Raw model (for completeness)
{
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"sha1": "a2fd101021496b22fcbd16c713e77afa35b08bea",
"sha256": "ce156121ceb1db04bbbf3516bbd0f10890fd6282eea21eb5cbde95320cfe3877",
"filenames": [
"ripperandminishotgun.pk3"
],
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"iwad": [],
"filename": null,
"added": "2021-01-10 03:57:30",
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"added": "2021-01-10 03:57:30",
"file": {
"type": "PK3",
"size": 642518,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/a2fd101021496b22fcbd16c713e77afa35b08bea/a2fd101021496b22fcbd16c713e77afa35b08bea.pk3.gz",
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"text_files": [
{
"source": "pk3",
"name": "RotatingDoubleBarrel.txt",
"contents": "ACTOR RotatingDoubleBarrel : BrutalWeapon\n{\n\tGame Doom\n\tSpawnID 28\n\tWeapon.SelectionOrder 700\n\tWeapon.AmmoType1 \"AmmoShell\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse1 1\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tInventory.PickupSound \"CBOXPKUP\"\n\tInventory.PickupMessage \"You got the... Mini(shot)gun? (Slot 4)\"\n\tObituary \"%o was mowed down by %k's Minigun.\"\n\tAttackSound \"none\"\n\tScale 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tMSGS E 1\n\t\tMSGS E -1\n\t\tStop\n\n\t\t Ready:\n\t\t Ready3:\n\t\t MSGI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t MSGI A 1 A_WeaponReady\n\t\t MSGI A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t MSGI A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t MSGI A 0 A_JumpIfInventory(\"Spin\",1,\"Ready2\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Clip2\",1,\"Ready\")\n\t\t Goto IdleNoAmmo\n\n\t\t IdleNoAmmo:\n\t\t MSGI A 1 A_WeaponReady\n\t\t MSGI A 0 A_TakeInventory (\"Spin\",1)\n\t\t MSGI A 0 A_JumpIfInventory(\"Clip2\",1,\"Ready\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t MSGI A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t Loop\n\n\t\tReady2:\n\t\t MSGI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t MSGI A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t MSGI ABCD 1 A_WeaponReady\n\t\t MSGI A 0 A_AlertMonsters\n\t\t MSGI A 0 A_PlaySound(\"CHAINSPI\", 5)\n\t\t Loop\n\n\tCheckSprint:\n\t\tMSGI A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMSGI A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMSGI A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tMSGI A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tMSGI A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tMSGI A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tMSGI A 0 A_ZoomFactor(1.0)\n\t\tMSGI A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tCHSP A 0 offset(-9,32)\n\t\tMSGI A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tMSGI A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tMSGI A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tMSGI A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 9)\n\t\tMSGI A 0 offset(-9,32)\n\t\tCHSP A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tCHSP A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tMSGI A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMSGI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n MSGI A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tMSGI A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 9)\n\t\tMSGI A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tCHSP A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tCHSP A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tMSGI A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tMSGI A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tMSGI A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tMSGI A 0 A_PlaySound(\"Tired\", 2)\n\t\tMSGI A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMSGI A 5 A_WeaponReady\n\t\tMSGI A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMSGI A 5 A_WeaponReady\n\t\tMSGI A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMSGI A 5 A_WeaponReady\n\t\tMSGI A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMSGI A 5 A_WeaponReady\n\t\tMSGI A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tMSGI A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tCHSP A 1\n\t\tMSGI A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\t\tDeselect:\n\t\t\tMSGI A 0 A_TakeInventory (\"Spin\",1)\n\t\t\tMSGI A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tMSGI A 0 A_Takeinventory(\"HeavyAutomaticWeapon\",1)\n\t\t\tMSGI A 0 A_TakeInventory(\"RandomHeadExploder\", 1)\n\t\t\tMSGI A 0 SetPlayerProperty(0,0,0)\n\t\t\tMSGS ABCD 1\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\t\tTNT1 A 1 A_Lower\n\t\t\tWait\n\n\t\tSelect:\n\t\t\tMSGI A 0\n\t\t\tMSGI A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\t\tMSGI A 0 A_Giveinventory(\"HeavyAutomaticWeapon\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"SawSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\t\tMSGI A 0 A_Giveinventory(\"MinigunSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\t\tMSGI A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\t\tMSGI A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tMSGI A 0 A_GiveInventory(\"RandomHeadExploder\", 1)\n\t\t\tMSGI A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\t\tMSGI A 0 A_PlaySound(\"CHGNPKUP\")\n\t\t\tCHGS AAA 1 A_Raise\n\t\t\tTNT1 AAAAAAAAAAA 0 A_Raise\n\n\t\tSelectAnimation:\n\t\t\tMSGI A 0\n\t\t\tMSGI A 0 A_GunFlash\n\t\t\tMSGS DCBA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\t\tGoto Ready\n\n\t\tNoAmmo:\n\t\t\tCHAE A 10 A_PlaySound(\"weapons/empty\")\n\t\t\tGoto IdleNoAmmo\n\n\t\tFire:\n\t\t\tMSGI A 0\n\t\t\tMSGI A 0 A_JumpIfInventory(\"Spin\",1,\"Hold\")\n\t\t\tMSGI A 0 A_PlaySound(\"CHAINSTA\", 5)\n\t\t\tMSGI A 0 BRIGHT A_FireCustomMissile(\"Alerter\", 0, 0, 0, 0)\n\t\t\tMSGI BC 1\n\t\t\tMSGI D 1\n\t\t\tMSGI AB 1\n\t\t\tMSGI A 0 A_StopSound(5)\n\t\t\t//MSGI A 0 A_PlaySound(\"CHAINSPI\", 5)\n\t\t\tMSGI A 0\n\t\tHold:\n\t\t\tMSGI A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t\tMSGI A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t\tMSGI A 0 A_PlaySound(\"FARMGN\", 5)\n\t\t\tMSGI A 0 A_ZoomFactor(0.97)\n\t\t\tSHO9 A 0 A_firebullets (0,0,1,40,\"shotpuff\",FBF_NORANDOM,300)\n SHO9 A 0 BRIGHT A_playsound(\"SSHFIRE\", 5)\n\t\t\tSHO9 A 0 A_firebullets (0,0,1,40,\"shotpuff\",FBF_NORANDOM,300)\n\t\t\tSHTZ A 0 A_FireCustomMissile(\"DistantFireSoundSSG\", random(-1,1), 0, 0, -12, 0, random(-1,1))\n\t\t TNT1 AAAAAAAAAAA 0 A_FireCustomMissile(\"DecorativeTracer\", random(-10,10), 0, 0, -12, 0, random(-5,5))\n\t\t TNT1 AAAAAAAAAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\t TNT1 AAAAAAAAAAAAA 0 BRIGHT A_FireCustomMissile(\"ShotgunParticles2\", random(-19,19), 0, -1, 0, 0, random(-9,9))\n\t\t SHTZ A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\t\tSHTZ A 0 A_TakeInventory(\"AmmoShell\", 2)\n\t\t MSGF A 1 BRIGHT\n\t\t SHTZ A 0 A_FireBullets (10, 1, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n\t\t SHTZ A 0 A_FireBullets (6, 3, 9, 13, \"ShotgunPuff\", FBF_NORANDOM)\n TNT1 AA 0 A_FireCustomMissile(\"SSGCaseSpawner\",0,0,-10, -20)\n\t\t\tMSGI A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\t\tMSGF B 1 A_ZoomFactor(0.98)\n\t\t\tMSGF C 1 A_ZoomFactor(1)\n\t\t\tMSGF D 1\n\t\t\tMNGG B 0 A_ReFire\n\t\t\tMSGI A 0 A_PlaySound(\"MINIGEN\", 5)\n\t\t\tMSGI A 0 A_JumpIfInventory(\"Spin\",1,\"Ready2\")\n\n\t\t MSGI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t MSGI A 0 A_PlaySound(\"CHAINSTO\", 5)\n\t\t MSGI A 1 A_WeaponReady\n\n\t\t MSGI B 1 A_WeaponReady\n\t\t MSGI A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t MSGI A 0 A_Refire\n\n\t\t MSGI C 1 A_WeaponReady\n\t\t MSGI A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t MSGI D 1 A_WeaponReady\n\n\t\t MSGI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\n\t\t MSGI A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t MSGI A 1 A_WeaponReady\n\t\t MSGI A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t MSGI A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t MSGI B 1 A_WeaponReady\n\t\t MSGI A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t MSGI C 2 A_WeaponReady\n\n\t\t MSGI D 2 A_WeaponReady\n\t\t MSGI A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t MSGI A 0 A_JumpIfInventory(\"Spin\",1,\"Ready2\")\n\t\t MSGI A 0 A_TakeInventory(\"Spin\", 1)\n\t\t MSGI A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t MSGI A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t MSGI A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\n\t\t MSGI A 2 A_WeaponReady\n\n\t\t MSGI B 2 A_WeaponReady\n\t\t MSGI A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t MSGI C 2 A_WeaponReady\n\n\t\t MSGI D 2 A_WeaponReady\n\t\t MSGI A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t MSGI A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t MSGI A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t MSGI ABCD 2 A_WeaponReady\n\t\t MSGI A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t MSGI A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t MSGI A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t MSGI ABCD 3 A_WeaponReady\n\n\t\t goto Ready\n\n\t AltFire:\n\n\t\t MSGI A 0 A_JumpIfInventory(\"Spin\",1,\"StopAlt\")\n\t\t MSGI A 0 A_GiveInventory (\"Spin\",1)\n\t\t //MSGI A 0 SetPlayerProperty(0,1,0)\n\t\t MSGI A 0 A_PlaySound(\"CHAINSTA\", 5)\n\t\t MSGI A 0 A_JumpIfInventory(\"Clip2\",1,1)\n\t\t Goto IdleNoAmmo\n\t\t MSGI ABCD 2\n\t\t Goto Ready2\n\n\t StopAlt:\n\t\tMSGI A 0\n\t\t MSGI A 0 A_TakeInventory (\"Spin\",1)\n\t\t MSGI A 0 A_PlaySound(\"CHAINSTO\", 6)\n\t\t MSGI A 0 A_StopSound(5)\n\t\t MSGI A 0 A_StopSound(1)\n\t\t //MSGI A 0 SetPlayerProperty(0,0,0)\n\t\t MSGI ABCD 1\n\t\t MSGI ABCDABCD 2 A_WeaponReady\n\t\t MSGI ABCD 3 A_WeaponReady\n\t\t MSGI A 0\n\t\t Goto Ready\n\n\t\t}\n}"
},
{
"source": "pk3",
"name": "kekSpawner.txt",
"contents": "ACTOR MiniShotgunSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n\n Inventory.PickupSound \"CBOXPKUP\"\n\tInventory.PickupMessage \"You got the... MiniShotgun? (Slot 4)\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tMSGS E 1\n\t\tMSGS E -1\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"RotatingDoubleBarrel\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 50)\n\t\tStop\n\n\tPurist:\n\t\tTNT1 A 0 A_GiveInventory(\"AmmoShell\", 50)\n\t\tStop\n }\n}\n\nactor ChaingunSpawnerReplacer : BasicWeaponPickup Replaces Chaingun\n{\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tMARN A 0 ACS_NamedExecuteAlways(\"BDDisableNewGuns\", 0, 0, 0, 0)//Check if advanced decorations are disabled.\n\t\tMGUN A 2\n\t\tTNT1 A 0 A_Jump(64, \"Spawn2\", \"Spawn3\", \"Spawn4\", \"spawn5\")\n\n\tVanilla:\n\tSpawn1:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"ChaingunSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\t Spawn2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"SMGSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MachinegunSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\n\tSpawn4:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"MiniShotgunSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n\tSpawn5:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx (\"DukeNukemRipperSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION | SXF_TRANSFERAMBUSHFLAG ,0)\n\t\tTNT1 A 1\n\t\tTNT1 A -1\n\t\tStop\n}}\n\nACTOR FakeMiniShotgunSprite: RifleSpawner\n{\n Scale 0.8\n +NOGRAVITY\n +FLOAT +NOCLIP +NOINTERACTION\n VisibleToPlayerClass BDoomer, Doomer2, TacticalDoomer\n States\n {\n\n\t Spawn:\n\t\tMSGS E 0\n\t\tMSGS E 1\n\t\tStop\n }\n}\n\nACTOR DukeNukemRipperSpawner: CustomInventory\n{\n scale 0.8\n radius 24\n height 24\n +THRUACTORS +FORCEXYBILLBOARD\n\n Inventory.PickupSound \"RipprSel\"\n Inventory.PickupMessage \"You got the Ripper! (Slot 4)\"\n Mass 1\n States\n {\n\n\t Spawn:\n\t\tTNT1 A 0\n\t\tRIPP R 10\n\t\tTNT1 A 0 A_ChangeFlag(\"THRUACTORS\", 0)\n\t\tTNT1 A 0\n\tStay:\n\t\tRIPP R 1\n\t\tRIPP R -1\n\t\tLoop\n\tPickup:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"Purist\")\n\t\tTNT1 A 0 A_GiveInventory(\"DukeNukemRipper\", 1)\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 50)\n\t\tStop\n\n\tPurist:\n\t\tTNT1 A 0 A_GiveInventory(\"Clip2\", 50)\n\t\tStop\n }\n}"
},
{
"source": "pk3",
"name": "DukeNukemRipper.txt",
"contents": "ACTOR DukeNukemRipper : BrutalWeapon\n{\n\tGame Doom\n\tSpawnID 28\n\tWeapon.SelectionOrder 700\n\tWeapon.AmmoType1 \"Clip2\"\n\tWeapon.AmmoGive 0\n\tWeapon.AmmoUse1 1\n\t+WEAPON.NOAUTOAIM\n\t+WEAPON.NOAUTOFIRE\n\t+FORCEXYBILLBOARD\n\tInventory.PickupSound \"RipprSel\"\n\tInventory.PickupMessage \"You got the Ripper! (Slot 4)\"\n\tObituary \"%o was mowed down by %k's Ripper.\"\n\tAttackSound \"none\"\n\tScale 0.7\n\tStates\n\t{\n\tSpawn:\n\t\tRIPP R 1\n\t\tRIPP R -1\n\t\tStop\n\n\t\t Ready:\n\t\t Ready3:\n\t\t RIPF A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n\t\t RIPF A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t RIPF A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t RIPF A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\t RIPF A 1 A_WeaponReady\n\t\t RIPF A 0 A_JumpIfInventory(\"TossGrenade\",1,\"TossGrenade\")\n\t\t RIPF A 0 A_JumpIfInventory(\"IsRunning\",1,\"CheckSprint\")\n\t\t Loop\n\n\tCheckSprint:\n\t\tRIPF A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tRIPF A 0 A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tRIPF A 0 A_JumpIfInventory(\"IsTacticalClass\", 1, \"StartSprint\")\n\t\tGoto Ready\n\n\tStartSprint:\n\t\tRIPF A 1 A_WeaponReady(WRF_NOFIRE)\n\t\tRIPF A 0 A_Takeinventory(\"Zoomed\",1)\n\t\tRIPF A 0 A_Takeinventory(\"ADSmode\",1)\n\t\tRIPF A 0 A_ZoomFactor(1.0)\n\t\tRIPF A 0 A_JumpIfInventory(\"UsedStamina\", 40, \"StopSprintTired\")\n\n\tSprinting:\n\t\tCHSP A 0 offset(-9,32)\n\t\tRIPF A 0 offset(-9,32) A_JumpIfInventory(\"IsStandingStill\", 1, \"Ready3\")\n\t\tRIPF A 0 offset(-9,32) A_JumpIfInventory(\"UsedStamina\", 100, \"StopSprintTired\")\n\t\tPLAY A 0 offset(-9,32) ACS_ExecuteAlways(852, 0, 0, 0, 0)//Makes player faster.\n\t\tRIPF A 0 offset(-9,32) A_JumpIfInventory(\"PowerStrength\", 1, 2)\n\t\tRIPF A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 9)\n\t\tRIPF A 0 offset(-9,32)\n\t\tRIPF A 1 offset(-9,34) A_SetPitch(pitch -0.5)\n\t\tRIPF A 1 offset(-6,36) A_SetPitch(pitch -0.5)\n\t\tRIPF A 1 offset(-3,38) A_SetPitch(pitch -0.5)\n\t\tRIPF A 1 offset(0,38) A_SetPitch(pitch -0.5)\n\t\tRIPF A 1 offset(3,36) A_SetPitch(pitch -0.5)\n\t\tRIPF A 1 offset(6,34) A_SetPitch(pitch -0.5)\n\t\tRIPF A 1 offset(9,32) A_SetPitch(pitch -0.5)\n\t\tRIPF A 0 offset(9,32) A_WeaponReady(WRF_NOBOB)\n\t\tRIPF A 0 A_JumpIfInventory(\"Kicking\",1,\"DoKick\")\n RIPF A 0 A_JumpIfInventory(\"Taunting\",1,\"Taunt\")\n\t\tRIPF A 0 offset(-9,32) A_GiveInventory(\"UsedStamina\", 9)\n\t\tRIPF A 0 offset(9,33) A_SpawnItemEx(\"FootStep\", 0, 0, 2, 0, 0, -4)\n\t\tRIPF A 1 offset(9,34) A_SetPitch(pitch +0.5)\n\t\tRIPF A 1 offset(6,36) A_SetPitch(pitch +0.5)\n\t\tRIPF A 1 offset(3,38) A_SetPitch(pitch +0.5)\n\t\tRIPF A 1 offset(0,38) A_SetPitch(pitch +0.5)\n\t\tRIPF A 1 offset(-3,36) A_SetPitch(pitch +0.5)\n\t\tRIPF A 1 offset(-6,34) A_SetPitch(pitch +0.5)\n\t\tRIPF A 1 offset(-9,32) A_SetPitch(pitch +0.5)\n\t\tRIPF A 0 offset(-9,32) A_WeaponReady(WRF_NOBOB)\n\t\tRIPF A 0 offset(-9,32) A_JumpIfInventory(\"IsRunning\", 1, \"Sprinting\")\n\t\tGoto StopSprint\n\n\tStopSprintTired:\n\t\tRIPF A 1\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tRIPF A 0 A_PlaySound(\"Tired\", 2)\n\t\tRIPF A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRIPF A 5 A_WeaponReady\n\t\tRIPF A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRIPF A 5 A_WeaponReady\n\t\tRIPF A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRIPF A 5 A_WeaponReady\n\t\tRIPF A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRIPF A 5 A_WeaponReady\n\t\tRIPF A 0 A_TakeInventory(\"UsedStamina\", 2)\n\t\tRIPF A 5 A_WeaponReady\n\t\tGoto Ready\n\tStopSprint:\n\t\tRIPF A 1\n\t\tRIPF A 0 A_JumpIfInventory(\"UsedStamina\", 60, \"StopSprintTired\")\n\t\tPLAY A 0 ACS_ExecuteAlways(853, 0, 0, 0, 0)//Makes player slower.\n\t\tGoto Ready\n\n\t\tDeselect:\n\t\t\tRIPF A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tRIPF A 0 A_Takeinventory(\"HeavyAutomaticWeapon\",1)\n\t\t\tRIPF A 0 A_TakeInventory(\"RandomHeadExploder\", 1)\n\t\t\tRIPF A 0 SetPlayerProperty(0,0,0)\n\t\t\tRIPS ABCD 1\n\t\t\tTNT1 AAAAAAAAAAAAAAAAAA 0 A_Lower\n\t\t\tTNT1 A 1 A_Lower\n\t\t\tWait\n\n\t\tSelect:\n\t\t\tRIPF A 0\n\t\t\tRIPF A 0 A_Giveinventory(\"GoSpecial\",1)\n\t\t\tRIPF A 0 A_Giveinventory(\"HeavyAutomaticWeapon\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"FistsSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"SawSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"ShotgunSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"SSGSelected\",1)\n\t\t\tRIPF A 0 A_Giveinventory(\"MinigunSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"PlasmaGunSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"RocketLauncherSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"GrenadeLauncherSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"BFGSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"BFG10kSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"RailGunSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"SubMachineGunSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"RevenantLauncherSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"LostSoulSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"FlameCannonSelected\",1)\n\t\t\tRIPF A 0 A_Takeinventory(\"HasBarrel\",1)\n\t\t\tRIPF A 0 A_TakeInventory(\"TossGrenade\", 1)\n\t\t\tRIPF A 0 A_GiveInventory(\"RandomHeadExploder\", 1)\n\t\t\tRIPF A 0 A_JumpIfInventory(\"IsPlayingAsPurist\", 1, \"PuristGun\")\n\t\t\tRIPF A 0 A_PlaySound(\"RipprSel\")\n\t\t\tTNT1 AAAAAAAAAAAAA 0 A_Raise\n\n\t\tSelectAnimation:\n\t\t\tRIPF A 0\n\t\t\tRIPF A 0 A_GunFlash\n\t\t\tRIPS DCBA 1 A_JumpIfInventory(\"GoFatality\", 1, \"Steady\")\n\t\t\tGoto Ready\n\n\t\tNoAmmo:\n\t\t\tCHAE A 0 A_PlaySound(\"weapons/empty\")\n\t\t\tRIPF A 3 Offset(0,34)\n\t\t\tRIPF A 1 Offset(0,33)\n\t\t\tRIPF A 1 Offset(0,32)\n\t\t\tGoto Ready\n\n\t\tFire:\n\t\t\tRIPF A 0 A_JumpIfInventory(\"Salute1\", 1, \"Salute\")\n\t\t\tRIPF A 0 A_JumpIfInventory(\"Salute2\", 1, \"Salute\")\n\t\t\tRIPF A 0 A_PlaySound(\"RipprPew\", 1)\n\t\t\tSMGG A 0 A_PlaySound(\"FARRIF\", 5)\n\t\t\tRIPF A 0 A_ZoomFactor(0.98)\n\t\t\tRIPF B 1 BRIGHT A_FireBullets(5, 5, -1, 15, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tRIPF A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n\t\t\tRIPF A 0 A_SpawnItemEx(\"PlayerMuzzle2\",30,5,27)\n\t\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 0, -12, 0, random(-2,2))\n\t\t\tRIPF A 0 A_ZoomFactor(1.0)\n\t\t\tTNT1 A 0 A_SetPitch(Pitch-0.5)\n\t\t\tRIPF DE 1 A_SetPitch(Pitch+0.25)\n\t\t\tRIPF A 0 A_PlaySound(\"RipprPew\", 1)\n\t\t\tSMGG A 0 A_PlaySound(\"FARRIF\", 56)\n\t\t\tRIPF A 0 A_ZoomFactor(0.98)\n\t\t\tRIPF C 1 BRIGHT A_FireBullets(5, 5, -1, 15, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tTNT1 A 0 A_FireBullets(5, 5, -1, 15, \"MachineGunBulletPuff\", FBF_NORANDOM | FBF_USEAMMO)\n\t\t\tRIPF A 0 A_Firecustommissile(\"50CaseSpawn\",0,0,-12,-18)\n\t\t\tRIPF A 0 A_SpawnItemEx(\"PlayerMuzzle3\",30,5,27)\n\t\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, 5, -12, 0, random(-2,2))\n\t\t\tCHAF A 0 BRIGHT A_FireCustomMissile(\"DecorativeTracer\", random(-2,2), 0, -5, -12, 0, random(-2,2))\n\t\t\tRIPF A 0 A_ZoomFactor(1.0)\n\t\t\tTNT1 A 0 A_SetPitch(Pitch-0.5)\n\t\t\tRIPF DE 1 A_SetPitch(Pitch+0.25)\n\t\t\tTNT1 A 0 A_ReFire\n\t\t\tTNT1 A 0 A_StopSound(1)\n\t\t RIPF A 0 A_FireCustomMissile(\"SmokeSpawner11\",0,0,0,0)\n\t\t goto Ready\n\t\t}\n}"
}
]
},
"maps": []
}