4\", 75*cos(pitch), 0, 30+(75*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam5\", 90*cos(pitch), 0, 30+(90*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam6\", 105*cos(pitch), 0, 30+(105*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam7\", 120*cos(pitch), 0, 30+(120*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam8\", 135*cos(pitch), 0, 30+(135*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam9\", 150*cos(pitch), 0, 30+(150*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam10\", 165*cos(pitch), 0, 30+(165*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam11\", 190*cos(pitch), 0, 30+(190*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam12\", 215*cos(pitch), 0, 30+(215*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam13\", 240*cos(pitch), 0, 30+(240*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam14\", 265*cos(pitch), 0, 30+(265*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightBeam15\", 290*cos(pitch), 0, 30+(290*sin(-pitch)), 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/DLC.txt",
        "contents": "actor DLCDualWield : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 3\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 3\n}\n\nactor DLCFlashlight : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor DLCHitmarker : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor DLCAmmoMultiplier : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 10\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 10\n}\n\nactor DlcBowelControl : Ammo\n{\n\tInventory.aMount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor DLCHealthBars : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor DLCHitIndicator : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor DLCKillstreakMusic : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor DLCKillstreakAnnouncer : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor DLCBribeImmunity : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor DLCPlayerNames : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Items.txt",
        "contents": "actor RoundMeal : PowerupGiver\n{\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\t+BIGPOWERUP\n\t+FLOATBOB\n\t+COUNTITEM\n\tPowerup.Type Frightener\n\tPowerup.Color \"248 222 184\"\n\tInventory.PickupMessage \"serves 3 men? yeah right more like one gluttonous king oumpphhh\"\n\tPowerup.Duration -120\n\tScale 0.12\n}\n\nactor RoundMealItem : CustomInventory replaces BlurSphere\n{\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\t+BIGPOWERUP\n\t+FLOATBOB\n\t+COUNTITEM\n\tScale 0.12\n\tInventory.PickupMessage \"serves 3 men? yeah right more like one gluttonous king oumpphhh\"\n\tStates\n\t{\n\t\tspawn:\n\t\t\tFOOD J -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"RoundMeal\")\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 2)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 35, 1, 90)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 25)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 11)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\nactor PowerOnFire : Powerup\n{\n\tPowerup.Duration -15\n}\n\nactor OnFireGiver : PowerupGiver\n{\n\tPowerup.Type \"PowerOnFire\"\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n}\n\nactor PowerMayoDamage : PowerProtection\n{\n\tPowerup.Duration -10\n\tDamageFactor \"Normal\", 1.5\n\tDamageFactor \"Fire\", 1.5\n\tDamageFactor \"Fart\", 5.0\n}\n\nactor MayoDamageGiver : PowerupGiver\n{\n\tPowerup.Type \"PowerMayoDamage\"\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tPowerup.Color snow, 0.25\n}\n\nactor PowerItemPickupCooldown : Powerup\n{\n\tPowerup.Duration 5\n}\n\nactor ItemPickupCooldownGiver : PowerupGiver\n{\n\tPowerup.Type \"PowerItemPickupCooldown\"\n\t+AUTOACTIVATE\n}\n\nactor PowerFireImmunity : PowerProtection\n{\n\tDamageFactor \"Fire\", 0\n}\n\nactor PowerFartImmunity : PowerProtection\n{\n\tDamageFactor \"Fart\", 0\n}\n\nactor FartProtectionGiver : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\tPowerup.Type \"FartImmunity\"\n\tPowerup.Duration -60\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n}\n\nactor FireProtectionGiver : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\tPowerup.Type \"FireImmunity\"\n\tPowerup.Duration -60\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n}\n\nactor ActualRadSuit : PowerupGiver\n{\n  Height 46\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"IronFeet\"\n  States\n  {\n  Spawn:\n    TNT1 A -1 Bright\n    Stop\n  }\n}\n\nactor FartRadSuit : CustomInventory replaces Radsuit\n{\n\tHeight 46\n\tInventory.MaxAmount 0\n\tInventory.PickupMessage \"Got a CBRN suit!\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSUIT A -1 bright\n\t\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_GiveInventory(\"FartProtectionGiver\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FireProtectionGiver\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"ActualRadSuit\")\n\t\t\tstop\n\t}\n}\n\nactor FartBackpack : CustomInventory replaces Backpack\n{\n\tHeight 26\n\tInventory.PickupMessage \"Picked up a backpack full of ammo!\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBPAK A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"BackpackPickup\") >= 1, \"stopState\")\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\tstopState:\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nACTOR ActualHealthBonus : Health\n{\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.Amount 3\n  Inventory.MaxAmount 200\n  //Inventory.PickupSound \"shotgun/shell1\"\n  Inventory.PickupSound \"player/burp13\"\n  Inventory.PickupMessage \"Picked up a health bonus.\" // \"Picked up a health bonus.\"\n  States\n  {\n  Spawn:\n    BON1 ABCDCB 6\n    Loop\n  }\n}\n\nactor SingleHealthbonus : ActualHealthbonus\n{\n\tInventory.Amount 1\n}\n\nACTOR FalseHealthBonus : CustomInventory\n{\n  +COUNTITEM\n  Inventory.PickupSound \"fatso/pain\"\n  Inventory.PickupMessage \"That tasted like shit.\" // \"Picked up a health bonus.\"\n  States\n  {\n  Spawn:\n    BON1 ABCDCB 6\n    Loop\n  Pickup:\n    TNT1 A 0 A_Explode(1, 8)\n\tstop\n  }\n}\n\nactor Beer : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"ahaw yeah smashed that motherfuckin beer hahaw\"\n\t//Inventory.PickupSound \"player/burp\"\n\tScale 0.07\n\tStates\n\t{\n\t\tspawn:\n\t\t\tFOOD H -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"ActualHealthBonus\", 1)\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 2)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 70, 1, 2)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 2)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 7)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\nactor Mayonnaise : Beer\n{\n\tInventory.PickupMessage \"an entire jar of mayonnaise goin in my fuckin gut dayum\"\n\tScale 0.06\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFOOD I -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"ActualHealthBonus\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 70, 1, 2)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 2)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 8)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\nACTOR LethalHealthBonus : CustomInventory\n{\n  Inventory.PickupSound \"fatso/death\"\n  Inventory.PickupMessage \"That was so bad, your remaining kidney exploded and you died.\" // \"Picked up a health bonus.\"\n  States\n  {\n  Spawn:\n    BON1 ABCDCB 6\n    Loop\n  Pickup:\n    TNT1 A 0 A_Explode(50000, 8)\n\tMISL BCDEFGHIJKLMN 3\n\tstop\n  }\n}\n\nactor healthbonusspawner : RandomSpawner replaces HealthBonus\n{\n\tDropItem \"ActualHealthBonus\" 255, 40\n\tDropItem \"Beer\", 255, 40\n\tDropItem \"Mayonnaise\", 255, 40\n\tDropItem \"FalseHealthBonus\" 255, 30\n\tDropItem \"LethalHealthBonus\" 255, 1\n}\n\nACTOR ActualMedikit : Health\n{\n  +COUNTITEM\n  Inventory.Amount 25\n  Inventory.PickupMessage \"$GOTMEDIKIT\" // \"Picked up a medikit.\"\n  Health.LowMessage 25, \"$GOTMEDINEED\" // \"Picked up a medikit that you REALLY need!\"\n  States\n  {\n  Spawn:\n    MEDI A -1\n    Stop\n  }\n}\n\nactor ActualStimpack : Stimpack { }\n\nactor Beans : CustomInventory\n{\n\t+COUNTITEM\n\tInventory.PickupMessage \"Oh yeah 10 pounds of beans loaded with mayonnaise\"\n\t//Inventory.PickupSound \"player/burp\"\n\tScale 0.05\n\tStates\n\t{\n\t\tspawn:\n\t\t\tFOOD A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(health >= 100, 2)\n\t\t\tTNT1 A 0 A_Jump(256, 2)\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\t\tTNT1 A 0 A_GiveInventory(\"ActualStimpack\", 1)\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 6)\\\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 18, 1, 6)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 7)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\t//TNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 8)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\nactor BaconBurger : Beans\n{\n\tInventory.PickupMessage \"fuck yeah a bacon donut burger sauced in mayonnaise\"\n\tScale 0.09\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFOOD C -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(health >= 100, 2)\n\t\t\tTNT1 A 0 A_Jump(256, 2)\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\t\tTNT1 A 0 A_GiveInventory(\"ActualStimpack\", 1)\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 6)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 105, 1, 6)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 7)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 2)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\nactor Pancakes : Beans\n{\n\tInventory.PickupMessage \"look at these pancakes slopped in mayonnaise goin in my fuckin gut\"\n\tScale 0.09\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFOOD F -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(health >= 100, 2)\n\t\t\tTNT1 A 0 A_Jump(256, 2)\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\t\tTNT1 A 0 A_GiveInventory(\"ActualStimpack\", 1)\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 6)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 105, 1, 6)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 7)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 5)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\nACTOR Fartpack : Stimpack\n{\n  +COUNTITEM\n  Health.LowMessage 99, \"What the fuck is up with this stimpack?\"\n  Game Doom\n  SpawnID 23\n  Inventory.Amount 10\n  Inventory.PickupMessage \"$GOTSTIM\" // \"Picked up a stimpack.\"\n  States\n  {\n  Spawn:\n    STIM A 0 A_Jump(20,\"fart\")\n    STIM A 5 A_Jump(190,\"morph\")\n    Loop\n  Morph:\n    MEDI A 8\n    STIM A 2\n    MEDI A 1\n    STIM A 6\n    MEDI A 9\n    Goto Spawn\n  Fart:\n    STIM A 4 A_PlaySound(\"fart1\")\n    MISL BCDDCBBCDDCB 1\n    Goto Spawn\n  }\n}\n\nactor StimpackSpawner : RandomSpawner replaces Stimpack\n{\n\tDropItem \"Beans\", 255, 3\n\tDropItem \"BaconBurger\", 255, 3\n\tDropItem \"Pancakes\", 255, 3\n\tDropItem \"Fartpack\", 255, 1\n}\n\nactor ChickenFood : Beans\n{\n\tInventory.PickupMessage \"hahaw an entire greasy chicken slathered in mayonnaise like i do everything\"\n\tScale 0.12\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFOOD B -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(health >= 100, 2)\n\t\t\tTNT1 A 0 A_Jump(256, 2)\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\t\tTNT1 A 0 A_GiveInventory(\"ActualMedikit\", 1)\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 10)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 175, 1, 10)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 17)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 1)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\nactor BigBurger : ChickenFood\n{\n\tInventory.PickupMessage \"ohhhh look at that greased up burger baby\"\n\tScale 0.12\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFOOD D -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(health >= 100, 2)\n\t\t\tTNT1 A 0 A_Jump(256, 2)\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\t\tTNT1 A 0 A_GiveInventory(\"ActualMedikit\", 1)\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 10)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 175, 1, 10)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 17)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 3)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\nactor Chili : ChickenFood\n{\n\tInventory.PickupMessage \"aw yeah an entire pan of chili mixed with mayonnaise\"\n\tScale 0.135\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFOOD E -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(health >= 100, 2)\n\t\t\tTNT1 A 0 A_Jump(256, 2)\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tfail\n\t\t\tTNT1 A 0 A_GiveInventory(\"ActualMedikit\", 1)\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 10)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 18, 1, 10)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 17)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 4)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\nactor MouldBurger : CustomInventory\n{\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n Inventory.PickupMessage \"mouldy ass hamburger whatever like i care im hairy n gross\"\n //Inventory.PickupSound \"player/burp\"\n Scale 0.12\n States\n {\n Spawn:\n FOOD G -1\n Stop\n\t\tPickup:\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 15)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 18, 1, 20)\n\t\t\tTNT1 A 0 A_Explode(25, 8)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 20)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 6)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n }\n}\n\nactor MedikitSpawner: RandomSpawner replaces Medikit\n{\n\tDropItem \"ChickenFood\", 255, 30\n\tDropItem \"BigBurger\", 255, 30\n\tDropItem \"Chili\", 255, 30\n\tDropItem \"MouldBurger\", 255, 5\n}\n\nactor PowerMoneyCooldown : Powerup\n{\n\tPowerup.Duration -60\n}\n\nactor MoneyCooldown : PowerupGiver\n{\n\tPowerup.Type \"PowerMoneyCooldown\"\n\t+AUTOACTIVATE\n}\n\nactor MoneyAmmo : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 0x7FFFFFFF\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 0x7FFFFFFF\n}\n\nactor Money : CustomInventory\n{\n\t-NOGRAVITY\n\t-SOLID\n\t+ALWAYSPICKUP\n\tInventory.PickupSound \"random/cash\"\n\tScale 0.08\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCASH A 21000\n\t\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PickupMoney\")\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor Money5 : Money\n{\n\tInventory.PickupMessage \"5 dollar bill!\"\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PickupMoney\")\n\t\t\tTNT1 A 1 A_GiveInventory(\"MoneyAmmo\", 5)\n\t\t\tstop\n\t}\n}\n\nactor Money10 : Money\n{\n\tInventory.PickupMessage \"10 dollar bill!\"\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PickupMoney\")\n\t\t\tTNT1 A 1 A_GiveInventory(\"MoneyAmmo\", 10)\n\t\t\tstop\n\t}\n}\n\nactor Money25 : Money\n{\n\tInventory.PickupMessage \"25 dollar bill!\"\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PickupMoney\")\n\t\t\tTNT1 A 1 A_GiveInventory(\"MoneyAmmo\", 25)\n\t\t\tstop\n\t}\n}\n\nactor Money50 : Money\n{\n\tInventory.PickupMessage \"50 dollar bill!\"\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PickupMoney\")\n\t\t\tTNT1 A 1 A_GiveInventory(\"MoneyAmmo\", 50)\n\t\t\tstop\n\t}\n}\n\nactor Money100 : Money\n{\n\tInventory.PickupMessage \"100 dollar bill!\"\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PickupMoney\")\n\t\t\tTNT1 A 1 A_GiveInventory(\"MoneyAmmo\", 100)\n\t\t\tstop\n\t}\n}\n\nactor Money500 : Money\n{\n\tInventory.PickupMessage \"500 dollar bill!\"\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PickupMoney\")\n\t\t\tTNT1 A 1 A_GiveInventory(\"MoneyAmmo\", 500)\n\t\t\tstop\n\t}\n}\n\nactor Money1000 : Money\n{\n\tInventory.PickupMessage \"1000 dollar bill!\"\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PickupMoney\")\n\t\t\tTNT1 A 1 A_GiveInventory(\"MoneyAmmo\", 1000)\n\t\t\tstop\n\t}\n}\n\nactor Money5000 : Money\n{\n\tInventory.PickupMessage \"5000 dollar bill!\"\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"PickupMoney\")\n\t\t\tTNT1 A 1 A_GiveInventory(\"MoneyAmmo\", 5000)\n\t\t\tstop\n\t}\n}\n\nactor ActualBerserk : Berserk { }\n\nactor BerserkSpawner : RandomSpawner replaces Berserk\n{\n\tDropItem \"MonkeySphere\", 255, 3\n\tDropItem \"DoomSphere\", 255, 5\n\tDropItem \"ActualBerserk\", 255, 10\n}\n\nactor ActualSoulsphere : Soulsphere { }\n\nactor FartSoulsphere : CustomInventory replaces Soulsphere\n{\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.PickupMessage \"Soulsphere! Just like mom used to make.\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSOUL ABCDCB 6 bright\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"ActualSoulsphere\", 1)\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 25)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 35, 1, 25)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 30)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 9)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\nactor FartMegasphere : CustomInventory replaces Megasphere\n{\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"Megasphere! Tastes like chicken.\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMEGA ABCD 6 bright\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"BlueArmorForMegasphere\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n\t\t\t//TNT1 A 0 A_GiveInventory(\"PlayerFartCharge\", 40)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"FartItemPickup\", 0, 35, 2, 20)\n\t\t\tTNT1 A 0 A_GiveInventory(\"DinnerAmmo\", 50)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FoodWeaponSelector\", 100)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FoodWeaponSelector\", 10)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToFakeWeapon\", 0, 2)\n\t\t\tstop\n\t}\n}\n\n/*actor PowerMonke : PowerMorph\n{\n\tPowerMorph.PlayerClass \"MonkeyPlayer\"\n\tPowerMorph.MorphStyle MRF_FULLHEALTH\n}*/\n\nactor MonkeySphere : CustomInventory\n{\n\t+COUNTITEM\n\t+ALWAYSPICKUP\n\t+BIGPOWERUP\n\tscale 0.2\n\tInventory.PickupSound \"misc/monkeyorbpickup\"\n\tInventory.PickupMessage \"return to monke\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMNOB A 0\n\t\t\tMNOB A 0 A_PlaySoundEx(\"misc/monkeyorbloop\", \"Voice\", true)\n\t\t\tMNOB ABCDEFGHIJKLMNOPQRSTUVWX 2\n\t\t\tMNOB XWVUTSRQPONMLKJIHGFEDCBA 2\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"MorphIntoMonkey\", 0, 0, 0, 0)\n\t\t\tTNT1 A 0 A_GiveInventory(\"BlueArmorForMegasphere\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Effects.txt",
        "contents": "actor Smaaash\n{\n\t-NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\t+THRUACTORS\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tGravity 0.4\n\tVSpeed 5\n\tScale 0.4\n\tRenderstyle \"Translucent\"\n\tAlpha 0.65\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCRIT A 0\n\t\t\tCRIT A 0 A_PlaySound(\"misc/smaaash\")\n\t\t\tCRIT A 18 bright\n\t\t\tstop\n\t}\n}\n\nactor BigMuzzleFlash\n{\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\t+THRUACTORS\n\t+NOTELEPORT\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 ABC 1\n\t\t\tstop\n\t}\n}\n\nactor MediumMuzzleFlash : BigMuzzleFlash {}\nactor SmallMuzzleFlash : BigMuzzleFlash {}\n\nactor FireDOT\n{\n\t+NOGRAVITY\n\t+FORCERADIUSDMG\n\t+NOBLOCKMAP\n\t-SOLID\n\t+NOTELEPORT\n\tDamageType Fire\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tLooping:\n\t\t\tTNT1 A 1 bright A_Warp(AAPTR_TARGET, 0, 0, 30)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SpraycanBallFlame\", random(-15,15), random(-15,15),random(-15,15))\n\t\t\t//TNT1 A 0 A_Explode(3, 32, XF_HURTSOURCE, 0, 32)\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"FireDOTCheck\") == 0, \"End\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tTNT1 A 0 A_JumpIf(user_counter < 35, \"Looping\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tTNT1 A 0 A_Explode(ACS_NamedExecuteWithResult(\"FireDOTDamage\"), 16)\n\t\t\tLoop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nActor FireDOTSpawner : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"FireDOTUse\") == 1, \"SpawnFire\")\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tSpawnFire:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FireDOT\",0,0,0,0,0,0,0,SXF_SETMASTER)\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nActor PlayerTracer : FastProjectile\n{\n\tPROJECTILE\n\tRadius 6\n\tHeight 8\n\tSpeed 170\n\t//speed 30\n\t//gravity 0.25\n\t//Damage (5*random(1,3))\n\tdamage 5\n\t//Damage (ACS_NamedExecuteWithResult(\"BulletHeadshotDamage\", 5, (1.5*65536.01), (1.0*65536.01)))\n\t+BLOODSPLATTER\n\t+HITTRACER\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+STRIFEDAMAGE\n\tHealth 1\n\t//-NOGRAVITY\n\t//MissileHeight 8\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTRAC A 0 NODELAY A_ChangeVelocity(0, 0, 8, CVF_RELATIVE)\n\t\tTRAC A 0 ACS_NamedExecuteAlways(\"SetActorPitchToVelocity\", 0)\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"SetActorPitchToVelocity\", 0)\n\tSpawn1:\n\t\tTRAC A 1 bright ACS_NamedExecuteAlways(\"SetActorPitchToVelocity\", 0)\n\t\tTRAC A 0 A_ChangeVelocity(0, 0, -1.0, CVF_RELATIVE)\n\t\t//TRAC A 0 A_SetPitch (sin(velz)/cos(velx))\n\t\t//TRAC A 0 A_SetPitch(velz*10)\n\t\tloop\n\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletPushback\", 0, (0.65*65536.01))\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletHeadshotScript\", 0, z, (0.15*65536.01))\n\t\tTNT1 A 0 //ACS_NamedExecute(\"HitMarker\")\n\t\tTNT1 B 10 bright\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 //ACS_NamedExecute(\"HitMarker\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletPushback\", 0, (0.65*65536.01))\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletHeadshotScript\", 0, z, (0.65*65536.01))\n\t\tTNT1 A 0 A_PlaySound(\"bullet/gore\", CHAN_BODY)\n\t\tTNT1 A 0 //A_SpawnItemEx(\"Teleportfog\")\n\t\tTNT1 A 10 bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\tTNT1 A 10 bright\n\t\tstop\n\t}\n}\n\nactor PlayerRifleTracer : PlayerTracer\n{\n\tScale 1.4\n\tSpeed 220\n\t//damage (7*random(1,3))\n\tdamage 7\n\tStates\n\t{\n\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletPushback\", 0, (0.8*65536.01))\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletHeadshotScript\", 0, z, (0.2*65536.01))\n\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tTNT1 B 10 bright\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletPushback\", 0, (0.8*65536.01))\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletHeadshotScript\", 0, z, (0.8*65536.01))\n\t\tTNT1 A 0 A_PlaySound(\"bullet/gore\", CHAN_BODY)\n\t\tTNT1 A 0 //A_SpawnItemEx(\"Teleportfog\")\n\t\tTNT1 A 10 bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\tTNT1 A 10 bright\n\t\tstop\n\t}\n}\n\nactor PlayerBuckshotTracer : PlayerTracer\n{\n\tScale 0.6\n\tSpeed 135\n\tStates\n\t{\n\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletPushback\", 0, (0.4*65536.01))\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"BulletHeadshotScript\", 0, z, (0.2*65536.01))\n\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tTNT1 B 10 bright\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletPushback\", 0, (0.4*65536.01))\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletHeadshotScript\", 0, z, (0.35*65536.01))\n\t\tTNT1 A 0 A_PlaySound(\"bullet/gore\", CHAN_BODY)\n\t\tTNT1 A 0 //A_SpawnItemEx(\"Teleportfog\")\n\t\tTNT1 A 10 bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\tTNT1 A 10 bright\n\t\tstop\n\t}\n}\n\nactor PlayerSSGTracer : PlayerBuckshotTracer\n{\n\tStates\n\t{\n\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletPushback\", 0, (10.0*65536.01))\n\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tTNT1 B 10 bright\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletPushback\", 0, (10.0*65536.01))\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletHeadshotScript\", 0, z, (0.35*65536.01))\n\t\t//TNT1 A 0 A_PlaySound(\"bullet/gore\", CHAN_BODY)\n\t\tTNT1 A 0 //A_SpawnItemEx(\"Teleportfog\")\n\t\tTNT1 A 10 bright\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\tTNT1 A 10 bright\n\t\tstop\n\t}\n}\n\nactor MediumMuzzleSmoke\n{\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t-SOLID\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\t+RANDOMIZE\n\trenderstyle Translucent\n\talpha 0.3\n\tscale 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSM2K A 0\n\t\t\tSM2K A 0 A_Jump(256, 0, 1, 2, 3)\n\t\t\tSM2K ABCDEFGHIJKLMNOPQ 2\n\t\t\tstop\n\t}\n}\n\nactor SmallMuzzleSmoke : MediumMuzzleSmoke\n{\n\tscale 0.2\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSM2K A 0\n\t\t\tSM2K A 0 A_Jump(256, 0, 1, 2, 3)\n\t\t\tSM2K ABCDEFGHIJKLMNOPQ 1\n\t\t\tstop\n\t}\n}\n\nactor NewBlood : Blood replaces Blood\n{\n game Doom\n //+PUFFGETSOWNER\n States\n {\n Spawn:\n //BLUD A 0 NODELAY ACS_NamedExecuteAlways(\"BloodHeadshotThing\", 0, z)\n BLUD A 0 A_SpawnItemEx(\"BloodSpray1\",random(-7, 7),random(-7,7),random(-7,7),frandom(-3,3),frandom(-3,3),frandom(-3,3),0,129)\n BLUD A 0 A_SpawnItemEx(\"BloodSpray2\",random(-7, 7),random(-7,7),random(-7,7),frandom(-3,3),frandom(-3,3),frandom(-3,3),0,129)\n BLUD AAA 0 A_SpawnItemEx(\"Flyingblood\",0,0,0,random(1,7),random(1,7),random(1, 10),random(-180,180),129, 32) // zspeed: random(1,10)\n BLUD AAA 0 A_SpawnItemEx(\"BloodDrop\",0,0,0,random(1,7),random(1,7),random(1, 10),random(-180,180),129,128) // zspeed: random(1,10)\n BLUD CBA 3\n stop\n }\n}\n\nactor MayoBlood : NewBlood\n{\n\tTranslation \"0:255=%[1,1,1]:[2,2,2]\"\n}\n\nactor NewBloodSplatter : NewBlood replaces BloodSplatter { }\n\nactor NewBloodLite : NewBlood\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tBLUD AA 0 A_SpawnItemEx(\"FlyingbloodLite\",0,0,0,random(1,7),random(1,7),random(1,10),random(-180,180),129,200)\n\t\tBLUD CBA 3\n\t\tstop\n\t}\n}\n\nactor BloodSpray1\n{\n\tScale 0.8\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t-SOLID\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\t+RANDOMIZE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tBLHT ABCDEFGHIJ 2\n\t\t\tstop\n\t}\n}\n\nactor BloodSpray2 : BloodSpray1\n{\n\tScale 0.9\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tBSPR ABCDEFGHIJ 2\n\t\t\tstop\n\t}\n}\n\nactor BloodCeilingSpot\n{\n\tHeight 1\n\t-SOLID\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\t+RANDOMIZE\n\t+CEILINGHUGGER\n\t+SPAWNCEILING\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBLCL AAAABCDEF 3\n\t\t\tBLCL F 0 A_SpawnItemEx(\"BloodCeilingDrip\",0,0,0,0,0,0,0,129,0)\n\t\t\tBLCL F 0 A_Jump(64, \"End\")\n\t\t\tBLCL EDCBA 2\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor BloodCeilingDrip\n{\n\t-SOLID\n\t-NOGRAVITY\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\t+CORPSE\n\tgravity 0.7\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBLCL G 1\n\t\t\tloop\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\t\tstop\n\t}\n}\n\nactor MayoDrip : BloodCeilingDrip\n{\n\tTranslation \"0:255=%[1,1,1]:[2,2,2]\"\n}\n\nactor FlyingBlood\n{\nHealth 1\nRadius 4\nHeight 1\nMass 1\ngravity 0.8\n-NOGRAVITY\n+CORPSE\n+NOTELEPORT\n+NOBLOCKMAP\n+NOBLOCKMONST\n+CLIENTSIDEONLY\nDecal \"BloodSplat\"\nStates\n{\nSpawn:\nBLUD C 1 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129, 64)\nBLUD C 0 A_CheckCeiling(\"Ceiling\")\nloop\nCeiling:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"Bloodsplat3DCeil\",0,0,0,0,0,0,0,129,0)\nTNT1 A 0 A_SpawnItemEx(\"BloodCeilingSpot\",0,0,0,0,0,0,0,129,0)\nstop\nCrash:\nTNT1 A 0\n//TNT1 A 0 A_SpawnItemEx(\"Bloodspot\",0,0,0,0,0,0,0,129,0)\nTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\nTNT1 A 0 A_SpawnItemEx(\"Bloodsplat3D\",0,0,0,0,0,0,0,129,0)\n//TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,random(-2,2),random(-2,2),random(1,3),random(-180,180),129,60)\nstop\n}\n}\n\nactor WallBlood\n{\n\tRadius 1\n\tHeight 1\n\tMass 1\n\t+NOGRAVITY\n\t+CORPSE\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBLCL G 1 A_ChangeVelocity(0, 0, -0.5, CVF_REPLACE)\n\t\t\tloop\n\t\tCrash:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat3D\",0,0,0,0,0,0,0,129,0)\n\t\t\tstop\n\t}\n}\n\nactor BloodDrop\n{\n\tgravity 0.8\n\t+MISSILE\n\t+THRUACTORS\n\t-NOGRAVITY\n\t+NOBLOCKMAP\n\t-SOLID\n\t//+CORPSE\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tDecal \"BloodSplat\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXDT1 ABCD 3\n\t\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CheckFloor(\"DeathFloor\")\n\t\t\tTNT1 A 0 A_CheckCeiling(\"DeathCeiling\")\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tDeathCeiling:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BloodCeilingDrip\",0,0,0,0,0,0,0,129,0)\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tDeathFloor:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\t/*Crash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\t\tstop*/\n\t}\n}\n\nactor BloodSplat\n{\n\tScale 1.5\n\t-NOGRAVITY\n\t+NOTELEPORT\n\t-SOLID\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"blood/splat\")\n\t\t\tBSPL ABCDEFG 2\n\t\t\tstop\n\t}\n}\n\nactor FlyingBloodLite : FlyingBlood\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tBLUD C 0 A_CountDown\n\t\tBLUD C 1 A_SpawnItemEx(\"FlyingBloodTrailLite\",0,0,0,0,0,0,0,129,0)\n\t\tloop\n\t\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodspot\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 A 0 A_Playsound(\"blood/splat\")\n\t\tstop\n\t}\n}\n\nactor BloodSpot\n{\n Radius 1\n Height 1\n Mass 1\n Scale 1\n +NOTELEPORT\n -NOBLOCKMAP\n +CORPSE\n +CLIENTSIDEONLY\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n  BLOD A 0\n  BLUD A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n  TNT1 A 0\n  //BLUD DDEEFG 60\n  //BLUD GGGGG 1 A_FadeOut\n  Stop\n }\n}\n\nactor BloodSplat3D : BloodSpot\n{\n\tRenderstyle \"Translucent\"\n\tAlpha 0.8\n\t-NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBL3D A 0\n\t\t\tBL3D A 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\", \"Spawn4\")\n\t\t\tstop\n\t\tSpawn1:\n\t\t\tBL3D A 2100\n\t\t\tstop\n\t\tSpawn2:\n\t\t\tBL3D B 2100\n\t\t\tstop\n\t\tSpawn3:\n\t\t\tBL3D C 2100\n\t\t\tstop\n\t\tSpawn4:\n\t\t\tBL3D D 2100\n\t\t\tstop\n\t}\n}\n\nactor BloodSplat3DCeil : BloodSplat3D\n{\n\t+NOGRAVITY\n}\n\nactor Flyingbloodtrail\n{\n Scale 0.8\n Health 1\n Radius 1\n Height 1\n Mass 1\n gravity 0.3\n renderstyle Translucent\n -NOGRAVITY\n +NOTELEPORT\n +NOBLOCKMAP\n +CORPSE\n +RANDOMIZE\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n BLUD CCBA 2\n Stop\n Crash:\n BLUD D 0 A_Stop\n BLUD D 0 A_ChangeFlag(\"NOGRAVITY\",0)\n BLUD D 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n //BLUD DEFG 50\n //BLUD GGGGGGGG 1 A_FadeOut\n Stop\n }\n}\n\nactor FlyingBloodTrailLite : FlyingBloodTrail\n{\n\tStates\n\t{\n\t\tCrash:\n\t\tBLUD G 0\n\t\tStop\n\t}\n}\n\nactor GoryBit : FlyingBlood\n{\n\tHealth 1\n\tRadius 4\n\tHeight 1\n\tMass 1\n\tgravity 0.8\n\t-NOGRAVITY\n\t+CORPSE\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+NOBLOCKMONST\n\t+CLIENTSIDEONLY\n\tDecal \"BloodSplat\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(256, \"Spawn1\", \"Spawn2\", \"Spawn3\")\n\t\tSpawn1:\n\t\t\tBRIB ABCD 2\n\t\t\tloop\n\t\tSpawn2:\n\t\t\tBRIB EFGH 2\n\t\t\tloop\n\t\tSpawn3:\n\t\t\tBRIB MNOP 2\n\t\t\tloop\n\t\tCrash:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor Giblet1 : FlyingBlood\n{\n\tScale 1\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\t\tSpawn:\n\t\tGIBL AABBCCDD 1 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,32,0)\n\t\tLoop\n\t\tCrash:\n\t\tGIBL A 0 A_Stop\n\t\tGIBL A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"gib/splat\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat3D\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,random(-2,2),random(-2,2),random(1,3),random(-180,180),129,60)\n\t\tGoto CrashLoop\n\t\tCrashLoop:\n\t\tGIBL A 10 A_CountDown\n\t\tLoop\n\t}\n}\n\nactor Giblet2 : Giblet1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tGIBL EEFFGGHH 1 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,32,0)\n\t\tLoop\n\t\tCrash:\n\t\tGIBL A 0 A_Stop\n\t\tGIBL A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"gib/splat\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat3D\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,random(-2,2),random(-2,2),random(1,3),random(-180,180),129,60)\n\t\tGoto CrashLoop\n\t\tCrashLoop:\n\t\tGIBL E 10 A_CountDown\n\t\tLoop\n\t}\n}\n\nactor Giblet3 : Giblet1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tGIBL JJKKLLMM 1 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,32,0)\n\t\tLoop\n\t\tCrash:\n\t\tGIBL A 0 A_Stop\n\t\tGIBL A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"gib/splat\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat3D\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,random(-2,2),random(-2,2),random(1,3),random(-180,180),129,60)\n\t\tGoto CrashLoop\n\t\tCrashLoop:\n\t\tGIBL I 10 A_CountDown\n\t\tLoop\n\t}\n}\n\nactor CacoGib1 : Giblet1\n{\n\tBloodColor \"Blue\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tCACG AABBCCDD 1 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,32,0)\n\t\tLoop\n\t\tCrash:\n\t\tGIBL A 0 A_Stop\n\t\tGIBL A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"gib/splat\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat3D\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,random(-2,2),random(-2,2),random(1,3),random(-180,180),129,60)\n\t\tGoto CrashLoop\n\t\tCrashLoop:\n\t\tCACG E 10 A_CountDown\n\t\tLoop\n\t}\n}\nactor CacoGib2 : Giblet1\n{\n\tBloodColor \"Blue\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tCACY AABBCCDD 1 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,32,0)\n\t\tLoop\n\t\tCrash:\n\t\tGIBL A 0 A_Stop\n\t\tGIBL A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"gib/splat\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat3D\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,random(-2,2),random(-2,2),random(1,3),random(-180,180),129,60)\n\t\tGoto CrashLoop\n\t\tCrashLoop:\n\t\tCACY E 10 A_CountDown\n\t\tLoop\n\t}\n}\nactor CacoGib3 : Giblet1\n{\n\tBloodColor \"Blue\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tCACH AABBCCDD 1 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,32,0)\n\t\tLoop\n\t\tCrash:\n\t\tGIBL A 0 A_Stop\n\t\tGIBL A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"gib/splat\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat3D\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,random(-2,2),random(-2,2),random(1,3),random(-180,180),129,60)\n\t\tGoto CrashLoop\n\t\tCrashLoop:\n\t\tCACH E 10 A_CountDown\n\t\tLoop\n\t}\n}\n\nactor GlassParticle\n{\n\t+MISSILE\n\t+THRUACTORS\n\t+CLIENTSIDEONLY\n\t-NOGRAVITY\n\t+NOTELEPORT\n\tRadius 5\n\tHeight 5\n\tScale 0.65\n\tRenderstyle Translucent\n\tAlpha 0.75\n\tBounceType \"Doom\"\n\tBounceFactor 0.65\n\tBounceCount 7\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGLSP ABCDEFGH 1\n\t\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nactor HeadAsplode\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\trenderstyle Normal\n\tAlpha 0.95\n\tScale 0.25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"GoryBit\", 0, 0, 0, frandom(-4, 4), frandom(-4, 4), frandom(3, 20),0,0,90)\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/headshotflow\", CHAN_BODY)\n\t\t\tTNT1 A 0 A_Jump(90, \"Asplode\")\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/headshot\", CHAN_VOICE)\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tAsplode:\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/headshotpop\", CHAN_VOICE)\n\t\t\tMISL BCDEFGHIJKLMN 2\n\t\t\tTNT1 A 15\n\t\t\tMISL N 0 A_PlaySound(\"misc/headasplode\", CHAN_BODY)\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor ExplosionShockwave\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+NOGRAVITY\n\tRenderstyle Add\n\tAlpha 0.35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHKW ACEGIKMOQ 1 bright\n\t\t\tstop\n\t}\n}\n\nactor ExplosionSmoke\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+NOGRAVITY\n\tRenderstyle Translucent\n\tAlpha 1\n\tStates\n\t{\n\t\tSpawn:\n\t\tSM7K ABCDEFGHIJKLMNOPQRSTUVWXYZ 3 A_ScaleVelocity(0.75)\n\t\tstop\n\t}\n}\n\nactor FireBallNoSpeed\n{\n\tScale 0.7\n\tHealth 1\n\tRadius 4\n\tHeight 1\n\tMass 1\n\tgravity 0.6\n\tRenderstyle Translucent\n\t-NOGRAVITY\n\t+CORPSE\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+NOBLOCKMONST\n\t+DOOMBOUNCE\n\tbouncefactor 0.2\n\tbouncecount 2\n\tStates\n\t{\n\t\tSpawn:\n\t\tFRBL ABCDEF 2 bright A_SpawnItemEx(\"CharacterFlame\",frandom(-2,2),frandom(-2,2),frandom(-2,2),0,0,0,0,0,32,0)\n\t\tloop\n\t\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"SubFireBall\", 0, 0, 0, frandom(-5,-5),frandom(-5,5),frandom(5,12),0,0,64)\n\t\tTNT1 A 0 A_SpawnItemEx(\"pinkNukeFlame\")\n\t\tStop\n\t}\n}\n\nactor SubFireBall : FireBallNoSpeed\n{\n\tStates\n\t{\n\t\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"pinkNukeFlame2\")\n\t\tStop\n\t}\n}\n\nactor NewTeleportFog : TeleportFog replaces TeleportFog\n{\nTranslation \"208:211=224:231\", \"211:223=112:122\",\"176:191=122:127\"\nStates\n{\n\tSpawn:\n\tTFOG A 0\n\tTFOG A 0 A_SpawnItemEx(\"TeleportFlare\", 0, 0, 32)\n\tTFOG AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"TeleportParticle\", frandom(-10, 10), frandom(-10, 10), frandom(10, 30), frandom(-5, 5), frandom(-5,5),frandom(-5,5))\n\tTFOG A 0 A_Jump(16, \"Spawnboom\")\n\tTFOG ABABCDEFGHIJ 6 Bright\n    Stop\n\tSpawnboom:\n\tMISL B 0 A_PlaySound(\"misc/teleboom\")\n\tMISL B 0 A_Explode(12830912, 64)\n\tMISL BCDEFGHIJKLMN 3 Bright\n\tStop\n}\n}\n\nactor BulletPuffSmoke\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tVspeed 20\n\tScale 0.4\n\tRenderStyle Translucent\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSM2K ABCDEFGHIJKLMNOPQ 1\n\t\t\tstop\n\t}\n}\n\nactor BulletImpactSpark\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\t+NOTELEPORT\n\t+THRUACTORS\n\t+FLOORCLIP\n\tradius 3\n\theight 6\n\tScale 0.6\n\tGravity 0.4\n\tRenderstyle Add\n\tAlpha 0.75\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTRAC A 1 bright ACS_NamedExecuteAlways(\"SetActorPitchToVelocity\", 0)\n\t\t\tTRAC A 0 A_FadeOut(0.05)\n\t\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\n\nactor BulletImpact\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\tradius 6\n\theight 6\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CheckCeiling(\"HitCeil\")\n\t\t\tTNT1 A 0 A_CheckFloor(\"HitFloor\")\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BulletImpactSpark\", frandom(-1, 1), frandom(-1, 1), frandom(-1, 1), frandom(3, 8), 0, frandom(-3, 3),180+frandom(-30, 30),0,128)\n\t\t\tgoto Spawn1\n\t\tHitCeil:\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BulletImpactSpark\", frandom(-1, 1), frandom(-1, 1), frandom(-1, 1), frandom(3, 8), 0, frandom(-5, -3),frandom(0,360),0,128)\n\t\t\tgoto Spawn1\n\t\tHitFloor:\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BulletImpactSpark\", frandom(-1, 1), frandom(-1, 1), frandom(-1, 1), frandom(3, 8), 0, frandom(3, 5),frandom(0,360),0,128)\n\t\t\tgoto Spawn1\n\t\tSpawn1:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BulletPuffSmoke\", frandom(-1, 1), frandom(-1, 1), frandom(-1, 1), 0, 0, 1.5)\n\t\t\tTNT1 A 0 A_PlaySound(\"bullet/ric\")\n\t\t\tBULP ABC 2 bright\n\t\t\tBULP DEFG 2\n\t\t\tstop\n\t}\n}\n\nactor NewBulletPuff : BulletPuff\n{\n\tVSpeed 0\n\t-ALLOWPARTICLES\n\t+PUFFGETSOWNER\n\t+HITTRACER\n\t+PUFFONACTORS\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tTNT1 A 70\n\t\tstop\n\t\t//Spawn:\n\t\tCrash:\n\t\tBULP A 0\n\t\tBULP A 0 A_SpawnItemEx(\"BulletImpact\")\n\t\t/*BULP A 0 A_SpawnItemEx(\"BulletPuffSmoke\", frandom(-1, 1), frandom(-1, 1), frandom(-1, 1), 0, 0, 1.5)\n\t\tBULP A 0 A_PlaySound(\"bullet/ric\")\n\t\tBULP ABC 2 Bright\n\t\tBULP DEFG 2*/\n\t\tStop\n\t\tMelee:\n\t\tPUFF CD 4\n\t\tStop\n\t}\n}\n\nactor EmptyPuff : NewBulletPuff\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 5\n\t\t\tstop\n\t\tCrash:\n\t\t\tTNT1 A 5\n\t\t\tstop\n\t\tMelee:\n\t\t\tTNT1 A 5\n\t\t\tstop\n\t}\n}\n\nactor ShotgunBulletPuff : NewBulletPuff\n{\n\tScale 1.0\n}\n\nactor PistolBulletPuff : NewBulletPuff\n{\n\tScale 1.2\n}\n\nactor RifleBulletPuff : NewBulletPuff\n{\n\tScale 1.4\n}\n\nactor HitmarkerTestPuff : NewBulletPuff\n{\n\t+BLOODLESSIMPACT\n\t+NODECAL\n\t+PAINLESS\n\t+NOTRIGGER\n\t+DONTREFLECT\n\t+DONTSPLASH\n\tStates\n\t{\n\t\tCrash:\n\t\tTNT1 A 10\n\t\tstop\n\t\tMelee:\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nactor SpraycanBallFlame\n{\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tVSpeed 1\n\tScale 0.5\n\tRenderStyle Translucent\n\tAlpha 0.85\n\tStates\n\t{\n\t\tSpawn:\n\t\tFLAM A 0\n\t\tFLAM ABCDEFGH 3 bright\n\t\tStop\n\t}\n}\n\nactor CharacterFlame : SpraycanBallFlame\n{\n\tScale 0.75\n}\n\nactor BurningCharacter\n{\n\tRadius 20\n\tHeight 56\n\tMass 100\n\tSpeed 12\n\tScale 0.5\n\t+FLOORCLIP\n\t+SOLID\n\t+CANPASS\n\t+NONSHOOTABLE\n\tvar int user_counter;\n\tDamageType Fire\n\tStates\n\t{\n\t\tSpawn:\n\t\tBURN A 0\n\t\tBURN A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tBURN A 0 A_PlaySound(\"burndeath\")\n\t\tBURN A 0 A_Wander\n\t\tRunning:\n\t\tBURN A 0\n\t\tBURN A 0 A_Explode(10, 80)\n\t\tBURN AA 0 A_SpawnItemEx(\"CharacterFlame\", random(-15,15),random(-15,15),random(-15,15)+30)\n\t\tBURN AABBCC 1 bright A_Wander\n\t\tBURN C 0 A_Explode(10, 80)\n\t\tBURN CC 0 A_SpawnItemEx(\"CharacterFlame\", random(-15,15),random(-15,15),random(-15,15)+30)\n\t\tBURN DDEEFF 1 bright A_Wander\n\t\tBURN A 0 bright A_JumpIf(user_counter>14, \"End\")\n\t\tBURN A 0 A_SetUserVar(\"user_counter\", user_counter+1)\n\t\tloop\n\t\tEnd:\n\t\tBURN A 0\n\t\tBURN A 0 A_Scream\n\t\tBURN AAAA 0 A_SpawnItemEx(\"Flyingblood\",0,0,0,random(1,7),random(1,7),random(1,10),random(-180,180),2177,64)\n\t\tBURN A 0 A_NoBlocking\n\t\tBURN GHIJK 4 bright\n\t\tBURN LMNOLMNOLMNOLMNOLMNO 4 bright\n\t\tBURN PQRST 4 bright\n\t\tBURN T -1\n\t\tStop\n\t}\n}\n\nactor BurningZombieman : BurningCharacter\n{\n\tDeathSound \"grunt/death\"\n}\n\nactor BurningHitler : BurningCharacter\n{\n\tDeathSound \"hitler/death\"\n}\n\nactor BurningImp : BurningCharacter\n{\n\tDeathSound \"imp/death\"\n}\n\nactor BurningRevenant : BurningCharacter\n{\n\tScale 0.6\n\tDeathSound \"skeleton/death\"\n}\n\nactor BurningGhost : BurningCharacter\n{\n\tScale 0.6\n\tDeathSound \"ghost/death\"\n}\n\nactor BurningArchvile : BurningCharacter\n{\n\tScale 0.6\n\tDeathSound \"vile/death\"\n}\n\nactor BurningBaron : BurningCharacter\n{\n\tBloodColor \"Green\"\n\tRadius 24\n\tHeight 64\n\tScale 0.6\n\tDeathSound \"baron/death\"\n}\n\nactor BurningHellKnight : BurningCharacter\n{\n\tBloodColor \"Green\"\n\tScale 0.6\n\tRadius 24\n\tHeight 64\n\tDeathSound \"knight/death\"\n}\n\nactor BurningFatso : BurningCharacter\n{\n\tScale 0.6\n\tRadius 48\n\tHeight 64\n\tDeathSound \"fatso/death\"\n\tXScale 1.4\n}\n\nactor BouncePuff\n{\n\t-SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\trenderstyle translucent\n\talpha 0.75\n\tStates\n\t{\n\t\tSpawn:\n\t\tBPUF ABCDEFG 2\n\t\tstop\n\t}\n}\n\nactor EmptyCasingSmoke\n{\n\t-SOLID\n\t+NOGRAVITY\n\t+CLIENTSIDEONLY\n\tRenderStyle add\n\talpha 0.25\n\tScale 0.1\n\tVSpeed 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tSMOK A 0\n\t\tSMOK A 0 A_Jump(128, 1, 2, 3)\n\t\tSMOK ABCDEFGHIJKLMONOPQ 2\n\t\tStop\n\t}\n}\n\nactor BulletCasing\n{\n\tPROJECTILE\n\t-SOLID\n\t-NOGRAVITY\n\t+USEBOUNCESTATE\n\t+ALLOWBOUNCEONACTORS\n\t+BOUNCEONACTORS\n\t+CLIENTSIDEONLY\n\tBounceType \"Doom\"\n\tbouncefactor 0.4\n\twallbouncefactor 0.25\n\tbouncecount 2\n\tscale 0.2\n\tBounceSound \"casing/bounce\"\n\tDeathSound \"casing/freeze\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tSCAS A 0 NODELAY A_Jump(128, 1, 2, 3, 4)\n\t\tBCAS ABCDEFGH 1 A_SpawnItemEx(\"EmptyCasingSmoke\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tSpawn1:\n\t\tBCAS ABCDEFGH 2\n\t\tloop\n\t\tBounce.Floor:\n\t\tBCAS A 0\n\t\tBCAS A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tGoto Spawn1\n\t\tDeath:\n\t\tBCAS A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tBCAS C 400\n\t\tStop\n\t}\n}\n\nactor RifleCasing : BulletCasing\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tSCAS A 0 NODELAY A_Jump(128, 1, 2, 3, 4)\n\t\tRCAS ABCDEFGH 1 A_SpawnItemEx(\"EmptyCasingSmoke\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tSpawn1:\n\t\tRCAS ABCDEFGH 2\n\t\tloop\n\t\tDeath:\n\t\tRCAS A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tRCAS A 600\n\t\tstop\n\t}\n}\n\nactor SpentBelt : BulletCasing\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCLIN ABCDEFGH 2\n\t\t\tloop\n\t\tDeath:\n\t\t\tCLIN A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\t\tCLIN B 600\n\t\t\tstop\n\t}\n}\n\nactor ShellCasing : BulletCasing\n{\n\tscale 0.2\n\tBounceSound \"shell/bounce\"\n\tDeathSound \"shell/freeze\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tSCAS A 0 NODELAY A_Jump(128, 1, 2, 3, 4)\n\t\tSCAS ABCDEFGH 1 A_SpawnItemEx(\"EmptyCasingSmoke\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tSpawn1:\n\t\tSCAS ABCDEFGH 2\n\t\tloop\n\t\tBounce.Floor:\n\t\tSCAS A 0\n\t\tSCAS A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tGoto Spawn1\n\t\tDeath:\n\t\tSCAS A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tSCAS C 400\n\t\tStop\n\t}\n}\n\nactor 40mmCasing : ShellCasing\n{\n\tscale 0.2\n\tBounceSound \"40mmcase/bounce\"\n\tDeathSound \"40mmcase/bounce\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\t40MC ABCDEFGH 1 A_SpawnItemEx(\"EmptyCasingSmoke\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tSpawn1:\n\t\t\t40MC ABCDEFGH 2\n\t\t\tloop\n\t\tBounce.Floor:\n\t\t40MC A 0\n\t\t40MC A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tGoto Spawn1\n\t\tDeath:\n\t\t40MC A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\t40MC C 400\n\t\tStop\n\t}\n}\n\nactor SSGShellCasing : ShellCasing\n{\n\tBounceFactor 1.0\n\tWallBounceFactor 1.0\n\tBounceCount 10\n}\n\nactor PistolMag : BulletCasing\n{\n\tbouncefactor 0.2\n\tscale 0.6\n\tBounceSound \"mag/bounce\"\n\tDeathSound \"mag/bounce\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tCLP1 ABCDEFGH 2\n\t\tloop\n\t\tDeath:\n\t\tCLP1 A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tCLP1 A 600\n\t\tStop\n\t}\n}\n\nactor UziMag : PistolMag\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tCLP4 ABCDEFGH 2\n\t\tloop\n\t\tDeath:\n\t\tCLP4 A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\tCLP4 A 600\n\t\tStop\n\t}\n}\n\nactor EmptyCell : PistolMag\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tECEL ABCDEFGH 2\n\t\t\tloop\n\t\tDeath:\n\t\t\tECEL A 0 A_SpawnItemEx(\"BouncePuff\", 0, 0, 0 ,0, 0, 0, 0, 128)\n\t\t\tECEL A 600\n\t\t\tstop\n\t}\n}\n\nactor PlasmaRifleCoolSmoke : EmptyCasingSmoke\n{\n\tScale 0.2\n}\n\nactor FartCloudExplosion\n{\n\t+NOGRAVITY\n\tDamageType Fire\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMISL B 0\n\t\t\tMISL B 0 A_SpawnItemEx(\"RocketExplosion\")\n\t\t\tMISL B 0 A_Explode\n\t\t\tMISL B 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tMISL B 1\n\t\t\tstop\n\t}\n}\n\nActor FartCloud\n{\n\t+NOGRAVITY\n\t/*+NOBLOCKMAP\n\t+SHOOTABLE\n\tHealth 10*/\n\tHealth 10\n\t-SHOOTABLE\n\t+VULNERABLE\n\t+HITTRACER\n\tmass 500\n\tobituary \"%o died to a fart cloud.\"\n\tTranslation \"80:111=48:79\", \"208:223=60:68\",\"176:191=69:79\"\n\tRenderStyle \"Translucent\"\n\tDamageFactor \"Normal\", 0\n\tDamageFactor \"Fire\", 1\n\tDamageType Fart\n\tAlpha 0.5\n\tmass 500\n\tStates\n\t{\n\tSpawn:\n\tFOGS A 0\n\tFOGS A 0 A_Jump(128, 1, 2, 3, 4)\n\tFOGS AB 4\n\tFOGM AB 4\n\tFOGL AB 4\n\tSpawn1:\n\tFOGL A 0 A_ScaleVelocity(0.65)\n\tFOGL A 4 A_Explode(3, 90)\n\tFOGL B 4\n\tFOGL C 4 A_Explode(3, 90)\n\tFOGL D 4\n\tFOGL E 4 A_Explode(3, 90)\n\t//FOGL ABCDE 4 A_Explode(5, 90)\n\tFOGL E 0 A_Jump(10, \"Spawn2\")\n\tloop\n\tSpawn2:\n\tFOGL A 0 A_ScaleVelocity(0.65)\n\tFOGM A 4 A_Explode(2, 70)\n\tFOGM BC 4\n\tFOGM D 4 A_Explode(2, 70)\n\tFOGM E 4\n\t//FOGM ABCDE 4 A_Explode(3, 50)\n\tFOGM E 0 A_Jump(20, \"Spawn3\")\n\tloop\n\tSpawn3:\n\tFOGL A 0 A_ScaleVelocity(0.65)\n\tFOGS A 4 A_Explode(2, 80)\n\tFOGS BCDE 4\n\t//FOGS ABCDE 4 A_Explode(1, 20)\n\tFOGS E 0 A_Jump(30, \"Death\")\n\tloop\n\tDeath:\n\tFOGS ABCDE 4 A_FadeOut(0.2)\n\tstop\n\tDeath.Fire:\n\tMISL B 0\n\tMISL B 0 A_SpawnItemEx(\"FartCloudExplosion\")\n\tstop\n\t}\n}\n\nActor FartCloudMedium : FartCloud\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFOGS A 0\n\t\t\tFOGS A 0 A_Jump(128, 1, 2, 3, 4)\n\t\t\tFOGS AB 4\n\t\t\tFOGM AB 4\n\t\tGoto Spawn2\n\t}\n}\n\nActor FartCloudSmall : FartCloud\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFOGS AB 4\n\t\t\tGoto Spawn3\n\t}\n}\n\nactor FlashlightBeam1\n{\n\t+NOGRAVITY\n\t-SOLID\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\t+NOCLIP\n\t+THRUACTORS\n\trenderstyle Add\n\tAlpha 0\n\tScale 0.35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBAL1 A 3\n\t\t\tstop\n\t}\n}\n\nactor FlashlightBeam2 : FlashlightBeam1 { }\nactor FlashlightBeam3 : FlashlightBeam1 { }\nactor FlashlightBeam4 : FlashlightBeam1 { }\nactor FlashlightBeam5 : FlashlightBeam1 { }\nactor FlashlightBeam6 : FlashlightBeam1 { }\nactor FlashlightBeam7 : FlashlightBeam1 { }\nactor FlashlightBeam8 : FlashlightBeam1 { }\nactor FlashlightBeam9 : FlashlightBeam1 { }\nactor FlashlightBeam10 : FlashlightBeam1 { }\nactor FlashlightBeam11 : FlashlightBeam1 { }\nactor FlashlightBeam12 : FlashlightBeam1 { }\nactor FlashlightBeam13 : FlashlightBeam1 { }\nactor FlashlightBeam14 : FlashlightBeam1 { }\nactor FlashlightBeam15 : FlashlightBeam1 { }\nactor FlashlightBeam16 : FlashlightBeam1 { }"
      },
      {
        "source": "pk3",
        "name": "Decorate/Monsters.txt",
        "contents": "/*Actor NewSMM : SpiderMastermind replaces SpiderMastermind\n{\n\tSeeSound \"spider/sight\"\n\tPainSound \"spider/pain\"\n}*/\n\nactor FriendlyFlagRemover : CustomInventory\n{\n\tStates\n\t{\n\t\tspawn:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FRIENDLY\", false)\n\t\t\tstop\n\t}\n}\n\nactor FartSoul : LostSoul replaces LostSoul\n{\n\tHealth 50\n}\n\nActor RevenantSpawner : RandomSpawner replaces Revenant\n{\n\tDropItem \"FartRevenant\", 255, 10\n\tDropItem \"GhostRevenant\", 255, 2\n}\n\nActor FartRevenant : Revenant\n{\n\tObituary \"%o had a nigga moment.\"\n\tPainSound \"misc/oorgh\"\n\tPainChance \"Fire\", 4\n\tStates\n\t{\n\t\tDeath.Fire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningRevenant\")\n\t\tstop\n\t}\n}\n\nactor GhostRevenant : FartRevenant\n{\n\tObituary \"%o got hit by two words: punitive damages.\"\n\tSeeSound \"ghost/sight\"\n\tActiveSound \"ghost/idle\"\n\tDeathSound \"ghost/death\"\n\tPainSound \"ghost/pain\"\n\tPainChance \"Fire\", 4\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSee:\n\t\t\tSKEL A 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tGoto Super::See\n\t\tMissile:\n\t\t\tSKEL A 0 A_JumpIfCloser(400, \"MissileCans\")\n\t\t\tSKEL J 0 A_PlaySoundEx(\"ghost/cans\", \"Voice\")\n\t\t\tSKEL K 10 Bright A_FaceTarget\n\t\tMissileLoop:\n\t\t\tSKEL J 0 Bright A_CustomMissile(\"GhostRevenantMissile\", 52, 14)\n\t\t\tSKEL JK 5 Bright A_FaceTarget\n\t\t\tSKEL K 0 Bright A_CustomMissile(\"GhostRevenantMissile\", 52, -14)\n\t\t\tSKEL JK 5 Bright A_FaceTarget\n\t\t\tSKEL K 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tSKEL K 0 A_JumpIf(user_counter >= 3, \"See\")\n\t\t\tLoop\n\t\tMissileCans:\n\t\t\tSKEL J 0 A_PlaySoundEx(\"ghost/cans\", \"Voice\")\n\t\t\tSKEL J 10 Bright A_Facetarget\n\t\tMissileCansLoop:\n\t\t\tSKEL J 0 Bright A_Jump(255, 1, 3, 5)\n\t\t\tSKEL J 0 Bright A_CustomMissile(\"GhostCan1\", 48, 0, frandom(-5, 5))\n\t\t\tSKEL J 0 Bright A_Jump(255, 4)\n\t\t\tSKEL J 0 Bright A_CustomMissile(\"GhostCan2\", 48, 0, frandom(-5, 5))\n\t\t\tSKEL J 0 Bright A_Jump(255, 2)\n\t\t\tSKEL J 0 Bright A_CustomMissile(\"GhostCan3\", 48, 0, frandom(-5, 5))\n\t\t\tSKEL J 2 Bright A_FaceTarget\n\t\t\tSKEL J 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tSKEL J 0 A_JumpIf(user_counter >= 30, 1)\n\t\t\tloop\n\t\t\tSKEL K 10 Bright\n\t\t\tGoto See\n\t\tDeath.Fire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningGhost\")\n\t\tstop\n\t}\n}\n\nactor GhostCanTrail\n{\n\t-SOLID\n\t+NOTELEPORT\n\tGravity 0.6\n\tScale 0.15\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255, \"Spawn1\", \"Spawn2\", \"Spawn3\")\n\t\tSpawn1:\n\t\t\tCAN1 ABCDEFABCDEFABCDEF 3\n\t\t\tStop\n\t\tSpawn2:\n\t\t\tCAN2 ABCDEFABCDEFABCDEF 3\n\t\t\tStop\n\t\tSpawn3:\n\t\t\tCAN3 ABCDEFABCDEFABCDEF 3\n\t\t\tStop\n\t}\n}\n\nactor GhostRevenantMissile : RevenantTracer\n{\n\tDamage 3\n\tSpeed 20\n\t-SEEKERMISSILE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFATB AB 2 bright A_SpawnItemEx(\"GhostCanTrail\", frandom(-3, 3), frandom(-3, 3), frandom(-3, 3), frandom(-3, 3), frandom(-3, 3), frandom(-3, 3), 0, 128)\n\t\t\tLoop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\t\tTNT1 A 1\n\t\tDeath:\n\t\t\tFBXP AAAAAAAAAA 0 A_SpawnItemEx(\"GhostCanExplosion\")\n\t\t\tFBXP A 8 Bright\n\t\t\tFBXP B 6 Bright\n\t\t\tFBXP C 4 Bright\n\t\t\tStop\n\t}\n}\n\nactor GhostCanExplosion\n{\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_Jump(255, 1, 3, 5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GhostCan1\",0,0,0,frandom(-9,9),frandom(-9,9),frandom(4,9),0,SXF_TRANSFERPOINTERS)\n\t\t\tBAL1 A 10\n\t\t\tStop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GhostCan2\",0,0,0,frandom(-9,9),frandom(-9,9),frandom(4,9),0,SXF_TRANSFERPOINTERS)\n\t\t\tBAL1 A 10\n\t\t\tStop\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"GhostCan3\",0,0,0,frandom(-9,9),frandom(-9,9),frandom(4,9),0,SXF_TRANSFERPOINTERS)\n\t\t\tBAL1 A 10\n\t\t\tStop\n\t}\n}\n\nactor GhostCan1\n{\n\tProjectile\n\t-NOGRAVITY\n\t+ALLOWBOUNCEONACTORS\n\t+BOUNCEONACTORS\n\t+USEBOUNCESTATE\n\tScale 0.25\n\tSpeed 30\n\tGravity 0.8\n\tRadius 8\n\tHeight 8\n\tDamage 1\n\tBounceType \"Doom\"\n\tBounceFactor 0.6\n\tWallBounceFactor 0.4\n\tBounceCount 2\n\tBounceSound \"spraycan/bounce\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCAN1 ABCDEF 3\n\t\t\tLoop\n\t\tBounce.Floor:\n\t\t\tSPRC A 0\n\t\t\tSPRC A 0 A_SpawnItemEx(\"bouncepuff\")\n\t\t\tGoto Spawn\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\t\tTNT1 A 1\n\t\tDeath:\n\t\t\tCAN1 G 500\n\t\t\tStop\n\t}\n}\n\nactor GhostCan2 : GhostCan1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCAN2 ABCDEF 3\n\t\t\tLoop\n\t\tBounce.Floor:\n\t\t\tSPRC A 0\n\t\t\tSPRC A 0 A_SpawnItemEx(\"bouncepuff\")\n\t\t\tGoto Spawn\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\t\tTNT1 A 1\n\t\tDeath:\n\t\t\tCAN2 G 500\n\t\t\tStop\n\t}\n}\n\nactor GhostCan3 : GhostCan1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCAN3 ABCDEF 3\n\t\t\tLoop\n\t\tBounce.Floor:\n\t\t\tSPRC A 0\n\t\t\tSPRC A 0 A_SpawnItemEx(\"bouncepuff\")\n\t\t\tGoto Spawn\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n\t\t\tTNT1 A 1\n\t\tDeath:\n\t\t\tCAN3 G 500\n\t\t\tStop\n\t}\n}\n\nActor FartFatsoExplosion\n{\n\t+BRIGHT\n\tobituary \"%o died to a Mancubus' final explosive fart.\"\n\tTranslation \"208:223=60:68\",\"176:191=69:79\"\n\tStates\n\t{\n\tSpawn:\n\tMISL B 0 A_Explode(40, 128)\n\tMISL B 0 A_PlaySound(\"weapons/rocklx\")\n\tMISL BCDEFGHIJKLMN 2\n\tTNT1 AAAAA 1 A_SpawnItemEx(\"FartCloud\", frandom(-25,25), frandom(-25,25), frandom(0, 5))\n\tstop\n\t}\n}\n\nActor FartFatso : Fatso replaces Fatso\n{\n\tObituary \"A fatass shat on %o's fun.\"\n\tPainChance \"Fire\", 8\n  States\n  {\n  Death:\n\tFATT K 0 A_Jump(200, 2)\n\tFATT K 0 A_SpawnItem(\"FartFatsoExplosion\", 0, 0)\n    FATT K 6\n    FATT L 6 A_Scream\n    FATT M 6 A_NoBlocking\n    FATT NOPQRS 6\n    FATT T -1 A_BossDeath\n\tStop\n\t\tDeath.Fire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningFatso\")\n\t\tstop\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 55)\n\t\t\tHSZ4 IIIIIIIIIIIIIIIIIIII 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 55, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ4 IIIIIIIIIIIIIIIIIIII 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 55, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ4 I 10\n\t\t\tHSZ4 IIIII 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 55, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ4 I 10\n\t\t\tHSZ4 J 0 A_Scream\n\t\t\tHSZ4 KLMNO 5\n\t\t\tHSZ4 O -1\n\t\t\tstop\n}\n}\n\nactor FartiemanDrop : RandomSpawner\n{\n\tDropItem \"FartClip\", 255, 15\n\tDropItem \"FartPistolPickup\", 255, 8\n}\n\nactor PistolMan : Zombieman\n{\n\tSpeed 10\n\tHealth 15\n\tObituary \"lmfao %o died to an idiot with a pistol xd\"\n\tActiveSound \"zombie/idle\"\n\tDropItem \"FartPistolPickup\"\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPISZ AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tPISZ AABBCCDD 4 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tPISZ E 0 A_PlaySound(\"zombie/attack\", CHAN_VOICE)\n\t\t\tPISZ E 10 A_FaceTarget\n\t\tMissileLoop:\n\t\t\tPISZ F 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tPISZ F 2 bright A_CustomMissile(\"EnemyBullet\")\n\t\t\tPISZ E 12 A_FaceTarget\n\t\t\tPISZ E 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tPISZ F 0 A_JumpIf(user_counter >= 3, \"MissileEnd\")\n\t\t\tloop\n\t\tMissileEnd:\n\t\t\tPISZ E 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tPISZ E 10\n\t\t\tGoto See\n\t\tPain:\n\t\t\tPISZ G 3\n\t\t\tPISZ G 3 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tPOSS H 0 A_Jump(64, \"Death1\")\n\t\t\tgoto NormalDeath\n\t\tDeath1:\n\t\t\tPOSS H 0 A_Scream\n\t\t\tPOSS H 0 A_NoBlocking\n\t\t\tPOSS H 0 A_PlaySound(\"misc/ragdoll\", CHAN_BODY)\n\t\t\tPOSS HIKLHHHIHHHLKLIHHKLHHIHKHLHHKJJIHIIIKHHLKHIHHKLHHKLHKHHIHJHJHLHKHL 1\n\t\t\tPISZ ABCDEFABCDEFABCDEF 1\n\t\t\tPOSS L -1\n\t\t\tstop\n\t\tNormalDeath:\n\t\t\tPISZ H 5\n\t\t\tPOSS I 5 A_Scream\n\t\t\tPOSS J 5 A_NoBlocking\n\t\t\tPOSS K 5\n\t\t\tPOSS L -1\n\t\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tPISZ I 5\n\t\t\tPOSS N 5 A_XScream\n\t\t\tPOSS O 5 A_NoBlocking\n\t\t\tPOSS PQRST 5\n\t\t\tPOSS U -1\n\t\t\tstop\n\t\tDeath.Fire:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BurningZombieman\")\n\t\t\tstop\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ2 TTTTTTTTTTTTTTTTTTTT 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 TTTTTTTTTTTTTTTTTTTT 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 T 10\n\t\t\tHSZ2 TTTTT 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 T 10\n\t\t\tHSZ2 T 0 A_Scream\n\t\t\tHSZ2 UXY 5\n\t\t\tPOSS L -1\n\t\t\tstop\n\t}\n}\n\nactor FartieMan : Zombieman\n{\n\tHealth 25\n\tObituary \"How embarassing, %o died to a fartieman. What a fuken nub lol\"\n\tActiveSound \"zombie/idle\"\n\tvar int user_counter;\n\tDropItem \"FartiemanDrop\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPOSS AB 10 A_Look\n\t\t\tloop\n\t\tMissile:\n\t\t\tPISZ E 0 A_PlaySound(\"zombie/attack\", CHAN_VOICE)\n\t\t\tPOSS E 10 A_FaceTarget\n\t\tMissileLoop:\n\t\t\tPOSS F 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tPOSS F 2 bright A_CustomMissile(\"EnemyBullet\")\n\t\t\tPOSS E 1 A_FaceTarget\n\t\t\tPOSS E 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tPOSS F 0 A_JumpIf(user_counter >= 3, \"MissileEnd\")\n\t\t\tloop\n\t\tMissileEnd:\n\t\t\tPOSS E 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tPOSS E 8\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tPOSS H 0 A_Jump(64, \"Death1\")\n\t\t\tgoto Super::Death\n\t\tDeath1:\n\t\t\tPOSS H 0 A_Scream\n\t\t\tPOSS H 0 A_NoBlocking\n\t\t\tPOSS H 0 A_PlaySound(\"misc/ragdoll\", CHAN_BODY)\n\t\t\tPOSS HIKLHHHIHHHLKLIHHKLHHIHKHLHHKJJIHIIIKHHLKHIHHKLHHKLHKHHIHJHJHLHKHL 1\n\t\t\tPOSS L -1\n\t\t\tstop\n\t\tDeath.Fire:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningZombieman\")\n\t\tstop\n\t\tXDeath:\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tGoto Super::XDeath\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ2 VVVVVVVVVVVVVVVVVVVV 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 VVVVVVVVVVVVVVVVVVVV 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 V 10\n\t\t\tHSZ2 VVVVV 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 V 10\n\t\t\tHSZ2 T 0 A_Scream\n\t\t\tHSZ2 WXY 5\n\t\t\tPOSS L -1\n\t\t\tstop\n\t}\n}\n\nactor FartRifleMan : Fartieman\n{\n\t//DropItem \"FartRifleManDrop\"\n\tDropItem \"FartRiflePickup\"\n\tObituary \"%o got fucked up by a fart rifle man.\"\n\tActiveSound \"zombie/idle\"\n\tSpeed 10\n\tHealth 60\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZMAY AB 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tZMAY A 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tZMAY AABBCCDD 4 A_Chase\n\t\t\tLoop\n\t\tMissile:\n\t\t\tPISZ E 0 A_PlaySound(\"zombie/attack\", CHAN_VOICE)\n\t\t\tZMAY E 10 A_FaceTarget\n\t\tMissileLoop:\n\t\t\tZMAY E 0 A_JumpIf(user_counter >= 10, \"MissileEnd\")\n\t\t\tZMAY F 1 A_CustomMissile(\"pinkPlasma\", 32, 0)\n\t\t\tZMAY F 0 A_PlaySound(\"weapons/plasmaf\")\n\t\t\tZMAY E 2 A_FaceTarget\n\t\t\tZMAY E 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tGoto MissileLoop\n\t\tMissileEnd:\n\t\t\tZMAY E 8\n\t\t\tGoto See\n\t\tPain:\n\t\t\tZMAY G 3\n\t\t\tZMAY G 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tZMAY H 0 A_Jump(64, \"Death1\")\n\t\t\tZMAY H 5\n\t\t\tZMAY I 5 A_Scream\n\t\t\tZMAY J 5 A_NoBlocking\n\t\t\tZMAY K 5\n\t\t\tZMAY L -1\n\t\t\tStop\n\t\tDeath1:\n\t\t\tZMAY H 0 A_Scream\n\t\t\tZMAY H 0 A_PlaySound(\"misc/ragdoll\", CHAN_BODY)\n\t\t\tZMAY H 0 A_NoBlocking\n\t\t\tZMAY HIHJHKHHJKHJKHIJHHKLHKHJKHLHJIHHJJHKHKHLHIJKHLJHIHKLKLLLHKHJKHLHKHI 1\n\t\t\tZMAY L -1\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tZMAY O 5\n\t\t\tZMAY P 5 A_XScream\n\t\t\tZMAY Q 5 A_NoBlocking\n\t\t\tZMAY RSTU 5\n\t\t\tZMAY V -1\n\t\t\tStop\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ3 IIIIIIIIIIIIIIIIIIII 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ3 IIIIIIIIIIIIIIIIIIII 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ3 I 10\n\t\t\tHSZ3 IIIII 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ3 I 10\n\t\t\tHSZ3 T 0 A_Scream\n\t\t\tHSZ3 JKLMN 5\n\t\t\tHSZ3 N -1\n\t\t\tstop\n\t}\n}\n\nActor UziGuy : Fartieman\n{\n\tDropItem \"UziPickup\"\n\tAttackSound \"uzi/fire\"\n\tActiveSound \"zombie/idle\"\n\tHealth 50\n\tSpeed 14\n\tObituary \"%o was clapped by a dude with a Poo-zi.\"\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPDWP AB 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tPDWP A 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tPDWP AABBCCDD 3 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tPISZ E 0 A_PlaySound(\"zombie/attack\", CHAN_VOICE)\n\t\t\tPDWP E 10 A_FaceTarget\n\t\tMissileLoop:\n\t\t\tPDWP A 0 A_JumpIf(user_counter > 5, \"MissileEnd\")\n\t\t\tPDWP F 1 bright A_CustomMissile(\"EnemyBullet\", 32, 0, frandom(-3, 3))\n\t\t\tPDWP F 0 A_PlaySound(\"uzi/fire\")\n\t\t\tPDWP F 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tPDWP E 2 A_FaceTarget\n\t\t\tLoop\n\t\tMissileEnd:\n\t\t\tPDWP E 10\n\t\t\tGoto See\n\t\tPain:\n\t\t\tPDWP G 3\n\t\t\tPDWP G 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tPDWP H 0 A_Jump(64, \"Death1\")\n\t\t\tPDWP H 5\n\t\t\tPDWP I 5 A_Scream\n\t\t\tPDWP J 5 A_NoBlocking\n\t\t\tPDWP KLM 5\n\t\t\tPDWP N -1\n\t\t\tStop\n\t\tDeath1:\n\t\t\tPDWP I 0 A_Scream\n\t\t\tPDWP I 0 A_PlaySound(\"misc/ragdoll\", CHAN_BODY)\n\t\t\tPDWP I 0 A_NoBlocking\n\t\t\tPDWP HJIHJHKLHHIHHKHHIHHMNHIHHKHLHKHNNNHKNLIHNKNKNLHNNNINNINHN 1\n\t\t\tPDWP N -1\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tPDWP O 5\n\t\t\tPDWP P 5 A_XScream\n\t\t\tPDWP Q 5 A_NoBlocking\n\t\t\tPDWP RSTUV 5\n\t\t\tPDWP W -1\n\t\t\tStop\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ2 NNNNNNNNNNNNNNNNNNNN 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 NNNNNNNNNNNNNNNNNNNN 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 N 10\n\t\t\tHSZ2 NNNNN 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 N 10\n\t\t\tHSZ2 T 0 A_Scream\n\t\t\tHSZ2 OPQRS 5\n\t\t\tHSZ2 S -1\n\t\t\tstop\n\t}\n}\n\nactor SegwayZombieFauxMelee : CustomInventory\n{\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ChangeVelocity(0,0,10, CVF_RELATIVE)\n\t\t\tTNT1 A 0 A_Explode(8, 8)\n\t\t\tTNT1 A 0 A_PlaySound(\"segwayzombie/hit\", CHAN_BODY)\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor Segway : SwitchingDecoration\n{\n\t+PUSHABLE\n\t+SHOOTABLE\n\t+NODAMAGE\n\t+NOTAUTOAIMED\n\tMass 1\n\tRadius 10\n\tHeight 30\n\t-NOTELEPORT\n\t-NOGRAVITY\n\t+NOBLOOD\n\t-COUNTKILL\n\t+USESPECIAL\n\tGravity 1.0\n\tActivation THINGSPEC_Activate | THINGSPEC_ThingTargets\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSEGW A 1 ACS_NamedExecuteAlways(\"SetActorAngleToVelocity\", 0)\n\t\t\tloop\n\t\tActive:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"SegwayUsed\", 0)\n\t\t\tTNT1 A 6\n\t\t\tstop\n\t}\n}\n\nactor SegwayZombie\n{\n\tRadius 20\n\tHeight 56\n\tMass 750\n\tHealth 70\n\tSpeed 1\n\tObituary \"%o should look both ways.\"\n\tSeeSound \"grunt/sight\"\n\tPainSound \"grunt/pain\"\n\tDeathSound \"grunt/death\"\n\tActiveSound \"zombie/attack\"\n\tDropItem \"\"\n\tPainChance 0\n\tMONSTER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tZSEG A 1 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tZSEG A 0 A_PlaySoundEx(\"segwayzombie/loop\", \"Weapon\", 1)\n\t\t\tZSEG A 0 A_Jump(8, \"Wandering\")\n\t\t\tZSEG A 1 A_Chase\n\t\t\tZSEG A 0 A_Recoil(-3)\n\t\t\tZSEG A 0 A_RadiusGive(\"SegwayZombieFauxMelee\", 64, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tloop\n\t\tWandering:\n\t\t\tZSEG A 0 A_PlaySoundEx(\"segwayzombie/loop\", \"Weapon\", 1)\n\t\t\tZSEG A 0 A_Jump(8, \"See\")\n\t\t\tZSEG A 1 A_Wander\n\t\t\tZSEG A 0 A_Recoil(-3)\n\t\t\tZSEG A 0 A_RadiusGive(\"SegwayZombieFauxMelee\", 64, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tloop\n\t\tPain:\n\t\t\tZSEG A 1 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tZSEG A 0 A_SpawnItemEx(\"Segway\", 0, 0, 0, frandom(2, 15))\n\t\t\tZSEG AA 0 A_StopSoundEx(\"Weapon\")\n\t\t\tZSEG A 0 A_PlaySound(\"segwayzombie/crash\", CHAN_BODY)\n\t\t\tZSEG A 0 A_Scream\n\t\t\tZSEG A 0 A_NoBlocking\n\t\t\tZSEG BCD 5\n\t\t\tZSEG E -1\n\t\t\tstop\n\t\tDeath.Fire:\n\t\t\tZSEG A 0 A_SpawnItemEx(\"Segway\", 0, 0, 0, frandom(2, 15))\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BurningZombieman\")\n\t\t\tstop\n\t\tRaise:\n\t\t\tZSEG EDCB 5\n\t\t\tgoto See\n\t\tXDeath:\n\t\tZSEG A 0 A_SpawnItemEx(\"Segway\", 0, 0, 0, frandom(2, 15))\n\t\tTNT1 AA 0 A_StopSoundEx(\"Weapon\")\n\t\tZSEG A 0 A_PlaySound(\"segwayzombie/crash\", CHAN_BODY)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tPOSS M 5\n\t\tPOSS N 5 A_XScream\n\t\tPOSS O 5 A_NoBlocking\n\t\tPOSS PQRST 5\n\t\tPOSS U -1\n\t\tstop\n\t}\n}\n\nActor FartieManSpawner : RandomSpawner replaces ZombieMan\n{\n\tDropItem \"PistolMan\", 255, 12\n\tDropItem \"FartieMan\", 255, 10\n\tDropItem \"UziGuy\", 255, 4\n\tDropItem \"FartRifleMan\", 255, 2\n\tDropItem \"SegwayZombie\", 255, 4\n}\n\nActor Chainfartguy : ChaingunGuy\n{\n\tAttackSound \"weapons/chngun\"\n\tActiveSound \"zombie/idle\"\n\tObituary \"%o was turned into minced meat by a chainfarter.\"\n\tStates\n\t{\n\t\tMissile:\n\t\t\tPISZ E 0 A_PlaySound(\"zombie/attack\", CHAN_VOICE)\n\t\t\tCPOS E 10 A_FaceTarget\n\t\t\tCPOS F 4 Bright A_CustomMissile(\"EnemyBullet\", 32, 0, frandom(-3, 3))\n\t\t\tCPOS F 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tCPOS E 4 Bright A_CustomMissile(\"EnemyBullet\", 32, 0, frandom(-3, 3))\n\t\t\tCPOS E 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tCPOS F 1 A_CPosRefire\n\t\t\tGoto Missile+2\n\t\tDeath.Fire:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningZombieman\")\n\t\tstop\n\t\tDeath:\n\t\tCPOS H 0 A_Jump(64, \"Death1\")\n\t\tgoto Super::Death\n\t\tDeath1:\n\t\tCPOS H 0 A_Scream\n\t\tCPOS H 0 A_NoBlocking\n\t\tCPOS H 0 A_PlaySound(\"misc/ragdoll\", CHAN_BODY)\n\t\tCPOS HIJKLMHNHLKINNKHNJNLHKNJNKHLKJNHIJNIIHIHIHIHIHJHHKHKKIHIJHHKHLKNJHIHJHIHJHIHJIHN 1\n\t\tCPOS N -1\n\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tGoto Super::XDeath\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ1 IIIIIIIIIIIIIIIIIIII 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ1 IIIIIIIIIIIIIIIIIIII 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ1 I 10\n\t\t\tHSZ1 IIIII 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ1 I 10\n\t\t\tHSZ1 T 0 A_Scream\n\t\t\tHSZ1 JKLMNO 5\n\t\t\tHSZ1 O -1\n\t\t\tstop\n\t}\n}\n\nActor MiniFartGuy : ChainfartGuy\n{\n\tDropItem \"MiniFartPickup\"\n\tAttackSound \"\"\n\tActiveSound \"zombie/idle\"\n\tObituary \"%o was shredded to shit by a minifarter.\"\n\tSpeed 6\n\tHealth 80\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMINZ AB 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\tMINZ AABBCCDD 3 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\tPISZ E 0 A_PlaySound(\"zombie/attack\", CHAN_VOICE)\n\t\tMINZ E 0 A_PlaySound(\"mini/up\", CHAN_WEAPON, 1, 0)\n\t\tMINZ E 53 A_FaceTarget\n\t\tMINZ E 0 A_PlaySound(\"mini/fire\", CHAN_WEAPON, 1, 1)\n\t\tMINZ E 1 bright A_FaceTarget\n\t\tMINZ E 1 bright A_CustomMissile(\"EnemyBullet\", 32, 0, frandom(-5, 5))\n\t\tMINZ F 1 bright A_FaceTarget\n\t\tMINZ F 1 bright A_CustomMissile(\"EnemyBullet\", 32, 0, frandom(-5, 5))\n\t\tMINZ F 0 bright A_Recoil(5)\n\t\tMINZ F 0 A_MonsterRefire(40, \"StopFire\")\n\t\tgoto Missile+5\n\t\tStopFire:\n\t\tMINZ E 10 A_StopSound(CHAN_WEAPON)\n\t\tgoto See\n\t\tPain:\n\t\tMINZ A 0 A_StopSound(CHAN_WEAPON)\n\t\tMINZ G 3\n\t\tMINZ G 3 A_Pain\n\t\tGoto See\n\t\tDeath:\n\t\tMINZ A 0 A_StopSound(CHAN_WEAPON)\n\t\tMINZ A 0 A_Jump(64, \"Death1\")\n\t\tMINZ H 5\n\t\tMINZ I 5 A_Scream\n\t\tMINZ J 5 A_NoBlocking\n\t\tMINZ KLM 5\n\t\tMINZ N -1\n\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tMINZ A 0 A_StopSound(CHAN_WEAPON)\n\t\t\tMINZ O 5\n\t\t\tMINZ P 5 A_XScream\n\t\t\tMINZ Q 5 A_NoBlocking\n\t\t\tMINZ RSTUV 5\n\t\t\tMINZ W -1\n\t\t\tStop\n\t\tDeath1:\n\t\tMINZ A 0 A_Scream\n\t\tMINZ A 0 A_PlaySound(\"misc/ragdoll\", CHAN_BODY)\n\t\tMINZ A 0 A_NoBlocking\n\t\tMINZ LKIJIHNIJNMLMLMLKHIHIIIHJNHNNNHKNNHHHKHLN 1\n\t\tMINZ N -1\n\t\tstop\n\t\tRaise:\n\t\t\tMINZ MLKJIH 5\n\t\t\tGoto See\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ2 HHHHHHHHHHHHHHHHHHHH 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 HHHHHHHHHHHHHHHHHHHH 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 H 10\n\t\t\tHSZ2 HHHHH 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 H 10\n\t\t\tHSZ2 T 0 A_Scream\n\t\t\tHSZ2 IJKLM 5\n\t\t\tHSZ2 M -1\n\t\t\tstop\n\t}\n}\n\nactor DevastatorZombie : ChainfartGuy\n{\n\tAttackSound \"weapons/rocklf\"\n\tActiveSound \"zombie/idle\"\n\tObituary \"A devastator zombie thought it'd be funny to make %o walk awkward for the next few months.\"\n\tSpeed 5\n\tHealth 100\n\tDropItem \"DevastatorPickup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDEVZ AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tDEVZ AABBCCDD 3 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tPISZ E 0 A_PlaySound(\"zombie/attack\", CHAN_VOICE)\n\t\t\tDEVZ E 16 A_FaceTarget\n\t\t\tDEVZ F 4 bright A_CustomMissile(\"rocket\")\n\t\t\tDEVZ E 16\n\t\t\tgoto See\n\t\tPain:\n\t\t\tDEVZ G 3\n\t\t\tDEVZ G 3 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tDEVZ H 0 A_Jump(64, \"Death1\")\n\t\t\tDEVZ H 5\n\t\t\tDEVZ I 5 A_Scream\n\t\t\tDEVZ J 5 A_NoBlocking\n\t\t\tDEVZ KLM 5\n\t\t\tDEVZ N -1\n\t\t\tstop\n\t\tDeath1:\n\t\t\tMINZ A 0 A_Scream\n\t\t\tMINZ A 0 A_PlaySound(\"misc/ragdoll\", CHAN_BODY)\n\t\t\tMINZ A 0 A_NoBlocking\n\t\t\tDEVZ HIHIJHGGHHKHLHHHIHJHKLMHNHIHKHNHM 1\n\t\t\tDEVZ N -1\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tDEVZ O 5\n\t\t\tDEVZ P 5 A_XScream\n\t\t\tDEVZ Q 5 A_NoBlocking\n\t\t\tDEVZ RS 5\n\t\t\tDEVZ T -1\n\t\t\tstop\n\t\tRaise:\n\t\t\tDEVZ MLKJIH 5\n\t\t\tgoto See\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ1 PPPPPPPPPPPPPPPPPPPP 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ1 PPPPPPPPPPPPPPPPPPPP 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ1 P 10\n\t\t\tHSZ1 PPPPP 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ1 P 10\n\t\t\tHSZ1 T 0 A_Scream\n\t\t\tHSZ1 QRSTUV 5\n\t\t\tHSZ1 V -1\n\t\t\tstop\n\t}\n}\n\nactor BFG9000Zombie : DevastatorZombie\n{\n\tAttackSound \"\"\n\tActiveSound \"zombie/idle\"\n\tObituary \"%o got farted on\"\n\tSpeed 5\n\tHealth 110\n\tPainChance 128\n\tDropItem \"BFGfartPickup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFGZ AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tBFGZ AAABBBCCCDDD 3 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tBFGZ E 0 A_PlaySound(\"zombie/attack\", CHAN_VOICE)\n\t\t\tBFGZ E 35 A_FaceTarget\n\t\t\tBFGZ E 0 A_PlaySound(\"weapon/bfg0\", CHAN_WEAPON)\n\t\t\tBFGZ E 35 A_FaceTarget\n\t\t\tBFGZ E 0 A_PlaySound(\"weapon/bfg2\", CHAN_WEAPON)\n\t\t\tBFGZ E 35 A_FaceTarget\n\t\t\tBFGZ E 0 A_PlaySound(\"weapon/bfg4\", CHAN_WEAPON)\n\t\t\tBFGZ E 35 A_FaceTarget\n\t\t\tBFGZ E 0 A_PlaySound(\"weapon/bfgfire\", CHAN_WEAPON)\n\t\t\tBFGZ F 4 bright A_CustomMissile(\"ZombieBFGBall\")\n\t\t\tBFGZ E 35 A_FaceTarget\n\t\t\tgoto See\n\t\tPain:\n\t\t\tBFGZ G 3\n\t\t\tBFGZ G 3 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tBFGZ H 0 A_Jump(64, \"Death1\")\n\t\t\tBFGZ H 5\n\t\t\tBFGZ I 5 A_Scream\n\t\t\tBFGZ J 5 A_NoBlocking\n\t\t\tBFGZ KLM 5\n\t\t\tBFGZ N -1\n\t\t\tstop\n\t\tDeath1:\n\t\t\tBFGZ H 0 A_Scream\n\t\t\tBFGZ H 0 A_NoBlocking\n\t\t\tBFGZ H 0 A_PlaySound(\"misc/ragdoll\", CHAN_BODY)\n\t\t\tBFGZ HIJKLMHNIHNJHKNOJIJNKHLHINHHKJHKLHNHNNHMKKMMKM 1\n\t\t\tBFGZ N -1\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tBFGZ O 5\n\t\t\tBFGZ P 5 A_XScream\n\t\t\tBFGZ Q 5 A_NoBlocking\n\t\t\tBFGZ RS 5\n\t\t\tBFGZ T -1\n\t\t\tstop\n\t\tRaise:\n\t\t\tBFGZ MLKJIH 5\n\t\t\tgoto See\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ1 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ1 A 10\n\t\t\tHSZ1 AAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ1 A 10\n\t\t\tHSZ1 T 0 A_Scream\n\t\t\tHSZ1 BCDEFGH 5\n\t\t\tHSZ1 H -1\n\t\t\tstop\n\t}\n}\n\nactor MechaHitler\n{\n\tHealth 1500\n\tRadius 20\n\tHeight 56\n\tMass 7500\n\tSpeed 10\n\tPainchance 0\n\tPainchance \"Fire\", 0\n\tPainchance \"Fart\", 0\n\tDamageFactor \"Fart\", 0\n\tDamageFactor \"Fire\", 0\n\tmonster\n\t+FLOORCLIP\n\t+NOBLOOD\n\tSeeSound \"hitler/sight\"\n\tDeathSound \"mechahitler/destroy\"\n\tActiveSound \"hitler/idle\"\n\tAttackSound \"weapons/shotgf\"\n\tObituary \"Mecha-Hitler hat seine vier Kettengewehre so hoch in das Arschloch von %o reingeschoben, dass deren innereien in ein Erdbeerbrei umgewandelt wurden.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMHTL AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tMHTL AAABBB 4 A_Chase\n\t\t\tMHTL A 0 A_PlaySoundEx(\"mechahitler/step\", CHAN_BODY)\n\t\t\tMHTL CCCDDD 4 A_Chase\n\t\t\tMHTL A 0 A_PlaySoundEx(\"mechahitler/step\", CHAN_BODY)\n\t\t\tloop\n\t\tMissile:\n\t\t\tMHTL E 0 A_PlaySound(\"hitler/attack\", CHAN_VOICE)\n\t\t\tMHTL EEEE 8 A_FaceTarget\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 27, 16, frandom(-7.5, 7.5))\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 27, -16, frandom(-7.5, 7.5))\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 40, 16, frandom(-7.5, 7.5))\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 40, -16, frandom(-7.5, 7.5))\n\t\t\tMHTL F 3 bright\n\t\t\tHITL F 0 A_PlaySound(\"weapons/shotgf\", CHAN_WEAPON)\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 27, 16, frandom(-7.5, 7.5))\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 27, -16, frandom(-7.5, 7.5))\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 40, 16, frandom(-7.5, 7.5))\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 40, -16, frandom(-7.5, 7.5))\n\t\t\tMHTL G 3 bright\n\t\t\tHITL F 0 A_PlaySound(\"weapons/shotgf\", CHAN_WEAPON)\n\t\t\tHITL E 0 A_CPosRefire\n\t\t\tgoto Missile+7\n\t\tPain:\n\t\t\tMHTL A 0 A_PlaySound(\"mechahitler/headshot\", CHAN_BODY)\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tMHTL A 0 A_NoBlocking\n\t\t\tMHTL F 6\n\t\t\tMHTL A 0 A_PlaySound(\"hitler/scheiss\", CHAN_VOICE)\n\t\t\tMHTL F 15\n\t\t\tMHTL A 6\n\t\t\tMHTL A 0 A_Scream\n\t\t\tMHTL HIJ 6\n\t\t\tMHTL K 0 A_SpawnItemEx(\"Hitler\")\n\t\t\tMHTL K -1\n\t\t\tstop\n\t}\n}\n\nactor Hitler : Chaingunguy\n{\n\tHealth 750\n\tRadius 20\n\tHeight 56\n\tMass 500\n\tSpeed 16\n\tPainchance 65\n\tMonster\n\t+FLOORCLIP\n\tSeeSound \"hitler/sight\"\n\tPainSound \"hitler/pain\"\n\tDeathSound \"hitler/death\"\n\tActiveSound \"hitler/idle\"\n\tAttackSound \"weapons/shotgf\"\n\tObituary \"%o wurde komplett vorgeführt von Hitler und deren Arsch wird nun auf einem Silber Tablett serviert.\"\n\tDropItem \"ChainfartPickup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHITL AB 10 A_Look\n\t\t\tloop\n\t\tSee:\n\t\t\tHITL AAABBBCCCDDD 3 A_Chase\n\t\t\tloop\n\t\tMissile:\n\t\t\tHITL E 0 A_PlaySound(\"hitler/attack\", CHAN_VOICE)\n\t\t\tHITL E 10 A_FaceTarget\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 32, 16, frandom(-7.5, 7.5))\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 32, -16, frandom(-7.5, 7.5))\n\t\t\tHITL F 3 bright\n\t\t\tHITL F 0 A_PlaySound(\"weapons/shotgf\", CHAN_WEAPON)\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 32, 16, frandom(-7.5, 7.5))\n\t\t\tHITL F 0 bright A_CustomMissile(\"EnemyBullet\", 32, -16, frandom(-7.5, 7.5))\n\t\t\tHITL G 3 bright\n\t\t\tHITL F 0 A_PlaySound(\"weapons/shotgf\", CHAN_WEAPON)\n\t\t\tHITL E 0 A_CPosRefire\n\t\t\tgoto Missile+3\n\t\tPain:\n\t\t\tHITL H 3\n\t\t\tHITL H 3 A_Pain\n\t\t\tgoto See\n\t\tDeath:\n\t\t\tHITL H 0 A_Scream\n\t\t\tHITL H 35\n\t\t\tHITL H 0 A_NoBlocking\n\t\t\tHITL I 0 A_PlaySound(\"hitler/splort\", CHAN_BODY)\n\t\t\tHITL IJKLMNOP 4\n\t\t\tHITL P -1\n\t\t\tstop\n\t\tRaise:\n\t\t\tHITL PONMLKJI 4\n\t\t\tgoto See\n\t\tDeath.Fire:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningHitler\")\n\t\tstop\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHITL QQQQQQQQQQQQQQQQQQQQ 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHITL QQQQQQQQQQQQQQQQQQQQ 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHITL Q 10\n\t\t\tHITL QQQQQ 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHITL Q 10\n\t\t\tHSZ1 T 0 A_Scream\n\t\t\tHITL RSTUV 5\n\t\t\tHITL V -1\n\t\t\tstop\n\t}\n}\n\nActor CZombieSpawner : RandomSpawner replaces ChaingunGuy\n{\n\tDropItem \"Chainfartguy\", 255, 15\n\tDropItem \"MiniFartGuy\", 255, 4\n\tDropItem \"DevastatorZombie\", 255, 3\n\tDropItem \"BFG9000Zombie\", 255, 2\n\tDropItem \"MechaHitler\", 255, 1\n}\n\nActor FartgunGuy : Shotgunguy\n{\n\tObituary \"%o got shat on by a shartgun guy.\"\n\tActiveSound \"zombie/idle\"\n\tvar int user_counter;\n\tstates\n\t{\n\t\tMissile:\n\t\tPISZ E 0 A_PlaySound(\"zombie/attack\", CHAN_VOICE)\n\t\tSPOS E 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSPOS E 0 A_Jump(100, \"Missile1\")\n\t\tSPOS E 10 A_FaceTarget\n\t\tSPOS F 0 A_PlaySound(\"weapons/shotgf\")\n\t\tSPOS FFF 0 A_CustomMissile(\"EnemyBullet\", 32, 0, frandom(-10, 10))\n\t\tSPOS F 10 Bright\n\t\tSPOS E 10\n\t\tGoto See\n\t\tMissile1:\n\t\tSPOS E 0 A_PlaySound(\"shotgun/reloadfinish\")\n\t\tSPOS E 16 A_FaceTarget\n\t\tMissile1Loop:\n\t\tSPOS E 0 A_JumpIf(user_counter == 6, \"Missile1End\")\n\t\tSPOS E 2 A_FaceTarget\n\t\tSPOS E 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tSPOS F 0 A_Recoil(10)\n\t\tSPOS FFF 0 A_CustomMissile(\"EnemyBullet\", 32, 0, frandom(-10, 10))\n\t\tSPOS F 0 A_PlaySound(\"weapons/shotgf\")\n\t\tSPOS F 2 Bright\n\t\tSPOS E 2\n\t\tGoto Missile1Loop\n\t\tMissile1End:\n\t\tSPOS E 10 A_SetUserVar(\"user_counter\", 0)\n\t\tgoto See\n\t\tDeath:\n\t\tSPOS H 0 A_Jump(64, \"Death1\")\n\t\tGoto Super::Death\n\t\tDeath.Fire:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningZombieman\")\n\t\tstop\n\t\tDeath1:\n\t\tSPOS H 0 A_Scream\n\t\tSPOS H 0 A_PlaySound(\"misc/ragdoll\", CHAN_BODY)\n\t\tSPOS H 0 A_NoBlocking\n\t\tSPOS HIJKLKJIHIJHKL 1\n\t\tSPOS ABCDABCDABCDABCD 1\n\t\tSPOS HLHLHLHL 1\n\t\tSPOS L -1\n\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tGoto Super::XDeath\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ3 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ3 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ3 A 10\n\t\t\tHSZ3 AAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ3 A 10\n\t\t\tHSZ1 T 0 A_Scream\n\t\t\tHSZ3 BCD 5\n\t\t\tSPOS L -1\n\t\t\tstop\n\t}\n}\n\nactor SuperFartgunGuy : SuperShotgunGuy replaces SuperShotgunGuy\n{\n\tObituary \"%o got fuken rekt by a super shartgun guy. gg ez no re\"\n\tvar int user_counter;\n\tActiveSound \"zombie/idle\"\n\tAttackSound \"weapons/sshotf\"\n\tStates\n\t{\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tGoto Super::XDeath\n\t\tDeath.Fire:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BurningZombieman\")\n\t\t\tstop\n\t\tMissile:\n\t\t\tPISZ E 0 A_PlaySound(\"zombie/attack\", CHAN_VOICE)\n\t\t\tGPOS E 10 A_FaceTarget\n\t\t\tGPOS F 0 A_PlaySound(\"weapons/sshotf\", CHAN_VOICE)\n\t\t\tGPOS FFFFFFFFFF 0 A_CustomMissile(\"EnemyBullet\", 32, 0, frandom(-10, 10), 0, frandom(-5, 5))\n\t\t\tGPOS F 0 A_Recoil(5)\n\t\t\tGPOS F 8 Bright\n\t\t\tGPOS E 7\n\t\t\tGPOS A 7\n\t\t\tGPOS A 0 A_PlaySound(\"weapons/sshoto\")\n\t\t\tGPOS AA 0 A_SpawnItemEx(\"ShellCasing\", 18, 0, 32, frandom(0,3), frandom(-12,-4), frandom(4,12), 0, 0, 128)\n\t\t\tGPOS E 8\n\t\t\tGPOS A 8 A_PlaySound(\"weapons/sshotc\")\n\t\t\tGoto See\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ2 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 A 10\n\t\t\tHSZ2 AAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ2 A 10\n\t\t\tHSZ1 T 0 A_Scream\n\t\t\tHSZ2 BCDEFG 5\n\t\t\tGPOS N -1\n\t\t\tstop\n\t\t/*MissileLoop:\n\t\t\tGPOS FFFFF 0 A_CustomMissile(\"EnemyBullet\", 32, 0, frandom(-10, 10), 0, frandom(-5, 5))\n\t\t\tGPOS F 0 A_Recoil(5)\n\t\t\tGPOS F 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tGPOS A 0 A_Jump(64, \"MissileEnd\")\n\t\t\tGPOS A 0 A_JumpIf(user_counter > 10, \"MissileEnd\")\n\t\t\tGoto MissileLoop\n\t\tMissileEnd:\n\t\t\tGPOS F 8 Bright\n\t\t\tGPOS E 7\n\t\t\tGPOS A 7\n\t\t\tGPOS A 0 A_PlaySound(\"weapons/sshoto\")\n\t\tMissileEndLoop:\n\t\t\tGPOS A 0 A_JumpIf(user_counter <= 0, \"MissileEndEnd\")\n\t\t\tGPOS A 0 A_SpawnItemEx(\"ShellCasing\", 18, 0, 32, frandom(0,3), frandom(-12,-4), frandom(4,12), 0, 0, 128)\n\t\t\tGPOS A 0 A_SetUserVar(\"user_counter\", user_counter - 1)\n\t\t\tGoto MissileEndLoop\n\t\tMissileEndEnd:\n\t\t\tGPOS E 8\n\t\t\tGPOS A 8 A_PlaySound(\"weapons/sshotc\")\n\t\t\tGoto See*/\n\t}\n}\n\nactor SZombieSpawner : RandomSpawner replaces Shotgunguy\n{\n\tDropItem \"FartgunGuy\", 255, 10\n\tDropItem \"SuperFartgunGuy\", 255, 2\n}\n\nActor CyberFarter : CyberDemon replaces CyberDemon\n{\n\tObituary \"A cyberfarter shoved a dick up %o's fat ass.\"\n\tPainChance \"Fire\", 1\n\tPainChance \"Fart\", 1\n\tDamageFactor \"Fire\", 0.7\n\tvar int user_angle;\n\tStates\n\t{\n\t\tMissile:\n\t\tCYBR E 0\n\t\tCYBR E 0 A_Jump(8, \"MissileSlow\")\n\t\tCYBR E 0\n\t\tGoto Super::Missile\n\t\tMissileSlow:\n\t\tCYBR EEEE 6 A_FaceTarget\n\t\tCYBR F 0 A_CustomMissile(\"SlowRocket\", 35)\n\t\tCYBR F 0 A_Recoil(70)\n\t\tCYBR F 12\n\t\tgoto See\n\t\tDeath:\n\t\tCYBR A 0 A_SetUserVar(\"user_angle\", 0)\n\t\tCYBR A 0 A_Jump(16, \"Death1\")\n\t\tGoto Super::Death\n\t\tDeath1:\n\t\tCYBR A 0 A_JumpIf(user_angle >= 360, \"Death1End\")\n\t\tCYBR A 0 A_CustomMissile(\"Rocket\", 30, 0, user_angle)\n\t\tCYBR A 0 A_SetUserVar(\"user_angle\", user_angle + 15)\n\t\tgoto Death1\n\t\tDeath1End:\n\t\tCYBR A 0\n\t\tGoto Super::Death\n\t}\n}\n\nactor FartoDemon : Cacodemon replaces Cacodemon\n{\n\tObituary \"lololol %o died to a fartodemon xd\"\n\tBloodColor \"blue\"\n\tPainChance \"Fire\", 4\n\tStates\n\t{\n\t\tSee:\n\t\t\tHEAD A 3 A_Chase\n\t\t\tloop\n\t\tTele:\n\t\t\tHEAD BCD 5 A_FaceTarget\n\t\t\tHEAD A 0 A_SpawnItemEx(\"NewTeleportFog\")\n\t\t\tHEAD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\t\tHEAD A 0 A_SpawnItemEx(\"NewTeleportFog\")\n\t\t\tHEAD DCB 5 A_FaceTarget\n\t\t\tGoto See\n\t\tMissile:\n\t\t\tHEAD A 0 A_Jump(64, \"Tele\")\n\t\t\tgoto super::missile\n\t\tDeath.Fire:\n\t\tHEAD E 0 A_PlaySound(\"caco/boom\")\n\t\tHEAD EF 8\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"CacoGib1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, 128 , 64)\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"CacoGib2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, 128 , 64)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"CacoGib3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, 128 , 64)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"FireBallNoSpeed\", 0, 0, 32, frandom(-10,10), frandom(-10,10), frandom(5,10), 0, 0, 64)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpraycanExplosion\")\n\t\tTNT1 A 0 A_Jump(64, 3)\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_PlaySound(\"misc/humanity\")\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor FartElemental : PainElemental replaces PainElemental\n{\n\tPainChance \"Fire\", 4\n\tPainChance \"Fart\", 0\n\tDamageFactor \"Fart\", 0.15\n\tvar int user_counter;\n\tStates\n\t{\n\t\tMissile:\n\t\t\tPAIN D 0 A_JumpIfCloser(384, \"FartStart\")\n\t\t\tGoto Super::Missile\n\t\tFartStart:\n\t\t\tPAIN G 18 A_PlaySound(\"pain/fartstart\")\n\t\t\tGoto Fart\n\t\tFart:\n\t\t\tPAIN F 0 A_FaceTarget\n\t\t\tPAIN F 0 A_PlaySound(\"pain/fart\")\n\t\t\tPAIN FFFFF 0 A_SpawnItemEx(\"FartCloud\", frandom(-25,25), frandom(-25,25), frandom(0, 5), frandom(-2, 2), frandom(-2, 2), frandom(-2, 2))\n\t\t\tPAIN F 15 A_PlaySound(\"pain/fart\")\n\t\t\tPAIN A 5\n\t\t\tPAIN A 0 A_Jump(64, \"FartEnd\")\n\t\t\tPAIN A 0 A_JumpIf(user_counter >= 5, \"FartEnd\")\n\t\t\tPAIN A 0 A_SetUserVar(\"user_counter\", user_counter+1)\n\t\t\tPAIN G 0 A_PlaySound(\"pain/fartmid\")\n\t\t\tPAIN G 0 A_FaceTarget\n\t\t\tPAIN G 40\n\t\t\tloop\n\t\tFartEnd:\n\t\t\tPAIN G 0 A_FaceTarget\n\t\t\tPAIN G 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tPAIN G 0 A_PlaySound(\"pain/fartend\")\n\t\t\tPAIN G 35\n\t\t\tGoto See\n\t\tDeath.Fire:\n\t\tPAIN G 0 A_PlaySound(\"caco/boom\")\n\t\tPAIN GG 8\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"FireBallNoSpeed\", 0, 0, 32, frandom(-10,10), frandom(-10,10), frandom(5,10), 0, 0, 64)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpraycanExplosion\")\n\t\tTNT1 A 0 A_Jump(64, 3)\n\t\tTNT1 A 20\n\t\tTNT1 A 0 A_PlaySound(\"misc/humanity\")\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nactor FartKnight : HellKnight replaces HellKnight\n{\n\tobituary \"lol loud nigra yelled at %o and he did a die lmao\"\n\tBloodColor \"00 96 00\"\n\tPainChance \"Fire\", 4\n\tStates\n\t{\n\t\tMelee:\n\t\tMissile:\n\t\tTNT1 A 0 A_PlaySound(\"knight/attack\", CHAN_VOICE)\n\t\tBOS2 EF 8 A_FaceTarget\n\t\tBOS2 G 8 A_BruisAttack\n\t\tgoto See\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tBOS2 P 5\n\t\tBOS2 Q 5 A_NoBlocking\n\t\tBOS2 R 5 A_XScream\n\t\tBOS2 STUVWX 5\n\t\tBOS2 X -1\n\t\tstop\n\t\tDeath.Fire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningHellKnight\")\n\t\tstop\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 53)\n\t\t\tHSZ3 OOOOOOOOOOOOOOOOOOOO 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 53, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ3 OOOOOOOOOOOOOOOOOOOO 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 53, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ3 O 10\n\t\t\tHSZ3 OOOOO 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 53, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ3 O 10\n\t\t\tHSZ3 T 0 A_Scream\n\t\t\tHSZ3 PQRSTUV 5\n\t\t\tHSZ3 V -1\n\t\t\tstop\n\t}\n}\n\nActor BaronofFart : BaronOfHell replaces BaronOfHell\n{\n\tActiveSound \"baron/active\"\n\tBloodColor \"00 96 00\"\n\tPainChance \"Fire\", 4\n\tObituary \"A baron tore %o a new asshole to shit from.\"\n\tStates\n\t{\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tBOSS P 5\n\t\tBOSS Q 5 A_NoBlocking\n\t\tBOSS R 5 A_XScream\n\t\tBOSS STUVWX 5\n\t\tBOSS X -1\n\t\tstop\n\t\tDeath.Fire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningBaron\")\n\t\tstop\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 53)\n\t\t\tHSZ4 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 53, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ4 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 53, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ4 A 10\n\t\t\tHSZ4 AAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 53, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ4 A 10\n\t\t\tHSZ4 T 0 A_Scream\n\t\t\tHSZ4 BCDEFG 5\n\t\t\tHSZ4 H -1\n\t\t\tstop\n\t}\n}\n\nactor FartvileBoomSkelly\n{\n\t+NOBLOCKMAP\n\t-SOLID\n\t+NOGRAVITY\n\t+NOTELEPORT\n\tScale 0.3\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWTFB ABCABCAB 4 bright\n\t\t\tstop\n\t}\n}\n\nactor FartVileBoom : ArchvileFire\n{\n\tScale 4.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/wtfboom\", CHAN_VOICE)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FartvileBoomSkelly\")\n\t\t\tTNT1 A 26\n\t\t\tNKE1 A 0 A_Explode(721893712, 5000)\n\t\t\tNKE1 A 0 A_Quake(9, 60, 0, 1000000)\n\t\t\tNKE1 ABCDEGHIJKLMNOPQRSTU 5 bright\n\t\t\tstop\n\t}\n}\n\nactor FartVile : ArchVile replaces ArchVile\n{\n\tPainChance \"Fire\", 4\n\tStates\n\t{\n\t\tMissile:\n\t\tVILE G 0 A_Jump(8, \"Missile1\")\n\t\tgoto Super::Missile\n\t\tMissile1:\n\t\tVILE G 0 bright A_VileStart\n\t\tVILE G 10 bright A_FaceTarget\n\t\tVILE H 8 bright A_VileTarget(\"FartVileBoom\")\n\t\tVILE IJKLMN 4 bright A_FaceTarget\n\t\tVILE O 8 bright\n\t\tVILE P 20 bright\n\t\tgoto See\n\t\tDeath.Fire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningArchvile\")\n\t\tstop\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 56)\n\t\t\tHSZ5 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 56, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ5 AAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 56, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ5 A 10\n\t\t\tHSZ5 AAAAA 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 56, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ5 A 10\n\t\t\tHSZ5 A 0 A_Scream\n\t\t\tHSZ5 BCDEF 5\n\t\t\tHSZ5 G -1\n\t\t\tstop\n\t}\n}\n\nactor FartSpectre : Spectre replaces Spectre\n{\n\tPainChance \"Fire\", 4\n\tobituary \"%o got vored\"\n\tStates\n\t{\n\t\tMissile:\n\t\t\tSARG A 0 A_Jump(192, \"See\")\n\t\t\tSARG AAAAAAAAAAAAAAAAAAAA 0 A_Wander\n\t\t\tgoto See\n\t}\n}\n\nactor Farty : Demon replaces Demon\n{\n\tPainChance \"Fire\", 4\n\tStates\n\t{\n\t\tMissile:\n\t\t\tSARG A 0 A_Jump(243, \"See\")\n\t\t\tSARG H 0 A_FaceTarget\n\t\t\tSARG H 0 A_ChangeFlag(\"NOPAIN\", true)\n\t\t\tSARG H 60 A_PlaySound(\"demon/start\", CHAN_VOICE)\n\t\t\tSARG H 0 A_PlaySound(\"demon/fart\", CHAN_VOICE)\n\t\t\t//SARG H 0 A_ChangeFlag(\"NOBLOCKMAP\", true)\n\t\t\tSARG H 0 A_ChangeFlag(\"NOGRAVITY\", true)\n\t\t\tSARG H 0 A_ChangeFlag(\"DROPOFF\", true)\n\t\t\tSARG H 0 A_ChangeFlag(\"MISSILE\", true)\n\t\tMissileLoop:\n\t\t\tSARG F 1 A_FaceTarget(0, 0)\n\t\t\tSARG E 0 A_ChangeVelocity(cos(pitch)*2, 0, sin(pitch+3)*2, CVF_RELATIVE)\n\t\t\tSARG E 0 A_SpawnItemEx(\"FartCloud\", 0, 0, 25, frandom(-7, -4), frandom(-2, 2), frandom(-2, 2))\n\t\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_CheckFlag(\"MISSILE\", \"DeathMissile\")\n\t\t\tgoto Super::Death\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tSGIB A 0 A_CheckFlag(\"MISSILE\", \"DeathMissile\")\n\t\t\tSGIB A 0 A_PlaySound(\"misc/gibbed\", CHAN_VOICE)\n\t\t\tSGIB A 0 A_NoBlocking\n\t\t\tSGIB ABCD 3\n\t\t\tSGIB E 0 A_NoBlocking\n\t\t\tSGIB EFGHIJ 3\n\t\t\tSGIB J -1\n\t\t\tstop\n\t\tDeathMissile:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"RocketExplosion\")\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 A 0 A_Explode\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ4 PPPPPPPPPPPPPPPPPPPP 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(3, 7), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(2, 4), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ4 PPPPPPPPPPPPPPPPPPPP 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(3, 7), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(2, 4), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ4 P 10\n\t\t\tHSZ4 PPPPP 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(3, 7), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(2, 4), 0, SXF_USEBLOODCOLOR | 128)\n\t\t\tHSZ4 P 10\n\t\t\tHSZ4 P 0 A_Scream\n\t\t\tHSZ4 QRST 5\n\t\t\tHSZ4 T -1\n\t\t\tstop\n\t}\n}\n\nactor FartImpDrop : RandomSpawner\n{\n\tDropItem \"FartPistolPickup\", 25\n}\n\nActor FartImp : DoomImp replaces DoomImp\n{\n\tDropItem \"FartImpDrop\"\n\tStates\n\t{\n\t\tMissile:\n\t\tTNT1 A 0 A_PlaySound(\"imp/attackvoice\", CHAN_VOICE)\n\t\tgoto Super::Missile\n\t\tDeath.Fire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BurningImp\")\n\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet1\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet2\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"Giblet3\", 0, 0, 32, frandom(-13, 13), frandom(-13, 13), frandom(2, 13), 0, SXF_USEBLOODCOLOR | 128, 64)\n\t\tGoto Super::XDeath\n\t\tDeath.Headshot:\n\t\t\tTNT1 A 0 A_NoBlocking\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"HeadAsplode\", 0, 0, 45)\n\t\t\tHSZ3 EEEEEEEEEEEEEEEEEEEE 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ3 EEEEEEEEEEEEEEEEEEEE 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ3 E 10\n\t\t\tHSZ3 EEEEE 1 A_SpawnItemEx(\"FlyingBloodLite\", frandom(-1, 1), frandom(-1, 1), 45, frandom(-3, 3), frandom(-3, 3), frandom(6, 20), 0, 128)\n\t\t\tHSZ3 E 10\n\t\t\tHSZ3 T 0 A_Scream\n\t\t\tHSZ3 FGH 5\n\t\t\tTROO M -1\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Particles.txt",
        "contents": "actor SingleParticle\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+CLIENTSIDEONLY\n\tScale 0.4\n\tHeight 1\n\tRadius 1\n\tRenderstyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPART A 2 bright A_FadeOut(0.1)\n\t\t\tloop\n\t}\n}\n\nactor TeleportParticle : SingleParticle\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTPAR AB 3 bright A_FadeOut(0.05)\n\t\t\tTPAR C 0 A_ChangeVelocity(frandom(-2,2),frandom(-2,2),frandom(-2,2))\n\t\t\tLoop\n\t}\n}\n\nactor BFGExplodeParticle : SingleParticle\n{\n\tScale 0.8\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTPAR AB 2 bright\n\t\t\tTPAR A 0 A_SetScale(scalex-0.1,scaley-0.1)\n\t\t\tTPAR A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tLoop\n\t\tEnd:\n\t\t\tTPAR A 0\n\t\t\tStop\n\t}\n}\n\nactor BFG10KTrailParticle : BFGExplodeParticle\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTPAR AB 1 bright\n\t\t\tTPAR A 0 A_SetScale(scalex-0.25,scaley-0.25)\n\t\t\tTPAR A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tLoop\n\t\tEnd:\n\t\t\tTPAR A 0\n\t\t\tStop\n\t}\n}\n\nactor ShotgunParticle : SingleParticle\n{\n\tScale 0.7\n\tRenderStyle \"Add\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tSpawnLoop:\n\t\t\tOPAR A 0 A_SetScale(scalex-0.1, scalex-0.1)\n\t\t\tOPAR A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tOPAR A 1 bright\n\t\t\tLoop\n\t\tEnd:\n\t\t\tTNT1 A 0\n\t\t\tStop\n\t}\n}\n\nactor fartparticle : SingleParticle\n{\n -NOGRAVITY\n gravity 0.2\n scale 0.2\n height 1\n radius 1\n Translation \"[255,255,255]:[0,0,0]=[255,190,125]:[106,56,19]\"\n States\n {\n Spawn:\n PART A 2 bright A_FadeOut(0.1)\n loop\n }\n}\n\nactor FartRifleParticle : SingleParticle\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPPAR AB 3 bright A_FadeOut(0.1)\n\t\t\tLoop\n\t}\n}\n\nactor PlasmaShotgunParticle : SingleParticle\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBPLP AB 3 bright A_FadeOut(0.2)\n\t\t\tLoop\n\t}\n}\n\nactor FartRifleFlareSmall : SingleParticle\n{\n\tAlpha 0.65\n\tScale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGFLA A 1 bright A_SetScale(scalex-0.05, scaley-0.05)\n\t\t\tGFLA A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor FartRifleFlare1 : FartRifleFlareSmall\n{\n\tAlpha 0.25\n\tScale 2\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGFLA A 1 bright A_SetScale(scalex-0.3, scaley-0.3)\n\t\t\tGFLA A 0 bright A_JumpIf(scalex <= 0, \"End\")\n\t\t\tloop\n\t\t//\tGLFA A 1 bright A_SetScale(scalex-0.15, scaley-0.15)\n\t\t//\tGFLA A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t//\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor FartRifleFlareHuge : FartRifleFlare1\n{\n\tAlpha 1\n\tScale 8\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGFLA A 1 bright A_SetScale(scalex-1, scaley-1)\n\t\t\tGFLA A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nactor TeleportFlare : SingleParticle\n{\n\tAlpha 0.6\n\tScale 0.6\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFLA A 1 bright A_SetScale(scalex-0.05, scaley-0.05)\n\t\t\tBFLA A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor ExplosionFlare : SingleParticle\n{\n\tAlpha 0.7\n\tScale 0.8\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tEFLA A 1 bright A_SetScale(scalex-0.1, scaley-0.1)\n\t\t\tEFLA A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nactor RocketTrailFlare : SingleParticle\n{\n\tAlpha 0.2\n\tScale 0.3\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tEFLA A 1 bright A_SetScale(scalex-0.05, scaley-0.05)\n\t\t\tEFLA A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nactor PlasmaShotgunFlareBlue : SingleParticle\n{\n\tAlpha 0.35\n\tScale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPFLA A 1 bright A_SetScale(scalex-0.05, scaley-0.05)\n\t\t\tPFLA A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunFlareRed : PlasmaShotgunFlareBlue\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tEFLA A 1 bright A_SetScale(scalex-0.05, scaley-0.05)\n\t\t\tEFLA A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunFlareGreen : PlasmaShotgunFlareBlue\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFLA A 1 bright A_SetScale(scalex-0.05, scaley-0.05)\n\t\t\tBFLA A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunFlarePink : PlasmaShotgunFlareBlue\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGFLA A 1 bright A_SetScale(scalex-0.05, scaley-0.05)\n\t\t\tGFLA A 0 A_JumpIf(scalex <= 0, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor BFGFlare1 : TeleportFlare\n{\n\tAlpha 0.7\n\tScale 0.8\n}\n\nactor BFGFlare2 : BFGFlare1\n{\n\tScale 0.6\n}\n\nactor BFGFlare3 : BFGFlare1\n{\n\tScale 0.4\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/reference.txt",
        "contents": "ACTOR DualPistol : Pistol\n{\n  States\n  {\n    Deselect:\n    TNT1 A 0 A_TakeInventory(\"SynthFireActive\")\n    TNT1 A 0 A_TakeInventory(\"SynthFireLeft\")\n    TNT1 A 0 A_TakeInventory(\"SynthFireRight\")\n    TNT1 A 0 A_GunFlash(\"RightStop\")\n    DUA1 A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 0 A_GunFlash(\"RightStop\")\n    DUA1 A 1 A_Raise\n    Loop\n\n  Ready:\n    TNT1 A 0 A_GunFlash(\"RightReady\")\n    TNT1 A 0 A_GiveInventory(\"SynthFireActive\")\n    TNT1 A 0 ACS_NamedExecuteAlways(\"DualieSynthRight\")\n  ReallyReady:\n    DUA1 A 1 A_WeaponReady(WRF_NOSECONDARY)\n    Loop\n\n  RightReady:\n    UZIG A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n    UZIG A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n    Loop\n\n  Fire:\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_FireBullets (5.6, 0, 1, 6, \"BulletPuff\")\n    TNT1 A 0 A_PlaySound(\"weapons/pistol\", CHAN_WEAPON)\n    DUA1 BBBCCDDE 1\n    Goto ReallyReady\n\n  RightStop:\n    DUA2 A 1\n    Loop\n\n  RightFire:\n    TNT1 A 0 A_AlertMonsters\n    TNT1 A 0 A_FireBullets (5.6, 0, 1, 6, \"BulletPuff\")\n    TNT1 A 0 A_PlaySound(\"weapons/pistol\", CHAN_WEAPON)\n    DUA2 BBBCCDDE 1\n    Goto RightReady\n\n  Spawn:\n    PIST A 5 A_SpawnItemEx(\"WEPONYAY\",0,0,0,0,0,0,0,SXF_ABSOLUTEANGLE|SXF_NOCHECKPOSITION)\n    loop\n  }\n}\n\nfunction int ActorFace (int facer, int target)\n   {\n   int x = (GetActorX(target) - GetActorX(facer));\n   int y = (GetActorY(target) - GetActorY(facer));\n   SetActorAngle(facer, VectorAngle(x, y));\n   return 0;\n   }\n\nfunction int ActorLookAt(int looker, int target, int zoff)\n{\n   int x, y, z, ang, pitch, len;\n   x = getactorx(target) - getactorx(looker);\n   y = getactory(target) - getactory(looker);\n\n   ang = vectorangle(x,y);\n   if(((ang+0.125)%0.5) > 0.25) len = fixeddiv(y, sin(ang));\n   else len = fixeddiv(x, cos(ang));\n\n   z = (getactorz(target) + zoff) - (getactorz(looker)+41.0);\n\n   pitch = -vectorangle(len, z);\n\n   setactorpitch(looker, pitch);\n   return 0;\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Weapons/Weapons.txt",
        "contents": "/*bfg, plasma, minigun and fist*/\n\nactor WeaponLeftFire : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor WeaponRightFire : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor WeaponRightHeldTicks : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 0x7FFFFFFF\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 0x7FFFFFFF\n}\n\nactor WeaponLeftFiring : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor WeaponRightFiring : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor WeaponReload : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor WeaponReloadHeld : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor MonkeyFist : Fartygun\n{\n\tWeapon.SelectionOrder 9999\n\tObituary \"%o got his lights knocked out by the filthy ape %k\"\n\tStates\n\t{\n\t\tSelect:\n\t\t\tPUNG A 0 A_Raise\n\t\t\tPUNG A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tPUNG A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tPUNG A 1 A_WeaponReady\n\t\t\tloop\n\t\tFire:\n\t\tTNT1 A 0 A_PlaySound(\"random/bigwoosh\")\n\t\tBIGF A 1 offset(100, 60) A_SetAngle(angle+0.5)\n\t\tBIGF A 0 A_SetPitch(pitch-0.5)\n\t\tBIGF A 1 offset(50, 50) A_SetAngle(angle+1)\n\t\tBIGF A 0 A_SetPitch(pitch-1)\n\t\tBIGF A 1 offset(-1, 40) A_SetAngle(angle+1.5)\n\t\tBIGF A 0 A_SetPitch(pitch-1)\n\t\tBIGF A 0 A_CustomPunch(500, true, 0, \"SwingCheckPuffBig\")\n\t\tBIGF A 1 offset(-50, 35) A_SetAngle(angle+2)\n\t\tBIGF A 0 A_SetPitch(pitch-0.5)\n\t\tBIGF A 1 offset(-45, 32)\n\t\tBIGF A 0 A_JumpIfInventory(\"FistHit\", 1, \"HoldHit\")\n\t\tHoldMiss:\n\t\tBIGF A 1 offset(-100, 32) A_SetAngle(angle+2.5)\n\t\tBIGF A 1 offset(-150, 40) A_SetAngle(angle+3)\n\t\tBIGF A 1 offset(-200, 50) A_SetAngle(angle+3.5)\n\t\tBIGF A 1 offset(-250, 60) A_SetAngle(angle+4)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_TakeInventory(\"FistCounter\", 20)\n\t\tTNT1 A 0 A_ReFire\n\t\tgoto Ready\n\t\tHoldHit:\n\t\tBIGF A 0 A_Quake(9, 15, 0, 64, \"null\")\n\t\tBIGF A 0 A_GiveToTarget(\"BigFistKnockback\", 1)\n\t\tBIGF A 15 offset(0,0)\n\t\tBIGF A 1 offset(-43, 35)\n\t\tBIGF A 1 offset(-40, 37)\n\t\tBIGF A 1 offset(-30, 40)\n\t\tBIGF A 1 offset(-15, 45)\n\t\tBIGF A 1 offset(1, 50)\n\t\tBIGF A 1 offset(15, 55)\n\t\tBIGF A 1 offset(45, 60)\n\t\tBIGF A 1 offset(75, 70)\n\t\tBIGF A 1 offset(105, 80)\n\t\tBIGF A 0 A_TakeInventory(\"FistHit\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistCounter\", 20)\n\t\tTNT1 A 0 A_ReFire\n\t\tgoto Ready\n\t}\n}\n\nactor FartPistolCount : ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor PistolCocked : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor PistolBurst : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor PistolBurst2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor FartPistolSpread : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 40\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 40\n}\n\nactor FartPistolRecoil : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 75\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 75\n}\n\nactor FartPistolDouble : Fartygun\n{\n\tTag \"Double Fart Pisstol\"\n\tWeapon.SelectionOrder 1800\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.NOAUTOFIRE\n\tObituary \"%k pooped twice as many shitnuggets at %o.\"\n\tWeapon.AmmoType1 \"FartClip\"\n\tWeapon.AmmoType2 \"PistolClip\"\n\tWeapon.AmmoUse1 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPISW A -1\n\t\t\tstop\n\t\tDeselect:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"WeaponLeftFire\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"WeaponRightFire\", 1)\n\t\t\tTNT1 A 0 A_GunFlash(\"RightStop\")\n\t\t\tTNT1 A 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_GunFlash(\"RightStop\")\n\t\t\tPISL A 0 A_Raise\n\t\t\tPISL A 1 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"RightReady\")\n\t\tActualReady:\n\t\t\tPISL A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPISL A 0 A_TakeInventory(\"PistolBurst2\", 100)\n\t\t\tPISL A 1 A_WeaponReady(WRF_NOSECONDARY | WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tPISL A 0 A_JumpIfInventory(\"PistolClip2\", 1, 1)\n\t\t\tGoto Reload\n\t\t\tPISL B 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 20, 0)/65536.01, 0, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 20, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 3, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 3, 1, 1)/65536.01, -1, 8, \"NewBulletPuff\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -5, 32, 0, 0, 0, 0, 128)\n\t\t\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -5, 37, frandom(0, 0.25), frandom(0.4, 0.6), frandom(0.4, 0.6), 0, 128)\n\t\t\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -5, 37, frandom(0, 0.25), frandom(-0.4, -0.6), frandom(0.4, 0.6), 0, 128)\n\t\t\tPISL B 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 20)\n\t\t\tPISG B 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tPISL B 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tPISG B 0 A_ZoomFactor(1, ZOOM_INSTANT)\n\t\t\tPISG B 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tPISG B 0 A_TakeInventory(\"PistolClip2\", 1)\n\t\t\tPISG B 0 A_SpawnItemEx(\"BulletCasing\", 18, -8, 40, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tPISL C 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tPISL P 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tPISL A 0 A_GiveInventory(\"PistolBurst2\", 1)\n\t\t\tPISL A 0 A_JumpIfInventory(\"PistolBurst2\", 0, 1)\n\t\t\tgoto Fire\n\t\t\tPISG C 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPISG C 0 A_TakeInventory(\"PistolBurst2\", 100)\n\t\t\tPISL A 2 A_WeaponReady\n\t\t\tPISL A 4 A_WeaponReady\n\t\t\tPISG B 0 A_ReFire\n\t\t\tGoto ActualReady\n\t\tReload:\n\t\t    PISL A 0 A_JumpIfInventory(\"PistolClip2\", 0, \"ActualReady\")\n\t\t\tPISL A 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto ActualReady\n\t\t\tPISL A 0 A_TakeInventory(\"PistolBurst2\", 100)\n\t\t\tPISL DEFGGG 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tPISL H 0 A_PlaySound(\"pistol/magout\", CHAN_WEAPON)\n\t\t\tPISL H 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tPISL IJK 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tPISL K 0 A_SpawnItemEx(\"PistolMag\", 18, -8, 25, frandom(0,3), frandom(4,7), 0, 0, 128)\n\t\t\tPISL GGGFEANML 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tTNT1 A 12 A_WeaponReady(WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tTNT1 A 0 A_PlaySound(\"pistol/magin\", CHAN_WEAPON)\n\t\tReloadLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto ReloadEnd\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"FartClip\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"PistolClip2\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PistolClip2\", 0, \"ReloadEnd\")\n\t\t\tGoto ReloadLoop\n\t\tReloadEnd:\n\t\t\tTNT1 A 8 A_WeaponReady(WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tTNT1 A 0 A_PlaySound(\"pistol/slide\", CHAN_WEAPON)\n\t\t\tTNT1 A 9 A_WeaponReady(WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tPISL LMNO 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tgoto ActualReady\n\n\t\tRightReady:\n\t\t\tPISD A 0 A_TakeInventory(\"PistolBurst\", 100)\n\t\t\tPISD A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tPISD A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"RightFire\")\n\t\t\tPISD A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\tloop\n\t\tRightStop:\n\t\t\tPISD A 1\n\t\t\tloop\n\t\tRightFire:\n\t\t\tPISL A 0 A_JumpIfInventory(\"PistolClip\", 1, 1)\n\t\t\tGoto ReloadRight\n\t\t\tPISL B 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 20, 0)/65536.01, 0, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 20, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 3, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 3, 1, 1)/65536.01, -1, 8, \"NewBulletPuff\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32, 0, 0, 0, 0, 128)\n\t\t\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 37, frandom(0, 0.25), frandom(0.4, 0.6), frandom(0.4, 0.6), 0, 128)\n\t\t\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 37, frandom(0, 0.25), frandom(-0.4, -0.6), frandom(0.4, 0.6), 0, 128)\n\t\t\tPISD B 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 20)\n\t\t\tPISD B 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tPISD B 1 bright\n\t\t\tPISD B 0 A_ZoomFactor(1, ZOOM_INSTANT)\n\t\t\tPISD B 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tPISD B 0 A_TakeInventory(\"PistolClip\", 1)\n\t\t\tPISD B 0 A_SpawnItemEx(\"BulletCasing\", 18, 8, 40, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tPISD C 1 bright\n\t\t\tPISD P 1 bright\n\t\t\tPISD A 0 A_GiveInventory(\"PistolBurst\", 1)\n\t\t\tPISD A 0 A_JumpIfInventory(\"PistolBurst\", 0, 1)\n\t\t\tgoto RightFire\n\t\t\tPISD C 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tPISD C 0 A_TakeInventory(\"PistolBurst\", 100)\n\t\t\tPISD A 2 A_JumpIf(ACS_NamedExecuteWithResult(\"RightCanSemiAutoFire\") == 1, \"RightFire\")\n\t\t\tPISD A 4 A_JumpIf(ACS_NamedExecuteWithResult(\"RightCanSemiAutoFire\") == 1, \"RightFire\")\n\t\t\tPISD B 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"RightFire\")\n\t\t\tGoto RightReady\n\t\tReloadRight:\n\t\t    PISD A 0 A_JumpIfInventory(\"PistolClip\", 0, \"RightReady\")\n\t\t\tPISD A 0 A_JumpIfInventory(\"FartClip\", 1, 2)\n\t\t\tPISD A 1\n\t\t\tGoto RightReady\n\t\t\tPISL A 0 A_TakeInventory(\"PistolBurst\", 100)\n\t\t\tPISD DEFGGG 1\n\t\t\tPISD H 0 A_PlaySound(\"pistol/magout\", CHAN_WEAPON)\n\t\t\tPISD H 1\n\t\t\tPISD IJK 1\n\t\t\tPISD K 0 A_SpawnItemEx(\"PistolMag\", 18, 8, 25, frandom(0,3), frandom(4,7), 0, 0, 128)\n\t\t\tPISD GGGFEANML 1\n\t\t\tTNT1 A 12\n\t\t\tTNT1 A 0 A_PlaySound(\"pistol/magin\", CHAN_WEAPON)\n\t\tReloadLoopRight:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto ReloadEndRight\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"FartClip\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"PistolClip\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PistolClip\", 0, \"ReloadEndRight\")\n\t\t\tGoto ReloadLoopRight\n\t\tReloadEndRight:\n\t\t\tTNT1 A 8\n\t\t\tTNT1 A 0 A_PlaySound(\"pistol/slide\", CHAN_WEAPON)\n\t\t\tTNT1 A 9\n\t\t\tPISD LMNO 1\n\t\t\tgoto RightReady\n\t}\n}\n\nactor FartPistol : Fartygun //The definition as of the development of Skulltag.\n{\n Tag \"Fart Pisstol\"\n +NOAUTOFIRE\n +WEAPON.WIMPY_WEAPON\n Inventory.PickupMessage \"Wow, it's a crappy pistol.\"\n Obituary \"%k pooped little shitnuggets at %o.\"\n Weapon.SelectionOrder 1900\n Weapon.AmmoType1 \"FartClip\"\n Weapon.AmmoType2 \"PistolClip\"\n Weapon.AmmoUse1 0\n  States\n  {\n  Select:\n  PISG A 0 A_JumpIfInventory(\"PistolCocked\", 1, \"ActualSelect\")\n  PISG A 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n  Goto ActualSelect\n  TNT1 AAAAAAAAAAAAAAA 0 A_Raise\n  PISG ADOP 3\n  PISG P 0 A_PlaySound(\"pistol/slide\")\n  PISG P 0 A_GiveInventory(\"PistolCocked\", 1)\n  PISG QRS 3\n  ActualSelect:\n  PISG A 0 A_Raise\n  PISG A 1 A_Raise\n  loop\n  Deselect:\n  PISG A 0 A_Lower\n  loop\n  Ready:\n  PISG A 0 A_TakeInventory(\"PistolBurst\", 100)\n  PISG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n  PISG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n  loop\n  Fire:\n    PISG B 0 A_JumpIfInventory(\"PistolClip\", 1, 1)\n\tGoto Reload\n\tPISL B 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n    PISG B 0 //ACS_Execute(287,0,random(10,10),0,0)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 3, 0)/65536.01, 0, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 3, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 3, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 3, 1, 1)/65536.01, -1, 8, \"NewBulletPuff\")\n\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 0, 32, 0, 0, 0, 128)\n\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 40, frandom(0, 0.25), frandom(0.4, 0.6), frandom(0.4, 0.6), 0, 128)\n\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 40, frandom(0, 0.25), frandom(-0.4, -0.6), frandom(0.4, 0.6), 0, 128)\n\tPISL B 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 3)\n\tPISG B 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n    PISG B 1 A_WeaponReady(WRF_NOFIRE)\n\tPISG B 0 A_ZoomFactor(1, ZOOM_INSTANT)\n    PISG B 0 A_PlaySound(\"weapons/pistol\")\n\tPISG B 0 A_TakeInventory(\"PistolClip\", 1)\n\tPISG B 0 A_SpawnItemEx(\"BulletCasing\", 18, 4, 40, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n    PISG B 0 A_GunFlash\n\tPISF A 1 A_WeaponReady(WRF_NOFIRE)\n\tPISF A 1 A_WeaponReady(WRF_NOFIRE)\n\tPISL A 0 A_GiveInventory(\"PistolBurst\", 1)\n\tPISL A 0 A_JumpIfInventory(\"PistolBurst\", 0, 1)\n\tgoto Fire\n\tPISG C 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\tPISG C 0 A_TakeInventory(\"PistolBurst\", 100)\n    PISG C 2 A_WeaponReady\n    PISG B 4 A_WeaponReady\n    PISG B 0 A_ReFire\n    Goto Ready\n  AltFire:\n    PISG A 0 A_FireCustomMissile(\"fartexplosion\",0,0,0,0,0)\n\tPISG A 0 A_Quake(9, 8, 0, 1)\n    PISG A 39 A_WeaponReady(WRF_NOFIRE)\n    PISG A 0 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 2 Bright A_Light1\n    Goto LightDone\n    TNT1 A 2 Bright A_Light0\n    Goto LightDone\n  Reload:\n    PISG A 0 A_JumpIfInventory(\"PistolClip\", 0, \"Ready\")\n    PISG A 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\tGoto Ready\n\tPISG A 0 A_TakeInventory(\"PistolBurst\", 100)\n    PISG A 0 A_JumpIfInventory(\"PistolClip\", 1, 2)\n\tPISG A 0 A_TakeInventory(\"PistolCocked\", 1)\n\tPISG D 3 A_WeaponReady(WRF_NOFIRE)\n\tPISG E 0 A_PlaySound(\"pistol/magout\")\n\tPISG E 2 A_WeaponReady(WRF_NOFIRE)\n\tPISG E 0 A_JumpIfInventory(\"PistolClip\", 1, 2)\n\tPISG E 0 A_SpawnItemEx(\"PistolMag\", 18, 4, 25, frandom(0,3), frandom(4,7), 0, 0, 128)\n\tPISG FGH 3 A_WeaponReady(WRF_NOFIRE)\n\tPISG I 4 A_WeaponReady(WRF_NOFIRE)\n\tPISG JKL 3 A_WeaponReady(WRF_NOFIRE)\n\tPISG M 3 A_PlaySound(\"pistol/magin\")\n\tGoto ReloadLoop\n\tReloadLoop:\n\tPISG M 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\tGoto ReloadEnd\n\tPISG M 0\n\tPISG M 0 A_TakeInventory(\"FartClip\", 1)\n\tPISG M 0 A_GiveInventory(\"PistolClip\", 1)\n\tPISG M 0 A_JumpIfInventory(\"PistolClip\", 0, \"ReloadEnd\")\n\tGoto ReloadLoop\n\tReloadEnd:\n\tPISG A 0 A_JumpIfInventory(\"PistolCocked\", 1, \"ReloadEndCocked\")\n\tPISG NO 3 A_WeaponReady(WRF_NOFIRE)\n\tPISG P 0 A_PlaySound(\"pistol/slide\")\n\tPISG P 3 A_WeaponReady(WRF_NOFIRE)\n\tPISG P 0 A_GiveInventory(\"PistolCocked\", 1)\n\tPISG QRS 3 A_WeaponReady(WRF_NOFIRE)\n\tGoto Ready\n\tReloadEndCocked:\n\tPISG OS 3 A_WeaponReady(WRF_NOFIRE)\n\tGoto Ready\n  }\n}\n\nactor KnucklesCracked : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor FistHit : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor SwingCheckPuff : BulletPuff\n{\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+HITTRACER\n\tSeeSound \"player/punch\"\n\tStates\n\t{\n\t\tXDeath:\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"FistHit\", 1)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"FistInvul1\", 1)\n\t\t\tTNT1 A 0 A_Quake(5, 5, 0, 64, \"null\")\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\t\tTNT1 A 50\n\t\t\tStop\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"FistHit\", 1)\n\t\t\tTNT1 A 0 A_Quake(5, 5, 0, 64, \"null\")\n\t\t\tPUFF CD 4\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t}\n}\n\nactor SwingCheckPuffBig : BulletPuff\n{\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+HITTRACER\n\tSeeSound \"player/bigpunch\"\n\tStates\n\t{\n\t\tXDeath:\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"FistHit\", 1)\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletPushBack\", 0, 5000)\n\t\t\tTNT1 A 60\n\t\t\tStop\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"FistHit\", 1)\n\t\t\tTNT1 A 0 A_PlaySound(\"player/bigpunchmiss\", CHAN_VOICE)\n\t\t\tPUFF CD 4\n\t\t\tTNT1 A 15\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t}\n}\n\nactor FistCounter : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 20\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 20\n}\n\nactor FistInvul1 : PowerupGiver\n{\n\tPowerup.Duration 53\n\tPowerup.Color None\n\tPowerup.Type \"Invulnerable\"\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n}\n\nactor BigFistKnockBack : CustomInventory\n{\n\tInventory.MaxAmount 1\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ChangeVelocity(0, 0, 500)\n\t\t\tTNT1 A 0 A_TakeInventory(\"BigFistKnockBack\", 1)\n\t\t\tStop\n\t}\n}\n\nactor FistPistolClip : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 5\n\tAmmo.BackpackAmount 0\n\tAmmo.backpackmaxamount 5\n}\n\nactor Fist2 : Fartygun replaces Fist\n{\n  Tag \"Super Fist 69420\"\n  Game Doom\n  Weapon.SelectionOrder 3700\n  Weapon.Kickback 500\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  +NOAUTOFIRE\n  Obituary \"%o was fisted by %k's\" // \"%o chewed on %k's fist.\"\n  States\n  {\n  Ready:\n\tPUNG A 0 A_TakeInventory(\"FistCounter\", 20)\n    PUNG A 1 A_WeaponReady\n    loop\n  Deselect:\n    PUNG A 0 A_StopSound(CHAN_WEAPON)\n\tPUNG A 0 A_Lower\n    loop\n  Select:\n\tPUNG A 0 A_JumpIfInventory(\"KnucklesCracked\", 1, \"ActualSelect\")\n\tTNT1 AAAAAAAAAAA 0 A_Raise\n\tKCRK A 1 offset(0,110)\n\tKCRK A 1 offset(0,95)\n\tKCRK A 1 offset(0,70)\n\tKCRK A 1 offset(0, 55)\n\tKCRK A 1 offset(0, 40)\n\tKCRK D 0 A_PlaySound(\"random/knuckles\")\n\tKCRK BC 3\n\tKCRK D 2\n\tKCRK CBA 3\n\tKCRK A 0 A_GiveInventory(\"KnucklesCracked\", 1)\n  ActualSelect:\n    PUNG A 1 A_Raise\n\tPUNG A 0 A_Raise\n    loop\n  Fire:\n    TNT1 A 0\n\tTNT1 A 0 offset(1, 32)\n    TNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"Atata\")\n\tTNT1 A 0 A_PlaySound(\"random/woosh\")\n    TNT1 A 0 A_Jump(128,\"Fire2\")\n    PUNG H 1 A_WeaponReady(WRF_NOFIRE)\n    PUNG D 0 A_CustomPunch(2*random(1,10), true, 0, \"SwingCheckPuff\")\n\tPUNG D 2 A_WeaponReady(WRF_NOFIRE)\n\tPUNG D 0 A_FireCustomMissile(\"boxgloves\")\n    PUNG CB 2 A_weaponReady\n\tPUNG A 2 A_WeaponReady\n\tPUNG A 0 A_ReFire\n    goto Ready\n\tFire2:\n    PUNG I 0\n    PUNG I 1 A_WeaponReady(WRF_NOFIRE)\n    PUNG G 0 A_CustomPunch(2*random(1,10), true, 0, \"SwingCheckPuff\")\n\tPUNG G 2 A_WeaponReady(WRF_NOFIRE)\n\tPUNG G 0 A_FireCustomMissile(\"boxgloves\")\n    PUNG FE 2 A_WeaponReady\n\tPUNG A 2 A_WeaponReady\n\tPUNG A 0 A_ReFire\n    goto Ready\n\tHold:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"Atata\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FistCounter\", 1, \"ActualHold\")\n\t\tPUNG A 1 offset(1, 32) A_SetAngle(angle-0.5)\n\t\tPUNG A 0 A_SetPitch(pitch+0.1)\n\t\tPUNG A 1 offset(8, 34) A_SetAngle(angle-0.5)\n\t\tPUNG A 0 A_SetPitch(pitch+0.1)\n\t\tPUNG A 1 offset(16, 40) A_SetAngle(angle-1)\n\t\tPUNG A 0 A_SetPitch(pitch+0.1)\n\t\tPUNG A 1 offset(40, 50) A_SetAngle(angle-1.5)\n\t\tPUNG A 0 A_SetPitch(pitch+0.5)\n\t\tPUNG A 1 offset(80, 60) A_SetAngle(angle-2)\n\t\tPUNG A 0 A_SetPitch(pitch+0.5)\n\t\tPUNG A 1 offset(120, 70) A_SetAngle(angle-2.5)\n\t\tPUNG A 0 A_SetPitch(pitch+0.5)\n\t\tPUNG A 1 offset(140, 80) A_SetAngle(angle-3)\n\t\tTNT1 A 0 A_GiveInventory(\"FistCounter\", 1)\n\t\tTNT1 A 1\n\tActualHold:\n\t\tTNT1 A 0 A_GiveInventory(\"FistCounter\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FistCounter\", 20, \"BigSwing\")\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_JumpIfInventory(\"FistCounter\", 10, \"DropKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FistCounter\", 5, \"Kick\")\n\t\tGoto Fire\n\tKick:\n\t\tKICK A 0 offset(1, 32)\n\t\tKICK A 0 A_PlaySound(\"random/woosh\")\n\t\tKICK ABCDEFG 1 A_WeaponReady(WRF_NOFIRE)\n\t\tKICK G 0 A_CustomPunch(45, true, 0, \"SwingCheckPuff\")\n\t\tKICK G 4 A_WeaponReady(WRF_NOFIRE)\n\t\tKICK FEDCBA 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_TakeInventory(\"FistCounter\", 20)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tDropKick:\n\t\tKIC2 A 0 offset(1, 32)\n\t\tKIC2 A 0 A_ChangeVelocity(10, 0, 5, CVF_RELATIVE)\n\t\tKIC2 A 0 A_PlaySound(\"random/woosh\")\n\t\tKIC2 A 0\n\t\tKIC2 ABCDE 1 A_WeaponReady(WRF_NOFIRE)\n\t\tKIC2 F 0 A_CustomPunch(80, true, 0, \"SwingCheckPuff\")\n\t\tKIC2 F 4 A_WeaponReady(WRF_NOFIRE)\n\t\tKIC2 F 1 offset(0, 35)\n\t\tKIC2 F 1 offset(0, 40)\n\t\tKIC2 F 1 offset(0, 45)\n\t\tKIC2 F 1 offset(0, 55)\n\t\tKIC2 F 1 offset(0, 65)\n\t\tKIC2 F 1 offset(0, 80)\n\t\tKIC2 F 1 offset(0, 95)\n\t\tKIC2 F 1 offset(0, 115)\n\t\tKIC2 F 1 offset(0, 135)\n\t\tKIC2 F 1 offset(0, 155)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 1 A_ReFire\n\t\tGoto Ready\n\tBigSwing:\n\t\tTNT1 A 0 A_PlaySound(\"random/bigwoosh\")\n\t\tTNT1 A 5 A_WeaponReady(WRF_NOFIRE)\n\t\tBIGF A 1 offset(100, 60) A_SetAngle(angle+0.5)\n\t\tBIGF A 0 A_SetPitch(pitch-0.5)\n\t\tBIGF A 1 offset(50, 50) A_SetAngle(angle+1)\n\t\tBIGF A 0 A_SetPitch(pitch-1)\n\t\tBIGF A 1 offset(-1, 40) A_SetAngle(angle+1.5)\n\t\tBIGF A 0 A_SetPitch(pitch-1)\n\t\tBIGF A 0 A_CustomPunch(500, true, 0, \"SwingCheckPuffBig\")\n\t\tBIGF A 1 offset(-50, 35) A_SetAngle(angle+2)\n\t\tBIGF A 0 A_SetPitch(pitch-0.5)\n\t\tBIGF A 1 offset(-45, 32)\n\t\tBIGF A 0 A_JumpIfInventory(\"FistHit\", 1, \"HoldHit\")\n\tHoldMiss:\n\t\tBIGF A 1 offset(-100, 32) A_SetAngle(angle+2.5)\n\t\tBIGF A 1 offset(-150, 40) A_SetAngle(angle+3)\n\t\tBIGF A 1 offset(-200, 50) A_SetAngle(angle+3.5)\n\t\tBIGF A 1 offset(-250, 60) A_SetAngle(angle+4)\n\t\tTNT1 A 10 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_TakeInventory(\"FistCounter\", 20)\n\t\tTNT1 A 0 A_ReFire\n\t\tgoto Ready\n\tHoldHit:\n\t\tBIGF A 0 A_Quake(9, 15, 0, 64, \"null\")\n\t\tBIGF A 0 A_GiveToTarget(\"BigFistKnockback\", 1)\n\t\tBIGF A 15 offset(0,0) A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tBIGF A 1 offset(-43, 35)\n\t\tBIGF A 1 offset(-40, 37)\n\t\tBIGF A 1 offset(-30, 40)\n\t\tBIGF A 1 offset(-15, 45)\n\t\tBIGF A 1 offset(1, 50)\n\t\tBIGF A 1 offset(15, 55)\n\t\tBIGF A 1 offset(45, 60)\n\t\tBIGF A 1 offset(75, 70)\n\t\tBIGF A 1 offset(105, 80)\n\t\tBIGF A 0 A_TakeInventory(\"FistHit\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"FistCounter\", 20)\n\t\tTNT1 A 0 A_ReFire\n\t\tgoto Ready\n  Atata:\n  PUNG B 0\n  PUNG B 0 A_PlaySound(\"fist/super\", CHAN_WEAPON, 3, 1)\n  PUNG DBEGEB 1 A_FireBullets(60,20,1,15,\"NewBulletPuff\",0,90)//A_CustomPunch(40)\n  PUNG G 0 A_Refire\n  HNDG J 0 A_StopSound(CHAN_WEAPON)\n  UPCU A 0 A_PlaySound(\"fist/superend\", CHAN_WEAPON, 3)\n  UPCU ABCD 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n  UPCU E 1 A_CustomPunch(500000)\n  HNDG J 0 A_Quake(15, 40, 0, 128)\n  UPCU EFGEFGEFG 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n  UPCU E 25 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n  UPCU DCBA 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n  //HNDG J 0 A_CustomPunch(50000)\n  Goto Ready\n  AltFire:\n    PUNG A 1 offset(0,40)\n\tPUNG A 1 offset(0,45)\n\tPUNG A 1 offset(0,55)\n\tPUNG A 1 offset(0,70)\n\tPUNG A 1 offset(0,95)\n\tPUNG A 1 offset(0,110)\n\tTNT1 A 0 A_PlaySound(\"spinning\", CHAN_WEAPON)\n\tSHTP C 1 offset(0,110)\n\tSHTP D 1 offset(0,95)\n\tSHTP E 1 offset(0,70)\n\tSHTP C 1 offset(0,55)\n\tSHTP D 1 offset(0,45)\n\tSHTP E 1 offset(0,40)\n\tSHTP CDECDECDECDECDECDE 1\n\tAltHold:\n\tSHTP A 0 A_JumpIfInventory(\"FistPistolClip\", 1, 1)\n\tgoto AltReload\n\tSHTP A 0 A_TakeInventory(\"FistPistolClip\", 1)\n\tSHTP A 0 A_FireBullets(0,0,1,1,\"NewBulletPuff\")\n\tSHTP A 0 A_PlaySound(\"fiepscheet\", CHAN_WEAPON)\n\tSHTP B 3 bright\n\tSHTP A 10\n\tSHTP A 0 A_ReFire\n\tAltEnd:\n\tTNT1 A 0 A_PlaySound(\"spinning\", CHAN_WEAPON)\n\tSHTP CDECDE 1\n\t//HNDG J 2 A_FireProjectile(\"Granaat\", 0, 0, 0, 0, FPF_NOAUTOAIM, 3)\n    SHTP C 1 offset(0,40)\n\tSHTP D 1 offset(0,45)\n\tSHTP E 1 offset(0,55)\n\tSHTP C 1 offset(0,70)\n\tSHTP D 1 offset(0,95)\n\tSHTP E 1 offset(0,110)\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tPUNG A 1 offset(0,110)\n\tPUNG A 1 offset(0,95)\n\tPUNG A 1 offset(0,70)\n\tPUNG A 1 offset(0,55)\n\tPUNG A 1 offset(0,45)\n\tPUNG A 1 offset(0,40)\n\tgoto Ready\n\tAltReload:\n\tSHTP A 0 A_PlaySound(\"spinning\", CHAN_WEAPON)\n\tSHTP CDECDECDECDECDECDE 1\n\tSHTP F 0 A_StopSound(CHAN_WEAPON)\n\tSHTP F 15\n\tSHTP G 0 A_PlaySound(\"genericcock\", CHAN_WEAPON)\n\tSHTP G 15\n\tSHTP F 15\n\tSHTP G 0 A_GiveInventory(\"FistPistolClip\", 5)\n\tSHTP A 0 A_PlaySound(\"spinning\", CHAN_WEAPON)\n\tSHTP CDECDECDE 1\n\tSHTP A 0 A_StopSound(CHAN_WEAPON)\n\tSHTP A 0 A_ReFire\n\tgoto AltEnd\n  }\n}\n\nactor boxgloves : MageWandMissile\n{\n -ripper\n damage 3\n radius 20\n height 5\n speed 100\n scale 0.05\n MissileType \"boxglovestrail\"\n obituary \"%o thinks %k has some nice boxing gloves.\"\n States\n {\n Spawn:\n TNT1 AAAAAA 1\n stop\n Xdeath:\n Crash:\n BOXX A 0\n //BOXX A 0 ACS_NamedExecute(\"HitMarker\")\n BOXX A 0 A_PlaySound(\"player/punch\")\n TNT1 A 10\n stop\n }\n}\n\nactor boxglovestrail : Magewandsmoke\n{\n PROJECTILE\n speed 1\n renderstyle translucent\n alpha 0.5\n scale 0.05\n States\n {\n Spawn:\n boxx a 5\n stop\n }\n}\n\nactor GrenadeExplosion\n{\n\tPROJECTILE\n\t+NOGRAVITY\n\tscale 0.6\n\tStates\n\t{\n\tSpawn:\n\t\tBOOM A 0\n\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionSmoke\", frandom(-3, 3), frandom(-3, 3), frandom(-3, 3), frandom(-5, 5), frandom(-5, 5), frandom(-5, 5))\n\t\tBOOM A 0 A_SpawnItemEx(\"ExplosionFlare\")\n\t\tBOOM A 0 A_SpawnItemEx(\"ExplosionShockwave\")\n\t\tBOOM ABCDEFGHIJKLMNOP 1 bright\n\t\tStop\n\t}\n}\n\nactor GrenadeExplosion2 : GrenadeExplosion\n{\n\tscale 1\n}\n\nactor Granaat\n{\n PROJECTILE\n -NOGRAVITY\n +USEBOUNCESTATE\n +HITTRACER\n BounceType \"Doom\"\n Radius 5\n Height 5\n gravity 0.6\n scale 0.15\n bouncefactor 0.6\n wallbouncefactor 0.25\n bouncecount 2\n obituary \"%o went boom by %k's grenade.\"\n bouncesound \"grenade/bounce\"\n deathsound \"grenade/boom\"\n states\n {\n \t\tSpawn:\n\t\tSPRC A 0\n\t\tSPRC A 0 ACS_NamedExecuteAlways(\"GrenadeThrowforce\", 0)\n\t\tSpawn1:\n  BOMB ABCDEFGH 1\n  loop\n  Bounce:\n  BOMB A 0\n  BOMB A 0 A_SpawnItemEx(\"BouncePuff\")\n  Goto Spawn1\n  Crash:\n  XDeath:\n  TNT1 A 0\n  //TNT1 A 0 ACS_NamedExecute(\"hitmarker\")\n  TNT1 A 1\n  Goto Death\n  Death:\n  MISL B 0 A_Stop\n  MISL B 0 Radius_Quake(4,10,3,3,0)\n  MISL B 0 A_Explode(120,80,1)\n  //MISL B 0 ACS_NamedExecute(\"HitMarker\")\n  MISL B 0 A_SpawnItemEx(\"GrenadeExplosion\")\n  TNT1 A 1\n  stop\n }\n}\n\nactor RocketSmoke\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+RANDOMIZE\n\tScale 0.4\n\tRenderstyle Translucent\n\tAlpha 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSM7K ABCDEFGHIJKLMNOPQRSTUVWXYZ 1\n\t\t\tstop\n\t}\n}\n\nactor SlowRocket : Rocket\n{\n\t-ROCKETTRAIL\n\tScale 4\n\tSpeed 5\n\tDamage 10000\n\tObituary \"%o was nuked to shit by %k's rocket.\"\n\tSeeSound \"nuke/launch\"\n\tDamageType \"None\"\n\tDeathSound \"nuke/explode\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMISL A 6 A_SpawnItemEx(\"RocketSmoke\", -5, 0, 0, 0, 0, 1)\n\t\t\tloop\n\t\tDeath:\n\t\t\tMISL BBBBBBBBBBBBB 0 A_SpawnItemEx(\"FlamethrowerFlame\",frandom(-128, 128), frandom(-128,128))\n\t\t\tTNT1 A 0 bright A_Explode(721893712, 5000)\n\t\t\tNKE1 ABCDEGHIJKLMNOPQRSTU 5 bright\n\t\t\tstop\n\t}\n}\n\nactor RocketExplosion\n{\n\t+NOBLOCKMAP\n\t-SOLID\n\t+NOTELEPORT\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMISL A 0\n\t\t\tMISL A 0 A_Quake(6, 10, 0, 512)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"ExplosionSmoke\", frandom(-3, 3), frandom(-3, 3), frandom(-3, 3), frandom(-5, 5), frandom(-5, 5), frandom(-5, 5))\n\t\t\tMISL A 0 A_SpawnItemEx(\"ExplosionFlare\")\n\t\t\tMISL A 0 A_SpawnItemEx(\"ExplosionShockwave\")\n\t\t\tMISL A 0 A_Jump(128, \"Spawn2\")\n\t\t\tMISL BCDEFGHIJKLMN 2 bright\n\t\t\tstop\n\t\tSpawn2:\n\t\t\tEXPL ABCDEFGHIJKLMNOPQRST 1 bright\n\t\t\tstop\n\t}\n}\n\nactor Rocket2 : Rocket replaces Rocket\n{\n-ROCKETTRAIL\n+HITTRACER\nDamageType \"None\"\nObituary \"%o took %k's dick up his ass.\"\nStates\n{\nSpawn:\nMISL A 0 A_PlaySoundEx(\"misc/rocketloop\", \"Weapon\", 1)\nMISL A 1 A_SpawnItemEx(\"RocketSmoke\", -2, 0, 9, 0, 0, 1)\nMISL A 0 A_SpawnItemEx(\"RocketTrailFlare\", -2, 0, 9)\nloop\nXDeath:\nCrash:\nTNT1 A 0\n//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\nTNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\nTNT1 A 1\nGoto Death\nDeath:\nMISL B 0\nMISL B 0 A_StopSoundEx(\"Weapon\")\nMISL B 0 A_SpawnItemEx(\"RocketExplosion\")\nMISL B 0 bright A_Explode\nTNT1 A 10\nstop\n}\n}\n\nactor DevastatorCount : ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor Devastator : Fartygun\n{\n\tTag \"Defartstator\"\n\tWeapon.BobRangeX 0.75\n\tWeapon.BobRangeY 0.3\n\tWeapon.BobSpeed 2\n\tInventory.PickupMessage \"Groovy.\"\n\tWeapon.SelectionOrder 2500\n\tWeapon.AmmoType \"FartRocketAmmo\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 0\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDEVP A -1\n\t\t\tstop\n\t\tSelect:\n\t\t\tDEVS A 0 A_Raise\n\t\t\tDEVS A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tDEVS A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tDEVS A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDEVS A 1 A_WeaponReady\n\t\t\tloop\n\t\tFire:\n\t\t\tDEVS B 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDEVS B 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVS C 0 A_Jump(248, 3)\n\t\t\tDEVS C 0 A_FireCustomMissile(\"SlowRocket\")\n\t\t\tDEVS C 0 A_Jump(256, 2)\n\t\t\t//DEVS C 0 A_FireMissile\n\t\t\tPISL B 0 A_FireCustomMissile(\"Rocket\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 10, 0, 0)/65536.01, 1, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 10, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tDEVS C 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 10)\n\t\t\tD3SL AAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 0, 34, frandom(0, 0.75), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tDEVS C 0 A_Recoil(3)\n\t\t\tDEVS C 0 A_Quake(4, 6, 0, 2)\n\t\t\tDEVS C 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tDEVS C 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVS C 0 A_ZoomFactor(1)\n\t\t\tDEVS D 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVS E 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVS E 0 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVS FB 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVS A 14 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVS A 0 A_ReFire\n\t\t\tGoto Ready\n\t\tAltFire:\n\t\t\tDEVS A 0 A_ZoomFactor(0.6)\n\t\t\tDEVS AB 2 A_WeaponReady(WRF_NOFIRE)\n\t\tAltFireLoop:\n\t\t\tMISF B 0 A_JumpIfInventory(\"FartRocketAmmo\", 1, 1)\n\t\t\tGoto EndAltfire\n\t\t\tDEVS C 0 A_TakeInventory(\"FartRocketAmmo\", 1)\n\t\t\tDEVS C 0 A_FireMissile\n\t\t\tDEVS C 0 A_SetAngle(angle-frandom(-3,3))\n\t\t\tDEVS C 0 A_SetPitch(pitch-frandom(-3,3))\n\t\t\tDEVS C 0 A_Recoil(3)\n\t\t\tloop\n\t\tEndAltfire:\n\t\t\tDEVS C 0 A_ZoomFactor(1)\n\t\t\tDEVS C 0 Radius_Quake(4, 6, 0, 2, 0)\n\t\t\tDEVS CDEFBAA 2 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVS A 0 A_ReFire\n\t\t\tGoto Ready\n\t}\n}\n\nactor DevastatorDouble : Fartygun\n{\n\tTag \"Double Defartstator\"\n\tWeapon.BobRangeX 0.75\n\tWeapon.BobRangeY 0.3\n\tWeapon.BobSpeed 2\n\tInventory.PickupMessage \"Groovy.\"\n\tWeapon.SelectionOrder 2500\n\tWeapon.AmmoType \"FartRocketAmmo\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDEVP A -1\n\t\t\tstop\n\t\tSelect:\n\t\t\tDEVD H 0 A_Raise\n\t\t\tTNT1 A 0 A_GunFlash(\"RightStop\")\n\t\t\tDEVD H 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tDEVD H 0 A_GunFlasH(\"RightStop\")\n\t\t\tDEVD H 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tDEVD A 0 A_GunFlash(\"RightReady\")\n\t\tActualReady:\n\t\t\tDEVD H 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDEVD H 1 A_WeaponReady(WRF_NOSECONDARY | WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tDEVD I 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDEVD I 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVD J 0 A_Jump(250, 3)\n\t\t\tDEVD J 0 A_FireCustomMissile(\"SlowRocket\", 0, 1, -10)\n\t\t\tDEVD J 0 A_Jump(256, 2)\n\t\t\t//DEVD J 0 A_FireCustomMissile(\"Rocket2\", 0, 1, -10)\n\t\t\tPISL B 0 A_FireCustomMissile(\"Rocket2\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 19, 0, 0)/65536.01, 1, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 19, 1, 1)/65536.01)\n\t\t\tDEVD J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 19)\n\t\t\tD3SL AAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, -8, 37, frandom(0, 0.75), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tDEVD J 0 A_Recoil(3)\n\t\t\tDEVD J 0 A_Quake(4, 6, 0, 2)\n\t\t\tDEVD J 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tDEVD J 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVD J 0 A_ZoomFactor(1)\n\t\t\tDEVD K 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDEVD L 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDEVD MN 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDEVD H 14 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDEVD H 0 A_ReFire\n\t\t\tGoto ActualReady\n\n\t\tReload:\n\t\t\tDEVD H 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDEVS A 0 A_JumpIfInventory(\"FartRocketAmmo\", 1, 1)\n\t\t\tGoto ActualReady\n\t\t\tDEVS A 0 A_ZoomFactor(0.6)\n\t\t\tDEVD JK 2 A_WeaponReady(WRF_NOFIRE)\n\t\tReloadLoop:\n\t\t\tMISF B 0 A_JumpIfInventory(\"FartRocketAmmo\", 1, 1)\n\t\t\tGoto EndReload\n\t\t\tDEVS C 0 A_TakeInventory(\"FartRocketAmmo\", 1)\n\t\t\tDEVS C 0 A_FireMissile\n\t\t\tDEVS C 0 A_SetAngle(angle-frandom(-3,3))\n\t\t\tDEVS C 0 A_SetPitch(pitch-frandom(-3,3))\n\t\t\tDEVS C 0 A_Recoil(3)\n\t\t\tloop\n\t\tEndReload:\n\t\t\tDEVS C 0 A_ZoomFactor(1)\n\t\t\tDEVS C 0 A_Quake(4, 6, 0, 2)\n\t\t\tDEVD LMNHH 2 A_WeaponReady(WRF_NOFIRE)\n\t\t\tGoto Ready\n\n\t\tRightReady:\n\t\t\tDEVD A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tDEVD A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"RightFire\")\n\t\t\tloop\n\t\tRightFire:\n\t\t\tDEVD B 0 A_JumpIfInventory(\"FartRocketAmmo\", 1, 2)\n\t\t\tDEVD A 1\n\t\t\tGoto RightReady\n\t\t\tDEVD A 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tDEVD B 1\n\t\t\tDEVD C 0 A_Jump(250, 3)\n\t\t\tDEVD C 0 A_FireCustomMissile(\"SlowRocket\", 0, 1, 10)\n\t\t\tDEVD C 0 A_Jump(256, 2)\n\t\t\t//DEVD C 0 A_FireCustomMissile(\"Rocket2\", 0, 1, 10)\n\t\t\tPISL B 0 A_FireCustomMissile(\"Rocket2\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 19, 0, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 19, 1, 1)/65536.01)\n\t\t\tDEVD C 0 A_Recoil(3)\n\t\t\tDEVD C 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 19)\n\t\t\tD3SL AAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 8, 37, frandom(0, 0.75), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tDEVD C 0 A_Quake(4, 6, 0, 2)\n\t\t\tDEVD C 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tDEVD C 1\n\t\t\tDEVD C 0 A_ZoomFactor(1)\n\t\t\tDEVD D 1\n\t\t\tDEVD E 1\n\t\t\tDEVD FG 1\n\t\t\tDEVD A 14\n\t\t\tDEVD A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\t//DEVD A 0 A_ReFire\n\t\t\tGoto RightReady\n\t\tRightStop:\n\t\t\tDEVD A 1\n\t\t\tloop\n\t}\n}\n\nactor GM94Count : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor GM94PumpCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1000\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1000\n}\n\nactor GM94PumpCount2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1000\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1000\n}\n\nactor GM94Cocking : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor GM94Cocking2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor GM94Reloading : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor GM94Reloading2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor GM94Double : Fartygun\n{\n\tWeapon.BobRangeX 0.65 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2.25 // default: 3\n\tInventory.PickupMessage \"Is this a shotgun or a grenade launcher?\"\n\tobituary \"%o received a faceful of piping hot bomb fresh from mama %k's kitchen.\"\n\ttag \"Double GM94\"\n\tradius 20\n\theight 16\n\tweapon.ammotype \"FartRocketAmmo\"\n\tweapon.ammogive 6\n\t+WEAPON.NOAUTOAIM\n\tScale 0.25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRAP A -1\n\t\t\tstop\n\t\tSelect:\n\t\t\tGM9L A 0 A_GunFlash(\"StopRight\")\n\t\t\tGM9L A 0 A_Raise\n\t\t\tGM9L A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tGM9L A 0 A_GunFlash(\"StopRight\")\n\t\t\tGM9L A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tGM9L A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tGM9L A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tGM9L A 1 A_WeaponReady(WRF_NOSECONDARY | WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Clip2\", 1, 1)\n\t\t\tgoto Reload\n\t\t\tGM94 A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Reloading2\", 1, \"ReloadEnd\")\n\t\t\tGM94 A 0 A_Quake(5, 6, 0, 1)\n\t\t\tGM94 A 0 A_PlaySound(\"gm94/shoot\", CHAN_WEAPON)\n\t\t\tPISL B 0 A_FireCustomMissile(\"Grenade2\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 32, 0, 1)/65536.01, 0, -6, 0, 4, 8)\n\t\t\t//GM94 A 0 A_FireCustomMissile(\"Grenade2\", 0, 0, -6, 0, 4, 8)\n\t\t\tGM94 A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 32)\n\t\t\tD3SL AAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, -6, 37, frandom(0, 0.75), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tGM94 A 0 A_TakeInventory(\"GM94Clip2\", 1)\n\t\t\tGM94 A 0 A_TakeInventory(\"GM94PumpCount2\", 1)\n\t\t\tGM94 A 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tGM9L B 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tGM94 B 0 A_ZoomFactor(1)\n\t\t\tGM9L CDEFG 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L A 0 A_JumpIfInventory(\"GM94Clip2\", 1, 2)\n\t\t\tGM9L A 0 A_Jump(256, 2)\n\t\t\tGM9L A 0 A_JumpIfInventory(\"GM94PumpCount2\", 1, 1)\n\t\t\tgoto FirePump\n\t\t\tGM9L A 0 A_ReFire\n\t\t\tgoto ActualReady\n\t\tFirePump:\n\t\t\tGM9L HIJKLMNOP 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L P 0 A_PlaySound(\"gm94/pump\")\n\t\t\tGM9L P 0 A_GiveInventory(\"GM94PumpCount2\", 1)\n\t\t\tGM9L P 0 A_SpawnItemEx(\"40mmCasing\", 12, -6, 31, frandom(0, 1.25), frandom(0.5, 2), frandom(0.25, 1.15), 0, 128)\n\t\t\tGM9L QRSTTSRQPONMLKJIH 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L A 3 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L A 0 A_ReFire\n\t\t\tgoto ActualReady\n\t\tReload:\n\t\t\tGM9L A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tGM9L A 0 A_JumpIfInventory(\"GM94Clip2\", 0, \"Cocking\")\n\t\t\tGM9L A 0 A_JumpIfInventory(\"FartRocketAmmo\", 1, 1)\n\t\t\tgoto ActualReady\n\t\t\tGM9L A 0 A_GiveInventory(\"GM94Reloading2\", 1)\n\t\t\tGM9L UVWXY 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L Y 0 A_PlaySound(\"gm94/open\", CHAN_WEAPON)\n\t\t\tGM9L Z 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM2L ABCD 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tTNT1 A 4 A_WeaponReady(WRF_NOFIRE )\n\t\tReloadLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FartRocketAmmo\", 1, 1)\n\t\t\tgoto ReloadEnd\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GM94Clip2\", 0, \"ReloadEnd\")\n\t\t\tTNT1 A 10 A_WeaponReady(WRF_NOFIRE )\n\t\t\tTNT1 A 0 A_PlaySound(\"gm94/load\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_GiveInventory(\"GM94Clip2\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FartRocketAmmo\", 1)\n\t\t\tTNT1 A 4 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tloop\n\t\tReloadEnd:\n\t\t\tGM2L DCBA 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L ZY 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L Y 0 A_PlaySound(\"gm94/close\", CHAN_WEAPON)\n\t\t\tGM9L XWVU 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L U 0 A_TakeInventory(\"GM94Reloading2\", 1)\n\t\t\tGM9L A 0 A_JumpIfInventory(\"GM94PumpCount2\", 1, 1)\n\t\t\tgoto FirePump\n\t\t\tGM9L A 0 A_ReFire\n\t\t\tgoto ActualReady\n\n\t\tCocking:\n\t\t\tGM9L A 0 A_JumpIfInventory(\"GM94Cocking2\", 1, \"CockingHold\")\n\t\t\tGM9L A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"GM94CounterCheck\", 1) == 1, \"ActualReady\")\n\t\t\tGM9L HIJKLMNO 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto CockingHold\n\t\tCockingHold:\n\t\t\tGM9L A 0 A_GiveInventory(\"GM94Cocking2\", 1)\n\t\t\tGM9L A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"GM94CounterCheck\", 1) == 1, \"CockingHoldEnd\")\n\t\t\tGM9L P 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L P 0 A_PlaySound(\"gm94/pump\", CHAN_WEAPON)\n\t\t\tGM9L QRSTTTT 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L T 0 A_GiveInventory(\"GM94PumpCount2\", 1)\n\t\t\tGM9L SRQPPPP 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L P 0 A_WeaponReady(WRF_NOFIRE  | WRF_ALLOWRELOAD)\n\t\t\tGM9L P 1 A_WeaponReady(WRF_NOFIRE  | WRF_ALLOWRELOAD)\n\t\t\tGM9L P 0\n\t\t\tgoto CockingHoldEnd\n\t\tCockingHoldEnd:\n\t\t\tGM9L P 0 A_TakeInventory(\"GM94Cocking2\", 1)\n\t\t\tGM9L ONMLKJIH 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto ActualReady\n\n\t\tReadyRight:\n\t\t\tGM9R A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tGM9R A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tGM9R A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\tloop\n\t\tStopRight:\n\t\t\tGM9R A 1\n\t\t\tloop\n\t\tFireRight:\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Clip\", 1, 1)\n\t\t\tgoto ReloadRight\n\t\t\tGM94 A 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Reloading\", 1, \"ReloadEndRight\")\n\t\t\tGM94 A 0 A_Quake(5, 6, 0, 1)\n\t\t\tGM94 A 0 A_PlaySound(\"gm94/shoot\", CHAN_WEAPON)\n\t\t\t//GM94 A 0 A_FireCustomMissile(\"Grenade2\", 0, 0, 6, 0, 4, 8)\n\t\t\tPISL B 0 A_FireCustomMissile(\"Grenade2\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 32, 0, 1)/65536.01, 0, 6, 0, 4, 8)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tGM94 A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 32)\n\t\t\tD3SL AAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 6, 37, frandom(0, 0.75), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tGM94 A 0 A_TakeInventory(\"GM94Clip\", 1)\n\t\t\tGM94 A 0 A_TakeInventory(\"GM94PumpCount\", 1)\n\t\t\tGM94 A 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tGM9R B 1\n\t\t\tGM94 B 0 A_ZoomFactor(1)\n\t\t\tGM9R CDEFG 1\n\t\t\tGM9L A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tGM9L A 0 A_JumpIfInventory(\"GM94Clip\", 1, 2)\n\t\t\tGM9L A 0 A_Jump(256, 2)\n\t\t\tGM9L A 0 A_JumpIfInventory(\"GM94PumpCount\", 1, 1)\n\t\t\tgoto FirePumpRight\n\t\t\tGM9R A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto ReadyRight\n\t\tFirePumpRight:\n\t\t\tGM9R A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tGM9R HIJKLMNOP 1\n\t\t\tGM9R P 0 A_PlaySound(\"gm94/pump\")\n\t\t\tGM9R P 0 A_GiveInventory(\"GM94PumpCount\", 1)\n\t\t\tGM9L P 0 A_SpawnItemEx(\"40mmCasing\", 12, 6, 31, frandom(0, 1.25), frandom(-2, 0.5), frandom(0.25, 1.15), 0, 128)\n\t\t\tGM9R QRSTTSRQPONMLKJIH 1\n\t\t\tGM9R A 3\n\t\t\tGM9R A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto ReadyRight\n\t\tReloadRight:\n\t\t\tGM9R A 1\n\t\t\tGM9R A 0 A_JumpIfInventory(\"GM94Clip\", 0, \"CockingRight\")\n\t\t\tGM9R A 0 A_JumpIfInventory(\"FartRocketAmmo\", 1, 2)\n\t\t\tgoto ReadyRight\n\t\t\tGM9R A 0 A_GiveInventory(\"GM94Reloading\", 1)\n\t\t\tGM9R UVWXY 1\n\t\t\tGM9R Y 0 A_PlaySound(\"gm94/open\", CHAN_WEAPON)\n\t\t\tGM9R Z 1\n\t\t\tGM2R ABCD 1\n\t\t\tTNT1 A 4\n\t\tReloadLoopRight:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FartRocketAmmo\", 1, 1)\n\t\t\tgoto ReloadEndRight\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GM94Clip\", 0, \"ReloadEndRight\")\n\t\t\tTNT1 A 10\n\t\t\tTNT1 A 0 A_PlaySound(\"gm94/load\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_GiveInventory(\"GM94Clip\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FartRocketAmmo\", 1)\n\t\t\tTNT1 A 4 A_JumpIfInventory(\"WeaponRightFire\", 1, \"ReloadEndRight\")\n\t\t\tloop\n\t\tReloadEndRight:\n\t\t\tGM2R DCBA 1\n\t\t\tGM9R ZY 1\n\t\t\tGM9R Y 0 A_PlaySound(\"gm94/close\", CHAN_WEAPON)\n\t\t\tGM9R XWVU 1\n\t\t\tGM9R U 0 A_TakeInventory(\"GM94Reloading\", 1)\n\t\t\tGM9L A 0 A_JumpIfInventory(\"GM94PumpCount\", 1, 1)\n\t\t\tgoto FirePumpRight\n\t\t\tGM9R A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto ReadyRight\n\n\t\tCockingRight:\n\t\t\tGM9R A 0 A_JumpIfInventory(\"GM94Cocking\", 1, \"CockingHoldRight\")\n\t\t\tGM9R A 1\n\t\t\tGM9R A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"GM94CounterCheck\", 0) == 1, \"ReadyRight\")\n\t\t\tGM9R HIJKLMNO 1\n\t\t\tgoto CockingHoldRight\n\t\tCockingHoldRight:\n\t\t\tGM9R A 0 A_GiveInventory(\"GM94Cocking\", 1)\n\t\t\tGM9R A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"GM94CounterCheck\", 0) == 1, \"CockingHoldEndRight\")\n\t\t\tGM9R P 2\n\t\t\tGM9R P 0 A_PlaySound(\"gm94/pump\", CHAN_WEAPON)\n\t\t\tGM9R QRSTTTT 1\n\t\t\tGM9R T 0 A_GiveInventory(\"GM94PumpCount\", 1)\n\t\t\tGM9R SRQPPPP 1\n\t\t\tGM9R P 0 A_JumpIfInventory(\"WeaponReload\", 1, \"CockingHoldRight\")\n\t\t\tGM9R P 1\n\t\t\tGM9R P 0\n\t\t\tgoto CockingHoldEndRight\n\t\tCockingHoldEndRight:\n\t\t\tGM9L P 0 A_TakeInventory(\"GM94Cocking\", 1)\n\t\t\tGM9R ONMLKJIH 1\n\t\t\tgoto ReadyRight\n\t}\n}\n\nactor GM94 : Fartygun\n{\n\tWeapon.BobRangeX 0.65 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2.25 // default: 3\n\tInventory.PickupMessage \"Is this a shotgun or a grenade launcher?\"\n\tobituary \"%o received a faceful of piping hot bomb fresh from mama %k's kitchen.\"\n\tradius 20\n\theight 16\n\tweapon.ammotype \"FartRocketAmmo\"\n\tweapon.ammogive 6\n\t+WEAPON.NOAUTOAIM\n\tScale 0.25\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tGRAP A -1\n\t\t\tStop\n\t\tSelect:\n\t\t\tGM94 A 0\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94PumpCount\", 1, \"ActualSelect\")\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Raise\n\t\t\tGM94 HIJ 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 J 0 A_PlaySound(\"gm94/pump\")\n\t\t\tGM94 K 4 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 JIH 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 A 0 A_GiveInventory(\"GM94PumpCount\", 1)\n\t\tActualSelect:\n\t\t\tGM94 A 0 A_Raise\n\t\t\tGM94 A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tGM94 A 0 A_TakeInventory(\"GM94Reloading\")\n\t\t\tGM94 A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tGM94 A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tGM94 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tGM94 A 0\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Clip\", 1, 1)\n\t\t\tGoto Reload\n\t\t\tGM94 A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Reloading\", 1, \"ReloadEnd\")\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94PumpCount\", 1, 1)\n\t\t\tGoto FirePump\n\t\t\t//GM94 A 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tGM94 A 0 A_Quake(5, 6, 0, 1)\n\t\t\tGM94 A 0 A_PlaySound(\"gm94/shoot\", CHAN_WEAPON)\n\t\t\t//GM94 A 0 A_FireCustomMissile(\"Grenade2\", 0, 1, 0, 0, 4, 8)\n\t\t\tPISL B 0 A_FireCustomMissile(\"Grenade2\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 12, 0, 1)/65536.01, 0, 6, 0, 4, 8)\n\t\t\tGM94 A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 12)\n\t\t\tD3SL AAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 6, 37, frandom(0, 0.75), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tGM94 A 0 A_TakeInventory(\"GM94Clip\", 1)\n\t\t\tGM94 A 0 A_TakeInventory(\"GM94PumpCount\", 1)\n\t\t\tGM94 A 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tGM94 B 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 B 0 A_ZoomFactor(1)\n\t\t\tGM94 CDEFG 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Clip\", 1, 2)\n\t\t\tGM94 A 0 A_Jump(256, 2)\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94PumpCount\", 1, 1)\n\t\t\tgoto FirePump\n\t\t\tD3SL A 0 A_ReFire\n\t\t\t//GM94 A 3 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto Ready\n\t\tFirePump:\n\t\t\tGM94 A 3 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 J 0 A_PlaySound(\"gm94/pump\")\n\t\t\tGM94 HIJ 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 K 4 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM9L P 0 A_SpawnItemEx(\"40mmCasing\", 12, 6, 31, frandom(0, 1.25), frandom(-2, 0.5), frandom(0.25, 1.15), 0, 128)\n\t\t\tGM94 JIH 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 A 0 A_GiveInventory(\"GM94PumpCount\", 1)\n\t\t\tGM94 A 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 A 0 A_ReFire\n\t\t\tGM94 A 8 A_WeaponReady\n\t\t\tGoto Ready\n\t\tReload:\n\t\t\tGM9R A 0\n\t\t\tGM9R A 0 A_JumpIfInventory(\"GM94Clip\", 0, \"Ready\")\n\t\t\tGM9R A 0 A_JumpIfInventory(\"FartRocketAmmo\", 1, 1)\n\t\t\tGoto Ready\n\t\t\tGM9R A 0 A_GiveInventory(\"GM94Reloading\", 1)\n\t\t\tGM1R AB 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM1R C 0 A_PlaySound(\"gm94/open\", CHAN_WEAPON)\n\t\t\tGM1R C 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM1R DEF 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM1R F 0 A_JumpIfInventory(\"GM94Clip\", 1, \"ReloadLoop\")\n\t\tReload1:\n\t\t\tGM1R FGHIJ 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM1R J 0 A_PlaySound(\"gm94/load\", CHAN_WEAPON)\n\t\t\tGM1R J 0 A_GiveInventory(\"GM94Clip\", 1)\n\t\t\tGM1R J 0 A_TakeInventory(\"FartRocketAmmo\", 1)\n\t\t\tGM1R KL 2 A_WeaponReady\n\t\tReloadLoop:\n\t\t\tGM1R M 0 A_JumpIfInventory(\"FartRocketAmmo\", 1, 1)\n\t\t\tGoto ReloadEnd\n\t\t\tGM1R M 0 A_JumpIfInventory(\"GM94Clip\", 0, \"ReloadEnd\")\n\t\t\tGM1R MNOPJ 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM1R J 0 A_PlaySound(\"gm94/load\", CHAN_WEAPON)\n\t\t\tGM1R J 0 A_GiveInventory(\"GM94Clip\", 1)\n\t\t\tGM1R J 0 A_TakeInventory(\"FartRocketAmmo\", 1)\n\t\t\tGM1R KL 2 A_WeaponReady\n\t\t\tloop\n\t\tReloadEnd:\n\t\t\tGM1R EDC 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM1R C 0 A_PlaySound(\"gm94/close\", CHAN_WEAPON)\n\t\t\tGM1R BA 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM1R A 0 A_TakeInventory(\"GM94Reloading\", 1)\n\t\t\tGM1R A 0 A_ReFire\n\t\t\tGoto Ready\n\t\tAltFire:\n\t\t\tGM94 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"GM94CounterCheck\", 0) == 1, \"Ready\")\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Clip\", 0, 1)\n\t\t\tgoto Ready\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Reloading\", 1, \"ReloadEnd\")\n\t\t\tGM94 A 0 A_GiveInventory(\"GM94Cocking\", 1)\n\t\t\tGM94 H 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 H 0 A_ReFire\n\t\t\tgoto AltHold\n\t\tAltHold:\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Cocking\", 1, 1)\n\t\t\tgoto Ready\n\t\t\tGM94 A 0 A_JumpIfInventory(\"GM94Clip\", 0, 1)\n\t\t\tgoto Ready\n\t\t\tGM94 H 0 A_JumpIf(ACS_NamedExecuteWithResult(\"GM94CounterCheck\", 0) == 1, \"AltHoldEnd\")\n\t\t\tGM94 H 0 A_PlaySound(\"gm94/pump\")\n\t\t\tGM94 IJK 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 K 0 A_GiveInventory(\"GM94PumpCount\", 1)\n\t\t\tGM94 K 4 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 JII 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 I 0 A_ReFire\n\t\t\tgoto AltHoldEnd\n\t\tAltHoldEnd:\n\t\t\tGM94 H 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGM94 H 0 A_TakeInventory(\"GM94Cocking\", 1)\n\t\t\tgoto Ready\n\t}\n}\n\nactor Grenade2 : Granaat replaces Grenade\n{\n\tSpeed 35\n\tDamage 40\n\tRadius 8\n\tSeeSound \"grenade/throw\"\n\tObituary \"$OB_GRENADE\" // \"%o caught %k's grenade.\"\n\tDamageType Grenade\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBOMB ABCDEFGH 1\n\t\t\tloop\n\t\tDeath:\n\t\t\tBOOM A 0 A_Scream\n\t\t\tBOOM A 0 A_Explode(225, 164)\n\t\t\tMISL B 0 A_SpawnItemEx(\"GrenadeExplosion2\")\n\t\t\tMISL B 0 A_SpawnItemEx(\"ExplosionShockwave\")\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor pinkPlasma: PlasmaBall replaces PlasmaBall\n{\n decal pinkdecal1\n +SEEKERMISSILE\n +HITTRACER\n +HITMASTER\n renderstyle add\n alpha 1\n Translation \"192:207=[255,168,255]:[83,0,83]\", \"240:247=[83,0,83]:[55,0,55]\"\n SeeSound \"\"\n States\n {\n  Spawn:\n  PLSS A 0 A_SpawnItemEx(\"FartRifleParticle\", 0, 0, 0, frandom(-2, 2), frandom(-2, 2), frandom(-2, 2), 0, 128)\n  PLSS A 2 bright A_Jump(70, \"End\")\n  PLSS A 0 A_SpawnItemEx(\"FartRifleParticle\", 0, 0, 0, frandom(-2, 2), frandom(-2, 2), frandom(-2, 2), 0, 128)\n  PLSS B 2 bright A_Jump(70,\"End\")\n  loop\n  End:\n  PLSE ABCDEABCDE 1 bright\n  Goto Spawn\n  XDeath:\n  Crash:\n  TNT1 A 0\n  //TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n  TNT1 A 0 ACS_NamedExecuteAlways(\"TryHitIndicator\")\n  TNT1 A 1\n  Goto Death\n  Death:\n  PLSS AAAAA 0 A_SpawnItemEx(\"FartRifleParticle\", 0, 0, 0, frandom(-2, 2), frandom(-2, 2), frandom(-2, 2), 0, 128)\n  PLSE A 0 A_SpawnItemEx(\"FartRifleFlareSmall\")\n  PLSE ABCDE 2 bright\n  stop\n }\n}\n\nactor pinkNukeClouds\n{\n +NOGRAVITY\n mass 0\n scale 6\n Translation \"192:207=[255,168,255]:[83,0,83]\", \"240:247=[83,0,83]:[55,0,55]\"\n renderstyle add\n alpha 1\n States\n {\n  Spawn:\n  PLSE A 0 A_SetPitch(random(-90, 90))\n  PLSE ACABBACDADBCADCBABDBCDE 1 bright\n  stop\n }\n}\n\nactor pinkNukeExplosion\n{\n +NOGRAVITY\n mass 0\n scale 4\n renderstyle add\n states\n {\n spawn:\n NKE1 ABCDEFGHIJKLMNOPQRSTU 4 bright\n stop\n }\n}\n\nactor pinkNukeTrail : pinkNukeClouds\n{\n scale 3\n alpha 0.5\n States\n {\n  Spawn:\n  PLSE A 0 A_Jump(128, 0, 6, 9, 12)\n  PLSE ABABCACDBCBDCDE 1 bright\n  stop\n }\n}\n\nactor pinkNukeFlame\n{\n scale 1\n +NOBLOCKMAP\n +MOVEWITHSECTOR\n +NOTELEPORT\n ReactionTime 20\n DamageType \"Fire\"\n States\n {\n  Spawn:\n  FLME ABC 3 bright\n  FLME A 0 A_Explode(5, 64)\n  FLME DEF 3 bright\n  FLME A 0 A_Explode(5, 64)\n  FLME GHI 3 bright\n  FLME A 0 A_Explode(5, 64)\n  FLME JKL 3 bright\n  FLME A 0 A_Explode(5, 64)\n  FLME MN 3 bright\n  FLME N 0 bright A_Explode(5, 64)\n  FLME A 0 A_CountDown\n  loop\n  Death:\n  FLME ABCDEFGHIJKLMN 3 bright A_FadeOut(0.1)\n  loop\n }\n}\n\nactor pinkNukeFlame2 : pinkNukeFlame\n{\n\tscale 0.6\n\tReactionTime 10\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor pinkNukePlasma : pinkPlasma\n{\n speed 90\n scale 4\n radius 11\n damage 5000\n var int user_radiusspawn;\n renderstyle normal\n SeeSound \"none\"\n +FORCERADIUSDMG\n //DeathSound \"weapons/rocklx\"\n States\n {\n  Spawn:\n  PLSE AAAAAAAAAAA 0 A_SpawnItemEx(\"pinkNukeClouds\", 0, 0, 0, frandom(10,40), frandom(-20,20), frandom(-20,20), frandom(0, 360))\n  Spawnloop:\n  PLSS A 1 bright A_SpawnItemEx(\"pinkNukeTrail\")\n  PLSS A 0 bright A_SpawnItemEx(\"FartRifleFlare1\")\n  loop\n  Crash:\n  XDeath:\n  TNT1 A 0\n  //TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n  TNT1 A 1\n  Goto Death\n  Death:\n  PLSE A 0\n  PLSE A 0 A_PlaySound(\"pink/explode\",0,1,0)\n  PLSE A 0 A_SetUserVar(\"user_radiusspawn\", 0)\n  PLSE AAAAAAAA 0 A_SpawnItemEx(\"FlamethrowerFlame\",frandom(-128, 128), frandom(-128,128))\n  PLSE A 0 A_SpawnItemEx(\"FartRifleFlareHuge\", 0, 0, 64)\n  //PLSE AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"pinkPlasma\", 0, 0, frandom(0,360), CMF_ABSOLUTEANGLE)\n  DeathLoop:\n  //PLSE A 0 A_SpawnItemEx(\"pinkPlasma\",0,0,0,user_radiusspawn)\n  PLSE A 0 A_CustomMissile(\"pinkPlasma\", 0, 0,user_radiusspawn, CMF_ABSOLUTEANGLE | CMF_AIMDIRECTION, user_radiusspawn/40)\n  PLSE A 0 A_SetUserVar(\"user_radiusspawn\", user_radiusspawn+5)\n  PLSE A 0 A_JumpIf(user_radiusspawn>=3600,2)\n  loop\n  PLSE AAAAAAAAAAA 0 A_SpawnItemEx(\"pinkNukeClouds\", 0, 0, 0, 30, 0, 0, frandom(0, 360))\n  PLSE AAAAAAAAAAA 0 A_Explode(5000, 512)\n  PLSE A 0 A_RadiusThrust(80000, 512, RTF_AFFECTSOURCE)\n  //PLSE ABABABCDCDCDABCDECDE 1 bright\n  MISL BCD 4 bright\n  MISL EFGHIJKLMN 4 bright\n  stop\n }\n}\n\nactor FartRifleCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor FartRifleRecoil : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 60\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 60\n}\n\nactor FartRifleSpread : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 40\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 40\n}\n\nactor FartRifleDouble : FartyGun\n{\n\tTag \"Double Fart Rifle\"\n\tWeapon.BobRangeX 0.76 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2.25 // default: 3\n\tWeapon.AmmoType \"FartCell\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType2 \"FartRifleCounter\"\n\tWeapon.AmmoUse 1\n\tStates\n\t{\n\t\tSelect:\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tDPLS G 0 A_Raise\n\t\t\tDPLS G 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tDPLS G 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tDPLS G 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDPLS G 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tDPLS G 0 A_TakeInventory(\"FartRifleCounter2\", 1)\n\t\t\tloop\n\t\tFire:\n\t\t\tDPLS G 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDPLS G 0 A_PlaySound(\"weapons/plasmaf\", CHAN_WEAPON)\n\t\t\t//DPLS G 0 A_FireCustomMissile(\"PlasmaBall\", 0, 1, -8)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlasmaBall\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 28, 0, 0)/65536.01, 1, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 28, 1, 1)/65536.01)\n\t\t\tDPLS G 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 28)\n\t\t\tDPLS G 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tDPLS G 0 A_JumpIfInventory(\"FartRifleCounter2\", 100, 3)\n\t\t\tDPLS G 0 A_GiveInventory(\"FartRifleCounter2\", 2)\n\t\t\tDPLS G 0 A_Jump(255, 2)\n\t\t\tDPLS G 0 A_Jump(10, \"BigFire\")\n\t\t\tDPLS G 0 A_Jump(128, 3)\n\t\t\tDPLS H 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tDPLS H 0 A_Jump(256, 2)\n\t\t\tDPLS I 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tDPLS G 0 A_ZoomFactor(1)\n\t\t\tDPLS GG 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDPLS G 0 A_ReFire\n\t\t\tDPLS G 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tgoto CoolStart\n\t\tCoolStart:\n\t\t\tDPLS JKL 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto CoolLoop\n\t\tCoolLoop:\n\t\t\tDPLS L 0 A_JumpIfInventory(\"FartRifleCounter2\", 1, 1)\n\t\t\tgoto CoolEnd\n\t\t\tDPLS L 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDPLS L 0 A_SpawnItemEx(\"PlasmaRifleCoolSmoke\", 10, -10, 46, 0, 0, 0, 0, 128)\n\t\t\tDPLS L 0 A_TakeInventory(\"FartRifleCounter2\", 2)\n\t\t\tloop\n\t\tCoolEnd:\n\t\t\tDPLS LKJ 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto ActualReady\n\t\tBigFire:\n\t\t\tDPLS G 0 A_ZoomFactor(1)\n\t\t\tDPLS G 0 A_PlaySound(\"pink/shoot\", 1, 1, 0)\n\t\t\tDPLS G 0 A_Quake(3, 50, 0, 16)\n\t\t\tDPLS G 50 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tDPLS G 0 A_Quake(7, 50, 0, 25)\n\t\t\tDPLS H 50 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tDPLS H 0 A_Quake(15, 50, 0, 60)\n\t\t\tDPLS I 45 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\t//PLSG A 0 A_GunFlash\n\t\t\tDPLS G 0 A_Quake(600, 5, 0, 2)\n\t\t\tDPLS G 0 A_ZoomFactor(0.6)\n\t\t\tDPLS I 0 A_FireCustomMissile(\"pinkNukePlasma\", 0, 1, -8, 0, 0, 0)\n\t\t\tDPLS G 6 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tDPLS G 0 A_ZoomFactor(1)\n\t\t\tDPLS G 0 A_SetPitch(pitch-15)\n\t\t\tDPLS G 0 A_Recoil(150)\n\t\t\tDPLS L 20 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tgoto ActualReady\n\t\tReadyRight:\n\t\t\tDPLS A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tDPLS A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tDPLS A 0 A_TakeInventory(\"FartRifleCounter\", 1)\n\t\t\tloop\n\t\tFireRight:\n\t\t\tDPLS A 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tDPLS A 0 A_PlaySound(\"weapons/plasmaf\", CHAN_WEAPON)\n\t\t\t//DPLS A 0 A_FireCustomMissile(\"PlasmaBall\", 0, 1, 8)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlasmaBall\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 28, 0, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 28, 1, 1)/65536.01)\n\t\t\tDPLS A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 28)\n\t\t\tDPLS A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tDPLS A 0 A_JumpIfInventory(\"FartRifleCounter\", 100, 3)\n\t\t\tDPLS A 0 A_GiveInventory(\"FartRifleCounter\", 2)\n\t\t\tDPLS A 0 A_Jump(255, 2)\n\t\t\tDPLS A 0 A_Jump(10, \"BigFireRight\")\n\t\t\tDPLS A 0 A_Jump(128, 3)\n\t\t\tDPLS B 1 bright\n\t\t\tDPLS B 0 bright A_Jump(256, 2)\n\t\t\tDPLS C 1 bright\n\t\t\tDPLS A 0 A_ZoomFactor(1)\n\t\t\tDPLS A 2\n\t\t\tDPLS A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tDPLS A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto CoolStartRight\n\t\tCoolStartRight:\n\t\t\tDPLS DEF 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto CoolLoopRight\n\t\tCoolLoopRight:\n\t\t\tDPLS F 0 A_JumpIfInventory(\"FartRifleCounter\", 1, 1)\n\t\t\tgoto CoolEndRight\n\t\t\tDPLS F 1\n\t\t\tDPLS F 0 A_SpawnItemEx(\"PlasmaRifleCoolSmoke\", 10, 10, 46, 0, 0, 0, 0, 128)\n\t\t\tDPLS F 0 A_TakeInventory(\"FartRifleCounter\", 2)\n\t\t\tloop\n\t\tCoolEndRight:\n\t\t\tDPLS FED 2\n\t\t\tgoto ReadyRight\n\t\tBigFireRight:\n\t\t\tDPLS A 0 A_ZoomFactor(1)\n\t\t\tDPLS A 0 A_PlaySound(\"pink/shoot\", 1, 1, 0)\n\t\t\tDPLS A 0 A_Quake(3, 50, 0, 16)\n\t\t\tDPLS A 50\n\t\t\tDPLS A 0 A_Quake(7, 50, 0, 25)\n\t\t\tDPLS B 50\n\t\t\tDPLS B 0 A_Quake(15, 50, 0, 60)\n\t\t\tDPLS C 45\n\t\t\t//PLSG A 0 A_GunFlash\n\t\t\tDPLS C 0 A_Quake(600, 5, 0, 2)\n\t\t\tDPLS C 0 A_ZoomFactor(0.6)\n\t\t\tDPLS C 0 A_FireCustomMissile(\"pinkNukePlasma\", 0, 1, 8, 0, 0, 0)\n\t\t\tDPLS A 6\n\t\t\tDPLS A 0 A_ZoomFactor(1)\n\t\t\tDPLS A 0 A_SetPitch(pitch-15)\n\t\t\tDPLS A 0 A_Recoil(150)\n\t\t\tDPLS F 20\n\t\t\tgoto ReadyRight\n\t\tStopRight:\n\t\t\tDPLS A 1\n\t\t\tloop\n\t}\n}\n\nactor FartRifle : FartyGun\n{\n\tTag \"Fart Rifle\"\n\tWeapon.BobRangeX 0.76 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2.25 // default: 3\n  Inventory.PickupMessage \"Made do with a Fart Rifle.\"\n  Weapon.SelectionOrder 100\n  Weapon.AmmoType \"FartCell\"\n  Weapon.AmmoGive 0\n  Weapon.AmmoType2 \"FartRifleCounter\"\n  Weapon.AmmoUse 1\n  States\n  {\n  Spawn:\n\tPLAS A -1\n\tStop\n  Ready:\n  PLSG A 1 A_WeaponReady\n  loop\n  Select:\n  PLSG A 0 A_Raise\n  PLSG A 1 A_Raise\n  loop\n  Deselect:\n  PLSG A 0 A_Lower\n  loop\n  Ready:\n  PLSG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n  PLSG A 1 A_WeaponReady\n  PLSG A 0 A_TakeInventory(\"FartRifleCounter\", 2)\n  loop\n  Flash:\n\tPLSF A 0 A_Jump(128, 2)\n    PLSF A 2 Bright A_Light1\n    Goto LightDone\n    PLSF B 2 Bright A_Light1\n    Goto LightDone\n  Fire:\n  PLSG A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n  PLSG A 0 A_JumpIfInventory(\"PowerDoubleFiringSpeed\", 1, \"RageAltfire\")\n  PLSG A 0 A_JumpIfInventory(\"RuneDoubleFiringSpeed\", 1, \"RageAltfire\")\n\t\t\tPLSG A 0 A_PlaySound(\"weapons/plasmaf\", CHAN_WEAPON)\n\t\t\t//PLSG A 0 A_FireCustomMissile(\"PlasmaBall\", 0, 1)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlasmaBall\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 13, 0, 0)/65536.01, 1, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 13, 1, 1)/65536.01)\n\t\t\tPLSG A 0 A_GunFlash\n\t\t\tPLSG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 13)\n\t\t\tPLSG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tPLSG A 0 A_JumpIfInventory(\"FartRifleCounter\", 100, 3)\n\t\t\tPLSG A 0 A_GiveInventory(\"FartRifleCounter\", 2)\n\t\t\tPLSG A 0 A_Jump(255, 2)\n\t\t\tPLSG A 0 A_Jump(10, \"BigFire\")\n\t\t\tPLSG A 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPLSG A 0 A_ZoomFactor(1)\n\t\t\tPLSG AA 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPLSG A 0 A_ReFire\n\t\t\tPLSG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n  CoolStart:\n\tPKPL ABC 2 A_WeaponReady(WRF_NOFIRE )\n  CoolLoop:\n\tPLSG B 0 A_JumpIfInventory(\"FartRifleCounter\", 1, 1)\n\tGoto CoolEnd\n\tPLSG B 1 A_WeaponReady(WRF_NOFIRE )\n\tPLSG B 0 A_SpawnItemEx(\"PlasmaRifleCoolSmoke\", 10, -10, 46, 0, 0, 0, 0, 128)\n\tPLSG B 0 A_TakeInventory(\"FartRifleCounter\", 2)\n\tLoop\n  CoolEnd:\n\tPKPL CBA 2 A_WeaponReady(WRF_NOFIRE )\n\tGoto Ready\n  BigFire:\n  PLSG A 0 A_ZoomFactor(1)\n  PLSG A 0 A_PlaySound(\"pink/shoot\", 1, 1, 0)\n  PLSG A 0 A_Quake(3, 50, 0, 16)\n  PLSG A 50 A_WeaponReady(WRF_NOFIRE)\n  PLSF A 0 A_Quake(7, 50, 0, 25)\n  PLSF A 50 A_WeaponReady(WRF_NOFIRE)\n  PLSF B 0 A_Quake(15, 50, 0, 60)\n  PLSF B 45 A_WeaponReady(WRF_NOFIRE)\n  //PLSG A 0 A_GunFlash\n  PLSG A 0 A_Quake(600, 5, 0, 2)\n  PLSG A 0 A_ZoomFactor(0.6)\n  PLSF B 0 A_FireCustomMissile(\"pinkNukePlasma\", 0, 1, 0, 0, 0, 0)\n  PLSF B 6 A_WeaponReady(WRF_NOFIRE)\n  PLSG A 0 A_ZoomFactor(1)\n  PLSG A 0 A_SetPitch(pitch-15)\n  PLSG A 0 A_Recoil(150)\n  PLSG B 20 A_WeaponReady(WRF_NOFIRE)\n  Goto Ready\n  RageAltfire:\n  PLSG A 0 A_GunFlash\n  PLSG A 0 A_Recoil(150)\n  PLSG A 60 A_FireCustomMissile(\"pinkNukePlasma\", 0, 1, 0, 0, 0, 0)\n  PLSG B 40 A_ReFire\n  Goto Ready\n  }\n}\n\nactor MinifartSpun : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor MinifartCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor MinifartDouble : Fartygun\n{\n\tTag \"Double Minifart\"\n\tRadius 20\n\tHeight 16\n\tWeapon.AmmoType \"FartClip\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.SelectionOrder 700\n\tWeapon.Kickback 100\n\tWeapon.BobRangeX 0.8 // default: 0.5\n\tWeapon.BobRangeY 0.325 // default: 0.3\n\tWeapon.BobSpeed 1.75 // default: 3\n\tObituary \"%o got turned into fleshy ribbons by %k\"\n\tStates\n\t{\n\t\tDeselect:\n\t\t\tD3CP A 0\n\t\t\tD3CP A 0 A_StopSoundEx(\"Weapon\")\n\t\t\tD3CP A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\t\tD3CP A 0 A_GunFlash(\"StopRight\")\n\t\t\tD3CP A 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tD3CP E 1 A_Raise\n\t\t\tD3CP A 0 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tD3CP A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tD3CP E 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CP E 1 A_WeaponReadY(WRF_NOSECONDARY)\n\t\t\tloop\n\t\tFire:\n\t\t\tD3CP A 0 A_PlaySoundEx(\"mini/up\", \"Weapon\")\n\t\t\tD3CP EFEF 3 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tD3CP EFEF 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tD3CP EEFEFEFE 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tD3CP B 0 A_Refire\n\t\t\tgoto FireEnd\n\t\tFireEnd:\n\t\t\tD3CP A 0 A_ZoomFactor(1)\n\t\t\tD3CP A 0 A_StopSoundEx(\"Weapon\")\n\t\t\tD3CP A 0 A_PlayWeaponSound(\"mini/down\")\n\t\t\tD3CP EFEFEFEFEFEFEFEEFFEEFFEEEFFFEEEFFFEEEEFFFF 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tgoto ActualReady\n\t\tHold:\n\t\t\tD3CP A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CP C 0 A_PlaySoundEx(\"mini/fire\",\"Weapon\",1)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 23, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 23, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -5, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CP C 0 A_Quake(5, 8, 0, 1)\n\t\t\tD3CP C 0 A_ChangeVelocity(cos(pitch)*-0.5, 0, sin(pitch)*0.5, CVF_RELATIVE)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -7, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -7, 38, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3CP C 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 23)\n\t\t\tD3CP C 0 A_SpawnItemEx(\"BulletCasing\", 18, -10, 32, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tD3CP C 0 A_ZoomFactor(0.9, ZOOM_INSTANT)\n\t\t\tD3CP G 1 bright A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tD3CP G 0 A_ZoomFactor(0.925, ZOOM_INSTANT)\n\t\t\t//D3CP E 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH | WRF_NOSECONDARY)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 23, 0)/65536.01, 1, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 23, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tD3CP C 0 A_Quake(5, 8, 0, 1)\n\t\t\tD3CP C 0 A_ChangeVelocity(cos(pitch)*-0.5, 0, sin(pitch)*0.5, CVF_RELATIVE)\n\t\t\tD3CP C 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 23)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -7, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -7, 38, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3CP C 0 A_SpawnItemEx(\"BulletCasing\", 18, -10, 32, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tD3CP H 1 bright A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\t//D3CP F 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH | WRF_NOSECONDARY)\n\t\t\tD3CP B 0 A_Refire\n\t\t\tD3CP B 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tgoto FireEnd\n\n\t\tReadyRight:\n\t\t\tD3CP A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3CP A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tloop\n\t\tFireRight:\n\t\t\tD3CP A 0 A_PlaySoundEx(\"mini/up\", \"SoundSlot5\")\n\t\t\tD3CP ABAB 3\n\t\t\tD3CP ABAB 2\n\t\t\tD3CP AABABABA 1\n\t\t\tD3CP B 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"HoldRight\")\n\t\t\tgoto FireEndRight\n\t\tHoldRight:\n\t\t\tD3CP C 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3CP C 0 A_PlaySoundEx(\"mini/fire\",\"SoundSlot5\",1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 23, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 23, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tD3CP C 0 A_Quake(5, 8, 0, 1)\n\t\t\tD3CP C 0 A_ChangeVelocity(cos(pitch)*-0.5, 0, sin(pitch)*0.5, CVF_RELATIVE)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 7, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 7, 38, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3CP C 0 ACS_NamedExecutealways(\"NewWeaponRecoil\", 0, 23)\n\t\t\tD3CP C 0 A_SpawnItemEx(\"BulletCasing\", 18, 10, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CP C 0 A_ZoomFactor(0.9, ZOOM_INSTANT)\n\t\t\tD3CP C 1 bright\n\t\t\tD3CP C 0 A_ZoomFactor(0.925, ZOOM_INSTANT)\n\t\t\t//D3CP A 1\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 23, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 23, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tD3CP C 0 A_Quake(5, 8, 0, 1)\n\t\t\tD3CP C 0 A_ChangeVelocity(cos(pitch)*-0.5, 0, sin(pitch)*0.5, CVF_RELATIVE)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 7, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 7, 38, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3CP C 0 ACS_NamedExecutealways(\"NewWeaponRecoil\", 0, 23)\n\t\t\tD3CP C 0 A_SpawnItemEx(\"BulletCasing\", 18, 10, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CP D 1 bright\n\t\t\t//D3CP B 1\n\t\t\tD3CP B 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"HoldRight\")\n\t\t\tD3CP B 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tgoto FireEndRight\n\t\tFireEndRight:\n\t\t\tD3CP A 0 A_ZoomFactor(1)\n\t\t\tD3CP A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\t\tD3CP A 0 A_PlayWeaponSound(\"mini/down\")\n\t\t\tD3CP ABABABABABABABAABBAABBAAABBBAAABBBAAAABBBB 1\n\t\t\tgoto ReadyRight\n\t\tStopRight:\n\t\t\tD3CP A 1\n\t\t\tloop\n\t}\n}\n\nACTOR Minifart : FartyGun replaces Minigun\n{\n  SpawnID 214\n  Radius 20\n  Height 16\n  Weapon.AmmoType \"FartClip\"\n  Weapon.AmmoGive 0\n  Weapon.AmmoUse 1\n  Weapon.Selectionorder 700\n  Weapon.Kickback 100\n \tWeapon.BobRangeX 0.8 // default: 0.5\n\tWeapon.BobRangeY 0.325 // default: 0.3\n\tWeapon.BobSpeed 1.75 // default: 3\n  Inventory.PickupMessage \"It's a minigun! Neat.\" // \"%o was drilled by %k's minigun.\"\n  Obituary \"%o was drilled with shitnuggets by %k\" // \"You got the minigun!\"\n  //AttackSound \"weapons/minigun\"\n  States\n  {\n  Spawn:\n    MINI A -1\n    Loop\n  Ready:\n\tD3CP A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n    D3CP A 1 A_WeaponReady\n    Loop\n  Deselect:\n\tD3CP A 0 A_StopSoundEx(\"Weapon\")\n\tD3CP A 0 A_Lower\n    Loop\n  Select:\n\tD3CP A 0 A_JumpIfInventory(\"MinifartSpun\", 1, \"ActualSelect\")\n\tD3CP A 0 A_PlaySound(\"mini/spin\")\n\tD3CP A 1 offset(0, 110)\n\tD3CP B 1 offset(0, 100)\n\tD3CP A 1 offset(0, 90)\n\tD3CP B 1 offset(0, 80)\n\tD3CP A 1 offset(0, 70)\n\tD3CP B 1 offset(0, 60)\n\tD3CP A 1 offset(0, 50)\n\tD3CP B 1 offset(0, 40)\n\tD3CP A 1 offset(0, 37)\n\tD3CP B 1 offset(0, 34)\n\tD3CP A 1 offset(0, 33)\n\tD3CP BABBAAABBB 1 A_WeaponReady(WRF_NOFIRE )\n\tD3CP D 0 A_GiveInventory(\"MinifartSpun\", 1)\n\tActualSelect:\n    D3CP A 0 A_Raise\n    D3CP A 1 A_Raise\n    Loop\n  Fire:\n\tD3CP A 0 A_PlaySoundEx(\"mini/up\", \"Weapon\")\n\tD3CP ABAB 3 A_WeaponReady(WRF_NOFIRE )\n\tD3CP ABAB 2 A_WeaponReady(WRF_NOFIRE )\n\tD3CP AABABABA 1 A_WeaponReady(WRF_NOFIRE )\n\tD3CP B 0 A_Refire\n  FireEnd:\n\tD3CP A 0 A_ZoomFactor(1)\n\tD3CP A 0 A_StopSoundEx(\"Weapon\")\n\tD3CP A 0 A_PlayWeaponSound(\"mini/down\")\n\tD3CP ABABABABABABABAABBAABBAAABBBAAABBBAAAABBBB 1 A_WeaponReady(WRF_NOFIRE )\n\tgoto Ready\n   Hold:\n   D3CP C 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\tD3CP C 0 A_PlaySoundEx(\"mini/fire\",\"Weapon\",1)\n\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 9, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 9, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\tD3CP C 0 A_ChangeVelocity(cos(pitch)*-0.5, 0, sin(pitch)*0.5, CVF_RELATIVE)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 7, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 7, 38, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\tD3CP C 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 9)\n\tD3CP C 0 A_SpawnItemEx(\"BulletCasing\", 18, 7, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\tD3CP C 0 A_ZoomFactor(0.9, ZOOM_INSTANT)\n\tD3CP C 1 bright A_WeaponReady(WRF_NOFIRE )\n\tD3CP C 0 A_ZoomFactor(0.925, ZOOM_INSTANT)\n\t//D3CP A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 9, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 9, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 9, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\tD3CP C 0 A_Quake(5, 8, 0, 1)\n\tD3CP C 0 A_ChangeVelocity(cos(pitch)*-0.5, 0, sin(pitch)*0.5, CVF_RELATIVE)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 7, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 7, 38, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\tD3CP C 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 9)\n\tD3CP C 0 A_SpawnItemEx(\"BulletCasing\", 18, 7, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\tD3CP D 1 bright A_WeaponReady(WRF_NOFIRE )\n\t//D3CP B 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tD3CP B 0 A_Refire\n\tD3CP B 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\tgoto FireEnd\n\tAltFire:\n\t//A_FireCustomMissile(\"fartgrenade\",random(2,-2),0,0,0)\n\tD3CP A 0 A_PlaySoundEx(\"mini/up\", \"Weapon\")\n\tD3CP ABAB 3 A_WeaponReady(WRF_NOFIRE )\n\tD3CP ABAB 2 A_WeaponReady(WRF_NOFIRE )\n\tD3CP AABABABA 1 A_WeaponReady(WRF_NOFIRE )\n\tD3CP B 0 A_Refire\n\tgoto FireEnd\n\tAltHold:\n\tD3CP C 0 A_PlaySoundEx(\"mini/fire\",\"Weapon\",1)\n    D3CP C 0 A_FireCustomMissile(\"fartgrenade\",random(2,-2),0,0,0)\n\tD3CP C 0 A_Quake(3, 8, 0, 1)\n\tD3CP C 0 A_ChangeVelocity(cos(pitch)*-0.5, 0, sin(pitch)*0.5, CVF_RELATIVE)\n\tD3CP C 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 9)\n\tD3CP C 0 A_SpawnItemEx(\"BulletCasing\", 18, 7, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\tD3CP C 0 A_ZoomFactor(0.9, ZOOM_INSTANT)\n\tD3CP C 1 bright A_WeaponReady(WRF_NOFIRE )\n\tD3CP C 0 A_ZoomFactor(0.925, ZOOM_INSTANT)\n\t//D3CP A 1 A_WeaponReady(WRF_NOFIRE )\n\tD3CP C 0 A_FireCustomMissile(\"fartgrenade\",random(2,-2),0,0,0)\n\tD3CP C 0 A_Quake(3, 8, 0, 1)\n\tD3CP C 0 A_ChangeVelocity(cos(pitch)*-0.5, 0, sin(pitch)*0.5, CVF_RELATIVE)\n\tD3CP C 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 9)\n\tD3CP C 0 A_SpawnItemEx(\"BulletCasing\", 18, 7, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\tD3CP D 1 bright A_WeaponReady(WRF_NOFIRE )\n\t//D3CP B 1 A_WeaponReady(WRF_NOFIRE )\n\tD3CP B 0 A_Refire\n\tgoto FireEnd\n   Flash:\n    TNT1 A 1\n    MNCF A 1 BRIGHT A_Light2\n    TNT1 A 1 BRIGHT A_Light0\n    MNCF B 1 BRIGHT A_Light1\n    TNT1 A 1 BRIGHT A_Light0\n    Stop\n  }\n}\n\nactor SGCounter2 : Ammo\n{\n\tinventory.amount 0\n\tinventory.maxamount 1000\n\tAmmo.backpackamount 0\n\tAmmo.backpackmaxamount 1000\n}\n\nactor SGCounter : Ammo\n{\n\tinventory.amount 0\n\tinventory.maxamount 1000\n\tAmmo.backpackamount 0\n\tAmmo.backpackmaxamount 1000\n}\n\nactor SGCocking : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor SGCocking2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor SGReloading2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor SGReloading : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor ShotFartCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor ShotFartSpread : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 30\n}\n\nactor ShotfartDouble : Fartygun\n{\n\tTag \"Double Shartgun\"\n\tWeapon.BobRangeX 0.65 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2.25 // default: 3\n\tObituary \"%o got ass-blasted by %k's shartguns\"\n\tWeapon.SelectionOrder 1300\n\tWeapon.AmmoType \"FartShell\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType2 \"SGClip\"\n\tStates\n\t{\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_TakeInventory(\"SGReloading2\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"SGReloading\", 1)\n\t\t\tD3SL A 0 A_GunFlash(\"StopRight\")\n\t\t\tD3SL A 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tD3SL A 0 A_Raise\n\t\t\tD3SL A 1 A_Raise\n\t\t\tD3SL A 0 A_GunFlash(\"StopRight\")\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tD3SL A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3SL A 1 A_WeaponReady(WRF_NOSECONDARY | WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tD3SL A 0 A_JumpIfInventory(\"SGClip2\", 1, 1)\n\t\t\tGoto Reload\n\t\t\tD3SL A 0 A_JumpIfInventory(\"SGReloading2\", 1, \"ReloadToFire\")\n\t\t\tD3SL A 0 A_TakeInventory(\"SGCounter2\", 1)\n\t\t\tD3SL A 0 A_TakeInventory(\"SGClip2\", 1)\n\t\t\tD3SL A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3SL A 0 Radius_Quake(5, 7, 0, 1, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 27, 0)/65536.01, 0, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 27, 1, 0)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 27, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 1)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 4, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 4, 1, 1)/65536.01, 10, 5, \"NewBulletPuff\")\n\t\t\t/*D3SL A 0 A_FireBullets(5, 1, 10, 5, \"NewBulletPuff\")\n\t\t\tD3SL AAAAA 0 A_FireCustomMissile(\"PlayerTracer\", frandom(-5, 5), 0, -8, 0, 4, frandom(-1, 1))*/\n\t\t\tD3SL A 0 A_PlaySound(\"Weapons/shotgf\", CHAN_WEAPON)\n\t\t\tD3SL A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 27)\n\t\t\tD3SL A 0 A_JumpIfInventory(\"SGCounter2\", 1, 2)\n\t\t\tD3SL A 0 A_Jump(255, 2)\n\t\t\tD3SL A 0 A_SpawnItemEx(\"ShellCasing\", 18, -25, 32, frandom(0, 3), frandom(-4, -7), frandom(4, 7), 0, 128)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, -5, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, -5, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\t\tD3SL A 0 A_ZoomFactor(0.85, ZOOM_INSTANT)\n\t\t\tD3SL B 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL A 0 A_ZoomFactor(1)\n\t\t\tD3SL C 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL DEFGH 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3SL A 0 A_JumpIfInventory(\"SGClip2\", 1, 2)\n\t\t\tD3SL A 0 A_Jump(256, 2)\n\t\t\tD3SL A 0 A_JumpIfInventory(\"SGCounter2\", 1, 1)\n\t\t\tgoto FireCock\n\t\t\tD3SL A 0 A_ReFire\n\t\t\tgoto ActualReady\n\t\tFireCock:\n\t\t\tD3SL IJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL W 0 A_PlaySound(\"shotgun/cock\", CHAN_WEAPON)\n\t\t\tD3SL RS 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL Y 0 A_SpawnItemEx(\"ShellCasing\", 18, -10, 38, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tD3SL Y 0 A_GiveInventory(\"SGCounter2\", 1)\n\t\t\tD3sL SSSRQPONMLKJIA 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL A 0 A_ReFire\n\t\t\tD3SL A 8 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tgoto ActualReady\n\t\tReload:\n\t\t\tD3SL A 0 A_JumpIfInventory(\"SGClip2\", 0, \"Cocking\")\n\t\t\tD3SL A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto actualReady\n\t\t\tD3RL A 0 A_GiveInventory(\"SGReloading2\", 1)\n\t\t\tD3RL ABCDE 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tTNT1 A 8 A_WeaponReady(WRF_NOSWITCH | WRF_NOFIRE)\n\t\tReloadLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto ReloadEnd\n\t\t\tTNT1 A 7 A_WeaponReady(WRF_NOFIRE )\n\t\t\tTNT1 A 0 A_PlaySound(\"shotgun/shellin\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"SGClip2\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FartShell\", 1)\n\t\t\tTNT1 AA 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SGClip2\", 0, \"ReloadEnd\")\n\t\t\tloop\n\t\tReloadEnd:\n\t\t\tTNT1 A 0 A_TakeInventory(\"SGReloading2\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SGCounter2\", 1, \"ReloadEndCocked\")\n\t\t\tTNT1 A 8 A_WeaponReady(WRF_NOFIRE )\n\t\tReloadEndThrow:\n\t\t\tD3RL FG 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL IJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL Y 0 A_SpawnItemEx(\"ShellCasing\", 18, -10, 38, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tD3SL Y 0 A_GiveInventory(\"SGCounter2\", 1)\n\t\t\tD3SL Y 0 A_PlaySound(\"shotgun/cock\", CHAN_WEAPON)\n\t\t\tD3sL SSSRQPONMLKJIA 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL A 0 A_ReFire\n\t\t\tD3SL A 8 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tgoto ActualReady\n\t\tReloadEndCocked:\n\t\t\tD3RL EDCBA 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL A 3 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL A 0 A_ReFire\n\t\t\tgoto ActualReady\n\t\tCocking:\n\t\t\tD3SL A 0 A_JumpIfInventory(\"SGCocking2\", 1, \"CockingHold\")\n\t\t\tD3SL A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ShotgunCounterCheck\", 1) == 1, \"ActualReady\")\n\t\t\tD3SL IJKLMNO 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto CockingHold\n\t\tCockingHold:\n\t\t\tD3SL A 0\n\t\t\tD3SL A 0 A_GiveInventory(\"SGCocking2\", 1)\n\t\t\tD3SL A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ShotgunCounterCheck\", 1) == 1, \"CockingHoldEnd\")\n\t\t\tD3SL P 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL P 0 A_PlaySound(\"shotgun/cock\")\n\t\t\tD3SL QQRSSS 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL S 0 A_GiveInventory(\"SGCounter2\", 1)\n\t\t\tD3SL RQQPP 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tD3SL P 0 A_WeaponReady(WRF_NOFIRE  | WRF_ALLOWRELOAD)\n\t\t\tD3SL P 1 A_WeaponReady(WRF_NOFIRE  | WRF_ALLOWRELOAD)\n\t\t\tD3SL P 0\n\t\t\tgoto CockingHoldEnd\n\t\tCockingHoldEnd:\n\t\t\tD3SL P 0 A_TakeInventory(\"SGCocking2\", 1)\n\t\t\tD3SL ONMLKJI 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto ActualReady\n\t\tReloadToFire:\n\t\t\tTNT1 A 0\n\t\t\tgoto ReloadEnd\n\n\t\tStopRight:\n\t\t\tD3SR A 1\n\t\t\tloop\n\t\tReadyRight:\n\t\t\tD3SR A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3SR A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tD3SR A 1 A_JumpifInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\tloop\n\t\tFireRight:\n\t\t\tD3SR A 0 A_JumpIfInventory(\"SGClip\", 1, 1)\n\t\t\tGoto ReloadRight\n\t\t\tD3SR A 0 A_JumpIfInventory(\"SGReloading\", 1, \"ReloadToFireRight\")\n\t\t\tD3SR A 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3SR A 0 A_TakeInventory(\"SGCounter\", 1)\n\t\t\tD3SR A 0 A_TakeInventory(\"SGClip\", 1)\n\t\t\tD3SR A 0 Radius_Quake(5, 7, 0, 1, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 27, 0)/65536.01, 0, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 27, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 4, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 1)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 4, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 4, 1, 1)/65536.01, 10, 5, \"NewBulletPuff\")\n\t\t\t/*D3SR A 0 A_FireBullets(5, 1, 10, 5, \"NewBulletPuff\")\n\t\t\tD3SL AAAAA 0 A_FireCustomMissile(\"PlayerTracer\", frandom(-5, 5), 0, 8, 0, 4, frandom(-1, 1))*/\n\t\t\tD3SR A 0 A_PlaySound(\"Weapons/shotgf\", CHAN_WEAPON)\n\t\t\tD3SR A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 27)\n\t\t\tD3SR A 0 A_JumpIfInventory(\"SGCounter\", 1, 2)\n\t\t\tD3SR A 0 A_Jump(255, 2)\n\t\t\tD3SR A 0 A_SpawnItemEx(\"ShellCasing\", 18, 25, 32, frandom(0, 3), frandom(-4, -7), frandom(4, 7), 0, 128)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 5, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tD3SR AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, 5, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\t\tD3SR A 0 A_ZoomFactor(0.85, ZOOM_INSTANT)\n\t\t\tD3SR B 1 bright\n\t\t\tD3SR A 0 A_ZoomFactor(1, ZOOM_INSTANT)\n\t\t\tD3SR C 1 bright\n\t\t\tD3SR DEFGH 1\n\t\t\tD3SR A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3SL A 0 A_JumpIfInventory(\"SGClip\", 1, 2)\n\t\t\tD3SL A 0 A_Jump(256, 2)\n\t\t\tD3SL A 0 A_JumpIfInventory(\"SGCounter\", 1, 1)\n\t\t\tgoto FireCockRight\n\t\t\tD3SR A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto ReadyRight\n\t\tFireCockRight:\n\t\t\tD3SR IJKLMNOPQ 1\n\t\t\tD3SR W 0 A_PlaySound(\"shotgun/cock\", CHAN_WEAPON)\n\t\t\tD3SR RS 1\n\t\t\tD3SR Y 0 A_SpawnItemEx(\"ShellCasing\", 18, 10, 38, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tD3SR Y 0 A_GiveInventory(\"SGCounter\", 1)\n\t\t\tD3SR SSSRQPONMLKJIA 1\n\t\t\tD3SR A 8 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto ReadyRight\n\t\tReloadRight:\n\t\t\tD3SR A 1\n\t\t\tD3SR A 0 A_JumpIfInventory(\"SGClip\", 0, \"CockingRight\")\n\t\t\tD3SR A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto ReadyRight\n\t\t\tD3RR A 0 A_GiveInventory(\"SGReloading\", 1)\n\t\t\tD3RR ABCDE 1\n\t\t\tTNT1 A 8\n\t\tReloadLoopRight:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto ReloadEndRight\n\t\t\tTNT1 A 7\n\t\t\tTNT1 A 0 A_PlaySound(\"shotgun/shellin\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"SGClip\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FartShell\", 1)\n\t\t\tTNT1 AA 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SGClip\", 0, \"ReloadEndRight\")\n\t\t\tloop\n\t\tReloadEndRight:\n\t\t\tTNT1 A 0 A_TakeInventory(\"SGReloading\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SGCounter\", 1, \"ReloadEndCockedRight\")\n\t\t\tTNT1 A 8\n\t\tReloadEndThrowRight:\n\t\t\tD3RR FG 1\n\t\t\tD3SR IJKLMNOPQ 1\n\t\t\tD3SR Y 0 A_SpawnItemEx(\"ShellCasing\", 18, 10, 38, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tD3SR Y 0 A_GiveInventory(\"SGCounter\", 1)\n\t\t\tD3SR Y 0 A_PlaySound(\"shotgun/cock\", CHAN_WEAPON)\n\t\t\tD3SR SSSRQPONMLKJIA 1\n\t\t\tD3SR A 8 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto ReadyRight\n\t\tReloadEndCockedRight:\n\t\t\tD3RR EDCBA 1\n\t\t\tD3SR A 3 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto ReadyRight\n\t\tReloadToFireRight:\n\t\t\tTNT1 A 0\n\t\t\tgoto ReloadEndRight\n\t\tCockingRight:\n\t\t\tD3SR A 0 A_JumpIfInventory(\"SGCocking\", 1, \"CockingHoldRight\")\n\t\t\tD3SR A 1\n\t\t\tD3SR A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ShotgunCounterCheck\", 0) == 1, \"ReadyRight\")\n\t\t\tD3SR IJKLMNO 1\n\t\t\tgoto CockingHoldRight\n\t\tCockingHoldRight:\n\t\t\tD3SR A 0\n\t\t\tD3SR A 0 A_GiveInventory(\"SGCocking\", 1)\n\t\t\tD3SR A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ShotgunCounterCheck\", 0) == 1, \"CockingHoldEndRight\")\n\t\t\tD3SR P 2\n\t\t\tD3SR P 0 A_PlaySound(\"shotgun/cock\")\n\t\t\tD3SR QQRSSS 1\n\t\t\tD3SR S 0 A_GiveInventory(\"SGCounter\", 1)\n\t\t\tD3SR RQQPP 1\n\t\t\tD3SR P 0 A_JumpIfInventory(\"WeaponReload\", 1, \"CockingHoldRight\")\n\t\t\tD3SR P 1\n\t\t\tD3SR P 0\n\t\t\tgoto CockingHoldEndRight\n\t\tCockingHoldEndRight:\n\t\t\tD3SR P 0 A_TakeInventory(\"SGCocking\", 1)\n\t\t\tD3SR ONMLKJI 1\n\t\t\tgoto ReadyRight\n\t}\n}\n\nactor Shotfart : FartyGun\n{\n\tTag \"Shartgun\"\n\tWeapon.BobRangeX 0.65 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2.25 // default: 3\nInventory.PickupMessage \"Confiscated a Shartgun.\"\nObituary \"%o got steaming hot shitpellets in his face from %k's shartgun.\"\nWeapon.SelectionOrder 1300\nWeapon.AmmoType \"FartShell\"\nWeapon.AmmoUse 0\nWeapon.AmmoGive 0\nWeapon.AmmoType2 \"SGClip\"\nScale 0.8\n  States\n  {\n  Spawn:\n\tHVSG E -1\n\tStop\n  Ready:\n  REMG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n  REMG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n  Loop\n  Select:\n  REMG A 0 A_TakeInventory(\"SGReloading\", 1)\n  REMG A 0 A_JumpIfInventory(\"SGCounter\", 1, \"ActualSelect\")\n  // 15 a_raise calls raises the weapon almost fully\n  TNT1 AAAAAAAAAAAAAAA 0 A_Raise\n  REMG GHIJ 1 A_WeaponReady(WRF_NOFIRE )\n  REMG K 0 A_PlaySound(\"shotgun/cock\")\n  REMG K 1 A_WeaponReady(WRF_NOFIRE )\n  REMG L 4 A_WeaponReady(WRF_NOFIRE )\n  REMG L 0 A_GiveInventory(\"SGcounter\", 1)\n  REMG KJ 2 A_WeaponReady(WRF_NOFIRE )\n  REMG IHG 1 A_WeaponReady(WRF_NOFIRE )\n  REMG A 1 A_WeaponReady(WRF_NOFIRE )\n  ActualSelect:\n  REMG A 0 A_Raise\n  REMG A 1 A_Raise\n  loop\n  Deselect:\n  REMG A 0 A_TakeInventory(\"SGReloading\", 1)\n  REMG A 0 A_Lower\n  Loop\n    Fire:\n\tREMG A 0 A_JumpIfInventory(\"SGClip\", 1, 1)\n\tGoto Reload\n\tREMG A 0 A_JumpIfInventory(\"SGReloading\", 1, \"ReloadToFire\")\n\tREMG A 0 A_JumpIfInventory(\"SGCounter\", 1, 1)\n\tGoto FireCock\n\tREMG A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\tREMG A 0 A_TakeInventory(\"SGCounter\", 1)\n\tREMG A 0 A_TakeInventory(\"SGClip\", 1)\n\tREMG A 0 Radius_Quake(5, 7, 0, 1, 0)\n\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 4, 0)/65536.01, 0, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 4, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 4, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 4, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 4, 1, 1)/65536.01, 10, 5, \"NewBulletPuff\")\n\t/*REMG A 0 A_FireBullets(5, 1, 10, 5, \"NewBulletPuff\")\n\tPISL BBBBB 0 A_FireCustomMissile(\"PlayerTracer\", frandom(-5, 5),\n\t\t\t\t0, 8, 0, 4, frandom(-1, 1))*/\n\tREMG A 0 A_PlaySound(\"weapons/shotgf\", CHAN_WEAPON)\n\tREMG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 4)\n\tREMG A 0 A_JumpIfInventory(\"SGCounter\", 1, 2)\n\tREMG A 0 A_Jump(255, 2)\n\tREMG A 0 A_SpawnItemEx(\"ShellCasing\", 18, 25, 32, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 5, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\tREMG AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, 5, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\tREMG A 0 A_GunFlash\n\tREMG A 0 A_ZoomFactor(0.85, ZOOM_INSTANT)\n\tREMG B 0 bright\n\tREMG B 1 bright A_WeaponReady(WRF_NOFIRE )\n\tREMG A 0 A_ZoomFactor(1)\n\tREMG CDE 1 bright A_WeaponReady(WRF_NOFIRE )\n\tREMG F 1 A_WeaponReady(WRF_NOFIRE )\n\tREMG A 2 A_WeaponReady(WRF_NOFIRE )\n\tREMG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\tREMG A 0 A_JumpIfInventory(\"SGClip\", 1, 2)\n\tREMG A 0 A_Jump(256, 2)\n\tREMG A 0 A_JumpIfInventory(\"SGCounter\", 1, 1)\n\tgoto FireCock\n\tREMG A 0 A_ReFire\n\tgoto Ready\n\tFireCock:\n\tREMG GHIJK 1 A_WeaponReady(WRF_NOFIRE ) //10 frames\n\tREMG K 0 A_PlaySound(\"shotgun/cock\")\n\tREMG L 4 A_WeaponReady(WRF_NOFIRE ) //14 frames\n\tREMG L 0 A_SpawnItemEx(\"ShellCasing\", 18, 10, 38, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\tREMG L 0 A_GiveInventory(\"SGCounter\", 1)\n\tREMG KJ 2 A_WeaponReady(WRF_NOFIRE ) //16 frames\n\tREMG IHG 2 A_WeaponReady(WRF_NOFIRE ) //22 frames\n\tREMG A 3 A_WeaponReady(WRF_NOFIRE )\n\tREMG A 0 A_ReFire\n\tREMG A 7 A_WeaponReady\n\tGoto Ready\n  Altfire:\n\tREMG B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ShotgunCounterCheck\", 0) == 1, \"Ready\")\n    REMG C 0 A_JumpIfInventory(\"SGClip\", 0, 1)\n\tGoto Ready\n\tREMG D 0 A_JumpIfInventory(\"SGReloading\", 1, \"ReloadToFire\")\n\tREMG E 0 A_GiveInventory(\"SGCocking\", 1)\n\tREMG HI 2 A_WeaponReady(WRF_NOFIRE )\n\tREMG J 0 A_ReFire\n\tGoto AltHold\n  AltHold:\n\tREMG A 0 A_JumpIfInventory(\"SGCocking\", 1, 1)\n\tGoto Ready\n\tREMG A 0 A_JumpIfInventory(\"SGClip\", 0, 1)\n\tGoto Ready\n\tREMG A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ShotgunCounterCheck\", 0) == 1, \"AltHoldEnd\")\n\tREMG J 2 A_WeaponReady(WRF_NOFIRE )\n\tREMG K 0 A_PlaySound(\"shotgun/cock\")\n\tREMG K 2 A_WeaponReady(WRF_NOFIRE )\n\tREMG K 0 A_GiveInventory(\"SGCounter\", 1)\n\tREMG L 4 A_WeaponReady(WRF_NOFIRE )\n\tREMG KJ 2 A_WeaponReady(WRF_NOFIRE )\n\tREMG I 0 A_ReFire\n\tREMG I 2 A_WeaponReady(WRF_NOFIRE )\n  AltHoldEnd:\n\tREMG HG 2 A_WeaponReady(WRF_NOFIRE )\n\tREMG G 0 A_TakeInventory(\"SGCocking\", 1)\n\tGoto Ready\n\tReload:\n\t\tSHTG A 0 A_JumpIfInventory(\"SGClip\", 0, \"Ready\")\n\t\tSHTG A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\tGoto Ready\n\t\tREMG A 0 A_GiveInventory(\"SGReloading\", 1)\n\t\tREMG A 2 A_WeaponReady(WRF_NOFIRE )\n\t\tREMR ABC 1 A_WeaponReady(WRF_NOFIRE )\n\t\tREMR DEFG 1 A_WeaponReady(WRF_NOFIRE )\n\t\tREMR H 2 A_WeaponReady(WRF_NOFIRE )\n\tSGReloadLoop:\n\t\tREMG L 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\tGoto SGReloadEnd\n\t\tREMR IJ 2 A_WeaponReady(WRF_NOFIRE )\n\t\tREMR KLM 1 A_WeaponReady(WRF_NOFIRE )\n\t\tREMR M 0 A_PlaySound(\"shotgun/shellin\")\n\t\tREMR M 0 A_TakeInventory(\"FartShell\", 1)\n\t\tREMR M 0 A_GiveInventory(\"SGClip\", 1)\n\t\tREMR NO 1 A_WeaponReady\n\t\tREMR O 0 A_JumpIfInventory(\"SGClip\", 0, \"SGReloadEnd\")\n\t\tGoto SGReloadLoop\n\tSGReloadEnd:\n\t\tREMR A 0 A_TakeInventory(\"SGReloading\")\n\t\tREMR H 2 A_WeaponReady(WRF_NOFIRE )\n\t\tREMR GFED 1 A_WeaponReady(WRF_NOFIRE )\n\t\tREMR CBA 1 A_WeaponReady(WRF_NOFIRE )\n\t\tREMG A 0 A_ReFire\n\t\tREMG A 4 A_WeaponReady\n\t\tGoto Ready\n\tReloadToFire:\n\t\tREMR G 0 A_TakeInventory(\"SGReloading\", 1)\n\t\tREMR HFDB 1 A_WeaponReady(WRF_NOFIRE )\n\t\tREMR A 0 A_ReFire\n\t\tGoto Ready\n  Flash:\n\tTNT1 A 2 Bright A_Light1\n\tTNT1 A 1 Bright A_Light2\n    TNT1 A 0 Bright A_Light0\n    Goto LightDone\n  }\n}\n\nactor BFGFartBall : BFGBall Replaces BFGBall\n{\n\t+HITTRACER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFS1 AAABBB 1 Bright A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16),0, 128)\n\t\t\tLoop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tDeath:\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16), 0, 128)\n\t\t\tBFGB ABC 2 bright\n\t\t\tBFG1 B 0 A_BFGSpray\n\t\t\tBFGB DEFGHIJK 2 bright\n\t\tstop\n\t}\n}\n\nactor BFGFartRedDot\n{\n\t-SOLID\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+HITTRACER\n\t+BLOODLESSIMPACT\n\t+NODECAL\n\t+NOGRAVITY\n\t+NODAMAGETHRUST\n\t+NOTRIGGER\n\t+DONTREFLECT\n\trenderstyle Translucent\n\talpha 0.65\n\tTranslation \"192:207=112:127\"\n}\n\nactor BFGFartExtra : BFGExtra replaces BFGExtra\n{\n\t+PUFFGETSOWNER\n\t+HITTRACER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\t\tBFE2 ABCD 8 Bright\n\t\t\tStop\n\t}\n}\n\nactor BFGShake : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 30\n}\n\nactor BFGCharge : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 30\n}\n\nactor BFGCharge2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 30\n}\n\nactor BFGGreenPlasma : PlasmaBall\n{\n\tDamage 4\n\tSpeed 50\n\tBounceType \"Doom\"\n\tBounceFactor 1.0\n\tBounceCount 2\n\tObituary \"%o liked %k's christmas.\"\n\tSeeSound \"weapons/plasmaf\"\n\tDeathSound \"weapons/plasmax\"\n\t+HITTRACER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBBGB AB 1 bright\n\t\t\tloop\n\t\tCrash:\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\t\tBBGB C 1\n\t\t\tgoto Death\n\t\tDeath:\n\t\t\tBBGB CDE 3 bright\n\t\t\tstop\n\t}\n}\n\nactor BFGRedPlasma : BFGGreenPlasma\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBBG2 AB 1 bright\n\t\t\tloop\n\t\tCrash:\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\t\tBBG2 A 1\n\t\t\tgoto Death\n\t\tDeath:\n\t\t\tBBG2 CDEFGHI 3 bright\n\t\t\tstop\n\t}\n}\n\nactor BFGBallSplit0 : BFGBall\n{\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFS1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tBFS1 AAABBB 1 Bright A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16),0)\n\t\t\tloop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tDeath:\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16))\n\t\tDeathLoop:\n\t\t\tBFG1 B 0 A_CustomMissile(\"BFGBallSplit1\", 0, 0, user_counter*60, CMF_ABSOLUTEANGLE | CMF_ABSOLUTEPITCH | CMF_TRACKOWNER, 0)\n\t\t\tBFG1 B 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tBFG1 B 0 A_JumpIf(user_counter >= 5, \"DeathEnd\")\n\t\t\tloop\n\t\tDeathEnd:\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16))\n\t\t\tBFGB ABC 2 bright\n\t\t\tBFG1 B 0 A_BFGSpray\n\t\t\tBFGB DEFGHIJK 2 bright\n\t\tstop\n\t}\n}\n\nactor BFGBallSplit1: BFGBallSplit0\n{\n\tDamage 32\n\tvar int user_counter;\n\tscale 0.75\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFS1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tBFS1 AAABBB 1 Bright A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16),0)\n\t\t\tloop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tDeath:\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16))\n\t\tDeathLoop:\n\t\t\tBFG1 B 0 A_CustomMissile(\"BFGBallSplit2\", 0, 0, user_counter*60, CMF_ABSOLUTEANGLE | CMF_ABSOLUTEPITCH | CMF_TRACKOWNER, 0)\n\t\t\tBFG1 B 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tBFG1 B 0 A_JumpIf(user_counter >= 5, \"DeathEnd\")\n\t\t\tloop\n\t\tDeathEnd:\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16))\n\t\t\tBFGB ABC 2 bright\n\t\t\tBFG1 B 0 A_BFGSpray\n\t\t\tBFGB DEFGHIJK 2 bright\n\t\tstop\n\t}\n}\n\nactor BFGBallSplit2: BFGBallSplit0\n{\n\tDamage 8\n\tvar int user_counter;\n\tscale 0.35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFS1 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tBFS1 AAABBB 1 Bright A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16),0)\n\t\t\tloop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tDeath:\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16))\n\t\t/*DeathLoop:\n\t\t\tBFG1 B 0 A_CustomMissile(\"BFGBallSplit2\", 0, 0, user_counter*60, CMF_ABSOLUTEANGLE | CMF_ABSOLUTEPITCH | CMF_TRACKOWNER, 0)\n\t\t\tBFG1 B 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tBFG1 B 0 A_JumpIf(user_counter >= 5, \"DeathEnd\")\n\t\t\tloop*/\n\t\tDeathEnd:\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16))\n\t\t\tBFGB ABC 2 bright\n\t\t\tBFG1 B 0 A_BFGSpray\n\t\t\tBFGB DEFGHIJK 2 bright\n\t\tstop\n\t}\n}\n\nactor BlackHoleDeathExplosion1\n{\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\t-SOLID\n\t+NOTELEPORT\n\tRenderstyle Add\n\tScale 1.5\n\tAlpha 0.4\n\tTranslation \"0:255=%[0,0,0]:[1.1, 0.4, 2.0]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tEXPL A 0 A_Jump(256, 0, 1, 2, 3, 4, 5)\n\t\t\tEXPL ABCDEFGHIJKLMNOPQRST 1 bright\n\t\t\tstop\n\t}\n}\n\nactor BlackHoleDeathExplosion2 : BlackHoleDeathExplosion1\n{\n\tTranslation \"0:255=%[0,0,0]:[0.11,0.68,2.0]\"\n}\n\nactor BlackHoleDeathShockwave : ExplosionShockwave\n{\n\tTranslation \"0:255=%[0,0,0]:[1.1, 0.4, 2.0]\"\n\tRenderstyle Add\n\tScale 2\n\tAlpha 0.8\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHKW ABCDEFGHIJKLMNOPQR 1 bright\n\t\t\tstop\n\t}\n}\n\nactor BlackHoleTrail : ExplosionShockwave\n{\n\tTranslation \"0:255=%[0,0,0]:[1.1, 0.4, 2.0]\"\n\tScale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHKW A 0 A_Jump(256, 0, 1, 2, 3, 4)\n\t\t\tSHKW RQPONMLKJIHGFEDCBA 1 bright\n\t\t\tstop\n\t}\n}\n\nactor BlackHoleDeleter : CustomInventory\n{\n\t+AUTOACTIVATE\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BlackHoleDelete\", 0)\n\t\t\tstop\n\t}\n}\n\nactor BlackHole\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\tScale 0.5\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHOLE A 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\tHOLE A 1 bright A_SetScale(0.1)\n\t\t\tHOLE B 1 bright A_SetScale(0.2)\n\t\t\tHOLE C 1 bright A_SetScale(0.3)\n\t\t\tHOLE D 1 bright A_SetScale(0.4)\n\t\t\tHOLE E 1 bright A_SetScale(0.5)\n\t\t\tHOLE F 1 bright A_SetScale(0.6)\n\t\t\tHOLE G 1 bright A_SetScale(0.7)\n\t\t\tHOLE H 1 bright A_SetScale(0.8)\n\t\t\tHOLE I 1 bright A_SetScale(0.9)\n\t\t\tHOLE J 1 bright A_SetScale(1.0)\n\t\tSuckLoop:\n\t\t\tHOLE A 0 A_Quake(9, 35, 0, 5000)\n\t\t\tHOLE A 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE A 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE B 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE B 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE C 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE C 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE D 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE D 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE E 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE E 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE F 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE F 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE G 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE G 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE H 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE H 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE I 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE I 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE J 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE J 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE K 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE K 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE L 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE L 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE M 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE M 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE N 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE N 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE O 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE O 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE P 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE P 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE Q 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE Q 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE R 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE R 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE S 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE S 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE T 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE T 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE U 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE U 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE V 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE V 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE W 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE W 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE X 1 bright A_RadiusGive(\"BlackHoleDeleter\", 360, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tHOLE X 0 A_RadiusThrust(-15000, 15000, RTF_NOIMPACTDAMAGE | RTF_AFFECTSOURCE)\n\t\t\tHOLE X 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tHOLE A 0 A_JumpIf(user_counter > 10, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tHOLE J 1 bright A_SetScale(1.0)\n\t\t\tHOLE I 1 bright A_SetScale(0.9)\n\t\t\tHOLE H 1 bright A_SetScale(0.8)\n\t\t\tHOLE G 1 bright A_SetScale(0.7)\n\t\t\tHOLE F 1 bright A_SetScale(0.6)\n\t\t\tHOLE E 1 bright A_SetScale(0.5)\n\t\t\tHOLE D 1 bright A_SetScale(0.4)\n\t\t\tHOLE C 1 bright A_SetScale(0.3)\n\t\t\tHOLE B 1 bright A_SetScale(0.2)\n\t\t\tHOLE A 1 bright A_SetScale(0.1)\n\t\t\tstop\n\t}\n}\n\nactor BlackHoleBall\n{\n\tScale 0.25\n\tRadius 25\n\tHeight 8\n\tSpeed 5\n\tDamage 5\n\tProjectile\n\tObituary \"%o was deleted by %k\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHOLP A 1 bright A_SpawnItemEx(\"BlackHoleTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\t\tHOLP A 0 A_Quake(9, 3, 0, 356, 0)\n\t\t\tHOLP A 0 A_RadiusThrust(-500, 256)\n\t\t\tloop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlaySound(\"weapon/blackholeexpl\", CHAN_5)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BlackHoleDeathShockwave\", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BlackHoleDeathExplosion1\", frandom(-7, 7), frandom(-7, 7), frandom(-7, 7), frandom(-7, 7), frandom(-7, 7), frandom(-7, 7), 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 AAAA 0 A_SpawnItemEx(\"BlackHoleDeathExplosion2\", frandom(-7, 7), frandom(-7, 7), frandom(-7, 7), frandom(-7, 7), frandom(-7, 7), frandom(-7, 7), 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"PlasmaSMGParticle\", frandom(-7, 7), frandom(-7, 7), frandom(-7, 7), frandom(-35, 35), frandom(-35, 35), frandom(-35, 35), 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"FartRifleParticle\", frandom(-7, 7), frandom(-7, 7), frandom(-7, 7), frandom(-35, 35), frandom(-35, 35), frandom(-35, 35), 0, SXF_CLIENTSIDE)\n\t\t\tTNT1 A 0 A_SpawnItem(\"BlackHole\")\n\t\t\tTNT1 A 60\n\t\t\tstop\n\t}\n}\n\nactor BFGFartCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor BFGFartDouble : FartyGun\n{\n\tWeapon.BobRangeX 0.85 // default: 0.5\n\tWeapon.BobRangeY 0.35 // default: 0.3\n\tWeapon.BobSpeed 1.75 // default: 3\n\tInventory.PickupMessage \"Oh f*uck yes, a BFGFart!\"\n\ttag \"Double BFG Fart\"\n\tHeight 20\n\tWeapon.SelectionOrder 2800\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType \"BFGAmmo\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFUG A -1\n\t\t\tstop\n\t\tSelect:\n\t\t\tPKBF A 0 A_GunFlash(\"StopRight\")\n\t\t\tABFD A 0 A_Raise\n\t\t\tABFD A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tABFD A 0 A_GunFlash(\"StopRight\")\n\t\t\tABFD A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tABFD A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tPKBF A 0 A_TakeInventory(\"BFGCharge2\", 1000)\n\t\t\tABFD A 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tloop\n\t\tFire:\n\t\t\tABFD A 0\n\t\t\tABFD A 0 A_PlaySound(\"weapon/bfg0\", CHAN_WEAPON)\n\t\t\tgoto Hold\n\t\tHold:\n\t\t\tABFD B 0 Radius_Quake(3,5,0,4,0)\n\t\t\tABFD B 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tABFD B 0 A_SetAngle(angle-frandom(-0.5,0.5))\n\t\t\tABFD B 0 A_SetPitch(pitch+frandom(-0.5,0.5))\n\t\t\tABFD B 0 A_GiveInventory(\"BFGCharge2\", 1)\n\t\t\tABFD B 0 ACS_NamedExecuteAlways(\"BFGCharging\", 0, 1)\n\t\t\tABFD B 0 A_ReFire\n\t\t\tgoto ChooseFire\n\t\tChooseFire:\n\t\t\tABFD B 0 A_JumpIfInventory(\"BFGCharge2\", 90, \"Fire4\")\n\t\t\tABFD B 0 A_JumpIfInventory(\"BFGCharge2\", 60, \"Fire3\")\n\t\t\tABFD B 0 A_JumpIfInventory(\"BFGCharge2\", 30, \"Fire2\")\n\t\t\tABFD B 0 A_JumpIfInventory(\"BFGCharge2\", 15, \"Fire1\")\n\t\t\tABFD B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tABFD A 6 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto ActualReady\n\t\tFire1:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 20, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto ActualReady\n\t\t\tPKBF B 0 A_BFGSound\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge2\", 1000)\n\t\t\tABFD CDE 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\tFire1Loop:\n\t\t\tPKBF F 0 A_JumpIfInventory(\"BFGAmmo\", 1, 1)\n\t\t\tgoto Fire1End\n\t\t\tPKBF F 0 A_Quake(3, 5, 0, 4, 0)\n\t\t\tPKBF F 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\t\t\tABFD F 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_SetAngle(angle-frandom(-0.5,0.5))\n\t\t\tPKBF B 0 A_SetPitch(pitch+frandom(-0.5,0.5))\n\t\t\tPKBF F 0 A_FireCustomMissile(\"BFGGreenPlasma\", frandom(-10, 10), 0, -10, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF F 0 A_ZoomFactor(1)\n\t\t\tPKBF G 0 A_FireCustomMissile(\"BFGRedPlasma\", frandom(-10, 10), 0, -10, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF G 0 A_TakeInventory(\"BFGAmmo\", 1)\n\t\t\tABFD G 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_SetAngle(angle-frandom(-0.5,0.5))\n\t\t\tPKBF B 0 A_SetPitch(pitch+frandom(-0.5,0.5))\n\t\t\tPKBF F 0 A_FireCustomMissile(\"BFGGreenPlasma\", frandom(-10, 10), 0, -10, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF G 0 A_FireCustomMissile(\"BFGRedPlasma\", frandom(-10, 10), 0, -10, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF G 0 A_GiveInventory(\"BFGCharge2\", 1)\n\t\t\tPKBF G 0 A_JumpIfInventory(\"BFGCharge2\", 20, \"Fire1End\")\n\t\t\tloop\n\t\tFire1End:\n\t\t\tPKBF G 0 A_TakeInventory(\"BFGCharge2\", 100)\n\t\t\tABFD HIIJJ 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tABFD A 6 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto ActualReady\n\t\tFire2:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 40, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto ActualReady\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge2\", 1000)\n\t\t\tPKBF B 0 A_BFGSound\n\t\t\tPKBF B 0 A_FireCustomMissile(\"BFGFartBall\", 0, 0, -10)\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGAmmo\", 40)\n\t\t\tPKBF B 0 A_SetPitch(pitch-7.5)\n\t\t\tPKBF B 0 A_SetAngle(angle+frandom(-4, 4))\n\t\t\tPKBF A 0 Radius_Quake(4,7,0,4,0)\n\t\t\tPKBF A 0 A_Recoil(20)\n\t\t\tPKBF A 0 ThrustThingZ(0,10,0,0)\n\t\t\tABFD BCDEFGHIIJJ 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_ReFire\n\t\t\tABFD A 20 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tgoto ActualReady\n\t\tFire3:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 80, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto ActualReady\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge2\", 1000)\n\t\t\tPKBF B 0 A_BFGSound\n\t\t\tPKBF B 0 A_FireCustomMissile(\"BFGBallSplit0\", 0, 0, -10)\n\t\t\tPKBF B 0 A_takeInventory(\"BFGAmmo\", 80)\n\t\t\tPKBF B 0 A_SetPitch(pitch-7.5)\n\t\t\tPKBF B 0 A_SetAngle(angle+frandom(-4, 4))\n\t\t\tPKBF A 0 Radius_Quake(4,7,0,4,0)\n\t\t\tPKBF A 0 A_Recoil(20)\n\t\t\tPKBF A 0 ThrustThingZ(0,10,0,0)\n\t\t\tABFD BCDEFGHIIJJ 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_ReFire\n\t\t\tABFD A 20 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tgoto ActualReady\n\t\tFire4:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 300, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto ActualReady\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge2\", 1000)\n\t\t\tPKBF A 0 Radius_Quake(4,7,0,4,0)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/blackholeshoot\", CHAN_WEAPON)\n\t\t\tPKBF B 0 A_FireCustomMissile(\"BlackHoleBall\", 0, 0, -10)\n\t\t\tPKBF B 0 A_takeInventory(\"BFGAmmo\", 300)\n\t\t\tPKBF B 0 A_SetPitch(pitch-7.5)\n\t\t\tPKBF B 0 A_SetAngle(angle+frandom(-4, 4))\n\t\t\tPKBF A 0 A_Recoil(20)\n\t\t\tPKBF A 0 ThrustThingZ(0,10,0,0)\n\t\t\tABFD BCDEFGHIIJJ 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_ReFire\n\t\t\tABFD A 20 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tgoto ActualReady\n\t\tReadyRight:\n\t\t\tPKBF A 0 A_TakeInventory(\"BFGCharge\", 1000)\n\t\t\tABFG A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tloop\n\t\tStopRight:\n\t\t\tABFG A 1\n\t\t\tloop\n\t\tFireRight:\n\t\t\tABFD A 0\n\t\t\tABFD A 0 A_PlaySound(\"weapon/bfg0\", CHAN_WEAPON)\n\t\t\tgoto HoldRight\n\t\tHoldRight:\n\t\t\tABFD B 0 Radius_Quake(3,5,0,4,0)\n\t\t\tABFG B 1\n\t\t\tABFD B 0 A_SetAngle(angle-frandom(-0.5,0.5))\n\t\t\tABFD B 0 A_SetPitch(pitch+frandom(-0.5,0.5))\n\t\t\tABFD B 0 A_GiveInventory(\"BFGCharge\", 1)\n\t\t\tABFD B 0 ACS_NamedExecuteAlways(\"BFGCharging\", 0, 1)\n\t\t\tABFD B 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"HoldRight\")\n\t\t\tgoto ChooseFireRight\n\t\tChooseFireRight:\n\t\t\tABFD B 0 A_JumpIfInventory(\"BFGCharge\", 90, \"Fire4Right\")\n\t\t\tABFD B 0 A_JumpIfInventory(\"BFGCharge\", 60, \"Fire3Right\")\n\t\t\tABFD B 0 A_JumpIfInventory(\"BFGCharge\", 30, \"Fire2Right\")\n\t\t\tABFD B 0 A_JumpIfInventory(\"BFGCharge\", 15, \"Fire1Right\")\n\t\t\tABFD B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tABFG A 6\n\t\t\tgoto ReadyRight\n\t\tFire1Right:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 20, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto ReadyRight\n\t\t\tPKBF B 0 A_BFGSound\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge\", 1000)\n\t\t\tABFG CDE 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto Fire1LoopRight\n\t\tFire1LoopRight:\n\t\t\tPKBF F 0 A_JumpIfInventory(\"BFGAmmo\", 1, 1)\n\t\t\tgoto Fire1EndRight\n\t\t\tPKBF F 0 A_Quake(3, 5, 0, 4, 0)\n\t\t\tPKBF F 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\t\t\tABFG F 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_SetAngle(angle-frandom(-0.5,0.5))\n\t\t\tPKBF B 0 A_SetPitch(pitch+frandom(-0.5,0.5))\n\t\t\tPKBF F 0 A_FireCustomMissile(\"BFGGreenPlasma\", frandom(-10, 10), 0, 10, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF F 0 A_ZoomFactor(1)\n\t\t\tPKBF G 0 A_FireCustomMissile(\"BFGRedPlasma\", frandom(-10, 10), 0, 10, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF G 0 A_TakeInventory(\"BFGAmmo\", 1)\n\t\t\tABFG G 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_SetAngle(angle-frandom(-0.5,0.5))\n\t\t\tPKBF B 0 A_SetPitch(pitch+frandom(-0.5,0.5))\n\t\t\tPKBF F 0 A_FireCustomMissile(\"BFGGreenPlasma\", frandom(-10, 10), 0, 10, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF G 0 A_FireCustomMissile(\"BFGRedPlasma\", frandom(-10, 10), 0, 10, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF G 0 A_GiveInventory(\"BFGCharge\", 1)\n\t\t\tPKBF G 0 A_JumpIfInventory(\"BFGCharge\", 20, \"Fire1EndRight\")\n\t\t\tloop\n\t\tFire1EndRight:\n\t\t\tPKBF G 0 A_TakeInventory(\"BFGCharge\", 100)\n\t\t\tABFG HIIJJ 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tABFG A 6 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto ReadyRight\n\t\tFire2Right:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 40, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto ReadyRight\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge\", 1000)\n\t\t\tPKBF B 0 A_BFGSound\n\t\t\tPKBF B 0 A_FireCustomMissile(\"BFGFartBall\", 0, 0, 10)\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGAmmo\", 40)\n\t\t\tPKBF B 0 A_SetPitch(pitch-7.5)\n\t\t\tPKBF B 0 A_SetAngle(angle+frandom(-4, 4))\n\t\t\tPKBF A 0 Radius_Quake(4,7,0,4,0)\n\t\t\tPKBF A 0 A_Recoil(20)\n\t\t\tPKBF A 0 ThrustThingZ(0,10,0,0)\n\t\t\tABFG BCDEFGHIIJJ 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_JumpIfInventory(\"WEaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto ReadyRight\n\t\tFire3Right:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 80, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto ReadyRight\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge\", 1000)\n\t\t\tPKBF B 0 A_BFGSound\n\t\t\tPKBF B 0 A_FireCustomMissile(\"BFGBallSplit0\", 0, 0, 10)\n\t\t\tPKBF B 0 A_takeInventory(\"BFGAmmo\", 80)\n\t\t\tPKBF B 0 A_SetPitch(pitch-7.5)\n\t\t\tPKBF B 0 A_SetAngle(angle+frandom(-4, 4))\n\t\t\tPKBF A 0 Radius_Quake(4,7,0,4,0)\n\t\t\tPKBF A 0 A_Recoil(20)\n\t\t\tPKBF A 0 ThrustThingZ(0,10,0,0)\n\t\t\tABFG BCDEFGHIIJJ 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_JumpIfInventory(\"WEaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto ReadyRight\n\t\tFire4Right:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 300, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto ReadyRight\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge\", 1000)\n\t\t\tPKBF A 0 Radius_Quake(4,7,0,4,0)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/blackholeshoot\", CHAN_WEAPON)\n\t\t\tPKBF B 0 A_FireCustomMissile(\"BlackHoleBall\", 0, 0, 10)\n\t\t\tPKBF B 0 A_takeInventory(\"BFGAmmo\", 300)\n\t\t\tPKBF B 0 A_SetPitch(pitch-7.5)\n\t\t\tPKBF B 0 A_SetAngle(angle+frandom(-4, 4))\n\t\t\tPKBF A 0 A_Recoil(20)\n\t\t\tPKBF A 0 ThrustThingZ(0,10,0,0)\n\t\t\tABFG BCDEFGHIIJJ 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_JumpIfInventory(\"WEaponRightFire\", 1, \"FireRight\")\n\t\t\tgoto ReadyRight\n\t}\n}\n\nactor BFGFart : FartyGun\n{\n\tWeapon.BobRangeX 0.85 // default: 0.5\n\tWeapon.BobRangeY 0.35 // default: 0.3\n\tWeapon.BobSpeed 1.75 // default: 3\n\tInventory.PickupMessage \"Oh f*uck yes, a BFGFart!\"\n\tHeight 20\n\tWeapon.SelectionOrder 2800\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType \"BFGAmmo\"\n\t//+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFUG A -1\n\t\t\tstop\n\t\tSelect:\n\t\t\tPKBF A 0 A_Raise\n\t\t\tPKBF A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tPKBF A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tPKBF A 0 A_TakeInventory(\"BFGCharge\", 1000)\n\t\t\tPKBF A 1 A_WeaponReady\n\t\t\tloop\n\t\tFire:\n\t\t\tPKBF A 0\n\t\t\tPKBF A 0 A_PlaySound(\"weapon/bfg0\")\n\t\t\tgoto Hold\n\t\tHold:\n\t\t\tPKBF B 0 Radius_Quake(3,5,0,4,0)\n\t\t\tPKBF B 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_SetAngle(angle-frandom(-0.5,0.5))\n\t\t\tPKBF B 0 A_SetPitch(pitch+frandom(-0.5,0.5))\n\t\t\tPKBF B 0 A_GiveInventory(\"BFGCharge\", 1)\n\t\t\tPKBF B 0 ACS_NamedExecute(\"BFGCharging\", 0)\n\t\t\tPKBF B 0 A_ReFire\n\t\t\tgoto ChooseFire\n\t\tChooseFire:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGCharge\", 90, \"Fire4\")\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGCharge\", 60, \"Fire3\")\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGCharge\", 30, \"Fire2\")\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGCharge\", 15, \"Fire1\")\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tPKBF A 6 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto Ready\n\t\tFire1:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 20, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto Ready\n\t\t\tPKBF B 0 A_BFGSound\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge\", 1000)\n\t\t\tPKBF CDE 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\tFire1Loop:\n\t\t\tPKBF F 0 A_Quake(3, 5, 0, 4, 0)\n\t\t\tPKBF F 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\t\t\tPKBF F 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_SetAngle(angle-frandom(-0.5,0.5))\n\t\t\tPKBF B 0 A_SetPitch(pitch+frandom(-0.5,0.5))\n\t\t\tPKBF F 0 A_FireCustomMissile(\"BFGGreenPlasma\", frandom(-10, 10), 0, 0, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF F 0 A_ZoomFactor(1)\n\t\t\tPKBF G 0 A_FireCustomMissile(\"BFGRedPlasma\", frandom(-10, 10), 0, 0, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF G 0 A_TakeInventory(\"BFGAmmo\", 1)\n\t\t\tPKBF G 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_SetAngle(angle-frandom(-0.5,0.5))\n\t\t\tPKBF B 0 A_SetPitch(pitch+frandom(-0.5,0.5))\n\t\t\tPKBF F 0 A_FireCustomMissile(\"BFGGreenPlasma\", frandom(-10, 10), 0, 0, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF G 0 A_FireCustomMissile(\"BFGRedPlasma\", frandom(-10, 10), 0, 0, 0, 0, frandom(-2.5, 2.5))\n\t\t\tPKBF G 0 A_GiveInventory(\"BFGCharge\", 1)\n\t\t\tPKBF G 0 A_JumpIfInventory(\"BFGCharge\", 20, \"Fire1End\")\n\t\t\tloop\n\t\tFire1End:\n\t\t\tPKBF G 0 A_TakeInventory(\"BFGCharge\", 100)\n\t\t\tPKBF HIJKL 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF A 6 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto Ready\n\t\tFire2:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 40, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto Ready\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge\", 1000)\n\t\t\tPKBF B 0 A_BFGSound\n\t\t\tPKBF B 0 A_GunFlash\n\t\t\tPKBF B 0 A_FireBFG\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGAmmo\", 40)\n\t\t\tPKBF B 0 A_SetPitch(pitch-7.5)\n\t\t\tPKBF B 0 A_SetAngle(angle+frandom(-4, 4))\n\t\t\tPKBF A 0 Radius_Quake(4,7,0,4,0)\n\t\t\tPKBF A 0 A_Recoil(20)\n\t\t\tPKBF A 0 ThrustThingZ(0,10,0,0)\n\t\t\tPKBF BCDEFGHIJKL 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_ReFire\n\t\t\tPKBF B 20 A_WeaponReady\n\t\t\tgoto Ready\n\t\tFire3:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 80, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto Ready\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge\", 1000)\n\t\t\tPKBF B 0 A_BFGSound\n\t\t\tPKBF B 0 A_GunFlash\n\t\t\tPKBF B 0 A_FireCustomMissile(\"BFGBallSplit0\", 0, 0)\n\t\t\tPKBF B 0 A_takeInventory(\"BFGAmmo\", 80)\n\t\t\tPKBF B 0 A_SetPitch(pitch-7.5)\n\t\t\tPKBF B 0 A_SetAngle(angle+frandom(-4, 4))\n\t\t\tPKBF A 0 Radius_Quake(4,7,0,4,0)\n\t\t\tPKBF A 0 A_Recoil(20)\n\t\t\tPKBF A 0 ThrustThingZ(0,10,0,0)\n\t\t\tPKBF BCDEFGHIJKL 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_ReFire\n\t\t\tPKBF B 20 A_WeaponReady\n\t\t\tgoto Ready\n\t\tFire4:\n\t\t\tPKBF B 0 A_JumpIfInventory(\"BFGAmmo\", 300, 2)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tgoto Ready\n\t\t\tPKBF B 0 A_TakeInventory(\"BFGCharge\", 1000)\n\t\t\tPKBF A 0 Radius_Quake(4,7,0,4,0)\n\t\t\tPKBF B 0 A_PlaySound(\"weapon/blackholeshoot\", CHAN_WEAPON)\n\t\t\tPKBF B 0 A_GunFlash\n\t\t\tPKBF B 0 A_FireCustomMissile(\"BlackHoleBall\", 0, 0)\n\t\t\tPKBF B 0 A_takeInventory(\"BFGAmmo\", 300)\n\t\t\tPKBF B 0 A_SetPitch(pitch-7.5)\n\t\t\tPKBF B 0 A_SetAngle(angle+frandom(-4, 4))\n\t\t\tPKBF A 0 A_Recoil(20)\n\t\t\tPKBF A 0 ThrustThingZ(0,10,0,0)\n\t\t\tPKBF BCDEFGIJKL 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPKBF B 0 A_ReFire\n\t\t\tPKBF B 20 A_WeaponReady\n\t\t\tgoto Ready\n\t\tFlash:\n\t\t\tTNT1 A 2 Bright A_Light2\n\t\t\tTNT1 A 1 Bright A_Light1\n\t\t\tGoto LightDone\n\t}\n}\n\nactor ChainfartSpun : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor ChainfartFireMode : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor ChainfartCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor ChainfartSpread : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 30\n}\n\nactor ChainfartSpreadPerShot : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 40\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 40\n}\n\nactor ChainfartDouble : Fartygun\n{\n\tTag \"Double Chainfart\"\n\tWeapon.BobRangeX 0.65 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2.25 // default: 3\n\tObituary \"%k pooped twice at %o\"\n\tWeapon.SelectionOrder 700\n\tWeapon.AmmoType \"FartClip\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMGUN A -1\n\t\t\tstop\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_GunFlash(\"RightStop\")\n\t\t\tDBCG I 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_GunFlash(\"RightStop\")\n\t\t\tDBCG I 0 A_Raise\n\t\t\tDBCG I 1 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"RightReady\")\n\t\tActualReady:\n\t\t\tDBCG I 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDBCG I 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tloop\n\t\tFire:\n\t\t\tDBCG IIINNOP 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tDBCG P 0 A_ReFire\n\t\t\tDBCG INOOPPP 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tgoto ActualReady\n\t\tHold:\n\t\t\tPISL B 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 21, 0)/65536.01, 1, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 21, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tDBCG J 0 A_SpawnItemEx(\"BulletCasing\", 18, -5, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -5, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -5, 38, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tDBCG J 0 A_PlaySound(\"weapons/pistol\", CHAN_WEAPON)\n\t\t\tDBCG J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 21)\n\t\t\tDBCG J 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\t\t\tDBCG J 1 bright A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tDBCG J 0 A_ZoomFactor(1)\n\t\t\tDBCG K 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tDBCG L 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tDBCG M 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 21, 0)/65536.01, 1, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 21, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tDBCG J 0 A_SpawnItemEx(\"BulletCasing\", 18, -5, 32, frandom(0,3), frandom(4,7), frandom(4,7))\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -5, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -5, 38, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tDBCG J 0 A_PlaySound(\"weapons/pistol\", CHAN_WEAPON)\n\t\t\tDBCG J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 21)\n\t\t\tDBCG J 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\t\t\tDBCG J 1 bright A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tDBCG J 0 A_ZoomFactor(1)\n\t\t\tDBCG K 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tDBCG L 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tDBCG M 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tDBCG M 0 A_ReFire\n\t\t\tDBCG M 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDBCG INOOPPP 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tgoto ActualReady\n\n\t\tRightReady:\n\t\t\tDBCG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tDBCG A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"RightFire\")\n\t\t\tloop\n\t\tRightFire:\n\t\t\tDBCG AAAFFGH 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tDBCG E 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"RightHold\")\n\t\t\tDBCG AFGGHHH 1\n\t\t\tgoto RightReady\n\t\tRightHold:\n\t\t\tPISL B 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 21, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 21, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 38, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tDBCG B 0 A_SpawnItemEx(\"BulletCasing\", 18, 4, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tDBCG B 0 A_PlaySound(\"weapons/pistol\", CHAN_WEAPON)\n\t\t\tDBCG J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 21)\n\t\t\tDBCG B 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\t\t\tDBCG B 1 bright\n\t\t\tDBCG B 0 A_ZoomFactor(1)\n\t\t\tDBCG CDE 1\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 21, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 21, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 38, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tDBCG B 0 A_SpawnItemEx(\"BulletCasing\", 18, 4, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tDBCG B 0 A_PlaySound(\"weapons/pistol\", CHAN_WEAPON)\n\t\t\tDBCG J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 21)\n\t\t\tDBCG B 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\t\t\tDBCG B 1 bright\n\t\t\tDBCG B 0 A_ZoomFactor(1)\n\t\t\tDBCG CDE 1\n\t\t\t//DBCG E 0 A_ReFire\n\t\t\tDBCG E 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"RightHold\")\n\t\t\tDBCG E 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tDBCG AFGGHHH 1\n\t\t\tgoto RightReady\n\t\tRightStop:\n\t\t\tDBCG A 1\n\t\t\tloop\n\t}\n}\n\nactor Chainfart : FartyGun\n{\n\tWeapon.BobRangeX 0.65 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2.25 // default: 3\nInventory.PickupMessage \"Obtained a Chainfart.\"\nObituary \"%k poop at %o\"\nWeapon.SelectionOrder 700\nWeapon.AmmoType \"FartClip\"\nWeapon.AmmoGive 0\nWeapon.AmmoUse 1\n  states\n  {\n  Ready:\n\tCHGG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\tCHGG A 1 A_WeaponReady\n\tloop\n  Spawn:\n\tMGUN A -1\n\tStop\n  Select:\n \tMNGS A 0 A_JumpIfInventory(\"ChainfartSpun\", 1, \"ActualSelect\")\n\tMNSG A 0 A_PlaySound(\"mini/spin\")\n\tPKCG A 1 offset(0, 110)\n\tPKCG B 1 offset(0, 100)\n\tPKCG C 1 offset(0, 90)\n\tPKCG D 1 offset(0, 80)\n\tPKCG A 1 offset(0, 70)\n\tPKCG B 1 offset(0, 60)\n\tPKCG C 1 offset(0, 50)\n\tPKCG D 1 offset(0, 40)\n\tPKCG A 1 offset(0, 37)\n\tPKCG B 1 offset(0, 34)\n\tPKCG C 1 offset(0, 33)\n\tPKCG DABBCCCDDD 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG D 0 A_GiveInventory(\"ChainfartSpun\", 1)\n  ActualSelect:\n  PKCG A 0 A_Raise\n  PKCG A 1 A_Raise\n  loop\n  Deselect:\n  PKCG A 0 A_Lower\n  loop\n  Fire:\n    PKCG AAABBCD 1 A_WeaponReady(WRF_NOFIRE )\n    PKCG A 0 A_ReFire\n    PKCG ABCCDDD 1 A_WeaponReady(WRF_NOFIRE )\n    goto Ready\n  Hold:\n\tPISL B 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 0, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 7, 0)/65536.01, 1, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 7, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\tPISG B 0 A_SpawnItemEx(\"BulletCasing\", 18, 4, 32, frandom(0,3), frandom(4,7), frandom(4,7))\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 35, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 35, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\tPKCG A 0 A_PlaySound(\"weapons/pistol\")\n    PKCG D 0 A_GunFlash\n\tDBCG J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 7)\n    PKCG A 0 //ACS_Execute(287,0,random(20,40),random(-30,30),0)\n\tPKCG A 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\tPKCG A 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG A 0 A_ZoomFactor(1)\n\tPKCG B 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG C 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG D 1 A_WeaponReady(WRF_NOFIRE )\n\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 0, 32)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 7, 0)/65536.01, 1, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 7, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 7, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\tPISG B 0 A_SpawnItemEx(\"BulletCasing\", 18, 4, 32, frandom(0,3), frandom(4,7), frandom(4,7))\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 35, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 35, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\tPKCG A 0 A_PlaySound(\"weapons/pistol\")\n    PKCG D 0 A_GunFlash(\"Flash2\")\n\tDBCG J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 7)\n\tPKCG A 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n    PKCG A 0 //ACS_Execute(287,0,random(20,40),random(-30,30),0)\n\tPKCG A 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG A 0 A_ZoomFactor(1)\n\tPKCG B 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG C 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG D 1 A_WeaponReady(WRF_NOFIRE )\n    PKCG D 0 A_ReFire\n\tPKCG D 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n    PKCG ABCCDD 1 A_WeaponReady(WRF_NOFIRE )\n    goto Ready\n  AltFire:\n    PKCG AAABBCD 1 A_WeaponReady(WRF_NOFIRE )\n    CHGG A 0 A_FireCustomMissile(\"fartgrenade\",random(2,-2),0,0,0)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 35, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 35, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\tCHGG A 0 A_GunFlash\n\tDBCG J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 7)\n\tPKCG A 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\tPKCG A 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG A 0 A_ZoomFactor(1)\n\tPKCG B 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG C 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG D 1 A_WeaponReady(WRF_NOFIRE )\n    CHGG A 0 A_FireCustomMissile(\"fartgrenade\",random(2,-2),0,0,0)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 35, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 35, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\tCHGG A 0 A_GunFlash(\"Flash2\")\n\tDBCG J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 7)\n\tPKCG A 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\tPKCG A 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG A 0 A_ZoomFactor(1)\n\tPKCG B 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG C 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG D 1 A_WeaponReady(WRF_NOFIRE )\n    PKCG D 0 A_ReFire\n    PKCG ABCCDD 1 A_WeaponReady(WRF_NOFIRE )\n    goto Ready\n  AltHold:\n    CHGG A 0 A_FireCustomMissile(\"fartgrenade\",random(2,-2),0,0,0)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 35, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15))\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 35, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15))\n\tCHGG A 0 A_GunFlash(\"Flash\")\n\tDBCG J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 7)\n\tPKCG A 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\tPKCG A 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG A 0 A_ZoomFactor(1)\n\tPKCG B 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG C 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG D 1 A_WeaponReady(WRF_NOFIRE )\n    CHGG A 0 A_FireCustomMissile(\"fartgrenade\",random(2,-2),0,0,0)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 35, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 0, 35, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\tCHGG A 0 A_GunFlash(\"Flash2\")\n\tDBCG J 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 7)\n\tPKCG A 0 A_ZoomFactor(0.975, ZOOM_INSTANT)\n\tPKCG A 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG A 0 A_ZoomFactor(1)\n\tPKCG B 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG C 1 A_WeaponReady(WRF_NOFIRE )\n\tPKCG D 1 A_WeaponReady(WRF_NOFIRE )\n    PKCG D 0 A_ReFire\n    PKCG ABCCDD 1 A_WeaponReady(WRF_NOFIRE )\n    goto Ready\n  Flash:\n    PKCF A 1 bright A_Light1\n    PKCF B 1 bright A_Light2\n    TNT1 A 1 bright A_Light0\n    stop\n\tFlash2:\n    PKCF C 1 bright A_Light1\n    PKCF D 1 bright A_Light2\n    TNT1 A 1 bright A_Light0\n    stop\n  }\n}\n\nactor UziCocked : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\n// this actor is used to track how many uzis the player has\nactor UziCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor UziRecoil : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 40\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 40\n}\n\nactor UziSpread : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 40\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 40\n}\n\nactor UziSpreadPerShot : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 40\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 40\n}\n\nactor UziDouble : FartyGun\n{\n\tObituary \"%o got rattled by %k's double Poo-zis\"\n\tTag \"Double Poo-zis\"\n\tWeapon.AmmoType \"FartClip\"\n\tStates\n\t{\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tTNT1 A 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tUZI2 A 0 A_Raise\n\t\t\tUZI2 A 1 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tUZI2 A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tUZI2 A 1 A_WeaponReady(WRF_NOSECONDARY | WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tUZI2 A 0 A_JumpIfInventory(\"UziClip2\", 1, 1)\n\t\t\tGoto Reload\n\t\t\tPISL B 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\t//UZI2 B 0 bright A_FireBullets(12, 2, 1, 5, \"NewBulletPuff\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 24, 0)/65536.01, 0, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 24, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 8, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 8, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tUZI2 B 0 bright A_SpawnItemEx(\"BulletCasing\", 18, -12, 38, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -5, 37, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -5, 37, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tUZI2 B 0 bright A_TakeInventory(\"UziClip2\", 1)\n\t\t\tUZI2 B 0 bright A_PlaySound(\"uzi/fire\", CHAN_WEAPON)\n\t\t\tUZI2 B 0 bright A_Quake(1, 4, 0, 1)\n\t\t\tUZI2 B 0 bright ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 24)\n\t\t\tUZI2 B 0 bright A_ZoomFactor(0.975, ZOOM_INSTANT)\n\t\t\tUZI2 B 1 bright A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tUZI2 B 0 bright A_ZoomFactor(1)\n\t\t\tUZI2 C 1 bright A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tUZI2 A 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tUZI2 A 0 A_ReFire\n\t\t\tUZI2 A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tUZI2 A 5 A_WeaponReady\n\t\t\tgoto ActualReady\n\t\tReload:\n\t\t\tUZI2 A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tUZI2 A 0 A_JumpIfInventory(\"UziClip2\", 0, \"ActualReady\")\n\t\t\tUZI2 A 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto ActualReady\n\t\t\tUZI2 DEFG 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tUZI2 G 0 A_PlaySound(\"Uzi/out\", CHAN_WEAPON)\n\t\t\tUZI2 G 0 A_SpawnItemEx(\"UziMag\", 18, -12, 25, frandom(0,3), frandom(-6, -4), 0, 0, 128)\n\t\t\tUZI2 GGHHIJKL 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tTNT1 A 0 A_PlaySound(\"Uzi/spin\", CHAN_WEAPON)\n\t\t\tUZI2 MNOPQRSTUVWX 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tUZI2 X 0 A_PlaySound(\"Uzi/in\", CHAN_WEAPON)\n\t\t\t/*UZI2 D 0 A_Playsound(\"Uzi/out\", CHAN_WEAPON)\n\t\t\tUZI2 DEFGHIJ 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY) // 1\n\t\t\tUZI2 J 0 A_SpawnItemEx(\"UziMag\", 18, -4, 25, frandom(0,3), frandom(-2,-3), 0)\n\t\t\tUZI2 KLMNOP 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSECONDARY) // 1\n\t\t\tTNT1 A 3 A_WeaponReady( WRF_NOFIRE | WRF_NOSECONDARY) // 1\n\t\t\tTNT1 A 0 A_PlaySound(\"Uzi/in\", CHAN_WEAPON)\n\t\t\tTNT1 A 5 A_WeaponReady(WRF_NOFIRE | WRF_NOSECONDARY) // 1*/\n\t\tReloadLoop:\n\t\t\tUZIR M 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto ReloadEnd\n\t\t\tUZIR M 0 A_GiveInventory(\"UziClip2\", 1)\n\t\t\tUZIR M 0 A_TakeInventory(\"FartClip\", 1)\n\t\t\tUZIR M 0 A_JumpIfInventory(\"UziClip2\", 0, \"ReloadEnd\")\n\t\t\tGoto ReloadLoop\n\t\tReloadEnd:\n\t\t\tUZI2 YZ 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tUZI3 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tTNT1 A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tTNT1 A 0 A_PlaySound(\"Uzi/rack\", CHAN_WEAPON)\n\t\t\tTNT1 A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tUZI3 BCDEFG 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ActualReady\n\t\t\t/*TNT1 A 18 A_WeaponReady( WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tUZIR V 0 A_PlaySound(\"uzi/rack\", CHAN_WEAPON)\n\t\t\tUZI2 QRSTUV 1 A_WeaponReady( WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tUZI2 A 5 A_WeaponReady( WRF_NOFIRE | WRF_NOSECONDARY)\n\t\t\tgoto ActualReady*/\n\n\t\tStopRight:\n\t\t\tUZIG A 1\n\t\t\tloop\n\t\tReadyRight:\n\t\t\tUZIG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tUZIG A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tUZIG A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\tloop\n\t\tFireRight:\n\t\t\tUZI2 A 0 A_JumpIfInventory(\"UziClip\", 1, 1)\n\t\t\tGoto ReloadRight\n\t\t\tPISL B 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 24, 0)/65536.01, 0, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 24, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 8, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 8, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tUZIG B 0 bright A_SpawnItemEx(\"BulletCasing\", 18, 12, 38, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 37, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 37, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tUZIG B 0 bright A_TakeInventory(\"UziClip\", 1)\n\t\t\tUZIG B 0 bright A_PlaySound(\"uzi/fire\", CHAN_WEAPON)\n\t\t\tUZIG B 0 bright A_Quake(1, 4, 0, 1)\n\t\t\tUZI2 B 0 bright ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 24)\n\t\t\tUZIG B 0 bright A_ZoomFactor(0.975, ZOOM_INSTANT)\n\t\t\tUZIG B 1 bright\n\t\t\tUZIG B 0 bright A_ZoomFactor(1)\n\t\t\tUZIG C 1 bright\n\t\t\tUZIG A 1\n\t\t\tUZIG A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tUZIG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tUZIG A 5\n\t\t\tgoto ReadyRight\n\t\tReloadRight:\n\t\t\tUZIG A 1\n\t\t\tUZI2 A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tUZI2 A 0 A_JumpIfInventory(\"UziClip\", 0, \"ReadyRight\")\n\t\t\tUZI2 A 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto ReadyRight\n\t\t\tUZ2R ABCDD 1\n\t\t\tUZ2R D 0 A_PlaySound(\"Uzi/out\", CHAN_WEAPON)\n\t\t\tUZ2R D 0 A_SpawnItemEx(\"UziMag\", 18, 12, 25, frandom(0,3), frandom(4, 6), 0, 0, 128)\n\t\t\tUZ2R EEFGHI 1\n\t\t\tTNT1 A 1\n\t\t\tUZ2R J 0 A_PlaySound(\"Uzi/spin\", CHAN_WEAPON)\n\t\t\tUZ2R JKLMNOPQRSUV 1\n\t\t\tUZ2R W 0 A_PlaySound(\"Uzi/in\", CHAN_WEAPON)\n\t\tReloadLoopRight:\n\t\t\tUZIR M 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto ReloadEndRight\n\t\t\tUZIR M 0 A_GiveInventory(\"UziClip\", 1)\n\t\t\tUZIR M 0 A_TakeInventory(\"FartClip\", 1)\n\t\t\tUZIR M 0 A_JumpIfInventory(\"UziClip\", 0, \"ReloadEndRight\")\n\t\t\tGoto ReloadLoopRight\n\t\tReloadEndRight:\n\t\t\tUZ2R XY 1\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_PlaySound(\"uzi/rack\", CHAN_WEAPON)\n\t\t\tTNT1 A 5\n\t\t\tUZ2R Z 1\n\t\t\tUZ3R ABCDE 1\n\t\t\tgoto ReadyRight\n\t\t\t/*UZIG D 0 A_Playsound(\"Uzi/out\", CHAN_WEAPON)\n\t\t\tUZIR ABCDEFG 1\n\t\t\t//UZIG DEFGHIJ 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY) // 1\n\t\t\tUZIG J 0 A_SpawnItemEx(\"UziMag\", 18, 4, 25, frandom(0,3), frandom(-2,-3), 0)\n\t\t\t//UZIG KLMNOP 1\n\t\t\tUZ2R KLMNOP 1\n\t\t\tTNT1 A 3\n\t\t\tTNT1 A 0 A_PlaySound(\"Uzi/in\", CHAN_WEAPON)\n\t\t\tTNT1 A 5\n\t\tReloadLoopRight:\n\t\t\tUZIR M 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto ReloadEndRight\n\t\t\tUZIR M 0 A_GiveInventory(\"UziClip\", 1)\n\t\t\tUZIR M 0 A_TakeInventory(\"FartClip\", 1)\n\t\t\tUZIR M 0 A_JumpIfInventory(\"UziClip\", 0, \"ReloadEndRight\")\n\t\t\tGoto ReloadLoopRight\n\t\tReloadEndRight:\n\t\t\tTNT1 A 18\n\t\t\tUZ2R V 0 A_PlaySound(\"uzi/rack\", CHAN_WEAPON)\n\t\t\tUZ2R QRSTUV 1\n\t\t\tUZIG A 5\n\t\t\tgoto ReadyRight*/\n\t}\n}\n\nactor Uzi : FartyGun\n{\n\tObituary \"%o got rattled by %k's Poo-zi\"\n\tTag \"Poo-zi\"\n\tWeapon.AmmoType \"FartClip\"\n\tWeapon.AmmoType2 \"UziClip\"\n\tStates\n\t{\n\t\tSelect:\n\t\t\tUZIG A 0 A_Raise\n\t\t\tUZIG A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tUZIG A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tUZIG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tUZIG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tUZIG A 0 A_JumpIfInventory(\"UziClip\", 1, 1)\n\t\t\tGoto Reload\n\t\t\tPISL B 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL B 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 8, 0)/65536.01, 0, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 8, 1, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 8, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 8, 1, 1)/65536.01, -1, 5, \"NewBulletPuff\")\n\t\t\tUZIG B 0 bright A_SpawnItemEx(\"BulletCasing\", 18, 12, 38, frandom(0,3), frandom(4,7), frandom(4,7))\n\t\t\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 37, frandom(0, 0.25), frandom(0.45, 0.75), frandom(-0.15, 0.15), 0, 128)\n\t\t\tD3SL AA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 37, frandom(0, 0.25), frandom(-0.75, -0.45), frandom(-0.15, 0.15), 0, 128)\n\t\t\tUZIG B 0 bright A_TakeInventory(\"UziClip\", 1)\n\t\t\tUZIG B 0 bright A_PlaySound(\"uzi/fire\", CHAN_WEAPON)\n\t\t\tUZIG B 0 bright A_Quake(1, 4, 0, 1)\n\t\t\tUZI2 B 0 bright ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 8)\n\t\t\tUZIG B 0 bright A_ZoomFactor(0.975, ZOOM_INSTANT)\n\t\t\tUZIG B 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tUZIG B 0 bright A_ZoomFactor(1)\n\t\t\tUZIG C 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tUZIG A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tUZIG A 0 A_ReFire\n\t\t\tUZIG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tUZIG A 5 A_WeaponReady\n\t\t\tgoto Ready\n\t\tReload:\n\t\t\tUZIG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tUZIG A 0 A_JumpIfInventory(\"UziClip\", 0, \"Ready\")\n\t\t\tUZIG A 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto Ready\n\t\t\tUZIR A 0 A_JumpIfInventory(\"UziClip\", 1, 2)\n\t\t\tUZIR A 0 A_TakeInventory(\"UziCocked\", 1)\n\t\t\t//UZIR A 0 A_Playsound(\"Uzi/out\", CHAN_WEAPON)\n\t\t\t//UZIR ABCDEF 1 A_WeaponReady(WRF_NOFIRE ) // 1\n\t\t\tUZIG DEFG 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tUZIG G 0 A_PlaySound(\"Uzi/out\", CHAN_WEAPON)\n\t\t\tUZIR G 0 A_SpawnItemEx(\"UziMag\", 18, 12, 25, frandom(0,3), frandom(4, 6), 0, 0, 128)\n\t\t\tUZIG HHHIJKLMNOP 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\t//UZIG P 5 A_WeaponReady(WRF_NOFIRE ) // 3\n\t\t\tUZIG P 0 A_PlaySound(\"Uzi/spin\", CHAN_WEAPON)\n\t\t\tUZIG QRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE) // 1\n\t\t\tUZIR AB 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tUZIG K 0 A_PlaySound(\"Uzi/in\", CHAN_WEAPON)\n\t\t\t//UZIR TUVWXYZ 1 A_WeaponReady(WRF_NOSWITCH | WRF_NOFIRE) // 1\n\t\tReloadLoop:\n\t\t\tUZIR M 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto ReloadEnd\n\t\t\tUZIR M 0 A_GiveInventory(\"UziClip\", 1)\n\t\t\tUZIR M 0 A_TakeInventory(\"FartClip\", 1)\n\t\t\tUZIR M 0 A_JumpIfInventory(\"UziClip\", 0, \"ReloadEnd\")\n\t\t\tGoto ReloadLoop\n\t\tReloadEnd:\n\t\t\tUZIR CDEFG 2 A_WeaponReady(WRF_NOFIRE) // 2\n\t\t\tUZIG A 2 A_WeaponReady(WRF_NOFIRE)\n\t\t\tUZIG A 0 A_JumpIfInventory(\"UziCocked\", 1, \"Ready\")\n\t\tReloadCock:\n\t\t\tUZIS A 0 A_GiveInventory(\"UziCocked\", 1)\n\t\t\tUZIR HIJK 2 A_WeaponReady(WRF_NOFIRE)\n\t\t\tUZIR V 0 A_PlaySound(\"uzi/rack\", CHAN_WEAPON)\n\t\t\tUZIR LMNH 2 A_WeaponReady(WRF_NOFIRE ) //2\n\t\t\tUZIG A 3 A_WeaponReady(WRF_NOFIRE ) // 3\n\t\t\tgoto Ready\n\t\t\t/*UZIR A 0 A_Playsound(\"Uzi/out\", CHAN_WEAPON)\n\t\t\tUZIR ABCDEF 1 A_WeaponReady(WRF_NOFIRE ) // 1\n\t\t\tUZIR G 0 A_SpawnItemEx(\"UziMag\", 18, 4, 25, frandom(0,3), frandom(-2,-3), 0)\n\t\t\tUZIR G 5 A_WeaponReady(WRF_NOFIRE ) // 3\n\t\t\tUZIR HIJK 1 A_WeaponReady(WRF_NOSWITCH | WRF_NOFIRE) // 1\n\t\t\tUZIR K 0 A_PlaySound(\"Uzi/in\", CHAN_WEAPON)\n\t\t\tUZIR LMMMM 1 A_WeaponReady(WRF_NOSWITCH | WRF_NOFIRE) // 1\n\t\tReloadLoop:\n\t\t\tUZIR M 0 A_JumpIfInventory(\"FartClip\", 1, 1)\n\t\t\tGoto ReloadEnd\n\t\t\tUZIR M 0 A_GiveInventory(\"UziClip\", 1)\n\t\t\tUZIR M 0 A_TakeInventory(\"FartClip\", 1)\n\t\t\tUZIR M 0 A_JumpIfInventory(\"UziClip\", 0, \"ReloadEnd\")\n\t\t\tGoto ReloadLoop\n\t\tReloadEnd:\n\t\t\tUZIR NOPQRSTUV 2 A_WeaponReady(WRF_NOSWITCH | WRF_NOFIRE) // 2\n\t\t\tUZIR V 0 A_PlaySound(\"uzi/rack\", CHAN_WEAPON)\n\t\t\tUZIR WXSR 2 A_WeaponReady(WRF_NOFIRE ) //2\n\t\t\tUZIG A 3 A_WeaponReady(WRF_NOFIRE ) // 3\n\t\t\tgoto Ready*/\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Weapons/Weapons2.txt",
        "contents": "actor GrenadeWeaponMode : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 4\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 4\n}\n\nactor MayoFollower\n{\n\tvar int user_count;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_JumpIf(user_count >= 10, \"End\")\n\t\t\tTNT1 A 0 A_SetUserVar(\"user_count\", user_count + 1)\n\t\t\tTNT1 A 0 A_Warp(AAPTR_TARGET, 0, 0, 30)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MayoDrip\", frandom(-5, 5), frandom(-5, 5), frandom(-5, 5))\n\t\t\tTNT1 A 35\n\t\t\tloop\n\t\tEnd:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t}\n}\nactor MayoGrenadeItem : CustomInventory\n{\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"ApplyMayoTranslation\", 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"misc/drench\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"MayoDamageGiver\", 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"MayoFollower\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\t\tstop\n\t}\n}\n\nactor MayoGrenade\n{\n PROJECTILE\n -NOGRAVITY\n +HITTRACER\n Radius 5\n Height 5\n gravity 0.6\n\tDamage 10\n\tScale 0.13\n\tBounceCount 0\n\tDeathSound \"misc/glassexplosion\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GrenadeThrowforce\", 0)\n\t\tSpawn1:\n\t\t\tHLMN ABCDEFGH 1\n\t\t\tloop\n\t\tCrash:\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"hitmarker\")\n\t\t\tTNT1 A 1\n\t\tGoto Death\n\t\tDeath:\n\t\t\tMISL B 0 A_RadiusGive(\"MayoGrenadeItem\", 128, RGF_PLAYERS | RGF_MONSTERS)\n\t\t\tMISL B 0 A_Stop\n\t\t\tMISL B 0 Radius_Quake(4,10,3,3,0)\n\t\t\t//MISL B 0 ACS_NamedExecute(\"HitMarker\")\n\t\t\tMISL BBBB 0 A_SpawnItemEx(\"MayoBlood\",frandom(-5,5),frandom(-5,5),frandom(0,5),0,0,0,0,128,0)\n\t\t\tMISL BBBBBBBBBB 0 A_SpawnItemEx(\"GlassParticle\",frandom(-9,9),frandom(-9,9),frandom(0,4),frandom(-10,10),frandom(-10,10),frandom(3,15),0,128)\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor EnderPearl\n{\n PROJECTILE\n -NOGRAVITY\n +HITTRACER\n Radius 12\n Height 5\n gravity 0.6\n\tDamage 10\n\tScale 0.35\n\tBounceCount 0\n\tDeathSound \"misc/glassexplosion\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GrenadeThrowforce\", 0, 2.0*65536.01)\n\t\tSpawn1:\n\t\t\tENDP A 1\n\t\t\tloop\n\t\tCrash:\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"hitmarker\")\n\t\t\tTNT1 A 1\n\t\tGoto Death\n\t\tDeath:\n\t\t\tMISL B 0 A_SpawnItemEx(\"TeleportFog\")\n\t\t\tMISL B 0 A_Stop\n\t\t\tMISL B 0 A_Explode(6589023, 80, 0)\n\t\t\tMISL B 0 ACS_NamedExecuteAlways(\"EnderpearlTeleport\", 0)\n\t\t\tMISL B 0 Radius_Quake(4,10,3,3,0)\n\t\t\t//MISL B 0 ACS_NamedExecute(\"HitMarker\")\n\t\t\tTNT1 A 10\n\t\t\tstop\n\t}\n}\n\nactor ThrownFartGrenade\n{\n PROJECTILE\n -NOGRAVITY\n +HITTRACER\n Radius 5\n Height 5\n gravity 0.6\n\tDamage 0\n\tScale 0.13\n\tBounceCount 0\n\tDeathSound \"misc/donaldduck\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GrenadeThrowforce\", 0)\n\t\tSpawn1:\n\t\t\tWHOP ABCDEFGH 1\n\t\t\tloop\n\t\tCrash:\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"hitmarker\")\n\t\t\tTNT1 A 1\n\t\tGoto Death\n\t\tDeath:\n\t\t\tMISL B 0 A_Stop\n\t\t\tMISL B 0 Radius_Quake(4,10,3,3,0)\n\t\t\t//MISL B 0 ACS_NamedExecute(\"HitMarker\")\n\t\t\tMISL BBBBB 0 A_SpawnItemEx(\"FartCloud\", frandom(-9,9), frandom(-9,9), frandom(0,9),frandom(-5,5),frandom(-5,5),frandom(-5,5))\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor GrenadeWeapon : FartyGun\n{\n\tWeapon.SelectionOrder 10000\n\tObituary \"%k yeeted crap at %o\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A -1\n\t\t\tstop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 4, \"Select4\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 3, \"Select3\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 2, \"Select2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 1, \"MayoSelect\")\n\t\t\tHNDG A 1 A_Raise\n\t\t\tHNDG A 0 A_Raise\n\t\t\tHNDG A 0 A_Raise\n\t\t\tloop\n\t\tMayoSelect:\n\t\t\tHNDH A 1 A_Raise\n\t\t\tHNDH A 0 A_Raise\n\t\t\tHNDG A 0 A_Raise\n\t\t\tloop\n\t\tSelect2:\n\t\t\tSPRY A 0 A_PlaySound(\"spraycan/open\")\n\t\t\tSPRY AAAAAAAAAA 0 A_Raise\n\t\t\tSPRY AAAA 0 A_Raise\n\t\t\tSPRY ABCDE 1\n\t\t\tSPRY E 0 A_PlaySound(\"spraycan/light\")\n\t\t\tSPRY AAAAAAA 0 A_Raise\n\t\tSelect3:\n\t\t\tHNDF A 1 A_Raise\n\t\t\tHNDF A 0 A_Raise\n\t\t\tHNDF A 0 A_Raise\n\t\t\tloop\n\t\tSelect4:\n\t\t\tHNDF N 1 A_Raise\n\t\t\tHNDF A 0 A_Raise\n\t\t\tHNDF A 0 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tHNDG A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 4, \"Ready4\")\n\t\t\tHNDG A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 3, \"Ready3\")\n\t\t\tHNDG A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 2, \"Ready2\")\n\t\t\tHNDG A 0 A_JumpIfInventory(\"GrenadeWeaponMode\", 1, \"Ready1\")\n\t\t\tHNDG BCD 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG D 0 A_PlayWeaponSound(\"grenade/pin\")\n\t\t\tHNDG EE 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG FGHIJK 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tLoop0:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerThrowableHeld\", 1, 1)\n\t\t\tgoto Loop0End\n\t\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanThrowForce\", 4)\n\t\t\tloop\n\t\tLoop0End:\n\t\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG LM 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG J 0 A_PlayWeaponSound(\"grenade/throw\")\n\t\t\tHNDG J 0 A_FireCustomMissile(\"Granaat\")\n\t\t\tHNDG NO 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanThrowForce\", 100)\n\t\t\tHNDG PPPPOQRST 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tgoto End\n\t\tReady1:\n\t\t\tHNDH BCD 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDH D 0 A_PlayWeaponSound(\"grenade/pin\")\n\t\t\tHNDH EE 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDH FGHIJK 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tLoop1:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerThrowableHeld\", 1, 1)\n\t\t\tgoto Loop1End\n\t\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanThrowForce\", 4)\n\t\t\tloop\n\t\tLoop1End:\n\t\t\tHNDH LM 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDH J 0 A_PlayWeaponSound(\"grenade/throw\")\n\t\t\tHNDH J 0 A_FireCustomMissile(\"MayoGrenade\")\n\t\t\tHNDG NO 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanThrowForce\", 100)\n\t\t\tHNDG PPPPOQRST 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tgoto End\n\t\tReady2:\n\t\t\tSPRY MNO 2 A_Weaponready(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tSPRY P 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tSPRY PQ 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tSPRY R 1 offset(0,40)\n\t\t\tSPRY R 1 offset(0,45)\n\t\t\tSPRY R 1 offset(0,55)\n\t\t\tSPRY S 1 offset(0,70)\n\t\t\tSPRY S 1 offset(0,95)\n\t\t\tSPRY S 1 offset(0,110)\n\t\tLoop2:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerThrowableHeld\", 1, 1)\n\t\t\tgoto Loop2End\n\t\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanThrowForce\", 4)\n\t\t\tloop\n\t\tLoop2End:\n\t\t\tHNDG LM 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDH J 0 A_PlayWeaponSound(\"grenade/throw\")\n\t\t\tHNDG J 0 A_FireCustomMissile(\"SpraycanThrown\")\n\t\t\tHNDG J 0 A_TakeInventory(\"Gasoline\", 20)\n\t\t\tHNDG NO 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanThrowForce\", 100)\n\t\t\tHNDG PPPPOQRST 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tgoto End\n\t\tReady3:\n\t\t\tHNDF BCD 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDF D 0 A_PlayWeaponSound(\"grenade/pin\")\n\t\t\tHNDF EE 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDF FGHIJK 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tLoop3:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerThrowableHeld\", 1, 1)\n\t\t\tgoto Loop3End\n\t\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanThrowForce\", 4)\n\t\t\tloop\n\t\tLoop3End:\n\t\t\tHNDF LM 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG J 0 A_PlayWeaponSound(\"grenade/throw\")\n\t\t\tHNDG J 0 A_FireCustomMissile(\"ThrownFartGrenade\")\n\t\t\tHNDG NO 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanThrowForce\", 100)\n\t\t\tHNDG PPPPOQRST 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tgoto End\n\t\tReady4:\n\t\t\tHNDF NOPQR 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDF D 0 A_PlayWeaponSound(\"player/punch\")\n\t\t\tHNDF STUVWXYZ 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tLoop4:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"PlayerThrowableHeld\", 1, 1)\n\t\t\tgoto Loop4End\n\t\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanThrowForce\", 4)\n\t\t\tloop\n\t\tLoop4End:\n\t\t\tHNDI AB 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG J 0 A_PlayWeaponSound(\"grenade/throw\")\n\t\t\tHNDG J 0 A_FireCustomMissile(\"EnderPearl\")\n\t\t\tHNDG NO 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanThrowForce\", 100)\n\t\t\tHNDG PPPPOQRST 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tgoto End\n\t\tEnd:\n\t\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"SwitchToSavedWeapon\")\n\t\t\tloop\n\t\tFire:\n\t\t\tTNT1 A 1\n\t\t\tgoto Ready\n\t}\n}\n\nactor Railpuff : BulletPuff\n{\n +ALWAYSPUFF\n +NOBLOCKMAP\n -ALLOWPARTICLES\n -RANDOMIZE\n +NOGRAVITY\ndecal Raildecal\n Mass 5\n States\n {\nSpawn:\nPLSE A 4\nstop\n}\n}\n\nactor RailfartTracer : FastProjectile\n{\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tMissileType RailfartTracerTrail\n\tRadius 12\n\tHeight 8\n\tSpeed 200\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tloop\n\t\tDeath:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor RailfartTracerTrail\n{\n\t+NOTELEPORT\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\t//Translation \"169:191=10.86, 0.73, 0.67]:[0.3, 0.18, 0.125]\"\n\tTranslation \"169:191=64:79\"\n\tRenderstyle Translucent\n\tAlpha 0.6\n\tScale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPSMT A 0\n\t\t\t//PSMT A 0 A_SpawnItemEx(\"PlasmaShotgunParticle\", frandom(-6, 6), frandom(-6, 6), frandom(-6, 6))\n\t\t\tPSMT ABCDE 2 bright A_FadeOut(0.2)\n\t\t\tstop\n\t}\n}\n\nActor RailfartRecoil : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 75\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 75\n}\n\nactor RailfartCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor RailfartDouble : FartyGun\n{\n\tWeapon.BobRangeX 0.75\n\tWEapon.BobRangeY 0.3\n\tWeapon.BobSpeed 2\n\tInventory.PickupMessage \"A Railfart has found its way into your hands.\"\n\tObituary \"%o double penetrated %k xd\"\n\ttag \"Double Railfart\"\n\tWeapon.AmmoType \"FartCell\"\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive 0\n\tWeapon.SlotNumber 6\n\t+WEAPON.AMMO_OPTIONAL\n\tStates\n\t{\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tRLGL A 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tRLGL A 0 A_Raise\n\t\t\tRLGL A 1 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tRLGL A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tRLGL A 0 A_JumpIfInventory(\"RailgunClip2\", 5, 1)\n\t\t\tgoto Reload\n\t\t\t//RLGL A 0 A_FireBullets(0,0,1,0,\"HitmarkerTestPuff\",0)\n\t\t\tRLGL A 0 A_RailAttack(160, -6, 1, \"aa 92 23\", \"aa 92 23\", RGF_SILENT, 0, \"NewBulletPuff\")\n\t\t\tRLGL A 0 A_FireCustomMissile(\"RailfartTracer\", 0, 0, -6)\n\t\t\tRLGL A 0 A_TakeInventory(\"RailgunClip2\", 5)\n\t\t\tRLGL A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 14)\n\t\t\tRLGL A 0 A_Quake(8, 8, 0, 1)\n\t\t\tRLGL A 0 A_PlaySound(\"rail/fart\", CHAN_WEAPON)\n\t\t\tRLGL A 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tRLGL B 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tRLGL B 0 A_ZoomFactor(1.0)\n\t\t\tRLGL CDEFGHI 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tRLGL A 10 A_WeaponReady(WRF_NOFIRE )\n\t\t\tRLGL A 0 A_ReFire\n\t\t\tGoto ActualReady\n\t\tReload:\n\t\t\tRLGL A 0 A_JumpIfInventory(\"RailgunClip2\", 0, \"ActualReady\")\n\t\t\tRLGL A 0 A_JumpIfInventory(\"FartCell\", 5, 1)\n\t\t\tgoto ActualReady\n\t\tReloadStart:\n\t\t\tRLGL IJK 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tRLGL K 0 A_PlaySound(\"railgun/out\", CHAN_WEAPON)\n\t\t\tRLGL K 0 A_SpawnItemEx(\"EmptyCell\", 14, -6, 30, frandom(1, 2), frandom(-8, -5), frandom(-3, 0), 0, SXF_CLIENTSIDE)\n\t\t\tRLGL LMMM 1 A_WeaponReadY(WRF_NOFIRE )\n\t\t\tRLGL NO 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tRLGL PQRS 1 A_WeaponReady(WRF_NOFIRE )\n\t\tReloadLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FartCell\", 5, 1)\n\t\t\tgoto ReloadEnd\n\t\t\tTNT1 A 0 A_TakeInventory(\"FartCell\", 5)\n\t\t\tTNT1 A 0 A_GiveInventory(\"RailgunClip2\", 5)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunClip2\", 0, \"ReloadEnd\")\n\t\t\tloop\n\t\tReloadEnd:\n\t\t\tTNT1 A 16 A_WeaponReady(WRF_NOFIRE )\n\t\t\tTNT1 A 0 A_PlaySound(\"railgun/load\", CHAN_WEAPON)\n\t\t\tRLGL TUVWXYZ 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto ActualReady\n\t\tStopRight:\n\t\t\tRLGR A 1\n\t\t\tloop\n\t\tReadyRight:\n\t\t\tRLGR A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tRLGR A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\tloop\n\t\tFireRight:\n\t\t\tRLGR A 0 A_JumpIfInventory(\"RailgunClip\", 5, 1)\n\t\t\tgoto ReloadRight\n\t\t\t//RLGR A 0 A_FireBullets(0,0,1,0,\"HitmarkerTestPuff\",0)\n\t\t\tRLGL A 0 A_RailAttack(160, 6, 1, \"aa 92 23\", \"aa 92 23\", RGF_SILENT, 0, \"NewBulletPuff\")\n\t\t\tRLGR A 0 A_FireCustomMissile(\"RailfartTracer\", 0, 0, 6)\n\t\t\tRLGR A 0 A_TakeInventory(\"RailgunClip\", 5)\n\t\t\tRLGR A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 14)\n\t\t\tRLGR A 0 A_Quake(8, 8, 0, 1)\n\t\t\tRLGR A 0 A_PlaySound(\"rail/fart\", CHAN_WEAPON)\n\t\t\tRLGR A 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tRLGR B 1\n\t\t\tRLGR B 0 A_ZoomFactor(1.0)\n\t\t\tRLGR CDEFGHI 1\n\t\t\tRLGR A 10\n\t\t\tGoto ReadyRight\n\t\tReloadRight:\n\t\t\tRLGR A 0 A_JumpIfInventory(\"RailgunClip\", 0, \"ReadyRight\")\n\t\t\tRLGR A 0 A_JumpIfInventory(\"FartCell\", 5, \"ReloadStartRight\")\n\t\t\tRLGR A 1\n\t\t\tgoto ReadyRight\n\t\tReloadStartRight:\n\t\t\tRLGR IJK 2\n\t\t\tRLGR K 0 A_PlaySound(\"railgun/out\", CHAN_WEAPON)\n\t\t\tRLGL K 0 A_SpawnItemEx(\"EmptyCell\", 14, 6, 34, frandom(1, 2), frandom(-8, -5), frandom(0, 3), 0, SXF_CLIENTSIDE)\n\t\t\tRLGR LMMM 1\n\t\t\tRLGR NO 2\n\t\t\tRLGR PQRS 1\n\t\tReloadLoopRight:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FartCell\", 5, 1)\n\t\t\tgoto ReloadEndRight\n\t\t\tTNT1 A 0 A_TakeInventory(\"FartCell\", 5)\n\t\t\tTNT1 A 0 A_GiveInventory(\"RailgunClip\", 5)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"RailgunClip\", 0, \"ReloadEndRight\")\n\t\t\tloop\n\t\tReloadEndRight:\n\t\t\tTNT1 A 16\n\t\t\tTNT1 A 0 A_PlaySound(\"railgun/load\", CHAN_WEAPON)\n\t\t\tRLGR TUVWXYZ 2\n\t\t\tgoto ReadyRight\n\t}\n}\n\nACTOR Railfart : FartyGun\n{\n\tWeapon.BobRangeX 0.75 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2 // default: 3\n Radius 20\n Height 18\n Weapon.SelectionOrder 100\n Inventory.PickupMessage \"A Railfart has found its way into your hands.\"\n Obituary \"%o railed %k xd\"\n Weapon.AmmoType2 \"RailgunClip\"\n Weapon.AmmoType1 \"FartCell\"\n Weapon.AmmoUse1 0\n Weapon.AmmoGive 0\n Weapon.SlotNumber 6\n +WEAPON.AMMO_OPTIONAL\n  States\n  {\n  Spawn:\n  RAIL A -1\n  Stop\n  Select:\n  RLGG A 0 A_Raise\n  RLGG A 1 A_Raise\n  loop\n  Deselect:\n  RLGG A 0 A_Lower\n  loop\n  Ready:\n  RLGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n  loop\n  Fire:\n    RLGG A 0\n    RLGG A 0 A_JumpIfInventory(\"Railcheck\",1,\"Fire1\")\n    RLGG A 0 A_JumpIfInventory(\"RailgunClip\",5,1)\n    goto Reload\n\t//RLGG E 0 A_FireBullets(0,0,1,0,\"HitmarkerTestPuff\",0)\n\tRLGG E 0 A_RailAttack(160,0,0,\"aa 92 23\",\"aa 92 23\",RGF_SILENT, 0,\"NewBulletPuff\")\n    RLGG EEEE 0 A_SpawnItemEx(\"poo\",0,0,32,random(3,7),random(-3,3),random(3,7),0,128,0)\n\tRLGG E 0 A_FireCustomMissile(\"RailfartTracer\", 0, 0)\n    RLGG E 0 A_FireBullets(0,0,1,0,\"Railpuff\",0)\n    RLGG E 0 //ACS_Execute(287,0,random(-100,100),random(-100,100),0)\n\tRLGG E 0 A_TakeInventory(\"RailgunClip\", 5)\n\tRLGG E 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 14)\n\tRLGG E 0 A_Quake(8, 8, 0, 1)\n    RLGG E 0 A_PlaySound(\"rail/fart\", CHAN_WEAPON)\n\tRLGG E 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\tRLGG E 1 A_WeaponReady(WRF_NOFIRE )\n\tRLGG E 0 A_ZoomFactor(1.0)\n\tRLGG E 11 A_WeaponReady(WRF_NOFIRE )\n    RLGG A 6 A_WeaponReady(WRF_NOFIRE )\n    RLGG A 0 A_ReFire\n    Goto Ready\n  Fire1:\n    RLGG A 0\n    RLGG A 0 A_PlaySound(\"rail/fart\")\n    RLGG AAAA 0 A_SpawnItemEx(\"poo\",0,0,32,random(3,7),random(-3,3),random(3,7),0,128,0)\n    RLGG A 0 //ACS_Execute(287,0,random(-50,50),random(-50,50),0)\n    RLGG A 3 A_RailAttack(40,0,0,\"none\",\"aa 92 23\",1,4,\"NewBulletPuff\")\n    RLGG A 0 A_FireBullets(0,0,1,0,\"Railpuff\",0)\n    RLGG A 0 A_TakeInventory(\"FartCell\",1)\n    RLGG A 0 A_ReFire\n    RLGG E 6\n    RLGG A 0 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 5 bright A_Light1\n    TNT1 A 5 bright A_Light2\n    TNT1 A 0 bright A_Light0\n    Goto LightDone\nReload:\nRLGG F 0 A_JumpIfInventory(\"RailgunClip\",0,\"Ready\")\nRLGG F 0 A_JumpIfInventory(\"FartCell\",5,\"ReloadLoop\")\ngoto Ready\nReloadLoop:\nRLGG F 0 A_TakeInventory(\"FartCell\",5)\nRLGG F 0 A_GiveInventory(\"RailgunClip\",5)\nRLGG F 0 A_JumpIfInventory(\"RailgunClip\",0,\"ReloadEnd\")\nRLGG F 0 A_JumpIfInventory(\"FartCell\",5,1)\nGoto ReloadEnd\nRLGG F 0\nloop\nReloadEnd:\nRLGG F 6 A_WeaponReady(WRF_NOFIRE )\nRLGG G 0 A_PlaySound(\"railgun/out\")\nRLGG GHIJ 6 A_WeaponReady(WRF_NOFIRE )\nRLGG K 0 A_PlaySound(\"railgun/load\")\nRLGG KLA 6 A_WeaponReady(WRF_NOFIRE )\ngoto Ready\n  }\n}\n\nactor PlasmaShotgunDeathBlue\n{\n\t+NOTELEPORT\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\tRenderStyle Add\n\tAlpha 0.35\n\tscale 0.2\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMPLS A 0\n\t\t\tMPLS A 0 A_SpawnItemEx(\"PlasmaShotgunFlareBlue\")\n\t\t\t//MPLS AAAA 0 A_SpawnItemEx(\"PlasmaShotgunParticle\", frandom(-6, 6), frandom(-6, 6), frandom(-6, 6), frandom(-4, 4), frandom(-4, 4), frandom(-4, 4))\n\t\t\tMPLS ABCDEFGHIJKLM 1 bright\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunDeathRed : PlasmaShotgunDeathBlue\n{\n\tTranslation \"192:207=169:191\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMPLS A 0\n\t\t\tMPLS A 0 A_SpawnItemEx(\"PlasmaShotgunFlareRed\")\n\t\t\t//MPLS AAAA 0 A_SpawnItemEx(\"PlasmaShotgunParticle\", frandom(-6, 6), frandom(-6, 6), frandom(-6, 6), frandom(-4, 4), frandom(-4, 4), frandom(-4, 4))\n\t\t\tMPLS ABCDEFGHIJKLM 1 bright\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunDeathYellow : PlasmaShotgunDeathBlue\n{\n\tTranslation \"192:200=224:231\", \"201:207=160:167\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMPLS A 0\n\t\t\tMPLS A 0 A_SpawnItemEx(\"PlasmaShotgunFlareRed\")\n\t\t\t//MPLS AAAA 0 A_SpawnItemEx(\"PlasmaShotgunParticle\", frandom(-6, 6), frandom(-6, 6), frandom(-6, 6), frandom(-4, 4), frandom(-4, 4), frandom(-4, 4))\n\t\t\tMPLS ABCDEFGHIJKLM 1 bright\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunDeathGreen : PlasmaShotgunDeathBlue\n{\n\tTranslation \"192:207=[199, 255, 157]:[46, 108, 0]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMPLS A 0\n\t\t\tMPLS A 0 A_SpawnItemEx(\"PlasmaShotgunFlareGreen\")\n\t\t\t//MPLS AAAA 0 A_SpawnItemEx(\"PlasmaShotgunParticle\", frandom(-6, 6), frandom(-6, 6), frandom(-6, 6), frandom(-4, 4), frandom(-4, 4), frandom(-4, 4))\n\t\t\tMPLS ABCDEFGHIJKLM 1 bright\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunDeathPink : PlasmaShotgunDeathBlue\n{\n\tTranslation \"192:207=[251, 85, 255]:[133, 0, 136]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMPLS A 0\n\t\t\tMPLS A 0 A_SpawnItemEx(\"PlasmaShotgunFlarePink\")\n\t\t\t//MPLS AAAA 0 A_SpawnItemEx(\"PlasmaShotgunParticle\", frandom(-6, 6), frandom(-6, 6), frandom(-6, 6), frandom(-4, 4), frandom(-4, 4), frandom(-4, 4))\n\t\t\tMPLS ABCDEFGHIJKLM 1 bright\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunBallTrailRed\n{\n\t+NOTELEPORT\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.25\n\tScale 0.35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPSMT A 0\n\t\t\t//PSMT A 0 A_SpawnItemEx(\"PlasmaShotgunParticle\", frandom(-6, 6), frandom(-6, 6), frandom(-6, 6))\n\t\t\tPSMT ABCDE 1 bright\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunBallTrailBlue : PlasmaShotgunBallTrailRed\n{\n\tTranslation \"169:191=192:207\"\n}\n\nactor PlasmaShotgunBallTrailYellow : PlasmaShotgunBallTrailRed\n{\n\tTranslation \"169:179=224:231\", \"180:191=160:167\"\n}\n\nactor PlasmaShotgunBallTrailGreen : PlasmaShotgunBallTrailRed\n{\n\tTranslation \"169:191=[199, 255, 157]:[46, 108, 0]\"\n}\n\nactor PlasmaShotgunBallTrailPink : PlasmaShotgunBallTrailRed\n{\n\tTranslation \"169:191=[251, 85, 255]:[133, 0, 136]\"\n}\n\nactor PlasmaShotgunBallBlue// : FastProjectile\n{\n\tPROJECTILE\n\t+RANDOMIZE\n\t+HITTRACER\n\tBounceType \"Hexen\"\n\tBounceCount 2\n\tMissileType \"PlasmaShotgunBallTrailBlue\"\n\tMissileHeight 8\n\tRenderStyle Add\n\tAlpha 0.5\n\tScale 0.65\n\tRadius 13\n\tHeight 8\n\t//Speed 225\n\tSpeed 40\n\tDamage (8)\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBAL8 A 0\n\t\t\tBAL8 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawnLoop:\n\t\t\tBAL8 AB 1 bright A_SpawnItemEx(\"PlasmaShotgunBallTrailBlue\")\n\t\t\tBAL8 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tBAL8 A 0 A_JumpIf(user_counter > 10, \"Death\")\n\t\t\tloop\n\t\tCrash:\n\t\tXDeath:\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\t\tTNT1 A 1\n\t\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlasmaShotgunDeathBlue\")\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunBallRed : PlasmaShotgunBallBlue\n{\n\tTranslation \"192:207=169:191\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBAL8 A 0\n\t\t\tBAL8 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawnLoop:\n\t\t\tBAL8 AB 1 bright A_SpawnItemEx(\"PlasmaShotgunBallTrailRed\")\n\t\t\tBAL8 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tBAL8 A 0 A_JumpIf(user_counter > 10, \"Death\")\n\t\t\tloop\n\t\tCrash:\n\t\tXDeath:\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\t\tTNT1 A 1\n\t\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlasmaShotgunDeathRed\")\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunBallYellow : PlasmaShotgunBallBlue\n{\n\tTranslation \"192:200=224:231\", \"201:207=160:167\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBAL8 A 0\n\t\t\tBAL8 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawnLoop:\n\t\t\tBAL8 AB 1 bright A_SpawnItemEx(\"PlasmaShotgunBallTrailYellow\")\n\t\t\tBAL8 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tBAL8 A 0 A_JumpIf(user_counter > 10, \"Death\")\n\t\t\tloop\n\t\tCrash:\n\t\tXDeath:\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\t\tTNT1 A 1\n\t\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlasmaShotgunDeathYellow\")\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunBallGreen : PlasmaShotgunBallBlue\n{\n\tTranslation \"192:207=[199, 255, 157]:[46, 108, 0]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBAL8 A 0\n\t\t\tBAL8 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawnLoop:\n\t\t\tBAL8 AB 1 bright A_SpawnItemEx(\"PlasmaShotgunBallTrailGreen\")\n\t\t\tBAL8 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tBAL8 A 0 A_JumpIf(user_counter > 10, \"Death\")\n\t\t\tloop\n\t\tCrash:\n\t\tXDeath:\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\t\tTNT1 A 1\n\t\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlasmaShotgunDeathGreen\")\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunBallPink : PlasmaShotgunBallBlue\n{\n\tTranslation \"192:207=[251, 85, 255]:[133, 0, 136]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBAL8 A 0\n\t\t\tBAL8 A 0 A_SetUserVar(\"user_counter\", 0)\n\t\tSpawnLoop:\n\t\t\tBAL8 AB 1 bright A_SpawnItemEx(\"PlasmaShotgunBallTrailPink\")\n\t\t\tBAL8 A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tBAL8 A 0 A_JumpIf(user_counter > 10, \"Death\")\n\t\t\tloop\n\t\tCrash:\n\t\tXDeath:\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\t\tTNT1 A 1\n\t\t\tGoto Death\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"PlasmaShotgunDeathPink\")\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunSpread : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 40\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 40\n}\n\nactor PlasmaShotgunRecoil : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 50\n}\n\nactor PlasmaShotgunCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\n// todo: maak semi auto\nactor PlasmaShotgunDouble : FartyGun\n{\n\tTag \"Double Plasma Shotgun\"\n\tWeapon.AmmoType \"FartCell\"\n\tObituary \"%o was doubly ass-blasted by %k's plasma shotguns\"\n\tStates\n\t{\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tPSM2 A 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tPSM2 A 0 A_GunFlash(\"StopRight\")\n\t\t\tPSM2 A 0 A_Raise\n\t\t\tPSM2 A 1 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tPSM2 A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPSM2 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tPSM2 A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOSECONDARY)\n\t\t\tloop\n\t\tFire:\n\t\t\tPSM2 A 0 A_JumpIfInventory(\"PlasmaShotgunClip2\", 2, 1)\n\t\t\tGoto Reload\n\t\t\tPSM2 A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPSM2 A 0 A_PlaySound(\"PlasmaShotgun/fire\", CHAN_WEAPON)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallGreen\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*0, 0, 0)/65536.01,\n\t\t\t\t0, -8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*0, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallYellow\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*1, 0, 0)/65536.01,\n\t\t\t\t0, -8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*1, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallRed\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*2, 0, 0)/65536.01,\n\t\t\t\t0, -8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*2, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallYellow\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*3, 0, 0)/65536.01,\n\t\t\t\t0, -8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*3, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallGreen\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*4, 0, 0)/65536.01,\n\t\t\t\t0, -8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*4, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallBlue\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*5, 0, 0)/65536.01,\n\t\t\t\t0, -8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*5, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallPink\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*6, 0, 0)/65536.01,\n\t\t\t\t0, -8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*6, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallBlue\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*7, 0, 0)/65536.01,\n\t\t\t\t0, -8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*7, 1, 1)/65536.01)\n\t\t\tPSM2 A 0 A_TakeInventory(\"PlasmaShotgunClip2\", 2)\n\t\t\tPSM2 A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 26)\n\t\t\tPSM2 A 0 A_ZoomFactor(0.9, ZOOM_INSTANT)\n\t\t\tPSM2 A 0 A_Quake(7, 4, 0, 1)\n\t\t\tPSM2 B 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSM2 B 0 A_ZoomFactor(1)\n\t\t\tPSM2 C 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSM2 D 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSM2 EFGHI 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSM2 A 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSM2 A 0 A_ReFire\n\t\t\tPSM2 A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPSM2 A 6 A_WeaponReady\n\t\t\tgoto ActualReady\n\t\tReload:\n\t\t\tPSMG A 0 A_JumpIfInventory(\"PlasmaShotgunClip2\", 0, \"ActualReady\")\n\t\t\tPSMG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPSMG A 0 A_JumpIfInventory(\"FartCell\", 2, 1)\n\t\t\tgoto ActualReady\n\t\t\tPSLR A 0 A_PlaySound(\"PlasmaShotgun/out\", CHAN_WEAPON)\n\t\t\tPSLR ABCDEFGHI 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tTNT1 A 14 A_WeaponReady(WRF_NOFIRE )\n\t\t\tTNT1 A 0 A_PlaySound(\"PlasmaShotgun/in\", CHAN_WEAPON)\n\t\t\tTNT1 A 16 A_WeaponReady(WRF_NOFIRE )\n\t\tReloadLoop:\n\t\t\tPSMG A 0 A_JumpIfInventory(\"PlasmaShotgunClip2\", 0, \"ReloadEnd\")\n\t\t\tPSMG A 0 A_GiveInventory(\"PlasmaShotgunClip2\", 2)\n\t\t\tPSMG A 0 A_TakeInventory(\"FartCell\", 2)\n\t\t\tPSMG A 0 A_JumpIfInventory(\"FartCell\", 2, 1)\n\t\t\tGoto ReloadEnd\n\t\t\tPSMG A 0\n\t\t\tLoop\n\t\tReloadEnd:\n\t\t\tPSLR IJKLM 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSM2 A 5 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSM2 A 0 A_Playsound(\"PlasmaShotgun/ready\", CHAN_WEAPON)\n\t\t\tPSM2 A 12 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto ActualReady\n\n\t\tReadyRight:\n\t\t\tPSMG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tPSMG A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tPSMG A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\tloop\n\t\tFireRight:\n\t\t\tPSMG A 0 A_JumpIfInventory(\"PlasmaShotgunClip\", 2, 1)\n\t\t\tGoto ReloadRight\n\t\t\tPSMG A 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tPSMG A 0 A_PlaySound(\"PlasmaShotgun/fire\",  CHAN_WEAPON)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallGreen\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*0, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*0, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallYellow\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*1, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*1, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallRed\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*2, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*2, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallYellow\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*3, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*3, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallGreen\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*4, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*4, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallBlue\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*5, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*5, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallPink\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*6, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*6, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallBlue\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*7, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 26, 45*7, 1, 1)/65536.01)\n\t\t\tPSM2 A 0 A_TakeInventory(\"PlasmaShotgunClip\", 2)\n\t\t\tPSM2 A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 26)\n\t\t\tPSM2 A 0 A_ZoomFactor(0.9, ZOOM_INSTANT)\n\t\t\tPSM2 A 0 A_Quake(7, 4, 0, 1)\n\t\t\tPSMG B 1 bright\n\t\t\tPSM2 A 0 A_ZoomFactor(1)\n\t\t\tPSMG CD 1 bright\n\t\t\tPSMF ABCDE 1\n\t\t\tPSMG A 2\n\t\t\tPSMG A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tPSMG A 6 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tgoto ReadyRight\n\t\tReloadRight:\n\t\t\tPSMG A 1 A_JumpIfInventory(\"PlasmaShotgunClip\", 0, \"ReadyRight\")\n\t\t\tPSMG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tPSMG A 0 A_JumpIfInventory(\"FartCell\", 2, 1)\n\t\t\tgoto ReadyRight\n\t\t\tPSRR A 0 A_PlaySound(\"PlasmaShotgun/out\", CHAN_WEAPON)\n\t\t\tPSRR ABCDEFGHI 1\n\t\t\tTNT1 A 14\n\t\t\tTNT1 A 0 A_PlaySound(\"PlasmaShotgun/in\", CHAN_WEAPON)\n\t\t\tTNT1 A 16\n\t\tReloadLoopRight:\n\t\t\tPSMG A 0 A_JumpIfInventory(\"PlasmaShotgunClip\", 0, \"ReloadEndRight\")\n\t\t\tPSMG A 0 A_GiveInventory(\"PlasmaShotgunClip\", 2)\n\t\t\tPSMG A 0 A_TakeInventory(\"FartCell\", 2)\n\t\t\tPSMG A 0 A_JumpIfInventory(\"FartCell\", 2, 1)\n\t\t\tGoto ReloadEndRight\n\t\t\tPSMG A 0\n\t\t\tloop\n\t\tReloadEndRight:\n\t\t\tPSRR IJKLM 1\n\t\t\tPSMG A 5\n\t\t\tPSMG A 0 A_PlaySound(\"PlasmaShotgun/ready\", CHAN_WEAPON)\n\t\t\tPSMG A 12\n\t\t\tgoto ReadyRight\n\t\tStopRight:\n\t\t\tPSMG A 1\n\t\t\tloop\n\t}\n}\n\nactor PlasmaShotgun : FartyGun\n{\n\tTag \"Plasma Shotgun\"\n\tWeapon.AmmoType \"FartCell\"\n\tObituary \"%o was ass-blasted by %k's plasma shotgun\"\n\tStates\n\t{\n\t\tReady:\n\t\t\tPSMG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPSMG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tSelect:\n\t\t\tPSMG A 0 A_Raise\n\t\t\tPSMG A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tPSMG A 0 A_Lower\n\t\t\tloop\n\t\tFire:\n\t\t\tPSMG A 0 A_JumpIfInventory(\"PlasmaShotgunClip\", 2, 1)\n\t\t\tGoto Reload\n\t\t\tPSMG A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPSMG A 0 A_PlaySound(\"PlasmaShotgun/fire\", CHAN_WEAPON)\n\t\t\t//PSMG AAAA 0 A_FireCustomMissile(\"PlasmaShotgunBall\", ACS_NamedExecuteWithResult(\"WeaponSpread\", 25, frandom(-6.5,6.5)*65536)/65536.01,\n\t\t\t\t//0, 8, 0, 0, ACS_NamedExecuteWithResult(\"WeaponSpread\", 25, frandom(-2,2)*65536)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallGreen\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*0, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*0, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallYellow\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*1, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*1, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallRed\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*2, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*2, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallYellow\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*3, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*3, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallGreen\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*4, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*4, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallBlue\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*5, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*5, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallPink\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*6, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*6, 1, 0)/65536.01)\n\t\t\tPSMG A 0 A_FireCustomMissile(\"PlasmaShotgunBallBlue\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*7, 0, 0)/65536.01,\n\t\t\t\t0, 8, 0, 0, ACS_NamedExecuteWithResult(\"NewWeaponSpreadCircle\", 25, 45*7, 1, 1)/65536.01)\n\t\t\tPSMG A 0 A_TakeInventory(\"PlasmaShotgunClip\", 2)\n\t\t\tPSM2 A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 25)\n\t\t\tPSM2 A 0 A_ZoomFactor(0.9, ZOOM_INSTANT)\n\t\t\tPSM2 A 0 A_Quake(7, 4, 0, 1)\n\t\t\tPSMG B 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSM2 A 0 A_ZoomFactor(1)\n\t\t\tPSMG C 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\t//PSMG B 0 A_Print(ACS_NamedExecuteWithResult(\"WeaponRecoil\", 25, 1*65536)/65536)\n\t\t\tPSMG D 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSMF ABCDE 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSMG A 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPMSG A 0 A_ReFire\n\t\t\tPMSG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPSMG A 6 A_WeaponREady(WRF_NOFIRE )\n\t\t\tgoto Ready\n\t\tReload:\n\t\t\tPSMG A 0 A_JumpIfInventory(\"PlasmaShotgunClip\", 0, \"Ready\")\n\t\t\tPSMG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tPSMG A 0 A_JumpIfInventory(\"FartCell\", 2, 1)\n\t\t\tgoto Ready\n\t\t\tPSMG EFG 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSMG H 0 A_PlaySound(\"PlasmaShotgun/out\", CHAN_WEAPON)\n\t\t\tPSMG HIJKL 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSMG L 18 A_WeaponReady(WRF_NOFIRE )\n\t\tReloadLoop:\n\t\t\tPSMG A 0 A_JumpIfInventory(\"PlasmaShotgunClip\", 0, \"ReloadEnd\")\n\t\t\tPSMG A 0 A_GiveInventory(\"PlasmaShotgunClip\", 2)\n\t\t\tPSMG A 0 A_TakeInventory(\"FartCell\", 2)\n\t\t\tPSMG A 0 A_JumpIfInventory(\"FartCell\", 2, 1)\n\t\t\tGoto ReloadEnd\n\t\t\tPSMG A 0\n\t\t\tLoop\n\t\tReloadEnd:\n\t\t\tPSMG LKJIH 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSMG H 0 A_PlaySound(\"PlasmaShotgun/in\", CHAN_WEAPON)\n\t\t\tPSMG GFE 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tPSMG A 0 A_PlaySound(\"PlasmaShotgun/ready\", CHAN_WEAPON)\n\t\t\tPSMG A 11 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto Ready\n\t}\n}\n\nactor Chainsaw2Count : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor Chainsaw2Double : FartyGun\n{\n\ttag \"Double Shitsaw\"\n\t+WEAPON.MELEEWEAPON\n\tobituary \"%k went all Ash williams on %o\"\n\tinventory.pickupmessage \"BRRRRARARRPRPR\"\n\tWeapon.SelectionOrder 8500\n\tStates\n\t{\n\t\tSelect:\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tESAW G 1 A_Raise\n\t\t\tESAW G 0 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tESAW G 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tESAW G 0 A_PlaySoundEx(\"chainsaw/idle\", \"Weapon\", 1)\n\t\t\tESAW GH 1 A_WeaponReady\n\t\t\tESAW HHH 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -7, 38, frandom(0, 0.25), frandom(-0.75, 0.45), frandom(0.25, 0.45), 0, 128)\n\t\t\tloop\n\t\tFire:\n\t\t\tESAW IJ 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHold:\n\t\t\tD3SL AAAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, -5, 38, frandom(0, 0.25), frandom(-0.75, 0.45), frandom(0.25, 0.45), 0, 128)\n\t\t\tESAW K 0 A_PlaySoundEx(\"chainsaw/fire\", \"Weapon\", 1)\n\t\t\tESAW K 0 A_CustomPunch(2, 0, 0, \"NewBulletPuff\")\n\t\t\tESAW K 0 A_SetPitch(pitch+frandom(-2,2))\n\t\t\tESAW K 0 A_SetAngle(angle+frandom(-2,2))\n\t\t\tESAW K 0 A_ChangeVelocity(cos(pitch)*2, 0, sin(pitch)*-2, CVF_RELATIVE)\n\t\t\tESAW L 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tESAW L 0 A_CustomPunch(2, 0, 0, \"NewBulletPuff\")\n\t\t\tESAW K 0 A_SetPitch(pitch+frandom(-2,2))\n\t\t\tESAW K 0 A_SetAngle(angle+frandom(-2,2))\n\t\t\tESAW K 0 A_ChangeVelocity(cos(pitch)*2, 0, sin(pitch)*-2, CVF_RELATIVE)\n\t\t\tESAW K 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tESAW K 0 A_Refire\n\t\t\tESAW K 0 A_PlaySound(\"Chainsaw/die\", CHAN_WEAPON)\n\t\t\tESAW JI 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ActualReady\n\n\t\tStopRight:\n\t\t\tESAW A 1\n\t\t\tloop\n\t\tReadyRight:\n\t\t\tESAW G 0 A_PlaySoundEx(\"chainsaw/idle\", \"Weapon\", 1)\n\t\t\tESAW AB 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tESAW HHH 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 7, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(0.25, 0.45), 0, 128)\n\t\t\tloop\n\t\tFireRight:\n\t\t\tESAW CD 1\n\t\tHoldRight:\n\t\t\tD3SL AAAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 5, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(0.25, 0.45), 0, 128)\n\t\t\tESAW K 0 A_PlaySoundEx(\"chainsaw/fire\", \"Weapon\", 1)\n\t\t\tESAW K 0 A_CustomPunch(2, 0, 0, \"NewBulletPuff\")\n\t\t\tESAW K 0 A_SetPitch(pitch+frandom(-2,2))\n\t\t\tESAW K 0 A_SetAngle(angle+frandom(-2,2))\n\t\t\tESAW K 0 A_ChangeVelocity(cos(pitch)*2, 0, sin(pitch)*-2, CVF_RELATIVE)\n\t\t\tESAW E 1\n\t\t\tESAW L 0 A_CustomPunch(2, 0, 0, \"NewBulletPuff\")\n\t\t\tESAW K 0 A_SetPitch(pitch+frandom(-2,2))\n\t\t\tESAW K 0 A_SetAngle(angle+frandom(-2,2))\n\t\t\tESAW K 0 A_ChangeVelocity(cos(pitch)*2, 0, sin(pitch)*-2, CVF_RELATIVE)\n\t\t\tESAW F 1\n\t\t\tESAW K 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"HoldRight\")\n\t\t\tESAW K 0 A_PlaySound(\"Chainsaw/die\", CHAN_WEAPON)\n\t\t\tESAW DC 1\n\t\t\tgoto ReadyRight\n\t}\n}\n\nactor Chainsaw2 : FartyGun\n{\n\tTag \"Shitsaw\"\n\tWeapon.Kickback 0\n\tWeapon.SelectionOrder 9000\n\tWeapon.UpSound \"weapons/sawup\"\n\tweapon.readysound \"weapons/sawidle\"\n\t+WEAPON.MELEEWEAPON\n\tobituary \"%k flew towards %o\"\n\tInventory.PickupMessage \"brrrrrrrap brap.\"\n  States\n  {\n  Spawn:\n\tCSAW A -1\n\tstop\n  Select:\n  SAWG A 0\n  SAWG A 0 A_PlaySound(\"chainsaw/start\", CHAN_WEAPON)\n  ActualSelect:\n  SAWG A 0 A_Raise\n  SAWG A 1 A_Raise\n  loop\n  Deselect:\n  SAWG A 0 A_StopSound(CHAN_WEAPON)\n  SAWG A 0 A_Lower\n  loop\n  Ready:\n\tSAWG C 0\n\tSAWG C 0 A_PlaySoundEx(\"chainsaw/idle\", \"Weapon\", 1)\n    SAWG C 0 //ACS_Execute(287,0,random(6,12),random(-10,10),0)\n    SAWG C 1 A_WeaponReady\n    SAWG C 0 //ACS_Execute(287,0,random(-6,-12),random(-10,10),0)\n    SAWG D 1 A_WeaponReady\n\tD3SL AAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 3, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(0.25, 0.45), 0, 128)\n    loop\n  Fire:\n    SAWG A 0 //ACS_Execute(287,0,random(14,20),random(-20,20),0)\n\tSAWG A 0 A_PlaySoundEx(\"chainsaw/fire\", \"Weapon\", 1)\n\tD3SL AAAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 12, 3, 38, frandom(0, 0.25), frandom(0.45, 0.75), frandom(0.25, 0.45), 0, 128)\n    SAWG A 1 A_CustomPunch(2, 0, 0, \"NewBulletPuff\")\n\tSAWG A 0 A_SetPitch(pitch+frandom(-2,2))\n\tSAWG A 0 A_SetAngle(angle+frandom(-2,2))\n\tSAWG A 0 A_ChangeVelocity(cos(pitch)*2, 0, sin(pitch)*-2, CVF_RELATIVE)\n\tSAWG A 0 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n    SAWG B 0 //ACS_Execute(287,0,random(-14,-20),random(-20,20),0)\n    SAWG B 1 A_CustomPunch(2, 0, 0, \"NewBulletPuff\")\n\tSAWG B 0 A_SetPitch(pitch+frandom(-2,2))\n\tSAWG B 0 A_SetAngle(angle+frandom(-2,2))\n\tSAWG B 0 A_ChangeVelocity(cos(pitch)*2, 0, sin(pitch)*-2, CVF_RELATIVE)\n\tSAWG B 0 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n    SAWG B 1 A_ReFire\n\tSAWG B 0 A_PlaySound(\"chainsaw/die\", CHAN_WEAPON)\n\tSAWG CDCDCD 4 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n    goto Ready\n  }\n}\n\nactor FartRifleSpawner : RandomSpawner replaces PlasmaRifle\n{\n\tDropItem \"FartRiflePickup\", 255, 10\n\tDropItem \"PlasmaShotgunPickup\", 255, 5\n\tDropItem \"RailFartPickup\", 255, 3\n}\n\nactor SprayBallHit\n{\n\t+NOGRAVITY\n\t+FORCERADIUSDMG\n\tDamageType Fire\n\tScale 0.4\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\tFLMB A 0\n\t\tFLMB A 0 A_SetUserVar(\"user_counter\",0)\n\t\tLooping:\n\t\tTNT1 A 9 A_Warp(AAPTR_TRACER, 0, 0, 30)\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpraycanBallFlame\", random(-15,15), random(-15,15),random(-15,15))\n\t\tTNT1 A 0 A_Explode(1, 64, 0, 0, 64)\n\t\tTNT1 A 0 A_JumpIf(user_counter>=40, \"End\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_counter\", user_counter+1)\n\t\tLoop\n\t\tEnd:\n\t\tFLMB A 0\n\t\tStop\n\t}\n}\n\nactor SpraycanBall\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 16\n\tDamage 0\n\tScale 0.35\n\t//Projectile\n\tDamagetype Fire\n\tPROJECTILE\n\t+SLIDESONWALLS\n\t+BLOODLESSIMPACT\n\t+HITTRACER\n\t+RIPPER\n\t+NOGRAVITY\n\t+PAINLESS\n\t+THRUACTORS\n\tBounceType \"Hexen\"\n\tBounceFactor 0.1\n\tWallBounceFactor 0.1\n\tRenderstyle Translucent\n\tAlpha 0.8\n\tObituary \"%o was cooked with %k's aerosol can.\"\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFLMB A 0\n\t\t\tFREX A 3 bright\n\t\t\tFREX A 0 A_Explode(3, 90, 0)\n\t\t\tFREX A 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tFREX B 3 bright\n\t\t\tFREX B 0 A_Explode(3, 90, 0)\n\t\t\tFREX B 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tFREX C 3 bright\n\t\t\tFREX C 0 A_Explode(3, 90, 0)\n\t\t\tFREX C 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tFREX D 3 bright\n\t\t\tFREX D 0 A_Explode(3, 90, 0)\n\t\t\tFREX D 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tFREX E 3 bright\n\t\t\tFREX E 0 A_Explode(3, 90, 0)\n\t\t\tFREX E 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tFREX F 3 bright\n\t\t\tFREX F 0 A_Explode(3, 90, 0)\n\t\t\tFREX F 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tFREX G 3 bright\n\t\t\tFREX G 0 A_Explode(3, 90, 0)\n\t\t\tFREX G 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tFREX H 3 bright\n\t\t\tFREX H 0 A_Explode(3, 90, 0)\n\t\t\tFREX H 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tFREX I 3 bright\n\t\t\tFREX I 0 A_Explode(3, 90, 0)\n\t\t\tFREX I 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tFREX J 3 bright\n\t\t\tFREX J 0 A_Explode(3, 90, 0)\n\t\t\tFREX J 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tFREX K 3 bright\n\t\t\tFREX K 0 A_Explode(3, 90, 0)\n\t\t\tFREX K 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFREX A 0 A_SpawnItemEx(\"SpraycanBallFlame\", frandom(-2.5, 2.5), frandom(-2.5, 2.5), frandom(-2.5, 2.5), 0,0,0,0,0,128)\n\t\t\tstop\n\t\t\t//FLMB A 0 A_SetScale(0.1)\n\t\t\t//FLMB A 0 A_SetUserVar(\"user_counter\", 0)\n\t\t\t//FLMB ABC 2 bright\n\t\t/*Looping:\n\t\t\tFLMB A 3 bright A_SetScale(scaleX + 0.075, scaleY + 0.075)\n\t\t\tFLMB A 0 A_Explode(2, 64, 0, 0, 32)\n\t\t\tFLMB A 0 A_RadiusGive(\"FireDOTSpawner\", 32, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFLMB B 3 bright A_SetScale(scaleX + 0.075, scaleY + 0.075)\n\t\t\tFLMB A 0 A_Explode(2, 64, 0, 0, 32)\n\t\t\tFLMB A 0 A_RadiusGive(\"FireDOTSpawner\", 32, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\t\tFLMB B 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\t\tFLMB B 0 A_JumpIf(user_counter > 3, \"End\")\n\t\t\tloop\n\t\tEnd:\n\t\t\tFLMB CDEFGH 3 bright\n\t\t\tFLMB F 3 bright A_FadeOut(0.2)\n\t\t\tFLMB G 3 bright A_FadeOut(0.2)\n\t\t\tFLMB H 3 bright A_FadeOut(0.2)\n\t\t\tFLMB I 3 bright A_FadeOut(0.2)\n\t\t\tFLMB F 3 bright A_FadeOut(0.2)\n\t\t\t/*FLMB G 3 bright A_FadeOut(0.1)\n\t\t\tFLMB H 3 bright A_FadeOut(0.1)\n\t\t\tFLMB I 3 bright A_FadeOut(0.1)\n\t\t\tFLMB F 3 bright A_FadeOut(0.1)\n\t\t\tFLMB G 3 bright A_FadeOut(0.1)\n\t\t\tstop*/\n\t}\n}\n\n/*actor SpraycanBall\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 10\n\tDamage 1\n\tScale 0.3\n\tProjectile\n\tDamagetype Fire\n\t+BLOODLESSIMPACT\n\t+HITTRACER\n\tRenderstyle Translucent\n\tAlpha 0.8\n\tObituary \"%o was cooked with %k's aerosol can.\"\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\tFLMB A 0\n\t\tFLMB A 0 A_SetUserVar(\"user_counter\",0)\n\t\tLooping:\n\t\tFLMB AB 3 bright A_Explode(4, 64, 0)\n\t\tFLMB A 0 A_Jump(128, 2)\n\t\tFLMB A 0 A_SpawnItem(\"SpraycanBallFlame\")\n\t\tFLMB A 0 A_JumpIf(user_counter>=4, \"Death\")\n\t\tFLMB A 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tLoop\n\t\tXDeath:\n\t\tCrash:\n\t\tFLMB A 0\n\t\tFLMB A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\tFLMB A 0 A_SpawnItemEx(\"SprayBallHit\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n\t\tDeath:\n\t\tFLMB CDEFGH 3 Bright\n\t\tFLMB G 3 Bright A_SetScale(0.3)\n\t\tFLMB H 3 Bright A_SetScale(0.2)\n\t\tFLMB F 3 Bright A_SetScale(0.1)\n\t\tStop\n\t}\n}*/\n\nactor FastSpraycanBall: SpraycanBall\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 20\n\tScale 1\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 AAAAA 1\n\t\tStop\n\t\tDeath:\n\t\tFLMB A 0\n\t\tStop\n\t}\n}\n\nactor SpraycanExplosion\n{\n\t+NOGRAVITY\n\t-SOLID\n\t+NOTELEPORT\n\tDamageType Fire\n\tvar int user_counter;\n\tStates\n\t{\n\t\tSpawn:\n\t\tFREX A 0\n\t\tFREX A 0 A_SpawnItemEx(\"ExplosionFlare\", 0, 0, 16)\n\t\tFREX A 0 A_RadiusGive(\"FireDOTSpawner\", 128, RGF_MONSTERS | RGF_PLAYERS, 1)\n\t\t/*Spawn1:\n\t\tFREX A 0 A_JumpIf(user_counter >= 360*4, 4)\n\t\t//FREX A 0 A_SpawnItemEx(\"FastSpraycanBall\", 0, 0, 16, user_counter)\n\t\tFREX A 0 A_CustomMissile(\"FastSpraycanBall\", 16, 0, user_counter, 16, (user_counter/8)-90)\n\t\tFREX A 0 A_SetUserVar(\"user_counter\", user_counter + 20)\n\t\tloop*/\n\t\tFREX ABCDEFGHIJK 2 Bright\n\t\tStop\n\t}\n}\n\nactor SpraycanLit : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor SpraycanLitCounter : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 10\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 10\n}\n\nactor SpraycanThrown\n{\n\tProjectile\n\t-NOGRAVITY\n\tGravity 0.8\n\tRadius 7\n\tHeight 7\n\tScale 0.4\n\tSpeed 0\n\t+HITTRACER\n\tStates\n\t{\n\t\tSpawn:\n\t\tSPRC A 0\n\t\tSPRC A 0 ACS_NamedExecuteAlways(\"GrenadeThrowforce\", 0)\n\t\tSpawn1:\n\t\tSPRC ABCDEFGH 2 Bright\n\t\tLoop\n\t\tXDeath:\n\t\tCrash:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\tTNT1 A 1\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tFREX A 0 A_Explode(64, 128)\n\t\tTNT1 A 0 A_PlaySound(\"bigexplosion\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpraycanExplosion\")\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor SpraycanThrownBounce : SpraycanThrown\n{\n\tBounceType \"Doom\"\n\tBounceFactor 0.4\n\tWallBounceFactor 0.4\n\tvar int user_counter;\n\t+ALLOWBOUNCEONACTORS\n\t+BOUNCEONACTORS\n\t+USEBOUNCESTATE\n\tbouncesound \"spraycan/bounce\"\n\tvar int user_spawned;\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(user_spawned > 0, \"Spawn1\")\n\t\tTNT1 A 0 A_SetUserVar(\"user_spawned\", 1)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"GrenadeThrowForce\", 0)\n\t\tgoto Spawn1\n\t\tSpawn1:\n\t\tSPRC ABCDEFGH 2 Bright\n\t\tBounce.Floor:\n\t\tSPRC A 0\n\t\tSPRC A 0 A_SpawnItemEx(\"bouncepuff\")\n\t\tGoto Spawn1\n\t\tDeath:\n\t\tTNT1 A 0 A_SetUserVar(user_counter, 0)\n\t\tLooping:\n\t\tSPRC IJKL 2\n\t\tSPRC L 0 A_JumpIf(user_counter > 10, 2)\n\t\tSPRC L 0 A_SetUserVar(\"user_counter\", user_counter + 1)\n\t\tloop\n\t\tSPRC L 0\n\t\tGoto Super::Death\n\t}\n}\n\nactor SpraycanWeapon : FartyGun\n{\n\tTag \"Spraycan\"\n\tinventory.PickupMessage \"Retrieved an Aerosol can.\"\n\tWeapon.AmmoType \"Gasoline\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType2 \"SpraycanThrowForce\"\n\tWeapon.AmmoUse2 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSPRA A -1\n\t\t\tstop\n\t\tReady:\n\t\t\tSPRY A 0 A_JumpIfInventory(\"SpraycanLit\", 1, \"ReadyLit\")\n\t\t\tSPRY GGGHHHIII 1 A_WeaponReady\n\t\t\tloop\n\t\tReadyLit:\n\t\t\tSPRY RRRSSSTTT 1 A_WeaponReady\n\t\t\tSPRY T 0 A_JumpIfInventory(\"SpraycanLitCounter\", 10, 2)\n\t\t\tSPRY T 0 A_GiveInventory(\"SpraycanLitCounter\", 1)\n\t\t\tloop\n\t\t\tSPRY T 0 A_TakeInventory(\"SpraycanLitCounter\", 10)\n\t\t\tSPRY T 0 A_TakeInventory(\"SpraycanLit\", 1)\n\t\t\tSPRY T 0 A_SpawnItemEx(\"SpraycanExplosion\")\n\t\t\tTNT1 A 0 A_PlaySound(\"bigexplosion\")\n\t\t\tTNT1 A 6\n\t\t\tSPRY G 1 offset(0, 110)\n\t\t\tSPRY G 1 offset(0, 95)\n\t\t\tSPRY G 1 offset(0, 70)\n\t\t\tSPRY H 1 offset(0, 55)\n\t\t\tSPRY H 1 offset(0, 45)\n\t\t\tSPRY H 1 offset(0, 40)\n\t\t\tGoto Ready\n\t\tSelect:\n\t\t\tSPRY A 0 A_PlaySound(\"spraycan/open\")\n\t\t\tSPRY AAAAAAAAAA 0 A_Raise\n\t\t\tSPRY AAAA 0 A_Raise\n\t\t\tSPRY AB 2\n\t\t\tSPRY C 2\n\t\t\tSPRY D 2\n\t\t\tSPRY E 2 A_PlaySound(\"spraycan/light\")\n\t\t\tSPRY AAAAAAA 0 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tSPRY A 0 A_TakeInventory(\"SpraycanLit\", 1)\n\t\t\tSPRY A 0 A_TakeInventory(\"SpraycanLitCounter\",10)\n\t\t\tSPRY A 0 A_StopSoundEx(\"Weapon\")\n\t\t\tSPRY E 0 A_Lower\n\t\t\tloop\n\t\tFire:\n\t\t\tSPRY A 0 A_JumpIfInventory(\"SpraycanLit\", 1, \"FireLit\")\n\t\t\tSPRY J 0 A_PlaySoundEx(\"spraycan/start\", \"Weapon\")\n\t\t\tSPRY JK 3 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tSPRY L 0 A_ReFire\n\t\t\tSPRY L 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tSPRY KJ 3 A_WeaponReady\n\t\tGoto Ready\n\t\tFireLit:\n\t\t\tSPRY R 1 offset(0,40)\n\t\t\tSPRY R 1 offset(0,45)\n\t\t\tSPRY R 1 offset(0,55)\n\t\t\tSPRY S 1 offset(0,70)\n\t\t\tSPRY S 1 offset(0,95)\n\t\t\tSPRY S 1 offset(0,110)\n\t\t\tTNT1 A 1 A_ReFire\n\t\t\tGoto HoldLit\n\t\t\t/*HNDG L 1 offset(0,40)\n\t\t\tHNDG M 1\n\t\t\tHNDG J 0 A_PlayWeaponSound(\"grenade/throw\")\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanLit\", 1)\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanLitCounter\", 10)\n\t\t\tHNDG J 0 A_TakeInventory(\"Gasoline\", 20)\n\t\t\tHNDG J 2 A_FireCustomMissile(\"SpraycanThrown\")\n\t\t\tHNDG NOPPPPOQRST 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tTNT1 A 6\n\t\t\tSPRY G 1 offset(0, 110)\n\t\t\tSPRY G 1 offset(0, 95)\n\t\t\tSPRY G 1 offset(0, 70)\n\t\t\tSPRY H 1 offset(0, 55)\n\t\t\tSPRY H 1 offset(0, 45)\n\t\t\tSPRY H 1 offset(0, 40)\n\t\t\tGoto Ready*/\n\t\tHold:\n\t\t\tSPRY L 0\n\t\t\tSPRY L 0 A_JumpIfInventory(\"SpraycanLit\",1, \"HoldLit\")\n\t\t\tSPRY L 0 A_PlaySoundEx(\"spraycan/loop\", \"Weapon\", 1)\n\t\t\tSPRY L 0 A_FireCustomMissile(\"SpraycanBall\", 0, 1)\n\t\t\tSPRY L 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tSPRY L 0 A_ReFire\n\t\t\tSPRY L 0 A_StopSoundEx(\"Weapon\")\n\t\t\tSPRY L 0 A_PlaySoundEx(\"spraycan/end\", \"Weapon\")\n\t\t\tSPRY KJ 3 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tGoto Ready\n\t\tHoldLit:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SpraycanThrowForce\", 100, 3)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanThrowForce\", 4)\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ReFire\n\t\t\tHNDG H 1 offset(0,40)\n\t\t\tHNDG J 0 A_PlayWeaponSound(\"grenade/throw\")\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanLit\", 1)\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanLitCounter\", 10)\n\t\t\tHNDG J 0 A_TakeInventory(\"Gasoline\", 20)\n\t\t\tHNDG J 0 A_FireCustomMissile(\"SpraycanThrown\",0,0)\n\t\t\tGoto HoldLitEnd\n\t\tHoldLitEnd:\n\t\t\t//HNDG J 0 A_TakeInventory(\"SpraycanThrowForce\",100)\n\t\t\tHNDG NOPPPPOQRST 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tTNT1 A 6\n\t\t\tSPRY G 1 offset(0, 110)\n\t\t\tSPRY G 1 offset(0, 95)\n\t\t\tSPRY G 1 offset(0, 70)\n\t\t\tSPRY H 1 offset(0, 55)\n\t\t\tSPRY H 1 offset(0, 45)\n\t\t\tSPRY H 1 offset(0, 40)\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanThrowForce\",100)\n\t\t\tGoto Ready\n\t\tAltFire:\n\t\t\tSPRY G 0 A_JumpIfInventory(\"Gasoline\", 20, 1)\n\t\tGoto Ready\n\t\t\tSPRY G 0 A_JumpIfInventory(\"SpraycanLit\", 1, \"AltFireLit\")\n\t\t\tSPRY GMNO 3 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tSPRY P 0 A_GiveInventory(\"SpraycanLit\", 1)\n\t\t\tSPRY P 0 A_PlaySound(\"weapons/pistol\")\n\t\t\tSPRY PQ 3 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\t\tAltFireLit:\n\t\t\tSPRY R 1 offset(0,40)\n\t\t\tSPRY R 1 offset(0,45)\n\t\t\tSPRY R 1 offset(0,55)\n\t\t\tSPRY S 1 offset(0,70)\n\t\t\tSPRY S 1 offset(0,95)\n\t\t\tSPRY S 1 offset(0,110)\n\t\t\tTNT1 A 1 A_ReFire\n\t\t\tgoto AltHoldLit\n\t\t\t/*HNDG H 1 offset(0,40)\n\t\t\tHNDG I 1\n\t\t\tHNDG J 0 A_PlayWeaponSound(\"grenade/throw\")\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanLit\", 1)\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanLitCounter\", 10)\n\t\t\tHNDG J 0 A_TakeInventory(\"Gasoline\", 20)\n\t\t\tHNDG J 2 A_FireCustomMissile(\"SpraycanThrownBounce1\",0,0,0,0,4,8)\n\t\t\tHNDG KLMNOPQ 2\n\t\t\tTNT1 A 6\n\t\t\tSPRY G 1 offset(0, 110)\n\t\t\tSPRY G 1 offset(0, 95)\n\t\t\tSPRY G 1 offset(0, 70)\n\t\t\tSPRY H 1 offset(0, 55)\n\t\t\tSPRY H 1 offset(0, 45)\n\t\t\tSPRY H 1 offset(0, 40)\n\t\t\tGoto Ready*/\n\t\tAltHold:\n\t\t\tSPRY L 0\n\t\t\tSPRY L 0 A_JumpIfInventory(\"SpraycanLit\",1, \"AltHoldLit\")\n\t\t\tSPRY L 0 A_ReFire\n\t\t\tGoto Ready\n\t\tAltHoldLit:\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpraycanThrowForce\", 4)\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_ReFire\n\t\t\tHNDG H 1 offset(0,40)\n\t\t\tHNDG J 0 A_PlayWeaponSound(\"grenade/throw\")\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanLit\", 1)\n\t\t\tHNDG J 0 A_TakeInventory(\"SpraycanLitCounter\", 10)\n\t\t\tHNDG J 0 A_TakeInventory(\"Gasoline\", 20)\n\t\t\tHNDG J 0 A_FireCustomMissile(\"SpraycanThrownBounce\",0)\n\t\t\tGoto HoldLitEnd\n\t}\n}\n\nactor FlamethrowerBall\n{\n\tProjectile\n\tDamagetype Fire\n\t+BLOODLESSIMPACT\n\t+HITTRACER\n\t-NOGRAVITY\n\tRenderstyle Translucent\n\tSpeed 25\n\tAlpha 1\n\tScale 0.3\n\tGravity 0.3\n\tObituary \"%o was burnt to a crisp by %k's flamethrower.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tFLMB A 3 bright A_Explode(3, 90, 0)\n\t\tFLMB A 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\tFLMB A 0 A_SpawnItemEx(\"SpraycanBallFlame\", 0, 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tFLMB B 3 bright A_Explode(3, 90, 0)\n\t\tFLMB B 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\tFLMB A 0 A_SpawnItemEx(\"SpraycanBallFlame\", 0, 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\t\tXDeath:\n\t\tCrash:\n\t\tTNT1 A 0\n\t\t//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\tDeath:\n\t\tFLMB B 0 A_RadiusGive(\"FireDOTSpawner\", 64, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n\t\tFLMB AA 0 A_SpawnItemEx(\"FlamethrowerSubBall\", 0, 0, 0, frandom(-5,5),frandom(-5,5),frandom(3,8),0,0)\n\t\tFlameDeath:\n\t\tFLMB A 0 A_ChangeFlag(\"NOGRAVITY\", true)\n\t\tFLMB CDEFGH 3 Bright\n\t\tFLMB G 3 Bright A_SetScale(0.3)\n\t\tFLMB H 3 Bright A_SetScale(0.2)\n\t\tFLMB F 3 Bright A_SetScale(0.1)\n\t\tStop\n\t}\n}\n\nactor FlamethrowerSubBall\n{\n\tSpeed 0\n\tScale 0.5\n\t-NOGRAVITY\n\t+CORPSE\n\t+NOTELEPORT\n\t+NOBLOCKMAP\n\t+NOBLOCKMONST\n\t+DOOMBOUNCE\n\tbouncefactor 0.2\n\tbouncecount 2\n\tStates\n\t{\n\t\tSpawn:\n\t\tFRBL ABCDEF 2 bright A_SpawnItemEx(\"CharacterFlame\",frandom(-2,2),frandom(-2,2),frandom(-2,2),0,0,0,0,0,32,0)\n\t\tloop\n\t\tCrash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlamethrowerFlame2\")\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nactor FlamethrowerBallBig : FlamethrowerBall\n{\n\tSpeed 40\n\tRadius 8\n\tHeight 8\n\tGravity 0.5\n\tScale 0.7\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFRBL ABCDEF 2 bright A_SpawnItemEx(\"CharacterFlame\",frandom(-2,2),frandom(-2,2),frandom(-2,2),0,0,0,0,0,32,0)\n\t\t\tloop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\t\tTNT1 A 1\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Stop\n\t\t\tFREX A 0 A_Explode(45, 128)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SpraycanExplosion\")\n\t\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"FlamethrowerBigSubBall\", 0, 0, 0, frandom(-7,7),frandom(-7,7),frandom(5,12),0,0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlamethrowerFlame\")\n\t\t\tTNT1 A 0 A_PlaySound(\"bigexplosion\")\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t}\n}\n\nactor FlamethrowerBigSubBall : FlamethrowerSubBall\n{\n\tRadius 1\n\tHeight 1\n\tStates\n\t{\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"FlamethrowerFlame\")\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}\n\nactor FlamethrowerFlame\n{\n scale 1\n +NOBLOCKMAP\n +MOVEWITHSECTOR\n +NOTELEPORT\n ReactionTime 10\n DamageType \"Fire\"\n States\n {\n  Spawn:\n  FLME A 0 bright A_SetScale(0)\n  FLME A 3 bright A_SetScale(0.2)\n  FLME B 3 bright A_SetScale(0.4)\n  FLME C 3 bright A_SetScale(0.6)\n  FLME D 3 bright A_SetScale(0.8)\n  FLME E 3 bright A_SetScale(1)\n  Looping:\n  FLME ABC 3 bright A_SpawnItemEx(\"BigMuzzleFlash\")\n  FLME A 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n  FLME A 0 A_Explode(2, 80, XF_HURTSOURCE, 80)\n  FLME DEF 3 bright A_SpawnItemEx(\"BigMuzzleFlash\")\n  FLME A 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n  FLME A 0 A_Explode(2, 80, XF_HURTSOURCE, 80)\n  FLME GHI 3 bright A_SpawnItemEx(\"BigMuzzleFlash\")\n  FLME A 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n  FLME A 0 A_Explode(2, 80, XF_HURTSOURCE, 80)\n  FLME JKL 3 bright A_SpawnItemEx(\"BigMuzzleFlash\")\n  FLME A 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n  FLME A 0 A_Explode(2, 80, XF_HURTSOURCE, 80)\n  FLME MN 3 bright A_SpawnItemEx(\"BigMuzzleFlash\")\n  FLME A 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n  FLME N 0 bright A_Explode(2, 80, XF_HURTSOURCE, 80)\n  FLME A 0 A_CountDown\n  loop\n  Death:\n  FLME ABCDEFGHIJKLMN 3 bright A_FadeOut(0.1)\n  loop\n }\n}\n\nactor FlamethrowerFlame2 : FlamethrowerFlame\n{\n\tStates\n\t{\n  Spawn:\n  FLME A 0 bright A_SetScale(0)\n  FLME A 3 bright A_SetScale(0.2)\n  FLME B 3 bright A_SetScale(0.4)\n  FLME C 3 bright A_SetScale(0.6)\n  FLME D 3 bright A_SetScale(0.8)\n  Looping:\n  FLME ABCD 3 bright A_SpawnItemEx(\"BigMuzzleFlash\")\n  FLME A 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n  FLME A 0 A_Explode(2, 80, XF_HURTSOURCE, 80)\n  FLME EFGH 3 bright A_SpawnItemEx(\"BigMuzzleFlash\")\n  FLME A 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n  FLME F 0 A_Explode(2, 80, XF_HURTSOURCE, 80)\n  FLME IJKL 3 bright A_SpawnItemEx(\"BigMuzzleFlash\")\n  FLME A 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n  FLME A 0 A_Explode(2, 80, XF_HURTSOURCE, 80)\n  FLME MN 3 bright A_SpawnItemEx(\"BigMuzzleFlash\")\n  FLME A 0 A_RadiusGive(\"FireDOTSpawner\", 45, RGF_MONSTERS | RGF_PLAYERS | RGF_NOTARGET, 1)\n  FLME N 0 A_Explode(2, 80, XF_HURTSOURCE, 80)\n  FLME A 0 A_CountDown\n  loop\n  Death:\n  FLME ABCDEFGHIJKLMN 3 bright A_FadeOut(0.1)\n  loop\n }\n}\n\nactor FlamethrowerCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor FlamethrowerFireMode : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor FlamethrowerDouble : Fartygun\n{\n\tTag \"Double Flamethrower\"\n\tWeapon.BobRangeX 0.75 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2 // default: 3\n\tinventory.PickupMessage \"Bagged a Flamethrower.\"\n\tWeapon.AmmoType \"Gasoline\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType2 \"FlamethrowerClip\"\n\tWeapon.AmmoUse2 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSCRP A -1\n\t\t\tstop\n\t\tSelect:\n\t\t\tFLLG A 0 A_GunFlash(\"StopRight\")\n\t\t\tFLLG A 0 A_Raise\n\t\t\tFLLG A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tFLLG A 0 A_StopSoundEx(\"Weapon\")\n\t\t\tFLLG A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\t\tFLLG A 0 A_GunFlash(\"StopRight\")\n\t\t\tFLLG A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tFLLG A 1 A_WeaponReady(WRF_NOSECONDARY | WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tFLLG A 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG A 0 A_JumpIfInventory(\"FlamethrowerFireMode\", 1, \"FireAlt\")\n\t\t\tFLLG A 0 A_JumpIfInventory(\"FlamethrowerClip2\", 1, 1)\n\t\t\tGoto Reload\n\t\t\tFLLG A 0 A_PlaySoundEx(\"flamethrower/start\", \"Weapon\")\n\t\t\tFLLG A 2 A_WeaponReady(WRF_NOFIRE )\n\t\tHold:\n\t\t\tFLLG A 0 A_JumpIfInventory(\"FlamethrowerFireMode\", 1, \"FireAlt\")\n\t\t\tFLLG A 0 A_JumpIfInventory(\"FlamethrowerClip2\", 1, 1)\n\t\t\tGoto Reload\n\t\t\tFLLG A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG A 0 A_SetPitch(pitch - 0.25)\n\t\t\tFLLG A 0 A_SetAngle(angle + frandom(-0.15, 0.15))\n\t\t\tFLLG A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG A 0 A_SetPitch(pitch - 0.25)\n\t\t\tFLLG A 0 A_SetAngle(angle + frandom(-0.15, 0.15))\n\t\t\tFLLG A 0 A_TakeInventory(\"FlamethrowerClip2\", 1)\n\t\t\tFLLG A 0 A_Quake(2,4,0,1)\n\t\t\tFLLG C 0 A_PlaySoundEx(\"flamethrower/loop\", \"Weapon\", 1)\n\t\t\tFLLG C 0 A_FireCustomMissile(\"FlamethrowerBall\", 0, 0, -15)\n\t\t\tFLLG C 0 A_JumpIfInventory(\"FlamethrowerClip2\", 1, 2)\n\t\t\tFLLG C 0 A_Jump(256, 2)\n\t\t\tFLLG C 0 A_ReFire\n\t\t\tFLLG D 0\n\t\t\tFLLG D 0 A_StopSoundEx(\"Weapon\")\n\t\t\tFLLG D 0 A_PlaySoundEx(\"flamethrower/end\", \"Weapon\")\n\t\t\tFLLG BCDEFG 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGoto ActualReady\n\t\tFireAlt:\n\t\t\tFLLG A 0 A_JumpIfInventory(\"FlamethrowerClip2\", 20, 1)\n\t\t\tgoto Reload\n\t\t\tFLLG A 0 A_FireCustomMissile(\"FlamethrowerBallBig\", 0, 0, -15)\n\t\t\tFLLG A 0 A_SetPitch(pitch - 5)\n\t\t\tFLLG A 0 A_Quake(4,6,0,1,0)\n\t\t\tFLLG A 0 A_PlaySoundEx(\"flamethrower/alt\", \"Weapon\")\n\t\t\tFLLG A 0 A_TakeInventory(\"FlamethrowerClip2\", 20)\n\t\t\tFLLG A 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tFLLG B 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG B 0 A_ZoomFactor(1)\n\t\t\tFLLG B 0 A_SetPitch(pitch + 1)\n\t\t\tFLLG B 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG B 0 A_SetPitch(pitch + 1)\n\t\t\tFLLG C 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG C 0 A_SetPitch(pitch + 1)\n\t\t\tFLLG C 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG C 0 A_SetPitch(pitch + 1)\n\t\t\tFLLG D 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG D 0 A_SetPitch(pitch + 1)\n\t\t\tFLLG D 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG D 0 A_SetPitch(pitch + 1)\n\t\t\tFLLG EFG 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG G 0 A_ReFire\n\t\t\tFLLG A 4 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto ActualReady\n\t\tReload:\n\t\t\tSCRG A 0 A_JumpIfInventory(\"Gasoline\", 1, 1)\n\t\t\tGoto ActualReady\n\t\t\tSCRG A 0 A_JumpIfInventory(\"FlamethrowerClip2\", 0, \"FireSwitch\")\n\t\t\tSCRF D 0 A_StopSoundEx(\"Weapon\")\n\t\t\tFLGG A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRR D 0 A_PlaySound(\"flamethrower/out\")\n\t\t\tFLLG HIJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tTNT1 A 18 A_WeaponReady(WRF_NOFIRE )\n\t\tReloadLoop:\n\t\t\tSCRR A 0 A_TakeInventory(\"Gasoline\", 1)\n\t\t\tSCRR A 0 A_GiveInventory(\"FlamethrowerClip2\", 1)\n\t\t\tSCRR A 0 A_JumpIfInventory(\"FlamethrowerClip2\", 0, \"ReloadEnd\")\n\t\t\tSCRR A 0 A_JumpIfInventory(\"Gasoline\", 1, 1)\n\t\t\tLoop\n\t\t\tGoto ReloadEnd\n\t\t\tRIOR A 0\n\t\t\tloop\n\t\tReloadEnd:\n\t\t\tTNT1 A 0 A_PlaySound(\"flamethrower/in\")\n\t\t\tTNT1 A 20 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG RSTUVW 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGoto ActualReady\n\t\tFireSwitch:\n\t\t\tFLLG A 3 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG A 0 A_JumpIfInventory(\"FlamethrowerClip\", 0, 1)\n\t\t\tgoto ActualReady\n\t\t\tFLLG A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tFLLG A 1 A_JumpIfInventory(\"FlamethrowerFireMode\", 1, 5)\n\t\t\tFLLG A 1 A_Print(\"Napalm mode\")\n\t\t\tFLLG A 1 A_PlaySound(\"weapon/switch1\")\n\t\t\tFLLG A 1 A_GiveInventory(\"FlamethrowerFireMode\", 1)\n\t\t\tFLLG A 1 A_Jump(256, 4)\n\t\t\tFLLG A 1 A_Print(\"Flamethrower mode\")\n\t\t\tFLLG A 1 A_PlaySound(\"weapon/switch2\")\n\t\t\tFLLG A 1 A_TakeInventory(\"FlamethrowerFireMode\", 1)\n\t\t\tFLLG A 6 A_WeaponReady(WRF_NOFIRE )\n\t\t\tgoto ActualReady\n\t\tReadyRight:\n\t\t\tFLRG A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tFLRG A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\tloop\n\t\tStopRight:\n\t\t\tFLRG A 1\n\t\t\tloop\n\t\tFireRight:\n\t\t\tFLLG A 0 A_JumpIfInventory(\"FlamethrowerClip\", 1, 1)\n\t\t\tGoto ReloadRight\n\t\t\tFLLG A 0 A_JumpIfInventory(\"FlamethrowerFireMode\", 1, \"FireAltRight\")\n\t\t\tFLLG A 0 A_PlaySoundEx(\"flamethrower/start\", \"SoundSlot5\")\n\t\t\tFLRG A 2\n\t\tHoldRight:\n\t\t\tFLLG A 0 A_JumpIfInventory(\"FlamethrowerClip\", 1, 1)\n\t\t\tGoto ReloadRight\n\t\t\tFLRG A 1\n\t\t\tFLRG A 0 A_SetPitch(pitch - 0.25)\n\t\t\tFLRG A 0 A_SetAngle(angle + frandom(-0.15, 0.15))\n\t\t\tFLRG A 1\n\t\t\tFLRG A 0 A_SetPitch(pitch - 0.25)\n\t\t\tFLRG A 0 A_SetAngle(angle + frandom(-0.15, 0.15))\n\t\t\tFLRG A 0 A_TakeInventory(\"FlamethrowerClip\", 1)\n\t\t\tFLRG A 0 A_Quake(2,4,0,1)\n\t\t\tFLRG C 0 A_PlaySoundEx(\"flamethrower/loop\", \"SoundSlot5\", 1)\n\t\t\tFLRG C 0 A_FireCustomMissile(\"FlamethrowerBall\", 0, 0, 15)\n\t\t\tFLRG C 0 A_JumpIfInventory(\"FlamethrowerClip\", 1, 2)\n\t\t\tFLRG C 0 A_Jump(256, 2)\n\t\t\tFLRG C 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"HoldRight\")\n\t\t\tFLRG D 0\n\t\t\tFLRG D 0 A_StopSoundEx(\"SoundSlot5\")\n\t\t\tFLRG D 0 A_PlaySoundEx(\"flamethrower/end\", \"SoundSlot5\")\n\t\t\tFLRG BCDEFG 2\n\t\t\tGoto ReadyRight\n\t\tFireAltRight:\n\t\t\tFLRG A 0 A_JumpIfInventory(\"FlamethrowerClip\", 20, 1)\n\t\t\tgoto ReloadRight\n\t\t\tFLRG A 0 A_FireCustomMissile(\"FlamethrowerBallBig\", 0, 0, 15)\n\t\t\tFLRG A 0 A_SetPitch(pitch - 5)\n\t\t\tFLRG A 0 A_Quake(4,6,0,1,0)\n\t\t\tFLRG A 0 A_PlaySoundEx(\"flamethrower/alt\", \"Weapon\")\n\t\t\tFLRG A 0 A_TakeInventory(\"FlamethrowerClip\", 20)\n\t\t\tFLRG A 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tFLRG B 1\n\t\t\tFLRG B 0 A_ZoomFactor(1)\n\t\t\tFLRG B 0 A_SetPitch(pitch + 1)\n\t\t\tFLRG B 1\n\t\t\tFLRG B 0 A_SetPitch(pitch + 1)\n\t\t\tFLRG C 1\n\t\t\tFLRG C 0 A_SetPitch(pitch + 1)\n\t\t\tFLRG C 1\n\t\t\tFLRG C 0 A_SetPitch(pitch + 1)\n\t\t\tFLRG D 1\n\t\t\tFLRG D 0 A_SetPitch(pitch + 1)\n\t\t\tFLRG D 1\n\t\t\tFLRG D 0 A_SetPitch(pitch + 1)\n\t\t\tFLRG EFG 2\n\t\t\tFLRG G 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireAltRight\")\n\t\t\tFLRG A 4\n\t\t\tgoto ReadyRight\n\t\tReloadRight:\n\t\t\tFLRG A 1\n\t\t\tFLRG A 0 A_JumpIfInventory(\"Gasoline\", 1, 1)\n\t\t\tGoto ReadyRight\n\t\t\tSCRG A 0 A_JumpIfInventory(\"FlamethrowerClip\", 0, \"ReadyRight\")\n\t\t\tSCRF D 0 A_StopSoundEx(\"SoundSlot5\")\n\t\t\tFLRG A 1\n\t\t\tSCRR D 0 A_PlaySound(\"flamethrower/out\")\n\t\t\tFLRG HIJKLMNOPQ 1\n\t\t\tTNT1 A 18\n\t\tReloadLoopRight:\n\t\t\tSCRR A 0 A_TakeInventory(\"Gasoline\", 1)\n\t\t\tSCRR A 0 A_GiveInventory(\"FlamethrowerClip\", 1)\n\t\t\tSCRR A 0 A_JumpIfInventory(\"FlamethrowerClip\", 0, \"ReloadEndRight\")\n\t\t\tSCRR A 0 A_JumpIfInventory(\"Gasoline\", 1, 1)\n\t\t\tLoop\n\t\t\tGoto ReloadEndRight\n\t\t\tRIOR A 0\n\t\t\tloop\n\t\tReloadEndRight:\n\t\t\tTNT1 A 0 A_PlaySound(\"flamethrower/in\")\n\t\t\tTNT1 A 20\n\t\t\tFLRG RSTUVW 1\n\t\t\tGoto ReadyRight\n\t}\n}\n\nactor Flamethrower : FartyGun\n{\n\tWeapon.BobRangeX 0.75 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2 // default: 3\n\tinventory.PickupMessage \"Bagged a Flamethrower.\"\n\tWeapon.AmmoType \"Gasoline\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType2 \"FlamethrowerClip\"\n\tWeapon.AmmoUse2 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSCRP A -1\n\t\t\tstop\n\t\tReady:\n\t\t\tSCRG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tLoop\n\t\tSelect:\n\t\t\tSCRG A 0 A_Raise\n\t\t\tSCRG A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tSCRG A 0 A_StopSoundEx(\"Weapon\")\n\t\t\tSCRG A 0 A_Lower\n\t\t\tloop\n\t\tFire:\n\t\t\tSCRF A 0 A_JumpIfInventory(\"FlamethrowerClip\", 1, 1)\n\t\t\tGoto Reload\n\t\t\tSCRF A 0 A_PlaySoundEx(\"flamethrower/start\", \"Weapon\")\n\t\t\tSCRG A 2 A_WeaponReady(WRF_NOFIRE )\n\t\tHold:\n\t\t\tSCRF A 0 A_JumpIfInventory(\"FlamethrowerClip\", 1, 1)\n\t\t\tGoto Reload\n\t\t\tSCRG A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRG A 0 A_SetPitch(pitch - 0.25)\n\t\t\tSCRG A 0 A_SetAngle(angle + frandom(-0.15, 0.15))\n\t\t\tSCRG A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRG A 0 A_SetPitch(pitch - 0.25)\n\t\t\tSCRG A 0 A_SetAngle(angle + frandom(-0.15, 0.15))\n\t\t\tSCRG A 0 A_TakeInventory(\"FlamethrowerClip\", 1)\n\t\t\tSCRG A 0 A_Quake(2,4,0,1)\n\t\t\tSCRF C 0 A_PlaySoundEx(\"flamethrower/loop\", \"Weapon\", 1)\n\t\t\tSCRF C 0 A_FireCustomMissile(\"FlamethrowerBall\", 0, 0, 10)\n\t\t\tSCRF C 0 A_JumpIfInventory(\"FlamethrowerClip\", 1, 2)\n\t\t\tSCRF C 0 A_Jump(256, 2)\n\t\t\tSCRF C 0 A_ReFire\n\t\t\tSCRF D 0\n\t\t\tSCRF D 0 A_StopSoundEx(\"Weapon\")\n\t\t\tSCRF D 0 A_PlaySoundEx(\"flamethrower/end\", \"Weapon\")\n\t\t\tSCRF ABCDEF 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGoto Ready\n\t\tAltFire:\n\t\t\tSCRF A 0 A_JumpIfInventory(\"FlamethrowerClip\", 20, 1)\n\t\t\tGoto Reload\n\t\t\tSCRF A 0 A_FireCustomMissile(\"FlamethrowerBallBig\", 0, 0, 10)\n\t\t\tSCRG A 0 A_SetPitch(pitch - 5)\n\t\t\tSCRG A 0 A_Quake(4,6,0,1,0)\n\t\t\tSCRF A 0 A_PlaySoundEx(\"flamethrower/alt\", CHAN_WEAPON)\n\t\t\tSCRF A 0 A_TakeInventory(\"FlamethrowerClip\", 20)\n\t\t\tSCRF A 0 A_ZoomFactor(0.8, ZOOM_INSTANT)\n\t\t\tSCRF A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRF A 0 A_ZoomFactor(1)\n\t\t\tSCRF A 0 A_SetPitch(pitch + 1)\n\t\t\tSCRF A 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRF A 0 A_SetPitch(pitch + 1)\n\t\t\tSCRF B 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRF B 0 A_SetPitch(pitch + 1)\n\t\t\tSCRF B 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRF B 0 A_SetPitch(pitch + 1)\n\t\t\tSCRF C 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRF C 0 A_SetPitch(pitch + 1)\n\t\t\tSCRF C 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRF C 0 A_SetPitch(pitch + 1)\n\t\t\tSCRF DEF 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRF F 0 A_ReFire\n\t\t\tSCRG A 4 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGoto Ready\n\t\tReload:\n\t\t\tSCRG A 0 A_JumpIfInventory(\"Gasoline\", 1, 1)\n\t\t\tGoto Ready\n\t\t\tSCRF D 0 A_StopSoundEx(\"Weapon\")\n\t\t\tSCRG A 0 A_JumpIfInventory(\"FlamethrowerClip\", 0, \"Ready\")\n\t\t\tSCRG BCDEFGHIJK 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRR ABCD 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRR D 0 A_PlaySound(\"flamethrower/out\")\n\t\t\tSCRR EFGHIJKLMNOP 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRR P 4 A_WeaponReady(WRF_NOFIRE )\n\t\tReloadLoop:\n\t\t\tSCRR A 0 A_TakeInventory(\"Gasoline\", 1)\n\t\t\tSCRR A 0 A_GiveInventory(\"FlamethrowerClip\", 1)\n\t\t\tSCRR A 0 A_JumpIfInventory(\"FlamethrowerClip\", 0, \"ReloadEnd\")\n\t\t\tSCRR A 0 A_JumpIfInventory(\"Gasoline\", 1, 1)\n\t\t\tLoop\n\t\t\tGoto ReloadEnd\n\t\t\tRIOR A 0\n\t\t\tloop\n\t\tReloadEnd:\n\t\t\tSCRR PONMLKJIHGFE 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRR D 0 A_PlaySound(\"flamethrower/in\")\n\t\t\tSCRR DCBA 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSCRG KJIHGFEDCB 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGoto Ready\n\t}\n}\n\nactor RiotgunCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor RiotgunCycle2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 4\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 4\n}\n\nactor RiotgunCycle : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 4\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 4\n}\n\nactor RiotgunSpread : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 15\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 15\n}\n\nactor RiotgunRecoil : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 50\n}\n\nactor RiotgunDouble : Fartygun\n{\n\tTag \"Double Riotguns\"\n\tWeapon.BobRangeX 0.8 // default: 0.5\n\tWeapon.BobRangeY 0.325 // default: 0.3\n\tWeapon.BobSpeed 1.75 // default: 3\n\tObituary \"%k fucked up %o with their dual riotguns\"\n\tWeapon.AmmoType \"FartShell\"\n\tWeapon.AmmoGive 16\n\tWeapon.AmmoUse 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tRIOP A -1\n\t\t\tstop\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_GunFlash(\"RightStop\")\n\t\t\tLRIO A 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_GunFlash(\"RightStop\")\n\t\t\tLRIO A 0 A_Raise\n\t\t\tLRIO A 1 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tLRIO A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tLRIO A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOSECONDARY)\n\t\t\tloop\n\t\tFire:\n\t\t\tRIOT A 0 A_JumpIfInventory(\"RiotgunClip2\", 1, 1)\n\t\t\tGoto Reload\n\t\t\tPISL B 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -8, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 22, 0)/65536.01, 0, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 22, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 22, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 1)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 6, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 6, 1, 1)/65536.01, 10, 5, \"NewBulletPuff\")\n\t\t\t/*RIOT A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, 22*65536)/65536.01, ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, 5*65536)/65536.01, 10, 5, \"NewBulletPuff\")\n\t\t\tPISL BBBBB 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, frandom(-22, 22)*65536)/65536.01,\n\t\t\t\t0, -8, 0, 4, ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, frandom(-5, 5)*65536)/65536.0)*/\n\t\t\tRIOT A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tRIOT A 0 A_TakeInventory(\"RiotgunCycle2\", 1)\n\t\t\tRIOT A 0 A_TakeInventory(\"RiotgunClip2\", 1)\n\t\t\tRIOT A 0 A_SpawnItemEx(\"ShellCasing\", 18, -10, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, -10, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tREMG AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, -10, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\t\tRIOT A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 22)\n\t\t\tRIOT A 0 A_Quake(6, 6, 0, 4)\n\t\t\tRIOT A 0 A_PlaySound(\"riotgun/shoot\", CHAN_WEAPON)\n\t\t\tRIOT A 0 A_Recoil(5)\n\t\t\tLRIO B 1 bright A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tLRIO B 0 A_ZoomFactor(1.0)\n\t\t\tLRIO C 1 bright A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tLRIO D 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tLRIO E 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tLRIO F 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tLRIO A 0 A_JumpIfInventory(\"RiotgunClip2\", 1, 2)\n\t\t\tLRIO A 0 A_Jump(256, 2)\n\t\t\tLRIO A 0 A_JumpIfInventory(\"RiotgunCycle2\", 1, 1)\n\t\t\tGoto FireCycle\n\t\t\tLRIO A 0 A_ReFire\n\t\t\tLRIO A 6 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tGoto ActualReady\n\t\tFireCycle:\n\t\t\tLRIO A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tLRIO A 0 A_GiveInventory(\"RiotgunCycle2\", 1000)\n\t\t\tLRIO GHIJ 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tLRIO K 0 A_PlaySound(\"riotgun/cock\", CHAN_WEAPON)\n\t\t\tLRIO KLMJIHGA 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tRIOT A 0 A_ReFire\n\t\t\tGoto ActualReady\n\t\tReload:\n\t\t\tRIOR A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tRIOR A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto ActualReady\n\t\t\tRIOR A 0 A_JumpIfInventory(\"RiotgunClip2\", 0, \"ActualReady\")\n\t\t\tRIOR A 0 A_TakeInventory(\"RiotgunCycle2\", 1000)\n\t\t\tRIOR A 0 A_PlaySound(\"riotgun/out\", CHAN_WEAPON)\n\t\t\tLRIR ABCDEFGH 1 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tTNT1 A 44 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\t//LRIO TSRQ 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tTNT1 A 0 A_PlaySound(\"riotgun/in\", CHAN_WEAPON)\n\t\tReloadLoop:\n\t\t\tLRIO A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto ReloadEnd\n\t\t\tRIOR A 0 A_TakeInventory(\"FartShell\", 1)\n\t\t\tRIOR A 0 A_GiveInventory(\"RiotgunClip2\", 1)\n\t\t\tRIOR A 0 A_JumpIfInventory(\"RiotgunClip2\", 0, \"ReloadEnd\")\n\t\t\tloop\n\t\tReloadEnd:\n\t\t\t//LRIO A 6 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tTNT1 A 10 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLRIR I 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tLRIO IHGAAA 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY) // 16\n\t\t\tRIOR F 0 A_GiveInventory(\"RiotgunCycle2\", 1000)\n\t\t\tRIOR J 0 A_PlaySound(\"riotgun/cock\", CHAN_WEAPON)\n\t\t\tLRIO NOP 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tLRIO A 6 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY) // 28\n\t\t\tGoto ActualReady\n\n\t\tReadyRight:\n\t\t\tRRIO A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tRRIO A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tRRIO A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\tloop\n\t\tFireRight:\n\t\t\tRRIO A 0 A_JumpIfInventory(\"RiotGunClip\", 1, 1)\n\t\t\tGoto ReloadRight\n\t\t\tPISL B 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 8, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 22, 0)/65536.01, 0, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 22, 1)/65536.01)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 6, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 6, 1, 1)/65536.01, 10, 5, \"NewBulletPuff\")\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 22, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 1)\n\t\t\t/*RRIO A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, 22*65536)/65536.01, ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, 5*65536)/65536.01, 10, 5, \"NewBulletPuff\")\n\t\t\tPISL BBBBB 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, frandom(-22, 22)*65536)/65536.01,\n\t\t\t\t0, 8, 0, 4, ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, frandom(-5, 5)*65536)/65536.0)*/\n\t\t\tRRIO A 0 A_TakeInventory(\"RiotgunCycle\", 1)\n\t\t\tRRIO A 0 A_TakeInventory(\"RiotgunClip\", 1)\n\t\t\tRRIO A 0 A_SpawnItemEx(\"ShellCasing\", 18, 10, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tRRIO A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 10, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tRRIO AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, 10, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\t\tRIOT A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 22)\n\t\t\tRIOT A 0 A_Quake(6, 6, 0, 4)\n\t\t\tRRIO A 0 A_PlaySound(\"riotgun/shoot\", CHAN_WEAPON)\n\t\t\tRRIO A 0 A_Recoil(5)\n\t\t\tRRIO B 1 bright\n\t\t\tRRIO B 0 bright A_ZoomFactor(1.0)\n\t\t\tRRIO C 1 bright\n\t\t\tRRIO DEF 1\n\t\t\tRRIO A 0 A_JumpIfInventory(\"RiotgunClip\", 1, 2)\n\t\t\tRRIO A 0 A_Jump(256, 2)\n\t\t\tRRIO A 0 A_JumpIfInventory(\"RiotgunCycle\", 1, 1)\n\t\t\tGoto FireCycleRight\n\t\t\tRRIO A 0\n\t\t\tGoto ReadyRight\n\t\tFireCycleRight:\n\t\t\tRRIO A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tRRIO A 0 A_GiveInventory(\"RiotgunCycle\", 1000)\n\t\t\tRRIO GHIJ 2\n\t\t\tRRIO K 0 A_PlaySound(\"riotgun/cock\", CHAN_WEAPON)\n\t\t\tRRIO KLMJIHGA 2\n\t\t\tRRIO A 0\n\t\t\tGoto ReadyRight\n\t\tReloadRight:\n\t\t\tRRIO A 1\n\t\t\tRIOR A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tRIOR A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto ReadyRight\n\t\t\tRIOR A 0 A_JumpIfInventory(\"RiotgunClip\", 0, \"ReadyRight\")\n\t\t\tRIOR A 0 A_TakeInventory(\"RiotgunCycle\", 1000)\n\t\t\tRIOR A 0 A_PlaySound(\"riotgun/out\", CHAN_WEAPON)\n\t\t\tRRIR ABCDEFGH 1\n\t\t\tTNT1 A 44\n\t\t\t//LRIO TSRQ 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tTNT1 A 0 A_PlaySound(\"riotgun/in\", CHAN_WEAPON)\n\t\tReloadLoopRight:\n\t\t\tLRIO A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto ReloadEndRight\n\t\t\tRIOR A 0 A_TakeInventory(\"FartShell\", 1)\n\t\t\tRIOR A 0 A_GiveInventory(\"RiotgunClip\", 1)\n\t\t\tRIOR A 0 A_JumpIfInventory(\"RiotgunClip\", 0, \"ReloadEndRight\")\n\t\t\tloop\n\t\tReloadEndRight:\n\t\t\t//LRIO A 6 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tTNT1 A 10 A_WeaponReady(WRF_NOFIRE)\n\t\t\tRRIR I 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tRRIO IHGAAA 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY) // 16\n\t\t\tRIOR F 0 A_GiveInventory(\"RiotgunCycle\", 1000)\n\t\t\tRIOR J 0 A_PlaySound(\"riotgun/cock\", CHAN_WEAPON)\n\t\t\tRRIO NOP 2 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY)\n\t\t\tRRIO A 6 A_WeaponReady(WRF_NOFIRE  | WRF_NOSECONDARY) // 28\n\t\t\tGoto ReadyRight\n\t\t/*ReloadRight:\n\t\t\tRRIO A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tRRIO A 0 A_JumpIfInventory(\"FartShell\", 1, 2)\n\t\t\tRRIO A 1\n\t\t\tGoto ReadyRight\n\t\t\tRRIO A 0 A_JumpIfInventory(\"RiotgunClip\", 0, \"ReadyRight\")\n\t\t\tRRIO A 0 A_TakeInventory(\"RiotgunCycle\", 1000)\n\t\t\tRRIO A 0 A_PlaySound(\"riotgun/out\", CHAN_WEAPON)\n\t\t\tRRIR ABCDEFGH 1\n\t\t\tTNT1 A 31\n\t\t\tRRIO A 0 A_PlaySound(\"riotgun/in\", CHAN_WEAPON)\n\t\tReloadLoopRight:\n\t\t\tRRIO A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto ReloadEndRight\n\t\t\tRRIO A 0 A_TakeInventory(\"FartShell\", 1)\n\t\t\tRRIO A 0 A_GiveInventory(\"RiotGunClip\", 1)\n\t\t\tRRIO A 0 A_JumpIfInventory(\"RiotgunClip\", 0, \"ReloadEndRight\")\n\t\t\tloop\n\t\tReloadEndRight:\n\t\t\tRRIR I 2\n\t\t\tRRIO IHGAAA 2\n\t\t\tRIOR F 0 A_GiveInventory(\"RiotgunCycle\", 1000)\n\t\t\tRIOR J 0 A_PlaySound(\"riotgun/cock\", CHAN_WEAPON)\n\t\t\tRRIO NOP 2\n\t\t\tRRIO A 6\n\t\t\tGoto ReadyRight*/\n\t\tRightStop:\n\t\t\tRRIO A 1\n\t\t\tloop\n\t}\n}\n\nactor RiotGun : FartyGun\n{\n\tWeapon.BobRangeX 0.8 // default: 0.5\n\tWeapon.BobRangeY 0.325 // default: 0.3\n\tWeapon.BobSpeed 1.75 // default: 3\n\tObituary \"%o got mangled by %k's riotgun\"\n\tWeapon.AmmoType \"FartShell\"\n\tWeapon.AmmoGive 16\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType2 \"RiotGunClip\"\n\tWeapon.AmmoUse2 0\n\tStates\n\t{\n\tReady:\n\t\tRIOT A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\tRIOT A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tloop\n\tSelect:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RiotgunCycle\", 1, \"ActualSelect\")\n\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Raise\n\t\tRIOR F 0 A_GiveInventory(\"RiotgunCycle\", 1000)\n\t\tRIOR NOPQR 2\n\t\tRIOR R 0 A_PlaySound(\"riotgun/cock\", CHAN_WEAPON)\n\t\tRIOR TTUUVVWXYY 1\n\t\tRIOT A 2\n\tActualSelect:\n\t\tRIOT A 0 A_Raise\n\t\tRIOT A 1 A_Raise\n\t\tloop\n\tDeselect:\n\t\tRIOT A 0 A_Lower\n\t\tloop\n\tFire:\n\t\tRIOT A 0 A_JumpIfInventory(\"RiotGunClip\", 1, 1)\n\t\tGoto Reload\n\t\tPISL B 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 8, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 6, 0)/65536.01, 0, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 6, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 6, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 6, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 6, 1, 1)/65536.01, 10, 5, \"NewBulletPuff\")\n\t\t//RIOT A 0 A_FireBullets(22, 5, 10, 5, \"NewBulletPuff\")\n\t\t/*RIOT A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, 22*65536)/65536.01, ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, 5*65536)/65536.01, 10, 5, \"NewBulletPuff\")\n\t\tPISL BBBBB 0 A_FireCustomMissile(\"PlayerTracer\", ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, frandom(-22, 22)*65536)/65536.01,\n\t\t\t\t0, 8, 0, 4, ACS_NamedExecuteWithResult(\"WeaponSpread\", 6, frandom(-5, 5)*65536)/65536.0)*/\n\t\tRIOT A 0 A_TakeInventory(\"RiotgunCycle\", 1)\n\t\tRIOT A 0 A_TakeInventory(\"RiotgunClip\", 1)\n\t\tRIOT A 0 A_SpawnItemEx(\"ShellCasing\", 18, 10, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 0, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\tREMG AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, 0, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\tRIOT A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 6)\n\t\t//RIOT A 0 Radius_Quake(6, 6, 0, 1, 0)\n\t\tRIOT A 0 A_Quake(6, 6, 0, 4)\n\t\tRIOT A 0 A_PlaySound(\"riotgun/shoot\", CHAN_WEAPON)\n\t\tRIOT A 0 A_Recoil(5)\n\t\tRIOT A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\tRIOT B 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\tRIOT B 0 bright A_ZoomFactor(1.0)\n\t\tRIOT C 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\tRIOT D 1 A_WeaponReady(WRF_NOFIRE )\n\t\tRIOT E 1 A_WeaponReady(WRF_NOFIRE )\n\t\tRIOT F 1 A_WeaponReady(WRF_NOFIRE )\n\t\tRIOT A 0 A_JumpIfInventory(\"RiotgunClip\", 1, 2)\n\t\tRIOT A 0 A_Jump(256, 2)\n\t\tRIOT A 0 A_JumpIfInventory(\"RiotgunCycle\", 1, 1)\n\t\tGoto FireCycle\n\t\tRIOT A 0 A_ReFire\n\t\tRIOT A 6 A_WeaponReady\n\t\tGoto ready\n\tFireCycle:\n\t\tRIOT A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\tRIOT A 0 A_GiveInventory(\"RiotgunCycle\", 1000)\n\t\tRIOR NOPQR 2 A_WeaponReady(WRF_NOFIRE ) // 10\n\t\tRIOR R 0 A_PlaySound(\"riotgun/cock\", CHAN_WEAPON)\n\t\tRIOR TTUUVVWXYY 1 A_WeaponReady(WRF_NOFIRE )\n\t\tRIOT A 2 A_WeaponReady(WRF_NOFIRE )\n\t\tRIOT A 0 A_ReFire\n\t\tGoto Ready\n\tReload:\n\t\tRIOR A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\tRIOR A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\tGoto Ready\n\t\tRIOR A 0 A_JumpIfInventory(\"RiotgunClip\", 0, \"Ready\")\n\t\tRIOR A 0 A_TakeInventory(\"RiotgunCycle\", 1000)\n\t\tRIOR ABCDEFFG 2 A_WeaponReady(WRF_NOFIRE ) // 16\n\t\tRIOR A 0 A_PlaySound(\"riotgun/out\", CHAN_WEAPON)\n\t\tRIOR HIJKL 1 A_WeaponReady(WRF_NOFIRE ) //21\n\t\tRIOR M 24 A_WeaponReady(WRF_NOFIRE ) // 32\n\t\tRIOR LKJIHGG 1 A_WeaponReady(WRF_NOFIRE ) //38\n\t\t/*RIOR ABCD 2 A_WeaponReady(WRF_NOFIRE )\n\t\tRIOR E 23 A_WeaponReady(WRF_NOFIRE )\n\t\tRIOR DCBA 2 A_WeaponReady(WRF_NOFIRE )*/\n\t\tRIOR A 0 A_PlaySound(\"riotgun/in\", CHAN_WEAPON)\n\tReloadLoop:\n\t\tRIOR A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\tGoto ReloadEnd\n\t\tRIOR A 0 A_TakeInventory(\"FartShell\", 1)\n\t\tRIOR A 0 A_GiveInventory(\"RiotGunClip\", 1)\n\t\tRIOR A 0 A_JumpIfInventory(\"RiotgunClip\", 0, \"ReloadEnd\")\n\t\tLoop\n\tReloadEnd:\n\t\tRIOR FEDCBA 2 A_WeaponReady(WRF_NOFIRE ) // 12\n\t\tRIOR F 0 A_GiveInventory(\"RiotgunCycle\", 1000)\n\t\tRIOR NOPQR 2 A_WeaponReady(WRF_NOFIRE ) // 10\n\t\tRIOR R 0 A_PlaySound(\"riotgun/cock\", CHAN_WEAPON)\n\t\tRIOR TTUUVVWXYY 1 A_WeaponReady(WRF_NOFIRE ) // 22\n\t\tRIOT A 6 A_WeaponReady(WRF_NOFIRE)\n\tGoto Ready\n\tSpawn:\n\t\tRIOP A -1\n\t\tStop\n\t}\n}\n\nACTOR BFG10KBall : FastProjectile\n{\n\tPROJECTILE\n\tRadius 9\n\tHeight 8\n\tSpeed 400\n\tMissileType \"BFG10KTrail\"\n\tRenderstyle Add\n\tAlpha 0.95\n\t+FORCERADIUSDMG\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\t\tloop\n\t\tDeath:\n\t\t\tBFG1 B 0 A_PlaySound(\"weapons/rocklx\", CHAN_WEAPON)\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16))\n\t\t\tBFGB A 0 A_Explode(160, 128)\n\t\t\tBFGB ABC 2 bright\n\t\t\t//BFG1 B 0 A_BFGSpray\n\t\t\tBFGB DEFGHIJK 2 bright\n\t\t\tstop\n\t}\n}\n\nactor BFG10KTrail\n{\n\t+NOTELEPORT\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tRenderstyle Add\n\tAlpha 0.7\n\tScale 0.5\n\tTranslation \"169:191=[199, 255, 157]:[46, 108, 0]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPSMT A 0\n\t\t\tPSMT A 0 A_SpawnItemEx(\"BFGExplodeParticle\", frandom(-3, 3), frandom(-3, 3), frandom(-3, 3)+8, frandom(-1, 1), frandom(-1, 1), frandom(-1, 1))\n\t\t\tPSMT ABCDE 1 bright\n\t\t\tstop\n\t}\n}\n\nACTOR Bfg10kFartShot : BFG10kShot\n{\n\t+HITTRACER\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"Hitmarker\")\n\t\t\tTNT1 A 1\n\t\tCrash:\n\t\t\t/*BFE1 A 0 Bright\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBBBBBBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16))\n\t\t\tBFE1 A 3 Bright A_Explode(160, 128)\n\t\t\tBFE1 BCDEF 3 Bright*/\n\t\t\tBFG1 B 0 A_SpawnItemEx(\"BFGFlare1\", 0, 0, 8)\n\t\t\tBFG1 BBBBBBB 0 A_SpawnItemEx(\"BFGExplodeParticle\", 0, 0, 8, frandom(-16, 16), frandom(-16, 16), frandom(-16,16))\n\t\t\tBFGB A 0 A_Explode(160, 128)\n\t\t\tBFGB ABC 2 bright\n\t\t\t//BFG1 B 0 A_BFGSpray\n\t\t\tBFGB DEFGHIJK 2 bright\n\t\tStop\n\t}\n}\n\nactor BFG10FartCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor BFG10FartDouble : Fartygun\n{\n\tWeapon.BobRangeX 0.8\n\tWeapon.BobRangeY 0.325\n\tWeapon.BobSpeed 1.75\n\tWeapon.SelectionOrder 2800\n\tWeapon.AmmoType \"BFGAmmo\"\n\tWeapon.AmmoUse 5\n\tWeapon.AmmoGive 0\n\tWeapon.SlotNumber 7\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOLMS\n\tInventory.PickupMessage \"It's a frikkin' BFG10Fart! Woopee!\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tstop\n\t\tDeselect:\n\t\t\tBF2L A 0 A_TakeInventory(\"WeaponLeftFire\", 1)\n\t\t\tBF2L A 0 A_TakeInventory(\"WeaponRightFire\", 1)\n\t\t\tBF2L A 0 A_GunFlash(\"StopRight\")\n\t\t\tBF2L A 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tBF2L A 0 A_GunFlash(\"StopRight\")\n\t\t\tBF2L A 0 A_Raise\n\t\t\tBF2L A 1 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tBF2L A 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tBF2L BBBCCCDDDEEE 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tloop\n\t\tFire:\n\t\t\tBF2L A 0 A_Quake(4, 28, 0, 1)\n\t\t\tBF2L A 0 A_PlaySound(\"weapon/10kshoot\", CHAN_WEAPON)\n\t\t\tBF2L A 20 A_WeaponReady(WRF_NOFIRE)\n\t\t\tBF2L G 4 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tBF2L HIJK 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto Hold\n\t\tHold:\n\t\t\tBF2L L 0 A_Quake(8, 2, 0, 1)\n\t\t\tBG2G L 0 A_FireCustomMissile(\"BFG10KBall\", 0, 1, -18, 0, 4)\n\t\t\tBF2L L 0 A_PlaySound(\"weapon/10kshot\", CHAN_WEAPON)\n\t\t\tBF2L L 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 36)\n\t\t\tBF2L L 0 A_ZoomFactor(0.85, ZOOM_INSTANT)\n\t\t\tBF2L L 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tBF2L L 0 A_ZoomFactor(1)\n\t\t\tBF2L MNO 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tBF2L FF 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tBF2L F 0 A_ReFire\n\t\t\tBF2L F 0 A_PlaySound(\"weapon/10kcooldown\", CHAN_WEAPON)\n\t\t\tBF2L F 35 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ActualReady\n\t\tStopRight:\n\t\t\tBF2R A 1\n\t\t\tloop\n\t\tReadyRight:\n\t\t\tBF2R A 0 A_PlaySound(\"weapon/10kidle\", CHAN_WEAPON)\n\t\t\tBF2R BBBCCCDDDEEE 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tloop\n\t\tFireRight:\n\t\t\tBF2R B 0 A_JumpIfInventory(\"BFGAmmo\", 1, 2)\n\t\t\tBF2R B 1\n\t\t\tgoto ReadyRight\n\t\t\tBF2R A 0 A_Quake(4, 28, 0, 1)\n\t\t\tBF2R A 0 A_PlaySound(\"weapon/10kshoot\", CHAN_WEAPON)\n\t\t\tBF2R A 20\n\t\t\tBF2R G 4 bright\n\t\t\tBF2R HIJK 1 bright\n\t\t\tgoto HoldRight\n\t\tHoldRight:\n\t\t\tBF2R L 0 A_JumpIfInventory(\"BFGAmmo\", 1, 1)\n\t\t\tgoto ReadyRight\n\t\t\t//BF2R L 0 A_TakeInventory(\"BFGAmmo\", 5)\n\t\t\tBF2R L 0 A_Quake(8, 2, 0, 1)\n\t\t\tBG2G L 0 A_FireCustomMissile(\"BFG10KBall\", 0, 1, 18, 0, 4)\n\t\t\tBF2R L 0 A_PlaySound(\"weapon/10kshot\", CHAN_WEAPON)\n\t\t\tBF2R L 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 36)\n\t\t\tBF2R L 0 A_ZoomFactor(0.85, ZOOM_INSTANT)\n\t\t\tBF2R L 1\n\t\t\tBF2R L 0 A_ZoomFactor(1)\n\t\t\tBF2R MNO 1 bright\n\t\t\tBF2R FF 1\n\t\t\tBF2R F 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"HoldRight\")\n\t\t\tBF2R F 0 A_PlaySound(\"weapon/10kcooldown\", CHAN_WEAPON)\n\t\t\tBF2R F 35\n\t\t\tgoto ReadyRight\n\t}\n}\n\nACTOR BFG10fart : Fartygun\n{\n\tWeapon.BobRangeX 0.8 // default: 0.5\n\tWeapon.BobRangeY 0.325 // default: 0.3\n\tWeapon.BobSpeed 1.75 // default: 3\nRadius 20\nHeight 20\nWeapon.SelectionOrder 2800\nWeapon.AmmoType \"BFGAmmo\"\nWeapon.AmmoUse 5\nWeapon.AmmoGive 0\nWeapon.SlotNumber 7\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOLMS\nInventory.PickupMessage \"It's a frikkin' BFG10Fart! Woopee!\"\n  States\n  {\n  Spawn:\n  BFG2 A -1\n  Stop\n  Select:\n  BG2G A 0 A_Raise\n  BG2G A 1 A_Raise\n  loop\n  Deselect:\n  BG2G A 0 A_Lower\n  loop\n  Ready:\n  BG2G A 0 A_PlaySound(\"weapon/10kidle\")\n  BG2G AAABBBCCCDDD 1 A_WeaponReady\n  loop\n  Fire:\n\tBG2G E 0\n\tBG2G E 0 A_Quake(4, 28, 0, 1)\n\tBG2G E 0 A_PlaySoundEx(\"weapon/10kshoot\", CHAN_VOICE)\n    BG2G E 20 A_WeaponReady(WRF_NOFIRE )\n    BG2G F 4 A_WeaponReady(WRF_NOFIRE )\n    BG2G GH 1 A_WeaponReady(WRF_NOFIRE )\n\tBG2G IJ 1 A_WeaponReady(WRF_NOFIRE )\n    Goto Hold\n  Hold:\n    //BG2G K 0 A_RailAttack(0,0,0,\"00 ff 00\",none,1,20,\"none\")\n\tBG2G K 0 A_Gunflash\n\tBG2G K 0 A_Quake(8, 2, 0, 1)\n    //BG2G L 0 A_FireBullets(0,0,1,0,\"BFG10kFartShot\")\n\tBG2G L 0 A_FireCustomMissile(\"BFG10KBall\", 0, 1, 0, 0, 4)\n\tBG2G L 0 A_PlaySound(\"weapon/10kshot\", CHAN_WEAPON)\n\tRIOT A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 18)\n\tBG2G K 0 A_ZoomFactor(0.85, ZOOM_INSTANT)\n    BG2G K 1 bright A_WeaponReady(WRF_NOFIRE )\n\tBG2G K 0 A_ZoomFactor(1)\n    BG2G K 0 //ACS_Execute(287,0,random(30,120),random(-90,90),0)\n\tBG2G L 1 bright A_WeaponReady(WRF_NOFIRE )\n    BG2G K 0 //ACS_Execute(287,0,random(-30,-120),random(-20,20),0)\n    BG2G M 1 bright A_WeaponReady(WRF_NOFIRE )\n\tBG2G O 3 A_WeaponReady(WRF_NOFIRE )\n    BG2G N 0 A_ReFire\n\tBG2G O 0 A_PlaySound(\"weapon/10kcooldown\")\n    BG2G O 35 A_WeaponReady(WRF_NOFIRE )\n    Goto Ready\n  Flash:\n    TNT1 A 1 Bright A_Light1\n    TNT1 A 2 Bright\n    Goto LightDone\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Weapons/Weapons3.txt",
        "contents": "actor DookieProjectile\n{\n\tScale 0.4\n\t//Translation \"0:255=[89,56,36]:[216,180,158]\"\n\tTranslation \"0:255=%[0.195,0.12,0.07]:[0.7,0.45,0.265]\"\n\tSeeSound \"dookie/shoot\"\n\tDeathSound \"dookie/hit\"\n\tRadius 15\n\tHeight 8\n\tSpeed 25\n\tDamage 5\n\tPROJECTILE\n\t+HITTRACER\n\tObituary \"%O ATE SHIT AND DIED\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDOOK ABCD 4 bright\n\t\t\tDOOK A 0 A_SpawnItemEx(\"FartCloudSmall\",0,0,0,frandom(-0.5,0.5),frandom(-0.5,0.5),frandom(-0.5,0.5),0,0,32)\n\t\t\tloop\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"NewBlood\",0,0,0,0,0,0,0,129)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DookieGiblet\",0,0,16,frandom(-3,3),frandom(-3,3),frandom(2,6),0,129)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"FartCloudSmall\",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),0,0,32)\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"DookieProjectileDeath\")\n\t\t\tTNT1 B 10 bright\n\t\t\tstop\n\t\tXDeath:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"DookieProjectileDeath\")\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"NewBlood\",0,0,0,0,0,0,0,129)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DookieGiblet\",0,0,16,frandom(-3,3),frandom(-3,3),frandom(2,6),0,129)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"FartCloudSmall\",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),0,0,32)\n\t\t\tTNT1 A 0 //A_SpawnItemEx(\"Teleportfog\")\n\t\t\tTNT1 A 10 bright\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"NewBlood\",0,0,0,0,0,0,0,129)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"DookieGiblet\",0,0,16,frandom(-3,3),frandom(-3,3),frandom(2,6),0,129)\n\t\t\tTNT1 AA 0 A_SpawnItemEx(\"FartCloudSmall\",0,0,0,frandom(-2,2),frandom(-2,2),frandom(-2,2),0,0,32)\n\t\t\tTNT1 A 10 bright\n\t\t\tstop\n\t}\n}\n\nactor DookieTurd\n{\n\t-SOLID\n\t+MOVEWITHSECTOR\n\tScale 1.3\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCRAP A -1\n\t\t\tstop\n\t}\n}\n\nactor DookieGiblet : Giblet1\n{\n\tScale 0.4\n\t+MOVEWITHSECTOR\n\tStates\n\t{\n\t\tSpawn:\n\t\tDOOG AABBCCDDEEFFGGHH 1 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,32,0)\n\t\tLoop\n\t\tCrash:\n\t\tGIBL A 0 A_Stop\n\t\tGIBL A 0 A_ChangeFlag(\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_PlaySound(\"gib/splat\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Bloodsplat3D\",0,0,0,0,0,0,0,129,0)\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,random(-2,2),random(-2,2),random(1,3),random(-180,180),129,60)\n\t\tGoto CrashLoop\n\t\tCrashLoop:\n\t\tDOOG A 10 A_CountDown\n\t\tLoop\n\t}\n}\n\nactor AssRipperHeat : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 75\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 75\n}\n\nactor AssRipperSequence : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor AssRipperHeat2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 75\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 75\n}\n\nactor AssRipperSequence2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor AssRipperHeatIncrease : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 6\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 6\n}\n\nactor AssripperCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor AssRipperDouble : Fartygun\n{\n\tTag \"Double AssRipper\"\n\tScale 0.8\n\tWeapon.AmmoType \"RifleAmmo\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.SelectionOrder 700\n\tWeapon.Kickback 100\n\tWeapon.BobRangeX 0.8 // default: 0.5\n\tWeapon.BobRangeY 0.325 // default: 0.3\n\tWeapon.BobSpeed 1.75 // default: 3\n\tInventory.PickupMessage \"You got the assripper! Time to rip ass!\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tASSR A -1\n\t\t\tstop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tD3CL A 1 A_WeaponReady\n\t\t\tD3CL A 0 A_TakeInventory(\"Assripperheat\", 1)\n\t\t\tD3CL A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tloop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_GunFlash(\"StopRight\")\n\t\t\tD3CL A 0 A_Raise\n\t\t\tD3CL A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tD3CL A 0 A_GunFlash(\"StopRight\")\n\t\t\tD3CL A 0 A_Lower\n\t\t\tloop\n\t\tFire:\n\t\t\tD3CG A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CG A 0 A_Jump(5, \"Fire3\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperSequence\", 2, \"Fire2\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperSequence\", 1, \"Fire1\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -8, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 0)/65536.01, 1, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, -1, 7, \"NewBulletPuff\")\n\t\t\tD3CG A 0 A_SpawnItemEx(\"RifleCasing\", 18, -8, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG A 0 A_SpawnItemEx(\"SpentBelt\", 18, -8, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, -8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 35)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CL B 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL C 0 bright A_ZoomFactor(1)\n\t\t\tD3CL C 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL D 0 A_JumpIfInventory(\"AssripperHeat\", 75, 2)\n\t\t\tD3CL D 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL D 0 A_GiveInventory(\"AssRipperSequence\", 1)\n\t\t\tgoto FireEnd\n\t\tFire1:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -8, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 0)/65536.01, 1, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, -1, 7, \"NewBulletPuff\")\n\t\t\tD3CG A 0 A_SpawnItemEx(\"RifleCasing\", 18, -8, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG A 0 A_SpawnItemEx(\"SpentBelt\", 18, -8, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, -8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 35)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CL E 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL E 0 bright A_ZoomFactor(1)\n\t\t\tD3CL F 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL D 0 A_JumpIfInventory(\"AssripperHeat\", 75, 2)\n\t\t\tD3CL G 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG D 0 A_GiveInventory(\"AssRipperSequence\", 1)\n\t\t\tgoto FireEnd\n\t\tFire2:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -8, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 0)/65536.01, 1, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, -1, 7, \"NewBulletPuff\")\n\t\t\tD3CG A 0 A_SpawnItemEx(\"RifleCasing\", 18, -8, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG A 0 A_SpawnItemEx(\"SpentBelt\", 18, -8, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, -8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 35)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CL H 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL C 0 bright A_ZoomFactor(1)\n\t\t\tD3CL I 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL D 0 A_JumpIfInventory(\"AssripperHeat\", 75, 2)\n\t\t\tD3CL J 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL D 0 A_TakeInventory(\"AssRipperSequence\", 100)\n\t\t\tgoto FireEnd\n\t\tFire3:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -8, 32)\n\t\t\tD3CG AAA 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 0)/65536.01, 1, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, 3, 7, \"NewBulletPuff\")\n\t\t\tD3CG AAA 0 A_SpawnItemEx(\"RifleCasing\", 18, -8, 32, frandom(0,3), frandom(4,7), frandom(4,7))\n\t\t\tD3CG AAA 0 A_SpawnItemEx(\"SpentBelt\", 18, -8, 32, frandom(0,3), frandom(6, 9), frandom(6, 9))\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, -8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, -8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, -8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 35)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CL K 2 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL C 0 bright A_ZoomFactor(1)\n\t\t\tD3CL LLM 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto FireEnd\n\t\tFireEnd:\n\t\t\tD3CG A 0 A_GiveInventory(\"AssRipperHeat\", 4+ACS_NamedExecuteWithResult(\"GivenItemUpgrade\", 26))\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat\", 50, \"FireEnd50\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat\", 35, \"FireEnd35\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat\", 25, \"FireEnd25\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat\", 17, \"FireEnd17\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat\", 9, \"FireEnd9\")\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CL A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CL A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tGoto ActualReady\n\t\tFireEnd9:\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CL A 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CL A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ActualReady\n\t\tFireEnd17:\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CL A 3 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CL A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ActualReady\n\t\tFireEnd25:\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CL A 2 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CL A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ActualReady\n\t\tFireEnd35:\n\t\t\tD3CL A 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CL A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ActualReady\n\t\tFireEnd50:\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CL A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ActualReady\n\n\t\tReadyRight:\n\t\t\tD3CR A 1 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tD3CL A 0 A_TakeInventory(\"Assripperheat2\", 1)\n\t\t\tD3CL A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tloop\n\t\tStopRight:\n\t\t\tD3CR A 1\n\t\t\tloop\n\n\t\tFireRight:\n\t\t\tD3CG A 0 A_JumpIfInventory(\"RifleAmmo\", 1, 2)\n\t\t\tD3CR A 1\n\t\t\tgoto ReadyRight\n\t\t\tD3CG A 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3CG A 0 A_Jump(10, \"FireRight3\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperSequence2\", 2, \"FireRight2\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperSequence2\", 1, \"FireRight1\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 8, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, -1, 7, \"NewBulletPuff\")\n\t\t\tD3CG A 0 A_SpawnItemEx(\"RifleCasing\", 18, 8, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG A 0 A_SpawnItemEx(\"SpentBelt\", 18, 8, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 35)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CR B 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CR C 0 bright A_ZoomFactor(1)\n\t\t\tD3CR C 1 bright\n\t\t\tD3CL D 0 A_JumpIfInventory(\"AssripperHeat2\", 75, 2)\n\t\t\tD3CR D 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CR D 0 A_GiveInventory(\"AssRipperSequence2\", 1)\n\t\t\tgoto FireEndRight\n\t\tFireRight1:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 8, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, -1, 7, \"NewBulletPuff\")\n\t\t\tD3CG A 0 A_SpawnItemEx(\"RifleCasing\", 18, 8, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG A 0 A_SpawnItemEx(\"SpentBelt\", 18, 8, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 35)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CR E 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CR E 0 bright A_ZoomFactor(1)\n\t\t\tD3CR F 1 bright\n\t\t\tD3CL D 0 A_JumpIfInventory(\"AssripperHeat2\", 75, 2)\n\t\t\tD3CR G 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG D 0 A_GiveInventory(\"AssRipperSequence2\", 1)\n\t\t\tgoto FireEndRight\n\t\tFireRight2:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 8, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, -1, 7, \"NewBulletPuff\")\n\t\t\tD3CG A 0 A_SpawnItemEx(\"RifleCasing\", 18, 8, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG A 0 A_SpawnItemEx(\"SpentBelt\", 18, 8, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 35)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CR H 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CR C 0 bright A_ZoomFactor(1)\n\t\t\tD3CR I 1 bright\n\t\t\tD3CL D 0 A_JumpIfInventory(\"AssripperHeat2\", 75, 2)\n\t\t\tD3CR J 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL D 0 A_TakeInventory(\"AssRipperSequence2\", 100)\n\t\t\tgoto FireEndRight\n\t\tFireRight3:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 8, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CG AAA 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 35, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, 3, 7, \"NewBulletPuff\")\n\t\t\tD3CG AAA 0 A_SpawnItemEx(\"RifleCasing\", 18, 8, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG AAA 0 A_SpawnItemEx(\"SpentBelt\", 18, 8, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 8, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 35)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CR K 2 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CR C 0 bright A_ZoomFactor(1)\n\t\t\tD3CR LLM 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto FireEndRight\n\t\tFireEndRight:\n\t\t\tD3CG A 0 A_GiveInventory(\"AssRipperHeat2\", 4+ACS_NamedExecuteWithResult(\"GivenItemUpgrade\", 26))\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat2\", 50, \"FireEndRight50\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat2\", 35, \"FireEndRight35\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat2\", 25, \"FireEndRight25\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat2\", 17, \"FireEndRight17\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat2\", 9, \"FireEndRight9\")\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3CR A 5\n\t\t\tD3CG A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tD3CR A 5\n\t\t\tGoto ReadyRight\n\t\tFireEndRight9:\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3CR A 4\n\t\t\tD3CG A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tD3CR A 5\n\t\t\tgoto ReadyRight\n\t\tFireEndRight17:\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3CR A 3\n\t\t\tD3CG A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tD3CR A 5\n\t\t\tgoto ReadyRight\n\t\tFireEndRight25:\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3CR A 2\n\t\t\tD3CG A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tD3CR A 5\n\t\t\tgoto ReadyRight\n\t\tFireEndRight35:\n\t\t\tD3CR A 1\n\t\t\tD3CG A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tD3CR A 5\n\t\t\tgoto ReadyRight\n\t\tFireEndRight50:\n\t\t\tD3CG A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tD3CR A 5\n\t\t\tgoto ReadyRight\n\t}\n}\n\nactor AssRipper : Fartygun\n{\n\tScale 0.8\n\tWeapon.AmmoType \"RifleAmmo\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.SelectionOrder 700\n\tWeapon.Kickback 100\n\tWeapon.BobRangeX 0.8 // default: 0.5\n\tWeapon.BobRangeY 0.325 // default: 0.3\n\tWeapon.BobSpeed 1.75 // default: 3\n\tInventory.PickupMessage \"You got the assripper! Time to rip ass!\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tASSR A -1\n\t\t\tstop\n\t\tReady:\n\t\t\tD3CG A 1 A_WeaponReady\n\t\t\tD3CG A 0 A_TakeInventory(\"Assripperheat\", 1)\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tloop\n\t\tSelect:\n\t\t\tD3CG A 0 A_Raise\n\t\t\tD3CG A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tD3CG A 0 A_Lower\n\t\t\tloop\n\t\tFire:\n\t\t\tD3CG A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CG A 0 A_Jump(10, \"Fire3\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperSequence\", 2, \"Fire2\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperSequence\", 1, \"Fire1\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 0, 32, 0, 0, 0 ,0, 128)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 0)/65536.01, 1, -5, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, -1, 7, \"NewBulletPuff\")\n\t\t\tD3CG A 0 A_SpawnItemEx(\"RifleCasing\", 18, 4, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG A 0 A_SpawnItemEx(\"SpentBelt\", 18, 4, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, -4, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 34)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CG B 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG C 0 bright A_ZoomFactor(1)\n\t\t\tD3CG C 0 bright A_JumpIfInventory(\"AssRipperHeat\", 0, 2)\n\t\t\tD3CG C 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL D 0 A_JumpIfInventory(\"AssripperHeat\", 75, 2)\n\t\t\tD3CG D 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG D 0 A_GiveInventory(\"AssRipperSequence\", 1)\n\t\t\tgoto FireEnd\n\t\tFire1:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 0, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 0)/65536.01, 1, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, -1, 7, \"NewBulletPuff\")\n\t\t\tD3CG A 0 A_SpawnItemEx(\"RifleCasing\", 18, 4, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG A 0 A_SpawnItemEx(\"SpentBelt\", 18, 4, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 0, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 34)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CG E 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG E 0 bright A_ZoomFactor(1)\n\t\t\tD3CG F 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL D 0 A_JumpIfInventory(\"AssripperHeat\", 75, 2)\n\t\t\tD3CG G 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG D 0 A_GiveInventory(\"AssRipperSequence\", 1)\n\t\t\tgoto FireEnd\n\t\tFire2:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 0, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 0)/65536.01, 1, 5, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, -1, 7, \"NewBulletPuff\")\n\t\t\tD3CG A 0 A_SpawnItemEx(\"RifleCasing\", 18, 4, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG A 0 A_SpawnItemEx(\"SpentBelt\", 18, 4, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 4, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 34)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CG H 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG C 0 bright A_ZoomFactor(1)\n\t\t\tD3CG I 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CL D 0 A_JumpIfInventory(\"AssripperHeat\", 75, 2)\n\t\t\tD3CG J 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG D 0 A_TakeInventory(\"AssRipperSequence\", 100)\n\t\t\tgoto FireEnd\n\t\tFire3:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 0, 32, 0, 0, 0, 0, 128)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 0)/65536.01, 1, -5, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 1, 1)/65536.01)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 0)/65536.01, 1, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 1, 1)/65536.01)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"PlayerRifleTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 0)/65536.01, 1, 5, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, 3, 7, \"NewBulletPuff\")\n\t\t\tD3CG AAA 0 A_SpawnItemEx(\"RifleCasing\", 18, 4, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG AAA 0 A_SpawnItemEx(\"SpentBelt\", 18, 4, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, -4, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 0, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 4, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 34)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CG K 2 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG C 0 bright A_ZoomFactor(1)\n\t\t\tD3CG LLM 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto FireEnd\n\t\tFireEnd:\n\t\t\tD3CG A 0 A_GiveInventory(\"AssRipperHeat\", 4+ACS_NamedExecuteWithResult(\"GivenItemUpgrade\", 26))\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat\", 50, \"FireEnd50\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat\", 35, \"FireEnd35\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat\", 25, \"FireEnd25\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat\", 17, \"FireEnd17\")\n\t\t\tD3CG A 0 A_JumpIfInventory(\"AssRipperHeat\", 9, \"FireEnd9\")\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CG A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CG A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tGoto Ready\n\t\tFireEnd9:\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CG A 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CG A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto Ready\n\t\tFireEnd17:\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CG A 3 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CG A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto Ready\n\t\tFireEnd25:\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tD3CG A 2 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CG A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto Ready\n\t\tFireEnd35:\n\t\t\tD3CG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CG A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto Ready\n\t\tFireEnd50:\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CG A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto Ready\n\n\t\tAltFire:\n\t\t\tD3CG A 0 A_JumpIfInventory(\"RifleAmmo\", 1, 2)\n\t\t\tD3CG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tGoto Ready\n\t\t\tD3CG A 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3CG A 0 A_FireCustomMissile(\"DookieProjectile\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 0)/65536.01, 1, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 34, 1, 1)/65536.01)\n\t\t\t//D3CG A 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 34, 1, 1)/65536.01, 3, 7, \"NewBulletPuff\")\n\t\t\tD3CG AAA 0 A_SpawnItemEx(\"RifleCasing\", 18, 4, 32, frandom(0,3), frandom(4,7), frandom(4,7), 0, 128)\n\t\t\tD3CG AAA 0 A_SpawnItemEx(\"SpentBelt\", 18, 4, 32, frandom(0,3), frandom(6, 9), frandom(6, 9), 0, 128)\n\t\t\tD3CG AAAA 0 A_SpawnItemEx(\"SmallMuzzleSmoke\", 18, 0, 35, frandom(0, 0.25), frandom(-0.45, 0.45), frandom(-0.45, 0.45), 0, 128)\n\t\t\tD3CG A 0 A_Quake(4, 3, 0, 4, 0)\n\t\t\tD3CG A 0 A_PlaySound(\"weapons/ripper\", CHAN_WEAPON)\n\t\t\tD3CG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 34)\n\t\t\tD3CG A 0 A_ZoomFactor(0.95, ZOOM_INSTANT)\n\t\t\tD3CG A 0 A_TakeInventory(\"RifleAmmo\", 1)\n\t\t\tD3CG K 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG C 0 bright A_ZoomFactor(1)\n\t\t\tD3CG LM 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tD3CG A 0 A_ReFire\n\t\t\tD3CG A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tD3CG A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Weapons/WeaponPickups.txt",
        "contents": "actor Chainsaw2Pickup : CustomInventory replaces Chainsaw\n{\n\tInventory.PickupMessage \"Brrrap brap\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tCSAW A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 17) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor FartPistolPickup : CustomInventory replaces Pistol\n{\n\tInventory.PickupMessage \"It's a pisstol.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPISW A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 0) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor ShotfartPickup : CustomInventory replaces Shotgun\n{\n\tInventory.PickupMessage \"Confiscated a Shartgun.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.MaxAmount 0\n\tScale 0.8\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tHVSG E -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 1) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor SuperFartgunPickup : CustomInventory\n{\n\tInventory.PickupMessage \"Confiscated a Shartgun.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.MaxAmount 0\n\tScale 0.3\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSAWP A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 15) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor ChaingunSpawner : RandomSpawner replaces Chaingun\n{\n\tDropItem \"ChainfartPickup\", 255, 10\n\tDropItem \"AssRipperPickup\", 255, 5\n\tDropItem \"MiniFartPickup\", 255, 3\n\tDropItem \"UziPickup\", 255, 5\n}\n\nactor ChainfartPickup : CustomInventory\n{\n\tInventory.PickupMessage \"Four barrels to fart at enemies with. How quaint.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMGUN A -1\n\t\t\tstop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 3) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor UziPickup : CustomInventory\n{\n\tInventory.PickupMessage \"I am the Brap Warrior.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.MaxAmount 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tUSMG A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 4) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor MinifartPickup : CustomInventory replaces Minigun\n{\n\tInventory.PickupMessage \"Minigun, for maximum pleasure.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMINI A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 5) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor AssRipperPickup : CustomInventory\n{\n\tInventory.PickupMessage \"You got the assripper! Time to rip ass!\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tASSR A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 13) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor LiberatorPickup : CustomInventory\n{\n\tInventory.PickupMessage \"Fuck-chester Braperator - Four barrels of fuck\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.MaxAmount 0\n\tScale 0.6\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tLIBP A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 18) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor SSGSpawner : RandomSpawner replaces SuperShotgun\n{\n\tDropItem \"SuperFartgunPickup\", 255, 10\n\tDropItem \"LiberatorPickup\", 255, 6\n\tDropItem \"RiotGunPickup\", 255, 4\n}\n\nactor RiotgunPickup : CustomInventory\n{\n\tInventory.PickupMessage \"Be proud Mister Toot.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tRIOP A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 2) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor LauncherSpawner : RandomSpawner replaces RocketLauncher\n{\n\tDropItem \"DevastatorPickup\", 255, 10\n\tDropItem \"FlamethrowerPickup\", 255, 5\n\tDropItem \"GM94Pickup\", 255, 5\n}\n\nactor DevastatorPickup : CustomInventory\n{\n\tInventory.PickupMessage \"Defartstator. Groovy.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.MaxAmount 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDEVP A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 6) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor GM94Pickup : CustomInventory replaces GrenadeLauncher\n{\n\tInventory.PickupMessage \"Is this a shotgun or a grenade launcher?\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.MaxAmount 0\n\tScale 0.6\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tGRAP A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 12) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor FlamethrowerPickup : CustomInventory\n{\n\tInventory.PickupMessage \"I don't want to set the world on fire.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSCRP A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 9) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor FartRiflePickup : CustomInventory\n{\n\tInventory.PickupMessage \"Made do with a Fart Rifle.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPLAS A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 8) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor PlasmaShotgunPickup : CustomInventory\n{\n\tInventory.PickupMessage \"Grabbed a plasma shotgun.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPSMP A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 7) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor RailfartPickup : CustomInventory replaces Railgun\n{\n\tInventory.PickupMessage \"A railfart has found its way into your hands.\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tRAIL A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 11) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor BfgFartPickup : CustomInventory\n{\n\tInventory.PickupMessage \"Oh f*uck yes, a BFGFart!\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.MaxAmount 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFUG A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 10) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor Bfg10FartPickup : CustomInventory replaces BFG10K\n{\n\tInventory.PickupMessage \"It's a frikkin' BFG10Fart! Woopee!\"\n\tInventory.PickupSound \"misc/w_pkup\"\n\tInventory.MaxAmount 0\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBFG2 A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 14) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}\n\nactor BFGSpawner : RandomSpawner replaces BFG9000\n{\n\tDropItem \"BfgFartPickup\", 255, 10\n\tDropItem \"Bfg10FartPickup\", 255, 5\n}\n\nactor DinnerblasterPickup : CustomInventory\n{\n\tInventory.PickupMessage \"Destroy Link\"\n\tInventory.PickupSound \"dinnerblaster/pickup\"\n\tInventory.MaxAmount 0\n\tScale 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDINP A -1\n\t\t\tloop\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"WeaponPickup\", 16) == 1, \"Pickup2\")\n\t\t\tfail\n\t\tPickup2:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_RailWait\n\t\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Weapons/SuperFartgun.txt",
        "contents": "actor SuperFartgunCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor SSGSpent2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 10\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 10\n}\n\nactor SSGClip2 : Ammo\n{\n inventory.amount 0\n inventory.maxamount 10\n Ammo.Backpackamount 0\n Ammo.backpackmaxamount 10\n}\n\nactor SSGSpent : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 10\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 10\n}\n\nactor SSGClip : Ammo\n{\n inventory.amount 0\n inventory.maxamount 10\n Ammo.Backpackamount 0\n Ammo.backpackmaxamount 10\n}\n\n//Step numbers:\n//0: Ready to fire or empty depending on SSGClip\n//1: Opened\nactor SSGStep : Ammo\n{\n\tinventory.amount 0\n\tinventory.maxamount 1\n\tammo.backpackamount 0\n\tammo.backpackmaxamount 1\n}\n\nactor SSGStep2 : Ammo\n{\n\tinventory.amount 0\n\tinventory.maxamount 1\n\tammo.backpackamount 0\n\tammo.backpackmaxamount 1\n}\n\nactor SSGPuff : NewBulletPuff\n{\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\t+HITTRACER\n\tStates\n\t{\n\t\tSpawn: //on actor\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BulletPushBack\", 0, 25)\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\t\tTNT1 A 10\n\t\t\tstop\n\t\tCrash: //on wall\n\t\t\tBULP A 0\n\t\t\tBULP A 0 A_PlaySound(\"bullet/ric\")\n\t\t\tBULP ABC 2 Bright\n\t\t\tBULP DEFG 2\n\t\tStop\n\t}\n}\n\nactor SuperFartgunDouble : Fartygun\n{\n\tTag \"Double Super Shartgun\"\n\t+NOAUTOFIRE\n\tObituary \"%k is a righteous gunslinger of the ol' west, and delivered justice to %o\"\n\tInventory.PickupMessage \"This Super Shartgun is rightfully yours.\"\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoType \"FartShell\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoUse2 0\n\tScale 0.3\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSAWP A -1\n\t\t\tstop\n\t\tDeselect:\n\t\t\tSAWN A 0 A_TakeInventory(\"SSGStep\", 1)\n\t\t\tSAWN A 0 A_TakeInventory(\"SSGStep2\", 1)\n\t\t\tSAWN A 0 A_TakeInventory(\"WeaponLeftFire\", 1)\n\t\t\tSAWN A 0 A_TakeInventory(\"WeaponRightFire\", 1)\n\t\t\tSAWN A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tSAWN A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tSAWN A 0 A_GunFlash(\"StopRight\")\n\t\t\tSAWN A 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tSAWN A 0 A_GunFlash(\"StopRight\")\n\t\t\tSALN A 0 A_Raise\n\t\t\tSALN A 1 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tSALN A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tSALN A 0 A_JumpIfInventory(\"SSGStep2\", 1, \"ReadyEmpty\")\n\t\t\tSALN A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOSECONDARY)\n\t\t\tloop\n\t\tReadyEmpty:\n\t\t\tTNT1 A 1 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOSECONDARY)\n\t\t\tloop\n\t\tFire:\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGStep2\", 1, \"ReloadStart\")\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip2\", 1, 2)\n\t\t\tSAWN A 0 A_PlaySound(\"ssg/empty\", CHAN_WEAPON)\n\t\t\tGoto ActualReady\n\t\t\tSAWN A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tSAWN A 0 A_PlaySound(\"doublebarrel/fire\", CHAN_WEAPON)\n\t\t\tSAWN A 0 A_ZoomFactor(0.7, ZOOM_INSTANT)\n\t\t\tSAWN A 0 Radius_Quake(7, 6, 0, 1, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -5, 32, 0, 0, 0, 0, 128)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, -5, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tSAWN AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 0, -5, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\tFireLoop:\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip2\", 1, 1)\n\t\t\tGoto FireLoopEnd\n\t\t\tSAWN A 0 A_GiveInventory(\"SSGSpent2\", 1)\n\t\t\tSAWN A 0 A_ChangeVelocity(cos(pitch)*-5, 0, sin(pitch)*3, CVF_RELATIVE)\n\t\t\tSAWN A 0 A_TakeInventory(\"SSGClip2\", 1)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerSSGTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 37, 0)/65536.01, 0, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 37, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 37, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\tGoto FireLoop\n\t\tFireLoopEnd:\n\t\t\tSARN A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 37)\n\t\t\t//SAWN A 6 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tSALF BCD 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tSALN B 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tSALN B 0 bright A_ZoomFactor(1)\n\t\t\t//SALN FFEEOP 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tSALF EEFFGH 1 A_WeaponReady(WRF_NOFIRE | WRF_ALLOWRELOAD)\n\t\t\tGoto ActualReady\n\t\tReload:\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"SSGClip2\", 1, 2)\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"SSGStep2\", 1, 1)\n\t\t\tGoto ReloadStart\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"SSGStep2\", 1, \"ReloadEnd\")\n\t\t\tGoto ActualReady\n\t\tReloadStart:\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto ActualReady\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"SSGStep2\", 1, \"Reload0\")\n\t\t\t//SALN GHIJKLMN 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tSALN ABDEFGHJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tTNT1 A 0 A_PlaySound(\"doublebarrel/open\", CHAN_WEAPON)\n\t\tReloadStartLoop:\n\t\t\tTNT1 E 0 A_JumpIfInventory(\"SSGSpent2\", 1, 1)\n\t\t\tGoto ReloadStartLoopEnd\n\t\t\tTNT1 E 0 A_SpawnItemEx(\"ShellCasing\", 14, -8, 32, frandom(0, 3), frandom(-5, 2), frandom(4, 12), 0, 128)\n\t\t\tTNT1 E 0 A_TakeInventory(\"SSGSpent2\", 1)\n\t\t\tGoto ReloadStartLoop\n\t\tReloadStartLoopEnd:\n\t\t\tSSGR E 0 A_GiveInventory(\"SSGStep2\", 1)\n\t\t\tGoto ActualReady\n\t\tReload0:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SSGClip2\", 10, \"ActualReady\")\n\t\t\tTNT1 A 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SSGClip2\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FartShell\", 1)\n\t\t\tTNT1 A 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ActualReady\n\t\tReloadEnd:\n\t\t\tSSGR W 0 A_PlaySound(\"doublebarrel/close\", CHAN_WEAPON)\n\t\t\tSSGR W 0 A_TakeInventory(\"SSGStep2\", 1)\n\t\t\t//SSGR WXYZ 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSALN RSTUVWXY 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tGoto ActualReady\n\n\t\tStopRight:\n\t\t\tSARN A 1\n\t\t\tloop\n\t\tReadyRight:\n\t\t\tSARN A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tSARN A 0 A_JumpIfInventory(\"SSGStep\", 1, \"ReadyEmptyRight\")\n\t\t\tSARN A 1\n\t\t\tSARN A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RightCanSemiAutoFire\") == 1, \"FireRight\")\n\t\t\tSARN A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\tloop\n\t\tReadyEmptyRight:\n\t\t\tTNT1 A 1\n\t\t\tSARN A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RightCanSemiAutoFire\") == 1, \"FireRight\")\n\t\t\tSARN A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\tloop\n\t\tFireRight:\n\t\t\tSARN A 0 A_JumpIfInventory(\"SSGStep\", 1, \"ReloadStartRight\")\n\t\t\tSARN A 0 A_JumpIfInventory(\"SSGClip\", 1, 2)\n\t\t\tSARN A 0 A_PlaySound(\"ssg/empty\", CHAN_WEAPON)\n\t\t\t//SARN A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRightHeld\")\n\t\t\tGoto ReadyRight\n\t\t\tSARN A 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tSARN A 0 A_PlaySound(\"doublebarrel/fire\", CHAN_WEAPON)\n\t\t\tSARN A 0 A_ZoomFactor(0.7, ZOOM_INSTANT)\n\t\t\tSARN A 0 Radius_Quake(7, 6, 0, 1, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32, 0, 0, 0, 0, 128)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 5, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tSARN AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 0, 5, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\tFireLoopRight:\n\t\t\tSARN A 0 A_JumpIfInventory(\"SSGClip\", 1, 1)\n\t\t\tGoto FireLoopEndRight\n\t\t\tSARN A 0 A_GiveInventory(\"SSGSpent\", 1)\n\t\t\tSARN A 0 A_ChangeVelocity(cos(pitch)*-5, 0, sin(pitch)*3, CVF_RELATIVE)\n\t\t\tSARN A 0 A_TakeInventory(\"SSGClip\", 1)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerSSGTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 37, 0)/65536.01, 0, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 37, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 37, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\tGoto FireLoopRight\n\t\tFireLoopEndRight:\n\t\t\tSARN A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 37)\n\t\t\t//SAWN A 6 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\t//SARN BCD 1 bright\n\t\t\tDBSG BGH 1 bright\n\t\t\tSARN B 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tSARN B 0 bright A_ZoomFactor(1)\n\t\t\tDBSG FFEEDC 1 A_JumpIfInventory(\"WeaponReload\", 1, \"ReloadRight\")\n\t\t\t//SARN FFEEOP 1\n\t\t\t//SARN C 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRightHeld\")\n\t\t\tGoto ReadyRight\n\t\t/*FireRightHeld:\n\t\t\tSARN A 1\n\t\t\tSARN A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRightHeld\")\n\t\t\tgoto ReadyRight*/\n\t\tReloadRight:\n\t\t\t//SARN A 1\n\t\t\tSARN A 0 A_JumpIfInventory(\"SSGClip\", 1, 2)\n\t\t\tSARN A 0 A_JumpIfInventory(\"SSGStep\", 1, 1)\n\t\t\tGoto ReloadStartRight\n\t\t\tSARN A 0 A_JumpIfInventory(\"SSGStep\", 1, \"ReloadEndRight\")\n\t\t\tSARN A 1\n\t\t\tGoto ReadyRight\n\t\tReloadStartRight:\n\t\t\tTNT1 A 1\n\t\t\tSARN A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto ReadyRight\n\t\t\tSARN A 0 A_JumpIfInventory(\"SSGStep\", 1, \"Reload0Right\")\n\t\t\t//SARN GHIJKLMN 1\n\t\t\tSARN ABDEFGHJKLMNOPQ 1\n\t\t\tTNT1 A 0 A_PlaySound(\"doublebarrel/open\", CHAN_WEAPON)\n\t\tReloadStartLoopRight:\n\t\t\tTNT1 E 0 A_JumpIfInventory(\"SSGSpent\", 1, 1)\n\t\t\tGoto ReloadStartLoopEndRight\n\t\t\tTNT1 E 0 A_SpawnItemEx(\"ShellCasing\", 14, 8, 32, frandom(0, 3), frandom(-2, 5), frandom(4, 12), 0, 128)\n\t\t\tTNT1 E 0 A_TakeInventory(\"SSGSpent\", 1)\n\t\t\tGoto ReloadStartLoopRight\n\t\tReloadStartLoopEndRight:\n\t\t\tSSGR E 0 A_GiveInventory(\"SSGStep\", 1)\n\t\t\tGoto ReadyRight\n\t\tReload0Right:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SSGClip\", 10, \"ReadyRight\")\n\t\t\tTNT1 A 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SSGClip\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"FartShell\", 1)\n\t\t\tTNT1 A 5\n\t\t\t//TNT1 A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"Reload0RightHeld\")\n\t\t\tgoto ReadyRight\n\t\t/*Reload0RightHeld:\n\t\t\tTNT1 A 1\n\t\t\tSARN A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"Reload0RightHeld\")\n\t\t\tgoto ReadyRight*/\n\t\tReloadEndRight:\n\t\t\tSSGR W 0 A_PlaySound(\"doublebarrel/close\", CHAN_WEAPON)\n\t\t\tSSGR W 0 A_TakeInventory(\"SSGStep\", 1)\n\t\t\t//SSGR WXYZ 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSARN RSTUVWXY 1\n\t\t\t//SARN NMLKJIHGA 1\n\t\t\tGoto ReadyRight\n\t}\n}\n\nactor SuperFartgun : Fartygun\n{\n\tTag \"Super Shartgun\"\n\t+NOAUTOFIRE\n\tObituary \"%o was shat on by %k's super shartgun.\"\n\tInventory.PickupMessage \"This Super Shartgun is rightfully yours.\"\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoType \"FartShell\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoUse2 0\n\tScale 0.3\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSAWP A -1\n\t\t\tstop\n\t\tSelect:\n\t\t\tDBSG A 0 A_Raise\n\t\t\tDBSG A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tDBSG A 0 A_TakeInventory(\"SSGStep\", 1)\n\t\t\tDBSG A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tDBSG A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDBSG A 0 A_TakeInventory(\"WeaponLeftFire\", 1)\n\t\t\tDBSG A 0 A_JumpIfInventory(\"SSGStep\", 1, \"ReadyEmpty\")\n\t\t\tDBSG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReadyEmpty:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SSGClip\", 6, \"Ready6\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SSGClip\", 5, \"Ready5\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SSGClip\", 4, \"Ready4\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SSGClip\", 3, \"Ready3\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SSGClip\", 2, \"Ready2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"SSGClip\", 1, \"Ready1\")\n\t\t\tDBSG V 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady6:\n\t\t\tDBS2 M 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady5:\n\t\t\tDBS2 L 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady4:\n\t\t\tDBSG Z 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady3:\n\t\t\tDBSG Y 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady2:\n\t\t\tDBSG X 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady1:\n\t\t\tDBSG W 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGStep\", 1, \"ReloadStart\")\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip\", 1, 2)\n\t\t\tSAWN A 0 A_PlaySound(\"ssg/empty\", CHAN_WEAPON)\n\t\t\tGoto Ready\n\t\t\tSAWN A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tSAWN A 0 A_PlaySound(\"doublebarrel/fire\", CHAN_WEAPON)\n\t\t\tSAWN A 0 A_ZoomFactor(0.7, ZOOM_INSTANT)\n\t\t\tSAWN A 0 Radius_Quake(7, 6, 0, 1, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 5, 32, 0, 0, 0, 0, 128)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 5, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tSAWN AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 0, 5, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\t\tSAWN A 0 A_GunFlash\n\t\tFireLoop:\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip\", 1, 1)\n\t\t\tGoto FireLoopEnd\n\t\t\tSAWN A 0 A_GiveInventory(\"SSGSpent\", 1)\n\t\t\tSAWN A 0 A_ChangeVelocity(cos(pitch)*-5, 0, sin(pitch)*3, CVF_RELATIVE)\n\t\t\tSAWN A 0 A_TakeInventory(\"SSGClip\", 1)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerSSGTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 5, 0)/65536.01, 0, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 5, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 5, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 5, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 5, 1, 1)/65536.01, 10, 5, \"SSGPuff\")\n\t\t\t/*SAWN A 0 A_FireBullets(11.2, 7.1, 10, 5, \"SSGPuff\")\n\t\t\tPISL BBBBB 0 A_FireCustomMissile(\"PlayerTracer\", frandom(-11.2, 11.2),\n\t\t\t\t0, 8, 0, 4, frandom(-7.1, 7.1))*/\n\t\t\tGoto FireLoop\n\t\tFireLoopEnd:\n\t\t\tSARN A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 5)\n\t\t\t//SAWN A 6 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tDBSG BGH 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWN B 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tSAWN B 0 bright A_ZoomFactor(1)\n\t\t\tDBSG FFEEDC 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tGoto Ready\n\t\tReload:\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"SSGClip\", 1, 2)\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"SSGStep\", 1, 1)\n\t\t\tGoto ReloadStart\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"SSGStep\", 1, \"ReloadEnd\")\n\t\t\tGoto Ready\n\t\tReloadStart:\n\t\t\tSARN A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto Ready\n\t\t\tSARN A 0 A_JumpIfInventory(\"SSGStep\", 1, \"Reload0\")\n\t\t\t//SAWN VUEFFFFGH 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDBSG CIJKLMNOPQR 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tSAWN H 0 A_PlaySound(\"doublebarrel/open\", CHAN_WEAPON)\n\t\t\tSAWN H 0 A_Jump(205, 2)\n\t\t\tSAWN H 0 A_PlaySound(\"player/punch\", CHAN_BODY)\n\t\t\tTNT1 A 0\n\t\t\t//SAWN IJK 1 A_WeaponReady(WRF_NOFIRE )\n\t\tReloadStartLoop:\n\t\t\tSSGR E 0 A_JumpIfInventory(\"SSGSpent\", 1, 1)\n\t\t\tGoto ReloadStartLoopEnd\n\t\t\t//SSGR E 0 A_SpawnItemEx(\"ShellCasing\", 18, 0, 32, frandom(0,3), frandom(-12,-4), frandom(4,12))\n\t\t\tSSGR E 0 A_SpawnItemEx(\"SSGShellCasing\", 14, 5, 32, frandom(0, 12), frandom(-10, 15), frandom(4, 30), 0, 128)\n\t\t\tSSGR E 0 A_TakeInventory(\"SSGSpent\", 1)\n\t\t\tGoto ReloadStartLoop\n\t\tReloadStartLoopEnd:\n\t\t\tSSGR E 0 A_GiveInventory(\"SSGStep\", 1)\n\t\t\tDBSG STUV 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tGoto Ready\n\t\tReload0:\n\t\t\tSSGR V 0 A_JumpIfInventory(\"SSGClip\", 10, \"Ready\")\n\t\t\tSSGR V 0 A_GiveInventory(\"SSGClip\", 1)\n\t\t\tSSGR V 0 A_TakeInventory(\"FartShell\", 1)\n\t\t\tSSGR A 0 A_JumpIfInventory(\"SSGClip\", 7, \"Reload6\")\n\t\t\tSSGR A 0 A_JumpIfInventory(\"SSGClip\", 6, \"Reload5\")\n\t\t\tSSGR A 0 A_JumpIfInventory(\"SSGClip\", 5, \"Reload4\")\n\t\t\tSSGR A 0 A_JumpIfInventory(\"SSGClip\", 4, \"Reload3\")\n\t\t\tSSGR A 0 A_JumpIfInventory(\"SSGClip\", 3, \"Reload2\")\n\t\t\tSSGR A 0 A_JumpIfInventory(\"SSGClip\", 2, \"Reload1\")\n\t\t\tDBS2 NOPQ 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDBSR A 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tSSGR V 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tDBSR BCDEFGH 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tGoto Ready\n\t\tReload1:\n\t\t\tDBSR HGJKL 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tSSGR V 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tDBSR MNOPQRS 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tGoto Ready\n\t\tReload2:\n\t\t\tDBSR STUVWXY 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDBS3 B 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tDBSR Z 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tDBS3 ABCDEF 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tgoto Ready\n\t\tReload3:\n\t\t\tDBS3 GHIJKLM 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDBS3 B 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tDBSR Z 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tDBS3 AOPQRS 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tgoto Ready\n\t\tReload4:\n\t\t\tDBS3 TUWVXYZ 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDBS3 B 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tDBSR Z 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tDBS3 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tDBS4 ABCDE 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tgoto Ready\n\t\tReload5:\n\t\t\tDBS4 FGHIJKL 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDBS4 B 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tDBSR Z 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tDBS3 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tDBS4 MNOPQ 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tgoto Ready\n\t\tReload6:\n\t\t\tDBS4 RSTUVW 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDBS4 B 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tDBSR Z 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tDBS3 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tDBS4 MNOPQ 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tgoto Ready\n\t\tReloadEnd:\n\t\t\t//SSGR W 0 A_PlaySound(\"doublebarrel/close\", CHAN_WEAPON)\n\t\t\tSSGR W 0 A_TakeInventory(\"SSGStep\", 1)\n\t\t\t//DBS2 EFGHI 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDBS2 ABCDE 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tDBS2 I 0 A_PlaySound(\"doublebarrel/close\", CHAN_WEAPON)\n\t\t\tDBS2 FGHIJK 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\t//DBS2 JKLMNO 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\t//SSGR WXYZ 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\t//SAWN RSTFFFFEUV 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGoto Ready\n\t}\n}\n\n/*actor SuperFartgun: FartyGun\n{\n\tTag \"Super Shartgun\"\n\t+NOAUTOFIRE\n\tObituary \"%o was shat on by %k's super shartgun.\"\n\tInventory.PickupMessage \"This Super Shartgun is rightfully yours.\"\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoType \"FartShell\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoUse2 0\n\tScale 0.3\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSAWP A -1\n\t\t\tStop\n\t\tSelect:\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGStep\", 1, 1)\n\t\t\tGoto ActualSelect\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip\", 1, 1)\n\t\t\tGoto ActualSelect\n\t\t\tTNT1 AAAAAAAAAAAAAAA 0 A_Raise\n\t\t\tSAWN Q 0 A_PlaySound(\"weapons/sshotc\", CHAN_WEAPON)\n\t\t\tSAWN Q 0 A_TakeInventory(\"SSGStep\", 2)\n\t\t\tSAWN RSTUFFFEDC 1\n\t\tActualSelect:\n\t\t\tSAWN A 0 A_Raise\n\t\t\tSAWN A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tSAWN A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tSAWN A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tSAWN A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGStep\", 1, \"ReadyEmpty\")\n\t\t\tSAWN A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReadyEmpty:\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip\", 5, \"Ready5\")\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip\", 4, \"Ready4\")\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip\", 3, \"Ready3\")\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip\", 2, \"Ready2\")\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip\", 1, \"Ready1\")\n\t\t\tSAWN K 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady1:\n\t\t\tSAWN L 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady2:\n\t\t\tSAWN M 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady3:\n\t\t\tSAWN N 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady4:\n\t\t\tSAWN O 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tReady5:\n\t\t\tSAWN P 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGStep\", 1, \"ReloadStart\")\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip\", 1, 2)\n\t\t\tSAWN A 0 A_PlaySound(\"ssg/empty\", CHAN_WEAPON)\n\t\t\tGoto Ready\n\t\t\tSAWN A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tSAWN A 0 A_PlaySound(\"doublebarrel/fire\", CHAN_WEAPON)\n\t\t\tSAWN A 0 A_ZoomFactor(0.7, ZOOM_INSTANT)\n\t\t\tSAWN A 0 Radius_Quake(7, 6, 0, 1, 0)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 5, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5))\n\t\t\tSAWN AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 0, 5, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2))\n\t\t\tSAWN A 0 A_GunFlash\n\t\tFireLoop:\n\t\t\tSAWN A 0 A_JumpIfInventory(\"SSGClip\", 1, 1)\n\t\t\tGoto FireLoopEnd\n\t\t\tSAWN A 0 A_GiveInventory(\"SSGSpent\", 1)\n\t\t\tSAWN A 0 A_ChangeVelocity(cos(pitch)*-5, 0, sin(pitch)*3, CVF_RELATIVE)\n\t\t\tSAWN A 0 A_TakeInventory(\"SSGClip\", 1)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerSSGTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 5, 0)/65536.01, 0, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 5, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 5, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\t//PISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 5, 0)/65536.01, ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 5, 1, 1)/65536.01, 10, 5, \"SSGPuff\")\n\t\t\t/*SAWN A 0 A_FireBullets(11.2, 7.1, 10, 5, \"SSGPuff\")\n\t\t\tPISL BBBBB 0 A_FireCustomMissile(\"PlayerTracer\", frandom(-11.2, 11.2),\n\t\t\t\t0, 8, 0, 4, frandom(-7.1, 7.1))*/\n\t\t\t/*Goto FireLoop\n\t\tFireLoopEnd:\n\t\t\tSARN A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 5)\n\t\t\t//SAWN A 6 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\t\tSAWN BCD 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWN B 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tSAWN B 0 bright A_ZoomFactor(1)\n\t\t\tSAWN FFEEUV 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGoto Ready\n\t\tReloadStart:\n\t\t\tSARN A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto Ready\n\t\t\tSARN A 0 A_JumpIfInventory(\"SSGStep\", 1, \"Reload0\")\n\t\t\tSAWN VUEFFFFGH 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWN H 0 A_PlaySound(\"doublebarrel/open\", CHAN_WEAPON)\n\t\t\tSAWN IJK 1 A_WeaponReady(WRF_NOFIRE )\n\t\tReloadStartLoop:\n\t\t\tSSGR E 0 A_JumpIfInventory(\"SSGSpent\", 1, 1)\n\t\t\tGoto ReloadStartLoopEnd\n\t\t\t//SSGR E 0 A_SpawnItemEx(\"ShellCasing\", 18, 0, 32, frandom(0,3), frandom(-12,-4), frandom(4,12))\n\t\t\tSSGR E 0 A_SpawnItemEx(\"ShellCasing\", 14, 5, 32, frandom(0, 3), frandom(-2, 5), frandom(4, 12))\n\t\t\tSSGR E 0 A_TakeInventory(\"SSGSpent\", 1)\n\t\t\tGoto ReloadStartLoop\n\t\tReloadStartLoopEnd:\n\t\t\tSSGR E 0 A_GiveInventory(\"SSGStep\", 1)\n\t\tGoto Ready\n\t\tReload0:\n\t\t\tSSGR V 0 A_JumpIfInventory(\"SSGClip\", 10, \"Ready\")\n\t\t\tSSGR V 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tSSGR V 0 A_GiveInventory(\"SSGClip\", 1)\n\t\t\tSSGR V 0 A_TakeInventory(\"FartShell\", 1)\n\t\t\tSSGR A 0 A_JumpIfInventory(\"SSGClip\", 1, \"Reload1\")\n\t\t\tSAWR ABC 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR DEF 1 A_WeaponReady\n\t\t\t//SSGR OQS 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tGoto Ready\n\t\tReload1:\n\t\t\tSSGB A 0 A_JumpIfInventory(\"SSGClip\", 2, \"Reload2\")\n\t\t\t//SSGA ABC 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR HIC 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR DEJ 1 A_WeaponReady\n\t\t\tGoto Ready\n\t\tReload2:\n\t\t\tSSGB A 0 A_JumpIfInventory(\"SSGClip\", 3, \"Reload3\")\n\t\t\t//SSGB ABC 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR KLC 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR DEM 1 A_WeaponReady\n\t\t\tGoto Ready\n\t\tReload3:\n\t\t\tSSGB A 0 A_JumpIfInventory(\"SSGClip\", 4, \"Reload4\")\n\t\t\t//SSGC ABC 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR NOC 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR DEP 1 A_WeaponReady\n\t\t\tGoto Ready\n\t\tReload4:\n\t\t\tSSGB A 0 A_JumpIfInventory(\"SSGClip\", 5, \"Reload5\")\n\t\t\t//SSGD ABC 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR QRC 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR DES 1 A_WeaponReady\n\t\t\tGoto Ready\n\t\tReload5:\n\t\t\t//SSGF ABC 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR TUC 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWR DEV 1 A_WeaponReady\n\t\t\tGoto Ready\n\t\tReloadEnd:\n\t\t\tSSGR W 0 A_PlaySound(\"doublebarrel/close\", CHAN_WEAPON)\n\t\t\tSSGR W 0 A_TakeInventory(\"SSGStep\", 1)\n\t\t\t//SSGR WXYZ 2 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWN RSTFFFFEUV 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tSAWN A 6 A_WeaponReady\n\t\t\tGoto Ready\n\t\tReload:\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"SSGClip\", 1, 2)\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"SSGStep\", 1, 1)\n\t\t\tGoto ReloadStart\n\t\t\tSHT2 A 0 A_JumpIfInventory(\"SSGStep\", 1, \"ReloadEnd\")\n\t\t\tGoto Ready\n\t\tFlash:\n\t\t\tTNT1 A 1 Bright A_Light2\n\t\t\tTNT1 A 1 Bright A_Light1\n\t\t\tgoto LightDone\n\t}\n}*/"
      },
      {
        "source": "pk3",
        "name": "Decorate/Weapons/Dinner.txt",
        "contents": "actor Dinner\n{\n\tRadius 13\n\tHeight 8\n\tSpeed 30\n\tDamage 10\n\tProjectile\n\tScale 0.06\n\tobituary \"%o ate %k's burgers\"\n\tDamageType \"Dinner\"\n\t+BLOODLESSIMPACT\n\t+HITTRACER\n\t+EXTREMEDEATH\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDINN A 1\n\t\t\tloop\n\t\tDeath:\n\t\t\tDINN A 0\n\t\t\tDINN AAAAA 0 A_SpawnItemEx(\"Flyingblood\",0,0,10,frandom(-7.5, 7.5),frandom(-7.5, 7.5), frandom(3, 10),0,129, 64)\n\t\t\tDINN A 0 A_SpawnItemEx(\"DinnerKetchup\", 0, 0, 10, 0, 0, 0)\n\t\t\tDINN A 0 A_SpawnItemEx(\"DinnerBunTop\", 0, 0, 10, frandom(-10, 10), frandom(-10, 10), frandom(4, 12))\n\t\t\tDINN A 0 A_SpawnItemEx(\"DinnerBunBottom\", 0, 0, 10, frandom(-10, 10), frandom(-10, 10), frandom(4, 12))\n\t\t\tDINN AAAA 0 A_SpawnItemEx(\"DinnerPickle\", 0, 0, 10, frandom(-10, 10), frandom(-10, 10), frandom(4, 12), 0, 0, 64)\n\t\t\tDINN AAA 0 A_SpawnItemEx(\"DinnerTomato\", 0, 0, 10, frandom(-10, 10), frandom(-10, 10), frandom(4, 12), 0, 0, 64)\n\t\t\tDINN AAA 0 A_SpawnItemEx(\"DinnerOnion\", 0, 0, 10, frandom(-10, 10), frandom(-10, 10), frandom(4, 12), 0, 0, 64)\n\t\t\tDINN A 0 A_SpawnItemEx(\"DinnerPatty\", 0, 0, 10, frandom(-10, 10), frandom(-10, 10), frandom(4, 12))\n\t\t\tStop\n\t\tXDeath:\n\t\tCrash:\n\t\t\tTNT1 A 0\n\t\t\tDINN A 0 A_SpawnItemEx(\"DinnerKetchup\", 0, 0, 10, 0, 0, 0)\n\t\t\tTNT1 A 0 A_PlaySound(\"random/gulp\")\n\t\t\tTNT1 A 0 ACS_NamedExecute(\"DinnerProjectileDeath\")\n\t\t\t//TNT1 A 0 ACS_NamedExecute(\"HitMarker\")\n\t\t\tTNT1 A 10\n\t\t\tstop\n\t}\n}\n\nactor DinnerParticle\n{\n\t-SOLID\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\t+NOTELEPORT\n\t+CORPSE\n\tRadius 8\n\tHeight 8\n\tGravity 0.8\n\tBounceType Doom\n\tBounceCount 2\n\tBounceFactor 0.2\n}\n\nactor DinnerKetchup\n{\n\t+NOGRAVITY\n\t-SOLID\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\tscale 0.6\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tKETC ABCDEF 2\n\t\t\tStop\n\t}\n}\n\nactor DinnerBunTop : DinnerParticle\n{\n\tScale 0.04\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDINN F 2 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,0)\n\t\t\tloop\n\t\tCrash:\n\t\t\tDINN F 350\n\t\t\tStop\n\t}\n}\n\nactor DinnerBunBottom : DinnerParticle\n{\n\tScale 0.04\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDINN G 2 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,0)\n\t\t\tloop\n\t\tCrash:\n\t\t\tDINN G 350\n\t\t\tStop\n\t}\n}\n\nactor DinnerPickle : DinnerParticle\n{\n\tScale 0.03\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDINN B 2 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,0)\n\t\t\tloop\n\t\tCrash:\n\t\t\tDINN B 350\n\t\t\tStop\n\t}\n}\n\nactor DinnerTomato : DinnerParticle\n{\n\tScale 0.04\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDINN C 2 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,0)\n\t\t\tloop\n\t\tCrash:\n\t\t\tDINN C 350\n\t\t\tStop\n\t}\n}\n\nactor DinnerOnion : DinnerParticle\n{\n\tScale 0.025\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDINN D 2 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,0)\n\t\t\tloop\n\t\tCrash:\n\t\t\tDINN D 350\n\t\t\tStop\n\t}\n}\n\nactor DinnerPatty : DinnerParticle\n{\n\tScale 0.04\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDINN E 2 A_SpawnItemEx(\"Flyingbloodtrail\",0,0,0,0,0,0,0,129,0)\n\t\t\tLoop\n\t\tCrash:\n\t\t\tDINN E 350\n\t\t\tStop\n\t}\n}\n\nactor DinnerBlasterCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor DinnerBlasterDouble : Fartygun\n{\n\ttag \"Double Dinner Blaster\"\n\tScale 0.4\n\tWeapon.AmmoType \"DinnerAmmo\"\n\tWeapon.AmmoGive 5\n\tWeapon.AmmoUse 1\n\tInventory.PickupMessage \"Destroy Link\"\n\tInventory.PickupSound \"dinnerblaster/pickup\"\n\tobituary \"MUHA. MUHA HA HA HA.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDINP A -1\n\t\t\tstop\n\t\tSelect:\n\t\t\tDINB A 0\n\t\t\tDINB A 0 A_PlaySound(\"dinnerblaster\")\n\t\tSelectLoop:\n\t\t\tDINB A 0 A_GunFlash(\"StopRight\")\n\t\t\tDINB A 0 A_Raise\n\t\t\tDINB H 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tDINB A 0 A_GunFlash(\"StopRight\")\n\t\t\tDINB A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDINB A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\t//DINB A 0 A_GunFlash(\"StopRight\")\n\t\t\tDINB A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\t\tDINB A 0 A_Lower\n\t\t\tLoop\n\t\tReady:\n\t\t\tTNT1 A 0\n\t\t\tDINB A 0 A_GunFlash(\"ReadyRight\")\n\t\tActualReady:\n\t\t\tDINB A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDINB H 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\t\tloop\n\t\tFire:\n\t\t\tDINB A 0\n\t\t\tDINB A 0 A_PlaySound(\"dinnerblaster/shootstart\")\n\t\t\tDINB H 5 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDINB A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDINB A 0 A_ReFire\n\t\tGoto ActualReady\n\t\tHold:\n\t\t\tDINB A 0 A_Quake(4, 4, 0, 1)\n\t\t\tDINB A 0 A_PlaySoundEx(\"dinnerblaster/shootloop\", \"SoundSlot5\", 1)\n\t\t\tRIOT A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 38)\n\t\t\tPISL B 0 A_FireCustomMissile(\"Dinner\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 38, 0, 0)/65536.01, 1, -13, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 38, 1, 1)/65536.01)\n\t\t\t//DINB A 0 A_FireCustomMissile(\"Dinner\", 0, 1, 8)\n\t\t\tDINB A 0 A_PlaySoundEx(\"dinnerblaster/shoot\", \"Weapon\")\n\t\t\tDINB IJKL 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tDINB MN 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDINB A 0 A_ReFire\n\t\t\tDINB A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\t\tDINB H 4 A_WeaponReady\n\t\tGoto ActualReady\n\n\t\tStopRight:\n\t\t\tDINB A 1\n\t\t\tloop\n\t\tReadyRight:\n\t\t\tDINB A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tDINB A 1\n\t\t\tDINB A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"FireRight\")\n\t\t\tloop\n\n\t\tFireRight:\n\t\t\tDINB A 0 A_JumpIfInventory(\"DinnerAmmo\", 1, 2)\n\t\t\tDINB A 1\n\t\t\tgoto ReadyRight\n\t\t\tDINB A 0 A_PlaySound(\"dinnerblaster/shootstart\")\n\t\t\tDINB A 5\n\t\t\tDINB A 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tDINB A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"HoldRight\")\n\t\tGoto ReadyRight\n\t\tHoldRight:\n\t\t\tDINB A 0 A_Quake(4, 4, 0, 1)\n\t\t\tDINB A 0 A_PlaySoundEx(\"dinnerblaster/shootloop\", \"SoundSlot5\", 1)\n\t\t\tRIOT A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 38)\n\t\t\tPISL B 0 A_FireCustomMissile(\"Dinner\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 38, 0, 0)/65536.01, 1, 13, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 38, 1, 1)/65536.01)\n\t\t\t//DINB A 0 A_FireCustomMissile(\"Dinner\", 0, 1, 8)\n\t\t\tDINB A 0 A_PlaySoundEx(\"dinnerblaster/shoot\", \"Weapon\")\n\t\t\tDINB BCDE 1 bright\n\t\t\tDINB FG 1\n\t\t\tDINB A 0 A_JumpIfInventory(\"WeaponRightFire\", 1, \"HoldRight\")\n\t\t\tDINB A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\t\tDINB A 4\n\t\tGoto ReadyRight\n\t}\n}\n\nactor DinnerBlaster : FartyGun\n{\n\tTag \"Dinner Blaster\"\n\tScale 0.4\n\tWeapon.AmmoType \"DinnerAmmo\"\n\tWeapon.AmmoGive 5\n\tWeapon.AmmoUse 1\n\tInventory.PickupMessage \"Destroy Link\"\n\tInventory.PickupSound \"dinnerblaster/pickup\"\n\tobituary \"MUHA. MUHA HA HA HA.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDINP A -1\n\t\t\tStop\n\t\tSelect:\n\t\t\tDINB A 0\n\t\t\tDINB A 0 A_PlaySound(\"dinnerblaster\")\n\t\tSelectLoop:\n\t\t\tDINB A 0 A_Raise\n\t\t\tDINB A 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tDINB A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\t\tDINB A 0 A_Lower\n\t\t\tLoop\n\t\tReady:\n\t\t\tDINB A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDINB A 1 A_WeaponReady\n\t\t\tloop\n\t\tFire:\n\t\t\tDINB A 0\n\t\t\tDINB A 0 A_PlaySound(\"dinnerblaster/shootstart\")\n\t\t\tDINB A 5 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDINB A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tDINB A 0 A_ReFire\n\t\tGoto Ready\n\t\tHold:\n\t\t\tDINB A 0 A_Quake(4, 4, 0, 1)\n\t\t\tDINB A 0 A_PlaySoundEx(\"dinnerblaster/shootloop\", \"SoundSlot5\", 1)\n\t\t\tRIOT A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 16)\n\t\t\tPISL B 0 A_FireCustomMissile(\"Dinner\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 16, 0, 0)/65536.01, 1, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 16, 1, 1)/65536.01)\n\t\t\t//DINB A 0 A_FireCustomMissile(\"Dinner\", 0, 1, 8)\n\t\t\tDINB A 0 A_PlaySoundEx(\"dinnerblaster/shoot\", \"Weapon\")\n\t\t\tDINB BCDE 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tDINB FG 1 A_WeaponReady(WRF_NOFIRE )\n\t\t\tDINB A 0 A_ReFire\n\t\t\tDINB A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\t\tDINB A 4 A_WeaponReady\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate/Weapons/Liberator.txt",
        "contents": "actor LiberatorSpent : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 50\n}\n\nactor LiberatorReloading : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor LiberatorSpent2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 50\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 50\n}\n\nactor LiberatorReloading2 : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 1\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 1\n}\n\nactor LiberatorCount : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 2\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 2\n}\n\nactor LiberatorDouble : FartyGun\n{\n\tTag \"Braperator\"\n\t+NOAUTOFIRE\n\tObituary \"%k double braperated %o\"\n\tInventory.PickupMessage \"Fuck-chester Braperator - Four barrels of fuck\"\n\tWeapon.SelectionOrder 500\n\tWeapon.AmmoType \"FartShell\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoUse2 0\n\tWeapon.BobRangeX 0.65 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2.25 // default: 3\n\tScale 0.6\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tLIBP A -1\n\t\t\tstop\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_TakeInventory(\"WeaponLeftFire\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"WeaponRightFire\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"LiberatorReloading\", 1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"LiberatorReloading2\", 1)\n\t\t\tTNT1 A 0 A_GunFlash(\"RightStop\")\n\t\t\tTNT1 A 0 A_Lower\n\t\t\tloop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_GunFlash(\"RightStop\")\n\t\t\tLIBS A 0 A_Raise\n\t\t\tLIBS A 1 A_Raise\n\t\t\tloop\n\t\tReady:\n\t\t\tTNT1 A 0 A_Gunflash(\"Rightready\")\n\t\tActualReady:\n\t\t\tLIBS A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tLIBS A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tREMG A 0 A_JumpIfInventory(\"LiberatorReloading2\", 1, \"ReloadEndFire\")\n\t\t\tREMG A 0 A_JumpIfInventory(\"LiberatorClip2\", 1, 1)\n\t\t\tgoto Reload\n\t\t\tREMG A 0 A_GiveInventory(\"LiberatorSpent2\", 1)\n\t\t\tREMG A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tREMG A 0 A_TakeInventory(\"LiberatorClip2\", 1)\n\t\t\tREMG A 0 Radius_Quake(6, 8, 0, 1, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, -8, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 41, 0)/65536.01, 0, -8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 41, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 41, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\tREMG A 0 A_PlaySound(\"liberator/shoot1\", CHAN_WEAPON)\n\t\t\tREMG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 41)\n\t\t\t//REMG A 0 A_SpawnItemEx(\"ShellCasing\", 18, 25, 32, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 0, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tREMG AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, 0, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\t\tREMG A 0 A_ZoomFactor(0.85, ZOOM_INSTANT)\n\t\t\tREMG B 0 bright\n\t\t\tLIBS B 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tREMG A 0 A_ZoomFactor(1)\n\t\t\tLIBS C 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tLIBS C 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tLIBS DE 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBS F 1 A_WeaponReady\n\t\t\tgoto ActualReady\n\t\tReload:\n\t\t\tSHTG A 0 A_JumpIfInventory(\"LiberatorClip2\", 0, \"ReloadAltFire\")\n\t\t\tSHTG A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto Ready\n\t\t\tLIBP A 0 A_GiveInventory(\"LiberatorReloading2\", 1)\n\t\t\tLIBS LMNNOOPP 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBE R 0 A_PlaySound(\"doublebarrel/open\")\n\t\t\tLIBS QRS 1 A_WeaponReady(WRF_NOFIRE)\n\t\tReloadSpentLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LiberatorSpent2\", 1, 1)\n\t\t\tgoto ReloadSpentLoopEnd\n\t\t\tTNT1 A 0 A_TakeInventory(\"LiberatorSpent2\", 1)\n\t\t\tLIBP Z 0 A_SpawnItemEx(\"ShellCasing\", 18, -8, 32, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tloop\n\t\tReloadSpentLoopEnd:\n\t\t\tTNT1 A 4 A_WeaponReady(WRF_NOFIRE)\n\t\tReloadLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tgoto ReloadEnd\n\t\t\tTNT1 A 6 A_WeaponReady\n\t\t\tTNT1 A 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_TakeInventory(\"Fartshell\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"LiberatorClip2\", 1)\n\t\t\tTNT1 A 6 A_WeaponReady\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LiberatorClip2\", 0, \"ReloadEnd\")\n\t\t\tloop\n\t\tReloadEnd:\n\t\t\tTNT1 A 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBS S 0 A_TakeInventorY(\"LiberatorReloading2\", 1)\n\t\t\tLIBS S 0 A_PlaySound(\"doublebarrel/close\")\n\t\t\tLIBS SRQPONML 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ActualReady\n\t\tReloadEndFire:\n\t\t\tLIBS S 0 A_TakeInventorY(\"LiberatorReloading2\", 1)\n\t\t\tLIBS S 0 A_PlaySound(\"doublebarrel/close\")\n\t\t\tLIBS SRQPONML 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto Fire\n\t\tReloadAltFire:\n\t\t\tREMG A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tREMG A 0 A_PlaySound(\"liberator/shoot2\", CHAN_WEAPON)\n\t\t\tREMG A 0 Radius_Quake(8, 10, 0, 1, 0)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, -6, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tREMG AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, -6, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\tReloadAltFireLoop:\n\t\t\tPISL A 0 A_TakeInventory(\"LiberatorClip2\", 1)\n\t\t\tPISL A 0 A_GiveInventory(\"LiberatorSpent2\", 1)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 41, 0)/65536.01, 0, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 41, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 41, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\tREMG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 41)\n\t\t\tREMG A 0 A_JumpIfInventory(\"LiberatorClip2\", 1, \"ReloadAltFireLoop\")\n\t\t\tgoto ReloadAltFireEnd\n\t\tReloadAltFireEnd:\n\t\t\tLIBE G 0 A_ZoomFactor(0.6, ZOOM_INSTANT)\n\t\t\tLIBS B 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBL G 0 A_ZoomFactor(1)\n\t\t\tLIBS G 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBL I 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tLIBS HHIJK 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBS A 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBE G 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tgoto Reload\n\n\t\tRightStop:\n\t\t\tLIBL A 1\n\t\t\tloop\n\t\tRightReady:\n\t\t\tLIBL A 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tLIBL A 1 A_JumpIf(ACS_NamedExecuteWithResult(\"RightCanSemiAutoFire\") == 1, \"RightFire\")\n\t\t\tLIBL A 0 A_JumpIfInventory(\"WeaponReload\", 1, \"RightReload\")\n\t\t\tloop\n\t\tRightFire:\n\t\t\tREMG A 0 A_JumpIfInventory(\"LiberatorClip\", 1, 1)\n\t\t\tgoto RightReload\n\t\t\tREMG A 0 A_GiveInventory(\"LiberatorSpent\", 1)\n\t\t\tREMG A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tREMG A 0 A_TakeInventory(\"LiberatorClip\", 1)\n\t\t\tREMG A 0 Radius_Quake(6, 8, 0, 1, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 8, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 41, 0)/65536.01, 0, 8, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 41, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 41, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\tREMG A 0 A_PlaySound(\"liberator/shoot1\", CHAN_WEAPON)\n\t\t\tREMG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 41)\n\t\t\t//REMG A 0 A_SpawnItemEx(\"ShellCasing\", 18, 25, 32, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 0, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tREMG AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, 0, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\t\tREMG A 0 A_ZoomFactor(0.85, ZOOM_INSTANT)\n\t\t\tREMG B 0 bright\n\t\t\tLIBL B 1 bright\n\t\t\tREMG A 0 A_ZoomFactor(1)\n\t\t\tLIBL C 1 bright\n\t\t\tLIBL C 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tLIBL DE 1\n\t\t\tLIBL F 1 A_JumpIf(ACS_NamedExecuteWithResult(\"RightCanSemiAutoFire\") == 1, \"RightFire\")\n\t\t\tgoto RightReady\n\t\tRightReload:\n\t\t\tSHTG A 0 A_JumpIfInventory(\"LiberatorClip\", 0, \"RightReloadAltFire\")\n\t\t\tSHTG A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto Ready\n\t\t\tLIBP A 0 A_GiveInventory(\"LiberatorReloading\", 1)\n\t\t\tLIBL LMNNOOPP 1\n\t\t\tLIBE R 0 A_PlaySound(\"doublebarrel/open\")\n\t\t\tLIBL QRS 1\n\t\tRightReloadSpentLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LiberatorSpent\", 1, 1)\n\t\t\tgoto RightReloadSpentLoopEnd\n\t\t\tTNT1 A 0 A_TakeInventory(\"LiberatorSpent\", 1)\n\t\t\tLIBP Z 0 A_SpawnItemEx(\"ShellCasing\", 18, 8, 32, frandom(-3,0), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tloop\n\t\tRightReloadSpentLoopEnd:\n\t\t\tTNT1 A 4\n\t\tRightReloadLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tgoto RightReloadEnd\n\t\t\tTNT1 A 6 A_JumpIfInventory(\"WeaponRightFire\", 1, \"RightReloadEndFire\")\n\t\t\tTNT1 A 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_TakeInventory(\"Fartshell\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"LiberatorClip\", 1)\n\t\t\tTNT1 A 6 A_JumpIfInventory(\"WeaponRightFire\", 1, \"RightReloadEndFire\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LiberatorClip\", 0, \"RightReloadEnd\")\n\t\t\tloop\n\t\tRightReloadEnd:\n\t\t\tTNT1 A 4\n\t\t\tLIBL S 0 A_TakeInventorY(\"LiberatorReloading\", 1)\n\t\t\tLIBL S 0 A_PlaySound(\"doublebarrel/close\")\n\t\t\tLIBL SRQPONML 1\n\t\t\tgoto RightReady\n\t\tRightReloadEndFire:\n\t\t\tLIBL S 0 A_TakeInventorY(\"LiberatorReloading\", 1)\n\t\t\tLIBL S 0 A_PlaySound(\"doublebarrel/close\")\n\t\t\tLIBL SRQPONML 1\n\t\t\tgoto RightFire\n\t\tRightReloadAltFire:\n\t\t\tREMG A 0 A_GiveInventory(\"WeaponRightFiring\", 1)\n\t\t\tREMG A 0 A_PlaySound(\"liberator/shoot2\", CHAN_WEAPON)\n\t\t\tREMG A 0 Radius_Quake(8, 10, 0, 1, 0)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 6, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tREMG AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, 6, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\tRightReloadAltFireLoop:\n\t\t\tPISL A 0 A_TakeInventory(\"LiberatorClip\", 1)\n\t\t\tPISL A 0 A_GiveInventory(\"LiberatorSpent\", 1)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 41, 0)/65536.01, 0, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 41, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 41, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\tREMG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 41)\n\t\t\tREMG A 0 A_JumpIfInventory(\"LiberatorClip\", 1, \"RightReloadAltFireLoop\")\n\t\t\tgoto RightReloadAltFireEnd\n\t\tRightReloadAltFireEnd:\n\t\t\tLIBE G 0 A_ZoomFactor(0.6, ZOOM_INSTANT)\n\t\t\tLIBL B 1 bright\n\t\t\tLIBL G 0 A_ZoomFactor(1)\n\t\t\tLIBL G 1 bright\n\t\t\tLIBL I 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tLIBL HHIJK 1\n\t\t\tLIBL A 4\n\t\t\tLIBE G 0 A_TakeInventory(\"WeaponRightFiring\", 1)\n\t\t\tgoto RightReload\n\t}\n}\n\nActor Liberator : FartyGun\n{\n\tTag \"Braperator\"\n\t+NOAUTOFIRE\n\tObituary \"%k braperated %o\"\n\tInventory.PickupMessage \"Fuck-chester Braperator - Four barrels of fuck\"\n\tWeapon.SelectionOrder 500\n\tWeapon.AmmoType \"FartShell\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoUse2 0\n\tWeapon.BobRangeX 0.65 // default: 0.5\n\tWeapon.BobRangeY 0.3 // default: 0.3\n\tWeapon.BobSpeed 2.25 // default: 3\n\tScale 0.6\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tLIBP A -1\n\t\t\tstop\n\t\tSelect:\n\t\t\tLIBE A 0 A_Raise\n\t\t\tLIBP B 1 A_Raise\n\t\t\tloop\n\t\tDeselect:\n\t\t\tLIBE A 0 A_TakeInventory(\"LiberatorReloading\", 1)\n\t\t\tLIBE A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tLIBE A 0 A_Lower\n\t\t\tloop\n\t\tReady:\n\t\t\tLIBE A 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tLIBP B 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t\tloop\n\t\tFire:\n\t\t\tREMG A 0 A_JumpIfInventory(\"LiberatorReloading\", 1, \"ReloadEndFire\")\n\t\t\tREMG A 0 A_JumpIfInventory(\"LiberatorClip\", 1, 1)\n\t\t\tgoto Reload\n\t\t\tREMG A 0 A_GiveInventory(\"LiberatorSpent\", 1)\n\t\t\tREMG A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tREMG A 0 A_TakeInventory(\"LiberatorClip\", 1)\n\t\t\tREMG A 0 Radius_Quake(6, 8, 0, 1, 0)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"BigMuzzleFlash\", sin(pitch)*14, 0, 32, 0, 0, 0, 0, 128)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 40, 0)/65536.01, 0, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 40, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 40, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\tREMG A 0 A_PlaySound(\"liberator/shoot1\", CHAN_WEAPON)\n\t\t\tREMG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 40)\n\t\t\t//REMG A 0 A_SpawnItemEx(\"ShellCasing\", 18, 25, 32, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 0, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tREMG AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, 0, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\t\tREMG A 0 A_ZoomFactor(0.85, ZOOM_INSTANT)\n\t\t\tREMG B 0 bright\n\t\t\tLIBP C 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tREMG A 0 A_ZoomFactor(1)\n\t\t\tLIBP D 1 bright A_WeaponReady(WRF_NOFIRE )\n\t\t\tLIBP D 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tLIBP EF 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBP GH 1 A_WeaponReady\n\t\t\tgoto Ready\n\t\tAltFire:\n\t\t\tREMG A 0 A_JumpIfInventory(\"LiberatorReloading\", 1, \"ReloadEndAltFire\")\n\t\t\tREMG A 0 A_JumpIfInventory(\"LiberatorClip\", 2, 1)\n\t\t\tgoto Fire\n\t\t\tREMG A 0 A_GiveInventory(\"WeaponLeftFiring\", 1)\n\t\t\tREMG A 0 A_PlaySound(\"liberator/shoot2\", CHAN_WEAPON)\n\t\t\tREMG A 0 Radius_Quake(8, 10, 0, 1, 0)\n\t\t\tD3SL AAAAAAAA 0 A_SpawnItemEx(\"MediumMuzzleSmoke\", 12, 0, 32, frandom(0, 3), frandom(-0.5, 0.5), frandom(-0.5, 0.5), 0, 128)\n\t\t\tREMG AAAAAAAA 0 A_SpawnItemEx(\"ShotgunParticle\", 12, 0, 32, frandom(5, 10), frandom(-2, 2), frandom(-2, 2), 0, 128)\n\t\tAltFireLoop:\n\t\t\tPISL A 0 A_TakeInventory(\"LiberatorClip\", 1)\n\t\t\tPISL A 0 A_GiveInventory(\"LiberatorSpent\", 1)\n\t\t\tPISL BBBBBBBBBB 0 A_FireCustomMissile(\"PlayerBuckshotTracer\", ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 40, 0)/65536.01, 0, 0, 0, 4, ACS_NamedExecuteWithResult(\"NewWeaponSpreadTracer\", 40, 1)/65536.01)\n\t\t\tPISL B 0 A_FireBullets(ACS_NamedExecuteWithResult(\"NewWeaponSpread\", 40, 0, 1)/65536.01, 0, 0, 0, \"\", 0, 0)\n\t\t\tREMG A 0 ACS_NamedExecuteAlways(\"NewWeaponRecoil\", 0, 40)\n\t\t\tREMG A 0 A_JumpIfInventory(\"LiberatorClip\", 1, \"AltFireLoop\")\n\t\t\tgoto AltFireEnd\n\t\tAltFireEnd:\n\t\t\tLIBE G 0 A_ZoomFactor(0.6, ZOOM_INSTANT)\n\t\t\tLIBP C 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBE G 0 A_ZoomFactor(1)\n\t\t\tLIBP I 1 bright A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBP I 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tLIBP JJKLMBBB 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBE G 0 A_TakeInventory(\"WeaponLeftFiring\", 1)\n\t\t\tgoto Reload\n\t\tReload:\n\t\t\tSHTG A 0 A_JumpIfInventory(\"LiberatorClip\", 0, \"Ready\")\n\t\t\tSHTG A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tGoto Ready\n\t\t\tLIBP A 0 A_GiveInventory(\"LiberatorReloading\", 1)\n\t\t\tLIBP NOPQRSSS 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBE R 0 A_PlaySound(\"doublebarrel/open\")\n\t\t\tLIBP TUV 1 A_WeaponReady(WRF_NOFIRE)\n\t\tReloadSpentLoop:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LiberatorSpent\", 1, 1)\n\t\t\tgoto ReloadSpentEnd\n\t\t\tTNT1 A 0 A_TakeInventory(\"LiberatorSpent\", 1)\n\t\t\tLIBP Z 0 A_SpawnItemEx(\"ShellCasing\", 18, -4, 32, frandom(0,3), frandom(-4,-7), frandom(4,7), 0, 128)\n\t\t\tloop\n\t\tReloadSpentEnd:\n\t\t\tLIBP W 0 A_GunFlash(\"ReloadFlashStart\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LiberatorClip\", 4, \"ReloadStart4\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LiberatorClip\", 3, \"ReloadStart3\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LiberatorClip\", 2, \"ReloadStart2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LiberatorClip\", 1, \"ReloadStart1\")\n\t\t\tLIBP W 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ReloadStart\n\t\tReloadStart1:\n\t\t\tLIBP X 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ReloadStart\n\t\tReloadStart2:\n\t\t\tLIBP Y 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ReloadStart\n\t\tReloadStart3:\n\t\t\tLIBP Z 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ReloadStart\n\t\tReloadStart4:\n\t\t\tLIBE A 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ReloadStart\n\t\tReloadStart:\n\t\t\tLIBR A 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tgoto ReloadEnd\n\t\t\tLIBR A 0 A_JumpIfInventory(\"LiberatorClip\", 0, \"ReloadEnd\")\n\t\t\tLIBR A 0 A_GunFlash(\"ReloadFlash\")\n\t\t\tLIBR A 0 A_JumpIfInventorY(\"LiberatorClip\", 4, \"Reload4\")\n\t\t\tLIBR A 0 A_JumpIfInventorY(\"LiberatorClip\", 3, \"Reload3\")\n\t\t\tLIBR A 0 A_JumpIfInventorY(\"LiberatorClip\", 2, \"Reload2\")\n\t\t\tLIBR A 0 A_JumpIfInventorY(\"LiberatorClip\", 1, \"Reload1\")\n\t\t\tLIBP W 5 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBR ABA 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBP X 3 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto ReloadLoop\n\t\tReload1:\n\t\t\tLIBP X 5 A_WeaponReady\n\t\t\tLIBR CDC 1 A_WeaponReady\n\t\t\tLIBP Y 3 A_WeaponReady\n\t\t\tgoto ReloadLoop\n\t\tReload2:\n\t\t\tLIBP Y 5 A_WeaponReady\n\t\t\tLIBR EFE 1 A_WeaponReady\n\t\t\tLIBP Z 3 A_WeaponReady\n\t\t\tgoto ReloadLoop\n\t\tReload3:\n\t\t\tLIBP Z 5 A_WeaponReady\n\t\t\tLIBR GHG 1 A_WeaponReady\n\t\t\tLIBE A 3 A_WeaponReadY\n\t\t\tgoto ReloadLoop\n\t\tReload4:\n\t\t\tLIBE A 5 A_WeaponReady\n\t\t\tLIBR IJI 1 A_WeaponReady\n\t\t\tLIBE A 3 A_WeaponReady\n\t\t\tgoto ReloadLoop\n\t\tReloadLoop:\n\t\t\t\"####\" \"#\" 0 A_JumpIfInventory(\"FartShell\", 1, 1)\n\t\t\tgoto ReloadEnd\n\t\t\t\"####\" \"#\" 0 A_PlaySound(\"shotgun/shellin\", CHAN_WEAPON)\n\t\t\t\"####\" \"#\" 0 A_TakeInventory(\"FartShell\", 1)\n\t\t\t\"####\" \"#\" 0 A_GiveInventory(\"LiberatorClip\", 1)\n\t\tgoto ReloadStart\n\t\tReloadEnd:\n\t\t\tLIBE A 0 A_TakeInventory(\"LiberatorReloading\", 1)\n\t\t\tLIBE A 0 A_GunFlash(\"ReloadFlashEnd\")\n\t\t\tLIBE A 4 A_WeaponReady(WRF_NOFIRE)\n\t\t\t//LIBS CDEF 2 A_Weaponready(WRF_NOFIRE)\n\t\t\tLIBP VUTR 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tLIBE Q 0 A_PlaySound(\"doublebarrel/close\", CHAN_WEAPON)\n\t\t\tLIBP SSRQPONBB 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto Ready\n\t\tReloadEndFire:\n\t\t\tLIBE A 0 A_GunFlash(\"ReloadFlashStop\")\n\t\t\tLIBE A 0 A_TakeInventory(\"LiberatorReloading\", 1)\n\t\t\tLIBP B 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto Fire\n\t\tReloadEndAltFire:\n\t\t\tLIBE A 0 A_GunFlash(\"ReloadFlashStop\")\n\t\t\tLIBE A 0 A_TakeInventory(\"LiberatorReloading\", 1)\n\t\t\tLIBP B 1 A_WeaponReady(WRF_NOFIRE)\n\t\t\tgoto AltFire\n\t\tReloadFlashStart:\n\t\t\tLIBE BCDE 1\n\t\t\tstop\n\t\tReloadFlash:\n\t\t\tLIBE B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"LiberatorReloadSequence\") == 0, \"ReloadFlash0\")\n\t\t\tLIBE B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"LiberatorReloadSequence\") == 1, \"ReloadFlash1\")\n\t\t\tLIBE B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"LiberatorReloadSequence\") == 2, \"ReloadFlash2\")\n\t\t\tLIBE B 0 A_JumpIf(ACS_NamedExecuteWithResult(\"LiberatorReloadSequence\") == 3, \"ReloadFlash3\")\n\t\t\tstop\n\t\tReloadFlash0:\n\t\t\tLIBE JJZZFFGGHHI 1\n\t\t\tstop\n\t\tReloadFlash1:\n\t\t\tLIBE JJKKLLMMNNO 1\n\t\t\tstop\n\t\tReloadFlash2:\n\t\t\tLIBE JJPPQQRRSST 1\n\t\t\tstop\n\t\tReloadFlash3:\n\t\t\tLIBE JJUUVVWWXXY 1\n\t\t\tstop\n\t\tReloadFlashEnd:\n\t\t\tLIBH GIJK 1\n\t\t\tstop\n\t\tReloadFlashStop:\n\t\t\tTNT1 A 1\n\t\t\tstop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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