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": []
}