Raw model (for completeness)
{
"meta": {
"id": "050ef987-2db2-4755-a8a1-87b88ae867a6",
"sha1": "cfc11494ccb84b08b5b773ad750511ac70387005",
"sha256": "a30ae934aeae699c90fd0cbe72190b15a30e5bbfa2209a50e3538267d765776a",
"filenames": [
"complex-hereticalphakcode3.pk3"
],
"additional": {
"engines": [
"ZDOOM"
],
"iwad": [],
"filename": null,
"added": "2017-01-17 00:36:10",
"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": "2017-01-17 00:36:10",
"file": {
"type": "PK3",
"size": 7061285,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/cfc11494ccb84b08b5b773ad750511ac70387005/cfc11494ccb84b08b5b773ad750511ac70387005.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 352,
"maps": 0,
"palettes": 0
},
"engines_guess": [
"ZDOOM"
]
},
"analysis": {
"title": "complex-hereticalphakcode3.pk3",
"description": "This is a ZDoom-compatible PK3 WAD with no traditional maps included, focusing instead on extensive actor and decoration modifications themed around Heretic-style fire effects. It contains numerous custom actors for dynamic lighting and flame visuals, enhancing atmospheric detail rather than gameplay. There are no standard Doom or Doom II maps, monsters, or resource balancing to evaluate. The content is primarily technical and graphical, designed for use with Heretic or ZDoom-based mods. The WAD does not include any gameplay progression, combat encounters, or level design elements.",
"tags": [
"decorative",
"heretic_style",
"modification",
"no_maps",
"techbase",
"zdoom_compatible"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "ACTORS/OBJ/OBJ_FIRE.txt",
"contents": "/////////////////////////////////////////\n// HERETIC FIRE DECORATIONS - DAMAGING //\n/////////////////////////////////////////\n\nACTOR SmokeFX\n{\nDamage 0\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nSpeed 2\nScale 1.15\nRenderstyle Translucent\nAlpha 0.75\nStates\n{\nSpawn:\nTNT1 A 0\nSMK3 ABCDEFGHIJKLM 5 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR SmokeFX2 : SmokeFX\n{\nScale 0.85\n}\n\nACTOR SmokeFX3 : SmokeFX\n{\nScale 1.65\nStates\n{\nSpawn:\nTNT1 A 0\nSMK3 ABCDEFGHIJKLM 7 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR FlareWallTorch : WallTorch replaces Walltorch\n{\n Radius 6\n Height 16\n +NOGRAVITY\n +FIXMAPTHINGPOS\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_LoopActiveSound\n TNT1 A 0 A_SpawnItemEx(\"SmallRedFlare\", 0, 0, 62, 0, 0, 0, 0, 176)\n TORC A 1 BRIGHT A_SpawnItemEx(\"SHRedTorchFireSmall\", Random(-2, 2), Random(-2, 2), 62, (0.001)*Random(10, 400), (0.001)*Random(10, 400), (0.001)*Random(1500, 3000), 0, 128)\n Loop\n }\n}\n\nACTOR FlareSerpentTorch : SerpentTorch replaces SerpentTorch\n{\n Game Heretic\n Radius 12\n Height 54\n +SOLID\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_LoopActiveSound\n TNT1 A 0 A_SpawnItemEx(\"SmallRedFlare\", 0, 0, 55, 0, 0, 0, 0, 176)\n SRTC A 1 BRIGHT A_SpawnItemEx(\"SHRedTorchFireSmall\", Random(-2, 2), Random(-2, 2), 55, (0.001)*Random(10, 400), (0.001)*Random(10, 400), (0.001)*Random(1500, 3000), 0, 128)\n Loop\n }\n}\n\nACTOR FlareFireBrazier : FireBrazier replaces FireBrazier\n{\n Game Heretic\n Radius 16\n Height 40\n +SOLID\n ActiveSound \"BRAZIER/ACTIVE\"\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_LoopActiveSound\n TNT1 A 0 A_SpawnItemEx(\"LargeRedFlare\", 0, 0, 54, 0, 0, 0, 0, 176)\n BRAZ A 1 BRIGHT A_SpawnItemEx(\"SHRedTorchFireLarge\", Random(-4, 4), Random(-4, 4), 54, (0.001)*Random(10, 400), (0.001)*Random(10, 400), (0.001)*Random(1500, 3000), 0, 128)\n Loop\n }\n}\n\n/*\n\nNot until Skulltag gets proper SwitchableDecoration handling :'(\n[MIKK]\n\nACTOR FlareFireBrazier : SwitchableDecoration Replaces FireBrazier 10101\n{\n Radius 16\n Height 40\n +SOLID\n +USESPECIAL\n Activation \"THINGSPEC_Switch\"\n ActiveSound \"BRAZIER/ACTIVE\"\n States\n {\n Active:\n BRAZ A 0 Bright A_PlaySound(\"Brazier/Ignite\")\n Spawn:\n TNT1 A 0 A_LoopActiveSound\n TNT1 A 0 A_SpawnItemEx(\"LargeRedFlare\", 0, 0, 48, 0, 0, 0, 0, 176)\n BRAZ A 1 A_SpawnItemEx(\"SHRedTorchFireLarge\", Random(-4, 4), Random(-4, 4), 42, (0.001)*Random(10, 400), (0.001)*Random(10, 400), (0.001)*Random(1500, 3000), 0, 128)\n Goto Spawn\n Inactive:\n BRAZ A 0\n BRAZ A 1 A_StopSound(CHAN_AUTO)\n loop\n }\n}\n*/\n\nActor ExplosionA1\n{\n Damagetype Fire\n Renderstyle Add\n +Nogravity\n +NoBlockmap\n +NoClip\n Scale 1.5\n States\n {\n Spawn:\n XPL1 AB 3 Bright A_Explode(15,120,0)\n\t XPL1 CDEF 3 Bright A_FadeOut\n\t Wait\n }\n}\n\nActor ExplosionA2 : ExplosionA1\n{\n Scale 0.95\n States\n {\n Spawn:\n XPL1 AB 3 Bright A_Explode(8,100,0)\n\t XPL1 CDEF 3 Bright A_FadeOut\n\t Wait\n }\n}\n\naCTOR ExplosionA3 : ExplosionA1\n{\n Scale 0.4\n States\n {\n Spawn:\n XPL1 AB 3 Bright A_Explode(8,40,1)\n\t XPL1 CDEF 2 Bright A_FadeOut\n\t Wait\n }\n}\n\nActor SHRedTorchFireSmall\n{\n -NoGravity\n +NoInteraction\n +NoBlockmap\n +NoTeleport\n +ForceXYBillboard\n +CLIENTSIDEONLY\n Radius 0\n Height 0\n RenderStyle Add\n Alpha 0.7\n Scale 0.175\n States\n {\n Spawn:\n FIR1 A 0\n FIR1 A 0 A_Jump(128, \"Spawn2\")\n FIR1 ABCDEFG 1 Bright\n FIR1 HIJKL 1 Bright A_FadeOut(0.15)\n Stop\n Spawn2:\n FIR2 ABCDEFG 1 Bright\n FIR2 HIJKL 1 Bright A_FadeOut(0.15)\n Stop\n }\n}\n\nActor SHRedTorchFireLarge : SHRedTorchFireSmall\n{\n Scale 0.30\n}\n\nActor SHRedTorchFireSmaller : SHRedTorchFireSmall\n{\n Scale 0.1\n}\n\nActor BlackFire : SHRedTorchFireSmall\n{\nRenderstyle Translucent\nAlpha 1\nScale 0.5\n States\n {\n Spawn:\n BFR1 A 0\n BFR1 A 0 A_Jump(128, \"Spawn2\")\n BFR1 ABCDEFG 1\n BFR1 HIJKL 1 A_FadeOut(0.15)\n Stop\n Spawn2:\n BFR2 ABCDEFG 1\n BFR2 HIJKL 1 A_FadeOut(0.15)\n Stop\n }\n}\n\nACTOR SmallRedFlare : Baseflare\n{\n Scale 0.4\n damagetype \"fire\"\n +DONTSPLASH\n +NOCLIP\n +NOBLOCKMAP\n States\n {\n Spawn:\n\tGLIT A 0\n\tYGZF A 1 BRIGHT\n\tStop\n }\n}\n\nACTOR SmallerRedFlare : Baseflare\n{\n Scale 0.2\n damagetype \"fire\"\n +DONTSPLASH\n +NOCLIP\n +NOBLOCKMAP\n States\n {\n Spawn:\n\tYGZF A 0\n\tYGZF A 1 BRIGHT\n\tStop\n }\n}\n\nACTOR SmallerRedFlareFade : SmallerRedFlare\n{\n States\n {\n Spawn:\n\tGLIT A 0\n\tYGZF A 1 BRIGHT\n\tYGZF AAAAAAAAAA 1 BrighT A_FadeOut\n\tStop\n }\n}\n\nACTOR LargeRedFlare : Baseflare\n{\n Scale 0.7\n damagetype \"fire\"\n +DONTSPLASH\n +NOCLIP\n +NOBLOCKMAP\n States\n {\n Spawn:\n Death:\n\tGLIT A 0\n\tYGZF A 1 BRIGHT\n\tStop\n }\n}\n\nActor LargeRedFlareFade : BaseFlare\n{\n Scale 0.7\n damagetype \"fire\"\n +DONTSPLASH\n +NOCLIP\n +NOBLOCKMAP\n States\n {\n Spawn:\n Death:\n\tYGZF A 1 Bright\n\tYGZF A 1 BRIGHT A_FadeOut\n\tWAIT\n }\n}\n\nActor LargeRedFlareFade2 : LargeRedFlareFade\n{\n States\n {\n Spawn:\n Death:\n\tYGZF A 3 Bright\n\tYGZF A 1 BRIGHT A_FadeOut\n\tWAIT\n }\n}\n\nACTOR FlareFX1\n{\n Radius 2\n Height 2\n +NOGRAVITY\n States\n {\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_LoopActiveSound\n TNT1 A 0 A_SpawnItemEx(\"SmallerRedFlareFade\", 0, 0, 0, 0, 0, 0, 0, 176)\n TNT1 A 1 BRIGHT A_SpawnItemEx(\"SHRedTorchFireSmall\", Random(-2, 2), Random(-2, 2), 0, (0.001)*Random(10, 400), (0.001)*Random(10, 400), (0.001)*Random(1500, 3000), 0, 128)\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/OBJ_GZMO.txt",
"contents": "ACTOR GreenKeyOrb : KeyGizmoGreen replaces KeyGizmoGreen\n{\n Game Heretic\n Radius 16\n Height 50\n +SOLID\n States\n {\n Spawn:\n KGZ1 A 1\n\tKGZ1 A 1 A_SpawnItemEx(\"KeyGizmoFloatGreen~\", 0, 0, 68)\n KGZ1 A 1 A_SpawnItemEx(\"KeyGreenFlare\", 0, 0, 68)\n KGZ1 A -1\n Stop\n }\n }\n\nACTOR KeyGizmoFloatGreen~ : KeyGizmoFloatGreen\n{\n Radius 16\n Height 16\n scale 1.15\n Renderstyle Translucent\n Alpha 0.4\n}\n\nACTOR KeyGreenFlare : Baseflare\n{\n Scale 0.4\n Alpha 1\n +BRIGHT\n\n States\n {\n Spawn:\n\tTNT1 A 0\n\tGGZF A -1 BRIGHT\n\tStop\n }\n}\n\n//Blue Key Gizmo\n ACTOR BlueKeyOrb : KeyGizmoBlue replaces KeyGizmoBlue\n{\n Game Heretic\n Radius 16\n Height 50\n +SOLID\n States\n {\n Spawn:\n KGZ1 A 0\n\tKGZ1 A 1 A_SpawnItemEx(\"KeyBlueFlare\", 0, 0, 68)\n\tKGZ1 A 1 A_SpawnItemEx(\"KeyGizmoFloatBlue~\", 0, 0, 68)\n KGZ1 A -1\n Stop\n }\n }\n\n ACTOR KeyBlueFlare : Baseflare\n{\n Scale 0.4\n Alpha 1\n +BRIGHT\n\n States\n {\n Spawn:\n\tTNT1 A 0\n\tBGZF A -1 BRIGHT\n\tStop\n }\n}\n\nACTOR KeyGizmoFloatBlue~ : KeyGizmoFloatBlue\n{\n Radius 16\n Height 16\nscale 1.15\n Renderstyle Translucent\n Alpha 0.4\n}\n\n//Yellow Key Gizmo\nACTOR YellowKeyOrb : KeyGizmoYellow replaces KeyGizmoYellow\n{\n Game Heretic\n Radius 16\n Height 50\n +SOLID\n States\n {\n Spawn:\n KGZ1 A 1\n KGZ1 A 1 A_SpawnItemEx(\"KeyRedFlare\", 0, 0, 68)\n\tKGZ1 A 1 A_SpawnItemEx(\"KeyGizmoFloatYellow~\", 0, 0, 68)\n KGZ1 A -1\n Stop\n }\n }\n\n ACTOR KeyRedFlare : Baseflare\n{\n Scale 0.4\n Alpha 1\n +BRIGHT\n\n States\n {\n Spawn:\n\tTNT1 A 0\n\tYGZF A -1 BRIGHT\n\tStop\n }\n}\n\nACTOR KeyGizmoFloatYellow~ : KeyGizmoFloatYellow\n{\n Radius 16\n Height 16\n scale 1.15\n Renderstyle Translucent\n Alpha 0.4\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/OBJ_SKUL.txt",
"contents": "/////////////////////////////////////\n// HERETIC HANGING SKULLS ENHANCED //\n/////////////////////////////////////\n\nACTOR SkullHangLong~ : SkullHang70 replaces Skullhang70\n{\n Game Heretic\n Health 10\n mass 0x7FFFFFFF\n Radius 20\n Height 70\n +SPAWNCEILING\n +NOGRAVITY\n +SOLID\n +SHOOTABLE\n +NOBLOOD\n +NOTARGET\n +CANTSEEK\n States\n {\n Spawn:\n SKH1 A -1\n Stop\n Death:\n TNT1 A 1 A_SpawnItem(\"FallingSkull\")\n\tTNT1 A 0 A_UnsetShootable\n\tTNT1 A 0 A_UnsetSolid\n\tTNT1 A 0 A_Noblocking\n TNT1 A -1\n\tstop\n }\n}\n\nACTOR SkullHangMedium : Skullhang60 replaces Skullhang60\n{\n Game Heretic\n Health 10\n mass 0x7FFFFFFF\n Radius 20\n Height 60\n +SPAWNCEILING\n +NOGRAVITY\n +SOLID\n +SHOOTABLE\n +NOBLOOD\n States\n {\n Spawn:\n SKH2 A -1\n Stop\n Death:\n TNT1 A 1 A_SpawnItem(\"FallingSkull\")\n\tTNT1 A 0 A_UnsetShootable\n\tTNT1 A 0 A_UnsetSolid\n\tTNT1 A 0 A_Noblocking\n TNT1 A -1\n }\n}\n\nACTOR SkullHangShort : Skullhang45 replaces Skullhang45\n{\n Game Heretic\n Health 10\n mass 0x7FFFFFFF\n Radius 20\n Height 45\n +SPAWNCEILING\n +NOGRAVITY\n +SOLID\n +SHOOTABLE\n +NOBLOOD\n States\n {\n Spawn:\n SKH3 A -1\n Stop\n Death:\n TNT1 A 1 A_SpawnItem(\"FallingSkull\")\n\tTNT1 A 0 A_UnsetShootable\n\tTNT1 A 0 A_UnsetSolid\n\tTNT1 A 0 A_Noblocking\n TNT1 A -1\n }\n}\n\nACTOR SkullHangShortest : Skullhang35 replaces Skullhang35\n{\n Game Heretic\n Health 10\n mass 0x7FFFFFFF\n Radius 20\n Height 35\n +SPAWNCEILING\n +NOGRAVITY\n +SOLID\n +SHOOTABLE\n +NOBLOOD\n States\n {\n Spawn:\n SKH4 A -1\n Stop\n Death:\n TNT1 A 1 A_SpawnItem(\"FallingSkull\")\n\tTNT1 A 0 A_UnsetShootable\n\tTNT1 A 0 A_UnsetSolid\n\tTNT1 A 0 A_Noblocking\n TNT1 A -1\n }\n}\n\nACTOR FallingSkull\n{\n Radius 8\n Height 8\n Projectile\n Damage 10\n +FLOORCLIP\n -NOGRAVITY\n +SOLID\n +RIPPER\n Damagetype Impact\n obituary \"A skull crashed onto %o's one.\"\n DeathSound \"SKULL/DROP\"\n States\n {\n Spawn:\n\tDHED ABCD 2\n\tloop\n Death:\n\tTNT1 A 0 A_UnsetSolid\n\tTNT1 A 0 A_Jump(256,\"DEATHA\",\"DEATHB\",\"DEATHC\",\"DEATHD\")\n\n DeathA:\n DHED A 0 A_SpawnItem(\"Blood\")\n DHED A 70\n FadeoutA:\n\tDHED A 1 A_Fadeout\n\tLoop\n\n DeathB:\n\tDHED B 0 A_SpawnItem(\"Blood\")\n DHED B 70\n FadeoutB:\n\tDHED B 1 A_Fadeout\n\tLoop\n\n DeathC:\n\tDHED C 0 A_SpawnItem(\"Blood\")\n DHED C 70\n FadeoutC:\n\tDHED C 1 A_Fadeout\n\tLoop\n\n DeathD:\n DHED D 0 A_SpawnItem(\"Blood\")\n DHED D 70\n FadeoutD:\n\tDHED D 1 A_Fadeout\n\tLoop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/OBJ_GLIT.txt",
"contents": "ACTOR TeleGlitterGenerator~ : TeleGlitterGenerator1 replaces TeleGlitterGenerator1\n{\n Game Heretic\n SpawnID 167\n -NOBLOCKMAP\n -NOGRAVITY\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(32,\"SpawnLarger\")\n TNT1 AA 3 A_SpawnItemEx(\"SmallFlareFloatRed\", random(-16,16),random(-16,16),0,0,0,random(5,8))\n\tTNT1 A 3 A_SpawnItemEx(\"SmallFlareFloatWhite\", random(-16,16),random(-16,16),0,0,0,random(5,8))\n Loop\n SpawnLarger:\n\tTNT1 AA 3 A_SpawnItemEx(\"SmallFlareFloatRed\", random(-16,16),random(-16,16),0,0,0,random(5,8))\n\tTNT1 A 2 A_SpawnItemEx(\"LargeWhiteFlare\",0,0,0,0,0,random(9,11))\n\tTNT1 A 3 A_SpawnItemEx(\"SmallFlareFloatWhite\", random(-16,16),random(-16,16),0,0,0,random(5,8))\n\tgoto Spawn+2\n }\n}\n\nACTOR SmallFlareFloatRed : Baseflare\n{\n Scale 0.1\n Alpha 1\n +NOGRAVITY\n +NOCLIP\n +NOBLOCKMAP\n vspeed 0.5\n States\n {\n Spawn:\n\tRGZF AAAAA 1 BRIGHT\n Death:\n\tRGZF A 1 BRIGHT A_Fadeout\n\tloop\n }\n}\n\nACTOR LargeWhiteFlare : Baseflare\n{\n Scale 0.15\n Alpha 1\n +NOGRAVITY\n +NOCLIP\n +NOBLOCKMAP\n vspeed 0.5\n States\n {\n Spawn:\n\tWFLR AAAAA 1 BRIGHT\n Death:\n\tWFLR A 1 BRIGHT A_Fadeout\n\tloop\n }\n}\n\nACTOR TeleGlitterGenerator2~ : TeleGlitterGenerator2 replaces TeleGlitterGenerator2\n{\n Game Heretic\n SpawnID 167\n -NOBLOCKMAP\n -NOGRAVITY\n +DONTSPLASH\n +MOVEWITHSECTOR\n States\n {\n Spawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(48,\"SpawnLarger\")\n TNT1 A 3 A_SpawnItemEx(\"SmallFlareFloatBlue\", random(-16,16),random(-16,16),0,0,0,random(5,8))\n\tTNT1 A 3 A_SpawnItemEx(\"SmallFlareFloatWhite\", random(-16,16),random(-16,16),0,0,0,random(5,8))\n Loop\n SpawnLarger:\n\tTNT1 AA 3 A_SpawnItemEx(\"SmallFlareFloatBlue\", random(-16,16),random(-16,16),0,0,0,random(5,8))\n\tTNT1 A 2 A_SpawnItemEx(\"LargeWhiteFlare\",0,0,0,0,0,random(9,11))\n\tTNT1 A 3 A_SpawnItemEx(\"SmallFlareFloatWhite\", random(-16,16),random(-16,16),0,0,0,random(5,8))\n\tgoto Spawn+2\n }\n}\n\nACTOR SmallFlareFloatBlue : Baseflare\n{\n Scale 0.1\n Alpha 1\n +NOGRAVITY\n +NOCLIP\n +NOBLOCKMAP\n vspeed 0.5\n States\n {\n Spawn:\n\tBGZF AAAAA 1 BRIGHT\n Death:\n\tBGZF A 1 BRIGHT A_Fadeout\n\tloop\n }\n}\n\nACTOR SmallFlareFloatWhite : Baseflare\n{\n Scale 0.05\n Alpha 1\n +NOGRAVITY\n +NOCLIP\n +NOBLOCKMAP\n vspeed 0.5\n States\n {\n Spawn:\n\tWFLR AAAAA 1 BRIGHT\n Death:\n\tWFLR A 1 BRIGHT A_Fadeout\n\tloop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/OBJ_TELE.txt",
"contents": "///////////////////////////\n// TELEPORT FOG ENHANCED //\n///////////////////////////\n\nACTOR TeleportGen : TeleportFog replaces TeleportFog\n{\nRenderStyle Translucent\nAlpha 0.6\n States\n {\n Raven:\n\tTELE A 0 A_SpawnItem(\"TeleFlareIdle\")\n\tTELE A 0 A_SpawnItem(\"TeleFlareIdleWhite\")\n\tTELE ABCD 6 Bright\n\tTELE DD 0 A_SpawnItemEx(\"TeleFlare\",random(-20,20),random(-20,20),random(-20,20))\n\tTELE EF 6 BRIGHT\n\tTELE DDDDDDDDDD 0 A_SpawnItemEx(\"TeleFlare2\", 0, 0, 0, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n\tTELE D 0 A_SpawnItemEx(\"TeleFlare\",random(-16,16),random(-16,16),random(-16,16))\n\tTELE GHGF 6 BRIGHT\n\tTELE DDDD 0 A_SpawnItemEx(\"TeleFlare\",random(-8,8),random(-8,8),random(-8,8))\n\tTELE EDC 6 Bright\n Stop\n }\n}\n\n/*\nACTOR TeleportGen : TeleportFog replaces TeleportFog\n{\n +NOBLOCKMAP\n +NOGRAVITY\n Scale 0.8\n RenderStyle Add\n Alpha 1\n States\n {\n Raven:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"TeleFlareIdle\",0,0)\n\tTNT1 A 0 A_SpawnItem(\"TeleFlareIdleWhite\",0,0)\n\tTNT1 AAAA 2 A_SpawnItemEx(\"TeleFlare\", random(-16,16),random(-16,16),0,0,0,random(4,9))\n\tTNT1 A 0 A_SpawnItemEx(\"TeleFlare2\", 0,0,0,0,0,6)\n\tTNT1 AAAA 2 A_SpawnItemEx(\"TeleFlare\", random(-16,16),random(-16,16),0,0,0,random(4,9))\n\tTNT1 A 0 A_SpawnItemEx(\"TeleFlare3\", 0,0,0,0,0,6)\n\tTNT1 AAA 2 A_SpawnItemEx(\"TeleFlare\", random(-16,16),random(-16,16),0,0,0,random(4,9))\n Death:\n TNT1 A -1\n Stop\n }\n}\n*/\n\nACTOR TeleFlare\n{\n +NOBLOCKMAP\n +NOGRAVITY\n Scale 0.15\n RenderStyle Add\n Alpha 1\n States\n {\n Spawn:\n\tTNT1 A 0\n WFLR A 5 BRIGHT\n Death:\n WFLR A 1 BRIGHT A_Fadeout\n Loop\n }\n}\n\nACTOR TeleFlare2\n{\n Height 0\n Radius 0\n Mass 0\n +Missile\n +NoBlockMap\n +DontSplash\n +NoInteraction\n RenderStyle Add\n Scale 0.15\n States\n {\n Spawn:\n\tTNT1 A 0\n FLAR B 7 BRIGHT\n Death:\n FLAR B 1 BRIGHT A_Fadeout\n Loop\n }\n}\n\nACTOR TeleFlareIdle\n{\n +NOBLOCKMAP\n +NOGRAVITY\n Scale 0.60\n RenderStyle Add\n Alpha 0.3\n States\n {\n Spawn:\n\tTNT1 A 0\n BGZF A 20 BRIGHT\n Death:\n BGZF A 1 BRIGHT A_Fadeout\n Loop\n }\n}\n\nACTOR TeleFlareIdleWhite\n{\n +NOBLOCKMAP\n +NOGRAVITY\n Scale 0.45\n RenderStyle Add\n Alpha 0.3\n States\n {\n Spawn:\n\tTNT1 A 0\n WFLR A 18 BRIGHT\n Death:\n WFLR A 1 BRIGHT A_Fadeout\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/OBJ_CHAN.txt",
"contents": "ACTOR FallChandelier : Chandelier replaces Chandelier\n{\n Game Heretic\n Health 10\n mass 0x7FFFFFFF\n Radius 20\n Height 60\n obituary \"%o stood under a chandelier\"\n +SPAWNCEILING\n +NOGRAVITY\n +SOLID\n +SHOOTABLE\n +NOBLOOD\n States\n {\n Spawn:\n CHDL ABC 4 BRIGHT\n loop\n Death:\n TNT1 A 1 A_SpawnItem(\"FallingChandelier\")\n\tTNT1 A 0 A_UnsetShootable\n\tTNT1 A 0 A_UnsetSolid\n\tTNT1 A 0 A_NoBlocking\n TNT1 A -1\n\tstop\n }\n}\n\nACTOR FallingChandelier\n{\n Radius 12\n Height 12\n Projectile\n Damage 100\n Damagetype Impact\n +FLOORCLIP\n -NOGRAVITY\n +SOLID\n +RIPPER\n obituary \"%o was flattened by a Chandelier.\"\n States\n {\n Spawn:\n TNT1 A 0\n\tCFAL A 10 BRIGHT A_SetGravity(1)\n\tCFAL A 8 BRIGHT A_SetGravity(1.1)\n\tCFAL A 6 BRIGHT A_SetGravity(1.2)\n\tCFAL A 4 BRIGHT A_SetGravity(1.3)\n\tCFAL A 2 BRIGHT A_SetGravity(1.4)\n\tCFAL A 1 BRIGHT A_SetGravity(1.5)\n Spawn2:\n\tCFAL A 1\n\tloop\n Death:\n TNT1 A 0 A_UnsetSolid\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 Radius_Quake(3,4,1,5,0)\n CCRH A 350\n Fadeout:\n\tCCRH A 1 A_Fadeout\n\tLoop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/OBJ_GORE.txt",
"contents": "ACTOR NewBlood : Blood replaces Blood\n{\n+CLIENTSIDEONLY\n +NoGravity\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood\",1)\nTNT1 A 1\n\tStop\n}\n}\n\nACTOR NewFlyingBlood\n{\nScale 0.18\nHealth 1\nRadius 8\nHeight 1\n+THRUACTORS\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\n+NOBLOCKMAP\n+DONTSPLASH\nStates\n{\nSpawn:\n TNT1 A 0\n FBLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\n Loop\nCrash:\n TNT1 A 0 A_PlaySound(\"Gibs\")\n TNT1 A 1 A_SpawnItem(\"NewBloodSpot\",0,0,0,1)\n Stop\n }\n}\n\nACTOR NewBloodSplatter : NewBlood replaces BloodSplatter\n{\n}\n\nACTOR NewBloodSpot\n{\nScale 0.5\nMass 1\nRenderStyle Translucent\nAlpha 0.75\n+CLIENTSIDEONLY\n+NOTELEPORT\n+NOBLOCKMAP\n+MOVEWITHSECTOR\nStates\n{\nSpawn:\n BSPT A 100\n BSPT A 5 A_FadeOut(0.10)\n Goto Spawn+1\n\t}\n}\n\nACTOR NewFlyingBloodTrail\n{\nMass 1\nScale 0.12\nRenderStyle Translucent\nAlpha 0.75\n+CLIENTSIDEONLY\n-NOGRAVITY\n+NOTELEPORT\n+NOBLOCKMAP\n+DONTSPLASH\nStates\n{\nSpawn:\n FBLD ABCD 2 A_FadeOut(0.12)\n Loop\n }\n}\n\nACTOR GibbedGenerator\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(128,9)\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart1\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart2\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart3\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart4\")\nStop\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart5\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart6\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart7\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart8\")\nStop\n}\n}\n\nACTOR BodyPart1\n{\nHealth 1\nRadius 8\nHeight 8\nMass 1\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\nStates\n{\nSpawn:\nGIB1 A 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nGIB1 A 150\nGIB1 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart2\n{\nHealth 1\nRadius 8\nHeight 8\nMass 1\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\nStates\n{\nSpawn:\nGIB2 A 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nGIB2 A 150\nGIB2 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart3\n{\nHealth 1\nRadius 8\nHeight 8\nMass 1\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\nStates\n{\nSpawn:\nGIB3 A 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nGIB3 A 150\nGIB3 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart4\n{\nHealth 1\nRadius 8\nHeight 8\nMass 1\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\nStates\n{\nSpawn:\nGIB4 A 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nGIB4 A 150\nGIB4 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart5\n{\nHealth 1\nRadius 8\nHeight 8\nMass 1\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\nStates\n{\nSpawn:\nGIB5 A 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nGIB5 A 150\nGIB5 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart6\n{\nHealth 1\nRadius 8\nHeight 8\nMass 1\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\nStates\n{\nSpawn:\nGIB6 A 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nGIB6 A 150\nGIB6 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart7\n{\nHealth 1\nRadius 8\nHeight 8\nMass 1\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\nStates\n{\nSpawn:\nGIB7 A 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nGIB7 A 150\nGIB7 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart8\n{\nHealth 1\nRadius 8\nHeight 8\nMass 1\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\nStates\n{\nSpawn:\nGIB8 A 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nGIB8 A 150\nGIB8 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\n#Include \"ACTORS/OBJ/GoreColor/Blue.txt\"\n#Include \"ACTORS/OBJ/GoreColor/Orange.txt\"\n#Include \"ACTORS/OBJ/GoreColor/Green.txt\"\n#Include \"ACTORS/OBJ/GoreColor/Yellow.txt\"\n#Include \"ACTORS/OBJ/GoreColor/Black.txt\"\n#Include \"ACTORS/OBJ/GoreColor/White.txt\"\n#Include \"ACTORS/OBJ/GoreColor/Purple.txt\"\n#Include \"ACTORS/OBJ/GoreColor/Rot.txt\""
},
{
"source": "pk3",
"name": "ACTORS/OBJ/OBJ_VOLC.txt",
"contents": "ACTOR VolcanoBlast~ : VolcanoBlast replaces VolcanoBlast\n{\nscale 0.6\nGravity 0.325\n States\n {\n Spawn:\n AF02 AAAA 1 Bright A_SpawnItemEx(\"DemonMeteorTail\",0,0,0,0,0,0,0,128)\n\t\tAF02 BBBB 1 Bright A_SpawnItemEx(\"DemonMeteorTail\",0,0,0,0,0,0,0,128)\n\t\tAF02 CCCC 1 Bright A_SpawnItemEx(\"DemonMeteorTail\",0,0,0,0,0,0,0,128)\n Loop\n Death:\n XPL1 A 0 BRIGHT A_VolcBallImpact\n AF02 EFGHI 4 BRIGHT\n Stop\n }\n}\n\nactor DemonMeteorTail\n{\n PROJECTILE\n RENDERSTYLE ADD\n +NOCLIP\n ALPHA 0.4\n\tscale 0.6\n States\n {\n Spawn:\n AF03 ABCDEFGHI 1 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/OBJ_TEST.txt",
"contents": "Actor BarrelSpawner : Randomspawner 44\n{\n DropItem \"Barrel\", 256, 50\n DropItem \"Barrel2\", 256, 45\n DropItem \"MummyStatue\", 256, 3\n DropItem \"WizardStatue\", 256, 3\n DropItem \"GoldenBarrel\", 256, 1\n}\n\nActor Barrel2 : Barrel\n{\n DropItem \"QuartFlask\", 50, 2\n DropItem \"CrystalVial\", 256\n DropItem \"CrystalVial\", 256\n DropItem \"BloodVial\", 15\n DropItem \"BagOfHolding\", 2\n DropItem \"NeutralAmmo\", 256, 5\n DropItem \"NeutralAmmo\", 100, 5\n DropItem \"Steelballs\", 100\n DropItem \"Steelballs\", 55\n DropItem \"Steelballs\", 45\n DropItem \"Steelballs\", 35\n DropItem \"Steelballs\", 25\n DropItem \"ImpalerBoltsPouch\", 55, 8\n DropItem \"EtherealAmmo\", 35, 15\n Health 100\n Mass 50000\n +NoBlood\n Damagefactor Impact, 200\n +ShooTable\n States\n {\n\t Spawn:\n\t BXRL A -1\n\t Stop\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SteamHit\",0,1.5,0)\n\t TNT1 AAA 0 A_CustomMissile(\"SmokeFX3\", 36, 0, random(0,360), 2, random(0,360))\n\t TNT1 A 1 A_NoBlocking\n\t Stop\n }\n}\n\nActor GoldenBarrel : Barrel\n{\n DropItem \"QuartzFlask\", 256, 4\n DropItem \"MiracleFlask\", 256, 2\n DropItem \"QuartFlask\", 50, 4\n DropItem \"CrystalVial\", 256\n DropItem \"CrystalVial\", 256\n DropItem \"CrystalVial\", 256\n DropItem \"CrystalVial\", 256\n DropItem \"BloodVial\", 256\n DropItem \"BloodVial\", 30, 8\n DropItem \"BagOfHolding\", 256\n Health 10000\n Mass 50000\n +NoBlood\n Damagefactor Impact, 200\n +ShooTable\n States\n {\n\t Spawn:\n\t BGRL A -1\n\t Stop\n\t Death:\n\t TNT1 A 0\n\t TNT1 A 0 A_PlaySound(\"SteamHit\",0,1.5,0)\n\t TNT1 AAAAAA 0 A_SpawnItemEx(\"StoneBitsSpawner2\",0,0,35)\n\t TNT1 AAAA 0 A_CustomMissile(\"SmokeFX3\", 36, 0, random(0,360), 2, random(0,360))\n\t TNT1 A 1 A_NoBlocking\n\t Stop\n }\n}\n\nACTOR MummyStatue\n{\n Radius 22\n Height 62\n Health 555\n Mass 50000\n +NoBlood\n Damagefactor Impact, 200\n +solid\n +ShooTable\n states\n {\n Spawn:\n TNT1 A 0\n STA1 A -1 bright\n stop\n Death:\n TNT1 A 0\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"SteamHit\",0,1.5,0)\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"StoneBitsSpawner2\",0,0,35)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX3\", 36, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"MummyGhost\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_Jump(30,\"Drop1\")\n\tTNT1 A 0 A_Jump(85,\"Drop2\")\n\tTNT1 A 1 A_Jump(128,\"Drop3\")\n\tTNT1 A 0 A_SpawnItemEx(\"Frostbite\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tStop\n Drop1:\n TNT1 A 0 A_SpawnItemEx(\"BloodFlask\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n TNT1 A 1\n\tStop\n Drop2:\n TNT1 A 0 A_SpawnItemEx(\"MorphOvum\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n TNT1 A 1\n\tStop\n Drop3:\n TNT1 A 0 A_SpawnItemEx(\"MiracleFlask\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n TNT1 A 1\n\tStop\n }\n}\n\nACTOR WizardStatue\n{\n Radius 22\n Height 62\n Health 555\n Mass 50000\n +NoBlood\n Damagefactor Impact, 200\n +solid\n +ShooTable\n states\n {\n Spawn:\n TNT1 A 0\n STA2 A -1 bright\n Death:\n TNT1 A 0\n TNT1 A 0 A_FaceTarget\n TNT1 A 0 A_PlaySound(\"SteamHit\",0,1.5,0)\n\tTNT1 AAAAAA 0 A_SpawnItemEx(\"StoneBitsSpawner2\",0,0,35)\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX3\", 36, 0, random(0,360), 2, random(0,360))\n\tTNT1 A 0 A_SpawnItemEx(\"Wizard\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_NoBlocking\n\tTNT1 A 0 A_Jump(30,\"Drop1\")\n\tTNT1 A 0 A_Jump(85,\"Drop2\")\n\tTNT1 A 1 A_Jump(128,\"Drop3\")\n\tTNT1 A 0 A_SpawnItemEx(\"Plasmasnake Talonglove\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tStop\n Drop1:\n TNT1 A 0 A_SpawnItemEx(\"Hellstaff\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n TNT1 A 1\n\tStop\n Drop2:\n TNT1 A 0 A_SpawnItemEx(\"Ethereal Repeater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n TNT1 A 1\n\tStop\n Drop3:\n TNT1 A 0 A_SpawnItemEx(\"Ember Scepter\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n TNT1 A 1\n\tStop\n }\n}\n\nACTOR StoneBitsSpawner : BulletPuff\n{\n -ALLOWPARTICLES\n States\n {\n Spawn:\n TNT1 A 0\n Goto High\n TNT1 A 0\n Goto Medium\n TNT1 A 0\n Low:\n TNT1 AA 0 A_SpawnItemEx(\"StoneBitsSmall\", 0, 0, 8, random(-4, 4), random(-4, 4), random(2, 5), 0, SXF_ABSOLUTEPOSITION | SXF_ABSOLUTEANGLE | SXF_ABSOLUTEMOMENTUM)\n Goto SpawnPuff\n Medium:\n TNT1 AAA 0 A_SpawnItemEx(\"StoneBitsMedium\", 0, 0, 8, random(-4, 4), random(-4, 4), random(2, 5), 0, SXF_ABSOLUTEPOSITION | SXF_ABSOLUTEANGLE | SXF_ABSOLUTEMOMENTUM)\n Goto SpawnPuff\n High:\n TNT1 AAAAA 0 A_SpawnItemEx(\"StoneBitsLarge\", 0, 0, 8, random(-4, 4), random(-4, 4), random(2, 5), 0, SXF_ABSOLUTEPOSITION | SXF_ABSOLUTEANGLE | SXF_ABSOLUTEMOMENTUM)\n SpawnPuff:\n PUFF A 4\n PUFF ABCD 4\n Stop\n }\n}\n\nActor StoneBitsSpawner2 : BulletPuff\n{\n -ALLOWPARTICLES\n States\n {\n Spawn:\n TNT1 A 0\n Goto High\n TNT1 A 0\n Goto Medium\n TNT1 A 0\n Low:\n TNT1 AA 0 A_SpawnItemEx(\"StoneBitsSmall\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-5, 11), 0, SXF_ABSOLUTEPOSITION | SXF_ABSOLUTEANGLE | SXF_ABSOLUTEMOMENTUM)\n Goto SpawnPuff\n Medium:\n TNT1 AAA 0 A_SpawnItemEx(\"StoneBitsMedium\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-5, 11), 0, SXF_ABSOLUTEPOSITION | SXF_ABSOLUTEANGLE | SXF_ABSOLUTEMOMENTUM)\n Goto SpawnPuff\n High:\n TNT1 AAAAA 0 A_SpawnItemEx(\"StoneBitsLarge\", 0, 0, 0, random(-8, 8), random(-8, 8), random(-5, 11), 0, SXF_ABSOLUTEPOSITION | SXF_ABSOLUTEANGLE | SXF_ABSOLUTEMOMENTUM)\n SpawnPuff:\n PUFF A 4\n PUFF ABCD 4\n Stop\n }\n}\n\nACTOR StoneBitsBase\n{\n Radius 2\n Height 2\n +NOTELEPORT\n +NOBLOCKMAP\n States\n {\n Fade1A:\n STB1 A 1 A_FadeOut(0.25)\n Wait\n\tFade1B:\n STB1 B 1 A_FadeOut(0.25)\n Wait\n\tFade1C:\n STB1 C 1 A_FadeOut(0.25)\n Wait\n\tFade1D:\n STB1 D 1 A_FadeOut(0.25)\n Wait\n\tFade3A:\n STB3 A 1 A_FadeOut(0.25)\n Wait\n\tFade3B:\n STB3 B 1 A_FadeOut(0.25)\n Wait\n\tFade3C:\n STB3 C 1 A_FadeOut(0.25)\n Wait\n\tFade3D:\n STB3 D 1 A_FadeOut(0.25)\n Wait\n\tFade4A:\n STB4 A 1 A_FadeOut(0.25)\n Wait\n\tFade4B:\n STB4 B 1 A_FadeOut(0.25)\n Wait\n\tFade4C:\n STB4 C 1 A_FadeOut(0.25)\n Wait\n\tFade4D:\n STB4 D 1 A_FadeOut(0.25)\n Wait\n\tFade2A:\n STB2 A 1 A_FadeOut(0.25)\n Wait\n\tFade2B:\n STB2 B 1 A_FadeOut(0.25)\n Wait\n }\n}\n\nACTOR StoneBitsSmall : StoneBitsBase\n{\n States\n {\n Spawn:\n TNT1 AA 0 A_Jump(256, \"SpawnA\", \"SpawnB\")\n SpawnA:\n TNT1 A 0 A_Jump(256, 1, 2, 3, 4)\n STB1 A 10\n Goto Fade1A\n STB1 B 10\n Goto Fade1B\n STB1 C 10\n Goto Fade1C\n STB1 D 10\n Goto Fade1D\n SpawnB:\n TNT1 A 0 A_Jump(256, 1, 2)\n STB2 A 10\n Goto Fade2A\n STB2 B 10\n Goto Fade2B\n }\n}\n\nACTOR StoneBitsMedium : StoneBitsBase\n{\n States\n {\n Spawn:\n TNT1 AA 0 A_Jump(256, \"SpawnA\", \"SpawnB\", \"SpawnC\")\n SpawnA:\n TNT1 A 0 A_Jump(256, 1, 2, 3, 4)\n STB1 A 10\n Goto Fade1A\n STB1 B 10\n Goto Fade1B\n STB1 C 10\n Goto Fade1C\n STB1 D 10\n Goto Fade1D\n SpawnB:\n TNT1 A 0 A_Jump(256, 1, 2)\n STB2 A 10\n Goto Fade2A\n STB2 B 10\n Goto Fade2B\n SpawnC:\n TNT1 A 0 A_Jump(256, 1, 2, 3, 4)\n STB3 A 10\n Goto Fade3A\n STB3 B 10\n Goto Fade3B\n STB3 C 10\n Goto Fade3C\n STB3 D 10\n Goto Fade3D\n }\n}\n\nACTOR StoneBitsLarge : StoneBitsBase\n{\n States\n {\n Spawn:\n TNT1 AA 0 A_Jump(256, \"SpawnB\", \"SpawnC\", \"SpawnD\")\n SpawnB:\n TNT1 A 0 A_Jump(256, 1, 2)\n STB2 A 10\n Goto Fade2A\n STB2 B 10\n Goto Fade2B\n SpawnC:\n TNT1 A 0 A_Jump(256, 1, 2, 3, 4)\n STB3 A 10\n Goto Fade3A\n STB3 B 10\n Goto Fade3B\n STB3 C 10\n Goto Fade3C\n STB3 D 10\n Goto Fade3D\n SpawnD:\n TNT1 A 0 A_Jump(256, 1, 2, 3, 4)\n STB4 A 10\n Goto Fade4A\n STB4 B 10\n Goto Fade4B\n STB4 C 10\n Goto Fade4C\n STB4 D 10\n Goto Fade4D\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/GoreColor/Blue.txt",
"contents": "ACTOR NewBlood_Blue : NewBlood\n{\nStates\n{\nSpawn:\nTNT1 A 0\nZLBD A 2 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\nZLBD A 1 A_SpawnDebris(\"NewFlyingBlood_Blue\",1)\nZLBD BCDE 2\nStop\n}\n}\n\nACTOR NewFlyingBlood_Blue : NewFlyingBlood\n{\nStates\n{\nSpawn:\n TNT1 A 0\n ZBLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBlood_BlueTrail\",0,0,0,1)\n Loop\nCrash:\n TNT1 A 0 A_PlaySound(\"Gibs\")\n TNT1 A 1 A_SpawnItem(\"NewBlood_BlueSpot\",0,0,0,1)\n Stop\n }\n}\n\nACTOR NewBlood_BlueSpot : NewBloodSpot\n{\nStates\n{\nSpawn:\n ZSPT A 100\n ZSPT A 5 A_FadeOut(0.10)\n Goto Spawn+1\n\t}\n}\n\nACTOR NewFlyingBlood_BlueTrail : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n ZBLD ABCD 2 A_FadeOut(0.12)\n Loop\n }\n}\n\nACTOR GibbedGenerator_Blue\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\ntnt1 a 0\nTNT1 A 0 A_PlaySound(\"Gore/Splat\",0,1.0,0)\nTNT1 A 0 A_Jump(128,9)\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Blue\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Blue1\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Blue\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Blue2\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Blue\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Blue3\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Blue\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Blue4\")\nStop\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Blue\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Blue5\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Blue\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Blue6\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Blue\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Blue7\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Blue\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Blue8\")\nStop\n}\n}\n\nACTOR BodyPart_Blue1 : BodyPart1\n{\nStates\n{\nSpawn:\nZIB1 A 1 A_SpawnItem(\"NewFlyingBlood_BlueTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nZIB1 A 150\nZIB1 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Blue2 : BodyPart2\n{\nStates\n{\nSpawn:\nZIB2 A 1 A_SpawnItem(\"NewFlyingBlood_BlueTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nZIB2 A 150\nZIB2 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Blue3 : BodyPart3\n{\nStates\n{\nSpawn:\nZIB3 A 1 A_SpawnItem(\"NewFlyingBlood_BlueTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nZIB3 A 150\nZIB3 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Blue4 : BodyPart4\n{\nStates\n{\nSpawn:\nZIB4 A 1 A_SpawnItem(\"NewFlyingBlood_BlueTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nZIB4 A 150\nZIB4 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Blue5 : BodyPart5\n{\nStates\n{\nSpawn:\nZIB5 A 1 A_SpawnItem(\"NewFlyingBlood_BlueTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nZIB5 A 150\nZIB5 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Blue6 : BodyPart6\n{\nStates\n{\nSpawn:\nZIB6 A 1 A_SpawnItem(\"NewFlyingBlood_BlueTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nZIB6 A 150\nZIB6 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Blue7 : BodyPart7\n{\nStates\n{\nSpawn:\nZIB7 A 1 A_SpawnItem(\"NewFlyingBlood_BlueTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nZIB7 A 150\nZIB7 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Blue8 : BodyPart8\n{\nStates\n{\nSpawn:\nZIB8 A 1 A_SpawnItem(\"NewFlyingBlood_BlueTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nZIB8 A 150\nZIB8 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/GoreColor/Orange.txt",
"contents": "ACTOR NewBlood_Orange : NewBlood\n{\nStates\n{\nSpawn:\nTNT1 A 0\nOLBD A 2 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\nOLBD A 1 A_SpawnDebris(\"NewFlyingBlood_Orange\",1)\nOLBD BCDE 2\nStop\n}\n}\n\nACTOR NewFlyingBlood_Orange : NewFlyingBlood\n{\nStates\n{\nSpawn:\n TNT1 A 0\n OBLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBlood_OrangeTrail\",0,0,0,1)\n Loop\nCrash:\n TNT1 A 0 A_PlaySound(\"Gibs\")\n TNT1 A 1 A_SpawnItem(\"NewBlood_OrangeSpot\",0,0,0,1)\n Stop\n }\n}\n\nACTOR NewBlood_OrangeSpot : NewBloodSpot\n{\nStates\n{\nSpawn:\n OSPT A 100\n OSPT A 5 A_FadeOut(0.10)\n Goto Spawn+1\n\t}\n}\n\nACTOR NewFlyingBlood_OrangeTrail : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n OBLD ABCD 2 A_FadeOut(0.12)\n Loop\n }\n}\n\nACTOR GibbedGenerator_Orange\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\ntnt1 a 0\nTNT1 A 0 A_PlaySound(\"Gore/Splat\",0,1.0,0)\nTNT1 A 0 A_Jump(128,9)\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Orange\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Orange1\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Orange\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Orange2\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Orange\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Orange3\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Orange\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Orange4\")\nStop\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Orange\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Orange5\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Orange\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Orange6\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Orange\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Orange7\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Orange\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Orange8\")\nStop\n}\n}\n\nACTOR BodyPart_Orange1 : BodyPart1\n{\nStates\n{\nSpawn:\nOIB1 A 1 A_SpawnItem(\"NewFlyingBlood_OrangeTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nOIB1 A 150\nOIB1 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Orange2 : BodyPart2\n{\nStates\n{\nSpawn:\nOIB2 A 1 A_SpawnItem(\"NewFlyingBlood_OrangeTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nOIB2 A 150\nOIB2 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Orange3 : BodyPart3\n{\nStates\n{\nSpawn:\nOIB3 A 1 A_SpawnItem(\"NewFlyingBlood_OrangeTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nOIB3 A 150\nOIB3 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Orange4 : BodyPart4\n{\nStates\n{\nSpawn:\nOIB4 A 1 A_SpawnItem(\"NewFlyingBlood_OrangeTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nOIB4 A 150\nOIB4 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Orange5 : BodyPart5\n{\nStates\n{\nSpawn:\nOIB5 A 1 A_SpawnItem(\"NewFlyingBlood_OrangeTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nOIB5 A 150\nOIB5 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Orange6 : BodyPart6\n{\nStates\n{\nSpawn:\nOIB6 A 1 A_SpawnItem(\"NewFlyingBlood_OrangeTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nOIB6 A 150\nOIB6 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Orange7 : BodyPart7\n{\nStates\n{\nSpawn:\nOIB7 A 1 A_SpawnItem(\"NewFlyingBlood_OrangeTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nOIB7 A 150\nOIB7 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Orange8 : BodyPart8\n{\nStates\n{\nSpawn:\nOIB8 A 1 A_SpawnItem(\"NewFlyingBlood_OrangeTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nOIB8 A 150\nOIB8 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/GoreColor/Green.txt",
"contents": "ACTOR NewBlood_Green : NewBlood\n{\nStates\n{\nSpawn:\nTNT1 A 0\nKLBD A 2 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\nKLBD A 1 A_SpawnDebris(\"NewFlyingBlood_Green\",1)\nKLBD BCDE 2\nStop\n}\n}\n\nACTOR NewFlyingBlood_Green : NewFlyingBlood\n{\nStates\n{\nSpawn:\n TNT1 A 0\n KBLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBlood_GreenTrail\",0,0,0,1)\n Loop\nCrash:\n TNT1 A 0 A_PlaySound(\"Gibs\")\n TNT1 A 1 A_SpawnItem(\"NewBlood_GreenSpot\",0,0,0,1)\n Stop\n }\n}\n\nACTOR NewBlood_GreenSpot : NewBloodSpot\n{\nStates\n{\nSpawn:\n KSPT A 100\n KSPT A 5 A_FadeOut(0.10)\n Goto Spawn+1\n\t}\n}\n\nACTOR NewFlyingBlood_GreenTrail : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n KBLD ABCD 2 A_FadeOut(0.12)\n Loop\n }\n}\n\nACTOR GibbedGenerator_Green\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\ntnt1 a 0\nTNT1 A 0 A_PlaySound(\"Gore/Splat\",0,1.0,0)\nTNT1 A 0 A_Jump(128,9)\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Green\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Green1\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Green\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Green2\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Green\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Green3\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Green\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Green4\")\nStop\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Green\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Green5\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Green\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Green6\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Green\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Green7\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Green\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Green8\")\nStop\n}\n}\n\nACTOR BodyPart_Green1 : BodyPart1\n{\nStates\n{\nSpawn:\nKIB1 A 1 A_SpawnItem(\"NewFlyingBlood_GreenTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nKIB1 A 150\nKIB1 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Green2 : BodyPart2\n{\nStates\n{\nSpawn:\nKIB2 A 1 A_SpawnItem(\"NewFlyingBlood_GreenTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nKIB2 A 150\nKIB2 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Green3 : BodyPart3\n{\nStates\n{\nSpawn:\nKIB3 A 1 A_SpawnItem(\"NewFlyingBlood_GreenTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nKIB3 A 150\nKIB3 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Green4 : BodyPart4\n{\nStates\n{\nSpawn:\nKIB4 A 1 A_SpawnItem(\"NewFlyingBlood_GreenTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nKIB4 A 150\nKIB4 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Green5 : BodyPart5\n{\nStates\n{\nSpawn:\nKIB5 A 1 A_SpawnItem(\"NewFlyingBlood_GreenTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nKIB5 A 150\nKIB5 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Green6 : BodyPart6\n{\nStates\n{\nSpawn:\nKIB6 A 1 A_SpawnItem(\"NewFlyingBlood_GreenTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nKIB6 A 150\nKIB6 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Green7 : BodyPart7\n{\nStates\n{\nSpawn:\nKIB7 A 1 A_SpawnItem(\"NewFlyingBlood_GreenTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nKIB7 A 150\nKIB7 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Green8 : BodyPart8\n{\nStates\n{\nSpawn:\nKIB8 A 1 A_SpawnItem(\"NewFlyingBlood_GreenTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nKIB8 A 150\nKIB8 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/GoreColor/Black.txt",
"contents": "ACTOR NewBlood_Black : NewBlood\n{\nStates\n{\nSpawn:\nTNT1 A 0\n0LBD A 2 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\n0LBD A 1 A_SpawnDebris(\"NewFlyingBlood_Black\",1)\n0LBD BCDE 2\nStop\n}\n}\n\nACTOR NewFlyingBlood_Black : NewFlyingBlood\n{\nStates\n{\nSpawn:\n TNT1 A 0\n 0BLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBlood_BlackTrail\",0,0,0,1)\n Loop\nCrash:\n TNT1 A 0 A_PlaySound(\"Gibs\")\n TNT1 A 1 A_SpawnItem(\"NewBlood_BlackSpot\",0,0,0,1)\n Stop\n }\n}\n\nACTOR NewBlood_BlackSpot : NewBloodSpot\n{\nStates\n{\nSpawn:\n 0SPT A 100\n 0SPT A 5 A_FadeOut(0.10)\n Goto Spawn+1\n\t}\n}\n\nACTOR NewFlyingBlood_BlackTrail : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n 0BLD ABCD 2 A_FadeOut(0.12)\n Loop\n }\n}\n\nACTOR GibbedGenerator_Black\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\ntnt1 a 0\nTNT1 A 0 A_PlaySound(\"Gore/Splat\",0,1.0,0)\nTNT1 A 0 A_Jump(128,9)\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Black\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Black1\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Black\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Black2\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Black\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Black3\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Black\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Black4\")\nStop\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Black\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Black5\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Black\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Black6\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Black\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Black7\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Black\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Black8\")\nStop\n}\n}\n\nACTOR BodyPart_Black1 : BodyPart1\n{\nStates\n{\nSpawn:\n0IB1 A 1 A_SpawnItem(\"NewFlyingBlood_BlackTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n0IB1 A 150\n0IB1 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Black2 : BodyPart2\n{\nStates\n{\nSpawn:\n0IB2 A 1 A_SpawnItem(\"NewFlyingBlood_BlackTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n0IB2 A 150\n0IB2 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Black3 : BodyPart3\n{\nStates\n{\nSpawn:\n0IB3 A 1 A_SpawnItem(\"NewFlyingBlood_BlackTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n0IB3 A 150\n0IB3 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Black4 : BodyPart4\n{\nStates\n{\nSpawn:\n0IB4 A 1 A_SpawnItem(\"NewFlyingBlood_BlackTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n0IB4 A 150\n0IB4 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Black5 : BodyPart5\n{\nStates\n{\nSpawn:\n0IB5 A 1 A_SpawnItem(\"NewFlyingBlood_BlackTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n0IB5 A 150\n0IB5 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Black6 : BodyPart6\n{\nStates\n{\nSpawn:\n0IB6 A 1 A_SpawnItem(\"NewFlyingBlood_BlackTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n0IB6 A 150\n0IB6 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Black7 : BodyPart7\n{\nStates\n{\nSpawn:\n0IB7 A 1 A_SpawnItem(\"NewFlyingBlood_BlackTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n0IB7 A 150\n0IB7 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Black8 : BodyPart8\n{\nStates\n{\nSpawn:\n0IB8 A 1 A_SpawnItem(\"NewFlyingBlood_BlackTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n0IB8 A 150\n0IB8 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/GoreColor/Yellow.txt",
"contents": "ACTOR NewBlood_Yellow : NewBlood\n{\nStates\n{\nSpawn:\nTNT1 A 0\nYLBD A 2 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\nYLBD A 1 A_SpawnDebris(\"NewFlyingBlood_Yellow\",1)\nYLBD BCDE 2\nStop\n}\n}\n\nACTOR NewFlyingBlood_Yellow : NewFlyingBlood\n{\nStates\n{\nSpawn:\n TNT1 A 0\n YBLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBlood_YellowTrail\",0,0,0,1)\n Loop\nCrash:\n TNT1 A 0 A_PlaySound(\"Gibs\")\n TNT1 A 1 A_SpawnItem(\"NewBlood_YellowSpot\",0,0,0,1)\n Stop\n }\n}\n\nACTOR NewBlood_YellowSpot : NewBloodSpot\n{\nStates\n{\nSpawn:\n YSPT A 100\n YSPT A 5 A_FadeOut(0.10)\n Goto Spawn+1\n\t}\n}\n\nACTOR NewFlyingBlood_YellowTrail : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n YBLD ABCD 2 A_FadeOut(0.12)\n Loop\n }\n}\n\nACTOR GibbedGenerator_Yellow\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\ntnt1 a 0\nTNT1 A 0 A_PlaySound(\"Gore/Splat\",0,1.0,0)\nTNT1 A 0 A_Jump(128,9)\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Yellow\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Yellow1\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Yellow\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Yellow2\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Yellow\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Yellow3\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Yellow\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Yellow4\")\nStop\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Yellow\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Yellow5\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Yellow\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Yellow6\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Yellow\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Yellow7\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Yellow\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Yellow8\")\nStop\n}\n}\n\nACTOR BodyPart_Yellow1 : BodyPart1\n{\nStates\n{\nSpawn:\nYIB1 A 1 A_SpawnItem(\"NewFlyingBlood_YellowTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nYIB1 A 150\nYIB1 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Yellow2 : BodyPart2\n{\nStates\n{\nSpawn:\nYIB2 A 1 A_SpawnItem(\"NewFlyingBlood_YellowTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nYIB2 A 150\nYIB2 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Yellow3 : BodyPart3\n{\nStates\n{\nSpawn:\nYIB3 A 1 A_SpawnItem(\"NewFlyingBlood_YellowTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nYIB3 A 150\nYIB3 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Yellow4 : BodyPart4\n{\nStates\n{\nSpawn:\nYIB4 A 1 A_SpawnItem(\"NewFlyingBlood_YellowTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nYIB4 A 150\nYIB4 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Yellow5 : BodyPart5\n{\nStates\n{\nSpawn:\nYIB5 A 1 A_SpawnItem(\"NewFlyingBlood_YellowTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nYIB5 A 150\nYIB5 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Yellow6 : BodyPart6\n{\nStates\n{\nSpawn:\nYIB6 A 1 A_SpawnItem(\"NewFlyingBlood_YellowTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nYIB6 A 150\nYIB6 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Yellow7 : BodyPart7\n{\nStates\n{\nSpawn:\nYIB7 A 1 A_SpawnItem(\"NewFlyingBlood_YellowTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nYIB7 A 150\nYIB7 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Yellow8 : BodyPart8\n{\nStates\n{\nSpawn:\nYIB8 A 1 A_SpawnItem(\"NewFlyingBlood_YellowTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nYIB8 A 150\nYIB8 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/GoreColor/Purple.txt",
"contents": "ACTOR NewBlood_Purple : NewBlood\n{\nStates\n{\nSpawn:\nTNT1 A 0\n5LBD A 2 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\n5LBD A 1 A_SpawnDebris(\"NewFlyingBlood_Purple\",1)\n5LBD BCDE 2\nStop\n}\n}\n\nACTOR NewFlyingBlood_Purple : NewFlyingBlood\n{\nStates\n{\nSpawn:\n TNT1 A 0\n 5BLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBlood_PurpleTrail\",0,0,0,1)\n Loop\nCrash:\n TNT1 A 0 A_PlaySound(\"Gibs\")\n TNT1 A 1 A_SpawnItem(\"NewBlood_PurpleSpot\",0,0,0,1)\n Stop\n }\n}\n\nACTOR NewBlood_PurpleSpot : NewBloodSpot\n{\nStates\n{\nSpawn:\n 5SPT A 100\n 5SPT A 5 A_FadeOut(0.10)\n Goto Spawn+1\n\t}\n}\n\nACTOR NewFlyingBlood_PurpleTrail : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n 5BLD ABCD 2 A_FadeOut(0.12)\n Loop\n }\n}\n\nACTOR GibbedGenerator_Purple\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\ntnt1 a 0\nTNT1 A 0 A_PlaySound(\"Gore/Splat\",0,1.0,0)\nTNT1 A 0 A_Jump(128,9)\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Purple\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Purple1\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Purple\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Purple2\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Purple\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Purple3\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Purple\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Purple4\")\nStop\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Purple\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Purple5\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Purple\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Purple6\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Purple\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Purple7\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_Purple\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_Purple8\")\nStop\n}\n}\n\nACTOR BodyPart_Purple1 : BodyPart1\n{\nStates\n{\nSpawn:\n5IB1 A 1 A_SpawnItem(\"NewFlyingBlood_PurpleTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n5IB1 A 150\n5IB1 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Purple2 : BodyPart2\n{\nStates\n{\nSpawn:\n5IB2 A 1 A_SpawnItem(\"NewFlyingBlood_PurpleTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n5IB2 A 150\n5IB2 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Purple3 : BodyPart3\n{\nStates\n{\nSpawn:\n5IB3 A 1 A_SpawnItem(\"NewFlyingBlood_PurpleTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n5IB3 A 150\n5IB3 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Purple4 : BodyPart4\n{\nStates\n{\nSpawn:\n5IB4 A 1 A_SpawnItem(\"NewFlyingBlood_PurpleTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n5IB4 A 150\n5IB4 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Purple5 : BodyPart5\n{\nStates\n{\nSpawn:\n5IB5 A 1 A_SpawnItem(\"NewFlyingBlood_PurpleTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n5IB5 A 150\n5IB5 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Purple6 : BodyPart6\n{\nStates\n{\nSpawn:\n5IB6 A 1 A_SpawnItem(\"NewFlyingBlood_PurpleTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n5IB6 A 150\n5IB6 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Purple7 : BodyPart7\n{\nStates\n{\nSpawn:\n5IB7 A 1 A_SpawnItem(\"NewFlyingBlood_PurpleTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n5IB7 A 150\n5IB7 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_Purple8 : BodyPart8\n{\nStates\n{\nSpawn:\n5IB8 A 1 A_SpawnItem(\"NewFlyingBlood_PurpleTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\n5IB8 A 150\n5IB8 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/GoreColor/White.txt",
"contents": "ACTOR NewBlood_White : NewBlood\n{\nStates\n{\nSpawn:\nTNT1 A 0\nHLBD A 2 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\nHLBD A 1 A_SpawnDebris(\"NewFlyingBlood_White\",1)\nHLBD BCDE 2\nStop\n}\n}\n\nACTOR NewFlyingBlood_White : NewFlyingBlood\n{\nStates\n{\nSpawn:\n TNT1 A 0\n HBLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBlood_WhiteTrail\",0,0,0,1)\n Loop\nCrash:\n TNT1 A 0 A_PlaySound(\"Gibs\")\n TNT1 A 1 A_SpawnItem(\"NewBlood_WhiteSpot\",0,0,0,1)\n Stop\n }\n}\n\nACTOR NewBlood_WhiteSpot : NewBloodSpot\n{\nStates\n{\nSpawn:\n HSPT A 100\n HSPT A 5 A_FadeOut(0.10)\n Goto Spawn+1\n\t}\n}\n\nACTOR NewFlyingBlood_WhiteTrail : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n HBLD ABCD 2 A_FadeOut(0.12)\n Loop\n }\n}\n\nACTOR GibbedGenerator_White\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\ntnt1 a 0\nTNT1 A 0 A_PlaySound(\"Gore/Splat\",0,1.0,0)\nTNT1 A 0 A_Jump(128,9)\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_White\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_White1\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_White\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_White2\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_White\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_White3\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_White\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_White4\")\nStop\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_White\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_White5\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_White\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_White6\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_White\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_White7\")\nTNT1 A 0 A_SpawnDebris(\"NewFlyingBlood_White\")\nTNT1 A 1 A_SpawnDebris(\"BodyPart_White8\")\nStop\n}\n}\n\nACTOR BodyPart_White1 : BodyPart1\n{\nStates\n{\nSpawn:\nHIB1 A 1 A_SpawnItem(\"NewFlyingBlood_WhiteTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nHIB1 A 150\nHIB1 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_White2 : BodyPart2\n{\nStates\n{\nSpawn:\nHIB2 A 1 A_SpawnItem(\"NewFlyingBlood_WhiteTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nHIB2 A 150\nHIB2 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_White3 : BodyPart3\n{\nStates\n{\nSpawn:\nHIB3 A 1 A_SpawnItem(\"NewFlyingBlood_WhiteTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nHIB3 A 150\nHIB3 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_White4 : BodyPart4\n{\nStates\n{\nSpawn:\nHIB4 A 1 A_SpawnItem(\"NewFlyingBlood_WhiteTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nHIB4 A 150\nHIB4 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_White5 : BodyPart5\n{\nStates\n{\nSpawn:\nHIB5 A 1 A_SpawnItem(\"NewFlyingBlood_WhiteTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nHIB5 A 150\nHIB5 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_White6 : BodyPart6\n{\nStates\n{\nSpawn:\nHIB6 A 1 A_SpawnItem(\"NewFlyingBlood_WhiteTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nHIB6 A 150\nHIB6 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_White7 : BodyPart7\n{\nStates\n{\nSpawn:\nHIB7 A 1 A_SpawnItem(\"NewFlyingBlood_WhiteTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nHIB7 A 150\nHIB7 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}\n\nACTOR BodyPart_White8 : BodyPart8\n{\nStates\n{\nSpawn:\nHIB8 A 1 A_SpawnItem(\"NewFlyingBlood_WhiteTrail\",0,0,0,1)\nLoop\nCrash:\nTNT1 A 0 A_PlaySound(\"Gibs\")\nHIB8 A 150\nHIB8 A 5 A_FadeOut(0.10)\nGoto Spawn+3\n}\n}"
},
{
"source": "pk3",
"name": "ACTORS/OBJ/GoreColor/Rot.txt",
"contents": "Actor SwampieGibSpawner\n{\n +NoBlockMap\n +ClientSideOnly\n +Nogravity\n States\n {\n Spawn:\n\t TNT1 A 1\n\t tnt1 a 0\n TNT1 A 0 A_PlaySound(\"Swampie/GSplat\",0,1.0,0)\n\t TNT1 AAAA 0 A_SpawnItemEx(\"SwampBlood\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"SwampGib2\",0,0,0,random(-15,15),random(-15,15),random(-15,15),random(0,360))\n\t TNT1 AAAA 0 A_SpawnItemEx(\"SwampGib1\",0,0,0,random(-15,15),random(-15,15),random(-15,15),random(0,360))\n\t Stop\n }\n}\n\nActor SwampBlood : Blood\n{\n Renderstyle Translucent\n Alpha 0.9\n -NoGravity\n Gravity 1\n +ClientSideOnly\n Scale 0.3\n States\n {\n Spawn:\n\t TNT1 A 0 A_Gravity\n\t TNT1 A 0 ThrustThingZ(0,random(18,30),0,0)\n\t TNT1 A 0 ThrustThing(random(0,360),random(0,4),0,0)\n\tFly:\n\t BLER G 1 A_SpawnItemEx(\"SwampBloodTrail\",0,0,0)\n\t TNT1 A 0 A_Gravity\n\t TNT1 A 0 A_CheckFloor(\"Land\")\n\t BLER H 1 A_SpawnItemEx(\"SwampBloodTrail\",0,0,0)\n\t TNT1 A 0 A_CheckFloor(\"Land\")\n\t BLER I 1 A_SpawnItemEx(\"SwampBloodTrail\",0,0,0)\n\t TNT1 A 0 A_CheckFloor(\"Land\")\n\t BLER J 1 A_SpawnItemEx(\"SwampBloodTrail\",0,0,0)\n\t TNT1 A 0 A_CheckFloor(\"Land\")\n\t Loop\n\tLand:\n\t BLER GHIJJJJJJJ 1 A_FadeOut\n\t Stop\n }\n}\n\nActor SwampBloodTrail\n{\n Renderstyle Translucent\n Alpha 0.9\n +ClientSideOnly\n Gravity 0.4\n Scale 0.13\n States\n {\n Spawn:\n\t BLER G 3\n\t BLER GHIJ 1 A_FadeOut\n\t Wait\n }\n}\n\nActor SwampBigBlood : SwampBloodTrail\n{\n Projectile\n Scale 1.8\n +Ripper\n +NoExplodeFloor\n +BloodLessImpact\n States\n {\n Spawn:\n\t BLER GHIJGHIJ 3 A_FadeOut(0.05)\n\t Wait\n }\n}\n\nActor SwampGibTrail : SwampBloodTrail\n{\n Scale 0.5\n}\n\nActor SwampGib1\n{\n +NoBlocKmap\n Gravity 1\n +ClientSideOnly\n States\n {\n Spawn:\n\t XDB5 A 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 A 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 B 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 B 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 C 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 C 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 D 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 D 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t Loop\n\tLand:\n\t TNT1 A 0\n\t NSHA A 0 A_PlaySoundEx(\"Swampie/GSplat\", \"Body\")\n\t XDT5 B 500\n\t XDT5 BBBBBBBBBBBB 1 A_FadeOut\n\t Stop\n }\n}\n\nActor SwampGib2\n{\n +NoBlocKmap\n Gravity 1\n +ClientSideOnly\n States\n {\n Spawn:\n\t XDB5 E 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 E 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 F 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 F 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 G 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 G 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 H 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t XDB5 H 1 A_CheckFloor(\"Land\")\n\t TNT1 A 0 A_SpawnItemEx(\"SwampGibTrail\",0,0,0)\n\t Loop\n\tLand:\n\t TNT1 A 0\n\tNSHA A 0 A_PlaySoundEx(\"Swampie/GSplat\", \"Body\")\n\t XDT5 C 500\n\t XDT5 CCCCCCCCCCCC 1 A_FadeOut\n\t Stop\n }\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEP/WEP_OBIT.txt",
"contents": "#Include \"Actors/Wep/Starting/NecroGloves.txt\"\n#Include \"Actors/Wep/Starting/ElvenWand.txt\"\n#Include \"Actors/wep/Starting/IronXbow.txt\"\n#Include \"Actors/wep/Tier1/GlacShard.txt\"\n#Include \"Actors/wep/Tier3/FireMace.txt\"\n#Include \"Actors/wep/Tier3/BloodReaper.txt\"\n#Include \"Actors/wep/Tier3/Soulbow.txt\"\n#Include \"Actors/wep/Tier4/Talons.txt\"\n#Include \"Actors/wep/Tier5/EmberScept.txt\"\n#Include \"Actors/wep/Tier5/BoneBane.txt\"\n#Include \"Actors/wep/Tier6/PulseStaff.txt\"\n#Include \"Actors/wep/Tier6/SoulAxe.txt\"\n#Include \"Actors/wep/Tier7/Hellstaff.txt\"\n#Include \"Actors/wep/Tier7/PhonRod.txt\"\nActor Dum : Inventory { Inventory.MaxAmount 1}\nActor Attack : Dum {}\n\n//----------------------------------------\n\n//Tier 1\n\nActor Tier1Spawner : randomSpawner 2005\n{\n DropItem \"Frostbite\", 255, 60\n}\n\n//----------------------------------------\n\n//Tier 3\n\nActor Tier3Spawner : RandomSpawner 2001\n{\n DropItem \"Blood Reaper\", 255, 20\n DropItem \"FireMace~\", 255, 45\n DropItem \"Soul Bow\", 255, 60\n}\n\n//----------------------------------------\n\n//Tier 4\n\nActor Tier4Spawner : randomSpawner 53\n{\n DropItem \"Plasmasnake Talonglove\", 255, 60\n}\n\n//----------------------------------------\n\n//Tier 5\n\nActor Tier5Spawner : randomSpawner 2004\n{\n DropItem \"Ember Scepter\", 255, 60\n DropItem \"Bone Ripper\", 255, 20\n}\n\n//----------------------------------------\n\n//Tier 6\n\nActor Tier6Spawner : randomSpawner 2003\n{\n DropItem \"Ethereal Repeater\", 255, 35\n DropItem \"Soul Axe\", 255, 70\n}\n\n//----------------------------------------\n\n//Tier 7\n\nActor Tier7Spawner : randomSpawner 2002\n{\n DropItem \"Hellstaff\", 255, 50\n DropItem \"Phoenix Rod\", 255, 50\n}\n\n//----------------------------------------"
},
{
"source": "pk3",
"name": "ACTORS/WEP/WEP_CLAW.txt",
"contents": "ACTOR BlasterFX1~ : BlasterFX1 replaces BlasterFX1\n{\n RenderStyle Add\n Alpha 1\n States\n {\n Death:\n FX18 A 0 A_SpawnItem(\"BlasterFlash2\")\n\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"SparkPieceBlue\", 0, 0, 0, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n FX18 A 3 BRIGHT A_SpawnRippers\n FX18 B 3 BRIGHT\n FX18 CDEFG 4 BRIGHT\n Stop\n }\n}\n\nACTOR Ripper~ : Ripper replaces Ripper\n{\n scale 0.9\n States\n {\n Spawn:\n FX18 M 4 A_SpawnItem(\"RipperTrail\",0,0,2)\n FX18 N 4\n Loop\n Death:\n\tTNT1 A 0 A_SetTranslucent(0.5,0)\n FX18 OPQRS 4 BRIGHT\n Stop\n }\n}\n\nACTOR RipperTrail : DoomImpBall\n{\n\tSeesound \"\"\n\tDeathsound \"\"\n\t+NOCLIP\n\tscale 0.8\n\tSpeed 0\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tFX18 M 1 A_FadeOut(0.03)\n\t\tloop\n\t}\n}"
},
{
"source": "pk3",
"name": "ACTORS/WEP/WEP_SROD.txt",
"contents": "///////////////////////////////\n// HERETIC SKULLROD ENHANCED //\n///////////////////////////////\n\nACTOR HornRodFX1~ : HornRodFX1 replaces HornRodFX1\n{\n\tGame Heretic\n\tSpawnID 160\n\tRadius 12\n\tHeight 8\n\tSpeed 22\n\tSpecies \"Player\"\n +ThruSpecies\n\tDamagetype Thunder\n\tDamage (random(23,30))\n\tProjectile\n\t+WINDTHRUST\n\t-NOBLOCKMAP\n\tRenderStyle Add\n\tSeeSound \"weapons/hornrodshoot\"\n\tDeathSound \"weapons/hornrodhit\"\n\tStates\n\t{\n\tSpawn:\n\t\tFX00 AB 6 BRIGHT A_SpawnItem(\"HornTrail\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"HornFlash\")\n\t\tTNT1 A 0 A_SpawnItem(\"HornFlash\")\n\t\tTNT1 A 0 A_SpawnItem(\"HornFlashPartDeux\")\n\t\tTNT1 A 0 A_SpawnItem(\"HornFlashPartDeux\")\n\t\tFX00 HI 5 BRIGHT\n\t\tFX00 JK 4 BRIGHT\n\t\tFX00 LM 3 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR HornTrail : DoomImpBall\n{\n\tSeesound \"\"\n\tDeathsound \"\"\n\t+NOCLIP\n\tscale 0.6\n\tSpeed 0\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tFX00 A 1 BRIGHT A_FadeOut(0.03)\n\t\tloop\n\t}\n}\n\nACTOR HornFlash : Baseflare\n{\n Scale 0.6\n alpha 1\n +BRIGHT\n States\n {\n Spawn:\n \tRGZF A 3 BRIGHT\n Fade:\n\tRGZF A 1 BRIGHT A_FadeOut\n\tLoop\n }\n}\n\nACTOR HornFlashPartDeux : Baseflare\n{\n Scale 0.315\n alpha 1\n +BRIGHT\n States\n {\n Spawn:\n\tWFLR A 2 BRIGHT\n Fade:\n\tWFLR A 1 BRIGHT A_FadeOut\n\tLoop\n }\n}\n\nACTOR HornRodFX2~ : HornRodFX2 replaces HornRodFX2\n{\n\n States\n {\n Spawn:\n TNT1 A 0\n\tFX00 CCCC 0 BRIGHT A_SpawnItemEx(\"HornRodFX2Trail\", Random(-7, 7), Random(-7, 7), Random(0, 9), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n FX00 C 3 BRIGHT\n\tFX00 CCCCC 0 BRIGHT A_SpawnItemEx(\"HornRodFX2Trail\", Random(-7, 7), Random(-7, 7), Random(0, 9), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n FX00 D 3 BRIGHT A_SeekerMissile(10, 30)\n\tFX00 CCCCC 0 BRIGHT A_SpawnItemEx(\"HornRodFX2Trail\", Random(-7, 7), Random(-7, 7), Random(0, 9), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n FX00 E 3 BRIGHT\n\tFX00 CCCC 0 BRIGHT A_SpawnItemEx(\"HornRodFX2Trail\", Random(-7, 7), Random(-7, 7), Random(0, 9), Random(1, 3), 0, (0.1)*Random(-10, 10), Random(-20, 20), 128)\n FX00 F 3 BRIGHT A_SeekerMissile(10, 30)\n Loop\n Death:\n TNT1 A 0 A_SpawnItem(\"HornFlash2\")\n\tTNT1 A 0 A_SpawnItem(\"HornFlash2\")\n\tTNT1 A 0 A_SpawnItem(\"HornFlashPartDeux\")\n\tTNT1 A 0 A_SpawnItem(\"HornFlashPartDeux\")\n FX00 H 5 BRIGHT A_AddPlayerRain\n FX00 I 5 BRIGHT\n FX00 J 4 BRIGHT\n FX00 KLM 3 BRIGHT\n FX00 G 1 A_HideInCeiling\n FX00 G 1 A_SkullRodStorm\n Wait\n }\n}\n\nActor HornRodFX2Trail\n{\n Height 0\n Radius 0\n Mass 0\n +MISSILE\n +NOBLOCKMAP\n +NOGRAVITY\n +DONTSPLASH\n RenderStyle Add\n Scale 0.025\n States\n {\n Spawn:\n GLIT C 2 Bright A_FadeOut(0.08)\n Loop\n }\n}\n\nACTOR HornFlash2 : Baseflare\n{\n Scale 0.6\n alpha 1\n +BRIGHT\n States\n {\n Spawn:\n\tGLIT C 4 BRIGHT\n Fade:\n\tGLIT C 1 BRIGHT A_FadeOut\n\tLoop\n }\n}\n\nACTOR HRainFlash : Baseflare\n{\n Scale 0.08\n alpha 1\n +Clientsideonly\n +BRIGHT\n States\n {\n Spawn:\n\tRGZF A 2 BRIGHT\n Fade:\n\tRGZF A 1 BRIGHT A_FadeOut\n\tLoop\n }\n}\n\nACTOR HRainImpact : Baseflare\n{\n Scale 0.17\n alpha 1\n +Clientsideonly\n +BRIGHT\n States\n {\n Spawn:\n\tRGZF A 4 BRIGHT\n Fade:\n\tRGZF A 1 BRIGHT A_FadeOut\n\tLoop\n }\n}\n\nActor RainPillar2 : RainPillar replaces RainPillar\n{\n Game Heretic\n Radius 5\n Height 12\n Speed 12\n Damage 5\n Mass 5\n +WindThrust\n Projectile\n RenderStyle Add\n States\n {\n Spawn:\n FX22 A 1 Bright A_SpawnItemEx(\"HRainFlash\",0,0,3)\n loop\n Death:\n TNT1 A 0 A_Explode(1,15,0)\n\tTNT1 A 0 A_SpawnItemEx(\"HRainImpact\",0,0,0)\n FX22 B 4 Bright A_RainImpact\n FX22 CDEF 4 Bright\n Stop\n NotFloor:\n FX22 GHI 4 Bright\n Stop\n }\n}"
}
]
},
"maps": []
}