brutalv21_ironclad_.pk3

PK3 81 MiB 0 map(s)

Counts

endoom0
graphics1
lumps15072
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
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    "added": "2021-01-10 03:09:11",
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      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/c303fb52e7fc607023e46678c3ec313b97a1075f/c303fb52e7fc607023e46678c3ec313b97a1075f.pk3.gz",
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      {
        "source": "pk3",
        "name": "DetailedCredits.txt",
        "contents": "SERGEANT MARK IV'S : BRUTAL DOOM version 21 Patch for\n\nIronclad: Doom Chronicles\n[AKA| Ironclad: Extermination Day, Part II]\n\n/// ORIGINAL WORKS by SERGEANT MARK IV\n/// Remastered, Edited & Optimized For Ironclad By : V0RPAL\n\n/// this was edited by V0RPAL to compliment the gameplay of Ironclad.\n/// as all other maps have been removed from this version of Brutal v21.\n/// The MAPINFO is only specified for the maps of IRONCLAD.\n\n/// (Note: does not work with any other mapsets. Please use the official\n/// version of Brutal Doom version 21 to play other maps. only use this PK3\n/// to play Ironclad.\n\nThis is a detailed credit list with the information I could gather.\nIf you are going to take stuff from this mod, give credits to me/whoever created it.\nResources made by me are also listed.\nUnlisted resources are likely to belong to people unknown.\n\n//Player sprites\nFiring and moving sprites, Meatshields, wounded marine, jumping, rifle bashing, by Sgt Mark IV\nWeapon skins based on Marine Skins by Vader\nGuarding position by Das_M\nPlayer deaths (XPL1*, XPL2*, XPL3*, XPL4*, XPL5*, XPL6*, XPL8*, PLAY I - N, MHEA*, HPLA*, PBUR*, PMET*, PLDHA0) by Sergeant_Mark_IV\nExtra rotations for PLAY  A - G by Adrian Carmack, provided by John Romero\nMarine - No Weapons (PLA1*) by Captain Toenail\nMarine - aiming down the sights (MAR2*) by Sergeant_Mark_IV\nCheering Marine MWAV A to F by Unknown\nCheering Marine MWAV I to N by Das_M, edited by Sergeant_Mark_IV\nGeneric Burning Man (BUR2*) from Strife by Rogue Entertainment\nMarine - kicking animations by Sergeant_Mark_IV (edited from Captain Toenail unarmed marine sprites)\nMarine - Combat Roll Animation by Sergeant_Mark_IV (edited from existing player crouch sprites by Skulltag Team)\nMuzzle effects (PLMZ*) Sergeant_Mark_IV (edited from Aliens Trilogy)\nCaptured Marine by Sergeant_Mark_IV\nExecutions/Fatalities by Sergeant_Mark_IV\n\n//Weapons\n\nPistol (PISR*, PISG*, PISF*) Sergeant_Mark_IV, reloading frames base by Adrian Carmack, provided by John Romero.\n\nAxe sprite by Mike12, animated (blood smeared versions included) by Sergeant_Mark_IV\n\nChainsaw by Mike12, animated by Sergeant_Mark_IV\n\nMinigun Extra animations for barrels by Perkristian and Minigunner, Ammo Belt by Mike12, base by Skulltag Team, animations and muzzle by Sergeant_Mark_IV\n\nAssault Rifle (RIFF*, RIFFR*) Mike12, animations and muzzle by Sergeant_Mark_IV\nAssault Rifle Iron Sights (RI2G*) Crucux Duo, edited by Sergeant_Mark_IV\n\nShotgun Base (SHSL*) by Mike12, Foregrip by JoeyTD edited by Mike12, muzzle and animations by Sergeant_Mark_IV\nShotgun Pumping frames (SHTG*) by DoomNukem\n\nSuper Shotgun by Tomtefars and Azona, extra sprites by Perkristian, animation and muzzle by Sergeant_Mark_IV\n\nRocket Launcher base by Eriance, edited by Sergeant_Mark_IV. Ammo barrels from Necrodome.\n\nRocket MISL* by FreeDoom team\n\nGrenade Launcher base sprites by Nmn, animated by Sergeant_Mark_IV, grenades based by FreeDoom team, animated by Sergeant_Mark_V\n\nMG42 based on a screenshot from Call of Duty, edited by Sergeant_Mark_IV\n\nSMG by Sergeant_Mark_IV, based on the Alpha Doom SMG sprites.\n\nMachinegun by Sergeant_Mark_IV, based on the Alpha Doom Machinegun sprites, reload frames based on a sprite from Platoon mod of Duke Nukem 3D.\n\nMP40 by Apogee Entertainment, edited by Sergeant_Mark_IV, side frames by Marty Kirra.\n\nBFG9000 Sergeant_mark_IV\n\nBFG10000 by Eriance\n\nTaunt sprites Sergeant_Mark_IV\n\nMancubus Flame Cannon by Mike12\n\nBarrel being carried by player on HUD by Mr Enchanter\nCacodemon Eye Trophy by Kamijou\n\nRevenant Missile Launcher (RVCG) base from Hacx, edited by Mike12\n\nPlasma Gun Based on a 3D model by Sitters, sprites by Sergeant Mark IV\n\nSmooth Classic Doom weapon sprites by Perkristian\n\n//Monsters\nZombie scientist by scalliano, extra death animations by Das_M\n\nZombies animations killed by shotgun, railgun, axe, explosives by Sgt Mark IV\nZombies animations killed by Minigun by Mike12\n\nShotgunguy firing and pumping shotgun animation by Sgt Mark IV\n\nMinigun Zombie by Das_M\nMinigun zombie frontal death frames by David G, gory versions (losing arm, head, etc.) by Sgt Mark IV\n\nZombie gibs by Sgt Mark IV\n\nImp dying with guts hanging out by Dr. Doctor\nImp deaths (head exploding, losing arm, burning, losing leg, killed by shotgun, rolling downstairs, cut in half, gibs for head, arms and legs) by Sgt Mark IV\nImp deaths by Minigun by Mike12\nImp leaping attack and swimming animations by Sgt Mark IV\n\nPinky demon eating stuff from the floor by Sgt Mark IV\nPinky demon death by losing its arm by David G.\nPinky demon deaths (cut in half, head exploding), head, leg and arm gibs by Sergeant_Mark_IV\nPinky demon plasma death by Mike12\nPinky Demon without arms by Sergeant_Mark_IV\nPinky Demon death by BFG by David G.\n\nLost Soul without flames and death piece particles by Jekyll Grim Payne\n\nJuggernaut - Base, ripped from Quake 2' Tank boss model by DRUMASTER, mancubus part by\n\n//Decorations\nGreen trees by Doom_Jedi\nBush and grass sprites from DN Platoon TC\nBurning tires, rubble, destroyed signposts from Terminator Skynet.\nDestroyed light post by Sgt Mark IV, made from a model by Sitters.\n\n//Gore\nBlood decals, blood sprites, generic gibs by Sergeant_Mark_IV\nBlood splatter effect (BLHT) sprites based on effects from TF2, edited and reshaded by Sgt Mark IV\n\n//Effects\nLarge fire particles (when burning trees) by Ashish Yadav, converted into Doom by Sgt Mark IV\nRocket explosion fire particle from Quake 3\nMost explosions are from common 90s effects seen in thousands of games and movies, hard to find the creators of it.\nHuge water effect when exploding stuff on the water/blood/nukage - based on some sprites from Metal Slug.\nEffect when shoting the water based on the effects from Blood (+particles based on stuff from Heretic)\nLava splash effects - Sgt Mark IV\n\n//Voice Acting\nZero X. Diamond (Doomguy), Tiberium Soul (Marines), Halo 3 (female player)\n\n//Tanks\n3D Models and textures by Sergeant_Mark_IV\nCammo pattern, tracks texture from Action Doom by Scuba_Steeve\nTank Cannon HUD is based on one of Eriance's weapons, edited by Sgt Mark IV\nArtillery Tank's HUD is based on sprites from Necrodome.\n\n//PSX Doom Maps\nfenderc01, Dragonsbretheren\n\n//Extra Code\nSolarsnowfall (Third Person Camera script)\nJekyll Grim Payne (base for torches)\nNash - I remember I took something from him, I don't remember what.\nTerminusEst13 - The tracer code used on large tracing projectiles, such as the Artillery Tank autocannon.\n\n//Misc\nFemale player mugshot sprites by Xaser\nFull Helmet HUD by DoomNukem\n\nP.S.: Some people constantly change their names.\nEriance is also reffered as Marisa Kitsune, Mike12 is also reffered as HorrorMovieGuy and HDoomGuy, David G as IsNatureToDie, and Zero X. Diamond as Chinese Tony Danza"
      },
      {
        "source": "pk3",
        "name": "Tokens.txt",
        "contents": "//Tokens are inventory items used to change monster or weapon behavior, by either acting a \"switch\" to set\n//properties true or false, or serving as counter for things such as how much ammo a zombieman has, and how\n//much time a grenade fuse has until exploding.\n\nActor JustStartedGame : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GenderMale : Inventory\n{\ninventory.maxamount 1\n+INVENTORY.UNDROPPABLE\n}\n\nActor GenderFemale : Inventory\n{\ninventory.maxamount 1\n+INVENTORY.UNDROPPABLE\n}\nActor PistolFireAnimation1 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PistolBurstFire : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevolverChangeAmmo : Inventory\n{\ninventory.maxamount 1\n}\n\nActor AxeHIt : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NoAutoreload : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DMgame : Inventory\n{\ninventory.maxamount 1\n+INVENTORY.UNDROPPABLE\n}\n\nActor IsInATank : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsPickable : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Crashed : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Accident : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FootStepDisabled : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BDWeaponACtion : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NoDualWield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor StartDualWield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NoNewEnemies : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsTacticalClass : Inventory\n{\ninventory.maxamount 2\n+INVENTORY.UNDROPPABLE\n}\n\nActor IsNOTTacticalClass : Inventory\n{\ninventory.maxamount 2\n+INVENTORY.UNDROPPABLE\n}\n\nActor IsRunning : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsRunning2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor MoveBack : Inventory\n{\ninventory.maxamount 1\n}\n\nActor EnemyIsArchvile : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsARevenant : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsStandingStill : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FootPrintAlternate: Inventory\n{\ninventory.maxamount 1\n}\n\nActor BarrelExpMeas2 : Inventory\n{\ninventory.maxamount 950\n}\n\nActor TurboReload : Inventory\n{\ninventory.maxamount 1\n}\n\nActor STGrenadeTimer : Inventory\n{\ninventory.maxamount 20\n}\n\nActor IsPlayer : Inventory\n{\ninventory.maxamount 1\n+INVENTORY.UNDROPPABLE\n}\n\nActor ZoomHold : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BotAgression : Inventory\n{\ninventory.maxamount 10\n}\n\nActor BootsSmearedWithRedBlood : Inventory\n{\ninventory.maxamount 20\n}\n\nActor BootsSmearedWithBlueBlood : Inventory\n{\ninventory.maxamount 20\n}\n\nActor BootsSmearedWithGreenBlood : Inventory\n{\ninventory.maxamount 20\n}\n\nActor GoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GoSpecial : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GotMeatShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute1 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Salute2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PVPFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor MastermindFatality : Inventory{inventory.maxamount 1}\nActor CyberdemonFatality : Inventory{inventory.maxamount 1}\n\nActor ZombieManFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality4 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality5 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKShotgunguy : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKChaingunguy: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKImp : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKUbersoldat : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SelectionHack : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NoPenetration : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasImpShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasZManShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasSGuyShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasNaziShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasZombieCivilianShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasEvilMarineShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasCGuyShield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SKNazi : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombieManFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpFatality4 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality4 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantFatality5 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComandoFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor LostSoulFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CacoDemonFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PEFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FatsoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR Arachnotron2FatalityA : Inventory\n{\nInventory.MaxAmount 1\n}\nACTOR Arachnotron2FatalityB : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR SKLabguy : Inventory\n{\nInventory.MaxAmount 1\n}\nActor LabGuyToken1 : Inventory\n{inventory.maxamount 1}\n\nActor LabGuyToken2 : Inventory\n{inventory.maxamount 1}\n\nActor LabGuyToken3 : Inventory\n{inventory.maxamount 1}\n\nACTOR ArachnotronXFatality : Inventory\n{\nInventory.MaxAmount 1\n}\nACTOR ArachnotronXFatality2 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR VolcabusFatality : Inventory\n{\nInventory.MaxAmount 1\n}\nACTOR VolcabusFatality2 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor BaronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BelphegorFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArchVileFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArchVileFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HKFatality3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronFatality2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Taunting : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Enraged : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Curbstomp_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Fatality_Marine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SSGAlt : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsJumping : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsDown : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasBarrel : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollLeft : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RollRight : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCurbstompingSergeant : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PlayerIsDead : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NeverSelectedShotgun : Inventory\n{\ninventory.maxamount 1\n}\n\nActor AutoShotUnloaded : Inventory\n{\ninventory.maxamount 1\n}\n\nActor EnemyMemory : Inventory\n{\ninventory.maxamount 60\n}\n\nActor RifleSelected : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CantFire : Inventory\n{\ninventory.maxamount 1\n}\n\nActor LookingForPlayer : Inventory\n{\ninventory.maxamount 30\n}\n\nActor BrutalCounter : Inventory\n{\ninventory.maxamount 500\n}\n\nActor BrutalCounter2 : Inventory\n{\ninventory.maxamount 500\n}\n\nActor oneliner: Inventory\n{\ninventory.maxamount 1\n}\n\nActor advtaunting: Inventory\n{\ninventory.maxamount 1\n}\n\nActor FistsSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor FireHold: Inventory\n{\ninventory.maxamount 40\n}\n\nActor ChainsawSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsChainsawingEnemyPlayer: Inventory\n{\ninventory.maxamount 1\n}\n\nActor ShotgunSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor MinigunSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SSGSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor RocketLauncherSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor GrenadeLauncherSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor PlasmaGunSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor RailGunSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor BFGSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor BFG10KSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SubMachineGunSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor FlameCannonSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantLauncherSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SwitchToFist : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DamagePoint1 : Inventory\n{\ninventory.maxamount 100\n}\n\nActor DamagePoint2 : Inventory\n{\ninventory.maxamount 100\n}\n\nActor FallingHeight : Inventory\n{\ninventory.maxamount 100\n}\n\nActor LostSoulSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor DeathTimer1 : Inventory\n{\ninventory.maxamount 120\n}\n\nActor Timer555 : Inventory\n{\ninventory.maxamount 555\n}\n\nActor TargetIsACyberdemon : Inventory\n{\ninventory.maxamount 1\n}\n\nActor TargetIsAMastermind : Inventory\n{\ninventory.maxamount 1\n}\n\nActor TargetIsABaronOfHell : Inventory\n{\ninventory.maxamount 1\n}\n\nActor TargetIsAMancubus : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsPlayingAsPurist : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NoFatality : Inventory\n{\ninventory.maxamount 1\n}\n\nActor KickHasHit : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ShotgunguyHead: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasCacoEye: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasImpFatality: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasHearthFatality: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HeavyStrikeRight : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HeavyStrikeLeft : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HeavyStrikeUpWard : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PSeq1 : Inventory\n{\ninventory.maxamount 2\n}\n\nActor PSeq2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PSeq3 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Kicking : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FlashKick : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Punching : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Berserker : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Reloading : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Unloading : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasUnloaded : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasUnloadedRL : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasUnloadedRG : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ArachnotronChasisHits : Inventory\n{\ninventory.maxamount 10\n}\n\nActor ArachnotronChasisLastHit : Inventory\n{\ninventory.maxamount 10\n}\n\nActor HasUnloadedPG : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsInvisible : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CeaseMorph : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsFiring : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsFiringAltFireOnFullAuto : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ADSMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor TurningLeft123 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HeliIsLeft : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HeliIsRight : Inventory\n{\ninventory.maxamount 1\n}\n\nActor RifleSpread : Inventory\n{\ninventory.maxamount 6\n}\n\nActor FiredSecondary : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FiredPrimary : Inventory\n{\ninventory.maxamount 1\n}\n\nActor StopDualWield : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsFiringSecondary : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Pumping : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ImpactMovesSling : Inventory\n{\ninventory.maxamount 1\n}\n\nActor UseShotgunStrap : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ShotgunWasEmpty : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasPlasmaWeapon: Inventory\n{\ninventory.maxamount 1\n}\n\nActor Spin: Inventory\n{\ninventory.maxamount 1\n}\n\nActor RandomHeadExploder: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SawSelected: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasCutingWeapon: Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasClassicSaw: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SawFireSeq1: Inventory\n{\ninventory.maxamount 1\n}\n\nActor SawFireSeq2: Inventory\n{\ninventory.maxamount 1\n}\n\nActor RevenantRocketFire1823 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsFiringThisShitOut : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasInfrared : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GrenadeTime : Inventory\n{\ninventory.maxamount 6\n}\n\nActor TossGrenade : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FiredGrenade : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FiredMGGrenade : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ZombiemanAmmo : Inventory\n{\ninventory.maxamount 20\n}\n\nActor TypeZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor EverSeenThePlayer : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCrawling : Inventory\n{\ninventory.maxamount 1\n}\n\nActor SergeantAmmo : Inventory\n{\ninventory.maxamount 6\n}\n\nActor TypeSergeant : Inventory\n{\ninventory.maxamount 1\n}\n\nActor EatMe : Inventory\n{\ninventory.maxamount 1\n}\n\nActor DemonBleedingOut : Inventory\n{\ninventory.maxamount 50\n}\n\nActor StopKickingMyBallsMotherFucker : Inventory\n{\ninventory.maxamount 1\n}\n\nActor MaxLostSoulRange : Inventory\n{\ninventory.maxamount 30\n}\n\nActor TargetIsAMarine : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BotIsChasingYou : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NumberOfAllies : Inventory\n{\ninventory.maxamount 8\n}\n\nActor CheckMarines : Inventory\n{\ninventory.maxamount 1\n}\n\nActor JuggernautMachinegunAmmo : Inventory\n{\ninventory.maxamount 30\n}\n\nActor JuggernautRocketAmmo : Inventory\n{\ninventory.maxamount 6\n}\n\nActor RealismMode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor CanGrab : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GrabbedAZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GrabbedAShotgunguy : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GrabbedAImp : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GrabbedAChaingunguy : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GrabbedAZombieCivilian : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GrabbedAEvilMarine: Inventory\n{\ninventory.maxamount 1\n}\n\nActor GrabbedANazi : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BloodSplasherz : Inventory\n{\ninventory.maxamount 1\n}\n\nActor AnimuGore : Inventory//bloodammount_666 easter egg\n{\ninventory.maxamount 1\n}\n\nActor PoorGuyBurningLife : Inventory\n{\ninventory.maxamount 20\n}\n\nActor lowgraphicsmode : Inventory\n{\ninventory.maxamount 1\n}\n\nActor Timer : Inventory\n{\ninventory.maxamount 4\n}\n\nActor IsOverLava : Inventory{inventory.maxamount 1}\nActor IsOverWater : Inventory{inventory.maxamount 1}\nActor IsOverSlime : Inventory{inventory.maxamount 1}\nActor IsOverFlesh : Inventory{inventory.maxamount 1}\nActor IsOverSludge : Inventory{inventory.maxamount 1}\nActor IsOverBlood : Inventory{inventory.maxamount 1}\nActor IsOverSand : Inventory{inventory.maxamount 1}\nActor IsOverNukage : Inventory{inventory.maxamount 1}\nActor IsOverGrass : Inventory{inventory.maxamount 1}\nActor IsOverBottomless : Inventory{inventory.maxamount 1}\n\n// Floor Definitions\nActor IsOverDirt : Inventory {inventory.maxamount 1}\nActor IsOverGravel : Inventory {inventory.maxamount 1}\nActor IsOverMetal : Inventory {inventory.maxamount 1}\nActor IsOverMetal2 : Inventory {inventory.maxamount 1}\nActor IsOverRock : Inventory {inventory.maxamount 1}\nActor IsOverSnow : Inventory {inventory.maxamount 1}\nActor IsOverWood : Inventory {inventory.maxamount 1}\nActor IsOverTile : Inventory {inventory.maxamount 1}\nActor IsOverTile2 : Inventory {inventory.maxamount 1}\nActor IsOverSlimy : Inventory {inventory.maxamount 1}\n\n/////////////////////////////////////\n\nActor DecorationDisabled : Inventory\n{\ninventory.maxamount 1\n}\n\nActor TargetIsAnExplosiveBarrel : Inventory\n{\ninventory.maxamount 1\n}\n\nActor HasExplosiveBarrel : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ComingTOGetTheBarrel : Inventory\n{\ninventory.maxamount 1\n}\n\nActor GotBloody : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NumberOfAlliesMinigun : Inventory\n{\ninventory.maxamount 8\n}\n\nActor NumberOfAlliesShotgun : Inventory\n{\ninventory.maxamount 8\n}\n\nActor NumberOfAlliesPlasmaGun : Inventory\n{\ninventory.maxamount 8\n}\n\nActor NumberOfAlliesRocket : Inventory\n{\ninventory.maxamount 8\n}\n\nActor IsAnEvilMarine : Inventory\n{\ninventory.maxamount 5\n}\n\nActor NaziVerificate1 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NaziVerificate2 : Inventory\n{\ninventory.maxamount 1\n}\n\nActor TVRRainVerification : Inventory\n{\ninventory.maxamount 30\n}\n\nActor Epic2AlienVerification : Inventory\n{\ninventory.maxamount 1\n}\n\nActor AltEasyMarineVerification : Inventory\n{\ninventory.maxamount 1\n}\n\nActor NumberOfAlliesBFG : Inventory\n{\ninventory.maxamount 5\n}\n\nActor MarinesBFGDispenser : Inventory\n{\ninventory.maxamount 5\n}\n\nActor HeavyAutomaticWeapon : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ExecuteDownedEnemy : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ExecuteDownedImp : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ExecuteDownedZombieman : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ExecuteDownedShotgunguy : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ExecuteStompWall : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ExecuteBashWall : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsFloating : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsExecutingOnAir : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ChainsawHitRed : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ChainsawHitBlue : Inventory\n{\ninventory.maxamount 1\n}\n\nActor ChainsawHitGreen : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR IsOnCeiling : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor SwitchFlashlight : Inventory\n{\ninventory.maxamount 1\n}\n\nActor FlashlightOn : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BDECLightCheckerRed : Inventory\n{\ninventory.maxamount 1\n}\nActor BDECLightCheckerOrange : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BDECLightCheckerBlue : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BDECLightCheckerGreen : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BDECLightCheckerWhite : Inventory\n{\ninventory.maxamount 1\n}\n\nActor IsCrouching : Inventory\n{\ninventory.maxamount 1\n}\n\nActor BDECNukageChecker : Inventory\n{\ninventory.maxamount 1\n}\n\nACTOR USedStamina : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 110\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 110\n}\n\nActor BarrelExpMeasure : Inventory\n{\ninventory.maxamount 950\n}\n\n//Sbar Types\nActor sbartype1 : Inventory {+INVENTORY.UNDROPPABLE inventory.maxamount 1}\nActor sbartype2 : Inventory {+INVENTORY.UNDROPPABLE inventory.maxamount 1}\nActor sbartype3 : Inventory {+INVENTORY.UNDROPPABLE inventory.maxamount 1}\nActor sbartype4 : Inventory {+INVENTORY.UNDROPPABLE inventory.maxamount 1}\nActor sbartype5 : Inventory {+INVENTORY.UNDROPPABLE inventory.maxamount 1}\nActor sbartype6 : Inventory {+INVENTORY.UNDROPPABLE inventory.maxamount 1}\nActor sbartype7 : Inventory {+INVENTORY.UNDROPPABLE inventory.maxamount 1}\n\nActor evmarinenoway : Inventory {inventory.maxamount 1}\nActor evmarinecanjump : Inventory {inventory.maxamount 1}\n\nActor haszombiemanchunk : Inventory {inventory.maxamount 1}\nActor hassergeantchunk : Inventory {inventory.maxamount 1}\n\nActor MarkForDeletion : Inventory\n{\ninventory.maxamount 1\n}\n\nActor PlayerCountDifficulty : Inventory\n{\ninventory.maxamount 32\n}\n\nACTOR Token1 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR Token2 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR Token3 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nACTOR Token4 : Inventory\n{\nInventory.MaxAmount 1\n}\n\nActor PitchFrontToken : Inventory{inventory.maxamount 20}\nActor PitchBackToken : Inventory{inventory.maxamount 20}\n\nActor PitchFrontToken2 : Inventory{inventory.maxamount 20}\nActor PitchBackToken2 : Inventory{inventory.maxamount 20}"
      },
      {
        "source": "pk3",
        "name": "Executions.txt",
        "contents": "Actor ImpExecute1\n{\nHealth 150\nRadius 38\nHeight 4\nMass 99999\nPainchance 256\nSpecies \"Marines\"\n+SHOOTABLE\n+FORCEXYBILLBOARD\nDamageFactor \"Fall\", 0.0 DamageFactor \"Trample\", 0.0\nDamagefactor \"kick\", 50.0\nDamagefactor \"Fatality\", 50.0\ndamagefactor \"use\", 0.0 damagefactor \"stealth\", 0.0\n\tStates\n\t{\n\t\tSpawn:\n\t\t13EI A 35\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tNULL A 0 A_SpawnItem (\"StompedImp\")\n\t\tStop\n\n\t\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tTNT1 A 0 A_SpawnItem(\"Blood\", 0, 1)\n\t\t13EI B 3\n\t\t13EI C 30\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tNULL A 0 A_SpawnItem (\"StompedImp\")\n\t\tStop\n\n\t\tDeath:\n\n\t\t13EI C 1\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"ImpHeadExplode\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredSmall\", 0, 15)\n\t\tTNT1 A 0 A_GiveInventory(\"BootsSmearedWithRedBlood\", 6)\n\t\t13EI B 8\n\t\t13EI D 15\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthPlusFatalityBonus\", 0, 0, 0, random(-5,5), random(-5,5), 5)\n\t\tNULL A 0 A_SpawnItem (\"StompedImp\")\n\t\tStop\n\n\tDeath.Fatality:\n\t\t13EI C 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 AAAA 0 A_SpawnItem(\"Blood\", 0, 1)\n\t\t13EI C 1 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(13)\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n        TR06 ABCDE 4 A_CustomMissile (\"Brutal_LiquidBlood3\", 15, 0, random (0, 360), 2, random (0, 40))\n\t\tTR06 FGHIJK 4 A_JumpIf((MomY == 0), \"DSFStop\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArmorBonus\", 0, 0, 0, random(-5,5), random(-5,5), 25)\n\t\tGoto DSFStop+1\n\n\tDSFStop:\n\t\t//TNT1 A 0 A_SpawnItem(\"Ploft3\")\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImpTR06K\")\n\t\tStop\n\t\t}\n}\n\nActor ImpExecute2: ImpExecute1\n{\n\tHeight 32\n\tHealth 5\n\tSpecies \"Imps\"\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SetANgle(angle+180)\n\t\tTNT1 A 0 A_Recoil(10)\n\t\tBR94 A 20\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tNULL A 0 A_SpawnItem (\"StompedImp\")\n\t\tStop\n\n\t\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\")\n\t\tTNT1 A 0 A_SpawnItem(\"Blood\", 0, 1)\n\t\tBR94 A 3\n\t\tBR94 A 30\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tNULL A 0 A_SpawnItem (\"StompedImp\")\n\t\tStop\n\n\t\tDeath:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItemEx(\"ImpHeadExplode\", 0, 0, 22)\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImp_Slumped_NoHead\")\n\t\tStop\n\t\t}\n}\n\nActor ZombiemanExecute1: ImpExecute1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t13EZ A 35\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tNULL A 0 A_SpawnItem (\"StompedZombieman\")\n\t\tStop\n\n\t\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\")\n\t\tTNT1 A 0 A_SpawnItem(\"Blood\", 0, 1)\n\t\t13EZ B 3\n\t\t13EZ C 30\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tNULL A 0 A_SpawnItem (\"StompedZombieman\")\n\t\tStop\n\n\t\tDeath:\n\n\t\t13EZ C 1\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredSmall\", 0, 15)\n\t\tTNT1 A 0 A_GiveInventory(\"BootsSmearedWithRedBlood\", 6)\n\t\t13EZ B 8\n\t\t13EZ D 15\n\t\tNULL A 0 A_SpawnItem (\"StompedZombieman\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthPlusFatalityBonus\", 0, 0, 0, random(-5,5), random(-5,5), 5)\n\t\tStop\n\n\tDeath.Fatality:\n\t\t13EZ C 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 AAAA 0 A_SpawnItem(\"Blood\", 0, 1)\n\t\t13EZ C 1 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(13)\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"XDeath1\", 35, 0, random (0, 360), 2, random (0, 160))\n        POS4 KLMN 4 A_CustomMissile (\"Brutal_LiquidBlood3\", 15, 0, random (0, 360), 2, random (0, 40))\n\t\tPOS4 OPQRST 4 A_JumpIf((MomY == 0), \"DSFStop2\")\n\t\tGoto DSFStop2+1\n\n\tDSFStop2:\n\t\tTNT1 A 0 A_SpawnItem(\"Ploft3\")\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t\tPOS4 T 0\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombiemanShotguntotheFace2\")\n\t\tStop\n\t\t}\n}\n\nActor ShotgunguyExecute1: ZombiemanExecute1\n{\n\tStates\n\t{\n\t\tSpawn:\n\t\t14EZ A 35\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tNULL A 0 A_SpawnItem (\"StompedSergeant\")\n\t\tStop\n\n\t\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"grunt/pain\")\n\t\tTNT1 A 0 A_SpawnItem(\"Blood\", 0, 1)\n\t\t14EZ B 3\n\t\t14EZ C 30\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tNULL A 0 A_SpawnItem (\"StompedSergeant\")\n\t\tStop\n\n\t\tDeath:\n\t\t14EZ C 1\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"ZombiemanHeadExplode\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"SplatteredSmall\", 0, 15)\n\t\tTNT1 A 0 A_GiveInventory(\"BootsSmearedWithRedBlood\", 6)\n\t\t14EZ B 8\n\t\t14EZ D 15\n\t\tNULL A 0 A_SpawnItem (\"StompedSergeant\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthPlusFatalityBonus\", 0, 0, 0, random(-5,5), random(-5,5), 5)\n\t\tStop\n\n\tDeath.Fatality:\n\t\t14EZ C 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 AAAA 0 A_SpawnItem(\"Blood\", 0, 1)\n\t\t14EZ C 1 A_FaceTarget\n\t\tTNT1 A 0 A_Recoil(13)\n\t\tTNT1 A 0 ThrustThingZ(0,20,0,1)\n\t\tTNT1 A 0 A_Scream\n\t\tTNT1 A 0 A_CustomMissile (\"MuchBlood2\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AA 0 A_CustomMissile (\"XDeath1\", 15, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 AAAAAA 0 A_CustomMissile (\"Teeth\", 15, 0, random (0, 360), 2, random (0, 160))\n        TNT1 AA 0 A_CustomMissile (\"XDeath1\", 35, 0, random (0, 360), 2, random (0, 160))\n        POS4 KLMN 4 A_CustomMissile (\"Brutal_LiquidBlood3\", 15, 0, random (0, 360), 2, random (0, 40))\n\t\tPOS4 OPQRST 4 A_JumpIf((MomY == 0), \"DSFStop2\")\n\t\tGoto DSFStop2+1\n\n\tDSFStop2:\n\t\tTNT1 A 0 A_SpawnItem(\"Ploft3\")\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_CustomMissile (\"SuperWallRedBlood\", 2, 0, random (170, 190), 2, random (0, 0))\n\t\tPOS4 T 0\n\t\tTNT1 A 0 A_SpawnItem(\"DeadZombiemanShotguntotheFace2\")\n\t\tStop\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "FootSteps.txt",
        "contents": "ACTOR Purist : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Purist (Oldschool mode)\"\n\tPlayer.StartItem \"ClassicPistol\"\n\tPlayer.StartItem \"ClassicFist\"\n\tPlayer.StartItem \"Clip2\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsPlayingAsPurist\", 1\n\tPlayer.StartItem \"AmmoDroper\"\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tDamageFactor \"KillMeBot\", 0.0\n\tSpecies \"Marines\"\n}\n\nACTOR BDoomer : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Normal (Rifle Start)\"\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"Clip2\", 30\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDDualPistolAmmo\", 16\n\tPlayer.StartItem \"DoubleRifleAmmo\", 31\n\tPlayer.StartItem \"ShotgunAmmo\", 10\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"DoublePlasmaAmmo\", 50\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"GrenadeAmmo\", 2\n\tPlayer.StartItem \"LeftRifleAmmo\", 31\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tDamageFactor \"KillMeBot\", 0.0\n\tPlayer.StartItem \"AmmoDroper\"\n\tSpecies \"Marines\"\n}\n\nACTOR Doomer2 : Doomer\n{\n\tSpeed 1.0\n\tPlayer.DisplayName \"Normal (Pistol Start)\"\n\tPlayer.StartItem \"BrutalPistol\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"Clip1\", 60\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"BDDualPistolAmmo\", 16\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\tPlayer.StartItem \"DoubleRifleAmmo\", 31\n\tPlayer.StartItem \"ShotgunAmmo\", 10\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"DoublePlasmaAmmo\", 50\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"GrenadeAmmo\", 2\n\tPlayer.StartItem \"LeftRifleAmmo\", 31\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tDamageFactor \"KillMeBot\", 0.0\n\tPlayer.StartItem \"AmmoDroper\"\n\tSpecies \"Marines\"\n}\n\nACTOR TacticalDoomer : Doomer\n{\n\tSpeed 1.0\n\tPlayer.RunHealth 999\n\tPlayer.DisplayName \"Tactical (Sprints, Recoil)\"\n\tPlayer.StartItem \"Rifle\"\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"DoubleRifleAmmo\", 31\n\tPlayer.StartItem \"BrutalPistol\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"Clip2\", 30\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"IsTacticalClass\", 1\n\tPlayer.StartItem \"JustStartedGame\", 1\n\tPlayer.StartItem \"NoAutoReload\", 1\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"ShotgunAmmo\", 10\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"GrenadeAmmo\", 1\n\tPlayer.StartItem \"LeftRifleAmmo\", 31\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"AmmoDroper\"\n\tSpecies \"Marines\"\n}\n\nactor ChaseCam2\n{\n  height 0\n  radius 0\n  +NOGRAVITY\n  states\n  {\n  Spawn:\n    NULL A -1\n    stop\n  }\n}\n\nACTOR FootStep\n{\n    Radius 10\n    Height 10\n    Speed 7\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n    +NOTELEPORT\n    +CLIENTSIDEONLY\n    +MOVEWITHSECTOR\n    +NOEXTREMEDEATH\n    DamageType Trample\n    Damage 0\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\t+THRUACTORS\n\tgravity 1\n\tmass 1000\n    Obituary \"%o was stomped to death by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 2\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tstop\n        Death:\n            NULL A 1\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n            Stop\n         }\n}\n\nActor Footstep5: FootStep\n{\n    Damage 0\n    -CLIENTSIDEONLY\n}\n\nActor Footstep6: FootStep //ACTUAL FOOTSTEP\n{\n    Damage (random (5, 5))\n    -CLIENTSIDEONLY\n\t-DONTSPLASH\n\t-EXPLODEONWATER\n\t-THRUACTORS\n\tmass 500\n\tHeight 12\n\tRadius 8\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 0 ThrustThingZ(0, 10, 1, 1)\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tNULL A 1\n\t\t\tStop\n        Death:\n            NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGrass\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath\")\n\n\t\t\tTNT1 A 0 A_playsound(\"floorhard\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n            Stop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudFootStep\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\n\t\t\tTNT1 A 0 A_playsound(\"floormetal2\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tSlimy:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorSlimy\")\n\t\t\tNULL AAAA 1 A_Warp(AAPTR_target, 0, 0, 0, 0, WARPF_INTERPOLATE)\n\t\t\tStop\n\n\t\tXDeath:\n            NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n            Stop\n\n\t\t\t}\n}\n\nActor Footstep8: Footstep6 //Fake footstep. Actually just the player's weight used to damage enemies when standing over them.\n{\n    Damage (random (4, 4))\n\t-EXPLODEONWATER\n\t-DOOMBOUNCE\n\n\tDamagetype \"Minor\"\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tNULL A 1 //A_Explode(10,4,0)\n\t\t\tNULL A 4\n\t\t\tStop\n\t\tDeath:\n            NULL A 0\n\t\t\tTNT1 A 2\n            Stop\n\t\t}\n}\n\nActor Footstep91: FootStep\n{\n    Damage (random (1, 1))\n\tRadius 2\n\tHeight 2\n\tMass 9999\n    -CLIENTSIDEONLY\n\t-DONTSPLASH\n}\n\nActor Footstep6NoSplash: FootStep6\n{\n    +DONTSPLASH\n\tMass 0\n\tHeight 16\n}\n\nActor Footstep6NoDamage: FootStep6\n{\n    Damage 0\n}\n\nActor FootstepStrong: Footstep6 //Large footstep when you land from a jump.\n{\n    Damage (random (95, 95))\n\t//Speed 0\n\t//Radius 16\n\t//Damage 15\n\t-BLOODSPLATTER\n\t+BLOODLESSIMPACT\n\tDamagetype \"Trample\"\n\t\tStates\n\t\t\t{\n\t\t\tSpawn:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tNULL A 2\n\t\t\tStop\n\t\t\tDeath:\n\t\t\t\tNULL A 0\n\t\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\t\t\t\tTNT1 A 2\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\t\tTNT1 A 0 A_SpawnItem(\"LargeMassWaterImpact\")\n\t\t\t\tNULL A 0 A_Explode(60,10,0, 0, 10)\n\t\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")\n\n\t\t\t\tTNT1 A 2\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"XDeath2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"XDeath2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath2\")\n\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\t\tTNT1 A 0 A_playsound(\"LANDS1\", 8)\n\t\t\t\tNULL A 6\n\t\t\t\tStop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tTNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"BrownCloudSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_AlertMonsters(250, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 AA 0 A_CustomMissile (\"BrownCloudSmall\", 0, 0, random (0, 360), 2, random (10, 40))\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav01\", 1)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav02\", 2)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav03\", 3)\n\t\t\tTNT1 A 0 A_playsound(\"floorgrav04\", 4)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"FHVMTL\", 1)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"FHVMTL\", 1)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(150, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tTNT1 A 0 A_playsound(\"floorrock01\", 1)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock02\", 2)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock03\", 3)\n\t\t\tTNT1 A 0 A_playsound(\"floorrock04\", 4)\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(300, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(150, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(200, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tXDeath2:\n            NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n            Stop\n         }\n}\n\nActor HeavyFootSteps: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Mancubus.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(600,10,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,10,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(600,10,0)\n\t\t\tstop\n         }\n}\n\nActor PlayerBaronTrample: FootStep\n{\n    Damage (random(100,100))\n    -CLIENTSIDEONLY\n\t-DONTSPLASH\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Baron.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(80,30,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(80,30,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(80,30,0)\n\t\t\tstop\n         }\n}\n\nActor HeavyFootSteps32: FootStep\n{\n    Damage 1\n    -CLIENTSIDEONLY\n\tDamageType \"Stomp\"\n\tObituary \"%o was trampled by a Cyberdemon.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\ttnt1 A 2\n\t\t\tNULL A 1 A_Explode(900,10,0)\n\t\t\tstop\n        Death:\n            tnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,10,0)\n            Stop\n\t\tCrash:\n\t\t\ttnt1 A 1\n\t\t\tNULL A 1 A_Explode(900,10,0)\n\t\t\tstop\n         }\n}\n\nACTOR Bad : PowerupGiver 2305\n{\n   Inventory.Amount 1\n   Scale 0.5\n   Inventory.MaxAmount 10\n   Powerup.Type PowerNearDeath\n   Powerup.Duration 24\n   Inventory.Icon TNT1A0\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n   States\n   {\n   Spawn:\n      NULL A 1\n      Stop\n   }\n}\n\nActor TnkStep: FootStep\n{\n    Damage (random (4, 5))\n    -CLIENTSIDEONLY\n\t-DONTSPLASH\n\t-EXPLODEONWATER\n\t-THRUACTORS\n\tmass 500\n\tHeight 12\n\tRadius 8\n\tScale 0.7\n\tRenderstyle Translucent\n\tAlpha 0.2\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1 //A_Explode(10,4,0)\n\t\t\tTNT1 A 4\n\t\t\tStop\n        Death:\n            NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverBlood\", 1, \"Blood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"Nukage\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"Slime\")\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 6\n            Stop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandDustSmall\", 32, -32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandDustSmall\", 32, 32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudShort\", 2, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudShort\", 2, -32, random (0, 360), 2, random (10, 90))\n\t\t\tNULL A 300\n\t\t\tNULL AAAA 50 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\tDirt:\n\t\t\tTNT1 A 0\n\t\t\t//TNT1 A 0 A_CustomMissile (\"MudDustFromTrail\", 32, -32, random (0, 360), 2, random (20, 150))\n\t\t\t//TNT1 A 0 A_CustomMissile (\"MudDustFromTrail\", 32, 32, random (0, 360), 2, random (20, 150))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownCloudShort\", 2, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownCloudShort\", 2, -32, random (0, 360), 2, random (10, 90))\n\t\t\tNULL A 300\n\t\t\tNULL AAAA 50 A_FadeOut(0.05)\n\t\t\tStop\n\n\t\tWater:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BlueLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tBlood:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BloodParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BloodParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tNukage:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"GreenLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"GreenLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tSlime:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_PlaySound(\"bigspl1\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownLiquidParticleX\", 32, 32, random (0, 360), 2, random (10, 90))\n\t\t\tTNT1 A 0 A_CustomMissile (\"BrownLiquidParticleX\", 32, -32, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tXDeath:\n            TNT1 A 1\n\t\t\tTNT1 A 1\n\t\t\tTNT1 A 6\n            Stop\n\n\t\t\t}\n}\n\nActor Headkicking\n{\nPROJECTILE\n+MISSILE\n+FORCEXYBILLBOARD +DONTSPLASH\n+THRUACTORS +NOGRAVITY\n+NOCLIP +NOBLOOD +NOPAIN\n+CLIENTSIDEONLY\n+PAINLESS\ndamage 0\nradius 0\nheight 0\nspeed 0\nScale 1.2\nMass 99999\nstates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"Accelerate\", 1, \"kick\")\n\t\tTNT1 A 1\n\t\tLoop\n\n\tKick:\n\t\tTNT1 A 0 A_Warp(AAPTR_TARGET, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_CustomMissile(\"HeadKicker\", 0, 0, 0, 2, 0)\n\t\tGoto Spawn\n}}\n\nACTOR Headkicker\n{\n    Radius 2\n    Height 2\n    Speed 0\n\tProjectile\n\t-NOGRAVITY\n\t+MISSILE\n\t+DONTSPLASH\n    +NOTELEPORT\n    +MOVEWITHSECTOR\n    +NOEXTREMEDEATH\n\t+NOCLIP\n    DamageType Headkick\n    Damage 0\n\t+NODAMAGETHRUST\n\t+BLOODLESSIMPACT\n\t+NOPAIN\n\t+THRUACTORS\n\tgravity 1\n\tmass 1000\n    Obituary \"%o was stomped to death by %k.\"\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 0\n\t\t\tGoto Death\n        Death:\n            NULL A 0\n\t\t\tNULL A 0 A_Explode(3,20,0)\n            Stop\n         }\n}\n\nActor BDBodyThud\n{\n\t+CLIENTSIDEONLY\n\t+THRUACTORS\n\tHeight 12\n\tRadius 8\n\tStates\n\t\t{\n\t\tSpawn:\n\t\t\tTNT1 A 5\n\t\t\tTNT1 A 0 A_CheckFloor(\"Sound\")\n\t\t\tTNT1 A 2\n\t\t\tStop\n        Sound:\n            NULL A 0\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckFloorType2\")//Check Floortype\n\t\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"BDFootsteps\")//Check Footsteps\n\n\t\t\tTNT1 A 2\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"FootStepDisabled\", 1, \"XDeath\")\n\t\t\tTNT1 A 0 A_PlaySound(\"BodyThud\", 1)\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"Water\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverDirt\", 1, \"Dirt\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"Sand\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGravel\", 1, \"Gravel\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal\", 1, \"Metal\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverMetal2\", 1, \"Metal2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverRock\", 1, \"Rock\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWood\", 1, \"Wood\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSnow\", 1, \"Snow\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile\", 1, \"Tile\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverTile2\", 1, \"Tile2\")\n\t\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlimy\", 1, \"Slimy\")\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n            Stop\n\n\t\tDirt:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floordirt\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tGravel:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSand:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorgravel\")\n\t\t\tTNT1 A 0 A_CustomMissile (\"SandCloudSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\t\tStop\n\n\t\tMetal:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tMetal2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floormetal2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tRock:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorrock\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tWood:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorwood\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSnow:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorsnow\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tTile2:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floortile2\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tSlimy:\n\t\t\tNULL A 0\n\t\t\tTNT1 A 0 A_playsound(\"floorSlimy\")\n\t\t\tNULL A 1\n\t\t\tStop\n\n\t\tXDeath:\n            NULL A 1\n\t\t\tNULL A 1\n\t\t\tNULL A 6\n            Stop\n\n\t\tWater:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 0 A_AlertMonsters(500, AMF_TARGETNONPLAYER)\n\t\t\tTNT1 A 0 A_SpawnItem(\"LargeMassWaterImpact\")\n\t\t\tStop\n\t\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "WeaponSpawners.txt",
        "contents": "ACTOR BasicWeaponPickup : Health\n{\n scale 0.8\n radius 24\n height 24\n +FORCEXYBILLBOARD\n -COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n Inventory.Amount 0\n Inventory.MaxAmount 99999\n Inventory.PickupMessage \"\"\n Inventory.PickupSound \"none\"\n}\n\nACTOR RifleSpawner: CustomInventory Replaces Pistol\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"$GOTRIFLE\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tRIFL A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClipSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeRifleSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Rifle\", 1, \"DualRifle\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"Rifle\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n\tDualRifle:\n\t\tTNT1 A 0 A_GiveInventory(\"DualRifles\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n    }\n}\n\nACTOR FakeClipSprite: RifleSpawner\n{\n Scale 0.8\n VisibleToPlayerClass Purist\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\n\t Spawn:\n\t\tCLIP A 0\n\t\tCLIP A 2\n\t\tStop\n    }\n}\n\nACTOR FakeRifleSprite: RifleSpawner\n{\n Scale 0.8\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\n\t Spawn:\n\t\tRIFL A 0\n\t\tRIFL A 2\n\t\tStop\n    }\n}\n\nACTOR PistolSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"$GOTPISTOL\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tPIST G 1\n\t\tPIST G -1\n\t\tStop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BrutalPistol\", 1, \"DualPistol\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalPistol\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 10)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n\tDualPistol:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"DualPistols\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 10)\n\t\tStop\n    }\n}\n\nACTOR MP40Spawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupMessage \"You got the Mp-40\"\n Inventory.PickupSound \"CLIPIN\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeClipSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeMP40Sprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"MP40\", 1, \"Dual\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"MP40\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Mauser9mm\", 30)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n\tDual:\n\t\tTNT1 A 0 A_GiveInventory(\"DualMP40\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Mauser9mm\", 10)\n\t\tStop\n    }\n}\n\nACTOR FakeMP40Sprite: RifleSpawner\n{\n Scale 0.8\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\n\t Spawn:\n\t\tRIFL A 0\n\t\tMP40 I 2\n\t\tStop\n    }\n}\n\nACTOR ShotgunSpawner: CustomInventory Replaces Shotgun\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n\n Inventory.PickupMessage \"$GOTSHOTGUN\"\n Inventory.PickupSound \"weapons/sgpump\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tSHTC A 0\n\t\tSHTC A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"FakeOldSGSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeNewSGSprite\")\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Shot_Gun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicShotgun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n    }\n}\n\nACTOR ShotgunSpawnerDroped: ShotgunSpawner\n{\n    States\n    {\n\t Spawn:\n\t\tTNT1 A 0\n\t\tSHTC A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"FakeOldSGSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeNewSGSprite\")\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Shot_Gun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 2)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicShotgun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 2)\n\t\tStop\n    }\n}\n\nACTOR FakeOldSGSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass Purist\n States\n    {\n\n\t Spawn:\n\t\tCLIP A 0\n\t\tSHTC B 2\n\t\tStop\n    }\n}\n\nACTOR FakeNewSGSprite: RifleSpawner\n{\n Scale 0.8\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n  +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n States\n    {\n\n\t Spawn:\n\t\tRIFL A 0\n\t\tSHTC A 2\n\t\tStop\n    }\n}\n\nACTOR SSGSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n\n Inventory.PickupMessage \"$GOTSHOTGUN2\"\n Inventory.PickupSound \"CLIPINSS\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tSGN2 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tSGN2 A -1\n\t\tStop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"SSG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicSSG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 8)\n\t\tStop\n    }\n}\n\nactor SSGSpawnerReplacer: BasicWeaponPickup Replaces  SuperShotgun\n{\n    States\n    {\n\n\t Spawn:\n\t\tSGN2 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tSGN2 A 2\n\t\tTNT1 A 0 A_Jump(48, \"Spawn2\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SSGSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"AssaultShotgun\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n}}\n\nACTOR ChaingunSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n\n Inventory.PickupSound \"CBOXPKUP\"\n\tInventory.PickupMessage \"$GOTCHAINGUN\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeChaingunSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeMinigunSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Minigun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicChaingun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 20)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n    }\n}\n\nACTOR SMGSpawner: CustomInventory\n{\n scale 1.0\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n\n Inventory.PickupSound \"CBOXPKUP\"\n\tInventory.PickupMessage \"You got the Sub-machinegun!\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tSMGZ A 1\n\t\tSMGZ A -1\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"BrutalSMG\", 1, \"Dual\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalSMG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 20)\n\t\tStop\n\tDual:\n\t\tTNT1 A 0\n\t    TNT1 A 0 A_GiveInventory(\"DualSMG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip1\", 20)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicSMG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 20)\n\t\tStop\n    }\n}\n\nACTOR MachinegunSpawner: CustomInventory\n{\n scale 1.0\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n\n Inventory.PickupSound \"CBOXPKUP\"\n\tInventory.PickupMessage \"You got the Machine Gun! (Slot 4)\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tMGN1 Z 1\n\t\tMGN1 Z -1\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Machinegun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 50)\n\t\tStop\n\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicSMG\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 50)\n\t\tStop\n    }\n}\n\nactor ChaingunSpawnerReplacer : BasicWeaponPickup Replaces Chaingun\n{\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tMGUN A 2\n\t\tTNT1 A 0 A_Jump(64, \"Spawn2\", \"Spawn3\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ChaingunSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SMGSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MachinegunSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n}}\n\nACTOR FakeChaingunSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass Purist\n States\n    {\n\n\t Spawn:\n\t\tMGUN A 0\n\t\tMGUN B 2\n\t\tStop\n    }\n}\n\nACTOR FakeMinigunSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n    {\n\n\t Spawn:\n\t\tMGUN A 0\n\t\tMGUN A 2\n\t\tStop\n    }\n}\n\nACTOR DropedChaingunSpawner: ChaingunSpawner\n{\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeChaingunSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeMinigunSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Minigun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicChaingun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n    }\n}\n\nACTOR RocketLauncherSpawner : CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"ROCKPKUP\"\n Inventory.PickupMessage \"$GOTLAUNCHER\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeRocketLauncherSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeRL2Sprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoRocket\", 2)\n\t\tTNT1 A 0 A_GiveInventory(\"Rocket_Launcher\", 1)\n\t\tStop\n\tPurist:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoRocket\", 2)\n\t    TNT1 A 0 A_GiveInventory(\"ClassicRocketLauncher\", 1)\n\t\tStop\n    }\n}\n\nACTOR GrenadeLauncherSpawner: CustomInventory 2551\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n //$category Weapons\n Inventory.PickupSound \"ROCKPKUP\"\n Inventory.PickupMessage \"You got the Grenade Launcher!\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tGLAP A 0\n\t\tGLAP A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"FakeRocketLauncherSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeGLSprite\")\n\t\tTNT1 A 2\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"GrenadeLauncher\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoRocket\", 2)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicRocketLauncher\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoRocket\", 2)\n\t\tStop\n    }\n}\n\nactor RLSpawnerReplacer  : BasicWeaponPickup Replaces RocketLauncher\n{\n    States\n    {\n\n\t Spawn:\n\t\tLAUN A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tLAUN A 2\n\t\tTNT1 A 0 A_Jump(48, \"Spawn2\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"RocketLauncherSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"GrenadeLauncherSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n}}\n\nACTOR FakeRocketLauncherSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass Purist\n States\n    {\n\n\t Spawn:\n\t\tLAUN A 0\n\t\tRLAU B 2\n\t\tStop\n    }\n}\n\nACTOR FakeRL2Sprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n    {\n\n\t Spawn:\n\t\tLAUN A 0\n\t\tRLAU A 2\n\t\tStop\n    }\n}\n\nACTOR FakeGLSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n    {\n\n\t Spawn:\n\t\tGLAP A 0\n\t\tGLAP A 2\n\t\tStop\n    }\n}\n\nACTOR PLasmagunSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n\n Inventory.PickupSound \"PLSDRAW\"\n Inventory.PickupMessage \"$GOTPLASMA\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tPLAS A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tPLAS A -1\n\t\tStop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Plasma_Gun\", 1, \"DualPlasma\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"Plasma_Gun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 50)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicPlasmaRifle\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 50)\n\t\tStop\n\tDualPlasma:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"DUalPlasmaRifles\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 50)\n\t\tStop\n    }\n}\n\nactor PlasmagunReplacer : BasicWeaponPickup Replaces PLasmaRifle\n{\n    States\n    {\n\n\t Spawn:\n\t\tPLAS A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tPLAS A 2\n\t\tTNT1 A 0 A_Jump(48, \"Spawn2\")\n\n\tVanilla:\n\tSpawn1:\n\t\tPLAS A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"PLasmagunSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tPLAS A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"RailgunSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n}}\n\nACTOR RailgunSpawner: CustomInventory  2552\n{\n scale 0.8\n radius 24\n height 24\n //$category \"Weapons\"\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"PLSDRAW\"\n Inventory.PickupMessage \"You got the Railgun!\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tSRCG A 0\n\t\tSRCG A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"FakePlasmagunSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeRailgunSprite\")\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Railgun\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 50)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicPlasmaRifle\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 50)\n\t\tStop\n    }\n}\nACTOR FakeRailgunSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n    {\n\n\t Spawn:\n\t\tSRCG A 0\n\t\tSRCG A 2\n\t\tStop\n    }\n}\n\nACTOR FakePlasmagunSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass Purist\n States\n    {\n\n\t Spawn:\n\t\tPLAS A 0\n\t\tPLAS A 2\n\t\tStop\n    }\n}\n\nACTOR DropedPlasmaGun: PlasmagunSpawner\n{\n    States\n    {\n\n\t Pickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Plasma_Gun\", 1, \"DualPlasma\")\n\t\tTNT1 A 0 A_GiveInventory(\"Plasma_Gun\", 1)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicPlasmaRifle\", 1)\n\t\tStop\n\tDualPlasma:\n\t\tTNT1 A 0 A_GiveInventory(\"DUalPlasmaRifles\", 1)\n\t\tStop\n\n    }\n}\n\nactor BFGReplacer : BasicWeaponPickup Replaces BFG9000\n{\n    States\n    {\n\n\t Spawn:\n\t\tBFUG A 0\n\t\tBFUG A 0 Thing_ChangeTID(0,736)\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tBFUG A 3\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"NaziVerificate1\", 1, \"MG42\")\n\t\tTNT1 A 0 A_Jump(48, \"BFG10K\")\n\t\tTNT1 A 0 A_Jump(4, \"Unmaker\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"BFG9000Spawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t BFG10K:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"BFG10KSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tUnmaker:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"UnmakerSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tFlamethrower:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_SpawnItemEx (\"Flamethrower2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tMG42:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", 0)\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOTARGET\", 1)\n\t\tTNT1 A 0 A_ChangeFlag(\"NOBLOCKMAP\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"HitlersBuzzsaw\", 0, 0, 0, 0, 0, 0, 0, SXF_TRANSFERPOINTERS | SXF_TRANSFERAMBUSHFLAG)\n\t\tStop\n\n}}\n\nACTOR BFG9000Spawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"BFGREADY\"\n Inventory.PickupMessage \"$GOTBFG9000\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"FakeBFGSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeOldBFGSprite\")\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"BIG_FUCKING_GUN\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"VanillaBFG9000\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n    }\n}\n\nACTOR BFG10KSpawner: CustomInventory 2553\n{\n scale 0.8\n radius 24\n height 24\n //$category \"Weapons\"\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"BFGREADY\"\n Inventory.PickupMessage \"You got the BFG 10K! Holy Shit!\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tBFG2 A 0\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"FakeBFG10KSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeOldBFGSprite\")\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"BFG10K\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"VanillaBFG9000\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n    }\n}\n\nACTOR UnmakerSpawner: CustomInventory 8845\n{\n //$category \"Weapons\"\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n Inventory.PickupSound \"BFGREADY\"\n Inventory.PickupMessage \"You got the sinister Unmaker, the power of hell itself. (Slot 8)\"\n Mass 1\n\n    States\n    {\n\n\t Spawn:\n\t\tUNHW A 0\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0 A_SpawnItem(\"FakeUnmakerSprite\")\n\t\tTNT1 A 0 A_SpawnItem(\"FakeOldBFGSprite\")\n\t\tLoop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Unmaker\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"SoulAmmo\", 100)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"VanillaBFG9000\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoCell\", 100)\n\t\tStop\n    }\n}\n\nACTOR FakeBFG10KSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n    {\n\n\t Spawn:\n\t\tBFG2 A 0\n\t\tBFG2 A 4\n\t\tStop\n    }\n}\n\nACTOR FakeUnmakerSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n    {\n\n\t Spawn:\n\t\tUNHW A 0\n\t\tUNHW A 4\n\t\tStop\n    }\n}\n\nACTOR FakeBFGSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n    {\n\n\t Spawn:\n\t\tBFUG A 0\n\t\tBFUG A 4\n\t\tStop\n    }\n}\n\nACTOR FakeOLDBFGSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass Purist\n States\n    {\n\n\t Spawn:\n\t\tBFUG B 0\n\t\tBFUG B 4\n\t\tStop\n    }\n}\n\nACTOR ChainsawSpawner: CustomInventory Replaces Chainsaw\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n inventory.pickupsound \"weapons/chainsaw/draw\"\n Inventory.PickupMessage \"$GOTCHAINSAW\"\n Mass 1\n    States\n    {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"EvidenceCheckerChainsaw\", 0, 0, 0, 0, 0, 0, 0, SXF_NOCHECKPOSITION)\n\t\tCSAW A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tCSAW A -1\n\t\tStop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"Chain_Saw\", 1)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"ClassicSaw\", 1)\n\t\tStop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "DEFAULTWEAPON.txt",
        "contents": "ACTOR BrutalWeapon : DoomWeapon\n{\n Weapon.BobRangeX 0.2\n Weapon.BobRangeY 0.4\n Weapon.BobSpeed 2.9\n Weapon.BobStyle Smooth\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n Inventory.ForbiddenTo Purist\n\tStates\n\t{\n\tGoingToReady:\n\tSelectingAnimation:\n\t\t  TNT1 A 2\n\t\t  TNT1 A 0 A_TakeInventory(\"BDWEaponACtion\", 1)\n\t\t  TNT1 A 0 A_TakeInventory(\"ExecuteDownedEnemy\", 1)\n\t\t  TNT1 A 0 A_TakeInventory(\"Kicking\",1)\n\t\t  TNT1 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\t  TNT1 A 0 A_TakeInventory(\"Salute2\", 1)\n\t\t  TNT1 A 0 A_TakeInventory(\"Taunting\",1)\n\t\t  TNT1 A 0 A_TakeInventory(\"TossGrenade\",1)\n\t\t  TNT1 A 0 A_TakeInventory(\"IsRunning\",1)\n\t\t  TNT1 A 0 A_TakeInventory(\"Reloading\",1)\n\t\t  TNT1 AAAA 1 A_Jump(255, \"Ready3\")\n\t\t  Loop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto GoingToReady\n\n\tReady3:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\t//Ready:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\t//Fire:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\t//Deselect:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\t//Select:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_Jump(255, \"Ready3\")\n\t\tLoop\n\n\tWEaponActions:\n\t\t  TNT1 A 0\n\t\t  TNT1 A 0 A_TakeInventory(\"BDWEaponACtion\", 1)\n\t\t  TNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t  TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\t  TNT1 A 1\n\t\t  TNT1 A 0 A_Jump(255, \"Ready3\")\n\t\t  TNT1 A 1\n\t\tLoop\n\n\tTryuse:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 100)\n\t\tRIFF A 0 A_FireCustomMissile(\"UseAttack\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"StealthAttack\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\", 1, \"WaitFlashlightOn\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"Interrupt\")\n\t\tGoto Flash\n\n\tInterrupt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PRessedUse\", 1)\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"Interrupt\")\n\t\tGoto Flash\n\n\tWaitFlashlightOn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PRessedUse\", 1)\n\t\tTNT1 A 1\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 1\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 1\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"WaitFlashlightOn\")\n\t\tGoto Flash\n\n\tFlash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"SwitchFlashlight\",1,\"SwitchFlashlight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\", 1, \"FlashOn\")\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"TryUse\")\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\t\tGoto Flash\n\n\tFlashOn:\n\t    TNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightSource\", 32, 8, 30)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"TryUse\")\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightAlerter\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightSource\", 32, 8, 30)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightSource\", 32, 8, 30)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUse\", 1, \"TryUse\")\n\t\tTNT1 A 1 BRIGHT\n\t\tTNT1 A 0 A_SpawnItemEx(\"FlashlightSource\", 32, 8, 30)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile2\", 0, 0, 0, 0, 0, 0)\n\t\tRIFF A 0 A_FireCustomMissile(\"FlashlightProjectile3\", 0, 0, 0, 0, 0, 0)\n\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 1)\n\n\t\tGoto Flash\n\n\tSwitchFlashlight:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"SwitchFlashlight\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"FlashlightOn\",1,\"TurnFlashOff\")\n\t\tTNT1 A 0 A_Giveinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_PlaySound(\"FLASHON\", 5)\n\n        Goto Flash\n\tTurnFlashOff:\n\t\tTNT1 A 0 A_Takeinventory(\"FlashlightOn\",1)\n\t\tTNT1 A 0 A_Light0\n\t\tTNT1 A 0 A_PlaySound(\"FLASHOFF\", 5)\n        Goto Flash\n\n\tRifleBash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tRIBA ACE 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tRIBA G 5\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tRIBA FEDCBA 1\n\t\tTNT1 AAAA 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"RifleBash\")\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto SelectingAnimation\n\n\tDoKick:\n\t\tTNT1 AA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TAkeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PowerLightAmp\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, \"SlideAttack\")\n\n        TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"BerserkerKick\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"RifleSelected\", 1, \"RifleBash\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n        KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto SelectingAnimation\n\n    BerserkerKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n        RIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, -7)\n        KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tAirKick:\n\t    TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SuperAirKick\")\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"AirKickAttack\", 0, 0, 0, -31)\n        KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tSuperAirKick:\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tKICK JKLMN 1\n        RIFF A 0 A_FireCustomMissile(\"SuperAirKickAttack\", 0, 0, 0, -31)\n        KICK O 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tGoto GoingToReady\n\n\tSlideAttack:\n\t\tTNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Recoil (-6)\n\t\tTNT1 A 0 A_PlaySound(\"SlideKickStart\", 5)\n\t\tKICK LMN 1\n\t\tTNT1 A 0 A_SetPItch(10)\n        RIFF A 0 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n        KICK O 1\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tGoto FinishSlide\n\n\t\tKICK O 1 A_FireCustomMissile(\"SlideAttack\", 0, 0, 0, 10)\n\t\tTNT1 A 0 A_Recoil (-2)\n\t\tTNT1 A 0 A_SetPItch(10)\n\t\tTNT1 A 0 A_JumpIfInventory(\"KickHasHit\", 1, \"FinishSlideHitWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsCrouching\", 1, 1)\n\t\tTNT1 A 0 A_TAkeInventory(\"KickHasHit\", 1)\n\t\tGoto FinishSlide\n\n\tFinishSlide:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"SlideKickStop\", 5)\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto GoingToReady\n\n\tFinishSlideHitwall:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t\tKICK PQRST 2\n\t\tTNT1 A 0 A_TAkeInventory(\"KickHasHit\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto GoingToReady\n\n    Taunt:\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"Taunting\",1)\n\n        TNT1 A 10\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"TauntClassic\")\n\t\tFUCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GenderFemale\", 1, \"TauntFemale\")\n        FUCK B 1 A_PlaySound(\"FUCK\", 2)\n        FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n        FUCK DCBA 1\n        TNT1 A 10\n\t\tGoto GoingToReady\n\n\tTauntFemale:\n\t\tTNT1 A 0\n\t\tFUCK B 1 A_PlaySound(\"FTAUNT\", 2)\n        FUCK CD 1 A_AlertMonsters\n\t\tFUCK E 15 A_Takeinventory(\"Taunting\",1)\n        FUCK DCBA 1\n        TNT1 A 10\n\t\tGoto GoingToReady\n\n\tTauntClassic:\n\n\t\tFVCK A 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GenderFemale\", 1, \"TauntFemaleClassic\")\n        FVCK B 1 A_PlaySound(\"FUCK\", 2)\n        FVCK CD 1 A_AlertMonsters\n\t\tFVCK E 15 A_Takeinventory(\"Taunting\",1)\n        FVCK DCBA 1\n        TNT1 A 10\n\t\tGoto GoingToReady\n\n\tTauntFemaleClassic:\n\t\tTNT1 A 0\n\t\tFVCK B 1 A_PlaySound(\"FTAUNT\", 2)\n        FVCK CD 1 A_AlertMonsters\n\t\tFVCK E 15 A_Takeinventory(\"Taunting\",1)\n        FVCK DCBA 1\n        TNT1 A 10\n\t\tGoto GoingToReady\n\n\tSalute:\n\t    TNT1 A 0 SetPlayerProperty(0,1,0)\n\t\tTNT1 A 0 A_ALertMonsters\n\t\tNULL A 0 ACS_NamedExecuteAlways(\"BDStartCamera\", 0, 0, 0, 0)//Start Camera\n\t\tSALU ABCDEDCDEDCDEDCBA 4\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDStopCamera\", 0, 0, 0, 0)//Stop Camera\n\t\tTNT1 A 0 A_TakeInventory(\"Salute1\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"Salute2\",1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tGoto GoingToReady\n\tTossGrenade:\n\t\t\"----\" A 2\n\t\t\"----\" A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\"----\" A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 4)\n\t\t\"----\" A 0 A_Print(\"No Grenades Left.\")\n\t\t\"----\" A 0 A_Jump(256, \"Ready3\")\n\t\t\"----\" AAAAA 0\n\t\t\"----\" A 4\n\t\t\"----\" A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tTNT1 A 0 A_TAkeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PowerLightAmp\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"TossGrenadeClassic\")\n\t\tGRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"FakeGrenade\", 0, 0, 0, 0, 0, 0)\n\t    TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH J 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", 0, 0, 0, 0, 0, 0)\n\t\tGRTH KLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto GoingToReady\n\n\tTossGrenadeClassic:\n\n\t\tPRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tPRTH EEFG 1\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tPRTH HI 1\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 0, 0, 0, 0, 0)\n\t    TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tPRTH JKLM 1\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tGoto GoingToReady\n\n\tDoExecution:\n\t\tTNT1 A 0 A_SetPitch(65)\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 1)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 0)\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 SetPlayerProperty(0,1,4)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteBashWall\", 1, \"BashWall\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteStompWall\", 1, \"StompWall\")\n\n\t\tTNT1 AAAAA 1 A_SetPitch(70)\n\t\tTNT1 A 0 A_Jump(255, \"Execution1\", \"Execution2\")\n\t\tGoto Execution1\n\n\tStompwall:\n\t\tTNT1 A 0 A_Stop\n\t\t//TTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tTNT1 A 0 A_SetPitch(10)\n\t\tTNT1 A 0 A_Recoil(-1)\n\n\t\tKICK JKLMN 1 A_Recoil(-1)\n        RIFF A 0 A_FireCustomMissile(\"ExecutionAttackStompWall\", 0, 0, 0, -7)\n\n        KICK OOO 2  A_Recoil(-1)\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK PQRST 1\n\n\t\tKICK A 0 A_Takeinventory(\"ExecuteStompWall\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteBashWall\",1)\n\t\tTNT1 A 5\n\t\tGoto FinishExecution+8\n\n\tBashwall:\n\t\tTNT1 A 0\n\t\t//TTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_SetPitch(10)\n\t\tTNT1 A 0 A_ZoomFactor(1.3)\n\t\tIEHW A 2\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\t\tIEHW A 8\n\t\tIEHW AAA 1 A_SetAngle(angle+6)\n\t\tIEHW BCDEF 1 A_SetAngle(angle+6)\n\t\tIEHW G 3\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\n\t\tIEHW HIJKKK 1 A_SetAngle(angle-3)\n\t\tIEHW KKKJIH 1 A_SetAngle(angle+3)\n\t\tIEHW FG 3\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\n\t\tIEHW HIJKKK 1 A_SetAngle(angle-3)\n\t\tIEHW KKKJIH 1 A_SetAngle(angle+3)\n\t\tIEHW FG 3\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_PlaySound(\"imp/pain\", 4)\n\t\tTNT1 A 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\n\t\tIEHW HIJKKK 1 A_SetAngle(angle-3)\n\t\tIEHW KKKJIH 1 A_SetAngle(angle+3)\n\t\tTNT1 AA 0 A_CustomMissile(\"XDeath1\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_CustomMissile(\"ImpHeadExplode\", 48, 0, 45, 2)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ArmorShardFatalityBonus2\", 0, 0, 20, random (-1, 1), random (-1, 1), 8)\n\t\tTNT1 A 0 A_CustomMissile(\"XDeath2\", 48, 0, 45, 2)\n\t\tTNT1 AAA 0 A_CustomMissile(\"KickAttack\", 48, 0, 45, 2)\n\t\tIEHW LMNO 1\n\t\tIEHW O 6\n\t\tIEHW PQRST 2 A_SetAngle(angle-4)\n\t\tTNT1 A 0 A_SpawnItem (\"GrowingBloodPool\")\n\t\tTNT1 A 0 A_SpawnItem(\"DeadImp_NoHead\")\n\t\tTNT1 AAA 1 A_SetAngle(angle-3)\n\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteBashWall\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteStompWall\",1)\n\n\t\tTNT1 A 5\n\t\tGoto FinishExecution+8\n\n\tExecuteAirStomp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Stop\n\t\tTNT1 A 0 A_GiveInventory(\"IsExecutingOnAir\", 1)\n\t\tTNT1 A 0 ThrustThingZ(0, 10, 0, 1)\n\t\tSTOM ABCCCCC 1 A_SetPitch(80)\n\t\tSTOM CCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCCC 1 A_CheckFloor(\"DoAirStomp\")\n\tDoAirStomp:\n\t\tRIFF AAA 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, 0)\n        STOM D 5\n\t\tTNT1 A 0 ThrustThingZ(0, 20, 1, 1)\n\t\tTNT1 A 0 A_TakeInventory(\"IsExecutingOnAir\", 1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteStompWall\",1)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteBashWall\",1)\n\t\tGoto FinishExecution\n\n\tExecution1:\n\t\tKICK BCD 1\n\t\t//TTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tRIFF A 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, -7)\n        KICK H 5\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tTNT1 A 5\n\t\tGoto FinishExecution\n\n\tExecution2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_ZoomFactor(1.2)\n\t\t//TTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n\t\tPONG B 1 A_Stop\n        PONG C 1 A_PlaySound(\"skeleton/swing\")\n\t\tPONG D 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPONG E 3 A_Stop\n\t\tPONG DCB 2 A_Stop\n\t\tPUN3 A 1 A_Stop\n        PUN3 B 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN3 C 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPUN3 E 3 A_Stop\n\t\tPUN3 CBA 2 A_Stop\n\n\t\tPONG B 1 A_Stop\n        PONG C 1 A_PlaySound(\"skeleton/swing\")\n\t\tPONG D 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPONG E 3 A_Stop\n\t\tPONG DCB 2 A_Stop\n\t\tPUN3 A 1 A_Stop\n        PUN3 B 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN3 C 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPUN3 E 3 A_Stop\n\t\tPUN3 CBA 2 A_Stop\n\n\t\tPONG B 1 A_Stop\n        PONG C 1 A_PlaySound(\"skeleton/swing\")\n\t\tPONG D 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tPONG E 3 A_Stop\n\t\tPONG DCB 2 A_Stop\n\n\t\tTNT1 A 1\n\t\tPUN3 A 1 A_Stop\n        PUN3 B 1 A_PlaySound(\"skeleton/swing\")\n\t\tPUN3 C 1\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, 0)\n\t\tPUN3 E 6 A_Stop\n\t\tPUN3 CBA 2 A_Stop\n\t\tTNT1 A 0 A_ZoomFactor(1.0)\n\n\t\tTNT1 A 5\n\t\tGoto FinishExecution\n\n\tExecution3:\n\n\t\tKIKF ABC 1\n\t\t//TTNT1 A 0 A_JumpIfInventory(\"IsFloating\", 1, \"ExecuteAirStomp\")\n        TNT1 A 0 A_PlaySound(\"KICK\")\n\t\tKIKF D 1\n\t\tTNT1 AAA 0 A_FireCustomMissile(\"ExecutionAttackFatality\", 0, 0, 0, 0)\n\t\tKIKF DDDDDDD 1 A_SetPitch(Pitch-10)\n\t\tKIKF ECBA 2\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 1)\n\t\tTNT1 A 5\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tTNT1 A 0 A_takeInventory(\"PressedUSe\", 1)\n\t\tGoto Ready3\n\n\tFinishExecution:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAA 1 A_SetPitch(Pitch-10)\n\t\tTNT1 A 0 A_ChangeFLag(\"NOPAIN\", 0)\n\t\tTNT1 A 0 A_ChangeFLag(\"PUSHABLE\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,4)\n\t\tKICK A 0 A_Takeinventory(\"ExecuteDownedEnemy\",1)\n\t\tTNT1 A 0 A_takeInventory(\"PressedUSe\", 1)\n\t\tGoto Ready3\n\t}\n}\n\nACTOR FlashlightProjectile: FastProjectile\n{\n\tRadius 36\n\tHeight 36\n\tSpeed 600\n\tDamage 0\n\tMass 0\n\t+DONTSPLASH\n\t+NOTIMEFREEZE\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 2\n\t\tStop\n\n    Death:\n\tXDeath:\n\t    TNT2 A 3\n\t\tStop\n\t}\n}\n\nACTOR FlashlightAlerter: FastProjectile\n{\n\tRadius 2\n\tHeight 2\n\tSpeed 600\n\tDamage 0\n\tMass 0\n\t+DONTSPLASH\n\t+NOTIMEFREEZE\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 2\n\t\tStop\n\n    Death:\n\tXDeath:\n\t    TNT2 A 3\n\t\tTNT1 A 0 A_AlertMonsters(150)\n\t\tStop\n\t}\n}\n\nACTOR FlashlightProjectile2: FlashlightProjectile\n{\n\tRadius 22\n\tHeight 2\n\t+CLIENTSIDEONLY\n}\n\nACTOR FlashlightProjectile3: FlashlightProjectile\n{\n\tRadius 1\n\tHeight 1\n\t+CLIENTSIDEONLY\n\tSpeed 600\n}\n\nACTOR FlashlightSource: FlashlightProjectile\n{\n\tRadius 2\n\tHeight 2\n\tSpeed 0\n\tRenderstyle Add\n\tYScale 0.3\n\tXScale 0.5\n\tAlpha 0.9\n\n\tStates\n\t{\n\tSpawn:\n\tPLFL A 2\n\tStop\n\tDeath:\n\tXdeath:\n\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Melee.txt",
        "contents": "Actor KickAttackLow\n{\n+NOGRAVITY\n}\n\nACTOR Melee_Attacks : BrutalWeapon Replaces Fist\n{\n\tGame Doom\n\tWeapon.SelectionOrder 3700\n\tWeapon.Kickback 100\n\tObituary \"%o was Ripped and Teared by \t%k\"\n\t+WEAPON.MELEEWEAPON\n    +WEAPON.NOALERT\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.CHEATNOTWEAPON\n\t+INVENTORY.UNDROPPABLE\n\t+WEAPON.NOAUTOFIRE\n\tTag \"Fists\"\n\tStates\n\t{\n\n\tSteady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tReload:\n\t\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"SelectFatalityModes\")\n\t    PUNS BCD 1\n\t\tPUNS E 7 A_PlaySound(\"Knuckled\")\n\t\tPUNS FGFE 3\n\t\tPUNS DCB 1 A_TakeInventory(\"Reloading\", 1)\n\t\tGoto Ready3\n\n\tSelectFatalityModes:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoFatality\", 1, \"FatalityOn\")\n\t\tGoto FatalityOff\n\tFatalityOn:\n\t    TNT1 A 0 A_Print(\"RIP AND TEAR! Mode Selected: Jabs performs fatalities.\")\n\t    PUNS BCD 1\n\t\tPUNS E 7 A_PlaySound(\"Knuckled\")\n\t\tPUNS FGFE 3 A_TakeInventory(\"Reloading\", 1)\n\t\tPUNS DCB 1 A_TakeInventory(\"NoFatality\", 1)\n\t\tGoto Ready3\n\n\tFatalityOff:\n\t\tTNT1 A 0 A_Print(\"SMASH Mode Selected: Jabs crushes enemies.\")\n\t    PUNS BCD 1\n\t\tPUNS E 7 A_PlaySound(\"Knuckled\")\n\t\tPUNS FGFE 3 A_TakeInventory(\"Reloading\", 1)\n\t\tPUNS DCB 1 A_GiveInventory(\"NoFatality\", 1)\n\t\tGoto Ready3\n\n\tCheckGrab:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPickable\",1, \"Pick\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKZombieman\",1, \"StealthAttack\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKShotgunguy\",1, \"StealthAttack\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKChaingunguy\",1, \"StealthAttack\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKNazi\",1, \"StealthAttack\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKLabguy\",1, \"StealthAttack\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKImp\",1, \"StealthAttack\")\n\t\tpong A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1, \"GrabCheckDist\")\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"StealthAttack\")\n\t\tGoto Ready3\n\n\tCheckGrab2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"MeatAmmo\", 100)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"IsPickable\",1, \"Pick\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKZombieman\",1, \"StealthAttack\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKShotgunguy\",1, \"StealthAttack\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKChaingunguy\",1, \"StealthAttack\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKNazi\",1, \"StealthAttack\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKLabguy\",1, \"StealthAttack\")\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"SKImp\",1, \"StealthAttack\")\n\t\tpong A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1, \"GrabAttack\")\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"StealthAttack\")\n\t\tGoto Ready3\n\n\tStealthAttack:\n\t\tPUNS A 0\n\t\tTNT1 A 0 A_GiveInventory(\"GoSpecial\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\")\n\t\tPONG A 0 A_FireCustomMissile(\"StealthAttack\", 0, 0, 0, -9)\n\t\tPONG AAA 1 A_JUmpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(310)//Make player go to special state\n\t\tPONG AAAAAA 1 A_JUmpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tGoto Fire\n\n\tPick:\n\t\tPUNS A 0\n\t\tTNT1 A 0 A_GiveInventory(\"GoSpecial\")\n\t\tTNT1 A 0 A_GiveInventory(\"Punching\")\n\t\tPKUP E 1\n\t\tPONG A 0 A_FireCustomMissile(\"PickMissile\", 0, 0, 0, -9)\n\t\tPKUP FG 1\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tGoto Jab\n\n\tGrabCheckDist:\n\t\tTNT1 A 0\n\t\tpong A 1\n\t\tTNT1 A 0 A_TakeInventory(\"PressedUse\", 1)\n\t\tTNT1 A 0 A_JumpIfCloser(150, \"GrabAttack\")\n\t\tGoto Ready3\n\n\tGrabAttack:\n\t\tPKUP ABCD 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"BerserkGrabAttack\",0,0,0,-15)\n\t\tTNT1 A 0 A_GiveInventory(\"Reloading\", 1)\n\t\tPKUP E 1\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"PickBarrel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAZombieman\",1,\"PickZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAShotgunguy\",1,\"PickShotgunguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAChaingunguy\",1,\"PickChaingunguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAZombieCivilian\",1,\"PickZombieCivilian\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAEvilMarine\",1,\"PickEvilMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedANazi\",1,\"PickNazi\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAImp\",1,\"PickImp\")\n\t\tPKUP E 1\n\t\tPKUP FG 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"PickBarrel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAZombieman\",1,\"PickZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAShotgunguy\",1,\"PickShotgunguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAChaingunguy\",1,\"PickChaingunguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAZombieCivilian\",1,\"PickZombieCivilian\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAEvilMarine\",1,\"PickEvilMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedANazi\",1,\"PickNazi\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAImp\",1,\"PickImp\")\n\t\tGoto Ready\n\n\tDoingFatality:\n\t\tPONG A 1\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDStartCamera\", 0, 0, 0, 0)\n\t\tGoto Ready3\n\n\tSelect:\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"SwitchtoFist\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"FistsSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tTNT1 A 0 A_SetCrosshair(41)\n        ////////////////// Check if player is performing a fatality\\\\\\\\\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_jumpifinventory(\"LostSoulFatality\",1,\"ReadySoul\")\n        ////////////////////\n\t\tPUNS A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\tSelectAnimation:\n        PUNS ABCDCBA 1\n\t\tTNT1 A 0 A_GunFlash\n\tReady:\n\t\tPONG A 3 A_WEAPONREADY\n\tReady3:\n\t\tTNT1 A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunguyHead\",1,\"ReadyShotgunguyHead\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasCacoEye\",1,\"ReadyCacoEye\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasImpFatality\",1,\"ReadyImpFatality\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasHearthFatality\",1,\"ReadyHearthFatality\")\n        TNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"PickBarrel\")\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tpong A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PressedUSe\",1,\"CheckGrab\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"CheckGrab2\")\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 2)\n\t\tLoop\n\n\tCheckSprint:\n\t\tPONG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tPONG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPUNR A 0 offset(-9,32)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tTNT1 A 0 offset(-9,32)\n\t\tPUNR A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tPUNR A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tPUNR A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"AirKick\")\n\t\tPUNR A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tPUNR A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tPUNR A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tPUNR A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tTNT1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"AirKick\")\n        TNT1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tTNT1 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tPUNR A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tPUNR A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tPUNR A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"AirKick\")\n\t\tPUNR A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tPUNR A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tPUNR A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tPUNR A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tPONG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tTNT1 A 0 A_PlaySound(\"Tired\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPONG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPONG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPONG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPONG A 5 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPONG A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tPUNR A 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n    Deselect:\n\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\t//TNT1 A 0 A_jumpifinventory(\"LostSoulFatality\",1,\"KillLS\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"FireBarrel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAZombieman\",1,\"ThrowZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAShotgunguy\",1,\"ThrowShotgunguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAChaingunguy\",1,\"ThrowChaingunguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAZombieCivilian\",1,\"ThrowZombieCivilian\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAEvilMarine\",1,\"ThrowEvilMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedANazi\",1,\"ThrowNazi\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAImp\",1,\"ThrowImp\")\n\t\tTNT1 A 0 A_SetCrosshair(0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\t////////////////////////////////////////////// Normal Attacks\n\n\tFire:\n        TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"ShotgunguyHead\",1,\"ShotgunguyHeadFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasImpFatality\",1,\"ImpFatalityFire\")\n\t\t//TNT1 A 0 A_JumpIfInventory(\"HasHearthFatality\",1,\"HasHearthFatalityFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasCacoEye\",1,\"CacoeyeFire\")\n\t\tTNT1 A 0 A_jumpifinventory(\"LostSoulFatality\",1,\"LSFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"FireBarrel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAZombieman\",1,\"ThrowZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAShotgunguy\",1,\"ThrowShotgunguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAChaingunguy\",1,\"ThrowChaingunguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAZombieCivilian\",1,\"ThrowZombieCivilian\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAEvilMarine\",1,\"ThrowEvilMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedANazi\",1,\"ThrowNazi\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAImp\",1,\"ThrowImp\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq2\", 1, \"Upper\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq1\", 2, \"LeftCross\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"PSeq1\", 1, \"Jab\")\n\t\tTNT1 A 0 A_TakeInventory(\"FireHold\", 40)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\n\t\tPONG A 1 OffSet(0, 38)\n\t\tPONG A 1 OffSet(0, 48)\n\tHold:\n\t\tTNT1 A 1 A_GiveInventory(\"FireHold\", 1)\n\t\tTNT1 A 0 OffSet(0, 32)\n\t\tTNT1 A 0 A_Refire\n\t\tTNT1 A 0 A_JumpIfInventory(\"FireHold\", 10, \"LeftCrossHold\")\n\t\tTNT1 A 0 A_TakeInventory(\"FireHold\", 40)\n\t\tGoto Jab\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAZombieman\",1,\"ShieldZombieman\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAShotgunguy\",1,\"ShieldShotgunguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAChaingunguy\",1,\"ShieldChaingunguy\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAZombieCivilian\",1,\"ShieldZombieCivilian\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAEvilMarine\",1,\"ShieldEvilMarine\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedANazi\",1,\"ShieldNazi\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrabbedAImp\",1,\"ShieldImp\")\n\t\tTNT1 A 0 A_jumpifinventory(\"LostSoulFatality\",1,\"LSFire\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"HasBarrel\",1,\"AltFireBarrel\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\t//TNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"PowerCross\")\n\t\tTNT1 A 0 A_Recoil(-2)\n\t\tGoto Cross\n\n\tJab:\n\t\tTNT1 A 0\n\t\tPONG BCD 1\n        TNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"PSeq1\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"PowerJab\")\n\t\tPONG A 0 A_FireCustomMissile(\"MeleeStrikeNormal\", 0, 0, 0, 1)\n\t\tGoto FinishJab\n\n\tPowerJabSmash:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tPONG A 0 A_FireCustomMissile(\"MeleeStrike1Smash\", 0, 0, 0, 1)\n\t\tTNT1 A 0 A_SetAngle(angle-3)\n\t\tGoto FinishJab\n\n\tPowerJab:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoFatality\", 1, \"PowerJabSmash\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tPONG A 0 A_FireCustomMissile(\"MeleeStrike1Fatality\", 0, 0, 0, 1)\n\t\tTNT1 A 0 A_SetAngle(angle-3)\n\n\tFinishJab:\n\t\tTNT1 A 0 A_SetAngle(angle-1)\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_PlaySound(\"fstatk\", 1)\n\t\tPONG E 2 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tPONG E 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tPONG G 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tPONG FHIJ 1 A_WeaponReady\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n\t\tGoto Ready3\n\n\tLeftCross:\n\t\tTNT1 A 0\n\t\tPONG HIJ 1\n\tLeftCrossHold:\n\t\tTNT1 A 0 A_PlaySound(\"*grunt\", 5)\n\t\tTNT1 AAA 1 A_SetAngle(angle+1)\n\t\tPONG BCD 1  A_SetAngle(angle-1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"PSeq1\",2)\n\t\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"PowerLeftCross\")\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tPONG A 0 A_FireCustomMissile(\"MeleeStrike2\", 0, 0, 0, 1)\n\t\tGoto FinishLeftCross\n\n\tPowerLeftCross:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tPONG AA 0 A_FireCustomMissile(\"MeleeStrike1Smash\", 0, 0, 0, 1)\n\t\tTNT1 A 0 A_SetAngle(angle-3)\n\n\tFinishLeftCross:\n\t\tTNT1 A 0 A_SetAngle(angle-2)\n\t\tPONG K 0 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_SetAngle(angle-2)\n\t\tTNT1 A 0 A_PlaySound(\"fstatk\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"Kicking\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 1)\n\t\tPONG LMN 1 A_SetAngle(angle-2)\n\t\tTNT1 AAA 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 1 A_SetAngle(angle+1)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOPRIMARY)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"LostSoulFatality\",1,\"ReadySoul\")\n\t\tGoto Ready\n\n\tCross:\n\t\tTNT1 A 0 A_TAkeInventory(\"FiredPrimary\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tPUN3 ABC 1\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"PowerCross\")\n        TNT1 A 0 A_PlaySound(\"fstatk\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"MeleeStrike2\", 0, 0, 0, 1)\n\t\tGoto FinishCross\n\n\tPowerCross:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tPONG AA 0 A_FireCustomMissile(\"MeleeStrike1Smash\", 0, 0, 0, 1)\n\t\tTNT1 A 0 A_SetAngle(angle+3)\n\n\tFinishCross:\n\t\tTNT1 A 0 A_SetAngle(angle+3)\n\t\tTNT1 A 0 A_PlaySound(\"*grunt\", 5)\n\t\tTNT1 A 0 A_GiveInventory(\"PSeq2\", 1)\n\t\tPUN3 E 1 A_SetAngle(angle+3.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOSECONDARY)\n\t\tPUN3 F 1 A_SetAngle(angle+2.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOSECONDARY)\n\t\tPUN3 G 1 A_SetAngle(angle+1.0)\n\t\tTNT1 A 0 A_WeaponReady(WRF_NOSECONDARY)\n\t\tPUN3 H 1 A_SetAngle(angle+1.0)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\tTNT1 A 0 A_SetAngle(angle-1.0)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\tTNT1 A 0 A_SetAngle(angle-1.0)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\tTNT1 A 0 A_SetAngle(angle-1.0)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\tTNT1 A 0 A_SetAngle(angle-1.0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\tTNT1 A 0 A_SetAngle(angle-1.0)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\tTNT1 A 0 A_SetAngle(angle-1.0)\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOSECONDARY)\n\t\tTNT1 A 0 A_SetAngle(angle-1.0)\n\t\tTNT1 A 5 A_WeaponReady(WRF_NOSECONDARY)\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tGoto Ready\n\n\tUpper:\n\t\tTNT1 A 0\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_PlaySound(\"*grunt\", 5)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq1\", 2)\n\t\tTNT1 A 0 A_TakeInventory(\"PSeq2\", 2)\n\t\tPUN5 CDE 1\n\t\tTNT1 A 0 A_jumpifinventory(\"PowerStrength\",1,\"PowerUpper\")\n        TNT1 A 0 A_PlaySound(\"fstatk\", 1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\t//TNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyStrikeUpward\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SetPitch(pitch-8)\n\t\tPUN5 F 1\n\t\tPUN5 GHIJ 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeUpward\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tPUN5 KLM 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n        TNT1 AAAAAAA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tGoto Ready\n\n\tPowerUpper:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\t//TNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"HeavyStrikeUpward\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"SuperKickAttack\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_SetPitch(pitch-8)\n\t\tPUN5 F 1\n\t\tPUN5 GHIJ 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 0 A_TakeInventory(\"HeavyStrikeUpward\", 1)\n\t\tTNT1 A 0 SetPlayerProperty(0,0,0)\n\t\tPUN5 KLM 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n        TNT1 AAAAAAA 1 A_JumpIfInventory(\"Kicking\",1,\"KickRight\")\n\t\tGoto Ready\n\n\t//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++\n\n\tKickRight:\n\t\tKIK2 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Giveinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(pitch-9)\n\t\tTNT1 A 0 A_SetAngle(angle+9)\n\t\tRIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tKIK2 D 1\n\t\tTNT1 A 0 A_SetPitch(pitch+2)\n\t\tTNT1 A 0 A_SetAngle(angle-2)\n\t\tKIK2 D 1\n\t\tTNT1 A 0 A_SetPitch(pitch+2)\n\t\tTNT1 A 0 A_SetAngle(angle-2)\n\t\tKIK2 E 1\n\t\tTNT1 A 0 A_SetPitch(pitch+1)\n\t\tTNT1 A 0 A_SetAngle(angle-1)\n\t\tKIK2 E 1\n\t\tTNT1 A 0 A_SetPitch(pitch+1)\n\t\tTNT1 A 0 A_SetAngle(angle-1)\n\t\tKIK2 C 1\n\t\tTNT1 A 0 A_SetPitch(pitch+1)\n\t\tTNT1 A 0 A_SetAngle(angle-1)\n\t\tKIK2 B 1\n\t\tTNT1 A 0 A_SetPitch(pitch+1)\n\t\tTNT1 A 0 A_SetAngle(angle-1)\n\t\tKIK2 A 1\n\t\tTNT1 A 0 A_SetPitch(pitch+1)\n\t\tTNT1 A 0 A_SetAngle(angle-1)\n\t\tTNT1 A 5 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Ready\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        TNT1 A 0 A_PlaySound(\"KICK\")\n\t\tTNT1 A 0 A_Giveinventory(\"Kicking\",1)\n\t\tTNT1 A 0 A_SetPitch(pitch-9)\n\t\tTNT1 A 0 A_SetAngle(angle-9)\n\t\tRIFF AA 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, 0)\n\t\tKIK1 D 1\n\t\tTNT1 A 0 A_SetPitch(pitch+2)\n\t\tTNT1 A 0 A_SetAngle(angle+2)\n\t\tKIK1 D 1\n\t\tTNT1 A 0 A_SetPitch(pitch+2)\n\t\tTNT1 A 0 A_SetAngle(angle+2)\n\t\tKIK1 E 1\n\t\tTNT1 A 0 A_SetPitch(pitch+1)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tKIK1 E 1\n\t\tTNT1 A 0 A_SetPitch(pitch+1)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tKIK1 C 1\n\t\tTNT1 A 0 A_SetPitch(pitch+1)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tKIK1 B 1\n\t\tTNT1 A 0 A_SetPitch(pitch+1)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tKIK1 A 1\n\t\tTNT1 A 0 A_SetPitch(pitch+1)\n\t\tTNT1 A 0 A_SetAngle(angle+1)\n\t\tTNT1 A 5 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Ready\n\n\tReadyShotgunguyHEad:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        PTG1 B 2 A_WeaponReady\n\t\tGoto Ready3\n\n\tReadyCacoEye:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        PTG2 A 2 A_WeaponReady\n\t\tGoto Ready3\n\n\tReadyImpFatality:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        PTG3 A 2 A_WeaponReady\n\t\tGoto Ready3\n\n\tReadyHearthFatality:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        PTG3 B 2 A_WeaponReady\n\t\tGoto Ready3\n\n\tShotgunguyHeadFire:\n\t\tPTG1 CDEFGHIJ 1\n        TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        PTG1 K 1 A_FireCustomMissile(\"SergeantHeadThrown\", 0, 0, 0, 0)\n        PTG1 LMNOP 1\n        TNT1 A 0 A_TakeInventory(\"ShotgunguyHead\",1)\n\t\tGoto Ready\n\n\tCacoEyeFire:\n\t\tPTG2 BCDEFG 1\n        TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_TakeInventory(\"HasCacoEye\",10)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        PTG2 H 1 A_FireCustomMissile(\"ThrownCacodemonEyeBall\", 0, 0, 0, 0)\n        PTG2 IJLMN 1\n\t\tGoto Ready\n\n\tImpFatalityFire:\n\t\tPTG3 A 1\n\t\tPTG3 A 1 Offset(4, 34)\n\t\tPTG3 A 1 Offset(8, 35)\n\t\tPTG3 A 1 Offset(16, 37)\n\t\tPTG3 A 1 Offset(32, 39)\n        TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_TakeInventory(\"HasImpFatality\",10)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        PTG2 H 1 A_FireCustomMissile(\"ThrowedImpDead\", 0, 0, 0, 0)\n        PTG2 IJLMN 1\n\t\tGoto Ready\n\n       Taunt:\n        TNT1 A 0 A_Takeinventory(\"Zoomed\",1)\n        TNT1 A 0 A_ZoomFactor(1.0)\n\t\tFUCK K 1\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 0, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", -9, 0, -1, 0)\n\t\tTNT1 A 0 BRIGHT A_FireCustomMissile(\"Taunter\", 9, 0, -1, 0)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GenderFemale\", 1, \"TauntFemale\")\n        FUCK L 1 A_PlaySound(\"FUCK\", 2)\n        FUCK MN 1 A_AlertMonsters\n\t\tFUCK O 15 A_Takeinventory(\"Taunting\",1)\n        FUCK NMLK 1\n\t\tGoto Ready\n\n\tTauntFemale:\n\t\tFUCK L 1 A_PlaySound(\"FTAUNT\", 2)\n        FUCK MN 1 A_AlertMonsters\n\t\tFUCK O 15 A_Takeinventory(\"Taunting\",1)\n        FUCK NMLK 1\n\t\tGoto Ready\n\n\tReadySoul:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"KillLS\")\n        THEA A 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA B 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA A 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA B 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA C 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA D 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA C 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n        THEA D 7 BRIGHT A_WeaponReady\n        TNT1 A 0 A_FireCustomMissile(\"LostSoulOnHandFireSpawner\",40,0,0,5)\n\t\tGoto Ready3\n\n\tLSFire:\n\t\tTHEF A 4\n        TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        THEF B 1 A_FireCustomMissile(\"PoorLostSoul\", 0, 1, 0, 0)\n        THEF CDEF 1\n        TNT1 A 0 A_TakeInventory(\"LostSoulFatality\",1)\n\t\tGoto Ready\n\n    KillLS:\n        THEA E 8\n        TNT1 A 0 A_FireCustomMissile(\"LSOHK\",40,0,0,5)\n        TNT1 A 0 A_Takeinventory(\"LostSoulFatality\",1)\n        THEA F 8\n\t\tTHEA F 1 A_Lower\n\t\tWait\n\n\tReadyBarrel:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tMARN A 0 ACS_ExecuteAlways(294, 0, 0, 0, 0)//Makes player slower.\n        THRG C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpactMovesSling\", 1, \"ReadyBarrelShake\")\n\t\tGoto ReadyBarrel\n\n\tPickBarrel:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_ExecuteAlways(294, 0, 0, 0, 0)//Makes player slower.\n        THRG C 1 offset(-12,48)\n\t\tTHRG C 1 offset(-9,42)\n\t\tTHRG C 1 offset(-7,39)\n\t\tTHRG C 1 offset(-4,36)\n\t\tTHRG C 1 offset(-2,33)\n\tReadyBarrelShake:\n        TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tMARN A 0 ACS_ExecuteAlways(294, 0, 0, 0, 0)//Makes player slower.\n\t\tTNT1 A 0 A_TakeInventory(\"ImpactMovesSling\", 1)\n        THRG DE 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTHRG EDCBA 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTHRG ABC 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpactMovesSling\", 1, \"ReadyBarrelShake\")\n\t\tTHRG DEEDCBA 2 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpactMovesSling\", 1, \"ReadyBarrelShake\")\n\t\tTHRG AB 3 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ImpactMovesSling\", 1, \"ReadyBarrelShake\")\n\t\tGoto ReadyBarrel\n\n\tFireBarrel:\n\t\tTHRG C 1 offset(4,34)\n\t\tTHRG C 1 offset(24,41)\n\t\tTHRG C 1 offset(48,49)\n\t\tTHRG C 1 offset(56,51)\n\t\tTHRG C 1 offset(52,49)\n\t\tTHRG C 1 offset(36,41)\n\t\tTHRG C 1 offset(12,34)\n\t\tTHRG C 1 offset(-6,32)\n\t\tTHRG C 1 offset(-14,32)\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrowedBarrel\", 0, 1, 0, 0)\n        TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tMARN A 0 ACS_ExecuteAlways(295, 0, 0, 0, 0)//Makes player have normal speed.\n        THRF ABCDEF 3\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tGoto Ready\n\tAltFireBarrel:\n\t\tTHRG C 1 offset(-2,33)\n\t\tTHRG C 1 offset(-4,36)\n\t\tTHRG C 1 offset(-7,39)\n\t\tTHRG C 1 offset(-9,42)\n\t\tTHRG C 1 offset(-12,48)\n\t\tTHRF A 0 A_SpawnItemEx (\"ExplosiveBarrel\",40,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tMARN A 0 ACS_ExecuteAlways(295, 0, 0, 0, 0)//Makes player have normal speed.\n        TNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasBarrel\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tPONG A 5\n\t\tGoto Ready\n\n\t//PICKING UP ENEMIES ////////////////////////////////////////////////////////////////////\n\tPickZombieman:\n\t\tTNT1 A 0\n\t\tGRZ1 C 1 offset(12, 32)\n\t\tGRZ1 C 1 offset(6, 32)\n\t\tGRZ1 C 1  A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeatAmmo\", 60, \"ZombiemanDie\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MeatShield\", 15, 0, 15, 0)\n\t\tGRZ1 A 3 A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Jump(20, 2)\n\t\tGoto PickZombieman+5\n\t\tTNT1 AAAA 0\n\t\tGRZ1 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)\n\t\tGoto PickZombieman+5\n\n\tThrowZombieman:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"ZombiemanDie\")\n\t\tGRZ1 D 1 offset(-4, 32)\n\t\tGRZ1 D 1 offset(-9, 33)\n\t\tGRZ1 D 1 offset(-16, 34)\n\t\tGRZ1 D 2 offset(-24, 35)\n\t\tGRZ1 D 3 offset(-36, 48)\n\t\tGRZ1 D 1 offset(-24, 35)\n\t\tGRZ1 B 1 offset(-16, 34)\n\t\tGRZ1 B 1 offset(-9, 33)\n\t\tGRZ1 B 1 offset(-1, 32)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrowedZman\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAZombieman\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        THEF BCDEF 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tGoto Ready\n\n\tShieldZombieman:\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAZombieman\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAShotgunguy\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAChaingunguy\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAZombieCivilian\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAImp\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ZMANShield\",1)\n\t\tGRZ1 A 1 offset(0,40)\n\t\tGRZ1 A 1 offset(0,48)\n\t\tTNT1 A 0 A_SelectWeapon(\"ZMANShield\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\n\tZombiemanDie:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SargeXDeath\", 0, 40)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAZombieman\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tGoto Ready\n\n\t//---------------------------------------------------Zombieman End\n\t//Imp Start\n\n\tPickImp:\n\t\tTNT1 A 0\n\t\tGRZ3 C 1 offset(12, 32)\n\t\tGRZ3 C 1 offset(6, 32)\n\t\tGRZ3 C 1  A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeatAmmo\", 60, \"ImpDie\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MeatShield\", 15, 0, 15, 0)\n\t\tGRZ3 A 3 A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Jump(20, 2)\n\t\tGoto PickImp+5\n\t\tTNT1 AAAA 0\n\t\tGRZ3 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)\n\t\tGoto PickImp+5\n\n\tThrowImp:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"ImpDie\")\n\t\tGRZ3 D 1 offset(-4, 32)\n\t\tGRZ3 D 1 offset(-9, 33)\n\t\tGRZ3 D 1 offset(-16, 34)\n\t\tGRZ3 D 2 offset(-24, 35)\n\t\tGRZ3 D 3 offset(-36, 48)\n\t\tGRZ3 D 1 offset(-24, 35)\n\t\tGRZ3 B 1 offset(-16, 34)\n\t\tGRZ3 B 1 offset(-9, 33)\n\t\tGRZ3 B 1 offset(-1, 32)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrowedImp\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAImp\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        THEF BCDEF 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tGoto Ready\n\n\tShieldImp:\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAImp\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAShotgunguy\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAChaingunguy\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAZombieCivilian\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAImp\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ImpShield\",1)\n\t\tGRZ3 A 1 offset(0,40)\n\t\tGRZ3 A 1 offset(0,48)\n\t\tTNT1 A 0 A_SelectWeapon(\"ImpShield\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\n\tImpDie:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"ImpXDeath\", 0, 40)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAImp\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tGoto Ready\n\n\t//---------------------------------------------------Imp End\n\t//Shotgunguy Start\t----------------------------------------\n\tPickShotgunguy:\n\t\tTNT1 A 0\n\t\tGRZ2 C 1 offset(12, 32)\n\t\tGRZ2 C 1 offset(6, 32)\n\t\tGRZ2 C 1  A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeatAmmo\", 60, \"ShotgunguyDie\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MeatShield\", 15, 0, 15, 0)\n\t\tGRZ2 A 3 A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Jump(20, 2)\n\t\tGoto PickShotgunguy+5\n\t\tTNT1 AAAA 0\n\t\tGRZ2 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)\n\t\tGoto PickShotgunguy+5\n\n\tThrowShotgunguy:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"ShotgunguyDie\")\n\t\tGRZ2 D 1 offset(-4, 32)\n\t\tGRZ2 D 1 offset(-9, 33)\n\t\tGRZ2 D 1 offset(-16, 34)\n\t\tGRZ2 D 2 offset(-24, 35)\n\t\tGRZ2 D 3 offset(-36, 48)\n\t\tGRZ2 D 1 offset(-24, 35)\n\t\tGRZ2 B 1 offset(-16, 34)\n\t\tGRZ2 B 1 offset(-9, 33)\n\t\tGRZ2 B 1 offset(-1, 32)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrowedShotgunguy\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAShotgunguy\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        THEF BCDEF 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tGoto Ready\n\n\tShieldShotgunguy:\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAShotgunguy\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAShotgunguy\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAChaingunguy\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAZombieCivilian\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAImp\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"SguyShield\",1)\n\t\tGRZ2 A 1 offset(0,40)\n\t\tGRZ2 A 1 offset(0,48)\n\t\tTNT1 A 0 A_SelectWeapon(\"SGuyShield\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\n\tShotgunguyDie:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SargeXDeath\", 0, 40)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAShotgunguy\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tGoto Ready\n\n\t//End Shotgunguy-------------------------------------------------\n\t//CHaingunguy Start------------------------------------------------\n\n\tPickChaingunguy:\n\t\tTNT1 A 0\n\t\tGRZ4 C 1 offset(12, 32)\n\t\tGRZ4 C 1 offset(6, 32)\n\t\tGRZ4 C 1  A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeatAmmo\", 60, \"ChaingunguyDie\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MeatShield\", 15, 0, 15, 0)\n\t\tGRZ4 A 3 A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Jump(20, 2)\n\t\tGoto PickChaingunguy+5\n\t\tTNT1 AAAA 0\n\t\tGRZ4 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)\n\t\tGoto PickChaingunguy+5\n\n\tThrowChaingunguy:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"ChaingunguyDie\")\n\t\tGRZ4 D 1 offset(-4, 32)\n\t\tGRZ4 D 1 offset(-9, 33)\n\t\tGRZ4 D 1 offset(-16, 34)\n\t\tGRZ4 D 2 offset(-24, 35)\n\t\tGRZ4 D 3 offset(-36, 48)\n\t\tGRZ4 D 1 offset(-24, 35)\n\t\tGRZ4 B 1 offset(-16, 34)\n\t\tGRZ4 B 1 offset(-9, 33)\n\t\tGRZ4 B 1 offset(-1, 32)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrowedChaingunguy\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAChaingunguy\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        THEF BCDEF 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tGoto Ready\n\n\tShieldChaingunguy:\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAChaingunguy\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAImp\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"CguyShield\",1)\n\t\tGRZ4 A 1 offset(0,40)\n\t\tGRZ4 A 1 offset(0,48)\n\t\tTNT1 A 0 A_SelectWeapon(\"CGuyShield\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\n\tChaingunguyDie:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SargeXDeath\", 0, 40)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAChaingunguy\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tGoto Ready\n\n\t//End Chaingunguy-------------------------------------------------\n\t//Labguy Start------------------------------------------------\n\n\tPickZombieCivilian:\n\t\tTNT1 A 0\n\t\tGRZ7 C 1 offset(12, 32)\n\t\tGRZ7 C 1 offset(6, 32)\n\t\tGRZ7 C 1  A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeatAmmo\", 60, \"ZombieCivilianDie\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MeatShield\", 15, 0, 15, 0)\n\t\tGRZ7 A 3 A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Jump(20, 2)\n\t\tGoto PickZombieCivilian+5\n\t\tTNT1 AAAA 0\n\t\tGRZ7 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)\n\t\tGoto PickZombieCivilian+5\n\n\tThrowZombieCivilian:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"ZombieCivilianDie\")\n\t\tGRZ7 D 1 offset(-4, 32)\n\t\tGRZ7 D 1 offset(-9, 33)\n\t\tGRZ7 D 1 offset(-16, 34)\n\t\tGRZ7 D 2 offset(-24, 35)\n\t\tGRZ7 D 3 offset(-36, 48)\n\t\tGRZ7 D 1 offset(-24, 35)\n\t\tGRZ7 B 1 offset(-16, 34)\n\t\tGRZ7 B 1 offset(-9, 33)\n\t\tGRZ7 B 1 offset(-1, 32)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrowedZombieCivilian\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAZombieCivilian\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        THEF BCDEF 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tGoto Ready\n\n\tShieldZombieCivilian:\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAZombieCivilian\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAImp\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"ZombieCivilianShield\",1)\n\t\tGRZ7 A 1 offset(0,40)\n\t\tGRZ7 A 1 offset(0,48)\n\t\tTNT1 A 0 A_SelectWeapon(\"ZombieCivilianShield\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\n\tZombieCivilianDie:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SargeXDeath\", 0, 40)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAZombieCivilian\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tGoto Ready\n\n\t//Civilian End------------------------------------------------\n\t//Evil Marine Start------------------------------------------------\n\n\tPickEvilMarine:\n\t\tTNT1 A 0\n\t\tGRZ5 C 1 offset(12, 32)\n\t\tGRZ5 C 1 offset(6, 32)\n\t\tGRZ5 C 1  A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeatAmmo\", 60, \"EvilMarineDie\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MeatShield\", 15, 0, 15, 0)\n\t\tGRZ5 A 3 A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Jump(20, 2)\n\t\tGoto PickEvilMarine+5\n\t\tTNT1 AAAA 0\n\t\tGRZ5 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)\n\t\tGoto PickEvilMarine+5\n\n\tThrowEvilMarine:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"EvilMarineDie\")\n\t\tGRZ5 D 1 offset(-4, 32)\n\t\tGRZ5 D 1 offset(-9, 33)\n\t\tGRZ5 D 1 offset(-16, 34)\n\t\tGRZ5 D 2 offset(-24, 35)\n\t\tGRZ5 D 3 offset(-36, 48)\n\t\tGRZ5 D 1 offset(-24, 35)\n\t\tGRZ5 B 1 offset(-16, 34)\n\t\tGRZ5 B 1 offset(-9, 33)\n\t\tGRZ5 B 1 offset(-1, 32)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrowedEvilMarine\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAEvilMarine\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        THEF BCDEF 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tGoto Ready\n\n\tShieldEvilMarine:\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAEvilMarine\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAImp\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"EvilMarineShield\",1)\n\t\tGRZ5 A 1 offset(0,40)\n\t\tGRZ5 A 1 offset(0,48)\n\t\tTNT1 A 0 A_SelectWeapon(\"EvilMarineShield\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\n\tEvilMarineDie:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SargeXDeath\", 0, 40)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAEvilMarine\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tGoto Ready\n\n\t//Evil Marine End------------------------------------------------\n\t//Nazi Start------------------------------------------------\n\n\tPickNazi:\n\t\tTNT1 A 0\n\t\tGRZ6 C 1 offset(12, 32)\n\t\tGRZ6 C 1 offset(6, 32)\n\t\tGRZ6 C 1  A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"MeatAmmo\", 60, \"NaziDie\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"MeatShield\", 15, 0, 15, 0)\n\t\tGRZ6 A 3 A_WeaponReady(WRF_NOSWITCH)\n\t\tTNT1 A 0 A_Jump(20, 2)\n\t\tGoto PickNazi+5\n\t\tTNT1 AAAA 0\n\t\tGRZ6 ABACACA 4 A_WeaponReady(WRF_NOSWITCH)\n\t\tGoto PickNazi+5\n\n\tThrowNazi:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower(1, \"NaziDie\")\n\t\tGRZ6 D 1 offset(-4, 32)\n\t\tGRZ6 D 1 offset(-9, 33)\n\t\tGRZ6 D 1 offset(-16, 34)\n\t\tGRZ6 D 2 offset(-24, 35)\n\t\tGRZ6 D 3 offset(-36, 48)\n\t\tGRZ6 D 1 offset(-24, 35)\n\t\tGRZ6 B 1 offset(-16, 34)\n\t\tGRZ6 B 1 offset(-9, 33)\n\t\tGRZ6 B 1 offset(-1, 32)\n\t\tTNT1 A 0 A_PlaySound(\"skeleton/swing\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"ThrowedNazi\", 0, 0, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedANazi\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n        THEF BCDEF 1\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tGoto Ready\n\n\tShieldNazi:\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedANazi\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedAImp\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"NaziShield\",1)\n\t\tGRZ6 A 1 offset(0,40)\n\t\tGRZ6 A 1 offset(0,48)\n\t\tTNT1 A 0 A_SelectWeapon(\"NaziShield\")\n\t\tTNT1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGoto Ready\n\n\tNaziDie:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItem(\"SargeXDeath\", 0, 40)\n\t\tTNT1 A 0 A_TakeInventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GotMeatShield\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"HasZmanShield\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"GrabbedANazi\",1)\n\t\tTNT1 A 0 A_Giveinventory(\"Punching\",1)\n\t\tGoto Ready\n\t}\n}\n\nACTOR PoorLostSoul\n{\n\tRadius 16\n\tHeight 8\n\tSpeed 22\n    Fastspeed 26\n\tDamage 15\n\tProjectile\n    Scale 1.0\n\t+FORCEXYBILLBOARD\n    DamageType Fire\nExplosionRadius 70\nExplosionDamage 50\n\tAlpha 1\n\tSeeSound \"skull/melee\"\n\tDeathSound \"fatso/shotx\"\n\tStates\n\t{\n\tSpawn:\n        TNT1 A 0 A_CustomMissile (\"FlameTrails\", 24, 0, 0, 0, 0)\n        LSOL B 2 BRIGHT A_SpawnItem(\"RedFlare\",0,0)\n\t\tLoop\n\tDeath:\n\n\t\tLSOL F 2 BRIGHT\n\t\tLSOL G 2 BRIGHT\n\t\tTNT1 A 0 A_Explode\n\tEXPL AAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"FlameTrails\", 6, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL A 0 A_SpawnItemEx(\"ExplosionParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 0)\n    TNT1 AAA 0 A_CustomMissile (\"LSpart1\", 42, 0, random (0, 360), 2, random (0, 160))\n    TNT1 A 0 A_CustomMissile (\"LSpart3\", 42, 0, random (0, 360), 2, random (0, 160))\n    TNT1 AAAA 0 A_CustomMissile (\"LSpart2\", 42, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0\n        LSOL HI 6\n\t\tStop\n\t\tStop\n\t}\n}\n\nACTOR ThrowedBarrel\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 32\n    Fastspeed 32\n\tDamage 55\n\t+MISSILE\n\tGravity 0.6\n    Scale 1.0\n\t+FORCEXYBILLBOARD\n\tDamageType Explosive\n\tAlpha 1\n\tDeathSound \"Explosion\"\n\tStates\n\t{\n\tSpawn:\n        TBRA A 2\n\t\tLoop\n\n    Death:\n        TNT1 A 0 A_AlertMonsters\n        TNT1 A 0 A_SpawnItemEx (\"BarrelExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"BarrelKaboom\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"ExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n        TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 360), 2, random (0, 180))\n        TNT1 AAAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 0, 0, random (0, 180), 2, random (0, 180))\n\t    EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBEXP B 0 BRIGHT A_Scream\n\n\t\t//TNT1 AAAAAAA 0 A_CustomMissile (\"BarrelParticle\", 35, 0, random (0, 360), 2, random (0, 160))\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 4 A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n\t\tStop\n\t}\n}\n\nACTOR KickAttack: FastProjectile\n{\n\tRadius 12\n\tHeight 2\n\tDamageType Kick\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+NOEXTREMEDEATH\n\tRenderStyle Add\n\tAlpha 0.6\n    Damage (random(14,14))\n    Speed 30\n\t//HitObituary \"$OB_IMPHIT\"\n\tObituary \"%o ate %k's boot.\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n        TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\tDeath:\n\tXDEath:\n\t\t\tTNT1 A 0 A_AlertMonsters(200)\n\t\t\tTNT1 A 0 A_CheckFloor(\"DeathOnGround\")\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\n\t\t\tTNT1 A 10\n\t\tStop\n\n\tDeathOnGround:\n\t\t\tTNT1 A 0\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 0 A_Explode(10, 40, 0)\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR KickAttackDetectDowned: KickAttack\n{\n\tRadius 4\n\tHeight 4\n\tDamageType LowKick\n\tDamage (random(2, 2))\n\tSpeed 40\n\t+NOBLOOD\n\t+BLOODLESSIMPACT\n\t-ACTIVATEIMPACT\n\tStates\n\t{\n\tDeath:\n\tTNT1 A 0\n\tTNT1 A 1\n\tStop\n\t}\n}\n\nACTOR SuperKickAttack: KickAttack\n{\n    Damage (random(62,62))\n\t-NOEXTREMEDEATH\n\t+EXTREMEDEATH\n\tDamageType Extremepunches\n}\n\nACTOR StompAttack: KickAttack\n{\n    Damage (random(150,200))\n\tspeed 100\n\tDamageType Trample\n\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_Explode(150, 15, 0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR SuperStompAttack: KickAttack\n{\n    Damage (random(300,500))\n\tSpeed 100\n\tDamageType HeavyTrample\n\t\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_Explode(300, 15, 0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR HookAttack: KickAttack\n{\n\tDamage (random(30,30))\n    Speed 30\n}\n\nACTOR AirKickAttack: KickAttack\n{\n\tRadius 20\n\tHeight 32\n    Damage (random(55,55))\n}\n\nACTOR SuperAirKickAttack: KickAttack\n{\n\tRadius 20\n\tHeight 32\n\t-NOEXTREMEDEATH\n\t+EXTREMEDEATH\n\tDamageType Extremepunches\n    Damage (random(95,95))\n\t\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (4, 10, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR MeleeStrike1: KickAttack\n{\nDamageType Melee\nDamage (random(5,5))\nSpeed 30\nStates\n{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters(200)\n\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 A 10\n\t\tStop\n}\n}\n\nACTOR MeleeStrike2: MeleeStrike1\n{\nDamage (random(20,20))\nSpeed 60\n}\n\nACTOR MeleeStrikeNormal: MeleeStrike1\n{\nDamage (random(10,10))\nSpeed 70\n}\n\nACTOR MeleeStrike1Fatality: MeleeStrike1\n{\nDamage (random(60,60))\nDamageType Fatality\n-NOEXTREMEDEATH\n+EXTREMEDEATH\n}\n\nACTOR MeleeStrike1Berserked: MeleeStrike1\n{\nDamage (random(60,60))\n-NOEXTREMEDEATH\n+EXTREMEDEATH\nDamageType ExtremePunches\n}\n\nACTOR MeleeStrike1FatalityGrab: MeleeStrike1\n{\nDamage (random(42,45))\nDamageType Fatality\n}\n\nACTOR MeleeStrike1FatalityNoDamage: MeleeStrike1\n{\nDamage (random(1,1))\nDamageType Fatality\nStates\n{\n\tDeath:\n\t    TNT1 A 0\n\t\tStop\n}\n}\n\nACTOR MeleeStrike1Smash: MeleeStrike1\n{\nDamage (random(50,50))\nDamageType Extremepunches\n-NOEXTREMEDEATH\n+EXTREMEDEATH\n}\n\nACTOR MeleeStrikeSuperHook: MeleeStrike1\n{\nDamage (random(89,90))\nDamageType Extremepunches\n-NOEXTREMEDEATH\n+EXTREMEDEATH\n}\n\nACTOR BerserkGrabAttack: KickAttack\n{\nDamage (random(2,3))\n\nDamageType PussyGrab\n+NOPAIN\n+THRUGHOST\n+GHOST\nSpeed 90\nRadius 16\nHeight 16\nStates\n{\nDeath:\nXDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 10\n\t\tStop\n\t\t}\n}\n\nACTOR UseAttack: KickAttack\n{\nDamage (random(1,1))\n\nDamageType Use\n+NOPAIN\n+PAINLESS\n+THRUGHOST\n+GHOST\n-ACTIVATEIMPACT\n+BLOODLESSIMPACT\nSpeed 20\nRadius 4\nHeight 4\nStates\n{\nDeath:\nXDeath:\n\t    TNT1 A 0\n\t\tTNT1 A 10\n\t\tStop\n\t\t}\n}\n\nACTOR ExecutionAttackKick: KickAttack\n{\n    Damage (random(21,22))\n\tspeed 100\n\tDamageType Kick\n\tRadius 2\n\tHeight 2\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t-ACTIVATEMCROSS\n\t-CANUSEWALLS\n\tStates\n\t{\n\tDeath:\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\")\n\t\t\tTNT1 A 0 A_Explode(10, 10, 0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR StealthAttack: KickAttack\n{\n    Damage (random(1,1))\n\tspeed 50\n\tDamageType Stealth\n\tRadius 4\n\tHeight 4\n\t-ACTIVATEIMPACT\n\t-ACTIVATEPCROSS\n\t-ACTIVATEMCROSS\n\t-CANUSEWALLS\n\tStates\n\t{\n\tDeath:\n\tXdeath:\n\t\t\tTNT1 A 10\n\t\t\tStop\n\t\t}\n}\n\nACTOR PickMissile: StealthAttack\n{\n\tDamageType Pick\n}\n\nACTOR ExecutionAttackMelee: ExecutionAttackKick\n{\n\tDamageType Melee\n}\n\nACTOR ExecutionAttackFatality: ExecutionAttackKick\n{\n\tDamageType Fatality\n}\n\nACTOR ExecutionAttackStompWall: ExecutionAttackKick\n{\n\tDamageType StompWall\n\tDamage (random (100, 110))\n\t+ACTIVATEIMPACT\n\t+ACTIVATEPCROSS\n\t+ACTIVATEMCROSS\n\t+CANUSEWALLS\n}\n\nACTOR ExecutionFrontWallDetect: ExecutionAttackKick\n{\n\tDamageType None\n\tDamage (random (0, 1))\n\t+THRUACTORS\n\tRadius 2\n\tHeight 2\n\tSpeed 40\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tStop\n\t\tDeath:\n\t\t    TNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"ExecuteStompWall\", 1)\n\t\t\tStop\n\t\tXdeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\t\t}\n}\n\nACTOR ExecutionLeftWallDetect: ExecutionAttackKick\n{\n\tDamageType None\n\tDamage (random (0, 1))\n\t+THRUACTORS\n\tRadius 2\n\tHeight 2\n\tSpeed 20\n\tStates\n\t{\n\t\tSpawn:\n\t\t\tTNT1 A 2\n\t\t\tStop\n\t\tDeath:\n\t\t    TNT1 A 0\n\t\t\tTNT1 A 0 A_GiveToTarget(\"ExecuteBashWall\", 1)\n\t\t\tStop\n\t\tXdeath:\n\t\t\tTNT1 A 0\n\t\t\tTNT1 A 1\n\t\t\tStop\n\t\t\t}\n}\n\nACTOR SlideAttack: KickAttack\n{\n\tDamageType Slide\n\tRadius 12\n    Damage (random(4,5))\n\t+GHOST\n\t+THRUGHOST\n\tSpeed 50\n\tObituary \"%o tripped on %k's slide kick.\"\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1 BRIGHT\n        TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\n\tXDEath:\n\t\t\tTNT1 A 0\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\t\tStop\n\n\tDEath:\n\t\t\tTNT1 A 0\n\t\t    PUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tEXPL AAAAAA 0 A_CustomMissile (\"MeleeSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\t\tTNT1 A 0 A_GiveToTarget(\"KickHasHit\", 1)\n\t\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tTNT1 A 10\n\t\t\tStop\n\n\t}\n}\n\nACTOR SuperKickAttackRealism: SuperKickAttack\n{\n    Damage (random(16,16))\n\n}\n\nACTOR KickAttackRealism: Kickattack\n{\n    Damage (random(3,3))\n\n}\n\nACTOR AirKickAttackRealism: AirKickattack\n{\n    Damage (random(9,9))\n\n}\n\nACTOR SuperAirKickAttackRealism: SuperAirKickattack\n{\n    Damage (random(24,24))\n\n}\n\nACTOR MeleeStrikeNormalRealism: MeleeStrikeNormal\n{\n    Damage (random(2,2))\n\n}\n\nACTOR MeleeStrike2Realism: MeleeStrike2\n{\n    Damage (random(5,5))\n\n}"
      },
      {
        "source": "pk3",
        "name": "Axe.txt",
        "contents": "ACTOR BrutalAxe : BrutalWeapon\n{\n\tObituary \"%o was choped down by %k's axe.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"AXEDRAW\"\n\tInventory.Pickupmessage \"You got the Axe!\"\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOAUTOFIRE\n    +FORCEXYBILLBOARD\n\tdamagetype Saw\n\t+WEAPON.NOALERT\n\t+WEAPON.AXEBLOOD\n\tWeapon.SelectionOrder 3000\n\tScale 0.9\n\tTag \"Axe\"\n\tStates\n\t{\n\n\tDualWield:\n\t\tAXEG ABCDE 1\n\t\tTNT1 A 0 A_TakeInventory(\"StartDualWield\", 1)\n\t\tAXEF AB 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"StrongThrow\")\n\t\tAXEG A 0 A_FireCustomMissile(\"ThrowedAxe\", 0, 0, 0, 0)\n\t\tAXEZ ABCD 1\n\t\tTNT1 A 0 A_TakeInventory(\"BrutalAxe\", 1)\n\t\tGoto Ready\n\n\tStrongThrow:\n\t\tTNT1 A 0\n\t\tAXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_FireCustomMissile(\"ThrowedAxeStrong\", 0, 0, 0, 0)\n\t\tAXEZ ABCD 1\n\t\tTNT1 A 0 A_TakeInventory(\"BrutalAxe\", 1)\n\t\tGoto Ready\n\n\tReady3:\n\tReady:\n        AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tAXEG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n        AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tAXEG A 1 A_WeaponReady\n\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tLoop\n\n\tCheckSprint:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodCheckSprint\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodCheckSprint\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodCheckSprint\")\n\t\tAXEG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tAXEG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSprinting:\n\t\tAXEP A 0 offset(-9,32)\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXEG A 0 offset(-9,32)\n\t\tAXEP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tAXEP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXEG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXEG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXEP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXEP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tAXEG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tAXEG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXEG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXEG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXEG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXEG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXEG A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tAXEP A 1\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n        AXES CBA 1\n\t\tAXEG A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tAXEG A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tAXEG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tAXEG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tAXEG A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tAXEG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tAXEG A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tAXEG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t    AXEG A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        AXEG A 0 A_PlaySound(\"AXEDRAW\")\n        AXES ABCD 1\n        AXEG A 0 A_GunFlash\n\t\tGoto Ready\n\n    Fire:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodFire\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodFire\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodFire\")\n        AXEG ABCDE 1\n\tHold:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.RedBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Hold.BlueBlood\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Hold.GreenBlood\")\n\t\tAXEG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXEG D 1\n\t\tAXEF AB 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"StrongAttack\")\n\t\tAXEG A 0 A_Saw(\"\", \"\", 3, \"AxePuffs\", 0, 120, 0,16)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0)\n\n\tEndSwing:\n\t\tAXEF C 1 A_SetPitch(pitch+2)\n\t\t//TNT1 A 0 //A_JumpIfInventory(\"AxeHit\", 1, \"HasHit\")\n\t\tAXEF D 1 A_SetPitch(pitch+2)\n\t\t//TNT1 A 0 //A_JumpIfInventory(\"AxeHit\", 1, \"HasHit\")\n\t\tAXEF E 1 A_SetPitch(pitch+2)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXES A 1\n\t\tAXES BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto Ready\n\n\tHasHit:\n\t\tAXEF DE 1  A_SetPitch(pitch+3)\n\t\tAXEF FTFE 1 A_SetPitch(pitch-3)\n\t\tAXEF GH 1 A_JumpIfInventory(\"FiredPrimary\", 1, \"Hold\")\n\t\tAXFF HHH 1 A_JumpIfInventory(\"FiredPrimary\", 1, \"Hold\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto Ready\n\n\tCombo:\n\t\tAXEF DCBAAA 1\n\t\tAXEF BCD 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"StrongAttack\")\n\t\tAXEG A 0 A_Saw(\"\", \"\", 3, \"AxePuffs\", 0, 120, 0,16)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0)\n\t\tGoto Endswing\n\n\tHasHitBlue:\n\t\tAXBF DE 1 A_SetPitch(pitch+3)\n\t\tAXBF FFE 1 A_SetPitch(pitch-3)\n\t\tAXBF GH 1 A_JumpIfInventory(\"FiredPrimary\", 1, \"Hold.BlueBlood\")\n\t\tAXBF HHH 1 A_JumpIfInventory(\"FiredPrimary\", 1, \"Hold.BlueBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\", 1, \"Hold\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n\t\tGoto BlueBloodReady\n\n\tHasHitRed:\n\t\tAXRF DE 1  A_SetPitch(pitch+3)\n\t\tAXRF FFE 1 A_SetPitch(pitch-3)\n\t\tAXRF GH 1 A_JumpIfInventory(\"FiredPrimary\", 1, \"Hold.RedBlood\")\n\t\tAXRF HHH 1 A_JumpIfInventory(\"FiredPrimary\", 1, \"Hold.RedBlood\")\n        AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n\t\tGoto RedBloodReady\n\n\tHasHitGreen:\n\t\tAXGF DE 1 A_SetPitch(pitch+3)\n\t\tAXGF FFE 1 A_SetPitch(pitch-3)\n\t\tAXGF GH 1 A_JumpIfInventory(\"FiredPrimary\", 1, \"Hold.GreenBlood\")\n\t\tAXGF HHH 1 A_JumpIfInventory(\"FiredPrimary\", 1, \"Hold.GreenBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredPrimary\", 1, \"Hold.GreenBlood\")\n        AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto GreenBloodReady\n\n\tStrongAttack:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_Saw(\"\", \"\", 10, \"AxePuffs\", 0, 120, 0,16)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0)\n\t\tGoto EndSwing\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\tSpawn:\n\t\tAXE1 A 1\n\t\tAXE1 A -1\n\t\tStop\n\n\tRedBloodReady:\n\tRedBloodReady3:\n        AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tAXRG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"RedBloodCheckSprint\")\n\n\t\tLoop\n\n\tRedBloodCheckSprint:\n\t\tAXRG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"RedBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"RedBloodStartSprint\")\n\t\tGoto Ready\n\n\tRedBloodStartSprint:\n\t\tAXRG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"RedBloodStopSprintTired\")\n\n\tRedBloodSprinting:\n\t\tAXEP A 0\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"RedBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 100, \"RedBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_GiveInventory(\"UsedStamina\", 3)\n\t\tAXEG A 0\n\t\tAXRP BCDEFFGG 1 A_SetPitch(pitch -0.5)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\", 1, 2)\n\t\tGoto RedBloodStopSprint\n\t\tTNT1 AA 0\n\t\tAXEG A 0 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXRP GFEDCCBB 1 A_SetPitch(pitch +0.5)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\", 1, \"RedBloodSprinting\")\n\t\tAXEG A 0 A_WeaponReady(WRF_NOBOB)\n\n\t\tGoto RedBloodStopSprint\n\tRedBloodStopSprintTired:\n\t\tAXRG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXRG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXRG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXRG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXRG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXRG A 5 A_WeaponReady\n\t\tGoto RedBloodReady\n\tRedBloodStopSprint:\n\t\tAXRP A 1\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"RedBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto RedBloodReady\n\n    RedBloodFire:\n        AXRG ABCDE 1\n\tHold.RedBlood:\n\t\tAXRG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXRG D 1\n\t\tAXRF AB 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"RedBloodStrongAttack\")\n\t\tAXEG A 0 A_Saw(\"\", \"\", 3, \"AxePuffs\", 0, 120, 0,16)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0)\n\n\tRedBloodEndSwing:\n\t\tAXRF CD 1 //A_JumpIfInventory(\"AxeHit\", 1, \"HasHitRed\")\n\t\tAXRF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXRS A 1\n\t\tAXRS BCD 1 A_WeaponReady(WRF_NOBOB)\n        AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto RedBloodReady\n\n\tRedBloodStrongAttack:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_Saw(\"\", \"\", 10, \"AxePuffs\", 0, 120, 0,16)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0)\n\t\tGoto RedBloodEndSwing\n\n\tBlueBloodReady:\n\tBlueBloodReady3:\n        AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tAXBG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"BlueBloodCheckSprint\")\n\n\t\tLoop\n\n\tBlueBloodCheckSprint:\n\t\tAXBG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"BlueBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"BlueBloodStartSprint\")\n\t\tGoto Ready\n\n\tBlueBloodStartSprint:\n\t\tAXBG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"BlueBloodStopSprintTired\")\n\n\tBlueBloodSprinting:\n\t\tAXEP A 0\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"BlueBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 100, \"BlueBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_GiveInventory(\"UsedStamina\", 3)\n\t\tAXEG A 0\n\t\tAXBP BCDEFFGG 1 A_SetPitch(pitch -0.5)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\", 1, 2)\n\t\tGoto BlueBloodStopSprint\n\t\tTNT1 AA 0\n\t\tAXEG A 0 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXBP GFEDCCBB 1 A_SetPitch(pitch +0.5)\n\t\tAXEG A 0 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\", 1, \"BlueBloodSprinting\")\n\n\t\tGoto BlueBloodStopSprint\n\tBlueBloodStopSprintTired:\n\t\tAXBG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXBG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXBG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXBG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXBG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXBG A 5 A_WeaponReady\n\t\tGoto BlueBloodReady\n\tBlueBloodStopSprint:\n\t\tAXBP A 1\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"BlueBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto BlueBloodReady\n\n    BlueBloodFire:\n        AXBG ABCDE 1\n\tHold.BlueBlood:\n\t\tAXBG E 1\n\t\tAXEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tAXEG A 0 A_Refire\n\t\tAXBG D 1\n\t\tAXBF AB 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"BlueBloodStrongAttack\")\n\t\tAXEG A 0 A_Saw(\"\", \"\", 3, \"AxePuffs\", 0, 120, 0,16)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0)\n\n\tBlueBloodEndSwing:\n\t\tAXBF CD 1 //A_JumpIfInventory(\"AxeHit\", 1, \"HasHitBlue\")\n\t\tAXBF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXBS A 1\n\t\tAXBS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto BlueBloodReady\n\n\tBlueBloodStrongAttack:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_Saw(\"\", \"\", 10, \"AxePuffs\", 0, 120, 0,16)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0)\n\t\tGoto BlueBloodEndSwing\n\n\t\tGreenBloodReady:\n\tGreenBloodReady3:\n        AXEG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        AXEG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tAXEG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tAXEG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tAXEG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tAXEG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tAXGG A 1 A_WeaponReady\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\",1,\"GreenBloodCheckSprint\")\n\n\t\tLoop\n\n\tGreenBloodCheckSprint:\n\t\tAXGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"GreenBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"GreenBloodStartSprint\")\n\t\tGoto Ready\n\n\tGreenBloodStartSprint:\n\t\tAXGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"GreenBloodStopSprintTired\")\n\n\tGreenBloodSprinting:\n\t\tAXEP A 0\n\t\tAXEG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"GreenBloodReady3\")\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 100, \"GreenBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXEG A 0 A_GiveInventory(\"UsedStamina\", 3)\n\t\tAXEG A 0\n\t\tAXGP BCDEFFGG 1 A_SetPitch(pitch -0.5)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\", 1, 2)\n\t\tGoto GreenBloodStopSprint\n\t\tTNT1 AA 0\n\t\tAXEG A 0 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXGP GFEDCCBB 1 A_SetPitch(pitch +0.5)\n\t\tAXEG A 0 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"IsRunning\", 1, \"GreenBloodSprinting\")\n\n\t\tGoto GreenBloodStopSprint\n\tGreenBloodStopSprintTired:\n\t\tAXGG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tAXEG A 0 A_PlaySound(\"Tired\", 2)\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXGG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXGG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXGG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXGG A 5 A_WeaponReady\n\t\tAXEG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tAXGG A 5 A_WeaponReady\n\t\tGoto GreenBloodReady\n\tGreenBloodStopSprint:\n\t\tAXGP A 1\n\t\tAXEG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"GreenBloodStopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto GreenBloodReady\n\n    GreenBloodFire:\n        AXGG ABCDE 1\n\tHold.GreenBlood:\n\t\tAXGG E 1\n\t\tAXEG A 0 A_Refire\n\t\tAXGG D 1\n\t\tAXGF AB 1\n\t    AXEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"GreenBloodStrongAttack\")\n\t\tAXEG A 0 A_Saw(\"\", \"\", 3, \"AxePuffs\", 0, 120, 0,16)\n\t\tAXEG A 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0)\n\n\tGreenBloodEndSwing:\n\t\tAXGF CD 1 //A_JumpIfInventory(\"AxeHit\", 1, \"HasHitGreen\")\n\t\tAXGF E 1 A_SetPitch(pitch+3)\n\t\tTNT1 AA 1 A_SetPitch(pitch+2)\n\t\tTNT1 A 2\n\t\tTNT1 AAAA 1 A_SetPitch(pitch-2)\n\t\tTNT1 A 1\n\t\tAXGS A 1\n\t\tAXGS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tAXEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        AXEG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n\t\tGoto GreenBloodReady\n\n\tGreenBloodStrongAttack:\n\t\tAXEG A 0\n\t\tAXEG A 0 A_Saw(\"\", \"\", 10, \"AxePuffs\", 0, 120, 0,16)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"AxeAttack\", 0, 0, 0, 0)\n\t\tGoto GreenBloodEndSwing\n\n\t//Alt Fire Mode\n\n    AltFire:\n\t\tASEG A 0\n\t\tASEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tASEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltRedBloodFire\")\n\t\tASEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"AltBlueBloodFire\")\n        ASEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"AltGreenBloodFire\")\n        ASEG ABCDE 1\n\tAltHold:\n\t\tASEG A 0\n\t\tASEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tASEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Hold.AltRedBlood\")\n\t\tASEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"Hold.AltBlueBlood\")\n\t\tASEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"Hold.AltGreenBlood\")\n\t\tASEG E 1\n\t\tASEG A 0 A_Refire\n\t\tASEG D 1\n\t\tASEF AB 1\n\t    ASEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tASEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltStrongAttack\")\n\t\tASEG A 0 A_Saw(\"\", \"\", 3, \"AxePuffs\", 0, 120, 0,16)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 20, 0, 0, 0)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", -20, 0, 0, 0)\n\n\tAltEndSwing:\n\t\tASEF C 1 A_SetAngle(angle+2)\n\t\tASEF D 1 A_SetAngle(angle+2)\n\t\tASEF E 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tASES A 1\n\t\tASES BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tASEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        ASEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        ASEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto Ready\n\n\tAltStrongAttack:\n\t\tASEG A 0\n\t\tASEG A 0 A_Saw(\"\", \"\", 10, \"AxePuffs\", 0, 120, 0,16)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", 20, 0, 0, 0)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", -20, 0, 0, 0)\n\t\tGoto AltEndSwing\n\n    AltRedBloodFire:\n        AXRG ABCDE 1\n\tHold.AltRedBlood:\n\t\tASRG E 1\n\t\tASEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tASEG A 0 A_Refire\n\t\tAXRG D 1\n\t\tASRF AB 1\n\t    ASEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tASEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltRedBloodAltStrongAttack\")\n\t\tASEG A 0 A_Saw(\"\", \"\", 3, \"AxePuffs\", 0, 120, 0,16)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 20, 0, 0, 0)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", -20, 0, 0, 0)\n\n\tAltRedBloodAltEndSwing:\n\t\tASRF CD 1 //A_JumpIfInventory(\"AxeHit\", 1, \"HasHitRed\")\n\t\tASRF E 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tASRS A 1\n\t\tASRS BCD 1 A_WeaponReady(WRF_NOBOB)\n        ASEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n        ASEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto RedBloodReady\n\n\tAltRedBloodAltStrongAttack:\n\t\tASEG A 0\n\t\tASEG A 0 A_Saw(\"\", \"\", 10, \"AxePuffs\", 0, 120, 0,16)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", 20, 0, 0, 0)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", -20, 0, 0, 0)\n\t\tGoto AltRedBloodAltEndSwing\n\n    AltBlueBloodFire:\n        ASBG ABCDE 1\n\tHold.AltBlueBlood:\n\t\tASBG E 1\n\t\tASEG A 0 A_TakeInventory(\"AxeHit\", 1)\n\t\tASEG A 0 A_Refire\n\t\tAXBG D 1\n\t\tASBF AB 1\n\t    ASEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tASEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltBlueBloodAltStrongAttack\")\n\t\tASEG A 0 A_Saw(\"\", \"\", 3, \"AxePuffs\", 0, 120, 0,16)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 20, 0, 0, 0)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", -20, 0, 0, 0)\n\n\tAltBlueBloodAltEndSwing:\n\t\tASBF CD 1 //A_JumpIfInventory(\"AxeHit\", 1, \"HasHitBlue\")\n\t\tASBF E 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tAXBS A 1\n\t\tAXBS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tASEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        ASEG A 0 A_JumpIfInventory(\"powerGreenBloodOnVisor\",1,\"GreenBloodReady\")\n\t\tGoto BlueBloodReady\n\n\tAltBlueBloodAltStrongAttack:\n\t\tASEG A 0\n\t\tASEG A 0 A_Saw(\"\", \"\", 10, \"AxePuffs\", 0, 120, 0,16)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", 20, 0, 0, 0)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", -20, 0, 0, 0)\n\t\tGoto AltBlueBloodAltEndSwing\n\n    AltGreenBloodFire:\n        ASGG ABCDE 1\n\tHold.AltGreenBlood:\n\t\tASGG E 1\n\t\tASEG A 0 A_Refire\n\t\tASGG D 1\n\t\tASGF AB 1\n\t    ASEG A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tASEG A 0 A_JumpIfInventory(\"PowerStrength\", 1, \"AltGreenBloodAltStrongAttack\")\n\t\tASEG A 0 A_Saw(\"\", \"\", 3, \"AxePuffs\", 0, 120, 0,16)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", 20, 0, 0, 0)\n\t\tASEG A 0 A_FireCustomMissile(\"AltAxeAttack\", -20, 0, 0, 0)\n\n\tAltGreenBloodAltEndSwing:\n\t\tASGF CD 1 //A_JumpIfInventory(\"AxeHit\", 1, \"HasHitGreen\")\n\t\tASGF E 1 A_SetAngle(angle+4)\n\t\tTNT1 AA 1 A_SetAngle(angle+4)\n\t\tTNT1 A 5\n\t\tTNT1 AAAAAAAAA 1 A_SetAngle(angle-2)\n\t\tTNT1 A 1\n\t\tASGS A 1\n\t\tASGS BCD 1 A_WeaponReady(WRF_NOBOB)\n\t\tASEG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"RedBloodReady\")\n        ASEG A 0 A_JumpIfInventory(\"powerBlueBloodOnVisor\",1,\"BlueBloodReady\")\n\t\tGoto GreenBloodReady\n\n\tAltGreenBloodAltStrongAttack:\n\t\tASEG A 0\n\t\tASEG A 0 A_Saw(\"\", \"\", 10, \"AxePuffs\", 0, 120, 0,16)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", 0, 0, 0, 0)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", 20, 0, 0, 0)\n\t\tASEG AA 0 A_FireCustomMissile(\"AltAxeAttack\", -20, 0, 0, 0)\n\t\tGoto AltGreenBloodAltEndSwing\n\n\t}\n}\n\nACTOR AxeAttack: FastProjectile\n{\n\tRadius 4\n\tHeight 14\n\tDamageType Saw\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+BLOODSPLATTER\n\t+FORCEPAIN\n\tRenderStyle Add\n\tAlpha 0.6\n    Damage (random(90,95))\n    Speed 60\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tdecal \"SawVertical\"\n\tScale 0.01\n\tStates\n\t{\n\tSpawn:\n\t\tAXEG A 0\n\t\tTNT1 A 1 BRIGHT\n\t\tStop\n\tDeath:\n\t\t\t\tAXEG A 0\n\t\t\t\tAXEG A 0\n\t\t\t\tTNT1 AB 0 bright\n\t\t\t\tTNT1 A 0 A_giveToTarget(\"AxeHit\", 1)\n\t\t\t\tAXEG A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\t\tAXEG A 0 A_CheckFloor(\"SpawnFloor\")\n\t\t\t\tAXEG A 0 A_SpawnItem (\"Sparks\", 0)\n\t\t\t\tAXEG A 0 A_PlaySound(\"AXECLN\", 6)\n\t\t\t\tAXEG A 0 A_ALertMonsters(400)\n\n\t\t\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"SparkX\", 2, 0, random (0, 360), 2, random (30, 170))\n\t\t\t\tAXEG A 0 A_JumpIfInTargetInventory(\"PowerStrength\", 1, \"Berserk\")\n\t\t\t\tStop\n\n\tSpawnFloor:\n\tAXEG A 0\n\tAXEG A 0 Acs_namedexecutealways(\"BDCheckFloorType\", 0, 0, 0, 0)//Check if is under a liquid\n\tTNT1 A 2\n\tAXEG A 0 A_ALertMonsters(400)\n\tAXEG A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"SpawnWater\")\n\tAXEG A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"SpawnNukage\")\n\tAXEG A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"SpawnSlime\")\n\tAXEG A 0 A_JumpIfInventory(\"IsOverBlood\", 1, \"SpawnBlood\")\n\tAXEG A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"SpawnLava\")\n\tAXEG A 0 A_JumpIfInventory(\"IsOverGrass\", 1, \"SpawnDirt\")\n\tAXEG A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"SpawnSand\")\n\n\tAXEG A 0 A_PlaySound(\"AXECLN\", 6)\n\tPUFF A 0 bright A_PlaySound(\"ricochet/hit\")\n\tAXEG A 0 A_SpawnItem (\"YellowFlareSmall\", 0)\n\tAXEG A 0 A_SetScale(-0.6)\n    AXEG A 0 A_Jump (132, 15)\n    FX58 ABCD 1 BRIGHT\n\tAXEG A 0 A_CustomMissile(\"OldschoolRocketSmokeTrail2Bigger\", 2, 0, random (0, 360), 2, random (0, 360))\n\tFX58 EFGHIJ 1 bright\n    Stop\n    TNT1 AAAAA 0\n    FX57 ABCD 1 BRIGHT\n\tAXEG A 0 A_CustomMissile(\"OldschoolRocketSmokeTrail2Bigger\", 2, 0, random (0, 360), 2, random (0, 360))\n\tFX57 EFGHIJ 1 bright\n    stop\n\n\tSpawnWater:\n\tAXEG A 0\n\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\tTNT1 AAAAA 0 A_CustomMissile (\"WaterParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"WaterParticleXSuperFast\", 24, 0, random (0, 360), 2, random (30, 160))\n\tAXEG A 0 A_SpawnItem(\"WaterSplashWaves\")\n\tAXEG A 0 A_SetScale(0.5, 0.5)\n\tSPHW ABCDE 3\n\tStop\n\n\tSpawnSlime:\n\tAXEG A 0\n\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\tTNT1 AAAAA 0 A_CustomMissile (\"SLimeParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"SlimeParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\tAXEG A 0 A_SpawnItem(\"SlimeSplashWaves\")\n\tAXEG A 0 A_SetScale(0.5, 0.5)\n\tSPHB ABCDE 3\n\tStop\n\n\tSpawnNukage:\n\tAXEG A 0\n\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\tTNT1 AAAAA 0 A_CustomMissile (\"nukageParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"nukageParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\tAXEG A 0 A_SpawnItem(\"NukageSplashWaves\")\n\tAXEG A 0 A_SetScale(0.5, 0.5)\n\tSPHG ABCDE 3\n\tStop\n\n\tSpawnBlood:\n\tAXEG A 0\n\tTNT1 A 0 A_PlaySound(\"bigspl1\", 1)\n\tTNT1 AAAAA 0 A_CustomMissile (\"BloodParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\tTNT1 AAAAA 0 A_CustomMissile (\"BloodParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\tAXEG A 0 A_SpawnItem(\"BloodSplashWaves\")\n\tAXEG A 0 A_SetScale(0.5, 0.5)\n\tSPHR ABCDE 3\n\tStop\n\n\tSpawnLava:\n\tAXEG A 0\n\tAXEG A 0 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 12, 0, random (160, 210), 2, random (10, 90))\n\tAXEG A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-5, 5), random (-5, 5))\n\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 10, 0, random (0, 180), 2, random (10, 90))\n\tAXEG A 0 A_SetScale(0.5, 0.5)\n\tINFE ABCDEFGHIJKLMNOPQR 1 BRIGHT\n\tINFE ST 1 BRIGHT A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 32, 0, random (160, 210), 2, random (10, 90))\n\tTNT1 AAA 4 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 14, 0, random (160, 210), 2, random (10, 90))\n\tStop\n\n\tSpawnDirt:\n\tAXEG A 0\n\tAXEG A 0 A_CustomMissile (\"BrownCloudSmallLong\", 0, 0, random (0, 360), 2, random (10, 150))\n\tTNT1 AA 0 A_CustomMissile (\"DirtChunk3\", 0, 0, random (0, 360), 2, random (30, 150))\n\tTNT1 AA 0 A_CustomMissile (\"DirtChunk4\", 0, 0, random (0, 360), 2, random (30, 150))\n\tAXEG A 0 A_CustomMissile (\"MudDustSmall\", 4, 0, random (0, 360), 2, random (30, 150))\n\tAXEG A 0 A_SpawnItem(\"DirtRicochet\")\n\tStop\n\n\tSpawnSand:\n\tAXEG A 0\n\tAXEG A 0 A_CustomMissile (\"SandCloudSmallLong\", 0, 0, random (0, 360), 2, random (10, 90))\n\tAXEG A 0 A_CustomMissile (\"SandCloudSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\tAXEG A 0 A_CustomMissile (\"SandDustSmall\", 4, 0, random (0, 360), 2, random (30, 150))\n\tStop\n\n\tXDeath:\n\tMelee:\n\tCrash:\n\t\t\tAXEG A 0\n\t\t\tTNT1 A 0 A_giveToTarget(\"AxeHit\", 1)\n\t\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\t\tAXEG A 0 A_PlaySound(\"AXEHIT\", 6)\n\t\t\tAXEG A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\t\tAXEG A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\t\tAXEG A 0 A_JumpIfInTargetInventory(\"PowerStrength\", 1, \"Berserk\")\n\t\t\tTNT1 A 10\n\t\t\tStop\n\n\tBerserk:\n\t\tTNT1 A 1\n\t\tAXEG A 0 A_explode(90, 5, 0)\n\t\tTNT1 A 10\n\t\tStop\n\n\t}\n}\n\nActor AltAxeAttack: AxeAttack\n{\nRadius 12\nHeight 2\nDamagetype \"Cut\"\n+RIPPER\nDamage (random(5, 5))\n}\n\nACTOR AxePuffs: HitPuff\n{\n  renderstyle Translucent\nscale 0.15\nalpha 0.7\nRadius 20\ndamagetype Saw\ndecal \"SawVertical\"\n  +NOBLOCKMAP\n  +NOGRAVITY\n  +NOEXTREMEDEATH\n  +FORCEXYBILLBOARD\n  +BLOODSPLATTER\n  states\n  {\nSpawn:\nDeath:\nXDeath:\nMelee:\n\n\t\tTNT1 A 20\n\nStop\n  }\n}\n\nACTOR ThrowedAxe\n{\n\tRadius 8\n\tHeight 8\n\tSpeed 30\n\tDamage (random(120, 120))\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\t-NOGRAVITY\n\t+NOEXTREMEDEATH\n\t+SKYEXPLODE\n\t+NOEXTREMEDEATH\n\t+THRUSPECIES\n\t+BLOODSPLATTER\n\tSpecies \"Marines\"\n\tGravity 1.0\n\tscale 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tAXET ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_spawnItem(\"BrutalAxe\")\n\t\tStop\n\t}\n}\n\nACTOR ThrowedAxeStrong: ThrowedAxe\n{\n\t+RIPPER\n\tDamagetype \"Saw\"\n\tDamage (random(32, 32))\n}\n\nACTOR BrutalAxeOnWall: CustomInventory\n{\n scale 0.5\n +NOGRAVITY\n +FLOAT\n    States\n    {\n\n\t Spawn:\n\t\tAXET A 1\n\t\tAXET A -1\n\t\tStop\n\tPickup:\n\t    TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\tPickupNormal:\n\t\tTNT1 A 0 A_GiveInventory(\"BrutalAxe\", 1)\n\t\tStop\n\tPurist:\n\t    TNT1 A 0 A_GiveInventory(\"Clip2\", 10)\n\t\tStop\n    }\n}"
      },
      {
        "source": "pk3",
        "name": "Saw.txt",
        "contents": "Actor Chain_saw : BrutalWeapon\n{\n\tweapon.selectionorder 240\n\tWeapon.UpSound \"none\"\n\tweapon.readysound \"weapons/chainsaw/idle\"\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.AXEBLOOD\n\t+FORCEXYBILLBOARD\n\tWeapon.KickBack 0\n\tTag \"Chainsaw\"\nstates\n\t{\n\n\tSpawn:\n\t\tCSAW A 1\n\t\tCSAW A -1\n\t\tStop\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tSAWG A 0 A_GiveInventory(\"ClassicSaw\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"Chain_Saw\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\tSelect:\n\n\t\tSAWG A 0\n\t\tSAWG A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSAWG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSAWG A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSAWG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tKICK A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tSAWG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tSAWG A 0 A_Giveinventory(\"sawSelected\",1)\n\t\tTNT1 AAAAAA 1 A_RAise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tSAWY ABCDE 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tSAWG A 0 A_PlaySound(\"DSSAWZIP\", 1)\n\t\tSAWG A 0 A_GunFlash\n        SAWS ABCDEFEDCB 1\n\t\tSAWS A 3 A_playsound(\"weapons/chainsaw/draw\", 3)\n\t\tSAWS GH 1\n\t\tGoto REady\n\n\tDeselect:\n\t    SAWG A 0\n\t\tSAWG A 0 A_StopSound(6)\n\t\tAXEG A 0 A_Takeinventory(\"PowerBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PowerBlueBloodOnVisor\",1)\n\t\tAXEG A 0 A_Takeinventory(\"PowerGreenBloodOnVisor\",1)\n\t\tSAWG A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tSAWG A 0 A_StopsoundEx(\"Weapon\")\n\t\tSAWG A 0 A_Lower\n\t\tSAWN A 1 A_Lower\n\t\twait\n\n    Steady:\n\tTNT1 A 1\n\tGoto Ready\n\n\tReady:\n\tReady3:\n\tReload:\n\tReadyToFire:\n\t\tSAWG A 0\n\n\t\tSAWG A 0 A_StopSound(4)\n\t\tSAWG A 0 A_StopSound(1)\n\t\tSAWG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SAWG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSAWG A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n        SAWG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"Ready.Blood\")\n        SAWG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"Ready.BlueBlood\")\n        SAWG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"Ready.GreenBlood\")\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSAWG A 0 A_playsoundex(\"weapons/chainsaw/idle\", 6)\n\t\tSAWG ABAB 2 A_weaponready\n\t\tLoop\n\n\tReady.Blood:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tSAWG A 0 A_StopSound(4)\n\t\tSAWG A 0 A_StopSound(1)\n\t\tSAW2 ABAB 2 A_weaponready\n\t\tSAWG A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSAWG A 0 A_playsoundex(\"weapons/chainsaw/idle\", 6)\n\t\tSAWG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SAWG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSSW2 CDEF 2 A_weaponready\n\t\tSAWG A 0 A_playsoundex(\"weapons/chainsaw/idle\", 6)\n\t\tSAWG A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSAWG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SAWG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSSW2 GHIJ 2 A_weaponready\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSAWG A 0 A_playsoundex(\"weapons/chainsaw/idle\", 6)\n\t\tGoto ReadyToFire\n\n\tReady.BlueBlood:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tSAWG A 0 A_StopSound(4)\n\t\tSAWG A 0 A_StopSound(1)\n\t\tSAW4 ABAB 2 A_weaponready\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSAWG A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSAWG A 0 A_playsoundex(\"weapons/chainsaw/idle\", 6)\n\t\tSAWG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SAWG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSSW4 CDEF 2 A_weaponready\n\t\tSAWG A 0 A_playsoundex(\"weapons/chainsaw/idle\", 6)\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSAWG A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSAWG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SAWG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSSW4 GHIJ 2 A_weaponready\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSAWG A 0 A_playsoundex(\"weapons/chainsaw/idle\", 6)\n\t\tGoto ReadyToFire\n\n\tReady.GreenBlood:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tSAWG A 0 A_StopSound(4)\n\t\tSAWG A 0 A_StopSound(1)\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSAW3 ABAB 2 A_weaponready\n\t\tSAWG A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSAWG A 0 A_playsoundex(\"weapons/chainsaw/idle\", 6)\n\t\tSAWG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SAWG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSSW3 CDEF 2 A_weaponready\n\t\tSAWG A 0 A_playsoundex(\"weapons/chainsaw/idle\", 6)\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSAWG A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSAWG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SAWG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSAWG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSSW3 GHIJ 2 A_weaponready\n\t\tSAWG A 0 A_playsoundex(\"weapons/chainsaw/idle\", 6)\n\t\tSAWG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tGoto ReadyToFire\n\n\tFire:\n\t\tSAWG A 0\n\t\tSAWG A 0\n\t\tSAWG A 0 A_StopSound(6)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitRed\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitBlue\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitGreen\", 1)\n\t\tSAWG A 0 A_Giveinventory(\"HasCutingWeapon\",1)\n\t\tSAWG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"FireRed\")\n\t\tSAWG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"FireGreen\")\n\t\tSAWG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"FireBlue\")\n\t\tSAWG A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\n\t\tCSA1 ABCD 1\n\t\t//TNT1 A 3\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA1 EFG 1\n\t\tTNT1 AAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 32,0)\n\t\tCSA1 H 1 A_FireCustomMissile(\"SawDamageHorizontal2\", 0, 0, 0, 0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"FireContinueGreen\")\n\t\tCSA1 J 1 A_FireCustomMissile(\"SawDamageHorizontal2\", 0, 0, 0, 0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"FireContinueGreen\")\n\t\tCSA1 K 1 A_FireCustomMissile(\"SawDamageHorizontal\", 0, 0, 0, 0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"FireContinueGreen\")\n\t\tCSA1 L 1 A_FireCustomMissile(\"SawDamageHorizontal2\", 0, 0, 0, 0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"FireContinueGreen\")\n\t\tTNT1 A 5\n\n\t\tCSA1 MNO 1\n\t\tSAWG A 0 A_ReFire\n\t\tgoto readytofire\n\n\tAltFire:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitRed\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitBlue\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitGreen\", 1)\n\t\tSAWG A 0 A_JumpIfInventory(\"PowerBloodOnVisor\",1,\"AltFire2Red\")\n\t\tSAWG A 0 A_JumpIfInventory(\"PowerGreenBloodOnVisor\",1,\"AltFire2Green\")\n\t\tSAWG A 0 A_JumpIfInventory(\"PowerBlueBloodOnVisor\",1,\"AltFire2Blue\")\n\t\tCSA2 ABCDDEEEF 1\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSA2 GHI 1 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tTNT1 AAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 0,16)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, random(-10,10))\n\t\tCSA2 J 1\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tCSA2 M 1\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tCSA2 N 1\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tCSA2 O 1\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tTNT1 A 5\n\t\tCSA2 PQ 1\n\t\tgoto readytofire\n\n\tAltContinue2:\n\t\tCSA2 JKL 1 A_FireCustomMissile(\"SawDamageHorizontal\", 0, 0, 0, 0)\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/loop\", 4)\n\t\tSAWG A 0 A_JumpIfCloser(119, \"AltContinue2\")\n\t\tCSA2 MNO 1\n\t\tTNT1 A 5\n\t\tCSA2 PQ 1\n\t\tgoto readytofire\n\n\tFireRed:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tCSR1 ABCD 1\n\t\tTNT1 A 3\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR1 EFG 1\n\n\t\tTNT1 AAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 32,0)\n\t\tCSR1 H 1 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/loop\", 4)\n\t\tCSR1 I 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 32,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\t\tCSR1 J 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 1,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"FireContinueGreen\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\t\tCSR1 K 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 32,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\n\t\tCSR1 L 1\n\t\tTNT1 A 5\n\t\tCSR1 MNO 1\n\t\tSAWG A 0 A_ReFire\n\t\tSAWG A 0 A_StopSound(1)\n\t\tgoto readytofire\n\n\tFireContinueRed:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitRed\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitBlue\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitGreen\", 1)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/loop\", 4)\n\t\tCSR1 RSTU 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 1,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\n\t\tCSR1 IJ 1\n\t\tCSR1 KLM 2\n\t\tTNT1 A 5\n\t\tCSR1 MNO 2\n\t\tSAWG A 0 A_ReFire\n\t\tSAWG A 0 A_StopSound(4)\n\t\tgoto Ready.Blood\n\n\tAltFire2Red:\n\t\tSAWG A 0\n\t\tCSR2 ABCDDEEEF 1\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSR2 GHI 1 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tTNT1 AAA 0 A_Saw(\"\", \"\", 0, \"SSawPuff\", 0, 90, 0,16)\n\t\tCSR2 J 1\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tCSR2 MNO 1 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tTNT1 A 5\n\t\tCSR2 PQ 1\n\t\tgoto readytofire\n\n\tAltContinue2Red:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitRed\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitBlue\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitGreen\", 1)\n\t\tCSR2 JK 1 A_Saw(\"\", \"\", 1, \"SSawPuff\", 0, 120, 0,16)\n\t\tCSR2 L 1 A_Saw(\"\", \"\", 2, \"SSawPuff\", 0, 120, 0,16)\n\t\tNULL A 0 ACS_Execute(580, 0, 0, 0, 0)\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tCSR2 MNO 1 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tTNT1 A 5\n\t\tCSR2 PQ 1\n\t\tgoto Ready.Blood\n\n\tFireBlue:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tCSB1 ABCD 1\n\t\tTNT1 A 3\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB1 EFG 1\n\n\t\tTNT1 AAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 32,0)\n\t\tCSB1 H 1 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/loop\", 4)\n\t\tCSB1 I 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 32,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\t\tCSB1 J 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 1,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"FireContinueGreen\")\n\t\tCSB1 K 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 32,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\n\t\tCSB1 L 1\n\t\tTNT1 A 5\n\t\tCSB1 MNO 1\n\t\tSAWG A 0 A_ReFire\n\t\tSAWG A 0 A_StopSound(1)\n\t\tgoto readytofire\n\n\tFireContinueBlue:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitRed\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitBlue\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitGreen\", 1)\n\t\tNULL A 0 ACS_Execute(583, 0, 0, 0, 0)\n\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/loop\", 4)\n\t\tCSB1 RSTU 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 1,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\n\t\tCSB1 IJKLM 2\n\t\tTNT1 A 5\n\t\tCSB2 MNO 1\n\t\tSAWG A 0 A_ReFire\n\t\tSAWG A 0 A_StopSound(4)\n\t\tgoto Ready.BlueBlood\n\n\tAltFire2Blue:\n\t\tSAWG A 0\n\t\tCSB2 ABCDDEEEF 1\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSB2 GHI 1 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tTNT1 AAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 0,16)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, random(-10,10))\n\t\tCSB2 J 1\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tCSB2 MNO 1 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"AltContinue2Red\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tTNT1 A 5\n\t\tCSB2 PQ 1\n\t\tgoto readytofire\n\n\tAltContinue2Blue:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitRed\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitBlue\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitGreen\", 1)\n\t\tCSB2 J 1 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, 0)\n\t\tCSB2 K 1\n\t\tCSB2 J 1 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, 0)\n\t\tCSB2 K 1\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tCSB2 M 1 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tSAWG A 0 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, 0)\n\t\tCSB2 N 1 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tSAWG A 0 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, 0)\n\t\tCSB2 O 1 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"AltContinue2Blue\")\n\t\tSAWG A 0 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, 0)\n\t\tTNT1 A 5\n\t\tCSB2 PQ 1\n\t\tgoto Ready.BlueBlood\n\n   Firegreen:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_PlaySoundEx(\"weapons/chainsaw/loop\",\"Weapon\",0)\n\t\tCSG1 ABCD 1\n\t\tTNT1 A 3\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG1 EFG 1\n\n\t\tTNT1 AAAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 32,0)\n\t\tCSG1 H 1 A_JumpIfInventory(\"ChainsawHitgreen\", 1, \"FireContinuegreen\")\n\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/loop\", 4)\n\t\tCSG1 I 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 32,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\t\tCSG1 J 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 1,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitRed\", 1, \"FireContinueRed\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitBlue\", 1, \"FireContinueBlue\")\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"FireContinueGreen\")\n\t\tCSG1 K 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 90, 32,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitgreen\", 1, \"FireContinuegreen\")\n\n\t\tCSG1 L 1\n\t\tTNT1 A 5\n\t\tCSG1 MNO 1\n\t\tSAWG A 0 A_ReFire\n\t\tSAWG A 0 A_StopSound(1)\n\t\tgoto readytofire\n\n\tFireContinuegreen:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitRed\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitBlue\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitGreen\", 1)\n\t\tNULL A 0 ACS_Execute(582, 0, 0, 0, 0)\n\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/loop\", 4)\n\t\tCSG1 RSTU 1 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 1,0)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitgreen\", 1, \"FireContinuegreen\")\n\n\t\tCSG1 IJKLM 2\n\t\tTNT1 A 5\n\t\tCSG2 MNO 1\n\t\tSAWG A 0 A_ReFire\n\t\tSAWG A 0 A_StopSound(4)\n\t\tgoto Ready.GreenBlood\n\n\tAltFire2Green:\n\t\tSAWG A 0\n\t\tCSG2 ABCDDEEEF 1\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tCSG2 GHI 1 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tTNT1 AAA 0 A_Saw(\"\", \"\", 1, \"SSawPuff2\", 0, 120, 0,16)\n\t\tTNT1 AAAA 0 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, random(-10,10))\n\t\tCSG2 J 1\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tCSG2 MNO 1 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tTNT1 A 5\n\t\tCSG2 PQ 1\n\t\tgoto readytofire\n\n\tAltContinue2Green:\n\t\tSAWG A 0\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitRed\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitBlue\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"ChainsawHitGreen\", 1)\n\t\tCSG2 J 1 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, 0)\n\t\tCSG2 K 1\n\t\tCSG2 J 1 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, 0)\n\t\tCSG2 K 1\n\t\tSAWG A 0 A_PlaySound(\"weapons/chainsaw/draw\", 4)\n\t\tSAWG A 0 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tSAWG A 0 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, 0)\n\t\tCSG2 M 1 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tSAWG A 0 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, 0)\n\t\tCSG2 N 1 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tSAWG A 0 A_FireCustomMissile(\"SawDamageVertical\", 0, 0, 0, 0)\n\t\tCSG2 O 1 A_JumpIfInventory(\"ChainsawHitGreen\", 1, \"AltContinue2Green\")\n\t\tTNT1 A 5\n\t\tCSG2 PQ 1\n\t\tgoto Ready.GreenBlood\n\n\tCheckSprint:\n\t\tSAWG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSAWG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSAWG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tCheckSprint2:\n\t\tRI2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSAWG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSAWG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tStartSprint:\n\t\tSAWG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSAWG A 0 A_TakeInventory(\"PowerBloodOnVisor\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"PowerBlueBloodOnVisor\", 1)\n\t\tSAWG A 0 A_TakeInventory(\"PowerGreenBloodOnVisor\", 1)\n\t\tSAWG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSAWG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSAWG A 0 A_ZoomFactor(1.0)\n\t\tSAWG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSAWG A 0 offset(-9,32)\n\t\tSAWG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSAWG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tSAWG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSAWG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tSAWG A 0 offset(-9,32)\n\t\tSAWG A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSAWG A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSAWG A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSAWG A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSAWG A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSAWG A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSAWG A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSAWG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSAWG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SAWG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        SAWG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSAWG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tSAWG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSAWG A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSAWG A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSAWG A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSAWG A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSAWG A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSAWG A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSAWG A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSAWG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSAWG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tSAWG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSAWG A 0 A_PlaySound(\"Tired\", 2)\n\t\tSAWG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSAWG A 5 A_WeaponReady\n\t\tSAWG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSAWG A 5 A_WeaponReady\n\t\tSAWG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSAWG A 5 A_WeaponReady\n\t\tSAWG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSAWG A 5 A_WeaponReady\n\t\tSAWG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSAWG A 5 A_WeaponReady\n\t\tGoto Ready3\n\tStopSprint:\n\t\tSAWG A 1\n\t\tSAWG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\t}\n}\n\nACTOR SawDamageHorizontal: FastProjectile\n{\n\tRadius 22\n\tHeight 2\n\tDamageType Cut\n\tProjectile\n\t+FORCEXYBILLBOARD\n\t+EXTREMEDEATH\n\t+BLOODSPLATTER\n\tRenderStyle Add\n\tDecal \"BulletDecalNew1\"\n\tAlpha 0.6\n    Damage (random(5,6))\n    Speed 50\n\t//HitObituary \"$OB_IMPHIT\"\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tDecal \"none\"\n\tdecal \"SawHorizontal\"\n\tStates\n\t{\n\tSpawn:\n\t\tSAWG A 0 BRIGHT\n        TNT1 A 1 //A_PlaySound(\"weapons/gswing\")\n\t\tStop\n\tDeath:\n\t\t\tSAWG A 0\n\t\t\t//SAWG A 0 A_SpawnItem(\"SSAwPuff\")\n\t\t\t//SAWG A 0 A_PlaySound(\"DSSAWAL\", 1)\n\t\t\tTNT1 A 1 Radius_Quake(2, 3, 0, 4, 0)\n\t\t\tTNT1 A 10\n\t\t\tStop\n\tXDeath:\n\t\tSAWG A 0\n\t\tTNT1 A 1 Radius_Quake(2, 3, 0, 4, 0)\n\t\tSAWG A 0 A_PlaySound(\"CSAWFLESH\", 1)\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nACTOR SawDamageHorizontal2: SawDamageHorizontal\n{\n\t-BLOODSPLATTER\n\t+BLOODLESSIMPACT\n}\n\nACTOR SawDamageVertical: SawDamageHorizontal\n{\n\tDamageType Saw\n    Damage (random(7,8))\n\tdecal \"SawVertical\"\n}\n\nACTOR SawDamageVertical2: SawDamageVertical\n{\n\t-BLOODSPLATTER\n\t+BLOODLESSIMPACT\n}"
      },
      {
        "source": "pk3",
        "name": "Pistol.txt",
        "contents": "ACTOR BrutalPistol : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDPistolAmmo\"\n\tweapon.selectionorder 3800\n\tObituary \"%o was shot down by %k's pistol.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTPISTOL\"\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.NOALERT\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.WIMPY_WEAPON\n    +FORCEXYBILLBOARD\n\tScale 0.9\n\tTag \"Pistol\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n        PIST F 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        PIST F 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tPIST F 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tPIST F 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        PIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tPIST F 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tPIST F 0 A_Takeinventory(\"PistolFireAnimation1\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPIST F 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\n\t\tLoop\n\n\tCheckSprint:\n\t\tPIST F 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPIST F 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPIST F 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tPIST F 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPIST F 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPISP A 0 offset(-9,32)\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tPIST F 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tPIST F 0 offset(-9,32)\n\t\tPISP F 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tPISP F 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tPIST F 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPIST F 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        PIST F 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        PIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tPIST F 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tPISP F 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tPISP F 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tPIST F 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPIST F 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tPIST F 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPIST F 0 A_PlaySound(\"Tired\", 2)\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tPIST F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPIST F 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tPISP A 1\n\t\tPIST F 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n        PISS BA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tPIST F 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPIST F 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tPIST F 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"SawSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tPIST F 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t    PIST F 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        PIST F 0 A_PlaySound(\"CLIPIN\")\n        PISS AB 1\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n        PIST F 0 A_GunFlash\n\t\tGoto Ready\n\n    Fire:\n        PIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n        Goto NoAmmo\n        TNT1 AAAA 0\n\t\tPIST F 0 A_AlertMonsters\n\n\t\tTNT1 A 0 A_JumpIFInventory(\"PistolBurstFire\", 1, \"Fire2\")\n\t\t//RIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n        PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST A 1 BRIGHT A_FireBullets (1, 1, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n        PIST B 1\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST C 1\n\t\tPIST F 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"FireEndTactical\")\n\t\tPIST D 1\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 3 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tPIST F 0 A_REfire\n\t\tGoto Ready\n\n\tFire2:\n        TNT1 A 0\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n        PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST A 1 BRIGHT A_FireBullets (1, 1, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n\t\tGoto NoAmmo\n        PIST B 0\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n        PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST A 0 BRIGHT A_FireBullets (1, 1, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n\t\tGoto NoAmmo\n        PIST B 0\n        PIST B 1\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST F 0 A_PlaySound(\"FARSHT\", 6)\n        PIST F 0 A_PlaySound(\"PFIRE\", 1)\n\t\tPIST F 0 A_ZoomFactor(0.98)\n\t\tPIST A 1 BRIGHT A_FireBullets (2, 2, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPIST F 0 A_ZoomFactor(1.0)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)\n\t\tGoto NoAmmo\n        PIST B 0\n        PIST B 1\n\t\tPIST F 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tPIST C 1\n\t\tPIST DE 1\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPIST F 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPIST F 2 A_WeaponReady(WRF_NOBOB | WRF_ALLOWRELOAD)\n\t\tGoto Ready\n\n\tFireEndTactical:\n\t\tPIST F 0\n\t\tPIST F 0 A_JumpIfInventory(\"IsRunning\", 1, \"FireEndTactical2\")\n\t\tPIST E 1 A_WeaponReady(1)\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPIST F 7 A_WeaponReady(1)\n\t\tGoto Ready\n\n\tFireEndTactical2:\n\t\tPIST F 0\n\t\tPLAY A 0 ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tPIST F 0 A_GiveInventory(\"UsedStamina\", 4)\n\t\tPIST E 1 A_WeaponReady(1)\n\t\tPIST F 5 A_WeaponReady(1)\n\t\tGoto Sprinting\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tPIST F 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"Ready3\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n    Reload:\n\t\tPIST F 1 A_WeaponReady\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",16,\"Ready\")\n\n        PIST F 0 A_JumpIfInventory(\"Clip1\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tPIST F 0 A_Takeinventory(\"Zoomed\",1)\n        PIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tPIST F 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tPIST F 0 A_PlaySound(\"reload\")\n\t\tTNT1 AA 0\n        PISR ABCDEFFFFF 1\n\t\tPIST F 0 A_PlaySound(\"prel\")\n        PISR GHIIJKLMNNNOPQR 1\n\t\tPIST F 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,\"InsertBullets2\")//15+1 effect\n\n\tTurboReload:\n\t\tPIST F 0 A_Takeinventory(\"HasUnloaded\",1)\n        PISS BA 0\n        Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",15,15)\n\t\tPIST F 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tPIST F 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n        Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",16,15)\n\t\tPIST F 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tPIST F 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\t\tPIST F 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n        Goto Ready\n \tSpawn:\n\t\tPIST A 0\n\t\tPIST G -1\n\t\tStop\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIFInventory(\"PistolBurstFire\", 1, \"StopAlt\")\n\t\tTNT1 A 0 A_GiveInventory(\"PistolBurstFire\", 1)\n\t\tTNT1 A 0 A_Print(\"Burst fire\")\n\t\tGoto Ready3\n\n\tStopAlt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PistolBurstFire\", 1)\n\t\tTNT1 A 0 A_Print(\"Single shot\")\n\t\tGoto Ready3\n\n\tAltFire2:\n\t\tPIST F 0\n\t\tPIST F 0 A_JumpIfInventory(\"PistolFireAnimation1\", 1, 5)\n\t\tPISA ABC 1\n        TNT1 A 4\n\t\tPIST F 0\n\t\tPIST F 0 A_PlaySound(\"skeleton/swing\")\n\t\tPIST F 0 A_Giveinventory(\"Punching\",1)\n\t\tPIST F 0 A_Giveinventory(\"PistolFireAnimation1\",1)\n\t\tPISA DE 1\n\t\tPONG A 0 A_FireCustomMissile(\"MeleeStrikeNormal\", 0, 0, 0, 2)\n\t\tPISA FFFG 1\n\t\tPISA H 1 A_Weaponready(1)\n\t\tPIST F 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tPISA IJ 1 A_Weaponready(1)\n\t\tPIST F 0 A_JumpIfInventory(\"Kicking\",1,\"KickLeft\")\n\t\tPISA CBA 1 A_Weaponready(1)\n\t\tPIST F 0 A_Takeinventory(\"PistolFireAnimation1\",1)\n\t\tGoto Ready\n\n\tKickLeft:\n\t\tKIK1 ABC 1\n        PIST F 0 A_PlaySound(\"KICK\")\n\t\tPIST F 0 A_Giveinventory(\"Punching\",1)\n\t\tPIST F 0 A_SetPitch(-6 + pitch)\n\t\tKIK1 D 1\n\t\tPUN2 A 0 A_Custompunch(35,0,1,\"MeleePuff\", 100)\n\t\tKIK1 DD 1\n\t\tKIK1 ECBA 1\n\t\tTNT1 A 5 A_TakeInventory(\"Kicking\",1)\n\t\tGoto Ready\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tUnload:\n\t\tPIST F 1 A_WeaponReady\n\t\tPIST F 0 A_Takeinventory(\"Unloading\",1)\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tPIST F 0 A_Takeinventory(\"Zoomed\",1)\n        PIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n        PISR RQPONNNMLKJIIHG 1\n\t\tPIST F 0 A_PlaySound(\"prel\")\n\t\tPISR FFFEDCBA 1\n\t\tPIST F 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,\"RemoveBullets\")\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_JumpIfInventory(\"BDPistolAmmo\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPIST F 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPIST F 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPIST F 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPIST F 0 A_Refire\n        Goto Ready\n\n\tDualWield:\n\t\tTNT1 A 1\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"DualPistols\", 1, \"GetDual\")\n\t\tPIST F 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tPIST F 0\n\t\tPIST F 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPIST F 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPIST F 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tPIST F 0 A_TakeInventory(\"Kicking\",1)\n        PIST F 0 A_TakeInventory(\"Taunting\",1)\n        PIST F 0 A_TakeInventory(\"Reloading\",1)\n\t\tPIST F 0 A_TakeInventory(\"Unloading\",1)\n\t\tPIST F 0 A_TakeInventory(\"Salute1\", 1)\n\t\tPIST F 0 A_TakeInventory(\"Salute2\", 1)\n        PIST F 0 A_ZoomFactor(1.0)\n\t\tPIST F 0 A_SelectWEapon(\"DualPistols\")\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DualPistol.txt",
        "contents": "ACTOR DualPistols : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDDualPistolAmmo\"\n\tObituary \"%o was shot down by %k's pistol.\"\n    AttackSound \"None\"\n\tweapon.selectionorder 5000\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the Pistol!\"\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOAUTOFIRE\n\t+WEAPON.NO_AUTO_SWITCH\n\t+WEAPON.WIMPY_WEAPON\n    +FORCEXYBILLBOARD\n\tScale 0.9\n\t+WEAPON.NO_AUTO_SWITCH\n\tTag \"Dual Pistols\"\n\tStates\n\t{\n\tNoAmmoOnSecondGun:\n\t\tPI2G A 2\n\tReady3:\n\tReady:\n        PI2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        PI2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tPI2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tPI2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        PI2G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPI2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tPI2G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tPI2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPI2G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tDualWield:\n\t\tPI2G A 1\n\t\tPI2G A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPI2G A 0 A_SelectWEapon(\"BrutalPistol\")\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tPI2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPI2G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPI2G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tPI2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPI2G A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPI2P A 0 offset(-9,32)\n\t\tPI2G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPI2G A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tPI2G A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tPI2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tPI2G A 0 offset(-9,32)\n\t\tPI2P A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tPI2P A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tPI2G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPI2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        PI2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        PI2G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPI2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tPI2G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tPI2P A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tPI2P A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tPI2G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPI2G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tPI2G A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPI2G A 0 A_PlaySound(\"Tired\", 2)\n\t\tPI2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPI2G A 5 A_WeaponReady\n\t\tPI2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPI2G A 5 A_WeaponReady\n\t\tPI2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPI2G A 5 A_WeaponReady\n\t\tPI2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPI2G A 5 A_WeaponReady\n\t\tPI2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPI2G A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tPI2P A 1 offset(9,32)\n\t\tPI2G A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n        PIS2 BA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tPI2G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tPI2G A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tPI2G A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t    PI2G A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        PI2G A 0 A_PlaySound(\"CLIPIN\")\n        PIS2 AB 1\n\t\tPI2G A 0 A_Takeinventory(\"StartDualWield\",1)\n        PI2G A 0 A_GunFlash\n\t\tGoto Ready\n\n    Fire:\n        PI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n        Goto NoAmmo\n\t\tTNT1 A 0 A_JumpIFInventory(\"PistolBurstFire\", 1, \"Fire2\")\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n        PI2G A 0 A_PlaySound(\"pfire\", 1)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tPI2F A 1 BRIGHT A_FireBullets (4, 2, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", -1, 0, -4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,10,-4)\n\t\tPI2F HBC 1\n\t\tPI2G A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,1)//Checks if single gun is not depleted\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n        Goto NoAmmo\n\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n        PI2G A 0 A_PlaySound(\"pfire\", 1)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tPI2F D 1 BRIGHT A_FireBullets (4, 2, -1, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", 1, 0, 4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n        PI2F GEF 1\n\t\tPI2G A 0 A_TakeInventory(\"PistolFireAnimation1\")\n\t\tPI2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,-10,-4)\n\n\t\tPI2G A 2 A_WeaponReady(WRF_NOBOB)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tFire2:\n\t\tTNT1 A 0\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n        PI2G A 0 A_PlaySound(\"pfire\", 1)\n\t\tPI2G A 0 A_PlaySound(\"pfire\", 2)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tPI2F A 1 BRIGHT A_FireBullets (6, 6, 2, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", -1, 0, -4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",2)\n\t\tPI2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,10,-4)\n\n\t\tPI2G A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,2)//Checks if single gun is not depleted\n        Goto NoAmmoOnSecondGun\n\t\tTNT1 AA 0\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,1)\n        Goto NoAmmo\n\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n        PI2G A 0 A_PlaySound(\"pfire\", 1)\n\t\tPI2G A 0 A_PlaySound(\"pfire\", 2)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tPI2G A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tPI2F D 1 BRIGHT A_FireBullets (6, 6, 2, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 A_SetPitch(pitch-1)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", 1, 0, 4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",2)\n\t\tPI2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,-10,-4)\n\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n        PI2G A 0 A_PlaySound(\"pfire\", 1)\n\t\tPI2G A 0 A_PlaySound(\"pfire\", 2)\n\t\tPI2G A 0 A_ZoomFactor(0.98)\n\t\tTNT1 A 0 A_SetPitch(pitch-3)\n\t\tPI2G A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tPI2F A 1 BRIGHT A_FireBullets (6, 6, 2, 14, \"WeakPuff\", FBF_NORANDOM)\n\t\tPI2G A 0 A_ZoomFactor(1.0)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", -1, 0, -4, -1)\n\t\tPI2G A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",2)\n\t\tPI2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,10,-4)\n\n\t\tPI2F IJK 1\n\t\tPI2G A 1 A_WeaponReady(WRF_NOBOB)\n\t\tPI2G A 6 A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIFInventory(\"PistolBurstFire\", 1, \"StopAlt\")\n\t\tTNT1 A 0 A_GiveInventory(\"PistolBurstFire\", 1)\n\t\tTNT1 A 0 A_Print(\"Burst fire\")\n\t\tGoto Ready3\n\n\tStopAlt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"PistolBurstFire\", 1)\n\t\tTNT1 A 0 A_Print(\"Single shot\")\n\t\tGoto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tPI2G A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n    Reload:\n\t\tPI2G A 1 A_WeaponReady\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tPI2G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",32,\"Ready\")\n\n        PI2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Zoomed\",1)\n        PI2G A 0 A_ZoomFactor(1.0)\n\t\tPI2G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tPI2G A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\n\t\tPI2G A 0 A_PlaySound(\"reload\")\n\t\tPI2S DCBA 1\n\t\tTNT1 A 2\n\t\tPI2G A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n        PISR BCDEFFFFF 1\n\t\tPI2G A 0 A_PlaySound(\"prel\")\n        PISR GHIIJKLMNNNOPQR 1\n\t\tTNT1 A 2\n\n\t\tPI2G A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tPI2R BCDEFFFFF 1\n\t\tPI2G A 0 A_PlaySound(\"prel\")\n        PI2R GHIIJKLMNNNOPQR 1\n\t\tTNT1 A 2\n\t\tPI2S ABCD 1\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,\"InsertBullets2\")//15+1 effect\n\n\tTurboReload:\n\t\tPI2G A 0 A_Takeinventory(\"HasUnloaded\",1)\n        PIS2 BA 0\n        Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",30,15)\n\t\tPI2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tPI2G A 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2G A 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPI2G A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPI2G A 0 A_Refire\n        Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",32,15)\n\t\tPI2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tPI2G A 0 A_Giveinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2G A 0 A_Giveinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tPI2G A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPI2G A 0 A_Refire\n        Goto Ready\n\n\tUnload:\n\t\tPI2G A 1 A_WeaponReady\n\t\tPI2G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tPI2G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPI2G A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Zoomed\",1)\n        PI2G A 0 A_ZoomFactor(1.0)\n\t\tPI2G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n        PISR RQPONNNMLKJIIHG 1\n\t\tPI2G A 0 A_PlaySound(\"prel\")\n\t\tPISR FFFEDCBA 1\n\n\t\tPI2R RQPONNNMLKJIIHG 1\n\t\tPI2G A 0 A_PlaySound(\"prel\")\n\t\tPI2R FFFEDCBA 1\n\t\tPI2G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\t\tPI2G A 0 A_JumpIfInventory(\"BDPistolAmmo\",1,\"RemoveBullets\")\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_JumpIfInventory(\"BDDualPistolAmmo\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"BDPistolAmmo\",1)\n\t\tPI2G A 0 A_Takeinventory(\"BDDualPistolAmmo\",1)\n\t\tPI2G A 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPI2G A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tPI2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tPI2G A 0 A_Refire\n        Goto Ready\n\n \tSpawn:\n\t\tRIFL A -1\n\t\tStop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "SubMachinegun.txt",
        "contents": "ACTOR BrutalSMG : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 40\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDSMGAmmo\"\n\tObituary \"%o was shot down by %k's SMG.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the SMG!\"\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOAUTOFIRE\n    +FORCEXYBILLBOARD\n\t+WEAPON.NOALERT\n\tScale 0.9\n\tTag \"Sub-MachineGun\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n\t\tSMGG A 0\n\t\tSMGG A 0 A_JumpIfInventory(\"Zoomed\",1,\"Ready2\")\n\n\t\tSMGG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SMGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        SMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSMGG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tReady2:\n        SMGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SMGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        SMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\t AltFire:\n        SMGG A 0\n\t\tSMGG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tSMGG A 0 A_Giveinventory(\"Zoomed\",1)\n        SMGG A 0 A_ZoomFactor(1.3)\n\t\tSMGG A 0 A_Giveinventory(\"ADSmode\",1)\n        RIFZ ABC 1\n        SMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n        Goto Ready2\n\n\t   HoldAim:\n\t    SMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGA A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n       NoAim:\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n        SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFZ CBA 1\n        Goto Ready3\n\n\tCheckSprint:\n\t\tSMGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tSMGG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSMGG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSprinting:\n\t\tSMSP A 0 offset(-9,32)\n\t\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSMGG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tSMGG A 0 offset(-9,32)\n\t\tSMSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSMSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSMGG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSMGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SMGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        SMGG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSMGG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tSMGG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSMSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSMSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSMGG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSMGG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tSMGG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSMGG A 0 A_PlaySound(\"Tired\", 2)\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tSMGG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSMGG A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tSMSP A 1\n\t\tSMGG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n        SMGS CBA 1\n\t\tSMGG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"Zoomed\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"ADSMode\", 1)\n\t\tSMGG A 0 A_ZoomFactor(1.0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tSMGG A 0\n\t\tSMGG A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tSMGG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSMGG A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSMGG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t    SMGG A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        SMGG A 0 A_PlaySound(\"CLIPIN\")\n        SMGS ABC 1\n\t\tSMGG A 0 A_Takeinventory(\"StartDualWield\",1)\n        SMGG A 0 A_GunFlash\n\t\tGoto Ready\n\n    Fire:\n        SMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,2)\n        Goto NoAmmo\n        TNT1 AAAA 0\n\t\tSMGG A 0 A_ALertMonsters\n\t\tSMGG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tSMGG A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tSMGG A 0 A_PlaySound(\"FARSHT\", 6)\n        SMGG A 0 A_PlaySound(\"SMGFIRE\", 1)\n\t\tSMGG A 0 A_ZoomFactor(0.99)\n\t\tSMGF A 1 BRIGHT A_FireBullets (3.5, 3.5, 1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tSMGG A 0 A_ZoomFactor(1.0)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tSMGG A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n        SMGF B 1\n\t\tSMGG A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, 2)//Tactical mode skips a frame, fires faster\n\t\tSMGF C 1\n\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-1.0)\n\t\tRIFG A 0\n\n\t\tSMGG A 0 A_ReFire\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 7 A_WeaponReady(1)\n\t\tGoto Ready3\n\n\t Fire2:\n\t\tSMGG A 0 A_PlaySound(\"FARSHT\", 6)\n        SMGG A 0 A_PlaySound(\"SMGFIRE\", 1)\n\t\tSMGG A 0 A_ZoomFactor(1.33)\n\t\tSMGA B 1 BRIGHT A_FireBullets (2, 2, 1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tSMGG A 0 A_ZoomFactor(1.3)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, 0)\n\t\tSMGG A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n        SMGA C 1\n\t\tSMGG A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,0,-9)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, 2)//Tactical mode skips a frame, fires faster\n\t\tSMGA D 1\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-0.5)\n\t\tRIFG A 0\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSMGG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSMGG A 0 A_ReFire\n\t\tSMGA A 1 A_WeaponReady(1)\n\t\tSMGA A 7 A_WeaponReady(1)\n\t\tGoto Ready2\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSMGG A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n    Reload:\n\t\tSMGG A 1\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",41,\"Ready\")\n\n        SMGG A 0 A_JumpIfInventory(\"Clip1\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n        SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tSMGG A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tSMGG A 0 A_PlaySound(\"reload\")\n        SMGR ABCDEEEFGHIJKKKKKKKKKK 1\n        SMGR LMNOPQEEEDCBA 1\n\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,\"InsertBullets2\")//40+1 effect\n\n\tTurboReload:\n\t\tSMGG A 0 A_Takeinventory(\"HasUnloaded\",1)\n        SMGS BA 0\n        Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",40,15)\n\t\tSMGG A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tSMGG A 0 A_Giveinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Giveinventory(\"BDDualSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n        Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",41,15)\n\t\tSMGG A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tSMGG A 0 A_Giveinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Giveinventory(\"BDDualSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n        Goto Ready\n\n\t Unload:\n\t\tSMGG A 1\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSMGG A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,3)\n\t\tGoto NoAmmo\n        TNT1 AAA 0\n\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n        SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSMGG A 0 A_PlaySound(\"reload\")\n\t\tSMGG A 0 A_Giveinventory(\"HasUnloaded\",1)\n        SMGR ABCDEEEFGHIJKKKKKKKKKK 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSMGG A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n\t\tSMGG A 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSMGG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSMGG A 0 A_Refire\n        Goto Ready\n\n \tSpawn:\n\t\tSMGZ A -1\n\t\tStop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tDualWield:\n\t\tTNT1 A 1\n\t\tSMGG A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tSMGG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\n\t\tSMGG A 0 A_JumpIfInventory(\"DualSMG\", 1, \"GetDual\")\n\t\tSMGG A 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tSMGG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSMGG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSMGG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"Kicking\",1)\n        SMGG A 0 A_TakeInventory(\"Taunting\",1)\n        SMGG A 0 A_TakeInventory(\"Reloading\",1)\n\t\tSMGG A 0 A_TakeInventory(\"Unloading\",1)\n\t\tSMGG A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tSMGG A 0 A_TakeInventory(\"Salute2\", 1)\n        SMGG A 0 A_ZoomFactor(1.0)\n\t\tSMGG A 0 A_SelectWEapon(\"DualSMG\")\n\t\tGoto Ready\n\n\tNoDual:\n\t\tSMGG A 1\n\t\tSMGG A 0 A_Print(\"You can't dual wield smgs when playing in Tactical Mode. Real operators never try to look cool in a firefight.\")\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "DualSMG.txt",
        "contents": "ACTOR DualSMG : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Clip1\"\n\tWeapon.AmmoType2 \"BDDualSMGAmmo\"\n\tObituary \"%o was shot down by %k's SMG.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the SMG!\"\n    +WEAPON.NOAUTOAIM\n    //+WEAPON.NOAUTOFIRE\n    +FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\n\tScale 0.9\n\tTag \"Dual SMGs\"\n\tStates\n\t{\n\n\tNoAmmoOnSecondGun:\n\t\tSM2F EF 1\n\tReady3:\n\tReady:\n        SM2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SM2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSM2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSM2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        SM2G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSM2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSM2G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSM2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSM2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSM2G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSM2G A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tDualWield:\n\t\tSM2G A 1\n\t\tSM2G A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tSM2G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\n\t\tSM2G A 0 A_SelectWEapon(\"BrutalSMG\")\n\t\tGoto Ready\n\n\tNoDual:\n\t\tRIFG A 1\n\t\tSM2G A 0 A_Print(\"You can't dual wield smgs when playing in Tactical Mode. Real operators never try to look cool in a firefight.\")\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tSM2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSM2G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSM2G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tSM2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSM2G A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSprinting:\n\t\tSM2G A 0 offset(-9,32)\n\t\tSM2G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSM2G A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tSM2G A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSM2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tSM2G A 0 offset(-9,32)\n\t\tSM2G A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSM2G A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSM2G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSM2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SM2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        SM2G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSM2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tSM2G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSM2G A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSM2G A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSM2G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSM2G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tSM2G A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSM2G A 0 A_PlaySound(\"Tired\", 2)\n\t\tSM2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSM2G A 5 A_WeaponReady\n\t\tSM2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSM2G A 5 A_WeaponReady\n\t\tSM2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSM2G A 5 A_WeaponReady\n\t\tSM2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSM2G A 5 A_WeaponReady\n\t\tSM2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSM2G A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tSM2G A 1\n\t\tSM2G A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tDeselect:\n        SM2S CBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tSM2G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tSM2G A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSM2G A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tTNT1 A 1\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t    SM2G A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n        SM2G A 0 A_PlaySound(\"CLIPIN\")\n        SM2S ABC 1\n\t\tSM2G A 0 A_Takeinventory(\"StartDualWield\",1)\n        SM2G A 0 A_GunFlash\n\t\tGoto Ready\n\n    Fire:\n        SM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",1,2)\n        Goto NoAmmo\n        TNT1 AAAA 0\n\t\t//SM2G A 0 A_PlaySound(\"FARSHT\", 6)\n        SM2G A 0 A_PlaySound(\"SMGFIRE\")\n\t\tSM2G A 0 A_ZoomFactor(0.99)\n\t\t//SM2G A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tSM2F A 1 BRIGHT A_FireBullets (8, 4, -1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tSM2G A 0 A_ZoomFactor(1.0)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-6,3), 0, 5, 0)\n\t\tSM2G A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSM2G A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n\t\tSM2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,6,-2)\n\t\tSM2G A 0 A_SetPitch(-0.2 + pitch)\n\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",1,1)\n        Goto NoAmmo\n\t\tSM2G A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,1)//Checks if single gun is not depleted\n        Goto NoAmmoOnSecondGun\n\t\t//SM2G A 0 A_PlaySound(\"FARSHT\", 6)\n        SM2G A 0 A_PlaySound(\"SMGFIRE\")\n\t\tSM2G A 0 A_ZoomFactor(0.99)\n\t\t//SM2G A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tSM2F B 1 BRIGHT A_FireBullets (8, 4, -1, 12, \"WeakPuff\", FBF_NORANDOM)\n\t\tSM2G A 0 A_ZoomFactor(1.0)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,6), 0, -5, 0)\n\t\tSM2G A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n        SM2F C 1\n\t\tSM2G A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,-8,-2)\n\t\tSM2G A 0 A_SetPitch(-0.2 + pitch)\n\t\tSM2G A 0 A_ReFire\n\t\tSM2G A 1 A_WeaponReady(1)\n\t\tSM2G A 7 A_WeaponReady(1)\n\t\tGoto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSM2G A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip1\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n    Reload:\n\t\tSM2G A 1\n\t\tSM2G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",82,\"Ready\")\n\n        SM2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Zoomed\",1)\n        SM2G A 0 A_ZoomFactor(1.0)\n\t\tSM2G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSM2G A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tRIFR C 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tSM2S CBA 1\n\t\tTNT1 A 5\n\t\tSM2G A 0 A_PlaySound(\"reload\")\n        SMGR TSRABCDEEEFGHIJKKKKKKKKKK 1\n        SMGR LMNOPQEEEDCBARST 1\n\t\tTNT1 A 5\n\n\t\tSM2G A 0 A_PlaySound(\"reload\")\n        SM2R TSRABCDEEEFGHIJKKKKKKKKKK 1\n        SM2R LMNOPQEEEDCBARST 1\n\t\tTNT1 A 5\n\n\t\tSM2S ABC 1\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",1,\"InsertBullets2\")//80+1 effect\n\n\tTurboReload:\n\t\tSM2G A 0 A_Takeinventory(\"HasUnloaded\",1)\n        SM2S BA 0\n        Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",80,15)\n\t\tSM2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tSM2G A 0 A_Giveinventory(\"BDSMGAmmo\",1)\n\t\tSM2G A 0 A_Giveinventory(\"BDDualSMGAmmo\",1)\n\t\tSM2G A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSM2G A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSM2G A 0 A_Refire\n        Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",82,15)\n\t\tSM2G A 0 A_JumpIfInventory(\"Clip1\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tSM2G A 0 A_Giveinventory(\"BDSMGAmmo\",1)\n\t\tSM2G A 0 A_Giveinventory(\"BDDualSMGAmmo\",1)\n\t\tSM2G A 0 A_Takeinventory(\"Clip1\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSM2G A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSM2G A 0 A_Refire\n        Goto Ready\n \t Unload:\n\t\tSM2G A 1\n\t\tSM2G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSM2G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSM2G A 0 A_JumpIfInventory(\"BDSMGAmmo\",1,3)\n\t\tGoto NoAmmo\n        TNT1 AAA 0\n\n\t\tSM2G A 0 A_Takeinventory(\"Zoomed\",1)\n        SM2G A 0 A_ZoomFactor(1.0)\n\t\tSM2G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSM2G A 0 A_PlaySound(\"reload\")\n\t\tSM2G A 0 A_Giveinventory(\"HasUnloaded\",1)\n        SMGR ABCDEEEFGHIJKKKKKKKKKK 1\n\t\tSM2R ABCDEEEFGHIJKKKKKKKKKK 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_JumpIfInventory(\"BDDualSMGAmmo\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"BDSMGAmmo\",1)\n\t\tSM2G A 0 A_Takeinventory(\"BDDualSMGAmmo\",1)\n\t\tSM2G A 0 A_Giveinventory(\"Clip1\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSM2G A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tSM2G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tSM2G A 0 A_Refire\n        Goto Ready\n\n\tSpawn:\n\t\tSMGZ A -1\n\t\tStop\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Rifle.txt",
        "contents": "ACTOR Rifle : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tYScale 0.6\n\tXScale 0.8\n\tWeapon.SelectionOrder 2500\n\tWeapon.AmmoType1 \"Clip2\"\n\tWeapon.AmmoType2 \"RifleAmmo\"\n\tObituary \"%o was shot down by %k's assault rifle.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTRIFLE\"\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tTag \"Assault Rifle\"\n    Scale 0.8\n\tStates\n\t{\n\n\tTacticalWarning:\n\t\tTNT1 A 4\n\t\tGoto LetsGetStarted\n\tWarmUp:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_TakeInventory(\"JustStartedGame\", 1)\n\t\tRIFG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"TacticalWarning\")\n\n\tLetsGetStarted:\n\t\tTNT1 A 5 A_WeaponReady\n\t\tPUNS ABCD 1 A_WeaponReady\n\t\tRIFG A 0 A_PlaySound(\"Knuckled\")\n\t\tPUNS E 7 A_WeaponReady\n\t\tPUNS FGFE 3 A_WeaponReady\n\t\tPUNS DCB 1 A_WeaponReady\n\t\tTNT1 A 5 A_WeaponReady\n\t\tR2RL ABCDE 1 A_WeaponReady\n        R2RL E 1 A_WeaponReady\n\t\tRIFR HIKL 1 A_WeaponReady\n\t\tRIFG A 0 A_PlaySound(\"DryFire\")\n\t\tRIFR M 1 A_WeaponReady\n\t\tRIFR NOPQRST 1 A_WeaponReady\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tRIFG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tCheckSprint2:\n\t\tRI2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready2\n\n\tStartSprint:\n\t\tRIFG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_JumpIfInventory(\"Accelerate\", 1, 1)\n\t\tGoto Ready3\n\t\tRISP A 0 offset(-9,32)\n\t\tRIFG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tRIFG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tRIFG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tRIFG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tRIFG A 0 offset(-9,32)\n\t\tRISP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tRISP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tRISP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tRISP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tRISP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tRISP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tRISP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tRIFG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        RIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tRIFG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tRISP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tRISP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tRISP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tRISP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tRISP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tRISP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tRISP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tRIFG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tRIFG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tRIFG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tRIFG A 0 A_PlaySound(\"Tired\", 2)\n\t\tRIFG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRIFG A 5 A_WeaponReady\n\t\tRIFG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRIFG A 5 A_WeaponReady\n\t\tRIFG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRIFG A 5 A_WeaponReady\n\t\tRIFG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRIFG A 5 A_WeaponReady\n\t\tRIFG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRIFG A 5 A_WeaponReady\n\t\tGoto Ready3\n\tStopSprint:\n\t\tRISP A 1\n\t\tRIFG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n\tSelectAnimation:\n        TNT1 AA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tRIFG A 0 A_GunFlash\n\t\tRIFG A 0 A_JumpIfInventory(\"JustStartedGame\",1,\"WarmUp\")\n        RIFG A 0 A_PlaySound(\"CLIPIN\")\n\t\tRIFG A 0 A_Takeinventory(\"BDWeaponACtion\",1)\n\n\t\tRIFS ABC 1\n\t\tRIFG A 0 A_Takeinventory(\"StartDualWield\",1)\n        TNT1 AAAA 0\n\t\tGoto Ready3\n\n\tReady:\n\tReady3:\n\t\tRIFG A 0 A_JumpIfInventory(\"Zoomed\",1,\"Ready2\")\n\t\tRIFG A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        RIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tLoop\n\n    Ready2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n        RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        RIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire2\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint2\")\n\t\tRIFG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tLoop\n\n\tDeselect:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tRIFG A 0 A_TakeInventory(\"Kicking\",1)\n        RIFG A 0 A_TakeInventory(\"Taunting\",1)\n        RIFG A 0 A_TakeInventory(\"Reloading\",1)\n\t\tRIFG A 0 A_TakeInventory(\"Unloading\",1)\n\t\tRIFG A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tRIFG A 0 A_TakeInventory(\"Salute2\", 1)\n\t\tRIFG A 0 A_Takeinventory(\"RifleSelected\",1)\n        RIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFS CBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tRIFG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tRIFG A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tRIFG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tRIFG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tRIFG A 0 A_TakeInventory(\"IsRunning\", 1)\n\t\tRIFG A 0 A_Giveinventory(\"RifleSelected\",1)\n\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n    Fire:\n        RIFG A 0 A_JumpIfInventory(\"RifleAmmo\",1,2)\n        Goto NoAmmo\n        TNT1 AA 0\n\t\tRIFG A 0 A_AlertMonsters\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundRifle\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tRIFG A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n        RIFG A 0 A_PlaySound(\"weapons/rifle\", 1)\n\n\t\tRIFG A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\tRIFF A 1 BRIGHT\n\t\tRIFG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tRIFF B 1 BRIGHT A_FireBullets (1.5, 1.5, -1, 20, \"HitPuff\", FBF_NORANDOM)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tRIFG A 0 A_ZoomFactor(0.98)\n\t\tRIFG A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tRIFF C 1 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,6,-14)\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\tRIFG A 0 A_SetPitch(pitch-2.0)\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n        RIFG A 1 A_JumpIfInventory(\"IsTacticalClass\", 1, 1)//Tactical mode skips a frame, fires faster\n\t\tRIFG A 1\n\t\tRIFG A 0\n\t\tRIFG A 0 A_Refire\n\t\tRIFG A 2 A_WeaponReady(1)\n\t\tGoto Ready3\n\n     Fire2:\n\t\tRIFG A 0\n\t\t//RIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\t\tRIFG A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tRIFG A 0 A_ZoomFactor(1.9)\n\t\tRI2F A 1 BRIGHT A_FireBullets (1, 1, 1, 20, \"HitPuff\", FBF_NORANDOM)\n        RI2F A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", 0, 0, 0, 0)\n\t\tRIFG A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tRIFG A 0 A_ZoomFactor(2.0)\n\t\tRI2F B 1\n\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)\n\t\tRIFG A 0 A_SetPitch(pitch-1.0)\n\t\tRIFG A 0 A_FireCustomMissile(\"RifleCaseSpawn\",1,0,8,0)\n        RI2F C 1\n\t\tRIFG A 0\n\t\tRI2G A 1\n\t\tRIFG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, 2)//Tactical mode skips a frame, fires faster\n\t\tRI2G A 1\n\t\tRIFG A 0\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n        RI2F B 0 A_ReFire\n\t\tRIFG A 0 A_JumpIfInventory(\"ZoomHold\", 1, \"NoAim\")\n\t\tRI2G A 10 A_WeaponReady(1)\n        RI2G A 0\n\t\tGoto Ready2\n\n    AltFire:\n        RIFG A 0\n\t\tRIFG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tRIFG A 0 A_Giveinventory(\"Zoomed\",1)\n        RIFG A 0 A_ZoomFactor(2.0)\n\t\tRIFG A 0 A_Giveinventory(\"ADSmode\",1)\n        RIFZ ABC 1\n\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n        Goto Ready2\n\n\t   HoldAim:\n\t\tRIFG A 0 A_GiveInventory(\"ZoomHold\",1)\n\t    RIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tRI2G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n       NoAim:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ZoomHold\",1)\n        RIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFZ BA 1\n        Goto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tRIFG A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip2\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n    Reload:\n\t\tRIFG A 1 A_WeaponReady\n\t\tRIFG A 0 A_TakeInventory(\"RifleSpread\", 10)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"RifleAmmo\",31,76)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n        RIFG A 0 A_JumpIfInventory(\"Clip2\",1,3)\n        Goto FinishReloading\n        TNT1 AAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n        RIFG A 0 A_PlaySound(\"Reload\", 6)\n\t\tRIFG A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tRIFG A 0\n        RIFR ABCDE 1  A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tRIFG A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n        RIFR F 1 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n        RIFR GGGGGG 1\n\t\tRIFR HIKL 1\n\t\tRIFR MMMMM 1\n\t\tRIFR NOPQRST 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tRIFG A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"RifleAmmo\",1,\"InsertBullets2\")//30+1 effect\n\t\tGoto InsertBullets\n\n\tTurboReload:\n\t\tRIFG A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip2\",1,3)\n\t\tGoto Ready3\n\t\tRIFS ABC 0\n        Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_JumpIfInventory(\"RifleAmmo\",30,15)\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip2\",1,3)\n\t\tGoto FinishReloading\n        TNT1 AAAAAA 0\n\t\tRIFG A 0 A_Giveinventory(\"RifleAmmo\",1)\n\t\tRIFG A 0 A_Giveinventory(\"DoubleRifleAmmo\",1)\n\t\tRIFG A 0 A_Takeinventory(\"Clip2\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tRIFG A 0 A_Refire\n        Goto FinishReloading\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tRIFG A 0 A_Refire\n        Goto FinishReloading\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_JumpIfInventory(\"RifleAmmo\",31,15)\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip2\",1,3)\n\t\tGoto FinishReloading\n        TNT1 AAAAAA 0\n\t\tRIFG A 0 A_Giveinventory(\"RifleAmmo\",1)\n\t\tRIFG A 0 A_Giveinventory(\"DoubleRifleAmmo\",1)\n\t\tRIFG A 0 A_Takeinventory(\"Clip2\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\t\tRIFG A 0 A_Refire\n        Goto FinishReloading\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tRIFG A 0 A_Refire\n        Goto FinishReloading\n\n\tFinishReloading:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_Refire\n\t\tGoto Ready3\n\n\tUnload:\n\t\tRIFG A 1 A_WeaponReady\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Unloading\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n        RIFG A 0 A_JumpIfInventory(\"RifleAmmo\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFR TSRQPO 1\n        RIFG A 0 A_PlaySound(\"Reload\")\n\t\tRIFG A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tRIFG A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tRIFG A 0 A_JumpIfInventory(\"RifleAmmo\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tRIFG A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tRIFG A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tRIFG A 0 A_Giveinventory(\"Clip2\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tRIFR NMLKIGHGFEDCBA 1\n\t\tRIFG A 0 A_PlaySound(\"DryFire\")\n\t\tRIFG A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tRIFG A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready3\n\n \tSpawn:\n\t\tRIFL A -1\n\t\tStop\n\n\tDualWield:\n\t\tRIFG A 1\n\t\tRIFG A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\n\t\tRIFG A 0 A_JumpIfInventory(\"DualRifles\", 1, \"GetDual\")\n\t\tRIFG A 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\tNoDual:\n\t\tRIFG A 1\n\t\tRIFG A 0 A_Print(\"You can't dual wield rifles when playing in Tactical Mode. Real operators never try to look cool in a firefight.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tRIFG A 0 A_TakeInventory(\"Kicking\",1)\n        RIFG A 0 A_TakeInventory(\"Taunting\",1)\n        RIFG A 0 A_TakeInventory(\"Reloading\",1)\n\t\tRIFG A 0 A_TakeInventory(\"Unloading\",1)\n\t\tRIFG A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tRIFG A 0 A_TakeInventory(\"Salute2\", 1)\n        RIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_SelectWEapon(\"DualRifles\")\n\t\tGoto Ready\n\n\tExecution2:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.1)\n\t\tRIBB A 1 A_Stop\n        RIBB B 1 A_PlaySound(\"skeleton/swing\")\n\t\tRIBB C 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tRIBB D 6 A_Stop\n\t\tRIBB CBA 2 A_Stop\n\n\t\tRIBB A 1 A_Stop\n        RIBB B 1 A_PlaySound(\"skeleton/swing\")\n\t\tRIBB C 1 A_FireCustomMissile(\"ExecutionAttackMelee\", 0, 0, 0, 0)\n\t\tRIBB D 6 A_Stop\n\t\tRIBB CBA 2 A_Stop\n\n\t\tRIBB A 1 A_Stop\n        RIBB B 1 A_PlaySound(\"skeleton/swing\")\n\t\tRIBB C 1 A_FireCustomMissile(\"ExecutionAttackKick\", 0, 0, 0, 0)\n\t\tRIBB D 6 A_Stop\n\t\tRIBB CBA 2 A_Stop\n\n\t\tTNT1 A 5\n\t\tGoto FinishExecution\n\t}\n}\n\nActor Zoomed : Inventory\n{\ninventory.maxamount 1\n}\n\n//Actor RifleAmmo : Inventory\n//{\n//inventory.maxamount 30\n//}\n\nACTOR RifleAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 31\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 31\n   Inventory.Icon \"RIFLA0\"\n}\n\nACTOR MeatshieldGunAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 30\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 30\n}\n\nACTOR MeatAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 100\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 100\n}"
      },
      {
        "source": "pk3",
        "name": "DUalRifle.txt",
        "contents": "ACTOR DualRifles : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tYScale 0.6\n\tXScale 0.8\n\tWeapon.SelectionOrder 4500\n\tWeapon.AmmoType1 \"Clip2\"\n\tWeapon.AmmoType2 \"dOUBLERifleAmmo\"\n\tObituary \"%o was shot down by %k's assault rifle.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTRIFLE\"\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOALERT\n    //+WEAPON.NOAUTOFIRE\n\t+WEAPON.NO_AUTO_SWITCH\n\t+FORCEXYBILLBOARD\n\tTag \"Dual Rifles\"\n    Scale 0.8\n\tStates\n\t{\n\n\tTacticalWarning:\n\t\tTNT1 A 4\n\t\tDURI A 0 A_Print(\"Warning! You are playing on Tactical Mode. This mode is very different from the regular game (sprint is limited, guns have more recoil, etc.) and is only recommended for advanced players wanting a more tactical experience. If you want to play the original arcade-ish experience of Brutal Doom, restart the game as a different 'player class'.\", 4)\n\t\tGoto LetsGetStarted\n\tWarmUp:\n\t\tDURI A 0\n\t\tDURI A 0 A_TakeInventory(\"JustStartedGame\", 1)\n\t\tDURI A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"TacticalWarning\")\n\n\tLetsGetStarted:\n\t\tTNT1 A 5 A_WeaponReady\n\t\tPUNS ABCD 1 A_WeaponReady\n\t\tDURI A 0 A_PlaySound(\"Knuckled\")\n\t\tPUNS E 7 A_WeaponReady\n\t\tPUNS FGFE 3 A_WeaponReady\n\t\tPUNS DCB 1 A_WeaponReady\n\t\tTNT1 A 5 A_WeaponReady\n\t\tR2RL ABCDE 1 A_WeaponReady\n        R2RL E 1 A_WeaponReady\n\t\tRIFR HIKL 1 A_WeaponReady\n\t\tDURI A 0 A_PlaySound(\"DryFire\")\n\t\tRIFR M 1 A_WeaponReady\n\t\tRIFR NOPQRST 1 A_WeaponReady\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tDURI A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tDURI A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tDURI A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tStartSprint:\n\t\tDURI A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tDURI A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tDURI A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tDURI A 0 A_ZoomFactor(1.0)\n\t\tDURI A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tDURR A 0 offset(-9,32)\n\t\tDURI A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tDURI A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tDURI A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tDURI A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 9)\n\t\tDURI A 0 offset(-9,32)\n\t\tDURR A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tDURR A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tDURR A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tDURR A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tDURR A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tDURR A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tDURR A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tDURI A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tDURI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        DURI A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        DURI A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tDURI A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 9)\n\t\tDURI A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tDURR A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tDURR A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tDURR A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tDURR A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tDURR A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tDURR A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tDURR A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tDURI A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tDURI A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tDURI A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tDURI A 0 A_PlaySound(\"Tired\", 2)\n\t\tDURI A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tDURI A 5 A_WeaponReady\n\t\tDURI A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tDURI A 5 A_WeaponReady\n\t\tDURI A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tDURI A 5 A_WeaponReady\n\t\tDURI A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tDURI A 5 A_WeaponReady\n\t\tDURI A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tDURI A 5 A_WeaponReady\n\t\tGoto Ready3\n\tStopSprint:\n\t\tDURI A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tDURI A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n\tSelectAnimation:\n        TNT1 AA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tDURI A 0 A_GunFlash\n\t\tDURI A 0 A_JumpIfInventory(\"JustStartedGame\",1,\"WarmUp\")\n        DURI A 0 A_PlaySound(\"CLIPIN\")\n\t\tDURI A 0 A_Takeinventory(\"BDWeaponACtion\",1)\n        DURI A 1 Offset(0, 50)\n\t\tDURI A 1 Offset(0, 42)\n\t\tDURI A 1 Offset(0, 38)\n\t\tDURI A 1 Offset(0, 34)\n        TNT1 AAAAAAAA 0\n        DURI A 0 //A_JumpIfInventory(\"RifleAmmo\",1,2)\n        //Goto Reload\n\t\tDURI A 0 A_Takeinventory(\"StartDualWield\",1)\n        TNT1 AAAA 0\n\t\tGoto Ready3\n\n\tNoAmmoOnSecondGun:\n\t\tDURI A 2\n\tReady:\n\tReady3:\n\t\tDURI A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tDURI A 0 A_JumpIfInventory(\"BDWeaponACtion\",1,\"WeaponActions\")\n\t\tDURI A 0 A_JumpIfInventory(\"JustStartedGame\",1,\"WarmUp\")\n\t\tDURI A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tDURI A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tDURI A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tDualWield:\n\t\tDURI A 1\n\t\tDURI A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tDURI A 0 A_SelectWEapon(\"Rifle\")\n\t\tGoto Ready\n\n\tDeselect:\n\t\tDURI A 0\n\t\tDURI A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tDURI A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tDURI A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tDURI A 0 A_TakeInventory(\"Kicking\",1)\n        DURI A 0 A_TakeInventory(\"Taunting\",1)\n        DURI A 0 A_TakeInventory(\"Reloading\",1)\n\t\tDURI A 0 A_TakeInventory(\"Unloading\",1)\n\t\tDURI A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tDURI A 0 A_TakeInventory(\"Salute2\", 1)\n\t\tDURI A 0 A_Takeinventory(\"RifleSelected\",1)\n        DURI A 0 A_ZoomFactor(1.0)\n\n\t\tDURI A 1 Offset(0, 34)\n\t\tDURI A 1 Offset(0, 38)\n\t\tDURI A 1 Offset(0, 42)\n\t\tDURI A 1 Offset(0, 50)\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tDURI A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tDURI A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tDURI A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tDURI A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tDURI A 0 A_TakeInventory(\"IsRunning\", 1)\n\t\tDURI A 0 A_Giveinventory(\"RifleSelected\",1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n    Fire:\n        DURI A 0 A_JumpIfInventory(\"DoubleRifleAmmo\",1,2)\n        Goto NoAmmo\n        TNT1 AA 0\n\t\tDURI A 0 A_PlaySound(\"FARRIF\", 5)\n\t\tDURI A 0 A_Takeinventory(\"RifleAmmo\",1)\n        DURI A 0 A_PlaySound(\"weapons/rifle\", 1)\n\t\t//RIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 16, -4, 0, 0)\n\n\t\tDURI A 0 A_AlertMonsters\n\n\t\tDURI A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tDURI B 1 BRIGHT A_FireBullets (8, 3, -1, 25, \"HitPuff\", FBF_NORANDOM)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 16, -6, 0, random(-2,2))\n\t\tDURI A 0 A_ZoomFactor(0.97)\n        DURI A 0 A_SetPitch(-1.2 + pitch)\n\t\tDURI A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tDURI A 0 A_SetPitch(+0.4 + pitch)\n\t\tDURI C 1 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,8,-14)\n\t\tDURI A 0 A_ZoomFactor(1.0)\n\t\tDURI A 0 A_SetANgle(angle + random(-1, 1))\n\t\tDURI A 1\n\n\t\tDURI A 0 A_JumpIfInventory(\"DoubleRifleAmmo\",1,1)\n        Goto NoAmmo\n\t\tDURI A 0 A_JumpIfInventory(\"RifleAmmo\",1,1)//Checks if single gun is not depleted\n        Goto NoAmmoOnSecondGun\n\n\t\tDURI A 0 A_PlaySound(\"FARRIF\", 4)\n        DURI A 0 A_PlaySound(\"weapons/rifle\", 6)\n\t\t//RIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, -16, -4, 0, 0)\n\n\t\tDURI A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tDURI D 1 BRIGHT A_FireBullets (8, 3, -1, 25, \"HitPuff\", FBF_NORANDOM)\n        RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,2), 0, -16, -6, 0, random(-2,2))\n\t\tDURI A 0 A_ZoomFactor(0.97)\n        DURI A 0 A_SetPitch(-1.2 + pitch)\n\t\tDURI A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tDURI A 0 A_SetPitch(+0.4 + pitch)\n\t\tDURI E 1 A_FireCustomMissile(\"RifleCaseSpawn\",5,0,-8,-14)\n\t\tDURI A 0 A_ZoomFactor(1.0)\n\t\tDURI A 0 A_SetANgle(angle + random(-1, 1))\n\t\tDURI A 2\n\n\t\tDURI A 0 A_Refire\n\t\tDURI A 4 A_WeaponReady(1)\n\t\tGoto Ready3\n\n\tNoAmmo:\n\t\tDURI A 1\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tDURI A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Clip2\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n    Reload:\n\t\tDURI A 1 A_WeaponReady\n\t\tDURI A 0 A_ZoomFactor(1.0)\n\t\tDURI A 0 A_Takeinventory(\"Reloading\",1)\n\t\tDURI A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tDURI A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tDURI A 0 A_JumpIfInventory(\"DoubleRifleAmmo\",62,76)\n\t\tDURI A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n        DURI A 0 A_JumpIfInventory(\"Clip2\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tDURI A 0 A_Takeinventory(\"Zoomed\",1)\n        DURI A 0 A_PlaySound(\"Reload\")\n\t\tDURI A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tDURI A 0 A_Takeinventory(\"Reloading\",1)\n\t\tDURI A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tDURI A 0\n\n\t\tDURI A 1 Offset(0, 34)\n\t\tDURI A 1 Offset(0, 38)\n\t\tDURI A 1 Offset(0, 42)\n\t\tDURI A 1 Offset(0, 50)\n\t\tDURI A 0 Offset(0, 32)\n\t\tTNT1 A 5\n\t\tDURI A 0 A_PlaySound(\"RELOAD\", 1)//reload sound\n\t\tDURI A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tDURI A 0 A_FireCustomMissile(\"EmptyClipSpawn\",185,0,8,-4)\n\t\tR2RR ABCDDDDDDEFGHIIJJKLMNO 1\n\t\tTNT1 A 10\n\t\tDURI A 0 A_PlaySound(\"RELOAD\", 1)//reload sound\n\t\tDURI A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tDURI A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n\t\tR2RL ABCDDDDDDEFGHIIJJKLMNO 1\n\t\tDURI A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tDURI A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tDURI A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\n\t\tDURI A 1 Offset(0, 50)\n\t\tDURI A 1 Offset(0, 42)\n\t\tDURI A 1 Offset(0, 38)\n\t\tDURI A 1 Offset(0, 34)\n\t\tDURI A 0 Offset(0, 32)\n\t\tDURI A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tDURI A 0 A_JumpIfInventory(\"DoubleRifleAmmo\",1,\"InsertBullets2\")//30+1 effect\n\t\tGoto InsertBullets\n\n\tTurboReload:\n\t\tDURI A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tRIFS ABC 0\n        Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tDURI A 0 A_JumpIfInventory(\"DoubleRifleAmmo\",60,15)\n\t\tDURI A 0 A_JumpIfInventory(\"Clip2\",1,3)\n\t\tGoto FinishReloading\n        TNT1 AAAAAA 0\n\t\tDURI A 0 A_Giveinventory(\"RifleAmmo\",1)\n\t\tDURI A 0 A_Giveinventory(\"DoubleRifleAmmo\",1)\n\t\tDURI A 0 A_Takeinventory(\"Clip2\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tDURI A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tDURI A 0 A_Refire\n        Goto Ready3\n\t\tTNT1 AAAA 0\n\t\tDURI A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tDURI A 0 A_Refire\n        Goto Ready3\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tDURI A 0 A_JumpIfInventory(\"DoubleRifleAmmo\",62,15)\n\t\tDURI A 0 A_JumpIfInventory(\"Clip2\",1,3)\n\t\tGoto FinishReloading\n        TNT1 AAAAAA 0\n\t\tDURI A 0 A_Giveinventory(\"RifleAmmo\",1)\n\t\tDURI A 0 A_Giveinventory(\"DoubleRifleAmmo\",1)\n\t\tDURI A 0 A_Takeinventory(\"Clip2\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tDURI A 0 A_Takeinventory(\"Reloading\",1)\n\t\tDURI A 0 A_Refire\n        Goto Ready3\n\t\tTNT1 AAAA 0\n\t\tDURI A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tDURI A 0 A_Refire\n        Goto Ready3\n\n\tFinishReloading:\n\t\tDURI A 0\n\t\tDURI A 0 A_Refire\n\t\tGoto Ready3\n\n\tUnload:\n\t\tDURI A 1\n\t\tDURI A 0 A_Takeinventory(\"Unloading\",1)\n        DURI A 0 A_JumpIfInventory(\"DoubleRifleAmmo\",1,3)\n        Goto Ready3\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tDURI A 0 A_JumpIfInventory(\"DoubleRifleAmmo\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tDURI A 0 A_Takeinventory(\"RifleAmmo\",1)\n\t\tDURI A 0 A_Takeinventory(\"DoubleRifleAmmo\",1)\n\t\tDURI A 0 A_Giveinventory(\"Clip2\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tTNT1 AAA 0\n\t\tDURI A 0 A_GiveInventory(\"StopDualWield\")\n\t\tDURI A 0 A_Takeinventory(\"Zoomed\",1)\n        DURI A 0 A_PlaySound(\"Reload\")\n\t\tDURI A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tDURI A 0 A_Takeinventory(\"Unloading\",1)\n\t\tR2RL ONMLKJIHGFEDCBA 1\n\t\tR2RR ONMLKJIHGFEDCBA 1\n\t\tDURI A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tDURI A 0 A_TakeInventory(\"StopDualWield\")\n\t\tDURI A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready\n\n \tSpawn:\n\t\tRIFL A -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Shotgun.txt",
        "contents": "ACTOR Shot_Gun : BrutalWeapon\n{\n\tGame Doom\n\tSpawnID 27\n\tWeapon.SelectionOrder 1300\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"ShotgunAmmo\"\n\tInventory.PickupMessage \"$GOTSHOTGUN\"\n    Inventory.PickupSound \"weapons/sgpump\"\n\tObituary \"$OB_MPSHOTGUN\"\n    AttackSound \"None\"\n    +WEAPON.NOALERT\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tScale 0.9\n\tTag \"Shotgun\"\n\tStates\n\t{\n\n    Spawn:\n\t\tSHTC A -1\n\t\tStop\n\n\tSelect:\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSHTN A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tSHTN A 0 A_Giveinventory(\"ShotgunSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSHTN A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tSHTN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tTNT1 AAAA 1 A_Raise\n\n\tSelectAnimation:\n        TNT1 AAAA 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tSHTN A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n        SHSS ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tSHTN A 0 A_PlaySound(\"weapons/sgpump\")\n\t\tSHTN A 0 A_GunFlash\n\n\tReady3:\n\tReady:\n        SHTN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SHTN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        SHTN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Zoomed\",1,\"REady2\")\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\tOkToFire:\n\t\tSHTN A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n        Goto Ready\n\n\tReady2:\n        SHTN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SHTN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        SHTN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTN A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTN A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\n\tDeselect:\n\t\tSHTN A 0\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTN A 0 A_Takeinventory(\"UseShotgunStrap\",1)\n        SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHSS DCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n    Fire:\n        SHTN A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSHTN A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n        SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n        Goto NoAmmo\n        TNT1 AAAA 0\n\t\tSHTN A 0 A_ZoomFactor(0.96)\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n        SHTN A 0 A_AlertMonsters\n        SHTN A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n        SHTN A 0\n\t\tSHTN A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,3), 0, 0, -12, 0, random(-3,3))\n\t\tSHTN A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_FireBullets (5, 1, 4, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTN A 0 A_FireBullets (2.5, 2.5, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTN A 0 A_SetPitch(pitch-10)\n\t\tSHTA AB 1 BRIGHT\n\t\tSHTN A 0 A_SetPitch(-6.0 + pitch)\n\t\tSHTN A 0 A_ZoomFactor(1.00)\n\t\tSHTA C 1 A_SetPitch(+1.0 + pitch)\n\t\tSHTA DE 1 A_SetPitch(+1.0 + pitch)\n\t\tSHTN A 1 A_SetPitch(+3.0 + pitch)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, \"Pump1\")//Tactical Mode is slower to pump\n\n\t\tSHTN AAAAAA 1 A_SetPitch(pitch+0.6)\n\t\tGoto Pump1\n\n   Pump1:\n\t   SHTN A 0\n\t   SHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t   SHTN A 0 A_GiveInventory (\"GoSpecial\", 1)\n\n\t   SHTN BCDEFG 1\n\t   SHTN A 0 A_FireCustomMissile(\"ShotCaseSpawn\",40,0,-8,-26)\n\t   SHTN A 0 A_WeaponReady(WRF_NOFIRE| WRF_NOBOB)//Allows quick switch\n\t   SHTN H 1 A_PlaySound(\"weapons/sgpump\", 3)\n\t   SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, \"PumpNoReload\")//Tactical Mode is slower to pump\n\t   SHTN IJ 1 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t   SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,5)\n\t   SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, 4)\n\t   SHTN A 0 A_Giveinventory(\"ShotgunWasEmpty\",1)\n\t   SHTN A 0 A_JumpIfInventory(\"NoAutoReload\", 1, 2)\n\t   Goto InsertingShells\n\t   TNT1 AA 0\n\t   SHTN KL 1 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t   SHTN KJIH 1 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t   SHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t   SHTN A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n\t   SHTN GFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t   SHTN A 0 A_JumpIfInventory(\"Reloading\",1,\"InsertingShells\")\n\t   SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n\t   SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, \"TurboReload\")\n\t   SHTN A 0\n\t   Goto ReadyToFireAgain\n\n   Pump2:\n\t   SHTN A 0\n\t   SHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t   SHTN A 0 A_GiveInventory (\"GoSpecial\", 1)\n\t   SHTN A 0 A_TakeInventory(\"Reloading\", 1)\n\t   SHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t   SHTN A 0 A_ZoomFactor(1.0)\n\t   SHTN FG 1\n\t   SHTN H 1 A_PlaySound(\"weapons/sgpump\", 3)\n\t   SHTN IJ 1\n\t   SHTN KL 1\n\t   SHTN KJIH 1\n\t   SHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t   SHTN A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n\t   SHTN GFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t   Goto ReadyToFireAgain\n\n\tReadyToFireAgain:\n\t\t//SHTN A 6 <-- Old frame\n        SHTN A 1 Offset(10,36) // <-- New frames\n        SHTN A 1 Offset(9,40) //\n        SHTN A 1 Offset(4,40) //\n        SHTN A 1 Offset(0,32) //\n        SHTN A 0 A_Refire\n\t\tGoto Ready3\n\n\tFire2:\n\t\tSHTN A 0 A_Takeinventory(\"Reloading\",1)\n        SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,1)\n        Goto NoAmmo\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n        SHTN A 0 A_AlertMonsters\n        SHTN A 0 A_PlaySound(\"weapons/sg\", 1)\n\t\tSHTN A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,0,45)\n\t\tSHTN A 0 A_FireBullets (5, 1, 4, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTN A 0 A_FireBullets (2.5, 2.5, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTN A 0 A_SetPitch(pitch-10)\n\t\tSHTN A 0\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 0, 0, 0, random(-5,5))\n\t\tSHTN A 0 A_SetPitch(-10.0 + pitch)\n\t\tSHTN A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n        SHT8 F 1 BRIGHT A_SetPitch(+2.0 + pitch)\n\t\tSHT8 GHIA 1 A_SetPitch(+2.0 + pitch)\n   Pump3:\n\t\tSHT8 A 2\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, 1)\n\t\tGoto NoAmmo3\n\t\tSHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTN A 0 A_PlaySound(\"weapons/sgpump\", 5)\n\t\tSHT8 JKLL 1\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, 1)\n\t\tSHTN A 0 A_FireCustomMissile(\"ShotCaseSpawn\",40,0,14,0)\n\t\tSHTN A 0 A_TakeInventory(\"ShotgunWasEmpty\", 1)\n\t\tSHT8 LKJ 1\n\t\tSHT8 A 1\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTN A 0 A_REfire\n\t\tGoto Ready2\n\n\tPumpNoReload:\n\t   SHTN IJ 1\n\t   SHTN KL 1\n\t   SHTN KJIH 1\n\t   SHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t   SHTN A 0 A_Takeinventory(\"ShotgunWasEmpty\",1)\n\t   SHTN GFEDC 1 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t   SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,2)\n\t   SHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, \"TurboReload\")\n\t   SHTN A 0\n\t   Goto ReadyToFireAgain\n\n\tAltFire:\n        SHTN A 0\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSHTN A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tSHTN A 0 A_Giveinventory(\"Zoomed\",1)\n        SHTN A 0 A_ZoomFactor(1.2)\n\t\tSHTN A 0 A_Giveinventory(\"ADSmode\",1)\n        SHT8 ED 1\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump3\")\n        SHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n        Goto Ready2\n\n\t   HoldAim:\n\t    SHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHT8 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tSHTN A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\tNoAim:\n        TNT1 AAAAAA 0\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n        SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSHT8 DE 1\n        Goto Ready\n\n\tCheckSprint:\n\t\tSHTN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n        SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSHTN A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSHTN A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tSHTN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSTRN A 0 offset(-9,32)\n\t\tSHTN A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSHTN A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tSHTN A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTN A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tSHTN A 0 offset(-9,32)\n\t\tSTRN A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSTRN A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSHTN A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSHTN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SHTN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        SHTN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTN A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 5)\n\t\tSHTN A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSTRN A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSTRN A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSHTN A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSHTN A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tSHTN A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSHTN A 0 A_PlaySound(\"Tired\", 2)\n\t\tSHTN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTN A 5 A_WeaponReady\n\t\tSHTN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTN A 5 A_WeaponReady\n\t\tSHTN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTN A 5 A_WeaponReady\n\t\tSHTN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTN A 5 A_WeaponReady\n\t\tSHTN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTN A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tSTRN A 1\n\t\tSHTN A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n    ReloadWithNoAmmoLeft:\n    Reload:\n\t    SHTN A 0\n\t\tSHTN A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tSHTN A 0 A_JumpIfInventory(\"AmmoShell\", 1, 2)\n\t\tGoto NoAmmo\n\t\tSHTN A 0\n\t    SHTN A 0 A_Takeinventory(\"Zoomed\",1)\n        SHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 1 A_WeaponReady\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",9,\"OkToFire\")\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\", 1, \"ReloadNormally\")//Check if there is a shell in the chamber\n\t\tSHTN A 0 A_GiveInventory(\"ShotgunWasEmpty\", 1)//This means there is no shell in the chamber\n\n\tReloadNormally:\n        SHTN A 0 A_JumpIfInventory(\"AmmoShell\",1,1)//If there is no reserve ammo, don't reload, go back to Ready\n        Goto Ready\n\t\tSHTN A 0 A_JumpIfInventory(\"TurboReload\", 1, \"TurboReload\")//Check if reloads are disabled.\n\t\tSHTN B 1 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTN CDE 1\n\n\t InsertingShells:\n\t\tSHTN A 0\n\t\tSHTN A 0 A_JumpIfInventory(\"AmmoShell\",1,2)//if there are no more reserve shells, finish reload.\n        Goto Pump2\n\t\tSHTN A 0\n\t\tSHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSSHR A 0 A_TakeInventory(\"Reloading\", 1)\n        SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",8,\"CheckIfFinishReload\")\n        SHTN A 0 A_Giveinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_Takeinventory(\"AmmoShell\",1)\n\n\tInsertShellAnimation:\n\t\tSHTN A 0\n\t\tSSHR AAABC 1\n        SSHR D 1 A_PlaySound(\"insertshell\")\n        SSHR EF 1 A_WeaponReady(WRF_NOBOB)\n        SSHR A 0 A_JumpIfInventory(\"Reloading\", 1, \"Pump2\")\n        SHTN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKickReloading\")\n\t\tSHTN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",9,\"FinishedInsertingShells\")//If there are 8+1 shells, stop it immediately\n        Goto InsertingShells\n\n\tCheckIfFinishReload:\n\t\tSSHR A 1\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"FinishedInsertingShells\")//If shotgun was empty,\n\t\t//Play the insert shell animation again, and insert the 9th shell\n\t\tSHTN A 0 A_JumpIfInventory(\"AmmoShell\",1,1)//if there are no more reserve shells, finish reload.\n        Goto Pump2\n\t\tSHTN A 0 A_Giveinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_Takeinventory(\"AmmoShell\",1)\n        Goto InsertShellAnimation\n\n\tFinishedInsertingShells:\n\t\tSHTN A 0 A_Takeinventory(\"Reloading\",1)\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunWasEmpty\", 1, \"Pump2\")\n\t\tSHTN FEDCBA 1 A_WeaponReady\n\t\tSHTN A 0 A_Takeinventory(\"Reloading\",1)\n\t\tGoto Ready\n\n\t TurboReload:\n\t\tSHSS BC 0\n\tTurboBullets:\n\t\tSHTN A 0\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",9,\"FinishTurboReload\")\n        SHTN A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n        Goto FinishTurboReload\n        TNT1 AAAA 0\n        SHTN A 0 A_Giveinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto TurboBullets\n\tFinishTurboReload:\n\t\tSHTN A 1\n\t\tSHTN A 1 A_Refire\n\t\tGoto Ready3\n\n\tTurboReload2:\n\t\tSHSS BC 0\n\tTurboBullets2:\n\t\tSHTN A 0\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",9,\"FinishTurboReload\")\n        SHTN A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n        Goto FinishTurboReload2\n        TNT1 AAAA 0\n        SHTN A 0 A_Giveinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto TurboBullets2\n\tFinishTurboReload2:\n\t\tSHT8 A 1 A_Refire\n\t\tGoto Ready2\n\n      PuristGun:\n\t\tTNT1 A 1\n\t\tSHTN A 0 A_GiveInventory(\"ClassicShotgun\", 1)\n\t\tSHTN A 0 A_TakeInventory(\"Shot_Gun\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready2\n\n\tUnload:\n\t\tSHTN A 1\n\t\tSHTN A 0 A_ZoomFactor(1.0)\n\t\tSHTN A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTN A 0 A_GiveInventory(\"ShotgunWasEmpty\", 1)\n        SHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,3)\n        Goto OkToFire\n        TNT1 AAA 0\n\t\tSHTN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTN A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTN A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTN ABCDEF 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tSHTN A 0 A_JumpIfInventory(\"ShotgunAmmo\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tSHTN A 0 A_Takeinventory(\"ShotgunAmmo\",1)\n\t\tSHTN A 0 A_Giveinventory(\"AmmoShell\",1)\n\n\t\tSHTN G 1\n\t   SHTN H 1 A_PlaySound(\"weapons/sgpump\", 3)\n\t   //SHTN A 0 A_SetPitch(+1 + pitch)\n\t   SHTN IJ 1\n\t   //SHTN A 0 A_SetPitch(-1 + pitch)\n\t   SHTN KL 1\n\t   SHTN KJIH 1\n\t   SHTN A 0 A_Giveinventory(\"ShotgunWasEmpty\",1)\n\t   SHTN GF 1\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tSHTN EDCBA 1\n\t\tSHTN A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto OkToFire\n\n\tDoKickReloading:\n\t\tNULL A 0 A_JumpIf (momZ > 0, \"AirKick\")\n\t\tNULL A 0 A_JumpIf (momZ < 0, \"AirKick\")\n        SHTN A 0 A_PlaySound(\"KICK\")\n\t\tSHTN A 0 SetPlayerProperty(0,1,0)\n\t\tKICK BCD 1\n\t\tRIFF A 0 A_FireCustomMissile(\"KickAttack\", 0, 0, 0, -7)\n        KICK H 3\n\t\tKICK A 0 A_Takeinventory(\"Kicking\",1)\n\t\tKICK I 1\n\t\tKICK GFEDCBA 1\n\t\tRIBA A 0 A_Takeinventory(\"Kicking\",1)\n\t\tSHTN A 0 SetPlayerProperty(0,0,0)\n\t\tGoto InsertingShells\n\n\tSteady:\n\t\tTNT1 A 1\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSHTN A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tNoAmmo3:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSHT8 A 4 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload2\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo3\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo3\")\n\t\tGoto Ready3\n\n\t}\n}\n\nACTOR ShotgunAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 9\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 9\n   Inventory.Icon \"SHTCA0\"\n}"
      },
      {
        "source": "pk3",
        "name": "SSG.txt",
        "contents": "ACTOR SSG : BrutalWeapon\n{\n\tGame Doom\n\tSpawnID 33\n   Weapon.Kickback 50\n\tWeapon.SelectionOrder 400\n\tWeapon.AmmoGive1 4\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"SSGAmmo\"\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoUse2 0\n    +WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tInventory.PickupMessage \"$GOTSHOTGUN2\"\n\tObituary \"$OB_MPSSHOTGUN\"\n    Inventory.PickupSound \"CLIPINSS\"\n\tScale 0.9\n\tTag \"Super Shotgun\"\n\tStates\n\t{\n\n    SelectAnimation:\n\tReady:\n\tReady3:\n\t    SHTZ A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n        SHTZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SHTZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\tLoop\n\n\tCheckSprint:\n\t\tSHTZ A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tSHTZ A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTZ A 0 A_ZoomFactor(1.0)\n\t\tSHTZ A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSSRU A 0 offset(-9,32)\n\t\tSHTZ A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tSHTZ A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tSHTZ A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tSHTZ A 0 offset(-9,32)\n\t\tSSRU A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tSSRU A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tSHTZ A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSHTZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SHTZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        SHTZ A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTZ A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tSHTZ A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tSSRU A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tSSRU A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tSHTZ A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tSHTZ A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tSHTZ A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tSHTZ A 0 A_PlaySound(\"Tired\", 2)\n\t\tSHTZ A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTZ A 5 A_WeaponReady\n\t\tSHTZ A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTZ A 5 A_WeaponReady\n\t\tSHTZ A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTZ A 5 A_WeaponReady\n\t\tSHTZ A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTZ A 5 A_WeaponReady\n\t\tSHTZ A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tSHTZ A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tSSRU A 1\n\t\tSHTZ A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tSHTZ A 0 A_GiveInventory(\"ClassicSSG\", 1)\n\t\tSHTZ A 0 A_TakeInventory(\"SSG\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\tDeselect:\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n        SHTZ A 0 A_ZoomFactor(1.0)\n\t\tSHTZ A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tSHT5 DCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tSHTZ A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tSHTZ A 0 A_Giveinventory(\"SSGSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tSHTZ A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\t\tSHTZ A 0 A_GunFlash\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 1, 1)\n\t\tGoto RaiseReloading\n\t\tSHT5 ABCD 1\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tGoto Ready\n\n\tRaiseReloading:\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\", 2, 1)\n\t\tGoto RaiseNoAmmo\n\t\tSHTZ M 1 Offset(0,38)\n\t\tSHTZ N 1 Offset(0,36)\n\t\tSHTZ O 1 Offset(0,34)\n        SHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHTZ P 1 Offset(10,36)\n\t\t  SHTZ P 1 Offset(20,46)\n\t\t  SHTZ Q 1 Offset(30,56)\n\t\t  SHTZ Q 1 Offset(40,66)\n\t\t  SHTZ R 1 Offset(50,76)\n\t\t  SHTZ S 1\n\t\t  SHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAmmo\", 2)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t\tSHTZ WX 1\n\t\t\tSHTZ YZ 1\n\t\t  SHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\t  SHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\t\tSHO9 DE 1\n\t\t\tSHO9 FG 1\n\t\t  SHTZ A 0 A_ReFire\n\t\t SHTZ A 2\n        Goto Ready\n\n\tRaiseNoAmmo:\n\t\tSHT5 ABCD 1\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tGoto Ready\n\n\tNoAmmo:\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_ZoomFactor(1.0)\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tSHTZ A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    SHTZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tSHTZ A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOFIRE)\n\t\tSHTZ A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\t Fire:\n\t\tSHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAlt\",1,\"AltFire\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 2, 1)\n\t\tGoto NoAmmo\n\t\t//SHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 2, 1)\n\t\t//Goto AltFire\n\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAmmo\", 2)\n\t\tSHTZ A 0 A_ZoomFactor(1.6)\n\t\tSHTZ A 0 A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tSHTZ A 0 A_Recoil(5)\n\t\tSHTZ A 0\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tSHO9 A 0 A_firebullets (0,0,1,40,\"shotpuff\",FBF_NORANDOM,300)\n        SHO9 A 0 BRIGHT A_playsound(\"SSHFIRE\", 5)\n\t\tTNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\tSHOF A 1 BRIGHT\n\t\tSHTZ A 0 A_FireBullets (10, 1, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_FireBullets (6, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (11, 3, 10, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_SetPitch(pitch-20)\n\t\tTNT1 AA 0\n\t\tSHTZ A 0 A_SetPitch(pitch-12)\n        SHOF B 1 BRIGHT\n\t\tSHTZ A 0 A_ZoomFactor(1.00)\n\t\t//SHTZ AA 0 A_FireCustomMissile(\"GunFireSmokE\", 0, 0, 2, 0, 0, 0)\n\t\t//SHTZ AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, -2, 0, 0, 0)\n        SHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n        SHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\n\t\tSHOF CDEFGI 1 A_SetPitch(pitch+2)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 15)//Tactical Mode takes more time\n\t\tSHTZ AAAAAAAAAA 1 A_SetPitch(pitch+0.5)\n\t\tSHTZ AA 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tSHTZ AAA 1 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        SHTZ A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tSHTZ A 1 A_WeaponReady(WRF_NOFIRE | WRF_NOBOB)\n\t\tGoto NoAmmo2\n\n\tReload:\n\t\tSHTZ A 0\n\n\t\tSHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAlt\", 1, \"Reload2\")//Check if still has a shell on left barrel\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\", 2, \"Ready\")//Check if still has a shell on left barrel\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\", 1, 1)//Check if has any ammo left to reload\n\t\tGoto Ready\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\", 2, 1)//Check if has ammo to reload 2 shells\n\t\tGoto Reload2\n\n\t\t//Reload 2 barrels\n\n\t\tSHTZ B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n        SHTZ B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHTZ BCDEF 1\n\t\tSHTZ GH 1\n\t\tSHTZ IJ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n        SHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 3)\n\t\tTNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10, -20)\n        SHTZ K 2\n\t\tSHTZ L 2\n\t\tSHTZ MNOO 1\n        SHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\t  SHTZ P 1 Offset(10,36)\n\t\t  SHTZ P 1 Offset(20,46)\n\t\t  SHTZ Q 1 Offset(30,56)\n\t\t  SHTZ Q 1 Offset(40,66)\n\t\t  SHTZ R 1 Offset(50,76)\n\t\t  SHTZ S 1\n\t\t  SHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAmmo\", 2)\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t\tSHTZ WX 1\n\t\t\tSHTZ YZ 1\n\t\t  SHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\t  SHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\t\t\tSHO9 DE 1\n\t\t\tSHO9 FG 1\n\t\t  SHTZ A 0 A_ReFire\n\t\t SHTZ A 2\n        Goto Ready\n\nAltFire:\n\t\tSHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\",1,3)\n        Goto NoAmmo\n        TNT1 AAAAA 0\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAlt\",1,\"AltFire2\")\n\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAmmo\",1)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAlt\",1)\n        SHTZ A 0 A_ALertMonsters\n\t\t//SHTZ AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 2, 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n        SHTU A 1 BRIGHT A_PlaySound(\"weapons/sg\")\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n        SHTU A 1 BRIGHT A_FireBullets (5, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_SetPitch(pitch-7)\n\t\tSHTZ A 0\n\n        TNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 0, -12, 0, random(-5,5))\n\t\tSHTZ A 0 A_SetPitch(-5.0 + pitch)\n\t\tSHOF EFGHI 1 A_SetPitch(+1.0 + pitch)\n        SHTZ A 0\n        Goto Ready\n\n\tAltFire2:\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAmmo\", 1)\n        SHTZ A 0 A_ALertMonsters\n\t\t//SHTZ AA 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, -2, 0, 0, 0)\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n        SHTU B 1 BRIGHT A_PlaySound(\"weapons/sg\")\n\t\tSHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n        SHTU B 1 BRIGHT A_FireBullets (5, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\n\t\tSHTZ A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (6, 3, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tSHTZ A 0 A_SetPitch(pitch-7)\n\t\tSHTZ A 0\n\n        TNT1 AAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-5,5), 0, 0, -12, 0, random(-5,5))\n\t\t SHTZ A 0 A_SetPitch(-4.0 + pitch)\n        SHOF EFGHI 1 A_SetPitch(+1.0 + pitch)\n\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo\")\n\t\tGoto Reload\n\t\tTNT1 AA 0\n\t\tGoto Ready\n\n\tReload2:\n\t\tSHTZ A 0 A_TakeInventory(\"Reloading\",1)\n\t\tSHTZ A 0 A_JumpIfInventory(\"AmmoShell\",1,1)\n\t\tGoto NoAmmo\n\t\tSHTZ A 0 A_TakeInventory(\"SSGAlt\",1)\n\n\t\tSHTZ B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHTZ A 0\n\t    SHTZ A 0\n        SHTZ B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHTZ A 0\n\t    SHTZ A 0\n\t\tSHTZ BCDEF 1\n\t\tSHTZ A 0\n\t    SHTZ A 0\n\t\tSHTZ GH 1\n\t\tSHTZ A 0\n\t    SHTZ A 0\n\t\tSHTZ IJ 1\n\t\tSHTZ A 0\n\t    SHTZ A 0\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n        SHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10, -20)\n        SHTZ K 2\n\t\tSHT7 L 2\n\t\tSHT7 MNOO 1\n        SHTZ A 0 A_playsound(\"weapons/sshotl\")\n\t\tSHT7 P 1 Offset(10,36)\n\t\tSHT7 P 1 Offset(20,46)\n\t\tSHTZ Q 1 Offset(30,56)\n\t\tSHTZ Q 1 Offset(40,66)\n\t\tSHTZ R 1 Offset(50,76)\n\t\tSHTZ A 0\n\t\tSHTZ S 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\n\t\tSHTZ T 1 Offset(30,56)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n        SHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ A 0 A_TakeInventory(\"AmmoShell\", 1)\n\t\tSHTZ A 0 A_GiveInventory(\"SSGAmmo\", 1)\n        SHTZ WX 1\n\t\tSHTZ YZ 1\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHO9 DE 1\n\t\tSHO9 FG 1\n\t\tSHTZ A 0 A_ReFire\n\t\tSHTZ A 2\n\n\t  Goto Ready\n\n\tSpawn:\n\t\tSGN2 A -1\n\t\tStop\n\n\tUnload:\n\t\tSHTZ A 1 A_WeaponReady\n\t\tSHTZ A 0 A_ZoomFactor(1.0)\n\t\tSHTZ A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n        SHTZ A 0 A_JumpIfInventory(\"SSGAmmo\",1,3)\n        Goto Ready\n        TNT1 AAA 0\n\t\tSHTZ A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tSHTZ A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tSHTZ A 0 A_JumpIfInventory(\"SSGAmmo\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tSHTZ A 0 A_Takeinventory(\"SSGAmmo\",1)\n\t\tSHTZ A 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tSHTZ B 2 Offset(20,48) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n        SHTZ B 2 Offset(10,36) //A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tSHTZ BCDEF 1\n\t\tSHTZ GH 1\n\t\tSHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n\t\tSHTZ IJ 1\n        SHTZ K 2\n\t\tTNT1 A 20\n\t\tSHTZ A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tSHTZ A 0 A_Takeinventory(\"Unloading\",1)\n\t\tSHTZ U 1 Offset(20,46)\n\t\tSHTZ V 1 Offset(1,33)\n\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n        SHTZ A 0 A_PlaySound(\"weapons/sshotc\")\n        SHTZ WX 1\n\t\tSHTZ YZ 1\n\t\tSHTZ A 0 A_PlaySound(\"CLIPINSS\")\n\t\tSHTZ A 0 A_GiveInventory (\"Pumping\", 1)\n        SHO9 DE 1\n\t\tSHO9 FG 1\n\t\tGoto Ready\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "AssaultShotgun.txt",
        "contents": "ACTOR AssaultShotgun : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 10\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tYScale 0.6\n\tXScale 0.8\n\tWeapon.SelectionOrder 1200\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoType2 \"AssaultShotgunAmmo\"\n\tObituary \"%o was shot down by %k's Assault Shotgun.\"\n    AttackSound \"None\"\n    Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"You got the Assault Shotgun!\"\n    +WEAPON.NOAUTOAIM\n    +WEAPON.NOALERT\n    +WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\t+WEAPON.NO_AUTO_SWITCH\n    Scale 0.8\n\tTag \"Assault Shotgun\"\n\tStates\n\t{\n\n\tSelectAnimation:\n        TNT1 AA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"SelectsNoAmmo\")\n        A12G A 0 A_PlaySound(\"CLIPIN\")\n        A12S ABCD 1\n\n\tReady:\n\tReady3:\n        A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"ReadyNoFuckingAmmo\")\n\t\tA12G A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tLoop\n\n\tSelectsNoAmmo:\n\t\tA12R QQQQQQ 1 A_Raise\n\t\tGoto ReadyNoFuckingAmmo\n\n\tReady2:\n\t\tA12A D 1 A_WeaponReady(WRF_ALLOWRELOAD)\n        A12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tLoop\n\n\t ReadyNoFuckingAmmo:\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tA12G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tA12G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tA12R Q 1 A_WeaponReady\n\t\tLoop\n\n\tDeselect:\n\t\tA12G A 0\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n        A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"DeSelectNoAmmo\")\n\t\tA12S DCBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDeSelectNoAmmo:\n\t\tA12R Q 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tA12G A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tA12G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tA12G A 0 A_GunFlash\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"SelectsNoAmmo\")\n\t\tTNT1 A 1 A_Raise\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"SelectsNoAmmo\")\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tA12G A 0 A_JumpIfInventory(\"AutoShotUnloaded\", 1, \"SelectsNoAmmo\")\n\t\tGoto SelectAnimation\n\n    Fire:\n        A12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,2)\n        Goto NoAmmo\n        TNT1 AAAA 0\n\n        A12G A 0 A_PlaySound(\"A12FIR\", 1)\n\t\tRIFF A 0 A_FireCustomMissile(\"DistantFireSoundShotgun\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\tTNT1 AAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tTNT1 AAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-12,12), 0, -1, 0, 0, random(-9,9))\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n\t\t//RIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, -2, 0, 0)\n\t\tA12F A 1 BRIGHT A_AlertMonsters\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tA12F A 0 BRIGHT A_FireBullets (5, 5, 9, 11, \"MachineGunBulletPuff\", FBF_NORANDOM)\n        RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-4,4), 0, -1, -12, 0, random(-4,4))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (12, 4, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tA12G A 0 A_SetPitch(pitch-6)\n\t\tA12G A 0\n\t\tTNT1 AA 0 A_SetANgle(angle+random(-1, 1))\n\t\tA12G A 0 A_ZoomFactor(0.9)\n        A12G A 0 A_SetPitch(-1.2 + pitch)\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_SetPitch(+0.6 + pitch)\n\t\tA12F B 1 A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,-14)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n        A12F C 1 A_SetPitch(+0.6 + pitch)\n\t\tA12F DEF 1\n\t\t//A12G A 1\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tSHTZ A 0 A_Refire\n\t\tA12G A 5 A_WeaponReady(1)\n\t\tGoto Ready\n\n\t Fire2: //Aiming DOwn the Sights\n        A12A E 1 BRIGHT A_AlertMonsters\n\t\t//RIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, 0, 0, 0)\n\t\tA12G A 0 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tA12F A 0 BRIGHT A_FireBullets (5, 5, 9, 11, \"MachineGunBulletPuff\", FBF_NORANDOM)\n        RIFF AAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-4,4), 0, -1, -12, 0, random(-4,4))\n\t\tA12G A 0\n\t\tA12G A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 3)//Tactical Mode deals extra damage\n\t\tSHTN A 0 A_FireBullets (12, 4, 5, 13, \"ShotgunPuff2\", FBF_NORANDOM)\n\t\tA12G A 0 A_SetPitch(pitch-6)\n\t\tA12G A 0\n\t\tTNT1 AA 0 A_SetANgle(angle+random(-1, 1))\n\t\tA12G A 0 A_ZoomFactor(1.2)\n        A12G A 0 A_SetPitch(-0.6 + pitch)\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_SetPitch(+0.3 + pitch)\n\t\tA12A F 1 A_FireCustomMissile(\"ShotCaseSpawn\",5,0,6,0)\n\t\tA12G A 0 A_ZoomFactor(1.3)\n        A12A G 1 A_SetPitch(+0.3 + pitch)\n\t\tA12A DDD 1\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n\t\tSHTZ A 0 A_Refire\n\t\tA12A D 5 A_WeaponReady(1)\n\t\tGoto Ready2\n\n\tAltFire:\n        A12G A 0\n\t\tA12G A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tA12G A 0 A_Giveinventory(\"Zoomed\",1)\n        A12G A 0 A_ZoomFactor(1.3)\n\t\tA12G A 0 A_Giveinventory(\"ADSmode\",1)\n        A12A ABC 1\n        A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n        Goto Ready2\n\n\t  HoldAim:\n\t    A12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tA12A D 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tA12G A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\t  NoAim:\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n        A12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12A CBA 1\n        Goto Ready3\n\n\tNoAmmo:\n\t\tRIFG A 0\n\t\tRIFG A 0 A_ZoomFactor(1.0)\n\t\tRIFG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIFG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\t//RIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tTNT1 A 0 A_PlaySound(\"weapons/empty\", 4)\n\t\tNoAmmo2:\n\t\tRIFG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t    RIFG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tRIFG A 0 A_JumpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\tRIFG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tA12G A 5 A_WeaponReady(WRF_ALLOWRELOAD | WRF_NOPRIMARY)\n\t\tRIFG A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"TurboReload\",1,\"InsertBullets\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"NoAutoReload\", 1, \"NoAmmo2\")\n\t\tRIFG A 0 A_JumpIfInventory(\"AmmoShell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n    Reload:\n\t\tSHTZ A 0\n\t\tA12G A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"PutMag\")\n\t\tA12G A 1 A_WeaponReady\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,\"Ready\")\n\n        A12G A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"TurboReload\", 1, \"InsertBullets\")\n\t\tA12G A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"PutMag\")\n\t\tA12G A 0\n        A12R A 1 Offset(-32, 42)\n\t\tA12R A 1 Offset(-24, 38)\n\t\tA12R A 1 Offset(-12, 34)\n\t\tA12R A 1 Offset(0, 32)\n\t\tA12R BCDEEE 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 Offset(3, 36)\n\t\tA12R GG 1 Offset(7, 38)\n\t\tA12R G 1 Offset(3, 36)\n\t\tA12R GGGG 1 Offset(0, 32)\n\t\tA12R HIJKLLLLL 1\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNOP 1\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\n\tPutMag:\n\t\tA12R QQQQ 5 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12R RSTU 1\n\t\tA12R LUUUU 1\n\t\tA12R KJIHGGGG 1\n\t\tA12G A 0 A_PlaySound(\"AACL\", 4)\n\t\tA12R FEEEEEEEEDCBA 1\n\t\tA12G A 0 A_Takeinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_Takeinventory(\"HasUnloaded\",1)\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",20,15)\n\t\tA12G A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tA12G A 0 A_Giveinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tA12G A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tA12G A 0 A_Refire\n        Goto Ready\n\n\tInsertBullets2:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",21,15)\n\t\tA12G A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n\t\tGoto Ready\n        TNT1 AAAAAA 0\n\t\tA12G A 0 A_Giveinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Takeinventory(\"AmmoShell\",1)\n\t\tGoto InsertBullets2\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Refire\n        Goto Ready\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tA12G A 0 A_Refire\n        Goto Ready\n\n\tUnload:\n\t\tSHTZ A 0\n\t\tA12G A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"PutMag\")\n\t\tA12G A 1 A_WeaponReady\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\n        A12G A 0 A_JumpIfInventory(\"AmmoShell\",1,3)\n        Goto NoAmmo\n        TNT1 AAA 0\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tA12G A 0 A_Takeinventory(\"Reloading\",1)\n\t\tA12G A 0 A_JumpIfInventory(\"TurboReload\", 1, \"InsertBullets\")\n\t\tA12G A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"PutMag\")\n\t\tA12G A 0\n        A12R A 1 Offset(-32, 42)\n\t\tA12R A 1 Offset(-24, 38)\n\t\tA12R A 1 Offset(-12, 34)\n\t\tA12R A 1 Offset(0, 32)\n\t\tA12R BCDEEE 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12G A 0 A_PlaySound(\"AACL\", 1)\n\t\tA12R FG 1 A_WeaponReady(WRF_NOBOB | WRF_NOFIRE)\n\t\tA12R G 1 Offset(3, 36)\n\t\tA12R GG 1 Offset(7, 38)\n\t\tA12R G 1 Offset(3, 36)\n\t\tA12R GGGG 1 Offset(0, 32)\n\t\tA12R HIJKLLLLL 1\n\t\tA12G A 0 A_PlaySound(\"Reload\", 1)\n\t\tA12R MNOPQ 1\n\t\tA12G A 0 A_Giveinventory(\"HasUnloaded\",1)\n\n\t\tA12G A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tA12G A 0 A_JumpIfInventory(\"AssaultShotgunAmmo\",1,3)\n\t\tGoto FinishUnload\n        TNT1 AAAAAA 0\n\t\tA12G A 0 A_Takeinventory(\"AssaultShotgunAmmo\",1)\n\t\tA12G A 0 A_Giveinventory(\"AmmoShell\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tA12G A 0\n\t\tA12G A 0 A_PlaySound(\"DryFire\")\n\t\tA12G A 0 A_Giveinventory(\"AutoShotUnloaded\",1)\n\t\tA12G A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tA12G A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto ReadyNoFuckingAMmo\n\n\tCheckSprint:\n\t\tA12G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready3\n\n\tCheckSprint2:\n\t\tRI2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready2\n\n\tStartSprint:\n\t\tA12G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tA12G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tA12G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tA12G A 0 A_ZoomFactor(1.0)\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tA1SP A 0 offset(-9,32)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tA12G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tA12G A 0 offset(-9,32)\n\t\tA1SP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tA1SP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tA12G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        A12G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        A12G A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tA12G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tA12G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tA1SP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tA1SP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tA12G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tA12G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tA12G A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tA12G A 0 A_PlaySound(\"Tired\", 2)\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 A_WeaponReady\n\t\tA12G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tA12G A 5 A_WeaponReady\n\t\tGoto Ready3\n\tStopSprint:\n\t\tA1SP A 1\n\t\tA12G A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready3\n\n \tSpawn:\n\t\tA12P A -1\n\t\tStop\n\t}\n}\n\nACTOR AssaultShotgunAmmo : Ammo\n{\n   Inventory.Amount 0\n   Inventory.MaxAmount 20\n   Ammo.BackpackAmount 0\n   Ammo.BackpackMaxAmount 20\n   Inventory.Icon \"A12PA0\"\n}"
      },
      {
        "source": "pk3",
        "name": "Machinegun.txt",
        "contents": "ACTOR Machinegun : BrutalWeapon\n{\n\tWeapon.SelectionOrder 600\n\tWeapon.AmmoType1 \"Clip2\"\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoType2 \"AmmoRocket\"\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoUse2 1\n\t+WEAPON.NOAUTOAIM\n\t//+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\t+WEAPON.ALT_AMMO_OPTIONAL\n\tInventory.PickupSound \"CBOXPKUP\"\n\tInventory.PickupMessage \"You got the Machine Gun!\"\n\tObituary \"%o was mowed down by %k's Machine Gun.\"\n\tAttackSound \"none\"\n\tScale 0.7\n\tTag \"MachineGun\"\n\tStates\n\t{\n\tSpawn:\n\t\tMGN1 Z 1\n\t\tMGN1 Z -1\n\t\tStop\n\n\t\t Ready:\n\t\t Ready3:\n\t\t  MGN1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t  TNT1 A 0 ACS_NamedExecuteAlways(\"MGGrenadeCheck\")\n\t\t  MGN1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t  MGN1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t  MGN1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t  MGN1 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\t  MGN1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t  MGN1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t  MGN1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\t  Loop\n\t\t  //MGN1 A 0 A_JumpIfInventory(\"Clip2\",1,\"Ready\")\n\t\t  //Goto IdleNoAmmo\n\n\t\t  IdleNoAmmo:\n\t\t  MGN1 F 1 A_WeaponReady\n\t\t  MGN1 A 0 A_JumpIfInventory(\"Clip2\",1,\"Ready\")\n\t\t  Loop\n\n\tCheckSprint:\n\t\tMGN1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMGN1 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMGN1 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tMGN1 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMGN1 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMGN1 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMGN1 A 0 A_ZoomFactor(1.0)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"MGGrenadeCheck\")\n\t\tMGN1 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tMGN1 S 0 offset(-9,32)\n\t\tMGN1 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMGN1 A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tMGN1 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tMGN1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tMGN1 A 0 offset(-9,32)\n\t\tMGN1 S 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tMGN1 S 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tMGN1 S 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tMGN1 S 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tMGN1 S 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tMGN1 S 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tMGN1 S 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tMGN1 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMGN1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        MGN1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n        MGN1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMGN1 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tMGN1 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tMGN1 S 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tMGN1 S 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tMGN1 S 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tMGN1 S 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tMGN1 S 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tMGN1 S 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tMGN1 S 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"MGGrenadeCheck\")\n\t\tMGN1 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMGN1 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tMGN1 A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tMGN1 A 0 A_PlaySound(\"Tired\", 2)\n\t\tMGN1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMGN1 A 5 A_WeaponReady\n\t\tMGN1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMGN1 A 5 A_WeaponReady\n\t\tMGN1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMGN1 A 5 A_WeaponReady\n\t\tMGN1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMGN1 A 5 A_WeaponReady\n\t\tMGN1 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMGN1 A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tMGN1 S 1\n\t\tMGN1 A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\t\tDeselect:\n\t\t\tMGN1 A 0 A_TakeInventory (\"Spin\",1)\n\t\t\tMGN1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"HeavyAutomaticWeapon\",1)\n\t\t\tMGN1 A 0 A_TakeInventory(\"RandomHeadExploder\", 1)\n\t\t\tMGN1 A 0 SetPlayerProperty(0,0,0)\n\t\t\tMGS1 DCBA 1\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\t\tTNT1 A 1 A_Lower\n\t\t\tWait\n\n\t\tSelect:\n\t\t\tMGN1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\t\tMGN1 A 0 A_Giveinventory(\"HeavyAutomaticWeapon\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\t\tMGN1 A 0 A_Giveinventory(\"MinigunSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\t\tMGN1 A 0 A_GiveInventory(\"RandomHeadExploder\", 1)\n\t\t\tMGN1 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\t\tMGN1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tMGN1 A 0 A_PlaySound(\"CHGNPKUP\")\n\t\t\tMGS1 AAAAAA 1 A_Raise\n\t\t\tTNT1 AAAAAA 0 A_Raise\n\n\t\tSelectAnimation:\n\t\t\tMGN1 A 0\n\t\t\tMGN1 A 0 A_GunFlash\n\t\t\tMGS1 ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\t\tGoto Ready\n\n\t\tNoAmmo:\n\t\t\tCHAE A 10 A_PlaySound(\"weapons/empty\")\n\t\t\tGoto IdleNoAmmo\n\t\tNoAmmo2:\n\t\t\tMGN1 A 1 A_PlaySound(\"weapons/empty\")\n\t\t\tGoto Ready\n\n\t\tFire:\n\t\t\tMGN1 A 0\n\t\t\tMGN1 A 0 A_PlaySound(\"FARHMG\", 6)\n\t\t\tMGN1 A 0 A_PlaySound(\"HMGFIRE\", 1)\n\t\t\tMGN1 A 0 A_ZoomFactor(0.98)\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"MGGrenadeCheck\")\n\t\t\t//TNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\t\t//RIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, -5, 0, 0)\n\t\t\tMGN1 B 1 BRIGHT A_FireBullets(4, 4, -1, 20, \"hITPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tMGN1 A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\t\tMGN1 A 0 A_ZoomFactor(1.0)\n\t\t\tMGN1 A 0 A_Firecustommissile(\"50CaseSpawn2\",random(-2,2),0,0,-12,-18)\n\t\t\tMGN1 DE 1\n\n\t\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\t\tRIFG A 0 A_SetPitch(pitch-2.0)\n\t\t\tRIFG A 0\n\n\t\t\tMGN1 A 0\n\t\t\tMGN1 A 0 A_PlaySound(\"FARHMG\", 6)\n\t\t\tMGN1 A 0 A_PlaySound(\"HMGFIRE\", 7)\n\t\t\tMGN1 A 0 A_ZoomFactor(0.98)\n\t\t\t//TNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\t\t//RIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, -5, 0, 0)\n\t\t\tMGN1 K 1 BRIGHT A_FireBullets(4, 4, -1, 20, \"hITPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tMGN1 A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\t\tMGN1 A 0 A_ZoomFactor(1.0)\n\t\t\tMGN1 A 0 A_Firecustommissile(\"50CaseSpawn2\",random(-2,2),0,0,-12,-18)\n\t\t\tMGN1 DE 1\n\n\t\t\tMGN1 A 0 A_Refire\n\t\t\tgoto Ready\n\n\t\tAltFire:\n\t\t\tMGN1 A 0\n\t\t\tMGN1 A 0 A_JumpIfInventory(\"AmmoRocket\", 1, 1)\n\t\t\tGoto NoAmmo2\n\t\t\tMGN1 A 0 A_JumpIfInventory(\"FiredMGGrenade\", 1, \"ReloadGrenade\")\n\t\t\tMGN1 A 0 A_PlaySound(\"weapons/firegrenade\")\n\t\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"MGGrenadeCheck\")\n\t\t\tMGN1 A 0 A_FireCustomMissile(\"RedFlareSpawn\",-5,0,0,0)\n\t\t\tTNT1 AAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-16,16), 0, -1, random(-9,9))\n\t\t\tMGN2 A 0 BRIGHT A_FireCustomMissile(\"ShortGrenade\", 0, 1, 0, 0)\n\t\t\tMGN1 A 0 A_SetPitch(-5.0 + pitch)\n\t\t\tMGN1 A 0 A_Recoil(8)\n\t\t\tMGN2 BC 1 BRIGHT A_SetPitch(1.0 + pitch)\n\t\t\tMGN2 DEF 1 A_SetPitch(1.0 + pitch)\n\t\t\tMGN1 A 0 A_GiveInventory(\"FiredMGGrenade\", 1)\n\t\t\tMGN1 A 10\n\t\t\tMGN1 A 0 A_Refire\n\t\t\tgoto Ready\n\t\tReload:\n\t\t\tMGN1 A 1\n\t\t\tMGN1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\t\tMGN1 A 0 A_JumpIfInventory(\"FiredMGGrenade\", 1, \"ReloadGrenade\")\n\t\t\tGoto Ready\n\t\tReloadGrenade:\n\n\t\t\tMGN1 A 0\n\t\t\tMGN2 GHIJJJJ 1\n\t\t\tMGN1 A 0 A_PlaySound(\"GRLLO1\")\n\t\t\tMGN2 KLMLLL 1\n\t\t\tMGN2 NOPQ 1\n\t\t\tMGN2 Q 15\n\t\t\tMGN2 RST 1\n\t\t\tMGN1 A 0 A_PlaySound(\"insertshell\")\n\t\t\tMGN2 UUWVVVXY 1\n\t\t\tMGN2 NMMMMMML 1\n\t\t\tMGN1 A 0 A_PlaySound(\"GRLLO2\")\n\t\t\tMGN1 A 0 A_TakeInventory(\"FiredMGGrenade\", 1)\n\t\t\tMGN2 JJJJIHG 1\n\t\t\tMGN1 A 0 A_Refire\n\t\t\tGoto Ready\n\n\t\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Minigun.txt",
        "contents": "ACTOR MiniGun : BrutalWeapon\n{\n\tGame Doom\n\tSpawnID 28\n\tWeapon.SelectionOrder 700\n\tWeapon.AmmoType1 \"Clip2\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse1 1\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tInventory.PickupSound \"CBOXPKUP\"\n\tInventory.PickupMessage \"You got the Minigun!\"\n\tObituary \"%o was mowed down by %k's Minigun.\"\n\tAttackSound \"none\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tMGUN A 1\n\t\tMGUN A -1\n\t\tStop\n\n\t\t Ready:\n\t\t Ready3:\n\t\t  CHAG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\n\t\t  CHAG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t  CHAG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t  CHAG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t  CHAG A 1 A_WeaponReady\n\t\t  CHAG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t  CHAG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t  CHAG A 0 A_JumpIfInventory(\"Spin\",1,\"Ready2\")\n\t\t  CHAG A 0 A_JumpIfInventory(\"Clip2\",1,\"Ready\")\n\t\t  Goto IdleNoAmmo\n\n\t\t  IdleNoAmmo:\n\t\t  CHAE A 1 A_WeaponReady\n\t\t  CHAG A 0 A_TakeInventory (\"Spin\",1)\n\t\t  CHAG A 0 A_JumpIfInventory(\"Clip2\",1,\"Ready\")\n\t\t  CHAG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t  CHAG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t  CHAG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t  Loop\n\n\t\tReady2:\n\t\t  CHAG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t  CHAG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t  CHAG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t  CHAG ABCD 1 A_WeaponReady\n\t\t  CHAG A 0 A_AlertMonsters\n\t\t  CHAG A 0 A_PlaySound(\"CHAINSPI\", 5)\n\t\t  Loop\n\n\tCheckSprint:\n\t\tCHAG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tCHAG A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tCHAG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tCHAG A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tCHAG A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tCHAG A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tCHAG A 0 A_ZoomFactor(1.0)\n\t\tCHAG A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tCHSP A 0 offset(-9,32)\n\t\tCHAG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tCHAG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tCHAG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tCHAG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 9)\n\t\tCHAG A 0 offset(-9,32)\n\t\tCHSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tCHAG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tCHAG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n        CHAG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tCHAG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 9)\n\t\tCHAG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tCHSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tCHAG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tCHAG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tCHAG A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tCHAG A 0 A_PlaySound(\"Tired\", 2)\n\t\tCHAG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCHAG A 5 A_WeaponReady\n\t\tCHAG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCHAG A 5 A_WeaponReady\n\t\tCHAG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCHAG A 5 A_WeaponReady\n\t\tCHAG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCHAG A 5 A_WeaponReady\n\t\tCHAG A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tCHAG A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tCHSP A 1\n\t\tCHAG A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\t\tDeselect:\n\t\t\tCHAG A 0 A_TakeInventory (\"Spin\",1)\n\t\t\tCHAG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tCHAG A 0 A_Takeinventory(\"HeavyAutomaticWeapon\",1)\n\t\t\tCHAG A 0 A_TakeInventory(\"RandomHeadExploder\", 1)\n\t\t\tCHAG A 0 SetPlayerProperty(0,0,0)\n\t\t\tCHGS DCBA 1\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\t\tTNT1 A 1 A_Lower\n\t\t\tWait\n\n\t\tSelect:\n\t\t\tCHAG A 0\n\t\t\tCHAG A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\t\tCHAG A 0 A_Giveinventory(\"HeavyAutomaticWeapon\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"SawSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\t\tCHAG A 0 A_Giveinventory(\"MinigunSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\t\tCHAG A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\t\tCHAG A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tCHAG A 0 A_GiveInventory(\"RandomHeadExploder\", 1)\n\t\t\tCHAG A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\t\tCHAG A 0 A_PlaySound(\"CHGNPKUP\")\n\t\t\tCHGS AAAAAA 1 A_Raise\n\t\t\tTNT1 AAAAAA 0 A_Raise\n\n\t\tSelectAnimation:\n\t\t\tCHAG A 0\n\t\t\tCHAG A 0 A_GunFlash\n\t\t\tCHGS ABCD 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\t\tGoto Ready\n\n\t\tNoAmmo:\n\t\t\tCHAE A 10 A_PlaySound(\"weapons/empty\")\n\t\t\tGoto IdleNoAmmo\n\n\t\tFire:\n\t\t\tCHAG A 0\n\t\t\tCHAG A 0 A_JumpIfInventory(\"Spin\",1,\"Hold\")\n\t\t\tCHAG A 0 A_PlaySound(\"CHAINSTA\", 5)\n\t\t\tCHAG A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, 0, 0)\n\t\t\tCHAG BC 1\n\t\t\tCHAG D 1\n\t\t\tCHAG AB 1\n\t\t\tCHAG A 0 A_StopSound(5)\n\t\t\t//CHAG A 0 A_PlaySound(\"CHAINSPI\", 5)\n\t\t\tCHAG A 0\n\t\tHold:\n\t\t\tCHAG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t\tCHAG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\n\t\t\tCHAG A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\t\tCHAG A 0 A_PlaySound(\"FARMGN\", 5)\n\t\t\tCHAG A 0 A_ZoomFactor(0.98)\n\n\t\t\tCHAF A 1 BRIGHT A_FireBullets(5, 5, -1, 16, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\n\t\t\tCHAG A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n\t\t\tCHAG A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\t\tCHAG A 0 A_ZoomFactor(1.0)\n\t\t\tCHAG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, 2)//Tactical mode skips a frame, fires faster\n\t\t\tCHAF B 1\n\t\t\tCHAG A 0\n\n\t\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\t\tRIFG A 0 A_SetPitch(pitch-1.0)\n\t\t\tRIFG A 0\n\n\t\t\tCHAG A 0 A_PlaySound(\"CHGNSHOT\", 1)\n\t\t\tCHAG A 0 A_PlaySound(\"FARMGN\", 5)\n\t\t\tCHAG A 0 A_ZoomFactor(0.98)\n\t\t\t//TNT1 AA 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\t\t//RIFF A 0 A_FireCustomMissile(\"GunFireSmoke\", 0, 0, 0, -5, 0, 0)\n\t\t\tCHAF C 1 BRIGHT A_FireBullets(5, 5, -1, 16, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tCHAG A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n\t\t\tCHAG A 0 A_SpawnItemEx(\"PlayerMuzzle3\",30,5,27)\n\t\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\t\tCHAG A 0 A_ZoomFactor(1.0)\n\t\t\tCHAG A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, 2)//Tactical mode skips a frame, fires faster\n\t\t\tCHAF D 1\n\t\t\tCHAG A 0\n\n\t\t\tRIFG A 0 A_JumpIfInventory(\"IsNOTTacticalClass\", 1, 2)//tactical mode has muzzle climb\n\t\t\tRIFG A 0 A_SetPitch(pitch-1.0)\n\t\t\tRIFG A 0\n\n\t\t\tMNGG B 0 A_ReFire\n\t\t\tCHAG A 0 A_PlaySound(\"MINIGEN\", 5)\n\t\t\tCHAG A 0 A_JumpIfInventory(\"Spin\",1,\"Ready2\")\n\n\t\t CHAG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t CHAG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t CHAG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t CHAG A 0 A_PlaySound(\"CHAINSTO\", 5)\n\t\t CHAG A 1 A_WeaponReady\n\n\t\t CHAG B 1 A_WeaponReady\n\t\t CHAG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t CHAG A 0 A_Refire\n\n\t\t CHAG C 1 A_WeaponReady\n\t\t CHAG A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t CHAG D 1 A_WeaponReady\n\n\t\t CHAG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\n\t\t CHAG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t CHAG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t CHAG A 1 A_WeaponReady\n\t\t CHAG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t CHAG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t CHAG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t CHAG B 1 A_WeaponReady\n\t\t CHAG A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t CHAG C 2 A_WeaponReady\n\n\t\t CHAG D 2 A_WeaponReady\n\t\t CHAG A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t CHAG A 0 A_JumpIfInventory(\"Spin\",1,\"Ready2\")\n\t\t CHAG A 0 A_TakeInventory(\"Spin\", 1)\n\t\t CHAG A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t CHAG A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t CHAG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t CHAG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t CHAG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t CHAG A 2 A_WeaponReady\n\n\t\t CHAG B 2 A_WeaponReady\n\t\t CHAG A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t CHAG C 2 A_WeaponReady\n\n\t\t CHAG D 2 A_WeaponReady\n\t\t CHAG A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t CHAG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t CHAG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t CHAG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t CHAG ABCD 2 A_WeaponReady\n\t\t CHAG A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t CHAG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t CHAG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t CHAG ABCD 3 A_WeaponReady\n\n\t\t goto Ready\n\n\t  AltFire:\n\n\t\t CHAG A 0 A_JumpIfInventory(\"Spin\",1,\"StopAlt\")\n\t\t CHAG A 0 A_GiveInventory (\"Spin\",1)\n\t\t //CHAG A 0 SetPlayerProperty(0,1,0)\n\t\t  CHAG A 0 A_PlaySound(\"CHAINSTA\", 5)\n\t\t  CHAG A 0 A_JumpIfInventory(\"Clip2\",1,1)\n\t\t  Goto IdleNoAmmo\n\t\t CHAG ABCD 2\n\t\t CHAG A 0\n\t\t Goto Ready2\n\n\t  StopAlt:\n\t\tCHAG A 0\n\t\t CHAG A 0 A_TakeInventory (\"Spin\",1)\n\t\t CHAG A 0 A_PlaySound(\"CHAINSTO\", 6)\n\t\t CHAG A 0 A_StopSound(5)\n\t\t CHAG A 0 A_StopSound(1)\n\t\t //CHAG A 0 SetPlayerProperty(0,0,0)\n\t\t CHAG ABCD 1\n\t\t CHAG ABCDABCD 2 A_WeaponReady\n\t\t CHAG ABCD 3 A_WeaponReady\n\t\t CHAG A 0\n\t\t Goto Ready\n\n\t\tPuristGun:\n\t\t\tTNT1 A 1\n\t\t\tCHAG A 0 A_GiveInventory(\"ClassicChaingun\", 1)\n\t\t\tCHAG A 0 A_TakeInventory(\"MiniGun\", 1)\n\t\t\tTNT1 A 10\n\t\t\tGoto Ready2\n\n\t\t}\n}"
      }
    ]
  },
  "maps": []
}

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