Raw model (for completeness)
{
"meta": {
"id": "0541b762-b9f7-4df9-b42a-51f44f8846eb",
"sha1": "002ba6fc7234c9bdff9510c6d868401a044b0920",
"sha256": "5760d115e511cc8d9153bbfe54f9a31036bc3a108d736dadd0fd7acb7e0143a6",
"filenames": [
"absolution2.2.2hotfix3.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2016-02-23 21:33:27",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2016-02-23 21:33:27",
"file": {
"type": "PK3",
"size": 14293867,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/002ba6fc7234c9bdff9510c6d868401a044b0920/002ba6fc7234c9bdff9510c6d868401a044b0920.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 2316,
"maps": 0,
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}
},
"analysis": {
"title": "Absolution 2.2.2 Hotfix 3",
"description": "Absolution 2.2.2 Hotfix 3 is a large-scale mod pack for Doom, featuring extensive weapon additions and spritework contributed by multiple authors. It includes a wide variety of new firearms such as magnums, revolvers, submachine guns, and enhanced versions of classic Doom weapons, alongside custom animations and sound effects sourced from various games and Doom community projects. The mod emphasizes weapon variety and visual polish rather than new maps, with no maps included in this release. It is compatible with Boom-compatible source ports and focuses on enhancing combat dynamics through new weapon mechanics and improved sprite interpolation. The overall theme is a mix of classic Doom aesthetics with modernized weaponry and effects.",
"authors": [
"Gardevoir",
"Per Kristian Risvik",
"Z86",
"Magmacow",
"DoomNukem",
"Carbine Dioxide",
"Eriance",
"Sgt_MarkIV",
"Minigunner",
"Gifty",
"Pillowblaster",
"Zrrion The Insect",
"Aenima",
"Bloax",
"David G",
"Xim",
"iD",
"Realm667",
"Ben2K",
"Virtue",
"scorpion67890",
"TheRailgunner",
"Dreadopp",
"Tormentor667",
"Neoworm",
"Vader",
"OSJClatchford",
"Arkore",
"Rifle Marine",
"Froon"
],
"tags": [
"boom_compatible",
"combat_focus",
"large_megawad",
"modernized_weapons",
"no_maps",
"sound_mod",
"sprite_enhancement",
"weapon_mod"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "CREDITS LIST:\n\nGardevoir (For co-developing this mod with me. This mod SURELY would not have been complete without you.)\n\nPer Kristian Risvik * Z86 (For your work towards smoother animations for DOOM weapons as well as the DECORATE to go with these spritesets.)\n\nMagmacow (DoomPistol Sounds, FPSBanana. Creative Commons Unported 4.0)\n\nDoomNukem (For his spritework, including the sub-machine-gun, shotgun, super shotgun, assault rifle and plasma rifle.)\n\nCarbine Dioxide (For working on DoomNukem's new shotgun)\n\nEriance (For his spritework, including the rocket launcher and the Infernal.)\n\nSgt_MarkIV (The dropped frame for the rocket launcher)\n\nMinigunner (Smooth Explosion Sprites)\n\nGifty and the Smooth DOOM team (To whoever helped with the interpolated sprites in any form or fashion, thank you!)\n\nPillowblaster (For letting me use some of the pickup sounds from Russian Overkill)\n\nZrrion The Insect (For the DOOMified DooM64 drops, and the Eriance RL edit.)\n\nAenima and Bloax (For the Aenipuffs)\n\nDavid G and Xim (Rifle Commando)\n\niD (Quake 3 Arena sound effects)\n\nRealm667 (For the Bruiser Demon)\n\nBen2K and Virtue (Cyber Baron and Cyber Knight + Virtue's contribution to the GLDefs on the Warlord of Hell)\n\nscorpion67890 (Hell's Fury Death Sound; Cthultu Roar)\n\nTheRailgunner (X-Weapon sound effects for the shotgun)\n\nDreadopp (For working with Virtue on the GLDefs to the Warlord of Hell)\n\nTormentor667 (For making the Decorate and Sprites for the Warlord of Hell)\n\nNeoworm and Vader (For the Mecha Pinky.)\n\nOSJClatchford (For the new pistol sprites and some of the other upcoming weapons in the mod.)\n\nArkore (For taking the time to help me in adding Vanilla-like behaviour for the Death Incarnate.)\n\nRifle Marine (For making the dropped sprite version of the Zombieman Rifle)\n\nFroon (For the code to the Hand Grenades.)\n\nA big thank you to;\n\niD Software (<3)\n\nRaven Software (All sound effects used from Hexen and Heretic. Also, <3)\n\nRealm667 (BFG2704 and all additional content)\n\nMidway Games (DOOM 64 BFG Muzzle Flash, as well as all sound effects from DOOM64)\n\nBungie/??? (Halo Reach Gravity Hammer sounds aka BFG explosion sounds)\n\nValve (Half-Life Pickup Sound)\n\nGearbox Entertainment (Rocket Launcher Sounds; Borderlands)"
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "//Weapons\n\n#include \"actors/weapons/fist.txt\"\n\n#include \"actors/weapons/chainsaw.txt\"\n\n#include \"actors/weapons/pistol.txt\"\n#include \"actors/weapons/magnum1.txt\"\n#include \"actors/weapons/magnum2.txt\"\n#include \"actors/weapons/revolver1.txt\"\n#include \"actors/weapons/revolver2.txt\"\n#include \"actors/weapons/personaldefenseweapon.txt\"\n#include \"actors/weapons/submachinegun.txt\"\n\n#include \"actors/weapons/shotgun.txt\"\n#include \"actors/weapons/shotgun2.txt\"\n#include \"actors/weapons/supershotgun.txt\"\n#include \"actors/weapons/semiautoshotgun.txt\"\n#include \"actors/weapons/semiautoshotgun2.txt\"\n\n#include \"actors/weapons/assaultrifle.txt\"\n#include \"actors/weapons/carbine.txt\"\n#include \"actors/weapons/heavyassaultrifle.txt\"\n#include \"actors/weapons/chaingun.txt\"\n#include \"actors/weapons/minigun.txt\"\n#include \"actors/weapons/sniperrifle.txt\"\n#include \"actors/weapons/sniperrifle2.txt\"\n\n#include \"actors/weapons/rocketlauncher.txt\"\n#include \"actors/weapons/grenadelauncher.txt\"\n#include \"actors/weapons/handgrenade.txt\"\n\n#include \"actors/weapons/plasmagun.txt\"\n\n#include \"actors/weapons/bfg9000.txt\"\n\n//Pickups\n\n#include \"actors/pickups/ammo.txt\"\n#include \"actors/pickups/pickups.txt\"\n\n//Effects\n\n#include \"actors/effects/effects.txt\"\n#include \"actors/effects/Blood.txt\"\n\n//Enemies\n\n//Zombiemen\n//ChaingunGuys\n#include \"actors/enemies/zombies/chaingunguy/riflecommando.txt\"\n\n//Demons\n//Lost Souls\n\n//Imps\n#include \"actors/enemies/demons/imps/doomimp.txt\"\n#include \"actors/enemies/demons/imps/ghost/soulharvester.txt\"\n#include \"actors/enemies/demons/imps/cyber/cyberimp.txt\"\n\n//Pinky\n#include \"actors/enemies/demons/pinkies/Pinky.txt\"\n#include \"actors/enemies/demons/pinkies/ghost/nightmaredemon.txt\"\n#include \"actors/enemies/demons/pinkies/cyber/cyberpinky.txt\"\n\n//Revenant\n#include \"actors/enemies/demons/revenants/revenant.txt\"\n#include \"actors/enemies/demons/revenants/ghost/incarnate.txt\"\n\n//Hell Knight\n#include \"actors/enemies/demons/hellknight/HellKnight.txt\"\n#include \"actors/enemies/demons/hellknight/fire/FireArchon.txt\"\n#include \"actors/enemies/demons/hellknight/cyber/CyberKnight.txt\"\n#include \"actors/enemies/demons/hellknight/ghost/LesserFury.txt\"\n\n//Cacodemons\n#include \"actors/enemies/demons/cacodemons/Cacodemon.txt\"\n#include \"actors/enemies/demons/cacodemons/fire/firespirit.txt\"\n#include \"actors/enemies/demons/cacodemons/ghost/poe.txt\"\n\n//BaronOfHell\n#include \"actors/enemies/demons/baronofhell/BaronOfHell.txt\"\n#include \"actors/enemies/demons/baronofhell/fire/BruiserDemon.txt\"\n#include \"actors/enemies/demons/baronofhell/cyber/CyberBaron.txt\"\n#include \"actors/enemies/demons/baronofhell/ghost/Hellsfury.txt\"\n\n//Fatso\n#include \"actors/enemies/demons/fatsos/Fatso.txt\"\n#include \"actors/enemies/demons/fatsos/ghost/hectebus.txt\"\n\n//Randomisers\n#include \"randomisers/monsterreplacements.txt\"\n#include \"randomisers/weaponreplacements.txt\"\n\nACTOR NewDoomPlayer : DoomPlayer\n{\n\tPlayer.StartItem \"NewPistol\"\n\tPlayer.StartItem \"NewClip\", 50\n\tPlayer.StartItem \"NewFist\"\n\tPlayer.StartItem \"HandGrenade\"\n\tPlayer.StartItem \"HandGrenadeAmmo\", 3\n}"
},
{
"source": "pk3",
"name": "SNDINFO.txt",
"contents": "// Pickup Sounds\n\nClipPickup\t\tCLIPSOLO\nClipBoxPickup\tCLIPPACK\nShellPickup\t\tSHELSOLO\nShellBoxPickup\tSHELPACK\nRocketPickup\tROCKSOLO\nRocketBoxPickup\tROCKPACK\nCellPickup\t\tCELLSOLO\nCellBoxPickup\tCELLPACK\nSmallHealth\t\tSHEALTH\nMediumHealth\tNHEALTH\nLargeHealth\t\tLHEALTH\nmisc/p_pkup\t\tMHEALTH\nArmorPickup\t\tARMPKUP\nOtherPickups\tHOLDABLE\nmisc/megapack MEGPACK\n\n// Gun Sounds\n\n//Pistol\n$random weapons/pistol { 9MM1 9MM2 9MM3 }\n9MM1 M9MK21\n9MM2 M9MK22\n9MM3 M9MK23\n\n//Sub-Machine Gun (SMG)\n$random weapons/SMG { SMG1 SMG2 SMG3 }\n\nSMG1 UMP-1\nSMG2 UMP-2\nSMG3 UMP-3\n\n//Personal Defense Weapon (PDW)\n$random weapons/PDW { PDW1 PDW2 PDW3 }\n\nPDW1 MP7-1\nPDW2 MP7-2\nPDW3 MP7-3\n\n//Magnum .357\n$random Weapons/Magnum1Fire { Mag1Fire Mag2Fire Mag3Fire Mag4Fire Mag5Fire }\n\nMag1Fire TRPIST1\nMag2Fire TRPIST2\nMag3Fire TRPIST3\nMag4Fire TRPIST4\nMag5Fire TRPIST5\n\n//Magunm .44\n$random Weapons/Magnum2Fire { Mag1Fire2 Mag2Fire2 Mag3Fire2 }\n\nMag1Fire2 NOTTRP1\nMag2Fire2 NOTTRP2\nMag3Fire2 NOTTRP3\n\n//Revolver .357\n$random Weapons/Revolver1Fire { Rev4Fire Rev5Fire }\n\nRev1Fire 38S-1\nRev2Fire 38S-2\nRev3Fire 38S-3\nRev4Fire 38S-4\nRev5Fire 38S-5\n\n//Revolver .44\n$random Weapons/Revolver2Fire { Rev1Fire2 Rev2Fire2 Rev3Fire2 }\n\nRev1Fire2 44Mag1\nRev2Fire2 44Mag2\nRev3Fire2 44Mag3\n\n//Shotgun\n$random weapons/shotgf { DS12GFIRE1 DS12GFIRE2 DS12GFIRE3 DS12GFIRE4 }\n\nDS12GFIRE1 DS12GFI1\nDS12GFIRE2 DS12GFI2\nDS12GFIRE3 DS12GFI3\nDS12GFIRE4 DS12GFI4\n\nweapons/shotgc DS12GCK\n\n//Box-Fed Pump Shotgun\nweapons/boxshotgf BFPSSHT\nweapons/boxshotcock BFPSPMP\n\n//Super Shotgun\nSSGShoot1 WOLFSSGA\nSSGShoot2 WOLFSSGB\nSSGShoot3 WOLFSSGC\nSSGShoot4 WOLFSSGD\n\n$random weapons/sshotf { SSGShoot1 SSGShoot2 SSGShoot3 SSGShoot4 }\n\nweapons/sshoto WIZHSSGO\nweapons/sshotl WIZHSSGL\nweapons/sshotC WIZHSSGC\n\n//Semi-Automatic Shotgun (Shell)\nweapons/semiautoshellshot 12GSAF\n\n//Semi-Automatic Shotgun (Box)\n$random weapons/semiautoboxfed { weapons/semiautoboxshot1 weapons/semiautoboxshot2 weapons/semiautoboxshot3 weapons/semiautoboxshot4}\n\nweapons/semiautoboxshot1 3AWFIRE1\nweapons/semiautoboxshot2 3AWFIRE2\nweapons/semiautoboxshot3 3AWFIRE3\nweapons/semiautoboxshot4 3AWFIRE4\n\n//Assault Rifle\nweapons/chngun m16echo\n\n//Carbine\n$random weapons/carbine { GALIL1 GALIL2 GALIL3 }\n\nGALIL1 GALIL-1\nGALIL2 GALIL-2\nGALIL3 GALIL-3\n\n//Heavy Assault Rifle\nweapons/heavyassaultrifle FNFALM\n\n//Semi-Automatic Sniper Rifle\n$random weapons/SASR { Dragunov1 Dragunov2 Dragunov3 }\n\nDragunov1 Drago1\nDragunov2 Drago2\nDragunov3 Drago3\n\n//Designated Marksman Rifle\nweapons/DMR G3SG1FIR\n\n//Chaingun\n$random weapons/chaingun { Chaingun1 Chaingun2 Chaingun3 Chaingun4 }\nChaingun1 machgf1b\nChaingun2 machgf2b\nChaingun3 machgf3b\nChaingun4 machgf4b\n\nchaingun/windup windup\nchaingun/winddown winddown\n\n//Minigun\nminigun/fire\t CHAINFIR\nminigun/windup\t CHAINUP\nminigun/winddown CHAINDWN\n\n//Rocket Launcher\n$random weapons/rocklf { Rocket1 Rocket2 Rocket3 Rocket4 }\nRocket1 rocket1m\nRocket2 rocket2m\nRocket3 rocket3m\nRocket4 rocket4m\n\n$random weapons/rocklx { Boom1 Boom2 Boom3 }\nBoom1 DSBAREX1\nBoom2 DSBAREX2\nBoom3 DSBAREX3\n\n$random weapons/rockth { Thrust1 Thrust2 Thrust3 Thrust4 }\nThrust1 084\nThrust2 085\nThrust3 086\nThrust4 087\n\n//Grenade Launcher\nweapons/grenlf grenlf1a\n\n$random weapons/grenb { grenb1a grenb2a }\n\ngrenb1a hgrenb1a\ngrenb2a hgrenb2a\n\n$random weapons/grenlx { xplo1 xplo2 xplo3 xplo4 }\n\nxplo1 EXPLODE1\nxplo2 EXPLODE2\nxplo3 EXPLODE3\nxplo4 EXPLODE4\n\n//Hand Grenades\n\nweapons/grnpullpin dsgrpin\nweapons/grntoss dsgrtoss\n\n$random weapons/grnbounce { dsgrdrop1 dsgrdrop2 dsgrdrop3 }\n\ndsgrdrop1 dsgrdrp1\ndsgrdrop2 dsgrdrp2\ndsgrdrop3 dsgrdrp3\n\n$random weapons/grnexplode { dsgrboom1 dsgrboom2 dsgrboom3 }\n\ndsgrboom1 dsgrxl1\ndsgrboom2 dsgrxl2\ndsgrboom3 dsgrxl3\n\n//Plasma Rifle\nweapons/plasmaf DSPLASMA\nweapons/plasmax PLASMX1A\n\n//BFG9000\n$random weapons/bfgx { BFGX1 BFGX2 BFGX3 }\n\nBFGX1 bfghit1\nBFGX2 bfghit2\nBFGX3 bfghit3\n\n//Enemies\n\n//Zombiemen\ngrunt/attack m16echo\n$random shotguy/attack { DS12GFIRE1 DS12GFIRE2 DS12GFIRE3 DS12GFIRE4 }\n\n//Demons\n//Imps\n//Imp Cyber Elemental\n$RANDOM CIMPSIT { CIMPSIT1 CIMPSIT2 }\nCIMPSIT1\tCIMPCIT1\nCIMPSIT2\tCIMPSIT2\n$RANDOM CIMPDTH { CIMPDTH1 CIMPDTH2 }\nCIMPDTH1\tCIMPDTH1\nCIMPDTH2\tCIMPDTH2\nCIMPPAIN\tCIMPPAIN\nCIMPACT\t\tCIMPACT\n\n//Imp Ghost Elemental\n$RANDOM harvester/sight { shsight1 shsight2 }\nshsight1 shsight1\nshsight2 shsight2\n\n$RANDOM harvester/death { shdeath1 shdeath2 }\nshdeath1 shdeath1\nshdeath2 shdeath2\n\nharvester/scream shfbscrm\n\nharvester/ghost shghscrm\n\n//Pinkies\n//Pinky Cyber Elemental\nblooddemon/sight DSBLDSIT\nblooddemon/pain DSBLDPAI\nblooddemon/death DSBLDDTH\nblooddemon/active DSBLDACT\nblooddemon/melee DSBLDATK\nblooddemon/walk DSBLDWAL\n\n//Pinky Ghost Elemental\nnightmareDemon/sight dsndmsit\nnightmareDemon/melee dsndmatk\nnightmareDemon/pain dsndmow\nnightmareDemon/death dsndmdth\n64ball/shoot dsndmsht\n64ball/explode dsndmxpl\n\n//Revenants\n//Revenant Ghost Elemental\nmonster/incsit dsincsit\nmonster/incdth dsincdth\nmonster/incexp dsincexp\nmonster/incact dsincact\nmonster/incatk dsincatk\nmonster/inchit dsinchit\n\n//Hell Knight\n//Hell Knight Fire Elemental\nmonster/ar2sit dsar2sit\nmonster/ar2dth dsar2dth\nweapons/firbfi dsfirbfi\nweapons/hellex dshellex\n\n//Hell Knight Cyber Elemental\ncknight/sight DSBRUSIT\ncknight/death DSBRUDTH\n\n//Hell Knight Ghost Elemental\nwarlord/sight dswlssit\nwarlord/pain dswlpain\nwarlord/death dswlsdth\nwarlord/active dswlact\n\n//Cacodemon\n//Cacodemon Fire Elemental\nweapons/firex3 dsfirex3\nweapons/firmfi dsfirmfi\ninfernal/see dsinfsit\ninfernal/pain dsinfpai\ninfernal/death dsinfdth\n\n//Cacodemon Ghost Elemental\nPoe/Sight POESIGHT\nPoe/Death POEDIE\npoe/Active POEACTIV\n$Random Poe/Pain { Poe/Pain1 Poe/Pain2 }\nPoe/Pain1 POEPAIN\nPoe/Pain2 POEPAIN2\nFakePoe/Death FKPOEDIE\nPoeBall/See POEBLSEE\nPoeBall/Die POEBLDIE\n\n//Baron Of Hell\n//Baron Fire Elemental\nsuperbaron/scream dssbsit\nsuperbaron/pain dssbpain\nsuperbaron/death dssbdth\nsuperbaron/act dssbact\n\n//Baron Cyber Elemental\ncbaron/sight\tcbarnsit\ncbaron/pain\t cbarnpai\ncbaron/death\tcbarndth\ncbaron/active\tcbarnact\ncbaron/metal\tcmetal\n\n//Baron Ghost Elemental\nharvester/scream shfbscrm\nhellsfury/sight BOH64\nhellsfury/dead\t HFDEAD\n\n//Fatso\n//Hectebus\nHectebus/Sight\t\tDSHECSIT\nHectebus/Pain\t\tDSHCPAIN\nHectebus/Death\t\tDSHECDTH\nHectebus/Active\t\tDSHECACT\n$Random hectebus/attack\t{ HectAtk1 HectAtk2 }\nHectAtk1\t\tDSHECATK\nHectAtk2\t\tDSHCATK2\n$Random hectebus/step { HectStp1 HectStp2 HectStp3 HectStp4 HectStp5 }\nHectStp1\t\tDSHECST1\nHectStp2\t\tDSHECST2\nHectStp3\t\tDSHECST3\nHectStp4\t\tDSHECST4\nHectStp5\t\tDSHECST5\n\n//Special Effects\n//Bloody Stuff\n$random flesh/hit { dsflesh1 dsflesh2 desflesh3 dsflesh4 dsflesh5 dsflesh6 dsflesh7 }\ndsflesh1\tdsflesh1\ndsflesh2\tdsflesh2\ndsflesh3\tdsflesh3\ndsflesh4\tdsflesh4\ndsflesh5\tdsflesh5\ndsflesh6\tdsflesh6\ndsflesh7\tdsflesh7\n\n$rolloff flesh/hit 1 512\n\n$random flesh/gush {dsblud01 dsblud02 dsblud03 }\ndsblud01\tdsblud01\ndsblud02\tdsblud02\ndsblud03\tdsblud03\n\nbld/spls1 \t\t\tdssplat1\nbld/spls2 \t\t\tdssplat2\nbld/spls3 \t\t\tdssplat3\n$random bld/spls \t\t{ bld/spls1 bld/spls2 bld/spls3 }\n\n$rolloff bld/spls 8 384\n\nmisc/gibbed gibsplt1\n\n//Player\n\n020\t\t\t\t020\n021\t\t\t\t021\n022\t\t\t\t022\n$random dsplpain/small\t\t{ 020 021 022 }\n\n023\t\t\t\t023\n024\t\t\t\t024\n025\t\t\t\t025\n$random dsplpain/medium\t\t{ 023 024 025 }\n\n026\t\t\t\t026\n027\t\t\t\t027\n$random dsplpain/large\t\t{ 026 027 }\n\n028\t\t\t\t028\n029\t\t\t\t029\n030\t\t\t\t030\n$random dsplpain/huge\t\t{ 028 029 030 }\n\n010\t\t\t\t010\n011\t\t\t\t011\n012\t\t\t\t012\n013\t\t\t\t013\n$random dspldeth\t\t{ 010 011 012 013 }\n\n014\t\t\t\t014\n015\t\t\t\t015\n016\t\t\t\t016\n017\t\t\t\t017\n018\t\t\t\t018\n019\t\t\t\t019\n$random player/gibbed\t\t{ 014 015 016 017 018 019 }\n\n031\t\t\t\t031\n032\t\t\t\t032\n033\t\t\t\t033\n$random dsoof\t\t\t{ 031 032 033 }\n\ndsjump dsjump\ndsland dsland\n\nTAUNT1 taunt\nTAUNT2 bullshit\n$random taunts { TAUNT1 TAUNT2 }\n\n$playeralias\tplayer\tmale\t*pain100\tdsplpain/small\n$playeralias\tplayer\tmale\t*pain75\t\tdsplpain/medium\n$playeralias\tplayer\tmale\t*pain50\t\tdsplpain/large\n$playeralias\tplayer\tmale\t*pain25\t\tdsplpain/huge\n$playeralias\tplayer\tmale\t*death\t\tdspldeth\n$playeralias\tplayer\tmale\t*xdeath\t\tdspldeth\n$playeralias\tplayer\tmale\t*gibbed\t\tplayer/gibbed\n$playeralias player male *usefail dsoof\n$playeralias\tplayer\tmale\t*land\t\tdsland\n$playersound\tplayer\tmale\t*jump\t\tdsjump\n$playeralias\tplayer\tmale\t*taunt\t\ttaunts\n\n$playeralias\tplayer\tfemale\t*pain100\tdsplpain/small\n$playeralias\tplayer\tfemale\t*pain75\t\tdsplpain/medium\n$playeralias\tplayer\tfemale\t*pain50\t\tdsplpain/large\n$playeralias\tplayer\tfemale\t*pain25\t\tdsplpain/huge\n$playeralias\tplayer\tfemale\t*death\t\tdspldeth\n$playeralias\tplayer\tfemale\t*xdeath\t\tdspldeth\n$playeralias\tplayer\tfemale\t*gibbed\t\tplayer/gibbed\n$playeralias player female *usefail dsoof\n$playeralias\tplayer\tfemale\t*land\t\tdsland\n$playersound\tplayer\tfemale\t*jump\t\tdsjump\n$playeralias\tplayer\tfemale\t*taunt\t\ttaunts\n\n$playeralias\tplayer\tother\t*pain100\tdsplpain/small\n$playeralias\tplayer\tother\t*pain75\t\tdsplpain/medium\n$playeralias\tplayer\tother\t*pain50\t\tdsplpain/large\n$playeralias\tplayer\tother\t*pain25\t\tdsplpain/huge\n$playeralias\tplayer\tother\t*death\t\tdspldeth\n$playeralias\tplayer\tother\t*xdeath\t\tdspldeth\n$playeralias\tplayer\tother\t*gibbed\t\tplayer/gibbed\n$playeralias player other *usefail dsoof\n$playeralias\tplayer\tother\t*land\t\tdsland\n$playersound\tplayer\tother\t*jump\t\tdsjump\n$playeralias\tplayer\tother\t*taunt\t\ttaunts\\\n\n//Menu and other Sound Effects\n\nmenu1 menu1\nmenu2 menu2\nmenu3 menu3\nmenu4 menu4\n\nmenu/activate\t\tmenu1\nmenu/backup\t\t\tmenu3\nmenu/prompt\t\t\tmenu1\nmenu/cursor\t\t\tmenu2\nmenu/dismiss\t menu3\nmenu/clear\t\t\tmenu3\n\nmisc/k_pkup k_pkup"
},
{
"source": "pk3",
"name": "DECALDEF.txt",
"contents": "//DecalDefs list, credits to the people behind GZDOOM\n\n//Rocket Scorches\n\ndecal Scorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 0.5\n\ty-scale 0.5\n\trandomflipx\n\trandomflipy\n}\n\ndecal BigScorch\n{\n\tpic SCORCH1\n\tshade \"00 00 00\"\n\tx-scale 0.75\n\ty-scale 0.75\n\trandomflipx\n\trandomflipy\n}\n\n// Plasma Rifle Scorches\n\ndecal PlasmaScorchLower1\n{\n\tpic PLASMA1\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorch1\n{\n\tpic PLSSA0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower1\n}\n\ndecal PlasmaScorchLower2\n{\n\tpic PLASMA2\n\tshade \"00 00 00\"\n\tx-scale 0.3\n\ty-scale 0.3\n\trandomflipx\n\trandomflipy\n}\n\ndecal PlasmaScorch2\n{\n\tpic PLSSB0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower2\n}\n\ndecal PlasmaScorch3\n{\n\tpic BLPLC0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower2\n}\n\ndecal PlasmaScorch4\n{\n\tpic BLPLD0\n\tadd 1.0\n\tfullbright\n\tanimator GoAway\n\tlowerdecal PlasmaScorchLower2\n}\n\ndecalgroup PlasmaScorchLower\n{\n\tPlasmaScorchLower1\t1\n\tPlasmaScorchLower2\t1\n}\n\ndecalgroup PlasmaScorch\n{\n\tPlasmaScorch1\t1\n\tPlasmaScorch2\t1\n\tPlasmaScorch3 1\n\tPlasmaScorch4 1\n}\n\n// BFG Scorches\n\ndecal BFGScorch1\n{\n\tpic BFGSCRC1\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n}\n\ndecal BFGScorch2\n{\n\tpic BFGSCRC2\n\tshade \"00 00 00\"\n\trandomflipx\n\trandomflipy\n}\n\ndecalgroup BFGScorch\n{\n\tBFGScorch1\t1\n\tBFGScorch2\t1\n}\n\ndecal BFGLightning1\n{\n\tpic BFGLITE1\n\tshade \"80 ff 80\"\n\tfullbright\n\trandomflipx\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecal BFGLightning2\n{\n\tpic BFGLITE2\n\tshade \"80 ff 80\"\n\tfullbright\n\trandomflipy\n\tanimator GoAway2\n\tlowerdecal BFGScorch\n}\n\ndecalgroup BFGLightning\n{\n\tBFGLightning1\t1\n\tBFGLightning2\t1\n}"
},
{
"source": "pk3",
"name": "actors/weapons/fist.txt",
"contents": "ACTOR NewFist : Weapon replaces Fist\n{\n Weapon.SelectionOrder 3700\n Weapon.Kickback 100\n Obituary \"$OB_MPFIST\"\n Tag \"Fist\"\n +WEAPON.WIMPY_WEAPON\n +WEAPON.MELEEWEAPON\n Weapon.SlotNumber 1\n\n States\n {\n Ready:\n PKFS A 1 A_WeaponReady\n Loop\n Deselect:\n PKFS A 1 A_Lower\n Loop\n Select:\n PKFS A 1 A_Raise\n Loop\n Fire:\n PKFS B 2\n\tPKFS CD 1\n PKFS E 4 A_Punch\n PKFS FGH 2\n PKFS IJK 1\n PKFS L 2 A_ReFire\n\tPKFS A 3 A_Refire\n Goto Ready\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/chainsaw.txt",
"contents": "ACTOR NewChainsaw : Weapon replaces Chainsaw\n{\n Weapon.Kickback 0\n Weapon.SelectionOrder 2200\n Weapon.UpSound \"weapons/sawup\"\n Weapon.ReadySound \"weapons/sawidle\"\n Inventory.PickupMessage \"$GOTCHAINSAW\"\n Obituary \"$OB_MPCHAINSAW\"\n Tag \"Chainsaw\"\n +WEAPON.MELEEWEAPON\n Weapon.SlotNumber 1\n Decal Bulletchip\n\n States\n {\n Ready:\n SAWG CDEF 2 A_WeaponReady\n Loop\n Deselect:\n SAWG C 1 A_Lower\n Loop\n Select:\n SAWG C 1 A_Raise\n Loop\n Fire:\n SAWG A 2 A_Saw\n\tSAWG B 2\n\tSAWG A 2 A_Saw\n\tSAWG B 2\n SAWG B 0 A_ReFire\n Goto Ready\n Spawn:\n CSAW A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/pistol.txt",
"contents": "ACTOR NewPistol : DoomWeapon replaces Pistol\n{\n Weapon.SelectionOrder 1900\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Obituary \"$OB_MPPISTOL\"\n +WEAPON.WIMPY_WEAPON\n +WEAPON.NOAUTOFIRE\n Inventory.Pickupmessage \"$PICKUP_PISTOL_DROPPED\"\n Tag \"Pistol\"\n Weapon.SlotNumber 2\n Decal \"BulletChip\"\n\n States\n {\n Ready:\n PISG A 1 A_WeaponReady\n Loop\n Deselect:\n PISG A 1 A_Lower\n Loop\n Select:\n PISG A 1 A_Raise\n Loop\n Fire:\n PISG AB 1\n PISG B 2 A_FirePistol\n PISG C 2 A_WeaponReady\n\tPISG D 2 A_WeaponReady\n\tPISG E 1 A_WeaponReady\n\tPISG FG 1 A_WeaponReady\n\tPISG A 3 A_WeaponReady\n Goto Ready\n Flash:\n PISF A 2 Bright A_Light1\n PISF B 1 Bright A_Light2\n Goto LightDone\n Spawn:\n PIST A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/submachinegun.txt",
"contents": "ACTOR Submachinegun : Weapon\n{\n Weapon.SelectionOrder 1000\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Inventory.PickupMessage \"You got the sub-machine gun!\"\n Obituary \"%o was sprayed and prayed upon by %k's Sub-Machine Gun.\"\n Tag \"Sub-Machine Gun\"\n Weapon.SlotNumber 2\n +WEAPON.NOALERT\n Decal \"BulletChip\"\n States\n {\n Ready:\n SMGI A 0 A_JumpIfInventory(\"SMGZoomed\",1,\"ReadyZoomed\")\n SMGI A 1 A_WeaponReady\n Loop\n ReadyZoomed:\n SMGA A 1 A_WeaponReady (WRF_NOBOB)\n Loop\n Altfire:\n\t SADS A 2 A_JumpIfInventory(\"SMGZoomed\",1,\"UnZoom\")\n\t SADS B 2 A_GiveInventory(\"SMGZoomed\",1)\n\t SADS C 2 A_ZoomFactor(2)\n\t SADS D 2\n\t SMGA A 2\n\t Goto Ready\n UnZoom:\n\t SADS D 2 A_TakeInventory(\"SMGZoomed\",1)\n\t SADS C 2 A_ZoomFactor(1)\n\t SADS B 2\n\t SADS A 2\n\t SMGI A 2\n\t Goto Ready\n Deselect:\n TNT1 A 0 A_TakeInventory(\"SMGZoomed\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n SMGI A 1 A_Lower\n Loop\n Select:\n SMGI A 1 A_Raise\n Loop\n Fire:\n\t SMGI A 0 A_JumpIfInventory(\"SMGZoomed\",1,\"FireZoomed\")\n\t SMGI A 0 A_AlertMonsters\n SMGF A 0 Bright A_PlaySound(\"weapons/SMG\", CHAN_WEAPON)\n\t SMGF A 0 Bright A_GunFlash\n SMGF A 1 Bright A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t SMGF BC 1\n SMGF A 0 Bright A_PlaySound(\"weapons/SMG\", CHAN_WEAPON)\n\t SMGF A 0 Bright A_GunFlash\n\t SMGF A 1 Bright A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t SMGF BC 1\n SMGI A 0 A_ReFire\n Goto Ready\n FireZoomed:\n\t SMGA A 0 Bright A_PlaySound(\"weapons/SMG\", CHAN_WEAPON)\n\t SMGA A 0 A_AlertMonsters\n\t SSSF A 0 Bright A_GunFlash\n SSSF A 1 Bright A_FireBullets(2.8, 0, 1, 5, \"BulletPuff\")\n\t SSSF BC 1\n\t SMGA A 0 Bright A_PlaySound(\"weapons/SMG\", CHAN_WEAPON)\n\t SSSF A 0 Bright A_GunFlash\n SSSF A 1 Bright A_FireBullets(2.8, 0, 1, 5, \"BulletPuff\")\n\t SSSF BC 1\n SMGA A 0 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 5 Bright A_Light1\n Goto LightDone\n TNT1 A 5 Bright A_Light1\n Goto LightDone\n Spawn:\n DNMG A -1\n Stop\n }\n}\n\nACTOR SMGZoomed : Inventory { Inventory.MaxAmount 1 }"
},
{
"source": "pk3",
"name": "actors/weapons/personaldefenseweapon.txt",
"contents": "ACTOR PersonalDefenseWeapon : Weapon\n{\n Weapon.SelectionOrder 1200\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Inventory.PickupMessage \"You got the Personal Defense Weapon.\"\n Obituary \"%o was shot down by %k's PDW.\"\n Tag \"Personal Defense Weapon\"\n Weapon.SlotNumber 2\n Decal \"BulletChip\"\n States\n {\n Ready:\n PDWI A 1 A_WeaponReady\n Loop\n Deselect:\n PDWI A 1 A_Lower\n Loop\n Select:\n PDWI A 1 A_Raise\n Loop\n Fire:\n\t PDWI A 0 Bright A_PlaySound(\"weapons/PDW\", CHAN_WEAPON)\n\t PDWI A 0 Bright A_GunFlash\n PDWF A 1 Bright A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t PDWF B 1\n\t PDWF C 0\n PDWF A 0 Bright A_PlaySound(\"weapons/PDW\", CHAN_WEAPON)\n\t PDWF A 0 Bright A_GunFlash\n\t PDWF A 1 Bright A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t PDWF B 1\n\t PDWF C 0\n PDWI A 0 A_ReFire\n\t PDWF C 0\n\t Goto Ready\n Flash:\n\t TNT1 A 1 Bright A_Light1\n\t TNT1 A 1 Bright A_Light2\n\t TNT1 A 1 A_Light1\n\t TNT1 A 1 A_Light1\n\t Goto LightDone\n Spawn:\n PDWZ A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/magnum1.txt",
"contents": "ACTOR Magnum1 : Weapon\n{\n Weapon.SelectionOrder 1550\n Weapon.AmmoUse 2\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Weapon.Kickback 100\n Obituary \"%o was shot down by %k's Magnum.\"\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Inventory.Pickupmessage \"You found a .357 Magnum! (2)\"\n Tag \".357 Magnum\"\n Decal \"BulletChip\"\n Weapon.SlotNumber 2\n\n States\n {\n Ready:\n\tMN1I A 1 A_WeaponReady\n Loop\n Deselect:\n MN1I A 1 A_Lower\n Loop\n Select:\n MN1I A 1 A_Raise\n Loop\n Fire:\n MN1F A 0 A_GunFlash\n MN1F A 0 A_PlaySound(\"Weapons/Magnum1Fire\", CHAN_WEAPON)\n MN1F A 0 A_FireBullets(5.6, 0, 1, 10, \"BulletPuff\")\n\tMN1F A 1\n\tMN1F BCDE 1\n\tMN1F FG 1\n\tMN1F HI 1 A_WeaponReady\n\tMN1F J 1 A_WeaponReady\n\tMN1I A 1 A_WeaponReady\n Goto Ready\n Flash:\n\tTNT1 A 2 BRIGHT A_Light2\n\tTNT1 A 2 BRIGHT A_Light1\n\tTNT1 A 0 A_Light0\n\tGoto LightDone\n Spawn:\n PISP A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/magnum2.txt",
"contents": "ACTOR Magnum2 : Weapon\n{\n Weapon.SelectionOrder 1600\n Weapon.AmmoUse 3\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Weapon.Kickback 100\n Obituary \"%o was shot down by %k's Revolver.\"\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Inventory.Pickupmessage \"You found a .44 Magnum! (2)\"\n Tag \".44 Magnum\"\n Decal \"BulletChip\"\n Weapon.SlotNumber 2\n\n States\n {\n Ready:\n\tMN2I A 1 A_WeaponReady\n Loop\n Deselect:\n MN2I A 1 A_Lower\n Loop\n Select:\n MN2I A 1 A_Raise\n Loop\n Fire:\n MN2F A 0 A_GunFlash\n MN2F A 0 A_PlaySound(\"Weapons/Magnum2Fire\", CHAN_WEAPON)\n MN2F A 0 A_FireBullets(5.6, 0, 1, 15, \"BulletPuff\")\n\tMN2F A 1\n\tMN2F BCDE 1\n\tMN2F FG 1\n\tMN2F HI 1\n\tMN2F J 1 A_WeaponReady\n\tMN2I A 1 A_WeaponReady\n Goto Ready\n Flash:\n\tTNT1 A 2 BRIGHT A_Light2\n\tTNT1 A 2 BRIGHT A_Light1\n\tTNT1 A 0 A_Light0\n\tGoto LightDone\n Spawn:\n PISP A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/revolver1.txt",
"contents": "ACTOR Revolver1 : Weapon\n{\n Weapon.SelectionOrder 1500\n Weapon.AmmoUse 2\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Weapon.Kickback 100\n Obituary \"%o was shot down by %k's Revolver.\"\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Inventory.Pickupmessage \"You found a .357 Revolver! (2)\"\n Tag \".357 Revolver\"\n Decal \"BulletChip\"\n Weapon.SlotNumber 2\n\n States\n {\n Ready:\n\tSAAP A 1 A_WeaponReady\n Loop\n Deselect:\n SAAP A 1 A_Lower\n Loop\n Select:\n SAAP A 1 A_Raise\n Loop\n Fire:\n PFIR A 0 A_GunFlash\n PFIR A 0 A_PlaySound(\"Weapons/Revolver1Fire\", CHAN_WEAPON)\n PFIR A 0 A_FireBullets(5.6, 0, 1, 10, \"BulletPuff\")\n\tPFIR A 2\n\tPFIR BCDE 1\n\tPFIR F 1\n\tPFIR ED 1\n\tPFIR CB 1 A_WeaponReady\n Goto Ready\n Flash:\n\tTNT1 A 2 BRIGHT A_Light2\n\tTNT1 A 2 BRIGHT A_Light1\n\tTNT1 A 0 A_Light0\n\tGoto LightDone\n Spawn:\n SAAZ A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/revolver2.txt",
"contents": "ACTOR Revolver2 : Weapon\n{\n Weapon.SelectionOrder 1550\n Weapon.AmmoUse 3\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Weapon.Kickback 100\n Obituary \"%o was shot down by %k's Revolver.\"\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOAUTOAIM\n Inventory.Pickupmessage \"You found a .44 Revolver! (2)\"\n Tag \".44 Revolver\"\n Decal \"BulletChip\"\n Weapon.SlotNumber 2\n\n States\n {\n Ready:\n\tRV2I A 1 A_WeaponReady\n Loop\n Deselect:\n RV2I A 1 A_Lower\n Loop\n Select:\n RV2I A 1 A_Raise\n Loop\n Fire:\n RV2F A 0 A_GunFlash\n RV2F A 0 A_PlaySound(\"Weapons/Revolver2Fire\", CHAN_WEAPON)\n RV2F A 0 A_FireBullets(5.6, 0, 1, 15, \"BulletPuff\")\n\tRV2F AB 1\n\tRV2F CDEFGHIJ 1\n\tRV2I A 2\n Goto Ready\n Flash:\n\tTNT1 A 2 BRIGHT A_Light2\n\tTNT1 A 2 BRIGHT A_Light1\n\tTNT1 A 0 A_Light0\n\tGoto LightDone\n Spawn:\n REV2 Z -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/shotgun.txt",
"contents": "ACTOR NewShotgun : DoomWeapon replaces Shotgun\n{\n Weapon.SelectionOrder 1300\n Weapon.AmmoUse 1\n Weapon.AmmoGive 8\n Weapon.AmmoType \"Shell\"\n Inventory.PickupMessage \"$GOTSHOTGUN\"\n Obituary \"$OB_MPSHOTGUN\"\n Tag \"Pump-Action Shotgun\"\n Weapon.SlotNumber 3\n +WEAPON.NOAUTOFIRE\n +WEAPON.NOALERT\n Decal \"BulletChip\"\n\n States\n {\n Ready:\n SHTG A 0 A_JumpIfInventory(\"ShotgunZoomed\",1,\"ReadyZoomed\")\n SHTG A 1 A_WeaponReady\n Loop\n ReadyZoomed:\n SAID A 1 A_WeaponReady\n Loop\n Altfire:\n\t TNT1 A 0 A_JumpIfInventory(\"ShotgunZoomed\",1,\"UnZoom\")\n\t TNT1 A 0 A_GiveInventory(\"ShotgunZoomed\",1)\n\t TNT1 A 0 A_ZoomFactor(2)\n\t SAID A 10\n\t Goto Ready\n UnZoom:\n\t TNT1 A 0 A_TakeInventory(\"ShotgunZoomed\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n\t SHTG A 10\n\t Goto Ready\n Deselect:\n TNT1 A 0 A_TakeInventory(\"ShotgunZoomed\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n SHTG A 1 A_Lower\n Loop\n Select:\n SHTG A 1 A_Raise\n Loop\n Fire:\n\tSHTG A 0 A_JumpIfInventory(\"ShotgunZoomed\",1,\"FireZoomed\")\n\tSHTG A 0 A_AlertMonsters\n SHTG A 3\n SHTG A 0 Bright A_FireShotgun\n\tSHTF ABCDE 1 Bright\n\tSHTF F 2 Bright\n SHTP ABCDEF 1\n\tSHTP GHI 1\n\tSHTP J 2 A_PlaySound (\"weapons/shotgc\")\n\tSHTP GF 1\n\tSHTP EDCBA 1\n\tSHTG A 7 A_WeaponReady\n Goto Ready\n FireZoomed:\n SAID A 0 A_AlertMonsters\n SAID A 3\n SAID A 0 Bright A_FireBullets (3.6, 0, 7, 5, \"BulletPuff\")\n\tSAID A 0 Bright A_PlaySound (\"weapons/shotgf\", CHAN_WEAPON)\n\tSAID A 0 Bright A_GunFlash\n\tSAFR ABCDE 1 Bright\n\tSAFR F 2 Bright\n\tSAID A 0 A_ZoomFactor(1)\n SHTP ABCDEF 1\n\tSHTP GHI 1\n\tSHTP J 2 A_PlaySound (\"weapons/shotgc\")\n\tSHTP GF 1\n\tSHTP EDCBA 1\n\tSAID A 0 A_ZoomFactor(2)\n\tSAID A 7 A_WeaponReady\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 SHTC A -1\n Stop\n }\n}\n\nACTOR ShotgunZoomed : Inventory { Inventory.MaxAmount 1 }"
},
{
"source": "pk3",
"name": "actors/weapons/shotgun2.txt",
"contents": "ACTOR BoxFedPumpShotgun : Weapon\n{\n Weapon.SelectionOrder 1350\n Weapon.AmmoUse 1\n Weapon.AmmoGive 8\n Weapon.AmmoType \"Shell\"\n Inventory.PickupMessage \"$GOTSHOTGUN\"\n Obituary \"$OB_MPSHOTGUN\"\n Tag \"Box-Fed Pump-Action Shotgun\"\n Weapon.SlotNumber 3\n +WEAPON.NOAUTOFIRE\n Decal \"BulletChip\"\n\n States\n {\n Ready:\n BFPS A 1 A_WeaponReady\n Loop\n Deselect:\n BFPS A 1 A_Lower\n Loop\n Select:\n BFPS A 1 A_Raise\n Loop\n Fire:\n BFPS A 1\n BFSF A 0 A_FireBullets (5.6, 0, 7, 5, \"BulletPuff\")\n BFSF A 0 A_PlaySound (\"weapons/boxshotgf\", CHAN_WEAPON)\n BFSF A 0 Bright A_GunFlash\n BFPF ABCDEF 1 Bright\n\t BFPS D 1\n\t BFPS CB 1 A_WeaponReady\n\t BFPS AAA 1 A_WeaponReady\n\t BFPS B 0 A_PlaySound (\"weapons/boxshotcock\")\n \t BFPF GHIJ 1\n\t BFPF KLM 1\n BFPF N 1\n\t BFPF MLK 1\n\t BFPF JIHG 1\n\t BFPS A 14 A_WeaponReady\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 BFPS Z -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/semiautoshotgun2.txt",
"contents": "ACTOR SemiAutoBoxShotgun : Weapon\n{\n Weapon.SelectionOrder 1350\n Weapon.AmmoUse 1\n Weapon.AmmoGive 8\n Scale 0.8\n Weapon.AmmoType \"Shell\"\n Inventory.PickupMessage \"You got the box-fed semi-auto shotgun.\"\n Obituary \"%o was shot to shit by %k's shotgun.\"\n Tag \"Box-Fed Semi-Auto Shotgun\"\n Weapon.SlotNumber 3\n +WEAPON.NOAUTOFIRE\n Decal \"BulletChip\"\n\n States\n {\n Ready:\n SGID A 1 A_WeaponReady\n Loop\n Deselect:\n SGID A 1 A_Lower\n Loop\n Select:\n SGID A 1 A_Raise\n Loop\n Fire:\n BFSF A 0 A_FireBullets (5.6, 0, 7, 5, \"BulletPuff\")\n BFSF A 0 A_PlaySound (\"weapons/semiautoboxfed\", CHAN_WEAPON)\n BFSF A 0 Bright A_GunFlash\n BFSF ABCDEF 1\n\t BFSF G 1\n SGID A 1\n\t SGID A 6 A_WeaponReady\n Goto Ready\n Flash:\n TNT1 A 3 Bright A_Light1\n TNT1 A 3 Bright A_Light2\n Goto LightDone\n Spawn:\n BFSG Z -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/semiautoshotgun.txt",
"contents": "ACTOR SemiAutoShotgun : Weapon\n{\n Weapon.SelectionOrder 1350\n Weapon.AmmoUse 1\n Weapon.AmmoGive 8\n Weapon.AmmoType \"Shell\"\n Inventory.PickupMessage \"You got the semi-auto shotgun.\"\n Obituary \"%o was shot to shit by %k's shotgun.\"\n Tag \"Semi-Auto Shotgun\"\n Weapon.SlotNumber 3\n +WEAPON.NOAUTOFIRE\n Decal \"BulletChip\"\n\n States\n {\n Ready:\n SA1I A 1 A_WeaponReady\n Loop\n Deselect:\n SA1I A 1 A_Lower\n Loop\n Select:\n SA1I A 1 A_Raise\n Loop\n Fire:\n SA1F A 0 A_FireBullets (5.6, 0, 7, 5, \"BulletPuff\")\n SA1F A 0 A_PlaySound (\"weapons/semiautoshellshot\", CHAN_WEAPON)\n SA1F A 0 Bright A_GunFlash\n SA1F ABCDEF 1\n\t SA1F G 1 A_WeaponReady\n SA1F H 1 A_WeaponReady\n\t SA1I A 1 A_WeaponReady\n Goto Ready\n Flash:\n TNT1 A 3 Bright A_Light1\n TNT1 A 3 Bright A_Light2\n Goto LightDone\n Spawn:\n SA1D Z -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/supershotgun.txt",
"contents": "ACTOR NewSuperShotgun : DoomWeapon replaces SuperShotgun\n{\n Weapon.SelectionOrder 400\n Weapon.AmmoUse 2\n Weapon.AmmoGive 8\n Weapon.AmmoType \"Shell\"\n Inventory.PickupMessage \"$GOTSHOTGUN2\"\n Obituary \"$OB_MPSSHOTGUN\"\n Tag \"Coach Gun\"\n Weapon.SlotNumber 3\n Decal \"BulletChip\"\n\n States\n {\n Ready:\n SSGI A 1 A_WeaponReady\n Loop\n Deselect:\n SSGI A 1 A_Lower\n Loop\n Select:\n SSGI A 1 A_Raise\n Loop\n Fire:\n SSGI A 2\n\tSHT2 A 0 A_FireBullets (11.2, 7.1, 20, 5, \"BulletPuff\")\n SHT2 A 0 A_PlaySound (\"weapons/sshotf\", CHAN_WEAPON)\n SSGF A 2 Bright A_GunFlash\n\tSSGF B 2 Bright\n\tSSGI A 2\n PKS2 BC 2 A_CheckReload\n\tPKS2 D 2\n PKS2 E 2\n\tPKS2 DC 2\n PKS2 F 3 A_PlaySoundEx (\"weapons/sshoto\", CHAN_AUTO)\n PKS2 GH 2\n\tPKS2 IJ 1\n\tPKS2 K 2\n\tPKS2 L 3 A_PlaySoundEx (\"weapons/sshotl\", CHAN_AUTO)\n PKS2 MN 2\n\tPKS2 O 1\n\tPKS2 PQ 2\n PKS2 R 3 A_PlaySoundEx (\"weapons/sshotc\", CHAN_AUTO)\n\tPKS2 S 2\n SSGI A 5 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 3 Bright A_Light1\n TNT1 A 2 Bright A_Light2\n Goto LightDone\n Spawn:\n NSSG A -1\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/weapons/assaultrifle.txt",
"contents": "ACTOR AssaultRifle : DoomWeapon replaces Chaingun\n{\n Weapon.SelectionOrder 700\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Inventory.PickupMessage \"You got the assault rifle!\"\n Obituary \"%o was mowed down by %k's assault rifle.\"\n Tag \"Assault Rifle\"\n Weapon.SlotNumber 4\n +WEAPON.NOALERT\n Decal \"BulletChip\"\n\n States\n {\n Ready:\n AR12 A 0 A_JumpIfInventory(\"RifleZoomed\",1,\"ReadyZoomed\")\n AR12 A 1 A_WeaponReady\n Loop\n ReadyZoomed:\n RI2G A 1 A_WeaponReady (WRF_NOBOB)\n Loop\n Altfire:\n\t TNT1 A 0 A_JumpIfInventory(\"RifleZoomed\",1,\"UnZoom\")\n\t TNT1 A 0 A_GiveInventory(\"RifleZoomed\",1)\n\t TNT1 A 0 A_ZoomFactor(2)\n\t RI2Z A 2\n\t RI2Z B 2\n\t RI2Z C 2\n\t RI2G A 4\n\t Goto Ready\n UnZoom:\n\t TNT1 A 0 A_TakeInventory(\"RifleZoomed\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n\t RI2Z C 2\n\t RI2Z B 2\n\t RI2Z A 2\n\t AR12 A 4\n\t Goto Ready\n Deselect:\n TNT1 A 0 A_TakeInventory(\"RifleZoomed\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n AR12 A 1 A_Lower\n Loop\n Select:\n AR12 A 1 A_Raise\n Loop\n Fire:\n\t AR12 A 0 A_JumpIfInventory(\"RifleZoomed\",1,\"FireZoomed\")\n AR12 A 0 A_AlertMonsters\n M12F A 0 Bright A_PlaySound(\"weapons/chngun\", CHAN_WEAPON)\n\t M12F A 0 Bright A_GunFlash\n M12F A 1 Bright A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t M12F BC 1\n\t AR12 A 1\n M12F A 0 Bright A_PlaySound(\"weapons/chngun\", CHAN_WEAPON)\n\t M12F A 0 Bright A_GunFlash\n\t M12F A 1 Bright A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t M12F BC 1\n\t AR12 A 1\n AR12 A 0 A_ReFire\n Goto Ready\n FireZoomed:\n RI2G A 0 A_AlertMonsters\n\t RI2G A 0 Bright A_PlaySound(\"weapons/chngun\", CHAN_WEAPON)\n\t RI2G A 0 Bright A_GunFlash\n RI2F A 1 Bright A_FireBullets(2.8, 0, 1, 5, \"BulletPuff\")\n\t RI2F BC 1\n\t RI2G A 1\n\t RI2G A 0 Bright A_PlaySound(\"weapons/chngun\", CHAN_WEAPON)\n\t RI2G A 0 Bright A_GunFlash\n RI2F A 1 Bright A_FireBullets(2.8, 0, 1, 5, \"BulletPuff\")\n\t RI2F BC 1\n\t RI2G A 1\n RI2G A 0 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 5 Bright A_Light1\n Goto LightDone\n TNT1 A 5 Bright A_Light1\n Goto LightDone\n Spawn:\n RIFZ A -1\n Stop\n }\n}\n\nACTOR RifleZoomed : Inventory { Inventory.MaxAmount 1 }"
},
{
"source": "pk3",
"name": "actors/weapons/carbine.txt",
"contents": "ACTOR Carbine : Weapon\n{\n Weapon.SelectionOrder 1100\n Weapon.AmmoUse 1\n Weapon.AmmoGive 20\n Weapon.AmmoType \"Clip\"\n Inventory.PickupMessage \"You got the carbine!\"\n Obituary \"%o was mowed down by %k's carbine.\"\n Tag \"Carbine\"\n Weapon.SlotNumber 4\n +WEAPON.NOALERT\n Decal \"BulletChip\"\n\n States\n {\n Ready:\n G36I A 0 A_JumpIfInventory(\"CarbineZoomed\",1,\"ReadyZoomed\")\n G36I A 1 A_WeaponReady\n Loop\n ReadyZoomed:\n CSII A 1 A_WeaponReady (WRF_NOBOB)\n Loop\n Altfire:\n\t TNT1 A 0 A_JumpIfInventory(\"CarbineZoomed\",1,\"UnZoom\")\n\t TNT1 A 0 A_GiveInventory(\"CarbineZoomed\",1)\n\t TNT1 A 0 A_ZoomFactor(2)\n\t G36Z A 2\n\t G36Z B 2\n\t G36Z C 2\n\t G36Z D 2\n\t CSII A 0\n\t Goto Ready\n UnZoom:\n\t TNT1 A 0 A_TakeInventory(\"CarbineZoomed\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n\t CSII A 0\n\t G36Z D 2\n\t G36Z C 2\n\t G36Z B 2\n\t G36Z A 2\n\t Goto Ready\n Deselect:\n TNT1 A 0 A_TakeInventory(\"CarbineZoomed\",1)\n\t TNT1 A 0 A_ZoomFactor(1)\n G36I A 1 A_Lower\n Loop\n Select:\n G36I A 1 A_Raise\n Loop\n Fire:\n\t G36I A 0 A_JumpIfInventory(\"CarbineZoomed\",1,\"FireZoomed\")\n G36I A 0 A_AlertMonsters\n G36F A 0 Bright A_PlaySound(\"weapons/carbine\", CHAN_WEAPON)\n\t G36F A 0 Bright A_GunFlash\n G36F A 1 Bright A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t G36I A 2\n G36F A 0 Bright A_PlaySound(\"weapons/carbine\", CHAN_WEAPON)\n\t G36F A 0 Bright A_GunFlash\n\t G36F A 1 Bright A_FireBullets(5.6, 0, 1, 5, \"BulletPuff\")\n\t G36I A 2\n AR12 A 0 A_ReFire\n Goto Ready\n FireZoomed:\n CSII A 0 A_AlertMonsters\n\t CSIF A 0 Bright A_PlaySound(\"weapons/carbine\", CHAN_WEAPON)\n\t CSIF A 0 Bright A_GunFlash\n CSIF A 1 Bright A_FireBullets(2.8, 0, 1, 5, \"BulletPuff\")\n\t CSII A 2\n\t CSII A 0 Bright A_PlaySound(\"weapons/carbine\", CHAN_WEAPON)\n\t CSII A 0 Bright A_GunFlash\n CSIF A 1 Bright A_FireBullets(2.8, 0, 1, 5, \"BulletPuff\")\n\t CSII A 2\n CSII A 0 A_ReFire\n Goto Ready\n Flash:\n TNT1 A 5 Bright A_Light1\n Goto LightDone\n TNT1 A 5 Bright A_Light1\n Goto LightDone\n Spawn:\n G36B Z -1\n Stop\n }\n}\n\nACTOR CarbineZoomed : Inventory { Inventory.MaxAmount 1 }"
}
]
},
"maps": []
}