a_randommod.pk3

PK3 700 KiB 0 map(s)

Counts

endoom0
graphics1
lumps92
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "04fa78f3-6239-4a97-ad35-49bf26c6cea0",
    "sha1": "cfe65a457e24051e5670e639b21c246a10d76d6e",
    "sha256": "9d214a9a1d68f29736dd0f5d54b04ebbcfc15520f1cef06d9e1b1d595c3102b5",
    "filenames": [
      "a_randommod.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2018-05-17 20:39:04",
      "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": "2018-05-17 20:39:04",
    "file": {
      "type": "PK3",
      "size": 716875,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/cfe65a457e24051e5670e639b21c246a10d76d6e/cfe65a457e24051e5670e639b21c246a10d76d6e.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 1,
        "lumps": 92,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "LoadACS.txt",
        "contents": "A_Random"
      },
      {
        "source": "pk3",
        "name": "ZMapInfo.txt",
        "contents": "gameinfo\n{\n\tplayerclasses = \"RandomModPlayer\"\n}\n\nskill baby\n{\n\tEasyBossBrain\n\tSpawnFilter = Baby\n\tPicName = \"M_JKILL\"\n\tName = \"$SKILL_BABY\"\n\tKey = \"i\"\n}\n\nskill easy\n{\n\tEasyBossBrain\n\tSpawnFilter = Easy\n\tPicName = \"M_ROUGH\"\n\tName = \"$SKILL_EASY\"\n\tKey = \"h\"\n}\n\nskill normal\n{\n\tSpawnFilter = Normal\n\tPicName = \"M_HURT\"\n\tKey = \"h\"\n\tName = \"$SKILL_NORMAL\"\n}\n\nskill hard\n{\n\tSpawnFilter = Hard\n\tPicName = \"M_ULTRA\"\n\tName = \"$SKILL_HARD\"\n\tKey = \"u\"\n}\n\nskill nightmare\n{\n\tSpawnFilter = Nightmare\n\tPicName = \"M_NMARE\"\n\tName = \"$SKILL_NIGHTMARE\"\n\tKey = \"n\"\n}"
      },
      {
        "source": "pk3",
        "name": "Decorate.txt",
        "contents": "#include \"Actors/ReplacePlayer.txt\"\n#include \"Actors/ReplaceMonsters.txt\"\n#include \"Actors/ReplaceProjectiles.txt\"\n#include \"Actors/ReplaceArmor.txt\"\n#include \"Actors/GenericEffects.txt\"\n#include \"Actors/PowerupKeys.txt\""
      },
      {
        "source": "pk3",
        "name": "SndInfo.txt",
        "contents": "monster/bassbounce Sounds/SuprBass.ogg\n\nmusic/overlydramatic Sounds/OverlyDramaticMusic.ogg\n$limit music/overlydramatic 1\n\n// Chicken\nchicken/sight\tchicpai\nchicken/pain\tchicpai\nchicken/death\tchicdth\nchicken/attack\tchicatk\n\n// Pig\nPigActive1\tpigrunt1\nPigActive2\tsqueal1\nPigPain\t\tpigpain2\nPigAttack\tbite4\nPigDeath\tpigdth2"
      },
      {
        "source": "pk3",
        "name": "Textures.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Tue Jan 27 21:40:03 2015\n\nGraphic PWRDMG, 44, 13\n{\n\tXScale 1.500\n\tYScale 1.500\n\tOffset 22, 0\n\tPatch STCFN050, 14, 0\n\tPatch STCFN088, 21, 0\n\tPatch STCFN068, 0, 6\n\tPatch STCFN065, 7, 6\n\tPatch STCFN065, 22, 6\n\tPatch STCFN077, 14, 6\n\tPatch STCFN071, 29, 6\n\tPatch STCFN069, 36, 6\n}\n\nGraphic PWRSPEED, 35, 13\n{\n\tXScale 1.500\n\tYScale 1.500\n\tOffset 18, 0\n\tPatch STCFN050, 10, 0\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n\tPatch STCFN088, 17, 0\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n\tPatch STCFN083, 0, 6\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n\tPatch STCFN080, 6, 6\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n\tPatch STCFN069, 13, 6\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n\tPatch STCFN069, 20, 6\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n\tPatch STCFN068, 27, 6\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n}\n\nGraphic PWRDEF, 49, 13\n{\n\tXScale 1.500\n\tYScale 1.500\n\tOffset 25, 0\n\tPatch STCFN050, 17, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN088, 24, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN068, 0, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN069, 7, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN069, 21, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN069, 41, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN070, 14, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN078, 28, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN083, 35, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n}\n\nGraphic PWRBRS, 52, 7\n{\n\tXScale 1.500\n\tYScale 1.500\n\tOffset 26, 0\n\tPatch STCFN066, 0, 0\n\tPatch STCFN069, 7, 0\n\tPatch STCFN069, 27, 0\n\tPatch STCFN082, 14, 0\n\tPatch STCFN082, 34, 0\n\tPatch STCFN083, 21, 0\n\tPatch STCFN075, 41, 0\n\tPatch STCFN033, 48, 0\n}\n\nGraphic PWRRAGE, 29, 7\n{\n\tXScale 1.500\n\tYScale 1.500\n\tOffset 14, 0\n\tPatch STCFN082, 0, 0\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n\tPatch STCFN065, 7, 0\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n\tPatch STCFN071, 14, 0\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n\tPatch STCFN069, 21, 0\n\t{\n\t\tTranslation \"176:191=160:167\", \"16:47=160:167\"\n\t}\n}\n\nGraphic PWRSUIT, 56, 13\n{\n\tXScale 1.500\n\tYScale 1.500\n\tOffset 28, 0\n\tPatch STCFN082, 0, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN065, 7, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN065, 24, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN068, 14, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN073, 21, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN073, 30, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN073, 38, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN084, 31, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN084, 33, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN079, 41, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN078, 48, 0\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN083, 17, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n\tPatch STCFN085, 23, 6\n\t{\n\t\tTranslation \"176:191=192:199\", \"16:47=192:199\"\n\t}\n}\n\nGraphic INVBRS, 28, 19\n{\n\tOffset 14, 0\n\tPatch PSTRA0, 0, 0\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "CVarInfo.txt",
        "contents": "server bool a_quiet = true;"
      },
      {
        "source": "pk3",
        "name": "DoomDefs.txt",
        "contents": "// ------------------------------------------------------\n// ------------------ DOOM GAME LIGHTS ------------------\n// ------------------------------------------------------\n\n// ------------------\n// -- Doom Weapons --\n// ------------------\n\n// Bullet puff\nflickerlight BPUFF1\n{\n    color 0.5 0.5 0.0\n    size 6\n    secondarySize 8\n    chance 0.8\n}\n\nflickerlight BPUFF2\n{\n    color 0.5 0.5 0.0\n    size 3\n    secondarySize 4\n    chance 0.8\n}\n\nobject BulletPuffRandomMod\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\n// Rocket\npointlight ROCKET\n{\n    color 1.0 0.7 0.0\n    size 56\n}\n\nflickerlight ROCKET_X1\n{\n    color 1.0 0.7 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight ROCKET_X2\n{\n    color 0.5 0.1 0.0\n    size 80\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight ROCKET_X3\n{\n    color 0.3 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.3\n}\n\nobject RocketRandomMod\n{\n    frame MISLA { light ROCKET    }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\n// Plasma\npointlight PLASMABALL\n{\n    color 0.0 0.1 1.0\n    size 56\n}\n\nflickerlight PLASMA_X1\n{\n    color 0.2 0.2 1.0\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA_X2\n{\n    color 0.2 0.2 0.8\n    size 80\n    secondarySize 88\n    chance 0.4\n}\n\nflickerlight PLASMA_X3\n{\n    color 0.1 0.1 0.5\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA_X4\n{\n    color 0.0 0.0 0.2\n    size 8\n    secondarySize 16\n    chance 0.4\n}\n\nobject PlasmaBallRandomMod\n{\n    frame PLSSA { light PLASMABALL }\n    frame PLSSB { light PLASMABALL }\n\n    frame PLSEA { light PLASMA_X1 }\n    frame PLSEB { light PLASMA_X2 }\n    frame PLSEC { light PLASMA_X2 }\n    frame PLSED { light PLASMA_X3 }\n    frame PLSEE { light PLASMA_X4 }\n}\n\n// Beta Plasma 1\npointlight PLASMABALL1\n{\n    color 0.1 1.0 0.0\n    size 56\n}\n\nflickerlight PLASMA1_X1\n{\n    color 0.2 1.0 0.2\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA1_X2\n{\n    color 0.2 0.8 0.2\n    size 80\n    secondarySize 88\n    chance 0.4\n}\n\nflickerlight PLASMA1_X3\n{\n    color 0.1 0.5 0.1\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA1_X4\n{\n    color 0.0 0.2 0.0\n    size 8\n    secondarySize 16\n    chance 0.4\n}\n\nobject PlasmaBall1RandomMod\n{\n    frame PLS1A { light PLASMABALL1 }\n    frame PLS1B { light PLASMABALL1 }\n\n    frame PLS1C { light PLASMA1_X1 }\n    frame PLS1D { light PLASMA1_X2 }\n    frame PLS1E { light PLASMA1_X2 }\n    frame PLS1F { light PLASMA1_X3 }\n    frame PLS1G { light PLASMA1_X4 }\n}\n\n// Beta Plasma 2\npointlight PLASMABALL2\n{\n    color 1.0 0.1 0.0\n    size 56\n}\n\nflickerlight PLASMA1_X1\n{\n    color 0.9 0.2 0.2\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA1_X2\n{\n    color 0.6 0.2 0.2\n    size 80\n    secondarySize 88\n    chance 0.4\n}\n\nflickerlight PLASMA1_X3\n{\n    color 0.2 0.0 0.0\n    size 8\n    secondarySize 16\n    chance 0.4\n}\n\nobject PlasmaBall2RandomMod\n{\n    frame PLS2A { light PLASMABALL2 }\n    frame PLS2B { light PLASMABALL2 }\n\n    frame PLS2C { light PLASMA2_X1 }\n    frame PLS2D { light PLASMA2_X2 }\n    frame PLS2E { light PLASMA2_X3 }\n}\n\n// BFG\npointlight BFGBALL\n{\n    color 0.0 1.0 0.0\n    size 80\n}\n\nflickerlight BFGBALL_X1\n{\n    color 0.2 1.0 0.2\n    size 80\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight BFGBALL_X2\n{\n    color 0.3 1.0 0.3\n    size 104\n    secondarySize 112\n    chance 0.3\n}\n\nflickerlight BFGBALL_X3\n{\n    color 0.5 1.0 0.5\n    size 120\n    secondarySize 128\n    chance 0.3\n}\n\nflickerlight BFGBALL_X4\n{\n    color 0.2 0.7 0.2\n    size 56\n    secondarySize 64\n    chance 0.3\n}\n\nflickerlight BFGBALL_X5\n{\n    color 0.1 0.3 0.1\n    size 48\n    secondarySize 56\n    chance 0.3\n}\n\nobject BFGBall\n{\n    frame BFS1A { light BFGBALL }\n    frame BFS1B { light BFGBALL }\n\n    frame BFE1A { light BFGBALL_X1 }\n    frame BFE1B { light BFGBALL_X2 }\n    frame BFE1C { light BFGBALL_X3 }\n    frame BFE1D { light BFGBALL_X1 }\n    frame BFE1E { light BFGBALL_X4 }\n    frame BFE1F { light BFGBALL_X5 }\n}\n\nobject BFGExtra\n{\n    frame BFE2A { light BFGBALL    }\n    frame BFE2B { light BFGBALL_X1 }\n    frame BFE2C { light BFGBALL_X4 }\n    frame BFE2D { light BFGBALL_X5 }\n}\n\n// ----------------------\n// -- Doom Decorations --\n// ----------------------\n\n// Barrel\npulselight BARREL\n{\n    color 0.0 0.5 0.0\n    size 20\n    secondarySize 21\n    interval 0.5\n    offset 0 36 0\n\tdontlightself 1\n}\n\nobject ExplosiveBarrel\n{\n    frame BAR1  { light BARREL    }\n\n    frame BEXPC { light ROCKET_X1 }\n    frame BEXPD { light ROCKET_X2 }\n    frame BEXPE { light ROCKET_X3 }\n}\n\n// Floor lamp\npointlight LAMP\n{\n    color 1.0 1.0 0.8\n    size 56\n    offset 0 44 0\n}\n\nobject Column\n{\n    frame COLU { light LAMP }\n}\n\n// Short tech lamp\npulselight SMALLLAMP\n{\n    color 0.8 0.8 1.0\n    size 56\n    secondarySize 58\n    interval 0.4\n    offset 0 44 0\n}\n\nobject TechLamp2\n{\n    frame TLP2 { light SMALLLAMP }\n}\n\n// Tall tech lamp\npulselight BIGLAMP\n{\n    color 0.8 0.8 1.0\n    size 64\n    secondarySize 66\n    interval 0.4\n    offset 0 72 0\n}\n\nobject TechLamp\n{\n    frame TLMP { light BIGLAMP }\n}\n\n// Tall red torch\nflickerlight2 BIGREDTORCH\n{\n    color 1.0 0.3 0.0\n    size 64\n    secondarySize 72\n    interval 0.01142857\n    offset 0 60 0\n}\n\nobject RedTorch\n{\n    frame TRED { light BIGREDTORCH }\n}\n\n// Tall green torch\nflickerlight2 BIGGREENTORCH\n{\n    color 0.0 1.0 0.0\n    size 64\n    secondarySize 72\n    interval 0.01142857\n    offset 0 60 0\n}\n\nobject GreenTorch\n{\n    frame TGRN { light BIGGREENTORCH }\n}\n\n// Tall blue torch\nflickerlight2 BIGBLUETORCH\n{\n    color 0.0 0.0 1.0\n    size 64\n    secondarySize 72\n    interval 0.01142857\n    offset 0 60 0\n}\n\nobject BlueTorch\n{\n    frame TBLU { light BIGBLUETORCH }\n}\n\n// Small red torch\nflickerlight2 SMALLREDTORCH\n{\n    color 1.0 0.3 0.0\n    size 48\n    secondarySize 54\n    interval 0.01142857\n    offset 0 35 0\n}\n\nobject ShortRedTorch\n{\n    frame SMRT { light SMALLREDTORCH }\n}\n\n// Small green torch\nflickerlight2 SMALLGREENTORCH\n{\n    color 0.0 1.0 0.0\n    size 48\n    secondarySize 54\n    interval 0.01142857\n    offset 0 35 0\n}\n\nobject ShortGreenTorch\n{\n    frame SMGT { light SMALLGREENTORCH }\n}\n\n// Small blue torch\nflickerlight2 SMALLBLUETORCH\n{\n    color 0.0 0.0 1.0\n    size 48\n    secondarySize 54\n    interval 0.01142857\n    offset 0 35 0\n}\n\nobject ShortBlueTorch\n{\n    frame SMBT { light SMALLBLUETORCH }\n}\n\n// Burning barrel\nflickerlight2 FIREBARREL\n{\n    color 1.0 0.9 0.0\n    size 48\n    secondarySize 54\n    interval 0.01142857\n    offset 0 32 0\n}\n\nobject BurningBarrel\n{\n    frame FCAN { light FIREBARREL }\n}\n\n// Skulls w/candles\nflickerlight2 SKULLCANDLES\n{\n    color 1.0 1.0 0.0\n    size 32\n    secondarySize 34\n    interval 0.01142857\n    offset 0 24 0\n}\n\nobject HeadCandles\n{\n    frame POL3 { light SKULLCANDLES }\n}\n\n// Candle\npointlight CANDLE\n{\n    color 1.0 1.0 0.0\n    size 16\n    offset 0 16 0\n}\n\nobject Candlestick\n{\n    frame CAND { light CANDLE }\n}\n\n// Candelabra\npointlight CANDELABRA\n{\n    color 1.0 1.0 0.0\n    size 48\n    offset 0 52 0\n}\n\nobject Candelabra\n{\n    frame CBRA { light CANDELABRA }\n}\n\n// ----------------\n// -- Doom Items --\n// ----------------\n\n// Soul Sphere\npulselight SOULSPHERE\n{\n    color 0.0 0.0 1.0\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\nobject SoulSphere\n{\n    frame SOUL { light SOULSPHERE }\n}\n\n// Invulnerability Sphere\npulselight INVULN\n{\n    color 0.0 1.0 0.0\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\nobject InvulnerabilitySphere\n{\n    frame PINV { light INVULN }\n}\n\n// Blur Sphere\npointlight BLURSPHERE1\n{\n    color 1.0 0.0 0.0\n    size 40\n    offset 0 16 0\n}\n\npointlight BLURSPHERE2\n{\n    color 0.0 0.0 1.0\n    size 32\n    offset 0 16 0\n}\n\npointlight BLURSPHERE3\n{\n    color 0.0 0.0 1.0\n    size 24\n    offset 0 16 0\n}\n\npointlight BLURSPHERE4\n{\n    color 0.0 0.0 1.0\n    size 16\n    offset 0 16 0\n}\n\npointlight BLURSPHERE5\n{\n    color 0.0 0.0 1.0\n    size 8\n    offset 0 16 0\n}\n\nobject BlurSphere\n{\n    frame PINS { light BLURSPHERE1 }\n\n    frame PINSA { light BLURSPHERE2 }\n    frame PINSB { light BLURSPHERE3 }\n    frame PINSC { light BLURSPHERE4 }\n    frame PINSD { light BLURSPHERE5 }\n}\n\n// Health Potion\npulselight HEALTHPOTION\n{\n    color 0.0 0.0 0.6\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject HealthBonus\n{\n    frame BON1 { light HEALTHPOTION }\n}\n\n// Armour Helmet\npulselight ARMORBONUS\n{\n    color 0.0 0.6 0.0\n    size 16\n    secondarySize 14\n    interval 1.0\n\tdontlightself 1\n}\n\nobject ArmorBonusRandomMod\n{\n    frame BON2 { light ARMORBONUS }\n}\n\n// Blue Keys\nobject BlueCardPowerPickup\n{\n    frame BKEY { light HEALTHPOTION }\n}\n\nobject BlueSkullPowerPickup\n{\n    frame BSKU { light HEALTHPOTION }\n}\n\n// Yellow Keys\npulselight YELLOWKEY\n{\n    color 0.6 0.6 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject YellowCardPowerPickup\n{\n    frame YKEY { light YELLOWKEY }\n}\n\nobject YellowSkullPowerPickup\n{\n    frame YSKU { light YELLOWKEY }\n}\n\n// Red Keys\npulselight REDKEY\n{\n    color 0.6 0.0 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject RedCardPowerPickup\n{\n    frame RKEY { light REDKEY }\n}\n\nobject RedSkullPowerPickup\n{\n    frame RSKU { light REDKEY }\n}\n\n// Green armour\npointlight GREENARMOR1\n{\n    color 0.0 0.6 0.0\n    size 48\n}\n\npointlight GREENARMOR2\n{\n    color 0.0 0.6 0.0\n    size 32\n}\n\nobject GreenArmorRandomMod\n{\n    frame ARM1A { light GREENARMOR1 }\n    frame ARM1B { light GREENARMOR2 }\n}\n\n// Blue armour\npointlight BLUEARMOR1\n{\n    color 0.0 0.0 0.6\n    size 48\n}\n\npointlight BLUEARMOR2\n{\n    color 0.0 0.0 0.6\n    size 32\n}\n\nobject BlueArmorRandomMod\n{\n    frame ARM2A { light BLUEARMOR1 }\n    frame ARM2B { light BLUEARMOR2 }\n}\n\n// ------------------\n// -- Doom Enemies --\n// ------------------\n\n// Zombies\nflickerlight2 ZOMBIEATK\n{\n    color 1.0 0.8 0.2\n    size 48\n    secondarySize 56\n    interval 0.01142857\n    offset 0 40 0\n}\n\nobject ZombieManRandomMod\n{\n    frame POSSF { light ZOMBIEATK }\n}\n\nobject ShotgunGuyRandomMod\n{\n    frame SPOSF { light ZOMBIEATK }\n}\n\nobject ChaingunGuyRandomMod\n{\n    frame CPOSE { light ZOMBIEATK }\n    frame CPOSF { light ZOMBIEATK }\n}\n\nobject RandomModPlayer\n{\n    frame PLAYF { light ZOMBIEATK }\n}\n\n// Doom Imp Fireball\npointlight IMPBALL\n{\n    color 1.0 0.5 0.0\n    size 64\n}\n\n// Doom imp fireball explosion\nflickerlight IMPBALL_X1\n{\n    color 0.7 0.2 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight IMPBALL_X2\n{\n    color 0.4 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nflickerlight IMPBALL_X3\n{\n    color 0.2 0.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nobject DoomImpBallRandomMod\n{\n    frame BAL1A { light IMPBALL    }\n    frame BAL1B { light IMPBALL    }\n\n    frame BAL1C { light IMPBALL_X1 }\n    frame BAL1D { light IMPBALL_X2 }\n    frame BAL1E { light IMPBALL_X3 }\n}\n\npointlight SPECTRE\n{\n    color 0.125 0.125 0.125\n    size 48\n    offset 0 24 0\n    subtractive 1\n}\n\nobject SpectreRandomMod\n{\n    frame SARG { light SPECTRE }\n}\n\n// Cacodemon fireball\nflickerlight CACOBALL\n{\n    color 1.0 0.2 0.6\n    size 56\n    secondarySize 64\n    chance 0.5\n}\n\nflickerlight CACOBALL_X1\n{\n    color 0.9 0.1 0.4\n    size 72\n    secondarySize 80\n    chance 0.25\n}\n\nflickerlight CACOBALL_X2\n{\n    color 0.6 0.0 0.1\n    size 88\n    secondarySize 96\n    chance 0.25\n}\n\nflickerlight CACOBALL_X3\n{\n    color 0.3 0.0 0.0\n    size 104\n    secondarySize 112\n    chance 0.25\n}\n\nobject CacodemonBallRandomMod\n{\n    frame BAL2A { light CACOBALL }\n    frame BAL2B { light CACOBALL }\n\n    frame BAL2C { light CACOBALL_X1 }\n    frame BAL2D { light CACOBALL_X2 }\n    frame BAL2E { light CACOBALL_X3 }\n}\n\n// Baron / Hell Knight fireball\npointlight BARONBALL\n{\n    color 0.0 1.0 0.0\n    size 64\n}\n\nflickerlight BARONBALL_X1\n{\n    color 0.0 0.7 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight BARONBALL_X2\n{\n    color 0.0 0.4 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nflickerlight BARONBALL_X3\n{\n    color 0.0 0.2 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nobject BaronBallRandomMod\n{\n    frame BAL7A { light BARONBALL    }\n    frame BAL7B { light BARONBALL    }\n\n    frame BAL7C { light BARONBALL_X1 }\n    frame BAL7D { light BARONBALL_X2 }\n    frame BAL7E { light BARONBALL_X3 }\n}\n\n// Lost Soul\nflickerlight LOSTSOUL\n{\n    color 1.0 0.3 0.0\n    size 56\n    secondarysize 64\n    chance 0.1\n}\n\nflickerlight LOSTSOUL_X1\n{\n    color 0.8 0.3 0.0\n    size 72\n    secondarySize 80\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X2\n{\n    color 0.6 0.2 0.0\n    size 88\n    secondarySize 96\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X3\n{\n    color 0.4 0.1 0.0\n    size 104\n    secondarySize 112\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X4\n{\n    color 0.2 0.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nobject LostSoulRandomMod\n{\n    frame SKULA { light LOSTSOUL    }\n    frame SKULB { light LOSTSOUL    }\n    frame SKULC { light LOSTSOUL    }\n    frame SKULD { light LOSTSOUL    }\n    frame SKULE { light LOSTSOUL    }\n    frame SKULF { light LOSTSOUL    }\n    frame SKULG { light LOSTSOUL    }\n\n    frame SKULH { light LOSTSOUL_X1 }\n    frame SKULI { light LOSTSOUL_X2 }\n    frame SKULJ { light LOSTSOUL_X3 }\n    frame SKULK { light LOSTSOUL_X4 }\n}\n\n// Mancubus Fireball\nobject FatShotRandomMod\n{\n    frame MANFA { light IMPBALL   }\n    frame MANFB { light IMPBALL   }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\n// Arachnotron Fireball\npointlight ARACHPLAS\n{\n    color 0.6 1.0 0.0\n    size 56\n}\n\nflickerlight ARACHPLAS_X1\n{\n    color 0.4 0.8 0.0\n    size 72\n    secondarySize 80\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X2\n{\n    color 0.6 0.6 0.0\n    size 88\n    secondarySize 96\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X3\n{\n    color 0.4 0.4 0.0\n    size 48\n    secondarySize 32\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X4\n{\n    color 0.2 0.2 0.0\n    size 24\n    secondarySize 16\n    chance 0.3\n}\n\nobject ArachnotronPlasmaRandomMod\n{\n    frame APLSA { light ARACHPLAS }\n    frame APLSB { light ARACHPLAS }\n\n    frame APBXA { light ARACHPLAS_X1 }\n    frame APBXB { light ARACHPLAS_X2 }\n    frame APBXC { light ARACHPLAS_X2 }\n    frame APBXD { light ARACHPLAS_X3 }\n    frame APBXE { light ARACHPLAS_X4 }\n}\n\n// Revenant tracer\npointlight TRACER\n{\n    color 1.0 0.3 0.0\n    size 48\n}\n\nflickerlight TRACER_X1\n{\n    color 1.0 0.2 0.0\n    size 64\n    secondarySize 72\n    chance 0.25\n}\n\nflickerlight TRACER_X2\n{\n    color 0.6 0.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight TRACER_X3\n{\n    color 0.3 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nobject RevenantTracerRandomMod\n{\n    frame FATBA { light TRACER    }\n    frame FATBB { light TRACER    }\n\n    frame FBXPA { light TRACER_X1 }\n    frame FBXPB { light TRACER_X2 }\n    frame FBXPC { light TRACER_X3 }\n}\n\n// Arch Vile Fire\nflickerlight ARCHFIRE1\n{\n    color 1.0 1.0 0.0\n    size 24\n    secondarySize 32\n    chance 0.3\n    offset 0 8 0\n}\n\nflickerlight ARCHFIRE2\n{\n    color 1.0 1.0 0.0\n    size 40\n    secondarySize 48\n    chance 0.3\n    offset 0 24 0\n}\n\nflickerlight ARCHFIRE3\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 32 0\n}\n\nflickerlight ARCHFIRE4\n{\n    color 0.8 0.8 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight ARCHFIRE5\n{\n    color 0.8 0.8 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 48 0\n}\n\nflickerlight ARCHFIRE6\n{\n    color 0.6 0.6 0.0\n    size 48\n    secondarySize 56\n    chance 0.3\n    offset 0 64 0\n}\n\nflickerlight ARCHFIRE7\n{\n    color 0.4 0.4 0.0\n    size 32\n    secondarySize 40\n    chance 0.3\n    offset 0 72 0\n}\n\nflickerlight ARCHFIRE8\n{\n    color 0.2 0.2 0.0\n    size 16\n    secondarySize 24\n    chance 0.3\n    offset 0 80 0\n}\n\nobject ArchvileFire\n{\n    frame FIREA { light ARCHFIRE1 }\n    frame FIREB { light ARCHFIRE2 }\n    frame FIREC { light ARCHFIRE3 }\n    frame FIRED { light ARCHFIRE4 }\n    frame FIREE { light ARCHFIRE5 }\n    frame FIREF { light ARCHFIRE6 }\n    frame FIREG { light ARCHFIRE7 }\n    frame FIREH { light ARCHFIRE8 }\n}\n\n// Arch-vile\nflickerlight ARCHATK1\n{\n    color 1.0 1.0 0.0\n    size 32\n    secondarySize 48\n    chance 0.3\n    offset 0 80 0\n}\n\nflickerlight ARCHATK2\n{\n    color 1.0 1.0 0.0\n    size 56\n    secondarySize 64\n    chance 0.3\n    offset 0 80 0\n}\n\nflickerlight ARCHATK3\n{\n    color 1.0 1.0 0.0\n    size 56\n    secondarySize 64\n    chance 0.3\n    offset 0 64 0\n}\n\nflickerlight ARCHATK4\n{\n    color 1.0 1.0 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n    offset 0 48 0\n}\n\nflickerlight ARCHATK5\n{\n    color 1.0 1.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight ARCHATK6\n{\n    color 0.7 0.7 0.0\n    size 96\n    secondarySize 104\n    chance 0.3\n    offset 0 40 0\n}\n\nflickerlight ARCHATK7\n{\n    color 0.3 0.3 0.0\n    size 104\n    secondarySize 112\n    chance 0.3\n    offset 0 40 0\n}\n\npulselight ARCHRES\n{\n    color 0.6 0.0 0.0\n    size 64\n    secondarySize 70\n    interval 0.5\n    offset 0 36 0\n}\n\nobject ArchvileRandomMod\n{\n    frame VILEH { light ARCHATK1 }\n    frame VILEI { light ARCHATK2 }\n    frame VILEJ { light ARCHATK3 }\n    frame VILEK { light ARCHATK4 }\n    frame VILEL { light ARCHATK4 }\n    frame VILEM { light ARCHATK4 }\n    frame VILEN { light ARCHATK5 }\n    frame VILEO { light ARCHATK6 }\n    frame VILEP { light ARCHATK7 }\n\n    frame VILE[ { light ARCHRES }\n    frame VILE\\ { light ARCHRES }\n    frame VILE] { light ARCHRES }\n}\n\n// ------------------\n// -- Doom Effects --\n// ------------------\n\n// Doom Teleport fog\nflickerlight DTFOG1\n{\n    color 0.4 1.0 0.4\n    size 56\n    secondarySize 64\n    chance 0.4\n}\n\nflickerlight DTFOG2\n{\n    color 0.4 1.0 0.4\n    size 40\n    secondarySize 48\n    chance 0.4\n}\n\nflickerlight DTFOG3\n{\n    color 0.4 1.0 0.4\n    size 24\n    secondarySize 32\n    chance 0.4\n}\n\nflickerlight DTFOG4\n{\n    color 0.4 1.0 0.4\n    size 10\n    secondarySize 16\n    chance 0.4\n}\n\nobject TeleportFog\n{\n    frame TFOGA { light DTFOG1 }\n    frame TFOGB { light DTFOG2 }\n    frame TFOGC { light DTFOG2 }\n    frame TFOGD { light DTFOG2 }\n    frame TFOGE { light DTFOG3 }\n    frame TFOGF { light DTFOG4 }\n    frame TFOGI { light DTFOG4 }\n    frame TFOGJ { light DTFOG3 }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/GenericEffects.txt",
        "contents": "// A_MaxInfighting and A_NoInfighting\n\nActor SetTotalInfighting : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"MakeMeInfight\", 16383, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor MakeMeInfight : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_ChangeFlag (\"DONTHARMSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFlag (\"NOTARGET\", 0)\n\n        TNT1 A 0 A_ChangeFlag (\"DOHARMSPECIES\", 1)\n\t\tTNT1 A 0 A_ChangeFlag (\"QUICKTORETALIATE\", 1)\n        Stop\n    }\n}\n\nActor SetNoInfighting : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"MakeMeNotInfight\", 16383, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor MakeMeNotInfight : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_ChangeFlag (\"DOHARMSPECIES\", 0)\n\t\tTNT1 A 0 A_ChangeFlag (\"QUICKTORETALIATE\", 0)\n\n        TNT1 A 0 A_ChangeFlag (\"DONTHARMSPECIES\", 1)\n\t\tTNT1 A 0 A_ChangeFlag (\"NOINFIGHTING\", 1)\n        Stop\n    }\n}\n\n// A_Bail\n\nActor BailOut : ArtiTeleport\n{\n\t-CountItem\n\t-Inventory.InvBar\n\t-Inventory.PickupFlash\n\t-Inventory.FancyPickupSound\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"\"\n\tInventory.MaxAmount 0\n\t+Inventory.AutoActivate\n}\n\n// A_VileChase\n\nActor ResurrectEverything : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"MonsterResurrection\", 16383, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor MonsterResurrection : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 Thing_Raise(0)\n        Stop\n    }\n}\n\n// A_FastChase\n\nActor FastMonstersOn : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"MonsterFastSetter\", 16383, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor MonsterFastSetter : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_ChangeFlag (\"ALWAYSFAST\", 1)\n        Stop\n    }\n}\n\nActor FastMonstersOff : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"MonsterFastRemover\", 16383, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor MonsterFastRemover : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_ChangeFlag (\"ALWAYSFAST\", 0)\n        Stop\n    }\n}\n\n// A_BaconAndEggs\n\nActor SuddenlyBacon : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"BaconMaker\", 16383, RGF_MONSTERS | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor BaconMaker : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 ACS_NamedExecuteWithResult (\"MakeMeBacon\")\n        Stop\n    }\n}\n\n// A_DrawDistance\n\nActor StartDrawDistance : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"ApplyDrawDistance\", 16383, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor ApplyDrawDistance : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 ACS_NamedExecuteWithResult (\"MonsterDrawDistance\")\n        Stop\n    }\n}\n\n// A_NetworkLag and A_MatrixMode\nActor NetLag : PowerTimeFreezer\n{\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor MatrixMode : NetLag {}\n\n// A_Psychedelia\nActor PsychedelicMode : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"MakeMonsterPsychedelic\", 16383, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor MakeMonsterPsychedelic : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 ACS_NamedExecuteWithResult (\"PsychedelicMonster\")\n        Stop\n    }\n}\n\n// A_TouchFuzzy\nActor FuzzyMode : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"MakeMonsterFuzzy\", 16383, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor MakeMonsterFuzzy : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 ACS_NamedExecuteWithResult (\"FuzzyMonster\")\n        Stop\n    }\n}\n\n// A_MonstersWithHydraulics\nActor DropTheMonsterBass : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"MakeMonsterBounce\", 16383, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor MakeMonsterBounce : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 ACS_NamedExecuteWithResult (\"MonsterHydraulicsBouncer\")\n        Stop\n    }\n}\n\nActor RemoveMonsterFloat : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_ChangeFlag (\"NOGRAVITY\", 0)\n\t\tTNT1 A 0 A_ChangeFlag (\"FLOAT\", 0)\n        Stop\n    }\n}\n\nActor ResetMonsterFloat : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_ChangeFlag (\"NOGRAVITY\", 1)\n\t\tTNT1 A 0 A_ChangeFlag (\"FLOAT\", 1)\n        Stop\n    }\n}\n\n// A_AlertMonsters\nActor AlertEveryone : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"AlertMe\", 16383, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE | RGF_NOSIGHT)\n        Stop\n    }\n}\n\nActor AlertMe : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 ACS_NamedExecuteWithResult (\"WakeUpMonster\")\n        Stop\n    }\n}\n\n// A_WhatsAGravity\nActor FlyAwayWithMe : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_RadiusGive(\"WeHaveLiftoff\", 2048, RGF_MONSTERS | RGF_CORPSES | RGF_CUBE)\n        Stop\n    }\n}\n\nActor WeHaveLiftoff : CustomInventory\n{\n    Inventory.MaxAmount 0\n    +INVENTORY.AUTOACTIVATE\n    States\n    {\n    Pickup:\n        TNT1 A 0 A_Warp (AAPTR_DEFAULT, 0, 0, 1)\n        Stop\n    }\n}\n\n// A_PinataEnemies\nActor HealthBonus2 : HealthBonus { -CountItem }\nActor ArmorBonus2 : ArmorBonusRandomMod { -CountItem }\n\n// A_MichaelBayMotionPicture\nActor ExplodingBarrel : ExplosiveBarrel\n{\n\t-Solid\n\tStates\n\t{\n\tSpawn:\n\t\tBAR1 A 0 NoDelay A_Die\n\t\tStop\n\t}\n}\n\nActor BulletPuffRandomMod : BulletPuff replaces BulletPuff\n{\n\t+PUFFONACTORS\n\t+PUFFGETSOWNER\n\n\tStates\n\t{\n\tSpawn:\n\t\tPUFF A 0 NoDelay A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Spawn\n\tMelee:\n\t\tGoto Super::Melee\n\tXDeath:\n\t\tPUFF A 0 A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tStop\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_PlaySound (\"weapons/rocklx\", CHAN_AUTO, 0.25)\n\t\tMISL B 0 Bright A_SetTranslucent (1.0, 1)\n\t\tMISL B 0 Bright A_SetScale (0.25, 0.25)\n\t\tMISL B 8 Bright A_Explode (32, 32)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\n// A_RipNTear\nActor PowerTemporaryBerserk : PowerDamage\n{\n\tDamageFactor \"Normal\", 1.0\n}\n\nActor TemporaryBerserk : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\t+INVENTORY.AUTOACTIVATE\n\tPowerup.Color 255, 0, 0, 0.25\n\tPowerup.Duration -60\n\tPowerup.Type \"TemporaryBerserk\"\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/PowerupKeys.txt",
        "contents": "// A_PowerupKeys\n\n// Red Card\nActor PowerRedCardDamage : PowerDamage\n{\n\tDamageFactor \"Normal\", 2.0\n\tInventory.Icon \"PWRDMG\"\n}\n\nActor RedCardPowerup : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\t+INVENTORY.AUTOACTIVATE\n\tPowerup.Type \"RedCardDamage\"\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor RedCardPowerPickup : CustomInventory replaces RedCard\n{\n\t+INVENTORY.ALWAYSRESPAWN\n\tInventory.RespawnTics 70\n\n\tStates\n\t{\n\tSpawn:\n\t\tRKEY A 10\n\t\tRKEY B 10 bright\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult (\"GivePowerupKey\", 0)\n\t\tStop\n\t}\n}\n\n// Yellow Card\nActor PowerYellowCardSpeed : PowerSpeed\n{\n\tSpeed 2.0\n\tInventory.Icon \"PWRSPEED\"\n}\n\nActor YellowCardPowerup : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\t+INVENTORY.AUTOACTIVATE\n\tPowerup.Type \"YellowCardSpeed\"\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor YellowCardPowerPickup : CustomInventory replaces YellowCard\n{\n\t+INVENTORY.ALWAYSRESPAWN\n\tInventory.RespawnTics 70\n\n\tStates\n\t{\n\tSpawn:\n\t\tYKEY A 10\n\t\tYKEY B 10 bright\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult (\"GivePowerupKey\", 1)\n\t\tStop\n\t}\n}\n\n// Blue Card\nActor PowerBlueCardProtection : PowerProtection\n{\n\tDamageFactor \"Normal\", 0.5\n\tInventory.Icon \"PWRDEF\"\n}\n\nActor BlueCardPowerup : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\t+INVENTORY.AUTOACTIVATE\n\tPowerup.Type \"BlueCardProtection\"\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor BlueCardPowerPickup : CustomInventory replaces BlueCard\n{\n\t+INVENTORY.ALWAYSRESPAWN\n\tInventory.RespawnTics 70\n\n\tStates\n\t{\n\tSpawn:\n\t\tBKEY A 10\n\t\tBKEY B 10 bright\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult (\"GivePowerupKey\", 2)\n\t\tStop\n\t}\n}\n\n// Red Skull\nActor PowerRedSkullBerserk : PowerDamage\n{\n\tDamageFactor \"Normal\", 1.0\n\tInventory.Icon \"PWRBRS\"\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor RedSkullPowerup : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\t+INVENTORY.AUTOACTIVATE\n\tPowerup.Type \"RedSkullBerserk\"\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor RedSkullPowerPickup : CustomInventory replaces RedSkull\n{\n\t+INVENTORY.ALWAYSRESPAWN\n\tInventory.RespawnTics 70\n\n\tStates\n\t{\n\tSpawn:\n\t\tRSKU A 10\n\t\tRSKU B 10 bright\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult (\"GivePowerupKey\", 3)\n\t\tStop\n\t}\n}\n\n// Yellow Skull\nActor PowerYellowSkullRage : PowerDoubleFiringSpeed\n{\n\tInventory.Icon \"PWRRAGE\"\n}\n\nActor YellowSkullPowerup : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\t+INVENTORY.AUTOACTIVATE\n\tPowerup.Type \"YellowSkullRage\"\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor YellowSkullPowerPickup : CustomInventory replaces YellowSkull\n{\n\t+INVENTORY.ALWAYSRESPAWN\n\tInventory.RespawnTics 70\n\n\tStates\n\t{\n\tSpawn:\n\t\tYSKU A 10\n\t\tYSKU B 10 bright\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult (\"GivePowerupKey\", 4)\n\t\tStop\n\t}\n}\n\n// Blue Skull\nActor PowerBlueSkullSuit : PowerIronFeet\n{\n\tInventory.Icon \"PWRSUIT\"\n\tPowerup.Color 0, 0, 0, 0\n}\n\nActor BlueSkullPowerup : PowerupGiver\n{\n\tInventory.MaxAmount 0\n\t+INVENTORY.AUTOACTIVATE\n\tPowerup.Type \"BlueSkullSuit\"\n\tPowerup.Duration 0x7FFFFFFF\n}\n\nActor BlueSkullPowerPickup : CustomInventory replaces BlueSkull\n{\n\t+INVENTORY.ALWAYSRESPAWN\n\tInventory.RespawnTics 70\n\n\tStates\n\t{\n\tSpawn:\n\t\tBSKU A 10\n\t\tBSKU B 10 bright\n\t\tloop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult (\"GivePowerupKey\", 5)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ReplaceMonsters.txt",
        "contents": "Actor ZombieManRandomMod : ZombieMan replaces ZombieMan\n{\n\tStates\n\t{\n\tDeath:\n\t\tPOSS H 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\tXDeath:\n\t\tPOSS M 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::XDeath\n\t}\n}\n\nActor ShotgunGuyRandomMod : ShotgunGuy replaces ShotgunGuy\n{\n\tStates\n\t{\n\tDeath:\n\t\tSPOS H 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\tXDeath:\n\t\tSPOS M 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::XDeath\n\t}\n}\n\nActor ChaingunGuyRandomMod : ChaingunGuy replaces ChaingunGuy\n{\n\tStates\n\t{\n\tDeath:\n\t\tCPOS H 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\tXDeath:\n\t\tCPOS O 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::XDeath\n\t}\n}\n\nActor WolfensteinSSRandomMod : WolfensteinSS replaces WolfensteinSS\n{\n\tStates\n\t{\n\tDeath:\n\t\tSSWV I 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\tXDeath:\n\t\tSSWV N 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::XDeath\n\t}\n}\n\nActor DoomImpRandomMod : DoomImp replaces DoomImp\n{\n\tStates\n\t{\n\tDeath:\n\t\tTROO I 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\tXDeath:\n\t\tTROO N 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::XDeath\n\t}\n}\n\nActor DoomImpBallRandomMod : DoomImpBall replaces DoomImpBall\n{\n\tStates\n\t{\n\tDeath:\n\t\tBAL1 C 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_PlaySound (\"weapons/rocklx\", CHAN_AUTO, 1.0)\n\t\tMISL B 8 Bright A_Explode\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor DemonRandomMod : Demon replaces Demon\n{\n\tStates\n\t{\n\tDeath:\n\t\tSARG I 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor SpectreRandomMod : Spectre replaces Spectre\n{\n\tStates\n\t{\n\tDeath:\n\t\tSARG I 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor LostSoulRandomMod : LostSoul replaces LostSoul\n{\n\tStates\n\t{\n\tDeath:\n\t\tSKUL F 0 BRIGHT ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor BetaSkullRandomMod : BetaSkull replaces BetaSkull\n{\n\tStates\n\t{\n\n\tDeath:\n\t\tSKUL J 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor CacodemonRandomMod : Cacodemon replaces Cacodemon\n{\n\tStates\n\t{\n\tDeath:\n\t\tHEAD G 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor CacodemonBallRandomMod : CacodemonBall replaces CacodemonBall\n{\n\tStates\n\t{\n\tDeath:\n\t\tBAL2 C 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_PlaySound (\"weapons/rocklx\", CHAN_AUTO, 1.0)\n\t\tMISL B 8 Bright A_Explode\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor PainElementalRandomMod : PainElemental replaces PainElemental\n{\n\tStates\n\t{\n\tDeath:\n\t\tPAIN H 0 BRIGHT ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor BaronOfHellRandomMod : BaronOfHell replaces BaronOfHell\n{\n\tStates\n\t{\n\tDeath:\n\t\tBOSS I 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor HellKnightRandomMod : HellKnight replaces HellKnight\n{\n\tStates\n\t{\n\tDeath:\n\t\tBOS2 I 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor BaronBallRandomMod : BaronBall replaces BaronBall\n{\n\tStates\n\t{\n\tDeath:\n\t\tBAL7 C 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_PlaySound (\"weapons/rocklx\", CHAN_AUTO, 1.0)\n\t\tMISL B 8 Bright A_Explode\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor RevenantRandomMod : Revenant replaces Revenant\n{\n\tStates\n\t{\n\tDeath:\n\t\tSKEL L 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor RevenantTracerRandomMod : RevenantTracer replaces RevenantTracer\n{\n\tStates\n\t{\n\tDeath:\n\t\tFBXP A 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_PlaySound (\"weapons/rocklx\", CHAN_AUTO, 1.0)\n\t\tMISL B 8 Bright A_Explode\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor FatsoRandomMod : Fatso replaces Fatso\n{\n\tStates\n\t{\n\tDeath:\n\t\tFATT K 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor FatShotRandomMod : FatShot replaces FatShot\n{\n\tStates\n\t{\n\tDeath:\n\t\tMISL B 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_PlaySound (\"weapons/rocklx\", CHAN_AUTO, 1.0)\n\t\tMISL B 0 Bright A_SetScale (2.0, 2.0)\n\t\tMISL B 8 Bright A_Explode\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor ArachnotronRandomMod : Arachnotron replaces Arachnotron\n{\n\tStates\n\t{\n\tDeath:\n\t\tBSPI J 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor ArachnotronPlasmaRandomMod : ArachnotronPlasma replaces ArachnotronPlasma\n{\n\tStates\n\t{\n\tDeath:\n\t\tAPBX A 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_PlaySound (\"weapons/rocklx\", CHAN_AUTO, 1.0)\n\t\tMISL B 0 Bright A_SetScale (2.0, 2.0)\n\t\tMISL B 8 Bright A_Explode\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor ArchvileRandomMod : Archvile replaces Archvile\n{\n\tStates\n\t{\n\tDeath:\n\t\tVILE Q 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor CyberdemonRandomMod : Cyberdemon replaces Cyberdemon\n{\n\tStates\n\t{\n\tDeath:\n\t\tCYBR H 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}\n\nActor SpiderMastermindRandomMod : SpiderMastermind replaces SpiderMastermind\n{\n\tStates\n\t{\n\tDeath:\n\t\tSPID J 0 ACS_NamedExecuteWithResult (\"MonsterDeath\")\n\t\tGoto Super::Death\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ReplaceProjectiles.txt",
        "contents": "Actor RocketRandomMod : Rocket replaces Rocket\n{\n\tStates\n\t{\n\tDeath:\n\t\tMISL B 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_SetScale (2.0, 2.0)\n\t\tMISL B 8 Bright A_Explode (256, 256)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor GrenadeRandomMod : Grenade replaces Grenade\n{\n\tStates\n\t{\n\tDeath:\n\t\tMISL B 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_SetScale (2.0, 2.0)\n\t\tMISL B 8 Bright A_Explode (256, 256)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor PlasmaBallRandomMod : PlasmaBall replaces PlasmaBall\n{\n\tStates\n\t{\n\tDeath:\n\t\tPLSE A 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_PlaySound (\"weapons/rocklx\", CHAN_AUTO, 1.0)\n\t\tMISL B 8 Bright A_Explode (256, 256)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor PlasmaBall1RandomMod : PlasmaBall1 replaces PlasmaBall1\n{\n\tStates\n\t{\n\tDeath:\n\t\tPLSE A 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_PlaySound (\"weapons/rocklx\", CHAN_AUTO, 1.0)\n\t\tMISL B 8 Bright A_Explode (256, 256)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor PlasmaBall2RandomMod : PlasmaBall2 replaces PlasmaBall2\n{\n\tStates\n\t{\n\tDeath:\n\t\tPLSE A 0 BRIGHT A_JumpIf (CallACS (\"CheckExplosions\"), \"DeathExplosion\")\n\t\tGoto Super::Death\n\tDeathExplosion:\n\t\tMISL B 0 Bright A_Stop\n\t\tMISL B 0 Bright A_PlaySound (\"weapons/rocklx\", CHAN_AUTO, 1.0)\n\t\tMISL B 8 Bright A_Explode (256, 256)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ReplacePlayer.txt",
        "contents": "Actor RandomModPlayer : DoomPlayer\n{\n\tPlayer.StartItem \"PistolRandomMod\"\n\tPlayer.StartItem \"FistRandomMod\"\n\tPlayer.StartItem \"Clip\", 50\n\tPlayer.WeaponSlot 1, FistRandomMod, Chainsaw\n\tPlayer.WeaponSlot 2, PistolRandomMod\n\tPlayer.WeaponSlot 4, ChaingunRandomMod\n}\n\nActor PowerBerserk : PowerStrength\n{\n\tInventory.Icon \"INVBRS\"\n}\n\nActor BerserkRandomMod : Berserk replaces Berserk\n{\n  Game Doom\n  SpawnID 134\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.PickupMessage \"$GOTBERSERK\" // \"Berserk!\"\n  Inventory.PickupSound \"misc/p_pkup\"\n  States\n  {\n  Spawn:\n    PSTR A -1\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"PowerBerserk\")\n    TNT1 A 0 HealThing(100, 0)\n    TNT1 A 0 A_SelectWeapon(\"FistRandomMod\")\n    Stop\n  }\n}\n\n// This is to make berserk shit work because shit doesn't work normally\nActor FistRandomMod : Fist\n{\n\tStates\n\t{\n\tFire:\n\t\tPUNG B 4\n\t\tPUNG C 4 A_Saw(\"none\", \"*fist\", CallACS (\"PunchDamage\"), \"Actor\", SF_NORANDOM | SF_NOPULLIN)\n\t\tPUNG D 5\n\t\tPUNG C 4\n\t\tPUNG B 5 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\n// Other miscellaneous stuff\nActor PistolRandomMod : Pistol replaces Pistol\n{\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\tFire:\n\t\tPISG A 4\n\t\tPISG B 0 A_JumpIf (CallACS (\"CheckExplosions\"), \"FireMissiles\")\n\tFireNormal:\n\t\tPISG B 0 A_GunFlash\n\t\tPISG B 0 A_PlaySound (\"weapons/pistol\", CHAN_WEAPON)\n\t\tPISG B 4 A_FireBullets (0, 0, 1, 10, \"BulletPuff\")\n\t\tGoto EndFire\n\tFireMissiles:\n\t\tPISG B 0 A_GunFlash\n\t\tPISG B 4 A_FireCustomMissile (\"Rocket\")\n\tEndFire:\n\t\tPISG C 2 A_WeaponReady (WRF_NOBOB|WRF_NOSWITCH)\n\t\tPISG B 2 A_WeaponReady (WRF_NOBOB|WRF_NOSWITCH)\n\t\tGoto Ready\n\tFlash:\n\t\tPISF A 4 Bright A_Light1\n\t\tGoto LightDone\n\t}\n}\n\nACTOR ChaingunRandomMod : Chaingun replaces Chaingun\n{\n\tStates\n\t{\n\tFire:\n\t\tCHGG A 0 A_GunFlash\n\t\tCHGG A 0 A_PlaySound (\"weapons/chngun\", CHAN_WEAPON)\n\t\tCHGG A 0 A_FireBullets (5.6, 0, -1, 5, \"BulletPuff\")\n\t\tCHGG A 4\n\t\tCHGG B 0 A_PlaySound (\"weapons/chngun\", CHAN_WEAPON)\n\t\tCHGG B 0 A_FireBullets (5.6, 0, -1, 5, \"BulletPuff\")\n\t\tCHGG B 4\n\t\tCHGG B 0 A_ReFire\n\t\tGoto Ready\n\tFlash:\n\t\tCHGF A 4 Bright A_Light1\n\t\tCHGF B 4 Bright A_Light1\n\t\tGoto LightDone\n\tSpawn:\n\t\tMGUN A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ReplaceArmor.txt",
        "contents": "ACTOR ArmorBonusRandomMod : BasicArmorBonus replaces ArmorBonus\n{\n\tGame Doom\n\tSpawnID 22\n\tRadius 20\n\tHeight 16\n\tInventory.PickupMessage \"$GOTARMBONUS\"\n\tInventory.Icon \"ARM1A0\"\n\tArmor.SavePercent 100\n\tArmor.SaveAmount 1\n\tArmor.MaxSaveAmount 200\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tBON2 ABCDCB 6\n\t\tLoop\n\t}\n}\n\nACTOR GreenArmorRandomMod : BasicArmorPickup  replaces GreenArmor\n{\n\tGame Doom\n\tSpawnID 68\n\tRadius 20\n\tHeight 16\n\tInventory.PickupMessage \"$GOTARMOR\"\n\tInventory.Icon \"ARM1A0\"\n\tArmor.SavePercent 100\n\tArmor.SaveAmount 100\n\tStates\n\t{\n\tSpawn:\n\t\tARM1 A 6\n\t\tARM1 B 7 Bright\n\t\tLoop\n\t}\n}\n\nACTOR BlueArmorRandomMod : BasicArmorPickup replaces BlueArmor\n{\n\tGame Doom\n\tSpawnID 69\n\tRadius 20\n\tHeight 16\n\tInventory.PickupMessage \"$GOTMEGA\"\n\tInventory.Icon \"ARM2A0\"\n\tArmor.SavePercent 100\n\tArmor.SaveAmount 200\n\tStates\n\t{\n\tSpawn:\n\t\tARM2 A 6\n\t\tARM2 B 6 Bright\n\t\tLoop\n\t}\n}\n\nActor MegasphereRandomMod : Megasphere replaces Megasphere\n{\n\tGame Doom\n\tSpawnID 132\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.PickupMessage \"$GOTMSPHERE\" // \"MegaSphere!\"\n\tInventory.PickupSound \"misc/p_pkup\"\n\tStates\n\t{\n\tSpawn:\n\t\tMEGA ABCD 6 Bright\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"BlueArmorRandomMod\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n\t\tStop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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