Raw model (for completeness)
{
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"sha1": "2d514372fa652fe0ee07c5118c9497f5b9742931",
"sha256": "ecfbc3a16d970175bc5736baad590599bc3e216c471bd788340832fa54984d28",
"filenames": [
"burl_zan_tumd_v7d.pk3"
],
"additional": {
"engines": [],
"iwad": [
"DOOM2"
],
"filename": null,
"added": "2014-03-16 11:45:17",
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"name": null,
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"maps": null,
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"added": "2014-03-16 11:45:17",
"file": {
"type": "PK3",
"size": 930376,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2d514372fa652fe0ee07c5118c9497f5b9742931/2d514372fa652fe0ee07c5118c9497f5b9742931.pk3.gz",
"corrupt": false
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"content": {
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"iwads_guess": [
"DOOM2"
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"text_files": [
{
"source": "pk3",
"name": "changelog.txt",
"contents": "WHOAH CHANGELOG SINCE V7 OMG ABOUT TIME\n\nI KNOW RIGHT\n\n===========================\n\nBut yeah, fatsoes now fire at an irregular pace! Yeah!!\n\nBerserk now makes you take 0.75x damage and increases the speed of a bunch weapons!\nAnd yes, that resistance stacks to 0.5625x with the 0.75x multiplier the sword provides.\n\nwhich is kind of why it has no buff from berserk, since you can handle more damage easier\n\n===========================\nv7c\n\nCastrated revenant missiles some more (now they ought to be easier to shoot down).\nRockets now phase through revenant missiles. :(\nthough you can shoot them down like it aint no thang with some decently accurate weapon (eg plausmarofle)\n\n>Probably v7d\n(Blood is now clientsided again, holy shit. Hopefully the online stagnant bloodsplats bug is fixed too.)\nPlayers now take 0.666x damage from radius damage, because those rockets were murder in bright daylight.\nNew rocket launcher! Wee!\nWielding the sword now multiplies incoming damage by 0.6 instead of 0.75 because why not.\nChainsaws are now metal murder.\nFatsoes are probably bigger assholes nowadays too.\nand so are imps\n+Plasmarifle altfire also doesn't cause a neat fap animation if you try to use the altfire without having enough ammo now."
},
{
"source": "pk3",
"name": "credits.txt",
"contents": "sprites:\nshotgun: blox\nsuper shotgun: blox (doom2 edit)\nchaingun: NMN/Paul\nsword: marty kirra\nblood sprites: Hexen / Raven Software's great spriteguy\nsilenced pistol: joeyTD\n\tDeaths (R667 SFX/AltDeaths credits):\n\n\t- vader: multiple altdeaths (I'm way too lazy to look it up. gr8 work on the death animations.)\n\n\t- itsnaturetodie: ^see above^ (Too many to list. I like what you're doing, keep on it. (pls?))\n\n\t- blox: arachnotron death/corpulent death->fatso death editing\n\n\t- eriance: baron/pinky xdeath, fatso altdeath origin (corpulent death)\n\n\t- neoworm: pinky deaths\n\n\t- kinsie: imp altdeath1 recoloring/shotgunner altdeath animation\n\n\t- phi108: improvements to shotgunner altdeath\n\n\t- minigunner: fatso altdeath2 (didn't he edit itsnaturetodie's? o_O)\n\t\t/ further improvements to shotgunner altdeath\n\t\t\t/ improvements to zombieman altdeath\n\nsounds:\nshotgun: wildweasel\nsuper shotgun: lost episode\nsword/vorpal blade: eriance\nsilenced pistol: C&C Renegade\npistol: urban terror\nassault rifle: urban terror\n\nmisc:\ntitlepic: duke nukem 2, edited by blox\nbossback: duke nukem 2, edited by blox and i\ncacodemon death: jpalomo"
},
{
"source": "pk3",
"name": "decorate.txt",
"contents": "#include actors/core/puff.txt\n#include actors/core/blood.txt\n#include actors/core/player.txt\n\n#include actors/guns/pistol.txt\n#include actors/guns/shotgun.txt\n#include actors/guns/chaingun.txt\n#include actors/guns/assaultrifle.txt\n#include actors/guns/supershotgun.txt\n#include actors/guns/rocketlauncher.txt\n#include actors/guns/plasmarifle.txt\n#include actors/guns/sword.txt\n#include actors/guns/chainsaw.txt\n#include actors/guns/bfg.txt\n\n#include actors/monsters/zombieman.txt\n#include actors/monsters/shotgunner.txt\n#include actors/monsters/lostsoul.txt\n#include actors/monsters/cacodemon.txt\n#include actors/monsters/demon.txt\n#include actors/monsters/cyberdemon.txt\n#include actors/monsters/nobles.txt\n#include actors/monsters/imp.txt\n#include actors/monsters/fatso.txt\n#include actors/monsters/arachnotron.txt\n#include actors/monsters/revenant.txt\n#include actors/monsters/chaingunner.txt\n#include actors/monsters/boss.txt\n#include actors/monsters/archie.txt\n#include actors/monsters/mastermind.txt\n\n#include actors/items/bonuses.txt\n#include actors/items/berserk.txt"
},
{
"source": "pk3",
"name": "keyconf.txt",
"contents": "clearplayerclasses\naddplayerclass \"BurlTumd\""
},
{
"source": "pk3",
"name": "mapinfo.txt",
"contents": "skill baby\n{\n\tAutoUseHealth\n\tAmmoFactor = 2\n\tDamageFactor = 0.5\n\tEasyBossBrain\n\tSpawnFilter = Baby\n\tName = \"Quarrycraft\"\n\tMustConfirm = \"This ain't no block-building 'game'.\"\n\tKey = \"i\"\n}\n\nskill easy\n{\n\tEasyBossBrain\n\tSpawnFilter = Easy\n\tKey = \"h\"\n\tname = \"TES VI: Skyrim 2\"\n\tMustConfirm = \"fus ro durr.\"\n}\n\nskill normal\n{\n\tSpawnFilter = Normal\n\tMustConfirm = \"Ooga booga 360 noscope headshot ooga.\"\n\tName = \"CoD: Prehistoric Warfare\"\n\tKey = \"h\"\n}\n\nskill hard\n{\n\tSpawnFilter = Hard\n\tName = \"Burl Tumd\"\n\tMustConfirm = \"(This is the difficulty you should be playing on)\"\n\tKey = \"u\"\n}\n\nskill nightmare\n{\n\tAmmoFactor = 2\n\tFastMonsters\n\tDisableCheats\n\tRespawnTime = 12\n\tSpawnFilter = Nightmare\n\tName = \"Betr than rbutl dum\"\n\tMustConfirm = \"Are you sure you want to FUCK YOURSELF!?\"\n\tKey = \"n\"\n}"
},
{
"source": "pk3",
"name": "sndinfo.txt",
"contents": "weapons/arfire sounds/guns/AK47FIRE.ogg\nweapons/handgun sounds/guns/G17FIRE.ogg\nweapons/chinafire sounds/guns/DSCHNGN.flac\nweapons/chinabg dspistol\n$limit weapons/chinabg 20\nweapons/silent sounds/guns/dsspistol.ogg\nweapons/shutgf sounds/guns/shotfire.flac\nweapons/shutgp sounds/guns/shotpump.ogg\nweapons/ssgfired sounds/guns/DSDSHTGN.flac\nweapons/ssgbg sounds/guns/DSDSHTG2.flac\nweapons/ssgfg sounds/guns/DSDSHTG3.flac\nmonster/hamswg DSHAMSWG\nweapons/vblhit DSVBLHIT\nDSVBLWAL DSVBLWAL\nDSVBLNUL DSVBLWAL\n$random weapons/vblwal { DSVBLWAL DSVBLWAL DSVBLWAL DSVBLWAL DSVBLWAL DSVBLWAL DSVBLNUL }\n$volume weapons/vblwal 0.33\n$volume DSVBLNUL 0.00001\n$limit DSVBLNUL 1 //hacks all around me\n$limit weapons/vblwal 0\n\nArachnotron/Death2\tATRNDTH2\ncaco/deflate\tdeflate\ncaco/crash\t\tdspunch\n\n/*$random FUCK { FUCK1 FUCK2 FUCK3 FUCK4 }\nFUCK1 FUCK1\nFUCK2 FUCK2\nFUCK3 FUCK3\nFUCK4 FUCK4\n\nDED BIGSCREA\nhuhuuuuh DSTAUNT*/\n\nbloodsplat1 dsblud01\nbloodsplat2 dsblud02\nbloodsplat3 dsblud03\nbloodsplat4 dsblud04\n$volume bloodsplat1 0.333\n$volume bloodsplat2 0.2\n$volume bloodsplat3 0.2\n$volume bloodsplat4 0.14\n\n$random bloodsplat { bloodsplat1 bloodsplat2 bloodsplat3 bloodsplat4 bloodsplat4 bloodsplat4 }\n$limit bloodsplat 3\n$volume bloodsplat 0.333\n\n$random Ricochet { RIC1 RIC2 RIC3 }\n$volume Ricochet 0.75\nRIC1 DSRIC1\nRIC2 DSRIC2\nRIC3 DSRIC3"
},
{
"source": "pk3",
"name": "actors/core/blood.txt",
"contents": "actor NewBloodSplatter : Blood replaces Blood\n{\n\tVSpeed 0.15\n\t+CLIENTSIDEONLY //Oh hey I forgot to set this again!\n\tstates\n\t{\n\tSpawn:\n\t\tBLUD AAAAAA 0 A_SpawnItemEx(\"BloodPlane\",0,0,0,random(-16,16)*0.25,random(-16,16)*0.25,random(8,12),random(0,359),0,220)\n\t\tBLUD CCCCCCCC 1 A_SpawnItemEx(\"NewBloodSplatter2\", 0, 0, 0, random(5, 15), random(5, 15), random(5, 15), random(-180, 180), SXF_ABSOLUTEANGLE)\n\t\tBLUD BBBBAAAA 2 A_SetTranslucent(Alpha-0.04,0)\n\t\tBLUD AAAA 0 A_FadeOut(1)\n\t\tstop\n\t}\n}\n\nactor LowBloodSplatter : NewBloodSplatter\n{\n\tstates\n\t{\n\tSpawn:\n\t\tBLUD AAA 0 A_SpawnItemEx(\"BloodPlane\",0,0,0,random(-16,16)*0.25,random(-16,16)*0.25,random(8,12),random(0,359),0,220)\n\t\tBLUD CCCC 1 A_SpawnItemEx(\"NewBloodSplatter2\", 0, 0, 0, random(5, 15), random(5, 15), random(5, 15), random(-180, 180), SXF_ABSOLUTEANGLE)\n\t\tBLUD BBBBAA 2\n\t\tBLUD AAAA 1 A_SetTranslucent(alpha-0.25,0) //rip in pieces a_fadeout an valued online hero of ours\n\t\tstop\n\t}\n}\n\nactor NewBloodSplatter2 : NewBloodSplatter //wtf is wrong with this\n{\n\talpha 0.75\n\tscale 0.75\n\tStates {\n\tSpawn:\n BLUD CBA 8\n\tBLUD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SetTranslucent(Alpha-0.06,0)\n Stop\n}\n}\n\nactor NewBloodSplatter3 : NewBloodSplatter2 { -NOGRAVITY -NOCLIP Radius 1 Height 1 Gravity 0.666\n\tStates {\n\tSpawn:\n BLUD CBA 8\n\tBLUD AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SetTranslucent(Alpha-0.06,0)\n Stop\n} }\n\nactor BloodPlane : NewBloodSplatter //Used to be Blood\n{\n\tradius 1\n\theight 1\n\tspeed 2\n\tscale 1.45\n\tgravity 0.666\n\tVSpeed 0.15\n\tPROJECTILE\n\t-NOGRAVITY\n\t-NOCLIP\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetGravity(Random(7,22)*0.05)\n\t\tTNT1 A 0 A_Jump(256,\"Fly\",\"Fly2\",\"Fly3\",\"Fly\")\n\tFly:\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-3,0,5,momx*0.7,momy*0.7,momz*0.75,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-4.5,0,3.5,momx*0.65,momy*0.65,momz*0.7,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-8,0,0,momx*0.55,momy*0.55,momz*0.6,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 1\n\t\tLoop\n\tFly2:\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-3,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-8,0,-2,momx*0.55,momy*0.55,momz*0.6,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 2\n\t\tLoop\n\tFly3:\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NewBloodSplatter3\",-3,0,5,momx*0.7,momy*0.7,momz*0.75,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 1\n\t\tLoop\n\tCrash:\n\t\tBLUD C 0 A_ScaleVelocity(2)\n\tDeath:\n\t\tBLUD C 0 A_PlaySound(\"BloodSplat\",CHAN_AUTO)\n\t\tBLUD C 0 A_ScaleVelocity(2)\n\t\tBLUD BBBBAAAA 1 A_SpawnItemEx(\"NewBloodSplatter2\", 0, 0, 0, random(-7, 7), random(-7, 7), random(4, 9), random(-180, 180), SXF_ABSOLUTEANGLE)\n\t\tStop\n\t}\n}\n\nactor CacoBlood : NewBloodSplatter\n{\n\ttranslation \"168:186=192:207\", \"187:191=240:247\"\n\tstates\n\t{\n\tSpawn:\n\t\tBLUD AAAAAA 0 A_SpawnItemEx(\"CacoBloodPlane\",0,0,0,random(-16,16)*0.25,random(-16,16)*0.25,random(8,12),random(0,359),0,220)\n\t\tBLUD CCCCCCCC 1 A_SpawnItemEx(\"CacoBloodSplatter2\", 0, 0, 0, random(5, 15), random(5, 15), random(5, 15), random(-180, 180), SXF_ABSOLUTEANGLE)\n\t\tBLUD BBBBAAAA 2\n\t\tstop\n\t}\n}\n\nactor CacoBloodSplatter2 : NewBloodSplatter2\n{\n\ttranslation \"168:186=192:207\", \"187:191=240:247\"\n}\n\nactor CacoBloodSplatter3 : NewBloodSplatter3 { translation \"168:186=192:207\", \"187:191=240:247\" }\n\nactor CacoBloodPlane : BloodPlane { translation \"168:186=192:207\", \"187:191=240:247\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetGravity(Random(7,22)*0.05)\n\t\tTNT1 A 0 A_Jump(256,\"Fly\",\"Fly2\",\"Fly3\",\"Fly\")\n\tFly:\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-3,0,5,momx*0.7,momy*0.7,momz*0.75,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-4.5,0,3.5,momx*0.65,momy*0.65,momz*0.7,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-8,0,0,momx*0.55,momy*0.55,momz*0.6,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 1\n\t\tLoop\n\tFly2:\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-3,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-8,0,-2,momx*0.55,momy*0.55,momz*0.6,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 2\n\t\tLoop\n\tFly3:\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"CacoBloodSplatter3\",-3,0,5,momx*0.7,momy*0.7,momz*0.75,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 1\n\t\tLoop\n\tDeath:\n\t\tBLUD C 0 A_PlaySound(\"BloodSplat\",CHAN_AUTO)\n\t\tBLUD BBBBAAAA 1 A_SpawnItemEx(\"CacoBloodSplatter2\", 0, 0, 0, random(-7, 7), random(-7, 7), random(4, 9), random(-180, 180), SXF_ABSOLUTEANGLE)\n\t\tStop\n\t}\n}\n\nactor FUCKYOURSELFBlood : NewBloodSplatter\n{\n\ttranslation \"0:255=0:0\"\n\tstates\n\t{\n\tSpawn:\n\t\tBLUD AAAAAA 0 A_SpawnItemEx(\"FUCKYOURSELFBloodPlane\",0,0,0,random(-16,16)*0.25,random(-16,16)*0.25,random(8,12),random(0,359),0,220)\n\t\tBLUD CCCCCCCC 1 A_SpawnItemEx(\"FUCKYOURSELFSplatter2\", 0, 0, 0, random(5, 15), random(5, 15), random(5, 15), random(-180, 180), SXF_ABSOLUTEANGLE)\n\t\tBLUD BBBBAAAA 2\n\t\tstop\n\t}\n}\n\nactor FUCKYOURSELFSplatter2 : NewBloodSplatter2\n{\n\ttranslation \"0:255=0:0\"\n}\n\nactor FUCKYOURSELFSplatter3 : NewBloodSplatter3 { translation \"0:255=0:0\" }\n\nactor FUCKYOURSELFBloodPlane : BloodPlane { translation \"0:255=0:0\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetGravity(Random(7,22)*0.05)\n\t\tTNT1 A 0 A_Jump(256,\"Fly\",\"Fly2\",\"Fly3\",\"Fly\")\n\tFly:\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-3,0,5,momx*0.7,momy*0.7,momz*0.75,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-4.5,0,3.5,momx*0.65,momy*0.65,momz*0.7,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-8,0,0,momx*0.55,momy*0.55,momz*0.6,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 1\n\t\tLoop\n\tFly2:\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-3,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-8,0,-2,momx*0.55,momy*0.55,momz*0.6,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 2\n\t\tLoop\n\tFly3:\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"FUCKYOURSELFSplatter3\",-3,0,5,momx*0.7,momy*0.7,momz*0.75,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 1\n\t\tLoop\n\tDeath:\n\t\tBLUD C 0 A_PlaySound(\"BloodSplat\",CHAN_AUTO)\n\t\tBLUD BBBBAAAA 1 A_SpawnItemEx(\"FUCKYOURSELFSplatter2\", 0, 0, 0, random(-7, 7), random(-7, 7), random(4, 9), random(-180, 180), SXF_ABSOLUTEANGLE)\n\t\tStop\n\t}\n}\n\nactor NobleBlood : NewBloodSplatter\n{\n\ttranslation \"168:191=112:127\"\n\tstates\n\t{\n\tSpawn:\n\t\tBLUD AAAAAA 0 A_SpawnItemEx(\"NobleBloodPlane\",0,0,0,random(-16,16)*0.25,random(-16,16)*0.25,random(8,12),random(0,359),0,220)\n\t\tBLUD CCCCCCCC 1 A_SpawnItemEx(\"NobleBloodSplatter2\", 0, 0, 0, random(5, 15), random(5, 15), random(5, 15), random(-180, 180), SXF_ABSOLUTEANGLE)\n\t\tBLUD BBBBAAAA 2\n\t\tstop\n\t}\n}\n\nactor NobleBloodSplatter2 : NewBloodSplatter2\n{\n\ttranslation \"168:191=112:127\"\n}\n\nactor NobleBloodSplatter3 : NewBloodSplatter3 { translation \"168:191=112:127\" }\n\nactor NobleBloodPlane : BloodPlane { translation \"168:191=112:127\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetGravity(Random(7,22)*0.05)\n\t\tTNT1 A 0 A_Jump(256,\"Fly\",\"Fly2\",\"Fly3\",\"Fly\")\n\tFly:\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-3,0,5,momx*0.7,momy*0.7,momz*0.75,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-4.5,0,3.5,momx*0.65,momy*0.65,momz*0.7,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-8,0,0,momx*0.55,momy*0.55,momz*0.6,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 1\n\t\tLoop\n\tFly2:\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-3,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-6,0,1,momx*0.6,momy*0.6,momz*0.65,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-8,0,-2,momx*0.55,momy*0.55,momz*0.6,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 2\n\t\tLoop\n\tFly3:\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-1,0,1.5,momx*0.8,momy*0.8,momz*0.85,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-2,0,3,momx*0.75,momy*0.75,momz*0.8,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 0 A_SpawnItemEx(\"NobleBloodSplatter3\",-3,0,5,momx*0.7,momy*0.7,momz*0.75,0,SXF_ABSOLUTEMOMENTUM)\n\t\tBLUD C 1\n\t\tLoop\n\tDeath:\n\t\tBLUD C 0 A_PlaySound(\"BloodSplat\",CHAN_AUTO)\n\t\tBLUD BBBBAAAA 1 A_SpawnItemEx(\"NobleBloodSplatter2\", 0, 0, 0, random(-7, 7), random(-7, 7), random(4, 9), random(-180, 180), SXF_ABSOLUTEANGLE)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/core/player.txt",
"contents": "actor BurlTumd : Doomplayer\n{\n\tplayer.forwardmove 1.25\n\tplayer.sidemove 1.25\n\tplayer.startitem \"NewPistol\"\n\tplayer.startitem \"BurlSword\"\n\tplayer.startitem \"Clip\", 50\n\tRadiusDamageFactor 0.666\n\tplayer.weaponslot 1, BurlSword, EagerBeaver\n\tplayer.weaponslot 2, NewPistol\n\tplayer.weaponslot 3, AssaultRifle\n\tplayer.weaponslot 4, NewShotgun\n\tplayer.weaponslot 5, SPUBURSHTeTGNU\n\tplayer.weaponslot 6, NewChaingun\n\tplayer.weaponslot 7, ROKCITLAWNHCIR\n\tplayer.weaponslot 8, PlausmaRifle\n\tplayer.weaponslot 9, BigFECKGee9000\n\tstates\n\t{\n\tPain.Cacoball:\n\t\tPLAY G 0 A_SetBlend(\"90 90 90\", 1.0, 140)\n\t\tGoto Pain\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/core/puff.txt",
"contents": "actor BulletPuff2 : BulletPuff replaces BulletPuff {\n\t+CLIENTSIDEONLY\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+FORCEXYBILLBOARD\n\t+PUFFGETSOWNER\n\t//+PUFFONACTORS\n\t-ALLOWPARTICLES\n\tdecal \"BulletChip\"\n\tdamagetype \"Bullet\"\n\tstates {\n\tMelee:\n\tSpawn:\n\t\tPUFF A 0 bright\n\t\tPUFF A 0 A_PlaySound(\"Ricochet\")\n\t\tPUFF AAAAA 0 bright A_SpawnItemEx(\"PuffSpark\", 0, 0, 0, random(-14,14)*0.5, random(-14,14)*0.5, random(-80,70)*0.0825, 0, 128, 78)\n\t\t//PUFF A 4 bright A_PlaySound(\"bullet/ricochet\") Later?\n\t\tPUFF BCD 4\n\t\tstop\n\t}\n}\n\nActor PuffSpark {\n Radius 1\n Height 1\n +CLIENTSIDEONLY\n +FORCEXYBILLBOARD\n +NOBLOCKMAP\n +NOTELEPORT\n Alpha 1\n Gravity 0\n Scale 0.6\n Renderstyle Add\n States {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(momz > 1,\"Up\")\n\t\tTNT1 A 0 A_ScaleVelocity(4/3)\n\t\tTNT1 A 0 A_SetGravity(1)\n\t\tPUFF A 2 A_FadeOut(0.14)\n\t\twait\n\tUp:\n\t\tPUFF A 2 A_FadeOut(0.14)\n\t\twait\n\tDeath:\n\t\tPUFF A 1\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/guns/assaultrifle.txt",
"contents": "actor AssaultRifle : Pistol\n{\n\ttag \"Assault Rifle\"\n\t+weapon.noautofire\n\tweapon.ammotype \"Clip\"\n\tweapon.ammouse 1\n\tweapon.ammogive 20\n\tWeapon.SelectionOrder 700\n\tattacksound \"\"\n\tinventory.pickupmessage \"Picked up an assault rifle.\"\n\tstates\n\t{\n\tSpawn:\n\t\tSUBX A -1\n\t\tstop\n\tReady:\n\t\tSUBM A 1 A_WeaponReady\n\t\twait\n\tSelect:\n\t\tSUBM AA 0 A_Raise\n\t\tSUBM A 1 A_Raise\n\t\tloop\n\tDeselect:\n\t\tSUBM AA 0 A_Lower\n\t\tSUBM A 1 A_Lower\n\t\tloop\n\tFire:\n\t\tSUBM B 0 A_FireBullets(1.5, 1.5, 1, 20, \"BulletPuff2\", FBF_USEAMMO|FBF_NORANDOM)\n\t\tSUBM B 0 A_PlaySound(\"weapons/arfire\",5)\n\t\tSUBM B 1 bright offset(0, 34) A_GunFlash\n\t\tSUBM A 1 offset(0, 34) A_GiveInventory(\"Fired\", 1)\n\t\tSUBM A 1 offset(0, 38)\n\t\tSUBM A 0 A_JumpIfInventory(\"Fired\", 0, 2)\n\t\tSUBM A 0 offset(0, 41) A_ReFire\n\t\tSUBM A 1 offset(0, 41) A_TakeInventory(\"Fired\", 3)\n\t\tSUBM A 1 offset(0, 44)\n\t\tSUBM A 1 offset(0, 40)\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 1 A_Light1\n\t\tgoto LightDone\n\t}\n}\n\nactor Fired : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 3\n}"
},
{
"source": "pk3",
"name": "actors/guns/bfg_.txt",
"contents": "Actor BigFECKGee9000 : BFG9000 replaces BFG9000\n{\n\t-WEAPON.NOAUTOFIRE\n\t-WEAPON.NOAUTOAIM\n\tStates {\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"PowerBAHZERKER\",1,\"FireBERSERK\")\n BFGG A 20 A_BFGSound\n BFGG B 10 A_GunFlash\n BFGG B 10 A_FireCustomMissile(\"BFGBowl\")\n BFGG B 20 A_ReFire\n Goto Ready\n FireBERSERK:\n\tBFGG A 16 A_BFGSound\n BFGG B 8 A_GunFlash\n BFGG B 8 A_FireCustomMissile(\"BFGBowl\")\n BFGG B 16 A_ReFire\n\tGoto Ready\n }\n}\nActor BFGBowl : BFGBall replaces BFGBall\n{\n\tSpeed 40\n\tDamage (200*random(2,4))\n\t-RANDOMIZE\n\tRenderstyle Add\n\tStates {\n Spawn:\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",54,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",30,14,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",30,-14,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 A 1 Bright\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGTrail1\",10,0,0,momx*0.4,momy*0.4,momz*0.4,0,SXF_ABSOLUTEMOMENTUM)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGTrail1b\",0,0,0,momx*0.4,momy*0.4,momz*0.4,0,SXF_ABSOLUTEMOMENTUM)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGTrail2\",10,0,0,momx*0.666,momy*0.666,momz*0.666,0,SXF_ABSOLUTEMOMENTUM)\n\tBFS1 A 1 Bright\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",54,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",30,14,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",30,-14,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 B 1 Bright\n\tBFS1 B 0 Bright A_SpawnItemEx(\"BFGTrail1\",10,0,0,momx*0.4,momy*0.4,momz*0.4,0,SXF_ABSOLUTEMOMENTUM)\n\tBFS1 B 0 Bright A_SpawnItemEx(\"BFGTrail1b\",0,0,0,momx*0.4,momy*0.4,momz*0.4,0,SXF_ABSOLUTEMOMENTUM)\n\tBFS1 B 0 Bright A_SpawnItemEx(\"BFGTrail2\",10,0,0,momx*0.666,momy*0.666,momz*0.666,0,SXF_ABSOLUTEMOMENTUM)\n\tBFS1 B 1 Bright\n\tLoop\n Death:\n BFE1 AB 8 Bright\n BFE1 C 8 Bright A_BFGSpray(\"\",80,10)\n BFE1 DEF 8 Bright\n Stop\n }\n}\n\nActor BFGBLOWl { Radius 1 Height 1 +EXTREMEDEATH DamageType \"FECK9000\" States {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(50,50,0)\n\tStop\n }\n}\n\nActor BFGTrail1 { Speed 1 Radius 1 Height 1 Scale 0.75 PROJECTILE +NOBLOCKMAP +CLIENTSIDEONLY Renderstyle Add Alpha 0.66 States {\n Spawn:\n\tBFS1 A 0 A_FadeOut(0.07)\n\tBFS1 A 1 Bright A_BishopMissileWeave\n\tBFS1 B 1 Bright A_BishopMissileWeave\n\tLoop\n Death:\n\t\"----\" A 1 A_FadeOut(0.2)\n\tWait\n }\n}\n\nActor BFGTrail1b : BFGTrail1 { Scale 0.45 States {\n Spawn:\n\tBFS1 A 0 A_ChangeVelocity(-2,0,0,CVF_RELATIVE)\n\tBFS1 A 0 A_FadeOut(0.07)\n\tBFS1 A 1 Bright A_BishopMissileWeave\n\tBFS1 B 0 Bright A_BishopMissileWeave\n\tBFS1 B 1 Bright A_BishopMissileWeave\n\tLoop\n\t}\n}\n\nActor BFGTrail2 : BFGTrail1 { Scale 0.333 Speed 1 Alpha 0.5 States {\n Spawn:\n\tBFS1 A 0 A_ChangeVelocity(-2,0,0,CVF_RELATIVE)\n\tBFS1 AA 1 Bright A_FadeOut(0.07)\n\tLoop\n }\n}"
},
{
"source": "pk3",
"name": "actors/guns/bfg.txt",
"contents": "Actor BigFECKGee9000 : BFG9000 replaces BFG9000\n{\n\t-WEAPON.NOAUTOFIRE\n\t-WEAPON.NOAUTOAIM\n\tStates {\n Fire:\n TNT1 A 0 A_JumpIfInventory(\"PowerBAHZERKER\",1,\"FireBERSERK\")\n BFGG A 20 A_BFGSound\n BFGG B 10 A_GunFlash\n BFGG B 10 A_FireCustomMissile(\"BFGBowl\")\n BFGG B 20 A_ReFire\n Goto Ready\n FireBERSERK:\n\tBFGG A 16 A_BFGSound\n BFGG B 8 A_GunFlash\n BFGG B 8 A_FireCustomMissile(\"BFGBowl\")\n BFGG B 16 A_ReFire\n\tGoto Ready\n }\n}\nActor BFGBowl : BFGBall replaces BFGBall\n{\n\tSpeed 40\n\tDamage (200*random(2,4))\n\t-RANDOMIZE\n\tStates {\n Spawn:\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",54,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",30,14,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",30,-14,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 A 1 Bright\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGTrail1\",0,0,0)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGTrail2\",-4,0,0)\n\tBFS1 A 1 Bright\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",54,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",30,14,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 A 0 Bright A_SpawnItemEx(\"BFGBLOWl\",30,-14,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tBFS1 B 1 Bright\n\tBFS1 B 0 Bright A_SpawnItemEx(\"BFGTrail1\",0,0,0)\n\tBFS1 B 0 Bright A_SpawnItemEx(\"BFGTrail2\",-4,0,0)\n\tBFS1 B 1 Bright\n\tLoop\n Death:\n BFE1 AB 8 Bright\n BFE1 C 8 Bright A_BFGSpray(\"\",80,10)\n BFE1 DEF 8 Bright\n Stop\n }\n}\n\nActor BFGBLOWl { Radius 1 Height 1 +EXTREMEDEATH DamageType \"FECK9000\" States {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 1 A_Explode(50,50,0)\n\tStop\n }\n}\n\nActor BFGTrail1 { Speed 25 Radius 1 Height 1 Scale 0.6 PROJECTILE +NOBLOCKMAP +CLIENTSIDEONLY Renderstyle Add Alpha 0.66 States {\n Spawn:\n\tBFS1 A 0 A_FadeOut(0.02)\n\tBFS1 AB 1 Bright A_BishopMissileWeave\n\tLoop\n Death:\n\t\"----\" A 1 A_FadeOut(0.1)\n\tWait\n }\n}\n\nActor BFGTrail2 : BFGTrail1 { Scale 0.5 Speed 5 Alpha 0.5 States {\n Spawn:\n\tBFS1 AA 1 Bright A_FadeOut(0.02)\n\tLoop\n }\n}"
},
{
"source": "pk3",
"name": "actors/guns/chaingun.txt",
"contents": "actor NewChaingun : Chaingun replaces Chaingun\n{\n\tWeapon.SelectionOrder 350\n\tweapon.kickback 250\n\tattacksound \"\"\n\tstates\n\t{\n\tSelect:\n\t\tCHGG A 0 A_Raise\n\t\tCHGG A 1 A_Raise\n\t\tloop\n\tDeselect:\n\t\tCHGG B 0 A_TakeInventory(\"ChaingunFlash1\",1)\n\t\tCHGG B 0 A_TakeInventory(\"ChaingunFlash2\",1)\n\tDeselecting:\n\t\tCHGG A 0 A_Lower\n\t\tCHGG A 1 A_Lower\n\t\tloop\n\tFire:\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinafire\",5,0.85)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinabg\",CHAN_AUTO,0.7)\n\t\tCHGG B 0 A_FireBullets(1.3, 1.3, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tCHGG B 0 A_GiveInventory(\"ChaingunFlash2\",1)\n\t\tCHGG B 4 A_GunFlash\n\t\tCHGG B 0 A_TakeInventory(\"ChaingunFlash2\",1)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinafire\",5,0.85)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinabg\",CHAN_AUTO,0.7)\n\t\tCHGG B 0 A_FireBullets(1.3, 1.3, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tCHGG B 0 A_GiveInventory(\"ChaingunFlash1\",1)\n\t\tCHGG A 4 A_GunFlash\n\t\tCHGG B 0 A_TakeInventory(\"ChaingunFlash1\",1)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinafire\",5,0.85)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinabg\",CHAN_AUTO,0.7)\n\t\tCHGG B 0 A_FireBullets(1.3, 1.3, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tCHGG B 0 A_GiveInventory(\"ChaingunFlash2\")\n\t\tCHGG B 6 A_GunFlash\n\t\tCHGG B 0 A_TakeInventory(\"ChaingunFlash2\",1)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinafire\",5,0.85)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinabg\",CHAN_AUTO,0.7)\n\t\tCHGG B 0 A_FireBullets(1.3, 1.3, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tCHGG B 0 A_GiveInventory(\"ChaingunFlash1\",1)\n\t\tCHGG A 4 A_GunFlash\n\t\tCHGG B 0 A_TakeInventory(\"ChaingunFlash1\",1)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinafire\",5,0.85)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinabg\",CHAN_AUTO,0.7)\n\t\tCHGG B 0 A_FireBullets(1.3, 1.3, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tCHGG B 0 A_GiveInventory(\"ChaingunFlash2\",1)\n\t\tCHGG B 3 A_GunFlash\n\t\tCHGG B 0 A_TakeInventory(\"ChaingunFlash2\",1)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinafire\",5,0.85)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinabg\",CHAN_AUTO,0.7)\n\t\tCHGG B 0 A_FireBullets(1.3, 1.3, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tCHGG A 0 A_ReFire\n\t\tCHGG B 2\n\t\tCHGG A 4\n\t\tCHGG B 6\n\t\tCHGG A 8\n\t\tgoto Ready\n\tHold:\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinafire\",5,0.85)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinabg\",CHAN_AUTO,0.7)\n\t\tCHGG A 0 A_FireBullets(5.0, 5.0, random(1, 3), 10, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tCHGG A 2 A_GunFlash\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinafire\",5,0.85)\n\t\tCHGG B 0 A_PlaySound(\"weapons/chinabg\",CHAN_AUTO,0.7)\n\t\tCHGG A 0 A_FireBullets(5.0, 5.0, random(1, 3), 10, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tCHGG B 2\n\t\tCHGG A 0 A_ReFire\n\t\tCHGG B 2\n\t\tCHGG A 4\n\t\tCHGG B 6\n\t\tCHGG A 8\n\t\tgoto Ready\n\tFlash:\n\t\tCHGF A 0 A_JumpIfInventory(\"ChaingunFlash1\",1,\"Flash1\")\n\t\tCHGF A 0 A_JumpIfInventory(\"ChaingunFlash2\",1,\"Flash2\")\n\t\tCHGF AB 2 bright A_Light1\n\t\tgoto LightDone\n\tFlash1:\n\t\tCHGF A 2 bright A_Light1\n\t\tgoto LightDone\n\tFlash2:\n\t\tCHGF B 2 bright A_Light2\n\t\tgoto LightDone\n\t}\n}\n\nActor ChaingunFlash1 : Inventory { Inventory.MaxAmount 1 }\nActor ChaingunFlash2 : ChaingunFlash1 {}"
},
{
"source": "pk3",
"name": "actors/guns/chainsaw.txt",
"contents": "actor EagerBeaver : Chainsaw replaces Chainsaw\n{\n\tobituary \"%o couldn't escape %k's chainsaw.\"\n\tinventory.pickupmessage \"Chainsaw! The great communicator!\"\n\tweapon.slotnumber 1\n\tstates\n\t{\n\tFire:\n\t\tSAWG A 0 A_Saw\n\t\tSAWG A 0 A_CustomPunch(3,1,0,\"BladePuff1\",72)\n\t\tSAWG A 3 A_FireCustomMissile(\"SawRipper\")\n\t\tSAWG B 0 A_CustomPunch(3,1,0,\"BladePuff1\",72)\n\t\tSAWG B 0 A_Saw\n\t\tSAWG B 3 A_FireCustomMissile(\"SawRipper\")\n\t\tSAWG B 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tSAWG A 1 offset(0, 36)\n\t\tSAWG A 1 offset(0, 40)\n\t\tSAWG A 1 offset(0, 44)\n\t\tSAWG A 1 offset(0, 48)\n\t\tSAWG A 1 offset(0, 52)\n\t\tSAWG A 1 offset(0, 56)\n\t\tSAWG A 0 A_ReFire\n\t\tSAWG A 1 offset(0, 48)\n\t\tSAWG A 1 offset(0, 40)\n\t\tSAWG A 1 offset(0, 32)\n\t\tgoto Ready\n\tAltHold:\n\t\tSAWG A 0 A_PlaySound(\"weapons/sawidle\",CHAN_AUTO,0.666)\n\t\tSAWG A 1 offset(0, 56)\n\t\tSAWG B 2 offset(0, 56)\n\t\tSAWG A 0 A_PlaySound(\"weapons/sawidle\",1)\n\t\tSAWG A 0 A_PlaySound(\"weapons/sawidle\",5,0.4)\n\t\tSAWG A 0 A_ReFire\n\t\tSAWG A 1 offset(0, 48)\n\t\tSAWG A 1 offset(0, 40)\n\t\tSAWG A 1 offset(0, 32)\n\t\tSAWG A 0 A_FireCustomMissile(\"TossedChainsaw\")\n\t\tSAWG A 0 A_TakeInventory(\"EagerBeaver\", 1)\n\t\tgoto Ready\n\t}\n}\n\nactor SawRipper\n{\n\tobituary \"%o couldn't escape %k's chainsaw.\"\n\tdamage (4)\n\t+ripper\n\tspeed 42\n\tradius 1\n\theight 1\n\tprojectile\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 AA 1\n\t\tstop\n\t}\n}\n\nactor TossedChainsaw : SawRipper\n{\n\tdamage (35)\n\tspeed 32\n\tradius 20\n\theight 40\n\tseesound \"weapons/sawfull\"\n\t-NOGRAVITY\n\tscale 0.3\n\t+EXTREMEDEATH\n\t+SKYEXPLODE\n\tobituary \"%o couldn't outrun %k's chainsaw.\"\n\tgravity 0.125\n\tstates\n\t{\n\tSpawn:\n\t\tSAWW A 0 A_CustomMissile(\"SawRipper\",20,0)\n\t\tSAWW A 1 A_LoopActiveSound\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"EagerBeaver\")\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/guns/pistol.txt",
"contents": "actor NewPistol : Pistol\n{\n\ttag \"Pistol\"\n\tweapon.ammotype \"Clip\"\n\tweapon.ammouse 1\n\tweapon.ammogive 20\n\t/*weapon.ammotype2 \"PistolInaccuracy\"\n\tweapon.ammogive2 0\n\tweapon.ammouse2 0*/\n\t+weapon.noautofire\n\t+NOALERT\n\tattacksound \"\"\n\tstates\n\t{\n\tSelect:\n\t\tPISG A 0 A_JumpIfInventory(\"Silenced\", 1, 4)\n\t\tPISG A 0 A_Raise\n\t\tPISG A 0 A_Raise\n\t\tPISG A 1 A_Raise\n\t\tloop\n\t\tSPIL A 0 A_Raise\n\t\tSPIL A 0 A_Raise\n\t\tSPIL A 1 A_Raise\n\t\tgoto Select+5\n\tDeselect:\n\t\tPISG A 0 A_JumpIfInventory(\"Silenced\", 1, 4)\n\t\tPISG A 0 A_Lower\n\t\tPISG A 0 A_Lower\n\t\tPISG A 1 A_Lower\n\t\tloop\n\t\tSPIL A 0 A_Lower\n\t\tSPIL A 0 A_Lower\n\t\tSPIL A 1 A_Lower\n\t\tgoto Deselect+5\n\tReady:\n\t\tPISG A 0 A_TakeInventory(\"PistolInaccuracy\", 1)\n\t\tPISG A 0 A_JumpIfInventory(\"Silenced\", 1, 2)\n\t\tPISG A 3 offset(0, 32) A_WeaponReady\n\t\tgoto Ready\n\t\tSPIL A 3 A_WeaponReady\n\t\tgoto Ready\n\tFire:\n\t\tPISG A 0 A_JumpIfInventory(\"Silenced\", 1, \"SilencedFire\")\n\t\tPISG A 0 A_JumpIfInventory(\"PistolInaccuracy\", 2, \"Fire2\")\n\t\tPISG B 0 A_FireBullets(0, 0, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tPISG B 0 A_PlayWeaponSound(\"weapons/handgun\")\n\t\tPISG A 0 A_GiveInventory(\"PistolInaccuracy\", 1)\n\t\tPISG B 0 A_AlertMonsters\n\t\tPISG B 2 offset(0, 32) A_GunFlash\n\t\tPISG D 1 offset(0, 38) A_WeaponReady(WRF_NOBOB)\n\t\tPISG D 1 offset(0, 40) A_WeaponReady(WRF_NOBOB)\n\t\tPISG D 1 offset(0, 42) A_WeaponReady(WRF_NOBOB)\n\t\tPISG D 1 offset(0, 44) A_WeaponReady(WRF_NOBOB)\n\t\tPISG E 1 offset(0, 56) A_WeaponReady(WRF_NOBOB)\n\t\tPISG E 1 offset(0, 59) A_WeaponReady(WRF_NOBOB)\n\t\tPISG E 1 offset(0, 63) A_WeaponReady(WRF_NOBOB)\n\t\tPISG E 1 offset(0, 68) A_WeaponReady(WRF_NOBOB)\n\t\tPISG E 1 offset(0, 74) A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\tFire2:\n\t\tPISG B 0 A_JumpIfInventory(\"PistolInaccuracy\", 4, \"Fire3\")\n\t\tPISG B 0 A_FireBullets(0.65, 0.65, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tPISG B 0 A_PlayWeaponSound(\"weapons/handgun\")\n\t\tgoto Fire+4\n\tFire3:\n\t\tPISG B 0 A_JumpIfInventory(\"PistolInaccuracy\", 6, \"Fire4\")\n\t\tPISG B 0 A_FireBullets(1.3, 1.3, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tPISG B 0 A_PlayWeaponSound(\"weapons/handgun\")\n\t\tgoto Fire+4\n\tFire4:\n\t\tPISG B 0 A_JumpIfInventory(\"PistolInaccuracy\", 8, \"Fire5\")\n\t\tPISG B 0 A_FireBullets(2.6, 2.6, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tPISG B 0 A_PlayWeaponSound(\"weapons/handgun\")\n\t\tgoto Fire+4\n\tFire5:\n\t\tPISG B 0 A_FireBullets(5.2, 5.2, -1, 15, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tPISG B 0 A_PlayWeaponSound(\"weapons/handgun\")\n\t\tgoto Fire+4\n\tSilencedFire:\n\t\tPISG A 0 A_JumpIfInventory(\"PistolInaccuracy\", 2, \"SFire2\")\n\t\tSPIL B 0 A_FireBullets(0, 0, -1, 5, \"BulletPuff2\")\n\t\tSPIL B 0 A_PlayWeaponSound(\"weapons/silent\")\n\t\tPISG A 0 A_GiveInventory(\"PistolInaccuracy\", 1)\n\t\tSPIL B 2 offset(0, 32)\n\t\tSPIL D 1 offset(0, 38) A_WeaponReady(WRF_NOBOB)\n\t\tSPIL D 1 offset(0, 40) A_WeaponReady(WRF_NOBOB)\n\t\tSPIL D 1 offset(0, 42) A_WeaponReady(WRF_NOBOB)\n\t\tSPIL D 1 offset(0, 44) A_WeaponReady(WRF_NOBOB)\n\t\tSPIL E 1 offset(0, 56) A_WeaponReady(WRF_NOBOB)\n\t\tSPIL E 1 offset(0, 59) A_WeaponReady(WRF_NOBOB)\n\t\tSPIL E 1 offset(0, 63) A_WeaponReady(WRF_NOBOB)\n\t\tSPIL E 1 offset(0, 68) A_WeaponReady(WRF_NOBOB)\n\t\tSPIL E 1 offset(0, 74) A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\tSFire2:\n\t\tPISG A 0 A_JumpIfInventory(\"PistolInaccuracy\", 4, \"SFire3\")\n\t\tSPIL B 0 A_FireBullets(0.65, 0.65, -1, 5, \"BulletPuff2\")\n\t\tSPIL B 0 A_PlayWeaponSound(\"weapons/silent\")\n\t\tPISG A 0 A_GiveInventory(\"PistolInaccuracy\", 1)\n\t\tgoto SilencedFire+4\n\tSFire3:\n\t\tPISG A 0 A_JumpIfInventory(\"PistolInaccuracy\", 6, \"SFire4\")\n\t\tSPIL B 0 A_FireBullets(1.3, 1.3, -1, 5, \"BulletPuff2\")\n\t\tSPIL B 0 A_PlayWeaponSound(\"weapons/silent\")\n\t\tPISG A 0 A_GiveInventory(\"PistolInaccuracy\", 1)\n\t\tgoto SilencedFire+4\n\tSFire4:\n\t\tPISG A 0 A_JumpIfInventory(\"PistolInaccuracy\", 8, \"SFire5\")\n\t\tSPIL B 0 A_FireBullets(2.6, 2.6, -1, 5, \"BulletPuff2\")\n\t\tSPIL B 0 A_PlayWeaponSound(\"weapons/silent\")\n\t\tPISG A 0 A_GiveInventory(\"PistolInaccuracy\", 1)\n\t\tgoto SilencedFire+4\n\tSFire5:\n\t\tSPIL B 0 A_FireBullets(5.2, 5.2, -1, 5, \"BulletPuff2\")\n\t\tSPIL B 0 A_PlayWeaponSound(\"weapons/silent\")\n\t\tPISG A 0 A_GiveInventory(\"PistolInaccuracy\", 1)\n\t\tgoto SilencedFire+4\n\tAltFire:\n\t\tPISG A 0 A_JumpIfInventory(\"Silencer\", 1, 1)\n\t\tgoto Ready\n\t\tPISG A 0 A_JumpIfInventory(\"Silenced\", 1, \"AltFire2\")\n\t\tPISG AAAAAAAAAAAAA 1 A_Lower\n\t\tPISG A 5 A_GiveInventory(\"Silenced\", 1)\n\t\tSPIL AAAAAAAAAAAAA 1 A_Raise\n\t\tgoto Ready\n\tAltFire2:\n\t\tSPIL AAAAAAAAAAAAA 1 A_Lower\n\t\tPISG A 5 A_TakeInventory(\"Silenced\", 9)\n\t\tPISG AAAAAAAAAAAAA 1 A_Raise\n\t\tgoto Ready\n\tFlash:\n\t\tPISF A 1 bright offset(0, 32) A_Light1\n\t\tgoto LightDone\n\t}\n}\n\nactor SilencedPistol : CustomInventory\n{\n\tinventory.pickupmessage \"Picked up a silencer. Equip with altfire.\"\n\tstates\n\t{\n\tSpawn:\n\t\tSPIP A -1\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"Silencer\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip\", 10)\n\t\tstop\n\t}\n}\n\nactor Silenced : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor Silencer : Silenced\n{\n}\n\nactor PistolInaccuracy : Ammo\n{\n\tinventory.amount 1\n\tinventory.maxamount 10\n\tammo.backpackamount 0\n\tammo.backpackmaxamount 10\n\t+ignoreskill\n}"
},
{
"source": "pk3",
"name": "actors/guns/plasmarifle.txt",
"contents": "actor PlausmaRifle : PlasmaRifle replaces PlasmaRifle\n{\n\tweapon.ammotype2 \"Cell\"\n\tweapon.ammouse2 20\n\tstates\n\t{\n\tSelect:\n\t\tPLSG A 0 A_Raise\n\t\tPLSG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPLSG A 0 A_Lower\n\t\tPLSG A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBAHZERKER\",1,\"FireBERSERK\")\n\t\tPLSG A 0 A_GunFlash\n\t\tPLSG A 3 A_FireCustomMissile(\"PlasmaBrawl\")\n\t\tPLSG B 20 A_ReFire\n\t\tgoto Ready\n\tFireBERSERK:\n\t\tPLSG A 0 A_GunFlash\n\t\tPLSG A 2 A_FireCustomMissile(\"PlasmaBrawl\")\n\t\tPLSG A 2 A_FireCustomMissile(\"PlasmaBrawl\")\n\t\tPLSG A 3 A_FireCustomMissile(\"PlasmaBrawl\")\n\t\tPLSG B 14 A_ReFire\n\t\tgoto Ready\n\tAltFire:\n\t\tPLSG A 1\n\t\tPLSG A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tPLSG A 0 A_FireCustomMissile(\"Meltablast\")\n\t\tPLSG A 2 A_GunFlash\n\t\tPLSG B 20\n\t\tgoto Ready\n\tFlash:\n\t\tPLSF A 1 bright A_Light1\n\t\tPLSF B 1 bright A_Light2\n\t\tgoto LightDone\n\t}\n}\n\nactor PlasmaBrawl : PlasmaBall\n{\n\tdamage (25)\n\tspeed 40\n\trenderstyle translucent\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS A 0 bright A_SpawnItem(\"PlasmaTrailA2\")\n\t\tPLSS A 1 bright A_SpawnItemEx(\"PlasmaTrailA\",10)\n\t\tPLSS C 0 bright A_SpawnItem(\"PlasmaTrailC2\")\n\t\tPLSS C 1 bright A_SpawnItemEx(\"PlasmaTrailC\",10)\n\t\tPLSS B 0 bright A_SpawnItem(\"PlasmaTrailB2\")\n\t\tPLSS B 1 bright A_SpawnItemEx(\"PlasmaTrailB\",10)\n\t\tPLSS D 0 bright A_SpawnItem(\"PlasmaTrailD2\")\n\t\tPLSS D 1 Bright A_SpawnItemEx(\"PlasmaTrailD\",10)\n\t\tloop\n\t}\n}\n\nactor PlasmaTrailA\n{\n\t+NOINTERACTION\n\t+CLIENTSIDEONLY\n\t+NOGRAVITY\n\talpha 1\n\tscale 0.666\n\trenderstyle add\n\tstates\n\t{\n\tSpawn:\n\t\tPLSS A 1 bright A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nactor PlasmaTrailA2 : PlasmaTrailA { Scale 0.45 }\n\nactor PlasmaTrailB : PlasmaTrailA\n{\n\tstates\n\t{\n\tSpawn:\n\t\tPLSS B 1 bright A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nactor PlasmaTrailB2 : PlasmaTrailB { Scale 0.45 }\n\nactor PlasmaTrailC : PlasmaTrailA\n{\n\tstates\n\t{\n\tSpawn:\n\t\tPLSS C 1 bright A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nactor PlasmaTrailC2 : PlasmaTrailC { Scale 0.45 }\n\nactor PlasmaTrailD : PlasmaTrailA\n{\n\tstates\n\t{\n\tSpawn:\n\t\tPLSS D 1 bright A_FadeOut(0.1)\n\t\tloop\n\t}\n}\n\nactor PlasmaTrailD2 : PlasmaTrailD { Scale 0.45 }\n\nactor MeltaBlast : RocketExplosion\n{\n\tspeed 48\n\t+ripper\n\theight 1\n\tradius 1\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 A_Explode(26, 26, 0)\n\t\tTNT1 A 2 A_SpawnItemEx(\"RocketExplosion6\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 A_Explode(51, 51, 0)\n\t\tTNT1 A 2 A_SpawnItemEx(\"RocketExplosion5\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 A_Explode(77, 77, 0)\n\t\tTNT1 A 2 A_SpawnItemEx(\"RocketExplosion4\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 A_Explode(102, 102, 0)\n\t\tTNT1 A 2 A_SpawnItemEx(\"RocketExplosion3\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 A_Explode(128, 128, 0)\n\t\tTNT1 A 2 A_SpawnItemEx(\"RocketExplosion2\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tstop\n\t}\n}\n\nactor RocketExplosion3 : RocketExplosion2\n{\n\tscale 0.8\n}\n\nactor RocketExplosion4 : RocketExplosion2\n{\n\tscale 0.6\n}\n\nactor RocketExplosion5 : RocketExplosion2\n{\n\tscale 0.4\n}\n\nactor RocketExplosion6 : RocketExplosion2\n{\n\tscale 0.2\n}"
},
{
"source": "pk3",
"name": "actors/guns/rocketlauncher.txt",
"contents": "actor ROKCITLAWNHCIR : RocketLauncher replaces RocketLauncher\n{\n\tobituary \"%o took a ride too big to swallow on the %kexpress.\"\n\tWeapon.SelectionOrder 4000\n\tstates\n\t{\n\tReady:\n\t\tSNRL A 2 A_WeaponReady\n\t\twait\n\tSelect:\n\t\tSNRL A 0 A_Raise\n\t\tSNRL A 1 A_Raise\n\t\tloop\n\tDeselect:\n\t\tSNRL A 0 A_Lower\n\t\tSNRL A 1 A_Lower\n\t\tloop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBAHZERKER\",1,\"FireBERSERK\")\n\t\tSNRL B 3 A_GunFlash\n\t\tSNRL B 0 Radius_Quake(4,15,0,1,0)\n\t\tSNRL C 4 Bright A_FireMissile\n\t\tSNRL D 2 Bright\n\t\tSNRL D 0 A_JumpIfInventory(\"RocketAmmo\", 1, 1)\n\t\tgoto Ready\n\t\tSNRL E 1 offset(0, 33)\n\t\tSNRL E 1 offset(0, 35)\n\t\tSNRL F 1 offset(0, 37)\n\t\tSNRL F 1 offset(0, 39)\n\t\tSNRL G 1 offset(0, 41)\n\t\tSNRL G 8\n\t\tSNRL G 1 offset(0, 41)\n\t\tSNRL G 1 offset(0, 39)\n\t\tSNRL G 1 offset(0, 37)\n\t\tSNRL A 1 offset(0, 35)\n\t\tSNRL A 1 offset(0, 33)\n\t\tSNRL A 0 offset(0, 33) A_ReFire\n\t\tgoto Ready\n\tFireBERSERK:\n\t\tSNRL B 3 A_GunFlash\n\t\tSNRL B 0 Radius_Quake(4,15,0,1,0)\n\t\tSNRL C 4 Bright A_FireMissile\n\t\tSNRL D 2 Bright\n\t\tSNRL B 0 A_JumpIfInventory(\"RocketAmmo\", 1, 1)\n\t\tgoto Ready\n\t\tSNRL E 1 offset(0, 34)\n\t\tSNRL E 1 offset(0, 38)\n\t\tSNRL F 1 offset(0, 40)\n\t\tSNRL F 1 offset(0, 43)\n\t\tSNRL G 6\n\t\tSNRL G 1 offset(0, 41)\n\t\tSNRL G 1 offset(0, 38)\n\t\tSNRL A 1 offset(0, 35)\n\t\tSNRL A 1 offset(0, 33)\n\t\tSNRL A 0 offset(0, 33) A_ReFire\n\t\tgoto Ready\n\tFlash:\n\t\tTNT1 A 3 Bright A_Light1\n\t\tTNT1 A 4 Bright A_Light2\n\t\tTNT1 A 3 Bright A_Light(3)\n\t\tGoto LightDone\n\t}\n}\n\nactor Missile : Rocket replaces Rocket\n{\n\tspeed 50\n\tSpecies \"Rockit\"\n\t+THRUSPECIES\n\t+EXTREMEDEATH\n\tstates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"RocketExplosion\")\n\t\tstop\n\t}\n}\n\nactor RocketExplosion\n{\n\t+NOGRAVITY\n\t+FORCERADIUSDMG\n\t+EXTREMEDEATH\n\tvspeed 0\n\talpha 1.0\n\tseesound \"weapons/rocklx\"\n\trenderstyle add\n\tdamagetype \"Explosion\"\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 A_Explode\n\t\tTNT1 A 4 A_SpawnItemEx(\"RocketExplosion2\", random(-16,16), random(-16,16), random(-16,16), 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 A_Explode\n\t\tTNT1 A 4 A_SpawnItemEx(\"RocketExplosion2\", random(-16,16), random(-16,16), random(-16,16), 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 A_Explode\n\t\tTNT1 A 4 A_SpawnItemEx(\"RocketExplosion2\", random(-16,16), random(-16,16), random(-16,16), 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 A_Explode\n\t\tTNT1 A 4 A_SpawnItemEx(\"RocketExplosion2\", random(-16,16), random(-16,16), random(-16,16), 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 A_Explode\n\t\tTNT1 A 4 A_SpawnItemEx(\"RocketExplosion2\", random(-16,16), random(-16,16), random(-16,16), 0, 0, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tstop\n\t}\n}\n\nactor RocketExplosion2 : RocketExplosion\n{\n\t+clientsideonly\n\tstates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Radius_Quake(3, 12, 0, 4,0)\n\t\tMISL B 6 bright\n\t\tMISL C 4 bright\n\t\tMISL D 2 bright\n\t\tstop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/guns/shotgun.txt",
"contents": "actor NewShotgun : Shotgun replaces Shotgun\n{\n\tWeapon.SelectionOrder 300\n\tweapon.kickback 500\n\tattacksound \"\"\n\tstates\n\t{\n\tSelect:\n\t\tSHTG A 0 A_Raise\n\t\tSHTG A 1 A_Raise\n\t\tloop\n\tDeselect:\n\t\tSHTG A 0 A_Lower\n\t\tSHTG A 1 A_Lower\n\t\tloop\n\tFire:\n\t\tSHTG A 0 A_PlaySound(\"weapons/shutgf\",5)\n\t\tSHTG A 0 Radius_Quake(random(2,4),random(4,5),0,1,0)\n\t\tSHTG A 0 A_FireBullets(1.2, 1.2, 5, 10, \"BulletPuff2\", FBF_NORANDOM, 192)\n\t\tSHTG A 0 A_FireBullets(3.0, 3.0, 10, 10, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tSHTG A 0 A_ZoomFactor(0.987)\n\t\tSHTG A 0 A_GunFlash\n\t\tSHTG A 1 A_ZoomFactor(1.02)\n\t\tSHTG A 1 A_ZoomFactor(1)\n\t\tSHTG A 1 Offset(0,40)\n\t\tSHTG A 1 Offset(0,36)\n\t\tSHTG A 1 Offset(0,34)\n\t\tSHTG A 1 Offset(0,33)\n\t\tSHTG A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBAHZERKER\",1,\"FireBERSERK\")\n\t\tSHTG A 6\n\t\tSHTG A 1 Offset(-1,33) A_PlaySound(\"weapons/shutgp\")\n\t\tSHTG B 1 Offset(5,34)\n\t\tSHTG B 1 Offset(-2,36)\n\t\tSHTG B 1 Offset(-8,38)\n\t\tSHTG C 1 Offset(3,35)\n\t\tSHTG C 1 Offset(-1,38)\n\t\tSHTG D 1 Offset(-4,41)\n\t\tSHTG D 1 Offset(-4,43)\n\t\tSHTG D 1 Offset(-4,45)\n\t\tSHTG D 1 Offset(-3,44)\n\t\tSHTG D 1 Offset(-2,40)\n\t\tSHTG D 1 Offset(-4,41)\n\t\tSHTG C 1 Offset(-1,38)\n\t\tSHTG C 1 Offset(-1,37)\n\t\tSHTG B 1 Offset(1,36)\n\t\tSHTG B 1 Offset(2,36)\n\t\tSHTG B 1 Offset(5,34)\n\t\tSHTG A 1\n\t\tGoto Ready\n\tFireBERSERK:\n\t\tSHTG A 4\n\t\tSHTG A 1 Offset(-1,33) A_PlaySound(\"weapons/shutgp\")\n\t\tSHTG B 1 Offset(0,36)\n\t\tSHTG B 1 Offset(-8,38)\n\t\tSHTG C 1 Offset(3,35)\n\t\tSHTG C 1 Offset(-1,38)\n\t\tSHTG D 1 Offset(-4,43)\n\t\tSHTG D 1 Offset(-4,45)\n\t\tSHTG D 1 Offset(-3,44)\n\t\tSHTG D 1 Offset(-2,40)\n\t\tSHTG D 1 Offset(-4,41)\n\t\tSHTG C 1 Offset(-1,38)\n\t\tSHTG C 1 Offset(-1,37)\n\t\tSHTG B 1 Offset(2,36)\n\t\tSHTG B 1 Offset(5,34)\n\t\tSHTG A 1\n\t\tgoto Ready\n\tFlash:\n\t\tSHTF A 2 bright offset(0, 32) A_Light1\n\t\tSHTF B 1 bright offset(0, 32) A_Light2\n\t\tgoto LightDone\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/guns/supershotgun.txt",
"contents": "actor SPUBURSHTeTGNU : SuperShotgun replaces SuperShotgun\n{\n\ttag \"Super Shotgun\"\n\tattacksound \"\"\n\tWeapon.SelectionOrder 400\n\tweapon.kickback 750\n\tstates\n\t{\n\tSelect:\n\t\tSHT2 A 0 A_Raise\n\t\tSHT2 A 1 A_Raise\n\t\tloop\n\tDeselect:\n\t\tSHT2 A 0 A_Lower\n\t\tSHT2 A 1 A_Lower\n\t\tloop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerBAHZERKER\",1,\"FireBERSERK\")\n\t\tSHT2 A 3\n\t\tSHT2 A 0 Radius_Quake(random(3,5),random(7,9),0,1,0)\n\t\tSHT2 A 0 A_PlaySound(\"weapons/ssgfired\",CHAN_AUTO)\n\t\tSHT2 A 0 A_PlaySound(\"weapons/ssgfg\",5,0.25)\n\t//\tSHT2 A 0 A_PlaySound(\"weapons/ssgbg\",CHAN_AUTO,0.3)\n\t\tSHT2 A 0 A_FireBullets(5.0, 5.0, 10, 10, \"BulletPuff2\", FBF_NORANDOM, 128)\n\t\tSHT2 A 0 A_FireBullets(13.5, 9.0, 20, 10, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tSHT2 A 0 A_GunFlash\n\t\tSHT2 A 2 A_ZoomFactor(0.973)\n\t\tSHT2 A 5 A_ZoomFactor(1.02)\n\t\tSHT2 B 7 A_ZoomFactor(1)\n\t\tSHT2 C 7 A_CheckReload\n\t\tSHT2 D 7 A_OpenShotgun2\n\t\tSHT2 E 4\n\t\tSHT2 U 2\n\t\tSHT2 F 4 A_LoadShotgun2\n\t\tSHT2 G 6\n\t\tSHT2 H 6 A_CloseShotgun2\n\t\tSHT2 A 5 A_ReFire\n\t\tGoto Ready\n\tFireBERSERK:\n\t\tSHT2 A 2\n\t\tSHT2 A 0 Radius_Quake(random(3,5),random(7,9),0,1,0)\n\t\tSHT2 A 0 A_PlaySound(\"weapons/ssgfg\",5,0.15)\n\t\tSHT2 A 0 A_PlaySound(\"weapons/ssgfired\",CHAN_AUTO)\n\t//\tSHT2 A 0 A_PlaySound(\"weapons/ssgbg\",CHAN_AUTO,0.3)\n\t\tSHT2 A 0 A_FireBullets(5.0, 5.0, 10, 10, \"BulletPuff2\", FBF_NORANDOM, 128)\n\t\tSHT2 A 0 A_FireBullets(13.5, 9.0, 20, 10, \"BulletPuff2\", FBF_NORANDOM|FBF_USEAMMO)\n\t\tSHT2 A 0 A_GunFlash\n\t\tSHT2 A 2 A_ZoomFactor(0.973)\n\t\tSHT2 A 5 A_ZoomFactor(1.02)\n\t\tSHT2 B 6 A_ZoomFactor(1)\n\t\tSHT2 C 6 A_CheckReload\n\t\tSHT2 D 6 A_OpenShotgun2\n\t\tSHT2 E 4\n\t\tSHT2 U 2\n\t\tSHT2 F 4 A_LoadShotgun2\n\t\tSHT2 G 4\n\t\tSHT2 H 4 A_CloseShotgun2\n\t\tSHT2 A 3 A_ReFire\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/guns/sword.txt",
"contents": "actor BurlSword : Weapon\n{\n\ttag \"Burl Sword\"\n\t+weapon.noalert\n\t+EXTREMEDEATH\n\tWeapon.SelectionOrder 5000\n\tAttackSound \"weapons/vblhit\"\n\tstates\n\t{\n\tSelect:\n\t\tSRDG A 0 A_Raise\n\t\tSRDG A 0 A_GiveInventory(\"PowerBrave\",1)\n\t\tSRDG A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSRDG A 0 A_TakeInventory(\"PowerBrave\",1)\n\t\tSRDG A 0 A_Lower\n\t\tSRDG A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tSRDG A 0 A_GiveInventory(\"PowerBrave\",1)\n\t\tSRDG A 1 A_weaponready\n\t\tloop\n\tFire:\n\t\tSRDG A 0 A_JumpIf(health <= 15,\"Fire5\")\n\t\tSRDG A 0 A_JumpIf(health <= 25,\"Fire4\")\n\t\tSRDG A 0 A_JumpIf(health <= 50,\"Fire3\")\n\t\tSRDG A 0 A_JumpIf(health <= 75,\"Fire2\")\n\t\tSRDG B 1\n\t\tSRDG C 1\n\t\tTNT1 A 4\n\t\tSRDG DE 1\n\t\tSRDG F 1 A_PlaySound(\"monster/hamswg\")\n\t\tSRDG GH 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG H 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG IJ 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG JJ 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG KLM 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tTNT1 AAAA 1\n\t\tTNT1 AAAA 1 A_WeaponReady\n\t\tSRDG C 1\n\t\tSRDG B 1\n\t\tGoto ready\n\tFire2: //omfg ugly hacks aaaaaaaaaaaaaaa\n\t\tSRDG B 1\n\t\tSRDG C 1\n\t\tTNT1 A 3\n\t\tSRDG DE 1\n\t\tSRDG F 1 A_PlaySound(\"monster/hamswg\")\n\t\tSRDG G 1\n\t\tSRDG H 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG HH 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG IJ 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG JJ 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG K 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG KK 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG LM 1\n\t\tTNT1 AAA 1\n\t\tTNT1 AAA 1 A_WeaponReady\n\t\tSRDG C 1\n\t\tSRDG B 1\n\t\tGoto ready\n\tFire3: //omfg ugly hacks aaaaaaaaaaaaaaa\n\t\tSRDG B 1\n\t\tSRDG C 1\n\t\tTNT1 A 2\n\t\tSRDG DE 1\n\t\tSRDG F 1 A_PlaySound(\"monster/hamswg\")\n\t\tSRDG G 1\n\t\tSRDG H 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG HH 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG IJ 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG JJ 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG K 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG KK 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG LM 1\n\t\tTNT1 AA 1\n\t\tTNT1 AA 1 A_WeaponReady\n\t\tSRDG C 1\n\t\tSRDG B 1\n\t\tGoto ready\n\tFire4: //omfg ugly hacks aaaaaaaaaaaaaaa\n\t\tSRDG B 1\n\t\tSRDG C 1\n\t\tTNT1 A 1\n\t\tSRDG DE 1\n\t\tSRDG F 1 A_PlaySound(\"monster/hamswg\")\t\tSRDG G 1\n\t\tSRDG H 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG HHH 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG IJ 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG JJJJ 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG KLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_WeaponReady\n\t\tSRDG C 1\n\t\tSRDG B 1\n\t\tGoto ready\n\tFire5: //omfg ugly hacks aaaaaaaaaaaaaaa\n\t\tSRDG B 1\n\t\tSRDG C 1\n\t\tSRDG DE 1\n\t\tSRDG F 1 A_PlaySound(\"monster/hamswg\")\n\t\tSRDG H 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG HHH 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG IJ 1 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG JJJJ 0 A_CustomPunch(((250 - health)/15),1,0,\"BladePuff1\",96)\n\t\tSRDG KLM 1\n\t\tTNT1 A 1\n\t\tTNT1 AA 1 A_WeaponReady\n\t\tSRDG C 1\n\t\tSRDG B 1\n\t\tGoto ready\n\t}\n}\n\nACTOR BladePuff1\n{\nDamagetype normal\n Radius 0\n Height 1\n PROJECTILE\n RENDERSTYLE Translucent\n ALPHA 0.25\n +PUFFGETSOWNER\n +LOOKALLAROUND\n +EXTREMEDEATH\n +FORCEXYBILLBOARD\n scale 0.75\n States\n {\n Spawn:\n VFX2 A 0\n VFX2 A 1 A_PlaySound(\"weapons/vblhit\")\n VFX2 A 2\n VFX2 BCDE 3\n Stop\n Crash:\n VFX2 A 0\n VFX2 A 3 A_PlaySound(\"weapons/vblwal\")\n VFX2 BCDE 3\n Stop\n }\n}\n\nACTOR PowerBrave : PowerProtection { Powerup.Duration -9999999 DamageFactor Normal, 0.6 } // you am brave one swordmaster"
}
]
},
"maps": []
}