omega_data_r1758-nomusic.pk3

PK3 49 MiB 0 map(s)

Counts

endoom0
graphics2
lumps4534
maps20
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "filenames": [
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    "additional": {
      "engines": [
        "ZDOOM"
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      "iwad": [],
      "filename": null,
      "added": "2018-02-10 16:59:18",
      "locked": false,
      "canDownload": true,
      "adult": false,
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      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
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      "canDownload": true,
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      "hidden": false
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    "added": "2018-02-10 16:59:18",
    "file": {
      "type": "PK3",
      "size": 51477164,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/d5f2559a0d3b10ac2c8ae27931a107ac87f701a5/d5f2559a0d3b10ac2c8ae27931a107ac87f701a5.pk3.gz",
      "corrupt": false
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    "content": {
      "maps": [
        "AOW01",
        "AOW02",
        "AOW03",
        "AOW04",
        "AOW05",
        "AOW06",
        "AOW07",
        "AOW08",
        "AOW09",
        "AOW10",
        "AOW11",
        "AOW12",
        "AOW13",
        "AOW14",
        "AOW15",
        "AOW16",
        "AOW17",
        "AOW18",
        "AOW19",
        "AOW20"
      ],
      "counts": {
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        "graphics": 2,
        "lumps": 4534,
        "maps": 20,
        "palettes": 0
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      "engines_guess": [
        "ZDOOM"
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    },
    "text_files": [
      {
        "source": "pk3",
        "name": "actors/dec_utis.txt",
        "contents": "//Utility Gun items, etc.\n\nACTOR Utility_Medikit : Medikit\n{\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  Inventory.Amount 50\n  States\n  {\n  Spawn:\n    MEDI AAAAAAAAAA 3 A_FadeIn(0.1)\n    MEDI A 0 A_ChangeFlag(\"NOCLIP\",0)\n    MEDI A 2100 A_Gravity\n    MEDI AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  }\n}\n\nactor Utility_Backpack : NewBackpack\n{\n  inventory.pickupmessage \"Picked up an Ammo Pack.\"\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    BKPK AAAAAAAAAA 3 A_FadeIn(0.1)\n    BKPK A 0 A_ChangeFlag(\"NOCLIP\",0)\n    BKPK A 2100 A_Gravity\n    BKPK AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 20)\n    TNT1 A 0 A_GiveInventory(\"RifleAmmo\", 5)\n    TNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 1)\n    TNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 20)\n    TNT1 A 0 A_GiveInventory(\"LaserRifleAmmo\", 10)\n    TNT1 A 0 A_GiveInventory(\"FlamerAmmo\", 25)\n    TNT1 A 0 A_GiveInventory(\"GrenaderAmmo\", 4)\n    TNT1 A 0 A_GiveInventory(\"BazookaAmmo\", 4)\n    TNT1 A 0 A_GiveInventory(\"GaussRifleAmmo\", 4)\n    TNT1 A 0 A_GiveInventory(\"ChemicalSprayAmmo\", 25)\n    TNT1 A 0 A_GiveInventory(\"LaserChaingunAmmo\", 25)\n    TNT1 A 0 A_GiveInventory(\"PlasmaCannonAmmo\", 1)\n    TNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 5)\n    TNT1 A 0 A_GiveInventory(\"SniperAmmo\", 4)\n    TNT1 A 0 A_GiveInventory(\"GeneporiumCharge\",25)\n    TNT1 A 0 A_GiveInventory(\"TE21CalAmmo\", 20)\n    TNT1 A 0 A_GiveInventory(\"MassDriverAmmo\", 1)\n    TNT1 A 0 A_GiveInventory(\"Flashbang-Ammo\", 1)\n    TNT1 A 0 A_GiveInventory(\"PlasmaRifleAmmo\", 20)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor Utility_Grade1Armour : CustomInventory\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"You got Grade 1 Armour!\"\n  inventory.respawntics 2100\n  inventory.pickupsound \"powerup/basic\"\n  inventory.maxamount 9999\n  Scale 0.3\n  +ALWAYSPICKUP\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    UCRT AAAAAAAAAA 3 A_FadeIn(0.1)\n    UCRT A 0 A_ChangeFlag(\"NOCLIP\",0)\n    UCRT A 2100 A_Gravity\n    UCRT AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Utility_Grade1ArmourGive\", 1)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor PowerUtility_Grade1ArmourPower : PowerProtection\n{\n  damagefactor \"Fist\", 0.95\n  damagefactor \"Bullet\", 0.95\n  damagefactor \"Rifle\", 0.95\n  damagefactor \"Explosion\", 0.95\n  damagefactor \"Terrorist\", 0.95\n  damagefactor \"Suicide\", 2.0\n  damagefactor \"Fire\", 1.0\n  damagefactor \"Chemical\", 1.0\n  damagefactor \"Laser\", 0.95\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n}\n\nactor Utility_Grade1ArmourGive : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Utility_Grade1ArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Utility_TimedC4Ammo : NewBackpack\n{\n  inventory.pickupmessage \"You got a Timed C4 pack!\"\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    BKPK AAAAAAAAAA 3 A_FadeIn(0.1)\n    BKPK A 0 A_ChangeFlag(\"NOCLIP\",0)\n    BKPK A 2100 A_Gravity\n    BKPK AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\", 4)\n    TNT1 A 0 A_GiveInventory(\"Flashbang-Ammo\", 4)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor Utility_FullRefill : NewBackpack\n{\n  inventory.pickupmessage \"You got a Full Refill pack!\"\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    BKPK AAAAAAAAAA 3 A_FadeIn(0.1)\n    BKPK A 0 A_ChangeFlag(\"NOCLIP\",0)\n    BKPK A 2100 A_Gravity\n    BKPK AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 400)\n    TNT1 A 0 A_GiveInventory(\"RifleAmmo\", 50)\n    TNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 10)\n    TNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 400)\n    TNT1 A 0 A_GiveInventory(\"LaserRifleAmmo\", 100)\n    TNT1 A 0 A_GiveInventory(\"FlamerAmmo\", 400)\n    TNT1 A 0 A_GiveInventory(\"GrenaderAmmo\", 40)\n    TNT1 A 0 A_GiveInventory(\"BazookaAmmo\", 40)\n    TNT1 A 0 A_GiveInventory(\"GaussRifleAmmo\", 50)\n    TNT1 A 0 A_GiveInventory(\"ChemicalSprayAmmo\", 400)\n    TNT1 A 0 A_GiveInventory(\"LaserChaingunAmmo\", 400)\n    TNT1 A 0 A_GiveInventory(\"PlasmaCannonAmmo\", 10)\n    TNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 50)\n    TNT1 A 0 A_GiveInventory(\"SniperAmmo\", 40)\n    TNT1 A 0 A_GiveInventory(\"GeneporiumCharge\",400)\n    TNT1 A 0 A_GiveInventory(\"TE21CalAmmo\", 200)\n    TNT1 A 0 A_GiveInventory(\"Health\", 100)\n    TNT1 A 0 A_GiveInventory(\"MassDriverAmmo\", 30)\n    TNT1 A 0 A_GiveInventory(\"TimedC4Ammo\", 4)\n    TNT1 A 0 A_GiveInventory(\"Flashbang-Ammo\", 2)\n    TNT1 A 0 A_GiveInventory(\"FragGrenadeAmmo\", 4)\n    TNT1 A 0 A_GiveInventory(\"Remote-C4Ammo\", 4)\n    TNT1 A 0 A_GiveInventory(\"FlamerGrenade\", 4)\n    TNT1 A 0 A_GiveInventory(\"ChemicalSprayAltAmmo\", 4)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor Utility_SubbyPack : WeaponPack\n{\n  inventory.pickupmessage \"Picked up an ammo pack with a Sub-Machine Gun\"\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    BKPK AAAAAAAAAA 3 A_FadeIn(0.1)\n    BKPK A 0 A_ChangeFlag(\"NOCLIP\",0)\n    BKPK A 2100 A_Gravity\n    BKPK AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"SubMachineGun\", 1)\n    TNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 60)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor Utility_Grade1Damage : Utility_Grade1Armour\n{\n  inventory.pickupmessage \"You got Grade 1 Damage!\"\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    UCRT AAAAAAAAAA 3 A_FadeIn(0.1)\n    UCRT A 0 A_ChangeFlag(\"NOCLIP\",0)\n    UCRT A 2100 A_Gravity\n    UCRT AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Utility_Grade1DamageGive\", 1)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor PowerUtility_Grade1DamagePower : PowerDamage\n{\n  damagefactor \"Fist\", 1.05\n  damagefactor \"Bullet\", 1.05\n  damagefactor \"Rifle\", 1.05\n  damagefactor \"Explosion\", 1.05\n  damagefactor \"Terrorist\", 1.05\n  damagefactor \"Suicide\", 2.0\n  damagefactor \"Fire\", 1.05\n  damagefactor \"Chemical\", 1.05\n  damagefactor \"Laser\", 1.05\n  //damagefactor \"Repair\", 1.0 //Changing this ruins repair guns.\n  damagefactor \"Disarm\", 1.05\n  damagefactor \"Flash\", 1.0\n}\n\nactor Utility_Grade1DamageGive : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Utility_Grade1DamagePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Utility_Grade2Armour : Utility_Grade1Armour\n{\n  inventory.pickupmessage \"You got Grade 2 Armour!\"\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    UCRT AAAAAAAAAA 3 A_FadeIn(0.1)\n    UCRT A 0 A_ChangeFlag(\"NOCLIP\",0)\n    UCRT A 2100 A_Gravity\n    UCRT AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Utility_Grade2ArmourGive\", 1)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor PowerUtility_Grade2ArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.9\n  damagefactor \"FistBlue\", 0.9\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.9\n  damagefactor \"RifleBlue\", 0.9\n  damagefactor \"ExplosionRed\", 0.9\n  damagefactor \"ExplosionBlue\", 0.9\n  damagefactor \"FireRed\", 0.9\n  damagefactor \"FireBlue\", 0.9\n  damagefactor \"ChemicalRed\", 0.9\n  damagefactor \"ChemicalBlue\", 0.9\n  damagefactor \"LaserRed\", 0.9\n  damagefactor \"LaserBlue\", 0.9\n  damagefactor \"RazorWireRed\", 0.9\n  damagefactor \"RazorWireBlue\", 0.9\n  damagefactor \"ExplosionMechRed\", 0.9\n  damagefactor \"ExplosionMechBlue\", 0.9\n  damagefactor \"TimeRed\", 0.9\n  damagefactor \"TimeBlue\", 0.9\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"MassDriverRed\", 0.9\n  damagefactor \"MassDriverBlue\", 0.9\n  damagefactor \"Mechstomp\", 0.9\n  damagefactor \"Monster\", 0.9\n}\n\nactor Utility_Grade2ArmourGive : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Utility_Grade2ArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Utility_BombCrate : PowerupCrate\n{\n  inventory.pickupmessage \"You got the Powerup Crate!\"\n  radius 20\n  height 26\n  health 600\n  mass 0x7FFFFFFF\n  inventory.respawntics 2100\n  inventory.pickupsound \"powerup/basic\"\n  inventory.maxamount 0\n  -ALWAYSPICKUP\n  +AUTOACTIVATE\n  +FLOATBOB\n  +NOGRAVITY\n  +SHOOTABLE\n  +NOBLOOD\n  damagefactor \"Fist\", 0.2\n  damagefactor \"Bullet\", 0.2\n  damagefactor \"Rifle\", 0.5\n  damagefactor \"Explosion\", 1.0\n  damagefactor \"Terrorist\", 2.0\n  damagefactor \"Suicide\", 0.0\n  damagefactor \"Fire\", 0.6\n  damagefactor \"Chemical\", 0.5\n  damagefactor \"Laser\", 0.5\n  damagefactor \"Disarm\", 10.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Flash\", 0.0\n  damagefactor \"RazorWireRed\", 0.0\n  damagefactor \"RazorWireBlue\", 0.0\n  Scale 0.5\n  renderstyle Translucent\n  alpha 0.0\n  +NOCLIP\n  states\n  {\n  Spawn:\n    UCRT AAAAAAAAAA 3 A_FadeIn(0.1)\n    UCRT A 0 A_ChangeFlag(\"NOCLIP\",0)\n    UCRT ABCDEFGHIJ 3\n    goto Spawn+12\n  Pickup:\n    TNT1 A 0 ACS_ExecuteWithResult(336,0,0,0)\n    stop\n  Use:\n    TNT1 A 0 ACS_ExecuteAlways(345,0,10,0,0)\n    TNT1 A 0 A_FireCustomMissile(\"BombPackKamikaze\")\n    TNT1 A 0 A_FireCustomMissile(\"BombPackKamikazeSuicide\")\n    stop\n  Death:\n    TC4T A 0\n    TNT1 A 0 ACS_ExecuteAlways(345,0,10,0,0)\n    TC4T A 0 A_NoBlocking\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n    TC4T A 0 A_PlaySound(\"weapons/rocklx\")\n    stop\n  }\n}\n\nactor Utility_BombCrateBlue : Utility_BombCrate\n{\n  states\n  {\n  Pickup:\n    TNT1 A 0 ACS_ExecuteWithResult(336,1,0,0)\n    stop\n  Use:\n    TNT1 A 0 ACS_ExecuteAlways(345,0,10,1,0)\n    TNT1 A 0 A_FireCustomMissile(\"BombPackKamikaze\")\n    TNT1 A 0 A_FireCustomMissile(\"BombPackKamikazeSuicide\")\n    stop\n  Death:\n    TC4T A 0\n    TNT1 A 0 ACS_ExecuteAlways(345,0,10,1,0)\n    TC4T A 0 A_NoBlocking\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n    TC4T A 0 A_PlaySound(\"weapons/rocklx\")\n    stop\n  }\n}\n\nactor Utility_RiflePack : WeaponPack\n{\n  inventory.pickupmessage \"Picked up an ammo pack with a Rifle\"\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    BKPK AAAAAAAAAA 3 A_FadeIn(0.1)\n    BKPK A 0 A_ChangeFlag(\"NOCLIP\",0)\n    BKPK A 2100 A_Gravity\n    BKPK AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Rifle\", 1)\n    TNT1 A 0 A_GiveInventory(\"RifleAmmo\", 10)\n    TNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 2)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor Utility_Grade2Damage : Utility_Grade1Armour\n{\n  inventory.pickupmessage \"You got Grade 2 Damage!\"\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    UCRT AAAAAAAAAA 3 A_FadeIn(0.1)\n    UCRT A 0 A_ChangeFlag(\"NOCLIP\",0)\n    UCRT A 2100 A_Gravity\n    UCRT AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Utility_Grade2DamageGive\", 1)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor PowerUtility_Grade2DamagePower : PowerDamage\n{\n\n  damagefactor \"FistRed\", 1.1\n  damagefactor \"FistBlue\", 1.1\n  damagefactor \"BulletRed\", 1.1\n  damagefactor \"BulletBlue\", 1.1\n  damagefactor \"RifleRed\", 1.1\n  damagefactor \"RifleBlue\", 1.1\n  damagefactor \"ExplosionRed\", 1.1\n  damagefactor \"ExplosionBlue\", 1.1\n  damagefactor \"FireRed\", 1.1\n  damagefactor \"FireBlue\", 1.1\n  damagefactor \"ChemicalRed\", 1.1\n  damagefactor \"ChemicalBlue\", 1.1\n  damagefactor \"LaserRed\", 1.1\n  damagefactor \"LaserBlue\", 1.1\n  damagefactor \"RazorWireRed\", 1.1\n  damagefactor \"RazorWireBlue\", 1.1\n  damagefactor \"ExplosionMechRed\", 1.1\n  damagefactor \"ExplosionMechBlue\", 1.1\n  damagefactor \"TimeRed\", 1.1\n  damagefactor \"TimeBlue\", 1.1\n  damagefactor \"Disarm\", 1.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"MassDriverRed\", 1.1\n  damagefactor \"MassDriverBlue\", 1.1\n  damagefactor \"Mechstomp\", 1.1\n  damagefactor \"Monster\", 1.1\n}\n\nactor Utility_Grade2DamageGive : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Utility_Grade2DamagePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Utility_MachineGunPack : WeaponPack\n{\n  inventory.pickupmessage \"Picked up an ammo pack with a Machine Gun\"\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    BKPK AAAAAAAAAA 3 A_FadeIn(0.1)\n    BKPK A 0 A_ChangeFlag(\"NOCLIP\",0)\n    BKPK A 2100 A_Gravity\n    BKPK AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"MachineGun\", 1)\n    TNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 30)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor Utility_Grade3Armour : Utility_Grade1Armour\n{\n  inventory.pickupmessage \"You got Grade 2 Armour!\"\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    UCRT AAAAAAAAAA 3 A_FadeIn(0.1)\n    UCRT A 0 A_ChangeFlag(\"NOCLIP\",0)\n    UCRT A 2100 A_Gravity\n    UCRT AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"Utility_Grade2ArmourGive\", 1)\n    TNT1 A 0 A_PlaySound(\"none\")\n    stop\n  }\n}\n\nactor PowerUtility_Grade3ArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.85\n  damagefactor \"FistBlue\", 0.85\n  damagefactor \"BulletRed\", 0.85\n  damagefactor \"BulletBlue\", 0.85\n  damagefactor \"RifleRed\", 0.85\n  damagefactor \"RifleBlue\", 0.85\n  damagefactor \"ExplosionRed\", 0.85\n  damagefactor \"ExplosionBlue\", 0.85\n  damagefactor \"FireRed\", 0.85\n  damagefactor \"FireBlue\", 0.85\n  damagefactor \"ChemicalRed\", 0.85\n  damagefactor \"ChemicalBlue\", 0.85\n  damagefactor \"LaserRed\", 0.85\n  damagefactor \"LaserBlue\", 0.85\n  damagefactor \"RazorWireRed\", 0.85\n  damagefactor \"RazorWireBlue\", 0.85\n  damagefactor \"ExplosionMechRed\", 0.85\n  damagefactor \"ExplosionMechBlue\", 0.85\n  damagefactor \"TimeRed\", 0.85\n  damagefactor \"TimeBlue\", 0.85\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"MassDriverRed\", 0.85\n  damagefactor \"MassDriverBlue\", 0.85\n  damagefactor \"Mechstomp\", 0.85\n  damagefactor \"Monster\", 0.85\n\n  damagefactor \"Suicide\", 2.0\n}\n\nactor Utility_Grade3ArmourGive : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Utility_Grade3ArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Utility_StealthDetector : PowerupCrate\n{\n  inventory.pickupmessage \"\"\n  radius 1024\n  inventory.respawntics 0\n  inventory.pickupsound \"none\"\n  inventory.maxamount 1\n  -FLOATBOB\n  -ALWAYSPICKUP\n  +NOGRAVITY\n  +QUIET\n  renderstyle None\n  +NOCLIP\n  states\n  {\n  Spawn:\n    TNT1 AAAAA 35\n    stop\n  Pickup:\n    TNT1 A 0 ACS_ExecuteAlways(310,0,4,0,0)\n    stop\n  }\n}\n\nactor Utility_RazorWire //RED\n{\n  obituary \"%o walked into razor wire.\"\n  health 400\n  speed 0\n  radius 32\n  height 64\n  mass 999999\n  +LOOKALLAROUND\n  +SHOOTABLE\n  +NOBLOOD\n  damagefactor \"Fist\", 0.2\n  damagefactor \"Bullet\", 0.2\n  damagefactor \"Rifle\", 0.5\n  damagefactor \"Explosion\", 1.0\n  damagefactor \"Terrorist\", 2.0\n  damagefactor \"Suicide\", 0.0\n  damagefactor \"Fire\", 0.6\n  damagefactor \"Chemical\", 0.5\n  damagefactor \"Laser\", 0.5\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Flash\", 0.0\n  damagefactor \"RazorWireRed\", 0.0\n  damagefactor \"RazorWireBlue\", 0.0\n  damagefactor \"Mechstomp\", 0.0\n  scale 0.25\n  +NOTARGETSWITCH\n  renderstyle Translucent\n  alpha 0.0\n  DamageType \"RazorWireRed\"\n  states\n  {\n  Spawn:\n    WIRE AAAAAAAAAA 3 A_FadeIn(0.1)\n    WIRE A 0 A_ChangeFlag(\"NOCLIP\",0)\n    WIRE A 35 A_Gravity\n  MeleeAttack:\n    WIRE A 18 A_Explode(random(10,15),64,0)\n    loop\n  Death:\n    TC4T A 0\n    TC4T A 0 A_NoBlocking\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n    TC4T A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 4 bright ACS_ExecuteAlways(345,0,1,0,0)\n    stop\n    Death.Deconstruction:\n\t\"----\" A 0 A_NoBlocking\n\t\"----\" A 2 A_PlaySound(\"weapons/timedeath\")\n\t\"----\" AAAAAAAAAA 2 A_Fadeout(0.1)\n\tstop\n  }\n}\n\nactor Utility_RazorWireBlue : Utility_RazorWire //BLUE\n{\n  DamageType \"RazorWireBlue\"\n  states\n  {\n  Spawn:\n    WIRE AAAAAAAAAA 3 A_FadeIn(0.1)\n    WIRE A 0 A_ChangeFlag(\"NOCLIP\",0)\n    WIRE A 35 A_Gravity\n  MeleeAttack:\n    WIRE A 18 A_Explode(random(10,15),64,0)\n    loop\n  Death:\n    TC4T A 0\n    TC4T A 0 A_NoBlocking\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n    TC4T A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 4 bright ACS_ExecuteAlways(345,0,1,1,0)\n    stop\n  }\n}\n\nactor PowerRazorWire : PowerSpeed\n{\n  Speed 0.5\n}\n\nactor RazorWireSpeed : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"RazorWire\"\n  powerup.duration 35\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Utility_Sandbags //21448\n{\n  health 750\n  speed 0\n  radius 40\n  height 64\n  mass 999999\n  +SHOOTABLE\n  +NOBLOOD\n  -SOLID\n  damagefactor \"Fist\", 0.5\n  damagefactor \"Bullet\", 0.5\n  damagefactor \"Rifle\", 0.5\n  damagefactor \"Explosion\", 0.5\n  damagefactor \"Terrorist\", 2.0\n  damagefactor \"Suicide\", 0.0\n  damagefactor \"Fire\", 0.75\n  damagefactor \"Chemical\", 1.0\n  damagefactor \"Laser\", 0.8\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Flash\", 0.0\n  damagefactor \"RazorWireRed\", 0.0\n  damagefactor \"RazorWireBlue\", 0.0\n  scale 0.35\n  renderstyle Translucent\n  alpha 0.0\n  states\n  {\n  Spawn:\n    BAGG AAAAAA 3 A_FadeIn(0.1)\n    BAGG A 70\n    BAGG A 0 A_SetTranslucent(1.0,0)\n    BAGG A 0 A_ChangeFlag(\"SOLID\",1)\n    BAGG A 35 A_Gravity\n    goto Spawn2\n  Spawn2:\n    BAGG A 0 A_SpawnItemEx(\"Utility_SandbagsMiniblocker\",0,32,0,0,0,0,0,0,0)\n    BAGG A 30 A_SpawnItemEx(\"Utility_SandbagsMiniblocker\",0,-32,0,0,0,0,0,0,0)\n    loop\n  Death:\n    TC4T A 0\n    TC4T A 0 A_NoBlocking\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n    TC4T A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 AA 0 A_SpawnItemEx(\"FlameWallDecay\", random(-48,48), random(-48,48), 4, 0, 0, 0, 0, 0, 0)\n    TNT1 A 4 bright\n    stop\n  Death.Deconstruction:\n    BAGG A 2 A_PlaySound(\"weapons/timedeath\")\n    BAGG AAAAAAAAAA 2 A_Fadeout(0.1)\n    stop\n  }\n}\nactor Utility_SandbagsMiniblocker\n{\n  health 9999\n  speed 0\n  radius 16\n  height 64\n  mass 999999\n  +SHOOTABLE\n  +NOBLOOD\n  +SOLID\n  scale 0.35\n  renderstyle Translucent\n  alpha 0.0\n  states\n  {\n  Spawn:\n    TNT1 A 35\n    stop\n  }\n}\n\nactor Utility_FriendlyGunTurret\n{\n  obituary \"%o got owned by a floor gun.\"\n  health 200\n  radius 16\n  height 16\n  Mass 999999\n  speed 0\n  painchance 50\n  seesound \"turret/sight\"\n  attacksound \"minigun/fire2\"\n  activesound \"turret/sight\"\n  MONSTER\n  +FLOORCLIP\n  +NOBLOOD\n  +NOICEDEATH\n  -SOLID\n  +NOCLIP\n  +FRIENDLY\n  states\n  {\n  Spawn:\n    CIGN A 1 A_Look\n    loop\n  See:\n    CIGN A 3 A_Chase\n    CIGN A 0 A_StopSoundEx(\"SoundSlot6\")\n    loop\n  Missile:\n    CIGN B 8 A_FaceTarget\n    CIGN B 2 A_PlaySoundEx(\"minigun/loop\",\"SoundSlot6\",1)\n    CIGN B 0 A_JumpIfInventory(\"MechReloading\",12,\"Pain\")\n    CIGN B 0 A_CustomBulletAttack(15,2,1,5,\"RiflePuff\")\n    CIGN B 0 A_SpawnItemEx(\"Flash\",0,0,0,0,0,0,0,128,0)\n    CIGN B 0 A_FaceTarget\n    CIGN C 2 BRIGHT A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n    CIGN B 1 BRIGHT\n    CIGN B 0 //A_CustomBulletAttack(15,2,1,5,\"RiflePuff\")\n    CIGN B 0 A_SpawnItemEx(\"Flash\",0,0,0,0,0,0,0,128,0)\n    CIGN B 0 A_PlaySoundEx(\"minigun/fire2\",\"Weapon\")\n    CIGN B 0 A_FaceTarget\n    CIGN C 2 BRIGHT A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n    CIGN B 1 BRIGHT\n    CIGN F 0 A_CPosRefire\n    CIGN F 0 A_GiveInventory(\"MechReloading\",1)\n    goto Missile+3\n  Pain:\n    CIGN A 0 A_StopSoundEx(\"SoundSlot6\")\n    CIGN A 3 A_TakeInventory(\"MechReloading\",12)\n    goto See\n  Death:\n    TC4T A 0\n    CIGN A 0 A_StopSoundEx(\"SoundSlot6\")\n    TC4T A 0 A_NoBlocking\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n    TC4T A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"FlameWallDecay\", 0, 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 A 4 bright\n    stop\n  }\n}\n\nactor Utility_Step\n{\n  health 200\n  speed 0\n  radius 32\n  height 14\n  mass 999999\n  +SHOOTABLE\n  +NOBLOOD\n  +SOLID\n  +NOGRAVITY\n  damagefactor \"RazorWireRed\", 0.0\n  damagefactor \"RazorWireBlue\", 0.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Flash\", 0.0\n  damagefactor \"Fist\", 0.1\n  scale 0.25\n  renderstyle Translucent\n  alpha 0.0\n  states\n  {\n  Spawn:\n    USTP AAAAAAAAAA 3 A_FadeIn(0.1)\n    USTP A 0 A_SetTranslucent(1.0,0)\n    USTP A 35\n    goto Spawn2\n  Spawn2:\n    USTP A -1\n    loop\n  Death:\n    TC4T A 0\n    TC4T A 0 A_NoBlocking\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n    TC4T A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 4 bright\n    stop\n  }\n}\n\nactor Utility_FireProofArmour : CustomInventory\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"You got Fire Proof Armour!\"\n  inventory.respawntics 2100\n  inventory.pickupsound \"powerup/basic\"\n  inventory.maxamount 9999\n  Scale 0.3\n  +ALWAYSPICKUP\n  renderstyle Translucent\n  alpha 0.0\n  +NOGRAVITY\n  +NOCLIP\n  states\n  {\n  Spawn:\n    UCRT AAAAAAAAAA 3 A_FadeIn(0.1)\n    UCRT A 0 A_ChangeFlag(\"NOCLIP\",0)\n    UCRT A 2100 A_Gravity\n    UCRT AAAAAAAAAA 3 A_FadeOut(0.1)\n    Stop\n  Pickup:\n    TNT1 A 0 A_GiveInventory(\"FireProofArmour\", 1)\n    TNT1 A 0 A_PlaySound(\"powerup/fire\")\n    stop\n  }\n}\n\nactor Utility_Raven : RavenSwitchPickup {\n\trenderstyle translucent\n\talpha 1.0\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (750, 0) == 0, \"Nope\")\n\t\tRAV2 B -1\n\t\tstop\n\tNope:\n\t\t\"----\" A 2 A_PlaySound(\"weapons/timedeath\")\n\t\t\"----\" AAAAAAAAAA 2 A_Fadeout(0.1)\n\t\tstop\n\t}\n}\n\nactor Utility_Wolverine : WolverineSwitchPickup {\n\trenderstyle translucent\n\talpha 1.0\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (750, 0) == 0, \"Nope\")\n\t\tROB1 A -1\n\t\tstop\n\tNope:\n\t\t\"----\" A 2 A_PlaySound(\"weapons/timedeath\")\n\t\t\"----\" AAAAAAAAAA 2 A_Fadeout(0.1)\n\t\tstop\n\t}\n}\n\n// ===================================\n// ----------------- FLOATING PLATFORM\n// ===================================\nactor Utility_Girder : InvisibleBridge {\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Repair\", 0.0\n\tdamagefactor \"Flash\", 0.0\n\tdamagefactor \"RazorWireRed\", 0.0\n\tdamagefactor \"RazorWireBlue\", 0.0\n\tdamagefactor \"FistRed\", 0.5\n\tdamagefactor \"FistBlue\", 0.5\n\tdamagefactor \"Mechstomp\", 0.0\n\n\t+SHOOTABLE +NOBLOOD\n\tradius 84\n\theight 14\n\thealth 2000\n\tmass 0x7FFFFFFF\n\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf (ACS_ExecuteWithResult (750, 0) == 0, \"Nope\")\n\tSpawnLoop:\n\t\tTNT1 A 0 A_JumpIfHealthLower (400, \"SpawnDamaged\")\n\t\tTNT1 A 30 A_SpawnItemEx (\"Utility_GirderVisual\")\n\t\tloop\n\tSpawnDamaged:\n\t\tTNT1 A 30 A_SpawnItemEx (\"Utility_GirderVisualDamaged\")\n\t\tloop\n\tDeath:\n\t\tTC4T A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderExplosion\")\n\t\tTNT1 A 4 bright\n\t\tstop\n\tDeath.Deconstruction:\n\t\t\"----\" A 0 A_NoBlocking\n\t\t\"----\" A 2 A_PlaySound(\"weapons/timedeath\")\n\t\t\"----\" AAAAAAAAAA 2 A_Fadeout(0.1)\n\t\tstop\n\tNope:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor Utility_GirderVisual {\n\t+CLIENTSIDEONLY +NOGRAVITY\n\t+NOBLOCKMAP +NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -84, -84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -56, -84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -28, -84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 0, -84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 28, -84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 56, -84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 84, -84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -84, -56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -56, -56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -28, -56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 0, -56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 28, -56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 56, -56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 84, -56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -84, -28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -56, -28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -28, -28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 0, -28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 28, -28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 56, -28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 84, -28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -84, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -56, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -28, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 0, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 28, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 56, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 84, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -84, 28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -56, 28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -28, 28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 0, 28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 28, 28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 56, 28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 84, 28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -84, 56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -56, 56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -28, 56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 0, 56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 28, 56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 56, 56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 84, 56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -84, 84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -56, 84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", -28, 84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 0, 84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 28, 84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 56, 84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnit\", 84, 84, 0)\n\t\tstop\n\t}\n}\n\nactor Utility_GirderVisualDamaged {\n\t+CLIENTSIDEONLY +NOGRAVITY\n\t+NOBLOCKMAP +NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -84, -84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -56, -84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -28, -84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 0, -84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 28, -84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 56, -84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 84, -84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -84, -56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -56, -56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -28, -56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 0, -56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 28, -56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 56, -56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 84, -56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -84, -28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -56, -28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -28, -28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 0, -28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 28, -28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 56, -28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 84, -28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -84, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -56, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -28, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 0, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 28, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 56, 0, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 84, 0, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -84, 28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -56, 28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -28, 28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 0, 28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 28, 28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 56, 28, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 84, 28, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -84, 56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -56, 56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -28, 56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 0, 56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 28, 56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 56, 56, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 84, 56, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -84, 84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -56, 84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", -28, 84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 0, 84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 28, 84, 0)\n\t\t//TNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 56, 84, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"Utility_GirderVisualUnitDamaged\", 84, 84, 0)\n\t\tstop\n\t}\n}\n\nactor Utility_GirderVisualUnit {\n\t+CLIENTSIDEONLY +NOGRAVITY\n\t+NOBLOCKMAP +NOINTERACTION\n\tscale 0.25\n\tstates {\n\tSpawn:\n \t\tUSTP B 35\n\t\tstop\n\t}\n}\n\nactor Utility_GirderVisualUnitDamaged : Utility_GirderVisualUnit {\n\tstates {\n\tSpawn:\n \t\tUSTP C 35\n\t\tstop\n\t}\n}\n\nactor Utility_GirderExplosion {\n\t+CLIENTSIDEONLY +NOGRAVITY\n\t+NOBLOCKMAP +NOINTERACTION\n \treactiontime 2\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", random(-84,-48), random(-84,-48))\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", random(-32, 32), random(-84, 48))\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", random( 48, 84), random(-84, 48))\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", random(-84,-48), random(-32, 32))\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", random(-32, 32), random(-32, 32))\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", random( 48, 84), random(-32, 32))\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", random(-84,-48), random( 48, 84))\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", random(-32, 32), random( 48, 84))\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", random( 48, 84), random( 48, 84))\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 10 A_CountDown\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_mexp.txt",
        "contents": "//Mech Explosion stuff\n\nactor MechExplode_Start\n{\n  obituary \"%o got too close to an exploding Mech.\"\n  RenderStyle Add\n  alpha 0.0\n  -RANDOMIZE\n  +NOCLIP\n  +NOGRAVITY\n  Scale 7.0\n  states\n  {\n  Spawn:\n    TNT1 AAAAAAAAAAA 2 bright A_FadeIn(0.10)\n    TNT1 A 5 A_SpawnItemEx(\"MechExplode_Flare\", random(-64,64), random(-64,64), random(0,128), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n    TNT1 AAA 0 A_SpawnItemEx(\"MechExplode_Flare\", random(-64,64), random(-64,64), random(0,128), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n    TNT1 A 0 BRIGHT A_SpawnItemEx(\"PPCExplosion2\",0,0,0,0,0,0,0,0,0)\n    TNT1 AAAAAAAA 0 A_SpawnItemEx(\"VoltageSpark\", random(-64,64), random(-64,64), random(0,128), random(-16,16), random(-16,16), random(-16,16), 0, 128, 0)\n    TNT1 AAA 0 A_SpawnItemEx(\"VoltagePuff\", random(-64,64), random(-64,64), random(0,128), random(-16,16), random(-16,16), random(-16,16), 0, 128, 0)\n    TNT1 AAA 0 A_SpawnItemEx(\"VoltageDecay\", random(-64,64), random(-64,64), random(0,128), random(-8,8), random(-8,8), random(-8,8), 0, 128, 0)\n    TNT1 A 0 A_GiveInventory(\"MechExplode_Timer\",1)\n    TNT1 A 0 A_JumpIfInventory(\"MechExplode_Timer\",52,\"End\")\n    goto Spawn+11\n  End:\n    ROB1 A 0 A_SpawnItemEx(\"MechExplode_FlareDamage\",0,0,64,0,0,0,0,0,0)\n    ROB1 A 0 A_SpawnItemEx(\"MechExplode_ExplosionDamage\",0,0,64,0,0,0,0,0,0)\n    PLE1 CCCCCCCCCCC 0 bright A_SpawnItemEx(\"MechExplode_FlameDebris\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    PLE1 CCCCCCCCCCC 0 bright A_SpawnItemEx(\"MechExplode_FlameDebris\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    PLE1 CCCCCCCCCCC 0 bright A_SpawnItemEx(\"MechExplode_FlameDebris\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAAA 0 A_SpawnItemEx(\"PlasmaFlameDecay\", random(-64,64), random(-64,64), random(-64,64), 0, 0, 0, 0, 0, 0)\n    PPCX AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 bright A_FadeOut(0.01)\n    PPCX AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 bright A_FadeOut(0.01)\n    PPCX AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 bright A_FadeOut(0.01)\n    stop\n  }\n}\n\nactor MechExplode_Timer : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 50\n}\n\nactor MechExplode_Flare\n{\n  RenderStyle Add\n  alpha 0.9\n  -RANDOMIZE\n  +NOCLIP\n  +NOGRAVITY\n  Scale 3.0\n  states\n  {\n  Spawn:\n    PPCX AAAAAAAAA 2 bright A_FadeOut(0.18)\n    stop\n  }\n}\n\nactor MechExplode_FlareDamage\n{\n  obituary \"%o's eyes were fried by the flash.\"\n  RenderStyle Add\n  alpha 0.9\n  -RANDOMIZE\n  +NOCLIP\n  +NOGRAVITY\n  Scale 5.0\n  DamageType \"Flash\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Explode(20,3024)\n    PPCX AAAAAAAAA 2 bright A_FadeOut(0.15)\n    stop\n  }\n}\n\nactor MechExplode_ExplosionDamage\n{\n  obituary \"%o got too close to an exploding Mech.\"\n  RenderStyle Add\n  alpha 0.9\n  -RANDOMIZE\n  +NOCLIP\n  +NOGRAVITY\n  Scale 5.0\n  DamageType \"Explosion\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_Explode(4000,512)\n    TNT1 A 5\n    stop\n  }\n}\n\nactor MechExplode_FlameDebris\n{\n  radius 13\n  height 8\n  speed 0\n  damage 0\n  renderstyle Add\n  alpha 0.75\n  PROJECTILE\n  -RANDOMIZE\n  Scale 0.5\n  DamageType \"Explosion\"\n  states\n  {\n  Spawn:\n    PLCX A 0 bright\n    PLCX AA 0 bright A_CustomMissile(\"PlasmaFlame\",0,0,random(-180,180),2,random(-89,89))\n    PLCX AA 0 bright A_CustomMissile(\"PlasmaFlame\",0,0,random(-180,180),2,random(-89,89))\n    PLCX J 2 bright A_CustomMissile(\"PlasmaFlame\",0,0,random(-180,180),2,random(-89,89))\n    stop\n  Death:\n    PLCX ABCDEF 3 bright\n    stop\n  }\n}\n\nactor MechExplode_Flame\n{\n  radius 13\n  height 8\n  speed 30\n  damage (20)\n  renderstyle Add\n  alpha 0.75\n  PROJECTILE\n  -RANDOMIZE\n //-NOGRAVITY\n //+LOWGRAVITY\n  Scale 0.4\n  DamageType \"Fire\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    PLCX AAABCDEF 3 bright\n    stop\n  Death:\n    PLCX ABCDEF 4 bright\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_gren.txt",
        "contents": "actor Grenader : AOWWeapon {\n\tobituary \"%o tripped over %k's grenade.\"\n\tradius 20\n\theight 16\n\tinventory.pickupmessage \"Picked up the Grenade Launcher\"\n\tweapon.selectionorder 95\n\tweapon.kickback 100\n\tweapon.ammotype \"GrenaderAmmo\"\n\tweapon.ammouse 1\n\tweapon.ammotype2 \"GrenaderAmmo\"\n\tweapon.ammouse2 1\n\tweapon.ammogive 0\n\tAttackSound \"grenade/fire\"\n\tScale 0.25\n\tWeapon.PreferredSkin \"MarineRevenant\"\n\tstates\n\t{\n\tReady:\n\t\tGREN A 1 A_WeaponReady\n\t\tloop\n\tDeselect:\n\t\tGREN A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tGREN A 1 A_Raise\n\t\tloop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tGREN A 8 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n\t\tGREF A 0 A_JumpIfInventory(\"GrenadeSwitch\",1,\"Fire2\")\n\t\tGREF A 0 A_GiveInventory(\"GrenadeSwitch\",1)\n\t\tGREF A 6 A_PlayWeaponSound(\"rifle/altfire\")\n\t\tGREN B 6 A_FireCustomMissile (\"GrenadeGrenade\",0,1,7,0)\n\t\tGREN A 4\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tFire2:\n\t\tGREF B 0 A_TakeInventory(\"GrenadeSwitch\",1)\n\t\tGREF B 6 A_PlayWeaponSound(\"rifle/altfire\")\n\t\tGREN C 6 A_FireCustomMissile (\"GrenadeGrenade\",0,1,-7,0)\n\t\tGREN A 4\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tAltFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n\t\tgoto Ready\n\t\tGREN A 8 A_JumpIfInventory(\"IsBlue\",1,\"AltFireBlue\")\n\t\tGREF A 0 A_JumpIfInventory(\"GrenadeSwitch\",1,\"AltFire2\")\n\t\tGREF A 0 A_GiveInventory(\"GrenadeSwitch\",1)\n\t\tGREF A 6 A_PlayWeaponSound(\"rifle/altfire\")\n\t\tGREN B 6 A_FireCustomMissile (\"GrenadeGrenadeBounce\",0,1,7,0)\n\t\tGREN A 4\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tAltFire2:\n\t\tGREF B 0 A_TakeInventory(\"GrenadeSwitch\",1)\n\t\tGREF B 6 A_PlayWeaponSound(\"rifle/altfire\")\n\t\tGREN C 6 A_FireCustomMissile (\"GrenadeGrenadeBounce\",0,1,-7,0)\n\t\tGREN A 4\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tFireBlue:\n\t\tGREN A 8\n\t\tGREF A 0 A_JumpIfInventory(\"GrenadeSwitch\",1,\"Fire2Blue\")\n\t\tGREF A 0 A_GiveInventory(\"GrenadeSwitch\",1)\n\t\tGREF A 6 A_PlayWeaponSound(\"rifle/altfire\")\n\t\tGREN B 6 A_FireCustomMissile (\"GrenadeGrenadeBlue\",0,1,7,0)\n\t\tGREN A 4\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tFire2Blue:\n\t\tGREF B 0 A_TakeInventory(\"GrenadeSwitch\",1)\n\t\tGREF B 6 A_PlayWeaponSound(\"rifle/altfire\")\n\t\tGREN C 6 A_FireCustomMissile (\"GrenadeGrenadeBlue\",0,1,-7,0)\n\t\tGREN A 4\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tAltFireBlue:\n\t\tGREN A 8\n\t\tGREF A 0 A_JumpIfInventory(\"GrenadeSwitch\",1,\"AltFire2Blue\")\n\t\tGREF A 0 A_GiveInventory(\"GrenadeSwitch\",1)\n\t\tGREF A 6 A_PlayWeaponSound(\"rifle/altfire\")\n\t\tGREN B 6 A_FireCustomMissile (\"GrenadeGrenadeBounceBlue\",0,1,7,0)\n\t\tGREN A 4\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tAltFire2Blue:\n\t\tGREF B 0 A_TakeInventory(\"GrenadeSwitch\",1)\n\t\tGREF B 6 A_PlayWeaponSound(\"rifle/altfire\")\n\t\tGREN C 6 A_FireCustomMissile (\"GrenadeGrenadeBounceBlue\",0,1,-7,0)\n\t\tGREN A 4\n\t\tGRLG B 0 A_ReFire\n\t\tgoto Ready\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"GrenadeLauncherPack\")\n\t\tstop\n\t}\n}\n\nactor GrenadeSwitch : Inventory {inventory.maxamount 1}\n\nACTOR GrenaderAmmo : Ammo\n{\n\t Inventory.Amount 6\n\t Inventory.MaxAmount 40\n\t Ammo.BackpackAmount 5\n\t Ammo.BackpackMaxAmount 40\n\t Inventory.PickupMessage \"Picked up a Grenade cartridge.\"\n\t Scale 0.3\n\t States\n\t {\n\t Spawn:\n\t\tAM06 A -1\n\t\tloop\n\t }\n}\n\nactor GrenadeGrenade {\n\tobituary \"%o ate %k's grenade.\"\n\tradius 11\n\theight 8\n\tspeed 35\n\tdamage (30)\n\tseesound \"\"\n\tdeathsound \"weapons/rocklx\"\n\tPROJECTILE\n\t-RANDOMIZE\n\t-NOGRAVITY\n\t+LOWGRAVITY\n\tDamageType \"RifleRed\"\n\tscale 0.03\n\tstates\n\t{\n\tSpawn:\n\t\tG69X A 2 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n\t\tloop\n\tDeath:\n\t\tTNT1 B 0 bright A_NoGravity\n\t\tTNT1 B 0 bright A_Explode(65,128,1)\n\t\tTNT1 A 5 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tstop\n\t}\n}\n\nactor GrenadeGrenadeBounce : GrenadeGrenade {\n\tobituary \"%o played catch with %k's grenade.\"\n\t-LOWGRAVITY\n\t+DOOMBOUNCE\n\tBounceCount 6\n\tGravity 0.4\n\tdamage (20)\n\n\tstates {\n\tDeath:\n\t\tTNT1 B 0 bright A_NoGravity\n\t\tTNT1 B 0 bright A_Explode(40,128,1)\n\t\tTNT1 A 5 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n\t\tstop\n\t}\n}\n\nactor GrenadeGrenadeBlue : GrenadeGrenade {DamageType \"RifleBlue\"}\nactor GrenadeGrenadeBounceBlue : GrenadeGrenadeBounce {DamageType \"RifleBlue\"}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_cred.txt",
        "contents": "actor Credits1 : CustomInventory 21412 {\n\tradius 20\n\theight 26\n\tinventory.pickupmessage \"Picked up a lucky coin. +\\cq$\\cd1\"\n\tinventory.respawntics 1050\n\tinventory.pickupsound \"misc/credit_pkup\"\n\tinventory.maxamount 9999\n\t+ALWAYSPICKUP\n\tstates {\n\tSpawn:\n\t\tCOIN A -1\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (321, 0, 1)\n\t\tstop\n\t}\n}\n\nactor Credits20 : CustomInventory 21413 {\n\tradius 20\n\theight 26\n\tinventory.pickupmessage \"Picked up a pile of credits! +\\cq$\\cd20\"\n\tinventory.respawntics 1575\n\tinventory.pickupsound \"misc/credit_pkup\"\n\tinventory.maxamount 9999\n\t+ALWAYSPICKUP\n\tstates {\n\tSpawn:\n\t\tCRED A -1\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (321, 0, 20)\n\t\tstop\n\t}\n}\n\nactor Credits40 : CustomInventory 21414\n{\n\tradius 20\n\theight 26\n\tinventory.pickupmessage \"Picked up bag of credits! +\\cq$\\cd40\"\n\tinventory.respawntics 2100\n\tinventory.pickupsound \"misc/credit_pkup\"\n\tinventory.maxamount 9999\n\t+ALWAYSPICKUP\n\tstates\n\t{\n\tSpawn:\n\t\tSACK A -1\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (321, 0, 40)\n\t\tstop\n\t}\n}\n\nactor Credits75 : CustomInventory 21415\n{\n\tradius 20\n\theight 26\n\tinventory.pickupmessage \"Picked up credit cache! +\\cq$\\cd75\"\n\tinventory.respawntics 3150\n\tinventory.pickupsound \"misc/credit_pkup\"\n\tinventory.maxamount 9999\n\t+ALWAYSPICKUP\n\tstates\n\t{\n\tSpawn:\n\t\tCHST A -1\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 ACS_ExecuteAlways (321, 0, 75)\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_shot.txt",
        "contents": "actor Military-Shotgun : AOWWeapon\n{\n  obituary \"%o was smacked down by %k's Shotgun.\"\n  radius 20\n  height 16\n  attacksound \"weapons/shotgf\"\n  inventory.pickupmessage \"You got the shotgun.\"\n  weapon.selectionorder 96\n  weapon.kickback 80\n  weapon.ammotype \"ShotgunAmmo\"\n  weapon.ammouse 1\n  weapon.ammogive 0\n  Weapon.PreferredSkin \"MarineShotgun\"\n  states\n  {\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 A 3 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n    SHTG A 0 A_GunFlash\n    SHTG A 0 Bright A_FireBullets (4.0, 4.0, 2, 8, \"HandgunPuff\",0,350)\n    SHTG A 2 Bright A_FireBullets (4.0, 4.6, 6, 4, \"HandgunPuff\",1,1000)\n    SHTG A 3 Bright\n    SHTG BC 4\n    SHTG D 4 A_SpawnItemEx(\"ShotgunShellCasing\",0,0,32,random(1,3),random(0,1),0,random(45,60),128)\n    SHTG CB 4\n    SHTG A 3\n    SHTG A 7 A_ReFire\n    goto Ready\n  FireBlue:\n    SHTG A 3\n    SHTG A 0 A_GunFlash\n    SHTG A 0 Bright A_FireBullets (4.0, 4.0, 2, 8, \"HandgunPuffBlue\",0,350)\n    SHTG A 2 Bright A_FireBullets (4.0, 4.6, 6, 4, \"HandgunPuffBlue\",1,1000)\n    SHTG A 3 Bright\n    SHTG BC 4\n    SHTG D 4 A_SpawnItemEx(\"ShotgunShellCasing\",0,0,32,random(1,3),random(0,1),0,random(45,60),128)\n    SHTG CB 4\n    SHTG A 3\n    SHTG A 7 A_ReFire\n    goto Ready\n  Flash:\n    SHTF A 2 Bright\n    SHTF B 3 Bright\n    stop\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItem(\"ShotgunPack\")\n    stop\n  }\n}\n\nactor ShotgunAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up a shotgun shell.\"\n  inventory.icon \"SHELA0\"\n  inventory.amount 5\n  inventory.maxamount 50\n  ammo.backpackamount 5\n  ammo.backpackmaxamount 50\n  states\n  {\n  Spawn:\n    SHEL A -1\n    stop\n  }\n}\n\nactor Military-DoubleShotgun : AOWWeapon\n{\n  obituary \"%o was ripped apart by %k's Double Shotgun.\"\n  radius 20\n  height 16\n  attacksound \"weapons/sshotf\"\n  inventory.pickupmessage \"You got the shotgun.\"\n  weapon.selectionorder 96\n  weapon.kickback 30\n  weapon.ammotype \"ShotgunAmmo\"\n  weapon.ammouse 2\n  weapon.ammogive 0\n  // weapon.ammotype2 \"RifleGrenadeAmmo\"\n  // weapon.ammouse2 1\n  // weapon.ammogive2 8\n  Weapon.PreferredSkin \"MarineSSG\"\n  states\n  {\n  Ready:\n    SHT2 A 1 A_WeaponReady\n    loop\n  Deselect:\n    SHT2 A 1 A_Lower\n    loop\n  Select:\n    SHT2 A 1 A_Raise\n    loop\n  Fire:\n    SHT2 A 3 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n    SHT2 A 0 Bright A_GunFlash\n//    SHT2 A 0 Bright A_FireBullets (11.7, 7.1, 5, 5, \"HandgunPuff\",0,512)   // Original damage: 8\n    SHT2 A 7 Bright A_FireBullets (11.7, 7.1, 20, 5, \"HandgunPuff\",1,1024)   // Original damage: 4\n    SHT2 B 7\n    SHT2 C 7 A_CheckReload\n    SHT2 D 7 A_OpenShotgun2\n    SHT2 D 0 A_SpawnItemEx(\"ShotgunShellCasing\",0,0,32,random(1,3),random(0,1),0,random(45,60),128)\n    SHT2 E 7 A_SpawnItemEx(\"ShotgunShellCasing\",0,0,32,random(1,3),random(0,1),0,random(45,60),128)\n    SHT2 F 7 A_LoadShotgun2\n    SHT2 G 6\n    SHT2 H 6 A_CloseShotgun2\n    SHT2 A 5 A_ReFire\n    goto Ready\n/*  AltFire:\n    SHT2 A 2 A_JumpIfInventory(\"IsBlue\",1,\"AltFireBlue\")\n    SHT2 A 0 Bright A_GunFlash\n    SHT2 A 4 A_PlayWeaponSound(\"rifle/altfire\")\n    SHT2 A 2 BRIGHT A_FireCustomMissile(\"RifleGrenade\")\n    SHT2 A 2 A_Light1\n    SHT2 A 2 A_Light0\n    SHT2 A 10\n    SHT2 A 20 A_PlayWeaponSound(\"rifle/reload\")\n    SHT2 A 4 A_ReFire\n    goto Ready*/\n  FireBlue:\n    SHT2 A 3\n    SHT2 A 0 Bright A_GunFlash\n//    SHT2 A 0 Bright A_FireBullets (11.7, 7.1, 5, 5, \"HandgunPuffBlue\",0,512)\n    SHT2 A 7 Bright A_FireBullets (11.7, 7.1, 20, 5, \"HandgunPuffBlue\",1,1024)\n    SHT2 B 7\n    SHT2 C 7 A_CheckReload\n    SHT2 D 7 A_OpenShotgun2\n    SHT2 D 0 A_SpawnItemEx(\"ShotgunShellCasing\",0,0,32,random(1,3),random(0,1),0,random(45,60),128)\n    SHT2 E 7 A_SpawnItemEx(\"ShotgunShellCasing\",0,0,32,random(1,3),random(0,1),0,random(45,60),128)\n    SHT2 F 7 A_LoadShotgun2\n    SHT2 G 6\n    SHT2 H 6 A_CloseShotgun2\n    SHT2 A 5 A_ReFire\n    goto Ready\n/*  AltFireBlue:\n    SHT2 A 2\n    SHT2 A 0 Bright A_GunFlash\n    SHT2 A 4 A_PlayWeaponSound(\"rifle/altfire\")\n    SHT2 A 2 BRIGHT A_FireCustomMissile(\"RifleGrenadeBlue\")\n    SHT2 A 2 A_Light1\n    SHT2 A 2 A_Light0\n    SHT2 A 10\n    SHT2 A 20 A_PlayWeaponSound(\"rifle/reload\")\n    SHT2 A 4 A_ReFire\n    goto Ready*/\n  Flash:\n    SHT2 I 4 Bright A_Light1\n    SHT2 J 3 Bright A_Light2\n    Goto LightDone\n  Spawn:\n    TNT1 A 0\n    // TNT1 A 0 A_SpawnItem(\"DoubleShotgunPack\")\n    stop\n  }\n}\n\nACTOR ShotgunShellCasing : ShellCasing\n{\n   SeeSound \"weapons/shotgunshells\"\n   States\n   {\n   Spawn:\n      CAS2 ABCDEFGH 1\n\t  TNT1 A 0 A_JumpIf(waterlevel > 1, \"Death\")\n      loop\n\nDeath1:\n\t  CAS2 I 512\n      CAS2 I 1 A_Fadeout(0.01)\n      Wait\nDeath2:\n\t  CAS2 J 512\n      CAS2 J 1 A_Fadeout(0.01)\n      Wait\nDeath3:\n\t  CAS2 K 512\n      CAS2 K 1 A_Fadeout(0.01)\n      Wait\nDeath4:\n\t  CAS2 L 512\n      CAS2 L 1 A_Fadeout(0.01)\n      Wait\nDeath5:\n\t  CAS2 M 512\n      CAS2 M 1 A_Fadeout(0.01)\n      Wait\nDeath6:\n\t  CAS2 N 512\n      CAS2 N 1 A_Fadeout(0.01)\n      Wait\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_armr.txt",
        "contents": "actor PowerTeamInvul_DamagePower : PowerDamage\n{\n  damagefactor \"Fist\", 0.0\n  damagefactor \"Bullet\", 0.0\n  damagefactor \"Rifle\", 0.0\n  damagefactor \"Explosion\", 0.0\n  damagefactor \"Terrorist\", 0.0\n  damagefactor \"Suicide\", 0.0\n  damagefactor \"Fire\", 0.0\n  damagefactor \"Chemical\", 0.0\n  damagefactor \"Laser\", 0.0\n  //damagefactor \"Repair\", 1.0 //Changing this ruins repair guns.\n  damagefactor \"Disarm\", 3.0\n  damagefactor \"Flash\", 0.0\n  damagefactor \"Superweapon\", 0.0\n  damagefactor \"SuperweaponIon\", 0.0\n  damagefactor \"MassDriverRed\", 0.0\n  damagefactor \"MassDriverBlue\", 0.0\n  damagefactor \"Mechstomp\", 0.0\n  damagefactor \"Monster\", 0.0\n}\n\nactor PowerTeamInvul_DisarmPower : PowerDamage\n{\n  damagefactor \"Disarm\", 5.0\n}\n\nactor PowerTeamInvul_ArmourPower : PowerProtection\n{\n  damagefactor \"Fist\", 0.0\n  damagefactor \"Bullet\", 0.0\n  damagefactor \"Rifle\", 0.0\n  damagefactor \"Explosion\", 0.0\n  damagefactor \"Terrorist\", 0.0\n  damagefactor \"Suicide\", 1.0\n  damagefactor \"Fire\", 0.0\n  damagefactor \"Chemical\", 0.0\n  damagefactor \"Laser\", 0.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Normal\", 0.0\n  damagefactor \"Flash\", 0.0\n  damagefactor \"RazorWireRed\", 0.0\n  damagefactor \"RazorWireBlue\", 0.0\n  damagefactor \"Falling\", 1.0\n  damagefactor \"Superweapon\", 0.0\n  damagefactor \"SuperweaponIon\", 0.0\n  damagefactor \"Slime\", 0.0      //Mines\n  damagefactor \"MassDriverRed\", 0.0\n  damagefactor \"MassDriverBlue\", 0.0\n  damagefactor \"Mechstomp\", 0.0\n  damagefactor \"Monster\", 0.0\n}\n\nACTOR TeamChronoFreeze : PowerupGiver\n{\n  +COUNTITEM\n  +NOGRAVITY\n  +INVENTORY.AUTOACTIVATE\n  +ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration -9\n  Powerup.Type TimeFreezer\n  Powerup.Color GoldMap\n  Inventory.PickupAnnouncerEntry \"\"\n}\n\nACTOR TeamInvul_Armour : PowerupGiver\n{\n  Game Doom\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.BIGPOWERUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"TeamInvul_ArmourPower\"\n  Powerup.Color \"FF FF FF\", 0.1\n  Powerup.Duration -9\n}\n\nACTOR TeamInvul_Damage : PowerupGiver\n{\n  Game Doom\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.BIGPOWERUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"TeamInvul_DamagePower\"\n  Powerup.Duration -9\n}\n\nACTOR TeamInvul_Disarm : PowerupGiver\n{\n  Game Doom\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.BIGPOWERUP\n  Inventory.MaxAmount 0\n  Powerup.Type \"TeamInvul_DisarmPower\"\n  Powerup.Duration -9\n}\n\nactor PowerSuddenDeathTerminalPower : PowerProtection\n{\n  damagefactor \"FistRed\", 4.0\n  damagefactor \"FistBlue\", 4.0\n  damagefactor \"BulletRed\", 4.0\n  damagefactor \"BulletBlue\", 4.0\n  damagefactor \"RifleRed\", 4.0\n  damagefactor \"RifleBlue\", 4.0\n  damagefactor \"ExplosionRed\", 2.0\n  damagefactor \"ExplosionBlue\", 2.0\n  damagefactor \"FireRed\", 4.0\n  damagefactor \"FireBlue\", 4.0\n  damagefactor \"ChemicalRed\", 4.0\n  damagefactor \"ChemicalBlue\", 4.0\n  damagefactor \"LaserRed\", 4.0\n  damagefactor \"LaserBlue\", 4.0\n  damagefactor \"RazorWireRed\", 0.0\n  damagefactor \"RazorWireBlue\", 0.0\n  damagefactor \"ExplosionMechRed\", 4.0\n  damagefactor \"ExplosionMechBlue\", 4.0\n  damagefactor \"TimeRed\", 4.0\n  damagefactor \"TimeBlue\", 4.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 0.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"MassDriverRed\", 2.0\n  damagefactor \"MassDriverBlue\", 2.0\n  damagefactor \"Mechstomp\", 0.0\n  damagefactor \"Monster\", 0.0\n}\n\nACTOR SuddenDeathTerminalArmour : PowerupGiver\n{\n  +COUNTITEM\n  +NOGRAVITY\n  +INVENTORY.AUTOACTIVATE\n  +ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration 9999999\n  Powerup.Type \"SuddenDeathTerminalPower\"\n  Inventory.PickupAnnouncerEntry \"\"\n}\n\nactor PowerIronCurtainArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.0\n  damagefactor \"FistBlue\", 0.0\n  damagefactor \"BulletRed\", 0.0\n  damagefactor \"BulletBlue\", 0.0\n  damagefactor \"RifleRed\", 0.0\n  damagefactor \"RifleBlue\", 0.0\n  damagefactor \"ExplosionRed\", 0.0\n  damagefactor \"ExplosionBlue\", 0.0\n  damagefactor \"FireRed\", 0.0\n  damagefactor \"FireBlue\", 0.0\n  damagefactor \"FireSpecial\", 0.0\n  damagefactor \"ChemicalRed\", 0.0\n  damagefactor \"ChemicalBlue\", 0.0\n  damagefactor \"LaserRed\", 0.0\n  damagefactor \"LaserBlue\", 0.0\n  damagefactor \"RazorWireRed\", 0.0\n  damagefactor \"RazorWireBlue\", 0.0\n  damagefactor \"ExplosionMechRed\", 0.0\n  damagefactor \"ExplosionMechBlue\", 0.0\n  damagefactor \"TimeRed\", 0.5\n  damagefactor \"TimeBlue\", 0.5\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 0.0\n  damagefactor \"SuperweaponIon\", 0.0\n  damagefactor \"Suicide\", 1.0\n  damagefactor \"ChemicalSpecial\", 0.0\n  damagefactor \"FireSpecial\", 0.0\n  damagefactor \"Slime\", 0.0      //Mines\n  damagefactor \"MassDriverRed\", 0.0\n  damagefactor \"MassDriverBlue\", 0.0\n  damagefactor \"Mechstomp\", 0.0\n  damagefactor \"Monster\", 0.0\n}\n\nACTOR IronCurtainArmour : PowerupGiver\n{\n  +COUNTITEM\n  +NOGRAVITY\n  +INVENTORY.AUTOACTIVATE\n  +ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration 1050\n  Powerup.Type \"IronCurtainArmourPower\"\n  Powerup.Color RedMap\n  Inventory.PickupAnnouncerEntry \"\"\n}\n\nactor PowerRedTeamArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 1.0\n  damagefactor \"FistBlue\", 1.0\n  damagefactor \"BulletRed\", 1.0\n  damagefactor \"BulletBlue\", 1.0\n  damagefactor \"RifleRed\", 1.0\n  damagefactor \"RifleBlue\", 1.0\n  damagefactor \"ExplosionRed\", 1.0\n  damagefactor \"ExplosionBlue\", 1.0\n  damagefactor \"FireRed\", 1.0\n  damagefactor \"FireBlue\", 1.0\n  damagefactor \"ChemicalRed\", 1.0\n  damagefactor \"ChemicalBlue\", 1.0\n  damagefactor \"LaserRed\", 1.0\n  damagefactor \"LaserBlue\", 1.0\n  damagefactor \"RazorWireRed\", 0.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 1.0\n  damagefactor \"ExplosionMechBlue\", 1.0\n  damagefactor \"TimeRed\", 1.0\n  damagefactor \"TimeBlue\", 1.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 0.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.0\n  damagefactor \"MassDriverBlue\", 1.0\n  damagefactor \"Mechstomp\", 1.0\n  damagefactor \"Monster\", 1.0\n}\n\nactor RedTeamArmourResistance : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"RedTeamArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerBlueTeamArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 1.0\n  damagefactor \"FistBlue\", 1.0\n  damagefactor \"BulletRed\", 1.0\n  damagefactor \"BulletBlue\", 1.0\n  damagefactor \"RifleRed\", 1.0\n  damagefactor \"RifleBlue\", 1.0\n  damagefactor \"ExplosionRed\", 1.0\n  damagefactor \"ExplosionBlue\", 1.0\n  damagefactor \"FireRed\", 1.0\n  damagefactor \"FireBlue\", 1.0\n  damagefactor \"ChemicalRed\", 1.0\n  damagefactor \"ChemicalBlue\", 1.0\n  damagefactor \"LaserRed\", 1.0\n  damagefactor \"LaserBlue\", 1.0\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 0.0\n  damagefactor \"ExplosionMechRed\", 1.0\n  damagefactor \"ExplosionMechBlue\", 1.0\n  damagefactor \"TimeRed\", 1.0\n  damagefactor \"TimeBlue\", 1.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 0.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.0\n  damagefactor \"MassDriverBlue\", 1.0\n  damagefactor \"Mechstomp\", 1.0\n  damagefactor \"Monster\", 1.0\n}\n\nactor BlueTeamArmourResistance : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"BlueTeamArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nACTOR ChronoFreeze : PowerupGiver\n{\n  +COUNTITEM\n  +NOGRAVITY\n  +INVENTORY.AUTOACTIVATE\n  +ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration 525\n  Powerup.Type TimeFreezer\n  Powerup.Color GoldMap\n  Inventory.PickupAnnouncerEntry \"\"\n}\n\nactor PowerLaserResistancePower : PowerProtection\n{\n  damagefactor \"FistRed\", 1.0\n  damagefactor \"FistBlue\", 1.0\n  damagefactor \"BulletRed\", 1.0\n  damagefactor \"BulletBlue\", 1.0\n  damagefactor \"RifleRed\", 1.0\n  damagefactor \"RifleBlue\", 1.0\n  damagefactor \"ExplosionRed\", 1.0\n  damagefactor \"ExplosionBlue\", 1.0\n  damagefactor \"FireRed\", 1.0\n  damagefactor \"FireBlue\", 1.0\n  damagefactor \"ChemicalRed\", 1.0\n  damagefactor \"ChemicalBlue\", 1.0\n  damagefactor \"LaserRed\", 0.75\n  damagefactor \"LaserBlue\", 0.75\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 1.0\n  damagefactor \"ExplosionMechBlue\", 1.0\n  damagefactor \"TimeRed\", 1.0\n  damagefactor \"TimeBlue\", 1.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.0\n  damagefactor \"MassDriverBlue\", 1.0\n  damagefactor \"Mechstomp\", 1.0\n  damagefactor \"Monster\", 1.0\n}\n\nactor LaserResistance : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"LaserResistancePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerBulletResistancePower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.75\n  damagefactor \"FistBlue\", 0.75\n  damagefactor \"BulletRed\", 0.75\n  damagefactor \"BulletBlue\", 0.75\n  damagefactor \"RifleRed\", 0.75\n  damagefactor \"RifleBlue\", 0.75\n  damagefactor \"ExplosionRed\", 1.0\n  damagefactor \"ExplosionBlue\", 1.0\n  damagefactor \"FireRed\", 1.0\n  damagefactor \"FireBlue\", 1.0\n  damagefactor \"ChemicalRed\", 1.0\n  damagefactor \"ChemicalBlue\", 1.0\n  damagefactor \"LaserRed\", 1.0\n  damagefactor \"LaserBlue\", 1.0\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 1.0\n  damagefactor \"ExplosionMechBlue\", 1.0\n  damagefactor \"TimeRed\", 1.0\n  damagefactor \"TimeBlue\", 1.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.0\n  damagefactor \"MassDriverBlue\", 1.0\n  damagefactor \"Mechstomp\", 1.0\n  damagefactor \"Monster\", 1.0\n}\n\nactor BulletResistance : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"BulletResistancePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerExplosiveResistancePower : PowerProtection\n{\n  damagefactor \"FistRed\", 1.0\n  damagefactor \"FistBlue\", 1.0\n  damagefactor \"BulletRed\", 1.0\n  damagefactor \"BulletBlue\", 1.0\n  damagefactor \"RifleRed\", 1.0\n  damagefactor \"RifleBlue\", 1.0\n  damagefactor \"ExplosionRed\", 0.75\n  damagefactor \"ExplosionBlue\", 0.75\n  damagefactor \"FireRed\", 1.0\n  damagefactor \"FireBlue\", 1.0\n  damagefactor \"ChemicalRed\", 1.0\n  damagefactor \"ChemicalBlue\", 1.0\n  damagefactor \"LaserRed\", 1.0\n  damagefactor \"LaserBlue\", 1.0\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.75\n  damagefactor \"ExplosionMechBlue\", 0.75\n  damagefactor \"TimeRed\", 1.0\n  damagefactor \"TimeBlue\", 1.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.75\n  damagefactor \"MassDriverBlue\", 0.75\n  damagefactor \"Mechstomp\", 1.0\n  damagefactor \"Monster\", 1.0\n}\n\nactor ExplosiveResistance : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"ExplosiveResistancePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade0ArmourPower : PowerProtection //This actually makes the player weaker.\n{\n  damagefactor \"FistRed\", 1.2\n  damagefactor \"FistBlue\", 1.2\n  damagefactor \"BulletRed\", 1.2\n  damagefactor \"BulletBlue\", 1.2\n  damagefactor \"RifleRed\", 1.2\n  damagefactor \"RifleBlue\", 1.2\n  damagefactor \"ExplosionRed\", 1.2\n  damagefactor \"ExplosionBlue\", 1.2\n  damagefactor \"FireRed\", 1.2\n  damagefactor \"FireBlue\", 1.2\n  damagefactor \"ChemicalRed\", 1.2\n  damagefactor \"ChemicalBlue\", 1.2\n  damagefactor \"LaserRed\", 1.2\n  damagefactor \"LaserBlue\", 1.2\n  damagefactor \"RazorWireRed\", 1.2\n  damagefactor \"RazorWireBlue\", 1.2\n  damagefactor \"ExplosionMechRed\", 1.2\n  damagefactor \"ExplosionMechBlue\", 1.2\n  damagefactor \"TimeRed\", 1.2\n  damagefactor \"TimeBlue\", 1.2\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.2      //Mines\n  damagefactor \"MassDriverRed\", 1.2\n  damagefactor \"MassDriverBlue\", 1.2\n  damagefactor \"Mechstomp\", 1.2\n  damagefactor \"Monster\", 1.2\n}\n\nactor Grade0Armour : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade0ArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerFireProofArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 1.0\n  damagefactor \"FistBlue\", 1.0\n  damagefactor \"BulletRed\", 1.0\n  damagefactor \"BulletBlue\", 1.0\n  damagefactor \"RifleRed\", 1.0\n  damagefactor \"RifleBlue\", 1.0\n  damagefactor \"ExplosionRed\", 1.0\n  damagefactor \"ExplosionBlue\", 1.0\n  damagefactor \"FireRed\", 0.0\n  damagefactor \"FireBlue\", 0.0\n  damagefactor \"FireSpecial\", 0.0\n  damagefactor \"ChemicalRed\", 1.0\n  damagefactor \"ChemicalBlue\", 1.0\n  damagefactor \"LaserRed\", 1.0\n  damagefactor \"LaserBlue\", 1.0\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 1.0\n  damagefactor \"ExplosionMechBlue\", 1.0\n  damagefactor \"TimeRed\", 1.0\n  damagefactor \"TimeBlue\", 1.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.0\n  damagefactor \"MassDriverBlue\", 1.0\n  damagefactor \"Mechstomp\", 1.0\n  damagefactor \"Monster\", 1.0\n}\n\nactor FireProofArmour : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"FireProofArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerChemicalProofArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 1.0\n  damagefactor \"FistBlue\", 1.0\n  damagefactor \"BulletRed\", 1.0\n  damagefactor \"BulletBlue\", 1.0\n  damagefactor \"RifleRed\", 1.0\n  damagefactor \"RifleBlue\", 1.0\n  damagefactor \"ExplosionRed\", 1.0\n  damagefactor \"ExplosionBlue\", 1.0\n  damagefactor \"FireRed\", 1.0\n  damagefactor \"FireBlue\", 1.0\n  damagefactor \"ChemicalRed\", 0.0\n  damagefactor \"ChemicalBlue\", 0.0\n  damagefactor \"Chemical\", 0.2\n  damagefactor \"LaserRed\", 1.0\n  damagefactor \"LaserBlue\", 1.0\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 1.0\n  damagefactor \"ExplosionMechBlue\", 1.0\n  damagefactor \"TimeRed\", 1.0\n  damagefactor \"TimeBlue\", 1.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 0.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.0\n  damagefactor \"MassDriverBlue\", 1.0\n  damagefactor \"Mechstomp\", 1.0\n  damagefactor \"Monster\", 1.0\n}\n\nactor ChemicalProofArmour : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"ChemicalProofArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade1ArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.95\n  damagefactor \"FistBlue\", 0.95\n  damagefactor \"BulletRed\", 0.95\n  damagefactor \"BulletBlue\", 0.95\n  damagefactor \"RifleRed\", 0.95\n  damagefactor \"RifleBlue\", 0.95\n  damagefactor \"ExplosionRed\", 0.95\n  damagefactor \"ExplosionBlue\", 0.95\n  damagefactor \"FireRed\", 0.95\n  damagefactor \"FireBlue\", 0.95\n  damagefactor \"ChemicalRed\", 0.95\n  damagefactor \"ChemicalBlue\", 0.95\n  damagefactor \"LaserRed\", 0.95\n  damagefactor \"LaserBlue\", 0.95\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.95\n  damagefactor \"ExplosionMechBlue\", 0.95\n  damagefactor \"TimeRed\", 0.95\n  damagefactor \"TimeBlue\", 0.95\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.95\n  damagefactor \"MassDriverBlue\", 0.95\n  damagefactor \"Mechstomp\", 0.95\n  damagefactor \"Monster\", 0.95\n}\n\nactor Grade1Armour : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade1ArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade2ArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.9\n  damagefactor \"FistBlue\", 0.9\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.9\n  damagefactor \"RifleBlue\", 0.9\n  damagefactor \"ExplosionRed\", 0.9\n  damagefactor \"ExplosionBlue\", 0.9\n  damagefactor \"FireRed\", 0.9\n  damagefactor \"FireBlue\", 0.9\n  damagefactor \"ChemicalRed\", 0.9\n  damagefactor \"ChemicalBlue\", 0.9\n  damagefactor \"LaserRed\", 0.9\n  damagefactor \"LaserBlue\", 0.9\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.9\n  damagefactor \"ExplosionMechBlue\", 0.9\n  damagefactor \"TimeRed\", 0.9\n  damagefactor \"TimeBlue\", 0.9\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.9\n  damagefactor \"MassDriverBlue\", 0.9\n  damagefactor \"Mechstomp\", 0.9\n  damagefactor \"Monster\", 0.9\n}\n\nactor Grade2Armour : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade2ArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade2ArmourPowerTiberium : PowerProtection\n{\n  damagefactor \"FistRed\", 0.9\n  damagefactor \"FistBlue\", 0.9\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.7\n  damagefactor \"RifleBlue\", 0.7\n  damagefactor \"ExplosionRed\", 0.9\n  damagefactor \"ExplosionBlue\", 0.9\n  damagefactor \"FireRed\", 1.3\n  damagefactor \"FireBlue\", 1.3\n  damagefactor \"ChemicalRed\", 0.5\n  damagefactor \"ChemicalBlue\", 0.5\n  damagefactor \"LaserRed\", 0.9\n  damagefactor \"LaserBlue\", 0.9\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.9\n  damagefactor \"ExplosionMechBlue\", 0.9\n  damagefactor \"TimeRed\", 0.9\n  damagefactor \"TimeBlue\", 0.9\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.9\n  damagefactor \"MassDriverBlue\", 0.9\n  damagefactor \"Mechstomp\", 0.9\n  damagefactor \"Monster\", 0.9\n}\n\nactor Grade2ArmourTiberium : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade2ArmourPowerTiberium\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade2ArmourPowerFire : PowerProtection\n{\n  damagefactor \"FistRed\", 0.9\n  damagefactor \"FistBlue\", 0.9\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.9\n  damagefactor \"RifleBlue\", 0.9\n  damagefactor \"ExplosionRed\", 0.9\n  damagefactor \"ExplosionBlue\", 0.9\n  damagefactor \"FireRed\", 0.0\n  damagefactor \"FireBlue\", 0.0\n  damagefactor \"FireSpecial\", 0.0\n  damagefactor \"ChemicalRed\", 1.5\n  damagefactor \"ChemicalBlue\", 1.5\n  damagefactor \"LaserRed\", 0.9\n  damagefactor \"LaserBlue\", 0.9\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.9\n  damagefactor \"ExplosionMechBlue\", 0.9\n  damagefactor \"TimeRed\", 0.9\n  damagefactor \"TimeBlue\", 0.9\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.9\n  damagefactor \"MassDriverBlue\", 0.9\n  damagefactor \"Mechstomp\", 0.9\n  damagefactor \"Monster\", 0.9\n}\n\nactor Grade2ArmourFire : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade2ArmourPowerFire\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade2ArmourPowerChem : PowerProtection\n{\n  damagefactor \"FistRed\", 0.9\n  damagefactor \"FistBlue\", 0.9\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.9\n  damagefactor \"RifleBlue\", 0.9\n  damagefactor \"ExplosionRed\", 0.9\n  damagefactor \"ExplosionBlue\", 0.9\n  damagefactor \"FireRed\", 1.5\n  damagefactor \"FireBlue\", 1.5\n  damagefactor \"ChemicalRed\", 0.0\n  damagefactor \"ChemicalBlue\", 0.0\n  damagefactor \"LaserRed\", 0.9\n  damagefactor \"LaserBlue\", 0.9\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.9\n  damagefactor \"ExplosionMechBlue\", 0.9\n  damagefactor \"TimeRed\", 0.9\n  damagefactor \"TimeBlue\", 0.9\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 0.0\n  damagefactor \"FireSpecial\", 2.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.9\n  damagefactor \"MassDriverBlue\", 0.9\n  damagefactor \"Mechstomp\", 0.9\n  damagefactor \"Monster\", 0.9\n}\n\nactor Grade2ArmourChem : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade2ArmourPowerChem\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade2ArmourPowerHarv : PowerProtection\n{\n  damagefactor \"FistRed\", 0.9\n  damagefactor \"FistBlue\", 0.9\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.9\n  damagefactor \"RifleBlue\", 0.9\n  damagefactor \"ExplosionRed\", 0.9\n  damagefactor \"ExplosionBlue\", 0.9\n  damagefactor \"FireRed\", 1.5\n  damagefactor \"FireBlue\", 1.5\n  damagefactor \"ChemicalRed\", 0.0\n  damagefactor \"ChemicalBlue\", 0.0\n  damagefactor \"LaserRed\", 0.9\n  damagefactor \"LaserBlue\", 0.9\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.9\n  damagefactor \"ExplosionMechBlue\", 0.9\n  damagefactor \"TimeRed\", 0.9\n  damagefactor \"TimeBlue\", 0.9\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 0.0\n  damagefactor \"FireSpecial\", 2.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.9\n  damagefactor \"MassDriverBlue\", 0.9\n  damagefactor \"Mechstomp\", 0.9\n  damagefactor \"Monster\", 0.9\n}\n\nactor Grade2ArmourHarv : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade2ArmourPowerHarv\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade2ArmourPowerGrenade : PowerProtection\n{\n  damagefactor \"FistRed\", 0.9\n  damagefactor \"FistBlue\", 0.9\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.6\n  damagefactor \"RifleBlue\", 0.6\n  damagefactor \"ExplosionRed\", 0.6\n  damagefactor \"ExplosionBlue\", 0.6\n  damagefactor \"FireRed\", 0.8\n  damagefactor \"FireBlue\", 0.8\n  damagefactor \"ChemicalRed\", 1.0\n  damagefactor \"ChemicalBlue\", 1.0\n  damagefactor \"LaserRed\", 1.1\n  damagefactor \"LaserBlue\", 1.1\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.9\n  damagefactor \"ExplosionMechBlue\", 0.9\n  damagefactor \"TimeRed\", 0.9\n  damagefactor \"TimeBlue\", 0.9\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.6\n  damagefactor \"MassDriverBlue\", 0.6\n  damagefactor \"Mechstomp\", 0.9\n  damagefactor \"Monster\", 0.9\n}\n\nactor Grade2ArmourGrenade : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade2ArmourPowerGrenade\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade3ArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.85\n  damagefactor \"FistBlue\", 0.85\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.85\n  damagefactor \"RifleBlue\", 0.85\n  damagefactor \"ExplosionRed\", 0.85\n  damagefactor \"ExplosionBlue\", 0.85\n  damagefactor \"FireRed\", 0.9\n  damagefactor \"FireBlue\", 0.9\n  damagefactor \"ChemicalRed\", 0.85\n  damagefactor \"ChemicalBlue\", 0.85\n  damagefactor \"LaserRed\", 0.85\n  damagefactor \"LaserBlue\", 0.85\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.85\n  damagefactor \"ExplosionMechBlue\", 0.85\n  damagefactor \"TimeRed\", 0.85\n  damagefactor \"TimeBlue\", 0.85\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.85\n  damagefactor \"MassDriverBlue\", 0.85\n  damagefactor \"Mechstomp\", 0.85\n  damagefactor \"Monster\", 0.85\n}\n\nactor Grade3Armour : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade3ArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade3ArmourPowerGauss : PowerProtection\n{\n  damagefactor \"FistRed\", 0.85\n  damagefactor \"FistBlue\", 0.85\n  damagefactor \"BulletRed\", 0.85\n  damagefactor \"BulletBlue\", 0.85\n  damagefactor \"RifleRed\", 0.95\n  damagefactor \"RifleBlue\", 0.95\n  damagefactor \"ExplosionRed\", 1.0\n  damagefactor \"ExplosionBlue\", 1.0\n  damagefactor \"FireRed\", 0.9\n  damagefactor \"FireBlue\", 0.9\n  damagefactor \"ChemicalRed\", 0.85\n  damagefactor \"ChemicalBlue\", 0.85\n  damagefactor \"LaserRed\", 0.65\n  damagefactor \"LaserBlue\", 0.65\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.85\n  damagefactor \"ExplosionMechBlue\", 0.85\n  damagefactor \"TimeRed\", 0.85\n  damagefactor \"TimeBlue\", 0.85\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.0\n  damagefactor \"MassDriverBlue\", 1.0\n  damagefactor \"Mechstomp\", 0.85\n  damagefactor \"Monster\", 0.85\n}\n\nactor Grade3ArmourGauss : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade3ArmourPowerGauss\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade3ArmourPowerRocket : PowerProtection\n{\n  damagefactor \"FistRed\", 0.85\n  damagefactor \"FistBlue\", 0.85\n  damagefactor \"BulletRed\", 0.85\n  damagefactor \"BulletBlue\", 0.85\n  damagefactor \"RifleRed\", 0.85\n  damagefactor \"RifleBlue\", 0.85\n  damagefactor \"ExplosionRed\", 0.7\n  damagefactor \"ExplosionBlue\", 0.7\n  damagefactor \"FireRed\", 0.8\n  damagefactor \"FireBlue\", 0.8\n  damagefactor \"ChemicalRed\", 0.9\n  damagefactor \"ChemicalBlue\", 0.9\n  damagefactor \"LaserRed\", 0.9\n  damagefactor \"LaserBlue\", 0.9\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.7\n  damagefactor \"ExplosionMechBlue\", 0.7\n  damagefactor \"TimeRed\", 0.85\n  damagefactor \"TimeBlue\", 0.85\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.7\n  damagefactor \"MassDriverBlue\", 0.7\n  damagefactor \"Mechstomp\", 0.85\n  damagefactor \"Monster\", 0.85\n}\n\nactor Grade3ArmourRocket : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade3ArmourPowerRocket\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade3ArmourPowerShock : PowerProtection\n{\n  damagefactor \"FistRed\", 0.85\n  damagefactor \"FistBlue\", 0.85\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.9\n  damagefactor \"RifleBlue\", 0.9\n  damagefactor \"ExplosionRed\", 1.05\n  damagefactor \"ExplosionBlue\", 1.05\n  damagefactor \"FireRed\", 0.85\n  damagefactor \"FireBlue\", 0.85\n  damagefactor \"ChemicalRed\", 0.85\n  damagefactor \"ChemicalBlue\", 0.85\n  damagefactor \"LaserRed\", 0.7\n  damagefactor \"LaserBlue\", 0.7\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.85\n  damagefactor \"ExplosionMechBlue\", 0.85\n  damagefactor \"TimeRed\", 0.8\n  damagefactor \"TimeBlue\", 0.8\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.05\n  damagefactor \"MassDriverBlue\", 1.05\n  damagefactor \"Mechstomp\", 0.85\n  damagefactor \"Monster\", 0.85\n}\n\nactor Grade3ArmourShock : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade3ArmourPowerShock\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade3ArmourPowerDemo : PowerProtection\n{\n  damagefactor \"FistRed\", 0.85\n  damagefactor \"FistBlue\", 0.85\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.7\n  damagefactor \"RifleBlue\", 0.7\n  damagefactor \"ExplosionRed\", 0.5\n  damagefactor \"ExplosionBlue\", 0.5\n  damagefactor \"FireRed\", 0.8\n  damagefactor \"FireBlue\", 0.8\n  damagefactor \"ChemicalRed\", 1.0\n  damagefactor \"ChemicalBlue\", 1.0\n  damagefactor \"LaserRed\", 1.1\n  damagefactor \"LaserBlue\", 1.1\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.85\n  damagefactor \"ExplosionMechBlue\", 0.85\n  damagefactor \"TimeRed\", 0.85\n  damagefactor \"TimeBlue\", 0.85\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.5\n  damagefactor \"MassDriverBlue\", 0.5\n  damagefactor \"Mechstomp\", 0.85\n  damagefactor \"Monster\", 0.85\n}\n\nactor Grade3ArmourDemo : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade3ArmourPowerDemo\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade4ArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.8\n  damagefactor \"FistBlue\", 0.8\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.9\n  damagefactor \"RifleBlue\", 0.9\n  damagefactor \"ExplosionRed\", 0.8\n  damagefactor \"ExplosionBlue\", 0.8\n  damagefactor \"FireRed\", 0.8\n  damagefactor \"FireBlue\", 0.8\n  damagefactor \"ChemicalRed\", 0.8\n  damagefactor \"ChemicalBlue\", 0.8\n  damagefactor \"LaserRed\", 0.8\n  damagefactor \"LaserBlue\", 0.8\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.8\n  damagefactor \"ExplosionMechBlue\", 0.8\n  damagefactor \"TimeRed\", 0.8\n  damagefactor \"TimeBlue\", 0.8\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.8\n  damagefactor \"MassDriverBlue\", 0.8\n  damagefactor \"Mechstomp\", 0.8\n  damagefactor \"Monster\", 0.8\n}\n\nactor Grade4Armour : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade4ArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade4ArmourPowerChain : PowerProtection\n{\n  damagefactor \"FistRed\", 0.7\n  damagefactor \"FistBlue\", 0.7\n  damagefactor \"BulletRed\", 0.8\n  damagefactor \"BulletBlue\", 0.8\n  damagefactor \"RifleRed\", 0.8\n  damagefactor \"RifleBlue\", 0.8\n  damagefactor \"ExplosionRed\", 1.5\n  damagefactor \"ExplosionBlue\", 1.5\n  damagefactor \"FireRed\", 0.8\n  damagefactor \"FireBlue\", 0.8\n  damagefactor \"ChemicalRed\", 1.0\n  damagefactor \"ChemicalBlue\", 1.0\n  damagefactor \"LaserRed\", 0.5\n  damagefactor \"LaserBlue\", 0.5\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.8\n  damagefactor \"ExplosionMechBlue\", 0.8\n  damagefactor \"TimeRed\", 0.7\n  damagefactor \"TimeBlue\", 0.7\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.5\n  damagefactor \"MassDriverBlue\", 1.5\n  damagefactor \"Mechstomp\", 0.7\n  damagefactor \"Monster\", 0.7\n}\n\nactor Grade4ArmourChain : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade4ArmourPowerChain\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\nactor PowerGrade5ArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.75\n  damagefactor \"FistBlue\", 0.75\n  damagefactor \"BulletRed\", 0.85\n  damagefactor \"BulletBlue\", 0.85\n  damagefactor \"RifleRed\", 0.85\n  damagefactor \"RifleBlue\", 0.85\n  damagefactor \"ExplosionRed\", 0.75\n  damagefactor \"ExplosionBlue\", 0.75\n  damagefactor \"FireRed\", 0.85\n  damagefactor \"FireBlue\", 0.85\n  damagefactor \"ChemicalRed\", 0.75\n  damagefactor \"ChemicalBlue\", 0.75\n  damagefactor \"LaserRed\", 0.75\n  damagefactor \"LaserBlue\", 0.75\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.75\n  damagefactor \"ExplosionMechBlue\", 0.75\n  damagefactor \"TimeRed\", 0.75\n  damagefactor \"TimeBlue\", 0.75\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.75\n  damagefactor \"MassDriverBlue\", 0.75\n  damagefactor \"Mechstomp\", 0.75\n  damagefactor \"Monster\", 0.75\n}\n\nactor Grade5Armour : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade5ArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\n//This is so high-level classes can overlap with the armour crate\nactor PowerGrade5ArmourPowerCrate : PowerProtection\n{\n  damagefactor \"FistRed\", 0.75\n  damagefactor \"FistBlue\", 0.75\n  damagefactor \"BulletRed\", 0.75\n  damagefactor \"BulletBlue\", 0.75\n  damagefactor \"RifleRed\", 0.75\n  damagefactor \"RifleBlue\", 0.75\n  damagefactor \"ExplosionRed\", 0.75\n  damagefactor \"ExplosionBlue\", 0.75\n  damagefactor \"FireRed\", 0.75\n  damagefactor \"FireBlue\", 0.75\n  damagefactor \"ChemicalRed\", 0.75\n  damagefactor \"ChemicalBlue\", 0.75\n  damagefactor \"LaserRed\", 0.75\n  damagefactor \"LaserBlue\", 0.75\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.75\n  damagefactor \"ExplosionMechBlue\", 0.75\n  damagefactor \"TimeRed\", 0.75\n  damagefactor \"TimeBlue\", 0.75\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.75\n  damagefactor \"MassDriverBlue\", 0.75\n  damagefactor \"Mechstomp\", 0.75\n  damagefactor \"Monster\", 0.75\n}\n\nactor Grade5ArmourCrate : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade5ArmourPowerCrate\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade7ArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.65\n  damagefactor \"FistBlue\", 0.65\n  damagefactor \"BulletRed\", 0.85\n  damagefactor \"BulletBlue\", 0.85\n  damagefactor \"RifleRed\", 0.85\n  damagefactor \"RifleBlue\", 0.85\n  damagefactor \"ExplosionRed\", 0.75\n  damagefactor \"ExplosionBlue\", 0.75\n  damagefactor \"FireRed\", 0.65\n  damagefactor \"FireBlue\", 0.65\n  damagefactor \"ChemicalRed\", 0.65\n  damagefactor \"ChemicalBlue\", 0.65\n  damagefactor \"LaserRed\", 0.65\n  damagefactor \"LaserBlue\", 0.65\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.65\n  damagefactor \"ExplosionMechBlue\", 0.65\n  damagefactor \"TimeRed\", 0.75\n  damagefactor \"TimeBlue\", 0.75\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.75\n  damagefactor \"MassDriverBlue\", 0.75\n  damagefactor \"Mechstomp\", 0.65\n  damagefactor \"Monster\", 0.65\n}\n\nactor Grade7Armour : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade7ArmourPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nACTOR PermanentStealth : PowerupGiver\n{\n  +COUNTITEM\n  +NOGRAVITY\n  +INVENTORY.AUTOACTIVATE\n  +ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration 9999999\n  Powerup.Type \"Translucency\"\n  Inventory.PickupAnnouncerEntry \"\"\n}\n\nACTOR PermanentStealth2 : PowerupGiver\n{\n  +COUNTITEM\n  +NOGRAVITY\n  +INVENTORY.AUTOACTIVATE\n  +ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration 9999999\n  Powerup.Type \"Invisibility\"\n  Inventory.PickupAnnouncerEntry \"\"\n}\n\nactor PowerGrade0DamagePower : PowerDamage\n{\n  damagefactor \"FistRed\", 0.8\n  damagefactor \"FistBlue\", 0.8\n  damagefactor \"BulletRed\", 0.8\n  damagefactor \"BulletBlue\", 0.8\n  damagefactor \"RifleRed\", 0.8\n  damagefactor \"RifleBlue\", 0.8\n  damagefactor \"ExplosionRed\", 0.8\n  damagefactor \"ExplosionBlue\", 0.8\n  damagefactor \"FireRed\", 0.8\n  damagefactor \"FireBlue\", 0.8\n  damagefactor \"ChemicalRed\", 0.8\n  damagefactor \"ChemicalBlue\", 0.8\n  damagefactor \"LaserRed\", 0.8\n  damagefactor \"LaserBlue\", 0.8\n  damagefactor \"RazorWireRed\", 0.8\n  damagefactor \"RazorWireBlue\", 0.8\n  damagefactor \"ExplosionMechRed\", 0.8\n  damagefactor \"ExplosionMechBlue\", 0.8\n  damagefactor \"TimeRed\", 0.8\n  damagefactor \"TimeBlue\", 0.8\n  damagefactor \"Disarm\", 1.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.8\n  damagefactor \"MassDriverBlue\", 0.8\n  damagefactor \"Mechstomp\", 0.8\n  damagefactor \"Monster\", 0.8\n}\n\nactor Grade0Damage : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade0DamagePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade1DamagePower : PowerDamage\n{\n  damagefactor \"FistRed\", 1.05\n  damagefactor \"FistBlue\", 1.05\n  damagefactor \"BulletRed\", 1.05\n  damagefactor \"BulletBlue\", 1.05\n  damagefactor \"RifleRed\", 1.05\n  damagefactor \"RifleBlue\", 1.05\n  damagefactor \"ExplosionRed\", 1.05\n  damagefactor \"ExplosionBlue\", 1.05\n  damagefactor \"FireRed\", 1.05\n  damagefactor \"FireBlue\", 1.05\n  damagefactor \"ChemicalRed\", 1.05\n  damagefactor \"ChemicalBlue\", 1.05\n  damagefactor \"LaserRed\", 1.05\n  damagefactor \"LaserBlue\", 1.05\n  damagefactor \"RazorWireRed\", 1.05\n  damagefactor \"RazorWireBlue\", 1.05\n  damagefactor \"ExplosionMechRed\", 1.05\n  damagefactor \"ExplosionMechBlue\", 1.05\n  damagefactor \"TimeRed\", 1.05\n  damagefactor \"TimeBlue\", 1.05\n  damagefactor \"Disarm\", 1.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.05\n  damagefactor \"MassDriverBlue\", 1.05\n  damagefactor \"Mechstomp\", 1.05\n  damagefactor \"Monster\", 1.05\n}\n\nactor Grade1Damage : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade1DamagePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade2DamagePower : PowerDamage\n{\n  damagefactor \"FistRed\", 1.1\n  damagefactor \"FistBlue\", 1.1\n  damagefactor \"BulletRed\", 1.1\n  damagefactor \"BulletBlue\", 1.1\n  damagefactor \"RifleRed\", 1.1\n  damagefactor \"RifleBlue\", 1.1\n  damagefactor \"ExplosionRed\", 1.1\n  damagefactor \"ExplosionBlue\", 1.1\n  damagefactor \"FireRed\", 1.1\n  damagefactor \"FireBlue\", 1.1\n  damagefactor \"ChemicalRed\", 1.1\n  damagefactor \"ChemicalBlue\", 1.1\n  damagefactor \"LaserRed\", 1.1\n  damagefactor \"LaserBlue\", 1.1\n  damagefactor \"RazorWireRed\", 1.1\n  damagefactor \"RazorWireBlue\", 1.1\n  damagefactor \"ExplosionMechRed\", 1.1\n  damagefactor \"ExplosionMechBlue\", 1.1\n  damagefactor \"TimeRed\", 1.1\n  damagefactor \"TimeBlue\", 1.1\n  damagefactor \"Disarm\", 1.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.1\n  damagefactor \"MassDriverBlue\", 1.1\n  damagefactor \"Mechstomp\", 1.1\n  damagefactor \"Monster\", 1.1\n}\n\nactor Grade2Damage : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade2DamagePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade2DamageMassDriverPower : PowerDamage\n{\n  damagefactor \"FistRed\", 1.1\n  damagefactor \"FistBlue\", 1.1\n  damagefactor \"BulletRed\", 1.1\n  damagefactor \"BulletBlue\", 1.1\n  damagefactor \"RifleRed\", 1.1\n  damagefactor \"RifleBlue\", 1.1\n  damagefactor \"ExplosionRed\", 1.25\n  damagefactor \"ExplosionBlue\", 1.25\n  damagefactor \"FireRed\", 1.1\n  damagefactor \"FireBlue\", 1.1\n  damagefactor \"ChemicalRed\", 1.1\n  damagefactor \"ChemicalBlue\", 1.1\n  damagefactor \"LaserRed\", 1.1\n  damagefactor \"LaserBlue\", 1.1\n  damagefactor \"RazorWireRed\", 1.1\n  damagefactor \"RazorWireBlue\", 1.1\n  damagefactor \"ExplosionMechRed\", 1.25\n  damagefactor \"ExplosionMechBlue\", 1.25\n  damagefactor \"TimeRed\", 1.1\n  damagefactor \"TimeBlue\", 1.1\n  damagefactor \"Disarm\", 1.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.25\n  damagefactor \"MassDriverBlue\", 1.25\n  damagefactor \"Mechstomp\", 1.1\n  damagefactor \"Monster\", 1.1\n}\n\nactor Grade2DamageMassDriver : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade2DamageMassDriverPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade3DamagePower : PowerDamage\n{\n  damagefactor \"FistRed\", 1.15\n  damagefactor \"FistBlue\", 1.15\n  damagefactor \"BulletRed\", 1.15\n  damagefactor \"BulletBlue\", 1.15\n  damagefactor \"RifleRed\", 1.15\n  damagefactor \"RifleBlue\", 1.15\n  damagefactor \"ExplosionRed\", 1.15\n  damagefactor \"ExplosionBlue\", 1.15\n  damagefactor \"FireRed\", 1.15\n  damagefactor \"FireBlue\", 1.15\n  damagefactor \"ChemicalRed\", 1.15\n  damagefactor \"ChemicalBlue\", 1.15\n  damagefactor \"LaserRed\", 1.15\n  damagefactor \"LaserBlue\", 1.15\n  damagefactor \"RazorWireRed\", 1.15\n  damagefactor \"RazorWireBlue\", 1.15\n  damagefactor \"ExplosionMechRed\", 1.15\n  damagefactor \"ExplosionMechBlue\", 1.15\n  damagefactor \"TimeRed\", 1.15\n  damagefactor \"TimeBlue\", 1.15\n  damagefactor \"Disarm\", 1.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.15\n  damagefactor \"MassDriverBlue\", 1.15\n  damagefactor \"Mechstomp\", 1.15\n  damagefactor \"Monster\", 1.15\n}\n\nactor Grade3Damage : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade3DamagePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade4DamagePower : PowerDamage\n{\n  damagefactor \"FistRed\", 1.2\n  damagefactor \"FistBlue\", 1.2\n  damagefactor \"BulletRed\", 1.2\n  damagefactor \"BulletBlue\", 1.2\n  damagefactor \"RifleRed\", 1.2\n  damagefactor \"RifleBlue\", 1.2\n  damagefactor \"ExplosionRed\", 1.2\n  damagefactor \"ExplosionBlue\", 1.2\n  damagefactor \"FireRed\", 1.2\n  damagefactor \"FireBlue\", 1.2\n  damagefactor \"ChemicalRed\", 1.2\n  damagefactor \"ChemicalBlue\", 1.2\n  damagefactor \"LaserRed\", 1.2\n  damagefactor \"LaserBlue\", 1.2\n  damagefactor \"RazorWireRed\", 1.2\n  damagefactor \"RazorWireBlue\", 1.2\n  damagefactor \"ExplosionMechRed\", 1.2\n  damagefactor \"ExplosionMechBlue\", 1.2\n  damagefactor \"TimeRed\", 1.2\n  damagefactor \"TimeBlue\", 1.2\n  damagefactor \"Disarm\", 1.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.2\n  damagefactor \"MassDriverBlue\", 1.2\n  damagefactor \"Mechstomp\", 1.2\n  damagefactor \"Monster\", 1.2\n}\n\nactor Grade4Damage : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade4DamagePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade4ArmourUpgradePower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.85\n  damagefactor \"FistBlue\", 0.85\n  damagefactor \"BulletRed\", 0.85\n  damagefactor \"BulletBlue\", 0.85\n  damagefactor \"RifleRed\", 0.85\n  damagefactor \"RifleBlue\", 0.85\n  damagefactor \"ExplosionRed\", 0.85\n  damagefactor \"ExplosionBlue\", 0.85\n  damagefactor \"FireRed\", 0.85\n  damagefactor \"FireBlue\", 0.85\n  damagefactor \"ChemicalRed\", 0.85\n  damagefactor \"ChemicalBlue\", 0.85\n  damagefactor \"LaserRed\", 0.85\n  damagefactor \"LaserBlue\", 0.85\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.85\n  damagefactor \"ExplosionMechBlue\", 0.85\n  damagefactor \"TimeRed\", 0.85\n  damagefactor \"TimeBlue\", 0.85\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.85\n  damagefactor \"MassDriverBlue\", 0.85\n  damagefactor \"Mechstomp\", 0.85\n  damagefactor \"Monster\", 0.85\n}\n\nactor Grade4ArmourUpgrade : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade4ArmourUpgradePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerGrade2DamageUpgradePower : PowerDamage\n{\n  damagefactor \"FistRed\", 1.1\n  damagefactor \"FistBlue\", 1.1\n  damagefactor \"BulletRed\", 1.1\n  damagefactor \"BulletBlue\", 1.1\n  damagefactor \"RifleRed\", 1.1\n  damagefactor \"RifleBlue\", 1.1\n  damagefactor \"ExplosionRed\", 1.1\n  damagefactor \"ExplosionBlue\", 1.1\n  damagefactor \"FireRed\", 1.1\n  damagefactor \"FireBlue\", 1.1\n  damagefactor \"ChemicalRed\", 1.1\n  damagefactor \"ChemicalBlue\", 1.1\n  damagefactor \"LaserRed\", 1.1\n  damagefactor \"LaserBlue\", 1.1\n  damagefactor \"RazorWireRed\", 1.1\n  damagefactor \"RazorWireBlue\", 1.1\n  damagefactor \"ExplosionMechRed\", 1.1\n  damagefactor \"ExplosionMechBlue\", 1.1\n  damagefactor \"TimeRed\", 1.1\n  damagefactor \"TimeBlue\", 1.1\n  damagefactor \"Disarm\", 1.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.1\n  damagefactor \"MassDriverBlue\", 1.1\n  damagefactor \"Mechstomp\", 1.1\n  damagefactor \"Monster\", 1.1\n}\n\nactor Grade2DamageUpgrade : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade2DamageUpgradePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor HasArmourDamageUpgrade : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 1\n}\n\nactor PowerGrade2ArmourFactoryPower : PowerProtection\n{\n  damagefactor \"FistRed\", 0.9\n  damagefactor \"FistBlue\", 0.9\n  damagefactor \"BulletRed\", 0.9\n  damagefactor \"BulletBlue\", 0.9\n  damagefactor \"RifleRed\", 0.9\n  damagefactor \"RifleBlue\", 0.9\n  damagefactor \"ExplosionRed\", 0.9\n  damagefactor \"ExplosionBlue\", 0.9\n  damagefactor \"FireRed\", 0.9\n  damagefactor \"FireBlue\", 0.9\n  damagefactor \"ChemicalRed\", 0.9\n  damagefactor \"ChemicalBlue\", 0.9\n  damagefactor \"LaserRed\", 0.9\n  damagefactor \"LaserBlue\", 0.9\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 0.9\n  damagefactor \"ExplosionMechBlue\", 0.9\n  damagefactor \"TimeRed\", 1.0\n  damagefactor \"TimeBlue\", 1.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.9\n  damagefactor \"MassDriverBlue\", 0.9\n  damagefactor \"Mechstomp\", 0.9\n  damagefactor \"Monster\", 0.9\n}\n\nactor Grade2ArmourFactory : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"Grade2ArmourFactoryPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerVulnerableArmourPower : PowerProtection\n{\n  damagefactor \"FistRed\", 2.0\n  damagefactor \"FistBlue\", 2.0\n  damagefactor \"BulletRed\", 2.0\n  damagefactor \"BulletBlue\", 2.0\n  damagefactor \"RifleRed\", 2.0\n  damagefactor \"RifleBlue\", 2.0\n  damagefactor \"ExplosionRed\", 2.0\n  damagefactor \"ExplosionBlue\", 2.0\n  damagefactor \"FireRed\", 2.0\n  damagefactor \"FireBlue\", 2.0\n  damagefactor \"ChemicalRed\", 2.0\n  damagefactor \"ChemicalBlue\", 2.0\n  damagefactor \"LaserRed\", 2.0\n  damagefactor \"LaserBlue\", 2.0\n  damagefactor \"RazorWireRed\", 2.0\n  damagefactor \"RazorWireBlue\", 2.0\n  damagefactor \"ExplosionMechRed\", 2.0\n  damagefactor \"ExplosionMechBlue\", 2.0\n  damagefactor \"TimeRed\", 2.0\n  damagefactor \"TimeBlue\", 2.0\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 2.0\n  damagefactor \"SuperweaponIon\", 2.0\n  damagefactor \"Suicide\", 1.0\n  damagefactor \"ChemicalSpecial\", 2.0\n  damagefactor \"FireSpecial\", 2.0\n  damagefactor \"Slime\", 2.0      //Mines\n  damagefactor \"MassDriverRed\", 2.0\n  damagefactor \"MassDriverBlue\", 2.0\n  damagefactor \"Mechstomp\", 2.0\n  damagefactor \"Monster\", 2.0\n}\n\nACTOR CrateVulnerableArmour : PowerupGiver\n{\n  +COUNTITEM\n  +NOGRAVITY\n  +INVENTORY.AUTOACTIVATE\n  +ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration 0x7FFFFFFF\n  Powerup.Type \"VulnerableArmourPower\"\n  //Powerup.Color \"\"\n  Inventory.PickupAnnouncerEntry \"\"\n}\n\nactor PowerTimeResistancePower : PowerProtection\n{\n  damagefactor \"FistRed\", 1.0\n  damagefactor \"FistBlue\", 1.0\n  damagefactor \"BulletRed\", 1.0\n  damagefactor \"BulletBlue\", 1.0\n  damagefactor \"RifleRed\", 1.0\n  damagefactor \"RifleBlue\", 1.0\n  damagefactor \"ExplosionRed\", 1.0\n  damagefactor \"ExplosionBlue\", 1.0\n  damagefactor \"FireRed\", 1.0\n  damagefactor \"FireBlue\", 1.0\n  damagefactor \"ChemicalRed\", 1.0\n  damagefactor \"ChemicalBlue\", 1.0\n  damagefactor \"LaserRed\", 1.0\n  damagefactor \"LaserBlue\", 1.0\n  damagefactor \"RazorWireRed\", 1.0\n  damagefactor \"RazorWireBlue\", 1.0\n  damagefactor \"ExplosionMechRed\", 1.0\n  damagefactor \"ExplosionMechBlue\", 1.0\n  damagefactor \"TimeRed\", 0.5\n  damagefactor \"TimeBlue\", 0.5\n  damagefactor \"Disarm\", 0.0\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Superweapon\", 1.0\n  damagefactor \"SuperweaponIon\", 1.0\n  damagefactor \"Suicide\", 1.0\n  damagefactor \"ChemicalSpecial\", 1.0\n  damagefactor \"FireSpecial\", 1.0\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 1.0\n  damagefactor \"MassDriverBlue\", 1.0\n  damagefactor \"Mechstomp\", 1.0\n  damagefactor \"Monster\", 1.0\n}\n\nACTOR TimeResistanceArmour : PowerupGiver\n{\n  +COUNTITEM\n  +NOGRAVITY\n  +INVENTORY.AUTOACTIVATE\n  +ALWAYSPICKUP\n  Inventory.MaxAmount 0\n  Powerup.Duration 0x7FFFFFFF\n  Powerup.Type \"TimeResistancePower\"\n  //Powerup.Color \"\"\n  Inventory.PickupAnnouncerEntry \"\"\n}\n\nactor DemoralizationDamagePower : PowerDamage\n{\n  damagefactor \"FistRed\", 0.75\n  damagefactor \"FistBlue\", 0.75\n  damagefactor \"BulletRed\", 0.75\n  damagefactor \"BulletBlue\", 0.75\n  damagefactor \"RifleRed\", 0.75\n  damagefactor \"RifleBlue\", 0.75\n  damagefactor \"ExplosionRed\", 0.75\n  damagefactor \"ExplosionBlue\", 0.75\n  damagefactor \"FireRed\", 0.75\n  damagefactor \"FireBlue\", 0.75\n  damagefactor \"ChemicalRed\", 0.75\n  damagefactor \"ChemicalBlue\", 0.75\n  damagefactor \"LaserRed\", 0.75\n  damagefactor \"LaserBlue\", 0.75\n  damagefactor \"RazorWireRed\", 0.75\n  damagefactor \"RazorWireBlue\", 0.75\n  damagefactor \"ExplosionMechRed\", 0.75\n  damagefactor \"ExplosionMechBlue\", 0.75\n  damagefactor \"TimeRed\", 0.75\n  damagefactor \"TimeBlue\", 0.75\n  damagefactor \"Disarm\", 0.75\n  damagefactor \"Flash\", 1.0\n  damagefactor \"Superweapon\", 0.75\n  damagefactor \"SuperweaponIon\", 0.75\n  damagefactor \"Slime\", 1.0      //Mines\n  damagefactor \"MassDriverRed\", 0.75\n  damagefactor \"MassDriverBlue\", 0.75\n  damagefactor \"Mechstomp\", 0.75\n  damagefactor \"Monster\", 0.75\n}\n\nactor DemoralizationDamage : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"DemoralizationDamagePower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_jugg.txt",
        "contents": "ACTOR MechPlayer_Juggernaut : MechPlayer_Base {\n\t+NOSKIN\n\tSpeed 1\n\tHealth 5000\n\tradius 58\n\theight 128\n\tMass 4000\n\tPainChance 0\n\tPainChance \"Flash\", 255\n\tPlayer.DisplayName \"Juggernaut\"\n\tplayer.forwardmove 0.3\n\tplayer.sidemove 0.3\n\tplayer.soundclass \"juggernaut\"\n\tplayer.maxhealth 5000\n\tdamagefactor \"Falling\", 12.0\n\tplayer.damagescreencolor \"00 00 00\"\n\tPlayer.ViewHeight 96\n\tPlayer.AttackZOffset 24\n\tPlayer.MorphWeapon \"Juggernaut-Weapons\"\n\tPlayer.JumpZ 0\n\tPlayer.ColorRange 32, 47\n\tscale 1.8\n\tbloodtype \"HHMetalHit\"\n\tbloodcolor \"White\"\n\tmaxstepheight 40\n\tdeathsound \"juggernaut/death\"\n\tStates {\n\tSpawn:\n\t\tTERM A 0\n\t\tTERM A 0 SetPlayerProperty(0,0,3)\n\t\tTERM A 0 ACS_ExecuteAlways (310, 0, 3)\n\t\tTERM A 0 ACS_Execute(315,0)\n\t\tTERM A 0 A_GiveInventory(\"BMBJuggernautEject\",1)\n\t\tTERM A 0 A_GiveInventory(\"IsMech\",1)\n\t\tTERM A 0 SetPlayerProperty(0,0,0)\n\t\tTERM A 15 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n\t\tLoop\n\tSee:\n\t\tTERM A 0 SetPlayerProperty(0,0,3)\n\t\tTERM A 4\n\t\tTERM B 8\n\t\tTERM B 0 A_SpawnItemEx(\"MechStepDamageJuggernaut\", 0, 0, 4, 0, 0, 0, 0, 0, 0)\n\t\tTERM C 8 A_PlaySoundEx(\"mech/step\",\"SoundSlot6\")\n\t\tTERM D 8\n\t\tTERM D 0 A_SpawnItemEx(\"MechStepDamageJuggernaut\", 0, 0, 4, 0, 0, 0, 0, 0, 0)\n\t\tTERM A 4 A_PlaySoundEx(\"mech/step\",\"SoundSlot7\")\n\t\tgoto Spawn\n\tInWater:\n\t\tTNT1 A 0 Thing_Damage(0,500,12) // Drown\n\t\tgoto Spawn\n\tMissile:\n\t\tTERM E 2\n\t\tTERM A 0 A_JumpIfInventory(\"JuggernautAttack\",4,\"Attack5\")\n\t\tTERM A 0 A_JumpIfInventory(\"JuggernautAttack\",3,\"Attack3\")\n\t\tTERM A 0 A_JumpIfInventory(\"JuggernautAttack\",2,\"Attack2\")\n\t\tTERM A 0 A_JumpIfInventory(\"JuggernautAttack\",1,\"Attack1\")\n\t\tgoto Spawn\n\tAttack1:\n\t\tTERM H 8 BRIGHT // SetPlayerProperty(0,1,0)\n\t\tTERM I 8 BRIGHT\n\t\tTERM G 30\n\t\t// TERM G 0 SetPlayerProperty(0,0,0)\n\t\tgoto Spawn\n\tAttack2:\n\t\tTERM E 0 // SetPlayerProperty(0,1,0)\n\t\tTERM EFEFEF 5 BRIGHT\n\t\t// TERM E 0 SetPlayerProperty(0,0,0)\n\t\tgoto Spawn\n\tAttack3:\n\t\tTERM J 24 // SetPlayerProperty(0,1,0)\n\t\tTERM K 10 BRIGHT\n\t\tTERM J 35\n\t\t// TERM J 0 SetPlayerProperty(0,0,0)\n\t\tgoto Spawn\n\tAttack5:\n\t\tTERM J 15 BRIGHT // SetPlayerProperty(0,1,0)\n\t\tTERM K 40\n\t\t// TERM J 0 SetPlayerProperty(0,0,0)\n\t\tgoto Spawn\n\tPain.Flash:\n\t\tTERM A 0\n\t\tTERM A 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tTERM A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n\t\tTERM A 0 ACS_ExecuteAlways(696, 0, 6)\n\t\tTERM A 0 A_TakeInventory(\"Ingame\",1)\n\t\tTERM A 0 A_StopSoundEx(\"SoundSlot5\")\n\t\tTERM A 0 A_StopSoundEx(\"Weapon\")\n\t\tTERM M 0 Thing_ChangeTID(0,9999)\n\t\tTERM M 1\n\t\tTERM M 2 A_Scream\n\t\tTERM N 0 BRIGHT  A_PlayWeaponSound(\"weapons/rocklx\")\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n\t\tTERM N 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n\t\tTERM O 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n\t\tTERM O 0 BRIGHT  A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n\t\tTERM P 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n\t\tTERM Q 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n\t\tTERM Q 0 BRIGHT  A_PlayWeaponSound(\"weapons/rocklx\")\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n\t\tTERM R 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n\t\tTERM S 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n\t\tTERM TUVWXYZ 3\n\t\tTERM \"[\" 3 A_NoBlocking\n\t\tTERM \"[\" 2048\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(1,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.95,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.90,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.85,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.80,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.75,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.70,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.65,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.60,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.45,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.40,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.25,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.20,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.15,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.10,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.05,1)\n\t\tTERM \"[\" 2 Bright A_SetTranslucent(0.00,1)\n\t\tTNT1 A -1\n\t\tStop\n\tDeath.IonExplosion:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 0, \"Death.NukeExplosion\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueStrikeKamikaze\",0,0,32,0,0,0,0,0,0)\n\t\tgoto Death+2\n\tDeath.NukeExplosion:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"NukeKamikaze\",0,0,32,0,0,0,0,0,0)\n\t\tgoto Death+2\n\t}\n}\n\nACTOR JuggernautSwitch : PowerupGiver\n{\n  Powerup.Type \"JuggernautMech\"\n  Powerup.Duration 252000\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 1\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  scale 0.65\n  States\n  {\n  Spawn:\n    JUG9 A -1\n    loop\n  }\n}\n\nactor JuggernautPowerup : CustomInventory\n{\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.INVBAR\n  Inventory.MaxAmount 1\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  scale 0.65\n  Inventory.Icon \"ICO_MECH\"\n  States\n  {\n  Spawn:\n    JUG9 A -1\n    loop\n  Use:\n    JUG9 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Nope\")\n    JUG9 A 0 ACS_ExecuteAlways(698,0)\n    JUG9 A 0 A_GiveInventory(\"JuggernautSwitch\",1)\n    stop\n  Nope:\n    JUG9 A -1\n    stop\n  }\n}\nACTOR PowerJuggernautMech : PowerMorph\n{\n  PowerMorph.PlayerClass \"MechPlayer_Juggernaut\"\n  PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE)\n}\n\nactor Juggernaut-Weapons : AOWWeapon\n{\n  obituary \"%o fell before %k's Juggernaut.\"\n  //attacksound \"rifle/fire\"\n  weapon.selectionorder 1\n  weapon.kickback 150\n  inventory.pickupmessage \"Got the Juggernaut!\"\n  +NOEXTREMEDEATH\n  +CHEATNOTWEAPON\n  +WEAPON.DONTBOB\n  Weapon.PreferredSkin \"Juggernaut2\"\n  states\n  {\n  Ready:\n    JUGS AAAAAAAAAAAAAAAA 1 A_WeaponReady\n    loop\n  Deselect:\n    MHUD A 0 A_JumpIfHealthLower(1,1)\n    goto Ready\n    TNT1 A 1 A_Lower\n    loop\n  Select:\n    TNT1 A 1 A_Raise\n    loop\n  Fire:\n    MHUD A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",5,\"Attack6\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",4,\"Attack5\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",3,\"Attack4\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",2,\"Attack3\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",1,\"Attack2\")\n  //Flame Thrower\n  Attack1:\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-FlamerAmmo\",5,1)\n    Goto WaitReload\n    JUGS A 0 A_TakeInventory(\"Juggernaut-FlamerAmmo\",5)\n        JUGS A 0 A_PlaySoundEx(\"flamer2/fire\",\"Body\",1)\n        JUGS A 0 A_GiveInventory(\"JuggernautAttack\",1)\n        JUGS A 0 bright A_GunFlash\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS F 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS A 0 bright A_GunFlash\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS F 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS F 0 bright A_GunFlash\n        JUGS F 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS F 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS A 0 bright A_GunFlash\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS F 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-3,3),0,18,0)\n        JUGS F 0 bright A_GunFlash\n        JUGS F 0 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,18,0)\n        JUGS A 0 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,18,0)\n        JUGS F 0 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,18,0)\n        JUGS A 0 Bright A_Refire\n        JUGS A 0 A_TakeInventory(\"JuggernautAttack\",1)\n        JUGS A 0 A_StopSoundEx(\"Body\")\n        JUGS B 1 A_PlaySoundEx(\"flamer2/down\",\"Body\",0)\n        JUGS A 2\n        JUGS B 3\n        Goto Ready\n  //Multi-Missile\n  Attack2:\n    JUGS A 0 A_StopSoundEx(\"Body\")\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-RocketAmmo\",3,1)\n    Goto WaitReload\n    JUGS A 0 A_TakeInventory(\"Juggernaut-RocketAmmo\",3)\n    JUGS A 0 A_GiveInventory(\"JuggernautAttack\",2)\n    JUGS A 10 Bright A_FireCustomMissile(\"JuggernautRocket\",0,0,18,12)\n    JUGS A 10 Bright A_FireCustomMissile(\"JuggernautRocket\",0,0,18,12)\n    JUGS A 10 Bright A_FireCustomMissile(\"JuggernautRocket\",0,0,18,12)\n    JUGS A 0 A_TakeInventory(\"JuggernautAttack\",2)\n    goto Ready\n  //Plasma Cannon\n  Attack3:\n    JUGS A 0 A_StopSoundEx(\"Body\")\n    MHUD A 0 A_JumpIfInventory(\"Juggernaut-PlasmaReload\",1,\"RandomAttack\")\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-PlasmaCannonAmmo\",1,1)\n    Goto WaitReload\n    JUGS A 0 A_TakeInventory(\"Juggernaut-PlasmaCannonAmmo\",1)\n    JUGS B 0 ACS_ExecuteAlways(319,0,3,7,0)\n    JUGS A 0 A_GiveInventory(\"JuggernautAttack\",3)\n    JUGS B 0 A_PlayWeaponSound(\"plasma2/fire\")\n    JUGS A 2\n    JUGS AB 4\n    JUGS AB 3\n    JUGS ABAB 2\n    JUGS B 0 A_FireCustomMissile(\"PlasmaCannonBall\",0,0,0,0)\n    JUGS CDCD 2 Bright\n    JUGS ABAB 2\n    JUGS AB 4\n    JUGS AB 6\n    JUGS AB 8\n    JUGS A 21 A_TakeInventory(\"JuggernautAttack\",3)\n    goto Ready\n  //Multi-Mass Driver\n  Attack4:\n    JUGS A 0 A_StopSoundEx(\"Body\")\n    MHUD A 0 A_JumpIfInventory(\"Juggernaut-50mmReload\",1,\"RandomAttack\")\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-50mmAmmo\",3,1)\n    Goto WaitReload\n    JUGS A 0 A_TakeInventory(\"Juggernaut-50mmAmmo\",3)\n    JUGS B 0 ACS_ExecuteAlways(319,0,4,5,0)\n    JUGS A 10 A_GiveInventory(\"JuggernautAttack\",2)\n    MASD B 0 A_PlayWeaponSound(\"80mm/fire\")\n    JUGS A 10 Bright A_FireCustomMissile(\"MassDriver-50mm\",-2,0,18,12)\n    MASD B 0 A_PlayWeaponSound(\"80mm/fire\")\n    JUGS A 10 Bright A_FireCustomMissile(\"MassDriver-50mm\",0,0,18,12)\n    MASD B 0 A_PlayWeaponSound(\"80mm/fire\")\n    JUGS A 10 Bright A_FireCustomMissile(\"MassDriver-50mm\",2,0,18,12)\n    JUGS A 20 A_TakeInventory(\"JuggernautAttack\",2)\n    goto Ready\n  //PPC\n  Attack5:\n    JUGS A 0 A_StopSoundEx(\"Body\")\n    MHUD A 0 A_JumpIfInventory(\"Juggernaut-PPCReload\",1,\"RandomAttack\")\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-PPCAmmo\",1,1)\n    Goto WaitReload\n    JUGS A 0 A_TakeInventory(\"Juggernaut-PPCAmmo\",1)\n    JUGS B 0 ACS_ExecuteAlways(319,0,5,5,0)\n    JUGS A 0 A_GiveInventory(\"JuggernautAttack\",3)\n    JUGS A 2\n    JUGS AB 4\n    JUGS AB 3\n    JUGS ABAB 2\n    JUGS B 0 A_PlayWeaponSound(\"ppc/fire\")\n    JUGS B 0 A_FireCustomMissile(\"PPCBall\",0,0,-20,0)\n    JUGS C 2 Bright A_FireCustomMissile(\"PPCBall\",0,0,20,0)\n    JUGS DCD 2 Bright\n    JUGS ABAB 2\n    JUGS AB 4\n    JUGS AB 6\n    JUGS AB 8\n    JUGS A 21 A_TakeInventory(\"JuggernautAttack\",3)\n    goto Ready\n  //Mini-Nuke\n  Attack6:\n    JUGS A 0 A_StopSoundEx(\"Body\")\n    MHUD A 0 A_JumpIfInventory(\"Juggernaut-ArtilleryReload\",1,\"RandomAttack\")\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-ArtilleryAmmo\",1,1)\n    Goto AltFire\n    JUGS A 0 A_TakeInventory(\"Juggernaut-ArtilleryAmmo\",1)\n    JUGS B 0 ACS_ExecuteAlways(319,0,2,20,0)\n    JUGS A 10 A_GiveInventory(\"JuggernautAttack\",2)\n    JUGS A 0 A_GiveInventory(\"JuggernautReload\",100)\n    MASD B 0 A_PlayWeaponSound(\"mech/artillery\")\n    JUGS A 35 Bright A_FireCustomMissile(\"JuggernautNuke\",0,0,18,12)\n    JUGS A 20 A_TakeInventory(\"JuggernautAttack\",2)\n    goto Ready\n  AltFire:\n    JUGS A 0\n    JUGS E 35 ACS_ExecuteAlways(314,0,4,0,0)\n    Goto Ready\n  AltFire2:\n    JUGS A 0\n    JUGS A 0 Bright A_PlaySoundEx(\"flamer2/down\",\"Body\",0)\n    Goto AltFire\n  RandomAttack:\n    JUGS A 5 A_Jump(256,\"Attack1\",\"Attack2\",\"Attack3\",\"Attack4\",\"Attack5\")\n    goto Ready\n  FireBlue:\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",5,\"Attack6Blue\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",4,\"Attack5Blue\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",3,\"Attack4Blue\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",2,\"Attack3Blue\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",1,\"Attack2Blue\")\n  //Flame Thrower\n  Attack1Blue:\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-FlamerAmmo\",5,1)\n    Goto WaitReload\n    JUGS A 0 A_TakeInventory(\"Juggernaut-FlamerAmmo\",5)\n        JUGS A 0 A_PlaySoundEx(\"flamer2/fire\",\"Body\",1)\n        JUGS A 0 A_GiveInventory(\"JuggernautAttack\",1)\n        JUGS A 0 bright A_GunFlash\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS F 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS A 0 bright A_GunFlash\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS F 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS F 0 bright A_GunFlash\n        JUGS F 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS F 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS A 0 bright A_GunFlash\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS F 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-3,3),0,18,0)\n        JUGS F 0 bright A_GunFlash\n        JUGS F 0 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,18,0)\n        JUGS A 0 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,-18,0)\n        JUGS F 1 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,18,0)\n        JUGS F 0 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,-18,0)\n        JUGS A 1 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,18,0)\n        JUGS A 0 Bright A_Refire\n        JUGS A 0 A_TakeInventory(\"JuggernautAttack\",1)\n        JUGS A 0 A_StopSoundEx(\"Body\")\n        JUGS B 1 A_PlaySoundEx(\"flamer2/down\",\"Body\",0)\n        JUGS A 2\n        JUGS B 3\n        Goto Ready\n    goto Ready\n  //Multi-Missile\n  Attack2Blue:\n    JUGS A 0 A_StopSoundEx(\"Body\")\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-RocketAmmo\",3,1)\n    Goto WaitReload\n    JUGS A 0 A_TakeInventory(\"Juggernaut-RocketAmmo\",3)\n    JUGS A 0 A_GiveInventory(\"JuggernautAttack\",2)\n    JUGS A 10 Bright A_FireCustomMissile(\"JuggernautRocketBlue\",0,0,-18,12)\n    JUGS A 10 Bright A_FireCustomMissile(\"JuggernautRocketBlue\",0,0,-18,12)\n    JUGS A 10 Bright A_FireCustomMissile(\"JuggernautRocketBlue\",0,0,-18,12)\n    JUGS A 0 A_TakeInventory(\"JuggernautAttack\",2)\n    goto Ready\n  //Plasma Cannon\n  Attack3Blue:\n    JUGS A 0 A_StopSoundEx(\"Body\")\n    MHUD A 0 A_JumpIfInventory(\"Juggernaut-PlasmaReload\",1,\"RandomAttack\")\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-PlasmaCannonAmmo\",1,1)\n    Goto WaitReload\n    JUGS A 0 A_TakeInventory(\"Juggernaut-PlasmaCannonAmmo\",1)\n    JUGS B 0 ACS_ExecuteAlways(319,0,3,7,0)\n    JUGS A 0 A_GiveInventory(\"JuggernautAttack\",3)\n    JUGS B 0 A_PlayWeaponSound(\"plasma2/fire2\")\n    JUGS A 2\n    JUGS AB 4\n    JUGS AB 3\n    JUGS ABAB 2\n    JUGS B 0 A_FireCustomMissile(\"PlasmaCannonBallBlue\",0,0,0,0)\n    JUGS CDCD 2 Bright\n    JUGS ABAB 2\n    JUGS AB 4\n    JUGS AB 6\n    JUGS AB 8\n    JUGS A 21 A_TakeInventory(\"JuggernautAttack\",3)\n    goto Ready\n  //Multi-Mass Driver\n  Attack4Blue:\n    JUGS A 0 A_StopSoundEx(\"Body\")\n    MHUD A 0 A_JumpIfInventory(\"Juggernaut-50mmReload\",1,\"RandomAttackBlue\")\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-50mmAmmo\",3,1)\n    Goto WaitReload\n    JUGS A 0 A_TakeInventory(\"Juggernaut-50mmAmmo\",3)\n    JUGS B 0 ACS_ExecuteAlways(319,0,4,5,0)\n    JUGS A 10 A_GiveInventory(\"JuggernautAttack\",2)\n    MASD B 0 A_PlayWeaponSound(\"80mm/fire\")\n    JUGS A 10 Bright A_FireCustomMissile(\"MassDriver-50mmBlue\",-2,0,-18,12)\n    MASD B 0 A_PlayWeaponSound(\"80mm/fire\")\n    JUGS A 10 Bright A_FireCustomMissile(\"MassDriver-50mmBlue\",0,0,-18,12)\n    MASD B 0 A_PlayWeaponSound(\"80mm/fire\")\n    JUGS A 10 Bright A_FireCustomMissile(\"MassDriver-50mmBlue\",2,0,-18,12)\n    JUGS A 20 A_TakeInventory(\"JuggernautAttack\",2)\n    goto Ready\n  //PPC\n  Attack5Blue:\n    JUGS A 0 A_StopSoundEx(\"Body\")\n    MHUD A 0 A_JumpIfInventory(\"Juggernaut-PPCReload\",1,\"RandomAttackBlue\")\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-PPCAmmo\",1,1)\n    Goto WaitReload\n    JUGS A 0 A_TakeInventory(\"Juggernaut-PPCAmmo\",1)\n    JUGS A 0 ACS_ExecuteAlways(319,0,5,5,0)\n    JUGS A 0 A_GiveInventory(\"JuggernautAttack\",3)\n    JUGS A 2\n    JUGS AB 4\n    JUGS AB 3\n    JUGS ABAB 2\n    JUGS B 0 A_PlayWeaponSound(\"ppc/fire\")\n    JUGS B 0 A_FireCustomMissile(\"PPCBallBlue\",0,0,-20,0)\n    JUGS C 2 Bright A_FireCustomMissile(\"PPCBallBlue\",0,0,20,0)\n    JUGS DCD 2 Bright\n    JUGS ABAB 2\n    JUGS AB 4\n    JUGS AB 6\n    JUGS AB 8\n    JUGS A 21 A_TakeInventory(\"JuggernautAttack\",3)\n    goto Ready\n  //Mini-Nuke\n  Attack6Blue:\n    JUGS A 0 A_StopSoundEx(\"Body\")\n    MHUD A 0 A_JumpIfInventory(\"Juggernaut-ArtilleryReload\",1,\"RandomAttackBlue\")\n    JUGS A 0 A_JumpIfInventory(\"Juggernaut-ArtilleryAmmo\",1,1)\n    Goto AltFire\n    JUGS A 0 A_TakeInventory(\"Juggernaut-ArtilleryAmmo\",1)\n    JUGS B 0 ACS_ExecuteAlways(319,0,2,20,0)\n    JUGS A 10 A_GiveInventory(\"JuggernautAttack\",2)\n    JUGS A 0 A_GiveInventory(\"JuggernautReload\",100)\n    MASD B 0 A_PlayWeaponSound(\"mech/artillery\")\n    JUGS A 35 Bright A_FireCustomMissile(\"JuggernautNukeBlue\",0,0,-18,12)\n    JUGS A 20 A_TakeInventory(\"JuggernautAttack\",2)\n    goto Ready\n  RandomAttackBlue:\n    JUGS A 5 A_Jump(256,\"Attack1Blue\",\"Attack2Blue\",\"Attack3Blue\",\"Attack4Blue\",\"Attack5Blue\")\n    goto Ready\n  WaitReload:\n    JUGS A 10\n    goto Ready\n  Flash:\n    TNT1 A 4 Bright A_Light1\n    TNT1 A 3 Bright A_Light2\n    Goto LightDone\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}\n\nactor Juggernaut-RocketAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.amount 3\n  inventory.maxamount 60\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 60\n}\n\nactor Juggernaut-PlasmaCannonAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.amount 1\n  inventory.maxamount 10\n  ammo.backpackamount 1\n  ammo.backpackmaxamount 10\n}\n\nactor Juggernaut-50mmAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.amount 3\n  inventory.maxamount 60\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 60\n}\n\nactor Juggernaut-GaussAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.amount 1\n  inventory.maxamount 30\n  ammo.backpackamount 1\n  ammo.backpackmaxamount 30\n}\n\nactor Juggernaut-PPCAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.amount 1\n  inventory.maxamount 30\n  ammo.backpackamount 1\n  ammo.backpackmaxamount 30\n}\n\nactor Juggernaut-ArtilleryAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.amount 1\n  inventory.maxamount 8\n  ammo.backpackamount 1\n  ammo.backpackmaxamount 8\n}\n\nactor Juggernaut-FlamerAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.amount 10\n  inventory.maxamount 300\n  ammo.backpackamount 10\n  ammo.backpackmaxamount 300\n}\n\nactor JuggernautAttack : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 10\n}\n\nactor Juggernaut-ArtilleryReload : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 1\n}\n\nactor Juggernaut-GaussReload : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 1\n}\n\nactor Juggernaut-PlasmaReload : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 1\n}\n\nactor Juggernaut-PPCReload : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 1\n}\n\nactor Juggernaut-50mmReload : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 1\n}\n\nactor JuggernautReload : Ammo\n{\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up a rifle clip.\"\n  inventory.icon \"RIFAA0\"\n  inventory.amount 0\n  inventory.maxamount 100\n  ammo.backpackamount 0\n  ammo.backpackmaxamount 100\n  yscale 1.2\n  states\n  {\n  Spawn:\n    RIFA A -1\n    stop\n  }\n}\n\nactor JuggernautRocket\n{\n  Radius 11\n  Height 8\n  Speed 30\n  Damage (40)\n  Projectile\n  -RANDOMIZE\n  +ROCKETTRAIL\n  +SEEKERMISSILE\n  seeSound \"skeleton/attack\"\n  DeathSound \"weapons/rocklx\"\n  Obituary \"%k's rocket hit %o right in the kisser.\"\n  DamageType \"ExplosionRed\"\n  scale 0.6\n  States\n  {\n  Spawn:\n    MISL A 2 bright A_SeekerMissile(8,8)\n    MISL A 2 bright A_PlaySoundEx(\"ambient/rocket\",\"Body\",1,-1)\n    loop\n  Death:\n    TNT1 B 0 bright A_NoGravity\n    TNT1 A 0 bright A_StopSoundEx(\"Body\")\n    TNT1 A 0 A_SpawnItemEx(\"HomingBazookaExplosion\", -1, 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx(\"FlameDecay\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 160)\n    TNT1 A 5 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor JuggernautNuke\n{\n  obituary \"%o was pulverized by %k's artillery nuke.\"\n  radius 11\n  height 8\n  speed 40\n  damage (400)\n  seesound \"mech/artillery\"\n  deathsound \"weapons/rocklx\"\n  PROJECTILE\n  -RANDOMIZE\n  -NOGRAVITY\n  +LOWGRAVITY\n  DamageType \"ExplosionRed\"\n  scale 0.07\n  states\n  {\n  Spawn:\n    G69X A 0\n    G69X A 0 //ThrustThingZ(0,30,0,0)\n    G69X A 2 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n    goto Spawn+2\n  Death:\n    TNT1 B 0 bright A_NoGravity\n    TNT1 B 0 bright A_Explode(1000,300,1)\n    TNT1 B 0 bright A_Explode(150,700,1)\n    TNT1 B 0 bright A_Explode(100,1500,1)\n    TNT1 A 5 A_SpawnItemEx(\"JuggernautNukeEffect\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(50,128,1)\n    stop\n  }\n}\n\nactor JuggernautRocketBlue\n{\n  Radius 11\n  Height 8\n  Speed 30\n  Damage (40)\n  Projectile\n  -RANDOMIZE\n  +ROCKETTRAIL\n  +SEEKERMISSILE\n  seeSound \"skeleton/attack\"\n  DeathSound \"weapons/rocklx\"\n  Obituary \"%k's rocket hit %o right in the kisser.\"\n  DamageType \"ExplosionBlue\"\n  scale 0.6\n  States\n  {\n  Spawn:\n    MISL A 2 bright A_SeekerMissile(8,8)\n    MISL A 2 bright A_PlaySoundEx(\"ambient/rocket\",\"Body\",1,-1)\n    loop\n  Death:\n    TNT1 B 0 bright A_NoGravity\n    TNT1 A 0 bright A_StopSoundEx(\"Body\")\n    TNT1 A 0 A_SpawnItemEx(\"HomingBazookaExplosionBlue\", -1, 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx(\"FlameDecayBlue\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 160)\n    TNT1 A 5 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor JuggernautNukeBlue : JuggernautNuke {\n\t+FULLVOLDEATH\n\tobituary \"%o was eradicated by %k's ion bomb.\"\n\tDeathSound \"ion/strike\"\n\tDamageType \"ExplosionBlue\"\n\tstates {\n\tDeath:\n\t\tTNT1 B 0 bright A_NoGravity\n\t\tTNT1 B 0 bright A_Explode(1000,300,1)\n\t\tTNT1 B 0 bright A_Explode(150,700,1)\n\t\tTNT1 B 0 bright A_Explode(100,1500,1)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetTranslucent(0.75,1)\n\t\tTNT1 A 0 Radius_Quake(7, 35, 0, 50, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"IonEffectClusterSmall\", 0)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 bright A_Explode(50,128,1)\n\t\tTNT1 A 150\n\t\tstop\n\t}\n}\n\nActor JuggernautNukeEffect\n{\n +NoBlockmap\n +NoGravity\n +ForceRadiusDmg\n +ForceYBillBoard\n DamageType \"Superweapon\"\n scale 3.0\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetTranslucent(0.75,1)\n   TNT1 A 0 A_PlaySoundEx(\"Nuke/Boom\", \"Voice\", 0, 2)\n   TNT1 A 0 Radius_Quake(7, 35, 0, 50, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeFloor\", 0, 0, 0,0,0,0,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmokePillar\", 0, 0, 0,0,0,4.8,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,90,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,180,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,270,128,0)\n   NKE1 ABCDEFGHIJKLMN 9 BRIGHT\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom\", 0, 0, 500,0,0,0.5,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmokeMushroom\", 0, 0, 500,0,0,0.5,0,128,0)\n   NKE1 OPQRSTU 8 BRIGHT A_FadeOut(0.05)\n   Stop\n }\n}\n\nactor BMBJuggernautEject : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  inventory.MaxAmount 1\n  +INVENTORY.INVBAR\n  Inventory.Icon \"ICO_EJCT\"\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  Use:\n    TNT1 A 0 ACS_ExecuteAlways(697,0,6,0,0)\n    JUG9 E 0 SetPlayerProperty(0,0,0)\n    stop\n  }\n}\n\nACTOR MechBMB_JuggernautEject\n{\n  Health 200\n  Radius 0\n  Height 0\n  Mass 5\n  -SOLID\n  -NOBLOCKMAP\n  -NOCLIP\n  -SHOOTABLE\n  PainChance 0\n  scale 1.8\n  deathsound \"juggernaut/death\"\n//  Translation \"32:47=[255,255,255]:[0,0,0]\"\n  States\n  {\n  Spawn:\n    TERM A 35\n  Death:\n    TERM M 1\n    TERM M 2 A_Scream\n    TERM N 0 BRIGHT  A_PlayWeaponSound(\"weapons/rocklx\")\n    TERM N 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n    TERM O 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n    TERM O 0 BRIGHT  A_PlaySound(\"weapons/rocklx\")\n    TERM P 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n    TERM Q 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n    TERM Q 0 BRIGHT  A_PlayWeaponSound(\"weapons/rocklx\")\n    TERM R 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n    TERM S 4 BRIGHT A_SpawnItemEx(\"ExplosionMainLarge\",Random(16,-16),Random(16,-16),Random(128,0))\n    TERM TUVWXYZ 3\n    TERM \"[\" 3 A_NoBlocking\n    TERM \"[\" 1024\n    TERM \"[\" 2 Bright A_SetTranslucent(1,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.95,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.90,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.85,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.80,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.75,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.70,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.65,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.60,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.45,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.40,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.25,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.20,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.15,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.10,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.05,1)\n    TERM \"[\" 2 Bright A_SetTranslucent(0.00,1)\n        TNT1 A -1\n\tStop\n  }\n}\n\nactor FastFlameShot : FlameShot\n{\n  speed 30\n}\n\nactor FastFlameShotBlue : FlameShotBlue\n{\n  speed 30\n}"
      },
      {
        "source": "pk3",
        "name": "actors/enemy-07.txt",
        "contents": "actor Enemy-Grenadier : BMBRebel\n{\n  obituary \"%o was popped by a Rebel.\"\n  health 200\n  radius 20\n  height 56\n  mass 100\n  speed 4\n  painchance 256\n  attacksound \"rifle/altfire\"\n  dropitem \"GrenadePack\" 32\n  MONSTER\n  +FLOORCLIP\n  Translation \"112:127=[200,200,200]:[0,0,0]\"\n  states\n  {\n  Spawn:\n    CMD0 AB 10 A_Look\n    loop\n  See:\n    CMD0 AAAABBBBCCCCDDDD 2 A_Chase\n    loop\n  Missile:\n    CMD0 E 0 A_JumpIfCloser(128,\"TimedC4\")\n    CMD0 E 10 A_FaceTarget\n    CMD0 E 0 A_PlayWeaponSound(\"rifle/altfire\")\n    CMD0 E 4 A_FaceTarget\n    CMD0 E 0 A_SpawnItemEx(\"Flash\",0,0,0,0,0,0,0,128,0)\n    CMD0 E 0 A_FaceTarget\n    CMD0 E 5 A_CustomMissile(\"RebelRifleGrenade\",32,0,0,0,10)\n    CMD0 E 10 A_FaceTarget\n    CMD0 E 0 A_PlayWeaponSound(\"rifle/altfire\")\n    CMD0 E 4 A_FaceTarget\n    CMD0 E 0 A_SpawnItemEx(\"Flash\",0,0,0,0,0,0,0,128,0)\n    CMD0 E 0 A_FaceTarget\n    CMD0 E 5 A_CustomMissile(\"RebelRifleGrenade\",32,0,0,0,10)\n    CMD0 EA 10 A_FaceTarget\n    CMD0 A 0 A_PlayWeaponSound(\"rifle/reload\")\n    goto See\n  TimedC4:\n    CMD0 E 10 A_FaceTarget\n    CMD0 F 0 A_PlayWeaponSound(\"c4/use\")\n    CMD0 F 0 A_JumpIfInventory(\"DoneC4\",1,3)\n    CMD0 F 5 A_CustomMissile(\"RebelTimed-C4Thrown\",40,8,0)\n    CMD0 F 0 A_GiveInventory(\"DoneC4\",1)\n    goto See\n    CMD0 F 0\n    goto Missile+3\n  Pain:\n    CMD0 G 3\n    CMD0 G 3 A_Pain\n    goto See\n  Death:\n    CMD0 H 5\n    CMD0 H 0 A_SpawnItemEx(\"Lolhatsred\",8,8,40,random(-1,3),random(-1,1),random(-1,3),random(0,224),128)\n    CMD0 I 5 A_Scream\n    CMD0 J 5 A_NoBlocking\n    CMD0 K 5\n    CMD0 L -1 A_PlaySound(\"misc/thud\")\n    stop\n  XDeath:\n    CMD0 H 0\n    CMD0 H 0 A_SpawnItemEx(\"Lolhatsred\",8,8,40,random(-1,3),random(-1,1),random(-1,3),random(0,224),128)\n    CMD0 I 0 A_SpawnItemEx(\"Gip1\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip5\",0,0,random(4,40),random(-2,4),random(-6,6),random(-1,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip2\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip3\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip4\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,0)\n    CMD0 I 0 A_SpawnItemEx(\"Gip5\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,0)\n    CMD0 I 0 A_SpawnItemEx(\"Gip6\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,0)\n    CMD0 I 0 A_SpawnItemEx(\"Gip7\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip8\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip7\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_NoBlocking\n    CMD0 I 1 A_Scream\n    CMD0 A 0 A_PlaySoundEx(\"misc/gib\",\"SoundSlot7\",0)\n    CMD0 A 0 A_PlaySoundEx(\"misc/gib\",\"SoundSlot6\",0)\n    TNT1 A -1\n    Stop\n  Death.Suicide:\n    CMD0  H 1\n    goto XDeath\n  Death.Explosion:\n    CMD0 H 1\n    CMD0 H 0 A_Jump(128,\"Death\")\n    goto XDeath\n  Death.Fire:\n    CMD0 A 0 BRIGHT\n    CMD0 H 0 A_SpawnItemEx(\"Lolhatsred\",8,8,40,random(-1,3),random(-1,1),random(-1,3),random(0,224),128)\n    DISR K 0 BRIGHT A_SpawnItemEx(\"RebelBurnDeathThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    DISR K 0 BRIGHT A_NoBlocking\n    DISR K -1\n    stop\n  Death.Chemical:\n    CMD0 A 0 BRIGHT\n    CMD0 H 0 A_SpawnItemEx(\"Lolhatsred\",8,8,40,random(-1,3),random(-1,1),random(-1,3),random(0,224),128)\n    DISR K 35 BRIGHT A_SpawnItemEx(\"RebelChemicalDeathThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    DISR K 0 BRIGHT A_NoBlocking\n    DISR K -1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_mekt.txt",
        "contents": "ACTOR MechPlayer_Titan : MechPlayer_Base\n{\n  Speed 1\n  Health 5000\n  Radius 58\n  Height 128\n  Mass 90000\n  PainChance 0\n  PainChance \"Flash\", 255\n  Player.ColorRange 131, 143\n  Player.DisplayName \"Titan\"\n  player.forwardmove 0.35\n  player.sidemove 0.15\n  player.soundclass \"mech\"\n  player.maxhealth 5000\n  damagefactor \"Falling\", 12.0\n  player.damagescreencolor \"00 00 00\"\n  Player.ViewHeight 96\n  Player.AttackZOffset 13\n  Player.MorphWeapon \"Titan-Weapons\"\n  Player.JumpZ 0\n  scale 1.1\n  +NOSKIN\n  //-PICKUP\n  bloodtype \"HHMetalHit\"\n  bloodcolor \"White\"\n  maxstepheight 40\n  States\n  {\n  Spawn:\n    RAVN I 0\n    RAVN A 0 SetPlayerProperty(0,0,3)\n    ROB3 A 0 ACS_ExecuteAlways (310, 0, 3)\n    RAVN I 0 ACS_Execute(315,0,0,0,0)\n    RAVN I 0 A_GiveInventory(\"BMBTitanEject\",1)\n    RAVN I 0 A_GiveInventory(\"IsMech\",1)\n    ROB3 A 35\n    ROB3 AAAA 35 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n    ROB3 A 35 A_GiveInventory(\"MechAmmoStuff\",1)\n    Loop\n  See:\n    ROB3 A 0 SetPlayerProperty(0,0,3)\n    ROB3 CD 7 A_JumpIfHealthLower(500,\"SeeDamaged\")\n    ROB3 D 0 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n    ROB3 E 0 A_SpawnItemEx(\"MechStepSmokePuffLarge\", 0, -34, 4, 0, 0, 0, 0, 128, 0)\n    ROB3 E 0 A_SpawnItemEx(\"MechStepDamageStrong\", 0, -34, 4, 0, 0, 0, 0, 0, 0)\n    ROB3 E 10 //A_PlaySound(\"mech/step\")\n    ROB3 DC 7\n    ROB3 B 0 A_SpawnItemEx(\"MechStepSmokePuffLarge\", 0, 34, 4, 0, 0, 0, 0, 128, 0)\n    ROB3 B 0 A_SpawnItemEx(\"MechStepDamageStrong\", 0, 34, 4, 0, 0, 0, 0, 0, 0)\n    ROB3 B 10 //A_PlaySound(\"mech/step\")\n    RAVN A 0 A_JumpIf(WaterLevel >= 1, \"InWater\")\n    Goto Spawn\n  SeeDamaged:\n    ROB3 CD 7\n    ROB3 D 0 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n    ROB3 E 0 A_SpawnItemEx(\"MechStepSmokePuffLarge\", 0, -34, 4, 0, 0, 0, 0, 128, 0)\n    ROB3 E 0 A_SpawnItemEx(\"MechStepDamageStrong\", 0, -34, 4, 0, 0, 0, 0, 0, 0)\n    ROB3 E 10 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,0,0)\n    ROB3 DC 7\n    ROB3 B 0 A_SpawnItemEx(\"MechStepSmokePuffLarge\", 0, 34, 4, 0, 0, 0, 0, 128, 0)\n    ROB3 B 0 A_SpawnItemEx(\"MechStepDamageStrong\", 0, 34, 4, 0, 0, 0, 0, 0, 0)\n    ROB3 B 10 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,0,0)\n    RAVN A 0 A_JumpIf(WaterLevel >= 1, \"InWater\")\n    Goto Spawn\n  InWater:\n    TNT1 A 0 Thing_Damage(0,500,12) //Drown\n    goto Spawn\n  Pain.Flash:\n    PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n    PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n    PLAY G 0 ACS_ExecuteAlways(310,0,4,0,0)\n    Goto Spawn\n  Death:\n    ROB1 A 0\n    TNT1 A 0 ACS_ExecuteAlways(696, 0, 5)\n    TNT1 A 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n    ROB1 A 0 A_TakeInventory(\"Ingame\",1)\n    ROB3 A 10 A_NoBlocking\n    TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_CustomMissile(\"BombPackKamikaze\",48,0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 12, 16, 64, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 14, 32, 96, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 26, 48, 128, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 38, 72, 160, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    DISR Z -1 A_SetTranslucent(0,0.0)\n    Stop\n  Death.IonExplosion:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 0, \"Death.NukeExplosion\")\n    TNT1 A 0 A_SpawnItemEx(\"BlueStrikeKamikaze\",0,0,32,0,0,0,0,0,0)\n    goto Death+3\n  Death.NukeExplosion:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"NukeKamikaze\",0,0,32,0,0,0,0,0,0)\n    goto Death+3\n  }\n}\n\nActor MechPlayer_TitanUsed : MechPlayer_Titan\n{\n  player.maxhealth 5000\n  health 2500\n}\n\nACTOR TitanSwitch : PowerupGiver\n{\n  Powerup.Type \"TitanMech\"\n  Powerup.Duration 252000\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 1\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  scale 1.1\n  States\n  {\n  Spawn:\n    ROB3 A -1\n    loop\n  }\n}\n\nACTOR PowerTitanMech : PowerMorph\n{\n  PowerMorph.PlayerClass \"MechPlayer_Titan\"\n  PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE)\n}\n\nACTOR TitanSwitch2 : PowerupGiver\n{\n  Powerup.Type \"TitanMech2\"\n  Powerup.Duration 252000\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 1\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  scale 1.1\n  States\n  {\n  Spawn:\n    ROB3 A -1\n    loop\n  }\n}\n\nactor TitanSwitchPickup : CustomInventory\n{\n  inventory.pickupsound \"mech/start\"\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  +INVENTORY.AUTOACTIVATE\n  scale 1.1\n  States\n  {\n  Spawn:\n    ROB3 A -1\n    loop\n  Pickup:\n    RAVN I 0 ACS_ExecuteWithResult(353,0,0,0)\n    stop\n  Use:\n    RAVN I 0 A_GiveInventory(\"TitanSwitch2\",1)\n    stop\n  }\n}\n\nACTOR PowerTitanMech2 : PowerMorph\n{\n  PowerMorph.PlayerClass \"MechPlayer_TitanUsed\"\n  PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE)\n}\n\nactor Titan-Weapons : AOWWeapon\n{\n  Weapon.SelectionOrder 1\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 40\n  Weapon.AmmoType \"Titan-80mmAmmo\"\n  Obituary \"%o was crushed by %k's Titan.\"\n  +WEAPON.CHEATNOTWEAPON\n  +WEAPON.DONTBOB\n  weapon.preferredskin \"TitanMech\"\n  States\n  {\n  Ready:\n    MHUD A 0\n    MHUD A 1 A_WeaponReady\n    Loop\n  Deselect:\n    MHUD A 0 A_JumpIfHealthLower(1,1)\n    goto Ready\n    MHUD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Lower\n    TNT1 A 1 A_Lower\n    goto Deselect+29\n  Select:\n    MHUD C 0\n    MHUD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Raise\n    TNT1 A 1 A_Raise\n    goto Select+31\n  WaitReload:\n    MHUD A 2\n    MHUD A 2 A_ReFire\n    Goto Ready\n  Fire:\n    MHUD A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",2,\"FireMode3\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",1,\"FireMode2\")\n    //Continue firing 80mm\n    MHUD A 0 A_JumpIfInventory(\"Titan-80mmReload\",1,\"FireMode3\")\n    MHUD A 10 A_JumpIfInventory(\"Titan-80mmAmmo\",1,1)\n    Goto AltFire\n    MHUD A 0 A_PlayWeaponSound(\"80mm/fire\")\n    MHUD B 0 Radius_Quake(4,10,0,1,0)\n    MHUD A 0 A_TakeInventory(\"Titan-80mmAmmo\",1)\n    MHUD B 0 A_GunFlash\n    MHUD A 0 ACS_ExecuteAlways(319,0,1,3,0)\n    MHUD B 2 Bright A_FireCustomMissile(\"Titan-80mm\",0,0,-10,0)\n    MHUD A 35\n    MHUD A 2 A_Refire\n    Goto Ready\n  FireMode2:\n    MHUD A 0 A_JumpIfInventory(\"Titan-FlamerAmmo\",10,1)\n    Goto AltFire\n    MHUD A 0 A_TakeInventory(\"Titan-FlamerAmmo\",10)\n        MHUD A 0 A_PlaySoundEx(\"flamer2/fire\",\"Body\",1)\n        MHUD A 0 bright A_GunFlash\n        MHUD A 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD A 0 bright A_GunFlash\n        MHUD A 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD A 0 bright A_GunFlash\n        MHUD A 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD A 0 bright A_GunFlash\n        MHUD A 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShot\",random(-2,2),0,-18,3)\n        MHUD A 0 bright A_GunFlash\n        MHUD A 1 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FlameShot\",random(-2,2),0,-18,3)\n        MHUD A 0 Bright\n        MHUD A 0 Bright A_Refire\n        MHUD B 3 Bright A_PlaySoundEx(\"flamer2/down\",\"Body\",0)\n        MHUD A 3\n        Goto Ready\n  FireMode3:\n    //Continue firing Rockets\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-LRMReload\",1,\"WaitReload\")\n    MHUD A 10 A_JumpIfInventory(\"Titan-RocketAmmo\",20,1)\n    Goto AltFire\n    MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n    MHUD B 0 Radius_Quake(2,70,0,1,0)\n    MHUD A 0 A_TakeInventory(\"Titan-RocketAmmo\",20)\n    MHUD A 0 ACS_ExecuteAlways(319,0,2,6,0)\n    MHUD B 0 A_FireCustomMissile(\"Wolverine-LRM\",random(-1,1),0,25,0)\n    MHUD B 2 Bright A_GunFlash\n    MHUD BBBBBBBBB 2 A_FireCustomMissile(\"Wolverine-LRM\",random(-1,1),0,25,0)\n    MHUD A 10\n    MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n    MHUD B 0 A_FireCustomMissile(\"Wolverine-LRM\",random(-1,1),0,-25,0)\n    MHUD B 2 Bright A_GunFlash\n    MHUD BBBBBBBBB 2 A_FireCustomMissile(\"Wolverine-LRM\",random(-1,1),0,-25,0)\n    MHUD A 35\n    MHUD A 2 A_Refire\n    Goto Ready\n  FireBlue:\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",2,\"FireMode3Blue\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",1,\"FireMode2Blue\")\n    //Continue firing 80mm\n    MHUD A 0 A_JumpIfInventory(\"Titan-80mmReload\",1,\"FireMode3Blue\")\n    MHUD A 10 A_JumpIfInventory(\"Titan-80mmAmmo\",1,1)\n    Goto AltFire\n    MHUD A 0 A_PlayWeaponSound(\"80mm/fire\")\n    MHUD B 0 Radius_Quake(4,10,0,1,0)\n    MHUD A 0 A_TakeInventory(\"Titan-80mmAmmo\",1)\n    MHUD B 0 A_GunFlash\n    MHUD A 0 ACS_ExecuteAlways(319,0,1,3,0)\n    MHUD B 2 Bright A_FireCustomMissile(\"Titan-80mmBlue\",0,0,-10,0)\n    MHUD A 35\n    MHUD A 2 A_Refire\n    Goto Ready\n  FireMode2Blue:\n    MHUD A 0 A_JumpIfInventory(\"Titan-FlamerAmmo\",10,1)\n    Goto AltFire\n    MHUD A 0 A_TakeInventory(\"Titan-FlamerAmmo\",10)\n        MHUD A 0 A_PlaySoundEx(\"flamer2/fire\",\"Body\",1)\n        MHUD A 0 bright A_GunFlash\n        MHUD A 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD A 0 bright A_GunFlash\n        MHUD A 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD A 0 bright A_GunFlash\n        MHUD A 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD A 0 bright A_GunFlash\n        MHUD A 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FastFlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD A 0 bright A_GunFlash\n        MHUD A 1 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD B 1 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,18,3)\n        MHUD A 0 Bright A_FireCustomMissile(\"FlameShotBlue\",random(-2,2),0,-18,3)\n        MHUD A 0 Bright\n        MHUD A 0 Bright A_Refire\n        MHUD B 3 Bright A_PlaySoundEx(\"flamer2/down\",\"Body\",0)\n        MHUD A 3\n        Goto Ready\n  FireMode3Blue:\n    //Continue firing Rockets\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-LRMReload\",1,\"WaitReload\")\n    MHUD A 10 A_JumpIfInventory(\"Titan-RocketAmmo\",20,1)\n    Goto AltFire\n    MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n    MHUD B 0 Radius_Quake(2,70,0,1,0)\n    MHUD A 0 A_TakeInventory(\"Titan-RocketAmmo\",20)\n    MHUD A 0 ACS_ExecuteAlways(319,0,2,6,0)\n    MHUD B 0 A_FireCustomMissile(\"Wolverine-LRMBlue\",random(-1,1),0,25,0)\n    MHUD B 2 Bright A_GunFlash\n    MHUD BBBBBBBBB 2 A_FireCustomMissile(\"Wolverine-LRMBlue\",random(-1,1),0,25,0)\n    MHUD A 10\n    MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n    MHUD B 0 A_FireCustomMissile(\"Wolverine-LRMBlue\",random(-1,1),0,-25,0)\n    MHUD B 2 Bright A_GunFlash\n    MHUD BBBBBBBBB 2 A_FireCustomMissile(\"Wolverine-LRMBlue\",random(-1,1),0,-25,0)\n    MHUD A 35\n    MHUD A 2 A_Refire\n    Goto Ready\n  Flash:\n    TNT1 A 1 Bright A_Light2\n    TNT1 A 2 Bright A_Light1\n    Goto LightDone\n  AltFire:\n    MHUD A 0\n    MHUD C 35 ACS_ExecuteAlways(314,0,1,0,0)\n    MHUD A 10\n    Goto Ready\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}\n\nactor Titan-80mmAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up some gauss slugs.\"\n  inventory.icon \"CELLA0\"\n  inventory.amount 1\n  inventory.maxamount 40\n  ammo.backpackamount 1\n  ammo.backpackmaxamount 40\n  states\n  {\n  Spawn:\n    CELL A -1\n    stop\n  }\n}\n\nactor Titan-FlamerAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up some gauss slugs.\"\n  inventory.icon \"CELLA0\"\n  inventory.amount 50\n  inventory.maxamount 800\n  ammo.backpackamount 50\n  ammo.backpackmaxamount 800\n  states\n  {\n  Spawn:\n    CELL A -1\n    stop\n  }\n}\n\nactor Titan-80mm\n{\n  Radius 11\n  Height 8\n  Speed 150\n  Damage (150)\n  Projectile\n  -RANDOMIZE\n  DeathSound \"80mm/explosion\"\n  Obituary \"%o was very unlucky to be directly hit by %k's 80mm shell.\"\n  DamageType \"ExplosionRed\"\n  Scale 0.07\n  -NOGRAVITY\n  Gravity 0.05\n  States\n  {\n  Spawn:\n    G69X A 1 bright\n    G69X A 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", -125, 0, 0, 0, 0, 1, 0, 128, 0)\n    G69X A 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", -100, 0, 0, 0, 0, 1, 0, 128, 0)\n    G69X A 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", -75, 0, 0, 0, 0, 1, 0, 128, 0)\n    G69X A 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", -50, 0, 0, 0, 0, 1, 0, 128, 0)\n    G69X A 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", -25, 0, 0, 0, 0, 1, 0, 128, 0)\n    G69X A 1 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n    MISL A 0 bright A_PlaySoundEx(\"ambient/shell\",\"Body\",1,-1)\n    goto Spawn+1\n  Death:\n    TNT1 B 0 bright A_NoGravity\n    TNT1 A 0 A_PlaySoundEx(\"blanksnd\",\"Body\",0)\n    TNT1 A 0 A_SpawnItemEx(\"Titan-80mmExplosion\", -1, 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 AA 0 A_SpawnItemEx(\"80mmFlameDecay\", random(-32,32), random(-32,32), 4, 0, 0, 0, 0, 0, 0)\n    TNT1 A 5 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor Titan-80mmExplosion\n{\n  RenderStyle None\n  -RANDOMIZE\n  +NOCLIP\n  PROJECTILE\n  Speed 1\n  Damage 0\n  Scale 0.7\n  Obituary \"%o was blown apart by %k's 80mm Cannon.\"\n  DamageType \"ExplosionRed\"\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 1 bright A_Explode(32,32,0)\n    TNT1 A 1 bright A_Explode(32,32,0)\n    TNT1 A 1 bright A_Explode(32,32,0)\n    TNT1 A 1 bright A_Explode(32,32,0)\n    TNT1 A 1 bright A_Explode(32,64,0)\n    TNT1 A 5 bright A_Explode(64,192,0)\n    stop\n  }\n}\n\nactor Titan-80mmBlue\n{\n  Radius 11\n  Height 8\n  Speed 150\n  Damage (150)\n  Projectile\n  -RANDOMIZE\n  DeathSound \"80mm/explosion\"\n  Obituary \"%o was very unlucky to be directly hit by %k's 80mm shell.\"\n  DamageType \"ExplosionBlue\"\n  Scale 0.07\n  -NOGRAVITY\n  Gravity 0.05\n  States\n  {\n  Spawn:\n    G69X A 1 bright\n    G69X A 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", -125, 0, 0, 0, 0, 1, 0, 128, 0)\n    G69X A 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", -100, 0, 0, 0, 0, 1, 0, 128, 0)\n    G69X A 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", -75, 0, 0, 0, 0, 1, 0, 128, 0)\n    G69X A 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", -50, 0, 0, 0, 0, 1, 0, 128, 0)\n    G69X A 0 bright A_SpawnItemEx(\"PulseBallSmokePuff\", -25, 0, 0, 0, 0, 1, 0, 128, 0)\n    G69X A 1 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n    MISL A 0 bright A_PlaySoundEx(\"ambient/shell\",\"Body\",1,-1)\n    goto Spawn+1\n  Death:\n    TNT1 B 0 bright A_NoGravity\n    TNT1 A 0 A_PlaySoundEx(\"blanksnd\",\"Body\",0)\n    TNT1 A 0 A_SpawnItemEx(\"Titan-80mmExplosionBlue\", -1, 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 AA 0 A_SpawnItemEx(\"80mmFlameDecayBlue\", random(-32,32), random(-32,32), 4, 0, 0, 0, 0, 0, 0)\n    TNT1 A 5 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor Titan-80mmExplosionBlue\n{\n  RenderStyle None\n  -RANDOMIZE\n  +NOCLIP\n  PROJECTILE\n  Speed 1\n  Damage 0\n  Scale 0.7\n  Obituary \"%o was blown apart by %k's 80mm Cannon.\"\n  DamageType \"ExplosionBlue\"\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 1 bright A_Explode(32,32,0)\n    TNT1 A 1 bright A_Explode(32,32,0)\n    TNT1 A 1 bright A_Explode(32,32,0)\n    TNT1 A 1 bright A_Explode(32,32,0)\n    TNT1 A 1 bright A_Explode(32,64,0)\n    TNT1 A 5 bright A_Explode(64,192,0)\n    stop\n  }\n}\n\nactor Titan-80mmReload : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 5\n}\n\nactor Titan-80mmReloadDone : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 5\n}\n\nactor Titan-80mmReloadNeed : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 1\n}\n\nactor 80mmFlameDecay\n{\n  renderstyle None\n  +NOBLOCKMAP\n  //+NOGRAVITY\n  +NONETID\n  Gravity 0.5\n  DamageType \"FireRed\"\n  obituary \"%o was playing with %k's fire.\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(16,128)\n    TNT1 AAA 5 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    stop\n  }\n}\n\nactor 80mmFlameDecayBlue : 80mmFlameDecay\n{\n  DamageType \"FireBlue\"\n}\n\nactor Titan-RocketAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up some gauss slugs.\"\n  inventory.icon \"CELLA0\"\n  inventory.amount 20\n  inventory.maxamount 480\n  ammo.backpackamount 20\n  ammo.backpackmaxamount 480\n  states\n  {\n  Spawn:\n    CELL A -1\n    stop\n  }\n}\n\nactor BMBTitanEject : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  inventory.MaxAmount 1\n  +INVENTORY.INVBAR\n  Inventory.Icon \"ICO_EJCT\"\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  Use:\n    TNT1 A 0 ACS_ExecuteAlways(697,0,4,0,0)\n    stop\n  }\n}\n\nACTOR MechBMB_TitanEject\n{\n  Health 300\n  Radius 58\n  Height 128\n  Mass 2000\n  -SOLID\n  -NOBLOCKMAP\n  -NOCLIP\n  +SHOOTABLE\n  damagefactor \"Disarm\", 0.0\n  PainChance 0\n  scale 1.1\n  bloodtype \"HHMetalHit\"\n  bloodcolor \"White\"\n  obituary \"%o went boom.\"\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  States\n  {\n  Spawn:\n    ROB3 AAAA 35\n    ROB3 A 35\n    ROB3 AAAA 5 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,128,0)\n    ROB3 A 5 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,128,0)\n    goto Spawn+5\n  Death:\n    ROB1 A 0\n    ROB3 A 10 A_NoBlocking\n    TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_CustomMissile(\"BombPackKamikaze\",48,0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 12, 16, 64, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 14, 32, 96, 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 26, 48, 128, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 38, 72, 160, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    DISR K -1\n    Stop\n  }\n}\n\nACTOR MechBMB_TitanEjectUsed\n{\n  Health 300\n  Radius 58\n  Height 128\n  Mass 2000\n  -SOLID\n  -NOBLOCKMAP\n  -NOCLIP\n  PainChance 0\n  scale 1.1\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  States\n  {\n  Spawn:\n    ROB3 AAAA 35\n    ROB3 A 0 A_SpawnItemEx(\"TitanSwitchPickup\",0,0,0,0,0,0,0,0,0)\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_volt.txt",
        "contents": "Actor Volt-Autorifle : AOWWeapon 20001\n{\n  obituary \"%o felt %k's surge.\"\n  radius 20\n  height 16\n  inventory.pickupmessage \"You got the Volt-Autorifle.\"\n  weapon.selectionorder 89\n  weapon.kickback 100\n  weapon.ammotype \"GeneporiumCharge\"\n  weapon.ammouse 1\n  weapon.ammogive 40\n  AttackSound \"voltrifle/fire\"\n  Weapon.PreferredSkin \"MarineFlamer\"\n  states\n  {\n  Ready:\n    VOLT AAABBBCCCDDDCCCBBB 1 A_WeaponReady\n    loop\n  Deselect:\n    VOLT A 1 A_Lower\n    loop\n  Select:\n    VOLT A 1 A_Raise\n    loop\n  Fire:\n    VOLF A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n    VOLF ABC 3 Bright\n    VOLF D 3 BRIGHT A_FireBullets (3, 3, 3, 3, \"VoltagePuff\",1,2000)\n    VOLF E 3 BRIGHT A_FireBullets (3, 3, 3, 2, \"VoltagePuff\",1,2000)\n    VOLF A 0 A_ReFire\n    VOLF CBA 3\n    goto Ready\n  Hold:\n    VOLF A 0 A_JumpIfInventory(\"IsBlue\",1,\"HoldBlue\")\n    VOLF D 3 BRIGHT A_FireBullets (3, 3, 3, 3, \"VoltagePuff\",1,2000)\n    VOLF E 3 BRIGHT A_FireBullets (3, 3, 3, 2, \"VoltagePuff\",1,2000)\n    VOLF A 0 A_ReFire\n    VOLF CBA 3\n    goto Ready\n  FireBlue:\n    VOLF ABC 3 Bright\n    VOLF D 3 BRIGHT A_FireBullets (3, 3, 3, 3, \"VoltagePuffBlue\",1,2000)\n    VOLF E 3 BRIGHT A_FireBullets (3, 3, 3, 2, \"VoltagePuffBlue\",1,2000)\n    VOLF A 0 A_ReFire\n    VOLF CBA 3\n    goto Ready\n  HoldBlue:\n    VOLF D 3 BRIGHT A_FireBullets (3, 3, 3, 3, \"VoltagePuffBlue\",1,2000)\n    VOLF E 3 BRIGHT A_FireBullets (3, 3, 3, 2, \"VoltagePuffBlue\",1,2000)\n    VOLF A 0 A_ReFire\n    VOLF CBA 3\n    goto Ready\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItem(\"VoltRiflePack\")\n    stop\n  }\n}\n\nactor GeneporiumCharge : Ammo 20002\n{\n  radius 20\n  height 10\n  inventory.pickupmessage \"Picked up a Geneporium cartridge.\"\n  inventory.icon \"CLIPA0\"\n  inventory.amount 40\n  inventory.maxamount 400\n  ammo.backpackamount 40\n  ammo.backpackmaxamount 400\n  states\n  {\n  Spawn:\n    CLIP A -1\n    stop\n  }\n}\n\nactor VoltagePuff {\n\trenderstyle Add\n\talpha 0.5\n\t+NOBLOCKMAP +NOGRAVITY\n\t+PUFFONACTORS +ALWAYSPUFF\n\t+CLIENTSIDEONLY +NOINTERACTION\n\tDamageType \"LaserRed\"\n\tScale 1.2\n\tstates {\n\tSpawn:\n\t\tVOLX A 2 bright\n\t\tVOLX A 0 A_SpawnItemEx(\"VoltageDecay\",0,0,0,0,0,0,0,128,192)\n\t\tVOLX BCDEFEDCB 2 bright\n\t\tstop\n\t}\n}\n\nactor VoltagePuffBlue : VoltagePuff {damagetype \"LaserBlue\"}\n\nactor VoltagePuff2\n{\n  renderstyle Add\n  alpha 0.5\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +PUFFONACTORS\n  DamageType \"LaserRed\"\n  Scale 1.2\n  states\n  {\n  Spawn:\n    VOLX A 2 bright\n    VOLX BCDEFEDCB 2 bright\n    stop\n  }\n}\n\nactor VoltageDecay {\n\t+CLIENTSIDEONLY -ACTIVATEIMPACT\n\t-ACTIVATEPCROSS +NOBLOCKMAP\n\t+NOGRAVITY +NOINTERACTION\n\t+FORCEXYBILLBOARD\n\n\trenderstyle Add\n\talpha 0.5\n\tScale 2.0\n\n\tstates {\n\tSpawn:\n\t\tTNT1 AA 0 A_PlaySound(\"voltrifle/decay\")\n\t\tVOLX AABBCCDDEEFFEEDDBBCCAA 2 bright A_SpawnItemEx(\"VoltageSpark\",0,0,0,2,0,random(0,2),random(-180,180),128,64)\n\t\tVOLX BBCCDDEEFFEEDDBBCCAA 2 bright A_SpawnItemEx(\"VoltageSpark\",0,0,0,2,0,random(0,2),random(-180,180),128,64)\n\t\tstop\n\t}\n}\n\nactor VoltageSpark {\n\tPROJECTILE\n\t+CLIENTSIDEONLY -ACTIVATEIMPACT\n\t-ACTIVATEPCROSS +NOBLOCKMAP\n\t+FORCEXYBILLBOARD\n\t+NOCLIP +NONETID\n\trenderstyle Add\n\talpha 0.5\n\tScale 0.25\n\tSpeed 10\n\tstates {\n\tSpawn:\n\t\tVOLX ABCDEF 2 bright\n\t\tstop\n\t}\n}\n\n// DECAY CLUSTERS (power generator)\n\nactor VoltageDecayClusterBlue {\n\t+NOBLOCKMAP\n\t+NOGRAVITY +NOINTERACTION\n\tdamagetype \"LaserBlue\"\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 5 A_Explode (5, 96)\n\t\tstop\n\t}\n}\n\nactor VoltageDecayClusterRed : VoltageDecayClusterBlue {\n\tdamagetype \"LaserRed\"\n}\n\nactor VoltageDecayClusterFX {\n\t+CLIENTSIDEONLY -ACTIVATEIMPACT\n\t-ACTIVATEPCROSS +NOBLOCKMAP\n\t+NOGRAVITY +NOINTERACTION\n\tdamagetype \"LaserBlue\"\n\tstates {\n\tSpawn:\n\t\tTNT1 AAAAAAAAAAAAAAAAAAA 5 A_SpawnItemEx (\"VoltageDecay\", random (-48, 48), random (-48, 48), random (0, 96))\n\t\tstop\n\t}\n}\n\nactor VoltageDecayCluster {\n\t+NOBLOCKMAP\n\t+NOGRAVITY +NOINTERACTION\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"VoltageDecayClusterBlue\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"VoltageDecayClusterRed\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"VoltageDecayClusterFX\")\n\t\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_bomb.txt",
        "contents": "// Bomb pack\nactor Bomb-Pack : AOWWeapon {\n\tradius 20\n\theight 16\n\tinventory.pickupmessage \"Picked up the bomb pack.\"\n\tinventory.pickupsound \"terrorist/pickup\"\n\tobituary \"%o couldn't stand %k running around screaming.\"\n\tweapon.selectionorder 100\n\tweapon.kickback 0\n\tweapon.ammotype \"Bomb-PackAmmo\"\n\tweapon.ammouse 1\n\tweapon.ammogive 1\n        weapon.preferredskin \"MarineBackpack\"\n\t+NOEXTREMEDEATH\n\t+WEAPON.CHEATNOTWEAPON\n\tstates {\n\tReady:\n\t\tSBOM A 0 A_ChangeFlag (\"PICKUP\", 0)\n\t\tSBOM A 0 A_PlaySoundEx(\"terrorist/scream\",\"Item\",1)\n\t\tSBOM AAAAAAAAAAAAAAA 1 A_WeaponReady (WRF_NOSWITCH)\n\t\tloop\n\tDeselect:\n\t\tTNT1 A 0 A_StopSoundEx (\"Item\")\n\t\tTNT1 A 1 A_Lower\n\t\tloop\n\tSelect:\n\t\tSBOM A 0 A_PlayWeaponSound (\"terrorist/select\")\n\t\tSBOM A 1 A_Raise\n\t\tgoto Select+1\n\tFire:\n\t\tSBOM A 0 A_TakeInventory (\"PowerTeamInvul_ArmourPower\", 1)\n\t\tSBOM A 0 A_FireCustomMissile (\"DummyMissile\")\n\t\tSBOM A 5 A_PlayWeaponSound(\"terrorist/activate\")\n\t\tSBOM B 5\n\t\tSBOM C 30\n\t\tSBOM C 1 A_GiveInventory (\"IsTerrorist\", 1)\n\t\tSBOM C 0 DamageThing (1000000)\n\t\tgoto Idle\n\tIdle:\n\t\t// [NF] stay in here until we go to Deselect.\n\t\t// this is to prevent fuckups caused by doublefiring\n\t\tSBOM A -1\n\t\tstop\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 5 A_PlaySound (\"c4/disarm\", CHAN_WEAPON)\n\t\tstop\n\t}\n}\n\nactor Bomb-PackAmmo : Ammo {\n\t+INVENTORY.IGNORESKILL\n\tinventory.icon \"TNT1A0\"\n\tinventory.amount 1\n\tinventory.maxamount 1\n\tammo.backpackamount 0\n\tammo.backpackmaxamount 0\n}\n\nactor DummyMissile {\n\tPROJECTILE\n\tspeed 0 radius 0\n\theight 0\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\n\nactor IsTerrorist : Inventory {\n\tinventory.maxamount 1\n}\n\nactor KamikazeExplosion {\n\tobituary \"%o \\cIwas wiped off the face of Earth by %k.\"\n\tPROJECTILE\n\t+NOGRAVITY +NOINTERACTION\n\tdamage 100\n\tdamagetype \"ExplosionRed\"\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"KamikazeExplosionFX\")\n\t\tTNT1 A 0 A_Explode (10000, 128)\n\t\tTNT1 A 0 A_Explode (3000, 256)\n\t\tTNT1 A 10 A_Explode (400, 1536)\n\t\tstop\n\t}\n}\n\nactor KamikazeExplosionBlue : KamikazeExplosion {damagetype \"ExplosionBlue\"}\nactor KamikazeExplosionFX {\n\t+CLIENTSIDEONLY +NOINTERACTION +NOGRAVITY\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 AAA 0 A_SpawnItemEx (\"Timed-C4ExplosionFX\")\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMain\", random (-48, 48), random(-48, 48), random (16, 32))\n\t\tTNT1 A 0 A_PlaySound (\"weapons/rocklx\", CHAN_BODY)\n\t\tTNT1 A 0 A_PlaySound (\"weapons/rocklx\", CHAN_WEAPON)\n\t\tTNT1 AA 0 A_SpawnItemEx (\"BombPackSmoke\", 0, 0, random (32, 64), random (-1.5, 1.5), random (-1.5, 1.5))\n\t\tTNT1 A 2\n\t\tTNT1 AAA 0 A_SpawnItemEx (\"BombPackSmoke\", 0, 0, random (64, 96), random (-1.5, 1.5), random (-1.5, 1.5))\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"BombPackSmoke\", 0, 0, random (96, 128), random (-1.5, 1.5), random (-1.5, 1.5))\n\t\tTNT1 A 2\n\t\tTNT1 AAAAA 0 A_SpawnItemEx (\"BombPackSmoke\", 0, 0, random (128, 144), random (-1.5, 1.5), random (-1.5, 1.5))\n\t\tTNT1 A 2\n\t\tTNT1 AAAAAA 0 A_SpawnItemEx (\"BombPackSmoke\", 0, 0, random (144, 160), random (-1.5, 1.5), random (-1.5, 1.5))\n\t\tTNT1 A 2\n\t\tTNT1 AAAAAAA 0 A_SpawnItemEx (\"BombPackSmoke\", 0, 0, random (160, 192), random (-1.5, 1.5), random (-1.5, 1.5))\n\t\tTNT1 A 2\n\t\tTNT1 AAAAAAAA 0 A_SpawnItemEx (\"BombPackSmoke\", 0, 0, random (192, 224), random (-1.5, 1.5), random (-1.5, 1.5))\n\t\tTNT1 A 2\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx (\"BombPackSmoke\", 0, 0, random (224, 256), random (-1.5, 1.5), random (-1.5, 1.5))\n\t\tstop\n\t}\n}\n\nactor BombPackSmoke : NukeSmoke {\n\t+FORCEXYBILLBOARD\n\tscale 1.5\n}\n\n// given on resign to take player out of 'terrorism mode'\nactor NoMoreTerrorism : CustomInventory {\n\tinventory.amount 0\n\tinventory.maxamount 999999\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tstates {\n\tSpawn:\n\t\tTNT1 A 0\n\t\tstop\n\tPickup:\n\t\tTNT1 A 0 A_ChangeFlag (\"PICKUP\", 1)\n\t\tTNT1 A 5 A_StopSoundEx (\"Item\")\n\t\tstop\n\t}\n}\n\n// other non-suicide-bomb-related stuff\nactor SpeedUpgrade : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"BombPackSpeedPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerBombPackSpeedPower : PowerSpeed {\n\tSpeed 1.5\n}\n\nactor BombPackSpeed : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"BombPackSpeedPower\"\n  powerup.duration 999999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor BombPackKamikaze\n{\n  obituary \"%o was killed.\"\n  radius 13\n  height 8\n  speed 0\n  damage 0\n  renderstyle Add\n  alpha 0.75\n  deathsound \"weapons/rocklx\"\n  PROJECTILE\n  -RANDOMIZE\n  +STRIFEDAMAGE\n  //+FULLVOLDEATH\n  +NOEXTREMEDEATH\n  +NODAMAGETHRUST\n  DamageType \"Terrorist\"\n  Scale 2.0\n  states\n  {\n  Spawn:\n    PLS1 A 0 bright\n    goto Death\n    PLS1 A 0 bright A_SetShootable\n    PLS1 A 0 bright A_Die\n    Stop\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 bright A_Explode(100,512,0)\n    TNT1 A 0 bright A_Explode(700,128,0)\n    TNT1 A 1 bright A_Explode(700,256,0)\n    TNT1 AAAAA 0 A_SpawnItemEx(\"FlameWallDecay\", random(-48,48), random(-48,48), 4, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx(\"BombPackKamikazeSuicide\", -1, 0, 0, 0, 0, 0, 0, 0, 0)\n    stop\n  }\n}\n\nactor BombPackKamikazeSuicide\n{\n  RenderStyle None\n  -RANDOMIZE\n  +NOCLIP\n  PROJECTILE\n  Speed 1\n  Damage 0\n  Scale 0.7\n  DamageType \"Suicide\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 5 bright A_Explode(250,16,1)\n    stop\n  }\n}\n\nactor SpeedDowngrade : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.type \"FatigueSpeedPower\"\n  powerup.duration 9999999\n  +AUTOACTIVATE\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PowerFatigueSpeedPower : PowerSpeed\n{\n  Speed 0.65\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_mekw.txt",
        "contents": "ACTOR MechPlayer_Wolverine : MechPlayer_Base\n{\n  Speed 1\n  Health 3000\n  Radius 58\n  Height 128\n  Mass 4000\n  PainChance 0\n  PainChance \"Flash\", 255\n  Player.DisplayName \"Wolverine\"\n  player.forwardmove 0.45\n  player.sidemove 0.15\n  player.soundclass \"mech\"\n  player.maxhealth 3000\n  damagefactor \"Falling\", 12.0\n  player.damagescreencolor \"00 00 00\"\n  Player.ViewHeight 96\n  Player.AttackZOffset 13\n  Player.MorphWeapon \"Wolverine-Weapons\"\n  Player.JumpZ 0\n  scale 1.75\n  +NOSKIN\n  //-PICKUP\n  bloodtype \"HHMetalHit\"\n  bloodcolor \"White\"\n  maxstepheight 40\n  States\n  {\n  Spawn:\n    RAVN I 0\n    RAVN A 0 SetPlayerProperty(0,0,3)\n    RAVN I 0 ACS_Execute(315,0,0,0,0)\n    ROB1 A 0 ACS_ExecuteAlways (310, 0, 3)\n    RAVN I 0 A_GiveInventory(\"BMBWolverineEject\",1)\n    RAVN I 0 A_GiveInventory(\"IsMech\",1)\n    ROB1 A 35\n    ROB1 AAAA 35 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n    ROB1 A 35 A_GiveInventory(\"MechAmmoStuff\",1)\n    Loop\n  See:\n    ROB1 A 0 SetPlayerProperty(0,0,3)\n    ROB1 CD 5 A_JumpIfHealthLower(500,\"SeeDamaged\")\n    ROB1 D 0 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n    ROB1 D 0 Radius_Quake(2,8,0,2,0)\n    ROB1 E 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, -24, 4, 0, 0, 0, 0, 128, 0)\n    ROB1 E 0 A_SpawnItemEx(\"MechStepDamageWeak\", 0, -24, 4, 0, 0, 0, 0, 0, 0)\n    ROB1 E 5 //A_PlaySound(\"mech/step\")\n    ROB1 DC 5\n    ROB1 D 0 Radius_Quake(2,8,0,2,0)\n    ROB1 B 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, 24, 4, 0, 0, 0, 0, 128, 0)\n    ROB1 B 0 A_SpawnItemEx(\"MechStepDamageWeak\", 0, 24, 4, 0, 0, 0, 0, 0, 0)\n    ROB1 B 5 //A_PlaySound(\"mech/step\")\n    RAVN A 0 A_JumpIf(WaterLevel >= 1, \"InWater\")\n    Goto Spawn\n  SeeDamaged:\n    ROB1 CD 5\n    ROB1 D 0 A_PlaySoundEx(\"mech/idle\",\"SoundSlot5\",1,-1)\n    ROB1 D 0 Radius_Quake(2,8,0,2,0)\n    ROB1 E 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, -24, 4, 0, 0, 0, 0, 128, 0)\n    ROB1 E 0 A_SpawnItemEx(\"MechStepDamageWeak\", 0, -24, 4, 0, 0, 0, 0, 0, 0)\n    ROB1 E 5 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,0,0)\n    ROB1 DC 5\n    ROB1 D 0 Radius_Quake(2,8,0,2,0)\n    ROB1 B 0 A_SpawnItemEx(\"MechStepSmokePuff\", 0, 24, 4, 0, 0, 0, 0, 128, 0)\n    ROB1 B 0 A_SpawnItemEx(\"MechStepDamageWeak\", 0, 24, 4, 0, 0, 0, 0, 0, 0)\n    ROB1 B 5 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,0,0)\n    RAVN A 0 A_JumpIf(WaterLevel >= 1, \"InWater\")\n    Goto Spawn\n  InWater:\n    TNT1 A 0 Thing_Damage(0,300,12) //Drown\n    goto Spawn\n  Pain.Flash:\n    PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n    PLAY G 0 ACS_ExecuteAlways(320,0,3,0,0)\n    PLAY G 0 ACS_ExecuteAlways(310,0,4,0,0)\n    Goto Spawn\n  Death:\n    ROB1 A 0\n    TNT1 A 0 ACS_ExecuteAlways(696, 0, 3)\n    TNT1 A 0 A_JumpIfInventory(\"IsKamikaze\",1,\"Death.IonExplosion\")\n    ROB1 A 0 A_TakeInventory(\"Ingame\",1)\n    ROB1 A 10 A_NoBlocking\n    TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_CustomMissile(\"BombPackKamikaze\",48,0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 12, 16, 64, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 14, 32, 96, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 26, 48, 128, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 38, 72, 160, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    DISR Z -1 A_SetTranslucent(0,0.0)\n    Stop\n  Death.IonExplosion:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(336,0,0,0) == 0, \"Death.NukeExplosion\")\n    TNT1 A 0 A_SpawnItemEx(\"BlueStrikeKamikaze\",0,0,32,0,0,0,0,0,0)\n    goto Death+3\n  Death.NukeExplosion:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"NukeKamikaze\",0,0,32,0,0,0,0,0,0)\n    goto Death+3\n  }\n}\n\nActor MechPlayer_WolverineUsed : MechPlayer_Wolverine\n{\n  player.maxhealth 3000\n  health 1500\n}\n\nACTOR WolverineSwitch : PowerupGiver\n{\n  Powerup.Type \"WolverineMech\"\n  Powerup.Duration 252000\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 1\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  scale 1.75\n  States\n  {\n  Spawn:\n    ROB1 A -1\n    loop\n  }\n}\n\nACTOR PowerWolverineMech : PowerMorph\n{\n  PowerMorph.PlayerClass \"MechPlayer_Wolverine\"\n  PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE)\n}\n\nACTOR WolverineSwitch2 : PowerupGiver\n{\n  Powerup.Type \"WolverineMech2\"\n  Powerup.Duration 252000\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.MaxAmount 1\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  scale 1.75\n  States\n  {\n  Spawn:\n    ROB1 A -1\n    loop\n  }\n}\n\nactor WolverineSwitchPickup : CustomInventory\n{\n  inventory.pickupsound \"mech/start\"\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  +INVENTORY.AUTOACTIVATE\n  scale 1.75\n  States\n  {\n  Spawn:\n    ROB1 A -1\n    loop\n  Pickup:\n    RAVN I 0 ACS_ExecuteWithResult(353,0,0,0)\n    stop\n  Use:\n    RAVN I 0 A_GiveInventory(\"WolverineSwitch2\",1)\n    stop\n  }\n}\n\nACTOR PowerWolverineMech2 : PowerMorph\n{\n  PowerMorph.PlayerClass \"MechPlayer_WolverineUsed\"\n  PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA|MRF_NEWTIDBEHAVIOUR|MRF_WHENINVULNERABLE)\n}\n\nactor Wolverine-Weapons : AOWWeapon\n{\n  Weapon.SelectionOrder 1\n  Weapon.AmmoUse 0\n  Weapon.AmmoGive 240\n  Weapon.AmmoType \"Wolverine-RocketAmmo\"\n  Obituary \"%o was overwhelmed by %k's Wolverine.\"\n  +WEAPON.CHEATNOTWEAPON\n  +WEAPON.DONTBOB\n  weapon.preferredskin \"WolverineMech\"\n  States\n  {\n  Ready:\n    MHUD A 1 A_WeaponReady\n    Loop\n  Deselect:\n    MHUD A 0 A_JumpIfHealthLower(1,1)\n    goto Ready\n    MHUD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Lower\n    TNT1 A 1 A_Lower\n    goto Deselect+29\n  Select:\n    MHUD C 0\n    MHUD C 0 A_GiveInventory(\"Wolverine-MinigunAmmo\",600)\n    MHUD CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 0 A_Raise\n    TNT1 A 1 A_Raise\n    goto Select+31\n  WaitReload:\n    MHUD A 2\n    MHUD A 2 A_ReFire\n    Goto Ready\n  Fire:\n    MHUD A 0 A_JumpIfInventory(\"IsBlue\",1,\"FireBlue\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",2,\"FireMode3\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",1,\"FireMode2\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-LRMReload\",1,\"FireMode2\")\n    MHUD A 10 A_JumpIfInventory(\"Wolverine-RocketAmmo\",10,1)\n    Goto AltFire\n    MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n    MHUD B 0 Radius_Quake(2,35,0,1,0)\n    MHUD A 0 A_TakeInventory(\"Wolverine-RocketAmmo\",10)\n    MHUD B 0 A_FireCustomMissile(\"Wolverine-LRM\",0,0,25,0)\n    MHUD A 0 ACS_ExecuteAlways(319,0,1,4,0)\n    MHUD B 2 Bright A_GunFlash\n    MHUD BBBBBBBBB 2 A_FireCustomMissile(\"Wolverine-LRM\",0,0,25,0)\n    MHUD A 20\n    MHUD A 2 A_Refire\n    Goto Ready\n  FireMode2:\n    MHUD C 0\n    MHUD A 0 Radius_Quake(1,4,0,1,0)\n    MHUD D 0 A_FireCustomMissile(\"PulseBall\",0,1,25,0)\n    MHUD D 2 Bright A_GunFlash\n    MHUD C 1\n    MHUD C 2 A_Refire\n    Goto Ready\n  FireMode3:\n    MHUD A 10 A_JumpIfInventory(\"Wolverine-MinigunAmmo\",2,2)\n    MHUD A 0 A_PlaySoundEx(\"minigun/spin\",\"Weapon\",0)\n    Goto AltFire\n    MHUD B 0 Radius_Quake(2,8,0,1,0)\n    MHUD A 0 A_PlaySoundEx(\"minigun/fire\",\"Weapon\",1)\n    MHUD A 0 A_GunFlash\n    MHUD A 0 A_TakeInventory(\"Wolverine-MinigunAmmo\",1)\n    MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,30,random(-3,-1),random(0,1),random(1,3),random(-60,-45),128)\n    MHUD B 2 BRIGHT A_FireBullets (3.4, 3.4, -1, 10, \"RiflePuff\")\n    MHUD A 1\n    MHUD B 0 A_GunFlash\n    MHUD A 0 A_TakeInventory(\"Wolverine-MinigunAmmo\",1)\n    MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,30,random(-3,-1),random(0,1),random(1,3),random(-60,-45),128)\n    MHUD B 2 BRIGHT A_FireBullets (3.4, 3.4, -1, 10, \"RiflePuff\")\n    MHUD A 1\n    MHUD A 0 A_ReFire\n    MHUD A 0 A_PlaySoundEx(\"minigun/spin\",\"Weapon\",0)\n    MHUD A 4\n    goto Ready\n  FireBlue:\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",2,\"FireMode3Blue\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-WhatWeapon\",1,\"FireMode2Blue\")\n    MHUD A 0 A_JumpIfInventory(\"Wolverine-LRMReload\",1,\"FireMode2Blue\")\n    MHUD A 10 A_JumpIfInventory(\"Wolverine-RocketAmmo\",10,1)\n    Goto AltFire\n    MHUD A 2 A_PlayWeaponSound(\"lrm/fire\")\n    MHUD B 0 Radius_Quake(2,35,0,1,0)\n    MHUD A 0 A_TakeInventory(\"Wolverine-RocketAmmo\",10)\n    MHUD B 0 A_FireCustomMissile(\"Wolverine-LRMBlue\",0,0,25,0)\n    MHUD A 0 ACS_ExecuteAlways(319,0,1,4,0)\n    MHUD B 2 Bright A_GunFlash\n    MHUD BBBBBBBBB 2 A_FireCustomMissile(\"Wolverine-LRMBlue\",0,0,25,0)\n    MHUD A 20\n    MHUD A 2 A_Refire\n    Goto Ready\n  FireMode2Blue:\n    MHUD C 0\n    MHUD A 0 Radius_Quake(1,4,0,1,0)\n    MHUD D 0 A_FireCustomMissile(\"PulseBallBlue\",0,1,25,0)\n    MHUD D 2 Bright A_GunFlash\n    MHUD C 1\n    MHUD C 2 A_Refire\n    Goto Ready\n  FireMode3Blue:\n    MHUD A 10 A_JumpIfInventory(\"Wolverine-MinigunAmmo\",2,2)\n    MHUD A 0 A_PlaySoundEx(\"minigun/spin\",\"Weapon\",0)\n    Goto AltFire\n    MHUD B 0 Radius_Quake(2,8,0,1,0)\n    MHUD A 0 A_PlaySoundEx(\"minigun/fire\",\"Weapon\",1)\n    MHUD A 0 A_GunFlash\n    MHUD A 0 A_TakeInventory(\"Wolverine-MinigunAmmo\",1)\n    MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,30,random(-3,-1),random(0,1),random(1,3),random(-60,-45),128)\n    MHUD B 2 BRIGHT A_FireBullets (3.4, 3.4, -1, 10, \"RiflePuffBlue\")\n    MHUD A 1\n    MHUD B 0 A_GunFlash\n    MHUD A 0 A_TakeInventory(\"Wolverine-MinigunAmmo\",1)\n    MHUD B 0 A_SpawnItemEx(\"RifleShellCasing\",2,8,30,random(-3,-1),random(0,1),random(1,3),random(-60,-45),128)\n    MHUD B 2 BRIGHT A_FireBullets (3.4, 3.4, -1, 10, \"RiflePuffBlue\")\n    MHUD A 1\n    MHUD A 0 A_ReFire\n    MHUD A 0 A_PlaySoundEx(\"minigun/spin\",\"Weapon\",0)\n    MHUD A 4\n    goto Ready\n  Flash:\n    TNT1 A 1 Bright A_Light2\n    TNT1 A 2 Bright A_Light1\n    Goto LightDone\n  AltFire:\n    MHUD A 0\n    MHUD C 35 ACS_ExecuteAlways(314,0,0,0,0)\n    MHUD A 10\n    Goto Ready\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}\n\nactor Wolverine-PlasmaAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up some gauss slugs.\"\n  inventory.icon \"CELLA0\"\n  inventory.amount 100\n  inventory.maxamount 400\n  ammo.backpackamount 100\n  ammo.backpackmaxamount 400\n  states\n  {\n  Spawn:\n    CELL A -1\n    stop\n  }\n}\n\nactor PulseBallImpact\n{\n  RenderStyle Add\n  alpha 0.9\n  -RANDOMIZE\n  +NOCLIP\n  +NOGRAVITY\n  Scale 0.30\n  states\n  {\n  Spawn:\n    PLGX ABCD 3 bright\n    PLGX E 6 bright A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n    stop\n  }\n}\n\nactor PulseBall\n{\n  radius 8\n  height 8\n  speed 50\n  damage (20)\n  renderstyle Add\n  alpha 0.9\n  seesound \"plasma/fire\"\n  deathsound \"plasma/explo\"\n  PROJECTILE\n  scale 0.20\n  Reactiontime 7\n  decal PulseScorch\n  damageType \"LaserRed\"\n  states\n  {\n  Spawn:\n    PLGX A 0\n    PLGX A 0 A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n    PLGX ABCDE 2 BRIGHT\n    goto Spawn+2\n  Death:\n    TNT1 A 0\n    TNT1 A 5 A_SpawnItemEx(\"PulseBallImpact\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor PulseBallBlue\n{\n  radius 8\n  height 8\n  speed 50\n  damage (20)\n  renderstyle Add\n  alpha 0.9\n  seesound \"plasma/fire\"\n  deathsound \"plasma/explo\"\n  PROJECTILE\n  scale 0.20\n  Reactiontime 7\n  decal PulseScorch\n  damageType \"LaserBlue\"\n  states\n  {\n  Spawn:\n    PLGX A 0\n    PLGX A 0 A_SpawnItemEx(\"PulseBallSmokePuff\", 0, 0, 0, 0, 0, 1, 0, 128, 0)\n    PLGX ABCDE 2 BRIGHT\n    goto Spawn+2\n  Death:\n    TNT1 A 0\n    TNT1 A 5 A_SpawnItemEx(\"PulseBallImpact\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor PulseBallSmokePuff\n{\n  RenderStyle Add\n  alpha 0.95\n  -RANDOMIZE\n  +NOCLIP\n  PROJECTILE\n  Speed 2\n  Damage 0\n  Scale 0.75\n  Translation \"112:127=96:111\"\n  +CLIENTSIDEONLY\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    TNT1 A 0 A_Jump(156,\"Spawn2\",\"Spawn3\",\"Spawn4\")\n    PUF1 ABCDE 5 bright\n    stop\n  Spawn2:\n    PUF2 ABCDEFGH 4 bright\n    stop\n  Spawn3:\n    PUF3 ABCDEFG 4 bright\n    stop\n  Spawn4:\n    PUF4 ABCDEF 4 bright\n    stop\n  }\n}\n\nactor Wolverine-RocketAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up some gauss slugs.\"\n  inventory.icon \"CELLA0\"\n  inventory.amount 10\n  inventory.maxamount 240\n  ammo.backpackamount 10\n  ammo.backpackmaxamount 240\n  states\n  {\n  Spawn:\n    CELL A -1\n    stop\n  }\n}\n\nactor Wolverine-MinigunAmmo : Ammo\n{\n  radius 20\n  height 26\n  inventory.pickupmessage \"Picked up some gauss slugs.\"\n  inventory.icon \"CELLA0\"\n  inventory.amount 10\n  inventory.maxamount 600\n  ammo.backpackamount 10\n  ammo.backpackmaxamount 600\n  states\n  {\n  Spawn:\n    CELL A -1\n    stop\n  }\n}\n\nactor Wolverine-LRM\n{\n  Radius 11\n  Height 8\n  Speed 45\n  Damage (30)\n  Projectile\n  -RANDOMIZE\n  +ROCKETTRAIL\n  +SEEKERMISSILE\n  DeathSound \"weapons/rocklx\"\n  Obituary \"%o didn't see %k's LRMs come right up in %p face.\"\n  DamageType \"ExplosionRed\"\n  Scale 0.8\n  States\n  {\n  Spawn:\n    MISL A 2 bright A_SeekerMissile(8,10)\n    MISL A -1 bright A_PlaySoundEx(\"ambient/rocket\",\"Body\",1,-1)\n    loop\n  Death:\n    TNT1 B 0 bright A_NoGravity\n    TNT1 B 0 bright A_StopSoundEx(\"Body\")\n    TNT1 A 0 A_SpawnItemEx(\"Wolverine-LRMExplosion\", -1, 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx(\"FlameDecay\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 160)\n    TNT1 A 5 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor Wolverine-LRMExplosion\n{\n  RenderStyle None\n  -RANDOMIZE\n  +NOCLIP\n  PROJECTILE\n  Speed 1\n  Damage 0\n  Scale 0.7\n  Obituary \"%o was overwhelmed by %k's LRMs.\"\n  DamageType \"ExplosionRed\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 5 bright A_Explode(30,128,0)\n    stop\n  }\n}\n\nactor Wolverine-LRMBlue\n{\n  Radius 11\n  Height 8\n  Speed 45\n  Damage (30)\n  Projectile\n  -RANDOMIZE\n  +ROCKETTRAIL\n  +SEEKERMISSILE\n  DeathSound \"weapons/rocklx\"\n  Obituary \"%o didn't see %k's LRMs come right up in %p face.\"\n  DamageType \"ExplosionBlue\"\n  Scale 0.8\n  States\n  {\n  Spawn:\n    MISL A 2 bright A_SeekerMissile(8,10)\n    MISL A -1 bright A_PlaySoundEx(\"ambient/rocket\",\"Body\",1,-1)\n    loop\n  Death:\n    TNT1 B 0 bright A_NoGravity\n    TNT1 B 0 bright A_StopSoundEx(\"Body\")\n    TNT1 A 0 A_SpawnItemEx(\"Wolverine-LRMExplosionBlue\", -1, 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx(\"FlameDecayBlue\", random(-16,16), random(-16,16), 4, 0, 0, 0, 0, 0, 160)\n    TNT1 A 5 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor Wolverine-LRMExplosionBlue\n{\n  RenderStyle None\n  -RANDOMIZE\n  +NOCLIP\n  PROJECTILE\n  Speed 1\n  Damage 0\n  Scale 0.7\n  Obituary \"%o was overwhelmed by %k's LRMs.\"\n  DamageType \"ExplosionBlue\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 5 bright A_Explode(30,128,0)\n    stop\n  }\n}\n\nactor Wolverine-LRMReload : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 5\n}\n\nactor Wolverine-LRMReloadDone : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 5\n}\n\nactor Wolverine-LRMReloadNeed : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 1\n}\n\nactor Wolverine-WhatWeapon : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 8\n}\n\nactor BMBWolverineEject : CustomInventory\n{\n  inventory.pickupmessage \"\"\n  inventory.pickupsound \"\"\n  inventory.MaxAmount 1\n  +INVENTORY.INVBAR\n  Inventory.Icon \"ICO_EJCT\"\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  Use:\n    TNT1 A 0 ACS_ExecuteAlways(697,0,3,0,0)\n    stop\n  }\n}\nACTOR MechBMB_WolverineEject\n{\n  Health 300\n  Radius 58\n  Height 128\n  Mass 2000\n  -SOLID\n  -NOBLOCKMAP\n  -NOCLIP\n  +SHOOTABLE\n  PainChance 0\n  scale 1.75\n  bloodtype \"HHMetalHit\"\n  bloodcolor \"White\"\n  obituary \"%o went boom.\"\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  damagefactor \"Disarm\", 0.0\n  States\n  {\n  Spawn:\n    ROB1 AAAA 35\n    ROB1 A 35\n    ROB1 AAAA 5 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,128,0)\n    ROB1 A 5 A_SpawnItemEx(\"EjectedMechSmokePuff\",random(-32,32),random(-32,32),random(96,128),0,0,3,0,128,0)\n    goto Spawn+5\n  Death:\n    ROB1 A 0\n    ROB1 A 10 A_NoBlocking\n    TNT1 A 0 A_StopSoundEx(\"SoundSlot5\")\n    TNT1 A 0 A_StopSoundEx(\"Weapon\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_CustomMissile(\"BombPackKamikaze\",48,0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 12, 16, 64, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 14, 32, 96, 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"MechDeathSmoke\", 0, 0, random(64,120), random(-5,5), random(-5,5), random(9,14), 0, 0, 64)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 26, 48, 128, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 38, 72, 160, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    DISR K -1\n    Stop\n  }\n}\n\nACTOR MechBMB_WolverineEjectUsed\n{\n  Health 300\n  Radius 58\n  Height 128\n  Mass 2000\n  -SOLID\n  -NOBLOCKMAP\n  -NOCLIP\n  PainChance 0\n  scale 1.75\n  Translation \"112:127=[255,255,255]:[0,0,0]\"\n  States\n  {\n  Spawn:\n    ROB1 AAAA 35\n    ROB1 A 0 A_SpawnItemEx(\"WolverineSwitchPickup\",0,0,0,0,0,0,0,0,0)\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_supr.txt",
        "contents": "//SUPERWEAPONS - Thank IcyTux and Keksdose for their resource WAD.\nActor NukeMissile : Rocket\n{\n States\n {\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItem(\"Nuke\", 0, 2, 0)\n   Stop\n }\n}\n\nActor Nuke\n{\n Radius 8\n Height 10\n +NoBlockmap\n +NoGravity\n +ForceRadiusDmg\n +ForceYBillBoard\n DamageType \"Superweapon\"\n scale 3.0\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetTranslucent(0.75,1)\n   TNT1 A 0 A_PlaySoundEx(\"Nuke/Boom\", \"Voice\", 0, 2)\n   TNT1 A 1 //A_Explode(40000, 512, 1)\n   TNT1 A 0 Radius_Quake(7, 105, 0, 50, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeFloor\", 0, 0, 0,0,0,0,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeFlare\", 0, 0, 0,0,0,0,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmokePillar\", 0, 0, 0,0,0,4.8,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,90,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,180,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom2\", 0, 0, 0,1.5,0,5,270,128,0)\n   NKE1 ABCDEFGHIJKLMN 9 BRIGHT\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom\", 0, 0, 500,0,0,0.5,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmokeMushroom\", 0, 0, 500,0,0,0.5,0,128,0)\n   NKE1 OPQRSTU 8 BRIGHT A_FadeOut(0.05)\n   Stop\n }\n}\n\nActor NukeKamikaze\n{\n Obituary \"%k make %o go boom!\"\n +NoBlockmap\n +NoGravity\n +ForceRadiusDmg\n DamageType \"Explosion\"\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_PlaySoundEx(\"Nuke/Boom\", \"Voice\", 0, 2)\n   TNT1 A 1 A_Explode(7000, 1024, 1)\n   TNT1 A 0 Radius_Quake(7, 105, 0, 100, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeFlare\", 0, 0, 0,0,0,0,0,128,0)\n   TNT1 A 25 A_SpawnItemEx(\"NukeFloor\", 0, 0, 0,0,0,0,0,128,0)\n   TNT1 AA 0 A_SpawnItemEx(\"NukeSmokeFloor\", 0, 0, 0,0,0,0,0,128,0)\n   TNT1 A 0 A_SpawnItemEx(\"NukePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n   TNT1 A 105 A_SpawnItemEx(\"NukeSmokePillar\", 0, 0, 0, 0, 0, 6, 0, 128, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n   TNT1 AA 0 A_SpawnItemEx(\"NukeSmokeMushroom\", 0, 0, 500,0,0,0,0,128,0)\n   Stop\n }\n}\n\nActor NukeFire : Nuke\n{\n RenderStyle Add\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n +FORCEXYBILLBOARD\n Scale 0.75\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   FLA1 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   FLA2 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   FLA3 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   FLA4 A 1 Bright A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor NukeSmoke : Nuke\n{\n Scale 3.5\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n +FORCEXYBILLBOARD\n Alpha 0.5\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   SMOK A 5 A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   SMOK B 5 A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   SMOK C 5 A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   SMOK D 5 A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor NukeFlare : NukeFire\n{\n Scale 16\n +NoInteraction\n States\n {\n  Spawn:\n   FLAR A 1 Bright A_FadeOut(0.01)\n   Wait\n }\n}\n\nActor NukeFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeSmokeFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukePillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)\n   TNT1 A 1 A_SpawnItem(\"NukeSmokering\", 0, 0, 0)\n   TNT1 AAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), Random(0, -3), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeSmokePillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 100000), 0.00001 * Random(0, 100000), 0.00001 * Random(0, -400000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeFire\", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeSmokeMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 0.00001 * Random(0, 250000), 0.00001 * Random(0, 250000), 0.00001 * Random(-100000, 100000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeMushroom2 : Nuke\n{\n +ClientSideOnly\n +HexenBounce //or else it'll look weird\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeFire\", Random(0, 16), 0, 0, 0.00001 * Random(100000, 400000), 0, 0.00001 * Random(0, 100000), Random(0, 359), 128, 128)\n   Stop\n }\n}\n\nActor NukeSmokering : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 0, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 20, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 40, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 60, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 80, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 100, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 120, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 140, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 160, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 180, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 200, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 220, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 240, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 260, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 280, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 300, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 320, 0, 0)\n//   TNT1 A 0 A_SpawnItemEx(\"NukeSmoke\", 0, 0, 0, 4, 0, 0, 340, 0, 0)\n   Stop\n }\n}\n\n//Hyper nuke=========================================================================================================\n\nActor HyperNukeMissile : Rocket\n{\n States\n {\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItem(\"HyperNuke\", 0, 2, 0)\n   Stop\n }\n}\n\nActor HyperNuke : Nuke\n{\n PROJECTILE\n ReactionTime 1\n States\n {\n  Spawn:\n   TNT1 AAA 0 A_Countdown\n  Death:\n   TNT1 A 0\n   TNT1 A 0 A_PlaySoundEx(\"Nuke/Boom\", \"Voice\", 0, 2)\n   TNT1 A 1 //A_Explode(40000, 512, 1)\n   TNT1 A 0 Radius_Quake(7, 105, 0, 140, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperFlare\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 A 25 A_SpawnItemEx(\"NukeHyperFloor\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"NukeHyperSmokeFloor\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperPillar\", 0, 0, 0, 0, 0, 10, 0, 128, 0)\n   TNT1 A 105 A_SpawnItemEx(\"NukeHyperSmokePillar\", 0, 0, 0, 0, 0, 10, 0, 128, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperMushroom\", 0, 0, 1000, 0, 0, 0, 0, 128, 0)\n   TNT1 AA 0 A_SpawnItemEx(\"NukeHyperSmokeMushroom\", 0, 0, 1000, 0, 0, 0, 0, 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperFire : Nuke\n{\n RenderStyle Add\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n +FORCEXYBILLBOARD\n Scale 3\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   FLA1 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   FLA2 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   FLA3 A 1 Bright A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   FLA4 A 1 Bright A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor NukeHyperSmoke : Nuke\n{\n Scale 15\n +NoInteraction\n +ClientSideOnly\n -ForceYBillBoard\n +FORCEXYBILLBOARD\n Alpha 0.5\n States\n {\n  Spawn:\n   TNT1 AA 0 A_Jump(196, \"Spawn2\", \"Spawn3\", \"Spawn4\")\n   SMOK A 5 A_FadeOut(0.015)\n   Wait\n  Spawn2:\n   SMOK B 5 A_FadeOut(0.015)\n   Wait\n  Spawn3:\n   SMOK C 5 A_FadeOut(0.015)\n   Wait\n  Spawn4:\n   SMOK D 5 A_FadeOut(0.015)\n   Wait\n }\n}\n\nActor NukeHyperFlare : NukeFire\n{\n Scale 48\n +NoInteraction\n +ClientSideOnly\n States\n {\n  Spawn:\n   FLAR A 1 Bright A_FadeOut(0.05)\n   Wait\n }\n}\n\nActor NukeHyperFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 900000), 0.00001 * Random(0, 900000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokeFloor : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 0.00001 * Random(0, 900000), 0.00001 * Random(0, 900000), 0, Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperPillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAA 2  A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   TNT1 A 0 A_SpawnItem(\"NukeHyperSmokering\", 0, 0, 0)\n   TNT1 AAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokePillar : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 0.00001 * Random(0, 300000), 0.00001 * Random(0, 300000), 0.00001 * Random(0, -600000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperFire\", 0, 0, 0, 0.00001 * Random(0, 600000), 0.00001 * Random(0, 900000), 0.00001 * Random(-400000, 400000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokeMushroom : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 0.00001 * Random(0, 600000), 0.00001 * Random(0, 900000), 0.00001 * Random(-400000, 400000), Random(0, 359), 128, 0)\n   Stop\n }\n}\n\nActor NukeHyperSmokering : Nuke\n{\n +ClientSideOnly\n +NoNetID\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 0, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 20, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 40, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 60, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 80, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 100, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 120, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 140, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 160, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 180, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 200, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 220, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 240, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 260, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 280, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 300, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 320, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 340, 0, 0)\n/*   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 10, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 30, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 50, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 70, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 90, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 110, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 130, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 150, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 170, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 190, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 210, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 230, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 250, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 270, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 290, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 310, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 330, 0, 0)\n   TNT1 A 0 A_SpawnItemEx(\"NukeHyperSmoke\", 0, 0, 0, 12, 0, 0, 350, 0, 0)*/\n   Stop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_flsh.txt",
        "contents": "//Flash Grenades\nactor Flashbang-Grenade : AOWWeapon\n{\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up a Flashbang\"\n  obituary \"%k killed %o\"\n  weapon.selectionorder 102\n  weapon.kickback 50\n  weapon.ammotype \"Flashbang-Ammo\"\n  weapon.ammouse 1\n  weapon.ammogive 1\n  +NOEXTREMEDEATH\n  +NOALERT\n  Weapon.PreferredSkin \"MarineFist\"\n  states\n  {\n  Ready:\n    FC4G A 0 A_JumpIfNoAmmo(2)\n    FC4G A 1 A_WeaponReady\n    loop\n    TNT1 A 1 A_WeaponReady\n    loop\n  Deselect:\n    FC4G A 0 A_JumpIfNoAmmo(2)\n    FC4G A 1 A_Lower\n    loop\n    TNT1 A 1 A_Lower\n    loop\n  Select:\n    FC4G A 0 A_JumpIfNoAmmo(2)\n    FC4G A 1 A_Raise\n    loop\n    TNT1 A 1 A_Raise\n    loop\n  Fire:\n    TNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n    TNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n    goto Ready\n    FC4G A 1 A_PlayWeaponSound(\"grenade/throw\")\n    TNT1 A 35 A_FireCustomMissile(\"Flashbang-Thrown\",0,1,0,0)\n    TNT1 A 5 A_CheckReload\n    goto Ready\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}\n\nactor Flashbang-Ammo : Ammo\n{\n  inventory.pickupmessage \"Picked up a Flashbang.\"\n  inventory.icon \"FC4XA0\"\n  inventory.amount 2\n  inventory.maxamount 2\n  ammo.backpackamount 2\n  ammo.backpackmaxamount 2\n}\n\nactor Flashbang-Thrown\n{\n  obituary \"%o was flashed by %k. \\cgWhat a loser!\"\n  radius 8\n  height 8\n  speed 40\n  damage (0)\n  seesound \"grenade/bounce\"\n  deathsound \"grenade/flash\"\n  PROJECTILE\n  scale 0.25\n  Reactiontime 3\n  +HEXENBOUNCE\n  -NOGRAVITY\n  bouncefactor 0.8\n  bouncecount 500\n  Gravity 0.4\n  DamageType \"Flash\"\n  states\n  {\n  Spawn:\n    FC4X A 0\n    FC4X A 0 A_PlayWeaponSound(\"world/quake\")\n    FC4X A 5 A_PlaySound(\"world/quake\")\n    FC4X A 35 A_Countdown\n    goto Spawn+3\n  Death:\n    TNT1 A 0 A_Explode(20,3024)\n    TNT1 A 0 A_SpawnItemEx(\"Flashbang-Flare\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 5 A_SpawnItemEx(\"Flashbang-Flare\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    stop\n  }\n}\n\nactor Flashbang-Flare\n{\n  RenderStyle Add\n  alpha 0.9\n  -RANDOMIZE\n  +NOCLIP\n  +NOGRAVITY\n  Scale 5.0\n  states\n  {\n  Spawn:\n    PPCX AAAAAAAAA 2 bright A_FadeOut(0.15)\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_utic.txt",
        "contents": "//UtilityGun Caches\nactor Utility_CacheBase {\n\t-SOLID +SHOOTABLE\n\t+NOBLOOD +ACTIVATEMCROSS\n\t+DONTGIB +NOICEDEATH\n\t+CANPASS +NOGRAVITY\n\tRadius 8\n\tHeight 64\n\tHealth 300\n\trenderstyle Translucent\n\talpha 0.0\n\tScale 0.65\n\tMass 0x7FFFFFFF\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Flash\", 0.0\n\ttag \"Cache\"\n\tstates {\n\tSpawn:\n\t\tCACH AA 0 A_CheckSight(\"NoWayDude\")\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A 69 A_Gravity\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/health_pkup\")\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 bright A_Explode(64,128)\n\t\tTNT1 A 4 bright\n\t\tstop\n\tNoWayDude:\n\tDeath.Deconstruction:\n\t\t// [NF] bai bai cache\n\t\tCACH A 0 A_NoBlocking\n\t\tCACH A 2 A_PlaySound(\"weapons/timedeath\")\n\t\tCACH AAAAAAAAAA 2 A_Fadeout(0.1)\n\t\tstop\n\t}\n}\n\nACTOR Utility_MedicalCache : Utility_CacheBase 21416 {\n\ttag \"Medical Cache\"\n\tHealth 300\n\tstates {\n\tSpawn:\n\t\tCACH AA 0 A_CheckSight(\"NoWayDude\")\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A 69 A_Gravity\n\t\tCACH A 0 A_RadiusThrust (3000, 9, 1)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/health_pkup\")\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",-64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",0,64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",0,-64,0,0,0,0,0,32,0)\n\t\tCACH AAAA 35 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\t}\n}\n\nACTOR MedicalCacheHealth : Stimpack {\n\tStates {\n\tSpawn:\n\t\tSTIM AAAAAAA 35\n\t\tSTIM A 1\n\t\tStop\n\t}\n}\n\nACTOR Utility_AmmoCache : Utility_CacheBase 21417 {\n\ttag \"Ammo Cache\"\n\tHealth 400\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 A_CheckSight(\"NoWayDude\")\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A 69 A_Gravity\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",-64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",0,64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",0,-64,0,0,0,0,0,32,0)\n\t\tCACH AAAAAA 35 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\t}\n}\n\nactor AmmoCachePack : NewBackpack {\n\tinventory.pickupmessage \"Picked up an ammo pack.\"\n\tstates {\n\tSpawn:\n\t\tBKPK AAAAAAA 35\n\t\tBKPK A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 3)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"LaserRifleAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"FlamerAmmo\", 15)\n\t\tTNT1 A 0 A_GiveInventory(\"GrenaderAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"BazookaAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"GaussRifleAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"ChemicalSprayAmmo\", 15)\n\t\tTNT1 A 0 A_GiveInventory(\"LaserChaingunAmmo\", 15)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"SniperAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"GeneporiumCharge\",15)\n\t\tTNT1 A 0 A_GiveInventory(\"TE21CalAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"MassDriverAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Utility_Ammo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaRifleAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"StealthCharge\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaCannonAmmo\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"none\")\n\t\tstop\n\t}\n}\n\nACTOR Utility_SuperCache : Utility_CacheBase {\n\ttag \"Super Cache\"\n\thealth 800\n\tstates {\n\tSpawn:\n\t\tCACH AA 0 A_CheckSight(\"NoWayDude\")\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A 69 A_Gravity\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 0 A_PlayWeaponSound(\"misc/health_pkup\")\n\t\tCACH A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",-64,0,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",0,64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCachePack\",0,-64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",64,-32,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",-64,32,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",-32,64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheHealth\",32,-64,0,0,0,0,0,32,0)\n\t\tCACH AAAAAA 35 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\t}\n}\n\nactor Utility_SuperCacheMapSpawned : Utility_SuperCache 21418 {\n\t+SOLID\n\t-NOCLIP\n\t-NOGRAVITY\n\talpha 1.0\n\tstates {\n\tSpawn:\n\t\tCACH A 0\n\t\tgoto Working\n\t}\n}\n\nACTOR Utility_PowerupCache : Utility_CacheBase {\n\ttag \"Powerup Cache\"\n\tHealth 800\n\tstates {\n\tSpawn:\n\t\tCACH AA 0 A_CheckSight(\"NoWayDude\")\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\",0)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A 69 A_Gravity\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"powerup/basic\")\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tCACH A 0 A_SpawnItemEx(\"Utility_Grade2ArmourCache\",0,64,0,0,0,0,0,32,0)\n\t\tCACH A 0 A_SpawnItemEx(\"Utility_Grade2DamageCache\",0,-64,0,0,0,0,0,32,0)\n\t\tCACH AAAAAAAAA 35 A_SpawnItemEx(\"SuperCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\t}\n}\nactor Utility_PowerupCacheMapSpawned : Utility_PowerupCache 21490 {\n\t+SOLID\n\t-NOCLIP\n\t-NOGRAVITY\n\talpha 1.0\n\tstates {\n\tSpawn:\n\t\tCACH A 0\n\t\tgoto Working\n\t}\n}\n\nactor Utility_Grade2DamageCache : Utility_Grade1Armour {\n\tinventory.pickupmessage \"You got Grade 2 Damage!\"\n\trenderstyle Normal\n\talpha 1.0\n\t-NOGRAVITY\n\t+NOCLIP\n\tstates {\n\tSpawn:\n\t\tUCRT AAAAAAAAAA 35\n\t\tUCRT A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"Utility_Grade2DamageGive\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"none\")\n\t\tstop\n\t}\n}\n\nactor Utility_Grade2ArmourCache : Utility_Grade1Armour {\n\tinventory.pickupmessage \"You got Grade 2 Armour!\"\n\trenderstyle Normal\n\talpha 1.0\n\t-NOGRAVITY\n\t+NOCLIP\n\tstates {\n\tSpawn:\n\t\tUCRT AAAAAAAAAA 35\n\t\tUCRT A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"Utility_Grade2ArmourGive\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"none\")\n\t\tstop\n\t}\n}\n\nACTOR Utility_MiniRefCacheRed  {\n\t+SHOOTABLE +NOBLOOD\n\t+ACTIVATEMCROSS +DONTGIB\n\t+NOICEDEATH +NOGRAVITY\n\t+ISMONSTER +QUICKTORETALIATE\n\tobituary \"%o ventured too close to the \\cARed Mini-Refinery\\c-.\"\n\tRadius 32 Height 48\n\tHealth 10000\n\trenderstyle Translucent\n\talpha 0.0\n\tscale 0.1875\n\tmass 0x7FFFFFFF\n\tpainchance 255\n\tdamagetype ChemicalSpecial\n\tdamagefactor \"FistRed\", 0.0\t\tdamagefactor \"FistBlue\", 0.2\n\tdamagefactor \"BulletRed\", 0.0\t\tdamagefactor \"BulletBlue\", 0.5\n\tdamagefactor \"RifleRed\", 0.0\t\tdamagefactor \"RifleBlue\", 0.5\n\tdamagefactor \"ExplosionRed\", 0.0\tdamagefactor \"ExplosionBlue\", 0.75\n\tdamagefactor \"FireRed\", 0.0\t\tdamagefactor \"FireBlue\", 0.6\n\tdamagefactor \"ChemicalRed\", 0.0\t\tdamagefactor \"ChemicalBlue\", 0.0\n\tdamagefactor \"LaserRed\", 0.0\t\tdamagefactor \"LaserBlue\", 1.0\n\tdamagefactor \"RazorWireRed\", 0.0\tdamagefactor \"RazorWireBlue\", 0.0\n\tdamagefactor \"ExplosionMechRed\", 0.0\tdamagefactor \"ExplosionMechBlue\", 0.25\n\tdamagefactor \"TimeRed\", 0.0\t\tdamagefactor \"TimeBlue\", 1.0\n\tdamagefactor \"Disarm\", 0.0\t\tdamagefactor \"Flash\", 0.0\n\tdamagefactor \"Superweapon\", 0.0\t\tdamagefactor \"SuperweaponIon\", 1.0\n\tdamagefactor \"MassDriverRed\", 0.0\tdamagefactor \"MassDriverBlue\", 0.75\n\tdamagefactor \"ChemicalSpecial\", 0.0\n\tdamagefactor \"Mechstomp\", 0.0\n\tdamagefactor \"Monster\", 0.0\n\tStates {\n\tSpawn:\n\t\tMREF AA 0 Thing_ChangeTID(0,900)\n\t\tMREF AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tMREF A 0 A_SetTranslucent(1.0,0)\n\t\tMREF A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\tApproved:\n\t\tMREF A 5 A_RadiusThrust (4000, 40, 1)\n\t\tMREF A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tMREF A 0 A_SetSolid\n\t\tMREF A 0 A_SpawnItemEx(\"MiniRefCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tMREF A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tMREF A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\tWorking:\n\t\tMREF A 35 A_SpawnItemEx(\"MiniRefCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tloop\n\tPain.Repair:\n\t\tMREF A 0\n\t\tMREF A 0 A_JumpIfHealthLower(10000,\"Pain.Repair2\")\n\t\tMREF A 1 A_Stop\n\t\tgoto Working\n\tPain.Repair2:\n\t\tMREF A 0\n\t\tMREF A 0 A_Stop\n\t\tMREF A 1 A_GiveToTarget(\"RepairBonusItem\",1)\n\t\tgoto Working\n\tPain:\n\t\tMREF A 0\n\t\tMREF A 1 A_Stop\n\t\tgoto Working\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_Explode (256, 512)\n\t\tTNT1 A 0 A_PlaySound (\"weapons/rocklx\", CHAN_ITEM)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMainLarge\", 0, 0, 32, 0, 0, 0, 0, 128)\n\t\tTNT1 AAAA 0 A_SpawnItemEx (\"AnthraxDecay\", random(-48,48), random(-48,48), 4)\n\t\tTNT1 A 4 bright\n\t\tstop\n\tDisapproved:\n\tDeath.Deconstruction:\n\t\tMREF A 0 A_NoBlocking\n\t\tMREF A 2 A_PlaySound(\"weapons/timedeath\")\n\t\tMREF AAAAAAAAAA 2 A_Fadeout(0.1)\n\t\tstop\n\t}\n}\n\nACTOR Utility_MiniRefCacheBlue : Utility_MiniRefCacheRed {\n\tobituary \"%o ventured too close to the \\cNBlue Mini-Refinery\\c-.\"\n\tdamagefactor \"FistRed\", 0.2\t\tdamagefactor \"FistBlue\", 0.0\n\tdamagefactor \"BulletRed\", 0.5\t\tdamagefactor \"BulletBlue\", 0.0\n\tdamagefactor \"RifleRed\", 0.5\t\tdamagefactor \"RifleBlue\", 0.0\n\tdamagefactor \"ExplosionRed\", 0.75\tdamagefactor \"ExplosionBlue\", 0.0\n\tdamagefactor \"FireRed\", 0.6\t\tdamagefactor \"FireBlue\", 0.0\n\tdamagefactor \"LaserRed\", 1.0\t\tdamagefactor \"LaserBlue\", 0.0\n\tdamagefactor \"RazorWireRed\", 0.0\tdamagefactor \"RazorWireBlue\", 0.0\n\tdamagefactor \"ExplosionMechRed\", 0.25\tdamagefactor \"ExplosionMechBlue\", 0.0\n\tdamagefactor \"TimeRed\", 1.0\t\tdamagefactor \"TimeBlue\", 0.0\n\tdamagefactor \"Superweapon\", 1.0\t\tdamagefactor \"SuperweaponIon\", 0.0\n\tdamagefactor \"MassDriverRed\", 0.75\tdamagefactor \"MassDriverBlue\", 0.0\n\tstates {\n\tSpawn:\n\t\tMREF AA 0 Thing_ChangeTID(0,901)\n\t\tMREF AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tMREF A 0 A_SetTranslucent(1.0,0)\n\t\tMREF A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\t}\n}\n\nactor Utility_GlobalMedicCacheRed {\n\ttag \"Red Health Regenerator\"\n\t+SOLID +SHOOTABLE\n\t+NOBLOOD +DONTGIB\n\t+NOICEDEATH +NOGRAVITY\n\t+ISMONSTER +QUICKTORETALIATE\n\tdamagefactor \"FistRed\", 0.0\n\tdamagefactor \"FistBlue\", 0.2\n\tdamagefactor \"BulletRed\", 0.0\n\tdamagefactor \"BulletBlue\", 0.5\n\tdamagefactor \"RifleRed\", 0.0\n\tdamagefactor \"RifleBlue\", 0.5\n\tdamagefactor \"ExplosionRed\", 0.0\n\tdamagefactor \"ExplosionBlue\", 0.75\n\tdamagefactor \"FireRed\", 0.0\n\tdamagefactor \"FireBlue\", 0.6\n\tdamagefactor \"ChemicalRed\", 0.0\n\tdamagefactor \"ChemicalBlue\", 0.75\n\tdamagefactor \"LaserRed\", 0.0\n\tdamagefactor \"LaserBlue\", 1.0\n\tdamagefactor \"RazorWireRed\", 0.0\n\tdamagefactor \"RazorWireBlue\", 0.0\n\tdamagefactor \"ExplosionMechRed\", 0.0\n\tdamagefactor \"ExplosionMechBlue\", 0.25\n\tdamagefactor \"TimeRed\", 0.0\n\tdamagefactor \"TimeBlue\", 1.0\n\tdamagefactor \"Disarm\", 0.0\n\tdamagefactor \"Flash\", 0.0\n\tdamagefactor \"Superweapon\", 0.0\n\tdamagefactor \"SuperweaponIon\", 1.0\n\tdamagefactor \"MassDriverRed\", 0.0\n\tdamagefactor \"MassDriverBlue\", 0.75\n\tdamagefactor \"Mechstomp\", 0.0\n\tdamagefactor \"Monster\", 0.0\n\tradius 8\n\theight 64\n\thealth 10000\n\trenderstyle Translucent\n\talpha 0.0\n\tscale 0.65\n\tmass 0x7FFFFFFF\n\tpainchance 255\n\n\tstates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 902)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\tApproved:\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tCACH A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"MedicalCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\tPain.Repair:\n\t\tCACH A 0\n\t\tCACH A 0 A_JumpIfHealthLower(10000, \"Pain.Repair2\")\n\t\tCACH A 1 A_Stop\n\t\tgoto Working\n\tPain.Repair2:\n\t\tCACH A 0\n\t\tCACH A 0 A_Stop\n\t\tCACH A 1 A_GiveToTarget(\"RepairBonusItem\",1)\n\t\tgoto Working\n\tPain:\n\t\tCACH A 0\n\t\tCACH A 1 A_Stop\n\t\tgoto Working\n\tDeath:\n\t\tTC4T A 0\n\t\tTC4T A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n\t\tTC4T A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTC4T A 0 bright A_Explode(64,128)\n\t\tTNT1 A 4 bright\n\t\tstop\n\tDisapproved:\n\tDeath.Deconstruction:\n\t\tCACH A 0 A_NoBlocking\n\t\tCACH A 2 A_PlaySound(\"weapons/timedeath\")\n\t\tCACH AAAAAAAAAA 2 A_Fadeout(0.1)\n\t\tstop\n\t}\n}\n\nactor Utility_GlobalMedicCacheBlue : Utility_GlobalMedicCacheRed {\n\ttag \"Blue Health Regenerator\"\n\tdamagefactor \"FistRed\", 0.2\n\tdamagefactor \"FistBlue\", 0.0\n\tdamagefactor \"BulletRed\", 0.5\n\tdamagefactor \"BulletBlue\", 0.0\n\tdamagefactor \"RifleRed\", 0.5\n\tdamagefactor \"RifleBlue\", 0.0\n\tdamagefactor \"ExplosionRed\", 0.75\n\tdamagefactor \"ExplosionBlue\", 0.0\n\tdamagefactor \"FireRed\", 0.6\n\tdamagefactor \"FireBlue\", 0.0\n\tdamagefactor \"ChemicalRed\", 0.75\n\tdamagefactor \"ChemicalBlue\", 0.0\n\tdamagefactor \"LaserRed\", 1.0\n\tdamagefactor \"LaserBlue\", 0.0\n\tdamagefactor \"ExplosionMechRed\", 0.25\n\tdamagefactor \"ExplosionMechBlue\", 0.0\n\tdamagefactor \"TimeRed\", 1.0\n\tdamagefactor \"TimeBlue\", 0.0\n\tdamagefactor \"Superweapon\", 1.0\n\tdamagefactor \"SuperweaponIon\", 0.0\n\tdamagefactor \"MassDriverRed\", 0.75\n\tdamagefactor \"MassDriverBlue\", 0.0\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 903)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity\n\t\tstop\n\t}\n}\n\nACTOR Utility_GlobalAmmoCacheRed : Utility_GlobalMedicCacheRed {\n\ttag \"Red Ammo Regenerator\"\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 904)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\tApproved:\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tCACH A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\t}\n}\n\nACTOR Utility_GlobalAmmoCacheBlue : Utility_GlobalAmmoCacheRed  {\n\ttag \"Blue Ammo Regenerator\"\n\tdamagefactor \"FistRed\", 0.2\n\tdamagefactor \"FistBlue\", 0.0\n\tdamagefactor \"BulletRed\", 0.5\n\tdamagefactor \"BulletBlue\", 0.0\n\tdamagefactor \"RifleRed\", 0.5\n\tdamagefactor \"RifleBlue\", 0.0\n\tdamagefactor \"ExplosionRed\", 0.75\n\tdamagefactor \"ExplosionBlue\", 0.0\n\tdamagefactor \"FireRed\", 0.6\n\tdamagefactor \"FireBlue\", 0.0\n\tdamagefactor \"ChemicalRed\", 0.75\n\tdamagefactor \"ChemicalBlue\", 0.0\n\tdamagefactor \"LaserRed\", 1.0\n\tdamagefactor \"LaserBlue\", 0.0\n\tdamagefactor \"ExplosionMechRed\", 0.25\n\tdamagefactor \"ExplosionMechBlue\", 0.0\n\tdamagefactor \"TimeRed\", 1.0\n\tdamagefactor \"TimeBlue\", 0.0\n\tdamagefactor \"Superweapon\", 1.0\n\tdamagefactor \"SuperweaponIon\", 0.0\n\tdamagefactor \"MassDriverRed\", 0.75\n\tdamagefactor \"MassDriverBlue\", 0.0\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 905)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity\n\t\tstop\n\tApproved:\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"misc/i_pkup\")\n\t\tCACH A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\t}\n}\n\nactor AmmoRegenerationPack : NewBackpack {\n\tstates {\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"NewClipAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleGrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"MachineGunAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"LaserRifleAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"FlamerAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"GrenaderAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"BazookaAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"GaussRifleAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"ChemicalSprayAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"LaserChaingunAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunAmmo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"SniperAmmo\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"GeneporiumCharge\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"TE21CalAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"MassDriverAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Utility_Ammo\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"PlasmaRifleAmmo\", 10)\n\t\tTNT1 A 0 A_GiveInventory(\"TimeGunAltAmmo\", 10)\n\t\tTNT1 A 0 A_PlaySound(\"none\")\n\t\tstop\n\t}\n}\n\nactor Utility_PowerGeneratorRed : Utility_GlobalMedicCacheRed {\n\tdamagefactor \"LaserRed\", 0.0\n\tdamagefactor \"LaserBlue\", 0.0\n\ttag \"Red Power Generator\"\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 906)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\tApproved:\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"SuperCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"turret/sight\")\n\t\tCACH A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VoltageDecayCluster\")\n\t\tTNT1 A 0 ACS_Execute (345, 0, 20)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 bright A_Explode(64,128)\n\t\tTNT1 A 4 bright\n\t\tstop\n\t}\n}\n\nactor Utility_PowerGeneratorBlue : Utility_GlobalMedicCacheBlue {\n\tdamagefactor \"LaserRed\", 0.0\n\tdamagefactor \"LaserBlue\", 0.0\n\ttag \"Blue Power Generator\"\n\tStates {\n\tSpawn:\n\t\tCACH AA 0 Thing_ChangeTID(0, 907)\n\t\tCACH AAAAAAAAAA 3 A_FadeIn(0.1)\n\t\tCACH A 0 A_SetTranslucent(1.0,0)\n\t\tCACH A -1 A_Gravity // wait until the script approves the cache.\n\t\tstop\n\tApproved:\n\t\tCACH A 0 A_ChangeFlag(\"NOCLIP\", 0)\n\t\tCACH A 0 A_SetSolid\n\t\tCACH A 0 A_SpawnItemEx(\"SuperCacheFlare\",0,0,48,0,0,0,128,0)\n\t\tCACH A 35 A_PlaySound(\"turret/sight\")\n\t\tCACH A 0 A_ChangeFlag(\"FRIENDLY\",0)\n\t\tgoto Working\n\tWorking:\n\t\tCACH A 35 A_SpawnItemEx(\"AmmoCacheFlare\",0,0,64,0,0,0,128,0)\n\t\tloop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionMain\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"VoltageDecayCluster\")\n\t\tTNT1 A 0 ACS_Execute (345, 0, 20)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\t\tTNT1 A 0 bright A_Explode(64,128)\n\t\tTNT1 A 4 bright\n\t\tstop\n\t}\n}\n\nactor MedicalCacheFlare {\n\t+RANDOMIZE +NOCLIP\n\t+NOGRAVITY +BRIGHT\n\t+NOINTERACTION +CLIENTSIDEONLY\n\t+FORCEXYBILLBOARD\n\trenderstyle Add\n\talpha 0.5\n\tscale 0.20\n\tstates {\n\tSpawn:\n\t\tCACH B 1\n\tIdle:\n\t\t\"----\" AAAAAAAAAA 1 A_FadeIn (0.05)\n\t\t\"----\" AAAAAAAAAA 1 A_FadeOut (0.05)\n\t\t\"----\" A 15\n\t\tstop\n\t}\n}\n\nactor AmmoCacheFlare : MedicalCacheFlare {\n\tstates {\n\tSpawn:\n\t\tPPCX A 1\n\t\tgoto Idle\n\t}\n}\n\nactor SuperCacheFlare : MedicalCacheFlare {\n\tstates {\n\tSpawn:\n\t\tCACH C 1\n\t\tgoto Idle\n\t}\n}\n\nactor MiniRefCacheFlare : MedicalCacheFlare {\n\tstates {\n\tSpawn:\n\t\tCACH D 1\n\t\tgoto Idle\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/enemy-06.txt",
        "contents": "actor Enemy-Minigunner : BMBRebel\n{\n  obituary \"%o was ripped up by a rebel.\"\n  health 200\n  radius 20\n  height 56\n  mass 100\n  speed 4\n  painchance 256\n  attacksound \"minigun/fire2\"\n  dropitem \"GattlingGunPack\" 32\n  MONSTER\n  +FLOORCLIP\n  Translation \"112:127=[60,0,0]:[0,0,0]\"\n  states\n  {\n  Spawn:\n    CMD0 AB 10 A_Look\n    loop\n  See:\n    CMD0 AA 0 A_StopSoundEx(\"SoundSlot6\")\n    CMD0 A 0 A_TakeInventory(\"MechReloading\",12)\n    CMD0 AAAABBBBCCCCDDDD 2 A_Chase\n    loop\n  Missile:\n    CMD0 E 0 A_JumpIfCloser(128,\"TimedC4\")\n    CMD0 E 8 A_FaceTarget\n    CMD0 E 2 A_PlaySoundEx(\"minigun/loop\",\"SoundSlot6\",1)\n    CMD0 F 0 A_JumpIfInventory(\"MechReloading\",12,\"EndFire\")\n    CMD0 F 0 A_CustomBulletAttack(15,2,1,5,\"RiflePuff\")\n    CMD0 F 0 A_SpawnItemEx(\"Flash\",0,0,0,0,0,0,0,128,0)\n    CMD0 F 0 A_FaceTarget\n    CMD0 F 3 BRIGHT A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n    CMD0 F 0 //A_CustomBulletAttack(15,2,1,5,\"RiflePuff\")\n    CMD0 F 0 A_SpawnItemEx(\"Flash\",0,0,0,0,0,0,0,128,0)\n    CMD0 E 0 A_PlaySoundEx(\"minigun/fire2\",\"Weapon\")\n    CMD0 F 0 A_FaceTarget\n    CMD0 F 3 BRIGHT A_SpawnItemEx(\"ShellCasing\",8,8,32,random(1,3),random(0,1),random(1,3),random(45,60),128)\n    CMD0 F 0 A_CPosRefire\n    CMD0 F 0 A_GiveInventory(\"MechReloading\",1)\n    goto Missile+3\n  EndFire:\n    CMD0 E 8 A_FaceTarget\n    goto See\n  TimedC4:\n    CMD0 E 10 A_FaceTarget\n    CMD0 F 0 A_PlayWeaponSound(\"c4/use\")\n    CMD0 F 0 A_JumpIfInventory(\"DoneC4\",1,3)\n    CMD0 F 5 A_CustomMissile(\"RebelTimed-C4Thrown\",40,8,0)\n    CMD0 F 0 A_GiveInventory(\"DoneC4\",1)\n    goto See\n    CMD0 F 0\n    goto Missile+2\n  Pain:\n    CMD0 G 3 A_TakeInventory(\"MechReloading\",12)\n    CMD0 G 3 A_Pain\n    goto See\n  Death:\n    CMD0 H 5\n    CMD0 H 0 A_SpawnItemEx(\"Lolhatsred\",8,8,40,random(-1,3),random(-1,1),random(-1,3),random(0,224),128)\n    CMD0 I 5 A_Scream\n    CMD0 J 5 A_NoBlocking\n    CMD0 K 5 A_StopSoundEx(\"SoundSlot6\")\n    CMD0 L -1 A_PlaySound(\"misc/thud\")\n    stop\n  XDeath:\n    CMD0 H 0\n    CMD0 H 0 A_SpawnItemEx(\"Lolhatsred\",8,8,40,random(-1,3),random(-1,1),random(-1,3),random(0,224),128)\n    CMD0 I 0 A_SpawnItemEx(\"Gip1\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip5\",0,0,random(4,40),random(-2,4),random(-6,6),random(-1,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip2\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip3\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip4\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,0)\n    CMD0 I 0 A_SpawnItemEx(\"Gip5\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,0)\n    CMD0 I 0 A_SpawnItemEx(\"Gip6\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,0)\n    CMD0 I 0 A_SpawnItemEx(\"Gip7\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip8\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_SpawnItemEx(\"Gip7\",0,0,random(4,40),random(-2,4),random(-6,6),random(-2,10),random(-32,32),128,50)\n    CMD0 I 0 A_NoBlocking\n    CMD0 I 1 A_Scream\n    CMD0 A 0 A_PlaySoundEx(\"misc/gib\",\"SoundSlot7\",0)\n    CMD0 A 0 A_PlaySoundEx(\"misc/gib\",\"SoundSlot6\",0)\n    TNT1 A -1\n    Stop\n  Death.Suicide:\n    CMD0  H 1\n    goto XDeath\n  Death.Explosion:\n    CMD0 H 1\n    CMD0 H 0 A_Jump(128,\"Death\")\n    goto XDeath\n  Death.Fire:\n    CMD0 A 0 BRIGHT\n    CMD0 H 0 A_SpawnItemEx(\"Lolhatsred\",8,8,40,random(-1,3),random(-1,1),random(-1,3),random(0,224),128)\n    DISR K 0 BRIGHT A_SpawnItemEx(\"RebelBurnDeathThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    DISR K 0 BRIGHT A_NoBlocking\n    DISR K -1 A_StopSoundEx(\"SoundSlot6\")\n    stop\n  Death.Chemical:\n    CMD0 A 0 BRIGHT\n    CMD0 H 0 A_SpawnItemEx(\"Lolhatsred\",8,8,40,random(-1,3),random(-1,1),random(-1,3),random(0,224),128)\n    DISR K 35 BRIGHT A_SpawnItemEx(\"RebelChemicalDeathThing\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n    DISR K 0 BRIGHT A_NoBlocking\n    DISR K -1 A_StopSoundEx(\"SoundSlot6\")\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_trap.txt",
        "contents": "actor FirestormCrate\n{\n  obituary \"%o ran into a Firestorm.\"\n  radius 13\n  height 8\n  speed 0\n  damage 0\n  renderstyle Add\n  alpha 0.75\n  deathsound \"weapons/rocklx\"\n  PROJECTILE\n  -RANDOMIZE\n  +STRIFEDAMAGE\n  //+FULLVOLDEATH\n  +NOEXTREMEDEATH\n  +NODAMAGETHRUST\n  DamageType \"FireSpecial\"\n  Scale 2.0\n  states\n  {\n  Spawn:\n    PLS1 A 0 bright\n    goto Death\n    PLS1 A 0 bright A_SetShootable\n    PLS1 A 0 bright A_Die\n    Stop\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 bright A_Explode(100,1024,1)\n    TNT1 A 0 bright A_Explode(800,256,1)\n    TNT1 A 1 bright A_Explode(800,512,1)\n    TNT1 AAAAAAAAAA 0 A_CustomMissile(\"FirestormDecay\",0,0,random(-180,180),2,random(60,90))\n    TNT1 AAAAAAAAAA 0 A_CustomMissile(\"FirestormDecay\",0,0,random(-180,180),2,random(60,90))\n    TNT1 AAAAAAAAAA 0 A_CustomMissile(\"FirestormDecay\",0,0,random(-180,180),2,random(60,90))\n    TNT1 AAAAAAAAAA 0 A_CustomMissile(\"FirestormDecay\",0,0,random(-180,180),2,random(60,90))\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAA 5 bright A_Explode(32,512,1)\n    stop\n  }\n}\n\nactor FirestormDecay : FlameWallDecay\n{\n  DamageType \"FireSpecial\"\n  Speed 16\n  ReactionTime 20\n}\n\nactor BombCrate : BombPackKamikaze\n{\n  obituary \"%o was too close to the poor guy that got the bomb crate.\"\n  states\n  {\n  Spawn:\n    PLS1 A 0 bright\n    goto Death\n    PLS1 A 0 bright A_SetShootable\n    PLS1 A 0 bright A_Die\n    Stop\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 32, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 bright A_Explode(100,2024,1)\n    TNT1 A 0 bright A_Explode(800,512,1)\n    TNT1 A 8 bright A_Explode(800,1024,1)\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 12, 16, 64, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 14, 32, 96, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 26, 48, 128, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 38, 72, 160, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 8 A_PlayWeaponSound(\"weapons/rocklx\")\n    stop\n  }\n}\n\nactor BiohazardCrate\n{\n  obituary \"%o was dumb enough to walk into the chemical blast.\"\n  radius 13\n  height 8\n  speed 0\n  damage 0\n  renderstyle Add\n  alpha 0.75\n  deathsound \"weapons/rocklx\"\n  PROJECTILE\n  -RANDOMIZE\n  +STRIFEDAMAGE\n  //+FULLVOLDEATH\n  +NOEXTREMEDEATH\n  +NODAMAGETHRUST\n  DamageType \"Chemical\"\n  Scale 2.0\n  states\n  {\n  Spawn:\n    PLS1 A 0 bright\n    goto Death\n    PLS1 A 0 bright A_SetShootable\n    PLS1 A 0 bright A_Die\n    Stop\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n    TNT1 A 0 A_PlayWeaponSound(\"weapons/rocklx\")\n    TNT1 A 0 bright A_Explode(100,1024,1)\n    TNT1 A 0 bright A_Explode(800,256,1)\n    TNT1 A 1 bright A_Explode(800,512,1)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ChemicalWallDecay\", random(-128,128), random(-128,128), random(4,256), 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ChemicalWallDecay\", random(-512,512), random(-512,512), random(4,256), 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ChemicalWallDecay\", random(-512,512), random(-512,512), random(4,256), 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ChemicalWallDecay\", random(-512,512), random(-512,512), random(4,256), 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ChemicalWallDecay\", random(-512,512), random(-512,512), random(4,256), 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ChemicalWallDecay\", random(-512,512), random(-512,512), random(4,256), 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ChemicalWallDecay\", random(-512,512), random(-512,512), random(4,256), 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ChemicalWallDecay\", random(-512,512), random(-512,512), random(4,256), 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ChemicalWallDecay\", random(-512,512), random(-512,512), random(4,256), 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"ChemicalWallDecay\", random(-512,512), random(-512,512), random(4,256), 0, 0, 0, 0, 128, 0)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAAAAAA 5 bright A_Explode(32,512,1)\n    TNT1 AAAAAA 5 bright A_Explode(32,512,1)\n    stop\n  }\n}\n\nactor ChemicalWallDecay\n{\n  renderstyle None\n  +NOBLOCKMAP\n  //+NOGRAVITY\n  Gravity 0.5\n  DamageType \"Chemical\"\n  obituary \"%o was dumb enough to walk into the chemical blast.\"\n  states\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    TNT1 A 0 BRIGHT A_Explode(4,128,0)\n    TNT1 AAA 5 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(8,16), 0, 0, random(1,3), 0, 128, 32)\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/enemy-01.txt",
        "contents": "actor BMBRebel\n{\n  damagefactor \"Fist\", 1.0\n  damagefactor \"Bullet\", 1.0\n  damagefactor \"Rifle\", 1.0\n  damagefactor \"Explosion\", 1.0\n  damagefactor \"Terrorist\", 2.0\n  damagefactor \"Suicide\", 2.0\n  damagefactor \"Fire\", 0.75\n  damagefactor \"Chemical\", 1.25\n  damagefactor \"Laser\", 1.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Disarm\", 0.0\n  Health 100\n  seesound \"grunt/sight\"\n  painsound \"grunt/pain\"\n  activesound \"grunt/active\"\n  deathsound \"generic/death\"\n  MaxTargetRange 2048\n  +PUSHABLE\n}\n\nactor DoneC4 : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 1\n}\n\nactor RebelTimed-C4Thrown\n{\n  obituary \"%o couldn't disarm a C4 fast enough.\"\n  radius 6\n  height 8\n  speed 10\n  damage 0\n  PROJECTILE\n  -RANDOMIZE\n  +NOEXTREMEDEATH\n  -NOGRAVITY\n  +LOWGRAVITY\n  +GHOST\n  +THRUGHOST\n  Scale 0.25\n  health 300\n  damagetype \"Explosion\"\n  states\n  {\n  Spawn:\n    TC4T A -1\n    loop\n  Death:\n    TC4T A 0\n    TC4T A 0 A_SpawnItemEx(\"RebelTimed-C4Armed\",0,0,0,0,0,0,0,32,0)\n    TNT1 A 4 bright\n    stop\n  }\n}\n\nactor RebelTimed-C4Armed\n{\n  obituary \"%o couldn't disarm a C4 fast enough.\"\n  radius 6\n  height 8\n  speed 0\n  damage 0\n  +NOEXTREMEDEATH\n  +NOGRAVITY\n  //+NOBLOCKMAP\n  Scale 0.25\n  health 100\n  +SHOOTABLE\n  -SOLID\n  +GHOST\n  +THRUGHOST\n  Mass 99999999\n  damagefactor \"Fist\", 0.0\n  damagefactor \"Fire\", 0.0\n  damagefactor \"Bullet\", 0.0\n  damagefactor \"Rifle\", 0.0\n  damagefactor \"Explosion\", 0.0\n  damagefactor \"Terrorist\", 0.0\n  damagefactor \"Suicide\", 0.0\n  damagefactor \"Chemical\", 0.0\n  damagefactor \"Normal\", 0.0\n  damagefactor \"Laser\", 0.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Disarm\", 1.0\n  damagetype \"Explosion\"\n  +NOBLOOD\n  +QUICKTORETALIATE\n  states\n  {\n  Spawn:\n    TC4T A 35\n    TC4T AAA 20 A_PlaySound(\"c4/beep2\")\n    TC4T AAA 15 A_PlaySound(\"c4/beep2\")\n    TC4T AAAA 10 A_PlaySound(\"c4/beep2\")\n    TC4T AAAAA 5 A_PlaySound(\"c4/beep2\")\n    //TC4T A 0 A_PlayWeaponSound(\"c4/detonate\")\n    //TC4T A 35 A_PlaySound(\"c4/detonate\")\n    TC4T A 0 A_Die\n  Death:\n    TC4T A 0\n    TC4T A 0 A_NoBlocking\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionMainLarge\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TC4T A 0 A_PlaySound(\"weapons/rocklx\")\n    TC4T A 0 A_PlayWeaponSound(\"weapons/rocklx\")\n    TC4T A 0 bright A_Explode(300,128)\n    TNT1 A 4 bright\n    stop\n  Death.Disarm:\n    TC4T A 0\n    TC4T A 0 A_GiveToTarget(\"DisarmBonusItem\",1)\n    TC4T A 35 A_PlaySound(\"c4/disarm\")\n    TNT1 A 4 bright\n    TNT1 A 4 bright\n    stop\n  }\n}\n\nactor RebelBurnDeathThing\n{\n  obituary \"%o got too close to a burning corpse.\"\n  health 99999\n  radius 20\n  height 56\n  mass 99999\n  speed 8\n  painchance 0\n  MONSTER\n  +FLOORCLIP\n  +NORADIUSDMG\n  -COUNTKILL\n  -SHOOTABLE\n  -ISMONSTER\n  DamageType \"Fire\"\n  states\n  {\n  Spawn:\n    BDT1 A 0 BRIGHT\n  See:\n    BDT1 C 0 BRIGHT A_NoBlocking\n    CDT1 C 0 BRIGHT A_PlaySound(\"player/burn\")\n    BDT1 D 0 BRIGHT A_Wander\n    TNT1 AAAA 0 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    BDT1 A 2 BRIGHT A_Wander\n    TNT1 AAAA 0 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    BDT1 A 2 BRIGHT A_Wander\n    TNT1 BBBB 0 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    BDT1 B 2 BRIGHT A_Wander\n    TNT1 BBBB 0 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    BDT1 B 2 BRIGHT A_Wander\n    TNT1 CCCC 0 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    BDT1 C 2 BRIGHT A_Wander\n    TNT1 CCCC 0 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    BDT1 C 2 BRIGHT A_Wander\n    TNT1 DDDD 0 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    BDT1 D 2 BRIGHT A_Wander\n    TNT1 DDDD 0 A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    BDT1 D 2 BRIGHT A_Wander\n    BDT1 A 0 A_GiveInventory(\"BurnCount\",1)\n    BDT1 A 0 A_JumpIfInventory(\"BurnCount\",random(4,7),\"Death\")\n    goto See+3\n  Death:\n    BURN ABCDEFGHIJKLMNOPQ 4 BRIGHT A_SpawnItemEx(\"BurnDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    BURN RSTU 3 A_NoBlocking\n    BURN V -1 A_PlaySound(\"misc/thud\")\n    stop\n  }\n}\n\nactor RebelChemicalDeathThing\n{\n  obituary \"%o got too close to a radioactive corpse.\"\n  health 99999\n  radius 20\n  height 56\n  mass 99999\n  speed 8\n  painchance 0\n  MONSTER\n  +FLOORCLIP\n  +NORADIUSDMG\n  -COUNTKILL\n  -SHOOTABLE\n  -ISMONSTER\n  DamageType \"Chemical\"\n  states\n  {\n  Spawn:\n    CDT1 A 0 BRIGHT\n  See:\n    CDT1 C 0 BRIGHT A_NoBlocking\n    CDT1 C 0 BRIGHT A_PlaySound(\"player/burn\")\n    CDT1 D 0 BRIGHT A_Wander\n    CDT1 AAAA 0 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    CDT1 A 2 BRIGHT A_Wander\n    CDT1 AAAA 0 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    CDT1 A 2 BRIGHT A_Wander\n    CDT1 BBBB 0 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    CDT1 B 2 BRIGHT A_Wander\n    CDT1 BBBB 0 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    CDT1 B 2 BRIGHT A_Wander\n    CDT1 CCCC 0 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    CDT1 C 2 BRIGHT A_Wander\n    CDT1 CCCC 0 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    CDT1 C 2 BRIGHT A_Wander\n    CDT1 DDDD 0 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    CDT1 D 2 BRIGHT A_Wander\n    CDT1 DDDD 0 A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    CDT1 D 2 BRIGHT A_Wander\n    CDT1 A 0 A_GiveInventory(\"BurnCount\",1)\n    CDT1 A 0 A_JumpIfInventory(\"BurnCount\",random(4,7),\"Death\")\n    goto See+3\n  Death:\n    CURN ABCDEFGHIJKLMNOPQ 4 BRIGHT A_SpawnItemEx(\"ChemicalDeathShot\", random(-16,16), random(-16,16), random(16,64), 0, 0, random(2,5), 0, 128, 32)\n    CURN RSTU 3 A_NoBlocking\n    CURN V -1 A_PlaySound(\"misc/thud\")\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/secret.txt",
        "contents": "actor StarLauncher\n{\n  Obituary \"%o's wishes did not come true!\"\n  Radius 1\n  Height 1\n  -SOLID\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    TNT1 A 0 ThrustThingZ(0,150,0,0)\n    TNT1 AAA 0 bright A_CustomMissile (\"BigStar\",-32,0,random(0,359),CMF_AIMDIRECTION)\n    TNT1 AAAAAAAAAAA 30 A_Jump(32,\"Spawn\")\n    loop\n  }\n}\n\nactor BigStar\n{\n  Projectile\n  Scale 0.5\n  Radius 30\n  Height 30\n  Damage (200)\n  Speed 15\n  Obituary \"%o's wishes did not come true!\"\n  DeathSound \"LAVA/Hit\"\n  +BRIGHT\n  -NOGRAVITY\n  +FORCEXYBILLBOARD\n  -FORCEYBILLBOARD\n  +SKYEXPLODE\n  Gravity 0.25\n  states\n  {\n  Spawn:\n    STAR A 7 A_SpawnItemEx(\"LittleStar\",0,0,0,random(-10,10),random(-10,10),random(-10,10),random(0,359),SXF_CLIENTSIDE,50)\n    loop\n  Death:\n    TNT1 A 0 A_Explode(200,20)\n    TNT1 AAAAAAAAAAAAAAAAAAAAAA 3 A_SpawnItemEx(\"LittleStar\",0,0,0,random(-5,5),random(-5,5),random(-5,5),random(0,359),SXF_CLIENTSIDE,0)\n    stop\n  }\n}\n\nactor LittleStar\n{\n  +NOINTERACTION\n  +BRIGHT\n  +FORCEXYBILLBOARD\n  -FORCEYBILLBOARD\n  Scale 0.15\n  states\n  {\n  Spawn:\n    STAR A 5 A_FadeOut(0.1)\n    loop\n  }\n}\n\nactor StarSecretItem : QuestItem 29000\n{\n  inventory.pickupmessage \"You picked up a wishing star.\"\n  inventory.maxamount 1\n  inventory.respawntics 21000 // 35*60*10, 10 minutes\n  scale 0.125\n  radius 15\n  height 35\n  //+INVENTORY.QUIET\n  +INVENTORY.ALWAYSPICKUP\n  +NOGRAVITY\n  +FLOATBOB\n  +BRIGHT\n  states\n  {\n  spawn:\n    STAR A -1\n    loop\n  pickup:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor UnicornSecretItem : QuestItem 29001\n{\n  inventory.pickupmessage \"You picked up a unicorn. How pretty!\"\n  inventory.maxamount 1\n  inventory.respawntics 21000 // 35*60*10, 10 minutes\n  scale 0.125\n  radius 15\n  height 35\n  //+INVENTORY.QUIET\n  +INVENTORY.ALWAYSPICKUP\n  +NOGRAVITY\n  +FLOATBOB\n  +BRIGHT\n  states\n  {\n  spawn:\n    UCRN A -1\n    loop\n  pickup:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor PotOfGoldSecretItem : QuestItem 29002\n{\n  inventory.pickupmessage \"You picked up a pot of gold! Jackpot!\"\n  inventory.maxamount 1\n  inventory.respawntics 21000 // 35*60*10, 10 minutes\n  scale 0.125\n  radius 15\n  height 35\n  //+INVENTORY.QUIET\n  +INVENTORY.ALWAYSPICKUP\n  +NOGRAVITY\n  +FLOATBOB\n  +BRIGHT\n  states\n  {\n  spawn:\n    PGLD A -1\n    loop\n  pickup:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor LavaNoFire : LavaVolcano 29003\n{\n  States\n  {\n  Spawn:\n    TNT1 AA 0 bright A_SpawnItemEx (\"LavaBall3\",0,0,0,random(-10,10),random(-10,10),random(5,15),random(0,359),0,0)\n    TNT1 AAA 150 bright A_SpawnItemEx (\"LavaBall4\",0,0,0,random(-10,10),random(-10,10),random(5,15),random(0,359),0,0)\n    TNT1 A 35 A_Jump(128,2)\n    TNT1 A 35\n    loop\n    TNT1 A 35\n    TNT1 A 35 A_Jump(128,2)\n    loop\n    TNT1 A 35\n    TNT1 A 35 A_Jump(128,2)\n    loop\n    TNT1 A 35\n    TNT1 A 35 A_Jump(128,2)\n    loop\n    TNT1 A 35\n    TNT1 A 35 A_Jump(128,2)\n    loop\n    TNT1 A 35\n    TNT1 A 35 A_Jump(128,2)\n    loop\n    TNT1 A 35\n    TNT1 A 35\n    loop\n  }\n}\n\nactor LavaBall3 : LavaBall1\n{\n  states\n  {\n  Spawn:\n    COMT ABC 5 bright\n    Loop\n  Death:\n    TNT1 B 0 bright A_NoGravity\n    TNT1 A 0 bright A_StopSoundEx(\"Body\")\n    TNT1 A 0 A_SpawnItemEx(\"BazookaExplosion\", -1, 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionSmall\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    TNT1 A 0 A_SpawnItemEx(\"ExplosionSmall\", 0, 0, 0, 0, 0, 0, 0, 128, 0)\n    COMT DEFGHI 4 bright A_Stop\n    stop\n  }\n}\n\nactor LavaBall4 : LavaBall3\n{\n  obituary \"%o ventured to close to lava.\"\n  damage (50)\n  scale 0.4\n}\n\nactor WrenchSecretItem : QuestItem 29004\n{\n  inventory.pickupmessage \"You picked up a wrench!\"\n  inventory.maxamount 1\n  inventory.respawntics 21000 // 35*60*10, 10 minutes\n  scale 0.0625\n  yscale 0.05208333 //0.10416666\n  radius 15\n  height 35\n  //+INVENTORY.QUIET\n  +INVENTORY.ALWAYSPICKUP\n  +NOGRAVITY\n  +FLOATBOB\n  +BRIGHT\n  states\n  {\n  spawn:\n    RNCH A -1\n    loop\n  pickup:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor HourglassSecretItem : QuestItem 29005\n{\n  inventory.pickupmessage \"You picked up an hourglass!\"\n  inventory.maxamount 1\n  inventory.respawntics 21000 // 35*60*10, 10 minutes\n  xscale 0.125\n  yscale 0.10416666\n  radius 15\n  height 35\n  //+INVENTORY.QUIET\n  +INVENTORY.ALWAYSPICKUP\n  +NOGRAVITY\n  +FLOATBOB\n  +BRIGHT\n  states\n  {\n  spawn:\n    HGLS A -1\n    loop\n  pickup:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor GearSecretItem : QuestItem 29006\n{\n  inventory.pickupmessage \"You picked up a time machine gear!\"\n  inventory.maxamount 1\n  inventory.respawntics 21000 // 35*60*10, 10 minutes\n  scale 0.0625\n  yscale 0.05208333 //0.10416666\n  radius 15\n  height 35\n  //+INVENTORY.QUIET\n  +INVENTORY.ALWAYSPICKUP\n  +NOGRAVITY\n  +FLOATBOB\n  +BRIGHT\n  states\n  {\n  spawn:\n    PGIR A -1\n    loop\n  pickup:\n    TNT1 A -1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/dec_beac.txt",
        "contents": "//Beacons\nactor IonCannon-Beacon : AOWWeapon\n{\n  Weapon.SelectionOrder 99\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 0\n  Weapon.AmmoType \"BeaconAmmo\"\n  Obituary \"%k killed %o\"\n  +WEAPON.WIMPY_WEAPON\n  Inventory.Pickupmessage \"Got the Ion Cannon Beacon!\"\n  Weapon.PreferredSkin \"MarineFist\"\n  States\n  {\n  Ready:\n    BEAC A 1 A_WeaponReady\n    Loop\n  Deselect:\n    BEAC A 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 0 SetPlayerProperty(0,0,0)\n    BEAC A 1 A_Raise\n    wait\n  Fire:\n    TNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n    TNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n    goto Ready\n    BEAC A 0 SetPlayerProperty(0,1,0)\n    BEAC A 35 A_PlayWeaponSound(\"ion/place\")\n    BEAC A 1 offset (0, 32)\n    BEAC A 1 offset (0, 40)\n    BEAC A 1 offset (0, 48)\n    BEAC A 1 offset (0, 56)\n    BEAC A 1 offset (0, 64)\n    BEAC A 1 offset (0, 72)\n    BEAC A 1 offset (0, 80)\n    BEAC A 1 offset (0, 88)\n    BEAC A 1 offset (0, 96)\n    BEAC A 1 offset (0, 104)\n    BEAC A 1 offset (0, 112)\n    BEAC A 1 offset (0, 120)\n    BEAC A 1 offset (0, 128)\n    TNT1 AAA 35\n    TNT1 A 20\n    BEAC A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Select\")\n    BEAC A 0 A_JumpIfInventory(\"HasClass\",1,1)\n    goto Select\n    TNT1 A 0 A_FireCustomMissile(\"IonBeaconThrown\",0,1,0,0)\n    TNT1 A 0 SetPlayerProperty(0,0,0)\n    TNT1 A 0 A_TakeInventory(\"BeaconAmmo\",1)\n    TNT1 A 0 A_TakeInventory(\"Refunds\",1750)\n    TNT1 A 0 A_TakeInventory(\"IonCannon-Beacon\",1)\n    Goto Ready\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}\n\nactor BeaconAmmo : Ammo\n{\n  radius 20\n  height 16\n  inventory.pickupmessage \"Picked up a rifle clip.\"\n  inventory.icon \"CLIPA0\"\n  inventory.amount 1\n  inventory.maxamount 1\n  ammo.backpackamount 0\n  ammo.backpackmaxamount 1\n  yscale 1.2\n  states\n  {\n  Spawn:\n    RIFA A -1\n    stop\n  }\n}\n\nactor IonBeaconThrown\n{\n  obituary \"%o couldn't disarm a beacon fast enough.\"\n  radius 6\n  height 8\n  speed 0\n  damage 0\n  PROJECTILE\n  -RANDOMIZE\n  +NOEXTREMEDEATH\n  -NOGRAVITY\n  +GHOST\n  +THRUGHOST\n  Gravity 2.5\n  Scale 0.25\n  health 300\n  damagetype \"Explosion\"\n  states\n  {\n  Spawn:\n    BEAC D 1 A_JumpIf(waterlevel > 1, \"Water\")\n    loop\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"IonCannonPlaced\",0,0,0,0,0,0,0,32,0)\n    TNT1 A 4 bright\n    stop\n  Water:\n    BEAC D 35 A_PlaySoundEx(\"c4/disarm\",\"SoundSlot6\")\n    BEAC D 0 ACS_EXECUTEALWAYS(957,0,1,0,0)\n    BEAC D 1 A_Fadeout(0.1)\n    Wait\n  }\n}\n\nactor IonCannonPlaced\n{\n  Obituary \"%o was obliterated by the Ion Cannon.\"\n  radius 6\n  height 8\n  speed 0\n  damage 0\n  +NOEXTREMEDEATH\n  +NOGRAVITY\n  //+NOBLOCKMAP\n  Scale 0.25\n  health 1250\n  +SHOOTABLE\n  -SOLID\n  +GHOST\n  +THRUGHOST\n  Mass 99999999\n  damagefactor \"FistRed\", 0.0\n  damagefactor \"FistBlue\", 0.0\n  damagefactor \"BulletRed\", 0.0\n  damagefactor \"BulletBlue\", 0.0\n  damagefactor \"RifleRed\", 0.0\n  damagefactor \"RifleBlue\", 0.0\n  damagefactor \"ExplosionRed\", 0.0\n  damagefactor \"ExplosionBlue\", 0.0\n  damagefactor \"FireRed\", 0.0\n  damagefactor \"FireBlue\", 0.0\n  damagefactor \"ChemicalRed\", 0.0\n  damagefactor \"ChemicalBlue\", 0.0\n  damagefactor \"LaserRed\", 0.0\n  damagefactor \"LaserBlue\", 0.0\n  damagefactor \"RazorWireRed\", 0.0\n  damagefactor \"RazorWireBlue\", 0.0\n  damagefactor \"ExplosionMechRed\", 0.0\n  damagefactor \"ExplosionMechBlue\", 0.0\n  damagefactor \"TimeRed\", 0.0\n  damagefactor \"TimeBlue\", 0.0\n  damagefactor \"Fist\", 0.0\n  damagefactor \"Fire\", 0.0\n  damagefactor \"Bullet\", 0.0\n  damagefactor \"Rifle\", 0.0\n  damagefactor \"Explosion\", 0.0\n  damagefactor \"Terrorist\", 0.0\n  damagefactor \"Suicide\", 0.0\n  damagefactor \"Chemical\", 0.0\n  damagefactor \"Normal\", 0.0\n  damagefactor \"Laser\", 0.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Disarm\", 1.0\n  damagefactor \"MassDriverRed\", 0.0\n  damagefactor \"MassDriverBlue\", 0.0\n  damagefactor \"Mechstomp\", 0.0\n  damagefactor \"Monster\", 0.0\n  damagetype \"SuperweaponIon\"\n  +NOBLOOD\n  +NOTARGETSWITCH\n  //reactiontime 60\n  states\n  {\n  Spawn:\n    BEAC A 0\n    BEAC A 0 Thing_SetSpecial(0,226,350,0,0)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_PlaySoundEx(\"eva/iondeployed\",\"Voice\",0,2)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 Thing_ChangeTID(0,6000)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_PlaySoundEx(\"eva/ionapproach\",\"Voice\",0,2)\n    BEAC D 0 A_JumpIf(waterlevel > 1, \"Water\")\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_JumpIfInventory(\"BeaconCountdown\",30,\"Spawn2\")\n    goto Spawn+10\n    TNT1 A 0 A_Die\n  Spawn2:\n    BEAC D 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_PlaySoundEx(\"eva/youhave\",\"Voice\",0,2)\n    BEAC D 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_PlaySoundEx(\"eva/30sec\",\"Voice\",0,2)\n    BEAC D 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_PlaySoundEx(\"eva/safe\",\"Voice\",0,2)\n    BEAC D 0 A_JumpIf(waterlevel > 1, \"Water\")\n    BEAC D 0 A_JumpIfInventory(\"BeaconCountdown\",60,3)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_JumpIfInventory(\"BeaconCountdown\",45,\"Spawn3\")\n    goto Spawn2+9\n    TNT1 A 0 A_Die\n  Spawn3:\n    BEAC D 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_PlaySoundEx(\"eva/youhave\",\"Voice\",0,2)\n    BEAC D 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_PlaySoundEx(\"eva/15sec\",\"Voice\",0,2)\n    BEAC D 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_PlaySoundEx(\"eva/safe\",\"Voice\",0,2)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/10sec\",\"Voice\",0,2)\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/9sec\",\"Voice\",0,2)\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/8sec\",\"Voice\",0,2)\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/7sec\",\"Voice\",0,2)\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/6sec\",\"Voice\",0,2)\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/5sec\",\"Voice\",0,2)\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/4sec\",\"Voice\",0,2)\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/3sec\",\"Voice\",0,2)\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/2sec\",\"Voice\",0,2)\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/ionbeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/1sec\",\"Voice\",0,2)\n    BEAC D 35 A_GiveInventory(\"BeaconCountdown\",1)\n    TNT1 A 0 A_Die\n  Death:\n    BEAC D 0\n    BEAC D 0 A_ChangeFlag(\"INVULNERABLE\",1)\n    BEAC D 0 A_PlaySound (\"ion/warmup\", CHAN_BODY, 1.0, 0, ATTN_NONE)\n    BEAC D 72 A_SpawnItemEx(\"IonBeacon\")\n    BEAC DDDDDDDDD 35\n    BEAC D 0 A_PlaySound (\"ion/strike\", CHAN_BODY, 1.0, 0, ATTN_NONE)\n    BBLU D 1 Bright A_Explode(40000, 512, 1)\n    stop\n  Death.Disarm:\n    BEAC D 0\n    BEAC D 0 A_PlaySoundEx(\"c4/disarm\",\"SoundSlot6\")\n    BEAC D 0 A_PlaySoundEx(\"eva/iondisarmed\",\"Voice\",0,2)\n    BEAC D 1 A_Fadeout(0.1)\n    Wait\n  Water:\n    BEAC D 35 A_PlaySoundEx(\"c4/disarm\",\"SoundSlot6\")\n    BEAC D 0 A_PlaySoundEx(\"eva/iondisarmed\",\"Voice\",0,2)\n    BEAC D 0 ACS_EXECUTEALWAYS(957,1,0,0,0)\n    BEAC D 1 A_Fadeout(0.1)\n    Wait\n  }\n}\n\nactor BeaconCountdown : Inventory\n{\n    inventory.amount 0\n    inventory.maxamount 60\n}\n\nactor NuclearStrike-Beacon : AOWWeapon\n{\n  Weapon.SelectionOrder 99\n  Weapon.AmmoUse 1\n  Weapon.AmmoGive 0\n  Weapon.AmmoType \"BeaconAmmo\"\n  Obituary \"%k killed %o\"\n  +WEAPON.WIMPY_WEAPON\n  Inventory.Pickupmessage \"Got the Nuclear Strike Beacon!\"\n  Weapon.PreferredSkin \"MarineFist\"\n  States\n  {\n  Ready:\n    BEAC B 1 A_WeaponReady\n    Loop\n  Deselect:\n    BEAC B 1 A_Lower\n    Loop\n  Select:\n    TNT1 A 0 SetPlayerProperty(0,0,0)\n    BEAC B 1 A_Raise\n    wait\n  Fire:\n    TNT1 A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Ready\")\n    TNT1 A 0 A_JumpIfInventory(\"HasClass\",1,1)\n    goto Ready\n    BEAC B 0 SetPlayerProperty(0,1,0)\n    BEAC B 35 A_PlayWeaponSound(\"nuke/place\")\n    BEAC B 1 offset (0, 32)\n    BEAC B 1 offset (0, 40)\n    BEAC B 1 offset (0, 48)\n    BEAC B 1 offset (0, 56)\n    BEAC B 1 offset (0, 64)\n    BEAC B 1 offset (0, 72)\n    BEAC B 1 offset (0, 80)\n    BEAC B 1 offset (0, 88)\n    BEAC B 1 offset (0, 96)\n    BEAC B 1 offset (0, 104)\n    BEAC B 1 offset (0, 112)\n    BEAC B 1 offset (0, 120)\n    BEAC B 1 offset (0, 128)\n    TNT1 AAA 35\n    TNT1 A 20\n    BEAC A 0 A_JumpIfInventory(\"IsInSpawnRoom\",1,\"Select\")\n    BEAC A 0 A_JumpIfInventory(\"HasClass\",1,1)\n    goto Select\n    TNT1 A 0 A_FireCustomMissile(\"NukeBeaconThrown\",0,1,0,0)\n    TNT1 A 0 SetPlayerProperty(0,0,0)\n    TNT1 A 0 A_TakeInventory(\"Refunds\",1750)\n    TNT1 A 0 A_TakeInventory(\"BeaconAmmo\",1)\n    TNT1 A 0 A_TakeInventory(\"NuclearStrike-Beacon\",1)\n    Goto Ready\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}\n\nactor NukeBeaconThrown\n{\n  obituary \"%o couldn't disarm a beacon fast enough.\"\n  radius 6\n  height 8\n  speed 0\n  damage 0\n  PROJECTILE\n  -RANDOMIZE\n  +NOEXTREMEDEATH\n  -NOGRAVITY\n  +GHOST\n  +THRUGHOST\n  Gravity 2.5\n  Scale 0.15\n  health 300\n  damagetype \"Explosion\"\n  states\n  {\n  Spawn:\n    BEAC C 1 A_JumpIf(waterlevel > 1, \"Water\")\n    loop\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_SpawnItemEx(\"NuclearStrikePlaced\",0,0,0,0,0,0,0,32,0)\n    TNT1 A 4 bright\n    stop\n  Water:\n    BEAC C 35 A_PlaySoundEx(\"c4/disarm\",\"SoundSlot6\")\n    BEAC C 0 ACS_EXECUTEALWAYS(957,0,0,0,0)\n    BEAC C 1 A_Fadeout(0.1)\n    Wait\n  }\n}\n\nactor NuclearStrikePlaced\n{\n  Obituary \"%o was disintegrated by a Nuclear Strike.\"\n  radius 6\n  height 8\n  speed 0\n  damage 0\n  +NOEXTREMEDEATH\n  +NOGRAVITY\n  //+NOBLOCKMAP\n  Scale 0.15\n  health 1250\n  +SHOOTABLE\n  -SOLID\n  +GHOST\n  +THRUGHOST\n  Mass 99999999\n  damagefactor \"FistRed\", 0.0\n  damagefactor \"FistBlue\", 0.0\n  damagefactor \"BulletRed\", 0.0\n  damagefactor \"BulletBlue\", 0.0\n  damagefactor \"RifleRed\", 0.0\n  damagefactor \"RifleBlue\", 0.0\n  damagefactor \"ExplosionRed\", 0.0\n  damagefactor \"ExplosionBlue\", 0.0\n  damagefactor \"FireRed\", 0.0\n  damagefactor \"FireBlue\", 0.0\n  damagefactor \"ChemicalRed\", 0.0\n  damagefactor \"ChemicalBlue\", 0.0\n  damagefactor \"LaserRed\", 0.0\n  damagefactor \"LaserBlue\", 0.0\n  damagefactor \"RazorWireRed\", 0.0\n  damagefactor \"RazorWireBlue\", 0.0\n  damagefactor \"ExplosionMechRed\", 0.0\n  damagefactor \"ExplosionMechBlue\", 0.0\n  damagefactor \"TimeRed\", 0.0\n  damagefactor \"TimeBlue\", 0.0\n  damagefactor \"Fist\", 0.0\n  damagefactor \"Fire\", 0.0\n  damagefactor \"Bullet\", 0.0\n  damagefactor \"Rifle\", 0.0\n  damagefactor \"Explosion\", 0.0\n  damagefactor \"Terrorist\", 0.0\n  damagefactor \"Suicide\", 0.0\n  damagefactor \"Chemical\", 0.0\n  damagefactor \"Normal\", 0.0\n  damagefactor \"Laser\", 0.0\n  damagefactor \"Repair\", 0.0\n  damagefactor \"Disarm\", 1.0\n  damagefactor \"MassDriverRed\", 0.0\n  damagefactor \"MassDriverBlue\", 0.0\n  damagefactor \"Mechstomp\", 0.0\n  damagefactor \"Monster\", 0.0\n  damagetype \"Superweapon\"\n  +NOBLOOD\n  +NOTARGETSWITCH\n  //reactiontime 60\n  states\n  {\n  Spawn:\n    BEAC A 0\n    BEAC A 0 Thing_SetSpecial(0,226,350,0,0)\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_PlaySoundEx(\"eva/nukedeployed\",\"Voice\",0,2)\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 Thing_ChangeTID(0,6000)\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_PlaySoundEx(\"eva/nukeapproach\",\"Voice\",0,2)\n    BEAC C 0 A_JumpIf(waterlevel > 1, \"Water\")\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC C 0 A_JumpIfInventory(\"BeaconCountdown\",30,\"Spawn2\")\n    goto Spawn+10\n    TNT1 A 0 A_Die\n  Spawn2:\n    BEAC C 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_PlaySoundEx(\"eva/youhave\",\"Voice\",0,2)\n    BEAC C 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_PlaySoundEx(\"eva/30sec\",\"Voice\",0,2)\n    BEAC C 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_PlaySoundEx(\"eva/safe\",\"Voice\",0,2)\n    BEAC C 0 A_JumpIf(waterlevel > 1, \"Water\")\n    BEAC D 0 A_JumpIfInventory(\"BeaconCountdown\",60,3)\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_JumpIfInventory(\"BeaconCountdown\",45,\"Spawn3\")\n    goto Spawn2+9\n    TNT1 A 0 A_Die\n  Spawn3:\n    BEAC C 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_PlaySoundEx(\"eva/youhave\",\"Voice\",0,2)\n    BEAC C 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC C 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_PlaySoundEx(\"eva/15sec\",\"Voice\",0,2)\n    BEAC D 0 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_PlaySoundEx(\"eva/safe\",\"Voice\",0,2)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/10sec\",\"Voice\",0,2)\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/9sec\",\"Voice\",0,2)\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/8sec\",\"Voice\",0,2)\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/7sec\",\"Voice\",0,2)\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/6sec\",\"Voice\",0,2)\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/5sec\",\"Voice\",0,2)\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/4sec\",\"Voice\",0,2)\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/3sec\",\"Voice\",0,2)\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/2sec\",\"Voice\",0,2)\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    BEAC D 0 A_PlaySound(\"beacon/nukebeep\")\n    BEAC D 0 A_PlaySoundEx(\"eva/1sec\",\"Voice\",0,2)\n    BEAC C 35 A_GiveInventory(\"BeaconCountdown\",1)\n    TNT1 A 0 A_Die\n  Death:\n    TNT1 A 0\n    TNT1 A 0 A_ChangeFlag(\"INVULNERABLE\",1)\n    TNT1 A 350 A_PlaySoundEx(\"nuke/approach\",\"Voice\",0,2)\n    TNT1 A 0 A_SpawnItemEx(\"HyperNuke\",0,0,0,0,0,0,0,0,0)\n    BBLU A 0 Bright A_Explode(40000, 512, 1)\n    stop\n  Death.Disarm:\n    BEAC C 0\n    BEAC C 0 A_PlaySoundEx(\"c4/disarm\",\"SoundSlot6\")\n    BEAC C 0 A_PlaySoundEx(\"eva/nukedisarmed\",\"Voice\",0,2)\n    BEAC C 1 A_Fadeout(0.1)\n    Wait\n  Water:\n    BEAC C 35 A_PlaySoundEx(\"c4/disarm\",\"SoundSlot6\")\n    BEAC C 0 A_PlaySoundEx(\"eva/nukedisarmed\",\"Voice\",0,2)\n    BEAC C 0 ACS_EXECUTEALWAYS(957,0,0,0,0)\n    BEAC C 1 A_Fadeout(0.1)\n    Wait\n  }\n}\n\nactor BeaconItem : CustomInventory\n{\n  inventory.pickupmessage \"Snagged an item.\"\n  inventory.maxamount 0\n  inventory.amount 0\n  states\n  {\n  Pickup:\n    TNT1 A 0\n    TNT1 A 0 A_GiveInventory(\"BeaconAmmo\",1)\n    TNT1 A 0 A_JumpIfInventory(\"IsBlue\",1,\"GiveBlue\")\n    goto GiveRed\n  GiveBlue:\n    TNT1 A 0 A_GiveInventory(\"IonCannon-Beacon\",1)\n    TNT1 A 0 A_TakeInventory(\"BeaconItem\",1)\n    goto Deselect\n  GiveRed:\n    TNT1 A 0 A_GiveInventory(\"NuclearStrike-Beacon\",1)\n    TNT1 A 0 A_TakeInventory(\"BeaconItem\",1)\n    goto Deselect\n  Spawn:\n    TNT1 A 0\n    stop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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