Counts

endoom0
graphics0
lumps2528
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "052314f9-faa7-4979-ba75-f3a5e8f057cc",
    "sha1": "18d4e6805a03178a839de16541281b6782abb657",
    "sha256": "cd7ffbe93d1b5813967a8780b3ce0422a74c7b9477864195fc185a01673d4a68",
    "filenames": [
      "gvhtonsxtraclassesv4b2unofficial.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [
        "HEXEN"
      ],
      "filename": null,
      "added": "2014-12-10 19:56:42",
      "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": "2014-12-10 19:56:42",
    "file": {
      "type": "PK3",
      "size": 44512829,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/18d4e6805a03178a839de16541281b6782abb657/18d4e6805a03178a839de16541281b6782abb657.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 2528,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ],
      "iwads_guess": [
        "HEXEN"
      ]
    },
    "analysis": {
      "title": "Those Classes v4b2 Unofficial",
      "description": "This WAD is a large ZDoom-compatible mod pack themed around multiple playable classes with unique weapons and abilities, designed for Hexen IWAD. It contains no traditional maps but focuses on extensive gameplay modifications including new HD sprites, rebalanced attacks, and class-specific mechanics. The content emphasizes varied combat styles with numerous custom monsters and projectiles, featuring moderate to challenging difficulty adjustments and resource balancing tailored to each class. The visual and thematic style is mixed, combining fantasy and dark elements consistent with Hexen's setting. Progression is non-linear, centered on class abilities rather than map navigation. The mod is not vanilla compatible and requires ZDoom or similar source ports.",
      "tags": [
        "boom_compatible",
        "challenge_wad",
        "large_megawad",
        "mixed_theme",
        "moderate",
        "nonlinear"
      ],
      "origin": "gpt-4.1-mini"
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CREDITSNINFO.txt",
        "contents": "// ************************************************************** \\\\\n// *** Those Classes were Frist made by Meepy!*Ivan!* in 2011 *** \\\\\n// ***       Helper's on ideas were Lotton, *<Kuesu>*         *** \\\\\n// ***           http://ivans-stuff.blogspot.com/             *** \\\\\n// ***              lisantivan95@hotmail.com                  *** \\\\\n// ************************************************************** \\\\\n\n* THE HD SPRITES ARE CREATED BY ARIADOS. THEY LOOK ABSOLUTELY AMAZING!\n* I NEVER CLAIMED THAT ARIADOS' WORK WAS MINE AND NEITHER ARE THE HD SPRITES!\n//I'm not capable to do any of the crazy awesome stuff he did. Just saying.. - Hekmatyar\n\n* This version was edited by IvanDobrovski, Etited, Tweaked, Ren, Jesh and Hekmatyar and not the previous author of these addons.\n* Therefore, for suggestions you come to me rather than that person.\n\n+ Fixed Taradino Cassatt's voices.\n+ Taradino's weapons behave much closely to the original game it was from.\n+ Duke moves 30% faster when he has the kick out.\n+ Made Duke's pistol and shotgun animations smoother.\n+ Caleb's primary and secondary fire modes for sawed off has changed. Primary fires one secondary fires two. (No more dynamite toss on it)\n+ Caleb's sawedoff animations have been made smoother. (Should be around same duration.)\n+ Remade the Magnum of Caleb. (Credits to DoomCommando mod)\n+ Removed Tommygun, it is replaced with the Dynamite weapon. (Seperated)\n+ Added Class: Ivy (Why? cause Meepy!*Ivan!* forgot to add her before he left skulltag, same as uboa).\n+ Added Class back: Ravager.\n+ Changed Clownys attack sprite to another less annoying.\n\n- Fixed a bug where all ghouls would be able to pick Caleb's item and become invisible.\n- Choke should properly heal when he hurts people.\n- Baby eyesore damage reduced to 6 from 8.\n- Eyesore no longer uses autoaim.\n- Fixed a bug where Mohoph could spam the morph effects indefinitely. (This was not a bug, Ivan Lisanti made him to morph as many times he want's)\n- Mohoph now deals 40 damage in the same radius as Sjas when it attacks, and at the end of it's attack it deals 160 damage in the same radius.\n- Soul Harvester no longer reflects incoming projectiles during it's attack.\n- Soul Harvester no longer continues walking while attacking when hurt.\n- Stabilized the mist damage of Misty to 4 from random(1,8).\n- Clowny's attack radius is increased by 28.\n- Clowny's attack damage is increased by 10.\n- Iodsa's skull projectile travel speed has been increased a lot.\n- Iodsa can now heal 100 hp for each heart he steals.\n\nKnown Bugs:\n\n- Mohop, for some reason, cant morph into ivy.\n\n/* Ignore this   -Jesh\n\nVersion Beta2b\n*Ok this version was made by Tettsian and here are the changes. (Derp updates)\n\n+ Caleb tnt was repaired, it doesnt explode anymore in contact.\n+ All humans were modified in order yurei could heal with her balls.\n+ Reduced size of Strifeguy Robot and plasmas.\n\n- Increased Clowny damage by very little.\n- Yurei was balanced in order she could be useful not just in small maps.\n- Yurei heal ball heals only 5 per ball.\n- Iodsa Claw is quicker by 10 tics.\n- Iodsa nuke was reduced to 1 at start but he still can recharge up to 3 when he has less than 100 hp\n- Resized  misty.\n- Resized Eyesore some people were saying he was too small.\n- Mohoph duke and caleb has now weapons.\n- Mohoph now only starts with 3 morph charge. He gains 1 charge per kill.\n\nThis patch was made by Tetssian i hope this changes are good specially with uboa and knight.\n\n+Marine got nerfed in order he became less spamer\n+Hunter electrical arrow modified by some reason he wasnt able to kill a creeper in 1 shoot\n+Taradino got nerfed veeeeeeeery little\n+Caleb bugs repaired, tnt and sawed off got nerfed a lil\n+Knight completely changed this is just a beta version im working in a second knight and in a future the ppl will decide wich knight will stay\n\n-Creeper resistance to railguns got nerfed\n-Jitterskull does more damage and is a little faster while attacking i hope with this the bouncing effect on humans get off\n-Choke ball does more damage since for some reason wasnt killing in 1 hit\n-Yurei was modified a lot, if she use item she become visible, her attacks are faster and resistances were modified\n-Mohoph... damn him he got completely a new morph system.\n-Iodsa revenge is down but hes faster now\n//-Saddly bad imitation of flying creeper got killed say hi to the ne ghoul uboa. (Screw ur Gayness)\n*/"
      },
      {
        "source": "pk3",
        "name": "TEXTURES.txt",
        "contents": "Sprite REVGA0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n}\n\nSprite REVGB0, 320, 200\n{\n\tOffset -1, 22\n\tPatch REVFB0, 130, 88\n\tPatch RVLVA0, 137, 115\n}\n\nSprite REVGC0, 320, 200\n{\n\tOffset -1, 22\n\tPatch REVFA0, 130, 80\n\tPatch RVLVC0, 138, 100\n}\n\nSprite REVGD0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 138, 102\n}\n\nSprite REVGE0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 137, 93\n}\n\nSprite REVGF0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 137, 95\n}\n\nSprite REVGG0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 137, 97\n}\n\nSprite REVGH0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 138, 111\n}\n\nSprite REVGI0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 138, 113\n}\n\nSprite REVGJ0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 132\n}\n\nSprite REVGK0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 124\n}\n\nSprite REVGL0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 119\n}\n\nSprite REVGM0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 116\n}\n\nSprite REVGN0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 112\n}\n\nSprite REVXA0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n}\n\nSprite REVXB0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 138, 95\n}\n\nSprite REVXC0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 139, 94\n}\n\nSprite REVXD0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 141, 92\n}\n\nSprite REVXE0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 146, 79\n}\n\nSprite REVXF0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 147, 78\n}\n\nSprite REVXG0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 149, 76\n}\n\nSprite REVXH0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 150, 75\n}\n\nSprite REVXI0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 152, 78\n}\n\nSprite REVXJ0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 155, 81\n}\n\nSprite REVXK0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 160, 87\n}\n\nSprite REVXL0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 168, 95\n}\n\nSprite REVXM0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 178, 106\n}\n\nSprite REVXN0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 194, 122\n}\n\nSprite REVXO0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 211, 137\n}\n\nSprite REVXP0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 239, 159\n}\n\nSprite REVXQ0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 261, 176\n}\n\nSprite REVRA0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n}\n\nSprite REVRB0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 141, 98\n}\n\nSprite REVRC0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 142, 100\n}\n\nSprite REVRD0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 142, 95\n}\n\nSprite REVRE0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 144, 98\n}\n\nSprite REVRF0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 149, 106\n}\n\nSprite REVRG0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 161, 118\n}\n\nSprite REVRH0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 167, 126\n}\n\nSprite REVRI0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 172, 131\n}\n\nSprite REVRJ0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 175, 134\n}\n\nSprite REVRK0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 176, 135\n}\n\nSprite REVRL0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 177, 139\n}\n\nSprite REVRM0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 177, 151\n}\n\nSprite REVRN0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 177, 155\n}\n\nSprite REVRO0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 177, 159\n}\n\nSprite REVRP0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVE0, 177, 157\n}\n\nSprite REVAA0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch OPENHAND, 36, 159\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAB0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch OPENHAND, 50, 141\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAC0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch OPENHAND, 71, 124\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAD0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch FANHAN, 113, 119\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAE0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch FANHAN, 122, 123\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAF0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 111\n\tPatch FANHAN, 126, 129\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAG0, 320, 200\n{\n\tOffset -1, 22\n\tPatch REVFB0, 130, 86\n\tPatch RVLVA0, 137, 115\n\tPatch FANHAN, 144, 147\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAH0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVC0, 138, 102\n\tPatch FANHAN, 155, 167\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite REVAI0, 320, 200\n{\n\tOffset -1, 22\n\tPatch RVLVA0, 137, 114\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Achieve2.txt",
        "contents": "Actor KilledMe : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCount\",1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(800,0,0)\n\t\tStop\n\t}\n}\n\nActor KilledEyesore : KilledSjas\n{\n}\n\nActor KilledRavager : KilledSjas\n{\n}\n\nActor KilledJugulum : KilledSjas\n{\n}\n\nActor KilledHarvester : KilledSjas\n{\n}\n\nActor KilledYurei : KilledSjas\n{\n}\n\nActor KilledMisty : KilledSjas\n{\n}\n\nActor KilledClowny : KilledSjas\n{\n}\n\nActor KilledMohoph : KilledSjas\n{\n}\n\nActor KilledEmtalic : KilledSjas\n{\n}\n\nActor KilledIodsa : KilledSjas\n{\n}\n\nActor KilledSanta : KilledSjas\n{\n}\n\nActor KilledMage : KilledSjas\n{\n}\n\nActor KilledCorvus : KilledSjas\n{\n}\n\nActor KilledCassatt : KilledSjas\n{\n}\n\nActor KilledCroft : KilledSjas\n{\n}\n\nActor KilledCaleb : KilledSjas\n{\n}\n\nActor KilledDuke : KilledSjas\n{\n}\n\nActor KilledBlazkowicz : KilledSjas\n{\n}\n\nActor KilledKnight : KilledSjas\n{\n}\n\nActor KilledStrife : KilledSjas\n{\n}\n\nActor KilledTemplar : KilledSjas\n{\n}\n\nActor KilledIvy : KilledSjas\n{\n}\n\nActor KilledRevy : KilledSjas\n{\n}\n\nActor KilledPhazon : KilledSjas\n{\n}\n\nActor KilledIllucia : KilledSjas\n{\n}\n\nActor KilledCrash : KilledSjas\n{\n}\n\nActor KilledInari : KilledSjas\n{\n}\n\nActor KilledGeraldine : KilledSjas\n{\n}\n\nActor KilledDarkpriest : KilledSjas\n{\n}\n\nActor KilledSeriousSam : KilledSjas\n{\n}\n\nActor KilledAltFire2 : KilledCount\n{\n}\n\nActor KilledAltIce2 : KilledCount\n{\n}\n\nActor KilledAltG : KilledCount\n{\n}\n\nActor KilledFire3 : KilledCount\n{\n}\n\nActor KilledIce3 : KilledCount\n{\n}\n\nActor KilledG2 : KilledCount\n{\n}\n\nActor KilledR : KilledCount\n{\n}\n\nActor KilledY : KilledCount\n{\n}\n\nActor KilledC : KilledCount\n{\n}\n\nActor KilledM : KilledCount\n{\n}\n\nActor KilledI1 : KilledCount\n{\n}\n\nActor KilledI2 : KilledCount\n{\n}\n\nActor KilledI3 : KilledCount\n{\n}\n\nActor KilledI4 : KilledCount\n{\n}\n\nActor KilledI5 : KilledCount\n{\n}\n\nActor MorphCount : KilledCount\n{\n}\n\nActor TransMarine : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t    TNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledMarine\",1)\n\t\tStop\n\t}\n}\n\nActor TransHunter : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledHunter\",1)\n\t\tStop\n\t}\n}\n\nActor TransCyborg : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCyborg\",1)\n\t\tStop\n\t}\n}\n\nActor TransGhostBuster : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledGBuster\",1)\n\t\tStop\n\t}\n}\n\nActor TransEngineer : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledEngineer\",1)\n\t\tStop\n\t}\n}\n\nActor TransSanta : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledSanta\",1)\n\t\tStop\n\t}\n}\n\nActor TransMage : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledMage\",1)\n\t\tStop\n\t}\n}\n\nActor TransCorvus : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCorvus\",1)\n\t\tStop\n\t}\n}\n\nActor TransCassatt : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCassatt\",1)\n\t\tStop\n\t}\n}\n\nActor TransCroft : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCroft\",1)\n\t\tStop\n\t}\n}\n\nActor TransCaleb : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCaleb\",1)\n\t\tStop\n\t}\n}\n\nActor TransDuke : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledDuke\",1)\n\t\tStop\n\t}\n}\n\nActor TransBlazkowicz : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledBlazkowicz\",1)\n\t\tStop\n\t}\n}\n\nActor TransKnight : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledKnight\",1)\n\t\tStop\n\t}\n}\n\nActor TransStrife : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledStrife\",1)\n\t\tStop\n\t}\n}\n\nActor TransTemplar : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledTemplar\",1)\n\t\tStop\n\t}\n}\n\nActor TransIvy : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledIvy\",1)\n\t\tStop\n\t}\n}\n\nActor TransRevy : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledRevy\",1)\n\t\tStop\n\t}\n}\n\nActor TransPhazon : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledPhazon\",1)\n\t\tStop\n\t}\n}\n\nActor TransIllucia : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledIllucia\",1)\n\t\tStop\n\t}\n}\n\nActor TransCrash : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledCrash\",1)\n\t\tStop\n\t}\n}\n\nActor TransInari : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledInari\",1)\n\t\tStop\n\t}\n}\n\nActor TransGeraldine : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledGeraldine\",1)\n\t\tStop\n\t}\n}\n\nActor TransDarkpriest : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledDarkpriest\",1)\n\t\tStop\n\t}\n}\n\nActor TransSeriousSam : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMarine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledHunter\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCyborg\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGBuster\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledEngineer\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSanta\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledMage\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCorvus\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCassatt\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCroft\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCaleb\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDuke\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledBlazkowicz\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledKnight\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledStrife\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledTemplar\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIvy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledRevy\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledPhazon\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledIllucia\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledCrash\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledInari\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledGeraldine\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledDarkpriest\",999)\n\t\tTNT1 A 0 A_TakeInventory(\"KilledSeriousSam\",999)\n\t\tTNT1 A 2\n\t\tGoto Give\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"KilledSeriousSam\",1)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Gibs2.txt",
        "contents": "Actor Custom_SantaBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSANT Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tSANT Z 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tSANT Z 5 A_CustomMissile(\"Blood\", -5,0,0)\n\t\tSANT ZZZ 5\n\t\tSANT ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tSANT Z 0 A_Jump (16,4)\n\t\tSANT Z 0 A_Jump (32,4)\n\t\tSANT Z 0 A_Jump (64,4)\n\t\tSANT Z 0 A_Jump (128,4)\n\t\tSANT Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tSANT Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tSANT Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tSANT Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_MageBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tMAGE Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tMAGE Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tMAGE ZZZ 5\n\t\tMAGE ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tMAGE Z 0 A_Jump (16,4)\n\t\tMAGE Z 0 A_Jump (32,4)\n\t\tMAGE Z 0 A_Jump (64,4)\n\t\tMAGE Z 0 A_Jump (128,4)\n\t\tMAGE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tMAGE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tMAGE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tMAGE Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_CorvusBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCORV Q 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tCORV Q 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tCORV QQQ 5\n\t\tCORV QQQQ 5\n\t\tLoop\n\tDeath:\n\t\tCORV Q 0 A_Jump (16,4)\n\t\tCORV Q 0 A_Jump (32,4)\n\t\tCORV Q 0 A_Jump (64,4)\n\t\tCORV Q 0 A_Jump (128,4)\n\t\tCORV Q -1 A_CheckPlayerDone\n\t\tWait\n\t\tCORV Q -1 A_CheckPlayerDone\n\t\tWait\n\t\tCORV Q -1 A_CheckPlayerDone\n\t\tWait\n\t\tCORV Q -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_CassattBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCASS Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tCASS Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tCASS ZZZ 5\n\t\tCASS ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tCASS Z 0 A_Jump (16,4)\n\t\tCASS Z 0 A_Jump (32,4)\n\t\tCASS Z 0 A_Jump (64,4)\n\t\tCASS Z 0 A_Jump (128,4)\n\t\tCASS Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCASS Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCASS Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCASS Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_LaraBloodySkull : Custom_BloodySkull\n{\n\tScale 1.3\n\tStates\n\t{\n\tSpawn:\n\t\tLRHD A 0 ThrustThingZ(0,45,0,1)\n\t\tGoto See\n\tSee:\n\t\tLRHD A 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tLRHD AAA 5\n\t\tLRHD AAAA 5\n\t\tLoop\n\tDeath:\n\t\tLRHD A 0 A_Jump (16,4)\n\t\tLRHD A 0 A_Jump (32,4)\n\t\tLRHD A 0 A_Jump (64,4)\n\t\tLRHD A 0 A_Jump (128,4)\n\t\tLRHD A -1 A_CheckPlayerDone\n\t\tWait\n\t\tLRHD A -1 A_CheckPlayerDone\n\t\tWait\n\t\tLRHD A -1 A_CheckPlayerDone\n\t\tWait\n\t\tLRHD A -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_CalebBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCALB Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tCALB Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tCALB ZZZ 5\n\t\tCALB ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tCALB Z 0 A_Jump (16,4)\n\t\tCALB Z 0 A_Jump (32,4)\n\t\tCALB Z 0 A_Jump (64,4)\n\t\tCALB Z 0 A_Jump (128,4)\n\t\tCALB Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCALB Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCALB Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tCALB Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_DukeBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tDUKE Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tDUKE Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tDUKE ZZZ 5\n\t\tDUKE ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tDUKE Z 0 A_Jump (16,4)\n\t\tDUKE Z 0 A_Jump (32,4)\n\t\tDUKE Z 0 A_Jump (64,4)\n\t\tDUKE Z 0 A_Jump (128,4)\n\t\tDUKE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tDUKE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tDUKE Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tDUKE Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_BlazkowiczBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBLAZ Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tBLAZ Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tBLAZ ZZZ 5\n\t\tBLAZ ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tBLAZ Z 0 A_Jump (16,4)\n\t\tBLAZ Z 0 A_Jump (32,4)\n\t\tBLAZ Z 0 A_Jump (64,4)\n\t\tBLAZ Z 0 A_Jump (128,4)\n\t\tBLAZ Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tBLAZ Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tBLAZ Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tBLAZ Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_KnightBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tKNIG O 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tKNIG O 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tKNIG OOO 5\n\t\tKNIG OOOO 5\n\t\tLoop\n\tDeath:\n\t\tKNIG O 0 A_Jump (16,4)\n\t\tKNIG O 0 A_Jump (32,4)\n\t\tKNIG O 0 A_Jump (64,4)\n\t\tKNIG O 0 A_Jump (128,4)\n\t\tKNIG O -1 A_CheckPlayerDone\n\t\tWait\n\t\tKNIG O -1 A_CheckPlayerDone\n\t\tWait\n\t\tKNIG O -1 A_CheckPlayerDone\n\t\tWait\n\t\tKNIG O -1 A_CheckPlayerDone\n\t}\n}\n\nActor Custom_StrifeBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n\tSpawn:\n\t\tGSOL Z 0 ThrustThingZ (0, 45, 0, 1)\n\t\tGoto See\n\tSee:\n\t\tGSOL Z 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tGSOL Z 5 A_Custommissile(\"Blood\", -5,0,0)\n\t\tGSOL ZZZ 5\n\t\tGSOL ZZZZ 5\n\t\tLoop\n\tDeath:\n\t\tGSOL Z 0 A_Jump (16,4)\n\t\tGSOL Z 0 A_Jump (32,4)\n\t\tGSOL Z 0 A_Jump (64,4)\n\t\tGSOL Z 0 A_Jump (128,4)\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t\tWait\n\t\tGSOL Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor BloodDrip\n{\n\tRadius 1\n\tHeight 4\n\tGravity 0.125\n\t+MISSILE\n\t+NOICEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tBDRP A -1\n\t\tStop\n\tDeath:\n\t\tBDSH AB 3\n\t\tBDSH CD 2\n\t\tBDPL A 175\n\t\tStop\n\t}\n}\n\nActor PainSmoke : BulletPuff\n{\n\tStates\n\t{\n\tSpawn:\n\t\tISMK AB 4\n\tMelee:\n\t\tISMK CD 4\n\t\tStop\n\t}\n}\n\nActor PainSmoke2 : PainSmoke\n{\n\tVSpeed 5\n}\n\nActor Heart\n{\n\tScale 0.035\n\t+DROPOFF\n\tStates\n\t{\n\tSpawn:\n\t\tHART A 0\n\t\tHART A 0 A_PlaySoundEx(\"Gibbage/XSplat\",\"Body\")\n\t\tHART AAAAAAAA 5 A_CustomMissile(\"Blood\",0,0,random(0,360))\n\t\tHART A 0 A_SpawnItemEx(\"HeartHealth\")\n\t\tStop\n\t}\n}\n\nActor HeartHealth : CustomInventory\n{\n\tInventory.PickupMessage \"You've eaten a heart.\"\n\tInventory.PickupSound \"Gibbage/XSplat\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tScale 0.035\n\tStates\n\t{\n\tSpawn:\n\t\tHART A 525\n\t\tHART A 1 A_FadeOut(0.1)\n\t\tGoto Spawn+1\n\tPickup:\n\t\tTNT1 A 1 A_JumpIfInventory(\"RightHand\",1,\"Health\")\n\t\tGoto Spawn\n\tHealth:\n\t\tTNT1 A 0 A_GiveInventory(\"Health\",100)\n\t\tStop\n\t}\n}\n\nActor SkullGib\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.8\n\t+DOOMBOUNCE\n\t+DROPOFF\n\t+MISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tSKLB LKJIHGFEDCBA 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tSKLB HHHHH 22 A_SpawnItem(\"PainSmoke2\")\n\t\tSKLB H 4 A_SpawnItem(\"PainSmoke2\")\n\t\tSKLB HHHHHHHHHH 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor ChestGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCHES LKJIHGFEDCBA 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tCHES BBBB 25 A_SpawnItem(\"PainSmoke2\")\n\t\tCHES BBBBBBBBBB 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor ArmGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tARMS ABCDEFGHIJKL 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tARMS EEEEE 21 A_SpawnItem(\"PainSmoke2\")\n\t\tARMS E 2 A_SpawnItem(\"PainSmoke2\")\n\t\tARMS EEEEEEEEEE 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor HandGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tHAND A 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tHAND AAAAAA 20 A_SpawnItem(\"PainSmoke2\")\n\t\tHAND AAAAAAAAAA 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor CoccyxGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tCOCC A 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tCOCC AAAAA 11 A_SpawnItem(\"PainSmoke2\")\n\t\tCOCC A 2 A_SpawnItem(\"PainSmoke2\")\n\t\tCOCC AAAAAAAAAA 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor LegGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tLEGS ABCDEFGHIJKL 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tLEGS MMMMM 20 A_SpawnItem(\"PainSmoke2\")\n\t\tLEGS MMMMMMMMMM 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor BoneGib : SkullGib\n{\n\tStates\n\t{\n\tSpawn:\n\t\tBONE ABCDEFGHIJKL 1 A_SpawnItem(\"PainSmoke\")\n\t\tLoop\n\tDeath:\n\t\tBONE MMMMM 15 A_SpawnItem(\"PainSmoke2\")\n\t\tBONE MMMMMMMMMM 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Global2.txt",
        "contents": "Actor Screamer : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 9999\n}\n\nActor IsHuman : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor ClassID : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 255\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NewMarine.txt",
        "contents": "Actor Marine : PlayerPawn\n{\n\tMass 400\n\tPlayer.SoundClass \"marine\"\n\tPlayer.DisplayName \"Marine\"\n\tPlayer.StartItem \"Clip\", 200\n\tPlayer.StartItem \"Shell\", 50\n\tPlayer.StartItem \"GrenadeAmmo\", 5\n\tPlayer.StartItem \"Riotgun\", 1\n\tPlayer.StartItem \"DualPistols\", 1\n\tPlayer.StartItem \"Machinegun\", 1\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ScoreIcon \"MARINEST\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"GhostTrap\", 0.0\n\tSpawnID 150\n\tLimitedToTeam 0\n\tPainChance 256\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY Z 1\n\t\tLoop\n\tSee:\n\t\tPLAY AB 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPLAY CD 5\n\t\tPLAY A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tPLAY E 12\n\tGoto Spawn\n\tMelee:\n\t\tPLAY F 6 bright\n\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tPLAY G 4\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n\t\tPLAY G 0 A_Pain\n\t\tPLAY G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tDeath.Creeper:\n\t\tPLAY A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tPLAY A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tPLAY A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tPLAY A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.Creepstun:\n\t\tPLAY A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tPLAY A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMarine\",1)\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tStop\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMarine\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tPLAY G 1 A_PlaySound(\"gibbage/xsplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_BloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"Health\",25)\n\t\tPLAY A 0 ACS_ExecuteAlways(997,0,2)\n\t\tPLAY A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tPLAY A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tPLAY A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tPLAY A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tPLAY A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tPLAY A 0 A_GiveToTarget(\"Health\",10)\n\t\tPLAY A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tPLAY HHHHHHHHHH 1 A_FadeOut(0.05)\n\t\tPLAY A 0 A_PlayerScream\n\t\tPLAY IIIIIIIIII 2 A_FadeOut(0.05)\n\t\tPLAY A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tPLAY A 0 ACS_ExecuteAlways(997,0,4)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tPLAY A 0 A_GiveToTarget(\"TransMarine\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tPLAY A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tPLAY A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tPLAY A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tPLAY A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tPLAY A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tPLAY A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"Clip\",1)\n\t\tPLAY G 0 SetPlayerProperty(0,1,4)\n\t\tPLAY G 0 A_Stop\n\t\tPLAY GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPLAY A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tPLAY HHHHHHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPLAY I 0 A_PlayerScream\n\t\tPLAY IIIIIIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPLAY J 0 A_NoBlocking\n\t\tPLAY JJJJJJJJJJKKKKKKKKKKLLLLLLLLLLMMMMMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPLAY NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPLAY N -1\n\t\tStop\n\tDeath.I4:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tPLAY A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tPLAY A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tPLAY A 0 A_GiveToTarget(\"Health\",10)\n\t\tPLAY A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tPLAY A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tPLAY A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nACTOR DualPistols : Weapon 2102\n{\n   Weapon.SelectionOrder 1800\n   Inventory.PickupSound \"weapons/getweapon02\"\n   Inventory.PickupMessage \"You got an extra Pistol!\"\n   Obituary \"%o was shot by %k's Dual Pistols.\"\n   Weapon.AmmoType1 \"Clip\"\n   Weapon.AmmoType2 \"GrenadeAmmo\"\n   Weapon.AmmoGive 0\n   Weapon.AmmoUse1 0\n   Weapon.AmmoUse2 1\n   decal \"BulletChip\"\n   inventory.icon \"PISTOLS\"\n   Damagetype \"SamDeagle\"\n   Weapon.SlotNumber 1\n   +WEAPON.NOAUTOAIM\n   +WIMPY_WEAPON\n   +INVENTORY.UNDROPPABLE\n   +AMMO_OPTIONAL\n   +WEAPON.ALT_AMMO_OPTIONAL\n   States\n   {\n   Spawn:\n      PIST A 400\n      Stop\n   Ready:\n      PSTG A 1 A_WeaponReady\n      Loop\n   Deselect:\n      PSTG A 1 A_Lower\n      Loop\n   Select:\n      PSTG A 1 A_Raise\n      Loop\n   Fire:\n      PSTG A 1 A_JumpIfInventory(\"DoublePistolChecker\",1,9)\n      PSTG B 0 A_Light1\n      PSTG B 0 A_PlayWeaponSound(\"MRINPS\")\n      PSTG B 3 Bright A_FireBullets(random(0,1),1,1,random(5,6),\"MPPistol\",1)\n      PSTG A 0 A_GiveInventory(\"DoublePistolChecker\",1)\n      PSTG A 0 A_Light0\n      PSTG CD 2\n\t  PSTG D 1 A_ReFire\n      Goto Ready\n      PSTG A 1\n      PSTG C 0 A_Light1\n      PSTG C 0 A_PlayWeaponSound(\"MRINPS\")\n      PSTG E 3 Bright A_FireBullets(random(0,1),1,1,random(5,6),\"MPPistol\",1)\n      PSTG A 0 A_TakeInventory(\"DoublePistolChecker\",1)\n      PSTG A 0 A_Light0\n\t  PSTG FG 2\n      PSTG G 1 A_ReFire\n      Goto Ready\n   Altfire:\n\t  PSTG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  PSTG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  PSTG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\tGoto Lower\n\tLower:\n\t  PSTG A 1 offset (0, 40)\n\t  PSTG A 1 offset (0, 50)\n\t  PSTG A 1 offset (0, 60)\n\t  PSTG A 1 offset (0, 70)\n\t  PSTG A 1 offset (0, 80)\n\t  PSTG A 1 offset (0, 90)\n\t  PSTG A 1 offset (0, 100)\n\t  PSTG A 1 offset (0, 110)\n\t  PSTG A 1 offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\tgoto Grenade\n\tReturn:\n\t  PSTG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  PSTG A 1 offset (0, 110)\n\t  PSTG A 1 offset (0, 100)\n\t  PSTG A 1 offset (0, 90)\n\t  PSTG A 1 offset (0, 80)\n\t  PSTG A 1 offset (0, 70)\n\t  PSTG A 1 offset (0, 60)\n\t  PSTG A 1 offset (0, 50)\n\t  PSTG A 1 offset (0, 40)\n\t  Goto Ready\n\tNoGrenades:\n\t  PSTG A 28 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n   }\n}\n\nactor Riotgun : Shotgun replaces Shotgun\n{\n  obituary \"%o got pummeled by %k's shotgun.\"\n  radius 20\n  height 16\n  decal \"BulletChip\"\n  Weapon.SlotNumber 2\n  attacksound \"MRINSG\"\n  inventory.pickupmessage \"You got the shotgun!\"\n  weapon.selectionorder 1500\n  weapon.kickback 100\n  weapon.ammotype \"Shell\"\n  inventory.icon \"SHOTTY\"\n  weapon.ammouse 1\n  weapon.ammogive 8\n  +INVENTORY.UNDROPPABLE\n  Weapon.AmmoUse2 1\n  Weapon.AmmoType2 \"GrenadeAmmo\"\n  +WEAPON.ALT_AMMO_OPTIONAL\n  +WEAPON.NOAUTOAIM\n  states\n  {\n  Spawn:\n    SHOT A 400\n    stop\n  Ready:\n    SHTG A 1 A_WeaponReady\n    loop\n  Deselect:\n    SHTG A 1 A_Lower\n    loop\n  Select:\n    SHTG A 1 A_Raise\n    loop\n  Fire:\n    SHTG E 0 A_GunFlash\n    SHTG E 2 A_FireBullets (7, 7, random(7,8), 4, \"MPShotgun\")\n    SHTG F 3\n    SHTG G 2\n    SHTG BC 5\n    SHTG D 4 A_PlaySound(\"MRINSR\")\n    SHTG CB 5\n    SHTG A 3\n    SHTG A 7 A_ReFire\n    goto Ready\n  Hold:\n    SHTG E 0 A_GunFlash\n    SHTG E 2 A_FireBullets (7, 7, random(7,8), 4, \"MPShotgun\")\n    SHTG F 3\n    SHTG G 2\n    SHTG BC 5\n    SHTG D 4 A_PlaySound(\"MRINSR\")\n    SHTG CB 5\n    SHTG A 3\n    SHTG A 7 A_ReFire\n    goto Ready\n\tAltfire:\n\t  SHTG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  SHTG A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  SHTG A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\tGoto Lower\n\t  Lower:\n\t  SHTG A 1 offset (0, 40)\n\t  SHTG A 1 offset (0, 50)\n\t  SHTG A 1 offset (0, 60)\n\t  SHTG A 1 offset (0, 70)\n\t  SHTG A 1 offset (0, 80)\n\t  SHTG A 1 offset (0, 90)\n\t  SHTG A 1 offset (0, 100)\n\t  SHTG A 1 offset (0, 110)\n\t  SHTG A 1 offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\t  Goto Grenade\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tReturn:\n\t  SHTG A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  SHTG A 1 offset (0, 110)\n\t  SHTG A 1 offset (0, 100)\n\t  SHTG A 1 offset (0, 90)\n\t  SHTG A 1 offset (0, 80)\n\t  SHTG A 1 offset (0, 70)\n\t  SHTG A 1 offset (0, 60)\n\t  SHTG A 1 offset (0, 50)\n\t  SHTG A 1 offset (0, 40)\n\t  Goto Ready\n  Flash:\n    NULL A 4 bright A_Light1\n    NULL A 3 bright A_Light2\n    NULL A 0 bright A_Light0\n    stop\n\tNoGrenades:\n\t  SHTG A 28 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n  }\n}\n\nactor GrenadePower : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 210\n}\n\nACTOR DoublePistolChecker : Inventory\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 1\n}\n\nACTOR Machinegun : Weapon 2109\n{\n   Weapon.SelectionOrder 680\n   Weapon.SlotNumber 3\n   Inventory.PickupSound \"weapons/getweapon04\"\n   Inventory.PickupMessage \"The Machine Gun!\"\n   Obituary \"%o was fully perforated by %k's machinegun.\"\n   Weapon.AmmoType1 \"Clip\"\n   Weapon.AmmoGive 20\n   decal \"BulletChip\"\n   Weapon.AmmoUse1 1\n   Scale 0.8\n   inventory.icon \"MGUN\"\n   Weapon.AmmoUse2 1\n   Weapon.AmmoType2 \"GrenadeAmmo\"\n   +WEAPON.ALT_AMMO_OPTIONAL\n   +WEAPON.NOAUTOAIM\n   States\n   {\n   Spawn:\n      MG2W A 400\n      Stop\n   Ready:\n      CHG2 A 1 A_WeaponReady\n      Loop\n   Deselect:\n      CHG2 A 1 A_Light0\n      CHG2 A 1 A_Lower\n      Goto Deselect+1\n   Select:\n      CHG2 A 1 A_Raise\n      Loop\n   Fire:\n\t  CHG2 A 2\n      CHG2 B 0 A_Light1\n      CHG2 B 0 A_PlayWeaponSound(\"MRINMG\")\n      CHG2 B 0 A_Recoil(0.2)\n      CHG2 B 3 Bright A_FireBullets(4,0,1,random(3,4),\"MPMachinegun\",1)\n      CHG2 B 0 A_CheckReload\n      CHG2 C 0 A_PlayWeaponSound(\"MRINMG\")\n      CHG2 C 0 A_Recoil(0.2)\n      CHG2 C 3 Bright A_FireBullets(4,0,1,random(3,4),\"MPMachinegun\",1)\n      CHG2 C 0 A_ReFire\n      CHG2 A 16 A_Light0\n      CHG2 D 20\n      Goto Ready\n   Hold:\n      CHG2 B 0 A_Light2\n      CHG2 B 0 A_PlayWeaponSound(\"MRINMG\")\n      CHG2 B 0 A_Recoil(0.2)\n      CHG2 B 3 Bright A_FireBullets(4,0,1,random(3,4),\"MPMachinegun\",1)\n      CHG2 B 0 A_CheckReload\n      CHG2 C 0 A_PlayWeaponSound(\"MRINMG\")\n      CHG2 C 0 A_Recoil(0.2)\n      CHG2 C 3 Bright A_FireBullets(4,0,1,random(3,4),\"MPMachinegun\",1)\n      CHG2 C 0 A_ReFire\n      CHG2 A 8 A_Light0\n      CHG2 D 28\n      Goto Ready\n   Altfire:\n\t  CHG2 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMax\")\n\t  CHG2 A 0 A_JumpIfInventory(\"GrenadePower\",1,\"Grenade\")\n\t  CHG2 A 0 A_JumpIfNoAmmo (\"NoGrenades\")\n\t  Goto Lower\n\t  Lower:\n\t  CHG2 A 1 offset (0, 40)\n\t  CHG2 A 1 offset (0, 50)\n\t  CHG2 A 1 offset (0, 60)\n\t  CHG2 A 1 offset (0, 70)\n\t  CHG2 A 1 offset (0, 80)\n\t  CHG2 A 1 offset (0, 90)\n\t  CHG2 A 1 offset (0, 100)\n\t  CHG2 A 1 offset (0, 110)\n\t  CHG2 A 1 offset (0, 120)\n\t  TNT1 A 3 A_PlayWeaponSound(\"weapons/grenadepin\")\n\tgoto Grenade\n\t  Return:\n\t  CHG2 A 1 offset (0, 120) ACS_ExecuteAlways(998,0)\n\t  CHG2 A 1 offset (0, 110)\n\t  CHG2 A 1 offset (0, 100)\n\t  CHG2 A 1 offset (0, 90)\n\t  CHG2 A 1 offset (0, 80)\n\t  CHG2 A 1 offset (0, 70)\n\t  CHG2 A 1 offset (0, 60)\n\t  CHG2 A 1 offset (0, 50)\n\t  CHG2 A 1 offset (0, 40)\n\t  Goto Ready\n\tNoGrenades:\n\t  CHG2 A 28 A_PlaySound(\"weapons/grenadeno\")\n\t  Goto Ready\n\tGrenade:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",35,\"GrenadeMaxsound\")\n\t  TNT1 A 0 A_Refire\n\t  Goto Throw\n\tThrow:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  HNDG IJ 1 offset (0, 40)\n\t  HNDG A 0 A_PlayWeaponSound(\"weapons/grenadethrow\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",35,\"Throw7\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",30,\"Throw6\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",25,\"Throw5\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",20,\"Throw4\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",15,\"Throw3\")\n\t  HNDG A 0 A_JumpIfInventory(\"GrenadePower\",10,\"Throw2\")\n\t  HNDG A 1 A_JumpIfInventory(\"GrenadePower\",5,\"Throw1\")\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow1:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade1\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow2:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade2\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow3:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade3\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow4:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade4\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow5:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade5\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow6:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade6\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrow7:\n\t  HNDG K 2 A_FireCustomMissile(\"ThrowingGrenade7\", 0, 1, 0, 10)\n\t  Goto Throwpt2\n\tThrowpt2:\n\t  HNDG LMNOPQ 2\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n\tGrenadeMaxsound:\n      TNT1 A 0 ACS_ExecuteAlways(999,0)\n\t  TNT1 A 0 A_PlayWeaponSound(\"weapons/grenademax\")\n\t  Goto GrenadeMax\n\tGrenadeMax:\n\t  TNT1 A 1 A_GiveInventory(\"GrenadePower\",1)\n\t  TNT1 A 0 A_JumpIfInventory(\"GrenadePower\",140,\"GrenadeSloops\")\n\t  TNT1 A 0 A_Refire\n\t  TNT1 A 0 A_PlaySoundEx(\"player/male/grunt1\",\"Voice\")\n\t  Goto Throw\n\tGrenadeSloops:\n\t  TNT1 A 0 ACS_ExecuteAlways(998,0)\n\t  TNT1 A 30 A_FireCustomMissile(\"ThrowingGrenadeOops\", 0, 1, 0, -10)\n\t  TNT1 A 0 A_ClearRefire\n\t  TNT1 A 0 A_TakeInventory(\"GrenadePower\",500)\n\t  Goto Return\n}\n}\n\nactor BulletPuff2 : BulletPuff\n{\nStates\n{\n  Spawn:\n    PUFF A 0\n    PUFF A 4 bright A_PlaySound(\"puff/ric\")\n    PUFF B 4\n    // Intentional fall-through\n  Melee:\n    PUFF CD 4\n    stop\n\n}\n}\n\nactor IsFemale : Inventory\n{\n    inventory.amount 1\n    inventory.maxamount 1\n}\n\nActor MPPistol : BulletPuff2\n{\n\tDamageType \"SamDeagle\"\n\tobituary \"%o got sniped by %k's dual pistols.\"\n}\n\nActor MPMachineGun : BulletPuff2\n{\n\tDamageType \"MachineGun\"\n\tobituary \"%o was perforated by %k's machinegun.\"\n}\n\nActor MPShotgun : BulletPuff2\n{\n\tDamageType \"Shotgun\"\n\tobituary \"%o got pummeled by %k's shotgun.\"\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NewHunter.txt",
        "contents": "ACTOR Hunter : PlayerPawn\n{\n  +NOSKIN\n  +QUICKTORETALIATE\n  player.soundclass \"NHunter\"\n  limitedtoteam 0\n  Speed 1\n  +NOICEDEATH\n  +NODAMAGETHRUST\n  +GHOST\n  Health 100\n  Radius 16\n  Height 56\n  player.forwardmove 1.18\n  player.sidemove 1.0\n  mass 400\n  PainChance 256\n  Player.DisplayName \"Hunter\"\n  player.startitem \"Bow\", 1\n  player.startitem \"FireBow\", 1\n  player.startitem \"IceBow\", 1\n  player.startitem \"LightningBow\", 1\n  player.startitem \"ArrowSingle\", 30\n  player.startitem \"IsHuman\", 1\n  Player.StartItem \"Screamer\", 1\n  player.scoreicon \"HUNTERST\"\n  Player.ColorRange 112, 127\n  DamageFactor \"fire2\", 0.8\n  DamageFactor \"GhostTrap\", 0.0\n  damagefactor \"minion\", 0.8\n  States\n  {\n  Spawn:\n    HUNT A 3\n    Loop\n  See:\n    HUNT ABCD 4\n    Loop\n  Missile:\n    HUNT E 12\n    Goto Spawn\n  Melee:\n    HUNT F 6\n    Goto Missile\n  Pain.Choke:\n    TNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n  Pain:\n    HUNT G 4\n    HUNT G 4 A_Pain\n    Goto Spawn\n  Pain.Creepstun:\n\tHUNT G 0 A_Pain\n\tHUNT G 18 ACS_ExecuteAlways(986,0)\n\tGoto Spawn\n  Death.Creeper:\n\tHUNT A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\tHUNT A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\tHUNT A 0 A_GiveToTarget(\"Creeperheal\",1)\n    HUNT A 0 ACS_ExecuteAlways(997,0,1)\n\tgoto DeathAnim\n  Death.Creepstun:\n\tHUNT A 0 A_GiveToTarget(\"Unlock13\",1)\n\tHUNT A 0 A_GiveToTarget(\"CreepGotya\",1)\n\tgoto DeathAnim\n  Death.SjasScream:\n    HUNT A 0 A_GiveToTarget(\"KilledJ\",1)\n    Goto DeathAnim\n  Death:\n  DeathAnim:\n\tHUNT A 0 A_TakeInventory(\"KilledCount\",999)\n    HUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n    HUNT A 0 A_GiveToTarget(\"KilledHunter\",1)\n    HUNT H 8\n    HUNT I 8 A_PlayerScream\n    HUNT J 8 A_NoBlocking\n    HUNT KLM 8\n    HUNT N -1\n    Stop\n  Death.Choke:\n    TNT1 A 0 A_GiveToTarget(\"Health\",15)\n  Death.Jitter:\n    HUNT A 0 A_GiveToTarget(\"Crunched\",1)\n\tHUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n\tHUNT A 0 A_GiveToTarget(\"KilledHunter\",1)\n\tHUNT G 1 A_PlaySound(\"gibbage/xsplat\")\n\tNULL A 0 A_SkullPop(\"Custom_BloodySkull2\")\n\tNULL A 0 A_PlaySound(\"gibbage/playergib\")\n\tNULL A 0 A_NoBlocking\n\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\tNULL A -1\n\tStop\n  Death.Ravager:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tHUNT A 0 A_GiveToTarget(\"Health\",25)\n\t\tHUNT A 0 ACS_ExecuteAlways(997,0,2)\n\t\tHUNT A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tHUNT A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tHUNT A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tHUNT A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tHUNT A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tHUNT A 0 A_GiveToTarget(\"Health\",10)\n\t\tHUNT A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tHUNT A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tHUNT HHHH 2 A_FadeOut(0.1)\n\t\tHUNT A 0 A_PlayerScream\n\t\tHUNT IIIIJJ 2 A_FadeOut(0.1)\n\t\tHUNT A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tHUNT A 0 ACS_ExecuteAlways(997,0,4)\n\t\tHUNT A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tHUNT A 0 A_GiveToTarget(\"TransHunter\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tHUNT A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tHUNT A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tHUNT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tHUNT A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tHUNT A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tHUNT A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tHUNT A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tHUNT A 0 A_GiveToTarget(\"Clip\",1)\n\t\tHUNT G 0 SetPlayerProperty(0,1,4)\n\t\tHUNT G 0 A_Stop\n\t\tHUNT GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tHUNT A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tHUNT HHHHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tHUNT I 0 A_PlayerScream\n\t\tHUNT IIIIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tHUNT J 0 A_NoBlocking\n\t\tHUNT JJJJJJJJKKKKKKKKLLLLLLLLMMMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tHUNT NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tHUNT N -1\n\t\tStop\n\tDeath.I4:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tHUNT A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tHUNT A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tHUNT A 0 A_GiveToTarget(\"Health\",10)\n\t\tHUNT A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tHUNT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tHUNT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nactor LightningBow : Bow\n{\n+WEAPON.NOAUTOAIM\nWeapon.SlotNumber 4\nObituary \"%o was electrocuted by %k's lightning arrows.\"\ndecal \"LightningDecal\"\ninventory.icon \"LBOW\"\nStates\n{\n    Spawn:\n       BOWP A 400\n       Stop\n    Ready:\n\t   BOWA A 0 A_PlaySoundEx(\"weapons/bowlswitch\", \"Weapon\")\n\t   BOWA H 1 A_WeaponReady\n       Goto Ready+1\n    Deselect:\n       BOWA H 1 A_Lower\n\t   Loop\n    Select:\n       BOWA H 1 A_Raise\n       Loop\n    Fire:\n\t   BOWA H 0 A_JumpIfNoAmmo(\"NoArrows\")\n\t   BOWA H 0 ACS_ExecuteAlways(999,0)\n       BOWA HIJKL 5\n\t   BOWA L 2 A_PlaySoundEx (\"weapons/bowdraw\", \"SoundSlot7\")\n\t   BOWA A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA A 0 A_GunFlash\n\tGoto Hold\n\t   Hold:\n\t   BOWA M 1 bright\n\t   BOWL A 0 A_Refire\n\t   BOWL A 0 A_GiveInventory(\"LightningCheck\",1)\n\t   BOWA O 0 A_StopSoundEx(\"SoundSlot7\")\n\t   BOWA H 0 A_Light0\n\t   BOWA O 0 A_FireCustomMissile(\"LightningArrow\", 0, 1, 8, 0)\n\t   BOWA O 0 A_RailAttack(60, 8, 0, \"none\", \"yellow\", 0, 9999)\n\t   BOWA O 0 ACS_ExecuteAlways(998,0)\n       BOWA P 31//28//17 - Makes it less spammy and more dangerous to use on close range.\n\t   BOWA G 4 A_TakeInventory(\"LightningCheck\",2)\n\t   Goto Ready+1\n\tFlash:\n\t   YEL5 A 0 A_JumpIfInventory(\"LightningCheck\",1,\"SFlash\")\n\t   YEL5 ABC 1 bright\n\t   YEL5 D 2 bright\n\t   YEL5 A 0 A_PlaySoundEx(\"weapons/lightfall\",\"Weapon\")\n\t   YEL5 A 0 A_SpawnItemEx(\"LightningSpawner\",0,0,9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t   YEL5 EF 2 bright\n\t   YEL5 EF 2 bright\n\t   YEL5 CBA 1 bright\n\t   Stop\n\tSFlash:\n\t   BOWL A 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL A 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL B 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   BOWL C 1 bright\n\t   BOWL A 0 A_JumpIfInventory(\"LightningCheck\",2,\"Goaway\")\n\t   loop\n\tGoaway:\n\t   TNT1 A 0\n\t   stop\n\tNoArrows:\n\t   BOWA H 28 A_PlayWeaponSound(\"weapons/arrowno\")\n\t   Goto Ready+1\n\t   Altfire:\n\t   BOWA GFE 4\n\t   BOWA E 25 A_GunFlash\n\t   BOWA EFG 6\n\t   BOWA H 1 A_WeaponReady\n\t   Goto Ready+1\n}\n}\n\nActor Arrowdropped : CustomInventory\n{\n\tInventory.PickupMessage \"You picked an Arrow\"\n\tInventory.PickupSound \"Misc/A_Pkup\"\n\tScale 0.5\n\tRadius 8\n\tHeight 2\n\tStates\n\t{\n\tSpawn:\n\t\tARRW A 800\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Bow\", 1,\"Give\")\n\t\tGoto Spawn\n\tGive:\n\t\tTNT1 A 0 A_GiveInventory(\"ArrowSingle\", 1)\n\t\tStop\n\t}\n}\n\nACTOR ArrowFire : FastProjectile\n{\n   Radius 4\n   Height 3\n   Speed 140\n   Scale .5\n   Damage (32)//7\n   PROJECTILE\n   +NOGRAVITY\n   +ROCKETTRAIL\n   DamageType \"NormalArrow\"\n   decal \"BulletChip\"\n   +NOEXTREMEDEATH\n   SeeSound \"weapons/bowfire\"\n   DeathSound \"weapons/bowhit\"\n   States\n   {\n   Spawn:\n      ARRW AAAAAA 2\n      ARRW A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  ARRW A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      ARRW A 0\n\t  ARRW A 0 A_PlaySound(\"weapons/arrowhit\")\n      ARRW A 1 A_SpawnItemEx(\"Arrowdropped\",0,0,0,0,0,0,0,32,0)\n      Stop\n   }\n}\n\nACTOR ArrowFire2 : FastProjectile\n{\n   Radius 4\n   Height 3\n   Speed 140\n   Scale .5\n   Damage (32)\n   PROJECTILE\n   +NOGRAVITY\n   +ROCKETTRAIL\n   DamageType \"NormalArrow\"\n   decal \"BulletChip\"\n   +NOEXTREMEDEATH\n   SeeSound \"weapons/bowfire\"\n   DeathSound \"weapons/bowhit\"\n   States\n   {\n   Spawn:\n      ARRW AAAAAA 2\n      ARRW A 0 A_Changeflag(\"NOGRAVITY\", 0)\n\t  ARRW A 0 A_Changeflag(\"LOWGRAVITY\", 1)\n\t  Loop\n   Death:\n      ARRW A 0\n\t  ARRW A 0 A_PlaySound(\"weapons/arrowhit\")\n      ARRW A 1\n      Stop\n   }\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NewCyborg.txt",
        "contents": "Actor Cyborg : PlayerPawn\n{\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tlimitedtoteam 0\n\tmass 500\n\tbloodtype \"BulletPuff\"\n\tscale 0.92\n\tPainChance 256\n\tplayer.forwardmove 0.8\n\tplayer.sidemove 0.8\n\tplayer.soundclass \"cyborg\"\n\tplayer.viewheight 48\n\tPlayer.ColorRange 112, 127\n\tdamagefactor \"Creepstun\", 3.2\n\tDamageFactor \"GhostTrap\", 0.0\n\t+NOSKIN\n\tPlayer.DisplayName \"cyborg\"\n\tPlayer.StartItem \"CyborgPlasma\"\n\tPlayer.StartItem \"CyborgJetpackItem\"\n\tPlayer.StartItem \"CyborgCharge\", 100\n\tPlayer.StartItem \"CyborgFuel\", 150\n\tplayer.startitem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tplayer.scoreicon \"CYBORGST\"\n\tStates\n\t{\n\tSpawn:\n\t\tROB1 D 0 SetPlayerProperty(0, 0, 3)\n\t\tROB1 D 15\n\t\tROB1 D 0 A_JumpIf (momz!=0, \"Spawn\")\n\t\tROB1 D 0 A_JumpIfInventory(\"CyborgCharge\", 100, \"Spawn\")\n\t\tROB1 D 0 ACS_ExecuteAlways(996,0)\n\t\tROB1 D 0 A_GiveInventory(\"CyborgCharge\",5)\n\t\tLoop\n\t\tROB1 D 1\n\t\tLoop\n\tSee:\n\t\tROB1 A 0 SetPlayerProperty(0, 0, 3)\n\t\tROB1 EEBB 3\n\t\tROB1 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tROB1 CCDD 3\n\t\tROB1 B 0 A_SpawnItemEx (\"CyborgStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn+7\n\tMissile:\n\t\tROB1 G 18\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tROB1 H 4 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n\t\tROB1 H 0 A_Pain\n\t\tROB1 H 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tDeath.Creepstun:\n\t\tROB1 A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tROB1 D 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tROB1 A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tROB1 A 0 A_ChangeFlag(\"LOWGRAVITY\",0)\n\t\tROB1 D 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB1 D 0 A_GiveToTarget(\"KilledCyborg\",1)\n\t\tROB1 A 0 SetPlayerProperty(0, 0, 3)\n\t\tROB1 J 6\n\t\tROB1 K 6 A_PlayerScream\n\t\tROB1 L 5\n\t\tROB1 M 5 A_NoBlocking\n\t\tROB1 NOP 5\n\t\tROB1 Q 6\n\t\tROB1 R -1\n\t\tStop\n\tDeath.Creeper:\n\t\tROB1 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tROB1 A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tROB1 A 0 ACS_ExecuteAlways(997,0,1)\n\t\tROB1 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tROB1 D 0 A_GiveToTarget(\"Crunched\",1)\n\t\tROB1 D 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB1 D 0 A_GiveToTarget(\"KilledCyborg\",1)\n\t\tROB1 H 1 A_PlaySound(\"weapons/grenadeexplode\")\n\t\tNULL A 0 A_SkullPop(\"Custom_BloodySkull3\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tROB1 A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tROB1 A 0 A_GiveToTarget(\"Health\",25)\n\t\tROB1 A 0 ACS_ExecuteAlways(997,0,2)\n\t\tROB1 A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tROB1 A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tROB1 A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tROB1 A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tROB1 A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tROB1 A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tROB1 A 0 A_GiveToTarget(\"Health\",10)\n\t\tROB1 A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tROB1 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB1 A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tROB1 JJJ 2 A_FadeOut(0.1)\n\t\tROB1 A 0 A_PlayerScream\n\t\tROB1 KKKKKKLLLLLMMM 1 A_FadeOut(0.05)\n\t\tROB1 A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tROB1 A 0 ACS_ExecuteAlways(997,0,4)\n\t\tROB1 A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tROB1 A 0 A_GiveToTarget(\"TransCyborg\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tROB1 A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tROB1 A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tROB1 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tROB1 A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tROB1 A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tROB1 A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tROB1 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB1 A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tROB1 A 0 A_GiveToTarget(\"Clip\",1)\n\t\tROB1 A 0 SetPlayerProperty(0,1,4)\n\t\tROB1 H 0 A_Stop\n\t\tROB1 HHHHHHHHHHHHHH 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tROB1 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB1 A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tROB1 JJJJJJ 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB1 I 0 A_PlayerScream\n\t\tROB1 KKKKKK 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB1 J 0 A_NoBlocking\n\t\tROB1 LLLLLMMMMMNNNNNOOOOOPPPPPQQQQQQ 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB1 RRRRRRR 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB1 R -1\n\t\tStop\n\tDeath.I4:\n\t\tROB1 A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tROB1 A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tROB1 A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tROB1 A 0 A_GiveToTarget(\"Health\",10)\n\t\tROB1 A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tROB1 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tROB1 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor CyborgPlasma : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse 1\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoUse2 2\n\tWeapon.AmmoGive 50\n\tWeapon.AmmoGive2 150\n\tWeapon.AmmoType \"CyborgCharge\"\n\tWeapon.AmmoType2 \"CyborgFuel\"\n\tInventory.Icon \"CYBWEP\"\n\tInventory.PickupMessage \"You got the cyborg's arm!.. somehow?\"\n\tObituary \"%o was devastated by %k's plasma.\"\n\tScale 0.6\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+DONTBLAST\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tStop\n\tReady:\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDashcheck\",1,\"Dashcheck\")\n\t\tSABS A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tSABS A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSABS A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tSABS A 0 ACS_ExecuteAlways(999,0)\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgCharge\", 1, \"Normalshot\")\n\tWeakshot:\n\t\tSABA A 1 SetPlayerProperty(0, 0, 3)\n\t\tSABA B 3 A_FireCustomMissile(\"CyborgPlasmaBallWeak\", 0, 0, 11 ,3 )\n\t\tSABA C 2\n\t\tSABA D 3\n\t\tSABS A 3 A_Refire\n\t\tGoto Ready\n\tNormalshot:\n\t\tSABA A 1 SetPlayerProperty(0, 0, 3)\n\t\tSABA B 2 A_FireCustomMissile(\"CyborgPlasmaBall\", 0, 1, 11 ,3 )\n\t\tSABA C 1\n\t\tSABA D 1\n\t\tSABS A 1 A_Refire\n\t\tGoto Ready\n\tAltFire:\n\t\tSABS A 0 A_JumpIfInventory(\"CyborgDashcheck\",1,\"Dashcheck\")\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgFuel\", 1, \"Jetpack\")\n\t\tSABS A 0 ACS_ExecuteAlways(999,0)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tSABS A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Item\")\n\t\tGoto Ready\n\tJetpack:\n\t\tSABS A 0 ACS_ExecuteAlways(998,0)\n\t\tSABS A 0 SetPlayerProperty(0, 1, 3)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"SmokeLarge\", -32, 0, 20, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 3 A_TakeInventory(\"CyborgFuel\",1)\n\t\tSABS A 0 A_ReFire\n\t\tSABS A 0 ACS_ExecuteAlways(999,0)\n\t\tSABS AAAA 1 A_WeaponReady\n\t\tSABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tGoto Ready\n\tDashcheck:\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tSABS A 1 A_JumpIf(z-floorz>8,\"Ready\")\n\t\tSABS A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Jetpack\")\n\t\tSABS A 1 A_JumpIfInventory(\"CyborgFuel\", 4, \"Dash\")\n\t\tGoto Ready\n\tDash:\n\t\tSABS A 0 A_PlaySoundEx(\"weapons/cyborgdash\",\"Item\")\n\t\tSABS A 0 SetPlayerProperty(0, 0, 3)\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==1,\"Dashforward\")\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==2,\"Dashback\")\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==3,\"Dashleft\")\n\t\tSABS A 0 A_Stop\n\t\tSABS A 0 A_JumpIf(ACS_ExecuteWithResult(991,0)==4,\"Dashright\")\n\t\tGoto Dashupward\n\tDashupward:\n\t\tSABS A 0 SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\",4)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 3 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 5 A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashforward:\n\t\tSABS A 0 offset(5,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\",4)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(10,36)\n\t\tSABS A 1 offset(15,40)\n\t\tSABS A 1 offset(20,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(25,48)\n\t\tSABS A 1 offset(30,52)\n\t\tSABS A 1 offset(35,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(40,60)\n\t\tSABS A 1 offset(45,64)\n\t\tSABS A 1 offset(50,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(55,72)\n\t\tSABS A 1 offset(60,76)\n\t\tSABS A 1 offset(65,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 14 offset(65,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(60,76)\n\t\tSABS A 1 offset(55,72)\n\t\tSABS A 1 offset(50,68)\n\t\tSABS A 1 offset(45,64)\n\t\tSABS A 1 offset(40,60)\n\t\tSABS A 1 offset(35,56)\n\t\tSABS A 1 offset(30,52)\n\t\tSABS A 1 offset(25,48)\n\t\tSABS A 1 offset(20,44)\n\t\tSABS A 1 offset(15,40)\n\t\tSABS A 1 offset(10,36)\n\t\tSABS A 1 offset(5,32)\n\t\tSABS A 3 offset(0,32)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashback:\n\t\tSABS A 0 offset(-2,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\",4)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(-4,36)\n\t\tSABS A 1 offset(-6,40)\n\t\tSABS A 1 offset(-8,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(-10,48)\n\t\tSABS A 1 offset(-12,52)\n\t\tSABS A 1 offset(-14,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(-16,60)\n\t\tSABS A 1 offset(-18,64)\n\t\tSABS A 1 offset(-20,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(-22,72)\n\t\tSABS A 1 offset(-24,76)\n\t\tSABS A 1 offset(-26,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 14 offset(-26,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(-24,76)\n\t\tSABS A 1 offset(-22,72)\n\t\tSABS A 1 offset(-20,68)\n\t\tSABS A 1 offset(-18,64)\n\t\tSABS A 1 offset(-16,60)\n\t\tSABS A 1 offset(-14,56)\n\t\tSABS A 1 offset(-12,52)\n\t\tSABS A 1 offset(-10,48)\n\t\tSABS A 1 offset(-8,44)\n\t\tSABS A 1 offset(-6,40)\n\t\tSABS A 1 offset(-4,36)\n\t\tSABS A 1 offset(-2,32)\n\t\tSABS A 3 offset(0,32)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashleft:\n\t\tSABS A 0 offset(6,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\",4)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(12,36)\n\t\tSABS A 1 offset(18,40)\n\t\tSABS A 1 offset(24,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(30,48)\n\t\tSABS A 1 offset(36,52)\n\t\tSABS A 1 offset(42,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(48,60)\n\t\tSABS A 1 offset(54,64)\n\t\tSABS A 1 offset(60,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(66,72)\n\t\tSABS A 1 offset(72,76)\n\t\tSABS A 1 offset(78,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 14 offset(78,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(72,76)\n\t\tSABS A 1 offset(66,72)\n\t\tSABS A 1 offset(60,68)\n\t\tSABS A 1 offset(54,64)\n\t\tSABS A 1 offset(48,60)\n\t\tSABS A 1 offset(42,56)\n\t\tSABS A 1 offset(36,52)\n\t\tSABS A 1 offset(30,48)\n\t\tSABS A 1 offset(24,44)\n\t\tSABS A 1 offset(18,40)\n\t\tSABS A 1 offset(12,36)\n\t\tSABS A 1 offset(6,32)\n\t\tSABS A 3 offset(0,32)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\tDashright:\n\t\tSABS A 0 offset(-4,32) SetPlayerProperty(0, 1, 0)\n\t\tSABS A 0 A_TakeInventory(\"CyborgFuel\",4)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(-8,36)\n\t\tSABS A 1 offset(-12,40)\n\t\tSABS A 1 offset(-16,44) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(-20,48)\n\t\tSABS A 1 offset(-24,52)\n\t\tSABS A 1 offset(-28,56) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(-32,60)\n\t\tSABS A 1 offset(-36,64)\n\t\tSABS A 1 offset(-40,68) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 1 offset(-44,72)\n\t\tSABS A 1 offset(-48,76)\n\t\tSABS A 1 offset(-52,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tSABS A 0 SetPlayerProperty(0, 0, 0)\n\t\tSABS A 14 offset(-52,80) A_SpawnItemEx(\"SmokeLarge\", -32, 10, 8, 0, 0, 0, 0, 128, 0)\n\t\tSABS A 1 offset(-48,76)\n\t\tSABS A 1 offset(-44,72)\n\t\tSABS A 1 offset(-40,68)\n\t\tSABS A 1 offset(-36,64)\n\t\tSABS A 1 offset(-32,60)\n\t\tSABS A 1 offset(-28,56)\n\t\tSABS A 1 offset(-24,52)\n\t\tSABS A 1 offset(-20,48)\n\t\tSABS A 1 offset(-16,44)\n\t\tSABS A 1 offset(-12,40)\n\t\tSABS A 1 offset(-8,36)\n\t\tSABS A 1 offset(-4,32)\n\t\tSABS A 3 offset(0,32)\n\t\tSABS A 0 A_TakeInventory(\"CyborgDashcheck\",1)\n\t\tGoto Ready\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NewGhostBuster.txt",
        "contents": "Actor GhostBuster : PlayerPawn\n{\n\tHealth 100\n\tRadius 16\n\tHeight 56\n\tMass 400\n\t+GHOST\n\t+QUICKTORETALIATE\n\tlimitedtoteam 0\n\tplayer.sidemove 1.03\n\tPainChance 256\n\tplayer.soundclass \"peter\"\n\tPlayer.ColorRange 128, 151\n\t+NOSKIN\n\tplayer.scoreicon \"GHOSTBS\"\n\t+NOICEDEATH\n\tPlayer.DisplayName \"Ghostbuster\"\n\tPlayer.StartItem \"GhostBusterPlasma\"\n\tPlayer.StartItem \"GhostBusterTraps\"\n\tPlayer.StartItem \"ProtonCharge\", 150\n\tPlayer.StartItem \"TrapAmmo\", 10\n\tPlayer.StartItem \"GBCancelItem\"\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tDamageFactor \"GhostTrap\", 0.0\n\tStates\n\t{\n\tSpawn:\n\t\tPETE A 0 SetPlayerProperty(0, 0, 3)\n\t\tPETE A 15\n\t\tPETE A 0 A_JumpIf (momz>0, \"Spawn\")\n\t\tPETE A 0 A_JumpIfInventory(\"ProtonCharge\", 150, \"Spawn\")\n\t\tPETE A 0 ACS_ExecuteAlways(996,0)\n\t\tPETE A 0 A_GiveInventory(\"ProtonCharge\", 15)\n\t\tLoop\n\t\tPETE A 1\n\t\tLoop\n\tSee:\n\t\tPETE A 0 SetPlayerProperty(0, 0, 3)\n\t\tPETE AB 4\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tPETE CD 4\n\t\tPETE A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn+7\n\tPain.Creepstun:\n\t\tPETE G 0 A_Pain\n\t\tPETE G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tPETE E 12\n\t\tPETE E 6\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tPETE G 0 A_Pain\n\t\tPETE G 18\n\t\tGoto Spawn\n\tDeath.Creeper:\n\t\tPETE A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tPETE A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tPETE A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.Creepstun:\n\t\tPETE A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tPETE A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tPETE A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tPETE A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGBuster\",1)\n\t\tPETE H 7 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE I 7 A_PlayerScream\n\t\tPETE J 5 A_NoBlocking\n\t\tPETE KLM 5\n\t\tPETE N -1\n\t\tStop\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledGBuster\",1)\n\t\tPETE A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tPETE G 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tPETE G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 0 A_SkullPop(\"Custom_GBBloodySkull\")\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tPETE A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tPETE A 0 A_GiveToTarget(\"Health\",25)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,2)\n\t\tPETE A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tPETE A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tPETE A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tPETE A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tPETE A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tPETE A 0 A_GiveToTarget(\"Health\",10)\n\t\tPETE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tPETE HHHHHHH 1 A_FadeOut(0.05)\n\t\tPETE A 0 A_PlayerScream\n\t\tPETE IIIIIIIJJJJJK 1 A_FadeOut(0.05)\n\t\tPETE A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,4)\n\t\tPETE A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tPETE A 0 A_GiveToTarget(\"TransGhostBuster\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tPETE A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tPETE A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tPETE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tPETE A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tPETE A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tPETE A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tPETE A 0 A_GiveToTarget(\"Clip\",1)\n\t\tPETE G 0 SetPlayerProperty(0,1,4)\n\t\tPETE G 0 A_Stop\n\t\tPETE GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tPETE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tPETE A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tPETE HHHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE I 0 A_PlayerScream\n\t\tPETE IIIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE J 0 A_NoBlocking\n\t\tPETE JJJJJKKKKKLLLLLMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tPETE N -1\n\t\tStop\n\tDeath.I4:\n\t\tPETE A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tPETE A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tPETE A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tPETE A 0 A_GiveToTarget(\"Health\",10)\n\t\tPETE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tPETE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tPETE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nactor GBCancelItem : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVBAR\n+INVENTORY.UNDROPPABLE\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nUse:\nTNT1 A 0 A_GiveInventory(\"GBCancel\",1)\nfail\n}\n}\n\nactor GBCancel : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nstop\n}\n}\n\nactor UpgradeSound : CustomInventory\n{\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_PlaySoundEx(\"gbupgrade\",\"Voice\")\nstop\n}\n}\n\nactor KilledGBuster : KilledSjas\n{\n}\n\nACTOR Custom_GBBloodySkull : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        PETE O 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n\t    PETE O 0 A_GiveInventory(\"RocketAmmo\",1)\n        PETE O 5 A_Custommissile(\"Blood\", -5,0,0)\n        PETE OOO 5\n        PETE OOOO 5\n        loop\n       Death:\n\tPETE Z 0 A_Jump (16,4)\n        PETE O 0 A_Jump (32,4)\n        PETE O 0 A_Jump (64,4)\n        PETE O 0 A_Jump (128,4)\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n        Wait\n        PETE O -1 A_CheckPlayerDone\n\t}\n}\n\n/*actor GhostBusterTraps : Weapon\n{\nWeapon.SlotNumber 2\nWeapon.SelectionOrder 100\ninventory.icon \"GBTRAPZ\"\nWeapon.AmmoUse2 1\nWeapon.AmmoGive 10\nWeapon.AmmoType2 \"TrapAmmo\"\nobituary \"%o was caught in one of %k's ghost traps.\"\n+WEAPON.NOAUTOAIM\n//Weapon.AmmoGive2 0\n//Weapon.AmmoType2 \"TrapAmmo\"\nInventory.PickupMessage \"You got the Ghost Traps!\"\n+INVENTORY.UNDROPPABLE\n+AMMO_OPTIONAL\n+ALT_AMMO_OPTIONAL\nStates\n{\nSpawn:\nBPAK A 400\nloop\nSelect:\nTRAP C 0 A_Raise\nTRAP C 1 A_Raise\nLoop\nDeselect:\nTRAP C 0 A_Lower\nTRAP C 1 A_Lower\nLoop\nReady:\nTRAP C 1 A_WeaponReady\nloop\nFire:\nTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"RaiseDet\")\nTRAP C 0 A_PlaySoundEx(\"weapons/trapdetonate\",\"Voice\")\nTRAP D 5 A_GiveInventory(\"DetonateCheck\",1)\nTRAP C 10 A_TakeInventory(\"DetonateCheck\",999)\nGoto Ready\nAltfire:\nTRAP C 0 A_JumpIfInventory(\"GhostTrapCheck\",1,\"NewTrap\")\nTRAP C 0 A_JumpIfNoAmmo(\"NoAmmo\")\nTRAP C 0 A_GiveInventory(\"GhostTrapCheck\",1)\nTRAP C 1 offset (0, 40)\nTRAP C 1 offset (0, 50)\nTRAP C 1 offset (0, 60)\nTRAP C 1 offset (0, 70)\nTRAP C 1 offset (0, 80)\nTRAP C 1 offset (0, 90)\nGoto NewTrap\nNewTrap:\nTRAP A 1 offset (0, 60) A_JumpIfNoAmmo(\"RaiseDet\")\nTRAP A 1 offset (0, 50)\nTRAP A 1 offset (0, 40)\nTRAP A 0 offset (0, 0) A_TakeInventory(\"TrapAmmo\",1)\nTRAP B 1 offset (0, 0) A_SpawnItemEx(\"GhostTrap\", 16, 4, 32, 6, 0, 0, 0, 16, 0)\nTRAP B 1 offset (0, 20)\nTRAP B 1 offset (0, 30)\nTRAP B 1 offset (0, 40)\nTRAP B 1 offset (0, 50)\nTRAP B 1 offset (0, 60)\nTRAP B 1 offset (0, 70)\nTRAP B 1 offset (0, 80)\nTRAP B 1 offset (0, 90)\nTRAP B 1 offset (0, 100)\nTNT1 AAA 1 offset (0, 100) A_WeaponReady\nGoto RaiseDet\nRaiseDet:\nTRAP C 1 offset (0, 110) A_TakeInventory(\"GhostTrapCheck\",999)\nTRAP C 1 offset (0, 100)\nTRAP C 1 offset (0, 90)\nTRAP C 1 offset (0, 80)\nTRAP C 1 offset (0, 70)\nTRAP C 1 offset (0, 60)\nTRAP C 1 offset (0, 50)\nTRAP C 1 offset (0, 40)\nGoto Ready\nNoAmmo:\nTRAP C 15 A_PlaySoundEx(\"weapons/grenadeno\",\"Voice\")\nGoto Ready\n}\n}*/\n\nactor GhostBusterPlasma : Weapon\n{\nWeapon.SlotNumber 1\nWeapon.SelectionOrder 100\ninventory.icon \"GBGUN1\"\nWeapon.AmmoUse 1\nWeapon.AmmoGive 200\nWeapon.AmmoType \"ProtonCharge\"\nobituary \"%o was zapped by %k's proton pack.\"\n+WEAPON.NOAUTOAIM\n//Weapon.AmmoGive2 0\n//Weapon.AmmoType2 \"TrapAmmo\"\nInventory.PickupMessage \"You got the Proton Pack!\"\n+INVENTORY.UNDROPPABLE\n+AMMO_OPTIONAL\nStates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nGoto Hold\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 1, 8, 3)\nPACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 0, 8, 3)\nPACK D 1 A_Refire\nPACK D 3 A_ClearReFire\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK D 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\nPACK CBA 1\ngoto Ready+9\nAltfire:\nPACK A 0 A_JumpIfInventory(\"TransformAmmo\",1,\"Transform\")\nPACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\nGoto Ready+9\nTransform:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1 A_GiveInventory(\"AbsorbCount\",1)\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\nDowngrade:\nPACK A 0 A_TakeInventory(\"GBCancel\")\nGoto Ready+9\n}\n}\n\nactor AbsorbCount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 999\n}\n\nactor GhostBusterEcho : GhostBusterPlasma\n{\nWeapon.AmmoUse 4//6\ninventory.icon \"GBGUN3\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK T 3\nPACK U 2\nGoto Hold\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK O 0 A_PlaySoundEx(\"echoshot\",\"Weapon\")\nPACK U 1 A_FireCustomMissile(\"EchoShot\", 0, 1, 0, 3)\nPACK U 1 offset (0, 37)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (30, 62)\nPACK U 1 offset (25, 57)\nPACK U 1 offset (20, 52)\nPACK U 1 offset (15, 75)\nPACK U 1 offset (10, 47)\nPACK U 1 offset (5, 42)\nPACK U 1 offset (0, 37)\nPACK U 3 offset (0, 32)\nPACK D 0 //A_JumpIfNoAmmo(\"Firefail4\")\nPACK U 1 A_Refire\nPACK T 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor GhostBusterBone : GhostBusterPlasma\n{\nWeapon.AmmoUse 34//36//30//40\ninventory.icon \"GBGUN4\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK A 0 A_GiveInventory(\"UsingBoneCannon\",1)\nPACK A 1\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 1\nPACK M 1\nPACK Q 1\nPACK P 0 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK P 2\nGoto Hold\nHold:\nPACK P 1\nPACK P 0 A_ReFire\nPACK P 4 offset (30, 62)\nPACK P 0 A_PlaySound (\"boneshot\", 7, 1.0, 0, ATTN_NORM)\nPACK P 0 offset (30, 62) A_RailAttack(80, 8, 1, \"white\", \"none\", 1)\nPACK P 3 offset (20, 52)\nPACK P 3 offset (10, 47)\nPACK P 3 offset (0, 37)\nPACK P 14//12\nPACK P 3\nPACK Q 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nPACK A 0 A_TakeInventory(\"UsingBoneCannon\",999)\nGoto Ready+9\nFirefail:\nPACK P 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor UsingBoneCannon : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor GhostBusterBlood : GhostBusterPlasma\n{\nWeapon.AmmoUse 2\ninventory.icon \"GBGUN5\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK N 3\nPACK O 2\nGoto Hold\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nHold:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK R 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 1, 0, 3)\nPACK S 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\nPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\nPACK O 1 A_Refire\nPACK N 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPACK D 0 A_ClearReFire\nPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor GhostBusterIce : GhostBusterPlasma\n{\nWeapon.AmmoUse 6//8\ninventory.icon \"GBGUN6\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nGoto Hold\nHold:\nPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\nPAC2 E 0 A_TakeInventory(\"ProtonCharge\",8)\nTNT1 A 0 A_PlayWeaponSound(\"icerain\")\nPAC2 ABCDCBA 2 A_SpawnItemEx(\"IceFallSpawner\", random(-200,200), random(-200,200), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\nPAC2 E 3 A_Refire\nPAC2 E 3 A_ClearReFire\nPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK U 0 A_ClearReFire\nPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nGoto Ready+9\nFirefail2:\nPAC2 E 0 A_ClearReFire\nPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\nPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor IceFallSpawner\n{\n+SKYEXPLODE\nPROJECTILE\n-SOLID\n+NOGRAVITY\n+CEILINGHUGGER\nradius 1\nheight 8\nspeed 0\nStates\n{\nSpawn:\nDeath:\nTNT1 A 0\nTNT1 AA 1 A_SpawnItemEx(\"IceFall\",1,0,-1,0,0,-22)\nstop\n}\n}\n\nactor IceFall\n{\nHeight 5\nRadius 5\nscale 0.4\nBounceFactor 0.3\nBounceCount 4\nPROJECTILE\nDamage 5\n-NOGRAVITY\nSpeed 46\nreactiontime 30\nStates\n{\nSpawn:\nBNT2 G 1 bright A_SpawnItemEx(\"IceFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nBNT2 H 1 bright A_SpawnItemEx(\"IceFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\nloop\nDeath:\nBNT2 A 0 A_PlaySound(\"imp/shotx\")\nBNT2 A 0 A_Explode(20, 80, 0)\nBNT2 ABCDEF 3 bright\nstop\n}\n}\n\nactor IceFallTrail\n{\n+CLIENTSIDEONLY\n-SOLID\nscale 0.4\n+NOGRAVITY\n+BRIGHT\nHeight 0\nRadius 0\nrenderstyle add\nalpha 0.8\nStates\n{\nSpawn:\nBNT2 G 1 A_FadeOut(0.15)\nloop\n}\n}\n\nactor IceFallTrail2 : IceFallTrail\n{\nStates\n{\nSpawn:\nBNT2 H 1 A_FadeOut(0.1)\nstop\n}\n}\n\nactor GhostBusterSoul : GhostBusterPlasma\n{\nWeapon.AmmoUse 7//10\ninventory.icon \"GBGUN2\"\nstates\n{\nSpawn:\nBPAK A 400\nLoop\nReady:\nPACK J 1\nPACK I 1\nPACK H 1\nPACK G 1\nPACK F 1\nPACK E 1\nPACK D 1 A_PlaySound(\"pack/heatup\")\nPACK C 1\nPACK B 1\nPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\nPACK A 1 A_WeaponReady\nGoto Ready + 9\nSelect:\nTNT1 A 1 A_Raise\nLoop\nDeselect:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nTNT1 A 1 A_Lower\nGoto Deselect+9\nFire:\nPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\nPACK B 1\nPACK C 1\nPACK D 1\nPACK L 3\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK V 3\nPACK W 2\nGoto Hold\nHold:\nPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\nPACK W 0 A_TakeInventory(\"ProtonCharge\",5)\nPACK W 2 A_FireCustomMissile(\"SoulBlast\", 0, 0, 6, 3)\nPACK W 1 offset (0, 32)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (11, 42)\nPACK W 1 offset (8, 37)\nPACK W 1 offset (0, 32)\nPACK W 1 A_Refire\nPACK V 3 A_ClearReFire\nPACK M 3 A_PlaySound(\"pack/change1\")\nPACK CBA 1\nGoto Ready+9\nFirefail:\nPACK A 0 A_ClearReFire\nPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\nGoto Ready+9\nFirefail2:\nPACK W 0 A_ClearReFire\nPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\nPACK V 3 A_PlaySound(\"pack/change1\")\nPACK M 3\nPACK L 2\nPACK CBA 1\ngoto Ready+9\nDowngrade:\nPACK B 1\nPACK C 1\nPACK D 1\nPACK E 1\nPACK F 1\nPACK G 1\nPACK H 1\nPACK I 1\nPACK J 1\nPACK J 20 ACS_ExecuteAlways(981,0)\nGoto Ready\n}\n}\n\nactor SoulBlast\n{\nPROJECTILE\nscale 0.6\nSpeed 35\n+SEEKERMISSILE\nHeight\t7\nRadius\t6\nrenderstyle add\ndeathsound \"weapons/arrowexplode\"\nseesound \"gbsoul\"\nalpha 0.8\ntranslation \"112:127=80:111\"\ndamage 5\nstates\n{\nSpawn:\nSPIR P 0\nSPIR P 1 A_Jump(256,0,5,10,15,20,25)\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR PPPPP 0 A_BishopMissileWeave\nSPIR P 0\ngoto Flying\nFlying:\nSPIR P 0 A_SpawnItem(\"SoulFadefx\")\nSPIR P 0 A_SeekerMissile (5, 15)\nSPIR P 1 A_BishopMissileWeave\nloop\nDeath:\nOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\nstop\n}\n}\n\nactor SoulFadefx\n{\n+CLIENTSIDEONLY\n- SOLID\n+NOGRAVITY\nheight 1\nradius 1\nscale 0.18\nrenderstyle translucent\nalpha 1.0\ntranslation \"112:127=80:111\"\nStates\n{\nSpawn:\nOXPL ACEGIKM 1 A_FadeOut(0.2)\nstop\n}\n}\n\nactor EchoShot\n{\nRadius\t\t10\nSpeed\t\t32//25\nHeight\t\t10\ndamage (40)\nPROJECTILE\nrenderstyle none\nseesound \"echobounce\"\n+DOOMBOUNCE\nbouncecount 3\nbouncefactor 1.0\nreactiontime 80\nwallbouncefactor 1.0\nstates\n{\nSpawn:\nTNT1 A 0 A_CountDown\nTNT1 A 1 A_SpawnItem(\"EchoWave\")\nloop\n}\n}\n\nactor EchoWave\n{\n+CLIENTSIDEONLY\n- SOLID\n+NOGRAVITY\nheight 1\nradius 1\nscale 0.2\nrenderstyle translucent\nalpha 1.0\ntranslation \"112:127=224:231\"\nstates\n{\nSpawn:\nPR2E OMKIGECA 1 bright A_FadeOut(0.04)\nstop\n}\n}\n\nACTOR Bloodslime\n{\nRadius\t\t6\nHeight\t\t12\nSpeed\t\t60\nDamage\t(12)//9//20\nPROJECTILE\n-NOGRAVITY\nrenderstyle translucent\nalpha 1.0\nSeeSound \"\"\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 2 ThrustThingZ (0, random(0,8), random(0,1), 1)\nSLIM BC 3 A_SpawnItem(\"NashGore_FlyingBloodTrail\",0,0,0,1)\nSLIM C 0 A_FadeOut(0.05)\nGoto Spawn+3\nDeath:\nTNT1 A 3 A_PlaySound(\"Slime1\")\nStop\n}\n}\n\nactor KilledMeGB : KilledMe replaces KilledMe\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 A_GiveInventory(\"KilledCount\",1)\nTNT1 A 0 ACS_ExecuteAlways(978,0,0)\nTNT1 A 0 ACS_ExecuteAlways(981,0,0)\nstop\n}\n}\n\n/*actor GhostTrapCheck : Inventory\n{\nInventory.PickupMessage \"GO GO JESUS RANGERS!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Inventory.Icon \"CELLA0\"\n    States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor DetonateCheck : Inventory\n{\nInventory.PickupMessage \"GO GO JESUS RANGERS!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n  Inventory.Icon \"CELLA0\"\n    States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}*/\n\nACTOR ProtonCharge : Ammo\n{\n+INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Proton charge!\"\n  Inventory.Amount 150\n  Inventory.MaxAmount 150//200\n  Ammo.BackpackAmount 150\n  Ammo.BackpackMaxAmount 200\n  Inventory.Icon \"CELLA0\"\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nACTOR TransformAmmo : Ammo\n{\n+INVENTORY.IGNORESKILL\n  Inventory.PickupMessage \"Proton charge!\"\n  Inventory.Amount 1\n  Inventory.MaxAmount 100\n  States\n  {\n  Spawn:\n    CELL A -1\n    Stop\n  }\n}\n\nactor GhostBusterBall\n{\ndecal \"ProtonDecal\"\nscale 0.8\nrenderstyle add\nalpha 0.95\nPROJECTILE\n+RANDOMIZE\n+notimefreeze\ndamagetype \"Proton\"\nspeed 38\nradius 4\nheight 4\nDamage 2\nseesound \"weapons/protonpackfire\"\ndeathsound \"weapons/plasmax\"\nStates\n{\nSpawn:\nPROT AB 2 bright\nLoop\nDeath:\nPROT EFGHIJK 2 bright\nStop\n}\n}\n\n/*actor GhostTrap\n{\nradius 5\nscale 0.8\nheight 16\nrenderstyle translucent\nalpha 1.0\nPROJECTILE\n-CANBLAST\ndamagetype \"Ghosttrap\"//Grenade\n- NOLIFTDROP\n- NOGRAVITY\nObituary \"%o was caught in one of %k's ghost traps.\"\nStates\n{\nSpawn:\nGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\nGTRP E 0 A_GiveInventory(\"Trapcount\",1)\nGTRP E 0 A_JumpIfInventory(\"Trapcount\",2100,\"Spawn2\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\nLoop\nSpawn2:\nGTRP E 0 A_SpawnItem(\"BulletPuff\",0,6)\nGTRP E 0 A_PlaySoundEx(\"weapons/trapzip\", \"Voice\")\nGTRP E 1 A_JumpIfInTargetInventory(\"DetonateCheck\", 1, \"Death2\")\nGTRP E 0 A_GiveInventory(\"Trapcount\",1)\nGTRP E 0 A_JumpIfInventory(\"Trapcount\",2275,\"Smoke\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"Fadeout\")\nGoto Spawn2+2\nSmoke:\nGTRP H 0 A_PlaySoundEx(\"weapons/arrowexplode\", \"Voice\")\nGTRP H 0 A_SpawnItemEx(\"GBExplosion\", 0, 0, 8, 0, 0, 0, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 0 A_SpawnItemEx(\"GBFirey\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 4 A_SpawnItemEx(\"GBSmokeLarge\", random(-2,2), random(-2,2), 8, 0, 0, 1, 0, 128, 0)\nGTRP H 60\nGoto Fadeout\nDeath:\nGRTP E 0 A_PlaySound(\"weapons/traphit\")\nGTRP E 0 A_JumpIf(waterlevel == 2, \"FadeOut\")\nGTRP E 0 A_ChangeFlag(\"MISSILE\",0)\nGTRP E 1 A_ChangeFlag(\"NOBLOCKMAP\",0)\nGoto Spawn\nDeath2:\nGTRP A 0 A_PlaySound(\"weapons/trapcharge\")\nGTRP A 5\nGTRP A 0 A_PlaySound(\"weapons/trap\")\nGTRP A 5 A_SpawnItem(\"GhostTrapFX\")\nGTRP AAAAAAAAAAAAA 8 A_Explode(32, 128, 0)\nGTRP A 8\nGTRP H 20\nGoto Fadeout\nFadeout:\nGTRP H 1 A_FadeOut(0.05)\nLoop\n}\n}\n\nactor GBExplosion\n{\nrenderstyle translucent\nalpha 1.0\nscale 0.2\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nradius 1\nheight 1\nStates\n{\nSpawn:\nNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}\nACTOR GBSmokeLarge : BulletPuff\n{\n+CLIENTSIDEONLY\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.3\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\t//-----------------------\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}*/\n\nACTOR GBFirey : BulletPuff\n{\n+CLIENTSIDEONLY\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.17\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}\n\n/*actor Trapcount : Inventory\n{\ninventory.amount 1\ninventory.maxamount 2275\nstates\n{\nSpawn:\nPLAY A 1\nloop\n}\n}\n\nactor TrapAmmo : Ammo\n{\n  inventory.pickupmessage \"Picked up a new trap.\"\n  inventory.amount 1\n  inventory.maxamount 50\n  inventory.icon \"GTRPE0\"\n  ammo.backpackamount 10\n  ammo.backpackmaxamount 100\n  states\n  {\n  Spawn:\n    GTRP E -1\n    stop\n  }\n}\n\nactor GhostTrapFX\n{\n- SOLID\nscale 0.8\n//+NOGRAVITY\nrenderstyle add\nalpha 8.0\nheight 5\nradius 7\nStates\n{\nSpawn:\nGTRP BCDCDCDCDCDCDCDCDCDCDB 5 bright\nStop\n}\n}\n\nactor GBTrapDelayer : PowerDamage\n{\ndamagefactor \"nothing\", 1.0\npowerup.duration 42//35//85\n//inventory.icon \"JMORPH\"\n}*/\n\n    actor GhostBusterPlasma : Weapon\n    {\n    Weapon.SlotNumber 1\n    Weapon.SelectionOrder 100\n    inventory.icon \"GBGUN1\"\n    Weapon.AmmoUse 1\n    Weapon.AmmoGive 200\n    Weapon.AmmoType \"ProtonCharge\"\n    obituary \"%o was zapped by %k's proton pack.\"\n    +WEAPON.NOAUTOAIM\n    //Weapon.AmmoGive2 0\n    //Weapon.AmmoType2 \"TrapAmmo\"\n    Inventory.PickupMessage \"You got the Proton Pack!\"\n    +INVENTORY.UNDROPPABLE\n    +AMMO_OPTIONAL\n    States\n    {\n    Spawn:\n    BPAK A 400\n    Loop\n    Ready:\n    PACK J 1\n    PACK I 1\n    PACK H 1\n    PACK G 1\n    PACK F 1\n    PACK E 1\n    PACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n    PACK C 1\n    PACK B 1\n    PACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n    PACK A 1 A_WeaponReady\n    Goto Ready + 9\n    Select:\n    TNT1 A 1 A_Raise\n    Loop\n    Deselect:\n    PACK B 1\n    PACK C 1\n    PACK D 1\n    PACK E 1\n    PACK F 1\n    PACK G 1\n    PACK H 1\n    PACK I 1\n    PACK J 1\n    TNT1 A 1 A_Lower\n    Goto Deselect+9\n    Fire:\n    PACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n    PACK B 1\n    PACK C 1\n    PACK D 1\n    Goto Hold\n    Hold:\n    PACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n    PACK D 2 A_FireCustomMissile(\"GhostbusterBall\", 0, 1, 8, 3)\n    PACK D 1 A_Refire\n    PACK D 3 A_ClearReFire\n    PACK CBA 1\n    Goto Ready+9\n    Firefail:\n    PACK D 0 A_ClearReFire\n    PACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n    Goto Ready+9\n    Firefail2:\n    PACK D 0 A_ClearReFire\n    PACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n    PACK CBA 1\n    goto Ready+9\n    Altfire:\n    PACK A 0 A_JumpIfInventory(\"TransformAmmo\",1,\"Transform\")\n    PACK A 20 A_PlaySoundEx(\"gbupgradefail\",\"Voice\")\n    Goto Ready+9\n    Transform:\n    PACK B 1\n    PACK C 1\n    PACK D 1\n    PACK E 1\n    PACK F 1\n    PACK G 1\n    PACK H 1\n    PACK I 1\n    PACK J 1 A_GiveInventory(\"AbsorbCount\",1)\n    PACK J 20 ACS_ExecuteAlways(981,0)\n    Goto Ready\n    Downgrade:\n    PACK A 0 A_TakeInventory(\"GBCancel\")\n    Goto Ready+9\n    }\n    }\n\nActor GhostBusterSoul : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 7\n\tInventory.Icon \"GBGUN2\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySound(\"pack/heatup\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK V 3\n\t\tPACK W 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK W 0 A_TakeInventory(\"ProtonCharge\",7)\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\", 0, 0, 6, 3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK W 0 A_ClearReFire\n\t\tPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK V 3 A_PlaySound(\"pack/change1\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tDownGrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SoulBlast\n{\n\tSpeed 35\n\tHeight\t7\n\tRadius\t6\n\tScale 0.6\n\tDamage 5\n\tAlpha 0.8\n\tRenderStyle Add\n\tTranslation \"112:127=80:111\"\n\tSeeSound \"GBSoul\"\n\tDeathSound \"Weapons/ArrowExplode\"\n\tPROJECTILE\n\t-SEEKERMISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tSPIR P 0\n\t\tSPIR P 1 A_Jump(256,0,5,10,15,20,25)\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR PPPPP 0 A_BishopMissileWeave\n\t\tSPIR P 0\n\t\tGoto Flying\n\tFlying:\n\t\tSPIR P 0 A_SpawnItem(\"SoulFadefx\")\n\t\tSPIR P 0 A_SeekerMissile (5, 15)\n\t\tSPIR P 1 A_BishopMissileWeave\n\t\tLoop\n\tDeath:\n\t\tOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nActor GhostBusterBlood2 : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 6\n\tInventory.Icon \"GBGUN7\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 0 A_TakeInventory(\"ProtonCharge\",6)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Slime1\")\n\t\tPAC2 ABCDCBA 2 A_SpawnItemEx(\"BloodFallSpawner\", random(-150,150), random(-150,150), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor BloodFallSpawner\n{\n\tSpeed 0\n\tRadius 1\n\tHeight 8\n\tPROJECTILE\n\t-SOLID\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\t+CEILINGHUGGER\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 AA 1 A_SpawnItemEx(\"BloodFall\",1,0,-1,0,0,-22)\n\t\tStop\n\t}\n}\n\nActor BloodFall\n{\n\tSpeed 46\n\tHeight 5\n\tRadius 5\n\tDamage 5\n\tBounceFactor 0.3\n\tBounceCount 4\n\tReactionTime 30\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tSLIM A 1 A_SpawnItemEx(\"BloodFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tSLIM B 1 A_SpawnItemEx(\"BloodFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tSLIM C 1 A_SpawnItemEx(\"BloodFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tSLIM A 1 A_SpawnItemEx(\"BloodFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tSLIM B 1 A_SpawnItemEx(\"BloodFallTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tSLIM C 1 A_SpawnItemEx(\"BloodFallTrail2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tLoop\n\tDeath:\n\t\tSLIM A 0 A_PlaySound(\"Slime1\")\n\t\tSLIM A 0 A_Explode(20, 80, 0)\n\t\tSLIM ABC 3\n\t\tStop\n\t}\n}\n\nActor BloodFallTrail\n{\n\tHeight 0\n\tRadius 0\n\tAlpha 0.8\n\t+CLIENTSIDEONLY\n\t-SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tSLIM ABC 1 A_FadeOut(0.15)\n\t\tLoop\n\t}\n}\n\nActor BloodFallTrail2 : BloodFallTrail\n{\n\tStates\n\t{\n\tSpawn:\n\t\tSLIM ABC 1 A_FadeOut(0.1)\n\t\tStop\n\t}\n}\n\nActor GhostBusterSoul2 : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 6\n\tinventory.icon \"GBGUN8\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySound(\"pack/heatup\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK V 3\n\t\tPACK W 2\n\tHold:\n\t\tPACK W 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK W 0 A_JumpIfInventory(\"DoublePistolChecker\",1,\"Double\")\n\tSingle:\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",0,1,3)\n\t\tPACK W 0 A_GiveInventory(\"DoublePistolChecker\",1)\n\t\tGoto End\n\tDouble:\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",15,1,3)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",-15,0,3)\n\t\tPACK W 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tGoto End\n\tEnd:\n\t\tPACK W 2\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK W 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK W 0 A_ClearReFire\n\t\tPACK W 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK V 3 A_PlaySound(\"pack/change1\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SoulBlast2\n{\n\tSpeed 35\n\tDamage 3\n\tHeight\t7\n\tRadius\t6\n\tScale 0.6\n\tRenderStyle Add\n\tDeathSound \"Weapons/ArrowExplode\"\n\tSeeSound \"GBSoul\"\n\tAlpha 0.8\n\tTranslation \"112:127=80:111\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tstates\n\t{\n\tSpawn:\n\t\tSPIR P 0 A_SpawnItem(\"SoulFadefx\")\n\t\tSPIR P 1 A_SeekerMissile(10,20)\n\t\tLoop\n\tDeath:\n\t\tOXPL ABCDEFGHIJKLM 1 A_FadeOut(0.01)\n\t\tStop\n\t}\n}\n\nActor GhostBusterFire : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 30\n\tInventory.Icon \"GBGUN9\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK N 3\n\t\tPACK O 2\n\t\tGoto Hold\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 26 A_FireCustomMissile(\"GBFire\",random(-3,3),1,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GBFire\n{\n\tSpeed 40\n\tRadius 5\n\tHeight 5\n\tScale 0.2\n\tAlpha 0.8\n\tRenderStyle Add\n\tDamage 0\n\tDamageType \"Proton\"\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tSeeSound \"CassattFlame\"\n\tDecal \"Scorch\"\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tFNUK AB 3 bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,0,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,45,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,180,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,-135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,-90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"GBFire2\",0,0,-45,2)\n\t\tGLO6 A 1 bright A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tStop\n\t}\n}\n\nActor GBFire2 : ArchvileFire\n{\n\tSpeed 5\n\tDamage 1\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tPROJECTILE\n\t+MISSILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\t\tFIRE A 2 bright A_StartFire\n\t\tFIRE B 2 bright A_Fire\n\t\tFIRE C 2 bright A_FireCrackle\n\t\tFIRE D 2 bright A_Fire\n\t\tFIRE E 2 bright A_FireCrackle\n\t\tFIRE FGH 2 bright A_Fire\n\t\tStop\n\t}\n}\n\nActor GhostBusterEcho2 : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 15\n\tinventory.icon \"GBGUN10\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK T 3\n\t\tPACK U 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK O 0 A_PlaySoundEx(\"EchoShot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot2\",0,1,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 30 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor EchoShot2\n{\n\tSpeed 20\n\tRadius 15\n\tHeight 15\n\tDamage 0\n\tBounceCount 3\n\tBounceFactor 1.0\n\tReactionTime 80\n\tRenderStyle None\n\tSeeSound \"EchoBounce\"\n\tWallBounceFactor 1.0\n\tPROJECTILE\n\t+DOOMBOUNCE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_CountDown\n\t\tTNT1 AAAAAAAAAAAAAAA 1 A_SpawnItem(\"EchoWave2\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,0,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,45,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,180,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,-135,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,-90,2)\n\t\tTNT1 A 0 A_CustomMissile(\"EchoShot3\",0,0,-45,2)\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor EchoShot3 : EchoShot\n{\n\tDamage (15)\n}\n\nActor EchoWave2\n{\n\tHeight 1\n\tRadius 1\n\tScale 0.4\n\tAlpha 1.0\n\tRenderStyle Translucent\n\tTranslation \"112:127=224:231\"\n\t+CLIENTSIDEONLY\n\t-SOLID\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPR2E OMKIGECA 1 bright A_FadeOut(0.04)\n\t\tstop\n\t}\n}\n\nActor GhostBusterDrain : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 10\n\tinventory.icon \"GBGUN11\"\n\tstates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK T 3\n\t\tPACK U 2\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK U 1 A_FireCustomMissile(\"HPDrainer\",0,1,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 3 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK U 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK T 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor HPDrainer\n{\n\tSpeed 60\n\tRadius 4\n\tHeight 4\n\tScale 0.1\n\tAlpha 0.8\n\tDamage (10)\n\tDamageType \"Drainer\"\n\tRenderStyle Translucent\n\tSeeSound \"weapons/protonpackfire\"\n\tDeathSound \"weapons/plasmax\"\n\tPROJECTILE\n\t+RANDOMIZE\n\tStates\n\t{\n\tSpawn:\n\t\tHPDR A 1 bright\n\t\tLoop\n\tDeath:\n\t\tHPDR ZZZZZ 1 A_SpawnItemEx(\"BlizzardExplode\",random(20,-20),random(20,-20),random(20,-20))\n\t\tStop\n\t}\n}\n\nActor GhostBusterSmoke : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 3\n\tInventory.Icon \"GBGUN12\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK N 3\n\t\tPACK O 2\n\t\tGoto Hold\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPAC2 E 0 A_PlaySoundEx(\"MistySpin\",\"Body\")\n\t\tPAC2 E 5 A_FireCustomMissile(\"GhostSmoke\",1,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK A 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK O 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPACK N 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GhostSmoke\n{\n\n\tDamage 1\n\tSpeed 10\n\tRadius 10\n\tRenderStyle Translucent\n\tDamageType \"Misty\"\n\tObituary \"%o was zapped by %k's proton pack.\"\n\tAlpha 0.7\n\tScale 0.5\n\tHeight 10\n\tPROJECTILE\n\t+RIPPER\n\t+DOOMBOUNCE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tSMIS AAAAAAAAAAAAAAA 5 A_FadeOut(0.05)\n\t\tStop\n\tDeath:\n\t\tSMIS X 0\n\t\tStop\n\t}\n}\n\nActor GhostBusterStrength : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 3\n\tInventory.Icon \"GBGUN13\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tGoto Hold\n\tHold:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK D 3 A_FireCustomMissile(\"GhostBusterSuperBall\",0,1,8,3)\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK D 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Voice\")\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor GhostBusterSuperBall : GhostBusterBall\n{\n\tScale 1.85\n\tDamage (12)\n}\n\nActor GhostBusterRandom : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 10\n\tInventory.Icon \"GBGUN14\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready+9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK B 0 ACS_ExecuteAlways(905,0,0)\n\t\tPAC2 E 0 A_TakeInventory(\"ProtonCharge\",10)\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",15,\"Iodsa\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",14,\"Emtalic\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",13,\"Clowny\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",12,\"Misty\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",11,\"Yurei\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",10,\"SoulHarvester\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",9,\"Jugulum\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",8,\"Ravager\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",7,\"Eyesore\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",6,\"FrostBite\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",5,\"Choke\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",4,\"Jitterskull\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",3,\"Creeper\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",2,\"Sjas\")\n\t\tPAC2 E 0 A_JumpIfInventory(\"BusterAttack\",1,\"Normal\")\n\t\tGoto Normal\n\tNormal:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK DDDDDD 2 A_FireCustomMissile(\"GhostBusterBall\",0,0,8,3)\n\t\tPACK D 6\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tSjas:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK O 0 A_PlaySoundEx(\"EchoShot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot\",0,0,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 6 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tCreeper:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\",0,0,6,3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 2 A_FireCustomMissile(\"SoulBlast\",0,0,6,3)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tJitterskull:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK P 0 A_PlayWeaponSound(\"boneshot\")\n\t\tPACK P 3 offset (30, 62) A_RailAttack(80,8,0,\"white\",\"none\",1)\n\t\tPACK P 3 offset (20, 52)\n\t\tPACK P 3 offset (10, 47)\n\t\tPACK P 3 offset (0, 37)\n\t\tPACK P 6\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tChoke:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK R 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK S 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK R 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK S 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK R 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK S 2 A_FireCustomMissile(\"BloodSlime\", random(-3,3), 0, 0, 3)\n\t\tPACK O 0 A_PlaySoundEx(\"Slime1\",\"Weapon\")\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFrostBite:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"icerain\")\n\t\tPAC2 ABCDCBAABCDCBA 2 A_SpawnItemEx(\"IceFallSpawner\", random(-200,200), random(-200,200), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tEyesore:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Slime1\")\n\t\tPAC2 ABCDCBAABCDCBA 2 A_SpawnItemEx(\"BloodFallSpawner\", random(-150,150), random(-150,150), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tRavager:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",0,0,3)\n\t\tPACK W 2\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",15,0,3)\n\t\tPACK W 0 A_FireCustomMissile(\"SoulBlast2\",-15,0,3)\n\t\tPACK W 2\n\t\tPACK W 1 offset (0, 32)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 1 offset (11, 42)\n\t\tPACK W 1 offset (8, 37)\n\t\tPACK W 6 offset (0, 32)\n\t\tPACK W 1 A_Refire\n\t\tPACK W 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tPACK V 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySound(\"pack/change1\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tJugulum:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPAC2 E 18 A_FireCustomMissile(\"GBFire\",random(-3,3),0,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tSoulHarvester:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK O 0 A_PlaySoundEx(\"EchoShot\",\"Weapon\")\n\t\tPACK U 1 A_FireCustomMissile(\"EchoShot2\",0,0,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 6 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tYurei:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK U 1 A_FireCustomMissile(\"HPDrainer\",0,1,0,3)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (30, 62)\n\t\tPACK U 1 offset (25, 57)\n\t\tPACK U 1 offset (20, 52)\n\t\tPACK U 1 offset (15, 75)\n\t\tPACK U 1 offset (10, 47)\n\t\tPACK U 1 offset (5, 42)\n\t\tPACK U 1 offset (0, 37)\n\t\tPACK U 4 offset (0, 32)\n\t\tPACK U 1 A_Refire\n\t\tPACK T 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tMisty:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPAC2 E 0 A_PlaySoundEx(\"MistySpin\",\"Body\")\n\t\tPAC2 EE 3 A_FireCustomMissile(\"GhostSmoke\",random(-7,7),0,0,3)\n\t\tPAC2 E 0 A_PlaySoundEx(\"MistySpin\",\"Body\")\n\t\tPAC2 EE 3 A_FireCustomMissile(\"GhostSmoke\",random(-7,7),0,0,3)\n\t\tPACK O 1 A_Refire\n\t\tPACK N 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tClowny:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK DDDD 3 A_FireCustomMissile(\"GhostBusterSuperBall\",0,0,8,3)\n\t\tPACK D 6\n\t\tPACK D 1 A_Refire\n\t\tPACK D 3 A_ClearReFire\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tEmtalic:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK P 0 A_PlayWeaponSound(\"SawGearThrow\")\n\t\tPACK P 2 offset (30, 62) A_FireCustomMissile(\"SawMill\",random(2,-2),0,8,3)\n\t\tPACK P 2 offset (20, 52) A_FireCustomMissile(\"SawMill\",random(2,-2),0,8,3)\n\t\tPACK PPP 2 offset (10, 47) A_FireCustomMissile(\"SawMill\",random(2,-2),0,8,3)\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tIodsa:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\n\t\tPAC2 A 3 A_FireCustomMissile(\"RaiseNuke\",0,0,8,3)\n\t\tPAC2 A 3 offset (30, 62)\n\t\tPAC2 A 3 offset (20, 52)\n\t\tPAC2 A 3 offset (10, 47)\n\t\tPAC2 A 6 offset (0, 37)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK P 0 A_TakeInventory(\"BusterAttack\",999)\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor BusterAttack : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 999\n}\n\nActor GhostBusterSaw : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 1\n\tInventory.Icon \"GBGUN15\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK M 0 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPACK P 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tPACK P 0 A_PlayWeaponSound(\"SawGearThrow\")\n\t\tPACK P 2 offset (30, 62) A_FireCustomMissile(\"SawMill\",random(2,-2),1,8,3)\n\t\tPACK P 2 offset (20, 52) A_FireCustomMissile(\"SawMill\",random(2,-2),1,8,3)\n\t\tPACK P 2 offset (10, 47) A_FireCustomMissile(\"SawMill\",random(2,-2),1,8,3)\n\t\tPACK P 3 A_Refire\n\t\tPACK Q 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK P 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPACK D 0 A_ClearReFire\n\t\tPACK P 18 A_PlaySound(\"weapons/cyborgfail\")\n\t\tPACK Q 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor SawMill\n{\n\tRadius 5\n\tHeight 10\n\tSpeed 40\n\tScale 0.12\n\tDamage (8)\n\tBounceCount 0\n\tSeeSound \"SawGearThrow\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tSWBD ABCD 2\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor GhostBusterNuke : GhostBusterPlasma\n{\n\tWeapon.AmmoUse 45\n\tInventory.Icon \"GBGUN16\"\n\tStates\n\t{\n\tSpawn:\n\t\tBPAK A 400\n\t\tLoop\n\tReady:\n\t\tPACK J 1\n\t\tPACK I 1\n\t\tPACK H 1\n\t\tPACK G 1\n\t\tPACK F 1\n\t\tPACK E 1\n\t\tPACK D 1 A_PlaySoundEx(\"pack/heatup\",\"Weapon\")\n\t\tPACK C 1\n\t\tPACK B 1\n\t\tPACK A 0 A_JumpIfInventory(\"GBCancel\",1,\"Downgrade\")\n\t\tPACK A 1 A_WeaponReady\n\t\tGoto Ready + 9\n\tSelect:\n\t\tTNT1 A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tTNT1 A 1 A_Lower\n\tGoto Deselect+9\n\tFire:\n\t\tPACK D 0 A_JumpIfNoAmmo(\"Firefail\")\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK L 3\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tGoto Hold\n\tHold:\n\t\tPAC2 E 0 A_JumpIfNoAmmo(\"Firefail2\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"GBSoul\")\n\t\tPAC2 A 3 A_FireCustomMissile(\"RaiseNuke\",0,1,8,3)\n\t\tPAC2 A 3 offset (30, 62)\n\t\tPAC2 A 3 offset (20, 52)\n\t\tPAC2 A 3 offset (10, 47)\n\t\tPAC2 A 35 offset (0, 37)\n\t\tPAC2 E 3 A_Refire\n\t\tPAC2 E 3 A_ClearReFire\n\t\tPACK M 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK CBA 1\n\t\tGoto Ready+9\n\tFirefail:\n\t\tPACK U 0 A_ClearReFire\n\t\tPACK A 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tGoto Ready+9\n\tFirefail2:\n\t\tPAC2 E 0 A_ClearReFire\n\t\tPAC2 E 18 A_PlaySoundEx(\"weapons/cyborgfail\",\"Weapon\")\n\t\tPAC2 E 3 A_PlaySoundEx(\"pack/change1\",\"Weapon\")\n\t\tPACK M 3\n\t\tPACK L 2\n\t\tPACK CBA 1\n\t\tgoto Ready+9\n\tDowngrade:\n\t\tPACK B 1\n\t\tPACK C 1\n\t\tPACK D 1\n\t\tPACK E 1\n\t\tPACK F 1\n\t\tPACK G 1\n\t\tPACK H 1\n\t\tPACK I 1\n\t\tPACK J 1\n\t\tPACK J 20 ACS_ExecuteAlways(981,0)\n\t\tGoto Ready\n\t}\n}\n\nActor RaiseNuke\n{\n\tSpeed 30\n\tRadius 7\n\tHeight 5\n\tScale 0.3\n\tBounceCount 2\n\tBounceFactor 0.3\n\tReactionTime 5\n\tSeeSound \"GBSoul\"\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t-NOGRAVITY\n\tScale 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tGLO6 A 1 bright\n\t\tLoop\n\tDeath:\n        TNT1 A 0 A_PlaySound(\"BigExplosion\")\n\t\tRKEX AB 2 A_SpawnItemEx(\"RaiseBoom\",0,0,0)\n\t\tRKEX C 2 A_SpawnItemEx(\"RaiseBoom\",0,0,10)\n\t\tRKEX D 2 A_SpawnItemEx(\"RaiseBoom\",0,0,20)\n\t\tRKEX EF 2 A_SpawnItemEx(\"RaiseBoom\",0,0,30)\n\t\tRKEX GHI 2 A_SpawnItemEx(\"RaiseBoom\",0,0,40)\n\t\tRKEX JK 2 A_SpawnItemEx(\"RaiseBoom\",0,0,50)\n\t\tRKEX L 2 A_SpawnItemEx(\"RaiseBoom\",0,0,60)\n\t\tRKEX M 2 A_SpawnItemEx(\"RaiseBoom\",0,0,70)\n\t\tRKEX N 2 A_SpawnItemEx(\"RaiseBoom\",0,0,80)\n\t\tRKEX OPQ 2 A_SpawnItemEx(\"RaiseBoom\",0,0,90)\n\t\tRKEX RSTU 2 A_FadeOut\n\t\tStop\n\t}\n}\n\nActor RaiseBoom\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(120,90,1)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/NewEngineer.txt",
        "contents": "Actor Engineer : PlayerPawn\n{\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tscale 0.90\n\tlimitedtoteam 0\n\tplayer.soundclass \"engin\"\n\tplayer.displayname \"Engineer\"\n\tplayer.startitem \"NailGun\", 1\n\tplayer.startitem \"SteamCannon\", 1\n\tplayer.startitem \"SteamAmmo\", 5\n\tplayer.startitem \"SawAmmo\", 15\n\tplayer.startitem \"SawLauncher\", 1\n\tplayer.startitem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ColorRange 112, 127\n\tplayer.scoreicon \"ENGINST\"\n\tdamagefactor \"Grenade\", 0.3\n\tDamageFactor \"GhostTrap\", 0.0\n\tPainChance 256\n\tmass 400\n\tStates\n\t{\n\tSpawn:\n\t\tGO99 A 1\n\t\tLoop\n\tSee:\n\t\tGO99 AB 5\n\t\tGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGO99 CD 5\n\t\tGO99 A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tGO99 E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tGO99 F 6 BRIGHT\n\t\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tGO99 G 4 A_Pain\n\t\tGO99 G 4\n\t\tGoto Spawn\n\tPain.Creepstun:\n\t\tGO99 G 0 A_Pain\n\t\tGO99 G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tDeath.Creeper:\n\t\tGO99 A 0 A_PlaySoundEx(\"creeperattack\", \"Body\")\n\t\tGO99 A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tGO99 A 0 A_GiveToTarget(\"Creeperheal\",1)\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.Creepstun:\n\t\tGO99 A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tGO99 A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\",1)\n\t\tGO99 A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tGO99 H 5\n\t\tGO99 I 5 A_PlayerScream\n\t\tGO99 J 5 A_NoBlocking\n\t\tGO99 KLM 5\n\t\tGO99 N -1\n\t\tStop\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledEngineer\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tGO99 A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tGO99 G 1 A_PlaySound(\"gibbage/xsplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_EngineerBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"Health\",25)\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0,2)\n\t\tGO99 A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tGO99 A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tGO99 A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tGO99 A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tGO99 A 0 A_GiveToTarget(\"Health\",10)\n\t\tGO99 A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tGO99 HHHHH 1 A_FadeOut(0.05)\n\t\tGO99 A 0 A_PlayerScream\n\t\tGO99 IIIIIJJJJJKKKKK 1 A_FadeOut(0.05)\n\t\tGO99 A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0,4)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tGO99 A 0 A_GiveToTarget(\"TransEngineer\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tGO99 A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tGO99 A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tGO99 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tGO99 A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tGO99 A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tGO99 A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"Clip\",1)\n\t\tGO99 G 0 SetPlayerProperty(0,1,4)\n\t\tGO99 G 0 A_Stop\n\t\tGO99 GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGO99 A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tGO99 HHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGO99 I 0 A_PlayerScream\n\t\tGO99 IIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGO99 J 0 A_NoBlocking\n\t\tGO99 JJJJJKKKKKLLLLLMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGO99 NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGO99 N -1\n\t\tStop\n\tDeath.I4:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tGO99 A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tGO99 A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tGO99 A 0 A_GiveToTarget(\"Health\",10)\n\t\tGO99 A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tGO99 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tGO99 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor SawSpike\n{\n\tSpeed 0\n\tRadius 5\n\tHeight 5\n\tScale 0.5\n\tReactionTime 3600\n\tDamage 3\n\tDamageType \"Ice2\"\n\tDamageFactor \"Jitterskull\", 0.0\n\tDamageFactor \"SjasScream\", 0.0\n\tObituary \"%o fell over %k's Buzz Saw.\"\n\tPROJECTILE\n\t+NOCLIP\n\t+DONTBLAST\n\t+THRUGHOST\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tMETB H 20\n\t\tMETB H 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tMETB H 1 A_CountDown\n\t\tMETB H 0 A_JumpIfInTargetInventory(\"RocketAmmo\",1,\"FadeOut\")\n\t\tGoto Spawn+2\n\tDeath:\n\t\tMETB H 1\n\t\tStop\n\tFadeOut:\n\t\tMETB H 1 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Santa.txt",
        "contents": "Actor Santa : PlayerPawn\n{\n\tMass 400\n\tPlayer.SoundClass \"Santa\"\n\tPlayer.DisplayName \"Santa\"\n\tPlayer.StartItem \"SnowGun\", 1\n\tPlayer.StartItem \"StarLauncher\", 1\n\tPlayer.StartItem \"StarAmmo\", 5\n\tPlayer.StartItem \"HollyAmmo\", 15\n\tPlayer.StartItem \"HollyTraps\", 1\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ColorRange 112, 127\n\tPlayer.ScoreIcon \"SANTAST\"\n\tDamageFactor \"Grenade\", 0.5\n\tDamageFactor \"GhostTrap\", 0.0\n\tSpawnID 150\n\tLimitedToTeam 0\n\tPainChance 256\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tSANT A 1\n\t\tLoop\n\tSee:\n\t\tSANT AB 5\n\t\tSANT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tSANT CD 5\n\t\tSANT A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tGoto Spawn\n\tMissile:\n\t\tSANT E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tSANT F 6 bright\n\t\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tSANT G 4 A_Pain\n\t\tSANT G 4\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tSANT G 0 A_Pain\n\t\tSANT G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tDeath.Creeper:\n\t\tSANT A 0 A_PlaySoundEx(\"CreeperAttack\", \"Body\")\n\t\tSANT A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tSANT A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tSANT A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tSANT A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tSANT A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tSANT A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tSANT A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\",1)\n\t\tSANT A 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tSANT H 5\n\t\tSANT I 5 A_PlayerScream\n\t\tSANT J 5 A_NoBlocking\n\t\tSANT KLM 5\n\t\tSANT N -1\n\t\tStop\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledSanta\",1)\n\t\tSANT A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tSANT Z 0 A_GiveInventory(\"RocketAmmo\",1)\n\t\tSANT G 1 A_PlaySound(\"gibbage/xsplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_SantaBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"gibbage/playergib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tSANT A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tSANT A 0 A_GiveToTarget(\"Health\",25)\n\t\tSANT A 0 ACS_ExecuteAlways(997,0,2)\n\t\tSANT A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tSANT A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tSANT A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tSANT A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tSANT A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tSANT A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tSANT A 0 A_GiveToTarget(\"Health\",10)\n\t\tSANT A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tSANT HHHHH 1 A_FadeOut(0.05)\n\t\tSANT A 0 A_PlayerScream\n\t\tSANT IIIIIJJJJJKKKKK 1 A_FadeOut(0.05)\n\t\tSANT A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tSANT A 0 ACS_ExecuteAlways(997,0,4)\n\t\tSANT A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tSANT A 0 A_GiveToTarget(\"TransSanta\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tSANT A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tSANT A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tSANT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tSANT A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tSANT A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tSANT A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tSANT A 0 A_GiveToTarget(\"Clip\",1)\n\t\tSANT G 0 SetPlayerProperty(0,1,4)\n\t\tSANT G 0 A_Stop\n\t\tSANT GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tSANT A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tSANT A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tSANT HHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSANT I 0 A_PlayerScream\n\t\tSANT IIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSANT J 0 A_NoBlocking\n\t\tSANT JJJJJKKKKKLLLLLMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSANT NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tSANT N -1\n\t\tStop\n\tDeath.I4:\n\t\tSANT A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tSANT A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tSANT A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tSANT A 0 A_GiveToTarget(\"Health\",10)\n\t\tSANT A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tSANT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tSANT A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor SnowGun : Weapon\n{\n\tRadius 20\n\tHeight 16\n\tWeapon.SlotNumber 1\n\tWeapon.selectionorder 100\n\tWeapon.kickback 100\n\tObituary \"%o got snowed under by %k.\"\n\tInventory.icon \"SANTAWEP\"\n\tInventory.pickupmessage \"You got the Snow Gun!\"\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.DONTBOB\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tSNOB A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSNOB A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tSNOB A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tSNOB A 1 offset(2,32)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 2 offset(6,36) A_FireCustomMissile(\"SnowBall\", random(-4,4), 0, 8, 2)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 1 offset(2,32)\n\t\tSNOB A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 1 offset(8,38) A_FireCustomMissile(\"SnowBall2\", 0, 0, 8, 2)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 1 offset(8,38) A_FireCustomMissile(\"SnowBall2\", 0, 0, 8, 2)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 1 offset(8,38) A_FireCustomMissile(\"SnowBall2\", 0, 0, 8, 2)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 1 offset(10,40) A_FireCustomMissile(\"SnowBall2\", 0, 0, 8, 2)\n\t\tSNOB A 1 offset(26,44)\n\t\tSNOB A 1 offset(42,48)\n\t\tSNOB A 15 offset(58,52)\n\t\tSNOB A 1 offset(50,50)\n\t\tSNOB A 1 offset(42,48)\n\t\tSNOB A 1 offset(34,46)\n\t\tSNOB A 1 offset(26,44)\n\t\tSNOB A 1 offset(18,42)\n\t\tSNOB A 1 offset(10,40)\n\t\tSNOB A 1 offset(8,38)\n\t\tSNOB A 1 offset(4,34)\n\t\tSNOB A 0 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nActor SnowBall : FastProjectile\n{\n\tSpeed 42\n\tRadius 8\n\tHeight 4\n\tScale 0.2\n\tDamage 5\n\tDamageType \"Fire2\"\n\tDecal \"SnowHit\"\n\tSeeSound \"SantaSnowBall\"\n\tTranslation \"168:191=80:95\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tSNOB B 1\n\t\tGoto Spawn+1\n\tDeath:\n\t\tSNOB CDE 5\n\t\tStop\n\t}\n}\n\nactor SnowBall2 : SnowBall\n{\n\tSpeed 200\n}\n\nActor HollyTraps : Weapon\n{\n\tRadius 20\n\tHeight 16\n\tWeapon.SelectiOnorder 1500\n\tWeapon.KickBack 100\n\tWeapon.AmmoType \"HollyAmmo\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"HollyAmmo\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 8\n\tWeapon.SlotNumber 2\n\tObituary \"%o was caught on %k's Holly.\"\n\tInventory.PickupMessage \"You got a Holy pack!\"\n\tInventory.Icon \"SANTAHOL\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tHOLL A 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Ready2\")\n\t\tTNT1 A 1 A_WeaponReady\n\t\tGoto Ready+1\n\tReady2:\n\t\tHOLL A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tHOLL A 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Deselect2\")\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+1\n\tDeselect2:\n\t\tHOLL A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tHOLL A 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Select2\")\n\t\tTNT1 A 1 A_Raise\n\t\tGoto Select+1\n\tSelect2:\n\t\tHOLL A 1 offset(-1,0) A_Raise\n\t\tLoop\n\tAltFire:\n\t\tHOLL A 1 offset(-2,32)\n\t\tHOLL A 1 offset(-6,40)\n\t\tHOLL A 1 offset(-10,48)\n\t\tHOLL B 1 offset(-14,56) A_FireCustomMissile(\"Holly\", random(-3,3), 1, -6, 0)\n\t\tHOLL B 1 offset(-18,65)\n\t\tHOLL B 1 offset(-22,75)\n\t\tHOLL B 1 offset(-26,85)\n\t\tHOLL B 1 offset(-30,95)\n\t\tHOLL B 1 offset(-34,105)\n\t\tHOLL B 1 offset(-38,115)\n\t\tHOLL B 1 offset(0,120)\n\t\tHOLL B 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Select\")\n\t\tHOLL B 0 A_SelectWeapon(\"SnowGun\")\n\t\tGoto Ready\n\tFire:\n\t\tHOLL A 1 offset(-1,0)\n\t\tHOLL EFGHIJ 2\n\t\tGoto Hold\n\tHold:\n\t\tHOLL J 1\n\t\tHOLL J 0 A_Refire\n\t\tHOLL IGE 1\n\t\tHOLL B 1 A_FireCustomMissile(\"HollyThrown\", 0, 1, -6, 0)\n\t\tHOLL KLM 1\n\t\tTNT1 A 5 offset(0,120)\n\t\tHOLL B 0 A_JumpIfInventory(\"HollyAmmo\",1,\"Select\")\n\t\tHOLL B 0 A_SelectWeapon(\"SnowGun\")\n\t\tGoto Ready\n\t}\n}\n\nActor HollyAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 35\n}\n\nActor HollyThrown\n{\n\tDamage 6\n\tHeight 5\n\tRadius 5\n\tSpeed 50\n\tScale 0.5\n\tSeeSound \"HollyThrow\"\n\tDamageType \"Ice2\"\n\tObituary \"%o was cut by %k's holly.\"\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL OPOP 2\n\t\tHOLL O 2 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\tLoop\n\tDeath:\n\t\tHOLL O 0 A_SpawnItemEx(\"Holly\",0,0,0,0,0,-1)\n\t\tStop\n\t}\n}\n\nActor Holly\n{\n\n\tSpeed 10\n\tHeight 5\n\tRadius 5\n\tScale 0.5\n\tDamage (15)\n\tDamageType \"Ice2\"\n\tObituary \"%o was cut by %k's holly.\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL C 1 A_JumpIf(WaterLevel == 2, \"Death2\")\n\t\tHOLL C 0 A_GiveInventory(\"Clip\",1)\n\t\tHOLL C 0 A_JumpIfInventory(\"Clip\", 100, \"Death2\")\n\t\tLoop\n\tDeath:\n\t\tHOLL C 0 A_PlaySound(\"HollyLand\")\n\t\tHOLL C 0 A_CustomMissile(\"HollySpike\", 0, 0, 0, 0)\n\t\tStop\n\tDeath2:\n\t\tHOLL C 1\n\t\tStop\n\t}\n}\n\nActor HollySpike\n{\n\tHeight 5\n\tRadius 5\n\tScale 0.5\n\tSpeed 0\n\tDamage 3\n\tReactionTime 3600\n\tDeathSound \"HollyHit\"\n\tDamageType \"Ice2\"\n\tDamageFactor \"Jitterskull\", 0.0\n\tDamageFactor \"SjasScream\", 0.0\n\tPROJECTILE\n\t+NOCLIP\n\t-NOGRAVITY\n\t+THRUGHOST\n\tStates\n\t{\n\tSpawn:\n\t\tHOLL C 20\n\t\tHOLL C 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tHOLL C 0 A_PlaySound(\"HollySpike\")\n\t\tHOLL D 1 A_CountDown\n\t\tHOLL C 0 A_JumpIfInTargetInventory(\"RocketAmmo\", 1, \"FadeOut\")\n\t\tGoto Spawn+3\n\tDeath:\n\t\tHOLL D 1\n\t\tStop\n\tFadeOut:\n\t\tHOLL D 1 A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nActor StarLauncher : Weapon\n{\n\tObituary \"%o wished upon %k's Star launcher.\"\n\tRadius 20\n\tHeight 16\n\tWeapon.SlotNumber 3\n\tWeapon.SelectionOrder 300\n\tWeapon.KickBack 100\n\tWeapon.AmmoType1 \"StarAmmo\"\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"StarAmmo\"\n\tWeapon.AmmoUse2 1\n\tWeapon.AmmoGive 8\n\tInventory.PickupMessage \"You got the Star Launcher!\"\n\tInventory.Icon \"SANTASTA\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tSTAL A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tSTAL A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tSTAL A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tSTAL A 0 offset(0,33) A_PlayWeaponSound(\"StarLaunch\")\n\t\tSTAL A 0 offset(0,33) A_FireCustomMissile(\"StarProjectile\", 0, 1, 0, 2)\n\t\tSTAL A 1 offset(0,43)\n\t\tSTAL A 1 offset(0,53)\n\t\tSTAL A 1 offset(0,63)\n\t\tSTAL A 1 offset(0,73)\n\t\tSTAL A 8 offset(0,83)\n\t\tSTAL A 1 offset(0,80)\n\t\tSTAL A 1 offset(0,75)\n\t\tSTAL A 1 offset(0,70)\n\t\tSTAL A 1 offset(0,65)\n\t\tSTAL A 1 offset(0,60)\n\t\tSTAL A 1 offset(0,55)\n\t\tSTAL A 1 offset(0,50)\n\t\tSTAL A 1 offset(0,45)\n\t\tSTAL A 1 offset(0,40)\n\t\tSTAL A 1 offset(0,35)\n\t\tSTAL A 8 offset(0,33)\n\t\tSTAL A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tSTAL A 0 offset(0,33) A_PlayWeaponSound(\"StarLaunch\")\n\t\tSTAL A 0 offset(0,33) A_FireCustomMissile(\"StarProjectile2\", 0, 1, 0, 2)\n\t\tSTAL A 1 offset(0,43)\n\t\tSTAL A 1 offset(0,53)\n\t\tSTAL A 1 offset(0,63)\n\t\tSTAL A 1 offset(0,73)\n\t\tSTAL A 15 offset(0,83)\n\t\tSTAL A 1 offset(0,80)\n\t\tSTAL A 1 offset(0,75)\n\t\tSTAL A 1 offset(0,70)\n\t\tSTAL A 1 offset(0,65)\n\t\tSTAL A 1 offset(0,60)\n\t\tSTAL A 1 offset(0,55)\n\t\tSTAL A 1 offset(0,50)\n\t\tSTAL A 1 offset(0,45)\n\t\tSTAL A 1 offset(0,40)\n\t\tSTAL A 1 offset(0,35)\n\t\tSTAL A 8 offset(0,33)\n\t\tSTAL A 0 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nActor StarAmmo : Ammo\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 10\n}\n\nActor StarProjectile\n{\n\tSpeed 30\n\tHeight 5\n\tRadius 5\n\tScale 0.5\n\tAlpha 1.0\n\tDamage 3\n\tDamageType \"Grenade\"\n\tDeathSound \"StarHit\"\n\tRenderStyle Translucent\n\tPROJECTILE\n\t+SKYEXPLODE\n\t+SEEKERMISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tSTAL B 2 bright ThrustThingZ(0,-18,0,0)\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright ThrustThingZ(0,1,0,1)\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop1\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tSTAL B 0 bright A_SpawnItemEx(\"FallingStarDamage\", 0, 0, 0, 0, 0, -50, 0)\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop2\", 0, 0, 0, random(-10,10), random(-10,10), random(-25,-10), random(0,360))\n\t\tGoto Spawn+32\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"StarExplode\")\n\t\tTNT1 A 0 A_PlaySound(\"StarHit\")\n\t\tTNT1 A 0 A_Explode(6,128,1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop3\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop4\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\tGoto Death+1\n\t}\n}\n\nActor StarProjectile2 : StarProjectile\n{\n\tSpeed 5\n\tReactionTime 60\n\tStates\n\t{\n\tSpawn:\n\t\tSTAL B 1 bright A_SpawnItemEx(\"StarDrop3\", 0, 0, 0, random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tSTAL B 0 bright A_SpawnItemEx(\"StarDrop4\", 0, 0, 0, random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tSTAL B 0 A_Explode(2,200,0)\n\t\tSTAL B 0 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"StarExplode\")\n\t\tTNT1 A 0 A_PlaySound(\"StarHit\")\n\t\tTNT1 A 0 A_Explode(5,128,1)\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop3\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 1 A_SpawnItemEx(\"StarDrop4\", random(-3,3), random(-3,3), random(-3,3), random(5,15), random(5,15), random(-15,15), random(0,360))\n\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\tGoto Death+1\n\t}\n}\n\nActor StarExplode\n{\n\tRadius 1\n\tHeight 1\n\tAlpha 0.9\n\tTranslation \"176:191=160:167\"\n\tRenderStyle Translucent\n\tDamageType \"Grenade\"\n\t+CLIENTSIDEONLY\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t- SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tMISL BCDE 10 bright\n\t\tStop\n\t}\n}\n\nActor StarDrop1\n{\n\tHeight 3\n\tRadius 3\n\tSpeed 8\n\tBounceCount 5\n\tBounceFactor 0.5\n\tScale 0.3\n\tAlpha 1.0\n\tDamage 0\n\tDamageType \"Grenade\"\n\tSeeSound \"StarTwinkle\"\n\tRenderStyle Translucent\n\tPROJECTILE\n\t-NOGRAVITY\n\t+DOOMBOUNCE\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tSTAL B 1 bright A_FadeOut(0.08)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor StarDrop2 : StarDrop1\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tSTAL C 1 bright A_FadeOut(0.08)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor StarDrop3 : StarDrop1\n{\n}\n\nActor StarDrop4 : StarDrop2\n{\n}\n\nActor FallingStarDamage\n{\n\tDamageType \"Grenade\"\n\tRadius 4\n\tHeight 4\n\tDamage 0\n\tPROJECTILE\n\t-NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2 A_Explode(8,200,0)\n\t\tLoop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Mage.txt",
        "contents": "Actor Mage : PlayerPawn\n{\n\tMass 400\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Mage\"\n\tPlayer.SoundClass \"Mage\"\n\tPlayer.ForwardMove 1.0\n\tPlayer.SideMove 0.85\n\tPlayer.StartItem \"IceWand\", 1\n\tPlayer.StartItem \"MageAmmo1\", 40\n\tPlayer.StartItem \"MageAmmo2\", 10\n\tPlayer.StartItem \"IceHands\", 1\n\tPlayer.StartItem \"BlizzardWand\", 1\n\tPlayer.StartItem \"MageAmmo3\", 5\n\tPlayer.StartItem \"MageAmmo4\", 10\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ScoreIcon \"MAGEST\"\n\tDamageFactor \"Fire2\", 0.8\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"Ice2\", 0.8\n\tDamageFactor \"GhostTrap\", 0.0\n\tdamagefactor \"minion\", 0.6\n\tDamagefactor \"normal\", 0.8\n\tPainChance 256\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tMAGE A 1\n\t\tLoop\n\tSee:\n\t\tMAGE ABCD 4\n\t\tLoop\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tMAGE G 0 A_JumpIfHealthLower(56,\"PainGive\")\n\t\tMAGE G 4\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tMAGE G 0 A_JumpIfHealthLower(56,\"PainGive.CreepStun\")\n\t\tMAGE G 0 A_Pain\n\t\tMAGE G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPainGive:\n\t\tMAGE G 0 ACS_ExecuteAlways(987,0)\n\t\tMAGE G 4\n\t\tMAGE G 4 A_Pain\n\t\tGoto Spawn\n\tPainGive.CreepStun:\n\t\tMAGE G 0 ACS_ExecuteAlways(987,0)\n\t\tMAGE G 0 A_Pain\n\t\tMAGE G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tMAGE E 8\n\t\tMAGE F 8 bright\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tMAGE A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMage\",1)\n\t\tMAGE H 6\n\t\tMAGE I 6 A_PlayerScream\n\t\tMAGE JK 6\n\t\tMAGE L 6 A_NoBlocking\n\t\tMAGE M 6\n\t\tMAGE N -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tMAGE A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tMAGE A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tMAGE A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tMAGE A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tMAGE A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMage\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tMAGE G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_MageBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"Health\",25)\n\t\tMAGE A 0 ACS_ExecuteAlways(997,0,2)\n\t\tMAGE A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tMAGE A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tMAGE A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tMAGE A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tMAGE A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tMAGE A 0 A_GiveToTarget(\"Health\",10)\n\t\tMAGE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tMAGE HHHHHH 1 A_FadeOut(0.05)\n\t\tMAGE A 0 A_PlayerScream\n\t\tMAGE IIIIIIJJJJJJKK 1 A_FadeOut(0.05)\n\t\tMAGE A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tMAGE A 0 ACS_ExecuteAlways(997,0,4)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tMAGE A 0 A_GiveToTarget(\"TransMage\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tMAGE A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tMAGE A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tMAGE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tMAGE A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tMAGE A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tMAGE A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"Clip\",1)\n\t\tMAGE G 0 SetPlayerProperty(0,1,4)\n\t\tMAGE G 0 A_Stop\n\t\tMAGE GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tMAGE A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tMAGE HHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tMAGE I 0 A_PlayerScream\n\t\tMAGE IIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tMAGE J 0 A_NoBlocking\n\t\tMAGE JJJJJJKKKKKKLLLLLLMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tMAGE NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tMAGE N -1\n\t\tStop\n\tDeath.I4:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tMAGE A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tMAGE A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tMAGE A 0 A_GiveToTarget(\"Health\",10)\n\t\tMAGE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tMAGE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tMAGE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor MageAmmo1 : Ammo\n{\n\tInventory.Icon \"ISHTB0\"\n\tInventory.Amount 40\n\tInventory.MaxAmount 40\n\tAmmo.BackPackAmount 40\n\tAmmo.BackPackMaxAmount 40\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor MageAmmo2 : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tInventory.Icon \"ELECBLIZ\"\n\tAmmo.BackPackAmount 10\n\tAmmo.BackPackMaxAmount 10\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor MageAmmo3 : Ammo\n{\n\tInventory.Icon \"BLIZZATT\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tAmmo.BackPackAmount 5\n\tAmmo.BackPackMaxAmount 5\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor MageAmmo4 : Ammo\n{\n\tInventory.Amount 8\n\tInventory.MaxAmount 8\n\tInventory.Icon \"ICEWIND\"\n\tAmmo.BackPackAmount 8\n\tAmmo.BackPackMaxAmount 8\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor IceHands : Weapon\n{\n\tWeapon.SelectionOrder 3\n\tWeapon.SlotNumber 1\n\tInventory.Icon \"MAGEATTK\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tICHN ABCD 5 bright A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tICHN A 1 bright A_Lower\n\t\tLoop\n\tSelect:\n\t\tICHN A 1 bright A_Raise\n\t\tLoop\n\tFire:\n\t\tICHN E 3 bright\n\t\tICHN FGHI 3 bright A_FireCustomMissile(\"MageIceBall\")\n\t\tTNT1 A 6\n\t\tICHN D 1 Offset(0,62) bright\n\t\tICHN D 1 Offset(0,52) bright\n\t\tICHN D 1 Offset(0,42) bright\n\t\tGoto Ready\n\tAltFire:\n\t\tICHN ABCDABCDABCD 3 bright A_SpawnItemEx(\"BlizzardExplode\",random(-20,20),random(-20,20),random(0,56))\n\t\tICHN E 3 bright\n\t\tICHN F 3 bright A_FireCustomMissile(\"MageBigIceBall\")\n\t\tICHN GHI 3 bright\n\t\tTNT1 A 15\n\t\tICHN D 1 Offset(0,62) bright\n\t\tICHN D 1 Offset(0,52) bright\n\t\tICHN D 1 Offset(0,42) bright\n\t\tGoto Ready\n\t}\n}\n\nActor MageIceBall\n{\n\tRadius 10\n\tHeight 10\n\tSpeed 38\n\tDamage (8)\n\tDamageType \"AltIce2\"\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tScale 0.5\n\tSeeSound \"MageMissileF\"\n\tDeathSound \"MageMissileX\"\n\tObituary \"%k bombed %o to death.\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tMSHT A 1 bright\n\t\tLoop\n\tDeath:\n\t\tMSHT BCDEF 3 bright\n\t\tStop\n\t}\n}\n\nActor MageBigIceBall : MageIceBall\n{\n\tRadius 20\n\tHeight 20\n\tSpeed 28\n\tScale 0.5\n\tDamage 10\n\tRenderStyle Translucent\n\tAlpha 0.75\n\tStates\n\t{\n\tSpawn:\n\t\tICBL A 0 A_PlaySound(\"FrostTwinkle\")\n\t\tICBL ABCD 1 bright A_SpawnItemEx(\"IcyTrail\",random(-35,35),random(-35,35),random(-56,56))\n\t\tLoop\n\tDeath:\n\t\tICBL A 0 A_PlaySound(\"MageBlizzard\")\n\t\tICBL A 0 A_Explode(random(25,28),90,1)\n\t\tICBL ZZZZZZZZZZZZZ 1 A_SpawnItemEx(\"BlizzardExplode\",random(-35,35),random(-35,35),random(-56,56))\n\t\tStop\n\t}\n}\n\nActor IceWand : Weapon\n{\n\tWeapon.SelectionOrder 1\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"MageAmmo1\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"MageAmmo2\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tInventory.Icon \"MAGEWAND\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tIWND A 1 A_WeaponReady\n\t\tGoto Ready\n\tDeselect:\n\t\tIWND A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tIWND A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tIWND A 6 Offset(0,42)\n\t\tIWND B 6 bright A_FireCustomMissile(\"TracerIceBall\")\n\t\tIWND A 2 Offset(0,40)\n\t\tIWND A 2 Offset(0,32)\n\t\tIWND A 0 A_ReFire\n\t\tIWND A 6\n\t\tGoto Ready\n\tAltFire:\n\t\tIWND A 1 Offset(0,42) A_JumpIfNoAmmo(\"Ready\")\n\t\tIWND A 1 Offset(0,52)\n\t\tIWND A 1 Offset(0,62)\n\t\tTNT1 A 10\n\t\tCONE A 1 Offset(0,62)\n\t\tCONE A 1 Offset(0,52)\n\t\tCONE A 1 Offset(0,42)\n\t\tCONE A 1 Offset(0,32)\n\t\tCONE B 5\n\t\tCONE C 5 bright\n\t\tCONE D 5 bright A_FireCustomMissile(\"ElectricalStormSpawner\",0,1,9)\n\t\tCONE E 5 bright\n\t\tCONE FG 5\n\t\tCONE A 1 Offset(0,42)\n\t\tCONE A 1 Offset(0,52)\n\t\tCONE A 1 Offset(0,62)\n\t\tTNT1 A 10\n\t\tIWND A 1 Offset(0,62)\n\t\tIWND A 1 Offset(0,52)\n\t\tIWND A 1 Offset(0,42)\n\t\tGoto Ready\n\t}\n}\n\nActor TracerIceBall\n{\n\tSpeed 25\n\tHeight 4\n\tRadius 4\n\tDamage 2\n\tDamageType \"AltIce2\"\n\tAlpha 0.8\n\tRenderStyle Translucent\n\tSeeSound \"MageShotF\"\n\tDeathSound \"MageIceRaise\"\n\tObituary \"%o got onto %k's ice path.\"\n\tPROJECTILE\n\t+RIPPER\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tISHT ABC 5 bright\n\t\tLoop\n\tDeath:\n\t\tISHT D 0 A_CustomMissile(\"IceTracer\",0,0,180)\n\t\tISHT D 0 A_Explode(30,40,1)\n\t\tISHT DEFGH 2 bright\n\t\tStop\n\t}\n}\n\nActor IceTracer\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 16\n\tAlpha 0.95\n\tDamage 1\n\tDamageType \"AltIce2\"\n\tRenderStyle Add\n\tObituary \"%o got onto %k's ice path.\"\n\t+FLOORHUGGER\n\t+RIPPER\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tISHT ABC 3 A_SpawnItem(\"FloorHuggerIce\",0,0,0)\n\t\tLoop\n\tDeath:\n\t\tISHT A 1 bright\n\t\tStop\n\t}\n}\n\nActor FloorHuggerIce : IceTracer\n{\n\tSpeed 0\n\tDamage 0\n\tDamageType \"AltIce2\"\n\tObituary \"%o got onto %k's ice path.\"\n\tScale 0.2\n\t+RIPPER\n\t+FORCERADIUSDMG\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tICPL ABCDEFGHIHGFEDCBA 2 A_Explode(6,30,0)\n\t\tStop\n\t}\n}\n\nActor ElectricalStormSpawner\n{\n\tSpeed 30\n\tHeight 0\n\tRadius 0\n\tAlpha 0.8\n\tDamage (10)\n\tDamageType \"Grenade\"\n\tSeeSound \"MageSeed\"\n\tDeathSound \"MageMissileX\"\n\tRenderStyle Translucent\n\tPROJECTILE\n\t+SKYEXPLODE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tMGSD AB 5 bright\n\t\tLoop\n\tDeath:\n\t\tMGSD C 0 A_PlaySound(\"MageElectricalStorm\")\n\t\tMGSD CDEFG 1 bright A_SpawnItemEx(\"ElectricalStorm\",random(-75,75),random(-75,75),random(0,100),0,0,0,SXF_NOCHECKPOSITION)\n\t\tMGSD C 0 A_PlaySound(\"MageElectricalStorm\")\n\t\tMGSD ZZZZZ 1 bright A_SpawnItemEx(\"ElectricalStorm\",random(-75,75),random(-75,75),random(0,100),0,0,0,SXF_NOCHECKPOSITION)\n\t\tMGSD C 0 A_PlaySound(\"MageElectricalStorm\")\n\t\tMGSD ZZZZZ 1 bright A_SpawnItemEx(\"ElectricalStorm\",random(-75,75),random(-75,75),random(0,100),0,0,0,SXF_NOCHECKPOSITION)\n\t\tMGSD C 0 A_PlaySound(\"MageElectricalStorm\")\n\t\tMGSD ZZZZZ 1 bright A_SpawnItemEx(\"ElectricalStorm\",random(-75,75),random(-75,75),random(0,100),0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor ElectricalStorm\n{\n\tHeight 0\n\tRadius 0\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 48\n\tAlpha 0.85\n\tReactionTime 30\n\tDamage 0\n\tDamageType \"Grenade\"\n\tObituary \"%o stood in the middle of an electrical storm that %k has predicted.\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tFX16 ABCDEF 2 bright A_Explode(9,75,1)\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor BlizzardWand : Weapon\n{\n\tWeapon.SelectionOrder 2\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType \"MageAmmo3\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"MageAmmo4\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 0\n\tInventory.Icon \"MAGESTFF\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.DONTBOB\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tBZWN A 0 A_TakeInventory(\"IcyChecker\",999)\n\t\tBZWN A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tBZWN A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tBZWN A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tBZWN BCD 3 bright\n\t\tBZWN D 0 A_PlayWeaponSound(\"MageBlizzard\")\n\t\tBZWN B 3 Offset(0,62) bright A_FireCustomMissile(\"BlizzardSpawner\")\n\t\tBZWN C 3 Offset(0,52) bright\n\t\tBZWN D 3 Offset(0,42) bright\n\t\tBZWN B 3 Offset(0,32) bright\n\t\tBZWN CD 3 bright\n\t\tBZWN BCDB 4\n\t\tGoto Ready\n\tAltFire:\n\t\tBZWN A 0 A_JumpIfInventory(\"MageAmmo4\",1,\"AltFireOk\")\n\t\tBZWN A 1\n\t\tGoto Ready\n\tAltFireOk:\n\t\tBZWN BBBCCCDDD 1 bright A_SpawnItemEx(\"IcyTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tGoto AltHold\n\tAltHold:\n\t\tBZWN BBCCDD 1 bright A_SpawnItemEx(\"IcyTrail\",random(-20,20),random(-20,20),0,0,0,10)\n\t\tBZWN B 0 A_GiveInventory(\"IcyChecker\",1)\n\t\tBZWN B 0 A_ReFire\n\t\tBZWN B 0 A_TakeInventory(\"MageAmmo4\",1)\n\t\tBZWN B 0 A_JumpIfInventory(\"IcyChecker\",6,\"Attack6\")\n\t\tBZWN B 0 A_JumpIfInventory(\"IcyChecker\",5,\"Attack5\")\n\t\tBZWN B 0 A_JumpIfInventory(\"IcyChecker\",4,\"Attack4\")\n\t\tBZWN B 0 A_JumpIfInventory(\"IcyChecker\",3,\"Attack3\")\n\t\tBZWN B 0 A_JumpIfInventory(\"IcyChecker\",2,\"Attack2\")\n\tAttack1:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t\tBZWN BCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-8,8),random(-8,8))\n\t\tGoto Ready\n\tAttack2:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t\tBZWN BCDBCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-12,12),random(-12,12))\n\t\tGoto Ready\n\tAttack3:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t\tBZWN BCDBCDBCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-16,16),random(-16,16))\n\t\tGoto Ready\n\tAttack4:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t\tBZWN BCDBCDBCDBCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-20,20),random(-20,20))\n\t\tGoto Ready\n\tAttack5:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t\tBZWN BCDBCDBCDBCDBCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-24,24),random(-24,24))\n\t\tGoto Ready\n\tAttack6:\n\t\tBZWN D 0 A_PlayWeaponSound(\"FrostTwinkle\")\n\t\tBZWN BCDBCDBCDBCDBCDBCD 1 bright A_FireCustomMissile(\"IcyWind\",0,0,random(-28,28),random(-28,28))\n\t\tGoto Ready\n\t}\n}\n\nActor BlizzardSpawner\n{\n\tSpeed 4\n\tHeight 5\n\tRadius 5\n\tAlpha 0.5\n\tReactionTime 60\n\tDamage 1\n\tDamageType \"AltIce2\"\n\tDeathSound \"StarHit\"\n\tObituary \"%o felt a cold demise from %k's blizzard.\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+RIPPER\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tICSP A 0 A_PlaySound(\"MageWind\")\n\t\tICSP A 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP A 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP AA 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP A 0 A_CountDown\n\t\tICSP B 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP B 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP BB 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP B 0 A_CountDown\n\t\tICSP C 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP C 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP CC 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP C 0 A_CountDown\n\t\tICSP D 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP D 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP DD 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP D 0 A_CountDown\n\tRestart:\n\t\tICSP E 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP E 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP EE 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP E 0 A_CountDown\n\t\tICSP F 1 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP F 0 bright A_SpawnItemEx(\"IceDrop\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP FF 0 bright A_SpawnItemEx(\"IceMist\",0,0,0,random(5,15),random(5,15),random(-15,15),random(0,360))\n\t\tICSP F 0 A_CountDown\n\t\tGoto Restart\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItem(\"BlizzardExplode\")\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Explode(5,100,1)\n\t\tTNT1 A 0 A_FadeOut(0.1)\n\t\tGoto Death+1\n\t}\n}\n\nActor BlizzardExplode\n{\n\tRadius 1\n\tHeight 1\n\tAlpha 0.5\n\tRenderStyle Add\n\tDamageType \"AltIce2\"\n\t+NOINTERACTION\n\t+NOGRAVITY\n\t-CLIENTSIDEONLY\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tICSP G 6 bright A_PlaySound(\"FrostTwinkle\")\n\t\tICSP H 6 bright A_PlaySound(\"FrostTwinkle\")\n\t\tICSP IJKL 6 bright A_PlaySound(\"FrostTwinkle\")\n\t\tStop\n\t}\n}\n\nActor IceDrop\n{\n\tHeight 3\n\tRadius 3\n\tSpeed 8\n\tBounceCount 5\n\tBounceFactor 0.5\n\tDamage 0\n\tDamageType \"AltIce2\"\n\tRenderStyle Add\n\tPROJECTILE\n\t+DOOMBOUNCE\n\t+NOINTERACTION\n\t+NOBLOCKMAP\n\t-CLIENTSIDEONLY\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tTGLT F 0 A_SpawnItemEx(\"FallingIceDamage\")\n\t\tTGLT FGHIFGHIFGHIFGHI 2 bright A_FadeOut(0.2)\n\t\tGoto Spawn+1\n\t}\n}\n\nActor FallingIceDamage\n{\n\tRadius 4\n\tHeight 4\n\tDamageType \"AltIce2\"\n\tDamage 0\n\tObituary \"%o felt a cold demise from %k's blizzard.\"\n\tPROJECTILE\n\t-NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 2 A_Explode(3,158,0)\n\t\tStop\n\t}\n}\n\nActor IceMist : FrozenWind\n{\n\tDamage 0\n\tDamageType \"AltIce2\"\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tPLSS A 0 A_PlaySoundEx(\"MageWind\",\"Body\")\n\t\tPLSS JKLMNOPQRSTUVWX 3 A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor IcyWind\n{\n\tSpeed 35\n\tRadius 5\n\tHeight 5\n\tScale 2.2\n\tDamage 2\n\tDamageType \"Ice2\"\n\tObituary \"%k invoked an Icy Storm to stop %o.\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tTGLT F 0 A_PlaySoundEx(\"FrostTwinkle\",\"Body\")\n\t\tTGLT F 0 A_SpawnItemEx(\"IcyTrail\")\n\t\tTGLT FGHI 2 bright A_SeekerMissile(10,20)\n\t\tLoop\n\tDeath:\n\t\tTGLT F 0 A_PlaySound(\"FrostTwinkle\")\n\t\tTGLT FGHI 2 bright A_FadeOut(0.2)\n\t\tTGLT F 0 A_PlaySound(\"FrostTwinkle\")\n\t\tTGLT FGHI 2 bright A_FadeOut(0.2)\n\t\tTGLT F 0 A_PlaySound(\"FrostTwinkle\")\n\t\tTGLT FGHI 2 bright A_FadeOut(0.2)\n\t\tTGLT F 0 A_PlaySound(\"FrostTwinkle\")\n\t\tTGLT FGHI 2 bright A_FadeOut(0.2)\n\t\tTGLT F 0 A_PlaySound(\"FrostTwinkle\")\n\t\tStop\n\t}\n}\n\nActor IcyTrail\n{\n\tRadius 0\n\tHeight 0\n\tDamage 0\n\tAlpha 0.75\n\tRenderStyle Add\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\t-SOLID\n\t-SHOOTABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTGLT FFFFFFFFFFFFFFFF 3 bright A_FadeOut(0.2)\n\t}\n}\n\nActor IcyChecker : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 6\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Corvus.txt",
        "contents": "Actor Corvus : PlayerPawn\n{\n\tHealth 100\n\tMass 400\n\tPlayer.ColorRange 112, 127\n\tPlayer.DisplayName \"Corvus\"\n\tPlayer.SoundClass \"Corvus\"\n\tPlayer.MaxHealth 100\n\tPlayer.ForwardMove 0.88\n\tPlayer.SideMove 0.8\n\tPlayer.ScoreIcon \"CORVUSST\"\n\tPlayer.StartItem \"FireWand\", 1\n\tPlayer.StartItem \"PhoenixWand\", 1\n\tPlayer.StartItem \"CorvusAmmo2\", 10\n\tPlayer.StartItem \"CorvusAmmo3\", 5\n\tPlayer.StartItem \"CorvusAmmo4\", 10\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tDamageFactor \"Grenade\", 0.2\n\tDamageFactor \"Fire2\", 0.65\n\tDamageFactor \"GhostTrap\", 0.0\n\tdamagefactor \"minion\", 0.8\n\tPainChance 256\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tCORV A 1\n\t\tLoop\n\tSee:\n\t\tCORV AB 4\n\t\tCORV A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tCORV CD 4\n\t\tCORV A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLoop\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tCORV G 0 A_JumpIfHealthLower(86,\"PainGive\")\n\t\tCORV G 4\n\t\tCORV G 4 A_Pain\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tCORV G 0 A_JumpIfHealthLower(86,\"PainGive.CreepStun\")\n\t\tCORV G 0 A_Pain\n\t\tCORV G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tPainGive:\n\t\tCORV G 0 ACS_ExecuteAlways(987,0)\n\t\tCORV G 4\n\t\tCORV G 4 A_Pain\n\t\tGoto Spawn\n\tPainGive.CreepStun:\n\t\tCORV G 0 ACS_ExecuteAlways(987,0)\n\t\tCORV G 0 A_Pain\n\t\tCORV G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tCORV E 6\n\t\tCORV F 6 bright\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tCORV A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"KilledCorvus\",1)\n\t\tCORV H 4\n\t\tCORV I 4 A_PlayerScream\n\t\tCORV JK 4\n\t\tCORV L 4 A_NoBlocking\n\t\tCORV M 4\n\t\tCORV N -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tCORV A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tCORV A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tCORV A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tCORV A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tCORV A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tCORV A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tCORV A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"KilledCorvus\",1)\n\t\tCORV A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tCORV G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_CorvusBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tCORV A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tCORV A 0 A_GiveToTarget(\"Health\",25)\n\t\tCORV A 0 ACS_ExecuteAlways(997,0,2)\n\t\tCORV A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tCORV A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tCORV A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tCORV A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tCORV A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tCORV A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tCORV A 0 A_GiveToTarget(\"Health\",10)\n\t\tCORV A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tCORV HHHH 1 A_FadeOut(0.05)\n\t\tCORV A 0 A_PlayerScream\n\t\tCORV IIIIJJJJKKKKLLLL 1 A_FadeOut(0.05)\n\t\tCORV A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tCORV A 0 ACS_ExecuteAlways(997,0,4)\n\t\tCORV A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tCORV A 0 A_GiveToTarget(\"TransCorvus\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tCORV A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tCORV A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tCORV A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tCORV A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tCORV A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tCORV A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tCORV A 0 A_GiveToTarget(\"Clip\",1)\n\t\tCORV G 0 SetPlayerProperty(0,1,4)\n\t\tCORV G 0 A_Stop\n\t\tCORV GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tCORV A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCORV A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tCORV HHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCORV I 0 A_PlayerScream\n\t\tCORV IIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCORV J 0 A_NoBlocking\n\t\tCORV JJJJKKKKLLLLMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCORV NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCORV N -1\n\t\tStop\n\tDeath.I4:\n\t\tCORV A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tCORV A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tCORV A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tCORV A 0 A_GiveToTarget(\"Health\",10)\n\t\tCORV A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tCORV A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tCORV A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor CorvusAmmo1 : Ammo\n{\n\tInventory.Icon \"CVFBC0\"\n\tInventory.Amount 40\n\tInventory.MaxAmount 40\n\tAmmo.BackPackAmount 40\n\tAmmo.BackPackMaxAmount 40\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo2 : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tInventory.Icon \"WANDAMMO\"\n\tAmmo.BackPackAmount 10\n\tAmmo.BackPackMaxAmount 10\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo3 : Ammo\n{\n\tInventory.Icon \"PHNIXATT\"\n\tInventory.Amount 5\n\tInventory.MaxAmount 5\n\tAmmo.BackPackAmount 5\n\tAmmo.BackPackMaxAmount 5\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CorvusAmmo4 : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tInventory.Icon \"SOULMAGE\"\n\tAmmo.BackPackAmount 10\n\tAmmo.BackPackMaxAmount 10\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor FireWand : Weapon\n{\n\tWeapon.SelectionOrder 1\n\tWeapon.SlotNumber 2\n\tInventory.Icon \"CORVWAND\"\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType2 \"CorvusAmmo2\"\n\tWeapon.AmmoUse2 1\n\tDamagetype \"Fire2\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tCRVW A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCRVW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCRVW A 1 A_Raise\n\t\tLoop\n\tFire:\n\t    CRVW B 0 A_PlayWeaponSound(\"Wandattack\")\n        CRVW B 0 A_FireBullets(6, 6, 1, 6, \"CorvusWandFX\")\n\t\tCRVW B 0 Offset(0,22) bright\n\t\tCRVW C 1 Offset(0,32)\n\t\tCRVW D 3\n\t\tCRVW A 8\n\t\tGoto Ready\n\tAltFire:\n\t\tCRVW A 1 Offset(0,42) A_JumpIfNoAmmo(\"Ready\")\n\t\tCRVW A 1 Offset(0,52)\n\t\tCRVW A 1 Offset(0,62)\n\t\tCRVW E 5 A_TakeInventory(\"CorvusAmmo2\",1)\n\t\tCRVW F 5 bright A_PlayWeaponSound(\"ThrowRain\")\n\t\tCRVW G 5 bright A_SpawnItemEx(\"FireRainBall\",10,2,20,0,0,20)\n\t\tCRVW H 5 bright\n\t\tCRVW E 5 bright\n\t\tCRVW A 1 Offset(0,62)\n\t\tCRVW A 1 Offset(0,52)\n\t\tCRVW A 1 Offset(0,42)\n\t\tCRVW A 12 Offset(0,32)\n\t\tGoto Ready\n\t}\n}\n\nActor TracerFireBall\n{\n\tSpeed 25\n\tHeight 4\n\tRadius 4\n\tDamage 4\n\tDamageType \"Fire2\"\n\tAlpha 0.8\n\tRenderStyle Translucent\n\tDeathSound \"FireTracer\"\n\tObituary \"%o got onto %k's fire path.\"\n\tPROJECTILE\n\t+RIPPER\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tCVFB ABC 5 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB D 0 A_CustomMissile(\"FireTracer\",0,0,180)\n\t\tCVFB D 0 A_Explode(30,40,1)\n\t\tCVFB DEFG 2 bright\n\t\tStop\n\t}\n}\n\nActor FireTracer\n{\n\tRadius 3\n\tHeight 3\n\tSpeed 16\n\tAlpha 0.95\n\tDamage 2\n\tDamageType \"Fire2\"\n\tRenderStyle Add\n\tObituary \"%o got onto %k's fire path.\"\n\t+FLOORHUGGER\n\t+RIPPER\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB A 3 bright\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB B 3 bright\n\t\tCVFB A 0 A_SpawnItem(\"FloorHuggerFire\",0,0,0)\n\t\tCVFB C 3 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB A 1 bright\n\t\tStop\n\t}\n}\n\nActor FloorHuggerFire : FireTracer\n{\n\tSpeed 0\n\tDamage 0\n\tDamageType \"Fire2\"\n\tObituary \"%o got onto %k's fire path.\"\n\t+RIPPER\n\t+THRUGHOST\n\t+FORCERADIUSDMG\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tFRSK ABCDEFEDCBA 3 bright A_Explode(6,30,0)\n\t\tStop\n\t}\n}\n\nActor FireRainBall\n{\n\tMass 5\n\tRenderStyle Translucent\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+SKYEXPLODE\n\tStates\n\t{\n\tSpawn:\n\t\tFRRN A 1 bright\n\t\tLoop\n\tDeath:\n\t\tCVFB DEFG 2 bright\n\t\tCVFB ZZZZZZ 5 A_SpawnItemEx(\"FireRainSpawner\", random(-150,150), random(-150,150), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nActor FireRainSpawner\n{\n\tPROJECTILE\n\t+SKYEXPLODE\n\t-SOLID\n\t+NOGRAVITY\n\t+CEILINGHUGGER\n\tRadius 1\n\tHeight 8\n\tSpeed 0\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\t\tCVFB DD 1 A_SpawnItemEx(\"FireRain\",0,10,0,0,0,-22)\n\t\tStop\n\t}\n}\n\nActor FireRain\n{\n\tHeight 5\n\tRadius 10\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 46\n\tReactionTime 30\n\tDamage 5\n\tDamageType \"Grenade\"\n\tScale 2\n\tDeathSound \"RainFall\"\n\tObituary \"%o stood in the middle of a fire storm that %k has predicted.\"\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tFRIN ABC 5 bright\n\t\tLoop\n\tDeath:\n\t\tFRIN D 5 bright A_Explode(13,80,1)\n\t\tFRIN EFGH 5 bright A_Explode(13,80,0)\n\t\tStop\n\t}\n}\n\nActor PhoenixWand : Weapon\n{\n\tWeapon.SelectionOrder 2\n\tWeapon.SlotNumber 3\n\tInventory.Icon \"CORVPHNX\"\n\tWeapon.AmmoType \"CorvusAmmo3\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"CorvusAmmo4\"\n\tWeapon.AmmoUse2 1\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\t+NOALERT\n\tStates\n\t{\n\tReady:\n\t\tPHXW A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tPHXW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tPHXW A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tPHXW B 3 A_PlayWeaponSound(\"ThowRain\")\n\t\tPHXW C 2 bright A_FireCustomMissile(\"FirePhoenix\")\n\t\tPHXW C 3 Offset(0,42) bright\n\t\tPHXW D 3\n\t\tPHXW A 40\n\t\tGoto Ready\n\tAltFire:\n\t\tPHXW A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tPHXW C 2 bright A_FireCustomMissile(\"FireSoul\")\n\t\tPHXW D 3 Offset(0,42) bright\n\t\tPHXW B 3\n\t\tPHXW A 30\n\t\tGoto Ready\n\t}\n}\n\nActor FirePhoenix\n{\n\tRadius 15\n\tHeight 10\n\tSpeed 30\n\tDamage 6\n\tDamageType \"AltFire2\"\n\tRenderStyle Add\n\tDeathSound \"RainFall\"\n\tObituary \"%o felt the burning power of %k's fire phoenix.\"\n\tPROJECTILE\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tPHNX ABCDEF 3 bright A_SpawnItemEx(\"PhoenixFireBall\",0,random(-37,37),0,0,0,-20,0,SXF_NOCHECKPOSITION)\n\t\tGoto Spawn+5\n\tDeath:\n\t\tGLDF BCDE 3 bright A_Explode(7,40,1)\n\t\tStop\n\t}\n}\n\nActor PhoenixFireBall\n{\n\tHeight 5\n\tRadius 10\n\tBounceFactor 0.3\n\tBounceCount 4\n\tSpeed 46\n\tReactionTime 30\n\tDamage 8\n\tDamageType \"AltFire2\"\n\tScale 2\n\tRenderStyle Add\n\tDeathSound \"RainFall\"\n\tObituary \"%o felt the burning power of %k's fire phoenix.\"\n\tPROJECTILE\n\t+NOBLOCKMAP\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPXFB A 1 bright\n\t\tLoop\n\tDeath:\n\t\tPXFB BCDEFGHI 2 bright A_Explode(9,60,0)\n\t\tStop\n\t}\n}\n\nActor FireSoul\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 28\n\tDamage 1\n\tDamageType \"Fire2\"\n\tRenderStyle Add\n\tSeeSound \"FireSoulSee\"\n\tDeathSound \"FireSoulHit\"\n\tObituary \"%k invoked fire souls to carry %o to the place where %g belongs.\"\n\tPROJECTILE\n\t+SEEKERMISSILE\n\t+RANDOMIZE\n\tStates\n\t{\n\tSpawn:\n\t\tFSOL ABCABC 2 bright A_SeekerMissile(10,20)\n\t\tGoto Death\n\tDeath:\n\t\tFSOL D 0 A_Stop\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,0,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,23,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,45,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,78,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,90,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,113,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,135,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,157,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,180,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-157,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-135,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-113,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-90,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-45,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-78,2)\n\t\tFSOL D 0 A_CustomMissile(\"FireSoul2\",0,0,-23,2)\n\t\tFSOL DEFG 3 bright\n\t\tStop\n\t}\n}\n\nActor FireSoul2 : FireSoul\n{\n\tDamage 2\n\tStates\n\t{\n\tSpawn:\n\t\tFSOL ABC 2 bright A_SeekerMissile(10,20)\n\t\tLoop\n\tDeath:\n\t\tFSOL DEFG 3 bright\n\t\tStop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}\n\nactor CorvusWandFX : FastProjectile\n{\n    Damage (6)\n    Radius 2\n    Height 2\n    Projectile\n    Obituary \"%o couldn't resist the fiery poking of %k\"\n\tDamagetype \"fire2\"\n    States\n    {\n      Spawn:\n        TNT1 A 1\n        loop\n      Death:\n      Crash:\n        FX01 EFGH 3 BRIGHT\n        Stop\n      XDeath:\n        TNT1 A 1\n        stop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/TCassatt.txt",
        "contents": "Actor TCassatt : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tMass 400\n\tPainChance 256\n\tScale 0.65\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Taradino Cassatt\"\n\tPlayer.SoundClass \"TCassatt\"\n\tPlayer.ForwardMove 0.83\n\tPlayer.SideMove 0.76\n\tPlayer.StartItem \"Assault-Rifle\", 1\n\tPlayer.StartItem \"CassattAmmo\", 200\n\tPlayer.StartItem \"Double-Pistols\", 1\n\tPlayer.StartItem \"Flame-Thrower\", 1\n\tPlayer.StartItem \"CassattFuel\", 210\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ScoreIcon \"CASSATST\"\n\tDamageFactor \"Grenade\", 0.7\n\tDamageFactor \"GhostTrap\", 0.0\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tCASS A 1\n\t\tLoop\n\tSee:\n\t\tCASS A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tCASS BC 5\n\t\tCASS A 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tCASS DE 5\n\t\tLoop\n\tMissile:\n\t\tCASS F 12\n\t\tGoto Spawn\n\tMelee:\n\t\tCASS G 6 bright\n\t\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tCASS H 4\n\t\tCASS H 4 A_Pain\n\t\tGoto See\n\tPain.CreepStun:\n\t\tCASS H 0 A_Pain\n\t\tCASS H 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tCASS A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tCASS A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCASS A 0 A_GiveToTarget(\"KilledCassatt\",1)\n\t\tCASS H 6\n\t\tCASS I 6 A_PlayerScream\n\t\tCASS J 6\n\t\tCASS K 6 A_NoBlocking\n\t\tCASS LM 6\n\t\tCASS N -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tCASS A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tCASS A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tCASS A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tCASS A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tCASS A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tCASS A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tCASS A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tCASS A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCASS A 0 A_GiveToTarget(\"KilledCassatt\",1)\n\t\tCASS A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tCASS G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_CassattBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tCASS A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tCASS A 0 A_GiveToTarget(\"Health\",25)\n\t\tCASS A 0 ACS_ExecuteAlways(997,0,2)\n\t\tCASS A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tCASS A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tCASS A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tCASS A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tCASS A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tCASS A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tCASS A 0 A_GiveToTarget(\"Health\",10)\n\t\tCASS A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tCASS A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCASS A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tCASS HHHHHH 1 A_FadeOut(0.05)\n\t\tCASS A 0 A_PlayerScream\n\t\tCASS IIIIIIJJJJJJKK 1 A_FadeOut(0.05)\n\t\tCASS A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tCASS A 0 ACS_ExecuteAlways(997,0,4)\n\t\tCASS A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tCASS A 0 A_GiveToTarget(\"TransCassatt\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tCASS A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tCASS A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tCASS A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tCASS A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tCASS A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tCASS A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tCASS A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCASS A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tCASS A 0 A_GiveToTarget(\"Clip\",1)\n\t\tCASS A 0 SetPlayerProperty(0,1,4)\n\t\tCASS A 0 A_Stop\n\t\tCASS HHHHHHHHHHHHHH 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tCASS A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCASS A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tCASS HHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCASS I 0 A_PlayerScream\n\t\tCASS IIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCASS J 0 A_NoBlocking\n\t\tCASS JJJJJJKKKKKKLLLLLLMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCASS NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCASS N -1\n\t\tStop\n\tDeath.I4:\n\t\tCASS A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tCASS A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tCASS A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tCASS A 0 A_GiveToTarget(\"Health\",10)\n\t\tCASS A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tCASS A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tCASS A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor Double-Pistols : Weapon\n{\n\tWeapon.SelectionOrder 1500\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType \"CassattAmmo\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 0\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"\"\n\tInventory.Icon \"CASSPIST\"\n\tDamagetype \"SamDeagle\"\n\tObituary \"%o was busted by %k's pistols.\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+WIMPY_WEAPON\n\t+INVENTORY.UNDROPPABLE\n\t+AMMO_OPTIONAL\n\tStates\n\t{\n\tReady:\n\t\tCASP A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCASP A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCASP A 1 A_Raise\n\t\tLoop\n\tFire:\n\t    TNT1 A 0 A_JumpIfInventory(\"DoublePistolChecker\",1,\"Fire2\")\n\t\tCASP A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP B 0 A_Light1\n\t\tCASP B 0 A_PlayWeaponSound(\"CassattPistols\")\n\t\tTNT1 A 0 A_FireBullets(random(0,1),1,1,7,\"CassattPuff1\",1)\n\t\tCASP B 3 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP A 0 A_GiveInventory(\"DoublePistolChecker\",1)\n\t\tCASP A 0 A_Light0\n\t\tCASP C 4 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Refire\n\t\tCASP A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\t Fire2:\n\t\tCASP A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP D 0 A_Light1\n\t\tCASP D 0 A_PlayWeaponSound(\"CassattPistols\")\n\t\tTNT1 A 0 A_FireBullets(random(0,1),1,1,7,\"CassattPuff1\",1)\n\t\tCASP D 3 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP A 0 A_TakeInventory(\"DoublePistolChecker\",1)\n\t\tCASP A 0 A_Light0\n\t\tCASP E 4 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP A 1 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tCASP A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP F 0 A_Light1\n\t\tCASP F 0 A_PlayWeaponSound(\"CassattPistols\")\n\t\tTNT1 A 0  A_FireBullets(3,3,2,6,\"CassattPuff1\",1)\n\t\tCASP F 3 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP A 0 A_Light0\n\t\tCASP A 3 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP G 6 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tCASP A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\t}\n}\n\nActor CassattPuff1 : BulletPuff2\n{\n\tDamageType \"SamDeagle\"\n}\n\nActor Assault-Rifle : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"CassattAmmo\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"CassattAmmo\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"\"\n\tInventory.Icon \"CASSMGUN\"\n\tObituary \"%o assaulted by %k's machine gun.\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tReady:\n\t\tARFL A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tARFL A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tARFL A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tARFL A 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tARFL B 0 A_PlayWeaponSound(\"CassattRifle\")\n\t\tARFL B 0 A_Recoil(1)\n\t\tTNT1 A 0 A_FireBullets(random(0,3),1,1,8,\"CassattPuff2\",1)\n\t\tARFL B 2 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tARFL B 0 A_PlayWeaponSound(\"CassattRifle\")\n\t\tARFL B 0 A_Recoil(1)\n\t\tTNT1 A 0 A_FireBullets(random(0,3),1,1,8,\"CassattPuff2\",1)\n\t\tARFL B 2 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tARFL B 0 A_Recoil(1)\n\t\tTNT1 A 0 A_FireBullets(random(0,3),1,1,8,\"CassattPuff2\",1)\n\t\tARFL B 2 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 24 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Refire\n\t\tARFL A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\tAltFire:\n\t\tTNT1 A 0\n\t\tGoto AltHold\n\tAltHold:\n\t\tARFL B 0 A_PlayWeaponSound(\"CassattRifle\")\n\t\tTNT1 A 0 A_FireBullets(5,1,1,7,\"CassattPuff2\",1)\n\t\tARFL B 3 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tARFL B 0 A_PlayWeaponSound(\"CassattRifle\")\n\t\tTNT1 A 0 A_FireBullets(5,1,1,7,\"CassattPuff2\",1)\n\t\tARFL B 3 Bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tTNT1 A 0 A_FireBullets(5,1,1,7,\"CassattPuff2\",1)\n\t\tARFL B 3 Bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL A 0 A_Light0\n\t\tARFL C 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tARFL B 0 A_Light1\n\t\tARFL A 0 A_ReFire\n\t\tTNT1 A 0 A_Light0\n\t\tARFL C 18 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\t}\n}\n\nActor CassattAmmo : Ammo\n{\n\tInventory.PickupMessage \"\"\n\tInventory.Icon \"CASSCLIP\"\n\tInventory.Amount 300\n\tInventory.MaxAmount 300\n\tAmmo.BackPackAmount 300\n\tAmmo.BackPackMaxAmount 300\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor CassattPuff2 : BulletPuff2\n{\n\tDamageType \"Ice2\"\n}\n\nActor Flame-Thrower : Weapon\n{\n\tWeapon.SelectionOrder 600\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType \"CassattFuel\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"CassattFuel\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 30\n\tInventory.PickupSound \"\"\n\tInventory.PickupMessage \"\"\n\tInventory.Icon \"CASSFIRE\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tReady:\n\t\tFTHR A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tFTHR A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tFTHR A 1 A_Lower\n\t\tLoop\n\tFire:\n\t    TNT1 A 0 A_FireCustomMissile(\"FlameThrown\", random(-16,16))\n\t\tFTHR B 1 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlameThrown\", random(-16,16))\n\t\tFTHR C 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\tAltFire:\n\t\tFTHR A 5 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tFTHR A 0 A_Recoil(6)\n\t\tFTHR A 0 A_PlayWeaponSound(\"CassattBall\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"FlameBall\")\n\t\tFTHR B 2 Bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tFTHR C 3 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tFTHR A 50 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\t\tGoto Ready\n\t}\n}\n\nActor CassattFuel : Ammo\n{\n\tInventory.PickupMessage \"\"\n\tInventory.Icon \"FUELA0\"\n\tInventory.Amount 210\n\tInventory.MaxAmount 210\n\tAmmo.BackPackAmount 210\n\tAmmo.BackPackMaxAmount 210\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tStop\n\t}\n}\n\nActor FlameThrown\n{\n\tDamage (6)\n\tSpeed 21\n\tRadius 12\n\tRenderStyle Add\n\tSeeSound \"CassattFlame\"\n\tDamageType \"Grenade\"\n\tDecal \"Scorch\"\n\tObituary \"%o was fried with %k's flame thrower.\"\n\tAlpha 0.8\n\tScale 0.5\n\tHeight 20\n\tPROJECTILE\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tHELX ABCDEFGHIJ 2 bright A_FadeOut(0.05)\n\t\tStop\n\tDeath:\n\t\tHELX ABCDEFGHIJ 5 bright A_FadeOut(0.05)\n\t\tStop\n\t}\n}\n\nActor FlameBall\n{\n\tDamage (10)\n\tSpeed 28\n\tRadius 8\n\tRenderStyle Add\n\tSeeSound \"CassattFlame\"\n\tDamageType \"AltGrenade\"\n\tDecal \"Scorch\"\n\tObituary \"%o caught %k's flame ball.\"\n\tAlpha 0.8\n\tScale 0.5\n\tHeight 10\n\tPROJECTILE\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tGLO6 A 3 bright A_SpawnItemEx(\"FlameThrown\",0,0,0,0,0,2)\n\t\tLoop\n\tDeath:\n\t\tGLO6 A 0 A_Explode(73,120,1)\n\t\tGLO6 A 1 bright A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tStop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/LCroft.txt",
        "contents": "Actor LCroft : PlayerPawn\n{\n\tMass 400\n\tScale 1.1\n\tPlayer.SoundClass \"Lara\"\n\tPlayer.DisplayName \"Lara Croft\"\n\tPlayer.StartItem \"Lara-Pistols\", 1\n\tPlayer.StartItem \"Lara-Shotgun\", 1\n\tPlayer.StartItem \"Lara-Bow\", 1\n\tPlayer.StartItem \"LaraShells\", 35\n\tPlayer.StartItem \"BowAmmo1\", 20\n\tPlayer.StartItem \"BowAmmo2\", 10\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ScoreIcon \"LCROFTST\"\n\tPlayer.ColorRange 112, 127\n\tPlayer.ForwardMove 0.91\n\tPlayer.SideMove 0.85\n\tPlayer.JumpZ 11\n\tDamageFactor \"Grenade\", 0.4\n\tDamageFactor \"GhostTrap\", 0.0\n\tPainChance 256\n\tLimitedToTeam 0\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tLARA Z 1\n\t\tLoop\n\tSee:\n\t\tLARA AB 6\n\t\tLARA A 0 A_SpawnItemEx(\"LaraStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLARA CD 6\n\t\tLARA A 0 A_SpawnItemEx(\"LaraStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLoop\n\tMissile:\n\t\tLARA E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tLARA F 6 bright\n\t\tGoto Missile\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tLARA G 4\n\t\tLARA G 4 A_Pain\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tLARA G 0 A_Pain\n\t\tLARA G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tDeath.Creeper:\n\t\tLARA A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tLARA A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tLARA A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tLARA A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tLARA A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tLARA A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tLARA A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tLARA A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tLARA A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tLARA A 0 A_GiveToTarget(\"KilledCroft\",1)\n\t\tLARA H 5\n\t\tLARA I 5 A_PlayerScream\n\t\tLARA J 5 A_NoBlocking\n\t\tLARA KLM 5\n\t\tLARA N -1\n\t\tStop\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tLARA A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tLARA A 0 A_GiveToTarget(\"KilledCroft\",1)\n\t\tLARA A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tLARA G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_LaraBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tLARA A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tLARA A 0 A_GiveToTarget(\"Health\",25)\n\t\tLARA A 0 ACS_ExecuteAlways(997,0,2)\n\t\tLARA A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tLARA A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tLARA A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tLARA A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tLARA A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tLARA A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tLARA A 0 A_GiveToTarget(\"Health\",10)\n\t\tLARA A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tLARA A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tLARA A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tLARA HHHHH 1 A_FadeOut(0.05)\n\t\tLARA A 0 A_PlayerScream\n\t\tLARA IIIIIJJJJJKKKKK 1 A_FadeOut(0.05)\n\t\tLARA A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tLARA A 0 ACS_ExecuteAlways(997,0,4)\n\t\tLARA A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tLARA A 0 A_GiveToTarget(\"TransCroft\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tLARA A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tLARA A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tLARA A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tLARA A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tLARA A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tLARA A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tLARA A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tLARA A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tLARA A 0 A_GiveToTarget(\"Clip\",1)\n\t\tLARA G 0 SetPlayerProperty(0,1,4)\n\t\tLARA G 0 A_Stop\n\t\tLARA GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tLARA A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tLARA A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tLARA HHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tLARA I 0 A_PlayerScream\n\t\tLARA IIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tLARA J 0 A_NoBlocking\n\t\tLARA JJJJJKKKKKLLLLLMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tLARA NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tLARA N -1\n\t\tStop\n\tDeath.I4:\n\t\tLARA A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tLARA A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tLARA A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tLARA A 0 A_GiveToTarget(\"Health\",10)\n\t\tLARA A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tLARA A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tLARA A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor LaraStomp : CyborgStomp\n{\n\tDeathSound \"LaraStep\"\n\t+CLIENTSIDEONLY\n}\n\nActor Lara-Pistols : Weapon\n{\n\tObituary \"%k has proven %o to be skilled with some dual pistols.\"\n\tDecal \"BulletChip\"\n\tInventory.Icon \"LARAGUNS\"\n\tWeapon.SelectionOrder 500\n\tDamagetype \"SamDeagle\"\n\tWeapon.SlotNumber 1\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tLRPS A 1\n\t\tStop\n\tReady:\n\t\tLRPS A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tLRPS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tLRPS A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tLRPS A 0 A_Light2\n\t\tLRPS A 0 A_PlayWeaponSound(\"LaraPistols\")\n\t\tLRPS B 3 bright A_FireBullets(random(3,4),2,2,random(4,5),\"LaraPuff1\",1)\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedBullet\",random(-75,-85),0,0,random(13,14))\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedBullet\",random(75,85),0,0,random(13,14))\n\t\tLRPS A 0 A_Light1\n\t\tLRPS C 3 bright\n\t\tLRPS DA 3 A_Light0\n\t\tLRPS A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tLRPS A 0 A_Light2\n\t\tLRPS A 0 A_PlayWeaponSound(\"LaraPistols\")\n\t\tLRPS B 1 bright A_FireBullets(1,1,2,random(3,4),\"LaraPuff1\",1)\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedBullet\",random(-75,-85),0,0,random(13,14))\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedBullet\",random(75,85),0,0,random(13,14))\n\t\tLRPS A 0 A_Light1\n\t\tLRPS C 1 bright\n\t\tLRPS DA 1 A_Light0\n\t\tLRPS A 0 A_Light2\n\t\tLRPS A 0 A_PlayWeaponSound(\"LaraPistols\")\n\t\tLRPS B 1 bright A_FireBullets(1,1,2,random(3,4),\"LaraPuff12\",1)\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedBullet\",random(-75,-85),0,0,random(13,14))\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedBullet\",random(75,85),0,0,random(13,14))\n\t\tLRPS A 0 A_Light1\n\t\tLRPS C 1 bright\n\t\tLRPS DA 1 A_Light0\n\t\tLRPS A 0 A_Light2\n\t\tLRPS A 0 A_PlayWeaponSound(\"LaraPistols\")\n\t\tLRPS B 1 bright A_FireBullets(1,1,2,random(3,4),\"LaraPuff1\",1)\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedBullet\",random(-75,-85),0,0,random(13,14))\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedBullet\",random(75,85),0,0,random(13,14))\n\t\tLRPS A 0 A_Light1\n\t\tLRPS C 1 bright\n\t\tLRPS D 20 A_Light0\n\t\tLRPS A 10\n\t\tGoto Ready\n\t}\n}\n\nActor LaraPuff1 : BulletPuff2\n{\n\tDamageType \"SamDeagle\"\n}\n\nActor DroppedBullet\n{\n\tSpeed 8\n\tScale 0.2\n\tDamage 0\n\tBounceCount 2\n\tBounceFactor 0.8\n\tReactionTime 5\n\tPROJECTILE\n\t+CLIENTSIDEONLY\n\t+DOOMBOUNCE\n\t+RIPPER\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tBLLT ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\t\tBLLT C 35\n\t\tStop\n\t}\n}\n\nActor Lara-Shotgun : Weapon\n{\n\tWeapon.AmmoType1 \"LaraShells\"\n\tWeapon.AmmoGive1 30\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"LaraShells\"\n\tWeapon.AmmoUse2 1\n\tWeapon.SelectionOrder 1000\n\tWeapon.SlotNumber 2\n\tInventory.Icon \"LARASHOT\"\n\tDecal \"BulletChip\"\n\tObituary \"%k turned %o into swiss cheese.\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tLRSG A 1\n\t\tStop\n\tReady:\n\t\tLRSG A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tLRSG A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tLRSG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tLRSG A 0 A_PlayWeaponSound(\"LaraShotgun\")\n\t\tLRSG A 0 A_FireBullets(7,7,8,6,\"BulletPuff2\",1)\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedCatridge\",random(-75,-85),0,0,random(13,14))\n\t\tLRSG B 2 bright\n\t\tLRSG A 5\n\t\tGoto Load\n\tAltFire:\n\t\tLRSG A 0 A_GiveInventory(\"LaraShotgunChecker\",1)\n\t\tLRSG A 0 A_PlayWeaponSound(\"LaraShotgun\")\n\t\tLRSG A 0 A_FireBullets(6,6,4,4,\"BulletPuff2\",1)\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedCatridge\",random(-75,-85),0,0,random(13,14))\n\t\tLRSG B 2 bright\n\t\tLRSG A 4\n\t\tLRSG A 0 A_ReFire\n\t\tGoto Load\n\tAltHold:\n\t\tLRSG A 0 A_GiveInventory(\"LaraShotgunChecker\",1)\n\t\tLRSG A 0 A_PlayWeaponSound(\"LaraShotgun\")\n\t\tLRSG A 0 A_FireBullets(6,6,4,4,\"BulletPuff2\",1)\n\t\tLRSG A 0 A_FireCustomMissile(\"DroppedCatridge\",random(-75,-85),0,0,random(13,14))\n\t\tLRSG B 2 bright\n\t\tLRSG A 0 A_JumpIfInventory(\"LaraShotgunChecker\",3,\"Shots3\")\n\t\tLRSG A 5\n\t\tLRSG A 0 A_ReFire\n\t\tGoto Load\n\tShots3:\n\t\tLRSG A 12\n\tLoad:\n\t\tLRSG CDE 5\n\t\tLRSG A 0 A_TakeInventory(\"LaraShotgunChecker\",999)\n\t\tLRSG A 0 A_PlayWeaponSound(\"LaraShotgunLoad\")\n\t\tLRSG FEDC 5\n\t\tLRSG A 3\n\t\tGoto Ready\n\t}\n}\n\nActor LaraShotgunChecker : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 3\n}\n\nActor DroppedCatridge : DroppedBullet\n{\n\tSpeed 5\n\tScale 0.38\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tCATR ABCDEFGH 3\n\t\tLoop\n\tDeath:\n\t\tCATR C 35\n\t\tStop\n\t}\n}\n\nActor LaraShells : Ammo\n{\n\tInventory.Amount 7\n\tInventory.MaxAmount 35\n\tInventory.Icon \"SHELA0\"\n}\n\nActor Lara-Bow : Weapon\n{\n\tWeapon.AmmoType1 \"BowAmmo1\"\n\tWeapon.AmmoGive1 25\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"BowAmmo2\"\n\tWeapon.AmmoGive2 8\n\tWeapon.AmmoUse2 1\n\tWeapon.SelectionOrder 1800\n\tWeapon.SlotNumber 3\n\tInventory.Icon \"LARACROS\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tCSBW A 1\n\t\tStop\n\tReady:\n\t\tCSBW A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tCSBW A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tCSBW A 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tCSBW A 2\n\t\tCSBW A 0 A_FireCustomMissile(\"LaraArrow1\")\n\t\tCSBW BCDEF 3\n\t\tCSBW A 8\n\t\tGoto Ready\n\tAltFire:\n\t\tCSBW G 2\n\t\tCSBW G 0 A_FireCustomMissile(\"LaraArrow2\")\n\t\tCSBW BCDEF 3\n\t\tCSBW G 13\n\t\tGoto Ready\n\t}\n}\n\nActor BowAmmo1 : Ammo\n{\n\tInventory.Amount 25\n\tInventory.MaxAmount 25\n\tInventory.Icon \"CSBAMMO1\"\n}\n\nActor BowAmmo2 : Ammo\n{\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tInventory.Icon \"CSBAMMO2\"\n}\n\nActor LaraArrow1\n{\n\tRadius 5\n\tHeight 5\n\tSpeed 140\n\tDamage 9\n\tDamageType \"Ice2\"\n\tSeeSound \"LaraCrossBow\"\n\tObituary \"%k made %o into a pin cushion.\"\n\tPROJECTILE\n\t+RANDOMIZE\n\t+RIPPER\n\t+NOEXTREMEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tBOLT A 1\n\t\tLoop\n\tDeath:\n\t\tBOLT A 35\n\t\tStop\n\t}\n}\n\nActor LaraArrow2 : LaraArrow1\n{\n\tSpeed 120\n\tDamage 0\n\tDamageType \"Grenade\"\n\tObituary \"%o caught %k's explosive bolt with %p teeth.\"\n\t-RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tBOLE A 1\n\t\tLoop\n\tDeath:\n\t\tBOLE A 20\n\tXDeath:\n\t\tBOLE A 0 A_SpawnItemEx(\"GrenadeExplosion2\",0,0,0,0,0,0,0,128,0)\n\t\tBOLE A 1 A_Explode(60,110,1)\n\t\tStop\n\t}\n}\n\nactor GrenadeExplosion2\n{\nrenderstyle translucent\nalpha 1.0\n+NOGRAVITY\n-SOLID\n+NOBLOCKMAP\nradius 1\nheight 1\nStates\n{\nSpawn:\nNKXP A 0\nNKXP A 0 A_PlaySound(\"CBOWBOMB\")\nNKXP BCDEFGHIJKLMNOPQRSTUV 2 bright A_FadeOut(0.04)\nStop\n}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Caleb.txt",
        "contents": "Actor Caleb : PlayerPawn\n{\n\tSpeed 1\n\tHealth 120\n\tMass 400\n\tscale 0.85\n\tPainChance 256\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Caleb\"\n\tPlayer.SoundClass \"Caleb\"\n\tPlayer.ForwardMove 0.9\n\tPlayer.SideMove 0.9\n\tPlayer.StartItem \"Sawed-Off\", 1\n\tPlayer.StartItem \"Dynamite\", 1\n\tPlayer.StartItem \"Revolver\", 1\n\tPlayer.StartItem \"SawedOffShells\", 60\n\tPlayer.StartItem \"PistolRound\", 6\n\tPlayer.StartItem \"DynamiteAmmo\", 10\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ScoreIcon \"CALEBST\"\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"GhostTrap\", 0.0\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tCALB E 1\n\t\tLoop\n\tSee:\n\t\tCALB AB 5\n\t\tCALB A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tCALB CD 5\n\t\tCALB A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLoop\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tCALB G 4\n\t\tCALB G 4 A_Pain\n\t\tGoto See\n\tPain.CreepStun:\n\t\tCALB G 0 A_Pain\n\t\tCALB G 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tCALB E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tCALB F 6 bright\n\t\tGoto Missile\n\tDeath:\n\tDeathAnim:\n\t\tCALB A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tCALB A 0 A_SpawnItemEx(\"DroppedAmmoBox\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tCALB A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCALB A 0 A_GiveToTarget(\"KilledCaleb\",1)\n\t\tCALB H 6\n\t\tCALB I 6 A_PlayerScream\n\t\tCALB JK 6\n\t\tCALB L 6 A_NoBlocking\n\t\tCALB M 6\n\t\tCALB N -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tCALB A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tCALB A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tCALB A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tCALB A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tCALB A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tCALB A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tCALB A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tCALB A 0 A_SpawnItemEx(\"DroppedAmmoBox\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tCALB A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCALB A 0 A_GiveToTarget(\"KilledCaleb\",1)\n\t\tCALB A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tCALB G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_CalebBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tCALB A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tCALB A 0 A_GiveToTarget(\"Health\",25)\n\t\tCALB A 0 ACS_ExecuteAlways(997,0,2)\n\t\tCALB A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tCALB A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tCALB A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tCALB A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tCALB A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tCALB A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tCALB A 0 A_GiveToTarget(\"Health\",10)\n\t\tCALB A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tCALB A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCALB A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tCALB HHHHHH 1 A_FadeOut(0.05)\n\t\tCALB A 0 A_PlayerScream\n\t\tCALB IIIIIIJJJJJJKK 2 A_FadeOut(0.05)\n\t\tCALB A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tCALB A 0 ACS_ExecuteAlways(997,0,4)\n\t\tCALB A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tCALB A 0 A_GiveToTarget(\"TransCaleb\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tCALB A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tCALB A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tCALB A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tCALB A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tCALB A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tCALB A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tCALB A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCALB A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tCALB A 0 A_GiveToTarget(\"Clip\",1)\n\t\tCALB G 0 SetPlayerProperty(0,1,4)\n\t\tCALB G 0 A_Stop\n\t\tCALB GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tCALB A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tCALB A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tCALB HHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCALB I 0 A_PlayerScream\n\t\tCALB IIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCALB J 0 A_NoBlocking\n\t\tCALB JJJJJJKKKKKKLLLLLLMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCALB NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tCALB N -1\n\t\tStop\n\tDeath.I4:\n\t\tCALB A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tCALB A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tCALB A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tCALB A 0 A_GiveToTarget(\"Health\",10)\n\t\tCALB A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tCALB A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tCALB A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor DroppedAmmoBox\n{\n\tScale 0.3\n\t+DROPOFF\n\tStates\n\t{\n\tSpawn:\n\t\tBBOX A 40\n\t\tBBOX A 0 A_SpawnItemEx(\"AmmoBox\")\n\t\tStop\n\t}\n}\n\nActor AmmoBox : CustomInventory\n{\n\tInventory.PickupMessage \"Picked up an ammo box.\"\n\tInventory.PickupSound \"ChicagoRaise\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tScale 0.3\n\tStates\n\t{\n\tSpawn:\n\t\tBBOX A 525\n\t\tBBOX A 1 A_FadeOut(0.1)\n\t\tGoto Spawn+1\n\tPickup:\n\t\tTNT1 A 1 A_JumpIfInventory(\"IsHuman\",1,\"Refill\")\n\t\tFail\n\tRefill:\n\t\tTNT1 A 0 ACS_ExecuteAlways(378,0)\n\t\tStop\n\t}\n}\n\nActor Sawed-Off : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"SawedOffShells\"\n\tWeapon.AmmoType2 \"SawedOffShells\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoUse2 2\n\tInventory.Icon \"SAWEDOFF\"\n\tObituary \"%o was sawed off by %k.\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSelect:\n\t\tWP01 A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_PlayWeaponSound(\"SawedOffRaise\")\n\t\tWP01 A 1 A_WeaponReady\n\t\tGoto Ready+1\n\tDeselect:\n\t\tWP01 A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\t  TNT1 A 0\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Fire2\")\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWFL ABC 2 BRIGHT\n\t\t  TNT1 A 7\n\t\t  TNT1 A 0 A_GiveInventory(\"sawedoffcheck\",1)\n\t   Goto ready+1\n\t   Fire2:\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWFL DEF 2 BRIGHT\n\t\t  TNT1 A 26\n\t\t  TNT1 A 0 A_TakeInventory(\"sawedoffcheck\",1)\n\t   Goto ready+1\n\t   AltFire:\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Fire2\")\n\t\t  SWF2 A 0 A_JumpIfInventory(\"SawedOffShells\", 2, 1)\n\t  Goto Fire\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWF2 ABC 2 BRIGHT\n\t\t  TNT1 A 28\n\t  Goto ready+1\n\t  Flash:\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Flash2\")\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"SawedOffShoot\")\n\t\t  TNT1 A 0 A_FireBullets(7, 5, 6, 6, \"BulletPuff2\", 1)\n\t\t  ANIM DEEFFG 1 Bright\n\t\t  ANIM GFYXCBA 1\n\t  Stop\n\t  Flash2:\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"Sawedoffshoot\")\n\t\t  TNT1 A 0 A_FireBullets(7, 5, 6, 6, \"BulletPuff2\", 1)\n\t\t  ANIM DEEFFG 1 Bright\n\t\t  ANIM GFYXCBA 1\n\t\t  TNT1 A 0 A_PlaySound(\"sawedoffload\")\n\t\t  WP01 EFG 2\n\t\t  WP01 HIJKLMNOPQRST 1\n\t  Stop\n\t  Altflash:\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Flash2\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"SawedOffShells\", 2, 1)\n\t  Goto Flash\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"sawedoffshoot2\")\n\t\t  TNT1 A 0 A_FireBullets(10, 10, 12, 3, \"BulletPuff2\", 1)\n\t\t  ANIM DEEFFGHII 1 Bright\n\t\t  ANIM HGF 1\n\t\t  ANIM YXC 1\n\t\t  TNT1 A 0 A_PlaySound(\"sawedoffload\")\n\t\t  WP01 EFG 2\n\t\t  WP01 HIJKLMNOPQRST 1\n\t  Stop\n\t}\n}\n\nactor sawedoffcheck : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor SawedOffShells : Ammo\n{\n\tInventory.Icon \"SHELA0\"\n\tInventory.Amount 60\n\tInventory.MaxAmount 60\n\tAmmo.BackPackAmount 60\n\tAmmo.BackPackMaxAmount 60\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nACTOR Revolver : weapon\n{\n  Obituary \"%k made %o know that revolvers are the best guns.\"\n  weapon.ammotype \"pistolround\"\n  Weapon.SelectionOrder 1500\n  Weapon.SlotNumber 3\n  weapon.ammouse 1\n  +WEAPON.NOAUTOAIM\n  +WEAPON.NOALERT\n  +WEAPON.AMMO_OPTIONAL\n  +INVENTORY.UNDROPPABLE\n  DamageType \"PistolBullets\"\n  Decal BulletChip\n  states\n  {\n  Ready:\n    TNT1 A 0 A_PlayWeaponSound(\"DSROUL1\")\n    REVG A 1 A_WeaponReady\n    Goto Ready+1\n  Deselect:\n\tREVG D 1 A_Lower\n    Loop\n  Select:\n\tREVG D 1 A_Raise\n    Loop\n  Fire:\n    TNT1 A 0 A_JumpIfNoAmmo(\"DryFire\")\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_RailAttack(25,0,0,none,none,0,1,\"BulletPuff2\")\n\tTNT1 A 0 A_FireBullets(0, 0, 1, 16, \"BulletPuff2\")\n\tREVF AB 1 bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 21 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n   goto Ready+1\n  Flash:\n    TNT1 A 0 A_PlaySound(\"MagnumFire\")\n\tREVG ACD 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tREVG EFGHIJKLMN 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tstop\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"pistolround\",1,2)\n\tTNT1 A 0\n\tGoto DryFire\n\tTNT1 A 0\n  \tREVA ABCDEF 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_PlayWeaponSound(\"MagnumFire\")\n\tTNT1 A 0 A_FireBullets(7.2, 6.0, -1, 16, \"BulletPuff2\")\n\tTNT1 A 0 A_TakeInventory(\"pistolround\",1)\n\tREVA G 1 Bright A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tREVA H 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tREVA I 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tGoto Ready+1\n  DryFire:\n    TNT1 A 0 A_PlaySound(\"MagnumDryFire\")\n    REVG A 10 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n  Reload:\n\tREVG A 1 A_WeaponReady(WRF_NOSWITCH)\n    TNT1 A 0 A_JumpIfInventory(\"pistolround\", 6, \"Ready\")\n\tTNT1 A 0\n    REVR ABCDEFGHIJ 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_PlaySound(\"DSROUL1\",2)\n\tREVR KLMNOP 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tReloadWorking:\n\tREVR O 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_PlaySound(\"DSMLOAD\",3)\n\tREVR P 2 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n\tTNT1 A 0 A_GiveInventory(\"PistolRound\", 1)\n\tTNT1 D 0 A_JumpIfInventory(\"pistolround\",6,\"ReloadFinished\")\n\tGoto ReloadWorking\n  ReloadFinished:\n    TNT1 A 0 A_PlaySound(\"DSMOUT\",4)\n\tREVR PONMLKJIHGFEDCBA 1 A_WeaponReady(WRF_NOFIRE | WRF_NOSWITCH)\n   Goto Ready+1\n  }\n}\n\nACTOR pistolRound : Ammo\n{\n   +IGNORESKILL\n   Inventory.MaxAmount 6\n   Inventory.Icon \"CLIPA0\"\n}\n\nActor TNT2 : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor TNTCounter : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 3\n}\n\nActor TNTSoundDelay : PowerDamage\n{\n\tDamagefactor \"normal\", 1.0\n\tpowerup.duration -2\n}\n\nActor DynamiteAmmo : Ammo\n{\n\tInventory.Icon \"DYNAMITE\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tAmmo.BackPackAmount 10\n\tAmmo.BackPackMaxAmount 10\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nactor Dynamite : Weapon\n{\n  weapon.selectionorder 880\n  weapon.ammogive 5\n  weapon.ammotype \"DynamiteAmmo\"\n  obituary \"%o was exploded by %k's dynamites.\"\n  weapon.ammouse 1\n  weapon.ammouse2 1\n  weapon.ammotype2 \"DynamiteAmmo\"\n  Weapon.SlotNumber 1\n  //+WEAPON.NOAUTOFIRE\n  +WEAPON.EXPLOSIVE\n  +NOAUTOAIM\n  +INVENTORY.UNDROPPABLE\n  states\n  {\n  Ready:\n\tTNTH ACB 3 A_WeaponReady\n    Goto Ready\n  Deselect:\n\tTNT1 A 0 A_Lower\n    TNTL DD 1 A_Lower\n\tTNT1 A 0 A_Lower\n    TNTL DD 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tTNTL BB 1 A_Lower\n\tTNT1 A 0 A_Lower\n\tTNTL CC 1 A_Lower\n\tTNT1 A 0 A_Lower\n    MISG A 0 A_PlayWeaponSound (\"TNT/Zip\")\n    TNTL AAAAAAAA 1 A_Lower\n    Goto Deselect+16\n  Select:\n\tTNT1 A 0 A_Raise\n    TNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL AA 1 A_Raise\n\tTNT1 A 0 A_Raise\n\tTNTL AA 1 A_Raise\n    MISF A 0 A_PlayWeaponSound (\"TNT/Zip\")\n    TNTL BBCCDD 1 A_Raise\n    TNT1 AA 0 A_Raise\n    Goto Select+16\n  Fire:\n    TNTF AB 3 A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/Fuse\")\n\tTNTF CD 3 A_WeaponReady(14)\n\tTNTF EF 2 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNTF F 1 A_WeaponReady(14)\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0\n\tGoto Throw\n  Hold:\n\tTNT1 A 0 A_GiveInventory(\"TNTCounter\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"TNTSoundDelay\", 1, 3)\n\tTNT1 A 0 A_GiveInventory(\"TNTSoundDelay\", 1)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 0, \"Throw\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 3, \"Hold3\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 2, \"Hold2\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 1, \"Hold1\")\n  Hold1:\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNTF W 3 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto Fire+8\n  Hold2:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNTF Y 3 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto Fire+8\n  Hold3:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNTF F 3 A_WeaponReady(14)\n\tTNT1 A 0 A_TakeInventory(\"TNTCounter\", 3)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto Fire+8\n  AltFire:\n    TNTF AB 3 A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNTF CD 3 A_WeaponReady(14)\n\tTNTF EF 2 A_WeaponReady(14)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNTAlt\")\n\tGoto ThrowFinish\n  Flash:\n  \tTNT1 A 6 A_Light1\n    TNT1 A 0 A_Light0\n    stop\n  Spawn:\n    TNT1 A 1\n    stop\n  Throw:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 70, \"Throw_35\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 68, \"Throw_34\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 66, \"Throw_33\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 64, \"Throw_32\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 62, \"Throw_31\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 60, \"Throw_30\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 58, \"Throw_29\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 56, \"Throw_28\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 54, \"Throw_27\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 52, \"Throw_26\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 50, \"Throw_25\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 48, \"Throw_24\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 46, \"Throw_23\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 44, \"Throw_22\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 42, \"Throw_21\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 40, \"Throw_20\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 38, \"Throw_19\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 36, \"Throw_18\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 34, \"Throw_17\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 32, \"Throw_16\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 30, \"Throw_15\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 28, \"Throw_14\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 26, \"Throw_13\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 24, \"Throw_12\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 22, \"Throw_11\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 20, \"Throw_10\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 18, \"Throw_9\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 16, \"Throw_8\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 14, \"Throw_7\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 12, \"Throw_6\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 10, \"Throw_5\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 8, \"Throw_4\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 6, \"Throw_3\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 4, \"Throw_2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 2, \"Throw_1\")\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT\")\n\tGoto ThrowFinish\n  Throw_1:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_1\")\n\tGoto ThrowFinish\n  Throw_2:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_2\")\n\tGoto ThrowFinish\n  Throw_3:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_3\")\n\tGoto ThrowFinish\n  Throw_4:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_4\")\n\tGoto ThrowFinish\n  Throw_5:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_5\")\n\tGoto ThrowFinish\n  Throw_6:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_6\")\n\tGoto ThrowFinish\n  Throw_7:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_7\")\n\tGoto ThrowFinish\n  Throw_8:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_8\")\n\tGoto ThrowFinish\n  Throw_9:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_9\")\n\tGoto ThrowFinish\n  Throw_10:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_10\")\n\tGoto ThrowFinish\n  Throw_11:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_11\")\n\tGoto ThrowFinish\n  Throw_12:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_12\")\n\tGoto ThrowFinish\n  Throw_13:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_13\")\n\tGoto ThrowFinish\n  Throw_14:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_14\")\n\tGoto ThrowFinish\n  Throw_15:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_15\")\n\tGoto ThrowFinish\n  Throw_16:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_16\")\n\tGoto ThrowFinish\n  Throw_17:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_17\")\n\tGoto ThrowFinish\n  Throw_18:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_18\")\n\tGoto ThrowFinish\n  Throw_19:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_19\")\n\tGoto ThrowFinish\n  Throw_20:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_20\")\n\tGoto ThrowFinish\n  Throw_21:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_21\")\n\tGoto ThrowFinish\n  Throw_22:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_22\")\n\tGoto ThrowFinish\n  Throw_23:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_23\")\n\tGoto ThrowFinish\n  Throw_24:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_24\")\n\tGoto ThrowFinish\n  Throw_25:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_25\")\n\tGoto ThrowFinish\n  Throw_26:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_26\")\n\tGoto ThrowFinish\n  Throw_27:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_27\")\n\tGoto ThrowFinish\n  Throw_28:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_28\")\n\tGoto ThrowFinish\n  Throw_29:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_29\")\n\tGoto ThrowFinish\n  Throw_30:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_30\")\n\tGoto ThrowFinish\n  Throw_31:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_31\")\n\tGoto ThrowFinish\n  Throw_32:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_32\")\n\tGoto ThrowFinish\n  Throw_33:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_33\")\n\tGoto ThrowFinish\n  Throw_34:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_34\")\n\tGoto ThrowFinish\n  Throw_35:\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_35\")\n\tGoto ThrowFinish\n  ThrowFinish:\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/Throw\")\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\", 99)\n\tTNTF GHIJKL 3\n\tTNTF PQMNO 3 A_WeaponReady(14)\n  goto Ready\n  }\n}\n\nactor TNTSmoke : BulletPuff\n{\n  renderstyle Translucent\n  alpha 0.5\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  PROJECTILE\n  +WINDTHRUST\n  +ALLOWPARTICLES\n  states\n  {\n  Spawn:\n    ZUFF A 0 A_Jump(128,32)\n    ZUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n    stop\n    ZUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n    stop\n  }\n}\n\nACTOR ThrowPower : Ammo\n{\n   inventory.amount 1\n   inventory.MaxAmount 70\n   ammo.backpackamount 0\n   ammo.backpackmaxamount 70\n   +IGNORESKILL\n}\n\nactor PlayerTNT\n{\n  radius 6\n  height 4\n  speed 15\n  Scale 0.5\n  reactiontime 49\n  deathsound \"TNT/Explode\"\n  activesound \"TNT/Fuse\"\n  DamageType \"Dynamite\"\n  PROJECTILE\n  +DONTSPLASH\n  +DONTGIB\n  +NOBOUNCESOUND\n   +DOOMBOUNCE\n   +BOUNCEONACTORS\n   bouncefactor 0.5\n   bouncecount 4\n  +PUSHABLE\n  -SOLID\n  -NOGRAVITY\n  +EXTREMEDEATH\n  states\n  {\n  Spawn:\n    PTNT E 0 bright A_LoopActiveSound\n    goto see\n  See:\n    PTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT E 1 bright A_LoopActiveSound\n  Cont:\n    PTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT F 1 bright A_LoopActiveSound\n    PTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT G 1 bright A_LoopActiveSound\n    PTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT H 1 bright A_LoopActiveSound\n    PTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT A 1 bright A_LoopActiveSound\n    PTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT B 1 bright A_LoopActiveSound\n    PTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT C 1 bright A_LoopActiveSound\n    PTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT D 1 bright A_LoopActiveSound\n    Loop\n  Death:\n    TNT1 A 0 A_SpawnItem(\"FloorKaboom\",-16)\n    TNT1 A 1 bright A_Explode(150,Random(120,160),1)\n    TNT1 A 0 bright A_Scream\n    stop\n  }\n}\n\nActor PlayerTNTAlt\n{\n\tHeight 4\n\tRadius 4\n\tPROJECTILE\n\tSpeed 4\n\t-NOGRAVITY\n    +NOBOUNCESOUND\n    +DOOMBOUNCE\n\t+BOUNCEONACTORS\n    bouncefactor 0.5\n    bouncecount 4\n\tdeathsound \"TNT/Explode\"\n    activesound \"TNT/Fuse\"\n\tScale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tPTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT E 1 bright A_LoopActiveSound\n\t\tPTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT F 1 bright A_LoopActiveSound\n\t\tPTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT G 1 bright A_LoopActiveSound\n\t\tPTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT H 1 bright A_LoopActiveSound\n\t\tPTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT A 1 bright A_LoopActiveSound\n\t\tPTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT B 1 bright A_LoopActiveSound\n\t\tPTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT C 1 bright A_LoopActiveSound\n\t\tPTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n\t\tPTNT E 0 bright A_JumpIf(z-floorz < 4, \"Landed\")\n\t\tPTNT D 1 bright A_LoopActiveSound\n\tLoop\n\tLanded:\n\t\tTNT1 A 0 A_spawnItem(\"TNTAlt2\")\n\tStop\n\t}\n}\n\nActor TNTAlt2\n{\n  radius 6\n  height 4\n  Scale 0.5\n  reactiontime 16\n  deathsound \"TNT/Explode\"\n  activesound \"TNT/Fuse\"\n  DamageType \"Dynamite\"\n  +DONTSPLASH\n  -NOGRAVITY\n  +EXTREMEDEATH\n  +BOUNCEONACTORS\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT I 2 Bright A_CountDown\n\t\t\tTNT1 A 0 A_LoopActiveSound\n\t\t\tPTNT JK 2 Bright A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItem(\"FloorKaboom\",-16)\n\t\t\tTNT1 A 1 bright A_Explode(150,Random(120,160),1)\n\t\t\tTNT1 A 0 bright A_Scream\n\t    stop\n\t}\n}\n\nactor PlayerTNT_1 : PlayerTNT\n{\n\tSpeed 16\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 1, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_2 : PlayerTNT\n{\n\tSpeed 17\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 2, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_3 : PlayerTNT\n{\n\tSpeed 18\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 3, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_4 : PlayerTNT\n{\n\tSpeed 19\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 4, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_5 : PlayerTNT\n{\n\tSpeed 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 5, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_6 : PlayerTNT\n{\n\tSpeed 21\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 6, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_7 : PlayerTNT\n{\n\tSpeed 22\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 7, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_8 : PlayerTNT\n{\n\tSpeed 23\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 8, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_9 : PlayerTNT\n{\n\tSpeed 24\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 9, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_10 : PlayerTNT\n{\n\tSpeed 25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 10, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_11 : PlayerTNT\n{\n\tSpeed 26\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 11, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_12 : PlayerTNT\n{\n\tSpeed 27\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 12, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_13 : PlayerTNT\n{\n\tSpeed 28\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 13, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_14 : PlayerTNT\n{\n\tSpeed 29\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 14, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_15 : PlayerTNT\n{\n\tSpeed 30\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 15, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_16 : PlayerTNT\n{\n\tSpeed 31\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 16, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_17 : PlayerTNT\n{\n\tSpeed 32\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 17, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_18 : PlayerTNT\n{\n\tSpeed 33\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 18, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_19 : PlayerTNT\n{\n\tSpeed 34\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 19, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_20 : PlayerTNT\n{\n\tSpeed 35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 20, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_21 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 21, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_22 : PlayerTNT\n{\n\tSpeed 37\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 22, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_23 : PlayerTNT\n{\n\tSpeed 38\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 23, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_24 : PlayerTNT\n{\n\tSpeed 39\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 24, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_25 : PlayerTNT\n{\n\tSpeed 40\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 25, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_26 : PlayerTNT\n{\n\tSpeed 41\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 26, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_27 : PlayerTNT\n{\n\tSpeed 42\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 27, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_28 : PlayerTNT\n{\n\tSpeed 43\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 28, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_29 : PlayerTNT\n{\n\tSpeed 44\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 29, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_30 : PlayerTNT\n{\n\tSpeed 45\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 30, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_31 : PlayerTNT\n{\n\tSpeed 46\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 31, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_32 : PlayerTNT\n{\n\tSpeed 47\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 32, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_33 : PlayerTNT\n{\n\tSpeed 48\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 33, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_34 : PlayerTNT\n{\n\tSpeed 49\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 34, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor PlayerTNT_35 : PlayerTNT\n{\n\tSpeed 50\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 Bright ThrustThingZ(0, 35, 0, 1)\n\t\tGoto Super::Spawn\n\t}\n}\n\nactor FloorKaboom\n{\n  radius 32\n  height 50\n  Decal Scorch\n  renderstyle Add\n  alpha 0.45\n  +NOBLOCKMAP\n  -NOGRAVITY\n  +DONTSPLASH\n  +RANDOMIZE\n  PROJECTILE\n  states\n  {\n  Spawn:\n    TNT1 A 0\n\tDEXP A 0 A_SpawnItemEx (\"FloorKaboomDouble\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION)\n    goto Death\n  Death:\n    DEXP A 0 Radius_quake(2,7,0,16,0)\n    DEXP A 0 A_SpawnDebris (\"NapalmDebris\")\n    DEXP A 0 A_Jump(128,\"AltDeath\")\n    DEXP ABC 2 bright\n    DEXP D 0 Radius_Quake (1,10,0,16,0)\n    DEXP DEFGHI 3 bright\n    DEXP JKLM 2 bright\n    stop\n  AltDeath:\n    DEXP NOP 2 bright\n    DEXP P 0 Radius_Quake (1,10,0,16,0)\n    DEXP QRSTU 3 bright\n    DEXP VWXYZ 2 bright\n    stop\n  }\n}\n\nactor FloorKaboomDouble : FloorKaboom\n{\n  states\n  {\n  Spawn:\n    TNT1 A 0\n\tDEXP A 0 A_Jump(128,\"AltDeath\")\n    DEXP ABC 1 bright\n    DEXP DEFGHI 2 bright\n    DEXP JKLM 2 bright\n    stop\n  AltDeath:\n    DEXP NOP 1 bright\n    DEXP QRSTU 2 bright\n    DEXP VWXYZ 2 bright\n    stop\n  }\n}\n\nactor NapalmDebris\n{\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  Scale 0.2\n  PROJECTILE\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +RANDOMIZE\n  -NOGRAVITY\n  -SOLID\n  +WINDTHRUST\n  //RENDERSTYLE ADD\n  states\n  {\n  Spawn:\n    FSPK A 0 bright A_Jump(192,3,4,6,8)\n    FSPK A 10 bright\n    FSPK A 200 bright A_LowGravity\n    stop\n    FSPK B 10 bright\n    FSPK B 200 bright A_LowGravity\n    stop\n    FSPK C 10 bright\n    FSPK C 200 bright A_LowGravity\n    stop\n    FSPK D 10 bright\n    FSPK D 200 bright A_LowGravity\n    stop\n    FSPK E 10 bright\n    FSPK E 200 bright A_LowGravity\n    stop\n  Death:\n    FSPK A 1\n    stop\n  }\n}\n\nActor CPPistol : BulletPuff2\n{\n\tDamageType \"Revolver\"\n\tObituary \"%k made %o know that revolvers are the best guns.\"\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Duke.txt",
        "contents": "Actor Duke : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tMass 400\n\tPainChance 256\n\tScale 0.75\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Duke\"\n\tPlayer.SoundClass \"Duke\"\n\tPlayer.ForwardMove 0.83\n\tPlayer.SideMove 0.76\n\tPlayer.StartItem \"Duke-Shotgun\", 1\n\tPlayer.StartItem \"Duke-Pistol\", 1\n\tPlayer.StartItem \"Duke-Kicks\", 1\n\tPlayer.StartItem \"DukeFuel\", 200\n\tPlayer.StartItem \"DukeAmmo\", 50\n\tPlayer.StartItem \"Pipes\", 10\n\tPlayer.StartItem \"DukeJetpackItem\", 1\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ScoreIcon \"DUKEST\"\n\tDamageFactor \"CreepStun\", 3.5\n\tDamageFactor \"Grenade\", 0.3\n\tDamageFactor \"GhostTrap\", 0.0\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tDUKE E 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE E 1\n\t\tLoop\n\tSee:\n\t\tDUKE A 1 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\tWalk:\n\t\tDUKE A 0 SetPlayerProperty(0,0,3)\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE A 5\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE B 5\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tDUKE C 5\n\t\tDUKE A 0 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE D 5\n\t\tDUKE A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGoto See\n\tJet:\n\t\tDUKE A 0 A_JumpIfInventory(\"DukeFuel\",1,\"Jet2\")\n\t\tDUKE A 1 A_TakeInventory(\"Jett\",999)\n\t\tDUKE A 0 SetPlayerProperty(0,0,3)\n\t\tGoto Spawn\n\tJet2:\n\t\tDUKE A 0 SetPlayerProperty(0,1,3)\n\t\tDUKE H 0 A_TakeInventory(\"DukeFuel\",1)\n\t\tDUKE H 0 A_SpawnItemEx(\"Firey\", -32, 0, 28, 0, 0, -1, 0, 128, 0)\n\t\tDUKE H 0 A_SpawnItemEx(\"SmokeLarge\", -32, 0, 20, 0, 0, 0, 0, 128, 0)\n\t\tDUKE H 3 bright\n\t\tGoto Spawn\n\tMissile:\n\t\tDUKE E 1\n\t\tDUKE E 1 A_JumpIfInventory(\"Kicking\",1,\"Kick\")\n\t\tDUKE E 10\n\t\tGoto Spawn\n\tMelee:\n\t\tDUKE A 1 A_JumpIfInventory(\"Jett\",1,\"Jet\")\n\t\tDUKE F 6 bright\n\t\tGoto Missile\n\tKick:\n\t\tDUKE I 5\n\t\tDUKE G 5\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tDUKE I 4\n\t\tDUKE I 4 A_Pain\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tDUKE I 0 A_Pain\n\t\tDUKE I 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tDUKE A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledDuke\",1)\n\t\tDUKE J 6\n\t\tDUKE K 6 A_PlayerScream\n\t\tDUKE L 6\n\t\tDUKE M 6 A_NoBlocking\n\t\tDUKE N 6\n\t\tDUKE O -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tDUKE A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tDUKE A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tDUKE A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tDUKE A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tDUKE A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledDuke\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tDUKE G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_DukeBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"Health\",25)\n\t\tDUKE A 0 ACS_ExecuteAlways(997,0,2)\n\t\tDUKE A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tDUKE A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tDUKE A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tDUKE A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tDUKE A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tDUKE A 0 A_GiveToTarget(\"Health\",10)\n\t\tDUKE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tDUKE JJJJJJ 1 A_FadeOut(0.05)\n\t\tDUKE A 0 A_PlayerScream\n\t\tDUKE KKKKKKLLLLLLMM 1 A_FadeOut(0.05)\n\t\tDUKE A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tDUKE A 0 ACS_ExecuteAlways(997,0,4)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tDUKE A 0 A_GiveToTarget(\"TransDuke\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tDUKE A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tDUKE A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tDUKE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tDUKE A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tDUKE A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tDUKE A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"Clip\",1)\n\t\tDUKE G 0 SetPlayerProperty(0,1,4)\n\t\tDUKE G 0 A_Stop\n\t\tDUKE GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tDUKE A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tDUKE HHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tDUKE I 0 A_PlayerScream\n\t\tDUKE IIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tDUKE J 0 A_NoBlocking\n\t\tDUKE JJJJJJKKKKKKLLLLLLMMMMMMNNNNNN 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tDUKE OOOOOOO 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tDUKE O -1\n\t\tStop\n\tDeath.I4:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tDUKE A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tDUKE A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tDUKE A 0 A_GiveToTarget(\"Health\",10)\n\t\tDUKE A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tDUKE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tDUKE A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor DukeJetpackItem : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 A_GiveInventory(\"CyborgDashcheck\",1)\n\t\tFail\n\t}\n}\n\nActor DukeFuel : Ammo\n{\n\tAmmo.BackpackAmount 200\n\tAmmo.BackpackMaxAmount 200\n\tInventory.Amount 200\n\tInventory.MaxAmount 200\n\tInventory.Icon \"FUELA0\"\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tStop\n\t}\n}\n\n// Weapon codes from Samsara by TerminusEst13 and ijontichy\n\nActor Duke-Pistol : Weapon\n{\n\tWeapon.SelectionOrder 600\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType \"DukePistolReload\"\n\tWeapon.Ammogive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"Pipes\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tInventory.Icon \"DUKEPIST\"\n\tDamagetype \"SamDeagle\"\n\tObituary \"%o was surprised with %k's accuracy.\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+Weapon.Ammo_Optional\n\tDecal \"BulletChip\"\n\tStates\n\t{\n      Ready:\n\t    TNT1 A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"Jetpack\")\n        DKPS A 0 A_JumpIfInventory(\"DukePistolReload\", 1, 1)\n        Goto Reload\n\t\tDKPS A 1 A_WeaponReady\n\t  Goto Ready\n      Deselect:\n        DKPS AAAA 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 0 A_Lower\n        DKPS A 1 A_Lower\n        loop\n\n      Select:\n        DKPS A 1 A_Raise\n        DKPS A 0 A_Raise\n        DKPS A 0 A_Raise\n        DKPS A 1 A_Raise\n        DKPS A 0 A_Raise\n        DKPS A 1 A_Raise\n        DKPS A 0 A_Raise\n        DKPS A 1 A_Raise\n        DKPS A 0 A_Raise\n        DKPS A 1 A_Raise\n        DKPS A 0 A_Raise\n        DKPS AAAAAA 1 A_Raise\n        Loop\n\n      Fire:\n        DKPS A 0 A_JumpIfInventory(\"DukePistolReload\", 1, 1)\n\t  Goto Reload\n        DKPS A 1 A_WeaponReady(14)\n        TNT1 A 0 A_GunFlash\n        TNT1 A 0 A_PlayWeaponSound(\"DukePistol\")\n        TNT1 A 0 A_FireBullets(2,2,1,6,\"DukePuff1\")\n        DKPS BC 1 BRIGHT A_WeaponReady(14)\n        DKPS AAA 1 A_WeaponReady(14)\n        Goto Ready\n\n      Flash:\n        TNT1 A 1 A_Light1\n        TNT1 A 1 A_Light0\n        stop\n\n      Reload:\n        TNT1 A 0\n        TNT1 A 0 A_PlayWeaponSound(\"duke/reload\")\n        DKPS D 3 A_WeaponReady(14)\n        DKPS E 4 A_WeaponReady(14)\n        DKPS F 8 A_WeaponReady(14)\n        TNT1 A 0 A_GiveInventory(\"DukePistolReload\",12)\n        DKPS GH 3 A_WeaponReady(14)\n        DKPS ID 2 A_WeaponReady(14)\n        DKPS A 2 A_WeaponReady(14)\n        DKPS A 0 A_ReFire\n        Goto Ready\n\tAltFire:\n\t\tDKPS A 1 A_WeaponReady(14)\n\t\tDKPL A 1 A_WeaponReady(14)\n\t\tDKPL B 1 A_WeaponReady(14)\n\t\tDKPL C 1 A_WeaponReady(14)\n\t\tDKPL D 1 A_WeaponReady(14)\n\t\tDKPL E 1 A_WeaponReady(14)\n\t\tDKPL F 1 A_WeaponReady(14)\n\t\tDKPL G 1 A_WeaponReady(14)\n\t\tDKPB F 3 A_WeaponReady(14)\n\t\tDKPB G 3 A_WeaponReady(14)\n\t\tDKPB H 4 A_WeaponReady(14)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PipeBomb\")\n\t\tDKPB I 3 A_WeaponReady(14)\n\t\tDKPB J 5 A_WeaponReady(14)\n\t\tDKPB K 1 A_WeaponReady(14)\n\t\tDKPB L 1 A_WeaponReady(14)\n\t\tDKPB M 1 A_WeaponReady(14)\n\t\tDKPB N 1 A_WeaponReady(14)\n\t\tDKPL G 1 A_WeaponReady(14)\n\t\tDKPL F 1 A_WeaponReady(14)\n\t\tDKPL E 1 A_WeaponReady(14)\n\t\tDKPL D 1 A_WeaponReady(14)\n\t\tDKPL C 1 A_WeaponReady(14)\n\t\tDKPL B 1 A_WeaponReady(14)\n\t\tDKPL A 1 A_WeaponReady(14)\n\t\tGoto Ready\n\tJetpack:\n\t\tDUKP A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\tDUKP A 0 A_JumpIfInventory(\"DukeFuel\",1,2)\n\t\tDUKP A 0\n\t\tGoto Ready\n\t\tDUKP A 0 A_JumpIfInventory(\"Jett\",1,\"Stops\")\n\t\tDUKP A 0 A_PlayWeaponSound(\"DukeJetLoad\")\n\t\tDKPS A 20 A_WeaponReady(14)\n\t\tDUKP A 0 A_PlayWeaponSound(\"DukeJetStart\")\n\t\tDUKP A 0 A_GiveInventory(\"Jett\",1)\n\t\tDKPS A 30 A_WeaponReady(14)\n\t\tGoto Ready\n\tStops:\n\t\tDUKP A 0 SetPlayerProperty(0,0,3)\n\t\tTNT1 A 0 A_TakeInventory(\"Jett\",999)\n\t\tDKPS A 20 A_WeaponReady(14)\n\t\tGoto Ready\n\t}\n}\n\nActor DukePuff1 : BulletPuff2\n{\n\tDamageType \"SamDeagle\"\n}\n\nActor Jett : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nactor DukePistolReload : Ammo\n{\n    inventory.amount 1\n    inventory.maxamount 12\n\tinventory.icon \"CLIPA0\"\n    states\n    {\n      Spawn:\n        TNT1 A 35\n        stop\n    }\n}\n\nActor Duke-Shotgun : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"DukeAmmo\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"Pipes\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tInventory.Icon \"DUKESHOT\"\n\tObituary \"%o got owned by %k's mega boomstick.\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tDecal \"BulletChip\"\n\tStates\n\t{\n\tSelect:\n      Ready:\n\t    TNT1 A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"Jetpack\")\n        DKSG A 1 A_WeaponReady\n        Loop\n\n      Deselect:\n        DKSG AAAA 1 A_Lower\n        DKSG A 0 A_Lower\n        DKSG A 1 A_Lower\n        DKSG A 0 A_Lower\n        DKSG A 1 A_Lower\n        DKSG A 0 A_Lower\n        DKSG A 1 A_Lower\n        DKSG A 0 A_Lower\n        DKSG A 1 A_Lower\n        DKSG A 0 A_Lower\n        DKSG A 0 A_Lower\n        DKSG A 1 A_Lower\n        DKSG A 0 A_Lower\n        DKSG A 0 A_Lower\n        DKSG A 1 A_Lower\n        DKSG A 0 A_Lower\n        DKSG A 0 A_Lower\n        DKSG A 1 A_Lower\n        loop\n\n      Select:\n        DKSG A 1 A_Raise\n        DKSG A 0 A_Raise\n        DKSG A 0 A_Raise\n        DKSG A 1 A_Raise\n        DKSG A 0 A_Raise\n        DKSG A 1 A_Raise\n        DKSG A 0 A_Raise\n        DKSG A 1 A_Raise\n        DKSG A 0 A_Raise\n        DKSG A 1 A_Raise\n        DKSG A 0 A_Raise\n        DKSG AAAAAA 1 A_Raise\n        Loop\n\n      Fire:\n        DKSH A 2 BRIGHT A_WeaponReady(14)\n\t\tDKSH A 0 A_FireBullets(6,6,12,6,\"BulletPuff2\",1,900)\n        DKSH A 0 A_GunFlash\n        DKSH A 0 A_PlayWeaponSound(\"DukeShotgunF\")\n\t\tDKSH BCDA 2 BRIGHT A_WeaponReady(14)\n        DKSH A 2 A_WeaponReady(14)\n        DKSG BC 4 A_WeaponReady(14)\n        DKSG D 0 A_PlaySound(\"DukeShotgunL\")\n        DKSG DE 4 A_WeaponReady(14)\n        DKSG E 1 A_WeaponReady(14)\n        DKSG D 4 A_WeaponReady(14)\n        DKSG C 4 A_WeaponReady(14)\n        TNT1 A 0 A_Refire\n        Goto Ready\n\n      Flash:\n        TNT1 A 1 A_Light1\n        TNT1 A 0\n        TNT1 A 1 A_Light0\n        stop\n\n\tAltFire:\n\t\tDKSG A 1 A_WeaponReady(14)\n\t\tDKSL A 1 A_WeaponReady(14)\n\t\tDKSL B 1 A_WeaponReady(14)\n\t\tDKSL C 1 A_WeaponReady(14)\n\t\tDKSL D 1 A_WeaponReady(14)\n\t\tDKSL E 1 A_WeaponReady(14)\n\t\tDKSL F 1 A_WeaponReady(14)\n\t\tDKSL G 1 A_WeaponReady(14)\n\t\tDKPB F 3 A_WeaponReady(14)\n\t\tDKPB G 3 A_WeaponReady(14)\n\t\tDKPB H 4 A_WeaponReady(14)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PipeBomb\")\n\t\tDKPB I 3 A_WeaponReady(14)\n\t\tDKPB J 5 A_WeaponReady(14)\n\t\tDKPB K 1 A_WeaponReady(14)\n\t\tDKPB L 1 A_WeaponReady(14)\n\t\tDKPB M 1 A_WeaponReady(14)\n\t\tDKPB N 1 A_WeaponReady(14)\n\t\tDKSL G 1 A_WeaponReady(14)\n\t\tDKSL F 1 A_WeaponReady(14)\n\t\tDKSL E 1 A_WeaponReady(14)\n\t\tDKSL D 1 A_WeaponReady(14)\n\t\tDKSL C 1 A_WeaponReady(14)\n\t\tDKSL B 1 A_WeaponReady(14)\n\t\tDKSL A 1 A_WeaponReady(14)\n\t\tGoto Ready\n\tJetpack:\n\t\tDUKS A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\tDUKS A 0 A_JumpIfInventory(\"DukeFuel\",1,2)\n\t\tDUKS A 0\n\t\tGoto Ready\n\t\tDUKS A 0 A_JumpIfInventory(\"Jett\",1,\"Stops\")\n\t\tDUKS A 0 A_PlayWeaponSound(\"DukeJetLoad\")\n\t\tDKSG A 20 A_WeaponReady(14)\n\t\tDUKS A 0 A_PlayWeaponSound(\"DukeJetStart\")\n\t\tDUKS A 0 A_GiveInventory(\"Jett\",1)\n\t\tDKSG A 30 A_WeaponReady(14)\n\t\tGoto Ready\n\tStops:\n\t\tDUKS A 0 SetPlayerProperty(0,0,3)\n\t\tTNT1 A 0 A_TakeInventory(\"Jett\",999)\n\t\tDKSG A 20 A_WeaponReady(14)\n\t\tGoto Ready\n\t}\n}\n\nActor DukeAmmo : Ammo\n{\n\tInventory.Icon \"SHELA0\"\n\tInventory.Amount 50\n\tInventory.MaxAmount 50\n\tAmmo.BackPackAmount 50\n\tAmmo.BackPackMaxAmount 50\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor Duke-Kicks: Weapon\n{\n\tWeapon.SelectionOrder 1500\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType2 \"Pipes\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tInventory.Icon \"DUKEKICK\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSelect:\n\t    TNT1 A 0 ACS_ExecuteAlways(725, 0, 0)\n\t\tKNUX AAAAAAAAAAAAAAA 1 A_Raise\n\t\tKNUX BC 3\n\t\tTNT1 A 0 A_PlayWeaponSound(\"DukeKnuckle\")\n\t\tKNUX D 6\n\t\tKNUX CB 3\n\t\tKNUX AAAA 1 A_Raise\n\t\tGoto Ready\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"CyborgDashCheck\",1,\"Jetpack\")\n\t\tTNT1 A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t    TNT1 A 0 ACS_ExecuteAlways(725, 0, 1)\n\t\tKNUK A 0 A_TakeInventory(\"Kicking\",999)\n\t\tTNT1 A 1 A_Lower\n\t\tGoto Deselect+1\n\tFire:\n\t\tKNUK A 0 A_GiveInventory(\"Kicking\",1)\n\t\tDKBT A 8\n\t\tDKBT B 7 A_FireCustomMissile(\"DukeKick\")\n\t\tBOOT A 0 A_ReFire\n\t\tDKBT A 6\n\t\tGoto Ready\n\tAltFire:\n\t\tKNUK A 0 A_TakeInventory(\"Kicking\",999)\n\t\tTNT1 A 3\n\t\tDKPB F 3 A_WeaponReady(14)\n\t\tDKPB G 3 A_WeaponReady(14)\n\t\tDKPB H 4 A_WeaponReady(14)\n\t\tTNT1 A 0 A_FireCustomMissile(\"PipeBomb\")\n\t\tDKPB I 3 A_WeaponReady(14)\n\t\tDKPB J 5 A_WeaponReady(14)\n\t\tDKPB K 1 A_WeaponReady(14)\n\t\tDKPB L 1 A_WeaponReady(14)\n\t\tDKPB M 1 A_WeaponReady(14)\n\t\tDKPB N 1 A_WeaponReady(14)\n\t\tTNT1 A 3\n\t\tGoto Ready\n\tJetPack:\n\t\tKNUK A 0 A_TakeInventory(\"CyborgDashCheck\")\n\t\tKNUK A 0 A_JumpIfInventory(\"DukeFuel\",1,2)\n\t\tKNUK A 0\n\t\tGoto Ready\n\t\tKNUK A 0 A_JumpIfInventory(\"Jett\",1,\"Stops\")\n\t\tKNUK A 0 A_PlayWeaponSound(\"DukeJetLoad\")\n\t\tTNT1 A 20\n\t\tKNUK A 0 A_PlayWeaponSound(\"DukeJetStart\")\n\t\tKNUK A 0 A_GiveInventory(\"Jett\",1)\n\t\tTNT1 A 30\n\t\tGoto Ready\n\tStops:\n\t\tKNUK A 0 SetPlayerProperty(0,0,3)\n\t\tTNT1 A 30 A_TakeInventory(\"Jett\",999)\n\t\tGoto Ready\n\t}\n}\n\nActor Pipes : Ammo\n{\n\tInventory.Icon \"PIPEBOMB\"\n\tInventory.Amount 10\n\tInventory.MaxAmount 10\n\tAmmo.BackPackAmount 10\n\tAmmo.BackPackMaxAmount 10\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\t}\n}\n\nActor Kicking : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor PipeBomb\n{\n\tRadius 7\n\tHeight 5\n\tObituary \"%k thought %o needed a plumber.\"\n\tSpeed 14\n\tScale 0.34\n\tBounceCount 2\n\tBounceFactor 0.5\n\tReactionTime 5\n\tDamageType \"Grenade\"\n\tPROJECTILE\n\t+BOUNCEONACTORS\n\t+DOOMBOUNCE\n\t- NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tPBMB D 0\n\t\tPBMB D 0 ThrustThingZ(0,20,0,1)\n\t\tPBOM AAAAAA 2\n\t\tPBMB D 0 A_Countdown\n\t\tGoto Spawn+2\n\tDeath:\n\t\tPBMB D 0 A_SpawnItemEx(\"GrenadeExplosion\",0,0,0,0,0,0,0,128,0)\n\t\tPBOM A 1 A_Explode(130,100,1)\n\t\tStop\n\t}\n}\n\nActor DukeKick : CreeperAttack\n{\n\tDamage (60)\n\tDamageType \"Ice2\"\n\tObituary \"%k kicked %o's ass.\"\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_PlaySound(\"DukeKick\")\n\t\tStop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Blazkowicz.txt",
        "contents": "Actor Blazkowicz : PlayerPawn\n{\n\tMass 400\n\tPlayer.SoundClass \"Blazkowicz\"\n\tPlayer.DisplayName \"Blazkowicz\"\n\tPlayer.ForwardMove 0.92\n\tPlayer.SideMove 0.92\n\tPlayer.StartItem \"Nazi-SubMachineGun\", 1\n\tPlayer.StartItem \"Nazi-Knife\", 1\n\tPlayer.StartItem \"Nazi-Chaingun\", 1\n\tPlayer.StartItem \"Clip\", 200\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ScoreIcon \"BLAZKOST\"\n\tPlayer.ColorRange 112, 127\n\tDamageFactor \"GhostTrap\", 0.0\n\tPainChance 256\n\tLimitedToTeam 0\n\t+NOSKIN\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+QUICKTORETALIATE\n\tStates\n\t{\n\tSpawn:\n\t\tBLAZ A 1\n\t\tLoop\n\tSee:\n\t\tBLAZ BC 5\n\t\tBLAZ B 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tBLAZ DE 5\n\t\tBLAZ B 0 A_SpawnItemEx (\"MarineStomp\", 0, 0, 0, 0, 0, -20, 0,0, 0)\n\t\tLoop\n\tMissile:\n\t\tBLAZ G 0 A_JumpIfInventory(\"Shell\",1,\"Knife\")\n\t\tBLAZ F 12\n\t\tGoto Spawn\n\tMelee:\n\t\tBLAZ G 0 A_JumpIfInventory(\"Shell\",1,\"Knife\")\n\t\tBLAZ G 6 bright\n\t\tGoto Missile\n\tKnife:\n\t\tBLAZ H 1\n\t\tBLAZ H 11 A_TakeInventory(\"Shell\",999)\n\t\tGoto Spawn\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tBLAZ I 4\n\t\tBLAZ I 4 A_Pain\n\t\tGoto Spawn\n\tPain.Creepstun:\n\t\tBLAZ I 0 A_Pain\n\t\tBLAZ I 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tDeath.Creeper:\n\t\tBLAZ A 0 A_PlaySoundEx(\"CreeperAttack\", \"Body\")\n\t\tBLAZ A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tBLAZ A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tBLAZ A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.SjasScream:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledJ\",1)\n\t\tGoto DeathAnim\n\tDeath:\n\tDeathAnim:\n\t\tBLAZ A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledBlazkowicz\",1)\n\t\tBLAZ J 5\n\t\tBLAZ K 5 A_PlayerScream\n\t\tBLAZ L 5 A_NoBlocking\n\t\tBLAZ MN 5\n\t\tBLAZ O -1\n\t\tStop\n\tDeath.Choke:\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tBLAZ I 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ I 0 A_GiveToTarget(\"KilledBlazkowicz\",1)\n\t\tBLAZ I 0 A_GiveToTarget(\"Crunched\",1)\n\t\tBLAZ I 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_BlazkowiczBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",25)\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,2)\n\t\tBLAZ A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tBLAZ A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tBLAZ A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tBLAZ A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",10)\n\t\tBLAZ A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tBLAZ JJJJJ 1 A_FadeOut(0.05)\n\t\tBLAZ A 0 A_PlayerScream\n\t\tBLAZ KKKKKLLLLLMMMMM 1 A_FadeOut(0.05)\n\t\tBLAZ A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,4)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tBLAZ A 0 A_GiveToTarget(\"TransBlazkowicz\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tBLAZ A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tBLAZ A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tBLAZ A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tBLAZ A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tBLAZ A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"Clip\",1)\n\t\tBLAZ I 0 SetPlayerProperty(0,1,4)\n\t\tBLAZ I 0 A_Stop\n\t\tBLAZ IIIIIIIIIIIIII 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tBLAZ JJJJJ 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ I 0 A_PlayerScream\n\t\tBLAZ KKKKK 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ J 0 A_NoBlocking\n\t\tBLAZ LLLLLMMMMMNNNNN 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ OOOOOOO 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tBLAZ O -1\n\t\tStop\n\tDeath.I4:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tBLAZ A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tBLAZ A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tBLAZ A 0 A_GiveToTarget(\"Health\",10)\n\t\tBLAZ A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tBLAZ A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tBLAZ A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t\t}\n}\n\nActor \"Nazi-SubMachineGun\" : Weapon\n{\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 0\n\tObituary \"%o met %k in his racist form.\"\n\tAttackSound \"SMGFire\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSelect:\n\t\tNZSM A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tNZSM A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tNZSM A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tNZSM A 0 A_Light1\n\t\tNZSM B 2 bright A_FireBullets(2,2.0,1,8,\"BulletPuff2\")\n\t\tNZSM A 1 A_Light2\n\t\tNZSM C 2 bright A_FireBullets(2,2.0,1,8,\"BulletPuff2\")\n\t\tNZSM A 1 A_Light1\n\t\tNZSM B 2 bright A_FireBullets(2,2.0,1,8,\"BulletPuff2\")\n\t\tNZSM A 15 A_Light0\n\t\tNZSM A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tNZSM A 0 A_Light1\n\t\tNZSM B 3 bright A_FireBullets(5,1,1,6,\"BulletPuff2\")\n\t\tNZSM A 1 A_Light2\n\t\tNZSM C 3 bright A_FireBullets(5,1,1,6,\"BulletPuff2\")\n\t\tNZSM A 1 A_Light1\n\t\tNZSM B 3 bright A_FireBullets(5,1,1,6,\"BulletPuff2\")\n\t\tNZSM A 1 A_Light0\n\t\tNZSM A 15 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nActor \"Nazi-Knife\" : Weapon\n{\n\tWeapon.SlotNumber 2\n\tInventory.Icon \"NAZIKNIF\"\n\tDecal \"BulletChip\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+WEAPON.DONTBOB\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSelect:\n\t\tNZKF A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tNZKF A 0 A_GiveInventory(\"Shell\",1)\n\t\tNZKF A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tNZKF A 0 A_TakeInventory(\"Shell\",999)\n\t\tNZKF A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tNZKF A 3 Offset(-10,22) A_FireCustomMissile(\"KnifeAttack\")\n\t\tNZKF A 0 A_PlayWeaponSound(\"KnifeSwing\")\n\t\tNZKF A 3 Offset(-20,12) A_FireCustomMissile(\"KnifeAttack\")\n\t\tNZKF A 3 Offset(-25,7) A_FireCustomMissile(\"KnifeAttack\")\n\t\tNZKF A 3 Offset(-20,12) A_FireCustomMissile(\"KnifeAttack\")\n\t\tNZKF A 3 Offset(-10,22)\n\t\tNZKF A 3 Offset(0,32)\n\t\tGoto Ready\n\tAltFire:\n\t\tNZKF A 0 A_JumpIfInventory(\"CreeperStunCheck\",1,\"Fire\")\n\t\tNZKF A 0 SetPlayerProperty(0,1,0)\n\t\tNZKF A 0 A_Stop\n\t\tNZKF A 3 Offset(-10,22) A_Recoil(-30)\n\t\tNZKF A 0 A_PlayWeaponSound(\"KnifeSwing\")\n\t\tNZKF A 3 Offset(-20,12) A_FireCustomMissile(\"KnifeAttack\")\n\t\tNZKF A 3 Offset(-25,7) A_FireCustomMissile(\"KnifeAttack\")\n\t\tNZKF A 3 Offset(-20,12) A_FireCustomMissile(\"KnifeAttack\")\n\t\tNZKF A 3 Offset(-10,22)\n\t\tNZKF A 0 A_Stop\n\t\tNZKF A 0 ThrustThingZ(0,-20,1,1)\n\t\tNZKF A 20 Offset(0,32) A_Recoil(15)\n\t\tNZKF A 0 SetPlayerProperty(0,0,0)\n\t\tGoto Ready\n\t}\n}\n\nActor KnifeAttack\n{\n\tRadius 4\n\tHeight 5\n\tSpeed 40\n\tDamage 18\n\tDamageType \"Ice2\"\n\tObituary \"%k split %o's face into two.\"\n\tDecal \"BulletChip\"\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 2\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"KnifeMiss\",\"Body\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BulletPuff\")\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySoundEx(\"KnifeHit\",\"Body\")\n\t\tStop\n\t}\n}\n\nActor \"Nazi-Chaingun\" : Weapon\n{\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType \"Clip\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoType2 \"Clip\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 5\n\tDecal \"BulletChip\"\n\tObituary \"%o was ripped apart by %k's chaingun.\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+WEAPON.DONTBOB\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSelect:\n\t\tNZCH A 0 A_PlaySoundEx(\"ChaingunStart\",\"SoundSlot5\")\n\t\tNZCH A 0 ACS_ExecuteAlways(998,0)\n\t\tNZCH A 1 A_Raise\n\t\tGoto Select+1\n\tDeselect:\n\t\tNZCH A 0 A_PlaySoundEx(\"ChaingunEnd\",\"SoundSlot5\")\n\t\tNZCH A 0 ACS_ExecuteAlways(998,0)\n\t\tNZCH A 1 A_Lower\n\t\tGoto Deselect+1\n\tReady:\n\t\tNZCH A 0 ACS_ExecuteAlways(998,0)\n\t\tNZCH A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tNZCH A 0 A_PlaySoundEx(\"ChaingunStart\",\"SoundSlot5\")\n\t\tNZCH BA 10\n\t\tNZCH BA 5\n\t\tNZCH BA 2\n\t\tNZCH A 0 A_ReFire\n\t\tGoto Ready\n\tHold:\n\t\tNZCH A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tNZCH A 0 ACS_ExecuteAlways(999,0)\n\t\tNZCH A 0 A_GunFlash\n\t\tNZCH A 0 A_PlayWeaponSound(\"ChaingunFire1\")\n\t\tNZCH A 3 A_FireBullets(5,5,1,6,\"NaziPuff\")\n\t\tNZCH A 0 A_JumpIfNoAmmo(\"Deselect\")\n\t    NZCH A 0 A_PlayWeaponSound(\"ChaingunFire1\")\n\t\tNZCH B 3 A_FireBullets(5,5,1,6,\"NaziPuff\")\n\t    NZCH A 0 A_PlayWeaponSound(\"ChaingunFire1\")\n\t\tNZCH C 3 A_FireBullets(5,5,1,6,\"NaziPuff\")\n\t\tNZCH A 0 A_JumpIfNoAmmo(\"Deselect\")\n\t    NZCH A 0 A_PlayWeaponSound(\"ChaingunFire1\")\n\t\tNZCH D 3 A_FireBullets(5,5,1,6,\"NaziPuff\")\n\t\tNZCH A 0 A_ReFire\n\t\tNZCH A 0 ACS_ExecuteAlways(998,0)\n\t\tNZCH BA 2 A_PlaySoundEx(\"ChaingunEnd\",\"SoundSlot5\")\n\t\tNZCH BA 5\n\t\tNZCH BA 10\n\t\tGoto Ready\n\tFlash:\n\t\tNZCH A 0 A_PlaySoundEx(\"ChaingunFiring\",\"SoundSlot5\")\n\t\tNZCH E 3 bright A_Light1\n\t\tNZCH F 3 bright A_Light2\n\t\tNZCH F 0 A_Light0\n\t\tTNT1 A 2 A_ReFire\n\t\tStop\n\tAltFire:\n\t\tNZCH A 0 A_JumpIfNoAmmo(\"Ready\")\n\t\tNZCH A 0 A_Recoil(10)\n\t\tNZCH A 0 A_GunFlash\n\t\tNZCH A 0 A_PlayWeaponSound(\"Chaingunfire1\")\n\t\tNZCH A 1 Offset(0,35) A_FireBullets(4,4,4,8,\"NaziPuff\")\n\t\tNZCH A 4 A_PlaySoundEx(\"ChaingunEnd\",\"SoundSlot5\")\n\t\tNZCH B 5 Offset(0,32)\n\t\tNZCH A 21\n\t\tGoto Ready\n\tAltFlash:\n\t\tNZCH E 1 bright A_Light1\n\t\tNZCH F 1 bright A_Light2\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 28 A_Light0\n\t\tStop\n\t}\n}\n\nActor NaziPuff : BulletPuff2\n{\n\tDamageType \"Fire2\"\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Knight.txt",
        "contents": "Actor Knight : PlayerPawn\n{\n\tSpeed 1\n\tHealth 130\n\tMass 400\n\tPainChance 256\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Knight\"\n\tPlayer.SoundClass \"Knight\"\n\tPlayer.ForwardMove 0.7\n\tPlayer.SideMove 0.7\n\tPlayer.StartItem \"GreenArmor2\"\n\tPlayer.StartItem \"ShieldAndThrowingAxe\"\n\tPlayer.StartItem \"AxeAmmo\", 20\n\tPlayer.StartItem \"LSAmmo\", 10\n\tPlayer.StartItem \"ShieldAndLongSword\"\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ScoreIcon \"KNIGHTST\"\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamagefactor \"normal\", 0.60\n\tdamagefactor \"minion\", 0.5\n\tLimitedToTeam 0\n\tScale 0.4\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tXWHX A 35\n\t\tKNIG G 0 A_GiveInventory(\"LSAmmo\",2)\n\t\tLoop\n\tSee:\n\t\tXWHX AB 5\n\t\tKNIG A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tXWHX CD 5\n\t\tKNIG A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLoop\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tKNIG G 0 A_GiveInventory(\"GreenArmor2\",1)\n\t\tXWHY A 4\n\t\tXWHY A 4 A_Pain\n\t\tGoto See\n\tPain.CreepStun:\n\t\tKNIG G 0 A_GiveInventory(\"GreenArmor2\",1)\n\t\tKNIG G 0 A_Pain\n\t\tXWHY A 18 ACS_ExecuteAlways(986,0)\n\t\tGoto Spawn\n\tMissile:\n\t\tXWHV ABCD 4\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tKNIG A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledKnight\",1)\n\t\tXWHY A 6 A_GiveInventory(\"GreenArmor2\",1)\n\t\tXWHY B 4 A_PlayerScream\n\t\tXWHY CDEF 4\n\t\tXWHY G 4 A_NoBlocking\n\t\tXWHY H 4\n\t\tXWHY I -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tKNIG A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tKNIG A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tKNIG A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tKNIG A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tKNIG A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tKNIG A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tKNIG H 0 A_GiveToTarget(\"KilledKnight\",1)\n\t\tKNIG A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tKNIG A 0 A_GiveInventory(\"GreenArmor2\",1)\n\t\tKNIG G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_KnightBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tKNIG A 0 A_GiveToTarget(\"Health\",25)\n\t\tKNIG A 0 ACS_ExecuteAlways(997,0,2)\n\t\tKNIG A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tKNIG A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tKNIG A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tKNIG A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tKNIG A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tKNIG A 0 A_GiveToTarget(\"Health\",10)\n\t\tKNIG A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tKNIG HHHHHH 1 A_FadeOut(0.05)\n\t\tKNIG A 0 A_PlayerScream\n\t\tKNIG IIIIIIJJJJJJKK 1 A_FadeOut(0.05)\n\t\tKNIG A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tKNIG A 0 ACS_ExecuteAlways(997,0,4)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tKNIG A 0 A_GiveToTarget(\"TransKnight\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tKNIG A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tKNIG A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tKNIG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tKNIG A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tKNIG A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tKNIG A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tKNIG A 0 A_GiveToTarget(\"Clip\",1)\n\t\tKNIG G 0 SetPlayerProperty(0,1,4)\n\t\tKNIG G 0 A_Stop\n\t\tXWHY AAAAAAAAAAAAAA 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tKNIG A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tKNIG HHHHHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tKNIG I 0 A_PlayerScream\n\t\tKNIG IIIIII 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tKNIG J 0 A_NoBlocking\n\t\tKNIG JJJJJJKKKKKKLLLLLLMMMMMM 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tKNIG NNNNNNN 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tKNIG N -1\n\t\tStop\n\tDeath.I4:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tKNIG A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tKNIG A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\t//XWHY A 1\n\t\tXWHY A 0 A_GiveToTarget(\"Health\",10)\n\t\tKNIG A 0 A_SpawnItemEx(\"BallFire\")\n\t\t//XWHY A 4 A_Pain\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tKNIG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tKNIG A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor GreenArmor2 : BlueArmor\n{\n\tInventory.Icon \"KNGARMOR\"\n}\n\nActor Sword : Weapon\n{\n\tWeapon.SlotNumber 1\n\tInventory.Icon \"KNGSWORD\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+WEAPON.MELEEWEAPON\n\t+INVENTORY.UNDROPPABLE\n\t+DONTBOB\n\tDecal \"BulletChip\"\n\tStates\n\t{\n\tSelect:\n\t\tKNSD ABC 1 bright A_Raise\n\t\tLoop\n\tReady:\n\t\tKNSD ABC 3 bright A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tKNSD ABC 1 bright A_Lower\n\t\tLoop\n\tFire:\n\t\tKNSD D 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSD DEF 3 bright\n\t\tKNSD GH 3 bright A_FireCustomMissile(\"SwordAttack\")\n\t\tKNSD I 10 bright A_FireCustomMissile(\"SwordAttack\")\n\t\tGoto Ready\n\tAltFire:\n\t\tKNSD D 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNSD DEF 3 bright\n\t\tKNSD GH 3 bright A_FireCustomMissile(\"SwordShot\")\n\t\tKNSD I 20 bright A_FireCustomMissile(\"SwordShot\")\n\t\tGoto Ready\n\t}\n}\n\nActor SwordAttack : CreeperAttack\n{\n\tDamage 7\n\tDamageType \"Fire2\"\n\tObituary \"%o was cut up by the loyal knight named %k.\"\n\tDecal \"BulletChip\"\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_PlaySoundEx(\"Puff/Ric\",\"Body\")\n\t\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor SwordShot\n{\n\tSpeed 80\n\tRadius 5\n\tHeight 5\n\tAlpha 0.95\n\tDamage 5\n\tDamageType \"Fire3\"\n\tSeeSound \"SwordFireS\"\n\tDeathSound \"SwordFireX\"\n\tDecal \"Scorch\"\n\tObituary \"%k's sword shot got rid of %o.\"\n\tPROJECTILE\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tSWDF ABC 3 bright\n\t\tLoop\n\tDeath:\n\t\tSWDF D 3 bright A_Explode(8,80,0)\n\t\tSWDF EFGHIJKLM 3 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor Axe : Weapon\n{\n\tWeapon.SlotNumber 2\n\tInventory.Icon \"KNIGHAXE\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+DONTBOB\n\tObituary \"%o was internally electrocuted by %k's axe.\"\n\tDecal \"BulletChip\"\n\tStates\n\t{\n\tSelect:\n\t\tKNAX A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tKNAX A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tKNAX A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tKNAX B 0 A_PlayWeaponSound(\"AxeSwing\")\n\t\tKNAX BCDE 2 A_FireCustomMissile(\"AxeAttack\")\n\t\tKNAX A 10\n\t\tGoto Ready\n\tAltFire:\n\t\tKNAX FG 3 bright\n\t\tKNAX G 0 A_PlaySound(\"Weapons/LightFall\")\n\t\tKNAX FGFG 3 bright A_FireBullets(2,2,1,6,\"AxePuff\",1,500)\n\t\tKNAX FGFG 3 bright\n\t\tKNAX A 10\n\t\tGoto Ready\n\t}\n}\n\nActor AxeAttack : CreeperAttack\n{\n\tDamage (30)\n\tDamageType \"Ice2\"\n\tObituary \"%o was halved by %k's axe.\"\n\tDecal \"BulletChip\"\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_PlaySoundEx(\"Puff/Ric\",\"Body\")\n\t\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\n\t}\n}\n\nActor AxePuff : BulletPuff\n{\n\tDamageType \"Ice3\"\n\tVSpeed 0\n\tRenderStyle Add\n\tAlpha 0.54\n\tDecal \"BulletChip\"\n\t+ALWAYSPUFF\n\t+PUFFONACTORS\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tAXPF A 0\n\t\tAXPF A 2 bright\n\t\tAXPF BCDCD 2 bright\n\t\tStop\n\t}\n}\n\nActor Hammer : Weapon\n{\n\tWeapon.SlotNumber 2\n\tInventory.Icon \"KNHAMMER\"\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOALERT\n\t+INVENTORY.UNDROPPABLE\n\t+DONTBOB\n\tDecal \"BulletChip\"\n\tStates\n\t{\n\tSelect:\n\t\tKNHM A 1 A_Raise\n\t\tLoop\n\tReady:\n\t\tKNHM A 1 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\tKNHM A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tKNHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNHM BCD 6\n\t\tKNHM E 0 A_PlayWeaponSound(\"HammerHit\")\n\t\tKNHM E 15 A_FireCustomMissile(\"HammerAttack\")\n\t\tKNHM A 15\n\t\tGoto Ready\n\tAltFire:\n\t\tKNHM B 0 A_PlayWeaponSound(\"SwordSwing\")\n\t\tKNHM BCD 6\n\t\tKNHM E 0 A_FireCustomMissile(\"HammerShot\",0,0,0,-20)\n\t\tKNHM E 15 A_PlayWeaponSound(\"HammerHit\")\n\t\tKNHM A 15\n\t\tGoto Ready\n\t}\n}\n\nActor HammerAttack : CreeperAttack\n{\n\tDamageType \"Hammer\"\n\tObituary \"%o has become a slave to %k's hammer.\"\n\tDecal \"BulletChip\"\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_PlaySoundEx(\"Puff/Ric\",\"Body\")\n\t\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HammerShot\n{\n\tSpeed 0\n\tHeight 4\n\tRadius 4\n\tDamage 0\n\tDamageType \"Grenade2\"\n\tPROJECTILE\n\t-NOGRAVITY\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tDeath:\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\",0,0,-135,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\",0,0,-90,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\",0,0,-45,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\",0,0,45,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\",0,0,90,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\",0,0,135,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 A_CustomMissile(\"HammerSpawn\",0,0,180,CMF_AIMDIRECTION)\n\t\tStop\n\t}\n}\n\nActor HammerSpawn : SwordShot\n{\n\tSpeed 20\n\tDamage 1\n\tDamageType \"Grenade2\"\n\tObituary \"%o surrendered to the power of %k's axe.\"\n\tTranslation \"112:127=192:207\"\n\tDecal \"Scorch\"\n\tPROJECTILE\n\t+FORCERADIUSDMG\n\t+FLOORHUGGER\n\t+BLOODLESSIMPACT\n\t+RIPPER\n\tStates\n\t{\n\tSpawn:\n\t\tSWDF A 0 A_SpawnItemEx(\"HShotTrail\")\n\t\tSWDF A 2 bright A_Explode(7,80,0)\n\t\tSWDF B 0 A_SpawnItemEx(\"HShotTrail\")\n\t\tSWDF B 2 bright A_Explode(7,80,0)\n\t\tSWDF C 0 A_SpawnItemEx(\"HShotTrail\")\n\t\tSWDF C 2 bright A_Explode(7,80,0)\n\tDeath:\n\t\tSWDF A 0 A_Stop\n\t\tSWDF DEFGHIJKLM 2 bright A_FadeOut(0.04)\n\t\tStop\n\t}\n}\n\nActor HShotTrail : AxePuff\n{\n\tScale 0.8\n\tDamageType \"Grenade2\"\n\tObituary \"%o surrendered to the power of %k's axe.\"\n\tStates\n\t{\n\tSpawn:\n\t\tAXPF A 0\n\t\tAXPF ABCDCD 2 bright A_Explode(5,80,0)\n\t\tStop\n\t}\n}\n\nActor ShieldAndLongSword : Weapon\n{\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.MELEEWEAPON\n\t+Weapon.AXEBLOOD\n\t+WEAPON.AMMO_OPTIONAL\n\tWeapon.SlotNumber 2\n\tWeapon.Ammotype \"LSAmmo\"\n\tWeapon.Ammouse 2\n\t+Inventory.NoAttenPickupSound\n\tInventory.PickupMessage \"You got a Short Sword\"\n\tObituary \"%o was viscerated by %k's Short Sword.\"\n\tStates\n\t{\n\t\tSelect:\n\t\t\tLSWS A 1 A_Raise\n\t\t\tLoop\n\t\tDeselect:\n\t\t\tLSWS A 1 A_Lower\n\t\t\tLoop\n\t\tReady:\n\t\t\tLSWS A 1 A_WeaponReady\n\t\t\tLoop\n\t\t\tLSWS A 1\n\t\t\tLoop\n\t\tFire:\n\t\t\tLSWS AB 2\n\t\t\tSWRD CD 2\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"FAILSLAS\")\n\t\t\tTNT1 A 0 A_PlaySound(\"SwordFight\", CHAN_WEAPON)\n\t\t\tSWRD D 2\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Fire2\")\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"LongSwordAttack\",0,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"LongSwordAttack2\",0,0)\n\t\t\tTNT1 A 0 A_TakeInventory(\"LSAmmo\", 2)\n\t\t\tGoto FireEnd\n\t\tFire2:\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"LongSwordAttack\")\n\t\t\tGoto FireEnd\n\t\tAltFire:\n\t\t\tLSWS AB 2\n\t\t\tSHIL GFE 2\n\t\tAltHold:\n\t\t\tSHIL D 3\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShieldDefense\", 30, 0, 15)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShieldDefense\", 20, 0, 15)\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShieldDefense\", 10, 0, 15)\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tSHIL EFG 3\n\t\t\tLSWS BA 3\n\t\t\tGoto Ready\n\t\tFireEnd:\n\t\t\tSWRD EFG 2\n\t\t\tTNT1 A 1\n\t\t\tLSWS A 15\n\t\t\tGoto Ready\n\t}\n}\n\nActor LongSwordAttack\n{\n\tSpeed 40\n\tHeight 4\n\tRadius 2\n\tdamage 300\n\tDamageType \"KnightSword\"\n\tObituary \"%o was slashed by %k\"\n\t+NOEXTREMEDEATH\n\tPROJECTILE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"FighterPunchHitWall\")\n\t\t\tTNT1 A 0 A_SpawnItem(\"BulletPuff\")\n\t\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"FighterAxeHitThing\")\n\t\t\tStop\n\t}\n}\n\nActor LongSwordAttack2\n{\n\tSpeed 50\n\tHeight 4\n\tRadius 10\n\tdamage (Random(10,20))\n\tDamageType \"Wind\"\n\tObituary \"%o was slashed by %k\"\n\t+NOEXTREMEDEATH\n\tPROJECTILE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tWIND A 10\n\t\t\tstop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"airewind\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"LongSwordAttackdie\")\n\t\t\tStop\n\t}\n}\n\nActor LongSwordAttackdie\n{\n\tHeight 4\n\tRadius 10\n\tScale 0.1\n\tSpeed 0\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\t\tARE2 ABCDEFGH 2 A_Explode(random(10,20),20,0)\n\t\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx(\"LongSwordAttackdie2\",random(-20,20),random(-20,20),0,random(-1,1),random(-1,1),1)\n\t\t\tStop\n\t}\n}\n\nActor LongSwordAttackdie2\n{\n\tHeight 4\n\tRadius 10\n\tScale 0.1\n\tSpeed 0\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tSMIS A 0 A_Recoil(1)\n\t\tSMIS A 1 A_FadeOut(0.05)\n\t\tSMIS A 0 A_Recoil(1)\n\t\tSMIS A 1 A_FadeOut(0.05)\n\t\tSMIS A 0 A_Recoil(1)\n\t\tSMIS A 1 A_FadeOut(0.05)\n\t\tSMIS A 0 A_Recoil(1)\n\t\tSMIS AAAAAAAA 1 A_FadeOut(0.05)\n\t\tStop\n\tDeath:\n\t\tSMIS A 0\n\t\tStop\n\t}\n}\n\nActor LSAmmo : Ammo\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 10\n   Ammo.BackpackAmount 5\n   Ammo.BackpackMaxAmount 10\n   Inventory.PickupMessage \"You picked a Throwing Axe\"\n   Radius 2\n   Height 2\n   States\n   {\n   Spawn:\n      WFAX A 1000\n      Stop\n   }\n}\n\nactor ShieldDefense\n{\n\tSpeed 9\n\t+NOTARGET\n\tHealth 99999\n\tRadius 25\n\tHeight 40\n\tPainChance 0\n\t+NOGRAVITY\n\t+SHOOTABLE\n\t+NOTELEPORT\n\t-SOLID\n\t+NODAMAGETHRUST\n\t+NORADIUSDMG\n\t+NOBLOOD\n\t+NOPAIN\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXXX1 A 3\n\t\t\tStop\n\t}\n}\n\nActor ShieldAndThrowingAxe : Weapon\n{\n\tWeapon.SlotNumber 1\n\t+BLOODSPLATTER\n\t+NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 15\n\tWeapon.KickBack 150\n\tWeapon.YAdjust -10\n\tWeapon.AmmoType1 \"AxeAmmo\"\n\tInventory.PickupMessage \"This is a throwing axe.\"\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\t+Weapon.AXEBLOOD\n\t+Inventory.NoAttenPickupSound\n\tObituary \"%o was viscerated by %k's axe.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tKNAX A -1\n\t\t\tStop\n\t\tReady:\n\t\t\tTNT1 A 0 A_TakeInventory(\"Charge\",90)\n\t\t\tW011 A 2 A_WeaponReady\n\t\t\tTNT1 A 0\n\t\t\tLoop\n\t\tDeselect:\n\t\t\tTNT1 A 0 A_TakeInventory(\"Charge\",90)\n\t\t\tW011 A 1 A_Lower\n\t\t\tLoop\n\t\tSelect:\n\t\t\tTNT1 A 0 A_TakeInventory(\"Charge\",90)\n\t\t\tW011 A 1 A_Raise\n\t\t\tLoop\n\t\tFire:\n\t\t\tW011 AB 2\n\t\tHold:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Charge\",90,\"ElectricExplosion\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"Charge\",3)\n\t\t\tFAXE B 2\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tFAXE CDE 2\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"FAILSLAS\")\n\t\t\tTNT1 A 0 A_PlaySound(\"AxeBoom\")\n\t\t\tFAXE E 1\n\t\t\tPUNG F 0 A_FireCustomMissile(\"AxeFly\", 0, 1, 0, 0,0,0)\n\t\t\tGoto FireEnd\n\t\tFireEnd:\n\t\t\tTNT1 A 0 A_TakeInventory(\"Charge\",90)\n\t\t\tTHHA A 2\n\t\t\tTNT1 G 2\n\t\t\tGoto Ready\n\t\tAltFire:\n\t\t\tW011 AB 2\n\t\t\tSHIL GFE 3\n\t\tAltHold:\n\t\t\tSHIL D 3\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"ShieldDefense\", 20, 0, 15)\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tSHIL EFG 3\n\t\t\tW011 BA 3\n\t\t\tGoto Ready\n\t\tElectricExplosion:\n\t\t\tFAXE N 2\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tFAXE OPQ 2\n\t\t\tTNT1 A 0 A_PlaySound(\"Axebuum\", CHAN_WEAPON)\n\t\t\tTNT1 A 0 A_PlaySound(\"FAILSLAS\")\n\t\t\tTNT1 A 0 A_PlaySound(\"Axeblooie\")\n\t\t\tKNAX E 1\n\t\t\tPUNG F 0 A_FireCustomMissile(\"HammerShot\",0,1,0,-20)\n\t\t\tGoto FireEnd\n\t}\n}\n\nActor Charge : Inventory\n{\n\tInventory.Amount 90\n\tInventory.MaxAmount 90\n}\n\nACTOR AxeAmmo : Ammo\n{\n   Inventory.Amount 1\n   Inventory.MaxAmount 20\n   Ammo.BackpackAmount 5\n   Ammo.BackpackMaxAmount 20\n   Inventory.PickupMessage \"You picked a Throwing Axe\"\n   Inventory.Icon WFAXA0\n   Radius 2\n   Height 2\n   States\n   {\n   Spawn:\n      WFAX A 1000\n      Stop\n   }\n}\n\nActor AxeFly\n{\n\tSpeed 50\n\tRadius 14\n\tHeight 20\n\tdamage (25)\n\tDamageType \"KnightAxe\"\n\tObituary \"%o has a new scar on his face.\"\n\tPROJECTILE\n\t+NOEXTREMEDEATH\n\t-NOGRAVITY\n\tGravity 1.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTHAX A 2 Bright\n\t\t\tTHAX B 2 Bright A_PlaySound(\"FighterHammerContinuous\")\n\t\t\tTHAX CDEFGH 2\n\t\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AxeDie\")\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"AxeAmmo\")\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"AXE5\")\n\t\t\tStop\n\t}\n}\n\nActor AxeDie : LongSwordAttackdie2\n{\n\tScale 1.0\n\tStates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\t\tAXPF ABCDEFG 3 Bright\n\t\t\tStop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/StrifeG.txt",
        "contents": "Actor StrifeG : PlayerPawn\n{\n\tSpeed 1\n\tHealth 100\n\tMass 400\n\tPainChance 256\n\tPlayer.ColorRange 112,127\n\tPlayer.DisplayName \"Strife Guy\"\n\tPlayer.SoundClass \"Strife\"\n\tPlayer.ForwardMove 0.8\n\tPlayer.SideMove 0.8\n\tPlayer.StartItem \"Strife-Gun\", 1\n\tPlayer.StartItem \"StrifeAmmo\", 100\n\tPlayer.StartItem \"TemplarCharge\", 100\n\tPlayer.StartItem \"IsHuman\", 1\n\tPlayer.StartItem \"Screamer\", 1\n\tPlayer.ScoreIcon \"STRIFEST\"\n\tDamageFactor \"Grenade\", 0.5\n\tDamageFactor \"GhostTrap\", 0.0\n\tLimitedToTeam 0\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tGSOL A 0 ACS_ExecuteAlways(325,4)\n\t\tGSOL A 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL A 0 ACS_ExecuteAlways(325,4)\n\t\tGSOL AAAAAAAAA 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL A 0 ACS_ExecuteAlways(323,0)\n\t\tLoop\n\tSee:\n\t\tGSOL AAAA 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL BBBB 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tGSOL CCCC 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL DDDD 1 ACS_ExecuteAlways(320,0)\n\t\tGSOL A 0 A_SpawnItemEx(\"MarineStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLoop\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"ChokePainHealer\", 1)\n\tPain:\n\t\tGSOL G 4\n\t\tGSOL G 4 A_Pain\n\t\tGoto See\n\tPain.CreepStun:\n\t\tGSOL G 0 A_Pain\n\t\tGSOL G 18 ACS_ExecuteAlways(986,0)\n\t\tGSOL A 0 ACS_ExecuteAlways(325,4)\n\t\tGoto Spawn\n\tMissile:\n\t\tGSOL A 0 ACS_ExecuteAlways(325,4)\n\t\tGSOL EEEEEEEEEEEE 1 ACS_ExecuteAlways(320,0)\n\t\tGoto Spawn\n\tMelee:\n\t\tGSOL A 0 ACS_ExecuteAlways(325,4)\n\t\tGSOL FFFFFF 1 bright ACS_ExecuteAlways(320,0)\n\t\tGSOL A 0 ACS_ExecuteAlways(325,4)\n\t\tGoto Missile\n\tDeath:\n\tDeathAnim:\n\t\tGSOL A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tGSOL A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGSOL A 0 A_GiveToTarget(\"KilledStrife\",1)\n\t\tGSOL H 3\n        GSOL I 3 A_PlayerScream\n        GSOL J 3 A_NoBlocking\n        GSOL KLMNOP 4\n        GSOL Q -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tGSOL A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tGSOL A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tGSOL A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tGSOL A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tGSOL A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tGSOL A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tGSOL A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tGSOL G 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGSOL G 0 A_GiveToTarget(\"KilledStrife\",1)\n\t\tGSOL G 0 A_GiveToTarget(\"Crunched\",1)\n\t\tGSOL G 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_StrifeBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tGSOL A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tGSOL A 0 A_GiveToTarget(\"Health\",25)\n\t\tGSOL A 0 ACS_ExecuteAlways(997,0,2)\n\t\tGSOL A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tGSOL A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tGSOL A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tGSOL A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tGSOL A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tGSOL A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tGSOL A 0 A_GiveToTarget(\"Health\",10)\n\t\tGSOL A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tGSOL A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGSOL A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tGSOL HHH 1 A_FadeOut(0.05)\n\t\tGSOL A 0 A_PlayerScream\n\t\tGSOL IIIJJJKKKKLLLLMMM 1 A_FadeOut(0.05)\n\t\tGSOL A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tGSOL A 0 ACS_ExecuteAlways(997,0,4)\n\t\tGSOL A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tGSOL A 0 A_GiveToTarget(\"TransStrife\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tGSOL A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tGSOL A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tGSOL A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tGSOL A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tGSOL A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tGSOL A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tGSOL A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGSOL A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tGSOL A 0 A_GiveToTarget(\"Clip\",1)\n\t\tGSOL G 0 SetPlayerProperty(0,1,4)\n\t\tGSOL G 0 A_Stop\n\t\tGSOL GGGGGGGGGGGGGG 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, 33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"PLAYERBOOT\", 0, 0, 11, 0, 0, 27, -33, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 25, 0, 0, 50, random(0,360), 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"SHOTGUYARM\", 0, 0, 36, 0, 0, 32, random(0,360), 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tGSOL A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tGSOL A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tGSOL HHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGSOL I 0 A_PlayerScream\n\t\tGSOL III 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGSOL J 0 A_NoBlocking\n\t\tGSOL JJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGSOL QQQQQQQ 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGSOL Q -1\n\t\tStop\n\tDeath.I4:\n\t\tGSOL A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tGSOL A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tGSOL A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tGSOL A 0 A_GiveToTarget(\"Health\",10)\n\t\tGSOL A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tGSOL A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor MorphedTemplar : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor EjectTemplar : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\t+INVBAR\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t\tTNT1 A 0 A_TakeInventory(\"EjectTemplar\",999)\n\t\tTNT1 A 0 A_SpawnItemEx(\"EjectedTemplar\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(321,0)\n\t\tFail\n\t}\n}\n\nActor EjectedTemplar\n{\n\tRadius 16\n\tHeight 56\n\tSpeed 0\n\tScale 1.1\n\tDamage 0\n\tDamageType \"Grenade\"\n\tObituary \"%o tried to get into %k's power suit.\"\n\tPROJECTILE\n\t+RIPPER\n\t+NOBLOCKMAP\n\t+NOEXPLODEFLOOR\n\t-NOGRAVITY\n\t-SHOOTABLE\n\t-SOLID\n\tStates\n\t{\n\tSpawn:\n\t\tROB2 A 70\n\t\tGoto Death\n\tDeath:\n\t\tROB2 A 1 bright\n\t\tNULL A 0 A_Explode(180,90,1)\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t}\n}\n\nActor Strife-Gun : Weapon\n{\n\tInventory.Icon \"STRFRIFL\"\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType2 \"StrifeAmmo\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\tObituary \"%k punished %o to death with the rifle.\"\n\t+WEAPON.DONTBOB\n\t+WEAPON.NOAUTOAIM\n\t+INVENTORY.UNDROPPABLE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\tSelect:\n\t\tSFGN AAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tSFGN A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSFGN AAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tSFGN A 1 A_Lower\n\t\tLoop\n\tReady:\n\t\tSFGN A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tSFGN A 0 A_PlayWeaponSound(\"StrifeRifle\")\n\t\tSFGN B 3 bright A_FireBullets(3,3,1,6,\"StrifePuff\")\n\t\tSFGN A 0 A_PlayWeaponSound(\"StrifeRifle\")\n\t\tSFGN C 3 bright A_FireBullets(3,3,1,6,\"StrifePuff\")\n\t\tSFGN A 0 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tSFGN B 3 bright A_FireCustomMissile(\"StrifeMissile\",random(-1,1),1,12,3)\n\t\tSFGN C 3 bright A_FireCustomMissile(\"StrifeMissile\",random(-1,1),1,12,3)\n\t\tSFGN A 0 A_ReFire\n\t\tGoto Ready\n\t}\n}\n\nActor StrifePuff : BulletPuff2\n{\n\tDamageType \"Fire2\"\n}\n\nActor StrifeMissile\n{\n\tRadius 5\n\tHeight 5\n\tSpeed 30\n\tDamage 1\n\tDamageType \"Fire2\"\n\tDecal \"BulletChip\"\n\tObituary \"%k punished %o to death with the rifle.\"\n\tSeeSound \"StrifeRifleShot2\"\n\tDeathSound \"StrifeRifleShot2\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tSHT2 AB 1 bright\n\t\tLoop\n\tDeath:\n\t\tSHT2 C 0\n\t\tSHT2 CDEF 3 bright A_Explode(2,30,1)\n\t\tStop\n\t}\n}\n\nActor StrifeAmmo : Ammo\n{\n\tInventory.Amount 100\n\tInventory.MaxAmount 100\n\tInventory.Icon \"STRFAMMO\"\n\tAmmo.BackPackAmount 100\n\tAmmo.BackPackMaxAmount 100\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tLoop\n\t}\n}\n\nActor Templar : PlayerPawn\n{\n\tSpeed 1\n\tHealth 120\n\tMass 1500\n\tPainChance 256\n\tScale 1.1\n\tBloodType \"BulletPuff\"\n\tPlayer.SoundClass \"Templar\"\n\tPlayer.ForwardMove 0.7\n\tPlayer.SideMove 0.7\n\tPlayer.ViewHeight 52\n\tPlayer.JumpZ 9.2\n\tPlayer.MorphWeapon \"TemplarPlasma\"\n\tDamageFactor \"GhostTrap\", 0.0\n\tDamageFactor \"SjasScream\", 0.55\n\tDamageFactor \"CreepStun\", 3\n\tDamageFactor \"Jitter\", 0.4\n\tDamageFactor \"Choke\", 0.6\n\tDamageFactor \"Clowny\", 0.55\n\tDamageFactor \"Yurei\", 0.8\n\tDamageFactor \"Emtalic\", 0.65\n\tDamageFactor \"EmtalicWeak\", 0.45\n\tDamageFactor \"I1\", 0.6\n\tDamageFactor \"I4\", 0.55\n\tDamageFactor \"I5\", 0.6\n\t+NOICEDEATH\n\t+NODAMAGETHRUST\n\t+GHOST\n\t+NOSKIN\n\tStates\n\t{\n\tSpawn:\n\t\tROB2 A 1\n\t\tROB2 A 17 A_GiveInventory(\"MorphedTemplar\",1)\n\t\tROB2 A 15 ACS_ExecuteAlways(324,0)\n\t\tGoto Spawn+2\n\tSee:\n\t\tROB2 A 0 A_GiveInventory(\"MorphedTemplar\",1)\n\t\tROB2 AB 6\n\t\tROB2 A 0 A_SpawnItemEx(\"TemplarStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tROB2 CD 6\n\t\tROB2 A 0 A_SpawnItemEx(\"TemplarStomp\",0,0,0,0,0,-20,0,0,0)\n\t\tLoop\n\tPain.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",2)\n\tPain:\n\t\tROB2 A 0 A_CustomMissile(\"TemplarDefense\",40,0,0,CMF_AIMDIRECTION)\n\t\tROB2 A 0 A_JumpIfHealthLower(50,\"Eject\")\n\t\tROB2 A 0 ACS_ExecuteAlways(325,0)\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces1\",\"Body\")\n\t\tROB2 G 4 A_PlaySoundEx(\"TemplarPain\",\"Voice\")\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces2\",\"Body\")\n\t\tROB2 H 4\n\t\tGoto Spawn\n\tPain.CreepStun:\n\t\tROB2 A 0 A_CustomMissile(\"TemplarDefense\",40,0,0,CMF_AIMDIRECTION)\n\t\tROB2 G 0 A_JumpIfHealthLower(50,\"EjectStun\")\n\t\tROB2 G 0 A_PlaySoundEx(\"TemplarPain\",\"Voice\")\n\t\tROB2 G 0 ACS_ExecuteAlways(325,0)\n\t\tROB2 G 0 A_PlaySoundEx(\"TemplarPinces1\",\"Body\")\n\t\tROB2 G 4 ACS_ExecuteAlways(986,0)\n\t\tROB2 G 0 A_PlaySoundEx(\"TemplarPinces2\",\"Body\")\n\t\tROB2 H 4\n\t\tROB2 A 10\n\t\tGoto Spawn\n\tEject:\n\t\tROB2 A 0 ACS_ExecuteAlways(322,0)\n\t\tROB2 A 1 A_GiveInventory(\"EjectTemplar\",1)\n\t\tROB2 A 0 ACS_ExecuteAlways(325,0)\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces1\",\"Body\")\n\t\tROB2 G 4 A_PlaySoundEx(\"TemplarPain\",\"Voice\")\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces2\",\"Body\")\n\t\tROB2 H 4\n\t\tGoto Spawn\n\tEjectStun:\n\t\tROB2 A 0 ACS_ExecuteAlways(322,0)\n\t\tROB2 A 1 A_GiveInventory(\"EjectTemplar\",1)\n\t\tROB2 A 0 ACS_ExecuteAlways(325,0)\n\t\tROB2 G 0 A_PlaySoundEx(\"TemplarPain\",\"Voice\")\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces1\",\"Body\")\n\t\tROB2 G 4 ACS_ExecuteAlways(986,0)\n\t\tROB2 A 0 A_PlaySoundEx(\"TemplarPinces2\",\"Body\")\n\t\tROB2 H 4\n\t\tROB2 A 10\n\t\tGoto Spawn\n\tMissile:\n\t\tROB2 E 8\n\t\tROB2 E 0 A_JumpIfInventory(\"DoublePistolChecker\",1,\"Plasma\")\n\t\tROB2 E 37\n\tPlasma:\n\t\tSABS A 0 A_TakeInventory(\"DoublePistolChecker\",999)\n\t\tROB2 F 8 bright\n\t\tGoto Spawn\n\tDeath:\n\tDeathAnim:\n\t\tROB2 A 0 A_TakeInventory(\"KilledCount\",999)\n\t\tROB2 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"KilledTemplar\",1)\n\t\tROB2 I 3 A_SpawnItemEx(\"DeadStrifeGuy\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tROB2 I 0 A_PlaySoundEx(\"TemplarDeath\",\"Voice\")\n\t\tROB2 J 3 A_NoBlocking\n\t\tROB2 K 3 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tROB2 LMNOPQR 3\n\t\tROB2 S 70\n\t\tROB2 SSSSSSSSSSSSSSSSSSSS 1 A_FadeOut(0.05)\n\t\tNULL A -1\n\t\tStop\n\tDeath.SjasScream:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledJ\",1)\n  \t\tGoto DeathAnim\n\tDeath.Creeper:\n\t\tROB2 A 0 ACS_Terminate(322,0)\n\t\tROB2 A 0 A_PlaySoundEx(\"CreeperAttack\",\"Body\")\n\t\tROB2 A 0 A_SpawnItemEx(\"CreeperPopUp\",0,0,10)\n\t\tROB2 A 0 A_GiveToTarget(\"CreeperHeal\",1)\n\t\tROB2 A 0 ACS_ExecuteAlways(997,0,1)\n\t\tGoto DeathAnim\n\tDeath.CreepStun:\n\t\tROB2 A 0 A_GiveToTarget(\"Unlock13\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"CreepGotya\",1)\n\t\tGoto DeathAnim\n\tDeath.Choke:\n\t\tTNT1 A 0 A_GiveToTarget(\"Health\",15)\n\tDeath.Jitter:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"KilledTemplar\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"Crunched\",1)\n\t\tROB2 A 1 A_PlaySound(\"Gibbage/XSplat\")\n\t\tNULL A 0 A_SkullPop(\"Custom_StrifeBloodySkull\")\n\t\tNULL A 0 A_PlaySound(\"Gibbage/PlayerGib\")\n\t\tNULL A 0 A_NoBlocking\n\t\tNULL A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A -1\n\t\tStop\n\tDeath.Ravager:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledR\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"Health\",25)\n\t\tROB2 A 0 ACS_ExecuteAlways(997,0,2)\n\t\tROB2 A 0 A_PlaySoundEx(\"RavagerAttack\",\"Body\")\n\t\tROB2 A 0 A_SpawnItemEx(\"RavagerHit\",0,0,32)\n\t\tGoto DeathAnim\n\tDeath.RavagerBall:\n\t\tROB2 A 0 A_GiveToTarget(\"RavagerGotYa\",1)\n\t\tGoto Death.SjasScream\n\tDeath.Yurei:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledY\",1)\n\t\tROB2 A 0 A_PlaySoundEx(\"YureiKill1\",\"Body\",0,1)\n\t\tROB2 A 0 ACS_ExecuteAlways(997,0,3)\n\t\tGoto DeathAnim\n\tDeath.YureiBall:\n\t\tROB2 A 0 A_GiveToTarget(\"Health\",10)\n\t\tROB2 A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Death.SjasScream\n\tDeath.Misty:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"KilledM\",1)\n\t\tROB2 A 0 A_SpawnItemEx(\"DeadStrifeGuy-Misty\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tROB2 HHH 1 A_FadeOut(0.05)\n\t\tROB2 A 0 A_PlayerScream\n\t\tROB2 IIIJJJKKKLLLMMMNN 1 A_FadeOut(0.05)\n\t\tROB2 A 0 A_NoBlocking\n\t\tNULL A -1\n\t\tStop\n\tDeath.Clowny:\n\t\tROB2 A 0 ACS_ExecuteAlways(997,0,4)\n\t\tROB2 A 0 A_GiveToTarget(\"KilledC\",1)\n\t\tGoto DeathAnim\n\tDeath.Mohoph:\n\t\tROB2 A 0 A_GiveToTarget(\"TransTemplar\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"MorphAmmo\", 1)\n\t\tROB2 A 0 A_PlaySoundEx(\"MohophKill\",\"Body\")\n\t\tROB2 A 0 ACS_ExecuteAlways(997,0,5)\n\t\tGoto DeathAnim\n\tDeath.EmtalicWeak:\n\t\tROB2 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto DeathAnim\n\tDeath.Emtalic:\n\t\tROB2 A 0  A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Death.Jitter\n\tDeath.I1:\n\t\tROB2 A 0 A_SpawnItemEx(\"Heart\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tROB2 A 0 A_GiveToTarget(\"KilledI1\",1)\n\t\tGoto DeathAnim\n\tDeath.I2:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"KilledI2\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"Clip\",1)\n\t\tROB2 A 0 SetPlayerProperty(0,1,4)\n\t\tROB2 A 0 A_Stop\n\t\tROB2 AAAAAAAAAAAAAA 5 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tNULL A 0 A_PlaySoundEx(\"StrifeDeath\",\"Body\")\n\t\tNULL A 0 A_PlayerScream\n\t\tNULL A 0 ACS_ExecuteAlways(997,0,6)\n\t\tNULL A 0 A_SpawnItemEx(\"GIBBER\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 0 A_SpawnItemEx(\"CYBGIBBER\", 0, 0, 0, 0, 0, 0, 0, 161, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"GrenadeExplosion\", 0, 0, 0, 0, 0, 0, 0, 160, 0)\n\t\tNULL A 1 A_SpawnItemEx(\"SkullGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"ChestGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"ArmGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"HandGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A 1 A_SpawnItemEx(\"CoccyxGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AA 1 A_SpawnItemEx(\"LegGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL AAAAAA 1 A_SpawnItemEx(\"BoneGib\",0,0,0,random(2,4),random(2,4),random(8,12),random(-180,180))\n\t\tNULL A -1 A_NoBlocking\n\t\tStop\n\tDeath.I3:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledMe\",1)\n\t\tROB2 A 0 A_GiveToTarget(\"KilledI3\",1)\n\t\tROB2 A 0 A_SpawnItemEx(\"DeadStrifeGuy-Iodsa\",0,0,32,random(2,3),momy,random(8,12),random(-180,180))\n\t\tROB2 HHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB2 I 0 A_PlayerScream\n\t\tROB2 III 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB2 J 0 A_NoBlocking\n\t\tROB2 JJJKKKLLLMMMNNNOOOPPPQQQRRR 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB2 SSSSSSS 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tROB2 SSSSSSSSSSSSSSSSSSSS 1 A_FadeOut(0.05)\n\t\tNULL A -1\n\t\tStop\n\tDeath.I4:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledI4\",1)\n\t\tGoto DeathAnim\n\tDeath.I5:\n\t\tROB2 A 0 A_GiveToTarget(\"KilledI5\",1)\n\t\tGoto DeathAnim\n\tPain.RavagerBall:\n\t\tROB2 A 0 ACS_ExecuteAlways(920,0)\n\t\tGoto Pain\n\tPain.YureiBall:\n\t\tROB2 A 0 A_GiveToTarget(\"Health\",10)\n\t\tROB2 A 0 A_SpawnItemEx(\"BallFire\")\n\t\tGoto Pain\n\tPain.Emtalic:\n\t\tROB2 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\tPain.EmtalicWeak:\n\t\tROB2 A 0 A_PlaySoundEx(\"RamSuccess\",\"Body\")\n\t\tGoto Pain\n\t}\n}\n\nActor TemplarStomp : CyborgStomp\n{\n\tDeathSound \"TMPLRW\"\n\t+CLIENTSIDEONLY\n}\n\nActor TemplarDefense : CreeperAttack\n{\n\tDamage 2\n\tDamageType \"Normal\"\n\tObituary \"%o was squished with %k's pincers.\"\n}\n\nActor DeadStrifeGuy\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.8\n\t+DROPOFF\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tGSOL A 0\n\tDeath:\n\t\tGSOL H 3\n\t\tGSOL I 3 A_PlaySoundEx(\"StrifeDeath\",\"Body\")\n\t\tGSOL J 3\n\t\tGSOL KLMNOP 4\n\t\tGSOL Q -1\n\t\tStop\n\t}\n}\n\nActor DeadStrifeGuy-Misty\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.8\n\t+DROPOFF\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tGSOL A 0\n\tDeath:\n\t\tGSOL HHH 1 A_FadeOut(0.05)\n\t\tGSOL I 0 A_PlaySoundEx(\"StrifeDeath\",\"Body\")\n\t\tGSOL III 1 A_FadeOut(0.05)\n\t\tGSOL JJJKKKKLLLLMMM 1 A_FadeOut(0.05)\n\t\tNULL A -1\n\t\tStop\n\t}\n}\n\nActor DeadStrifeGuy-Iodsa\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.8\n\t+DROPOFF\n\t+CLIENTSIDEONLY\n\tStates\n\t{\n\tSpawn:\n\t\tGSOL A 0\n\tDeath:\n\t\tGSOL HHH 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGSOL I 0 A_PlaySoundEx(\"StrifeDeath\",\"Body\")\n\t\tGSOL IIIJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGSOL QQQQQQQ 3 A_SpawnItemEx(\"PainSmoke\",0,random(-22,22),random(-22,22),random(2,4),momy,random(8,12),random(-180,180))\n\t\tGSOL Q -1\n\t\tStop\n\t}\n}\n\nActor TemplarPlasma : Weapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.SlotNumber 1\n\tWeapon.AmmoType \"TemplarCharge\"\n\tWeapon.AmmoGive 100\n\tWeapon.AmmoUse 0\n\tWeapon.AmmoType2 \"TemplarCharge\"\n\tWeapon.AmmoGive2 100\n\tWeapon.AmmoUse2 20\n\tInventory.Icon \"TEMPLWEP\"\n\tScale 0.6\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.DONTBOB\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\t+DONTBLAST\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tReady:\n\t\tSABS A 1 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tSABS AAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\tSABS A 1 A_Raise\n\t\tLoop\n\tDeselect:\n\t\tSABS AAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tSABS A 1 A_Lower\n\t\tLoop\n\tFire:\n\t\tSABS A 0 A_GiveInventory(\"DoublePistolChecker\",1)\n\t\tSABS A 1 A_JumpIfInventory(\"TemplarCharge\",1,\"NormalShot\")\n\tWeakShot:\n\t\tSABA A 1\n\t\tSABA B 3 A_FireCustomMissile(\"TemplarPlasmaBallWeak\",0,0,11,3)\n\t\tSABA C 2\n\t\tSABA D 3\n\t\tSABS A 3 A_ReFire\n\t\tGoto Ready\n\tNormalShot:\n\t\tSABA A 1\n\t\tSABA A 0 A_TakeInventory(\"TemplarCharge\",1)\n\t\tSABA B 2 A_FireCustomMissile(\"TemplarPlasmaBall\",0,1,11,3)\n\t\tSABA C 1\n\t\tSABA D 1\n\t\tSABS A 1 A_ReFire\n\t\tGoto Ready\n\tAltFire:\n\t\tSABS A 28 A_PlayWeaponSound(\"LightningCharge\")\n\t\tSABS A 0 A_PlaySound(\"Templar/Lightning\")\n\t\tSABS A 0 A_JumpIfInventory(\"TemplarCharge\",20,\"NormalLightning\")\n\t\tSABS A 18 A_PlaySoundEx(\"Weapons/CyborgFail\",\"Item\")\n\t\tGoto Ready\n\tNormalLightning:\n\t\tSABA A 0 A_Recoil(10)\n\t\tSABS A 0 A_PlayWeaponSound(\"LightningFire\")\n\t\tSABA B 3 A_FireCustomMissile(\"LightningPlasma\",0,1,11,3)\n\t\tSABA C 2\n\t\tSABA D 25\n\t\tSABS A 3\n\t\tGoto Ready\n\t}\n}\n\nActor TemplarCharge : Ammo\n{\n\tAmmo.BackpackAmount 100\n\tAmmo.BackpackMaxAmount 100\n\tInventory.Amount 100\n\tInventory.MaxAmount 100\n\tInventory.Icon \"CELLA0\"\n\t+INVENTORY.IGNORESKILL\n\tStates\n\t{\n\tSpawn:\n\t\tCELL A -1\n\t\tStop\n\t}\n}\n\nActor TemplarPlasmaBall\n{\n\tAlpha 0.84\n\tDecal \"PlasmaDecal\"\n\tDamageType \"Plasma\"\n\tSpeed 30\n\tRadius 12\n\tHeight 6\n\tDamage 2\n\tScale 0.7\n\tObituary \"%o was dismembered by %k's electric plasma.\"\n\tSeeSound \"TMPLRF\"\n\tDeathSound \"PLSMFM\"\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tZAP7 ABCDE 1 bright\n\t\tLoop\n\tDeath:\n\t\tZAP7 ABCDE 1 bright A_FadeOut(0.04)\n\t\tLoop\n\t}\n}\n\nActor TemplarPlasmaBallWeak : TemplarPlasmaBall\n{\n\tDecal \"PlasmaDecal\"\n\tDamageType \"Plasma\"\n\tRadius 5\n\tHeight 3\n\tDamage 1\n\tSpeed 35\n\tScale 0.7\n\tObituary \"%o was dismembered by %k's electric plasma.\"\n\tStates\n\t{\n\tSpawn:\n\t\tZOT3 ABCDE 1 bright\n\t\tLoop\n\tDeath:\n\t\tZOT3 ABCDE 1 bright A_FadeOut(0.04)\n\t\tLoop\n\t}\n}\n\nActor LightningPlasma : TemplarPlasmaBallWeak\n{\n\tSpeed 100\n\tDamage (15)\n\tSeeSound \"Weapons/CyborgPlasmaFire\"\n\tDeathSound \"Weapons/CyborgPlasmaHit\"\n\tObituary \"%o was dismembered by %k's electric plasma.\"\n\t+SKYEXPLODE\n\tStates\n\t{\n\tDeath:\n\t\tZAP5 ABCDABCD 3 bright A_SpawnItemEx(\"LightningRain\",random(-80,80),random(-80,80))\n\t\tStop\n\t}\n}\n\nActor LightningRain\n{\n\tDamage 0\n\tSeeSound \"LightningFall\"\n\tObituary \"%o was dismembered by %k's electric plasma.\"\n\tPROJECTILE\n\t+RIPPER\n\t+SKYEXPLODE\n\t+NOEXPLODEFLOOR\n\t+BLOODLESSIMPACT\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tZOT1 A 0\n\t\tZOT1 ABCDEABCDE 4 bright A_Explode(6,80,0)\n\t\tStop\n\tDeath:\n\t\tZOT1 ABCDEABCDE 4 bright A_Explode(6,80,0)\n\t\tStop\n\t}\n}\n\nActor CreeperPopUp : Inventory\n{\nInventory.MaxAmount 1\n}"
      }
    ]
  },
  "maps": []
}

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