arkdoom-v0.1u.pk3

PK3 3.7 MiB 0 map(s)

Counts

endoom0
graphics2
lumps485
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "04acb2c2-c4ac-48a9-b5a9-e3d97dfbfeaa",
    "sha1": "bb7805a32959441b4c47f87a80c9269b733b3cc8",
    "sha256": "0e4222470bd034ff062951d32192bdf7a0c83e0b7167777c32c317293cdbc45a",
    "filenames": [
      "arkdoom-v0.1u.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2015-11-28 13:55:21",
      "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": "2015-11-28 13:55:21",
    "file": {
      "type": "PK3",
      "size": 3881733,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/bb7805a32959441b4c47f87a80c9269b733b3cc8/bb7805a32959441b4c47f87a80c9269b733b3cc8.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 2,
        "lumps": 485,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "gldefs.txt",
        "contents": "// Weapons\n#include \"gldefs/weapons/bfg10k.txt\"\n#include \"gldefs/weapons/bfg2704.txt\"\n#include \"gldefs/weapons/hellstorm.txt\"\n#include \"gldefs/weapons/repeater.txt\"\n\n// Effects\n#include \"gldefs/effects/puffs/weapon.txt\"\n#include \"gldefs/effects/sparks/weapon.txt\"\n//#include \"gldefs/effects/flames/torch.txt\""
      },
      {
        "source": "pk3",
        "name": "keyconf.txt",
        "contents": "//WeaponSection Doom3\n//SetSlot 3 Shotgun D3SSG\n\n//===========\n// New Class\n//===========\nCLEARPLAYERCLASSES\nADDPLAYERCLASS ArkMarine\n\n//==============\n// Weapon Slots\n//==============\n\nWEAPONSECTION ArkDooM\n\nSETSLOT 1 SteelToe Claws\nSETSLOT 2 Enforcer\nSETSLOT 3 1887SG D3SSG QuadShotgun\nSETSLOT 4 SChaingun Minigun\nSETSLOT 5 HellstormCannon 40MMGL SeekerBazooka\nSETSLOT 6 PulseRifle Repeater\nSETSLOT 7 BFG10K BFG2704\nSETSLOT 8 Channeler"
      },
      {
        "source": "pk3",
        "name": "decaldef.txt",
        "contents": "/* ****************************************************************\n// Animators\n// ***************************************************************/\nfader GoAway\n{\n  DecayStart  0.5\n  DecayTime 1.0\n}\n\ncolorchanger ToBlack\n{\n  FadeStart 0.5\n  FadeTime  1.0\n}\n\n/* ****************************************************************\n// Bullets\n// ***************************************************************/\ndecal BulletChip1\n{\n  pic CHIP1\n  translucent 0.85\n  shade \"00 00 00\"\n  x-scale 0.8\n  y-scale 0.8\n  randomflipx\n  randomflipy\n}\n\ndecal BulletChip2\n{\n  pic CHIP2\n  translucent 0.85\n  shade \"00 00 00\"\n  x-scale 0.8\n  y-scale 0.8\n  randomflipx\n  randomflipy\n}\n\ndecal BulletChip3\n{\n  pic CHIP3\n  translucent 0.85\n  shade \"00 00 00\"\n  x-scale 0.8\n  y-scale 0.8\n  randomflipx\n  randomflipy\n}\n\ndecal BulletChip4\n{\n  pic CHIP4\n  translucent 0.85\n  shade \"00 00 00\"\n  x-scale 0.8\n  y-scale 0.8\n  randomflipx\n  randomflipy\n}\n\ndecal BulletChip5\n{\n  pic CHIP5\n  translucent 0.85\n  shade \"00 00 00\"\n  x-scale 0.8\n  y-scale 0.8\n  randomflipx\n  randomflipy\n}\n\ndecalgroup BulletChip\n{\n  BulletChip1 1\n  BulletChip2 1\n  BulletChip3 1\n  BulletChip4 1\n  BulletChip5 1\n}\n\ndecal Bullet1\n{\npic CHIP1\nshade \"FF C8 00\"\nfullbright\nx-scale 0.4\ny-scale 0.4\nlowerdecal BulletChip\nanimator GoAway\n}\n\ndecal Bullet2\n{\n  pic CHIP2\n  shade \"FF C8 00\"\n  fullbright\n  x-scale 0.4\n  y-scale 0.4\n  lowerdecal BulletChip\n  animator GoAway\n}\n\ndecal Bullet3\n{\n  pic CHIP3\n  shade \"FF C8 00\"\n  fullbright\n  x-scale 0.4\n  y-scale 0.4\n  lowerdecal BulletChip\n  animator GoAway\n}\n\ndecal Bullet4\n{\n  pic CHIP4\n  shade \"FF C8 00\"\n  fullbright\n  x-scale 0.4\n  y-scale 0.4\n  lowerdecal BulletChip\n  animator GoAway\n}\n\ndecal Bullet5\n{\n  pic CHIP5\n  shade \"FF C8 00\"\n  fullbright\n  x-scale 0.4\n  y-scale 0.4\n  lowerdecal BulletChip\n  animator GoAway\n}\n\ndecalgroup Bullet\n{\n  Bullet1 1\n  Bullet2 1\n  Bullet3 1\n  Bullet4 1\n  Bullet5 1\n}"
      },
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "// Weapons\n#include \"decorate/weapons/claws.txt\"\n#include \"decorate/weapons/steeltoe.txt\"\n#include \"decorate/weapons/1887sg.txt\"\n#include \"decorate/weapons/d3ssg.txt\"\n#include \"decorate/weapons/minigun.txt\"\n#include \"decorate/weapons/schaingun.txt\"\n#include \"decorate/weapons/quadsg.txt\"\n#include \"decorate/weapons/40mmgl.txt\"\n#include \"decorate/weapons/hellstorm.txt\"\n#include \"decorate/weapons/uacpg.txt\"\n#include \"decorate/weapons/channeler.txt\"\n#include \"decorate/weapons/bfg10k.txt\"\n#include \"decorate/weapons/enforcer.txt\"\n#include \"decorate/weapons/bfg2704.txt\"\n#include \"decorate/weapons/bazooka.txt\"\n#include \"decorate/weapons/repeater.txt\"\n\n// Player\n#include \"decorate/player.txt\"\n\n// Items\n#include \"decorate/items.txt\"\n\n// Powerups\n#include \"decorate/powerups.txt\"\n\n// Effects\n#include \"decorate/effects/puffs/bullet.txt\"\n//#include \"decorate/effects/flames/torch.txt\""
      },
      {
        "source": "pk3",
        "name": "language.txt",
        "contents": "[enu default]\nOB_BFG10K = \"%o was blasted by %k's BFG10K.\";\nOB_BFG10K_RARE = \"%o got a blast in the ass from %k's BFG10K.\";\nOB_BFG10K_SELF = \"%o got reckless with %p BFG10K.\";"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "KRCOMM"
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "//******** Players & Other ********\n\nWeapons/switch    \"sounds/weapons/switch.ogg\"\n\n// Comm\nComm/msg1\t\t\tCOMM01\nComm/msg2\t\t    COMM02\n\n// Claws\n$pitchshiftrange 4\nweapons/clwup\t\t\tCLWUP\nweapons/clwidle\t\t    CLWDL\nweapons/clwfull\t\t    CLWFL\nweapons/clwhit\t\t\tCLWHT\n\n// Steeltoe\nWeapons/fistf1   DSFISTF1\nWeapons/fistf2   DSFISTF2\nWeapons/kickf1   DSKICKF1\nWEapons/fistup   DSFISTUP\n\n// 1887 Shotgun\nWeapons/1887sgf  1887SGF\nWeapons/1887sgl  1887SGL\n\n// D3SSG\nWeapons/d3ssgfr   DSDSHTGN\nWeapons/d3ssgup   DSDBUP\nWeapons/d3ssgop   DSDBOPN\nWeapons/d3ssgld   DSDBLOAD\nWeapons/d3ssgcl   DSDBCLS\n\n// Quad Shotgun\nWeapons/qshotf    QSHOTFIR\nWeapons/qshotl    QSHOTLOA\nWeapons/qshotu    QSGUP\n\nWeapons/qshota1   QALTFIR1\nWeapons/qshota2   QALTFIR2\n$Random QAltFire { Weapons/qshota1 Weapons/qshota2 }\n\n// 40mmGL\n40mm/grenfire gfire\n40mm/grenbounce bounce\n\nexplode1 explode1\nexplode2 explode2\nexplode3 explode3\nexplode4 explode4\n$RANDOM 40mm/grenexplode { explode1 explode2 explode3 explode4 }\n\n// Hellstorm\nHellStorm/Fire\t\tHSTMFIRE\nHellStorm/Reload\tHSTMRELD\nHellStorm/Hit\t\tHSTMHIT\nWeapons/HSGUP       HSGUP\n\n$Limit HellStorm/Hit 0\n\n// UAC PlasmaGun\nWeapons/uacpgf      UACPGF\nWeapons/uacpgu      UACPGU\n\n// Repeater\nWeapons/RepeaterFire\t\tREPGFIRE\nWeapons/RepeaterHit\t\t    REPGHIT\nWeapons/RepeaterSpinup\t\tREPGSPIN\nWeapons/RepeaterSpindown\tREPGSTOP\nWeapons/RepeaterUp\t        REPGUP\n\n$Limit Weapons/RepeaterHit\t0\n\n// Channeler\nChanneler/Up dschanup\nChanneler/Fire dschanel\nChanneler/AltFire dschanfl\n\n// BFG 10k\nWeapons/bfg10kf     DSBFG10K\nWeapons/bfg10kx     DSBAREXP\nWeapons/bfg10kcool  DS10KCDN\nWeapons/bfg10kidle  DS10KIDL\nWeapons/bfg10kup    BFG10KUP\n\n$Limit  Weapons/bfg10kx 0\n\n// BFG 2704\nWeapons/bfg2704c    BBETACHR\nWeapons/bfg2704f    BETAFIRE\nWeapons/bfg2704o    BFG27OUT\nWeapons/bfg27up     BFG27UP\nWeapons/bfg2704b    BFG27BL\n\n// Bullets\n$Random BulletHit { BulletHit1 BulletHit2 BulletHit3 BulletHit4 }\nBulletHit1      \"sounds/bullets/GUN_HIT1.ogg\"\nBulletHit2      \"sounds/bullets/GUN_HIT2.ogg\"\nBulletHit3      \"sounds/bullets/GUN_HIT3.ogg\"\nBulletHit4      \"sounds/bullets/GUN_HIT4.ogg\"\n$Random BulletFlesh { BulletFlesh1 BulletFlesh2 BulletFlesh3 BulletFlesh4 }\nBulletFlesh1    \"sounds/weapons/bullet/Flesh1.ogg\"\nBulletFlesh2    \"sounds/weapons/bullet/Flesh2.ogg\"\nBulletFlesh3    \"sounds/weapons/bullet/Flesh3.ogg\"\nBulletFlesh4    \"sounds/weapons/bullet/Flesh4.ogg\"\n\n$limit BulletHit 12\n$volume BulletFlesh 0.85\n\n// Minigun\nMinigun1 dsminig2\nMinigun2 dsminig2\nWeapons/minigunu MGUP\n$RANDOM Weapons/minigun { Minigun1 Minigun2 }\n\n// S-Chaingun\nSChaingun1 SCGF2\nSChaingun2 SCGF3\nWeapons/SCGU SCGUP\n$RANDOM Weapons/schaingun { SChaingun1 SChaingun2 }\n\n// Enforcer\nWeapons/enforcerup\t    ENFCUP\nWeapons/enforcerfire    ENFCFIRE\nWeapons/enforcerhit     ENFCHIT\nWeapons/enforcerdry\t    ENFCDRY\nWeapons/enforcerout\t    ENFCOUT\nWeapons/enforcerin\t    ENFCIN\n\n// Bazooka\nDSQKLDTH DSQKLDTH\nSEEKLAUNCH SEEKLAUN\nRPGOPN RPGOPN\nRPGOCLS RPGOCLS\nRPGLAD RPGLAD\nWeapons/rpgup RPGUP"
      },
      {
        "source": "pk3",
        "name": "decorate/player.txt",
        "contents": "ACTOR ArkMarine : DoomPlayer\n{\n  Health 250\n  Player.MaxHealth 500\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/powerups.txt",
        "contents": "// BlurSphere\nACTOR T3BlurSphere : BlurSphere Replaces BlurSphere\n{\n  +FLOATBOB\n  -FLOAT\n}\n\n// InvulnerabilitySphere\nACTOR T3InvulnerabilitySphere : InvulnerabilitySphere Replaces InvulnerabilitySphere\n{\n  //+FLOATBOB // Doesn't work correctly.\n  //-FLOAT\n}\n\n// Soulsphere\nACTOR T3SoulSphere : SoulSphere replaces SoulSphere\n{\n  -INVENTORY.ALWAYSPICKUP\n  +FLOATBOB\n  -FLOAT\n  Inventory.Amount 250\n  Inventory.MaxAmount 500\n}\n\n// Megasphere\nACTOR T3MegasphereHealth : MegasphereHealth Replaces MegasphereHealth\n{\n  -INVENTORY.ALWAYSPICKUP\n  +FLOATBOB\n  -FLOAT\n  Inventory.Amount 500\n  Inventory.MaxAmount 500\n}\n\n// DeHackEd can only modify the blue armor's type, not the megasphere's.\nACTOR T3BlueArmorForMegasphere : BlueArmorForMegasphere Replaces BlueArmorForMegasphere\n{\n  Armor.SavePercent 50\n  Armor.SaveAmount 1000\n}\n\nACTOR T3Megasphere : Megasphere Replaces Megasphere\n{\n  +FLOATBOB\n  -FLOAT\n\tStates {\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"T3BlueArmorForMegasphere\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"T3MegasphereHealth\", 1)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/items.txt",
        "contents": "// Green armor\nActor T3GreenArmor : GreenArmor Replaces GreenArmor\n{\n  Armor.SaveAmount 500\n  Armor.SavePercent 90\n}\n\n// Blue armor\nActor T3BlueArmor : BlueArmor Replaces BlueArmor\n{\n  Armor.SaveAmount 1000\n  Armor.SavePercent 95\n}\n\n// Armor bonus\nActor T3ArmorBonus : ArmorBonus Replaces ArmorBonus\n{\n  Armor.SaveAmount 25\n  Armor.MaxSaveAmount 1000\n}\n\n// Stimpack\nACTOR T3Stimpack : Stimpack Replaces Stimpack\n{\n  Inventory.Amount 25\n  Inventory.MaxAmount 250\n}\n\n// Medikit\nACTOR T3Medikit : Medikit Replaces Medikit\n{\n  Inventory.Amount 50\n  Inventory.MaxAmount 250\n}\n\n// Health bonus\nACTOR T3HealthBonus : HealthBonus Replaces HealthBonus\n{\n  Inventory.Amount 25\n  Inventory.MaxAmount 500\n}\n\n// Backpack\n/*ACTOR Backpack : BackpackItem 8\n{\n\tGame Doom\n\tSpawnID 144\n\tHeight 26\n\tInventory.PickupMessage \"$GOTBACKPACK\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A -1\n\t\tStop\n\t}\n}*/\n\nACTOR T3Backpack : CustomInventory Replaces Backpack // <-----\n{\n  Height 36\n  Inventory.PickupMessage \"You found backpack!\"\n  States\n  {\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"BackPack\", 1)\n    TNT1 A 0 A_GiveInventory(\"T3ArmorBonus\", 2)\n    TNT1 A 0 A_GiveInventory(\"T3HealthBonus\", 2)\n    TNT1 A 0 A_GiveInventory(\"CellPack\", 1)\n    TNT1 A 0 A_GiveInventory(\"RocketBox\", 1)\n    TNT1 A 0 A_GiveInventory(\"ClipBox\", 2)\n    TNT1 A 0 A_GiveInventory(\"ShellBox\", 2)\n    Stop\n  Spawn:\n    BPAK ABCD 4\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/bfg10k.txt",
        "contents": "Actor BFG10K : Weapon\n{\n  Radius 20\n  Height 20\n  Weapon.Selectionorder 2800\n  Weapon.AmmoUse 5\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"Cell\"\n  Weapon.Kickback 100\n  Inventory.Pickupmessage \"Found BFG10K!\"\n  Obituary \"%o was blasted by %k's BFG10K\"\n  +Weapon.NoAutoFire\n  Decal BFGLightning\n  Weapon.UpSound \"Weapons/bfg10kup\"\n  Weapon.SlotNumber 7\n  Weapon.SlotPriority 1\n  States\n  {\n  Spawn:\n    BFG2 A -1\n    Stop\n  Ready:\n    BG2G A 0 A_PlaySound (\"Weapons/BFG10KIdle\")\n    BG2G A 1 A_WeaponReady\n    BG2G A 1 A_WeaponReady\n    BG2G A 1 A_WeaponReady\n    BG2G B 1 A_WeaponReady\n    BG2G B 1 A_WeaponReady\n    BG2G B 1 A_WeaponReady\n    BG2G C 1 A_WeaponReady\n    BG2G C 1 A_WeaponReady\n    BG2G C 1 A_WeaponReady\n    BG2G D 1 A_WeaponReady\n    BG2G D 1 A_WeaponReady\n    BG2G D 1 A_WeaponReady\n    Loop\n  Select:\n    BG2G E 1 A_Raise\n    BG2G E 0 A_Raise\n    Loop\n  Deselect:\n    BG2G E 1 A_Lower\n    BG2G E 0 A_Lower\n    Loop\n  Fire:\n    BG2G E 20 A_PlaySound(\"Weapons/BFG10KF\")\n    BG2G F 4\n    BG2G G 1\n    BG2G H 1\n    BG2G I 1\n    BG2G J 1\n    Goto Hold\n  Hold:\n    BG2G K 2 A_GunFlash\n    BG2G L 2 A_FireBullets(0, 0, 1, 0, \"T3BFG10kShot\")\n    BG2G M 2\n    BG2G N 0 A_ReFire\n    BG2G O 35 A_PlaySound(\"Weapons/BFG10KCool\")\n    Goto Ready\n  Flash:\n    TNT1 A 2 Bright A_Light1\n    TNT1 A 3 bright\n    Goto LightDone\n  }\n}\n\nActor T3BFG10kShot\n{\n  Radius 11\n  Height 8\n  Speed 20\n  Damage 240\n  DamageType BFG10K\n  //+NoBlockMap\n  +NoGravity\n  +ActivateImpact\n  +ActivatePCross\n  +NoTeleport\n  +PuffOnActors\n  +PuffGetsOwner\n  +ForceRadiusDmg\n  +MTHRUSPECIES\n  Renderstyle Add\n  Alpha 0.75\n  SeeSound \"Weapons/BFG10KX\"\n  AttackSound \"Weapons/BFG10KX\"\n  States\n  {\n  Spawn:\n    BFE1 A 0 Bright\n    BFE1 A 0 Bright A_SpawnItemEx(\"10kDeathParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n    BFE1 A 3 Bright A_Detonate\n    BFE1 BCDEF 3 Bright\n    Stop\n  }\n}\n\nActor 10kDeathParticleSpawner\n{\n  +NoClip\n  +NoBlockMap\n  +NoGravity\n  +Missile\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"10kDeathParticle\", 0, 0, 0, (0.1)*Random(20, 45), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n    TNT1 A 1\n    Stop\n  }\n}\n\nActor 10kDeathParticle\n{\n  Height 0\n  Radius 0\n  Mass 0\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  +LowGravity\n  +DontSplash\n  +DoomBounce\n  BounceFactor 0.7\n  RenderStyle Add\n  Scale 0.04\n  States\n  {\n  Spawn:\n  Death:\n    SPKG A 2 Bright A_FadeOut(0.05)\n    Loop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/minigun.txt",
        "contents": "Actor HitScanPuff: BulletPuff\n{\n  AttackSound \"BulletHit\"\n}\n\nActor Minigun : Weapon\n{\n  Weapon.AmmoType \"Clip\"\n  Weapon.AmmoGive 20\n  Weapon.AmmoUse 1\n  Inventory.PickupMessage \"Found minigun!\"\n  Obituary \"%o was shredded by %k's minigun.\"\n  AttackSound \"Weapons/minigun\"\n  Weapon.UpSound \"Weapons/minigunu\"\n  Decal Bullet\n  Weapon.SlotNumber 4\n  Weapon.SlotPriority 1\n  States\n  {\n  Spawn:\n    MNGN A -1\n    Loop\n  Ready:\n    MNGG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    MNGG A 1 A_Lower\n    MNGG A 0 A_Lower\n    Loop\n  Select:\n    MNGG A 1 A_Raise\n    MNGG A 0 A_Raise\n    Loop\n  Fire:\n\t// a. Muzzle\n    MNGG A 0 A_GunFlash\n\t// b. Flash\n    MNGG A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    MNGG A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-5), 0, Sin(Pitch)*(5), CVF_RELATIVE)\n    MNGG A 0 Bright A_Quake(8, 12, 0, 32, none)\n\n\t// d. Bullets\n    TNT1 A 0 A_ZoomFactor(0.99)\n    //MNGG A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 1)\n    MNGG A 2 A_FireBullets(3.0, 0, 1, 165, \"BlastPuff\")\n    TNT1 A 0 A_ZoomFactor(1.0)\n\n    TNT1 A 0 A_ZoomFactor(0.99)\n    //MNGG B 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 1)\n    MNGG B 2 A_FireBullets(3.0, 0, 1, 165, \"BlastPuff\")\n    MNGG A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n    TNT1 A 0 A_ZoomFactor(1.0)\n\n    TNT1 A 0 A_ZoomFactor(0.99)\n    //MNGG B 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 1)\n    MNGG C 2 A_FireBullets(3.0, 0, 1, 165, \"BlastPuff\")\n    TNT1 A 0 A_ZoomFactor(1.0)\n\n    TNT1 A 0 A_ZoomFactor(0.99)\n    //MNGG B 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 1)\n    MNGG D 2 A_FireBullets(3.0, 0, 1, 165, \"BlastPuff\")\n    MNGG A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n    TNT1 A 0 A_ZoomFactor(1.0)\n\n    MNGG A 1 A_ReFire\n    MNGG B 1\n    MNGG C 1\n    MNGG D 1\n    MNGG A 2\n    MNGG B 2\n    MNGG C 2\n    MNGG D 2\n    MNGG A 4\n    MNGG B 4\n    MNGG C 4\n    MNGG D 4\n    Goto Ready\n  Flash:\n    MNGF A 2 BRIGHT A_Light1\n    MNGF B 2 BRIGHT A_Light0\n    MNGF C 2 BRIGHT A_Light0\n    MNGF D 2 BRIGHT A_Light0\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/schaingun.txt",
        "contents": "Actor SChaingun : Weapon Replaces Chaingun\n{\n  Weapon.AmmoType \"Clip\"\n  Weapon.AmmoGive 20\n  Weapon.AmmoUse 1\n  Inventory.PickupMessage \"Found s-chaingun!\"\n  Obituary \"%o was shredded by %k's s-chaingun.\"\n  AttackSound \"Weapons/schaingun\"\n  Weapon.UpSound \"Weapons/SCGU\"\n  Decal Bullet\n  Weapon.SlotNumber 4\n  Weapon.SlotPriority 2\n  States\n  {\n  Spawn:\n    SCGN A -1\n    Loop\n  Ready:\n    SCGG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    SCGG A 1 A_Lower\n    SCGG A 0 A_Lower\n    Loop\n  Select:\n    SCGG A 1 A_Raise\n    SCGG A 0 A_Raise\n    Loop\n  Fire:\n\t// a. Muzzle\n    SCGG A 0 A_GunFlash\n\t// b. Flash\n    SCGG A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    SCGG A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    SCGG A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\t// d. Bullets\n    TNT1 A 0 A_ZoomFactor(0.99)\n    //MNGG A 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 1)\n    SCGG A 2 A_FireBullets(1.5, 0, 1, 65, \"BlastPuff\")\n    TNT1 A 0 A_ZoomFactor(1.0)\n\n    TNT1 A 0 A_ZoomFactor(0.99)\n    //MNGG B 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 1)\n    SCGG B 2 A_FireBullets(3.0, 0, 1, 65, \"BlastPuff\")\n    SCGG A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n    TNT1 A 0 A_ZoomFactor(1.0)\n\n    TNT1 A 0 A_ZoomFactor(0.99)\n    //MNGG B 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 1)\n    SCGG A 2 A_FireBullets(3.0, 0, 1, 65, \"BlastPuff\")\n    TNT1 A 0 A_ZoomFactor(1.0)\n\n    TNT1 A 0 A_ZoomFactor(0.99)\n    //MNGG B 0 A_FireCustomMissile(\"ChaingunCasingSpawner\", 0, 0, 0, 1)\n    SCGG B 2 A_FireBullets(3.0, 0, 1, 65, \"BlastPuff\")\n    SCGG A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n    TNT1 A 0 A_ZoomFactor(1.0)\n\n    SCGG A 1 A_ReFire\n    SCGG B 1\n    SCGG A 2\n    SCGG B 2\n    SCGG A 4\n    SCGG B 4\n    Goto Ready\n  Flash:\n    SCGF A 2 BRIGHT A_Light1\n    SCGF B 2 BRIGHT A_Light0\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/quadsg.txt",
        "contents": "ACTOR QuadShotgun: Weapon\n{\n  Weapon.SelectionOrder 400\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 16\n  Weapon.AmmoType \"shell\"\n  Weapon.AmmoGive2 0\n  Weapon.AmmoType2 \"shellclip\"\n  +Weapon.NoAlert\n  Inventory.PickupMessage \"Found quad shotgun!\"\n  Obituary \"%o was blown away by %k's quad shotgun.\"\n  Scale 0.5\n  Decal \"Bullet\"\n  Weapon.SlotNumber 3\n  Weapon.SlotPriority 1\n  Weapon.UpSound \"Weapons/qshotu\"\n\n  States\n  {\n  Spawn:\n    QSHT A -1\n    Stop\n  Ready:\n    PKS2 A 0 A_JumpIfInventory(\"shellclip\", 1, 1)\n    Goto Reload4\n\tPKS2 A 1 A_WeaponReady\n    Loop\n  Select:\n    PKS2 A 1 A_Raise\n    PKS2 A 0 A_Raise\n    Loop\n  Deselect:\n    PKS2 A 1 A_Lower\n    PKS2 A 0 A_Lower\n    Loop\n  Fire:\n    PKS2 A 0 A_JumpIfInventory(\"shellclip\", 4, \"QuadFire\")\n    PKS2 A 0 A_JumpIfInventory(\"shellclip\", 3, \"Reload1\")\n    PKS2 A 0 A_JumpIfInventory(\"shellclip\", 2, \"Reload2\")\n    PKS2 A 0 A_JumpIfInventory(\"shellclip\", 1, \"Reload3\")\n    Goto Reload4\n  QuadFire:\n    PKS2 A 0 A_AlertMonsters\n    PKS2 A 3\n    PKS2 A 0 A_TakeInventory(\"shellclip\", 4)\n    PKS2 A 0 A_PlaySound(\"weapons/qshotf\", CHAN_AUTO)\n\n\t// Method 1:\n    //PKS2 A 0 A_GunFlash\n    //PKAB A 4 Bright Offset(0,44) A_FireBullets (13.4, 9, 55, 5, \"HitscanPuff\")\n\n    // Method 2:\n    // angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,int flags [, float range]]])\n    // a. Muzzle\n    PKS2 A 0 A_GunFlash\n\t// b. Flash\n    PKAB A 0 A_SetBlend(\"Yellow\", 0.25, 5)\n\t// c. Recoil\n    PKAB A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-32), 0, Sin(Pitch)*(32), CVF_RELATIVE) // 32\n    PKAB A 0 Bright A_Quake(8, 16, 0, 32, none)\n\t// d. Bullets\n    PKAB A 0 Bright A_FireBullets(16.0, 7.0, 100, 65, \"BlastPuff\") // 16.0, 8.0, 100, 65\n\n\t// e. Splash\n    TNT1 A 0 A_ZoomFactor(0.98)\n    PKAB A 4 Bright Offset(0,44)\n    TNT1 A 0 A_ZoomFactor(1.0)\n\n\t//\n    PKAB B 3 Bright Offset(0,49)\n    PKS2 A 3 Offset(0,46)\n    PKS2 A 2 Offset(0,39)\n    PKS2 A 2 Offset(0,33)\n    PKS2 A 2\n    Goto Reload4\n  Reload4:\n    PKS2 B 0 A_JumpIfInventory(\"shell\", 4, 1)\n    Goto Ready+1\n    PKS2 B 1\n    PKS2 C 2\n    PKS2 D 1\n    PKS2 E 1\n    PKS2 F 1 A_OpenShotgun2\n    //PKS2 FFFF 0 A_FireCustomMissile(\"SuperShotgunCasingSpawner\", 0, 0, (Random(-3,3)), 0)\n    PKS2 GHI 1\n    PKS2 J 0 A_GiveInventory(\"shellclip\", 1)\n    PKS2 J 0 A_TakeInventory(\"shell\", 1)\n    PKS2 J 1 A_PlaySoundEx (\"weapons/qshotl\", \"Weapon\")\n    PKS2 KLMNO 3\n    PKS2 P 0 A_GiveInventory(\"shellclip\", 1)\n    PKS2 P 0 A_TakeInventory(\"shell\", 1)\n    PKS2 P 1 A_PlaySoundEx (\"weapons/qshotl\", \"Weapon\")\n    PKS2 SRST 3\n    PKS2 U 0 A_GiveInventory(\"shellclip\", 1)\n    PKS2 U 0 A_TakeInventory(\"shell\", 1)\n    PKS2 U 1 A_PlaySoundEx (\"weapons/qshotl\", \"Weapon\")\n    PKS2 VWXY 3\n    PKS2 Z 0 A_GiveInventory(\"shellclip\", 1)\n    PKS2 Z 0 A_TakeInventory(\"shell\", 1)\n    PKS2 Z 1 A_PlaySoundEx (\"weapons/qshotl\", \"Weapon\")\n    PKS1 ABCD 3\n    PKS1 E 1 A_PlaySoundEx (\"weapons/sshotc\", \"Weapon\")\n    PKS1 F 2\n    PKS1 G 1\n    PKS1 H 1\n    PKS1 I 1\n    PKS2 A 1 A_Refire\n    Goto Ready\n  Reload3:\n    PKS2 B 0 A_JumpIfInventory(\"shell\", 3, 1)\n    Goto Ready\n    PKS2 B 1\n    PKS2 C 2\n    PKS2 D 1\n    PKS2 E 1 A_OpenShotgun2\n    //PKS2 FFF 0 A_FireCustomMissile(\"SuperShotgunCasingSpawner\", 0, 0, (random(-3,3)), 0)\n    PKS2 LMNO 3\n    PKS2 P 0 A_GiveInventory(\"shellclip\", 1)\n    PKS2 P 0 A_TakeInventory(\"shell\", 1)\n    PKS2 P 1 A_PlaySoundEx (\"weapons/qshotl\", \"Weapon\")\n    PKS2 QRST 3\n    PKS2 U 0 A_GiveInventory(\"shellclip\", 1)\n    PKS2 U 0 A_TakeInventory(\"shell\", 1)\n    PKS2 U 1 A_PlaySoundEx (\"weapons/qshotl\", \"Weapon\")\n    PKS2 VWXY 3\n    PKS2 Z 0 A_GiveInventory(\"shellclip\", 1)\n    PKS2 Z 0 A_TakeInventory(\"shell\", 1)\n    PKS2 Z 1 A_PlaySoundEx (\"weapons/qshotl\", \"Weapon\")\n    PKS1 ABCD 3\n    PKS1 E 1 A_PlaySoundEx (\"weapons/sshotc\", \"Weapon\")\n    PKS1 F 2\n    PKS1 G 1\n    PKS1 H 1\n    PKS1 I 1\n    PKS2 A 1 A_Refire\n    Goto Ready\n  Reload2:\n    PKS2 B 0 A_JumpIfInventory(\"shell\", 2, 1)\n    Goto Ready\n    PKS2 B 1\n    PKS2 C 2\n    PKS2 D 1\n    PKS2 E 1 A_OpenShotgun2\n    //PKS2 FF 0 A_FireCustomMissile(\"SuperShotgunCasingSpawner\", 0, 0, (random(-3,3)), 0)\n    PKS2 RST 3\n    PKS2 U 0 A_GiveInventory(\"shellclip\", 1)\n    PKS2 U 0 A_TakeInventory(\"shell\", 1)\n    PKS2 U 1 A_PlaySoundEx (\"weapons/qshotl\", \"Weapon\")\n    PKS2 VWXY 3\n    PKS2 Z 0 A_GiveInventory(\"shellclip\", 1)\n    PKS2 Z 0 A_TakeInventory(\"shell\", 1)\n    PKS2 Z 1 A_PlaySoundEx (\"weapons/qshotl\", \"Weapon\")\n    PKS1 ABCD 3\n    PKS1 E 1 A_PlaySoundEx (\"weapons/sshotc\", \"Weapon\")\n    PKS1 F 2\n    PKS1 G 1\n    PKS1 H 1\n    PKS1 I 1\n    PKS2 A 1 A_Refire\n    Goto Ready\n  Reload1:\n    PKS2 B 0 A_JumpIfInventory(\"shell\", 1, 1)\n    Goto Ready\n    PKS2 B 1\n    PKS2 C 2\n    PKS2 D 1\n    PKS2 E 1 A_OpenShotgun2\n    //PKS2 F 0 A_FireCustomMissile(\"SuperShotgunCasingSpawner\", 0, 0, 3, 0)\n    PKS2 WXY 3\n    PKS2 Z 0 A_GiveInventory(\"shellclip\", 1)\n    PKS2 Z 0 A_TakeInventory(\"shell\", 1)\n    PKS2 Z 1 A_PlaySoundEx (\"weapons/qshotl\", \"Weapon\")\n    PKS1 ABCD 3\n    PKS1 E 1 A_PlaySoundEx (\"weapons/sshotc\", \"Weapon\")\n    PKS1 F 2\n    PKS1 G 1\n    PKS1 H 1\n    PKS1 I 1\n    PKS2 A 1 A_Refire\n    Goto Ready\n  Flash:\n    TNT1 A 4 Bright A_Light1\n    TNT1 A 3 Bright A_Light2\n    Goto LightDone\n  }\n}\n\nActor ShellClip : Ammo\n{\n  Inventory.Amount 0\n  Inventory.MaxAmount 4\n  Ammo.BackpackAmount 0\n  Ammo.BackpackMaxAmount 4\n  Inventory.Icon \"TNT1A0\"\n  +IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/enforcer.txt",
        "contents": "ACTOR Enforcer : Weapon Replaces Pistol\n{\n   //Inventory.PickupSound \"misc/w_pkup\"\n   Inventory.PickupMessage \"Found enforcer\"\n   Obituary \"%o was forced to die by %k's enforcer.\"\n   Weapon.AmmoType \"Clip\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse 10\n   Weapon.SlotNumber 2\n   Weapon.SlotPriority 1\n   Weapon.Kickback 75\n   Decal \"Bullet\"\n   Weapon.UpSound \"weapons/enforcerup\"\n   AttackSound \"weapons/enforcerfire\"\n   Scale 0.4\n   States\n   {\n   Spawn:\n      LIBG X -1\n      Loop\n   Ready:\n      LIBG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      LIBG A 1 A_Lower\n      LIBG A 0 A_Lower\n      Loop\n   Select:\n      LIBG A 1 A_Raise\n      LIBG A 0 A_Raise\n      Loop\n   Fire:\n      //LIBF A 0 A_GunFlash\n      //LIBF A 0 A_FireBullets (5.6,0,1,6,\"BulletPuff\")\n\n\t  // Method 2:\n\t  // angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,int flags [, float range]]])\n      LIBF A 0 A_GunFlash\n      LIBF A 0 A_SetBlend(\"Yellow\", 0.15, 12)\n      LIBF A 0 Bright A_ChangeVelocity (Cos(Pitch) * -3, 0, Sin(Pitch) * 3, CVF_RELATIVE)\n      LIBF A 0 Bright A_Quake(1, 2, 0, 32, none)\n      LIBF A 0 Bright A_FireBullets(4.0, 4.0, 12, 46, \"BlastPuff\")\n\n      //\n      TNT1 A 0 A_ZoomFactor(0.98)\n      LIBF AB 1 BRIGHT\n      TNT1 A 0 A_ZoomFactor(1.0)\n      LIBG CEDCBA 1\n      LIBG A 4\n      LIBG A 0 A_ReFire\n      Goto Ready\n   Flash:\n       TNT1 A 2 A_Light2\n       TNT1 A 1 A_Light1\n       TNT1 A 0 A_Light0\n       Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/bfg2704.txt",
        "contents": "Actor BFG2704 : Weapon Replaces BFG9000\n{\nHeight 20\nWeapon.SelectionOrder 2800\nWeapon.AmmoUse 8\nWeapon.AmmoGive 40\nWeapon.AmmoType \"Cell\"\n+WEAPON.NOAUTOFIRE\n+WEAPON.NOAUTOAIM\nInventory.PickupMessage \"Found BFG 2704!\"\nTag \"BFG 2704\"\n\nWeapon.UpSound \"Weapons/bfg27up\"\n\nWeapon.SlotNumber 7\nWeapon.SlotPriority 1\n\nStates\n{\nReady:\n\tBF27 A 1 A_WeaponReady\n\tLoop\nDeselect:\n\tTNT1 A 0 A_Light0\n\tBF27 A 1 A_Lower\n\tLoop\nSelect:\n\tBF27 A 1 A_Raise\n\tLoop\nFire:\n\tBF27 A 15 A_PlayWeaponSound(\"Weapons/bfg2704c\")\n\tBF27 B 15\n\n\t// a. Muzzle\n\tBF27 C 4 Bright A_GunFlash\n\n\tTNT1 A 0 A_PlayWeaponSound(\"Weapons/bfg2704b\")\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.10, 1)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-3), 0, Sin(Pitch)*(3), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 32, none)\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 D 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright A_CheckReload\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball\",random(8,-8),1,random(5,-5),random(5,-5),0,random(5,-5))\n\tTNT1 A 0 A_FireCustomMissile(\"2704Ball2\",random(8,-8),0,random(5,-5),random(5,-5),0,random(5,-5))\n\n\tBF27 E 1 Bright\n\tBF27 C 2 Bright A_PlayWeaponSound(\"Weapons/bfg2704o\")\n\tBF27 B 25\n\tBF27 B 10 A_ReFire\n\tGoto Ready\nFlash:\n\tTNT1 A 40 A_Light2\n\tTNT1 A 3 A_Light1\n\tGoto LightDone\nSpawn:\n\tWBF2 A -1\n\tStop\n}\n}\n\nActor 2704Ball : PlasmaBall\n{\nDamage 160\nBounceType \"Classic\"\nBounceFactor 1.0\nObituary \"%o was burned by %k's BFG.\"\nSeesound \"Weapons/bfg2704f\"\n\nRadius 20\nHeight 16\nScale 1.5\n\nDecal GreenPlasmaScorch\n//+BOUNCEONACTORS\n//+DONTBLAST\nBounceType Hexen\nBounceCount 2\nBounceFactor 1.0\nWallBounceFactor 1.0\nReactionTime 210\n//BounceSound \"Petrovec/Bounce\"\n+MTHRUSPECIES\n+RIPPER\n\nStates\n{\nSpawn:\n\tBBGB AB 6 Bright\n\tLoop\nDeath:\n\tBBGB C 6 Bright\n\tBBGB DE 4 Bright\n\tStop\n}\n}\n\nActor 2704Ball2 : 2704Ball\n{\nDecal RedPlasmaScorch\nStates\n{\nSpawn:\n\tBBG2 AB 6 Bright\n\tLoop\nDeath:\n\tBBG2 CDEF 3 Bright\n\tBBG2 GHI 3 Bright thrustthingz(0,5,0,0)\n\tStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/bazooka.txt",
        "contents": "ACTOR SeekerBazooka : Weapon\n{\n  Scale 0.75\n  Radius 20\n  Height 16\n  Inventory.PickupMessage \"Found Bazooka!\"\n  Weapon.SelectionOrder 2500\n  Weapon.Kickback 100\n  Weapon.AmmoType \"RocketAmmo\"\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 8\n  Weapon.SlotNumber 5\n  Weapon.SlotPriority 1\n  Weapon.UpSound \"Weapons/rpgup\"\n  +WEAPON.EXPLOSIVE\n  //+WEAPON.NOAUTOFIRE\n\n  States\n  {\n  Ready:\n    RPGA A 1 A_WeaponReady\n    loop\n  Deselect:\n    RPGA A 1 A_Lower\n\tNULL AA 0 A_LOWER\n    loop\n  Select:\n    RPGA A 1 A_Raise\n\tNULL AA 0 A_RAISE\n    loop\n  Fire:\n    RPGA A 1\n\tNULL A 0 A_PlayWeaponSound(\"SEEKLAUNCH\")\n    //TNT1 B 0 bright A_FireCustomMissile(\"SeekerRocket\", -3, 1, 9, -2)\n    //TNT1 B 0 bright A_FireCustomMissile(\"SeekerRocket\", 3, 1, 9, -2)\n\n\t// a. Muzzle\n    TNT1 A 0 A_GunFlash\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.15, 12)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-32), 0, Sin(Pitch)*(32), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(8, 16, 0, 32, none)\n\t// d. Bullets\n\n\t// e. Splash\n    TNT1 A 0 A_ZoomFactor(0.98)\n    RPGA B 2 bright A_FireCustomMissile(\"SeekerRocket\", 0, 1, 9, -2)\n    TNT1 A 0 A_ZoomFactor(1.0)\n    RPGA C 2 bright\n\n\tRPGA DEFEDHG 2\n\tRPGA A 8\n\t//RPGA A 0 A_PlayWeaponSound(\"RPGOPN\")\n\tRPGA IJKLM 2\n\tRPGA M 7\n\t//RPGA A 0 A_PlayWeaponSound(\"RPGLAD\")\n\tRPGA A 0 A_PlayWeaponSound(\"RPGOCLS\")\n\tRPGA NOON 2\n\tRPGA M 7\n\t//RPGA A 0 A_PlayWeaponSound(\"RPGOCLS\")\n\tRPGA MLKJI 2\n\tRPGA A 4\n\tGoto Ready\n  Spawn:\n    RPGA Z -1\n\tStop\n  }\n}\n\nactor SeekerRocket : Rocket\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 35\n\tDamage 1024\n\tProjectile\n\tScale 1.0\n\t+NOTIMEFREEZE\n    +EXTREMEDEATH\n\t-ROCKETTRAIL\n\t//+SEEKERMISSILE\n\t+FORCERADIUSDMG\n    +MTHRUSPECIES\n\tDeathSound \"DSQKLDTH\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tQROK A 1 bright\n\t\tNULL A 0 A_CustomMissile(\"SeekerRockTrail\",0,0,0,0)\n\tLoop\n    See:\n\tQROK A 0 Bright A_MeleeAttack\n\tQROK A 0 Bright A_Die\n\tDeath:\n\t\tEXP3 A 2 Bright A_Explode(1024, 512, 1)\n\t\tNULL A 0 A_SpawnItem(\"ExtraExplosion\")\n\t\tEXP3 BCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR SeekerRockTrail\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tScale 1.2\n\tRenderStyle Add\n\tAlpha 0.35\n\t+NOGRAVITY\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\tSpawn:\n\t\tSMO2 ABCDE 3\n\t\tStop\n\t}\n}\nActor ExtraExplosion\n{\n  PROJECTILE\n  +NOCLIP\n  +NOTIMEFREEZE\n  +FORCERADIUSDMG\n  Radius 20\n  Height 16\n  Mass 1\n  Speed 35\n  Damage 512\n  Scale 3.0\n\n  States\n  {\n  Spawn:\n    EXP2 A 2 Bright A_Explode\n    EXP2 A 0 Radius_Quake(10, 8, 0, 15, 0)\n    EXP2 ABCDEFGHIJKLMN 2 Bright A_SetTranslucent(1, 1.0)\n    Stop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/d3ssg.txt",
        "contents": "ACTOR D3SSG : Weapon Replaces SuperShotgun\n{\n  Radius 20\n  Height 20\n\n  Weapon.SelectionOrder 450\n  Weapon.AmmoUse 2\n  Weapon.AmmoGive 16\n  Weapon.AmmoType \"shell\"\n  +Weapon.NoAlert\n  Inventory.PickupMessage \"Found quad shotgun!\"\n  Obituary \"%o was blown away by %k's quad shotgun.\"\n  //Scale 0.5\n  //Decal \"Bullet\"\n  Weapon.SlotNumber 3\n  Weapon.SlotPriority 2\n  Weapon.Kickback 50\n\n   //Inventory.PickupSound \"misc/w_pkup\"\n   Weapon.UpSound \"weapons/d3ssgup\"\n\n   States\n   {\n   Ready:\n      SSG3 A 1 A_WeaponReady\n      Loop\n   Select:\n      SSG3 A 1 A_Raise\n      SSG3 A 0 A_Raise\n      Loop\n   Deselect:\n      SSG3 A 1 A_Lower\n      SSG3 A 0 A_Lower\n      Loop\n   Fire:\n    // Method 1:\n      //SSG3 K 4 Bright A_FireShotgun2\n\n  // Method 2:\n    // angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,int flags [, float range]]])\n    // a. Muzzle\n    SSG3 A 0 A_GunFlash\n\t// b. Flash\n    PKAB A 0 A_SetBlend(\"Yellow\", 0.15, 12)\n\t// c. Recoil\n    PKAB A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-16), 0, Sin(Pitch)*(16), CVF_RELATIVE) // 32\n    PKAB A 0 Bright A_Quake(8, 16, 0, 32, none)\n\t// d. Bullets\n    SSG3 A 0 Bright A_FireBullets(12.0, 6.0, 50, 65, \"BlastPuff\") // 16.0, 8.0, 100, 65\n    SSG3 A 0 A_PlaySound(\"Weapons/1887sgf\", CHAN_AUTO)\n\tSSG3 K 4 Bright\n\n    SSG3 A 0 A_PlaySound(\"Weapons/1887sgf\", CHAN_AUTO)\n\n      SSG3 L 4\n      SSG3 A 4 A_CheckReload\n      SSG3 B 4\n      SSG3 C 4 //A_OpenShotgun2\n\t  SSG3 C 0 A_PlaySoundEx (\"weapons/d3ssgop\", \"Weapon\")\n      SSG3 D 6\n      SSG3 EFG 2\n\t  SSG3 H 0 A_PlaySound(\"Weapons/d3ssgld\", CHAN_AUTO) //A_PlaySoundEx (\"weapons/d3ssgld\", \"Weapon\")\n      SSG3 H 4 //A_LoadShotgun2\n      SSG3 D 5\n      SSG3 I 4 //A_CloseShotgun2\n\t  SSG3 I 0 A_PlaySoundEx (\"weapons/d3ssgcl\", \"Weapon\")\n      SSG3 A 10\n      Goto Ready\n   Flash:\n      TNT1 A 1 A_Light1\n      TNT1 A 1 A_Light2\n      TNT1 A 1 A_Light0\n      Stop\n   Spawn:\n\t  SSG3 X -1\n\t  Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/1887sg.txt",
        "contents": "ACTOR 1887SG : Weapon Replaces Shotgun\n{\n  Weapon.SelectionOrder 1300\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 8\n  Weapon.SlotNumber 3\n  Weapon.SlotPriority 3\n  Weapon.AmmoType \"Shell\"\n  Attacksound \"\"\n  Weapon.UpSound \"Weapons/switch\"\n  Inventory.PickupMessage \"You found 1887 shotgun!\"\nStates\n  {\n  Ready:\n    MSSG A 1 A_WeaponReady\n    Loop\n  Deselect:\n    MSSG A 1 A_Lower\n    MSSG A 0 A_Lower\n    Loop\n  Select:\n    MSSG A 1 A_Raise\n    MSSG A 0 A_Raise\n    Loop\n  Fire:\n    MSSG A 3\n\n\t// Method 1:\n    //MSSG A 0 A_FireBullets (6, 4, 7, 5, \"BulletPuff\")\n    //TNT1 A 0 A_PlaySound(\"Weapons/1887sgf\", CHAN_AUTO)\n\n    // Method 2:\n    // angle spread_horz, angle spread_vert, int numbullets, int damage [, string pufftype [,int flags [, float range]]])\n    // a. Muzzle\n    MSSG A 0 A_GunFlash\n\t// b. Flash\n    MSSG A 0 A_SetBlend(\"Yellow\", 0.25, 5)\n\t// c. Recoil\n    MSSG A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-10), 0, Sin(Pitch)*(10), CVF_RELATIVE) // 32\n    MSSG A 0 Bright A_Quake(4, 8, 0, 32, none)\n\t// d. Bullets\n    MSSG A 0 Bright A_FireBullets(8.0, 8.0, 25, 65, \"BlastPuff\") // 16.0, 8.0, 100, 65\n    TNT1 A 0 A_PlaySound(\"Weapons/1887sgf\", CHAN_AUTO)\n\n\tMSSF AB 3\n    MSSG A 7\n    MSSG B 4\n\tMSSG C 4 A_PlayWeaponSound(\"Weapons/1887sgl\")\n    MSSG D 5\n    MSSG CB 4\n    MSSG A 3\n    MSSG A 0 A_ReFire\n    Goto Ready\n  Flash:\n    TNT1 A 3 Bright A_Light1\n    TNT1 A 3 Bright A_Light2\n    Goto LightDone\n  Spawn:\n    MSSI A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "decorate/weapons/40mmgl.txt",
        "contents": "ACTOR 40MMGL : Weapon\n{\nInventory.PickupMessage \"You got the 40mm Grenade Launcher!.\"\nWeapon.AmmoType \"RocketAmmo\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 10\n//weapon.ammotype1 \"40mmGrenades\"\n//weapon.ammotype2 \"40mmGrenades\"\n//weapon.ammouse1 1\n//weapon.ammouse2 2\n\nWeapon.SlotNumber 5\nWeapon.SlotPriority 2\nWeapon.UpSound \"Weapons/switch\"\n\nWeapon.SelectionOrder 400\n+WEAPON.EXPLOSIVE\nObituary \"%o was blown up by %k's Grenade Launcher.\"\nStates\n{\nReady:\n  RGLG A 1 A_WeaponReady\nSelect:\n  RGLG A 1 A_Raise\n  RGLG A 0 A_Raise\n  Loop\nDeselect:\n  RGLG A 1 A_Lower\n  RGLG A 0 A_Lower\n  Loop\n/*Fire:\n  RGLF A 3\n  RGLF A 0 A_PlayWeaponSound (\"40mm/grenfire\")\n  RGLF B 3\n  RGLF B 0 A_FireCustomMissile (\"40mmShot\", 0, 1, 1, 10, 1)\n  RGLG ABC 3\n  RGLG A 15\n  Goto Ready*/\n//AltFire:\nFire:\n  RGLF A 3\n  RGLF A 0 A_PlayWeaponSound (\"40mm/grenfire\")\n  RGLF B 3\n\n\t// a. Muzzle\n    TNT1 A 0 A_GunFlash\n\t// b. Flash\n    TNT1 A 0 A_SetBlend(\"Yellow\", 0.15, 10)\n\t// c. Recoil\n    TNT1 A 0 Bright A_ChangeVelocity (Cos(Pitch)*(-4), 0, Sin(Pitch)*(4), CVF_RELATIVE)\n    TNT1 A 0 Bright A_Quake(4, 8, 0, 16, none)\n\t// d. Bullets\n\n\t// e. Splash\n    TNT1 A 0 A_ZoomFactor(0.98)\n\n    RGLF B 0 A_FireCustomMissile (\"40mmTimedShot\", 0, 1, 1, 10, 1)\n    //RPGA B 2 bright A_FireCustomMissile(\"SeekerRocket\", 0, 1, 9, -2)\n    RGLG ABCD 2\n\n    TNT1 A 0 A_ZoomFactor(1.0)\n\n  RGLG A 0\n  Goto Ready\nSpawn:\n  GLMM A -1\n  Stop\n}\n}\n\nACTOR 40mmShot\n{\nRadius 8\nHeight 8\nDamage 25\nSpeed 50\nScale 0.65\nSeeSound \"40mm/grenbounce\"\nDeathSound \"40mm/grenexplode\"\nPROJECTILE\n-NOGRAVITY\n\nDamageType Fire\n+RANDOMIZE\n+DEHEXPLOSION\n+EXPLODEONDEATH\n\n+FORCERADIUSDMG\n+MTHRUSPECIES\n\nStates\n{\nSpawn:\n  SHRP O 3 bright A_SpawnItemEX(\"GrenadeSmoke\",0,0,0,0,0,0,0,2)\n  SHRP O 0 A_CountDown\n  Loop\nDeath:\n  MIS6 B 3 bright A_SetTranslucent (0.85,1)\n  MIS6 C 3 bright A_Explode\n  MIS6 DEF 3 bright\n  Stop\n}\n}\n\nACTOR 40mmTimedShot : 40mmShot\n{\nSpeed 50\nDamage 512\n+HEXENBOUNCE\n//+BOUNCEONACTORS\n+EXTREMEDEATH\n+CANBOUNCEWATER\n\nBounceFactor 0.8\nBounceCount 6\n\n//ReactionTime 30\nReactionTime 139\n\nStates\n{\nDeath:\n  MIS6 B 3 bright A_SetTranslucent (0.85,1)\n  MIS6 C 3 bright A_Explode(512, 256, 0)\n  NULL A 0 A_SpawnItem(\"40mmExtraExplosion\")\n  MIS6 DEF 3 bright\n  Stop\n}\n}\n\nACTOR GrenadeSmoke\n{\n   Radius 0\n   Height 1\n   Speed 0\n   PROJECTILE\n   Scale 0.85\n   RENDERSTYLE Translucent\n   ALPHA 0.75\n   States\n   {\n   Spawn:\n      NULL A 3 bright\n      SMK2 ABCDE 2 Bright\n      Stop\n   }\n}\n\nActor 40mmExtraExplosion\n{\n  PROJECTILE\n  +NOCLIP\n  +NOTIMEFREEZE\n  +FORCERADIUSDMG\n  Radius 20\n  Height 16\n  Mass 1\n  Speed 35\n  Damage 256\n  Scale 1.75\n\n  States\n  {\n  Spawn:\n    EXP2 A 2 Bright A_Explode\n    EXP2 A 0 Radius_Quake(5, 4, 0, 8, 0)\n    EXP2 ABCDEFGHIJKLMN 2 Bright A_SetTranslucent(1, 1.0)\n    Stop\n}\n}"
      }
    ]
  },
  "maps": []
}

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