ww-terror-04202019-zanv3.pk3

PK3 28 MiB 0 map(s)

Counts

endoom0
graphics0
lumps3125
maps3
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "0594dd15-6a02-4667-93f0-eaba97676b27",
    "sha1": "2d2d7702ce4275220697524938a9480c0686af0f",
    "sha256": "05439fedf701a4ef4e4483f33720236737789f1dc60af30ab71f0c2467c55731",
    "filenames": [
      "ww-terror-04202019-zanv3.pk3"
    ],
    "additional": {
      "engines": [],
      "iwad": [],
      "filename": null,
      "added": null,
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": {
        "TITLEMAP": "TITLEMAP.png"
      },
      "palettes": null,
      "categories": null
    },
    "flags": {
      "locked": false,
      "canDownload": true,
      "adult": false,
      "hidden": false
    },
    "file": {
      "type": "PK3",
      "size": 29850357,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/2d2d7702ce4275220697524938a9480c0686af0f/2d2d7702ce4275220697524938a9480c0686af0f.pk3.gz",
      "corrupt": false
    },
    "content": {
      "maps": [
        "TITLEMAP",
        "filter/doom/maps/titlemap",
        "filter/heretic/maps/titlemap"
      ],
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 3125,
        "maps": 3,
        "palettes": 0
      }
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "INFO_ZAN.txt",
        "contents": "/*\nMod by WildWeasel\n\nMake ww-terror work on Zandronum 3.0+\nFix whatever bugs encountered & a few small changes for multiplayer quality of life\nUV replacement skill level is fun, so bias towards pistol starts rather than upgrade system\n\nKnown Issues:\n-Melee kicks desync\n\nChangelog:\nv3:\n-Try and fix melee desyncs\n-Fixed shotgun guy going to taser state on Die Hard\n-Tasered enemies no longer become invisible online\n\t-Not sure if they return to the correct See state, but this is better than nothing\n\nv2:\n-Weapons don't need to be reloaded on pickup\n-AK base capacity 20 -> 30 (upgrade 30 -> 40)\n-AR10 made the permanent assault rifle cuz its cooler!\n\t-Also because the assault rifle breaks weapon stay and it's too much effort for me to fix that\n-AR10 try and reduce post-fire delay a little\n-AR10 removed Jamming because its annoying rng\n-Let player sprites change color again\n-Fix Uzi reload disappearing sprite\n\nv1:\n-Make version 04-20-2019 run with zandronum 3.0\n\n*/"
      },
      {
        "source": "pk3",
        "name": "cvarinfo.txt",
        "contents": "// Let's put some prefixes on these...\nuser bool ww_terror_autoreload = false;\nserver bool ww_terror_allowlevelup = true;\nserver int ww_terror_casinglifetime = 1000;\nserver int ww_terror_recoilamount = 1; // I want to tab complete 'reconnect' !!!\n//server bool ww_terror_rifles = false; // disabled\n\n// Weapon level scale cvars\nserver int ww_terror_wepMexp = 50;\nserver int ww_terror_wepTexp = 20;\nserver int ww_terror_wepGexp = 30;\nserver int ww_terror_wep1exp = 25;\nserver int ww_terror_wep2exp = 30;\nserver int ww_terror_wep3exp = 40;\nserver int ww_terror_wep4exp = 60;\nserver int ww_terror_wep5exp = 50;\nserver int ww_terror_wep5aexp = 50;\nserver int ww_terror_wep6exp = 40;\nserver int ww_terror_wep7exp = 50;\nserver int ww_terror_wep8exp = 100;"
      },
      {
        "source": "pk3",
        "name": "decorate.txt",
        "contents": "// Weasel Presents: Terrorists!\n// a tangentially-related spin-off of Nazis!\n\nconst int STUNTIME = 105; // Thanks, Kate.\n\n#include \"actors/Bullets.txt\"\n#include \"actors/Casings.txt\"\n#include \"actors/Items.txt\"\n#include \"actors/Effects.txt\"\n#include \"actors/Barrels.txt\"\n#include \"actors/weapons/BaseWeapon.txt\"\n#include \"actors/weapons/Beretta.txt\"\n#include \"actors/weapons/Mateba.txt\"\n#include \"actors/weapons/Striker.txt\"\n#include \"actors/weapons/Uzi.txt\"\n#include \"actors/weapons/Ak47.txt\"\n#include \"actors/weapons/Barrett.txt\"\n#include \"actors/weapons/MGL140.txt\"\n#include \"actors/weapons/M60.txt\"\n#include \"actors/weapons/Grenades.txt\"\n#include \"actors/weapons/M16.txt\"\n#include \"actors/enemies/BaseEnemy.txt\"\n#include \"actors/enemies/spawners.txt\"\n#include \"actors/enemies/PistolThug1.txt\"\n#include \"actors/enemies/PistolThugFemale1.txt\"\n#include \"actors/enemies/Cop1.txt\"\n#include \"actors/enemies/Cop2.txt\"\n#include \"actors/enemies/CopTaser.txt\"\n#include \"actors/enemies/MagnumFemale.txt\"\n#include \"actors/enemies/Bomber1.txt\"\n#include \"actors/enemies/Bomber2.txt\"\n#include \"actors/enemies/MagnumThug.txt\"\n#include \"actors/enemies/SMGThug.txt\"\n#include \"actors/enemies/ShotgunThug.txt\"\n#include \"actors/enemies/ARThug.txt\"\n#include \"actors/enemies/ARThug2.txt\"\n#include \"actors/enemies/Wesker.txt\"\n#include \"actors/enemies/MrFalcon.txt\"\n#include \"actors/enemies/UAV1.txt\"\n#include \"actors/enemies/Seeker.txt\"\n#include \"actors/enemies/Skimmer.txt\"\n#include \"actors/enemies/Scientist.txt\"\n#include \"actors/enemies/Enforcer.txt\"\n#include \"actors/enemies/DualieDooley.txt\"\n#include \"actors/enemies/TaserFemale.txt\"\n#include \"actors/enemies/SilentJ.txt\"\n#include \"actors/enemies/Caleb.txt\"\n#include \"actors/enemies/Punchy.txt\"\n#include \"actors/enemies/Undercover.txt\"\n#include \"actors/enemies/FemaleExec.txt\"\n#include \"actors/civilians/Deadguys.txt\"\n#include \"actors/civilians/Panhandler.txt\"\n#include \"actors/civilians/Officelady.txt\"\n#include \"actors/civilians/Sonya.txt\"\n#include \"actors/civilians/Stryker.txt\"\n#include \"actors/civilians/OfficeExec.txt\"\n#include \"actors/civilians/CoatGuy.txt\"\n\nACTOR WWTPlayer : PlayerPawn\n{\n\tPlayer.DisplayName \"John SomeGuyWithAPistol\"\n\tPlayer.InvulnerabilityMode \"reflective\"\n\tPlayer.StartItem \"Beretta\"\n\tPlayer.StartItem \"WWTFists\"\n\tPlayer.StartItem \"BerettaLoaded\",15\n\tPlayer.StartItem \"MatebaLoaded\",6\n\tPlayer.StartItem \"UziLoaded\",32\n\tPlayer.StartItem \"AK47Loaded\",30\n\tPlayer.StartItem \"WWTAR10Magazine\",30\n\tPlayer.StartItem \"StrikerLoaded\",12\n\tPlayer.StartItem \"BarrettLoaded\",5\n\tPlayer.StartItem \"MGLLoaded\",6\n\tPlayer.StartItem \"M60Loaded\",100 // half capacity\n\tPlayer.StartItem \"9mmAmmo\",30\n\tPlayer.StartItem \"GrenadePickup\"\n\tPlayer.ViewHeight 49\n\tPlayer.AttackZOffset 18\n\tPlayer.SoundClass \"Weasel\"\n\tDamageFactor \"PlayerTaser\",.05\n\tScale 1.1\n\tPlayer.WeaponSlot 1,Beretta\n\tPlayer.WeaponSlot 2,Mateba\n\tPlayer.WeaponSlot 3,WWTStriker\n\tPlayer.WeaponSlot 4,WWTUzi\n\tPlayer.WeaponSlot 5,WWTAR10//,WWTAK47\n\tPlayer.WeaponSlot 6,Barrett\n\tPlayer.WeaponSlot 7,MGL140\n\tPlayer.WeaponSlot 8,WWTM60\n\tPlayer.ColorRange 112,127\n\tStates\n\t{\n\tSpawn:\n\t\tWEAS A -1\n\t\tStop\n\tSee:\n\t\tWEAS ABCD 6\n\t\tLoop\n\tPain:\n\t\tWEAS G 3 A_Pain\n\t\tGoto Spawn\n\tPain.PlayerTaser:\n\tPain.EnemyTaser:\n\t\tWEAS G 0 A_SetBlend(\"00 55 FF\",0.5,10)\n\t\tWEAS G 6 ACS_NamedExecuteAlways(\"Tased\",0)\n\t\tGoto Spawn\n\tPain.EnemyFlash:\n\t\tWEAS G 0 A_SetBlend(\"77 77 77\",1.0,175)\n\t\tWEAS G 3 A_Pain\n\t\tGoto Spawn\n\tMissile:\n\t\tWEAS E 12\n\t\tGoto Spawn\n\tMelee:\n\t\tWEAS F 6 BRIGHT\n\t\tGoto Missile\n\tDeath:\n\t\tWEAS H 5 A_PlayerScream\n\t\tWEAS I 5\n\t\tWEAS J 5 A_NoBlocking\n\t\tWEAS K 5\n\t\tWEAS L -1\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Fontdefs.txt",
        "contents": "ROHUDSMALL\n{\n\t1 Small1\n\t2 Small2\n\t3 Small3\n\t4 Small4\n\t5 Small5\n\t6 Small6\n\t7 Small7\n\t8 Small8\n\t9 Small9\n\t0 Small0\n}"
      },
      {
        "source": "pk3",
        "name": "gameinfo.txt",
        "contents": "STARTUPTITLE = \"Police Brutality (Weasel Presents: Terrorists!)\"\nSTARTUPCOLORS = \"002266\", \"0088FF\""
      },
      {
        "source": "pk3",
        "name": "keyconf.txt",
        "contents": "addkeysection \"Terrorists!\" TerroristsKeys\naddmenukey \"Throw Grenade\" throwgrenade\naddmenukey \"Toggle Melee Type\" toggletaser\nalias throwgrenade \"use GrenadePickup\"\ndefaultbind g \"throwgrenade\"\nalias toggletaser \"use WWTTaserPickup\"\ndefaultbind f \"toggletaser\"\nalias ww_levelup \"give berettaexp 999; give matebaexp 999; give strikerexp 999; give uziexp 999; give ak47exp 999; give ar10exp 999; give barrettexp 999; give mglexp 999; give m60exp 999; give grenadeexp 999; give taserexp 999; give kickexp 999; echo Upgrade complete.\"\nalias ww_9000volts \"give WWTTaserPickup; echo Meet the bug zapper.\"\nalias ww_fragout \"give GrenadePickup 9; echo Pineapples.\"\n\nalias ww_terror_expdefault \"ww_terror_wepMexp 50; ww_terror_wepTexp 20; ww_terror_wepGexp 30; ww_terror_wep1exp 25; ww_terror_wep2exp 30; ww_terror_wep3exp 40; ww_terror_wep4exp 60; ww_terror_wep5exp 50; ww_terror_wep5aexp 50; ww_terror_wep6exp 40; ww_terror_wep7exp 50; ww_terror_wep8exp 100\"\nalias ww_terror_exphalfdefault \"ww_terror_wepMexp 25; ww_terror_wepTexp 10; ww_terror_wepGexp 15; ww_terror_wep1exp 10; ww_terror_wep2exp 15; ww_terror_wep3exp 20; ww_terror_wep4exp 30; ww_terror_wep5exp 25; ww_terror_wep5aexp 25; ww_terror_wep6exp 20; ww_terror_wep7exp 25; ww_terror_wep8exp 50\"\nalias ww_terror_expdoubledefault \"ww_terror_wepMexp 100; ww_terror_wepTexp 40; ww_terror_wepGexp 60; ww_terror_wep1exp 50; ww_terror_wep2exp 60; ww_terror_wep3exp 80; ww_terror_wep4exp 120; ww_terror_wep5exp 100; ww_terror_wep5aexp 100; ww_terror_wep6exp 80;  ww_terror_wep7exp 100; ww_terror_wep8exp 200\"\nalias ww_terror_expquaddefault \"ww_terror_wepMexp 200; ww_terror_wepTexp 80; ww_terror_wepGexp 120; ww_terror_wep1exp 100; ww_terror_wep2exp 120; ww_terror_wep3exp 160; ww_terror_wep4exp 240; ww_terror_wep5exp 200; ww_terror_wep5aexp 200; ww_terror_wep6exp 160;  ww_terror_wep7exp 200; ww_terror_wep8exp 400\"\nalias ww_terror_expeightdefault \"ww_terror_wepMexp 400; ww_terror_wepTexp 160; ww_terror_wepGexp 240; ww_terror_wep1exp 200; ww_terror_wep2exp 240; ww_terror_wep3exp 320; ww_terror_wep4exp 480; ww_terror_wep5exp 400; ww_terror_wep5aexp 400; ww_terror_wep6exp 320; ww_terror_wep7exp 400; ww_terror_wep8exp 800\""
      },
      {
        "source": "pk3",
        "name": "language.txt",
        "contents": "[enu default]\n\n// Weapon names and pickup messages.\n\nWWTTASERNAME = \"Corbex PDZ-20 Personal Defense Zapper\";\nWWTTASERPICK = \"Picked up a Corbex PDZ-20. (Melee upgrade!)\";\nWWTTASERSHORT = \"Zapper\";\nWWTWEP1NAME = \"Berducci P92 Sabre\";\nWWTWEP1PICK = \"Picked up a Berducci P92 Sabre handgun. (slot 1)\";\nWWTWEP1UPGRADENAME = \"P92R Conversion Kit\";\nWWTWEP2NAME = \"Mariani Sulaco 6\";\nWWTWEP2PICK = \"Picked up a Mariani Sulaco 6 auto-revolver. (slot 2)\";\nWWTWEP3NAME = \"Aartsen Slugger\";\nWWTWEP3PICK = \"Picked up an Aartsen Slugger shotgun. (slot 3)\";\nWWTWEP4NAME = \"Sherazi Mk.IX\";\nWWTWEP4PICK = \"Picked up a Sherazi Mk.IX SMG. (slot 4)\";\nWWTWEP5NAME = \"Kuznetzov 47M\";\nWWTWEP5PICK = \"Picked up a Kuznetzov 47M rifle. (slot 5)\";\nWWTWEP5ANAME = \"Anders BR-16\";\nWWTWEP5APICK = \"Picked up an Anders BR-16 Assault Rifle. (Slot 5)\";\nWWTWEP6NAME = \"Berlinghoff AMR-82\";\nWWTWEP6PICK = \"Picked up a Berlinghoff AMR-82. (slot 6)\";\nWWTWEP7NAME = \"Cooke GLP-140\";\nWWTWEP7PICK = \"Picked up a Cooke GLP-140 grenade launcher. (slot 7)\";\nWWTWEP8NAME = \"Black Boar LMG\";\nWWTWEP8PICK = \"Picked up a \\\"Black Boar\\\" machine gun. (slot 8)\";\nWWTGREN1NAME = \"Markov 21 Frag Grenades\";\nWWTGREN2NAME = \"XM112 High-Voltage Grenades\";\nWWTGREN3NAME = \"Ace T5 Incendiary Grenades\";\n\n// Replaced quit messages.\n\nQUITMSG = \"If you try to run,\\nI've got six little friends\\nand they can all run faster than you can.\";\nQUITMSG1 = \"You had better decide whether you're\\nhanging on the cross\\nor banging in the nails.\";\nQUITMSG2 = \"There's gotta be a hundred reasons\\nwhy I don't blow you away.\\nRight now I can't think of one.\";\nQUITMSG3 = \"Ever notice how you come across\\nsomebody once in a while\\nyou shouldn't have fucked with? That's me.\";\nQUITMSG4 = \"I got all the time in the world.\\n*You* don't, but I do.\";\nQUITMSG5 = \"You ain't got time to bleed?\";\nQUITMSG6 = \"Sounds like you've had a hard life.\\nGood thing it's over.\";\nQUITMSG7 = \"Losers always whine about their best.\\nWinners go home and fuck the prom queen. \";\nQUITMSG8 = \"Feeling a bit *too* expendable?\";\nQUITMSG9 = \"Are you gonna do something?\\nOr just stand there and bleed?\";\nQUITMSG10 = \"Are you not entertained?\";\nQUITMSG11 = \"You're not making the same mistakes again --\\nyou're making all new ones.\";\nQUITMSG12 = \"Questions, comments, complaints?\\nSee the thread on ZDoom Forums.\";\nQUITMSG13 = \"Do you feel lucky?\";\nQUITMSG14 = \"Sure you're not hungry for some Green Beret?\";\nTXT_YES = \"Affirmative\";\nTXT_NO = \"Negative\";\n\n// Replaced cheat names.\n\nSTSTR_DQDON = \"Seagal's Boon ON\";\nSTSTR_DQDOFF = \"Seagal's Boon OFF\";\nSTSTR_KFAADDED = \"Insert \\\"Gear Up\\\" scene here (with accompanying hacker montage).\";\nSTSTR_FAADDED = \"Insert \\\"Gear Up\\\" scene here.\";\nSTSTR_NCON = \"Who do you think you are, Patrick Swayze?\";\nSTSTR_NCOFF = \"After a while you start to miss being able to touch things.\";\nSTSTR_BEHOLD = \"Who actually uses this cheat anymore?\";\nSTSTR_BEHOLDX = \"You, apparently.\";\nSTSTR_CHOPPERS = \"Leatherface not appearing in this mod.\";\nTXT_BUDDHAON = \"Die Hard Mode ON\";\nTXT_BUDDHAOFF = \"Die Hard Mode OFF\";\nTXT_DEFAULTPICKUPMSG = \"If you see this message, let Weasel know what you were doing!\";\n\n// Obituary strings\n// First the self-kills, then the other-kills\nOB_SUICIDE = \"%o went out in %p own unique way.\";\nOB_FALLING = \"%o went out like Alan Rickman in Die Hard.\";\nOB_CRUSH = \"%o went out like Brigette Nielsen in Body Count.\";\nOB_EXIT = \"%o fell for the old electric exit button trick.\";\nOB_WATER = \"%o should have paid attention in swimming class.\";\nOB_SLIME = \"%o becomes the Toxic Avenger (not really).\";\nOB_LAVA = \"%o went out like Arnold in Terminator 2.\";\nOB_BARREL = \"%o should have paid attention in chemistry.\";\nOB_KILLEDSELF = \"%o receives a Darwin Award.\";\nOB_VOODOO = \"%o killed his doppelganger without considering the consequences.\";\nOB_MONTELEFRAG = \"%o learns why teleportation hasn't been invented yet.\";\nOB_DEFAULT = \"%o died mysteriously.\";\nOB_FRIENDLY1 = \"%k didn't realize team damage was on.\";\nOB_FRIENDLY2 = \"%k ate a Green Beret for breakfast.\";\nOB_FRIENDLY3 = \"%k should really watch %p fire.\";\nOB_FRIENDLY4 = \"%k didn't like %o anyway.\";"
      },
      {
        "source": "pk3",
        "name": "loadacs.txt",
        "contents": "TERROR"
      },
      {
        "source": "pk3",
        "name": "mapinfo.txt",
        "contents": "gameinfo\n{\n\tquitmessages = \"$QUITMSG\", \"$QUITMSG1\", \"$QUITMSG2\", \"$QUITMSG3\", \"$QUITMSG4\", \"$QUITMSG5\", \"$QUITMSG6\", \"$QUITMSG7\", \"$QUITMSG8\", \"$QUITMSG9\", \"$QUITMSG10\", \"$QUITMSG11\", \"$QUITMSG12\", \"$QUITMSG13\", \"$QUITMSG14\"\n\tmenufontcolor_title = \"Untranslated\"\n\tmenufontcolor_label = \"Light Blue\"\n\tmenufontcolor_value = \"White\"\n\tmenufontcolor_header = \"Untranslated\"\n\tmenufontcolor_highlight = \"Gold\"\n\tmenufontcolor_action = \"Gold\"\n\tmenufontcolor_selection = \"Green\"\n\tdimcolor = \"#000000\"\n\tdimamount = \"0.5\"\n\tplayerclasses=\"WWTPlayer\"\n}\n\nclearskills\n\nskill Terroreasy\n{\n\tEasyBossBrain\n\tSpawnFilter = Easy\n\tName = \"Pride and Prejudice\"\n\tPicName = \"WWSKILL1\"\n\tKey = \"1\"\n\tACSReturn = 1\n\tEasyKey\n}\n\nskill Terrornormal\n{\n\tSpawnFilter = Normal\n\tKey = \"2\"\n\tName = \"True Lies\"\n\tPicName = \"WWSKILL2\"\n\tACSReturn = 2\n\tDefaultSkill\n}\n\nskill Terrorhard\n{\n\tSpawnFilter = Hard\n\tName = \"Commando\"\n\tPicName = \"WWSKILL3\"\n\tKey = \"3\"\n\tACSReturn = 3\n}\n\nskill Terrornightmare\n{\n\tFastMonsters\n\tSpawnFilter = Nightmare\n\tName = \"Die Hard\"\n\tPicName = \"WWSKILL4\"\n\tKey = \"4\"\n\tACSReturn = 4\n}\n\nskill TerrorSupernightmare\n{\n\tFastMonsters\n\tSpawnFilter = Nightmare\n\tName = \"The Sum of All Fears\"\n\tPicName = \"WWSKILL5\"\n\tMustConfirm = \"I don't know what's scarier, losing nuclear weapons, or that it happens so often there's actually a term for it.\"\n\tACSReturn = 5\n\tKey = \"5\"\n\tDamageFactor = 2.0\n\tMonsterHealth = 0.5\n}\n\nIntermission Inter_Cast\n{\n\tScroller\n\t{\n\t\tScrollDirection = Down\n\t\tBackground = \"ENDCRD01\"\n\t\tBackground2 = \"ENDCRD02\"\n\t\tMusic = \"D_TRROR3\"\n\t\tInitialDelay = -100\n\t\tScrolltime = -320\n\t\tTime = -420\n\t}\n\tLink = Inter_Cast2\n}\n\nIntermission Inter_Cast2\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD03\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast3\n}\n\nIntermission Inter_Cast3\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD04\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast4\n}\n\nIntermission Inter_Cast4\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD05\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast5\n}\nIntermission Inter_Cast5\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD06\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast6\n}\nIntermission Inter_Cast6\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD07\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast7\n}\nIntermission Inter_Cast7\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD08\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast8\n}\nIntermission Inter_Cast8\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD09\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast9\n}\nIntermission Inter_Cast9\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD10\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast10\n}\nIntermission Inter_Cast10\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD11\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast11\n}\nIntermission Inter_Cast11\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD12\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast12\n}\nIntermission Inter_Cast12\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD13\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast13\n}\nIntermission Inter_Cast13\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD14\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast14\n}\nIntermission Inter_Cast14\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD15\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast15\n}\nIntermission Inter_Cast15\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD16\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n\tLink = Inter_Cast16\n}\nIntermission Inter_Cast16\n{\n\tScroller\n\t{\n\t\tTime = 1\n\t\tScrollDirection = Down\n\t\tBackground2 = \"ENDCRD17\"\n\t\tScrolltime = -320\n\t\tTime = -320\n\t}\n}\n\nMAP TITLEMAP 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      },
      {
        "source": "pk3",
        "name": "menudef.txt",
        "contents": "// Okay so most of this shit is copy-pasted from gzdoom.pk3's menudef, so\n// if it breaks, I want you to go yell at Graf Zahl about it. Kay? -ww\n\nDEFAULTLISTMENU\n{\n\tFont \"Bignums\", \"Untranslated\"\n\tSelector \"BRTMENU\", -20, 5\n\tLinespacing 15\n}\n\nLISTMENU \"MainMenu\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tStaticText 17, 8, \"TERRORISTS!\"\n\tFont \"Bignums\", \"Untranslated\"\n\tPosition 37, 62\n\tTextItem \"New\", \"n\", \"PlayerclassMenu\"\n\tTextItem \"ZDoom Options\",\"o\", \"OptionsMenu\"\n\tTextItem \"Mod Options\",\"m\", \"TerroristsOptions\"\n\tTextItem \"Load\", \"l\", \"LoadGameMenu\"\n\tTextItem \"Save\", \"s\", \"SaveGameMenu\"\n\tTextItem \"Help\", \"h\", \"HelpTopicsMenu\"\n\tTextItem \"Quit\", \"q\", \"QuitMenu\"\n}\n\nListMenu \"EpisodeMenu\"\n{\n\tNetgameMessage \"$NETGAME\"\n\tPosition 48, 63\n\tStaticText 84, 38, \"Pick Your Mission\"\n}\n\nListMenu \"SkillMenu\"\n{\n\tStaticText 126, 14, \"New Game\"\n\tFont \"Dbigfont\"\n\tStaticText 34, 32, \"Which of these films best describes you?\"\n\tPosition 16, 50\n\tLinespacing 24\n}\n\nOptionMenu \"TerroristsOptions\"\n{\n\tTitle \"Terrorists! Options\"\n\tOption \"Auto-Reload\",\"autoreload\",\"OnOff\"\n\tSlider \"Shell Casing Lifetime\",\"casinglifetime\",100,9000,100\n\tSlider \"Weapon Recoil Multiplier\",\"recoilamount\",0,20,1\n\tStaticText \"\"\n\tOption \"Assault Rifle\",\"rifles\",\"Rifles\"\n\tStaticText \"\"\n\tStaticText \"Weapon Experience Scaling\", 1\n\tOption \"Weapons Gain Experience\",\"allowlevelup\",\"OnOff\"\n\tSlider \"Melee\",\"ww_wepMexp\",5,995,5\n\tSlider \"$WWTTASERSHORT\",\"ww_wepTexp\",5,995,5\n\tSlider \"Grenades\",\"ww_wepGexp\",5,995,5\n\tSlider \"$WWTWEP1NAME\",\"ww_wep1exp\",5,995,5\n\tSlider \"$WWTWEP2NAME\",\"ww_wep2exp\",5,995,5\n\tSlider \"$WWTWEP3NAME\",\"ww_wep3exp\",5,995,5\n\tSlider \"$WWTWEP4NAME\",\"ww_wep4exp\",5,995,5\n\tSlider \"$WWTWEP5NAME\",\"ww_wep5exp\",5,995,5\n\tSlider \"$WWTWEP5ANAME\",\"ww_wep5aexp\",5,995,5\n\tSlider \"$WWTWEP6NAME\",\"ww_wep6exp\",5,995,5\n\tSlider \"$WWTWEP7NAME\",\"ww_wep7exp\",5,995,5\n\tSlider \"$WWTWEP8NAME\",\"ww_wep8exp\",5,995,5\n\tStaticText \"\"\n\tSafeCommand \"Reset to 0.5X Default Scaling\",\"ww_exphalfdefault\"\n\tSafeCommand \"Reset to 1X Default Scaling\",\"ww_expdefault\"\n\tSafeCommand \"Reset to 2X Default Scaling\",\"ww_expdoubledefault\"\n\tSafeCommand \"Reset to 4X Default Scaling\",\"ww_expquaddefault\"\n\tSafeCommand \"Reset to 8X Default Scaling\",\"ww_expeightdefault\"\n}\n\nOptionValue \"Rifles\"\n{\n\t0,\"$WWTWEP5NAME\"\n\t1,\"$WWTWEP5ANAME\"\n}\n\n// The gargantuan Help Menu!\nListMenu \"HelpTopicsMenu\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 37, 30\n\tStaticText 0, 0, \"HELP\"\n\tFont \"Smallfont\", \"Untranslated\"\n\tTextItem \"1. Introduction to Terrorists!\", \"1\", \"HelpSection1-1\"\n\tTextItem \"2. The Tools of the Trade\", \"2\", \"HelpSection2-1\"\n\tTextItem \"3. The Terrorists\", \"3\", \"HelpSection3-1\"\n\tTextItem \"4. Hostage Rescue Tactics\", \"4\", \"HelpSection4-1\"\n\tTextItem \"5. The Upgrade System\", \"5\", \"HelpSection5-1\"\n\tTextItem \"6. Who Made This Thing, Anyway?\", \"6\", \"CreditsPage\"\n\tTextItem \"Appendix: Honorary Achievements\", \"a\", \"Achievements\"\n}\n\nListMenu \"HelpSection1-1\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"INTRO\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"Welcome to Weasel Presents: Terrorists!\"\n\tStaticText 4, 42, \"This in-game manual should help you decipher the true meaning of Christmas.\"\n\tStaticText 4, 49, \"Actually, that's a bald-faced lie - but if you ever wanted to know what\"\n\tStaticText 4, 56, \"something does in the mod, this is the best place to look.\"\n\n\tStaticText 4, 70, \"You play the role of John SomeGuyWithAPistol as he slaughters terrorists\"\n\tStaticText 4, 77, \"by the thousands, saves the hostages from a terrible fate of wandering\"\n\tStaticText 4, 84, \"through a video game for eternity, and kicks a lot of stuff.\"\n\n\tStaticText 4, 98, \"If you have any questions about the mod that I have not answered in\"\n\tStaticText 4, 105, \"this help file, please get in touch with me via the ZDoom Forums\"\n\tStaticText 4, 112, \"(screen name: wildweasel), or email (wild.weasel@gmail.com).\"\n\n\tStaticText 4, 133, \"Don't forget: this mod is FREE. If you paid money for it, you've been\"\n\tStaticText 4, 140, \"utterly ripped off. (Not that I've ever had that happen to my own mod...)\"\n}\n\nListMenu \"HelpSection2-1\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"GUNS\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"Here are the weapons you will encounter throughout the terrorist's complex.\"\n\tStaticText 4, 42, \"\"\n\tStaticText 4, 49, \"BERDUCCI P92 SABER - A reliable, inexpensive 9mm handgun, which happens to\"\n\tStaticText 4, 56, \"be the pistol that the main character's last name implies. It is relatively\"\n\tStaticText 4, 63, \"quick, fairly accurate, and takes the most common ammo in the game. If you\"\n\tStaticText 4, 70, \"are persistent, it will upgrade to fire much faster, and gain the ability\"\n\tStaticText 4, 77, \"to pierce bullet-proof vests on certain enemies.\"\n\tStaticText 4, 84, \"\"\n\tStaticText 4, 91, \"MARIANI SULACO 6 - The unique barrel positioning on this .44 Magnum revolver\"\n\tStaticText 4, 98, \"makes recoil somewhat less of an issue compared to other revolvers. It does\"\n\tStaticText 4, 105, \"pack quite a punch, and can be upgraded into a cheap sniping weapon.\"\n\tStaticText 4, 112, \"\"\n\tStaticText 4, 119, \"AARTSEN SLUGGER - This South African-made shotgun fires semi-automatically\"\n\tStaticText 4, 126, \"and can make minced meat out of most foes, but it is a waste of time to\"\n\tStaticText 4, 133, \"fire it at armored foes. Upgrades will speed up its sluggish reload times.\"\n\tStaticText 4, 140, \"\"\n\tStaticText 4, 147, \"SHERAZI MK.IX - A lightweight, easily-tamed 9mm submachine gun. Notable for\"\n\tStaticText 4, 154, \"its versatility as well as its low price, making it one of the more common\"\n\tStaticText 4, 161, \"guns you'll find on dead foes. With some time and effort, the Sherazi can\"\n\tStaticText 4, 168, \"be upgraded to fire faster, and to accept common sound/flash suppressors.\"\n\tFont \"Smallfont\", \"Untranslated\"\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"HelpSection2-2\"\n}\n\nListMenu \"HelpSection2-2\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"GUNS II\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"KUZNETZOV 47M - Commonly referred to as the greatest assault rifle of all time.\"\n\tStaticText 4, 42, \"It is the mainstay of many rebel and insurgent factions all around the world.\"\n\tStaticText 4, 49, \"The 7.62mm round it fires is strong enough to bypass armor. With upgrades, its\"\n\tStaticText 4, 56, \"bullets will fly faster, and there is also a grenade launcher (WEAPON ZOOM fires).\"\n\tStaticText 4, 63, \"\"\n\tStaticText 4, 70, \"BERLINGHOFF AMR-82 - The world's most powerful anti-materiel rifle, firing the\"\n\tStaticText 4, 77, \"massive .50 BMG cartridge. It ignores armor, packs a wallop, and has a scope\"\n\tStaticText 4, 84, \"that provides a 3x zoom. Upgrades can help rectify its initial recoil problems,\"\n\tStaticText 4, 91, \"and also give it the ability to pierce through enemy ranks with ease.\"\n\tStaticText 4, 98, \"\"\n\tStaticText 4, 105, \"COOKE GLP-140 - This variant on a Croatian design can fire 40mm grenades at\"\n\tStaticText 4, 112, \"a respectable distance, with upgrades enabling it to launch even further,\"\n\tStaticText 4, 119, \"and eventually increasing its explosive payload to almost hellish temperatures.\"\n\tStaticText 4, 126, \"It does take a very long time to reload, though, so pay attention to your ammo.\"\n\tStaticText 4, 133, \"\"\n\tStaticText 4, 140, \"\\\"BLACK BOAR\\\" LMG - It served your country well during its previous campaign\"\n\tStaticText 4, 147, \"in south-east Asia, but now the terrorists have obtained some themselves. The\"\n\tStaticText 4, 154, \"Black Boar fires really quickly, but its recoil (owing to the weapon's weight)\"\n\tStaticText 4, 161, \"is almost unmanageable, unless the weapon is stablized by gripping the front\"\n\tStaticText 4, 168, \"bipod (WEAPON ZOOM button).\"\n\tFont \"Smallfont\", \"Untranslated\"\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"HelpSection2-3\"\n}\n\nListMenu \"HelpSection2-3\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"GUNS III\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"THE MIGHTY FOOT - Sometimes a dude just needs a kick to the face. No matter what\"\n\tStaticText 4, 42, \"weapon you have selected, you can press ALTERNATE FIRE to attack with your foot.\"\n\tStaticText 4, 49, \"Kicking enemies does quite a lot of damage, but it is a bit slow, and you can't\"\n\tStaticText 4, 56, \"shoot at the same time, either. It is useful if your weapon is empty, though.\"\n\tStaticText 4, 63, \"With enough KO's, you can learn to kick in combos, or even kick so hard that all\"\n\tStaticText 4, 70, \"who surround you will be thrust away. There's one other kick level you can reach,\"\n\tStaticText 4, 77, \"but I'll save that for a surprise.\"\n\tStaticText 4, 84, \"\"\n\tStaticText 4, 91, \"HAND GRENADES - Situations do sometimes call for throwable explosives, of which\"\n\tStaticText 4, 98, \"you can carry up to nine. Through some contrivance, the more kills you get with\"\n\tStaticText 4, 105, \"your initial pipebomb grenades, the better grenades you'll be able to throw.\"\n\tStaticText 4, 112, \"I'm not even going to bother trying to explain why. It's a game, dammit.\"\n\tStaticText 4, 119, \"\"\n\tStaticText 4, 126, \"TASER - NYPD SWAT's favorite tool of intimidation is now a really good way to\"\n\tStaticText 4, 133, \"delay terrorists while you're reloading, or if you need to retreat, or if you\"\n\tStaticText 4, 140, \"just want to make some poor sap wet themselves, and then have them burst into\"\n\tStaticText 4, 147, \"flames because you held it on them for way too long. If you are patient enough\"\n\tStaticText 4, 154, \"to level it up, it will become quite a lot easier to \\\"over-taser\\\" enemies,\"\n\tStaticText 4, 161, \"and eventually the battery will be so strong that the electricity will start to\"\n\tStaticText 4, 168, \"arc between foes with devastating effects. Just be careful; it likes to backfire.\"\n}\n\nListMenu \"HelpSection3-1\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"BAD GUYS\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"Most of what we know about these terrorists comes from our man on the inside.\"\n\tStaticText 4, 42, \"Sadly, he got captured by said terrorists, so our info is pretty limited. But\"\n\tStaticText 4, 49, \"he did manage to get us a vague idea of their armaments and who uses them...\"\n\tStaticText 4, 56, \"\"\n\tStaticText 4, 63, \"THUGS WITH PISTOLS - Our man reported men in blue jackets, which he claims are\"\n\tStaticText 4, 70, \"the weakest of the weak. They apparently only joined the faction because their\"\n\tStaticText 4, 77, \"Facebook page said \\\"Like us for a free cookie!\\\" Generally not threatening.\"\n\tStaticText 4, 84, \"You will also find some smartly dressed men in leather suit jackets; these men\"\n\tStaticText 4, 91, \"are wearing weak armored vests beneath said jackets, so you may need a bit more\"\n\tStaticText 4, 98, \"firepower (or just a solid kick to the chest).\"\n\tStaticText 4, 105, \"\"\n\tStaticText 4, 112, \"THE POLICE DOUBLE-AGENTS - These terrorists apparently have some men inside the\"\n\tStaticText 4, 119, \"local police department; you will find men in police uniforms, but these men are\"\n\tStaticText 4, 126, \"NOT on your side. They will shoot to kill. Some have ordinary pistols, some have\"\n\tStaticText 4, 133, \"Magnums as their sidearms.\"\n\tStaticText 4, 140, \"\"\n\tStaticText 4, 147, \"MAGNUM WOMEN - Our agent mentioned that women are commonly outfitted with the\"\n\tStaticText 4, 154, \"same Magnum sidearm as the police. Some of them only fire a couple shots at a\"\n\tStaticText 4, 161, \"time, while others will empty the entire weapon at once and then reload on the\"\n\tStaticText 4, 168, \"spot. We shouldn't have to mention that Magnums pack a punch, so take cover.\"\n\tFont \"Smallfont\", \"Untranslated\"\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"HelpSection3-2\"\n}\n\nListMenu \"HelpSection3-2\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"BAD GUYS II\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"\\\"SHOCK\\\" TROOPERS - Troops clad in a grey security uniform, wielding Tasers.\"\n\tStaticText 4, 42, \"Beware, as although the taser doesn't hurt you that much, it does stun you.\"\n\tStaticText 4, 49, \"Yes, our agent really called them Shock Troopers. No, you aren't allowed to punch\"\n\tStaticText 4, 56, \"him in the face (until he's debriefed - NO, you aren't allowed to \\\"debrief\\\" him).\"\n\tStaticText 4, 63, \"\"\n\tStaticText 4, 70, \"RIFLEMEN - Our guy says there are a lot of different kinds of these in their ranks.\"\n\tStaticText 4, 77, \"Some have Kuznetzov rifles, some wield shotguns, some wear armor and some don't.\"\n\tStaticText 4, 84, \"He did say that the armored folks are wearing stronger armor that shotguns can't\"\n\tStaticText 4, 91, \"breach, so find a rifle of your own to take them on.\"\n\tStaticText 4, 98, \"\"\n\tStaticText 4, 105, \"\\\"PUNCHY\\\" - Of all things, we can't figure out why our agent gave these guys\"\n\tStaticText 4, 112, \"a nickname and not the rest of them, but he said you'd know what he meant when\"\n\tStaticText 4, 119, \"you meet one...because they like to punch people. We take it back; you may punch\"\n\tStaticText 4, 126, \"him when you find him.\"\n\tStaticText 4, 133, \"\"\n\tStaticText 4, 140, \"BULLET-HOSERS - We briefly wondered if our man on the inside is Canadian, until\"\n\tStaticText 4, 147, \"he explained that he was talking about Tangoes wielding sub-machine guns. The big\"\n\tStaticText 4, 154, \"guys in trenchcoats are equipped with stock Sherazis, he says, while the women\"\n\tStaticText 4, 161, \"in the orange jackets have modified theirs with sound suppressors. The women also\"\n\tStaticText 4, 168, \"wear heavy body armor, he warns, so have your rifle at the ready.\"\n\tFont \"Smallfont\", \"Untranslated\"\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"HelpSection3-3\"\n}\n\nListMenu \"HelpSection3-3\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"BAD GUYS III\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"BOMBERS - As with most of his intel, our guy mentions two different kinds of\"\n\tStaticText 4, 42, \"Bombers. Some are ex-convicts (you'll tell them by their uniforms) that throw their\"\n\tStaticText 4, 49, \"home-made pipebomb explosives at you. They tend to get into arguments with their\"\n\tStaticText 4, 56, \"compatriots, and often resort to clubbing each other in the head with their bombs.\"\n\tStaticText 4, 63, \"The other bombers wear lead aprons, stolen from the medical center, and carry a\"\n\tStaticText 4, 70, \"lot of old frag grenades underneath, which they like to throw in large amounts.\"\n\tStaticText 4, 77, \"\"\n\tStaticText 4, 84, \"SCIENTISTS - Well, we should have figured that Stockholm Syndrome would set in,\"\n\tStaticText 4, 91, \"and it's no secret that the facility that we're sending you into had some rather...\"\n\tStaticText 4, 98, \"dangerous research being undertaken. But we didn't expect that the science team\"\n\tStaticText 4, 105, \"would so willingly join the terrorists, let alone test their experimental weapons\"\n\tStaticText 4, 112, \"on the first intruder they see. Our agent says he hasn't seen anything quite like\"\n\tStaticText 4, 119, \"these before. Be prepared for anything.\"\n\tStaticText 4, 126, \"\"\n\tStaticText 4, 133, \"FLASHERS - Don't get any dirty thoughts here, Agent; the women our contact calls\"\n\tStaticText 4, 140, \"\\\"Flashers\\\" are called such because of their unique personal defense sidearms,\"\n\tStaticText 4, 147, \"which fire bursts of energy that, on contact, will temporarily blind whatever\"\n\tStaticText 4, 154, \"they touch. It doesn't hurt that much, but if you're not careful, it could cost\"\n\tStaticText 4, 161, \"you severely in a firefight. Unfortunately, he says, his sunglasses didn't protect\"\n\tStaticText 4, 168, \"him from said energy bursts. Did we mention he infiltrated at night? Weird guy.\"\n\tFont \"Smallfont\", \"Untranslated\"\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"HelpSection3-4\"\n}\n\nListMenu \"HelpSection3-4\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"BAD GUYS IV\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"UNMANNED AERIAL VEHICLES - Well, it seems like the bad guys subverted our remote\"\n\tStaticText 4, 42, \"attack drones as well. These are controlled, presumably, by those Chinese gold\"\n\tStaticText 4, 49, \"farmers we hear so much about. Beware their rockets; if you hear the weapons bay\"\n\tStaticText 4, 56, \"opening, they're about to fire a large salvo in your direction.\"\n\tStaticText 4, 63, \"\"\n\tStaticText 4, 70, \"SEEKER DRONES - These little droids were originally to give directions for\"\n\tStaticText 4, 77, \"visitors to the complex, and they would approach visitors and ask questions. It\"\n\tStaticText 4, 84, \"seems someone has created a short in their wiring, so that when they attempt to\"\n\tStaticText 4, 91, \"greet someone, they instead explode in the poor visitor's face. Probably has lots\"\n\tStaticText 4, 98, \"to do with that product recall on fission batteries we heard about the other day.\"\n\tStaticText 4, 105, \"\"\n\tStaticText 4, 112, \"ML-42 SKIMMER - Fun fact: the complex you're about to infiltrate was developing a\"\n\tStaticText 4, 119, \"military support drone, AI-controlled, equipped with two .30-caliber machine guns.\"\n\tStaticText 4, 126, \"The Skimmer, as it's known, was going to be really useful for patrolling urban\"\n\tStaticText 4, 133, \"environments. Unfortunately, all it takes to make them into flying nightmares is\"\n\tStaticText 4, 140, \"to switch their IFF system around, which basically means you're going to dodge\"\n\tStaticText 4, 147, \"a lot of lead when they're around. Our sincerest apologies for not warning you\"\n\tStaticText 4, 154, \"sooner; \\\"Need To Know\\\" is apparently a lot farther-reaching than we expected,\"\n\tStaticText 4, 161, \"and we only learned of their existence this morning, thanks to the last agent we\"\n\tStaticText 4, 168, \"sent in.\"\n\tFont \"Smallfont\", \"Untranslated\"\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"HelpSection3-5\"\n}\n\nListMenu \"HelpSection3-5\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"BAD GUYS V\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"BENNETT - It's probably a code-name, as our man claims to have seen at least two\"\n\tStaticText 4, 42, \"men matching his description at once. \\\"Bennett\\\" is clad in heavy riot armor, so\"\n\tStaticText 4, 49, \"many weapons are significantly weaker against him. He also wields a vintage Black\"\n\tStaticText 4, 56, \"Boar LMG from the Southeast Asian campaign, as well as grenades. Heavy firepower\"\n\tStaticText 4, 63, \"is recommended against him.\"\n\tStaticText 4, 70, \"\"\n\tStaticText 4, 77, \"\\\"DUALIE\\\" DOOLEY - Our contact overheard this man bragging about his K/D ratio,\"\n\tStaticText 4, 84, \"so we can only assume that he thinks he's hot stuff because he played that one\"\n\tStaticText 4, 91, \"online FPS game. He reportedly carries a pair of Sherazi SMGs, which he likes to\"\n\tStaticText 4, 98, \"fire wildly into the air for no reason. The sheer amount of ammo he's bound to\"\n\tStaticText 4, 105, \"throw downrange will utterly annihilate you if you don't get in cover.\"\n\tStaticText 4, 112, \"\"\n\tStaticText 4, 119, \"ALFRED WESTER - The only member of the terrorist faction that we've had any\"\n\tStaticText 4, 126, \"contact with, Wester doesn't appear anywhere in our dossier, but that's the name\"\n\tStaticText 4, 133, \"on the communique we received this morning, and our inside guy claims he\"\n\tStaticText 4, 140, \"heard some of the baddies say the name a couple of times. We don't know what to\"\n\tStaticText 4, 147, \"expect, so just be on your guard.\"\n\tStaticText 4, 154, \"\"\n\tStaticText 4, 161, \"MR. FALCON - Wait, seriously? Is that his name? What, did this guy grow up on\"\n\tStaticText 4, 168, \"TV-edited action flicks? Is he actually one of them? Is our agent drunk or what?\"\n}\n\nListMenu \"HelpSection4-1\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"HOSTAGES\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"What group of terrorists doesn't take hostages? Then they wouldn't have a chip\"\n\tStaticText 4, 42, \"to bargain with when the negotiations start, and that wouldn't be in their best\"\n\tStaticText 4, 49, \"interests. You'll find a number of innocents trapped in the complex - sometimes\"\n\tStaticText 4, 56, \"locked behind secret panels - which you'll need to evacuate. Thankfully, your\"\n\tStaticText 4, 63, \"Standard-Issue Terrorist Negotiation Kit includes a number of Fulton X35 personal\"\n\tStaticText 4, 70, \"teleportation devices. If you encounter a hostage, simply run up to them and hit\"\n\tStaticText 4, 77, \"the USE key to give them a device. They will be instantly beamed to a nearby\"\n\tStaticText 4, 84, \"debriefing center, and they will drop useful items to aid you in your assault.\"\n\n\tStaticText 4, 98, \"If a hostage is executed, don't fret - you will still receive items from dead\"\n\tStaticText 4, 105, \"hostages, but bear in mind that the reward for rescuing one is always better\"\n\tStaticText 4, 112, \"than the item you'll find on their corpse.\"\n\n\tFont \"Smallfont\", \"Untranslated\"\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"HelpSection4-2\"\n}\n\nListMenu \"HelpSection4-2\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"HOSTAGES II\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"Intelligence is aware of the following people having been taken hostage:\"\n\tStaticText 4, 42, \"\"\n\tStaticText 4, 49, \"LINDA, The Office Lady - She works nine to five, for 5% less monthly\"\n\tStaticText 4, 56, \"salary than the rest of her company. She is almost convinced that having\"\n\tStaticText 4, 63, \"been held by terrorists is the most exciting thing that's happened to her\"\n\tStaticText 4, 70, \"all year. When rescued, she will drop an IBEX kit, which will upgrade your\"\n\tStaticText 4, 77, \"currently selected weapon. If killed, she drops nothing.\"\n\tStaticText 4, 84, \"\"\n\tStaticText 4, 91, \"RODNEY, The Wonder Bum - Constantly found standing in place with a cardboard\"\n\tStaticText 4, 98, \"sign, Rodney has a taste for exquisite boozes. He seems convinced that he has\"\n\tStaticText 4, 105, \"consumed so much booze that his body can actually produce it. The booze you\"\n\tStaticText 4, 112, \"receive from him restores health, and its strength depends on whether he is\"\n\tStaticText 4, 119, \"killed or rescued.\"\n\tStaticText 4, 126, \"\"\n\tStaticText 4, 133, \"ROGER KOMAKI, The Vagrant Master - His grey trenchcoat often sees him\"\n\tStaticText 4, 140, \"mistaken for a criminal, but Roger Komaki, the last heir of the Komaki Style,\"\n\tStaticText 4, 147, \"actually knows a lot about kicking people in the face. Unfortunately, his\"\n\tStaticText 4, 154, \"history of abusing painkillers has taken a toll on his body, rendering him\"\n\tStaticText 4, 161, \"incapable of actually putting his knowledge to use. However, save his ass\"\n\tStaticText 4, 168, \"from the bad guys, and he'll teach you what he knows.\"\n\n\tFont \"Smallfont\", \"Untranslated\"\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"HelpSection4-3\"\n}\n\nListMenu \"HelpSection4-3\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"HOSTAGES III\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"JAXSON, The Architect - He doesn't work here; he's just here to point out some\"\n\tStaticText 4, 42, \"structural flaws to the building owner. He resents his horrible timing, as he\"\n\tStaticText 4, 49, \"was nabbed by some thugs on his way out the building. He managed to conceal his\"\n\tStaticText 4, 56, \"building blueprints from the bad guys, and you can get them from him - but if\"\n\tStaticText 4, 63, \"you rescue him instead of letting him die, said blueprints will have extra\"\n\tStaticText 4, 70, \"annotations, detailing the exact location of every person, place, and thing\"\n\tStaticText 4, 77, \"in the current area.\"\n\tStaticText 4, 84, \"\"\n\tStaticText 4, 91, \"SONYA BLADE - Lord only knows why she's here, or why she didn't think she\"\n\tStaticText 4, 98, \"could fight the terrorists herself, considering she's fought far worse in her\"\n\tStaticText 4, 105, \"own time...but what we do know is that if you save her, she'll give you an\"\n\tStaticText 4, 112, \"artifact from her own days of ass-kicking that might give you an edge.\"\n\tStaticText 4, 119, \"\"\n\tStaticText 4, 126, \"KURTIS STRYKER - A bit of a rookie, this is the guy we originally sent in\"\n\tStaticText 4, 133, \"to deal with the terrorist threat, but he must have forgotten his guns at\"\n\tStaticText 4, 140, \"home, because his decision to fight everybody unarmed got him captured.\"\n\tStaticText 4, 147, \"When he last reported in to HQ, he did say that he managed to find some new\"\n\tStaticText 4, 154, \"experimental formula that allows one to absorb all damage (to some extent).\"\n\tStaticText 4, 161, \"The formula doesn't hold up well at room temperature, so he just carries the\"\n\tStaticText 4, 168, \"herbs on him, and he'll mix them up for twice the potency when you save him.\"\n}\n\nListMenu \"HelpSection5-1\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"UPGRADES\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"Our organization rewards thoroughness, so for doing your best to clear out\"\n\tStaticText 4, 42, \"every single Tango in the complex, we'll issue you an upgrade for the tool\"\n\tStaticText 4, 49, \"of our choice. To put it simply, when you get enough kills* with a given\"\n\tStaticText 4, 56, \"weapon, it will receive an upgrade. Now, there are other ways to get these,\"\n\tStaticText 4, 63, \"generally involving rescuing hostages (such as the IBEX Upgrade Kit),\"\n\tStaticText 4, 70, \"but some things (the grenades and taser) can't be upgraded in this manner.\"\n\tStaticText 4, 77, \"Each weapon requires a different amount of kills to upgrade.\"\n\tStaticText 4, 84, \"The amount of kills depends on your settings in the Mod Settings menu.\"\n\tStaticText 4, 91, \"\"\n\tStaticText 4, 98, \"*(Hostages DO NOT count as kills! Leave that bloodthirsty attitude at home!)\"\n}\n\nListMenu \"CreditsPage\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tStaticText 17, 0, \"TERRORISTS!\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 40, \"by wildweasel, created throughout 2012\"\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 60, \"Based on sprites from William Shatner's TekWar.\"\n\tStaticText 4, 70, \"For more detailed credits, see individual PK3 folders.\"\n\tStaticText 4, 80, \"Non-resource credits follow.\"\n\n\tStaticText 4, 100, \"The vast majority of this mod's code was by me\"\n\tStaticText 4, 110, \"(wildweasel). The bullet tracers were borrowed\"\n\tStaticText 4, 120, \"from my own WW-Nazis, whose spark effects were\"\n\tStaticText 4, 130, \"originally coded by Caligari87, for HaloGuns2.wad.\"\n\n\tStaticText 4, 150, \"The Taser's pain state effects, many updates and\"\n\tStaticText 4, 160, \"fixes to some enemies, and some other things I\"\n\tStaticText 4, 170, \"probably forgot were done by Kate/Pink Silver.\"\n\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"CreditsPage2\"\n}\n\nListMenu \"CreditsPage2\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 0, \"The Taser's puff effects and chain-lightning\"\n\tStaticText 4, 10, \"effect were kindly offered by Xaser from his\"\n\tStaticText 4, 20, \"mod, Psychic.\"\n\n\tStaticText 4, 40, \"The flame-death effects are on loan from Kinsie's\"\n\tStaticText 4, 50, \"Reelism mod, and were originally written by\"\n\tStaticText 4, 60, \"SolarSnowfall.\"\n\n\tStaticText 4, 80, \"I also borrowed the RepelShock effects from\"\n\tStaticText 4, 90, \"LittleWhiteMouse's Hammerhound enemy, from the\"\n\tStaticText 4, 100, \"Boss Monster Resource Wad.\"\n\n\tStaticText 4, 120, \"Much thanks must go to BouncyTEM, who not only\"\n\tStaticText 4, 130, \"provided the voice of main villain Mr. Falcon, but\"\n\tStaticText 4, 140, \"also saved me a lot of work implementing a\"\n\tStaticText 4, 150, \"replacement for the Wolfenstein SS.\"\n\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"CreditsPage3\"\n}\n\nListMenu \"CreditsPage3\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 0, \"Much bugfixing assistance was offered by Kate,\"\n\tStaticText 4, 10, \"TheDarkArchon, DavidPH, Blzut3, and the rest of\"\n\tStaticText 4, 20, \"the #zdoom regulars. I'd also like to personally\"\n\tStaticText 4, 30, \"apologize for making you guys put up with all my\"\n\tStaticText 4, 40, \"frustrated swearing and bitching when the ACS\"\n\tStaticText 4, 50, \"scripts wouldn't compile.\"\n\n\tStaticText 4, 70, \"Many balancing tweaks are thanks to the regulars\"\n\tStaticText 4, 80, \"at ZDoom Forums and #zdoom on IRC. Hey, just\"\n\tStaticText 4, 90, \"because I edit everybody's posts and yell at\"\n\tStaticText 4, 100, \"people for being assholes doesn't mean that I\"\n\tStaticText 4, 110, \"don't thank you for all the help and\"\n\tStaticText 4, 120, \"encouragement. =P\"\n\n\tStaticText 4, 140, \"I almost forgot to include Marty Kirra in this\"\n\tStaticText 4, 150, \"list as well - while he hasn't done much in this\"\n\tStaticText 4, 160, \"mod compared to others I've made, he did provide\"\n\tStaticText 4, 170, \"a voice for \\\"Alfred Wester\\\", so he's awesome.\"\n\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"CreditsPage4\"\n}\n\nListMenu \"CreditsPage4\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 0, \"I should also mention my buddies at Hardcore\"\n\tStaticText 4, 10, \"Gaming 101, as their keen insight into video games\"\n\tStaticText 4, 20, \"(and 80's action flicks) helped me a lot. This\"\n\tStaticText 4, 30, \"includes Sotenga, Bobinator, Snarboo,\"\n\tStaticText 4, 40, \"NamelessFragger, EksFaktr, susanismyalias, dire51,\"\n\tStaticText 4, 50, \"Dooz, and muteKi, and all the other awesome\"\n\tStaticText 4, 60, \"folks whose names I forgot to note down at the time.\"\n\n\tStaticText 4, 80, \"Finally, much of this mod simply would not be\"\n\tStaticText 4, 90, \"possible if it were not for the tireless efforts\"\n\tStaticText 4, 100, \"of the people behind the ZDoom Wiki. I check it\"\n\tStaticText 4, 110, \"obsessively to make sure my function args are correct.\"\n\n\tStaticText 4, 130, \"If you'd like to figure out where all my resources\"\n\tStaticText 4, 140, \"came from, check the Graphics, Sprites, and Sounds\"\n\tStaticText 4, 150, \"folders inside ww-terror.pk3 - I left several text\"\n\tStaticText 4, 160, \"files in each folder to note where all the stuff\"\n\tStaticText 4, 170, \"originated. --ww (8/5/2012)\"\n}\n\nListMenu \"Achievements\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"CHEEVOS\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 40, \"Note: Terrorists! does not actually keep track of the status of these\"\n\tStaticText 4, 46, \"achievements, so these are strictly based on the honor system - but if\"\n\tStaticText 4, 52, \"you can show me a video of yourself actually completing one, I'll\"\n\tStaticText 4, 58, \"be impressed. -ww\"\n\tFont \"Smallfont\", \"Untranslated\"\n\tPosition 37, 66\n\tLinespacing 11\n\tTextItem \"Van Damme's Disciple\", \"\", \"Achievement01\"\n\tTextItem \"Forced Pantswetting\", \"\", \"Achievement02\"\n\tTextItem \"I Was Out Of Bullets\", \"\", \"Achievement03\"\n\tTextItem \"Boulder-Puncher's Merit Badge\", \"\", \"Achievement04\"\n\tTextItem \"Yippie-Ki-Yay, Mr. Falcon\", \"\", \"Achievement05\"\n\tTextItem \"See You At The Party, Richter\", \"\", \"Achievement06\"\n\tTextItem \"Not A Doom Clone\", \"\", \"Achievement07\"\n\tTextItem \"You're Fired\", \"\", \"Achievement08\"\n\tTextItem \"Too Old For This Shit\", \"\", \"Achievement09\"\n\tTextItem \"The Burn Supremacy\", \"\", \"Achievement10\"\n\tTextItem \"Do I Feel Lucky?\", \"\", \"Achievement11\"\n\tTextItem \"Collateral Damage\", \"\", \"Achievement12\"\n\tTextItem \"Rated PG\", \"\", \"Achievement13\"\n\tTextItem \"Rated NC-17\", \"\", \"Achievement14\"\n}\n\nListMenu \"Achievement01\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"Van Damme's Disciple - Awarded for showing great\"\n\tStaticText 4, 60, \"aptitude in the ways of kicking people in the face,\"\n\tStaticText 4, 70, \"completing an entire level using only the kick,\"\n\tStaticText 4, 80, \"and for not making any Chuck Norris Facts jokes\"\n\tStaticText 4, 90, \"in the process.\"\n}\n\nListMenu \"Achievement02\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"Forced Pantswetting - Awarded for being a complete\"\n\tStaticText 4, 60, \"sadist and achieving 100% Kills on a given map\"\n\tStaticText 4, 70, \"using only the Taser.\"\n}\n\nListMenu \"Achievement03\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"I Was Out Of Bullets - Awarded for somehow managing\"\n\tStaticText 4, 60, \"to kill a UAV or Skimmer either by kicking it, or by\"\n\tStaticText 4, 70, \"kicking a barrel or Seeker Drone. (Does not count if\"\n\tStaticText 4, 80, \"you die in the process. Tasers are allowed, as long\"\n\tStaticText 4, 90, \"as the kill is made by a barrel, Seeker, or a kick.)\"\n}\n\nListMenu \"Achievement04\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"Boulder-Puncher's Merit Badge - Awarded for following\"\n\tStaticText 4, 60, \"in a certain BSAA agent's footsteps and defeating\"\n\tStaticText 4, 70, \"\\\"Alfred Wester\\\" with melee weapons only.\"\n}\n\nListMenu \"Achievement05\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"Yippie-Ki-Yay, Mr. Falcon - Awarded for being an\"\n\tStaticText 4, 60, \"excellent ad-hoc physics professor, quickly teaching\"\n\tStaticText 4, 70, \"the terrorist faction's leader about gravity, by\"\n\tStaticText 4, 80, \"kicking Mr. Falcon off a very tall cliff.\"\n\tStaticText 4, 90, \"(Bonus points if said kick is a killing blow.)\"\n}\n\nListMenu \"Achievement06\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"See You At The Party, Richter - Awarded for\"\n\tStaticText 4, 60, \"issuing an impromptu safety demonstration, by\"\n\tStaticText 4, 70, \"knocking any enemy (or player) off a lift going up.\"\n}\n\nListMenu \"Achievement07\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"Not a Doom Clone - Awarded for showing Weasel that\"\n\tStaticText 4, 60, \"he's not crazy and completing a level without\"\n\tStaticText 4, 70, \"using the shotgun. (And for not suggesting that I\"\n\tStaticText 4, 80, \"add a pump-action shotgun on top of the Slugger.)\"\n}\n\nListMenu \"Achievement08\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"You're Fired - Awarded for great contributions\"\n\tStaticText 4, 60, \"to the field of human propulsion, by launching any\"\n\tStaticText 4, 70, \"enemy more than 512 map units with an explosion.\"\n}\n\nListMenu \"Achievement09\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"Too Old For This Shit - Awarded for outstanding\"\n\tStaticText 4, 60, \"bravery in spite of age, for finishing a level\"\n\tStaticText 4, 70, \"without running, jumping, crouching, or kicking.\"\n}\n\nListMenu \"Achievement10\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"The Burn Supremacy - Awarded for showing great\"\n\tStaticText 4, 60, \"proficiency with combustive weaponry, by defeating\"\n\tStaticText 4, 70, \"a boss (Wester, Mr. Falcon, Bennett, or Dooley)\"\n\tStaticText 4, 80, \"with only hand grenades.\"\n}\n\nListMenu \"Achievement11\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"Do I Feel Lucky? - Finish a level having fired just\"\n\tStaticText 4, 60, \"six shots from the Mariani Sulaco 6 (or was it\"\n\tStaticText 4, 70, \"only five?).\"\n}\n\nListMenu \"Achievement12\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"Collateral Damage - Wipe out an entire room full of\"\n\tStaticText 4, 60, \"people with ONE fire grenade, including hostages.\"\n}\n\nListMenu \"Achievement13\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"Rated PG - Complete a level having saved every last\"\n\tStaticText 4, 60, \"hostage, without killing any of the terrorists.\"\n}\n\nListMenu \"Achievement14\"\n{\n\tFont \"Smallfont\", \"Untranslated\"\n\tStaticText 4, 50, \"Rated NC-17 - Kill all terrorists through cruel and\"\n\tStaticText 4, 60, \"unusual means, save all hostages after tasering them,\"\n\tStaticText 4, 70, \"and leave the map with less than 10 health/no armor.\"\n}\n\n// Text menu template. Not normally accessible\nListMenu \"TempExampleMenu\"\n{\n\tFont \"Logofont\", \"Untranslated\"\n\tPosition 18, 30\n\tStaticText 0, 0, \"HEADER\"\n\tFont \"THREEFIV\", \"Untranslated\"\n\tStaticText 4, 35, \"\"\n\tStaticText 4, 42, \"\"\n\tStaticText 4, 49, \"\"\n\tStaticText 4, 56, \"\"\n\tStaticText 4, 63, \"\"\n\tStaticText 4, 70, \"\"\n\tStaticText 4, 77, \"\"\n\tStaticText 4, 84, \"\"\n\tStaticText 4, 91, \"\"\n\tStaticText 4, 98, \"\"\n\tStaticText 4, 105, \"\"\n\tStaticText 4, 112, \"\"\n\tStaticText 4, 119, \"\"\n\tStaticText 4, 126, \"\"\n\tStaticText 4, 133, \"\"\n\tStaticText 4, 140, \"\"\n\tStaticText 4, 147, \"\"\n\tStaticText 4, 154, \"\"\n\tStaticText 4, 161, \"\"\n\tStaticText 4, 168, \"\"\n\tFont \"Smallfont\", \"Untranslated\"\n\tPosition 20, 190\n\tLinespacing 10\n\tTextItem \"Next Page\", \"n\", \"HelpSectionXX\"\n}"
      },
      {
        "source": "pk3",
        "name": "planningdocs.txt",
        "contents": "Replace casting call\nFigure out something for Keen\n\nEnemy names to use:\n\nBennett\nKillian\nGruber\nRichter\nJoshua\nDrago\nMontana\nBoddicker\nPhoenix\nKarl\nWofat\nBelloq\nBressler\nScorpio\nStranix\nChong Li (for the shotgunners)\nTong Po\nArjen Rudd\nTyrell\nOurumov\nChigurh\nWild Dog\nKreese\nCohaagen\nStansfield\nPayne"
      },
      {
        "source": "pk3",
        "name": "sbarinfo.txt",
        "contents": "CreatePopup Status,320,100,Fade,0.2,0.2;\nHeight 23;\n\nstatusbar normal\n{\n\tAspectRatio \"16:9\"\n\t{\n\t\tDrawImage \"SbarWide\",-60,176;\n\n\t\tDrawNumber 3,BIGNUMS,Yellow,Health,Alignment(center),-41,180,1,Orange,50,Green,101;\n\t\tDrawNumber 3,BIGNUMS,Yellow,Armor,Alignment(center),23,180,1,Orange,50,Green,101;\n\n\t\tDrawKeyBar 6,horizontal,9,47,188;\n\n\t\tDrawNumber 3,THREEFIV,Yellow,\"9mmAmmo\",Alignment(right),336,177,1,Orange,30,Green,151;\n\t\tDrawNumber 3,THREEFIV,Yellow,\"44MagAmmo\",Alignment(right),336,184,1,Orange,30,Green,43;\n\t\tDrawNumber 3,THREEFIV,Yellow,\"12gaAmmo\",Alignment(right),336,191,1,Orange,30,Green,49;\n\t\tDrawNumber 3,THREEFIV,Yellow,\"762mmAmmo\",Alignment(right),352,177,1,Orange,30,Green,201;\n\t\tDrawNumber 3,THREEFIV,Yellow,\"50BMGAmmo\",Alignment(right),352,184,1,Orange,30,Green,26;\n\t\tDrawNumber 3,THREEFIV,Yellow,\"40mmAmmo\",Alignment(right),352,191,1,Orange,30,Green,31;\n\n\t\tDrawNumber 3,BIGNUMS,White,Ammo1,Alignment(center),283,180,1;\n\n\t\tDrawString THREEFIV,White,\"Grenades:\",174,179,1,Alignment(left);\n\t\tDrawNumber 1,ROHUDSMALL,Yellow,\"GrenadePickup\",Alignment(left),209,179,1,Orange,2,Green,5;\n\n\t\tInInventory WWTTaserPickup\n\t\t{\n\t\t\tDrawString THREEFIV,White,\"Taser:\",226,179,1,Alignment(left);\n\t\t\tInInventory WWTTaserActivated\n\t\t\t{\n\t\t\t\tDrawString THREEFIV,Green,\"ON\",250,179,1,Alignment(left);\n\t\t\t}\n\t\t\tElse\n\t\t\t{\n\t\t\t\tDrawString THREEFIV,Red,\"OFF\",250,179,1,Alignment(left);\n\t\t\t}\n\t\t}\n\n\t\t// And the huge block of weapon experience bars.\n\t\tIsSelected Beretta\n\t\t{\n\t\t\tInInventory BerettaLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmax\",174,189;\n\t\t\t\tDrawString THREEFIV,Black,\"Fire:\",174,190,1,Alignment(left);\n\t\t\t\tInInventory \"BerettaBurstActive\"\n\t\t\t\t{\n\t\t\t\t\tDrawString THREEFIV,Black,\"Burst\",194,190,1,Alignment(left);\n\t\t\t\t}\n\t\t\t\tElse\n\t\t\t\t{\n\t\t\t\t\tDrawString THREEFIV,Black,\"Single\",194,190,1,Alignment(left);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfull\",\"Subrempt\",BerettaExp,Horizontal,174,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected Mateba\n\t\t{\n\t\t\tInInventory MatebaLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmax\",174,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfull\",\"Subrempt\",MatebaExp,Horizontal,174,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected WWTStriker\n\t\t{\n\t\t\tInInventory StrikerLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmax\",174,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfull\",\"Subrempt\",StrikerExp,Horizontal,174,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected WWTUzi\n\t\t{\n\t\t\tInInventory UziLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmax\",174,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfull\",\"Subrempt\",UziExp,Horizontal,174,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected WWTAK47\n\t\t{\n\t\t\tInInventory AK47Levelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmax\",174,189;\n\t\t\t\tDrawString THREEFIV,Black,\"GL:\",174,190,1,Alignment(left);\n\t\t\t\tInInventory \"AK47GrenadeSeq\"\n\t\t\t\t{\n\t\t\t\t\tDrawString THREEFIV,Black,\"Ready\",188,190,1,Alignment(left);\n\t\t\t\t}\n\t\t\t\tElse\n\t\t\t\t{\n\t\t\t\t\tDrawString THREEFIV,Black,\"RELOAD\",188,190,1,Alignment(left);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfull\",\"Subrempt\",AK47Exp,Horizontal,174,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected Barrett\n\t\t{\n\t\t\tInInventory BarrettLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmax\",174,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfull\",\"Subrempt\",BarrettExp,Horizontal,174,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected MGL140\n\t\t{\n\t\t\tInInventory MGLLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmax\",174,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfull\",\"Subrempt\",MGLExp,Horizontal,174,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected WWTM60\n\t\t{\n\t\t\tInInventory M60Levelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmax\",174,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfull\",\"Subrempt\",M60Exp,Horizontal,174,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected WWTAR10\n\t\t{\n\t\t\tInInventory AR10LevelUp,4\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmax\",174,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfull\",\"Subrempt\",AR10Exp,Horizontal,174,189;\n\t\t\t}\n\t\t}\n\t}\n\tElse\n\t{\n\t\tDrawImage \"Sbar43\",0,176;\n\t\tDrawNumber 3,BIGNUMS,Yellow,Health,Alignment(center),18,180,1,Orange,50,Green,101;\n\t\tDrawNumber 3,BIGNUMS,Yellow,Armor,Alignment(center),83,180,1,Orange,50,Green,101;\n\n\t\tDrawKeyBar 3,horizontal,9,107,189;\n\t\tDrawKeyBar 3,horizontal,9,107,179,3;\n\n\t\tDrawNumber 3,THREEFIV,Yellow,\"9mmAmmo\",Alignment(right),277,177,1,Orange,30,Green,151;\n\t\tDrawNumber 3,THREEFIV,Yellow,\"44MagAmmo\",Alignment(right),277,184,1,Orange,30,Green,43;\n\t\tDrawNumber 3,THREEFIV,Yellow,\"12gaAmmo\",Alignment(right),277,191,1,Orange,30,Green,49;\n\t\tDrawNumber 3,THREEFIV,Yellow,\"762mmAmmo\",Alignment(right),293,177,1,Orange,30,Green,201;\n\t\tDrawNumber 3,THREEFIV,Yellow,\"50BMGAmmo\",Alignment(right),293,184,1,Orange,30,Green,26;\n\t\tDrawNumber 3,THREEFIV,Yellow,\"40mmAmmo\",Alignment(right),293,191,1,Orange,30,Green,31;\n\n\t\tDrawNumber 3,BIGNUMS,White,Ammo1,Alignment(center),222,180,1;\n\n\t\tDrawString THREEFIV,White,\"Grn:\",138,179,1,Alignment(left);\n\t\tDrawNumber 1,ROHUDSMALL,Yellow,\"GrenadePickup\",Alignment(left),154,179,1,Orange,2,Green,5;\n\n\t\tInInventory WWTTaserPickup\n\t\t{\n\t\t\tDrawString THREEFIV,White,\"Tas:\",164,179,1,Alignment(left);\n\t\t\tInInventory WWTTaserActivated\n\t\t\t{\n\t\t\t\tDrawString THREEFIV,Green,\"ON\",179,179,1,Alignment(left);\n\t\t\t}\n\t\t\tElse\n\t\t\t{\n\t\t\t\tDrawString THREEFIV,Red,\"OFF\",179,179,1,Alignment(left);\n\t\t\t}\n\t\t}\n\n\t\t// And the huge block of weapon experience bars.\n\t\tIsSelected Beretta\n\t\t{\n\t\t\tInInventory BerettaLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmx43\",137,189;\n\t\t\t\tDrawString THREEFIV,Black,\"Fire:\",138,190,1,Alignment(left);\n\t\t\t\tInInventory \"BerettaBurstActive\"\n\t\t\t\t{\n\t\t\t\t\tDrawString THREEFIV,Black,\"Burst\",158,190,1,Alignment(left);\n\t\t\t\t}\n\t\t\t\tElse\n\t\t\t\t{\n\t\t\t\t\tDrawString THREEFIV,Black,\"Single\",158,190,1,Alignment(left);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfl43\",\"Subrmt43\",BerettaExp,Horizontal,137,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected Mateba\n\t\t{\n\t\t\tInInventory MatebaLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"subrmx43\",137,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"subrfl43\",\"subrmt43\",MatebaExp,Horizontal,137,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected WWTStriker\n\t\t{\n\t\t\tInInventory StrikerLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"subrmx43\",137,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"subrfl43\",\"subrmt43\",StrikerExp,Horizontal,137,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected WWTUzi\n\t\t{\n\t\t\tInInventory UziLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"subrmx43\",137,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"subrfl43\",\"subrmt43\",UziExp,Horizontal,137,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected WWTAK47\n\t\t{\n\t\t\tInInventory AK47Levelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"subrmx43\",137,189;\n\t\t\t\tDrawString THREEFIV,Black,\"GL:\",138,190,1,Alignment(left);\n\t\t\t\tInInventory \"AK47GrenadeSeq\"\n\t\t\t\t{\n\t\t\t\t\tDrawString THREEFIV,Black,\"Ready\",148,190,1,Alignment(left);\n\t\t\t\t}\n\t\t\t\tElse\n\t\t\t\t{\n\t\t\t\t\tDrawString THREEFIV,Black,\"RELOAD\",148,190,1,Alignment(left);\n\t\t\t\t}\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"subrfl43\",\"subrmt43\",AK47Exp,Horizontal,137,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected Barrett\n\t\t{\n\t\t\tInInventory BarrettLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"subrmx43\",137,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"subrfl43\",\"subrmt43\",BarrettExp,Horizontal,137,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected MGL140\n\t\t{\n\t\t\tInInventory MGLLevelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"subrmx43\",137,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"subrfl43\",\"subrmt43\",MGLExp,Horizontal,137,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected WWTM60\n\t\t{\n\t\t\tInInventory M60Levelup,3\n\t\t\t{\n\t\t\t\tDrawImage \"subrmx43\",137,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"subrfl43\",\"subrmt43\",M60Exp,Horizontal,137,189;\n\t\t\t}\n\t\t}\n\t\tIsSelected WWTAR10\n\t\t{\n\t\t\tInInventory AR10LevelUp,4\n\t\t\t{\n\t\t\t\tDrawImage \"Subrmax\",137,189;\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tDrawBar \"Subrfull\",\"Subrempt\",AR10Exp,Horizontal,137,189;\n\t\t\t}\n\t\t}\n\t}\n}\n\nstatusbar fullscreen,fullscreenoffsets\n{\n\tIsSelected Beretta\n\t{\n\t\tDrawImage \"BRTXPMAX\",-80,-40;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",BerettaExp,horizontal,-70,-17;\n\t\tInInventory BerettaLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",-66,-14;\n\t\t\tDrawSwitchableImage BerettaBurstActive,\"BRTBRST0\",\"BRTBRST1\",-67,-27;\n\t\t}\n\t}\n\tIsSelected Mateba\n\t{\n\t\tDrawImage \"MATXPMAX\",-80,-40;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",MatebaExp,horizontal,-70,-17;\n\t\tInInventory MatebaLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",-66,-14;\n\t\t}\n\t}\n\tIsSelected WWTStriker\n\t{\n\t\tDrawImage \"STKXPMAX\",-80,-40;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",StrikerExp,horizontal,-70,-17;\n\t\tInInventory StrikerLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",-66,-14;\n\t\t}\n\t}\n\tIsSelected WWTUzi\n\t{\n\t\tDrawImage \"UZIXPMAX\",-80,-40;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",UziExp,horizontal,-70,-17;\n\t\tInInventory UziLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",-66,-14;\n\t\t}\n\t}\n\tIsSelected WWTAK47\n\t{\n\t\tDrawImage \"AKMXPMAX\",-90,-37;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",AK47Exp,horizontal,-70,-17;\n\t\tInInventory AK47Levelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",-66,-14;\n\t\t\tDrawImage \"40MMICON\",-50,-65;\n\t\t\tDrawNumber 3,BIGNUMS,White,\"Ak47GrenadeSeq\",Alignment(right),-52,-60,1;\n\t\t\tDrawNumber 3,BIGFONT,White,\"40mmAmmo\",Alignment(right),-5,-57,1;\n\t\t}\n\t}\n\tIsSelected Barrett\n\t{\n\t\tDrawImage \"AMRXPMAX\",-110,-43;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",BarrettExp,horizontal,-70,-17;\n\t\tInInventory BarrettLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",-66,-14;\n\t\t}\n\t}\n\tIsSelected MGL140\n\t{\n\t\tDrawImage \"MGLXPMAX\",-88,-45;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",MGLExp,horizontal,-70,-17;\n\t\tInInventory MGLLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",-66,-14;\n\t\t}\n\t}\n\tIsSelected WWTM60\n\t{\n\t\tDrawImage \"M60XPMAX\",-88,-38;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",M60Exp,horizontal,-70,-17;\n\t\tInInventory M60Levelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",-66,-14;\n\t\t}\n\t}\n\tIsSelected WWTAR10\n\t{\n\t\tDrawImage \"ARXPMAX\",-90,-37;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",AR10Exp,horizontal,-70,-17;\n\t\tInInventory AR10Jammed\n\t\t{\n\t\t\tDrawString SMALLFONT,Red,\"JAMMED!\",-30,-35,0,Alignment(right);\n\t\t}\n\t\tInInventory AR10LevelUp,4\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",-66,-14;\n\t\t}\n\t}\n\n\tDrawNumber 3,BIGNUMS,White,Ammo1,Alignment(right),-72,-30,1;\n\tDrawNumber 3,BIGFONT,White,Ammo2,Alignment(right),-5,-27,1;\n\tDrawString SMALLFONT,White,Ammo2tag,-6,-47,0,Alignment(right);\n\tDrawString SMALLFONT,White,Weapontag,-6,-10,0,Alignment(right);\n\n\tInInventory GrenadeLevelUp,3\n\t{\n\t\tDrawImage \"GRENICOD\",62,-5,centerbottom;\n\t}\n\telse InInventory GrenadeLevelup,2\n\t{\n\t\tDrawImage \"GRENICOC\",62,-5,centerbottom;\n\t}\n\telse InInventory GrenadeLevelup,1\n\t{\n\t\tDrawImage \"GRENICOB\",62,-5,centerbottom;\n\t}\n\telse DrawImage \"GRENICOA\",62,-5,centerbottom;\n\tDrawNumber 1,BIGFONT,White,GrenadePickup,fillzeros,Alignment(right),60,-19,1;\n\tDrawBar \"UpBrmFul\",\"UpBrmEmp\",GrenadeExp,vertical,66,-33;\n\tInInventory GrenadeLevelup,3\n\t{\n\t\tDrawImage \"UpBrmMax\",66,-33;\n\t}\n\n\tDrawSwitchableImage WWTTaserActivated,\"BOOTICON\",\"TASICON2\",75,-25;\n\tInInventory WWTTaserActivated\n\t{\n\t\tDrawBar \"UpBrmFul\",\"UpBrmEmp\",TaserExp,vertical,85,-33;\n\t\tInInventory TaserLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBrmMax\",85,-33;\n\t\t}\n\t}\n\tElse\n\t{\n\t\tDrawBar \"UpBrmFul\",\"UpBrmEmp\",KickExp,vertical,85,-33;\n\t\tInInventory KickLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBrmMax\",85,-33;\n\t\t}\n\t}\n\n\tDrawString BIGNUMS,White,\"H:\",2,-15,1,Alignment(left);\n\tDrawNumber 3,BIGNUMS,Yellow,Health,Alignment(left),24,-15,1,Orange,50,Green,101;\n\tDrawString BIGNUMS,White,\"A:\",2,-30,1,Alignment(left);\n\tDrawNumber 3,BIGNUMS,Yellow,Armor,Alignment(left),24,-30,1,Orange,50,Green,101;\n\n\tDrawKeyBar 9,horizontal,9,2,-40;\n}\n\n// Weapon and ammo list popup\nStatusbar PopupStatus,forcescaled\n{\n\tDrawShader 440,100,vertical,-60,100;\n\tInInventory Beretta\n\t{\n\t\tDrawImage \"BRTPA0\",40,195,centerbottom;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",BerettaExp,horizontal,10,193;\n\t\tInInventory BerettaLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",14,196;\n\t\t}\n\t\tDrawNumber 1,SMALLFONT,LightBlue,\"BerettaLevelup\",Alignment(right),10,192;\n\t\tDrawNumber 3,SMALLFONT,White,Ammo BerettaLoaded,Alignment(right),40,185,1;\n\t}\n\tInInventory Mateba\n\t{\n\t\tDrawImage \"MATPA0\",110,195,centerbottom;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",MatebaExp,horizontal,90,193;\n\t\tInInventory MatebaLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",94,196;\n\t\t}\n\t\tDrawNumber 1,SMALLFONT,LightBlue,\"MatebaLevelup\",Alignment(right),90,192;\n\t\tDrawNumber 3,SMALLFONT,White,Ammo MatebaLoaded,Alignment(right),120,185,1;\n\t}\n\tInInventory WWTStriker\n\t{\n\t\tDrawImage \"STKPA0\",195,195,centerbottom;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",StrikerExp,horizontal,170,193;\n\t\tInInventory StrikerLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",174,196;\n\t\t}\n\t\tDrawNumber 1,SMALLFONT,LightBlue,\"StrikerLevelup\",Alignment(right),170,192;\n\t\tDrawNumber 3,SMALLFONT,White,Ammo StrikerLoaded,Alignment(right),205,185,1;\n\t}\n\tInInventory WWTUzi\n\t{\n\t\tDrawImage \"UZIPA0\",35,165,centerbottom;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",UziExp,horizontal,10,163;\n\t\tInInventory UziLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",14,166;\n\t\t}\n\t\tDrawNumber 1,SMALLFONT,LightBlue,\"UziLevelup\",Alignment(right),10,162;\n\t\tDrawNumber 3,SMALLFONT,White,Ammo UziLoaded,Alignment(right),40,155,1;\n\t}\n\tInInventory WWTAK47\n\t{\n\t\tDrawImage \"AKMICON\",125,165,centerbottom;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",AK47Exp,horizontal,90,163;\n\t\tInInventory AK47Levelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",94,166;\n\t\t}\n\t\tDrawNumber 1,SMALLFONT,LightBlue,\"AK47Levelup\",Alignment(right),90,162;\n\t\tDrawNumber 3,SMALLFONT,White,Ammo AK47Loaded,Alignment(right),120,155,1;\n\t}\n\tInInventory MGL140\n\t{\n\t\tDrawImage \"MGLPA0\",200,165,centerbottom;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",MGLExp,horizontal,170,163;\n\t\tInInventory MGLLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",174,166;\n\t\t}\n\t\tDrawNumber 1,SMALLFONT,LightBlue,\"MGLLevelup\",Alignment(right),170,162;\n\t\tDrawNumber 3,SMALLFONT,White,Ammo MGLLoaded,Alignment(right),205,155,1;\n\t}\n\tInInventory Barrett\n\t{\n\t\tDrawImage \"AMRICON\",48,130,centerbottom;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",BarrettExp,horizontal,10,133;\n\t\tInInventory BarrettLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",14,136;\n\t\t}\n\t\tDrawNumber 1,SMALLFONT,LightBlue,\"BarrettLevelup\",Alignment(right),10,132;\n\t\tDrawNumber 3,SMALLFONT,White,Ammo BarrettLoaded,Alignment(right),40,125,1;\n\t}\n\tInInventory WWTM60\n\t{\n\t\tDrawImage \"M60ICON\",120,132,centerbottom;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",M60Exp,horizontal,90,133;\n\t\tInInventory M60Levelup,3\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",94,136;\n\t\t}\n\t\tDrawNumber 1,SMALLFONT,LightBlue,\"M60Levelup\",Alignment(right),90,132;\n\t\tDrawNumber 3,SMALLFONT,White,Ammo M60Loaded,Alignment(right),120,125,1;\n\t}\n\tInInventory WWTAR10\n\t{\n\t\tDrawImage \"AR10ICON\",125,165,centerbottom;\n\t\tDrawBar \"UpBarFul\",\"UpBarEmp\",AR10Exp,horizontal,90,163;\n\t\tInInventory AR10LevelUp,4\n\t\t{\n\t\t\tDrawImage \"UpBarMax\",94,166;\n\t\t}\n\t\tDrawNumber 1,SMALLFONT,LightBlue,\"AR10Levelup\",Alignment(right),90,162;\n\t\tDrawNumber 3,SMALLFONT,White,Ammo WWTAR10Magazine,Alignment(right),120,155,1;\n\t}\n\n\tDrawImage \"GRENICN2\",175,135,centerbottom;\n\tDrawBar \"UpBrmFul\",\"UpBrmEmp\",GrenadeExp,vertical,180,105;\n\tInInventory GrenadeLevelup,3\n\t{\n\t\tDrawImage \"UpBrmMax\",180,105;\n\t}\n\tDrawNumber 1,SMALLFONT,LightBlue,\"GrenadeLevelup\",Alignment(right),182,129;\n\n\tDrawImage \"BOOTA0\",200,135,centerbottom;\n\tDrawBar \"UpBrmFul\",\"UpBrmEmp\",KickExp,vertical,210,105;\n\tInInventory KickLevelup,3\n\t{\n\t\tDrawImage \"UpBrmMax\",210,105;\n\t}\n\tDrawNumber 1,SMALLFONT,LightBlue,\"KickLevelup\",Alignment(right),212,129;\n\n\tInInventory WWTTaserPickup\n\t{\n\t\tDrawImage \"TASICON\",230,135,centerbottom;\n\t\tDrawBar \"UpBrmFul\",\"UpBrmEmp\",TaserExp,vertical,235,105;\n\t\tInInventory TaserLevelup,3\n\t\t{\n\t\t\tDrawImage \"UpBrmMax\",235,105;\n\t\t}\n\t\tDrawNumber 1,SMALLFONT,LightBlue,\"TaserLevelup\",Alignment(right),237,129;\n\t}\n\n\tDrawImage \"9MMICON\",250,115;\n\tDrawNumber 3,SMALLFONT,White,\"9mmAmmo\",265,130,1;\n\n\tDrawImage \"44MICON\",250,145;\n\tDrawNumber 3,SMALLFONT,White,\"44MagAmmo\",265,160,1;\n\n\tDrawImage \"12GAICON\",250,175;\n\tDrawNumber 3,SMALLFONT,White,\"12gaAmmo\",265,190,1;\n\n\tDrawImage \"762ICON\",280,115;\n\tDrawNumber 3,SMALLFONT,White,\"762mmAmmo\",295,130,1;\n\n\tDrawImage \"50CICON\",280,145;\n\tDrawNumber 3,SMALLFONT,White,\"50BMGAmmo\",295,160,1;\n\n\tDrawImage \"40MMICON\",280,175;\n\tDrawNumber 3,SMALLFONT,White,\"40mmAmmo\",295,190,1;\n}"
      },
      {
        "source": "pk3",
        "name": "sndinfo.txt",
        "contents": "// PLAYER SOUND SETS\n\n// 1 - Male (weasel)\n$playersound\tweasel\tmale\t*death\t\twwdthlo\n$playersound\tweasel\tmale\t*xdeath\t\twwdthhi\n$playeralias\tweasel\tmale\t*pain100\tweasellowpain\n$playeralias\tweasel\tmale\t*pain75\t\tweaselmedpain\n$playeralias\tweasel\tmale\t*pain50\t\tweaselhipain\n$playeralias\tweasel\tmale\t*pain25\t\tweaselcritpain\n$playeralias\tweasel\tmale\t*grunt\t\tweaseloof\n$playersound\tweasel\tmale\t*land\t\tdsoof\n$playersound\tweasel\tmale\t*usefail\tdsnoway\n\n$random weaselcritpain{p1-1 p1-2 p1-3 p1-4 p1-5 p1-6}\n$random weaselhipain{p2-1 p2-2 p2-3 p2-4 p2-5 p2-6}\n$random weaselmedpain{p3-1 p3-2 p3-3 p3-4 p3-5}\n$random weasellowpain{p4-1 p4-2 p4-3 p4-4}\n$random weaseloof{poof-1 poof-2 poof-3 poof-4 poof-5}\np4-1 wwpain41\np4-2 wwpain42\np4-3 wwpain43\np4-4 wwpain44\np3-1 wwpain31\np3-2 wwpain32\np3-3 wwpain33\np3-4 wwpain34\np3-5 wwpain35\np2-1 wwpain21\np2-2 wwpain22\np2-3 wwpain23\np2-4 wwpain24\np2-5 wwpain25\np2-6 wwpain26\np1-1 wwpain11\np1-2 wwpain12\np1-3 wwpain13\np1-4 wwpain14\np1-5 wwpain15\np1-6 wwpain16\npoof-1 wwoof1\npoof-2 wwoof2\npoof-3 wwoof3\npoof-4 wwoof4\npoof-5 wwoof5\n\n// ITEMS\n\nPickups/Armor1 GetArmor\nPickups/Armor2 GetArmr2\nPickups/Armor3 GetArmr3\nPickups/MedSmall GetHPSml\nPickups/MedMedium GetHPMed\nPickups/MedLarge GetHPBig\nPickups/Backpack GetBakpk\nPickups/Booze GetBooze\nPickups/Pills GetPills\nPickups/Plant GetPlant\nPickups/Vial GetVial\nPickups/Scroll GetScrol\nPickups/Ibex GetIbex\nPickups/KombatKoin GetKoin\nmisc/k_pkup GetKey\n\n// WEAPONS\n\n// Dryfires\nDryfire/Pistol EMPTYP\nDryfire/SMG EMPTYT\nDryfire/Rifle EMPTYM\nDryfire/Revolver EMPTYR\nDryfire/Heavy EMPTYH\n\n// Kick Melee\n$random Kick/Hit{Kick/Hit1 Kick/Hit2 Kick/Hit3 Kick/Hit4}\nKick/Hit1 Kickhit1\nKick/Hit2 Kickhit2\nKick/Hit3 Kickhit3\nKick/Hit4 Kickhit4\n$random Kick/Swing{Kick/Swing1 Kick/Swing2}\nKick/Swing1 Kickswg1\nKick/Swing2 Kickswg2\nKick/Wall Kickwall\nKick/WallHeavy Kickwalh\nKick/Shockwave Kickwave\n\n// Taser\nTaser/Pickup Taserget\nTaser/Hit Taserhit\nTaser/Zap Taserzap\nTaser/Wall Taserwal\nTaser/Loop Taserlop\nTaser/Upgrade Taserupg\n\n// Pistol\nBeretta/PlayerFire pstfirep\nBeretta/EnemyFire pstfiree\nBeretta/Reload pstload\nBeretta/Reload2 pstload2\nBeretta/Empty pstempty\nBeretta/Ready pstready\nBeretta/Drop pstdrop\nBeretta/Silent pstsuppr\n\n// Mateba\nMateba/Fire Matfire\nMateba/Open Matopen\nMateba/Out Matout\nMateba/In Matin\nMateba/Close Matclose\nMateba/EnemyFire Matenemy\nMateba/WeskerFire Weskgun\nMateba/ZoomIn Matzoom\nMateba/Ready Matready\n\n// Striker\n$random Striker/Fire{Striker/Fire1 Striker/Fire2}\nStriker/Fire1 StkFire1\nStriker/Fire2 StkFire2\nStriker/EnemyFire StkEnemy\nStriker/Load StkLoad\nStriker/Pickup StkPick\nStriker/Eject StkEject\nStriker/Ready StkReady\nStriker/Clipout StkClipO\nStriker/Clipin StkClipI\n\n// Uzi\nUzi/Fire Uzifire\nUzi/EnemyFire Uzienemy\nUzi/Clipout Uziload1\nUzi/Clipin Uziload2\nUzi/Cock Uziload3\nUzi/FireSilent UziFireS\n\n// Ak47\nAk47/Fire Ak47fire\nAK47/Enemyfire AK47Enem\nAk47/Clipout Ak47out\nAk47/Clipin Ak47in\nAk47/Cock Ak47cock\nAk47/Grenadefire ak47gfir\nak47/grenadeopen ak47gopn\nak47/grenadeload ak47glod\nak47/grenadeclose ak47gcls\n\n// Barrett\nBarrett/Fire AMRFire\nBarrett/Clipout AMROut\nBarrett/Clipin AMRIn\nBarrett/Boltback AMRBack\nBarrett/Boltfwd AMRFwd\nBarrett/Explode AMRExplo\nBarrett/ZoomIn AMRZoom\n\n// MGL140\nMGL/Fire MGLFire\nMGL/Open MGLOpen\nMGL/Load MGLLoad\nMGL/Close MGLClose\n\n// M60\nM60/FireLoop M60Loop\nM60/FireStop M60Stop\nM60/BeltMove M60Belt\nM60/GripOn M60Grip2\nM60/GripOff M60Grip\nM60/Open M60Open\nM60/Load M60Load\nM60/Close M60Close\nM60/Bolt M60Bolt\nM60/Enemyfire M60Enemy\n\n// Grenades\ngrenade/throw grnpin\n$random grenade/bounce{grenade/bounce1 grenade/bounce2 grenade/bounce3 grenade/bounce4}\ngrenade/bounce1 grnbnce1\ngrenade/bounce2 grnbnce2\ngrenade/bounce3 grnbnce3\ngrenade/bounce4 grnbnce4\n$random grenade/explode{grenade/explode1 grenade/explode2 grenade/explode3}\ngrenade/explode1 grnblst1\ngrenade/explode2 grnblst2\ngrenade/explode3 grnblst3\n$limit grenade/explode 0\ngrenade/elecexplode grnelec\n$limit grenade/elecexplode 0\ngrenade/pickup grnpick\ngrenade/melee grnhit\ngrenade/upgrade grnupg\n\nFlash/fire Flashfir\n\n// EFFECTS\n\n// Doors (from Extreme Measures)\n\ndoors/dr1_start dssl1bgn\ndoors/dr1_mid dssl1mid\ndoors/dr1_stop dssl1end\ndoors/openquick door1op\ndoors/closequick door1cl\ndoors/slamquick door1slm\nplats/liftstart lift1go\nplats/liftmove lift1mid\nplats/liftstop lift1stp\nplats/slowstart lift2go\nplats/slowmove lift2mid\nplats/slowstop lift2stp\n\n// Shell Casings\n$random bulletcasing/bounce{bcase1 bcase2 bcase3 bcase4}\nbcase1 bcase1\nbcase2 bcase2\nbcase3 bcase3\nbcase4 bcase4\n$random shellcasing/bounce{scasesb1 scasesb2}\n$random shellcasing/stop{scases1 scases2 scases3}\nscases1 scases1\nscases2 scases2\nscases3 scases3\nscasesb1 scasesb1\nscasesb2 scasesb2\n\n// Dropped clips\n$random weapons/smallclip{sc1 sc2 sc3 sc4 sc5 sc6}\nsc1 dsbounc1\nsc2 dsbounc2\nsc3 dsbounc3\nsc4 dsbounc4\nsc5 dsbounc5\nsc6 dsbounc6\n\n$random weapons/largeclip{lc1 lc2 lc3 lc4 lc5 lc6}\nlc1 dsaounc1\nlc2 dsaounc2\nlc3 dsaounc3\nlc4 dsaounc4\nlc5 dsaounc5\nlc6 dsaounc6\n\n// Bullet Hits\n$random Bullet/Ricochet{Bullet/Ricochet1 Bullet/Ricochet2 Bullet/Ricochet3 Bullet/Ricochet4 Bullet/Ricochet5}\nBullet/Ricochet1 ric1\nBullet/Ricochet2 ric2\nBullet/Ricochet3 ric3\nBullet/Ricochet4 ric4\nBullet/Ricochet5 ric5\n$random Bullet/HitFlesh{Bullet/HitFlesh1 Bullet/HitFlesh2 Bullet/HitFlesh3 Bullet/HitFlesh4 Bullet/HitFlesh5}\nBullet/HitFlesh1 flesh1\nBullet/HitFlesh2 flesh2\nBullet/HitFlesh3 flesh3\nBullet/HitFlesh4 flesh4\nBullet/HitFlesh5 flesh5\n$random Bullet/HitMetal{Bullet/HitMetal1 Bullet/HitMetal2 Bullet/HitMetal3 Bullet/HitMetal4}\nBullet/HitMetal1 Metlhit1\nBullet/HitMetal2 Metlhit2\nBullet/HitMetal3 Metlhit3\nBullet/HitMetal4 Metlhit4\n\n// Body Falls\n$random Misc/Bodyfall{Misc/Bodyfall01 Misc/Bodyfall02 Misc/Bodyfall03 Misc/Bodyfall04 Misc/Bodyfall05 Misc/Bodyfall06 Misc/Bodyfall07 Misc/Bodyfall08 Misc/Bodyfall09 Misc/Bodyfall10 Misc/Bodyfall11 Misc/Bodyfall12 Misc/Bodyfall13}\nMisc/Bodyfall01 Body01\nMisc/Bodyfall02 Body02\nMisc/Bodyfall03 Body03\nMisc/Bodyfall04 Body04\nMisc/Bodyfall05 Body05\nMisc/Bodyfall06 Body06\nMisc/Bodyfall07 Body07\nMisc/Bodyfall08 Body08\nMisc/Bodyfall09 Body09\nMisc/Bodyfall10 Body10\nMisc/Bodyfall11 Body11\nMisc/Bodyfall12 Body12\nMisc/Bodyfall13 Body13\n\n// Explosions\n$random weapons/rocklx\t\t{explosion1 explosion2 explosion3 explosion4 explosion5 explosion6 explosion7}\nexplosion1\t\t\t\t\tdsbarex1\nexplosion2\t\t\t\t\tdsbarex2\nexplosion3\t\t\t\t\tdsbarex3\nexplosion4\t\t\t\t\tdsbarex4\nexplosion5\t\t\t\t\tdsbarex5\nexplosion6\t\t\t\t\tdsbarex6\nexplosion7\t\t\t\t\tdsbarex7\n$random world/barrelx{barrelx1 barrelx2 barrelx3 barrelx4}\nbarrelx1 barrelx1\nbarrelx2 barrelx2\nbarrelx3 barrelx3\nbarrelx4 barrelx4\n\n// ENEMY SOUNDS - GENERIC\n\n$random Burning/Male{Burning/Male1 Burning/Male2 Burning/Male3 Burning/Male4 Burning/Male5 Burning/Male6 Burning/Male7 Burning/Male8 Burning/Male9}\nBurning/Male1 BurnMal1\nBurning/Male2 BurnMal2\nBurning/Male3 BurnMal3\nBurning/Male4 BurnMal4\nBurning/Male5 BurnMal5\nBurning/Male6 BurnMal6\nBurning/Male7 BurnMal7\nBurning/Male8 BurnMal8\nBurning/Male9 BurnMal9\n$random Burning/Female{Burning/Female1 Burning/Female2 Burning/Female3 Burning/Female4 Burning/Female5 Burning/Female6 Burning/Female7}\nBurning/Female1 BurnFem1\nBurning/Female2 BurnFem2\nBurning/Female3 BurnFem3\nBurning/Female4 BurnFem4\nBurning/Female5 BurnFem5\nBurning/Female6 BurnFem6\nBurning/Female7 BurnFem7\n\n$random Tasered/Male{Tasered/Male1 Tasered/Male2 Tasered/Male3 Tasered/Male4 Tasered/Male5 Tasered/Male6 Tasered/Male7 Tasered/Male8 Tasered/Male9 Tasered/Male10}\nTasered/Male1 MaleTas1\nTasered/Male2 MaleTas2\nTasered/Male3 MaleTas3\nTasered/Male4 MaleTas4\nTasered/Male5 MaleTas5\nTasered/Male6 MaleTas6\nTasered/Male7 MaleTas7\nTasered/Male8 MaleTas8\nTasered/Male9 MaleTas9\nTasered/Male10 MaleTasa\n\n$random Tasered/Female{Tasered/Female1 Tasered/Female2 Tasered/Female3 Tasered/Female4 Tasered/Female5}\nTasered/Female1 FemTas1\nTasered/Female2 FemTas2\nTasered/Female3 FemTas3\nTasered/Female4 FemTas4\nTasered/Female5 FemTas5\n\nUAV1/Missile UAV1FIRE\nUAV1/BayOpen UAV1BAY\nUAV1/Death UAV1DIE\nUAV1/Active UAV1ACT\n$random UAV1/MissileHit{UAV1/MissileHit1 UAV1/MissileHit2 UAV1/MissileHit3}\nUAV1/MissileHit1 UAV1EXP1\nUAV1/MissileHit2 UAV1EXP2\nUAV1/MissileHit3 UAV1EXP3\n\nSeekerbot/See SeekSee\nSeekerbot/Pain SeekPain\nSeekerbot/Alert SeekAlrt\n\n$random Skimmer/See{Skimmer/See1 Skimmer/See2 Skimmer/See3 Skimmer/See4 Skimmer/See5}\nSkimmer/See1 Skimsee1\nSkimmer/See2 Skimsee2\nSkimmer/See3 Skimsee3\nSkimmer/See4 Skimsee4\nSkimmer/See5 Skimsee5\n$random Skimmer/Pain{Skimmer/Pain1 Skimmer/Pain2 Skimmer/Pain3}\nSkimmer/Pain1 Skimhit1\nSkimmer/Pain2 Skimhit2\nSkimmer/Pain3 Skimhit3\n$random Skimmer/Death{Skimmer/Death1 Skimmer/Death2 Skimmer/Death3 Skimmer/Death4}\nSkimmer/Death1 Skimdth1\nSkimmer/Death2 Skimdth2\nSkimmer/Death3 Skimdth3\nSkimmer/Death4 Skimdth4\nSkimmer/Burst Skimfire\n\n// ENEMY VOICES - MALE\n\n// Male 01\n$random Sights/Male01{Sights/Male01/01 Sights/Male01/02 Sights/Male01/03 Sights/Male01/04 Sights/Male01/05 Sights/Male01/06 Sights/Male01/07}\nSights/Male01/01 M1Sit01\nSights/Male01/02 M1Sit02\nSights/Male01/03 M1Sit03\nSights/Male01/04 M1Sit04\nSights/Male01/05 M1Sit05\nSights/Male01/06 M1Sit06\nSights/Male01/07 M1Sit07\n$random Pains/Male01{Pains/Male01/01 Pains/Male01/02 Pains/Male01/03 Pains/Male01/04 Pains/Male01/05 Pains/Male01/06 Pains/Male01/07}\nPains/Male01/01 M1Hit01\nPains/Male01/02 M1Hit02\nPains/Male01/03 M1Hit03\nPains/Male01/04 M1Hit04\nPains/Male01/05 M1Hit05\nPains/Male01/06 M1Hit06\nPains/Male01/07 M1Hit07\n$random Deaths/Male01{Deaths/Male01/01 Deaths/Male01/02 Deaths/Male01/03 Deaths/Male01/04 Deaths/Male01/05 Deaths/Male01/06 Deaths/Male01/07 Deaths/Male01/08 Deaths/Male01/09 Deaths/Male01/10}\nDeaths/Male01/01 M1Dth01\nDeaths/Male01/02 M1Dth02\nDeaths/Male01/03 M1Dth03\nDeaths/Male01/04 M1Dth04\nDeaths/Male01/05 M1Dth05\nDeaths/Male01/06 M1Dth06\nDeaths/Male01/07 M1Dth07\nDeaths/Male01/08 M1Dth08\nDeaths/Male01/09 M1Dth09\nDeaths/Male01/10 M1Dth10\n\n// Male 02\n$random Sights/Male02{Sights/Male02/01 Sights/Male02/02 Sights/Male02/03 Sights/Male02/04 Sights/Male02/05 Sights/Male02/06 Sights/Male02/07 Sights/Male02/08 Sights/Male02/09}\nSights/Male02/01 M2Sit01\nSights/Male02/02 M2Sit02\nSights/Male02/03 M2Sit03\nSights/Male02/04 M2Sit04\nSights/Male02/05 M2Sit05\nSights/Male02/06 M2Sit06\nSights/Male02/07 M2Sit07\nSights/Male02/08 M2Sit08\nSights/Male02/09 M2Sit09\n$random Pains/Male02{Pains/Male02/01 Pains/Male02/02 Pains/Male02/03 Pains/Male02/04}\nPains/Male02/01 M2Hit01\nPains/Male02/02 M2Hit02\nPains/Male02/03 M2Hit03\nPains/Male02/04 M2Hit04\n$random Deaths/Male02{Deaths/Male02/01 Deaths/Male02/02 Deaths/Male02/03 Deaths/Male02/04 Deaths/Male02/05 Deaths/Male02/06 Deaths/Male02/07 Deaths/Male02/08 Deaths/Male02/09 Deaths/Male02/10}\nDeaths/Male02/01 M2Dth01\nDeaths/Male02/02 M2Dth02\nDeaths/Male02/03 M2Dth03\nDeaths/Male02/04 M2Dth04\nDeaths/Male02/05 M2Dth05\nDeaths/Male02/06 M2Dth06\nDeaths/Male02/07 M2Dth07\nDeaths/Male02/08 M2Dth08\nDeaths/Male02/09 M2Dth09\nDeaths/Male02/10 M2Dth10\n\n// Male 03\n$random Sights/Male03{Sights/Male03/01 Sights/Male03/02 Sights/Male03/03 Sights/Male03/04 Sights/Male03/05 Sights/Male03/06}\nSights/Male03/01 M3Sit01\nSights/Male03/02 M3Sit02\nSights/Male03/03 M3Sit03\nSights/Male03/04 M3Sit04\nSights/Male03/05 M3Sit05\nSights/Male03/06 M3Sit06\n$random Pains/Male03{Pains/Male03/01 Pains/Male03/01}\nPains/Male03/01 M3Hit01\nPains/Male03/02 M3Hit02\n\n// Male 04\n$random Sights/Male04{Sights/Male04/01 Sights/Male04/02 Sights/Male04/03 Sights/Male04/04 Sights/Male04/05 Sights/Male04/06 Sights/Male04/07 Sights/Male04/08 Sights/Male04/09 Sights/Male04/10 Sights/Male04/11 Sights/Male04/12 Sights/Male04/13 Sights/Male04/14 Sights/Male04/15  Sights/Male04/16 Sights/Male04/17 Sights/Male04/18}\nSights/Male04/01 M4Sit01\nSights/Male04/02 M4Sit02\nSights/Male04/03 M4Sit03\nSights/Male04/04 M4Sit04\nSights/Male04/05 M4Sit05\nSights/Male04/06 M4Sit06\nSights/Male04/07 M4Sit07\nSights/Male04/08 M4Sit08\nSights/Male04/09 M4Sit09\nSights/Male04/10 M4Sit10\nSights/Male04/11 M4Sit11\nSights/Male04/12 M4Sit12\nSights/Male04/13 M4Sit13\nSights/Male04/14 M4Sit14\nSights/Male04/15 M4Sit15\nSights/Male04/16 M4Sit16\nSights/Male04/17 M4Sit17\nSights/Male04/18 M4Sit18\n$random Pains/Male04{Pains/Male04/01 Pains/Male04/02 Pains/Male04/03 Pains/Male04/04 Pains/Male04/05 Pains/Male04/06 Pains/Male04/07 Pains/Male04/08 Pains/Male04/09 Pains/Male04/10 Pains/Male04/11 Pains/Male04/12 Pains/Male04/13 Pains/Male04/14 Pains/Male04/15 Pains/Male04/16}\nPains/Male04/01 M4Hit01\nPains/Male04/02 M4Hit02\nPains/Male04/03 M4Hit03\nPains/Male04/04 M4Hit04\nPains/Male04/05 M4Hit05\nPains/Male04/06 M4Hit06\nPains/Male04/07 M4Hit07\nPains/Male04/08 M4Hit08\nPains/Male04/09 M4Hit09\nPains/Male04/10 M4Hit10\nPains/Male04/11 M4Hit11\nPains/Male04/12 M4Hit12\nPains/Male04/13 M4Hit13\nPains/Male04/14 M4Hit14\nPains/Male04/15 M4Hit15\nPains/Male04/16 M4Hit16\n$random Deaths/Male04{Deaths/Male04/01 Deaths/Male04/02 Deaths/Male04/03 Deaths/Male04/04 Deaths/Male04/05 Deaths/Male04/06 Deaths/Male04/07 Deaths/Male04/08 Deaths/Male04/09 Deaths/Male04/10 Deaths/Male04/11}\nDeaths/Male04/01 M4Dth01\nDeaths/Male04/02 M4Dth02\nDeaths/Male04/03 M4Dth03\nDeaths/Male04/04 M4Dth04\nDeaths/Male04/05 M4Dth05\nDeaths/Male04/06 M4Dth06\nDeaths/Male04/07 M4Dth07\nDeaths/Male04/08 M4Dth08\nDeaths/Male04/09 M4Dth09\nDeaths/Male04/10 M4Dth10\nDeaths/Male04/11 M4Dth11\n\n// Male 05\n$random Sights/Male05{Sights/Male05/01 Sights/Male05/02 Sights/Male05/03 Sights/Male05/04 Sights/Male05/05 Sights/Male05/06 Sights/Male05/07 Sights/Male05/08}\nSights/Male05/01 M5Sit01\nSights/Male05/02 M5Sit02\nSights/Male05/03 M5Sit03\nSights/Male05/04 M5Sit04\nSights/Male05/05 M5Sit05\nSights/Male05/06 M5Sit06\nSights/Male05/07 M5Sit07\nSights/Male05/08 M5Sit08\n$random Pains/Male05{Pains/Male05/01 Pains/Male05/02 Pains/Male05/03 Pains/Male05/04 Pains/Male05/05 Pains/Male05/06 Pains/Male05/07 Pains/Male05/08}\nPains/Male05/01 M5Hit01\nPains/Male05/02 M5Hit02\nPains/Male05/03 M5Hit03\nPains/Male05/04 M5Hit04\nPains/Male05/05 M5Hit05\nPains/Male05/06 M5Hit06\nPains/Male05/07 M5Hit07\nPains/Male05/08 M5Hit08\n$random Deaths/Male05{Deaths/Male05/01 Deaths/Male05/02 Deaths/Male05/03 Deaths/Male05/04 Deaths/Male05/05 Deaths/Male05/06 Deaths/Male05/07 Deaths/Male05/08 Deaths/Male05/09}\nDeaths/Male05/01 M5Dth01\nDeaths/Male05/02 M5Dth02\nDeaths/Male05/03 M5Dth03\nDeaths/Male05/04 M5Dth04\nDeaths/Male05/05 M5Dth05\nDeaths/Male05/06 M5Dth06\nDeaths/Male05/07 M5Dth07\nDeaths/Male05/08 M5Dth08\nDeaths/Male05/09 M5Dth09\n\n// Male 06\n$random Sights/Male06{Sights/Male06/01 Sights/Male06/02 Sights/Male06/03 Sights/Male06/04 Sights/Male06/05 Sights/Male06/06 Sights/Male06/07 Sights/Male06/08 Sights/Male06/09 Sights/Male06/10 Sights/Male06/11 Sights/Male06/12 Sights/Male06/13 Sights/Male06/14 Sights/Male06/15}\nSights/Male06/01 M6Sit01\nSights/Male06/02 M6Sit02\nSights/Male06/03 M6Sit03\nSights/Male06/04 M6Sit04\nSights/Male06/05 M6Sit05\nSights/Male06/06 M6Sit06\nSights/Male06/07 M6Sit07\nSights/Male06/08 M6Sit08\nSights/Male06/09 M6Sit09\nSights/Male06/10 M6Sit10\nSights/Male06/11 M6Sit11\nSights/Male06/12 M6Sit12\nSights/Male06/13 M6Sit13\nSights/Male06/14 M6Sit14\nSights/Male06/15 M6Sit15\n$random Pains/Male06{Pains/Male06/01 Pains/Male06/02 Pains/Male06/03 Pains/Male06/04 Pains/Male06/05 Pains/Male06/06 Pains/Male06/07 Pains/Male06/08}\nPains/Male06/01 M6Hit01\nPains/Male06/02 M6Hit02\nPains/Male06/03 M6Hit03\nPains/Male06/04 M6Hit04\nPains/Male06/05 M6Hit05\nPains/Male06/06 M6Hit06\nPains/Male06/07 M6Hit07\nPains/Male06/08 M6Hit08\n$random Deaths/Male06{Deaths/Male06/01 Deaths/Male06/02 Deaths/Male06/03 Deaths/Male06/04 Deaths/Male06/05 Deaths/Male06/06 Deaths/Male06/07 Deaths/Male06/08 Deaths/Male06/09 Deaths/Male06/10}\nDeaths/Male06/01 M6Dth01\nDeaths/Male06/02 M6Dth02\nDeaths/Male06/03 M6Dth03\nDeaths/Male06/04 M6Dth04\nDeaths/Male06/05 M6Dth05\nDeaths/Male06/06 M6Dth06\nDeaths/Male06/07 M6Dth07\nDeaths/Male06/08 M6Dth08\nDeaths/Male06/09 M6Dth09\nDeaths/Male06/10 M6Dth10\n\n// Male 07\n\n$random Sights/Male07{\n\tSights/Male07/01\n\tSights/Male07/02\n\tSights/Male07/03\n\tSights/Male07/04\n\tSights/Male07/05\n\tSights/Male07/06\n\tSights/Male07/07\n\tSights/Male07/08\n\tSights/Male07/09\n\tSights/Male07/10\n\tSights/Male07/11\n\tSights/Male07/12\n\tSights/Male07/13\n\tSights/Male07/14\n\tSights/Male07/15\n\tSights/Male07/16\n\tSights/Male07/17\n\tSights/Male07/18\n\tSights/Male07/19\n\tSights/Male07/20\n\tSights/Male07/21\n\tSights/Male07/22\n\tSights/Male07/23\n\tSights/Male07/24\n\tSights/Male07/25\n\tSights/Male07/26\n\tSights/Male07/27\n\tSights/Male07/28\n\tSights/Male07/29\n\tSights/Male07/30\n\tSights/Male07/31\n\tSights/Male07/32\n\tSights/Male07/33\n\tSights/Male07/34\n\tSights/Male07/35\n\tSights/Male07/36\n\tSights/Male07/37}\n\nSights/Male07/01 M7Sit01\nSights/Male07/02 M7Sit02\nSights/Male07/03 M7Sit03\nSights/Male07/04 M7Sit04\nSights/Male07/05 M7Sit05\nSights/Male07/06 M7Sit06\nSights/Male07/07 M7Sit07\nSights/Male07/08 M7Sit08\nSights/Male07/09 M7Sit09\nSights/Male07/10 M7Sit10\nSights/Male07/11 M7Sit11\nSights/Male07/12 M7Sit12\nSights/Male07/13 M7Sit13\nSights/Male07/14 M7Sit14\nSights/Male07/15 M7Sit15\nSights/Male07/16 M7Sit16\nSights/Male07/17 M7Sit17\nSights/Male07/18 M7Sit18\nSights/Male07/19 M7Sit19\nSights/Male07/20 M7Sit20\nSights/Male07/21 M7Sit21\nSights/Male07/22 M7Sit22\nSights/Male07/23 M7Sit23\nSights/Male07/24 M7Sit24\nSights/Male07/25 M7Sit25\nSights/Male07/26 M7Sit26\nSights/Male07/27 M7Sit27\nSights/Male07/28 M7Sit28\nSights/Male07/29 M7Sit29\nSights/Male07/30 M7Sit30\nSights/Male07/31 M7Sit31\nSights/Male07/32 M7Sit32\nSights/Male07/33 M7Sit33\nSights/Male07/34 M7Sit34\nSights/Male07/35 M7Sit35\nSights/Male07/36 M7Sit36\nSights/Male07/37 M7Sit37\n\n$random Pains/Male07{Pains/Male07/01 Pains/Male07/02 Pains/Male07/03 Pains/Male07/04 Pains/Male07/05 Pains/Male07/06 Pains/Male07/07}\nPains/Male07/01 M7Hit01\nPains/Male07/02 M7Hit02\nPains/Male07/03 M7Hit03\nPains/Male07/04 M7Hit04\nPains/Male07/05 M7Hit05\nPains/Male07/06 M7Hit06\nPains/Male07/07 M7Hit07\n$random Deaths/Male07{Deaths/Male07/01 Deaths/Male07/02 Deaths/Male07/03 Deaths/Male07/04 Deaths/Male07/05 Deaths/Male07/06 Deaths/Male07/07}\nDeaths/Male07/01 M7Dth01\nDeaths/Male07/02 M7Dth02\nDeaths/Male07/03 M7Dth03\nDeaths/Male07/04 M7Dth04\nDeaths/Male07/05 M7Dth05\nDeaths/Male07/06 M7Dth06\nDeaths/Male07/07 M7Dth07\n\n// Male 08\n\n$random Sights/Male08{\nSights/Male08/01\nSights/Male08/02\nSights/Male08/03\nSights/Male08/04\nSights/Male08/05\nSights/Male08/06\nSights/Male08/07\nSights/Male08/08\nSights/Male08/09\nSights/Male08/10\nSights/Male08/11\nSights/Male08/12\nSights/Male08/13\nSights/Male08/14\nSights/Male08/15\nSights/Male08/16\nSights/Male08/17}\n\nSights/Male08/01 M8Sit01\nSights/Male08/02 M8Sit02\nSights/Male08/03 M8Sit03\nSights/Male08/04 M8Sit04\nSights/Male08/05 M8Sit05\nSights/Male08/06 M8Sit06\nSights/Male08/07 M8Sit07\nSights/Male08/08 M8Sit08\nSights/Male08/09 M8Sit09\nSights/Male08/10 M8Sit10\nSights/Male08/11 M8Sit11\nSights/Male08/12 M8Sit12\nSights/Male08/13 M8Sit13\nSights/Male08/14 M8Sit14\nSights/Male08/15 M8Sit15\nSights/Male08/16 M8Sit16\nSights/Male08/17 M8Sit17\n\n$random Pains/Male08{\nPains/Male08/01\nPains/Male08/02\nPains/Male08/03\nPains/Male08/04\nPains/Male08/05\nPains/Male08/06\nPains/Male08/07\nPains/Male08/08\nPains/Male08/09}\n\nPains/Male08/01 M8Hit01\nPains/Male08/02 M8Hit02\nPains/Male08/03 M8Hit03\nPains/Male08/04 M8Hit04\nPains/Male08/05 M8Hit05\nPains/Male08/06 M8Hit06\nPains/Male08/07 M8Hit07\nPains/Male08/08 M8Hit08\nPains/Male08/09 M8Hit09\n\n$random Throws/Male08{Throws/Male08/01 Throws/Male08/02}\nThrows/Male08/01 m8thr01\nThrows/Male08/02 m8thr02\n\n$random Deaths/Male08{\nDeaths/Male08/01\nDeaths/Male08/02\nDeaths/Male08/03\nDeaths/Male08/04\nDeaths/Male08/05}\n\nDeaths/Male08/01 m8dth01\nDeaths/Male08/02 m8dth02\nDeaths/Male08/03 m8dth03\nDeaths/Male08/04 m8dth04\nDeaths/Male08/05 m8dth05\n\n// Male 09\n\n$random Sights/Male09{\nSights/Male09/01\nSights/Male09/02\nSights/Male09/03\nSights/Male09/04\nSights/Male09/05\nSights/Male09/06\nSights/Male09/07\nSights/Male09/08\nSights/Male09/09\nSights/Male09/10\nSights/Male09/11\nSights/Male09/12\nSights/Male09/13}\n\nSights/Male09/01 M9Sit01\nSights/Male09/02 M9Sit02\nSights/Male09/03 M9Sit03\nSights/Male09/04 M9Sit04\nSights/Male09/05 M9Sit05\nSights/Male09/06 M9Sit06\nSights/Male09/07 M9Sit07\nSights/Male09/08 M9Sit08\nSights/Male09/09 M9Sit09\nSights/Male09/10 M9Sit10\nSights/Male09/11 M9Sit11\nSights/Male09/12 M9Sit12\nSights/Male09/13 M9Sit13\n\n$random Pains/Male09{\nPains/Male09/01\nPains/Male09/02\nPains/Male09/03\nPains/Male09/04\nPains/Male09/05}\n\nPains/Male09/01 M9Hit01\nPains/Male09/02 M9Hit02\nPains/Male09/03 M9Hit03\nPains/Male09/04 M9Hit04\nPains/Male09/05 M9Hit05\n\n$random Throws/Male09{Throws/Male09/01 nul}\nThrows/Male09/01 M9thr01\n\n$random Deaths/Male09{\nDeaths/Male09/01\nDeaths/Male09/02\nDeaths/Male09/03\nDeaths/Male09/04\nDeaths/Male09/05}\n\nDeaths/Male09/01 M9dth01\nDeaths/Male09/02 M9dth02\nDeaths/Male09/03 M9dth03\nDeaths/Male09/04 M9dth04\nDeaths/Male09/05 M9dth05\n\n// Male 10\n\n$random Sights/Male10{\n\tSights/Male10/01\n\tSights/Male10/02\n\tSights/Male10/03\n\tSights/Male10/04\n\tSights/Male10/05\n\tSights/Male10/06\n\tSights/Male10/07\n\tSights/Male10/08\n\tSights/Male10/09\n\tSights/Male10/10\n\tSights/Male10/11\n\tSights/Male10/12\n\tSights/Male10/13\n\tSights/Male10/14\n\tSights/Male10/15\n\tSights/Male10/16\n\tSights/Male10/17\n\tSights/Male10/18\n\tSights/Male10/19\n\tSights/Male10/20\n\tSights/Male10/21\n\tSights/Male10/22\n\tSights/Male10/23}\n\nSights/Male10/01 MaSit01\nSights/Male10/02 MaSit02\nSights/Male10/03 MaSit03\nSights/Male10/04 MaSit04\nSights/Male10/05 MaSit05\nSights/Male10/06 MaSit06\nSights/Male10/07 MaSit07\nSights/Male10/08 MaSit08\nSights/Male10/09 MaSit09\nSights/Male10/10 MaSit10\nSights/Male10/11 MaSit11\nSights/Male10/12 MaSit12\nSights/Male10/13 MaSit13\nSights/Male10/14 MaSit14\nSights/Male10/15 MaSit15\nSights/Male10/16 MaSit16\nSights/Male10/17 MaSit17\nSights/Male10/18 MaSit18\nSights/Male10/19 MaSit19\nSights/Male10/20 MaSit20\nSights/Male10/21 MaSit21\nSights/Male10/22 MaSit22\nSights/Male10/23 MaSit23\n\n// MALE 11\n\n$random Sights/Male11{\nSights/Male11/01\nSights/Male11/02\nSights/Male11/03\nSights/Male11/04\nSights/Male11/05\nSights/Male11/06\nSights/Male11/07\nSights/Male11/08\nSights/Male11/09\nSights/Male11/10\nSights/Male11/11\nSights/Male11/12\nSights/Male11/13\nSights/Male11/14\nSights/Male11/15\nSights/Male11/16\nSights/Male11/17\nSights/Male11/18\nSights/Male11/19\nSights/Male11/20\nSights/Male11/21\nSights/Male11/22\nSights/Male11/23\nSights/Male11/24\nSights/Male11/25\nSights/Male11/26\nSights/Male11/27\nSights/Male11/28\nSights/Male11/29\nSights/Male11/30\nSights/Male11/31\nSights/Male11/32\nSights/Male11/33\nSights/Male11/34\nSights/Male11/35\nSights/Male11/36\nSights/Male11/37\nSights/Male11/38\nSights/Male11/39\nSights/Male11/40}\n\nSights/Male11/01 mbsit01\nSights/Male11/02 mbsit02\nSights/Male11/03 mbsit03\nSights/Male11/04 mbsit04\nSights/Male11/05 mbsit05\nSights/Male11/06 mbsit06\nSights/Male11/07 mbsit07\nSights/Male11/08 mbsit08\nSights/Male11/09 mbsit09\nSights/Male11/10 mbsit10\nSights/Male11/11 mbsit11\nSights/Male11/12 mbsit12\nSights/Male11/13 mbsit13\nSights/Male11/14 mbsit14\nSights/Male11/15 mbsit15\nSights/Male11/16 mbsit16\nSights/Male11/17 mbsit17\nSights/Male11/18 mbsit18\nSights/Male11/19 mbsit19\nSights/Male11/20 mbsit20\nSights/Male11/21 mbsit21\nSights/Male11/22 mbsit22\nSights/Male11/23 mbsit23\nSights/Male11/24 mbsit24\nSights/Male11/25 mbsit25\nSights/Male11/26 mbsit26\nSights/Male11/27 mbsit27\nSights/Male11/28 mbsit28\nSights/Male11/29 mbsit29\nSights/Male11/30 mbsit30\nSights/Male11/31 mbsit31\nSights/Male11/32 mbsit32\nSights/Male11/33 mbsit33\nSights/Male11/34 mbsit34\nSights/Male11/35 mbsit35\nSights/Male11/36 mbsit36\nSights/Male11/37 mbsit37\nSights/Male11/38 mbsit38\nSights/Male11/39 mbsit39\nSights/Male11/40 mbsit40\n\n// Male Scientist\n\n$random Scientist/See{Scientist/See1 Scientist/See2 Scientist/See3 Scientist/See4 Scientist/See5 Scientist/See6}\n$random Scientist/Death{Scientist/Death1 Scientist/Death2 Scientist/Death3 Scientist/Death4 Scientist/Death5}\n$random Scientist/Pain{Scientist/Pain1 Scientist/Pain2 Scientist/Pain3 Scientist/Pain4 Scientist/Pain5}\nScientist/See1 Scisee1\nScientist/See2 Scisee2\nScientist/See3 Scisee3\nScientist/See4 Scisee4\nScientist/See5 Scisee5\nScientist/See6 Scisee6\nScientist/Death1 Scidth1\nScientist/Death2 Scidth2\nScientist/Death3 Scidth3\nScientist/Death4 Scidth4\nScientist/Death5 Scidth5\nScientist/Pain1 Scipain1\nScientist/Pain2 Scipain2\nScientist/Pain3 Scipain3\nScientist/Pain4 Scipain4\nScientist/Pain5 Scipain5\nScientist/Blaster Scifire\nScientist/BlasterHit Sciexplo\n\n// Female 01\n$random Sights/Female01{Sights/Female01/01 Sights/Female01/02 Sights/Female01/03 Sights/Female01/04 Sights/Female01/05 Sights/Female01/06 Sights/Female01/07}\nSights/Female01/01 F1Sit01\nSights/Female01/02 F1Sit02\nSights/Female01/03 F1Sit03\nSights/Female01/04 F1Sit04\nSights/Female01/05 F1Sit05\nSights/Female01/06 F1Sit06\nSights/Female01/07 F1Sit07\n$random Pains/Female01{Pains/Female01/01 Pains/Female01/02 Pains/Female01/03 Pains/Female01/04 Pains/Female01/05 Pains/Female01/06}\nPains/Female01/01 F1Hit01\nPains/Female01/02 F1Hit02\nPains/Female01/03 F1Hit03\nPains/Female01/04 F1Hit04\nPains/Female01/05 F1Hit05\nPains/Female01/06 F1Hit06\n$random Deaths/Female01{Deaths/Female01/01 Deaths/Female01/02 Deaths/Female01/03 Deaths/Female01/04 Deaths/Female01/05 Deaths/Female01/06}\nDeaths/Female01/01 F1Dth01\nDeaths/Female01/02 F1Dth02\nDeaths/Female01/03 F1Dth03\nDeaths/Female01/04 F1Dth04\nDeaths/Female01/05 F1Dth05\nDeaths/Female01/06 F1Dth06\n\n// Female 02\n$random Sights/Female02{\n\tSights/Female02/01\n\tSights/Female02/02\n\tSights/Female02/03\n\tSights/Female02/04\n\tSights/Female02/05\n\tSights/Female02/06\n\tSights/Female02/07\n\tSights/Female02/08\n\tSights/Female02/09\n\tSights/Female02/10\n\tSights/Female02/11\n\tSights/Female02/12\n\tSights/Female02/13\n\tSights/Female02/14\n\tSights/Female02/15\n\tSights/Female02/16\n\tSights/Female02/17\n\tSights/Female02/18\n\tSights/Female02/19\n\tSights/Female02/20\n\tSights/Female02/21\n\tSights/Female02/22\n\tSights/Female02/23\n\tSights/Female02/24\n\tSights/Female02/25\n\tSights/Female02/26\n\tSights/Female02/27\n\tSights/Female02/28\n\tSights/Female02/29\n\tSights/Female02/30}\n\nSights/Female02/01 F2Sit01\nSights/Female02/02 F2Sit02\nSights/Female02/03 F2Sit03\nSights/Female02/04 F2Sit04\nSights/Female02/05 F2Sit05\nSights/Female02/06 F2Sit06\nSights/Female02/07 F2Sit07\nSights/Female02/08 F2Sit08\nSights/Female02/09 F2Sit09\nSights/Female02/10 F2Sit10\nSights/Female02/11 F2Sit11\nSights/Female02/12 F2Sit12\nSights/Female02/13 F2Sit13\nSights/Female02/14 F2Sit14\nSights/Female02/15 F2Sit15\nSights/Female02/16 F2Sit16\nSights/Female02/17 F2Sit17\nSights/Female02/18 F2Sit18\nSights/Female02/19 F2Sit19\nSights/Female02/20 F2Sit20\nSights/Female02/21 F2Sit21\nSights/Female02/22 F2Sit22\nSights/Female02/23 F2Sit23\nSights/Female02/24 F2Sit24\nSights/Female02/25 F2Sit25\nSights/Female02/26 F2Sit26\nSights/Female02/27 F2Sit27\nSights/Female02/28 F2Sit28\nSights/Female02/29 F2Sit29\nSights/Female02/30 F2Sit30\n\n$random Pains/Female02{Pains/Female02/01 Pains/Female02/02 Pains/Female02/03 Pains/Female02/04 Pains/Female02/05 Pains/Female02/06}\nPains/Female02/01 F2Hit01\nPains/Female02/02 F2Hit02\nPains/Female02/03 F2Hit03\nPains/Female02/04 F2Hit04\nPains/Female02/05 F2Hit05\nPains/Female02/06 F2Hit06\n$random Deaths/Female02{Deaths/Female02/01 Deaths/Female02/02 Deaths/Female02/03 Deaths/Female02/04 Deaths/Female02/05 Deaths/Female02/06 Deaths/Female02/07}\nDeaths/Female02/01 F2Dth01\nDeaths/Female02/02 F2Dth02\nDeaths/Female02/03 F2Dth03\nDeaths/Female02/04 F2Dth04\nDeaths/Female02/05 F2Dth05\nDeaths/Female02/06 F2Dth06\nDeaths/Female02/07 F2Dth07\n\n// Female 02\n$random Sights/Female03{\n\tSights/Female03/01\n\tSights/Female03/02\n\tSights/Female03/03\n\tSights/Female03/04\n\tSights/Female03/05\n\tSights/Female03/06\n\tSights/Female03/07\n\tSights/Female03/08\n\tSights/Female03/09\n\tSights/Female03/10\n\tSights/Female03/11\n\tSights/Female03/12\n\tSights/Female03/13\n\tSights/Female03/14\n\tSights/Female03/15\n\tSights/Female03/16\n\tSights/Female03/17\n\tSights/Female03/18\n\tSights/Female03/19\n\tSights/Female03/20\n\tSights/Female03/21\n\tSights/Female03/22\n\tSights/Female03/23\n\tSights/Female03/24\n\tSights/Female03/25}\n\nSights/Female03/01 F3Sit01\nSights/Female03/02 F3Sit02\nSights/Female03/03 F3Sit03\nSights/Female03/04 F3Sit04\nSights/Female03/05 F3Sit05\nSights/Female03/06 F3Sit06\nSights/Female03/07 F3Sit07\nSights/Female03/08 F3Sit08\nSights/Female03/09 F3Sit09\nSights/Female03/10 F3Sit10\nSights/Female03/11 F3Sit11\nSights/Female03/12 F3Sit12\nSights/Female03/13 F3Sit13\nSights/Female03/14 F3Sit14\nSights/Female03/15 F3Sit15\nSights/Female03/16 F3Sit16\nSights/Female03/17 F3Sit17\nSights/Female03/18 F3Sit18\nSights/Female03/19 F3Sit19\nSights/Female03/20 F3Sit20\nSights/Female03/21 F3Sit21\nSights/Female03/22 F3Sit22\nSights/Female03/23 F3Sit23\nSights/Female03/24 F3Sit24\nSights/Female03/25 F3Sit25\n\n$random Pains/Female03{Pains/Female03/01 Pains/Female03/02 Pains/Female03/03 Pains/Female03/04 Pains/Female03/05 Pains/Female03/06 Pains/Female03/07 Pains/Female03/08}\nPains/Female03/01 F3Hit01\nPains/Female03/02 F3Hit02\nPains/Female03/03 F3Hit03\nPains/Female03/04 F3Hit04\nPains/Female03/05 F3Hit05\nPains/Female03/06 F3Hit06\nPains/Female03/07 F3Hit07\nPains/Female03/08 F3Hit08\n$random Deaths/Female03{Deaths/Female03/01 Deaths/Female03/02 Deaths/Female03/03 Deaths/Female03/04 Deaths/Female03/05 Deaths/Female03/06}\nDeaths/Female03/01 F3Dth01\nDeaths/Female03/02 F3Dth02\nDeaths/Female03/03 F3Dth03\nDeaths/Female03/04 F3Dth04\nDeaths/Female03/05 F3Dth05\nDeaths/Female03/06 F3Dth06\n\n// Wesker\n$random Sights/Wesker{Sights/Wesker01 Sights/Wesker02 Sights/Wesker03 Sights/Wesker04 Sights/Wesker05 Sights/Wesker06 Sights/Wesker07 Sights/Wesker08 Sights/Wesker09 Sights/Wesker10 Sights/Wesker11 Sights/Wesker12 RareSights/Wesker}\nSights/Wesker01 WESKST1\nSights/Wesker02 WESKST2\nSights/Wesker03 WESKST3\nSights/Wesker04 WESKST4\nSights/Wesker05 WESKST5\nSights/Wesker06 WESKST6\nSights/Wesker07 WESKST7\nSights/Wesker08 WESKST8\nSights/Wesker09 WESKST9\nSights/Wesker10 WESKST10\nSights/Wesker11 WESKST11\nSights/Wesker12 WESKST12\n\n$random RareSights/Wesker{RareSights/Wesker01 RareSights/Wesker02 RareSights/Wesker03 RareSights/Wesker04 RareSights/Wesker05 RareSights/Wesker06 RareSights/Wesker07 RareSights/Wesker08}\nRareSights/Wesker01 WESKRS1\nRareSights/Wesker02 WESKRS2\nRareSights/Wesker03 WESKRS3\nRareSights/Wesker04 WESKRS4\nRareSights/Wesker05 WESKRS5\nRareSights/Wesker06 WESKRS6\nRareSights/Wesker07 WESKRS7\nRareSights/Wesker08 WESKRS8\n\n$random Active/Wesker{Active/Wesker01 Active/Wesker02 Active/Wesker03 Active/Wesker04 Active/Wesker05 Active/Wesker06 Active/Wesker07}\nActive/Wesker01 WESKAL1\nActive/Wesker02 WESKAL2\nActive/Wesker03 WESKAL3\nActive/Wesker04 WESKAL4\nActive/Wesker05 WESKAL5\nActive/Wesker06 WESKAL6\nActive/Wesker07 WESKAL7\n\n$random Pains/Wesker{Pains/Wesker01 Pains/Wesker02 Pains/Wesker03 Pains/Wesker04 Pains/Wesker05 Pains/Wesker06 Pains/Wesker07 Pains/Wesker08 Pains/Wesker09 Pains/Wesker10 Pains/Wesker11}\nPains/Wesker01 WESKPN1\nPains/Wesker02 WESKPN2\nPains/Wesker03 WESKPN3\nPains/Wesker04 WESKPN4\nPains/Wesker05 WESKPN5\nPains/Wesker06 WESKPN6\nPains/Wesker07 WESKPN7\nPains/Wesker08 WESKPN8\nPains/Wesker09 WESKPN9\nPains/Wesker00 WESKPN10\nPains/Wesker01 WESKPN11\n\n$random Deaths/Wesker{Deaths/Wesker01 Deaths/Wesker02 Deaths/Wesker03 Deaths/Wesker04 Deaths/Wesker05 Deaths/Wesker06 Deaths/Wesker07 Deaths/Wesker08 Deaths/Wesker09}\nDeaths/Wesker01 WESKDE1\nDeaths/Wesker02 WESKDE2\nDeaths/Wesker03 WESKDE3\nDeaths/Wesker04 WESKDE4\nDeaths/Wesker05 WESKDE5\nDeaths/Wesker06 WESKDE6\nDeaths/Wesker07 WESKDE7\nDeaths/Wesker08 WESKDE8\nDeaths/Wesker09 WESKDE9\n\n// Mr. Falcon (Yippie-ki-yay.)\n$random Sights/MrFalcon{\nSights/MrFalcon/01\nSights/MrFalcon/02\nSights/MrFalcon/03\nSights/MrFalcon/04\nSights/MrFalcon/05\nSights/MrFalcon/06\nSights/MrFalcon/07\nSights/MrFalcon/08\nRareSights/MrFalcon}\n\nSights/MrFalcon/01 Mfsit01\nSights/MrFalcon/02 Mfsit02\nSights/MrFalcon/03 Mfsit03\nSights/MrFalcon/04 Mfsit04\nSights/MrFalcon/05 Mfsit05\nSights/MrFalcon/06 Mfsit06\nSights/MrFalcon/07 Mfsit07\nSights/MrFalcon/08 Mfsit08\n\n$random RareSights/MrFalcon{\nRareSights/MrFalcon/01\nRareSights/MrFalcon/02\nRareSights/MrFalcon/03\nRareSights/MrFalcon/04\nRareSights/MrFalcon/05\nRareSights/MrFalcon/06\nRareSights/MrFalcon/07}\n\nRareSights/MrFalcon/01 Mfrsit01\nRareSights/MrFalcon/02 Mfrsit02\nRareSights/MrFalcon/03 Mfrsit03\nRareSights/MrFalcon/04 Mfrsit04\nRareSights/MrFalcon/05 Mfrsit05\nRareSights/MrFalcon/06 Mfrsit06\nRareSights/MrFalcon/07 Mfrsit07\n\n$random Pains/MrFalcon{\nPains/MrFalcon/01\nPains/MrFalcon/02\nPains/MrFalcon/03\nPains/MrFalcon/04\nPains/MrFalcon/05\nPains/MrFalcon/06\nPains/MrFalcon/07\nPains/MrFalcon/08\nPains/MrFalcon/09\nPains/MrFalcon/10\nPains/MrFalcon/11\nPains/MrFalcon/12\nPains/MrFalcon/13\nPains/MrFalcon/14\nPains/MrFalcon/15}\n\nPains/MrFalcon/01 Mfhit01\nPains/MrFalcon/02 Mfhit02\nPains/MrFalcon/03 Mfhit03\nPains/MrFalcon/04 Mfhit04\nPains/MrFalcon/05 Mfhit05\nPains/MrFalcon/06 Mfhit06\nPains/MrFalcon/07 Mfhit07\nPains/MrFalcon/08 Mfhit08\nPains/MrFalcon/09 Mfhit09\nPains/MrFalcon/10 Mfhit10\nPains/MrFalcon/11 Mfhit11\nPains/MrFalcon/12 Mfhit12\nPains/MrFalcon/13 Mfhit13\nPains/MrFalcon/14 Mfhit14\nPains/MrFalcon/15 Mfhit15\n\n$random HeavyPains/MrFalcon{\nHeavyPains/MrFalcon/01\nHeavyPains/MrFalcon/02\nHeavyPains/MrFalcon/03\nHeavyPains/MrFalcon/04\nHeavyPains/MrFalcon/05\nHeavyPains/MrFalcon/06}\n\nHeavyPains/MrFalcon/01 mfphit01\nHeavyPains/MrFalcon/02 mfphit02\nHeavyPains/MrFalcon/03 mfphit03\nHeavyPains/MrFalcon/04 mfphit04\nHeavyPains/MrFalcon/05 mfphit05\nHeavyPains/MrFalcon/06 mfphit06\n\n$random Firing/MrFalcon{\nFiring/MrFalcon/01\nFiring/MrFalcon/02\nFiring/MrFalcon/03\nFiring/MrFalcon/04\nFiring/MrFalcon/05\nFiring/MrFalcon/06\nFiring/MrFalcon/07\nempty\nempty\nempty\nempty\nempty\nempty\nempty}\n\nFiring/MrFalcon/01 mffir01\nFiring/MrFalcon/02 mffir02\nFiring/MrFalcon/03 mffir03\nFiring/MrFalcon/04 mffir04\nFiring/MrFalcon/05 mffir05\nFiring/MrFalcon/06 mffir06\nFiring/MrFalcon/07 mffir07\n\n$random Reloading/MrFalcon{\nReloading/MrFalcon/01\nReloading/MrFalcon/02\nReloading/MrFalcon/03\nReloading/MrFalcon/04\nReloading/MrFalcon/05\nReloading/MrFalcon/06\nReloading/MrFalcon/07}\n\nReloading/MrFalcon/01 mfload01\nReloading/MrFalcon/02 mfload02\nReloading/MrFalcon/03 mfload03\nReloading/MrFalcon/04 mfload04\nReloading/MrFalcon/05 mfload05\nReloading/MrFalcon/06 mfload06\nReloading/MrFalcon/07 mfload07\n\n$random UberDeaths/MrFalcon{\nUberDeaths/MrFalcon/01\nUberDeaths/MrFalcon/02\nUberDeaths/MrFalcon/03\nUberDeaths/MrFalcon/04}\n\nUberDeaths/MrFalcon/01 mfdth01\nUberDeaths/MrFalcon/02 mfdth02\nUberDeaths/MrFalcon/03 mfdth03\nUberDeaths/MrFalcon/04 mfdth04\n\n// Civilians - Bum\n$random Bum/Sight{Bum/Sight1 Bum/Sight2 Bum/Sight3 Bum/Sight4 Bum/Sight5 Bum/Sight6}\nBum/Sight1 Bumsee1\nBum/Sight2 Bumsee2\nBum/Sight3 Bumsee3\nBum/Sight4 Bumsee4\nBum/Sight5 Bumsee5\nBum/Sight6 Bumsee6\nBum/Pain bumpain\nBum/Death bumdeath\n$random Bum/Active{Bum/Active1 Bum/Active2 Bum/Active3 Bum/Active4 Bum/Active5}\nBum/Active1 bumact1\nBum/Active2 bumact2\nBum/Active3 bumact3\nBum/Active4 bumact4\nBum/Active5 bumact5\n\n// Civilians - Female 1\n\n$random FemCiv/Sight{FemCiv/Sight1 FemCiv/Sight2 FemCiv/Sight3 FemCiv/Sight4 FemCiv/Sight5}\nFemCiv/Sight1 civfhlp1\nFemCiv/Sight2 civfhlp2\nFemCiv/Sight3 civfhlp3\nFemCiv/Sight4 civfhlp4\nFemCiv/Sight5 civfhlp5\n$random FemCiv/Pain{FemCiv/Pain1 FemCiv/Pain2 FemCiv/Pain3}\nFemCiv/Pain1 civfhit1\nFemCiv/Pain2 civfhit2\nFemCiv/Pain3 civfhit3\n$random FemCiv/Saved{FemCiv/Saved1 FemCiv/Saved2 FemCiv/Saved3 FemCiv/Saved4}\nFemCiv/Saved1 civfsav1\nFemCiv/Saved2 civfsav2\nFemCiv/Saved3 civfsav3\nFemCiv/Saved4 civfsav4\n\n// Civilians - Male 1\n\n$random MaleCiv/Sight{MaleCiv/Sight1 MaleCiv/Sight2 MaleCiv/Sight3 MaleCiv/Sight4 MaleCiv/Sight5}\nMaleCiv/Sight1 civmsit1\nMaleCiv/Sight2 civmsit2\nMaleCiv/Sight3 civmsit3\nMaleCiv/Sight4 civmsit4\nMaleCiv/Sight5 civmsit5\n$random MaleCiv/Pain{MaleCiv/Pain1 MaleCiv/Pain2 MaleCiv/Pain3}\nMaleCiv/Pain1 civmhit1\nMaleCiv/Pain2 civmhit2\nMaleCiv/Pain3 civmhit3\nMaleCiv/Pain4 civmhit4\nMaleCiv/Pain5 civmhit5\nMaleCiv/Pain6 civmhit6\nMaleCiv/Pain7 civmhit7\nMaleCiv/Pain8 civmhit8\n$random MaleCiv/Death{MaleCiv/Death1 MaleCiv/Death2 MaleCiv/Death3}\nMaleCiv/Death1 civmdth1\nMaleCiv/Death2 civmdth2\nMaleCiv/Death3 civmdth3\n$random MaleCiv/Saved{MaleCiv/Saved1 MaleCiv/Saved2}\nMaleCiv/Saved1 civmsav1\nMaleCiv/Saved2 civmsav2\n\nStryker/Saved Stryker\n\n// And the menu noises (from yakuza)\n\nmenu/activate menuopen\t// Activate a new menu\nmenu/backup menuback\t// Backup to previous menu\nmenu/prompt menuask\t// Activate a prompt \"menu\"\nmenu/cursor menumove\t// Move cursor up/down\nmenu/change menuslid\t// Select new value for option\nmenu/invalid menuyes2\t\t// Menu not available\nmenu/dismiss menuansw\t// Dismiss a prompt message\nmenu/choose menuyes1\t// Choose a menu item\nmenu/clear menuclos\t// Close top menu\n\nmenu/quit1 youlose\nmenu/quit2 youlose\n\n// WARNING! A HUGE BATTLESHIP \"I AM IN THE WRONG GAME\" IS APPROACHING\n// BE ATTITUDE FOR GAINS\n\ncaleb/sight1\t\tcalsit1\ncaleb/sight2\t\tcalsit2\ncaleb/sight3\t\tcalsit3\ncaleb/sight4\t\tcalsit4\ncaleb/sight5\t\tcalsit5\ncaleb/sight6\t\tcalsit6\ncaleb/sight7\t\tcalsit7\ncaleb/active1\t\tcalact1\ncaleb/active2\t\tcalact2\ncaleb/active3\t\tcalact3\ncaleb/pain1\t\tcalpain1\ncaleb/pain2\t\tcalpain2\ncaleb/pain3\t\tcalpain3\ncaleb/pain4\t\tcalpain4\ncaleb/pain5\t\tcalpain5\ncaleb/die1\t\tcaldth1\ncaleb/die2\t\tcaldth2\ncaleb/die3\t\tcaldth3\ncaleb/die4\t\tcaldth4\ncaleb/die5\t\tcaldth5\n\n$random Sights/Caleb{caleb/sight1 caleb/sight2 caleb/sight3 caleb/sight4 caleb/sight5 caleb/sight6 caleb/sight7}\n$random Actives/Caleb{caleb/active1 caleb/active2 caleb/active3}\n$random Pains/Caleb{caleb/pain1 caleb/pain2 caleb/pain3 caleb/pain4 caleb/pain5}\n$random Deaths/Caleb{caleb/die1 caleb/die2 caleb/die3 caleb/die4 caleb/die5}\n\nar10/firesingle AR10Fire\nar10/fireloop AR10Loop\nar10/fireloopdecay AR10Dcay\nar10/firesilent AR10Supr\nar10/boltpull AR10Lod0\nar10/magout AR10Lod1\nar10/magin AR10Lod2\nar10/release AR10Lod3\nar10/unjam ARUnjam"
      },
      {
        "source": "pk3",
        "name": "sndseq.txt",
        "contents": ":DoorOpenNormal\n\tplayuntildone\tdoors/dr1_start\n\tplayrepeat\tdoors/dr1_mid\n\tstopsound\tdoors/dr1_stop\nend\n\n:DoorCloseNormal\n\tplayuntildone\tdoors/dr1_start\n\tplayrepeat\tdoors/dr1_mid\n\tstopsound\tdoors/dr1_stop\nend\n\n:DoorOpenBlazing\n\tplay\t\tdoors/openquick\n\tstopsound\tdoors/slamquick\nend\n\n:DoorCloseBlazing\n\tplay\t\tdoors/closequick\n\tstopsound\tdoors/slamquick\nend\n\n:Floor\n\tplayuntildone plats/liftstart\n\tplayrepeat\tplats/liftmove\n\tstopsound\tplats/liftstop\nend\n\n:Platform\n\tplayuntildone plats/slowstart\n\tplayrepeat\tplats/slowmove\n\tstopsound\tplats/slowstop\nend\n\n:CeilingNormal\n\tplayrepeat\tplats/slowmove\nend\n\n:CeilingSemiSilent\n\tstopsound\tplats/slowstop\nend"
      },
      {
        "source": "pk3",
        "name": "textures.txt",
        "contents": "// Texture definitions generated by SLADE3\n// on Wed Sep 17 16:55:08 2014\n\nSprite BRTBA0, 240, 151\n{\n\tOffset -80, -80\n\tPatch BRTGA0, 90, 0\n\tPatch HANDFORE, 31, 35\n}\n\nSprite BRTBB0, 240, 151\n{\n\tOffset -80, -80\n\tPatch BRTGB0, 92, 2\n\tPatch HANDFORE, 31, 35\n}\n\nSprite BRTBC0, 240, 151\n{\n\tOffset -80, -80\n\tPatch BRTGC0, 92, 3\n\tPatch HANDFORE, 31, 35\n}\n\nSprite BRTBD0, 240, 151\n{\n\tOffset -80, -80\n\tPatch BRTGD0, 92, 1\n\tPatch HANDFORE, 31, 35\n}\n\nSprite BRTBE0, 240, 151\n{\n\tOffset -80, -80\n\tPatch BRTGE0, 92, 3\n\tPatch HANDFORE, 31, 35\n}\n\nSprite BRTBF0, 240, 151\n{\n\tOffset -80, -80\n\tPatch BRTGF0, 92, 3\n\tPatch HANDFORE, 31, 35\n}\n\nSprite BRTFB0, 240, 161\n{\n\tOffset -80, -70\n\tPatch BRTFA0, 79, 1\n\tPatch HANDFORE, 31, 45\n}\n\nSprite BRTBG0, 240, 151\n{\n\tOffset -80, -80\n\tPatch BRTGA0, 90, 0\n\tPatch HANDFORE, 28, 53\n}\n\nSprite BRTBH0, 240, 151\n{\n\tOffset -80, -80\n\tPatch BRTGE0, 92, 3\n\tPatch HANDFORE, 33, 64\n}\n\nSprite UZIRA0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, -4, 105\n}\n\nSprite UZIRB0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 1, 87\n}\n\nSprite UZIRC0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 9, 66\n}\n\nSprite UZIRD0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 18, 41\n}\n\nSprite UZIRE0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 23, 35\n}\n\nSprite UZIRF0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 27, 35\n}\n\nSprite UZIRG0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 33, 40\n}\n\nSprite UZIRH0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 41, 47\n}\n\nSprite UZIRI0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 37, 68\n}\n\nSprite UZIRJ0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 26, 91\n}\n\nSprite UZIRK0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 18, 116\n}\n\nSprite UZIXA0, 150, 140\n{\n\tOffset -136, -33\n\tPatch HANDGUN, -73, 85\n\t{\n\t\tFlipX\n\t}\n\tPatch UZIGA0, 33, 43\n}\n\nSprite UZIXB0, 150, 140\n{\n\tOffset -139, -34\n\tPatch HANDGUN, -73, 85\n\t{\n\t\tFlipX\n\t}\n\tPatch UZIGB0, 20, 10\n}\n\nSprite UZIXC0, 150, 140\n{\n\tOffset -142, -35\n\tPatch HANDGUN, -73, 85\n\t{\n\t\tFlipX\n\t}\n\tPatch UZIGC0, 20, 10\n}\n\nSprite UZIXD0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch HANDGUN, -65, 98\n\t{\n\t\tFlipX\n\t}\n\tPatch UZIGA0, 33, 43\n}\n\nSprite UZIXE0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n}\n\nSprite UZXRA0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, -4, 105\n}\n\nSprite UZXRB0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 1, 87\n}\n\nSprite UZXRC0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 9, 66\n}\n\nSprite UZXRD0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 18, 41\n}\n\nSprite UZXRE0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 23, 35\n}\n\nSprite UZXRF0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 27, 35\n}\n\nSprite UZXRG0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 33, 40\n}\n\nSprite UZXRH0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 41, 47\n}\n\nSprite UZXRI0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 37, 68\n}\n\nSprite UZXRJ0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 26, 91\n}\n\nSprite UZXRK0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 18, 116\n}\n\nSprite UZIZA0, 150, 140\n{\n\tOffset -136, -33\n\tPatch UZISUPPR, 37, 46\n\tPatch HANDGUN, -73, 85\n\t{\n\t\tFlipX\n\t}\n\tPatch UZIGA0, 33, 43\n}\n\nSprite UZIZB0, 150, 140\n{\n\tOffset -138, -33\n\tPatch MUZZLEB2, 21, 38\n\tPatch UZISUPPR, 37, 46\n\tPatch HANDGUN, -73, 85\n\t{\n\t\tFlipX\n\t}\n\tPatch UZIGA0, 33, 43\n}\n\nSprite UZIZC0, 150, 140\n{\n\tOffset -140, -34\n\tPatch UZISUPPR, 37, 46\n\tPatch HANDGUN, -73, 85\n\t{\n\t\tFlipX\n\t}\n\tPatch UZIGA0, 33, 43\n\tPatch UZIBOLT, 56, 56\n}\n\nSprite UZIZD0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch HANDGUN, -65, 98\n\t{\n\t\tFlipX\n\t}\n\tPatch UZIGA0, 33, 43\n}\n\nSprite UZIZE0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n}\n\nSprite UZRZA0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, -4, 105\n}\n\nSprite UZRZB0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 1, 87\n}\n\nSprite UZRZC0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 9, 66\n}\n\nSprite UZRZD0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 18, 41\n}\n\nSprite UZRZE0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 23, 35\n}\n\nSprite UZRZF0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 27, 35\n}\n\nSprite UZRZG0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 33, 40\n}\n\nSprite UZRZH0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 41, 47\n}\n\nSprite UZRZI0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 37, 68\n}\n\nSprite UZRZJ0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 26, 91\n}\n\nSprite UZRZK0, 150, 140\n{\n\tOffset -145, -43\n\tPatch UZIGRIP, 56, 73\n\tPatch UZISUPPR, 37, 46\n\tPatch UZIGA0, 33, 43\n\tPatch HANDCHMB, 18, 116\n}\n\nSprite WPUFA0, 5, 5\n{\n\tOffset 3, 3\n\tPatch PUFFA0, 0, 0\n\t{\n\t\tBlend \"#FFFFFF\", 0.7\n\t}\n}\n\nSprite WPUFB0, 5, 5\n{\n\tOffset 3, 3\n\tPatch PUFFA0, 0, 0\n\t{\n\t\tBlend \"#FFFF00\", 0.7\n\t}\n}\n\nSprite WPUFC0, 5, 5\n{\n\tOffset 3, 3\n\tPatch PUFFA0, 0, 0\n\t{\n\t\tBlend \"#FF8040\", 0.7\n\t}\n}\n\nSprite 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123\n{\n\tOffset -117, -48\n\tPatch UZIGRIP, 77, 74\n\tPatch AMRGRIP, -50, 76\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEF, 38, 14\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13GC0, 203, 123\n{\n\tOffset -116, -47\n\tPatch UZIGRIP, 77, 74\n\tPatch AMRGRIP, -50, 76\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13GD0, 203, 123\n{\n\tOffset -115, -46\n\tPatch UZIGRIP, 77, 74\n\tPatch AMRGRIP, -50, 76\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEB, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RA0, 203, 123\n{\n\tOffset -114, -45\n\tPatch HANDULOD, -93, 66\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RB0, 203, 123\n{\n\tOffset -114, -45\n\tPatch HANDULOD, -100, 78\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RC0, 203, 123\n{\n\tOffset -114, -45\n\tPatch HANDULOD, -103, 87\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RD0, 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74\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCHMB, 71, 53\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RK0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCCK2, -62, 66\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RL0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCCK2, -69, 71\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RM0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCCK2, -76, 75\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RN0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCCK2, -79, 91\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RO0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch HANDUPR2, -75, 84\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RP0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch HANDUPR2, -69, 82\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RQ0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch HANDUPR2, -74, 98\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RR0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13RS0, 203, 123\n{\n\tOffset -114, -45\n\tPatch ARGRIPR1, 77, 73\n\tPatch ARLOADA, 73, 39\n\tPatch ARACOGR1, 131, 38\n}\n\nSprite A13RT0, 203, 123\n{\n\tOffset -114, -45\n\tPatch ARGRIPR2, 78, 73\n\tPatch ARLOADB, 73, 39\n\tPatch ARACOGR2, 134, 41\n}\n\nSprite A13RU0, 203, 123\n{\n\tOffset -114, -45\n\tPatch ARGRIPR3, 77, 72\n\tPatch ARLOADC, 73, 38\n\tPatch ARACOGR3, 136, 42\n}\n\nSprite A13RV0, 203, 123\n{\n\tOffset -114, -45\n\tPatch ARGRIPR4, 77, 71\n\tPatch ARLOADD, 73, 37\n\tPatch ARACOGR4, 138, 46\n}\n\nSprite A13RW0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -143, 113\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A13RX0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -132, 106\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A13RY0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -128, 104\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A13RZ0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEB, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -125, 102\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A13SA0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -124, 100\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A13SB0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -139, 115\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A13SC0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A13SD0, 203, 123\n{\n\tOffset -114, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDULOD, -111, 101\n}\n\nSprite A14GA0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch AMRGRIP, -50, 76\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14GB0, 203, 123\n{\n\tOffset -132, -48\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch AMRGRIP, -50, 76\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14GC0, 203, 123\n{\n\tOffset -131, -47\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch AMRGRIP, -50, 76\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14GD0, 203, 123\n{\n\tOffset -130, -46\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch AMRGRIP, -50, 76\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEB, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RA0, 203, 123\n{\n\tOffset -129, -45\n\tPatch HANDULOD, -93, 66\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RB0, 203, 123\n{\n\tOffset -129, -45\n\tPatch HANDULOD, -100, 78\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RC0, 203, 123\n{\n\tOffset -129, -45\n\tPatch HANDULOD, -103, 87\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RD0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch HANDULOD, -89, 79\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RE0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch HANDCHMB, 45, 68\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RF0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch HANDCHMB, 59, 42\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RG0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch HANDCHMB, 63, 37\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RH0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEB, 73, 40\n\tPatch HANDCHMB, 72, 43\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RI0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCHMB, 80, 47\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RJ0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCHMB, 71, 53\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RK0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCCK2, -62, 66\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RL0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCCK2, -69, 71\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RM0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCCK2, -76, 75\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RN0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEC, 73, 40\n\tPatch HANDCCK2, -79, 91\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RO0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch HANDUPR2, -75, 84\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RP0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch HANDUPR2, -69, 82\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RQ0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch HANDUPR2, -74, 98\n\t{\n\t\tFlipX\n\t}\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RR0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14RS0, 203, 123\n{\n\tOffset -129, -45\n\tPatch ARSUPPR1, 61, 39\n\tPatch ARGRIPR1, 77, 73\n\tPatch ARLOADA, 73, 39\n\tPatch ARACOGR1, 131, 38\n}\n\nSprite A14RT0, 203, 123\n{\n\tOffset -129, -45\n\tPatch ARSUPPR2, 66, 41\n\tPatch ARSUPPR2, 63, 38\n\tPatch ARGRIPR2, 78, 73\n\tPatch ARLOADB, 73, 39\n\tPatch ARACOGR2, 134, 41\n}\n\nSprite A14RU0, 203, 123\n{\n\tOffset -129, -45\n\tPatch ARSUPPR3, 66, 37\n\tPatch ARGRIPR3, 77, 72\n\tPatch ARLOADC, 73, 38\n\tPatch ARACOGR3, 136, 42\n}\n\nSprite A14RV0, 203, 123\n{\n\tOffset -129, -45\n\tPatch ARSUPPR4, 69, 35\n\tPatch ARGRIPR4, 77, 71\n\tPatch ARLOADD, 73, 37\n\tPatch ARACOGR4, 138, 46\n}\n\nSprite A14RW0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -143, 113\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A14RX0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -132, 106\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A14RY0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEC, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -128, 104\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A14RZ0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEB, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -125, 102\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A14SA0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -124, 100\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A14SB0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDPNCH, -139, 115\n\t{\n\t\tFlipX\n\t}\n}\n\nSprite A14SC0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n}\n\nSprite A14SD0, 203, 123\n{\n\tOffset -129, -45\n\tPatch UZIGRIP, 77, 74\n\tPatch UZISUPPR, 57, 41\n\tPatch ARIFLEA, 73, 40\n\tPatch MATSCOPE, 128, 36\n\tPatch HANDULOD, -111, 101\n}\n\nGraphic AR10ICON, 77, 21\n{\n\tPatch A10PA0, 0, 0\n}\n\nGraphic ARXPMAX, 77, 21\n{\n\tPatch A10PA0, 0, 0\n}\n\n// End of texture definitions"
      },
      {
        "source": "pk3",
        "name": "actors/Barrels.txt",
        "contents": "ACTOR WeaselBarrel : ExplosiveBarrel replaces ExplosiveBarrel\n{\n\tDamageFactor \"PlayerMelee\",.1\n\tDamageFactor \"Fire\",2.0\n\tDeathSound \"world/barrelx\"\n\tStates\n\t{\n\tSpawn:\n\t\tNBAR A -1 NODELAY A_Jump(128,1)\n\t\tNBAR B -1\n\t\tStop\n\tDeath:\n\t\tNBAR \"#\" 5 BRIGHT\n\t\tEXP1 A 2 BRIGHT A_SetTranslucent(0.85,1)\n\t\tEXP1 B 2 BRIGHT A_Scream\n\t\tEXP1 C 2 BRIGHT A_NoBlocking\n\t\tEXP1 D 2 BRIGHT Radius_Quake(5,10,0,7,0)\n\t\tEXP1 E 2 BRIGHT\n\t\tEXP1 F 2 BRIGHT A_Explode\n\t\tEXP1 GHIJKL 2 BRIGHT\n\t\tEXP1 M 2 BRIGHT A_SetTranslucent(0.55,1)\n\t\tEXP1 N 2 BRIGHT A_SetTranslucent(0.20,1)\n\t\tStop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Bullets.txt",
        "contents": "ACTOR Tracer : FastProjectile\n{\n\tRenderStyle Add\n\tRadius 2\n\tHeight 2\n\tSpeed 75\n\t//+BLOODSPLATTER\n\t+HITTRACER\n\tScale .3\n\tMissileType TracerTrail\n\tMissileHeight 8\n\tDecal BulletChip\n\tStates\n\t{\n\tSpawn:\n\t\tWPUF B 1 BRIGHT\n\t\tLoop\n\tCrash:\n\t\tTNT1 A 0 A_Jump(256,\"Death\")\n\tDeath:\n\t\tPUFF A 2 BRIGHT A_SpawnDebris(\"TracerSpark\")\n\t\tPUFF B 1 BRIGHT A_SetTranslucent(0.9,0)\n\t\tPUFF B 1 BRIGHT A_PlaySound(\"Bullet/Ricochet\",CHAN_BODY,.5)\n\t\tPUFF CD 2 BRIGHT\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 3 A_PlaySound(\"Bullet/HitFlesh\",CHAN_BODY,.5)\n\t\tStop\n\t}\n}\n\nACTOR BleedCheck : CustomInventory\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_CheckFlag(\"ISMONSTER\",\"Checking\")\n\t\tGoto None\n\tChecking:\n\t\tTNT1 A 0 A_CheckFlag(\"NOBLOOD\",\"Sparks\")\n\tBlood:\n\t\tTNT1 A 0 A_SpawnItemEx(\"Blood\",0,0,32,frandom(-2.0,2.0),frandom(-2.0,2.0),frandom(3.0,6.0),frandom(0.0,359.9),SXF_NOCHECKPOSITION)\n\t\t//Position values just copied in from the sparks -- Open to adjustment\n\t\tStop\n\tSparks:\n\t\tTNT1 AAAAAAAAAA 0 A_SpawnItemEx(\"BulletIneffectiveSpark\",0,0,32,frandom(-2.0,2.0),frandom(-2.0,2.0),frandom(3.0,6.0),frandom(0.0,359.9),SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_PlaySound(\"Bullet/HitMetal\")\n\t\tStop\n\tNone:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\nACTOR KillCheck : CustomInventory\n{\n\tStates\n\t{\n\tPickup:\n\t\tTNT1 A 0 A_CheckFlag(\"ISMONSTER\",1)\n\t\tGoto None\n\t\tTNT1 A 0 A_JumpIf(CallACS(\"NoLevelup\")==0,\"None\")\n\t\tTNT1 A 0 A_JumpIfHealthLower(1,1)\n\t\tStop\n\t\tTNT1 A 0 A_CheckFlag(\"SOLID\",1)\n\t\tGoto None\n\t\tTNT1 A 0 A_UnSetSolid\n\t\tTNT1 A 0 A_Jump(256,\"Win\")\n\tWin:\n\tNone:\n\t\tTNT1 A 0\n\t\tStop\n\t}\n}\n\nACTOR TracerTrail\n{\n\tRenderStyle Add\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+NOTELEPORT\n\t+CANNOTPUSH\n\t+NODAMAGETHRUST\n\tScale .3\n\tStates\n\t{\n\tSpawn:\n\t\tWPUF B 3 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR TracerSpark\n{\n\tHealth 4\n\tRadius 3\n\tHeight 6\n\tSpeed .1\n\tRenderStyle Add\n\tScale .4\n\tMass 0\n\t+MISSILE\n\t+FLOORCLIP\n\t+DONTSPLASH\n\t+NOTELEPORT\n\tBounceType Doom\n\tStates\n\t{\n\tSpawn:\n\t\tWPUF A 1\n\t\tWPUF A 5 BRIGHT A_SetTranslucent(.8,1)\n\t\tWPUF B 6 BRIGHT A_SetTranslucent(.6,1)\n\t\tWPUF C 8 BRIGHT A_SetTranslucent(.4,1)\n\t\tWPUF D 10 BRIGHT A_SetTranslucent(.2,1)\n\t\tStop\n\t}\n}\n\n// Launcher Grenades\n\nACTOR PlayerLauncherGrenade\n{\n\t+HITTRACER\n\tRadius 4\n\tHeight 3\n\tSpeed 55\n\tDamage (1)\n\tGravity .2\n\tDamageType \"PlayerMGL\"\n\tDecal Scorch\n\tProjectile\n\t-NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tSGRN A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckMGL\",1,AAPTR_TRACER)\n\t\tFRME A 0 A_AlertMonsters\n\t\tFRME A 0 A_SetScale(1.75,1.75)\n\t\t//FRME A 0 A_SetTranslucent(0.75,1)\n\t\tFRME A 0 A_PlaySound(\"grenade/explode\",0,1.0,0,0.1)\n\t\tFRME A 0 A_Explode(128,192)\n\t\tFRME A 1 BRIGHT A_RadiusGive(\"KillCheckMGL\",192,RGF_MONSTERS|RGF_CORPSES|RGF_CUBE)\n\t\tFRME B 1 BRIGHT A_Quake(7,10,0,256,0)\n\t\tFRME CDEFGHIHJKLMNOPQRS 1 BRIGHT\n\t\tstop\n\t}\n}\n\nACTOR KillCheckMGL : KillCheck\n{\n\tStates\n\t{\n\tWin:\n\t\tTNT1 A 0 A_GiveToTarget(\"MGLExp\")\n\t\tStop\n\t}\n}\n\nACTOR PlayerAKGrenade : PlayerLauncherGrenade\n{\n\tDamage (100)\n\tDamageType \"PlayerAKGrenade\"\n\tStates\n\t{\n\tDeath:\n\t\tFRME A 0 A_AlertMonsters\n\t\tFRME A 0 A_SetScale(1.0,1.0)\n\t\t//FRME A 0 A_SetTranslucent(0.75,1)\n\t\tFRME A 0 A_PlaySound(\"grenade/explode\",0,1.0,0,0.1)\n\t\tFRME A 1 BRIGHT A_Explode(32,192)\n\t\tFRME B 1 BRIGHT A_Quake(7,10,0,256,0)\n\t\tFRME CDEFGHIHJKLMNOPQRS 1 BRIGHT\n\t\tstop\n\t}\n}\n\nACTOR PlayerLauncherGrenadeFaster : FastProjectile\n{\n\t+HITTRACER\n\tRadius 4\n\tHeight 3\n\tSpeed 75\n\tDamage (1)\n\tDamageType \"PlayerMGL\"\n\tDecal Scorch\n\tStates\n\t{\n\tSpawn:\n\t\tSGRN A -1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckMGL\",1,AAPTR_TRACER)\n\t\tFRME A 0 A_AlertMonsters\n\t\tFRME A 0 A_SetScale(1.75,1.75)\n\t\t//FRME A 0 A_SetTranslucent(0.75,1)\n\t\tFRME A 0 A_PlaySound(\"grenade/explode\",0,1.0,0,0.1)\n\t\tFRME A 0 A_Explode(128,192)\n\t\tFRME A 1 BRIGHT A_RadiusGive(\"KillCheckMGL\",192,RGF_MONSTERS|RGF_CORPSES|RGF_CUBE)\n\t\tFRME B 1 BRIGHT A_Quake(7,10,0,256,0)\n\t\tFRME CDEFGHIHJKLMNOPQRS 1 BRIGHT\n\t\tstop\n\t}\n}\n\nACTOR PlayerLauncherGrenadeFaster2 : PlayerLauncherGrenadeFaster\n{\n\tDamage (64)\n}\n\nACTOR PlayerLauncherGrenadeFinal : PlayerLauncherGrenadeFaster2\n{\n\tDamageType Fire\n\tStates\n\t{\n\tDeath:\n\t\tFBLX A 0 A_SetScale(1.0,1.0)\n\t \tFBLX A 0 A_AlertMonsters\n\t\t//FBLX A 0 A_SetTranslucent(0.75,1)\n\t\tFBLX A 0 A_PlaySound(\"grenade/explode\",0,1.0,0,0.1)\n\t\tFBLX A 1 BRIGHT A_Explode(128,192)\n\t\tFBLX B 1 BRIGHT A_Quake(7,10,0,256,0)\n\t\tFBLX CCCCCCCCCC 0 A_CustomMissile(\"ThermaBurstFireChunk\",0,0,(random(0,359)),6,(random(4,15)))\n\t\tFBLX CDEFGHIJK 2 BRIGHT\n\t \tStop\n  \t}\n}\n\nACTOR ThermaBurstFireChunk\n{\n\tDamage (random(1,4)*6)\n\tAlpha .9\n\tRadius 4\n\tHeight 4\n\tSpeed 13\n\tRenderstyle Add\n\tObituary \"%o is welcomed to %k's barbecue.\"\n\tDecal PlasmaScorchLower\n\tDamageType Fire\n\tProjectile\n\t-NOGRAVITY\n\t+NODAMAGETHRUST\n\tStates\n\t{\n\tSpawn:\n\t\tFFLC ABCDABCDABCDABCD 3 BRIGHT\n\tDeath:\n\t\tFFLG ABCD 3 BRIGHT\n\t\tFFLG EFGHIJKLMNOPQEFGHIJKLMNOPQEFGHIJKLMNOPQ 2 BRIGHT A_Explode(3,128)\n\t\tFFLG RST 3 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR ThermaBurstMolotovChunk : ThermaBurstFireChunk\n{\n\tDamageType PlayerGrenadeFire\n}\n\nACTOR EnemyLauncherGrenade : PlayerLauncherGrenade\n{\n\tSpeed 30\n\tDamage (1)\n\tDamageType \"EnemyGrenade\"\n\t+NOGRAVITY\n\tStates\n\t{\n\tDeath:\n\t\tFRME A 0 A_SetScale(1.75,1.75)\n\t\t//FRME A 0 A_SetTranslucent(0.75,1)\n\t\tFRME A 0 A_PlaySound(\"grenade/explode\",0,1.0,0,0.1)\n\t\tFRME A 1 BRIGHT A_Explode(32,256,0)\n\t\tFRME B 1 A_Quake(7,10,0,256,0)\n\t\tFRME CDEFGHIHJKLMNOPQRS 1 BRIGHT\n\t\tstop\n\t}\n}\n\n// Player weapon tracers. These contain the damage numbers and speed adjustments\n\nACTOR PlayerPistolTracer : Tracer\n{\n\tDamage (random(15,20))\n\tDamageType \"PlayerPistol\"\n\tSpeed 90\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheckBeretta\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckBeretta\",1,AAPTR_TRACER)\n\t\tGoto Super::Death\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheckBeretta\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckBeretta\",1,AAPTR_TRACER)\n\t\tGoto Super::XDeath\n\t}\n}\n\nACTOR BleedCheckBeretta : BleedCheck\n{\n\tStates\n\t{\n\tChecking:\n\t\tTNT1 A 0 A_CheckFlag(\"NOBLOOD\",\"Sparks\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ResistBeretta\",1,\"Sparks\")\n\t\tGoto Blood\n\t}\n}\nACTOR KillCheckBeretta : KillCheck\n{\n\tStates\n\t{\n\tWin:\n\t\tTNT1 A 0 A_GiveToTarget(\"BerettaExp\")\n\t\tStop\n\t}\n}\nACTOR ResistBeretta : Inventory\n{\n\t+INVENTORY.UNDROPPABLE\n}\n\nACTOR PlayerPistolTracerFaster : PlayerPistolTracer\n{\n\tDamage (random(18,20))\n\tDamageType \"PlayerPistolPierce\"\n\tSpeed 100\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tGoto Super::Death+1\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tGoto Super::XDeath+1\n\t}\n}\n\nACTOR PlayerUziTracer : Tracer\n{\n\tDamage (random(16,19))\n\tDamageType \"PlayerUzi\"\n\tSpeed 85\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheckUzi\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckUzi\",1,AAPTR_TRACER)\n\t\tGoto Super::Death\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheckUzi\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckUzi\",1,AAPTR_TRACER)\n\t\tGoto Super::XDeath\n\t}\n}\n\nACTOR BleedCheckUzi : BleedCheck\n{\n\tStates\n\t{\n\tChecking:\n\t\tTNT1 A 0 A_CheckFlag(\"NOBLOOD\",\"Sparks\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ResistUzi\",1,\"Sparks\")\n\t\tGoto Blood\n\t}\n}\nACTOR KillCheckUzi : KillCheck\n{\n\tStates\n\t{\n\tWin:\n\t\tTNT1 A 0 A_GiveToTarget(\"UziExp\")\n\t\tStop\n\t}\n}\nACTOR ResistUzi : ResistBeretta{}\n\nACTOR PlayerAR10Tracer : Tracer\n{\n\tDamage (random(20,24))\n\tDamageType \"PlayerAR\"\n\tSpeed 150\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckAR10\",1,AAPTR_TRACER)\n\t\tGoto Super::Death\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckAR10\",1,AAPTR_TRACER)\n\t\tGoto Super::XDeath\n\t}\n}\n\nACTOR KillCheckAR10 : KillCheck\n{\n\tStates\n\t{\n\tWin:\n\t\tTNT1 A 0 A_GiveToTarget(\"AR10Exp\")\n\t\tStop\n\t}\n}\n\nACTOR PlayerAR10TracerSilent : PlayerAR10Tracer\n{\n\tDamage (random(16,18))\n\tSpeed 100\n}\n\nACTOR PlayerAK47Tracer : Tracer\n{\n\tDamage (30)\n\tDamageType \"PlayerAR\"\n\tSpeed 120\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckAK47\",1,AAPTR_TRACER)\n\t\tGoto Super::Death\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckAK47\",1,AAPTR_TRACER)\n\t\tGoto Super::XDeath\n\t}\n}\n\nACTOR KillCheckAK47 : KillCheck\n{\n\tStates\n\t{\n\tWin:\n\t\tTNT1 A 0 A_GiveToTarget(\"AK47Exp\")\n\t\tStop\n\t}\n}\n\nACTOR PlayerAK47TracerFaster : PlayerAK47Tracer\n{\n\tDamage (35)\n\tSpeed 150\n}\n\nACTOR PlayerM60Tracer : Tracer\n{\n\tDamage (random(25,30))\n\tDamageType \"PlayerM60\"\n\tSpeed 140\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckM60\",1,AAPTR_TRACER)\n\t\tGoto Super::Death\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckM60\",1,AAPTR_TRACER)\n\t\tGoto Super::XDeath\n\t}\n}\n\nACTOR KillCheckM60 : KillCheck\n{\n\tStates\n\t{\n\tWin:\n\t\tTNT1 A 0 A_GiveToTarget(\"M60Exp\")\n\t\tStop\n\t}\n}\n\nACTOR PlayerM60TracerFaster : PlayerM60Tracer\n{\n\tDamage (random(25,34))\n\tSpeed 160\n}\n\nACTOR PlayerShotgunTracer : Tracer\n{\n\tDamage (random(8,13))\n\tDamageType \"PlayerShotgun\"\n\tSpeed 75\n\tStates\n\t{\n\tDeath:\n\tCrash:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheckStriker\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckStriker\",1,AAPTR_TRACER)\n\t\tPUFF A 2 BRIGHT A_SpawnDebris(\"TracerSpark\")\n\t\tPUFF B 2 BRIGHT A_SetTranslucent(0.9,0)\n\t\tPUFF CD 2 BRIGHT\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheckStriker\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckStriker\",1,AAPTR_TRACER)\n\t\tGoto Super::XDeath\n\t}\n}\n\nACTOR BleedCheckStriker : BleedCheck\n{\n\tStates\n\t{\n\tChecking:\n\t\tTNT1 A 0 A_CheckFlag(\"NOBLOOD\",\"Sparks\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"ResistStriker\",1,\"Sparks\")\n\t\tGoto Blood\n\t}\n}\nACTOR KillCheckStriker : KillCheck\n{\n\tStates\n\t{\n\tWin:\n\t\tTNT1 A 0 A_GiveToTarget(\"StrikerExp\")\n\t\tStop\n\t}\n}\nACTOR ResistStriker : ResistBeretta{}\n\nACTOR PlayerRevolverTracer : Tracer\n{\n\tDamage (random(40,75))\n\tDamageType \"PlayerMagnum\"\n\tSpeed 110\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckMateba\",1,AAPTR_TRACER)\n\t\tGoto Super::Death\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckMateba\",1,AAPTR_TRACER)\n\t\tGoto Super::XDeath\n\t}\n}\n\nACTOR KillCheckMateba : KillCheck\n{\n\tStates\n\t{\n\tWin:\n\t\tTNT1 A 0 A_GiveToTarget(\"MatebaExp\")\n\t\tStop\n\t}\n}\n\nACTOR PlayerBarrettTracer : Tracer\n{\n\tDamage (130)\n\tDamageType \"Player50BMG\"\n\tSpeed 200\n\tScale .6\n\tStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckBarrett\",1,AAPTR_TRACER)\n\t\tGoto Super::Death\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckBarrett\",1,AAPTR_TRACER)\n\t\tGoto Super::XDeath\n\t}\n}\n\nACTOR KillCheckBarrett : KillCheck\n{\n\tStates\n\t{\n\tWin:\n\t\tTNT1 A 0 A_GiveToTarget(\"BarrettExp\")\n\t\tStop\n\t}\n}\n\nACTOR PlayerBarrettTracerLevel2 : PlayerBarrettTracer\n{\n\tDamage (200)\n\tStates\n\t{\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"BleedCheck\",1,AAPTR_TRACER)\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckBarrett\",1,AAPTR_TRACER)\n\t\tFRME A 0 A_SetScale(.4,.4)\n\t\tFRME A 0 A_SetTranslucent(.75,1)\n\t\tFRME A 0 A_PlaySound(\"Barrett/Explode\")\n\t\tFRME A 0 A_Explode(64,32,0)\n\t\tFRME A 1 BRIGHT A_RadiusGive(\"KillCheckBarrett\",32,RGF_MONSTERS|RGF_CORPSES|RGF_CUBE)\n\t\tFRME B 1 BRIGHT A_Quake(7,10,0,100,0)\n\t\tFRME CDEFGHIHJKLMNOPQRS 1 BRIGHT\n\t\tstop\n\t}\n}\n\nACTOR PlayerBarrettTracerLevel3 : PlayerBarrettTracer\n{\n\tDamage (200)\n\tSpeed 250\n\t+RIPPER\n\t+NOBOSSRIP\n}\n\n// Enemy weapon tracers. In addition to damage numbers and speeds,\n// these also must have DamageType \"EnemyBullet\" so enemies can't kill each other\n\nACTOR EnemyPistolTracer : Tracer\n{\n\t+BLOODSPLATTER\n\tDamage (random(5,6))\n\tSpeed 50\n\tFastSpeed 90\n\tDamageType \"EnemyBullet\"\n\tDamageType \"Enemy9mm\"\n}\n\nACTOR EnemyMagnumTracer : EnemyPistolTracer\n{\n\tDamage (random(9,12))\n}\n\nACTOR EnemyDualiesTracer : EnemyPistolTracer\n{\n\tDamage (random(1,4))\n\tFastSpeed 100\n}\n\nACTOR EnemySMGTracer : EnemyPistolTracer\n{\n\tDamage (random(3,6))\n\tSpeed 70\n\tFastSpeed 100\n}\n\nACTOR EnemyARTracer : EnemyPistolTracer\n{\n\tDamage (random(2,10))\n\tSpeed 90\n\tFastSpeed 120\n\tDamageType \"EnemyBullet\"\n\tDamageType \"Enemy762mm\"\n}\n\nACTOR EnemyM60Tracer : EnemyARTracer\n{\n\tDamage (random(2,5))\n\tSpeed 55\n\tFastSpeed 90\n}\n\nACTOR EnemyShotgunTracer : EnemyPistolTracer\n{\n\tDamage (4)\n\tSpeed 40\n\tFastSpeed 70\n\tDamageType \"EnemyBullet\"\n\tDamageType \"Enemy12ga\"\n\tStates\n\t{\n\tDeath:\n\tCrash:\n\t\tPUFF A 2 BRIGHT A_SpawnDebris(\"TracerSpark\")\n\t\tPUFF B 2 BRIGHT A_SetTranslucent(0.9,0)\n\t\tPUFF CD 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR WeskerPistolTracer : EnemyARTracer\n{\n\tDamage (random(18,90))\n\tFastSpeed 90\n}\n\nACTOR CalebPistolTracer : EnemyPistolTracer\n{\n\tDamage (random(6,9))\n\tSpeed 40\n\tFastSpeed 70\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Casings.txt",
        "contents": "ACTOR BulletCasing\n{\n\tProjectile\n\t-NOGRAVITY\n\t-NOBLOCKMAP\n\t+BOUNCEONACTORS\n\tBounceType Doom\n\tBounceSound \"bulletcasing/bounce\"\n\tBounceFactor .25\n\tWallBounceFactor .1\n\tMass 5\n\tRadius 3\n\tHeight 3\n\tScale .1\n\tStates\n\t{\n\tSpawn:\n\t\tBCAS ABCDEF 2\n\t\tLoop\n\tDeath:\n\t\t\"####\" A 0 A_Jump(256,1,2,3,4,5,6)\n\t\t\"####\" ABCDEF 0 A_Jump(256,\"Death1\")\n\t\tStop\n\tDeath1:\n\t\t\"####\" \"#\" 1 A_SetTics(CallACS(\"ShellLifetime\"))\n\t\t\"####\" \"#\" 1 A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nACTOR MagnumCasing : BulletCasing\n{\n\tScale .2\n}\n\nACTOR 40mmCasing : BulletCasing\n{\n\tScale .6\n\tStates\n\t{\n\tSpawn:\n\t\tCAS6 ABCDEF 2\n\t\tLoop\n\t}\n}\n\nACTOR RifleCasing : MagnumCasing\n{\n\tStates\n\t{\n\tSpawn:\n\t\tRCAS ABCDEF 2\n\t\tLoop\n\t}\n}\n\nACTOR M60Spacer : BulletCasing\n{\n\tScale .25\n\tStates\n\t{\n\tSpawn:\n\t\tSPCR ABCD 2\n\t\tLoop\n\tDeath:\n\t\tSPCR A 0 A_Jump(256,1,2,3,4)\n\t\tSPCR ABCD 0 A_Jump(256,\"Death1\")\n\t\tStop\n\t}\n}\n\nACTOR BarrettCasing : RifleCasing\n{\n\tScale .4\n}\n\nACTOR ShellCasing : BulletCasing\n{\n\tWallBounceSound \"shellcasing/bounce\"\n\tBounceSound \"shellcasing/bounce\"\n\tDeathSound \"shellcasing/stop\"\n\tBounceFactor .5\n\tWallBounceFactor 1\n\tScale .4\n\tStates\n\t{\n\tSpawn:\n\t\tSHLL ABCDEFGHIJKLMNOP 1\n\t\tLoop\n\tDeath:\n\t\tSHLL A 0 A_Jump(256,1,2)\n\t\tSHLL CK 0 A_Jump(256,\"Death1\")\n\t\tStop\n\t}\n}\n\nACTOR SpentClipPistol : BulletCasing\t//Pistol Clip\n{\n\tScale .75\n\tRadius 3\n\tHeight 3\n\tMass 5\n\t+DROPOFF\n\t+MISSILE\n\t+NOTELEPORT\n\t+FLOORCLIP\n\tDeathSound \"weapons/smallclip\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLP1 C -1\n\t\tStop\n\tDeath:\n\t\tCLP1 I 0\n\tDeath1:\n\t\t\"####\" \"#\" 1 A_SetTics(CallACS(\"ShellLifetime\"))\n\t\t\"####\" \"#\" 1 A_FadeOut(0.05)\n\t\tWait\n\t}\n}\n\nACTOR SpentClipRifle : SpentClipPistol\t//Skorpion Clip\n{\n\tScale .5\n\tDeathSound \"weapons/largeclip\"\n\tStates\n\t{\n\tSpawn:\n\t\tCLP2 ABCD 3\n\t\tLoop\n\tDeath:\n\t\tCLP2 E 0\n\t\tGoto Death1\n\t}\n}\n\nACTOR SpentClipBigRifle : SpentClipRifle\t//Slugthrower clip\n{\n\tScale 1\n\tStates\n\t{\n\tSpawn:\n\t\tCLP3 ABCD 3\n\t\tLoop\n\tDeath:\n\t\tCLP3 A 0\n\t\tGoto Death1\n\t}\n}\n\nACTOR SpentClipSMG : SpentClipRifle\t//SMG clip\n{\n\tScale .125\n\tStates\n\t{\n\tSpawn:\n\t\tCLP4 ABCDEF 3\n\t\tLoop\n\tDeath:\n\t\tCLP4 A 0\n\t\tGoto Death1\n\t}\n}\n\nACTOR SpentClipMagnum : SpentClipPistol\t//Magnum Speedloader\n{\n\tScale .35\n\tStates\n\t{\n\tSpawn:\n\t\tSLOD B -1\n\t\tStop\n\tDeath:\n\t\tSLOD B 0\n\t\tGoto Death1\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Effects.txt",
        "contents": "ACTOR RepelShock // Borrowed from LWM's Hammerhound.\n{\n\tSpeed 8\n\tRadius 12\n\tHeight 16\n\tRenderStyle Add\n\tAlpha .5\n\tScale .05\n\tProjectile\n\t+DROPOFF\n\t+NOGRAVITY\n\t+FLOORHUGGER\n\tStates\n\t{\n\tSpawn:\n\t\tSMOK ABCDEFGHIJKLMNOP 2 A_SetScale(scalex+.05)\n\tDeath:\n\t\tSMOK Q 2\n\t\tStop\n\t}\n}\n\nACTOR DIExplosion\n{\n\t//RenderStyle Add\n\tRadius 1\n\tHeight 1\n\tScale 1.5\n\tSeeSound \"weapons/rocklx\"\n\tProjectile\n\t+EXPLODEONWATER\n\t+NOCLIP\n\tDecal BigScorch\n\tDamageType Fire\n\tStates\n\t{\n\tSpawn:\n\t\tEXP1 A 2 BRIGHT //A_Explode(56,160,0)\n\t\tEXP1 B 2 BRIGHT Radius_Quake(3,10,0,8,0)\n\t\tEXP1 C 2 BRIGHT A_PlaySound(\"weapons/rocklx\",5)\n\t\tEXP1 DEFGHIJKLMN 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR DIExplosionLarge : DIExplosion\n{\n\tScale 2.5\n}\n\nACTOR SparkSpawner\n{\n\tRenderStyle Add\n\tScale .3\n\tSeeSound \"Bullet/HitMetal\"\n\tStates\n\t{\n\tDeath:\n\tCrash:\n\tSpawn:\n\t\tPUFF A 2 BRIGHT NODELAY A_SpawnDebris(\"BulletIneffectiveSpark\")\n\t\tPUFF B 2 BRIGHT A_SetTranslucent(0.9,0)\n\t\tPUFF CD 2 BRIGHT\n\t\tStop\n\t}\n}\n\nACTOR BulletIneffectiveSpark : TracerSpark\n{\n\tStates\n\t{\n\tSpawn:\n\t\tWPUF E 1 BRIGHT A_Fadeout(0.05)\n\t\tLoop\n\t}\n}\n\n// Fire actors, from Reelism courtesy of Kinsie et al\nACTOR Fire\n{\n\tHeight 10\n\tRadius 10\n\tSpeed 8\n\t+NOGRAVITY\n\t+MISSILE\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NODELAY A_SpawnItemEx(\"FlameProj1A\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Ember1\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj1B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj2A\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj2B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj3A\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj3B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj1A\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Ember1\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj1B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj2A\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj2B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj3A\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj3B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj1A\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Ember1\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj1B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj2A\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj2B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj3A\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj3B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj1A\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Ember1\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj1B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj2A\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj2B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj3A\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj3B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj1A\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Ember1\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj1B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj2A\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj2B\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj3A\")\n\t\tTNT1 A 1 A_SpawnItemEx(\"FlameProj3B\")\n\t\tstop\n\tDeath:\n\t\tTNT1 A 1 A_SpawnItem(\"FireImpact\")\n\t\tStop\n\t}\n}\n\nACTOR FlameProj1A\n{\n\tHeight 2\n\tRadius 1\n\t+NOGRAVITY\n\t+NOBLOCKMAP\n\t+MISSILE\n\t//+NOINTERACTION\n\t+FORCEXYBILLBOARD\n\tRenderStyle Add\n\tAlpha .8\n\tScale .1\n\tStates\n\t{\n\tSpawn:\n\t\tFLM1 A 0\n\t\t\"####\" A 0 ThrustThingZ(0,Random(2,6),0,0)\n\t\t\"####\" A 0 ThrustThing(Random(0,255),Random(0,1),0,0)\n\t\t\"####\" ABCDE 2 Bright\n\t\t\"####\" FFGGHHIIJJKKLL 1 Bright A_FadeOut(.05)\n\t\tStop\n\t}\n}\n\nACTOR FlameProj1B : FlameProj1A\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFLM2 A 0\n\t\tGoto Super::Spawn+1\n\t}\n}\n\nACTOR FlameProj2A : FlameProj1A\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFLM3 A 0\n\t\tGoto Super::Spawn+1\n\t}\n}\n\nACTOR FlameProj2B : FlameProj1A\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFLM4 A 0\n\t\tGoto Super::Spawn+1\n\t}\n}\n\nACTOR FlameProj3A : FlameProj1A\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFLM5 A 0\n\t\tGoto Super::Spawn+1\n\t}\n}\n\nACTOR FlameProj3B : FlameProj1A\n{\n\tStates\n\t{\n\tSpawn:\n\t\tFLM6 A 0\n\t\tGoto Super::Spawn+1\n\t}\n}\n\nACTOR FireImpact\n{\n\tHeight 10\n\tRadius 10\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NODELAY A_Explode(10,32)\n\t\tTNT1 A 0 A_PlaySound(\"SFX/FireLoop1\",6,1,1)\n\t\tTNT1 A 0 A_Jump(216,3)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Flame1A\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"Ember1\")\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(176,2)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Flame1B\")\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(136,2)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Flame2A\")\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(96,2)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Flame2B\")\n\t\tLoop\n\t\tTNT1 A 0 A_Jump(56,2)\n\t\tTNT1 A 1 A_SpawnItemEx(\"Flame3A\")\n\t\tLoop\n\t\tTNT1 A 1 A_SpawnItemEx(\"Flame3B\")\n\t\tstop\n\t}\n}\n\n//Flames and particles\nACTOR Flame1A : FlameProj1A\n{\n\tScale .35\n}\nACTOR Flame1B : FlameProj1B\n{\n\tScale .35\n}\nACTOR Flame2A : FlameProj2A\n{\n\tScale .35\n}\nACTOR Flame2B : FlameProj2B\n{\n\tScale .35\n}\nACTOR Flame3A : FlameProj3A\n{\n\tScale .35\n}\nACTOR Flame3B : FlameProj3B\n{\n\tScale .35\n}\n\nACTOR Flame4A : Flame1A\n{\n\t+NoInteraction\n\tScale .7\n\tStates\n\t{\n\tSpawn:\n\t\tFLM1 A 0 NODELAY ThrustThingZ(0,Random(4,12),0,0)\n\t\tFLM1 A 0 ThrustThing(Random(0,255),Random(0,2),0,0)\n\t\tGoto Flame1A::Spawn+3\n\t}\n}\n\nACTOR Flame4B : Flame1B\n{\n\t+NoInteraction\n\tScale .7\n}\n\nACTOR Flame5A : Flame2A\n{\n\t+NoInteraction\n\tScale .7\n}\n\nACTOR Flame5B : Flame2B\n{\n\t+NoInteraction\n\tScale .7\n}\n\nACTOR Flame6A : Flame3A\n{\n\t+NoInteraction\n\tScale .7\n}\n\nACTOR Flame6B : Flame3B\n{\n\t+NoInteraction\n\tScale .7\n}\n\nACTOR Flame7A : Flame4A\n{\n\tScale 1.4\n\tStates\n\t{\n\tSpawn:\n\t\tFLM1 A 0 NODELAY ThrustThingZ(0,Random(8,24),0,0)\n\t\tFLM1 A 0 ThrustThing(Random(0,255),Random(0,4),0,0)\n\t\tGoto Flame1A::Spawn+3\n\t}\n}\n\nACTOR Flame7B : Flame4B\n{\n\tScale 1.4\n}\n\nACTOR Flame8A : Flame5A\n{\n\tScale 1.4\n}\n\nACTOR Flame8B : Flame5B\n{\n\tScale 1.4\n}\n\nACTOR Flame9A : Flame6A\n{\n\tScale 1.4\n}\n\nACTOR Flame9B : Flame6B\n{\n\tScale 1.4\n}\n\nACTOR Ember1 : Flame1A\n{\n\tScale .1\n\tStates\n\t{\n\tSpawn:\n\t\tEMBR A 0 NODELAY ThrustThingZ(0,Random(4,16),0,0)\n\t\tEMBR A 0 ThrustThing(Random(0,255),Random(0,1),0,0)\n\t\tEMBR A 32 Bright\n\tDeath:\n\t\tEMBR A 2 Bright A_FadeOut(0.1)\n\t\tLoop\n\t}\n}\n\nACTOR Ember2 : Ember1\n{\n\tStates\n\t{\n\tSpawn:\n\t\tEMBR A 0 NODELAY ThrustThingZ(0,Random(4,16),0,0)\n\t\tEMBR A 0 ThrustThing(Random(0,255),Random(0,1),0,0)\n\t\tEMBR A 64 Bright\n\t\tGoto Death\n\t}\n}\n\nACTOR HalpSign\n{\n\tScale .15\n\tRenderStyle Translucent\n\t+NOGRAVITY\n\t+NOINTERACTION\n\tStates\n\t{\n\tSpawn:\n\t\tHALP A 1 Bright\n\t\tHALP A 1 Bright A_FadeOut(0.1,1)\n\t\tLoop\n\t}\n}\n\n// The taser stuff, borrowed (in some instances) from Psychic with\n// contributions by Kate\n\nACTOR TaserPuff\n{\n\t+HITTRACER\n\t+NOBLOCKMAP\n\t+NOGRAVITY\n\t+PUFFONACTORS\n\t+THRUGHOST\n\t+NOEXTREMEDEATH\n\t+BLOODLESSIMPACT\n\t+PUFFGETSOWNER\n\tattacksound \"Taser/wall\"\n\tseesound \"Taser/hit\"\n\tObituary \"%o was a victim of %k's police brutality.\"\n\tDamageType \"PlayerTaser\"\n\tScale .3\n\tstates\n\t{\n\tMelee:\n\tCrash:\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckTaser\",1,AAPTR_TRACER)\n\tFinish:\n\t\tZAP1 AABCD 2 BRIGHT\n\t\tZAP1 E 2 BRIGHT A_SetTranslucent(0.40,1)\n\t\tZAP1 F 2 BRIGHT A_SetTranslucent(0.55,1)\n\t\tZAP1 E 2 BRIGHT A_SetTranslucent(0.30,1)\n\t\tZAP1 D 2 BRIGHT A_SetTranslucent(0.10,1)\n\t\tStop\n\n\t}\n}\n\nACTOR KillCheckTaser : KillCheck\n{\n\tStates\n\t{\n\tWin:\n\t\tTNT1 A 0 A_GiveToTarget(\"TaserExp\")\n\t\tStop\n\t}\n}\n\nACTOR TaserFirePuff : TaserPuff\n{\n\tDeathType Fire\n}\nACTOR TaserChainPuff : TaserFirePuff\n{\n\tvar int user_theta;\n\tScale .5\n\tstates\n\t{\n\tMelee:\n\tCrash:\n\tSpawn:\n\t\tTNT1 A 1\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckTaser\",1,AAPTR_TRACER)\n\tTheta:\n\t\tTESL E 0 A_CustomMissile(\"TeslaTracer1A\",0,0,user_theta,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTESL E 0 A_SetUserVar(\"user_theta\",user_theta + 20)\n\t\tTESL E 0 A_JumpIf(user_theta >= 360,\"Finish\")\n\t\tLoop\n\t}\n}\n\n//\"Psychic\" Decorate,by Xaser the Insane\n// Psychic Powers: Lightning\n\nACTOR TeslaTracer1A : FastProjectile\n{\n\t+HITTRACER\n\tHeight 8\n\tRadius 6\n\tSpeed 100\n\tRenderStyle Add\n\tAlpha .8\n\tPROJECTILE\n\tDamagetype \"PlayerTaser\"\n\tDeathType Fire\n\tObituary \"%o couldn't handle %k's shocking revelation.\"\n\tvar int user_theta;\n\tDamage 2\n\t+THRUACTORS\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckTaser\",1,AAPTR_TRACER)\n\tFinish:\n\t\tZAP1 AABCD 2 BRIGHT\n\t\tZAP1 E 2 BRIGHT A_SetTranslucent(0.40,1)\n\t\tZAP1 F 2 BRIGHT A_SetTranslucent(0.55,1)\n\t\tZAP1 E 2 BRIGHT A_SetTranslucent(0.30,1)\n\t\tZAP1 D 2 BRIGHT A_SetTranslucent(0.10,1)\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_GiveInventory(\"KillCheckTaser\",1,AAPTR_TRACER)\n\tTheta:\n\t\tTESL E 0 A_CustomMissile(\"TeslaTracer1A\",0,0,user_theta,CMF_AIMDIRECTION | CMF_TRACKOWNER)\n\t\tTESL E 0 A_SetUserVar(\"user_theta\",user_theta + 20)\n\t\tTESL E 0 A_JumpIf(user_theta >= 360,\"Finish\")\n\t\tLoop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "actors/Items.txt",
        "contents": "// Ammos\nACTOR 9mmAmmo : Ammo\n{\n\tInventory.Amount 8\n\tInventory.MaxAmount 150\n\tAmmo.BackpackAmount 15\n\tAmmo.BackpackMaxAmount 300\n\tInventory.Icon \"9MMPB0\"\n\tScale .15\n\tInventory.PickupMessage \"Picked up some 9mm ammo.\"\n\tInventory.PickupSound \"Beretta/Ready\"\n\tTag \"9x19mm\"\n\tStates\n\t{\n\tSpawn:\n\t\t9MMP B -1\n\t\tStop\n\t}\n}\n\nACTOR 9mmAmmoSmall : 9mmAmmo\n{\n\tInventory.Amount 6\n\tInventory.PickupMessage \"Picked up a bit of 9mm ammo.\"\n\tInventory.PickupSound \"Beretta/Drop\"\n\tStates\n\t{\n\tSpawn:\n\t\t9MMP A -1\n\t\tStop\n\t}\n}\n\nACTOR 9mmAmmoLarge : 9mmAmmo replaces Shell\n{\n\tInventory.Amount 20\n\tInventory.PickupMessage \"Picked up a box of 9mm ammo.\"\n\tInventory.PickupSound \"Uzi/Clipout\"\n\tScale .2\n\tStates\n\t{\n\tSpawn:\n\t\t9MMP C -1\n\t\tStop\n\t}\n}\n\nACTOR 12gaAmmo : Ammo\n{\n\tInventory.Amount 12\n\tInventory.MaxAmount 48\n\tAmmo.BackpackAmount 6\n\tAmmo.BackpackMaxAmount 96\n\tInventory.Icon \"12GPA0\"\n\tScale .25\n\tInventory.PickupMessage \"Picked up a box of 12-gauge ammo.\"\n\tInventory.PickupSound \"Striker/Load\"\n\tTag \"12g Shell\"\n\tStates\n\t{\n\tSpawn:\n\t\t12GP A -1\n\t\tStop\n\t}\n}\n\nACTOR 12gaAmmoSmall : 12gaAmmo\n{\n\tInventory.Amount 5\n\tInventory.PickupMessage \"Picked up a handful of 12-gauge shells.\"\n\tInventory.PickupSound \"Striker/Eject\"\n\tStates\n\t{\n\tSpawn:\n\t\t12GP B -1\n\t\tStop\n\t}\n}\n\nACTOR 762mmAmmo : Ammo replaces ShellBox\n{\n\tInventory.Amount 20\n\tInventory.MaxAmount 200\n\tAmmo.BackpackAmount 15\n\tAmmo.BackpackMaxAmount 400\n\tInventory.Icon \"762PA0\"\n\tScale .15\n\tInventory.PickupMessage \"Picked up some 7.62mm ammo.\"\n\tInventory.PickupSound \"AK47/Clipout\"\n\tTag \"7.62mm\"\n\tStates\n\t{\n\tSpawn:\n\t\t762P A -1\n\t\tStop\n\t}\n}\n\nACTOR 762mmAmmoLarge : 762mmAmmo replaces CellPack\n{\n\tInventory.Amount 90\n\tInventory.PickupMessage \"Picked up a box of 7.62mm ammo.\"\n\tInventory.PickupSound \"M60/Load\"\n\tScale .4\n\tStates\n\t{\n\tSpawn:\n\t\t762P B -1\n\t\tStop\n\t}\n}\n\nACTOR 44MagAmmo : Ammo\n{\n\tInventory.Amount 6\n\tInventory.MaxAmount 42\n\tAmmo.BackpackAmount 4\n\tAmmo.BackpackMaxAmount 84\n\tInventory.Icon \"44MPB0\"\n\tScale .2\n\tInventory.PickupMessage \"Picked up a box of .44 Magnum ammo.\"\n\tInventory.PickupSound \"Mateba/Open\"\n\tTag \".44 Magnum\"\n\tStates\n\t{\n\tSpawn:\n\t\t44MP B -1\n\t\tStop\n\t}\n}\n\nACTOR 44MagAmmoSmall : 44MagAmmo\n{\n\tInventory.Amount 2\n\tInventory.PickupMessage \"Picked up a used .44 Magnum cylinder.\"\n\tInventory.PickupSound \"Mateba/Out\"\n\tScale .13\n\tStates\n\t{\n\tSpawn:\n\t\t44MP A -1\n\t\tStop\n\t}\n}\n\nACTOR 50BMGAmmo : Ammo replaces RocketBox\n{\n\tInventory.Amount 5\n\tInventory.MaxAmount 25\n\tAmmo.BackpackAmount 1\n\tAmmo.BackpackMaxAmount 50\n\tInventory.Icon \"AMRAA0\"\n\tScale .2\n\tInventory.PickupMessage \"Picked up some .50 BMG ammo.\"\n\tInventory.PickupSound \"Barrett/Clipout\"\n\tTag \".50 BMG\"\n\tStates\n\t{\n\tSpawn:\n\t\tAMRA A -1\n\t\tStop\n\t}\n}\n\nACTOR 40mmAmmo : Ammo replaces Cell\n{\n\tInventory.Amount 6\n\tInventory.MaxAmount 30\n\tAmmo.BackpackAmount 3\n\tAmmo.BackpackMaxAmount 60\n\tInventory.Icon \"AMRAA0\"\n\tScale .3\n\tInventory.PickupMessage \"Picked up some 40mm HE grenades.\"\n\tInventory.PickupSound \"MGL/Load\"\n\tTag \"40mm HE Grenade\"\n\tStates\n\t{\n\tSpawn:\n\t\t40MP A -1\n\t\tStop\n\t}\n}\n\nActor WWTBackpack : BackpackItem\n{\n\tHeight 26\n\tInventory.PickupMessage \"Picked up an ammo pack.\"\n\tInventory.PickupSound \"Pickups/Backpack\"\n\tScale .25\n\tStates\n\t{\n\tSpawn:\n\t\tBPK2 A -1\n\t\tStop\n\t}\n}\n\nACTOR BackpackSpawner replaces Backpack\n{\n\tStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 NODELAY A_SpawnItemEx(\"WWTBackpack\")\n\t\tTNT1 AA 0 A_SpawnItemEx(\"GrenadePickup\",frandom(-16,16),frandom(-16,16),0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tStop\n\t}\n}\n\nACTOR BulletSpawner1 : RandomSpawner replaces Clip\n{\n\tDropItem \"9mmAmmo\"\n\tDropItem \"9mmAmmo\"\n\tDropItem \"44MagAmmoSmall\"\n}\n\nACTOR BulletSpawner2 : RandomSpawner replaces ClipBox\n{\n\tDropItem \"12gaAmmo\"\n\tDropItem \"44MagAmmo\"\n}\n\n// Armors\nACTOR WWTArmorBonus : ArmorBonus replaces ArmorBonus\n{\n\tScale .2\n\tInventory.PickupMessage \"Picked up an armor pad.\"\n\tInventory.PickupSound \"Pickups/Armor1\"\n\tStates\n\t{\n\tSpawn:\n\t\tRMR1 A -1\n\t\tStop\n\t}\n}\n\nACTOR WWTKevlarArmor : BasicArmorPickup replaces GreenArmor\n{\n\tInventory.PickupMessage \"Picked up a kevlar recon vest.\"\n\tInventory.PickupSound \"Pickups/Armor2\"\n\tArmor.SaveAmount 100\n\tArmor.SavePercent 75\n\tDamageFactor \"Enemy9mm\",.5\n\tDamageFactor \"EnemyShotgun\",.2\n\tDamageFactor \"Enemy762mm\",1.0\n\tScale .4\n\tStates\n\t{\n\tSpawn:\n\t\tRMR2 A 10 Bright\n\t\tRMR2 A 10\n\t\tLoop\n\t}\n}\n\nACTOR WWTCompositeArmor : BasicArmorPickup replaces BlueArmor\n{\n\tInventory.PickupMessage \"Picked up a composite suit.\"\n\tInventory.PickupSound \"Pickups/Armor3\"\n\tArmor.SaveAmount 150\n\tArmor.SavePercent 50\n\tDamageFactor \"Enemy9mm\",.2\n\tDamageFactor \"EnemyShotgun\",.2\n\tDamageFactor \"Enemy762mm\",.4\n\tScale .5\n\tStates\n\t{\n\tSpawn:\n\t\tRMR3 A 10 Bright\n\t\tRMR3 A 10\n\t\tLoop\n\t}\n}\n\nACTOR SupershieldArmor : BasicArmorPickup\n{\n\tArmor.SaveAmount 250\n\tArmor.SavePercent 100\n}\n\nACTOR SupershieldArmor2x : SupershieldArmor\n{\n\tArmor.SaveAmount 500\n\tArmor.SavePercent 100\n}\n\nACTOR SupershieldInvulnEffect : PowerInvulnerable\n{\n\tPowerup.Duration -15\n}\n\nACTOR SupershieldInvulnItem : PowerupGiver\n{\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\t+INVENTORY.BIGPOWERUP\n\tInventory.MaxAmount 0\n\tPowerup.Type \"SupershieldInvulnEffect\"\n\tPowerup.Color BlueMap\n}\n\nACTOR SupershieldItem : CustomInventory\n{\n\tInventory.PickupMessage \"Found an unrefined Isotope-556 plant.\"\n\tInventory.PickupSound \"Pickups/Plant\"\n\tScale .2\n\tStates\n\t{\n\tSpawn:\n\t\tHERB A 10 Bright\n\t\tHERB A 10\n\t\tLoop\n\tPickup:\n\t\tVIAL A 0 A_GiveInventory(\"SupershieldArmor\")\n\t\tVIAL A 0 A_GiveInventory(\"SupershieldInvulnItem\")\n\t\tStop\n\t}\n}\n\nACTOR SuperSupershieldItem : SupershieldItem\n{\n\tInventory.PickupMessage \"Received a vial of refined Isotope-556.\"\n\tInventory.PickupSound \"Pickups/Vial\"\n\tStates\n\t{\n\tSpawn:\n\t\tVIAL A 10 Bright\n\t\tVIAL A 10\n\t\tLoop\n\tPickup:\n\t\tVIAL A 0 A_GiveInventory(\"SupershieldArmor2x\")\n\t\tGoto Super::Pickup+1\n\t}\n}\n\n// Health\nACTOR PowerBooze : Health\n{\n\t+COUNTITEM\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.Amount 100\n\tInventory.MaxAmount 200\n\tInventory.PickupMessage \"Received some strong booze.\"\n\tInventory.PickupSound \"Pickups/Booze\"\n\tScale .5\n\tStates\n\t{\n\tSpawn:\n\t\tBOOZ A 10\n\t\tBOOZ A 10 Bright\n\t\tLoop\n\t}\n}\n\nACTOR WeakBooze : PowerBooze\n{\n\tInventory.Amount 25\n\tInventory.PickupMessage \"Found some cheap booze.\"\n\tScale .6\n\tStates\n\t{\n\tSpawn:\n\t\tBOOZ B 10\n\t\tBOOZ B 10 Bright\n\t\tLoop\n\t}\n}\n\nACTOR WWTBandage : HealthBonus replaces HealthBonus\n{\n\tScale .075\n\tInventory.PickupMessage \"Picked up a MediPatch.\"\n\tInventory.PickupSound \"Pickups/MedSmall\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAND A -1\n\t\tStop\n\t}\n}\n\nACTOR WWTGauze : Stimpack replaces Stimpack\n{\n\tScale .1\n\tInventory.PickupMessage \"Picked up a HealFast(tm) bandage.\"\n\tInventory.PickupSound \"Pickups/MedMedium\"\n\tStates\n\t{\n\tSpawn:\n\t\tGAUZ A -1\n\t\tStop\n\t}\n}\n\nACTOR WWTMedkit : Medikit replaces Medikit\n{\n\tScale .08\n\tInventory.PickupMessage \"Picked up a medical kit.\"\n\tInventory.PickupSound \"Pickups/MedLarge\"\n\tHealth.LowMessage 25,\"Picked up a badly needed medical kit.\"\n\tStates\n\t{\n\tSpawn:\n\t\tFAID A -1\n\t\tStop\n\t}\n}\n\n// Others\nACTOR IbexUpgradeKit : CustomInventory\n{\n\tInventory.PickupMessage \"Received an IBEX Upgrade Kit.\"\n\tInventory.PickupSound \"Pickups/Ibex\"\n\tScale .4\n\tStates\n\t{\n\tSpawn:\n\t\tIBEX A 10 BRIGHT\n\t\tIBEX A 10\n\t\tLoop\n\tPickup:\n\t\tIBEX A 0 ACS_NamedExecuteAlways(\"InstantLevelup\")\n\t\tStop\n\t}\n}\n\nACTOR SuperBattery : CustomInventory\n{\n\tInventory.PickupMessage \"Found a Thunderbolt battery. (Taser upgrade!)\"\n\tInventory.PickupSound \"Taser/Upgrade\"\n\tScale .25\n\tStates\n\t{\n\tSpawn:\n\t\t9VLT A 10 BRIGHT\n\t\t9VLT A 10\n\t\tLoop\n\tPickup:\n\t\t9VLT A 0 A_GiveInventory(\"TaserExp\",1000)\n\t\tStop\n\t}\n}\n\nACTOR GrenadeUpgradeKit : CustomInventory\n{\n\tInventory.PickupMessage \"Found a pile of grenade parts. (Grenade upgrade!)\"\n\tInventory.PickupSound \"Grenade/Upgrade\"\n\tScale .25\n\tStates\n\t{\n\tSpawn:\n\t\tJNK9 A 10 BRIGHT\n\t\tJNK9 A 10\n\t\tLoop\n\tPickup:\n\t\tJNK9 A 0 A_GiveInventory(\"GrenadeExp\",1000)\n\t\tStop\n\t}\n}\n\nACTOR WeakBlueprint : MapRevealer\n{\n\t+COUNTITEM\n\t+INVENTORY.FANCYPICKUPSOUND\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tInventory.PickupSound \"Pickups/Scroll\"\n\tInventory.PickupMessage \"Found the blueprints for this area.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBMAP A 10 Bright\n\t\tBMAP A 10\n\t\tLoop\n\t}\n}\n\nACTOR StrongBlueprint : CustomInventory\n{\n\t+COUNTITEM\n\t+INVENTORY.FANCYPICKUPSOUND\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tInventory.PickupSound \"Pickups/Scroll\"\n\tInventory.PickupMessage \"Received vital intelligence for this area.\"\n\tStates\n\t{\n\tSpawn:\n\t\tBMAP B 10 Bright\n\t\tBMAP B 10\n\t\tLoop\n\tPickup:\n\t\tBMAP B 0 A_GiveInventory(\"WeakBlueprint\")\n\t\tBMAP B 0 A_GiveInventory(\"WWTScanner\")\n\t\tStop\n\t}\n}\n\nACTOR WWTScanner : PowerupGiver\n{\n\tInventory.MaxAmount 1\n\tPowerup.Duration 0x7fffffff\n\tPowerup.Type \"Scanner\"\n\t+INVENTORY.AUTOACTIVATE\n}\n\nACTOR WeakKickLevel : Medikit\n{\n\tInventory.PickupMessage \"Found some painkillers.\"\n\tHealth.LowMessage 25,\"Painkillers. Geez, could get addicted at this rate...\"\n\tInventory.PickupSound \"Pickups/Pills\"\n\tInventory.Amount 100\n\tScale .6\n\tStates\n\t{\n\tSpawn:\n\t\tPILL A 10 BRIGHT\n\t\tPILL A 10\n\t\tLoop\n\t}\n}\n\nACTOR StrongKickLevel : CustomInventory\n{\n\tInventory.PickupMessage \"Received spiritual enlightenment.\"\n\tInventory.PickupSound \"Pickups/Scroll\"\n\tScale .5\n\tStates\n\t{\n\tSpawn:\n\t\tSCRL A 10 BRIGHT\n\t\tSCRL A 10\n\t\tLoop\n\tPickup:\n\t\tSCRL A 0 A_GiveInventory(\"KickExp\",1000)\n\t\tStop\n\t}\n}\n\nACTOR StrongKoin : CustomInventory\n{\n\tScale .1\n\t+COUNTITEM\n\t+INVENTORY.FANCYPICKUPSOUND\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tInventory.PickupSound \"Pickups/KombatKoin\"\n\tInventory.PickupMessage \"Found a Koin...how'd that get here?\"\n\tStates\n\t{\n\tSpawn:\n\t\tKOIN A 10 Bright\n\t\tKOIN A 10\n\t\tLoop\n\tPickup:\n\t\tKOIN A 0 A_GiveInventory(\"PowerBooze\")\n\t\tKOIN A 0 A_GiveInventory(\"WWTCompositeArmor\",150)\n\t\tStop\n\t}\n}"
      }
    ]
  },
  "maps": []
}

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