Counts

endoom0
graphics0
lumps1049
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
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    "sha1": "4a30547fe23c3282d3c087fdee31289dfe7bb70a",
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      "li-wpnitm_plus_bullets_with_dignity.pk3"
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    "additional": {
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      "iwad": [],
      "filename": null,
      "added": "2022/02/15 23:58:22",
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    "added": "2022/02/15 23:58:22",
    "file": {
      "type": "PK3",
      "size": 5457379,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4a30547fe23c3282d3c087fdee31289dfe7bb70a/4a30547fe23c3282d3c087fdee31289dfe7bb70a.pk3.gz",
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    "content": {
      "counts": {
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    "text_files": [
      {
        "source": "pk3",
        "name": "credits.txt",
        "contents": "Lippeth - Weapons of Saturn. Permission granted to use resources. (thank you, dude)\nFaslrn - Feedback, testing and code. (with permissions. Big thanks to him for the testing and support of the mod :) )\nCaptain J - Sprites, testing & feedback (big thanks to J! :D )\nGAA1992 - Voxels, testing & feedback\nCredits from WoS:\nBeautiful Doom by zer0\nBrutal Doom by Sergeant_Mark_IV\nDemon Eclipse by Eriance\nAccessories to Murder by wildweasel and DoomNukem\nWeasel Presents: NAZIS v2 by wildweasel\nDOOMRL Arsenal by Yholl, SoloSpaghetti and Sgt. Shivers\nKilling Floor by Tripwire Interactive\nReturn To Castle Wolfenstein by Gray Matter Interactive\nDoom 3 by id Software\n\nSoldier of Fortune II by Raven Software (sound effects)\nMedal of Honor: Allied Assault by 2015, Inc (sound effects)\n\nAs well as this, there are also some voxels from Voxels of Saturn made by Voxelbro. There's also some vanilla DOOM voxels but\nunfortunately I do not recall who made them. The plasma rifle from Voxels of Saturn was slightly out of date and still\nretained the caution tape around it. GAA1992 fixed that. Thanks to him.\nGAA1992 also ripped the individual shell voxels from Shadow Warrior.\n\n'Vanilla' armor bonus voxel models made by Voxelbro :)\n\nOriginal mod by LedIris.\nBullet's With Dignity add-on by Gamer With Dignity."
      },
      {
        "source": "pk3",
        "name": "cvarinfo.txt",
        "contents": "SERVER INT SmokeEffects = 1; //enable/disable smoke\nSERVER INT ShellCasings = 1; //enable/disable casings\nSERVER INT SpentMags = 1;\nSERVER INT Barrels = 1; //modified/vanilla/mixed barrels\nSERVER INT ArmorBonuses = 1; //modified/vanilla/mixed armor\nSERVER INT AimPunch = 1; //enable/disable aim punch\nSERVER INT ShellSys = 1; //enable/disable individual shell system\nSERVER INT MedSys = 1; //enable/disable split medikit system\nSERVER INT ShotPump = 0; //enable/disable vanilla shotgun pump\nSERVER INT DeathAnim = 0; //enable/disable death animation\n\nSERVER INT ProjectileBullets = 1;\nSERVER INT BulletSpeed = 80;\nSERVER INT EnemyProjectileBullets = 1;\nSERVER INT EnemyBulletSpeed = 60;\nSERVER INT SSGAltFire = 0;"
      },
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "/*\nWeapon base. This makes it easier to change viewbobbing as changing this\nwill change it for every weapon.\n*/\n\nACTOR ModWeapon : Weapon\n{\n\tWeapon.BobStyle Smooth\n\tWeapon.BobSpeed 3.0\n\tWeapon.BobRangeX 0.25\n\tWeapon.BobRangeY 0.50\n}\n\n// The player. DoomGuy at his finest!\n\n#include actors/player.txt\n\n// Monsters\n\n#include actors/monsters/zombieguy.txt\n#include actors/monsters/minigunner.txt\n#include actors/monsters/sergeant.txt\n#include actors/monsters/spider.txt\n\n// Items!\n\n#include actors/items/armor.txt\n#include actors/items/health.txt\n#include actors/items/ammo.txt\n#include actors/items/pwrups.txt\n#include actors/items/keys.txt\n\n// FIRESTICKS\n\n#include actors/weapons/projectiles.txt\n#include actors/weapons/barrels.txt\n#include actors/weapons/puffs.txt\n\n#include actors/weapons/knuckle.txt\n#include actors/weapons/chainsaw.txt\n#include actors/weapons/pistol.txt\n#include actors/weapons/rifle.txt\n#include actors/weapons/shotgun.txt\n#include actors/weapons/dbsg.txt\n#include actors/weapons/minigun.txt\n#include actors/weapons/rlaunch.txt\n#include actors/weapons/plasrifle.txt\n#include actors/weapons/bfg.txt\n\n// Effects. (casings and smoke)\n\n#include actors/weapons/smoke.txt\n#include actors/weapons/casings.txt"
      },
      {
        "source": "pk3",
        "name": "decaldef.txt",
        "contents": "decal FistScorch\n{\n\tpic SCORCH1\n\tadd .5\n\tshade \"00 00 00\"\n\tx-scale 0.2\n\ty-scale 0.08\n\trandomflipx\n\trandomflipy\n}\n\nDecal ChainsawMarkLower\n{\n\tPic SAWMARK\n\tTranslucent 0.75\n\tShade \"00 00 00\"\n\tX-Scale 0.2\n\tY-Scale 0.5\n\tRandomFlipX\n\tRandomflipY\n}\n\nDecal ChainsawMark\n{\n\tPic SAWMARK\n\tShade \"00 00 00\"\n\tX-Scale 0.1\n\tY-Scale 0.4\n\tRandomFlipX\n\tRandomFlipY\n\tLowerDecal ChainsawMarkLower\n}\n\ndecal Crack1\n{\n\tpic BFGLITE1\n\tshade \"00 00 00\"\n\trandomflipy\n\trandomflipx\n}\n\ndecal Crack2\n{\n\tpic BFGLITE2\n\tshade \"00 00 00\"\n\trandomflipy\n\trandomflipx\n}\n\ndecalgroup Crack\n{\n\tCrack1\t1\n\tCrack2\t1\n}\n\n//Generators\n\ngenerator PistolBullet\t\tBulletChip\ngenerator RifleBullet\t\tBulletChip\ngenerator Buckshot \t\t\tBulletChip\ngenerator SuperBuckshot\t\tBulletChip\ngenerator MinigunBullet\t\tBulletChip\ngenerator EnemyPistolBullet\tBulletChip\ngenerator EnemyBuckshot\t\tBulletChip\ngenerator SpiderBullet      BulletChip"
      },
      {
        "source": "pk3",
        "name": "doomdefs.txt",
        "contents": "///////////////////////\n//Doom Player & Enemies\n///////////////////////\n\n//Player\nflickerlight2 ZOMBIEATK\n{\n    color 1.0 0.8 0.2\n    size 48\n    secondarySize 56\n    interval 1\n    offset 0 40 0\n}\n\nobject DoomGuy\n{\n    frame PLAYF { light ZOMBIEATK }\n}\n\n//Monsters\n\npointlight IMPFIREBALL\n{\n    color 1.0 0.5 0.0\n    size 64\n}\n\n// Doom imp fireball explosion\nflickerlight IMPFIREBALL_X1\n{\n    color 0.7 0.2 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight IMPFIREBALL_X2\n{\n    color 0.4 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nflickerlight IMPFIREBALL_X3\n{\n    color 0.2 0.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nobject DoomImpBall\n{\n\tframe BAL1A { LIGHT IMPFIREBALL }\n\tframe BAL1B { LIGHT IMPFIREBALL }\n\tframe BAL1C { LIGHT IMPFIREBALL_X1 }\n\tframe BAL1D { LIGHT IMPFIREBALL_X2 }\n\tframe BAL1E { LIGHT IMPFIREBALL_X3 }\n}\n\n//Cacodemon fireball\nflickerlight CACOBALL\n{\n    color 0.1 0.1 1.0\n    size 56\n    secondarySize 64\n    chance 0.5\n}\n\nflickerlight CACOBALL_X1\n{\n    color 0.1 0.4 0.9\n    size 72\n    secondarySize 80\n    chance 0.25\n}\n\nflickerlight CACOBALL_X2\n{\n    color 0.0 0.1 0.6\n    size 88\n    secondarySize 96\n    chance 0.25\n}\n\nflickerlight CACOBALL_X3\n{\n    color 0.0 0.0 0.3\n    size 104\n    secondarySize 112\n    chance 0.25\n}\n\nobject CacodemonBall\n{\n    frame BAL2A { light CACOBALL }\n    frame BAL2B { light CACOBALL }\n\n    frame BAL2C { light CACOBALL_X1 }\n    frame BAL2D { light CACOBALL_X2 }\n\tframe BAL2E { light CACOBALL_X2 }\n    frame BAL2F { light CACOBALL_X3 }\n}\n\n//Lost soul\nflickerlight LOSTSOUL\n{\n    color 1.0 0.3 0.0\n    size 56\n    secondarysize 64\n    chance 0.5\n}\n\nflickerlight LOSTSOUL_X1\n{\n    color 0.8 0.3 0.0\n    size 72\n    secondarySize 80\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X2\n{\n    color 0.6 0.2 0.0\n    size 88\n    secondarySize 96\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X3\n{\n    color 0.4 0.1 0.0\n    size 104\n    secondarySize 112\n    chance 0.25\n}\n\nflickerlight LOSTSOUL_X4\n{\n    color 0.2 0.0 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nobject LostSoul\n{\n    frame SKULA { light LOSTSOUL_X1 }\n    frame SKULB { light LOSTSOUL_X1 }\n    frame SKULC { light LOSTSOUL_X1 }\n    frame SKULD { light LOSTSOUL_X1 }\n    frame SKULE { light LOSTSOUL_X1 }\n    frame SKULF { light LOSTSOUL_X1 }\n    frame SKULG { light LOSTSOUL_X1 }\n    frame SKULH { light LOSTSOUL_X1 }\n    frame SKULI { light LOSTSOUL_X2 }\n    frame SKULJ { light LOSTSOUL_X3 }\n    frame SKULK { light LOSTSOUL_X4 }\n}\n\n// Mancubus Fireball\nobject FatShot\n{\n    frame MANFA { light ROCKETLIGHT }\n    frame MANFB { light IMPBALL }\n\n    frame MISLB { light ROCKET_X1 }\n    frame MISLC { light ROCKET_X2 }\n    frame MISLD { light ROCKET_X3 }\n}\n\n// Revenant tracer\npointlight TRACER\n{\n    color 1.0 0.3 0.0\n    size 48\n}\n\nflickerlight TRACER_X1\n{\n    color 1.0 0.2 0.0\n    size 64\n    secondarySize 72\n    chance 0.25\n}\n\nflickerlight TRACER_X2\n{\n    color 0.6 0.0 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight TRACER_X3\n{\n    color 0.3 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nobject RevenantTracer {\n\tframe FATB { light TRACER }\n\n\tframe FBXPA { light TRACER_X1 }\n\tframe FBXPB { light TRACER_X2 }\n\tframe FBXPC { light TRACER_X3 }\n}\n\n//Baron / Hellknight\npointlight BARONBALL\n{\n    color 0.0 1.0 0.0\n    size 64\n}\n\nflickerlight BARONBALL_X1\n{\n    color 0.0 0.7 0.0\n    size 80\n    secondarySize 88\n    chance 0.25\n}\n\nflickerlight BARONBALL_X2\n{\n    color 0.0 0.4 0.0\n    size 96\n    secondarySize 104\n    chance 0.25\n}\n\nflickerlight BARONBALL_X3\n{\n    color 0.0 0.2 0.0\n    size 112\n    secondarySize 120\n    chance 0.25\n}\n\nobject BaronBall {\n\tframe BAL7A { light BARONBALL }\n\tframe BAL7B { light BARONBALL }\n\n\tframe BAL7C { light BARONBALL_X1 }\n\tframe BAL7D { light BARONBALL_X2 }\n\tframe BAL7E { light BARONBALL_X3 }\n}\n\n//Arachnotron\npointlight ARACHPLAS\n{\n    color 0.6 1.0 0.0\n    size 56\n}\n\nflickerlight ARACHPLAS_X1\n{\n    color 0.4 0.8 0.0\n    size 72\n    secondarySize 80\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X2\n{\n    color 0.6 0.6 0.0\n    size 88\n    secondarySize 96\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X3\n{\n    color 0.4 0.4 0.0\n    size 48\n    secondarySize 32\n    chance 0.3\n}\n\nflickerlight ARACHPLAS_X4\n{\n    color 0.2 0.2 0.0\n    size 24\n    secondarySize 16\n    chance 0.3\n}\n\nobject ArachnotronPlasma {\n\tframe APLS { light ARACHPLAS }\n\n\tframe APBXA { light ARACHPLAS_X1 }\n\tframe APBXB { light ARACHPLAS_X1 }\n\tframe APBXC { light ARACHPLAS_X2 }\n\tframe APBXD { light ARACHPLAS_X3 }\n\tframe APBXE { light ARACHPLAS_X4 }\n}\n\n//Archvile Flame\nobject ArchvileFire {\n\tframe FIRE { light IMPFIREBALL }\n}\n\nobject Zombieman\n{\n    frame POSSF { light ZOMBIEATK }\n}\n\nobject ShotgunGuy\n{\n    frame SPOSF { light ZOMBIEATK }\n}\n\nobject ChaingunGuy\n{\n    frame CPOSE { light ZOMBIEATK }\n    frame CPOSF { light ZOMBIEATK }\n}\n\nobject WolfensteinSS\n{\n\tframe SSWVG { light ZOMBIEATK }\n}\n\n//////////////////\n//Doom Decorations\n//////////////////\n\n// Floor lamp\npointlight LAMP\n{\n    color 1.0 0.8 0.2\n    size 56\n    offset 0 44 0\n}\n\nobject Column\n{\n    frame COLU { light LAMP }\n}\n\n// Short tech lamp\npointlight SMALLLAMP\n{\n    color 0.8 0.8 1.0\n    size 56\n    offset 0 44 0\n}\n\nobject TechLamp2\n{\n    frame TLP2 { light SMALLLAMP }\n}\n\n// Tall tech lamp\npointlight BIGLAMP\n{\n    color 0.8 0.8 1.0\n    size 64\n\toffset 0 72 0\n}\n\nobject TechLamp\n{\n    frame TLMP { light BIGLAMP }\n}\n\n// Tall red torch\nflickerlight2 BIGREDTORCH\n{\n    color 1.0 0.3 0.0\n    size 64\n    secondarySize 72\n    interval 0.1\n    offset 0 60 0\n}\n\nobject RedTorch\n{\n    frame TRED { light BIGREDTORCH }\n}\n\n// Tall green torch\nflickerlight2 BIGGREENTORCH\n{\n    color 0.0 1.0 0.0\n    size 64\n    secondarySize 72\n    interval 0.1\n    offset 0 60 0\n}\n\nobject GreenTorch\n{\n    frame TGRN { light BIGGREENTORCH }\n}\n\n// Tall blue torch\nflickerlight2 BIGBLUETORCH\n{\n    color 0.0 0.0 1.0\n    size 64\n    secondarySize 72\n    interval 0.1\n    offset 0 60 0\n}\n\nobject BlueTorch\n{\n    frame TBLU { light BIGBLUETORCH }\n}\n\n// Small red torch\nflickerlight2 SMALLREDTORCH\n{\n    color 1.0 0.3 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\nobject ShortRedTorch\n{\n    frame SMRT { light SMALLREDTORCH }\n}\n\n// Small green torch\nflickerlight2 SMALLGREENTORCH\n{\n    color 0.0 1.0 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\nobject ShortGreenTorch\n{\n    frame SMGT { light SMALLGREENTORCH }\n}\n\n// Small blue torch\nflickerlight2 SMALLBLUETORCH\n{\n    color 0.0 0.0 1.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 35 0\n}\n\nobject ShortBlueTorch\n{\n    frame SMBT { light SMALLBLUETORCH }\n}\n\n// Burning barrel\nflickerlight2 FIREBARREL\n{\n    color 1.0 0.3 0.0\n    size 48\n    secondarySize 54\n    interval 0.1\n    offset 0 32 0\n}\n\nobject BurningBarrel\n{\n    frame FCAN { light FIREBARREL }\n}\n\n// Skulls w/candles\nflickerlight2 SKULLCANDLES\n{\n    color 1.0 1.0 0.0\n    size 32\n    secondarySize 34\n    interval 0.1\n    offset 0 24 0\n}\n\nobject HeadCandles\n{\n    frame POL3 { light SKULLCANDLES }\n}\n\nobject FloatingSkull\n{\n\tframe FSKU { light SKULLCANDLES }\n}\n\n// Candle\npointlight CANDLE\n{\n    color 1.0 1.0 0.0\n    size 16\n    offset 0 16 0\n}\n\nobject Candlestick\n{\n    frame CAND { light CANDLE }\n}\n\nobject EvilEye\n{\n\tframe CEYE {light CANDLE }\n}\n\n// Candelabra\npointlight CANDELABRA\n{\n    color 1.0 1.0 0.0\n    size 48\n    offset 0 52 0\n}\n\nobject Candelabra\n{\n    frame CBRA { light CANDELABRA }\n}\n\n// Barrel\npulselight BARREL\n{\n    color 0.3 1.0 0.0\n    size 32\n    secondarySize 34\n    interval 0.1\n    offset 0 40 0\n\tdontlightself 1\n}\n\nobject ModBarrel\n{\n    frame BAR1  { light BARREL    }\n\n\tframe BEXPA { light ROCKET_X3 }\n\tframe BEXPB { light ROCKET_X2 }\n    frame BEXPC { light ROCKET_X1 }\n    frame BEXPD { light ROCKET_X1 }\n    frame BEXPE { light ROCKET_X1 }\n    frame BEXPF { light ROCKET_X1 }\n    frame BEXPG { light ROCKET_X1 }\n    frame BEXPH { light ROCKET_X1 }\n    frame BEXPI { light ROCKET_X1 }\n    frame BEXPJ { light ROCKET_X1 }\n    frame BEXPK { light ROCKET_X1 }\n    frame BEXPL { light ROCKET_X1 }\n    frame BEXPM { light ROCKET_X1 }\n    frame BEXPN { light ROCKET_X1 }\n    frame BEXPO { light ROCKET_X1 }\n    frame BEXPP { light ROCKET_X2 }\n\tframe BEXPQ { light ROCKET_X3 }\n}\n\n/*object BurningBarrelBase\n{\n\tframe BEXLR { light ROCKET_X3 }\n\tframe BEXLS { light ROCKET_X3 }\n\tframe BEXLT { light ROCKET_X3 }\n}*/\n\n// Bullet puff\nflickerlight BPUFF1\n{\n    color 0.5 0.5 0.0\n    size 6\n    secondarySize 8\n    chance 0.8\n}\n\nflickerlight BPUFF2\n{\n    color 0.5 0.5 0.0\n    size 3\n    secondarySize 4\n    chance 0.8\n}\n\nobject BulletPuff\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\n//////////////////\n//Doom Projectiles\n//////////////////\n\n// Rocket\npointlight ROCKET\n{\n    color 1.0 0.7 0.0\n    size 56\n}\n\nflickerlight ROCKET_X1\n{\n    color 1.0 0.7 0.0\n    size 64\n    secondarySize 72\n    chance 0.3\n}\n\nflickerlight ROCKET_X2\n{\n    color 0.5 0.1 0.0\n    size 80\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight ROCKET_X3\n{\n    color 0.3 0.0 0.0\n    size 96\n    secondarySize 104\n    chance 0.3\n}\n\nobject Rocket2\n{\n\tframe MSLEA { light ROCKET }\n\n    frame FLXPA { light ROCKET_X3 }\n\tframe FLXPB { light ROCKET_X2 }\n\tframe FLXPC { light ROCKET_X1 }\n\tframe FLXPD { light ROCKET_X1 }\n\tframe FLXPE { light ROCKET_X1 }\n\tframe FLXPF { light ROCKET_X1 }\n\tframe FLXPG { light ROCKET_X1 }\n\tframe FLXPH { light ROCKET_X1 }\n\tframe FLXPI { light ROCKET_X1 }\n\tframe FLXPJ { light ROCKET_X1 }\n\tframe FLXPK { light ROCKET_X1 }\n\tframe FLXPL { light ROCKET_X1 }\n\tframe FLXPM { light ROCKET_X1 }\n\tframe FLXPN { light ROCKET_X1 }\n\tframe FLXPO { light ROCKET_X1 }\n\tframe FLXPP { light ROCKET_X1 }\n\tframe FLXPQ { light ROCKET_X1 }\n\tframe FLXPR { light ROCKET_X1 }\n\tframe FLXPS { light ROCKET_X1 }\n\tframe FLXPT { light ROCKET_X1 }\n\tframe FLXPU { light ROCKET_X1 }\n\tframe FLXPV { light ROCKET_X1 }\n\tframe FLXPW { light ROCKET_X1 }\n\tframe FLXPX { light ROCKET_X1 }\n\tframe FLXPY { light ROCKET_X2 }\n\tframe FLXPZ { light ROCKET_X3 }\n}\n\nobject Grenade2\n{\n\tframe SGRN { light ROCKET }\n\n\tframe HELXA { light ROCKET_X3 }\n\tframe HELXB { light ROCKET_X2 }\n\tframe HELXC { light ROCKET_X1 }\n\tframe HELXD { light ROCKET_X1 }\n\tframe HELXE { light ROCKET_X1 }\n\tframe HELXF { light ROCKET_X1 }\n\tframe HELXG { light ROCKET_X1 }\n\tframe HELXH { light ROCKET_X1 }\n\tframe HELXI { light ROCKET_X2 }\n\tframe HELXJ { light ROCKET_X3 }\n}\n\n// Plasma\npointlight PLASMABALL\n{\n    color 0.0 0.1 1.0\n    size 56\n}\n\nflickerlight PLASMA_X1\n{\n    color 0.2 0.2 1.0\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA_X2\n{\n    color 0.2 0.2 0.8\n    size 80\n    secondarySize 88\n    chance 0.4\n}\n\nflickerlight PLASMA_X3\n{\n    color 0.1 0.1 0.5\n    size 64\n    secondarySize 72\n    chance 0.4\n}\n\nflickerlight PLASMA_X4\n{\n    color 0.0 0.0 0.2\n    size 8\n    secondarySize 16\n    chance 0.4\n}\n\nobject Plasma\n{\n    frame PLZS { light PLASMABALL }\n\n    frame PLZEA { light PLASMA_X1 }\n    frame PLZEB { light PLASMA_X2 }\n    frame PLZEC { light PLASMA_X2 }\n    frame PLZED { light PLASMA_X3 }\n    frame PLZEE { light PLASMA_X4 }\n}\n\n// BFG\npointlight BFGBALL\n{\n    color 0.0 1.0 0.0\n    size 80\n}\n\nflickerlight BFGBALL_X1\n{\n    color 0.2 1.0 0.2\n    size 80\n    secondarySize 88\n    chance 0.3\n}\n\nflickerlight BFGBALL_X2\n{\n    color 0.3 1.0 0.3\n    size 104\n    secondarySize 112\n    chance 0.3\n}\n\nflickerlight BFGBALL_X3\n{\n    color 0.5 1.0 0.5\n    size 120\n    secondarySize 128\n    chance 0.3\n}\n\nflickerlight BFGBALL_X4\n{\n    color 0.2 0.7 0.2\n    size 56\n    secondarySize 64\n    chance 0.3\n}\n\nflickerlight BFGBALL_X5\n{\n    color 0.1 0.3 0.1\n    size 48\n    secondarySize 56\n    chance 0.3\n}\n\nobject BFGBall\n{\n    frame BFS1A { light BFGBALL }\n    frame BFS1B { light BFGBALL }\n\tframe BFS1C { light BFGBALL }\n    frame BFS1D { light BFGBALL }\n\n    frame BFE1A { light BFGBALL_X1 }\n    frame BFE1B { light BFGBALL_X2 }\n    frame BFE1C { light BFGBALL_X3 }\n    frame BFE1D { light BFGBALL_X1 }\n    frame BFE1E { light BFGBALL_X4 }\n    frame BFE1F { light BFGBALL_X5 }\n}\n\n// Soul Sphere\npulselight SOULSPHERE\n{\n    color 0.0 0.0 1.0\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\nobject Supercharge\n{\n    frame SOUL { light SOULSPHERE }\n}\n\n// Invulnerability Sphere\npulselight INVULN\n{\n    color 0.0 1.0 0.0\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\nobject InvulnSphere\n{\n    frame PINV { light INVULN }\n}\n\n// Mega Sphere\npulselight MEGA\n{\n    color 0.82 0.72 0.62\n    size 40\n    secondarySize 42\n    interval 2.0\n    offset 0 16 0\n}\n\nobject Megasphere2\n{\n\tframe MEGA { light MEGA }\n}\n\n// Blur Sphere\npointlight BLURSPHERE1\n{\n    color 1.0 0.0 0.0\n    size 40\n    offset 0 16 0\n}\n\npointlight BLURSPHERE2\n{\n    color 0.0 0.0 1.0\n    size 32\n    offset 0 16 0\n}\n\npointlight BLURSPHERE3\n{\n    color 0.0 0.0 1.0\n    size 24\n    offset 0 16 0\n}\n\npointlight BLURSPHERE4\n{\n    color 0.0 0.0 1.0\n    size 16\n    offset 0 16 0\n}\n\npointlight BLURSPHERE5\n{\n    color 0.0 0.0 1.0\n    size 8\n    offset 0 16 0\n}\n\nobject InvisSphere\n{\n    frame PINS { light BLURSPHERE1 }\n\n    frame PINSA { light BLURSPHERE2 }\n    frame PINSB { light BLURSPHERE3 }\n    frame PINSC { light BLURSPHERE4 }\n    frame PINSD { light BLURSPHERE5 }\n}\n\n// Health Potion\npulselight HEALTHPOTION\n{\n    color 0.0 0.0 0.6\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject HealthBonus2\n{\n    frame BON1 { light HEALTHPOTION }\n}\n\n// Armour Helmet\npulselight ARMORBONUS\n{\n    color 0.0 0.6 0.0\n    size 16\n    secondarySize 14\n    interval 1.0\n\tdontlightself 1\n}\n\nobject ArmorBonus2\n{\n    frame BON2 { light ARMORBONUS }\n}\n\n// Blue Keys\nobject BlueKey\n{\n    frame BKEY { light HEALTHPOTION }\n}\n\nobject BlueSkul\n{\n    frame BSKU { light HEALTHPOTION }\n}\n\n// Yellow Keys\npulselight YELLOWKEY\n{\n    color 0.6 0.6 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject YellowKey\n{\n    frame YKEY { light YELLOWKEY }\n}\n\nobject YellowSkul\n{\n    frame YSKU { light YELLOWKEY }\n}\n\n// Red Keys\npulselight REDKEY\n{\n    color 0.6 0.0 0.0\n    size 16\n    secondarySize 18\n    interval 2.0\n}\n\nobject RedKey\n{\n    frame RKEY { light REDKEY }\n}\n\nobject RedSkul\n{\n    frame RSKU { light REDKEY }\n}\n\n// Green armour\npointlight GREENARMOR1\n{\n    color 0.0 0.6 0.0\n    size 48\n}\n\npointlight GREENARMOR2\n{\n    color 0.0 0.6 0.0\n    size 32\n}\n\nobject GreenArmor2\n{\n    frame ARM1A { light GREENARMOR1 }\n    frame ARM1B { light GREENARMOR2 }\n}\n\n// Blue armour\npointlight BLUEARMOR1\n{\n    color 0.0 0.0 0.6\n    size 48\n}\n\npointlight BLUEARMOR2\n{\n    color 0.0 0.0 0.6\n    size 32\n}\n\nobject BlueArmor2\n{\n    frame ARM2A { light BLUEARMOR1 }\n    frame ARM2B { light BLUEARMOR2 }\n}\n\n//Allmap\npointlight ComputerA\n{\n\tcolor 0.0 0.6 0.0\n\tsize 9\n\toffset 0 6 0\n\tdontlightself 1\n}\n\npointlight ComputerB\n{\n\tcolor 0.1 0.45 0.0\n\tsize 9\n\toffset 0 6 0\n\tdontlightself 1\n}\n\npointlight ComputerC\n{\n\tcolor 0.1 0.65 0.0\n\tsize 9\n\toffset 0 6 0\n\tdontlightself 1\n}\n\npointlight ComputerD\n{\n\tcolor 0.0 0.6 0.0\n\tsize 9\n\toffset 0 6 0\n\tdontlightself 1\n}\n\nobject CompMap\n{\n    frame PMAPA { light COMPUTERA }\n\tframe PMAPB { light COMPUTERB }\n\tframe PMAPC { light COMPUTERC }\n\tframe PMAPD { light COMPUTERD }\n}\n\n// Doom Teleport fog\nflickerlight DTFOG1\n{\n    color 0.4 1.0 0.4\n    size 56\n    secondarySize 64\n    chance 0.4\n}\n\nflickerlight DTFOG2\n{\n    color 0.4 1.0 0.4\n    size 40\n    secondarySize 48\n    chance 0.4\n}\n\nflickerlight DTFOG3\n{\n    color 0.4 1.0 0.4\n    size 24\n    secondarySize 32\n    chance 0.4\n}\n\nflickerlight DTFOG4\n{\n    color 0.4 1.0 0.4\n    size 10\n    secondarySize 16\n    chance 0.4\n}\n\nobject TeleportFog\n{\n    frame TFOGA { light DTFOG1 }\n    frame TFOGB { light DTFOG2 }\n    frame TFOGC { light DTFOG2 }\n    frame TFOGD { light DTFOG2 }\n    frame TFOGE { light DTFOG3 }\n    frame TFOGF { light DTFOG4 }\n    frame TFOGI { light DTFOG4 }\n    frame TFOGJ { light DTFOG3 }\n}\n\nGlow\n{\n\tFlats\n\t{\n//Texture \"flat name\", color[, glow height] [, fullbright]\n\tTexture \"F_SKY1\", AA8855 , 128\n\tTexture \"NUKAGE1\", 00AA11 , 72\n\tTexture \"NUKAGE2\", 00AA11 , 72\n\tTexture \"NUKAGE3\", 00AA11 , 72\n\tTexture \"FWATER1\", 0001BB , 48\n\tTexture \"FWATER2\", 0001BB , 48\n\tTexture \"FWATER3\", 0001BB , 48\n\tTexture \"FWATER4\", 0001BB , 48\n\tTexture \"BLOOD1\", BB0100 , 32\n\tTexture \"BLOOD2\", BB0100 , 32\n\tTexture \"BLOOD3\", BB0100 , 32\n\tTexture \"LAVA1\", FF6611, 96, fullbright\n\tTexture \"LAVA2\", FF6611, 96, fullbright\n\tTexture \"LAVA3\", FF6611, 96, fullbright\n\tTexture \"LAVA4\", FF6611, 96, fullbright\n\tTexture \"RROCK01\", DD0800 , 48\n\tTexture \"RROCK02\", FFAA00 , 48\n\tTexture \"RROCK05\", DD0800 , 40\n\tTexture \"RROCK06\", DD0800 , 32\n\tTexture \"RROCK07\", DD0800 , 24\n\tTexture \"RROCK08\", DD0800 , 16\n\tTexture \"SLIME01\", 664400 , 56\n\tTexture \"SLIME02\", 664400 , 56\n\tTexture \"SLIME03\", 664400 , 56\n\tTexture \"SLIME04\", 664400 , 56\n\tTexture \"SLIME05\", 664400 , 40\n\tTexture \"SLIME06\", 664400 , 40\n\tTexture \"SLIME07\", 664400 , 40\n\tTexture \"SLIME08\", 664400 , 40\n\tTexture \"SLIME09\", FF0100 , 32\n\tTexture \"SLIME10\", FF0100 , 24\n\tTexture \"SLIME11\", FF0100 , 16\n\tTexture \"SLIME12\", FF0100 , 8\n\tTexture \"TLITE6_1\", AA8855 , 32, fullbright\n\tTexture \"TLITE6_4\", AA8855 , 32, fullbright\n\tTexture \"TLITE6_5\", BB0100 , 32, fullbright\n\tTexture \"TLITE6_6\", AA8855 , 32, fullbright\n\tTexture \"FLAT2\", FFFFFF , 24\n\tTexture \"GATE1\", BB0100 , 96, fullbright\n\tTexture \"GATE2\", BB0100 , 96, fullbright\n\tTexture \"GATE3\", BB0100 , 96, fullbright\n\tTexture \"GATE4\", FFFFFF, 96, fullbright\n\tTexture \"FLAT22\", 0001BB, 32\n\tTexture \"CEIL1_2\", FFFFFF, 24\n\tTexture \"CEIL1_3\", FFFFFF, 24\n\tTexture \"CEIL3_4\", AA8855, 24\n\tTexture \"CEIL3_6\", FFFFFF, 24\n\tTexture \"FLAT17\", FFFFFF, 24\n\tTexture \"FLOOR1_7\", BB0100, 48\n\tTexture \"GRNLITE1\", FFFFFF, 24 fullbright\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "keyconf.txt",
        "contents": "addkeysection \"Led's Generic Mod Actions\" modactions\n\naddmenukey \"Quick Punch\" punchem\nalias punchem \"pukename PunchToggle; wait 9; +use; wait 1; -use\"\ndefaultbind Q punchem"
      },
      {
        "source": "pk3",
        "name": "gameinfo.txt",
        "contents": "STARTUPTITLE = \"Led's Generic Weapon Mod (build 102516)\"\nSTARTUPCOLORS = \"ff ff 00\", \"00 00 ff\""
      },
      {
        "source": "pk3",
        "name": "language.txt",
        "contents": "[enu default]\nCONFIRMPTG = \"Wait, what? I could've SWORE that this wasn't in here before. \\nWell, play at your own risk. Playability is not guaranteed!\";\n\nSTSTR_DQDON = \"Invulnerability ON\";\nSTSTR_DQDOFF = \"Invulnerability OFF\";\nSTSTR_KFAADDED = \"Where's the fun in that?!\";\nSTSTR_FAADDED = \"All weapons added! (No Keys)\";\nSTSTR_NCON = \"You feel ethereal.\";\nSTSTR_NCOFF = \"You feel normal again.\";\nSTSTR_CHOPPERS = \"FIND SOME MEAT!\";\n\nCC_HERO = \"Hey, it's you!\";\n\nOB_SUICIDE = \"%o ended it all.\";\nOB_FALLING = \"%o cratered.\";\nOB_CRUSH = \"%o was pulped.\";\nOB_EXIT = \"%o hit the big exit button.\";\nOB_WATER = \"%o never took swimming lessons.\";\nOB_SLIME = \"%o melted in the sludge.\";\nOB_LAVA = \"%o was evaporated by lava.\";\nOB_BARREL = \"%o got barreled over.\";\nOB_SPLASH = \"%o learnt about splash damage.\";\nOB_R_SPLASH = \"%o sure taught that wall a lesson.\";\nOB_ROCKET = \"%o sure taught that wall a lesson.\";\n\nDOSY = \"  \";"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "//This is for the aim punch & punching\nPL_PNC\nPL_PAIN\n//This is for the mod options\nMD_OPTN\n/*All of the mod options used to be seperate, now they are all in one file!*/\nprojectile"
      },
      {
        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "gameinfo\n{\n    playerclasses = \"DoomGuy\"\n}\n\nskill supersecretskill\n{\n\tAmmoFactor = 2\n\tFastMonsters\n\tDisableCheats\n\tSpawnFilter = Hard\n\tName = \"   \"\n\tMustConfirm = \"$CONFIRMPTG\"\n\tKey = \"p\"\n\treplaceactor = \"Shotgun\", \"Pistol\"\n\treplaceactor = \"SuperShotgun\", \"Pistol\"\n\treplaceactor = \"Chaingun\", \"Pistol\"\n\treplaceactor = \"Chainsaw\", \"Pistol\"\n\treplaceactor = \"Minigun\", \"Pistol\"\n\treplaceactor = \"Rocketlauncher\", \"Pistol\"\n\treplaceactor = \"Plasmarifle\", \"Pistol\"\n\treplaceactor = \"BFG9000\", \"Pistol\"\n\treplaceactor = \"Ammobox\", \"ActualAmmoBox\"\n\treplaceactor = \"Shell\", \"Clip\"\n\treplaceactor = \"Shellbox\", \"ActualAmmoBox\"\n\treplaceactor = \"RocketAmmo\", \"Clip\"\n\treplaceactor = \"Rocketbox\", \"ActualAmmoBox\"\n\treplaceactor = \"Cell\", \"Clip\"\n\treplaceactor = \"Cellpack\", \"ActualAmmoBox\"\n\treplaceactor = \"Backpack\", \"ActualAmmoBox\"\n\treplaceactor = \"Berserk\", \"Stimpack\"\n}"
      },
      {
        "source": "pk3",
        "name": "menudef.txt",
        "contents": "OptionMenu \"OptionsMenu\"\n{\n\tTitle \"OPTIONS\"\n\tSubmenu \"Led's Mod Options\",\t\t\"ModOptions\"\n\tStaticText \" \"\n\tSubmenu \"Customize Controls\",\t\t\"CustomizeControls\"\n\tSubmenu \"Mouse Options\",\t\t\t\"MouseOptions\"\n\tSubmenu \"Joystick Options\",\t\t\t\"JoystickOptions\"\n\tStaticText \" \"\n\tSubmenu \"Player Setup\",\t\t\t\t\"PlayerMenu\"\n\tSubmenu \"Gameplay Options\",\t\t\t\"GameplayOptions\"\n\tSubmenu \"Compatibility Options\",\t\"CompatibilityOptions\"\n\tSubmenu \"Automap Options\",\t\t\t\"AutomapOptions\"\n\tSubmenu \"HUD Options\",\t\t\t\t\"HUDOptions\"\n\tSubmenu \"Miscellaneous Options\",\t\"MiscOptions\"\n\tSubmenu \"Sound Options\",\t\t\t\"SoundOptions\"\n\tSubmenu \"Display Options\",\t\t\t\"VideoOptions\"\n\tSubmenu \"Set video mode\",\t\t\t\"VideoModeMenu\"\n\tStaticText \" \"\n\tSafeCommand \"Reset to defaults\",\t\"reset2defaults\"\n\tSafeCommand\t\"Reset to last saved\",\t\"reset2saved\"\n\tCommand \"Go to console\",\t\t\t\"menuconsole\"\n}\n\nOptionMenu \"ModOptions\" {\n\tTitle \"Led's Weapon Mod Settings\"\n\tStaticText \" \"\n\tStaticText \"VISUALS\", 1\n\tStaticText \" \"\n\tOption \"Enable Smoke Effects?\", \"SmokeEffects\", \"ModEffects\"\n\tOption \"Enable Shell Casings?\", \"ShellCasings\", \"ModEffects\"\n\tOption \"Enable Voxels?\", \"r_drawvoxels\", \"ModEffects\"\n\tOption \"Drop used mags?\", \"SpentMags\", \"ModEffects\"\n\tOption \"Armor Bonus Type\", \"ArmorBonuses\", \"ModBarrels\"\n\tStaticText \" \"\n\tStaticText \"GAMEPLAY\", 1\n\tStaticText \" \"\n\tOption \"Barrel Setting?\", \"Barrels\", \"ModBarrels\"\n\tStaticText \"Modified barrels have different animations\"\n\tStaticText \"and explode quicker.\"\n\tStaticText \"Mixed adds them all as well as Supply Crates.\"\n\tStaticText \" \"\n\tOption \"Switch SSG Fire/Alt-Fire?\", \"SSGAltFire\", \"ModEffects\"\n\tStaticText \" \"\n\tOption \"Enable Projectile Bullets?\", \"ProjectileBullets\", \"ModEffects\"\n\tSlider \"Player Bullet Speed\", \"BulletSpeed\", 20, 150, 100, 0\n\tStaticText \" \"\n\tOption \"Enable Enemy Projectile Bullets?\", \"EnemyProjectileBullets\", \"ModEffects\"\n\tSlider \"Enemy Bullet Speed\", \"EnemyBulletSpeed\", 20, 150, 100, 0\n\tStaticText \" \"\n\tOption \"Enable Aim Punch?\", \"AimPunch\", \"ModEffects\"\n\tStaticText \"If the player does not have armor, aim punch will\"\n\tStaticText \"pitch the screen up slightly when he/she is damaged.\"\n\tStaticText \" \"\n\tOption \"Enable Individual Shell System?\", \"ShellSys\", \"ModEffects\"\n\tStaticText \"When enabled, four individual shells will spawn\"\n\tStaticText \"instead of a four shell pickup.\"\n\tStaticText \" \"\n\tOption \"Enable Individual Medikit System?\", \"MedSys\", \"ModEffects\"\n\tStaticText \"When enabled, two stimpacks and a mini stimpack\"\n\tStaticText \"will spawn instead of a single medikit pickup.\"\n\tStaticText \" \"\n\tOption \"Enable Classic Shotgun Pump?\", \"ShotPump\", \"ModEffects\"\n\tStaticText \" \"\n\tStaticText \"EXPERIMENTAL\", 1\n\tStaticText \" \"\n\tOption \"Enable first person death animation?\", \"DeathAnim\", \"ModEffects\"\n\tStaticText \"When enabled, a new animation will play\"\n\tStaticText \"when the player dies.\"\n}\n\nOptionValue \"ModEffects\"\n{\n\t0, \"No\"\n\t1, \"Yes\"\n}\n\nOptionValue \"ModBarrels\"\n{\n\t0, \"Modified\"\n\t1, \"Vanilla\"\n\t2, \"Mixed\"\n}"
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "//Player Sounds\n$playersound\tplayer\tmale\t*land\t\tdspland\n\n$random player/armorhit { armhit1 armhit2 armhit3 armhit4 }\narmhit1 \tarmhit1\narmhit2 \tarmhit2\narmhit3 \tarmhit3\narmhit4 \tarmhit4\n\n$volume player/armorhit 0.5\n\nplayer/falldamage \tdspfldm\n\n$random player/bodythud\t\t\t{ gibbage/body1 gibbage/body2 gibbage/body3 gibbage/body4 gibbage/body5 gibbage/body6 }\ngibbage/body1\t\t\t\tdsthump1\ngibbage/body2\t\t\t\tdsthump2\ngibbage/body3\t\t\t\tdsthump3\ngibbage/body4\t\t\t\tdsthump4\ngibbage/body5\t\t\t\tdsthump5\ngibbage/body6\t\t\t\tdsthump6\n\n//Items\n\nitems/garmor \tgetarm\nitems/helmet \thelmet\n\nitems/hbonus \thbonus\nitems/health \tphealth\n\n$random items/clip { items/cli1 items/cli2 items/cli3 }\nitems/cli1 \t\tclip\nitems/cli2\t\tcli2\nitems/cli3\t\tcli3\n\nitems/clipb \tclipbox\nitems/shell \tshell\nitems/sbox \t\tshelbox\nitems/rocket \trockget\nitems/rocketb \trockbox\nitems/cell \t\tplequp\nitems/cellb \tcellbox\nitems/bpack \tpackget\n\npowerups/soul \tgetsoul\npowerups/mega \tgetmega\npowerups/invis \tgetvis\npowerups/invuln getinvl\npowerups/amap \tgetmap\npowerups/lamp \tgetlite\npowerups/suit \tgetsuit\npowerups/berserk getbzrk\n\nkeys/card \t\tgetkey\nkeys/skull \t\tgetskl\n\nmisc/crateopen \tcrtopn\n\n//Firesticks!\n\nweapons/deselect holstr\nweapons/rlaunch/equp \twequp\n\n//Barrels\n\n$random barrel/explode { baexp01 baexp02 baexp03 }\nbaexp01 ba_exp01\nbaexp02 ba_exp02\nbaexp03 ba_exp03\n\n//Casings\n\n$random weapons/casing { DSCASIN1 DSCASIN2 DSCASIN3 }\n\nDSCASIN1\tDSCASIN1\nDSCASIN2\tDSCASIN2\nDSCASIN3\tDSCASIN3\n\n$random weapons/shotgunshells { DSSHELL1 DSSHELL2 DSSHELL3 DSSHELL4 DSSHELL5 DSSHELL6 DSSHELL7 }\n\nDSSHELL1\tDSSHELL1\nDSSHELL2\tDSSHELL2\nDSSHELL3\tDSSHELL3\nDSSHELL4\tDSSHELL4\nDSSHELL5\tDSSHELL5\nDSSHELL6\tDSSHELL6\nDSSHELL7\tDSSHELL7\n\n$random chaingun/casing { chgncas1 chgncas2 chgncas3 }\nCHGNCAS1 \tDSRIFLC1\nCHGNCAS2 \tDSRIFLC2\nCHGNCAS3 \tDSRIFLC3\n\n$random weapons/smallclip { sc1 sc2 sc3 sc4 sc5 sc6 }\nsc1 dsbounc1\nsc2 dsbounc2\nsc3 dsbounc3\nsc4 dsbounc4\nsc5 dsbounc5\nsc6 dsbounc6\n\n$random weapons/largeclip { lc1 lc2 lc3 lc4 lc5 lc6 }\nlc1 dsaounc1\nlc2 dsaounc2\nlc3 dsaounc3\nlc4 dsaounc4\nlc5 dsaounc5\nlc6 dsaounc6\n\n//Splashes\n\nworld/drip\t\t\tdsempty\nworld/watersplash\t\tdssplash\nworld/watersplashsmall\t\tdssplsml\nworld/sludgegloop\t\tdsploosh\nworld/sludgegloopsmall\t\tdsplosml\nworld/lavasizzle\t\tdslvsiz\nworld/lavsiz2\t\t\tdslvsiz2\nworld/lavasizzlesmall\t\tdslavsml\n\n// Fist\n\n$random weapons/fist/punch { fist/punch1 fist/punch2 fist/punch3 }\nfist/punch1\t\tfistpun1\nfist/punch2 \tfistpun2\nfist/punch3 \tfistpun3\n\n$random weapons/fist/swing { fist/swing1 fist/swing2 }\nfist/swing1 \tfistsw1\nfist/swing2 \tfistsw2\n\n$random weapons/fist/strp { fist/strswing1 fist/strswing2 fist/strswing3 }\nfist/strswing1 \tfiststr1\nfist/strswing2 \tfiststr2\nfist/strswing3 \tfiststr3\n\n$random smash { smash1 smash2 smash3 smash4 }\nsmash1\t\t\tsmash1\nsmash2\t\t\tsmash2\nsmash3\t\t\tsmash3\nsmash4\t\t\tsmash4\n\nbsrkswing bfistsw\n\n$random swing { swing1 swing2 swing3 swing4 swing5 swing6 }\nswing1 swing1\nswing2 swing2\nswing3 swing3\nswing4 swing4\nswing5 swing5\nswing6 swing6\n\n// Chainsaw\n\nchainsaw/equp \tcsequp\nchainsaw/pkup \tcsget\nweapons/chainsaw/zip \tcszip\nweapons/chainsaw/idle \tcsidle\nweapons/chainsaw/lower \tcslow\nweapons/chainsaw/start \tcstrt\nweapons/chainsaw/stop \tcstop\nweapons/chainsaw/loop \tcsloop\n\n$volume weapons/chainsaw/idle 0.6\n$volume weapons/chainsaw/loop 0.6\n$volume weapons/chainsaw/stop 0.6\n$volume weapons/chainsaw/hitwall 0.6\n\n$random weapons/chainsaw/hitwall { SAWALL01\tSAWALL02 SAWALL03 }\nSAWALL01\tCSWAL1\nSAWALL02\tCSWAL2\nSAWALL03\tCSWAL3\n\n$volume saw/flesh 0.8\n\n$random saw/flesh { SAWHIT01 SAWHIT02 SAWHIT03 }\nSAWHIT01\tCSHIT1\nSAWHIT02\tCSHIT2\nSAWHIT03\tCSHIT3\n\n// Pistol\n\n$random weapons/pistol/fire \t{ pfire01 pfire02 pfire03 pfire04 }\npfire01 \tpfire01\npfire02 \tpfire02\npfire03 \tpfire03\npfire04 \tpfire04\n\nweapons/pistol/equip \tpequp\nweapons/pistol/holster \tphols\nweapons/pistol/slide \tpslid\nweapons/pistol/cout \tpcout\nweapons/pistol/cin \t\tpcin\nweapons/pistol/snap \tpsnap\n\n// Shotgun\n\nweapons/riotgun/select \trselct\nweapons/riotgun/pump \trcock\nweapons/riotgun/deselect \trdeslct\n\n$random weapons/riotgun/fire { rfire1 rfire2 rfire3 }\nrfire1 \t\trfire1\nrfire2 \t\trfire2\nrfire3 \t\trfire3\n\n$random weapons/riotgun/load { load1 load2 load3 }\nload1 \t\tsgs1\nload2 \t\tsgs2\nload3 \t\tsgs3\n\n$random weapons/riotgun/move { move1 move2 }\nmove1 \t\triron1\nmove2 \t\triron2\n\n$random shotguy/attack { ZSHOT1 ZSHOT2 ZSHOT3 }\nZSHOT1\tZFIRE1\nZSHOT2\tZFIRE1\nZSHOT3\tZFIRE3\n\n// Double Shotgun\n\nweapons/dbsg/opn dbopn\nweapons/dbsg/load dblod\nweapons/dbsg/cls dbcls\n\n$random weapons/dbsg/sfir { sfire1 sfire2 }\nsfire1 \t\tsingle1\nsfire2 \t\tsingle2\n\n$random weapons/kapow { dfire1 dfire2 }\ndfire1 \t\tdouble1\ndfire2 \t\tdouble2\n\n// Rifle\n\nweapons/rifle/equp \trequp\nweapons/rifle/dslct rdslct\nweapons/rifle/cout \trcout\nweapons/rifle/cin \trcin\nweapons/rifle/slap \trslap\nweapons/rifle/pkup \trpkup\nweapons/rifle/click rclck\nweapons/rifle/move \trrdy\n\n$random weapons/rifle/fire { rifire1 rifire2 rifire3 }\nrifire1\trifire1\nrifire2 rifire2\nrifire3 rifire3\n\n// Minigun\n\nweapons/minig/equp \tmgequp\nweapons/minig/start mgstrt\nweapons/minig/spin \tmgspin\nweapons/minig/stop \tmgstop\nweapons/minig/fire \tmgfire\nweapons/minig/reload mgload\nweapons/minig/down \tmgdown\nweapons/minig/pkup \tmgpkup\n\n// Rocket Launcher\n\n$random weapons/launcher/hit { rexp01 rexp02 }\nrexp01 \trexp01\nrexp02 \trexp02\n\n$random weapons/grenade/hit { gexp01 gexp02 }\ngexp01 \tgexp01\ngexp02 \tgexp02\n\n$random weapons/grenade/bounce { gbnce1 gbnce2 gbnce3 }\ngbnce1 \tgbnce1\ngbnce2 \tgbnce2\ngbnce3 \tgbnce3\n\nweapons/rlaunch/raise \trlselct\nweapons/rlaunch/dslct \trldslct\nweapons/rocket/fire \trlfire\nweapons/rocket/cycle \trlcycl\nweapons/rocket/out \t\trlcout\nweapons/rocket/in \t\trlcin\nweapons/rlaunch/pkup \trlpkup\nweapons/grenade/fire \tgnfire\n\n// Plasma Rifle\n\n$random weapons/prifle/fire { plfire1 plfire2 plfire3 }\nplfire1 \t\tplfire1\nplfire2 \t\tplfire2\nplfire3 \t\tplfire3\n\nweapons/prifle/altfire \tplaltf\nweapons/prifle/equp \tplequp\nweapons/prifle/beep \tplbeep\nweapons/prifle/cout \tplcout\nweapons/prifle/cin \t\tplcin\nweapons/prifle/pkup \tplpkup\nweapons/prifle/chrge  \tplchrg\n\n$random weapons/plasmad/explode { plexp1 plexp2 plexp3 }\nplexp1 \t\tplexp1\nplexp2 \t\tplexp2\nplexp3 \t\tplexp3\n\n// BFG\n\nweapons/bfg/equp \tbfgup\nweapons/bfg/charge \tbfgchrg\nweapons/bfg/fire \tbfgfire\nweapons/bfg/open \tbfgopn\nweapons/bfg/clipout bfgcout\nweapons/bfg/close \tbfgcls\nweapons/bfg/pickup \tbfgpu\n\n// Enemy sounds\n\n$random grunt/attack { gatk01 gatk02 gatk03 }\ngatk01 \t\trifire1\ngatk02 \t\trifire2\ngatk03 \t\trifire3\n\nchainguy/attack \tmgfire"
      },
      {
        "source": "pk3",
        "name": "voxeldef.txt",
        "contents": "// Bullet voxels\n\nXTR1A = \"XTR1A\"\n{\n\tScale = 1.0\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nXTR2A = \"XTR2A\"\n{\n\tScale = 1.0\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nXTR3A = \"XTR3A\"\n{\n\tScale = 1.0\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\n// Weapon voxels\n\nRIFLA = \"RIFLA\"\n{\n\tScale = 0.5\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\nRIOBA = \"RIOBA\"\n{\n\tScale = 0.5\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\nRIOBB = \"RIOBB\"\n{\n\tScale = 0.5\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nPISTA = \"PISTA\"\n{\n\tScale = 0.5\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\nMNIGA = \"MNIGA\"\n{\n\tScale = 0.5\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\nMNIGB = \"MNIGA\"\n{\n\tScale = 0.5\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nLAWNA = \"LAWNA\"\n{\n\tScale = 0.5\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\nDBBLA = \"DBBLA\"\n{\n\tScale = 0.5\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\nCSAWZ = \"CSAWZ\"\n{\n\tScale = 0.9\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\nPLASA = \"PLASA\"\n{\n\tScale = 0.9\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\nBFUGA = \"BFUGA\"\n{\n\tScale = 0.9\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\n// Ammo voxels\n\nCLIPA = \"CLIPA\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nCLIPB = \"CLIPB\"\n{\n\tScale = 0.5\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nCLIPC = \"CLIPC\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nCLIPD = \"CLIPD\"\n{\n\tScale = 0.5\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nAMMOA = \"AMMOA\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nSHELD = \"SHELD\"\n{\n\tScale = 0.75\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nSHELB = \"SHELB\"\n{\n\tScale = 0.75\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nSHELE = \"SHELC\"\n{\n\tScale = 0.75\n\tAngleOffset = 180\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nSHELC = \"SHELC\"\n{\n\tScale = 0.75\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nSHELA = \"SHELA\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nCELLA = \"CELLA\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nCELPA = \"CELPA\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nSBOXA = \"SBOXA\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nROCKA = \"ROCKA\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBROKA = \"BROKA\"\n{\n\tScale = 0.8\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBPAKA = \"BPAKA\"\n{\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\n// Item voxels\n\nBKEY = \"BKEY\"\n{\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nRKEY = \"RKEY\"\n{\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nYKEY = \"YKEY\"\n{\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nBSKU = \"BSKU\"\n{\n\tScale = 0.5\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nRSKU = \"RSKU\"\n{\n\tScale = 0.5\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nYSKU = \"YSKU\"\n{\n\tScale = 0.5\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nBON1A = \"BON1A\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON1B = \"BON1B\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON1C = \"BON1C\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON1D = \"BON1D\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON2A = \"BON2A\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON2B = \"BON2B\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON2C = \"BON2C\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON2D = \"BON2D\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON3A = \"BON3A\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON3B = \"BON3B\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON3C = \"BON3C\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nBON3D = \"BON3D\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nARM1A = \"ARM1A\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nARM1B = \"ARM1B\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nARM2A = \"ARM2A\"\n{\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\nARM2B = \"ARM2B\"\n{\n\tDroppedSpin = 10\n\tPlacedSpin = 10\n}\n\nSTIMA = \"STIMA\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\nMEDIA = \"MEDIA\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}\n\n// Powerup voxels\n\nPVISA = \"PVISA\"\n{\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nPVISB = \"PVISB\"\n{\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nSUITA = \"SUITA\"\n{\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nPMAPA = \"PMAPA\"\n{\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nPMAPB = \"PMAPB\"\n{\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nPMAPC = \"PMAPC\"\n{\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nPMAPD = \"PMAPD\"\n{\n\tDroppedSpin = 50\n\tPlacedSpin = 50\n}\n\nPSTRA = \"PSTRA\"\n{\n\tDroppedSpin = 0\n\tPlacedSpin = 0\n}"
      },
      {
        "source": "pk3",
        "name": "terrain.txt",
        "contents": "splash Water\n{\n\tsmallclass\t\tWaterSplash\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/drip\n\n\tbaseclass\t\tWaterSplashBase\n\tchunkclass\t\tWaterSplash\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t2\n\tsound\t\t\tworld/watersplash\n\n\tnoalert\n}\n\nsplash Blood\n{\n\tsmallclass\t\tBloodSplash\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/sludgegloop\n\n\tbaseclass\t\tBloodSplashBase\n\tchunkclass\t\tBloodSplash\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/sludgegloop\n\n\tnoalert\n}\n\nsplash Nuke\n{\n\tsmallclass\t\tLavaSmoke\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/lavasizzle\n\n\tbaseclass\t\tSlimeSplash\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/lavasizzle\n\n\tnoalert\n}\n\nsplash Lava\n{\n\tsmallclass\t\tLavaSmoke\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/lavasizzle\n\n\tbaseclass\t\tLavaSplash\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/lavasizzle\n\n\tnoalert\n}\n\nsplash Slime\n{\n\tsmallclass\t\tSludgeChunk\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/sludgegloop\n\n\tbaseclass\t\tSludgeSplash\n\tchunkclass\t\tSludgeChunk\n\tchunkxvelshift\t8\n\tchunkyvelshift\t8\n\tchunkzvelshift\t8\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/sludgegloop\n\n\tnoalert\n}\n\nsplash Hot\n{\n\tsmallclass\t\tLavaSmoke\n\tsmallclip\t\t12\n\tsmallsound\t\tworld/hotsiz\n\n\tbaseclass\t\tSlimeChunk\n\tchunkclass\t\tLavaSmoke\n\tchunkxvelshift\t-1\n\tchunkyvelshift\t-1\n\tchunkzvelshift\t7\n\tchunkbasezvel\t1\n\tsound\t\t\tworld/hotsiz\n\n\tnoalert\n}\n\nterrain Lava\n{\n\tsplash\t\t\tLava\n\tfootclip\t\t5\n\tliquid\n}\n\nterrain Water\n{\n\tsplash\t\t\tWater\n\tfootclip\t\t5\n\tliquid\n}\n\nterrain Blood\n{\n\tsplash\t\t\tBlood\n\tfootclip\t\t5\n\tliquid\n}\n\nterrain Nuke\n{\n\tsplash\t\t\tNuke\n\tfootclip\t\t5\n\tliquid\n}\n\nterrain Slime\n{\n\tsplash\t\t\tSlime\n\tfootclip\t\t5\n\tliquid\n}\n\nterrain Hot\n{\n\tsplash\t\t\tHot\n\tfootclip\t\t0\n\tliquid\n}\n\nifdoom\nfloor BLOOD1 Blood\nfloor BLOOD2 Blood\nfloor BLOOD3 Blood\nfloor SLIME01 Slime\nfloor SLIME02 Slime\nfloor SLIME03 Slime\nfloor SLIME04 Slime\nfloor SLIME05 Slime\nfloor SLIME06 Slime\nfloor SLIME07 Slime\nfloor SLIME08 Slime\nfloor NUKAGE1 Nuke\nfloor NUKAGE2 Nuke\nfloor NUKAGE3 Nuke\nfloor FWATER1 Water\nfloor FWATER2 Water\nfloor FWATER3 Water\nfloor FWATER4 Water\nfloor LAVA1 Lava\nfloor LAVA2 Lava\nfloor LAVA3 Lava\nfloor LAVA4 Lava\nfloor RROCK05 Hot\nfloor RROCK06 Hot\nfloor RROCK07 Hot\nfloor RROCK08 Hot\nfloor SLIME09 Hot\nfloor SLIME10 Hot\nfloor SLIME11 Hot\nfloor SLIME12 Hot\nendif"
      },
      {
        "source": "pk3",
        "name": "actors/player.txt",
        "contents": "actor DoomGuy : DoomPlayer\n{\n   Player.StartItem \"Beretta\"\n   Player.StartItem \"Knuckle\"\n   //Player.StartItem \"9mmAmmo\", 40\n   Player.StartItem \"RifleAmmo\", 40\n   Player.StartItem \"PistolMag\", 10\n   Player.StartItem \"ShotgunMag\", 8\n   Player.StartItem \"DBSGMag\", 2\n   Player.StartItem \"RifleMag\", 30\n   Player.StartItem \"MinigunMag\", 150\n   Player.StartItem \"RocketMag\", 5\n   Player.StartItem \"PlasmaMag\", 60\n   Player.StartItem \"BFGMag\", 150\n   Player.CrouchSprite \"PLYC\"\n   Player.DisplayName \"DoomGuy\"\n   Player.JumpZ \"8.01\"\n   DamageFactor \"friendy\", 0\n   States\n   {\n\tPain:\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"FlinchToggle\")==0, \"Pain_NoPunch\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BasicArmor\", 1, \"Pain_Arm\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"AimPunch\",0,900,900,0)\n\t\tTNT1 A 0 A_SetBlend (\"20 00 00\", 0.7, 6)\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\tPain_NoPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"BasicArmor\", 1, \"Pain_Arm\")\n\t\tTNT1 A 0 A_SetBlend (\"20 00 00\", 0,7, 6)\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\tPain.Falling:\n\t\tTNT1 A 0 A_PlaySound(\"player/falldamage\", CHAN_AUTO)\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\tPain_Arm:\n\t\tTNT1 A 0 A_PlaySound(\"player/armorhit\")\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BulletArmorSpark\",0,0,32,frandom(-2.0,2.0),frandom(-2.0,2.0),frandom(3.0,6.0),frandom(0.0,359.9),SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_SetBlend (\"20 00 00\", 0.7, 6)\n\t\tPLAY G 4 A_Pain\n\t\tGoto Spawn\n\tDeath:\n\t\tPLAY H 10\n\t\tTNT1 A 0 A_SpawnItem(\"BodyThud\", 0, 0, 0, 0)\n\t\tPLAY I 10 A_PlayerScream\n\t\tPLAY J 10 A_NoBlocking\n\t\tPLAY K 10\n\t\tTNT1 A 0 A_SpawnItem(\"BodyThud\", 0, 0, 0, 0)\n\t\tPLAY LM 10\n\t\tPLAY N -1\n\t\tStop\n\t}\n}\n\nACTOR BodyThud\n{\n\tRadius  32\n\tHeight  6\n\t+CORPSE\n\t+NOCLIP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 8\n\tStop\n\tCrash:\n\tTNT1 A 1 A_PlaySound(\"player/bodythud\")\n\tStop\n   }\n}\n\nActor Punching : Inventory\n{\ninventory.maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/knuckle.txt",
        "contents": "ACTOR Knuckle : ModWeapon replaces Fist\n{\n\tWeapon.SelectionOrder 1000\n\tWeapon.SlotNumber 1\n\tDecal None\n\tDamageType Melee\n\tTag \"Brass Knuckle\"\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.NOALERT\n\t+WEAPON.MELEEWEAPON\n\tStates\n\t{\n\tSelect:\n\t\tPKFS A 1 A_Raise\n\t\tPKFS A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(54, 81)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(22, 58)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(7, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AnimToggle\")==1, \"DeadSelect\")\n\t\tTNT1 A 0 A_TakeInventory(\"Punching\", 1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(7, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(22, 58)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(54, 81)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(67, 100)\n\t\tPKFS A 0 A_Lower\n\t\tWait\n\tDeadSelect:\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"Dead\")\n\t\tGoto Deselect+1\n\tDead:\n\t\tGRAB ABCDEF 2\n\t\tGRAB GHI 3\n\tStopped:\n\t\tTNT1 A 1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tPKFS A 1 A_WeaponReady\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t    PKFS A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"NutsoFire\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS LBC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS C 0 A_PlaySound (\"weapons/fist/swing\", CHAN_AUTO)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS D 1 A_CustomPunch(4,0,0,\"FistPuff\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS EFGHI 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 5 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tNutsoFire:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS LBC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS C 0 A_PlaySound (\"weapons/fist/swing\", CHAN_AUTO)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS D 1 A_CustomPunch(40,0,0,\"BerserkPuff\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS EFGHI 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 5 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tDoPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-5,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-40,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-49,75)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-51,90)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"swing\")\n\tActualPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"BerserkPunch\")\n\t\tPUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(+2 + pitch)\n\t\tPUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FistAttack\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tPUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 I 1 A_SetPitch(-2 + pitch)\n\t\tTNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tPUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 3\n\t\tGoto PunchDone\n\tBerserkPunch:\n\t\tTNT1 A 0 A_PlaySound(\"bsrkswing\", CHAN_AUTO)\n\t\tPUN3 A 1 A_ZoomFactor(1.05)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 B 1 A_ZoomFactor(1.10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(+2 + pitch)\n\t\tPUN3 D 1 A_ZoomFactor(1.15)\n\t\tTNT1 A 0 A_FireCustomMissile(\"BerserkFistAttack\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tPUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 I 1 A_SetPitch(-2 + pitch)\n\t\tTNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 J 1 A_ZoomFactor(1.10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 K 1 A_ZoomFactor(1.05)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 L 1 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 3\n\t\tGoto PunchDone\n\tPunchDone:\n\t\tTNT1 A 1 Offset(-90,79)\n\t\tPKFS A 1 Offset(-90,79)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-75,69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-60,60)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-45,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-15,39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPKFS A 1 Offset(-1,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tSpawn:\n\t\tPUNP A -1\n\t\tStop\n\t}\n}\n\nActor FistPuff\n{\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+PUFFONACTORS\n\t+DONTSPLASH\n\t-ALLOWPARTICLES\n\t+NOEXTREMEDEATH\n\tDecal None\n\tattacksound \"weapons/fist/punch\"\n\tseesound \"weapons/fist/punch\"\n}\n\nActor BerserkPuff : FistPuff\n{\n\t-NOEXTREMEDEATH\n\tDecal FistScorch\n\tattacksound \"weapons/fist/strp\"\n\tseesound \"weapons/fist/strp\"\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/chainsaw.txt",
        "contents": "//Most of this code is from Faspons by Faslrn.\n//Mainly, the revving code and firing code.\n\nACTOR ModChainsaw : ModWeapon replaces Chainsaw\n{\n\tWeapon.SelectionOrder 1500\n\tWeapon.SlotNumber 1\n\tDecal None\n\tInventory.PickupMessage \"A Chainsaw! Find some meat!\"\n\tInventory.PickupSound \"chainsaw/pkup\"\n\tWeapon.UpSound \"chainsaw/equp\"\n\tTag \"Chainsaw\"\n\t+WEAPON.MELEEWEAPON\n\t+WEAPON.NOALERT\n\tStates\n\t{\n\tSelect:\n\t\tSAWN A 1 A_Raise\n\t\tSAWN A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(54, 81)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(22, 58)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(7, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tDeselect:\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/deselect\")\n\t\tTNT1 A 0 A_TakeInventory(\"Punching\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawOn\", 1, 1)\n\t\tGoto ReallyDeselect\n\t\tSAWN A 1 A_PlayWeaponSound (\"weapons/chainsaw/lower\")\n\tReallyDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SawOn\", 1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(7, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(22, 58)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(54, 81)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(67, 100)\n\t\tSAWN A 1 A_Lower\n\t\tWait\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tSAWN A 1 A_WeaponReady\n\t\tGoto Ready\n\tActuallyReady:\n\t\tTNT1 A 0 A_GiveInventory(\"SawOn\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tTNT1 A 0 A_PlayWeaponSound (\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tSAWN A 4 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tTNT1 A 0 A_PlayWeaponSound (\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tSAWN A 4 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tTNT1 A 0 A_PlayWeaponSound (\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tSAWN Z 4 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tTNT1 A 0 A_PlayWeaponSound (\"weapons/chainsaw/idle\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tSAWN Z 4 A_WeaponReady\n\t\tGoto ActuallyReady\n\tRev:\n\t\tSAWG A 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWR A 6 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/zip\", 1)\n\t\tSAWR BCDE 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/start\", 6)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tSAWR F 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWR EDCBA 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/stop\", 6)\n\t\tSAWG A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto ActuallyReady\n\tFire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawOn\", 1, \"ActuallyFire\")\n\t\tGoto Rev\n\tActuallyFire:\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/chainsaw/start\")\n\t\tSAWN B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN C 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN F 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN G 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_AlertMonsters\n\tHold:\n\t\tTNT1 A 0 A_playsoundEx(\"weapons/chainsaw/loop\",\"Weapon\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,-5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWF A 1 offset(1,33) A_Saw(\"\",\"saw/flesh\",3,\"ChainsawPuffSpawner\", 8)\n\t\tSAWF B 1 offset(0,34) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWF A 1 offset(2,32) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWF B 1 offset(-1,33) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Refire(\"Hold\")\n\t\tTNT1 A 0 A_StopsoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Playsound(\"weapons/chainsaw/stop\")\n\t\tSAWN G 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN F 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN E 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto ActuallyReady\n\tDoPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-5,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-40,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-49,75)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-51,90)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"swing\")\n\tActualPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"BerserkPunch\")\n\t\tPUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(+2 + pitch)\n\t\tPUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FistAttack\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tPUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 I 1 A_SetPitch(-2 + pitch)\n\t\tTNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tPUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 3\n\t\tGoto PunchDone\n\tBerserkPunch:\n\t\tTNT1 A 0 A_PlaySound(\"bsrkswing\", CHAN_AUTO)\n\t\tPUN3 A 1 A_ZoomFactor(1.05)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 B 1 A_ZoomFactor(1.10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(+2 + pitch)\n\t\tPUN3 D 1 A_ZoomFactor(1.15)\n\t\tTNT1 A 0 A_FireCustomMissile(\"BerserkFistAttack\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tPUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 I 1 A_SetPitch(-2 + pitch)\n\t\tTNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 J 1 A_ZoomFactor(1.10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 K 1 A_ZoomFactor(1.05)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 L 1 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 3\n\t\tGoto PunchDone\n\tPunchDone:\n\t\tTNT1 A 1 Offset(-90,79)\n\t\tSAWN A 1 Offset(-90,79)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-75,69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-60,60)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-45,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-15,39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSAWN A 1 Offset(-1,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIfInventory(\"SawOn\", 1, \"ActuallyReady\")\n\t\tGoto Ready\n\tSpawn:\n\t\tCSAW Z -1\n\t\tStop\n\t}\n}\n\nActor SawOn : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nActor ChainsawPuffSpawner\n{\n\t+DONTSPLASH\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tDecal ChainsawMark\n\tDamageType \"Saw\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ChainsawPuff\",0,-14)\n\t\tStop\n\t}\n}\n\nActor ChainsawPuff\n{\n\t+DONTSPLASH\n\tScale 0.15\n\tAlpha 0.6\n\tSeeSound \"saw/flesh\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"RicochetSaw\")\n\t\tPUFF ABCD 1 bright\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor RicochetSaw\n{\n\t+DONTSPLASH\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/chainsaw/hitwall\")\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"RicochetSpark\",0,0,random(0,360),2,random(10,60))\n\t\tStop\n\t}\n}\n\nActor RicochetSpark\n{\n\t-DOOMBOUNCE\n\t-NOGRAVITY\n\t+DONTSPLASH\n\tRenderStyle ADD\n\tAlpha 1.0\n\tSpeed 10\n\tRadius 3\n\tHeight 3\n\tScale .03\n\tGravity 1.0\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Thing_ChangeTID(0,390)\n\t\tSPRK ABCD 1 bright A_FadeOut(0.05)\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/pistol.txt",
        "contents": "ACTOR Beretta : ModWeapon replaces Pistol\n{\n\tWeapon.SelectionOrder 2000\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"PistolMag\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 0\n\t//Weapon.AmmoType2 \"9mmAmmo\"\n\tWeapon.AmmoType2 \"RifleAmmo\"\n\tWeapon.AmmoGive2 10\n\tWeapon.AmmoUse2 0\n\tInventory.PickupMessage \"You got your Pistol back!\"\n\tInventory.PickupSound \"weapons/pistol/slide\"\n\tWeapon.UpSound \"weapons/pistol/equip\"\n\tTag \"Beretta\"\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tSelect:\n\t\tBRLD P 1 A_Raise\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol/slide\", CHAN_AUTO)\n\t\tBRLD P 1 Offset(-90,79)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD P 1 Offset(-75,69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD P 1 Offset(-60,60)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-45,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-15,39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-1,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AnimToggle\")==1, \"DeadSelect\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/deselect\", CHAN_AUTO)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol/holster\", CHAN_AUTO)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(7, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD P 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD P 1 Offset(22, 58)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD P 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD P 1 Offset(54, 81)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD P 1 Offset(67, 100)\n\t\tBRLD P 1 A_Lower\n\t\tWait\n\tDeadSelect:\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"Dead\")\n\t\tGoto Deselect+1\n\tDead:\n\t\tTNT1 A 0 A_FireCustomMissile(\"DitchedPistol\", 0, 0, 0, 0)\n\tAnimation:\n\t\tGRAB ABCDEF 2\n\t\tGRAB GHI 3\n\tStopped:\n\t\tTNT1 A 1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tBRTT A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Reload\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol/fire\")\n\n\t\t//Firing Block\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ProjectileBulletsToggle\")==0, 5)\n\t\tTNT1 A 0 A_TakeInventory(\"PistolMag\", 1)\n\t\tTNT1 A 0 A_CustomPunch(11,0,CPF_NOTURN,\"BulletPuff\",25)\n\t\tTNT1 A 0 ACS_NamedExecute(\"SpawnBullet\", 0, 2, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_FireBullets(2, 2, -1, 7, \"BulletPuff\", 1)\n\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT B 1 Offset (0, 33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT B 1 Offset (0, 37) A_SetPitch(pitch-0.4)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT C 1 Offset (0, 40) A_SetPitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\", 0, 0, 8, 0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"9mmCasingSpawner\", 0, 0, 8, 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT C 1 Offset (0, 41)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT D 1 Offset (0, 39) A_SetPitch(pitch+0.2)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT E 1 Offset (0, 37)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT D 1 Offset (0, 35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT B 1 Offset (0, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset (0, 33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tReload:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMag\", 11, 2)\n\t\t//TNT1 A 0 A_JumpIfInventory(\"9mmAmmo\", 1, \"ReloadWork\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 1, \"ReloadWork\")\n\t\tBRTT A 1 A_WeaponReady\n\t\tGoto Ready\n\tReloadWork:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMag\", 1, \"ReloadWork2\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD S 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol/cout\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD CDE 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SpentClip1\", 0 ,0, 0, 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD E 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto ChamberCheck\n\tReloadWork2:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD P 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tCHLD AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol/cout\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tCHLD CMG 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"SpentClip1\", 0 ,0, 0, 0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tCHLD G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tCHLD F 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tCHLD G 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto ChamberCheck\n\tChamberCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMag\", 1, \"ReloadLoop2\")\n\t\tGoto ReloadLoop\n\tReloadLoop:\n\t\t//TNT1 A 0 A_TakeInventory(\"9mmAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PistolMag\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMag\", 10, \"ReloadFinish\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"9mmAmmo\", 1, \"ReloadLoop\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 1, \"ReloadLoop\")\n\t\tGoto ReloadFinish\n\tReloadLoop2:\n\t\t//TNT1 A 0 A_TakeInventory(\"9mmAmmo\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"PistolMag\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PistolMag\", 11, \"ReloadFinish2\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"9mmAmmo\", 1, \"ReloadLoop2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 1, \"ReloadLoop2\")\n\t\tGoto ReloadFinish2\n\tReloadFinish:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD HHHII 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol/cin\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD JJKKKLL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol/snap\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD M 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD NNOOP 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tReloadFinish2:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tCHLD HHHII 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/pistol/cin\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tCHLD JJKKKLL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD M 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD NNOOP 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tDoPunch:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/deselect\", CHAN_AUTO)\n\t\tTNT1 A 0 A_TakeInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-5,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-40,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-49,75)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-51,90)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"swing\")\n\tActualPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"BerserkPunch\")\n\t\tPUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(+2 + pitch)\n\t\tPUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FistAttack\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tPUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 I 1 A_SetPitch(-2 + pitch)\n\t\tTNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tPUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 3\n\t\tGoto PunchDone\n\tBerserkPunch:\n\t\tTNT1 A 0 A_PlaySound(\"bsrkswing\", CHAN_AUTO)\n\t\tPUN3 A 1 A_ZoomFactor(1.05)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 B 1 A_ZoomFactor(1.10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(+2 + pitch)\n\t\tPUN3 D 1 A_ZoomFactor(1.15)\n\t\tTNT1 A 0 A_FireCustomMissile(\"BerserkFistAttack\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tPUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 I 1 A_SetPitch(-2 + pitch)\n\t\tTNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 J 1 A_ZoomFactor(1.10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 K 1 A_ZoomFactor(1.05)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 L 1 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 3\n\t\tGoto PunchDone\n\tPunchDone:\n\t\tTNT1 A 1 Offset(-90,79)\n\t\tBRLD P 1 Offset(-90,79)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD P 1 Offset(-75,69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRLD P 1 Offset(-60,60)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-45,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-15,39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tBRTT A 1 Offset(-1,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tBRTF B 1 Bright A_Light2\n\t\tBRTF A 1 Bright A_Light1\n\t\tGoto LightDone\n\tSpawn:\n\t\tPIST A -1\n\t\tStop\n\t}\n}\n\nACTOR PistolMag : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 11\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 11\n\t+IGNORESKILL\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/rifle.txt",
        "contents": "ACTOR ARifle : ModWeapon\n{\n\tWeapon.SelectionOrder 2500\n\tWeapon.SlotNumber 2\n\tWeapon.AmmoType \"RifleMag\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType2 \"RifleAmmo\"\n\tWeapon.AmmoGive2 30\n\tWeapon.UpSound \"weapons/rlaunch/equp\"\n\tInventory.PickupMessage \"You got the Assault Rifle!\"\n\tInventory.PickupSound \"weapons/rifle/pkup\"\n\tAttacksound \"weapons/rifle/fire\"\n\tTag \"Assault Rifle\"\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOAUTOFIRE\n\tStates\n\t{\n\tSelect:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/equp\")\n\t\tASLR A 1 A_Raise\n\t\tASLR A 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR A 1 Offset(54, 81)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR A 1 Offset(22, 58)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(7, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AnimToggle\")==1, \"DeadSelect\")\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_TakeInventory(\"Aiming\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/dslct\", CHAN_AUTO)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/deselect\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(7, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR A 1 Offset(22, 58)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR A 1 Offset(54, 81)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR A 1 Offset(67, 100)\n\t\tASLR A 1 A_Lower\n\t\tWait\n\tDeadSelect:\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"Dead\")\n\t\tGoto Deselect+1\n\tDead:\n\t\tTNT1 A 0 A_FireCustomMissile(\"DitchedRifle\", 0, 0, 0, 0)\n\tAnim:\n\t\tGRAB ABCDEF 2\n\t\tGRAB GHI 3\n\tStopped:\n\t\tTNT1 A 1\n\t\tLoop\n\tReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tASLT A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tAimReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tIRON A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZoomIn\",1,\"AimedFire\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/fire\", CHAN_WEAPON)\n\n\t\t//Firing Block\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ProjectileBulletsToggle\")==0, 5)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleMag\", 1)\n\t\tTNT1 A 0 A_CustomPunch(9,0,CPF_NOTURN,\"BulletPuff\",25)\n\t\tTNT1 A 0 ACS_NamedExecute(\"SpawnBullet\", 0, 2, 2)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_FireBullets(3,4,-1,6,\"BulletPuff\",1)\n\n\t\tTNT1 A 0 Radius_Quake (1, 2, 0, 1, 0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCasingSpawner\",0,0,8,-17)\n\t\tTNT1 A 0 A_SetAngle(angle + frandom(-1, 1))\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(0, 41) A_SetPitch(pitch-0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(0, 39) A_SetPitch(pitch-0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT D 1 Offset(0, 37) A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT B 1 Offset(0, 35) A_SetPitch(pitch+0.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tAimedFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ZoomOut\")\n\t\tIRON A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/fire\", CHAN_WEAPON)\n\n\t\t//Firing Block\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ProjectileBulletsToggle\")==0, 5)\n\t\tTNT1 A 0 A_TakeInventory(\"RifleMag\", 1)\n\t\tTNT1 A 0 A_CustomPunch(6,0,CPF_NOTURN,\"BulletPuff\",25)\n\t\tTNT1 A 0 ACS_NamedExecute(\"SpawnBullet\", 0, 1, 1)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_FireBullets(1,1,-1,6,\"BulletPuff\",1)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleCasingSpawner\",0,0,8,0)\n\t\tTNT1 A 0 A_SetAngle(angle + frandom(-0.5, 0.5))\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Light2\n\t\tIRFI A 1 Offset(0,41) Bright A_SetPitch(pitch-0.25)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Light1\n\t\tIRFI B 1 Offset(0,39) A_SetPitch(pitch-0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Light0\n\t\tIRFI C 1 Offset(0,37) A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tIRFI B 1 Offset(0,35) A_SetPitch(pitch+0.25)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto AimReady\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Aiming\",1,\"ZoomOut\")\n\t\tTNT1 A 0 A_Giveinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.5)\n\t\tTNT1 A 0 A_Giveinventory(\"Aiming\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/move\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tIRSW A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tIRSW B 1 A_WeaponReady(1)\n\t\tGoto AimReady\n\tZoomOut:\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/move\")\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tIRSW BA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Aiming\",1)\n\t\tGoto Ready\n\tReload:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_JumpIfInventory(\"RifleMag\", 31, 2)\n\t\tRIFG A 0 A_JumpIfInventory(\"RifleAmmo\", 1, \"ReloadWork\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Aiming\", 1, \"ZoomOut\")\n\t\tASLT A 1 A_WeaponReady\n\t\tGoto Ready\n\tReloadWork:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Aiming\", 1, \"ZoomOut\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleMag\", 1, \"ReloadWork2\")\n\t\tASLR ABCDMN 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR L 1 Offset( -2, 33 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/cout\")\n\t\tASLR K 1 Offset( -3, 34 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR J 1 Offset( -5, 34 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR I 1 Offset( -2, 33 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR G 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleMagDrop\",-5,0,0,-10)\n\t\tASLR G 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto ChamberCheck\n\tReloadWork2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Aiming\", 1, \"ZoomOut\")\n\t\tASLR ABCDMN 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR L 1 Offset( -2, 33 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/cout\")\n\t\tASLR K 1 Offset( -3, 34 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR J 1 Offset( -5, 34 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR I 1 Offset( -2, 33 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR G 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"RifleMagDrop\",-5,0,0,-10)\n\t\tASLR G 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto ChamberCheck\n\tChamberCheck:\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleMag\", 1, \"ReloadLoop2\")\n\t\tGoto ReloadLoop\n\tReloadLoop:\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleMag\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleMag\", 30, \"ReloadFinish\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 1, \"ReloadLoop\")\n\t\tGoto ReloadFinish\n\tReloadLoop2:\n\t\tTNT1 A 0 A_TakeInventory(\"RifleAmmo\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"RifleMag\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleMag\", 31, \"ReloadFinish2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"RifleAmmo\", 1, \"ReloadLoop2\")\n\t\tGoto ReloadFinish2\n\tReloadFinish:\n\t\tASLR HIJK 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/cin\")\n\t\tASLR L 1 Offset( 2, 33 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR N 2 Offset( 8, 34 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR N 3 Offset( 10, 35 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR N 1 Offset( 5, 33 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR O 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR P 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR Q 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR R 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/slap\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR S 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASRL AB 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASRL C 4\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/click\", CHAN_AUTO)\n\t\tASRL D 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASRL E 6\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASRL D 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASRL C 3\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASRL BA 3 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR TU 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tReloadFinish2:\n\t\tASLR HIJK 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/cin\")\n\t\tASLR L 1 Offset( 2, 33 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR N 2 Offset( 8, 34 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR N 3 Offset( 10, 35 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR N 1 Offset( 5, 33 )\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR O 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR P 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR Q 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLR R 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/rifle/slap\")\n\t\tASLR S 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tDoPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"Aiming\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ZoomIn\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/deselect\", CHAN_AUTO)\n\t\tTNT1 A 0 A_TakeInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-5,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-40,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-49,75)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-51,90)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"swing\")\n\tActualPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"BerserkPunch\")\n\t\tPUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(+2 + pitch)\n\t\tPUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FistAttack\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tPUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 I 1 A_SetPitch(-2 + pitch)\n\t\tTNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tPUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 3\n\t\tGoto PunchDone\n\tBerserkPunch:\n\t\tTNT1 A 0 A_PlaySound(\"bsrkswing\", CHAN_AUTO)\n\t\tPUN3 A 1 A_ZoomFactor(1.05)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 B 1 A_ZoomFactor(1.10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(+2 + pitch)\n\t\tPUN3 D 1 A_ZoomFactor(1.15)\n\t\tTNT1 A 0 A_FireCustomMissile(\"BerserkFistAttack\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tPUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 I 1 A_SetPitch(-2 + pitch)\n\t\tTNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 J 1 A_ZoomFactor(1.10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 K 1 A_ZoomFactor(1.05)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 L 1 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 3\n\t\tGoto PunchDone\n\tPunchDone:\n\t\tTNT1 A 1 Offset(-90,79)\n\t\tASLT A 1 Offset(-90,79)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-75,69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-60,60)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-45,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-15,39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tASLT A 1 Offset(-1,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tRFLF B 1 Bright A_Light2\n\t\tRFLF A 1 Bright A_Light1\n\t\tGoto LightDone\n\tSpawn:\n\t\tRIFL A -1\n\t\tStop\n\t}\n}\n\nACTOR RifleMag : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 31\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 31\n\t+IGNORESKILL\n}\n\nActor ZoomIn : Inventory\n{\n\tInventory.Maxamount 1\n}\n\nActor Aiming : Inventory\n{\n\tInventory.Maxamount 1\n}"
      },
      {
        "source": "pk3",
        "name": "actors/weapons/shotgun.txt",
        "contents": "ACTOR Riotgun : ModWeapon replaces Shotgun\n{\n\tWeapon.SelectionOrder 3000\n\tWeapon.SlotNumber 3\n\tWeapon.AmmoType \"ShotgunMag\"\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoType2 \"Shell\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 8\n\tWeapon.UpSound \"weapons/rlaunch/equp\"\n\tInventory.PickupMessage \"You got the Riot Gun!\"\n\tInventory.PickupSound \"weapons/riotgun/pump\"\n\tAttacksound \"weapons/riotgun/fire\"\n\tTag \"Riot Gun\"\n\t+WEAPON.NOALERT\n\t+WEAPON.AMMO_OPTIONAL\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOAUTOAIM\n\tStates\n\t{\n\tSelect:\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunReloading\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/select\")\n\t\tRIOT EE 1 A_Raise\n\t\tRIOT F 1 Offset(67, 100)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT F 1 Offset(54, 81)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT F 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT E 1 Offset(22, 58)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT E 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT E 1 Offset(7, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT E 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tDeselect:\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"AnimToggle\")==1, \"DeadSelect\")\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_TakeInventory(\"Aiming\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/deselect\", CHAN_AUTO)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/deselect\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(2, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(7, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(10, 47)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(22, 58)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(32, 69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(54, 81)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(67, 100)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tDeadSelect:\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"Dead\")\n\t\tGoto Deselect+1\n\tDead:\n\t\tTNT1 A 0 A_FireCustomMissile(\"DitchedShotgun\", 0, 0, 0, 0)\n\tAnim:\n\t\tGRAB ABCDEF 2\n\t\tGRAB GHI 3\n\tStopped:\n\t\tTNT1 A 1\n\t\tLoop\n\tFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunReloading\",1,\"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ZoomIn\", 1, \"AimedFire\")\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/fire\", CHAN_WEAPON)\n\n\t\t//Firing Block\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ProjectileBulletsToggle\")==0, 5)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunMag\", 1)\n\t\tTNT1 A 0 A_CustomPunch(45,0,CPF_NOTURN,\"BulletPuff\",ACS_NamedExecuteWithResult(\"GetBulletSpeed\")+35)\n\t\tTNT1 A 0 ACS_NamedExecute(\"SpawnShotgunBlast\", 0, FALSE)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_FireBullets(4, 4, 7, 6, \"BulletPuff\", 1)\n\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\", 0, 0, 8, 0)\n\t\tTNT1 A 0 A_AlertMonsters\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT D 1 Offset(0, 33) A_SetPitch(pitch-1.5)\n\t\tTNT1 A 0 A_ZoomFactor(0.99)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT D 1 Offset (0, 37)\n\t\tTNT1 A 0 A_ZoomFactor(0.985)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(pitch+1.0)\n\t\tTNT1 A 0 A_ZoomFactor(0.995)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT B 1 Offset (0, 40)\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT B 1 Offset (0, 41)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT C 1 Offset (0, 39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT C 1 Offset (0, 37)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT B 1 Offset (0, 35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT B 1 Offset (0, 34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT D 1 Offset (0, 33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PumpToggle\")==1, \"ClassicPump\")\n\tPump:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/select\",6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT EF 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT F 2 Offset(0,34) A_FireCustomMissile(\"ShotgunCasingSpawner\",5,0,6,-23)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT F 1 Offset(0,36)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT F 1 Offset(0,34)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 5 Offset(0,33)\n\t\tTNT1 A 0 A_ReFire\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tClassicPump:\n\t\tRGSW ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW DE 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/pump\",6)\n\t\tRGSW F 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW H 1 offset(1,36) A_FireCustomMissile(\"ShotgunCasingSpawner\",0,0,-2,-15)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW H 2 offset(2,38) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW I 2 offset(2,40) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW J 2 offset(5,36) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW E 1 offset(0,39) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW D 1 offset(0,40) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW C 1 offset(0,38) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW B 1 offset(0,36) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW A 1 offset(0,32) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto Ready\n\tAimedFire:\n\t\tTNT1 A 0 A_JumpIfNoAmmo(\"ZoomOut\")\n\t\tSHZM C 0 A_AlertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/fire\", CHAN_WEAPON)\n\n\t\t//Firing Block\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"ProjectileBulletsToggle\")==0, 5)\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunMag\", 1)\n\t\tTNT1 A 0 A_CustomPunch(40,0,CPF_NOTURN,\"BulletPuff\",ACS_NamedExecuteWithResult(\"GetBulletSpeed\")+35)\n\t\tTNT1 A 0 ACS_NamedExecute(\"SpawnShotgunBlast\", 0, TRUE)\n\t\tTNT1 A 0 A_Jump(256, 2)\n\t\tTNT1 A 0 A_FireBullets(2, 2, 7, 6, \"BulletPuff\", 1)\n\n\t\tTNT1 A 0 A_Light2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMFI A 1 Bright A_SetPitch(pitch-1.5)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"GunSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_Light1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMFI B 1 Offset(0,33) A_SetPitch(pitch+1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMFI B 1 Offset(0,37) A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMFI B 1 Offset(0,40) A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMFI C 1 Offset(0,41) A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMFI C 1 Offset(0,39) A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMFI C 1 Offset(0,37) A_SetPitch(pitch+0.1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMFI C 1 Offset(0,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMFI C 1 Offset(0,33)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMFI C 1\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"PumpToggle\")==1, \"ClassicAimedPump\")\n\tAimedPump:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/pump\",6)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMCK A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMCK B 2\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMCK C 1 Offset(0,34) A_FireCustomMissile(\"ShotgunCasingSpawner\",0,0,8,-10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMCK C 4 Offset(0,36)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tZMCK DE 2 Offset(0,34) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSHZM C 2 Offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tSHZM C 0 A_ReFire\n\t\tGoto AimReady\n\tClassicAimedPump:\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tSHZM BA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW DE 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/pump\",6)\n\t\tRGSW F 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW H 1 offset(1,36) A_FireCustomMissile(\"ShotgunCasingSpawner\",0,0,-2,-15)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW H 2 offset(2,38) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW I 2 offset(2,40) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW J 2 offset(5,36) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW E 1 offset(0,39) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW D 1 offset(0,40) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW C 1 offset(0,38) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW B 1 offset(0,36) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW A 1 offset(0,32) A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ZoomFactor(1.5)\n\t\tSHZM ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_ReFire\n\t\tGoto AimReady\n\tAltfire:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Aiming\",1,\"ZoomOut\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunReloading\", 1, \"ReloadEnd\")\n\t\tTNT1 A 0 A_Giveinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_ZoomFactor(1.5)\n\t\tTNT1 A 0 A_Giveinventory(\"Aiming\",1)\n\t\tTNT1 A 0 A_PlayWeaponSound(\"weapons/riotgun/move\")\n\t\tSHZM ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto AimReady\n\tZoomOut:\n\t\tTNT1 AAAAAA 0\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/move\")\n\t\tSHZM BA 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_Takeinventory(\"ZoomIn\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Aiming\",1)\n\t\tGoto Ready\n\tReload:\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMag\", 8, 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, \"ReloadWork1\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Aiming\", 1, \"ZoomOut\")\n\t\tRIOT A 1 A_WeaponReady\n\t\tGoto Ready\n\tReloadWork1:\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunReloading\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMag\",1,\"ReloadWork2\")\n\t\tTNT1 A 0 A_GiveInventory(\"ChamberLoading\", 1)\n\tReloadWork2:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Aiming\", 1, \"ZoomOut\")\n\t\tRGSW ABC 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW DEF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\tReloadLoop:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/riotgun/load\",7)\n\t\tTNT1 A 0 A_TakeInventory(\"Shell\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ShotgunMag\",1)\n\t\tRGLS ABCDEF 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGLS III 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"ChamberLoading\", 1, \"ReloadPump\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunMag\", 8, \"ReloadEnd\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\", 1, \"ReloadLoop\")\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOSWITCH)\n\t\tGoto ReloadEnd\n\tReloadPump:\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW FE 1 A_PlayWeaponSound(\"weapons/riotgun/pump\")\n\t\tRGSW G 2 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW H 2 offset(1,36)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW H 2 offset(2,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW I 1 offset(2,40)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW J 3 offset(5,36)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW D 4 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW E 2 offset(0,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW F 2 offset(0,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_TakeInventory(\"ChamberLoading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Shell\",1,\"ReloadLoop\")\n\t\tGoto ReloadEnd\n\tReloadEnd:\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunReloading\", 1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW F 2 offset(0,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW E 2 offset(0,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW D 1 offset(0,40)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW C 1 offset(0,38)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW B 1 offset(0,36)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRGSW A 1 offset(0,32)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tReady:\n\t\tTNT1 A 0 A_TakeInventory(\"ShotgunReloading\", 1)\n\tRegReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tRIOT A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tAimReady:\n\t\tTNT1 A 0 A_JumpIfInventory(\"Punching\", 1, \"DoPunch\")\n\t\tSHZM C 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\tDoPunch:\n\t\tTNT1 A 0 A_TakeInventory(\"Aiming\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"ZoomIn\", 1)\n\t\tTNT1 A 0 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/deselect\", CHAN_AUTO)\n\t\tTNT1 A 0 A_TakeInventory(\"Punching\",1)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-5,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-40,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-49,75)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-51,90)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"swing\")\n\tActualPunch:\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"BerserkPunch\")\n\t\tPUN3 A 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 B 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(+2 + pitch)\n\t\tPUN3 D 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FistAttack\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tPUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 I 1 A_SetPitch(-2 + pitch)\n\t\tTNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tPUN3 JKL 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 3\n\t\tGoto PunchDone\n\tBerserkPunch:\n\t\tTNT1 A 0 A_PlaySound(\"bsrkswing\", CHAN_AUTO)\n\t\tPUN3 A 1 A_ZoomFactor(1.05)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 B 1 A_ZoomFactor(1.10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 0 A_SetPitch(+2 + pitch)\n\t\tPUN3 D 1 A_ZoomFactor(1.15)\n\t\tTNT1 A 0 A_FireCustomMissile(\"BerserkFistAttack\",0,0,0,0)\n\t\tTNT1 A 0 A_SetPitch(+3 + pitch)\n\t\tPUN3 EGH 1 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 I 1 A_SetPitch(-2 + pitch)\n\t\tTNT1 A 0 A_SetPitch(-3 + pitch)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 J 1 A_ZoomFactor(1.10)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 K 1 A_ZoomFactor(1.05)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tPUN3 L 1 A_ZoomFactor(1.00)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tTNT1 A 3\n\t\tGoto PunchDone\n\tPunchDone:\n\t\tTNT1 A 1 Offset(-90,79)\n\t\tRIOT A 1 Offset(-90,79)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-75,69)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-60,60)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-45,52)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-30,45)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-15,39)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tRIOT A 1 Offset(-1,35)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NoFire|WRF_NoSwitch)\n\t\tGoto Ready\n\tFlash:\n\t\tBOOF B 1 Bright A_Light2\n\t\tBOOF A 1 Bright A_Light1\n\t\tGoto LightDone\n\tSpawn:\n\t\tRIOB A -1\n\t\tStop\n\t}\n}\n\nACTOR DroppedRiotGun : CustomInventory\n{\n\tInventory.PickupMessage \"You got the Riot Gun!\"\n\tInventory.PickupSound \"weapons/riotgun/pump\"\n\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tRIOB B -1 A_SetAngle(Random(0,359))\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 A_GiveInventory(\"RiotGun\", 1)\n\t\tStop\n\t}\n}\n\nACTOR ShotgunMag : Ammo\n{\n\tInventory.Amount 0\n\tInventory.MaxAmount 8\n\tAmmo.BackpackAmount 0\n\tAmmo.BackpackMaxAmount 8\n\t+IGNORESKILL\n}\n\nACTOR ChamberLoading : Inventory\n{\n\tInventory.MaxAmount 1\n}\n\nACTOR ShotgunReloading : Inventory\n{\n\tInventory.Maxamount 1\n}"
      }
    ]
  },
  "maps": []
}

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