Raw model (for completeness)
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"analysis": {
"title": "Brutal Doom v21 BLOODWOLF Patch",
"description": "This WAD is a comprehensive Brutal Doom v21 patch featuring extensive weapon, ammo, and monster modifications without standalone maps. It enhances combat with new sprites, ammo types, and weapon behaviors, emphasizing brutal, fast-paced gameplay. The patch integrates new mechanics like increased grenade damage and dual-wielding tweaks, supporting ZDoom engine compatibility. The content focuses on improving resource management and combat variety rather than map design, maintaining the original Doom or Doom II map structures. The overall theme is a heavily modified, gore-intense shooter experience with a techbase and hellish aesthetic consistent with Brutal Doom's style.",
"tags": [
"boom_compatible",
"challenge_wad",
"combat_focused",
"hell",
"no_maps",
"techbase",
"weapon_mods",
"zdoom_compatible"
],
"origin": "gpt-4.1-mini"
},
"text_files": [
{
"source": "pk3",
"name": "PatchChangelog.txt",
"contents": "//\tBrutal Doom v21 BLOODWOLF Patch\n//\n//\tAuthored by BLOODWOLF\n//\n//\tv21.0.4beta 09/28/2019\n//\n//\tSprites/Items Folder:\t\t\tUsed the SOULA0 sprite for the BDSLA0 sprite to represent the Unmaker SoulAmmo\n//\t\t\t\t\t\t\t\t\tUsed the FATBA7A3 sprite for the HMLRA0 sprite to represent the HellishMissileLauncher ammo\n//\tSprites/Weapons Folder:\t\t\tCreated a new CLIPC0 pistol magazine sprite (smaller laying on side)\n//\t\t\t\t\t\t\t\t\tCreated a new GSLNA0 sprite (red fuel can)\n//\t\t\t\t\t\t\t\t\tUpdated the MagnumAmmoBox sprite\n//\tSprites/Debris Folder:\t\t\tCreated new white-glass sprites (from Hexen) to be used for the BDGlassShard actor\n//\t+AmmoDropper.txt:\t\t\t\tUpdated to be able to drop all ammo types (except nukes) and armor\n//\t+BFG10k.txt:\t\t\t\t\tCreated a BFG10K_BallDM and a check for DMGame in the Fire state\n//\tDEFAULTWEAPON.txt:\t\t\t\tChanged TossGrenade state to GoTo \"GoingToReady\" if there is no ammo\n//\tGrenades.txt:\t\t\t\t\tIncrease maximum grenade damage to 200 within 160 map units (5 yards) and progressively less out to 480 map units\n//\t+SubMachinegun.txt:\t\t\t\tChanged the TNT1 A 1 frame to a SMGG A 1 frame in the DualWield state (flickering)\n//\tWeaponspawners.txt:\t\t\t\tAdded MP40Spawner to ChaingunSpawnerReplacer\n//\t\t\t\t\t\t\t\t\tMoved NukeLauncher into BFGReplacer and adjusted probabilities\n//\t\t\t\t\t\t\t\t\tCreated FakeMachinegunSprite and adjusted MachinegunSpawner Stay state (purist)\n//\tAmmo.txt:\t\t\t\t\t\tCreated an AmmoCellPackReplacer actor and moved AmmoNukeBox into it\n//\t\t\t\t\t\t\t\t\tMoved magnum round ammo spawners into replacer actors for shells and shellbox\n//\t\t\t\t\t\t\t\t\tAdded the Mauser9mm ammo as a possible spawn in ClipSpawnerReplacer\n//\t\t\t\t\t\t\t\t\tAdded the BuzzsawAmmo as a possible spawn in the ClipBoxSpawnerReplacer\n//\t\t\t\t\t\t\t\t\tCreated an Inventory.Icon for SoulAmmo and MiniHellRocketAmmo\n//\tBelphegor.txt:\t\t\t\t\tAdjusted headshot actors to spawn at the monster's radius +1 (so the box would be shootable)\n//\tCommando.txt:\t\t\t\t\tRemoved Clip spawn from fatality death and duplicate GiveInventory(\"SoulAmmo\",...) from Death.PussyGrab state\n//\t+MonsterSpawner.txt:\t\t\tCreated a random MonsterSpawner Actor for BrutalDomination\n//\tJuggernaut.txt:\t\t\t\t\tAdded A_BossDeath to death state when monster replaces a Mastermind and adjusted size, health, and mass to match the Mastermind\n//\tVolcabus.txt:\t\t\t\t\tAdjusted headshot actors to spawn at the monster's radius +1 (so the box would be shootable)\n//\t\t\t\t\t\t\t\t\tAdded in missing pain and death state labels to prevent turning into a Mancubus\n//\t+BDDebris.txt:\t\t\t\t\tCreated a BDGlassShard actor\n//\tPuff.txt:\t\t\t\t\t\tChanged RevoPuff to DamageType HeavyImpact (barrels are resistant to Kick damagetypes)\n//\tArtilleryTank.txt:\t\t\t\tAdded a Pain.Repair state to PlayerArtilleryTank that heals and reloads the player\n//\t+HeavyMachinegun.txt:\t\t\tAdded Health 100 to HMG actor so that it could be destroyed\n//\t\t\t\t\t\t\t\t\tAdded the Helicopter's death state and duplicated the Tank's flags and damagefactors\n//\tHelicopter.txt:\t\t\t\t\tAdded a Pain.Repair state to the PlayerAttackHelicopter that heals and reloads the player\n//\t\t\t\t\t\t\t\t\tPrimary fire now fires the tank's heavymachinegun\n//\tMech.txt:\t\t\t\t\t\tAdded a Pain.Repair state to the PlayerMech that heals and reloads the player\n//\t\t\t\t\t\t\t\t\tCreated new HUD sprites and removed the mortar states from MechGun\n//\t\t\t\t\t\t\t\t\tChanged the MechGun's Machinegun state to imitate the minigun weapon\n//\t\t\t\t\t\t\t\t\tChanged the MechGun's Laser to imitate the Unmaker laser\n//\t+Repairs.txt:\t\t\t\t\tCreated a DestroyedArmoredVehicleTemp actor that animates for 70 tics then stops\n//\tTank.txt:\t\t\t\t\t\tAdded a Pain.Repair state to the PlayerTank that heals and reloads the player\n//\t+COMMANDS.txt:\t\t\t\t\tUpdated Script 396 to display the quantity of all ammo types (except nukes) and armor\n//\tKEYCONF:\t\t\t\t\t\tMoved the NukeLauncher to Slot 7 ahead of the BFG's\n//\n//\tv21.0.3patch 08/25/2019\n//\n//\t\tSprites Folder:\t\t\t\tSlightly blurred the vehicle HUD images(transparency) and changed tank crosshair\n//\t\t\t\t\t\t\t\t\tAdded blackgloved version of motorcylce HUD by JMartinez2098\n//\t\t\t\t\t\t\t\t\tAdded corrected LH MP40 reload sprite (without charging handle) by JMartinez2098\n//\t\t\t\t\t\t\t\t\tModified and created new DragonSlayer frames for vertical and horizontal attacks\n//\t\t\t\t\t\t\t\t\tCreated new DragonSlayer frames for vert and horz powered-up attacks\n//\t\t\t\t\t\t\t\t\tModified the offsets and zoom-level of a few revolver sprites\n//\t\t\t\t\t\t\t\t\tChanged the AXE1A0(weapon drop) frame to the new axe sprite\n//\t\t\t\t\t\t\t\t\tCreated purple sprites for the dragonslayer projectiles in Flames, Flares, Particles, and Explosions folders\n//\t\t+Brightmaps Folder:\t\t\tCreated brightmaps for the cruelty armor and health bonus pickups\n//\t\tPlayer.txt:\t\t\t\t\tRemoved ACS_ExecuteAlways(171,...) lines from Arachnotron2 fatalities\n//\t\t\t\t\t\t\t\t\tRemoved ACS_ExecuteAlways(582 & 583,....) lines from Arachnotron2 fatalities\n//\t\t+Executions.txt:\t\t\tModified first-person executions to spawn HealthCrueltyBonus2\n//\t\t+AssaultShotgun.txt:\t\tSped-up reload animation and added two more A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n//\t\t\t\t\t\t\t\t\tadded a A_JumpIfInventory(\"HasUnloaded\", 1, \"PutMag\") in Fire state\n//\t\t+DEFAULTWEAPON.txt:\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t+DragonSlayer.txt:\t\t\tCreated new states for vertical and horizontal attacks\n//\t\t+DragonSlayer2.txt:\t\t\tCreated a powered-up version of the DragonSlayer for when the user has the Berserk powerup\n//\t\t+DualMP40.txt:\t\t\t\tRemoved 3rd EmptyClipSpawn line\n//\t\t-GrenadesPatch.txt;\t\t\tDeleted\n//\t\t+Grenades.txt:\t\t\t\tAdded in changes from GrenadesPatch.txt\n//\t\t+Machinegun.txt:\t\t\tAdded two checks for kicking during GrenadeReload state & increased NoAmmo2 state time to 10 tics\n//\t\tMelee.txt:\t\t\t\t\tRemoved ACS_ExecuteAlways(310,...) from StealthAttack state (forcing pistol select)\n//\t\t+Revolver.txt:\t\t\t\tCreated a RevolverBrass actor which is a scaled up version of EmptyBrass\n//\t\t\t\t\t\t\t\t\tCreated a SpentRound actor to track the number of spent rounds in the cylinder\n//\t\t\t\t\t\t\t\t\tSet Revolver to use the new AmmoMagnum ammo\n//\t\t\t\t\t\t\t\t\tBroke up InsertingShellsAnimation state into EjectBullets and InsertingBulletsAnimation states\n//\t\t\t\t\t\t\t\t\tAdded \"Fan The Hammer\" AltFire states\n//\t\t\t\t\t\t\t\t\tMany other edits to make the weapon function intuitively\n//\t\t+Revolver2.txt:\t\t\t\tBroke up the InsertingShellsAnimation state into EjectShells and InsertingShellsAnimation states\n//\t\t\t\t\t\t\t\t\tAdded \"Fan The Hammer\" AltFire states\n//\t\t\t\t\t\t\t\t\tChanged the projectiles fired to that of the pump-action shotgun\n//\t\t\t\t\t\t\t\t\tMany other edits to make the weapon function intuitively\n//\t\tRifle.txt:\t\t\t\t\tMoved A_TakeInventory(\"Reloading\",1) before the jump to TurboReload in Reload state\n//\t\tWeaponSpawners.txt:\t\t\tCreated a ShotgunSpawnerReplacer allowing the Revolver to spawn 1/256 of the time\n//\t\t\t\t\t\t\t\t\tAdded a 1/256 chance for the NukeLauncher to spawn in the RLSpawnerReplacer\n//\t\t\t\t\t\t\t\t\tCreated a ChainsawSpawnerReplacer allowing the DragonSlayer to spawn 1/256 of the time\n//\t\t\t\t\t\t\t\t\tOr the BrutalAxe to spawn 16/256 of the time in place of the chainsaw\n//\t\tAmmo.txt:\t\t\t\t\tCreated AmmoMagnum, AmmoMagnumBox, and AmmoNukeBox actors\n//\t\t\t\t\t\t\t\t\tCreated a ClipSpawner, ClipBoxSpawner, and RBoxSpawner actors to allow new ammo types to spawn\n//\t\tHealth2.txt:\t\t\t\tChanged frames of CrueltyBonus spawns to use new sprites\n//\t\t\t\t\t\t\t\t\tRemoved CrueltyBonus actors and renamed FatalityBonus actors to Health/ArmorCrueltyBonus\n//\t\t+Archvile.txt:\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t-BaronPatch.txt:\t\t\tDeleted\n//\t\t+Baron.txt:\t\t\t\t\tadded in changes from BaronPatch\n//\t\t\t\t\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t-BelphegorPatch.txt:\t\tDeleted\n//\t\t+Belphegor.txt:\t\t\t\tAdded in changes from BelphegorPatch.txt, changed health to 2300, and mass to 1900\n//\t\t+Cacodemo.txt:\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t+Comando.txt:\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t\t\t\t\t\t\t\tadded in missing GiveToTarget(\"SoulAmmo\",10) in death states\n//\t\t+Cyberdemon.txt:\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t\t\t\t\t\t\t\tChanged wandering legs to die after the See state and removed A_Scream and A_BossDeath lines\n//\t\t+Demons.txt:\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t+DyingGuys.txt:\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t+Imps.txt:\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t-JuggernautPatch.txt:\t\tDeleted\n//\t\t+Juggernaut.txt:\t\t\tAdded in changes from JuggernautPatch.txt and increased rocket firing rate\n//\t\t-KnightPatch.txt:\t\t\tDeleted\n//\t\t+Knight.txt:\t\t\t\tadded in changes from KnightPatch\n//\t\t\t\t\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t+LABGUY.txt:\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t\t\t\t\t\t\t\tadded in missing GiveToTarget(\"SoulAmmo\",10) in death states\n//\t\t\t\t\t\t\t\t\tRemoved non-existant jump to \"AcidGuy\"\n//\t\t\t\t\t\t\t\t\tadded in missing \"BloodyAxe\" spawn in GroundExecution\n//\t\t-MancubusPatch.txt:\t\t\tDeleted\n//\t\t+Mancubus.txt:\t\t\t\tAdded in changes from MancubusPatch\n//\t\t\t\t\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t-MastermindPatch.txt:\t\tDeleted\n//\t\t+Mastermind.txt:\t\t\tAdded in changes from MastermindPatch\n//\t\t\t\t\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t+Nazis.txt:\t\t\t\t\tAdded in missing GiveToTarget(\"SoulAmmo\",10) in death states\n//\t\t\t\t\t\t\t\t\tSlowed movement by making the walking frames last for 2 tics instead of 1\n//\t\t\t\t\t\t\t\t\tFixed StealthKill state to allow for Nazi stealthkills\n//\t\t+PainElemental.txt:\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t-RevenantPatch.txt:\t\t\tDeleted\n//\t\t+Revenant.txt:\t\t\t\tadded in changes from RevenantPatch\n//\t\t\t\t\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t-SergeantsPatch.txt:\t\tDeleted\n//\t\t+Sergeants.txt:\t\t\t\tAdded changes from SergeantsPatch.txt\n//\t\t\t\t\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t\t\t\t\t\t\t\tAdded in missing GiveToTarget(\"SoulAmmo\",10) in death states\n//\t\t\t\t\t\t\t\t\tRemoved A_NoBlocking from GroundExecution state (double item drops)\n//\t\t\t\t\t\t\t\t\tRemoved A_NoBlocking from Death.ExplosiveImpact and added it to BlownAwayRight and Left (double item drops)\n//\t\t-SpidersPatch.txt:\t\t\tDeleted\n//\t\t+Spiders.txt:\t\t\t\tadded in changes from SpidersPatch\n//\t\t\t\t\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t-Spiders2Patch.txt:\t\t\tDeleted\n//\t\t+Spiders2.txt:\t\t\t\tadded in changes from SpidersPatch, set health to 1100 and mas to 875\n//\t\t\t\t\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t+Ubersoldat.txt:\t\t\tAdded in missing HealthCrueltyBonus spawn for Death.Fatality state\n//\t\t\t\t\t\t\t\t\tAdded in missing GiveToTarget(\"SoulAmmo\",10) in death states\n//\t\t-VolcabusPatch.txt:\t\t\tDeleted\n//\t\t+Volcabus.txt:\t\t\t\tAdded in changes from VolcabusPatch, set health to 1400, and mass to 2300\n//\t\t\t\t\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t\t\t\t\t\t\t\tAdded Pain.Kick and Death.ExtremePunches states (was using Mancubus inherited states)\n//\t\t-ZombiemenPatch.txt:\t\tDeleted\n//\t\t+Zombiemen.txt:\t\t\t\tAdded changes from ZombiemenPatch.txt\n//\t\t\t\t\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t\t\t\t\t\t\t\tadded in missing GiveToTarget(\"SoulAmmo\",10) in death states\n//\t\t\t\t\t\t\t\t\tRemoved A_NoBlocking from GroundExecution state (double item drops)\n//\t\t+BURN.txt:\t\t\t\t\tReplaced all CrueltyBonus and FatalityBonus spawns with new version\n//\t\t+DEAD.txt:\t\t\t\t\tRemoved fatality and crueltybonus spawns from dyingcomando and dyingrevenant (already awarded in death states)\n//\t\t+PUFF.txt:\t\t\t\t\tChanged RevoPuff to DamageType Kick (headshot actors resist explosiveimpact damage)\n//\t\tArtilleryTank.txt:\t\t\tCopied the Tank actor's TurnLeft/Right, TurnLeft2/Right2, CheckifStillMoves, and Stay states then changed frames\n//\t\t\t\t\t\t\t\t\tCreated AltFireLeft and AltFire2Left states\n//\t\tBike.txt:\t\t\t\t\tDuplicated the Helicopters enter, exit, and LightEnd states in the bike actor\n//\t\t\t\t\t\t\t\t\tCreated TurnRightPedal and TurnLeftPedal states and reduced speed of bike when pedaling\n//\t\t\t\t\t\t\t\t\tSeveral edits to how much speed is gained/lost in various states for realistic behavior\n//\t\t+EnemyTanks.txt:\t\t\tAdded in changes from EnemyTanksPatch.txt\n//\t\t-EnemyTanksPatch.txt:\t\tDeleted\n//\t\tHelicopter.txt:\t\t\t\tCreated a HeliRestart token that is given if exiting fails causing attackhelicopterGun to go back to Ready state displaying the HUD again\n//\t\tTank.txt:\t\t\t\t\tAdjusted speed of the Tank to only be a little bit slower than the ArtilleryTank actor\n//\t\t+Cruelty.bm:\t\t\t\tAssigned brightmap images to their specific frames\n//\t\tDemonMorph.txt:\t\t\t\tChanged to give \"GiveArmor\" actor to player on unmorph/morphed level change (couldn't go over 200)\n//\t\tDemonRunesPatch.txt:\t\tTook away the PICKUP flag from BaronPlayerPatch actor\n//\t\t\t\t\t\t\t\t\tCreated DRRPatch, PowerMorphRevenant, and RevenantPlayerPatch(removes PICKUP flag) actors\n//\t\t\t\t\t\t\t\t\tAdded DamageFactor \"Slime\", 0.0 and \"Lava\", 0.0 to Baron and Revenant player classes\n//\t\t\t\t\t\t\t\t\tCreated D4BaronHUDPatch and D4RevenantHUDPatch with A_Refire in each attack state so that can fire can be held down\n//\t\t\t\t\t\t\t\t\tAllowed the Baron melee attacks to alternate between left and right hand attacks\n//\t\t\t\t\t\t\t\t\tReduced the Revenant primary attack to fire only four missiles in sequence instead of six\n//\t\t+GLDEFS.txt:\t\t\t\tCreated pulselight actors for cruelty pickups and added in missing frame for armorshard\n//\t\tKEYCONF:\t\t\t\t\tRearranged weapons to select the most powerful first and the weakest last\n//\t\t+language.enu:\t\t\t\tCreated a few more weapon pickup messages with their corresponding slot numbers\n//\t\t+SNDINFO.BD:\t\t\t\tCreated entries for IGNITE DSSKEATK and EXTINGUISH DSFLAMST for the DragonSlayer\n//\t\tVEHICLECONTROL.txt:\t\t\tChanged to give \"GiveArmor\" actor to player on vehicle exit (couldn't go over 200)\n//\t\t\t\t\t\t\t\t\tAdded TakeInventory(\"PowerInvisibility\",1); to HMG and Tank enter scripts\n//\n//\tv21.0.2 07/09/2019\n//\n//\t\t+FootSteps.txt:\t\t\t\tAdded full-magazine starting ammo for all applicable weapons for non-purist classes\n//\t\t+Rifle.txt:\t\t\t\t\tRemoved redundant A_WeaponReady(1) from Fire and Fire2 states\n//\t\t+DualPlasma.txt:\t\t\tReplaced turboreload state with an imitation of the dualrifle turboreload state\n//\t\t-MeleePatch.txt:\t\t\tDeleted\n//\t\t+Melee.txt:\t\t\t\t\tAdded A_JumpIf(CheckClass(\"ExplosiveBarrel1\",,) to CheckGrab and CheckGrab2 states\n//\t\t\t\t\t\t\t\t\tChanged speed of melee attacks from the MeleePatch.txt (patching didn't work)\n//\t\t+Mp40.txt\t\t\t\t\tAdded Sprinting states to MG42\n//\t\t\t\t\t\t\t\t\tAdded a Tactical Mode check to DualWield state and a NoDual state to MP40\n//\t\t\t\t\t\t\t\t\tChanged Reload state to GoTo Ready if there is no reserve ammo\n//\t\t+Pistol.txt:\t\t\t\tAdded a Tactical Mode check to DualWield state and a NoDual state to Pistol\n//\t\t+Plasma.txt:\t\t\t\tAdded a Tactical Mode check to DualWield state and a NoDual state to Plasma Rifle\n//\t\t+Shotgun.txt:\t\t\t\tChanged Reload state to GoTo Ready instead of NoAmmo2 state when there is no reserve ammo\n//\t\t\t\t\t\t\t\t\tAdded a line to remove \"ShotgunWasEmpty\" in TurboReload states.\n//\t\t+SSG.txt:\t\t\t\t\tChanged the Fire and AltFire2 states to jump to the Ready state instead of NoAmmo after firing in TacticalMode\n//\t\t+SubMachinegun.txt:\t\t\tAdded a Tactical Mode check to DualWield state and a NoDual state to SubMachinegun\n//\t\t+WeaponsSpawners.txt:\t\tNormalized some of the fake sprite frames to fix sprite flickering\n//\t\t-WeaponSpawnersPatch.txt:\tDeleted\n//\t\t+Ammo.txt:\t\t\t\t\tAdded a spawn state for Gas ammo that renders the gas can image\n//\t\t\t\t\t\t\t\t\tCreated a Nuke ammoicon that will display on the HUD\n//\t\tBaronPatch.txt:\t\t\t\tAdded DONTHARMSPECIES flag\n//\t\tBelphegor2Patch.txt:\t\tAdded DONTHARMSPECIES flag to prevent infighting\n//\t\t+KnightPatch.txt:\t\t\tAdded DONTHARMSPECIES flag\n//\t\t+ArtilleryTank.txt:\t\t\tCreated a new controls message specific to ArtilleryTank\n//\t\t\t\t\t\t\t\t\tAdded in missing zoomed states\n//\t\t\t\t\t\t\t\t\tAdded lines for BDATHUD script in Flash state\n//\t\tBike.txt:\t\t\t\t\tSet Bike actor to spawn 68 units to the player's right when exiting\n//\t\t+ChaingunMarine.txt:\t\tNotated out ChangeFlag(\"Solid\",1) lines in attack states\n//\t\t+Helicopter.txt:\t\t\tCreated a new controls message specific to Helicopter\n//\t\t\t\t\t\t\t\t\tMoved TurnLeft & TurnRight states out of AttackHelicopterGun and into PlayerAttackHelicopter\n//\t\t\t\t\t\t\t\t\tCreated states for every possible 3D move\n//\t\t\t\t\t\t\t\t\tAdded many checks to Stay state to determine movement type\n//\t\t\t\t\t\t\t\t\tModified AttackHelicopterGun's Flash and firing states to emulate the tank actor\n//\t\t\t\t\t\t\t\t\tChanged Missile to be triggered by the kick key\n//\t\t+Mech.txt:\t\t\t\t\tCreated a new controls message specific to Mech\n//\t\t\t\t\t\t\t\t\tAdded A_PlaySound(MECHWLK, 15) to MoveForward state\n//\t\t+PlasmagunMarine.txt:\t\tNotated out ChangeFlag(\"Solid\",1) lines in attack states\n//\t\t+ShotgunMarine.txt:\t\t\tNotated out ChangeFlag(\"Solid\",1) lines in attack states\n//\t\tTank.txt:\t\t\t\t\tCreated a new controls message specific to Tank\n//\t\t\t\t\t\t\t\t\tAdded missing zoom states\n//\t\t\t\t\t\t\t\t\tAdded lines for BDTankHUD script in Flash state\n//\t\tDemonMorph.txt:\t\t\t\tRemoved unnecessary Delay()'s\n//\t\t+KEYCONF:\t\t\t\t\tArranged weaponslots to select the vanilla weapon first on key press and the most powerful weapon last\n//\t\t+SNDINFO.Vehicles:\t\t\tChanged MECHWLK to use the DSHOOF sound effect\n//\t\tVEHICLECONTROL.txt:\t\t\tCreated BDTankHUD, BDATHUD, and BDHeliHUD scripts\n//\n//\tv21.0.1 05/30/2019\n//\n//\t\tPlayer.txt:\t\t\t\t\tChanged floor execution actors spawn xoffsets to 26 units in front of player\n//\t\tAxe.txt:\t\t\t\t\tReplaced colored blood sprinting states (which were displaying no weapon sprite) with\n//\t\t\t\t\t\t\t\t\tnormal sprint state code and changed frames.\n//\t\tDualRifle.txt:\t\t\t\tUpdated to v21\n//\t\t-ExplosivesPatch.txt:\t\tDeleted\n//\t\t+MeleePatch.txt:\t\t\tChanged speed of melee attacks to simulate more realistic range/reach of attacks.\n//\t\t+Saw.txt:\t\t\t\t\tChanged StartSprint state removing the lines that take away the blood on visor effects\n//\t\t\t\t\t\t\t\t\tAdded red, green, and blue variants of all sprinting states for tactical mode.\n//\t\tWeaponSpawnersPatch.txt:\tAdded patches for ShotgunSpawner, ShotgunSpawnerDroped, RailGunSpawner, BFG9000Spawner, BFG10KSpawner, and UnmakerSpawner\n//\t\t\t\t\t\t\t\t\tthat fix Spawn states to prevent double-sprite issues.\n//\t\t\t\t\t\t\t\t\tAdded MachinegunSpawnerPatch actor that gives the ClassicChaingun for purist mode and clip2, 20.\n//\t\t+Artifact.txt:\t\t\t\tAdded MorphToken Actor and set the DemonRuneMix to run the morph scripts\n//\t\t-ArtifactPatch.txt:\t\t\tDeleted\n//\t\t+Health2.txt:\t\t\t\tSet HeavyArmor back to 80% damage reduction\n//\t\tBaronPatch.txt:\t\t\t\tRemoved Health and Mass properties (fixed in v21)\n//\t\tBelphegor2Patch.txt:\t\tChanged species to \"Baronofhell\"\n//\t\t\t\t\t\t\t\t\tChanged fireball spawn height to 47 (half of sprite height) was going over player's head.\n//\t\tMancubusPatch.txt:\t\t\tAdded a height check before allowing a Volcabus to spawn.\n//\t\tRevenantPatch.txt:\t\t\tRevenant now throws patched zombiemen actors who can cause 8-64 damage\n//\t\tSergeantsPatch.txt:\t\t\tChanged spawn probability of SMGGuy from 128 to 64/256.\n//\t\tVolcabusPatch.txt:\t\t\tChanged height to 83 so that headshot actors and volcabus-hitbox matches sprite dimensions.\n//\t\t\t\t\t\t\t\t\tAdjusted headshot spawn heights to match sprite dimensions.\n//\t\t-BURNPatch.txt:\t\t\t\tFixed in v21\n//\t\t+Bike.txt:\t\t\t\t\tChanged Enter and Exit scripts to use the HMG Enter/Exit scripts\n//\t\t+EnemyTanksPatch.txt:\t\tPatched the ZombieHelicopter actor's death state to use \"BDDisableCameraBig\" instead of script 871 (no longer exists)\n//\t\t+Tank.txt:\t\t\t\t\tChanged NoAmmo state frame to TNHD from TNT1\n//\t\tDemonMorph.txt:\t\t\t\tCreated World variable arrays for each player's health, armor#, and armorclass.\n//\t\t\t\t\t\t\t\t\tCreated MorphedLevelChange script that checks for the MorphToken if player exited while in demonform\n//\t\t\t\t\t\t\t\t\tAnd returns that player's stats when entering the next level unmorphed.\n//\t\t+VehicleControl.txt:\t\tModified the GetVehiclePreviousHealth2, BDEnterHMG, BDLeaveHMG, BDEnterTank, and BDLeaveTank scripts to store and then return the player's armorclass\n//\n//\tRC10.2 05/17/2019\n//\n//\t\t+ArtifactPatch.txt:\t\tPatched the DemonRuneMix actor which now runs either the MorphBaron or MorphRevenant script.\n//\t\t+DemonRunesPatch.txt:\tPatched the BaronPlayer class to have 1200 health and will match the monster.\n//\t\t+DemonMorph.txt:\t\tCreated a MorphBaron and MorphRevenant script that store the player's health & armor values returning them after unmorph.\n//\n//\tRC10.1 05/13/2019\n//\n//\t\tPlayer.txt:\t\t\t\tUpdated to RC10\n//\t\t+DualRifle.txt:\t\t\tInserted the single Rifle's TurboReload state, changed the frames, and added a check for ammo which fixes the infinite loop crash.\n//\t\t+ThrownMonsters.txt:\tChanged damaged of monsters thrown by the revenant to 8-64.\n//\t\tBURNPatch.txt:\t\t\tAdded back in lines for script 477 but corrected to \"InitializeChasecam\"\n//\t\tBaronPatch.txt:\t\t\tRenamed file to match RC10 (was Baron2.txt)\n//\t\tRevenantPatch.txt:\t\tChanged seekermissiles threshold and maxturnangle to 3,6 from 2,4 (track a little better)\n//\t\t\t\t\t\t\t\tChanged speed of both revenant missiles to 15 and reduced zombieman, sergeant, and imp fatalities to only two slams before throwing.\n//\t\t+VolcabusPatch.txt:\t\tAdded Tag \"Volcabus\"\n//\n//\tRC9.1 05/04/2019\n//\n//\t\tPlayer.txt:\t\t\t\t\tUpdated Land: state to RC9 and removed A_GiveInventory(\"IsFloating\", 1) from SubMGIsJumping state.\n//\t\t+GrenadesPatch.txt:\t\t\tCreated FGEPatch, set grenade explosion max radius to 480, and has progressive damage.\n//\t\t+WeaponsSpawnersPatch.txt:\tNormalized fake sprites that were using multiple images and causing drops to blink between two sprites.\n//\t\tBaron2Patch.txt:\t\t\tMoved A_Die(\"Vanish\") under the Death.Vanish state.\n//\t\t+RevenantPatch.txt:\t\t\tChanged YellowFlareSmall to A_SpawnItemEx and 10 units behind the missile actor\n//\t\t\t\t\t\t\t\t\tChanged SeekerMissile speed from 10 to 15, threshold to 2, maxturnangle to 4, and gave it the SMF_PRECISE flag\n//\t\tSpidersPatch.txt:\t\t\tRemoved ACS_NamedExecuteAlways(\"BDCHeckClassicMonsters\") Vanilla Arachnotron doesn't exist.\n//\t\t+CVARINFO:\t\t\t\t\tAdds the CVAR bd_disablereloading=0 to allow for reloading to be disabled online.\n//\t\t+CVARSPatch:\t\t\t\tAdds a BD_DisableReloading script that gives turboreload if the CVAR is true and player is not tactical class.\n//\t\t+LOADACS:\t\t\t\t\tAdds CVARSPatch to the ACS load order.\n//\n//\tRC8.1 04/27/2019\n//\n//\t\t+Player.txt:\t\t\tSets Player.Face \"STF\" in Doomer\n//\t\t+ExplosivesPatch.txt:\tCreated a patch for the JuggernautRocket that spawns the backblast effects behind the rocket.\n//\t\t+BURNPatch.txt:\t\t\tCreated patches for Zombieman and Sergeant's XDeath that removes script call 477 (no longer exists).\n//\t\t+Baron2Patch.txt:\t\tSets health to 1200, mass to 1000, and adds the chance for the Belphegor2 to spawn 1/64th of the time.\n//\t\t+Belphegor2Patch.txt:\tAdjusted actor radius to prevent it from becoming stuck when spawning in place of a Baron.\n//\t\t+JuggernautPatch.txt:\tMany edits to properties and states.\n//\t\t+MancubusPatch.txt:\t\tAdds the chance for a Volcabus to spawn 1/64th of the time.\n//\t\t+MastermindPatch.txt:\tAdds the chance for a Juggernaut to spawn 1/64th of the time.\n//\t\t+SpidersPatch.txt:\t\tAdds the chance for an Ancient Arachnotron to spawn 1/64th of the time and adds a stand state.\n//\t\t+Spider2Patch.txt:\t\tAdds a Pain.Kick state for Ancient Arachnotron\n//\t\t+SergeantsPatch.txt:\tChanges SMGGuy spawn chance to 50%.\n//\t\t+ZombiemenPatch.txt:\tChanges LabGuy spawn chance to 1/64th and PistolZombie to 65.63%(RifleZombie at 32.81%)."
},
{
"source": "pk3",
"name": "DECORATE.txt",
"contents": "//Weapons\n#include Dragonslayer2.txt\n//Meat Shields\n#include ThrownMonsters.txt\n//Monsters\n#include MonsterSpawners.txt\n//Special Effects\n#include BDDebris.txt\n//Misc\n#include DemonRunesPatch.txt"
},
{
"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\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\tNULL A 0 A_SpawnItem (\"StompedImp\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)\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\tGoto DSFStop+1\n\n\tDSFStop:\n\t\tTNT1 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\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)\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\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 16, random (-2.5, 2.5), random (-2.5, 2.5), 5)\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(\"HealthCrueltyBonus2\", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 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\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)\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(\"HealthCrueltyBonus2\", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 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\tTNT1 A 0 A_SpawnItemEx(\"HealthCrueltyBonus2\", 0, 0, 4, random (-2.5, 2.5), random (-2.5, 2.5), 5)\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 \"HandGrenades\", 1\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"Clip2\", 30\n\t//Slot2\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDDualPistolAmmo\", 32\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"BDDualSMGAmmo\", 82\n\tPlayer.StartItem \"MP40Ammo\", 32\n\tPlayer.StartItem \"DualMP40Ammo\", 64\n\tPlayer.StartItem \"RevolverAmmo\", 6\n\t//Slot3\n\tPlayer.StartItem \"ShotgunAmmo\", 9\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\t//Slot4\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"DoubleRifleAmmo\", 62\n\tPlayer.StartItem \"LeftRifleAmmo\", 31\n\t//Slot5\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"GLAmmo\", 1\n\t//Slot6\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"DoublePlasmaAmmo\", 100\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\t//Slot9\n\tPlayer.StartItem \"GrenadeAmmo\", 2\n\tPlayer.StartItem \"AmmoDroper\"\n\tDamageFactor \"KillMeBot\", 0.0\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 \"HandGrenades\", 1\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsNOTTacticalClass\", 1\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"Clip1\", 60\n\t//Slot2\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDDualPistolAmmo\", 32\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"BDDualSMGAmmo\", 82\n\tPlayer.StartItem \"MP40Ammo\", 32\n\tPlayer.StartItem \"DualMP40Ammo\", 64\n\tPlayer.StartItem \"RevolverAmmo\", 6\n\t//Slot3\n\tPlayer.StartItem \"ShotgunAmmo\", 9\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\t//Slot4\n\tPlayer.StartItem \"RifleAmmo\", 31\n\tPlayer.StartItem \"DoubleRifleAmmo\", 62\n\tPlayer.StartItem \"LeftRifleAmmo\", 31\n\t//Slot5\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"GLAmmo\", 1\n\t//Slot6\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"DoublePlasmaAmmo\", 100\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\t//Slot9\n\tPlayer.StartItem \"GrenadeAmmo\", 2\n\tPlayer.StartItem \"AmmoDroper\"\n\tDamageFactor \"KillMeBot\", 0.0\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 \"BrutalPistol\"\n\tPlayer.StartItem \"Melee_Attacks\"\n\tPlayer.StartItem \"HandGrenades\", 1\n\tPlayer.StartItem \"IsPlayer\", 1\n\tPlayer.StartItem \"IsTacticalClass\", 1\n\tPlayer.StartItem \"JustStartedGame\", 1\n\tPlayer.StartItem \"NoAutoReload\", 1\n\tPlayer.StartItem \"NeverSelectedShotgun\", 1\n\tPlayer.StartItem \"Clip1\", 30\n\tPlayer.StartItem \"Clip2\", 30\n\t//Slot2\n\tPlayer.StartItem \"BDPistolAmmo\", 16\n\tPlayer.StartItem \"BDSMGAmmo\", 41\n\tPlayer.StartItem \"MP40Ammo\", 32\n\tPlayer.StartItem \"RevolverAmmo\", 6\n\t//Slot3\n\tPlayer.StartItem \"ShotgunAmmo\", 9\n\tPlayer.StartItem \"SSGAmmo\", 2\n\tPlayer.StartItem \"AssaultShotgunAmmo\", 20\n\t//Slot4\n\tPlayer.StartItem \"RifleAmmo\", 31\n\t//Slot5\n\tPlayer.StartItem \"RocketRounds\", 6\n\tPlayer.StartItem \"GLAmmo\", 1\n\t//Slot6\n\tPlayer.StartItem \"PlasmaAmmo\", 50\n\tPlayer.StartItem \"RailgunAmmo\", 50\n\t//Slot9\n\tPlayer.StartItem \"GrenadeAmmo\", 1\n\tPlayer.StartItem \"AmmoDroper\"\n\tDamageFactor \"KillMeBot\", 0.0\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": "AmmoDroper.txt",
"contents": "ACTOR AmmoDroper : BrutalWeapon\n{\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.DONTBOB\n\t+WEAPON.NOALERT\n\t+WEAPON.WIMPY_WEAPON\n\t+WEAPON.NO_AUTO_SWITCH\n\tWeapon.SelectionOrder 9999\n\n States\n\t{\n\n\tSelect:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAAAAA 0 A_Raise\n\t\tGoto Ready\n\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tTNT1 AAAAAA 1 A_Lower\n\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDroper\", 1)\n\t\tTNT1 A -1\n\t\tStop\n\n\tReady3:\n\tSelectAnimation:\n\tReady:\n\t\tTNT1 A 0\n\t\tTNT1 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 TNT1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 ACS_ExecuteAlways(396)\n\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, \"ReadyArmor\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, \"ReadyGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 9, \"ReadyGas\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 8, \"ReadyCell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 7, \"ReadyRocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 6, \"ReadyMG42\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 5, \"ReadyRifle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 4, \"ReadyShell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 3, \"ReadyMagnum\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 2, \"ReadyMauser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 1, \"ReadyPistol\")\n\tReadyPistol:\n\t\tADRO A 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMauser:\n\t\tADRO B 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMagnum:\n\t\tADRO C 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyShell:\n\t\tADRO D 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyRifle:\n\t\tADRO E 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyMG42:\n\t\tADRO F 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyRocket:\n\t\tADRO G 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyCell:\n\t\tADRO H 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyGas:\n\t\tADRO I 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyGrenade:\n\t\tADRO J 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\tReadyArmor:\n\t\tADRO K 1 BRIGHT A_WeaponReady\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, 4)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 11)\n\t\tGoto Ready\n\n\tReload:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"Reloading\", 1)\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoDropSlot\", 11)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoDropSlot\", 11)\n\t\tGoto Ready\n\n\tFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_ExecuteAlways(396)\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 11, \"DropArmor\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 10, \"DropGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 9, \"DropGas\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 8, \"DropCell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 7, \"DropRocket\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 6, \"DropMG42\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 5, \"DropRifle\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 4, \"DropShell\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 3, \"DropMagnum\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 2, \"DropMauser\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"AmmoDropSlot\", 1, \"DropPistol\")\n\n\tDropPistol:\n\t\tADRO A 1 BRIGHT\n\t\tADRO A 1 BRIGHT A_JumpIFInventory(\"Clip1\", 10, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Clip1\", 10)\n\t\tADRO A 10 BRIGHT A_SpawnItemEx(\"CLIP1Drop\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMauser:\n\t\tADRO B 1 BRIGHT\n\t\tADRO B 1 BRIGHT A_JumpIFInventory(\"Mauser9mm\", 32, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Mauser9mm\", 32)\n\t\tADRO B 10 BRIGHT A_SpawnItemEx(\"Mauser9mm\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMagnum:\n\t\tADRO C 1 BRIGHT\n\t\tADRO C 1 BRIGHT A_JumpIFInventory(\"AmmoMagnum\", 6, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoMagnum\", 6)\n\t\tADRO C 10 BRIGHT A_SpawnItemEx(\"AmmoMagnum\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropShell:\n\t\tADRO D 1 BRIGHT\n\t\tADRO D 1 BRIGHT A_JumpIFInventory(\"AmmoSHell\", 4, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoSHell\", 4)\n\t\tADRO D 10 BRIGHT A_SpawnItemEx(\"AmmoSHell\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropRifle:\n\t\tADRO E 1 BRIGHT\n\t\tADRO E 1 BRIGHT A_JumpIFInventory(\"Clip2\", 30, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Clip2\", 30)\n\t\tADRO E 10 BRIGHT A_SpawnItemEx(\"Clip2\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropMG42:\n\t\tADRO F 1 BRIGHT\n\t\tADRO F 1 BRIGHT A_JumpIFInventory(\"BuzzSawAmmo\", 100, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"BuzzSawAmmo\", 100)\n\t\tADRO F 10 BRIGHT A_SpawnItemEx(\"BuzzSawAmmo\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropRocket:\n\t\tADRO G 1 BRIGHT\n\t\tADRO G 1 BRIGHT A_JumpIFInventory(\"AmmoRocket\", 1, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoRocket\", 1)\n\t\tADRO G 10 BRIGHT A_SpawnItemEx(\"AmmoRocket\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropCell:\n\t\tADRO H 1 BRIGHT\n\t\tADRO H 1 BRIGHT A_JumpIFInventory(\"AmmoCell\", 20, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"AmmoCell\", 20)\n\t\tADRO H 10 BRIGHT A_SpawnItemEx(\"AmmoCell\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropGas:\n\t\tADRO I 1 BRIGHT\n\t\tADRO I 1 BRIGHT A_JumpIFInventory(\"Gas\", 50, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"Gas\", 50)\n\t\tADRO I 10 BRIGHT A_SpawnItemEx(\"Gas\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropGrenade:\n\t\tADRO J 1 BRIGHT\n\t\tADRO J 1 BRIGHT A_JumpIFInventory(\"GrenadeAmmo\", 1, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough ammo to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t\tADRO J 10 BRIGHT A_SpawnItemEx(\"GrenadeAmmo\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\n\tDropArmor:\n\t\tADRO K 1 BRIGHT\n\t\tADRO K 1 BRIGHT A_JumpIFInventory(\"BasicArmor\", 5, 4)\n\t\tTNT1 A 0 BRIGHT A_Print(\"Not enough armor to drop\", 1)\n\t\tGoto Ready\n\t\tTNT1 AAAA 0\n\t\tTNT1 A 0 A_TakeInventory(\"BasicArmor\", 5)\n\t\tADRO K 10 BRIGHT A_SpawnItemEx(\"ArmorShardDroped\", random(51, 55), random(-4, 4), 40, 2, 0, 2, angle, SXF_ABSOLUTEANGLE)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\t}\n}\n\nACTOR AmmoDropSlot : Inventory\n{\n Inventory.Amount 0\n Inventory.MaxAmount 11\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 \"$GOTASG\"\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\t\tA12G A 0 A_JumpIfInventory(\"HasUnloaded\", 1, \"PutMag\")\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\tA12R A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\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 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\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 Q 10 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": "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 \"$GOTAXE\"\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\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\tAXRP A 0 offset(-9,32)\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"RedBloodReady3\")\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"RedBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXRG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXRG A 0 offset(-9,32)\n\t\tAXRP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tAXRP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXRG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXRG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXRG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXRG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXRG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXRP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXRP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tAXRG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXRG A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"RedBloodSprinting\")\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\tAXBP A 0 offset(-9,32)\n\t\tAXBG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"BlueBloodReady3\")\n\t\tAXBG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"BlueBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXBG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXBG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXBG A 0 offset(-9,32)\n\t\tAXBP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tAXBP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXBG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXBG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXBG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXBG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXBG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXBP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXBP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tAXBG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXBG A 0 offset(-9,32) 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\tAXGP A 0 offset(-9,32)\n\t\tAXGG A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"GreenBloodReady3\")\n\t\tAXGG A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"GreenBloodStopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tAXGG A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tAXGG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXGG A 0 offset(-9,32)\n\t\tAXGP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tAXGP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tAXGG A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXGG A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n AXGG A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tAXGG A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tAXGG A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tAXGP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tAXGP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tAXGG A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tAXGG A 0 offset(-9,32) 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": "BFG10k.txt",
"contents": "Actor BFG10k : BrutalWeapon\n{\n Radius 20\n Height 20\n Weapon.AmmoUse 5\n Weapon.AmmoGive 100\n Weapon.AmmoType \"AmmoCell\"\n Weapon.Kickback 100\n Weapon.SelectionOrder 3500\n Inventory.Pickupmessage \"You got the BFG10000! HELL YES!\"\n Obituary \"%o was blasted by %k's BFG10K\"\n Decal BFGLightning\n //+WEAPON.CHEATNOTWEAPON\n States\n {\n\n Spawn:\n BFG2 A -1\n Stop\n Ready:\n Ready3:\n SteadY:\n\tBG2G A 0\n BG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n BG2G A 3 A_WeaponReady\n\tBG2G A 0 A_GunFlash\n\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t BG2G B 3 A_WeaponReady\n\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t BG2G C 3 A_WeaponReady\n\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t BG2G D 3 A_WeaponReady\n\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tBG2G A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n Loop\n Deselect:\n BG2G E 1 A_Lower\n Loop\n Select:\n\tBG2G A 0 A_Giveinventory(\"GoSpecial\",1)\n \tBG2G A 0 A_Takeinventory(\"FistsSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"SawSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"SSGSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"MinigunSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n BG2G A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"BFGSelected\",1)\n\tBG2G A 0 A_Giveinventory(\"BFG10kSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"RailGunSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\tBG2G A 0 A_Takeinventory(\"HasBarrel\",1)\n SelectAnimation:\n BG2G E 1 A_Raise\n\tBG2G EEEEEEEE 0 A_Raise\n\tBG2G A 0 A_GunFlash\n\tBG2G A 0 A_PlaySound(\"BFGREADY\", 3)\n\tBG2G E 1\n Goto Ready\n Fire:\n BG2G E 20 A_PlaySound(\"10KSTART\", 4)\n BG2G FGHIJ 2 BRIGHT\n Goto Hold\n Hold:\n BG2G K 1 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n\tBG2G A 0 A_PlaySound(\"10KFIRE\", 1)\n\tBG2G A 0 A_JumpIfInventory(\"DMgame\", 1, 10)\n BG2G L 1 BRIGHT A_FireCustomMissile(\"BFG10K_Ball\",0,1,0,0)\n BG2G M 1 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n\tBG2G FGHIJ 1 BRIGHT\n BG2G N 0 A_ReFire\n BG2G O 35 A_PlaySound(\"10KSTOP\", 4)\n Goto Ready\n\tBG2G L 1 BRIGHT A_FireCustomMissile(\"BFG10K_BallDM\",0,1,0,0)\n BG2G M 1 BRIGHT A_FireCustomMissile(\"GreenFlareSpawn\",0,0,0,0)\n\tBG2G FGHIJ 1 BRIGHT\n BG2G N 0 A_ReFire\n BG2G O 35 A_PlaySound(\"10KSTOP\", 4)\n Goto Ready\n\n CheckSprint:\n\t\tBG2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tBG2G A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tBG2G A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tBG2G A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tBG2G A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tBG2G A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tBG2G A 0 A_ZoomFactor(1.0)\n\t\tBG2G A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tBG2G A 0 offset(-9,32)\n\t\tBG2G A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tBG2G 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\tBG2G A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tBG2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 16)\n\t\tBG2G A 0 offset(-9,32)\n\t\tBG2G A 0 A_PlaySound (\"10KIDLE\", 1)\n\t\tBG2G A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tBG2G A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tBG2G A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tBG2G B 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tBG2G B 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tBG2G B 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tBG2G C 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tBG2G A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBG2G A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n BG2G A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tBG2G A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 16)\n\t\tBG2G A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tBG2G C 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tBG2G C 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tBG2G C 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tBG2G D 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tBG2G D 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tBG2G D 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tBG2G D 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tBG2G A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tBG2G A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tBG2G A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tBG2G A 0 A_PlaySound(\"Tired\", 2)\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBG2G A 5 A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBG2G A 5 A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBG2G A 5 A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBG2G A 5 A_WeaponReady\n\t\tBG2G A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tBG2G A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tBG2G A 1\n\t\tBG2G 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\t TNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tBG2G A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tBG2G A 1 A_Lower\n\t\tLoop\n }\n}\n\nACTOR BFG10K_Ball: FastProjectile\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 200\n\tDamage (random(300, 300))\n DamageType Extreme\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\t+SPECTRAL\n\t//+SHOOTABLE\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\t+FORCEXYBILLBOARD\n\tSpecies \"Marines\"\n\tScale 1.0\n\trenderstyle ADD\n\talpha 0.99\n\tScale 0.4\n\tDeathSound \"weapons/plasmax\"\n SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\n\tSpawn:\n BFS1 AB 1 BRIGHT A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tLoop\n\n\tDeath:\n\t\tBFE1 A 0 Bright\n\t\tBFE1 A 3 Bright\n\t\tBG2G A 0 A_SpawnItem(\"RocketExplosion\")\n\t\tBG2G A 0 Radius_Quake(3, 2, 0, 12, 0)\n\t\tBG2G A 0 Bright A_SpawnItem(\"GreenShockWave\",0,0,0)\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleSuperFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_CustomMissile (\"BFGDeathParticleFast\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AAAA 0 A_CustomMissile (\"BFGBIGFOG\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAAAA 0 A_CustomMissile (\"GreenExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tEXPL AA 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tBFE1 BCDEF 2 Bright\n\t\tBG2G A 0 A_PlaySound(\"FAREXPL\")\n\t\tTNT1 AAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nActor BFG10K_BallDM : BFG10K_Ball\n{\n\n\tSpecies \"None\"\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n}\n\nACTOR GreenExplosionFire\n{\n\tGame Doom\n\tRadius 1\n\tHeight 1\n\tSpeed 3\n\tDamage 0\n +NOBLOCKMAP\n +NOTELEPORT\n +DONTSPLASH\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n +CLIENTSIDEONLY\n +NOINTERACTION\n\t+NOCLIP\n\tRenderStyle Add\n DamageType Flames\n Scale 2.0\n\tAlpha 1\n\tGravity 0\n\tStates\n\t{\n Spawn:\n TNT1 A 1\n EXPG ABCDEFG 3 BRIGHT\n Stop\n\t}\n}\n\nACTOR GreenExplosionFireSmall: GreenExplosionFire\n{\n Scale 0.6\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\tTNT1 A 2\n\t\tTNT1 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 4)\n\t\tTNT1 A 0 A_Print(\"No Grenades Left.\")\n\t\tTNT1 A 0 A_Jump(255, \"GoingToReady\")\n\t\tTNT1 A 0\n\t\tTNT1 A 4\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\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 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)//up(-) | down(+)\n\t\tTNT1 A 0 A_Jump(255, \"Execution1\", \"Execution2\")\n\t\tGoto Execution1\n\n\tStompwall://Not used\n\t\tTNT1 A 0 A_Stop\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\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(\"HealthCrueltyBonus2\", 0, 0, 24, random (-2.5, 2.5), random (-2.5, 2.5), 5)\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://Not used\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(70)\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\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\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://Not used\n\n\t\tKIKF ABC 1\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 AAAAAAA 1 A_SetPitch(Pitch-10)//+70 deg\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": "Dragonslayer.txt",
"contents": "//This weapon isn't a joke anymore ~BLOODWOLF\n\nACTOR DSweap : BrutalWeapon\n{\n\tObituary \"%o was choped down by %k's Dragonslayer.\"\n AttackSound \"None\"\n Inventory.PickupSound \"AXEDRAW\"\n\tInventory.Pickupmessage \"$GOTDS\"\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +FORCEXYBILLBOARD\n\tdamagetype Saw\n\t+WEAPON.NOALERT\n\t+WEAPON.AXEBLOOD\n\tVisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer, Purist\n\tWeapon.SelectionOrder 20\n\tScale 0.9\n\tTag \"Dragonslayer\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\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(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tDSLA D 1 A_WeaponReady\n\t\tLoop\n\n\tSelect:\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"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_Giveinventory(\"HasCutingWeapon\",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(\"DSWeap2\",1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t DSLA A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n DSLA A 0 A_PlaySound(\"AXEDRAW\")\n DSLA ABCD 2\n DSLA A 0 A_GunFlash\n\t\tGoto Ready\n\n\tDeselect:\n\t\tDSLA CBA 2\n\t\tDSLA A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tDSLA A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tDSLA A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n Fire://Vertical right-to-left chop\n\t\tTNT1 A 0\n\t\tDSLV A 0 A_SetPitch(Pitch-2)//Up(-)Down(+)\n\t\tDSLV A 0 A_SetAngle(Angle-2)//Right(-)Left(+)\n DSLV A 2\n\t\tDSLV B 0 A_SetPitch(Pitch-2)\n\t\tDSLV B 0 A_SetAngle(Angle-2)//4 deg up, 4 deg right\n\t\tDSLV B 2\n\t\tDSLV C 0 A_SetPitch(Pitch+2)\n\t\tDSLV C 0 A_SetAngle(Angle+2)\n\t\tDSLV C 2\n\t\tDSLV D 0 A_SetPitch(Pitch+2)\n\t\tDSLV D 0 A_SetAngle(Angle+2)//0 deg, 0 deg\n\t\tDSLV D 2 //Return to original point of aim\n\t\tDSLV E 0 A_SetPitch(Pitch+2)\n\t\tDSLV E 0 A_SetAngle(Angle+2)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSLV E 2\n\t\tDSLV F 0 A_SetPitch(Pitch+5)\n\t\tDSLV F 0 A_SetAngle(Angle+5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSLV F 2\n\t\tDSLV G 0 A_SetPitch(Pitch+5)\n\t\tDSLV G 0 A_SetAngle(Angle+5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSLV G 2\n\t\tDSLV H 0 A_SetPitch(Pitch+5)\n\t\tDSLV H 0 A_SetAngle(Angle+5)//17 deg down, 17 deg left\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSLV H 2 A_JumpIfInventory(\"FiredPrimary\",1,\"RVtoLV\")\n\t\tDSLV H 2 A_JumpIfInventory(\"FiredSecondary\",1,\"RVtoRH\")\n\n\tEndSwingV://Return to original point of aim after a vertical attack\n\t\tTNT1 A 0\n\t\tDSLA A 0 A_SetPitch(Pitch-5)//Up(-)Down(+)\n\t\tDSLA A 0 A_SetAngle(Angle-5)//Right(-)Left(+)\n\t\tDSLA A 2\n\t\tDSLA B 0 A_SetPitch(Pitch-5)\n\t\tDSLA B 0 A_SetAngle(Angle-5)\n\t\tDSLA B 2\n\t\tDSLA C 0 A_SetPitch(Pitch-5)\n\t\tDSLA C 0 A_SetAngle(Angle-5)\n\t\tDSLA C 2\n\t\tDSLA D 0 A_SetPitch(Pitch-2)\n\t\tDSLA D 0 A_SetAngle(Angle-2)\n\t\tDSLA D 2 A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\n\tRVtoLV://Return to original point of aim between R to L vertical attacks\n\t\tTNT1 A 0\n\t\tDSLV I 0 A_SetPitch(Pitch-5)//Up(-)Down(+)\n\t\tDSLV I 0 A_SetAngle(Angle-5)//Right(-)Left(+)\n\t\tDSLV I 2\n\t\tDSLV I 0 A_SetPitch(Pitch-5)\n\t\tDSLV I 0 A_SetAngle(Angle-5)\n\t\tDSLV I 2\n\t\tDSLV I 0 A_SetPitch(Pitch-5)\n\t\tDSLV I 0 A_SetAngle(Angle-5)\n\t\tDSLV I 2\n\t\tDSLV I 0 A_SetPitch(Pitch-2)\n\t\tDSLV I 0 A_SetAngle(Angle-2)\n\t\tDSLV I 2\n\t\tGoto Fire2\n\n\tRVtoRH://R:L chop to a right-sweep\n\t\tTNT1 A 0//starting at 17 deg down, 17 deg left\n\t\tDSLR A 0 A_SetPitch(Pitch-5)//Up(-)Down(+)\n\t\tDSLR A 0 A_SetAngle(Angle-1)//Right(-)Left(+)\n\t\tDSLR A 2\n\t\tDSLR A 0 A_SetPitch(Pitch-5)\n\t\tDSLR A 0 A_SetAngle(Angle-2)\n\t\tDSLR A 2\n\t\tDSLR A 0 A_SetPitch(Pitch-5)\n\t\tDSLR A 0 A_SetAngle(Angle-2)\n\t\tDSLR A 2\n\t\tDSLR A 0 A_SetPitch(Pitch-2)\n\t\tDSLR A 0 A_SetAngle(Angle-2)\n\t\tDSLR A 2//0 deg, 10 deg left\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSLR B 0 A_SetAngle(Angle-10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLR B 2\n\t\tDSLR B 0 A_SetAngle(Angle-10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLR B 2\n\t\tGoto AltFire2+10\n\n\tFire2://Vertical L:R chop\n\t\tTNT1 A 0\n\t\tDSLV I 0 A_SetPitch(Pitch-4)//Up(-)Down(+)\n\t\tDSLV I 0 A_SetAngle(Angle+4)//Right(-)Left(+)\n DSLV I 2//4 deg up, 4 deg left\n\t\tDSLV J 0 A_SetPitch(Pitch+2)\n\t\tDSLV J 0 A_SetAngle(Angle-2)\n\t\tDSLV J 2\n\t\tDSLV K 0 A_SetPitch(Pitch+2)\n\t\tDSLV K 0 A_SetAngle(Angle-2)//0 deg, 0 deg\n\t\tDSLV K 2\n\t\tDSLV L 0 A_SetPitch(Pitch+2)\n\t\tDSLV L 0 A_SetAngle(Angle-2)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSLV L 2\n\t\tDSLV M 0 A_SetPitch(Pitch+5)\n\t\tDSLV M 0 A_SetAngle(Angle-5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSLV M 2\n\t\tDSLV N 0 A_SetPitch(Pitch+5)\n\t\tDSLV N 0 A_SetAngle(Angle-5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSLV N 2\n\t\tDSLV O 0 A_SetPitch(Pitch+5)\n\t\tDSLV O 0 A_SetAngle(Angle-5)//17 deg down, 17 deg right\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSLV O 2 A_JumpIfInventory(\"FiredPrimary\",1,\"LVtoRV\")\n\t\tDSLV O 2 A_JumpIfInventory(\"FiredSecondary\",1,\"LVtoLH\")\n\t\tGoto EndSwingV\n\n\tLVtoRV://Return to original point of aim between L to R vertical attacks\n\t\tTNT1 A 0\n\t\tDSLV B 0 A_SetPitch(Pitch-5)//Up(-)Down(+)\n\t\tDSLV B 0 A_SetAngle(Angle+5)//Right(-)Left(+)\n\t\tDSLV B 2\n\t\tDSLV B 0 A_SetPitch(Pitch-5)\n\t\tDSLV B 0 A_SetAngle(Angle+5)\n\t\tDSLV B 2\n\t\tDSLV B 0 A_SetPitch(Pitch-5)\n\t\tDSLV B 0 A_SetAngle(Angle+5)\n\t\tDSLV B 2\n\t\tDSLV B 0 A_SetPitch(Pitch-2)\n\t\tDSLV B 0 A_SetAngle(Angle+2)\n\t\tDSLV B 2\n\t\tDSLV B 0 A_SetPitch(Pitch-2)//Section takes the place of frame A\n\t\tDSLV B 0 A_SetAngle(Angle-2)//*\n\t\tDSLV B 2\t\t\t\t\t//End\n\t\tGoto Fire+4//Skip frame A\n\n\tLVtoLH://L:R chop to a left-sweep\n\t\tTNT1 A 0//starting at 17 deg down, 17 deg right\n\t\tDSLL A 0 A_SetPitch(Pitch-5)//Up(-)Down(+)\n\t\tDSLL A 0 A_SetAngle(Angle+1)//Right(-)Left(+)\n\t\tDSLL A 2\n\t\tDSLL A 0 A_SetPitch(Pitch-5)\n\t\tDSLL A 0 A_SetAngle(Angle+2)\n\t\tDSLL A 2\n\t\tDSLL A 0 A_SetPitch(Pitch-5)\n\t\tDSLL A 0 A_SetAngle(Angle+2)\n\t\tDSLL A 2\n\t\tDSLL A 0 A_SetPitch(Pitch-2)\n\t\tDSLL A 0 A_SetAngle(Angle+2)\n\t\tDSLL A 2//0 deg, 10 deg right\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSLL B 0 A_SetAngle(Angle+10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLL B 2\n\t\tDSLL B 0 A_SetAngle(Angle+10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLL B 2\n\t\tGoto AltFire+10\n\n\tAltFire://Horizontal right-to-left slash\n\t\tTNT1 A 0\n\t\tDSLL A 0 A_SetAngle(Angle-5)//Right(-)Left(+)\n\t\tDSLL A 2\n\t\tDSLL A 0 A_SetAngle(Angle-5)\n\t\tDSLL A 2\n\t\tDSLL A 0 A_SetAngle(Angle-5)//15 deg right\n\t\tDSLL A 2//Cock weapon back to the right\n\t\tDSLL B 0 A_SetAngle(Angle+5)\n\t\tDSLL B 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSLL C 0 A_SetAngle(Angle+10)//0 deg\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLL C 2\n\t\tDSLL D 0 A_SetAngle(Angle+10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLL D 2\n\t\tDSLL E 0 A_SetAngle(Angle+10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLL E 2\n\t\tDSLL E 0 A_SetAngle(Angle+10)//30 deg left\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLL E 2 A_JumpIfInventory(\"FiredSecondary\",1,\"LHtoRH\")\n\t\tDSLL E 2 A_JumpIfInventory(\"FiredPrimary\",1,\"LHtoLV\")\n\t\tGoto EndSwingLH\n\n\tEndSwingLH://Return to original point of aim after a horizontal R:L attack\n\t\tTNT1 A 0\n\t\tDSLA A 2\n\t\tDSLA B 0 A_SetAngle(Angle-10)//Right(-)Left(+)\n\t\tDSLA B 2\n\t\tDSLA C 0 A_SetAngle(Angle-10)\n\t\tDSLA C 2\n\t\tDSLA D 0 A_SetAngle(Angle-10)\n\t\tDSLA D 2 A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\n\tLHtoRH://Horizontal left-sweep to a vertical left-to-right slash\n\t\tTNT1 A 0//starting at 30 deg left\n\t\tDSLR A 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSLR B 0 A_SetAngle(Angle-10)//Right(-)Left(+)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLR B 2\n\t\tDSLR B 0 A_SetAngle(Angle-10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLR B 2\n\t\tGoto AltFire2+10\n\n\tLHtoLV://R:L sweep to a L:R chop\n\t\tTNT1 A 0//starting at 30 deg left\n\t\tDSLV I 0 A_SetPitch(Pitch-2)//Up(-)Down(+)\n\t\tDSLV I 0 A_SetAngle(Angle-10)//Right(-)Left(+)\n\t\tDSLV I 2\n\t\tDSLV I 0 A_SetPitch(Pitch-2)\n\t\tDSLV I 0 A_SetAngle(Angle-10)\n\t\tDSLV I 2\n\t\tDSLV I 0 A_SetAngle(Angle-6)\n\t\tDSLV I 2//4 deg up, 4 deg left\n\t\tGoto Fire2+4\n\n\tAltFire2://Horizontal left-to-right slash\n\t\tTNT1 A 0\n\t\tDSLR A 0 A_SetAngle(Angle+5)//Right(-)Left(+)\n\t\tDSLR A 2\n\t\tDSLR A 0 A_SetAngle(Angle+5)\n\t\tDSLR A 2\n\t\tDSLR A 0 A_SetAngle(Angle+5)//15 deg left\n\t\tDSLR A 2//Cock weapon back to the left\n\t\tDSLR B 0 A_SetAngle(Angle-5)\n\t\tDSLR B 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSLR C 0 A_SetAngle(Angle-10)//0 deg\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLR C 2\n\t\tDSLR D 0 A_SetAngle(Angle-10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLR D 2\n\t\tDSLR E 0 A_SetAngle(Angle-10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLR E 2\n\t\tDSLR E 0 A_SetAngle(Angle-10)//30 deg right\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLR E 2 A_JumpIfInventory(\"FiredSecondary\",1,\"RHtoLH\")\n\t\tDSLR E 2 A_JumpIfInventory(\"FiredPrimary\",1,\"RHtoRV\")\n\t\tGoto EndSwingRH\n\n\tEndSwingRH://Return to original point of aim after a horizontal L:R attack\n\t\tTNT1 A 0\n\t\tDSLA A 2\n\t\tDSLA B 0 A_SetAngle(Angle+10)//Right(-)Left(+)\n\t\tDSLA B 2\n\t\tDSLA C 0 A_SetAngle(Angle+10)\n\t\tDSLA C 2\n\t\tDSLA D 0 A_SetAngle(Angle+10)\n\t\tDSLA D 2 A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\n\tRHtoLH://Reverse sweep direction from right to left\n\t\tTNT1 A 0//starting at 30 deg right\n\t\tDSLL A 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSLL B 0 A_SetAngle(Angle+10)//Right(-)Left(+)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLL B 2\n\t\tDSLL B 0 A_SetAngle(Angle+10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tDSLL B 2\n\t\tGoto AltFire+10\n\n\tRHtoRV://L:R sweep to a R:L chop\n\t\tTNT1 A 0//starting at 30 deg right\n\t\tDSLV B 0 A_SetPitch(Pitch-2)//Up(-)Down(+)\n\t\tDSLV B 0 A_SetAngle(Angle+10)//Right(-)Left(+)\n\t\tDSLV B 2\n\t\tDSLV B 0 A_SetPitch(Pitch-2)\n\t\tDSLV B 0 A_SetAngle(Angle+10)\n\t\tDSLV B 2\n\t\tDSLV B 0 A_SetAngle(Angle+6)\n\t\tDSLV B 2//4 deg up, 4 deg right\n\t\tGoto Fire+4\n\n\tDualWield:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"Ignite\")\n\t\tGoto NoBerserk\n\n\tNoBerserk:\n\t\tTNT1 A 0 A_Print(\"You must be berserk to ignite the blade.\", 2)\n\t\tDSLA D 5\n\t\tGoto Ready3\n\n\tIgnite:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_GiveInventory(\"DSWeap2\")\n\t\tTNT1 A 0 A_SelectWeapon(\"DSWeap2\")\n\t\tGoto Ready3\n\n\tSpawn:\n\t\tDSLC P 1\n\t\tDSLC P -1\n\t\tStop\n\t}\n}\n\nACTOR DSAttack: FastProjectile\n{\n\tRadius 24\n\tHeight 2\n\tDamageType Cut\n\t+MISSILE\n\t+FORCEXYBILLBOARD\n\t+FORCERADIUSDMG\n\t+BLOODSPLATTER\n\tRenderStyle Add\n\tAlpha 0.6\n\tDamage (random(100,100))\n\tSpeed 60\n\tSeeSound \"none\"\n\tDeathSound \"none\"\n\tdecal \"SawVertical\"\n\tScale 0.01\n\tStates\n\t{\n\t\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 1 BRIGHT\n\t\tStop\n\n\t\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0\n\t\tTNT1 A 0 Radius_Quake (4, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tTNT1 A 0 A_SpawnItem (\"Sparks\", 0)\n\t\tTNT1 A 0 A_Explode(10, 24, 0)\n\t\tTNT1 A 0 A_PlaySound(\"B2KCLANG\", 6)\n\t\tTNT1 A 0 A_ALertMonsters(1200)\n\t\tTNT1 A 0 A_CustomMissile (\"PlasmaSmoke\", 2, 0, random (0, 360), 2, random (30, 170))\n\t\tTNT1 A 0 A_CheckFloor(\"SpawnFloor\")\n\t\tTNT1 AAAAAAAAAAAAAAAA 0 A_CustomMissile (\"SparkX\", 2, 0, random (0, 360), 2, random (30, 170))\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerStrength\", 1, \"Berserk\")\n\t\tTNT1 A 10\n\t\tStop\n\n\t\tSpawnFloor:\n\t\tTNT1 A 0\n\t\tAXEG A 0 Acs_namedexecutealways(\"BDCheckFloorType\", 0, 0, 0, 0)\n\t\tTNT1 A 2\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverWater\", 1, \"SpawnWater\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverNukage\", 1, \"SpawnNukage\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSlime\", 1, \"SpawnSlime\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverBlood\", 1, \"SpawnBlood\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverLava\", 1, \"SpawnLava\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverGrass\", 1, \"SpawnDirt\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsOverSand\", 1, \"SpawnSand\")\n\t\tPUFF A 0 bright A_PlaySound(\"ricochet/hit\")\n\t\tTNT1 A 0 A_SpawnItem (\"YellowFlareSmall\", 0)\n\t\tTNT1 A 0 A_SetScale(-0.6)\n\t\tTNT1 A 0 A_Jump (132, 15)\n\t\tFX58 ABCD 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"OldschoolRocketSmokeTrail2Bigger\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tFX58 EFGHIJ 1 bright\n\t\tStop\n\t\tTNT1 AAAAA 0\n\t\tFX57 ABCD 1 BRIGHT\n\t\tTNT1 A 0 A_CustomMissile(\"OldschoolRocketSmokeTrail2Bigger\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tFX57 EFGHIJ 1 bright\n\t\tstop\n\n\t\tSpawnWater:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"WaterParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"WaterParticleXSuperFast\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"WaterSplashWaves\")\n\t\tTNT1 A 0 A_SetScale(0.5, 0.5)\n\t\tSPHW ABCDE 3\n\t\tStop\n\n\t\tSpawnSlime:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SLimeParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"SlimeParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"SlimeSplashWaves\")\n\t\tTNT1 A 0 A_SetScale(0.5, 0.5)\n\t\tSPHB ABCDE 3\n\t\tStop\n\n\t\tSpawnNukage:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"nukageParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"nukageParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"NukageSplashWaves\")\n\t\tTNT1 A 0 A_SetScale(0.5, 0.5)\n\t\tSPHG ABCDE 3\n\t\tStop\n\n\t\tSpawnBlood:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodParticleXFAster\", 8, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BloodParticleXFAster\", 24, 0, random (0, 360), 2, random (30, 160))\n\t\tTNT1 A 0 A_SpawnItem(\"BloodSplashWaves\")\n\t\tTNT1 A 0 A_SetScale(0.5, 0.5)\n\t\tSPHR ABCDE 3\n\t\tStop\n\n\t\tSpawnLava:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 12, 0, random (160, 210), 2, random (10, 90))\n\t\tTNT1 A 0 A_SpawnItemEx(\"TinyBurningPiece3\", random (-5, 5), random (-5, 5))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"ExplosionParticleHeavy\", 10, 0, random (0, 180), 2, random (10, 90))\n\t\tTNT1 A 0 A_SetScale(0.5, 0.5)\n\t\tINFE ABCDEFGHIJKLMNOPQR 1 BRIGHT\n\t\tINFE ST 1 BRIGHT A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 32, 0, random (160, 210), 2, random (10, 90))\n\t\tTNT1 AAA 4 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 14, 0, random (160, 210), 2, random (10, 90))\n\t\tStop\n\n\t\tSpawnDirt:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"BrownCloudSmallLong\", 0, 0, random (0, 360), 2, random (10, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"DirtChunk3\", 0, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 AA 0 A_CustomMissile (\"DirtChunk4\", 0, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 A 0 A_CustomMissile (\"MudDustSmall\", 4, 0, random (0, 360), 2, random (30, 150))\n\t\tTNT1 A 0 A_SpawnItem(\"DirtRicochet\")\n\t\tStop\n\n\t\tSpawnSand:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CustomMissile (\"SandCloudSmallLong\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"SandCloudSmall\", 0, 0, random (0, 360), 2, random (10, 90))\n\t\tTNT1 A 0 A_CustomMissile (\"SandDustSmall\", 4, 0, random (0, 360), 2, random (30, 150))\n\t\tStop\n\n\t\tXDeath:\n\t\tMelee:\n\t\tCrash:\n\t\tTNT1 A 0\n\t\tPUFF A 0 A_PlaySound(\"player/cyborg/fist\", 3)\n\t\tTNT1 A 0 A_PlaySound(\"AXEHIT\", 6)\n\t\tTNT1 A 0 A_PlaySound(\"BRKCLANG\", 1)\n\t\tTNT1 A 0 A_SpawnItemEx (\"PLOFT2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Radius_Quake (2, 6, 0, 5, 0)//(intensity, duration, damrad, tremrad, tid)\n\t\tTNT1 A 0 A_JumpIfInTargetInventory(\"PowerStrength\", 1, \"Berserk\")\n\t\tTNT1 A 10\n\t\tStop\n\n\t\tBerserk:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_explode(90, 5, 0)\n\t\tTNT1 A 10\n\t\tStop\n\t}\n}\n\nActor DSAttack2: DSAttack\n{\n\tdecal \"SawHorizontal\"\n}"
},
{
"source": "pk3",
"name": "Dragonslayer2.txt",
"contents": "//This weapon isn't a joke anymore ~BLOODWOLF\n\nACTOR DSweap2 : BrutalWeapon\n{\n\tObituary \"%o was choped down by %k's Dragonslayer.\"\n AttackSound \"None\"\n Inventory.PickupSound \"AXEDRAW\"\n\tInventory.Pickupmessage \"$GOTDS\"\n +WEAPON.NOAUTOAIM\n +WEAPON.NOAUTOFIRE\n +FORCEXYBILLBOARD\n\tdamagetype Saw\n\t+WEAPON.NOALERT\n\t+WEAPON.AXEBLOOD\n\tVisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer, Purist\n\tWeapon.SelectionOrder 20\n\tScale 0.9\n\tTag \"Dragonslayer\"\n\tStates\n\t{\n\n\tReady3:\n\tReady:\n TNT1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 A_Giveinventory(\"HasCutingWeapon\",1)\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(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tDSBA DEFE 2 A_WeaponReady\n\t\tLoop\n\n\tSelect:\n\t\tTNT1 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tTNT1 A 0 A_Takeinventory(\"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_Giveinventory(\"HasCutingWeapon\",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(\"DSWeap\",1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n\tSelectAnimation:\n\t\tTNT1 A 1\n\t DSLB A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n DSLB A 0 A_PlaySOund(\"IGNITE\")\n DSLB ABCDEFG 4\n DSLB A 0 A_GunFlash\n\t\tGoto Ready\n\n\tDeselect:\n\t\tDSLB A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tDSLB A 0 A_Takeinventory(\"HasCutingWeapon\",1)\n\t\tDSLB A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tDSLB A 0 A_PlaySound(\"EXTINGUISH\")\n\t\tDSLB GFEDCBA 4\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n Fire://Vertical right-to-left chop\n\t\tTNT1 A 0\n\t\tDSBV A 0 A_SetPitch(Pitch-2)//Up(-)Down(+)\n\t\tDSBV A 0 A_SetAngle(Angle-2)//Right(-)Left(+)\n DSBV A 2\n\t\tDSBV B 0 A_SetPitch(Pitch-2)\n\t\tDSBV B 0 A_SetAngle(Angle-2)//4 deg up, 4 deg right\n\t\tDSBV B 2\n\t\tDSBV C 0 A_SetPitch(Pitch+2)\n\t\tDSBV C 0 A_SetAngle(Angle+2)\n\t\tDSBV C 2\n\t\tDSBV D 0 A_SetPitch(Pitch+2)\n\t\tDSBV D 0 A_SetAngle(Angle+2)//0 deg, 0 deg\n\t\tDSBV D 2 //Return to original point of aim\n\t\tTNT1 A 0 A_FireCustomMissile(\"VertSlayerMissile\")\n\t\tDSBV E 0 A_SetPitch(Pitch+2)\n\t\tDSBV E 0 A_SetAngle(Angle+2)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSBV E 2\n\t\tDSBV F 0 A_SetPitch(Pitch+5)\n\t\tDSBV F 0 A_SetAngle(Angle+5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSBV F 2\n\t\tDSBV G 0 A_SetPitch(Pitch+5)\n\t\tDSBV G 0 A_SetAngle(Angle+5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSBV G 2\n\t\tDSBV H 0 A_SetPitch(Pitch+5)\n\t\tDSBV H 0 A_SetAngle(Angle+5)//17 deg down, 17 deg left\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSBV H 2 A_JumpIfInventory(\"FiredPrimary\",1,\"RVtoLV\")\n\t\tDSBV H 2 A_JumpIfInventory(\"FiredSecondary\",1,\"RVtoRH\")\n\n\tEndSwingV://Return to original point of aim after a vertical attack\n\t\tTNT1 A 0\n\t\tDSBA A 0 A_SetPitch(Pitch-5)//Up(-)Down(+)\n\t\tDSBA A 0 A_SetAngle(Angle-5)//Right(-)Left(+)\n\t\tDSBA A 2\n\t\tDSBA B 0 A_SetPitch(Pitch-5)\n\t\tDSBA B 0 A_SetAngle(Angle-5)\n\t\tDSBA B 2\n\t\tDSBA C 0 A_SetPitch(Pitch-5)\n\t\tDSBA C 0 A_SetAngle(Angle-5)\n\t\tDSBA C 2\n\t\tDSBA D 0 A_SetPitch(Pitch-2)\n\t\tDSBA D 0 A_SetAngle(Angle-2)\n\t\tDSBA D 2 A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\n\tRVtoLV://Return to original point of aim between R to L vertical attacks\n\t\tTNT1 A 0\n\t\tDSBV I 0 A_SetPitch(Pitch-5)//Up(-)Down(+)\n\t\tDSBV I 0 A_SetAngle(Angle-5)//Right(-)Left(+)\n\t\tDSBV I 2\n\t\tDSBV I 0 A_SetPitch(Pitch-5)\n\t\tDSBV I 0 A_SetAngle(Angle-5)\n\t\tDSBV I 2\n\t\tDSBV I 0 A_SetPitch(Pitch-5)\n\t\tDSBV I 0 A_SetAngle(Angle-5)\n\t\tDSBV I 2\n\t\tDSBV I 0 A_SetPitch(Pitch-2)\n\t\tDSBV I 0 A_SetAngle(Angle-2)\n\t\tDSBV I 2\n\t\tGoto Fire2\n\n\tRVtoRH://R:L chop to a right-sweep\n\t\tTNT1 A 0//starting at 17 deg down, 17 deg left\n\t\tDSBR A 0 A_SetPitch(Pitch-5)//Up(-)Down(+)\n\t\tDSBR A 0 A_SetAngle(Angle-1)//Right(-)Left(+)\n\t\tDSBR A 2\n\t\tDSBR A 0 A_SetPitch(Pitch-5)\n\t\tDSBR A 0 A_SetAngle(Angle-2)\n\t\tDSBR A 2\n\t\tDSBR A 0 A_SetPitch(Pitch-5)\n\t\tDSBR A 0 A_SetAngle(Angle-2)\n\t\tDSBR A 2\n\t\tDSBR A 0 A_SetPitch(Pitch-2)\n\t\tDSBR A 0 A_SetAngle(Angle-2)\n\t\tDSBR A 2//0 deg, 10 deg left\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSBR B 0 A_SetAngle(Angle-10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBR B 2\n\t\tDSBR B 0 A_SetAngle(Angle-10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBR B 2\n\t\tGoto AltFire2+10\n\n\tFire2://Vertical L:R chop\n\t\tTNT1 A 0\n\t\tDSBV I 0 A_SetPitch(Pitch-4)//Up(-)Down(+)\n\t\tDSBV I 0 A_SetAngle(Angle+4)//Right(-)Left(+)\n DSBV I 2//4 deg up, 4 deg left\n\t\tDSBV J 0 A_SetPitch(Pitch+2)\n\t\tDSBV J 0 A_SetAngle(Angle-2)\n\t\tDSBV J 2\n\t\tDSBV K 0 A_SetPitch(Pitch+2)\n\t\tDSBV K 0 A_SetAngle(Angle-2)//0 deg, 0 deg\n\t\tDSBV K 2\n\t\tTNT1 A 0 A_FireCustomMissile(\"VertSlayerMissile\")\n\t\tDSBV L 0 A_SetPitch(Pitch+2)\n\t\tDSBV L 0 A_SetAngle(Angle-2)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSBV L 2\n\t\tDSBV M 0 A_SetPitch(Pitch+5)\n\t\tDSBV M 0 A_SetAngle(Angle-5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSBV M 2\n\t\tDSBV N 0 A_SetPitch(Pitch+5)\n\t\tDSBV N 0 A_SetAngle(Angle-5)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSBV N 2\n\t\tDSBV O 0 A_SetPitch(Pitch+5)\n\t\tDSBV O 0 A_SetAngle(Angle-5)//17 deg down, 17 deg right\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack\")\n\t\tDSBV O 2 A_JumpIfInventory(\"FiredPrimary\",1,\"LVtoRV\")\n\t\tDSBV O 2 A_JumpIfInventory(\"FiredSecondary\",1,\"LVtoLH\")\n\t\tGoto EndSwingV\n\n\tLVtoRV://Return to original point of aim between L to R vertical attacks\n\t\tTNT1 A 0\n\t\tDSBV B 0 A_SetPitch(Pitch-5)//Up(-)Down(+)\n\t\tDSBV B 0 A_SetAngle(Angle+5)//Right(-)Left(+)\n\t\tDSBV B 2\n\t\tDSBV B 0 A_SetPitch(Pitch-5)\n\t\tDSBV B 0 A_SetAngle(Angle+5)\n\t\tDSBV B 2\n\t\tDSBV B 0 A_SetPitch(Pitch-5)\n\t\tDSBV B 0 A_SetAngle(Angle+5)\n\t\tDSBV B 2\n\t\tDSBV B 0 A_SetPitch(Pitch-2)\n\t\tDSBV B 0 A_SetAngle(Angle+2)\n\t\tDSBV B 2\n\t\tDSBV B 0 A_SetPitch(Pitch-2)//Section takes the place of frame A\n\t\tDSBV B 0 A_SetAngle(Angle-2)//*\n\t\tDSBV B 2\t\t\t\t\t//End\n\t\tGoto Fire+4//Skip frame A\n\n\tLVtoLH://L:R chop to a left-sweep\n\t\tTNT1 A 0//starting at 17 deg down, 17 deg right\n\t\tDSBL A 0 A_SetPitch(Pitch-5)//Up(-)Down(+)\n\t\tDSBL A 0 A_SetAngle(Angle+1)//Right(-)Left(+)\n\t\tDSBL A 2\n\t\tDSBL A 0 A_SetPitch(Pitch-5)\n\t\tDSBL A 0 A_SetAngle(Angle+2)\n\t\tDSBL A 2\n\t\tDSBL A 0 A_SetPitch(Pitch-5)\n\t\tDSBL A 0 A_SetAngle(Angle+2)\n\t\tDSBL A 2\n\t\tDSBL A 0 A_SetPitch(Pitch-2)\n\t\tDSBL A 0 A_SetAngle(Angle+2)\n\t\tDSBL A 2//0 deg, 10 deg right\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSBL B 0 A_SetAngle(Angle+10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBL B 2\n\t\tDSBL B 0 A_SetAngle(Angle+10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBL B 2\n\t\tGoto AltFire+10\n\n\tAltFire://Horizontal right-to-left slash\n\t\tTNT1 A 0\n\t\tDSBL A 0 A_SetAngle(Angle-5)//Right(-)Left(+)\n\t\tDSBL A 2\n\t\tDSBL A 0 A_SetAngle(Angle-5)\n\t\tDSBL A 2\n\t\tDSBL A 0 A_SetAngle(Angle-5)//15 deg right\n\t\tDSBL A 2//Cock weapon back to the right\n\t\tDSBL B 0 A_SetAngle(Angle+5)\n\t\tDSBL B 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSBL C 0 A_SetAngle(Angle+10)//0 deg\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBL C 2\n\t\tDSBL D 0 A_SetAngle(Angle+10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBL D 2\n\t\tDSBL E 0 A_SetAngle(Angle+10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBL E 2\n\t\tDSBL E 0 A_SetAngle(Angle+10)//30 deg left\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBL E 2 A_JumpIfInventory(\"FiredSecondary\",1,\"LHtoRH\")\n\t\tDSBL E 2 A_JumpIfInventory(\"FiredPrimary\",1,\"LHtoLV\")\n\t\tGoto EndSwingLH\n\n\tEndSwingLH://Return to original point of aim after a horizontal R:L attack\n\t\tTNT1 A 0\n\t\tDSBA A 2\n\t\tDSBA B 0 A_SetAngle(Angle-10)//Right(-)Left(+)\n\t\tDSBA B 2\n\t\tDSBA C 0 A_SetAngle(Angle-10)\n\t\tDSBA C 2\n\t\tDSBA D 0 A_SetAngle(Angle-10)\n\t\tDSBA D 2 A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\n\tLHtoRH://Horizontal left-sweep to a vertical left-to-right slash\n\t\tTNT1 A 0//starting at 30 deg left\n\t\tDSBR A 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSBR B 0 A_SetAngle(Angle-10)//Right(-)Left(+)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBR B 2\n\t\tDSBR B 0 A_SetAngle(Angle-10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBR B 2\n\t\tGoto AltFire2+10\n\n\tLHtoLV://R:L sweep to a L:R chop\n\t\tTNT1 A 0//starting at 30 deg left\n\t\tDSBV I 0 A_SetPitch(Pitch-2)//Up(-)Down(+)\n\t\tDSBV I 0 A_SetAngle(Angle-10)//Right(-)Left(+)\n\t\tDSBV I 2\n\t\tDSBV I 0 A_SetPitch(Pitch-2)\n\t\tDSBV I 0 A_SetAngle(Angle-10)\n\t\tDSBV I 2\n\t\tDSBV I 0 A_SetAngle(Angle-6)\n\t\tDSBV I 2//4 deg up, 4 deg left\n\t\tGoto Fire2+4\n\n\tAltFire2://Horizontal left-to-right slash\n\t\tTNT1 A 0\n\t\tDSBR A 0 A_SetAngle(Angle+5)//Right(-)Left(+)\n\t\tDSBR A 2\n\t\tDSBR A 0 A_SetAngle(Angle+5)\n\t\tDSBR A 2\n\t\tDSBR A 0 A_SetAngle(Angle+5)//15 deg left\n\t\tDSBR A 2//Cock weapon back to the left\n\t\tDSBR B 0 A_SetAngle(Angle-5)\n\t\tDSBR B 2\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSBR C 0 A_SetAngle(Angle-10)//0 deg\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBR C 2\n\t\tDSBR D 0 A_SetAngle(Angle-10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBR D 2\n\t\tDSBR E 0 A_SetAngle(Angle-10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBR E 2\n\t\tDSBR E 0 A_SetAngle(Angle-10)//30 deg right\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBR E 2 A_JumpIfInventory(\"FiredSecondary\",1,\"RHtoLH\")\n\t\tDSBR E 2 A_JumpIfInventory(\"FiredPrimary\",1,\"RHtoRV\")\n\t\tGoto EndSwingRH\n\n\tEndSwingRH://Return to original point of aim after a horizontal L:R attack\n\t\tTNT1 A 0\n\t\tDSBA A 2\n\t\tDSBA B 0 A_SetAngle(Angle+10)//Right(-)Left(+)\n\t\tDSBA B 2\n\t\tDSBA C 0 A_SetAngle(Angle+10)\n\t\tDSBA C 2\n\t\tDSBA D 0 A_SetAngle(Angle+10)\n\t\tDSBA D 2 A_WeaponReady(WRF_NOBOB)\n\t\tGoto Ready\n\n\tRHtoLH://Reverse sweep direction from right to left\n\t\tTNT1 A 0//starting at 30 deg right\n\t\tDSBL A 6\n\t\tTNT1 A 0 A_PlaySound(\"weapons/gswing\", 1)\n\t\tDSBL B 0 A_SetAngle(Angle+10)//Right(-)Left(+)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBL B 2\n\t\tDSBL B 0 A_SetAngle(Angle+10)\n\t\tTNT1 A 0 A_FireCustomMissile(\"DSAttack2\")\n\t\tTNT1 A 0 A_FireCustomMissile(\"HorzSlayerMissile\")\n\t\tDSBL B 2\n\t\tGoto AltFire+10\n\n\tRHtoRV://L:R sweep to a R:L chop\n\t\tTNT1 A 0//starting at 30 deg right\n\t\tDSBV B 0 A_SetPitch(Pitch-2)//Up(-)Down(+)\n\t\tDSBV B 0 A_SetAngle(Angle+10)//Right(-)Left(+)\n\t\tDSBV B 2\n\t\tDSBV B 0 A_SetPitch(Pitch-2)\n\t\tDSBV B 0 A_SetAngle(Angle+10)\n\t\tDSBV B 2\n\t\tDSBV B 0 A_SetAngle(Angle+6)\n\t\tDSBV B 2//4 deg up, 4 deg right\n\t\tGoto Fire+4\n\n\tDualWield:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Takeinventory(\"StartDualWield\",1)\n\tExtinguish:\n\t\tTNT1 A 0 A_GiveInventory(\"DSWeap\")\n\t\tTNT1 A 0 A_SelectWeapon(\"DSWeap\")\n\t\tGoto Ready3\n\n\tSpawn:\n\t\tDSLC P 1\n\t\tDSLC P -1\n\t\tStop\n\t}\n}\n\nACTOR VertSlayerMissile : BelphegorGreenPlasmaBall\n{\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_SpawnItem(\"VioletFlare22\",0,0)\n\t\tFRPV K 1 BRIGHT A_SpawnItemEx(\"VioletExplosionFlameTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\n\tDeath:\n\t\tFRPV A 0\n\t\tFRPV A 0 Radius_Quake (2, 54, 0, 15, 0)\n\t\tFRPV A 0 A_Explode(32, 96, 1)\n TNT1 AAAA 0 A_CustomMissile (\"VioletExplosionFire\", 2, 0, random (0, 360), 2, random (0, 360))\n FRPV A 0 A_CustomMissile (\"BigNeoSmoke\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tFRPV ABCDEFGH 2 Bright\n\t\tTNT1 AAAA 2 A_CustomMissile (\"BigNeoSmoke\", 2, 0, random (0, 360), 2, random (0, 360))\n\t\tStop\n\t}\n}\n\nACTOR HorzSlayerMissile : GreenPlasmaBall\n{\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"BDCheckJanitor\", 0, 0, 0, 0)//Check Effects\n\n\tSpawn1:\n\t\tPBAL E 1 BRIGHT A_SpawnItemEx(\"SmallVioletFlameTrails\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 A 0 A_CustomMissile (\"OldschoolRocketSmokeTrailDarker\", 2, 0, random (160, 210), 2, random (-30, 30))\n\t\tLoop\n\n\tSpawnCheap:\n\t PBAL E 1 BRIGHT A_SpawnItemEx(\"SmallVioletFlameTrails\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\n\tDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"VioletPlasmaParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectFloorCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCraterSmall\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AA 0 A_SpawnItem(\"VioletFlare\",0,0)\n\t\tTNT1 A 0 A_SetScale(0.7)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tFRPV ABCDEFGH 2 BRIGHT\n\t\tStop\n\tXDeath:\n\t\t//TNT1 AAA 0 A_SpawnItemEx(\"PlasmaParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 A 0 A_JumpIfCloser(220, \"StopInAir\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"VioletPlasmaParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tTNT1 AA 0 A_SpawnItem(\"VioletFlare\",0,0)\n\t TNT1 A 0 A_SetScale(0.7)\n\t\tTNT1 A 0 A_FadeOut(0.2)\n\t\tFRPV ABCDEFGH 2 BRIGHT\n\t\tStop\n\n\tStopInAir:\n\t\tFRPV ABCDEF 1 BRIGHT\n\t\tStop\n\t}\n}\n\nActor VioletFlare : Flare_General\n{\nstates\n\t{\n\tSpawn:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(128,2)\n\t\tLENV A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tLENV B 2 bright\n\t\tstop\n\t}\n}\n\nActor VioletFlare22 : Flare_General\n{\nstates\n\t{\n\tSpawn:\n TNT1 A 0\n\t TNT1 A 0 A_Jump(128,2)\n\t\tL2NV A 2 bright\n\t\tstop\n\t\tTNT1 A 0\n\t\tL2NV B 2 bright\n\t\tstop\n\t}\n}\n\nACTOR VioletExplosionFlameTrail: ExplosionFlames\n{\nScale 0.5\n\tStates\n\t{\n Spawn:\n\t TNT1 A 2\n EXPV CDEFG 1 BRIGHT\n Stop\n\t}\n}\n\nACTOR VioletExplosionFire : GreenExplosionFire\n{\n\tStates\n\t{\n Spawn:\n TNT1 A 1\n EXPV ABCDEFG 3 BRIGHT\n Stop\n\t}\n}\n\nACTOR SmallVioletFlameTrails: FlameTrails\n{\n\tScale 0.3\n\tStates\n\t{\n Spawn:\n\t TNT1 A 1\n FRPV CDEFGH 1 BRIGHT\n Stop\n\t}\n}\n\nActor VioletPlasmaParticleSpawner: BluePlasmaParticleSpawner\n{\n States\n {\n Spawn:\n TNT1 AAAA 0 A_SpawnItemEx(\"VioletPlasmaParticle\", 0, 0, 14, (0.1)*Random(10, 40), 0, (0.1)*Random(-40, 40), Random(0, 360), 128)\n TNT1 AAAA 0 A_CustomMissile (\"PlasmaSmoke\", 32, 0, random (0, 360), 2, random (0, 360))\n TNT1 A 1\n Stop\n }\n}\n\nActor VioletPlasmaParticle: BluePlasmaParticle\n\n{\n States\n {\n Spawn:\n Death:\n SPKV A 2 Bright A_FadeOut(0.02)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "DualMP40.txt",
"contents": "ACTOR DualMP40 : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Mauser9mm\"\n\tWeapon.AmmoType2 \"DualMP40Ammo\"\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\tStates\n\t{\n\tNoAmmoOnSecondGun:\n\t\tMP42 A 2\n\tReady3:\n\tReady:\n MP42 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP42 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tMP42 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP42 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n MP42 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP42 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP42 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tMP42 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP42 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tMP42 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP42 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tDualWield:\n\t\tMP42 F 1\n\t\tMP42 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tMP42 A 0 A_SelectWEapon(\"MP40\")\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tMP42 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMP42 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMP42 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tMP42 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMP42 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tSprinting:\n\t\tMP42 A 0 offset(-9,32)\n\t\tMP42 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMP42 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\tMP42 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tMP42 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tMP42 A 0 offset(-9,32)\n\t\tMP42 A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tMP42 A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tMP42 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMP42 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP42 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP42 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP42 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 6)\n\t\tMP42 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tMP42 A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tMP42 A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tMP42 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMP42 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tMP42 A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tMP42 A 0 A_PlaySound(\"Tired\", 2)\n\t\tMP42 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP42 A 5 A_WeaponReady\n\t\tMP42 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP42 A 5 A_WeaponReady\n\t\tMP42 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP42 A 5 A_WeaponReady\n\t\tMP42 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP42 A 5 A_WeaponReady\n\t\tMP42 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP42 A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tMP42 A 1\n\t\tMP42 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 MP42 F 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tMP42 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tMP42 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tMP42 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tMP42 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 MP42 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n MP42 A 0 A_PlaySound(\"CLIPIN\")\n MP42 F 1\n\t\tMP42 A 0 A_Takeinventory(\"StartDualWield\",1)\n MP42 A 0 A_GunFlash\n\t\tGoto Ready\n\n Fire:\n MP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n\t\tMP42 A 0 A_PlaySound(\"FARSHT\", 6)\n MP42 A 0 A_PlaySound(\"pfire\", 1)\n\t\tMP42 A 0 A_ZoomFactor(0.99)\n\t\t//MP42 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tMP42 B 1 BRIGHT A_FireBullets (4, 3, -1, 15, \"WeakPuff\", FBF_NORANDOM)\n\t\tMP42 A 0 A_ZoomFactor(1.0)\n MP42 C 1 A_FireCustomMissile(\"DecorativeTracer\", random(-6,3), 0, 5, 0)\n\t\tMP42 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\tMP42 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n\t\tMP42 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,6,-2)\n\n\t\tMP42 A 0 A_JumpIfInventory(\"MP40Ammo\",1,1)//Checks if single gun is not depleted\n Goto NoAmmoOnSecondGun\n\n\t\tMP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",1,1)\n Goto NoAmmo\n\n\t\tMP42 A 0 A_PlaySound(\"FARSHT\", 6)\n MP42 A 0 A_PlaySound(\"pfire\", 1)\n\t\tMP42 A 0 A_ZoomFactor(0.99)\n\t\t//MP42 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",0,0,0,0)\n\t\tMP42 D 1 BRIGHT A_FireBullets (4, 3, -1, 15, \"WeakPuff\", FBF_NORANDOM)\n\t\tMP42 A 0 A_ZoomFactor(1.0)\n RIFF A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-3,6), 0, -5, 0)\n\t\tMP42 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n MP42 E 1\n\t\tMP42 A 0 A_FireCustomMissile(\"PistolCaseSpawn\",5,0,-8,-2)\n\t\tMP42 A 0 A_ReFire\n\t\tMP42 A 1 A_WeaponReady(1)\n\t\tMP42 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\tMP42 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(\"Mauser9mm\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\t\tMP42 A 1\n\t\tMP42 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",64,\"Ready\")\n\n MP42 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tMP42 A 0 A_Takeinventory(\"Zoomed\",1)\n MP42 A 0 A_ZoomFactor(1.0)\n\t\tMP42 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP42 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tMP42 F 1\n\t\tTNT1 A 5\n\t\tMP42 A 0 A_PlaySound(\"reload\")\n MP4R ABCDEF 1\n\t\tMP42 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tMP42 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n MP4R GGGGGGGGGGGGGGGFEDDDCCBA 1\n\t\tTNT1 A 5\n\n\t\tMP42 A 0 A_PlaySound(\"reload\")\n MP42 A 0 A_PlaySound(\"reload\")\n MP2R ABCDEF 1\n\t\tMP42 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tMP42 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n MP2R GGGGGGGGGGGGGGGFEDDDCCBA 1\n\n\t\tMP42 F 1\n\n\tTurboReload:\n\t\tMP42 A 0 A_Takeinventory(\"HasUnloaded\",1)\n SM2S BA 0\n Goto InsertBullets\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tMP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",64,15)\n\t\tMP42 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tMP42 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tMP42 A 0 A_Giveinventory(\"DualMP40Ammo\",1)\n\t\tMP42 A 0 A_Takeinventory(\"Mauser9mm\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP42 A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP42 A 0 A_Refire\n Goto Ready\n\n \t Unload:\n\t\tMP42 A 1\n\t\tMP42 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP42 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tMP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",1,3)\n\t\tGoto NoAmmo\n TNT1 AAA 0\n\n\t\tMP42 A 0 A_Takeinventory(\"Zoomed\",1)\n MP42 A 0 A_ZoomFactor(1.0)\n\t\tMP42 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP42 A 0 A_PlaySound(\"reload\")\n\t\tMP42 A 0 A_Giveinventory(\"HasUnloaded\",1)\n MP4R ABCCDDDEFG 1\n\t\tMP2R ABCCDDDEFG 1\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tMP42 A 0 A_JumpIfInventory(\"DualMP40Ammo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tMP42 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\tMP42 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n\t\tMP42 A 0 A_Giveinventory(\"Mauser9mm\",1)\n\t\tGoto RemoveBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP42 A 0 A_Refire\n Goto Ready\n\t\tTNT1 AAAA 0\n\t\tMP42 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP42 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": "DualPlasma.txt",
"contents": "ACTOR DUalPlasmaRifles : BrutalWeapon\n{\n\tWeapon.SelectionOrder 100\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n Inventory.PickupSound \"PLSDRAW\"\n\tWeapon.AmmoType1 \"AmmoCell\"\n\tWeapon.AmmoType2 \"DoublePlasmaAmmo\"\n +WEAPON.NOAUTOAIM\n\t+FORCEXYBILLBOARD\n\tTag \"Dual Plasma Rifles\"\n\tInventory.PickupMessage \"Plasma Gun\"\n\tStates\n\t{\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tDUPL A 0 A_GiveInventory(\"ClassicPlasmaRifle\", 1)\n\t\tDUPL A 0 A_TakeInventory(\"Plasma_Gun\", 1)\n\t\tDUPL A 0 A_TakeInventory(\"DualPlasmaRifles\", 1)\n\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\tNoAmmoOnSecondGun:\n\t\tDUPL A 3\n\tReady3:\n\tReady:\n DUPL A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tDUPL A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n DUPL A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n DUPL A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tDUPL A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tDUPL A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n DUPL A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tDUPL A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tDUPL A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tDUPL A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\n\t\tLoop\n\n\tDualWield:\n\t\tDUPL A 1\n\t\tDUPL A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tDUPL A 0 A_SelectWEapon(\"Plasma_Gun\")\n\t\tGoto Ready\n\n\tCheckSprint:\n\t\tDUPL A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tDUPL A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tDUPL A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tDUPL A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tDUPL A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tDUPL A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tDUPL A 0 A_ZoomFactor(1.0)\n\t\tDUPL A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tDUPL A 0 offset(-9,32)\n\t\tDUPL A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tDUPL 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\tDUPL A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tDUPL A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 8)\n\t\tDUPL A 0 offset(-9,32)\n\t\tDUPL A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tDUPL A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tDUPL A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tDUPL A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tDUPL A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tDUPL A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tDUPL A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tDUPL A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tDUPL A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n DUPL A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n DUPL A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tDUPL A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 8)\n\t\tDUPL A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tDUPL A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tDUPL A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tDUPL A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tDUPL A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tDUPL A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tDUPL A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tDUPL A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tDUPL A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tDUPL A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tDUPL A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tDUPL A 0 A_PlaySound(\"Tired\", 2)\n\t\tDUPL A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tDUPL A 5 A_WeaponReady\n\t\tDUPL A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tDUPL A 5 A_WeaponReady\n\t\tDUPL A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tDUPL A 5 A_WeaponReady\n\t\tDUPL A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tDUPL A 5 A_WeaponReady\n\t\tDUPL A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tDUPL A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tDUPL A 1\n\t\tDUPL 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\t\tDUPL A 0 A_Takeinventory(\"Reloading\",1)\n\t\tDUPL A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tDUPL A 0 A_TakeInventory(\"TossGrenade\", 1)\n DUPL A 1 Offset(0, 34)\n\t\tDUPL A 1 Offset(0, 38)\n\t\tDUPL A 1 Offset(0, 42)\n\t\tDUPL A 1 Offset(0, 50)\n\t\tDUPL A 0 Offset(0, 32)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tDUPL A 0\n\t DUPL A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\t\tDUPL A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tDUPL A 0 A_Giveinventory(\"PlasmaGunSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tDUPL A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tDUPL A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAA 0 A_Raise\n\t\tDUPL A 0 A_GunFlash\n\t DUPL A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\tDUPL A 0 A_PlaySound(\"PLSDRAW\")\n\t\tSelectAnimation:\n DUPL A 1 Offset(0, 50)\n\t\tDUPL A 1 Offset(0, 42)\n\t\tDUPL A 1 Offset(0, 38)\n\t\tDUPL A 1 Offset(0, 34)\n\t\tDUPL A 0 Offset(0, 32)\n\t\tDUPL A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tDUPL A 0 A_GunFlash\n\t\tGoto Ready\n\n\tFire:\n\t\tDUPL A 0\n DUPL A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n DUPL A 0 A_JumpIfInventory(\"DoublePlasmaAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n DUPL A 0 A_PlaySound(\"PLSM9\", CHAN_WEAPON)\n\t\tDUPL A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\", 12, 0, 0, 0)\n\n\t\tDUPL A 0 A_JumpIfInventory(\"DMgame\", 1, \"FireDM\")\n\t\tDUPL A 0 A_ZoomFactor(0.98)\n\t\tDUPL B 1 BRIGHT A_FireCustomMissile(\"Plasma_Ball\", random(-8, 4), 1, 8, -3, 0, random(-3, 3))\n\t\tDUPL A 0 A_ZoomFactor(1.0)\n\t\tDUPL A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tDUPL A 0 A_Takeinventory(\"DoublePlasmaAmmo\",1)\n\t\tDUPL B 1\n\n\t\tDUPL A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,1)//Checks if single gun is not depleted\n Goto NoAmmoOnSecondGun\n\n\t\tDUPL A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n DUPL A 0 A_JumpIfInventory(\"DoublePlasmaAmmo\",1,1)\n Goto NoAmmo\n DUPL A 0 A_PlaySound(\"PLSM9\", CHAN_WEAPON)\n\t\tDUPL A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\", -12, 0, 0, 0)\n\n\t\tDUPL A 0 A_ZoomFactor(0.98)\n\t\tDUPL D 1 BRIGHT A_FireCustomMissile(\"Plasma_Ball\", random(-4, 8), 1, -8, -3, 0, random(-3, 3))\n\t\tDUPL A 0 A_ZoomFactor(1.0)\n\t\tDUPL A 0 A_Takeinventory(\"DoublePlasmaAmmo\",1)\n\t\tDUPL E 1\n\t\tGoto Ready\n\n\tFireDM:\n\t\tDUPL A 0 A_ZoomFactor(0.98)\n\t\tDUPL B 1 BRIGHT A_FireCustomMissile(\"PlasmaBallDM\", random(-8, 4), 1, 8, -3, 0, random(-3, 3))\n\t\tDUPL A 0 A_ZoomFactor(1.0)\n\t\tDUPL A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tDUPL A 0 A_Takeinventory(\"DoublePlasmaAmmo\",1)\n\t\tDUPL B 1\n\n\t\tDUPL A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n DUPL A 0 A_JumpIfInventory(\"DoublePlasmaAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n DUPL A 0 A_PlaySound(\"PLSM9\", CHAN_WEAPON)\n\t\tDUPL A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\", -12, 0, 0, 0)\n\n\t\tDUPL A 0 A_ZoomFactor(0.98)\n\t\tDUPL D 1 BRIGHT A_FireCustomMissile(\"PlasmaBallDM\", random(-4, 8), 1, -8, -3, 0, random(-3, 3))\n\t\tDUPL A 0 A_ZoomFactor(1.0)\n\t\tDUPL A 0 A_Takeinventory(\"DoublePlasmaAmmo\",1)\n\t\tDUPL E 1\n\t\tGoto Ready\n\n\tSpawn:\n\t DUPL A 0\n\t\tDUPL A 0 A_ChangeFLag(\"THRUACTORS\", 1)\n\t\tPLAS A 20\n\t\tDUPL A 0 A_SpawnItem(\"DropedPlasmaGun\")\n\t\tStop\n\n Reload:\n\n\t\tDUPL A 0 A_Takeinventory(\"Reloading\",1)\n\t\tDUPL A 0\n\t\tDUPL A 0 A_JumpIfInventory(\"AmmoCell\",1,1)\n\t\tGoto Ready\n\t\tDUPL A 0\n\t\tDUPL A 0 A_JumpIfInventory(\"DoublePlasmaAmmo\",100,\"Ready\")\n\t\tDUPL A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tDUPL A 0 A_JumpIfInventory(\"AmmoCell\",1,7)\n\n\t\tDUPL A 1 Offset(0, 34)\n\t\tDUPL A 1 Offset(0, 38)\n\t\tDUPL A 1 Offset(0, 42)\n\t\tDUPL A 1 Offset(0, 50)\n\t\tDUPL A 0 Offset(0, 32)\n\n\t\tTNT1 A 5\n\t\tPLSR B 1\n\t\tDUPL A 0 A_PlaySound(\"PLREADY\", 1)\n\t\tDUPL A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-210,0,20,-20)\n\t\tPLSR CDEEEEEEEEEEEEEEEF 1\n PLSR GHHIIIJJJJJJJJIKLB 1\n\t\tTNT1 A 10\n\t\tP2SR B 1\n\t\tDUPL A 0 A_PlaySound(\"PLREADY\", 3)\n\t\tDUPL A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-210,0,20,-20)\n\t\tP2SR CDEEEEEEEEEEEEEEEF 1\n P2SR GHHIIIJJJJJJJJIKLB 1\n\t\tDUPL A 0 A_TakeInventory(\"StopDualWield\", 1)\n\t\tDUPL A 0 A_TakeInventory(\"FiredPrimary\", 1)\n\t\tDUPL A 0 A_TakeInventory(\"FiredSecondary\", 1)\n\t\tTNT1 A 5\n\n\t\tDUPL A 1 Offset(0, 50)\n\t\tDUPL A 1 Offset(0, 42)\n\t\tDUPL A 1 Offset(0, 38)\n\t\tDUPL A 1 Offset(0, 34)\n\t\tDUPL A 0 Offset(0, 32)\n\n\t\tReloadingSequence:\n\t\tTNT1 AAAAAAAAAA 0\n\t\tDUPL A 0 A_JumpIfInventory(\"DoublePlasmaAmmo\",100,15)\n\t\tDUPL A 0 A_JumpIfInventory(\"AmmoCell\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tDUPL A 0 A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tDUPL A 0 A_Giveinventory(\"DoublePlasmaAmmo\",1)\n\t\tDUPL A 0 A_Takeinventory(\"AmmoCell\",1)\n\t\tGoto ReloadingSequence\n\t\tTNT1 AAAAAAAA 0\n\n\t\tDUPL A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready\n\n\tTurboReload:\n\t\tDUPL A 0 A_Takeinventory(\"Unloading\",1)\n\t\tDUPL A 0 A_JumpIfInventory(\"AmmoCell\",1,3)\n\t\tGoto Ready\n\t\tDUPL AAA 0\n\t\tGoto ReloadingSequence\n\n\tUnload:\n\n\t\tDUPL A 0 A_Takeinventory(\"Unloading\",1)\n\t\tDUPL A 0 A_JumpIfInventory(\"DoublePlasmaAmmo\",1,7)\n\t\tGoto Ready\n\t\tTNT1 AAAAA 0\n PLSR AB 1\n\t\tPLSR CDJJJJJJ 1\n\t\tPLSR IHGFDECBA 2\n\t\tTNT1 A 5\n\t\tP2SR AB 1\n\t\tP2SR CDJJJJJJ 1\n\t\tP2SR IHGFDECBA 2\n\n\tUnloadingSequence:\n\t\tDUPL A 0\n\t\tDUPL A 0 A_Takeinventory(\"Unloading\",1)\n\t\tDUPL A 0 A_JumpIfInventory(\"DoublePlasmaAmmo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAAA 0\n\t\tDUPL A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tDUPL A 0 A_Takeinventory(\"DoublePlasmaAmmo\",1)\n\t\tDUPL A 0 A_Giveinventory(\"AmmoCell\",1)\n\t\tGoto UnloadingSequence\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\tDUPL 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(\"AmmoCell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\t}\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\t//TNT1 A 0 A_Log(\"NoAmmoOnSecondGun\")\n\t\tDURI A 2\n\tReady:\n\tReady3:\n\t\t//TNT1 A 0 A_Log(\"Ready3\")\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\t//TNT1 A 0 A_Log(\"DualWield\")\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\t//TNT1 A 0 A_Log(\"Deselect\")\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\t//TNT1 A 0 A_Log(\"Select\")\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\t\t//TNT1 A 0 A_Log(\"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\t//TNT1 A 0 A_Log(\"NoAmmo\")\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\t//TNT1 A 0 A_Log(\"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\t//TNT1 A 0 A_Log(\"TurboReload\")\n\t\tDURI A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\tDURI A 0 A_JumpIfInventory(\"Clip2\",1,3)\n\t\tGoto Ready3\n\t\tRIFS ABC 0\n Goto InsertBullets\n\n\tInsertBullets:\n\t\t//TNT1 A 0 A_Log(\"InsertBullets\")\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\t//TNT1 A 0 A_Log(\"InsertBullets2\")\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\t//TNT1 A 0 A_Log(\"FinishReloading\")\n\t\tDURI A 0\n\t\tDURI A 0 A_Refire\n\t\tGoto Ready3\n\n\tUnload:\n\t\t//TNT1 A 0 A_Log(\"Unload\")\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\t//TNT1 A 0 A_Log(\"RemoveBullets\")\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\t//TNT1 A 0 A_Log(\"FinishUnload\")\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": "Grenades.txt",
"contents": "ACTOR HandGrenades : BrutalWeapon\n{\n\tWeapon.AmmoUse1 1\n\tWeapon.AmmoGive1 1\n\tWeapon.SelectionOrder 99999\n\tWeapon.AmmoType1 \"GrenadeAmmo\"\n\tObituary \"%o was shreded by %k's grenade.\"\n AttackSound \"None\"\n Inventory.PickupSound \"AmmoAPIN\"\n\tInventory.Pickupmessage \"You got a Frag Grenade! (Slot 0)\"\n\n +WEAPON.NOAUTOAIM\n +WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n\t//+INVENTORY.UNDROPPABLE\n Scale 0.3\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_GunFlash\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\n\t\tGoto NoGrenades\n\t\tGRHO AB 1\n\t\tGoto Steady\n\n\tSteady:\n\t\tGRHO C 1 A_WeaponReady\n\t\tTNT1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tTNT1 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\tRIFG A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tNoGrenades:\n\t\tTNT1 A 1 A_WeaponReady\n\t\tGoto Ready\n\n\tDeselect:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"FiredGrenade\", 1, \"DropGrenade\")\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tDropGrenade:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenadeDroped\", random(-2,2), 1, 0, 0, 0, 0)\n\t\tGoto Deselect\n\n\tSelect:\n\t\tGRWG A 1 A_Raise\n\t\tLoop\n\tFire:\n\t GRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\n\tHold:\n\t TNT1 A 1\n\t\tTNT1 A 1 A_Refire\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenade\", random(-2,2), 1, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 3\n\t\tGoto Ready\n\n\tAltFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeAmmo\", 1, 1)\n\t\tGoto NoGrenades\n\t\tTNT1 A 0 A_TakeInventory(\"GrenadeAmmo\", 1)\n\t GRTH ABCD 1\n\t\tTNT1 A 0 A_GiveInventory(\"FiredGrenade\", 1)\n\t\tTNT1 A 0 A_PLaySound (\"GRNPIN\")\n\t\tGRTH EEFG 1\n\n\tAltHold:\n\t TNT1 A 1\n\t\tTNT1 A 1 A_Refire\n\t\tTNT1 A 0 A_PLaySound (\"GRNTOSS\")\n\t\tGRTH HI 1\n\t\tTNT1 A 0 A_FireCustomMissile(\"HandGrenadeAlt\", 0, 1, 0, 0, 0, 0)\n\t TNT1 A 0 A_TakeInventory(\"FiredGrenade\", 1)\n\t\tGRTH JKLM 1\n\t\tTNT1 A 3\n\t\tGoto Ready\n\n \tSpawn:\n\t\tGRND H -1\n\t\tStop\n\n\tCheckSprint:\n\t\tGRHO A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGRND F 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tGRND F 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tGRHO A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tGRND F 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPISP A 0 offset(-9,32)\n\t\tGRND F 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tGRND 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\tGRND F 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tGRND F 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 2)\n\t\tGRND F 0 offset(-9,32)\n\t\tGRHO A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tGRHO A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tGRND F 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tGRND F 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n GRND F 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tGRND F 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tGRND F 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tGRHO A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tGRHO A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tGRND F 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tGRND F 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\n\t\tGoto StopSprint\n\tStopSprintTired:\n\t\tGRHO A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGRND F 0 A_PlaySound(\"Tired\", 2)\n\t\tGRND F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGRND F 5 A_WeaponReady\n\t\tGRND F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGRND F 5 A_WeaponReady\n\t\tGRND F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGRND F 5 A_WeaponReady\n\t\tGRND F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGRND F 5 A_WeaponReady\n\t\tGRND F 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tGRND F 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tGRHO A 1\n\t\tGRND 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\t}\n}\n\nACTOR HandGrenade\n{\n\tRadius 4\n\tHeight 4\n\tProjectile\n\tSpeed 30\n Damage (random (2, 2))\n Gravity 0.7\n\tScale 0.4\n\tProjectile\n\t+MISSILE\n -NOGRAVITY\n -BLOODSPLATTER\n\t-EXTREMEDEATH\n\t+EXPLODEONWATER\n\t+SKYEXPLODE\n\t+BOUNCEONFLOORS\n\t+BOUNCEONWALLS\n\t+BOUNCEONCEILINGS\n\t-NOTELEPORT\n\t+THRUSPECIES\n\tSpecies \"Marines\"\n\tBounceFactor 0.5\n\tWallBounceFactor 0.25\n Health 5\n SeeSound \"GRNBNCE\"\n\tDeathSound \"none\"\n\tObituary \"%o ate %k grenade.\"\n\tStates\n\t{\n\tSpawn:\n\t\tGRND ABCDEFGH 2\n\t\tTNT1 A 0 A_GiveInventory(\"GrenadeTime\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeTime\", 3, \"Explode\")\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_AlertMonsters(200)\n\t GRND H 16\n\t\tTNT1 A 0 A_GiveInventory(\"GrenadeTime\", 1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"GrenadeTime\", 3, \"Explode\")\n\t\tLoop\n\n\tExplode:\n\t\tTNT1 A 0 A_NoBlocking\n\t\tTNT1 A 0 A_SpawnItem(\"FragGrenadeExplosion\")\n\t\tTNT1 AA 0\n\t\tStop\n\t}\n}\n\nActor FakeGrenade: HandGrenade\n{\nSeeSound \"None\"\nDamage (random (5, 5))\n\tStates\n\t{\nSpawn:\n\t\tTNT1 ABCDEFGH 2\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nActor HandGrenadeDroped: HandGrenade\n{\nSpeed 4\n}\n\nActor HandGrenadeAlt: HandGrenade\n{\nSpeed 8\n}\n\nactor FragGrenadeExplosion\n{\n+NOBLOCKMAP\n+MISSILE\n+DONTSPLASH\nDamagetype \"Shrapnel\"\nDeathSound \"Explosion\"\nHeight 32\nStates {\n Spawn:\n\tTNT1 A 0\n\n\t\tTNT1 A 0 A_Explode(67, 160)\n\t\tTNT1 A 0 A_Explode(53, 240)\n\t\tTNT1 A 0 A_Explode(40, 320)\n\t\tTNT1 A 0 A_Explode(27, 400)\n\t\tTNT1 A 0 A_Explode(13, 480)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionSplashSpawner\", 0, 0, -20)\n\t\tTNT1 A 0 A_SpawnItemEx (\"DetectFloorCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"DetectCeilCrater\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 A_SpawnItemEx (\"ExplosionFlareSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\t TNT1 A 0 A_SpawnItemEx (\"UnderwaterExplosion\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION,0)\n\n TNT1 AAAAAAAAAA 0 A_CustomMissile (\"BDExplosionparticlesBig\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BDExplosionparticles2\", 0, 0, random (0, 360), 2, random (0, 90))\n\t\tTNT1 AAAA 0 A_CustomMissile (\"SmallExplosionFlames\", 0, 0, random (0, 360), 2, random (0, 360))\n\t EXPL A 0 Radius_Quake (2, 24, 0, 15, 0)\n\t\tBEXP B 0 BRIGHT A_Scream\n TNT1 A 0 A_ALertMonsters\n\t\tTNT1 A 0 A_PlaySound(\"FAREXPL\", 3)\n\t\tTNT1 A 0 A_SpawnItem(\"BarrelExplosionSmokeColumn\")\n\t\tTNT1 AAAAA 12 //A_CustomMissile (\"ExplosionSmoke\", 1, 0, random (0, 360), 2, random (50, 130))\n Stop}}"
},
{
"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\tReady:\n\tReady3:\n\t\tMGN1 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"MGGrenadeCheck\")\n\t\tMGN1 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMGN1 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tMGN1 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tMGN1 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMGN1 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMGN1 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tMGN1 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tLoop\n\t\t//MGN1 A 0 A_JumpIfInventory(\"Clip2\",1,\"Ready\")\n\t\t//Goto IdleNoAmmo\n\n\tIdleNoAmmo:\n\t\tMGN1 F 1 A_WeaponReady\n\t\tMGN1 A 0 A_JumpIfInventory(\"Clip2\",1,\"Ready\")\n\t\tLoop\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\tMGN1 A 10 A_PlaySound(\"weapons/empty\")\n\t\t\tGoto IdleNoAmmo\n\t\tNoAmmo2:\n\t\t\tMGN1 A 10 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\n\t\tReloadGrenade:\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 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t\tMGN2 NOPQ 1\n\t\t\tMGN2 Q 10 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\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\t\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_JumpIf(CheckClass(\"ExplosiveBarrel1\",AAPTR_PLAYER_GETTARGET,TRUE),\"Ready3\")\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_JumpIf(CheckClass(\"ExplosiveBarrel1\",AAPTR_PLAYER_GETTARGET,TRUE),\"Ready3\")\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)\n\t\tPONG AAA 1 A_JUmpIfInventory(\"ExecuteDownedEnemy\", 1, \"DoExecution\")\n\t\t//TNT1 A 0 ACS_ExecuteAlways(310)//Forced select pistol\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)\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)\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 44\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 44\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 44\n}\n\nACTOR MeleeStrikeNormal: MeleeStrike1\n{\nDamage (random(10,10))\nSpeed 44\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 22\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 22\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 22\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": "Mp40.txt",
"contents": "ACTOR MP40 : BrutalWeapon\n{\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 20\n\tWeapon.AmmoType2 \"MP40Ammo\"\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n\tWeapon.AmmoType1 \"Mauser9mm\"\n\tObituary \"%o was shot down by %k's MP40.\"\n AttackSound \"None\"\n Inventory.PickupSound \"CLIPIN\"\n\tInventory.Pickupmessage \"$GOTMP40\"\n +WEAPON.NOAUTOAIM\n +WEAPON.NOALERT\n\t+WEAPON.NOAUTOFIRE\n\t+WEAPON.CHEATNOTWEAPON\n\tWeapon.SelectionOrder 500\n Scale 1.0\n\tStates\n\t{\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\tMP40 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(\"Mauser9mm\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n\tSelectAnimation:\n MP40 A 0\n MP40 A 0 A_PlaySound(\"CLIPIN\")\n MP4S AB 1\n\t\tMP40 A 0 A_GunFLash\n TNT1 AAAAAAAA 0\n\tReady:\n\tReady3:\n\t\tMP40 A 0\n\t\tMP40 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n MP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP40 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tMP40 A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tGoto Ready3\n\n\tCheckSprint:\n\t\tMP40 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMP40 A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tMP40 A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tM40S A 0 offset(-9,32)\n\t\tMP40 A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMP40 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\tMP40 A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tMP40 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tMP40 A 0 offset(-9,32)\n\t\tM40S A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tM40S A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tMP40 A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP40 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP40 A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 3)\n\t\tMP40 A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tM40S A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tM40S A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tMP40 A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMP40 A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tMP40 A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tMP40 A 0 A_PlaySound(\"Tired\", 2)\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tMP40 A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMP40 A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tM40S A 1\n\t\tMP40 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\tReady2:\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n MP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n MP40 A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tMP40 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tMP41 A 1 A_WeaponReady\n\t\tLoop\n\n\tDeselect:\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_TakeInventory(\"TossGrenade\", 1)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n MP4S BA 1\n\t\tTNT1 AAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\tSelect:\n\t\tMP40 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t MP40 A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tMP40 A 0 A_Giveinventory(\"SubMachineGunSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tMP40 A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tMP40 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAA 0 A_Raise\n\t\tGoto SelectAnimation\n\n Fire:\n\t MP40 A 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,1)\n Goto NoAmmo\n\t\tMP40 A 0 A_JumpIfInventory(\"Zoomed\",1,\"Fire2\")\n MP40 A 0 A_PlaySound(\"pfire\", 1)\n\t\tMP40 A 0 A_PlaySound(\"FARSHT\", 6)\n\t\tMP40 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n\t\tMP40 B 1 BRIGHT A_AlertMonsters\n\t\tMP40 C 1 A_FireBullets (3, 3, -1, 15, \"WeakPuff\", FBF_NORANDOM)\n\t\tMP40 A 0 A_ZoomFactor(0.99)\n\t\tMP40 D 1 A_FireCustomMissile(\"PistolCaseSpawn\",-5,0,8,-4)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 E 1\n MP40 A 0 A_Refire\n\t\tGoto Ready+6\n\n\tFire2:\n MP40 A 0\n MP40 A 0 A_PlaySound(\"pfire\", 1)\n\t\tMP40 A 0 A_PlaySound(\"FARSHT\", 6)\n\t\tMP40 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"DualMP40Ammo\",1)\n\t\tMP41 F 1 BRIGHT A_AlertMonsters\n\t\tMP40 A 0 A_FireBullets (1.5, 1.5, -1, 15, \"WeakPuff\", FBF_NORANDOM)\n\t\tMP41 C 1 A_ZoomFactor(1.28)\n MP41 G 1 A_FireCustomMissile(\"PistolCaseSpawn\",-5,0,8,-4)\n\t\tMP40 A 0\n MP41 H 1 A_ZoomFactor(1.3)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")//If still pressing alt fire, it means its holding aim\n MP40 A 0 A_Refire\n\t\tGoto Ready2\n\n\tAltFire:\n MP40 A 0\n\t\tMP40 A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\tMP40 A 0 A_JumpIfInventory(\"Zoomed\",1,\"NoAim\")\n\t\tMP40 A 0 A_Giveinventory(\"Zoomed\",1)\n MP40 A 0 A_ZoomFactor(1.3)\n\t\tMP40 A 0 A_Giveinventory(\"ADSmode\",1)\n MP4D CB 1\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 2 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n Goto Ready2\n\n\t HoldAim:\n\t MP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"Fire\")\n\t\tMP41 A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tMP40 A 0 A_JumpIfInventory(\"FiredSecondary\",1,\"HoldAim\")\n\n\tNoAim:\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP4D AB 1\n Goto Ready+6\n\n\tReload:\n\t\tMP40 A 0\n\t\tMP40 A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n\t\tMP40 A 1 A_WeaponReady\n\n\t\tMP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",32,64)\n MP40 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n Goto Ready\n TNT1 AAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n MP40 A 0 A_PlaySound(\"Reload\")\n\t\tMP40 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP40 A 0\n\n\t\tMP4R ABCDEF 1\n\t\tMP40 A 0 A_JumpIfInventory(\"HasUnloaded\", 1, 2)\n\t\tMP40 A 0 A_FireCustomMissile(\"EmptyClipSpawn\",-5,0,8,-4)\n MP4R GGGGGGGGGGGGGGGFEDDDCCBA 1\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\n\t\tMP40 A 0 A_Takeinventory(\"HasUnloaded\",1)\n\t\t//MP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,\"InsertBullets2\")//30+1 effect\n\n\tInsertBullets:\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",32,15)\n\t\tMP40 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tMP40 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Giveinventory(\"DualMP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Mauser9mm\",1)\n\t\tGoto InsertBullets\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready+6\n\n\tTurboReload:\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",32,15)\n\t\tMP40 A 0 A_JumpIfInventory(\"Mauser9mm\",1,3)\n\t\tGoto Ready+6\n TNT1 AAAAAA 0\n\t\tMP40 A 0 A_Giveinventory(\"MP40Ammo\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Mauser9mm\",1)\n\t\tGoto TurboReload\n\n\t\tTNT1 AAAAAAAAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Reloading\",1)\n\t\tMP40 A 0 A_ReFire\n Goto Ready\n\n\tUnload:\n\t\tMP40 A 1 A_WeaponReady\n\t\tMP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n MP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,3)\n Goto NoAmmo\n TNT1 AAA 0\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_PlaySound(\"Reload\")\n\t\tMP4R ABCDEEFFFGGGG 1\n\t\tMP40 A 0 A_GiveInventory (\"Pumping\", 1)\n\t\tMP40 A 0 A_Takeinventory(\"Unloading\",1)\n\n\tRemoveBullets:\n\t\tTNT1 AAAA 0\n\t\tMP40 A 0 A_JumpIfInventory(\"MP40Ammo\",1,3)\n\t\tGoto FinishUnload\n TNT1 AAAAAA 0\n\t\tMP40 A 0 A_Takeinventory(\"MP40Ammo\",1)\n\t\t//MP40 A 0 A_Takeinventory(\"DoubleMP40Ammo\",1)\n\t\tMP40 A 0 A_Giveinventory(\"Mauser9mm\",1)\n\t\tGoto RemoveBullets\n\n\tFInishUnload:\n\t\tMP4U ABC 2\n\t\tMP40 A 0 A_PlaySound(\"DryFire\")\n\t\tMP40 A 0 A_GiveInventory(\"HasUnloaded\", 1)\n\t\tMP40 A 0 A_Takeinventory(\"Unloading\",1)\n\t\tGoto Ready+6\n\n\tDualWield:\n\t\tMP40 A 1\n\t\tMP40 A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tMP40 A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\n\t\tMP40 A 0 A_JumpIfInventory(\"DualMP40\", 1, \"GetDual\")\n\t\tMP40 A 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tMP40 A 0 A_SetCrosshair(0)\n\t\tMP40 A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMP40 A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMP40 A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tMP40 A 0 A_TakeInventory(\"Kicking\",1)\n MP40 A 0 A_TakeInventory(\"Taunting\",1)\n MP40 A 0 A_TakeInventory(\"Reloading\",1)\n\t\tMP40 A 0 A_TakeInventory(\"Unloading\",1)\n\t\tMP40 A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tMP40 A 0 A_TakeInventory(\"Salute2\", 1)\n MP40 A 0 A_ZoomFactor(1.0)\n\t\tMP40 A 0 A_SelectWEapon(\"DualMP40\")\n\t\tGoto Ready\n\n\tNoDual:\n\t\tMP40 A 1\n\t\tMP40 A 0 A_Print(\"You can't dual wield MP40's when playing in Tactical Mode.\",1)\n\t\tGoto Ready\n\n \tSpawn:\n\t\tMP40 I -1\n\t\tStop\n\t}\n}\n\nACTOR HitlersBuzzsaw : BrutalWeapon\n{\n\tGame Doom\n\tWeapon.SelectionOrder 1\n\tWeapon.AmmoUse 1\n\tWeapon.AmmoGive 600\n\tWeapon.AmmoType \"BuzzsawAmmo\"\n\tInventory.PickupMessage \"$GOTMG42\"\n\tObituary \"%o was cut in half by %k's MG42\"\n\t+WEAPON.CHEATNOTWEAPON\n\t+WEAPON.NOAUTOAIM\n\tVisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer, Purist\n\tInventory.ForbiddenTo \"\"\n\tScale 0.8\n\tStates\n\t{\n\n\tReady:\n\tReady3:\n\t\tHBUS A 1 A_WeaponReady\n\n\t\tMP40 A 0 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n MP40 A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MP40 A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\tMP40 A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tMP40 A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tHBUS A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHBUS A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tHBUS A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tHBUS A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tHBUS A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tHBUS A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tHBUS A 0 A_ZoomFactor(1.0)\n\t\tHBUS A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tHBUS A 0 offset(-9,32)\n\t\tHBUS A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tHBUS 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\tHBUS A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tHBUS A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 12)\n\t\tHBUS A 0 offset(-9,32)\n\t\tHBUS A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tHBUS A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tHBUS A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tHBUS A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n HBUS A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tHBUS A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 12)\n\t\tHBUS A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tHBUS A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tHBUS A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tHBUS A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tHBUS A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tHBUS A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tHBUS A 0 A_PlaySound(\"Tired\", 2)\n\t\tHBUS A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHBUS A 5 A_WeaponReady\n\t\tHBUS A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHBUS A 5 A_WeaponReady\n\t\tHBUS A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHBUS A 5 A_WeaponReady\n\t\tHBUS A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHBUS A 5 A_WeaponReady\n\t\tHBUS A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tHBUS A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tHBUS A 1\n\t\tHBUS 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\t\tHBUS A 1 A_Lower\n\t\tLoop\n\tSelect:\n\t\tHBUS A 1 A_Raise\n\t\tTNT1 AAAAAAAAAAAA 0 A_Raise\n\t\tGOto SelectAnimation\n\n\tSelectAnimation:\n\t\tMP40 A 0\n\t\tMP40 A 0 A_GunFlash\n\t\tHBUS AAAAA 1 A_Raise\n\t\tGoto Ready\n\tFire:\n\t\tMP40 A 0 BRIGHT A_FireBullets (2, 2, 1, 32, \"ExtremeBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\tMP40 A 0 A_FireCustomMissile(\"ShakeYourAss\", 0, 0, 0, 0)\n MP40 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 2, -12, 0, random(-1,1))\n\t\tMP40 A 0 A_PlaySound(\"MP40\", 1)\n\t\tMP40 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tMP40 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tMP40 A 0 A_FireCustomMissile(\"50CaseSpawn2\",5,0,6,-6)\n\t\tMP40 A 0 A_SetPitch(-0.6 + pitch)\n\t\tHBUS B 1 BRIGHT\n\t\tPKCG A 0 A_SetPitch(0.6 + pitch)\n\t\tMP40 A 0 A_SetAngle(random(2, -2) + angle)\n\t\tHBUS A 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\n\t\tMP40 A 0 BRIGHT A_FireBullets (4, 4, 1, 32, \"ExtremeBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n MP40 A 0 A_FireCustomMissile(\"DecorativeTracer\", random(-1,1), 0, 2, -12, 0, random(-1,1))\n\t\tMP40 A 0 A_PlaySound(\"MP40\", 1)\n\t\tMP40 A 0 A_FireCustomMissile(\"SmokeSpawner\",0,0,0,5)\n\t\tMP40 A 0 A_FireCustomMissile(\"YellowFlareSpawn\",-5,0,0,0)\n\t\tMP40 A 0 A_FireCustomMissile(\"50CaseSpawn2\",5,0,6,-6)\n\t\tMP40 A 0 A_SetPitch(-0.6 + pitch)\n\t\tHBUS C 1 BRIGHT\n\t\tPKCG A 0 A_SetPitch(0.6 + pitch)\n\t\tMP40 A 0 A_SetAngle(random(2, -2) + angle)\n\t\tHBUS A 1 A_SpawnItemEx(\"PlayerMuzzle1\",30,5,30)\n\t\tTNT1 A 0 A_Refire\n\t\tGoto Ready\n\tSpawn:\n\t\tHBUS D -1\n\t\tStop\n\t}\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\t\tPIST F 0\n\t\tPIST F 1 A_WeaponReady(WRF_ALLOWRELOAD)\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 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\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\tPIST F 1\n\t\tPIST F 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPIST F 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\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\n\tNoDual:\n\t\tPIST F 1\n\t\tPIST F 0 A_Print(\"You can't dual wield pistols when playing in Tactical Mode.\",1)\n\t\tGoto Ready\n\t}\n}"
},
{
"source": "pk3",
"name": "Plasma.txt",
"contents": "ACTOR Plasma_Gun : BrutalWeapon\n{\n\tWeapon.SelectionOrder 110\n\tWeapon.AmmoUse1 0\n\tWeapon.AmmoGive1 0\n\tWeapon.AmmoUse2 0\n\tWeapon.AmmoGive2 0\n Inventory.PickupSound \"PLSDRAW\"\n\tWeapon.AmmoType1 \"AmmoCell\"\n\tWeapon.AmmoType2 \"PlasmaAmmo\"\n +WEAPON.NOAUTOAIM\n\t+FORCEXYBILLBOARD\n\tTag \"Plasma Rifle\"\n\tInventory.PickupMessage \"Plasma Gun\"\n\tStates\n\t{\n\n\tPuristGun:\n\t\tTNT1 A 1\n\t\tPLSN A 0 A_GiveInventory(\"ClassicPlasmaRifle\", 1)\n\t\tPLSN A 0 A_TakeInventory(\"Plasma_Gun\", 1)\n\t\tPLSN A 0 A_TakeInventory(\"DualPlasmaRifles\", 1)\n\t\tTNT1 A 10\n\t\tGoto Ready\n\n\tReady3:\n\tReady:\n PLSN A 1 A_WeaponReady(WRF_ALLOWRELOAD)\n\t\tPLSN A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n PLSN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PLSN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tPLSN A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\tPLSN A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n PLSN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPLSN A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\tPLSN A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\tPLSN A 0 A_JumpIfInventory(\"Unloading\",1,\"Unload\")\n\t\tPLSN A 0 A_JumpIfInventory(\"StartDualWield\",1,\"DualWield\")\n\t\tLoop\n\n\tCheckSprint:\n\t\tPLSN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPLSN A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPLSN A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tPLSN A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tPLSN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPLSN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPLSN A 0 A_ZoomFactor(1.0)\n\t\tPLSN A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tPLSP A 0 offset(-9,32)\n\t\tPLSN A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tPLSN 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\tPLSN A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tPLSN A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tPLSN A 0 offset(-9,32)\n\t\tPLSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tPLSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tPLSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tPLSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tPLSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tPLSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tPLSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tPLSN A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPLSN A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n PLSN A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n PLSN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n\t\tPLSN A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 4)\n\t\tPLSN A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tPLSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tPLSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tPLSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tPLSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tPLSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tPLSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tPLSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tPLSN A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tPLSN A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tPLSN A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tPLSN A 0 A_PlaySound(\"Tired\", 2)\n\t\tPLSN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPLSN A 5 A_WeaponReady\n\t\tPLSN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPLSN A 5 A_WeaponReady\n\t\tPLSN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPLSN A 5 A_WeaponReady\n\t\tPLSN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPLSN A 5 A_WeaponReady\n\t\tPLSN A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tPLSN A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tPLSP A 1\n\t\tPLSN 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\t\tPLSN A 0 A_Takeinventory(\"Reloading\",1)\n\t\tPLSN A 0 A_Takeinventory(\"HasPlasmaWeapon\",1)\n\t\tPLSN A 0 A_TakeInventory(\"TossGrenade\", 1)\n PLS9 CBA 1\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\tTNT1 A 1 A_Lower\n\t\tWait\n\n\tSelect:\n\t\tPLSN A 0\n\t\tPLSN A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPLSN A 0 A_Giveinventory(\"GoSpecial\",1)\n\t PLSN A 0 A_Giveinventory(\"HasPlasmaWeapon\",1)\n\t\tPLSN A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"SawSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"MinigunSelected\",1)\n\t\tPLSN A 0 A_Giveinventory(\"PlasmaGunSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\tPLSN A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\tPLSN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\n\t\tTNT1 A 1 A_Raise\n\t\tTNT1 AAAAAA 0 A_Raise\n\t\tPLSN A 0 A_GunFlash\n\t PLSN A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\tPLSN A 0 A_PlaySound(\"PLSDRAW\")\n\t\tSelectAnimation:\n PLS9 ABC 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\tPLSN A 0 A_Takeinventory(\"StartDualWield\",1)\n\t\tPLSN A 0 A_GunFlash\n\t\tGoto Ready\n\n\tFire:\n\t\tPLSN A 0 A_CheckReload\n PLSN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n PLSN A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,2)\n Goto NoAmmo\n TNT1 AAAA 0\n PLSN A 0 A_PlaySound(\"PLSM9\", 1)\n\t\t//PLSN A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\", 0, 0, 0, 0)\n\t\tPLSN A 0 A_TakeInventory(\"DoublePlasmaAmmo\", 1)\n\t\tPLSN A 0 A_JumpIfInventory(\"DMgame\", 1, \"FireDM\")\n\t\tPLSN A 0 A_ZoomFactor(0.99)\n\t\tPLST A 1 BRIGHT A_FireCustomMissile(\"Plasma_Ball\", 0, 1, 0, -5)\n\t\tPLSN A 0 A_ZoomFactor(1.0)\n\t\tPLST B 1 BRIGHT\n\t\tPLST C 1\n\t\tPLST D 1\n\t\tPLSN A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tGoto Ready\n\n\tFireDM:\n\t\tPLSN A 0 A_ZoomFactor(0.99)\n\t\tPLST A 1 A_FireCustomMissile(\"PlasmaBallDM\", 0, 1, 0, 0)\n\t\tPLSN A 0 A_ZoomFactor(1.0)\n\t\tPLST B 1\n\t\tPLST C 1\n\t\tPLST D 1\n\t\tPLSN A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tGoto Ready\n\n// Charging up secondary ------------------------------------------------------------\n\n\tAltFire:\n PLSN A 0 A_JumpIfInventory(\"Reloading\",1,\"Reload\")\n PLSN A 0 A_JumpIfInventory(\"PlasmaAmmo\",11,2)\n Goto NoAmmo\n TNT1 AAA 0\n\n\tPLSN A 0 A_PlaySound(\"PLSCHARG\")\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",2)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\n\tPLSN A 0 A_PlaySound(\"PLSFULL\", 6, 0.8, 1)\n\tPLSN A 0 A_ReFire\n\n// Holding Charge ------------------------------------------------------------\n\nAltHold:\n\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\tPLSN A 0 A_JumpIfInventory(\"Reloading\",1,\"Cancel\")\n\tPLFA A 1 BRIGHT offset (0, 32)\n\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\tPLSN A 0 A_JumpIfInventory(\"Reloading\",1,\"Cancel\")\n\tPLFA C 1 BRIGHT offset (0, 33)\n\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\tPLSN A 0 A_JumpIfInventory(\"Reloading\",1,\"Cancel\")\n\tPLFA A 1 BRIGHT offset (1, 32)\n\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\tPLSN A 0 A_JumpIfInventory(\"Reloading\",1,\"Cancel\")\n\tPLFA C 1 BRIGHT offset (-1, 32)\n\n\tPLSN A 0 A_ReFire\n\n// Let Fly --------------------------------------------------------------------------\n\n\tPLSN A 0 A_StopSound(6)\n\tPLST A 1 A_PlaySound(\"PLSALTFR\")\n\tPLSN A 0 A_ZoomFactor(0.9)\n\tPLST B 2 BRIGHT A_Recoil(3)\n\tPLSN A 0 A_StopSound(6)\n\tPLSN A 0 A_ZoomFactor(1.0)\n\tTNT1 A 0 A_JumpIfInventory(\"DMGame\", 1, \"LetFlyDM\")\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBall75\", -8, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBall75\", -6, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBall75\", -4, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBall75\", -2, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBall75\", 0, 0, -1, 0, 0, 0)\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBall75\", 1, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBall75\", 2, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBall75\", 4, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBall75\", 6, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBall75\", 8, 0, -1, 0, 0, random(-2,2))\n\t\tPLSN A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",-5,0,0,0)\n\t\tPLSN A 0 A_Takeinventory(\"DoublePlasmaAmmo\",10)\n PLSN KLKJ 1\n\t\tPLSN A 0 A_SetPitch(pitch - 8.0)\n PLSN BCD 1\n\t\tPLSN EEEEEEEEEEEE 3 A_FireCustomMissile(\"SmokeSpawner\",0,0,10,5)\n\t\tPLSN DCB 1\n PLSN A 0 A_PlaySound(\"BEPBEP\")\n\t\tPLSN A 0 A_PlaySound(\"BEPBEP\", 6)\n\t\tGoto Ready\n\n\tLetFlyDM:\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBallDM\", -8, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBallDM\", -6, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBallDM\", -4, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBallDM\", -2, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBallDM\", 0, 0, -1, 0, 0, 0)\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBallDM\", 1, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBallDM\", 2, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBallDM\", 4, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBallDM\", 6, 0, -1, 0, 0, random(-2,2))\n\tPLSN A 0 A_FireCustomMissile(\"PlasmaBallDM\", 8, 0, -1, 0, 0, random(-2,2))\n\t\tPLSN A 0 A_FireCustomMissile(\"PlasmaFlareSpawn\",-5,0,0,0)\n\t\tPLSN A 0 A_Takeinventory(\"DoublePlasmaAmmo\",10)\n PLSN KLKJ 1\n\t\tPLSN A 0 A_SetPitch(pitch - 8.0)\n PLSN BCD 1\n\t\tPLSN EEEEEEEEEEEE 3 A_FireCustomMissile(\"SmokeSpawner\",0,0,10,5)\n\t\tPLSN DCB 1\n PLSN A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,2)\n Goto Reload\n TNT1 AAAA 0\n PLSN A 0 A_PlaySound(\"BEPBEP\")\n\t\tPLSN A 0 A_PlaySound(\"BEPBEP\", 6)\n\t\tGoto Ready\n\n// Cancel Charge --------------------------------------------------------------------------------------------\n\n\tCancel:\n\n\t\t\tPLSN A 0 A_TakeInventory(\"Reloading\",1)\n\t\t\tPLSN A 0 A_StopSound(6)\n\t\t\tPLSN A 0 A_PlaySound(\"decharg\", 5)\n\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT A_PlaySound(\"plscool\", 7)\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\t\tPLSA A 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA B 1 BRIGHT A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSA C 1 BRIGHT A_FireCustomMissile(\"PlasmaFlareSpawn\",0,0,0,0)\n\t\tPLSA D 1 BRIGHT\n\n\t\t\tPLSN A 0 A_TakeInventory(\"Reloading\",1)\n\t\t\tPLSN A 0 A_Giveinventory(\"DoublePlasmaAmmo\",10)\n\t\t\tPLSN A 0 A_PlaySound(\"BEPBEP\", 5, 1.2)\n\t\t\tPLSN A 0 A_ClearReFire\n\n\t\tGoto Ready\n\n// ------------------------------------------------------------------------------\n\n\tSpawn:\n\t PLSN A 0\n\t\tPLSN A 0 A_ChangeFLag(\"THRUACTORS\", 1)\n\t\tPLAS A 20\n\t\tPLSN A 0 A_SpawnItem(\"DropedPlasmaGun\")\n\t\tStop\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\tPLSN 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(\"AmmoCell\",1,\"Reload\")\n\t\tRIFG A 0 A_JumpIfInventory(\"FiredPrimary\",1,\"NoAmmo2\")\n\t\tGoto Ready3\n\n Reload:\n\n\t\tPLSN A 0 A_Takeinventory(\"Reloading\",1)\n\t\tPLSN A 0 A_ClearReFire\n\t\tPLSN A 0 A_JumpIfInventory(\"PlasmaAmmo\",50,\"Ready\")\n\t\tPLSN A 0 A_JumpIfInventory(\"AmmoCell\",1,7)\n\n\t\tPLSN A 0 A_PlaySound(\"BEP\")\n\t\tPLSR A 4 A_WeaponReady(WRF_NOFIRE)\n\t\tPLSN A 0 A_PlaySound(\"BEP\")\n\t\tPLSR A 4 A_WeaponReady(WRF_NOFIRE)\n\t\tPLSN A 0 A_CheckReload\n Goto Ready\n TNT1 AAAA 0\n PLSN A 0 A_PlaySound(\"PLREADY\")\n\t\tPLSN A 0 A_JumpIfInventory(\"TurboReload\",1,\"TurboReload\")\n PLSR AB 1\n\t\tPLSN A 0 A_FireCustomMissile(\"PlasmaCaseSpawn\",-210,0,20,-20)\n\t\tPLSR CDEEEEEEEEEEEEEEEF 1\n PLSR GHHIIIJJJJJJJJIKLBAAAAA 1\n\n\t\tReloadingSequence:\n\t\tTNT1 AAAAAAAAAA 0\n\t\tPLSN A 0 A_JumpIfInventory(\"PlasmaAmmo\",50,15)\n\t\tPLSN A 0 A_JumpIfInventory(\"AmmoCell\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAA 0\n\t\tPLSN A 0 A_Giveinventory(\"PlasmaAmmo\",1)\n\t\tPLSN A 0 A_Giveinventory(\"DoublePlasmaAmmo\",1)\n\t\tPLSN A 0 A_Takeinventory(\"AmmoCell\",1)\n\t\tGoto ReloadingSequence\n\t\tTNT1 AAAAAAAA 0\n\n\t\tPLSN A 0 A_Takeinventory(\"Reloading\",1)\n Goto Ready\n\n\tTurboReload:\n\t\tPLSN BCDE 0\n\t\tGoto ReloadingSequence\n\n\tUnload:\n\n\t\tPLSN A 0 A_Takeinventory(\"Unloading\",1)\n\t\tPLSN A 0 A_JumpIfInventory(\"AmmoCell\",1,7)\n\t\tGoto Ready\n\t\tTNT1 AAAAA 0\n\t\tPLSN A 0 A_PlaySound(\"BEP\")\n\t\tPLSR A 4 A_WeaponReady(WRF_NOFIRE)\n\t\tPLSN A 0 A_PlaySound(\"BEP\")\n\t\tPLSR A 4 A_WeaponReady(WRF_NOFIRE)\n TNT1 AAAA 0\n PLSN A 0 A_PlaySound(\"PLREADY\")\n PLSR AB 1\n\t\tPLSR CDJJJJJJ 1\n\t\tPLSR IHGFDECBA 2\n\n\tUnloadingSequence:\n\t\tPLSN A 0\n\t\tPLSN A 0 A_Takeinventory(\"Unloading\",1)\n\t\tPLSN A 0 A_JumpIfInventory(\"PlasmaAmmo\",1,3)\n\t\tGoto Ready\n TNT1 AAAAAAA 0\n\t\tPLSN A 0 A_Takeinventory(\"PlasmaAmmo\",1)\n\t\tPLSN A 0 A_Takeinventory(\"DoublePlasmaAmmo\",1)\n\t\tPLSN A 0 A_Giveinventory(\"AmmoCell\",1)\n\t\tGoto UnloadingSequence\n\n\tDualWield:\n\t\tPLSN A 0\n\t\tPLSN A 1 A_Takeinventory(\"StartDualWield\",1)\n\t\tPLSN A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"NoDual\")//Tactical mode cant dual\n\t\tPLSN A 0 A_JumpIfInventory(\"DualPlasmaRifles\", 1, \"GetDual\")\n\t\tPLSN A 0 A_Print(\"You must have two identical weapons to dual wield.\")\n\t\tGoto Ready\n\n\t GetDual:\n\t\tPLSN A 0 A_SetCrosshair(0)\n\t\tPLSN A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tPLSN A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tPLSN A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\tPLSN A 0 A_TakeInventory(\"Kicking\",1)\n PLSN A 0 A_TakeInventory(\"Taunting\",1)\n PLSN A 0 A_TakeInventory(\"Reloading\",1)\n\t\tPLSN A 0 A_TakeInventory(\"Unloading\",1)\n\t\tPLSN A 0 A_TakeInventory(\"Salute1\", 1)\n\t\tPLSN A 0 A_TakeInventory(\"Salute2\", 1)\n PLSN A 0 A_ZoomFactor(1.0)\n\t\tPLSN A 0 A_SelectWEapon(\"DualPlasmaRifles\")\n\t\tGoto Ready\n\n\tNoDual:\n\t\tPLSN A 1\n\t\tPLSN A 0 A_Print(\"You can't dual wield plasma rifles when playing in Tactical Mode.\",1)\n\t\tGoto Ready\n\t}\n}\n\nACTOR Plasma_Ball: FastProjectile\n{\n\tRadius 10\n\tHeight 2\n\tSpeed 60\n\tDamage (random(40, 40))\n DamageType Plasma\n\tDecal \"SmallerScorch\"\n\tProjectile\n\t+RANDOMIZE\n\t+SPECTRAL\n\t-NOBLOCKMAP\n\t+NOBLOOD\n\t+NORADIUSDMG\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n\t+FORCEXYBILLBOARD\n\tSpecies \"Marines\"\n\tdamagefactor \"Blood\", 0.0 damagefactor \"BlueBlood\", 0.0 damagefactor \"GreenBlood\", 0.0 damagefactor \"Taunt\", 0.0 damagefactor \"KillMe\", 0.0 damagefactor \"Shrapnel\", 0.0\n\tHealth 5\n\tScale 1.0\n\trenderstyle ADD\n\talpha 0.99\n\tDeathSound \"weapons/plasmax\"\n\t//SeeSound \"PLSM9\"\n SeeSound \"None\"\n\tObituary \"$OB_MPPLASMARIFLE\"\n\tStates\n\t{\n\n\tSpawn:\n\t\tPLSS ABAB 1 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tLoop\n\tDeath:\n\t PLSN A 0\n\t\tPLSN A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 1 //A_Explode(5,50,0)\n\t\tPLSE ABC 2 BRIGHT A_SpawnItem(\"BlueFlare\")\n\t\tPLSE DE 2 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tTNT2 AAA 9 A_CustomMissile (\"PlasmaSmoke\", 1, 0, random (0, 360), 2, random (0, 160))\n\t\tStop\n\n\tXDeath:\n\t PLSN A 0\n\t\tPLSN A 0 A_CustomMissile (\"BluePlasmaFire\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 AAAAA 0 A_CustomMissile (\"BluePlasmaParticle\", 0, 0, random (0, 360), 2, random (0, 360))\n\t\tTNT1 B 1 A_Explode(5,50,0)\n\t\tPLSE ABC 2 BRIGHT A_SpawnItem(\"BlueFlare\")\n\t\tPLSE DE 2 Bright A_SpawnItem(\"BlueFlareSmall\")\n\t\tStop\n\t}\n}\n\nACTOR PlasmaBall75: Plasma_Ball\n{\n\tDamage (random(50, 50))\n\tSeeSound \"PLSM9\"\n}\nACTOR PlasmaBall99: Plasma_Ball\n{\n\tDamage (random(60, 60))\n\tSeeSound \"PLSM9\"\n}\n\nACTOR PlasmaBallDM: Plasma_Ball Replaces PlasmaBall\n{\n\tSpeed 50\n\t-THRUSPECIES\n\t-MTHRUSPECIES\n\tSpecies \"None\"\n\tDamage (random(40, 40))\n}\n\nACTOR InvisiblePLasmaAmmo: CustomInventory\n{\n scale 1.0\n radius 16\n height 4\n damage 0\n Mass 1\n Inventory.PickupMessage \"Plasma Cells.\"\n States\n {\n\n\t Spawn:\n\t\tCELL D -1\n\t\tStop\n\tPickup:\n\t PLSN A 0\n\t\tPLSN A 0 A_GiveInventory(\"AmmoCell\", 50)\n\t\tStop\n}}"
}
]
},
"maps": []
}