eh_codepack_v0.99e8.pk3

PK3 4.5 MiB 0 map(s)

Counts

endoom0
graphics0
lumps185
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "056c03b6-4741-47ae-8e78-cd67f6ddadce",
    "sha1": "195856f6b98d6feea524af2687ddaa151b1e33cb",
    "sha256": "cd1f31341ee68b0aaa1a1bbeb84e228610f4f6184c01a86d39f90f9bbf9991b9",
    "filenames": [
      "eh_codepack_v0.99e8.pk3"
    ],
    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2017-08-09 22:57:06",
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "added": "2017-08-09 22:57:06",
    "file": {
      "type": "PK3",
      "size": 4755621,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/195856f6b98d6feea524af2687ddaa151b1e33cb/195856f6b98d6feea524af2687ddaa151b1e33cb.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 185,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "#include \"actors/global.txt\" // Global actors that are REQUIRED for the below.\n#include \"actors/globalIDs.txt\"\n\n#include \"actors/achieve.txt\" // Achievement system.\n#INCLUDE \"actors/Noitems.txt\"\n#INCLUDE \"actors/FX.txt\"\n#INCLUDE \"actors/Gibs.txt\"\n\n#include \"actors/classes/humans/marine.txt\" // Marine class and weapons.\n#include \"actors/classes/humans/hunter.txt\" // Hunter class and weapons.\n#include \"actors/classes/humans/cyborg.txt\" // Cyborg class and weapons.\n#include \"actors/classes/ghouls/sjas.txt\" // Sjas class and weapon.\n#include \"actors/classes/ghouls/creeper.txt\" // Creeper class and weapon.\n#include \"actors/classes/ghouls/jskull.txt\" // Jitterskull class and weapon.\n#include \"actors/classes/ghouls/choke.txt\" // Choke class and weapons.\n#include \"actors/classes/humans/gbuster.txt\" // Ghost Buster class and weapons.\n#include \"actors/classes/humans/engineer.txt\" // Engineer class and weapons.\n#include \"actors/classes/ghouls/frostbite.txt\" // Frost Bite class and weapons.\n#INCLUDE \"actors/classes/humans/Ranger.txt\" // Ranger class and weapons.\n#INCLUDE \"actors/classes/humans/Demoman.txt\" // Demoman class and weapons.\n#INCLUDE \"actors/classes/ghouls/Nevermore.txt\" // Qrowhant class and weapons.\n#INCLUDE \"actors/classes/ghouls/Swampie.txt\" // Swamp Thing class and weapons.\n#Include \"actors/classes/GHOULS/Sangel.txt\" // Sangel class and weapons.\n#Include \"actors/classes/humans/VWarrior.txt\" // Void Warrior class and weapons.\n#Include \"actors/classes/humans/Upgrades.txt\" // Upgrades for Humans.\n#Include \"actors/classes/humans/TheBeast.txt\" // Exile's Beast Mode\n\n#include \"actors.mapstuff\" // Map specific actors"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "global\nhints\neh\nnewtip\nnewachiv"
      },
      {
        "source": "pk3",
        "name": "KeyConf.txt",
        "contents": "ClearPlayerClasses\nAddPlayerClass Marine\nAddPlayerClass Hunter\nAddPlayerClass Cyborg\nAddPlayerClass Ghostbuster\nAddPlayerClass Engineer\nAddPlayerClass Sjas\nAddPlayerClass Creeper\nAddPlayerClass Jitterskull\nAddPlayerClass Choke\nAddPlayerClass Frostbite\nAddPlayerClass Nevermore\nAddPlayerClass Swampie\nAddPlayerClass VampLord\nAddPlayerClass Ranger\nAddPlayerClass Demoman\nAddPlayerClass VoidWarrior\n\nAddslotdefault 1 NailCannon\nAddSlotDefault 1 GrenadeLauncher\nAddslotdefault 1 PhaseSword\nAddslotdefault 1 SangelClaws1\nAddslotdefault 2 SangelClaws2\nAddSlotDefault 2 Raptor\nAddSlotDefault 3 C4Wep\nAddSlotDefault 3 EMPCannon\n\nAddKeySection \"Ghouls vs Humans\" GVHKeys\n\tAddMenuKey \"Display achievement list\" achievements\n\tAlias achievements \"Puke -715\"\n    addmenukey \"$TBDis\"  gvheh_tipbox\n    addmenukey \"$TBNChar\" gvheh_tipright\n\taddmenukey \"$TBPChar\" gvheh_tipleft\n    addmenukey \"$TBSPage\"  gvheh_tipdown\n\talias gvheh_tipbox   \"puke -2999\"\nalias gvheh_tipright \"puke -3000 0 -1\"\nalias gvheh_tipleft \"puke -3000 0 1\"\nalias gvheh_tipdown  \"puke -3000 1 1\"\n\tAddMenuKey \"$SpecAb\" specialabs\n\tAlias specialabs \"pukename EH_SPECIALS\"\n\tAddMenuKey \"$HUDInfo\" weapinfo\n\tAlias weapinfo \"Puke -294\"\n\tAddMenuKey \"$ExBeast\" supersandmode\n\tAlias supersandmode \"Puke -314\"\n\tAddMenuKey \"$BeastTgt\" targeter\n\tAlias targeter \"Puke -318\""
      },
      {
        "source": "pk3",
        "name": "LANGUAGE.txt",
        "contents": "[enu default]\n\n//Weapon Nicknames\nRancorGuns = \"Rancor Maws\";\nNightfireWeap = \"Nightfire Burst + Nightfire Curse\";\nEDGYWEAP = \"Agony Edge: Cut + Hatred Crescent\";\nVoidWeap = \"Soulphase Sword + Purifying Flames\";\nGrenadeLauncher = \"Grenade Launcher: C. Grenade + I. Bomb\";\nSpiderWeapon = \"Spider Mine Lay + Fire Blast\";\nC4Hands = \"C4 Deploy + C4 Activate\";\nPanicDemo = \"Ignition Pistol\";\n\n//10 General Kill Achiev\nDKillInfo = \"2 kills within 3 sec.\";\nTKillInfo = \"3 kills within 5 sec.\";\nKSpreeInfo = \"4 kills within 7 sec.\";\nRampageInfo = \"6 kills within 10 sec.\";\nRMakerInfo = \"10 Kills in a life.\";\nBoardRulerInfo = \"20 Kills in a Map.\";\nMasterOfHatredInfo = \"30 Kills in a Map.\";\nDestroyerOfHopeInfo = \"40 Kills in a Map.\";\nHarbingerOfDamnationInfo = \"50 Kills in a Map.\";\nChuckNorrisInfo = \"60 Kills in a Map.\";\n\n//4 Kills Class Achiev\n\nComanInfo = \"5 Kills as Marine.\";\nHuntMoonInfo = \"5 Kills as Hunter.\";\nTerminfo = \"5 Kills as Cyborg.\";\nWYGCInfo = \"5 Kills as GhostBuster.\";\nPsyWokInfo = \"5 Kills as Engineer.\";\nHPunishInfo = \"5 Kills as Exile.\";\nPyromInfo = \"5 Kills as Demo.\";\nVPurifInfo = \"5 Kills as Warrior.\";\nDGambleInfo = \"5 Kills as Sjas.\";\nCMenaceInfo = \"5 Kills as Creep.\";\nTReapInfo = \"5 Kills as Jitter.\";\nBBathInfo = \"5 Kills as Choke.\";\nCNightInfo = \"5 Kills as Frost.\";\nSTormInfo = \"5 Kills as Qrow.\";\nLSwampInfo = \"5 Kills as Swampie.\";\nBEmperInfo = \"5 Kills as Sangel.\";\n\n//Marine\nNoScopeInfo = \"3 Kills with Pistols.\";\nRiotTroopInfo = \"3 Kills with Shotgun.\";\nRiflemanInfo = \"3 Kills with Rifle.\";\nLobberInfo = \"3 Kills with Grenades.\";\nInvSpamInfo = \"4 Kills with Inventory Grenades.\";\nGoingZerkInfo = \"3 Kills with Pure Rage active.\";\nWCPGWInfo = \"Kill after using Rage with minimum HP.\";\nSSInfo = \"Suicide grenade a ghoul.\";\n\nTIMBSInfo = \"Kill a ghoul with SSG.\";\n\n//Hunter\nStakedWinInfo = \"3 Kills with Normal Arrows.\";\nPyroSniperInfo = \"3 Kills with Flame Arrows.\";\nIceSpammerInfo = \"3 Kills with Ice Arrows.\";\nWhistlerInfo = \"3 Kills with Wind Arrows.\";\nShadowDancerInfo = \"3 Kills with Dark Arrows.\";\nThunderCallerInfo = \"4 Kills with Thunder Arrows.\";\nSoultrackerInfo = \"Kill with Neutral Magic.\";\nBlazingAuraInfo = \"2 Kills with Fire Magic.\";\nFrozenCaltropsInfo = \"Kill with Ice Magic.\";\nGustRobberInfo = \"Kill with upgraded Wind Magic.\";\nViperWarlockInfo = \"Kill with Upgraded Seekers.\";\nBurningPassionInfo = \"Kill with Flame arrows from a long distance\";\n\n//Cyborg\nLBatteryInfo = \"Kill with Blink.\";\nBlindingDemiseInfo = \"Kill with Blink.\";\nITBOAYInfo = \"Kill within 2 seconds after Blink.\";\nJetNinjaInfo = \"Use Dash 30 Times.\";\nWhenICanFlyInfo = \"Use 300 Fuel.\";\nEcoWarriorInfo = \"Win a round without using fuel.\";\nLightFaderInfo = \"Blink 4 times.\";\n\n//GBuster\nItsATrapInfo = \"3 Kills with Traps.\";//Random chance to get an animeme :^)\nEgonInfo = \"Absorb All Ghoul Powers.\";\nAgitatedWhisperInfo = \"3 Kills with Echo Plasma.\";\nSpiritHunterInfo = \"3 Kills with Soul Plasma.\";\nMarrowRailerInfo = \"3 Kills with Bone Cannon.\";\nAggroPumpingInfo = \"3 Kills with Blood Spray.\";\nRainingDeathInfo = \"3 Kills with Frost Fountain.\";\nDuskBringerInfo = \"3 Kills with Black Flames.\";\nFacemelterInfo = ·\"3 Kills with Acid Chaingun.\";\nVampiricTendInfo = \"3 Kills with Ragesouls.\";\n\n//Engineer\nBasicGearInfo = \"Summon all Level 1 and 2 Upgrades.\";\nFavoriteCarryInfo = \"Summon all Upgrades of one Class.\";\nUpgradeFanInfo = \"Summon all Upgrades.\";\nDoNoHarmInfo = \"Summon 4 StimkitsX2.\";\nIndirectlyResponsibleInfo = \"Kill without Weapons.\";\nTheSuccInfo = \"Suck 3 Ghouls into an EMP.\";\nLaserTrooperInfo = \"3 Kills with Mini EMP bombs.\";\nCSNXSInfo = \"3 Kills with Nails.\";\nRoboticEmpireInfo = \"Summon 5 Turrets, 1 Bot and 2 Drones.\";\n\n//Exile\nTreantRazorInfo = \"4 Kills with Rancor Guns.\";\nUnlimitedPowerInfo = \"4 Kills with Nightfire.\";\nWhereYouGoingInfo = \"Kill someone with Nightfire Curse.\";\nDoubleTheEdgeInfo = \"Double Kill with Agony Altfire.\";\nItWillCutInfo = \"3 Kills with Agony Mainfire.\";\nBannedPlayerclassInfo = \"Become a Beast.\";\n\n//Demolisher\nOutweightedInfo = \"Kill with C4 Deploy.\";\nKaboomInfo = \"Double Kill with C4s.\";\nGlueBackInfo = \"3 Kills with Concussion Grenades.\";\nBonfireLitInfo = \"2 Kills with floor flames.\";\nDoomPhysicsInfo = \"2 Kills with wallbounced Grenades.\";\nDSparilDiamondsInfo = \"Choke someone with unlit Oil.\";\nScorchingRockInfo = \"3 Kills with Ignition Bombs.\";\nMetalCreepersInfo = \"3 Kills with Spider Mines.\";\nWhatInfo = \"Kill with Fire Blast.\";\nFireStarter = \"2 Kills with Ignition Pistol.\";\n\n//Void Warrior\nSchmortalityInfo = \"Stay Alive within Phase after 'dying'.\";\nHeyThatsMineInfo = \"Get a kill and then Phase.\";\nYouDidntExpectInfo = \"Kill within 2 secs. after phase.\";\nCheaterInfo = \"Kill while Phasing.\";\nMyWorkHereIsDoneInfo = \"Win a match while phasing.\";\nBleachedInfo = \"3 Kills with Purifying Flames.\";\n\n//Sjas\nICanFlyInfo = \"Fly around harmlessly for 30 Seconds.\";\nTurbulenceInfo = \"Kill when below 10 HP.\";\nHeRefleccInfo = \"Kill with Reflect.\";\nQuickScreamer = \"Get a Double Kill.\";\nHeQuiccInfo = \"Get a Triple Kill.\";\nDashingInfo = \"Use Dash 20 Times.\";\nWhatHelmetInfo = \"Kill a Demolisher.\";\n\n//Creeper\nSteelBallInfo = \"Kill with Slow Balls.\";\nNOBInfo = \"Kill without balls.\";\nLOBInfo = \"Get 2 Ball Kills.\";\nGraveArtilleryInfo = \"Get 3 Ball Kills.\";\nNemesisInfo = \"Kill a Void Warrior.\";\nUndeadPhoenixInfo = \"Kill when below 5 HP.\";\n\n//Jitter\nDinner42Info = \"Get a Double Kill.\";\nTipToeInfo = \"Walk for 20 seconds.\";\nWithOrWithoutDelayInfo = \"Kill 2 Exiles.\";\n\n//Choke\nStainerInfo = \"Get a vomit kill.\";\nMyStealIsStrongerInfo = \"Kill 2 Void Warriors.\";\nSatanInfo1 = \"2 Kills with choke balls.\";\nSatanInfo2 = \"3 Kills with choke balls.\";\nSatanInfo3 = \"4 Kills with choke balls.\";\nWormsInfo = \"Place 3 Goreverm.\";\n\n//Frostbite\nChillDudeInfo = \"3 Kills with Frost Breath.\";\nNordicLegacyInfo = \"3 Kills with Icespike Bombs.\";\nAntiAerialInfo = \"Kill a flying Cyborg with Bombs.\";\n\n//Qrowhant\nNoTricksInfo = \"First Kill without using Curses.\";\nNoTrapsInfo = \"2 kills without using Terrorb.\";\nNoCheatsInfo = \"3 Kills with only Claws.\";\nDoomedInfo = \"Place 5 Curses.\";\nNoEscapeInfo = \"Place 3 Terrorbs.\";\nTricksterInfo = \"Use all Powers within 5 seconds.\";\nSlowlyDecayingInfo = \"2 Kills with Chaos Spread.\";\nByOnePointInfo = \"Get a Curse impact kill.\";\nDarkFateInfo = \"Kill with Curse HP Threshold.\";\nAimbotterInfo = \"3 Kills with upgraded Spread.\";\n\n//Swampie\nToxicSlothInfo = \"3 Kills with Toxic Gale.\";\nSewerNovaInfo = \"Double Kill with Swamp Spread.\";\nDramaticEntranceInfo = \"Kill within the second of landing Pounce.\";\nDontTouchInfo = \"Get a kill without ever attacking.\";\n\n//Sangel\nWallHackerInfo = \"3 Kills with bouncing Souls.\";\nICouldAimInfo = \"3 Kills with Vamp Bats.\";\nDraggedAroundInfo = \"2 Kills with Chains.\";\nLowGravityCQCInfo = \"Kill with Claws.\";\nBathsAreCoolInfo = \"Use Bats 4 times.\";\n\n/////////////\n////Memes////\n/////////////\n//Ascended\nAscendedSang = \"Killed Sang with Dark!\";\nAscendedCreep = \"Killed Creep with Dark!\";\nAscendedQrow = \"Killed Qrow with Dark!\";\nAscendedFbite = \"Killed Frost with Ice!\";\nAscendedSwamp = \"Killed Swamp with Pistols!\";\nAscendedSjas = \"Killed Sjas with Mines!\";\nAscendedSang2 = \"Killed Sangel with Blood!\";\nAscendedChoke = \"Killed Choke with Blood!\";\n//Kill a class with something really shitty!\n\n//OMG TELEFUCC\nTelelefucc = \"Telefrag Someone!\";\n\nSECRETMESSAGE = \"\\ciSecrets have been unveiled...\";\n\nMenu0 = \"Menu\";\nMenuOptions = \"Options\";\nMenuEHOptions = \"Special Keys\";\nMenuMultiplayer = \"Multiplayer\";\nMenuGuide = \"Guide\";\nMenuExit = \"Exit\";\n\nStartUpTip0 = \"Hi\";\nStartUpTip1 = \"\\cjRemember to set a key for \\cfClass Info \\cjand \\cvSpecial Ability(SPECIALABS) \\cj \\c[j3]Special Keys\";\nStartUpTip2 = \"\\cjAlways check if there is a \\cfsecondary weapon.\";\nStartUpTip3 = \"\\cjIf you want, you can set \\ciWeapon Information(WEAPINFO) HUD key.\";\n\nControls = \"Controls\";\n\nActUse = \"Use / Open\";\nMvForward = \"Move Forward\";\nMvBack = \"Move Backward\";\nMvLStrafe = \"Strafe Left\";\nMvRStrafe = \"Strafe Right\";\nMvJump = \"Jump\";\nMvCrouch = \"Crouch\";\nMvCrouchT = \"Crouch Toggle\";\nMvUp = \"Fly / Swimp Up\";\nMvDown = \"Fly / Swim Down\";\nMvStopV = \"Stop Flight\";\nMvRun = \"Run\";\nMvStrafe = \"Strafe\";\nCamUp = \"Look Up\";\nCamDown = \"Look Down\";\nCamLeft = \"Turn Left\";\nCamRight = \"Turn Right\";\nCamMid = \"Center View\";\nCamMLook = \"Mouse Look\";\nCamKlook = \"Keyboard Look\";\nScoreBoard = \"Scoreboard\";\nScoreMedal = \"Show Medals\";\n\nType = \"Say\";\nTypeTeam = \"Team Say\";\n\nWeapons = \"Weapons\";\n\nWPFire = \"Primary Attack\";\nWSFire = \"Secondary Attack\";\nWReload = \"Reload\";\nWZoom = \"Weapon Zoom\";\nWDrop = \"Weapon Drop\";\nNWeap = \"Next Weapon\";\nPWeap = \"Previous Weapon\";\n\nSpecAb = \"Special Ability\";\nExBeast = \"Exile: Beast Mode\";\nBeastTgt = \"Beast Mode: Targeter(Corporeal Twist)\";\n\nInventory = \"Inventory\";\n\nIUse = \"Inventory Use\";\nIPanic = \"Inventory Useall\";\nINext = \"Next Item\";\nIPrev = \"Previous Item\";\nIQuery = \"Query Item\";\nIDrop = \"Drop Item\";\n\nInfo = \"Information\";\nTBDis = \"Tipbox: Display\";\nTBNChar = \"Tipbox: Next Char\";\nTBPChar = \"Tipbox: Prev Char\";\nTBSPage = \"Tipbox: Switch Page\";\nHUDInfo = \"HUD: Weap Info\";\n\nCustextA = \"ENTER to change, BACKSPACE to clear\";\nCustextB = \"Press new key for control, ESC to cancel\";\n\nCustomizeControls = \"Customize Controls\";\nMouseoptions = \"Mouse Options\";\nJoystickoptions = \"Joystick Options\";\nPlayerSetup = \"Player Setup\";\nGameplayOptions = \"Gameplay Options\";\nCompatibilityOptions = \"Compatibility Options\";\nAutomapOptions = \"Automap Options\";\nHUDOptions = \"HUD Options\";\nMiscOptions = \"Miscellaneous options\";\nSoundOptions = \"Sound Options\";\nDisplayOptions = \"Display Options\";\nSetVideoMode = \"Set video mode\";\nReset2Defaults = \"Reset 2 defaults\";\nReset2Saved = \"Reset to last saved\";\nGo2Console = \"Go to Console\";\n\n//HUD\nDBStat = \"Debuff Status:\";\nSpecialText = \"Special:\";\nAmmoSpecialText = \"Ammo:\";\nCooldownSpecialText = \"Cooldown:\";\nAltfireText = \"Altfire:\";\n//HUD END\n\n//Engi Upgrades\n\nCost = \"Cost:\";\nNext = \"Next:\";\n\nPlating2 = \"Steel Plating:\";\nBioVest2 = \"Biohazard Suit:\";\nThermo2 = \"Thermal Clothing:\";\nPowAmp2 = \"Power Amplificator:\";\nCombatA2 = \"Combat Armor:\";\nSiegeA2 = \"Siege Armor:\";\nJumpDev2 = \"Springing Device:\";\nGuardDrone2 = \"Personal Guard Drone:\";\nVenomBullet2 = \"Envenomed Bullets:\";\nShockShell2 = \"Shock Shells:\";\nWingcape2 = \"Wingcape:\";\nStString2 = \"Steel String:\";\nFReserve2 = \"Fuel Reserve:\";\nFConduct2 = \"Fuel Conductors:\";\nPCore2 = \"Pulse Core:\";\nRecKit2 = \"Reconstruction Kit:\";\nSCore2 = \"Storm Core:\";\nHTurret2 = \"Hovering Sentry:\";\nDaeHeart2 = \"Daefrit's Heart:\";\nBlazRage2 = \"Blazing Rage:\";\nMalBlood2 = \"Malevolous Blood:\";\nBGrenade2 = \"Blast Grenades:\";\nBBomb2 = \"Bouncing Bombs:\";\nSCooler2 = \"Spider Cooler:\";\nResC42 = \"Reserve C4:\";\n\nPlating = \"Steel Plating\";\nBioVest = \"Biohazard Vest\";\nThermo = \"Thermal Suit\";\nPowAmp = \"Power Amplificator\";\nCombatA = \"Combat Armor\";\nSiegeA = \"Siege Armor\";\nJumpDev = \"Springing Device\";\nGuardDrone = \"Personal Guard Drone\";\nVenomBullet = \"Envenomed Bullets\";\nShockShell = \"Shock Shells\";\nWingcape = \"Wingcape\";\nStString = \"Steel String\";\nFReserve = \"Fuel Reserve\";\nFConduct = \"Fuel Conductors\";\nPCore = \"Pulse Core\";\nRecKit = \"Reconstruction Kit\";\nSCore = \"Storm Core\";\nHTurret = \"Hovering Sentry\";\nDaeHeart = \"Daefrit's Heart\";\nBlazRage = \"Blazing Rage\";\nMalBlood = \"Malevolous Blood\";\nBGrenade = \"Blast Grenades\";\nBBomb = \"Bouncing Bombs\";\nSCooler = \"Spider Cooler\";\nResC4 = \"Reserve C4\";\n\nPlatingInfo = \"Increases resistances by 15% [Except Ice, Fire and Poison]\";\nBioVestInfo = \"Increases Poison Resistances by 25%.\";\nThermoInfo = \"Increases Ice and Fire Resistances by 18%.\";\nPowAmpInfo = \"Increases damage of most weaponry by 45%.\";\nCombatAInfo = \"Armor: 70 Points, 45% Protect.\";\nSiegeAInfo = \"Armor: 135 Points, 63.5% Protect.\";\n2StimkitInfo = \"Heals 15 Each.\";\nJumpDevInfo = \"Inventory: Thrusts player airborne, blasts things away.\";\nGuardDroneInfo1 = \"Drones ocasionally shot enemies.\";\nGuardDroneInfo2 = \"Inventory. 2 Max. 1st damages, 2nd Slows.\";\nVenomBulletInfo = \"Pistol bullets cause Poison.\";\nShockShellInfo = \"Shotgun shots cause a small blast radius.\";\nBackpackInfo = \"50% Extra Ammo Cap. 1st Use: Full Refill.\";\nWingcapeInfo = \"Toggleable, improves air control, must be very high off ground.\";\nStStringInfo = \"65% faster normal arrows. 40% faster magic arrows.\";\nFReserveInfo = \"Extra 50% Fuel Cap.\";\nFConductInfo = \"Fuel Regen. Rate x3.\";\nPCoreInfo = \"Blinking creates a second lesser displacement.\";\nRecKitInfo = \"Restores 2 Traps if player has none at all.\";\nSCoreInfo = \"Traps shot off zapping beams.\";\nHTurretInfo = \"Aerial, extra aggro. and damage, less HP.\";\nDaeHeartInfo = \"Rancor Guns can shot without Hatred Nails.\";\nBlazRageInfo = \"Nightfire Curse [Altfire] requires 50% less Heat.\";\nMalBloodInfo = \"Agony Edge poisons when striking with Ammo.\";\nBGrenadeInfo = \"Grenades have a blast radius.\";\nBBombInfo = \"Ignition Bombs bounce twice.\";\nSCoolerInfo = \"Spider Mines chase further before exploding.\";\nResC4Info = \"Restores a whole C4 if none at all.\";\n\n//Engi Upgrades END\n\nSpecialNameM = \"Pure Rage:\";\nSpecialNameHA = \"\\cmDark:\";\nSpecialNameHB = \"\\c[n5]Thunder:\";\nSpecialNameCy = \"Blink:\";\nSpecialNameG = \"Ion Shields:\";\nSpecialNameEn1 = \"Util Gun\";\nSpecialNameEn2 = \"Level Switch:\";\nSpecialInfoEn1 = \"Currently Selected Upgrade:\";\nSpecialNameEx = \"Pandora Spell:\";\nSpecialNameV = \"Phase:\";\nSpecialNameCh = \"Goreverm:\";\nSpecialNameQ = \"Terrorb:\";\nSpecialNameSn = \"Vampbats:\";\nSpecialNameSw = \"Swampburst:\";\n\nInfoTTip = \"\\c-Definiciones para la info de armas en el HUD\";\nInfoTTip0 = \"\\c-Some definitions for the Weapon Info HUD display\";\nInfoTTip1 = \"\\c-FDA = Full Damage Area\";\nInfoTTip2 = \"\\c-A = Area\";\nInfoTTip3 = \"\\c-X;Y = Random value between X and Y numbers\";\nInfoTTip4 = \"\\cvSpecial \\c-= Move activated with the Specialabs bind\";\nInfoTTip5 = \"\\c- X/Y Spread are angle values, X is horz and Y is vert\";\nInfoTTip6 = \"\\c- RIP\";\nInfoTTip7 = \"\\c-Team Lifesteal regens the nearest teammate\";\nInfoTTip8 = \"\\caColored Words \\c- generate \\caColored [...] Stats\";\nInfoTTip9 = \"\\c-A>B>C>... = A stat turns into B and so on, in order\";\n\nHunter = \"Hunter\";\nEngineer = \"Engineer\";\nDemolisher = \"Demolisher\";\n\"Void Warior\" = \"Void Warrior\";\n\"Swamp Thing\" = \"Swamp Thing\";\n\nInfoPistols0 = \"\\cgPrimary: \\cdDual Pistols\";\nInfoPistols1 = \"\\cgPrimary: \\cdDual Pistols\";\nInfoPistols2 = \"\\cj[0% Spread, Low Damage]\";\nInfoRiotgun1 = \"\\cgPrimary: \\cdRiotgun\";\nInfoRiotgun2 = \"\\cj[7/6.35 Spread, 8;10 Pellets, 6 Dmg]\";\nInfoRiotgun1B = \"\\cgPrimary: \\cdRiotgun\\cj[Small blast]\";\nInfoRiotgun2B = \"\\cj[7/6.35 Spread, 8;10 Pellets, 6 Dmg]\";\nInfoARifle1 = \"\\cgPrimary: \\cdAssault Rifle\";\nInfoARifle2 = \"\\cj[2.8 Spread, 4;7 Damage]\";\nInfoGrenade1 = \"\\cfSecondary: \\ckGrenades \";\nInfoGrenade2 = \"\\cj[68 Dmg, 210;255 Area]\";\nInfoGrenade3 = \"\\cj[150 Full Damage Area]\";\nInfoGrenade1B = \"\\cfSecondary: \\cnPlasma Grenades\\cj[+DMG debris]\";\nInfoGrenade2B = \"\\cj[55 Dmg, 230;275 Area, 170 FDA]\";\nInfoGrenade3B = \"\\cj[55 FDA blinds ghouls]\";\nInfoMSpecial1 = \"\\cvSpecial: \\caPure \\cgRage\";\nInfoMSpecial2 = \"\\cj[Consume HP for Damage and Speed]\";\nInfoDShotgun1 = \"\\cgPrimary: \\cdDouble Shotgun\";\nInfoDShotgun2 = \"\\cj[13/11.7 Spread, 12;20 Pellets, 5;9 Dmg]\";\nInfoAShotgun1 = \"\\cgPrimary: \\cdAssault Shotgun\\cj[Autofire]\";\nInfoAShotgun2 = \"\\cj[6/5.35 Spread, 3;5 Pellets, 8;12 Dmg]\";\nInfoMinigun1 = \"\\cgPrimary: \\cdMinigun\\cj[Insane Firerate]\";\nInfoMinigun2 = \"\\cj[14 Spread, 2;3 Pellets, 3;5 Damage]\";\nInfoHEMRIFLE1 = \"\\cgPrimary: \\cdSiege Rifle\\cj[100% Accuracy]\";\nInfoHEMRIFLE2 = \"\\cj[18 Dmg, 12 Dmg 80 Area]\";\n\nInfoBow1 = \"\\cgPrimary: \\cuArrow\";\nInfoBow2 = \"\\cj[Fast, 17 Dmg, 40% Chance to poison]\";\nInfoBow3 = \"\\cfSecondary: \\c[g9]Magic Tracers\";\nInfoBow4 = \"\\cj[Autohoming, 2d4 Damage, (2;3)(3) /100 Area]\";\n\nInfoIceBow1 = \"\\cgPrimary: \\cnIce Arrows\";\nInfoIceBow2 = \"\\cj[4d4 Damage, 50% Slowdown, 4 Seconds]\";\nInfoIceBow3 = \"\\cj[7 Spread, 2;3 Dmg(17), 50% SD, 1.15s.]\";\nInfoIceBow4 = \"\\cfSecondary: \\cnFrost Path\";\nInfoIceBow5 = \"\\cj[3 Damage, \\cfSecondary \\cjSD]\";\nInfoHSpecial1A = \"\\cvSpecial: \\cmDark Arrows\";\nInfoHSpecial2A = \"\\cj[Replaces \\cnIce Arrows\\cj, no \\cfSecondary\\cj]\";\nInfoHSpecial3A = \"\\cj[Uses 5 Mana, 15 HP, Disables \\c[g9]Magic Tracers]\";\n\nInfoFireBow1 = \"\\cgPrimary: \\ciFlame Arrows\\cj[Full Dmg Area: -20]\";\nInfoFireBow2 = \"\\cj[Very Fast, 20;30 Dmg, 20 Dmg/80 Area]\";\nInfoFireBow3 = \"\\cj[12 Damage / Travel Tic, 60 Area]\";\nInfoFireBow4 = \"\\cfSecondary: \\ciImmolation\";\nInfoFireBow5 = \"\\cj[0;2 Dmg / 2 tic, 80 Area, FDA 60]\";\nInfoHSpecial1B = \"\\cvSpecial: \\c[n5]Lightning Arrows\";\nInfoHSpecial2B = \"\\cj[Replaces \\ciFlame Arrows\\cj, no \\cfSecondary\\cj]\";\nInfoHSpecial3B = \"\\cj[Uses 15 Mana, Disables \\ccWindrun]\";\n\nInfoWindBow1 = \"\\cgPrimary: \\ccWind Arrows\";\nInfoWindBow2 = \"\\cj[12 Dmg, 10 Dmg 400 Area, 300 FDA]\";\nInfoWindBow3 = \"\\cj[Blasts objects off its core]\";\nInfoWindBow4 = \"\\cfSecondary: \\ccWindrun\";\nInfoWindBow5 = \"\\cj[+80% Speed, Unsolid]\";\n\nInfoIceBow1B = \"\\cgPrimary: \\cmDark Arrows\\cj[Lasts 1.6s]\";\nInfoIceBow2B = \"\\cj[5d4 Dmg, 7 Dmg, 100 FDA, \\cmShatters]\";\nInfoIceBow3B = \"\\cj[50% SD, 4 Seconds]\";\nInfoIceBow4B = \"\\cm[2;3 Dmg, 4 Dmg, 45 FDA, Lasts 3s]\";\nInfoIceBow5B = \"\\cm[50% SD, 1.15 Seconds]\";\n\nInfoFireBow1B = \"\\cgPrimary: \\c[n5]Thunder Arrows\";\nInfoFireBow2B = \"\\cj[Railgun, 60;70 Dmg + 1;2(3)Dmg, \\c[n5]Shock\\cj]\";\nInfoFireBow3B = \"\\c[n5][Area&Dmg fades in and out]\";\n\nInfoCyborg1A = \"\\cgPrimary: \\cnPlasma Cannon\";\nInfoCyborg2A = \"\\cj[(10*1;3)-5;+8 Damage]\";\nInfoCyborg3A = \"\\cfSecondary: \\ciJetpack Flight\";\nInfoCyborg4A = \"\\cj[Item + Directions to Dash]\";\nInfoCySpecial1 = \"\\cvSpecial: \\cnBlink Device\";\nInfoCySpecial2 = \"\\cj[Requires 100 Charges. Loads with \\cgPrimary\\cj]\";\nInfoCyborg1B = \"\\cgPrimary: \\cnEnergy Jailhook\";\nInfoCyborg2B = \"\\cj[Locks target and shooter in place]\";\nInfoCyborg3B = \"\\cfSecondary: \\cnViper Rockets\";\nInfoCyborg4B = \"\\cj[Autohome, 8 Dmg, 3(2) Dmg 60>100 FDA, Blinds]\";\n\nInfoGhostie1 = \"\\cgPrimary: \\cnP\\car\\cno\\cato\\cnn \\cuCannon\";\nInfoGhostie2 = \"\\cj[4d4 Damage]\";\nInfoGhostie3 = \"\\cfSecondary: \\cnUse Power\";\nInfoGhostie4 = \"\\cj[Changes \\cgPrimary \\cjaccording to last kill]\";\nInfoGhostie5 = \"\\cj[Unpower with Item]\";\nInfoGhostie6 = \"\\cgPrimary: \\cjActivate \\cuTraps\";\nInfoGhostie7 = \"\\cfSecondary: \\cjLay \\cuTrap\";\nInfoGhostie8 = \"\\cj[38 Dmg, 132 Area, 95 FDA]\";\nInfoGhostie1A = \"\\cgPrimary: \\ccEcho Bouncers\";\nInfoGhostie2A = \"\\cj[40 Damage, Blasts away, 3 Bounces]\";\nInfoGhostie1B = \"\\cgPrimary: \\cbBone Slug\";\nInfoGhostie2B = \"\\cj[80 Damge, railgun]\";\nInfoGhostie1C = \"\\cgPrimary: \\cuSoulfrag Seekers\";\nInfoGhostie2C = \"\\cj[2;4*1;4 Dmg, Can autohome]\";\nInfoGhostie1D = \"\\cgPrimary: \\crBlood Spray\";\nInfoGhostie2D = \"\\cj[12 Dmg, Falls down]\";\nInfoGhostie1E = \"\\cgPrimary: \\cnBlizzard Fountain\";\nInfoGhostie2E = \"\\cj[4d8 Dmg, 14 Dmg 50 FDA, rains down]\";\nInfoGhostie1F = \"\\cgPrimary: \\cmBlack Flames\";\nInfoGhostie2F = \"\\cj[25 Dmg, 8 Dmg 130 FDA, blackens vision]\";\nInfoGhostie1G = \"\\cgPrimary: \\cqAcid Chaingun\";\nInfoGhostie2G = \"\\cj[9 Dmg, 4 Dmg 80 Area, 22 Poison]\";\nInfoGhostie1H = \"\\cgPrimary: \\c[j3]Ragesoul Raid\";\nInfoGhostie2H = \"\\cj[2 Dmg 35 FDA/5 dmg 80 Area, team leech]\";\nInfoGSpecial1 = \"\\cvSpecial: \\cnIon Shields[180 Area, 10s]\";\nInfoGSpecial2 = \"\\cj[Creates a shield to all nearby allies]\";\nInfoGSpecial3 = \"\\cj[Shields only block projectiles]\";\nInfoGSpecial4 = \"\\cj[Activation destroys nearby ghoul shots]\";\n\nInfoNailgun1 = \"\\cgPrimary: \\cuNail Shot\";\nInfoNailgun2 = \"\\cj[13 Damage, Fast Speed, Pierces Armor]\";\nInfoNailgun3 = \"\\cfSecondary: \\cuNail Column\";\nInfoNailgun4 = \"\\cj[8 Damage, Medium Speed, Vertical(4)]\";\nInfoEMP1 = \"\\cgPrimary: \\cnEMP Ball\";\nInfoEMP2 = \"\\cj[Delayed Explosion, Sucks in, 55 Damage]\";\nInfoEMP3 = \"\\cj[5(4) Damage, 400>500>600>700 FDA]\";\nInfoEMP4 = \"\\cj[Displaces, removes some ammo]\";\nInfoEMP5 = \"\\cfSecondary: \\cnEMP Minibomb\";\nInfoEMP6 = \"\\cj[15 Dmg, 22 Dmg, 100 FDA, Blasts]\";\nInfoUtil1 = \"\\cgPrimary: \\cjLay Selected Upgrade\";\nInfoUtil2 = \"\\cfSecondary: \\cjSwitch Upgrade In Level\";\nInfoEnSpecial = \"\\cvSpecial: \\cjSwitch Upgrade Levels\";\n\nInfoRancor1 = \"\\cgPrimary: \\caDual Shot\";\nInfoRancor2 = \"\\cj[25 Damage, Knockback, 4;10 Damage]\";\nInfoRancor3 = \"\\cj[4;10 Damage, leaves \\caSpark\\cj]\";\nInfoRancor4 = \"\\cg[2(6) Dmg, 70 FDA per travel tic]\";\nInfoRancor5 = \"\\ca[3 Dmg, 60 FDA per 3 tic, lasts 1.5s]\";\nInfoRancor6 = \"\\cfSecondary: \\caOne Shot\";\nInfoRancor7 = \"\\cj[No \\cgWave\\cj]\";\nInfoRaptor1 = \"\\cgPrimary: \\ciNightfire Shots\";\nInfoRaptor2 = \"\\cj[8>7>5 Spread, 1;2(2)>2;3 Damage]\";\nInfoRaptor3 = \"\\cj[1;2(4) Dmg, 60 Area, 45 FDA]\";\nInfoRaptor4 = \"\\cfSecondary: \\ciNightfire Curse\";\nInfoRaptor5 = \"\\cj[35 Dmg, Autohome]\";\nInfoRaptor6 = \"\\cj[Move Invert, 10 Seconds]\";\nInfoEdgy1 = \"\\cgPrimary: \\cjSlice\";\nInfoEdgy2 = \"\\cj[5;13(3 +1 \\caw/Ammo\\cj)]\";\nInfoEdgy3 = \"\\ca[1;3(4) Dmg, (1) can use ammo(70%)]\";\nInfoEdgy4 = \"\\cfSecondary: \\caHatred Crescent\\cj[25 Ammo]\";\nInfoEdgy5 = \"\\cj[1(3)>17 Dmg, 85>65 FDA, spawns 3 \\caRipper]\";\nInfoEdgy6 = \"\\cj[Floor Slider, Applies Dmg/tic, 1.8s.]\";\nInfoEdgy7 = \"\\ca[1;3 Dmg, lasts 2 tics]\";\nInfoExSpecial1 = \"\\cvSpecial: \\cvPa\\ctnd\\cior\\cfa \\cvSp\\cte\\cgll\";\nInfoExSpecial2 = \"\\cj[Currently ongoing debuffs are turned back]\";\nInfoExSpecial3 = \"\\cj[Debuff stacks increase rebound power\";\nInfoBeast1 = \"\\cgPrimary: \\cjClaws\";\nInfoBeast2 = \"\\cj[2;5(5), Shieldsteal]\";\nInfoBeast3A = \"\\cfSecondary: \\cqOutwordly Poison\\cj[6 Fury]\";\nInfoBeast4A = \"\\cj[2;5(5)+1;3(5), 7 Poison]\";\nInfoBeast3B = \"\\cfSecondary: \\ciCorporeal Twist\\cj[28 Fury]\";\nInfoBeast4B = \"\\cj[Teleports twice, dealing more dmg each]\";\nInfoBeast5A = \"\\cj[18>42 Dmg 120>170 FDA]\";\nInfoBeast3C = \"\\cfSecondary: \\c[j3]Ireful Regret\\cj[50 Fury]\";\nInfoBeast4C = \"\\cj[Teleports back to morph location]\";\nInfoBeast5C = \"\\cj[170 Dmg, 100 FDA, Telefrag]\";\nInfoBSpecial = \"\\cvSpecial: \\cjSwitch \\cfSecondary\";\n\nInfoGL1 = \"\\cgPrimary: \\cuConcussion Grenades\";\nInfoGL2 = \"\\cj[33 Dmg, 12 Dmg 85 FDA, 2 Bounces]\";\nInfoGL3 = \"\\cfSecondary: \\ciIgnition Bombs\\cj[10 Dmg]\";\nInfoGL4 = \"\\cj[30 Dmg 120 Area 85 FDA, 10 Dmg 300 Area]\";\nInfoGL5 = \"\\cj[2;6 Dmg & 3 \\ciFires\\cj / 8 tic, lasts 8 secs.]\";\nInfoGL6 = \"\\ci[4(2) dmg 11 FDA, 1;3(7) Dmg 30 A 25 FDA]\";\nInfoSpoder1 = \"\\cgPrimary: \\cuLay Spider\";\nInfoSpoder2 = \"\\cj[Quickly Burrows, activates on proximity]\";\nInfoSpoder3 = \"\\cj[3 pounces, 17 Dmg 165 FDA, 50% Forcesplash]\";\nInfoSpoder4 = \"\\cfSecondary: \\ciFire Blast\";\nInfoSpoder5 = \"\\cj[5 dmg 70 FDA, 3 Shots spread, Bounce]\";\nInfoC41 = \"\\cgPrimary: \\cuLay C4\";\nInfoC42 = \"\\cfSecondary: \\ciDetonate C4s\";\nInfoC43 = \"\\cj[30 Dmg 200 Area 180 FDA]\";\nInfoPistol1 = \"\\cgPrimary: \\ciIgnition Shot\";\nInfoPistol2 = \"\\cj[3d4 Damage, 9 Dmg 55 FDA, Falls down]\";\nInfoPistol3 = \"\\cfSecondary: \\ciIgnition Burst\";\nInfoPistol4 = \"\\cj[8/4U;2D Spread, 4 Shots]\";\nInfoDSpecial1 = \"\\cvSpecial: \\cjStick & Hide C4\";\nInfoDSpecial2 = \"\\cj[-25% Speed on players each]\";\n\nInfoVoid1 = \"\\cgPrimary: \\ctSoulphase Sword\";\nInfoVoid2 = \"\\cj[3(7) Drain Dmg + \\ctVoid Slash\\cj]\";\nInfoVoid2B = \"\\cj[3(7) Drain Dmg + \\ctVoid Slash\\cj, Deflects]\";\nInfoVoid2C = \"\\cj[7(7) Dmg, Full HP + 10 Overheal on kill]\";\nInfoVoid3 = \"\\ct[4 Dmg 70 Area 50 FDA]\";\nInfoVoid4 = \"\\ct[2(2) Dmg 34 Area 29 FDA]\";\nInfoVoid5 = \"\\ct[37.5% Slowdown, 1.82 Seconds]\";\nInfoVoid6 = \"\\cfSecondary: \\c[n8]Purifying Flame\";\nInfoVoid7 = \"\\cj[20(+5 Dmg)Dmg/Heal]\";\nInfoVoid8 = \"\\cj[50% Speed Burst/;50% Damage]\";\nInfoVoid8B = \"\\cj[;50% Damage/+50% Damage, received]\";\nInfoVoid8C = \"\\cj[50% Speed Burst/Disarm, 4s]\";\nInfoVoid9 = \"\\cvSpecial: \\ctVoid Phase\";\nInfoVoid10 = \"\\cj[Out of combat, Flight, Invuln]\";\nInfoVoid11 = \"\\cj[Last 4 Seconds spoils location]\";\n\nInfoSjas1 = \"\\cgPrimary: \\ccScream[1 every 3 tics]\";\nInfoSjas2 = \"\\cj[11(3) Dmg 138 Area 82 FDA]\";\nInfoSjas3 = \"\\cfSecondary: \\ccEcho Wave\";\nInfoSjas4 = \"\\cj[Several waves blast objects away]\";\n\nInfoJitter1 = \"\\cgPrimary: \\cbCrunch\";\nInfoJitter2 = \"\\cj[Charges forward, dealing dmg traveling]\";\nInfoJitter3 = \"\\cj[Most damage is dealt at the end]\";\nInfoJitter4 = \"\\cfSecondary: \\cbWalking\";\n\nInfoCreep1 = \"\\cgPrimary: \\cuSoulsteal\";\nInfoCreep2 = \"\\cj[Instakill, restores full hp + 10]\";\nInfoCreep3 = \"\\cfSecondary: \\c[a7]Ethereal Grip\";\nInfoCreep4 = \"\\cj[95% SDTotal, 4s Total, 10;14 Dmg Total]\";\nInfoCreep5 = \"\\cj[Part of the damage and SD are splashes]\";\nInfoCreep3B = \"\\cfSecondary: \\c[j3]Soul Lock\";\nInfoCreep4B = \"\\cj[Absolute Freeze, 25 Dmg, 1 Second]\";\nInfoCreep5B = \"\\cj[Creeper can't attack by 0.9s.]\";\n\nInfoChoke1 = \"\\cgPrimary: \\crMunch\";\nInfoChoke2 = \"\\cj[3;4 Dmg, 67.25 FDA, Lifesteal]\";\nInfoChoke3 = \"\\cfSecondary: \\cgBlood Ball\";\nInfoChoke4 = \"\\cj[3d8 Dmg, 125 dmg 80 Area, 8 Dmg 138 FDA]\";\nInfoKSpecial1 = \"\\cvSpecial: \\caGoreverm\\cj[28 Secs.]\";\nInfoKSpecial2 = \"\\cj[Reveals \\catarget \\cjthrough walls]\";\nInfoKSpecial3 = \"\\ca[Slows down nearby humans when gibbed]\";\n\nInfoFrob1 = \"\\cgPrimary: \\ccLunge[FDA: -11, Lasts 7 Tics]\";\nInfoFrob2 = \"\\cj[1 Ripper Dmg, 28+2 Dmg 88 Area]\";\nInfoFrob3 = \"\\cfSecondary: \\cnFrost Breath[;30 FDA, Bounce]\";\nInfoFrob4 = \"\\cj[0;2 RDmg, 1;2 Avg Dmg 120 Area]\";\nInfoFrob3B = \"\\cfSecondary: \\cnFrostpike Bomb\";\nInfoFrob4B = \"\\cj[2d8 Dmg, 8(10) Dmg 40 FDA, Circle Spread]\";\n\nInfoQrow1 = \"\\cgPrimary: \\c[s0]Consume\";\nInfoQrow2 = \"\\cj[3;4(5) Dmg, 64 FDA]\";\nInfoQrow3 = \"\\cfSecondary: \\c[s0]Qrow Curse\\cj[3s Delay, Debuffs]\";\nInfoQrow4 = \"\\cj[Debuff: +8 Dmg/hit, 50% SD, Qrow lifesteal]\";\nInfoQrow5 = \"\\cj[\\caInstakills \\cjwhen target below 25 HP]\";\nInfoQrow6 = \"\\cj[8(2) Dmg 64 FDA, \\ca35(2) Dmg 120 FDA\\cj]\";\nInfoQrow3B = \"\\cfSecondary: \\c[j3]Chaos Spreads\";\nInfoQrow4B = \"\\cj[1;3(15) Dmg, despicable Lifestal]\";\nInfoQrow4C = \"\\cj[1;3(15) Dmg, despicable Lifesteal, \\caAutohome\\cj]\";\nInfoQSpecial1 = \"\\cvSpecial: \\c[d3]Terrorb\\cj[CD on success only]\";\nInfoQSpecial2 = \"\\cj[Locks target by 2 Seconds, \\c[v4]Debuffing]\";\nInfoQSpecial3 = \"\\c[v4][Creates 2 Evil clones with low stats]\";\nInfoQSpecial4 = \"\\c[v4][Decreases dealt damage by 70%]\";\n\nInfoSwamp1 = \"\\cgPrimary: \\cqNoxious Leap\\cj[\\cqMelee\\cjafter landing]\";\nInfoSwamp2 = \"\\cj[Spreads poison on travel and landing]\";\nInfoSwamp3 = \"\\cq[13(3) Damage]\";\nInfoSwamp4 = \"\\cfSecondary: \\cpToxic Gale\\cj[Rips thru enemies]\";\nInfoSwamp5 = \"\\cj[1 dmg, 8 Poison, 14 dmg 74 FDA/4 tic]\";\nInfoSwamp6 = \"\\cj[18 Dmg, 135 Area]\";\nInfoSwSpecial1 = \"\\cvSpecial: \\cpSwamp Burst\\cj\";\nInfoSwSpecial2 = \"\\cj[Ridiculous Splash, each pulse uses HP]\";\nInfoSwSpecial3 = \"\\cj[5 Pulses, cancel with normal atks]\";\n\nInfoSang1 = \"\\cgPrimary: \\cjClaws\";\nInfoSang2 = \"\\cj[10(3) Dmg, Charges forward]\";\nInfoSang3 = \"\\cfSecondary: \\c[j3]Blood Chains\\cj[FDA if \\caMiss]\";\nInfoSang4 = \"\\cj[10 dmg, \\ca55 FDA\\cj, drags and drains]\";\nInfoSang5 = \"\\cj[Creeper Slowdown]\";\nInfoSang3B = \"\\cfSecondary: \\c[k2]Disarming Souls\\cj[FDA on \\caHit\\cj]\";\nInfoSang4B = \"\\cj[Disarms most human weaponry by 4s]\";\nInfoSang5B = \"\\cj[(4*5;6);(5*3;5) Dmg, 6 Bounces]\";\nInfoSang6 = \"\\ca[7 Dmg, 65 FDA]\";\nInfoSnSpecial1 = \"\\cvSpecial: \\c[j3]Vampbats\\cj[Bounces off target]\";\nInfoSnSpecial2 = \"\\cj[6(5) Dmg, Bounces and autohomes]\";\nInfoSnSpecial3 = \"\\cj[5 Bounces, Team Lifesteal\";\n\nEHQUIT1 = \"Abandoning your friends?\";\nEHQUIT2 = \"Fleeing the nest?\";\nEHQUIT3 = \"Come on they ain't even that scary!\";\nEHQUIT4 = \"SHE will punish you...\";\nEHQUIT5 = \"Maybe if you had bound those keys...\";\nEHQUIT6 = \"Perhaps you should actually try to learn...\";\nEHQUIT7 = \"Are you gonna let that thing get away with it?!\";\nEHQUIT8 = \"Quitter scum will be shot dead!\";\nEHQUIT9 = \"I expected better of you...\";\nEHQUIT10 = \"No one leaves the reaping unscathed!\";\nEHQUIT11= \"You see there's a thing called HUD...\";\nEHQUIT12= \"I mean, you can always ask...\";\nEHQUIT13= \"Could you at least try once more?\";\nEHQUIT14 = \"UMaD bro?\";\n\n[esn]\n\n//Weapon Nicknames\nRancorGuns = \"Fauces Rencorosas\";\nNightfireWeap = \"Salpicadura Flamanumbra + Hechizo Flamanumbra\";\nEDGYWEAP = \"Filo Agonico: Corte + Creciente de Odio\";\nVoidWeap = \"Hoja Almafasica + Flamas Purificantes\";\nGrenadeLauncher = \"Lanzagranadas: Granadas Contundentes + Bombas Igneas\";\nSpiderWeapon = \"Colocar Aranas + Rafaga de Fuego\";\nC4Hands = \"Plantar C4 + Detonacion\";\nPanicDemo = \"Pistola Ignea\";\n\n//HUD\nDBStat = \"Mermas [Estado]:\";\nSpecialText = \"Especial:\";\nAmmoSpecialText = \"Municion:\";\nCooldownSpecialText = \"Tiempo Muerto:\";\nAltfireText = \"Secundario:\";\n//HUD END\n\n//10 General Kill Achiev\nDKillInfo = \"2 Frags dentro de 3 seg.\";\nTKillInfo = \"3 Frags dentro de 5 seg.\";\nKSpreeInfo = \"4 Frags dentro de 7 seg.\";\nRampageInfo = \"6 Frags dentro de 10 seg.\";\nRMakerInfo = \"10 Frags en una vida.\";\nBoardRulerInfo = \"20 Frags en un Mapa.\";\nMasterOfHatredInfo = \"30 Frags en un Mapa.\";\nDestroyerOfHopeInfo = \"40 Frags en un Mapa.\";\nHarbingerOfDamnationInfo = \"50 Frags en un Mapa.\";\nChuckNorrisInfo = \"60 Frags en un Mapa.\";\n\n//4 Kills Class Achiev\n\nComanInfo = \"5 Frags como un Marine.\";\nHuntMoonInfo = \"5 Frags como un Hunter.\";\nTerminfo = \"5 Frags como un Cyborg.\";\nWYGCInfo = \"5 Frags como un GhostBuster.\";\nPsyWokInfo = \"5 Frags como un Engineer.\";\nHPunishInfo = \"5 Frags como un Exile.\";\nPyromInfo = \"5 Frags como un Demo.\";\nVPurifInfo = \"5 Frags como un Warrior.\";\nDGambleInfo = \"5 Frags como un Sjas.\";\nCMenaceInfo = \"5 Frags como un Creep.\";\nTReapInfo = \"5 Frags como un Jitter.\";\nBBathInfo = \"5 Frags como un Choke.\";\nCNightInfo = \"5 Frags como un Frost.\";\nSTormInfo = \"5 Frags como un Qrow.\";\nLSwampInfo = \"5 Frags como un Swampie.\";\nBEmperInfo = \"5 Frags como un Sangel.\";\n\n//Marine\nNoScopeInfo = \"3 Frags con Pistolas.\";\nRiotTroopInfo = \"3 Frags con Escopeta.\";\nRiflemanInfo = \"3 Frags con Rifle.\";\nLobberInfo = \"3 Frags con Grenadas.\";\nInvSpamInfo = \"4 Frags con Granadas de Inventario.\";\nGoingZerkInfo = \"3 Frags con Ira Pura Activa.\";\nWCPGWInfo = \"Mata despues de usar Ira Pura con muy poca HP.\";\nSSInfo = \"Suicidate contra un Ghoul, con una Granada.\";\n\nTIMBSInfo = \"Mata a un ghoul con SSG.\";\n\n//Hunter\nStakedWinInfo = \"3 Frags con Flechas Normales.\";\nPyroSniperInfo = \"3 Frags con Flechas Ardientes.\";\nIceSpammerInfo = \"3 Frags con Flechas Heladas.\";\nWhistlerInfo = \"3 Frags con Flechas de Viento.\";\nShadowDancerInfo = \"3 Frags con Flechas Oscuras.\";\nThunderCallerInfo = \"4 Frags con Flechas de Trueno.\";\nSoultrackerInfo = \"Mata con Rastreadores.\";\nBlazingAuraInfo = \"2 Frags con Inmolacion.\";\nFrozenCaltropsInfo = \"Mata con Pisadas Congelantes.\";\nGustRobberInfo = \"Mata con Cuerpo Ventisco.\";\nViperWarlockInfo = \"Mata con Rastreadores Venenosos.\";\nBurningPassionInfo = \"Mata con Flechas Ardientes desde una larga distancia.\";\n\n//Cyborg\nLBatteryInfo = \"Mata a un Ghoul con Plasma Asqueroso.\";\nBlindingDemiseInfo = \"Mata con el Desplazamiento.\";\nITBOAYInfo = \"Mata a los 2 Segundos de usar tu Especial.\";\nJetNinjaInfo = \"Usa el Dash 30 veces.\";\nWhenICanFlyInfo = \"Usa 300 de Combustible.\";\nEcoWarriorInfo = \"Gana una ronda sin usar Combustible.\";\nLightFaderInfo = \"Usa Desplazamiento 4 veces.\";\n\n//GBuster\nItsATrapInfo = \"3 Frags con Trampas.\";//Random chance to get an animeme :^)\nEgonInfo = \"Absorbe todos los Poderes.\";\nAgitatedWhisperInfo = \"3 Frags con Eco Rebotante.\";\nSpiritHunterInfo = \"3 Frags con Almasquirlas.\";\nMarrowRailerInfo = \"3 Frags con Vector Oseo.\";\nAggroPumpingInfo = \"3 Frags con Chorro Sangriento.\";\nRainingDeathInfo = \"3 Frags con Fuente Ventisca.\";\nDuskBringerInfo = \"3 Frags con Llamas Negras.\";\nFacemelterInfo = ·\"3 Frags con Rifle Acido.\";\nVampiricTendInfo = \"3 Frags con Razia Furiosa.\";\n\n//Engineer\nBasicGearInfo = \"Invoca todas las Mejoras de Nivel 1 y 2\";\nFavoriteCarryInfo = \"Invoca todas las Mejoras de una Clase.\";\nUpgradeFanInfo = \"Invoca todas las Mejoras.\";\nDoNoHarmInfo = \"Invoca 4 StimkitsX2.\";\nIndirectlyResponsibleInfo = \"Mata sin usar armas.\";\nTheSuccInfo = \"Succiona 3 Ghouls en el EMP.\";\nLaserTrooperInfo = \"Mata 3 Ghouls con las Minibombas.\";\nCSNXSInfo = \"3 Frags con los Clavos.\";\nRoboticEmpireInfo = \"Invoca 5 Torretas, 2 Drones y 1 Bot.\";\n\n//Exile\nTreantRazorInfo = \"4 Frags con Fauces Rencorosas.\";\nUnlimitedPowerInfo = \"4 Frags con Flamanumbra.\";\nWhereYouGoingInfo = \"Mata a algien con Hechizo Flamanumbra.\";\nDoubleTheEdgeInfo = \"Asesinato Doble con Creciente de Odio.\";\nItWillCutInfo = \"3 Frags con el corte de Hoja Agonica.\";\nBannedPlayerclassInfo = \"Activa el Modo Bestia.\";\n\n//Demolisher\nOutweightedInfo = \"Aplasta a un Ghoul con C4s.\";\nKaboomInfo = \"Asesinato Doble con C4s.\";\nGlueBackInfo = \"3 Frags con Granadas de Concusion.\";\nBonfireLitInfo = \"2 Frags con llamas en el suelo.\";\nDoomPhysicsInfo = \"2 Frags con Granadas rebotantes.\";\nDSparilDiamondsInfo = \"Ahoga a alguien con Aceite frio.\";\nScorchingRockInfo = \"3 Frags con Bombas Igneas.\";\nMetalCreepersInfo = \"3 Frags con Minas Arana.\";\nWhatInfo = \"Mata con Llamarada.\";\nFireStarter = \"2 Frags con Pistola Ignea.\";\n\n//Void Warrior\nSchmortalityInfo = \"Sobrevive con Fase despues de 'morir'.\";\nHeyThatsMineInfo = \"Mata y entra a Fase inmediatamente.\";\nYouDidntExpectInfo = \"Mata a los 2 segundos de salir de Fase.\";\nCheaterInfo = \"Mata mientras estas en Fase.\";\nMyWorkHereIsDoneInfo = \"Gana una ronda estando en Fase.\";\nBleachedInfo = \"3 Frags con Flamas Purificantes.\";\n\n//Sjas\nICanFlyInfo = \"Vuela inofensivamente por 40 segundos.\";\nTurbulenceInfo = \"Mata con 10 o menos de HP.\";\nHeRefleccInfo = \"Mata con Ondas de Eco.\";\nQuickScreamer = \"Obten un Asesinato Doble.\";\nHeQuiccInfo = \"Obten un Asesinato Triple.\";\nDashingInfo = \"Usa el Dash 20 veces.\";\nWhatHelmetInfo = \"Mata a un Demolisher.\";\n\n//Creeper\nSteelBallInfo = \"Mata con Agarre Etereo(Bolas ralentizantes).\";\nNOBInfo = \"Mata sin usar bolas.\";\nLOBInfo = \"Mata 2 veces con bolas.\";\nGraveArtilleryInfo = \"Mata 3 veces con bolas.\";\nNemesisInfo = \"Mata a un Void Warrior.\";\nUndeadPhoenixInfo = \"Mata con 5 o menos de HP.\";\n\n//Jitter\nDinner42Info = \"Obten un Asesinato Doble.\";\nTipToeInfo = \"Camina por 20 segundos.\";\nWithOrWithoutDelayInfo = \"Mata 2 Exile.\";\n\n//Choke\nStainerInfo = \"Obten una muerte con vomito.\";\nMyStealIsStrongerInfo = \"Mata 2 Void Warrior.\";\nSatanInfo1 = \"2 Frags con bolas.\";\nSatanInfo2 = \"3 Frags con bolas.\";\nSatanInfo3 = \"4 Frags con bolas.\";\nWormsInfo = \"Infecta con 3 Parasitos.\";\n\n//Frostbite\nChillDudeInfo = \"3 Frags con Aliento Gelido.\";\nNordicLegacyInfo = \"3 Frags con Bombas Cristalactitas.\";\nAntiAerialInfo = \"Mata aun Cyborg en el aire, con Bombas.\";\n\n//Qrowhant\nNoTricksInfo = \"Primer Frag sin Almarazia.\";\nNoTrapsInfo = \"2 Frags sin Horrorbes.\";\nNoCheatsInfo = \"3 Frags con solo Garras.\";\nDoomedInfo = \"Activa 5 Almarazias.\";\nNoEscapeInfo = \"Activa 3 Horrorbes.\";\nTricksterInfo = \"Usa todos los poderes en 5 segundos.\";\nSlowlyDecayingInfo = \"2 Frags con Dispersion Caotica.\";\nByOnePointInfo = \"Mata con el impacto de la Almarazia.\";\nDarkFateInfo = \"Mata con solo con la Almarazia.\";\nAimbotterInfo = \"3 Frags con Rastreros Caoticos.\";\n\n//Swampie\nToxicSlothInfo = \"3 Frags con Chorro Toxico.\";\nSewerNovaInfo = \"Asesinato Doble con Ola Pantanal.\";\nDramaticEntranceInfo = \"Mata al segundo de aterrizar Salto Nocivo.\";\nDontTouchInfo = \"Mata sin atacar.\";\n\n//Sangel\nWallHackerInfo = \"3 Frags con Almas Desarmantes.\";\nICouldAimInfo = \"3 Frags con Vampiros.\";\nDraggedAroundInfo = \"2 Frags con Sangrastras.\";\nLowGravityCQCInfo = \"2 Frags con las garras.\";\nBathsAreCoolInfo = \"Usa los vampiros 4 veces.\";\n\n/////////////\n////Memes////\n/////////////\n//Ascended\nAscendedSang = \"Killed Sang with Dark!\";\nAscendedCreep = \"Killed Creep with Dark!\";\nAscendedQrow = \"Killed Qrow with Dark!\";\nAscendedFbite = \"Killed Frost with Ice!\";\nAscendedSwamp = \"Killed Swamp with Pistols!\";\nAscendedSjas = \"Killed Sjas with Mines!\";\nAscendedSang2 = \"Killed Sangel with Blood!\";\nAscendedChoke = \"Killed Choke with Blood!\";\n//Kill a class with something really shitty!\n\n//OMG TELEFUCC\nTelelefucc = \"Telefrag Someone!\";\n\n//Engi Upgrades\n\nCost = \"Coste:\";\nNext = \"Sgte:\";\n\nPlating2 = \"Blindaje de Acero:\";\nBioVest2 = \"Traje Antibacterial:\";\nThermo2 = \"Vestimenta Termica:\";\nPowAmp2 = \"Amplificador de Fuerza:\";\nCombatA2 = \"Armadura de Combate:\";\nSiegeA2 = \"Armadura de Asedio:\";\nJumpDev2 = \"Dispositivo de Salto:\";\nGuardDrone2 = \"Dron de Guardia:\";\nVenomBullet2 = \"Balas Envenenadas:\";\nShockShell2 = \"Cartuchos de Choque:\";\nWingcape2 = \"Capa de Planeo:\";\nStString2 = \"Cuerda de Acero:\";\nFReserve2 = \"Reserva de Combustible:\";\nFConduct2 = \"Conductores de Combustible:\";\nPCore2 = \"Nucleo de Pulso:\";\nRecKit2 = \"Kit Reconstructor:\";\nSCore2 = \"Nucleo de Tormenta:\";\nHTurret2 = \"Centinela Flotante:\";\nDaeHeart2 = \"Corazon de Daefrit:\";\nBlazRage2 = \"Ira Ardiente:\";\nMalBlood2 = \"Sangre Maligna:\";\nBGrenade2 = \"Granadas de Rafaga:\";\nBBomb2 = \"Bombas Rebotantes:\";\nSCooler2 = \"Enfriador Aracnido:\";\nResC42 = \"C4 de Reserva:\";\n\nPlating = \"Blindaje de Acero\";\nBioVest = \"Traje Antibacterial\";\nThermo = \"Vestimenta Termica\";\nPowAmp = \"Amplificador de Fuerza\";\nCombatA = \"Armadura de Combate\";\nSiegeA = \"Armadura de Asedio\";\nJumpDev = \"Dispositivo de Salto\";\nGuardDrone = \"Dron de Guardia\";\nVenomBullet = \"Balas Envenenadas\";\nShockShell = \"Cartuchos de Choque\";\nWingcape = \"Capa de Planeo\";\nStString = \"Cuerda de Acero\";\nFReserve = \"Reserva de Combustible\";\nFConduct = \"Conductores de Combustible\";\nPCore = \"Nucleo de Pulso\";\nRecKit = \"Kit Reconstructor\";\nSCore = \"Nucleo de Tormenta\";\nHTurret = \"Centinela Flotante\";\nDaeHeart = \"Corazon de Daefrit\";\nBlazRage = \"Ira Ardiente\";\nMalBlood = \"Sangre Maligna\";\nBGrenade = \"Granadas de Rafaga\";\nBBomb = \"Bombas Rebotantes\";\nSCooler = \"Enfriador Aracnido\";\nResC4 = \"C4 de Reserva\";\n\nPlatingInfo = \"Aumenta resistencias hasta un 15%[Menos Frio, Fuego y Veneno]\";\nBioVestInfo = \"Incrementa resistencias toxicas al 25%.\";\nThermoInfo = \"Resitencias al Frio y Fuego: +18%.\";\nPowAmpInfo = \"Aumenta el dano de la mayoria de armas en 45%.\";\nCombatAInfo = \"Armadura: 70 Puntos, 45% de Protecc.\";\nSiegeAInfo = \"Armadura: 135 Puntos, 63.5% de Protecc.\";\n2StimkitInfo = \"Sana 15 cada uno.\";\nJumpDevInfo = \"Item: Impulsa hacia arriba, crea una onda repulsiva pequena.\";\nGuardDroneInfo1 = \"Ocasionalmente atacan enemigos.\";\nGuardDroneInfo2 = \"Item. 2 Maximo. Nº1 Dana, Nº2 Ralentiza.\";\nVenomBulletInfo = \"Balas de pistola envenenan.\";\nShockShellInfo = \"Disparos de Escopeta crean radio de repulsion.\";\nBackpackInfo = \"50% mas de munic. 1er Uso: Rellena por Completo.\";\nWingcapeInfo = \"Activable, permite planear, debe estar muy lejos del suelo.\";\nStStringInfo = \"Flechas Normales 65% mas rapidas. Magicas 40%.\";\nFReserveInfo = \"50% de combustible extra.\";\nFConductInfo = \"Regeneracion de Combustible triplicado.\";\nPCoreInfo = \"Desplaze crea una teleportacion menor.\";\nRecKitInfo = \"Restaura 2 trampas, si no se tiene ni una.\";\nSCoreInfo = \"Trampas disparan rayos.\";\nHTurretInfo = \"Aerea, mas dano y agresividad, menos HP.\";\nDaeHeartInfo = \"Fauces Rencorosas pueden disparar sin municion.\";\nBlazRageInfo = \"Hechizo Flamanumbra solo requiere la mitad de municion.\";\nMalBloodInfo = \"Filo Agonico envenena, si es que corta con municion..\";\nBGrenadeInfo = \"Granadas tienen repulsion.\";\nBBombInfo = \"Bombas Igneas rebotan 2 veces.\";\nSCoolerInfo = \"Minas Arana duran mas tiempo atacando.\";\nResC4Info = \"Regenera un C4 entero, si no se tiene ni uno.\";\n\n//Engi Upgrades END\n\nSECRETMESSAGE = \"\\ciSecretos se revelan...\";\n\nInfoTTip = \"\\c-Definiciones para la info de armas en el HUD\";\nInfoTTip0 = \"\\c-Definiciones para la info de armas en el HUD\";\nInfoTTip1 = \"\\c-ADT = Area de Dano Total\";\nInfoTTip2 = \"\\c-A = Area\";\nInfoTTip3 = \"\\c-X;Y = Valor aleatorio entre numeros X & Y\";\nInfoTTip4 = \"\\cvEspecial \\c-= Movimiento activado con el comando SPECIALABS\";\nInfoTTip5 = \"\\c-DSP = Dispersion\";\nInfoTTip6 = \"\\c-DSP X/Y, X es horizontal & Y vertical\";\nInfoTTip7 = \"\\c-Drenado en Equipo regenera al companero mas cercano\";\nInfoTTip8 = \"\\caPalabras c/Color \\c- generan \\caStats [...] c/Color\";\nInfoTTip9 = \"\\c-A>B>C>... = Valor A se torna B y así, en orden\";\n\nInfoPistols0 = \"\\cgPrimary: \\cdDual Pistols\";\nInfoPistols1 = \"\\cgPrimario: \\cdPistolas Dobles\";\nInfoPistols2 = \"\\cj[Dispersion 0, Dano 5;6>7]\";\nInfoRiotgun1 = \"\\cgPrimario: \\cdEscopeta\";\nInfoRiotgun2 = \"\\cj[Dsp 7/6.35, 8;10 Balas, Dano 6]\";\nInfoRiotgun1B = \"\\cgPrimario: \\cdEscopeta\\cj[Repulsion]\";\nInfoRiotgun2B = \"\\cj[Dsp 7/6.35, 8;10 Balas, Dano 6]\";\nInfoARifle1 = \"\\cgPrimario: \\cdRifle de Asalto\";\nInfoARifle2 = \"\\cj[Dsp 2.8, Dano 4;7]\";\nInfoGrenade1 = \"\\cfSecundario: \\ckGranadas \";\nInfoGrenade2 = \"\\cj[Dano 68 Area 210;255]\";\nInfoGrenade3 = \"\\cj[Area de Dano Total 150]\";\nInfoGrenade1B = \"\\cfSecundario: \\cnGranadas de Plasma\\cj[+Esquirlas]\";\nInfoGrenade2B = \"\\cj[Dano 55 Area 230;275 ADT 170]\";\nInfoGrenade3B = \"\\cj[ADT 55 ciega ghouls]\";\nInfoMSpecial1 = \"\\cvEspecial: \\caIra \\cgPura\";\nInfoMSpecial2 = \"\\cj[Consume HP por Dano y Velocidad]\";\nInfoDShotgun1 = \"\\cgPrimario: \\cdEscopeta Doble\";\nInfoDShotgun2 = \"\\cj[Dsp 13/11.7, 12;20 Balas, Dano 5;9]\";\nInfoAShotgun1 = \"\\cgPrimario: \\cdEscopeta de Asalto\\cj[Auto]\";\nInfoAShotgun2 = \"\\cj[Dsp 6/5.35, 3;5 Balas, Dano 8;12]\";\nInfoMinigun1 = \"\\cgPrimario: \\cdMinigun\\cj[Super Rapida]\";\nInfoMinigun2 = \"\\cj[Dsp 14, 2;3 Balas, Dano 3;5]\";\nInfoHEMRIFLE1 = \"\\cgPrimario: \\cdSiege Rifle\\cj[100% Accuracy]\";\nInfoHEMRIFLE2 = \"\\cj[Dano 18, Dano 12 Area 80]\";\n\nInfoBow1 = \"\\cgPrimario: \\cuFlecha\";\nInfoBow2 = \"\\cj[Rápida, Dano 17, 40% Prob. de veneno]\";\nInfoBow3 = \"\\cfSecundario: \\c[g9]Rastreadores\";\nInfoBow4 = \"\\cj[Autoseguidor, Dano 2d4, Dano2;3(3) Area 100]\";\n\nInfoIceBow1 = \"\\cgPrimario: \\cnFlechas Heladas\";\nInfoIceBow2 = \"\\cj[Dano 4d4, 50% Ralentizacion, 4 Segs.]\";\nInfoIceBow3 = \"\\cj[Dsp 7, Dano 2;3(17), 50% Rlnt, 1.15s.]\";\nInfoIceBow4 = \"\\cfSecundario: \\cnPisadas Congelantes\";\nInfoIceBow5 = \"\\cj[Dano 3, Ralentizacion de \\cgPrimario 2]\";\nInfoHSpecial1A = \"\\cvEspecial: \\cmFlechas Oscuras\";\nInfoHSpecial2A = \"\\cj[Reemplaza \\cnFlechas H.\\cj, sin \\cfSecundario\\cj]\";\nInfoHSpecial3A = \"\\cj[Usa: 5 Mana 15 HP, deshabilita \\c[g9]Rastreadores]\";\n\nInfoFireBow1 = \"\\cgPrimario: \\ciFlecha Ardiente\\cj[ADT: -20]\";\nInfoFireBow2 = \"\\cj[Muy Rápida, Dano 20;30, Dano 20/ Area 80]\";\nInfoFireBow3 = \"\\cj[Dano 12 / Tic de Movimiento, Area 60]\";\nInfoFireBow4 = \"\\cfSecundario: \\ciInmolacion\";\nInfoFireBow5 = \"\\cj[Dano 0;2 / 2 tics Area 80 ADT 60]\";\nInfoHSpecial1B = \"\\cvEspecial: \\c[n5]Flecha de Trueno\";\nInfoHSpecial2B = \"\\cj[Remplz. \\ciFlecha Ard.\\cj, sin \\cfSecundario\\cj]\";\nInfoHSpecial3B = \"\\cj[Usa: 15 Mana, deshabilita \\ccCuerpo Ventisco]\";\n\nInfoWindBow1 = \"\\cgPrimario: \\ccFlechas Huracan\";\nInfoWindBow2 = \"\\cj[Dano 12, Dano 10 Area 400 ADT 300]\";\nInfoWindBow3 = \"\\cj[Repulsion desde el nucleo de explosion]\";\nInfoWindBow4 = \"\\cfSecundario: \\ccCuerpo Ventisco\";\nInfoWindBow5 = \"\\cj[Velocidad +80%, Incorporeo]\";\n\nInfoIceBow1B = \"\\cgPrimario: \\cmFlechas Oscuras\\cj[Dura 1.6s]\";\nInfoIceBow2B = \"\\cj[Dano 5d4, Dano 7 ADT 100, \\cmEsquirlas]\";\nInfoIceBow3B = \"\\cj[50% Ralent., 4 Segundos]\";\nInfoIceBow4B = \"\\cm[Dano 2;3, Dano 4 ADT 45, Dura 3s]\";\nInfoIceBow5B = \"\\cm[50% Ralent., 1.15 Segundos]\";\n\nInfoFireBow1B = \"\\cgPrimario: \\c[n5]Flechas de Trueno\";\nInfoFireBow2B = \"\\cj[Railgun, Dano 60;70 + Dano 1;2(3), \\c[n5]Shock\\cj]\";\nInfoFireBow3B = \"\\c[n5][Area&Dano gradual(proporcion: 1/-1)]\";\n\nInfoCyborg1A = \"\\cgPrimario: \\cnCanon de Plasma\";\nInfoCyborg2A = \"\\cj[Dano (10*1;3)-5;+8]\";\nInfoCyborg3A = \"\\cfSecundario: \\ciVuelo de Jetpack\";\nInfoCyborg4A = \"\\cj[Item + Direcciones para deslizarse]\";\nInfoCySpecial1 = \"\\cvEspecial: \\cnDispositivo Desplazante\";\nInfoCySpecial2 = \"\\cj[Necesita: 100 Cargas(Usa \\cgPrimario\\cj)]\";\nInfoCyborg1B = \"\\cgPrimario: \\cnAprisionador Energetico\";\nInfoCyborg2B = \"\\cj[Aprisiona objetivo y usuario]\";\nInfoCyborg3B = \"\\cfSecundario: \\cnCPAS\\cj[Autosigue]\";\nInfoCyborg4B = \"\\cj[Dano 8, Dano 3(2) ADT 60>100, Ciega]\";\n\nInfoGhostie1 = \"\\cgPrimario: \\cuCanon de \\cnP\\car\\cno\\cat\\cno\\can\\cne\\cas\";\nInfoGhostie2 = \"\\cj[Dano 4d4]\";\nInfoGhostie3 = \"\\cfSecundario: \\cnUsar Asimilacion\";\nInfoGhostie4 = \"\\cj[Cambia \\cgPrimario \\cjde acuerdo al ultimo frag]\";\nInfoGhostie5 = \"\\cj[Cancela con Item]\";\nInfoGhostie6 = \"\\cgPrimario: \\cjActivar \\cuTrampas\";\nInfoGhostie7 = \"\\cfSecundario: \\cjSoltar \\cuTrampas\";\nInfoGhostie8 = \"\\cj[Dano 38 Area 132 ADT 95]\";\nInfoGhostie1A = \"\\cgPrimario: \\ccEco Rebotante\";\nInfoGhostie2A = \"\\cj[Dano 40, Repulsion, 3 Rebotes]\";\nInfoGhostie1B = \"\\cgPrimario: \\cbVector Oseo\";\nInfoGhostie2B = \"\\cj[Dano 80, railgun]\";\nInfoGhostie1C = \"\\cgPrimario: \\cuAlmasquirlas Cazadoras\";\nInfoGhostie2C = \"\\cj[Dano 2;4*1;4, puede autoseguir]\";\nInfoGhostie1D = \"\\cgPrimario: \\crChorro Sangriento\";\nInfoGhostie2D = \"\\cj[Dano 12, afectado por gravedad]\";\nInfoGhostie1E = \"\\cgPrimario: \\cnFuente Ventisca\";\nInfoGhostie2E = \"\\cj[Dano 4d8,  14 ADT 50, llueve del techo]\";\nInfoGhostie1F = \"\\cgPrimario: \\cmLlamas Negras\";\nInfoGhostie2F = \"\\cj[Dano 25, Dano 8 ADT 130, oscurece vision]\";\nInfoGhostie1G = \"\\cgPrimario: \\cqRifle Acido\";\nInfoGhostie2G = \"\\cj[Dano 9, Dano 4 Area 80, Veneno 22]\";\nInfoGhostie1H = \"\\cgPrimario: \\c[j3]Razia Furiosa\";\nInfoGhostie2H = \"\\cj[Dano 2 ADT 35/Dano 5 Area 80, Drenado en Equipo]\";\nInfoGSpecial1 = \"\\cvEspecial: \\cnEscudo Ionico[Area 180, 10s]\";\nInfoGSpecial2 = \"\\cj[Crea escudos en aliados cercanos]\";\nInfoGSpecial3 = \"\\cj[Solo bloquean proyectiles enemigos]\";\n\nInfoNailgun1 = \"\\cgPrimario: \\cuRemache de Combate\";\nInfoNailgun2 = \"\\cj[Dano 13, Rápido, Perfora Armadura]\";\nInfoNailgun3 = \"\\cfSecundario: \\cuFuego en Columna\";\nInfoNailgun4 = \"\\cj[Dano 8, Velocidad Media, Vertical(4)]\";\nInfoEMP1 = \"\\cgPrimario: \\cnOrbe PEM\";\nInfoEMP2 = \"\\cj[Explosion Atardada, Absorbe, Dano 55]\";\nInfoEMP3 = \"\\cj[Dano 5(4) ADT 400>500>600>700]\";\nInfoEMP4 = \"\\cj[Desplaza, remueve algunas municiones]\";\nInfoEMP5 = \"\\cfSecundario: \\cnMinibomba PEM\";\nInfoEMP6 = \"\\cj[Dano 15, Dano 22 ADT 100, Repulsion]\";\nInfoUtil1 = \"\\cgPrimario: \\cjProducir Mejora Seleccionada\";\nInfoUtil2 = \"\\cfSecundario: \\cjSiguiente Mejora(En Nivel)\";\nInfoEnSpecial = \"\\cvEspecial: \\cjSiguiente Nivel(De Mejoras)\";\n\nInfoRancor1 = \"\\cgPrimario: \\caDisparo Doble\";\nInfoRancor2 = \"\\cj[Dano 25, Repulsion, Dano 4;10]\";\nInfoRancor3 = \"\\cj[Dano 4;10, deja \\caChispa\\cj]\";\nInfoRancor4 = \"\\cg[Dano 2(6) ADT 70 por tic de mov.]\";\nInfoRancor5 = \"\\ca[Dano 3 ADT 60 cada 3 tics, dura 1.5s]\";\nInfoRancor6 = \"\\cfSecundario: \\caDisparo Simple\";\nInfoRancor7 = \"\\cj[Sin \\cgOnda\\cj]\";\nInfoRaptor1 = \"\\cgPrimario: \\ciAsalto Flamanumbra\";\nInfoRaptor2 = \"\\cj[Dsp. 8>7>5, Dano 1;2(2)>2;3]\";\nInfoRaptor3 = \"\\cj[Dano 1;2(4) Area 60 ADT 45]\";\nInfoRaptor4 = \"\\cfSecundario: \\ciHechizo Flamanumbra\";\nInfoRaptor5 = \"\\cj[Dano 35, Autosigue]\";\nInfoRaptor6 = \"\\cj[Invierte movimiento, 10 Segs.]\";\nInfoEdgy1 = \"\\cgPrimario: \\cjCorte\";\nInfoEdgy2 = \"\\cj[Dano 5;13(3, +1 \\cac/Municion\\cj)]\";\nInfoEdgy3 = \"\\ca[Dano 1;3(4), (1) usa municion(70%)]\";\nInfoEdgy4 = \"\\cfSecundario: \\caOdio Creciente\\cj[25 Munic.]\";\nInfoEdgy5 = \"\\cj[Dano 1(3)>17 ADT 85>, invoca 3 \\caRippers]\";\nInfoEdgy6 = \"\\cj[Deslizante, Aplica Dano/tic, 1.8s.]\";\nInfoEdgy7 = \"\\ca[Dano 1;3, dura 2 tics]\";\nInfoExSpecial1 = \"\\cvEspecial: \\cvH\\cie\\ctc\\cgh\\c[j3]i\\cfz\\cto \\cvPa\\ctnd\\cior\\cfa\";\nInfoExSpecial2 = \"\\cj[Mermas activas en el usuario rebotan]\";\nInfoExSpecial3 = \"\\cj[Mermas acumuladas = Mas poder de rebote]\";\nInfoBeast1 = \"\\cgPrimario: \\cjGarras\";\nInfoBeast2 = \"\\cj[Dano 2;5(5), Drena Armadura]\";\nInfoBeast3A = \"\\cfSecundario: \\cqVeneno Inmundo\\cj[Furia: 6]\";\nInfoBeast4A = \"\\cj[Dano 2;5(5)+1;3(5), Veneno 7]\";\nInfoBeast3B = \"\\cfSecundario: \\ciTorcion Corporea\\cj[Furia: 28]\";\nInfoBeast4B = \"\\cj[Teletransporta 2 veces, con mas dano cada vezz]\";\nInfoBeast5A = \"\\cj[Dano 18>4 ADT 120>170]\";\nInfoBeast3C = \"\\cfSecundario: \\c[j3]Lamento Iracundo\\cj[Furia: 50]\";\nInfoBeast4C = \"\\cj[Teleports back to morph location]\";\nInfoBeast5C = \"\\cj[Dano 170 ADT 100, Telefrag]\";\nInfoBSpecial = \"\\cvEspecial: \\cjRotar \\cfSecundario\";\n\nInfoGL1 = \"\\cgPrimario: \\cuGranadas de Concusion\";\nInfoGL2 = \"\\cj[Dano 33, Dano 12 ADT 85, 2 Rebotes]\";\nInfoGL3 = \"\\cfSecundario: \\ciBombas Igneas\\cj[Dano 10]\";\nInfoGL4 = \"\\cj[Dano 30 Area 120 ADT 85, Dano 10 Area 300]\";\nInfoGL5 = \"\\cj[Dano 2;6 & 3 \\ciLlamas\\cj / 8 tics, dura 8s.]\";\nInfoGL6 = \"\\ci[Dano 4(2) ADT 11, Dano 1;3(7) A. 30 ADT 25]\";\nInfoSpoder1 = \"\\cgPrimario: \\cuColocar Mina\";\nInfoSpoder2 = \"\\cj[Se entierra, activa en proximidad]\";\nInfoSpoder3 = \"\\cj[3 saltos, Dano 17 ADT 165, 50% Forzar ADT]\";\nInfoSpoder4 = \"\\cfSecundario: \\ciLlamarada\";\nInfoSpoder5 = \"\\cj[Dano 5 ADT 70, 3 disparos, rebota]\";\nInfoC41 = \"\\cgPrimario: \\cuColocar C4\";\nInfoC42 = \"\\cfSecundario: \\ciDetonar C4s\";\nInfoC43 = \"\\cj[Dano 30 Area 230 ADT 180]\";\nInfoPistol1 = \"\\cgPrimario: \\ciDisparo Igneo\";\nInfoPistol2 = \"\\cj[Dano 3d4, Dano 9 ADT 55, se cae]\";\nInfoPistol3 = \"\\cfSecundario: \\ciChorro Igneo\";\nInfoPistol4 = \"\\cj[Dsp. 8/4Ar.;2Ab., 4 Disparos]\";\nInfoDSpecial1 = \"\\cvEspecial: \\cjAdhiere y oculta C4\";\nInfoDSpecial2 = \"\\cj[25% menos de vel. en jugadores c/u]\";\n\nInfoVoid1 = \"\\cgPrimario: \\ctHoja Almafasica\";\nInfoVoid2 = \"\\cj[Dano Drenador 3(7) + \\ctCorte de Vacio\\cj]\";\nInfoVoid2B = \"\\cj[Dano Drenador 3(7) + \\ctCorte de Vacio\\cj, Desvia]\";\nInfoVoid2C = \"\\cj[Dano 7(7), 100% regeneracion + 10 al matar]\";\nInfoVoid3 = \"\\ct[Dano 6 Area 70 ADT 50]\";\nInfoVoid4 = \"\\ct[Dano 5(2) Area 34, ADT 29]\";\nInfoVoid5 = \"\\ct[Ralent. 37.5%, 1.82 Segs.]\";\nInfoVoid6 = \"\\cfSecundario: \\c[n8]Flama Purificante\";\nInfoVoid7 = \"\\cj[Dano/Curacion 20(Dano +5)]\";\nInfoVoid8 = \"\\cj[Velocidad +50%/Dano -50%]\";\nInfoVoid8B = \"\\cj[Dano + 50%/Dano recibido +50%]\";\nInfoVoid8C = \"\\cj[Velocidad +50%/Desarma, 4s.]\";\nInfoVoid9 = \"\\cvEspecial: \\ctFase de Vacio\";\nInfoVoid10 = \"\\cj[Fuera de combate, vuelo, invuln.]\";\nInfoVoid11 = \"\\cj[Ultimos 4 segundos revelan posicion]\";\n\nInfoSjas1 = \"\\cgPrimario: \\ccGrito[1 cada 3 tics]\";\nInfoSjas2 = \"\\cj[Dano 11(3) Area 138 ADT 82]\";\nInfoSjas3 = \"\\cfSecundario: \\ccOndas de Eco\";\nInfoSjas4 = \"\\cj[Varias ondas causan repulsion alrededor]\";\n\nInfoJitter1 = \"\\cgPrimario: \\cbNom\";\nInfoJitter2 = \"\\cj[Carga, haciendo dano en el camino]\";\nInfoJitter3 = \"\\cj[La mayoria de dano se aplica al final]\";\nInfoJitter4 = \"\\cfSecundario: \\cbCaminar\";\n\nInfoCreep1 = \"\\cgPrimario: \\cuDevorar Alma\";\nInfoCreep2 = \"\\cj[Instakill, restores full hp + 10]\";\nInfoCreep3 = \"\\cfSecundario: \\c[a7]Agarre Etereo\";\nInfoCreep4 = \"\\cj[95% Ralent. Total, 4s T., Dano T. 10;14]\";\nInfoCreep5 = \"\\cj[Parte del dano y Ralen. se aplica en area]\";\nInfoCreep3B = \"\\cfSecundario: \\c[j3]Lapso Mental\";\nInfoCreep4B = \"\\cj[Congelacion absoluta, Dano 25, 1 seg.]\";\nInfoCreep5B = \"\\cj[No puedes atacar por 0.9 segs.]\";\n\nInfoChoke1 = \"\\cgPrimario: \\crMordisco\";\nInfoChoke2 = \"\\cj[Dano 3;4 ADT 67.25, Drena]\";\nInfoChoke3 = \"\\cfSecundario: \\cgBola de Sangre\";\nInfoChoke4 = \"\\cj[Dano 3d8, Dano 125 Area 80, Dano 8 ADT 138]\";\nInfoKSpecial1 = \"\\cvEspecial: \\caParasito\\cj[28 Segs.]\";\nInfoKSpecial2 = \"\\cj[Revela al \\caobjetivo \\cja traves de paredes]\";\nInfoKSpecial3 = \"\\ca[Ralentiza enemigos cercanos al reventar]\";\n\nInfoFrob1 = \"\\cgPrimario: \\ccEmbestir[ADT: -11, Dura 7 Tics]\";\nInfoFrob2 = \"\\cj[Dano Destripador 1, Dano 28+2 Area 88]\";\nInfoFrob3 = \"\\cfSecundario: \\cnAliento Gelido[ADT 30, Rebota]\";\nInfoFrob4 = \"\\cj[Dano Dst. 0;2, Dano Prom. 1;2 Area 120]\";\nInfoFrob3B = \"\\cfSecundario: \\cnBomba Cristalactita\";\nInfoFrob4B = \"\\cj[Dano 2d8, Dano 8(10) ADT 40, Disp. Circular]\";\n\nInfoQrow1 = \"\\cgPrimario: \\c[s0]Consumir\";\nInfoQrow2 = \"\\cj[Dano 3;4(5) ADT 64]\";\nInfoQrow3 = \"\\cfSecundario: \\c[s0]Almarazia\\cj[\\ciMerma\\cj, 3s retraso]\";\nInfoQrow4 = \"\\ci[+8 Dano/golpe, 50% Ralen., Drena(Qrows)]\";\nInfoQrow5 = \"\\cj[\\caInstamuerte \\cjsi objetivo tiene menos de 25 HP]\";\nInfoQrow6 = \"\\cj[Dano 8(2) ADT 64, \\caDano 35(2) ADT 120\\cj]\";\nInfoQrow3B = \"\\cfSecundario: \\c[j3]Dispersion Caotica\";\nInfoQrow4B = \"\\cj[Dano 1;3(15), drenado despreciable]\";\nInfoQrow4C = \"\\cj[Dano 1;3(15), drenado despreciable, \\caAutosigue\\cj]\";\nInfoQSpecial1 = \"\\cvEspecial: \\c[d3]Horrorbe\\cj\";\nInfoQSpecial2 = \"\\cj[Aprisiona por 2 segundos, \\c[v4]Merma]\";\nInfoQSpecial3 = \"\\c[v4][Crea 2 clones malignos con bajos stats]\";\nInfoQSpecial4 = \"\\c[v4][Reduce dano del objetivo por 70%]\";\n\nInfoSwamp1 = \"\\cgPrimario: \\cqSalto Nocivo\\cj[\\cqMelee \\cjal aterrizar]\";\nInfoSwamp2 = \"\\cj[Dispersa veneno en el camino y aterrizaje]\";\nInfoSwamp3 = \"\\cq[Dano 13(3)]\";\nInfoSwamp4 = \"\\cfSecundario: \\cpChorro Toxico\\cj[Atraviesa]\";\nInfoSwamp5 = \"\\cj[Dano 1, Veneno 8, Dano 14 ADT 74/4 tics]\";\nInfoSwamp6 = \"\\cj[Dano 18 Area 135]\";\nInfoSwSpecial1 = \"\\cvEspecial: \\cpOla Pantanal\\cj\";\nInfoSwSpecial2 = \"\\cj[Explosiones ridiculas, usa HP cada ola]\";\nInfoSwSpecial3 = \"\\cj[5 Olas, se cancela con atqs normales]\";\n\nInfoSang1 = \"\\cgPrimario: \\cjGarras\";\nInfoSang2 = \"\\cj[Dano 10(3), Embiste]\";\nInfoSang3 = \"\\cfSecundario: \\c[j3]Sangrastras\\cj[ADT al \\caFallar]\";\nInfoSang4 = \"\\cj[Dano 10, \\caADT 55\\cj, drena y arrastra]\";\nInfoSang5 = \"\\cj[Ralent. 50%, 55 tics]\";\nInfoSang3B = \"\\cfSecundario: \\c[k2]Desarme\\cj[ADT en \\caImpacto\\cj]\";\nInfoSang4B = \"\\cj[Desarma la mayoria de armas por 4s.]\";\nInfoSang5B = \"\\cj[Dano (4*5;6);(5*3;5), 6 Rebotes]\";\nInfoSang6 = \"\\ca[Dano 7 ADT 65]\";\nInfoSnSpecial1 = \"\\cvEspecial: \\c[j3]Vampiros\\cj[Rebota en objetivos]\";\nInfoSnSpecial2 = \"\\cj[Dano6(5), Autosigue]\";\nInfoSnSpecial3 = \"\\cj[5 Rebotes, Drenado en Equipo]\";\n\nSpecialNameM = \"Ira Pura:\";\nSpecialNameHA = \"\\cmOscura:\";\nSpecialNameHB = \"\\c[n5]Trueno:\";\nSpecialNameCy = \"Desplazar:\";\nSpecialNameG = \"Escudo Ionico:\";\nSpecialNameEn1 = \"Cambiar Nivel\";\nSpecialNameEn2 = \"de Constructor:\";\nSpecialInfoEn1 = \"Mejora Seleccionada:\";\nSpecialNameEx = \"Hechizo Pandora:\";\nSpecialNameV = \"Fase:\";\nSpecialNameCh = \"Parasito:\";\nSpecialNameQ = \"Horrorbe:\";\nSpecialNameSn = \"Vampiros:\";\nSpecialNameSw = \"Ola Pantanal:\";\n\nStartUpTip0 = \"Hi\";\nStartUpTip1 = \"\\cjRecuerda configurar teclas para \\cfTipbox \\cjy \\cvHabil. Especial(SPECIALABS) \\cjen \\c[j3]Teclas Especiales.\";\nStartUpTip2 = \"\\cjSiempre verifica si hay un \\cfArma Secundaria.\";\nStartUpTip3 = \"\\cjSi quieres, puedes activar \\ciHUD: Info de Arma(WEAPINFO).\";\n\nMenu0 = \"Menu\";\nMenuOptions = \"Opciones\";\nMenuEHOptions = \"Teclas Especiales\";\nMenuMultiplayer = \"Multijugador\";\nMenuGuide = \"Guia\";\nMenuExit = \"Salir\";\n\nCustomizeText1 = \"ENTER para cambiar, BACKSPACE para remover\";\nCustomizeText2 = \"Presiona una nueva teclar para el control, ESC para cancelar\";\n\nCustomizeControls = \"Personalizar Controles\";\nMouseoptions = \"Opciones de Raton\";\nJoystickoptions = \"Opciones de Joystick\";\nPlayerSetup = \"Configuracion de Jugador\";\nGameplayOptions = \"Opciones de Jugabilidad\";\nCompatibilityOptions = \"Opciones de Compatibilidad\";\nAutomapOptions = \"Opciones del Auto Mapa\";\nHUDOptions = \"Opciones de HUD\";\nMiscOptions = \"Opciones Miscelaneas\";\nSoundOptions = \"Opciones de Sonido\";\nDisplayOptions = \"Opciones de Pantalla\";\nSetVideoMode = \"Modo de Video\";\nReset2Defaults = \"Reiniciar a config. estandar\";\nReset2Saved = \"Reiniciar a config. previa\";\nGo2Console = \"Abrir consola\";\n\nControls = \"Controles\";\n\nActUse = \"Usar / Abrir\";\nMvForward = \"Movimiento Adelante\";\nMvBack = \"Movimiento Atras\";\nMvLStrafe = \"Movimiento Izquierda\";\nMvRStrafe = \"Movimiento Derecha\";\nMvJump = \"Saltar\";\nMvCrouch = \"Agacharse\";\nMvUp = \"Volar / Nadar Arriba\";\nMvDown = \"Volar / Nadar Abajo\";\nMvStopV = \"Detener Vuelo\";\nMvRun = \"Correr\";\nMvStrafe = \"Movimiento de Costado\";\nCamUp = \"Mirar Arriba\";\nCamDown = \"Mirar Abajo\";\nCamLeft = \"Voltear Izquierda\";\nCamRight = \"Voltear Derecha\";\nCamMid = \"Centrar Vista\";\nCamMLook = \"Camara: Mouse\";\nCamKlook = \"Camara: Teclado\";\nScoreBoard = \"Puntajes\";\nScoreMedal = \"Medallas\";\n\nType = \"Escribir\";\nTypeTeam = \"Chat de Equipo\";\n\nWeapons = \"Armas\";\n\nWPFire = \"Ataque Primario\";\nWSFire = \"Ataque Secundario\";\nWReload = \"Recargar\";\nWZoom = \"Zoom de Arma\";\nWDrop = \"Soltar Arma\";\nNWeap = \"Siguiente Arma\";\nPWeap = \"Anterior Arma\";\n\nSpecAb = \"Habilidad Especial\";\nExBeast = \"Exile: Modo Bestia\";\nBeastTgt = \"Bestia: Localizador(Torcion)\";\n\nInventory = \"Inventario\";\n\nIUse = \"Usar Item\";\nIPanic = \"Usar todo\";\nINext = \"Siguiente Item\";\nIPrev = \"Anterior Item\";\nIQuery = \"Informacion de Item\";\nIDrop = \"Soltar Item\";\n\nInfo = \"Informacion\";\nTBDis = \"Tipbox: Mostrar\";\nTBNChar = \"Tipbox: Sgt. Personaje\";\nTBPChar = \"Tipbox: Ant. Personaje\";\nTBSPage = \"Tipbox: Cambiar Pg.\";\nHUDInfo = \"HUD: Info de Arma\";\n\nHunter = \"Cazador\";\nEngineer = \"Ingeniero\";\nDemolisher = \"Demoledor\";\n\"Void Warior\" = \"Guerrero del Vacio\";\n\"Swamp Thing\" = \"Cosa Fangosa\";\n\nEHQUIT1 = \"Abandonas a tus amigos?\";\nEHQUIT2 = \"Huyendo del nido?\";\nEHQUIT3 = \"Pero si ni miedo dan!\";\nEHQUIT4 = \"ELLA te castigara...\";\nEHQUIT5 = \"Talvez si hubieras definido esas teclas...\";\nEHQUIT6 = \"Y si de verdad intentaras aprender?\";\nEHQUIT7 = \"Vas a dejar que esa cosa escape?!\";\nEHQUIT8 = \"Desertores seran fusilados!\";\nEHQUIT9 = \"Esperaba mas de ti...\";\nEHQUIT10 = \"Nadie deja la cazeria!\";\nEHQUIT11= \"Veras, existe una cosa llamada HUD...\";\nEHQUIT12= \"Digo, siempre puedes preguntar...\";\nEHQUIT13= \"Podrias almenos intentarlo un poquito?\";\nEHQUIT14 = \"UMaD bro?\";"
      },
      {
        "source": "pk3",
        "name": "Mapinfo.txt",
        "contents": "gameinfo\n{\n quitmessages = \"$EHQUIT1\", \"$EHQUIT2\", \"$EHQUIT3\", \"$EHQUIT4\", \"$EHQUIT5\", \"$EHQUIT6\", \"$EHQUIT7\", \"$EHQUIT8\", \"$EHQUIT9\", \"$EHQUIT10\", \"$EHQUIT11\", \"$EHQUIT12\", \"$EHQUIT13\", \"$EHQUIT14\"\n}"
      },
      {
        "source": "pk3",
        "name": "Menudef.txt",
        "contents": "ListMenu \"MainMenu\"\n{\n    StaticPatch 108, -10, \"M_DOOM\"\n\tFont \"HBIGFONT\", \"v8\", \"j3\"\n\tLinespacing 4\n\tPosition 120,68\n\tTextItem \"$MenuOptions\", o, \"OptionsMenu\"\n\tPosition 120,90\n\tTextItem \"$MenuEHOptions\", s, \"EHOptions\"\n\tPosition 120,112\n\tTextItem \"$MenuMultiplayer\", m, \"MultiMenu\"\n\tPosition 120, 134\n\tTextItem \"$MenuGuide\", i, \"EHGuide\"\n\tPosition 120,156\n\tTextItem \"$MenuExit\", e, \"QuitMenu\"\n}\nOptionMenu \"OptionsMenu\"\n{\n\tTitle \"$MenuOptions\"\n\tSubmenu \"$CustomizeControls\",\t\t\"CustomizeControls\"\n\tSubmenu \"$Mouseoptions\",\t\t\t\"MouseOptions\"\n\tSubmenu \"$Joystickoptions\",\t\t\t\"JoystickOptions\"\n\tStaticText \" \"\n\tSubmenu \"$PlayerSetup\",\t\t\t\t\"PlayerMenu\"\n\tSubmenu \"$GameplayOptions\",\t\t\t\"GameplayOptions\"\n\tSubmenu \"$CompatibilityOptions\",\t\"CompatibilityOptions\"\n\tSubmenu \"$AutomapOptions\",\t\t\t\"AutomapOptions\"\n\tSubmenu \"$HUDOptions\",\t\t\t\t\"HUDOptions\"\n\tSubmenu \"$MiscOptions\",\t            \"MiscOptions\"\n\tSubmenu \"$SoundOptions\",\t\t\t\"SoundOptions\"\n\tSubmenu \"$DisplayOptions\",\t\t\t\"VideoOptions\"\n\tSubmenu \"$SetVideoMode\",\t\t\t\"VideoModeMenu\"\n\tStaticText \" \"\n\tSafeCommand \"$Reset2Defaults\",\t\"reset2defaults\"\n\tSafeCommand\t\"$Reset2Saved\",\t    \"reset2saved\"\n\tCommand \"$Go2Console\",\t\t\t\"menuconsole\"\n}\n\nOptionMenu \"CustomizeControls\"\n{\n\tTitle \"$CustomizeControls\"\n\tScrollTop 2\n\tStaticTextSwitchable \t\"ENTER to change, BACKSPACE to clear\", \"Press new key for control, ESC to cancel\", \"ControlMessage\"\n\tStaticText \t\"\"\n\tStaticText \t\"$Controls\", 1\n\tControl \t\"$WPFire\",\t\t\t\t\t\"+attack\"\n\tControl \t\"$WSFire\",\t\t\"+altattack\"\n\tControl \t\"$WReload\",\t\t\t\"+reload\"\n\tControl \t\"$WZoom\",\t\t\t\t\"+zoom\"\n\tControl \t\"$ActUse\",\t\t\t\"+use\"\n\tControl \t\"$MvForward\",\t\t\t\"+forward\"\n\tControl \t\"$MvBack\",\t\t\"+back\"\n\tControl \t\"$MvLStrafe\",\t\t\t\"+moveleft\"\n\tControl \t\"$MvRStrafe\",\t\t\t\"+moveright\"\n\tControl \t\"$CamLeft\",\t\t\t\"+left\"\n\tControl \t\"$CamRight\",\t\t\t\"+right\"\n\tControl \t\"$MvJump\",\t\t\t\t\t\"+jump\"\n\tControl \t\"$MvCrouch\",\t\t\t\t\"+crouch\"\n\tControl \t\"$MvCrouchT\",\t\t\"crouch\"\n\tControl \t\"$MvUp\",\t\t\"+moveup\"\n\tControl \t\"$MvDown\",\t\t\"+movedown\"\n\tControl \t\"$MvStopV\",\t\t\t\"land\"\n\tControl \t\"$CamMLook\",\t\t\t\"+mlook\"\n\tControl \t\"$CamKlook\",\t\t\"+klook\"\n\tControl \t\"$CamUp\",\t\t\t\t\"+lookup\"\n\tControl \t\"$CamDown\",\t\t\t\"+lookdown\"\n\tControl \t\"$CamMid\",\t\t\t\"centerview\"\n\tControl \t\"$MvRun\",\t\t\t\t\t\"+speed\"\n\tControl \t\"$MvStrafe\",\t\t\t\t\"+strafe\"\n\tControl \t\"$ScoreBoard\",\t\t\"+showscores\"\n\tControl\t\t\"$ScoreMedal\",\t\t\t\"+showmedals\" // [TP]\n\tStaticText \t\"\"\n\tStaticText \t\"Chat\", 1\n\tControl \t\"$Type\",\t\t\t\t\t\"messagemode\"\n\tControl \t\"$TypeTeam\",\t\t\t\t\"messagemode2\"\n\tStaticText \t\"\"\n\tStaticText \t\"$Weapons\", 1\n\tControl \t\"$NWeap\",\t\t\t\"weapnext\"\n\tControl \t\"$PWeap\",\t\t\"weapprev\"\n\tControl\t\t\"Weapon Slot 1\",\t\t\"slot 1\"\n\tControl\t\t\"Weapon Slot 2\",\t\t\"slot 2\"\n\tControl\t\t\"Weapon Slot 3\",\t\t\"slot 3\"\n\tControl\t\t\"Weapon Slot 4\",\t\t\"slot 4\"\n\tControl\t\t\"Weapon Slot 5\",\t\t\"slot 5\"\n\tControl\t\t\"Weapon Slot 6\",\t\t\"slot 6\"\n\tControl\t\t\"Weapon Slot 7\",\t\t\"slot 7\"\n\tControl\t\t\"Weapon Slot 8\",\t\t\"slot 8\"\n\tControl\t\t\"Weapon Slot 9\",\t\t\"slot 9\"\n\tControl\t\t\"Weapon Slot 0\",\t\t\"slot 0\"\n\tStaticText \t\"\"\n\tStaticText \t\"$Inventory\", 1\n\tControl \t\"$IUse\",\t\t\"invuse\"\n\tControl \t\"$IPanic\",\t\"invuseall\"\n\tControl \t\"$INext\",\t\t\t\"invnext\"\n\tControl \t\"$IPrev\",\t\t\"invprev\"\n\tControl \t\"$IDrop\",\t\t\t\"invdrop\"\n\tControl\t\t\"$IQuery\",\t\t\t\"invquery\"\n\tControl \t\"$WDrop\",\t\t\t\"weapdrop\"\n\t// [TP] Voting controls\n\tStaticText \t\"\"\n\tStaticText \t\"$Vote\", 1\n\tControl\t\t\"$Yote\",\t\t\t\t\"vote_yes\"\n\tControl\t\t\"$Note\",\t\t\t\t\"vote_no\"\n\t// [TP] --\n\tStaticText \t\"\"\n\tStaticText \t\"Other\", 1\n\tControl \t\"Toggle automap\",\t\t\"togglemap\"\n\tControl \t\"Chasecam\",\t\t\t\t\"chase\"\n\tControl \t\"Coop spy\",\t\t\t\t\"spynext\"\n\tControl \t\"Screenshot\",\t\t\t\"screenshot\"\n\tControl\t\t\"Spectate\",\t\t\t\t\"spectate\" // [TP]\n\tControl\t\t\"Taunt\",\t\t\t\t\"taunt\" // [TP]\n\tOption\t\t\"Join the game\",\t\t\"joinmenukey\", \"JoinMenuKeys\" // [TP]\n\tControl\t\t\"Join the game (custom)\", \"menu_join\" // [TP]\n\tControl  \t\"Open console\",\t\t\t\"toggleconsole\"\n\tStaticText \t\"\"\n\tStaticText \t\"Strife Popup Screens\", 1\n\tControl \t\"Mission objectives\",\t\"showpop 1\"\n\tControl \t\"Keys list\",\t\t\t\"showpop 2\"\n\tControl \t\"Weapons/ammo/stats\",\t\"showpop 3\"\n}\n\nOptionMenu \"EHOptions\"\n{\n\tTitle \"$MenuEHOptions\"\n\tStaticTextSwitchable \t\"ENTER to change, BACKSPACE to clear\", \"Press new key for control, ESC to cancel\", \"ControlMessage\"\n\tStaticText \t\"\"\n\tStaticText \t\"$Controls\", 1\n\tControl \t\"$WSFire\",\t\t    \"+altattack\"\n\tControl \t\"$WReload\",\t\t\t\"+reload\"\n\tControl \t\"$IUse\",\t\t    \"invuse\"\n\tControl \t\"$SpecAb\",\t\t\t\"specialabs\"\n\tControl \t\"$ExBeast\",\t\t\t\"supersandmode\"\n\tControl \t\"$BeastTgt\",\t\t\"targeter\"\n\tStaticText \t\"\"\n\tStaticText \t\"$Info\", 1\n\tControl \t\"$TBDis\",\t\t\t\"gvheh_tipbox\"\n\tControl \t\"$TBNChar\",\t\t\t\"gvheh_tipright\"\n\tControl \t\"$TBPChar\",\t\t\t\"gvheh_tipleft\"\n\tControl \t\"$TBSPage\",\t\t\t\"gvheh_tipdown\"\n\tControl \t\"$HUDInfo\",\t\t\"weapinfo\"\n}\n\nOptionMenu \"EHGuide\"\n{\n\tTitle \"$MenuGuide\"\n\n\tSubMenu\t\t\"Weapon Info\",\t\t\t\"EH_INFOGUIDE\"\n\tSubMenu\t\t\"Head-Up Display\",\t\t\t\"EH_HUDGUIDE\"\n}\n\nOptionMenu \"EH_INFOGUIDE\"\n{\n\tTitle \"Weapon Info Guides\"\n\n\tSubMenu\t\t\"General Info Tip\",\t\t\t\"EH_TIPGUIDE\"\n\tSubMenu\t\t\"Weapon Guides\",\t\t\t\"EH_WEPGUIDE\"\n}\n\nOptionMenu \"EH_TIPGUIDE\"\n{\n\tTitle \"General Info Tip\"\n\n\tStaticText \t\t\"\"\n\tStaticText \t\t\"$InfoTTip0\"\n\tStaticText \t\t\"\"\n\tStaticText \t\t\"$InfoTTip1\"\n\tStaticText \t\t\"\"\n\tStaticText \t\t\"$InfoTTip2\"\n\tStaticText \t\t\"\"\n\tStaticText \t\t\"$InfoTTip3\"\n\tStaticText \t\t\"\"\n\tStaticText \t\t\"$InfoTTip4\"\n\tStaticText \t\t\"\"\n\tStaticText \t\t\"$InfoTTip5\"\n\tStaticText \t\t\"\"\n\tStaticText \t\t\"$InfoTTip6\"\n\tStaticText \t\t\"\"\n\tStaticText \t\t\"$InfoTTip7\"\n\tStaticText \t\t\"\"\n\tStaticText \t\t\"$InfoTTip8\"\n\tStaticText \t\t\"\"\n\tStaticText \t\t\"$InfoTTip9\"\n\tStaticText \t\t\"\"\n}\n\nOptionMenu \"EH_WEPGUIDE\"\n{\n\tTitle \"Weapon Guides\"\n\n\tSubMenu\t\t\"Marine Tip\",\t\t\t\"EH_MARINETIP\"\n\tSubMenu\t\t\"Hunter Tip\",\t\t\t\"EH_HUNTERTIP\"\n\tSubMenu\t\t\"Cyborg Tip\",\t\t\t\"EH_CYBORGTIP\"\n\tSubMenu\t\t\"Ghostbuster Tip\",\t\t\"EH_PETERTIP\"\n\tSubMenu\t\t\"Engineer Tip\",\t\t\t\"EH_TEXANTIP\"\n\tSubMenu\t\t\"Exile Tip\",\t\t\t\"EH_EDGYTIP\"\n\tSubMenu\t\t\"Demolisher Tip\",\t\t\"EH_AOWGUYTIP\"\n\tSubMenu\t\t\"Void Warrior Tip\",\t\t\"EH_FAGTIP\"\n\tSubMenu\t\t\"Sjas Tip\",\t\t\t    \"EH_SCREAMOTIP\"\n\tSubMenu\t\t\"Creeper Tip\",\t\t\t\"EH_MAINKRATIP\"\n\tSubMenu\t\t\"Jitter Tip\",\t\t\t\"EH_SONYATIP\"\n\tSubMenu\t\t\"Choke Tip\",\t\t\t\"EH_CHOKENORRISTIP\"\n\tSubMenu\t\t\"Frostbite Tip\",\t\t\"EH_WENDIGOTIP\"\n\tSubMenu\t\t\"Qrowhant Tip\",\t\t\t\"EH_NEVERMORETIP\"\n\tSubMenu\t\t\"Swamp Tip\",\t\t\t\"EH_SHITSTERTIP\"\n\tSubMenu\t\t\"Sangel Tip\",\t\t\t\"EH_LOREMASTERTIP\"\n}\n\nOptionMenu \"EH_MARINETIP\"\n{\n\tTitle \"Marine Tip\"\n\tStaticText \t\"Slot 1\"\n\tStaticText \t\"$InfoPistols1\"\n\tStaticText \t\"$InfoPistols2\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 2\"\n\tStaticText \t\"$InfoRiotGun1\"\n\tStaticText \t\"$InfoRiotGun2\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 3\"\n\tStaticText \t\"$InfoARifle1\"\n\tStaticText \t\"$InfoARifle2\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoGrenade1\"\n\tStaticText \t\"$InfoGrenade2\"\n\tStaticText \t\"$InfoGrenade3\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoMSpecial1\"\n\tStaticText \t\"$InfoMSpecial2\"\n\tStaticText \t\"\"\n}\n\nOptionMenu \"EH_HUNTERTIP\"\n{\n\tTitle \"Hunter Tip\"\n\tStaticText \t\"Slot 1\"\n\tStaticText \t\"$InfoBow1\"\n\tStaticText \t\"$InfoBow2\"\n\tStaticText \t\"$InfoBow3\"\n\tStaticText \t\"$InfoBow4\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 2\"\n\tStaticText \t\"$InfoIceBow1\"\n\tStaticText \t\"$InfoIceBow2\"\n\tStaticText \t\"$InfoIceBow3\"\n\tStaticText \t\"$InfoIceBow4\"\n\tStaticText \t\"$InfoIceBow5\"\n\tStaticText \t\"$InfoHSpecial1A\"\n\tStaticText \t\"$InfoHSpecial2A\"\n\tStaticText \t\"$InfoHSpecial3A\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 3\"\n\tStaticText \t\"$InfoFireBow1\"\n\tStaticText \t\"$InfoFireBow2\"\n\tStaticText \t\"$InfoFireBow3\"\n\tStaticText \t\"$InfoFireBow4\"\n\tStaticText \t\"$InfoFireBow5\"\n\tStaticText \t\"$InfoHSpecial1B\"\n\tStaticText \t\"$InfoHSpecial2B\"\n\tStaticText \t\"$InfoHSpecial3B\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 4\"\n\tStaticText \t\"$InfoWindBow1\"\n\tStaticText \t\"$InfoWindBow2\"\n\tStaticText \t\"$InfoWindBow3\"\n\tStaticText \t\"$InfoWindBow4\"\n\tStaticText \t\"$InfoWindBow5\"\n}\n\nOptionMenu \"EH_CYBORGTIP\"\n{\n\tTitle \"Cyborg Tip\"\n\tStaticText \t\"$InfoCyborg1A\"\n\tStaticText \t\"$InfoCyborg2A\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoCyborg3A\"\n\tStaticText \t\"$InfoCyborg4A\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoCySpecial1\"\n\tStaticText \t\"$InfoCySpecial2\"\n}\n\nOptionMenu \"EH_PETERTIP\"\n{\n\tTitle \"Ghostbuster Tip\"\n\tStaticText \t\"Slot 1\"\n\tStaticText \t\"$InfoGhostie1\"\n\tStaticText \t\"$InfoGhostie2\"\n\tStaticText \t\"$InfoGhostie3\"\n\tStaticText \t\"$InfoGhostie4\"\n\tStaticText \t\"$InfoGhostie5\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 2\"\n\tStaticText \t\"$InfoGhostie6\"\n\tStaticText \t\"$InfoGhostie7\"\n\tStaticText \t\"$InfoGhostie8\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoGSpecial1\"\n\tStaticText \t\"$InfoGSpecial2\"\n\tStaticText \t\"$InfoGSpecial3\"\n}\n\nOptionMenu \"EH_TEXANTIP\"\n{\n\tTitle \"Engineer Tip\"\n\tStaticText \t\"Slot 1\"\n\tStaticText \t\"$InfoNailgun1\"\n\tStaticText \t\"$InfoNailgun2\"\n\tStaticText \t\"$InfoNailgun3\"\n\tStaticText \t\"$InfoNailgun4\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 2\"\n\tStaticText \t\"$InfoEMP1\"\n\tStaticText \t\"$InfoEMP2\"\n\tStaticText \t\"$InfoEMP3\"\n\tStaticText \t\"$InfoEMP4\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 3\"\n\tStaticText \t\"$InfoUtil1\"\n\tStaticText \t\"$InfoUtil2\"\n\tStaticText \t\"$InfoEnSpecial\"\n\tStaticText \t\"\"\n}\n\nOptionMenu \"EH_EDGYTIP\"\n{\n\tTitle \"Exile Tip\"\n\tStaticText \t\"Slot 1\"\n\tStaticText \t\"$InfoRancor1\"\n\tStaticText \t\"$InfoRancor2\"\n\tStaticText \t\"$InfoRancor3\"\n\tStaticText \t\"$InfoRancor4\"\n\tStaticText \t\"$InfoRancor5\"\n\tStaticText \t\"$InfoRancor6\"\n\tStaticText \t\"$InfoRancor7\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 2\"\n\tStaticText \t\"$InfoRaptor1\"\n\tStaticText \t\"$InfoRaptor2\"\n\tStaticText \t\"$InfoRaptor3\"\n\tStaticText \t\"$InfoRaptor4\"\n\tStaticText \t\"$InfoRaptor5\"\n\tStaticText \t\"$InfoRaptor6\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 3\"\n\tStaticText \t\"$InfoEdgy1\"\n\tStaticText \t\"$InfoEdgy2\"\n\tStaticText \t\"$InfoEdgy3\"\n\tStaticText \t\"$InfoEdgy4\"\n\tStaticText \t\"$InfoEdgy5\"\n\tStaticText \t\"$InfoEdgy6\"\n\tStaticText \t\"$InfoEdgy7\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoExSpecial1\"\n\tStaticText \t\"$InfoExSpecial2\"\n\tStaticText \t\"$InfoExSpecial3\"\n}\n\nOptionMenu \"EH_AOWGUYTIP\"\n{\n\tTitle \"Demolisher Tip\"\n\tStaticText \t\"Slot 1\"\n\tStaticText \t\"$InfoGL1\"\n\tStaticText \t\"$InfoGL2\"\n\tStaticText \t\"$InfoGL3\"\n\tStaticText \t\"$InfoGL4\"\n\tStaticText \t\"$InfoGL5\"\n\tStaticText \t\"$InfoGL6\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 2\"\n\tStaticText \t\"$InfoSpoder1\"\n\tStaticText \t\"$InfoSpoder2\"\n\tStaticText \t\"$InfoSpoder3\"\n\tStaticText \t\"$InfoSpoder4\"\n\tStaticText \t\"$InfoSpoder5\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 3\"\n\tStaticText \t\"$InfoC41\"\n\tStaticText \t\"$InfoC42\"\n\tStaticText \t\"$InfoC43\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 4\"\n\tStaticText \t\"$InfoPistol1\"\n\tStaticText \t\"$InfoPistol2\"\n\tStaticText \t\"$InfoPistol3\"\n\tStaticText \t\"$InfoPistol4\"\n\t/*StaticText \t\"\"\n\tStaticText \t\"$InfoDSpecial1\"\n\tStaticText \t\"$InfoDSpecial2\"*/\n}\n\nOptionMenu \"EH_FAGTIP\"\n{\n\tTitle \"Void Warrior Tip\"\n\tStaticText \t\"$InfoVoid1\"\n\tStaticText \t\"$InfoVoid2\"\n\tStaticText \t\"$InfoVoid3\"\n\tStaticText \t\"$InfoVoid4\"\n\tStaticText \t\"$InfoVoid5\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoVoid6\"\n\tStaticText \t\"$InfoVoid7\"\n\tStaticText \t\"$InfoVoid8\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoVoid9\"\n\tStaticText \t\"$InfoVoid10\"\n\tStaticText \t\"$InfoVoid11\"\n}\n\nOptionMenu \"EH_SCREAMOTIP\"\n{\n\tTitle \"Sjas Tip\"\n\tStaticText \t\"$InfoSjas1\"\n\tStaticText \t\"$InfoSjas2\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoSjas3\"\n\tStaticText \t\"$InfoSjas4\"\n}\n\nOptionMenu \"EH_SONYATIP\"\n{\n\tTitle \"Jitter Tip\"\n\tStaticText \t\"$InfoJitter1\"\n\tStaticText \t\"$InfoJitter2\"\n\tStaticText \t\"$InfoJitter3\"\n\tStaticText \t\"$InfoJitter4\"\n}\n\nOptionMenu \"EH_MAINKRATIP\"\n{\n\tTitle \"Creeper Tip\"\n\tStaticText \t\"$InfoCreep1\"\n\tStaticText \t\"$InfoCreep2\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 1\"\n\tStaticText \t\"$InfoCreep3\"\n\tStaticText \t\"$InfoCreep4\"\n\tStaticText \t\"$InfoCreep5\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 2\"\n\tStaticText \t\"$InfoCreep3B\"\n\tStaticText \t\"$InfoCreep4B\"\n\tStaticText \t\"$InfoCreep5B\"\n}\n\nOptionMenu \"EH_CHOKENORRISTIP\"\n{\n\tTitle \"Choke Tip\"\n\tStaticText \t\"$InfoChoke1\"\n\tStaticText \t\"$InfoChoke2\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoChoke3\"\n\tStaticText \t\"$InfoChoke4\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoKSpecial1\"\n\tStaticText \t\"$InfoKSpecial2\"\n\tStaticText \t\"$InfoKSpecial3\"\n}\n\nOptionMenu \"EH_WENDIGOTIP\"\n{\n\tTitle \"Frostbite Tip\"\n\tStaticText \t\"$InfoFrob1\"\n\tStaticText \t\"$InfoFrob2\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 1\"\n\tStaticText \t\"$InfoFrob3\"\n\tStaticText \t\"$InfoFrob4\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 2\"\n\tStaticText \t\"$InfoFrob3B\"\n\tStaticText \t\"$InfoFrob4B\"\n}\n\nOptionMenu \"EH_NEVERMORETIP\"\n{\n\tTitle \"Qrowhant Tip\"\n\tStaticText \t\"$InfoQrow1\"\n\tStaticText \t\"$InfoQrow2\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 1\"\n\tStaticText \t\"$InfoQrow3\"\n\tStaticText \t\"$InfoQrow4\"\n\tStaticText \t\"$InfoQrow5\"\n\tStaticText \t\"$InfoQrow6\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 2\"\n\tStaticText \t\"$InfoQrow3B\"\n\tStaticText \t\"$InfoQrow4B\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoQSpecial1\"\n\tStaticText \t\"$InfoQSpecial2\"\n\tStaticText \t\"$InfoQSpecial3\"\n\tStaticText \t\"$InfoQSpecial4\"\n}\n\nOptionMenu \"EH_SHITSTERTIP\"\n{\n\tTitle \"Swamp Tip\"\n\tStaticText \t\"$InfoSwamp1\"\n\tStaticText \t\"$InfoSwamp2\"\n\tStaticText \t\"$InfoSwamp3\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoSwamp4\"\n\tStaticText \t\"$InfoSwamp5\"\n\tStaticText \t\"$InfoSwamp6\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoSwSpecial1\"\n\tStaticText \t\"$InfoSwSpecial2\"\n\tStaticText \t\"$InfoSwSpecial3\"\n}\n\nOptionMenu \"EH_LOREMASTERTIP\"\n{\n\tTitle \"Sangel Tip\"\n\tStaticText \t\"$InfoSang1\"\n\tStaticText \t\"$InfoSang2\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 1\"\n\tStaticText \t\"$InfoSang3B\"\n\tStaticText \t\"$InfoSang4B\"\n\tStaticText \t\"$InfoSang5B\"\n\tStaticText \t\"\"\n\tStaticText \t\"Slot 2\"\n\tStaticText \t\"$InfoSang3\"\n\tStaticText \t\"$InfoSang4\"\n\tStaticText \t\"$InfoSang5\"\n\tStaticText \t\"\"\n\tStaticText \t\"$InfoSnSpecial1\"\n\tStaticText \t\"$InfoSnSpecial2\"\n\tStaticText \t\"$InfoSnSpecial3\"\n}\nOptionMenu \"EH_HUDGUIDE\"\n{\n\tTitle \"Soon\"\n\tStaticText \t\"Soon\"\n}\n\nOptionMenu \"MultiMenu\"\n{\n\tTitle \"$MenuMultiplayer\"\n\n\tSubMenu\t\t\"Offline Skirmish\",\t\t\t\"ZA_SkirmishMenu\"\n\tSubMenu\t\t\"Network Options\",\t\t\t\"ZA_NetworkOptions\"\n\tSubMenu\t\t\"Log in\",\t\t\t\t\t\"ZA_LoginMenu\"\n\tSubMenu\t\t\"Browse servers\",\t\t\t\"ZA_Browser\"\n\tStaticText\t\" \"\n\tCommand\t\t\"Spectate\",\t\t\t\t\t\"menu_spectate\"\n\tCommand\t\t\"Switch teams\",\t\t\t\t\"menu_changeteam\"\n\tCommand\t\t\"Disconnect\",\t\t\t\t\"menu_disconnect\"\n\tStaticText\t\" \"\n\tSubMenu\t\t\"Call a vote\",\t\t\t\t\"ZA_CallVote\"\n\tSubMenu\t\t\"Ignore a player\",\t\t\t\"ZA_IgnoreMenu\"\n\tStaticText\t\" \"\n\tOption\t\t\"Start as spectator\",\t\t\"cl_startasspectator\",\t\t\"YesNo\"\n\tTextField\t\"Server password\",\t\t\t\"cl_password\"\n\tTextField\t\"Server join password\",\t\t\"cl_joinpassword\"\n\tOption\t\t\"Reset frags at join\",\t\t\"cl_dontrestorefrags\",\t\t\"YesNo\"\n\tOption\t\t\"Hide country\",\t\t\t\t\"cl_hidecountry\",\t\t\t\"YesNo\"\n\tOption\t\t\"Respawn using attack key\",\t\"cl_respawnonfire\",\t\t\t\"YesNo\"\n\tStaticText\t\" \"\n\tOption\t\t\"Skins\",\t\t\t\t\t\"cl_skins\",\t\t\t\t\t\"ZA_AllowSkins\"\n\tOption\t\t\"Taunts\",\t\t\t\t\t\"cl_taunts\",\t\t\t\t\"OnOff\"\n\tOption\t\t\"Icons\",\t\t\t\t\t\"cl_icons\",\t\t\t\t\t\"OnOff\"\n\tOption\t\t\"Identify players\",\t\t\t\"cl_identifytarget\",\t\t\"OnOff\"\n\tOption\t\t\"Show spawn spots\",\t\t\t\"cl_showspawns\",\t\t\t\"YesNo\"\n\tSlider\t\t\"Spectator move speed\",\t\t\"cl_spectatormove\",\t\t\t0.1, 5.0, 0.1\n\tStaticText\t\" \"\n\tOption\t\t\"Override player colors\",\t\"cl_overrideplayercolors\",\t\"ZA_OverridePlayerColors\"\n\tColorPicker\t\"Ally color\",\t\t\t\t\"cl_allycolor\"\n\tColorPicker\t\"Enemy color\",\t\t\t\t\"cl_enemycolor\"\n}"
      },
      {
        "source": "pk3",
        "name": "teaminfo.txt",
        "contents": "ClearTeams\n\nTeam \"Human Resistance\"\n{\n   PlayerColor \"DD DD DD\"\n   TextColor \"Green\"\n   RailColor \"00 FF 00\"\n   FlagItem \"BlueFlag\"\n   SkullItem \"BlueSkullST\"\n   PlayerStartThingNumber 0\n   SmallFlagHUDIcon \"STFLA1\"\n   SmallSkullHUDIcon \"STKEYS3\"\n   LargeFlagHUDIcon \"BFLASMAL\"\n   LargeSkullHUDIcon \"BSKUA0\"\n   WinnerTheme \"D_HWIN\"\n   LoserTheme \"D_HLOSE\"\n   WinnerPic \"HUMANWIN\"\n   LoserPic \"HUMANLOS\"\n   AllowCustomPlayerColor\n   PlayerStartThingNumber 5080\n}\n\nTeam \"The Ghouls\"\n{\n\tPlayerColor \"BF 00 00\"\n\tTextColor \"Red\"\n\tRailColor \"FF 00 00\"\n\tFlagItem \"RedFlag\"\n\tSkullItem \"RedSkullST\"\n\tPlayerStartThingNumber 0\n\tSmallFlagHUDIcon \"STFLA2\"\n\tSmallSkullHUDIcon \"STKEYS5\"\n\tLargeFlagHUDIcon \"RFLASMAL\"\n\tLargeSkullHUDIcon \"RSKUA0\"\n    WinnerTheme \"D_GWIN\"\n    LoserTheme \"D_GLOSE\"\n\tWinnerPic \"GHOULWIN\"\n\tLoserPic \"GHOULLOS\"\n\tAllowCustomPlayerColor\n\tPlayerStartThingNumber 5081\n}"
      },
      {
        "source": "pk3",
        "name": "GLDEFS.txt",
        "contents": "PointLight BlinkLight1\n{\n Color 0.0 0.3 1.0\n Size 178\n}\n\nPointLight BlinkLight2\n{\n Color 0.0 0.3 1.0\n Size 132\n}\n\nPointLight BlinkLight3\n{\n Color 0.0 0.3 1.0\n Size 80\n}\n\npointlight MARINESHOT\n{\n    color 0.8 0.8 0.0\n    size 50\n}\n\npointlight RangerShot1\n{\n    color 0.8 0.545 0.0\n    size 50\n}\n\nobject Marine\n{\n    frame PLAYF { light MARINESHOT }\n}\n\npointlight DemoShot\n{\n    color 0.8 0.4 0.0\n    size 50\n}\n\nobject Demoman\n{\n    frame CMDOF { light DemoShot }\n}\n\nobject Ranger\n{\n    frame RAVWF { light RangerShot1 }\n}\n\nFlickerLight EMPBallLight\n{\n Color 0.0 0.1 1.0\n Size 200\n SecondarySize 300\n Chance 80\n DontLightSelf 1\n}\n\nPointLight EMPBallExLight1\n{\n Color 0.0 0.6 1.0\n Size 700\n}\n\nPointLight EMPBallExLight2\n{\n Color 0.0 0.4 1.0\n Size 500\n}\n\nPointLight EMPBallExLight3\n{\n Color 0.0 0.2 1.0\n Size 300\n}\n\nPointLight EMPBallExLight4\n{\n Color 0.0 0.0 1.0\n Size 100\n}\n\nPointLight VoidPortal1\n{\n Color 0.35 0.0 1.0\n Size 75\n}\n\nPointLight VoidPortal2\n{\n Color 0.35 0.0 1.0\n Size 180\n}\n\nPointLight VoidPortal3\n{\n Color 0.35 0.0 1.0\n Size 120\n}\n\nPointLight VoidPortal4\n{\n Color 0.35 0.0 1.0\n Size 50\n}\n\nObject VoidPortal\n{\n Frame DGE1A { lIGHT VoidPortal1 }\n Frame DGE1B { lIGHT VoidPortal2 }\n Frame DGE1C { lIGHT VoidPortal3 }\n Frame DGE1D { lIGHT VoidPortal4 }\n}\n\nObject BlinkFXGen\n{\n Frame FLARB { Light BlinkLight1 }\n Frame FLX1B { Light BlinkLight2 }\n Frame FLX2B { Light BlinkLight3 }\n}\n\nObject EMPBall\n{\n Frame EMPBA { Light EMPBallLight }\n Frame EMPBB { Light EMPBallLight }\n}\n\nObject EMPDeathFX\n{\n Frame EMPXA { Light EMPBallExLight1 }\n Frame EMPXB { Light EMPBallExLight2 }\n Frame EMPXC { Light EMPBallExLight3 }\n Frame EMPXD { Light EMPBallExLight4 }\n}\n\nPointLight PNailLight\n{\n Color 1.0 0.5 0.0\n Size 30\n}\n\nPointLight PNLD1\n{\n Color 1.0 0.5 0.0\n Size 32\n}\n\nPointLight PNLD2\n{\n Color 1.0 0.5 0.0\n Size 28\n}\n\nPointLight PNLD3\n{\n Color 0.8 0.3 0.0\n Size 20\n}\n\nPointLight PNLD4\n{\n Color 0.4 0.15 0.0\n Size 10\n}\n\nObject PowerNail\n{\n Frame BLAD { Light PNailLight }\n FRAME SPLSC { Light PNLD1 }\n FRAME SPLSD { Light PNLD2 }\n FRAME SPLSE { Light PNLD3 }\n FRAME SPLSF { Light PNLD4 }\n}\n\nObject EmpoweredNail\n{\n Frame BLAD { Light PNailLight }\n FRAME SPLSC { Light PNLD1 }\n FRAME SPLSD { Light PNLD2 }\n FRAME SPLSE { Light PNLD3 }\n FRAME SPLSF { Light PNLD4 }\n}\n\nPointLight RaptorLight\n{\n Color 0.0 0.25 1.0\n Size 48\n}\n\nPointLight RLD1\n{\n Color 0.0 0.25 1.0\n Size 55\n}\n\nPointLight RLD2\n{\n Color 0.0 0.25 1.0\n Size 45\n}\nPointLight RLD3\n{\n Color 0.0 0.25 1.0\n Size 35\n}\n\nPointLight RLD4\n{\n Color 0.0 0.15 0.8\n Size 25\n}\n\nObject MagnetizedScrap\n{\n Frame SPKBA { Light RaptorLight }\n FRAME SPKBB { Light RLD1 }\n FRAME SPKBC { Light RLD2 }\n FRAME SPKBD { Light RLD3 }\n FRAME SPKBE { Light RLD4 }\n}\n\nPointLight FlameArrowLight\n{\n Color 1.0 0.3 0.0\n Size 32\n}\n\nPointLight FALD1\n{\n Color 1.0 0.3 0.0\n Size 50\n}\n\nPointLight FALD2\n{\n Color 1.0 0.3 0.0\n Size 47\n}\nPointLight FALD3\n{\n Color 1.0 0.3 0.0\n Size 42\n}\n\nPointLight FALD4\n{\n Color 0.8 0.3 0.0\n Size 36\n}\n\nPointLight FALD5\n{\n Color 0.75 0.1 0.0\n Size 32\n}\n\nPointLight FALD6\n{\n Color 0.55 0.0 0.0\n Size 25\n}\n\nObject FlameArrow\n{\n Frame ARR3 { Light FlameArrowLight }\n Frame HELXA { Light FALD1 }\n Frame HELXB { Light FALD2 }\n Frame HELXC { Light FALD3 }\n Frame HELXD { Light FALD4 }\n Frame HELXE { Light FALD5 }\n Frame HELXF { Light FALD6 }\n}\n\nObject FiretrapFlameJ\n{\n  Frame HELXA { Light FALD1 }\n Frame HELXB { Light FALD2 }\n Frame HELXC { Light FALD3 }\n Frame HELXD { Light FALD4 }\n Frame HELXE { Light FALD5 }\n Frame HELXF { Light FALD6 }\n}\n\nObject SpiderMine\n{\n Frame SPIDV { Light FALD1 }\n Frame SPIDW { Light FALD2 }\n Frame SPIDX { Light FALD4 }\n Frame SPIDY { Light FALD6 }\n}\n\nObject FlameArrowTrail\n{\n Frame WBALC { Light FALD4 }\n Frame WBALD { Light FALD5 }\n Frame WBALE { Light FALD6 }\n}\n\nPointLight FlameLaser1\n{\n Color 1.0 0.5 0.0\n Size 28\n}\n\nPointLight FlameLaser2\n{\n Color 1.0 0.5 0.0\n Size 25\n}\n\nPointLight FlameLaser3\n{\n Color 0.8 0.3 0.0\n Size 22\n}\n\nPointLight FlameLaser4\n{\n Color 0.6 0.25 0.0\n Size 17\n}\n\nPointLight FlameLaser5\n{\n Color 0.6 0.25 0.0\n Size 15\n}\nPointLight FlameLaser6\n{\n Color 0.3 0.1 0.0\n Size 11\n}\n\nObject FlameArrowTrailS\n{\n Frame TNT1A { Light FlameLaser1 }\n Frame SPKBA { Light FlameLaser2 }\n Frame SPKBB { Light FlameLaser3 }\n Frame SPKBC { Light FlameLaser4 }\n Frame SPKBD { Light FlameLaser5 }\n Frame SPKBE { Light FlameLaser6 }\n}\n\nPointLight FlameSpin1\n{\n Color 1.0 0.6 0.0\n Size 35\n}\n\nPointLight FlameSpin2\n{\n Color 1.0 0.6 0.0\n Size 38\n}\n\nPointLight FlameSpin3\n{\n Color 1.0 0.6 0.0\n Size 32\n}\n\nPointLight FlameSpin4\n{\n Color 1.0 0.4 0.0\n Size 28\n}\n\nPointLight FlameSpin5\n{\n Color 0.7 0.25 0.0\n Size 22\n}\n\nPointLight FlameSpin6\n{\n Color 0.3 0.0 0.0\n Size 18\n}\n\nObject FireSpinAttack\n{\n Frame HLFRA { Light FlameSpin1 }\n Frame HLFRB { Light FlameSpin2 }\n Frame HLFRC { Light FlameSpin3 }\n Frame HLFRD { Light FlameSpin4 }\n Frame HLFRE { Light FlameSpin5 }\n Frame HLFRF { Light FlameSpin6 }\n}\n\nFlickerLight MagicTracer1\n{\n Color 1.0 0.8 0.8\n Size 42\n SecondarySize 35\n Chance 0.5\n}\n\nPointLight MTD1\n{\n Color 1.0 0.8 0.8\n Size 60\n}\n\nPointLight MTD2\n{\n Color 0.8 0.5 0.5\n Size 56\n}\n\nPointLight MTD3\n{\n Color 0.8 0.5 0.5\n Size 48\n}\n\nPointLight MTD4\n{\n Color 0.5 0.25 0.25\n Size 35\n}\n\nObject MagicTracer\n{\n Frame NGSTA { Light MagicTracer1 }\n Frame NGSTB { Light MagicTracer1 }\n Frame NGSTH { Light MTD1 }\n Frame NGSTI { Light MTD2 }\n Frame NGSTJ { Light MTD3 }\n Frame NGSTK { Light MTD4 }\n}\n\nFlickerLight MagicTracer2\n{\n Color 0.0 1.0 0.6\n Size 42\n SecondarySize 34\n Chance 0.5\n}\n\nPointLight M2TD1\n{\n Color 0.0 0.8 0.3\n Size 60\n}\n\nPointLight M2TD2\n{\n Color 0.0 0.5 0.2\n Size 56\n}\n\nPointLight M2TD3\n{\n Color 0.0 0.5 0.2\n Size 48\n}\n\nPointLight M2TD4\n{\n Color 0.0 0.25 0.1\n Size 35\n}\n\nObject MagicTracer2\n{\n Frame ZX22A { Light MagicTracer2 }\n Frame ZX22B { Light MagicTracer2 }\n Frame ZX22H { Light M2TD1 }\n Frame ZX22I { Light M2TD2 }\n Frame ZX22J { Light M2TD3 }\n Frame ZX22K { Light M2TD4 }\n}\n\nPointLight IceShot1\n{\n Color 0.0 0.1 1.0\n Size 22\n}\n\nPointLight IceShot2\n{\n Color 0.0 0.1 1.0\n Size 35\n}\n\nPointLight IS1D1\n{\n Color 0.0 0.1 1.0\n Size 30\n}\n\nPointLight IS1D2\n{\n Color 0.0 0.1 1.0\n Size 26\n}\n\nPointLight IS1D3\n{\n Color 0.0 0.1 1.0\n Size 18\n}\n\nPointLight IS2D1\n{\n Color 0.0 0.1 1.0\n Size 42\n}\n\nPointLight IS2D2\n{\n Color 0.0 0.1 1.0\n Size 36\n}\n\nPointLight IS2D3\n{\n Color 0.0 0.1 1.0\n Size 22\n}\n\nObject IceArrow2\n{\n Frame SHRD {  Light IceShot1 }\n Frame SHEXA { Light IS1D1 }\n Frame SHEXB { Light IS1D2 }\n Frame SHEXC { Light IS1D3 }\n}\n\nObject IceArrow\n{\n Frame SHRD { Light IceShot2 }\n Frame SHEXA { Light IS2D1 }\n Frame SHEXB { Light IS2D2 }\n Frame SHEXC { Light IS2D3 }\n}\n\nFlickerLight BlackFlame1\n{\n Color 0.8 0.8 0.8\n Size 48\n SecondarySize 32\n Subtractive 1\n Chance 0.5\n DontLightSelf 1\n}\n\nPointLight BFD1\n{\n Color 1.0 1.0 1.0\n sIZE 52\n Subtractive 1\n DontLightSelf 1\n}\nPointLight BFD2\n{\n Color 0.8 0.8 0.8\n sIZE 42\n Subtractive 1\n DontLightSelf 1\n}\nPointLight BFD3\n{\n Color 0.8 0.8 0.8\n sIZE 35\n Subtractive 1\n DontLightSelf 1\n}\nPointLight BFD4\n{\n Color 0.6 0.6 0.6\n sIZE 28\n Subtractive 1\n DontLightSelf 1\n}\n\nObject BlackFire\n{\n Frame DMFXA { Light BlackFlame1 }\n Frame DMFXB { Light BlackFlame1 }\n Frame DMFXC { Light BlackFlame1 }\n Frame DMFXD { Light BFD1 }\n Frame DMFXE { Light BFD2 }\n Frame DMFXF { Light BFD3 }\n Frame DMFXG { Light BFD4 }\n}\n\nPointLight GBAcid1\n{\n Color 0.0 1.0 0.35\n Size 34\n}\n\nPointLight GBAD1\n{\n Color 0.0 1.0 0.35\n Size 44\n}\n\nPointLight GBAD2\n{\n Color 0.0 0.8 0.15\n Size 31\n}\n\nPointLight GBAD3\n{\n Color 0.0 0.5 0.0\n Size 24\n}\n\nObject AcidGBShot\n{\n Frame GBACA { Light GBAcid1 }\n Frame GBACB { Light GBAcid1 }\n Frame GBACC { Light GBAD1 }\n Frame GBACD { Light GBAD2 }\n Frame GBACE { Light GBAD3 }\n}\n\nPointLight ThunderShock1\n{\n Color 0.0 0.6 1.0\n Size 52\n}\n\nPointLight ThunderShock2\n{\n Color 0.0 0.6 1.0\n Size 60\n}\n\nPointLight ThunderShock3\n{\n Color 0.0 0.6 1.0\n Size 68\n}\n\nPointLight ThunderShock4\n{\n Color 0.0 0.6 1.0\n Size 76\n}\n\nPointLight ThunderShock5\n{\n Color 0.0 0.6 1.0\n Size 84\n}\n\nPointLight ThunderShock6\n{\n Color 0.0 0.6 1.0\n Size 92\n}\n\nPointLight ThunderShock7\n{\n Color 0.0 0.6 1.0\n Size 100\n}\nPointLight ThunderShock8\n{\n Color 0.0 0.6 1.0\n Size 108\n}\n\nPointLight ThunderShock9\n{\n Color 0.0 0.6 1.0\n Size 116\n}\n\nPointLight ThunderShock10\n{\n Color 0.0 0.6 1.0\n Size 118\n}\n\nPointLight ThunderShock11\n{\n Color 0.0 0.6 1.0\n Size 120\n}\n\nPointLight ThunderShock12\n{\n Color 0.0 0.4 0.8\n Size 122\n}\n\nPointLight ThunderShock13\n{\n Color 0.0 0.4 0.8\n Size 124\n}\n\nPointLight ThunderShock14\n{\n Color 0.0 0.2 0.6\n Size 132\n}\n\nPointLight ThunderShock15\n{\n Color 0.0 0.1 0.4\n Size 116\n}\n\nPointLight ThunderShock16\n{\n Color 0.0 0.0 0.3\n Size 100\n}\n\nObject ThunderRadiusShock\n{\n Frame TXP1A { Light ThunderShock1 }\n Frame TXP1B { Light ThunderShock2 }\n Frame TXP1C { Light ThunderShock3 }\n Frame TXP1D { Light ThunderShock4 }\n Frame TXP1E { Light ThunderShock5 }\n Frame TXP1F { Light ThunderShock6 }\n Frame TXP1G { Light ThunderShock7 }\n Frame TXP1H { Light ThunderShock8 }\n Frame TXP1I { Light ThunderShock9 }\n Frame TXP1J { Light ThunderShock10 }\n Frame TXP1K { Light ThunderShock11 }\n Frame TXP1L { Light ThunderShock12 }\n Frame TXP1M { Light ThunderShock13 }\n Frame TXP1N { Light ThunderShock14 }\n Frame TXP1O { Light ThunderShock15 }\n Frame TXP1P { Light ThunderShock16 }\n}\n\nFlickerLight DarkArrow1\n{\n Color 0.2 0.0 1.0\n Size 47\n SecondarySize 35\n Chance 0.5\n Subtractive 1\n DontLightSelf 1\n}\n\nObject DarkArrow\n{\n Frame ARR5 { lIGHT dARKARROW1 }\n}\n\nPointLight DarkFrag1\n{\n Color 0.2 0.0 1.0\n Size 21\n Subtractive 1\n DontLightSelf 1\n}\n\nObject DarkFrag\n{\n Frame VOIP { Light DarkFrag1 }\n}\n\nPointLight DemoFire1\n{\n Color 0.8 0.35 0.0\n Size 18\n}\n\nPointLight DemoFire2\n{\n Color 0.85 0.35 0.0\n Size 22\n}\n\nPointLight DemoFire3\n{\n Color 0.9 0.425 0.0\n Size 28\n}\n\nPointLight DemoFire4\n{\n Color 1.0 0.5 0.0\n Size 35\n}\n\nPointLight DemoFire5\n{\n Color 1.0 0.6 0.0\n Size 37\n}\n\nPointLight DemoFire6\n{\n Color 1.0 0.7 0.0\n Size 38\n}\n\nPointLight DemoFire7\n{\n Color 1.0 0.75 0.04\n Size 40\n}\n\nPointLight DemoFire8\n{\n Color 1.0 0.8 0.07\n Size 38\n}\n\nPointLight DemoFire9\n{\n Color 1.0 0.7 0.0\n Size 32\n}\n\nPointLight DemoFire10\n{\n Color 0.9 0.5 0.0\n Size 30\n}\n\nPointLight DemoFire11\n{\n Color 0.75 0.5 0.0\n Size 25\n}\n\nPointLight DemoFire12\n{\n Color 0.7 0.4 0.0\n Size 21\n}\n\nPointLight DemoFire13\n{\n Color 0.6 0.25 0.0\n Size 14\n}\n\nObject FireSpawn\n{\n Frame FRTFA { Light DemoFire1 }\n Frame FRTFB { Light DemoFire2 }\n Frame FRTFC { Light DemoFire3 }\n Frame FRTFD { Light DemoFire4 }\n Frame FRTFE { Light DemoFire5 }\n Frame FRTFF { Light DemoFire6 }\n Frame FRTFG { Light DemoFire7 }\n Frame FRTFH { Light DemoFire8 }\n Frame FRTFI { Light DemoFire9 }\n Frame FRTFJ { Light DemoFire10 }\n Frame FRTFK { Light DemoFire11 }\n Frame FRTFL { Light DemoFire12 }\n Frame FRTFM { Light DemoFire13 }\n}\n\nObject IGrenade\n{\n Frame IGGR { Light CGD2 }\n}\n\nPointLight DemoCG1\n{\n Color 1.0 0.0 0.0\n Size 28\n}\n\nPointLight CGD1\n{\n Color 1.0 0.6 0.0\n sIZE 47\n}\n\nPointLight CGD2\n{\n Color 1.0 0.6 0.0\n sIZE 40\n}\n\nPointLight CGD3\n{\n Color 0.8 0.4 0.0\n sIZE 33\n}\n\nPointLight CGD4\n{\n Color 0.6 0.2 0.0\n sIZE 28\n}\n\nObject CGrenade\n{\n Frame CNGR { Light DemoCG1 }\n Frame TNT1A { Light CGD1 }\n Frame TNT1B { Light CGD2 }\n Frame TNT1C { Light CGD3 }\n Frame TNT1D { Light CGD4 }\n}\n\nPointLight C4D1\n{\n Color 1.0 0.75 0.0\n Size 115\n}\n\nPointLight C4D2\n{\n Color 1.0 0.75 0.0\n Size 85\n}\n\nPointLight C4D3\n{\n Color 0.8 0.4 0.0\n Size 60\n}\n\nPointLight C4D4\n{\n Color 0.65 0.35 0.0\n Size 45\n}\n\nPointLight C4D5\n{\n Color 0.5 0.25 0.0\n Size 38\n}\n\nObject RemoteC4Deployed\n{\n Frame TNT1A { Light C4D1 }\n Frame TNT1B { Light C4D2 }\n Frame TNT1C { Light C4D3 }\n Frame TNT1D { Light C4D4 }\n Frame TNT1E { Light C4D5 }\n}\n\nPointLight PFlameL1\n{\n Color 0.0 1.0 0.725\n Size 42\n}\n\nPointLight PFlameL2\n{\n Color 0.0 1.0 0.725\n Size 48\n}\n\nPointLight PFlameL3\n{\n Color 0.0 1.0 0.725\n Size 32\n}\n\nPointLight PFlameL4\n{\n Color 0.0 1.0 0.725\n Size 38\n}\n\nPointLight PFlameL5\n{\n Color 0.0 1.0 0.725\n Size 28\n}\n\nObject PurifyingFlame\n{\n Frame PFLMH { Light PFlameL1 }\n Frame PFLMI { Light PFlameL2 }\n Frame PFLMJ { Light PFlameL3 }\n Frame PFLMK { Light PFlameL4 }\n Frame PFLML { Light PFlameL5 }\n}\n\nPointLight PFSpark1\n{\n Color 0.0 0.8 0.525\n Size 20\n}\n\nPointLight PFSpark2\n{\n Color 0.0 0.7 0.425\n Size 18\n}\n\nPointLight PFSpark3\n{\n Color 0.0 0.6 0.325\n Size 17\n}\n\nPointLight PFSpark4\n{\n Color 0.0 0.5 0.225\n Size 17\n}\n\nPointLight PFSpark5\n{\n Color 0.0 0.3 0.125\n Size 16\n}\n\nPointLight PFSpark6\n{\n Color 0.0 0.2 0.025\n Size 16\n}\n\nPointLight PFSpark7\n{\n Color 0.0 0.1 0.025\n Size 15\n}\n\nPointLight PFSpark8\n{\n Color 0.0 0.1 0.025\n Size 14\n}\n\nobject BulletPuff3\n{\n    frame PUFFA { light BPUFF1 }\n    frame PUFFB { light BPUFF2 }\n}\n\nObject PFSpark\n{\n Frame SPPFA { Light PFSpark1 }\n Frame SPPFB { Light PFSpark2 }\n Frame SPPFC { Light PFSpark3 }\n Frame SPPFD { Light PFSpark4 }\n Frame SPPFE { Light PFSpark5 }\n Frame SPPFF { Light PFSpark6 }\n Frame SPPFG { Light PFSpark7 }\n Frame SPPFH { Light PFSpark8 }\n}\n\nobject ArrowDropped\n{\n\tframe ARR0 { light ARROWHIGHLIGHT }\n}\nobject ArrowDropped2\n{\n\tframe ARR0 { light ARROWHIGHLIGHT }\n}"
      },
      {
        "source": "pk3",
        "name": "Botinfo.txt",
        "contents": "//Sangel\n{\nname = \"\\c[j3]S\\cga\\c[j3]n\\cgg\\c[j3]e\\cgl\"\nscript = HUMANBOT\ngender = male\nclass = \"Sangel\"\ncolor = \"Red\"\nrevealed = true\naccuracy = 6\nintelect = 6\nevade = 6\nanticipation = 6\nreactiontime = 6\nperception = 6\n}"
      },
      {
        "source": "pk3",
        "name": "textures.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Fri May  5 08:32:33 2017\n\nGraphic \"M_DOOM\", 1200, 1200\n{\n\tXScale 5.000\n\tYScale 5.000\n\tPatch \"GVHLOGO2\", -1, 8\n}\n\nTexture \"ORANVOID\", 256, 256\n{\n\tXScale 0.100\n\tYScale 0.100\n\tPatch \"ORANVOID\", 128, 0\n\tPatch \"ORANVOID\", 0, 0\n\tPatch \"ORANVOID\", 128, 128\n\tPatch \"ORANVOID\", 0, 128\n\tPatch \"ORANVOID\", 128, 64\n\tPatch \"ORANVOID\", 0, 64\n\tPatch \"ORANVOID\", 128, 192\n\tPatch \"ORANVOID\", 0, 192\n\tPatch \"ORANVOID\", 192, 0\n\tPatch \"ORANVOID\", 64, 0\n\tPatch \"ORANVOID\", 192, 128\n\tPatch \"ORANVOID\", 64, 128\n\tPatch \"ORANVOID\", 192, 64\n\tPatch \"ORANVOID\", 64, 64\n\tPatch \"ORANVOID\", 192, 192\n\tPatch \"ORANVOID\", 64, 192\n}\n\nTexture \"VOID\", 256, 256\n{\n\tXScale 0.100\n\tYScale 0.100\n\tPatch \"ORANVOID\", 128, 0\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 0, 0\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 128, 128\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 0, 128\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 128, 64\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 0, 64\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 128, 192\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 0, 192\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 192, 0\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 64, 0\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 192, 128\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 64, 128\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 192, 64\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 64, 64\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 192, 192\n\t{\n\t\tBlend \"#000000\"\n\t}\n\tPatch \"ORANVOID\", 64, 192\n\t{\n\t\tBlend \"#000000\"\n\t}\n}\n\nTexture \"BLUVOID\", 256, 256\n{\n\tXScale 0.100\n\tYScale 0.100\n\tPatch \"ORANVOID\", 128, 0\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 0, 0\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 128, 128\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 0, 128\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 128, 64\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 0, 64\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 128, 192\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 0, 192\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 192, 0\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 64, 0\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 192, 128\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 64, 128\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 192, 64\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 64, 64\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 192, 192\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n\tPatch \"ORANVOID\", 64, 192\n\t{\n\t\tBlend \"#3E60FF\"\n\t}\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "sbarinfo.txt",
        "contents": "CompleteBorder true;\nHeight 0;\nMonospaceFonts false, \"0\";\n\nstatusbar Normal, FullscreenOffsets\n{\n\n    drawimage \"ITAMBAR\", -118, -2, centerbottom;\n\tdrawimage \"STATBAR\", 75, -1, centerbottom;\n\tdrawimage \"SPECBAR\", 118, 180, centerbottom;\n\n    InInventory not InformationOn\n\t{drawimage \"INFOBAR\", -182, 15, centerbottom;}\n    InInventory InformationOn, 1\n\t{\n\tdrawimage \"INFOBAR\", -182, 237, centerbottom;\n\tPlayerClass Marine\n\t {\n\t  InInventory Not PlasmaGrenade\n\t   {\n\t    DrawString Smallfont, White, \"$InfoGrenade1\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoGrenade2\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoGrenade3\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  InInventory PlasmaGrenade\n\t   {\n\t    DrawString Smallfont, White, \"$InfoGrenade1B\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoGrenade2B\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoGrenade3B\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  DrawString Smallfont, White, \"$InfoMSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoMSpecial2\" ,-325, 120, 0, alignment(left);\n\t  IsSelected DualPistols\n\t   {\n\t    DrawString Smallfont, White, \"$InfoPistols1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoPistols2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t  IsSelected Riotgun\n\t   {\n\t    InInventory not ShockingShell\n\t\t {\n\t      DrawString Smallfont, White, \"$InfoRiotgun1\" ,-325, 40, 0, alignment(left);\n\t      DrawString Smallfont, White, \"$InfoRiotgun2\" ,-325, 50, 0, alignment(left);\n\t\t }\n\t    InInventory ShockingShell\n\t\t {\n\t      DrawString Smallfont, White, \"$InfoRiotgun1B\" ,-325, 40, 0, alignment(left);\n\t      DrawString Smallfont, White, \"$InfoRiotgun2B\" ,-325, 50, 0, alignment(left);\n\t\t }\n\t   }\n\t  IsSelected AssaultRifle\n\t   {\n\t    DrawString Smallfont, White, \"$InfoARifle1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoARifle2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t  IsSelected DoubleShotgun\n\t   {\n\t    DrawString Smallfont, White, \"$InfoDShotgun1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoDShotgun2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t  IsSelected AutoShotgun\n\t   {\n\t    DrawString Smallfont, White, \"$InfoAShotgun1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoAShotgun2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t  IsSelected EHMinigun\n\t   {\n\t    DrawString Smallfont, White, \"$InfoMinigun1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoMinigun2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t  IsSelected ExplosiveRifle\n\t   {\n\t    DrawString Smallfont, White, \"$InfoHEMRIFLE1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoHEMRIFLE2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t }\n\t  IsSelected Bow\n\t  {\n\t   DrawString Smallfont, White, \"$InfoBow1\" ,-325, 40, 0, alignment(left);\n\t   DrawString Smallfont, White, \"$InfoBow2\" ,-325, 50, 0, alignment(left);\n\t   InInventory Not DarkBow\n\t  {\n\t   DrawString Smallfont, White, \"$InfoBow3\" ,-325, 70, 0, alignment(left);\n\t   DrawString Smallfont, White, \"$InfoBow4\" ,-325, 80, 0, alignment(left);\n\t  }\n\t }\n\tIsSelected IceBow\n\t {\n\t  DrawString Smallfont, White, \"$InfoIceBow1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow3\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial1A\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial2A\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial3A\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected FireBow\n\t {\n\t  DrawString Smallfont, White, \"$InfoFireBow1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow3\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial1B\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial2B\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial3B\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected WindBow\n\t {\n\t  DrawString Smallfont, White, \"$InfoWindBow1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoWindBow2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoWindBow3\" ,-325, 60, 0, alignment(left);\n\t  InInventory Not ThunderBow\n\t  {\n\t  DrawString Smallfont, White, \"$InfoWindBow4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoWindBow5\" ,-325, 90, 0, alignment(left);\n\t  }\n\t }\n\tIsSelected DarkBow\n\t {\n\t  DrawString Smallfont, White, \"$InfoIceBow1B\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow2B\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow3B\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow4B\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow5B\" ,-325, 80, 0, alignment(left);\n\t }\n\tIsSelected ThunderBow\n\t {\n\t  DrawString Smallfont, White, \"$InfoFireBow1B\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow2B\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow3B\" ,-325, 60, 0, alignment(left);\n\t }\n\tInInventory CyborgPlasma, 1\n\t {\n\t  DrawString Smallfont, White, \"$InfoCySpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoCySpecial2\" ,-325, 120, 0, alignment(left);\n\t  IsSelected CyborgPlasma\n\t   {\n\t    DrawString Smallfont, White, \"$InfoCyborg1A\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCyborg2A\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCyborg3A\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCyborg4A\" ,-325, 80, 0, alignment(left);\n\t   }\n\t  IsSelected THookPlasma\n\t   {\n\n\t    InInventory HookCheck\n\t\t {\n\t      DrawString Smallfont, White, \"$InfoCyborg1B\" ,-325, 40, 0, alignment(left);\n\t      DrawString Smallfont, White, \"$InfoCyborg2B\" ,-325, 50, 0, alignment(left);\n\t\t }\n\n\t\tElse\n\t\t {\n\t\t  DrawString Smallfont, White, \"$InfoCyborg1A\" ,-325, 40, 0, alignment(left);\n\t      DrawString Smallfont, White, \"$InfoCyborg2A\" ,-325, 50, 0, alignment(left);\n\t\t }\n\n\t\tInInventory ViperRocket\n         {\n\t      DrawString Smallfont, White, \"$InfoCyborg3B\" ,-325, 70, 0, alignment(left);\n\t      DrawString Smallfont, White, \"$InfoCyborg4B\" ,-325, 80, 0, alignment(left);\n\t\t }\n\n\t\tElse\n\t\t {\n\t      DrawString Smallfont, White, \"$InfoCyborg3A\" ,-325, 70, 0, alignment(left);\n\t      DrawString Smallfont, White, \"$InfoCyborg4A\" ,-325, 80, 0, alignment(left);\n\t     }\n\n\t   }\n\t }\n\tIsSelected GhostBusterPlasma\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterEcho\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1A\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2A\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterBone\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1B\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2B\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterSoul\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1C\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2C\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterBlood\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1D\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2D\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterIce\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1E\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2E\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterBlackFire\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1F\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2F\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterAcid\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1G\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2G\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterRageSouls\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1H\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2H\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterTraps\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie6\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie7\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie8\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tInInventory Nailgun, 1\n\t {\n\t  DrawString Smallfont, White, \"$InfoEnSpecial\" ,-325, 120, 0, alignment(left);\n\t  IsSelected Nailgun\n\t   {\n\t    DrawString Smallfont, White, \"$InfoNailgun1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoNailgun2\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoNailgun3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoNailgun4\" ,-325, 80, 0, alignment(left);\n\t   }\n\t  IsSelected EmpCannon\n\t   {\n\t    DrawString Smallfont, White, \"$InfoEMP1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEMP2\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEMP3\" ,-325, 60, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEMP4\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEMP5\" ,-325, 90, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEMP6\" ,-325, 100, 0, alignment(left);\n\t   }\n\t  IsSelected UtilityGun\n\t   {\n\t    DrawString Smallfont, White, \"$InfoUtil1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoUtil2\" ,-325, 60, 0, alignment(left);\n\t   }\n\t }\n\tIsSelected BeastHands\n\t {\n\t  DrawString Smallfont, White, \"$InfoBeast1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoBeast2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoBSpecial\" ,-325, 110, 0, alignment(left);\n\t  InInventory Mode1\n\t   {\n\t    DrawString Smallfont, White, \"$InfoBeast3A\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoBeast4A\" ,-325, 80, 0, alignment(left);\n\t   }\n\t  InInventory Mode2\n\t   {\n\t    DrawString Smallfont, White, \"$InfoBeast3B\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoBeast4B\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoBeast5B\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  InInventory Mode3\n\t   {\n\t    DrawString Smallfont, White, \"$InfoBeast3C\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoBeast4C\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoBeast5C\" ,-325, 90, 0, alignment(left);\n\t   }\n\t }\n\tInInventory NailCannon, 1\n\t {\n\t  DrawString Smallfont, White, \"$InfoExSpecial1\" ,-325, 130, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoExSpecial2\" ,-325, 140, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoExSpecial3\" ,-325, 150, 0, alignment(left);\n\t  IsSelected NailCannon\n\t   {\n\t    DrawString Smallfont, White, \"$InfoRancor1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor2\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor3\" ,-325, 60, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor4\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor5\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor6\" ,-325, 100, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor7\" ,-325, 110, 0, alignment(left);\n\t   }\n\t  IsSelected Raptor\n\t   {\n\t    DrawString Smallfont, White, \"$InfoRaptor1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRaptor2\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRaptor3\" ,-325, 60, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRaptor4\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRaptor5\" ,-325, 90, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRaptor6\" ,-325, 100, 0, alignment(left);\n\t   }\n\t  IsSelected AgonyEdge\n\t   {\n\t    DrawString Smallfont, White, \"$InfoEdgy1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy2\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy3\" ,-325, 60, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy4\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy5\" ,-325, 90, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy6\" ,-325, 100, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy7\" ,-325, 110, 0, alignment(left);\n\t   }\n\t }\n\tIsSelected DemoGL\n\t {\n\t  DrawString Smallfont, White, \"$InfoGL1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGL2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGL3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGL4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGL5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGL6\" ,-325, 100, 0, alignment(left);\n\t }\n\tIsSelected SpiderMineLayer\n\t {\n\t  DrawString Smallfont, White, \"$InfoSpoder1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSpoder2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSpoder3\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSpoder4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSpoder5\" ,-325, 90, 0, alignment(left);\n\t }\n\tIsSelected C4Wep\n\t {\n\t  DrawString Smallfont, White, \"$InfoC41\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoC42\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoC43\" ,-325, 70, 0, alignment(left);\n\t }\n\tIsSelected StrifePistol\n\t {\n\t  DrawString Smallfont, White, \"$InfoPistol1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoPistol2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoPistol3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoPistol4\" ,-325, 80, 0, alignment(left);\n\t }\n\tIsSelected PhaseSword\n\t {\n\t  DrawString Smallfont, White, \"$InfoVoid1\" ,-325, 35, 0, alignment(left);\n\t   InInventory Not Deflection || SoulCatcher\n\t    {DrawString Smallfont, White, \"$InfoVoid2\" ,-325, 45, 0, alignment(left);}\n\t   InInventory Deflection\n\t    {DrawString Smallfont, White, \"$InfoVoid2B\" ,-325, 45, 0, alignment(left);}\n\t   InInventory SoulCatcher\n\t    {DrawString Smallfont, White, \"$InfoVoid2C\" ,-325, 45, 0, alignment(left);}\n\t   InInventory Not SoulCatcher\n\t   {\n\t    DrawString Smallfont, White, \"$InfoVoid3\" ,-325, 55, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoVoid4\" ,-325, 65, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoVoid5\" ,-325, 75, 0, alignment(left);\n\t   }\n\t  DrawString Smallfont, White, \"$InfoVoid6\" ,-325, 95, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoVoid7\" ,-325, 105, 0, alignment(left);\n\t   InInventory Not VileSealer || EssenceLeakerEndure\n\t    {DrawString Smallfont, White, \"$InfoVoid8\" ,-325, 115, 0, alignment(left);}\n\t   InInventory EssenceLeakerEndure\n\t    {DrawString Smallfont, White, \"$InfoVoid8B\" ,-325, 115, 0, alignment(left);}\n\t   InInventory VileSealer\n\t    {DrawString Smallfont, White, \"$InfoVoid8C\" ,-325, 115, 0, alignment(left);}\n\t  DrawString Smallfont, White, \"$InfoVoid9\" ,-325, 135, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoVoid10\" ,-325, 145, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoVoid11\" ,-325, 155, 0, alignment(left);\n\t }\n\tIsSelected SjasHands\n\t {\n\t  DrawString Smallfont, White, \"$InfoSjas1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSjas2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSjas3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSjas4\" ,-325, 80, 0, alignment(left);\n\t }\n\tIsSelected JitterskullWeapon\n\t {\n\t  DrawString Smallfont, White, \"$InfoJitter1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoJitter2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoJitter3\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoJitter4\" ,-325, 80, 0, alignment(left);\n\t }\n\tPlayerClass Creeper\n\t {\n\t  DrawString Smallfont, White, \"$InfoCreep1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoCreep2\" ,-325, 50, 0, alignment(left);\n\t  IsSelected CreeperWeapon\n\t   {\n\t    DrawString Smallfont, White, \"$InfoCreep3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCreep4\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCreep5\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  IsSelected CreeperWeapon2\n\t   {\n\t    DrawString Smallfont, White, \"$InfoCreep3B\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCreep4B\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCreep5B\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  }\n\tIsSelected ChokeTeeth\n\t {\n\t  DrawString Smallfont, White, \"$InfoChoke1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoChoke2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoChoke3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoChoke4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoKSpecial1\" ,-325, 100, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoKSpecial2\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoKSpecial3\" ,-325, 120, 0, alignment(left);\n\t }\n\tPlayerClass FrostBite\n\t{\n\t  DrawString Smallfont, White, \"$InfoFrob1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFrob2\" ,-325, 50, 0, alignment(left);\n\t  IsSelected FrostTeeth\n\t   {\n\t    DrawString Smallfont, White, \"$InfoFrob3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoFrob4\" ,-325, 80, 0, alignment(left);\n\t   }\n\t  IsSelected FrostTeeth2\n\t   {\n\t    DrawString Smallfont, White, \"$InfoFrob3B\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoFrob4B\" ,-325, 80, 0, alignment(left);\n\t   }\n\t }\n\tPlayerClass Qrowhant\n\t{\n\t  DrawString Smallfont, White, \"$InfoQrow1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoQrow2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoQSpecial1\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoQSpecial2\" ,-325, 130, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoQSpecial3\" ,-325, 140, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoQSpecial4\" ,-325, 150, 0, alignment(left);\n\t  IsSelected NeverClaws\n\t   {\n\t    DrawString Smallfont, White, \"$InfoQrow3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoQrow4\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoQrow5\" ,-325, 90, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoQrow6\" ,-325, 100, 0, alignment(left);\n\t   }\n\t  IsSelected NeverClaws2\n\t   {\n\t    DrawString Smallfont, White, \"$InfoQrow3B\" ,-325, 70, 0, alignment(left);\n\t\tInInventory Not NVC2U\n\t     {DrawString Smallfont, White, \"$InfoQrow4B\" ,-325, 80, 0, alignment(left);}\n\t\tInInventory NVC2U\n\t     {DrawString Smallfont, White, \"$InfoQrow4C\" ,-325, 80, 0, alignment(left);}\n\t   }\n\t }\n\tIsSelected SwampClaws\n\t {\n\t  DrawString Smallfont, White, \"$InfoSwamp1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwamp2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwamp3\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwamp4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwamp5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwamp6\" ,-325, 100, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwSpecial1\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwSpecial2\" ,-325, 130, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwSpecial3\" ,-325, 140, 0, alignment(left);\n\t }\n\t Playerclass Sangel\n\t{\n\t  DrawString Smallfont, White, \"$InfoSang1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSang2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSnSpecial1\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSnSpecial2\" ,-325, 130, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSnSpecial3\" ,-325, 140, 0, alignment(left);\n\t  IsSelected SangelClaws1\n\t   {\n\t    DrawString Smallfont, White, \"$InfoSang3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoSang4\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoSang5\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  IsSelected SangelClaws2\n\t   {\n\t    DrawString Smallfont, White, \"$InfoSang3B\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoSang4B\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoSang5B\" ,-325, 90, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoSang6\" ,-325, 100, 0, alignment(left);\n\t   }\n\t }\n\n\t}\n\n\tDrawNumber 3, HBIGFONT, Green, Health, fillzeros, drawshadow, 82, -63, Red, 25, Cyan, 145;\n    DrawImage \"heltoken\", 38, -44, centerbottom;\n\n\tDrawNumber 3, HBIGFONT, DarkGreen, Armor, fillzeros, drawshadow, 86, -120, DarkRed, 40,   LightBlue, 125;\n    DrawImage ARMORICON, 38, -102, centerbottom;\n\n    DrawSelectedInventory hbigfont, -205, -95, -180, -65;\n\n\tPlayerClass Marine, Exile, Cyborg, Demolisher, Hunter\n\t{\n\n\tPlayerClass Exile\n\t {\n\t  IsSelected NailCannon\n\t   {\n\t    DrawNumber 2, HBIGFONT, LightBlue, 4, fillzeros, alignment(left), -75, -125;\n\t    DrawString HBIGFONT, White, \"/\",-90, -125, 0, alignment(left);\n\t    DrawNumber 2, HBIGFONT, LightBlue, ShotCount, fillzeros, alignment(left), -115, -125;\n\t    DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -35, -65;\n        DrawImage AMMOICON1, -95, -55, centerbottom;\n\n\t    InInventory DisarmTimer, 1\n\t\t {\n          DrawImage \"DISARM\", -75, -45, centerbottom, 130,130, Forcescale;\n\t      DrawNumber 1, HBIGFONT, Brick, DisarmTimer, fillzeros, drawshadow, -75, -115;\n\t      DrawString HBIGFONT, Brick, \"DISARMED\",-125, -95, 0, alignment(left);\n\t\t }\n\n\t   }\n\n\t  Else\n\n\t   {\n\n\t\tInInventory Not BeastHands, 1\n\t\t{\n\n\t     DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -45, -125;\n\t     DrawNumber 3, HBIGFONT, Gold, Ammo2, fillzeros, drawshadow, -35, -65;\n\t     DrawImage AMMOICON1, -95, -115, centerbottom;\n\t     DrawImage AMMOICON2, -95, -55, centerbottom;\n\n\t    }\n\n\t   }\n\n\t  InInventory Not BeastHands, 1\n\n\t  {\n\n\t  InInventory RealmPhaseCD {\n\t  drawimage \"PANDOI\", 85, 125, centerbottom;\n\t  DrawString SMALLFONT, RED, \"$SpecialNameEx\",38, 55, 0, alignment(left);}\n\n\t  InInventory PandoraReady {\n\t  InInventory Not RealmPhaseCD { drawimage \"PANDOR\", 85, 125, centerbottom;\n\t  DrawString SMALLFONT, CYAN, \"$SpecialNameEx\",38, 55, 0, alignment(left);}}\n\n\t  InInventory Not PandoraReady {InInventory Not RealmPhaseCD { drawimage \"PANDOP\", 85, 125, centerbottom;\n\t  DrawString SMALLFONT, GRAY, \"$SpecialNameEx\",38, 55, 0, alignment(left);}}\n\n\t  DrawNumber 1, HBIGFONT, Gray, PandoraReady, fillzeros, alignment(left),178,60;\n\t  DrawNumber 2, HBIGFONT, Black, 13, alignment(left),175,110;\n\t  DrawNumber 2, HBIGFONT, Gray, RealmPhaseCD, Fillzeros|WhenNotZero, alignment(left),175,110;\n\t  }\n\n\t }\n\n\tElse\n\n\t{\n\n\tIsSelected DualPistols\n\t{\n\tDrawNumber 2, HBIGFONT, LightBlue, 18, fillzeros, alignment(left), -75, -125;\n\tDrawString HBIGFONT, White, \"/\",-90, -125, 0, alignment(left);\n\tDrawNumber 2, HBIGFONT, LightBlue, ShotCount, fillzeros, alignment(left), -115, -125;\n\tDrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -35, -65;\n    DrawImage AMMOICON1, -95, -55, centerbottom;\n\t}\n\n\tElse\n\n\t{\n\n\tDrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -45, -125;\n    DrawNumber 3, HBIGFONT, Gold, Ammo2, fillzeros, drawshadow, -35, -65;\n\tDrawImage AMMOICON1, -95, -115, centerbottom;\n    DrawImage AMMOICON2, -95, -55, centerbottom;\n\n\t}\n\n\tPlayerClass Cyborg\n\n\t{\n\n\tDrawString SMALLFONT, RED, \"$SpecialNameCy\",38, 55, 0, alignment(left);\n\tdrawimage \"BLINKI\", 85, 125, centerbottom;\n\tDrawNumber 3, HBIGFONT, Gray, BlinkCharge, fillzeros, alignment(left),178,60;\n\tInInventory BlinkReady { drawimage \"BLINKD\", 85, 125, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameCy\",38, 55, 0, alignment(left); }\n\t    InInventory DisarmTimer, 1\n\t\t {\n          DrawImage \"DISARM\", -75, -45, centerbottom, 130,130, Forcescale;\n\t      DrawNumber 1, HBIGFONT, Brick, DisarmTimer, fillzeros, drawshadow, -75, -115;\n\t      DrawString HBIGFONT, Brick, \"DISARMED\",-125, -95, 0, alignment(left);\n\t\t }\n\n    }\n\n\tIsSelected Bow\n\t{\n    DrawImage \"NGSTA0\", -115, -55, centerbottom, 26,26;\n\tInInventory Cooldown4\n\t {Drawimage \"CLDWY0\", -96, -50, centerbottom;}\n\t}\n\tIsSelected FireBow\n\t{\n    DrawImage \"HLFRD0\", -115, -52, centerbottom, 26,26;\n\n\tInInventory DisarmTimer, 1\n     {\n      DrawImage \"DISARM\", -75, -105, centerbottom;\n\t  DrawString HBIGFONT, Brick, \"DISARMED\",-125, -125, 0, alignment(left);\n\t  DrawNumber 1, HBIGFONT, Red, DisarmTimer, fillzeros, drawshadow, -75, -135;\n     }\n\n\tInInventory Cooldown1\n\t {Drawimage \"CLDWY0\", -96, -50, centerbottom;}\n\t}\n\tIsSelected IceBow\n\t{\n    DrawImage \"ICEPA0\", -115, -55, centerbottom, 26,26, forcescale;\n\n\tInInventory DisarmTimer, 1\n     {\n      DrawImage \"DISARM\", -75, -105, centerbottom;\n\t  DrawString HBIGFONT, Brick, \"DISARMED\",-125, -125, 0, alignment(left);\n\t  DrawNumber 1, HBIGFONT, Red, DisarmTimer, fillzeros, drawshadow, -75, -135;\n     }\n\n\tInInventory Cooldown2\n\t {Drawimage \"CLDWY0\", -96, -50, centerbottom;}\n\t}\n\tIsSelected WindBow\n\t{\n    DrawImage \"VORTD0\", -115, -52, centerbottom, 32,32;\n\n\tInInventory DisarmTimer, 1\n     {\n      DrawImage \"DISARM\", -75, -105, centerbottom;\n\t  DrawString HBIGFONT, Brick, \"DISARMED\",-125, -125, 0, alignment(left);\n\t  DrawNumber 1, HBIGFONT, Red, DisarmTimer, fillzeros, drawshadow, -75, -135;\n     }\n\n\tInInventory Cooldown3\n\t {Drawimage \"CLDWY0\", -96, -50, centerbottom;}\n\t}\n\tIsSelected ThunderBow\n\t{\n    DrawImage \"RLTRD0\", -115, -55, centerbottom, 28,28;\n\n\tInInventory DisarmTimer, 1\n     {\n      DrawImage \"DISARM\", -75, -105, centerbottom;\n\t  DrawString HBIGFONT, Brick, \"DISARMED\",-125, -125, 0, alignment(left);\n\t  DrawNumber 1, HBIGFONT, Red, DisarmTimer, fillzeros, drawshadow, -75, -135;\n     }\n\n\t}\n\tIsSelected DarkBow\n\t{\n    DrawImage \"VOCZA0\", -115, -52, centerbottom, 33,33;\n\t}\n\n\t}\n\n\t}\n\n\tInInventory BeastHands, 1\n\t  {\n\n\t   DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -45, -125;\n\t   DrawImage AMMOICON1, -95, -115, centerbottom;\n\n\t   InInventory Mode1, 1\n\t    {\n\n\t     DrawString HBIGFONT, Gold, \"ALT\", -45, -65, 0;\n\t     DrawImage \"PLAGZ0\", -95, -55, centerbottom, 30, 30;\n\n\t\t}\n\n\t   InInventory Mode2, 1\n\t    {\n\n\t     DrawString HBIGFONT, Gold, \"ALT\", -45, -65, 0;\n\t     DrawImage \"RNDMA0\", -95, -55, centerbottom, 30, 30;\n\n\t\t}\n\n\t   InInventory Mode3, 1\n\t    {\n\n\t     DrawString HBIGFONT, Gold, \"ALT\", -45, -65, 0;\n\t     DrawImage \"BSPWA0\", -95, -55, centerbottom, 30, 30;\n\n\t\t}\n\n\t  DrawString HBIGFONT, CYAN, \"Switch\",35, 75, 0, alignment(left);\n\t  DrawString HBIGFONT, GOLD, \"Secondary\",30, 90, 0, alignment(left);\n\n\t  }\n\n\tPlayerClass Marine\n\t{\n\n\tInInventory DisarmTimer, 1\n     {\n      DrawImage \"DISARM\", -75, -105, centerbottom;\n\t  DrawString HBIGFONT, Brick, \"DISARMED\",-125, -125, 0, alignment(left);\n\t  DrawNumber 1, HBIGFONT, Red, DisarmTimer, fillzeros, drawshadow, -75, -135;\n     }\n\n\t InInventory GrenadeCooldown, 1\n\t  {drawimage \"CLDWZ0\", -76, -45, centerbottom;}\n\n\tInInventory StimkitCD {\n\tdrawimage \"PURRAI\", 85, 125, centerbottom;\n\tDrawString SMALLFONT, RED, \"$SpecialNameM\",45, 55, 0, alignment(left);}\n\tInInventory Not Marinecheck {InInventory Not StimkitCD { drawimage \"PURRAP\", 85, 125, CENTERBOTTOM;\n\tDrawString SMALLFONT, GRAY, \"$SpecialNameM\",45, 55, 0, alignment(left);}}\n\tInInventory Marinecheck {\n\tInInventory Not StimkitCD { drawimage \"PURRAG\", 85, 125, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameM\",45, 55, 0, alignment(left);\n\tDrawString SMALLFONT, Brick, \"-15 HP\",115, 75, 0;\n\tDrawString SMALLFONT, GREEN, \"+30% DMG\",115, 85, 0;\n\tDrawString SMALLFONT, GREEN, \"+25% Speed\",115, 95, 0;\n\t}}\n\n\tDrawNumber 3, HBIGFONT, Gray, Health, fillzeros, alignment(left),172,60;\n\tDrawNumber 1, HBIGFONT, Black, 4, alignment(left),175,110;\n\tDrawNumber 1, HBIGFONT, Gray, StimkitCD, whennotzero|Fillzeros, alignment(left) ,175,110;\n\n\t}\n\n\tPlayerClass Hunter\n\t {\n\n      DrawImage \"NGSTA0\", -85, -170, centerbottom, 34,34, forcescale;\n\t  InInventory DarkBow\n\n\t   { Drawimage \"CANCEL\", -85, -170, centerbottom; }\n\n\t  InInventory HunterTracerCD\n\t   {\n\t    Drawimage \"CLDWY0\", -85, -170, centerbottom;\n        DrawNumber 1, HBIGFONT, Brick, HunterTracerCD, fillzeros, drawshadow, -80, -190;\n\t   }\n\n      DrawImage \"HLFRD0\", -25, -170, centerbottom, 32,32;\n\t  InInventory ThunderBow\n\n\t   { Drawimage \"CANCEL\", -25, -170, centerbottom; }\n\n\t  InInventory FireRadiusCD\n\t   {\n\t    Drawimage \"CLDWY0\", -25, -170, centerbottom;\n        DrawNumber 1, HBIGFONT, Brick, FireRadiusCD, fillzeros, drawshadow, -20, -190;\n\t   }\n\n\t  DrawImage \"ICEPA0\", -85, -215, centerbottom, 32,32, forcescale;\n\t  InInventory DarkBow\n\n\t   { Drawimage \"CANCEL\", -85, -215, centerbottom; }\n\n\t  InInventory IceSpikeCD\n\t   {\n\t    Drawimage \"CLDWY0\", -85, -215, centerbottom;\n        DrawNumber 1, HBIGFONT, Brick, IceSpikeCD, fillzeros, drawshadow, -80, -235;\n\t   }\n\n\t  DrawImage \"VORTD0\", -25, -215, centerbottom, 32,32;\n\t  InInventory ThunderBow\n\t   { Drawimage \"CANCEL\", -25, -215, centerbottom; }\n\t  InInventory WindRunCD\n\t   {\n\t    Drawimage \"CLDWY0\", -25, -215, centerbottom;\n        DrawNumber 1, HBIGFONT, Brick, WindRunCD, fillzeros, drawshadow, -20, -235;\n\t   }\n\n\t  IsSelected Bow\n\t   { Drawimage \"ABLSLO4\", -85, -170, centerbottom; }\n\n\t  IsSelected FireBow\n\t   { Drawimage \"ABLSLO4\", -25, -170, centerbottom; }\n\n\t  IsSelected IceBow\n\t   { Drawimage \"ABLSLO4\", -85, -215, centerbottom; }\n\n\t  IsSelected WindBow\n\t   { Drawimage \"ABLSLO4\", -25, -215, centerbottom; }\n\n\t  drawimage \"ICODAI\", 55, 115, centerbottom;\n\t  drawimage \"ICOTHI\", 105, 115, centerbottom;\n\tDrawNumber 2, HBIGFONT, Gray, HunterMagicAmmo, fillzeros, alignment(left),178,60;\n\n\t  IsSelected FireBow {\n\t   DrawString Smallfont, Gray, \"- Fire\",85,55, 0,alignment(left);\n\t   DrawString Smallfont, Brick, \"- 10MP\",85,65, 0,alignment(left);\n\t  }\n\t  IsSelected IceBow {\n\t   DrawString Smallfont, Gray, \"- Ice\",35,55, 0,alignment(left);\n\t   DrawString Smallfont, Brick, \"- 15HP\",35,65, 0,alignment(left);\n\t   DrawString Smallfont, Brick, \"- 5MP\",35,75, 0,alignment(left);\n\t  }\n\t  InInventory DarkBow { drawimage \"ICODAK\",55, 115, centerbottom;\n\t   DrawString Smallfont, Black, \"$SpecialNameHA\",35,65, 0,alignment(left);}\n\t  InInventory ThunderBow { drawimage \"ICOTHN\", 105, 115, centerbottom;\n\t   DrawString Smallfont, LightBlue, \"$SpecialNameHB\",85,65, 0,alignment(left);}\n\t }\n\n\tPlayerClass Ghostbuster\n\t{\n\n\tInInventory DisarmTimer, 1\n     {\n      DrawImage \"DISARM\", -75, -105, centerbottom;\n\t  DrawString HBIGFONT, Brick, \"DISARMED\",-125, -125, 0, alignment(left);\n\t  DrawNumber 1, HBIGFONT, Red, DisarmTimer, fillzeros, drawshadow, -75, -135;\n     }\n\n\tDrawNumber 3, HBIGFONT, Gold, ProtonCharge, fillzeros, drawshadow, -45, -125;\n    DrawNumber 2, HBIGFONT, Gold, TrapAmmo, fillzeros, drawshadow, -35, -65;\n\tDrawImage ProtonCharge, -95, -115, centerbottom;\n    DrawImage TrapAmmo, -95, -55, centerbottom;\n\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameG\",45, 45, 0, alignment(left);\n\n\tDrawNumber 3, HBIGFONT, Red, ProtonCharge, fillzeros, drawshadow, 193, 48;\n    DrawNumber 2, HBIGFONT, Gold, TrapAmmo, fillzeros, drawshadow, 200, 66;\n\tDrawNumber 2, HBIGFONT, Black, 13, alignment(left) ,175,110;\n\tDrawNumber 2, HBIGFONT, Gray, RealmPhaseCD, whennotzero|Fillzeros, alignment(left) ,175,110;\n\n\t\tdrawimage \"IONBA0\", 85, 125, centerbottom, 53, 53;\n\t\tInInventory RealmPhaseCD, 1\n\t     {\n\t      DrawString SMALLFONT, Red, \"$SpecialNameG\",45, 45, 0, alignment(left);\n\t\tdrawimage \"IONBH0\", 85, 125, centerbottom, 53, 53;\n\t\t}\n\t\tInInventory Not ProtonCharge, 60\n\t     {\n\t      DrawString SMALLFONT, Red, \"$SpecialNameG\",45, 45, 0, alignment(left);\n\t      drawimage \"IONBH0\", 85, 125, centerbottom, 53, 53;\n\t\t }\n\t\tInInventory Not TrapAmmo, 4\n\t     {\n\t      DrawString SMALLFONT, Red, \"$SpecialNameG\",45, 45, 0, alignment(left);\n\t      drawimage \"IONBH0\", 85, 125, centerbottom, 53, 53;\n\t     }\n\n\t}\n\n\tPlayerClass Engineer\n\t{\n\n     DrawImage \"EMPBA0\", -75, -115, centerbottom, 33, 33;\n\t InInventory PFlameCD\n\t  {\n\t   drawimage \"CLDWZ0\", -78, -117, centerbottom;\n       DrawNumber 2, HBIGFONT, Brick, PFlameCD, fillzeros, drawshadow, -70, -140;\n\t  }\n\n\tIsSelected Not Nailgun\n\t{\n     DrawImage AMMOICON1, -95, -55, centerbottom;\n\t DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -35, -65;\n\t}\n\n\tIsSelected Nailgun\n\t{\n\t DrawNumber 2, HBIGFONT, LightBlue, 8, fillzeros, alignment(left), -75, -65;\n\t DrawString HBIGFONT, White, \"/\",-90, -65, 0, alignment(left);\n\t DrawNumber 2, HBIGFONT, LightBlue, ShotCount, fillzeros, alignment(left), -115, -65;\n\t}\n\n\tInInventory DisarmTimer, 1\n     {\n\t  IsSelected Not UtilityGun\n\t  {\n\t   DrawImage \"DISARM\", -75, -45, centerbottom, 130,130, Forcescale;\n\t   DrawNumber 1, HBIGFONT, Brick, DisarmTimer, fillzeros, drawshadow, -75, -115;\n\t   DrawString HBIGFONT, Brick, \"DISARMED\",-125, -95, 0, alignment(left);\n\t  }\n\n\t  Else\n\t  {\n       DrawImage \"DISARM\", -75, -105, centerbottom;\n\t   DrawString HBIGFONT, Brick, \"DISARMED\",-125, -125, 0, alignment(left);\n\t   DrawNumber 1, HBIGFONT, Red, DisarmTimer, fillzeros, drawshadow, -75, -135;\n      }\n\n\t }\n\n\tDrawNumber 3, HBIGFONT, Gray, MetalAmmo, fillzeros, alignment(left),170,60;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameEn1\",45, 45, 0, alignment(left);\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameEn2\",45, 55, 0, alignment(left);\n\tInInventory Level1 { drawimage \"LevIl1\", 85, 125, centerbottom; }\n\tInInventory Level2 { drawimage \"LevIl2\", 85, 125, centerbottom; }\n\tInInventory Level3 { drawimage \"LevIl3\", 85, 125, centerbottom; }\n\tInInventory Level4 { drawimage \"LevIl4\", 85, 125, centerbottom; }\n\tDrawString SMALLFONT, CYAN, \"$SpecialInfoEn1\",45, -335, 0, alignment(left);\n\tInInventory LV1UpgA {\n\tDrawString SMALLFONT, Green, \"$Plating2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$PlatingInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"8\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"$Thermo\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV1UpgB {\n\tDrawString SMALLFONT, Green, \"$Thermo2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$ThermoInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"5\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"$BioVest\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV1UpgC {\n\tDrawString SMALLFONT, Green, \"$BioVest2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$BiovestInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"7\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"$PowAmp\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV1UpgD {\n\tDrawString SMALLFONT, Green, \"$PowAmp2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$PowAmpInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"12\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"$Plating\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV2UpgA {\n\tDrawString SMALLFONT, Gold, \"$CombatA2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$CombatAInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"18\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gold, \"$SiegeA\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV2UpgB {\n\tDrawString SMALLFONT, Gold, \"$SiegeA2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$SiegeAInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"33\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gold, \"2 Stimkits\",88, -260, 0, alignment(left);\n\t}\n\n\tInInventory LV2UpgC {\n\tDrawString SMALLFONT, Gold, \"2 Stimkits:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$2StimkitInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"28\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gold, \"$JumpDev\",88, -260, 0, alignment(left);\n\n\t}\n\tInInventory LV2UpgD {\n\tDrawString SMALLFONT, Gold, \"$JumpDev2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$JumpDevInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"18\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gold, \"$GuardDrone\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV2UpgE {\n\tDrawString SMALLFONT, Gold, \"$GuardDrone2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$GuardDroneInfo1\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$GuardDroneInfo2\",45, -280, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"26\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gold, \"$CombatA\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV3Upg1A {\n\tDrawString SMALLFONT, Lightblue, \"$VenomBullet2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$VenomBulletInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"30\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$ShockShell\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg1B {\n\tDrawString SMALLFONT, Lightblue, \"$ShockShell2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$ShockShellInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"37\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"Backpack\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg1C {\n\tDrawString SMALLFONT, Lightblue, \"Backpack:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$BackpackInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"32\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$WingCape\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg2A {\n\tDrawString SMALLFONT, Lightblue, \"$WingCape2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$WingCapeInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"18\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Orange, \"Hunter\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$StString\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg2B {\n\tDrawString SMALLFONT, Lightblue, \"$StString2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$StStringInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"25\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Orange, \"Hunter\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$FReserve\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg3A {\n\tDrawString SMALLFONT, Lightblue, \"$FReserve2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$FReserveInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"20\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$FConduct\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg3B {\n\tDrawString SMALLFONT, Lightblue, \"$FConduct2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$FConductInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"23\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$PCore\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg3C {\n\tDrawString SMALLFONT, Lightblue, \"$PCore2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$PCoreInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"30\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$RecKit\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg4A {\n\tDrawString SMALLFONT, Lightblue, \"$RecKit2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$RecKitInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"27\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Blue, \"Ghostbuster\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$SCore\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg4B {\n\tDrawString SMALLFONT, Lightblue, \"$SCore2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$SCoreInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"23\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Blue, \"Ghostbuster\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$HTurret\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg5A {\n\tDrawString SMALLFONT, Lightblue, \"$HTurret2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$HTurretInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"30\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gray, \"Engineer\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$DaeHeart\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg6A {\n\tDrawString SMALLFONT, Lightblue, \"$DaeHeart2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$DaeHeartInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"23\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, J3, \"Exile\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$BlazRage\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg6B {\n\tDrawString SMALLFONT, Lightblue, \"$BlazRage2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$BlazRageInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"32\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, J3, \"Exile\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$MalBlood\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg6C {\n\tDrawString SMALLFONT, Lightblue, \"$MalBlood2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$MalBloodInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"25\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, J3, \"Exile\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$BGrenade\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg7A {\n\tDrawString SMALLFONT, Lightblue, \"$BGrenade2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$BGrenadeInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"27\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, RED, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$BBomb\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg7B {\n\tDrawString SMALLFONT, Lightblue, \"$BBomb2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$BBombInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"32\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, RED, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$SCooler\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg7C {\n\tDrawString SMALLFONT, Lightblue, \"$SCooler2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$SCoolerInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"36\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, RED, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$ResC4\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg7D {\n\tDrawString SMALLFONT, Lightblue, \"$ResC42\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$ResC4Info\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"27\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, RED, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$VenomBullet\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg1A {\n\tDrawString SMALLFONT, Red, \"Super Shotgun:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Double Barreled Shotgun.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"99\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Assault Shotgun\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg1B {\n\tDrawString SMALLFONT, Red, \"Assault Shotgun:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Automatic Shotgun.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"75\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Chaingun\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg1C {\n\tDrawString SMALLFONT, Red, \"Chaingun:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Weapon wiht insane Firerate.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"50\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Siege Rifle\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg1D {\n\tDrawString SMALLFONT, Red, \"Siege Rifle:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Bullets explode, 100% accuracy but risky at close.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"55\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Plasma Grenades\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg1E {\n\tDrawString SMALLFONT, Red, \"Plasma Grenades:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"No self-damage, ghouls too close will be blinded.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"38\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Chu-Ko-Nu\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg2A {\n\tDrawString SMALLFONT, Red, \"Chu-Ko-Nu:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Shots 7 normal arrows by the cost of 1.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"36\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Orange, \"Hunter\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Iron Arrows\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg2B {\n\tDrawString SMALLFONT, Red, \"Iron Arrows:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Normal: + 15 damage & armor pierce Magical: +8 damage.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"32\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Orange, \"Hunter\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Warlock's Amulet\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg2C {\n\tDrawString SMALLFONT, Red, \"Warlock's Amulet:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Improves altfire magic attacks.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"38\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Orange, \"Hunter\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Energy Jailhook\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg3A {\n\tDrawString SMALLFONT, Red, \"Energy Jailhook:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Target ghoul and attacker cyborg are froze in place.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"41\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Viper Rockets\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg3B {\n\tDrawString SMALLFONT, Red, \"AHPR - Viper - Rockets:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Autohoming plama rockets.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"48\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Teleport Cores\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg3C {\n\tDrawString SMALLFONT, Red, \"Teleport Cores:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"5 already charged Blinks.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"65\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Recaller\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg4A {\n\tDrawString SMALLFONT, Red, \"Recaller:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"When upgrading, gives all classic ghoul powers.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"58\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Blue, \"Ghostbuster\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Booster\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg4B {\n\tDrawString SMALLFONT, Red, \"Booster:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Last classic ghoul killed will have a boosted power once upgrading.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"61\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Blue, \"Ghostbuster\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Attractor\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg4C {\n\tDrawString SMALLFONT, Red, \"Attactor:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Traps drag ghouls inside.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"77\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Blue, \"Ghostbuster\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Scorch Nails\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg5A {\n\tDrawString SMALLFONT, Red, \"Scorch Nails:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Nails rip through ghouls and have added fire damage.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"55\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gray, \"Engineer\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Wrestling Bot\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg5B {\n\tDrawString SMALLFONT, Red, \"Wrestling Bot:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"CQC intensifies.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"78\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gray, \"Engineer\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Diabolofrit\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg6A {\n\tDrawString SMALLFONT, Red, \"Diabolofrit:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Evoles Daefrit, with increased firepower and health. Can also use a spell.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"58\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, J3, \"Exile\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Furious Blade\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg6B {\n\tDrawString SMALLFONT, Red, \"Furious Blade:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Allows Agony Edge to shot 3 projectiles with altfire.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"62\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, J3, \"Exile\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Black Widow\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg7A {\n\tDrawString SMALLFONT, Red, \"Black Widow:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Relentless spiders, slow target and drop poison gas.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"50\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Fragmentation Grenades\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg7B {\n\tDrawString SMALLFONT, Red, \"Fragmentation Grenades:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Grenades drop explosive frags on death.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"50\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"C4 Reconstructor\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg7C {\n\tDrawString SMALLFONT, Red, \"C4 Reconstructor:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Regens up to 1 C4 charge if there are no C4 at all.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"70\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Napalm Bombs\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg7D {\n\tDrawString SMALLFONT, Red, \"Napalm Bombs:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Roasty. Overwhelming. Terrorizing.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"70\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Super Shotgun\",88, -250, 0, alignment(left);\n\t}\n\n\t}\n\n\tIsSelected C4Wep\n\t{\n\tDrawImage \"RTC4A0\", -98, -105, centerbottom, 40, 40;\n\t}\n\n\tIsSelected SpiderMineLayer\n\t{\n\tDrawImage \"SPIDJ1\", -99, -110, centerbottom, 36, 36;\n\tDrawImage \"HELXC0\", -110, -45, centerbottom, 30, 30;\n\tDrawString SMALLFONT, Gold, \"Secondary\",-92, -55, 0, alignment(left);\n\t InInventory HunterTracerCD, 1\n\t  {\n\n\t   drawimage \"CLDWZ0\", -76, -45, centerbottom;\n\t   DrawNumber 1, HBIGFONT, Brick, HunterTracerCD, fillzeros, drawshadow, -70, -65;\n\n\t  }\n\t}\n\n\tIsSelected DemoGL\n\t{\n\t InInventory DemoAltCD, 1\n\t  {\n\n\t   drawimage \"CLDWZ0\", -76, -45, centerbottom;\n\t   DrawNumber 1, HBIGFONT, Brick, DemoAltCD, fillzeros, drawshadow, -70, -65;\n\n\t  }\n\n\t    InInventory DisarmTimer, 1\n\t\t {\n          DrawImage \"DISARM\", -75, -45, centerbottom, 130,130, Forcescale;\n\t      DrawNumber 1, HBIGFONT, Brick, DisarmTimer, fillzeros, drawshadow, -75, -115;\n\t      DrawString HBIGFONT, Brick, \"DISARMED\",-125, -95, 0, alignment(left);\n\t\t }\n\n\t}\n\n\tInInventory PhaseSword\n\t{\n\tInInventory MindLeap, 1 { DrawImage \"JITTVPWR\", -77, -45, CenterBottom; }\n\tInInventory ShiningCloak, 1 { DrawImage \"SWMPVPWR\", -77, -45, CenterBottom; }\n\tInInventory NiflheimCurtain, 1 { DrawImage \"FROBVPWR\", -77, -45, CenterBottom; }\n\n\tInInventory SoulCatcher, 1 { DrawImage \"CREPVPWR\", -112, -45, CenterBottom; }\n\tInInventory Deflection, 1 { DrawImage \"SJASVPWR\", -112, -45, CenterBottom; }\n\tInInventory SoulReaver, 1 { DrawImage \"CHOKVPWR\", -112, -45, CenterBottom; }\n\n\tInInventory EssenceLeakerEndure, 1 { DrawImage \"NEVRVPWR\", -42, -45, CenterBottom; }\n\tInInventory VileSealer, 1 { DrawImage \"SANGVPWR\", -42, -45, CenterBottom; }\n\tDrawImage \"ABLSLO2\", -112, -45, centerbottom;\n\tDrawImage \"ABLSLO1\", -77, -45, centerbottom;\n\tDrawImage \"ABLSLO3\", -42, -45, centerbottom;\n\n\tDrawNumber 2, HBIGFONT, Gray, VoidStone, fillzeros, alignment(left),178,60;\n\n\tInInventory VoidStone, 3 {\n\tInInventory RealmPhaseCD { drawimage \"VOIDSI\", 85, 125, centerbottom;\n\tDrawString SMALLFONT, RED, \"$SpecialNameV\",40, 55, 0, alignment(left); }\n\tInInventory Not RealmPhaseCD { drawimage \"VOIDSF\", 85, 125, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameV\",40, 55, 0, alignment(left);}}\n\n\tInInventory Not VoidStone, 3 {\n\tInInventory RealmPhaseCD {\n\tDrawString SMALLFONT, Red, \"$SpecialNameV\",40, 55, 0, alignment(left);\n\tDrawImage \"VOIDSI\", 85, 125, centerbottom; }\n\tInInventory Not RealmPhaseCD {\n\tDrawString SMALLFONT, GRAY, \"$SpecialNameV\",40, 55, 0, alignment(left);\n\tdrawimage \"VOIDSP\", 85, 125, centerbottom;}\n\t}\n\n\tInInventory Not PFlameCD {DrawImage \"PFLAME\", -75, -115, centerbottom; }\n\tInInventory PFlameCD {DrawImage \"PFLAMI\", -75, -115, centerbottom; }\n\n\tDrawNumber 2, HBIGFONT, Gray, PhaseCounter, whennotzero|Fillzeros, alignment(left),75,95;\n\tDrawNumber 2, HBIGFONT, Black, 13, alignment(left),175,110;\n\tDrawNumber 2, HBIGFONT, Gray, RealmPhaseCD, whennotzero|Fillzeros, alignment(left),175,110;\n\tDrawNumber 2, HBIGFONT, Gray, PFlameCD, whennotzero|Fillzeros, -75, -115;\n\n\t}\n\n\tPlayerClass Sjas\n\t{\n    DrawNumber 1, HBIGFONT, Gold, SjasAmmo, fillzeros, drawshadow, -35, -65;\n    DrawImage SjasAmmo, -85, -49, centerbottom;\n\t}\n\tPlayerClass Creeper\n\t{\n    DrawNumber 1, HBIGFONT, Gold, GhoulAmmo, fillzeros, drawshadow, -45, -125;\n    DrawImage GhoulAmmo, -95, -105, centerbottom;\n    DrawImage \"SRBAE0\", -110, -45, centerbottom, 32,32;\n\tDrawString HBIGFONT, DarkGray, \"Slot 2\",-90, -65, 0, alignment(left);\n\tIsSelected CreeperWeapon2\n\t {DrawString HBIGFONT, Gold, \"Slot 2\",-90, -65, 0, alignment(left);}\n\tInInventory FireRadiusCD\n\t {Drawimage \"CLDWZ0\", -76, -45, centerbottom;\n\tDrawNumber 2, HBIGFONT, Brick, FireRadiusCD, whennotzero|Fillzeros, drawshadow,-69,-70;}\n\t}\n\tPlayerClass Choke\n\t{\n    DrawNumber 2, HBIGFONT, Gold, ChokeAmmo, fillzeros, drawshadow, -45, -125;\n    DrawImage ChokeAmmo, -95, -105, centerbottom;\n    DrawNumber 2, HBIGFONT, Gold, Goreverm, fillzeros, drawshadow, -45, -65;\n    DrawImage \"GWRMAM\", -95, -45, centerbottom, 28,28;\n\t  InInventory Goreverm, 1\n\t   {\n\t    DrawString SMALLFONT, CYAN, \"$SpecialNameCh\",45, 45, 0, alignment(left);\n\t    drawimage \"GWRMS\", 85, 125, centerbottom;\n\t   }\n\n\t  InInventory Not Goreverm, 1\n\t   {\n\t    DrawString SMALLFONT, Red, \"$SpecialNameCh\",45, 45, 0, alignment(left);\n\t    drawimage \"GWRMI\", 85, 125, centerbottom;\n\t   }\n\t  DrawNumber 2, HBIGFONT, Gray, Goreverm, fillzeros, alignment(left),178,60;\n      DrawImage \"GWRMAM\", -75, -28, centerbottom, 28,28;\n\n\t}\n\tPlayerClass Frostbite\n\t{\n    DrawNumber 2, HBIGFONT, Gold, FrostAmmo, fillzeros, drawshadow, -45, -125;\n    DrawImage FrostAmmo, -95, -105, centerbottom;\n    DrawImage \"RBALB0\", -110, -45, centerbottom;\n\tDrawString HBIGFONT, DarkGray, \"Slot 2\",-90, -65, 0, alignment(left);\n\tIsSelected FrostTeeth2\n\t {DrawString HBIGFONT, Gold, \"Slot 2\",-90, -65, 0, alignment(left);}\n\t}\n\tPlayerClass Qrowhant\n\t{\n\tDrawNumber 1, HBIGFONT, DarkGray, ChaosCharge, Fillzeros, drawshadow,-45,-125;\n\tDrawString HBIGFONT, DarkGray, \"Slot 2\",-90, -65, 0, alignment(left);\n\tdrawimage \"NVRCUI\", -85, -105, centerbottom,35,35;\n\tInInventory Not QrowCCD {\n\n\tdrawimage \"NVRCUP\", -85, -105, centerbottom,35,35; }\n\n\tIsSelected NeverClaws {\n\n\tInInventory Not QrowCCD {\n\tDrawNumber 1, HBIGFONT, Gold, ChaosCharge, Fillzeros, drawshadow,-45,-125;\n\tdrawimage \"NVRCUS\", -85, -105, centerbottom,35,35; }}\n\n\tdrawimage \"BCHAII\", -105, -48, centerbottom ,32,32;\n\n\tInInventory Not IceSpikeCD {\n\tIsSelected Not NeverClaws2 {\n\tdrawimage \"BCHAIP\", -105, -48, centerbottom ,32,32;}}\n\n\tIsSelected NeverClaws2 {\n\tInInventory Not IceSpikeCD { drawimage \"BCHAIN\", -105, -48, centerbottom ,32,32;\n\tDrawString HBIGFONT, Gold, \"Slot 2\",-90, -65, 0, alignment(left);}}\n\n\tDrawString SMALLFONT, RED, \"$SpecialNameQ\",45, 55, 0, alignment(left);\n\tdrawimage \"TERORI\", 85, 125, centerbottom;\n\tInInventory Not FireRadiusCD { InInventory TerrorbAmmo\n\t{drawimage \"TERORB\", 85, 125, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameQ\",45, 55, 0, alignment(left); } }\n\n\tInInventory QrowCCD\n\t {Drawimage \"CLDWZ0\", -80, -108, centerbottom;}\n\tInInventory IceSpikeCD\n\t {Drawimage \"CLDWZ0\", -76, -50, centerbottom;}\n\n\tDrawNumber 2, HBIGFONT, Black, 8, alignment(left),175,110;\n\tDrawNumber 2, HBIGFONT, Gray, FireRadiusCD, whennotzero|Fillzeros, drawshadow,alignment(left),175,110;\n\tDrawNumber 2, HBIGFONT, Brick, IceSpikeCD, whennotzero|Fillzeros, drawshadow,-69,-72;\n\tDrawNumber 2, HBIGFONT, Brick, QrowCCD, whennotzero|Fillzeros, drawshadow,-70,-129;\n\tDrawNumber 1, HBIGFONT, White, TerrorbAmmo, fillzeros, drawshadow,alignment(left),178,60;\n\t}\n\tPlayerClass Sangel\n\t{\n\tdrawimage \"BCHAII\", -100, -48, centerbottom,35,35;\n\tDrawString HBIGFONT, DarkGray, \"Slot 1\",-90, -125, 0, alignment(left);\n\tDrawString HBIGFONT, DarkGray, \"Slot 2\",-90, -65, 0, alignment(left);\n\tInInventory Not BloodChainCD {\n\n\tdrawimage \"BCHAIP\", -100, -48, centerbottom,35,35; }\n\n\tIsSelected SangelClaws1 {\n\n\tInInventory Not BloodChainCD {\n\tDrawString HBIGFONT, Gold, \"Slot 2\",-90, -65, 0, alignment(left);\n\tdrawimage \"BCHAIN\", -100, -48, centerbottom,35,35; }}\n\n\tdrawimage \"DISARI\", -105, -105, centerbottom,35,35;\n\n\tInInventory Not DisarmerCD {\n\tIsSelected Not SangelClaws1 {\n\tdrawimage \"DISARP\", -105, -105, centerbottom,35,35; } }\n\n\tIsSelected SangelClaws2 {\n\tInInventory Not DisarmerCD {\n\tDrawString HBIGFONT, Gold, \"Slot 1\",-90, -125, 0, alignment(left);\n\tdrawimage \"DISARM\", -105, -105, centerbottom ,35,35;}}\n\n\tDrawString SMALLFONT, RED, \"$SpecialNameSn\",45, 55, 0, alignment(left) ;\n\tdrawimage \"VAMBAI\", 85, 125, centerbottom;\n\tInInventory Not PFlameCD { drawimage \"VAMBAT\", 85, 125, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameSn\",45, 55, 0, alignment(left); }\n\n\tInInventory BloodChainCD\n\t {Drawimage \"CLDWZ0\", -76, -50, centerbottom;}\n\tInInventory DisarmerCD\n\t {Drawimage \"CLDWZ0\", -80, -108, centerbottom;}\n\n\tDrawNumber 2, HBIGFONT, Black, 18, alignment(left),175,110;\n\tDrawNumber 2, HBIGFONT, Gray, PFlameCD, whennotzero|Fillzeros, drawshadow,alignment(left),175,110;\n\tDrawNumber 2, HBIGFONT, Brick, DisarmerCD, whennotzero|Fillzeros, drawshadow,-70,-129;\n\tDrawNumber 2, HBIGFONT, Brick, BloodChainCD, whennotzero|Fillzeros, drawshadow,-69,-72;\n\tDrawNumber 2, HBIGFONT, White, Vampbats, fillzeros, drawshadow,alignment(left),178,60;\n\n\t}\n\n\tInInventory SwampClaws {\n\n    DrawNumber 2, HBIGFONT, Gold, ToxicBall, fillzeros, drawshadow, -35, -65;\n    DrawImage ToxicBall, -85, -49, centerbottom;\n\tdrawimage \"BZGRG2G8\", -85, -105, centerbottom, 48,35;\n\n\tDrawString SMALLFONT, RED, \"$SpecialNameSw\",45, 55, 0, alignment(left);\n\tdrawimage \"SWMSPI\", 85, 125, centerbottom;\n\tInInventory Swampcheck {\n\tInInventory Not SwampgasCD { InInventory GasPods\n\t{drawimage \"SWMSPR\", 85, 125, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameSw\",45, 55, 0, alignment(left);\n\tDrawString SMALLFONT, BRICK, \"-6 HP per burst\",45, 75, 0, alignment(left); } } }\n\n\tDrawNumber 2, HBIGFONT, Black, 10, alignment(left),175,110;\n\tDrawNumber 1, HBIGFONT, Gray, SwampgasCD, whennotzero|Fillzeros, alignment(left),175,110;\n\tDrawNumber 1, HBIGFONT, Gray, SwampGasCounter, whennotzero|Fillzeros, alignment(left),75,95;\n\tDrawNumber 1, HBIGFONT, White, GasPods, fillzeros, alignment(left),178,60;\n\t}\n}\n\nStatusbar Inventory, fullscreenoffsets\n{\n DrawInventoryBar Doom, vertical, 4, smallfont, -205, -255;\n}\n\n//Fullscreen Bar\n\nstatusbar Fullscreen, FullScreenOffsets\n{InInventory not InformationOn\n\t{DrawString HBigFont, Black, \"Weapon Info: OFF\" ,-325, 10, 0, alignment(left);}\n    InInventory InformationOn, 1\n\t{\n\tDrawString HBigFont, White, \"Weapon Info: ON\" ,-325, 10, 0, alignment(left);\n\tInInventory Riotgun, 1\n\t {\n\t  InInventory Not PlasmaGrenade\n\t   {\n\t    DrawString Smallfont, White, \"$InfoGrenade1\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoGrenade2\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoGrenade3\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  InInventory PlasmaGrenade\n\t   {\n\t    DrawString Smallfont, White, \"$InfoGrenade1B\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoGrenade2B\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoGrenade3B\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  DrawString Smallfont, White, \"$InfoMSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoMSpecial2\" ,-325, 120, 0, alignment(left);\n\t  IsSelected DualPistols\n\t   {\n\t    DrawString Smallfont, White, \"$InfoPistols1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoPistols2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t  IsSelected Riotgun\n\t   {\n\t    InInventory not ShockingShell\n\t\t {\n\t      DrawString Smallfont, White, \"$InfoRiotgun1\" ,-325, 40, 0, alignment(left);\n\t      DrawString Smallfont, White, \"$InfoRiotgun2\" ,-325, 50, 0, alignment(left);\n\t\t }\n\t    InInventory ShockingShell\n\t\t {\n\t      DrawString Smallfont, White, \"$InfoRiotgun1B\" ,-325, 40, 0, alignment(left);\n\t      DrawString Smallfont, White, \"$InfoRiotgun2B\" ,-325, 50, 0, alignment(left);\n\t\t }\n\t   }\n\t  IsSelected AssaultRifle\n\t   {\n\t    DrawString Smallfont, White, \"$InfoARifle1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoARifle2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t  IsSelected DoubleShotgun\n\t   {\n\t    DrawString Smallfont, White, \"$InfoDShotgun1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoDShotgun2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t  IsSelected AutoShotgun\n\t   {\n\t    DrawString Smallfont, White, \"$InfoAShotgun1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoAShotgun2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t  IsSelected EHMinigun\n\t   {\n\t    DrawString Smallfont, White, \"$InfoMinigun1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoMinigun2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t  IsSelected ExplosiveRifle\n\t   {\n\t    DrawString Smallfont, White, \"$InfoHEMRIFLE1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoHEMRIFLE2\" ,-325, 50, 0, alignment(left);\n\t   }\n\t }\n\tIsSelected Bow\n\t {\n\t  DrawString Smallfont, White, \"$InfoBow1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoBow2\" ,-325, 50, 0, alignment(left);\n\t  InInventory Not DarkBow\n\t  {\n\t  DrawString Smallfont, White, \"$InfoBow3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoBow4\" ,-325, 80, 0, alignment(left);\n\t  }\n\t }\n\tIsSelected IceBow\n\t {\n\t  DrawString Smallfont, White, \"$InfoIceBow1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow3\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial1A\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial2A\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial3A\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected FireBow\n\t {\n\t  DrawString Smallfont, White, \"$InfoFireBow1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow3\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial1B\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial2B\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoHSpecial3B\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected WindBow\n\t {\n\t  DrawString Smallfont, White, \"$InfoWindBow1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoWindBow2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoWindBow3\" ,-325, 60, 0, alignment(left);\n\t  InInventory Not ThunderBow\n\t  {\n\t  DrawString Smallfont, White, \"$InfoWindBow4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoWindBow5\" ,-325, 90, 0, alignment(left);\n\t  }\n\t }\n\tIsSelected DarkBow\n\t {\n\t  DrawString Smallfont, White, \"$InfoIceBow1B\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow2B\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow3B\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow4B\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoIceBow5B\" ,-325, 80, 0, alignment(left);\n\t }\n\tIsSelected ThunderBow\n\t {\n\t  DrawString Smallfont, White, \"$InfoFireBow1B\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow2B\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFireBow3B\" ,-325, 60, 0, alignment(left);\n\t }\n\tInInventory CyborgPlasma, 1\n\t {\n\t  DrawString Smallfont, White, \"$InfoCySpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoCySpecial2\" ,-325, 120, 0, alignment(left);\n\t  IsSelected CyborgPlasma\n\t   {\n\t    DrawString Smallfont, White, \"$InfoCyborg1A\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCyborg2A\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCyborg3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCyborg4\" ,-325, 80, 0, alignment(left);\n\t   }\n\t }\n\tIsSelected GhostBusterPlasma\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterEcho\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1A\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2A\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterBone\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1B\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2B\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterSoul\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1C\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2C\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterBlood\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1D\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2D\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterIce\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1E\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2E\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterBlackFire\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1F\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2F\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterAcid\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1G\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2G\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterRageSouls\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie1H\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie2H\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tIsSelected GhostBusterTraps\n\t {\n\t  DrawString Smallfont, White, \"$InfoGhostie6\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie7\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGhostie8\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial1\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial2\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGSpecial3\" ,-325, 130, 0, alignment(left);\n\t }\n\tInInventory Nailgun, 1\n\t {\n\t  DrawString Smallfont, White, \"$InfoEnSpecial\" ,-325, 120, 0, alignment(left);\n\t  IsSelected Nailgun\n\t   {\n\t    DrawString Smallfont, White, \"$InfoNailgun1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoNailgun2\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoNailgun3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoNailgun4\" ,-325, 80, 0, alignment(left);\n\t   }\n\t  IsSelected EmpCannon\n\t   {\n\t    DrawString Smallfont, White, \"$InfoEMP1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEMP2\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEMP3\" ,-325, 60, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEMP4\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEMP5\" ,-325, 90, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEMP6\" ,-325, 100, 0, alignment(left);\n\t   }\n\t  IsSelected UtilityGun\n\t   {\n\t    DrawString Smallfont, White, \"$InfoUtil1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoUtil2\" ,-325, 60, 0, alignment(left);\n\t   }\n\t }\n\tIsSelected BeastHands\n\t {\n\t  DrawString Smallfont, White, \"$InfoBeast1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoBeast2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoBSpecial\" ,-325, 110, 0, alignment(left);\n\t  InInventory Mode1\n\t   {\n\t    DrawString Smallfont, White, \"$InfoBeast3A\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoBeast4A\" ,-325, 80, 0, alignment(left);\n\t   }\n\t  InInventory Mode2\n\t   {\n\t    DrawString Smallfont, White, \"$InfoBeast3B\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoBeast4B\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoBeast5B\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  InInventory Mode3\n\t   {\n\t    DrawString Smallfont, White, \"$InfoBeast3C\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoBeast4C\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoBeast5C\" ,-325, 90, 0, alignment(left);\n\t   }\n\t }\n\tInInventory NailCannon, 1\n\t {\n\t  DrawString Smallfont, White, \"$InfoExSpecial1\" ,-325, 130, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoExSpecial2\" ,-325, 140, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoExSpecial3\" ,-325, 150, 0, alignment(left);\n\t  IsSelected NailCannon\n\t   {\n\t    DrawString Smallfont, White, \"$InfoRancor1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor2\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor3\" ,-325, 60, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor4\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor5\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor6\" ,-325, 100, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRancor7\" ,-325, 110, 0, alignment(left);\n\t   }\n\t  IsSelected Raptor\n\t   {\n\t    DrawString Smallfont, White, \"$InfoRaptor1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRaptor2\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRaptor3\" ,-325, 60, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRaptor4\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRaptor5\" ,-325, 90, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoRaptor6\" ,-325, 100, 0, alignment(left);\n\t   }\n\t  IsSelected AgonyEdge\n\t   {\n\t    DrawString Smallfont, White, \"$InfoEdgy1\" ,-325, 40, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy2\" ,-325, 50, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy3\" ,-325, 60, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy4\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy5\" ,-325, 90, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy6\" ,-325, 100, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoEdgy7\" ,-325, 110, 0, alignment(left);\n\t   }\n\t }\n\tIsSelected DemoGL\n\t {\n\t  DrawString Smallfont, White, \"$InfoGL1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGL2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGL3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGL4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGL5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoGL6\" ,-325, 100, 0, alignment(left);\n\t }\n\tIsSelected SpiderMineLayer\n\t {\n\t  DrawString Smallfont, White, \"$InfoSpoder1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSpoder2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSpoder3\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSpoder4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSpoder5\" ,-325, 90, 0, alignment(left);\n\t }\n\tIsSelected C4Wep\n\t {\n\t  DrawString Smallfont, White, \"$InfoC41\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoC42\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoC43\" ,-325, 70, 0, alignment(left);\n\t }\n\tIsSelected StrifePistol\n\t {\n\t  DrawString Smallfont, White, \"$InfoPistol1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoPistol2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoPistol3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoPistol4\" ,-325, 80, 0, alignment(left);\n\t }\n\tIsSelected PhaseSword\n\t {\n\t  DrawString Smallfont, White, \"$InfoVoid1\" ,-325, 35, 0, alignment(left);\n\t   InInventory Not Deflection || SoulCatcher\n\t    {DrawString Smallfont, White, \"$InfoVoid2\" ,-325, 45, 0, alignment(left);}\n\t   InInventory Deflection\n\t    {DrawString Smallfont, White, \"$InfoVoid2B\" ,-325, 45, 0, alignment(left);}\n\t   InInventory SoulCatcher\n\t    {DrawString Smallfont, White, \"$InfoVoid2C\" ,-325, 45, 0, alignment(left);}\n\t   InInventory Not SoulCatcher\n\t   {\n\t    DrawString Smallfont, White, \"$InfoVoid3\" ,-325, 55, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoVoid4\" ,-325, 65, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoVoid5\" ,-325, 75, 0, alignment(left);\n\t   }\n\t  DrawString Smallfont, White, \"$InfoVoid6\" ,-325, 95, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoVoid7\" ,-325, 105, 0, alignment(left);\n\t   InInventory Not VileSealer || EssenceLeakerEndure\n\t    {DrawString Smallfont, White, \"$InfoVoid8\" ,-325, 115, 0, alignment(left);}\n\t   InInventory EssenceLeakerEndure\n\t    {DrawString Smallfont, White, \"$InfoVoid8B\" ,-325, 115, 0, alignment(left);}\n\t   InInventory VileSealer\n\t    {DrawString Smallfont, White, \"$InfoVoid8C\" ,-325, 115, 0, alignment(left);}\n\t  DrawString Smallfont, White, \"$InfoVoid9\" ,-325, 135, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoVoid10\" ,-325, 145, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoVoid11\" ,-325, 155, 0, alignment(left);\n\t }\n\tIsSelected SjasHands\n\t {\n\t  DrawString Smallfont, White, \"$InfoSjas1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSjas2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSjas3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSjas4\" ,-325, 80, 0, alignment(left);\n\t }\n\tIsSelected JitterskullWeapon\n\t {\n\t  DrawString Smallfont, White, \"$InfoJitter1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoJitter2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoJitter3\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoJitter4\" ,-325, 80, 0, alignment(left);\n\t }\n\tPlayerClass Creeper\n\t {\n\t  DrawString Smallfont, White, \"$InfoCreep1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoCreep2\" ,-325, 50, 0, alignment(left);\n\t  IsSelected CreeperWeapon\n\t   {\n\t    DrawString Smallfont, White, \"$InfoCreep3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCreep4\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCreep5\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  IsSelected CreeperWeapon2\n\t   {\n\t    DrawString Smallfont, White, \"$InfoCreep3B\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCreep4B\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoCreep5B\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  }\n\tIsSelected ChokeTeeth\n\t {\n\t  DrawString Smallfont, White, \"$InfoChoke1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoChoke2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoChoke3\" ,-325, 70, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoChoke4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoKSpecial1\" ,-325, 100, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoKSpecial2\" ,-325, 110, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoKSpecial3\" ,-325, 120, 0, alignment(left);\n\t }\n\tPlayerClass FrostBite\n\t{\n\t  DrawString Smallfont, White, \"$InfoFrob1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoFrob2\" ,-325, 50, 0, alignment(left);\n\t  IsSelected FrostTeeth\n\t   {\n\t    DrawString Smallfont, White, \"$InfoFrob3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoFrob4\" ,-325, 80, 0, alignment(left);\n\t   }\n\t  IsSelected FrostTeeth2\n\t   {\n\t    DrawString Smallfont, White, \"$InfoFrob3B\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoFrob4B\" ,-325, 80, 0, alignment(left);\n\t   }\n\t }\n\tPlayerClass Qrowhant\n\t{\n\t  DrawString Smallfont, White, \"$InfoQrow1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoQrow2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoQSpecial1\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoQSpecial2\" ,-325, 130, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoQSpecial3\" ,-325, 140, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoQSpecial4\" ,-325, 150, 0, alignment(left);\n\t  IsSelected NeverClaws\n\t   {\n\t    DrawString Smallfont, White, \"$InfoQrow3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoQrow4\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoQrow5\" ,-325, 90, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoQrow6\" ,-325, 100, 0, alignment(left);\n\t   }\n\t  IsSelected NeverClaws2\n\t   {\n\t    DrawString Smallfont, White, \"$InfoQrow3B\" ,-325, 70, 0, alignment(left);\n\t\tInInventory Not NVC2U\n\t     {DrawString Smallfont, White, \"$InfoQrow4B\" ,-325, 80, 0, alignment(left);}\n\t\tInInventory NVC2U\n\t     {DrawString Smallfont, White, \"$InfoQrow4C\" ,-325, 80, 0, alignment(left);}\n\t   }\n\t }\n\tIsSelected SwampClaws\n\t {\n\t  DrawString Smallfont, White, \"$InfoSwamp1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwamp2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwamp3\" ,-325, 60, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwamp4\" ,-325, 80, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwamp5\" ,-325, 90, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwamp6\" ,-325, 100, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwSpecial1\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwSpecial2\" ,-325, 130, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSwSpecial3\" ,-325, 140, 0, alignment(left);\n\t }\n\t Playerclass Sangel\n\t{\n\t  DrawString Smallfont, White, \"$InfoSang1\" ,-325, 40, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSang2\" ,-325, 50, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSnSpecial1\" ,-325, 120, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSnSpecial2\" ,-325, 130, 0, alignment(left);\n\t  DrawString Smallfont, White, \"$InfoSnSpecial3\" ,-325, 140, 0, alignment(left);\n\t  IsSelected SangelClaws1\n\t   {\n\t    DrawString Smallfont, White, \"$InfoSang3\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoSang4\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoSang5\" ,-325, 90, 0, alignment(left);\n\t   }\n\t  IsSelected SangelClaws2\n\t   {\n\t    DrawString Smallfont, White, \"$InfoSang3B\" ,-325, 70, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoSang4B\" ,-325, 80, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoSang5B\" ,-325, 90, 0, alignment(left);\n\t    DrawString Smallfont, White, \"$InfoSang6\" ,-325, 100, 0, alignment(left);\n\t   }\n\t }\n\n\t}\n    //Debuff Status\n\tInInventory ThisHuman {\n\tDrawString HBIGFONT, Brick, \"$DBStat\", 285, -115, 0;\n\tdrawimage \"DISARI\", 155, -22, centerbottom;\n\tdrawimage \"NVRCUI\", 275, -22, centerbottom;\n\n\tInInventory Not CurseCooldown\n\t  { DrawString SMALLFONT, GREEN, \"Qrow Curse: Off\",320, -90, 0; }\n\n\tInInventory CurseCooldown\n\t {\n\t  InInventory CurseActive\n\t  {\n\t   drawimage \"NVRCUS\", 275, -22, centerbottom;\n\t   DrawString SMALLFONT, RED, \"Qrow Curse: On\",320, -90, 0;\n\t  }\n\t  InInventory Not CurseActive\n\t   {\n\t    drawimage \"NVRCUP\", 275, -22, centerbottom;\n\t    DrawString SMALLFONT, Brick, \"Qrow Curse: Incoming\",360, -90, 0;\n\t   }\n\t }\n\n\tInInventory Not DisarmTimer\n\t  { DrawString SMALLFONT, GREEN, \"Disarm: Off\", 180, -90, 0;  }\n\n\tInInventory DisarmTimer\n\t {\n\t  drawimage \"DISARM\", 155, -22, centerbottom;\n\t  DrawString SMALLFONT, RED, \"Disarm: On\",180, -90, 0;\n\t }\n\n\tDrawNumber 1, HBIGFONT, Gray, DisarmTimer, whennotzero|Fillzeros, drawshadow,155,-60;\n\tDrawNumber 1, HBIGFONT, Gray, QrowCurseTimer, whennotzero|Fillzeros, drawshadow,275,-60;\n\tDrawNumber 1, HBIGFONT, Gray, QrowCurseTimer2, whennotzero|Fillzeros, drawshadow,275,-60;\n\t}\n\t//Special Ability\n\tDrawString HBIGFONT, LightBlue, \"$SpecialText\", 125, 80, 0;\n\tDrawString Smallfont, Yellow, \"$CooldownSpecialText\", 200, 150, 0;\n\tDrawString Smallfont, Yellow, \"$AmmoSpecialText\", 180, 100, 0;\n\t//Sangel HUD\n\tInInventory SangelClaws1 {\n\tDrawString HBIGFONT, Brick, \"$AltfireText\", 255, -115, 0;\n\tDrawString SMALLFONT, Gray, \"Slot 1\", 235, -35, 0;\n\tDrawString SMALLFONT, Gray, \"Slot 2\", 355, -35, 0;\n\tDrawString SMALLFONT, RED, \"Disarm:\", 180, -90, 0;\n\tdrawimage \"DISARI\", 155, -22, centerbottom;\n\tInInventory Not DisarmerCD {\n\n\tDrawString SMALLFONT, GRAY, \"Disarm:\", 180, -90, 0;\n\tdrawimage \"DISARP\", 155, -22, centerbottom; }\n\n\tIsSelected SangelClaws2 {\n\n\tDrawString SMALLFONT, Yellow, \"Slot 1\", 235, -35, 0;\n\n\tInInventory Not DisarmerCD {\n\tDrawString SMALLFONT, GREEN, \"Disarm:\", 180, -90, 0;\n\tdrawimage \"DISARM\", 155, -22, centerbottom; }}\n\n\tDrawString SMALLFONT, RED, \"Blood Chain:\",300, -90, 0;\n\tdrawimage \"BCHAII\", 275, -22, centerbottom;\n\n\tInInventory Not BloodChainCD {\n\tIsSelected Not SangelClaws1 {\n\tDrawString SMALLFONT, GRAY, \"Blood Chain:\",300, -90, 0;\n\tdrawimage \"BCHAIP\", 275, -22, centerbottom; } }\n\n\tIsSelected SangelClaws1 {\n\tDrawString SMALLFONT, Yellow, \"Slot 2\", 355, -35, 0;\n\tInInventory Not BloodChainCD { drawimage \"BCHAIN\", 275, -22, centerbottom;\n\tDrawString SMALLFONT, GREEN, \"Blood Chain:\",300, -90, 0; }}\n\n\tDrawString SMALLFONT, RED, \"$SpecialNameSn\",45, 105, 0, alignment(left) ;\n\tdrawimage \"VAMBAI\", 85, 185, centerbottom;\n\tInInventory Not PFlameCD { drawimage \"VAMBAT\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameSn\",45, 105, 0, alignment(left); }\n\n\tDrawNumber 2, HBIGFONT, Black, 18, alignment(left),164,165;\n\tDrawNumber 2, HBIGFONT, Gray, PFlameCD, whennotzero|Fillzeros, drawshadow,alignment(left),164,165;\n\tDrawNumber 2, HBIGFONT, Gray, DisarmerCD, whennotzero|Fillzeros, drawshadow,165,-62;\n\tDrawNumber 2, HBIGFONT, Gray, BloodChainCD, whennotzero|Fillzeros, drawshadow,283,-62;\n\tDrawNumber 2, HBIGFONT, White, Vampbats, fillzeros, drawshadow,alignment(left),158,120;\n\t}\n\n\t//Qrowhant HUD\n\tInInventory NeverClaws {\n\tDrawNumber 1, HBIGFONT, DarkGray, ChaosCharge, Fillzeros, drawshadow,-115,-44;\n\tdrawimage ChaosCharge, -75, -28, centerbottom;\n\tDrawString HBIGFONT, Brick, \"Alt Fire:\", 255, -115, 0;\n\tDrawString SMALLFONT, Gray, \"Slot 1\", 235, -35, 0;\n\tDrawString SMALLFONT, Gray, \"Slot 2\", 355, -35, 0;\n\tDrawString SMALLFONT, RED, \"Qrow Curse:\", 180, -90, 0;\n\tdrawimage \"NVRCUI\", 155, -22, centerbottom;\n\tInInventory Not QrowCCD {\n\n\tDrawString SMALLFONT, GRAY, \"Qrow Curse:\", 180, -90, 0;\n\tdrawimage \"NVRCUP\", 155, -22, centerbottom; }\n\n\tIsSelected NeverClaws {\n\tDrawNumber 1, HBIGFONT, RED, ChaosCharge, Fillzeros, drawshadow,-115,-44;\n\n\tDrawString SMALLFONT, Yellow, \"Slot 1\", 235, -35, 0;\n\n\tInInventory Not QrowCCD {\n\tDrawNumber 1, HBIGFONT, Gold, ChaosCharge, Fillzeros, drawshadow,-115,-44;\n\tDrawString SMALLFONT, GREEN, \"Qrow Curse:\", 180, -90, 0;\n\tdrawimage \"NVRCUS\", 155, -22, centerbottom; }}\n\n\tDrawString SMALLFONT, RED, \"Chaos Spread:\",300, -90, 0;\n\tdrawimage \"BCHAII\", 275, -22, centerbottom;\n\n\tInInventory Not IceSpikeCD {\n\tIsSelected Not NeverClaws2 {\n\tDrawString SMALLFONT, GRAY, \"Chaos Spread:\",300, -90, 0;\n\tdrawimage \"BCHAIP\", 275, -22, centerbottom; } }\n\n\tIsSelected NeverClaws2 {\n\tDrawString SMALLFONT, Yellow, \"Slot 2\", 355, -35, 0;\n\tInInventory Not IceSpikeCD { drawimage \"BCHAIN\", 275, -22, centerbottom;\n\tDrawString SMALLFONT, GREEN, \"Chaos Spread:\",300, -90, 0;}}\n\n\tDrawString SMALLFONT, RED, \"$SpecialNameQ\",45, 105, 0, alignment(left);\n\tdrawimage \"TERORI\", 85, 185, centerbottom;\n\tInInventory Not FireRadiusCD { InInventory TerrorbAmmo\n\t{drawimage \"TERORB\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameQ\",45, 105, 0, alignment(left); } }\n\n\tDrawNumber 2, HBIGFONT, Black, 8, alignment(left) ,164,165;\n\tDrawNumber 2, HBIGFONT, Gray, FireRadiusCD, whennotzero|Fillzeros, drawshadow,alignment(left),164,165;\n\tDrawNumber 2, HBIGFONT, Gray, QrowCCD, whennotzero|Fillzeros, drawshadow,165,-62;\n\tDrawNumber 2, HBIGFONT, Gray, IceSpikeCD, whennotzero|Fillzeros, drawshadow,285,-62;\n\tDrawNumber 1, HBIGFONT, White, TerrorbAmmo, fillzeros, drawshadow,alignment(left),158,120;\n\t}\n\n\t//Swampie HUD\n\tInInventory SwampClaws {\n\n    DrawNumber 2, HBIGFONT, Gold, ToxicBall, fillzeros, drawshadow, -115, -44;\n    DrawImage ToxicBall, -75, -28, centerbottom;\n\tdrawimage \"BZGRG2G8\", -90, -85, centerbottom, 48,35;\n\n\tDrawString SMALLFONT, RED, \"$SpecialNameSw\",45, 105, 0, alignment(left);\n\tdrawimage \"SWMSPI\", 85, 185, centerbottom;\n\tInInventory Swampcheck {\n\tInInventory Not SwampgasCD { InInventory GasPods\n\t{drawimage \"SWMSPR\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameSw\",45, 105, 0, alignment(left);\n\tDrawString SMALLFONT, BRICK, \"-6 HP per burst\",45, 158, 0, alignment(left); } } }\n\n\tDrawNumber 2, HBIGFONT, Black, 10, alignment(left) ,164,165;\n\tDrawNumber 1, HBIGFONT, Gray, SwampgasCD, whennotzero|Fillzeros, alignment(left),164,165;\n\tDrawNumber 1, HBIGFONT, Gray, SwampGasCounter, whennotzero|Fillzeros, alignment(left),164,165;\n\tDrawNumber 1, HBIGFONT, White, GasPods, fillzeros, alignment(left),158,120;\n\t}\n\n\t//Cyborg HUD\n\tInInventory CyborgPlasma {\n\n\tDrawString SMALLFONT, RED, \"$SpecialNameCy\",45, 105, 0, alignment(left);\n\tdrawimage \"BLINKI\", 85, 185, centerbottom;\n\tDrawNumber 3, HBIGFONT, Gray, BlinkCharge, fillzeros, alignment(left),158,120;\n\tInInventory BlinkReady { drawimage \"BLINKD\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameCy\",45, 105, 0, alignment(left); }\n\n\t}\n\t//Void Warrior HUD\n\tInInventory PhaseSword {\n\n\tInInventory MindLeap, 1 { DrawImage \"JITTVPWR\", -29, -105, CenterBottom; }\n\tInInventory ShiningCloak, 1 { DrawImage \"SWMPVPWR\", -29, -105, CenterBottom; }\n\tInInventory NiflheimCurtain, 1 { DrawImage \"FROBVPWR\", -29, -105, CenterBottom; }\n\n\tInInventory SoulCatcher, 1 { DrawImage \"CREPVPWR\", -29, -175, CenterBottom; }\n\tInInventory Deflection, 1 { DrawImage \"SJASVPWR\", -29, -175, CenterBottom; }\n\tInInventory SoulReaver, 1 { DrawImage \"CHOKVPWR\", -29, -175, CenterBottom; }\n\n\tInInventory EssenceLeakerEndure, 1 { DrawImage \"NEVRVPWR\", -29, -245, CenterBottom; }\n\tInInventory VileSealer, 1 { DrawImage \"SANGVPWR\", -29, -245, CenterBottom; }\n\n\tDrawImage \"ABLSLO1\", -29, -105, CenterBottom;\n    DrawImage \"ABLSLO2\", -29, -175, CenterBottom;\n    DrawImage \"ABLSLO3\", -29, -245, CenterBottom;\n\n\tDrawNumber 2, HBIGFONT, Gray, VoidStone, fillzeros, alignment(left),158,120;\n\n\tInInventory VoidStone, 3 {\n\tInInventory RealmPhaseCD { drawimage \"VOIDSI\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, RED, \"$SpecialNameV\",45, 105, 0, alignment(left); }\n\tInInventory Not RealmPhaseCD { drawimage \"VOIDSF\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameV\",45, 105, 0, alignment(left);}}\n\n\tInInventory Not VoidStone, 3 {\n\tInInventory RealmPhaseCD {\n\tDrawString SMALLFONT, Red, \"$SpecialNameV\",45, 105, 0, alignment(left);\n\tDrawImage \"VOIDSI\", 85, 185, centerbottom; }\n\tInInventory Not RealmPhaseCD {\n\tDrawString SMALLFONT, GRAY, \"$SpecialNameV\",45, 105, 0, alignment(left);\n\tdrawimage \"VOIDSP\", 85, 185, centerbottom;}\n\t}\n\n\tInInventory Not PFlameCD {DrawImage \"PFLAME\", -125, -35, centerbottom; }\n\tInInventory PFlameCD {DrawImage \"PFLAMI\", -125, -35, centerbottom; }\n\n\tDrawString SMALLFONT, Yellow, \"Altfire:\",-155, -115, 0, alignment(left);\n\tDrawNumber 2, HBIGFONT, Black, 18, alignment(left) ,164,165;\n\tDrawNumber 2, HBIGFONT, Gray, PhaseCounter, whennotzero|Fillzeros, alignment(left),75,145;\n\tDrawNumber 2, HBIGFONT, Gray, RealmPhaseCD, whennotzero|Fillzeros, alignment(left),164,165;\n\tDrawNumber 2, HBIGFONT, Gray, PFlameCD, whennotzero|Fillzeros, drawshadow, -125, -75;\n\t}\n\t//Exile HUD\n\tInInventory NailCannon {\n\n\tDrawNumber 1, HBIGFONT, Gray, PandoraReady, fillzeros, alignment(left),158,120;\n\n\tIsSelected NailCannon {\n\tDrawNumber 2, HBIGFONT, LightBlue, 4, fillzeros, alignment(left), -80, -80;\n\tDrawString HBIGFONT, White, \"/\",-100, -80, 0, alignment(left);\n\tDrawNumber 2, HBIGFONT, LightBlue, ShotCount, fillzeros, alignment(left), -122, -80;\n    DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -115, -44;\n    DrawImage AMMOICON1, -75, -28, centerbottom;\n\t}\n\n\tElse\n\t{InInventory Not BeastHands, 1\n\t  {\n\t  DrawNumber 3, HBIGFONT, Gold, Ammo2, fillzeros, drawshadow, -115, -44;\n      DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -115, -85;\n      DrawImage AMMOICON2, -75, -28, centerbottom;\n      DrawImage AMMOICON1, -75, -65, centerbottom;\n\t  }\n\t}\n\n\tInInventory RealmPhaseCD {\n\tdrawimage \"PANDOI\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, RED, \"$SpecialNameEx\",38, 105, 0, alignment(left);}\n\n\tInInventory PandoraReady {\n\tInInventory Not RealmPhaseCD { drawimage \"PANDOR\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameEx\",38, 105, 0, alignment(left);}}\n\n\tInInventory Not PandoraReady {InInventory Not RealmPhaseCD { drawimage \"PANDOP\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, GRAY, \"$SpecialNameEx\",38, 105, 0, alignment(left);}}\n\n\tDrawNumber 2, HBIGFONT, Gray, RealmPhaseCD, whennotzero|Fillzeros, alignment(left),164,165;\n\t}\n\n\t  InInventory BeastHands, 1\n\t  {\n\n\t   DrawNumber 3, HBIGFONT, Gray, Ammo1, fillzeros, alignment(left),158,120;\n\t   DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -115, -85;\n\t   DrawImage AMMOICON1, -75, -65, centerbottom;\n\n\t   InInventory Mode1, 1\n\t    {\n\n\t     DrawString HBIGFONT, Gold, \"ALT\", -115, -44, 0;\n\t     DrawImage \"PLAGZ0\", -75, -28, centerbottom, 30, 30;\n\n\t\t}\n\n\t   InInventory Mode2, 1\n\t    {\n\n\t     DrawString HBIGFONT, Gold, \"ALT\", -115, -44, 0;\n\t     DrawImage \"RNDMA0\", -75, -28, centerbottom, 30, 30;\n\n\t\t}\n\n\t   InInventory Mode3, 1\n\t    {\n\n\t     DrawString HBIGFONT, Gold, \"ALT\", -115, -44, 0;\n\t     DrawImage \"BSPWA0\", -75, -28, centerbottom, 30, 30;\n\n\t\t}\n\n\t  DrawString HBIGFONT, CYAN, \"Switch\",35, 105, 0, alignment(left);\n\t  DrawString HBIGFONT, GOLD, \"Secondary\",30, 130, 0, alignment(left);\n\n\t  }\n\n\t//Demolisher HUD\n\tPlayerClass Demolisher\n\t {\n\n\t  DrawNumber 2, HBIGFONT, Gold, Ammo2, fillzeros, drawshadow, -115, -44;\n      DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -115, -85;\n      DrawImage AMMOICON2, -75, -28, centerbottom;\n      DrawImage AMMOICON1, -75, -65, centerbottom;\n\n\t  IsSelected SpiderMineLayer\n\t   {\n\n\t    DrawImage \"SPIDJ1\", -75, -65, centerbottom, 36, 36;\n        DrawImage \"HELXF0\", -75, -28, centerbottom, 30, 30;\n\t    DrawString HBIGFONT, Gold, \"Alt\",-115, -44, 0;\n\t\tInInventory HunterTracerCD\n\t\t {\n\n\t      DrawString HBIGFONT, RED, \"Alt\",-115, -44, 0;\n\t      drawimage \"CLDWZ0\", -90, -23, centerbottom;\n          DrawNumber 1, HBIGFONT, Brick, HunterTracerCD, fillzeros, drawshadow, -85, -44;\n\n\t\t }\n\t   }\n\t }\n\n\t//Marine HUD\n\tInInventory DualPistols {\n\n\tIsSelected DualPistols {\n\n\tDrawNumber 2, HBIGFONT, LightBlue, 18, fillzeros,drawshadow, -70, -85;\n\tDrawString HBIGFONT, White, \"/\",-97, -85, 0;\n\tDrawNumber 2, HBIGFONT, LightBlue, ShotCount, fillzeros, drawshadow, -115, -85;\n\tDrawNumber 2, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -115, -44;\n    DrawImage AMMOICON1, -75, -28, centerbottom;\n\n\t}\n\n\tElse\n\t {\n\n\t  DrawNumber 2, HBIGFONT, Gold, Ammo2, fillzeros, drawshadow, -115, -44;\n      DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -115, -85;\n      DrawImage AMMOICON2, -75, -28, centerbottom;\n      DrawImage AMMOICON1, -75, -65, centerbottom;\n\n\t }\n\n\tInInventory StimkitCD {\n\tdrawimage \"PURRAI\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, RED, \"$SpecialNameM\",45, 105, 0, alignment(left);}\n\tInInventory Not Marinecheck {InInventory Not StimkitCD { drawimage \"PURRAP\", 85, 185, CENTERBOTTOM;\n\tDrawString SMALLFONT, GRAY, \"$SpecialNameM\",45, 105, 0, alignment(left);}}\n\tInInventory Marinecheck {\n\tInInventory Not StimkitCD { drawimage \"PURRAG\", 85, 185, centerbottom;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameM\",45, 105, 0, alignment(left);\n\tDrawString SMALLFONT, Brick, \"-15 HP\",115, 135, 0;\n\tDrawString SMALLFONT, GREEN, \"+30% DMG\",115, 165, 0;\n\tDrawString SMALLFONT, GREEN, \"+25% Speed\",115, 175, 0;\n\t}}\n\n\tDrawNumber 2, HBIGFONT, Black, 4, alignment(left) ,164,165;\n\tDrawNumber 2, HBIGFONT, Gray, StimkitCD, whennotzero|Fillzeros, drawshadow ,164,165;\n\n\t}\n\n\tPlayerClass Cyborg, Sjas, Choke\n\t{\n\n\t DrawNumber 3, HBIGFONT, Gold, AMMO2, fillzeros, drawshadow, -115, -44;\n     DrawNumber 3, HBIGFONT, Gold, AMMO1, fillzeros, drawshadow, -115, -85;\n     DrawImage AMMOICON2, -75, -28, centerbottom;\n     DrawImage AMMOICON1, -75, -65, centerbottom;\n\n\t IsSelected ChokeTeeth\n\t {\n\t  InInventory Goreverm, 1\n\t   {\n\t    DrawString SMALLFONT, CYAN, \"$SpecialNameCh\",45, 105, 0, alignment(left);\n\t    drawimage \"GWRMS\", 85, 185, centerbottom;\n\t   }\n\n\t  InInventory Not Goreverm, 1\n\t   {\n\t    DrawString SMALLFONT, Red, \"$SpecialNameCh\",45, 105, 0, alignment(left);\n\t    drawimage \"GWRMI\", 85, 185, centerbottom;\n\t   }\n\t  DrawNumber 2, HBIGFONT, Gray, Goreverm, fillzeros, alignment(left),158,120;\n      DrawNumber 2, HBIGFONT, Gold, Goreverm, fillzeros, drawshadow, -115, -44;\n      DrawImage \"GWRMAM\", -75, -28, centerbottom, 28,28;\n\t }\n\n\t}\n\n\tInInventory GhostBusterTraps\n\t{\n\n\t DrawNumber 2, HBIGFONT, Gold, TrapAmmo, fillzeros, drawshadow, -115, -44;\n     DrawNumber 3, HBIGFONT, Gold, ProtonCharge, fillzeros, drawshadow, -115, -85;\n     DrawImage TrapAmmo, -75, -28, centerbottom;\n     DrawImage ProtonCharge, -75, -65, centerbottom;\n\t  DrawNumber 3, HBIGFONT, Red, ProtonCharge, fillzeros, alignment(left),145,120;\n\t  DrawNumber 2, HBIGFONT, Gold, TrapAmmo, fillzeros, alignment(left),190,120;\n\tDrawNumber 2, HBIGFONT, Black, 13, alignment(left) ,164,165;\n\tDrawNumber 2, HBIGFONT, Gray, RealmPhaseCD, whennotzero|Fillzeros, alignment(left) ,164,165;\n\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameG\",45, 105, 0, alignment(left);\n\t\tdrawimage \"IONBA0\", 85, 185, centerbottom, 53, 53;\n\t\tInInventory RealmPhaseCD, 1\n\t     {\n\t      DrawString SMALLFONT, Red, \"$SpecialNameG\",45, 105, 0, alignment(left);\n\t\tdrawimage \"IONBH0\", 85, 185, centerbottom, 53, 53;\n\t\t}\n\t\tInInventory Not ProtonCharge, 60\n\t     {\n\t      DrawString SMALLFONT, Red, \"$SpecialNameG\",45, 105, 0, alignment(left);\n\t      drawimage \"IONBH0\", 85, 185, centerbottom, 53, 53;\n\t     }\n\t\tInInventory Not TrapAmmo, 4\n\t     {\n\t      DrawString SMALLFONT, Red, \"$SpecialNameG\",45, 105, 0, alignment(left);\n\t      drawimage \"IONBH0\", 85, 185, centerbottom, 53, 53;\n\t     }\n\n\t}\n\n\tPlayerClass Creeper\n\t{\n    DrawNumber 1, HBIGFONT, Gold, GhoulAmmo, fillzeros, drawshadow, -115, -85;\n    DrawImage GhoulAmmo, -75, -65, centerbottom;\n    DrawImage \"SRBAE0\", -75, -28, centerbottom, 32,32;\n\tDrawString HBIGFONT, DarkGray, \"Slot 2\",-155, -44, 0, alignment(left);\n\tIsSelected CreeperWeapon2\n\t {DrawString HBIGFONT, Gold, \"Slot 2\",-155, -44, 0, alignment(left);}\n\n\tInInventory FireRadiusCD\n\t {\n\n\t  DrawString HBIGFONT, Red, \"Slot 2\",-155, -44, 0, alignment(left);\n\t  Drawimage \"CLDWZ0\", -98, -24, centerbottom;\n\t  DrawNumber 1, HBIGFONT, Brick, FireRadiusCD, fillzeros, drawshadow, -85, -44;\n\n\t }\n\n\t}\n\tPlayerClass Frostbite\n\t{\n    DrawNumber 2, HBIGFONT, Gold, FrostAmmo, fillzeros, drawshadow, -115, -85;\n    DrawImage FrostAmmo, -75, -65, centerbottom;\n    DrawImage \"RBALB0\", -75, -28, centerbottom;\n\tDrawString HBIGFONT, DarkGray, \"Slot 2\",-155, -44, 0, alignment(left);\n\tIsSelected FrostTeeth2\n\t {DrawString HBIGFONT, Gold, \"Slot 2\",-155, -44, 0, alignment(left);}\n\t}\n\n\t//Hunter HUD\n\tInInventory Bow {\n\tDrawNumber 2, HBIGFONT, Gray, HunterMagicAmmo, fillzeros, alignment(left),158,120;\n\n\tDrawNumber 2, HBIGFONT, Gold, Ammo2, fillzeros, drawshadow, -115, -44;\n    DrawNumber 2, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -115, -85;\n    DrawImage AMMOICON2, -75, -28, centerbottom;\n    DrawImage AMMOICON1, -75, -65, centerbottom;\n\n\tIsSelected Not Bow\n\t{\n    DrawImage \"NGSTA0\", -25, -100, centerbottom, 34,34, forcescale;\n\tInInventory DarkBow\n\t {Drawimage \"CANCEL\", -25, -100, centerbottom;}\n\n\tInInventory HunterTracerCD\n\t {\n\t  Drawimage \"CLDWY0\", -25, -100, centerbottom;\n      DrawNumber 1, HBIGFONT, Brick, HunterTracerCD, fillzeros, drawshadow, -20, -120;\n\t }\n\n\t}\n\n\tIsSelected Not FireBow\n\t{\n    DrawImage \"HLFRD0\", -25, -135, centerbottom, 32,32;\n\tInInventory ThunderBow\n\t {Drawimage \"CANCEL\", -25, -135, centerbottom;}\n\n\tInInventory FireRadiusCD\n\t {\n\t  Drawimage \"CLDWY0\", -25, -135, centerbottom;\n      DrawNumber 1, HBIGFONT, Brick, FireRadiusCD, fillzeros, drawshadow, -20, -155;\n\t }\n\n\t}\n\tIsSelected Not IceBow\n\t{\n    DrawImage \"ICEPA0\", -25, -170, centerbottom, 32,32, forcescale;\n\tInInventory DarkBow\n\t {Drawimage \"CANCEL\", -25, -170, centerbottom;}\n\tInInventory IceSpikeCD\n\n\t {\n\t  Drawimage \"CLDWY0\", -25, -170, centerbottom;\n      DrawNumber 1, HBIGFONT, Brick, IceSpikeCD, fillzeros, drawshadow, -20, -190;\n\t }\n\n\t}\n\tIsSelected Not WindBow\n\t{\n    DrawImage \"VORTD0\", -25, -205, centerbottom, 32,32;\n\tInInventory ThunderBow\n\t {Drawimage \"CANCEL\", -25, -205, centerbottom;}\n\tInInventory WindRunCD\n\n\t {\n\t  Drawimage \"CLDWY0\", -25, -205, centerbottom;\n      DrawNumber 1, HBIGFONT, Brick, WindRunCD, fillzeros, drawshadow, -20, -225;\n\t }\n\n\t}\n\n\tdrawimage \"ICODAI\", 25, 155, centerbottom;\n\tdrawimage \"ICOthI\", 95, 155, centerbottom;\n\n\tIsSelected Bow\n\t{\n\n\t InInventory HunterTracerCD\n\t  {\n\t   drawimage \"CLDWy0\", -90, -23, centerbottom;\n       DrawNumber 1, HBIGFONT, Brick, HunterTracerCD, fillzeros, drawshadow, -85, -44;\n\t  }\n\n\t}\n\n\tIsSelected FireBow\n\t{\n\t DrawString Smallfont, Gray, \"- Fire\",85,165, 0,alignment(left);\n\t DrawString Smallfont, Brick, \"- 10MP\",85,175, 0,alignment(left);\n\n\t InInventory FireRadiusCD\n\t  {\n\t   drawimage \"CLDWY0\", -90, -23, centerbottom;\n       DrawNumber 1, HBIGFONT, Brick, FireRadiusCD, fillzeros, drawshadow, -85, -44;\n\t  }\n\n\t}\n\tIsSelected IceBow\n\t{\n\t DrawString Smallfont, Gray, \"- Ice\",15,165, 0,alignment(left);\n\t DrawString Smallfont, Brick, \"- 15HP\",15,175, 0,alignment(left);\n\t DrawString Smallfont, Brick, \"- 5MP\",15,185, 0,alignment(left);\n\n\t InInventory IceSpikeCD\n\t  {\n\t   drawimage \"CLDWY0\", -90, -23, centerbottom;\n       DrawNumber 1, HBIGFONT, Brick, IceSpikeCD, fillzeros, drawshadow, -85, -44;\n\t  }\n\n\t}\n\n\tIsSelected WindBow\n\t{\n\n\t InInventory WindrunCD\n\t  {\n\t   drawimage \"CLDWY0\", -90, -23, centerbottom;\n       DrawNumber 1, HBIGFONT, Brick, WindrunCD, fillzeros, drawshadow, -85, -44;\n\t  }\n\n\t}\n\n\tInInventory DarkBow { drawimage \"ICODAK\", 25, 155, centerbottom;\n\tDrawString Smallfont, Black, \"$SpecialNameHA\",15,115, 0,alignment(left);}\n\tInInventory ThunderBow { drawimage \"ICOTHN\", 95, 155, centerbottom;\n\tDrawString Smallfont, LightBlue, \"$SpecialNameHB\",85,115, 0,alignment(left);}\n\n\t}\n\t//Engineer HUD\n\tInInventory Nailgun\n\t{\n     DrawImage \"EMPBA0\", -75, -65, centerbottom, 33, 33;\n\n\t InInventory PFlameCD\n\t  {\n\n\t   drawimage \"CLDWZ0\", -80, -68, centerbottom;\n       DrawNumber 2, HBIGFONT, Brick, PFlameCD, fillzeros, drawshadow, -75, -88;\n\n\t  }\n\n\tIsSelected NailGun\n\t{\n\tDrawNumber 2, HBIGFONT, LightBlue, 8, fillzeros, alignment(left), -80, -45;\n\tDrawString HBIGFONT, White, \"/\",-100, -45, 0, alignment(left);\n\tDrawNumber 2, HBIGFONT, LightBlue, ShotCount, fillzeros, alignment(left), -128, -45;\n\t}\n\n\tIsSelected EMPCannon\n\n\t{\n\n\t DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -115, -44;\n     DrawImage weaponicon, -100, -5, centerbottom;\n     DrawImage AMMOICON1, -75, -28, centerbottom;\n\n\t}\n\n\tIsSelected UtilityGun\n\t{\n\n\t DrawNumber 3, HBIGFONT, Gold, Ammo1, fillzeros, drawshadow, -115, -44;\n     DrawImage weaponicon, -100, -5, centerbottom;\n     DrawImage AMMOICON1, -75, -28, centerbottom;\n\n\t}\n\n\tDrawNumber 3, HBIGFONT, Gray, MetalAmmo, fillzeros, alignment(left),158,120;\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameEn1\",30, 100, 0, alignment(left);\n\tDrawString SMALLFONT, CYAN, \"$SpecialNameEn2\",28, 111, 0, alignment(left);\n\tInInventory Level1 { drawimage \"Levil1\", 85, 185, centerbottom; }\n\tInInventory Level2 { drawimage \"Levil2\", 85, 185, centerbottom; }\n\tInInventory Level3 { drawimage \"Levil3\", 85, 185, centerbottom; }\n\tInInventory Level4 { drawimage \"Levil4\", 85, 185, centerbottom; }\n\tDrawString SMALLFONT, CYAN, \"$SpecialInfoEn1\",45, -335, 0, alignment(left);\n\tInInventory LV1UpgA {\n\tDrawString SMALLFONT, Green, \"$Plating2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$PlatingInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"8\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"$Thermo\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV1UpgB {\n\tDrawString SMALLFONT, Green, \"$Thermo2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$ThermoInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"5\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"$BioVest\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV1UpgC {\n\tDrawString SMALLFONT, Green, \"$BioVest2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$BiovestInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"7\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"$PowAmp\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV1UpgD {\n\tDrawString SMALLFONT, Green, \"$PowAmp2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$PowAmpInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"12\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"$Plating\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV2UpgA {\n\tDrawString SMALLFONT, Gold, \"$CombatA2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$CombatAInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"18\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gold, \"$SiegeA\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV2UpgB {\n\tDrawString SMALLFONT, Gold, \"$SiegeA2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$SiegeAInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"33\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gold, \"2 Stimkits\",88, -260, 0, alignment(left);\n\t}\n\n\tInInventory LV2UpgC {\n\tDrawString SMALLFONT, Gold, \"2 Stimkits:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$2StimkitInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"28\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gold, \"$JumpDev\",88, -260, 0, alignment(left);\n\n\t}\n\tInInventory LV2UpgD {\n\tDrawString SMALLFONT, Gold, \"$JumpDev2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$JumpDevInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"18\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gold, \"$GuardDrone\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV2UpgE {\n\tDrawString SMALLFONT, Gold, \"$GuardDrone2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$GuardDroneInfo1\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$GuardDroneInfo2\",45, -280, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"26\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gold, \"$CombatA\",88, -260, 0, alignment(left);\n\t}\n\tInInventory LV3Upg1A {\n\tDrawString SMALLFONT, Lightblue, \"$VenomBullet2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$VenomBulletInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"30\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$ShockShell\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg1B {\n\tDrawString SMALLFONT, Lightblue, \"$ShockShell2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$ShockShellInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"37\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"Backpack\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg1C {\n\tDrawString SMALLFONT, Lightblue, \"Backpack:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$BackpackInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"32\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$WingCape\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg2A {\n\tDrawString SMALLFONT, Lightblue, \"$WingCape2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$WingCapeInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"18\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Orange, \"Hunter\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$StString\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg2B {\n\tDrawString SMALLFONT, Lightblue, \"$StString2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$StStringInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"25\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Orange, \"Hunter\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$FReserve\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg3A {\n\tDrawString SMALLFONT, Lightblue, \"$FReserve2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$FReserveInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"20\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$FConduct\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg3B {\n\tDrawString SMALLFONT, Lightblue, \"$FConduct2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$FConductInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"23\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$PCore\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg3C {\n\tDrawString SMALLFONT, Lightblue, \"$PCore2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$PCoreInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"30\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$RecKit\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg4A {\n\tDrawString SMALLFONT, Lightblue, \"$RecKit2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$RecKitInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"27\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Blue, \"Ghostbuster\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$SCore\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg4B {\n\tDrawString SMALLFONT, Lightblue, \"$SCore2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$SCoreInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"23\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Blue, \"Ghostbuster\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$HTurret\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg5A {\n\tDrawString SMALLFONT, Lightblue, \"$HTurret2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$HTurretInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"30\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gray, \"Engineer\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$DaeHeart\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg6A {\n\tDrawString SMALLFONT, Lightblue, \"$DaeHeart2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$DaeHeartInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"23\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, J3, \"Exile\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$BlazRage\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg6B {\n\tDrawString SMALLFONT, Lightblue, \"$BlazRage2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$BlazRageInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"32\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, J3, \"Exile\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$MalBlood\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg6C {\n\tDrawString SMALLFONT, Lightblue, \"$MalBlood2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$MalBloodInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"25\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, J3, \"Exile\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$BGrenade\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg7A {\n\tDrawString SMALLFONT, Lightblue, \"$BGrenade2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$BGrenadeInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"27\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, RED, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$BBomb\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg7B {\n\tDrawString SMALLFONT, Lightblue, \"$BBomb2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$BBombInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"32\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, RED, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$SCooler\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg7C {\n\tDrawString SMALLFONT, Lightblue, \"$SCooler2\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$SCoolerInfo\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"36\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, RED, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$ResC4\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV3Upg7D {\n\tDrawString SMALLFONT, Lightblue, \"$ResC42\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$ResC4Info\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"27\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, RED, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Lightblue, \"$VenomBullet\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg1A {\n\tDrawString SMALLFONT, Red, \"Super Shotgun:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Double Barreled Shotgun.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"99\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Assault Shotgun\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg1B {\n\tDrawString SMALLFONT, Red, \"Assault Shotgun:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Automatic Shotgun.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"75\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Chaingun\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg1C {\n\tDrawString SMALLFONT, Red, \"Chaingun:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Weapon wiht insane Firerate.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"50\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Siege Rifle\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg1D {\n\tDrawString SMALLFONT, Red, \"Siege Rifle:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Bullets explode, 100% accuracy but risky at close.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"55\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Plasma Grenades\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg1E {\n\tDrawString SMALLFONT, Red, \"Plasma Grenades:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"No self-damage, ghouls too close will be blinded.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"38\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Green, \"Marine\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Chu-Ko-Nu\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg2A {\n\tDrawString SMALLFONT, Red, \"Chu-Ko-Nu:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Shots 7 normal arrows by the cost of 1.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"36\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Orange, \"Hunter\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Iron Arrows\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg2B {\n\tDrawString SMALLFONT, Red, \"Iron Arrows:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Normal: + 15 damage & armor pierce Magical: +8 damage.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"32\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Orange, \"Hunter\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Warlock's Amulet\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg2C {\n\tDrawString SMALLFONT, Red, \"Warlock's Amulet:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Improves altfire magic attacks.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"38\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Orange, \"Hunter\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Energy Jailhook\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg3A {\n\tDrawString SMALLFONT, Red, \"Energy Jailhook:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Target ghoul and attacker cyborg are froze in place.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"41\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Viper Rockets\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg3B {\n\tDrawString SMALLFONT, Red, \"AHPR - Viper - Rockets:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Autohoming plama rockets.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"48\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Teleport Cores\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg3C {\n\tDrawString SMALLFONT, Red, \"Teleport Cores:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"5 already charged Blinks.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"65\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Cyborg\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Recaller\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg4A {\n\tDrawString SMALLFONT, Red, \"Recaller:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"When upgrading, gives all classic ghoul powers.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"58\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Blue, \"Ghostbuster\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Booster\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg4B {\n\tDrawString SMALLFONT, Red, \"Booster:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Last classic ghoul killed will have a boosted power once upgrading.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"61\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Blue, \"Ghostbuster\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Attractor\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg4C {\n\tDrawString SMALLFONT, Red, \"Attactor:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Traps drag ghouls inside.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"77\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Blue, \"Ghostbuster\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Scorch Nails\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg5A {\n\tDrawString SMALLFONT, Red, \"Scorch Nails:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Nails rip through ghouls and have added fire damage.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"55\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gray, \"Engineer\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Wrestling Bot\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg5B {\n\tDrawString SMALLFONT, Red, \"Wrestling Bot:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"CQC intensifies.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"78\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Gray, \"Engineer\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Diabolofrit\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg6A {\n\tDrawString SMALLFONT, Red, \"Diabolofrit:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Evoles Daefrit, with increased firepower and health. Can also use a spell.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"58\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, J3, \"Exile\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Furious Blade\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg6B {\n\tDrawString SMALLFONT, Red, \"Furious Blade:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Allows Agony Edge to shot 3 projectiles with altfire.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"62\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, J3, \"Exile\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Black Widow\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg7A {\n\tDrawString SMALLFONT, Red, \"Black Widow:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Relentless spiders, slow target and drop poison gas.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"50\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Fragmentation Grenades\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg7B {\n\tDrawString SMALLFONT, Red, \"Fragmentation Grenades:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Grenades drop explosive frags on death.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"50\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"C4 Reconstructor\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg7C {\n\tDrawString SMALLFONT, Red, \"C4 Reconstructor:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Regens up to 1 C4 charge if there are no C4 at all.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"70\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Napalm Bombs\",88, -250, 0, alignment(left);\n\t}\n\tInInventory LV4Upg7D {\n\tDrawString SMALLFONT, Red, \"Napalm Bombs:\",45, -300, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Roasty. Overwhelming. Terrorizing.\",45, -290, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Cost\",45, -270, 0, alignment(left);\n\tDrawString SMALLFONT, Purple, \"70\",88, -270, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"Class:\",45, -260, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Demolisher\",88, -260, 0, alignment(left);\n\tDrawString SMALLFONT, White, \"$Next\",45, -250, 0, alignment(left);\n\tDrawString SMALLFONT, Red, \"Super Shotgun\",88, -250, 0, alignment(left);\n\t}\n\n\t}\n\t//health\n\tDrawNumber 3, HBIGFONT, Yellow, Health, fillzeros, drawshadow, 65, -22, Red, 25, Green, 400;\n   DrawImage \"MEDIA0\", 22, -4, centerbottom;\n\n\t//armor\n\tDrawNumber 3, HBIGFONT, DarkGreen, Armor, fillzeros, drawshadow, 70, -52, DarkRed, 40,   LightBlue, 125;\n   DrawImage armoricon, 22, -34, centerbottom;\n\n   //Ammo\n   DrawImage \"STBOX\", -100, -5, centerbottom;\n   DrawImage weaponicon, -100, -5, centerbottom;\n   DrawString HBIGFONT, Yellow, \"Items:\",-200, -70, 0;\n\n   //Inventory Bar\n   DrawInventoryBar Doom, alwaysshow, 4, smallfont, -300, -50;\n\n\tIsSelected DemoGL\n\t{\n\t InInventory DemoAltCD, 1\n\t {\n      DrawNumber 3, HBIGFONT, Red, Ammo2, fillzeros, -115, -44;\n\t  drawimage \"CLDWZ0\", -90, -23, centerbottom;\n      DrawNumber 1, HBIGFONT, Brick, DemoAltCD, fillzeros, drawshadow, -85, -44;\n\t }\n\t}\n\n\tIsSelected Riotgun\n\t{\n\t InInventory GrenadeCooldown, 1\n\t {\n     DrawNumber 2, HBIGFONT, Red, Ammo2, fillzeros, -115, -44;\n\t drawimage \"CLDWZ0\", -90, -23, centerbottom;\n\t }\n\t}\n\n\tIsSelected AssaultRifle\n\t{\n\t InInventory GrenadeCooldown, 1\n\t {\n      DrawNumber 2, HBIGFONT, Red, Ammo2, fillzeros, -115, -44;\n\t  drawimage \"CLDWZ0\", -90, -23, centerbottom;\n\t }\n\t}\n\n\tIsSelected DualPistols\n\t{\n\t InInventory GrenadeCooldown, 1\n\t {\n      DrawNumber 2, HBIGFONT, Red, Ammo1, fillzeros, -115, -44;\n\t  drawimage \"CLDWZ0\", -90, -23, centerbottom;\n\t }\n\t}\n\n}"
      },
      {
        "source": "pk3",
        "name": "actors/achieve.txt",
        "contents": "Actor CheckAchievements : CustomInventory\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tUse:\n\t    TNT1 A 0\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"Achievement Check\", 0,0)\n\t\tStop\n\t}\n}\n\nactor SnipeCount : Inventory//For new lightning bow achievement.\n{\ninventory.amount 1\ninventory.maxamount 3\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor KilledSjas : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor UsedFuel : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor AchievementID : Inventory\n{\ninventory.amount 1\ninventory.maxamount 99\n}\n\nactor KilledCreeper : KilledSjas {}\nactor KilledJitter : KilledSjas {}\n\nactor KilledQrowhant : KilledSjas {}\n\nactor KilledSwampie : KilledSjas {}\n\nactor KilledSangel : KilledSjas {}\n\nactor KilledMarine : KilledSjas {}\n\nactor KilledHunter : KilledSjas {}\n\nactor KilledCyborg : KilledSjas {}\n\nactor KilledExile : KilledSjas {}\n\nactor KilledDemoman : KilledSjas {}\n\nactor KilledVoidWarrior : KilledSjas {}\n\nactor KilledCount : KilledSjas\n{\ninventory.maxamount 9999\n}\n\nactor AchievementFlag1 : KilledSjas {}\nactor AchievementFlag2 : KilledSjas {}\n\nactor KilledTwice : KilledCount {}\nactor KilledThrice : KilledCount {}\nactor KilledSpree : KilledCount {}\nactor KilledRampage : KilledCount {}\n\nactor KilledG : KilledCount {}\n\nactor KilledJ : KilledCount {}\n\nactor KilledJ2 : KilledCount {}//Required for Blizzard.\n\nactor Killedfire2 : KilledCount {}\n\nactor Killedice2 : KilledCount {}\n\nactor Killedlightning : KilledCount {}\n\nactor Crunched : KilledCount {}\n\nactor Unlock13 : CustomInventory // BALLS OF STEEL\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(976,0)\nstop\n}\n}\n\nactor Unlock9 : CustomInventory // LOW BATTERY\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(976,0,2)\nstop\n}\n}\n\nactor achievelist : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 0 ACS_ExecuteAlways(963,0)//975\nfail\n}\n}\n\nactor ClassInfoList : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nUse:\nTNT1 A 0 ACS_ExecuteAlways(524,0)\nfail\n}\n}\n\nactor KilledByGB : Inventory\n{\ninventory.amount 99\ninventory.maxamount 99\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nActor TipToe : IsDummy {}\nActor Got2XKill : IsDummy {}\nActor Got3XKill : IsDummy {}\nActor GotKSpree : IsDummy {}\nActor GotRampage : IsDummy {}\nActor GotRMaker : IsDummy {}\nActor GotBruler : IsDummy {}\nActor GotMOH : IsDummy {}\nActor GotDOH : IsDummy {}\nActor GotHOD : IsDummy {}\nActor GotCNorris : IsDummy {}\nActor GotCommando : IsDummy {}\nActor GotHMoon : IsDummy {}\nActor GotTerm : IsDummy {}\nActor GotWYGC : IsDummy {}\nActor GotPsyWORKER : IsDummy {}\nActor GotHellPnsh : IsDummy {}\nActor GotPyro : IsDummy {}\nActor GotPftV : IsDummy {}\nActor GotDGamble : IsDummy {}\nActor GotCMenace : IsDummy {}\nActor GotTReaper : IsDummy {}\nActor GotBBath : IsDummy {}\nActor GotCNightm : IsDummy {}\nActor GotSuTorm : IsDummy {}\nActor GotLiSwmp : IsDummy {}\nActor GotBloEmper : IsDummy {}\n//Marine\nActor GotNoScope : IsDummy {}\nActor GotRiotTroop : IsDummy {}\nActor GotRifleman : IsDummy {}\nActor GotLobber : IsDummy {}\nActor GotInvSpam : IsDummy {}\nActor GotGoingZerk : IsDummy {}\nActor GotWCPGW : IsDummy {}\nActor GotSS : IsDummy {}\nActor GotTIMBS : IsDummy {}\n//Hunter\nActor GotStakedWin : IsDummy {}\nActor GotPyrosniper : IsDummy {}\nActor GotIceSpammer : IsDummy {}\nActor GotWhistler : IsDummy {}\nActor GotShadancer : IsDummy {}\nActor GotThucaller : IsDummy {}\nActor GotSoTracker : IsDummy {}\nActor GotBlazaura : IsDummy {}\nActor GotFroztrop : IsDummy {}\nActor GotGustrob : IsDummy {}\nActor GotVenLock : IsDummy {}\nActor GotBPassion : IsDummy {}\n//Cyborg\nActor GotLowBat : IsDummy {}\nActor GotBDemise : IsDummy {}\nActor GotITBOAY : IsDummy {}\nActor GotJetNinja : IsDummy {}\nActor GotWhyWalk : IsDummy {}\nActor GotEcoWar : IsDummy {}\nActor GotLFader : IsDummy {}\n//Ghost Buster\nActor GotItsTrap : IsDummy {}\nActor GotEgon : IsDummy {}\nActor GotAgiWhisp : IsDummy {}\nActor GotSpihunt : IsDummy {}\nActor GotMarrailer : IsDummy {}\nActor GotAggroP : IsDummy {}\nActor GotRainDet : IsDummy {}\nActor GotDuskB : IsDummy {}\nActor GotFMelter : IsDummy {}\nActor GotVampTend : IsDummy {}\n//Engineer\nActor GotBGear : IsDummy {}\nActor GotFavCarry : IsDummy {}\nActor GotUpgFan : IsDummy {}\nActor GotNoHarm : IsDummy {}\nActor GotIResp : IsDummy {}\nActor GotTSucc : IsDummy {}\nActor GotSean : IsDummy {}\nActor GotRoboEmp : IsDummy {}\n//Exile\nActor GotTrent : IsDummy {}\nActor GotUpower : IsDummy {}\nActor GotWherego : IsDummy {}\nActor Got2XEdge : IsDummy {}\nActor GotWillCut : IsDummy {}\nActor GotBanned : IsDummy {}\n//Demolisher\nActor GotOutWeigh : IsDummy {}\nActor GotKaboom : IsDummy {}\nActor GotGlueBack : IsDummy {}\nActor GotBonfire : IsDummy {}\nActor GotDoomPhys : IsDummy {}\nActor GotDiamonds : IsDummy {}\nActor GotScorock : IsDummy {}\nActor GotMcreep : IsDummy {}\nActor GotWhat : IsDummy {}\nActor GotFstart : IsDummy {}\n//Void Warrior\nActor GotSchmort : IsDummy {}\nActor GotThatmine : IsDummy {}\nActor GotThigs : IsDummy {}\nActor GotCheat : IsDummy {}\nActor GotDid0 : IsDummy {}\nActor GotCancelled : IsDummy {}\n//Sjas\nActor GotIFly : IsDummy {}\nActor GotTurb : IsDummy {}\nActor GotReflecc : IsDummy {}\nActor GotQuic : IsDummy {}\nActor GotQuicc : IsDummy {}\nActor GotShrBolt : IsDummy {}\nActor Got0Helmet : IsDummy {}\n//Creeper\nActor GotNoBalls : IsDummy {}\nActor GotBOS : IsDummy {}\nActor GotLOB : IsDummy {}\nActor GotGrave : IsDummy {}\nActor GotNeme : IsDummy {}\nActor GotUPhox : IsDummy {}\n//Jitterskull\nActor GotDinner42 : IsDummy {}\nActor GotTip2 : IsDummy {}\nActor GotSonya : IsDummy {}\n//Choke\nActor GotStendal : IsDummy {}\nActor GotStronk : IsDummy {}\nActor GotSatan1 : IsDummy {}\nActor GotSatan2 : IsDummy {}\nActor GotSatan3 : IsDummy {}\nActor GotDealer : IsDummy {}\n//Frostbite\nActor GotChillDood : IsDummy {}\nActor GotNL : IsDummy {}\nActor GotAntiAir : IsDummy {}\n//Qrowhant\nActor GotNTrick : IsDummy {}\nActor GotNTrap : IsDummy {}\nActor GotNCheeat : IsDummy {}\nActor GotDoomed : IsDummy {}\nActor GotNEscape : IsDummy {}\nActor GotTrick : IsDummy {}\nActor GotWilt : IsDummy {}\nActor Got1Point : IsDummy {}\nActor GotD4T : IsDummy {}\nActor GotSlowmotion : IsDummy {}\n//Swamp Thing\nActor GotZanSloth : IsDummy {}\nActor GotDramaNova : IsDummy {}\nActor GotMM8BRP : IsDummy {}\nActor GotHyperSensitive : IsDummy {}\n//Sangel\nActor GotKillstrike : IsDummy {}\nActor GotHomingShit : IsDummy {}\nActor GotDrag : IsDummy {}\nActor GotCQC : IsDummy {}\nActor GotBathed : IsDummy {}\n\n//M E M E S//\n\nActor GotTelefucc : IsDummy {}\nActor GotAscended : IsDummy {}\n\nActor DPKills : KilledCount {}\nActor SGKills : KilledCount {}\nActor ARKills : KilledCount {}\nActor DPKills : KilledCount {}\nActor SSGKill : KilledCount {}\nActor GrenadeKills : KilledCount {}\nActor InvSpamKills : KilledCount {}\nActor PureRageKills : KilledCount {}\nActor SuicidalKill : KilledCount {}\nActor RageMinimalKill : KilledCount {}\nActor IAmDead : IsDummy {}\nActor NormalAKill : KilledCount {}\nActor FireAKills : KilledCount {}\nActor IceAKills : KilledCount {}\nActor WindAKills : KilledCount {}\nActor DankAKills : KilledCount {}\nActor ThundAKills : KilledCount {}\nActor NormalMKill : KilledCount {}\nActor FireMKills : KilledCount {}\nActor IceMKill : KilledCount {}\nActor WindMKill : KilledCount {}\nActor VenoMKill : KilledCount {}\nActor FireSnipedKill : KilledCount {}\nActor CrapKill : KilledCount {}\nActor BlinKill : KilledCount {}\nActor BlinkingKill : KilledCount {}\nActor TrapKills : KilledCount {}\nActor GBEchoKills : KilledCount {}\nActor GBSoulKills : KilledCount {}\nActor GBBoneKills : KilledCount {}\nActor GBBloodKills : KilledCount {}\nActor GBIceKills : KilledCount {}\nActor GBDarkKills : KilledCount {}\nActor GBAcidKills : KilledCount {}\nActor GBVampKills : KilledCount {}\nActor NailKills : KilledCount {}\nActor MachinesKill : KilledCount {}\nActor CrescentKilledTwice : KilledCount {}\nActor EdgeKills : KilledCount {}\nActor NightfireKills : KilledCount {}\nActor C4Smashed : KilledCount {}\nActor C4KilledTwice : KilledCount {}\nActor FloorFireKill : KilledCount {}\nActor YzmaKill : KilledCount {}\nActor SjasLowKill : KilledCount {}\nActor SlowBallKilled : KilledCount {}\nActor CreepBallKills : KilledCount {}\nActor UPhoenixKill : KilledCount {}\nActor VomitKilled : KilledCount {}\nActor BallKills : KilledCount {}\nActor FrostWindKilled : KilledCount {}\nActor FrostBallKilled : KilledCount {}\nActor CyborgAirKilled : KilledCount {}\nActor CurseKilled : KilledCount {}\nActor SwampGaleKilled : KilledCount {}\nActor SwampNovaKTwice : KilledCount {}\nActor DramaticKilled : KilledCount {}\nActor ChainsKilled : KilledCount {}\nActor SangClawKilled : KilledCount {}\nActor BatKilled : KilledCount {}\n\nActor UsedNailgun : KilledCount {}\nActor UsedEMP : KilledCount {}\nActor KitSummoned : KilledCount {}\nActor FuelUsed : KilledCount {}\nActor DashUsed : KilledCount {}\nActor SDashUsed : KilledCount {}\nActor SjasUsed : KilledCount {}\nActor CreeperUsed : KilledCount {}\nActor JitterUsed : KilledCount {}\nActor ChokeUsed : KilledCount {}\nActor FrostUsed : KilledCount {}\nActor QrowUsed : KilledCount {}\nActor SwampUsed : KilledCount {}\nActor SangUsed : KilledCount {}\nActor CurseUsed : KilledCount {}\nActor TerrorbUsed : KilledCount {}\nActor NeverAltsUsed : KilledCount {}\nActor FlightTics : KilledCount {}\nActor CursePlaced : KilledCount {}\nActor TerrorbPlaced : KilledCount {}\nActor WormSuccess : KilledCount {}\nActor BatsUsed : KilledCount {}\nActor SuckedGhouls : KilledCount {}\nActor BallsUsed : KilledCount {}\nActor BallUsed : KilledCount {}\nActor TurretCount : KilledCount {}\nActor MelbotCOunt : KilledCount {}\n\nActor AscendedSang : KilledCount {}\nActor AscendedCreep : KilledCount {}\nActor AscendedSjas : KilledCount {}\nActor AscendedQrow : KilledCount {}\nActor AscendedFrost : KilledCount {}\nActor AscendedSang2 : KilledCount {}\nActor AscendedSwamp : KilledCount {}\nActor ASCENDEDCHOKE : KilledCount {}\n\nActor MatchEnded : IsDummy {}"
      },
      {
        "source": "pk3",
        "name": "actors/global.txt",
        "contents": "//For use of addon-related bot-scripts. If found on a bot the script fails and stops.\n//Employ as needed in addons official or not.\nActor GVHPlayer : PlayerPAWN\n{ Damagefactor CreeperMachine, 0.0}\n\nActor GhoulPlayer : PlayerPAWN\n{ }\nactor DontAlterBot : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor SnowGun : Inventory//Just there to keep the ACS happy.\n{//The Santa addon file will replace them with functional weapons.\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor BotSnowGun : SnowGun {}\nactor HollyTraps : SnowGun {}\nactor BotHollyTraps : SnowGun {}\nactor StarLauncher : SnowGun {}\nactor BotStarLauncher : SnowGun {}\n\nactor PreventCheats : SnowGun {}//Mod support: Give this to classes that arent the default ones so the anti-cheat\n//scripts will also check them as well.\n\nactor NoAchievements : Inventory//Disables the gaining of achievements if desired.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\n//Used for checking if bots are attacking something.\nactor BotAttack : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor BotReady : Inventory//Or when not attacking something.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\nactor BotSingleplayer : Inventory//For singleplayer bot handling.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n//Used for addon compability with GVH: Rainbow Edition (GVH:RE), prohibits morphing.\nActor NoRainbowMorph : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\n//Items for the Desperation mechanic.\n/*Actor DontDoDesperation : Health\n{\n  Inventory.Amount 1\n  Inventory.MaxAmount 1\n}*/\n//Disable Desperation boost trigger for holder of this item.\nactor DontDoDesperation : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor Desperation : Inventory\n{\ninventory.amount 1\ninventory.maxamount 10\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor GhoulAmmo : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 1\n  inventory.maxamount 3\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 3\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nActor SjasAmmo : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 1\n  inventory.maxamount 5\n  inventory.icon \"GHOULAMM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 5\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nActor VampBats : Ammo\n{\n  inventory.pickupmessage \"\"\n  inventory.amount 1\n  inventory.maxamount 10\n  inventory.icon \"VBATITEM\"\n  ammo.backpackamount 3\n  ammo.backpackmaxamount 20\n  +INVENTORY.IGNORESKILL\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n}\n\nactor Botshowpain : PowerDamage\n{\ndamagefactor \"nothing\", 1.0\npowerup.duration 25//35\n//inventory.icon \"JMORPH\"\n}\nactor Botshowpain2 : BotShowPain\n{\npowerup.duration 65//25\n}\nactor Botshowpain3 : BotShowPain\n{\npowerup.duration 65\n}\n\nactor ChokeHealer : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\n+INVENTORY.AUTOACTIVATE\nstates\n{\nSpawn:\nTNT1 A -1\nstop\nPickup:\nUse:\nTNT1 A 0 ACS_ExecuteAlways(613,0)//3\nstop\n}\n}\n\nactor HealDelay : PowerDamage\n{\ndamagefactor \"nothing\", 1.0\npowerup.duration 17//85\n//inventory.icon \"JMORPH\"\n}\n\nactor CreepGotya : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\nPickup:\nANT1 A 0 A_PlaySoundEx(\"creepgotya\", \"SoundSlot5\")\nstop\n}\n}\n\nactor CreeperStunCheck : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nloop\n}\n}\n\nactor Reflectdummy : ScriptedMarine\n{\n+REFLECTIVE\n+INVULNERABLE\n}\n\nactor Railtester : ChaingunGuy\n{\ndamage 1\nstates\n{\nMissile:\nCPOS E 10 A_FaceTarget\nCPOS FE 4 bright A_MonsterRail\nCPOS F 1 A_CPosRefire\ngoto Missile+1\n}\n}\n\nactor Cheapcheck : Inventory // Used to prevent R_Drawtrans false and any other BS settings to cheat.\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 1\nLoop\n}\n}\n\nactor Creeperheal : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A -1\nstop\nPickup:\nTNT1 A 0 ACS_ExecuteAlways(979,0,3)\nstop\n}\n}\n\nactor Creeperhealth : Health\n{\n//  inventory.pickupmessage \"Boo\"\n  inventory.amount 70\n  inventory.maxamount 70\n  states\n  {\n  Spawn:\n    TNT1 A -1\n    stop\n  }\n\n}\n\nactor gibmeplz // Test the gibs\n{\ndamagetype \"Jitter\"\nPROJECTILE\nSpeed 1\nStates\n{\nSpawn:\nTNT1 A 1\nTNT1 A 0 A_Explode(255,255,1)\nStop\n}\n}\n\nactor bob : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 6 A_CustomMissile(\"CreeperBall\",0,0,0)\n    loop\n}\n}\n\nactor bill : DoomImp\n{\nstates\n{\nMissile:\nTROO EF 5\nTROO E 0 A_FaceTarget\nTROO E 0 A_CustomMissile(\"CreeperBall\",0,0,0,2,0)\nTROO EF 5\nTROO E 0 A_FaceTarget\nTROO E 0 A_CustomMissile(\"SjasAttack\",0,0,0,2,0)\nTROO EF 5\nTROO E 0 A_FaceTarget\nTROO E 0 A_CustomMissile(\"JitterskullAttack\",0,0,0,2,0)\nloop\n}\n}\n\n//More B-named imps for testing!\nactor bert : DoomImp\n{\nstates\n{\nMissile:\nTROO EF 30\nTROO E 0 A_FaceTarget\nTROO E 0 A_PlaySoundEx(\"weapons/bowpowerup\",\"Weapon\")\nTROO E 0 A_SpawnItem(\"NormalRadius\",0 ,0, 0)\nLoop\n}\n}\n\nactor biff : DoomImp\n{\nstates\n{\nMissile:\nTROO EF 30\nTROO E 0 A_FaceTarget\nRED5 A 0 A_PlaySoundEx(\"weapons/firespin\",\"Weapon\")\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-40,0,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",-20,-20,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",0,-40,0,0,0,0,0,0)\nTROO F 0 A_SpawnItem(\"FireRadius\",0 ,0, 0)\nTROO F 2 bright A_SpawnItemEx(\"FireSpinAttack\",20,-20,0,0,0,0,0,0)\nLoop\n}\n}\n\nactor IceImp : Doomimp\n{\nstates\n{\nMissile:\nTROO E 2\nTROO E 0 A_PlayWeaponSound(\"icerain\")\nTROO FFFFFFF 2 A_SpawnItemEx(\"IceFallSpawner\", random(-200,200), random(-200,200), 9999,0,0,0,0,SXF_NOCHECKPOSITION)\nTROO E 1\nLoop\n}\n}\n\nactor SawImp : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 12 A_CustomMissile(\"BuzzSawThrown\",0,0,0)\n    loop\n}\n}\n\nactor FireArrowImp : DoomImp\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 10 A_CustomMissile(\"FlameArrow\",0,0,0)\n    loop\n}\n}\n\nactor ArrowImp : DoomImp//For damage testing.\n{\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 12 A_CustomMissile(\"ArrowFire2\",0,0,0)\n\tTROO G 10\n    loop\n}\n}\n\nactor SteamImp : DoomImp\n{\ndamagefactor \"Grenade\", 0.0\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 18 A_CustomMissile(\"SteamProjectile\",0,0,0)\n    loop\n}\n}\n\nactor SteamImp2 : DoomImp\n{\ndamagefactor \"Grenade\", 0.0\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 18 A_CustomMissile(\"SteamProjectile2\",0,0,0)\n    loop\n}\n}\n\nactor LightningArrowImp : DoomImp\n{\nHealth 400\ndamagefactor \"Lightning\", 1.6\nstates\n{\n  Missile:\n    TROO EF 8 A_FaceTarget\n    TROO G 18 A_CustomMissile(\"NewLightningArrow\",0,0,0)\n    loop\n  Pain.Lightning:\n    TROO A 0 A_Pain\n\tTROO A 0 ACS_ExecuteAlways(541,0)\n\tTROO E 2\n\tTROO EF 8 A_FaceTarget\n\tTROO GGG 8 A_CustomMissile(\"BuzzSawThrown\",0,0,0)\n\tGoto Missile\n}\n}\n\nactor Cyborgstomp\n{\nPROJECTILE\n+NOBLOOD\ndamage 0\nradius 10\nSpeed 20\n+CLIENTSIDEONLY\ndeathsound \"CyborgStomp\"\nStates\n{\nSpawn:\nTNT1 A 1\nStop\nDeath:\nTNT1 A 0\nTNT1 A 1 //A_PlaySound(\"CyborgStomp\")\nStop\n}\n}\n\nACTOR ArchvileFirex : ArchvileFire\n{\n\tSpeed 5\n\t+NOINTERACTION\n        +NOBLOCKMAP\n        +NOCLIP\n\t\t+CLIENTSIDEONLY\n}\n\nACTOR ArchvileFirex2 : ArchvileFirex\n{\n\tSpeed 2\n}\n\nACTOR ArchvileFirex3 : ArchvileFirex\n{\n\ttranslation \"160:167=96:111\"\n}\n\nACTOR ArchvileFirex4 : SpawnFire replaces TeleportFog\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle none // No more giving away spawn spots\ntranslation \"160:167=192:207\"\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR TelFire : ArchvileFirex4\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\nrenderstyle translucent\ntranslation \"160:167=192:207\"\nalpha 0.7\nStates\n{\nSpawn:\nFIRE A 0\nFIRE A 0 A_PlaySoundEx(\"newteleportfog\",\"Voice\")\nFIRE ABCDEFGH 4 Bright\nStop\n}\n}\n\nACTOR Cuthead\n{\n- SOLID\n+NOBLOCKMAP\nScale 0.1\nStates\n{\nSpawn:\nDECR A -1\nLoop\n}\n}\n\nActor MeleeWallSlice\n{\n +NoClip\n -Telestomp\n +NoBlockMap\n +ClientsideOnly\n +Nogravity\n  States\n   {\n    Spawn:\n\t FX57 A 0\n      FX57 A 2 Bright A_PlaySound(\"Claw/Metal\")\n      FX57 BCDEFGHIJ 1 Bright\n\t  Stop\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/GlobalIDs.txt",
        "contents": "Actor TisAGhul : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor ThisHuman : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor IsDummy : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor EnforceReload : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor InformationOn : IsDummy {}\n\nActor Tic : Inventory {Inventory.MaxAmount 999999}\nActor EngineerTic : Inventory {Inventory.MaxAmount 999999}\nActor JitterTics : Inventory {Inventory.MaxAmount 999999}\n\nActor ShotCount : Inventory {Inventory.MaxAmount 999}\n\nActor TurretLimit : Inventory {Inventory.MaxAmount 3}\nActor TotalTurretLimit : Inventory {Inventory.MaxAmount 5}\nActor CreeperStunHealer : CustomInventory\n{\n\tInventory.Amount 1\n\tInventory.MaxAmount 1\n +Invbar\n +AutoActivate\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A -1\n\t\tStop\n\tUse:\n\t\tTNT1 A 1\n\t\ttnt1 a 0 HealThing(20)\n\t\tTNT1 A 0 ACS_ExecuteAlways(300, 0)\n\t\tStop\n\t}\n}\n\nActor SoulCount : CustomInventory\n{\n  Inventory.MaxAmount 5\n  Inventory.Amount 1\n   States\n    {\n\t Spawn:\n\t  TNT1 A 1\n\t  Loop\n\t Use:\n\t  TNT1 A 1\n\t  Fail\n    }\n}\n\nActor Timer : PowerDamage\n{\n\tDamageFactor \"Nothing\", 1.0\n\tPowerup.Duration 35\n}\n\nActor ChokeHealDelay : Timer\n{\n PowerUp.Duration 3\n}\n\nActor ArcCooldown : Timer\n{\n PowerUp.Duration 55\n}\n\nActor DePhaseDelay : Timer\n{\n\tPowerup.Duration -2\n}\n\nActor WindRunLockCD : Timer\n{\n\tPowerup.Duration 50\n}\n\nActor KillTaunter : CustomInventory\n{\n Inventory.MaxAmount 3\n Inventory.Amount 1\n +Invbar\n +AutoActivate\n Inventory.Icon \"AMMOITEM\"\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t Loop\n\tUse:\n\t TNT1 A 0\n\t tnt1 a 0 ACS_EXECUTEALWAYS(299,0,0)\n\t Stop\n   }\n}\n\nActor RangerKills : Inventory\n{ Inventory.MaxAmount 999 }\n\nActor NotVP : IsDummy {}\nActor IsVP : IsDummy {}\n\nActor HeatCharge : IsDummy { Inventory.MaxAmount 100 }\nActor BlinkCharge : HeatCharge {} Actor ChargeReady : IsDummy {}\nActor BlinkReady : IsDummy {} Actor BlinkActivate : IsDummy {}\nActor FreezeDown : Inventory { Inventory.MaxAmount 25 }\nActor ChargeUse : IsDummy {} Actor BuffOn : IsDummy {}\nActor TerrorbCD : IsDummy { Inventory.MaxAmount 8 }\nActor SwampgasCD : IsDummy { Inventory.MaxAmount 10 }\nActor QrowCCD : IsDummy { Inventory.MaxAmount 7 }\nActor QrowCurseTimer : IsDummy { Inventory.MaxAmount 3 }\nActor QrowCurseTimer2 : IsDummy { Inventory.MaxAmount 4 }\nActor PFlameCD : IsDummy { Inventory.MaxAmount 18 }\nActor DisarmerCD : IsDummy { Inventory.MaxAmount 6 }\nActor DisarmTimer : IsDummy { Inventory.MaxAmount 4 }\nActor RealmPhaseCD : IsDummy { Inventory.MaxAmount 13 }\nActor PandoraSpellCD : IsDummy { Inventory.MaxAmount 13 }\nActor BloodChainCD : IsDummy {Inventory.MaxAmount 2 }\nActor Marinecheck : IsDummy  {}\nActor IonDisrupt : IsDummy  {}\nActor Swampcheck : IsDummy  {}\nActor StimkitCD : IsDummy { Inventory.MaxAmount 4 }\nActor PandoraReady : IsDummy {}\nActor ChokeTracer2 : IsDummy {}\nActor AttackBlocked : IsDummy {Inventory.MaxAmount 110 }\nActor SlowDown : PowerSpeed\n{\n Speed 0.5\n PowerUp.Duration -1\n}\n\nActor ChokeTracer : SlowDown\n{\n PowerUp.Duration -28\n +POWERSPEED.NOTRAIL\n Speed 1\n}\n\nActor IonShield : SlowDown\n{\n PowerUp.Duration -10\n +POWERSPEED.NOTRAIL\n Speed 1\n}\n\nActor DemoOilSlow : SlowDown\n{\n PowerUp.Duration 10\n Speed 0.25\n}\n\nActor WindrunSpeed : PowerSpeed\n{\n Speed 1.8\n PowerUp.Duration 15\n +POWERSPEED.NOTRAIL\n}\n\nActor VWFailCD : PowerDAMAGE\n{\n Damagefactor normal, 1.0\n PowerUP.Duration 50\n}\n\nActor MegaSlow : Slowdown\n{\n Speed 0.1\n PowerUp.Duration 66\n}\n\nActor Slowdown2 : Slowdown\n{\n Speed 0.3\n}\n\nActor Slowdown4 : Slowdown\n{\n Speed 0.75\n PowerUp.Duration 2\n}\n\nActor Slowdown5 : Slowdown4\n{\n Speed 0.625\n PowerUp.Duration 55\n}\n\nActor HunterSlowHold : Slowdown\n{\n Speed 0.6\n PowerUp.Duration 2\n}\n\nActor Slowdown6 : Slowdown\n{\n PowerUp.Duration -2\n}\n\nActor Slowdown7 : Slowdown6\n{\n PowerUp.Duration 40\n}\n\nActor Slowdown3 : Slowdown\n{\n Speed 0.45\n PowerUp.Duration -2\n}\n\nActor Slowdown9 : Slowdown\n{\n Speed 0.6\n PowerUp.Duration -3\n}\n\nActor LongSlowDown : SlowDown\n{\n Speed 0.4\n PowerUp.Duration -5\n}\n\nActor HunterCombineSlow : SlowDown\n{\n Speed 0.0\n PowerUp.Duration 50\n}\n\nActor CreeperSlow : Slowdown\n{\n Speed 0.225\n PowerUp.Duration 57\n}\n\nActor CreeperSlow2 : Slowdown\n{\n Speed 0.3\n PowerUp.Duration 40\n}\n\nActor SpeedBoost : LongSlowdown\n{\n Speed 1.5\n}\n\nActor DamageReduce : PowerDamage\n{\n Damagefactor Normal, 0.35\n PowerUp.Duration -5\n}\n\nActor NevermoreBoost : Slowdown\n{\n Speed 1.25\n PowerUp.Duration 0xffffff\n}\nActor NevermoreBoostD : PowerDamage\n{\n Damagefactor normal, 1.45\n PowerUp.Duration 0xffffff\n}\nActor ChikusariTrail : Slowdown\n{\n Speed 1\n PowerUp.Duration -2\n}\nActor JustBlinked : PowerSpeed\n{\n Speed 1.1\n PowerUp.Duration 120\n}\nActor JustPhased : PowerSpeed\n{\n Speed 1.1\n PowerUp.Duration 120\n}\nActor JustLandedSwamp : PowerSpeed\n{\n Speed 1.1\n PowerUp.Duration 35\n}\nActor SuccDelay : PowerSpeed\n{\n Speed 0.9\n PowerUp.Duration -20\n}\n\nActor KilledRanger : IsDummy {} Actor KilledDemoman : IsDummy {}\nActor KilledVoidWarrior : IsDummy {} Actor Disarmed : IsDummy {}\nActor KilledPKnight : IsDummy {} Actor KilledNevermore : IsDummy {}\nActor KilledSwampie : IsDummy {} Actor KilledBladeKnight: IsDummy {}\nActor KilledSangel: IsDummy {}\nActor CurseOn : IsDummy {} Actor CurseActive : IsDummy {}\nActor AltFire : IsDummy {}\nActor SwampGasCounter : IsDummy { Inventory.MaxAmount 5}\nActor PhaseCounter : IsDummy { Inventory.MaxAmount 14}\nActor NeverDashDo : IsDummy {}\nActor SwampGasCDG : IsDummy {}\n\nActor Cooldown1 : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor Cooldown2 : Cooldown1 {} Actor Cooldown3 : Cooldown1 {}\nActor Cooldown4 : Cooldown1 {} Actor Cooldown5 : Cooldown1 {}\nActor CurseCooldown : Cooldown1 {} Actor Phasing : IsDummy {}  Actor RestoreCooldown : Cooldown1 {}\nActor CriticalDePhase : IsDummy {}\nActor PhaseCancel : IsDummy {}\nActor UsedIce : IsDummy {} Actor CheckedIce : IsDummy {}\nActor UsedNeutral : IsDummy {}\nActor UsedFire : IsDummy {} Actor CheckedFire : IsDummy {}\nActor UsedWind : IsDummy {}\n\nActor HunterTracerCD : IsDummy\n{ Inventory.MaxAmount 9 }\nActor FireRadiusCD : IsDummy\n{ Inventory.MaxAmount 8 }\nActor IceSpikeCD : IsDummy\n{ Inventory.MaxAmount 3 }\nActor WindrunCD : IsDummy\n{ Inventory.MaxAmount 6 }\nActor DemoAltCD : IsDummy\n{ Inventory.MaxAmount 5 }\n\nActor WallJumpCD : NevermoreBoostD\n{\n Damagefactor Normal, 1.45\n PowerUp.Duration -3\n}\nActor ArcShotHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor ArcAHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor ArcBHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor ArcCHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor ArcDHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor ArcEHit : Inventory\n{ Inventory.MaxAmount 1 }\nActor TrapsDeployed : Inventory\n{ Inventory.Amount 1 Inventory.MaxAmount 30 }\n\nActor Combiner : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor MeleeToken : Inventory\n{ Inventory.MaxAmount 1 }\nActor Missile2Token : Inventory\n{ Inventory.MaxAmount 1 }\n\nActor Level1 : IsDummy {} Actor Level2 : IsDummy {} Actor Level3 : IsDummy {}\nActor Level4 : IsDummy {}\nActor Lv1UpGA : IsDummy {} Actor Lv1UpGB : IsDummy {} Actor Lv1UpGC : IsDummy {}\nActor Lv1UpGD : IsDummy {} Actor Lv2UpGA : IsDummy {} Actor Lv2UpGB : IsDummy {}\nActor Lv2UpGC : IsDummy {} Actor Lv2UpGD : IsDummy {} Actor Lv2UpGE : IsDummy {}\n\nActor Lv3Upg1A : IsDummy {} Actor Lv3Upg2A : IsDummy {} Actor Lv3Upg3A : IsDummy {}\nActor Lv3Upg4A : IsDummy {} Actor Lv3Upg5A : IsDummy {} Actor Lv3Upg6A: IsDummy {}\nActor Lv3Upg7A : IsDummy {} Actor Lv3Upg1B : IsDummy {} Actor Lv3Upg1C : IsDummy {}\nActor Lv3Upg2B : IsDummy {} Actor Lv3Upg3B : IsDummy {} Actor Lv3Upg3C : IsDummy {}\nActor Lv3Upg4B : IsDummy {} Actor Lv3Upg6B : IsDummy {} Actor Lv3Upg6C : IsDummy {}\nActor Lv3Upg7B : IsDummy {} Actor Lv3Upg7C : IsDummy {} Actor Lv3Upg7D : IsDummy {}\n\nActor Lv4Upg1A : IsDummy {} Actor Lv4Upg2B : IsDummy {} Actor Lv4Upg4A : IsDummy {}\nActor Lv4Upg1B : IsDummy {} Actor Lv4Upg2C : IsDummy {} Actor Lv4Upg4B: IsDummy {}\nActor Lv4Upg1C : IsDummy {} Actor Lv4Upg3A : IsDummy {} Actor Lv4Upg4C : IsDummy {}\nActor Lv4Upg1D : IsDummy {} Actor Lv4Upg3B : IsDummy {} Actor Lv4Upg5A : IsDummy {}\nActor Lv4Upg1E : IsDummy {} Actor Lv4Upg3C : IsDummy {} Actor Lv4Upg5B : IsDummy {}\nActor Lv4Upg2A : IsDummy {} Actor Lv4Upg6A : IsDummy {}\nActor Lv4Upg6B : IsDummy {} Actor Lv4Upg7A : IsDummy {} Actor Lv4Upg7B : IsDummy {}\nActor Lv4Upg7C : IsDummy {} Actor Lv4Upg7D : IsDummy {}\nActor SjasVKill : IsDummy {} Actor CreepVKill : IsDummy {} Actor JitterVKill : IsDummy {}\nActor ChokeVKill : IsDummy {} Actor FrobVKill : IsDummy {} Actor NeverVKill : IsDummy {}\nActor SwampVKill : IsDummy {} Actor SangVKill : IsDummy {}\nActor DoomPlayer2 : IsDummy {}\nActor LaunchfX : IsDummy {}\nActor SawDropped : IsDummy {}\n//WallJumping//\n\nACTOR RadMarker // used for detecting proximity to walls among other things\n{\n\t+ MTHRUSPECIES\n\t+ MISSILE\n\t+ NOGRAVITY\n\tSpeed 0\n\tHeight 8\n\tRadius 1\n\tRenderstyle None\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 3 A_ChangeFlag(\"THRUACTORS\",1)\n\t\tstop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tstop\n\t}\n}\nACTOR RadMarker8  : RadMarker { Radius 8 }\nACTOR RadMarker16 : RadMarker { Radius 16 }\nACTOR RadMarker24 : RadMarker { Radius 24 }\nACTOR RadMarker32 : RadMarker { Radius 32 }\nACTOR RadMarker64 : RadMarker { Radius 64 }"
      },
      {
        "source": "pk3",
        "name": "actors/noitems.txt",
        "contents": "actor Nothing1 replaces Cell\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing2 replaces CellPack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing3 replaces Clip\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing4 replaces ClipBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing5 replaces Shell\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing6 replaces ShellBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing7 replaces RocketAmmo\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing8 replaces RocketBox\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing9 replaces BackPack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing10 replaces Shotgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing11 replaces SuperShotgun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing12 replaces Chaingun\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing13 replaces RocketLauncher\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing14 replaces PlasmaRifle\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing15 replaces BFG9000\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing16 replaces Chainsaw\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing17 replaces Stimpack\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing18 replaces Medikit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing19 replaces GreenArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing20 replaces BlueArmor\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing21 replaces ArmorBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing22 replaces HealthBonus\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing23 replaces Megasphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing24 replaces Soulsphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing25 replaces Berserk\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing26 replaces RadSuit\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing27 replaces Allmap\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing28 replaces Infrared\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing53 replaces InvulnerabilitySphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}\n\nactor Nothing57 replaces BlurSphere\n{\nStates\n{\nSpawn:\nTNT1 A 1\nStop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/FX.txt",
        "contents": "Actor BaseFX\n{\n +ClientsideOnly\n +ForceXYBillboard\n +NoBlockMap\n +NoClip\n +NoGravity\n}\n\nActor DazzleFXS : BaseFX\n{\n -ClientSideOnly\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"DazzleFX\",random(-35.0,35.0),0,15,0,0,0,random(0,360))\n\t Stop\n   }\n}\n\nActor FatigueFXS : BaseFX\n{\n -ClientSideOnly\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"FatigueFX\",random(-35.0,35.0),0,35,0,0,0,random(0,360))\n\t Stop\n   }\n}\n\nActor DisarmFXS : BaseFX\n{\n -ClientSideOnly\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"DisarmFX\",random(-35.0,35.0),0,35,0,0,0,random(0,360))\n\t Stop\n   }\n}\n\nActor WeakenFXS : BaseFX\n{\n -ClientSideOnly\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"WeakenFX\",random(-35.0,35.0),0,52,0,0,0,random(0,360))\n\t Stop\n   }\n}\n\nActor EnduranceFXS : BaseFX\n{\n -ClientSideOnly\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"EnduranceFX\",random(-35.0,35.0),0,35,0,0,0,random(0,360))\n\t Stop\n   }\n}\n\nActor DisarmRepFXS : BaseFX\n{\n -ClientSideOnly\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"DisarmRepFX\",0,0,35,0,0,0,0)\n\t Stop\n   }\n}\n\nActor StunRepFXS : BaseFX\n{\n -ClientSideOnly\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"StunRepFX\",0,0,35,0,0,0,0)\n\t Stop\n   }\n}\n\nActor CurseRepFXS : BaseFX\n{\n -ClientSideOnly\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"CurseRepFX\",0,0,35,0,0,0,0)\n\t Stop\n   }\n}\n\nActor ExileASFXS : BaseFX\n{\n -ClientSideOnly\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"ExileASFX\",random(-35.0,35.0),0,0,0,0,0,random(0,360))\n\t Stop\n   }\n}\n\nActor ChikusariTrailFXSA : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"ChikusariTrailA\",random(-35.0,35.0),0,15,0,0,0,random(0,360))\n\t Stop\n   }\n}\nActor ChikusariTrailFXSB : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"ChikusariTrailB\",random(-35.0,35.0),0,15,0,0,0,random(0,360))\n\t Stop\n   }\n}\nActor ChikusariTrailFXSC : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"ChikusariTrailC\",random(-35.0,35.0),0,15,0,0,0,random(0,360))\n\t Stop\n   }\n}\nActor ChikusariTrailFXSD : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"ChikusariTrailD\",random(-35.0,35.0),0,15,0,0,0,random(0,360))\n\t Stop\n   }\n}\n\nActor GorevermFXS : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"GorevermFX\",0,0,45,0,0,0,0)\n\t Stop\n   }\n}\n\nActor IonBarrierFXS : BaseFX\n{\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 A 1 A_SpawnItemEx(\"IonBarrierFX\",0,0,0,0,0,0,0)\n\t Stop\n   }\n}\n\nActor IonBarrierFX : BaseFX\n{\n Renderstyle Add\n XScale 0.4\n YScale 0.35\n Alpha 0.25\n +NoGravity\n States\n  {\n   Spawn:\n\tIONB ABCDEFGH 1 Bright\n\tStop\n  }\n}\n\nActor IonBarrierFX2 : BaseFX\n{\n Renderstyle Add\n Scale 0.3\n +NoGravity\n States\n  {\n   Spawn:\n\tIONB A 1 Bright\n\tTNT1 A 0 A_PlaySOund(\"IonShieldOn\",0,1.0,0)\n\tIONZ A 1 Bright A_SetScale(0.4,0.4)\n\tIONZ A 1 Bright A_SetScale(0.5,0.5)\n\tIONZ A 1 Bright A_SetScale(0.6,0.6)\n\tIONZ A 1 Bright A_SetScale(0.7,0.7)\n\tIONZ B 1 Bright A_SetScale(0.8,0.8)\n\tIONZ B 1 Bright A_SetScale(0.9,0.9)\n\tIONZ B 1 Bright A_SetScale(1.0,1.0)\n\tIONZ C 1 Bright A_SetScale(1.1,1.1)\n\tIONZ D 1 Bright A_SetScale(1.2,1.2)\n\tIONZ E 1 Bright A_SetScale(1.3,1.3)\n\tIONZ F 1 Bright A_SetScale(1.4,1.4)\n\tIONZ G 1 Bright A_SetScale(1.5,1.5)\n\tIONZ H 1 Bright A_SetScale(1.6,1.6)\n\tIONZ A 1 Bright A_SetScale(0.3,0.3)\n\tIONZ A 1 Bright A_SetScale(0.4,0.4)\n\tIONZ A 1 Bright A_SetScale(0.5,0.5)\n\tIONZ A 1 Bright A_SetScale(0.6,0.6)\n\tIONZ A 1 Bright A_SetScale(0.7,0.7)\n\tIONZ B 1 Bright A_SetScale(0.8,0.8)\n\tIONZ B 1 Bright A_SetScale(0.9,0.9)\n\tIONZ B 1 Bright A_SetScale(1.0,1.0)\n\tIONZ C 1 Bright A_SetScale(1.1,1.1)\n\tIONZ D 1 Bright A_SetScale(1.2,1.2)\n\tIONZ E 1 Bright A_SetScale(1.3,1.3)\n\tIONZ F 1 Bright A_SetScale(1.4,1.4)\n\tIONZ G 1 Bright A_SetScale(1.5,1.5)\n\tIONZ H 1 Bright A_SetScale(1.6,1.6)\n\tIONZ A 1 Bright A_SetScale(0.3,0.3)\n\tIONZ A 1 Bright A_SetScale(0.4,0.4)\n\tIONZ A 1 Bright A_SetScale(0.5,0.5)\n\tIONZ A 1 Bright A_SetScale(0.6,0.6)\n\tIONZ A 1 Bright A_SetScale(0.7,0.7)\n\tIONZ B 1 Bright A_SetScale(0.8,0.8)\n\tIONZ B 1 Bright A_SetScale(0.9,0.9)\n\tIONZ B 1 Bright A_SetScale(1.0,1.0)\n\tIONZ C 1 Bright A_SetScale(1.1,1.1)\n\tIONZ D 1 Bright A_SetScale(1.2,1.2)\n\tIONZ E 1 Bright A_SetScale(1.3,1.3)\n\tIONZ F 1 Bright A_SetScale(1.4,1.4)\n\tIONZ G 1 Bright A_SetScale(1.5,1.5)\n\tIONZ H 1 Bright A_SetScale(1.6,1.6)\n\tStop\n  }\n}\nActor GorevermFX : BaseFX\n{\n VisibleToPlayerClass Choke, VoidWarrior\n +NoGravity\n States\n  {\n   Spawn:\n    CKTR T 2 Bright\n\tCKTR T 2 Bright A_FadeOut\n\tStop\n  }\n}\n\nActor DisarmFX : BaseFX\n{\n +NoInteraction\n Renderstyle Add\n Renderstyle Translucent\n Alpha 0.9\n Scale 0.6\n States\n  {\n   Spawn:\n    MSFG ABCDEFGHI 2 Bright A_FadeOut(0.065)\n\tMSFG J 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor DazzleFX : BaseFX\n{\n +NoInteraction\n Renderstyle Add\n Scale 0.7\n States\n  {\n   Spawn:\n    DZWL ABCDEFGHIJKLM 1 Bright A_FadeOut(0.02)\n\tDZWL M 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor SpineFragment : BaseFX\n{\n -ClientSideOnly\n -NoInteraction\n -NoBlockMap\n -NoClip\n +NoBlood\n +Invulnerable\n +ThruActors\n +ActLikeBridge\n +DontOverLap\n Renderstyle Add\n Height 4\n Radius 4\n Health 50\n +Solid\n +Shootable\n  States\n   {\n    Spawn:\n\tRFX1 A 10 Bright\n\tRFX1 A 7 A_SetTranslucent(1.0,0)\n\tRFX1 A 7 Bright A_SetTranslucent(1.0,1)\n\tRFX1 A 7 A_SetTranslucent(1.0,0)\n\tRFX1 A 7 Bright A_SetTranslucent(1.0,1)\n\tRFX1 A 7 A_SetTranslucent(1.0,0)\n\tRFX1 A 7 Bright A_SetTranslucent(1.0,1)\n\tRFX1 A 7 A_SetTranslucent(1.0,0)\n\tRFX1 A 0 A_ChangeFlag(Invulnerable,0)\n\tRFX1 A 155 A_ChangeFlag(ThruActors,0)\n    TNT1 A 0 A_Die\n\tDeath:\n\tRFX1 A 1 A_FadeOut\n\tWait\n   }\n}\n\nActor FatigueFX : BaseFX\n{\n Renderstyle Add\n Alpha 0.9\n Scale 0.4\n -NoGravity\n Gravity 0.125\n States\n  {\n   Spawn:\n    WKFL ABCDEFGHIJ 2 Bright\n\tWKFL J 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor DisarmRepFX : BaseFX\n{\n +NoInteraction\n +ThruActors\n Renderstyle Add\n Alpha 0.5\n Scale 0.4\n States\n  {\n   Spawn:\n    tnt1 a 0\n\tIRCR A 1 Bright\n    IRCR A 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor StunRepFX : BaseFX\n{\n +NoInteraction\n +ThruActors\n Renderstyle Add\n Alpha 0.5\n Scale 0.35\n States\n  {\n   Spawn:\n    tnt1 a 0\n\tRPR2 A 1 Bright\n    RPR2 A 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor CurseRepFX : BaseFX\n{\n +NoInteraction\n +ThruActors\n Renderstyle Add\n Alpha 0.5\n Scale 0.5\n States\n  {\n   Spawn:\n    tnt1 a 0\n\tRPRN A 1 Bright\n    RPRN A 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor ExileASFX : BaseFX\n{\n +NoInteraction\n +ThruActors\n Renderstyle Translucent\n Alpha 0.9\n Scale 0.6\n States\n  {\n   Spawn:\n    tnt1 a 0\n\ttnt1 a 0\n    DXSB ABCDEFGHIJKL 2 Bright A_FadeOut(0.01)\n\tDXSB M 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor EnduranceFX : BaseFX\n{\n +NoInteraction\n Renderstyle Add\n Alpha 0.9\n Scale 0.4\n States\n  {\n   Spawn:\n    IRNS ABCDEF 2 Bright\n\tIRNS F 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor WeakenFX : BaseFX\n{\n Renderstyle Translucent\n -NoInteraction\n +ClientsideOnly\n Alpha 0.9\n Scale 0.43\n States\n  {\n   Spawn:\n    FTTR AB 3 Bright\n\tFTTR C 3 Bright A_ChangeFlag(NoGravity,0)\n\tFTTR D 2\n\tFall:\n\tFTTR D 1 Bright A_JumpIf(Momz==0,1)\n\tLoop\n\tFTTR EFGHIJKL 2 Bright\n\tFTTR M 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor SentryPlasmaFX : BaseFX\n{\n Renderstyle Add\n Scale 0.0625\n States\n  {\n   Spawn:\n    TNT1 A 2\n\tYGZF A 2 Bright\n\tYGZF AAAAAAAAAAAA 1 Bright A_FadeOut\n\tStop\n  }\n}\n\nActor SentryPlasmaFX2 : BaseFX\n{\n Renderstyle Add\n Scale 0.085\n States\n  {\n   Spawn:\n    TNT1 A 2\n\tDEFL A 2 Bright\n\tDEFL AAAAAAAAAAAA 1 Bright A_FadeOut\n\tStop\n  }\n}\n\nACTOR Tracer : FastProjectile\n{\nRadius 1\nHeight 1\nSpeed 100\nScale 0.1\nRenderStyle Add\nAlpha 0.85\n+RANDOMIZE\n+FORCEXYBILLBOARD\nStates\n{\nSpawn:\n    TRAC A 1 Bright\n\tLoop\nDeath:\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR SGTracer : Tracer\n{\nSpeed 50\nScale 0.075\nStates\n{\nSpawn:\n    TRAC A 10 Bright\n\tStop\n\t}\n}\n\nACTOR Kaboom\n{\nSpeed 3\nDamage 0\nRenderstyle Add\nAlpha 0.75\nPROJECTILE\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+NOGRAVITY\n+MISSILE\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NOINTERACTION\n+NOCLIP\nScale 1.3\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO AAB 1 Bright A_PlaySound(\"weapons/rocklx\")\nFXPO BBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom2 : Kaboom\n{\nSpeed 2\nScale 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO A 1 Bright A_PlaySound(\"weapons/rocklx\")\nFXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR KaboomNS : Kaboom\n{\nSpeed 2\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO A 2 Bright\nFXPO ABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom3 : Kaboom\n{\nSpeed 2\nScale 0.7\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom4 : Kaboom\n{\nSpeed 2\nScale 0.9\nStates\n{\nSpawn:\nTNT1 A 0\nFXPZ AA 1 Bright\nFXPZ BBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom9 : Kaboom\n{\nSpeed 1\nScale 0.45\nStates\n{\nSpawn:\nTNT1 A 0\nFXPO AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR Kaboom10 : Kaboom\n{\nSpeed 2\nScale 0.7\nStates\n{\nSpawn:\nTNT1 A 0\nFXPG AABBCDEFGHIJKLM 1 Bright A_FadeOut(0.05)\nStop\n}\n}\n\nACTOR SmokeFX : Kaboom\n{\nSpeed 2\nScale 1.25\nRenderstyle Translucent\nAlpha 0.88\nStates\n{\nSpawn:\nTNT1 A 0\nSMKG AAABBBCCCCDDDDEEEEFFFFGGGGHHHHIIIIJJJKKKLLLLM 2 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR SmokeFX2 : SmokeFX\n{\nScale 0.85\n}\n\nACTOR SmokeFX3 : SmokeFX\n{\nScale 1.75\nStates\n{\nSpawn:\nTNT1 A 0\nSMKG AAABBBCCCCDDDDEEEEFFFFGGGGHHHHIIIIJJJKKKLLLLM 2 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR SmokeFX4 : SmokeFX\n{\nScale 0.2465\nSpeed 2.25\nRenderstyle Add\n+DontBlast\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(150,\"Spawn2\",\"Spawn3\")\nSMOK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.025)\nStop\nSpawn2:\nTNT1 A 0\nSMOK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.025)\nStop\nSpawn3:\nTNT1 A 0\nSMOK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR SmokeFX5 : SmokeFX\n{\nScale 0.35\nSpeed 1\nRenderstyle Translucent\nAlpha 0.75\nStates\n{\nSpawn:\nTNT1 A 0\nSMKG ABCDEFGHIJKLM 3 A_FadeOut(0.025)\nStop\n}\n}\n\nActor SmokeFX6 : SmokeFX4\n{\n Renderstyle Translucent\nAlpha 0.95\n Scale 0.8\n States\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(150,\"Spawn2\",\"Spawn3\")\nSMOK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\nStop\nSpawn2:\nTNT1 A 0\nSMOK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.05)\nStop\nSpawn3:\nTNT1 A 0\nSMOK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.05)\nStop\n}\n}\n\nActor SmokeFX7 : SmokeFX6\n{\n Renderstyle Translucent\nAlpha 0.95\nScale 0.28\n States\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_Jump(150,\"Spawn2\",\"Spawn3\",\"Spawn4\",\"Spawn5\",\"Spawn6\",\"Spawn7\")\nSMOK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut(0.05)\nStop\nSpawn2:\nTNT1 A 0\nTNT1 AAA 0 A_Spawnitemex(\"smokefx2\",0,0,0,random(-2,2),random(-2,2),random(-2,2),random(0,360),SXF_CLIENTSIDE,128)\nSMOK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.08)\nStop\nSpawn3:\nTNT1 AAA 0 A_Spawnitemex(\"smokefx2\",0,0,0,random(-2,2),random(-2,2),random(-2,2),random(0,360),SXF_CLIENTSIDE,128)\nTNT1 A 0 ThrustThingZ(0,random(-5,5),0,0)\nTNT1 A 0\nSMOK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.025)\nStop\nSpawn4:\nTNT1 AAA 0 A_Spawnitemex(\"smokefx2\",0,0,0,random(-2,2),random(-2,2),random(-2,2),random(0,360),SXF_CLIENTSIDE,128)\nTNT1 A 0 ThrustThing(random(0,360),random(-5,5),1,0)\nSMOK A 66\nSMOK AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_FadeOut\nStop\nSpawn5:\nSMOK C 45\nSMOK CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_FadeOut(0.05)\nStop\nSpawn6:\nSMOK B 13\nSMOK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut(0.05)\nStop\nSpawn7:\nTNT1 A 0 ThrustThing(random(0,360),random(-5,5),1,0)\nTNT1 AAA 0 A_Spawnitemex(\"smokefx2\",0,0,0,random(-2,2),random(-2,2),random(-2,2),random(0,360),SXF_CLIENTSIDE,128)\nTNT1 A 0 ThrustThingZ(0,random(-5,5),0,0)\nTNT1 B 100\nSMOK BBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBBB 1 A_FadeOut\nStop\n\n}\n}\n\nACTOR BulletCasing\n{\n\tRadius 3\n\tScale 0.18\n\t+MISSILE\n    +CLIENTSIDEONLY\n\t+NOTELEPORT\n\t+DOOMBOUNCE\n\t+THRUACTORS\n\t+DROPOFF\n\tBounceFactor 0.5\n\tWallBounceFactor 0.25\n\tBounceCount 3\n\tSeesound \"weapons/casing1\"\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n\t  CAS2 ABCDEFGH 2\n\t  Loop\n    Death:\n\t  TNT1 A 0\n      TNT1 A 0 A_Jump(128,3)\n      CAS2 C 100\n      CAS2 C 5 A_FadeOut(0.10)\n      Goto Death+3\n      CAS2 G 100\n\t  CAS2 G 5 A_FadeOut(0.10)\n\t  Goto Death+5\n\t  }\n}\n\nACTOR ShellCasing : BulletCasing\n{\n\tScale 0.24\n\tSeesound \"weapons/casing2\"\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n\t  REDC ABCDEFGH 2\n\t  Loop\n    Death:\n\t  TNT1 A 0\n      TNT1 A 0 A_Jump(128,3)\n      REDC C 100\n      REDC C 5 A_FadeOut(0.10)\n      Goto Death+3\n      REDC G 100\n\t  REDC G 5 A_FadeOut(0.10)\n\t  Goto Death+5\n\t  }\n}\nACTOR SSGShellCasing : ShellCasing\n{\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n\t  REDC DCBAHGFE 2\n\t  Loop\n\t  }\n}\n\nACTOR RifleCasing : BulletCasing\n{\n\tScale 0.18\n\tSeesound \"weapons/casing1\"\n\tStates\n\t{\n\tSpawn:\n\t  TNT1 A 0\n\t  CAS7 GHABCDEF 2\n\t  Loop\n    Death:\n\t  TNT1 A 0\n      TNT1 A 0 A_Jump(128,3)\n      CAS7 A 100\n      CAS7 A 5 A_FadeOut(0.10)\n      Goto Death+3\n      CAS7 E 100\n\t  CAS7 E 5 A_FadeOut(0.10)\n\t  Goto Death+5\n\t  }\n}\n\nActor PFSpark : BaseFX\n{\n -NoGravity\n Renderstyle Add\n Speed 2\n Scale 0.056\n Gravity 0.32\n  States\n   {\n    Spawn:\n\t SPPF A 4 Bright\n\t SPPF BCDEFFGGHHHHHHH 1 Bright A_FadeOut(0.057)\n\t Stop\n   }\n}\n\nActor GhostTrapSpark : PFSpark\n{\n +NoGravity\n Gravity 0\n States\n   {\n    Spawn:\n\t BGZF A 4 Bright\n\t BGZF AAAAAAAAAAAAAA 1 Bright A_FadeOut(0.057)\n\t Stop\n   }\n}\n\nActor CyborgPlasmaTrail : BaseFX\n{\n Renderstyle Add\n Scale 0.1\n States\n  {\n   Spawn:\n    LENB A 3 Bright\n\tLENB A 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor CreeperBTRail : CyborgPlasmaTrail\n{\n Scale 0.35\n  States\n   {\n    Spawn:\n\t STBT AB 3 Bright\n\t STBT CCDDEEEFFFFGGGGGGGGGG 1 Bright A_FadeOut\n\t Stop\n   }\n}\n\nActor VoidSlashTrail : BaseFX\n{\n Alpha 0.8\n States\n  {\n   Spawn:\n    VSLS A 2 Bright\n\tVSLS A 1 Bright A_FadeOut\n\tWait\n  }\n}\n\nActor ProtonTrail : BaseFX\n{\n Renderstyle Add\n Scale 0.8\n Alpha 0.8\n States\n  {\n   Spawn:\n    PROT AB 1 Bright\n\tPROT ABABABABABABABAB 1 Bright A_FadeOut\n\tStop\n  }\n}\n\nActor IceArrowFlash: BaseFX\n{\n Renderstyle Add\n Scale 0.1\n  States\n   {\n    Spawn:\n\t L2NB A 5 Bright\n\t L2NB A 1 Bright A_FadeOut\n\t wAIT\n   }\n}\n\nActor FirarrowFlash : BaseFX\n{\n Renderstyle Add\n Scale 0.74\n  States\n   {\n    Spawn:\n\t FLAR A 5 Bright\n\t FLAR A 1 Bright A_FadeOut\n\t wAIT\n   }\n}\n\nActor EngNailTrail : BaseFX\n{\n Scale 0.05\n States\n  {\n   Spawn:\n    SMKG ABCDEFGHI 1\n\tSMKG JK 1 A_FadeOut\n\tWait\n  }\n}\n\nACTOR JetFire\n{\n +ForceXYBillBoard\n +NoBlockMap\n +NoGravity\n\tScale\t\t0.65\n\tRenderstyle Add\n\tDamagetype \"CyborgFire\"\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"weapons/cyborgjetpack\",0,1.0,0)\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFIR1 ABCDEFGHIJK 1 Bright A_Explode(random(0,3),60)\n\t\tFIR1 L 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    FIR2 ABCDEFGHIJK 1 Bright A_Explode(random(0,2),60)\n\t\tFIR2 L 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR GhoulFire : BaseFX\n{\n Speed 9\n\tScale\t\t1.1\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FireSpawnSpawn\",0,1.0,0)\n\t\tGoto See\n\tSee:\n\t    TNT1 A 0\n\t\tTNT1 A 0 ThrustThing(0,random(3,12),0,random(0,1))\n\t\tTNT1 A 0 ThrustThingZ(0,random(2,15),0,0)\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFRR1 AAAABBBCCDDEEFGHI 1 Bright A_SpawnItemEx(\"GhoulFireTrail\",0,0,0,0,0,RANDOM(0.5,1))\n\t\tFRR1 L 1 Bright A_FadeOut(0.05)\n\t\tWait\n\tFire2:\n\t    FRR2 AAAABBBCCDDEEFGHI 1 Bright A_SpawnItemEx(\"GhoulFireTrail\",0,0,0,0,0,RANDOM(0.5,1))\n\t\tFRR2 JKL 1 Bright A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nACTOR BeastFireUnM : BaseFX\n{\n Speed 0\n\tScale\t\t1.1\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FireSpawnSpawn\",0,1.0,0)\n\t\tGoto See\n\tSee:\n\t    TNT1 A 0\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFRR1 AAAABBBCCDDEEFGHIJK 1 Bright A_SpawnItemEx(\"GhoulFireTrail\")\n\t\tFRR1 L 1 Bright A_FadeOut(0.05)\n\t\tWait\n\tFire2:\n\t    FRR2 AAAABBBCCDDEEFGHI 1 Bright A_SpawnItemEx(\"GhoulFireTrail\")\n\t\tFRR2 JKL 1 Bright A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nACTOR BeastFireEx : BaseFX\n{\n Speed 0\n\tScale\t\t0.5\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 A_Jump(128,\"See\")\n\t\tTNT1 A 0 A_PlaySound(\"FireSpawnSpawn\",0,1.0,0)\n\t\tGoto See\n\tSee:\n\t    TNT1 A 0\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFRR1 AAAABBBCCDDEEFGHIJK 1 Bright A_SpawnItemEx(\"GhoulFireTrail\")\n\t\tFRR1 L 1 Bright A_FadeOut(0.05)\n\t\tWait\n\tFire2:\n\t    FRR2 AAAABBBCCDDEEFGHI 1 Bright A_SpawnItemEx(\"GhoulFireTrail\")\n\t\tFRR2 JKL 1 Bright A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nActor GhoulFire2 : GhoulFire\n{\n Speed 5\n}\n\nActor GhoulFireTrail : GhoulFire\n{\n Scale 0.5\n Alpha 0.7\n States\n {\n  Spawn:\n\t\tTNT1 A 1\n\t\tGoto See\n  See:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFRR1 AABBCDEF 1 Bright\n\t\tFRR1 GHIJKL 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    FRR2 AABBCDEF 1  Bright\n\t\tFRR2 FGHIJKL 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR CreeperFire : BaseFX\n{\n Speed 9\n\tScale\t\t0.8\n\tRenderstyle Add\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_PlaySound(\"FireSpawnSpawn\",0,1.0,0)\n\t\tGoto See\n\tSee:\n\t    TNT1 A 0\n\t\tTNT1 A 0 ThrustThing(0,random(1,5),0,0)\n\t\tTNT1 A 0 ThrustThingZ(0,random(2,8),0,0)\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFRW1 AAAABBBCCDDEEFGHI 1 Bright A_SpawnItemEx(\"CreeperFireTrail\",0,0,0,0,0,RANDOM(0.5,1))\n\t\tFRW1 L 1 Bright A_FadeOut(0.05)\n\t\tWait\n\tFire2:\n\t    FRW2 AAAABBBCCDDEEFGHI 1 Bright A_SpawnItemEx(\"CreeperFireTrail\",0,0,0,0,0,RANDOM(0.5,1))\n\t\tFRW2 JKL 1 Bright A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nActor CreeperFireTrail : GhoulFire\n{\n Scale 0.5\n Alpha 0.7\n States\n {\n  Spawn:\n\t\tTNT1 A 1\n\t\tGoto See\n  See:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tFRW1 AABBCDEF 1 Bright\n\t\tFRW1 GHIJKL 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    FRW2 AABBCDEF 1  Bright\n\t\tFRW2 FGHIJKL 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR PFFX : BaseFX\n{\n\tScale\t\t0.25\n\tRenderstyle Add\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tF2R1 ABCDEFGHIJK 1 Bright\n\t\tF2R1 L 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    F2R2 ABCDEFGHIJK 1 Bright\n\t\tF2R2 L 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nACTOR ShineFlame : BaseFX\n{\n -ClientSideOnly\n +NoBlocKmap\n\tScale\t\t0.6\n\tRenderstyle Add\n\tDamagetype PureFlames\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,\"Fire2\")\n\t\tF2R1 ABCDEFGHIJK 1 Bright A_Explode(1,70)\n\t\tF2R1 L 1 Bright A_FadeOut\n\t\tWait\n\tFire2:\n\t    F2R2 ABCDEFGHIJK 1 Bright A_Explode(1,70)\n\t\tF2R2 L 1 Bright A_FadeOut\n\t\tWait\n\t}\n}\n\nActor BlinkFXGen : BaseFX\n{\n Renderstyle Add\n Projectile\n -ClientsideOnly\n Damage (0)\n Speed 0\n Scale 2.3\n Damagetype \"CyborgBlink\"\n Obituary \"%o's weakness couldnt leave %p body.\"\n  States\n   {\n    Spawn:\n\tDeath:\n\t TNT1 A 1\n\t TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BlinkSparkle\",0,0,random(0,360),2,random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"BlinkPlasma\",0,0,15,0,0,11)\n\t TNT1 A 0 A_PlaySound(\"misc/blinkr\",1,1.0,0)\n\t TNT1 A 0 A_Explode(9,600,0)\n\t TNT1 A 0 A_ChangeFlag(ForceRadiusDMG,1)\n\t TNT1 A 0 A_Explode(1,600,0)\n\t FLAR B 10 Bright\n\t FLAR BBB 2 Bright A_FadeOut\n\t FLX1 BBB 1 Bright A_FadeOut\n\t FLX2 BBB 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor NDashFXDo : BaseFX\n{\n States\n  {\n   Spawn:\n    TNT1 A 0\n\tTNT1 AAAAAAA 0 A_SpawnItemEx(\"NeverSmoke3\",0,0,0,random(7,-7),random(7,-7),random(7,-7),random(0,360),SXF_NOCHECKPOSITION)\n\tTNT1 AAAAAAAAA 0 A_SpawnItemEx(\"NeverSmoke2\",0,0,0,random(7,-7),random(7,-7),random(7,-7),random(0,360),SXF_NOCHECKPOSITION)\n\tDGE2 ABC 4 Bright\n\tDGE2 DDDDDDDDDD 1 Bright A_FadeOut\n    Stop\n  }\n}\n\nActor BlinkFXGen2 : BlinkFXGen\n{\n States\n   {\n    Spawn:\n\tDeath:\n\t TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"BlinkPlasma\",0,0,65,0,0,-11)\n\t TNT1 A 5\n\t TNT1 AAAAAAAAAAAAAAAAA 0 A_CustomMissile(\"BlinkSparkle\",0,0,random(0,360),2,random(0,360))\n\t TNT1 A 0 A_PlaySound(\"misc/blinkr\",1,1.0,0)\n\t TNT1 A 0 A_Explode(10,600,0)\n\t FLAR B 10 Bright\n\t FLAR BBB 2 Bright A_FadeOut\n\t FLX1 BBB 1 Bright A_FadeOut\n\t FLX2 BBB 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor BlinkPlasma : BaseFX\n{\n Scale 0.9\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t PLSE AAAAAAAAAAA 1 Bright A_SpawnItemEx(\"BlinkPlasmaTrail\",0,0,0)\n\t PLSE A 0 A_STOP\n\t PLSE AAAAAAAAAAAAAAAAAAAAAA 1 BRIGHT A_FadeOut\n\t Stop\n  }\n}\n\nActor BlinkPlasmaTrail : BaseFX\n{\n Renderstyle Add\n Scale 0.835\n  States\n   {\n    Spawn:\n\t PLSE A 2 Bright\n\t PLSE AAAAAAAAAAA 1 BRIGHT A_FadeOut\n\t Stop\n  }\n}\n\nActor BlinkSparkle : BaseFX\n{\n Scale 0.7\n Projectile\n Damage (0)\n +Ripper\n +BloodlessImpact\n Speed 8\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 1\n\t Death:\n\t CTFX ABCDEFGHIJKLMNOPST 1 Bright A_FadeOut(0.04)\n\t Wait\n   }\n}\n\nActor EMPTrailFX : BaseFX\n{\n Scale 0.8\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 AAA 0 A_SpawnItemEx(\"EMPBurst\",0,0,0,random(-10,10),random(-10,10),random(-10,10),random(0,360),SXF_ABSOLUTEMOMENTUM)\n\t TNT1 AAAAAA 0 A_SpawnItemEx(\"EMPSpark\",0,0,0,random(-10,10),random(-10,10),random(-10,10),random(0,360),SXF_ABSOLUTEMOMENTUM)\n\t LENB A 2 Bright\n\t LENB AAAAAAAAAAAAAAAA 1 Bright A_FadeOut\n\t Stop\n   }\n}\n\nActor EMPTrailFX1 : BaseFX\n{\n Scale 0.8\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t TNT1 A 0\n\t TNT1 AAA 0 A_SpawnItemEx(\"EMPBurst1\",0,0,0,random(-10,10),random(-10,10),random(-10,10),random(0,360),SXF_ABSOLUTEMOMENTUM)\n\t TNT1 AAAAAA 0 A_SpawnItemEx(\"EMPSpark1\",0,0,0,random(-10,10),random(-10,10),random(-10,10),random(0,360),SXF_ABSOLUTEMOMENTUM)\n\t LENB A 2 Bright\n\t LENB AAAAAAAAAAAAAAAA 1 Bright A_FadeOut\n\t Stop\n   }\n}\n\nActor EMPLFlare : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t L2NB A 8 BRIGHT\n\t L2NB AAAAAAAAA 1 Bright A_FadeOut\n\t Stop\n  }\n}\n\nActor EMPBurst : BaseFX\n{\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t EMX2 A 3 Bright\n\t EMX2 BCD 2 Bright\n\t EMX2 D 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor EMPSpark\n{\n Scale 0.1\n Projectile\n Speed 17\n Height 2\n Radius 2\n Damage (0)\n +Ripper\n +NoDamage\n +NoPain\n +BloodlessImpact\n +HexenBounce\n BounceCount 15\n Renderstyle Add\n  States\n   {\n    Spawn:\n\t SPKB A 30\n\tDeath:\n\t SPKB A 1 Bright A_FadeOut(0.1)\n\t Wait\n   }\n}\n\nActor EMPSpark1 : EMPSpark\n{\n +DontBlast\n}\n\nActor EMPBurst1 : EMPBurst\n{\n +DontBlast\n}\n\nActor EMPDeathFX : EMPTrailFX\n{\n Scale 1.5\n  States\n   {\n    Spawn:\n\t EMPX A 2 Bright\n\t TNT1 AAAAAAAAA 0 A_SpawnItemEx(\"EMPBurst\",0,0,0,random(-20,20),random(-20,20),random(-20,20),random(0,360))\n\t TNT1 AAAAAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"EMPSpark\",0,0,0,random(-20,20),random(-20,20),random(-20,20),random(0,360))\n\t TNT1 A 0 A_SpawnItemEx(\"BigAssFlareBlue\",0,0,0)\n\t EMPX ABCDEF 6 Bright\n\t EMPX F 1 Bright A_FadeOut\n\t Wait\n   }\n}\n\nActor BigAssFlareBlue : IceArrowFlash\n{\n Scale 1.2\n States\n   {\n    Spawn:\n\t L2NB A 10 Bright\n\t L2NB A 1 Bright A_FadeOut\n\t wAIT\n   }\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Gibs.txt",
        "contents": "ACTOR GibbedGenerator : BaseFX\n{\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart1\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 2 A_SpawnItemEx(\"BodyPart2\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart3\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 1 A_SpawnItemEx(\"BodyPart4\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart5\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 2 A_SpawnItemEx(\"BodyPart6\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 AA 0 A_CustomMissile(\"RedBloodCloud\", random(25,50), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAAAAAAAAAAAA 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,Random(25,50),Random(6,-6),Random(6,-6),Random(4,6),0,SXF_ClientSide)\n\tTNT1 A 0 A_SpawnItemEx(\"BodyPart7\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tTNT1 A 1 A_SpawnItemEx(\"BodyPart8\",0,0,Random(25,50),Random(10,-10),Random(10,-10),Random(8,10),0,SXF_ClientSide)\n\tStop\n\t}\n}\n\nACTOR NewBlood : Blood replaces Blood\n{\n+CLIENTSIDEONLY\n+NOGRAVITY\nStates\n{\nSpawn:\nSpray:\n    TNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"FleshHit\",0,0,0,0,0,0,0,128,0)\n\tTNT1 A 0 A_SpawnItemEx(\"BloodSpray\",0,0,0,Random(1,-1),Random(1,-1),Random(1,2),0,129)\n\tTNT1 A 0 A_SpawnItemEx(\"NewFlyingBlood\",0,0,0,Random(5,-5),Random(5,-5),Random(3,6),0,129)\n\tTNT1 A 1 A_Jump(128,\"ExtraBlood\")\n\tStop\nExtraBlood:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"SmallFlyingBlood\",0,0,0,Random(5,-5),Random(5,-5),Random(3,6),0,129)\n\tStop\n\t}\n}\n\nACTOR FleshHit : BaseFX\n{\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"fleshit\")\nStop\n}\n}\n\nACTOR NewBloodSplatter : NewBlood replaces BloodSplatter\n{\n}\n\nACTOR BloodSpray\n{\nRenderStyle Translucent\nAlpha 0.85\nScale 0.85\nGravity 0.4\nMass 5\n+CLIENTSIDEONLY\n+NOTELEPORT\n+NOBLOCKMAP\n+THRUACTORS\nStates\n{\nSpawn:\n\tBLBD CBA 7\n\tStop\n    }\n}\n\nActor RedBloodCloud : BaseFX\n{\nProjectile\nHeight 1\nRadius 1\nSpeed 2\nRenderstyle Translucent\nAlpha 0.75\nStates\n{\nSpawn:\nTNT1 A 0\nRBSP ABCDEFGHIJKLM 3 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR NewBloodSpot : BaseFX\n{\nScale 0.4\nRenderStyle Translucent\nAlpha 0.8\n-NoGravity\n+NOTELEPORT\n+MOVEWITHSECTOR\nStates\n{\nSpawn:\n    BSPT A 100\n    BSPT A 5 A_FadeOut(0.10)\n    Goto Spawn+1\n\t}\n}\n\nACTOR SmallBloodSpot : NewBloodSpot\n{\nScale 0.2\n}\n\nACTOR NewFlyingBlood\n{\nScale 0.1\nHealth 1\nRadius 2\nHeight 2\n+MISSILE\n+THRUACTORS\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\n+NOBLOCKMAP\n+DONTSPLASH\n+DOOMBOUNCE\nBounceCount 2\nBounceFactor 0.05\nWallBounceFactor 0.05\nStates\n{\nSpawn:\n  TNT1 A 0\n  FBLD AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBloodTrail\",0,0,0,1)\n  Loop\nCrash:\nDeath:\n  TNT1 A 0 A_PlaySound(\"Gibs\")\n  TNT1 A 1 A_SpawnItem(\"NewBloodSpot\",0,0,0,1)\n  Stop\n}\n}\n\nACTOR SmallFlyingBlood : NewFlyingBlood\n{\nScale 0.05\nStates\n{\nSpawn:\n  TNT1 A 0\n  FBLD AAABBBCCCDDD 1 A_SpawnItem(\"SmallFlyingBloodTrail\",0,0,0,1)\n  Loop\nCrash:\nDeath:\n  TNT1 A 0 A_PlaySound(\"Gibs\")\n  TNT1 A 1 A_SpawnItem(\"SmallBloodSpot\",0,0,0,1)\n  Stop\n  }\n}\n\nACTOR NewFlyingBloodTrail : BaseFX\n{\nScale 0.1\nRenderStyle Translucent\nAlpha 0.8\n-NoGravity\n+NOTELEPORT\n+DONTSPLASH\n+LOWGRAVITY\nStates\n{\nSpawn:\n  FBLD ABCD 2 A_FadeOut(0.18)\n  Loop\n  }\n}\n\nACTOR SmallFlyingBloodTrail : NewFlyingBloodTrail\n{\nScale 0.05\n}\n\nACTOR RedGibTrail : NewFlyingBloodTrail\n{\n+NOGRAVITY\n-LOWGRAVITY\nScale 0.24\nAlpha 0.66\nStates\n{\nSpawn:\n  FBLD ABCD 2 A_FadeOut(0.08)\n  Loop\n  }\n}\n\nACTOR BodyPart1\n{\nHealth 1\nHeight 2\nRadius 2\nScale 0.75\n+CLIENTSIDEONLY\n+CORPSE\n+NOTELEPORT\n+MOVEWITHSECTOR\n+THRUACTORS\nStates\n{\nSpawn:\nGIB1 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB1 E 150\nGIB1 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB2 A 1 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB2 A 150\nGIB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart3 : BodyPart1\n{\n+MISSILE\n+DOOMBOUNCE\n+DONTSPLASH\n+DROPOFF\n-MOVEWITHSECTOR\nBounceFactor 0.5\nWallBounceFactor 0.3\nBounceCount 4\nSeeSound \"gib/bounce\"\nStates\n{\nSpawn:\nGIB3 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB3 E 150\nGIB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB4 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB4 E 150\nGIB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB5 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB5 E 150\nGIB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR BodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB6 A 1 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB6 A 150\nGIB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nGIB7 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nGIB7 E 150\nGIB7 E 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR BodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nGIB8 AABBCCDD 2 A_SpawnItemEx(\"RedGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nGIB8 E 150\nGIB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nactor ZOMBIEMANLEG\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLEG A 5 A_Custommissile(\"Blood\", -5,0,0)\n        PLEG B 5 ThrustThingZ(0,6,1,1)\n        PLEG C 5\n        PLEG ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLEG C 0 A_Jump (32,3)\n        PLEG C 0 A_Jump (64,3)\n        PLEG C 0 A_Jump (128,3)\n        PLEG A -1\n        Stop\n        PLEG B -1\n        Stop\n        PLEG C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor SHOTGUYARM\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    Decal BloodSplat\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        SARM A 0\n        SARM A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        SARM A 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        SARM B 5 ThrustThingZ(0,6,1,1)\n        SARM C 5\n        SARM ABC 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM C 0 A_Jump (128,3)\n        SARM A -1\n        Stop\n        SARM B -1\n        Stop\n        SARM C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor MARINEHEAD\n{\n\t renderstyle translucent\n alpha 1.0\n\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.6\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLHD A 0\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLHD A 2 A_Custommissile(\"NewBlood\", -5,0,0)\n        PLHD B 5 ThrustThingZ(0,6,1,1)\n        PLHD CD 5\n        PLHD ABCD 5 //A_Fadeout(0.1)\n        loop\n    Death:\n        PLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1\n        Stop\n        PLHD B -1\n        Stop\n        PLHD C -1\n        Stop\n        PLHD D -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor PLAYERBOOT\n{\n\t renderstyle translucent\n alpha 1.0\n    +DOOMBOUNCE\n\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 3\n    Damage 0\n    Decal BloodSplat\n    bouncefactor 0.4\n    SeeSound \"gibbage/xpart\"\n    Speed 5\n    States\n    {\n    Spawn:\n        PLG1 A 0\n        PLG1 A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        PLG1 A 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        PLG1 B 5 ThrustThingZ(0,6,1,1)\n        PLG1 C 5\n        PLG1 ABC 5 A_Fadeout(0.1)\n        loop\n    Death:\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 C 0 A_Jump (128,3)\n        PLG1 A -1\n        Stop\n        PLG1 B -1\n        Stop\n        PLG1 C -1\n        Stop\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nACTOR Custom_BloodySkull : PlayerChunk\n{\n\tRadius 4\n\tHeight 4\n\t+DOOMBOUNCE\n\t+NOBLOCKMAP\n\t+DROPOFF\n\tPROJECTILE\n\t+CANNOTPUSH\n\t+SKYEXPLODE\n\t-TELESTOMP\n\t+NOBLOCKMONST\n\t+NOSKIN\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n    -EXPLODEONWATER\n    +CANBOUNCEWATER\n    +DONTTRANSLATE // Enough flags?\n    SeeSound \"gibbage/xpart\"\n\tStates\n\t{\n    Spawn:\n        PLHD A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        PLHD A 2 A_Custommissile(\"NewBlood\", -5,0,0)\n        PLHD BCD 2\n        PLHD ABCD 2\n        loop\n       Death:\n\tPLHD C 0 A_Jump (16,4)\n        PLHD C 0 A_Jump (32,4)\n        PLHD C 0 A_Jump (64,4)\n        PLHD C 0 A_Jump (128,4)\n        PLHD A -1 A_CheckPlayerDone\n        Wait\n        PLHD B -1 A_CheckPlayerDone\n        Wait\n        PLHD C -1 A_CheckPlayerDone\n        Wait\n        PLHD D -1 A_CheckPlayerDone\n\t}\n}\n\nACTOR Custom_BloodySkull2 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        HUNT Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        HUNT Z 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        HUNT ZZZ 2\n        HUNT ZZZZ 2\n        loop\n       Death:\n\tHUNT Z 0 A_Jump (16,4)\n        HUNT Z 0 A_Jump (32,4)\n        HUNT Z 0 A_Jump (64,4)\n        HUNT Z 0 A_Jump (128,4)\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n        Wait\n        HUNT Z -1 A_CheckPlayerDone\n\t}\n}\n\nActor CYBJUNK1\n{\n    +DOOMBOUNCE\n    PROJECTILE\n    -NOGRAVITY\n    //-NOBLOCKMAP\n    -NOTELEPORT\n    -SOLID\n    Radius 2\n    Damage 0\n    Decal None\n    bouncefactor 0.4\n    SeeSound \"gibbage/cyborg\"\n    Speed 5\n\trenderstyle translucent\n\talpha 1.0\n    States\n    {\n    Spawn:\n        JUNK A 0\n        JUNK A 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK A 5\n        JUNK A 5 ThrustThingZ(0,6,1,1)\n        JUNK A 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK A 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK A 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK2 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK B 0\n        JUNK B 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK B 5\n        JUNK B 5 ThrustThingZ(0,6,1,1)\n        JUNK B 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK B 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK B 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK3 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK C 0\n        JUNK C 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK C 5\n        JUNK C 5 ThrustThingZ(0,6,1,1)\n        JUNK C 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK C 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK C 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK4 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK D 0\n        JUNK D 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK D 5\n        JUNK D 5 ThrustThingZ(0,6,1,1)\n        JUNK D 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK D 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK D 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nActor CYBJUNK5 : CYBJUNK1\n{\n    States\n    {\n    Spawn:\n        JUNK E 0\n        JUNK E 0 ThrustThingZ (0, 5, 0, 1)\n        goto See\n    See:\n\tNULL A 0 A_JumpIf(waterlevel > 1, \"Remove\")\n        JUNK E 5\n        JUNK E 5 ThrustThingZ(0,6,1,1)\n        JUNK E 5 //A_FadeOut(0.05)\n        loop\n    Death:\n        JUNK E 0 A_ChangeFlag(NOBLOCKMAP, 0)\n        JUNK E 200\n        Stop\n\t\t\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nactor CYBGIBBER\n{\n  radius 20\n  height 56\n  +NOCLIP\n    states\n  {\n  Spawn:\n        NULL A 0\n        NULL A 0 A_PlaySound(\"gibbage/cyborg\")\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 1 A_SpawnItemEx (\"CYBJUNK1\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK2\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK3\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK4\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        NULL A 0 A_SpawnItemEx (\"CYBJUNK5\", 1, 1, random(8,32), random(0,5), random(0,5), random(8,18), random(0,360), 161, 0)\n        Stop\n    }\n}\n\nACTOR Custom_BloodySkull3 : Custom_BloodySkull\n{\n\tStates\n\t{\n    Spawn:\n        ROB1 Z 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n       See:\n        ROB1 Z 3 A_Custommissile(\"NewBlood\", -5,0,0)\n        ROB1 ZZZ 2\n        ROB1 ZZZZ 2\n        loop\n       Death:\n\t\tROB1 Z 0 A_Jump (16,4)\n        ROB1 Z 0 A_Jump (32,4)\n        ROB1 Z 0 A_Jump (64,4)\n        ROB1 Z 0 A_Jump (128,4)\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n        Wait\n        ROB1 Z -1 A_CheckPlayerDone\n\t}\n}\n\nactor jitterchip\n{\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +ALLOWPARTICLES\n  +RANDOMIZE\n  +CLIENTSIDEONLY\n  RenderStyle Translucent\n  Alpha 0.5\n  renderstyle none\n  VSpeed 1\n  Mass 5\n  States\n  {\n  Spawn:\n  PUFF A 0\n  PUFF A 0 A_PlaySoundEx(\"jitpain\", \"Body\")\n  PUFF A 0 A_SpawnItemEx(\"jitterchip2\",0,0,0,0,0,0,0,1,0)\n    PUFF A 4 bright\n    PUFF B 4\n    // Intentional fall-through\n  Melee:\n    PUFF CD 4\n    stop\n  }\n}\n\nactor jitterchip2\n{\n\t renderstyle translucent\n alpha 1.0\n    PROJECTILE\n    -NOGRAVITY\n    -NOBLOCKMAP\n    -NOTELEPORT\n\t+RIPPER\n\tscale 0.4\n\t+DOOMBOUNCE\n\t+BOUNCEONACTORS\n\t+BLOODLESSIMPACT\n\tbouncefactor 0.1\n    -SOLID\n\treactiontime 35\n\t+CLIENTSIDEONLY\n    Radius 3\n    Damage 0\n    bouncefactor 0.4\n    SeeSound \"skullchips\"\n    States\n    {\n    Spawn:\n        JCHP A 0\n        JCHP A 0 ThrustThingZ (0, 45, 0, 1)\n        goto See\n    See:\n\tNULL A 0 ThrustThing(random(0,255), 4, 0, 0)\n\tNULL A 0 A_Jump(128, 6)\n\tNULL A 0 A_Jump(128, 4)\n\tNULL A 0 A_Jump(128, 5)\n        JCHP A 4 A_JumpIf(waterlevel > 1, \"Remove\")\n        JCHP B 4 ThrustThingZ(0,random(1,6),1,1)\n\t\tJCHP CDE 4 A_Countdown\n\t\tGoto See+2\n    Death:\n        JCHP C 0 A_Jump (128,4)\n        JCHP C 0 A_Jump (128,6)\n        JCHP A 20\n\t\tJCHP A 3 A_FadeOut(0.01)\n        Goto Death+3\n        JCHP B 20\n\t\tJCHP B 3 A_FadeOut(0.01)\n        Goto Death+5\n        JCHP C 20\n\t\tJCHP C 3 A_FadeOut(0.01)\n        Goto Death+7\n\t\t   Remove: // Anti-Lag - Removes blood in water.\n      NULL A 0\n        stop\n    }\n}\n\nACTOR OrangeBloodCloud : RedBloodCloud\n{\nStates\n{\nSpawn:\nORSP ABCDEFGHIJKLM 3 A_FadeOut(0.025)\nStop\n}\n}\n\nACTOR NewFlyingBloodTrail5 : NewFlyingBloodTrail\n{\nStates\n{\nSpawn:\n  FBLo ABCD 2 A_FadeOut(0.12)\n  Loop\n  }\n}\n\nACTOR NewBloodSpot5 : NewBloodSpot\n{\nStates\n{\nSpawn:\n    BSPo A 100\n    BSPo A 5 A_FadeOut(0.10)\n    Goto Spawn+1\n\t}\n}\n\nACTOR NewFlyingBlood5 : NewFlyingBlood\n{\nStates\n{\nSpawn:\n  TNT1 A 0\n  FBLO AAABBBCCCDDD 1 A_SpawnItem(\"NewFlyingBloodTrail5\",0,0,0,1)\n  Loop\nCrash:\n  TNT1 A 0 A_PlaySound(\"Gibs\")\n  TNT1 A 1 A_SpawnItem(\"NewBloodSpot5\",0,0,0,1)\n  Stop\n  }\n}\n\nACTOR OrangeBodyPart1 : BodyPart1\n{\nStates\n{\nSpawn:\nORB1 A 1 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nORB1 A 150\nORB1 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR OrangeBodyPart2 : BodyPart1\n{\nStates\n{\nSpawn:\nORB2 A 1 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nORB2 A 150\nORB2 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR OrangeBodyPart3 : BodyPart3\n{\nStates\n{\nSpawn:\nORB3 AABBCCDD 2 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nORB3 E 150\nORB3 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR OrangeBodyPart4 : BodyPart3\n{\nStates\n{\nSpawn:\nORB4 AABBCCDD 2 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nORB4 E 150\nORB4 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR OrangeBodyPart5 : BodyPart3\n{\nStates\n{\nSpawn:\nORB5 AABBCCDD 2 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nORB5 E 150\nORB5 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR OrangeBodyPart6 : BodyPart1\n{\nStates\n{\nSpawn:\nORB6 A 1 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nORB6 A 150\nORB6 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR OrangeBodyPart7 : BodyPart1\n{\nStates\n{\nSpawn:\nORB7 A 1 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nCrash:\nTNT1 A 0\nTNT1 A 0 A_PlaySound(\"gib/bounce\")\nORB7 A 150\nORB7 A 5 A_FadeOut(0.10)\nGoto Crash+3\n}\n}\n\nACTOR OrangeBodyPart8 : BodyPart3\n{\nStates\n{\nSpawn:\nORB8 AABBCCDD 2 A_SpawnItemEx(\"OrangeGibTrail\", 0, 0, 0, Random(-1,1), Random(-1,1), Random(-1,1), 0, 128)\nLoop\nDeath:\nCrash:\nORB8 E 150\nORB8 E 5 A_FadeOut(0.10)\nGoto Death+1\n}\n}\n\nACTOR OrangeGibTrail : RedGibTrail\n{\nStates\n{\nSpawn:\n  FBLO ABCD 2 A_FadeOut(0.06)\n  Loop\n  }\n}\n\nACTOR OrangeGibbedGenerator\n{\n+CLIENTSIDEONLY\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Jump(128,\"Alternate\")\n\tTNT1 AAA 0 A_CustomMissile(\"OrangeBloodCloud\", random(0,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAA 0 A_SpawnDebris(\"NewFlyingBlood5\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart1\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart2\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart3\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart4\")\n\tStop\nAlternate:\n\tTNT1 A 0\n\tTNT1 AAA 0 A_CustomMissile(\"OrangeBloodCloud\", random(0,40), 0, random(0,360), 2, random(0,360))\n\tTNT1 AAAAAA 0 A_SpawnDebris(\"NewFlyingBlood5\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart5\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart6\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart7\")\n\tTNT1 A 1 A_SpawnDebris(\"OrangeBodyPart8\")\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh01.txt",
        "contents": "ACTOR Logfire 9900\n{\n\tDecal\t\tBarrelScorch\n\tRadius\t\t4\n\tHeight\t\t6\n\t+NOBLOCKMAP\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0\n\tGoto Active\n\tActive:\n\t\tTNT1 A 2 A_SpawnItemEx(\"SmokeLarge2\",0,0,18,0,0,2,0,160,0)\n\t\tTNT1 AAAAAAA 1 A_SpawnItemEx(\"Firey2\",0,0,8,0,0,1,0,160,0)\n\t\tLOOP\n\t}\n}\n\nACTOR SmokeLarge2 : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Translucent\n\tAlpha\t\t0\n\tScale\t\t.5\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(192,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(128,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(64,1)\n\t\tGoto See+15\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+19\n\t\t//-----------------------\n\t\tSMOK A 12 A_SetTranslucent(.15,0)\n\t\tSMOK A 12 A_SetTranslucent(.35,0)\n\t\tSMOK A 12 A_SetTranslucent(.5,0)\n\t\tSMOK A 1 A_Fadeout(.02)\n\t\tWait\n\t\tSMOK B 12 A_SetTranslucent(.15,0)\n\t\tSMOK B 12 A_SetTranslucent(.35,0)\n\t\tSMOK B 12 A_SetTranslucent(.5,0)\n\t\tSMOK B 1 A_Fadeout(.025)\n\t\tWait\n\t\tSMOK C 12 A_SetTranslucent(.15,0)\n\t\tSMOK C 12 A_SetTranslucent(.35,0)\n\t\tSMOK C 12 A_SetTranslucent(.5,0)\n\t\tSMOK C 1 A_Fadeout(.03)\n\t\tWait\n\t\tSMOK D 12 A_SetTranslucent(.15,0)\n\t\tSMOK D 12 A_SetTranslucent(.35,0)\n\t\tSMOK D 12 A_SetTranslucent(.5,0)\n\t\tSMOK D 1 A_Fadeout(.035)\n\t\tWait\n\t}\n}\n\nACTOR Firey2 : BulletPuff\n{\n\tHealth\t\t1\n\tRenderStyle Add\n\tAlpha\t\t0\n\tScale\t\t.3\n\tObituary \"%o burned to death\"\n\tStates\n\t{\n\tSpawn:\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See\n\tSee:\n\t\tNULL A 0 A_Jump(170,1)\n\t\tGoto See+7\n\t\tNULL A 0\n\t\tNULL A 0 A_Jump(85,1)\n\t\tGoto See+11\n\t\tNULL A 0\n\t\tNULL A 0\n\t\tGoto See+15\n\t\t//-----------------------\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR A 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR A 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR A 1 Bright A_Fadeout(.06)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR B 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR B 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR B 1 Bright A_Fadeout(.08)\n\t\tWait\n\t\tBFIR B 5 Bright //A_PlaySound(\"Barrel/Fire\")\n\t\tBFIR C 5 Bright A_SetTranslucent(.4,1)\n\t\tBFIR C 5 Bright A_SetTranslucent(.8,1)\n\t\tBFIR C 1 Bright A_Fadeout(.10)\n\t\tWait\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh05.txt",
        "contents": "// A snow flake\nACTOR SnowFlake 24600\n{\n\tRadius 8\n\tHeight 1\n\tMass 5\n\tRenderStyle TRANSLUCENT\n\tAlpha 0.8\n\tScale 0.3\n\t+NOGRAVITY // Greater fall speed control\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+INVULNERABLE\n\t+NONSHOOTABLE\n\t+DONTSPLASH\n\t+CORPSE\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tSNOW A 1\n\t\tWaggleChance:\n\t\t\tSNOW A 8 A_Jump(164,\"Waggle\")\n\t\t\tLoop\n\t\tWaggle:\n\t\t\tSNOW A 8 A_CStaffMissileSlither\n\t\t\tGoto WaggleChance\n\t\tCrash:\n\t\t\tSNOW A 16\n\t\t\tStop\n\t}\n}\n\n// Snow dropper 128x128\nACTOR SquareSnow 24602\n{\n\tRadius 16\n\tHeight 6\n\tRenderStyle NONE\n\t+ALLOWCLIENTSPAWN\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+NOLIFTDROP\n\t+NOTELEPORT\n\t+SPAWNCEILING\n\t+NOCLIP\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 10 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t               random(0,128),\n\t\t\t\t               0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t       128) // client-side spawning flag\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowBig : SquareSnow 24603\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 8 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,256),\n\t\t\t\t\t\t0,0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\nACTOR SquareSnowVeryBig : SquareSnow 24604\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 6 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\trandom(0,324),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}\n\n// Snow dropper extremely big for skybox\nACTOR SquareSnowGigantic : SquareSnow 24605\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 16 A_SpawnItemEx(\"SnowFlake\",\n\t\t\t\t\t\trandom(256,512),\n\t\t\t\t\t\trandom(128,256),\n\t\t\t\t\t\t0,0,0,-0.7,random(0,360),\n\t\t\t\t\t\t128)\n\t\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/map_decorate/decorate.gvh08.txt",
        "contents": "actor VolumetricFogSprite 28641\n{\nyscale 0.15\nrenderstyle Add\nalpha 1.0\n+NOGRAVITY\n+FORCEXYBILLBOARD\n+ALLOWCLIENTSPAWN\n+NOINTERACTION\nstates\n\t{\n\tSpawn:\n\tFOG2 A -1\n\tstop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

gib.gg runs on open-source software and freely licensed replacement game assets from the Freedoom project. gib.gg is not affiliated with Bethesda Softworks, id Software, or ZeniMax Media. All trademarks belong to their respective owners. Some WADs and associated metadata on this site are sourced from WAD Archive. User-submitted content remains the responsibility of its respective authors. If you believe content on this site violates your rights, please send DMCA requests to dmca@gib.gg.