bloom_data_18012019.pk3

PK3 119 MiB 1 map(s)

Counts

endoom0
graphics0
lumps5024
maps2
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "05537051-77c9-4897-b653-efb14c2bac45",
    "sha1": "0aa1416c565f0cea2e0ee28ceb9c4ec7f2094f4b",
    "sha256": "af3d998f44cb24c6a23644115f6b25ed2fa58d3d243d76c096944776062dea05",
    "filenames": [
      "bloom_data_18012019.pk3"
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    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2019-03-01 04:32:16",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "MAP01": "MAP01.png",
        "TITLEMAP": "TITLEMAP.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2019-03-01 04:32:16",
    "file": {
      "type": "PK3",
      "size": 124384095,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/0aa1416c565f0cea2e0ee28ceb9c4ec7f2094f4b/0aa1416c565f0cea2e0ee28ceb9c4ec7f2094f4b.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "TITLEMAP",
        "MAP01"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 5024,
        "maps": 2,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "CREDITS.txt",
        "contents": "BlooM Addon by Drugod.\nBloom is based en Zblood/ZbloodX Addon by IvanDobrovski/Cruduxy\nGrenades/Snow/Rain/Steam/Fog effects by Tormentor667/Ghastly_dragon, modified by Drugod.\nMusic by Buio Mondo.\nGrenades/Playerclasses by SgtMarkIV, modified by Drugod.\nFlats,anidefs and gldefs by SgtMarkIV\nDoom Voxels by Doom Voxel Project team\nThanks to Zdoom forum, Zandronum and Realm667 for their infinte knowledgement and support."
      },
      {
        "source": "pk3",
        "name": "Actors/A_ChaseX.txt",
        "contents": "actor ActorFunction : CustomInventory\n{\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.QUIET\n\t+INVENTORY.AUTOACTIVATE\n\tInventory.MaxAmount 9999999\n\tStates\n\t{\n\tUse:\n\tPickup:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor Afraid : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor Fighting : Afraid { }\n\nactor A_ChaseX : ActorFunction //an improvised codepointer for movement not restricted to 8 primary directions\n{\n\tStates\n\t{\n\tUse:\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"A_ChaseX\",1)\n\t\tTNT1 A 0 A_CheckFloor(\"Go\")\n\t\tTNT1 A 0 A_Jump(64,\"Go\")\n\t\tStop\n\tGo:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Afraid\", 1, \"Fright\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Fighting\", 1, \"Dodge\")\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, random(-2,2), angle)\n\t\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\t\tTNT1 A 0 ThrustThingZ(0,random[ChaseX](-4,5),0,1)\n\t\tStop\n\tDodge:\n\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, random(-20,20), angle)\n\t\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\t\tTNT1 A 0 ThrustThingZ(0,random[ChaseX](-2,3),0,1)\n\t\tStop\n\tFright:\n\t\tTNT1 A 0 A_Jump(240,3)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, 175, angle)\n\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, random(-5,5), angle)\n\t\tTNT1 A 0 A_Jump(128, 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, random(-20,20), angle)\n\t\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\t\tTNT1 A 0 ThrustThingZ(0,random[ChaseX](-4,5),0,1)\n\t\tStop\n\t}\n}\n\nactor A_ChaseXMelee : A_ChaseX\t// no strafing\n{\n\tStates\n\t{\n\tUse:\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"A_ChaseXMelee\",1)\n\t\tTNT1 A 0 A_CheckFloor(\"Go\")\n\t\tTNT1 A 0 A_Jump(64,\"Go\")\n\t\tStop\n\tGo:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, ((random(-16,16) + angle) * 65536)/360)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Afraid\", 1, \"Fright\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Fighting\", 1, \"Dodge\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ProxScan\",2,\"Take\")\n\t\tTNT1 A 0 A_GiveInventory(\"ProxScan\",1)\n\t\tStop\n\tTake:\n\t\tTNT1 A 0 A_TakeInventory(\"ProxScan\",4)\n\t\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\t\tStop\n\tDodge:\n\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, ((random(-20,20) + angle) * 65536)/360)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ProxScan\",2,\"Take\")\n\t\tTNT1 A 0 A_GiveInventory(\"ProxScan\",1)\n\t\tStop\n\tFright:\n\t\tTNT1 A 0 A_Jump(240,3)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, ((180 + angle) * 65536)/360)\n\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, ((random(-5,5) + angle) * 65536)/360)\n\t\tTNT1 A 0 A_Jump(128, 1)\n\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, ((random(-20,20) + angle) * 65536)/360)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ProxScan\",2,\"Take\")\n\t\tTNT1 A 0 A_GiveInventory(\"ProxScan\",1)\n\t\tStop\n\t}\n}\n\nActor A_ChaseXMelee2 : ActorFunction\n{\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_TakeInventory(\"A_ChaseX\",1)\n\t\tGo:\n\t\t\tTNT1 A 0 A_FaceTarget\n\t\t\tTNT1 A 0 A_Jump(128, 2)\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(998, 0, ((random(-8,8) + angle) * 65536)/360)\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Afraid\", 1, \"Fright\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"ProxScan\",2,\"Take\")\n\t\t\t\tTNT1 A 0 A_GiveInventory(\"ProxScan\",1)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ThrownStuff.txt",
        "contents": "/*\n=============================\n== BEWARE OF TONS OF CASEWORK ==\n=============================\n*/\nactor RemoteAerial\n{\n  radius 10\n  height 6\n  +CannotPush\n  speed 0\n  Scale 0.5\n  painsound \"Proximity/Arm\"\n  activesound \"Proximity/Arm\"\n  DamageType \"Dynamite\"\n  PROJECTILE\n  Gravity 0.6\n  Damage 0\n  +RANDOMIZE\n  +DONTSPLASH\n  +DONTGIB\n  +NOBOUNCESOUND\n  +DOOMBOUNCE\n   bouncefactor 0.5\n   bouncecount 2\n  +PUSHABLE\n  +ThruGhost\n  +SOLID\n  -NOGRAVITY\n  +EXTREMEDEATH\n  states\n  {\n  Spawn:\n    RAIR ABCDEFGH 2 A_JumpIfInTargetInventory(\"BOOMBABY\",1,\"MidairDet\")\n  See:\n    RAIR ABCDEFGH 2 A_JumpIfInTargetInventory(\"BOOMBABY\",1,\"MidairDet\")\n    Loop\n  Cont:\n    RAIR ABCDEFGH 2 A_JumpIfInTargetInventory(\"BOOMBABY\",1,\"MidairDet\")\n    Loop\n  Death:\n\tRTNT A 0 A_Recoil(-14) //Le classic slide\n\tRTNT AAA 1 A_JumpIfInTargetInventory(\"BOOMBABY\",1,\"MidairDet\")\n\tRTNT A 0 A_PlAYSOUND(\"Proximity/Arm\")\n\tRTNT A 0 A_CustomMissile(\"RemoteFloor\",1,0,0,CMF_TRACKOWNER)\n\tStop\n  MidairDet:\n\tPTNT I 0 A_Stop\n\tPTNT I 0 A_NoGravity\n\tPTNT I 0 bright A_Explode (128,160)//A_Explode\n    MISL B 1 bright A_Pain\n\tPTNT A 0 A_CustomMissile(\"FloorKaboom\",0,0,0,CMF_TRACKOWNER)\n//  PTNT A 0 A_CustomMissile(\"Blower2\",0,0,0,CMF_TRACKOWNER)\n//  MISL B 0 A_SpawnItem(\"FloorKaboom\",-16)\n\tTNT1 A 0 A_SpawnItemEx(\"VBlower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"VBlower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n  Blowers:\n\tTNT1 A 0 A_FadeOut(0.65)\n\tMISL A 0 A_AlertMonsters\n\tTNT1 A 1\n\tMISL A 0 A_Explode(96,160,1)\n\tTNT1 A 1 A_Explode(96,140,1)\n\tTNT1 A 1 A_Explode(96,96,1)\n\tMISL A 0 A_ChangeFlag(\"EXTREMEDEATH\",0)\n  Damage:\n\tMISL A 1 A_Explode(2,768*alpha*2,1)//Both blowers at once\n\tMISL A 0 A_FadeOut(.01)\n\tGoto Damage\n  }\n}\n\nActor RemoteAerial1 : RemoteAerial\n{Speed 5}\n\nActor RemoteAerial2 : RemoteAerial\n{Speed 6}\n\nActor RemoteAerial3 : RemoteAerial\n{Speed 7}\n\nActor RemoteAerial4 : RemoteAerial\n{Speed 8}\n\nActor RemoteAerial5 : RemoteAerial\n{Speed 9}\n\nActor RemoteAerial6 : RemoteAerial\n{Speed 10}\n\nActor RemoteAerial7 : RemoteAerial\n{Speed 11}\n\nActor RemoteAerial8 : RemoteAerial\n{Speed 12}\n\nActor RemoteAerial9 : RemoteAerial\n{Speed 13}\n\nActor RemoteAerial10 : RemoteAerial\n{Speed 14}\n\nActor RemoteAerial11 : RemoteAerial\n{Speed 15}\n\nActor RemoteAerial12 : RemoteAerial\n{Speed 18}\n\nActor RemoteAerial13 : RemoteAerial\n{Speed 22}\n\nActor RemoteAerial14 : RemoteAerial\n{Speed 26}\n\nActor RemoteAerial15 : RemoteAerial\n{Speed 30}\n\nActor RemoteFloor\n{\n\tMass 9001\n\tHealth 70\n\tHeight 10\n\tRadius 6\n\tDamageFactor \"Normal\",0.5\n\tDamageFactor \"Dynamite\", 60\n\tDamageFactor \"Napalm\",60\n\tDamageFactor \"TripWire\",100\n\tSpecies \"Trap\"\n\t+ThruSpecies\n\t+Shootable\n\t-SOLID\n\t+NoBlood\n\tSpeed 0\n\t-NoGravity\n\t+Activateimpact\n\tScale 0.5\n\tpainsound \"Proximity/Arm\"\n\tactivesound \"Proximity/Arm\"\n\tDamageType \"Dynamite\"\n\tStates\n\t{\n\tSpawn:\n\t\tRTNT A 8 A_JumpIfInTargetInventory(\"BOOMBABY\",1,\"Death\")\n\t\tLoop\n\tDeath:\n\t\tPTNT I 0 A_PlaySound(\"Proximity/Arm\")\n\t\tPTNT I 0 bright A_Explode (128,160)//A_Explode\n\t\tMISL B 1 bright A_Pain\n\t\tPTNT A 0 A_CustomMissile(\"FloorKaboom\",0,0,0,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VBlower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VBlower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tBlowers:\n\t\tTNT1 A 0 A_FadeOut(0.65)\n\t\tMISL A 0 A_AlertMonsters\n\t\tTNT1 A 1\n\t\tMISL A 0 A_Explode(96,160,1)\n\t\tTNT1 A 1 A_Explode(96,140,1)\n\t\tTNT1 A 1 A_Explode(96,96,1)\n\t\tMISL A 0 A_ChangeFlag(\"EXTREMEDEATH\",0)\n\tDamage:\n\t\tMISL A 1 A_Explode(2,768*alpha*2,1)//Both blowers at once\n\t\tMISL A 0 A_FadeOut(.01)\n\t\tGoto Damage\n\tstop\n\t}\n}\n\nactor ProximityAerial\n{\n  radius 15//25\n  height 12\n  +CannotPush\n  speed 0\n  Scale 0.5\n//  reactiontime 49\nDamage 0\n  painsound \"Proximity/Arm\"\n  activesound \"Proximity/Arm\"\n  DamageType \"Dynamite\"\n  PROJECTILE\n  +RANDOMIZE\n  +DONTSPLASH\n  +DONTGIB\n  +NOBOUNCESOUND\n   +DOOMBOUNCE\n   bouncefactor 0.5\n   bouncecount 2\n  +PUSHABLE\n  \t+ThruGhost\n\n  -SOLID\n  -NOGRAVITY\n  +EXTREMEDEATH\n  //+ShootAble\n  //GibHealth 0\n  //Health 1\n  states\n  {\n  Spawn:\n    TTNT   FGHIJKLM 2\n  See:\n    TTNT   FGHIJKLM 2\n    Loop\n  Cont:\n    TTNT   FGHIJKLM 2\n    Loop\n  Death:\n  TTNT  A 0 A_Recoil(-14) //Le classic slide\n  TTNT  AAA 1\n  TTNT  A 45 A_Stop\n  TTNT A 0 A_PlAYSOUND(\"Proximity/Arm\")\n  TTNT  A 0 A_CustomMissile(\"ProximityLandMine\",1,0,0,CMF_TRACKOWNER)\n    TTNT  A 0 A_CustomMissile(\"ITSATRAP\",1,0,0,CMF_TRACKOWNER)\n\tStop\n  }\n}\n\nActor ProximityAerial1 : ProximityAerial\n{Speed 5}\n\nActor ProximityAerial2 : ProximityAerial\n{Speed 7}\nActor ProximityAerial3 : ProximityAerial\n{Speed 9}\nActor ProximityAerial4 : ProximityAerial\n{Speed 12}\nActor ProximityAerial5 : ProximityAerial\n{Speed 14}\nActor ProximityAerial6 : ProximityAerial\n{Speed 16}\nActor ProximityAerial7 : ProximityAerial\n{Speed 18}\nActor ProximityAerial8 : ProximityAerial\n{Speed 20}\nActor ProximityAerial9 : ProximityAerial\n{Speed 22}\nActor ProximityAerial10 : ProximityAerial\n{Speed 24}\nActor ProximityAerial11 : ProximityAerial\n{Speed 26}\nActor ProximityAerial12 : ProximityAerial\n{Speed 28}\nActor ProximityAerial13 : ProximityAerial\n{Speed 30}\nActor ProximityAerial14 : ProximityAerial\n{Speed 32}\nActor ProximityAerial15 : ProximityAerial\n{Speed 34}\nActor DeleteTrip\n{\n\t+Solid\n\tHeight 1\n\tRadius 1\n\t+shootable\n\tstates\n\t{\n\tSpawn:\n\tTNT1 AAA 2\n\tStop\n}}\nActor ProximityLandMine\n{\n\tMass 9001\n\tHealth 15\n\tDamageFactor \"Stomping\",2\n\tHeight 12\n\tRadius 15//25\n\tDamageFactor \"Normal\",0.5\n\tDamageFactor \"Dynamite\", 60\n\tDamageFactor \"Napalm\",60\n\tDamageFactor \"TripWire\",100\n\t\t// Projectile\n\t\tSpecies \"Trap\"\n\t\t+ThruSpecies\n\t+Shootable\n\t-SOLID\n\t+NoBlood\n\t Speed 0\n\t +NoGravity\n\t +Activateimpact\n\t   Scale 0.55\n\t     painsound \"Proximity/Arm\"\n  activesound \"Proximity/Arm\"\n  DamageType \"Dynamite\"\n\tStates\n\t{\n\tSpawn:\n\tTTNT ABCDE 4\n\tLoop\n\tDeath.TripWire:\n\tTTNT A 10\n\tDeath:\n\tPTNT I 0 BRIGHT A_SpawnItem(\"DeleteTrip\")\n    PTNT I 0 bright A_Explode (128,160)//A_Explode\n    MISL B 1 bright A_Pain\n\t  PTNT A 0 A_CustomMissile(\"FloorKaboom\",0,0,0,CMF_TRACKOWNER)\n\t  \t  //PTNT A 0 A_CustomMissile(\"Blower\",0,0,0,CMF_TRACKOWNER)\n\t\t  \t//  PTNT A 0 A_CustomMissile(\"Blower2\",0,0,0,CMF_TRACKOWNER)\n   // MISL B 0 A_SpawnItem(\"FloorKaboom\",-16)\n\tTNT1 A 0 A_SpawnItemEx(\"VBlower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"VBlower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    \t\tBlowers:\n\t\t\tTNT1 A 0 A_FadeOut(0.65)\n\t\t\tMISL A 0 A_AlertMonsters\n\t\t\tTNT1 A 1\n\t\t\tMISL A 0 A_Explode(96,160,1)\n\t\t\tTNT1 A 1 A_Explode(96,140,1)\n\t\t\tTNT1 A 1 A_Explode(96,96,1)\n\t\t\tMISL A 0 A_ChangeFlag(\"EXTREMEDEATH\",0)\n\t\tDamage:\n\t\t\tMISL A 1 A_Explode(2,768*alpha*2,1)//Both blowers at once\n\t\t\tMISL A 0 A_FadeOut(.01)\n\t\t\tGoto Damage\n\tstop\n\t}}\n\nActor ItsAtrap\n{\n\tProjectile\n\t+NoGravity\n\tSpeed 0\n\tRadius 15//25\n\tDamageType \"TripWire\"\n\t\t\tSpecies \"Trap\"\n\t\t+ThruSpecies\n\tDamage (5)\n\tHeight 12\n\tObituary \"%o triggered a proximity tnt\"\n\tStates\n\t{\n\tSpawn :\n\tTNT1 AAA 10\n\tLoop\n\tDeath :\n\t\tTNT1 A 1 A_PlaySound(\"Proximity/Det\")\n\t\t TNT1 A 0 A_Explode(1,10)\n\t\t Stop\n\t}\n}\nactor PlayerTNT\n{\n  Decal Scorch\n  radius 6\n  height 4\n  speed 15\n  Scale 0.5\n  reactiontime 49\n  //deathsound \"TNTFUSE\"\n  activesound \"TNTFUSE\"\n  seesound \"TNTFUSE\"\n  PROJECTILE\n  +RANDOMIZE\n  +DONTSPLASH\n  +DONTGIB\n  +NOBOUNCESOUND\n  +PUSHABLE\n  -SOLID\n  -NOGRAVITY\n  +ThruGhost\n  Gravity 0.7\n  +ShootAble\n  Health 1\n  GibHealth 0\n  damage (random(100,260))\n  DamageType \"Dynamite\"\n  //+EXTREMEDEATH\n  states\n  {\n  XDeath :\n  Goto Death\n  Spawn:\n    PTNT E 0 A_LoopActiveSound\n    goto see\n  See:\n    PTNT E 1 A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 A_Countdown\n    PTNT E 1 A_LoopActiveSound\n\tPTNT E 0 A_CheckFloor(\"Cont\")\n\tLoop\n  Cont:\n\tTNT1 A 0 A_PLAYSOUND(\"TNTFUSE\",6,1.0,TRUE)\n    PTNT F 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0  A_Countdown\n    PTNT F 1  A_LoopActiveSound\n    PTNT G 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0  A_Countdown\n    PTNT G 1  A_LoopActiveSound\n    PTNT H 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0  A_Countdown\n    PTNT H 1  A_LoopActiveSound\n    PTNT A 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0  A_Countdown\n    PTNT A 1  A_LoopActiveSound\n    PTNT B 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0  A_Countdown\n    PTNT B 1  A_LoopActiveSound\n    PTNT C 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0  A_Countdown\n    PTNT C 1  A_LoopActiveSound\n    PTNT D 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0  A_Countdown\n    PTNT D 1  A_LoopActiveSound\n    Loop\n  Death:\n    MISL B 1 bright A_Explode(32, 172)\n    MISL B 0 A_SpawnItem(\"FloorKaboom\",-16)\n    MISL B 0 bright A_Scream\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_StopSound(6)\n    stop\n  XDeath:\n    MISL B 1 bright A_Explode(192, 160)\n    MISL B 0 A_SpawnItem(\"Kaboom\",-16,-15+random(-2,2))\n    MISL B 0 bright A_Scream\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_StopSound(6)\n    stop\n  }\n}\n\nactor PlayerTNT_1 : PlayerTNT\n{\n\tSpeed 16\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 1, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_2 : PlayerTNT\n{\n\tSpeed 16\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 3, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_3 : PlayerTNT\n{\n\tSpeed 16\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 4, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_4 : PlayerTNT\n{\n\tSpeed 16\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 5, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_5 : PlayerTNT\n{\n\tSpeed 17\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 5, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_6 : PlayerTNT\n{\n\tSpeed 17\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 9, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_7 : PlayerTNT\n{\n\tSpeed 17\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 9, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_8 : PlayerTNT\n{\n\tSpeed 17\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 11, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_9 : PlayerTNT\n{\n\tSpeed 17\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 12, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_10 : PlayerTNT\n{\n\tSpeed 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 13, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_11 : PlayerTNT\n{\n\tSpeed 21\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 14, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_12 : PlayerTNT\n{\n\tSpeed 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 15, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_13 : PlayerTNT\n{\n\tSpeed 21\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 16, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_14 : PlayerTNT\n{\n\tSpeed 23\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 18, 0, 1)\n\t\tGoto Cont\n\t}\n}\n//A noticable range increase without too much rocket speed....\nactor PlayerTNT_15 : PlayerTNT\n{\n\tSpeed 23\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 20, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_16 : PlayerTNT\n{\n\tSpeed 25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 22, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_17 : PlayerTNT\n{\n\tSpeed 26\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 23, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_18 : PlayerTNT\n{\n\tSpeed 26\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 24, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_19 : PlayerTNT\n{\n\tSpeed 28\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 25, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_20 : PlayerTNT\n{\n\tSpeed 29\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 25, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_21 : PlayerTNT\n{\n\tSpeed 30\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 25, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_22 : PlayerTNT\n{\n\tSpeed 32\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 25, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_23 : PlayerTNT\n{\n\tSpeed 33\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 25, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_24 : PlayerTNT\n{\n\tSpeed 35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0,25, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_25 : PlayerTNT\n{\n\tSpeed 35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 27, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_26 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 27, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_27 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 29, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_28 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 31, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_29 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 32, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_30 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 34, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_31 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 35, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_32 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 36, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_33 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 38, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_34 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 40, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_35 : PlayerTNT\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 42, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT1\n{\n  radius 6\n  height 4\n  speed 0\n  Scale 0.5\n  reactiontime 49\n  //painsound \"TNTFUSE\"\n  activesound \"TNTFUSE\"\n  seesound \"TNTFUSE\"\n  DamageType \"Dynamite\"\n  PROJECTILE\n  +RANDOMIZE\n  +DONTSPLASH\n  +DONTGIB\n  +NOBOUNCESOUND\n   +DOOMBOUNCE\n   bouncefactor 0.5\n   bouncecount 2\n  +PUSHABLE\n  +ThruGhost\n  -SOLID\n  -NOGRAVITY\n  +EXTREMEDEATH\n  //+ShootAble\n  //GibHealth 0\n  //Health 1\n  states\n  {\n  Spawn:\n    PTNT E 0 bright A_Countdown\n\tTNT1 A 0 A_PLAYSOUND(\"TNTFUSE\",0,1.0,TRUE)\n    PTNT E 0 bright A_LoopActiveSound\n    goto see\n  See:\n\tTNT1 A 0 A_PLAYSOUND(\"TNTFUSE\",0,1.0,TRUE)\n    PTNT E 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT E 1  A_LoopActiveSound\n  Cont:\n    PTNT F 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT F 1  A_LoopActiveSound\n    PTNT G 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT G 1  A_LoopActiveSound\n    PTNT H 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT H 1  A_LoopActiveSound\n    PTNT A 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT A 1  A_LoopActiveSound\n    PTNT B 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT B 1  A_LoopActiveSound\n    PTNT C 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT C 1  A_LoopActiveSound\n    PTNT D 1  A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT D 1  A_LoopActiveSound\n    Loop\n\t//XDeath: Turns this into an op as shit attack lol\n\t //   PTNT I 0 bright A_Explode (128,160)//A_Explode\n   // MISL B 1 bright A_Pain\n   // MISL B 0 A_SpawnItem(\"FloorKaboom\",-16)\n\t//TNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\t//TNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n   // stop\n  Death:\n  PTNT A 0 BRIGHT A_Recoil(-14) //Le classic slide\n  PTNT AAA 1 bright\n  PTNT A 1 bright A_Stop\n  PTNT A 0 A_CustomMissile(\"ClassicoTNT\",0,0,0,CMF_TRACKOWNER)\n  \tTNT1 A 0 A_Stopsound(0)\n  //PTNT A 0 a_SpawnItemex(\"ClassicoTNT\")\n/*    PTNT A 0 bright A_LoopActiveSound\n    PTNT EIJK 4 bright\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 4\n    PTNT I 0 bright A_Explode (128,160)//A_Explode\n    MISL B 1 bright A_Pain\n    MISL B 0 A_SpawnItem(\"FloorKaboom\",-16)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    stop*/\n\tStop\n  }\n}\n\nActor ClassicoTnt\n{\n\tMass 9001\n\tHealth 60\n\tHeight 1\n\tRadius 1\n\tDamageFactor \"Normal\",0\n\tDamageFactor \"Dynamite\", 60\n\tDamageFactor \"Napalm\",60\n\t+Shootable\n\t-SOLID\n\tScale 0.5\n\t//painsound \"activesound\"\n\tactivesound \"TNTFUSE\"\n\tseesound \"TNTFUSE\"\n\tDamageType \"Dynamite\"\n\t-Nogravity\n\tStates\n\t{\n\tSpawn:\n\t\tPTNT EIJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\tDeath:\n\t\tPTNT I 0 bright A_Explode (128,160)\n\t\tMISL B 1 bright A_Pain\n\t\tPTNT A 0 A_CustomMissile(\"FloorKaboom\",0,0,0,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VBlower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VBlower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tBlowers:\n\t\tTNT1 A 0 A_PLAYSOUND(\"TNTFUSE\",0,1.0,TRUE)\n\t\tTNT1 A 0 A_FadeOut(0.65)\n\t\tMISL A 0 A_AlertMonsters\n\t\tTNT1 A 1\n\t\tMISL A 0 A_Explode(96,160,1)\n\t\tTNT1 A 1 A_Explode(96,140,1)\n\t\tTNT1 A 1 A_Explode(96,96,1)\n\t\tMISL A 0 A_ChangeFlag(\"EXTREMEDEATH\",0)\n\tDamage:\n\t\tTNT1 A 0 A_PLAYSOUND(\"TNTFUSE\",0,1.0,TRUE)\n\t\tMISL A 1 A_Explode(2,768*alpha*2,1)//Both blowers at once\n\t\tMISL A 0 A_FadeOut(.01)\n\t\tGoto Damage\n\t\tstop\n\t}\n}\n\nactor PlayerTNT_1X : PlayerTNT1\n{\n\tSpeed 16\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 1, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_2X : PlayerTNT1\n{\n\tSpeed 17\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 2, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_3X : PlayerTNT1\n{\n\tSpeed 18\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 3, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_4X : PlayerTNT1\n{\n\tSpeed 19\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 4, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_5X : PlayerTNT1\n{\n\tSpeed 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 5, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_6X : PlayerTNT1\n{\n\tSpeed 21\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 6, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_7X : PlayerTNT1\n{\n\tSpeed 22\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 7, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_8X : PlayerTNT1\n{\n\tSpeed 23\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 8, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_9X : PlayerTNT1\n{\n\tSpeed 24\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 9, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_10X : PlayerTNT1\n{\n\tSpeed 25\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 10, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_11X : PlayerTNT1\n{\n\tSpeed 26\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 11, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_12X : PlayerTNT1\n{\n\tSpeed 27\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 12, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_13X : PlayerTNT1\n{\n\tSpeed 28\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 13, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_14X : PlayerTNT1\n{\n\tSpeed 29\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 14, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_15X : PlayerTNT1\n{\n\tSpeed 30\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1  ThrustThingZ(0, 15, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nActor ClassicoTnt2 : ClassicoTnt\n{\n\t//TNT for half the duration.. All the next ones should use it except the mad skills final TNT\n\tStates\n\t{\n\tSpawn:\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\t\tPTNT A 0 bright A_LoopActiveSound\n\t\tPTNT IJK 4\n\tDeath:\n\t\tPTNT I 0 bright A_Explode (128,160)//A_Explode\n\t\tMISL B 1 bright A_Pain\n\t\tMISL B 0 A_SpawnItem(\"FloorKaboom\",-16)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VBlower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_SpawnItemEx(\"VBlower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    Blowers:\n\t\tTNT1 A 0 A_FadeOut(0.65)\n\t\tMISL A 0 A_AlertMonsters\n\t\tTNT1 A 1\n\t\tMISL A 0 A_Explode(96,160,1)\n\t\tTNT1 A 1 A_Explode(96,140,1)\n\t\tTNT1 A 1 A_Explode(96,96,1)\n\t\tMISL A 0 A_ChangeFlag(\"EXTREMEDEATH\",0)\n\tDamage:\n\t\tMISL A 1 A_Explode(2,768*alpha*2,1)//Both blowers at once\n\t\tMISL A 0 A_FadeOut(.01)\n\t\tGoto Damage\n\t\tstop\n\t}\n}\n\nactor PlayerTNT_16X : PlayerTNT1\n{\n\tSpeed 31\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 16, 0, 1)\n\t\tGoto Cont\n\t\t  Death:\n  PTNT A 0 BRIGHT A_Recoil(-14) //Le classic slide\n  PTNT AAA 1 bright\n  PTNT A 1 bright A_Stop\n  PTNT A 0 a_SpawnItemex(\"ClassicoTNT2\")\n\tStop\n\t}\n}\n\nactor PlayerTNT_17X : PlayerTNT_16X\n{\n\tSpeed 32\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 17, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_18X : PlayerTNT_16X\n{\n\tSpeed 33\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 18, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_19X : PlayerTNT_16X\n{\n\tSpeed 34\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 19, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_20X : PlayerTNT_16X\n{\n\tSpeed 35\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 20, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_21X : PlayerTNT_16X\n{\n\tSpeed 36\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 21, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_22X : PlayerTNT_16X\n{\n\tSpeed 37\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 22, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_23X : PlayerTNT_16X\n{\n\tSpeed 38\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 23, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_24X : PlayerTNT_16X\n{\n\tSpeed 39\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 24, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_25X : PlayerTNT_16X\n{\n\tSpeed 40\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 25, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_26X : PlayerTNT_16X\n{\n\tSpeed 41\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 26, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_27X : PlayerTNT_16X\n{\n\tSpeed 42\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 27, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_28X : PlayerTNT_16X\n{\n\tSpeed 43\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 28, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_29X : PlayerTNT_16X\n{\n\tSpeed 44\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 29, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_30X : PlayerTNT_16X\n{\n\tSpeed 45\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 30, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_31X : PlayerTNT_16X\n{\n\tSpeed 46\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 31, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_32X : PlayerTNT_16X\n{\n\tSpeed 47\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 32, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_33X : PlayerTNT_16X\n{\n\tSpeed 48\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 33, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_34X : PlayerTNT_16X\n{\n\tSpeed 49\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 34, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\nactor PlayerTNT_35X : PlayerTNT_16X\n{\n\tSpeed 50\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPTNT EE 1 ThrustThingZ(0, 35, 0, 1)\n\t\tGoto Cont\n\t}\n}\n\n//Mad Skills TNT\n\nactor MidAirTNT : PlayerTNT1\n{\n\tReactionTime 24\n  Speed 40\n  GibHealth 0\n\t+ShootAble\n\t\t+ThruGhost\n\n  states\n  {\n  Spawn:\n    PTNT E 0 bright A_Countdown\n    PTNT E 0 bright A_LoopActiveSound\n    goto see\n  See:\n    PTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT E 1 bright A_LoopActiveSound\n  Cont:\n    PTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT F 1 bright A_LoopActiveSound\n    PTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT G 1 bright A_LoopActiveSound\n    PTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT H 1 bright A_LoopActiveSound\n    PTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT A 1 bright A_LoopActiveSound\n    PTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT B 1 bright A_LoopActiveSound\n    PTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT C 1 bright A_LoopActiveSound\n    PTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT D 1 bright A_LoopActiveSound\n\t    PTNT F 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT F 1 bright A_LoopActiveSound\n    PTNT G 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT G 1 bright A_LoopActiveSound\n    PTNT H 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT H 1 bright A_LoopActiveSound\n    PTNT A 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT A 1 bright A_LoopActiveSound\n    PTNT B 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT B 1 bright A_LoopActiveSound\n    PTNT C 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT C 1 bright A_LoopActiveSound\n    PTNT D 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT D 1 bright A_LoopActiveSound\n    Loop\n\tBoom:\n\t    PTNT I 0 bright A_Explode (128,160)//A_Explode\n    MISL B 1 bright A_Pain\n    MISL B 0 A_SpawnItem(\"FloorKaboom\",-16)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    stop\n\tXDeath:\n\tGoto Death+6\n  Death:\n  PTNT A 0 A_Stop\n  PTNT E 0 A_SetGravity(0)\n  PTNT A 0 BRIGHT A_Recoil(-14) //Le classic slide\n  PTNT CDE 1 bright\n  PTNT A 1 bright A_Stop\n  PTNT A 0 a_SpawnItemex(\"ClassicoTNTRapid\")\n\tStop\n  }\n}\n\nactor DeathWishKiss : PlayerTNT1\n{\n\tReactionTime 10\n  Speed 40\n  Health 1\n  GibHealth 0\n\t+ShootAble\n  states\n  {\n  Spawn:\n  PTNT E 0 bright A_LoopActiveSound\n\t    PTNT E 0 bright A_Countdown\n    PTNT E 0 bright A_LoopActiveSound\n    goto see\n  See:\n    PTNT E 1 bright A_SpawnItem(\"TNTSmoke\",5)\n    PTNT E 0 bright A_Countdown\n    PTNT E 2 bright A_LoopActiveSound\n    Goto Boom\n\tBoom:\n\t    PTNT I 0 bright A_Explode (128,160)//A_Explode\n    MISL B 1 bright A_Pain\n    MISL B 0 A_SpawnItem(\"FloorKaboom\",-16)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    stop\n\tXDeath:\n\tGoto Death+6\n  Death:\n  PTNT A 0 A_Stop\n  PTNT A 0 A_SetGravity(0)\n  PTNT A 0 BRIGHT A_Recoil(-14) //Le classic slide\n  PTNT AAA 1 bright\n  PTNT A 1 bright A_Stop\n  PTNT A 0 a_SpawnItemex(\"ClassicoTNTRapid\")\n\tStop\n  }\n}\nActor ClassicoTntRapid : ClassicoTnt\n{\n\t//TNT for half the duration.. All the next ones should use it except the mad skills final TNT\n\tStates\n\t{\n\tSpawn:\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 2 bright\n    PTNT A 0 bright A_LoopActiveSound\n    PTNT IJK 2 bright\n\tDeath:\n    PTNT I 0 bright A_Explode (128,160)//A_Explode\n    MISL B 1 bright A_Pain\n    MISL B 0 A_SpawnItem(\"FloorKaboom\",-16)\n\tTNT1 A 0 A_SpawnItemEx(\"VBlower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"VBlower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n        \t\tBlowers:\n\t\t\tTNT1 A 0 A_FadeOut(0.65)\n\t\t\tMISL A 0 A_AlertMonsters\n\t\t\tTNT1 A 1\n\t\t\tMISL A 0 A_Explode(96,160,1)\n\t\t\tTNT1 A 1 A_Explode(96,140,1)\n\t\t\tTNT1 A 1 A_Explode(96,96,1)\n\t\t\tMISL A 0 A_ChangeFlag(\"EXTREMEDEATH\",0)\n\t\tDamage:\n\t\t\tMISL A 1 A_Explode(2,768*alpha*2,1)//Both blowers at once\n\t\t\tMISL A 0 A_FadeOut(.01)\n\t\t\tGoto Damage\n\tstop\n\t}\n}\n\nACTOR SprayCanAlt\n{\n  Decal Scorch\n  Radius 3\n  Height 4\n  Speed 16\n  Scale 0.5\n  Damage 18\n  PROJECTILE\n  -NOGRAVITY\n  +DONTSPLASH\n  +ThruGhost\n  +NoDamageThrust\n  damagetype SpecialFire\n  DeathSound \"DSEXPBRL\"\n  States\n  {\n  Spawn:\n     STOS A 0 A_LoopActiveSound\n     goto see\n  See:\n     STOS A 0 A_LoopActiveSound\n     TNT1 A 0 ThrustThingZ(0, 12, 0, 1)\n     STOS ABCDEFGH 2 Bright A_SpawnItem(\"TNTSmoke\",5)\n     LOOP\n  Death:\n\t DEXP A 1 Bright A_PlayWeaponSound(\"DSEXPBRL\")\n\t DEXP A 3 Bright A_Explode(60,184)\n\t DEXP A 0 A_SpawnItem(\"FloorKaboom\",-16,-15+random(-2,2))//A_SpawnItem(\"FlareKaboom\",0,0)\n\t TNT1 B 3 Bright A_Explode(20,184)\n\t TNT1 B 2 Bright A_Explode(20,184)\n\t TNT1 B 2 Bright A_Explode(20,184)\n\t TNT1 B 3 Bright A_Explode(60,184)\n\t TNT1 B 2 Bright A_Explode(20,184)\n\t TNT1 B 2 Bright A_Explode(20,184)\n\t TNT1 B 3 Bright A_Explode(20,184)\n\t TNT1 B 3 Bright A_Explode(40,184)\n\t TNT1 B 3 Bright A_Explode(5,184)\n\t TNT1 B 2 Bright A_Explode(5,184)\n\t TNT1 B 2 Bright A_Explode(6,184)\n\t TNT1 B 3 Bright A_Explode(4,184)\n\t TNT1 B 2 Bright A_Explode(5,184)\n\t TNT1 B 2 Bright A_Explode(4,184)\n\t TNT1 B 3 Bright A_Explode(4,184)\n\t TNT1 B 3 Bright A_Explode(6,184)\n\t TNT1 BBBBBBBBBBBBB 3 Bright A_Explode(3,184)\n\t Stop\n   }\n}\n\nActor SprayCanAlt2 : SprayCanAlt\n{\n\tSpeed 17\n\t}\n\n\tActor SprayCanAlt3 : SprayCanAlt\n{\n\tSpeed 18\n\t}\n\n\tActor SprayCanAlt4 : SprayCanAlt\n{\n\tSpeed 19\n\t}\n\n\tActor SprayCanAlt5 : SprayCanAlt\n{\n\tSpeed 20\n\t}\n\n\tActor SprayCanAlt6 : SprayCanAlt\n{\n\tSpeed 21\n\t}\n\n\tActor SprayCanAlt7 : SprayCanAlt\n{\n\tSpeed 22\n\t}\n\n\tActor SprayCanAlt8 : SprayCanAlt\n{\n\tSpeed 23\n\t}\n\n\tActor SprayCanAlt9 : SprayCanAlt\n{\n\tSpeed 24\n\t}\n\n\tActor SprayCanAlt10 : SprayCanAlt\n{\n\tSpeed 25\n\t}\n\n\tActor SprayCanAlt11 : SprayCanAlt\n{\n\tSpeed 26\n\t}\n\n\tActor SprayCanAlt12 : SprayCanAlt\n{\n\tSpeed 27\n\t}\n\n\tActor SprayCanAlt13 : SprayCanAlt\n{\n\tSpeed 28\n\t}\n\n\tActor SprayCanAlt14 : SprayCanAlt\n{\n\tSpeed 29\n\t}\n\n\tActor SprayCanAlt15 : SprayCanAlt\n{\n\tSpeed 30\n\t}"
      },
      {
        "source": "pk3",
        "name": "Actors/Light_Sources.txt",
        "contents": "/*\n========== Light Sources ==========\n*/\n\nActor ClassicCellLamp : SwitchableDecoration 3201\n{\n  //$Category \"BlooM Light Sources\"\n   +SOLID\n   +USESPECIAL\n   +SPAWNCEILING\n   +NODAMAGE\n   +NOBLOOD\n   +NOGRAVITY\n   Activation THINGSPEC_Activate\n   Scale 0.8\n   Height 100\n   Radius 20\n   States\n   {\n   Spawn:\n      XLAP A 1\n      Loop\n   Active:\n      XLAP BCD 4\n      Wait\n   Inactive:\n      XLAP A 1\n      XLAP A 1\n\t  Wait\n   }\n}\n\nActor FloorLamp : SwitchableDecoration 3276\n{\n  //$Category \"BlooM Light Sources\"\n   +SOLID\n   +USESPECIAL\n   +NODAMAGE\n   +NOBLOOD\n   +CANPASS\n   +NOGRAVITY\n   Activation THINGSPEC_Switch\n   Scale 0.8\n   Height 20\n   Radius 8\n   States\n   {\n   Spawn:\n       JILM A 1\n      Loop\n        Active:\n         JILM B 1\n         JILM B 1\n         Wait\n         Inactive:\n         JILM A 1\n         JILM A 1\n         Wait\n   }\n}\n\nActor CeilLamp : SwitchableDecoration 3277\n{\n  //$Category \"BlooM Light Sources\"\n   +SOLID\n   +USESPECIAL\n   +SPAWNCEILING\n   +NODAMAGE\n   +NOBLOOD\n   +CANPASS\n   +NOGRAVITY\n   Activation THINGSPEC_Switch\n   Scale 0.8\n   Height 20\n   Radius 8\n   States\n   {\n   Spawn:\n       HILM A 1\n      Loop\n        Active:\n         HILM B 1\n         HILM B 1\n         Wait\n         Inactive:\n         HILM A 1\n         HILM A 1\n         Wait\n   }\n}\n\nActor CeilLampSimple : SwitchableDecoration 3202\n{\n  //$Category \"BlooM Light Sources\"\n   +SOLID\n   +USESPECIAL\n   +SPAWNCEILING\n   +NODAMAGE\n   +NOBLOOD\n   +CANPASS\n   +NOGRAVITY\n   Activation THINGSPEC_Switch\n   Scale 0.8\n   Height 40\n   Radius 8\n   States\n   {\n   Spawn:\n       KILM A 1\n      Loop\n        Active:\n         KILM B 1\n         KILM B 1\n         Wait\n         Inactive:\n         KILM A 1\n         KILM A 1\n         Wait\n   }\n}\n\nActor FlameCult 3236\n{\n  //$Category \"BlooM Light Sources\"\n  Radius 16\n  Height 54\n  Speed 12\n  Scale 0.8\n  Alpha 0.8\n  RenderStyle Translucent\n  Obituary \"%o burned by cult fire!\"\n  Damage (random(10,20))\n  Projectile\n  +CANNOTPUSH\n  +NODAMAGETHRUST\n  +RIPPER\n  +BLOODLESSIMPACT\n  Damagetype Fire\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_JUMP (50,\"SPAWN1\")\n\tTNT1 A 0 A_JUMP (50,\"SPAWN2\")\n\tTNT1 A 0 A_JUMP (50,\"SPAWN3\")\n\tTNT1 A 0 A_JUMP (50,\"SPAWN4\")\n\tTNT1 A 0 A_JUMP (50,\"SPAWN5\")\n  loop\n  Spawn1:\n\t\tCVLT ABCDEFGHIJKLMN 4 bright\n\t\tTNT1  A 0 A_Playsound(\"CVLTFIR\")\n\t\tgoto spawn\n  Spawn2:\n\t\tCVLT FGHIJKLMNABCDE 4 bright\n\t\tTNT1  A 0 A_Playsound(\"CVLTFIR\")\n\t\tgoto spawn\n  Spawn3:\n\t\tCVLT JKLMNABCDEFGHI 4 bright\n\t\tTNT1  A 0 A_Playsound(\"CVLTFIR\")\n\t\tgoto spawn\n  Spawn4:\n\t\tCVLT LMNABCDEFGHIJK 4 bright\n\t\tTNT1  A 0 A_Playsound(\"CVLTFIR\")\n\t\tgoto spawn\n  Spawn5:\n\t\tCVLT EFGHIABCDJKLMN 4 bright\n\t\tTNT1  A 0 A_Playsound(\"CVLTFIR\")\n\t\tgoto spawn\n  Death:\n\tTNT1 A 0 A_JUMP (50,\"SPAWN1\")\n\tTNT1 A 0 A_JUMP (50,\"SPAWN2\")\n\tTNT1 A 0 A_JUMP (50,\"SPAWN3\")\n\tTNT1 A 0 A_JUMP (50,\"SPAWN4\")\n\tTNT1 A 0 A_JUMP (50,\"SPAWN5\")\n  Stop\n  }\n}\n\nActor CaveTorch 3263\n{\n  //$Category \"BlooM Light Sources\"\n  Radius 8\n  Height 35\n  Scale 0.8\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n   torc ABCD 4 bright\n   Loop\n  }\n}\n\nActor FireLamp 3214\n{\n  //$Category \"BlooM Light Sources\"\n  Radius 16\n  Height 90\n  Scale 0.8\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n   DECO ABCDEF 4 bright\n   loop\n  }\n}\n\nActor Farol 3215\n{\n  //$Category \"BlooM Light Sources\"\n  +SOLID\n  Height 30\n  Scale 0.8\n  States\n  {\n  Spawn:\n   FARO A -1 bright\n    STOP\n  }\n}\n\nActor CeilFarol 3278\n{\n  //$Category \"BlooM Light Sources\"\n  Radius 8\n  Height 50\n  Scale 0.8\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n   MILM A 4\n   Loop\n  }\n}\n\nActor LittleLamp 3210\n{\n  //$Category \"BlooM Light Sources\"\n  +SOLID\n  Height 10\n  Scale 0.6\n  States\n  {\n  Spawn:\n   WLLA A 5 bright\n    loop\n  }\n}\n\nActor TheDeath 3212\n{\n  //$Category \"BlooM Light Sources\"\n  +SOLID\n  Height 80\n  Scale 0.6\n  States\n  {\n  Spawn:\n   WDEA A 5 bright\n    loop\n  }\n}\n\nactor SkullCandle 3172\n{\n  //$Category \"BlooM Light Sources\"\n  Scale 0.3\n  Radius 16\n  Height 16\n  +SOLID\n  states\n  {\n  Spawn:\n    SKLC ABC 3\n    Loop\n  }\n}\n\nactor SingleCandle 3279\n{\n  //$Category \"BlooM Light Sources\"\n  Scale 0.3\n  Health 1\n  Radius 4\n  Height 4\n  +SOLID\n  //+TOUCHY\n  //+SHOOTABLE\n  +NOBLOOD\n  -PUSHABLE\n  states\n  {\n  Spawn:\n    NILM BCDE 4\n\tLoop\n  /*Death:\n\tNILM A -1\n\tStop*/\n  }\n}\n\nActor ClassicCellCandle 3280\n{\n  //$Category \"BlooM Light Sources\"\n   +SOLID\n   +USESPECIAL\n   +SPAWNCEILING\n   +NODAMAGE\n   +NOBLOOD\n   +NOGRAVITY\n   Scale 0.8\n   Height 100\n   Radius 20\n   States\n   {\n   Spawn:\n      OILM AB 1\n      Loop\n   }\n}\n\nActor CandleOff 3281\n{\n  //$Category \"BlooM Light Sources\"\n   +SOLID\n   Scale 0.8\n   Radius 4\n   Height 4\n   States\n   {\n   Spawn:\n      PILM A -1\n      Stop\n   }\n}\n\nActor BloodCandelabra : Candelabra 3288//replaces Candelabra\n{\n  //$Category \"BlooM Light Sources\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXBRA ABCD 4 Bright\n\t\tLoop\n\t}\n}\n\nActor BloodCandlestick :  Candlestick 3289//replaces Candlestick\n{\n  //$Category \"BlooM Light Sources\"\n\t+SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXAND ABCD 4 bright\n\t\tLoop\n\t}\n}\n\nActor LampPost : Techlamp2  3290//replaces TechLamp2\n{\n  //$Category \"BlooM Light Sources\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXLP2 A -1 Bright\n\t\tStop\n\t}\n}\n\n//----------------------------------------------------------------------------//"
      },
      {
        "source": "pk3",
        "name": "Actors/Monsters.txt",
        "contents": "/*\n=====================================\n=========== Choking Hand ============\n=====================================\n*/\n\nActor ChokingHand 6190\n{\n    //$Category \"BlooM Enemies\"\n\tMonster\n\tHeight 8\n\tRadius 8\n\tSpeed 12\n\tHealth 11\n\tMeleeRange 60\n\tMeleeDamage 1\n\tDamageType   \"ChokeEM\"\n\tDamageFactor \"Fire\",2\n\tMaxStepHeight 0\n\tseesound    \"Hand/Roam\"\n\tdeathsound  \"Hand/Die\"\n\tactivesound \"Hand/Spot\"\n\tpainSound   \"Hand/Pain\"\n\tScale 0.56\n\tObituary \"%o was punched in the face by a hand\"\n\t+DropOff\n\t-Friendly\n\t+FloorClip\n\tStates\n\t{\n\tIdle:\n\t\tWHAN A 1 A_ChangeFlag(\"Friendly\",0)\n\t\tWHAN ABCDE 1 A_Wander\n\t\tWHAN A 0 A_Look\n\t\tloop\n\tSpawn:\n\t\tWHAN A 1 A_ChangeFlag(\"Friendly\",0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmAlreadyChoked\",1,\"Idle\",AAPTR_PLAYER1)\n\t\tWHAN A 3 A_Look\n\t\tGoto Spawn\n\tSee:\n\t\tWHAN A 1 A_Facetarget\n\t\tWHAN BCDEABCDEABCDE 1 A_Chase\n\t\tWHAN A 1 A_JumpIfCloser(250, \"Jump\")\n\t\tWHAN A 1 A_Jump(8,\"GoWild\")\n\t\tLoop\n\tJump:\n\t\tWHAN FG 1 A_Chase\n\t\tWHAN HI 2 ThrustThingz(0,30,0,0)\n\t    WHAN JK 2 A_Recoil(-10)\n\t\tGoto See\n\tGoWild:\n\t\tWHAN ABCDEABCDEABCDE 1 A_Wander\n\t\tWHAN A 0 A_Look\n\t\tGoto See\n\tMelee:\n\t\tTNT1 A 0 A_MeleeAttack\n\t\tTNT1 A 1 A_JumpIfInTargetInventory(\"Chokeme\",1,\"Idle\")\n\t\tTNT1 A 1 A_TakeFromTarget(\"AmAlreadyChoked\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"Chokeme\",1)\n\t\tTNT1 A 0 A_GiveToTarget(\"AmAlreadyChoked\",1)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tGoto Death2\n\tDeath:\n\t\tTNT1 A 0 A_TakeInventory(\"AmAlreadyChoked\",0,AAPTR_TARGET)\n\t\tWHAN A 0 Thing_Damage(0,400)\n\t\tWHAN L 0 A_Explode(0)\n\t\tWHAN L 5 A_Scream\n\t\tWHAN M 5 A_Fall\n\t\tWHAN NOPQ 4\n\t\tWHAN Q -1\n\t\tStop\n\tDeath2:\n\t\tWHAN A 0\n\t\tstop\n\tBurn:\n\t\tWHAN R 0 A_Scream\n\t\tWHAN RSTURSTURSTURSTURSTU 4\n\t\tWHAN A 0 A_Jump(120,\"Burn\")\n\t\tWHAN V 4 A_Fall\n\t\tWHAN WX 4\n\t\tWHAN Y -1\n\t}\n}\n\nActor AmAlreadyChoked : Inventory\n{\n\tInventory.Amount 1\n\t+AutoActivate\n\t+AlwaysPickup\n}\n\nActor ChokeMe : weapon\n{\n\t+WEAPON.CHEATNOTWEAPON\n\t+INVENTORY.UNDROPPABLE\n\t+AutoActivate\n\t+AlwaysPickup\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n\tstates\n\t{\n\tReady:\n\t\tTNT1 A 1 A_Explode(5, 1)\n\t\tWHAX A 0 A_PlaySound(\"Hand/Choke\",TRUE)\n\t\tWHAX A 1 A_WeaponReady\n\t\tWHAX ABCDEFGABCDEFG 3\n\t\tLOOP\n    Select:\n\t\tWHAX A 1 A_SetDamageType(\"chokeEM\")\n\t\tWHAX ABCDEFGABCDEFG 3 A_Raise\n\t\tTNT1 A 1 A_PRINT(\"Hold altfire to throw\")\n\t\tLOOP\n\tDeselect:\n\t\tWHAX ABCDEFGABCDEFG 3\n\t\tgoto Ready\n    Fire:\n\t\tTNT1 A 1 A_Explode(5, 1)\n\t\tWHAX A 0 A_PlaySound(\"Hand/Choke\",TRUE)\n\t\tgoto Ready\n\tAltFire:\n\t\tWHAX A 1 A_FireCustomMissile(\"flyinghand\",0)\n\t    TNT1 A 1 A_TakeInventory(\"Chokeme\",1)\n\t\tTNT1 A 1 A_Stopsound(1)\n\t\tgoto Ready\n\t}\n}\n\nactor flyinghand\n{\n  radius 11\n  height 8\n  speed 32\n  Scale 0.5\n  damage 10\n  BounceCount 3\n  seesound \"DSHEDBON\"\n  deathsound \"Hand/Pain\"\n  activesound \"Old/DSNAPALM\"\n  PROJECTILE\n  +randomize\n  -NOGRAVITY\n  +DONTSPLASH\n  +BOUNCEONACTORS\n  +DOOMBOUNCE\n  +CANBOUNCEWATER\n  DamageType \"ChokeEM\"\n  states\n  {\n  Spawn:\n\tWHAN A 1\n  Fire:\n    WHAN AABBCCDDEE 1\n    loop\n  Death:\n    WHAN A 1 A_SpawnItemEx(\"Chokinghand\",0,0,0,0,0,0,-180)\n    stop\n  }\n}\n\n/*\n=====================================\n=========== Cheogh ==================\n=====================================\n*/\n\nactor Cheogh 3124\n{\n  //$Category \"BlooM Enemies\"\n  spawnid     3\n  speed       8\n  floatspeed  14\n  meleedamage 13\n  meleerange  80\n  +FLOORCLIP\n  +FLOAT\n  +NOGRAVITY\n  +NOSPLASHALERT\n  +SHORTMISSILERANGE\n  +MISSILEMORE\n  +LONGMELEERANGE\n  obituary \"%o stood no chance against Cheogh\"\n  hitobituary \"%o was owned by Cheogh\"\n  health 3000\n  radius 24\n  height 64\n  mass   1000\n  painchance 50\n  painchance \"Tommy\", 0\n  painchance \"SawedOff\", 0\n  painchance \"SawedOff2\", 0\n  painchance \"Fire\", 0\n  Painchance \"Flare\", 0\n  painchance \"LifeLeech\", 32\n  painchance \"PitchFork\", 0\n  PainChance \"Tesla\", 0\n  Painchance \"napalm\", 0\n  PainChance \"Blast\", 0\n  PainChance \"Dynamite\", 0\n  PainChance \"Blast\", 0\n  PainChance \"Shock\", 192\n  PainChance \"SawedoffLess\", 0\n  PainChance \"ZBloodBullet\", 0\n  seesound    \"Cheogh/Roam\"\n  painsound   \"Cheogh/Pain\"\n  deathsound  \"Cheogh/Die\"\n  activesound \"Cheogh/Roam\"\n  meleesound  \"Cheogh/Slap\"\n  DamageFactor Fire, 0.05\n  DamageFactor Flare, 1\n  DamageFactor \"Napalm\", 0.35\n  DamageFactor \"Blast\", 0.45\n  DamageFactor \"Tesla\", 2.15\n  DamageFactor \"Dynamite\", 0.6\n  DamageFactor \"Shock\", 2.3\n  DamageFactor \"Tommy\", 1.3\n  DamageFactor \"Sawedoff\", 1\n  DamageFactor \"ZBloodBullet\", 1\n  DamageFactor \"GargoyleBlast\", 0.0\n  DamageFactor \"LifeLeech\", 0.85\n  DamageFactor Disintegrate, 2.8\n  DamageFactor \"Stomping\", 2\n  Scale 0.88\n  Species \"Gargoyles\"\n  MONSTER\n  +FLOORCLIP\n  DamageType \"Stun\"\n  states\n  {\n  Spawn:\n    GARG ABCD 9 A_Look\n    loop\n  Idle:\n\tGARG ABCDABCDABCDABCD 9 A_Wander\n\tGARG A 0 A_Look\n\tLoop\n  See:\n    GARG A 0 A_SentinelBob\n    GARG A 1 A_Chase\n    GARG AA 1 A_ExtChase(0,0,1,0)\n    GARG A 1 A_Chase\n    GARG AA 1 A_ExtChase(0,0,1,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\tTNT1 A 0 ThrustThingZ(0,frandom(5,10),0,1)\n    GARG A 1 A_Chase\n    GARG AA 1 A_ExtChase(0,0,1,0)\n    GARG B 1 A_Chase\n    GARG BB 1 A_ExtChase(0,0,1,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\tTNT1 A 0 ThrustThingZ(0,frandom(5,10),0,1)\n    GARG B 1 A_Chase\n    GARG BB 1 A_ExtChase(0,0,1,0)\n    GARG B 1 A_Chase\n    GARG BB 1 A_ExtChase(0,0,1,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\tTNT1 A 0 ThrustThingZ(0,frandom(5,10),0,1)\n    GARG C 1 A_Chase\n    GARG CC 1 A_ExtChase(0,0,1,0)\n    GARG C 1 A_Chase\n    GARG CC 1 A_ExtChase(0,0,1,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\tTNT1 A 0 ThrustThingZ(0,frandom(5,10),0,1)\n    GARG C 1 A_Chase\n    GARG CC 1 A_ExtChase(0,0,1,0)\n    GARG D 1 A_Chase\n    GARG DD 1 A_ExtChase(0,0,1,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n    GARG D 1 A_Chase\n\tGARG D 0 A_pLAYsOUND(\"Cheogh/Roam\",0)\n    GARG DD 1 A_ExtChase(0,0,1,0)\n    GARG D 1 A_Chase\n    GARG DD 1 A_ExtChase(0,0,1,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n    Loop\n  COME:\n\tGARG F 0 A_Recoil(-3)\n  Melee:\n    GARG F 6 A_FaceTarget\n    GARG G 5 A_Recoil(-1)\n    GARG HH 3 A_CustomMeleeAttack (frandom(3,6)*7,\"Cheogh/Slap\",\"Cheogh/Slap\", \"GOUPBOY\",1)\n\tGARG IJ 6\n    goto See\n  Missile:\n    GARG A 9 A_FaceTarget\n\tGARG A 0 A_JumpIfcLOSER(250,\"COME\")\n    TNT1 A 0 bright A_CustomMissile (\"StoneGargBall\",42,10,0,1,0)\n    TNT1 A 0 bright A_CustomMissile (\"StoneGargBall\",42,-10,0,1,0)\n    GARG L 10 Bright\n\tGARG A 5\n\tGARG A 9 A_FaceTarget\n\tGARG A 0 A_JumpIfcLOSER(250,\"COME\")\n    TNT1 A 0 bright A_CustomMissile (\"StoneGargBall\",42,10,0,1,0)\n    TNT1 A 0 bright A_CustomMissile (\"StoneGargBall\",42,-10,0,1,0)\n    GARG L 10 Bright\n\tGARG A 4\n    goto See\n  Pain:\n    GARG K 4\n    GARG K 8 A_Pain\n\tGARG A 4\n    goto See\n  Pain.Shock:\n\tGARG K 6 A_Pain\n\tGARG KKK 20\n\tGARG AAAAA 7\n\tGoto See\n  Pain.LifeLeech:\n\tTNT1 A 0 A_JUMP(64,1)\n\tGoto See\n\tTNT1 A 0 A_GiveToTarget(\"potionHealth\", frandom(0,1))\n    Goto See\n  Death:\n    GARG M 8\n    GARG N 8 A_Scream\n    GARG O 8 A_Fall\n    GARG PQ 8\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    GARG R -1 A_BossDeath\n    stop\n  }\n}\n\n/*\n=====================================\n=========== Gargoyle ================\n=====================================\n*/\n\nactor LivingGargStatue : Hangtskull 3270\n{\n  //$Category \"BlooM Enemies\"\n  //$tag Statue Gargoyle\n  Scale 0.6\n  radius 10\n  height 35\n  mass 10\n  Gravity 0.6\n  +SOLID\n  +SHOOTABLE\n  -NOBLOOD\n  -SPAWNCEILING\n  -NOGRAVITY\n  states\n  {\n  Spawn:\n\tGRGS A 320 A_SetTics (frandom((health / 20)+950,2100))\n    GRGS A 1 A_Look\n\tLoop\n  See:\n\tXARG FGH 5\n\tXARG I 1 A_SpawnItemEx(\"BloodGargoyle\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_UNSetSolid\n\tXARG I -1\n\tStop\n  }\n}\n\nactor BloodGargoyle 3123\n{\n  //$Category \"BlooM Enemies\"\n  spawnid 5\n  Scale 0.55\n  obituary \"%o was sniped by a gargoyle.\"\n  hitobituary \"%o was slapped by a gargoyle.\"\n  health 400\n  radius 31\n  height 56\n  mass   400\n  speed  9\n  floatspeed 10\n  painchance 160\n  painchance \"SawedOff\", 64\n  PainChance \"Fire\", 0\n  PainChance \"Flare\", 0\n  painchance \"Tommy\", 0\n  painchance \"PitchFork\", 255\n  Painchance \"LifeLeech\", 192\n  Painchance \"Napalm\", 0\n  PainChance \"Dynamite\", 0\n  PainChance \"Blast\", 0\n  PainChance \"Tesla\", 0\n  PainChance \"Shock\", 128\n  PainChance \"SawedoffLess\", 0\n  PainChance \"ZBloodBullet\", 0\n  gibhealth 30\n  DamageFactor \"PitchFork\",1.5\n  DamageFactor \"Napalm\", 0.55\n  DamageFactor \"LifeLeech\", 1.5\n  DamageFactor \"Dynamite\", 0.65\n  DamageFactor \"ZbloodBullet\", 0.71\n  DamageFactor \"SawedOff\",0.8\n  DamageFactor \"LifeLeech\",1.49\n  DamageFactor \"Tesla\", 2.0\n  DamageFactor \"Shock\", 2.0\n  DamageFactor \"Stomping\", 0\n  DamageFactor \"Tommy\", 1.02\n  DropItem \"UselessStuff\" 64\n  DamageFactor Flare,1.1\n  DamageFactor Fire,0.61\n  seesound    \"GargoyleSee\"\n  painsound   \"GargoylePain\"\n  deathsound  \"GargoyleDie\"\n  activesound \"GargoyleAct\"\n  meleedamage 7\n  meleerange 64\n  meleesound \"GargoyleMelee\"\n  Species    \"Gargoyles\"\n  MONSTER\n  PainChance \"StunningHead\",255\n  DamageType \"Stun\"\n  +FLOORCLIP\n  +FLOAT\n  +NOGRAVITY\n  +NOSPLASHALERT\n  +NOTELEPORT\n  +LongMeleeRange\n  +Donthurtspecies\n  states\n {\n  Spawn:\n    BGAR ABCD 10 A_Look\n    loop\n  Pain.PitchFork:\n\tBGAR A 4 A_FaceTarget\n  EscapeWater:\n\tBGAR ABCD 4 ThrustThingZ(0,5,0,0)\n\tTNT1 A 0 A_Jumpif(waterlevel<1,\"See\")\n\tLoop\n  See:\n\tTNT1 A 0 A_jumpif(waterlevel>0,\"EscapeWater\")\n\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\",1,\"Floating\")\n \tTNT1 A 0 A_Jump(36,\"Sweep\")\n\tBGAR A 0 ThrustThingZ(0,frandom(12,15),1,0)\n    TNT1 A 0 A_SentinelBob\n    TNT1 A 0 A_PlaySound (\"GarWing\")\n    BGAR A 1 A_Chase\n    BGAR A 1 A_ExtChase(0,0,0,0)\n    BGAR A 1 A_Chase\n    BGAR A 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n    BGAR B 1 A_Chase\n    BGAR B 1 A_ExtChase(0,0,0,0)\n    BGAR B 1 A_Chase\n    BGAR B 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n    BGAR C 1 A_Chase\n    BGAR C 1 A_ExtChase(0,0,0,0)\n    BGAR C 1 A_Chase\n    BGAR C 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n    BGAR D 1 A_Chase\n    BGAR D 1 A_ExtChase(0,0,0,0)\n    BGAR D 1 A_Chase\n    BGAR D 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\tBGAR A 0 ThrustThingZ(0,frandom(-15,-12),1,0)\n    TNT1 A 0 A_SentinelBob\n    TNT1 A 0 A_PlaySound (\"GarWing\")\n    BGAR A 1 A_Chase\n    BGAR A 1 A_ExtChase(0,0,0,0)\n    BGAR A 1 A_Chase\n    BGAR A 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n    BGAR B 1 A_Chase\n    BGAR B 1 A_ExtChase(0,0,0,0)\n    BGAR B 1 A_Chase\n    BGAR B 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n    BGAR C 1 A_Chase\n    BGAR C 1 A_ExtChase(0,0,0,0)\n    BGAR C 1 A_Chase\n    BGAR C 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n    BGAR D 1 A_Chase\n    BGAR D 1 A_ExtChase(0,0,0,0)\n    BGAR D 1 A_Chase\n    BGAR D 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\tTNT1 A 0 A_LoopActiveSound\n    loop\n  Sweep :\n\tBGAR A 0\n\tBGAR AA 1  ThrustThingZ(0,35,0,0)\n\tBGAR BB 1  A_Recoil(-1)\n\tBGAR BB 1  ThrustThingZ(0,35,0,0)\n\tBGAR CC 1  A_Recoil(-1)\n\tBGAR CC 1  ThrustThingZ(0,35,0,0)\n\tBGAR AA 1  A_Recoil(-1)\n\tBGAR AA 1  ThrustThingZ(0,35,0,0)\n\tBGAR BB 1  A_Recoil(-1)\n\tBGAR BB 1  ThrustThingZ(0,55,0,0)\n\tBGAR CC 1  A_Recoil(-2)\n\tBGAR CC 1  ThrustThingZ(0,25,0,0)\n\tBGAR AA 1  A_Recoil(-1)\n\tBGAR A 0 A_Jump(128,\"HawkAttack\",\"Surprise\")\n\tGoto See\n  HawkAttack:\n\tBGAR A 0 A_FaceTarget\n\tBGAR ABCD 1 ThrustThingZ(0,-10,0,1)\n\tBGAR A 1 A_Recoil(-10)\n\tBGAR ABCD 1 ThrustThingZ(0,-10,0,0)\n\tBGAR A 1 A_Recoil(-10)\n\tBGAR A 1 A_Stop\n\tBGAR A 0 A_FaceTarget\n\tBGAR A 0 A_Setangle(angle+frandom(-90,90))\n\tBGAR ABCD 1 ThrustThingZ(0,-10,0,1)\n\tBGAR A 1 A_Recoil(-10)\n\tBGAR ABCD 1 ThrustThingZ(0,-10,0,1)\n\tBGAR A 1 A_Recoil(-10)\n\tBGAR A 0 A_Jump(96,\"Surprise\")\n\tGoto See\n  Surprise:\n\tBGAR AAA 4 A_FaceTarget\n\tBGAR A 0 A_Recoil(-16)\n\tBGAR ABCDABCD 1\n\tBGAR A 0 A_Stop\n\tBGAR A 0 A_Jump(96,\"Sweep\")\n\tGoto See\n  Floating:\n  \tBGAR A 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR A 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR A 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR A 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR A 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR A 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR B 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR B 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR B 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR B 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR B 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR B 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR C 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR C 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR C 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR C 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR C 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR C 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR D 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR D 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR D 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR D 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n  \tBGAR D 1 ThrustThing(angle*256/360+64,1,0,0)\n  \tBGAR D 1 ACS_ExecuteAlways(998, 0, ((1 + angle) * 65536)/360)\n\tBGAR D 0 A_SentinelRefire\n\tBGAR D 0 A_Jump(192,\"Floating\")\n\tGoto See\n  Melee:\n\tTNT1 A 0 A_Stop\n\tBGAR E 0 A_Recoil(frandom(-2,0))\n\tBGAR E 0 A_PlaySound(\"GargoyleMelee\")\n    BGAR E 7 A_FaceTarget\n    BGAR F 7 A_CustomMeleeAttack (frandom(3,6)*7,\"imp/melee\",\"imp/melee\", \"Stun\",1)\n    BGAR GHI 6\n    goto See\n  Missile:\n\tTNT1 A 0 A_Jump(90,\"See\")\n    TNT1 A 0 A_Stop\n    BGAR E 9 A_FaceTarget\n    BGAR F 7 A_CustomMissile(\"BGargBone\",30,0,0,0)\n    goto See\n  Pain.StunningHead:\n\tBGAR JJ 9 A_Pain\n\tBGAR A 6\n\tBGAR ABCDABCD 3 A_Wander\n\tGoto See\n  Pain:\n    BGAR J 4\n    BGAR J 4 A_Pain\n\tTNT1 A 0 A_Stop\n\tBGAR J 0 A_Jump(77,\"Sweep\",\"Surprise\")\n    goto See\n  Pain.LifeLeech:\n\tTNT1 A 0 A_JUMP(64,1)\n\tGoto See\n\tTNT1 A 0 A_GiveToTarget(\"potionHealth\", frandom(0,1))\n\tGoto See\n  Pain.Shock:\n\tTNT1 A 0 A_PlaySound(\"GargoylePain\")\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_ClearTarget\n\tXARG A 7 A_ChangeFlag(\"GHOST\",0)\n\tXARG A 7 Bright\n\tXARG A 7\n\tXARG A 7 Bright\n\tXARG A 7\n\tXARG A 7 Bright\n\tXARG A 7\n\tXARG A 7 Bright\n\tGoto See\n  Death:\n    BGAR K 0 A_jump(90,\"DeathCorpus\")\n    BGAR K 8 A_Scream\n    BGAR L 8\n    BGAR M 6\n    BGAR N 6 A_Fall\n    BGAR O 6\n    BGAR P -1\n    stop\n  DeathCorpus:\n\tBGAR K 8 A_Scream\n    BGAR L 8\n    BGAR M 6\n\tBGAR MMMMMMMMMMMMMMMMM 0 A_SpawnItemEx(\"FlyingBlood\",0,0,frandom(20,40),frandom(-10,10),frandom(-10,10),frandom(-10,10))\n    BGAR N 6 A_Fall\n    BGAR O 6\n    BGAR P -1\n    stop\n  XDeath:\n\tTNT1 A 0 A_Jump(128, 2)\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    BGAR J 5 A_XScream\n    TNT1 AAAA 0 A_SpawnDebris (\"OrganDebris\")\n    TNT1 A 0 A_SpawnDebris(\"WingDebris\")\n    TNT1 A 0 A_SpawnDebris(\"GargHed\")\n    TNT1 AAA 0 A_SpawnDebris(\"Bloodliver\")\n    TNT1 AAAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    BGAR Q 5\n    BGAR R 5\n    BGAR S 5 A_NoBlocking\n    BGAR T 5\n    BGAR U -1\n    stop\n  Burn:\n  Death.SpecialFire:\n  Death.Flare:\n    GARF A 8 Bright A_Scream\n\tGARF A 0 bright A_PlayWeaponSound(\"dsFRBALL\")\n    GARF ABCDABCDABCDABCDABC 5 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-10,10),50+frandom(-5,5))\n\tGARF A 0 bright A_PlayWeaponSound(\"dsFRBALL\")\n    GARF A 0 Bright A_SpawnItem(\"BurnDeathSmoke\")\n    GARF DABC 6 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-10,10),50+frandom(-5,5))\n\tGARF D 0 A_PlaySound(\"GarWing\")\n    GARF DABC 6 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-10,10),50+frandom(-5,5))\n\tGARF D 0 A_PlaySound(\"GarWing\")\n\tGARF DABC 6 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-10,10),50+frandom(-5,5))\n\tGARF D 0 A_PlaySound(\"GarWing\")\n\tGARF DABC 6 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-10,10),50+frandom(-5,5))\n\tGARF D 0 A_PlaySound(\"GarWing\")\n\tGARF DABC 6 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-10,10),50+frandom(-5,5))\n\tGARF D 0 A_PlaySound(\"GarWing\")\n\tGARF DABC 6 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-10,10),50+frandom(-5,5))\n\tGARF D 0 A_PlaySound(\"GarWing\")\n\tGARF DABC 6 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-10,10),50+frandom(-5,5))\n\tGARF D 0 A_PlaySound(\"GarWing\")\n\tGARF DABC 6 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-10,10),50+frandom(-5,5))\n\tGARF D 0 A_PlaySound(\"GarWing\")\n\tGARF DABC 6 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-10,10),50+frandom(-5,5))\n\tGARF D 0 A_PlaySound(\"GarWing\")\n\tTNT1 A 0 A_PlaySound(\"GargoyleBurn\")\n\tGARF A 0 Bright A_SpawnDebris (\"NapalmDebris\")\n    GARF A 4 Bright\n    GARF B 4 Bright\n    GARF C 4 Bright A_Fall\n    GARF EFG 4 Bright\n    GARF HIJIJHJIJIHIJHHIJHJHIHJHIJHIHJHIJIHIJ 4 Bright\n    GARF HIJIJHJIJIHIJHHIJHJHIHJHIJHIHJHIJIHIJ 4\n    GARF K -1\n    Stop\n  }\n}\n\nACTOR GargBurn\n{\n    Radius 20\n    Height 56\n    Speed 4\n    mass 100\n    Scale 0.6\n    +FIREDAMAGE\n    +randomize\n    -DONTSPLASH\n    //+FLOAT\n    //+NOGRAVITY\n    +LOOKALLAROUND\n    +DONTSPLASH\n    Obituary \"%o was near a gargoyle in flames.\"\n    activesound \"dsFRBALL\"\n    ExplosionDamage 4\n    ExplosionRadius 40\n    States\n    {\n    Spawn:\n        GARF A 0 Bright\n        goto See\n    See:\n        GARF A 0 bright A_LoopActiveSound\n        GARF A 0 Bright A_PlaySound(\"imp/death\")\n        GARF ABCDABCDABCDABCDABC 4 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-5,5),20+frandom(-5,5))\n        GARF A 0 Bright A_SpawnItem(\"BurnDeathSmoke\")\n        GARF DABCDABCDABCDABCDABCDDABCDABCDABCDABCDABCD 3 Bright A_SpawnItem (\"BFireTrail\",8+frandom(-5,5),20+frandom(-5,5))\n        goto Death\n    Death:\n        GARF A 0 A_SpawnDebris (\"NapalmDebris\")\n        GARF A 4 A_StopSound\n        GARF B 4 Bright\n        GARF C 4 Bright A_Fall\n        GARF EFG 4 Bright\n        GARF HIJIJHJIJIHIJHHIJHJHIHJHIJHIHJHIJIHIJ 4 Bright\n        GARF HIJIJHJIJIHIJHHIJHJHIHJHIJHIHJHIJIHIJ 4\n        GARF K -1\n        Stop\n    }\n}\n\n/*\n=====================================\n========== Hellfish  ================\n=====================================\n*/\n\nACTOR Hellfish : Cacodemon 3100//replaces Cacodemon 6142\n{\n\t//$Category \"BlooM Enemies\"\n\tHealth 15\n\tGibHealth 25\n\tRadius 8\n\tHeight 15\n\tScale 0.6\n\tMass 35\n\tSpeed 16\n\tFastspeed 16\n\tFloatspeed 1\n\tDamage 1\n\tMeleeRange 50\n\tMeleeDamage 1\n\tMaxTargetRange 25\n\tBloodColor DarkRed\n\tPainchance 200\n    PainChance \"Tesla\", 256\n    DamageFactor \"Tesla\", 0.1\n\tObituary \"Hellfish ate %o\"\n\tHitObituary \"Hellfish ate %o\"\n\t-NoTeleport\n\tAttacksound \"dsdolstb\"\n\tPainsound \"SpiderPain\"\n\tDeathsound \"SpiderDie\"\n\tSeesound \"SpiderSee\"\n\tActivesound \"\"\n\tProjectilePassHeight 64\n\tStates\n\t{\n\t  \tSpawn:\n\t\t    HFSS ABCABCABCABCABCABCABCABCABCABCABCABC 4 A_Look\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel < 3, \"GoDown\")\n\t\t\tLoop\n\t\tIdle:\n\t\t    HFSS ABCABCABCABCABCABCABCABCABCABCABCABC 4 A_Wander\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel < 3, \"GoDown\")\n\t\t\tLoop\n\t\tSee:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",0)\n\t\t\tTNT1 A 0 A_Jump(160, 2)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"FRIGHTENED\",1)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\",1,\"SwimAround\")\n\t\t\tTNT1 A 0 A_UnSetFloorClip\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel < 3 || waterlevel <= 1), \"GoDown\")\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\t\tHFSS A 2 A_Chase\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel < 3 || waterlevel <= 1), \"GoDown\")\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tHFSS A 2 A_Chase\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel < 3 || waterlevel <= 1), \"GoDown\")\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tHFSS C 2 A_Chase\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel < 3 || waterlevel <= 1), \"GoDown\")\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tHFSS C 2 A_Chase\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel < 3 || waterlevel <= 1), \"GoDown\")\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tLoop\n\t\tSwimAround:\n\t\t\tHFSS A 0 A_Recoil(-1)\n\t\t\tHFSS A 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel < 3, \"GoDown\")\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel < 3, \"GoDown\")\n\t\t\tHFSS B 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel < 3, \"GoDown\")\n\t\t\tHFSS B 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel < 3, \"GoDown\")\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tHFSS C 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel < 3, \"GoDown\")\n\t\t\tHFSS C 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel < 3, \"GoDown\")\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tHFSS A 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel < 3, \"GoDown\")\n\t\t\tGoto See\n\t\tMissile:\n\t\tMelee:\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel <= 2 || waterlevel <= 1), \"GoDown\")\n\t\t\tHFSS B 4 FAST A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel <= 2 || waterlevel <= 1), \"GoDown\")\n\t\t\tHFSS D 4 FAST A_CustomMeleeAttack(frandom(36,49),\"dsdolstb\")\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel <= 2 || waterlevel <= 1), \"GoDown\")\n\t\t\tHFSS B 4 FAST A_FaceTarget\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel <= 2 || waterlevel <= 1), \"GoDown\")\n\t\t\tHFSS D 4 FAST A_CustomMeleeAttack(frandom(36,49),\"dsdolstb\")\n\t\t\tGoto See\n\t\tPain:\n\t\t\tHFSS E 3 A_Pain\n\t\t    Goto See\n\t\tPain.Shock:\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel <= 2 || waterlevel <= 1), \"GoDown\")\n\t\t\tHFSS E 0 A_ScaleVelocity(.25)\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel <= 2 || waterlevel <= 1), \"GoDown\")\n\t\t\tHFSS EEEEEEEEEEEEEEEEEEEEEEEEEEEEEE random(2,6)\n\t\t\tTNT1 A 0 A_JumpIf((waterlevel <= 2 || waterlevel <= 1), \"GoDown\")\n\t\t\tGoto See\n\t\tBurn:\n\t\tDeath.LifeLeech:\n\t\tDeath.Flare:\n\t\t\tTNT1 A 0 A_Jump(128, 2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DoTaunt\", 1)\n\t\t\tHFSS K 0 A_HideThing\n\t\t\tHFSS K 0 A_Fall\n\t\t\tHFSS K 0 A_SpawnItem(\"BurnDeath2\",1,0,0)\n\t\t\tStop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_UnSetFloorClip\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\t\tHFSS GH 8 A_Scream\n\t\t\tHFSS I 7 A_NoBlocking\n\t\t\tHFSS J -1 A_SetFloorClip\n\t\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NoGravity\",0)\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tGILG AAABB 1 A_SpawnItemEx (\"OrganDebris\",frandom(0,16),frandom(0,16),frandom(0,16),frandom(0,10),frandom(0,10),frandom(0,10),frandom(-360,360))\n\t\t\tGILG BCCDDEE 1 A_SpawnItemEx (\"OrganDebris\",frandom(0,16),frandom(0,16),frandom(0,16),frandom(0,10),frandom(0,10),frandom(0,10),frandom(-360,360))\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tGILG FFFFFFFFFF 0 A_SpawnItemEx(\"FlyingBlood\",frandom(0,16),frandom(0,16),frandom(0,16),frandom(0,10),frandom(0,10),frandom(0,10),frandom(-360,360))\n\t\t\tGILG F -1\n\t\t\tStop\n\t\tGoDown:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\t\tHFSS A 1 ThrustThingZ(0, 10, 1, 1)\n\t\t\tgoto See\n\t}\n}\n\n/*\n=====================================\n========== BLOATED BUTCHER ==========\n=====================================\n*/\n\nactor CleaverTrail1\n{\n  +NOGRAVITY\n  +randomize\n  +NOBLOCKMAP\n  -SOLID\n  DamageType \"Spiritual\"\n  states\n  {\n  Spawn:\n    CLVR A 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail2 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR B 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail3 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR C 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail4 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR D 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail5 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR E 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail6 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR F 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail7 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR G 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor CleaverTrail8 : CleaverTrail1\n{\n  states\n  {\n  Spawn:\n    CLVR H 1 A_FadeOut(0.04)\n    loop\n  }\n}\n\nactor Cleaver\n{\n  decal GarScorch\n  radius 6\n  height 16\n  speed 8\n  damage (8)\n  DamageType \"Spiritual\"\n//  seesound \"skeleton/swing\"\n//  activesound \"skeleton/swing\"\n  deathsound \"dspfwood\"\n  PROJECTILE\n  +randomize\n  +Ripper\n  states\n  {\n  Spawn:\n//    CLVR A 0 A_LoopActiveSound\n    CLVR A 4 A_SpawnItem(\"CleaverTrail1\")\n//    CLVR A 0 A_LoopActiveSound\n    CLVR B 4 A_SpawnItem(\"CleaverTrail2\")\n//    CLVR A 0 A_LoopActiveSound\n    CLVR C 4 A_SpawnItem(\"CleaverTrail3\")\n//    CLVR A 0 A_LoopActiveSound\n    CLVR D 4 A_SpawnItem(\"CleaverTrail4\")\n//    CLVR A 0 A_LoopActiveSound\n    CLVR E 4 A_SpawnItem(\"CleaverTrail5\")\n//    CLVR A 0 A_LoopActiveSound\n    CLVR F 4 A_SpawnItem(\"CleaverTrail6\")\n//    CLVR A 0 A_LoopActiveSound\n    CLVR G 4 A_SpawnItem(\"CleaverTrail7\")\n//    CLVR A 0 A_LoopActiveSound\n    CLVR H 4 A_SpawnItem(\"CleaverTrail8\")\n    loop\n  Death:\n    CLVR IIIIJJJJKKKKLLLL 1 A_FadeOut(0.05)\n    stop\n\tCrash:\n\tCLVR II 1 A_PlaySoundEX(\"Butcher/Cleaver\",2)\n\tGoto Death\n  }\n}\n\nactor BloatedButcher 3122//: Revenant replaces Revenant\n{\n  //$Category \"BlooM Enemies\"\n  spawnid 20\n  obituary \"%o was splattered by a butcher.\"\n  hitobituary \"A butcher made mince meat out of %o\"\n  health 500 //Extra crispy\n  radius 24\n  height 56\n  gibhealth 20\n  mass 300 //High compared to other monsters.. can go flying from tnt though\n  speed 2\n  painchance \"PitchFork\", 0\n  painchance 100\n  painchance \"LifeLeech\", 128\n  painchance \"Tommy\", 0\n  painchance \"Fire\", 0\n  PainChance \"SawedOff\", 64\n  PainChance \"SawedoffLess\", 0\n  PainChance Disintegrate, 0\n  Painchance \"Tesla\", 0\n  PainChance \"Shock\", 255\n  PainChance \"Blast\", 16\n  PainChance \"ZBloodBullet\", 0\n  seesound \"ButcherSee\"\n  painsound \"ButcherPain\"\n  deathsound \"ButcherDeath\"\n  activesound \"ButcherAct\"\n  DamageFactor Fire, 2.0\n  DamageFactor \"Flare\", 3.0\n  DamageFactor \"LifeLeech\", 2.0\n  DamageFactor \"Napalm\", 6.0\n  DamageFactor Disintegrate, 1.75\n  DamageFactor \"Dynamite\", 4.2\n  DamageFactor \"Tesla\", 2.0\n  DamageFactor \"Shock\", 2.4\n  DamageFactor \"Stomping\", 0\n  dropitem \"UselessStuff\" 102\n  Scale 0.64\n  MONSTER\n  +NOSPLASHALERT\n  +FLOORCLIP\n  +LONGMELEERANGE\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  +NOSPLASHALERT\n  +DropOff\n  states\n  {\n  IDLE:\n  BBUT AAAABBBBCCCCDDDDEEEEFFFF 1 A_Wander\n  Loop\n  Spawn:\n    BBUT A 10 A_Look\n    loop\n  See:\n    BBUT A 1 A_Chase\n    BBUT A 1 A_ExtChase(0,0,0,0)\n    BBUT A 1 A_Chase\n    BBUT A 1 A_ExtChase(0,0,0,0)\n    BBUT B 1 A_Chase\n    BBUT B 1 A_ExtChase(0,0,0,0)\n    BBUT B 1 A_Chase\n    BBUT B 1 A_ExtChase(0,0,0,0)\n    BBUT C 1 A_Chase\n    BBUT C 1 A_ExtChase(0,0,0,0)\n    BBUT C 1 A_Chase\n    BBUT C 1 A_ExtChase(0,0,0,0)\n    BBUT D 1 A_Chase\n    BBUT D 1 A_ExtChase(0,0,0,0)\n    BBUT D 1 A_Chase\n    BBUT D 1 A_ExtChase(0,0,0,0)\n    BBUT E 1 A_Chase\n    BBUT E 1 A_ExtChase(0,0,0,0)\n    BBUT E 1 A_Chase\n    BBUT E 1 A_ExtChase(0,0,0,0)\n    BBUT F 1 A_Chase\n    BBUT F 1 A_ExtChase(0,0,0,0)\n    BBUT F 1 A_Chase\n    BBUT F 1 A_ExtChase(0,0,0,0)\n    loop\n  Melee:\n    BBUT G 0 A_FaceTarget\n\tBBUT G 5 A_FaceTarget\n    BBUT H 5\n    BBUT I 5 A_FaceTarget\n    BBUT J 5 A_SkelFist\n    goto See\n  Decide:\n    BBUT AAAABBBBCCCCDDDD 1 A_Chase\n\tTNT1 A 0 A_Jump(192, \"Axe\", \"Missile\")\n\tGoto See\n  Missile:\n    TNT1 A 0 A_JumpIfCloser(360, \"Axe\")\n    TNT1 A 0 A_FaceTarget\n    BBUT K 8 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"ButcherVomit\")\n    BBUT L 4\n\tBBUT M 6 A_CustomMissile(\"ButcherVomit\", 40)\n    BBUT N 14 A_FaceTarget\n    goto Decide\n  Axe:\n    BBUT G 0 A_FaceTarget\n    BBUT H 6\n    BBUT G 6 A_FaceTarget\n\tBBUT I 0 A_CustomMissile (\"Cleaver\",30,7,0,1,0)\n\tBBUT I 6 A_FaceTarget\n    goto See\n  Pain:\n    BBUT O 3 A_Jump(120,\"Pain.SideFatStep\",\"Pain.SideFatStep2\")\n    BBUT O 7 A_Pain\n    goto See\n  Pain.SideFatStep:\n\tBBUT A 0 A_SetAngle(Angle+90)\n\tBBUT A 0 A_Recoil(-2)\n\t\tBBUT A 0 A_SetAngle(Angle-90)\n\tBBUT AB 3\n\t\tBBUT A 0 A_SetAngle(Angle+90)\n\tBBUT A 0 A_Recoil(-2)\n\t\t\tBBUT A 0 A_SetAngle(Angle-90)\n\tBBUT CD 3\n\t\tBBUT A 0 A_SetAngle(Angle+90)\n\tBBUT A 0 A_Recoil(-2)\n\t\t\tBBUT A 0 A_SetAngle(Angle-90)\n\tBBUT EF 3\n\t\tBBUT A 0 A_SetAngle(Angle+90)\n\tBBUT A 0 A_Recoil(-2)\n\t\tBBUT A 0 A_SetAngle(Angle-90)\n\tBBUT AB 3\n\t\tBBUT A 0 A_SetAngle(Angle+90)\n\tBBUT A 0 A_Recoil(-2)\n\t\t\tBBUT A 0 A_SetAngle(Angle-90)\n\tBBUT CD 3\n\t\tBBUT A 0 A_SetAngle(Angle+90)\n\tBBUT A 0 A_Recoil(-2)\n\t\t\tBBUT A 0 A_SetAngle(Angle-90)\n\tBBUT EF 3\n\t\tBBUT A 0 A_SetAngle(Angle+90)\n\tBBUT A 0 A_Recoil(-2)\n\t\tBBUT A 0 A_SetAngle(Angle-90)\n\tBBUT AB 3\n\t\tBBUT A 0 A_SetAngle(Angle+90)\n\tBBUT A 0 A_Recoil(-2)\n\t\t\tBBUT A 0 A_SetAngle(Angle-90)\n\tBBUT CD 3\n\t\tBBUT A 0 A_SetAngle(Angle+90)\n\tBBUT A 0 A_Recoil(-2)\n\t\t\tBBUT A 0 A_SetAngle(Angle-90)\n\tBBUT EF 3\n\tGoto Missile\n\t\tPain.SideFatStep2:\n\tBBUT A 0 A_SetAngle(angle-90)\n\tBBUT A 0 A_Recoil(-2)\n\t\tBBUT A 0 A_SetAngle(angle+90)\n\tBBUT AB 3\n\t\tBBUT A 0 A_SetAngle(angle-90)\n\tBBUT A 0 A_Recoil(-2)\n\t\t\tBBUT A 0 A_SetAngle(angle+90)\n\tBBUT CD 3\n\t\tBBUT A 0 A_SetAngle(angle-90)\n\tBBUT A 0 A_Recoil(-2)\n\t\t\tBBUT A 0 A_SetAngle(angle+90)\n\tBBUT EF 3\n\t\tBBUT A 0 A_SetAngle(angle-90)\n\tBBUT A 0 A_Recoil(-2)\n\t\tBBUT A 0 A_SetAngle(angle+90)\n\tBBUT AB 3\n\t\tBBUT A 0 A_SetAngle(angle-90)\n\tBBUT A 0 A_Recoil(-2)\n\t\t\tBBUT A 0 A_SetAngle(angle+90)\n\tBBUT CD 3\n\t\tBBUT A 0 A_SetAngle(angle-90)\n\tBBUT A 0 A_Recoil(-2)\n\t\t\tBBUT A 0 A_SetAngle(angle+90)\n\tBBUT EF 3\n\tGoto Missile\n\tPain.Shock:\n\t\tTNT1 A 0 A_ChangeFlag(\"NoPain\",1)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_ClearTarget\n\t\tBBUZ AAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"ShockButcher\",frandom(-10,10)/10,frandom(-10,10)/10)\n\t\tBBUZ A 4 A_Pain\n\t\tTNT1 A 0 A_ChangeFlag(\"NoPain\",0)\n\t\tTNT1 A 0 A_JumpIfHealthLower(200,2)\n\t\tTNT1 A 0 A_Jump(192,\"See\")\n\t\tBBUZ AAAAAAAAAAAAAAAAAAAAAAAA 1 A_SpawnItemEx(\"ShockButcher\",frandom(-10,10)/10,frandom(-10,10)/10)\n\tGoto See\n\tPain.LifeLeech:\n\t\tTNT1 A 0 A_JUMP(64,1)\n\t\tGoto See\n\t\tTNT1 A 0 A_GiveToTarget(\"potionHealth\", frandom(0,1))\n\t    Goto See\n  Death:\n  Death.Shock:\n    BBUT P 7 A_jump(77,\"DeathFlyingblood\",\"DeathFountain\")\n\tTNT1 A 0 A_Scream\n    BBUT QR 7\n    BBUT S 5 A_NoBlocking\n    BBUT TU 5\n    BBUT V -1\n    stop\n\tDeathFountain:\n    BBUT P 7\n\tTNT1 A 0 A_Scream\n    BBUT QR 7\n    BBUT S 5 A_NoBlocking\n    BBUT TU 5\n\tBBUT VVVVVVV 4 A_SpawnItemEx(\"BloodTrail\",frandom(-5,5),frandom(-5,5),frandom(5,10),frandom(-3,3),frandom(-3,3),frandom(4,10),frandom(-30,30))\n    BBUT V -1\n    stop\n\tDeathFlyingblood:\n    BBUT P 7\n\tTNT1 A 0 A_Scream\n    BBUT QR 7\n    BBUT S 5 A_NoBlocking\n    BBUT TU 5\n\tBBUT VVVVVVV 4 A_SpawnItemEx(\"FlyingBlood\",frandom(-5,5),frandom(-5,5),frandom(5,10),frandom(-3,3),frandom(-3,3),frandom(4,10),frandom(-30,30))\n    BBUT V -1\n  XDeath:\n  TNT1 A 0 A_Jump(160,\"Death\")\n    TNT1 A 0 A_Jump(128, 2)\n    TNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    BBT2 L 0 A_Fall\n    BBT2 M 5 A_XScream\n    BBT2 LLL 0 A_SpawnDebris (\"OrganDebris\")\n    BBT2 L 0 A_SpawnDebris (\"Bloodliver\")\n    BBT2 L 0 A_SpawnDebris (\"Hand1\")\n    BBT2 LLLLLLL 0 A_SpawnDebris(\"FlyingBlood\")\n    BBT2 N 5\n    BBT2 O 5\n    BBT2 P 5\n    BBT2 PQRSTUV 5\n    BBT2 VWVWVWVWVVWVWVWVWVVWVWVWVWVVWVWVWVWV 5\n    BBT2 W -1\n    Stop\n  Raise:\n    BBUT QPONML 5\n    goto See\n\tDeath.SpecialFire:\n  Burn:\n\tTNT1 A 0 A_Jump(128, 2)\n\tTNT1 A 0 A_GiveToTarget(\"DoTaunt\", 1)\n\tTNT1 A 0 A_Jump(128,\"SpecialBurn\")\n    BZOM L 0 A_Fall\n    BZOM L 0 A_PlaySound(\"ButcherPain\")\n    BBUT L 3\n    BZOM L 0 A_SpawnItem(\"BurnDeathBBT\",1,0,0)\n    Stop\n  SpecialBurn:\n\tTNT1 A 0 A_Scream\n\tBABD ABCDEFGH 8 Bright A_SpawnItem(\"YouAreOnFireSir\")\n\tBABD I 20 A_Fall\n\tBABD IJKLMNOP 6\n\tBABD Q -1\n  disintegrate:\n  Death.Voodoo:\n  Death.VoodooAlt:\n  Death.LifeLeech:\n    BBT2 A 6 A_Scream\n    BBT2 B 5 A_Fall\n    BBT2 CDEF 4\n    BBT2 G 25\n    BBT2 HIJK 6\n    BBT2 L -1\n    Stop\n  }\n}\n\nActor EWWW\n{\n\t+LowGravity\n\t+ClientSideOnly\n\t+CannotPush\n\tHeight 2\n\tRadius 2\n\t-Solid\n\tDamage 0\n\tScale 0.07\n\n\tStates\n\t{\n\tSpawn:\n\tBARF ABCDEFABCDEFABCDEF 3\n\tDeath:\n\tBARF AAAA 4 A_FadeOut(0.25)\n\tStop\n\t}\n}\n\nActor ButcherVomit\n{\n\tHeight 8\n\tRadius 8\n\tDamage (frandom(16,40))\n\tSpeed 18\n\tScale 0.4\n\tPROJECTILE\n\n\treactiontime 3\n\tAlpha 0.85\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBARF AB 3 A_Setangle(angle+frandom(-5,5))\n\t\t\tBARF AA 0 A_SpawnItemEx(\"EWWW\",frandom(-2,2),frandom(-2,2),frandom(-3,3),frandom(-2,2),frandom(-2,2),frandom(-2,2))\n\t\t\tBARF CDEF 3 A_Setangle(angle+frandom(-5,5))\n\t\t\tBARF AA 0 A_SpawnItemEx(\"EWWW\",frandom(-2,2),frandom(-2,2),frandom(-3,3),frandom(-2,2),frandom(-2,2),frandom(-2,2))\n\t\t\tBARF EF 3 A_Setangle(angle+frandom(-5,5))\n\t\t\tBARF AA 0 A_SpawnItemEx(\"EWWW\",frandom(-2,2),frandom(-2,2),frandom(-3,3),frandom(-2,2),frandom(-2,2),frandom(-2,2))\n\n//\t\t\tTNT1 A 0 A_CountDown\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 1 A_PlaySound(\"Butcher/Wall\")\n\t\tStop\n\t\tCrash:\n\t\tTNT1 A 0 A_PlaySound(\"Butcher/Wall\")\n\t\tStop\n\t}\n}\n\n/*\n==============================\n========== CULTISTS ==========\n==============================\n*/\n\nactor GreyCultist 3125\n{\n  //$Category \"BlooM Enemies\"\n  decal ZBloodBulletChip1\n  spawnid 2\n  obituary \"%o wasn't much liked by a fanatic.\"\n  health 120\n  radius 20\n  height 56\n  translation \"112:120=[128,128,128]:[48,48,48]\",\"120:127=[48,48,48]:[8,8,8]\",\"209:223=193:207\",\"192:200=[192,192,192]:[64,64,64]\",\"200:207=[64,64,64]:[16,16,16]\",\"240:247=[16,16,16]:[0,0,0]\"\n  mass 50\n  speed 3\n  painchance 90\n  painchance Fire, 0\n  painchance \"Flare\", 0\n  PainChance \"Voodoo\", 256\n  DamageFactor \"Stomping\", 0\n  seesound \"CultistSee\"\n  painsound \"CultistPain\"\n  attacksound \"\"\n  deathsound \"CultistDie\"\n  activesound \"CultistAct\"\n  dropitem \"Tommygun\" 64\n  dropitem \"BulletAmmo\" 200, 30\n  dropitem \"TNTBundle\", 128\n  Scale 0.53\n  Species \"Cultist\"\n  MONSTER\n  +NOSPLASHALERT\n  +FLOORCLIP\n  +DROPOFF\n  states\n  {\n  IDLE:\n    BCUL AAAAAAA 1 A_Wander\n\tBCUL A 1 A_Look\n    BCUL BBBBBBB 1 A_Wander\n\tBCUL B 1 A_Look\n\tBCUL CCCCCCC 1 A_Wander\n\tBCUL C 1 A_Look\n\tBCUL DDDDDDD 1 A_Wander\n\tBCUL D 1 A_Look\n\tBCUL \"\\\\\\\\\\\\\\\" 1 A_Wander\n\tBCUL A 1 A_Look\n\tLoop\n  Spawn:\n    BCUL A 10 A_Look\n    Goto Spawn\n  See:\n    BCUL A 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL AA 1 A_ExtChase(0,0,0,0)\n    BCUL A 1 A_Recoil(-1)\n    BCUL AA 1 A_ExtChase(0,0,0,0)\n    BCUL A 1 A_FastChase\n    BCUL AA 1 A_ExtChase(0,0,0,0)\n    BCUL B 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL BB 1 A_ExtChase(0,0,0,0)\n    BCUL B 1 A_FastChase\n    BCUL BB 1 A_ExtChase(0,0,0,0)\n    BCUL B 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL BB 1 A_ExtChase(0,0,0,0)\n    BCUL C 1 A_Recoil(-1)\n    BCUL CC 1 A_ExtChase(0,0,0,0)\n    BCUL C 1 A_FastChase\n    BCUL CC 1 A_ExtChase(0,0,0,0)\n    BCUL C 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL CC 1 A_ExtChase(0,0,0,0)\n    BCUL D 1 A_FastChase\n    BCUL DD 1 A_ExtChase(0,0,0,0)\n    BCUL D 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL DD 1 A_ExtChase(0,0,0,0)\n    BCUL D 1 A_Recoil(-1)\n    BCUL DD 1 A_ExtChase(0,0,0,0)\n    BCUL \"\\\" 1 A_Chase\n    BCUL \"\\\\\" 1 A_ExtChase(0,0,0,0)\n    BCUL \"\\\" 1 A_Chase\n    BCUL \"\\\\\" 1 A_ExtChase(0,0,0,0)\n    BCUL \"\\\" 1 A_Chase\n    BCUL \"\\\\\" 1 A_ExtChase(0,0,0,0)\n\tBCUL F 0 A_CheckFloor(\"jump\")\n    loop\n  Missile:\n    BCUL E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"chainguy/attack\")\n    BCUL F 0 A_CustomMissile(\"TommygunCasing\",30,4,24,1)\n\tBCUL F 2 bright A_CustomBulletAttack(5.6,5.6,1,frandom(1,2),\"ZBulletCultist\")\n    BCUL E 2\n    BCUL E 0 A_CPosRefire\n\tBCUL E 2 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"chainguy/attack\")\n    BCUL F 2 A_CustomMissile(\"TommygunCasing\",30,4,24,1)\n    BCUL E 2 A_FastChase\n\tBCUL E 1\n    BCUL E 0 A_CPosRefire\n\tBCUL E 1 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"chainguy/attack\")\n    BCUL F 1 A_CustomMissile(\"TommygunCasing\",30,4,24,1)\n    BCUL E 2 A_FastChase\n    BCUL E 0 A_CPosRefire\n    BCUL E 2\n    BCUL E 0 A_CPosRefire\n\tTNT1 A 0 A_jump(160,\"see\")\n  MissileCont:\n    BCUL F 2 bright A_CustomBulletAttack(5.6,5.6,1,frandom(5,7),\"ZBulletCultist\")\n\tTNT1 A 0 A_PlaySound(\"chainguy/attack\")\n\tYCUL A 0 A_AlertMonsters\n    BCUL F 0 A_CustomMissile(\"TommygunCasing\",30,4,24,1)\n    BCUL E 3\n    BCUL E 0 A_CPosRefire\n    Loop\n    BCUL X 5 A_FaceTarget\n    BCUL YZ 5\n    BCUL \"[\" 0 A_ThrowGrenade(\"GreenCultistTNT\",0,20,4,0)\n    BCUL \"[]\" 5\n    BCL2 A 5\n    goto See\n  Pain:\n    BCUL G 3\n    BCUL G 3 A_Pain\n    goto See\n  Pain.LifeLeech:\n\tTNT1 A 0 A_JUMP(64,1)\n\tGoto See\n\tTNT1 A 0 A_GiveToTarget(\"potionHealth\", frandom(0,1))\n    Goto See\n  Pain.Shock:\n\tTNT1 A 0 A_PlaySound(\"CultistPain\")\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_ClearTarget\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tGoto See\n  Death:\n    BCUL H 5\n    BCUL I 5 A_Scream\n    BCUL J 5 A_Fall\n    BCUL KLMN 5\n    BCUL NONON 10\n\tBCUL O -1\n    stop\n  XDeath:\n\tTNT1 A 0 A_Jump(128, 2)\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    BCUL P 0 A_Fall\n    BCUL P 5 A_XScream\n    BCUL P 0 A_SpawnDebris (\"OrganDebris\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL P 0 A_SpawnDebris (\"Bloodliver\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL PP 0 A_SpawnDebris (\"EyeGuts\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL PP 0 A_SpawnDebris (\"Hand1\")\n    BCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n    BCUL P 5\n    BCUL Q 5\n    BCUL RSTUV 5\n    BCUL V -1\n    stop\n  Burn:\n  Death.SpecialFire:\n  Death.LifeLeech:\n  Death.Flare:\n\tTNT1 A 0 A_Jump(128, 2)\n\tTNT1 A 0 A_GiveToTarget(\"DoTaunt\", 1)\n    BCUL I 0 A_Fall\n    BCUL I 0 A_SpawnItem(\"BurnDeath2\",1,0,0)\n    Stop\n  Pain.Tommy:\n  Pain.Fire:\n\tBCUL A 0 A_Jump(127,\"Pain.Tommy2\")\n\tBCUL A 0 A_FaceTarget\n\tBCUL A 0 A_SetAngle(angle+90)\n\tBCUL A 0 A_Recoil(-7)\n\tBCUL A 0 A_SetAngle(angle-90)\n\tBCUL ABCDEFABCDEF 3\n\tBCUL A 2 A_FaceTarget\n\tGoto MissileCont\n  Pain.Tommy2:\n\tYCUL A 0 A_Jump(127,\"Pain.Tommy2\")\n\tBCUL A 0 A_FaceTarget\n\tBCUL A 0 A_SetAngle(angle-90)\n\tBCUL A 0 A_Recoil(-7)\n\tBCUL A 0 A_SetAngle(angle+90)\n\tBCUL ABCDEFABCDEF 3\n\tBCUL A 2 A_FaceTarget\n\tGoto MissileCont\n  Jump:\n\tWCUY A 1 A_Chase\n\tWCUY AABB 2 ThrustThingz(0,15,0,0)\n\tWCUY BBCC 2 A_Recoil(-6)\n\tWCUY DD 1\n\tGoto See\n  }\n}\n\n// Old brighter translation, possible for a new cultist, napalm?\n//  translation \"112:120=[224,160,64]:[192,48,20]\",\"120:127=[120,24,10]:[16,0,0]\",\"209:223=[192,160,128]:[128,80,64]\"\n\n//Red cultist replaced with the world being scarier\nactor RedCultist 10310\n{\n  //$Category \"BlooM Enemies\"\n  decal ZBloodBulletChip1\n  spawnid 116\n  obituary \"%o was punctured by a Priest\"\n  health 300\n  radius 20\n  height 56\n  mass 100\n  speed 3\n  painchance 170\n  painchance \"Fire\", 0\n  painchance \"flare\", 0\n  PainChance \"Voodoo\", 256\n  DamageFactor \"Stomping\", 0\n  seesound \"CultistSee\"\n  attacksound \"shotguy/attack\"\n  painsound \"CultistPain\"\n  deathsound \"CultistDie\"\n  activesound \"CultistAct\"\n  dropitem \"Medikit\", 32\n  Species \"Cultist\"\n  MONSTER\n  +FLOORCLIP\n  +DONTHURTSPECIES\n  +NOSPLASHALERT\n  -DONTGIB\n  +DROPOFF\n  translation \"112:120=[208,144,48]:[160,32,14]\",\"120:127=[120,24,10]:[16,0,0]\",\"209:223=[192,160,128]:[128,80,64]\"\n  Scale 0.53\n  states\n  {\n  Spawn:\n    BCUL E 10 A_Look\n    Goto Spawn\n  See:\n    BCUL A 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL AA 1 A_ExtChase(0,0,0,0)\n    BCUL A 1 A_Chase\n    BCUL AA 1 A_ExtChase(0,0,0,0)\n    BCUL A 1 A_FastChase\n    BCUL AA 1 A_ExtChase(0,0,0,0)\n    BCUL B 1 A_Chase\n    BCUL BB 1 A_ExtChase(0,0,0,0)\n    BCUL B 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL BB 1 A_ExtChase(0,0,0,0)\n    BCUL B 1 A_Chase\n    BCUL BB 1 A_ExtChase(0,0,0,0)\n    BCUL C 1 A_FastChase\n    BCUL CC 1 A_ExtChase(0,0,0,0)\n    BCUL C 1 A_Recoil(-1)\n    BCUL CC 1 A_ExtChase(0,0,0,0)\n    BCUL C 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL CC 1 A_ExtChase(0,0,0,0)\n    BCUL D 1 A_Chase\n    BCUL DD 1 A_ExtChase(0,0,0,0)\n    BCUL D 1 A_Recoil(-1)\n    BCUL DD 1 A_ExtChase(0,0,0,0)\n    BCUL D 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL DD 1 A_ExtChase(0,0,0,0)\n    BCUL \"\\\" 1 A_Chase\n    BCUL \"\\\\\" 1 A_ExtChase(0,0,0,0)\n    BCUL \"\\\" 1 A_Chase\n    BCUL \"\\\\\" 1 A_ExtChase(0,0,0,0)\n    BCUL \"\\\" 1 A_Chase\n    BCUL \"\\\\\" 1 A_ExtChase(0,0,0,0)\n\tBCUL F 0 A_CheckFloor(\"jump\")\n    loop\n  Missile:\n    BCUL A 0 A_Jump (192, 6)\n    BCUL E 10 A_FaceTarget\n    BCUL F 4 bright A_CustomBulletAttack(5.6,10.6,1,4,\"ZBulletCultist\")\n    BCUL E 6 A_FaceTarget\n    BCUL F 4 bright A_CustomBulletAttack(5.6,10.6,1,4,\"ZBulletCultist\")\n    BCUL E 1 A_SentinelRefire\n    goto Missile+1\n    BCUL X 5 A_FaceTarget\n    BCUL YZ 5\n    BCUL \"[\" 0 A_ThrowGrenade(\"GreenCultistTNT\",0,20,4,0)\n    BCUL \"[]\" 5\n    BCL2 A 5\n    goto See\n  Pain:\n    BCUL H 3\n    BCUL H 3 A_Pain\n    goto See\n  Pain.LifeLeech:\n\tTNT1 A 0 A_JUMP(64,1)\n\tGoto See\n\tTNT1 A 0 A_GiveToTarget(\"potionHealth\", frandom(0,1))\n    Goto See\n  Pain.Shock:\n\tTNT1 A 0 A_PlaySound(\"CultistPain\")\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_ClearTarget // Go dumb\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tGoto See\n  Death:\n    /*BCUL H 5\n    BCUL I 5 A_Scream\n    BCUL J 5 A_Fall\n    BCUL KLMN 5\n    BCUL NONON 10\n\tBCUL O -1*/\n\tBCUL H 3\n\tBCUl N 7 Bright A_Jump(256,\"Transformation\")\n    stop\n  XDeath:\n\tTNT1 A 0 A_Jump(128, 2)\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    BCUL P 0 A_Fall\n    BCUL P 5 A_XScream\n    BCUL P 0 A_SpawnDebris (\"OrganDebris\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL P 0 A_SpawnDebris (\"Bloodliver\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL P 0 A_SpawnDebris (\"EyeGuts\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL P 0 A_SpawnDebris (\"Hand1\")\n    BCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n    BCUL P 5\n    BCUL Q 5\n    BCUL RSTUV 5\n    BCUL V -1\n    stop\n  Raise:\n    BCUL N 5 A_UnHideThing\n    BCUL MLKJIH 5\n    goto See\n  Burn:\n  Death.LifeLeech:\n  Death.Flare:\n  \tTNT1 A 0 A_Jump(128, 2)\n\tTNT1 A 0 A_GiveToTarget(\"DoTaunt\", 1)\n    BCUL I 0 A_HideThing\n    BCUL I 0 A_Fall\n    BCUL I 0 A_SpawnItem(\"BurnDeath2\",1,0,0)\n    Stop\n  Jump:\n\tWCUY A 1 A_Chase\n\tWCUY AABB 2 ThrustThingz(0,15,0,0)\n\tWCUY BBCC 2 A_Recoil(-6)\n\tWCUY DD 1\n\tGoto See\n  Transformation:\n\t\tBCUZ BCDEFGH 5\n\t\tBCUZ H 1 A_SpawnItemEx(\"BloodBeast\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n  }\n}\n\nactor GreenCultist 3128//: ZombieMan replaces ZombieMan\n{\n  //$Category \"BlooM Enemies\"\n  spawnid 4\n  decal Scorch\n  obituary \"%o got outplayed by an Acolyte!!\"\n  health 105\n  radius 20\n  height 56\n  mass 100\n  speed 3\n  painchance 100\n  Painchance Fire, 0\n  Painchance \"Flare\", 0\n  PainChance \"Voodoo\", 256\n  seesound \"CultistSee\"\n  painsound \"CultistPain\"\n  deathsound \"CultistDie\"\n  activesound \"CultistAct\"\n  attacksound \"\"\n  dropitem \"HappyBundle\", 256\n  translation \"112:120=[154,169,154]:[132,153,132]\",\"120:127=[90,109,88]:[2,4,2]\",\"209:223=[192,160,128]:[128,80,64]\"\n  DamageFactor Fire, 0.25\n  DamageFactor \"Flare\", 0.35\n  DamageFactor \"CultistTNT\", 0.0\n  DamageFactor \"CultistTNT2\", 0.0\n  DamageFactor \"Stomping\", 0\n  Scale 0.53\n  Species \"CultistG\" //OTHERS WERE IMMUNE TO TNT!\n  MONSTER\n  +DONTHURTSPECIES\n  +MISSILEMORE\n  +NOSPLASHALERT\n  +FLOORCLIP\n  +MissileEvenmore\n  +DROPOFF\n  -DONTGIB\n  states\n  {\n  Idle:\n\tBCUL AAAABBBBCCCCDDDD 1 A_Wander\n\tBCUL \"\\\\\\\\\\\\\" 1 A_Wander\n\tBCUL AAA 0 A_Look\n  Spawn:\n    BCUL E 10 A_Look\n    Goto Spawn\n  See:\n    BCUL A 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL AA 1 A_ExtChase(0,0,0,0)\n    BCUL A 1 A_Chase\n    BCUL AA 1 A_ExtChase(0,0,0,0)\n    BCUL A 1 A_FastChase\n\tBCUL A 0 A_Recoil(-1)\n    BCUL AA 1 A_ExtChase(0,0,0,0)\n    BCUL B 1 A_Chase\n    BCUL BB 1 A_ExtChase(0,0,0,0)\n    BCUL B 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL BB 1 A_ExtChase(0,0,0,0)\n    BCUL B 1 A_Chase\n    BCUL BB 1 A_ExtChase(0,0,0,0)\n\tBCUL A 0 A_Recoil(-1)\n    BCUL C 1 A_FastChase\n    BCUL CC 1 A_ExtChase(0,0,0,0)\n    BCUL C 1 A_Chase\n    BCUL CC 1 A_ExtChase(0,0,0,0)\n    BCUL C 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n    BCUL CC 1 A_ExtChase(0,0,0,0)\n\tBCUL A 0 A_Recoil(-1)\n    BCUL D 1 A_Chase\n    BCUL DD 1 A_ExtChase(0,0,0,0)\n    BCUL D 1 A_FastChase\n    BCUL DD 1 A_ExtChase(0,0,0,0)\n    BCUL D 1 A_Chase\n    BCUL DD 1 A_ExtChase(0,0,0,0)\n\tBCUL A 0 A_Recoil(-1)\n    BCUL \"\\\" 1 A_Chase\n    BCUL \"\\\\\" 1 A_ExtChase(0,0,0,0)\n    BCUL \"\\\" 1 A_Chase\n    BCUL \"\\\\\" 1 A_ExtChase(0,0,0,0)\n    BCUL \"\\\" 1 A_Chase\n    BCUL \"\\\\\" 1 A_ExtChase(0,0,0,0)\n\tBCUL F 0 A_CheckFloor(\"jump\")\n    loop\n  Missile:\n    BCUL X 4 A_FaceTarget\n    BCUL YZ 3 A_SetAngle(angle+frandom(-15,15))\n\tTNT1 A 0 A_Jump(128, \"Missile2\")\n    TNT1 A 0 A_ThrowGrenade(\"GreenCultistTNT\",0,20,4,0)\n    BCUL \"[]\" 3\n    BCL2 A 2\n    TNT1 A 0 A_Jump(160, \"See\")\n    goto Missile\n  Missile2:\n\tTNT1 A 0 A_ThrowGrenade(\"GreenCultistTNT2\",0,20,4,0)\n\tGoto Missile+5\n  Pain:\n    BCUL G 3\n    BCUL G 3 A_Pain\n    goto See\n  Pain.LifeLeech:\n\tTNT1 A 0 A_JUMP(64,1)\n\tGoto See\n\tTNT1 A 0 A_GiveToTarget(\"potionHealth\", frandom(0,1))\n    Goto See\n  Pain.Shock:\n\tTNT1 A 0 A_PlaySound(\"CultistPain\")\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_ClearTarget // Go dumb\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tBCUZ A 7\n\tBCUZ A 7 Bright\n\tGoto See\n  Death:\n    BCUL H 5\n    BCUL I 5 A_Scream\n    BCUL J 5 A_Fall\n    BCUL KLMN 5\n    BCUL NONON 10\n    BCUL O -1\n    stop\n  XDeath:\n\tTNT1 A 0 A_Jump(128, 2)\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    BCUL P 0 A_Fall\n    BCUL P 5 A_XScream\n    BCUL P 0 A_SpawnDebris (\"OrganDebris\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL P 0 A_SpawnDebris (\"Bloodliver\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL P 0 A_SpawnDebris (\"EyeGuts\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL P 0 A_SpawnDebris (\"Hand1\")\n    BCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n    BCUL P 5\n    BCUL Q 5\n    BCUL RSTUV 5\n    BCUL V -1\n    stop\n  Raise:\n    BCUL N 5 A_UnHideThing\n    BCUL MLKJIH 5\n    goto See\n  Burn:\n  Death.LifeLeech:\n  Death.SpecialFire:\n  Death.Flare:\n  \tTNT1 A 0 A_Jump(128, 2)\n\tTNT1 A 0 A_GiveToTarget(\"DoTaunt\", 1)\n    BCUL I 0 A_HideThing\n    BCUL I 0 A_Fall\n    BCUL I 0 A_SpawnItem(\"BurnDeath2\",1,0,0)\n    Stop\n  Jump:\n\tWCUY A 1 A_Chase\n\tWCUY AABB 2 ThrustThingz(0,15,0,0)\n\tWCUY BBCC 2 A_Recoil(-6)\n\tWCUY DD 1\n\tGoto See\n  }\n}\n\nactor BlueCultist 10309\n{\n  //$Category \"BlooM Enemies\"\n  spawnid 116\n  obituary \"%o argued with a zealot\"\n  health 250 //These were the tankiest and deadlist\n  radius 20\n  height 56\n  mass 100\n  speed 3\n  painchance 80\n  painchance \"Fire\", 0\n  PainChance \"Flare\", 0\n  PainChance \"Tesla\", 0\n  PainChance \"Shock\", 16\n  PainChance \"Voodoo\", 256\n  DamageFactor \"Tesla\", 0.0\n  DamageFactor \"Dynamite\",0.75\n  DamageFactor \"Napalm\",0.75\n  DamageFactor \"Tommy\",0.91\n  DamageFactor \"Shock\", 0.0\n  DamageFactor \"Stomping\", 0\n  seesound \"CultistSee\"\n  attacksound \"shotguy/attack\"\n  painsound \"CultistPain\"\n  deathsound \"CultistDie\"\n  activesound \"CultistAct\"\n  dropitem \"TeslaCharge\", 128\n  dropitem \"RTNTAMMO\", 128\n  Species \"Cultist\"\n  MONSTER\n  +FLOORCLIP\n  +DONTHURTSPECIES\n  +DropOff\n  -DONTGIB\n  +NOSPLASHALERT  // ,,180/108 108 148/76 76 104/ 30 30 70\n  translation \"112:120=[108,108,140]:[84,84,128]\",\"120:127=[64,64,98]:[18,18,32]\",\"209:223=[192,160,132]:[124,92,92]\",\"224:231=[256,192,160]:[216,160,128]\",\"160:167=[255,192,160]:[216,160,128]\"\n  Scale 0.53\n  states\n  {\n/*  BCUL AAAABBBBCCCCDDDDEEEE 1 A_Wander\n  BCUL \"\\\\\\\\\" 1 A_Wander\n  BCUL AAAA 0 A_Look\n  Loop*/\n  Spawn:\n    BCUL E 10 A_Look\n    Goto Spawn\n  See:\n    BCUL AAA 1 A_FastChase\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n    BCUL AAA 1 A_Chase\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tBCUL BBB 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tBCUL BBB 1 A_Chase\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tBCUL CCC 1 A_FastChase\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tBCUL CCC 1 A_Chase\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tBCUL DDD 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tBCUL DDD 1 A_Chase\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tBCUL \"\\\\\\\" 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tBCUL \"\\\\\\\" 1 A_Chase\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tBCUL F 0 A_CheckFloor(\"jump\")\n    loop\n  Missile:\n    TNT1 A 0 A_Jump(128,\"Proximity\")\n  \tYCUL A 0 A_AlertMonsters\n\tTNT1 A 0 A_Stop\n    BCUL E 10 A_FaceTarget\n\tTNT1 A 0 A_PlaySound(\"TESLFIR\")\n    BCUL F 1 bright A_CustomMissile(\"CultistTesla\", 28)\n\tBCUL F 2 A_Wander\n    BCUL E 1 A_FaceTarget\n\tBCUL E 0 A_CposRefire\n\tTNT1 Y 0 A_Jump(90, \"See\")\n    goto Missile+4\n  Proximity:\n\tBCUL X 4 A_FaceTarget\n    BCUL YZ 4 A_SetAngle(angle+frandom(-50,50))\n\tBCUL \"[\" 4\n    TNT1 A 0 A_ThrowGrenade(\"ProximityAerial7\",0,20,4,0)\n    BCUL \"]\" 5\n    BCUL A 5\n    TNT1 Y 0 A_Jump(160, \"See\")\n    goto See\n  Pain:\n    BCUL H 3\n    BCUL H 3 A_Pain\n    goto See\n  Pain.LifeLeech:\n\tTNT1 A 0 A_JUMP(64,1)\n\tGoto See\n\tTNT1 A 0 A_GiveToTarget(\"potionHealth\", frandom(0,1))\n    Goto See\n  Death:\n    BCUL H 5\n\tYCUL A 0 A_AlertMonsters\n    BCUL I 5 A_Scream\n    BCUL J 5 A_Fall\n    BCUL KLMN 5\n    BCUL NONON 10\n    BCUL O -1\n    stop\n  XDeath:\n\tTNT1 A 0 A_Jump(128, 2)\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    BCUL P 0 A_Fall\n    BCUL P 5 A_XScream\n\tYCUL A 0 A_AlertMonsters\n    BCUL P 0 A_SpawnDebris (\"OrganDebris\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL P 0 A_SpawnDebris (\"Bloodliver\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL P 0 A_SpawnDebris (\"EyeGuts\")\n    BCUL P 0 A_Jump(92,2)\n    BCUL P 0 A_SpawnDebris (\"Hand1\")\n    BCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n    BCUL P 5\n    BCUL Q 5\n    BCUL RSTUV 5\n    BCUL V -1\n    stop\n  Raise:\n    BCUL N 5 A_UnHideThing\n    BCUL MLKJIH 5\n    goto See\n  Burn:\n  Death.SpecialFire:\n  Death.LifeLeech:\n  Death.Flare:\n  \tTNT1 A 0 A_Jump(128, 2)\n\tTNT1 A 0 A_GiveToTarget(\"DoTaunt\", 1)\n    YCUL A 0 A_AlertMonsters\n    BCUL I 0 A_HideThing\n    BCUL I 0 A_Fall\n    BCUL I 0 A_SpawnItem(\"BurnDeath2\",1,0,0)\n    Stop\n  Jump:\n\tWCUY A 1 A_Chase\n\tWCUY AABB 2 ThrustThingz(0,15,0,0)\n\tWCUY BBCC 2 A_Recoil(-6)\n\tWCUY DD 1\n\tGoto See\n  }\n}\n\nactor BrownCultist 3129\n{\n  //$Category \"BlooM Enemies\"\n  spawnid 1\n  decal ZBloodBulletChip1\n  obituary \"%o got shot by angry cultists.\"\n  health 100 //Their health on \"Well Done\"\n  radius 20\n  height 56\n  mass 40\n  speed 3\n  painchance 128\n  PainChance \"SunningHead\",255\n  DamageFactor \"StunningHead\",3\n  PainChance Fire, 230\n  PainChance \"Voodoo\", 256\n  PainChance \"PitchFork\",210\n  PainChance \"Flare\", 230 //Fire is super effective!\n  DamageFactor \"Stomping\", 0\n  seesound \"CultistSee\"\n  painsound \"CultistPain\"\n  deathsound \"CultistDie\"\n  attacksound \"CultistShotgun\"\n  DamageFactor \"PitchFork\",0.7\n  DamageFactor \"Shock\", 0.1\n  activesound \"CultistAct\"\n  Dropitem \"Sawedoff\" 100\n  Dropitem \"Bloodshells\" 160\n  Dropitem \"TNTBundle\" 64\n  Scale 0.53\n  Species \"Cultist\"\n  DamageFactor \"CultistTNT\",1\n  MONSTER\n  +DropOff\n  +FLOORCLIP\n  +NOSPLASHALERT\n  states\n  {\n  Idle:\n\t\tYCUF A 0 A_PlaySound(\"CultistGotYou\",0)\n\t\tYCUL AAABBBCCCDDDEEEFFF 2 A_Wander\n\t\tYCUL A 0 A_Recoil(-1)\n\t\tYCUL A 0 A_Look\n\t\tYCUL AAABBBCCCDDDEEEFFF 2 A_Wander\n\t\tYCUL A 0 A_Recoil(-1)\n\t\tYCUL A 0 A_Look\n\t\tYCUL AAABBBCCCDDDEEEFFF 2 A_Wander\n\t\tYCUL A 0 A_Recoil(-1)\n\t\tYCUL A 0 A_Look\n\t\tYCUL AAABBBCCCDDDEEEFFF 2 A_Wander\n\t\tYCUL A 0 A_Recoil(-1)\n\t\tYCUL A 0 A_Look\n\t\tYCUL AAABBBCCCDDDEEEFFF 2 A_Wander\n\t\tYCUL A 0 A_Recoil(-1)\n\t\tYCUL A 0 A_Look\n\t\tYCUL AAABBBCCCDDDEEEFFF 2 A_Wander\n\t\tYCUL A 0 A_Recoil(-1)\n\t\tYCUL A 0 A_Look\n\t\tYCUL AAABBBCCCDDDEEEFFF 2 A_Wander\n\t\tYCUL A 0 A_Recoil(-1)\n\t\tYCUL A 0 A_Look\n\t\tLoop\n  Spawn:\n\t\tYCUF A 10 A_Look\n\t\tGoto Spawn\n  See:\n\t\tYCUL A 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n\t\tYCUL AA 1 A_ExtChase(0,0,0,0)\n\t\tYCUL A 1 A_Chase\n\t\tYCUL BB 1 A_ExtChase(0,0,0,0)\n\t\tYCUL B 1 A_FastChase\n\t\tYCUL B 1 A_Recoil(-1)\n\t\tYCUL BB 1 A_ExtChase(0,0,0,0)\n\t\tYCUL C 1 A_Chase\n\t\tYCUL CC 1 A_ExtChase(0,0,0,0)\n\t\tYCUL C 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n\t\tYCUL D 1 A_Chase\n\t\tYCUL DD 1 A_ExtChase(0,0,0,0)\n\t\tYCUL D 1 A_FastChase\n\t\tYCUL EE 1 A_ExtChase(0,0,0,0)\n\t\tYCUL E 1 A_Recoil(-1)\n\t\tYCUL E 1 A_Chase\n\t\tYCUL FF 1 A_ExtChase(0,0,0,0)\n\t\tYCUL F 1 A_Chase(\"\",\"Missile\",CHF_FASTCHASE)\n\t\tYCUL F 1 A_ExtChase(0,0,0,0)\n\t\tYCUL F 0 A_Jump(128,\"crouch.see2\")\n\t\tYCUL F 0 A_CheckFloor(\"jump\")\n\t\tYCUL F 0 A_Jump(40,\"Moronic\")\n\t\tloop\n  crouch.see2:\n\t\tCCUL A 1 A_Chase(\"\",\"Crouch.Missile2\",CHF_FASTCHASE)\n\t\tCCUL AA 1 A_ExtChase(0,0,0,0)\n\t\tCCUL A 1 A_Chase\n\t\tCCUL BB 1 A_ExtChase(0,0,0,0)\n\t\tCCUL B 1 A_FastChase\n\t\tCCUL B 1 A_Recoil(-1)\n\t\tCCUL BB 1 A_ExtChase(0,0,0,0)\n\t\tCCUL C 1 A_Chase\n\t\tCCUL CC 1 A_ExtChase(0,0,0,0)\n\t\tCCUL C 1 A_Chase(\"\",\"Crouch.Missile2\",CHF_FASTCHASE)\n\t\tCCUL D 1 A_Chase\n\t\tCCUL DD 1 A_ExtChase(0,0,0,0)\n\t\tCCUL D 1 A_FastChase\n\t\tCCUL EE 1 A_ExtChase(0,0,0,0)\n\t\tCCUL E 1 A_Recoil(-1)\n\t\tCCUL E 1 A_Chase\n\t\tCCUL E 0 A_Jump(64,\"See\")\n\t\tloop\n  Moronic :\n\t\tYCUL AAA 1 A_Wander\n\t\tYCUL A 1 A_Look\n\t\tYCUL BBB 1 A_Wander\n\t\tYCUL B 1 A_Look\n\t\tYCUL CCC 1 A_Wander\n\t\tYCUL C 1 A_Look\n\t\tYCUL DDD 1 A_Wander\n\t\tYCUL C 1 A_Look\n\t\tYCUL EEE 1 A_Wander\n\t\tYCUL E 1 A_Look\n\t\tYCUL FFF 1 A_Wander\n\t\tYCUL F 1 A_Look\n\t\tYCUL F 0 A_Jump(120,\"Forgot\")\n\t\tLoop\n  Forgot:\n\t\tYCUL A 0 A_ClearTarget\n\t\tGoto Spawn\n  Missile:\n\t\tYCUL E 0 A_Jump (107,8)\n\t\tYCUF A 8 A_FaceTarget //A lot slower...\n\t\tYCUF B 4 bright A_CustomBulletAttack(7.8,12,frandom(3,6),3,\"ZBulletCultist\") // 5,1\n\t\tTNT1 A 0 A_PlaySound(\"CultistShotgun\", CHAN_Body)\n\t\tYCUL A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FastChase\n\t\tYCUF A 5 A_Jump(90,\"See\")//They weren't chaingunners in blood\n\t\tBCUL F 0 A_CustomMissile(\"ShotgunCasing\",30,4,24,1)\n\t\tYCUF A 0 A_CposRefire\n\t\tgoto Missile+1\n\t\tYCUL X 4 A_FaceTarget\n\t\tYCUL YZ 3 A_SetAngle(angle+frandom(-30,40))\n\t\tYCUL \"[\" 4\n\t\tTNT1 A 0 A_ThrowGrenade(\"BrownCultistTNT\",0,20,4,0)\n\t\tYCUL \"^\" 5\n\t\tYCUB A 5\n\t\tTNT1 Y 0 A_Jump(160, \"See\")\n\t\tgoto Missile\n\t\tgoto See\n  Crouch.Missile2:\n\t\tCCUL E 0 A_Jump (107,8)\n\t\tCCUL C 8 A_FaceTarget //A lot slower...\n\t\tCCUL F 4 bright A_CustomBulletAttack(7.8,12,frandom(3,6),3,\"ZBulletCultist\") // 5,1\n\t\tTNT1 A 0 A_PlaySound(\"CultistShotgun\", CHAN_Body)\n\t\tCCUL A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FastChase\n\t\tCCUL A 5 A_Jump(90,\"crouch.see2\")//They weren't chaingunners in blood\n\t\tCCUL F 0 A_CustomMissile(\"ShotgunCasing\",30,4,24,1)\n\t\tCCUL A 0 A_CposRefire\n\t\tgoto Crouch.Missile2+1\n\t\tgoto crouch.see2\n  Pain.Flare:\n  Pain.Fire:\n\t\tYCUL AAA 2 A_Wander\n\t\tGoto See\n  Pain:\n\t\tYCUL G 3\n\t\tYCUL G 3 A_Pain\n\t\tYCUL G 0 A_Jump(90,\"Pain.Tommy\")\n\t\tgoto See\n  Pain.Shock:\n\t\tTNT1 A 0 A_PlaySound(\"CultistPain\")\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_ClearTarget // Go dumb\n\t\tBCUZ A 7\n\t\tBCUZ A 7 Bright\n\t\tBCUZ A 7\n\t\tBCUZ A 7 Bright\n\t\tBCUZ A 7\n\t\tBCUZ A 7 Bright\n\t\tBCUZ A 7\n\t\tBCUZ A 7 Bright A_Jump(128,\"Transformation\")\n\t\tGoto See\n  Pain.LifeLeech:\n\t\tTNT1 A 0 A_JUMP(64,1)\n\t\tGoto See\n\t\tTNT1 A 0 A_GiveToTarget(\"potionHealth\", frandom(0,1))\n\t\tGoto See\n  Transformation:\n\t\tBCUZ BCDEFGH 5\n\t\tBCUZ H 1 A_SpawnItemEx(\"BloodBeast\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n  Death:\n\t\tYCUL H 5 A_Jump(90,\"DeathBloodFountain\",\"DeathBOOMEDBACK\")\n\t\tYCUL I 5 A_Scream\n\t\tYCUL J 5 A_Fall\n\t\tYCUL KLMN 5\n\t\tYCUL NONON 10\n\t\tYCUL N 0 A_Jump(40,\"Boomya\")\n\t\tYCUL N 0 A_Jump(128,\"Dissolution\")\n\t\tYCUL O 1 A_SpawnItemEx(\"DeadBrownCultist\",0,0,0)\n\t\t//YCUL O -1\n\t\tstop\n  Dissolution:\n\t\tPCUL A 1 A_SetTics(frandom(1,1000))\n\t\tPCUL ABCDEFGH 10\n\t\tPCUL H -1\n\t\tstop\n  DeathBloodFountain:\n\t    YCUL H 5\n\t\tYCUL I 5 A_Scream\n\t\tYCUL J 5 A_Fall\n\t\tYCUL KLMN 5\n\t\tYCUL NONON 10\n\t\tYCUL N 0 A_Jump(40,\"Boomya\")\n\t\tYCUL OOOOOOOOOOOOOOOOO 4 A_SpawnItemEx(\"FlyingBlood\",0,0,frandom(7,10),frandom(0,10),frandom(0,10),frandom(5,25),frandom(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlyingBlood\",0,0,frandom(7,10),frandom(0,10),frandom(0,10),frandom(5,25),frandom(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlyingBlood\",0,0,frandom(7,10),frandom(0,10),frandom(0,10),frandom(5,25),frandom(0,360))\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlyingBlood\",0,0,frandom(7,10),frandom(0,10),frandom(0,10),frandom(5,25),frandom(0,360))\n\t\tYCUL O -1\n\t\tstop\n  DeathBOOMEDBACK:\n\t\tYCUL H 5 A_FaceTarget\n\t\tYCUL HHHHH 0 a_spawnitemex(\"flyingblood\",0,0,36,25,0,0,180)\n\t\tYCUL I 5 A_Scream\n\t\tYCUL J 5 A_Fall\n\t\tYCUL KLMN 5\n\t\tYCUL NONON 10\n\t\tYCUL N 0 A_Jump(40,\"Boomya\")\n\t\tYCUL O -1\n\t\tstop\n  XDeath:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\t\tYCUL P 0 A_Fall\n\t\tYCUL P 5 A_XScream\n\t\tBCUL P 0 A_SpawnDebris (\"OrganDebris\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL P 0 A_SpawnDebris (\"Bloodliver\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL P 0 A_SpawnDebris (\"EyeGuts\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL P 0 A_SpawnDebris (\"Hand1\")\n\t\tBCUL P 0 A_Jump(60,\"Boomya\")\n\t\tBCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tZBOX UUUUUUU 0 A_SpawnItemEx(\"Blood_\",frandom(-20,20),frandom(-20,20),frandom(-20,20),frandom(0,15),frandom(0,15),frandom(0,15),frandom(0,360),0,120)\n\t\tYCUL P 5\n\t\tYCUL Q 5\n\t\tYCUL RSTUV 5\n\t\tYCUL V -1\n\t\tstop\n  Boomya:\n\t\tBCUL PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tStop\n  Raise:\n\t\tYCUL N 5 A_UnHideThing\n\t\tYCUL MLKJIH 5\n\t\tgoto See\n  Death.SpecialFire:\n  Burn:\n  Death.LifeLeech:\n  Death.Flare:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 1 A_GiveToTarget(\"DoTaunt\", 1)\n\t\tBCUL I 1 A_HideThing\n\t\tBCUL I 0 A_Fall\n\t\tBCUL I 0 A_SpawnItem(\"BurnDeath2\",1,0,0)\n\t\tStop\n  Pain.Tommy:\n\t\tYCUL A 0 A_Jump(127,\"Pain.Tommy2\")\n\t\tYCUL A 0 A_FaceTarget\n\t\tYCUL A 0 A_SetAngle(angle+90)\n\t\tYCUL A 0 A_Recoil(frandom(-6,-8))\n\t\tYCUL A 0 A_SetAngle(angle-90)\n\t\tYCUL ABCDEFABCDEF 3\n\t\tYCUL A 2 A_FaceTarget\n\t\tGoto See\n  Pain.Fire:\n\t\tYCUL A 0 A_Jump(127,\"Pain.Tommy2\")\n\t\tYCUL A 0 A_FaceTarget\n\t\tYCUL A 0 A_SetAngle(angle+90)\n\t\tYCUL A 0 A_Recoil(frandom(-6,-8))\n\t\tYCUL A 0 A_SetAngle(angle-90)\n\t\tYCUL ABCDEFABCDEF 3 A_SpawnItem(\"BurningAlive\")\n\t\tYCUL A 2 A_FaceTarget\n\t\tGoto See\n  Pain.Tommy2:\n\t\tYCUL A 0 A_Jump(127,\"Pain.Tommy2\")\n\t\tYCUL A 0 A_FaceTarget\n\t\tYCUL A 0 A_SetAngle(angle-90)\n\t\tYCUL A 0 A_Recoil(-7)\n\t\tYCUL A 0 A_SetAngle(angle+90)\n\t\tYCUL ABCDEFABCDEF 3\n\t\tYCUL A 2 A_FaceTarget\n\t\tGoto See\n  Jump:\n\t\tWCUZ A 1 A_Chase\n\t\tWCUZ AABB 2 ThrustThingz(0,15,0,0)\n\t    WCUZ BBCC 2 A_Recoil(-3)\n\t\tWCUZ DD 1\n\t\tGoto See\n  }\n}\n\nactor GreenCultistTNT\n{\n  radius 16\n  height 4\n  speed 39\n  Scale 0.5\n  seesound \"TNTTOSS\"\n  activesound \"TNTFUSE\"\n  PROJECTILE\n  DamageType \"CultistTNT\"\n  Damage 0\n  +randomize\n  +DONTSPLASH\n  +DONTGIB\n  +NOBOUNCESOUND\n  +BOUNCEONACTORS\n  +PUSHABLE\n  -SOLID\n  -NOGRAVITY\n  ExplosionDamage 84\n  ExplosionRadius 200\n  Gravity 0.9\n  states\n  {\n  Spawn:\n    ADYN A 0 bright A_LoopActiveSound\n    goto see\n  See:\n  \tADYN A 0 Bright ThrustThingZ(0,frandom(-15,30),0,1)\n\tADYN A 0 bright A_Recoil(frandom(-2,10))\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN EEEE 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN FFFF 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN GGGG 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN HHHH 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN AAAA 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN EEEE 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN FFFF 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN GGGG 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN HHHH 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN AAAA 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN BBBB 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN CCCC 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN DDDD 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN EEEE 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN FFFF 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN GGGG 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN HHHH 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN AAAA 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN BBBB 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN CCCC 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN DDDD 1 bright A_SpawnItem(\"TNTSmoke\")\n    goto death\n  Death:\n\tADYN A 0 A_Recoil(frandom(-1,-30))\n    ADYN IJK 4 bright\n\tADYN A 0 A_AlertMonsters\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    ADYN A 0 bright A_LoopActiveSound\n    ADYN IJK 4 bright\n    MISL B 0 bright A_Explode\n    MISL B 0 bright A_PlaySound (\"MediumExplosion\")\n    MISL B 0 A_SpawnItem(\"FloorKaboom\",-32)\n    stop\n  }\n}\nActor BrownCultistTNT : GreenCultistTNT\n{\t+CannotPush  }\nActor GreenCultistTNT2 : GreenCultistTNT\n{\n\tDamage 1\n    ExplosionDamage 108\n    ExplosionRadius 200\n\t-BOUNCEONACTORS\n\t-DONTGIB\n\t-PUSHABLE\n\tStates\n\t{\n\t  See:\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN EE 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN FF 1 bright A_SpawnItem(\"TNTSmoke\")\n    ADYN A 0 bright A_Recoil(frandom(-2,10))\n\tADYN A 0 Bright ThrustThingZ(0,frandom(-10,10),frandom(0,1),1)\n\t\tADYN GG 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN HH 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN AA 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN BB 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN CC 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\t\t\tADYN GG 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN HH 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN AA 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN BB 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN CC 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN DD 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN EE 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN FF 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN GG 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tADYN A 0 bright A_LoopActiveSound\n\t\tADYN HH 1 bright A_SpawnItem(\"TNTSmoke\")\n\t\tgoto Super::death\n\t}\n}\n\n/*\n================================\n========== AXE ZOMBIE ==========\n================================\n*/\n\nactor BloodZombie 3120\n{\n  //$Category \"BlooM Enemies\"\n  radius 16\n  height 56\n  scale 0.5\n  speed 6 //Faster\n  health 200 //Extra Crispy\n  gibhealth 30\n  meleerange 48\n  MaxTargetRange 49\n  meleesound \"ZombieAxe\"\n  obituary \"%o got the zombie's AXE\"\n  seesound \"ZombieSee\"\n  attacksound \"\"\n  deathsound \"ZombieDeath\"\n  activesound \"ZombieSee\"\n  DamageFactor Fire, 3.35\n  DamageFactor \"Flare\", 3.5\n  DamageFactor \"Stomping\", 0\n  Dropitem \"UselessStuff\", 80\n  painsound \"\"\n  Painchance 100 //The old annoying zombie faking spam\n  Painchance \"LifeLeech\", 192\n  Painchance \"Tommy\", 64//11 //Never seen them fake from this but oh well\n  Painchance Fire, 0\n  PainChance \"Flare\", 0\n  Painchance \"PitchFork\", 64\n  PainChance \"Dynamite\", 90\n  PainChance \"Blast\", 190 //When they survive tnt they usually fake\n  PainChance \"Shock\", 255\n  PainChance \"SawedoffLess\", 170 //Nop not less\n  PainChance \"SawedOff\", 125\n  PainChance \"ZBloodBullet\", 64\n  MONSTER\n  GibHealth -10\n  Species \"ZombieFall\"\n  +FLOORCLIP\n  +DropOff\n  +DONTOVERLAP\n  +randomize\n  +NOSPLASHALERT\n  -DONTGIB\n  DamageFactor \"StunningHead\",3\n  PainChance \"SunningHead\",230\n  Mass 40\n  states\n  {\n    Spawn:\n\t\tBZOM I 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tBZOM I 0 A_Look\n\t\tBZOM AAAABBBBCCCCDDDDEEEEFFFFAAAABBBBCCCCDDDDEEEEFFFFAAAABBBBCCCCDDDDEEEEFFFF 1 A_Wander\n\t\tLoop\n    See:\n\t\tBZOM AAAABBBBCCCC 1 A_Chase\n\t\tBZOM A 0 A_Stop //Balance regain\n\t\tBZOM DDDEEEFFF 1 A_Chase\n\t\tBZOM A 0 A_Stop\n\t\tBZOM AAAABBBBCCCC 1 A_Chase\n\t\tBZOM A 0 A_Stop //Balance regain\n\t\tBZOM DDDEEEFFF 1 A_Chase\n\t\tBZOM A 0 A_Stop\n\t\tBZOM AAAABBBBCCCC 1 A_Chase\n\t\tBZOM A 0 A_Stop //Balance regain\n\t\tBZOM DDDEEEFFF 1 A_Chase\n\t\tBZOM A 0 A_Stop\n\t\tBZOM AAAABBBBCCCC 1 A_Chase\n\t\tBZOM A 0 A_Stop //Balance regain\n\t\tBZOM DDDEEEFFF 1 A_Chase\n\t\tBZOM A 0 A_Stop\n\t\tBZOM AAAABBBBCCCC 1 A_Chase\n\t\tBZOM A 0 A_Stop //Balance regain\n\t\tBZOM DDDEEEFFF 1 A_Chase\n\t\tBZOM A 0 A_Stop\n\t\tBZOM AAAABBBBCCCC 1 A_Chase\n\t\tBZOM A 0 A_Stop //Balance regain\n\t\tBZOM DDDEEEFFF 1 A_Chase\n\t\tBZOM A 0 A_Stop\n\t\tBZOM AAAABBBBCCCC 1 A_Chase\n\t\tBZOM A 0 A_Stop //Balance regain\n\t\tBZOM DDDEEEFFF 1 A_Chase\n\t\tBZOM A 0 A_Stop\n\t\tBZOM A 0 A_Jump(150,1)\n\t\tGoto StupidMode\n\t\tLoop\n\tStupidMode:\n\t \tBZOM AAAABBBBCCCC 1 A_Wander\n\t\tBZOM A 0 A_Look //Balance regain\n\t\tBZOM DDDEEEFFF 1 A_Wander\n\t\tBZOM A 0 A_Look\n\t\tBZOM A 0 A_Jump(150,2)\n\t\tBZOM A 0 A_ClearTarget\n\t\tGoto Spawn\n\t\tLoop\n\tMelee:\n\t\tBZOM J 4 A_FaceTarget\n\t\tBZOM J 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_PlaySound(\"ZombieAxe\")\n\t\tBZOM KL 4 A_FaceTarget\n\t\tBZOM J 0 A_Recoil(-1)\n\t\tBZOM M 4 A_CustomMeleeAttack(frandom(16,34), \"\", \"\", \"Axe\", 1)\n\t\tBZOM NO 4\n\t\tTNT1 A 0 A_ClearTarget\n\t\tgoto See\n    Pain:\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmAlreadyFaking\",1,\"ContFake\")\n\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\",0)\n\t\tTNT1 A 0 A_Jump (140, \"Fake\")\n\t\tBZOM H 4 A_TakeInventory(\"AmAlreadyFaking\",99)\n\t\tgoto See\n\tFake:\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n\t\tBZOD A 1\n\t\tBZOM N 0 A_UNSetSolid\n\t\tBZOM N 0 //A_ChangeFlag(\"GHOST\", 1)\n\t\tBZOD AB 4\n\t\tBZOD B 4  A_GiveInventory(\"AmAlreadyFaking\",1)\n\t\tBZOD CDE 4\n\tPainEL:\n\tContFake:\n\t\tBZOD EEEE 20\n\t\tBZOD E 0 A_JumpIfCloser(70,\"HAHAHA\")\n\t\tBZOD EEEE 20\n\t\tBZOD E 0  A_JumpIfCloser(70,\"HAHAHA\")\n\t\tBZOD EEEEEEEE 20\n\t\tBZOD E 0 A_Jump(120,\"PainEL\")\n\t\tBZOD E 5\n\t\tBZOM N 0 A_ChangeFlag(\"ThruSpecies\",0)\n\t\tBZOM O 0 A_ChangeFlag(\"GHOST\", 0)\n\t\tBZOM O 0 A_SetShootable\n\t\tBZOM O 0 A_setSolid //Only regretable if zombies stuck another monster lol\n\t\tBZOD E 0 A_PlaySound(\"Zombie/Fake\")\n\t\tBZOD EDCBA 4\n\t\tTNT1 A 0 A_TakeInventory(\"AmAlreadyFaking\",99)\n\t\tGoto See\n\tHAHAHA:\n\t\tBZOD E 0 A_TakeInventory(\"AmAlreadyFaking\",99)\n\t\tBZOD E 0 A_FaceTarget\n\t\tBZOD E 1 //A_RadiusThrust(90,16,0) Same\n\t\tBZOM O 0 A_SetSolid\n\t\tBZOM O 0 A_Changeflag(\"GHOST\",0)\n\t\tBZOM O 0 A_setSolid //Only regretable if zombies stuck another monster lol\n\t\tBZOD E 0 A_PlaySound(\"Zombie/Fake\")\n\t\tBZOD EDCBA 2 A_Recoil(-1)\n\t\tgoto Melee+2\n\tPain.Shock:\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_ClearTarget // Go dumb\n\t\tZOMZ A 7  A_ChangeFlag(\"GHOST\",0)\n\t\tZOMZ A 7 Bright\n\t\tZOMZ A 7\n\t\tZOMZ A 7 Bright\n\t\tZOMZ A 7\n\t\tZOMZ A 7 Bright\n\t\tZOMZ A 7\n\t\tZOMZ A 7 Bright\n\t\tGoto See\n\tPain.LifeLeech:\n\t\tTNT1 A 0 A_ChangeFlag(\"GHOST\",0)\n\t\tTNT1 A 0 A_JUMP(64,1)\n\t\tGoto See\n\t\tTNT1 A 0 A_GiveToTarget(\"potionHealth\", frandom(0,1))\n\t\tGoto See\n    Death:\n\t\tTNT1 A 0 A_Scream\n\t\tBZOD H 0 A_Jump(100,\"DeathKickableHead\")\n\t\tBZOD H 0 A_JumpIfHealthLower (-9, 7)\n\t\tBZOD A 8\n\t\tBZOD B 8\n\t\tBZOD C 4\n\t\t//TNT1 A 0 A_JUMP(128,3)\n\t\tBZOD D 4 A_Fall\n\t\tBZOD E 1 A_SpawnItemEx(\"DeadBloodZombie\",0,0,0)\n\t\t//BZOD E -1\n\t\tstop\n\t\t//More BLOOD!!!!!\n\t\tBZOM H 0 A_PlaySound(\"DSBDSPRY\")\n\t\tBZO2 A 0 A_ThrowGrenade(\"ZombieHead\",0,5,10,0)\n\t\tBZOD LL 2 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOD MM 1 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOD NN 1 A_ThrowGrenade(\"FlyingBlood\",0,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOM H 0 A_Fall\n\t\tBZOD OO 1 A_ThrowGrenade(\"FlyingBlood\",-5,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOD PP 2 A_ThrowGrenade(\"FlyingBlood\",-10,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOD QQ 1 A_ThrowGrenade(\"FlyingBlood\",-15,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOD RR 1 A_ThrowGrenade(\"FlyingBlood\",-20,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOM H 0 A_PlaySound(\"DSBDSPRY\")\n\t\tBZOD SSSSSSSSS 1 A_ThrowGrenade(\"FlyingBlood\",-20,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOM H 0 A_PlaySound(\"DSBDSPRY\")\n\t\tBZOD SSSSSSSS 1 A_ThrowGrenade(\"FlyingBlood\",-20,5+frandom(-3,3),5+frandom(-4,4),0)\n\t\tBZOD S -1\n\tDeathKickableHead:\n\t\tBZOM H 0 A_PlaySound(\"DSBDSPRY\")\n\t\tBZO2 A 0 A_ThrowGrenade(\"KickableFlying\",0,5,10,0)\n\t\tBZOD LL 2 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOD MM 1 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOD NN 1 A_ThrowGrenade(\"FlyingBlood\",0,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOM H 0 A_Fall\n\t\tBZOD OO 1 A_ThrowGrenade(\"FlyingBlood\",-5,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOD PP 2 A_ThrowGrenade(\"FlyingBlood\",-10,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOD QQ 1 A_ThrowGrenade(\"FlyingBlood\",-15,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOD R 1 A_ThrowGrenade(\"FlyingBlood\",-20,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOM H 0 A_PlaySound(\"DSBDSPRY\")\n\t\tBZOD SSSSS 1 A_ThrowGrenade(\"FlyingBlood\",-20,5+frandom(-3,3),10+frandom(-4,4),0)\n\t\tBZOM H 0 A_PlaySound(\"DSBDSPRY\")\n\t\tBZOD SSSSS 1 A_ThrowGrenade(\"FlyingBlood\",-20,5+frandom(-3,3),5+frandom(-4,4),0)\n\t\tBZOD S -1\n\t\tstop\n\tDeath.Shock:\n\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 2)\n\t\tGoto Death //Well it looked goofy when they suddenly disappeared out of the world\n    XDeath:\n\t\tTNT1 A 0 A_Jump(120,\"XDeath.KickableAlt\")\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\t\tBZOX U 0 A_XScream\n\t\tBZOX U 0 A_Fall\n\t\tBZOX A 5\n\t\tBZOX UUU 0 A_SpawnDebris(\"OrganDebris\")\n\t\tTNT1 A 0 A_SpawnDebris(\"OrganDebris2\")\n\t\tBZOX B 5\n\t\tBZOX U 0 A_ThrowGrenade(\"ZombieHead\",0,5,10,0)\n\t\tBZOX C 5\n\t\tBZOX U 0 A_SpawnDebris(\"Bloodliver\")\n\t\tBZOX U 0 A_SpawnDebris(\"Hand1\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Intestines\",frandom(-50,50),frandom(-50,50),0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Entrails\",frandom(-50,50),frandom(-50,50),0)\n\t\tBZOX UUUUUUU 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tZBOX UUUUUUU 0 A_SpawnItemEx(\"Blood_\",frandom(-20,20),frandom(-20,20),frandom(-20,20),frandom(0,15),frandom(0,15),frandom(0,15),frandom(0,360),0,120)\n\t\tBZOX DEFG 5\n\t\tBZOX H -1\n\t\tStop\n\tXDeath.KickableAlt:\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\t\tBZOX U 0 A_XScream\n\t\tBZOX U 0 A_Fall\n\t\tBZOX A 5\n\t\tBZOX UUU 0 A_SpawnDebris (\"OrganDebris\")\n\t\tBZOX B 5\n\t\tBZOX U 0 A_ThrowGrenade(\"KickableFlying\",0,5,10,0)\n\t\tBZOX C 5\n\t\tBZOX U 0 A_SpawnDebris (\"Bloodliver\")\n\t\tBZOX U 0 A_SpawnDebris (\"Hand1\")\n\t\tBZOX UUUUUUU 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tBZOX DEFG 5\n\t\tBZOX H -1\n\t\tStop\n    Burn:\n\tDeath.SpecialFire:\n\tDeath.Flare:\n\t\tTNT1 A 0 A_ThrowGrenade(\"KickableFlying\",0,5,10,0)\n\t\tTNT1 A 0 A_Jump(128, 2)\n\t\tTNT1 A 0 A_GiveToTarget(\"DoTaunt\", 1)\n\t\tBZOM A 1\n\t\tBZOM I 0 A_Fall\n\t\tBZOM I 0 A_Pain\n\t\tTNT1 A 0 A_PlaySound(\"demon/pain\")\n\t\tBZOM I 0 A_SpawnItem(\"BurnDeathZombie\",1,0,0)\n\t\tStop\n    disintegrate:\n\tDeath.Voodoo:\n\tDeath.VoodooAlt:\n\t\tBZOS I 0 A_Scream\n\t\tBZOS ABCD 6\n\t\tBZOS L 0 A_Fall\n\t\tBZOS EFGH 3\n\t\tBZOS I -1\n        Stop\n    Raise:\n\t\tBZOD FGHIJ 5\n        goto See\n\tDeath.Dynamite:\n\t\tBZOS I 0 A_Jump(190,\"Death\")\n\t\tBZOS I 0 ThrustThingZ(0,frandom(25,45),0,0)\n\tGoto Death\n  }\n}\n\nActor AmAlreadyFaking : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n}\n\nActor BuriedZombie : BloodZombie 3121\n{\t//+Ghost\n\t//$Category \"BlooM Enemies\"\n\t-SOLID\n    States\n\t{\n\tIdle:\n\tGoto Super::Spawn\n\tSpawn:\n\tUGZZ J 320 A_Look\n\tLoop\n\tSee:\n\t//UGZZ A 0 A_ChangeFlag(\"Ghost\",0)\n\tUGZZ A 0 A_ChangeFlag(\"SOLID\",1)\n\tUGZZ A 0 A_JumpifInventory(\"Chokeme\",1,11)\n\tUGZZ A 0 A_GiveInventory(\"Chokeme\",1)\n\tUGZZ A 0 A_PlaySound(\"Zombie/Raise\")\n\tUGZZ ABCDEFGHI 4 A_FaceTarget\n\tGoto Super::See\n\t}\n}\n/*\n================================\n========== GILL BEAST ==========\n================================\n*/\nActor GillBeastChecks : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 30\n}\nACTOR GillBeast : Cacodemon 3126//replaces Cacodemon 6142\n{\n\t//$Category \"BlooM Enemies\"\n\tHealth 300 //Extra crispy.. 90 hp less than before lol\n\tGibHealth 70\n\tSpeed 2\n\tfastspeed 3\n\tfloatspeed 3\n\tDamage 12 //Nerfed damage\n\tMeleeRange 56\n\tMeleeDamage 15 //Less damage still scary\n\tMaxTargetRange 49\n\tmass 300\n\tBloodColor DarkRed\n\tpainchance 200\n\tPainChance \"Fire\", 255\n\tPainChance \"Flare\", 255\n\tPainChance \"Tommy\", 0\n\tPainChance \"Napalm\", 0\n\tPainChance \"Dynamite\", 0\n\tPainchance \"Pitchfork\", 0\n\tPainchance \"Tesla\", 0\n\tPainChance \"Shock\", 255\n\tPainChance \"Sawedoff\", 64\n\tPainChance \"SawedoffLess\", 0\n\tPainChance \"Sawedoff2\", 64\n\tPainChance \"Blast\", 0\n\tPainChance \"LifeLeech\", 0\n\tPainChance \"ZBloodBullet\", 0\n\tPainChance \"Voodoo\", 16\n\tpainchance \"Shock\",32\n\tDamageFactor \"Flare\",1.0\n\tDamageFactor \"Shock\",1.5\n\tDamageFactor \"Blast\",1.6\n\tSeeSound \"GillBeastSee\"\n\tPainSound \"GillBeastPain\"\n\tDeathSound \"GillBeastDie\"\n\tActiveSound \"GillBeastSee\"\n\tAttacksound \"dsdolstb\"\n\tObituary \"Gill Beasts ate %o\"\n\tHitObituary \"Gill Beasts ate %o\"\n\t-NoTeleport\n\tradius 20\n\theight 64\n\tProjectilePassHeight 64\n\tScale 0.6\n\tStates\n\t{\n\t\tForget:\n\t\t\tTNT1 A 0 A_GiveInventory(\"GillBeastChecks\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"GillBeastChecks\",28,\"Memory\")\n\t\t\tGoto See+1\n\t\tMemory:\n\t//\t\tTNT1 A 0 A_GiveToTarget(\"LifeLeech\",1)\n\t\t\tTNT1 A 0 A_ClearTarget\n\t  \tSpawn:\n\t\tWater.Idle:\n\t\t\tGILW AAAAAAAAAAAAAAAAAA 4 A_Look\n\t\t\tGILW F 0 A_JumpIf(waterlevel<1,\"Ground.Idle\")\n\t\t\tGILW AAAAAAAAAAAAAAAAAA 4 A_Look\n\t\t\tGILW F 0 A_JumpIf(waterlevel<1,\"Ground.Idle\")\n\t\t\tGILW AAAAAAAAAAAAAAAAAA 4 A_Look\n\t\t\tGILW F 0 A_JumpIf(waterlevel<1,\"Ground.Idle\")\n\t\t\tGILW AAAAAAAAAAAAAAAAAA 4 A_Look\n\t\t\tGILW F 0 A_JumpIf(waterlevel<1,\"Ground.Idle\")\n\t\t\tGILW AAAAAAAAAAAAAAAAAA 4 A_Look\n\t\t\tGILW F 0 A_JumpIf(waterlevel<1,\"Ground.Idle\")\n\t\tSpawnCont:\n\t\t\tGILW A 4 A_Look\n\t\t\tLoop\n\t\tWater.See:\n\t\tWater:\n\t\tSee:\n\t\t\tTNT1 A 0 A_CheckSight(\"Forget\")\n\t\t\tTNT1 A 0 A_UnSetFloorClip\n\t\t\tTNT1 A 0 ThrustThingZ(0,5,0,0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\",1,\"SwimAround\")\n\t\t\tGILW F 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW F 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW F 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW G 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW G 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW G 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW H 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW H 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW H 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n//\t\t\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tGILW I 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW I 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW I 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n//\t\t\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tGILW J 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW J 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW J 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tTNT1 A 0 A_UnSetFloorClip\n\t\t\tTNT1 A 0 ThrustThingZ(0,5,0,0)\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\t//\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\",1,\"SwimAround\")\n\t\t\tGILW F 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW F 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW F 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW G 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW G 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW G 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW H 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW H 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW H 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n//\t\t\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tGILW I 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW I 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW I 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n//\t\t\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tGILW J 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW J 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILW J 1 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tTNT1 A 0 A_CheckSight(\"Forget\")\n\t\t\tLoop\n\t\tSwimAround:\n\t\t\tGILW F 0 A_Recoil(-1)\n\t\t\tGILW F 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW F 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 //ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW F 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW G 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 //ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW A 0 A_Playsound(\"GillBeastSee\")\n\t\t\tGILW G 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW G 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 //ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW H 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW H 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 //ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW H 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+frandom[GillBeast](0,64),1,0,0)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tGILW I 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW I 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 //ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW I 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+frandom[GillBeast](0,64),1,0,0)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tGILW A 0 A_Playsound(\"GillBeastSee\")\n\t\t\tGILW J 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW J 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 //ThrustThing(angle*256/360+64,1,0,0)\n\t\t\tGILW J 1 ACS_ExecuteAlways(998, 0, ((frandom(-10,20)/10 + angle) * 65536)/360)\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360+frandom[GillBeast](0,64),1,0,0)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel<1,\"Ground.See\")\n\t\t\tTNT1 A 0 A_CheckSight(\"Forget\")\n\t\t\tGoto See\n\t\tMissile:\n\t\tMelee:\n//\t\t\tTNT1 A 0 A_UnSetFloorClip\n//\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\t\tGILB D 1 A_FaceTarget\n\t\t\tGILB D 1 A_Recoil(-1)\n\t\t\tGILB D 1 A_JumpIf(waterlevel<1,\"Ground.Melee\")\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILB D 1 A_FaceTarget\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\t\tGILB D 1 A_FaceTarget\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n//\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvulnerability\",1,2)\n//\t\t\tTNT1 A 0 A_Jump(256,4)\n//\t\t\tGILB E 4 A_CustomMeleeAttack(CallACS(\"ZBROM\",12),\"dsdolstb\")\n//\t\t\tTNT1 A 0 DamageThing(CallACS(\"ZBROM\",12))\n//\t\t\tTNT1 A 0 A_Jump(256,2)\n\t\t\tGILB F 4 A_CustomMeleeAttack(frandom(36,49),\"dsdolstb\")\n\t\t\tGILB E 5\n\t\tGoto See\n\t\tPain:\n//\t\t\tTNT1 A 0 A_UnSetFloorClip\n//\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",1)\n\t\t\tGILP B 3 A_JumpIf(waterlevel<1,\"Ground.Pain\")\n\t\t\tGILP B 3 A_Pain\n\t\tGoto See\n\t\t\t/*\n\t\t\t\tPain.Fire:\n\t\t\t\tTNT1 A 0 A_GiveInventory(\"BurningToken\",1)\n\t\t\t\tTNT1 A 0 A_SpawnItemEx(\"BurningInit\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\t\t\tGoto See\n\t\t\t\t*/\n\t\t\t\tPain.Shock:\n\t\t\t\tGSOK A 0 A_ChangeFlag(\"NoPain\",1)\n\t\t\t\tGSOK A 0 A_ScaleVelocity(.25)\n\t\t\t\tGSOK A 0 A_Jump(192,1,2,3,4,5,6,7,8,9,10)\n\t\t\t\tGSOK AAAAAAAAAAAAAAAAAAAAAAAA 1\n\t\t\t\tGSOK A 4 A_Pain\n\t\t\t\tGSOK A 0 A_ChangeFlag(\"NoPain\",0)\n\t\t\t\tGSOK A 0 A_ChangeFlag(\"NoPain\",0)\n\t\t\t\tGSOK A 0 A_JumpIfHealthLower(100,2)\n\t\t\t\tGSOK A 0 A_Jump(192,\"See\")\n\t\t\t\tGSOK AAAAAAAAAAAAAAAAAAAAAAAA 1\n\t\t\t\tGoto See\n\n\t\tDeath:\n\t\t\tTNT1 A 0 A_UnSetFloorClip\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\t\tGILD G 9 A_JumpIf(waterlevel<1,\"Ground.Death\")\n\t\t\tGILD H 8 A_Scream\n\t\t\tGILD IJ 7 A_NoBlocking\n\t\t\tGILD K -1 A_SetFloorClip\n\t\tStop\n\t\tXDeath:\n\t\t\tTNT1 A 0 //A_JumpIf(waterlevel>2,\"Apart\")\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NoGravity\",0)\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tGILG AAABB 1 A_SpawnItemEx (\"OrganDebris\",frandom(0,16),frandom(0,16),frandom(0,16),frandom(0,10),frandom(0,10),frandom(0,10),frandom(-360,360))\n\t\t\tGILG BCCDDEE 1 A_SpawnItemEx (\"OrganDebris\",frandom(0,16),frandom(0,16),frandom(0,16),frandom(0,10),frandom(0,10),frandom(0,10),frandom(-360,360))\n\t\t\tTNT1 A 0 A_Fall\n\t\t\tGILG FFFFFFFFFF 0 A_SpawnItemEx(\"FlyingBlood\",frandom(0,16),frandom(0,16),frandom(0,16),frandom(0,10),frandom(0,10),frandom(0,10),frandom(-360,360))\n\t\t\tGILG F -1\n\t\tStop\n\t\tBurn:\n\t\tDeath.LifeLeech:\n\t\tDeath.Flare:\n\t\t\tTNT1 A 0 A_Jump(128, 2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DoTaunt\", 1)\n\t\t\tGILD K 0 A_HideThing\n\t\t\tGILD K 0 A_Fall\n\t\t\tGILD K 0 A_SpawnItem(\"BurnDeath2\",1,0,0)\n\t\tStop\n\t\tGround.Idle:\n\t\t\tTNT1 A 0 A_SetFloorClip\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\t\tTNT1 A 0 A_Look\n\t\t\tGILW A 1 A_JumpIf(waterlevel>0,\"Water.Idle\")\n\t\t\tGILW AAAAAAAAAA 0 A_Look\n\t\t\tGILW A 1 A_JumpIf(waterlevel>0,\"Water.Idle\")\n\t\t\tGILW AAAAAAAAAA 0 A_Look\n\t\t\tGILW A 1 A_JumpIf(waterlevel>0,\"Water.Idle\")\n\t\t\tGILW AAAAAAAAAA 0 A_Look\n\t\t\tGILW A 1 A_JumpIf(waterlevel>0,\"Water.Idle\")\n\t\t\tGILW AAAAAAAAAA 0 A_Look\n\t\t\tGILW A 1 A_JumpIf(waterlevel>0,\"Water.Idle\")\n\t\t\tGILW AAAAAAAAAA 0 A_Look\n\t\t\tGILW A 1 A_JumpIf(waterlevel>0,\"Water.Idle\")\n\t\t\tGILW AAAAAAAAAA 0 A_PlaySound(\"GillBeastAct\")\n\t\tGround.IdleCont:\n\t\tGILW A 6 A_Look\n\t\tLoop\n\t\tGround.See:\n\t\t\tTNT1 A 0 A_SetFloorClip\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\",1,\"Ground.Wander\")\n\t\t\tTNT1 A 0 A_Jump(128,2,3,4)\n\t\t\tGILW AAAAAAA 1 A_Chase(\"Ground.Melee\",\"Ground.Melee\",CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel>0,\"Water\")\n\t\t\tTNT1 A 0 A_Jump(224,2,3,4)\n\t\t\tGILW BBBBBBBB 1 A_Chase(\"Ground.Melee\",\"Ground.Melee\",CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel>0,\"Water\")\n\t\t\tTNT1 A 0 A_Jump(128,2,3,4)\n\t\t\tTNT1 A 0 A_PlaySound(\"GillBeastAct\")\n\t\t\tGILW CCCCCCC 1 A_Chase(\"Ground.Melee\",\"Ground.Melee\",CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel>0,\"Water\")\n\t\t\tTNT1 A 0 A_Jump(224,2,3,4)\n\t\t\tGILW DDDDDDDD 1 A_Chase(\"Ground.Melee\",\"Ground.Melee\",CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel>0,\"Water\")\n\t\t\tTNT1 A 0 A_Jump(224,2,3,4)\n\t\t\tGILW EEEEEEEE 1 A_Chase(\"Ground.Melee\",\"Ground.Melee\",CHF_NOPLAYACTIVE)\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel>0,\"Water\")\n\t\t\t\t\t\tTNT1 A 0 A_CheckSight(\"Forget\")\n\t\tLoop\n\t\tGround.Wander:\n\t\t\tTNT1 A 0 A_SetFloorClip\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\t\tGILW AAAAAABBBBBBCCCCCCDDDDDDEEEEEE 1 A_Wander\n\t\tGoto Ground.See\n\t\tGround.Pain:\n\t\t\tTNT1 A 0 A_SetFloorClip\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\t\tGILP A 3\n\t\t\tGILP A 3 A_Pain\n\t\tGoto Ground.See\n\t\tGround.Melee:\n\t\t\tTNT1 A 0 A_SetFloorClip\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\t\tGILB A 6 A_FaceTarget\n\t\t\tGILB B 5 A_MeleeAttack\n\t\t\tGILB C 7 A_FaceTarget\n\t\tGoto Ground.See\n\t\tGround.Death:\n\t\t\tTNT1 A 0 A_SetFloorClip\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NOGRAVITY\",0)\n\t\t\tGILD A 7\n\t\t\tGILD B 6 A_Scream\n\t\t\tGILD C 5 A_Fall\n\t\t\tGILD DE 5\n\t\t\tGILD F -1\n\t\tStop\n\t}\n}\n\n/*\n================================\n========== PHANTASM ============\n================================\n*/\n\nACTOR Phantasm  3134//replaces PainElemental 12780\n{\n\t//$Category \"BlooM Enemies\"\n\t//tag \"$Phantasm\"\n    Game Doom\n\tHealth 250 //down from 789\n\tRadius 24\n\tHeight 40 // 48\n\tProjectilePassHeight 56\n\tMass 100\n\tSpeed 5\n\tfastspeed 7\n\tDamageType \"InsaneBleed\"\n\tPainChance 60\n\tPainChance \"Tommy\", 0\n\tPainChance \"Dynamite\", 0\n\tPainChance \"PitchFork\", 0\n\tPainChance Fire, 0\n\tPainChance \"Flare\", 0\n\tPainChance Disintegrate, 0\n\tPainChance \"Napalm\", 0\n\tPainChance \"Tesla\", 0\n\tPainChance \"Shock\", 128\n\tPainChance \"LifeLeech\", 0\n\tPainChance \"SawedoffLess\", 0\n\tPainChance \"ZBloodBullet\", 0\n//\tPainChance \"Shock\",24\n\tMinMissileChance 40 //They love melee now and they were sometimes TOO EASY\n\tMaxTargetRange 1024\n\tMonster\n\tMeleeRange 76 // Extra scary\n\tRenderStyle Add\n\t+NoClip //They keep dying alone given enough time from kissing walls\n\t+FLOAT\n\t+NOGRAVITY\n\t+NOICEDEATH\n\t-SOLID\n\t+CannotPush\n    -CANUSEWALLS //Realism ftw\n\tDamageFactor \"Tesla\", 1.0\n\tDamageFactor \"Shock\", 1.0\n\tDamageFactor Fire, 0\n\tDamageFactor \"Flare\", 0.0\n\tDamageFactor \"Blast\", 0.5\n\tDamageFactor \"Napalm\", 1.0\n\tDamageFactor \"Dynamite\", 1.0\n\tDamageFactor \"LifeLeech\", 1.0\n\tDamageFactor Disintegrate, 1.25\n\tDamageFactor \"Stomping\", 0\n\tRadiusDamageFactor 0.20\n\tFloatspeed 5\n\tscale 0.65\n\tAlpha 0.75\n\tSeeSound \"PhantasmSee\"\n\tPainSound \"PhantasmPain\"\n\tDeathSound \"PhantasmDie\"\n\tActiveSound \"PhantasmSee\"\n\tobituary \"%o was harvested by a phantasm\"\n\tHitObituary \"A phantasm scared the hell out of %o\"\n\tStates\n\t{\n  \tSpawn:\n\t\tPHAN A 1\n  \tIdle:\n\t\tTNT1 A 0 A_PlaySound(\"PhantomWin\")\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_UnSetShootable\n\t\tPHAN ABCDE 5 A_Look\n\tGoto Idle+3 //No more Earrape wh he kills you\n\tSee:\n\t\tPHAN K 0 A_Changeflag(\"NoClip\",1)\n\t\tTNT1 A 0 A_SetTranslucent(0.5,0)\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_UnSetShootable\n\t\tTNT1 A 0 A_Jump(122,\"WhoopWhoop\")\n\t\tTNT1 A 0 A_SetTranslucent(0.5,0)\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_UnSetShootable\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN A 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN A 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN A 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN A 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN A 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN B 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN B 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN B 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN B 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN C 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN C 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN C 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN C 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN C 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN C 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN D 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN D 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN D 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN D 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN D 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN D 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN E 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN E 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN E 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN E 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tPHAN E 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,1,0,0)\n\t\tPHAN E 1 A_RadiusThrust(128,32,1)\n\t\tTNT1 A 0 A_LoopActiveSound\n\t\tLoop\n\n\t\tWhoopWhoop:\n\t\tTNT1 A 0 A_SetTranslucent(0.45,0)\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_UnSetShootable\n\t\tPHAN A 0 A_Jumpifcloser(400,\"Cont\") //U ran away? I CHASE\n\t\tGoto See\n\t\tCont:\n\t\tPHAN A 1 A_SetAngle(angle+22.5)\n\t\t\tPHAN B 2 A_Recoil(-14)\n\t\t\t\t\t\tPHAN B 0 A_Jump(128,2)\n\t\t\tPHAN B 0 ThrustThingZ(0,frandom(0,20),0,1)\n\t\t\tPHAN B 0 A_Jump(255,1)\n\t\t\t\t\t\tPHAN B 0 ThrustThingZ(0,frandom(0,6),0,0)\n\t\t\t\t\tPHAN C 0 A_SetAngle(angle+22.5)\n\t\tPHAN C 1 A_Jump(21,\"CHARGEE\")\n\t\tPHAN DE 1 A_Recoil(-7)\n\t\tPHAN A 0 A_Stop\n\t\tLoop\n\t\tDescend:// WATCH ME GO UP SLOWLY, I'LL SOON KILL YOU HAHAHA\n\t\t\t\tPHAN K 4 // A_Changeflag(\"NoClip\",0)\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_UnSetShootable\n\n\t\tPHAN ABCD 5 A_FadeOut(0.2)\n\t\tPHAN E 5 A_FadeOut(0.1)\n\t\tPHAN E 0 A_SetSolid\n\t\tPHAN E 4 A_Recoil(-30)\n\t\t\t\tPHAN E 0 A_SetAngle(angle+frandom(0,360))\n\t\tPHAN E 0 A_SetSolid\n\t\tPHAN E 4 A_Recoil(-30)\n\t\tPHAN E 0 A_SetSolid\n\t\tPHAN E 4 A_Recoil(-30)\n\t\tPHAN E 0 A_SetSolid\n\t\tPHAN E 4 A_Recoil(-30)\n\t\tPHAN E 0 A_Stop\n\t\tPHAN E 0 A_SetSolid\n\t\tPHAN E 4 A_Recoil(-30)\n\t\tPHAN E 0 A_SetSolid\n\t\tPHAN E 4 A_Recoil(-30)\n\t\t\t\tPHAN E 0 A_SetAngle(angle+frandom(0,360))\n\t\tPHAN E 0 A_SetSolid\n\t\tPHAN E 4 A_Recoil(-30)\n\t\t\t\tPHAN E 0 A_SetAngle(angle+frandom(0,360))\n\t\tPHAN E 0 A_SetSolid\n\t\tPHAN E 4 A_Recoil(-30)\n\t\tPHAN E 0 A_Stop\n\t\t\t\tPHAN K 4// A_Changeflag(\"NoClip\",0)\n\t\tTNT1 A 0 A_SetTranslucent(0.5,0)\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_UnSetShootable\n\t\t\t\tTNT1 A 0 A_PlaySound(\"PhantomWin\")\n\t\tGoto See\n\t\tWTF:\n\t\t\tPHAN A 1 A_SetAngle(angle-22.5)\n\t\t\tPHAN B 1 A_Recoil(-14)\n\t\t\t\t\t\t\t\t\tPHAN B 0 A_Jump(128,2)\n\t\t\tPHAN B 0 ThrustThingZ(0,frandom(0,20),0,1)\n\t\t\tPHAN B 0 A_Jump(255,1)\n\t\t\t\t\t\t\t\t\tPHAN B 0 ThrustThingZ(0,frandom(0,20),0,0)\n\t\t\t\t\tPHAN C 0 A_SetAngle(angle-22.5)\n\t\tPHAN C 1 A_Jump(30,\"CHARGEE\")\n\t\tPHAN DE 1 A_Recoil(-7)\n\t\tPHAN A 0 A_Stop\n\t\tPHAN A 0 //A_SetTranslucent(frandom(0.5,0.75))\n\t\tLoop\n\t\tCHARGEE:\n\t\tPHAN A 0 A_jump(80,\"WTF\")\n\t\tPHAN A 0 A_FaceTarget\n\t\tPHAN A 1 A_Recoil(-20)\n\t\tGoto See+8\n\t\tRambo:\n\t\tPHAN K 4 A_Changeflag(\"NoClip\",1)\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_UnSetShootable\n\t\tPHAN E 0 A_SetTranslucent(0.14)\n\t\tPHAN ABCDEABCDEABCDE 4 A_ExtChase(255,0,10)\n\t\tPHAN ABCDEABCDEABCDE 4 A_ExtChase(255,0,10)\n\tMissile:\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_SetSolid\n\t\tPHAN A 4 A_SetShootable\n\t\tPHAN FGH 4 A_FaceTarget\n\t\tPHAN I 4 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"LLFireInitiate\")\n\t\tPHAN I 2  A_CustomMissile(\"PhantasmProjectile\",24,0,0)\n\t\tTNT1 A 0 A_Changeflag(\"NoClip\",1)\n\t\tPHAN J 0 A_Jump(100,\"Descend\",\"Rambo\")\n\t\tPHAN J 0 A_Jump(140,\"WhoopWhoop\")\n\t\tGoto See\n\tMelee:\n\t\tTNT1 A 0 A_Changeflag(\"NoClip\",0)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SetTranslucent(1,0)\n\t\tTNT1 A 0 A_SetSolid\n\t\tTNT1 A 0 A_SetShootable\n\t\tPHAN FGH 4 A_FaceTarget\n\t\tPHAN I 1  A_FaceTarget //Removed all bright from him! now he is scary in dark\n\t\tTNT1 A 0 A_PlaySound(\"PhantasmMelee\")\n\t\tPHAN I 4  A_CustomMeleeAttack(frandom(43,80),\"\",\"none\",\"InsaneBleed\")\n//\t\tPHAN I 4  A_CustomMeleeAttack(frandom(15,27),\"\",\"none\",\"InsaneBleed\")\n\t\tPHAN J 6 A_Changeflag(\"NoClip\",1)\n\t\tPHAN J 0 A_Jump(70,\"Rambo\")\n\t\tGoto See\n\tPain:\n\t\tPHAN K 4// A_Changeflag(\"NoClip\",0)\n\t\tTNT1 A 0 A_SetTranslucent(0.5,0)\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTNT1 A 0 A_UnSetShootable\n\t\tPHAN K 3 A_Pain\n\t\tPHAN K 0 A_Jump(110,\"Descend\")\n\t\tPHAN K 0 //A_Changeflag(\"NoClip\",0)\n\t\tGoto WhoopWhoop\n//\t\t\tPain.Fire:\n//\t\t\t\tTNT1 A 0 A_GiveInventory(\"BurningToken\",4)\n//\t\t\t\tTNT1 A 0 A_SpawnItemEx(\"BurningInit\",0,0,16)\n//\t\t\t\tGoto See\n\t\t\tPain.Shock:\n\t\t\tTNT1 A 0 A_ChangeFlag(\"NoPain\",1)\n\t\t\tPSOK AAAAAAAAAAAAAAAAAAAAAAAA 3 Bright\n\t\tTNT1 A 0 A_ChangeFlag(\"Nopain\",0)\n\t\tGoto See\n\tDeath:\n\t\tPHAN L 5 BRIGHT\n\t\tPHAN M 5 BRIGHT A_Scream\n\t\tPHAN NOPQRS 5 Bright\n\t\tStop\n\t}\n}\n\n/*\n===========================\n======== HELLHOUND ========\n===========================\n*/\n\nactor HellHound : HellKnight 3130//replaces HellKnight\n{\n    //$Category \"BlooM Enemies\"\n\t//tag \"$HellHound1\"\n\tMeleeDamage 4\n\tSpeed 8\n\tMaxstepheight 46\n\tfastspeed 8\n\tScale .6\n\theight 32\n\tProjectilePassHeight 40\n\tradius 20\n\thealth 250\n\tmass 100\n\tDamageFactor \"Fire\", 0\n\tDamageFactor \"Flare\", 0.4\n\tDamageFactor \"Shock\", 2.6\n\tDamageFactor \"Tesla\", 2.6\n\tDamageFactor \"LifeLeech\", 1.3\n\tDamageFactor \"Stomping\", 0\n\tDamageFactor \"Tommy\", 1.25\n\tDamageFactor \"Dynamite\", 0.65\n\tDamageFactor \"Napalm\", 0.65\n\tDamageFactor \"Blast\", 0.65\n\tDamageFactor \"ZBloodBullet\" ,1.0\n\tpainchance 128\n\tPainChance \"Napalm\", 64\n\tPainChance \"Flare\", 64\n\tPainChance \"Fire\", 64\n\tpainsound \"HellHoundPain\"\n\tDeathsound \"HellHoundDie\"\n\tSeeSound \"HellHoundSee\"\n\tactivesound \"HellHoundSee\"\n\t//minmissilechance 128\n\t+DropOff //Their secret tactic!\n\tMaxTargetRange 256\n\tmeleesound \"dsdolstb\"\n\tMeleeRange 50\n\tMeleeThreshold 128\n\tHitObituary \"%o got caught by a puppy\"\n\tObituary \"%o was incinerated by a Hell Hound\"\n\tSpecies \"HellDog\"\n\tDamageType \"GOUPBOY\"\n\tStates\n\t{\n  \tSpawn:\n\t\tHOUN A 10 A_Look\n\t\tLoop\n\tSee:\n\t    HOUN A 0 A_Jump(30,\"Hunter\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\",1,\"Wander\")\n\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Sunk\")\n\t\tHOUN AAAABBBB 1 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,6,0,0)\n\t\tHOUN CCCCDDDD 1 A_Chase\n\t\tTNT1 A 0 ThrustThing(angle*256/360,6,0,0)\n\t\tHOUN EEEEFFFF 1 A_Chase\n\t\tHOUN E 0 A_Jump(112,\"Sproink\")\n\t\tLoop\n\tHunter:\n\t\tHOUN ABCDABCD 2 A_FaceTarget\n\t\tHOUN ABCDABCDABCD 1 A_Recoil(-1)\n\t\tHOUN ABCD 1 A_Recoil(-40)\n\t\tGoto Missile\n\tSunk:\n\t\tTNT1 A 0 Thing_Damage(0,health,0)\n\t\tLoop\n\tSproink:\n\t\tHOUN C 2 ThrustThingZ(0,frandom(35,50),0,1)\n\t\tHOUN DDDD 1 A_Recoil(-6)\n\t\tHOUN EEEEFFFF 1\n\tFallin:\n\t\tHOUN FFFFFFFFFFFFFFFFF 3 A_CheckFloor(\"See\")\n\t\tGoto See\n\tWander:\n\t\tHOUN AAAAABBBBB 1 A_Wander\n\t\tTNT1 A 0 ThrustThing(angle*256/360,2,0,0)\n\t\tHOUN CCCCCDDDDDD 1 A_Wander\n\t\tTNT1 A 0 ThrustThing(angle*256/360,2,0,0)\n\t\tHOUN EEEEEFFFFF 1 A_Wander\n\t\tGoto See\n\tMelee:\n\t\tHOUN H 5 A_FaceTarget\n\t\tHOUN I 7 A_Recoil(-2)\n\t\tTNT1 A 0 A_CustomMeleeAttack(frandom(4,20),\"dsdolstb\",\"HellHound/Bite\")\n\t\tTNT1 A 0 A_CustomMeleeAttack(frandom(2,12),\"dsdolstb\",\"HellHound/Bite\")\n\t\tHOUN A 0 A_Jump(125,\"Sproink\")\n\t\tHOUN AAAAAAAA 1 A_Chase\n\t\tGoto Spawn\n\tMeleeFurious:\n\t\tHOUN H 3 A_FaceTarget\n\t\tHOUN I 5 A_Recoil(-12)\n\t\tTNT1 A 0 A_CustomMeleeAttack(frandom(10,25),\"dsdolstb\",\"HellHound/Bite\")\n\t\tTNT1 A 0 A_CustomMeleeAttack(frandom(10,20),\"dsdolstb\",\"HellHound/Bite\")\n\t\tHOUN H 4 A_jumpIfInTargetInventory(\"BurnTics\",1,\"MeleeFurious\")\n\t\tGoto See\n\tMissile:\n\t\tHOUN H 6 A_jumpIfInTargetInventory(\"BurnTics\",1,\"MeleeFurious\")\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHOUN H 4 A_CustomMissile(\"HellHoundFire\",20,0,frandom(-20,20),0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHOUN H 4 A_CustomMissile(\"HellHoundFire\",20,0,frandom(-20,20),0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHOUN H 4 A_CustomMissile(\"HellHoundFire\",20,0,frandom(-20,20),0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHOUN H 4 A_CustomMissile(\"HellHoundFire\",20,0,frandom(-20,20),0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHOUN H 4 A_CustomMissile(\"HellHoundFire\",20,0,frandom(-20,20),0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHOUN H 4 A_CustomMissile(\"HellHoundFire\",20,0,frandom(-20,20),0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHOUN H 4 A_CustomMissile(\"HellHoundFire\",20,0,frandom(-20,20),0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHOUN H 4 A_CustomMissile(\"HellHoundFire\",20,0,frandom(-20,20),0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHOUN H 4 A_CustomMissile(\"HellHoundFire\",20,0,frandom(-20,20),0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tHOUN H 4 A_CustomMissile(\"HellHoundFire\",20,0,frandom(-20,20),0)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfCloser(200,1)\n\t\tGoto See\n\t\tHOUN AAAAAAAA 0 A_SentinelRefire\n\t\tGoto Missile+1\n\tPain:\n\t\tHOUN J 3\n\t\tHOUN J 5 A_Pain\n\t\tHOUN J 0 A_SetAngle(frandom(-90,90))\n\t\tGoto Sproink\n\tPain.Fire:\n//\t\tTNT1 A 0 A_GiveInventory(\"BurningToken\",1)\n//\t\tTNT1 A 0 A_SpawnItemEx(\"BurningInit\",0,0,16)\n\t\tTNT1 A 0 HealThing(1)\n\t\tGoto See\n\tPain.LifeLeech:\n\t\tTNT1 A 0 A_JUMP(64,1)\n\t\tGoto See\n\t\tTNT1 A 0 A_GiveToTarget(\"potionHealth\", frandom(0,1))\n\t    Goto See\n\tPain.Shock:\n\t\tHSOK A 0 A_ChangeFlag(\"NoPain\",1)\n\t\tHSOK A 0 A_ScaleVelocity(.25)\n\t\tHSOK A 0 A_Jump(192,1,2,3,4,5,6,7,8)\n\t\tHSOK AAAAAAAAAAAAAAAAAAAAAAAA 1 BRIGHT\n\t\tHSOK A 4 A_Pain\n\t\tHSOK A 0 A_ChangeFlag(\"NoPain\",0)\n\t\tHSOK A 0 A_JumpIfHealthLower(64,2)\n\t\tHSOK A 0 A_Jump(192,\"See\")\n\t\tHSOK AAAAAAAAAAAAAAAAAAAAAAAA 1 BRIGHT\n\t\tGoto See\n\tDeath:\n\t\tHOUN K  6\n\t\tHOUN L  5 A_Scream\n\t\tHOUN M  4\n\t\tHOUN N  4 A_NoBlocking\n\t\tHOUN OPQRQQQRQRQRRRQ 4\n\t\tHOUN R -1\n\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\t\tStop\n\t}\n}\n\n/*\n======================================\n====== THE BEAUTY AND THE BEAST ======\n======================================\n*/\n\nactor BloodBeast 6123\n{\n  //$Category \"BlooM Enemies\"\n  //tag \"$BloodBeast1\"\n  obituary \"%o was swept off %p feet by a beast\"\n  hitobituary \"%o was torn apart by a Beast\"\n  health 1000\n  radius 24\n  height 56\n  ProjectilePassHeight 62\n  mass 666\n  speed 7\n  scale 0.6\n  painchance 8\n  painchance \"PitchFork\", 0\n  painchance \"LifeLeech\", 0\n  painchance \"Tommy\", 0\n  painchance \"Fire\", 0\n  PainChance \"SawedOff\", 4\n  PainChance \"SawedoffLess\", 0\n  PainChance Disintegrate, 0\n  Painchance \"Tesla\", 0\n  PainChance \"Shock\", 128\n  PainChance \"Blast\", 2\n  PainChance \"Dynamite\", 0\n  PainChance \"Napalm\", 0\n  PainChance \"ZBloodBullet\", 0\n  seesound \"BeastSee\"\n  painsound \"BeastPain\"\n  deathsound \"BeastDie\"\n  activesound \"BeastAct\"\n  MONSTER\n  +FLOORCLIP\n  +NOTARGET\n  +QUICKTORETALIATE\n  +SHORTMISSILERANGE\n  +MISSILEMORE\n  +MISSILEEVENMORE\n  meleedamage 10\n  meleerange 64\n  meleethreshold 96\n  meleesound \"BeastSlash\"\n  states\n  {\n  Spawn:\n    BESC A 10 A_Look\n    loop\n  See:\n    BESW A 1 A_Chase\n    BESW A 1 A_ExtChase(0,0,0,0)\n    BESW A 1 A_Chase\n    BESW A 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tTNT1 A 0 A_JumpIfCloser(256, \"Stomp\")\n    BESW B 1 A_Chase\n    BESW B 1 A_ExtChase(0,0,0,0)\n    BESW B 1 A_Chase\n    BESW B 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tTNT1 A 0 A_JumpIfCloser(256, \"Stomp\")\n    BESW C 1 A_Chase\n    BESW C 1 A_ExtChase(0,0,0,0)\n    BESW C 1 A_Chase\n    BESW C 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tTNT1 A 0 A_JumpIfCloser(256, \"Stomp\")\n    BESW D 1 A_Chase\n    BESW D 1 A_ExtChase(0,0,0,0)\n    BESW D 1 A_Chase\n    BESW D 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tTNT1 A 0 A_JumpIfCloser(256, \"Stomp\")\n    BESW E 1 A_Chase\n    BESW E 1 A_ExtChase(0,0,0,0)\n    BESW E 1 A_Chase\n    BESW E 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tTNT1 A 0 A_JumpIfCloser(256, \"Stomp\")\n    BESW F 1 A_Chase\n    BESW F 1 A_ExtChase(0,0,0,0)\n    BESW F 1 A_Chase\n    BESW F 1 A_ExtChase(0,0,0,0)\n\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\tTNT1 A 0 A_CheckFloor(\"jump\")\n\tTNT1 A 0 A_JumpIfCloser(256, \"Stomp\")\n    loop\n  Stomp:\n    BESS A 10 A_FaceTarget\n    BESS B 10 A_FaceTarget\n    BESS C 10 A_FaceTarget\n\tTNT1 A 0 A_Playsound(\"BeastStomp\")\n    BESS D 5 A_SpawnItemEx(\"BeastStomp\")\n    BESS E 6\n    goto See\n  Melee:\n    BESC AB 4 A_FaceTarget\n\tBESC C 3 A_FaceTarget\n    BESC D 2 A_MeleeAttack\n    BESC E 2 A_FaceTarget\n\tBESC FG 3 A_FaceTarget\n    BESC H 4 A_MeleeAttack\n    BESC IJ 3\n    goto See\n  Pain:\n    BESP A 5\n    BESP A 5 A_Pain\n    goto See\n  Pain.Shock:\n\tTNT1 A 0 A_PlaySound(\"BeastPain\")\n\tTNT1 A 0 A_Stop\n\tTNT1 A 0 A_ClearTarget // Go dumb\n\tBEAS A 7  A_ChangeFlag(\"GHOST\",0)\n\tBEAS A 7 Bright\n\tBEAS A 7\n\tBEAS A 7 Bright\n\tBEAS A 7\n\tBEAS A 7 Bright\n\tBEAS A 7\n\tBEAS A 7 Bright\n\tGoto See\n  Death:\n    BESD A 7 A_Scream\n    BESD B 6\n    BESD C 5 A_NoBlocking\n    BESD DE 4\n    BESD FFFFFFFF 4 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD EE 1 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD EE 2 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tTNT1 A  0 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD DD 2 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD DD 1 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD DD 2 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD D 1 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD EE 2 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD E 1 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\tBESD F -1\n    stop\n  Burn:\n\tTNT1 A 0 A_Scream\n\tBABD ABCDEFGH 8 Bright A_SpawnItem(\"YouAreOnFireSir\")\n\tBABD I 20 A_Fall\n\tBABD IJKLMNOP 6\n\tBABD Q -1\n\tstop\n  Jump:\n\tBESS DDD 2 A_Chase\n\tBESS BBB 2 ThrustThingz(0,30,0,0)\n\tBESS CCC 2 A_Recoil(-4)\n\tBESS EEE 2\n\tGoto See\n  }\n}\n\nActor BeastStomp\n{\n\t+DONTSPLASH\n\t+PAINLESS\n\t+NOTIMEFREEZE\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tDamageType \"BeastStomp\"\n\tObituary \"%o danced with the stars\"\n    States\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tgoto Death\n\tDeath:\n\t\tTNT1 A 5 A_Quake(4,12,0,400)\n\t\tTNT1 A 10 A_Quake(2,12,0,800)\n\t\tTNT1 A 1 A_Explode(70,400,0)\n\t\tStop\n\t}\n}\n\n/*\n====================================\n=========== MOTHER SPIDER ==========\n====================================\n*/\nActor IChecked : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\nACTOR SpiderMother 3135//: Arachnotron replaces Arachnotron 6132\n{\n\t//$Category \"BlooM Enemies\"\n\t//tag \"$SpiderMother1\"\n    Speed 5\n\tHealth 2000\n\tRadius 40\n\tHeight 40\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+SLIDESONWALLS\n\t+DROPOFF\n\t+THRUSPECIES\n\t//-CANNOTPUSH\n\tMONSTER\n\tpainchance 50\n\tObituary \"%o Will now ragequit thanks to spiders\"\n\tPainChance \"Fire\", 0\n\tPainChance \"Flare\", 0\n\tPainChance \"Tommy\", 2\n\tPainChance \"Napalm\", 255\n\tPainChance \"Dynamite\", 0\n\tPainchance \"Pitchfork\", 40\n\tPainchance \"Tesla\", 0\n\tPainChance \"Shock\", 255\n\tPainChance \"Sawedoff\", 3\n\tPainChance \"SawedoffLess\", 3\n\tPainChance \"Sawedoff2\", 3\n\tPainChance \"Blast\", 0\n\tPainChance \"LifeLeech\", 0\n\tPainChance \"ZBloodBullet\", 0\n\tPainChance \"Voodoo\", 16\n\tpainsound   \"MotherSpiderPain\"\n\tDeathSound  \"MotherSpiderDie\"\n\tActiveSound \"MotherSpiderSee\"\n\tSeeSound    \"MotherSpiderSee\"\n\tDamageFactor \"Tesla\", 0.7//Lel\n\tDamageFactor \"Shock\", 0.1//ITS ONLY A STUN ON ME\n\tDamageFactor \"Napalm\", 1.6//Resistive\n\tDamageFactor \"Dynamite\", 1.45//Resist like crazy\n\tDamageFactor \"Fire\", 1.01//What are you doing!?! Up from 0.1\n\tDamageFactor \"Flare\",1.02//Up from 0%\n\tDamageFactor \"ZBloodBullet\",0.46\n\tDamageFactor \"SawedOff\", 0.50//I haz 3000 hp\n\tDamageFactor \"Tommy\", 0.73//I haz 3000 hp\n\tDamageFactor \"PitchFork\", 1.42//KEEP THAT AWAY\n\tDamageFactor \"Stomping\", 0\n\tSpecies \"Spiders\"\n\tmass 25\n\t-CANUSEWALLS\n\t+ThruSpecies\n\t+DropOff\n\t+MissileEvenMore //I see you!\n\tPoisonDamage 40\n\tRadiusDamageFactor 0.155\n\tMaxStepHeight 60\n\tStates\n\t{\n\tSpawn:\n\t\tSPDW A 0 A_jumpIfInventory(\"IChecked\",1,2)\n\t\tSHIA A 0 A_GiveInventory(\"IChecked\",1)\n\t\t//SPDW A 0 ACS_ExecuteAlways(619,0)\n\t\tSPDW A 10 A_look\n\t\tGoto Spawn+3\n\tIdle:\n\t\tSPDW A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tSPDW AABB 2 A_ExtChase(0,0,0,0)\n\t\tSPDW CCDD 2 A_ExtChase(0,0,0,0)\n\t\tSPDW A 1 A_Chase\n\t\tSPDW A 0 A_Recoil(-2)\n\t\tTNT1 A 0 A_Stop\n\t\tSPDW B 3 A_ExtChase(0,0,0,0)\n\t\tSPDW A 1 A_Jump(25,\"Jeroonemo\")//Less JerooOp\n\tGoto See+3\n\tIAMCRAB:\n\t\tSPDW A 0 A_FaceTarget\n\t\tSPDW A 0 A_SetAngle(angle+90)\n\t\tSPDW A 0 A_Recoil(-3)\n\t\tSPDW W 0 A_SetAngle(angle-90)\n\t\tSPDW AABBCCDD 3\n\t\t\tSPDW A 0 A_SetAngle(angle+90)\n\t\tSPDW A 0 A_Recoil(-3)\n\t\tSPDW W 0 A_SetAngle(angle-90)\n\t\tSPDW AABBCCDD 3\n\t\t\tSPDW A 0 A_SetAngle(angle+90)\n\t\tSPDW A 0 A_Recoil(-3)\n\t\tSPDW W 0 A_SetAngle(angle-90)\n\t\tSPDW AABBCCDD 3\n\t\t\tSPDW A 0 A_SetAngle(angle+90)\n\t\tSPDW A 0 A_Recoil(-3)\n\t\tSPDW W 0 A_SetAngle(angle-90)\n\t\tSPDW AABBCCDD 3\n\t\tGoto See\n\tIAMCRAB2:\n\t\t\tSPDW  A 0 A_SetAngle(angle-90)\n\t\tSPDW A 0 A_Recoil(-4)\n\t\tSPDW W 0 A_SetAngle(angle+90)\n\t\tSPDW AABBCCDD 3\n\t\t\tSPDW A 0 A_SetAngle(angle-90)\n\t\tSPDW A 0 A_Recoil(-3)\n\t\tSPDW W 0 A_SetAngle(angle+90)\n\t\tSPDW AABBCCDD 3\n\t\t\t\tSPDW A 0 A_SetAngle(angle-90)\n\t\tSPDW A 0 A_Recoil(-3)\n\t\tSPDW W 0 A_SetAngle(angle+90)\n\t\tSPDW AABBCCDD 3\n\t\t\t\tSPDW A 0 A_SetAngle(angle-90)\n\t\tSPDW A 0 A_Recoil(-3)\n\t\tSPDW W 0 A_SetAngle(angle+90)\n\t\tSPDW AABBCCDD 3\n\t\t\t\tSPDW A 0 A_SetAngle(angle-90)\n\t\tSPDW A 0 A_Recoil(-3)\n\t\tSPDW W 0 A_SetAngle(angle+90)\n\t\tSPDW AABBCCDD 3\n\t\tGoto See\n\tPain.Napalm:\n\t\tSPDF A 0 A_Recoil(-40)\n\tPain.Shock:\n\t//A new stunt to escape from getting corner and catch up with escapers\n\tJeroonemo:\n\t\tSPDF A 0 A_CposRefire\n\t\tSPDF A 0 A_ActiveSound\n\t\tSPDF A 0 A_SeTAngle(angle+frandom(-50,50))\n\t\tSPDF A 0 A_Recoil(-19)\n\t\tSPDF AAA 4 ThrustThingZ(0,22,0,0)\n\t\tSPDF AAAAA 2 A_SpawnItemEx(\"BabySpiderSpawner2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\tSPDF AA 4\n\t\tSPDF AAA 3 ThrustThingZ(0,10,0,0) //Less Spiders\n\t\tGoto Missile\n\tMelee:\n\t\tSPDF A 0 A_FaceTarget\n\t\tSPDF A 0 A_Recoil(4) //Get off me! people could camp shial's head\n\t\tSPDW AABBCCDD 2\n\t\t\tSPDF A 0 A_Recoil(4) //Get off me! people could camp shial's head\n\t\tSPDW AABBCCDD 2\n\t\t\tSPDF A 0 A_Recoil(4) //Get off me! people could camp shial's head\n\t\tSPDW AABBCCDD 2\n\t\t\tSPDF A 0 A_Recoil(4) //Get off me! people could camp shial's head\n\t\tSPDW AABBCCDD 2\n\t\t\tSPDF A 0 A_Recoil(4) //Get off me! people could camp shial's head\n\t\tSPDW AABBCCDD 2\n\t\t\tSPDF A 0 A_Recoil(4) //Get off me! people could camp shial's head\n\t\tSPDW AABBCCDD 2\n\tMissile:\n\t\tSPDW A 0 A_CposRefire//Lol\n\t\tSPDW EE 4 //Shial didn't use that for birthing stuff\n\t\tTNT1 A 0 A_SpawnItemEx(\"BabySpiderSpawner2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n\t\tSPDW A 0 A_ActiveSound\n\t\tSPDW A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"BabySpiderSpawner2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_SETMASTER)\n//Now faster to spawn to make out for her being less lame if you arent in sight\n\t\tGoto See\n\tPain:\n\t\tSPDW A 2 A_Pain\n\t\tSPDW BCD 2 A_Chase\n\t\tSPDW C 0 A_Jump(127,\"See\")\n\t\tSPDW C 0 A_Jump(80,\"IAMCRAB\",\"IAMCRAB2\")\n\t\tGoto Jeroonemo\n\tDeath:\n\t\tSPDD AA 2 A_Scream\n\t\tSPDD BB 1 A_NoBlocking\n\t\tSPDD BB 1 // A_BossDeath\n\t\tTNT1 A 0 A_SpawnDebris (\"OrganDebris\")\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Burst(\"FlyingBlood\")\n\t\tSPDD CDE 2\n\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\t\tSPDD F -1 A_BossDeath\n\t\tStop\n\tDeath.Fire:\n\t\tSPBD A 0 A_PlaySound(\"SpiderBurn\")\n\t\tSPBD ABEGHFECABEGHFEC 5 Bright\n\t\tSPBD IJK 5 Bright\n\t\tSPBD LMNLMNLMNLMNLMNLMNLMNLMNLMN 15 bright\n\t\tSPBD O 0 A_NOBLOCKING\n\t\tSPBD O 0 A_Scream\n\t\tSPBD O -1 A_BossDeath\n\t}\n}\n\n/*\n================================\n============ CERBERUS ==========\n================================\n*/\n\nActor LowerThanHP : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor Cerberus 3127\n{\n  //$Category \"BlooM Enemies\"\n  //tag \"$Cerberus1\"\n  spawnid 112\n  obituary \"%o didn't approach Cerberus the right way\"\n  health 3000\n  radius 128\n  height 100\n  ProjectilePassHeight 72\n  mass 60\n  speed 5\n  painchance 24\n  seesound    \"CerberusSee\"\n  painsound   \"CerberusPain\"\n  deathsound  \"CerberusDie\"\n  activesound \"Cerberus/Roam\"\n  Scale 1.0\n  MONSTER\n  +FLOORCLIP\n  +BOSS\n  +DONTHURTSPECIES\n  +QUICKTORETALIATE\n  +MISSILEMORE\n  +DROPOFF\n  -NORADIUSDMG\n  RadiusDamageFactor .2\n  PainChance \"Fire\",0\n  PainChance \"Flare\", 0\n  PainChance \"Shock\",28\n  PainChance \"Sawedoff\", 8\n  Painchance \"Tommy\", 0\n  Painchance \"Tesla\", 0\n  PainChance \"LifeLeech\", 0\n  PainChance \"SawedoffLEss\", 0\n  PainChance \"Sawedoff2\", 48\n  PainChance \"Napalm\", 2\n  PainChance \"Dynamite\", 2\n  PainChance \"ZBloodBullet\", 0\n  DamageFactor \"Fire\", 0.1\n  DamageFactor \"Flare\", 0.1\n  DamageFactor \"Disintegrate\", 1.8\n  DamageFactor \"Shock\", 1.5\n  DamageFactor \"Tesla\", 1.5\n  DamageFactor \"LifeLeech\", 1.0\n  DamageFactor \"Dynamite\", 1.0\n  DamageFactor \"Napalm\", 1.0\n  DamageFactor \"Blast\", 1.0\n  DamageFactor \"Stomping\", 0\n  Species \"HellDog\"\n  states\n  {\n\t  \tSpawn:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LowerThanHp\", 1, 2)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(2300, \"PainX\")\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (2300, \"Spawn2\")\n\t\t\tCERB A 14 A_Look\n\t\tloop\n\t\tSpawn2:\n\t\t\tCERB N 14 A_Look\n\t\tloop\n\t\tSee:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LowerThanHp\", 1, 2)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(2300, \"PainX\")\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (2300,21)\n\t\t\tCERB BBBBCCCCDDDDEEEEFFFF 1 A_Chase\n\t\tloop\n\t\t\tCERX AAAABBBBCCCCDDDDEEEE 1 A_Chase\n\t\tloop\n\t\tMissile:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LowerThanHp\", 1, 2)\n\t\t\tTNT1 A 0 A_JumpIfHealthLower(2300, \"PainX\")\n\t\t\tCEBR F 0 A_JumpIfHealthLower (2300,8)\n\t\t\tCEBR F 0 A_Jump(70,\"Pattern1\")\n\t\t\tCERB G 7 //A_FatRaise\n\t\t\tCERB H 6 bright A_FaceTarget\n\t\t\tCEBR H 0 A_CustomMissile (\"CerberusShot1\",45,20,frandom(-27,28),1,-5)\n\t\t\tCEBR H 0 A_CustomMissile (\"CerberusShot1\",45,-20,frandom(-28,28),1,-5)\n\t\t\tCERB I 5 bright\n\t\t\tCERB J 4\n\t\tGoto See\n\t\t\tCERX F 3 //A_FatRaise\n\t\t\tCERX G 4 A_FaceTarget\n\t\t\tCRB2 J 0 A_CustomMissile (\"CerberusShot1\",45,20,0,1,-5)\n\t\t\tCERB N 5\n\t\t\tCERB N 3 A_SentinelRefire\n\t\tGoto Missile\n\t\tPattern1:\n\t\t\tCERB G 4 //A_FatRaise\n\t\t\tCERB H 9 bright A_FaceTarget\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,20,-50,1,-5)\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,-20,50,1,-5)\n\t\t\tCERB I 5 bright\n\t\t\tCERB J 5\n\t\t\tCERB H 3 bright A_FaceTarget\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,20,-35,1,-5)\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,-20,35,1,-5)\n\t\t\tCERB I 4 bright\n\t\t\tCERB J 4\n\t\t\tCERB H 3 bright A_FaceTarget\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,20,-5,1,-5)\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,-20,5,1,-5)\n\t\t\tCERB I 4 bright\n\t\t\tCERB J 4\n\t\t\tCERB H 3 bright A_FaceTarget\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,20,-2,1,-5)\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,-20,0,1,-5)\n\t\t\tCERB I 4 bright\n\t\t\tCERB J 4\n\t\t\tCERB H 3 bright A_FaceTarget\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,20,20,1,-5)\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,-20,-20,1,-5)\n\t\t\tCERB I 4 bright\n\t\t\tCERB J 4\n\t\t\tCERB H 3 bright A_FaceTarget\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,20,40,1,-5)\n\t\t\tCEBR H 0 A_CustomMissile(\"CerberusShot1\",45,-20,-40,1,-5)\n\t\t\tCERB I 4 bright\n\t\t\tCERB J 4\n\t\t\tGoto See\n\t\tPain:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LowerThanHp\", 1, \"See\")\n\t\t\tTNT1 A 0 A_JumpIfHealthLower (2300,\"PainX\")\n\t\t\tCERB K 11 A_Pain\n\t\t\tgoto See\n\t\tPainX:\n\t\t\tTNT1 A 0 A_GiveInventory(\"LowerThanHp\", 1)\n\t\t\tCERB K 7 A_Pain\n\t\t\tCERB LM 7\n\t\t\tgoto Missile\n\t\tDeath:\n\t\t\tCERX H 6 A_Scream\n\t\t\tCEBR LLLLLLLLLLLLLLL 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tCERX I 6 A_Fall\n\t\t\tCEBR LLLLLLLLLLLLLLL 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tCERX J 6 A_FaceTarget\n\t\t\tCEBR LLLLLLLLLLLLLLL 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tCERX KKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKKK 1 A_SpawnItemEx(\"FlyingBlood\",frandom[Cerberus](25,-25),(frandom[Cerberus](-1,1)*25)+frandom[Cerberus](-6,6),frandom[Cerberus](8,24),frandom[Cerberus](2,4),frandom[Cerberus](-2,2),frandom[Cerberus](-1,3))\n\t\t\tCEBR LLLLLLLLLLLLLLL 0 A_SpawnItemEx(\"FlyingBlood\",frandom[Cerberus](25,-25),(frandom[Cerberus](-1,1)*25)+frandom[Cerberus](-6,6),frandom[Cerberus](8,24),frandom[Cerberus](2,4),frandom[Cerberus](-2,2),frandom[Cerberus](-1,3))\n\t\t\tCERX L 10 A_FaceTarget\n\t\t\tCEBR LLLLLLLLLLLLLLL 0 A_SpawnItemEx(\"FlyingBlood\",frandom[Cerberus](25,-15),(frandom[Cerberus](-1,1)*25)+frandom[Cerberus](-6,6),frandom[Cerberus](8,24),frandom[Cerberus](2,4),frandom[Cerberus](-2,2),frandom[Cerberus](-1,3))\n\t\t\tCERX M 10 A_FaceTarget\n\t\t\tCEBR LLLLLLLLLLLLLLL 0 A_SpawnItemEx(\"FlyingBlood\",frandom[Cerberus](25,-5),(frandom[Cerberus](-1,1)*25)+frandom[Cerberus](-6,6),frandom[Cerberus](8,24),frandom[Cerberus](2,4),frandom[Cerberus](-2,2),frandom[Cerberus](-1,3))\n\t\t\tCERX N 10 A_FaceTarget\n\t\t\tCEBR LLLLLLLLLLLLLLL 0 A_SpawnItemEx(\"FlyingBlood\",frandom[Cerberus](25,5),(frandom[Cerberus](-1,1)*25)+frandom[Cerberus](-6,6),frandom[Cerberus](8,24),frandom[Cerberus](2,4),frandom[Cerberus](-2,2),frandom[Cerberus](-1,3))\n\t\t\tCERX O 10 A_FaceTarget\n\t\t\tCEBR LLLLLLLLLLLLLLL 0 A_SpawnItemEx(\"FlyingBlood\",frandom[Cerberus](25,15),(frandom[Cerberus](-1,1)*25)+frandom[Cerberus](-6,6),frandom[Cerberus](8,24),frandom[Cerberus](2,4),frandom[Cerberus](-2,2),frandom[Cerberus](-1,3))\n\t\t\tCERX P 10 A_FaceTarget\n\t\t\tCEBR LLLLLLLLLLLLLLL 0 A_SpawnItemEx(\"FlyingBlood\",25,(frandom[Cerberus](-1,1)*25)+frandom[Cerberus](-6,6),frandom[Cerberus](4,12),frandom[Cerberus](8,4),frandom[Cerberus](-2,2),frandom[Cerberus](-1,3))\n\t\t\tCERX Q 10 A_FaceTarget\n\t\t\tCEBR LLLLLLLLLLLLLLL 0 A_SpawnItemEx(\"FlyingBlood\",frandom[Cerberus](25,35),(frandom[Cerberus](-1,1)*25)+frandom[Cerberus](-6,6),frandom[Cerberus](8,24),frandom[Cerberus](2,4),frandom[Cerberus](-2,2),frandom[Cerberus](-1,3))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"CerberusDead\", 1)\n\t\t\tCERX Q -1 A_BossDeath\n\t\t\tstop\n  }\n}\n\nactor CerberusShot1\n{\n  Decal Scorch\n  spawnid 153\n  radius 6\n  height 32\n  speed 25\n  damage (frandom(28,76))\n  DamageType Fire\n  renderstyle Add\n  Scale 0.5\n  seesound \"dsnapalm\"\n  activesound \"dsFRBALL\"\n  deathsound \"DSEXPBRL\"\n  PROJECTILE\n  +randomize\n  states\n  {\n  Spawn:\n    MANF A 0 A_LoopActiveSound\n    MANF A 0 A_Jump(205,2,3,4)\n    MANF ABCDE 1 bright A_SpawnItemEx(\"BFireTrail\",0+frandom[Cerberus](-5,5),0+frandom[Cerberus](-5,5),0+frandom[Cerberus](-5,5),0,0,1,0,128)\n    loop\n  Death:\n    BFE1 A 0 A_Explode(24, 96, 0)\n    BFE1 A 1 bright A_SpawnItemEx(\"Kaboom\",0,0,-15+frandom[Cerberus](-2,2),0,0,1,0,128)\n \tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n   stop\n  }\n}\n\n/*\n==================================================\n======= ----------- AKA THE ONE THAT BINDS ======== Bad Ivan never mention him out loud\n==================================================\n*/\n\nActor Tchernobog 6134\n{\n  //$Category \"BlooM Enemies\"\n  //tag \"$Tchernobog\"\n  obituary \"The one that binds didn't like the stupid look on %o's face\"\n  health 4000\n  radius 50\n  height 160\n  ProjectilePassHeight 160\n  mass 2400\n  MaxTargetRange 1280\n  speed 5\n  painchance 4\n  SeeSound \"Omni/Laugh\"\n  PainSound \"Omni/Pain\"\n  DeathSound \"Omni/Death\"\n  ActiveSound \"Omni/Search\"\n  Scale 1.0\n  MONSTER\n  +FLOORCLIP\n  +BOSS\n  +DONTHURTSPECIES\n  +QUICKTORETALIATE\n  +MISSILEMORE\n  +DROPOFF\n  -NORADIUSDMG\n  RadiusDamageFactor .2\n  PainChance \"Fire\", 0\n  PainChance \"Flare\", 0\n  PainChance \"Shock\", 16\n  PainChance \"Sawedoff\", 2\n  Painchance \"Tommy\", 0\n  Painchance \"Tesla\", 0\n  PainChance \"LifeLeech\", 0\n  PainChance \"SawedoffLess\", 0\n  PainChance \"Sawedoff2\", 8\n  PainChance \"Napalm\", 2\n  PainChance \"Dynamite\", 2\n  PainChance \"ZBloodBullet\", 0\n  PainChance \"Blast\", 0\n  DamageFactor \"Fire\", 0.1\n  DamageFactor \"Flare\", 0.1\n  DamageFactor \"Disintegrate\", 1.25\n  DamageFactor \"LifeLeech\", 1.5\n  DamageFactor \"Shock\", 0.75\n  DamageFactor \"Tesla\", 0.75\n  DamageFactor \"Dynamite\", 0.75\n  DamageFactor \"Napalm\", 0.75\n  DamageFactor \"Blast\", 0.1\n  DamageFactor \"Stomping\", 0\n  states\n  {\n\t  Spawn:\n\t\t  TCHR A 10 A_Look\n\t  loop\n\t  See:\n\t\t  TNT1 A 0 A_JumpIfTargetINLos(\"See2\", 120)\n\t\t  TCHR AAAAABBBBBCCCCC 1 A_Chase\n\t\t  TNT1 A 0 A_PlaySound(\"TchernobogHoof\")\n\t\t  TNT1 A 0 A_SpawnItemEx(\"TchernoStomp\")\n\t\t  TCHR DDDDDEEEEEFFFFF 1 A_Chase\n\t\t  TNT1 A 0 A_PlaySound(\"TchernobogHoof\")\n\t\t  TNT1 A 0 A_SpawnItemEx(\"TchernoStomp\")\n\t  loop\n\t  See2:\n\t\t  TCHR AAAAABBBBBCCCCC 1 A_Chase\n\t\t  TNT1 A 0 A_PlaySound(\"TchernobogHoof\")\n\t\t  TNT1 A 0 A_SpawnItemEx(\"TchernoStomp\")\n\t\t  TNT1 A 0 ACS_ExecuteAlways(998, 0, ((frandom(-24,24) + angle) * 65536)/360)\n\t\t  TCHR DDDDDEEEEEFFFFF 1 A_Chase\n\t\t  TNT1 A 0 A_PlaySound(\"TchernobogHoof\")\n\t\t  TNT1 A 0 A_SpawnItemEx(\"TchernoStomp\")\n\t\t  TNT1 A 0 ACS_ExecuteAlways(998, 0, ((frandom(-24,24) + angle) * 65536)/360)\n\t  Goto See\n\t  Missile:\n\t\tTCHR G 5 A_Jump(90,\"Maximalion\")\n\t\tTNT1 A 0 A_GiveToTarget(\"PlayerBurner\", frandom(1,2))\n\t\tTCHR H 3 Bright A_FaceTarget\n\t\tTNT1 A 0 A_GiveToTarget(\"PlayerBurner\", frandom(1,2))\n\t\tTCHR I 3 Bright A_FaceTarget\n\t\tTNT1 A 0 A_GiveToTarget(\"PlayerBurner\", frandom(1,2))\n\t\tTCHR H 3 Bright A_FaceTarget\n\t\tTNT1 A 0 A_GiveToTarget(\"PlayerBurner\", frandom(1,2))\n\t\tTCHR I 3 Bright A_FaceTarget\n\t\tTNT1 A 0 A_GiveToTarget(\"PlayerBurner\", frandom(1,2))\n\t\tTNT1 A 0 A_CustomMissile(\"TchernobogMissile2\", 108, 24)\n\t\tTNT1 A 0 A_CustomMissile(\"TchernobogMissile\", 108, -24)\n\t\tTCHR J 6 Bright\n\t\tTCHR G 5\n\t\tGoto See\n\t  Maximalion:\n\t\tTCHR G 5\n\t\tTCHR H 4 BRight A_FACEtARGET\n\t\tTCHR I 4 A_FaceTarget\n\t\tTCHR J 0 A_CustomMissile(\"TchernobogMaximo\", 108, 0)\n\t\tTCHR J 6 BRight\n\t\tTCHR G 5 Bright\n\t  Pain:\n\t\tTNT1 A 0 A_JumpIfHealthLower(2400, \"PainX\")\n\t\tTCHR L 11 A_Pain\n\t  Goto See\n\t  PainX:\n\t\tTCHR L 11 A_PlaySound(\"TchernobogPain4\")\n\t\tTNT1 A 0 Radius_quake(2,18,0,16,0)\n\t  Goto See\n\t  Death:\n\t\tTCHR MM 7 A_Scream\n\t\tTCHR MM 10 A_Quake(6,60,0,800)\n\t\tTCHR MM  1 A_SpawnItemEx(\"Phantasmlauncher\")\n\t\tTCHR MM  1 A_SpawnItemEx(\"Phantasmlauncher\")\n\t\tTCHR MM  1 A_SpawnItemEx(\"Phantasmlauncher\")\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM 10 A_Quake(6,60,0,800)\n\t\tTCHR MM  4 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  4 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  4 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  4 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM 10 A_Quake(7,60,0,800)\n\t\tTCHR MM  3 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  3 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  3 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  3 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  3 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM 10 A_Quake(8,60,0,800)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t    TCHR MM 10 A_Quake(9,30,0,400)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR MM  1 A_SpawnItemEx(\"TchernobogKaboom\",frandom(0,50),frandom(0,50),frandom(0,150),0,0,1,0,SXF_NOCHECKPOSITION)\n\t\tTCHR NOPQ 7\n\t\tTCHR Q 55 A_BossDeath\n\t\tTCHR RS 8 Bright\n\t\tTNT1 A 0 A_UnsetShootable\n\t\tTCHR TUVTUVTUVTUVTUV 6 Bright\n\t\tTNT1 A 0 A_UnsetSolid\n\t\tTCHR WXY 8 Bright\n\t\tTNT1 A 2 A_SpawnitemEx(\"Thunder_GeneratorWhite\",frandom(0,50),frandom(0,50))\n\t\tTNT1 A 2 A_SpawnitemEx(\"Thunder_GeneratorWhite\",frandom(0,50),frandom(0,50))\n\t\tTNT1 A 2 A_SpawnitemEx(\"Thunder_GeneratorWhite\",frandom(0,50),frandom(0,50))\n\t\tTNT1 A 4 A_GiveToTarget(\"TchernobogDead\", 1)\n\t\tTCHR Y 2 A_Fadeout(0.1)\n\t\tWait\n  }\n}\n\nactor TchernobogMissile\n{\n  Decal Scorch\n  radius 16\n  height 9\n  XScale 0.65\n  YScale 0.55\n  speed 20\n  RENDERSTYLE ADD\n  damage (frandom(90,160))\n  PROJECTILE\n  +DONTSPLASH\n  DamageType Fire\n  deathsound \"world/barrelx\"\n  states\n  {\n  Spawn:\n    TROK AAAABBBBCCCCDDDDEEEE 1 bright A_SpawnItem (\"TfireTrail\",frandom(-2,-1),0+frandom(-1,1),0,0)\n    loop\n  Death:\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TNT1 A 1 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n    stop\n  }\n}\n\nActor TchernobogMissile2 : TchernobogMissile\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTROK AAAABBBBCCCCDDDDEEEE 1 Bright A_SpawnItem (\"TfireTrail2\",0+frandom(-1,1),0+frandom(-1,1),0,0)\n\t\tLoop\n\t}\n}\n\nActor TchernobogMaximo\n{\n  Decal Scorch\n  radius 16\n  height 9\n  XScale 0.65\n  YScale 0.55\n  speed 30\n  RENDERSTYLE ADD\n  damage (frandom(90,160))\n  PROJECTILE\n  +DONTSPLASH\n  DamageType Fire\n  deathsound \"world/barrelx\"\n  states\n  {\n  Spawn:\n    TROK AAAABBBBCCCCDDDDEEEE 1 bright A_SpawnItem (\"TfireTrail\",frandom(-2,-1),0+frandom(-1,1),0,0)\n\tLoop\n  Death:\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 6 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"TchernoMaximo2\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 8 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n\tstop\n  }\n}\nActor TchernoMaximo2\n{\n  Decal Scorch\n  radius 16\n  height 9\n  Scale 1\n  speed 20\n  RENDERSTYLE ADD\n  damage (frandom(90,160))\n  PROJECTILE\n  +DONTSPLASH\n  DamageType Fire\n  deathsound \"world/barrelx\"\n  states\n  {\n  Spawn:\n    TROK AAAABBBBCCCCDDDDEEEE 1 bright A_SpawnItem (\"TfireTrail\",frandom(-2,-1),0+frandom(-1,1),0,0)\n  Death:\n\tTNT1 A 0 A_spawnitem(\"BlueFlameFurrel\")\n  \tTNT1 A 0 A_PlaySound(\"world/barrelx\")\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 8 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"TchernoMaximo3\")\n\tTNT1 A 0 A_PlaySound(\"world/barrelx\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 8 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n\tstop\n  }\n}\nActor TchernoMaximo3\n{\n  Decal Scorch\n  radius 16\n  height 9\n  Scale 1.7\n  speed 20\n  RENDERSTYLE ADD\n  damage (frandom(90,160))\n  PROJECTILE\n  +DONTSPLASH\n  DamageType Fire\n  deathsound \"world/barrelx\"\n  states\n  {\n  Spawn:\n    TROK AAAABBBBCCCCDDDDEEEE 1 bright A_SpawnItem (\"TfireTrail\",frandom(-2,-1),0+frandom(-1,1),0,0)\n  Death:\n  \tTNT1 A 0 A_PlaySound(\"world/barrelx\")\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 14 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"TchernoMaximo4\")\n\t\tTNT1 A 0 A_PlaySound(\"world/barrelx\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 14 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n\tstop\n  }\n}\nActor TchernoMaximo4\n{\n  Decal Scorch\n  radius 16\n  height 9\n  Scale 2.5\n  speed 20\n  RENDERSTYLE ADD\n  damage (frandom(90,160))\n  PROJECTILE\n  +DONTSPLASH\n  DamageType Fire\n  deathsound \"world/barrelx\"\n  states\n  {\n  Spawn:\n    TROK AAAABBBBCCCCDDDDEEEE 1 bright A_SpawnItem (\"TfireTrail\",frandom(-2,-1),0+frandom(-1,1),0,0)\n  Death:\n\tTNT1 A 0 A_SPawnitem(\"BlueFlameFurrel\")\n  \tTNT1 A 0 A_PlaySound(\"world/barrelx\")\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 13 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n    TNT1 A 0 A_SpawnItemEx(\"TchernoMaximo5\")\n\t\tTNT1 A 0 A_PlaySound(\"world/barrelx\")\n\t\tTROK A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 13 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n\tstop\n  }\n}\nActor TchernoMaximo5\n{\n  Decal Scorch\n  radius 16\n  height 9\n  Scale 3.4\n  speed 20\n  RENDERSTYLE ADD\n  damage (frandom(90,160))\n  PROJECTILE\n  +DONTSPLASH\n  DamageType Fire\n  deathsound \"world/barrelx\"\n  states\n  {\n  Spawn:\n    TROK AAAABBBBCCCCDDDDEEEE 1 bright A_SpawnItem (\"TfireTrail\",frandom(-2,-1),0+frandom(-1,1),0,0)\n  Death:\n  TNT1 A 0 A_SpawnItem(\"BlueFlameFurrel\")\n  \tTNT1 A 0 A_PlaySound(\"world/barrelx\")\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 16 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n\t\tTNT1 A 0 A_PlaySound(\"world/barrelx\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 16 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n\t\tTNT1 A 0 A_PlaySound(\"world/barrelx\")\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 16 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n\t\t\tTNT1 A 0 A_PlaySound(\"world/barrelx\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TROK A 16 A_SpawnItemEx(\"TchernobogKaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n\tTROK AAAAAAAA 2 A_FadeOut(0.15)\n\tstop\n  }\n}\n\nActor BlueFlameFurrel\n{\n\t+NoGravity\n\tProjectile\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\tTNT1 AAAA 3 A_SpawnItemex(\"TfireTrail\",frandom(-10,10),frandom(-10,10),frandom(-10,10),frandom(-10,10),frandom(-10,10),frandom(-10,10))\n\tStop\n\t}\n}\nActor PlayerBurner : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 60 // decrease by one every 35 tic\n}\n\nActor TchernoStomp\n{\n\t+DONTSPLASH\n\t+PAINLESS\n\t+NOTIMEFREEZE\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tDamageType \"TchernoStomp\"\n\tObituary \"%o got too close to The One That Binds\"\n    States\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tgoto Death\n\tDeath:\n\t\tTNT1 A 1 A_Explode(128,96,0)\n\t    TNT1 A 5 A_Quake(4,12,0,400)\n\t\tTNT1 A 10 A_Quake(2,12,0,800)\n\t\tStop\n\t}\n}\n\nACTOR ChrysalidPod 6147\n{\n    //$Category \"BlooM Enemies\"\n\tobituary \"%o was spat on by a Chrysalid Pod\"\n\tHealth 154\n\tGibHealth -40\n\tPainchance 0\n\theight 32\n\tProjectilePassHeight 48\n\tradius 20\n\tMass 5000\n\tSpeed 0\n\tScale 0.7\n\tACTIVESOUND \"PodOpen\"\n\tDEATHSOUND \"PodDie\"\n\tSEESOUND \"PodOpen\"\n\tBloodColor \"GREEN\"\n\tDamageFactor \"Disintegrate\",0\n\tDamageFactor \"Stomping\", 0.5\n\tMONSTER\n\tMinMissileChance 16\n\t+DONTMORPH\n\t+BOSSDEATH\n\t+NOICEDEATH\n\t+FLOORCLIP\n\t+LOOKALLAROUND\n\t+MISSILEMORE\n\t+MISSILEEVENMORE\n\t+DONTSPLASH\n\t-CANPUSHWALLS\n\tStates\n\t{\n\tSpawn:\n\t\tGPOD AAAB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tGPOD AAA 10 A_Chase\n\t\tTNT1 A 0 A_Jump(64,1,11,28)\n\t\tLoop\n\t    TNT1 A 0 A_SpawnItemEx(\"ChrysalidBarf\",0,0,40,frandom[HellRose](-10,10)/10,frandom[HellRose](-10,10)/10,frandom[HellRose](10,100)/10,0,/*SXF_TRANSFERPOINTERS|*/SXF_NOCHECKPOSITION)\n\t\tGPOD BBCC 3 A_Chase\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD B 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLoop\n\t\tGPOD BBCCDD 3 A_Chase\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD C 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD B 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLoop\n\t\tGPOD BBCCDDEE 3 A_Chase\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD D 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD C 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD B 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0 A_PLAYSOUND (\"PodSpit\")\n\t\tTNT1 A 0 A_Jump(256,\"Bramble\",\"Barf2\",\"Barf3\",\"Barf2\",\"Barf3\")\n\tBramble:\n\t\tGPOD B 1\n\t\tGPOD BBCC 2 A_JumpIfCloser(256, \"DoBramble\")\n\t\tGoto Barf2\n\tDoBramble:\n\t\tTNT1 A 0 A_PlaySound(\"TentacleUp\")\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"HellroseBramble\", frandom[HellRose](32,80) * (frandom[HellRose](0,1)*2-1), frandom[HellRose](32,80) * (frandom[HellRose](0,1)*2-1), 0, 0,0,0,0, SXF_SETMASTER /*SXF_TRANSFERPOINTERS*/)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD B 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto See\n\tBarf2:\n\t\tGPOD BBCCDD 3 A_FaceTarget\n\t    GPOD E 4 A_CustomMissile(\"ChrysalidBarf\",0,0,frandom(-10,10),CMF_AIMDIRECTION,(ACS_ExecuteWithResult(514, 0, tidtohate)*10)/frandom(20,40))\n\t    TNT1 A 0 A_CustomMissile(\"ChrysalidBarf\",0,0,frandom(-3,3),CMF_AIMDIRECTION,(ACS_ExecuteWithResult(514, 0, tidtohate)*10)/frandom(20,40))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD C 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD B 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto See\n\tBarf3:\n\t\tGPOD BBCCDDEE 3 A_FaceTarget\n\t    TNT1 A 0 A_CustomMissile (\"ChrysalidBarf\",0,0,frandom(-8,8),CMF_AIMDIRECTION,(ACS_ExecuteWithResult(514, 0, tidtohate)*10)/frandom(10,30))\n\t\tGPOD E 4 A_CustomMissile (\"ChrysalidBarf\",0,0,frandom(-4,4),CMF_AIMDIRECTION,(ACS_ExecuteWithResult(514, 0, tidtohate)*10)/frandom(10,40))\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD D 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t    TNT1 A 0 A_CustomMissile (\"ChrysalidBarf\",0,0,frandom(-2,2),CMF_AIMDIRECTION,(ACS_ExecuteWithResult(514, 0, tidtohate)*10)/frandom(25,40))\n\t\tGPOD C 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGPOD B 3 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AA 0 A_SpawnItemEx(\"Spore\", 0, 0, 40, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto See\n\tDeath:\n\t\tGPOD F 5\n\t    TNT1 A 0 A_SpawnItemEx(\"ChrysalidBarf\",0,0,40,frandom[HellRose](-10,10)/10,frandom[HellRose](-10,10)/10,frandom[HellRose](10,100)/10,0,/*SXF_TRANSFERPOINTERS|*/SXF_NOCHECKPOSITION)\n\t\tGPOD G 5 A_Scream\n\t\tGPOD H 5 A_Fall\n\t\tGPOD I 5 A_KillChildren\n\t\tGPOD J 5\n\t    TNT1 A 0 A_SpawnItemEx(\"ChrysalidBarf\",0,0,30,frandom[HellRose](-20,20)/10,frandom[HellRose](-20,20)/10,frandom[HellRose](10,50)/10,0,/*SXF_TRANSFERPOINTERS|*/SXF_NOCHECKPOSITION)\n\t\tGPOD K 103\n\t\tTNT1 A 0 A_KillChildren\n\t    TNT1 A 0 A_SpawnItemEx(\"ChrysalidBarf\",0,0,20,frandom[HellRose](-20,20)/10,frandom[HellRose](-20,20)/10,frandom[HellRose](0,20)/10,0,/*SXF_TRANSFERPOINTERS|*/SXF_NOCHECKPOSITION)\n\t\tGPOD K -1\n\t\tStop\n\tXDeath:\n\t\tGPOD L 5\n\t    TNT1 A 0 A_SpawnItemEx(\"ChrysalidBarf\",0,0,40,frandom[HellRose](-10,10)/10,frandom[HellRose](-10,10)/10,frandom[HellRose](10,100),0,SXF_NOCHECKPOSITION)\n\t\tGPOD M 5 A_XScream\n\t\tGPOD N 5 A_Fall\n\t    TNT1 A 0 A_SpawnItemEx(\"ChrysalidBarf\",0,0,40,frandom[HellRose](-10,10)/10,frandom[HellRose](-10,10)/10,frandom[HellRose](10,100)/10,0,SXF_NOCHECKPOSITION)\n\t\tGPOD O 5 A_KillChildren\n\t\tGPOD PQ 5\n\t\tGPOD R 98\n\t\tTNT1 A 0 A_KillChildren\n\t\tGPOD R -1\n\t\tStop\n\t}\n}\n\nActor ChrysalidBarf\n{\n\tHeight 8\n\tRadius 8\n\tDamage (frandom(16,40))\n\tSpeed 18\n\tPROJECTILE\n\treactiontime 3\n\tScale 0.75\n\tSeeSound \"PodSpit\"\n\tDeathSound \"PodDie\"\n\tDamagetype \"Disintegrate\"\n\tgravity 1\n\t-NOGRAVITY\n\t+DONTSPLASH\n\tStates\n  \t{\n  \tSpawn:\n\t\tBARF AA 0\n    \tBARF AB 2\n\t\tLoop\n  \tDeath:\n\t\tBARF A 0 A_Explode(16,32,0)\n\t\tBARF A 1 A_SpawnItemEx(\"AcidPool\")\n\t\tBARF AABB 1 A_SpawnItemEx(\"ButcherBarfSplash\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,32)\n\t\tStop\n\t}\n}\n\nActor ButcherBarfSplash : CleaverTrail1\n{\n\tScale 0.5\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 A_SetTranslucent(frandom[BloatedButcher](3,10)/10,frandom[BloatedButcher](0,frandom[BloatedButcher](0,1)))\n\t\t\tTNT1 A 0 A_Jump(256,\"Animate1\",\"Animate2\",\"Animate3\")//,\"Animate4\")\n\t\tAnimate1:\n\t\t\tXWCD ABCDE 3 //A_FadeOut(frandom[BloatedButcher](0,1)/10)\n\t\t\tXWCD E 0 A_SpawnDebris(\"FlyingAcidrop\")\n\t\t\tStop\n\t\tAnimate2:\n\t\t\tXWCD ABCDE 3 //AABBCCDDEEFF 10 //A_FadeOut(frandom[BloatedButcher](0,6)/100)\n\t\t\tXWCD E 0 A_SpawnDebris(\"FlyingAcidrop\")\n\t\t\tStop\n\t\tAnimate3:\n\t\t\tXWCD ABCDE 3 //AAABBBCCCDDDEEEFFF 10 //A_FadeOut(frandom[BloatedButcher](0,3)/100)\n\t\t\tXWCD E 0 A_SpawnDebris(\"FlyingAcidrop\")\n\t\t\tStop\n\t\t/*Animate4:\n\t\t\tXWCD FFFFGGGGHHHHIIIIJJJJKKKK 1 //A_FadeOut(frandom[BloatedButcher](0,2)/100)\n\t\t\tStop*/\n\t}\n}\n\nactor AcidPool2 : AcidPool\n{\n\t//Renderstyle Add\n\tscale 1\n\t//alpha 0.1\n\tStates\n\t{\n\t\tSpawn:\n\t\tDeath:\n\t\t\tACI2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 //A_FadeIn(0.01)\n\t\t\tACI2 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 //A_FadeOut(0.01)\n\t\t\tStop\n\t}\n}\n\nACTOR HellroseBramble\n{\n   height 8\n   radius 8\n   speed 0\n   Health 50\n   Mass 3000\n   meleedamage 2\n   DEATHSOUND \"TentacleExplode\"\n   meleerange 52\n   BloodColor \"10 70 10\"\n   MELEESOUND \"TentacleSwipe\"\n   Painchance 128\n   Damagefactor Disintegrate,0\n   DamageFactor \"Stomping\", 0.5\n   obituary \"%o was cut by brambles of a Chrysalid Pod\"\n   Scale 0.5\n   MONSTER\n//   -SHOOTABLE\n   -SOLID\n   -COUNTKILL\n   +NOTARGETSWITCH\n   +NOICEDEATH\n   +FLOORCLIP\n   +LOOKALLAROUND\n   +DONTSPLASH\n   +STRIFEDAMAGE\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      GVIN RQMNOP 4 A_Look\n      Loop\n   See://.Desync:\n   \t  TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30)\n   //See:\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN QM 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN NO 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN PP 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN ON 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN MQ 3 A_Chase\n      GVIN R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      Goto Melee\n   Melee:\n      TNT1 A 0 A_SetShootable\n      TNT1 A 0 A_SetSolid\n      GVIN AB 4\n      GVIN RRRRRR 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN C 4 A_MeleeAttack\n      GVIN DEFG 4\n      GVIN HIJ 4\n\tAttack:\n      ROSX D 0 A_FaceTarget\n      GVIN D 3 A_MeleeAttack\n      ROSX A 0 A_Jump(64,\"Anim2\")\n      GVIN EF 5\n      ROSX G 0 A_FaceTarget\n      GVIN G 3 A_MeleeAttack\n\t  TNT1 A 0 A_Jump(130, \"See\")\n\t  TNT1 A 0 A_CposRefire\n      Goto Attack\n\tAnim2:\n      GVIN JKL 4\n      GVIN H 3 A_MeleeAttack\n\t  TNT1 A 0 A_Jump(130, \"See\")\n\t  TNT1 A 0 A_CposRefire\n      Goto Attack\n   Pain:\n      GVIN LMNOPQR 3\n      TNT1 A 0 A_UnSetSolid\n      TNT1 A 0 A_UnSetShootable\n      Goto See\n   Death:\n      GVIN S 5\n      GVIN T 5 A_Scream\n      GVIN U 5 A_Fall\n      GVIN V 5\n\t  stop\n   }\n}\n\nactor Spore\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    +randomize\n\t+DONTSPLASH\n    renderstyle translucent\n\tGravity 0.5\n    Radius 2\n    Damage 0\n    Speed 1\n    States\n    {\n    Spawn:\n        TNT1 A 0\n        TNT1 A 0 ThrustThingZ (0, frandom[HellRose](18,22), 0, 1)\n        goto Death\n    Death:\n        SPOR AAA 3\n        SPOR AAAAAAAAAAAAAAAAAA 1 A_FadeOut (0.03)\n        Stop\n    }\n}\n\nactor Drt\n{\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    +randomize\n\t+DONTSPLASH\n\tGravity 0.5\n    Radius 2\n    Damage 0\n    Speed 5\n    States\n    {\n    Spawn:\n        DIRT A 0\n        DIRT A 0 ThrustThingZ (0, 15, 0, 1)\n\t\tDIRT A 0 A_Jump(256,\"A\",\"B\",\"C\")\n    A:\n        DIRT ABC 5 A_FadeOut (0.03)\n        loop\n\tB:\n\t\tTNT1 A 0 A_PlaySound(\"PLZ2\")\n\tB2:\n        DIRT DEF 5 A_FadeOut (0.03)\n        loop\n\tC:\n        DIRT GHI 5 A_FadeOut (0.03)\n        loop\n    Death:\n        DIRT JKL 3\n        Stop\n    }\n}\n\nActor LavaPod : ChrysalidPod 6148\n{\n    //$Category \"BlooM Enemies\"\n  \tobituary \"%o was charred by a Lava Pod\"\n\tHealth 324\n\tMass 6666\n\tScale 0.7\n\tBloodColor \"50 50 0\"\n\tDamagefactor \"Fire\", 0\n\tDamageFactor \"Flare\", 0.5\n\tstates\n\t{\n\tSpawn:\n\t\tLPOD AAAB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tLPOD AAA 10 A_Chase\n\t\tTNT1 A 0 A_Jump(64,1,11,28)\n\t\tLoop\n\t    LPOD BBCC 3 A_Chase\n\t\tLPOD CCC 0 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD B 3 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD BB 0 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLoop\n\t\tLPOD BBCCDD 3 A_Chase\n\t\tLPOD DDDD 0 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD C 3 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD CCC 0 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD B 3 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD BB 0 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLoop\n\t\tLPOD BBCCDDEE 3 A_Chase\n\t\tLPOD EEEE 0 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD D 3    A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD DDDD 0 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD C 3    A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD CCC 0  A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD B 3    A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD BB 0   A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLoop\n\tMissile:\n\t\tLPOD A 0\n\t\t//LPOD A 0 A_Jump(256,\"Bramble\",\"Barf2\",\"Barf3\",\"Barf2\",\"Barf3\")\n\t\tLPOD A 0 A_Jump(256,\"Bramble\",\"Barf2\",\"Barf3\")\n\tBramble:\n\t\t//LPOD B 1 A_SpawnItemEx(\"Hellrose_ReachTester\", 0, 0, 0, 0, 0, 0, 0, SXF_SETMASTER)\n\t\tLPOD BBCC 2 A_JumpIfInventory(\"ProxScan\",1,\"DoBramble\")\n\t\tGoto Barf2\n\tDoBramble:\n\t\tLPOD CCCC 0 A_SpawnItemEx(\"HellroseBrambleRed\", frandom[HellRose](32,80) * (frandom[HellRose](0,1)*2-1), frandom[HellRose](32,80) * (frandom[HellRose](0,1)*2-1), 0, 0,0,0,0, SXF_SETMASTER /*, SXF_TRANSFERPOINTERS */)\n\t\tLPOD CCC 0  A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD B 3    A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD BB 0   A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto See\n\tBarf2:\n\t\tLPOD BBCCDD 3 A_FaceTarget\n\t\tLPOD E 0 A_PLAYSOUND (\"PodSpit\")\n\t    LPOD E 4 A_CustomMissile(\"LavaBarf\",40,0,frandom(-10,10),CMF_AIMDIRECTION,(ACS_ExecuteWithResult(514, 0, tidtohate)*10)/frandom(20,40))\n\t\tLPOD E 0 A_PLAYSOUND (\"PodSpit\")\n\t    LPOD E 0 A_CustomMissile(\"LavaBarf\",40,0,frandom(-3,3),CMF_AIMDIRECTION,(ACS_ExecuteWithResult(514, 0, tidtohate)*10)/frandom(20,40))\n\t\tLPOD DDDD 1 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD C 3 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD CCC 0 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD B 3 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD BB 0 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto See\n\tBarf3:\n\t\tLPOD BBCCDDEE 3 A_FaceTarget\n\t    LPOD E 0 A_PLAYSOUND (\"PodSpit\")\n\t\tLPOD E 0 A_CustomMissile (\"LavaBarf\",40,0,frandom(-8,8),CMF_AIMDIRECTION,(ACS_ExecuteWithResult(514, 0, tidtohate)*10)/frandom(20,40))\n\t\tLPOD E 4 A_CustomMissile (\"LavaBarf\",40,0,frandom(-4,4),CMF_AIMDIRECTION,(ACS_ExecuteWithResult(514, 0, tidtohate)*10)/frandom(20,40))\n\t\tLPOD EEEE 0 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD D 3 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD DDDD 1 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t    LPOD E 0 A_PLAYSOUND (\"PodSpit\")\n\t\tLPOD E 0 A_CustomMissile (\"LavaBarf\",40,0,frandom(-2,2),CMF_AIMDIRECTION,(ACS_ExecuteWithResult(514, 0, tidtohate)*10)/frandom(25,40))\n\t\tLPOD C 3 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD CCC 0 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD B 3 A_SpawnItemEx(\"BFireTrail\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLPOD BB 0 A_SpawnItemEx(\"BFireTrail2\", frandom(-4,4), frandom(-4,4), frandom(32,40), frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto See\n\tDeath:\n\t\tLPOD F 5\n\t\tLPOD G 5 A_Scream\n\t\tLPOD H 5 A_Fall\n\t\tLPOD I 5\n\t\tLPOD J 5\n\t\tLPOD K 103\n\t\tLPOD K 0 A_KillChildren\n\t\tLPOD K -1\n\t\tStop\n\tXDeath:\n\t\tLPOD L 5\n\t\tLPOD M 5 A_XScream\n\t\tLPOD N 5 A_Fall\n\t\tLPOD O 5 A_KillChildren\n\t\tLPOD PQ 5\n\t\tLPOD R 98\n\t\tLPOD R 0 A_KillChildren\n\t\tLPOD R -1\n\t\tStop\n\t}\n}\n\nActor LavaBarf : NapalmRocketAlt1\n{\n\tScale .75\n\tspeed 20\n\tDeathSound \"dsexpbrl\"\n\tDamagetype \"Fire\"\n\tgravity 0.75\n\tscale 0.5\n\t-NOGRAVITY\n\t+DONTSPLASH\n    bouncecount 4\n\tStates\n  \t{\n  \tSpawn:\n\t\tNAPP A 1\n\t\tNAPP A 1 A_JumpIf(waterlevel>2,\"AltFire\")\n\tFire:\n\t\tNAPP A 1 A_Jump(256,1,2,3,4,5,6)\n\t\tNAPP AABBCCDDEEAABBCCDDEEAABBCCDDEEAABBCCDDEEAABBCCDDEEAABBCCDDEE 1 bright A_Explode(4,32)\n\t\tNAPP A 1 A_Die\n\t\tgoto Death\n\tAltFire:\n\t\tNAPP A 1 A_Jump(256,1,2,3,4,5,6)\n\t\tNAPP AABBCCDDEEAABBCCDDEE 1 bright A_SpawnItemEx(\"SmokeTrail\",0,0,0,0,0,frandom[Incinerator](1,4),0,0,192)\n\t\tgoto Death\n  \tDeath:\n\t\tMISL A 1 A_Scream\n\t\tMISL A 1 bright A_Explode(30,64,1)\n\t\tMISL B 0 A_SpawnItem(\"NapalmKaboom\",0+frandom[Incinerator](-4,4),0+frandom[Incinerator](-2,2))\n\t\tStop\n\t}\n}\n\nACTOR HellroseBrambleRed : HellRoseBramble\n{\n   Health 60\n   BloodColor \"70 70 10\"\n   obituary \"%o was cut by brambles of a Lava Pod\"\n   States\n   {\n   Spawn:\n      TNT1 A 0\n      LVIN RQMNOP 4 A_Look\n      Loop\n   See://.Desync:\n   \t  TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30)\n   //See:\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      LVIN QM 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      LVIN NO 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      LVIN PP 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      LVIN ON 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      LVIN MQ 3 A_Chase\n      GVIN R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      GVIN RR 3 A_Chase\n      ROSX R 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      Goto Melee\n   Melee:\n      TNT1 A 0 A_SetShootable\n      TNT1 A 0 A_SetSolid\n      LVIN AB 4\n      GVIN RRRRRR 0 A_SpawnItemEx(\"Drt\", 0, 0, 0, frandom[HellRose](-3,3), frandom[HellRose](-3,3), 3, 0, SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      LVIN C 4 A_MeleeAttack\n      LVIN DEFG 4\n      LVIN HIJ 4\n\tAttack:\n      ROSX D 0 A_FaceTarget\n      LVIN D 3 A_MeleeAttack\n      ROSX A 0 A_Jump(64,\"Anim2\")\n      LVIN EF 5\n      ROSX G 0 A_FaceTarget\n      LVIN G 3 A_MeleeAttack\n\t  TNT1 A 0 A_Jump(130, \"See\")\n\t  TNT1 A 0 A_CposRefire\n      Goto Attack\n\tAnim2:\n      LVIN JKL 4\n      LVIN H 3 A_MeleeAttack\n\t  TNT1 A 0 A_Jump(130, \"See\")\n\t  TNT1 A 0 A_CposRefire\n      Goto Attack\n   Pain:\n      LVIN LMNOPQR 3\n      TNT1 A 0 A_UnSetSolid\n      TNT1 A 0 A_UnSetShootable\n      Goto See\n   Death:\n      LVIN S 5\n      LVIN T 5 A_Scream\n      LVIN U 5 A_Fall\n      LVIN V 5\n\t  stop\n   }\n}\n\nActor BloodRatSpawner //3131//: Arachnotron replaces DeadLostSoul // compatibility\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 AAAA 1 A_SpawnItem(\"BloodRat\")\n\t\tStop\n\t}\n}\n\nACTOR BloodRat 3132//: Arachnotron replaces LostSoul 6144\n{\n    //$Category \"BlooM Enemies\"\n\ttag \"Rat\"\n\tHealth 24\n\tRadius 8\n\tHeight 8\n\tMass 20\n\tSpeed 6\n\tFastSpeed 10\n\tscale .4\n\tMeleeDamage 2\n\tMeleeRange 22\n\tMaxTargetRange 24\n\tMaxStepHeight 9\n\tMonster\n\t+FLOORCLIP\n\t-CANUSEWALLS\n\tObituary \"%o was plagued by a little cute mouse\"\n\tSeeSound \"Ratsee\"\n\tPainSound \"Ratpain\"\n\tDeathSound \"Ratdie\"\n\tActiveSound \"Ratsee\"\n\tObituary \"$Rat2\"\n\tPainChance Fire, 256\n\tPainChance Disintegrate, 0\n\tPainChance \"LifeLeech\", 0\n\tDamageFactor \"Stomping\", 0.5\n\tDamageFactor \"Tommy\", 1.15\n\tDamageFactor \"Fire\",2\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tRATW A 1 A_Look\n\t\t\tLoop\n\t\tSee: // We check so rat doesnt really act like a retard moving at a wall...\n\t\t\tTNT1 A 0 A_JumpIfTargetInLos(\"See2\", 160)\n\t\t\tRATW A 4 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\t\t\tRATW B 4 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\t\t\tRATW C 4 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\t\t\tRATW D 4 A_Chase\n\t\t\tTNT1 A 0 ThrustThing(angle*256/360, 1, 0, 0)\n\t\t\tTNT1 A 0 A_LoopActiveSound\n\t\t\tTNT1 A 0 A_JumpIfTargetInLos(2, 160)\n\t\t\tTNT1 A 0\n\t\t\tLoop\n\t\tSee2:\n\t\t\tBSPI A 0 A_JumpIfInTargetInventory(\"PowerInvisibility\",1,\"Wander\")\n\t\t\tBSPI A 0 A_GiveInventory(\"Fighting\", 1)\n\t\t\tRATW AAAAAABBBBB 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI A 0 A_TakeInventory(\"Fighting\", 1)\n\t\t\tRATW CCCCCC 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI C 0 A_Chase(\"Melee\",\"Missile\",CHF_DONTMOVE)\n\t\t\tRATW DDDD 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI C 0 A_Chase(\"Melee\",\"Missile\",CHF_DONTMOVE)\n\t\t\tRATW AAAAA 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI C 0 A_Chase(\"Melee\",\"Missile\",CHF_DONTMOVE)\n\t\t\tRATW BBBB 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI C 0 A_Chase(\"Melee\",\"Missile\",CHF_DONTMOVE)\n\t\t\tRATW CCCCC 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI C 0 A_Chase(\"Melee\",\"Missile\",CHF_DONTMOVE)\n\t\t\tRATW DDDDD 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI C 0 A_Chase(\"Melee\",\"Missile\",CHF_DONTMOVE)\n\t\t\tRATW AAAAAA 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI C 0 A_Chase(\"Melee\",\"Missile\",CHF_DONTMOVE)\n\t\t\tRATW BBBB 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI C 0 A_Chase(\"Melee\",\"Missile\",CHF_DONTMOVE)\n\t\t\tRATW CCCCC 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI C 0 A_Chase(\"Melee\",\"Missile\",CHF_DONTMOVE)\n\t\t\tRATW DDDD 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tTNT1 A 0 A_LoopActiveSound\n\t\t\tGoto See\n\t\tWander:\n\t\t\tBSPI A 0 A_GiveInventory(\"Afraid\", 1)\n\t\t\tRATW AAAAAABBBBBCCCCCCDDDDAAAAABBBBCCCCCDDDDDAAAAAABBBBCCCCCDDDD 1 A_GiveInventory(\"A_ChaseXMelee\",1)\n\t\t\tBSPI A 0 A_TakeInventory(\"Afraid\", 1)\n\t\t\tGoto See\n\t\tMissile:\n\t\tMelee:\n\t\t\tRATW A 5  A_FaceTarget\n\t\t\t// these are for reflection power\n//\t\t\tPOSS F 0 A_JumpIfInTargetInventory(\"PowerInvulnerability\",1,2)\n//\t\t\tPOSS F 0 A_Jump(256,4)\n//\t\t\tRATW B 5  A_CustomMeleeAttack(frandom(4,9),\"dsdolstb\",\"none\")\n//\t\t\tHEAD G 0 DamageThing(2)\n//\t\t\tPOSS F 0 A_Jump(256,2)\n\t\t\tTNT1 A 0 A_Playsound(\"RatBite\")\n\t\t\tRATW B 5  A_CustomMeleeAttack(frandom(4,9),\"\",\"none\")\n\t\t\tRATW C 5\n\t\t\tGoto See\n\t\tPain:\n\t\t\tRATW D 3\n\t\t\tRATW D 3 A_Pain\n\t\t\tGoto See\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Jump(224, 2)\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\t\t\tRATW E 5 A_Scream\n\t\t\tRATW F 5 A_Fall\n\t\t\tRATW GHI 5\n\t\t\tRATW J -1\n\t\t\tStop\n\t\tDeath.SpecialFire:\n\t\tBurn:\n\t\tDeath.LifeLeech:\n\t\tDeath.Flare:\n\t\t\tRATB A 8 A_Scream\n\t\t\tTNT1 A 0 A_GiveToTarget(\"DoRat\", 1)\n\t\t\tRATB B 7 A_Fall\n\t\t\tRATB CBCBCBCBC 5\n\t\t\tRATB DEFEFDEDFEDFEFDEFEDF 5\n\t\t\tRATB G -1\n\t\t\tStop\n\t}\n}\n\n/*\n=========================================\n================= SPIDERS ===============\n=========================================\n*/\n\n// Generalized Spider Translation\n// 48:79 - Forecolor\n// 128:151 - Midcolor\n// 80:111 - Backcolor\n// BETA EDIT:\n// 112:128 - Maincolor\n\nACTOR SpiderRed // Delirium Spider\n{\n  \tHealth 12\n\tRadius 16\n\tHeight 8\n\tMass 10\n\tSpeed 3\n\tfastspeed 5\n\tPainChance 128\n\tDamage 1\n\tMonster\n\tGibHealth 50\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+AMBUSH\n\t+SLIDESONWALLS\n\t+DROPOFF\n\t-NODROPOFF\n\t+SHOOTABLE\n\t-NORADIUSDMG\n\t-THRUSPECIES\n\t-CANUSEWALLS\n\tMaxTargetRange 20\n\tMeleeRange 20\n\tscale .35\n\tGravity .6\n\tradiusdamagefactor 1\n\ttranslation \"48:79=16:47\",\"128:151=16:39\",\"80:111=48:79\",\"112:127=[96,48,32]:[32,16,0]\"\n\tattacksound \"dsdolstb\"\n\tpainsound \"SpiderPain\"\n\tdeathsound \"SpiderDie\"\n\tactivesound \"SpiderSee\"\n\tObituary \"%o got bitten by a little spider\"\n\tDamageType \"Turner\"\n\tSpecies \"Spiders\"\n\tDamageFactor \"Stomping\", 0.5\n\tDamageFactor \"Fire\", 2.5\n\tDamageFactor \"Flare\",1.25\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tYKUL AB 10 A_Look\n\t\t\tLoop\n\tSee:\n\t\tYKUL A 20\n\t\tYKUL AAAABBBBCCCC 1 A_Chase\n\t\tYKUL DDDDEEEEFFFF 1 A_Chase\n\t\tYKUL A 0 A_Jump(16,\"Jump\")\n\t\tGoto See+1\n\tJump:\n\t\tYKUL A 0 ThrustThingZ(0,frandom[Spiders](8,20),0,0)\n\t\tYKUL A 0 ThrustThing(angle*256/360,frandom[Spiders](3,10),0,0)\n\t\tGoto See+1\n\tMelee:\n\n\tMissile:\n\t\tYKUL G 3\n\t\tYKUL I 6 A_CustomMeleeAttack(frandom(1,2),\"dsdolstb\",\"none\",\"Turner\",true)\n\t\tYKUL I 5\n\t\tGoto See+1\n\tPain:\n\t\tYKUL G 3\n\t\tYKUL G 3 A_Pain\n\t\tGoto See+1\n\tDeath:\n\t\tYKUL I 0 A_Scream\n\t\tYKUL IJKLMNO 3 A_SpawnDebris(\"FlyingBlood\")\n\t\tYKUL O -1 A_SpawnDebris(\"FlyingBlood\")\n\t\tStop\n\tXDeath:\n\t\tYKUL J 0 A_PlaySound(\"DSSLOP\")\n\t\tYKUL JKLMNO 1 A_SpawnItemEx(\"FlyingBlood\",frandom[Spiders](-4,4),frandom[Spiders](-4,4),frandom[Spiders](4,16),((-health/200)*frandom[Spiders](frandom[Spiders]((-momx-momy-momz)*10,40)/10,-frandom[Spiders](-momx-momy-momz,4)))+momx,((-health/200)*frandom[Spiders](frandom[Spiders]((-momx-momy-momz)*10,40)/10,-frandom[Spiders](-momx-momy-momz,4)))+momy,((-health/200)*frandom[Spiders](-2,frandom[Spiders]((momx+momy+momz)*10,10)/10))+momz,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\n\t\t\tDeath.Fire:\n\t\tSPBD A 0 A_PlaySound(\"SpiderBurn\")\n\t\tSPBD ABEGHFECABEGHFEC 5 Bright\n\tSPBD IJK 5 Bright\n\tSPBD LMNLMNLMNLMNLMNLMNLMNLMNLMN 15 bright\n\tSPBD O 0 A_NOBLOCKING\n\tSPBD O 0 A_Scream\n\tSPBD O -1\n}}\n\nACTOR NewSpiderRed 6161 // Delirium Spider\n{\n    \t//$Category \"BlooM Enemies\"\n\t//tag \"$SpiderRed1\"\n\n  \tHealth 12\n\tRadius 16\n\tHeight 8\n\tMass 10\n\tSpeed 4\n\tfastspeed 8\n\tPainChance 128\n\t//PoisonDamage 1\n\tDamage (frandom(5,10))\n\tMonster\n\tGibHealth 50\n\t+FLOORCLIP\t+DONTSPLASH\t+AMBUSH\n\t+SLIDESONWALLS +DROPOFF -NODROPOFF\n\t+SHOOTABLE -NORADIUSDMG +THRUSPECIES\n\t\t-CANUSEWALLS\n\t\t+CANNOTPUSH\n\tMaxTargetRange 30\n\tMeleeRange 30\n\tscale .35\n\tGravity .45\n\tradiusdamagefactor 1\n\ttranslation \"80:95 = 220:223\",\"96:111 = [255,128,0]:[0,0,0]\"\n\tattacksound \"dsdolstb\"\n\tpainsound \"SpiderPain\"\n\tdeathsound \"SpiderDie\"\n\tactivesound \"SpiderSee\"\n\tObituary \"Little spiders swarmed %o\"\n\tDamageType \"Turner\"\n\tSpecies \"Spiders\"\n\t\t\tDamageFactor \"Fire\", 2.5//What are you doing!?! Up from 0.1\n\tDamageFactor \"Stomping\", 0.4\n\tStates\n\t{\n\t  \tSpawn:\n\t\t\tSHIA AC 10 A_Look\n\t\t\tLoop\n\tSee:\n\t\tSHIA A 0 A_jumpIfInventory(\"IwasCounted\",1,2)\n\t\tSHIA A 0 A_GiveInventory(\"IwasCounted\",1)\n\t\tSHIA A 0 ACS_EXecuteAlways(613)\n\t//\tSHIA A 20 A_JumpIfInTargetInventory(\"HoldingSpray\",1,\"RUN\")\n\t\tSHIA AAAAAAACCCCCCC 1 A_Chase\n\t\tSHIA DDDDDDDEEEEEEE 1 A_Chase\n\t\tSHIA A 0 A_Jump(16,\"Bounce\")\n\t\tGoto See+4\n\tRUN:\n\tSHIA A 0 A_PlaySound(\"SpiderBurn\")\n\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\n\tSHIA A 0 A_PlaySound(\"SpiderBurn\")\n\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\tSHIA BBB 1 ThrustThingZ(0,frandom[Spiders](11,20),0,0)\n\tSHIA A 0 ThrustThing(angle*256/360,frandom[Spiders](5,8),0,0)\n\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\n\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\t\t\t\t\t\t\t\tSHIA A 0 A_Recoil(-2)\n\t\t\t\t\t\t\t\tSHIA AAACCCDDDEEEFFFAAACCCDDDEEEFFF 1 A_Wander\n\n\t\tGoto See+3\n\tBounce:\n\tSHIA A 0 A_Setangle(angle+frandom(-90,90))\n\tSHIA A 0 A_Recoil(-8)\n\t\tSHIA BBB 1 ThrustThingZ(0,frandom[Spiders](11,20),0,0)\n\t\tSHIA A 4 ThrustThing(angle*256/360,frandom[Spiders](5,8),0,0)\n\t\tGoto See+4\n\tMelee:\n\tSHIA A 0 A_Jump(90,\"JumpAndMunch\")\n\tSHIA A 0 A_Recoil(-1)\n\tSHIA A 0 ThrustThing(angle*256/360,frandom[Spiders](3,8),0,0)\n\tMissile:\n\t\tSHIA A 3\n\t\tSHIA G 6 A_CustomMeleeAttack(frandom(1,2),\"dsdolstb\",\"none\",\"Turner\",true)\n\t\tSHIA A 5\n\t\tSHIA A 0 A_jumpIfInTargetInventory(\"HoldingSpray\",1,\"RUN\")\n\t\tGoto See+4\n\tJumpAndMunch:\n\tSHIA BBB 1 ThrustThingZ(0,frandom[Spiders](11,20),0,0)\n\tSHIA A 0 ThrustThing(angle*256/360,frandom[Spiders](5,8),0,0)\n\tSHIA A 4 A_CustomMeleeAttack(frandom(1,2),\"dsdolstb\",\"none\",\"Turner\",true)\n\tGoto See+4\n\tPain:\n\t\tSHIA A 3\n\t\tSHIA A 3 A_Pain\n\t\tGoto See+4\n\tDeath:\n\tSHIA H 0 ACS_ExecuteAlways(614)\n\t\tSHIA H 0 A_Scream\n\t\tSHIA IJ 3 A_SpawnDebris(\"FlyingBlood\")\n\t\tSHIA  IJKLM 3  A_Fall\n\t\tSHIA M -1 A_SpawnDebris(\"FlyingBlood\")\n\t\tStop\n\tXDeath:\n\t\tSHIA H 0 ACS_ExecuteAlways(614)\n\t\tSHIA H 0 A_PlaySound(\"DSSLOP\")\n\t\tSHIA IJ 1 A_SpawnItemEx(\"FlyingBlood\",frandom[Spiders](-4,4),frandom[Spiders](-4,4),frandom[Spiders](4,16),((-health/200)*frandom[Spiders](frandom[Spiders]((-momx-momy-momz)*10,40)/10,-frandom[Spiders](-momx-momy-momz,4)))+momx,((-health/200)*frandom[Spiders](frandom[Spiders]((-momx-momy-momz)*10,40)/10,-frandom[Spiders](-momx-momy-momz,4)))+momy,((-health/200)*frandom[Spiders](-2,frandom[Spiders]((momx+momy+momz)*10,10)/10))+momz,0,SXF_NOCHECKPOSITION)\n\t\tSHIA KLM 3  A_Fall\n\t\tStop\n\t\tBurn:\n\t\tDeath.Fire:\n\t\t\tSHIA H 0 ACS_ExecuteAlways(614)\n\t\tSPBD A 0 A_PlaySound(\"SpiderBurn\")\n\t\tSPBD ABEGHFECABEGHFEC 5 Bright\n\tSPBD IJK 5 Bright\n\tSPBD LMNLMNLMNLMNLMNLMNLMNLMNLMN 15 bright\n\tSPBD O 0 A_NOBLOCKING\n\tSPBD O 0 A_Scream\n\tSPBD O -1\n\t}\n}\n\nActor IwasCounted : Inventory\n{\n\tInventory.amount 1\n\tInventory.maxAmount 1\n}\nACTOR NewRedSpider : NewSpiderRed\n{\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHIA AAAACCCC 1 A_Chase\n\t\t\tSHIA DDDDEEEE 1 A_Chase\n\t\t\tTNT1 A 0 A_SetSolid\n\t\tGoto See\n\t}\n}\nActor SpiderClimber : NewSpiderRed\n{\n\t-ThruSpecies\n}\nACTOR SpiderGreen : NewSpiderRed 6191\n{\n    //$Category \"BlooM Enemies\"\n\tSpeed 3\n\tfastspeed 6\n\tPoisonDamage 4\n\tgravity .7\n\tDamage (4)\n\tDamageFactor \"Stomping\", 0.2\n\tDamageType \"BlindingPoison\"\n\tDamageFactor \"Fire\", 1.35\n\tObituary \"A green spider bit %o's sorry ass\"\n\t+ThruSpecies\n\ttranslation \"64:79 = 115:127\",\"232:235 = 160:163\",\"236:239 = 123:127\",\"144:151 = 119:127\",\"13:15=124:126\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHIA AA 10 A_Look\n\t\t\tLoop\n\t\tSee:\n\t\t\t\tSHIA A 0 A_jumpIfInventory(\"IwasCounted\",1,2)\n\t\tSHIA A 0 A_GiveInventory(\"IwasCounted\",1)\n\t\tSHIA A 0 ACS_EXecuteAlways(613)\n\t\t\tSHIA A 5\n\t\t\tSHIA AAAAACCCCC 1 A_Chase\n\t\t\tSHIA DDDDDEEEEE 1 A_Chase\n\t\t\tSHIA A 0 A_Jump(64,\"Bounce\")\n\t\t\tGoto See+4\n\t\tMelee:\n\t\t\tSHIA A 3 A_Recoil(-1)\n\t\t\tSHIA G 7 A_CustomMeleeAttack(frandom(2,3),\"dsdolstb\",\"none\",\"BlindingPoison\",true)\n\t\t\tSHIA A 7\n\t\t\tGoto See+4\n\t}\n}\n\nACTOR GreenSpider : SpiderGreen\n{\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHIA AAAACCCC 1 A_Chase\n\t\t\tSHIA DDDDEEEEFFF 1 A_Chase\n\t\t\tTNT1 A 0 A_SetSolid\n\t\tGoto See\n\t}\n}\n\nACTOR SpiderBlue : SpiderRed 6192\n{\n    //$Category \"BlooM Enemies\"\n\tspeed 13\n\tfastspeed 17\n\tPoisonDamage 16\n\tDamage 2\n\tDamageFactor \"Stomping\", 0\n\tObituary \"%o hates blue spiders\"\n\ttranslation \"48:79=192:207\",\"128:151=[48,64,160]:[16,16,64]\",\"80:111=[32,32,128]:[0,0,32]\",\"112:127=[96,96,192]:[16,16,64]\"\n\tStates\n\t{\n\tMelee:\n\t\tYKUL G 3\n\t\tYKUL I 7 A_CustomMeleeAttack(1,\"dsdolstb\",\"none\")\n\t\tYKUL I 5\n\t\tGoto See+1\n\t}\n}\n\nACTOR BlueSpider : SpiderBlue\n{\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tYKUL AAAABBBBCCCC 1 A_Chase\n\t\t\tYKUL DDDDEEEEFFFF 1 A_Chase\n\t\t\tTNT1 A 0 A_SetSolid\n\t\tGoto See\n\t}\n}\n\nACTOR SpiderYellow : SpiderGreen 6164\n{\n    //$Category \"BlooM Enemies\"\n\tHealth 100\n\tDamageType \"PoisonCloud\"\n\tObituary \"%o was killed by yellow spiders\"\n\ttranslation \"48:79=160:167\",\"128:151=[160,160,64]:[64,64,32]\",\"80:111=[128,128,32]:[32,32,0]\",\"112:127=[192,192,96]:[64,64,12]\"\n\tStates\n\t{\n\tMelee:\n\t\tYKUL G 4\n\t\tYKUL I 6 A_CustomMeleeAttack(frandom[Spiders](5,35),\"dsdolstb\",\"none\")\n\t\tYKUL I 8\n\t\tGoto See+1\n\t}\n}\n\nACTOR YellowSpider : SpiderYellow\n{\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tYKUL AAAABBBBCCCC 1 A_Chase\n\t\t\tYKUL DDDDEEEEFFFF 1 A_Chase\n\t\t\tTNT1 A 0 A_SetSolid\n\t\tGoto See\n\t}\n}\n\nACTOR SpiderPurple : SpiderRed 6165\n{\n    //$Category \"BlooM Enemies\"\n\tSpeed 4\n\tPoisonDamage 3\n\tDamage (1)\n\tHeight 10\n\tRadius 13\n\tScale 0.28\n\tObituary \"Royal purple spiders purged %o\"\n\ttranslation \"48:79=250:254\",\"128:151=[150,50,150]:[50,0,50]\",\"80:111=[160,32,160]:[32,0,32]\",\"112:127=[96,32,128]:[32,8,48]\"\n\tStates\n\t{\n\tMelee:\n\t\tYKUL G 2\n\t\tYKUL II 1 A_CustomMeleeAttack((3),\"dsdolstb\",\"none\")\n\t\tYKUL A 2\n\t\tGoto See+1\n\t}\n}\n\nACTOR PurpleSpider : SpiderPurple\n{\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tYKUL AAAABBBBCCCC 1 A_Chase\n\t\t\tYKUL DDDDEEEEFFFF 1 A_Chase\n\t\t\tTNT1 A 0 A_SetSolid\n\t\tGoto See\n\t}\n}\n\nACTOR SpiderCyan : SpiderGreen 6166\n{\n   \t//$Category \"BlooM Enemies\"\n\tspeed 15\n\tfastspeed 30\n\tPoisonDamage 0\n\tDamage 1\n\tDamageType \"Numbness\"\n\tObituary \"%o lost all his stamina to cyan spiders\"\n\ttranslation \"48:79=[0,255,255]:[32,64,64]\",\"128:151=[50,150,150]:[0,0,0]\",\"80:111=[32,160,160]:[0,32,32]\",\"112:127=[64,192,192]:[16,64,48]\"\n\tStates\n\t{\n\tMelee:\n\t\tYKUL G 2\n\t\tYKUL II 1 A_CustomMeleeAttack((3),\"dsdolstb\",\"none\",\"Numbness\")\n\t\tYKUL A 6\n\t\tGoto See+1\n\t}\n}\n\nACTOR CyanSpider : SpiderCyan\n{\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tYKUL AAAABBBBCCCC 1 A_Chase\n\t\t\tYKUL DDDDEEEEFFFF 1 A_Chase\n\t\t\tTNT1 A 0 A_SetSolid\n\t\tGoto See\n\t}\n}\n\nACTOR PowerNumbness : PowerSpeed\n{\n\tSpeed 0.5\n}\n\nACTOR CurseNumbness : PowerupGiver\n{\n  Powerup.Type Numbness\n  Powerup.Duration -1\n  Powerup.Color \"00 00 22\",.2\n //inventory.pickupmessage \"$CurseNumbness1\"\n inventory.maxamount 0\n +AUTOACTIVATE\n +INVENTORY.QUIET\n +INVENTORY.ADDITIVETIME\n}\n\nACTOR SpiderBlack : SpiderGreen 6167\n{\n   \t//$Category \"BlooM Enemies\"\n\tHealth 450\n\tgravity .3\n\tPoisonDamage 15\n\tDamage 1\n\tDamageType \"Fragility\"\n\tObituary \"%o was a great feast to spiders\"\n\ttranslation \"48:79=[16,16,16]:[0,0,0]\",\"128:151=[48,48,48]:[0,0,0]\",\"80:111=[64,64,64]:[16,16,16]\",\"112:127=[32,32,32]:[0,0,0]\"\n\tStates\n\t{\n\tMelee:\n\t\tYKUL G 2\n\t\tYKUL II 1 A_CustomMeleeAttack((3),\"dsdolstb\",\"none\",\"Fragility\")\n\t\tYKUL A 6\n\t\tGoto See+1\n\t}\n}\n\nACTOR BlackSpider : SpiderBlack\n{\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tYKUL AAAABBBBCCCC 1 A_Chase\n\t\t\tYKUL DDDDEEEEFFFF 1 A_Chase\n\t\t\tTNT1 A 0 A_SetSolid\n\t\tGoto See\n\t}\n}\n\nactor PowerFragility : PowerProtection\n{\tdamagefactor \"normal\", 2\t}\nactor CurseFragility : PowerupGiver\n{\n //inventory.pickupmessage \"$CurseFragility1\"\n powerup.color \"22 00 00\" 0.2\n inventory.maxamount 0\n powerup.type Fragility\n powerup.duration -1\n +AUTOACTIVATE\n +INVENTORY.QUIET\n +INVENTORY.ADDITIVETIME\n}\n\nACTOR SpiderWhite : SpiderRed 6168 // A mediocre version of spider mother\n{\n    \t//$Category \"BlooM Enemies\"\n\t//tag \"$SpiderWhite1\"\n\n\tscale .5\n\tPoisonDamage 0\n\tDamage 0\n\thealth 250\n\tMeleeRange 128\n\tMaxTargetRange 1024\n\t-MISSILEMORE -MISSILEEVENMORE +FRIGHTENED\n\ttranslation \"48:79=[255,255,255]:[128,128,128]\",\"128:151=80:95\",\"80:111=88:103\",\"112:127=[192,192,192]:[32,32,40]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tYKUL AB 10 A_Look\n\t\t\tLoop\n\tMissile:\n\t\tYKUL I 2\n\t\tTNT1 A 0 A_Jump(240,\"Red\",\"Green\")\n\t\tGoto See\n\tRed:\n\t\tYKUL I 6 A_SpawnItemEx(\"SpiderRed\",16,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tYKUL A 4\n\t\tGoto See+1\n\tGreen:\n\t\tYKUL I 4 A_SpawnItemEx(\"GreenSpider\",16,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tYKUL A 6\n\t\tGoto See+1\n\t}\n}\n\nACTOR WhiteSpider : SpiderWhite\n{\n\t-SOLID\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tYKUL AAAABBBBCCCC 1 A_Chase\n\t\t\tYKUL DDDDEEEEFFFF 1 A_Chase\n\t\t\tTNT1 A 0 A_SetSolid\n\t\tGoto See\n\t}\n}\n\nActor BabySpiderSpawner //6140\n{\n    //$Category \"BlooM Enemies\"\n\t//$Sprite \"YKULG1\"\n\t//tag \"$BabySpiderSpawner1\"\n\t+ISMONSTER\n\theight 0\n\n\t+Noclip\n\tRadius 16\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 AA 0 A_Jumpif(151 <= (ACS_ExecuteWithResult(615)),\"Death\")\n\t\tTNT1 A 0 A_Jump(240,\"Red\",\"Green\")\n\t\tTNT1 A 0 A_Jump(224,\"Blue\",\"Yellow\",\"Purple\")\n\t\tTNT1 A 0 A_Jump(256,\"Cyan\",\"Black\",\"White\")\n\t\tTNT1 A 0 A_Print(\"frandom Spider failed to decide.\")\n\t\tGoto Death\n\tRed:\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewSpiderRed\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tGreen:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpiderGreen\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tBlue:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpiderBlue\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tYellow:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpiderYellow\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tPurple:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpiderPurple\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tCyan:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpiderCyan\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tBlack:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpiderBlack\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tWhite:\n\t\tTNT1 A 0 A_SpawnItemEx(\"SpiderWhite\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BabySpiderSpawner2 // For mother spider\n{\n    //$Category \"BlooM Enemies\"\n\t//$Sprite \"YKULG1\"\n\t//tag \"$BabySpiderSpawner1\"\n\t+ISMONSTER\n\t-CountKill\n\theight 0\n\n\t+Noclip\n\tRadius 16\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jumpif(151 <= (ACS_ExecuteWithResult(615)),\"Death\")\n\t\tTNT1 A 0 A_Jump(200,\"Red\")//TOO MANY GREEN\n\t\tTNT1 A 0 A_Jump(180,\"Green\",\"SpiderClimber\")\n\t\tTNT1 A 0 A_Jump(224,\"Blue\",\"Yellow\",\"Purple\")\n\t\tTNT1 A 0 A_Jump(256,\"Cyan\",\"Black\",\"White\")\n\t\tTNT1 A 0 A_Print(\"frandom Spider failed to decide.\")\n\t\tGoto Death\n\tRed:\n\t\tTNT1 A 0 A_SpawnItemEx(\"NewRedSpider\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tSpiderClimber:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"SpiderClimber\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\tGoto Death\n\tGreen:\n\t\tTNT1 A 0 A_SpawnItemEx(\"GreenSpider\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tBlue:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlueSpider\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tYellow:\n\t\tTNT1 A 0 A_SpawnItemEx(\"YellowSpider\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tPurple:\n\t\tTNT1 A 0 A_SpawnItemEx(\"PurpleSpider\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tCyan:\n\t\tTNT1 A 0 A_SpawnItemEx(\"CyanSpider\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tBlack:\n\t\tTNT1 A 0 A_SpawnItemEx(\"BlackSpider\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tWhite:\n\t\tTNT1 A 0 A_SpawnItemEx(\"WhiteSpider\",0,0,0,0,0,0,frandom[Spiders](0,256),SXF_NOCHECKPOSITION)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Cast.txt",
        "contents": "//Blood enemies actors for endcast sequence\n\nactor BloodZombie_Cast : BloodZombie\n{\n  states\n  {\n  Spawn:\n    SARG AB 10 A_Look\n    Loop\n  See:\n    BZOM AABBCCDDEEFF 2 Fast A_Chase\n    Loop\n  Melee:\n    BZOM KLM 4 Fast A_FaceTarget\n    BZOM NO 4 Fast A_SargAttack\n    Goto See\n  Pain:\n    BZOM H 2 Fast\n    BZOM H 2 Fast A_Pain\n    Goto See\n  Death:\n    BZOD A 6\n    BZOD B 6 A_Scream\n    BZOD C 6\n    BZOD D 5 A_NoBlocking\n    BZOD E 4\n    BZOD E -1\n    Stop\n   }\n}\n\nactor BrownCultist_Cast : BrownCultist\n{\n  states\n  {\n  Spawn:\n    YCUF A 10 A_Look\n    Loop\n  See:\n    YCUL AABBCCDDEEFF 2 Fast A_Chase\n    Loop\n  Missile:\n    YCUF A 4 Fast A_FaceTarget\n    YCUF B 4 Fast Bright A_SPosAttackUseAtkSound\n    YCUF A 4\n    Goto See\n  Pain:\n    YCUL G 2 Fast\n    YCUL G 2 Fast A_Pain\n    Goto See\n  Death:\n    YCUL H 5\n    YCUL I 5 A_Scream\n    YCUL J 5 A_Fall\n    YCUL KLMN 5\n    YCUL NONON 10\n\tYCUL O -1\n\tStop\n   }\n}\n\nactor GreyCultist_Cast : GreyCultist\n{\n  states\n  {\n  Spawn:\n    BCUL A 10 A_Look\n    Loop\n  See:\n    BCUL AABBCCDD 2 Fast A_Chase\n    Loop\n  Missile:\n    BCUL E 2 A_FaceTarget\n    BCUL F 2 Bright A_SPosAttackUseAtkSound\n    BCUL E 2\n    BCUL E 2 A_FaceTarget\n    BCUL F 2 Bright A_SPosAttackUseAtkSound\n    BCUL E 2\n    BCUL E 2 A_FaceTarget\n    BCUL F 2 Bright A_SPosAttackUseAtkSound\n    BCUL E 2\n    Goto See\n  Pain:\n    BCUL G 2 Fast\n    BCUL G 2 Fast A_Pain\n    Goto See\n  Death:\n    BCUL H 5\n    BCUL I 5 A_Scream\n    BCUL J 5 A_Fall\n    BCUL KLMN 5\n    BCUL NONON 10\n\tBCUL O -1\n\tStop\n   }\n}\n\nactor GreenCultist_Cast : GreyCultist\n{\n  seesound \"CultistSee\"\n  painsound \"CultistPain\"\n  deathsound \"CultistDie\"\n  activesound \"CultistAct\"\n  attacksound \"\"\n  translation \"112:120=[154,169,154]:[132,153,132]\",\"120:127=[90,109,88]:[2,4,2]\",\"209:223=[192,160,128]:[128,80,64]\"\n  states\n  {\n  Spawn:\n    BCUL A 10 A_Look\n    Loop\n  See:\n    BCUL AABBCCDD 2 Fast A_Chase\n    Loop\n  Missile:\n    BCUL X 4 A_FaceTarget\n    BCUL \"[]\" 3\n    BCUL YZ 3 A_SetAngle(angle+frandom(-15,15))\n    BCL2 A 2\n    goto See\n  Pain:\n    BCUL G 2 Fast\n    BCUL G 2 Fast A_Pain\n    Goto See\n  Death:\n    BCUL H 5\n    BCUL I 5 A_Scream\n    BCUL J 5 A_Fall\n    BCUL KLMN 5\n    BCUL NONON 10\n\tBCUL O -1\n\tStop\n   }\n}\n\nactor RedCultist_Cast : GreyCultist\n{\n  seesound \"CultistSee\"\n  attacksound \"CultistShotgun\"\n  painsound \"CultistPain\"\n  deathsound \"CultistDie\"\n  activesound \"CultistAct\"\n  translation \"112:120=[208,144,48]:[160,32,14]\",\"120:127=[120,24,10]:[16,0,0]\",\"209:223=[192,160,128]:[128,80,64]\"\n  states\n  {\n  Spawn:\n    BCUL A 10 A_Look\n    Loop\n  See:\n    BCUL AABBCCDD 2 A_Chase\n    Loop\n  Melee:\n    BCUL AABBCCDD 2 A_Chase\n    Loop\n  Missile:\n    BCUL E 2 A_FaceTarget\n    BCUL F 2 Bright A_SPosAttackUseAtkSound\n    BCUL E 2\n    Goto See\n  Pain:\n    BCUL G 2 Fast\n    BCUL G 2 Fast A_Pain\n    Goto See\n  Death:\n    BCUL H 5\n    BCUL I 5 A_Scream\n    BCUL J 5 A_Fall\n    BCUL KLMN 5\n    BCUL NONON 10\n\tBCUL O -1\n\tStop\n   }\n}\n\nactor BloatedButcher_Cast : BloatedButcher\n{\n  states\n  {\n  Spawn:\n    BBUT AB 10 A_Look\n    Loop\n  See:\n    BBUT AABBCCDDEEFF 2 Fast A_Chase\n    Loop\n  Melee:\n    BBUT G 0 A_FaceTarget\n\tBBUT G 5 A_FaceTarget\n    BBUT H 5\n    BBUT I 5 A_FaceTarget\n    BBUT J 5 A_SkelFist\n    goto See\n  Missile:\n    BBUT K 8 A_FaceTarget\n    BBUT L 4\n\tBBUT M 6 A_CustomMissile(\"ButcherVomit\", 40)\n    BBUT N 14 A_FaceTarget\n    goto See\n  Pain:\n    BBUT O 2 Fast\n    BBUT O 2 Fast A_Pain\n    Goto See\n  Death:\n    BBUT P 7\n    BBUT QR 7\n    BBUT S 5 A_NoBlocking\n    BBUT TU 5\n    BBUT V -1\n    stop\n   }\n}\n\nactor BloodGargoyle_Cast : BloodGargoyle\n{\n  states\n  {\n  Spawn:\n    BGAR ABCD 10 A_Look\n    Loop\n  See:\n    BGAR AABBCCDD 2 Fast A_Chase\n    Loop\n  Melee:\n    BGAR E 7 A_FaceTarget\n    BGAR F 7 A_CustomMeleeAttack (frandom(3,6)*7,\"imp/melee\",\"imp/melee\", \"Stun\",1)\n    BGAR GHI 6\n    goto See\n  Missile:\n    BGAR E 7 A_FaceTarget\n    BGAR F 7 A_CustomMeleeAttack (frandom(3,6)*7,\"imp/melee\",\"imp/melee\", \"Stun\",1)\n    BGAR GHI 6\n    goto See\n  Pain:\n    BGAR J 4\n    BGAR J 4 A_Pain\n    goto See\n  Death:\n    BGAR K 8 A_Scream\n    BGAR L 8\n    BGAR M 6\n    BGAR N 6 A_Fall\n    BGAR O 6\n    BGAR P -1\n    stop\n   }\n}\n\nactor ChokingHand_Cast : ChokingHand\n{\n  states\n  {\n  Spawn:\n    WHAN A 10 A_Look\n    Loop\n  See:\n\tWHAN AABBCCDDEE 2 FAST A_Chase\n\tLoop\n  Melee:\n\tWHAN AABBCCDDEE 2 FAST A_Chase\n    goto see\n  Pain:\n    WHAN L 4\n    WHAN L 4 A_Pain\n    goto See\n  Death:\n\tWHAN L 5 A_Scream\n\tWHAN M 5 A_Fall\n\tWHAN NOPQ 4\n\tWHAN Q -1\n\tStop\n   }\n}\n\nactor HellHound_Cast : BloodZombie\n{\n  painsound \"HellHoundPain\"\n  Deathsound \"HellHoundDie\"\n  SeeSound \"HellHoundSee\"\n  activesound \"HellHoundSee\"\n  states\n  {\n  Spawn:\n    HOUN A 10 A_Look\n    Loop\n  See:\n\tHOUN AABBCCDDEEFF 2 A_Chase\n\tLoop\n  Melee:\n\tHOUN H 5 A_FaceTarget\n\tHOUN I 7 A_Recoil(-2)\n    goto see\n  Missile:\n\tHOUN AABBCCDDEEFF 2 A_Chase\n\tGoto See\n  Pain:\n\tHOUN J 3\n\tHOUN J 5 A_Pain\n    goto See\n  Death:\n\tHOUN K  6\n\tHOUN L  5 A_Scream\n\tHOUN M  4\n\tHOUN N  4 A_NoBlocking\n\tHOUN OPQRQQQRQRQRRRQ 4\n\tHOUN R -1\n\tStop\n   }\n}\n\nactor GillBeast_Cast : BloodZombie\n{\n  SeeSound \"GillBeastSee\"\n  PainSound \"GillBeastPain\"\n  DeathSound \"GillBeastDie\"\n  ActiveSound \"GillBeastSee\"\n  Attacksound \"dsdolstb\"\n  states\n  {\n  Spawn:\n    GILW A 10 A_Look\n    Loop\n  See:\n\tGILW AABBCCDDEE 2 A_Chase\n\tLoop\n  Melee:\n\tGILB A 6 A_FaceTarget\n\tGILB B 5 A_MeleeAttack\n\tGILB C 7 A_FaceTarget\n    goto see\n  Missile:\n\tGILW AABBCCDDEE 2 A_Chase\n\tgoto see\n  Pain:\n\tGILP A 3\n\tGILP A 3 A_Pain\n    goto See\n  Death:\n\tGILD A 7\n\tGILD B 6 A_Scream\n\tGILD C 5 A_Fall\n\tGILD DE 5\n\tGILD F -1\n\tStop\n   }\n}\n\nactor BloodBeast_Cast : BloodBeast\n{\n  states\n  {\n  Spawn:\n    BESC A 10 A_Look\n    loop\n  See:\n\tBESW AABBCCDDEEFF 2 A_Chase\n    loop\n  Melee:\n    BESC AB 4 A_FaceTarget\n\tBESC C 3 A_FaceTarget\n    BESC D 2 A_MeleeAttack\n    BESC E 2 A_FaceTarget\n\tBESC FG 3 A_FaceTarget\n    BESC H 4 A_MeleeAttack\n    BESC IJ 3\n    goto See\n  Missile:\n    BESS A 10 A_FaceTarget\n    BESS B 10 A_FaceTarget\n    BESS C 10\n    BESS D 5\n    BESS E 6 A_Playsound(\"BeastStomp\")\n    goto See\n  Pain:\n    BESP A 5\n    BESP A 5 A_Pain\n    goto See\n  Death:\n    BESD A 7 A_Scream\n    BESD B 6\n    BESD C 5 A_NoBlocking\n    BESD DE 4\n    BESD FFFFFFFF 4 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD EE 1 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD EE 2 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD DD 2 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD DD 1 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD DD 2 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD D 1 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD EE 2 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD E 1 A_ThrowGrenade(\"FlyingBlood\",5,5+frandom(-3,3),10+frandom(-4,4),0)\n\tBESD F -1\n\tStop\n   }\n}\n\nactor ChrysalidPod_Cast : ChrysalidPod\n{\n  states\n  {\n  Spawn:\n    GPOD A 10 A_Look\n    loop\n  See:\n\tGPOD A 10 A_Chase\n    loop\n  Melee:\n\tGPOD AABBCCDDEE 2 A_Chase\n    goto See\n  Missile:\n\tGPOD AABBCCDDEE 2 A_Chase\n    goto See\n  Pain:\n\tGPOD AABBAABB 2 A_Chase\n    goto See\n  Death:\n\tGPOD F 5\n\tGPOD G 5 A_Scream\n\tGPOD H 5 A_Fall\n\tGPOD I 5 A_KillChildren\n\tGPOD J 5\n\tGPOD K 55\n\tGPOD K -1\n\tStop\n   }\n}\n\nactor BloodRat_Cast : BloodRat\n{\n  states\n  {\n  Spawn:\n    RATW AB 10 A_Look\n    loop\n  See:\n\tRATW AABBCCDD 2 A_Chase\n    loop\n  Missile:\n  Melee:\n\tRATW A 5  A_FaceTarget\n\tRATW B 5  A_CustomMeleeAttack(frandom(4,9),\"\",\"none\")\n\tRATW C 5\n\tGoto See\n  Pain:\n\tRATW D 3\n\tRATW D 3 A_Pain\n\tGoto See\n  Death:\n\tRATW E 5 A_Scream\n\tRATW F 5 A_Fall\n\tRATW GHI 5\n\tRATW J -1\n\tStop\n   }\n}\n\nactor Caleb_Cast : Caleb\n{\n    states\n    {\n    Spawn:\n\t\tCALB A -1 A_GiveInventory(\"PlayerController\",1)\n\t\tLoop\n\tSee:\n\t\tCALB ABCDEF 4 A_GiveInventory(\"PlayerController\",1)\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tCALB G 4 A_GiveInventory(\"PlayerController\",1)\n\t\tGoto Spawn\n\tPain:\n\t\tCALB H 4 A_GiveInventory(\"PlayerController\",1)\n\t\tCALB H 4 A_GiveInventory(\"PlayerController\",1)\n\t\tGoto Spawn\n\tDeath:\n\t\tCALB J 10 A_GiveInventory(\"PlayerController\",1)\n\t\tCALB K 10\n\t\tCALB L 10\n\t\tCALB MN 10\n\t\tCALB O -1\n\t\tStop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Objects.txt",
        "contents": "/*\n========== Objects ==========\n*/\n\nActor YouAreOnFireSir\n{\n\t+NoGravity\n\t+NoBlockMap\n\tSpeed 0\n\tStates\n\t{\n\tSpawn:\n\tDeath:\n\tTNT1 AA 0\n\tTNT1 AAA 0 A_SpawnItemEx(\"BFireTrail\",random(-10,10),random(-10,10),random(0,10))\n\tTNT1 AA 2 A_SpawnItemEx(\"BFireTrail2\",random(-10,10),random(-10,10),random(0,10))\n\tTNT1 AAA 1 A_SpawnItemEx(\"BFireTrail\",random(-10,10),random(-10,10),random(10,30))\n\tTNT1 BB 1 A_SpawnItemEx(\"BFireTrail2\",random(-10,10),random(-10,10),random(10,30))\n\tTNT1 AAA 0 A_SpawnItemEx(\"BFireTrail\",random(-10,10),random(-10,10),random(30,50))\n\tTNT1 AA 1 A_SpawnItemEx(\"BFireTrail2\",random(-10,10),random(-10,10),random(30,50))\n\tTNT1 A 6\n\tStop\n\t}}\n\nActor NapalmDebris\n{\n  Health 5\n  Radius 1\n  Height 1\n  Speed 10\n  Scale 0.2\n  Projectile\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +RANDOMIZE\n  -NOGRAVITY\n  -SOLID\n  +WINDTHRUST\n  +CANNOTPUSH\n  +CLIENTSIDEONLY\n  States\n  {\n  Spawn:\n    FSPK A 0 bright A_Jump(192,3,4,6,8)\n    FSPK A 10 bright\n    FSPK A 200 bright A_LowGravity\n    Stop\n    FSPK B 10 bright\n    FSPK B 200 bright A_LowGravity\n    Stop\n    FSPK C 10 bright\n    FSPK C 200 bright A_LowGravity\n    Stop\n    FSPK D 10 bright\n    FSPK D 200 bright A_LowGravity\n    Stop\n    FSPK E 10 bright\n    FSPK E 200 bright A_LowGravity\n    Stop\n  Death:\n    FSPK A 1\n    Stop\n  }\n}\n\nActor TortureSpike 3240//: EvilEye 3172 //replaces EvilEye\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 54\n  Speed 12\n  Scale 0.8\n  Obituary \"%o was grinded\"\n  +NODAMAGETHRUST\n  +SOLID\n  States\n  {\n  Spawn:\n\tTNT1 A 0 A_JUMP (50,\"SPAWN1\")\n\tTNT1 A 0 A_JUMP (50,\"SPAWN2\")\n\tLOOP\n  Spawn1:\n\tSPIK  ABCDEFGH 4 A_Explode(100, 20, 0, 0, 128)\n\tTNT1  A 0 A_Playsound(\"CRYPTLP\")\n\tgoto spawn\n  Spawn2:\n\tSPIK  HGFEDCBA 4 A_Explode(100, 20, 0, 0, 128)\n\tTNT1  A 0 A_Playsound(\"CRYPTLP\")\n\tgoto spawn\n  Death:\n\tTNT1 A 0 A_JUMP (50,\"SPAWN1\")\n\tTNT1 A 0 A_JUMP (50,\"SPAWN2\")\n\tSTOP\n  }\n}\n\nActor TortureSpike2 3269\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 54\n  Speed 12\n  Scale 0.8\n  Obituary \"%o was grinded\"\n  +NODAMAGETHRUST\n  States\n  {\n  Spawn:\n\tSP2K  ABCDE 5\n\tSP2K  F 1 A_Explode(100, 20, 0, 0, 128)\n\tTNT1  A 0 A_Playsound(\"Pitch/Solid\")\n\tSP2K  E 1 A_Explode(100, 20, 0, 0, 128)\n\tSP2K  DCBA 5\n\tLOOP\n  }\n}\n\nActor BurnDeathSmoke\n{\n  Radius 64\n  Height 16\n  RENDERSTYLE Translucent\n  ALPHA 0.30\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  +FIXMAPTHINGPOS\n  -SOLID\n  +CANNOTPUSH\n  States\n  {\n  Spawn:\n    LVAS KGHIJGHIJGHIJGHIJGHIJGHIJGHIJGHIJGHIJGHIJGHIJGHIJGHIJGHIJGHIJK 4\n    Stop\n  }\n}\n\n/*\n========== ACTUAL OBJECTS ==========\n*/\n\nActor BloodBeer : Meat5 3177//replaces Meat5\n{\n  //$Category \"BlooM Ambient\"\n  Tag \"Red bottle\"\n  Radius 4\n  Height 17\n  +SOLID\n  -SPAWNCEILING\n  -NOGRAVITY\n  Health 3\n  +NOBLOOD\n  +SHOOTABLE\n  RENDERSTYLE Translucent\n  deathsound \"PotteryBreak\"\n  translation \"112:127=32:47\"\n  alpha 0.9\n  scale 0.5\n  States\n  {\n  Spawn:\n    BOTL A 1\n    loop\n  Pain:\n  Death:\n    BOTL A 0 A_Fall\n    BOTL A 0 A_Scream\n\tXATT FGH 1 A_SpawnDebris (\"GlassDebris\",1)\n\tXATT IJK 2\n    BOTL A 0 A_SpawnDebris(\"FlyingBlood\")\n\tStop\n  }\n}\n\nActor GlitterBridge : Bridge\n{\n  spawnid 121\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  States\n  {\n  Spawn:\n    TLGL ABCDE 5 bright\n    loop\n  }\n}\n\nActor ZBlooDTeleportFog : TeleportFog replaces TeleportFog\n{\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  //scale 0.5\n  seesound \"misc/teleport\"\n  States\n  {\n  Spawn:\n    TFOG ABCD 5 bright\n    TFOG EEEEFFFFGGGGHHHHIIIIJJJJ 1 bright A_FadeOut(0.04)\n    Stop\n  }\n}\n\nActor Belial : HeartColumn 3245 //replaces HeartColumn\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 30\n  Health 10\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  scale 0.5\n  deathsound \"DSCANDIE\"\n  painsound \"DSCANDIE\"\n  States\n  {\n  Spawn:\n    CARO A -1\n\tStop\n  Death:\n    CARO A 0 A_Pain\n    CARO A 5\n    CARO A 0 A_Fall\n    CARO AAAAA 0 A_SpawnDebris(\"OrganDebris\")\n    CARO AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    CARO A 0 A_XScream\n    CARO A 0 A_Jump(32,2)\n    CARO A 0 A_SpawnDebris (\"Hand1\")\n    CARO A 0 A_Jump(32,2)\n    CARO A 0 A_SpawnDebris (\"Bloodliver\")\n    CARO A 0 A_Jump(32,2)\n    CARO AA 0 A_SpawnDebris (\"EyeGuts\")\n    CARO A 0\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    Stop\n  }\n}\n\nActor Crown : HeartColumn 3246\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 16\n  Health 10\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  scale 0.5\n  deathsound \"DSCANDIE\"\n  painsound \"DSCANDIE\"\n  States\n  {\n  Spawn:\n    CROW A -1\n\tStop\n  Death:\n    CROW A 0 A_Pain\n    CROW A 5\n    CROW A 0 A_Fall\n    CROW AAAAA 0 A_SpawnDebris(\"OrganDebris\")\n    CROW AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    CROW A 0 A_XScream\n    CROW A 0 A_Jump(32,2)\n    CROW A 0 A_SpawnDebris (\"Hand1\")\n    CROW A 0 A_Jump(32,2)\n    CROW A 0 A_SpawnDebris (\"Bloodliver\")\n    CROW A 0 A_Jump(32,2)\n    CROW AA 0 A_SpawnDebris (\"EyeGuts\")\n    CROW A 0\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    Stop\n  }\n}\n\nActor Platewater : HeartColumn 3286 //replaces HeartColumn\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 60\n  +SOLID\n  scale 0.5\n  States\n  {\n  Spawn:\n    PLAT A -1\n\tStop\n  }\n}\n\nActor Bloodonation : HeartColumn 3247 //replaces HeartColumn\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 60\n  Health 10\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  scale 0.5\n  deathsound \"DSCANDIE\"\n  painsound \"DSCANDIE\"\n  States\n  {\n  Spawn:\n    FLUI A -1\n\tStop\n  Death:\n    FLUI A 0 A_Pain\n    FLUI A 5\n    FLUI A 0 A_Fall\n    FLUI AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\tFLUI AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\tFLUI AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    FLUI A 0 A_XScream\n    FLUI A 0\n\tStop\n  }\n}\n\nActor Plasmadonation : HeartColumn 3264 //replaces HeartColumn\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 60\n  Health 10\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  scale 0.5\n  deathsound \"DSCANDIE\"\n  painsound \"DSCANDIE\"\n  States\n  {\n  Spawn:\n    FLU2 A -1\n\tStop\n  Death:\n    FLU2 A 0 A_Pain\n    FLU2 A 5\n    FLU2 A 0 A_Fall\n    FLU2 AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\tFLU2 AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\tFLU2 AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    FLU2 A 0 A_XScream\n    FLU2 A 0\n\tStop\n  }\n}\n\nActor WoodImpSkull : HeartColumn 3265 //replaces HeartColumn\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 40\n  Health 10\n  +SOLID\n  +RANDOMIZE\n  scale 0.5\n  States\n  {\n  Spawn:\n    IMSK A -1\n\tStop\n  }\n}\n\nActor WoodImpSkulls : HeartColumn 3266 //replaces HeartColumn\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 40\n  Health 10\n  +SOLID\n  +RANDOMIZE\n  scale 0.5\n  States\n  {\n  Spawn:\n    IMSS A -1\n\tStop\n  }\n}\n\nActor BloodyChair : HeartColumn 3267\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 35\n  MASS 5\n  +SOLID\n  +PUSHABLE\n  scale 0.5\n  States\n  {\n  Spawn:\n    CHAI A -1\n\tStop\n  }\n}\n\nActor LovingMemory : HeartColumn 3268\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 35\n  MASS 5\n  +SOLID\n  -PUSHABLE\n  //scale 0.5\n  States\n  {\n  Spawn:\n    LOVI A -1\n\tStop\n  }\n}\n\nActor Skullcrow : HeartColumn 3272\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 35\n  MASS 5\n  +SOLID\n  -PUSHABLE\n  scale 0.5\n  States\n  {\n  Spawn:\n    SCRE A -1\n\tStop\n  }\n}\n\nActor knightarmor : HeartColumn 3271\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 35\n  MASS 5\n  +SOLID\n  +PUSHABLE\n  scale 0.5\n  States\n  {\n  Spawn:\n    KNIT A -1\n\tStop\n  }\n}\n\nActor oldchair : HeartColumn 3273\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 35\n  MASS 5\n  +SOLID\n  +PUSHABLE\n  scale 0.5\n  States\n  {\n  Spawn:\n    CHA2 A -1\n\tStop\n  }\n}\n\nActor intheFleshSplatMaker //522 //Timers horribly increased cuz map crasher online\n{\n  Radius 16\n  Height 16\n  mass 10000000\n  painchance 0\n  -SOLID\n  +NOICEDEATH\n  +NOGRAVITY\n  deathsound \"DSPOD1\"\n  RenderStyle None\n  +INVISIBLE\n  States\n  {\n  Spawn:\n    BLD2 P 0 A_Jump(55,2,3,4,5)\n    BLD2 AAAAA 400\n    BLD2 P 0 A_Scream\n    BLD2 P 0 A_SpawnDebris (\"OrganDebris2\")\n    loop\n  }\n}\n\nActor AnnoyingMallMusic 3181//521\n{\n  //$Category \"BlooM Ambient\"\n  Health 200\n  Radius 16\n  Height 16\n  mass 10000000\n  painchance 0\n  ActiveSound \"DSMUZAK\"\n  deathsound \"caco/shotx\"\n  -SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  +NOICEDEATH\n  +NOBLOOD\n  RenderStyle None\n  +INVISIBLE\n  States\n  {\n  Spawn:\n    BLD2 A 1 A_LoopActiveSound\n    loop\n  Death:\n    BLD2 AAAAAAAA 0 A_CustomMissile(\"NapalmDebris\", 0, 0, random(0,360), 2, random(-90,0))\n    BLD2 A 0 A_Scream\n    BLD2 A 1 ACS_ExecuteAlways(666,0)\n    Stop\n  Pain:\n    BLD2 M 0\n    goto Spawn\n  }\n}\n\nActor BloodExBarrel : ExplosiveBarrel 3182\n{\n  //$Category \"BlooM Ambient\"\n  Tag \"Explosive Barrel\"\n  obituary \"%o went boom.\"\n  Health 20\n  Height 34\n  deathsound \"weapons/rocklx\"\n  Scale 0.5\n  Radius 20\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +NOICEDEATH\n  States\n  {\n  Spawn:\n    BBAR A -1\n    Stop\n  Death:\n    BBAR A 5\n    BBAR A 10 bright\n\tBEXP A 0 A_Scream\n    BEXP B 0 A_Explode(300, 150)\n    BEXP B 0 A_SpawnItem(\"Kaboom\",0,-15+random(-2,2))\n\tTNT1 A 0 A_CustomMissile(\"FloorKaboom\",0,0,0)\n\tStop\n  }\n}\n\nActor MerryGargStatue : HangTSkull 3183 //replaces HangTSkull\n{\n  //$Category \"BlooM Ambient\"\n  Scale 0.6\n  Radius 10\n  Height 35\n  mass 10\n  Gravity 0.6\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  -SPAWNCEILING\n  -NOGRAVITY\n  States\n  {\n  Spawn:\n    //BOSS A-1\n\tGRGS A -1\n    Stop\n  }\n}\n\nActor Blood_ : Blood replaces Blood\n{\n Decal BloodSplat\n RenderStyle Translucent\n +CANNOTPUSH\n Gravity 0.6\n ALPHA 0.90\n States\n {\n  Spawn:\n  BLUD A 0 A_Jump(127,6)\n  BLUD A 5\n  BLUD B 4 A_SpawnDebris(\"FlyingBlood\")\n  BLUD CDE 3\n  Stop\n  BLUD FF 3 //A_SpawnitemEx(\"RainBlood\",Random(-6,6),Random(-6,6))\n  BLUD G 4 A_SpawnDebris(\"FlyingBlood\")\n  BLUD HIJ 3\n  Stop\n\n }\n}\n\nActor Acid : Blood\n{\n Decal BloodSplat\n RenderStyle Translucent\n +CANNOTPUSH\n Gravity 0.6\n ALPHA 0.90\n States\n {\n  Spawn:\n  BLUD A 0 A_Jump(127,6)\n  BLUD A 5\n  BLUD B 4 A_SpawnDebris(\"FlyingAcidrop\")\n  BLUD CDE 3\n  Stop\n  BLUD FF 3 //A_SpawnitemEx(\"RainBlood\",Random(-6,6),Random(-6,6))\n  BLUD G 4 A_SpawnDebris(\"FlyingAcidrop\")\n  BLUD HIJ 3\n  Stop\n\n }\n}\n\nActor FlyingBlood// : Blood\n{\n Decal BloodSmear\n Health 1\n Radius 1\n Height 1\n Gravity 0.60\n Mass 30\n Projectile\n //Alpha random(0.5,0.8)\n -NOGRAVITY\n +DONTSPLASH\n +FLOORCLIP\n -SOLID\n +WINDTHRUST\n +NOBLOCKMAP\n +NoPain\n +CLIENTSIDEONLY\n +CANNOTPUSH\n States\n {\n Spawn:\n BLUD AA 0 A_Recoil(Random(-5,5))\n// BLUD A 0 A_FadeOut(Random(0.10,0.4))\n BLUD A 0 A_Setangle(angle+Random(0,360))\n  BLUD A 0 A_Jump(127,27)\n  BLUD A 9\n  //More randomized blood\n  BLUD AAAAABBBBBCCCCCDDDDEEEEEE 2 A_SpawnItemEX(\"BloodTrail\",Random(-15,15),Random(-15,15))// A_SpawnItemEx(\"BloodTrail\",0,0,0,0,0,0,0,128)\n  Stop\n  BLUD FFFFFGGGGGHHHHHIIJJJJJJ 3 A_SpawnItem(\"BloodTrail\",Random(-2,2),Random(-2,2))//A_SpawnItemEx(\"BloodTrail\",0,0,0,0,0,0,0,128)\n  Stop\n  Death:\n // BLUD EE 4 A_SpawnItemEX(\"RainBlood\",Random(-20,20),Random(-20,20),Random(-6,6),Random(-6,6))\n //BLUD E 0 A_FadeOut(random(0.10,0.30))\n BLUD EEEEE 2 A_SpawnitemEx(\"RainBlood\",Random(-15,15),Random(-15,15)) //3 A_SpawnItemEX(\"BloodPool\",Random(-20,20),Random(-20,20),Random(-6,6),Random(-6,6))\n BLUD EEEEEEEEEE 225 A_FadeOut(0.09)\n Stop\n }\n}\n\nActor BloodPool_ replaces BloodPool\t//The floor will be a bit dirty this time,these make an i5 LOSE 90 fps so no they wont be ever back\n{\n\t+CLIENTSIDEONLY\n\t-NoGravity\n\t+CANNOTPUSH\n//\t   Radius 1\n//  Height 1\n   Scale 0.65\n\t//+NoBlockMap\n\tStates\n\t{\n//\tSpawn:\n//\tSee:\n\tDeath:\n\tXdeath:\n\tPOB2 A 0\n\t//POB2 A 0 A_PlaySound(\"Body/Blood\")\n\t//POB2 A 0 A_Jump(128,\"See2\") More Lag\n\tPOB2 A 410 A_FadeOut(0.25)\n\tLoop\n\t}\n}\n\nactor HangedBloodDrip\n{\n    Radius 1\n    Height 1\n    -NOGRAVITY\n    States\n    {\n    Spawn:\n       BNDR A 1 A_CheckFloor(\"Death\")\n\t   loop\n    Death:\n       BNDR BCDEFGH 3\n\t   POB2 A 510 A_FadeOut(0.8)\n       Stop\n    }\n}\n\nActor RainBlood\n{\n\tGravity 0.65\n\t//Scale 1.33\n\t//+NoBlockMap\n\t+CLIENTSIDEONLY\n\t//Projectile\n\t   Radius 1\n   Height 1\n   +NoBlockMap\n\t-NoGravity\n\t+Cannotpush\n\tStates\n\t{\n\tSpawn:\n\tBLD2 FGHI 3 A_Stop\n\tDeath:\n\tSee:\n\tBLD2 FGHI 7\n\t//RABL B 0 A_SpawnItem(\"BloodPool\")\n\t//RABL C 9\n\t//RABL A 0 A_SpawnItem(\"BloodPool\") Lagfest\n\tStop\n\t}\n}\nActor BloodTrail\n{\n  // Decal BloodSmear\n   Radius 1\n   Gravity 0.55\n   Height 1\n   Speed 1\n   Projectile\n   -SOLID\n   +NoPain\n   -NOGRAVITY\n   +DONTSPLASH\n   +FLOORCLIP\n   +RANDOMIZE\n   +WINDTHRUST\n   //+LOWGRAVITY\n   +NOBLOCKMAP\n   +CANNOTPUSH\n   //deathsound \"Body/Blood\"\n   Scale 0.5\n States\n {\n  Spawn:\n  //Once I added rain blood and blood pools this turned game into a lagfest\n  BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  BLD2 \"ABEJKLCDMN\" 3\n  BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  BLD2 \"AJKLBCDEMN\" 5\n  BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  BLD2 \"ABLMNCDEJK\" 4\n  BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  BLD2 \"EJKABCDLMN\" 3\n  BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  BLD2 \"AJKLMBCDEN\" 5\n//  BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n // BLD2 \"AJKDELMBCN\" 4\n // BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n // BLD2 \"AJKLMNBCDE\" 3\n // BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  //BLD2 \"JKLMNABCDE\" 4\n // BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n // BLD2 \"ABNDECLMJK\" 5\n // BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n // BLD2 \"AEJDLMKBCN\" 5\n  //BLD2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n//  BLD2 \"DCBLMJKEAN\" 3\n // BLD2 \"AJCDEMNKLB\" 5\n  Stop\n  Death:\n  TNT1 A 0 //Fixed a never happening jump\n  BLD2 N 0 A_Jump (92, 2)\n  POB2 A 6 //A_SpawnItemEX(\"RainBlood\",Random(-20,20),Random(-20,20),Random(-3,3),Random(-2,2))\n  Stop\n  BLD2 F 0 A_Jump (128, 7)\n  BLD2 F 4 A_PlaySound(\"Body/Blood\")\n  BLD2 GHI 8\n  BLD2 I 0 A_Jump (128, 1)\n  goto XDeath\n  POB2 A 5\n  POB2 A 50 A_FadeOut(0.07)\n  goto Death+9\n  BLD2 O 4 A_PlaySound(\"Body/Blood\")\n  BLD2 PQR 4\n  BLD2 R 0 A_Jump (128, 1)\n  goto XDeath\n  POB2 A 5// A_SpawnItemEX(\"RainBlood\",Random(-20,20),Random(-20,20),Random(-3,3),Random(-2,2))\n  POB2 A 50 A_FadeOut(0.07)\n  goto Death+19\n  xDeath:\n  POB2 B 5 A_SpawnItemEX(\"BloodPool\",Random(-10,10),Random(-10,10))\n  POB2 B 50 A_FadeOut(0.07)\n  goto XDeath+1\n  }\n}\n\nActor FlyingAcidrop\n{\n Decal BloodSmear\n Health 1\n Radius 1\n Height 1\n Gravity 0.60\n Mass 30\n Projectile\n -NOGRAVITY\n +DONTSPLASH\n +FLOORCLIP\n -SOLID\n +WINDTHRUST\n +NOBLOCKMAP\n +NoPain\n +CLIENTSIDEONLY\n +CANNOTPUSH\n States\n {\n Spawn:\n\tACID AA 0 A_Recoil(Random(-5,5))\n\tACID A 0 A_Setangle(angle+Random(0,360))\n\tACID A 0 A_Jump(127,27)\n\tACID A 9\n\tACID AAAAABBBBBCCCCCDDDDEEEEEE 2 A_SpawnItemEX(\"AcidTrail\",Random(-15,15),Random(-15,15))\n\tStop\n\tACID FFFFFGGGGGHHHHHIIJJJJJJ 3 A_SpawnItem(\"AcidTrail\",Random(-2,2),Random(-2,2))\n\tStop\n  Death:\n\tACID EEEEE 2 A_SpawnitemEx(\"RainAcid\",Random(-15,15),Random(-15,15))\n\tACID EEEEEEEEEE 225 A_FadeOut(0.09)\n\tACID E 2\n\tStop\n }\n}\n\nActor AcidPool\t//The floor will be a bit dirty this time,these make an i5 LOSE 90 fps so no they wont be ever back\n{\n\t+CLIENTSIDEONLY\n\t-NoGravity\n\t+CANNOTPUSH\n\tScale 0.65\n\tStates\n\t{\n\tDeath:\n\tXdeath:\n\t\tACI2 A 0\n\t\tACI2 A 410 A_FadeOut(0.25)\n\t\tACID E 0\n\t\tLoop\n\t}\n}\n\nActor RainAcid\n{\n\tGravity 0.65\n\t+CLIENTSIDEONLY\n\tRadius 1\n\tHeight 1\n\t+NoBlockMap\n\t-NoGravity\n\t+Cannotpush\n\tStates\n\t{\n\tSpawn:\n\t\tACI2 FGHI 3 A_Stop\n\tDeath:\n\tSee:\n\t\tACI2 FGHI 7\n\tStop\n\t}\n}\n\nActor AcidTrail\n{\n   Radius 1\n   Gravity 0.55\n   Height 1\n   Speed 1\n   Projectile\n   -SOLID\n   +NoPain\n   -NOGRAVITY\n   +DONTSPLASH\n   +FLOORCLIP\n   +RANDOMIZE\n   +WINDTHRUST\n   +NOBLOCKMAP\n   +CANNOTPUSH\n   Scale 0.5\n States\n {\n  Spawn:\n  //Once I added rain blood and blood pools this turned game into a lagfest\n  ACI2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  ACI2 \"ABEJKLCDMN\" 3\n  ACI2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  ACI2 \"AJKLBCDEMN\" 5\n  ACI2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  ACI2 \"ABLMNCDEJK\" 4\n  ACI2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  ACI2 \"EJKABCDLMN\" 3\n  ACI2 J 0 A_Jump (128,2,3,4,5,6,7,8,9,10)\n  ACI2 \"AJKLMBCDEN\" 5\n  Stop\n  Death:\n  TNT1 A 0\n  ACI2 N 0 A_Jump (92, 2)\n  ACI2 A 6\n  Stop\n  ACI2 F 0 A_Jump (128, 7)\n  ACI2 F 4 A_PlaySound(\"Body/Blood\")\n  ACI2 GHI 8\n  ACI2 I 0 A_Jump (128, 1)\n  goto XDeath\n  ACI2 A 5\n  ACI2 A 50 A_FadeOut(0.07)\n  goto Death+9\n  ACI2 O 4 A_PlaySound(\"Body/Blood\")\n  ACI2 PQR 4\n  ACI2 R 0 A_Jump (128, 1)\n  goto XDeath\n  ACI2 A 5\n  ACI2 A 50 A_FadeOut(0.07)\n  goto Death+19\n  xDeath:\n  ACI2 B 5 A_SpawnItemEX(\"AcidPool\",Random(-10,10),Random(-10,10))\n  ACI2 B 50 A_FadeOut(0.07)\n  goto XDeath+1\n  }\n}\n\nActor ActionFigures : HangTNoBrain //replaces HangTNoBrain\n{\n  Radius 16\n  Height 64\n  Scale 0.3\n  -SOLID\n  -SPAWNCEILING\n  -NOGRAVITY\n  States\n  {\n  Spawn:\n    AFGR A -1\n    Stop\n  }\n}\n\nActor Mime : HangTNoBrain 3185//replaces CommanderKeen// 72\n{\n  Skip_Super\n  //$Category \"BlooM Ambient\"\n  Health 100\n  Radius 16\n  Height 56\n  mass 10000000\n  translation 0\n  Scale 0.6\n  deathsound \"chainguy/pain\"\n  +SOLID\n  -SPAWNCEILING\n  -NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  States\n  {\n  Spawn:\n    MIME ABCD 10\n    Loop\n  Death:\n\tBCUL O 0 A_SpawnItemEx(\"Mimehead\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n    BCUL O 0 A_Fall\n    BCUL O 0 A_PlaySound(\"chainguy/pain\")\n    BCUL OOOOO 0 A_SpawnDebris(\"OrganDebris\")\n    BCUL OOOOO 0 A_SpawnDebris(\"FlyingBlood\")\n    BCUL O 0 A_XScream\n    BCUL O 0 A_Jump(32,2)\n    BCUL OO 0 A_SpawnDebris (\"Hand1\")\n    BCUL O 0 A_Jump(32,2)\n    BCUL O 0 A_SpawnDebris (\"Bloodliver\")\n    //BCUL O 0 A_Jump(32,2)\n\tBCUL O 5\n    Stop\n  }\n}\n\nActor Balloon : HeadOnAStick 3186\n{\n  //$Category \"BlooM Ambient\"\n  Radius 16\n  Height 92\n  Health 1\n  -SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  RENDERSTYLE Translucent\n  deathsound \"DSBALPOP\"\n  alpha 0.9\n  States\n  {\n  Spawn:\n\tBLON A -1\n    Stop\n  Death:\n\tBLON A 1 A_Scream\n    BLON A 0 A_SpawnDebris (\"BalloonDebris\",1)\n\tStop\n  }\n}\n\nActor BalloonDebris : Napalmdebris\n{\n  Health 10\n  Scale 0.5\n  RENDERSTYLE Translucent\n  alpha 0.9\n  States\n  {\n  Spawn:\n    SGSA T 0 A_Jump(128,8)\n    SGSA PQRSTQRS 3\n    Goto Spawn+1\n    SGSA SRQTSRQP 3\n    Goto Spawn+9\n  Death:\n    SGSA T 0 A_Jump(128,3)\n    SGSA T 1\n    SGSA T -1\n    Stop\n    SGSA P 1\n    SGSA P -1\n    Stop\n  }\n}\n\nActor GlassDebris : Napalmdebris\n{\n  Health 10\n  Scale 0.5\n  RENDERSTYLE Translucent\n  alpha 0.9\n  scale 0.5\n  States\n  {\n  Spawn:\n    GLAS A 0 A_Jump(128,8)\n    GLAS BCDEFGH 3\n    Goto Spawn+1\n    GLAS ABCDEFGH 3\n    Goto Spawn+9\n  Death:\n    GLAS A 0 A_Jump(128,2)\n    GLAS A 1\n    Stop\n    GLAS A 0 A_Jump(128,2)\n    GLAS B 1\n    Stop\n    GLAS A 0 A_Jump(128,2)\n    GLAS C 1\n    Stop\n    GLAS A 0 A_Jump(128,2)\n    GLAS D 1\n    Stop\n    GLAS A 0 A_Jump(128,2)\n    GLAS E 1\n    Stop\n    GLAS A 0 A_Jump(128,2)\n    GLAS F 1\n    Stop\n    GLAS A 0 A_Jump(128,2)\n    GLAS G 1\n    Stop\n    GLAS H 1\n    Stop\n  }\n}\n\nActor Ripspawner : RandomSpawner 3254\n{\n\t//$Category \"BlooM Ambient\"\n    DropItem \"churchcross\"\n    DropItem \"woodcross\"\n    DropItem \"skullcross\"\n    DropItem \"lapidablood\"\n\tDropItem \"lapidanormal\"\n\tDropItem \"lapidaskull\"\n\tDropItem \"lapidawood\"\n\tDropItem \"lapidadraven\"\n}\n\nActor churchcross 3193\n{\n  //$Category \"BlooM Ambient\"\n  mass 10000000\n  Height 30\n  Scale 0.6\n  Health 10\n  +SOLID\n  +SHOOTABLE\n  -ISMONSTER\n  -COUNTKILL\n  +NOBLOOD\n  +NOBLOODDECALS\n  DamagefActor \"none\", 0\n  DamageFActor \"Dynamite\", 6.0\n  States\n  {\n  Spawn:\n    YCRS A -1\n    Stop\n  Death:\n  Xdeath:\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n    Stop\n  }\n}\n\nActor woodcross 3194\n{\n  //$Category \"BlooM Ambient\"\n  mass 10000000\n  Height 30\n  Scale 0.6\n  Health 10\n  +SOLID\n  +SHOOTABLE\n  -ISMONSTER\n  -COUNTKILL\n  +NOBLOOD\n  +NOBLOODDECALS\n  DamagefActor \"none\", 0\n  DamageFActor \"Dynamite\", 6.0\n  States\n  {\n  Spawn:\n    YCRW A -1\n    Stop\n  Death:\n  Xdeath:\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n    Stop\n  }\n}\n\nActor skullcross 3195\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 30\n  Scale 0.6\n  Health 10\n  +SHOOTABLE\n  -ISMONSTER\n  -COUNTKILL\n  +NOBLOOD\n  +NOBLOODDECALS\n  DamagefActor \"none\", 0\n  DamageFActor \"Dynamite\", 6.0\n  States\n  {\n  Spawn:\n    YCSS A -1\n    Stop\n  Death:\n  Xdeath:\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n    Stop\n  }\n}\n\nActor lapidablood 3196\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 30\n  Scale 0.6\n  States\n  {\n  Spawn:\n    YLPB A -1\n    Stop\n  }\n}\n\nActor lapidanormal 3197\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 30\n  Scale 0.6\n  States\n  {\n  Spawn:\n    YLPD A -1\n    Stop\n  }\n}\n\nActor lapidaskull 3198\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 30\n  Scale 0.6\n  States\n  {\n  Spawn:\n    YLPS A -1\n    Stop\n  }\n}\n\nActor lapidawood 3199\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 30\n  Scale 0.6\n  States\n  {\n  Spawn:\n    YLPW A -1\n    Stop\n  }\n}\n\nActor lapidadraven 3200\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 30\n  Scale 0.6\n  States\n  {\n  Spawn:\n    YLDD A -1\n    Stop\n  }\n}\n\nActor shortcol 3203\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 50\n  Scale 0.6\n  States\n  {\n  Spawn:\n    WPI1 A -1\n    Stop\n  }\n}\n\nActor shortcol2 3204\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 50\n  Scale 0.6\n  States\n  {\n  Spawn:\n    WPI2 A -1\n    Stop\n  }\n}\n\nActor childcol 3205\n{\n//$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 50\n  //Scale 0.6\n  States\n  {\n  Spawn:\n    WSCH A -1\n    Stop\n  }\n}\n\nActor jar1 3206\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 50\n  //Scale 0.6\n  States\n  {\n  Spawn:\n    WJA1 A -1\n    Stop\n  }\n}\n\nActor jar2 3207\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 50\n  //Scale 0.6\n  States\n  {\n  Spawn:\n    WJA2 A -1\n    Stop\n  }\n}\n\nActor jar3 3208\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 50\n  //Scale 0.6\n  States\n  {\n  Spawn:\n    WJA3 A -1\n    Stop\n  }\n}\n\nActor mourn 3209\n{\n  //$Category \"BlooM Ambient\"\n  +SOLID\n  mass 10000000\n  Height 80\n  Scale 0.6\n  States\n  {\n  Spawn:\n   WMOU A -1\n    Stop\n  }\n}\n\nActor  BigSmoke\n{\n  Radius 13\n  Height 8\n  Speed 12\n  Scale 0.5\n  Alpha 0.7\n  RenderStyle Translucent\n  +RANDOMIZE\n  +CANNOTPUSH\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  States\n  {\n  Spawn:\n  //zandronum\n\t//BTEA ABCD 4 A_FadeOut(0.001,FTF_REMOVE)\n\tBTEA ABCD 4 A_FadeOut(0.01)\n\tLoop\n  }\n}\n\nActor  Lavasmoke_  replaces Lavasmoke 3239\n{\n  //$Category \"BlooM Ambient\"\n  Radius 13\n  Height 8\n  Speed 12\n  Scale 0.5\n  Alpha 0.4\n  RenderStyle Translucent\n  +RANDOMIZE\n  +CANNOTPUSH\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  States\n  {\n  Spawn:\n\tBTEA ABCD 4\n\tLoop\n  }\n}\n\nACTOR BurnDeath1\n{\n    Radius 16\n    Height 56\n    Speed 4\n    Scale 0.5\n    +FIREDAMAGE\n    +RANDOMIZE\n    +DONTSPLASH\n    +FLOORCLIP\n    +LOOKALLAROUND\n    Damagetype \"SpecialFire\"\n    Obituary \"%o was near someone in flames.\"\n    activesound \"Caleb/Burns\"\n    States\n    {\n    Spawn:\n        FGUY A 0   A_KillMaster\n        FGUY A 3 Bright A_Look\n        goto See\n    See:\n        FGUY A 0   A_PlaySound(\"Caleb/Burns\")\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0\n\t\tFGUY A 0   A_Jump(160,\"See\")\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        Goto Death\n    Death:\n\tFGUY G 0 A_StopSound\n        FGUY G 3 Bright  A_PlaySound(\"Caleb/Death\")\n        FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY G 0 A_SpawnDebris (\"NapalmDebris\")\n        FGUY G 0 A_Fall\n        FGUY GGHHII 3 Bright  A_SpawnItem(\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0 Bright  A_SpawnItem (\"BurnDeathSmoke\")\n        FGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n        FGUY A 0   //A_LoopActiveSound\n        FGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n        FGUY A 0   //A_LoopActiveSound\n        FGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n        FGUY O 0 //A_StopSound\n        FGUY PPQQRRSS 3 Bright\n        FGUT T -1\n        Stop\n    }\n}\n\nActor BurnDeathBBT\n{\n\tXScale 0.6\n\tYScale 0.51\n\tSpeed 3\n\tDeathsound \"ButcherBurn\"\n    Radius 16\n    Height 56\n    +FIREDAMAGE\n    +RANDOMIZE\n    +DONTSPLASH\n    +FLOORCLIP\n    +LOOKALLAROUND\n    Damagetype \"SpecialFire\"\n    Obituary \"%o was near someone in flames.\"\n    activesound \"DSBDYBRN\"\n    States\n    {\n    Spawn:\n        FGUY A 0   A_KillMaster\n        FGUY A 3 Bright  A_Look\n        goto See\n    See:\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        Goto Death\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tFGUY G 3 Bright  A_PlaySound(\"DSBDYBRN\")\n\t\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tFGUY G 0 A_SpawnDebris (\"NapalmDebris\")\n\t\t\tFGUY G 0 A_Fall\n\t\t\tFGUY GGHHII 3 Bright  A_SpawnItem(\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\t\tFGUY A 0 Bright  A_SpawnItem (\"BurnDeathSmoke\")\n\t\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\t\tFGUY PPQQRRSS 3 Bright\n\t\t\tTNT1 A 0 A_StopSound\n\t\t\tFGUT T -1\n\t\tStop\n\t}\n}\n\nActor BurnDeathZombie\n{\n\tScale 0.5\n\tSpeed 3\n\tDeathsound \"ZombieDeathB\"\n    Radius 16\n    Height 56\n    +FIREDAMAGE\n    +RANDOMIZE\n    +DONTSPLASH\n    +FLOORCLIP\n    +LOOKALLAROUND\n    Damagetype \"SpecialFire\"\n    Obituary \"%o hugged a zombie on fire.\"\n    activesound \"DSBDYBRN\"\n    States\n    {\n    Spawn:\n        FGUY A 0   A_KillMaster\n        FGUY A 3 Bright  A_Look\n\t\tFGUY A 0   A_PlaySound(\"demon/pain\",2)\n        goto See\n    See:\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   //A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n\t\tFGUY A 0   A_Jump(128,\"See\")\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright  A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        Goto Death\n\tDeath:\n\t\tTNT1 A 0 A_Scream\n\t\tFGUY G 3 Bright  A_PlaySound(\"DSBDYBRN\")\n\t\t//ini e552428\n\t\tFGUY G 0 A_JUMP(127,\"Kick_me\")\n\t\t//fin e552428\n\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tFGUY G 0 A_SpawnDebris (\"NapalmDebris\")\n\t\tFGUY G 0 A_Fall\n\t\tFGUY GGHHII 3 Bright  A_SpawnItem(\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\tFGUY A 0 Bright  A_SpawnItem (\"BurnDeathSmoke\")\n\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\tFGUY PPQQRRSS 3 Bright\n\t\tTNT1 A 0 A_StopSound\n\t\tFGUT T -1\n\t\tStop\n\t/*ini e552428*/ //NOW zombies on fire can lose their heads!\n\tKick_me:\n\t\tTNT1 A 1 A_ThrowGrenade(\"KickableFlying\",0,5,10,0)\n\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tFGUY G 0 A_SpawnDebris (\"NapalmDebris\")\n\t\tFGUY G 0 A_Fall\n\t\tFGUY GGHHII 3 Bright  A_SpawnItem(\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\tFGUY A 0 Bright  A_SpawnItem (\"BurnDeathSmoke\")\n\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\tFGUY PPQQRRSS 3 Bright\n\t\tTNT1 A 0 A_StopSound\n\t\tFGUT T -1\n\t\tStop\n\t/*fin e552428*/\n\t}\n}\n\nActor BurnDeathMoron : BurnDeathZombie\n{\n\tDeathSound \"Moron/Crying\"\n\tSpeed 3//wow\n\tDamageType \"SpecialFire\"\n\tStates\n\t{\n\tDeath:\n\t\t\tTNT1 A 0 A_Scream\n\t\t\tFGUY G 3 Bright A_PlaySound(\"DSBDYBRN\")\n\t\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tFGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n\t\t\tFGUY G 0 A_SpawnDebris (\"NapalmDebris\")\n\t\t\tFGUY G 0 A_Fall\n\t\t\tFGUY GGHHII 3 Bright  A_SpawnItem(\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\t\tFGUY A 0 Bright  A_SpawnItem (\"BurnDeathSmoke\")\n\t\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\t\tFGUY JJKKLLMMNNOO 3  Bright  A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n\t\t\tFGUY PPQQRRSS 3 Bright\n\t\t\tTNT1 A 0 A_StopSound\n\t\t\tFGUT T -1\n\t\t\tStop\n\t\t}\n}\n\nACTOR BurnDeath2\n{\n    Radius 20\n    Height 56\n    Speed 4\n    Scale 0.5\n    RadiusDamagefActor 0\n    +FIREDAMAGE\n    +RANDOMIZE\n    +DONTSPLASH\n    +LOOKALLAROUND\n    +FLOORCLIP\n\tDamageType \"SpecialFire\"\n    Obituary \"%o hugged a burning person.\"\n    activesound \"Cultist/Fire\"\n    seesound \"Cultist/Fire\"\n    deathsound \"CultistDie\"\n    States\n    {\n    Spawn:\n        FGUY A 0   A_KillMaster\n        FGUY A 3 Bright  A_Look\n        goto See\n    See:\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_PlayWeaponSound(\"CultistFire\")\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY A 0   A_Jump(128, 37)\n        FGUY A 0   A_Jump(128, 66)\n        FGUY AAA 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n\t\tFGUR A 0 A_Jump(110,\"See\")\n        FGUY DDD 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright   A_Wander\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY AAA 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY BBB 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY CCC 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY DDD 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY EEE 1 Bright   A_Wander\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0   A_SpawnItem (\"BFireTrail\",8+random(-5,5),58+random(-5,5),0,0)\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY FFF 1 Bright   A_Wander\n        FGUY A 0   A_SpawnItem (\"BurningAlive\")\n        FGUY A 0   A_Explode (4,24,0)\n        FGUY A 0   A_Jump(128, 1)\n        Goto XDeath\n        FGUY F 0\n        Goto Death\n    Death:\n        FGUY U 0 A_StopSound\n        FGUY U 0 A_SpawnDebris (\"NapalmDebris\")\n        FGUY U 1 A_Scream\n        FGUY U 1 Bright\n        FGUY U 0 A_Fall\n        FGUY UUUUU 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY UVW 6 Bright\n        FGUY XYZ 5 Bright\n\t\tTNT1 A 0 A_StopSound\n        BCUL V -1\n        Stop\n    XDeath:\n        FGUY G 3 Bright  A_Scream\n        FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY G 0 A_SpawnDebris(\"FlyingBlood\")\n        FGUY G 0 A_SpawnDebris (\"NapalmDebris\")\n        FGUY G 0 A_Fall\n        FGUY GGHHII 3 Bright  A_SpawnItem(\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n        FGUY A 0   A_LoopActiveSound\n        FGUY A 0 Bright  A_SpawnItem (\"BurnDeathSmoke\")\n        FGUY JJKKLLMMNNOO 3  Bright   A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n        FGUY A 0   A_LoopActiveSound\n        FGUY JJKKLLMMNNOO 3  Bright   A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n        FGUY A 0   A_LoopActiveSound\n        FGUY JJKKLLMMNNOO 3  Bright   A_SpawnItem (\"BFireTrail\",8+random(-5,5),20+random(-5,5))\n        FGUY O 0 A_StopSound\n        FGUY PPQQRRSS 3 Bright\n\t\tTNT1 A 0 A_StopSound\n        FGUT T -1\n        Stop\n    }\n}\n\nACTOR BaseLensflare\n{\n    Health       -1\n    Radius        0\n    Height        0\n    Renderstyle ADD\n    Alpha       1\n      -SOLID\n      +NOCLIP\n      +NOGRAVITY\n      +ISMONSTER\n      -SHOOTABLE\n      -COUNTKILL\n\t\t+DONTSPLASH\n\t\t+NOINTERACTION\n\t\t+CLIENTSIDEONLY\n   States\n   {\n   Spawn:\n      //LEFL W 1  BRIGHT\n      Stop\n   }\n}\n\nACTOR BlueFlare : BaseLensflare\n{\n    Scale       0.4\n   States\n   {\n   Spawn:\n\tLEFL B 0\n      LEFL BBBB 1  BRIGHT  A_FadeOut(.25)\n      Stop\n   }\n}\n\nActor BlueFlareSmall : BlueFlare\n{\n\tScale 0.2\n}\n\nACTOR ShockButcher : BaseLensflare\n{\n    Scale       0.5\n\trenderstyle add\n\talpha 0.5\n\ttranslation Ice\n\t\t+CLIENTSIDEONLY\n\t\t+DONTSPLASH\n\t\t+NOINTERACTION\n   States\n   {\n   Spawn:\n\t  TNT1 A 0\n      BBUZ AA 1 BRIGHT A_SetTranslucent(random(0,5)/10,1)\n      Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Missiles.txt",
        "contents": "actor Blower\n{\n\tPROJECTILE\n\tSpeed 0\n\t+NOBLOCKMAP\n\t+DONTSPLASH\n\t+RIPPER\n\t+FLOORHUGGER\n\t+Bloodlessimpact\n\trenderstyle none\n\tgravity 10\n\talpha .35\t// 35 tics of constant AoE afterblast damage\n\tDamageType \"Blast\"\t// players are affected less\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tMISL A 0 A_AlertMonsters\n\t\t\tTNT1 A 1\n\t\t\tMISL A 0 A_Explode(96,160,1)\n\t\t\tTNT1 A 1 A_Explode(96,140,1)\n\t\t\tTNT1 A 1 A_Explode(96,96,1)\n\t\t\tMISL A 0 A_ChangeFlag(\"EXTREMEDEATH\",0)\n\t\tDamage:\n\t\t\tMISL A 1 A_Explode(2,768*alpha,1)\n\t\t\tMISL A 0 A_FadeOut(.01)\n\t\t\tGoto Damage\n\t}\n}\n\nActor Blower2 : Blower\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tMISL A 0 A_AlertMonsters\n\t\t\tMISL A 0 A_Explode(128,128,1)\n\t\t\tTNT1 A 1 A_Explode(60,128,1)\n\t\t\tTNT1 A 1 A_Explode(60,128,1)\n\t\t\tMISL A 0 A_ChangeFlag(\"EXTREMEDEATH\",0)\n\t\tDamage:\n\t\t\tMISL A 1 A_Explode(2,768*alpha,1)\n\t\t\tMISL A 0 A_FadeOut(.01)\n\t\t\tGoto Damage\n\t}\n}\n\nActor VBlower\n{\n\tPROJECTILE\n\tSpeed 0\n\t+NOBLOCKMAP\n\t+DONTSPLASH\n\t+RIPPER\n\t+FLOORHUGGER\n\t+Bloodlessimpact\n\trenderstyle none\n\tgravity 10\n\talpha .35\t// 35 tics of constant AoE afterblast damage\n\tDamageType \"Blast\"\t// players are affected less\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tMISL A 0 A_AlertMonsters\n\t\t\tTNT1 A 1\n\t\t\tMISL A 0 //A_Explode(96,160,1)\n\t\t\tTNT1 A 1 // A_Explode(96,140,1)\n\t\t\tTNT1 A 1 //A_Explode(96,96,1)\n\t\t\tMISL A 0 A_ChangeFlag(\"EXTREMEDEATH\",0)\n\t\tDamage:\n\t\t\tMISL A 1 A_FadeOut(.01)\n\t\t\tGoto Damage\n\t}\n}\n\nActor VBlower2 : VBlower\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tMISL A 0 A_AlertMonsters\n\t\t\tMISL A 0 //A_Explode(128,128,1)\n\t\t\tTNT1 A 1 //A_Explode(60,128,1)\n\t\t\tTNT1 A 1 //A_Explode(60,128,1)\n\t\t\tMISL A 0 A_ChangeFlag(\"EXTREMEDEATH\",0)\n\t\tDamage:\n\t\t\tMISL A 1 //A_Explode(2,768*alpha,1)\n\t\t\tMISL A 0 A_FadeOut(.01)\n\t\t\tGoto Damage\n\t}\n}\nactor BFireTrail : BulletPuff\n{\n  radius 13\n  height 8\n  RENDERSTYLE ADD\n  Scale 0.3\n  alpha 0.9\n  +NOBLOCKMAP\n  +RANDOMIZE\n  +NOGRAVITY\n  +WINDTHRUST\n  +ClientSideOnly\n  +CannotPush\n  states\n  {\n  Spawn:\n  TNT1 A 0\n //   TNT1 A 0 A_Jump(220,4,5,6,7)\n    SFIR ABCDEFGH 4 bright A_Recoil(random(-1,1))\n    stop\n  }\n}\n\nActor BFireTrail2 : BFireTrail\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t//\t    TNT1 A 0 A_Jump(220,5,6,7)\n\t\t\tSFIR IJKLMNOP 4 bright A_Recoil(random(-1,1))\n\t\tStop\n\t}\n}\n\nActor BurningAlive\n{\n+ClientSideOnly\n  +NOBLOCKMAP\n  +RANDOMIZE\n  +NOGRAVITY\nStates\n{\nSpawn :\n\tTNT1 AAAAAAAAAA 2 A_SpawnItemEx(\"BFireTrail\",Random(-35,35),random(-30,60),random(0,60),0,0,random(0,3))\n\tStop\n}\n}\nActor TFireTrail : BFireTrail\n{\n\t+ClientSideOnly\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t//\t\tTNT1 A 0 A_Jump(220,1,2,3,4,5,6,7)\n\t\t\tTFIR ABCDEFGH 4 bright\n\t\tstop\n\t}\n}\n\nActor TFireTrail2 : BFireTrail\n{\n\t\t+ClientSideOnly\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t//\t    TNT1 A 0 A_Jump(220,1,2,3,4,5,6,7)\n\t\t\tTFIR IJKLMNOP 4 bright\n\t\tStop\n\t}\n}\n\nactor BSmokeTrail\n{\n  radius 13\n  height 8\n  RENDERSTYLE Translucent\n  ALPHA 0.30\n  Scale 0.1\n  +NOBLOCKMAP\n  +RANDOMIZE\n  +NOGRAVITY\n  +DONTSPLASH\n  +WINDTHRUST\n  +ClientSideOnly\n  states\n  {\n  Spawn:\n    NSMK A 0 A_Jump(128,24)//6\n    NSMK GGGGHHHHIIIIJJJJKKKKLLLL 1 A_FadeOut(0.01)\n    stop\n    NSMK AAAABBBBCCCCDDDDEEEEFFFF 1 A_FadeOut(0.01)\n    stop\n  }\n}\n\nActor TeslaProjectile : FastProjectile\n{\n\tSpeed 72\n\tRadius 8\n\tHeight 8\n\tPROJECTILE\n\t+BloodLessImpact //No more insane blood on wall\n\tDamage (random(24,32))\n\tDamageType \"Tesla\"\n\tDamageType \"Shock\"\n\tObituary \"%o was overcharged by %k.\"\n\tRenderstyle add\n\t+FOILINVUL\n\t+ThruGhost\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESP AAAAAAA 1 Bright A_Fadeout(0.16)\n\t\t\tTESP A 0 A_PlaySound(\"weap/tsla/see\",0)\n\t\t\tTESP AAAAAAA 1 Bright A_FadeIn(0.16)\n\t\t\tTESP A 0 A_PlaySound(\"weap/tsla/see\",0)\n\t\tLoop\n\t\tDeath:\n\t\t\tTNT1 A 0 A_Explode(random(3,6), 24, 0)\n\t\t\tTNT1 A 0 A_SpawnITem(\"BoltShrink1\")\n\t\t\tTNT1 A 0 A_PlaySound(\"TESLFIR\",0)\n\t\t\tTNT1 AAAAA 0 A_SpawnItemEx(\"TeslaFX\", random(-8,8), random(-8,8), random(0,3), random(-12,12), random(-12,12), random(0,3))\n\t\tStop\n\t}\n}\n\nActor CultistTesla : TeslaProjectile\n{\n\tSpeed 60\n\tScale 0.8\n\t-FOILINVUL\n\t//Damage(random(19,26))\n\tDamage(random(5,12))\n}\n\nactor BGargBone\n{\n  Scale 0.58\n  radius 6\n  height 8\n  speed 10\n  Gravity 1.5\n  damage (random(20,25))\n  DamageType \"Spiritual\"\n  seesound \"GargoyleMelee\"\n  PROJECTILE\n  -SOLID\n  +NOGRAVITY\n  +RANDOMIZE\n  +DONTSPLASH\n  //+Ripper\n  states\n  {\n  Spawn:\n    BONE ABCD 4\n    loop\n  Death:\n\tBONE E 0 A_UNsetSolid\n    BONE E 6 A_Recoil(-12)\n\tBONE E 6 A_Explode(7,20,0)\n\tBONE F 6 A_Explode(7,20,0)\n\tBONE F 6 A_Explode(7,20,0)\n\tBONE G 9 A_Explode(7,20,0)\n\tBONE G 6 A_Explode(7,20,0)\n    stop\n  }\n}\n\nactor Kaboom : BulletPuff\n{\n  radius 32\n  height 50\n  Decal Scorch\n  renderstyle Add\n  alpha 0.45\n  +NOGRAVITY\n  +DONTSPLASH\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    MISL B 0\n    goto See\n  See:\n    MISL B 0 Radius_quake(2,8,0,16,0)\n  \tMISL B 0 A_JumpIf(waterlevel>2,\"Vapor\")\n\tMISL B 0 A_SpawnItemEx(\"KaboomDouble\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION)\n    goto Death\n  Vapor:\n    MISL AAAAAA 0 A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",0,0,0,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n  Death:\n    MISL BBBBB 0 A_CustomMissile(\"NapalmDebris\", 0, 0, random[Puffs](0,360), 2, random[Puffs](-90,90))\n    MISL B 0 A_SpawnDebris (\"NapalmDebris\")\n    MISL B 0 A_Jump(128,\"AltDeath\")\n    MISL BCD 3 bright\n    MISL D 0 Radius_Quake (1,10,0,16,0)\n\tMISL A 0 A_JumpIf(waterlevel>2,\"DeathVapor\")\n    MISL EFGHI 3 bright\n    MISL JKL 2 bright\n    MISL MN 2 bright\n    stop\n  DeathVapor:\n    MISL EFGHI 3 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",0,0,0,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n    MISL JKL 2 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n    MISL MN 2 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-20,20),random[Puffs](-20,20),30,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n    stop\n  AltDeath:\n    MISL OPQ 3 bright\n    MISL Q 0 bright Radius_Quake (1,10,0,16,0)\n\tMISL A 0 A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n    MISL RSTUV 3 bright\n    MISL WXY 2 bright\n    MISL \"Z[\" 2 bright\n    stop\n  AltDeathVapor:\n    MISL RSTUV 3 bright  A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",0,0,0,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n    MISL WXY 2 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n    MISL \"Z[\" 2 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-20,20),random[Puffs](-20,20),30,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n    stop\n  }\n}\n\nActor BigFireTrail\n{\n    radius 13\n    height 8\n    RENDERSTYLE ADD\n    XScale 0.45\n\tYScale 0.3\n    alpha 0.9\n    +NOBLOCKMAP\n    +RANDOMIZE\n    +NOGRAVITY\n    +WINDTHRUST\n\t+ClientSideOnly\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTEX2 KL 2 bright A_Recoil(Random(-1,1))\n\t\tStop\n\t}\n}\n\nActor TchernobogKaboom\n{\n    radius 32\n    height 50\n    Decal Scorch\n    renderstyle Add\n    alpha 0.75\n    +NOGRAVITY\n    +DONTSPLASH\n    +RANDOMIZE\n\tStates\n\t{\n\t\tSpawn:\n\t\tSee:\n\t\t\tTNT1 A 0 Radius_quake(2,8,0,16,0)\n\t\t\tTEX2 ABC 3 bright\n\t\t\tTNT1 A 0 Radius_Quake (1,10,0,16,0)\n\t\t\tTEX2 DEFG 3 bright\n\t\t\tTEX2 HIJ 2 bright\n\t\t\tTEX2 KL 2 bright\n\t\tstop\n\t}\n}\n\nactor KaboomDouble : Kaboom\n{\n  states\n  {\n  Spawn:\n  \tMISL A 0\n\tMISL B 0 A_Jump(128,\"AltDeath\")\n    MISL BCD 1 bright\n\tMISL E 2 bright A_JumpIf(waterlevel>2,\"DeathVapor\")\n    MISL FGHI 2 bright\n    MISL JKL 2 bright\n    MISL MN 2 bright\n    stop\n  DeathVapor:\n    MISL EFGHI 1 bright\n    MISL JKL 1 bright\n    MISL MN 1 bright\n    stop\n  AltDeath:\n    MISL OPQ 2 bright\n\tMISL R 2 bright A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n    MISL STUV 2 bright\n    MISL WXY 2 bright\n    MISL \"Z[\" 2 bright\n    stop\n  AltDeathVapor:\n    MISL RSTUV 1 bright\n    MISL WXY 1 bright\n    MISL \"Z[\" 1 bright\n    stop\n  }\n}\n\nactor FloorKaboom\n{\n  radius 0\n  height 0\n  //Why did it have a blocking area.. it isn't even a tangible thing.\n  //All that did was make tnt damage luck based.\n  Decal Scorch\n  renderstyle Add\n  alpha 0.45\n  +NOBLOCKMAP\n  -NOGRAVITY\n  +DONTSPLASH\n  +RANDOMIZE\n  PROJECTILE\n  states\n  {\n  Spawn:\n    MISL B 0\n\tDEXP A 0 A_SpawnItemEx (\"FloorKaboomDouble\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION)\n    goto Death\n  Death:\n    DEXP A 0 Radius_quake(2,7,0,16,0)\n    DEXP A 0 A_SpawnDebris (\"NapalmDebris\")\n    DEXP A 0 A_Jump(128,\"AltDeath\")\n    DEXP ABC 2 bright\n    DEXP D 0 Radius_Quake (1,10,0,16,0)\n\tMISL A 0 A_JumpIf(waterlevel>2,\"DeathVapor\")\n    DEXP DEFGHI 3 bright\n    DEXP JKLM 2 bright\n    stop\n  DeathVapor:\n    DEXP DEFGHI 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n    DEXP JKLM 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-20,20),random[Puffs](-20,20),30,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n    stop\n  AltDeath:\n    DEXP NOP 2 bright\n    DEXP P 0 Radius_Quake (1,10,0,16,0)\n\tMISL A 0 A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n    DEXP QRSTU 3 bright\n    DEXP VWXYZ 2 bright\n    stop\n  AltDeathVapor:\n    DEXP DEFGHI 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-10,10),random[Puffs](-10,10),15,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n    DEXP JKLM 1 bright A_SpawnItemEx(\"SmokeTrailIn4OutSlow\",random[Puffs](-20,20),random[Puffs](-20,20),30,random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](random[Puffs](-4,0),random[Puffs](0,4)),random[Puffs](2,4))\n    stop\n  }\n}\n\nactor FloorKaboomDouble : FloorKaboom\n{\n  states\n  {\n  Spawn:\n    MISL B 0\n\tDEXP A 0 A_Jump(128,\"AltDeath\")\n    DEXP ABC 1 bright\n\tMISL A 0 A_JumpIf(waterlevel>2,\"DeathVapor\")\n    DEXP DEFGHI 2 bright\n    DEXP JKLM 2 bright\n    stop\n  DeathVapor:\n    DEXP DEFGHI 1 bright\n    DEXP JKLM 1 bright\n    stop\n  AltDeath:\n    DEXP NOP 1 bright\n\tMISL A 0 A_JumpIf(waterlevel>2,\"AltDeathVapor\")\n    DEXP QRSTU 2 bright\n    DEXP VWXYZ 2 bright\n    stop\n  AltDeathVapor:\n    DEXP DEFGHI 1 bright\n    DEXP JKLM 1 bright\n    stop\n  }\n}\n\nActor TNTExplo : FloorKaboom\n{\n\tscale .6\n\tStates\n\t{\n\t\tSpawn:\n\t\t    MISL B 0\n\t\t\tDEXP A 0 A_SpawnItemEx (\"TNTExploDouble\",0,0,0,momx,momy,momz,0,SXF_NOCHECKPOSITION)\n\t\t\tGoto Super::Death\n\t}\n}\n\nactor TNTExploDouble : FloorKaboomDouble\n{ scale .5 }\n\nactor GargoyleBlastLight\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.5\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\tOMG2 A 4\n\t\tOMG2 A 1\n\t\tStop\n\t}\n}\n\nactor GargoyleBallLight\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.5\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\tOMG2 A 4\n\t\tOMG2 A 1\n\t\tStop\n\t}\n}\n\nactor StoneGargBall\n{\n  radius 6\n  height 8\n  speed 56\n  SCALE 0.65\n  damage (random(18,28))\n  renderstyle Add\n  //seesound \"SARGBLST\"\n  deathsound \"SARGFX\"\n  DamageType \"Spiritual\"\n  PROJECTILE\n  +RANDOMIZE\n  \t+ThruGhost\n\t+SeekerMissile\n\tDamageType \"GOUPBOY\"\n  alpha 0.9\n  states\n  {\n  Spawn:\n  EYEB AA 1 Bright A_PlaySound(\"SARGBLST\",0)\n  EYEB AA 1 Bright A_SeekerMissile(10,10)\n    EYEB ABCD 1 bright A_SpawnItemEx(\"GargoyleBallLight\")\n    Goto Spawn+4\n  Death:\n\tBAL2 E 0 A_RadiusThrust(600,270,0)\n    BAL2 EEEEEEEEEEEEEEEEEE 0 A_CustomMissile(\"StoneGargFX\", 0, 0, random(0,360), 2, random(-90,90))\n\tBAL2 A 0 A_SpawnItemEx(\"GargoyleBlastLight\")\n\tBAL2 EFG 0 bright A_SCREAM\n    BAL2 HI 0 bright\n    stop\n  }\n}\n\nactor PhantasmProjectile\n{\n  radius 6\n  height 8\n  speed 24\n  SCALE 0.65\n  damage (random(12,48))\n  renderstyle Add\n  seesound \"PhantasmMissile\"\n  DamageType \"Spiritual\"\n  PROJECTILE\n  +RANDOMIZE\n  +NoClip\n  alpha 0.78\n  states\n  {\n  Spawn:\n    PHAM A 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM B 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM A 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 0 A_PlaySound(\"SKULAIR\")\n    PHAM A 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM B 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM A 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t\t\t\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t\t\t\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 0 A_PlaySound(\"SKULAIR\")\n\t    PHAM A 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t    PHAM B 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t    PHAM A 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t\t\t\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t\t\t\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 0 A_PlaySound(\"SKULAIR\")\n\t    PHAM A 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t    PHAM B 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t    PHAM A 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t\t\t\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t\t\t\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 0 A_PlaySound(\"SKULAIR\")\n\t    PHAM A 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t    PHAM B 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t    PHAM A 3 A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t\t\t\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\t\t\t\t\tPHAM D 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM E 2 Bright A_SpawnItem(\"PhantasmTrail\")\n\tPHAM A 0 A_Explode(random(12,30),50,0)\n\tPHAM D 0 A_PlaySound(\"SKULAIR\")\nDeath:\n\tPHAM D 0\n    stop\n  }\n}\n\nActor PhantasmTrail\n{\n\theight 1\n\tradius 1\n\tspeed 0\n\tscale 0.65\n\trenderstyle add\n\talpha 0.5\n\t+NOGRAVITY\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tPHAM ABCDE 3 A_Fadeout(0.08)\n\t\tStop\n\t}\n}\n\nActor Phantasmlauncher: PhantasmProjectile\n{\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTCHN M 1 A_SpawnItemEx(\"PhantasmProjectile\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\t\t\tTCHN M 1 A_SpawnItemEx(\"PhantasmProjectile\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\t\t\tTCHN M 1 A_SpawnItemEx(\"PhantasmProjectile\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\t\t\tTCHN M 1 A_SpawnItemEx(\"PhantasmProjectile\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\t\t\tTCHN M 1 A_SpawnItemEx(\"PhantasmProjectile\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\t\t\tTCHN M 1 A_SpawnItemEx(\"PhantasmProjectile\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\t\t\tTCHN M 1 A_SpawnItemEx(\"PhantasmProjectile\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\t\t\tTCHN M 1 A_SpawnItemEx(\"PhantasmProjectile\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\t\t\tTCHN M 1 A_SpawnItemEx(\"PhantasmProjectile\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\t\t\tTCHN M 1 A_SpawnItemEx(\"PhantasmProjectile\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\t\t\ttnt1 a 60 A_Quake(6,60,0,800)\n\t\tStop\n\t}\n}\n\nactor GrayCircle\n{\n\talpha 1\n\tscale 0.9\n\trenderstyle add\n\t+NOGRAVITY\n\tstates\n\t{\n\t\tspawn:\n\t\t\tGBAL FFFFGGGGHHHHIIII 1 A_FadeOut(.0333)\n\t\t\tStop\n\t}\n}\n\nactor SprayCanFire\n{\n  Decal PlasmaScorchLower1\n  spawnid 51\n  radius 13\n  height 8\n  speed 12\n  RENDERSTYLE ADD\n  Scale 0.2\n  damage (random(2,4))\n  alpha 0.9\n  //deathsound \"weapons/plasmax\"\n  //SeeSound \"Spray/Can\"\n  PROJECTILE\n  +RANDOMIZE\n  +CANNOTPUSH\n  +NODAMAGETHRUST\n  +RIPPER\n  +BLOODLESSIMPACT\n  //translation \"80:95=208:223\",\"96:111=176:191\"\n  damagetype Fire\n  states\n  {\n  Spawn:\n    //NSMK G 0 A_JumpIf (waterlevel < 1, 13)\n    NSMK G 0 A_Jump(128,6)\n    SPFI AABBCCDD 1 Bright A_SpawnItem (\"BFireTrail\",8+random(-7,7),8+random(-7,7),0,0)\n\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\tSPFI EFGHI 2 bright A_SpawnItem (\"BFireTrail2\",8+random(-5,5),8+random(-7,7),0,0)\n    goto Death\n    SPFI ABCD 2 A_SpawnItem (\"BFireTrail\",8+random(-5,5),8+random(-7,7),0,0)\n\tTNT1 A 0 ThrustThingZ(0, 4, 0, 1)\n\tSPFI EF 2 bright A_SpawnItem (\"BFireTrail2\",8+random(-5,5),8+random(-5,5),0,0)\n    goto Death\n    NSMK G 0\n    goto XDeath\n  Death:\n    NSMK A 0 A_Jump(128,15)\n    SPFI GHI 2 bright A_SpawnItem (\"BFireTrail\",8+random(-5,5),8+random(-5,5),0,0)\n    SFIR ABCDEFGH 2 bright\n    stop\n    SPFI GHI 2 bright A_SpawnItem (\"BFireTrail2\",8+random(-5,5),8+random(-5,5),0,0)\n    SFIR IJKLMNOP 2 bright\n    stop\n  XDeath:\n    FTRL H 0 bright\n    stop\n  }\n}\n\nActor HellHoundFire : SprayCanFire\n{\n\tseesound \"\"\n\tdeathsound \"\"\n\tSpeed 14\n\tDamage (10)\n\tDamageType SpecialFire\n\t-Ripper\n\tStates\n\t{\n\t  Spawn:\n\t\t//NSMK G 0 A_JumpIf (waterlevel < 1, 13)\n\t\tSPFI AB 1 Bright A_SpawnItem (\"BFireTrail\",8+random(-5,5),8+random(-5,5),0,0)\n\t\tSPFI CD 1 BRIGHT\n\t\tSPFI EF 1 bright A_SpawnItem (\"BFireTrail2\",8+random(-5,5),8+random(-5,5),0,0)\n\t\tSPFI GH 1\n\t\tgoto Death\n\t}\n}\n\nActor StoneGargBall2 : StoneGargBall\n{\n\tDamage (random(16,24))\n  states\n  {\n  Spawn:\n    EYEB ABCD 1 bright A_SpawnItemEx(\"GargoyleBallLight\")\n    Loop\n  Death:\n\tBAL2 E 0 A_RadiusThrust(40,100,0)\n    BAL2 EEEEEEEEEEEEEEEEEE 0 A_CustomMissile(\"StoneGargFX\", 0, 0, random(0,360), 2, random(-90,90))\n\tBAL2 A 0 A_SpawnItemEx(\"GargoyleBlastLight\")\n\tTNT1 A 0 A_Explode(9, 24, 0)\n\tBAL2 EFG 0 bright A_SCREAM\n    BAL2 HI 0 bright\n    stop\n  }\n}\n\nactor StoneGargFX\n{\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  Scale 0.2\n  PROJECTILE\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +RANDOMIZE\n  -NOGRAVITY\n  -SOLID\n  +WINDTHRUST\n  RENDERSTYLE ADD\n  states\n  {\n  Spawn:\n    EYEP A 0 bright\n    EYEP A 10 bright\n    EYEP A 200 bright A_LowGravity\n    stop\n    EYEP B 10 bright\n    EYEP B 200 bright A_LowGravity\n    stop\n    EYEP C 10 bright\n    EYEP C 200 bright A_LowGravity\n    stop\n    EYEP D 10 bright\n    EYEP D 200 bright A_LowGravity\n    stop\n    EYEP E 10 bright\n    EYEP E 200 bright A_LowGravity\n    stop\n    EYEP F 10 bright\n    EYEP F 200 bright A_LowGravity\n    stop\n  Death:\n    EYEP F 5 A_FadeOut(0.1)\n\tLoop\n    stop\n  }\n}\n\nactor Bloodfire : ArchvileFire //replaces ArchvileFire\n{\n  //+NOBLOCKMAP\n  +NOGRAVITY\n  +ACTIVATEMCROSS\n  +CANPASS\n  +CANPUSHWALLS\n  //RenderStyle None\n  //+INVISIBLE\n  RENDERSTYLE ADD\n  alpha 0.0\n  states\n  {\n  Spawn:\n    FIRE A 0 A_FireCrackle\n    FIRE A 2 bright A_Fire\n    FIRE A 0 A_FadeIn(0.18)\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-5,5),0,0)\n    FIRE B 2 bright A_Fire\n    FIRE A 0 A_FadeIn(0.18)\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-5,5),0,0)\n    FIRE C 2 bright A_Fire\n    FIRE A 0 A_FadeIn(0.18)\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-5,5),0,0)\n    FIRE D 2 bright A_Fire\n    FIRE A 0 A_FadeIn (0.18)\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-5,5),0,0)\n    FIRE E 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-5,5),0,0)\n    FIRE F 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-5,5),0,0)\n    FIRE G 2 bright A_Fire\n    FIRE A 0 A_FireCrackle\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE A 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE B 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE C 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE D 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE E 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE F 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE G 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE A 2 bright A_Fire\n    FIRE A 0 A_FireCrackle\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE B 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE C 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE D 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE E 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE F 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE G 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE A 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE B 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE C 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE D 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE E 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE F 2 bright A_Fire\n    FIRE A 0 A_FadeOut(0.18)\n    FIRE A 0 A_StartFire\n    FIRE AAAA 0 bright A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-25,25),0,0)\n    FIRE G 2 bright A_Fire\n    FIRE A 0 A_FadeOut(0.18)\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-5,5),0,0)\n    FIRE A 2 bright A_Fire\n    FIRE A 0 A_FadeOut(0.18)\n    FIRE AAAA 0 bright A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-5,5),0,0)\n    FIRE B 2 bright A_Fire\n    FIRE AAAA 0 A_SpawnItem (\"BFireTrail\",1+random(-25,25),38+random(-5,5),0,0)\n    FIRE A 0 A_FadeOut(0.18)\n    stop\n  }\n}\n\nACTOR SmokeTrail\n{\n\t+NOINTERACTION\n\t+DONTSPLASH\n\t+NOCLIP\n   \t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+CLIENTSIDEONLY\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\tSMOK ABCDEFGHIJKLMNOPQ 1\n\t\tStop\n\t}\n}\nACTOR SmokeTrailSmall : SmokeTrail\n{scale .25}\nACTOR SmokeTrailSlow : SmokeTrail\n{\tStates\n\t{\n\t\tSpawn:\n\t\tSMOK ABCDEFGH 2\n\t\tSMOK IJKLMNOPQ 1\n\t\tStop\n\t}\n}\nACTOR SmokeTrailIn4OutSlow : SmokeTrail\n{\tVSpeed 1\n\tAlpha 0\n\tStates\n\t{\n\t\tSpawn:\n\t\tSMOK A 0\n\t\tSMOK A 1 A_SetTranslucent(.125,1)\n\t\tSMOK A 1 A_SetTranslucent(.25,1)\n\t\tSMOK B 1 A_SetTranslucent(.375,1)\n\t\tSMOK B 1 A_SetTranslucent(.5,1)\n\t\tSMOK C 1 A_SetTranslucent(.625,1)\n\t\tSMOK C 1 A_SetTranslucent(.75,1)\n\t\tSMOK D 1 A_SetTranslucent(.875,1)\n\t\tSMOK D 1 A_SetTranslucent(1,1)\n\t\tSMOK EFGH 2\n\t\tSMOK IJKLMNOPQ 1\n\t\tStop\n\t}\n}\nActor SmokeTrailVerySlow : SmokeTrail\n{\tStates\n\t{\n\t\tSpawn:\n\t\tSMOK ABC 3\n\t\tSMOK DEFGHIJKLMNOPQ 2\n\t\tStop\n\t}\n}\nActor SmokeTrailSmallSlow : SmokeTrailSlow\n{scale .25}\nACTOR SmokeTrailTiny : SmokeTrail\n{scale .125}\nACTOR SmokeTrailTinySlow : SmokeTrailSlow\n{scale .125}"
      },
      {
        "source": "pk3",
        "name": "Actors/Gibs.txt",
        "contents": "actor OrganDebris2\n{\n  Decal BloodSmear2\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  mass 1\n  PROJECTILE\n  +DONTSPLASH\n  +RANDOMIZE\n  +FLOORCLIP\n  -NOGRAVITY\n  Species \"Organs\"\n  +ThruSpecies\n  +NOBLOCKMAP\n  +WINDTHRUST\n  +CLIENTSIDEONLY\n  -SOLID\n  +CannotPush\n  states\n  {\n  Spawn:\n    OSPN ABCD 3 A_SpawnItem(\"BloodTrail\")\n    loop\n  Death:\n    BLUD F 2 A_PlaySound(\"Body/Gibs\")\n\tBLUD F 0 A_CustomMissile(\"BloodTrail\",frandom(-4,4),frandom(-4,4),frandom(0,360))\n    BLUD GHI 2\n    stop\n  }\n}\n\nactor HeadBlood\n{\n Decal  BloodSmear\n Radius 1\n Height 1\n PROJECTILE\n +RANDOMIZE\n -NOGRAVITY\n +DONTSPLASH\n +FLOORCLIP\n -SOLID\n +LOWGRAVITY\n +CLIENTSIDEONLY\n +CannotPush\n \tSpecies \"Organs\"\n\t+ThruSpecies\n Scale 0.5\n Speed 3\n   States\n   {\n  Spawn:\n  TNT1 A 0 A_JumpIf(waterlevel > 2, \"Death\")\n  BLUD J 0 A_Jump (231,1,2,3,4,5,6,7,8,9,10)\n  BLUD J 4 A_Jump (127, 1)\n  BLUD K 4 A_SpawnItem(\"BloodTrail\")\n  BLUD L 4 A_Jump (127, 1)\n  BLUD M 4 A_SpawnItem(\"BloodTrail\")\n  BLUD N 4 A_Jump (127, 1)\n  BLUD X 4 A_SpawnItem(\"BloodTrail\")\n  BLUD Y 4 A_Jump (127, 1)\n  BLUD Z 4 A_SpawnItem(\"BloodTrail\")\n  BLUD \"[\" 4 A_Jump (127, 1)\n  BLUD \"\\\" 4 A_SpawnItem(\"BloodTrail\")\n  BLUD J 4 A_Jump (127, 1)\n  BLUD K 4 A_SpawnItem(\"BloodTrail\")\n  BLUD L 4 A_Jump (127, 1)\n  BLUD M 4 A_SpawnItem(\"BloodTrail\")\n  BLUD N 4 A_Jump (127, 1)\n  BLUD X 4 A_SpawnItem(\"BloodTrail\")\n  BLUD Y 4 A_Jump (127, 1)\n  BLUD Z 4 A_SpawnItem(\"BloodTrail\")\n  BLUD \"[\" 4 A_Jump (127, 1)\n  BLUD \"\\\" 4 A_SpawnItem(\"BloodTrail\")\n  BLUD J 4 A_Jump (127, 1)\n  BLUD K 4 A_SpawnItem(\"BloodTrail\")\n  BLUD L 4 A_Jump (127, 1)\n  BLUD M 4 A_SpawnItem(\"BloodTrail\")\n  BLUD N 4 A_Jump (127, 1)\n  BLUD X 4 A_SpawnItem(\"BloodTrail\")\n  BLUD Y 4 A_Jump (127, 1)\n  BLUD Z 4 A_SpawnItem(\"BloodTrail\")\n  BLUD \"[\" 4 A_Jump (127, 1)\n  BLUD \"\\\" 4 A_SpawnItem(\"BloodTrail\")\n  BLUD J 4 A_Jump (127, 1)\n  BLUD K 4 A_SpawnItem(\"BloodTrail\")\n  BLUD L 4 A_Jump (127, 1)\n  BLUD M 4 A_SpawnItem(\"BloodTrail\")\n  BLUD N 4 A_Jump (127, 1)\n  BLUD X 4 A_SpawnItem(\"BloodTrail\")\n  BLUD Y 4 A_Jump (127, 1)\n  BLUD Z 4 A_SpawnItem(\"BloodTrail\")\n  BLUD \"[\" 4 A_Jump (127, 1)\n  BLUD \"\\\" 4 A_SpawnItem(\"BloodTrail\")\n  Stop\n  Death:\n  BLUD L 1\n  Stop\n   }\n}\n\nactor ZombieHead\n{\n  health 5\n  radius 8\n  height 16\n  Speed 10\n  scale 0.5\n  mass 1\n  PROJECTILE\n  +RANDOMIZE\n  -NOGRAVITY\n  +DOOMBOUNCE\n  +PUSHABLE\n  +BOUNCEONACTORS\n  +CANBOUNCEWATER\n  +FLOORCLIP\n  seesound \"DSHEDBON\"\n  states\n  {\n  Spawn:\n\t\tZHED A 0 A_Jump (248,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31)\n\t\tZHED A 3 A_CustomMissile(\"HeadBlood\", 10, 0, 0, 2, 45)\n\t\tZHED B 3 A_CustomMissile(\"HeadBlood\", 10, 0, 10, 2, 45)\n\t\tZHED C 3 A_CustomMissile(\"HeadBlood\", 10, 0, 20, 2, 45)\n\t\tZHED D 3 A_CustomMissile(\"HeadBlood\", 10, 0, 30, 2, 45)\n\t\tZHED E 3 A_CustomMissile(\"HeadBlood\", 10, 0, 40, 2, 45)\n\t\tZHED F 3 A_CustomMissile(\"HeadBlood\", 10, 0, 50, 2, 45)\n\t\tZHED G 3 A_CustomMissile(\"HeadBlood\", 10, 0, 60, 2, 45)\n\t\tZHED H 3 A_CustomMissile(\"HeadBlood\", 10, 0, 70, 2, 45)\n\t\tZHED I 3 A_CustomMissile(\"HeadBlood\", 10, 0, 80, 2, 45)\n\t\tZHED J 3 A_CustomMissile(\"HeadBlood\", 10, 0, 90, 2, 45)\n\t\tZHED K 3 A_CustomMissile(\"HeadBlood\", 10, 0, 100, 2, 45)\n\t\tZHED L 3 A_CustomMissile(\"HeadBlood\", 10, 0, 110, 2, 45)\n\t\tZHED M 3 A_CustomMissile(\"HeadBlood\", 10, 0, 120, 2, 45)\n\t\tZHED N 3 A_CustomMissile(\"HeadBlood\", 10, 0, 130, 2, 45)\n\t\tZHED O 3 A_CustomMissile(\"HeadBlood\", 10, 0, 140, 2, 45)\n\t\tZHED P 3 A_CustomMissile(\"HeadBlood\", 10, 0, 150, 2, 45)\n\t\tZHED A 3 A_CustomMissile(\"HeadBlood\", 10, 0, 160, 2, 45)\n\t\tZHED B 3 A_CustomMissile(\"HeadBlood\", 10, 0, 170, 2, 45)\n\t\tZHED C 3 A_CustomMissile(\"HeadBlood\", 10, 0, 180, 2, 45)\n\t\tZHED D 3 A_CustomMissile(\"HeadBlood\", 10, 0, 190, 2, 45)\n\t\tZHED E 3 A_CustomMissile(\"HeadBlood\", 10, 0, 200, 2, 45)\n\t\tZHED F 3 A_CustomMissile(\"HeadBlood\", 10, 0, 210, 2, 45)\n\t\tZHED G 3 A_CustomMissile(\"HeadBlood\", 10, 0, 220, 2, 45)\n\t\tZHED H 3 A_CustomMissile(\"HeadBlood\", 10, 0, 230, 2, 45)\n\t\tZHED I 3 A_CustomMissile(\"HeadBlood\", 10, 0, 240, 2, 45)\n\t\tZHED J 3 A_CustomMissile(\"HeadBlood\", 10, 0, 250, 2, 45)\n\t\tZHED K 3 A_CustomMissile(\"HeadBlood\", 10, 0, 260, 2, 45)\n\t\tZHED L 3 A_CustomMissile(\"HeadBlood\", 10, 0, 270, 2, 45)\n\t\tZHED M 3 A_CustomMissile(\"HeadBlood\", 10, 0, 280, 2, 45)\n\t\tZHED N 3 A_CustomMissile(\"HeadBlood\", 10, 0, 290, 2, 45)\n\t\tZHED O 3 A_CustomMissile(\"HeadBlood\", 10, 0, 300, 2, 45)\n\t\tZHED P 3 A_CustomMissile(\"HeadBlood\", 10, 0, 310, 2, 45)\n\t\t//TNT1 A 0 A_JumpIf(waterlevel > 2, \"Death\")\n\t\tTNT1 A 0 A_Jump(127, \"Death\")\n\t\tgoto Spawn+1\n\n  Death:\n\tZHED A 0 A_Jump (240,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15)\n\tZHED B -1 //No A.. that is only for kickable!\n    stop\n    ZHED B -1\n    stop\n    ZHED C -1\n    stop\n    ZHED D -1\n    stop\n    ZHED E -1\n    stop\n    ZHED F -1\n    stop\n    ZHED G -1\n    stop\n    ZHED H -1\n    stop\n    ZHED I -1\n    stop\n    ZHED J -1\n    stop\n    ZHED K -1\n    stop\n    ZHED L -1\n    stop\n    ZHED M -1\n    stop\n    ZHED N -1\n    stop\n    ZHED O -1\n    stop\n    ZHED P -1\n    stop\n  }\n}\n\nActor KickableFlying : ZombieHead\n{\n\tDamage(5)\n\tGravity 0.87\n\tBounceCount 4\n\tDamageType \"StunningHead\"\n\t+NoExtremeDeath\n\tStates\n\t{\n\n\t\tZHED A 0 A_Jump (248,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31)\n\t\tZHED A 3 A_CustomMissile(\"HeadBlood\", 10, 0, 0, 2, 45)\n\t\tZHED B 3 A_CustomMissile(\"HeadBlood\", 10, 0, 10, 2, 45)\n\t\tZHED C 3 A_CustomMissile(\"HeadBlood\", 10, 0, 20, 2, 45)\n\t\tZHED D 3 A_CustomMissile(\"HeadBlood\", 10, 0, 30, 2, 45)\n\t\tZHED E 3 A_CustomMissile(\"HeadBlood\", 10, 0, 40, 2, 45)\n\t\tZHED F 3 A_CustomMissile(\"HeadBlood\", 10, 0, 50, 2, 45)\n\t\tZHED G 3 A_CustomMissile(\"HeadBlood\", 10, 0, 60, 2, 45)\n\t\tZHED H 3 A_CustomMissile(\"HeadBlood\", 10, 0, 70, 2, 45)\n\t\tZHED I 3 A_CustomMissile(\"HeadBlood\", 10, 0, 80, 2, 45)\n\t\tZHED AA 5 A_SetSolid\n\t\tZHED J 3 A_CustomMissile(\"HeadBlood\", 10, 0, 90, 2, 45)\n\t\tZHED K 3 A_CustomMissile(\"HeadBlood\", 10, 0, 100, 2, 45)\n\t\tZHED L 3 A_CustomMissile(\"HeadBlood\", 10, 0, 110, 2, 45)\n\t\tZHED M 3 A_CustomMissile(\"HeadBlood\", 10, 0, 120, 2, 45)\n\t\tZHED N 3 A_CustomMissile(\"HeadBlood\", 10, 0, 130, 2, 45)\n\t\tZHED O 3 A_CustomMissile(\"HeadBlood\", 10, 0, 140, 2, 45)\n\t\tZHED P 3 A_CustomMissile(\"HeadBlood\", 10, 0, 150, 2, 45)\n\t\tZHED A 3 A_CustomMissile(\"HeadBlood\", 10, 0, 160, 2, 45)\n\t\tZHED B 3 A_CustomMissile(\"HeadBlood\", 10, 0, 170, 2, 45)\n\t\tZHED C 3 A_CustomMissile(\"HeadBlood\", 10, 0, 180, 2, 45)\n\t\tZHED D 3 A_CustomMissile(\"HeadBlood\", 10, 0, 190, 2, 45)\n\t\tZHED E 3 A_CustomMissile(\"HeadBlood\", 10, 0, 200, 2, 45)\n\t\tZHED F 3 A_CustomMissile(\"HeadBlood\", 10, 0, 210, 2, 45)\n\t\tZHED G 3 A_CustomMissile(\"HeadBlood\", 10, 0, 220, 2, 45)\n\t\tZHED H 3 A_CustomMissile(\"HeadBlood\", 10, 0, 230, 2, 45)\n\t\tZHED I 3 A_CustomMissile(\"HeadBlood\", 10, 0, 240, 2, 45)\n\t\tZHED J 3 A_CustomMissile(\"HeadBlood\", 10, 0, 250, 2, 45)\n\t\tZHED K 3 A_CustomMissile(\"HeadBlood\", 10, 0, 260, 2, 45)\n\t\tZHED L 3 A_CustomMissile(\"HeadBlood\", 10, 0, 270, 2, 45)\n\t\tZHED M 3 A_CustomMissile(\"HeadBlood\", 10, 0, 280, 2, 45)\n\t\tZHED N 3 A_CustomMissile(\"HeadBlood\", 10, 0, 290, 2, 45)\n\t\tZHED O 3 A_CustomMissile(\"HeadBlood\", 10, 0, 300, 2, 45)\n\t\tZHED P 3 A_CustomMissile(\"HeadBlood\", 10, 0, 310, 2, 45)\n\t\tTNT1 A 0 A_JumpIf(waterlevel > 2, \"Death\")\n\t\tgoto Spawn+3\n\tDeath:\n\t\tTNT1 A 0 A_PRINT(\"ENTRO EN DEATH1 KICKEABLE\")\n\t\tZHED AA 1\n\t\t//ZHED A 2 A_Jump(140,\"Boom\")\n\t\t//ZHED A 0 A_SpawnItemEX(\"KickableHead\")\n\t\tTNT1 A 0 A_SpawnItemEX(\"KickableHead\")\n\tBoom:\n\t\tTNT1 A 0 A_PRINT(\"ENTRO EN BOOM\")\n\t\tZHED A 1\n\t\tZHED AAAAAA 0 A_CustomMissile(\"HeadBlood\", 10, 0, 0, 2, 45)\n\t\tStop\n\t}\n}\nActor KickableHead\n{\n\tMonster\n\tHealth 10\n\tMass 20\n\tScale 0.5\n\t-CountKill\n\t+ShootAble\n\t-NOBLOCKMAP\n\t+SLIDESONWALLS\n\t+WINDTHRUST\n\t+DOOMBOUNCE\n\t+PUSHABLE\n\t+BOUNCEONACTORS\n\t+BOUNCEONWALLS\n\t+BOUNCEONFLOORS\n\t+BOUNCEONCEILINGS\n\t+SOLID\n\t+BOUNCEONACTORS\n\t+BLOCKEDBYSOLIDACTORS\n\tSpeed 1\n\tDamageFactor \"Normal\",0.4\n\tDamageFactor \"Dynamite\",3\n\t//e552428 ini--> Dont kill the head//DamageFactor \"Stomping\",3\n\t/*DamageFactor \"Stomping\",0\n\tDamageFactor Melee,0\n\tDamageFactor \"Lowkick\",0\n\tDamageFactor \"kick\",0*/\n\t//e552428 end\n\tPainChance \"Normal\",0\n\tPainChance \"Stomping\",255\n\t//e552428 ini\n\tPainChance Melee,255\n\tPainChance \"Lowkick\",255\n\tPainChance \"kick\",255\n\t//e552428 fin\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 A_JUMP (256, \"SPAWN1\", \"SPAWN2\", \"SPAWN3\", \"SPAWN4\", \"SPAWN5\")\n\tSpawn1:\n\t\tZHED A 30\n\t\tLoop\n\tSpawn2:\n\t\tZHED B 30\n\t\tLoop\n\tSpawn3:\n\t\tZHED C 30\n\t\tLoop\n\tSpawn4:\n\t\tZHED D 30\n\t\tLoop\n\tSpawn5:\n\t\tZHED E 30\n\t\tLoop\n\tPain.PitchFork:\n\tPain.Stomping:\n\tPain.Melee:\n\tPain.Lowkick:\n\tPain.kick:\n\tPain.Fist:\n\tPain.normal:\n\t\tZHED A 0 A_PlaySound(\"DSHEDKCK\")\n\t\tZHED A 0 A_FaceTarget\n\t\tZHED A 0 A_SetAngle(angle+90)\n\t\tZHED A 0 A_SpawnItemEX(\"KickableFlying\",0,0,6,0,frandom(9,28),frandom(5,15))\n\t\tStop\n\tDeath.PitchFork:\n\tDeath.Melee:\n\tDeath.Lowkick:\n\tDeath.kick:\n\tDeath.Stomping:\n\t\tZHED A 0 A_PlaySound(\"DSHEDKCK\")\n\t\tZHED A 0 A_FaceTarget\n\t\tZHED A 0 A_SetAngle(angle+90)\n\t\tZHED A 0 A_SpawnItemEX(\"KickableFlying\",0,0,6,0,frandom(9,28),frandom(5,15))\n\t\t//e552428--> this make kick one time the head//ZHED BBB -1\n\t\tStop\n\tDeath:\n\t\tZHED B 1\n\t\tTNT1 A 0 A_SpawnDebris (\"EyeGuts\")\n\t\tTNT1 A 0 A_SpawnDebris (\"Bloodliver\")\n\t\tTNT1 A 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tStop\n\t}\n}\n\nactor WingDebris\n{\n  health 1\n  radius 8\n  height 16\n  Speed 10\n  Scale 0.6\n  mass 1\n  PROJECTILE\n  +DOOMBOUNCE\n  +BOUNCEONACTORS\n  +CANBOUNCEWATER\n  +RANDOMIZE\n  +WINDTHRUST\n  -NOGRAVITY\n  +FLOORCLIP\n  +CannotPush\n  Species \"Organs\"\n  +ThruSpecies\n  seesound \"Body/Gibs\"\n  states\n  {\n  Spawn:\n    GWNG ABCDEFG 3\n    loop\n  Death:\n    GWNG D 1\tA_spawnItem(\"WingDestroyable\")\n    stop\n  }\n}\n\nActor WingDestroyable\n{\n\tScale 0.6\n\tHealth 20\n\t+Shootable\n\t-Solid\n\tRadius 6\n\tHeight 10\n\tMass 15\n\tSpecies \"Organs\"\n\t+ThruSpecies\n\t+CannotPush\n\tStates\n\t{\n\tSpawn:\n\t GWNG D 30\n\t Loop\n\tDeath:\n\t ZHED AAAAAA 0 A_CustomMissile(\"HeadBlood\", 10, 0, 0, 2, 45)\n\t Stop\n\t}\n}\nactor OrganDebris\n{\n  Decal BloodSmear\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  mass 1\n  PROJECTILE\n  +DONTSPLASH\n  +RANDOMIZE\n  +FLOORCLIP\n  -NOGRAVITY\n  +NOBLOCKMAP\n  +WINDTHRUST\n  -SOLID\n  +CannotPush\n  +CLIENTSIDEONLY\n  deathsound \"Body/Gibs\"\n  states\n  {\n  Spawn:\n    OSPN ABCD 3 A_SpawnItem(\"BloodTrail\")\n    loop\n  Death:\n    BLUD F 2// A_PlaySound(\"Body/Gibs\")\n    BLUD GHI 2\n    stop\n  }\n}\n\nactor WoodDebris\n{\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  mass 1\n  scale 0.5\n  gravity 0.4\n  BounceCount 3\n  PROJECTILE\n  +DONTSPLASH\n  +RANDOMIZE\n  +FLOORCLIP\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +WINDTHRUST\n  +DOOMBOUNCE\n  +PUSHABLE\n  +BOUNCEONACTORS\n  +BOUNCEONWALLS\n  +BOUNCEONFLOORS\n  +BOUNCEONCEILINGS\n  +SOLID\n  +BOUNCEONACTORS\n  +CLIENTSIDEONLY\n  states\n  {\n  Spawn:\n    WOOD ABCDEFGH 5 Bright\n\tloop\n  Death:\n    TNT1 A 0 bright A_SpawnItemEx (\"Woodfire\",0,0,0)\n\tstop\n  }\n}\n\nactor LeafDebris\n{\n  radius 1\n  height 1\n  Speed 10\n  mass 1\n  scale 0.5\n  gravity 0.5\n  BounceCount 1\n  PROJECTILE\n  +DONTSPLASH\n  +RANDOMIZE\n  +FLOORCLIP\n  -NOGRAVITY\n  +NOBLOCKMAP\n  +WINDTHRUST\n  +BOUNCEONFLOORS\n  -SOLID\n +CLIENTSIDEONLY\n  states\n  {\n  Spawn:\n    LEAF ABCD 2\n\tloop\n  Death:\n    TNT1 A 0 A_SpawnItemEx (\"Leafleft\",0,0,0)\n\tstop\n  }\n}\n\nactor FireDebris\n{\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  mass 1\n  scale 0.5\n  gravity 0.4\n  BounceCount 3\n  PROJECTILE\n  +DONTSPLASH\n  +RANDOMIZE\n  +FLOORCLIP\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +WINDTHRUST\n  +DOOMBOUNCE\n  +PUSHABLE\n  +BOUNCEONACTORS\n  +BOUNCEONWALLS\n  +BOUNCEONFLOORS\n  +BOUNCEONCEILINGS\n  +SOLID\n  +BOUNCEONACTORS\n  +CLIENTSIDEONLY\n  //DEFINE SOUND\n  //deathsound \"Body/Gibs\"\n  states\n  {\n  Spawn:\n    WOOD ABCDEFGH 5 Bright\n\tloop\n  Death:\n    TNT1 A 0 bright A_SpawnItemEx (\"Minifire\",0,0,0)\n\tstop\n  }\n}\n\nactor SmokeDebris\n{\n  health 5\n  radius 1\n  height 1\n  Speed 10\n  mass 1\n  scale 0.5\n  gravity 0.4\n  BounceCount 3\n  PROJECTILE\n  +DONTSPLASH\n  +RANDOMIZE\n  +FLOORCLIP\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +WINDTHRUST\n  +DOOMBOUNCE\n  +PUSHABLE\n  +BOUNCEONACTORS\n  +BOUNCEONWALLS\n  +BOUNCEONFLOORS\n  +BOUNCEONCEILINGS\n  +SOLID\n  +BOUNCEONACTORS\n  +CLIENTSIDEONLY\n  //DEFINE SOUND\n  //deathsound \"Body/Gibs\"\n  states\n  {\n  Spawn:\n    WOOD ABCDEFGH 5 Bright\n\tloop\n  Death:\n    TNT1 A 0 bright A_SpawnItemEx (\"Smokefire\",0,0,0)\n\tstop\n  }\n}\n\nactor Woodfire\n{\n  radius 13\n  height 8\n  speed 12\n  Scale 0.5\n  damage (frandom(2,4))\n  PROJECTILE\n  +RANDOMIZE\n  +CANNOTPUSH\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  damagetype Fire\n  states\n  {\n  Spawn:\n\tMI2F ABCDEFGHIJKLMN 4 bright\n\tLoop\n  Death:\n\tSTEA ABCD 4 A_FadeOut(0.1)\n\tLoop\n  }\n}\n\nactor Minifire\n{\n  radius 13\n  height 8\n  speed 12\n  Scale 0.5\n  Alpha 0.8\n  RenderStyle Translucent\n  +RANDOMIZE\n  +CANNOTPUSH\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  states\n  {\n  Spawn:\n  //zandronum\n\t//MINF ABCDEFGHIJKLMN 4 bright A_FadeOut(0.005,FTF_REMOVE)\n\tMINF ABCDEFGHIJKLMN 4 bright A_FadeOut(0.01)\n\tLoop\n  }\n}\n\nactor Leafleft\n{\n  radius 13\n  height 8\n  speed 12\n  Scale 0.5\n  Alpha 1.0\n  +RANDOMIZE\n  +CANNOTPUSH\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  states\n  {\n  Spawn:\n\tTNT1 A 0 A_JUMP(127,\"Spawn1\")\n\tTNT1 A 0 A_JUMP(127,\"Spawn2\")\n\tTNT1 A 0 A_JUMP(127,\"Spawn3\")\n\tTNT1 A 0 A_JUMP(127,\"Spawn4\")\n\tStop\n  Spawn1:\n    //zandronum\n\t//LEAF A -1 A_FadeOut(0.005,FTF_REMOVE)\n\tLEAF A -1 A_FadeOut(0.01)\n\tLoop\n  Spawn2:\n  \tLEAF B -1 A_FadeOut(0.01)\n\tLoop\n  Spawn3:\n  \tLEAF C -1 A_FadeOut(0.01)\n\tLoop\n  Spawn4:\n  \tLEAF D -1 A_FadeOut(0.01)\n\tLoop\n  }\n\n}\n\nactor Smokefire\n{\n  radius 13\n  height 8\n  speed 12\n  Scale 0.5\n  Alpha 0.4\n  RenderStyle Translucent\n  +RANDOMIZE\n  +CANNOTPUSH\n  -NOGRAVITY\n  -NOBLOCKMAP\n  +NODAMAGETHRUST\n  +BLOODLESSIMPACT\n  states\n  {\n  Spawn:\n\tSTEA ABCD 4 A_FadeOut(frandom(0.01,0.09))\n\tLOOP\n  }\n}\n\nactor Bloodliver\n{\n  Speed 30\n  health 3\n  radius 20\n  height 11\n  Scale 0.5\n  +DONTSPLASH\n  -NOGRAVITY\n  +FLOORCLIP\n  +Shootable\n  +CLIENTSIDEONLY\n  +CannotPush\n  states\n  {\n  Spawn:\n    BLVR A 0 A_Jump(171,2,3)\n    BLVR A -1\n    GUT2 A -1\n    GUT1 A -1\n    stop\n\tDeath:\n\t\tZHED AAAAAA 0 A_CustomMissile(\"HeadBlood\", 10, 0, 0, 2, 45)\n\t\tStop\n  }\n}\n\nactor EyeGuts : Bloodliver\n{\n  health 2\n  radius 5\n  height 5\n  +CannotPush\n  states\n  {\n  Spawn:\n    BEYE A -1\n    stop\n  }\n}\n\nactor Mimehead : Bloodliver\n{\n  health 2\n  radius 5\n  height 5\n  +CannotPush\n  states\n  {\n  Spawn:\n    YCUX A -1\n\tStop\n  Death:\n    YCUX AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\tYCUX A 0 A_XScream\n    YCUX A 0 A_Jump(32,2)\n    YCUX A 0 A_SpawnDebris (\"Bloodliver\")\n    YCUX A 0 A_Jump(32,2)\n    YCUX AA 0 A_SpawnDebris (\"EyeGuts\")\n    YCUX A 5\n\tStop\n  }\n}\n\nactor Hand1 : Bloodliver\n{\n  health 1\n  radius 8\n  height 12\n  +CannotPush\n  states\n  {\n  Spawn:\n    BLVR A 0 A_Jump(128,2)\n    HND1 A -1\n    HND2 A -1\n    stop\n  }\n}\n\nactor GargHed : Bloodliver\n{\n  health 1\n  radius 20\n  height 26\n  +CannotPush\n  Scale 0.6\n  states\n  {\n  Spawn:\n    GHE2 A -1\n    stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Powerups.txt",
        "contents": "/*\n========== POWERUPS ===========\n*/\n\nActor NewMegaSphere : CustomInventory 3164\n{\n  //$Category \"BlooM Powerups\"\n\t+COUNTITEM\n\t+INVENTORY.ALWAYSPICKUP\n\tinventory.pickupsound \"PickMega\"\n\tinventory.pickupmessage \"Imbued with reflection mystique\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXEGA ABCDE 2 Bright\n\t\tLoop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"BodyArmor\", 200)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FireArmor\", 200)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpiritArmor\", 200)\n\t\t\tTNT1 A 0 A_GiveInventory(\"MegasphereHealth\", 1)\n\t\tStop\n\t}\n}\n\nActor NewSoulSphere : Health 3165\n{\n  //$Category \"BlooM Powerups\"\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.Amount 100\n  Inventory.MaxAmount 200\n  Inventory.PickupMessage \"Picked up Life Seed\"\n  Inventory.PickupSound \"items/heartpick\"\n  States\n  {\n  Spawn:\n    XOUL ABCDEDCB 6 Bright\n    Loop\n  }\n}\n\nactor Deathmask : PowerupGiver 3151//replaces InvulnerabilitySphere // 2022\n{\n  //$Category \"BlooM Powerups\"\n  spawnid 133\n  inventory.pickupmessage \"Deathmask! Invulnerable!\"\n  inventory.maxamount 0\n  powerup.type \"Invulnerable\"\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +FLOATBOB\n  scale 0.7\n  powerup.color White 0.12\n  states\n  {\n  Spawn:\n    //PINV A -1 Bright\n\tXINV A -1 Bright\n  Stop\n  }\n}\n\nactor GunsAkimbo : CustomInventory 3152//replaces Berserk\n{\n  //$Category \"BlooM Powerups\"\n  spawnid 134\n  Scale 0.6\n  inventory.pickupmessage \"Guns Akimbo!\"\n  inventory.pickupsound \"misc/p_pkup\"\n  +COUNTITEM\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  +INVENTORY.FANCYPICKUPSOUND\n  states\n  {\n  Spawn:\n    XSTR A -1\n    stop\n  Pickup:\n\tTNT1 A 0 A_JumpIf(CheckClass(\"DoomDude\"), \"Pickup2\")\n    TNT1 A 0 A_GiveInventory (\"GunsAkimbo1\")\n    stop\n  Pickup2:\n\tTNT1 A 1 A_GiveInventory(\"ultradamage\")\n\tStop\n  }\n}\n\nactor GunsAkimbo1 : PowerupGiver\n{\n  Scale 0.6\n  inventory.maxamount 0\n  powerup.type \"WeaponLevel2\"\n  powerup.duration 1250\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  //powerup.color Red 0.09\n  states\n  {\n  Spawn:\n    XSTR A -1\n    stop\n  }\n}\n\nactor ultradamage : PowerupGiver\n{\n powerup.color LawnGreen 0.25\n powerup.type UltraDamage\n powerup.duration 1250\n +AUTOACTIVATE\n +INVENTORY.FANCYPICKUPSOUND\n}\n\nactor PowerUltraDamage : PowerDamage\n{\ndamagefactor \"normal\", 4\n}\n\nACTOR BeastVision : CustomInventory 3153\n{\n  //$Category \"BlooM Powerups\"\n  +COUNTITEM\n  Inventory.MaxAmount 1\n  inventory.icon \"INBEAST\"\n\n  Inventory.PickupSound \"misc/i_pkup\"\n  Inventory.UseSound \"misc/p_pkup\"\n  Inventory.PickupMessage \"Picked up Beast Vision\"\n  Inventory.Amount 100\n  Inventory.MaxAmount 100\n  -INVENTORY.INTERHUBSTRIP\n  +DONTSPLASH\n  +INVENTORY.INVBAR\n\n  Scale 0.5\n  Tag \"Beast Vision\"\n  States\n  {\n    Spawn:\n    INFR A -1 Bright\n    Stop\n  Use:\n   \tTNT1 A 0 A_JumpIfInventory(\"BeastVisionActive\",1,\"Disable\")\n  Enable:\n    //TNT1 A 0 A_Log(\"Enabling\")\n\tTNT1 A 0 A_GiveInventory(\"BeastVisionActive\",1)\n\tTNT1 A 0 A_GiveInventory(\"BeastVisionTicCounter\",35)\n\t//process controlled in PlayerController\n   \tStop\n  Disable:\n\tTNT1 A 0 A_TakeInventory(\"BeastVisionActive\", 1)\n\tTNT1 A 0 A_TakeInventory(\"BeastVisionEffect\", 999999)\n\tStop\n  }\n}\nactor BeastVisionActive : PuzzleItem\n{\tinventory.maxamount 1\t\t-INVENTORY.INVBAR\t}\nactor BeastVisionTicCounter : PuzzleItem\n{\tinventory.maxamount 35\t\t-INVENTORY.INVBAR\t}\nActor BeastVisionEffect : PowerupGiver\n{\n  Powerup.Duration 10\n  Powerup.Type \"LightAmp\"\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n -INVENTORY.INVBAR\n +INVENTORY.QUIET\n //+INVENTORY.ADDITIVETIME\t//normally there is no need for this, but it is useful for debugging anyway\n +DONTSPLASH\n}\n\nactor JumpingBoots : CustomInventory 3154//replaces RadSuit 6242\n{\n  //$Category \"BlooM Powerups\"\n\ttag \"Jumping Boots\"\n\n spawnid 136\n Scale 0.8\n inventory.pickupmessage \"Picked up Jumping Boots\"\n inventory.pickupsound \"misc/p_pkup\"\n //powerup.color DarkSalmon 0.25\n //powerup.type \"IronFeet\"\n //powerup.type \"HighJump\"\n //powerup.duration 1\n  Inventory.Amount 100\n  Inventory.MaxAmount 100\n  -INVENTORY.INTERHUBSTRIP\n +COUNTITEM\n //+INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n +DONTSPLASH\n +INVENTORY.FANCYPICKUPSOUND\n +INVENTORY.INVBAR\n inventory.icon \"INBOOTS\"\n inventory.usesound \"misc/p_pkup\"\n  states\n  {\n  Spawn:\n   XUIT A -1\n   stop\n  Use:\n   \tTNT1 A 0 A_JumpIfInventory(\"JumpBootsActive\",1,\"Disable\")\n  Enable:\n    //TNT1 A 0 A_Log(\"Enabling\")\n\tTNT1 A 0 A_GiveInventory(\"JumpBootsActive\",1)\n\tTNT1 A 0 A_GiveInventory(\"JumpBootsTicCounter\",35)\n\t//process controlled in PlayerController\n\t//TNT1 A 0 A_GiveInventory(\"JumpBootsProcess\",1)\n   \tFail // let the player function take 1 from it, not using\n  Disable:\n    //TNT1 A 0 A_Log(\"Disabling\")\n\tTNT1 A 0 A_TakeInventory(\"JumpBootsActive\",1)\n\tTNT1 A 0 A_TakeInventory(\"JumpBootsEffect\",9999999)\n\t//process controlled in PlayerController\n\t//TNT1 A 0 A_TakeInventory(\"JumpBootsProcess\",1)\n  \tFail\n  }\n}\nactor JumpBootsActive : PuzzleItem\n{\tinventory.maxamount 1\t\t-INVENTORY.INVBAR\t}\nactor JumpBootsTicCounter : PuzzleItem\n{\tinventory.maxamount 35\t\t-INVENTORY.INVBAR\t}\nactor JumpBootsEffect : PowerupGiver\n{\n powerup.color DarkSalmon 0.25\n //powerup.type \"IronFeet\"\n powerup.type \"HighJump\"\n powerup.duration 10\t//this way it fills the color\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n -INVENTORY.INVBAR\n +INVENTORY.QUIET\n //+INVENTORY.ADDITIVETIME\t//normally there is no need for this, but it is useful for debugging anyway\n +DONTSPLASH\n}\n\nactor DivingSuit : CustomInventory 6246\n{\n\t//$Category \"BlooM Powerups\"\n\ttag \"Diving Suit\"\n Scale 0.8\n inventory.pickupmessage \"Picked up Diving Suit\"\n inventory.pickupsound \"misc/p_pkup\"\n //powerup.color DarkSalmon 0.25\n //powerup.type \"IronFeet\"\n //powerup.type \"HighJump\"\n //powerup.duration 1\n  Inventory.Amount 100\n  Inventory.MaxAmount 100\n  -Inventory.InterHubstrip\n +COUNTITEM\n +DONTSPLASH\n +INVENTORY.FANCYPICKUPSOUND\n +INVENTORY.INVBAR\n inventory.usesound \"misc/p_pkup\"\n inventory.icon \"INSUIT\"\n Scale 0.75\n  states\n  {\n  Spawn:\n   DSUI A -1\n   stop\n  Use:\n    TNT1 A 0 A_JumpIF(waterlevel < 2, \"Failure\")\n   \tTNT1 A 0 A_JumpIfInventory(\"DivingSuitActive\",1,\"Disable\")\n  Enable:\n    //TNT1 A 0 A_Log(\"Enabling\")\n\tTNT1 A 0 A_GiveInventory(\"DivingSuitActive\",1)\n\tTNT1 A 0 A_GiveInventory(\"DivingSuitTicCounter\",35)\n\t//process controlled in PlayerController\n\t//TNT1 A 0 A_GiveInventory(\"DivingSuitProcess\",1)\n   \tFail\n  Disable:\n    //TNT1 A 0 A_Log(\"Disabling\")\n\tTNT1 A 0 A_TakeInventory(\"DivingSuitActive\",1)\n\tTNT1 A 0 A_TakeInventory(\"DivingSuitEffect\",9999999)\n\t//process controlled in PlayerController\n\t//TNT1 A 0 A_TakeInventory(\"DivingSuitProcess\",1)\n  \tFail\n  Failure:\n\tTNT1 A 0\n\tFail\n  }\n}\nactor DivingSuitActive : PuzzleItem\n{\tinventory.maxamount 1\t\t-INVENTORY.INVBAR\t}\nactor DivingSuitTicCounter : PuzzleItem\n{\tinventory.maxamount 35\t\t-INVENTORY.INVBAR\t}\nactor DivingSuitEffect : PowerupGiver\n{\n powerup.color lightblue 0.05\n powerup.type Air\n powerup.duration 10\t//this way it fills the color\n +INVENTORY.AUTOACTIVATE\n +INVENTORY.ALWAYSPICKUP\n -INVENTORY.INVBAR\n +INVENTORY.QUIET\n +DONTSPLASH\n}\n\nactor PowerAir : PowerProtection\n{\n\tdamagefactor \"Drowning\", 0\n}\n\nactor DoctorBag : CustomInventory 20100\n{\n      //$Category \"BlooM Powerups\"\n\t//tag \"$PortableMedikit1\"\n\tGame Doom\n\tHealth 1\n\t+FLOORCLIP\n\t+INVENTORY.INVBAR\n\t+DONTSPLASH\n\tInventory.MaxAmount 100\n\tInventory.Amount 100\n\t-INVENTORY.INTERHUBSTRIP\n\tInventory.Icon \"INDOCB\"\n\tInventory.PickupMessage \"Stole the Doctor's Bag\"\n\tStates\n\t{\n\tSpawn:\n\t\tDBAG A -1\n\t\tStop\n\tUse:\n\t\t//MEDI A 0 A_GiveInventory(\"PortableMedikit\",1)\t//restores that one point that is spent for activation\n\taLoop:\n\t\tMEDI A 0 A_JumpIfInventory(\"DoctorBag\",1,\"TryHeal\")\n\tEnd:\n\t\tMEDI A 0\n\t\tFail\n\tTryHeal:\n\t\tMEDI A 0 A_JumpIfHealthLower(100,\"Heal\")\n\t\tGoto End\n\tHeal:\n\t\tMEDI A 0 A_TakeInventory(\"DoctorBag\",1)\n\t\tMEDI A 0 HealThing(1)\n\t\tGoto aLoop\n\t}\n}\n\nACTOR Berserk_ : CustomInventory replaces Berserk\n{\n  +COUNTITEM\n  +INVENTORY.ALWAYSPICKUP\n  Inventory.PickupMessage \"$GOTBERSERK\" // \"Berserk!\"\n  Inventory.PickupSound \"misc/p_pkup\"\n  States\n  {\n  Spawn:\n    PSTR A -1\n    Stop\n  Pickup:\n\tTNT1 A 0 A_JumpIf(CheckClass(\"Caleb\"), \"Pickup2\")\n    TNT1 A 0 A_GiveInventory(\"PowerStrength\")\n    TNT1 A 0 HealThing(100, 0)\n    TNT1 A 0 A_SelectWeapon(\"Fist_\")\n    Stop\n  Pickup2:\n\tTNT1 A 1 A_Playsound(\"dscult2\")\n\tTNT1 A 1 A_GiveInventory(\"Wolfme\")\n\tStop\n  }\n\n}\n\nActor Wolfme : PowerupGiver\n{\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  Powerup.duration 1050\n  Powerup.type \"Wolf\"\n  Powerup.Color RedMap\n}\n\nACTOR PowerWolf : PowerMorph\n{\n PowerMorph.PlayerClass \"werewolf\"\n PowerMorph.MorphStyle (MRF_FULLHEALTH|MRF_ADDSTAMINA)\n PowerMorph.MorphFlash \"Wolfmorph\"\n}\n\nACTOR Wolfmorph //here how caleb transform into werewolf\n{\n RenderStyle None\n States\n {\n Spawn:\n  TNT1 A 1\n  Stop\n }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Keys.txt",
        "contents": "/*\n========== KEYS ==========\n*/\n\nActor Key1 : BlueCard replaces BlueCard\n{\n\tScale 0.5\n\tinventory.pickupsound \"PICKKEY\"\n\tinventory.pickupmessage \"You got the Dagger Key.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tDKEY A -1\n\t\tStop\n\t}\n}\n\nActor Key2 : YellowCard replaces YellowCard\n{\n\tScale 0.5\n\tinventory.pickupsound \"PICKKEY\"\n\tinventory.pickupmessage \"You got the Moon Key.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tMKEY A -1\n\t\tStop\n\t}\n}\n\nActor Key3 : RedCard replaces RedCard\n{\n\tScale 0.5\n\tinventory.pickupsound \"PICKKEY\"\n\tinventory.pickupmessage \"You got the Eye Key.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tEKEY A -1\n\t\tStop\n\t}\n}\n\nActor Key4 : Blueskull replaces Blueskull\n{\n\tScale 0.5\n\tinventory.pickupsound \"PICKKEY\"\n\tinventory.pickupmessage \"You got the Skull Key.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSSKU A -1\n\t\tStop\n\t}\n}\n\nActor Key5 : RedSkull replaces RedSkull\n{\n\tScale 0.5\n\tinventory.pickupsound \"PICKKEY\"\n\tinventory.pickupmessage \"You got the Fire Key.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tFSKU B -1\n\t\tStop\n\t}\n}\n\nActor Key6 : YellowSkull replaces YellowSkull\n{\n\tScale 0.5\n\tinventory.pickupsound \"PICKKEY\"\n\tinventory.pickupmessage \"You got the Spider Key.\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tASKU B -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Armors.txt",
        "contents": "/*\n========== ARMORS ==========\n*/\n\nActor ArmorPicker : PuzzleItem\n{\tInventory.MaxAmount 2 -INVBAR }\n\nactor BodyArmorPickup : CustomInventory 3155//10303\n{\n\t//$Category \"BlooM Armor\"\n\ttag \"Body Armor\"\n\tInventory.PickupMessage \"Picked up Body Armor\"\n\tInventory.PickupSound \"misc/armor_pkup\"\n\t//+INVENTORY.PERSISTENTPOWER\n\t//+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXRM1 A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"BodyArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_TakeInventory(\"BodyArmor\",100)\t//reset to 0 to add 100\n\t\t\tXRM1 A 0 A_GiveInventory(\"BodyArmor\",100)\t//reset to 0 to add 100\n\t\t\tStop\n\t\tDontPick:\n\t\t\tXRM1 A 1 //Don't pick if already at 100\n\t\t\tFail\n\t}\n}\n\nactor FireArmorPickup : BodyArmorPickup 3156//6231\n{\n\t//$Category \"BlooM Armor\"\n\ttag \"Fire Armor\"\n\tInventory.PickupMessage \"Picked up Fire Armor\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tARMF A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"FireArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"GreenArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"BlueArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"Armorbonus\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_TakeInventory(\"FireArmor\",100)\t//reset to 0 to add 100\n\t\t\tXRM1 A 0 A_GiveInventory(\"FireArmor\",100)\t//reset to 0 to add 100\n\t\t\tStop\n\t\tDontPick:\n\t\t\tXRMF A 1 //Don't pick if already at 100\n\t\t\tFail\n\t}\n}\n\nactor SpiritArmorPickup : BodyArmorPickup 3157//6233\n{\n    //$Category \"BlooM Armor\"\n\ttag \"Spirit Armor\"\n\tInventory.PickupMessage \"Picked up Spirit Armor\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSARM A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"SpiritArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"GreenArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"BlueArmor\",random(100,200),\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"Armorbonus\",random(100,200),\"DontPick\")\n\t\t\tXRM1 A 0 A_TakeInventory(\"SpiritArmor\",100)\t//reset to 0 to add 100\n\t\t\tXRM1 A 0 A_GiveInventory(\"SpiritArmor\",100)\t//reset to 0 to add 100\n\t\t\tStop\n\t\tDontPick:\n\t\t\tSARM A 1 //Don't pick if already at 100\n\t\t\tFail\n\t}\n}\n\nactor BasicArmorPickup_ : CustomInventory replaces BasicArmorPickup 3160\n{\n\t//$Category \"BlooM Armor\"\n\ttag \"Basic Armor\"\n\tInventory.PickupMessage \"Picked up Basic Armor\"\n\tInventory.PickupSound \"misc/armor_pkup\"\n\t//+INVENTORY.PERSISTENTPOWER\n\t//+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tBARM A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"BodyArmor\",100,\"DontPickA\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"GreenArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"BlueArmor\",random(100,200),\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"Armorbonus\",random(100,200),\"DontPick\")\n\t\tPick:\n\t\t\tXRM1 A 0 A_GiveInventory(\"BodyArmorPickupLower\",1)\n\t\t\tXRM1 A 0 A_GiveInventory(\"FireArmorPickupLower\",1)\n\t\t\tXRM1 A 0 A_GiveInventory(\"SpiritArmorPickupLower\",1)\n\t\t\tStop\n\t\tDontPickA:\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"FireArmor\",100,\"DontPickB\")\n\t\t\tGoto Pick\n\t\tDontPickB:\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"SpiritArmor\",100,\"DontPick\")\n\t\t\tGoto Pick\n\t\tDontPick:\n\t\t\tBARM A 1 //Don't pick if all already at 100\n\t\t\tFail\n\t}\n}\n\nactor BodyArmorPickupLower : CustomInventory //6236\n{\n\tScale 0.67\n\tInventory.PickupMessage \"Picked up lesser body armor\"\n\tInventory.PickupSound \"misc/armor_pkup\"\n\t//+INVENTORY.PERSISTENTPOWER\n\ttag \"Body Armor\"\n\t//+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXRM1 A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"BodyArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"BodyArmor\",50,\"MaxOut\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"GreenArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"BlueArmor\",random(100,200),\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"Armorbonus\",random(100,200),\"DontPick\")\n\t\t\tXRM1 A 0 A_GiveInventory(\"BodyArmor\",50)\t//add 50\n\t\t\tStop\n\t\tMaxOut:\n\t\t\tXRM1 A 0 A_TakeInventory(\"BodyArmor\",100)\t//reset to 0 to add 100\n\t\t\tXRM1 A 0 A_GiveInventory(\"BodyArmor\",100)\t//reset to 0 to add 100\n\t\t\tStop\n\t\tDontPick:\n\t\t\tXRM1 A 1 //Don't pick if already at 100\n\t\t\tFail\n\t}\n}\n\nactor FireArmorPickupLower : BodyArmorPickupLower //6235\n{\n\tInventory.PickupMessage \"Picked up lesser fire armor\"\n\tTranslation \"192:207=[255,255,255]:[255,32,0]\",\"240:247=[255,32,0]:[64,16,0]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tARMF A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"FireArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"FireArmor\",50,\"MaxOut\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"GreenArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"BlueArmor\",random(100,200),\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"Armorbonus\",random(100,200),\"DontPick\")\n\t\t\tXRM1 A 0 A_GiveInventory(\"FireArmor\",50)\t//add 50\n\t\t\tStop\n\t\tMaxOut:\n\t\t\tXRM1 A 0 A_TakeInventory(\"FireArmor\",100)\t//reset to 0 to add 100\n\t\t\tXRM1 A 0 A_GiveInventory(\"FireArmor\",100)\t//reset to 0 to add 100\n\t\t\tStop\n\t\tDontPick:\n\t\t\tXRMF A 1 //Don't pick if already at 100\n\t\t\tFail\n\t}\n}\n\nactor SpiritArmorPickupLower : BodyArmorPickupLower //6237\n{\n\tInventory.PickupMessage \"Picked up lesser spirit armor\"\n\tTranslation \"192:207=[255,255,255]:[32,255,64]\",\"240:247=[32,255,64]:[16,64,64]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSARM A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"SpiritArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"GreenArmor\",100,\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"BlueArmor\",random(100,200),\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"Armorbonus\",random(100,200),\"DontPick\")\n\t\t\tXRM1 A 0 A_JumpIfInventory(\"SpiritArmor\",50,\"MaxOut\")\n\t\t\tXRM1 A 0 A_GiveInventory(\"SpiritArmor\",50)\t//add 50\n\t\t\tStop\n\t\tMaxOut:\n\t\t\tXRM1 A 0 A_TakeInventory(\"SpiritArmor\",100)\t//reset to 0 to add 100\n\t\t\tXRM1 A 0 A_GiveInventory(\"SpiritArmor\",100)\t//reset to 0 to add 100\n\t\t\tStop\n\t\tDontPick:\n\t\t\tSARM A 1 //Don't pick if already at 100\n\t\t\tFail\n\t}\n}\n\nactor SuperArmorPickup : CustomInventory 3161//replaces BlueArmor 6234\n{\n\t//$Category \"BlooM Armor\"\n\ttag \"Super Armor\"\n\tinventory.amount 1\n\tinventory.maxamount 200\n\tInventory.PickupMessage \"Picked up Super Armor!\"\n\tInventory.PickupSound \"misc/armor_pkup\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXRM2 A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_JumpIf(1 == ACS_ExecuteWithResult(997, 0), 2) // Dont know why, but I need it to be like this for this one\n\t\t\tXRM2 A 1\n\t\tFail\n\t\t\tTNT1 A 0 A_GiveInventory(\"BodyArmor\", 200)\n\t\t\tTNT1 A 0 A_GiveInventory(\"FireArmor\", 200)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SpiritArmor\", 200)\n\t\tStop\n\t}\n}\n\nactor BodyArmor : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 200\n\tInventory.PickupMessage \"Picked up Body Armor\"\n//\t+INVENTORY.PERSISTENTPOWER\n\t-INVENTORY.INTERHUBSTRIP\n\t-INVBAR\n\trenderstyle add\n\t+FLOATBOB\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tXRM1 A -1\n\t\t\tStop\n\t}\n}\n\nactor FireArmor : BodyArmor\n{\n\tInventory.PickupMessage \"Picked up Fire Armor\"\n\t//Translation \"192:207=[255,255,255]:[255,32,0]\",\"240:247=[255,32,0]:[64,16,0]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tARMF A -1\n\t\t\tStop\n\t}\n}\n\nactor SpiritArmor : BodyArmor\n{\n\tInventory.PickupMessage \"Picked up Spirit Armor\"\n\t//Translation \"192:207=[255,255,255]:[32,255,64]\",\"240:247=[32,255,64]:[16,64,64]\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSARM A -1\n\t\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Health.txt",
        "contents": "/*\n========== Health ==========\n*/\n\nActor NoBSItem1 : HealthBonus //3155//Replaces Healthbonus\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NoBSItem2 : ArmorBonus //3156//replaces Armorbonus\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NoBSItem3 : Stimpack //3157//replaces Stimpack\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NoBSMonster : CustomInventory //3158//replaces ArchVile // To get rid of silly beast copy paste on vile\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor NewInvisibility : BlurSphere //3159//replaces BlurSphere\n{\n   //$Category \"BlooM Powerups\"\n\tScale 0.75\n}\n\n// SOME RANDOM HEALTH STUFF\nActor LifeLeechHealth : Health 3163\n{\n\t/*inventory.amount 1\n\tinventory.maxamount 100\n\t-COUNTITEM\n\t{ */\n  //$Category \"BlooM Health\"\n  Scale 0.75\n  radius 20\n  height 16\n  inventory.pickupmessage \"Tastes like chicken\"\n  inventory.pickupsound \"items/heartpick\"\n  inventory.amount 50\n  inventory.maxamount 100\n  +CannotPush\n  states\n  {\n  Spawn:\n\tBHEA A -1\n\tstop\n  }\n//}\n}\n\nactor potionHealth : Health 3171// Replaces Medikit\n{\n  //$Category \"BlooM Health\"\n  Scale 0.75\n  radius 20\n  height 16\n  inventory.pickupmessage \"Tastes like chicken\"\n  inventory.pickupsound \"items/heartpick\"\n  inventory.amount 2\n  inventory.maxamount 100\n  +CannotPush\n  states\n  {\n  Spawn:\n\tXPOT A -1\n\tstop\n  }\n}\n\nactor HeartHealth : Health 3162// Replaces Medikit\n{\n  //$Category \"BlooM Health\"\n  Scale 0.75\n  radius 20\n  height 16\n  inventory.pickupmessage \"Tastes like chicken\"\n  inventory.pickupsound \"items/heartpick\"\n  inventory.amount 20\n  inventory.maxamount 100\n  +CannotPush\n  states\n  {\n  Spawn:\n    BHRT ABCD 6 ThrustTHingZ(0,random(0,20),random(0,1),1)\n    loop\n  }\n}\n\nActor HeartHealth2 : HeartHealth\n{\n\tInventory.PickUpMessage \"Fresh Meat!\"\n}\n\nActor HeartHealth3 : HeartHealth\n{\n\tInventory.PickUpMessage \"This is so disgusting yet feels good!\"\n}\n\nActor HeartHealth4 : HeartHealth\n{\n\tInventory.PickUpMessage \"Why would you kill someone and eat their heart?!\"\n}\n\nActor HeartHealth5 : HeartHealth\n{\n\tInventory.PickUpMessage \"Shame on you! Cannibal!\"\n}\n\nActor HeartHealth6 : HeartHealth\n{\n\tInventory.PickUpMessage \"Never felt better!\"\n}\n\nActor HeartHealth7 : HeartHealth\n{\n\tInventory.PickUpMessage \"You feel the love.\"\n}\n\nActor HeartHealth8 : HeartHealth\n{\n\tInventory.PickUpMessage \"Ran out of pickup messages!\"\n}\n\nActor HeartHealth9 : HeartHealth\n{\n\tInventory.PickUpMessage \"Got a +25 health pick me up!\"\n}\n\nActor HeartHealth10 : HeartHealth\n{\n\tInventory.PickUpMessage \"Got a medki..I mean heart!\"\n}\n\nActor HeartHealth11 : HeartHealth\n{\n\tInventory.PickUpMessage \"Is this blood!\"\n}\nActor HeartHealth12 : HeartHealth\n{\n\tInventory.PickUpMessage \"Rejuvernating juicy diet!\"\n}\n\nActor UselessStuff : RandomSpawner //replaces Medikit\n{\n\tDropItem \"HeartHealth\" 255 10\n\tDropItem \"HeartHealth2\" 255 9\n\tDropItem \"HeartHealth3\" 255 8\n\tDropItem \"HeartHealth4\" 255 6\n\tDropItem \"HeartHealth5\" 255 5\n\tDropItem \"HeartHealth6\" 255 5\n\tDropItem \"HeartHealth7\" 255 5\n\tDropItem \"HeartHealth8\" 255 1\n\tDropItem \"HeartHealth9\" 255 5\n\tDropItem \"HeartHealth10\" 255 5\n\tDropItem \"HeartHealth11\" 255 3\n\tDropItem \"HeartHealth12\" 255 3\n}\n\nactor MedicinePouch : HEALTH //6219\n{\n  radius 20\n  height 16\n  inventory.pickupmessage \"Got medicine\"\n  inventory.pickupsound \"misc/p_pkup\"\n  inventory.amount 50\n  +DONTSPLASH\n\n  states\n  {\n  Spawn:\n    BPAK A -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Player.txt",
        "contents": "Actor BurnTics : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 300\n}\nActor BurnSound : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 90\n}\nActor Swimming : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor PoisonIntensity : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 400\n}\n\nActor StrongPoison : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n}\n\nactor Caleb : Playerpawn\n{\n\t+NOSKIN\n\tPlayer.forwardMove 0.88 0.82\n\tPlayer.StartItem \"Pitchfork\"\n\tplayer.crouchsprite \"PLYC\"\n\tplayer.displayname \"Caleb\"\n\tplayer.soundclass \"Caleb\"\n\tDamageFactor \"CALINOimmune\",0\n\tPlayer.WeaponSlot 1, \"PitchFork\"\n\tPlayer.WeaponSlot 2, \"Flaregun\"\n\tPlayer.WeaponSlot 3, \"Sawedoff\"\n\tPlayer.WeaponSlot 4, \"TommyGun\"\n\tPlayer.WeaponSlot 5, \"NapalmLauncher\"\n\tPlayer.WeaponSlot 6, \"ProximityDynamite\",\"RemoteDynamite\",\"Dynamite\"\n\tPlayer.WeaponSlot 7, \"SprayCan\"\n\tPlayer.WeaponSlot 8, \"TeslaRifle\"\n\tPlayer.WeaponSlot 9, \"LifeLeech\"\n\tPlayer.WeaponSlot 0, \"VoodooDoll\"\n\tDamageFactor \"Blast\", 0.444\n\tDamageFactor \"Flare\", 3\n\tDamageFactor \"Shock\", 0.75\n\tDamageFactor \"StunningHead\", 0.1\n\tPainChance \"KickableHead\",0\n\tPlayer.Face \"CLB\"\n    Player.ColorRange 112, 127\n    Player.ColorSet 0, \"Green\",         0x70, 0x7F,  0x72\n    Player.ColorSet 1, \"Gray\",          0x60, 0x6F,  0x62\n\tPlayer.ColorSet 2, \"Brown\",         0x40, 0x4F,  0x42\n\tPlayer.ColorSet 3, \"Red\",           0x20, 0x2F,  0x22\n\tPlayer.ColorSet 4, \"Light Gray\",    0x58, 0x67,  0x5A\n\tPlayer.ColorSet 5, \"Light Brown\",   0x38, 0x47,  0x3A\n\tPlayer.ColorSet 6, \"Light Red\",     0xB0, 0xBF,  0xB2\n\tPlayer.ColorSet 7, \"Light Blue\",    0xC0, 0xCF,  0xC2\n\tplayer.jumpz 10\n\tXScale 0.6\n\tYScale 0.52\n\t+PushAble\n\tMass 35\n    states\n    {\n    Spawn:\n\t\tTNT1 A 0\n\t\tCALB I -1 //A_GiveInventory(\"PlayerController\",1)\n\t\tLoop\n\tSee:\n\t\tCALB AAAABBBBCCCCDDDDEEEEFFFF 1 //A_GiveInventory(\"PlayerController\",1)\n\t\tLoop\n\tMissile:\n\t\tCALB IIII 1 //A_GiveInventory(\"PlayerController\",1)\n\t\tGoto Spawn\n\tMelee:\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsingPitchfork\", 1, \"Missile\")\n\t\tCALB GGGGGG 1 BRIGHT //A_GiveInventory(\"PlayerController\",1)\n\t\tGoto Missile\n\t\tPain.GOUPBOY:\n\t\tCALB H 0 ThrustThingZ(0,70,0,1)\n\tPain:\n\t\tCALB H 0 A_JumpIfInventory(\"BurnTics\",1,\"Pain.Fire\")\n\t\tCALB HHHH 1 //A_GiveInventory(\"PlayerController\",1)\n\t\tTNT1 A 0 A_Pain\n\t\tCALB HHHH 1 //A_GiveInventory(\"PlayerController\",1)\n\t\tGoto Spawn\n\t\tPain.SpecialFire:\n\t\tCALB G 0 ACS_ExecuteAlways(618,0,24,1)\n\t\tGoto Pain.Fire+1\n\tPain.Burn:\n\tPain.Lava:\n\tPain.Fire:\n\t\tCALB G 0 A_GiveInventory(\"BurnSound\",1)\n\t\tCALB G 0 A_JumpIf(waterlevel>1,\"SwimThaw\")\n\t\tCALB G 0 A_JumpIfInventory(\"BurnSound\",9,\"Pain.SoundBack\")\n\t\tCALB G 0 A_JumpIfInventory(\"BurnSound\",2,\"Pain.OnFire\")\n\t\tCALB G 1 A_PlaySound(\"Caleb/Burns\",CHAN_VOICE)\n\t\tGoto See\n\tPain.OnFire:\n\t\tCALB G 1 A_SetBlend(\"Red\",0.1,30)\n\t\tGoto See\n\tPain.SoundBack:\n\t\tCALB G 0 A_TakeInventory(\"BurnSound\",90)\n\t\tGoto Pain.Fire\n\tPain.Blast:\n\tPain.Dynamite:\n\tPain.Napalm:\n\t\tCALB G 0 A_TakeInventory(\"ChokeMe\",1)\n\tPain.CultistTNT:\n\t\tCALE G 0 A_TakeInventory(\"ArmorPicker\",411)\t//reset token to zero\n\t\tCALE G 0 A_GiveInventory(\"ArmorPicker\",1)\t//ACS token that says \"just damaged by fire\"\n\t\tGoto See\n\tSwimThaw:\n\t\tCALE A 4 A_GiveInventory(\"Swimming\",1)\n\t\tCALE B 0 A_TakeInventory(\"BurnSound\",90)\n\t\tCALE BCD 4\n\t\tCALE A 0 A_JumpIf(Waterlevel<1,\"StopSwim\")\n\t\tLoop\n\tStopSwim:\n\t\tCALE A 4 A_TakeInventory(\"Swimming\",99)\n\t\tGoto See\n\tDill:\n\t\tCALE G 0 A_SetBlend(\"Orange\",0.15,100)\n\t\tGoto See\n\tPain.BlindingPoison :\n\t\tCALE G 0 A_SetBlend(\"Black\",0.85,190)\n\t\tCALE G 0 ACS_ExecuteAlways(620,0)\n\tGoto Pain\n\tPain.TripWire:\n\tPain.NumbnessX:\n\t\tCALE G 0 A_GiveInventory(\"CurseNumbness\",35)\n\t\tCALE G 0 A_SetBlend(\"Black\",0.6,80)\n\t\tGoto See\n\tPain.Numbness:\n\t\tCALE G 0 A_GiveInventory(\"CurseNumbness\",random(4,9))\n\t\tCALE G 0 A_Pain\n\t\tGoto See\n\tPain.FragilityX:\n\t\tCALE G 0 A_GiveInventory(\"CurseFragility\",29)\n\tPain.Fragility:\n\t\tCALE G 0 A_GiveInventory(\"CurseFragility\",random(1,2))\n\t\tCALE G 0 A_Pain\n\t\tGoto See\n\tPain.Disintegrate:\n\tPain.InsaneBleed: //A scare factor to the phantasm heh\n\t\tTNT1 A 0 A_Pain\n\t\tCALB HH 0 ACS_ExecuteAlways(616,0,90)\n\tPain.Spiritual:\n\t\tCALE G 0 A_TakeInventory(\"ArmorPicker\",411)\t//reset token to zero\n\t\tCALE G 0 A_GiveInventory(\"ArmorPicker\",2)\t//ACS token that says \"just damaged by magic\"\n\t\tGoto See\n\tPain.Silently:\n\t\tTNT1 G 0 A_PlaySound(\"Null\")\n\t\tGoto See\n\tPain.Turner:\n\t\tCALE G 0 ACS_ExecuteAlways(611)\n\t\tGoto Pain\n\tPain.Stun: // Gargoyles\n\t\tGoto Pain\n\tPain.Axe:\n\t\tCALB H 0 ACS_ExecuteAlways(616,0,21)\n\t\tGoto Pain\n\tDeath:\n\t//\tCALB A 0 ACS_ExecuteAlways(621,0)\n\t\tTNT1 A 0 A_NoBlocking\n\t\tCALB JJJJJJJJJJ 1 A_GiveInventory(\"PlayerController\",1)\n\t\tTNT1 A 0 A_Playsound(\"Caleb/Death\")\n\t\tCALB KKKKKKKKKK 1\n\t\tCALB LLLLLLLLLL 1\n\t\tCALB MMMMMMMMMMNNNNNNNNNN 1\n\t\tCALB O -1\n\t\tStop\n\tDeath.Cultist:\n\t\tTNT1 A 0 A_SpawnItem(\"CultistSounder\")\n\t\tGoto Death\n\tDeath.CultistTNT:\n\t\tTNT1 A 0 A_SpawnItem(\"CultistSounder\")\n\t\tGoto XDeath\n\tDeath.GOUPBOY:\n\tXDeath:\n\t\tCALX A 0 A_NoBlocking\n\t\tCALX A 7 A_TakeInventory(\"Chokeme\",100)\n\t\tCALX B 8 A_Playsound(\"Caleb/Death\")\n\t\tCALX C 8\n\t\tCALX DEFGHIJK 8\n\t\tCALX L -1\n\t\tStop\n\tPain.LifeLeech:\n\t\tTNT1 A 0 A_GiveToTarget(\"LifeLeechHealth\", random(40,50))\n\t\tGoto Pain\n\tDeath.LifeLeech:\n\t\tTNT1 A 0 A_GiveToTarget(\"LifeLeechHealth\", 100)\n\tDeath.SpecialFire:\n\tDeath.Flare:\n\tBurn:\n\t\tTNT1 A 1 A_Playsound(\"BurnDeath\")\n    \tBZOM I 0 A_Fall\n    \tBZOM I 0 A_SpawnItem(\"BurnDeath1\",1)\n    \tTNT1 A -1\n\t\tStop\n\tPain.ChokeEM:\n\t\tPLAY G 1 A_GiveInventory(\"ChokeMe\",1)\n\t\tTNT1 A 1 A_PlaySound(\"Hand/Choke\")\n\t\tGoto See\n\tPain.Silently:\n\t\tPLAY G 1 A_PlaySound(\"Null\")\n\t\tGoto See\n\tDeath.ChokeEM:\n\t\tPLAY H 1 A_TakeInventory(\"ChokeMe\",1)\n\t\tPLAY H 1 A_GiveInventory(\"AmAlreadyChoked\",1)\n\t\tPLAY H 1 A_SpawnItemEx (\"ChokingHand\",10,50,30,0,0,0,0)\n\t\tGoto Death\n    }\n}\n\nACTOR DoomDude : Playerpawn\n{\n  Speed 1\n  Health 100\n  Radius 16\n  Height 56\n  Mass 100\n  PainChance 255\n  Player.forwardMove 0.88 0.82\n  Player.DisplayName \"Marine\"\n  Player.CrouchSprite \"PLYC\"\n  Player.StartItem \"Pistol_\"\n  Player.StartItem \"Fist_\"\n  Player.StartItem \"Clip_\", 50\n  Player.StartItem \"GrenadeAmmo\", 2\n  Player.WeaponSlot 1, \"Fist_\", \"Chainsaw_\"\n  Player.WeaponSlot 2, \"Pistol_\"\n  Player.WeaponSlot 3, \"Shotgun_\", \"SuperShotgun_\"\n  Player.WeaponSlot 4, \"Chaingun_\"\n  Player.WeaponSlot 5, \"RocketLauncher_\"\n  Player.WeaponSlot 6, \"PlasmaRifle_\"\n  Player.WeaponSlot 7, \"BFG9000_\"\n  Player.WeaponSlot 8, \"HandGrenades\"\n  Player.ColorRange 112, 127\n  Player.ColorSet 0, \"Green\",         0x70, 0x7F,  0x72\n  Player.ColorSet 1, \"Gray\",          0x60, 0x6F,  0x62\n  Player.ColorSet 2, \"Brown\",         0x40, 0x4F,  0x42\n  Player.ColorSet 3, \"Red\",           0x20, 0x2F,  0x22\n  Player.ColorSet 4, \"Light Gray\",    0x58, 0x67,  0x5A\n  Player.ColorSet 5, \"Light Brown\",   0x38, 0x47,  0x3A\n  Player.ColorSet 6, \"Light Red\",     0xB0, 0xBF,  0xB2\n  Player.ColorSet 7, \"Light Blue\",    0xC0, 0xCF,  0xC2\n  Player.forwardMove 0.88 0.82\n  Player.jumpz 10\n  DamageFactor \"Blast\", 0.444\n  DamageFactor \"Flare\", 3\n  DamageFactor \"Shock\", 0.75\n  DamageFactor \"StunningHead\", 0.1\n  Player.SoundClass \"DoomDude\"\n  States\n  {\n\t  Spawn:\n\t\tPLAY A -1\n\t\tLoop\n\t  See:\n\t\tPLAY ABCD 4\n\t\tLoop\n\t  Missile:\n\t\tPLAY E 12\n\t\tGoto Spawn\n\t  Melee:\n\t\tPLAY F 6 BRIGHT\n\t\tGoto Missile\n\t  Pain:\n\t\tPLAY G 4\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\t  Death:\n\t\tPLAY H 0 A_PlayerSkinCheck(\"AltSkinDeath\")\n\t  Death1:\n\t\tPLAY H 10\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY KLM 10\n\t\tPLAY N -1\n\t\tStop\n\t  XDeath:\n\t\tPLAY O 0 A_PlayerSkinCheck(\"AltSkinXDeath\")\n\t  XDeath1:\n\t\tPLAY O 5\n\t\tPLAY P 5 A_XScream\n\t\tPLAY Q 5 A_NoBlocking\n\t\tPLAY RSTUV 5\n\t\tPLAY W -1\n\t\tStop\n\t  AltSkinDeath:\n\t\tPLAY H 6\n\t\tPLAY I 6 A_PlayerScream\n\t\tPLAY JK 6\n\t\tPLAY L 6 A_NoBlocking\n\t\tPLAY MNO 6\n\t\tPLAY P -1\n\t\tStop\n\t  AltSkinXDeath:\n\t\tPLAY Q 5 A_PlayerScream\n\t\tPLAY R 0 A_NoBlocking\n\t\tPLAY R 5 A_SkullPop\n\t\tPLAY STUVWX 5\n\t\tPLAY Y -1\n\t\tStop\n\t  Pain.ChokeEM:\n\t\tPLAY G 1 A_GiveInventory(\"ChokeMe\",1)\n\t\tTNT1 A 1 A_PlaySound(\"Hand/Choke\")\n\t\tGoto See\n\t  Pain.Silently:\n\t\tPLAY G 1 A_PlaySound(\"Null\")\n\t\tGoto See\n\t  Death.ChokeEM:\n\t\tPLAY H 1 A_TakeInventory(\"ChokeMe\",1)\n\t\tPLAY H 1 A_GiveInventory(\"AmAlreadyChoked\",1)\n\t\tPLAY H 1 A_SpawnItemEx (\"ChokingHand\",10,50,30,0,0,0,0)\n\t\tGoto Death\n\t  Death.fire:\n\t  Death.burn:\n\t  Death.flare:\n\t  Burn:\n\t\tPLAY A 0 A_Scream\n\t\tPLAY A 0 A_NoBlocking\n\t\tPLAY A 0 A_SpawnItem(\"BurnFormerHuman\", 0, 7)\n\t\tTNT1 A -1\n\t\tStop\n  }\n}\n\nActor CultistSounder\n{\n\tHeight 1\n\tRadius 1\n\t-TELESTOMP\n\t+NOGRAVITY\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 15\n\t\t\tTNT1 A 0 A_PlaysoundEx(\"CultistGotYou\", 1)\n\t\tStop\n\t}\n}\n\nActor LaughDelay : PowerDamage // Given when Caleb does maniacal laugh for gibbing\n{\n\tpowerup.duration -3\n\tdamagefactor \"nothing\", 1.0\n}\n\nActor DoLaugh : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(500, 0, 0)\n\t\t    Stop\n\t}\n}\n\nActor DoRat : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(500, 0, 3)\n\t\t    Stop\n\t}\n}\n\nActor DoTaunt : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 0 ACS_ExecuteAlways(9999, 0, 0)\n\t\t\tStop\n\t}\n}\n\nActor DoJack : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(32766, 0, 0)\n\t\tStop\n\t}\n}\n\nActor DoFire : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(32765, 0, 0)\n\t\tStop\n\t}\n}\n\nActor TwinkleHeal : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10//10 max hands just for a horrible ending\n+AutoActivate\n+AlwaysPickup\nstates\n\t{\n\t\tuse:\n\t\tpickup:\n\t\t\tTNT1 A 1 A_SetBlend(\"Yellow\",0.5,10)\n\t\t\tStop\n\n\t}\n}\n\nActor CerberusDead : CustomInventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n\t+AUTOACTIVATE\n\t+ALWAYSPICKUP\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 1 ACS_ExecuteAlways(500, 0, 1)\n\t\tStop\n\t}\n}\n\nActor TchernobogDead : CerberusDead\n{\n\tStates\n\t{\n\t\tUse:\n\t\tPickup:\n\t\t\tTNT1 A 1 ACS_Executealways(500, 0, 2)\n\t\tStop\n\t}\n}\n\nactor StompingDamager\n{\n\t+DONTSPLASH\n\t+PAINLESS\n\t+NOTIMEFREEZE\n\t+BLOODLESSIMPACT\n\t+NODAMAGETHRUST\n\tRenderstyle None\n\tDamagetype \"Stomping\"\n\tstates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_JumpIf(momz>0, 2)\n\t\t\tTNT1 A 0 A_Explode(random(1,-momz)+4,24,0)\n\t\t\tTNT1 A 0\n\t\t\tStop\n\n\t}\n}\n\nactor PlayerController : CustomInventory\n{\n\tinventory.maxamount 1\n\t+INVENTORY.AUTOACTIVATE\n\t+NOTIMEFREEZE\n\tStates\n\t{\n\t\tPickup:\n\t\t\tTNT1 A 0 A_CheckFloor(\"Control.Vision\")\n\t\tStomp:\n\t\t\tTNT1 A 0 A_SpawnItemEx(\"StompingDamager\",0,0,-1,0,0,momz/4,0,SXF_NOCHECKPOSITION /* as it is intended to be INSIDE monster */)\n\n\t\t//====================================================================================================\n\t\t// BEAST VISION control\n\t\t//====================================================================================================\n\n\t\tControl.Vision:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"BeastVisionActive\",1,\"Control.Vision.Yes\")\n\t\t\tGoto Control.Jump\n\t\tControl.Vision.Yes:\n\t\t\tTNT1 A 0 A_GiveInventory(\"BeastVisionEffect\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"BeastVisionTicCounter\",1,\"Control.Vision.Decrement\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"BeastVision\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"BeastVision\",1,\"Control.Vision.Increment\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"BeastVisionActive\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"BeastVisionEffect\",1)\n\t\t\tGoto Control.Jump\n\t\tControl.Vision.Increment:\n\t\t\tTNT1 A 0 A_GiveInventory(\"BeastVisionTicCounter\",20)\n\t\t\tGoto Control.Jump\n\t\tControl.Vision.Decrement:\n\t\t\tTNT1 A 0 A_TakeInventory(\"BeastVisionTicCounter\",1)\n\t\t\tGoto Control.Jump\n\n\t\t//====================================================================================================\n\t\t// JUMP BOOTS control\n\t\t//====================================================================================================\n\n\t\tControl.Jump:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"jumpbootsactive\",1,\"Control.Jump.Yes\")\n\t\t\tGoto Control.Dive\n\t\tControl.Jump.Yes:\n\t\t\t//TNT1 A 0 A_TakeInventory(\"JumpBootsEffect\",1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"JumpBootsEffect\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"JumpBootsTicCounter\",1,\"Control.Jump.Decrement\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"JumpingBoots\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"JumpingBoots\",1,\"Control.Jump.Increment\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"JumpBootsActive\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"JumpBootsEffect\",1)\n\t\t\tGoto Control.Dive\n\t\tControl.Jump.Increment:\n\t\t\tTNT1 A 0 A_GiveInventory(\"JumpBootsTicCounter\",20)\n\t\t\tGoto Control.Dive\n\t\tControl.Jump.Decrement:\n\t\t\tTNT1 A 0 A_TakeInventory(\"JumpBootsTicCounter\",1)\n\t\t\tGoto Control.Dive\n\n\t\t//====================================================================================================\n\t\t// DIVING SUIT control\n\t\t//====================================================================================================\n\n\t\tControl.Dive:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DivingSuitActive\",1,\"Control.Dive.Yes\")\n\t\t\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Control.Dive.Yes\") //autouse under water\n\t\t\t//Goto Control.Blind\n\t\tControl.Dive.Yes:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DivingSuitEffect\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DivingSuitTicCounter\",1,\"Control.Dive.Decrement\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"DivingSuit\",1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"DivingSuit\",1,\"Control.Dive.Increment\")\n\t\t\tTNT1 A 0 A_TakeInventory(\"DivingSuitActive\",1)\n\t\t\tTNT1 A 0 A_TakeInventory(\"DivingSuitEffect\",1)\n\t\t\t//Goto Control.Blind\n\t\tControl.Dive.Increment:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DivingSuitTicCounter\",20)\n\t\t\t//Goto Control.Blind\n\t\tControl.Dive.Decrement:\n\t\t\tTNT1 A 0 A_TakeInventory(\"DivingSuitTicCounter\",1)\n\t\t\t//Goto Control.Blind\n\t}\n}\n\nACTOR Werewolf : PlayerPawn\n{\n\t+NOSKIN\n\t-PICKUP\n\tSpeed 2\n\tHealth 666\n\tRadius 16\n\tHeight 56\n\tMass 300\n\tPainChance 0\n\tPlayer.Face \"WLF\"\n\tPlayer.DisplayName \"Werewolf\"\n\tPlayer.CrouchSprite \"XESC\"\n\tPlayer.MorphWeapon \"beasthands\"\n\tPlayer.SoundClass \"Werewolf\"\n\tPlayer.JumpZ 16\n\tXScale 0.6\n\tYScale 0.52\n  States\n  {\n  Spawn:\n    BESW A -1\n    Loop\n  See:\n    BESW ABCDF 4\n    Loop\n  Melee:\n    BESC ABCDEFGHIJ 10\n    Goto Spawn\n  Pain:\n    BESP A 4\n    BESP A 4 A_Pain\n    Goto Spawn\n  Death:\n    BESD A 10\n    BESD B 10 A_PlayerScream\n    BESD C 10 A_NoBlocking\n    BESD DEF 10\n    BESD F 1\n    BESD FED 10\n    BESD F -1\n    Stop\n  }\n}\n\nactor DeathIncarnate: weapon\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tReady:\n\t\tBLWS B 2\n\t\tBLWS A 2 A_JUMP(32,\"DESELECT\")\n\t\tGoto Ready+1\n\tFire:\n\t\ttnt1 a 1\n\t\tloop\n\tSelect:\n\t\tBLWS C 2 A_RAISE\n\t\tloop\n\tDeselect:\n\t\tBLWS A 10\n\t\tBLWS ABC 4\n\t\tBLWS C 2 A_LOWER\n\t\tTNT1 A 0 A_TAKEINVENTORY(\"DeathIncarnate\")\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Morons.txt",
        "contents": "Actor Moron 3241\n{\n    //$Category \"BlooM Enemies\"\n\tHealth 80\n\tMonster\n\t+Friendly\n\tradius 14\n\theight 64\n\tPainChance 175\n\tscale 0.5\n\tSpeed 6\n\tobituary \"%o was telefucked by an innocent\"\n\tseesound \"Moron/Cry1\"\n\tattacksound \"\"\n\tdeathsound \"Moron/Crying\"\n\tactivesound \"Moron/GoAway\"\n\tpainSound \"Moron/Scream\"\n\t+FLOORCLIP\n\t+DONTOVERLAP\n\t+RANDOMIZE\n\t+NOSPLASHALERT\n\tMass 60\n\tDamageFactor \"CALINOimmune\",0\n\tStates\n\t{\n\tSpawn:\n\t\tMORS A 4 A_Look\n\t\tLoop\n\tSee:\n\t\tMORS A 11\n\tRuuuun:\n\t\tMORN AAAABBBBCCCCDDDDEEEEFFFFAAAABBBBCCCCDDDDEEEEFFFFAAAABBBBCCCCDDDDEEEEFFFFAAAABBBCCCCDDDDEEEEFFFF 1 A_Wander\n\t\tMORN A 0 A_Jump(88,\"Stand\",\"NOPLACELIKEHOME\")\n\t\tMORN A 0 //A_CustomMissile(\"fightmeIRLIDAREYOU\",30)\n\t\tLoop\n\tStand:\n\t\tMORS AA 40\n\t\tGoto See\n\tNOPLACELIKEHOME:\n\t\tMORN A 0 A_Jump(128,2)\n\t\tMORN A 0 A_PlaySound(\"Moron/Beg\")\n\t\tGoto Ruuuun\n\t\tMORN A 0 A_PlaySound(\"Moron/Home\")\n\t\tGoto Ruuuun\n\tPain:\n\t\tMORN G 4 A_Pain\n\t\tMORN G 4 A_Jump(60,\"NOPLACELIKEHOME\")\n\t\tGoto Ruuuun\n\tDeath:\n\t\tMORN H 0 A_Scream\n\t\tMORN HIJK 6\n\t\tMORN L 6 A_Fall\n\t\tMORN MNO 4\n\t\tMORN P -1\n\t\tStop\n    Burn:\n\tDeath.SpecialFire:\n  \tDeath.Flare:\n\t\tTNT1 A 1\n\t\tBZOM I 0 A_Fall\n\t\tBZOM I 0 A_Pain\n\t\tBZOM I 0 A_SpawnItem(\"BurnDeathMoron\",1,0,0)\n\t\tTNT1 A -1\n    Stop\n\t}\n}\n\nActor fightmeIRLIDAREYOU\n\t{\n\t+NoGravity\n\t+PAINLESS\n\t+NODAMAGETHRUST\n\tProjectile\n\tDamagetype \"CALINOimmune\"\n\tDamage 1\n\tSpeed 1\n\tStates\n\t{\n\tSpawn :\n\tDeath:\n\tTNT1 AA 0 A_Explode(5,400,0)\n\tStop\n\t}}"
      },
      {
        "source": "pk3",
        "name": "Actors/Ammo.txt",
        "contents": "/*\n========== AMMO ==========\n*/\n\nActor TommyClip : Ammo\n{\n    //$Category \"BlooM Amunitions\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tinventory.amount 1\n\tinventory.maxamount 500\n\tinventory.icon \"TMBOA0\"\n\tradius 20\n\t+IGNORESKILL\n}\n\nActor Shell2 : Ammo\n{\n    //$Category \"BlooM Amunitions\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tinventory.amount 1\n\tinventory.maxamount 100\n\tammo.backpackamount 8\n\tammo.backpackmaxamount 100\n\tinventory.icon \"SBEXA0\"\n\tradius 20\n\t+IGNORESKILL\n}\n\nActor TNTAmmo : Ammo\n{\n    //$Category \"BlooM Amunitions\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tinventory.amount 1\n\tinventory.maxamount 50\n\tinventory.icon \"TBNDA0\"\n\tradius 20\n\t+IGNORESKILL\n}\n\nActor RTNTAMMO : Ammo\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 50\n\tInventory.icon \"REPKA0\"\n\tradius 20\n\t+IgnoreSkill\n}\n\nActor RTNTBOX : CustomInventory 3170\n{\n\t//$Category \"BlooM Amunitions\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tTag \"Remote TNT\"\n\tInventory.PickupMessage \"Picked up Remote Dynamite!\"\n\tinventory.pickupsound \"dsammoup\"\n\ttag \"Remote Dynamite\"\n\tInventory.amount 1\n\tinventory.maxamount 50\n\tScale 0.5\n\tInventory.Icon \"REPKA0\"\n\tRadius 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tREPK A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"RTNTAMMO\", 3)\n\t\t\tTNT1 A 0 A_GiveInventory(\"RemoteDynamite\", 1)\n\t\tStop\n}}\nActor DTNTAMMO : Ammo\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 50\n\tInventory.icon \"PROXA0\"\n\tradius 20\n\t+IgnoreSkill\n}\n\nActor DTNTBOX : CustomInventory 3248\n{\n\tInventory.PickupMessage \"Picked up proximity TNT!\"\n    //$Category \"BlooM Amunitions\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tTag \"Proximity TNT\"\n\tinventory.pickupsound \"dsammoup\"\n\tInventory.amount 1\n\tinventory.maxamount 50\n\tScale 0.5\n\tInventory.Icon \"ProxA0\"\n\tRadius 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tPROX A -1\n\t\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"DTNTAMMO\", 3)\n\t\t\tTNT1 A 0 A_GiveInventory(\"ProximityDynamite\", 1)\n\t\tStop\n}}\n\nActor TNTAmmoBox : CustomInventory 3166//replaces RocketBox\n{\n    //$Category \"BlooM Amunitions\"\n\tTag \"TNT Box\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tinventory.pickupmessage \"Picked up case of TNT\"\n\tinventory.pickupsound \"dsammoup\"\n\tinventory.amount 5\n\tinventory.maxamount 50\n\tScale 0.8\n\tradius 20\n\tinventory.icon \"TBNDA0\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTBOX A -1\n\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"TNTAmmo\", 5)\n\t\t\tTNT1 A 0 A_GiveInventory(\"Dynamite\", 1)\n\t\tStop\n\t}\n}\n\nActor VoodooDollPickup : CustomInventory 3167//replaces Chainsaw\n{\n    //$Category \"BlooM Amunitions\"\n\tTag \"Voodoo doll\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n    inventory.pickupmessage \"Voodoo Doll! Stab some zombies!\"\n    inventory.pickupsound \"PICKWEAP\"\n\tinventory.amount 1\n\tinventory.maxamount 100\n\tScale 0.8\n\tinventory.icon \"TBNDA0\"\n\tradius 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tVDLF A -1\n\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"VoodooDoll\", 1)\n\t\tStop\n\t}\n}\n\nActor BloodShellBox : Shell2 3168//replaces Shellbox\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tinventory.amount 15\n    Tag \"Shell Box\"\n\tinventory.pickupmessage \"Picked up a box of shells\"\n\tradius 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSBEX A -1\n\t\tStop\n\t}\n}\n\nActor BloodShells : Shell2 3169//replaces Shell\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tTag \"Shells\"\n\tinventory.amount 4\n\tinventory.pickupmessage \"Picked up a few shells\"\n\tradius 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSHEX A -1\n\t\tStop\n\t}\n}\nActor HappyBundle : RandomSpawner //3170//replaces RocketAmmo\n{\n\tDropItem \"TNTBundle\" 255 6\n\tDropItem \"DTNTBOX\" 255 1\n\tDropItem \"RTNTBOX\" 255 1\n}\nActor TNTBundle : CustomInventory 3145\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\t//$Category \"BlooM Amunitions\"\n\tTag \"TNT Bundle\"\n\tinventory.pickupmessage \"Picked up a Bundle of TNT\"\n\tinventory.pickupsound \"dsammoup\"\n\tinventory.amount 1\n\tinventory.maxamount 50\n\tinventory.icon \"TBNDA0\"\n\tscale 0.5\n\tradius 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTBND A -1\n\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"TNTAmmo\", 1)\n\t\t\tTNT1 A 0 A_GiveInventory(\"Dynamite\", 1)\n\t\tStop\n\t}\n}\n\nActor Replacer1 : TNTBundle //3145//replaces RocketLauncher\n{\n}\n\nActor SprayCanister : Ammo\n{\n    //$Category \"BlooM Amunitions\"\n\tinventory.amount 1\n\tinventory.maxamount 288\n\tinventory.icon \"SPRYA0\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n}\n\nActor SprayCanisterPickup : CustomInventory  3144//replaces Cell\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\t//$Category \"BlooM Amunitions\"\n\tTag \"Spray Canister\"\n\tinventory.amount 48\n\tinventory.maxamount 288\n\tinventory.pickupmessage \"Got a spray can...\"\n\tinventory.pickupsound \"dsammoup\"\n\tradius 20\n\tScale 0.5\n\t+IGNORESKILL\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSPRY A -1\n\t\tStop\n\t\tPickup:\n\t\t\tTNT1 A 0 A_GiveInventory(\"SprayCanister\", 48)\n\t\t\tTNT1 A 0 A_GiveInventory(\"SprayCan\", 1)\n\n\t\tStop\n\t}\n}\n\nActor Replacer2 : SprayCanisterPickup //3144//replaces PlasmaRifle\n{\n}\n\nActor GasolineCan : Ammo 3146//: SprayCanister 3146//Ammo 3146 //replaces Cellpack 12000 // gotta place these by hand\n{\n    //$Category \"BlooM Amunitions\"\n\tTag \"Gasoline Can\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tinventory.amount 15\n\tinventory.maxamount 50\n\tinventory.pickupmessage \"Picked up a gasoline can\"\n\tinventory.pickupsound \"dsammoup\"\n\tinventory.icon \"GASOA0\"\n    ammo.backpackamount 15\n    ammo.backpackmaxamount 100\n\tradius 20\n\tScale 0.8\n\tHeight 20\n\tRadius 20\n\t+IGNORESKILL\n    States\n\t{\n\t\tSpawn:\n\t\t\tGASO A -1\n\t\tStop\n\t}\n}\n\nACTOR EssencePower : Ammo 12004 // 17\n{\n    //$Category \"BlooM Amunitions\"\n\tTag \"Essence Power\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tspawnid 142\n\t+INVENTORY.IGNORESKILL\n   Radius 20\n   Inventory.Amount 12\n   Inventory.MaxAmount 100// Not 120\n   RenderStyle Translucent\n   Alpha 0.9\n   Scale 0.8\n   Ammo.BackpackMaxAmount 120\n   Inventory.PickupMessage \"Picked up a poor soul\"\n   inventory.pickupsound \"dsammoup\"\n   Inventory.Icon \"ESSEA0\"\n   States\n   {\n   Spawn:\n      ESSE A -1\n      Stop\n   }\n}\n\nActor BulletDrum : TommyClip 3147//replaces Clipbox\n{\n\tinventory.pickupmessage \"Picked up a full drum of bullets\"\n\tTag \"Bullet Drum\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tinventory.amount 50\n\tinventory.maxamount 300\n\tammo.backpackamount 50\n\tammo.backpackmaxamount 500\n\tradius 20\n\t+IGNORESKILL\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tLMBO A -1\n\t\tStop\n\t}\n}\n\nActor BulletBox : TommyClip 3148//20083\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n   \tTag \"Bullet Box\"\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tinventory.pickupmessage \"Picked up a box of bullets\"\n\tinventory.amount 100\n\tradius 20\n\t+IGNORESKILL\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTMBO A -1\n\t\tStop\n\t}\n}\n\nActor Bullets : TommyClip 3149//replaces Clip\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n   \tTag \"Bullets\"\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tinventory.pickupmessage \"Picked up 15 bullets\"\n\tinventory.amount 15\n\tradius 20\n\t+IGNORESKILL\n\tStates\n\t{\n\t\tSpawn:\n\t\t\t//CLIP A -1\n\t\t\t2MBO A -1\n\t\tStop\n\t}\n}\n\nActor BulletAmmo2 : TommyClip //3150//replaces Pistol\n{\n\tinventory.pickupmessage \"Picked up 15 bullets\"\n\tinventory.amount 15\n\t+IGNORESKILL\n\tStates\n\t{\n\t\tSpawn:\n\t\t\t//CLIP A -1\n\t\t\t2MBO A -1\n\t\tStop\n\t}\n}\n\nactor Flares : Ammo 20080\n{\n //$Category \"BlooM Amunitions\"\n  +INVENTORY.RESTRICTABSOLUTELY\n  Inventory.RestrictedTo \"Caleb\"\n  VisibleToPlayerClass \"Caleb\"\n  Tag \"Flares\"\n  radius 20\n  height 8\n  Scale 0.85\n  inventory.pickupmessage \"Picked up a box of flares\"\n  inventory.pickupsound \"dsammoup\"\n  inventory.icon \"FGRDA0\"\n  inventory.amount 8\n  inventory.maxamount 50\n  ammo.backpackamount 10\n  ammo.backpackmaxamount 100\n  states\n  {\n  Spawn:\n\tFGRD A 20\n    FGR2 A 20\n\tFGR3 A 20\n\tloop\n  }\n}\n\nActor TeslaCharge : Ammo 12002\n{\n    //$Category \"BlooM Amunitions\"\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.RestrictedTo \"Caleb\"\n    VisibleToPlayerClass \"Caleb\"\n\tTag \"Tesla Charge\"\n    inventory.pickupmessage \"Picked up a tesla charge\"\n    inventory.pickupsound \"dsammoup\"\n\tinventory.amount 32\n\tinventory.maxamount 250\n    ammo.backpackamount 32\n    ammo.backpackmaxamount 500\n\tradius 20\n\t+IGNORESKILL\n\tScale 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESC A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weapons.txt",
        "contents": "ACTOR CalebW : Weapon\n{\n  +INVENTORY.RESTRICTABSOLUTELY\n   Inventory.RestrictedTo \"Caleb\"\n   VisibleToPlayerClass \"Caleb\"\n   Radius 20\n\n}\n\nActor BOOMBABY : Ammo\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n    Inventory.ForbiddenTo \"DoomDude\"\n\tVisibleToPlayerClass \"Caleb\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor RemoteDynamite : CalebW\n{\n    //$Category \"BlooM Weapons\"\n\tTag \"Remote Dynamite\"\n\tHeight 16\n\tScale 0.646\n\tInventory.PickUpMessage \"Its time for mindgames!\"\n\tInventory.PickUpSound \"PICKWEAP\"\n\tWeapon.kickback 80\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"RTNTAMMO\"\n\tObituary \"%o found %k's little bomb!\"\n\tWeapon.Ammouse 1\n\tWeapon.Ammouse2\t0\n\tWeapon.AmmoType2 \"RTNTAMMO\"\n\t+Weapon.Explosive\n\t+NoAutoAim\n\t+WEAPON.NOALERT\n\tStates\n\t{\n\tReady:\n\t\tDRNH A 0 A_TakeInventory(\"BOOMBABY\",99)\n\t\tDRNH A 0 A_jumpIfInventory(\"RTNTAMMO\",1,\"ReadyAmmo\")\n\t\tDRNH  ABCDE 3 A_WeaponReady\n\t\tGoto Ready+1\n\tReadyAmmo:\n\t\tDREM ABCDE 3 A_WeaponReady\n\t\tLoop\n\tDeselect:\n\t\t//DYND A 0 A_jumpifinventory(\"ThrowPowerBig\",1,\"DeselectDead\")\n\t\t// A_jumpIfInventory(\"ThrowerPowerBig\",120,\"Explode\") //A check to ensure the boom is correct\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPower\",300)\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\",300)//Safe measures\n\t\tDRNH A 0 A_jumpIfInventory(\"RTNTAMMO\",1,\"DeselectAmmo\")\n\t\tDRNH A 1 A_Lower\n\t\tGoto Deselect+3\n\tDeselectAmmo:\n\t\tDREM A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPower\",300)\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\",300)//Safe measures\n\t\tTNT1 A 0 A_jumpIfInventory(\"RTNTAMMO\",1,\"SelectAmmo\")\n\t\tDRNH ABCDE 1 A_Raise\n\t\tGoto Select+3\n\tSelectAmmo:\n\t\tDREM ABCDE 1 A_Raise\n\t\tLoop\n\tFire:\n\t\tDREM A   0 A_TakeInventory(\"BOOMBABY\",99)\n\t  //SPLG A 2  offset(-52,-72)\n\t\tDREM A 2 A_WeaponReady(14)\n\t\tTNT1 A 0 A_Refire\n\t\tDREM B 1 A_WeaponReady(14)\n\t\tTNT1 A 0\n\t\tGoto Throw\n\tHold:\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",90,\"Boomination1\")\n\t\tTNT1 A 0 A_GiveInventory(\"TNTCounter\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 3, \"Hold3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 2, \"Hold2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 1, \"Hold1\")\n\tHold1:\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\t\tDREM  AB 2 A_WeaponReady(14)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tGoto Fire\n\tHold2:\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\t\tDREM  CD 2 A_WeaponReady(14)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tGoto Fire\n\tHold3:\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\t\tDREM  EE 2 A_WeaponReady(14)\n\t\tTNT1 A 0 A_TakeInventory(\"TNTCounter\", 3)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Spray/Can\")\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tGoto Fire\n// Flash:\n//\tZIPP ABCDEFGH 1\n//\tZIPP EDCBAIJ 1\n//\tStop\n  Throw:\n\tTNT1 A 0 A_GunFlash\n\t//TNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 30, \"Throw_15\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 28, \"Throw_14\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 26, \"Throw_13\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 24, \"Throw_12\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 22, \"Throw_11\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 20, \"Throw_10\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 18, \"Throw_9\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 16, \"Throw_8\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 14, \"Throw_7\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 12, \"Throw_6\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 10, \"Throw_5\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 8, \"Throw_4\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 6, \"Throw_3\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 4, \"Throw_2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 2, \"Throw_1\")\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial\")\n\tGoto ThrowFinish\n  Throw_1:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial2\")\n\tGoto ThrowFinish\n  Throw_2:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial3\")\n\tGoto ThrowFinish\n  Throw_3:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial4\")\n\tGoto ThrowFinish\n  Throw_4:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial5\")\n\tGoto ThrowFinish\n  Throw_5:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial6\")\n\tGoto ThrowFinish\n  Throw_6:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial7\")\n\tGoto ThrowFinish\n  Throw_7:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial8\")\n\tGoto ThrowFinish\n  Throw_8:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial9\")\n\tGoto ThrowFinish\n  Throw_9:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial10\")\n\tGoto ThrowFinish\n  Throw_10:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial11\")\n\tGoto ThrowFinish\n  Throw_11:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial12\")\n\tGoto ThrowFinish\n  Throw_12:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial13\")\n\tGoto ThrowFinish\n  Throw_13:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial14\")\n\tGoto ThrowFinish\n  Throw_14:\n\tTNT1 A 0 A_FireCustomMissile(\"RemoteAerial15\")\n\tGoto ThrowFinish\n  ThrowFinish:\t//Why done without Offset? Because hand made is faster and more accurate!\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNTTOSS\")\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\", 300)\n\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\", 300)\n\tDRTS  ABCDE 2\n\t//TNT1 A 0 A_JumpIfInventory(\"DTNTAMMO\", 1, 1)\n // Goto TakeAway\n  //TNT1 AAA 0 A_Lower\n  goto Ready\n  Spawn:\n    REMO A 1\n    stop\n\tAltfire:\n\tTNT1 A 0 A_JumpIfInventory(\"RTNTAMMO\",1,\"AltFireAmmo\")\n\t\tDRNH E 4\n\tDRNH F 0 A_PlaySound(\"Proximity/Det\")\n\tDRNH FG 4 A_GiveInventory(\"BOOMBABY\",1)\n\tDRNH FE 4\n\tTNT1 A 0 A_TakeInventory(\"BOOMBABY\",2)\n\tGoto Ready\n\tAltFireAmmo:\n\tDREM AA 4\n\tDREM A 0 A_PlaySound(\"Proximity/Det\")\n\tDRDT BA 4 A_GiveInventory(\"BOOMBABY\",1)\n\tDREM A 4\n\tTNT1 A 0 A_TakeInventory(\"BOOMBABY\",2)\n\tGoto Ready\n  }\n}\n\n// Proximity Dynamite\nActor ProximityDynamite : CalebW\n{\n  //$Category \"BlooM Weapons\"\n  \tTag \"Proximity Dynamite\"\n\tHeight 16\n\tScale 0.646\n\tInventory.PickUpMessage \"Got proximity TNT!\"\n\tInventory.PickUpSound \"PICKWEAP\"\n\t//Weapon.Selectionorder 880\n\tWeapon.kickback 80\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"DTNTAMMO\"\n\tObituary \"%o fell in %k's little trap!\" //Returned the message from blood\n\tWeapon.Ammouse 1\n\tWeapon.Ammouse2\t1\n\tWeapon.AmmoType2\t\"DTNTAMMO\"\n\t//Weapon.SlotNumber 6\n\t+Weapon.Explosive\n\t+NoAutoAim\n\t+WEAPON.NOALERT\n\tStates\n\t{\n\tReady:\n\t\tDPRO  ABCDE 3 A_WeaponReady\n\t\tLoop\n\tDeselectDead:\n\t\tDYNT ABCDEABCDEABCDEABCDE 4 A_lower\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPower\",300)\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\",300)//Safe measures\n\t\t//Goto EXPLODE\n\tTakeAway:\n\t\tTNT1 A 0 A_GiveInventory(\"RemoveProximity\", 1)\n\t\tTNT1 A 1 A_SelectWeapon(\"Pitchfork\")\n\t\tGoto DeselectAmmoLess\n\tDeselect:\n\t\t//DYND A 0 A_jumpifinventory(\"ThrowPowerBig\",1,\"DeselectDead\")\n\t\t//A_jumpIfInventory(\"ThrowerPowerBig\",120,\"Explode\") //A check to ensure the boom is correct\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPower\",300)\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\",300)//Safe measures\n\t\tDPRO ABCDE 1 A_Lower\n\t\tGoto Deselect+2\n\tDeselectAmmoLess:\n\t\tTNT1 D 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPower\",300)\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\",300)//Safe measures\n\t\tDPRO ABCDE 1 A_Raise\n\t\tGoto Select+2\n\tAltfire:\n\t\tGoto Throw\n\tFire:\n\t\t//SPLG A 2  offset(-52,-72)\n\t\tDPRO A 2 A_WeaponReady(14)\n\t\tTNT1 A 0 A_Refire\n\t\tDPRO B 1 A_WeaponReady(14)\n\t\tTNT1 A 0\n\t\tGoto Throw\n\tHold:\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",90,\"Boomination1\")\n\t\tTNT1 A 0 A_GiveInventory(\"TNTCounter\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 3, \"Hold3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 2, \"Hold2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 1, \"Hold1\")\n\tHold1:\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\t\tDPRO  AB 2 A_WeaponReady(14)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tGoto Fire\n\tHold2:\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\t\tDPRO  CD 2 A_WeaponReady(14)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire\n\tHold3:\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\t\tDPRO  EE 2 A_WeaponReady(14)\n\t\tTNT1 A 0 A_TakeInventory(\"TNTCounter\", 3)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_PlayWeaponSound(\"Spray/Can\")\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tGoto Fire\n// \tFlash:\n//\t\tZIPP ABCDEFGH 1\n//\t\tZIPP EDCBAIJ 1\n//\t\tStop\n\tThrow:\n\t\tTNT1 A 0 A_GunFlash\n\t\t//TNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 30, \"Throw_15\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 28, \"Throw_14\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 26, \"Throw_13\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 24, \"Throw_12\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 22, \"Throw_11\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 20, \"Throw_10\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 18, \"Throw_9\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 16, \"Throw_8\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 14, \"Throw_7\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 12, \"Throw_6\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 10, \"Throw_5\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 8, \"Throw_4\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 6, \"Throw_3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 4, \"Throw_2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 2, \"Throw_1\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial1\")\n\t\tGoto ThrowFinish\n\tThrow_1:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial2\")\n\t\tGoto ThrowFinish\n\tThrow_2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial3\")\n\t\tGoto ThrowFinish\n\tThrow_3:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial4\")\n\t\tGoto ThrowFinish\n\tThrow_4:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial5\")\n\t\tGoto ThrowFinish\n\tThrow_5:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial6\")\n\t\tGoto ThrowFinish\n\tThrow_6:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial7\")\n\t\tGoto ThrowFinish\n\tThrow_7:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial8\")\n\t\tGoto ThrowFinish\n\tThrow_8:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial9\")\n\t\tGoto ThrowFinish\n\tThrow_9:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial10\")\n\t\tGoto ThrowFinish\n\tThrow_10:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial11\")\n\t\tGoto ThrowFinish\n\tThrow_11:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial12\")\n\t\tGoto ThrowFinish\n\tThrow_12:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial13\")\n\t\tGoto ThrowFinish\n\tThrow_13:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial14\")\n\t\tGoto ThrowFinish\n\tThrow_14:\n\t\tTNT1 A 0 A_FireCustomMissile(\"ProximityAerial15\")\n\t\tGoto ThrowFinish\n\tThrowFinish:\t//Why done without Offset? Because hand made is faster and more accurate!\n\t\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"TNTTOSS\")\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPower\", 300)\n\t\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\", 300)\n\t\tDPTS  GHIJK 3\n\t\t//TNT1 A 0 A_JumpIfInventory(\"DTNTAMMO\", 1, 1)\n\t\t//Goto TakeAway\n\t\t//TNT1 AAA 0 A_Lower\n\t\tTNT1 A 0   A_JumpIfNoAmmo(\"TakeAway\")\n\t\tGoto TakeAway\n\t\tGoto Ready\n\tSpawn:\n\t\tPROX A 1\n\t\tstop\n\tCannot:\n\t\tTNT1 A 0 A_SelectWeapon(\"PitchFork\")\n\t\tGoto Deselect\n  }\n}\n\n/*\n========== PUFFS & STUFF\n*/\n\nactor Bulletspark\n{\n   Radius 3\n   Height 4\n   Speed 25\n  renderstyle Add\n  Scale 0.7\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  +randomize\n\t+ThruGhost\n\t+CannotPush\n\tSeeSound \"Shoot/Bullet\"\n  states\n  {\n  Spawn:\n    BSPR A 0 A_Jump(128,7)\n    BSPR ABCDEFG 2 bright\n    stop\n    BSPR HIJKLMN 2 bright\n    stop\n\tXdeath:\n\tBLD2 A 0 A_jump(128,\"Xdeath2\")\n\tBLD2 FGHI 4\n\tStop\n\tXDeath2:\n\t\tBLD2 OPQR 4\n\t\tStop\n  }\n}\n\nactor Pitchforkspark\n{\n  Radius 3\n  Height 4\n  Speed 25\n  renderstyle Add\n  Scale 0.7\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  +randomize\n  +ThruGhost\n  +CannotPush\n  SeeSound \"Voodoo/Stab\"\n  states\n  {\n  Spawn:\n\t\tBSPR A 0 A_Jump(128,7)\n\t\tBSPR ABCDEFG 2 bright\n\t\tstop\n\t\tBSPR HIJKLMN 2 bright\n\t\tstop\n\tXdeath:\n\t\tBLD2 A 0 A_jump(128,\"Xdeath2\")\n\t\tBLD2 FGHI 4\n\t\tStop\n\tXDeath2:\n\t\tBLD2 OPQR 4\n\t\tStop\n  }\n}\n\nactor ZBBulletPuff : BulletPuff replaces BulletPuff\n{\n  Scale 0.8\n  renderstyle Translucent\n  alpha 0.75\n//  attacksound \"Shoot/Bullet\"\n  DamageType \"ZBloodBullet\"\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +randomize\n    Species \"ZombieFall\"\n\t+Thruspecies\n\t+ThruGhost\n  states\n  {\n  Spawn:\n    BSPR A 0\n  Melee:\n    PUFF A 0 A_Spawnitem(\"Bulletspark\")\n\tPUFF A 0  A_PlaySound(\"Shoot/Bullet\")\n    PUFF A 0 A_Jump(128,32)\n    PUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n    stop\n    PUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n    stop\n\t\tXdeath:\n\tBLD2 A 0 A_jump(128,\"Xdeath2\")\n\tBLD2 FGHI 4\n\tStop\n\tXDeath2:\n\t\tBLD2 OPQR 4\n\t\tStop\n  }\n}\n\nactor PitchforkPuff //: ZBBulletPuff\n{\n  Scale 0.8\n  renderstyle Translucent\n  alpha 0.5\n  decal ZBloodBulletChip1\n  DamageType \"PitchFork\"\n +nodamagethrust\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +randomize\n  +ThruGhost\n  states\n  {\n  Spawn:\n    PUFF A 0\n    stop\n  Melee:\n    PUFF A 0 A_Jump(128,9)\n    PUFF ABCDEFGH 4\n    stop\n    PUFF IJKLMNOP 4\n    stop\n  Crash:\n\tTNT1 A 0 A_PlaySound(\"Pitch/Solid\")\n    PUFF A 0 A_Spawnitem(\"Pitchforkspark\")\n\tGoto Melee\n  Xdeath:\n\tBLD2 A 0 A_jump(128,\"Xdeath2\")\n\tBLD2 FGHI 4\n\tStop\n  XDeath2:\n\tBLD2 OPQR 4\n\tStop\n  }\n}\n\nActor ZBulletPuffS : ZBBulletPuff\n{\n\tDamageType \"Sawedoff\"\n}\n\nActor ZBulletPuffS2 : ZbbulletPuff\n{\n\tDamageType \"Sawedoff2\"\n}\n\nActor ZBulletPuffS3 : ZBBulletPuff\n{\n\tDamageType \"SawedoffLess\"\n}\n\nActor ZBulletPuffT : ZBBulletPuff\n{\n\t+Nodamagethrust\n\tDamageType \"Tommy\"\n}\n\nActor ZBulletCultist : ZBBulletPuff\n{\n    Species \"ZombieFall\"\n\t+Thruspecies\n\t+ThruGhost\n\tDamageType \"Cultist\"\n}\n\nACTOR ShotgunCasing\n{\n   Height 1\n   Radius 3\n   Speed 4\n   Scale 0.2\n   Gravity 0.7\n   +DOOMBOUNCE\n   maxstepheight 0\n   bouncefactor 0.5\n   bouncecount 2\n   PROJECTILE\n   +DONTSPLASH\n   +SOLID\n   -NOGRAVITY\n   +FLOORCLIP\n   +WINDTHRUST\n   -CANBOUNCEWATER\n   +EXPLODEONWATER\n   -NOLIFTDROP\n   +ClientSideOnly\n   +CannotPush\n   SeeSound \"Shotgun/Shells\"\n   DeathSound \"Shotgun/Shells\"\n   States\n   {\n   Spawn:\n   CASS AA 0 A_Recoil(frandom(0,-2))\n   CASS A 0 THRUSTTHINGZ(0,frandom(3,5),0,0)\n      CASS A 0 A_Jump(192,1,2,3,4)\n      CASS BCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFA 1\n      Stop\n   Death:\n      CASS A 0 A_Jump(127,8)\n      CASS A 160 A_Fall\n\t  CASS AAAAAA 200 A_FadeOut(0.15)\n      Stop\n      CASS E 600 A_Fall\n      Stop\n   }\n}\n\nACTOR TommygunCasing\n{\n   Height 1\n   Radius 3\n   Speed 4\n   Scale 0.1\n   +DOOMBOUNCE\n   bouncecount 2\n   bouncefactor 0.45\n   PROJECTILE\n   +ClientSideOnly\n   +SOLID\n   -NOGRAVITY\n   +DONTSPLASH\n   +FLOORCLIP\n   +NOBLOCKMAP\n   +WINDTHRUST\n   -CANBOUNCEWATER\n   +EXPLODEONWATER\n   -NOLIFTDROP\n   +CannotPush\n   Maxstepheight 0\n   SeeSound \"Tommy/Shells\"\n   DeathSound \"Tommy/Shells\"\n   States\n   {\n   Spawn:\n   CASB A 0 A_Recoil(frandom(0,-3))\n      CASB A 0 A_Jump(192,1,2,3,4)\n      CASB BCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFABCDFA 1\n      Stop\n   Death:\n   CASB A 0 A_Recoil(frandom(0,-3))\n      CASB A 11 A_Jump(127,3)\n\t  CASB A 0 A_Stop\n      CASB A 600 A_Fall\n      Stop\n      CASB E 600 A_Fall\n\t  CASB EEEE 40 A_FadeOut(0.15)\n      Stop\n   }\n}\n\n/*\n========== PITCHFORK ==========\n*/\n\nactor usingpitchfork : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor Pitchfork : CalebW  //3143\n{\n  //$Category \"BlooM Weapons\"\n  Tag \"Pitchfork\"\n  obituary \"%o was poked by %k\"\n  Weapon.kickback 200\n  +WEAPON.WIMPY_WEAPON\n  +WEAPON.MELEEWEAPON\n  +WEAPON.NOALERT\n  Inventory.Pickupsound \"\"\n  +NODAMAGETHRUST\n  +ThruGhost\n  weapon.sisterweapon BeastHands\n  states\n  {\n  Ready:\n\tTOMG A 0 ACS_ExecuteAlways(602, 0)\n\tTNT1 A 0 A_JumpIfInventory(\"RemoveProximity\", 1, \"TakeProximity\")\n\tTNT1 A 0 A_JumpIfInventory(\"RemoveSpray\", 1, \"TakeSpray\")\n\tTNT1 A 0 A_JumpIfInventory(\"RemoveTNT\", 1, \"TakeTNT\")\n    TNT1 A 0 A_JumpIfInventory(\"RemoveVodoo\", 1, \"TakeDoll\")\n\tTNT1 A 0 A_GiveInventory(\"UsingPitchfork\", 1)\n\tTNT1 A 0 A_GiveInventory(\"UsingPitchfork\", 1)\n\tPITC A 1 A_WeaponReady\n    Goto Ready+6\n  Deselect:\n\tTNT1 A 0 A_TakeInventory(\"UsingPitchfork\", 1)\n\tTNT1 AA 0 A_Lower\n    PITC A 1 A_Lower\n    Goto Deselect+1\n  Select:\n\tTNT1 AA 0 A_Raise\n    PITC A 1 A_Raise\n    Loop\n  Fire:\n    PITC BBB 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    PITC CC 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    TNT1 A 0 A_FireBullets(12, 0, 4, 4, \"PitchforkPuff\",1,64)\n    TNT1 A 0 A_Punch\n    PITC DDDCCCBBBAA 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    TNT1 A 0 A_ReFire\n    goto Ready+6\n  Altfire:\n  Goto Fire\n  TakeSpray:\n\tTNT1 A 0 A_TakeInventory(\"SprayCan\", 1)\n\tTNT1 A 0 A_takeInventory(\"RemoveSpray\", 1)\n  Goto Ready\n  TakeTNT:\n\tTNT1 A 0 A_TakeInventory(\"Dynamite\", 1)\n\tTNT1 A 0 A_TakeInventory(\"RemoveTNT\", 1)\n  Goto Ready\n  TakeDoll:\n\tTNT1 A 0 A_TakeInventory(\"VoodooDoll\", 1)\n\tTNT1 A 0 A_TakeInventory(\"RemoveVodoo\", 1)\n  Goto Ready\n  TakeProximity:\n \tTNT1 A 0 A_TakeInventory(\"ProximityDynamite\", 1)\n\tTNT1 A 0 A_TakeInventory(\"RemoveProximity\", 1)\n  Goto Ready\n  Spawn:\n    PITC E -1\n  Stop\n  }\n}\n\nACTOR BeastHands : weapon\n{\n\t+INVENTORY.UNDROPPABLE\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.MELEEWEAPON\n\t+POWERED_UP\n\tWeapon.Sisterweapon pitchfork\n\tWeapon.UpSound \"BeastSee\"\n\tWeapon.Kickback 500\n\tStates\n\t{\n\tSelect:\n\t\tTNT1 A 1 Offset(0, 32)\n\t\tTNT1 A 1 A_GunFlash(\"Select2\", GFF_NOEXTCHANGE)\n\t\tTNT1 A 17\n\t\tBSSR AABBCCD 2\n\t\tBSSR D 1 A_Raise\n\t\tWait\n\tSelect2:\n\t\tBHND SS 5\n\t\tBHND TTUUVVWW 3\n\t\tBSSL AABBCCD 3\n\t\tStop\n\tDeselect:\n\t\tBSSR D 0 Offset(0, 32)\n\t\tBSSR C 0 A_GunFlash(\"Deselect2\", GFF_NOEXTCHANGE)\n\t\tBSSR DCCBBAA 2\n\t\tBSSR A 1 A_Lower\n\t\tWait\n\tDeselect2:\n\t\tBSSL DCCBBAA 3\n\t\tStop\n\tReady:\n\t\tBHND SS 5\n\t\tBHND TTUUVVWW 3\n\t\tTNT1 A 1 A_Playsound(\"BeastSee\")\n\t\tBSTR A 1 A_GunFlash(\"Ready2\", GFF_NOEXTCHANGE)\n\t\tBSTR AABBCCDDEFGGHHII 2 A_WeaponReady\n\t\tgoto ready+11\n\tReady2:\n\t\tBSTL AABBCCDDEEFFGGHH 3\n\t\tStop\n\tFire:\n\t\tTNT1 A 0 A_Jump(256, \"Attack1\", \"Attack2\", \"Attack3\", \"Attack4\")\n\t\tLoop\n\tAttack1:\n\t\tTNT1 A 1 A_Playsound(\"BeastSlash1\")\n\t\tBST1 A 1 A_GunFlash(\"\", GFF_NOEXTCHANGE)\n\t\tTNT1 A 0 A_CUSTOMPUNCH(1000)\n\t\tBST1 ABCDEF 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tBST1 F 1 A_ReFire\n\t\tGoto Ready+11\n\tAttack2:\n\t\tTNT1 A 1 A_Playsound(\"BeastSlash2\")\n\t\tBST2 A 1 A_GunFlash(\"\", GFF_NOEXTCHANGE)\n\t\tTNT1 A 0 A_CUSTOMPUNCH(1000)\n\t\tBST2 ABCDEFGH 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tBST2 H 1 A_ReFire\n\t\tGoto Ready+11\n\tAttack3:\n\t\tTNT1 A 1 A_Playsound(\"BeastSlash3\")\n\t\tBST3 A 1 A_GunFlash(\"\", GFF_NOEXTCHANGE)\n\t\tTNT1 A 0 A_CUSTOMPUNCH(1000)\n\t\tBST3 ABCDEFG 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tBST3 G 1 A_ReFire\n\t\tGoto Ready+11\n\tAttack4:\n\t\tTNT1 A 1 A_Playsound(\"BeastSlash1\")\n\t\tBST4 A 1 A_GunFlash(\"\", GFF_NOEXTCHANGE)\n\t\tTNT1 A 0 A_CUSTOMPUNCH(1000)\n\t\tBST4 ABCDEFGH 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tBST4 H 1 A_ReFire\n\t\tGoto Ready+11\n\t}\n}\n\n/*\n========== FLAREGUN ==========\n*/\n\nactor Flaregun : CalebW 3136//Weapon 3136\n{\n  //$Category \"BlooM Weapons\"\n  Tag \"Flaregun\"\n  Scale 0.8\n  obituary \"%o was cooked by %k's Flare Gun.\"\n  height 16\n  attacksound \"weapons/shotgf\"\n  inventory.pickupmessage \"You got the Flare Gun!\"\n  inventory.pickupsound \"PICKWEAP\"\n  weapon.kickback 30\n  weapon.ammotype \"Flares\"\n  weapon.ammouse 1\n  attacksound \"dsFLRFIR\"\n  Weapon.AmmoType2 \"Flares\"\n  Weapon.AmmoUse2 8\n  weapon.ammogive 9\n  Weapon.SisterWeapon DoubleFlaregun\n  //VisibleToPlayerClass \"Caleb\"\n  states\n  {\n  Ready:\n    FLAR A 1 A_WeaponReady\n\n    loop\n  Deselect:\n\tTNT1 AA 0 A_Lower\n    FLAR A 1 A_Lower\n    loop\n  Select:\n    TNT1 AA 0 A_Raise\n    FLAR A 1 A_Raise\n    loop\n  Fire:\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_Light1\n    FLAF A 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_Light2\n    FLAF B 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_Light1\n    FLAF CCC 1 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    TNT1 A 0 A_Light0\n\tFLAR FG 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tFLAR HHH 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    FLAR A 2 A_ReFire\n    goto Ready\n  AltFire:\n//\tGoto Fire\n\tTNT1 A 0 A_JumpIfNoAmmo(\"Ready\")\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 3 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_Light1\n    FLAF A 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_Light2\n    FLAF B 2 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_Light1\n    FLAF CCC 1 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    TNT1 A 0 A_Light0\n\tFLAR FG 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tFLAR HHH 1  A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    FLAR A 2 A_ReFire\n    goto Ready\n  Flash:\n    FLAR A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    FLAR A 0 Bright\n    FLAR A 0 Bright A_PlayWeaponsound (\"dsFLRFIR\")\n    FLAR A 2 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\t\tTNT1 A 0 A_JumpIfTargetINLOS(\"FlashB\",0)\n\tFlashCont:\n\tTNT1 A 0 A_FireCustomMissile(\"FlareFire2\",0,1,9,0)\n\tTNT1 A 0 //A_ALertMonsters\n    FLAR B 1 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    FLAR CDE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 FGH 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tFLAR H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    stop\n\tFlashB:\n\tTNT1 A 0 A_JumpifInTargetInventory(\"Pitchfork\",1,\"FlashCont\")\n\tTNT1 A 0 A_JumpIfCloser(300,\"LowDelay\")\n//\tTNT1 A 0 A_Print(\"Entered BurnTarget\")\n//\tTNT1 A 0 Acs_ExecuteAlways(617,0,30,16,11)\n\tTNT1 A 0 A_FireCustomMissile(\"FlareFire\",0,1,9,0)\n\tTNT1 A 0 //A_ALertMonsters\n    FLAR B 1 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    FLAR CDE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 FGH 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tFLAR H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    stop\n\tLowDelay:\n//\tTNT1 A 0 A_Print(\"LowDelay\")\n//\tTNT1 A 0 Acs_ExecuteAlways(617,0,10,16,11)\n\tTNT1 A 0 A_FireCustomMissile(\"FlareFire\",0,1,9,0)\n\tTNT1 A 0 //A_ALertMonsters\n    FLAR B 1 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    FLAR CDE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 FGH 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tFLAR H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    stop\n  AltFlash:\n    FLAR A 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    FLAR A 0 Bright A_AlertMonsters\n    FLAR A 0 Bright A_PlayWeaponsound (\"dsFLRFIR\")\n    FLAR A 2 Bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 A 0 A_FireCustomMissile(\"FlareAlt\",0,1,9,0)\n//\tTNT1 A 0 A_TakeInventory(\"Flares\", 8)\n    FLAR B 1 bright A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    FLAR CDE 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tTNT1 FGH 2 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n\tFLAR H 1 A_WeaponReady(WRF_NOFIRE|WRF_NOSWITCH)\n    stop\n  Spawn:\n    FGRN A -1\n    stop\n  }\n}\n\nActor FlareExplosion\n{\n\theight 1\n\tradius 1\n\tPROJECTILE\n\t+RIPPER\n\tDamage 0\n\tDamageType \"Flare\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1 A_Explode(180, 244)\n\t\t\tTNT1 A 0 A_SpawnItem(\"BurningAlive\")\n\t\tStop\n\t}\n}\n\nACTOR FlareAlt\n{\n   decal BFGScorch\n   Radius 13\n   Height 6\n   Speed 16 //Slower\n   Scale 0.5\n   Damage 60\n   RENDERSTYLE ADD\n   PROJECTILE\n   +STRIFEDAMAGE\n   +ROCKETTRAIL\n   damagetype SpecialFire\n   damagetype \"fire\"\n   DeathSound \"dsEXPLRG\"\n   activesound \"dsFLRAIR\"\n   States\n   {\n   Spawn:\n      /*BFS1 A 0 A_LoopActiveSound // 20 tics of repetition\n      BFS1 A 2 Bright\n      BFS1 AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n      BFS1 A 0 A_LoopActiveSound\n      BFS1 A 2 Bright\n      BFS1 AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  BFS1 A 0 A_LoopActiveSound\n      BFS1 A 2 Bright\n      BFS1 AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  BFS1 A 0 A_LoopActiveSound\n      BFS1 A 2 Bright\n      BFS1 AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  BFS1 A 0 A_LoopActiveSound\n      BFS1 A 2 Bright\n      BFS1 AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  BFS1 A 0 A_LoopActiveSound\n      BFS1 A 2 Bright\n      BFS1 AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  BFS1 A 0 A_LoopActiveSound\n      BFS1 A 2 Bright\n      BFS1 AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  BFS1 A 0 A_LoopActiveSound\n      BFS1 A 2 Bright\n      BFS1 AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  BFS1 A 0 A_LoopActiveSound*/\n\t  FAIR A 0 A_LoopActiveSound // 20 tics of repetition\n      FAIR A 2 Bright\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n      FAIR A 0 A_LoopActiveSound\n      FAIR A 2 Bright\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  FAIR A 0 A_LoopActiveSound\n      FAIR A 2 Bright\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  FAIR A 0 A_LoopActiveSound\n      FAIR A 2 Bright\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  FAIR A 0 A_LoopActiveSound\n      FAIR A 2 Bright\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  FAIR A 0 A_LoopActiveSound\n      FAIR A 2 Bright\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  FAIR A 0 A_LoopActiveSound\n      FAIR A 2 Bright\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  FAIR A 0 A_LoopActiveSound\n      FAIR A 2 Bright\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n\t  FAIR A 0 A_LoopActiveSound\n   Goto Dispatch\n\tDispatch:\n\t  DEXP A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,-5,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH )\n\t  DEXP A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,-2,-2,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH )\n\t  DEXP A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,0,-5,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH )\n\t  DEXP A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,2,-2,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH )\n\t  DEXP A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,5,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH )\n\t  DEXP A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,2,2,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH )\n\t  DEXP A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,0,5,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH )\n\t  DEXP A 0 A_SpawnItemEx(\"FlareAltSub\",0,0,0,40,-2,2,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPITCH )\n\t  Stop\n   Death:\n\tDEXP A 0 A_Explode(30,150)\n      DEXP AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n      DEXP A 0 A_PlayWeaponSound(\"dsEXPLRG\")\n      DEXP A 0 A_SpawnItem(\"FlareExplosion\")\n      DEXP A 1 Bright A_SpawnItem(\"FlareKaboom3\",-32)\n\t TNT1 AAAAAAA 1 A_Explode(2,150)\n      Stop\n   }\n}\n\nACTOR FlareAltSub : FlareAlt\n{\n\tscale 0.3\n\tstates\n\t{\n   Spawn:\n      //BFS1 A 0\n\t  //BFS1 A 0 A_LoopActiveSound\n\t  FAIR A 0\n\t  FAIR A 0 A_LoopActiveSound\n\tFlight:\n      //BFS1 A 1 Bright\n      //BFS1 A 0 A_CustomMissile(\"Flaretrail\",0,0,frandom[FlareGun](0,360),2,frandom[FlareGun](-90,90))\n\t  FAIR A 1 Bright\n      FAIR A 0 A_CustomMissile(\"Flaretrail\",0,0,frandom[FlareGun](0,360),2,frandom[FlareGun](-90,90))\n      LOOP\n   Death:\n      DEXP AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom[FlareGun](0,360),2,frandom[FlareGun](-90,90))\n      DEXP A 0 A_PlayWeaponSound(\"dsEXPLRG\")\n      DEXP A 0 A_Explode(54,190,0)\n//\t  DEXP A 0 A_SpawnItemEx(\"BurningInit\",-4,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n      DEXP A 0 Bright A_SpawnItemEx(\"FlareKaboom4\",-2,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n      Stop\n\t}\n}\n\nACTOR FlareFire\n{\n   Radius 3\n   Height 4\n   Speed 50\n   Scale 0.5\n   Damage 0\n   -SOLID\n   PROJECTILE\n   +SEEKERMISSILE\n    +NODAMAGETHRUST\n  +ROCKETTRAIL\n   +DONTSPLASH\n   +FOILINVUL\n   +ThruGhost\n   damagetype \"Flare\"\n   damagetype Fire\n   DeathSound \"DSRXPLOD\"\n   activesound \"dsFLRAIR\"\n   States\n   {\n   Spawn:\n   FAIR A 0\n      FAIR A 0 Bright A_LoopActiveSound\n      FAIR ABC 1 Bright A_SeekerMissile(90,90)\n      FAIR AA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n      Goto Spawn+2\n   Death:\n   \t  FAIR A 1 Bright\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n      stop\n   XDeath:\n\n//      FAIR D 0 A_Jump(42,8,15,23,31,39)\n\n      FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n//     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n\t  FAIR A 0 A_SpawnItem(\"BurningAlive\")\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n//     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n//     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n\t  FAIR A 0 A_SpawnItem(\"BurningAlive\")\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n//     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n//     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n\t  FAIR A 0 A_SpawnItem(\"BurningAlive\")\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n//     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n//     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n//     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n\t  FAIR A 0 A_SpawnItem(\"BurningAlive\")\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n//     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n//     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n\t  FAIR A 0 A_SpawnItem(\"BurningAlive\")\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n      TNT1 A 0 A_Explode(16,20,0) // why does this even hurt the player\n      Stop\n   }\n}\n\nACTOR FlareFire2\n{\n   Radius 3\n   Height 4\n   Speed 50\n   Scale 0.5\n   Damage 0\n   -SOLID\n   PROJECTILE\n   +SEEKERMISSILE\n    +NODAMAGETHRUST\n   +ROCKETTRAIL\n   +DONTSPLASH\n   +FOILINVUL\n   +ThruGhost\n   //damagetype \"Flare\"\n   damagetype \"Flare\"\n   damagetype \"Fire\"\n   DeathSound \"DSRXPLOD\"\n   activesound \"dsFLRAIR\"\n   States\n   {\n   Spawn:\n   FAIR A 0\n      FAIR A 0 Bright A_LoopActiveSound\n\n      FAIR ABC 1 Bright A_SeekerMissile(90,90)\n      FAIR AAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n      Goto Spawn+2\n   Death:\n   \t  FAIR A 1 Bright\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",0,0,frandom(0,360),2,frandom(-90,90))\n      stop\n   XDeath:\n\n//      FAIR D 0 A_Jump(42,8,15,23,31,39)\n\n      FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n\t  FAIR A 0 A_SpawnItem(\"BurningAlive\")\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n\t  FAIR A 0 A_SpawnItem(\"BurningAlive\")\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n\t  FAIR A 0 A_SpawnItem(\"BurningAlive\")\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n\t  FAIR A 0 A_SpawnItem(\"BurningAlive\")\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n    TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR DEF 1 Bright A_Fire\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n     TNT1 A 0 A_Explode(6,20,0) // why does this even hurt the player\n\t  FAIR GHI 1 Bright A_Fire\n\t  FAIR A 0 A_SpawnItem(\"BurningAlive\")\n      FAIR AAAAA 0 A_CustomMissile(\"Flaretrail\",40,0,frandom(0,360),2,frandom(-90,90))\n      TNT1 A 0 A_Explode(16,20,0) // why does this even hurt the player\n      Stop\n   }\n}\n\nactor FlareSpawner\n{\n\tRadius 1\n    Height 1\n    Speed 10\n\t+DONTSPLASH\n    +NOGRAVITY\n    -SOLID\n    +NOBLOCKMAP\n    +NOTELEPORT\n    +DROPOFF\n\t+ClientSideOnly\n\t+MISSILE\n    Scale 0.5\n    States\n    {\n    Spawn:\n    \tFAIR D 0\n    \tgoto Death\n        Death:\n        FAIR D 0 A_Jump(42,8,15,23,31,39)\n        FAIR D 1 Bright\n    \tFAIR DDDDDD 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,frandom(0,15),frandom(0,15),frandom(0,6))\n    \tStop\n    \tFAIR E 1 Bright\n    \tFAIR EEEEEE 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,frandom(0,15),frandom(0,15),frandom(0,6))\n    \tStop\n    \tFAIR F 1 Bright\n    \tFAIR FFFFFF 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,frandom(0,15),frandom(0,15),frandom(0,6))\n    \tStop\n    \tFAIR G 1 Bright\n    \tFAIR GGGGGG 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,frandom(0,15),frandom(0,15),frandom(0,6))\n    \tStop\n    \tFAIR H 1 Bright\n    \tFAIR HHHHHH 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,frandom(0,15),frandom(0,15),frandom(0,6))\n    \tStop\n    \tFAIR I 1 Bright\n    \tFAIR IIIIII 0 Bright A_SpawnItemEx(\"FlareTrail\",0,0,0,frandom(0,15),frandom(0,15),frandom(0,6))\n        Stop\n    }\n}\n\nactor Flaretrail : NapalmDebris\n{\n  Scale 0.1\n  Speed 3\n  //+noblockmap\n  Gravity 0.1\n  translation \"176:191=32:47\",\"208:223=16:31\"\n    states\n  {\n  Spawn:\n    FSPK A 0 bright A_Jump(192,3,4,6,8)\n    FSPK A 10 bright ThrustThingZ(0,frandom(0,15),0,1)\n    FSPK A 200 bright //A_LowGravity\n    stop\n    FSPK B 10 bright ThrustThingZ(0,frandom(0,15),0,1)\n    FSPK B 200 bright //A_LowGravity\n    stop\n    FSPK C 10 bright ThrustThingZ(0,frandom(0,15),0,1)\n    FSPK C 200 bright //A_LowGravity\n    stop\n    FSPK D 10 bright ThrustThingZ(0,frandom(0,15),0,1)\n    FSPK D 200 bright //A_LowGravity\n    stop\n    FSPK E 10 bright ThrustThingZ(0,frandom(0,15),0,1)\n    FSPK E 200 bright //A_LowGravity\n    stop\n  Death:\n    FSPK A 1\n    stop\n  }\n}\n\nactor Flaretrail1\n{\n    Health 5\n    Radius 1\n    Height 1\n    Speed 10\n    Mass 30\n\tGravity 0.3\n    PROJECTILE\n    +WINDTHRUST\n    +DONTSPLASH\n    -NOGRAVITY\n    -SOLID\n\t+ClientSideOnly\n    Damage 0\n    Scale 0.1\n    States\n    {\n    Spawn:\n        FAIR ABCABCABCABCABCABCABCABCABCABCABCABC 3 Bright\n        Stop\n    Death:\n        FAIR C 1 Bright\n        Stop\n    }\n}\n\nactor FlareKaboom\n{\n  radius 64\n  height 16\n  //renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  +WINDTHRUST\n  +FIXMAPTHINGPOS\n  -SOLID\n  seesound \"dsFRBALL\"\n  states\n  {\n  Spawn:\n    //DEXP A 1 Bright\n    //DEXP A 1 Bright A_Burst (\"FlareKaboom3\")\n\tDEXP A 1 Bright\n    DEXP A 1 Bright A_Burst (\"FlareKaboom3\")\n    stop\n  }\n}\n\nactor FlareKaboom2\n{\n  radius 64\n  height 16\n  //renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  +WINDTHRUST\n  +FIXMAPTHINGPOS\n  -SOLID\n  Scale 1.5\n  states\n  {\n  Spawn:\n    DEXP A 1 Bright\n    DEXP A 0 A_SpawnDebris (\"NapalmDebris\")\n    DEXP A 0 A_Jump(127,12)\n    DEXP ABCDEFGHIJK 2 Bright\n    stop\n    DEXP LMNOPQRSTUV 2 Bright\n    stop\n  }\n}\n\nactor FlareKaboom3 : FlareKaboom2\n{\n  states\n  {\n\tSpawn:\n\tDEXP A 1 Bright\n    DEXP A 0 Bright A_SpawnItem(\"FlareKaboom2\",0,0,0)\n    DEXP A 0 A_SpawnDebris (\"NapalmDebris\")\n    DEXP A 0 A_Jump(127,12)\n    DEXP ABCDEFGHIJK 2 Bright\n    stop\n    DEXP LMNOPQRSTUV 2 Bright\n    stop\n  }\n}\n\nactor FlareKaboom4 : FlareKaboom2\n{\n\tScale 0.75\n\t  states\n  {\n  Spawn:\n    DEXP A 1 Bright\n    DEXP A 0 A_SpawnDebris (\"NapalmDebris\")\n    DEXP A 0 A_Jump(127,12)\n    DEXP ABCDEFGHIJK 2 Bright A_FadeOut(0.08)\n    stop\n    DEXP LMNOPQRSTUV 2 Bright A_FadeOut(0.08)\n    stop\n  }\n}\n\nactor DoubleFlaregun : Flaregun\n{\n  weapon.ammouse 1\n  weapon.ammouse2 0\n  +POWERED_UP\n  +WEAPON.BFG\n  Weapon.SisterWeapon Flaregun\n  states\n  {\n  Ready:\n    FAKM A 1 A_WeaponReady\n    loop\n  Deselect:\n\tTNT1 AA 0 A_Lower\n    FAKM A 1 A_Lower\n    loop\n  Select:\n\tTNT1 AA 0 A_Raise\n    FAKM A 1 A_Raise\n    loop\n  Fire:\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 1 A_WeaponReady(14)\n\tTNT1 A 0 A_Light2\n    FLAF A 3 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light1\n    FLAF B 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light0\n    FLAF C 1 bright A_WeaponReady(14)\n    TNT1 A 2 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIFNoAmmo(\"Ready\")\n\tTNT1 A 0 A_Light2\n    FLAF D 3 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light1\n    FLAF E 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light0\n    FLAF F 1 bright A_WeaponReady(14)\n\tTNT1 A 4 A_WeaponReady(14)\n    TNT1 A 0 A_ReFire\n  Goto Ready\n  AltFire:\n    TNT1 A 0 A_JumpIfInventory(\"Flares\", 8, 1)\n\tGoto Ready\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 1 A_WeaponReady(14)\n\tTNT1 A 0 A_Light2\n    FLAF A 3 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light1\n    FLAF B 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light0\n    FLAF C 1 bright A_WeaponReady(14)\n    TNT1 A 2 A_WeaponReady(14)\n    TNT1 A 0 A_JumpIfInventory(\"Flares\", 8, 1)\n\tGoto Ready\n\tTNT1 A 0 A_Light2\n    FLAF D 3 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light1\n    FLAF E 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Light0\n    FLAF F 1 bright A_WeaponReady(14)\n\tTNT1 A 4 A_WeaponReady(14)\n    TNT1 A 0 A_ReFire\n    goto Ready\n  Flash:\n    TNT1 A 0 A_PlaySound(\"dsFLRFIR\")\n\tTNT1 A 0 A_FireCustomMissile(\"FlareFire\",0,1,9,0)\n\tFAKM A 2 Bright A_WeaponReady(14)\n    FAKM B 2 Bright A_WeaponReady(14)\n    FAKM CDEDC 1 A_WeaponReady(14)\n\tTNT1 A 0 A_PlaySound(\"dsFLRFIR\")\n\tTNT1 A 0 A_FireCustomMissile(\"FlareFire\",0,1,-9,0)\n\tFAKM A 2 Bright A_WeaponReady(14)\n    FAKM F 2 Bright A_WeaponReady(14)\n    FAKM GIJIG 1 A_WeaponReady(14)\n    FAKM A 2 A_WeaponReady(14)\n    stop\n  AltFlash:\n    TNT1 A 0 A_PlaySound(\"dsFLRFIR\")\n\tTNT1 A 0 A_FireCustomMissile(\"FlareAlt\",0,1,9,3)\n\tTNT1 A 0 A_TakeInventory(\"Flares\", 8)\n    FAKM A 2 Bright A_WeaponReady(14)\n    FAKM B 2 Bright A_WeaponReady(14)\n    FAKM CDEDC 1 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"Flares\", 8, 1)\n\tStop\n\tTNT1 A 0 A_PlaySound(\"dsFLRFIR\")\n\tTNT1 A 0 A_FireCustomMissile(\"FlareAlt\",0,1,-9,3)\n\tTNT1 A 0 A_TakeInventory(\"Flares\", 8)\n\tFAKM A 2 Bright A_WeaponReady(14)\n    FAKM F 2 Bright A_WeaponReady(14)\n    FAKM GIJIG 1 A_WeaponReady(14)\n    FAKM A 2 A_WeaponReady(14)\n    stop\n  }\n}\n/*\n========== SAWED OFF SHOTGUN ==========\n*/\nACTOR Sawedoff : CalebW 3137// replaces SuperShotgun //82\n{\n  //$Category \"BlooM Weapons\"\n   Tag \"Sawedoff\"\n   decal ZBloodBulletChip1\n   obituary \"%o chewed on %k's Sawed off.\"\n   Weapon.AmmoType \"shell2\"\n   Weapon.AmmoType2 \"shell2\"\n   inventory.pickupmessage \"You got the Sawed off!\"\n   inventory.pickupsound \"PICKWEAP\"\n   weapon.selectionorder 80\n   weapon.kickback 24\n   Weapon.AmmoGive 8//12\n   Weapon.AmmoUse 1\n   Weapon.AmmoUse2 1\n   Weapon.SisterWeapon DoubleSawedoff\n   //Weapon.SlotNumber 3\n   Xscale 0.8\n   YScale 0.9\n   +ThruGhost\n   states\n   {\n      Spawn:\n\t\tSOSP A -1\n      Loop\n      Ready:\n\t\tWP01 A 1 A_WeaponReady\n\n      Loop\n      DeSelect:\n\t\t  WP01 A 1 A_Lower\n\t\t  TNT1 AA 0 A_Lower\n       Loop\n\t   Select:\n\t\t  WP01 A 1 A_Raise\n\t\t  TNT1 AA 0 A_Raise\n\t\t  Loop\n\t   Fire:\n//\t      TNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboFire\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Fire2\")\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWFL ABC 2 BRIGHT A_WeaponReady(14)\n\t\t  TNT1 A 5 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_GiveInventory(\"sawedoffcheck\",1)\n\t   Goto ready\n\t   Fire2:\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWFL DEF 2 BRIGHT A_WeaponReady(14)\n\t\t  TNT1 A 24 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_TakeInventory(\"sawedoffcheck\",1)\n\t   Goto ready\n\t   AltFire:\n//\t      TNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboAltfire\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Fire2\")\n\t\t  SWF2 A 0 A_JumpIfInventory(\"shell2\", 2, 1)\n\t  Goto Fire\n\t\t  TNT1 A 0 A_Gunflash\n\t\t  SWF2 ABC 2 BRIGHT A_WeaponReady(14)\n\t\t  TNT1 A 26 A_WeaponReady(14)\n\t  Goto ready\n\t  Flash:\n//\t      TNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboFlash\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Flash2\")\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"dsSAWFIR\")\n\t\t  TNT1 A 0 A_FireBullets(7.2, 6.4, 10, 5, \"ZBBulletPuff\", 1)\n\t//\t  TNT1 A 0 A_FireCustomMissile(\"ShotgunCasing\",-45+frandom(-8,8),0,1,8+frandom(-.1,.1),0)\n\t\t  TNT1 A 0 A_SetPitch(pitch-2.5)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM D 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM E 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM F 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM G 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM G 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM F 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM Y 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM X 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM C 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM BAA 1 A_WeaponReady(14)\n\t  Stop\n\t  Flash2:\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"dsSAWFIR\")\n\t\t  TNT1 A 0 A_FireBullets(7.2, 6.4, 10, 5, \"ZBBulletPuff\", 1)\n\t//\t  TNT1 AA 0 A_FireCustomMissile(\"ShotgunCasing\",-45+frandom(-8,8),0,1,8+frandom(-.1,.1),0)\n\t\t  TNT1 A 0 A_SetPitch(pitch-2.5)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM D 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM E 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM F 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM G 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM G 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM F 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM X 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM C 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM B 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  ANIM A 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.25)\n\t\t  TNT1 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\t  TNT1 A 0 A_PlaySound(\"weapons/sawedoffload\")\n\t\t  WP01 EFG 2 A_WeaponReady(14)\n\t\t  \t\t  \t  \t\t  \t\t  \t  TNT1 AA 0 A_FireCustomMissile(\"ShotgunCasing\",-45+frandom(-8,8),0,1,7+frandom(-2,2),0)\n\t\t  WP01 HIJKLMNOPQRSTT 1 A_WeaponReady(14)\n\t  Stop\n\t  Altflash:\n//\t      TNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboAltFlash\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"sawedoffcheck\",1,\"Flash2\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"shell2\", 2, 1)\n\t  Goto Flash\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"SAWNALT\")\n\t\t  TNT1 A 0 A_FireBullets(10.2, 7.2, 10, 5, \"ZBBulletPuff\", 1)\n\t\t  TNT1 A 0 A_FireBullets(7.2, 10.2, 10, 5, \"ZBBulletPuff\", 1)\n\n\t\t  TNT1 A 0 A_SetPitch(pitch-5.0)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.5)\n\t\t  ANIM D 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.5)\n\t\t  ANIM E 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.5)\n\t\t  ANIM F 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.5)\n\t\t  ANIM G 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.5)\n\t\t  ANIM H 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.5)\n\t\t  ANIM I 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.5)\n\t\t  ANIM I 1 Bright A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.5)\n\t\t  ANIM H 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.5)\n\t\t  ANIM G 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_SetPitch(pitch+0.5)\n\t\t  ANIM FYXC 1 A_WeaponReady(14)\n\n\t\t  TNT1 A 0 A_JumpIfNoAmmo(\"NoAmmo\")\n\t\t  TNT1 A 0 A_PlaySound(\"weapons/sawedoffload\")\n\t\t  WP01 EF 2 A_WeaponReady(14)\n\t\t  WP01 G 1 A_WeaponReady(14)\n\t\t  \t\t  \t  TNT1 AA 0 A_FireCustomMissile(\"ShotgunCasing\",-45+frandom(-8,8),0,1,7+frandom(-2,2),0)\n\t\t  WP01 HIJKLMNOPQRSTT 1 A_WeaponReady(14)\n\t  Stop\n\t  NoAmmo:\n\t\tWP01 A 19 A_WeaponReady(14)\n\t  Stop\n   }\n}\n\nACTOR DoubleSawedoff : Sawedoff\n{\n  +POWERED_UP\n  +ThruGhost\n  +WEAPON.BFG\n  weapon.ammouse 1\n  weapon.ammouse2 1\n  Weapon.SisterWeapon Sawedoff\n  states\n  {\n  Ready:\n    XAKM A 1 A_WeaponReady\n    loop\n  Deselect:\n\tTNT1 AA 0 A_Lower\n    XAKM A 1 A_Lower\n    loop\n  Select:\n\tTNT1 AA 0 A_Raise\n    XAKM A 1 A_Raise\n    loop\n  Fire:\n    TNT1 A 0 A_GunFlash\n\tSWFL JK 2 Bright A_WeaponReady(14)\n\tSWFL L 1 Bright A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"Shell2\", 1, 1)\n\tGoto Ready // Go back if no ammo, this is needed since this works with flash state.\n\tSWFL GH 2 Bright A_WeaponReady(14)\n\tSWFL I 1 Bright A_WeaponReady(14)\n\tTNT1 A 7 A_WeaponReady(14)\n    goto Ready\n  AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"Shell2\", 4, 1)\n  Goto Fire\n\tTNT1 A 0 A_GunFlash\n    SAFF ABC 2 Bright A_WeaponReady(14)\n\tTNT1 A 18 A_WeaponReady(14)\n    goto Ready\n  Flash:\n    //SAKF A 3 Bright A_WeaponReady(14)\n\tXAKF A 3 Bright A_WeaponReady(14)\n\t\t\t  \t\t  \t  TNT1 A 0 A_FireCustomMissile(\"ShotgunCasing\",-45+frandom(-8,8),0,1,7+frandom(-2,2),0)\n\tTNT1 A 0 A_FireBullets (7.6, 4.1, 10, 5, \"ZBBulletPuff\")\n\tTNT1 A 0 A_PlaySound (\"dsSAWFIR\")\n\t//SAKF B 3 A_WeaponReady(14)\n\tXAKF B 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"Shell2\", 1, 1)\n\tStop\n\t//SAKF C 3 Bright A_WeaponReady(14)\n\tXAKF C 3 Bright A_WeaponReady(14)\n\t\t\t  \t\t  \t  TNT1 A 0 A_FireCustomMissile(\"ShotgunCasing\",45+frandom(-8,8),0,-4,7+frandom(-2,2),0)\n\tTNT1 A 0 A_FireBullets (7.6, 4.1, 10, 5, \"ZBBulletPuff\")\n\tTNT1 A 0 A_PlaySound (\"dsSAWFIR\")\n\t//SAKF EFGH 2 A_WeaponReady(14)\n\tXAKF EFGH 2 A_WeaponReady(14)\n    stop\n  AltFlash:\n\tTNT1 A 0 A_JumpIfInventory(\"Shell2\", 4, 1)\n\tGoto Flash\n    XAKM B 3 Bright A_WeaponReady(14)\n\tTNT1 AA 0 A_FireCustomMissile(\"ShotgunCasing\",-45+frandom(-8,8),0,1,7+frandom(-2,2),0)\n\tTNT1 AA 0 A_FireCustomMissile(\"ShotgunCasing\",45+frandom(-8,8),0,-4,7+frandom(-2,2),0)\n\n\tTNT1 A 0 A_FireBullets (12.2, 8.1, 40, 5, \"ZBBulletPuff\")\n\tTNT1 A 0 A_TakeInventory(\"Shell2\", 3)\n\tTNT1 A 0 A_SetPitch(pitch-5.0)\n\tTNT1 AA 0 A_PlayWeaponSound (\"SAWNALT\")\n\tTNT1 A 0 A_SetPitch(pitch+0.5)\n\tXAKM C 1 A_WeaponReady(14)\n\tTNT1 A 0 A_SetPitch(pitch+0.5)\n\tXAKM C 1 A_WeaponReady(14)\n\tTNT1 A 0 A_SetPitch(pitch+0.5)\n\tXAKM C 1 A_WeaponReady(14)\n\tTNT1 A 0 A_SetPitch(pitch+0.5)\n\tXAKM C 1 A_WeaponReady(14)\n\tTNT1 A 0 A_SetPitch(pitch+0.5)\n\tXAKM D 1 A_WeaponReady(14)\n\tTNT1 A 0 A_SetPitch(pitch+0.5)\n\tXAKM D 1 A_WeaponReady(14)\n\tTNT1 A 0 A_SetPitch(pitch+0.5)\n\tXAKM D 1 A_WeaponReady(14)\n\tTNT1 A 0 A_SetPitch(pitch+0.5)\n\tXAKM D 1 A_WeaponReady(14)\n\tTNT1 A 0 A_SetPitch(pitch+0.5)\n\tXAKM E 1 A_WeaponReady(14)\n\tTNT1 A 0 A_SetPitch(pitch+0.5)\n\tXAKM E 3 A_WeaponReady(14)\n\tXAKM CF 4 A_WeaponReady(14)\n\tXAKM A 4 A_WeaponReady(14)\n    stop\n  }\n}\n\nactor sawedoffcheck : inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\n/*\n========== TOMMY GUN ==========\n*/\n\nactor Tommygun : CalebW 3138//replaces Chaingun //2002\n{\n  //$Category \"BlooM Weapons\"\n    Tag \"Tommygun\"\n\t+ThruGhost\n\t+ThruSpecies\n\tobituary \"%o sung %k's tommy tune\"\n\tweapon.ammotype1 \"TommyClip\"\n\tweapon.ammotype2 \"TommyClip\"\n\tweapon.ammogive 50\n\tweapon.ammouse1 1\n\tweapon.ammouse2 1\n\tinventory.pickupmessage \"You got the Tommy Gun!\"\n    inventory.pickupsound \"PICKWEAP\"\n\tdecal ZBloodBulletChip1\n\tAttacksound \"\"\n\tScale 0.6\n\tweapon.selectionorder 200\n    weapon.kickback 128\n\tWeapon.SisterWeapon DoubleTommyGun\n\t//Weapon.SlotNumber 4\n\t+IGNORESKILL\n\tstates\n\t{\n\t\tspawn:\n\t\t\tTOMP A 4\n\t\t\tloop\n\t\tready:\n\t\t\tTOMG A 1 A_weaponready\n\n\t\t\tloop\n\t\tselect:\n\t\t\tTNT1 AA 0 A_raise\n\t\t\tTOMG A 1 A_raise\n\t\t\tLoop\n\t\tdeselect:\n\t\t\tTNT1 AA 0 A_lower\n\t\t\tTOMG A 1 A_lower\n\t\t\tloop\n/*\t\tready:\n\t\t\tTOMG A 1 A_weaponready\n\n\t\t\tloop*/\n\t\tFire:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TommyCounter\", 8, \"FireEnd\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TommyCounter\", 7, \"FireH\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TommyCounter\", 6, \"FireG\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TommyCounter\", 5, \"FireF\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TommyCounter\", 4, \"FireE\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TommyCounter\", 3, \"FireD\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TommyCounter\", 2, \"FireC\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TommyCounter\", 1, \"FireB\")\n\t\t\tTOMF A 3 Bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireBullets(4,3,-1,frandom(5,6),\"ZBulletPuffT\",1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"TommyCounter\", 1)\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tTOMF A 1 A_WeaponReady(14)\n\t\tGoto Ready\n\t\tFireB:\n\t\t\tTOMF B 2 Bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireBullets(4,3,-1,frandom(5,6),\"ZBulletPuffT\",1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"TommyCounter\", 1)\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tTOMF B 1 A_WeaponReady(14)\n\t\tGoto Ready\n\t\tFireC:\n\t\t\tTOMF C 3 Bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireBullets(4,3,-1,frandom(5,6),\"ZBulletPuffT\",1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"TommyCounter\", 1)\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tTOMF C 1 A_WeaponReady(14)\n\t\tGoto Ready\n\t\tFireD:\n\t\t\tTOMF D 2 Bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireBullets(4,3,-1,frandom(5,6),\"ZBulletPuffT\",1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"TommyCounter\", 1)\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tTOMF D 1 A_WeaponReady(14)\n\t\tGoto Ready\n\t\tFireE:\n\t\t\tTOMF E 3 Bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireBullets(4,3,-1,frandom(5,6),\"ZBulletPuffT\",1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"TommyCounter\", 1)\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tTOMF E 1 A_WeaponReady(14)\n\t\tGoto Ready\n\t\tFireF:\n\t\t\tTOMF F 2 Bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireBullets(4,3,-1,frandom(5,6),\"ZBulletPuffT\",1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"TommyCounter\", 1)\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tTOMF F 1 A_WeaponReady(14)\n\t\tGoto Ready\n\t\tFireG:\n\t\t\tTOMF G 3 Bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireBullets(4,3,-1,frandom(5,6),\"ZBulletPuffT\",1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"TommyCounter\", 1)\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tTOMF G 1 A_WeaponReady(14)\n\t\tGoto Ready\n\t\tFireH:\n\t\t\tTOMF H 2 Bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireBullets(4,3,-1,frandom(5,6),\"ZBulletPuffT\",1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"TommyCounter\", 1)\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tTOMF H 1 A_WeaponReady(14)\n\t\tGoto Ready\n\t\tFireEnd:\n\t\t\tTNT1 A 0 A_TakeInventory(\"TommyCounter\", 9)\n\t\t\tTNT1 A 0 A_Jump(256, \"FireC\", \"FireE\", \"FireG\")\n\t\tGoto Ready\n\t\tAltFire:\n//\t\t\tTNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboFire\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTNT1 A 0 A_firebullets(12,1.8,-1, 5,\"ZBBulletPuff\")\n\t\t\tTOF2 A 1 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTNT1 A 0 A_firebullets(12,1.8,-1, 5,\"ZBBulletPuff\")\n\t\t\tTOF2 B 1 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-20,-1),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTNT1 A 0 A_firebullets(12,1.8,-1, 5,\"ZBBulletPuff\")\n\t\t\tTOF2 C 2 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-4,10),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTOF2 D 1 A_firebullets(12,1.8,-1, 5,\"ZBBulletPuff\")\n\t\t\tTOF2 E 1 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",0+frandom(10,20),0,1,8,0)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-20,20),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTOF2 F 1 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 G 1 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",11+frandom(-8,16),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTOF2 H 1 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 I 2 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",12+frandom(-8,32),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTOF2 H 1 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 G 2 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",4+frandom(-32,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTOF2 F 1 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 E 2 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",-12+frandom(-8,0),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTOF2 D 1 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 C 1 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",-20+frandom(4,16),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTOF2 A 1 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 ON 2 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",-60+frandom(-8,8),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTOF2 K 1 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 L 1 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-30,60),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTOF2 M 1 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 L 1 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",40+frandom(-30,30),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTOF2 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTOF2 K 1 bright A_WeaponReady(14)\n\t\t\tTOF2 NO 1 A_FireCustomMissile(\"TommygunCasing\",-30+frandom(-70,0),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTOF2 PA 1 A_JumpifNoAmmo(\"Ready\")\n\t\t\t/*TNT1 A 0 A_firebullets(12,1.8,-1, 5,\"ZBBulletPuff\")\n\t\t\tTOF2 B 2 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",30+frandom(0,40),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTNT1 A 0 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 K 2 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(20,60),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTNT1 A 0 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 L 2 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",15+frandom(0,15),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_JumpifNoAmmo(\"Ready\")\n\t\t\tTNT1 A 0 A_firebullets(12,1.8,-1, 6,\"ZBBulletPuff\")\n\t\t\tTOF2 M 2 bright A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TommygunCasing\",-45+frandom(-15,5),0,1,8,0)\n\t\t\tTNT1 A 0 A_PlaySound(\"weapons/chngun\")\n\t\t\tTNT1 A 0 A_Light1\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tTOF2 C 1 A_WeaponReady(14)\n\t\t\tTNT1 A 0 A_Light0*/\n\t\tgoto ready\n\t\tAltFlash:\n\t\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor TommyCounter : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 8\n}\n\nActor Justfrandomed : PowerDamage\n{\n\tpowerup.duration 4\n\tdamagefactor \"nothing\", 1.0\n}\n\nACTOR DoubleTommyGun : Tommygun\n{\n  weapon.ammouse 1\n  weapon.ammouse2 1\n  +POWERED_UP\n  +WEAPON.BFG\n  Weapon.SisterWeapon Tommygun\n  states\n  {\n  Ready:\n\tTOMG A 0 ACS_ExecuteAlways(602, 0)\n    TOM2 A 1 A_WeaponReady\n    loop\n  Deselect:\n\tTNT1 AA 0 A_Lower\n    TOM2 A 1 A_Lower\n    loop\n  Select:\n\tTNT1 AA 0 A_Raise\n    TOM2 A 1 A_Raise\n    loop\n  Fire:\n    TOM2 A 0 A_Jump (127, 10)\n    TOM2 A 0 A_FireBullets (5.6, 1.1, 2, frandom(5,6), \"ZBulletPuffT\")\n    TOM2 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,-1,8,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n    TOM2 B 1 bright A_Light1\n    TOM2 A 1 bright A_Light0\n    TOM2 A 0 A_FireBullets (5.6, 1.1, 2, frandom(5,6), \"ZBulletPuffT\")\n    TOM2 A 0 A_FireCustomMissile(\"TommygunCasing\",-45+frandom(-8,8),0,1,8,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n    TOM2 C 1 bright A_Light2\n    TOM2 F 1 bright A_Light0\n    TOM2 A 0 A_ReFire\n    goto Ready\n    TOM2 A 0 A_FireBullets (5.6, 1.1, 2, frandom(5,6), \"ZBulletPuffT\")\n    TOM2 A 0 A_FireCustomMissile(\"TommygunCasing\",45+frandom(-8,8),0,-1,8,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n    TOM2 D 1 bright A_Light2\n    TOM2 F 1 bright A_Light0\n    TOM2 A 0 A_FireBullets (5.6, 1.1, 2, frandom(5,6), \"ZBulletPuffT\")\n    TOM2 A 0 A_FireCustomMissile(\"TommygunCasing\",-45+frandom(-8,8),0,1,8,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n    TOM2 E 1 bright A_Light1\n    TOM2 A 1 bright A_Light0\n    TOM2 A 0 A_ReFire\n    goto Ready\n  AltFire:\n    TOM2 A 0 A_FireBullets (20, 2, 2, frandom(6,7), \"ZBulletPuffT\")\n    TOM2 HH 0 A_FireCustomMissile(\"TommygunCasing\",0+frandom(-48,48),0,1,9,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n    TOM2 H 1 bright A_Light0\n    TOM2 G 1 bright A_Light1\n    TOM2 A 0 A_FireBullets (20, 2, 2, frandom(6,7), \"ZBulletPuffT\")\n    TOM2 JJ 0 A_FireCustomMissile(\"TommygunCasing\",0+frandom(-48,48),0,-1,9,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n    TOM2 J 1 bright A_Light0\n    TOM2 I 1 bright A_Light2\n    TOM2 A 0 A_FireBullets (20, 2, 2, frandom(6,7), \"ZBulletPuffT\")\n    TOM2 KK 0 A_FireCustomMissile(\"TommygunCasing\",0+frandom(-48,48),0,1,9,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n    TOM2 K 1 bright A_Light0\n    TOM2 L 1 bright A_Light1\n    TOM2 A 0 A_FireBullets (20, 2, 2, frandom(6,7), \"ZBulletPuffT\")\n    TOM2 MM 0 A_FireCustomMissile(\"TommygunCasing\",0+frandom(-48,48),0,-1,9,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n    TOM2 M 1 bright A_Light2\n    TOM2 N 1 bright A_Light0\n    TOM2 A 0 A_FireBullets (20, 2, 2, frandom(6,7), \"ZBulletPuffT\")\n    TOM2 KK 0 A_FireCustomMissile(\"TommygunCasing\",0+frandom(-48,48),0,1,9,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n    TOM2 K 1 bright A_Light1\n    TOM2 L 1 bright A_Light0\n    TOM2 A 0 A_FireBullets (20, 2, 2, frandom(6,7), \"ZBulletPuffT\")\n    TOM2 JJ 0 A_FireCustomMissile(\"TommygunCasing\",0+frandom(-48,48),0,-1,9,0)\n\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chngun\")\n    TOM2 J 1 bright A_Light2\n    TOM2 I 1 bright A_Light0\n    goto Ready\n  Flash:\n  \tBLNK Z 1 A_Light1\n    BLNK Z 0 A_Light0\n    stop\n  }\n}\n\n/*\n========== NAPALM LAUNCHER ==========\n*/\n\nActor RealFlash : Inventory\n{\n\tInventory.amount 1\n\tInventory.MaxAmount 1\n}\n\nactor NapalmLauncher : CalebW 3139 // 2003\n{\n  //$Category \"BlooM Weapons\"\n  Tag \"Napalm Launcher\"\n  spawnid 29\n  Scale 0.6\n  height 16\n  inventory.pickupmessage \"You got the Incinerator!\"\n  inventory.pickupsound \"PICKWEAP\"\n  obituary \"%k Blew %o with napalm\"\n  weapon.selectionorder 900\n  weapon.kickback 240\n  weapon.ammotype \"GasolineCan\"\n  weapon.ammouse 1\n  weapon.ammogive 6\n  weapon.ammotype2 \"GasolineCan\"\n  weapon.ammouse2 1\n  //weapon.ammouse2 1\n  +WEAPON.EXPLOSIVE\n  +WEAPON.NOAUTOFIRE\n  Weapon.SisterWeapon DoubleNapalmLauncher\n  //Weapon.SlotNumber 5\n  states\n  {\n  Ready:\n\tNLAN BB 1 A_WeaponReady\n\tNLAN B 0 A_GunFlash\n\tNLAN CCC 1 A_WeaponReady\n\tNLAN DDD 1 A_WeaponReady\n\tNLAN EEE 1 A_WeaponReady\n\tNLAN MMM 1 A_WeaponReady\n\tNLAN AAAAA 1 A_WeaponReady\n    loop\n  Deselect:\n    TNT1 AA 0 A_Lower\n    NLAN BBBBCCCCDDDDEEEEMMMM 1 A_Lower\n    loop\n  Select:\n  \tTNT1 AA 0 A_Raise\n    NLAN BBBBCCCCDDDDEEEEMMMM 1 A_Raise\n    loop\n  Fire:\n//  TNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboFire\")\n    NLAN F 0 A_PlaySound(\"dsnapalm\")\n    NLAN F 0 A_FireCustomMissile (\"NapalmRocket\", 0,1,5,3+frandom(-1,1))\n\tTNT1 A 0 A_GiveInventory(\"RealFlash\",1)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"RealFlash\",1)\n\tNLAN F 3 bright A_WeaponReady(14)\n    NLAN G 3 bright A_WeaponReady(14)\n    NLAN H 3 bright A_WeaponReady(14)\n    NLAN I 2 bright A_WeaponReady(14)\n    NLAN J 2 bright A_WeaponReady(14)\n    NLAN K 2 A_WeaponReady(14)\n    NLAN L 2 A_WeaponReady(14)\n    NLAN L 0 A_ReFire\n    goto Ready\n  AltFire:\n//  TNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboAltFire\")\n\tTNT1 A 0 A_JumpIfInventory(\"GasolineCan\", 12, 1)\n    Goto Fire\n\tTNT1 A 0 A_TakeInventory(\"GasolineCan\", 11)\n    NLAN F 0 A_PlayWeaponSound(\"dsnaplm2\")\n    NLAN F 0 A_FireCustomMissile (\"NapalmRocketAlt1\",frandom(-2,2),1,5,3+frandom(-2,2))\n\tTNT1 A 0 A_GiveInventory(\"RealFlash\",1)\n    TNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_TakeInventory(\"RealFlash\",1)\n\tNLAN F 3 bright A_WeaponReady(14)\n    NLAN G 3 bright A_WeaponReady(14)\n    NLAN H 3 bright A_WeaponReady(14)\n    NLAN I 3 bright A_WeaponReady(14)\n    NLAN J 3 bright A_WeaponReady(14)\n    NLAN K 3 A_WeaponReady(14)\n    NLAN L 3 A_WeaponReady(14)\n    NLAN L 0 A_ReFire\n    goto Ready\n Flash :\n\tBLNK Z 0 A_JumpIfInventory(\"RealFlash\",1,\"RealFlash\")\n\tNLFX B 1 bright\n\tNFXB BCD 1 bright\n\tNLFX C 1 bright\n\tNFXC BCD 1 bright\n\t\tNLFX D 1 bright\n\tNFXD BCD 1 bright\n\t\tNLFX E 1 bright\n\tNFXE BCD 1 bright\n\t\tNLFX M 1 bright\n\tNFXM BCD 1 bright\n\tStop\n  RealFlash:\n    BLNK Z 6 bright A_Light2\n    BLNK Z 6 bright A_Light1\n    BLNK Z 0 bright A_Light0\n    stop\n    stop\n  Spawn:\n    NLAG A -1\n    stop\n  }\n}\n\nactor Wallbomb //replaces Rocket\n{\n  Decal Scorch\n  spawnid 127\n  obituary \"%o got caught by an explosion.\"\n  radius 11\n  height 8\n  speed 20\n  Scale 0.5\n  deathsound \"Old/DSNAPLM2\"\n  activesound \"Old/DSNAPALM\"\n  PROJECTILE\n  +randomize\n  +NOGRAVITY\n  +DONTSPLASH\n  RENDERSTYLE ADD\n  ExplosionDamage 64\n  ExplosionRadius 192\n  states\n  {\n  Spawn:\n    MANF A 0 A_LoopActiveSound\n    MANF AABB 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    MANF A 0 A_LoopActiveSound\n    MANF CCDD 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    MANF A 0 A_LoopActiveSound\n    MANF EEAA 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    MANF A 0 A_LoopActiveSound\n    MANF BBCC 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    MANF A 0 A_LoopActiveSound\n    MANF DDEE 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    MANF A 0 A_LoopActiveSound\n    MANF AABB 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    MANF A 0 A_LoopActiveSound\n    MANF CCDD 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    MANF A 0 A_LoopActiveSound\n    MANF EEAA 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    MANF A 0 A_LoopActiveSound\n    MANF BBCC 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    MANF A 0 A_LoopActiveSound\n    MANF DDEE 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    goto Death\n  Death:\n    MISL B 1 A_Explode\n    MISL B 1 A_SpawnItem(\"Kaboom\",0,-15+frandom(-2,2))\n    stop\n  }\n}\n\nACTOR DoubleNapalmLauncher : NapalmLauncher\n{\n  +POWERED_UP\n  +WEAPON.BFG\n  Weapon.SisterWeapon NapalmLauncher\n  states\n  {\n  Ready:\n\tTOMG A 0 ACS_ExecuteAlways(602, 0)\n    NAKM BBBBCCCCDDDDEEEEAAAA 1 A_WeaponReady\n    loop\n  Deselect:\n\tTNT1 AA 0 A_Lower\n    NAKM BBBBCCCCDDDDEEEEAAAA 1 A_Lower\n    loop\n  Select:\n\tTNT1 AA 0 A_Raise\n    NAKM BBBBCCCCDDDDEEEEAAAA 1 A_Raise\n    loop\n  Fire:\n    TNT1 A 0 A_Light1\n    NAKM G 2 bright A_WeaponReady(14)\n    NLAN F 0 A_PlaySound(\"dsnapalm\")\n    NAKM F 0 A_FireCustomMissile (\"NapalmRocket\",0+frandom(-1,1),1,10,-5+frandom(-1,1))\n\tTNT1 A 0 A_GunFlash\n\tNAKM H 2 bright A_WeaponReady(14)\n    NAKM IJ 2 bright A_WeaponReady(14)\n    NAKM KL 1 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIFNoAmmo(\"Ready\")\n\tTNT1 A 0 A_Light1\n    NAKM M 2 bright A_WeaponReady(14)\n    NLAN F 0 A_PlaySound(\"dsnapalm\")\n    NAKM M 0 A_FireCustomMissile (\"NapalmRocket\",0+frandom(-1,1),1,-10,-5+frandom(-1,1))\n\tTNT1 A 0 A_GunFlash\n\tNAKM N 2 bright A_WeaponReady(14)\n    NAKM OP 2 bright A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n    NAKM QR 1 A_WeaponReady(14)\n    goto Ready\n  AltFire:\n\tTNT1 A 0 A_JumpIfInventory(\"GasolineCan\", 12, 1)\n  Goto Ready\n    TNT1 A 0 A_Light1\n    NAKM G 1 bright A_WeaponReady(14)\n    NLAN F 0 A_PlayWeaponSound(\"dsnaplm2\")\n    NAKM F 0 A_FireCustomMissile (\"NapalmRocketAlt1\",0+frandom(-1,1),1,10,-5+frandom(-1,1))\n\tTNT1 A 0 A_TakeInventory(\"GasolineCan\", 11)\n\tTNT1 A 0 A_GunFlash\n\tNAKM H 1 bright A_WeaponReady(14)\n    NAKM I 1 bright A_WeaponReady(14)\n    NAKM J 1 bright A_WeaponReady(14)\n    NAKM K 2 bright A_WeaponReady(14)\n    NAKM L 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"GasolineCan\", 12, 1)\n\tGoto Ready //Jes mentioned jumping to a non-defined ready state\n\tTNT1 A 0 A_Light1\n    NAKM M 1 bright A_WeaponReady(14)\n    NLAN F 0 A_PlayWeaponSound(\"dsnaplm2\")\n    NAKM F 0 A_FireCustomMissile (\"NapalmRocketAlt1\",0+frandom(-1,1),1,-10,-5+frandom(-1,1))\n    TNT1 A 0 A_TakeInventory(\"GasolineCan\", 11)\n\tTNT1 A 0 A_GunFlash\n\tNAKM N 1 bright A_WeaponReady(14)\n    NAKM O 1 bright A_WeaponReady(14)\n    NAKM P 1 bright A_WeaponReady(14)\n    NAKM Q 2 bright A_WeaponReady(14)\n    NAKM R 3 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n    goto Ready\n  Flash:\n    TNT1 A 6 bright A_Light2\n    TNT1 A 6 bright A_Light1\n    TNT1 A 0 bright A_Light0\n    Stop\n  }\n}\n\nactor NapalmRocketAlt1\n{\n  Decal Scorch\n  radius 8\n  height 8\n  speed 20\n  RENDERSTYLE ADD\n  Scale 0.5\n  damage 10\n  //seesound \"weapons/plasmaf\"\n  seesound \"Old/DSNAPALM\"\n  deathsound \"Old/DSNAPLM2\"\n  DamageType \"Napalm\"\n  PROJECTILE\n  +randomize\n  +DONTSPLASH\n  -NOGRAVITY\n  +DOOMBOUNCE\n  +RIPPER\n  +STRIFEDAMAGE\n  states\n  {\n  Spawn:\n  \tTNT1 A 0\n\tTNT1 A 0 ThrustThingZ(0,24,0,1)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"AltFire\")\n  Fire:\n    NAPP A 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP A 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP A 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP A 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP B 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP B 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP B 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP B 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP C 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP C 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP C 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP C 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP D 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP D 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP D 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP D 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP E 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP E 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP E 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP E 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP F 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP F 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP F 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP F 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP A 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP A 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP A 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP A 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP B 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP B 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP B 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP B 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP C 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP C 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP C 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP C 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP D 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP D 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP D 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP D 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP E 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP E 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP E 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP E 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP F 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP F 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP F 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP F 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP A 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP A 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP A 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP A 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP B 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP B 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP B 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP B 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP C 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP C 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP C 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP C 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP D 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP D 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP D 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP D 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP E 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP E 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP E 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP E 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP F 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP F 0 bright A_SpawnItem (\"BFireTrail2\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    NAPP F 1 bright A_SpawnItem (\"BSmokeTrail\",0,0,0,0)\n    NAPP F 0 bright A_SpawnItem (\"BFireTrail\",8+frandom[Incinerator](-5,5),0+frandom[Incinerator](-5,5),0,0)\n    goto Death\n  AltFire:\n    MANF AABBCCDDEEFFAABBCCDDEEFFAABBCCDDEEFF 1 bright A_SpawnItemEx(\"SmokeTrailSmall\",frandom[Incinerator](-5,5),frandom[Incinerator](-5,5),frandom[Incinerator](-5,5),frandom[Incinerator](-1,1),frandom[Incinerator](-1,1),frandom[Incinerator](1,4))\n    goto Death\n  Death:\n      MISL B 0 Radius_quake(6,12,0,16,0)\n    NAPP A 1 bright A_Explode(100,250,1)\n    MISL A 0 A_PlaySound(\"Old/DSNAPLM2\")\n    MISL B 0 A_SpawnItemEx(\"NapalmKaboom\",-32,-32,0+frandom[Incinerator](-2,2),0,0,1,0,128)\n//\tMISL BBBBBB 0 A_SpawnItemEx(\"BurningInit\",frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n    TNT1 AA 1 A_SpawnItemEx (\"NapalmRocketAlt2\",frandom[Incinerator](-8,-4),frandom[Incinerator](-2,2),16,frandom[Incinerator](6,10),frandom[Incinerator](-3,3),frandom[Incinerator](3,6),frandom[Incinerator](-16,16))\n    stop\n  }\n}\n\nactor NapalmRocketAlt2 : NapalmRocketAlt1\n{\n  speed 1\n  +STRIFEDAMAGE\n  -EXTREMEDEATH\n  -BOUNCEONACTORS\n  damage 10\n    bouncefactor 0.5\n  bouncecount 2\n  Gravity .7\n  states\n  {\n  Spawn:\n    MANF A 0\n\tMANF A 0 A_JumpIf(waterlevel>2,\"AltFire\")\n  Fire:\n  \tMANF A 0 A_Jump(256,1,2,3,4,5,6)\n    NAPP AABBCCDDEEFFAABBCCDDEEFFAA 1 bright A_Explode(8,32)\n    goto Death\n  AltFire:\n  \tMANF A 0 A_Jump(256,1,2,3,4,5,6)\n    NAPP AABBCCDDEEFFAABB 1 bright A_SpawnItemEx(\"SmokeTrailSmall\",0,0,0,0,0,frandom[Incinerator](1,4),0,0,128)\n    goto Death\n  Death:\n      MISL B 0 Radius_quake(5,12,0,16,0)\n    NAPP A 1 bright A_Explode(80,180,1)\n    MISL A 0 A_PlaySound(\"Old/DSNAPLM2\")\n    MISL B 0 A_SpawnItem(\"NapalmKaboom\",-32,0+frandom[Incinerator](-2,2))\n//\tMISL BBBBB 0 A_SpawnItemEx(\"BurningInit\",frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n//    MISL BBBBB 0 A_SpawnItemEx(\"BadBurningInit\",frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n    TNT1 AAA 1 A_SpawnItemEx (\"NapalmRocketAlt3\",frandom[Incinerator](-8,-4),frandom[Incinerator](-2,2),16,frandom[Incinerator](6,10),frandom[Incinerator](-3,3),frandom[Incinerator](3,6),frandom[Incinerator](-16,16))\n    stop\n  }\n}\n\nactor NapalmRocketAlt3 : NapalmRocketAlt1\n{\n  speed 1\n  +DOOMBOUNCE\n  +STRIFEDAMAGE\n  -EXTREMEDEATH\n  -BOUNCEONACTORS\n  damage 5\n  bouncecount 2\n  Gravity .7\n  states\n  {\n  Spawn:\n    MANF A 0\n\tMANF A 0 A_JumpIf(waterlevel>2,\"AltFire\")\n  Fire:\n    NAPP AABBCCDDEEFFAABBCCDDEEFFAABBCC 1 bright A_Explode(6,32)\n    goto Death\n  AltFire:\n  \tMANF A 0 A_Jump(256,1,2,3,4,5,6)\n    NAPP AABBCCDDEEFFAABBCCDD 1 bright A_SpawnItemEx(\"SmokeTrail\",0,0,0,0,0,frandom[Incinerator](1,4),0,0,192)\n    goto Death\n  Death:\n      MISL B 0 Radius_quake(4,12,0,16,0)\n    NAPP A 1 bright A_Explode(70,140,1)\n    MISL A 0 A_PlaySound(\"Old/DSNAPLM2\")\n    MISL B 0 A_SpawnItem(\"NapalmKaboom\",0+frandom[Incinerator](-4,4),0+frandom[Incinerator](-2,2))\n//\tMISL BBBB 0 A_SpawnItemEx(\"BurningInit\",frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n//    MISL BBBB 0 A_SpawnItemEx(\"BadBurningInit\",frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n    MISL B 0 A_SpawnItemEx (\"NapalmRocketAlt4\",frandom[Incinerator](-8,-4),frandom[Incinerator](-2,2),16,frandom[Incinerator](6,10),frandom[Incinerator](-3,3),frandom[Incinerator](4,6),frandom[Incinerator](-16,16))\n    stop\n  }\n}\n\nactor NapalmRocketAlt4 : NapalmRocketAlt1\n{\n  speed 5\n  +DOOMBOUNCE\n  +STRIFEDAMAGE\n  +DONTSPLASH\n  -EXTREMEDEATH\n  -BOUNCEONACTORS\n  damage 2\n  damagetype \"SpecialFire\"\n  bouncecount 2\n  Gravity .7\n  states\n  {\n  Spawn:\n    MANF A 0\n\tMANF A 0 A_JumpIf(waterlevel>2,\"AltFire\")\n  Fire:\n  \tMANF A 0 A_Jump(256,1,2,3,4,5,6)\n    NAPP AABBCCDDEEFFAABBCCDDEEFFAABBCC 1 bright A_Explode(4,32)\n    goto Death\n  AltFire:\n  \tMANF A 0 A_Jump(256,1,2,3,4,5,6)\n    NAPP AABBCCDDEEFFAABBCCDD 1 bright A_SpawnItemEx(\"SmokeTrail\",0,0,0,0,0,frandom[Incinerator](1,4),0,0,192)\n    goto Death\n  Death:\n      MISL B 0 Radius_quake(3,10,0,16,0)\n    NAPP A 1 bright A_Explode(60,200,1)\n    MISL A 0 A_PlaySound(\"Old/DSNAPLM2\")\n//\tMISL BBBB 0 A_SpawnItemEx(\"BurningInit\",frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n//    MISL BBBB 0 A_SpawnItemEx(\"BadBurningInit\",frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),frandom[Incinerator](frandom[Incinerator](-64,-16),frandom[Incinerator](16,64)),0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS)\n    MISL B 0 A_SpawnItem(\"NapalmKaboom\",0+frandom[Incinerator](-4,4),0+frandom[Incinerator](-2,2))\n    stop\n  }\n}\n\nactor NapalmRocket\n{\n  Decal Scorch\n  radius 11\n  height 8\n  speed 32\n  RENDERSTYLE ADD\n  Scale 0.5\n  damage (frandom(120,200))\n  deathsound \"LargeExplosions\"\n  activesound \"Old/DSNAPALM\"\n  PROJECTILE\n  +randomize\n  +EXTREMEDEATH\n  +NOGRAVITY\n  +DONTSPLASH\n  DamageType \"Napalm\"\n  states\n  {\n  Spawn:\n\tNAPP A 1\n\tTNT1 A 0 A_LoopActiveSound\n  Fire:\n\tTNT1 A 0 A_JumpIf(waterlevel>0,\"AltFire\")\n    NAPP AABBCCDDEEFF 1 bright A_SpawnItem (\"BSmokeTrail\",0+frandom(-1,1),0+frandom(-1,1),0,0)\n    loop\n  AltFire:\n    NAPP AABBCCDDEE 1 bright A_SpawnItemEx(\"SmokeTrailSmall\")\n\tGoto Fire\n  Death:\n    NAPP A 1 bright\n\tTNT1 A 0 A_SpawnItemEx(\"Blower\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_SpawnItemEx(\"Blower2\",-12,0,-2,0,0,-10,0,SXF_NOCHECKPOSITION)\n    TNT1 A 0 A_SpawnItemEx(\"Kaboom\",0,0,-15+frandom(-2,2),0,0,1,0,128)\n\tNAPX ABCDEFGHIJKLM 2 bright A_Quake(4,12,0,128)\n\n    stop\n  }\n}\n\nActor NapalmRocketMapSpecial : NapalmRocket\n{\n\tSpawnID 207\n\tSeeSound \"weapons/NAPLMEX2\"\n}\n\nactor NapalmKaboom\n{\n  radius 1\n  height 40\n  renderstyle Add\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  +randomize\n  PROJECTILE\n  Scale 0.6\n  states\n  {\n  Spawn:\n    DEXP B 0\n    goto Death\n  Death:\n    DEXP AAAAA 0 A_CustomMissile(\"NapalmDebris\", 0, 0, frandom(0,360), 2, frandom(-90,90))\n    //DEXP A 0 A_SpawnDebris (\"NapalmDebris\")\n    DEXP A 0 A_Jump(127,12)\n    DEXP ABCDEFGHIJK 2 Bright\n    stop\n    DEXP LMNOPQRSTUV 2 Bright\n    stop\n  }\n}\n\n/*\n==========================================\n========== TNT & Remote & Proxy ==========\n==========================================\n*/\n\nActor TNT2 : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor TNTCounter : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 3\n}\n\nActor TNTSoundDelay : PowerDamage\n{\n\tDamagefactor \"normal\", 1.0\n\tpowerup.duration -2\n}\n\nActor Dynamite : CalebW\n{\n  //$Category \"BlooM Weapons\"\n    Tag \"Tnt\"\n\tHeight 16\n\tScale 0.646\n\tInventory.PickUpMessage \"Picked up a case of TNT!\"\n\tInventory.PickUpSound \"PICKWEAP\"\n\tWeapon.Selectionorder 880\n\tWeapon.kickback 80\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType \"TNTAmmo\"\n\tObituary \"%o got a faceful of %k's TNT!\" //Returned the message from blood\n\tWeapon.Ammouse 1\n\tWeapon.Ammouse2\t1\n\tWeapon.AmmoType2\t\"TNTAmmo\"\n\tWeapon.SlotNumber 6\n\t+Weapon.Explosive\n\t+NoAutoAim\n\t  +WEAPON.NOALERT\n\tStates\n\t{\n  Ready:\n    TNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tDYNR A 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tDYNR C 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tDYNR B 3 A_WeaponReady\n\tTNT1 A 0  A_JumpIf(waterlevel>2,\"Cannot\")\n    Goto Ready+1\n  DeselectDead:\n\tDYNT ABABCABCHDEFG 4 A_lower\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\",300)\n\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\",300)//Safe measures\n\tGoto EXPLODE\n  Deselect:\n\tDYND AB 3\n\tDYND C 1 A_PlaySound(\"dsZIPCLS\")\n\tDYND A 0 A_JumpIfnoammo(\"DeselectAmmoLess\")\n    DYND DE 1 A_Lower\n    DYND FGH 1 A_Lower\n    DYND HHHHHHH 1 A_Lower\n    Goto Deselect+10\n\tDeselectBoomed:\n\tBLWS A 4 A_TakeInventory(\"ThrowPowerBig\",255)\n\tTNT1 A 0 A_Explode(500, 128) //wtf is this op damage\n\tBLWS B 3 A_LOWER\n\tBLWS C 1 A_Lower\n\tgOTO DeselectBoomed+3\n  DeselectAmmoLess:\n\tZIPD ABCD 2\n\tZIPD D 1 A_Lower\n\tGoto DeselectAmmoLess+4\n  Select:\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\",300)\n\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\",300)//Safe measures\n\tTNT1 AAAAAAAA 0 A_Raise\n    DYNU AAA 1 A_Raise\n    DYNU AB 1\n\tDYNU C 1 A_PlayWeaponSound (\"dsZIPCLS\")\n    DYNU D 1 A_Raise\n    DYNN AB 1 A_Raise\n    Goto Select+16\n  Fire:\n    DYNL AB 3 A_WeaponReady(14)\n\tDYNL A 0 A_PlayWeaponSound(\"TNTFUSE\")\n\tDYNL CD 3 A_WeaponReady(14)\n\tDYNL EFG 3 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tDYNL G 1 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 140, \"Explode\")\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0\n\tGoto Throw\n  Hold:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",90,\"Boomination1\")\n\tTNT1 A 0 A_GiveInventory(\"TNTCounter\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"TNTSoundDelay\", 1, 3)\n\tTNT1 A 0 A_GiveInventory(\"TNTSoundDelay\", 1)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 140, \"Explode\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 3, \"Hold3\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 2, \"Hold2\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 1, \"Hold1\")\n  Hold1:\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNT A 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n  Hold2:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNT B 3 A_WeaponReady(14)\n\tTNT1 A 0  A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n  Hold3:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNT C 3 A_WeaponReady(14)\n\tTNT1 A 0  A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_TakeInventory(\"TNTCounter\", 3)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n  BooMination1:\t//Should add 4-6 more frames near the end so its less clunky\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",93,\"BooMination2\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO A 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Fire+8\n  BooMination2:\n    TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",96,\"BooMination3\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO B 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n    Goto Fire+8\n  BooMination3:\n    TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",99,\"BooMination4\")\n\tTNT1 C 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO C 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n    Goto Fire+8\n  BooMination4:\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",102,\"BooMination5\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO A 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n    Goto Fire+8\n  BooMination5:\n    TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",105,\"BooMination6\")\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO B 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n    Goto Fire+8\n\t  BooMination6:\n\t    TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",108,\"BooMination7\")\n\t\t\tTNT1 C 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO C 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t\t    Goto Fire+8\n\t\t  BooMination7:\n\t    TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",108,\"BooMination8\")\n\t\t\tTNT1 C 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO H 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t    Goto Fire+8\n\t  BooMination8:\n\t    TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",111,\"BooMination9\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO D 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t    Goto Fire+8\n\t  BooMination9:\n\t    TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",114,\"BooMination10\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO E 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t    Goto Fire+8\n\t  BooMination10:\n\t    TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",117,\"BooMination11\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO F 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t    Goto Fire+8\n\t  BooMination11:\n\t    TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",120,\"BooMination12\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO F 4 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t    Goto Fire+8\n\t  BooMination12:\n\t    TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",123,\"BooMination13\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO G 3 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\t    Goto Fire+8\n\t  BooMination13:\n\t  TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 126, \"Explode\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tDYNO G 2 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire //YOUR LAST CHANCE IS OVER MAN\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto Explode\n  AltFire:\n  \t//TNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",90,\"Boomination1\")\n\t\tTNT1 A 0 A_GiveInventory(\"TNT2\", 1)\n    DYNL AB 3 A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNTFUSE\")\n\tDYNL CD 3 A_WeaponReady(14)\n\tDYNL EFF 2 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tDYNL G 1 A_WeaponReady(14)\n\tTNT1 A 0 A_GiveInventory(\"TNT2\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 140, \"Explode\")\n\tDYNL A 0 A_StopSound(Chan_Weapon)\n\tGoto Throw\n  AltHold:\n  \tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\",90,\"Boomination1\")\n\tTNT1 A 0 A_GiveInventory(\"TNTCounter\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"TNTSoundDelay\", 1, 3)\n\tTNT1 A 0 A_GiveInventory(\"TNTSoundDelay\", 1)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNTFUSE\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 140, \"Explode\") //Fixed altfire never causing boom\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 3, \"AltHold3\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 2, \"AltHold2\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 1, \"AltHold1\")\n  AltHold1:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 2)\n\tDYNT A 3 A_WeaponReady(14)\n\tTNT1 A 0  A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto AltFire+8\n  AltHold2:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 2)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 2)\n\tDYNT B 3 A_WeaponReady(14)\n\tTNT1 A 0  A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto AltFire+8\n  AltHold3:\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 2)//Fixed a very slow boom delay\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 2)\n\tDYNT C 3 A_WeaponReady(14)\n\tTNT1 A 0  A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_TakeInventory(\"TNTCounter\", 3)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n  Goto AltFire+8\n Flash:\n\tZIPP ABCDEFGH 1\n\tZIPP EDCBAIJ 1\n\tStop\n  Spawn:\n    TNTF A 1\n    stop\n  Cannot:\n  TNT1 A 0 A_TakeInventory(\"ThrowPower\",255)\n\tTNT1 A 1 A_SelectWeapon(\"Pitchfork\")\n\tGoto Deselect\n  Cannot2:\n\tTNT1 A 0 A_GiveInventory(\"RemoveTNT\", 1)\n\tTNT1 A 1 A_SelectWeapon(\"Pitchfork\")\n\tGoto Ready\n  Explode:\n\tTNT1 A 0  A_TakeInventory(\"ThrowPower\",255)//Moved.. now you explode then die Also no respawn boom\n    TNT1 A 0 A_SpawnItem(\"FloorKaboom\")\n\tTNT1 A 0 A_PlaySound(\"weapons/rocklx\")\n\tTNT1 AAAAAA 0 A_SpawnItemex(\"Blower\",-16)\n\tBLWS A 4 A_TakeInventory(\"ThrowPowerBig\",255)\n\t//TNT1 A 0 A_Explode(500, 128) //wtf is this op damage\n\tBLWS B 8\n\tBLWS C 5\n  Goto Ready\n  Throw:\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 122, \"Throw_37\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 90, \"Throw_36\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 70, \"Throw_35\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 68, \"Throw_34\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 66, \"Throw_33\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 64, \"Throw_32\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 62, \"Throw_31\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 60, \"Throw_30\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 58, \"Throw_29\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 56, \"Throw_28\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 54, \"Throw_27\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 52, \"Throw_26\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 50, \"Throw_25\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 48, \"Throw_24\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 46, \"Throw_23\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 44, \"Throw_22\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 42, \"Throw_21\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 40, \"Throw_20\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 38, \"Throw_19\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 36, \"Throw_18\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 34, \"Throw_17\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 32, \"Throw_16\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 30, \"Throw_15\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 28, \"Throw_14\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 26, \"Throw_13\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 24, \"Throw_12\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 22, \"Throw_11\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 20, \"Throw_10\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 18, \"Throw_9\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 16, \"Throw_8\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 14, \"Throw_7\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 12, \"Throw_6\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 10, \"Throw_5\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 8, \"Throw_4\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 6, \"Throw_3\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 4, \"Throw_2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 2, \"Throw_1\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT1\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_1:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_1\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_1X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_2:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_2\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_2X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_3:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_3\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_3X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_4:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_4\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_4X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_5:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_5\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_5X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_6:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_6\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_6X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_7:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_7\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_7X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_8:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_8\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_8X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_9:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_9\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_9X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_10:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_10\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_10X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_11:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_11\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_11X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_12:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_12\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_12X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_13:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_13\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_13X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_14:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_14\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_14X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_15:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_15\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_15X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_16:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_16\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_16X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_17:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_17\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_17X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_18:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_18\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_18X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_19:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_19\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_19X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_20:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_20\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_20X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_21:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_21\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_21X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_22:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_22\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_22X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_23:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_23\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_23X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_24:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_24\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_24X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_25:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_25\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_25X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_26:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_26\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_26X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_27:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_27\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_27X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_28:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_28\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_28X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_29:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_29\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_29X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_30:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_30\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_30X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_31:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_31\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_31X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_32:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_32\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_32X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_33:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_33\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_33X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_34:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_34\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_34X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  Throw_35:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_35\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTNT_35X\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n\t  Throw_36:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_35\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"MidAirTNT\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n\t  Throw_37:\n    TNT1 A 0 A_JumpIfInventory(\"TNT2\", 1, 2)\n\tTNT1 A 0 A_FireCustomMissile(\"PlayerTnT_35\")\n\tGoto ThrowFinish\n\tTNT1 A 0 A_FireCustomMissile(\"DeathWishKiss\")\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 1)\n\tGoto ThrowFinish\n  ThrowFinish:\t//Why done without Offset? Because hand made is faster and more accurate!\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNTTOSS\")\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\", 150)\n\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\", 200)\n\tTNT1 A 0 A_TakeInventory(\"TNT2\", 100)\n\tDYHN AB 2\n\tDYHN CDEFG 1\n\tDYHN HI 2\n\tDYHN J 1 //15 Tics just like flash\n\tTNT1 A 0 A_JumpIfInventory(\"TNTAmmo\", 1, 1)\n  Goto Cannot2\n\tTNTF PQMNO 3 A_WeaponReady(14)\n  goto Ready\n  }\n}\n\nactor TNTSmoke : BulletPuff\n{\n  renderstyle Translucent\n  alpha 0.5\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +DONTSPLASH\n  PROJECTILE\n  +WINDTHRUST\n  +ALLOWPARTICLES\n  states\n  {\n  Spawn:\n    PUFF A 0 A_Jump(128,32)\n    PUFF AAAABBBBCCCCDDDDEEEEFFFFGGGGHHHH 1 A_FadeOut(0.01)\n    stop\n    PUFF IIIIJJJJKKKKLLLLMMMMNNNNOOOOPPPP 1 A_FadeOut(0.01)\n    stop\n  }\n}\n\nACTOR ThrowPower : Ammo//The status bar\n{\n   inventory.amount 1\n   inventory.MaxAmount 70\n   ammo.backpackamount 0\n   ammo.backpackmaxamount 70\n   +IGNORESKILL\n}\n\nACTOR ThrowPowerBig : Ammo//Helps in knowing some stuff like when fuse is eaten\n{\n   inventory.amount 1\n   inventory.MaxAmount 150\n   ammo.backpackamount 0\n   ammo.backpackmaxamount 150\n   +IGNORESKILL\n}\n\nACTOR RemBombAmmo : Ammo\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n   Inventory.ForbiddenTo \"DoomDude\"\n   VisibleToPlayerClass \"Caleb\"\n   Inventory.MaxAmount 50\n   Ammo.BackpackAmount 10\n   Ammo.BackpackMaxAmount 50\n   Inventory.Icon REPKA0\n   +IGNORESKILL\n}\n\nACTOR ProxScan : Ammo\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n   Inventory.ForbiddenTo \"DoomDude\"\n   VisibleToPlayerClass \"Caleb\"\n   Inventory.MaxAmount 5\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 0\n   Inventory.Icon PROXA0\n   +IGNORESKILL\n}\n\nACTOR ProxTNT : Ammo\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n   Inventory.ForbiddenTo \"DoomDude\"\n   VisibleToPlayerClass \"Caleb\"\n   Inventory.MaxAmount 50\n   Ammo.BackpackAmount 10\n   Ammo.BackpackMaxAmount 50\n   Inventory.Icon PROXA0\n   +IGNORESKILL\n}\n\n/*\n========== SPRAY CAN ==========\n*/\n\n// Pegg : Fixed the sound problem in a hacky way.. A_JumpIfInventory shouldn't punish worse net\nActor BurnCheck : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 100\n}\nActor HoldingSpray : Inventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\nactor Spraycan : CalebW //replaces PlasmaRifle // 2004\n{\n  //$Category \"BlooM Weapons\"\n  //spawnid 30\n  Tag \"Spray can\"\n  Scale 0.5\n  obituary \"%o was toasted by %k's Aerosol Can!\"\n  height 16\n  inventory.pickupmessage \"You got the Spraycan!\"\n  inventory.pickupsound \"PICKWEAP\"\n  weapon.selectionorder 2500\n  weapon.kickback 0\n  weapon.ammotype \"SprayCanister\"\n  weapon.ammouse 1\n  //weapon.ammogive 0\n  weapon.ammogive 15\n  weapon.ammotype2 \"SprayCanister\"\n  //Weapon.SlotNumber 7\n  weapon.ammouse2 48\n  +WEAPON.NOALERT\n  +NOAUTOAIM\n  states\n  {\n  Ready:\n\tTNT1 A 0 A_StopSound\n    TNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n    SPRR A 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tSPRR C 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tSPRR B 3 A_WeaponReady\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tSPRR C 3 A_WeaponReady\n    TNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n    loop\n  Deselect:\n\tTNT1 AA 0 A_Lower\n\tSPRC D 0 A_JumpIfNoAmmo(\"DeselectNoAmmo\")\n    SPRC DD 1 A_Lower\n\tSPRC D 0 A_TakeInventory(\"HoldingSpray\",40)\n    SPRC DDBBCC 1 A_Lower\n    MISG A 0 A_PlayWeaponSound (\"dsZIPCLS\")\n    SPRC AAAAAAAA 1 A_Lower\n    Goto Deselect+17\n  DeselectNoAmmo:\n\tZIPD AB 2\n\tZIPD C 2 A_PlaySound(\"Lighter/Close\tZIPCLOSE\")\n\tZIPD DDDDDDDDD 1 A_Lower\n\tZIPD A 0 A_TakeInventory(\"Spraycan\")\n\tGoto DeselectNoAmmo+5\n  Select:\n  \tTNT1 A 0 A_TakeInventory(\"ThrowPower\",300)\n\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\",300)//Safe measures\n\tTNT1 AA 0 A_Raise\n\tTNT1 A 0 A_GiveInventory(\"HoldingSpray\",1)\n    SPRC AAAAAAAA 1 A_Raise\n    MISF A 0 A_PlayWeaponSound (\"dsZIPCLS\")\n    SPRC BBCCDD 1 A_Raise\n    SPRR AA 1 A_Raise\n    Goto Select+18\n  Cannot:\n\tTNT1 A 0 A_TakeInventory(\"HoldingSpray\",40)\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\",255)\n\tTNT1 A 1 A_SelectWeapon(\"Pitchfork\")\n\tGoto Deselect\n  Cannot2:\n\tTNT1 A 0 A_GiveInventory(\"RemoveSpray\", 1)\n\tTNT1 A 0 A_TakeInventory(\"HoldingSpray\",40)\n\tTNT1 A 1 A_SelectWeapon(\"Pitchfork\")\n\tGoto Ready\n  Fire:\n  \tTNT1 A 0 A_JumpIfNoAmmo(\"TakeAway\")\n    TNT1 A 0 A_GiveInventory(\"BurnCheck\",1)\n    TNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpraySound\",1,\"FireNoSoundThisTime\")\n\tTNT1 A 0 A_PlayWeaponsound(\"Spray/Alt\")\n\tPLSG B 0 A_JumpIfCloser (250,\"BurnTarget\")\n    PLSG B 0 A_FireCustomMissile (\"SprayCanFire\",0+frandom(-1,1),1,0+frandom(-1,1),4+frandom(-1,1))\n\tTNT1 A 0 A_GunFlash\n\tSPRF A 3 BRIGHT A_WeaponReady(14)\n\tPLSG B 0 A_GiveInventory(\"SpraySound\",1)\n    PLSG B 0 A_ReFire//(\"FireNoSoundThisTime\") DAMMIT ZAN\n \tTNT1 A 0 A_JumpIfNoAmmo(\"TakeAway\")\n\tTNT1 A 0 A_StopSound\n\tTNT1 A 0 A_TakeInventory(\"SpraySound\",60)\n    goto Ready\n  BurnTarget:\n\tTNT1 A 0 A_JumpIfTargetINLOS(1)\n\tGoto Fire+6\n\tTNT1 A 0 A_JumpIfInventory(\"BurnCheck\",17,1)\n\tGoto Fire+6\n\tTNT1 A 0 A_TakeInventory(\"BurnCheck\",100)\n    PLSG B 0 A_FireCustomMissile (\"SprayCanFire\",0+frandom(-1,1),1,0+frandom(-1,1),4+frandom(-1,1))\n    TNT1 A 0 A_GunFlash\n\tSPRF A 3 BRIGHT A_WeaponReady(14)\n\tPLSG B 0 A_GiveInventory(\"SpraySound\",1)\n    PLSG B 0 A_ReFire//(\"FireNoSoundThisTime\") DAMMIT ZAN\n \tTNT1 A 0 A_JumpIfNoAmmo(\"TakeAway\")\n\tTNT1 A 0 A_StopSound\n\tTNT1 A 0 A_TakeInventory(\"SpraySound\",60)\n\tGoto Ready\n  FireNoSoundThisTime:\n \tTNT1 A 0 A_JumpIfNoAmmo(\"TakeAway\")\n    TNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_JumpIfInventory(\"SpraySound\",20,\"SoundCheckPoint\")\n    TNT1 A 0 A_GiveInventory(\"BurnCheck\",1)\n    SPRF B 0 Bright A_FireCustomMissile (\"SprayCanFire\",0+frandom(-1,1),1,0+frandom(-1,1),4+frandom(-1,1))\n    SPRF A 1 A_GunFlash\n\tPLSG B 0 A_GiveInventory(\"SpraySound\",1)\n\tSPRF A 2 A_WeaponReady(14)\n    PLSG B 0 A_ReFire//(\"Fire\")\n \tTNT1 A 0 A_JumpIfNoAmmo(\"TakeAway\")\n\tTNT1 A 0 A_StopSound\n\tTNT1 A 0 A_TakeInventory(\"SpraySound\",60)\n\tGoto Fire\n  SoundCheckPoint:\n\tTNT1 A 0 A_TakeInventory(\"SpraySound\",60)\n    goto Ready\n\tGoto Fire\n  BurnTarget2:\n\tTNT1 A 0 A_JumpIfTargetINLOS(1)\n\tGoto SoundCheckPoint+1\n\tGoto SoundCheckPoint+1\n  TakeAway:\n\tTNT1 A 0 A_TakeInventory(\"HoldingSpray\",40)\n\tTNT1 A 0 A_GiveInventory(\"RemoveSpray\", 1)\n\tTNT1 A 1 A_SelectWeapon(\"Pitchfork\")\n\tGoto Deselect\n  AltFire:\n\tSPLG A 0 A_jumpif(waterlevel>1,\"Cannot\")\n    SPLG JAB 2 A_WeaponReady(14)\n\tDYNL A 0 A_PlayWeaponSound(\"Spray/Can\")\n\tSPLG CD 2 A_WeaponReady(14)\n\tSPLG EFGHI 2 A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n\tSPLG I 1 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 140, \"Explode\")\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0\n\tGoto Throw\n  AltHold:\n\tTNT1 A 0 A_GiveInventory(\"TNTCounter\", 1)\n\tTNT1 A 0 A_JumpIfInventory(\"TNTSoundDelay\", 1, 3)\n\tTNT1 A 0 A_GiveInventory(\"TNTSoundDelay\", 1)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNT/FUSE\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPowerBig\", 140, \"Explode\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 3, \"Hold3\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 2, \"Hold2\")\n\tTNT1 A 0 A_JumpIfInventory(\"TNTCounter\", 1, \"Hold1\")\n  Hold1:\n\tTNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tSPAF GAB 2 A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto AltFire+8\n  Hold2:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tSPAF CD 2 A_WeaponReady(14)\n\tTNT1 A 0  A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto AltFire+8\n  Hold3:\n    TNT1 A 0 A_GiveInventory(\"ThrowPower\", 3)\n\tTNT1 A 0 A_GiveInventory(\"ThrowPowerBig\", 3)\n\tSPAF EF 2 A_WeaponReady(14)\n\tTNT1 A 0  A_JumpIf(waterlevel>2,\"Cannot\")\n\tTNT1 A 0 A_TakeInventory(\"TNTCounter\", 3)\n\tTNT1 A 0 A_Refire\n\tTNT1 A 0 A_PlayWeaponSound(\"Spray/Can\")\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tGoto AltFire+8\n  Explode:\n\tTNT1 A 0  A_TakeInventory(\"ThrowPower\",255)//Moved.. now you explode then die Also no respawn boom\n\tTNT1 A 0 A_SpawnItem(\"FloorKaboom\",0)\n\tBLWS A 4 A_TakeInventory(\"ThrowPowerBig\",255)\n\tTNT1 A 0 A_Explode(500, 128) //wtf is this op damage\n\tBLWS B 8\n\tBLWS C 5\n\tGoto Ready\n  Throw:\n\tTNT1 A 0 A_GunFlash\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 28, \"Throw_14\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 26, \"Throw_13\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 24, \"Throw_12\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 22, \"Throw_11\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 20, \"Throw_10\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 18, \"Throw_9\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 16, \"Throw_8\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 14, \"Throw_7\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 12, \"Throw_6\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 10, \"Throw_5\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 8, \"Throw_4\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 6, \"Throw_3\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 4, \"Throw_2\")\n\tTNT1 A 0 A_JumpIfInventory(\"ThrowPower\", 2, \"Throw_1\")\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt\")\n\tGoto ThrowFinish\n  Throw_1:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt2\")\n\tGoto ThrowFinish\n  Throw_2:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt3\")\n\tGoto ThrowFinish\n  Throw_3:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt4\")\n\tGoto ThrowFinish\n  Throw_4:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt5\")\n\tGoto ThrowFinish\n  Throw_5:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt6\")\n\tGoto ThrowFinish\n  Throw_6:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt7\")\n\tGoto ThrowFinish\n  Throw_7:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt8\")\n\tGoto ThrowFinish\n  Throw_8:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt9\")\n\tGoto ThrowFinish\n  Throw_9:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt10\")\n\tGoto ThrowFinish\n  Throw_10:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt11\")\n\tGoto ThrowFinish\n  Throw_11:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt12\")\n\tGoto ThrowFinish\n  Throw_12:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt13\")\n\tGoto ThrowFinish\n  Throw_13:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt14\")\n\tGoto ThrowFinish\n  Throw_14:\n\tTNT1 A 0 A_FireCustomMissile(\"SprayCanAlt15\")\n\tGoto ThrowFinish\n  ThrowFinish:\n\tTNT1 A 0 A_StopSound(CHAN_WEAPON)\n\tTNT1 A 0 A_PlayWeaponSound(\"TNTTOSS\")\n\tTNT1 A 0 A_TakeInventory(\"ThrowPower\", 150)\n\tTNT1 A 0 A_TakeInventory(\"ThrowPowerBig\", 200)\n\tDYHN AB 2\n\tDYHN CDEFG 1\n\tDYHN HI 2\n\tDYHN J 1\n\tTNT1 A 0 A_JumpIfInventory(\"SprayCanister\", 1, 1)\n\tGoto TakeAway\n\tSPRC ABCD 3 A_WeaponReady(14)\n\tgoto Ready\n  Cannot:\n\tTNT1 A 0 A_TakeInventory(\"HoldingSpray\",40)\n\tTNT1 A 0 A_SelectWeapon(\"PitchFork\")\n\tGoto Deselect\n  }\n}\n\nActor SpraySound : inventory\n{\n\tInventory.MaxAmount 70\n\tInventory.Amount 1\n\t}\n/*ACTOR SprayCanAlt\n{\n   Decal Scorch\n   Radius 3\n   Height 4\n   Speed 25\n   Scale 0.5\n   Damage 18\n   PROJECTILE\n   -NOGRAVITY\n   +DONTSPLASH\n   //activesound \"weapons/plasmaf\"\n   damagetype Fire\n   DeathSound \"DSEXPBRL\"\n   States\n   {\n   Spawn:\n      STOS A 0 A_LoopActiveSound\n      goto see\n   See:\n      STOS A 0 A_LoopActiveSound\n\t  TNT1 A 0 ThrustThingZ(0, 12, 0, 1)\n      STOS ABCDEFGH 2 Bright A_SpawnItem(\"TNTSmoke\",5)\n      LOOP\n   Death:\n\t  DEXP A 1 Bright A_PlayWeaponSound(\"DSEXPBRL\")\n      DEXP A 0 Bright A_Explode(224,184)//it took 48 ammo for the original blood, so it justifys this much damage\n      DEXP A 0 A_SpawnItem(\"FlareKaboom\",-16,64)\n\t  Stop\n   }\n}*/\n\n/*\n========== TESLA RIFLE =========\n*/\n\nActor TeslaCounterX : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 24\n\t+IGNORESKILL\n}\n\nActor TeslaRifle : CalebW 3140\n  {\n    //$Category \"BlooM Weapons\"\n\tTag \"Tesla Rifle\"\n\tinventory.pickupmessage \"Picked up Tesla Cannon\"\n\tinventory.pickupsound \"PICKWEAP\"\n\tObituary \"%o was overcharged by %k.\"\n\tDamageType \"Tesla\"\n\tDamageType \"Shock\"\n\theight 16\n\tScale 0.8\n    weapon.selectionorder 75\n    weapon.kickback 4\n\tweapon.ammotype1 \"TeslaCharge\"\n\tweapon.ammotype2 \"TeslaCharge\"\n\tweapon.ammouse1 1\n\tweapon.ammouse2 1\n\tweapon.ammogive 64\n\tWeapon.SisterWeapon DoubleTesla\n\tWeapon.SlotNumber 8\n\t+IGNORESKILL\n\t+ThruGhost\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTSPI A -1\n\t\tStop\n  \tReady:\n\n\t\tTESR ABCDEF 2 A_WeaponReady\n\t\tLoop\n\tSelect:\n\t\tTESR ABCDEF 1 A_Raise\n\t\tTNT1 AA 0 A_Raise\n\tLoop\n\tDeselect:\n\t\tTESR FEDCBA 1 A_lower\n\t\tTNT1 AA 0 A_Lower\n\tLoop\n  \tFire:\n//\t    TNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboFire\")\n\t\tTEXX AB 2 A_WeaponReady(14)\n\t//\tTNT1 A 0 BRIGHT A_GunFlash\n\n\t\tTNT1 A 0 BRIGHT A_PlayWeaponSound(\"TESLFIR\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaProjectile\",0,1,5)\n\t\tTESL B 1 BRIGHT A_WeaponReady(14)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Finish\")\n\t\tTESL BC 1 BRIGHT A_WeaponReady(14)\n\t//\tTNT1 A 0 BRIGHT A_GunFlash\n\t\tTNT1 A 0 BRIGHT A_PlayWeaponSound(\"TESLFIR\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaProjectile\",0,1,5)\n\t\tTESL C 1 BRIGHT A_WeaponReady(14)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Finish\")\n\t\tTESL D 2 BRIGHT A_WeaponReady(14)\n\t//\tTNT1 A 0 BRIGHT A_GunFlash\n\t\tTNT1 A 0 BRIGHT A_PlayWeaponSound(\"TESLFIR\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaProjectile\",0,1,5)\n\t\tTESL E 1 BRIGHT A_WeaponReady(14)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Finish\")\n\t\tTESL EF 1 BRIGHT A_WeaponReady(14)\n\t\t//TNT1 A 0 BRIGHT A_GunFlash\n\t\tTNT1 A 0 BRIGHT A_PlayWeaponSound(\"TESLFIR\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaProjectile\",0,1,5)\n\t\tTESL F 1 BRIGHT A_WeaponReady(14)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Finish\")\n\t\tTNT1 A 0 BRIGHT A_Refire\n\t\tTESL G 2 BRIGHT A_WeaponReady(14)\n\t\t//TNT1 A 0 BRIGHT A_GunFlash\n\n\t\tTNT1 A 0 BRIGHT A_PlayWeaponSound(\"TESLFIR\")\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"TeslaProjectile\",0,1,5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaSmoke\",frandom(-8,8),0,1,8+frandom(-.1,.1),0)\n\t\tTEXX BA 3 A_WeaponReady(14)\n\t\tTNT1 A 0 A_GunFlash\n\tGoto Ready\n\tHold: // The Tesla Coil will stop if the player is not firing at this point\n//\t\tTNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"AkimboHold\")\n\t\tTESL G 2 BRIGHT A_WeaponReady(14)\n\t\t//TESF A 0 BRIGHT A_GunFlash\n\t\tTESF A 0 BRIGHT A_PlayWeaponSound(\"TESLFIR\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaProjectile\",0,1,5)\n\t\tTESL B 1 BRIGHT A_WeaponReady(14)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Finish\")\n\n\t\tTESF A 0 BRIGHT A_JumpIf (ACS_ExecuteWithResult(609)==0, \"Finish\")\n\t\tTESL BC 1 BRIGHT A_WeaponReady(14)\n\t\t//TESF B 0 BRIGHT A_GunFlash\n\t\tTESF B 0 BRIGHT A_PlayWeaponSound(\"TESLFIR\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaProjectile\",0,1,5)\n\t\tTESL C 1 BRIGHT A_WeaponReady(14)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Finish\")\n\t\tTESF B 0 BRIGHT A_JumpIf (ACS_ExecuteWithResult(609)==0, \"Finish\")\n\t\tTESL D 2 BRIGHT A_WeaponReady(14)\n\t\t//TESF D 0 BRIGHT A_GunFlash\n\t\tTESF D 0 BRIGHT A_PlayWeaponSound(\"TESLFIR\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaProjectile\",0,1,5)\n\t\tTESL E 1 BRIGHT A_WeaponReady(14)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Finish\")\n\t\tTESF D 0 BRIGHT A_JumpIf (ACS_ExecuteWithResult(609)==0,\"Finish\")\n\t\tTESL EF 1 BRIGHT A_WeaponReady(14)\n\n\t\t//TESF E 0 BRIGHT A_GunFlash\n\t\tTESF E 0 BRIGHT A_PlayWeaponSound(\"TESLFIR\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaProjectile\",0,1,5)\n\t\tTESL F 1 BRIGHT A_WeaponReady(14)\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Finish\")\n\t\tTESF E 0 BRIGHT A_JumpIf (ACS_ExecuteWithResult(609)==0, \"Finish\")\n\t\tTESF E 0 BRIGHT A_Refire\n\tGoto Finish\n\tFinish:\n\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaSmoke\",frandom(-8,8),0,1,8+frandom(-.1,.1),0)\n\t\tTEXX BA 3 A_WeaponReady(14)\n\t\tTESF A 0 A_GunFlash\n\t\tTESF A 0 A_ClearRefire\n\tGoto Ready\n\tFlash:\n\t\tTSMK ABC 2 //A_FadeOut(0.2)\n\t\t//TNT1 A 1 A_Light (3)\n\t\t//TNT1 A 2 A_Light1\n\t\t//TNT1 A 1 A_Light0\n\tStop\n\tAltFire:\n//\t    TNT1 A 0 A_JumpIfInventory(\"GunsAkimboP\", 1, \"Akimbofire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TeslaCharge\", 35, 1)\n\tGoto Fire\n\t\tTESL A 0 A_PlayWeaponSound(\"TESLWI\") // 1.2 seconds (38 Tics)\n\t\tTES2 KL 3 A_WeaponReady(14) // 6 Tics\n\t\tTES2 MNABCDEFGHIJ 1 A_WeaponReady(14) // 30 Tics\n\t\tTES2 EFGHIJEFGHIJ 1 BRIGHT A_WeaponReady(14) // 36 Tics\n\t\tTE2F A 0 BRIGHT A_PlayWeaponSound (\"TESLWIX\")\n\t\tTE2F A 0 BRIGHT A_GunFlash\n\t\tTNT1 A 0 A_FireCustomMissile (\"TeslaBallBig\",0,1,5)\n\t\tTNT1 A 0 A_TakeInventory(\"TeslaCharge\", 34)\n\t\tTE2F A 2 BRIGHT A_WeaponReady(14)\n\t\tTE2F BC 1 BRIGHT A_WeaponReady(14)\n\t\tTE2F D 1 A_WeaponReady(14)\n\t\tTESR ABCD 3 A_WeaponReady(14)\n\tGoto Ready\n\tAltFlash:\n\t\tTNT1 A 2 A_Light (5)\n\t\tTNT1 A 2 A_Light (3)\n\t\tTNT1 A 1 A_Light1\n\t\tTNT1 A 1 A_Light0\n\tStop\n\t}\n}\n\nActor SmokePlease : Ammo\n{\n\t+INVENTORY.RESTRICTABSOLUTELY\n    Inventory.ForbiddenTo \"DoomDude\"\n    VisibleToPlayerClass \"Caleb\"\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n}\n\nActor DoubleTesla : TeslaRifle\n{\n    Weapon.selectionorder 75\n\tWeapon.ammouse2 1\n\tWeapon.SisterWeapon TeslaRifle\n    +POWERED_UP\n\t+ThruGhost\n    +WEAPON.BFG\n\tStates\n\t{\n\t\tReady:\n\t\t\tTAKR ABCDEF 2 A_WeaponReady\n\t\t\tloop\n\t\tSelect:\n\t\t\tTAKR ABCDEF 1 A_Raise\n\t\t\tTNT1 AA 0 A_Raise\n\t\t\tLoop\n\t\tDeselect:\n\t\t\tTAKR FEDCBA 1 A_lower\n\t\t\tTNT1 AA 0 A_Lower\n\t\tLoop\n\t\tAltFire:\n\t\tAltHold:\n\t\tFire:\n\t\tHold:\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 2\n\t\t\tTNT1 AA 0 A_PlayWeaponSound(\"TESLFIR\")\n\t\t\tTNT1 A 0 A_GiveInventory(\"TeslaCounterX\", 1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaProjectile\", 0, 1, 20)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaProjectile\",0, 1, -20)\n\t\t\tTNT1 A 0 A_GunFlash\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_Refire\n\t\t\tTNT1 A 0 A_GiveInventory(\"StopFiring\", 1)\n\t\t\tTNT1 A 0 A_FireCustomMissile(\"TeslaSmoke\",frandom(-8,8),0,1,8+frandom(-.1,.1),0)\n\t\t\tTAKM CB 2\n\t\t\tGoto Ready\n\t\tAltFlash:\n\t\tFlash:\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TeslaCounterX\", 7, 28)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TeslaCounterX\", 6, 24)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TeslaCounterX\", 5, 20)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TeslaCounterX\", 4, 16)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TeslaCounterX\", 3, 12)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"TeslaCounterX\", 2, 8)\n\t\t    TNT1 A 0 A_JumpIfInventory(\"TeslaCounterX\", 1, 4)\n\t\tFlashPick:\n\t\t\tTAKM D 1 Bright\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(24)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"StopFiring\", 1, 23)\n\t\t\tTAKM E 1 Bright\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(21)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"StopFiring\", 1, 20)\n\t\t\tTAKM F 1 Bright\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(18)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"StopFiring\", 1, 17)\n\t\t\tTAKM G 1 Bright\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(15)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"StopFiring\", 1, 14)\n\t\t\tTAKM H 1 Bright\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(12)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"StopFiring\", 1, 11)\n\t\t\tTAKM D 1 Bright\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(9)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"StopFiring\", 1, 8)\n\t\t\tTAKM E 1 Bright\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(6)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"StopFiring\", 1, 5)\n\t\t\tTAKM F 1 Bright\n\t\t\tTNT1 A 0 A_TakeInventory(\"TeslaCounterX\", 24)\n\t\t\tTNT1 A 0 A_JumpIfNoAmmo(2)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"StopFiring\", 1, 1)\n\t\tGoto FlashPick\n\t\t\tTNT1 A 0 A_TakeInventory(\"StopFiring\", 1)\n\t\tStop\n\t}\n}\n\nActor StopFiring : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nActor TeslaSmoke\n{\n\tHeight 1\n\tRadius 1\n\tPROJECTILE\n\tDamage 0\n\tSpeed 1\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tAlpha 0.9\n\tRenderstyle add\n\tScale 0.75\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTSMK AABBCC 3 A_Fadeout(0.15)\n\t\tStop\n\t}\n}\n\nActor TeslaFX\n{\n\tHeight 1\n\tRadius 1\n\tRenderStyle Add\n\t+NOINTERACTION\n\t-TELESTOMP\n\t+NOTELEPORT\n\t+ClientSideOnly\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0 A_Jump(128, \"Spawn2\")\n\t\tSpawnNormal:\n\t\t\tTNT1 A 0 A_PlaySound(\"TeslFX\", CHAN_BODY)\n\t\t\tTSFX AABBCCDDEEFF 1 Bright A_FadeOut(0.07)\n\t\tLoop\n\t\tSpawn2:\n\t\t\tTNT1 A 0 A_PlaySound(\"TeslFX\", CHAN_BODY)\n\t\t\tTSFX GGHHIIJJKKLL 1 Bright A_FadeOut(0.07)\n\t\tLoop\n\t}\n}\n\n ACTOR TeslaBallBig\n{\n        Health\t1000\n        Radius\t14\n\t\tscale 0.4\n \t\txScale 1.55\n        Height\t16\n        Speed\t38\n\t\t+ThruGhost\n        Damage  (frandom(84,188))\n        Mass\t200\n        SeeSound\t\"Shoot/Tesla\"\n        DeathSound\t\"\"\n\t\tActiveSound \"weap/tsla/see\"\n        PROJECTILE\n\t\tDamageType \"Shock\"\n\t\tDamageType \"Electric\"\n\t\tDecal ZbloodGarshot2\n        +NOEXTREMEDEATH\n\t\t+DONTSPLASH\n\t\tRenderStyle Add\n\t\tAlpha 1\n        States\n        {\n\t        spawn:\n\t\t\t\t\tTSLP A 0\n\t\t\t\t\tTSLP A 0 A_LoopActiveSound\n\t                BAL2 A 1 A_SpawnItemEx(\"TeslaDebris\",frandom(-5,5),frandom(-5,5),frandom(-5,5),frandom(-4,4),frandom(-4,4),frandom(-1,1))\n\t                TSLP A 0 A_SpawnItemEx(\"BlueFlareSmall\",8)\n\t                BAL2 B 1 A_SpawnItemEx(\"TeslaDebris\",frandom(-5,5),frandom(-5,5),frandom(-5,5),frandom(-1,1),frandom(-1,1),frandom(-1,1))\n\t                TSLP A 0 A_SpawnItemEx(\"BlueFlareSmall\",8)\n\t                BAL2 C 1 A_SpawnItemEx(\"TeslaDebris\",frandom(-5,5),frandom(-3,3),frandom(-3,3),frandom(-1,1),frandom(-1,1),frandom(-1,1))\n\t                TSLP A 0 A_SpawnItemEx(\"BlueFlareSmall\",8)\n\t                BAL2 D 1 A_SpawnItemEx(\"TeslaDebris\",frandom(-2,2),frandom(-2,2),frandom(-2,2),frandom(-1,1),frandom(-1,1),frandom(-1,1))\n\t                TSLP A 0 A_SpawnItemEx(\"BlueFlareSmall\",8)\n\t                goto spawn+2\n\t\t\tDeath:\n\t\t\t\tBFIR BBBBBBBBBBB 0 A_SpawnItemEx(\"TeslaDebris\",frandom(-15,15),frandom(-15,15),frandom(-15,15),frandom(-1,1),frandom(-3,3),frandom(0,1))\n\t\t\t\tTNT1 A 0 A_SpawnItemEx(\"TeslaExplosion\", 0, 64)\n\t\t\t\tTNT1 A 0 A_SpawnItemEx(\"TeslaExplosion\", 0, -64)\n\t\t\t\tBFIR BBBBBBBB 0 A_Explode(frandom(27,32),192)\t//great painchance\n\t \t\t \tStop\n\t}\n}\n\nActor TeslaExplosion\n{\n\tSpeed 0\n\tDamage 0\n\tDamageType \"Shock\"\n\tProjectile\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 1 A_Explode(frandom(27,36), 84)\n\t\tStop\n\t}\n}\n\nactor TeslaDebris : Napalmdebris\n{\n  health 10\n  Scale 0.35\n  +NOINTERACTION\n  +FLOATBOB\n  +NOGRAVITY\n  +CLIENTSIDEONLY\n  FloatSpeed 1\n  Speed 2\n  RENDERSTYLE Translucent\n  alpha 0.75\n  VSpeed 1\n  states\n  {\n  Spawn:\n  \tZAPR A 0\n\tZAPR A 0 A_Jump(128,\"ZapB\")\n  Zap:\n\tZAPR A 0 A_Jump(128,1,2,3,4,5,6)\n    TSFX AABBCCCDDEEFFAAABBBCCCCDDDDEEEFFF 1 BRIGHT A_FadeOut(0.025)\n    Loop\n  ZapB:\n\tZAPR A 0 A_Jump(128,1,2,3,4,5,6)\n    TSFX GGGHHHIIIIJJJKKKKLLLGGHHIIIJJKKLL 1 BRIGHT A_FadeOut(0.025)\n\tLoop\n  }\n}\n\nActor BoltShrink1\n{\n\tScale 0.9\n\tAlpha 0.5\n\tRenderstyle add\n\t+NOINTERACTION\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESP A 3\n\t\t\tTNT1 A 0 A_SpawnItem(\"BoltShrink2\")\n\t\tStop\n\t}\n}\n\nActor BoltShrink2 : BoltShrink1\n{\n\tScale 0.8\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESP A 3\n\t\t\tTNT1 A 0 A_SpawnItem(\"BoltShrink3\")\n\t\tStop\n\t}\n}\n\nActor BoltShrink3 : BoltShrink1\n{\n\tScale 0.7\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESP A 3\n\t\t\tTNT1 A 0 A_SpawnItem(\"BoltShrink4\")\n\t\tStop\n\t}\n}\n\nActor BoltShrink4 : BoltShrink1\n{\n\tScale 0.6\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESP A 3\n\t\t\tTNT1 A 0 A_SpawnItem(\"BoltShrink5\")\n\t\tStop\n\t}\n}\n\nActor BoltShrink5 : BoltShrink1\n{\n\tScale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESP A 3\n\t\t\tTNT1 A 0 A_SpawnItem(\"BoltShrink6\")\n\t\tStop\n\t}\n}\n\nActor BoltShrink6 : BoltShrink1\n{\n\tScale 0.4\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESP A 3\n\t\t\tTNT1 A 0 A_SpawnItem(\"BoltShrink7\")\n\t\tStop\n\t}\n}\n\nActor BoltShrink7 : BoltShrink1\n{\n\tScale 0.3\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESP A 3\n\t\t\tTNT1 A 0 A_SpawnItem(\"BoltShrink8\")\n\t\tStop\n\t}\n}\n\nActor BoltShrink8 : BoltShrink1\n{\n\tScale 0.2\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESP A 3\n\t\t\tTNT1 A 0 A_SpawnItem(\"BoltShrink9\")\n\t\tStop\n\t}\n}\n\nActor BoltShrink9 : BoltShrink1\n{\n\tScale 0.1\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTESP A 3\n\t\tStop\n\t}\n}\n\n/*\n========== LIFE LEECH ==========\n*/\n\nactor LifeLeech : CalebW 3141//replaces BFG9000 // 2006\n{\n  //$Category \"BlooM Weapons\"\n\tTag \"Life Leech\"\n\tinventory.pickupmessage \"You found the Life Leech!\"\n\tinventory.pickupsound \"PICKWEAP\"\n\tObituary \"%o had %p soul sucked dry by %k.\"\n\tDamageType \"LifeLeechFlame\"\n\theight 16\n\tScale 0.8\n    weapon.selectionorder 400\n    weapon.kickback 100\n\tweapon.ammotype1 \"EssencePower\"\n\tweapon.ammotype2 \"EssencePower\"\n\tweapon.ammouse1 0\n\tweapon.ammouse2 0\n\tweapon.ammogive 30\n\tattacksound \"LLFireInitiate\"\n\tWeapon.SlotNumber 9\n\tstates\n\t{\n\t\tSpawn:\n\t\t  LLSP A -1\n\t\t Stop\n\t\tReady:\n\t\t  LLST A 1 A_WeaponReady\n\n\t\t loop\n\t\tSelect:\n\t\t  LLST A 1 A_RAISE\n\t\t  TNT1 AA 0 A_RAISE\n\t\t Loop\n\t\tDeselect:\n\t\t  LLST A 1 A_LOWER\n\t\t  TNT1 AA 0 A_LOWER\n\t\t Loop\n\t\tFire:\n\t\t  LLSL ABCDE 1 A_WeaponReady(14)\n\t\t  TNT1 A 0 A_PlayWeaponSound(\"LLFire\")\n\t\t  LLST B 3 A_WeaponReady(14)\n\t\t  LLST E 2 A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\t\t  LLST MMM 0 A_SpawnItemEx(\"LifeLeechTwinkle\",frandom(-3,3),frandom(-5,5),frandom(40,50))\n\t\t  LLST M 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST F 3 A_WeaponReady(14)\n\t\t  LLST C 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\n\t\t  LLST C 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST G 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\n\t\t  LLST G 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST H 3 A_WeaponReady(14)\n\t\t  LLST I 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\n\t\t  LLST K 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST J 3 A_WeaponReady(14)\n\t\t  LLST D 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\n\t\t  LLST G 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST K 3 A_WeaponReady(14)\n\t\t  LLST L 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\n\t\t  LLST L 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n          LLST M 3 A_WeaponReady(14)\n\t\t  LLST N 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\t\t  LLST P 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST O 3 A_WeaponReady(14)\n\t\t  LLST P 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\t\t  LLST G 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST Q 3 bright A_WeaponReady(14)\n\t\t  LLST R 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner3\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\t\t  LLST Q 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST S 3 bright A_WeaponReady(14)\n\t\t  LLST T 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner3\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\t\t  LLST D 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST U 3 bright A_WeaponReady(14)\n\t\t  LLST W 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner3\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\t\t  LLST D 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST X 3 bright A_WeaponReady(14)\n\t\t  LLST Y 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner3\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\t\t  LLST Q 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLST Z 3 bright A_WeaponReady(14)\n\t\t  LLS2 C 2 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\n\t\t  LLST G 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLS2 G 3 bright A_WeaponReady(14)\n\t\t  LLST L 0 ACS_ExecuteAlways(603, 0)\n\t\t  LLST M 0 A_SpawnItemEx(\"LifeLeechLightSpawner2\", 0, 0, 0)\n\t\t  TNT1 A 0 A_GunFlash\n\t\t  LLST G 0 A_FireCustomMissile(\"LifeLeechShot\", frandom(-80,80)/10.0, 1, 5, 3, 0, frandom(-40,40)/10.0)\n\t\t  LLSA AB 3 A_WeaponReady(14)\n\t\t  LLST B 3 A_WeaponReady(14)\n\t\t  \t  LLST A 0 A_Refire\n\t\t  LLSL EDCBA 1 A_WeaponReady(14)\n\n\t\t goto ready\n\n\t}\n}\n\nactor LifeLeechLightSpawner2\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tOMG2 A 4\n\t\tOMG2 A 1\n\t\tStop\n\t}\n}\n\nactor LifeLeechLightSpawner3\n{\n\tRadius 8\n\tHeight 8\n\tScale 0.5\n\tStates\n\t{\n\t\tSpawn:\n\t\tOMG3 A 4\n\t\tOMG3 A 1\n\t\tStop\n\t}\n}\n\nactor LifeLeechShot\n{\n  PROJECTILE\n  +BRIGHT\n  Damage(frandom(24,36))\n  Obituary \"%o had %p soul sucked dry by %k.\"\n  DamageType \"LifeLeech\"\n  DeathSound \"LLFireExplode\"\n  Height 8\n  Radius 8\n  SeeSound \"\"\n  RenderStyle Add\n  alpha 0.5\n  scale 0.6\n  speed 36\n  Decal none\n  -EXTREMEDEATH\n  +FOILINVUL\n  States\n  {\n\t  Spawn:\n\t\tLLSS A 2 bright A_SpawnItemEx(\"LifeLeechTrail\",0,0,0,frandom(-4,4),frandom(-4,4),frandom(-4,4),frandom(1,360))\n\t\tLLSS A 2 BRIGHT A_SpawnItemEx(\"LifeLeechTwinkle\",frandom(-7,7),frandom(-7,7),frandom(-7,7))\n\t\tLoop\n\t\tdeath:\n\t\tLLSX ABCDEFGHIJK 2 bright\n\t\tStop\n\t\tXDeath:\n\t\tLLSX A 0 A_GiveToTarget(\"TwinkleHeal\",1)\n\t\tLLSX A 0 A_GiveToTarget(\"Health\",2)\n\t\tLLSX A 0 A_GiveToTarget(\"EssencePower\",1)\n\t\tGoto Death\n  }\n}\n\nActor LifeLeechShot2 : LifeLeechShot\n{\n\tDeathSound \"LLFireExplode2\"\n}\n\nActor LifeLeechTrail\n{\n\tProjectile\n\tDamage (2)\n\tDamageType \"LifeLeech\"\n    Obituary \"%o had %p soul sucked dry by %k.\"\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+NOGRAVITY\n\t+FOILINVUL\n\tSpeed 0\n\tRadius 12\n\tHeight 12\n\tScale 0.15\n\tAlpha 0.9\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t  ESST ABCDEFGHI 1 bright A_FadeOut\n\t\twait\n\t}\n}\n\nActor LifeLeechTwinkle : LifeLeechTrail\n{\n\t+ClientSideOnly\n\tScale 0.11\n\tStates\n\t{\n\tSpawn:\n\tLLSS A 3 Bright  A_FadeOut(frandom(0.3,0.5))\n\tLLSS A 3 Bright  A_FadeIn(frandom(0.3,0.4))\n\tLLSS A 3 Bright  A_FadeOut(frandom(0.3,0.5))\n\tLLSS A 3 Bright  A_FadeIn(frandom(0.3,0.4))\n\t\tLLSS A 3 Bright  A_FadeOut(frandom(0.3,0.5))\n\tLLSS A 3 Bright  A_FadeIn(frandom(0.3,0.4))\n\t\tLLSS A 3 Bright  A_FadeOut(frandom(0.3,0.5))\n\tLLSS A 3 Bright  A_FadeIn(frandom(0.3,0.4))\n\tLoopEnd:\n\tLLSS A 2 Bright  A_Fadeout(0.1)\n\tLoop\n}}\nActor LifeLeechSmallFire\n{\n\tProjectile\n\tDamage(frandom(6,12))\n\tDamageType \"LifeLeech\"\n\tObituary \"%o was incinerated by %k.\"\n\t+RIPPER\n\t+BLOODLESSIMPACT\n\t+NOGRAVITY\n\t+FOILINVUL\n\tSpeed 40\n\tRadius 12\n\tHeight 12\n\tScale 0.75\n\tRenderStyle Add\n\tStates\n\t{\n\t\tSpawn:\n\t\t  SFIR ABCDEFGH 3 bright A_FadeOut(0.1)\n\t\twait\n\t}\n}\n\nActor LifeLeechSmallfire2 : LifeLeechSmallFire\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSFIR IJKLMNOP 3 Bright A_FadeOut(0.1)\n\t\tWait\n\t}\n}\n\n/*\n========== VOODOO DOLL ==========\n*/\n\nactor VoodooDoll : CalebW 3142//replaces Chainsaw // 2005\n{\n  //$Category \"BlooM Weapons\"\n  spawnid 32\n  obituary \"%o was tingled by %k's voodoo stings.\"\n  Tag \"Voodoo Doll\"\n  height 16\n  Scale 0.6\n  inventory.pickupmessage \"Voodoo Doll! Find some victims!\"\n  inventory.pickupsound \"PICKWEAP\"\n  weapon.selectionorder 500\n  weapon.kickback 0\n  weapon.ammotype \"Voodoo\"\n  weapon.ammouse 1\n  weapon.ammouse2 30\n  weapon.ammogive 100\n  weapon.ammotype2 \"Voodoo\"\n  Weapon.SlotNumber 0\n  +WEAPON.NOALERT\n  states\n  {\n  Ready:\n    TNT1 A 0 A_TakeInventory(\"UsingPitchfork\", 1)\n    TNT1 A 0 A_JumpIf(momx >= 6,\"ReadyMoving\")\n    TNT1 A 0 A_JumpIf(momx <= -6,\"ReadyMoving\")\n    VDOL I 1 A_WeaponReady\n    loop\n  ReadyMoving:\n\tVDOL HHHIIHIIHHHIIIIHHH 7 A_WeaponReady\n\tGoto Ready\n  Deselect:\n\tTNT1 A 0 A_JumpIfInventory(\"Voodoo\", 1, 2)\n\tTNT1 A 0 A_TakeInventory(\"VoodooDoll\", 1)\n\tTNT1 AA 0 A_Lower\n    VDOL I 1 A_Lower\n    Loop\n  Select:\n\tTNT1 AA 0 A_Raise\n    VDOL I 1 A_Raise\n    Loop\n  Fire:\n\tVDOL O 0 A_JumpIfTargetInLOS(1)\n\tGoto Self\n\tVDOL O 0 A_Jump(96,\"Chest\",\"Shoulder\")\n    VDOL O 0 A_Jump(256,\"Chest\",\"Shoulder\",\"Eye\",\"Pelvis\")\n  Self:\n\tVDOL HJ 3 //A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound(\"dsdolstab\")\n\tVDOE D 4 //A_WeaponReady(14)\n\tTNT1 A 0 Thing_Damage(0,1,0) // disintegrate\n\tVDOL JH 3 //A_WeaponReady(14)\n\tTNT1 A 0 A_Refire\n    Goto Ready\n  Chest:\n\tVDOL HJ 3 //A_WeaponReady(14)\n    TNT1 A 0 A_PlayWeaponSound (\"Voodoo/Stab\")\n    TNT1 A 0 A_FireBullets(1, 0, 1, 22+frandom(-5,5), \"VoodooPuff\")\n\t//TNT1 A 0 A_TakeInventory(\"Voodoo\", 1)\n\tVDOL K 4 //A_WeaponReady(14)\n    VDOL JH 3 //A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"Voodoo\", 1, 1)\n    goto Drop\n\tTNT1 A 0\n\tGoto Ready\n  Shoulder:\n    VDOL HJ 3 //A_WeaponReady(14)\n    TNT1 A 0 A_PlayWeaponSound (\"Voodoo/Stab\")\n    TNT1 A 0 A_FireBullets(1, 0, 1, 18+frandom(-2,2), \"VoodooPuff\")\n\t//TNT1 A 0 A_TakeInventory(\"Voodoo\", 1)\n\tVDOL L 4 //A_WeaponReady(14)\n    VDOL JH 3 //A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"Voodoo\", 1, 1)\n    goto Drop\n\tTNT1 A 0\n\tGoto Ready\n  Pelvis:\n    VDOL HJ 3 //A_WeaponReady(14)\n    VDOL M 0 A_PlayWeaponSound (\"Voodoo/Stab\")\n    VDOL M 0 A_PlaySound (\"Voodoo/Laugh\")\n    VDOL M 0 A_FireBullets(1, 0, 1, 30+frandom(-3,3), \"VoodooPuff\")\n    //TNT1 A 0 A_TakeInventory(\"Voodoo\", 3)\n\tVDOL MNMNMNM 3 //A_WeaponReady(14)\n    VDOL JH 3 //A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"Voodoo\", 1, 1)\n    goto Drop\n\tTNT1 A 0\n\tGoto Ready\n  Eye:\n    VDOL HJ 3 //A_WeaponReady(14)\n\tTNT1 A 0 A_PlayWeaponSound (\"Voodoo/Stab\")\n    TNT1 A 0 A_FireBullets(1, 0, 1, 26+frandom(-3,3), \"VoodooPuff\")\n\t//TNT1 A 0 A_TakeInventory(\"Voodoo\", 1)\n\tVDOE A 1 //A_WeaponReady(14)\n\tVDOE ABC 3 //A_WeaponReady(14)\n\tTNT1 A 0 A_JumpIfInventory(\"Voodoo\", 1, 1)\n    goto Drop\n\tTNT1 A 0\n\tGoto Ready\n  AltFire:\n\ttnt1 a 0 A_JumpIfNoAmmo(\"ready\")\n    TNT1 A 0 A_PlaySound (\"Voodoo/Chant\")\n    VDOL J 2 //A_WeaponReady(14)\n    VDOL ABCDEEF 4 //A_WeaponReady(14)\n\tTNT1 A 0 A_FireCustomMissile(\"VoodooPuff2\")\n\t//TNT1 A 0 A_TakeInventory(\"Voodoo\", 100)\n    VDOL G 19 //A_WeaponReady(14)\n    //goto Drop\n\tgoto ready\n  Flash:\n    VDOL J 0\n    stop\n  Spawn:\n    VDLF A -1\n    stop\n  Drop:\n\tTNT1 A 0 A_GiveInventory(\"RemoveVodoo\", 1)\n\t//TNT1 A 0 A_SelectWeapon(\"PitchFork\")\n  Goto Ready\n  }\n}\n\nACTOR Voodoo : Ammo\n{\n   +INVENTORY.RESTRICTABSOLUTELY\n   Inventory.ForbiddenTo \"DoomDude\"\n   VisibleToPlayerClass \"Caleb\"\n   Inventory.MaxAmount 100\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 100\n   Inventory.Icon VDLFA0\n}\n\nactor VoodooPuff\n{\n  RenderStyle None\n  +INVISIBLE\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +NOGRAVITY\n  +ALWAYSPUFF\n  +FOILINVUL\n  DamageType \"Voodoo\"\n  states\n  {\n  Spawn:\n    VDLF A 5\n    stop\n  }\n}\n\nactor VoodooPuff2 : BulletPuff // Uses tid of it as ammo, in the script the tid becomes half of the ammo amount.\n{\n  +NOBLOCKMAP\n  +DONTSPLASH\n  +NOGRAVITY\n  +ALWAYSPUFF\n  +FOILINVUL\n  +PUFFGETSOWNER\n  radius 255\n  height 255\n  speed 1000\n  damage 0\n  PROJECTILE\n  DamageType \"CalebBullet\"\n  states\n  {\n  Spawn:\n    TNT1 A 1\n    Goto Death\n  Death:\n    TNT1 A 1 ACS_ExecuteAlways(599, 0)\n    TNT1 A 0 A_BFGSpray(\"VoodooPuff\",tid,15)\n    stop\n  }\n}\n\n/*\n====================================\n=========== NO WEAPON BRO ==========\n====================================\n*/\nactor NoWeapon : Weapon\n{\n\tweapon.selectionorder 60000\n\tinventory.icon \"TNT1A0\"\n\ttag \"$NoWeapon1\"\n    +WEAPON.WIMPY_WEAPON\n    +WEAPON.MELEEWEAPON\n\tstates\n\t{\n\t\tSelect:\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\n\t\t\tTNT1 A 1 A_Raise\n\t\t\tWait\n\t\tReady:\n\t\t\tTNT1 A 0 A_TakeInventory(\"ThrowPower\", 99)\n\t\t\tTNT1 A 1 A_WeaponReady\n\t\t\tLoop\n\t\tFire:\n\t\t\tTNT1 A 1 A_JumpIfInventory(\"TeslaRifle\", 1, \"PickTesla\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Tommygun\", 1, \"PickTommy\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Sawedoff\", 1, \"PickSawedoff\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"NapalmLauncher\", 1, \"PickNapalm\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"VoodooDoll\", 1, \"PickVoodoo\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"LifeLeech\", 1, \"PickLeech\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"Flaregun\", 1, \"PickFlare\")\n\t\t\tTNT1 A 0 A_SelectWeapon(\"Pitchfork\")\n\t\t\tTNT1 A 0 A_Lower\n\t\tWait\n\t\tPickTesla:\n\t\t\tTNT1 A 0 A_SelectWeapon(\"TeslaRifle\")\n\t\t\tTNT1 A 0 A_Lower\n\t\tWait\n\t\tPickTommy:\n\t\t\tTNT1 A 0 A_SelectWeapon(\"TommyGun\")\n\t\t\tTNT1 A 0 A_Lower\n\t\tWait\n\t\tPickSawedOff:\n\t\t\tTNT1 A 0 A_SelectWeapon(\"Sawedoff\")\n\t\t\tTNT1 A 0 A_Lower\n\t\tWait\n\t\tPickNapalm:\n\t\t\tTNT1 A 0 A_SelectWeapon(\"NapalmLauncher\")\n\t\t\tTNT1 A 0 A_Lower\n\t\tWait\n\t\tPickVoodoo:\n\t\t\tTNT1 A 0 A_SelectWeapon(\"VoodooDoll\")\n\t\t\tTNT1 A 0 A_Lower\n\t\tWait\n\t\tPickLeech:\n\t\t\tTNT1 A 0 A_SelectWeapon(\"Lifeleech\")\n\t\t\tTNT1 A 0 A_Lower\n\t\tWait\n\t\tPickFlare:\n\t\t\tTNT1 A 0 A_SelectWeapon(\"Flaregun\")\n\t\t\tTNT1 A 0 A_Lower\n\t\tWait\n\t\tDeselect:\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\t\tTNT1 A 1 A_Lower\n\t\t\tWait\n\t\tSpawn:\n\t\t\tTNT1 A -1\n\t\t\tStop\n\t}\n}\n\nActor RemoveSpray : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\nActor RemoveProximity : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor RemoveTNT : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}\n\nactor RemoveVodoo : Inventory\n{\n\tinventory.amount 1\n\tinventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Weather.txt",
        "contents": "//Place the RainDropSpawner on your map, and use values set on the specials tab to modify it\n//The first argument controls it's area. 128, for example makes it a 256x256 square or 256-radius circle (See fourth argument)\n//The second argument controls it's frequency. The lower the number, the heavier the rainfall\n//The third argument controls whether or not it plays it's ambient sound. 0 will play the sound, 1 will not\n//The fourth argument controls the area type. 0 is a square, 1 is a circle\n//The fifth argument controls water = 0, blood = 1, acid = 2\n\nActor RainSpawner  3249//DoomEdNum on this\n{\n  //$Category \"BlooM Weather\"\n  Radius 1\n  Height 1\n  +NoClip\n  +ClientSideOnly\n  +SpawnCeiling\n  +NoGravity\n  States\n  {\n  Spawn:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[2] > 0, \"NoSound\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, \"Circle\")\n\tTNT1 A 0 A_JumpIf(Args[4] == 1, \"BloodRain\")\n\tTNT1 A 0 A_JumpIf(Args[4] == 2, \"AcidRain\")\n    TNT1 A 0 A_PlaySoundEx(\"Ambient/Rain\", \"SoundSlot7\",1, 0)\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    Loop\n  Circle:\n    TNT1 A 2 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), 0, -2, 0, 0, 0, frandom(0, 360), 128, Args[1])\n  NoSound:\n    TNT1 A 0 A_Jumpif(Args[3] > 0, \"NoSoundCircle\")\n    TNT1 A 2 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    Loop\n  NoSoundCircle:\n    TNT1 A 2 A_SpawnItemEx(\"RainDrop\", frandom(-Args[0], Args[0]), 0, -2, 0, 0, 0, frandom(0, 360), 128, Args[1])\n    Loop\n  AcidRain:\n\tTNT1 A 0 A_PlaySoundEx(\"Ambient/Rain\", \"SoundSlot7\",1, 0)\n    TNT1 A 1 A_SpawnItemEx(\"AcidDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    Loop\n  BloodRain:\n    TNT1 A 0 A_PlaySoundEx(\"Ambient/Rain\", \"SoundSlot7\",1, 0)\n    TNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n\tTNT1 A 1 A_SpawnItemEx(\"BloodDrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    TNT1 A 1 A_SpawnItemEx(\"FlyingBloodrop\", frandom(-Args[0], Args[0]), frandom(-Args[0], Args[0]), -2, 0, 0, 0, 0, 128, Args[1])\n    Loop\n  }\n}\n\nActor RainDrop\n{\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  Height 2\n  Radius 2\n  States\n  {\n  Spawn:\n    RNDR A 1 A_JumpIf(WaterLevel > 0, \"Death\")\n    Loop\n  Death:\n    RNDR BCDEFGH 3 A_FadeOut(10.0)\n    Stop\n  }\n}\n\nActor AcidDrop\n{\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  Damage 1\n  Height 2\n  Radius 2\n  States\n  {\n  Spawn:\n    ACDR A 1 A_JumpIf(WaterLevel > 0, \"Death\")\n    Loop\n  Death:\n    ACDR BCDEFGH 3 A_FadeOut(10.0)\n    Stop\n  }\n}\n\nActor BloodDrop\n{\n  +Missile\n  +NoBlockMap\n  -NoGravity\n  Height 2\n  Radius 2\n  States\n  {\n  Spawn:\n    BNDR A 1 A_JumpIf(WaterLevel > 0, \"Death\")\n    Loop\n  Death:\n    BNDR BCDEFGH 3\n    Stop\n  }\n}\n\nactor FlyingBloodrop\n{\n Decal BloodSmear\n Health 1\n Radius 1\n Height 1\n Gravity 0.60\n Mass 30\n PROJECTILE\n -NOGRAVITY\n +DONTSPLASH\n +FLOORCLIP\n -SOLID\n +WINDTHRUST\n +NOBLOCKMAP\n +NoPain\n +ClientSideOnly\n +CannotPush\n States\n {\n Spawn:\n\tBLUD AA 0 A_Recoil(frandom(-5,5))\n\tBLUD A 0 A_Setangle(angle+frandom(0,360))\n\tBLUD A 0 A_Jump(127,27)\n\tBLUD A 9\n    BLUD AAAAABBBBBCCCCCDDDDEEEEEE 2\n\tStop\n  Death:\n\tBLUD EEEEE 2 A_SpawnitemEx(\"RainBlood\",frandom(-15,15),frandom(-15,15)) //3 A_SpawnItemEX(\"BloodPool\",frandom(-20,20),frandom(-20,20),frandom(-6,6),frandom(-6,6))\n\tBLUD EEEEEEEEEE 225 A_FadeOut(0.2)\n\tStop\n }\n}\n\nActor SnowSpawner 3250\n{\n    //$Category \"BlooM Weather\"\n\tRadius 1\n\tHeight 1\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOSECTOR\n\t+NOINTERACTION\n\t+NOCLIP\n\t-SOLID\n\t+CLIENTSIDEONLY\n\t+SPAWNCEILING\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CheckSight(\"Unsighted\")\n\t\tTNT1 A 0 A_JumpIf(Args[2] > 0, \"Circle\")\n\t\tTNT1 A 8 A_SpawnItemEx (\"SnowParticle\", frandom(-Args[0], -Args[0]), frandom(-Args[0], -Args[0]), 0, frandom(-1.0, 1.0), frandom(-1.0, 1.0), frandom(-1.0, -3.0), 0, 128, Args[1])\n\t\tTNT1 A 8 A_SpawnItemEx (\"SnowParticle2\", frandom(-Args[0], -Args[0]), frandom(-Args[0], -Args[0]), 0, frandom(-1.0, 1.0), frandom(-1.0, 1.0), frandom(-1.0, -3.0), 0, 128, Args[1])\n\t\tLoop\n\tCircle:\n\t\tTNT1 A 8 A_SpawnItemEx (\"SnowParticle\", frandom(-Args[0], -Args[0]), 0, 0, frandom(-1.0, 1.0), frandom(-1.0, 1.0), frandom(-1.0, -3.0), frandom(0, 360), 128, Args[1])\n\t\tTNT1 A 8 A_SpawnItemEx (\"SnowParticle2\", frandom(-Args[0], -Args[0]), 0, 0, frandom(-1.0, 1.0), frandom(-1.0, 1.0), frandom(-1.0, -3.0), frandom(0, 360), 128, Args[1])\n\t\tLoop\n\tUnsighted:\n\t\tTNT1 A 1\n\t\tGoto Spawn\n\t}\n}\n\nActor SnowParticle\n{\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tProjectile\n\tRenderStyle Translucent\n\tAlpha 0\n\tScale 0.6\n\t+MISSILE\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\t//zandronum\n\t\t//TNT1 A 0 A_SetScale(frandom(0.3, 0.6))\n\t\tSNOW AAAAAAA 2 A_FadeIn(0.1)\n\t\tSNOW A 3\n\t\tgoto Spawn+9\n\t\tDeath:\n\t\tSNOW A 1 A_FadeOut(0.05)\n\t\tLoop\n\t}\n}\n\nactor SnowParticle2\n{\n  radius 1\n  height 1\n  +NOBLOCKMAP\n  PROJECTILE\n  -ACTIVATEPCROSS\n  -ACTIVATEMCROSS\n  -CANPUSHWALLS\n  -ACTIVATEIMPACT\n  -NOGRAVITY\n  +DONTSPLASH\n  +CannotPush\n  +ClientSideOnly\n  states\n  {\n  Spawn:\n    SGSB A 5000\n    stop\n  Death:\n    SGSB A 1\n    stop\n  }\n}\n\nactor Thunder_GeneratorWhite : SwitchableDecoration 31999\n{\n        //$Category \"BlooM Weather\"\n\t    +NoBlockMap +NoGravity +NoInteraction +NoClip -Solid +CLIENTSIDEONLY\n        Renderstyle Add\n        Height 1\n        Radius 1\n        Alpha 0.2\n        Scale 4.0\n        states\n        {\n        Spawn:\n           Active:\n                TNT1 A 0 A_JumpIf(Args[2] > 0, \"WithSound\")\n\t\t\t\tTNT1 A 0\n                TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 //A_SpawnItemEx(\"Thunder_Spark\", 0, 0, 0, frandom(1,10), 0, frandom(1,10), frandom(0,359), 129)\n                THND AAAA 1 Bright A_FadeIn(0.2)\n                THND AAAA 2 Bright A_FadeOut(0.2)\n                TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1  Bright A_SpawnItemEx(\"Thunder_Smoke\", 0, 0, 0, frandom(0,3), 0, frandom(2,3), frandom(0,359), 128)\n                Goto Inactive\n\t\t   WithSound:\n                TNT1 A 0\n\t\t\t\tTNT1 A 0 A_PlaySoundEx(\"thunder/hit\", \"Auto\", 0, 2)\n                TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0\n                THND AAAA 1 Bright A_FadeIn(0.2)\n                THND AAAA 2 Bright A_FadeOut(0.2)\n                TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1  Bright A_SpawnItemEx(\"Thunder_Smoke\", 0, 0, 0, frandom(0,3), 0, frandom(2,3), frandom(0,359), 128)\n                Goto Inactive\n           Inactive:\n\t        TNT1 A 1\n\t        Loop\n        }\n\n}\n\nactor Thunder_GeneratorTan : Thunder_GeneratorWhite 31998\n{\n        translation \"80:111=48:79\"\n}\n\nactor Thunder_GeneratorGreen : Thunder_GeneratorWhite 31997\n{\n        translation \"80:111=112:127\"\n}\n\nactor Thunder_GeneratorRed : Thunder_GeneratorWhite 31996\n{\n        translation \"80:111=171:191\"\n}\n\nactor Thunder_GeneratorBlue : Thunder_GeneratorWhite 31995\n{\n        translation \"80:111=192:207\"\n}\n\nactor Thunder_GeneratorPink : Thunder_GeneratorWhite 32000\n{\n        translation \"80:111=16:47\"\n}\n\nActor Thunder_Spark\n{\n\tSpeed 3\n\tHeight 2\n\tRadius 1\n\tMass 0\n\t+Missile +LowGravity\n\tRenderStyle Add\n\tdamagetype \"Fire\"\n\tdamagetype \"Flare\"\n\tdamagetype \"Tesla\"\n\tScale 0.4\n\tStates\n\t{\n\tSpawn:\n\t    TNT1 A 0\n        SPRK A 1 A_Jump(80, 4)\n        SPRK A 1 A_Jump(80, 4)\n        SPRK A 1 A_Jump(80, 4)\n\t    SPRK A 32 Bright\n\t    SPRK A 32 Bright\n\t    SPRK A 32 Bright\n\t    SPRK A 32 Bright\n\t    SPRK ABCDEFGHHH 1 Bright A_FadeOut(0.1)\n\t    Stop\n\tDeath:\n\t    SPRK ABCDEFGHHH 1 Bright A_FadeOut(0.1)\n\t\tTNT1 A 0 A_Explode(100,32)\n \t    Stop\n\t}\n}\n\nActor Thunder_Smoke\n{\n    Height 2\n    Radius 1\n    +Missile +NoGravity +NoInteraction +NoBlockmap\n    RenderStyle Translucent\n    Alpha .5\n    Scale .65\n    States\n    {\n    Spawn:\n    \tSMK1 IHGFEEDDCCBBBBAAAAAA 2 A_FadeOut(0.05)\n        Stop\n    }\n}\n\n/////////////////////////\n// FOG by TORMENTOR667 //\n//   edits by zrrion   //\n/////////////////////////\n\nActor FogCloud_Generator 3274\n{\n //$Category \"BlooM Weather\"\n +Missile\n +NoBlockmap\n +NoGravity\n +NoSector\n +Clientsideonly\n Radius 1\n Height 1\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_JumpIf(ARGS[0]!=0,\"MaperInput\")\n   TNT1 A 0 A_Jump(128,1,2)\n   TNT1 A 0 A_SpawnItemEx (\"FogCloud_V1\", frandom(frandom(-96, 96), frandom(-64, 64)), 0, frandom(0, frandom(32, 48)), 0, 0, 0, frandom(0, 360), 129)\n   TNT1 A 0 A_SpawnItemEx (\"FogCloud_V2\", frandom(frandom(-96, 96), frandom(-64, 64)), 0, frandom(0, frandom(32, 48)), 0, 0, 0, frandom(0, 360), 129)\n   TNT1 A 0 A_SpawnItemEx (\"FogCloud_V3\", frandom(frandom(-96, 96), frandom(-64, 64)), 0, frandom(0, frandom(32, 48)), 0, 0, 0, frandom(0, 360), 129)\n   stop\n   MaperInput:\n   TNT1 A 0 A_Jump(128,1,2)\n   TNT1 A 0 A_SpawnItemEx (\"FogCloud_V1\", frandom(-ARGS[0],ARGS[0]), 0, frandom(0, frandom(32, 48)), 0, 0, 0, frandom(0, 360), 129)\n   TNT1 A 0 A_SpawnItemEx (\"FogCloud_V2\", frandom(-ARGS[0],ARGS[0]), 0, frandom(0, frandom(32, 48)), 0, 0, 0, frandom(0, 360), 129)\n   TNT1 A 0 A_SpawnItemEx (\"FogCloud_V3\", frandom(-ARGS[0],ARGS[0]), 0, frandom(0, frandom(32, 48)), 0, 0, 0, frandom(0, 360), 129)\n   stop\n }\n}\n\nActor FogCloud_V1\n{\n +Missile\n +NoGravity\n +NoBlockmap\n -Spawnceiling\n Radius 1\n Height 1\n Speed 0\n RenderStyle add\n Alpha 1.1\n States\n {\n  Spawn:\n   TNT1 A 0\n   TNT1 A 0 A_SetScale(frandom(2,2.25))\n   TNT1 A 0 A_Jump(256,1,2,3,4)\n   AWCF ABCD 0 A_Jump(256,\"Coolness\")\n  Coolness:\n   \"----\" AAAAAAAAAAAAAAAAAAAA 10 A_FadeIn(0.002)\n   \"----\" A 0 A_Jump(256,0,1,2,3,4,5,6,7,8,9,10,11,12,13)\n   \"----\" AAAAAAAAAAAAAA 4\n   \"----\" AAAAAAAAAAAAAAAAAAAA 10 A_FadeOut(0.002)\n   \"----\" A 0 A_Jump(256,0,1,2,3,4,5,6,7,8,9,10,11,12,13)\n   AWCF AAAAAAAAAAAAAA 4\n   loop\n }\n}\n\nActor FogCloud_V2 : FogCloud_V1\n{\n States\n {\n  Coolness:\n   \"----\" AAAAAAAAAAAAAA 11 A_FadeIn(0.002)\n   \"----\" A 0 A_Jump(256,0,1,2,3,4,5,6,7,8,9,10,11,12,13)\n   \"----\" AAAAAAAAAAAAAA 5\n   \"----\" AAAAAAAAAAAAAA 11 A_FadeOut(0.002)\n   \"----\" A 0 A_Jump(256,0,1,2,3,4,5,6,7,8,9,10,11,12,13)\n   \"----\" AAAAAAAAAAAAAA 5\n   loop\n }\n}\n\nActor FogCloud_V3 : FogCloud_V1\n{\n States\n {\n  Coolness:\n   \"----\" AAAAAAAAAAAAAA 12 A_FadeIn(0.002)\n   \"----\" A 0 A_Jump(256,0,1,2,3,4,5,6,7,8,9,10,11,12,13)\n   \"----\" AAAAAAAAAAAAAA 6\n   \"----\" AAAAAAAAAAAAAA 12 A_FadeOut(0.002)\n   \"----\" A 0 A_Jump(256,0,1,2,3,4,5,6,7,8,9,10,11,12,13)\n   \"----\" AAAAAAAAAAAAAA 6\n   loop\n }\n}\n\n/*Place on map and use the first four arguments to change behavior.\n\nFirst argument controls direction. 0 is up, 1 is down, 2 is forward. For best results,\ndown-pointing spawners should be placed 2 or 3 map units below the ceiling.\n\nSecond argument chooses if it's a constant spawner, or spawns in bursts. Burst spawners use the\nthird argument and play a different sound.\n\nThird argument controls the frequency of the bursts (divided by 16. I.e, 128 will end up as 8).\nThis is only used by the second argument.\n\nFourth argument silences the spawner. 0 will play the sound, 1 will not.*/\n\nActor SteamSpawner : SwitchableDecoration 3275//10000 //DoomEdNum Here\n{\n  //$Category \"BlooM Weather\"\n  Height 2\n  Radius 1\n  Mass 0\n  +NoBlockMap\n  +NoGravity\n  +NoInteraction\n  +ClientSideOnly\n  States\n  {\n  Spawn:\n  Active:\n    TNT1 A 0\n    TNT1 A 0 A_JumpIf(Args[0] == 1, \"Down\")\n    TNT1 A 0 A_JumpIf(Args[0] > 1, \"Forward\")\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"UpBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*frandom(0, 4), 0, (0.1)*frandom(35, 40), frandom(0, 360), 128)\n    Loop\n  Down:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"DownBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*frandom(0, 4), 0, (-0.1)*frandom(35, 40), frandom(0, 360), 128)\n    Loop\n  Forward:\n    TNT1 A 0 A_JumpIf(Args[1] > 0, \"ForwardBurst\")\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Loop\", \"SoundSlot7\", 1)\n    TNT1 A 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*frandom(35, 40), 0, (0.1)*frandom(-5, 5), frandom(-8, 8), 128)\n    Loop\n  UpBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*frandom(0, 4), 0, (0.1)*frandom(35, 40), frandom(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*frandom(0, 4), 0, (0.1)*frandom(35, 40), frandom(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 1, (0.1)*frandom(0, 4), 0, (0.1)*frandom(35, 40), frandom(0, 360), 128)\n    Loop\n  DownBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*frandom(0, 4), 0, (-0.1)*frandom(35, 40), frandom(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*frandom(0, 4), 0, (-0.1)*frandom(35, 40), frandom(0, 360), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*frandom(0, 4), 0, (-0.1)*frandom(35, 40), frandom(0, 360), 128)\n    Loop\n  ForwardBurst:\n    TNT1 A 1 A_Jump(Args[2]/16, 1)\n    Loop\n    TNT1 A 0 A_JumpIf(Args[3] > 0, 2)\n    TNT1 A 0 A_PlaySoundEx(\"Steam/Fire\", \"SoundSlot7\", 0)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*frandom(35, 40), 0, (0.1)*frandom(-5, 5), frandom(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*frandom(35, 40), 0, (0.1)*frandom(-5, 5), frandom(-8, 8), 128)\n    TNT1 AAAAAAAAAA 1 A_SpawnItemEx(\"SteamParticle\", 0, 0, 0, (0.1)*frandom(35, 40), 0, (0.1)*frandom(-5, 5), frandom(-8, 8), 128)\n    Loop\n  Inactive:\n    TNT1 A 1 A_StopSoundEx(\"SoundSlot7\")\n    TNT1 A 1\n    Goto Inactive+1\n  }\n}\n\nActor SteamParticle\n{\n  Height 1\n  Radius 1\n  +Missile\n  +NoGravity\n  +NoBlockMap\n  RenderStyle Add\n  Scale 0.4\n  Alpha 0.65\n  States\n  {\n  Spawn:\n    STEM A 2 A_SetTranslucent(0.6, 1)\n    STEM B 2 A_SetTranslucent(0.55, 1)\n    STEM C 2 A_SetTranslucent(0.5, 1)\n    STEM D 2 A_SetTranslucent(0.45, 1)\n    STEM E 2 A_SetTranslucent(0.4, 1)\n    STEM F 2 A_SetTranslucent(0.35, 1)\n    STEM G 2 A_SetTranslucent(0.3, 1)\n    STEM H 2 A_SetTranslucent(0.25, 1)\n    STEM I 2 A_SetTranslucent(0.2, 1)\n    STEM J 2 A_SetTranslucent(0.15, 1)\n    STEM K 2 A_SetTranslucent(0.1, 1)\n    STEM L 2 A_SetTranslucent(0.05, 1)\n    Stop\n  }\n}\n\nActor Floorfog 3287 {\n  //$Category \"BlooM Weather\"\n  +FloorClip\n  Renderstyle Add\n  Alpha 0.3\n  States  {\n  Spawn:\n    TNT1 A 0 A_Jump(128,\"Spawn2\")\n    CVFG A -1\n    Stop\n  Spawn2:\n\tCVFG B -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Nature.txt",
        "contents": "actor TreeSpawner : RandomSpawner 3251\n{\n\t//$Category \"BlooM Nature\"\n    DropItem \"LeafLess\"\n    DropItem \"TheTree2\"\n    DropItem \"TheTree3\"\n    DropItem \"TheTree4\"\n\tDropItem \"TheTree5\"\n\tDropItem \"TheTree6\"\n\tDropItem \"TheTree7\"\n\tDropItem \"TheTree8\"\n\tDropItem \"TheTree9\"\n\tDropItem \"TheTree10\"\n\tDropItem \"BurnedTree1\"\n\tDropItem \"BurnedTree2\"\n\tDropItem \"MacabreTree\"\n}\n\nactor ArbustSpawner : RandomSpawner 3257\n{\n\t//$Category \"BlooM Nature\"\n\tDropItem \"Arbust\"\n\tDropItem \"Arbust2\"\n\tDropItem \"Arbust3\"\n}\n\nactor PlantSpawner : RandomSpawner 3262\n{\n\t//$Category \"BlooM Nature\"\n\tDropItem \"Plant1\"\n\tDropItem \"Plant2\"\n\tDropItem \"Plant3\"\n}\n\nactor MacabreTree 3213\n{\n  //$Category \"BlooM Nature\"\n  +SOLID\n  mass 10000000\n  height 100\n  states\n  {\n  Spawn:\n    MTRE A -1\n    stop\n  }\n}\n\nactor LeafLess 3221\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  mass 10000000\n  height 100\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  DamageFactor Fire, 3.35\n  DamageFactor Disintegrate, 6.0\n  DamageFactor \"Flare\", 3.5\n  DamageFactor \"Napalm\", 6.0\n  DamageFactor \"Dynamite\", 6.0\n  states\n  {\n  Spawn:\n   TREE A -1\n   Stop\n  XDeath:\n  Death.flare:\n  Death.napalm:\n  Death.dynamite:\n  //Death:\n\tTREE A 1 BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tstop\n  }\n}\n\nactor TheTree2 3222\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  +SOLID\n  mass 10000000\n  height 80\n  //Scale 0.6\n  states\n  {\n  Spawn:\n   TREE B -1\n   Stop\n  XDeath:\n  Death.flare:\n  Death.napalm:\n  Death.dynamite:\n\tTREE D 1    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n   STOP\n  }\n}\n\nactor TheTree3 3223\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  mass 10000000\n  height 100\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  DamageFactor Fire, 3.35\n  DamageFactor Disintegrate, 6.0\n  DamageFactor \"Flare\", 3.5\n  DamageFactor \"Napalm\", 6.0\n  DamageFactor \"Dynamite\", 6.0\n  states\n  {\n\tSpawn:\n\t\tXR33 A -1\n\t\tStop\n  XDeath:\n  Death.dynamite:\n\tTREE D 1    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tSTOP\n  Burn:\n\tXR33 BCD 4 BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tXR33 EFG 4 BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tXR33 HIJ 4 BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItem(\"BurnedTree2\")\n\tSTOP\n\t}\n}\n\nactor TheTree4 3224\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  mass 10000000\n  height 80\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  +SOLID\n  //Scale 0.6\n  states\n  {\n  Spawn:\n   TREE D -1\n   Stop\n  XDeath:\n  Death.flare:\n  Death.napalm:\n  Death.dynamite:\n\tTREE D 1    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n   STOP\n  }\n}\n\nactor TheTree5 3225\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  mass 10000000\n  height 80\n  //Scale 0.6\n  states\n  {\n  Spawn:\n   TREE E -1\n   Stop\n  XDeath:\n  Death.flare:\n  Death.napalm:\n  Death.dynamite:\n\tTREE E 1    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n   STOP\n  }\n}\n\nactor TheTree6 3226\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  mass 10000000\n  height 100\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  DamageFactor Fire, 3.35\n  DamageFactor Disintegrate, 6.0\n  DamageFactor \"Flare\", 3.5\n  DamageFactor \"Napalm\", 6.0\n  DamageFactor \"Dynamite\", 6.0\n  states\n  {\n  Spawn:\n   TREE F -1\n  Stop\n  Death:\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTREE F 1    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItem(\"LeafLess\")\n\tSTOP\n  XDeath:\n  Death.flare:\n  Death.napalm:\n  Death.dynamite:\n  // Burn:\n\tTREE F 1    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n   STOP\n  }\n}\n\nactor TheTree7 3227\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  mass 10000000\n  height 80\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  DamageFactor Fire, 3.35\n  DamageFactor Disintegrate, 6.0\n  DamageFactor \"Flare\", 3.5\n  DamageFactor \"Napalm\", 6.0\n  DamageFactor \"Dynamite\", 6.0\n  states\n  {\n  Spawn:\n    XR23 A -1\n    Stop\n  XDeath:\n\tTREE E 1    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n   STOP\n  Burn:\n\tXR23 BCD 4 BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tXR23 EFG 4 BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tXR23 HIJ 4 BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 1   BRIGHT A_SpawnItem(\"BurnedTree1\")\n\tSTOP\n  }\n}\n\nactor TheTree8 3228\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  mass 10000000\n  height 80\n  //Scale 0.6\n  states\n  {\n  Spawn:\n   TREE H -1\n   Stop\n  XDeath:\n  Death.flare:\n  Death.napalm:\n  Death.dynamite:\n\tTREE H 1    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n   STOP\n  }\n}\n\nactor TheTree9 3229\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  mass 10000000\n  height 80\n  //Scale 0.6\n  states\n  {\n  Spawn:\n   TREE I -1\n   Stop\n  XDeath:\n  Death.flare:\n  Death.napalm:\n  Death.dynamite:\n\tTREE H 1    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n   STOP\n  }\n}\n\nactor TheTree10 3258\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  mass 10000000\n  height 80\n  //Scale 0.6\n  states\n  {\n  Spawn:\n   TREE J -1\n   Stop\n  XDeath:\n  Death.flare:\n  Death.napalm:\n  Death.dynamite:\n\tTREE H 1    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"SmokeDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0    A_SpawnItemEx (\"LeafDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n   STOP\n  }\n}\n\nactor BurnedTree1 3237\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  mass 10000000\n  height 80\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  DamageFactor \"Napalm\", 6.0\n  DamageFactor \"Dynamite\", 6.0\n  states\n  {\n  Spawn:\n    XR23 J -1\n    Stop\n  XDeath:\n  Death.flare:\n  Death.napalm:\n  Death.dynamite:\n  //Death:\n\tTNT1 A 0 A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tXR23 J 1 BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tstop\n  }\n}\nactor BurnedTree2 3238\n{\n  //$Category \"BlooM Nature\"\n  health 15\n  mass 10000000\n  height 80\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  -ISMONSTER\n  +NOBLOOD\n  +NOBLOODDECALS\n  DamageFactor \"Napalm\", 6.0\n  DamageFactor \"Dynamite\", 6.0\n  states\n  {\n  Spawn:\n    XR33 K -1\n    Stop\n  XDeath:\n  Death.flare:\n  Death.napalm:\n  Death.dynamite:\n  //Death:\n\tTNT1 A 0 A_SpawnItemEx (\"BigSmoke\",0,0,0)\n\tXR33 K 1 BRIGHT A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"WoodDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tTNT1 A 0 A_SpawnItemEx (\"FireDebris\",random(0,16),random(0,16),random(0,16),random(0,10),random(0,10),random(0,10),random(-360,360))\n\tstop\n  }\n}\n\nactor Alga 3284\n{\n  //$Category \"BlooM Nature\"\n  Scale 0.6\n  states\n  {\n  Spawn:\n   ALGA ABCD 4\n   Loop\n  }\n}\n\nactor Bigalga 3285\n{\n  //$Category \"BlooM Nature\"\n  Scale 0.6\n  states\n  {\n  Spawn:\n   ALGB ABCD 4\n   Loop\n  }\n}\n\nactor Arbust 3230\n{\n  //$Category \"BlooM Nature\"\n  Scale 0.6\n  states\n  {\n  Spawn:\n   ARBX A -1\n   Stop\n  }\n}\n\nactor Arbust2 3255\n{\n  //$Category \"BlooM Nature\"\n  Scale 0.6\n  states\n  {\n  Spawn:\n   ARB2 A -1\n   Stop\n  }\n}\n\nactor Arbust3 3256\n{\n  //$Category \"BlooM Nature\"\n  Scale 0.6\n  states\n  {\n  Spawn:\n   ARB3 A -1\n   Stop\n  }\n}\n\nactor Plant1 3259\n{\n  //$Category \"BlooM Nature\"\n  //Scale 0.5\n  states\n  {\n  Spawn:\n   PLAN A -1\n   Stop\n  }\n}\n\nactor Plant2 3260\n{\n  //$Category \"BlooM Nature\"\n  //Scale 0.5\n  states\n  {\n  Spawn:\n   PLAN B -1\n   Stop\n  }\n}\n\nactor Plant3 3261\n{\n  //$Category \"BlooM Nature\"\n  //Scale 0.5\n  states\n  {\n  Spawn:\n   PLAN C -1\n   Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/Corpses.txt",
        "contents": "actor HangCorpseSpawner : RandomSpawner 3252\n{\n\t//$Category \"BlooM Corpses\"\n    DropItem \"HangingMeat\"\n    DropItem \"BloodSkelUpsideDown\"\n    DropItem \"BlindfoldedGuyHang\"\n    DropItem \"BlindfoldedAsh\"\n\tDropItem \"Skeletonx\"\n\tDropItem \"Skeletonx2\"\n\tDropItem \"Skeletonx3\"\n\tDropItem \"Skeletonx4\"\n\tDropItem \"Skeletonx5\"\n\tDropItem \"Hangindeadchick\"\n\tDropItem \"Hangindeadchick2\"\n\tDropItem \"Hangindeadchick3\"\n}\n\nactor HangSkeletonSpawner : RandomSpawner 3282\n{\n\t//$Category \"BlooM Corpses\"\n\tDropItem \"Skeletonx\"\n\tDropItem \"Skeletonx2\"\n\tDropItem \"Skeletonx3\"\n\tDropItem \"Skeletonx4\"\n\tDropItem \"Skeletonx5\"\n}\n\nactor HangChickSpawner : RandomSpawner 3283\n{\n\t//$Category \"BlooM Corpses\"\n\tDropItem \"Hangindeadchick\"\n\tDropItem \"Hangindeadchick2\"\n\tDropItem \"Hangindeadchick3\"\n}\n\nactor bloodjar : HeartColumn 3242 //replaces HeartColumn\n{\n  //$Category \"BlooM Corpses\"\n  radius 16\n  height 30\n  health 10\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  scale 0.5\n  deathsound \"DSCANDIE\"\n  painsound \"DSCANDIE\"\n  states\n  {\n  Spawn:\n    BJAR A -1\n\tStop\n  Death:\n    BJAR A 0 A_Pain\n    BJAR A 5\n    BJAR A 0 A_Fall\n    BJAR AAAAA 0 A_SpawnDebris(\"OrganDebris\")\n    BJAR AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    BJAR A 0 A_XScream\n    BJAR A 0 A_Jump(32,2)\n    BJAR A 0 A_SpawnDebris (\"Hand1\")\n    BJAR A 0 A_Jump(32,2)\n    BJAR A 0 A_SpawnDebris (\"Bloodliver\")\n    BJAR A 0 A_Jump(32,2)\n    BJAR AA 0 A_SpawnDebris (\"EyeGuts\")\n    BJAR A 0\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    stop\n  }\n}\n\nactor DeadMoron3 3173\n{\n  //$Category \"BlooM Corpses\"\n  Game Doom\n  Skip_Super\n  Scale 0.7\n  Height 10\n  Radius 15\n  Health 60\n  +Shootable\n  -DONTGIB\n  States\n  {\n\tSpawn:\n\t\tHORR A -1\n\t\tstop\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\t\tBCUL P 0 A_Fall\n\t\tBCUL P 5 A_XScream\n\t\tBCUL P 0 A_SpawnDebris (\"OrganDebris\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL P 0 A_SpawnDebris (\"Bloodliver\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"EyeGuts\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"Hand1\")\n\t\tBCUL P 0 A_SpawnItemEx(\"Intestines\",0,0,0)\n\t\tBCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n\tStop\n  }\n}\n\nactor DeadBloodZombie\n{\n  Game Doom\n  Skip_Super\n  scale 0.5\n  Height 10\n  Radius 15\n  Health 60\n  +Shootable\n  -DONTGIB\n  States\n  {\n\tSpawn:\n\t\tBZOD E -1\n\t\tstop\n\tDeath:\n\t\tBCUL P 0 A_Fall\n\t\tBCUL P 1 A_XScream\n\t\tBCUL P 0 A_SpawnDebris (\"OrganDebris\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL P 0 A_SpawnDebris (\"Bloodliver\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"EyeGuts\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"Hand1\")\n\t\tBCUL P 0 A_SpawnItemEx(\"Intestines\",random(-50,50),random(-50,50),0)\n\t\tBCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tStop\n  }\n}\n\nactor DeadBrownCultist\n{\n  Game Doom\n  Skip_Super\n  scale 0.5\n  Height 10\n  Radius 15\n  Health 60\n  +Shootable\n  -DONTGIB\n  States\n  {\n\tSpawn:\n\t\tYCUL O -1\n\t\tstop\n\tDeath:\n\t\tBCUL P 0 A_Fall\n\t\tYCUL P 1 A_XScream\n\t\tBCUL P 0 A_SpawnDebris (\"OrganDebris\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL P 0 A_SpawnDebris (\"Bloodliver\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"EyeGuts\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"Hand1\")\n\t\tBCUL P 0 A_SpawnItemEx(\"Intestines\",random(-50,50),random(-50,50),0)\n\t\tBCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tStop\n  }\n}\n\nactor TheShinning 3235\n{\n  //$Category \"BlooM Corpses\"\n  health 15\n  radius 16\n  height 60\n  mass 10000000\n  Scale 0.6\n  deathsound \"chainguy/pain\"\n  +SOLID\n  +SHOOTABLE\n  -COUNTKILL\n  +ISMONSTER\n  States\n  {\n\tSpawn:\n\t\tJACK A 10 A_LOOK\n\t\tLOOP\n\tSee:\n\t\tTNT1 A 0 A_GiveToTarget(\"DoJack\", 1)\n\t\tJACK A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\t\tBCUL P 0 A_Fall\n\t\tBCUL P 5 A_XScream\n\t\tBCUL P 0 A_SpawnDebris (\"OrganDebris\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL P 0 A_SpawnDebris (\"Bloodliver\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"EyeGuts\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"Hand1\")\n\t\tBCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n\tStop\n  }\n}\n\nactor Deadmoron 3174\n{\n  //$Category \"BlooM Corpses\"\n  Game Doom\n  Skip_Super\n  DropItem None\n  translation \"209:223=64:71\",\"112:127=64:79\"\n  Scale 0.8\n  Health 40\n  Radius 14\n  Height 10\n  +Shootable\n  -DONTGIB\n  States\n  {\n  Spawn:\n    HORR B -1\n    stop\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\t\tBCUL P 0 A_Fall\n\t\tBCUL P 5 A_XScream\n\t\tBCUL P 0 A_SpawnDebris (\"OrganDebris\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL P 0 A_SpawnDebris (\"Bloodliver\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"EyeGuts\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"Hand1\")\n\t\tBCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n  Stop\n  }\n}\n\nactor Deadmoron2 : DeadZombieMan 3175\n{\n  //$Category \"BlooM Corpses\"\n  Game Doom\n  Skip_Super\n  DropItem None\n  Scale 0.8\n  Health 20\n  Radius 10\n  Height 10\n  +Shootable\n  States\n  {\n  Spawn:\n    HORR C -1\n    stop\n\tDeath:\n\t\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n\t\tBCUL P 0 A_Fall\n\t\tBCUL P 5 A_XScream\n\t\tBCUL P 0 A_SpawnDebris (\"OrganDebris\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL P 0 A_SpawnDebris (\"Bloodliver\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"EyeGuts\")\n\t\tBCUL P 0 A_Jump(92,2)\n\t\tBCUL PP 0 A_SpawnDebris (\"Hand1\")\n\t\tBCUL PPPPPPPP 0 A_SpawnDebris(\"FlyingBlood\")\n\t\tStop\n  }\n}\n\nactor DeadGargoyle : ZombieMan 3176\n{\n  //$Category \"BlooM Corpses\"\n  Game Doom\n  Skip_Super\n  DropItem None\n  translation \"116:127=68:79\",\"112:117=128:136\"\n  Scale 0.6\n  States\n  {\n  Spawn:\n\tBGAR P -1\n    stop\n  }\n}\n\nactor livehead : HangTNoBrain 3178\n{\n  //$Category \"BlooM Corpses\"\n  health 15\n  radius 16\n  height 56\n  mass 10000000\n  translation 0\n  Scale 0.6\n  deathsound \"chainguy/pain\"\n  -SOLID\n  -SPAWNCEILING\n  -NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    XAHE A 250\n\tXAHE B 50\n\tloop\n  Death:\n    BCUL OOOOO 0 A_SpawnDebris(\"FlyingBlood\")\n\tBCUL O 0 A_XScream\n    BCUL O 0 A_Jump(32,2)\n    BCUL O 0 A_SpawnDebris (\"Bloodliver\")\n    BCUL O 0 A_Jump(32,2)\n    BCUL OO 0 A_SpawnDebris (\"EyeGuts\")\n    BCUL O 5\n  stop\n  }\n}\n\nactor ZombieCan : HeartColumn 3179\n{\n  //$Category \"BlooM Corpses\"\n  radius 16\n  height 40\n  health 20\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  scale 0.5\n  deathsound \"DSCANDIE\"\n  painsound \"DSCANDIE\"\n  states\n  {\n  Spawn:\n    BZBR A 0 A_Jump(128,2)\n    BZBR AB 14\n    loop\n  Death:\n    BZBR A 0 A_Pain\n    BZBR A 5\n    BZBR A 0 A_Fall\n    BZBR AAAAA 0 A_SpawnDebris(\"OrganDebris\")\n    BZBR AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    BZBR A 0 A_XScream\n    BZBR A 0 A_Jump(32,2)\n    BZBR A 0 A_SpawnDebris (\"Hand1\")\n    BZBR A 0 A_Jump(32,2)\n    BZBR A 0 A_SpawnDebris (\"Bloodliver\")\n    BZBR A 0 A_Jump(32,2)\n    BZBR AA 0 A_SpawnDebris (\"EyeGuts\")\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    BZBR A 0\n    stop\n  }\n}\n\nactor BloodPile : HeartColumn 3253\n{\n  //$Category \"BlooM Corpses\"\n  radius 16\n  height 30\n  health 10\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  scale 0.5\n  deathsound \"DSCANDIE\"\n  painsound \"DSCANDIE\"\n  states\n  {\n  Spawn:\n    BJAR A -1\n\tStop\n  Death:\n    BJAR A 0 A_Pain\n    BJAR A 5\n    BJAR A 0 A_Fall\n    BJAR AAAAA 0 A_SpawnDebris(\"OrganDebris\")\n    BJAR AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    BJAR A 0 A_XScream\n    BJAR A 0 A_Jump(32,2)\n    BJAR A 0 A_SpawnDebris (\"Hand1\")\n    BJAR A 0 A_Jump(32,2)\n    BJAR A 0 A_SpawnDebris (\"Bloodliver\")\n    BJAR A 0 A_Jump(32,2)\n    BJAR AA 0 A_SpawnDebris (\"EyeGuts\")\n    BJAR A 0\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    stop\n  }\n}\n\nactor Greenbrain : HeartColumn 3243\n{\n  //$Category \"BlooM Corpses\"\n  radius 16\n  height 16\n  health 10\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  scale 0.5\n  deathsound \"DSCANDIE\"\n  painsound \"DSCANDIE\"\n  states\n  {\n  Spawn:\n    GBRN A -1\n\tStop\n  Death:\n    GBRN A 0 A_Pain\n    GBRN A 5\n    GBRN A 0 A_Fall\n    GBRN AAAAA 0 A_SpawnDebris(\"OrganDebris\")\n    GBRN AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    GBRN A 0 A_XScream\n    GBRN A 0 A_Jump(32,2)\n    GBRN A 0 A_SpawnDebris (\"Hand1\")\n    GBRN A 0 A_Jump(32,2)\n    GBRN A 0 A_SpawnDebris (\"Bloodliver\")\n    GBRN A 0 A_Jump(32,2)\n    GBRN AA 0 A_SpawnDebris (\"EyeGuts\")\n    GBRN A 0\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    stop\n  }\n}\n\nactor Redbrain : HeartColumn 3244\n{\n  //$Category \"BlooM Corpses\"\n  radius 16\n  height 16\n  health 10\n  +SOLID\n  +SHOOTABLE\n  +NOBLOOD\n  +DONTGIB\n  +RANDOMIZE\n  scale 0.5\n  deathsound \"DSCANDIE\"\n  painsound \"DSCANDIE\"\n  states\n  {\n  Spawn:\n    RBRN A -1\n\tStop\n  Death:\n    RBRN A 0 A_Pain\n    RBRN A 5\n    RBRN A 0 A_Fall\n    RBRN AAAAA 0 A_SpawnDebris(\"OrganDebris\")\n    RBRN AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    RBRN A 0 A_XScream\n    RBRN A 0 A_Jump(32,2)\n    RBRN A 0 A_SpawnDebris (\"Hand1\")\n    RBRN A 0 A_Jump(32,2)\n    RBRN A 0 A_SpawnDebris (\"Bloodliver\")\n    RBRN A 0 A_Jump(32,2)\n    RBRN AA 0 A_SpawnDebris (\"EyeGuts\")\n    RBRN A 0\n\tTNT1 A 0 A_GiveToTarget(\"DoLaugh\", 1)\n    stop\n  }\n}\n\nactor HangingMeat 3187\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  Scale 0.8\n  states\n  {\n  Spawn:\n \tXHAN ABCDEF 6\n\tTNT1 A 0 A_Jump(random(64,128),\"Drip\")\n\tXHAN A 1 A_Jump(128,\"Spawn\")\n \tXHAN A random(1,300)\n\tTNT1 A 0 A_Jump(random(128,256),\"Drip\")\n\tLoop\n  Drip:\n\tTNT1 A 0 A_SpawnItem(\"HangedBloodDrip\")\n\tGoto Spawn\n  Death:\n\tXHAN A 1 A_XScream\n    XHAN AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XHAN AAAAAAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\tstop\n  }\n}\n\nactor BloodSkelUpsideDown 3188\n {\n  //$Category \"BlooM Corpses\"\n  health 10\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  Scale 0.6\n  States\n  {\n  Spawn:\n    //GOR2 A -1\n    //stop\n\tXDBZ A 600 A_Look\n  See:\n    XDBZ BCDEFGHI 10\n\tLoop\n  Death:\n    /*GOR2 A 1 A_XScream\n    GOR2 AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    GOR2 AAAAA 0 A_SpawnDebris(\"FlyingBlood\")*/\n\tXDBZ A 1 A_XScream\n    XDBZ AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XDBZ AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\tstop\n  }\n}\n\nactor BlindfoldedGuyHang : HangingMeat 3189\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n\tHOLG AB random(30,100)\n\tTNT1 A 0 A_Jump(random(128,256),\"Drip\")\n\tLoop\n  Drip:\n\tTNT1 A 0 A_SpawnItem(\"HangedBloodDrip\")\n\tGoto Spawn\n  Death:\n\tHOLG A 1 A_XScream\n    HOLG AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    HOLG AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    stop\n  }\n}\n\nactor BlindfoldedAsh : HangingMeat 3190\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n\tXBFA A 1\n\tTNT1 A 0 A_Jump(random(1,4),\"Drip\")\n\tLoop\n  Drip:\n\tTNT1 A 0 A_SpawnItem(\"HangedBloodDrip\")\n\tGoto Spawn\n  Death:\n\tXBFA A 1 A_XScream\n    XBFA AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XBFA AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    stop\n  }\n}\n\nactor Hangindeadchick : HangingMeat 3191\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n\tXXAO A 1\n\tTNT1 A 0 A_Jump(random(1,4),\"Drip\")\n\tLoop\n  Drip:\n\tTNT1 A 0 A_SpawnItem(\"HangedBloodDrip\")\n\tGoto Spawn\n  Death:\n    /*HDB5 A 1 A_XScream\n\tHDB5 AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    HDB5 AAAAA 0 A_SpawnDebris(\"FlyingBlood\")*/\n\tXXAO A 1 A_XScream\n    XXAO AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XXAO AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\t//XXAD A -1\n    stop\n  }\n}\n\nactor Skeletonx : HangingMeat 3216\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n\tXXAA A 1\n\tLoop\n  Death:\n\tXXAA A 1 A_XScream\n    XXAA AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XXAA AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\t//XXAD A -1\n    stop\n  }\n}\n\nactor Skeletonx2 : HangingMeat 3217\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    //HDB5 A -1\n\tXXAB A -1\n\tstop\n  Death:\n    /*HDB5 A 1 A_XScream\n\tHDB5 AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    HDB5 AAAAA 0 A_SpawnDebris(\"FlyingBlood\")*/\n\tXXAB A 1 A_XScream\n    XXAB AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XXAB AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\t//XXAD A -1\n    stop\n  }\n}\n\nactor Skeletonx3 : HangingMeat 3218\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    //HDB5 A -1\n\tXXAC A -1\n\tstop\n  Death:\n    /*HDB5 A 1 A_XScream\n\tHDB5 AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    HDB5 AAAAA 0 A_SpawnDebris(\"FlyingBlood\")*/\n\tXXAC A 1 A_XScream\n    XXAC AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XXAC AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\t//XXAD A -1\n    stop\n  }\n}\n\nactor Skeletonx4 : HangingMeat 3219\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n    //HDB5 A -1\n\tXXAE A -1\n\tstop\n  Death:\n    /*HDB5 A 1 A_XScream\n\tHDB5 AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    HDB5 AAAAA 0 A_SpawnDebris(\"FlyingBlood\")*/\n\tXXAE A 1 A_XScream\n    XXAE AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XXAE AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n\t//XXAD A -1\n    stop\n  }\n}\n\nactor Skeletonx5 : HangingMeat 3220\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n\tXXAF A 1\n\tTNT1 A 0 A_Jump(random(1,4),\"Drip\")\n\tLoop\n  Drip:\n\tTNT1 A 0 A_SpawnItem(\"HangedBloodDrip\")\n\tGoto Spawn\n  Death:\n\tXXAF A 1 A_XScream\n    XXAF AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XXAF AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    stop\n  }\n}\n\nactor bloodyleg 3192\n{\n  //$Category \"BlooM Corpses\"\n  health 15\n  radius 16\n  height 56\n  mass 10000000\n  translation 0\n  Scale 0.6\n  -SPAWNCEILING\n  -NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  -DONTGIB\n  -SOLID\n  states\n  {\n  Spawn:\n    LEGX A -1\n    stop\n  Death:\n    BCUL OOOOO 0 A_SpawnDebris(\"FlyingBlood\")\n\tBCUL O 0 A_XScream\n    BCUL O 0 A_Jump(32,2)\n    BCUL O 0 A_SpawnDebris (\"Bloodliver\")\n    BCUL O 5\n  stop\n  }\n}\n\nactor Hangindeadchick2 : HangingMeat 3180\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n\tXDC2 A 1\n\tTNT1 A 0 A_Jump(random(1,4),\"Drip\")\n\tLoop\n  Drip:\n\tTNT1 A 0 A_SpawnItem(\"HangedBloodDrip\")\n\tGoto Spawn\n  Death:\n\tXDC2 A 1 A_XScream\n    XDC2 AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XDC2 AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    stop\n  }\n}\n\nactor Hangindeadchick3 3184\n{\n  //$Category \"BlooM Corpses\"\n  health 30\n  radius 16\n  height 100\n  mass 10000000\n  translation 0\n  +SOLID\n  +SPAWNCEILING\n  +NOGRAVITY\n  +SHOOTABLE\n  -COUNTKILL\n  +NOICEDEATH\n  +DONTSPLASH\n  -ISMONSTER\n  +RANDOMIZE\n  states\n  {\n  Spawn:\n\tXDC3 A 1\n\tTNT1 A 0 A_Jump(random(1,4),\"Drip\")\n\tLoop\n  Drip:\n\tTNT1 A 0 A_SpawnItem(\"HangedBloodDrip\")\n\tGoto Spawn\n  Death:\n\tXDC3 A 1 A_XScream\n    XDC3 AAAAA 0 A_SpawnDebris (\"OrganDebris\")\n    XDC3 AAAAA 0 A_SpawnDebris(\"FlyingBlood\")\n    stop\n  }\n}\n\nactor skullcow 3211\n{\n  //$Category \"BlooM Corpses\"\n  +SOLID\n  mass 10000000\n  height 15\n  Scale 0.6\n  states\n  {\n  Spawn:\n   WCOW A -1\n    stop\n  }\n}\n\nactor pileskulls 3231\n{\n  //$Category \"BlooM Corpses\"\n  Scale 0.6\n  states\n  {\n  Spawn:\n   PILS A -1\n   Stop\n  }\n}\n\nactor impaledskullx 3232\n{\n  //$Category \"BlooM Corpses\"\n  Scale 0.6\n  states\n  {\n  Spawn:\n   1SKL A -1\n   Stop\n  }\n}\n\nactor hatchedskull 3233\n{\n  //$Category \"BlooM Corpses\"\n  Scale 0.6\n  states\n  {\n  Spawn:\n   QSKL A -1\n   Stop\n  }\n}\n\nactor impaledskullx2 3234\n{\n  //$Category \"BlooM Corpses\"\n  Scale 0.6\n  states\n  {\n  Spawn:\n   RSKL A -1\n   Stop\n  }\n}"
      }
    ]
  },
  "maps": [
    {
      "map": "MAP01",
      "title": "MAP01",
      "format": "unknown",
      "stats": {
        "things": 0,
        "linedefs": 0,
        "sidedefs": 0,
        "vertices": 0,
        "sectors": 0,
        "segs": 0,
        "ssectors": 0,
        "nodes": 0,
        "textures": {}
      },
      "monsters": {
        "total": 0,
        "by_type": {},
        "by_category": null
      },
      "items": {
        "total": 0,
        "by_type": {},
        "ammo_by_category": null,
        "weapons_present": null
      },
      "mechanics": {
        "teleports": false,
        "keys": [],
        "secret_exit": false
      },
      "difficulty": {
        "uv_monsters": 0,
        "hmp_monsters": 0,
        "htr_monsters": 0,
        "uv_items": 0,
        "hmp_items": 0,
        "htr_items": 0
      },
      "compatibility": "unknown",
      "metadata": {
        "title": null,
        "music": null,
        "source": "marker"
      }
    }
  ]
}

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