Counts

endoom0
graphics0
lumps124
maps7
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
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    "sha1": "4f06487a16507d842708bcd015d9fc182c8d6b5b",
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    "filenames": [
      "toastmansavesthedayquestionmark.pk3"
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      "engines": [],
      "iwad": [],
      "filename": null,
      "added": "2013-08-06 19:49:29",
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      "canDownload": true,
      "adult": false,
      "hidden": false,
      "name": null,
      "description": null,
      "maps": null,
      "graphicOverrides": null,
      "screenshots": null,
      "palettes": null,
      "categories": null
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    "added": "2013-08-06 19:49:29",
    "file": {
      "type": "PK3",
      "size": 8943466,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/4f06487a16507d842708bcd015d9fc182c8d6b5b/4f06487a16507d842708bcd015d9fc182c8d6b5b.pk3.gz",
      "corrupt": false
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    "content": {
      "maps": [
        "SRAI01",
        "SRAI02",
        "SRAI03",
        "SRAI04",
        "SRAI05",
        "SRAI06",
        "SRAI07"
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      "counts": {
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    "text_files": [
      {
        "source": "pk3",
        "name": "Actors/megaman.txt",
        "contents": "actor megaman : PlayerPawn\n{\nplayer.displayname \"Dr. Light\"\nplayer.soundclass \"LIGHT\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.colorrange 0 0\nplayer.startitem \"LightSamuraiBladeWep\"\nmass 9999\ngravity 0.8\n+NODAMAGETHRUST\n+DONTBLAST\n+NOBLOOD\ndamagefactor \"Dummy\", 0.0\nscale 2.5\nStates\n{\nSpawn:\nENKR A 0\nENKR B 1\nENKR A 1\nGoto Spawn+2\nSee:\nENKR BCDE 5\nGoto Spawn\nMissile:\nENKR F 5\nENKR G 4\ngoto Spawn\nPain.FireSpin:\nPain.QuickBoomerang:\nPain.Buster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.NeedleCannon:\nPain.CentaurFlash:\nPain.FreezeCrack:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.Misc:\nPain.Oil:\nPLAY H 0\nGoto pain+1\nPain.FlameSword:\nPLAY H 0\nPLAY HH 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain\nPain.FlashBomb:\nPLAY H 0 A_ScaleVelocity(0.85)\nGoto Pain+1\nPain.WindStorm:\nPLAY H 0 //ThrustThing(random(0,255),50,1,0)\nPLAY H 0 ThrustThing(random(0,255),5,0,0)\nPLAY H 0 ThrustThingZ(0,30,0,0)\nGoto pain+1\nPain.SlashClaw:\nPLAY H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\nPLAY H 0\nPLAY H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\nPLAY H 0 A_GiveInventory(\"BrightBlind\",125)\nPLAY H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+1\nPLAY H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+1\nPain.TimeSlow:\nPLAY H 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+1\nPain.SparkShock:\nPLAY H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.CrashBomb:\nPLAY H 0 A_Stop\nGoto Pain+1\nPain.GravityHold:\nPLAY H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//PLAY H 0 A_Print(\"Gravity 4\")\nPLAY H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PLAY H 0 A_Print(\"Gravity 3\")\nPLAY H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PLAY H 0 A_Print(\"Gravity 2\")\nPLAY H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PLAY H 0 A_Print(\"Gravity 1\")\nPLAY H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.WilyFire:\nPLAY H 0 //A_ChangeFlag(\"SHOOTABLE\",0)\nPLAY H 0 A_SpawnItemEx(\"ImOnFire\")\nPLAY H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce:\nPLAY H 0 A_ChangeFlag(\"SHOOTABLE\",0)\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 A_SpawnItemEx(\"ImFrozen\")\nPLAY H 0 A_GiveInventory(\"IceVision\",1)\nPLAY H 30 A_Stop\nPLAY H 30 A_ChangeFlag(\"SHOOTABLE\",1)\nPLAY H 0 SetPlayerProperty(0,0,0)\nPLAY H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\nPLAY H 0\nPLAY H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+1\nBeatAssist:\nPLAY H 0\nPLAY H 0 HealThing(2)\nPLAY H 0 ThrustThingZ(0,25,0,0)\nPLAY H 0 ACS_ExecuteAlways(205,0)\nGoto Pain+1\nPain:\nPLAY H 0 A_ScaleVelocity(0.75)\nPLAY H 0 A_Pain\nPLAY H 0 //A_GiveInventory(\"TempInvince\",1)\nPLAY H 0 //SetPlayerProperty(0, 1, 4)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 0 //SetPlayerProperty(0, 0, 4)\nPLAY H 0//SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.GravityHold:\nDeath.instagib:\nPLAY Z 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY Z 0 A_PlayerScream\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 A_Stop\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\n//PLAY Z -1\nPLAY Z 1 A_CheckPlayerDone\nwait\nIce:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 1 A_PlayerScream\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 ACS_ExecuteAlways(998,0,105,1)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_FreezeDeath\nPLAY H 35\nPLAY H 0 A_SpawnItemEx(\"FrozenDeathFX\", 0, 0, 16)\nPLAY Z 1 A_CheckPlayerDone\nwait\n//stop\nTheEnd:\nPLAY G 4\nloop\nCreditWalk:\nPLAY BCDE 8\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/DRWILY.TXT",
        "contents": "actor DRWILY : PlayerPawn\n{\nplayer.displayname \"Dr. Wily\"\nplayer.soundclass \"wily\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.colorrange 0 0\nplayer.startitem \"WilySamuraiBladeWep\"\nmass 9999\ngravity 0.8\n+NODAMAGETHRUST\n+DONTBLAST\n+NOBLOOD\ndamagefactor \"Dummy\", 0.0\nscale 2.5\nStates\n{\nSpawn:\nPUNK A 0\nPUNK B 1\nPUNK A 1\nGoto Spawn+2\nSee:\nPUNK BCDE 5\nGoto Spawn\nMissile:\nPUNK F 5\nPUNK G 4\ngoto Spawn\nPain.FireSpin:\nPain.QuickBoomerang:\nPain.Buster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.NeedleCannon:\nPain.CentaurFlash:\nPain.FreezeCrack:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.Misc:\nPain.Oil:\nPLAY H 0\nGoto pain+1\nPain.FlameSword:\nPLAY H 0\nPLAY HH 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain\nPain.FlashBomb:\nPLAY H 0 A_ScaleVelocity(0.85)\nGoto Pain+1\nPain.WindStorm:\nPLAY H 0 //ThrustThing(random(0,255),50,1,0)\nPLAY H 0 ThrustThing(random(0,255),5,0,0)\nPLAY H 0 ThrustThingZ(0,30,0,0)\nGoto pain+1\nPain.SlashClaw:\nPLAY H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\nPLAY H 0\nPLAY H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\nPLAY H 0 A_GiveInventory(\"BrightBlind\",125)\nPLAY H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+1\nPLAY H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+1\nPain.TimeSlow:\nPLAY H 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+1\nPain.SparkShock:\nPLAY H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.CrashBomb:\nPLAY H 0 A_Stop\nGoto Pain+1\nPain.GravityHold:\nPLAY H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//PLAY H 0 A_Print(\"Gravity 4\")\nPLAY H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PLAY H 0 A_Print(\"Gravity 3\")\nPLAY H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PLAY H 0 A_Print(\"Gravity 2\")\nPLAY H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PLAY H 0 A_Print(\"Gravity 1\")\nPLAY H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.WilyFire:\nPLAY H 0 //A_ChangeFlag(\"SHOOTABLE\",0)\nPLAY H 0 A_SpawnItemEx(\"ImOnFire\")\nPLAY H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce:\nPLAY H 0 A_ChangeFlag(\"SHOOTABLE\",0)\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 A_SpawnItemEx(\"ImFrozen\")\nPLAY H 0 A_GiveInventory(\"IceVision\",1)\nPLAY H 30 A_Stop\nPLAY H 30 A_ChangeFlag(\"SHOOTABLE\",1)\nPLAY H 0 SetPlayerProperty(0,0,0)\nPLAY H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\nPLAY H 0\nPLAY H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+1\nBeatAssist:\nPLAY H 0\nPLAY H 0 HealThing(2)\nPLAY H 0 ThrustThingZ(0,25,0,0)\nPLAY H 0 ACS_ExecuteAlways(205,0)\nGoto Pain+1\nPain:\nPLAY H 0 A_ScaleVelocity(0.75)\nPLAY H 0 A_Pain\nPLAY H 0 //A_GiveInventory(\"TempInvince\",1)\nPLAY H 0 //SetPlayerProperty(0, 1, 4)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 0 //SetPlayerProperty(0, 0, 4)\nPLAY H 0//SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.GravityHold:\nDeath.instagib:\nPLAY Z 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY Z 0 A_PlayerScream\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 A_Stop\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\n//PLAY Z -1\nPLAY Z 1 A_CheckPlayerDone\nwait\nIce:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 1 A_PlayerScream\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 ACS_ExecuteAlways(998,0,105,1)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_FreezeDeath\nPLAY H 35\nPLAY H 0 A_SpawnItemEx(\"FrozenDeathFX\", 0, 0, 16)\nPLAY Z 1 A_CheckPlayerDone\nwait\n//stop\nTheEnd:\nPLAY G 4\nloop\nCreditWalk:\nPLAY BCDE 8\nloop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "Actors/ORIGINAL megaman.txt",
        "contents": "//actor Megaman : PlayerPawn\n{\nplayer.displayname \"\\cgUSELESS GARBAGE\"\nplayer.soundclass \"megaman\"\nplayer.damagescreencolor \"yellow\"\nplayer.forwardmove 0.8, 0.8\nplayer.sidemove 0.78, 0.78\nplayer.jumpz 10\nplayer.colorrange 0 0\nplayer.startitem \"MegaBuster\"\nplayer.startitem \"BusterAmmo\", 3\nmass 9999\ngravity 0.8\n+NODAMAGETHRUST\n+DONTBLAST\n+NOBLOOD\ndamagefactor \"Dummy\", 0.0\nscale 2.5\nStates\n{\nSpawn:\nPLAY A 0\nPLAY B 1\nPLAY A 1\nGoto Spawn+2\nSee:\nPLAY BCDE 5\nGoto Spawn\nMissile:\nPLAY F 5\nPLAY G 4\ngoto Spawn\nPain.FireSpin:\nPain.QuickBoomerang:\nPain.Buster:\nPain.WildCoil:\nPain.ChargeKick:\nPain.YamatoSpear:\nPain.DiveMissile:\nPain.StarCrash:\nPain.NeedleCannon:\nPain.CentaurFlash:\nPain.FreezeCrack:\nPain.ScrewCrusher:\nPain.PharaohHold:\nPain.TornadoHold:\nPain.TrebleSentry:\nPain.ScorchWheel:\nPain.MagnetMissile:\nPain.JunkShield:\nPain.Misc:\nPain.Oil:\nPLAY H 0\nGoto pain+1\nPain.FlameSword:\nPLAY H 0\nPLAY HH 0 A_SpawnItemEx(\"ScorchBit\",0,0,0,random(-10,10),random(-10,10),random(10,15),random(0,360))\nGoto pain\nPain.FlashBomb:\nPLAY H 0 A_ScaleVelocity(0.85)\nGoto Pain+1\nPain.WindStorm:\nPLAY H 0 //ThrustThing(random(0,255),50,1,0)\nPLAY H 0 ThrustThing(random(0,255),5,0,0)\nPLAY H 0 ThrustThingZ(0,30,0,0)\nGoto pain+1\nPain.SlashClaw:\nPLAY H 0 A_PlaySoundEx(\"weapon/slashclawhit\",\"SoundSlot5\")\nGoto Pain\nPain.FlashStopper:\nPLAY H 0\nPLAY H 0 A_JumpIfInventory(\"BrightBlind\", 1,3)\nPLAY H 0 A_GiveInventory(\"BrightBlind\",125)\nPLAY H 0 ACS_ExecuteAlways(249, 0)\nGoto pain+1\nPLAY H 0 A_GiveInventory(\"BrightBlind\",55)\nGoto pain+1\nPain.TimeSlow:\nPLAY H 0 A_GiveInventory(\"Slowed\",1)\nGoto pain+1\nPain.SparkShock:\nPLAY H 0 A_SpawnItemEx(\"ShockFX\",4,0,32)\nPLAY H 0 A_GiveInventory(\"Shocked\",1)\nGoto Pain+1\nPain.CrashBomb:\nPLAY H 0 A_Stop\nGoto Pain+1\nPain.GravityHold:\nPLAY H 0 ThrustThingZ(0,150,1,0)\nPLAY H 0 A_JumpIf(z-floorz>180,\"GravityForce4\")\nPLAY H 0 A_JumpIf(z-floorz>128,\"GravityForce3\")\nPLAY H 0 A_JumpIf(z-floorz>32,\"GravityForce2\")\nPLAY H 0 A_JumpIf(z-floorz>8,\"GravityForce1\")\nGoto pain+1\nGravityForce4:\n//PLAY H 0 A_Print(\"Gravity 4\")\nPLAY H 0 A_GiveInventory(\"GravityForce4\",1)\nGoto Pain+1\nGravityForce3:\n//PLAY H 0 A_Print(\"Gravity 3\")\nPLAY H 0 A_GiveInventory(\"GravityForce3\",1)\nGoto Pain+1\nGravityForce2:\n//PLAY H 0 A_Print(\"Gravity 2\")\nPLAY H 0 A_GiveInventory(\"GravityForce2\",1)\nGoto Pain+1\nGravityForce1:\n//PLAY H 0 A_Print(\"Gravity 1\")\nPLAY H 0 A_GiveInventory(\"GravityForce1\",1)\nGoto Pain+1\nPain.WilyFire:\nPLAY H 0 //A_ChangeFlag(\"SHOOTABLE\",0)\nPLAY H 0 A_SpawnItemEx(\"ImOnFire\")\nPLAY H 0 A_GiveInventory(\"FireVision\",1)\nGoto Pain\nPain.WilyIce:\nPLAY H 0 A_ChangeFlag(\"SHOOTABLE\",0)\nPLAY H 0 SetPlayerProperty(0,1,4)\nPLAY H 0 A_SpawnItemEx(\"ImFrozen\")\nPLAY H 0 A_GiveInventory(\"IceVision\",1)\nPLAY H 30 A_Stop\nPLAY H 30 A_ChangeFlag(\"SHOOTABLE\",1)\nPLAY H 0 SetPlayerProperty(0,0,0)\nPLAY H 0 A_TakeInventory(\"IceVision\",1)\nGoto Spawn\nPain.Drowning:\nPain.Fire:\nPain.Falling:\nPain.Slime:\nPLAY H 0\nPLAY H 0 A_JumpIfInventory(\"BeatCallCheck\", 1, \"BeatAssist\")\nGoto Pain+1\nBeatAssist:\nPLAY H 0\nPLAY H 0 HealThing(2)\nPLAY H 0 ThrustThingZ(0,25,0,0)\nPLAY H 0 ACS_ExecuteAlways(205,0)\nGoto Pain+1\nPain:\nPLAY H 0 A_ScaleVelocity(0.75)\nPLAY H 0 A_Pain\nPLAY H 0 //A_GiveInventory(\"TempInvince\",1)\nPLAY H 0 //SetPlayerProperty(0, 1, 4)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 1 A_SpawnItem(\"PainFX\",0,3)\nPLAY H 1 //A_Recoil(1)\nPLAY H 0 //SetPlayerProperty(0, 0, 4)\nPLAY H 0//SetPlayerProperty(0,0,1)\nGoto Spawn\nDeath.Beam:\nDeath.GravityHold:\nDeath.instagib:\nPLAY Z 1 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY Z 0 A_PlayerScream\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 A_Stop\nPLAY H 0 A_GiveToTarget(\"KilledMeStock\",1)\nPLAY H 1 A_GiveToTarget(\"KilledMe\",1)\nPLAY H 19 ACS_ExecuteAlways(999,0,0)\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_PlayerScream\nPLAY H 0 A_SpawnItemEx(\"FakeDeathFX\", 0, 0, 32)\nPLAY Z 1 A_CheckPlayerDone\nwait\nDeath.Falling:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY Z 1 A_PlayerScream\nPLAY Z 1 A_Stop\nPLAY Z 1 ACS_ExecuteAlways(999,0,0)\n//PLAY Z -1\nPLAY Z 1 A_CheckPlayerDone\nwait\nIce:\nPLAY H 0 SetPlayerProperty(0, 0, 4)\nPLAY H 1 A_PlayerScream\nPLAY H 0 A_TakeInventory(\"PharaohCharge\",999)\nPLAY H 0 A_GiveInventory(\"CutterFlag\",999)\nPLAY H 0 A_GiveInventory(\"IsDead\",1)\nPLAY H 0 ACS_ExecuteAlways(998,0,105,1)\nPLAY H 0 A_NoBlocking\nPLAY H 0 A_FreezeDeath\nPLAY H 35\nPLAY H 0 A_SpawnItemEx(\"FrozenDeathFX\", 0, 0, 16)\nPLAY Z 1 A_CheckPlayerDone\nwait\n//stop\nPunkSpin:\nPLAY AVW 3\nPLAY XY 3\nGoto PunkSpin+3\nPunkStop:\nPLAY WV 5\nGoto Spawn\nEnkerRaise:\nPLAY Y 1\nloop\nEnkerAbsorb:\nPLAY Y 0 A_PlaySound(\"weapon/mirrorabsorb\")\nPLAY Y 0 A_GiveInventory(\"EnkerMirrorCount\",1)\nGoto EnkerAbsorb3\nEnkerAbsorb3:\nPLAY Y 3 ACS_ExecuteAlways(998,0,65)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb2\")\nGoto Spawn\nEnkerAbsorb2:\nPLAY Y 3 ACS_ExecuteAlways(998,0,66)\nPLAY Y 0 A_JumpIfInventory(\"EnkerMirrorCount\",1,\"EnkerAbsorb3\")\nGoto Spawn\nDarkLeap:\nPLAY Y 1 A_SpawnItemEx(\"DarkDamager\")\nPLAY Y 0 A_JumpIf(z-floorz==0,\"Spawn\")\nloop\nBalladeJump:\nPLAY Y 5 A_SpawnItemEx(\"BalladeMelee\")\nloop\nTheEnd:\nPLAY G 4\nloop\nCreditWalk:\nPLAY BCDE 8\nloop\n}\n}\n\nactor BoostFlag : Inventory\n{\nInventory.Amount 1\nInventory.MaxAmount 1\n}\n\nactor FrozenDeathFX\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_FreezeDeathChunks\nstop\n}\n}\n\nactor ImOnFire\n{\n+MISSILE\n+RIPPER\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 20\nTNT1 A 0 A_GiveToTarget(\"OnFireDamage\",1)\nTNT1 A 20\nTNT1 A 0 A_GiveToTarget(\"OnFireDamage\",1)\nTNT1 A 20\nTNT1 A 0 A_GiveToTarget(\"OnFireDamage\",1)\nTNT1 A 20\nTNT1 A 0 A_GiveToTarget(\"ImNotOnFireNow\",1)\nstop\n}\n}\n\nactor ImFrozen\n{\n+MISSILE\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 60\nTNT1 A 0 A_GiveToTarget(\"ImNotFrozenNow\",1)\nstop\n}\n}\n\nactor OnFireDamage : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 DamageThing(4)\nstop\n}\n}\n\nactor ImNotOnFireNow : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_TakeInventory(\"FireVision\",1)\nTNT1 A 0 A_ChangeFlag(\"SHOOTABLE\",1)\nstop\n}\n}\n\nactor ImNotFrozenNow : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nStates\n{\nSpawn:\nTNT1 A 0\nstop\nPickup:\nTNT1 A 0 SetPlayerProperty(0,0,4)\nTNT1 A 0 A_TakeInventory(\"IceVision\",1)\nstop\n}\n}\n\nactor FireVision : PowerSpeed\n{\nPowerup.Duration 1200\nSpeed 0.3\nPowerup.Color Red, 0.5\n}\n\nactor IceVision : PowerSpeed\n{\nPowerup.Duration 1200\nSpeed 1.0\nPowerup.Color Blue, 0.5\n}\n\nactor KilledMeStock : Inventory\n{\ninventory.amount 1\ninventory.maxamount 9999\n}\n\nactor IsDead : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor GravityForce4 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"GravityHold\", 5.0\n}\n\nactor GravityForce3 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"GravityHold\", 4.0\n}\n\nactor GravityForce2 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"GravityHold\", 3.0\n}\n\nactor GravityForce1 : PowerProtection\n{\nPowerup.Duration 20\ndamagefactor \"GravityHold\", 2.0\n}\n\nactor DarkDamager\n{\nPROJECTILE\nobituary \"%o was squashed by %k.\"\nheight 1\ndamagetype \"QuickBoomerang\"\nradius 1\nStates\n{\nSpawn:\nTNT1 A 0\nTNT1 A 1 A_Explode(1,64,0)\nstop\n}\n}\n\nactor Shocked : PowerupGiver\n{\n  inventory.maxamount 0\n  powerup.duration 35\n  powerup.color \"00 00 00\", 0.0\n  powerup.type \"PowerShock\"\n  +INVENTORY.AUTOACTIVATE\n  +INVENTORY.ALWAYSPICKUP\n  states\n  {\n  Spawn:\n    TNT1 A 6\n    loop\n  }\n}\n\nactor PowerShock : PowerSpeed\n{\nSpeed 0.0\n}\n\nactor TempInvince : PowerupGiver\n{\n  inventory.pickupmessage \"\"\n  inventory.icon \"TNT1A0\"\n  //inventory.respawntics 4230\n  powerup.duration 48\n  powerup.type \"Invulnerable\"\n  +INVENTORY.AUTOACTIVATE\n  states\n  {\n  Spawn:\n    INVU ABCD 3\n    loop\n  }\n}\n\nactor PainFX\n{\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\nscale 2.5\nStates\n{\nSpawn:\nMMFX A 2\nstop\n}\n}\n\nactor DeathFX1\n{\nheight 1\nradius 1\n+NOINTERACTION\n+NOGRAVITY\n-SOLID\n+DONTBLAST\nscale 2.5\nPROJECTILE\nSpeed 15\nreactiontime 10\nStates\n{\nSpawn:\nMMFX BCDE 2\nMMFX A 0 A_CountDown\nloop\n}\n}\n\nactor DeathFX2 : DeathFX1\n{\nspeed 5\n}\n\nactor LowGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,1)\nstop\n}\n}\n\nactor NormalGravity : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(204,0,0)\nstop\n}\n}\n\nactor MonsterBlock : CustomInventory\n{\nStates\n{\nPickup:\nTNT1 A 1 A_ChangeFlag(\"NOBLOCKMONST\",0)\nstop\n}\n}\n\nactor JumpCancler : Inventory\n{\ninventory.amount 1\ninventory.maxamount 1\n}\n\nactor KilledMe : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nTNT1 A 1 ACS_ExecuteAlways(203,0)\nstop\n}\n}\n\nactor LMSInvincible : CustomInventory\n{\ninventory.amount 1\ninventory.maxamount 1\nstates\n{\nSpawn:\nTNT1 A 1\nstop\nPickup:\nSKLB G 0 A_ChangeFlag(\"SHOOTABLE\",0)\nSKLB G 1 A_ChangeFlag(\"DONTRIP\",1)\nstop\n}\n}\n\nactor FakeDeathFX\n{\n-SOLID\n+NOGRAVITY\n+NOINTERACTION\nStates\n{\nSpawn:\nTNT1 A 1\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX1\",0,0,-90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,0,2,-90)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,0)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,90,2,-45)\nPLAY Z 0 A_CustomMissile(\"DeathFX2\",0,0,-90,2,45)\nTNT1 A 1\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "WEPS/WILYSamuraiBladeWep.txt",
        "contents": "actor WilySamuraiBladeWep : MegaBuster 10989\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 100\nWeapon.SlotNumber 1\nObituary \"%k had sliced off %o's face with a Blade.\"\nInventory.Pickupmessage \"\\chPower of the Bushido.\"\nweapon.ammotype \"SamuraiSwordAmmo\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"SCLASI\"\nScale 2.0\nStates\n{\n\nSpawn:\nWEA4 F 1\nloop\nReady:\nSCLA A 0 ACS_ExecuteAlways(998,0,69)\nSCLA A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSCLA A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSCLA A 1 A_Raise\nLoop\nFire:\nSCLA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSCLA A 0 A_PlaySoundEx(\"wily/attack\",\"WATTACK\")\nSCLA A 0 A_FireCustomMissile(\"SamuraiSlash\")\nSCLA BCD 3\nSCLA D 20\nSCLA A 1 A_Refire\nGoto Ready+1\nNoAmmo:\nSCLA A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor SamuraiSlash\n{\nPROJECTILE\nRadius 12\nHeight 5\nscale 2.5\ndamage (60)\ndamagetype \"BushidoDamageType\"\nspeed 15\nStates\n{\nSpawn:\nSCLA HIJKL 1\nstop\n}\n}\n\nactor SamuraiSwordAmmo : Ammo\n{\ninventory.amount 10\ninventory.maxamount 100\n}\n\n//Reminder you must change the BUST frames with SlashClaw frames, also change whatever doesn't feel right."
      },
      {
        "source": "pk3",
        "name": "WEPS/LIGHTSamuraiBladeWep.txt",
        "contents": "actor LightSamuraiBladeWep : MegaBuster 10999\n{\nWeapon.AmmoUse 0\nWeapon.AmmoGive 100\nWeapon.SlotNumber 1\nObituary \"%k had sliced off %o's face with a Blade.\"\nInventory.Pickupmessage \"\\chPower of the Bushido.\"\nweapon.ammotype \"SamuraiSwordAmmo2\"\ninventory.pickupsound \"weapon/weaponup\"\n+WEAPON.AMMO_OPTIONAL\ninventory.icon \"SCLASI\"\nScale 2.0\nStates\n{\n\nSpawn:\nWEA4 F 1\nloop\nReady:\nSCLA A 0 ACS_ExecuteAlways(998,0,69)\nSCLA A 1 A_WeaponReady\nGoto Ready+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nSCLA A 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nSCLA A 1 A_Raise\nLoop\nFire:\nSCLA A 0 A_JumpIfNoAmmo(\"NoAmmo\")\nSCLA A 0 A_PlaySoundEx(\"light/attack\",\"LATTACK\")\nSCLA A 0 A_FireCustomMissile(\"SamuraiSlash2\")\nSCLA BCD 3\nSCLA D 20\nSCLA A 1 A_Refire\nGoto Ready+1\nNoAmmo:\nSCLA A 1 ACS_Execute(979,0)\nGoto Ready+1\n}\n}\n\nactor SamuraiSlash2\n{\nPROJECTILE\nRadius 12\nHeight 5\nscale 2.5\ndamage (60)\ndamagetype \"BushidoDamageType\"\nspeed 15\nStates\n{\nSpawn:\nSCLA HIJKL 1\nstop\n}\n}\n\nactor SamuraiSwordAmmo2 : Ammo\n{\ninventory.amount 10\ninventory.maxamount 100\n}\n\n//Reminder you must change the BUST frames with SlashClaw frames, also change whatever doesn't feel right."
      },
      {
        "source": "pk3",
        "name": "WEPS/BowandArrowWep.txt",
        "contents": "actor BowandArrowWep : LaserBuster 10979\n{\nObituary \"%o was the bulls-eye of %k's Arrow Buster.\"\nInventory.Pickupmessage \"You have obtained a bow and a magic quiver full of arrows.\"\nStates\n{\nSpawn:\nWEA4 L 1\nstop\nBotCheck:\nBUST B 0 A_Jump(224, \"Charge2\")\nBUST B 0 ACS_ExecuteAlways(974,0)\nGoto Charge2\nFire3:\nBUST B 0 A_TakeInventory(\"WeaponCharge\",999)\nBUST B 0 A_PlaySoundEx(\"weapon/cfire\",\"Weapon\")\nBUST B 0\nBUST C 0 ACS_ExecuteAlways(991,0,0)\nBUST C 0 A_SpawnItemEx(\"ChargedArrow\",0,0,0,5,0,5,0)\n//BUST C 0 A_FireCustomMissile(\"ChargedArrow\",random(-3,3),0,8,0)\nBASB CCD 1\nBUST CD 3\nBUST C 9\nBUST B 0 A_Refire\ngoto Ready2+2\nCharge1:\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\",34,\"Charge2\")\nCHBU H 1 ACS_ExecuteAlways(991,0,92)\nBUST B 1 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_GiveInventory(\"WeaponCharge\",1)\nCHBU H 0 A_Refire\nGoto Fire2\nCharge2:\nBUST B 1 ACS_ExecuteAlways(991,0,93)\nCHBU I 1 ACS_ExecuteAlways(991,0,94)\nCHBU J 1 ACS_ExecuteAlways(991,0,0)\nBUST B 0 A_JumpIfInventory(\"WeaponCharge\", 35, 3)\nBUST B 0 A_GiveInventory(\"WeaponCharge\",1)\nBUST B 0 A_GunFlash\nBUST B 0 A_Refire\nGoto Fire3\n}\n}\n\nactor HalfChargedArrow\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\n//seesound \"weapon/mbuster\"\nSpeed 35\nDamage (45)\nradius 20\nheight 20\nscale 2.5\nStates\n{\nSpawn:\nARRS ABACAD 1\nLoop\nGoto Spawn+1\n}\n}\n\nactor ChargedArrow\n{\nPROJECTILE\n+FORCEXYBILLBOARD\n+DONTBLAST\ndamagetype \"Buster\"\nSpeed 54\nDamage (60)\nradius 20\nheight 16\nscale 2.5\n//Obituary \"%o was shot through the heart by %k's Arrows.\"\nStates\n{\nSpawn:\nARRS ABACAD 1\nLoop\nDeath:\nstop\n}\n}"
      },
      {
        "source": "pk3",
        "name": "WEPS/OldRifleWep.txt",
        "contents": "actor OldRifleWep : Weapon\n{\nWeapon.AmmoUse 1\nWeapon.AmmoGive 3\nWeapon.SlotNumber 1\nscale 2.0\nObituary \"%o was Hunted down by %k's Rifle.\"\nInventory.Pickupmessage \"You Have Obtainted a Hunting Rifle.\"\nweapon.ammotype \"OldRifleAmmo\"\n+WEAPON.AMMO_OPTIONAL\n+WEAPON.DONTBOB\nStates\n{\nSpawn:\nWEA3 A 1\nstop\nReady:\nBASB B 0 A_JumpIfInventory(\"Once\",1,\"Ready2\")\nBASB B 0 A_GiveInventory(\"Once\",1)\nGoto Ready2+1\nReady2:\nBASB B 0 ACS_ExecuteAlways(998,0,46)\nBASB B 1 A_WeaponReady\nGoto Ready2+1\nDeselect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower\nBASB B 1 A_Lower\nLoop\nSelect:\nTNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Raise\nBASB B 1 A_Raise\nLoop\nFire:\nBASB B 0 //SetPlayerProperty(0,1,0)\nBASB B 0 A_PlaySoundEx(\"weapon/mbuster\",\"Weapon\")\nBASB B 0 A_FireCustomMissile(\"RifleShot\",random(-3,3),0,8,0)\nBASB CCD 1\nBASB B 30\nBASB B 0 A_Refire\nBASB B 0 //SetPlayerProperty(0,0,0)\ngoto Ready2+1\nHold:\nGoto Fire\n}\n}\n\nactor OldRifleAmmo : Ammo\n{\ninventory.amount 1\ninventory.maxamount 3\n//inventory.icon \"AAMOA0\"\nammo.backpackamount 1\nammo.backpackmaxamount 3\nstates\n{\nSpawn:\nPLAY A -1\nstop\n}\n}\n\nactor RifleShot : FastProjectile\n{\nPROJECTILE\n+LOOKALLAROUND\n+SKYEXPLODE\n+DONTBLAST\ndamagetype \"Buster\"\n//seesound \"weapon/mbuster\"\nSpeed 64\nDamage (80)\nradius 5\nheight 5\nscale 2.5\nStates\n{\nSpawn:\nTNT1 A 1\nBASB A 1\nGoto Spawn+1\nDeath:\nBASB A 1\nstop\n}\n}"
      }
    ]
  },
  "maps": []
}

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