Raw model (for completeness)
{
"meta": {
"id": "05e907d6-d255-4ea1-bf7d-123585c16a33",
"sha1": "0d3170a0da742254ad8222bb2d73f3d810808b32",
"sha256": "47af904ece6a1c13fb2c0dd5747561d4c3597421903ebcdbccdedfbe0b8a4b99",
"filenames": [
"insanedoom_beta0.pk3"
],
"additional": {
"engines": [],
"iwad": [],
"filename": null,
"added": "2018-06-03 14:06:15",
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false,
"name": null,
"description": null,
"maps": null,
"graphicOverrides": null,
"screenshots": null,
"palettes": null,
"categories": null
},
"flags": {
"locked": false,
"canDownload": true,
"adult": false,
"hidden": false
},
"added": "2018-06-03 14:06:15",
"file": {
"type": "PK3",
"size": 3791637,
"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/0d3170a0da742254ad8222bb2d73f3d810808b32/0d3170a0da742254ad8222bb2d73f3d810808b32.pk3.gz",
"corrupt": false
},
"content": {
"counts": {
"endoom": 0,
"graphics": 0,
"lumps": 1549,
"maps": 0,
"palettes": 0
}
},
"text_files": [
{
"source": "pk3",
"name": "actors/infernalspider.txt",
"contents": "//=========================================\n//\n// InfernalSpider\n// made by:.+:icytux:+.\n//\n//=========================================\nACTOR BigInfernalSpider 29999\n{\n Radius 72\n Height 120\n Health 12000\n Speed 30\n mass 99999\n meleerange 76\n meleedamage 12\n painchance 3\n translation \"152:159=216:223,9:9=223:223,76:70=216:223,129:132=216:223\"\n BloodColor Orange\n scale 2.0\n SeeSound \"spider2/sight\"\n DeathSound \"spider2/death\"\n PainSound \"spider2/pain\"\n ActiveSound \"spider2/active\"\n MeleeSound \"misc/gibbed\"\n Obituary \"%o was burned to ashes by the infernalspider\"\n HitObituary \"%o was eaten by the infernalspider\"\n Dropitem Minispider\n MONSTER\n +BOSS\n +NORADIUSDMG\n +MISSILEMORE\n +MISSILEEVENMORE\n +DONTHURTSPECIES\n +NOTARGET\n +FLOORCLIP\n States\n {\n Spawn:\n SPI2 AAAAAAAAAA 10 A_Look\n SPI2 A 0 A_Playsound(\"spider/step\")\n SPI2 U 50 ThrustThingZ( 0, 100, 0, 1)\n SPI2 A 0 Radius_Quake(9,64,0,16,0)\n SPI2 A 0 A_Playsound(\"spider/land\")\n loop\n See:\n MNTR A 0 Radius_Quake(4,8,0,16,0)\n SPI2 ABCD 2 A_Chase\n MNTR A 0 A_playsound (\"spider/step\")\n MNTR A 0 Radius_Quake(4,8,0,16,0)\n SPI2 ABCD 2 A_Chase\n MNTR A 0 A_playsound (\"spider/step\")\n MNTR A 0 Radius_Quake(4,8,0,16,0)\n SPI2 ABCD 2 A_Chase\n MNTR A 0 Radius_Quake(4,8,0,16,0)\n MNTR A 0 A_playsound (\"spider/step\")\n SPI2 ABCD 2 A_Chase\n MNTR A 0 Radius_Quake(4,8,0,16,0)\n MNTR A 0 A_playsound (\"spider/step\")\n SPI2 ABCD 2 A_Chase\n MNTR A 0 Radius_Quake(4,8,0,16,0)\n MNTR A 0 A_playsound (\"spider/step\")\n SPI2 ABCD 2 A_Chase\n MNTR A 0 Radius_Quake(4,8,0,16,0)\n MNTR A 0 A_playsound (\"spider/step\")\n loop\n Melee:\n MNTR E 0 A_Facetarget\n SPI2 E 5 A_Meleeattack\n SPI2 A 13 A_Facetarget\n goto see\n Missile:\n MNTR V 0 A_Jump (82,20)\n MNTR V 0 A_Jump (32,9)\n SPI2 U 5 A_Facetarget\n TNT1 A 0 A_jumpifcloser(1024,6)\n SPI2 E 0 A_Facetarget\n MNTR E 0 A_Playsound (\"spider/step\")\n SPI2 U 50 A_Skullattack\n MNTR A 0 A_Playsound (\"spider/land\")\n SPI2 A 1 A_stop\n goto see\n SPI2 U 5 A_Facetarget\n SPI2 X 2 A_custommissile(\"flameshot\", 54, 0, -8, 0)\n SPI2 X 2 A_custommissile(\"flameshot\", 54, 0, 0, 0)\n SPI2 X 2 A_custommissile(\"flameshot\", 54, 0, 8, 0)\n SPI2 X 3 A_Facetarget\n SPI2 U 5\n goto see\n SPI2 E 5 A_Facetarget\n SPI2 E 6 A_throwgrenade(\"minispider\", 85, 10, 20)\n SPI2 E 6 A_throwgrenade(\"minispider\", 85, 10, 20)\n SPI2 E 6 A_throwgrenade(\"minispider\", 85, 10, 20)\n SPI2 E 5\n goto see\n SPI2 E 5 A_Facetarget\n SPI2 U 5 A_Playsound(\"spider2/sight\")\n MNTR W 0 A_Facetarget\n SPI2 X 5 A_Custommissile(\"Hellripper\", 128, 0, 0, 0)\n SPI2 X 17 A_Facetarget\n SPI2 X 2 A_custommissile(\"flameshot\", 54, 0, -8, 0)\n SPI2 X 2 A_custommissile(\"flameshot\", 54, 0, 0, 0)\n SPI2 X 2 A_custommissile(\"flameshot\", 54, 0, 8, 0)\n SPI2 U 5 A_Facetarget\n goto see\n Pain:\n SPI2 E 2 A_Pain\n MNTR E 0 A_Facetarget\n SPI2 E 6 A_throwgrenade(\"minispider\", 85, 10, 20)\n SPI2 E 6 A_throwgrenade(\"minispider\", 85, 10, 20)\n SPI2 E 6 A_throwgrenade(\"minispider\", 85, 10, 20)\n goto see\n Death:\n MNTR A 0 A_Die\n MNTR A 0 A_Fall\n SPI2 F 8 bright A_Pain\n SPI2 G 18 bright A_Scream\n SPI2 HIJKL 3 bright\n SPI2 M -1\n stop\n Raise:\n stop\n}\n}\n\nACTOR flameshot : fatshot\n{\nSpeed 25\nSeeSound \"skeleton/attack\"\nDecal Scorch\nStates\n{\nSpawn:\nSBAL ABC 5 BRIGHT\nloop\nDeath:\nSBAL DEFGH 3 BRIGHT\nstop\n}\n}\nActor Hellripper : fatshot\n{\nSpeed 50\nDamage 30\nExplosionradius 64\nExplosionDamage 50\nSeeSound \"skeleton/attack\"\nDecal Scorch\nStates\n{\nSpawn:\nTNT1 A 1 Bright A_Custommissile(\"archvilefire2\",0,0,90,0)\nTNT1 A 0 Bright A_Custommissile(\"archvilefire2\",0,0,-90,0)\nTNT1 A 0 A_JumpIf (z-floorz<24,1)\nloop\nTNT1 A 0 A_Explode\nTNT1 A 0 ThrustThingZ (0, random(2,3), 0, 0)\nloop\nDeath:\nTNT1 B 5 A_Burst(\"archvilefire2\")\nstop\n}\n}\n\nActor Archvilefire2 : archvilefire\n{\nDamage 5\nSpeed 4\n}\n\nACTOR minispider 19999\n{\nhealth 200\nradius 42\nheight 56\nspeed 12\nPainchance 200\nObituary \"%o was eaten by a spider\"\nHitObituary \"%o was eaten by a spider\"\nSeeSound \"spider2/sight\"\nDeathSound \"spider2/pain\"\nPainSound \"spider2/pain\"\nActiveSound \"spider2/sight\"\nMeleeSound \"misc/gibbed\"\ntranslation 1\ntranslation \"96:111=64:79\"\nscale 1.0\nmeleedamage 6\nMONSTER\n+NOTARGET\nStates\n{\nspawn:\nGAYS A 1 A_Look\nloop\nSee:\nGAYS ABCD 1 A_chase\nloop\nMelee:\nGAYS E 0 A_Facetarget\nGAYS E 8 A_Meleeattack\nGAYS E 13 A_Facetarget\ngoto see\nPain:\nGAYS A 2 A_Pain\nGAYS A 2\ngoto see\nDeath:\nGAYR FEDC 5 A_Setfloorclip\nGAYR B 5 A_Scream\nGAYR A 5 A_Die\nGAYR A 0 A_Fall\nGAYR A -1\nstop\n}\n}\n\nActor SmallInfernalspider : BigInfernalSpider 29998\n{\nHealth 1000\nHeight 42\nRadius 56\nSpeed 32\nMeleeRange 42\nMeleeDamage 8\nDropitem Veryminispider\nScale 1.0\nPainchance 10\n-MISSILEEVENMORE\n-NOTARGET\n-BOSS\nStates\n{\n Spawn:\n SPI2 AAAAAAAAAA 10 A_Look\n loop\n See:\n SPI2 ABCD 2 A_Chase\n MNTR A 0 A_playsound (\"spider/step\")\n SPI2 ABCD 2 A_Chase\n MNTR A 0 A_playsound (\"spider/step\")\n SPI2 ABCD 2 A_Chase\n MNTR A 0 A_playsound (\"spider/step\")\n SPI2 ABCD 2 A_Chase\n MNTR A 0 A_playsound (\"spider/step\")\n SPI2 ABCD 2 A_Chase\n MNTR A 0 A_playsound (\"spider/step\")\n SPI2 ABCD 2 A_Chase\n MNTR A 0 A_playsound (\"spider/step\")\n loop\n Missile:\n TNT1 A 0 A_jumpifcloser(1024,5)\n SPI2 E 0 A_Facetarget\n MNTR E 0 A_Playsound (\"spider/step\")\n SPI2 U 50 A_Skullattack\n MNTR A 0 A_Playsound (\"spider/land\")\n SPI2 A 1 A_stop\n MNTR V 0 A_Jump (82,11)\n MNTR V 0 A_Jump (32,5)\n SPI2 U 5 A_Facetarget\n SPI2 X 2 A_custommissile(\"flameshot\", 16, 0, 0, 0)\n SPI2 X 3 A_Facetarget\n SPI2 U 5\n goto see\n SPI2 E 5 A_Facetarget\n SPI2 E 6 A_throwgrenade(\"veryminispider\", 64, 10, 20)\n SPI2 E 6 A_throwgrenade(\"veryminispider\", 64, 10, 20)\n SPI2 E 6 A_throwgrenade(\"veryminispider\", 64, 10, 20)\n SPI2 E 5\n goto see\n SPI2 E 5 A_Facetarget\n SPI2 U 5 A_Playsound(\"spider2/sight\")\n MNTR W 0 A_Facetarget\n SPI2 X 5 A_Custommissile(\"Hellripper2\", 56, 0, 0, 0)\n SPI2 X 17 A_Facetarget\n SPI2 X 2 A_custommissile(\"flameshot\", 16, 0, -8, 0)\n SPI2 X 2 A_custommissile(\"flameshot\", 16, 0, 0, 0)\n SPI2 X 2 A_custommissile(\"flameshot\", 16, 0, 8, 0)\n SPI2 U 5 A_Facetarget\n goto see\n Pain:\n SPI2 E 2 A_Pain\n MNTR E 0 A_Facetarget\n SPI2 E 6 A_throwgrenade(\"veryminispider\", 85, 10, 20)\n SPI2 E 6 A_throwgrenade(\"veryminispider\", 85, 10, 20)\n SPI2 E 6 A_throwgrenade(\"veryminispider\", 85, 10, 20)\n goto see\n Raise:\n stop\n }\n}\n\nActor Veryminispider : minispider 19998\n{\nHealth 100\nRadius 32\nHeight 24\nScale 0.5\nTranslation 2\nMeleedamage 3\n-NOTARGET\n}\n\nActor Hellripper2 : Hellripper\n{\ndamage 12\n}"
},
{
"source": "pk3",
"name": "actors/DECORATE_Replacements.txt",
"contents": "actor SpiderMastermindReplacement : BigInfernalSpider replaces SpiderMastermind\n{\n\t+ALWAYSFAST\n\tHealth 6000\n\tstates\n\t{\n\tDeath:\n\t\tMNTR A 0 A_Die\n\t\tMNTR A 0 A_Fall\n\t\tSPI2 F 8 bright A_Pain\n\t\tSPI2 G 18 bright A_Scream\n\t\tSPI2 HIJKL 3 bright\n\t\tSPI2 M -1 A_BossDeath\n\t\tstop\n\t}\n}\n\nactor ArachnotronReplacement : SmallInfernalSpider replaces Arachnotron\n{\n\t+ALWAYSFAST\n\tstates\n\t{\n\tDeath:\n\t\tMNTR A 0 A_Die\n\t\tMNTR A 0 A_Fall\n\t\tSPI2 F 8 bright A_Pain\n\t\tSPI2 G 18 bright A_Scream\n\t\tSPI2 HIJKL 3 bright\n\t\tSPI2 M -1 A_BossDeath\n\t\tstop\n\t}\n}\n\nactor DoomImpReplacement : SnakeImp replaces DoomImp { +ALWAYSFAST }\n\nactor ZombiemanReplacement : RapidFireTrooper replaces ZombieMan {\n\tHealth 90\n\tMinMissileChance 50\n\tSpeed 10\n\t+ALWAYSFAST\n\tstates\n\t{\n\tMissile:\n\t\tRFTR E 10 A_FaceTarget\n\t\tRFTR F 5 Bright A_SPosAttack\n\t\tRFTR E 5 A_CPosRefire\n\t\tGoto Missile+1\n\t}\n}\n\nactor ShotgunGuyReplacement : FemaleSergeant replaces ShotgunGuy {\n\t+ALWAYSFAST\n\tHealth 120\n\tMinMissileChance 50\n\tDropItem \"Shotgun\"\n\tstates\n\t{\n\tMissile:\n\t\tCZOW E 5 A_FaceTarget\n\t\tCZOW F 5 Bright A_SPosAttack\n\t\tCZOW E 5 A_CPosRefire\n\t\tGoto Missile+1\n\t}\n}\n\nactor WolfensteinSSReplacement : ZombieHenchman replaces WolfensteinSS {\n\t+ALWAYSFAST\n\tMinMissileChance 50\n\tDropItem \"Clip\"\n\tHealth 120\n}\n\nactor ChaingunGuyReplacement : NailborgCommando replaces ChaingunGuy {\n\t+ALWAYSFAST\n\tDropItem \"ChainGun\"\n}\n\nactor FatsoReplacement : Incubus replaces Fatso\n{\n\t+ALWAYSFAST\n\tHealth 1800\n\tstates\n\t{\n\tXDeath:\n\tDeath:\n\t\tINCB I 12 A_Scream\n\t\tINCB J 12\n\t\tINCB K 8 A_Fall\n\t\tINCB LM 8\n\t\tINCB N -1 A_BossDeath\n\t\tStop\n\t}\n}\n\nactor RevenantReplacement : ShadowBeast replaces Revenant {\n\tradius 20\n\theight 56\n\t+ALWAYSFAST\n}\n\nactor CacodemonReplacement : Cacolich replaces Cacodemon {\n\t+ALWAYSFAST\n\tStates\n\t{\n\tMissile:\n\t\tCALI B 6 A_FaceTarget\n\t\tCALI C 6 A_CustomMissile(\"CacoLichBall\", 35, 0, 0)\n\t\tCALI D 6 A_FaceTarget\n\t\tCALI D 0 A_Jump(16,23)\n\t\tCALI EF 5 A_FaceTarget\n\t\tCALI GFGFGFGFGFGFGFGFGF 1 A_CustomMissile(\"CacoLichFlameFarHoming\", 24, 0, 0)\n\t\tCALI FE 5 A_FaceTarget\n\t\tCALI E 0\n\t\tGoto See\n\t}\n}\n\nactor CacoLichFlameFarHoming : CacoLichFlameFar\n{\n\t+SeekerMISSILE\n\tstates\n\t{\n\tSpawn:\n\t\tCFIR ABCDEFGHIJKLMOP 1 A_SeekerMissile(0,5)\n\t\tStop\n\t}\n}\n\nactor CyberdemonReplacement : Cardinal replaces Cyberdemon\n{\n\t+ALWAYSFAST\n\tstates\n\t{\n\tDeath:\n\t\tCARD E 8 Bright\n\t\tCARD F 8 Bright A_Scream\n\t\tCARD G 8 Bright A_NoBlocking\n\t\tCARD H 8 Bright\n\t\tCARD I 8 Bright A_Explode\n\t\tCARD J 8 Bright\n\t\tCARD K 8 Bright\n\t\tCARD L 8 Bright A_BossDeath\n\t\tStop\n\t}\n}\n\nactor LostSoulReplacement : ESoul replaces LostSoul { +ALWAYSFAST }\n\nactor PainElementalReplacement : Fallen replaces PainElemental {\n\t+ALWAYSFAST\n\tHealth 1300\n}\n\nactor ArchvileReplacement : TornadoDemon replaces Archvile {\n\tHealth 1850\n\t+ALWAYSFAST\n\tstates\n\t{\n\tSee:\n\t\tSILE AABBCCDDEEFF 2 A_VileChase\n\t\tSILE A 0 A_Jump(32,1)\n\t\tLoop\n\t\tTNT1 A 0\n\t\tgoto Super::See +15\n\tMissile:\n\t\tSILE G 0 BRIGHT A_Jump(128,\"Super::Missile\")\n\t\tSILE G 0 BRIGHT A_PlaySound(\"tornado/form\")\n\t\tSILE G 10 BRIGHT A_FaceTarget\n\t\t//SILE H 0 BRIGHT // A_VileTarget(\"Whirlwind\")\n\t\tSILE HHHH 0 BRIGHT A_CustomMissile(\"Whirlwind\",0,0,random(-45,45))\n\t\tSILE H 8 BRIGHT\n\t\tSILE IJKLMN 8 BRIGHT A_FaceTarget\n\t\tSILE OOOO 0 BRIGHT A_CustomMissile(\"Whirlwind\",0,0,random(-45,45))\n\t\tSILE O 8 BRIGHT // A_VileAttack(\"wind/away\",20,70,70,3.5,\"Normal\")\n\t\tSILE P 20 BRIGHT\n\t\tGoto See\n\tHeal:\n\t\tVILE \"[\\]\" 10 BRIGHT\n\t\tgoto See\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/SnakeImp.txt",
"contents": "Actor SnakeImp 3108\n//$Category monsters\n{\n\tHealth 100\n\tRadius 20\n\tHeight 60\n\tSpeed 12\n\tSeeSound \"imp/sight\"\n\tActiveSound \"imp/active\"\n\tPainSound \"imp/pain\"\n\tDeathSound \"imp/death\"\n\tObituary \"%o tasted the venom of the snake imp.\"\n\tHitObituary \"%o was shredded by a snake imp.\"\n\tMONSTER\n\t+FLOORCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tSIMP AB 8 A_Look\n\t\tLoop\n\tSee:\n\t\tSIMP AABBCCDD 4 A_Chase\n\t\tLoop\n\tMelee:\n\tMissile:\n\t\tSIMP EF 8 A_FaceTarget\n\t\tSIMP G 8 A_CustomComboAttack(\"SnakeImpFireball\",40,4,\"imp/melee\")\n\t\tGoto See\n\tPain:\n\t\tSIMP H 4 A_Pain\n\t\tSIMP H 4\n\t\tGoto See\n\tDeath:\n\t\tSIMP I 6\n\t\tSIMP J 6 A_Scream\n\t\tSIMP KL 6\n\t\tSIMP M 6 A_Fall\n\t\tSIMP M -1\n\t\tStop\n\tXDeath:\n\t\tSIMP N 6 A_XScream\n\t\tSIMP O 6 A_Fall\n\t\tSIMP PQRST 6\n\t\tSIMP U -1\n\t\tStop\n\tRaise:\n\t\tSIMP LKJI 5\n\t\tGoto See\n\t}\n}\n\nActor SnakeImpFireball\n{\n\tRadius 8\n\tHeight 16\n\tSpeed 20\n\tDamage 4\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tDecal PlasmaScorchLower\n\tPROJECTILE\n\tStates\n\t{\n\tSpawn:\n\t\tSIBA AB 8\n\t\tLoop\n\tDeath:\n\t\tSIBA CDE 5\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/RapidFireTrooper.txt",
"contents": "ACTOR RapidFireTrooper 3201\n{\n\t//$Category Monsters\n Health 30\n Radius 20\n Height 56\n Speed 8\n PainChance 200\n MONSTER\n +FLOORCLIP\n DropItem Clip\n SeeSound \"grunt/sight\"\n AttackSound \"grunt/attack\"\n PainSound \"grunt/pain\"\n DeathSound \"grunt/death\"\n ActiveSound \"grunt/active\"\n Obituary \"%o was surprised by the zombie's weaponry.\"\n Decal BulletChip\n States\n {\n Spawn:\n RFTR AB 10 A_Look\n Loop\n See:\n RFTR AABBCCDD 4 A_Chase\n Loop\n Missile:\n RFTR E 10 A_FaceTarget\n RFTR F 5 Bright A_PosAttack\n RFTR E 5 A_CPosRefire\n Goto Missile+1\n Pain:\n RFTR G 3\n RFTR G 3 A_Pain\n Goto See\n Death:\n RFTR H 5\n RFTR I 5 A_Scream\n RFTR J 5 A_Fall\n RFTR K 5\n RFTR L -1\n Stop\n XDeath:\n RFTR M 5\n RFTR N 5 A_XScream\n RFTR N 5\n RFTR P 5 A_Fall\n RFTR QRST 5\n RFTR U -1\n Stop\n Raise:\n RFTR KJ 5\n RFTR IH 5\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "actors/NailBorg.txt",
"contents": "Actor NailBorg 27800\n{\n\tOBITUARY \"%o was nailed by a Nail Borg.\"\n\tHealth 180\n\tRadius 20\n\tHeight 56\n\tMass 135\n\tSpeed 15\n\tPainchance 80\n\tScale 1.2\n\tSEESOUND \"Monsters/NBSight\"\n\tACTIVESOUND \"Monsters/NBAct\"\n\tPAINSOUND \"Monsters/NBPain\"\n\tDEATHSOUND \"Monsters/NBDeath\"\n\tTranslation 1\n\tBloodcolor \"7F 3F 00\"\n\tDropItem \"Shell\" 128\n\tDropItem \"Clip\" 128\n\tMONSTER\n\t+FLOORCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tNLBG AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tNLBG AA 4 A_Chase\n\t\tNLBG A 0 A_PlaySound(\"Monsters/NBWalk\")\n\t\tNLBG BBCC 4 A_Chase\n\t\tNLBG CC 0 A_PlaySound(\"Monsters/NBWalk\")\n\t\tNLBG DD 4 A_Chase\n\t\tLoop\n\tMissile:\n \t\tNLBG E 0 A_Jump(96, 27)\n \t\tNLBG E 0 A_Jump(96, 34)\n \t\tNLBG E 10 A_FaceTarget\n \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n \t\tNLBG E 1 BRIGHT\n NLBG E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n \t\tNLBG E 1 BRIGHT A_FaceTarget\n \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n \t\tNLBG E 1 BRIGHT A_FaceTarget\n \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n \t\tNLBG E 1 BRIGHT A_FaceTarget\n \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n \t\tNLBG E 1 BRIGHT A_FaceTarget\n \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n \t\tNLBG E 1 BRIGHT A_FaceTarget\n \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n \t\tNLBG E 1 BRIGHT A_FaceTarget\n \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBG F 3 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n \t\tNLBG E 1 BRIGHT\n \t\tGoto See\n \t\tNLBG E 10 A_FaceTarget\n \t\tNLBG E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBG F 4 A_CustomMissile(\"BorgNail2\", 28, 0, 4, 0, 1)\n \t\tNLBG F 0 A_CustomMissile(\"BorgNail2\", 28, 0, -4, 0, 1)\n \t\tNLBG F 0 A_CustomMissile(\"BorgNail2\", 36 ,0 ,4 , 0, 1)\n \t\tNLBG F 0 A_CustomMissile(\"BorgNail2\", 36, 0, -4, 0, 1)\n \t\tNLBG F 0 BRIGHT A_CustomMissile(\"BorgCenterNail\", 32, 0, 0, 0)\n \t\tNLBG E 15\n \t\tGoto See\n \t\tNLBG E 10 A_FaceTarget\n \t\tNLBG E 0 A_PlaySound(\"Weapons/NailBomb\")\n \t\tNLBG F 4 A_CustomMissile(\"BorgNailBomb\", 32, 0, Random(6, -6), 0)\n \t\tNLBG E 10\n \t\tGoto See\n\tPain:\n\t\tNLBG G 3\n\t\tNLBG G 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tNLBG H 5\n\t\tNLBG I 5 A_Scream\n\t\tNLBG J 5 A_NoBlocking\n\t\tNLBG J 0 A_PlaySound(\"Weapons/NailBomb\")\n\t\tNLBG K 5 A_CustomMissile(\"BorgNailBombBig\", 32, 0, Random(6, -6), 0)\n\t\tNLBG L -1\n\t\tStop\n\tXDeath:\n\t\tNLBG O 5\n\t\tNLBG P 5 A_XScream\n\t\tNLBG Q 5 A_NoBlocking\n\t\tNLBG Q 0 A_PlaySound(\"Weapons/NailBomb\")\n\t\tNLBG RTUV 5 A_CustomMissile(\"BorgNailBombBig\", 32, 0, Random(6, -6), 0)\n\t\tNLBG W -1\n\t\tStop\n\tRaise:\n\t\tNLBG KJIH 5\n\t\tGoto See\n\t}\n}\n\nActor BorgNailBomb\n{\n\tRadius 24\n\tHeight 24\n\tSpeed 20\n\tReactiontime 35\n\tSEESOUND \"Weapons/NBBounce\"\n\tDEATHSOUND \"Weapons/NailBombExp\"\n\tPROJECTILE\n\t-SHOOTABLE\n\t+DOOMBOUNCE\n\t+RANDOMIZE\n\t+GRENADETRAIL\n\t-NOGRAVITY\n\t+CANBOUNCEWATER\n\t+BOUNCEONACTORS\n\tstates\n\t{\n\tSpawn:\n\t\tNBMB A 2 A_Countdown\n\t\tNBMB AB 6\n\t\tLoop\n\tDeath:\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 0)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 40)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 80)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 120)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 160)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 200)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 240)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 280)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 320)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 350)\n\t\tWSMK ABCDE 5\n\t\tStop\n\t}\n}\n\nActor BorgNailBombBig\n{\n\tRadius 24\n\tHeight 24\n\tSpeed 20\n\tReactiontime 35\n\tSEESOUND \"Weapons/NBBounce\"\n\tDEATHSOUND \"Weapons/NailBombExp\"\n\tScale 1.4\n\tPROJECTILE\n\t-SHOOTABLE\n\t+DOOMBOUNCE\n\t+RANDOMIZE\n\t+GRENADETRAIL\n\t-NOGRAVITY\n\t+CANBOUNCEWATER\n\t+BOUNCEONACTORS\n\tstates\n\t{\n\tSpawn:\n\t\tNBMB A 2 A_Countdown\n\t\tNBMB AB 6\n\t\tLoop\n\tDeath:\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 0)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 20)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 40)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 60)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 80)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 100)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 120)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 140)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 160)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 180)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 200)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 220)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 240)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 260)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 280)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 300)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 320)\n\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 340)\n\t\tWSMK ABCDE 5\n\t\tStop\n\t}\n}\n\nActor BorgNail1\n{\n Projectile\n Radius 5\n Height 8\n Speed 32\n Damage 3\n Scale 0.6\n +BLOODSPLATTER\n +PIERCEARMOR\n seeSound \"\"\n DeathSound \"\"\n Decal Bulletchip\n States\n {\n Spawn:\n DART A 1 A_CustomMissile(\"NailBlur\", 0, 0, 180)\n \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n \tLoop\n Crash:\n \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n \tDART BCDEFG 2\n \tStop\n XDeath:\n \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n \tDART BCDEFG 2\n \tStop\n Death:\n \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n \tDART BCDEFG 2\n \tStop\n }\n}\n\nActor BorgNail2\n{\n Projectile\n Radius 6\n Height 8\n Speed 30\n Damage 2\n Scale 0.6\n +BLOODSPLATTER\n seeSound \"\"\n DeathSound \"\"\n Decal Bulletchip\n States\n {\n Spawn:\n DART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n\t\tDART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n \tLoop\n Crash:\n \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n \tDART BCDEFG 2\n \tStop\n XDeath:\n \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n \tDART BCDEFG 2\n \tStop\n Death:\n \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n \tDART BCDEFG 2\n \tStop\n }\n}\n\nActor BorgCenterNail\n{\n Projectile\n Radius 6\n Height 8\n Speed 26\n Damage 3\n +BLOODSPLATTER\n +PIERCEARMOR\n seeSound \"\"\n DeathSound \"\"\n Decal Bulletchip\n States\n {\n Spawn:\n DART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n\t\tDART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n \tLoop\n Crash:\n \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n \tDART BCDEFG 2\n \tStop\n XDeath:\n \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n \tDART BCDEFG 2\n \tStop\n Death:\n \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n \tDART BCDEFG 2\n \tStop\n }\n}\n\nActor NailBlur\n{\n Height 8\n Radius 1\n Damage 0\n Scale 0.6\n Speed 0.2\n RenderStyle Translucent\n Alpha 0.5\n +NOGRAVITY\n +DROPOFF\n States\n {\n Spawn:\n DART A 1 A_FadeOut(0.1)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "actors/NailBorgCommando.txt",
"contents": "Actor NailBorgCommando 27801\n{\n\tOBITUARY \"%o was nailed by a Nail Borg Commando.\"\n\tHealth 230\n\tRadius 20\n\tHeight 56\n\tMass 200\n\tSpeed 14\n\tPainchance 80\n\tScale 1.2\n\tSEESOUND \"Monsters/NBSight\"\n\tACTIVESOUND \"Monsters/NBAct\"\n\tPAINSOUND \"Monsters/NBPain\"\n\tDEATHSOUND \"Monsters/NBDeath\"\n\tTranslation 1\n\tBloodcolor \"7F 3F 00\"\n\tDropItem \"ShellBox\" 128\n\tDropItem \"ClipBox\" 128\n\tMONSTER\n\t+FLOORCLIP\n\tStates\n\t{\n\tSpawn:\n\t\tNLBC AB 10 A_Look\n\t\tLoop\n\tSee:\n\t\tNLBC AA 4 A_Chase\n\t\tNLBC A 0 A_PlaySound(\"Monsters/NBWalk\")\n\t\tNLBC BBCC 4 A_Chase\n\t\tNLBC CC 0 A_PlaySound(\"Monsters/NBWalk\")\n\t\tNLBC DD 4 A_Chase\n\t\tLoop\n\tMissile:\n \t\tNLBC E 0 A_Jump(96, 27)\n \t\tNLBC E 0 A_Jump(96, 34)\n \t\tNLBC E 8 A_FaceTarget\n \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n \t\tNLBC E 1 BRIGHT\n\t\t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n \t\tNLBC E 1 BRIGHT A_FaceTarget\n \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n \t\tNLBC E 1 BRIGHT A_FaceTarget\n \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n \t\tNLBC E 1 BRIGHT A_FaceTarget\n \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n \t\tNLBC E 1 BRIGHT A_FaceTarget\n \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 10, Random(6, -6), 0, 1)\n \t\tNLBC E 1 BRIGHT A_FaceTarget\n \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n \t\tNLBC E 1 BRIGHT A_FaceTarget\n \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBC F 2 BRIGHT A_CustomMissile(\"BorgNail1\", 32, 0, Random(6, -6), 0, 1)\n \t\tNLBC E 1 BRIGHT\n \t\tGoto See\n \t\tNLBC E 8 A_FaceTarget\n \t\tNLBC E 0 A_PlaySound(\"weapons/nailfire\")\n \t\tNLBC F 4 A_CustomMissile(\"BorgNail2\", 28, 10, 4, 0, 1)\n \t\tNLBC F 0 A_CustomMissile(\"BorgNail2\", 28, 10, -4, 0, 1)\n \t\tNLBC F 0 A_CustomMissile(\"BorgNail2\", 36 ,10 ,4 , 0, 1)\n \t\tNLBC F 0 A_CustomMissile(\"BorgNail2\", 36, 10, -4, 0, 1)\n \t\tNLBC F 0 BRIGHT A_CustomMissile(\"BorgCenterNail\", 32, 0, 0, 0)\n \t\tNLBC E 12\n \t\tGoto See\n \t\tNLBC E 8 A_FaceTarget\n \t\tNLBC E 0 A_PlaySound(\"Weapons/NailBomb\")\n \t\tNLBC F 4 A_CustomMissile(\"BorgNailBomb\", 32, 10, Random(6, -6), 0)\n \t\tNLBC E 8\n \t\tGoto See\n\tPain:\n\t\tNLBC C 3\n\t\tNLBC C 3 A_Pain\n\t\tGoto See\n\tDeath:\n\t\tNLBC H 5 A_Scream\n\t\tNLBC I 5\n\t\tNLBC J 5 A_NoBlocking\n\t\tNLBC J 0 A_PlaySound(\"Weapons/NailBomb\")\n\t\tNLBC K 5 A_CustomMissile(\"BorgNailBombBig\", 32, 0, Random(6, -6), 0)\n\t\tNLBC L 5\n\t\tNLBC M 5\n\t\tNLBC N -1\n\t\tStop\n\tXDeath:\n\t\tNLBC O 5\n\t\tNLBC P 5 A_XScream\n\t\tNLBC Q 5 A_NoBlocking\n\t\tNLBC Q 0 A_PlaySound(\"Weapons/NailBomb\")\n\t\tNLBC RTUV 5 A_CustomMissile(\"BorgNailBombBig\", 32, 0, Random(6, -6), 0)\n\t\tNLBC W -1\n\t\tStop\n\tRaise:\n\t\tNLBC KJIH 5\n\t\tGoto See\n\t}\n}\n\n//Actor BorgNailBomb\n//{\n//\tRadius 24\n//\tHeight 24\n//\tSpeed 20\n//\tReactiontime 35\n//\tSEESOUND \"Weapons/NBBounce\"\n//\tDEATHSOUND \"Weapons/NailBombExp\"\n//\tPROJECTILE\n//\t-SHOOTABLE\n//\t+DOOMBOUNCE\n//\t+RANDOMIZE\n//\t+GRENADETRAIL\n//\t-NOGRAVITY\n//\t+CANBOUNCEWATER\n//\t+BOUNCEONACTORS\n//\tstates\n//\t{\n//\tSpawn:\n//\t\tNBMB A 2 A_Countdown\n//\t\tNBMB AB 6\n//\t\tLoop\n//\tDeath:\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 0)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 40)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 80)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 120)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 160)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 200)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 240)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 280)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 320)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 350)\n//\t\tWSMK ABCDE 5\n//\t\tStop\n//\t}\n//}\n\n//Actor BorgNailBombBig\n//{\n//\tRadius 24\n//\tHeight 24\n//\tSpeed 20\n//\tReactiontime 35\n//\tSEESOUND \"Weapons/NBBounce\"\n//\tDEATHSOUND \"Weapons/NailBombExp\"\n//\tScale 1.4\n//\tPROJECTILE\n//\t-SHOOTABLE\n//\t+DOOMBOUNCE\n//\t+RANDOMIZE\n//\t+GRENADETRAIL\n//\t-NOGRAVITY\n//\t+CANBOUNCEWATER\n//\t+BOUNCEONACTORS\n//\tstates\n//\t{\n//\tSpawn:\n//\t\tNBMB A 2 A_Countdown\n//\t\tNBMB AB 6\n//\t\tLoop\n//\tDeath:\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 0)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 20)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 40)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 60)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 80)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 100)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 120)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 140)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 160)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 180)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 200)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 220)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 240)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 260)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 280)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 300)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 320)\n//\t\tWSMK E 0 A_CustomMissile(\"BorgNail1\", 4, 2, 340)\n//\t\tWSMK ABCDE 5\n//\t\tStop\n//\t}\n//}\n\n//Actor BorgNail1\n//{\n// Projectile\n// Radius 5\n// Height 8\n// Speed 32\n// Damage 3\n// Scale 0.6\n// +BLOODSPLATTER\n// +PIERCEARMOR\n// seeSound \"\"\n// DeathSound \"\"\n// Decal Bulletchip\n// States\n// {\n// Spawn:\n// DART A 1 A_CustomMissile(\"NailBlur\", 0, 0, 180)\n// \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n// \tLoop\n// Crash:\n// \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n// \tDART BCDEFG 2\n// \tStop\n// XDeath:\n// \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n// \tDART BCDEFG 2\n// \tStop\n// Death:\n// \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n// \tDART BCDEFG 2\n// \tStop\n// }\n//}\n\n//Actor BorgNail2\n//{\n// Projectile\n// Radius 6\n// Height 8\n// Speed 30\n// Damage 2\n// Scale 0.6\n// +BLOODSPLATTER\n// seeSound \"\"\n// DeathSound \"\"\n// Decal Bulletchip\n// States\n// {\n// Spawn:\n// DART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n// \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n//\t\tDART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n// \tLoop\n// Crash:\n// \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n// \tDART BCDEFG 2\n// \tStop\n// XDeath:\n// \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n// \tDART BCDEFG 2\n// \tStop\n// Death:\n// \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n// \tDART BCDEFG 2\n// \tStop\n// }\n//}\n\n//Actor BorgCenterNail\n//{\n// Projectile\n// Radius 6\n// Height 8\n// Speed 26\n// Damage 3\n// +BLOODSPLATTER\n// +PIERCEARMOR\n// seeSound \"\"\n// DeathSound \"\"\n// Decal Bulletchip\n// States\n// {\n// Spawn:\n// DART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n// \tDART A 0 A_PlaySound(\"weapons/nailflight\")\n//\t\tDART A 1 A_SpawnItemEx(\"NailBlur\", 0, 0, 0, 0.2, 0, 0, 180, 128)\n// \tLoop\n// Crash:\n// \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n// \tDART BCDEFG 2\n// \tStop\n// XDeath:\n// \tDART B 0 A_PlaySound(\"weapons/nailhitbleed\")\n// \tDART BCDEFG 2\n// \tStop\n// Death:\n// \tDART B 0 A_PlaySound(\"weapons/nailhit\")\n// \tDART BCDEFG 2\n// \tStop\n// }\n//}\n\n//Actor NailBlur\n//{\n// Height 8\n// Radius 1\n// Damage 0\n// Scale 0.6\n// Speed 0.2\n// RenderStyle Translucent\n// Alpha 0.5\n// +NOGRAVITY\n// +DROPOFF\n// States\n// {\n// Spawn:\n// DART A 1 A_FadeOut(0.1)\n// Loop\n// }\n//}"
},
{
"source": "pk3",
"name": "actors/Incubus.txt",
"contents": "ACTOR Incubus 30083\n{\n Health 3000\n Radius 48\n Height 64\n Speed 12\n PainChance 32\n ReactionTime 8\n Mass 2000\n MONSTER\n +FLOORCLIP\n +DONTSQUASH\n +DONTMORPH\n +DONTBLAST\n +NOTELEOTHER\n +DONTHURTSPECIES\n SeeSound \"incubus/sight\"\n PainSound \"incubus/pain\"\n DeathSound \"incubus/death\"\n ActiveSound \"incubus/active\"\n Obituary \"%o was destroyed by an Incubus.\"\n DropItem CellPack\n DropItem RocketBox\n States\n {\n Spawn:\n INCB AD 10 A_Look\n Loop\n See:\n INCB AAABBB 4 A_Chase\n INCB A 0 A_PlaySound(\"incubus/walk\")\n INCB CCCDDD 4 A_Chase\n INCB C 0 A_PlaySound(\"incubus/walk\")\n Loop\n Missile:\n INCB E 0 A_Jump(192,17)\n INCB E 0 A_PlaySound(\"incubus/attack1\")\n INCB EEE 8 A_FaceTarget\n INCB F 8 Bright A_CustomMissile(\"IncubusHomingRocketShot\",35,42,359,0)\n INCB E 4 A_FaceTarget\n INCB E 4 A_CPosReFire\n INCB G 8 Bright A_CustomMissile(\"IncubusHomingRocketShot\",34,-39,1,0)\n INCB E 4 A_FaceTarget\n INCB E 4 A_CPosReFire\n INCB F 8 Bright A_CustomMissile(\"IncubusHomingRocketShot\",35,42,359,0)\n INCB E 4 A_FaceTarget\n INCB E 4 A_CPosReFire\n INCB G 8 Bright A_CustomMissile(\"IncubusHomingRocketShot\",34,-39,1,0)\n INCB EE 8 A_FaceTarget\n Goto See\n INCB E 0 A_PlaySound(\"incubus/attack2\")\n INCB EEE 8 A_FaceTarget\n INCB H 0 A_CustomMissile(\"IncubusPhotonShot\",72,-12,359,0)\n INCB H 5 Bright A_CustomMissile(\"IncubusPhotonShot\",72,12,1,0)\n INCB E 5 A_FaceTarget\n INCB H 0 A_CustomMissile(\"IncubusPhotonShot\",72,-12,359,0)\n INCB H 5 Bright A_CustomMissile(\"IncubusPhotonShot\",72,12,1,0)\n INCB E 5 A_FaceTarget\n INCB H 0 A_CustomMissile(\"IncubusPhotonShot\",72,-12,359,0)\n INCB H 5 Bright A_CustomMissile(\"IncubusPhotonShot\",72,12,1,0)\n INCB EE 8 A_FaceTarget\n Goto See\n Pain:\n INCB D 5\n INCB C 5 A_Pain\n Goto See\n Death:\n INCB I 12 A_Scream\n INCB J 12\n INCB K 8 A_Fall\n INCB LM 8\n INCB N -1\n Stop\n XDeath:\n INCB I 12 A_Scream\n INCB J 12\n INCB K 2 A_Fall\n INCB LM 8\n INCB N -1\n Stop\n Raise:\n INCB NMLKJI 10\n Goto See\n }\n}\n\nACTOR HomingRocketShot\n{\n Radius 11\n Height 8\n Speed 23\n Damage 15\n PROJECTILE\n +SEEKERMISSILE\n ExplosionDamage 96\n ExplosionRadius 78\n DeathSound \"weapons/homingexplode\"\n States\n {\n Spawn:\n MSLH A 1 Bright A_SeekerMissile(9,6)\n MSLH A 2 Bright A_SpawnItemEx(\"HomingRocketTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n Loop\n Death:\n MISL E 0 A_SetTranslucent(0.8,1)\n MISL E 4 Bright A_Explode\n MISL F 5 Bright\n MISL GHI 6 Bright\n MISL J 5 Bright\n MISL K 4 Bright\n Stop\n }\n}\n\nACTOR HomingRocketShot2\n{\n Radius 11\n Height 8\n Speed 23\n Damage 15\n PROJECTILE\n +SEEKERMISSILE\n ExplosionDamage 96\n ExplosionRadius 78\n DeathSound \"weapons/homingexplode\"\n States\n {\n Spawn:\n MSLH A 1 Bright A_SeekerMissile(9,6)\n MSLH A 2 Bright A_SpawnItemEx(\"HomingRocketTrail\", 0, 0, 0, 1, 0, 0, 0, 128)\n Loop\n Death:\n BOOM A 0 A_SetTranslucent(0.8,1)\n BOOM A 3 Bright A_Explode\n BOOM BCDEFGHIJKLMNOPQRSTUVXY 3 Bright\n Stop\n }\n}\n\nACTOR HomingRocketTrail\n{\n Radius 4\n Height 3\n Speed 1\n Scale 0.6\n +NOGRAVITY\n +NOTELEPORT\n RenderStyle Translucent\n Alpha 0.33\n States\n {\n Spawn:\n MTRL A 2\n MTRL BCD 3\n MTRL E 4 A_SetTranslucent(0.2)\n MTRL F 5 A_SetTranslucent(0.1)\n Stop\n }\n}\n\nACTOR IncubusHomingRocketShot : HomingRocketShot\n{\n SeeSound \"weapons/rocklf\"\n States\n {\n Spawn:\n MSLH A 1 Bright A_SeekerMissile(5,0)\n MSLH A 1 Bright A_SpawnItemEx(\"HomingRocketTrail\",0,0,0,1,0,0,0,128)\n Loop\n }\n}\n\nACTOR IncubusPhotonShot\n{\n Radius 3\n Height 4\n Speed 35\n Damage 12\n Scale 0.5\n PROJECTILE\n +STRIFEDAMAGE\n SeeSound \"incubus/shot\"\n DeathSound \"incubus/hit\"\n Renderstyle Add\n Alpha 1.0\n States\n {\n Spawn:\n INCS AB 3 Bright\n Loop\n Death:\n INCS C 6 Bright\n INCS D 6 Bright\n INCS E 6 Bright\n Stop\n }\n}\n\nACTOR GreaterIncubus 30084\n{\n Health 5000\n Radius 48\n Height 64\n Speed 12\n Scale 1.35\n PainChance 24\n ReactionTime 8\n Mass 5000\n MONSTER\n +BOSS\n +FLOORCLIP\n +DONTBLAST\n +MISSILEMORE\n +MISSILEEVENMORE\n +DONTHURTSPECIES\n BloodColor \"Blue\"\n SeeSound \"incubus2/sight\"\n PainSound \"incubus2/pain\"\n DeathSound \"incubus2/death\"\n ActiveSound \"incubus2/active\"\n Translation \"64:79=32:47\", \"48:63=16:31\", \"128:151=32:47\", \"236:239=44:47\", \"9:15=41:47\", \"169:191=192:207\"\n Obituary \"%o stood in awe of the Greater Incubus\"\n DropItem BackPack\n DropItem GreenArmor\n States\n {\n Spawn:\n INCB AC 10 A_Look\n Loop\n See:\n INCB AAABBB 4 A_Chase\n INCB A 0 A_PlaySound(\"incubus2/walk\")\n INCB CCCDDD 4 A_Chase\n INCB C 0 A_PlaySound(\"incubus2/walk\")\n Loop\n Missile:\n INCB E 0 A_Jump(192,17)\n INCB E 0 A_PlaySound(\"incubus2/attack1\")\n INCB EEE 8 A_FaceTarget\n INCB F 8 Bright A_CustomMissile(\"IncubusHomingRocketShot2\",47,55,-2,0)\n INCB E 4 A_FaceTarget\n INCB E 4 A_CPosReFire\n INCB G 8 Bright A_CustomMissile(\"IncubusHomingRocketShot2\",44,-51,2,0)\n INCB E 4 A_FaceTarget\n INCB E 4 A_CPosReFire\n INCB F 8 Bright A_CustomMissile(\"IncubusHomingRocketShot2\",47,55,-2,0)\n INCB E 4 A_FaceTarget\n INCB E 4 A_CPosReFire\n INCB G 8 Bright A_CustomMissile(\"IncubusHomingRocketShot2\",44,-51,2,0)\n INCB EE 8 A_FaceTarget\n Goto See\n INCB E 0 A_PlaySound(\"incubus2/attack2\")\n INCB EEE 8 A_FaceTarget\n INCB H 0 A_CustomMissile(\"IncubusFlameBall\",94,-21,-2,0)\n INCB H 5 Bright A_CustomMissile(\"IncubusFlameBall\",94,13,2,0)\n INCB E 5 A_FaceTarget\n INCB H 0 A_CustomMissile(\"IncubusFlameBall\",94,-21,3,0)\n INCB H 5 Bright A_CustomMissile(\"IncubusFlameBall\",94,13,-3,0)\n INCB E 5 A_FaceTarget\n INCB H 0 A_CustomMissile(\"IncubusFlameBall\",94,-21,-6,0)\n INCB H 5 Bright A_CustomMissile(\"IncubusFlameBall\",94,13,6,0)\n INCB E 5 A_FaceTarget\n INCB H 0 A_CustomMissile(\"IncubusFlameBall\",94,-21,3,0)\n INCB H 5 Bright A_CustomMissile(\"IncubusFlameBall\",94,13,-3,0)\n INCB EE 8 A_FaceTarget\n INCB H 0 A_CustomMissile(\"IncubusFlameBall\",94,-21,-1,0)\n INCB H 5 Bright A_CustomMissile(\"IncubusFlameBall\",94,13,1,0)\n INCB EE 8 A_FaceTarget\n Goto See\n Pain:\n INCB D 5\n INCB C 5 A_Pain\n Goto See\n Death:\n INCB I 12 A_Scream\n INCB J 12\n INCB K 8 A_Fall\n INCB LM 8\n INCB N -1\n Stop\n XDeath:\n INCB I 12 A_Scream\n INCB J 12\n INCB K 2 A_Fall\n INCB LM 8\n INCB N -1\n Stop\n Raise:\n INCB NMLKJI 10\n Goto See\n }\n}\n\nACTOR IncubusFlameBall\n{\n\tRadius 12\n\tHeight 8\n\tSpeed 27\n\tDamage 25\n Scale 0.7\n\tPROJECTILE\n\tDamagetype Fire\n\tExplosionDamage 112\n\tExplosionRadius 96\n\tSeeSound \"vile/firecrkl\"\n DeathSound \"weapons/flameballexplode\"\n\tStates\n\t{\n\tSpawn:\n\t\tFLAM A 1 Bright A_SpawnItemEx(\"FlameBallTrail\",0,0,0,0,0,0,0,128)\n FLAM A 1 A_CustomMissile(\"IncubusFlameBall2\",0,0,0)\n\t\tLoop\n Death:\n TNT1 A 1 A_CustomMissile(\"FlameBallExplosion\",0,0,0,0)\n Stop\n \t}\n}\n\nactor IncubusFlameBall2\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tScale 0.6\n\t+NOGRAVITY\n\tStates\n\t{\n\tSpawn:\n\t\tFLAM A 1 Bright A_SpawnItemEx(\"FlameBallTrail2\",0,0,0,1,0,0,128)\n FLAM ABC 4 Bright\n\t\tStop\n\t}\n}\n\nACTOR FlameBallTrail\n{\n Radius 4\n Height 3\n Speed 1\n Scale 2.5\n +NOGRAVITY\n +NOTELEPORT\n RenderStyle Translucent\n Alpha 0.33\n States\n {\n Spawn:\n MTRL CCDD 2\n MTRL E 4 A_SetTranslucent(0.2)\n MTRL F 5 A_SetTranslucent(0.1)\n Stop\n }\n}\n\nACTOR FlameBallTrail2\n{\n Radius 4\n Height 3\n Speed 1\n Scale 2.0\n +NOGRAVITY\n +NOTELEPORT\n RenderStyle Translucent\n Alpha 0.33\n States\n {\n Spawn:\n MTRL CCDD 2\n MTRL E 4 A_SetTranslucent(0.2)\n MTRL F 5 A_SetTranslucent(0.1)\n Stop\n }\n}\n\nACTOR FlameBallExplosion\n{\n Radius 1\n Height 1\n Damagetype Fire\n Renderstyle ADD\n Scale 2.0\n PROJECTILE\n DONTHURTSHOOTER\n +MISSILE\n +DONTFALL\n +GHOST\n +FORCERADIUSDMG\n ExplosionDamage 128\n ExplosionRadius 112\n SeeSound \"weapons/flameballexplode\"\n States\n {\n Spawn:\n TNT1 A 0 A_Die\n Death:\n MISL E 0 A_SetTranslucent(0.8,1)\n MISL E 4 Bright A_Explode\n MISL F 5 Bright\n MISL GHI 6 Bright\n MISL J 5 Bright\n MISL K 4 Bright\n Stop\n }\n}\n\nACTOR IncubusHomingRocketShot2 : HomingRocketShot2\n{\n SeeSound \"weapons/rocklf\"\n Scale 1.5\n ExplosionDamage 112\n ExplosionRadius 96\n Translation \"197:207=184:191\"\n States\n {\n Spawn:\n MSLH A 1 Bright A_SeekerMissile(5,0)\n MSLH A 1 Bright A_SpawnItemEx(\"HomingRocketTrail2\",0,0,0,1,0,0,0,128)\n Loop\n }\n}\n\nACTOR HomingRocketTrail2 : HomingRocketTrail\n{\n Scale 1.5\n}"
},
{
"source": "pk3",
"name": "actors/DeathIncarnate.txt",
"contents": "//Monster-Death Incarnate\nACTOR Incarnate 30115\n{\nHealth 300\nRadius 20\nHeight 56\nMass 500\nSpeed 12\nMeleeDamage 7\nPainChance 64\nMONSTER\nDamagefactor hitscan, 0\n+FLOORCLIP\n+SHORTMISSILERANGE\n+DONTHURTSPECIES\nObituary \"%o was killed by a Death Incarnate's glare.\"\nHitObituary \"%o was beaten to death by a Death Incarnate.\"\nSeeSound \"monster/incsit\"\nPainSound \"skeleton/pain\"\nDeathSound \"monster/incdth\"\nActiveSound \"monster/incact\"\nAttackSound \"monster/incatk\"\nMeleeSound \"monster/inchit\"\nStates\n {\n Spawn:\n INCA AB 10 A_Look\n Loop\n See:\n INCA AABBCCDDEEFF 2 A_Chase\n Loop\n Melee:\n INCA G 0 A_Jump(128,5)\n INCA G 0 A_FaceTarget\n INCA G 6 A_SkelWhoosh\n INCA H 6 A_FaceTarget\n INCA I 6 A_MeleeAttack\n Goto See\n INCA R 0 A_FaceTarget\n INCA R 5 A_SkelWhoosh\n INCA S 5 A_FaceTarget\n INCA T 5 A_MeleeAttack\n INCA G 0 A_FaceTarget\n INCA G 5 A_SkelWhoosh\n INCA H 5 A_FaceTarget\n INCA I 5 A_MeleeAttack\n Goto See\n Missile:\n INCA J 5 A_FaceTarget\n INCA J 5\n INCA U 10 Bright A_CustomBulletAttack(30,0,5,3,\"DIpuff\",1024)\n INCA K 10\n Goto See\n Pain:\n INCA L 5\n INCA L 5 A_Pain\n Goto See\n Death:\n INCA L 0 A_Jump(192,7)\n INCA LM 7\n INCA N 7 A_Scream\n INCA O 7 A_NoBlocking\n INCA P 7\n INCA Q -1\n Stop\n INCA LM 7\n INCA N 7 A_Scream\n INCA O 7 A_NoBlocking\n INCA P 7\n INCA Q 0 A_Jump(192,4)\n INCA Q 0 A_Jump(128,4)\n INCA Q 0 A_Jump(96,4)\n INCA Q 0 A_Jump(64,4)\n INCA Q 115\n INCA Q 115\n INCA Q 115\n INCA Q 115\n INCA Q 115\n INCA Q -1 Thing_Raise(0)\n Stop\n XDeath:\n INCX A 10 Bright A_Playsound(\"monster/incexp\")\n INCX BC 5 Bright\n INCX D 5 Bright A_NoBlocking\n INCX D 0 Bright A_SpawnItem(\"HS\",0,32)\n INCX EFGHIJ 5 Bright\n INCX K -1\n Raise:\n INCA Q 0 A_KillChildren\n INCA QPONML 5\n Goto See\n }\n}\n\nACTOR DIPuff\n{\n Radius 0\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE NONE\n DamageType hitscan\n States\n {\n Spawn:\n NULL A 2 Bright\n Stop\n }\n}\n//End of Incarnate\n//Hades Sphere\n\nACTOR HS 30116\n{\nHealth 35\nRadius 16\nHeight 32\nMass 3000\nSpeed 10\nExplosionDamage 128\nExplosionRadius 112\nRENDERSTYLE Normal\nObituary \"%o was blown away by a Hades Sphere.\"\nPAINCHANCE 0\nMONSTER\n+LOOKALLAROUND\n+DONTGIB\n+NOTARGET\n+NOGRAVITY\n+FLOAT\n+DONTFALL\n+DONTHURTSPECIES\n+LONGMELEERANGE\nSeeSound \"monster/hadsit\"\nStates\n {\n Spawn:\n NULL A 1 Bright A_Look\n Loop\n See:\n HADE EFGH 4 Bright\n HADE A 2 Bright A_Playsound(\"monster/hadwlk\")\n HADE ABBCCDD 2 Bright A_Chase\n HADE D 0 Bright A_Jump (32,1)\n Goto See+4\n HADE H 0 Bright A_UnSetSolid\n HADE H 0 Bright A_UnSetShootable\n HADE H 5 Bright A_Playsound(\"monster/hadtel\")\n HADE GFEIJKL 4 Bright\n NULL AAAAAAAA 2 Bright A_Chase\n NULL A 0 Bright A_Jump (96,1)\n Goto See+24\n HADE L 3 Bright A_Playsound(\"monster/hadtel\")\n HADE KJIEFG 4 Bright\n HADE H 0 Bright A_SetShootable\n HADE H 0 Bright A_SetSolid\n Goto See+4\n Melee:\n HADE H 0 A_SetInvulnerable\n HADE HGFE 4 Bright\n HADE E 0 A_UnSetInvulnerable\n HADE E 0 A_Die\n stop\n Death:\n HADE E 0 Bright A_Noblocking\n HADE E 0 Bright A_CustomMissile(\"HSBoom\",0,0,0,0)\n Stop\n XDeath:\n HADE N 0 Bright A_Noblocking\n HADE H 5 Bright A_PlaySound(\"monster/haddth\")\n HADE GFE 4 Bright\n HADE RSTUVWX 4 Bright\n Stop\n }\n}\n\nACTOR HSBoom\n{\n Radius 1\n Height 1\n Speed 0\n Damage 0\n Alpha 0.90\n ExplosionDamage 112\n ExplosionRadius 112\n PROJECTILE\n RENDERSTYLE ADD\n DONTHURTSHOOTER\n SeeSound \"monster/hadexp\"\n States\n {\n Spawn:\n NULL A 0 Bright\n Goto Death\n Death:\n HADE M 4 Bright A_Explode\n HADE NOPQ 5 Bright\n Stop\n }\n}\n//End of Hades Sphere"
},
{
"source": "pk3",
"name": "actors/Cacolich.txt",
"contents": "ACTOR CacoLich1 3131\n{\n\tHealth 500\n\tSpeed 12\n\tRadius 31\n\tHeight 56\n\tPainChance 96\n\tMass 500\n\tSeeSound \"CacoLich/Sight\"\n\tActiveSound \"CacoLich/Active\"\n\tPainSound \"CacoLich/Pain\"\n\tDeathSound \"CacoLich/Death\"\n\tObituary \"%o was blasted by the Cacolich\"\n\tMONSTER\n +NOGRAVITY\n\t+FLOAT\n\tStates\n\t{\n\tSpawn:\n CALI A 1 A_Look\n\t Loop\n\tSee:\n\t CALI A 4 A_Chase\n Loop\n Missile:\n CALI B 6 A_FaceTarget\n CALI C 6 A_CustomMissile(\"CacoLichBall\", 35, 0, 0)\n CALI D 6 A_FaceTarget\n CALI D 0 A_Jump(16,23)\n CALI EF 5 A_FaceTarget\n CALI GFGFGFGFGFGFGFGFGF 1 A_CustomMissile(\"CacoLichFlameFar\", 24, 0, 0)\n CALI FE 5 A_FaceTarget\n CALI E 0\n Goto See\n Melee:\n CALI EF 5 A_FaceTarget\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 0)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 1)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 2)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 3)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 4)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 5)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 6)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 7)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 8)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 9)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 10)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 12)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 12)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 13)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 14)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 15)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 16)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 17)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 18)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 19)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 20)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 19)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 18)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 17)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 16)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 15)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 14)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 13)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 12)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 11)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 10)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 9)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 8)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 7)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 6)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 5)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 4)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 3)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 2)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 1)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 0)\n CALI G 0 A_SpidRefire\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -1)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -2)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -3)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -4)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -5)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -6)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -7)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -8)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -9)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -10)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -12)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -12)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -13)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -14)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -15)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -16)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -17)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -18)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -19)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -20)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -19)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -18)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -17)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -16)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -15)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -14)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -13)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -12)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -11)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -10)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -9)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -8)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -7)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -6)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -5)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -4)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -3)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -2)\n CALI F 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, -1)\n CALI G 1 A_CustomMissile(\"CacoLichFlame\", 24, 0, 0)\n Goto See\n\tPain:\n CALI H 3\n CALI I 6 A_Pain\n Goto See\n Death:\n CALI J 0\n CALI J 0 A_SetFloorClip\n CALI J 6 A_Scream\n CALI KLMN 6\n Wait\n Crash:\n CALI OP 6\n CALI Q 6 A_NoBlocking\n CALI R 6\n CALI S -1\n Stop\n\t}\n}\n\nACTOR CacoLichBall\n{\n Radius 8\n Height 6\n Speed 12\n Damage 7\n\tPROJECTILE\n\t+SEEKERMISSILE\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"Imp/attack\"\n\tDeathSound \"Imp/shotx\"\n\tDecal CacoScorch\n\tStates\n\t{\n\tSpawn:\n\t CBAL AB 4 BRIGHT A_SeekerMissile(5,15)\n\t Loop\n\tDeath:\n\t CBAL CDEFG 6 BRIGHT\n\t Stop\n\t}\n}\n\nACTOR CacoLichFlameFar\n{\n\tRadius 4\n\tHeight 6\n\tSpeed 30\n\tDamage 4\n\tPROJECTILE\n\t+STRIFEDAMAGE\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"CacoFlame/attack\"\n\tStates\n\t{\n\tSpawn:\n CFIR ABCDEFGHIJKLMOP 1\n\t Stop\n\tDeath:\n CFIR HIJKLMOP 1\n\t Stop\n\t}\n}\n\nACTOR CacoLichFlame\n{\n\tRadius 4\n\tHeight 6\n\tSpeed 28\n\tDamage 1\n\tPROJECTILE\n\t+STRIFEDAMAGE\n\tRENDERSTYLE ADD\n\tALPHA 0.8\n\tSeeSound \"CacoFlame/attack\"\n\tStates\n\t{\n\tSpawn:\n CFIR ABCDEFGHIJKLMOP 1\n\t Stop\n\tDeath:\n CFIR HIJKLMOP 1\n\t Stop\n\t}\n}\n\nACTOR Cacolich 3132\n{\n\n Health 500\n Radius 31\n Height 56\n Speed 13\n PainChance 145\n MONSTER\n +NOGRAVITY\n +FLOAT\n Obituary \"%o's spirit was eradicated by a Cacolich!\"\n\tSeeSound \"CacoLich/Sight\"\n\tActiveSound \"CacoLich/Active\"\n\tPainSound \"CacoLich/Pain\"\n\tDeathSound \"CacoLich/Death\"\n States\n {\n Spawn:\n CALI A 10 A_Look\n Loop\n See:\n CALI A 4 A_Chase\n Loop\n Missile:\n CALI B 0 A_Jump (128,4)\n CALI B 5 A_FaceTarget\n CALI C 5 A_Custommissile (\"CacoLichBall\",35,0,0)\n CALI D 5 A_FaceTarget\n Goto See\n CALI E 5 A_FaceTarget\n CALI F 5 A_FaceTarget\n CALI G 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 0 A_Custommissile (\"GasstreamNoDamage\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 0 A_Custommissile (\"GasstreamNoDamage\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI G 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 0 A_Custommissile (\"GasstreamNoDamage\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI G 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI G 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI F 0 A_Custommissile (\"Gasstream\",20,0,0)\n CALI F 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI G 2 A_FaceTarget\n CALI F 5 A_FaceTarget\n CALI E 5 A_FaceTarget\n Goto See\n Pain:\n CALI H 5\n CALI I 3 A_Pain\n Goto See\n Death:\n CALI J 0\n CALI J 0 A_SetFloorClip\n CALI J 6 A_Scream\n CALI KLMN 6\n Wait\n Crash:\n CALI OP 6\n CALI Q 6 A_NoBlocking\n CALI R 6\n CALI S -1\n Stop\n }\n}\n\nactor Gasstream\n{\n Radius 6\n Height 10\n Speed 5\n Damage 3\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n States\n {\n Spawn:\n CFIR ABCDEFGH 3 BRIGHT\n Death:\n CFIR IJKLMNOP 3 BRIGHT\n Stop\n }\n}\n\nactor GasstreamNoDamage : Gasstream\n{\n Damage 0\n}"
},
{
"source": "pk3",
"name": "actors/DarkCardinal.txt",
"contents": "//=================================================\n// based on the Afrit by Nanami\n// base sprites by Jimmy91 and Nanami\n// decorate and sprite edit by zarrion the insect\n//=================================================\n\nACTOR Cardinal 3120\n{\n Health 4500\n Speed 6\n Radius 24\n Height 112\n PainChance 50\n Mass 700\n Meleedamage 10\n SeeSound \"cyber/sight\"\n PainSound \"brain/pain\"\n DeathSound \"cyber/death\"\n Missiletype \"Cardinal_Rocket\"\n MissileHeight 72\n MONSTER\n +NORADIUSDMG\n +NOGRAVITY\n +FLOATBOB\n +FLOAT\n bloodcolor green\n Obituary \"%o was blessed by the dark cardinal.\"\n States\n {\n Spawn:\n CARD AB 4 Bright A_Look\n Loop\n See:\n CARD AABBAABBAABB 2 Bright A_Chase\n loop\n Missile:\n CARD A 0 A_jump(10,6)\n CARD A 0 A_jump(100,7)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"Cardinal_Rocket\", 72, -30, 0)\n Goto See\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"pain_gernade\", 72, -30, 0)\n Goto See\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n CARD C 4 Bright A_FaceTarget\n CARD D 5 Bright A_CustomMissile(\"CardinalPlasma\", 72, -30, 0)\n Goto See\n Pain:\n CARD A 4 Bright\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,0,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,20,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,40,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,60,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,80,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,100,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,120,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,140,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,160,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,180,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,200,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,220,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,240,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,260,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,280,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,300,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,320,2,0)\n CARD A 0 Bright A_custommissile(\"DeathBall\",72,0,340,2,0)\n Goto See\n Death:\n CARD E 8 Bright\n CARD F 8 Bright A_Scream\n CARD G 8 Bright A_NoBlocking\n CARD H 8 Bright\n CARD I 8 Bright A_Explode\n CARD J 8 Bright\n CARD K 8 Bright\n CARD L 8 Bright\n Stop\n }\n}\n//====================\nACTOR Cardinal_Rocket\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 24\n\tProjectile\n\t+RANDOMIZE\n\t+DEHEXPLOSION\n\t+ROCKETTRAIL\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"weapons/rocklx\"\n\tStates\n\t{\n\tSpawn:\n\t\tCROC AB 4 Bright\n\t\tLoop\n\tDeath:\n\t\tCROC C 8 Bright A_Explode\n\t\tCROC D 6 Bright\n\t\tCROC E 4 Bright\n\t\tStop\n\t}\n}\n//====================\nACTOR pain_gernade\n{\n\tGame Doom\n\tSpawnID 127\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 5\n\tProjectile\n\t+DoomBounce\n\t-NoGravity\n\tscale .25\n\ttranslation \"168 : 191 = 112 : 127\"\n\tSeeSound \"weapons/rocklf\"\n\tDeathSound \"caco/death\"\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 2 Bright A_CustomMissile(\"faintGhost1\", 0, 0, 0)\n\t\tLoop\n\tDeath:\n\t\tHEAD GHIJ 8\n\t\tHEAD k 8 A_SpawnItem(\"Fire\", 0, 0)\n\t\tHEAD L -1\n\t\tStop\n\t}\n}\n//====================\nACTOR Fire\n{\n\t+NOBLOCKMAP\n\t+NOTELEPORT\n\t+NOGRAVITY\n\tRenderStyle Add\n Alpha 0.9\n\tStates\n\t{\n\tSpawn:\n\t\tFIRE ABCD 6 Bright\n\t\tFIRE E 6 Bright A_SpawnItem(\"paingasm\", 0, 0)\n\t\tFIRE FGH 6 Bright\n\t\tStop\n\t}\n}\n//====================\nactor paingasm 10004\n{\n\tGame Doom\n\tSpawnID 19\n\tHealth 500\n\tRadius 31\n\tHeight 56\n\tMass 400\n\tSpeed 25\n\tPainChance 128\n\tMonster\n\tbloodcolor blue\n\t+FLOAT +NOGRAVITY\n\tAttackSound \"imp/melee\"\n\tSeeSound \"caco/sight\"\n\tPainSound \"caco/pain\"\n\tDeathSound \"caco/death\"\n\tActiveSound \"caco/active\"\n\tObituary \"you were removed from life by a paingasm\"\n\tHitObituary \"your face got tore off by a paingasm\"\n\ttranslation \"168:191=112:127\"\n\tRenderStyle Translucent\n\tAlpha 0.5\n\tStates\n\t{\n\tSpawn:\n\t\tHEAD A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tHEAD A 3 A_Chase\n\t\tHEAD A 0 A_CustomMissile(\"faintGhost2\", 0, 0, 0)\n\t\tLoop\n\tMissile:\n\t\tHEAD B 5 A_FaceTarget\n\t\tHEAD C 5 A_FaceTarget\n\t\tHEAD D 5 BRIGHT A_CustomMissile(\"painball\", 24, 0, 0)\n\t\tGoto See\n\tMelee:\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD C 4 A_FaceTarget\n\t\tHEAD D 4 A_FaceTarget\n\t\tHEAD C 4 A_SargAttack\n\t\tHEAD B 4 A_FaceTarget\n\t\tHEAD a 4 A_FaceTarget\n\t\tGoto See\n\tPain:\n\t\tHEAD E 3\n\t\tHEAD E 3 A_Pain\n\t\tHEAD F 6\n\t\tGoto See\n\tDeath:\n\t\tHEAD G 8\n\t\tHEAD H 8 A_Scream\n\t\tHEAD I 8\n\t\tHEAD J 8\n\t\tHEAD K 8 A_NoBlocking\n\t\tHEAD L -1 A_SetFloorClip\n\t\tStop\n\t}\n}\n//====================\nACTOR faintGhost1\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tMass 100\n\ttranslation \"168 : 191 = 112 : 127\"\n\tRenderStyle Translucent\n\tAlpha 0.9\n\tPROJECTILE\n\tscale .25\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tHEAD A 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR faintGhost2 : faintGhost1\n{\n\tscale 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tHEAD A 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR faintGhost3 : faintGhost1\n{\n\tscale 1\n\tStates\n\t{\n\tSpawn:\n\tTNT1 A 0 A_FaceTarget\n\tTNT1 A 0 Thing_ChangeTid(0,390)\n\tCARD AB 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR painball : BaronBall\n{\ntranslation \"112 : 127 = 192 : 207\"\n\tStates\n\t{\n\tSpawn:\n\t\tBAL7 AB 4 BRIGHT\n\t\tLoop\n\tDeath:\n\t\tBAL7 CDE 6 BRIGHT\n\t\tStop\n\t}\n}\n//====================\nactor DeathBall : BaronBall\n{\n Damage 1\n +SEEKERMISSILE\n scale .8\n States\n {\n Spawn:\n BAL7 A 4 BRIGHT A_Tracer\n BAL7 A 0 BRIGHT A_SpawnItem(\"BallTail\", 0, 0)\n BAL7 B 4 BRIGHT A_Tracer\n BAL7 A 0 BRIGHT A_SpawnItem(\"BallTail\", 0, 0)\n Loop\n Death:\n BAL7 CDE 6 BRIGHT\n Stop\n }\n}\n//====================\nACTOR BallTail : faintGhost1\n{\n\tscale .6\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t BAL7 AB 2 A_fadeout(0.05)\n\tloop\n\t}\n}\n//====================\nACTOR CardinalPlasma\n{\n\tRadius 11\n\tHeight 8\n\tSpeed 20\n\tDamage 16\n\tProjectile\n\t+FLOATBOB\n\tSeeSound \"imp/attack\"\n\tDeathSound \"\"\n\tscale 1.0\n\tStates\n\t{\n\tSpawn:\n\t CRTA J 1 Bright A_SpawnItem(\"plasmaTail\", 0, 0)\n\t Loop\n\tDeath:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t CRTA J 2 A_fadeout(0.05)\n\t\tStop\n\t}\n}\n//====================\nACTOR plasmaTail\n{\n\tRadius 1\n\tHeight 1\n\tSpeed 0\n\tDamage 0\n\tMass 100\n\t+FLOATBOB\n\tPROJECTILE\n\tscale .25\n\tscale 1.0\n\tStates\n\t{\n\tSpawn:\n\t TNT1 A 0 A_FaceTarget\n\t TNT1 A 0 Thing_ChangeTid(0,390)\n\t CRTA IHGFEDCBABCDEFGHIJ 2 BRIGHT A_fadeout(0.05)\n\tloop\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/EtherealSoul.txt",
"contents": "ACTOR ESoul // replaces Zombieman\n{\n obituary \"%o was raped by a black soul.\"\n health 180\n radius 16\n height 32\n mass 400\n speed 5\n damage 5\n painchance 128\n renderstyle Add\n Alpha 0.4\n attacksound \"skull/melee\"\n PainSound \"nightmare/pain\"\n DeathSound \"nightmare/death\"\n ActiveSound \"nightmare/active\"\n MONSTER\n +FLOAT\n +NOGRAVITY\n +NOICEDEATH\n +MISSILEMORE\n +DONTFALL\n +STEALTH\n +NOBLOOD\n states\n {\n Spawn:\n ETHS ABCD 10 bright A_Look\n loop\n See:\n ETHS AABBCCDD 3 bright A_Chase\n loop\n Missile:\n ETHS C 0 bright A_Jump(128,9)\n ETHS C 6 bright A_FaceTarget\n ETHS E 4 bright A_SkullAttack\n ETHS E 0 bright A_FaceTarget\n ETHS F 4 bright A_SkullAttack\n ETHS F 0 bright A_FaceTarget\n ETHS E 4 bright A_SkullAttack\n ETHS E 0 bright A_FaceTarget\n ETHS F 4 bright A_SkullAttack\n goto See\n ETHS P 3 bright A_FaceTarget\n ETHS Q 4 bright A_FaceTarget\n ETHS R 5 bright A_CustomMissile(\"ShadowBall\", 0, 0, 0)\n ETHS E 4 bright\n goto See\n Pain:\n ETHS G 3 bright\n ETHS G 3 bright A_Pain\n goto See\n Death:\n ETHS F 3 bright\n ETHS H 3 bright A_ScreamAndUnblock\n ETHS IJKLMNO 3 bright\n stop\n }\n}\n\nACTOR ShadowBall\n{\n\tRadius 6\n\tHeight 8\n\tSpeed 12\n\tDamage 4\n\tProjectile\n\t+RANDOMIZE\n\tRenderStyle \"ADD\"\n\tAlpha 0.75\n\tSeeSound \"imp/attack\"\n\tDeathSound \"imp/shotx\"\n\tDecal DoomImpScorch\n\tStates\n\t{\n\tSpawn:\n\t\tSBAL ABC 4 BRIGHT A_SpawnItemEx(\"ShadowTrail\", 0, 0, 0, 0, 0, 0, 0, 128)\n\t\tLoop\n\tDeath:\n\t\tSBAL C 5 Bright\n\t\tSBAL DEFGH 4 BRIGHT\n\t\tStop\n\t}\n}\n\nactor ShadowTrail\n{\n Radius 1\n Height 1\n Speed 0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.6\n +NOCLIP\n States\n {\n Spawn:\n SHTR ABCDEF 4 Bright\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/Fallen.txt",
"contents": "ACTOR Fallen 30113\n{\nHealth 200\nRadius 24\nHeight 48\nMass 200\nSpeed 12\nPainChance 128\nMONSTER\n+NOGRAVITY\n+FLOAT\nObituary \"%o got burned by a Fallen.\"\nSeeSound \"monster/falsit\"\nPainSound \"monster/falpai\"\nDeathSound \"monster/faldth\"\nActiveSound \"monster/falact\"\nStates\n {\n Spawn:\n FALN ABCDB 8 Bright A_Look\n Loop\n See:\n FALN A 0 Bright A_Jump (96,12)\n FALN A 1 Bright A_Playsound (\"monster/falwng\")\n FALN AABBCCDDBB 2 Bright A_Chase\n Goto See\n FALN B 2 Bright A_FastChase\n FALN B 0 Bright A_CustomMissile(\"FallenFX\",40,0,0)\n FALN B 2 Bright A_FastChase\n FALN B 0 Bright A_CustomMissile(\"FallenFX\",40,0,0)\n FALN B 2 Bright A_FastChase\n FALN B 0 Bright A_CustomMissile(\"FallenFX\",40,0,0)\n FALN B 2 Bright A_FastChase\n FALN B 0 Bright A_CustomMissile(\"FallenFX\",40,0,0)\n FALN B 0 Bright A_Jump (64,1)\n Goto See\n FALN B 2 Bright A_FastChase\n FALN B 0 Bright A_CustomMissile(\"FallenFX\",40,0,0)\n FALN B 2 Bright A_FastChase\n FALN B 0 Bright A_CustomMissile(\"FallenFX\",40,0,0)\n FALN B 2 Bright A_FastChase\n FALN B 0 Bright A_CustomMissile(\"FallenFX\",40,0,0)\n FALN B 2 Bright A_FastChase\n FALN B 0 Bright A_CustomMissile(\"FallenFX\",40,0,0)\n Goto See\n Missile:\n FALN C 0 BRIGHT A_Jump (128,13)\n FALN CE 2 BRIGHT A_FaceTarget\n FALN F 3 BRIGHT A_CustomMissile (\"FallenShot\",40,0,0)\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 3 BRIGHT A_CustomMissile (\"FallenShot\",40,0,0)\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 3 BRIGHT A_CustomMissile (\"FallenShot\",40,0,0)\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 3 BRIGHT A_CustomMissile (\"FallenShot\",40,0,0)\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 3 BRIGHT A_CustomMissile (\"FallenShot\",40,0,0)\n FALN E 5 BRIGHT\n Goto See\n FALN C 0 BRIGHT A_FastChase\n FALN C 2 BRIGHT A_FaceTarget\n FALN E 0 BRIGHT A_FastChase\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 0 BRIGHT A_FastChase\n FALN F 3 BRIGHT A_CustomMissile (\"FallenShot\",40,0,0)\n FALN F 0 Bright A_CustomMissile (\"FallenFX\",40,0,0)\n FALN C 0 BRIGHT A_FastChase\n FALN C 2 BRIGHT A_FaceTarget\n FALN E 0 BRIGHT A_FastChase\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 0 BRIGHT A_FastChase\n FALN F 3 BRIGHT A_CustomMissile (\"FallenShot\",40,0,0)\n FALN F 0 Bright A_CustomMissile (\"FallenFX\",40,0,0)\n FALN C 0 BRIGHT A_FastChase\n FALN C 5 BRIGHT A_FaceTarget\n FALN E 0 BRIGHT A_FastChase\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 0 BRIGHT A_FastChase\n FALN F 3 BRIGHT A_CustomMissile (\"FallenShot\",40,0,0)\n FALN F 0 Bright A_CustomMissile (\"FallenFX\",40,0,0)\n FALN C 0 BRIGHT A_FastChase\n FALN C 2 BRIGHT A_FaceTarget\n FALN E 0 BRIGHT A_FastChase\n FALN E 2 BRIGHT A_FaceTarget\n FALN F 0 BRIGHT A_FastChase\n FALN F 3 BRIGHT A_CustomMissile (\"FallenShot\",40,0,0)\n FALN F 0 Bright A_CustomMissile (\"FallenFX\",40,0,0)\n FALN C 0 BRIGHT A_FastChase\n FALN C 2 BRIGHT A_FaceTarget\n FALN E 0 BRIGHT A_FastChase\n FALN E 3 BRIGHT A_FaceTarget\n FALN F 0 BRIGHT A_FastChase\n FALN F 2 BRIGHT A_CustomMissile (\"FallenShot\",40,0,0)\n FALN F 0 Bright A_CustomMissile (\"FallenFX\",40,0,0)\n FALN E 5 BRIGHT\n Goto See\n Pain:\n FALN E 3 Bright\n FALN E 3 Bright A_Pain\n FALN E 3 Bright\n Goto See\n Death:\n FALN G 5 Bright\n FALN H 5 Bright A_Scream\n FALN IJK 5 Bright\n FALN L 5 Bright A_NoBlocking\n FALN M -1 A_SetFloorClip\n Stop\n Raise:\n FALN M 5 A_UnSetFloorClip\n FALN LKJIHG 5 Bright\n Goto See\n }\n}\n\nACTOR FallenFX\n{\n Radius 2\n Height 2\n Speed 0\n Scale 1.0\n PROJECTILE\n RENDERSTYLE ADD\n ALPHA 0.67\n States\n {\n Spawn:\n NULL A 3 Bright\n FBFX ABCDE 3 BRIGHT\n Stop\n }\n}\n\nACTOR FallenShot\n{\n Radius 8\n Height 8\n Speed 16\n Damage 2\n RENDERSTYLE ADD\n DamageType fire\n ALPHA 0.67\n PROJECTILE\n +THRUGHOST\n Seesound \"weapons/firmfi\"\n DeathSound \"weapons/firex5\"\n States\n {\n Spawn:\n BALF AB 2 Bright A_CustomMissile(\"FallenFX\",0,0,0,0)\n loop\n Death:\n BALF CDEF 4 Bright\n stop\n }\n}\n\nACTOR FallenSP\n{\n Radius 2\n Height 2\n Speed 0\n ReactionTime 60\n PROJECTILE\n RENDERSTYLE Normal\n -NOGRAVITY\n States\n {\n Spawn:\n FBSP AB 3 BRIGHT A_Countdown\n loop\n Death:\n FBSP CDE 3 BRIGHT\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/FemaleSergeant.txt",
"contents": "ACTOR FemaleSergeant\n{\n health 60\n mass 90\n speed 10\n Radius 19\n Height 52\n painchance 200\n Obituary \"%o was killed by A Female Zombie Sergeant!\"\n seesound \"fem/sight\"\n attacksound \"grunt/attack\"\n painsound \"fem/pain\"\n deathsound \"fem/death\"\n activesound \"fem/active\"\n dropitem \"Clip\" 256\n MONSTER\n +FLOORCLIP\n States\n {\n Spawn:\n CZOW AB 10 A_Look\n Loop\n See:\n CZOW AABBCCDD 4 A_Chase\n Loop\n Missile:\n CZOW E 5 A_FaceTarget\n CZOW F 5 Bright A_PosAttack\n CZOW E 5 A_CPosRefire\n Goto Missile+1\n Pain:\n CZOW G 3\n CZOW G 3 A_Pain\n Goto See\n Death:\n CZOW H 5\n CZOW I 5 A_Scream\n CZOW J 5 A_Fall\n CZOW K 5\n CZOW L 5\n CZOW M 5\n CZOW N -1\n Stop\n XDeath:\n CZOW O 5\n CZOW P 5 A_XScream\n CZOW Q 5 A_Fall\n CZOW RSTUV 5\n CZOW W -1\n Stop\n Raise:\n CZOW MLKJIH 5\n Goto See\n }\n}"
},
{
"source": "pk3",
"name": "actors/ZombieHenchman.txt",
"contents": "/////////////////////////////////////\n// //\n// ZOMBIE HENCHMAN VERSION 1 //\n// //\n/////////////////////////////////////\n\nACTOR ZombieHenchman 20223 //New Version of Decorate to use with original Doom style weapons\n{\n //SpawnID 244\n Health 80//255\n OBITUARY \"%o took a 10MM round to the chest\"\n Mass 105\n Height 56\n Radius 20\n SEESOUND \"Jawless/sight\"//may make a gurgle or heavy breath sound on sight otherwise will be silent\n PAINSOUND \"\"\n DEATHSOUND \"\"//Done in Death State\n ACTIVESOUND \"\"//No Jaw, makes no active sound\n ATTACKSOUND \"10MM/FIRE\"\n Speed 6\n ReactionTime 5\n PainChance 0 //NoPainChance\n GibHealth -55 //-100\n minmissilechance 2\n MONSTER\n +NOINFIGHTING //Disable this if you want it to retaliate against allies\n +QuickToRetaliate\n +FloorClip\n +MissileMore\n +MissileEvenMore\n Decal BulletChip\n //DropItem ClipLying 100 1\n //DropItem Glock20Akimbo 64 1\n DropItem Clip 10\n DropItem Clip 10\n DropItem Clip 111\n states\n {\n\tSpawn:\n\t\tTIPZ A 10 A_Look\n\t\tLoop\n\tSee:\n\t//THPZ A 0 A_JumpIfInventory(\"GruntClip1\",15,\"Reload\")\n THPZ AABBCCDD 4 A_Chase\n Loop\n\tMissile:\n\t//THPZ A 0 A_JumpIfInventory(\"GruntClip1\",15,\"Reload\")\n\tTHPZ A 0 A_JumpIfCloser(192,\"Missile2\")\n\tTHPZ E 4 A_FaceTarget\n\t//THPZ E 0 A_GiveInventory(\"GruntClip1\",1)\n\tTHPZ F 2 BRIGHT A_CustomBulletAttack(10,9,1,4)\n\t//THPZ E 0 A_CustomMissile(\"WWPistolCasing\",35,8,random(-35,-45),2,random(40,60))\n\tTHPZ E 1 A_FaceTarget\n\tGoto See\n\tMissile2:\n\t//THPZ A 0 A_JumpIfInventory(\"GruntClip1\",15,\"Reload\")\n\tTHPZ E 7 A_FaceTarget\n\t//THPZ E 0 A_GiveInventory(\"GruntClip1\",1)\n\tTHPZ F 2 BRIGHT A_CustomBulletAttack(13,13,1,4)\n\t//THPZ E 0 A_CustomMissile(\"WWPistolCasing\",35,8,random(-35,-45),2,random(40,60))\n\t//THPZ A 0 A_JumpIfInventory(\"GruntClip1\",15,\"Reload\")\n\tTHPZ E 6 A_FaceTarget\n\t//THPZ E 0 A_GiveInventory(\"GruntClip1\",1)\n\tTHPZ F 2 BRIGHT A_CustomBulletAttack(13,10,1,3)\n\t//THPZ E 0 A_CustomMissile(\"WWPistolCasing\",35,8,random(-35,-45),2,random(40,60))\n\t//THPZ A 0 A_JumpIfInventory(\"GruntClip1\",15,\"Reload\")\n\tTHPZ E 7 A_FaceTarget\n\t\t//THPZ E 0 A_GiveInventory(\"GruntClip1\",1)\n\tTHPZ F 2 BRIGHT A_CustomBulletAttack(13,13,1,5)\n\t//THPZ E 0 A_CustomMissile(\"WWPistolCasing\",35,8,random(-35,-45),2,random(40,60))\n\t//THPZ A 0 A_JumpIfInventory(\"GruntClip1\",15,\"Reload\")\n\tTHPZ E 6 A_FaceTarget\n\t\t//THPZ E 0 A_GiveInventory(\"GruntClip1\",1)\n\tTHPZ F 2 BRIGHT A_CustomBulletAttack(18,7,1,6)\n\t//THPZ E 0 A_CustomMissile(\"WWPistolCasing\",35,8,random(-35,-45),2,random(40,60))\n\t//THPZ A 0 A_JumpIfInventory(\"GruntClip1\",15,\"Reload\")\n\tTHPZ E 4 A_FaceTarget\n\t\t//THPZ E 0 A_GiveInventory(\"GruntClip1\",1)\n\tTHPZ F 2 BRIGHT A_CustomBulletAttack(13,14,1,3)\n\t//THPZ E 0 A_CustomMissile(\"WWPistolCasing\",35,8,random(-35,-45),2,random(40,60))\n\t//THPZ A 0 A_JumpIfInventory(\"GruntClip1\",15,\"Reload\")\n\tTHPZ E 6 A_FaceTarget\n\t\t//THPZ E 0 A_GiveInventory(\"GruntClip1\",1)\n\tTHPZ F 2 BRIGHT A_CustomBulletAttack(9,9,1,3)\n\t//THPZ E 0 A_CustomMissile(\"WWPistolCasing\",35,8,random(-35,-45),2,random(40,60))\n\t//THPZ A 0 A_JumpIfInventory(\"GruntClip1\",15,\"Reload\")\n\tTHPZ E 6 A_FaceTarget\n\tGoto See\n\t//Reload:\n\t\t//THPZ E 15 A_PlaySound(\"Clipout/GLK\")\n\t\t//THPZ D 0 A_CustomMissile(\"MAG1Empty\",32,10,random(260,280))\n\t // THPZ D 15 A_PlaySound(\"Clipin/GLK\")\n\t\t//THPZ E 0\n // THPZ D 9 A_PlaySound(\"Slide/back2\")\n\t\t//THPZ D 9 A_PlaySound(\"Slide/forward2\")\n\t\t//THPZ E 0 A_TakeInventory(\"GruntClip1\",15)\n\t\t//Goto See\n\t Pain:\n Goto See\n Death:\n\t\tTHUG H 0 A_Jump(64,\"Death2\")\n THPZ H 5\n THPZ I 5\n THPZ J 5 A_PlaySound(\"Body/Fall/Back\")\n THPZ JK 2\n THPZ K 5 A_Fall\n THPZ L -1\n Stop\n\t\tDeath2:\n THZP M 1 A_PlaySound(\"Body/Fall/Forward\")\n\t\tTHZP M 5\n THZP M 1 A_PlaySound(\"Jawless/HEADSHOT\")\n THZP N 8\n THZP O 5 A_Fall\n THZP P 5\n THZP Q -1\n Stop\n XDeath:\n\t THXZ A 5\n THXZ B 5 A_PlaySound(\"Jawless/XDEATH\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ZombieGoonArm\", -10, 20, 0, 5, 5, 5, 150)\n\t\t//TNT1 AAA 0 A_CustomMissile(\"ZombieGoonArm\",40,-10,150)\n THXZ C 2 A_Fall\n\t\tTHXZ C 2 A_PlaySound(\"Body/Fall/Back\")\n THXZ DE 4\n THXZ F -1\n Stop\n }\n}\n\nACTOR ZombieHenchmanSmaller : Zombiehenchman 20224\n{\n scale 0.95\n}\n\nACTOR ZombieGoonArm\n{\n\tRadius 6\n\tHeight 6\n\tSpeed 7\n\t+DOOMBOUNCE //Not sure if this is needed\n\t+DROPOFF\n\t+Missile\n States\n\t{\n\tSpawn:\n TARM AB 2\n Loop\n\tDeath:\n\t TARM C -1\n\t Loop\n\t}\n}\n\n//ACTOR GruntClip1 : Ammo //10mm Pistol round count for Halfmask goon\n//{\n// Inventory.MaxAmount 15\n//}"
},
{
"source": "pk3",
"name": "actors/ShadowBeast.txt",
"contents": "ACTOR ShadowBeast 30123\n{\n OBITUARY \"%o was killed by a shadow beast.\"\n Bloodcolor \"70 AC 00\"\n Health 500\n Radius 40\n Height 80\n Mass 500\n Speed 12\n PainChance 144\n SEESOUND \"shadowbeast/sight\"\n PAINSOUND \"shadowbeast/pain\"\n DEATHSOUND \"shadowbeast/death\"\n ACTIVESOUND \"shadowbeast/active\"\n MONSTER\n +FloorClip\n states\n {\n Spawn:\n BDEM AB 10 A_Look\n Loop\n See:\n TNT1 A 0 A_JumpIfHealthLower (250, \"Run\")\n BDEM ABCDEF 6 A_Chase\n Loop\n Run:\n TNT1 A 0 A_PlaySound(\"shadowbeast/sight\")\n BDEM AABBCCDDEEFF 2 A_Chase(0,0)\n BDEM AABBCCDDEEFF 2 A_Chase(0,0)\n BDEM AABBCCDDEEFF 2 A_Chase(0,0)\n Goto Missile\n Missile:\n TNT1 A 0 A_JumpIfHealthLower (250, \"Missile2\")\n TNT1 A 0 A_Jump(90, 5)\n BDEM H 6 A_FaceTarget\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball1\", 56, 0, -8)\n BDEM I 6 A_CustomMissile (\"ShadowBeast_Ball1\", 56, 0, 8)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball1\", 56, 0, 0)\n Goto See\n BDEM H 4 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, -16)\n BDEM I 0 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, -8)\n BDEM I 0 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, 0)\n BDEM I 0 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, 8)\n BDEM I 0 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, 16)\n BDEM I 0 A_FaceTarget\n BDEM I 4 A_CustomMissile (\"ShadowBeast_Ball2\", 56, 0, 32)\n Goto See\n Missile2:\n TNT1 A 0 A_Jump(90, 15)\n BDEM H 6 A_FaceTarget\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n BDEM I 2 A_CustomMissile (\"ShadowBeast_BallFire\", 56, 0, random(-8,8))\n Goto See\n BDEM H 16 A_FaceTarget\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -64)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 64)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -56)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 56)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -48)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 48)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -40)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 40)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -32)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 32)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -24)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 24)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -16)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 16)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, -8)\n BDEM I 0 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 8)\n BDEM I 6 A_CustomMissile (\"ShadowBeast_Ball3\", 56, 0, 0)\n Goto See\n Pain:\n TNT1 A 0 A_Jump (16, \"Spread\")\n BDEM G 4 A_Pain\n Goto See\n Death:\n BDEM R 8\n BDEM S 8 A_Scream\n BDEM TUVWX 6\n BDEM Y 6 A_NoBlocking\n BDEM Z -1\n Stop\n Spread:\n TNT1 A 0 A_SpawnItemEx (\"ShadowBeast_Spread\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAAAAAAAAAAA 0 A_SpawnItemEx (\"ShadowBeast_Sparkle\", random(0,16), random(0,16), random(16,48), 0, 0, 0, random(0,359), 128)\n TNT1 AAAAA 0 A_SpawnItemEx (\"ShadowBeast_Creature\", 0, 0, random(16,48), random(0,8), random(0,8), random(0,8), random(0,359), 0)\n TNT1 A 0 A_SetTranslucent (0.0)\n Goto Wander\n Wander:\n TNT1 A 0 A_UnSetShootable\n TNT1 A 0 A_ChangeFlag(\"NoPain\", 1)\n TNT1 A 0 A_Jump(60, 5)\n TNT1 A 0 A_Jump(60, 15)\n TNT1 A 0 A_Jump(60, 25)\n TNT1 A 0 A_Jump(60, 35)\n TNT1 A 0 A_Jump(60, 45)\n TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 2 A_Wander\n BDEM A 3 A_Wander\n BDEM A 0 A_SetTranslucent (0.2)\n BDEM B 3 A_Wander\n BDEM A 0 A_SetTranslucent (0.4)\n BDEM C 3 A_Wander\n BDEM A 0 A_SetTranslucent (0.6)\n BDEM D 3 A_Wander\n BDEM A 0 A_SetTranslucent (0.75)\n BDEM E 3 A_Wander\n BDEM A 0 A_SetTranslucent (0.8)\n BDEM F 3 A_Wander\n BDEM A 0 A_SetTranslucent (1.0)\n TNT1 A 0 A_SetShootable\n TNT1 A 0 A_ChangeFlag(\"NoPain\", 0)\n Goto See\n }\n}\n\nACTOR ShadowBeast_Spread\n{\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tSpeed 0\n\tPROJECTILE\n\tstates\n\t{\n\t\tSpawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_PlaySound (\"shadowbeast/spread\")\n\t\t BDEM JKLMNOP 8\n\t BDEM Q 70\n\t BDEM QQQQQQQQQQ 1 A_FadeOut(0.1)\n\t\t stop\n\t}\n}\n\nACTOR ShadowBeast_Creature\n{\n Alpha 1.0\n Renderstyle Add\n Speed 16\n MONSTER\n -SOLID\n -SHOOTABLE\n +FLOAT\n +NOGRAVITY\n states\n {\n \tSpawn:\n \t TNT1 A 0\n \t TNT1 A 0 A_Playsound(\"shadowbeast/spiritsit\")\n \t Goto See\n \tSee:\n\t TNT1 A 0 A_Jump(60, 5)\n \t TNT1 A 0 A_Jump(60, 15)\n TNT1 A 0 A_Jump(60, 25)\n TNT1 A 0 A_Jump(60, 35)\n TNT1 A 0 A_Jump(60, 45)\n\t BDSP ABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABABAB 2 A_Chase\n\t Goto Death\n\tMelee:\n\t BDSP AB 2 A_CustomMeleeAttack(5)\n\t Goto See\n\tDeath:\n\t TNT1 A 0 A_Playsound(\"shadowbeast/spiritdth\")\n\t BDSP EFGHIJ 5\n\t Stop\n }\n}\n\nACTOR ShadowBeast_Sparkle\n{\n\tAlpha 1.0\n Renderstyle Add\n\tRadius 1\n\tHeight 1\n\tDamage 0\n\tSpeed 0\n\tPROJECTILE\n\tScale 1.0\n\n\tstates\n\t{\n\t\tSpawn:\n\t\t TNT1 A 0\n\t\t TNT1 A 0 A_Jump(128,4)\n\t\t TNT1 A 0 A_Jump(128,2)\n\t\t BDP1 GHI 5\n\t\t stop\n\t}\n}\n\nACTOR ShadowBeast_BallFire\n{\n Alpha 1.0\n Renderstyle Add\n Speed 15\n Radius 10\n Height 6\n Damage 1\n DamageType Poison\n Projectile\n +SPAWNSOUNDSOURCE\n +RIPPER\n RenderStyle Add\n SeeSound \"shadowbeast/pr1death\"\n Decal MummyScorch\n States\n {\n Spawn:\n BDP2 DEFGH 5 Bright\n Goto Death\n Death:\n TNT1 A 0\n Stop\n }\n}\n\nACTOR ShadowBeast_Ball1\n{\n Alpha 1.0\n Renderstyle Add\n Speed 15\n Radius 10\n Height 6\n Damage 5\n DamageType Poison\n Projectile\n +SPAWNSOUNDSOURCE\n RenderStyle Add\n SeeSound \"shadowbeast/pr1sight\"\n DeathSound \"shadowbeast/pr1death\"\n States\n {\n Spawn:\n BDP2 ABC 4 Bright\n Loop\n Death:\n BDP2 DE 4 Bright\n BDP2 FGH 3 Bright\n Stop\n }\n}\n\nACTOR ShadowBeast_Ball2\n{\n Alpha 1.0\n Renderstyle Add\n Radius 8\n Height 6\n Damage 2\n Speed 16\n PROJECTILE\n +Randomize\n SeeSound \"shadowbeast/pr2sight\"\n DeathSound \"shadowbeast/pr2death\"\n Decal PlasmaScorchLower\n States\n {\n Spawn:\n BDP1 D 1 A_BishopMissileWeave\n BDP1 E 1 A_BishopMissileWeave\n loop\n Death:\n BDP1 FGHI 3\n Stop\n }\n}\n\nACTOR ShadowBeast_Ball3\n{\n Alpha 1.0\n Scale 1.4\n Renderstyle Add\n Radius 8\n Height 6\n Damage 10\n Speed 20\n PROJECTILE\n +Randomize\n SeeSound \"shadowbeast/pr2sight\"\n DeathSound \"shadowbeast/pr2death\"\n Decal PlasmaScorchLower\n States\n {\n Spawn:\n BDP1 DEDEDEDED 2 A_BishopMissileWeave\n BDP1 ED 2 A_BishopMissileWeave\n TNT1 A 0 A_FadeOut(0.20)\n Goto Spawn+9\n Death:\n BDP1 FGHI 3\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "actors/PinkyDemons.txt",
"contents": "actor BloodPinky : Demon replaces Demon\n{\n\tobituary \"%o caught a little bad blood from a Demon.\"\n\thitobituary \"%o was bit by a Demon.\"\n\t+ALWAYSFAST\n\tMinMissileChance 255\n\tHealth 350\n\tTranslation \"16:31=[255,64,64]:[128,0,0]\", \"32:47=[128,0,0]:[0,0,0]\"\n\tstates\n\t{\n\tForcedSee:\n\t\tSARG A 0 A_Jump(16,\"See\")\n\t\tSARG AABBCCDD 2 A_Chase(\"Melee\",\"\")\n\t\tLoop\n\tMissile:\n\t\tSARG E 8 A_FaceTarget\n\t\tSARG F 8 A_CustomMissile(\"BloodBolt\")\n\t\tSARG E 8\n\t\tgoto ForcedSee\n\t}\n}\n\nactor BloodBolt : BaronBall\n{\n\tDamage 2\n\tRenderStyle \"Normal\"\n\tTranslation \"112:123=[255,0,0]:[52,0,0]\"\n\tSeeSound \"\"\n\tDeathSound \"misc/gibbed\"\n\tstates\n\t{\n\tSpawn:\n\t\tBAL7 AABB 2 A_SpawnItemEx(\"Blood\")\n\t\tloop\n\tDeath:\n\t\tBAL7 CDE 6\n\t\tstop\n\n\t}\n}\n\nactor GhostPinky : Demon replaces Spectre\n{\n\tobituary \"%o was chilled to the bone by a Spectre.\"\n\thitobituary \"%o was eaten by a Spectre.\"\n\t+ALWAYSFAST\n\tMinMissileChance 255\n\tHealth 350\n\tRenderStyle \"Add\"\n\tTranslation \"16:31=[255,255,255]:[0,0,0]\", \"32:47=[0,0,0]:[0,0,0]\"\n\t+SHADOW\n\tstates\n\t{\n\tForcedSee:\n\t\tSARG A 0 A_Jump(16,\"See\")\n\t\tSARG AABBCCDD 2 A_Chase(\"Melee\",\"\")\n\t\tLoop\n\tMissile:\n\t\tSARG E 8 A_FaceTarget\n\t\tSARG F 8 A_CustomMissile(\"StunnerBolt\")\n\t\tSARG E 8\n\t\tgoto ForcedSee\n\t}\n}\n\nactor StunnerBolt : BaronBall\n{\n\tSeeSound \"spectre/range\"\n\tDeathSound \"spectre/shotx\"\n\tDamageType \"GhostStun\"\n\tDamage 2\n\tRenderStyle \"Add\"\n\tTranslation \"112:127=[255,255,255]:[0,0,0]\"\n\tstates\n\t{\n\tDeath:\n\t\tTNT1 AA 0 A_GiveToTarget(\"StunPowerupGiver\")\n\t\tBAL7 CDE 6 bright\n\t\tstop\n\t}\n}\n\nactor StunPowerUpGiver : PowerupGiver\n{\n\tPowerup.Type \"Stun\"\n\tPowerup.Duration 70\n}\nactor PowerStun : PowerSpeed\n{\n\tSpeed 0.0\n\tPowerup.Duration 70\n}"
},
{
"source": "pk3",
"name": "actors/Player.txt",
"contents": "actor IDPlayer : DoomPlayer replaces DoomPlayer\n{\n\tstates\n\t{\n\tPain.GhostStun:\n\t\tTNT1 A 0 A_GiveInventory(\"PowerStun\")\n\t\tgoto Pain\n\t}\n}"
},
{
"source": "pk3",
"name": "actors/NobleDemons.txt",
"contents": "actor BloodBaron : BaronOfHell replaces BaronOfHell\n{\n\tobituary \"%o choked on the Blood Baron's blood.\"\n\thitobituary \"%o was ripped open by a Blood Baron.\"\n\t+ALWAYSFAST\n\tTranslation \"16:23=[255,192,192]:[255,0,0]\", \"24:47=[255,0,0]:[16,0,0]\",\n\t\t\"48:79=[128,16,16]:[16,0,0]\", \"80:111=[128,0,0]:[16,0,0]\",\n\t\t\"5:8=[12,0,0]:[4,0,0]\", \"3:3=[16,0,0]:[16,0,0]\",\n\t\t\"112:123=[255,0,0]:[52,0,0]\", \"124:127=[48,0,0]:[16,0,0]\"\n\tHealth 1750\n\tstates\n\t{\n\tMelee:\n\tMissile:\n\t\tBOSS EF 8 A_FaceTarget\n\t\tBOSS G 8 A_CustomComboAttack(\"BloodBall\",32,10,\"baron/melee\")\n\t\tgoto See\n\t}\n}\n\nactor AcidKnight : BaronOfHell replaces HellKnight\n{\n\tobituary \"%o was burned by an Acid Knight.\"\n\thitobituary \"%o was gutted by an Acid Knight.\"\n\tseesound \"knight/sight\"\n\tpainsound \"knight/pain\"\n\tdeathsound \"knight/death\"\n\tactivesound \"knight/active\"\n\t+ALWAYSFAST\n\tTranslation \"16:23=[192,255,192]:[0,255,0]\", \"24:47=[0,255,0]:[0,16,0]\",\n\t\t\"48:79=[16,128,16]:[0,16,0]\", \"80:111=[0,128,0]:[0,16,0]\",\n\t\t\"5:8=[0,12,0]:[0,4,0]\", \"3:3=[0,16,0]:[0,16,0]\",\n\t\t\"112:127=[128,255,64]:[8,16,0]\"\n\tHealth 875\n\tstates\n\t{\n\tMelee:\n\tMissile:\n\t\tBOSS EF 8 A_FaceTarget\n\t\tBOSS G 8 A_CustomComboAttack(\"AcidBall\",32,10,\"baron/melee\")\n\t\tgoto See\n\t}\n}\n\nactor BloodBall : BaronBall\n{\n\tDamage 10\n\tSpeed 30\n\tRenderStyle \"Normal\"\n\tTranslation \"112:123=[255,0,0]:[52,0,0]\"\n\tSeeSound \"\"\n\tDeathSound \"misc/gibbed\"\n\tstates\n\t{\n\tSpawn:\n\t\tBAL7 A 1 A_SpawnItemEx(\"Blood\")\n\t\tBAL7 A 1 A_SeekerMissile(0,10)\n\t\tBAL7 A 1 A_SpawnItemEx(\"Blood\")\n\t\tBAL7 A 1 A_SeekerMissile(0,10)\n\t\tBAL7 B 1 A_SpawnItemEx(\"Blood\")\n\t\tBAL7 B 1 A_SeekerMissile(0,10)\n\t\tBAL7 B 1 A_SpawnItemEx(\"Blood\")\n\t\tBAL7 B 1 A_SeekerMissile(0,10)\n\t\tloop\n\tDeath:\n\t\tBAL7 CDE 6\n\t\tstop\n\n\t}\n}\n\nactor AcidBall : BloodBall\n{\n\tSeeSound \"baron/attack\"\n\tDeathSound \"baron/shotx\"\n\tTranslation \"112:127=[128,255,64]:[8,16,0]\"\n\tstates\n\t{\n\tSpawn:\n\t\tBAL7 A 1 A_SpawnItemEx(\"Acid\")\n\t\tBAL7 A 1 A_SeekerMissile(0,10)\n\t\tBAL7 A 1 A_SpawnItemEx(\"Acid\")\n\t\tBAL7 A 1 A_SeekerMissile(0,10)\n\t\tBAL7 B 1 A_SpawnItemEx(\"Acid\")\n\t\tBAL7 B 1 A_SeekerMissile(0,10)\n\t\tBAL7 B 1 A_SpawnItemEx(\"Acid\")\n\t\tBAL7 B 1 A_SeekerMissile(0,10)\n\t\tloop\n\t}\n}\n\nactor Acid : Blood\n{\n\tTranslation \"176:191=[128,255,64]:[8,16,0]\"\n}"
},
{
"source": "pk3",
"name": "actors/TornadoDemon.txt",
"contents": "ACTOR TornadoDemon 32725\n{\n OBITUARY \"%o was blown away by a tornado demon\"\n Health 1500\n Radius 20\n Height 56\n Mass 500\n Speed 20\n RENDERSTYLE Translucent\n Alpha 0.50\n PainChance 10\n SEESOUND \"tornado/see\"\n PAINSOUND \"tornado/pain\"\n DEATHSOUND \"tornado/death\"\n ACTIVESOUND \"tornado/active\"\n Bloodcolor \"85 85 85\"\n MONSTER\n +FloorClip\n +NoTarget\n states\n {\n Spawn:\n SILE AB 10 A_Look\n Loop\n See:\n SILE AABBCCDDEEFF 2 A_Chase\n SILE A 0 A_Jump(32,1)\n Loop\n SPIN A 0 A_SetInvulnerable\n\tSPIN ABCDEFGHABCDEFGHABCDEFGHABCDEFGH 1\n\tFX07 ABC 2\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 ABC 2 A_Wander\n\tFX07 A 1 A_PlaySound(\"tornado/form\")\n\tFX07 A 0 A_CustomMissile(\"KnockbackTornado\",32,0,0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tFX07 A 0 A_CustomMissile(\"Leaves3\",Random(16,64),Random(-32,32),Random(0,360),0,0)\n\tSPIN ABCDEFGHABCDEFGHABCDEFGHABCDEFGH 1\n\tSPIN A 0 A_UnsetInvulnerable\n Goto See\n Missile:\n SILE G 0 A_Jump(64,21)\n\tSILE G 0 BRIGHT A_PlaySound(\"tornado/form\")\n SILE G 10 BRIGHT A_FaceTarget\n SILE H 8 BRIGHT\n SILE IJKLMN 8 BRIGHT A_FaceTarget\n SILE N 0 A_PlaySound(\"wind/away\")\n SILE N 0 A_CustomMissile(\"Leaves1\",Random(16,64),Random(-64,64),Random(45,-45),0,0)\n SILE N 0 A_CustomMissile(\"Leaves1\",Random(16,64),Random(-64,64),Random(45,-45),0,0)\n SILE N 0 A_CustomMissile(\"Leaves1\",Random(16,64),Random(-64,64),Random(45,-45),0,0)\n SILE N 0 A_CustomMissile(\"Leaves1\",Random(16,64),Random(-64,64),Random(45,-45),0,0)\n SILE N 0 A_CustomMissile(\"Leaves1\",Random(16,64),Random(-64,64),Random(45,-45),0,0)\n SILE N 0 A_CustomMissile(\"Leaves1\",Random(16,64),Random(-64,64),Random(45,-45),0,0)\n SILE N 0 A_CustomMissile(\"Leaves1\",Random(16,64),Random(-64,64),Random(45,-45),0,0)\n SILE N 0 A_CustomMissile(\"Leaves1\",Random(16,64),Random(-64,64),Random(45,-45),0,0)\n SILE O 8 BRIGHT A_CustomMissile(\"WindyDisaster\",32,0,0,0)\n SILE P 20 BRIGHT\n Goto See\n SILE A 1 A_PlaySound(\"wind/away\")\n\tSILE A 0 A_SpawnItemEx(\"Leaves2\",Random(-32,32),0,Random(16,64),3,0,0,Random(0,360),128)\n\tSILE A 0 A_SpawnItemEx(\"Leaves2\",Random(-32,32),0,Random(16,64),3,0,0,Random(0,360),128)\n\tSILE A 0 A_SpawnItemEx(\"Leaves2\",Random(-32,32),0,Random(16,64),3,0,0,Random(0,360),128)\n\tSILE A 0 A_SpawnItemEx(\"Leaves2\",Random(-32,32),0,Random(16,64),3,0,0,Random(0,360),128)\n\tSILE A 0 A_SpawnItemEx(\"Leaves2\",Random(-32,32),0,Random(16,64),3,0,0,Random(0,360),128)\n\tSILE A 0 A_SpawnItemEx(\"Leaves2\",Random(-32,32),0,Random(16,64),3,0,0,Random(0,360),128)\n\tSILE A 0 A_SpawnItemEx(\"Leaves2\",Random(-32,32),0,Random(16,64),3,0,0,Random(0,360),128)\n\tSILE A 0 A_SpawnItemEx(\"Leaves2\",Random(-32,32),0,Random(16,64),3,0,0,Random(0,360),128)\n\tSILE A 0 A_UnSetShootable\n SILE A 1 A_SetTranslucent(0.50)\n SILE A 1 A_SetTranslucent(0.40)\n SILE A 1 A_SetTranslucent(0.30)\n SILE A 1 A_SetTranslucent(0.20)\n SILE A 1 A_SetTranslucent(0.10)\n NULL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_Wander\n NULL A 0 A_Jump(128,25)\n NULL AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_ExtChase(0,0,1,1)\n SILE A 1 A_SetTranslucent(0.10)\n SILE A 1 A_SetTranslucent(0.20)\n SILE A 1 A_SetTranslucent(0.30)\n SILE A 1 A_SetTranslucent(0.40)\n SILE A 1 A_SetTranslucent(0.50)\n SILE A 0 A_SetShootable\n SILE A 1 A_PlaySound(\"wind/away\")\n\tGoto See\n Pain:\n SILE Q 5\n SILE Q 5 A_Pain\n Goto See\n Death:\n SILE Q 7\n SILE R 7 A_Scream\n SILE S 7 A_NoBlocking\n SILE TUVW 7\n SILE XY 5\n SILE Z -1\n Stop\n }\n}\n\nACTOR KnockbackTornado\n{\n Height 4\n Speed 50\n Radius 50\n Height 16\n PROJECTILE\n +Randomize\n states\n {\n Spawn:\n NULL ABCDEFGHIJK 1 A_RadiusThrust(128,255,0)\n Stop\n }\n}\n\nACTOR WindyDisaster\n{\n Height 4\n Speed 50\n Radius 50\n Height 16\n PROJECTILE\n +Randomize\n states\n {\n Spawn:\n NULL A 0 A_PlaySound(\"wind/away\")\n\tNULL AAAAAAAAAAAAAAAAAA 0 A_RadiusThrust(128,255,0)\n\tNULL A 10\n Stop\n }\n}\n\nACTOR Leaves1\n{\n Radius 8\n Height 16\n Speed 15\n Damage 4\n PROJECTILE\n +Randomize\n +NoGravity\n +Float\n states\n {\n Spawn:\n LEF1 ABCDEFGHI 4 BRIGHT\n\tLEF1 ABCDEFGHI 4 BRIGHT\n\tLEF1 ABCDEFGHI 4 BRIGHT\n\tLEF1 ABCDEFGHI 4 BRIGHT\n\tLEF1 ABCDEFGHI 4 BRIGHT\n Goto death\n Death:\n LEF1 A 1 BRIGHT\n Stop\n }\n}\n\nACTOR Leaves2\n{\n Radius 6\n Height 16\n Speed 3\n PROJECTILE\n +Randomize\n -NoGravity\n +Float\n states\n {\n Spawn:\n LEF2 ABCDEFGHI 4 BRIGHT\n\tLEF2 ABCDEFGHI 4 BRIGHT\n\tLEF2 ABCDEFGHI 4 BRIGHT\n\tLEF2 ABCDEFGHI 4 BRIGHT\n\tLEF2 ABCDEFGHI 4 BRIGHT\n Goto death\n Death:\n LEF2 A 1 BRIGHT\n Stop\n }\n}\n\nACTOR Leaves3 : LoreShot\n{\n Radius 8\n Height 16\n Speed 15\n Damage 1\n PROJECTILE\n +Randomize\n +NoGravity\n +Float\n states\n {\n Spawn:\n LEF1 ABCDEFGHI 1 BRIGHT\n\tLEF1 ABCDEFGHI 1 BRIGHT\n\tLEF1 ABCDEFGHI 1 BRIGHT\n\tLEF1 ABCDEFGHI 1 BRIGHT\n\tLEF1 ABCDEFGHI 1 BRIGHT\n Goto death\n Death:\n LEF1 A 1 BRIGHT\n Stop\n }\n}"
},
{
"source": "pk3",
"name": "animdefs.txt",
"contents": "flat optional FWATER1\n\tpic FWATER1 tics 35\n\tpic FWATER1 tics 35\nflat optional FWATER2\n\tpic FWATER1 tics 35\n\tpic FWATER1 tics 35\nflat optional FWATER3\n\tpic FWATER1 tics 35\n\tpic FWATER1 tics 35\nflat optional FWATER4\n\tpic FWATER1 tics 35\n\tpic FWATER1 tics 35\n\nwarp2 flat FWATER1\nwarp2 flat FWATER2\nwarp2 flat FWATER3\nwarp2 flat FWATER4\n\nflat optional NUKAGE1\n\tpic NUKAGE1 tics 35\n\tpic NUKAGE1 tics 35\nflat optional NUKAGE2\n\tpic NUKAGE1 tics 35\n\tpic NUKAGE1 tics 35\nflat optional NUKAGE3\n\tpic NUKAGE1 tics 35\n\tpic NUKAGE1 tics 35\n\nwarp2 flat NUKAGE1\nwarp2 flat NUKAGE2\nwarp2 flat NUKAGE3\n\nflat optional LAVA1\n\tpic LAVA1 tics 35\n\tpic LAVA1 tics 35\nflat optional LAVA2\n\tpic LAVA1 tics 35\n\tpic LAVA1 tics 35\nflat optional LAVA3\n\tpic LAVA1 tics 35\n\tpic LAVA1 tics 35\nflat optional LAVA4\n\tpic LAVA1 tics 35\n\tpic LAVA1 tics 35\n\nwarp flat LAVA1\nwarp flat LAVA2\nwarp flat LAVA3\nwarp flat LAVA4\n\nflat optional BLOOD1\n\tpic BLOOD1 tics 35\n\tpic BLOOD1 tics 35\nflat optional BLOOD2\n\tpic BLOOD1 tics 35\n\tpic BLOOD1 tics 35\nflat optional BLOOD3\n\tpic BLOOD1 tics 35\n\tpic BLOOD1 tics 35\n\nwarp2 flat BLOOD1\nwarp2 flat BLOOD2\nwarp2 flat BLOOD3\n\nflat optional SLIME01\n\tpic SLIME01 tics 35\n\tpic SLIME01 tics 35\nflat optional SLIME02\n\tpic SLIME01 tics 35\n\tpic SLIME01 tics 35\nflat optional SLIME03\n\tpic SLIME01 tics 35\n\tpic SLIME01 tics 35\nflat optional SLIME04\n\tpic SLIME01 tics 35\n\tpic SLIME01 tics 35\n\nwarp2 flat SLIME01\nwarp2 flat SLIME02\nwarp2 flat SLIME03\nwarp2 flat SLIME04\n\nflat optional SLIME05\n\tpic SLIME05 tics 35\n\tpic SLIME05 tics 35\nflat optional SLIME06\n\tpic SLIME05 tics 35\n\tpic SLIME05 tics 35\nflat optional SLIME07\n\tpic SLIME05 tics 35\n\tpic SLIME05 tics 35\nflat optional SLIME08\n\tpic SLIME05 tics 35\n\tpic SLIME05 tics 35\n\nwarp2 flat SLIME05\nwarp2 flat SLIME06\nwarp2 flat SLIME07\nwarp2 flat SLIME08\n\nwarp2 texture SFALL1 0.125\nwarp2 texture SFALL2 0.125\nwarp2 texture SFALL3 0.125\nwarp2 texture SFALL4 0.125\nwarp2 texture SFALL5 0.125\nwarp2 texture SFALL6 0.125\nwarp2 texture SFALL7 0.125\nwarp2 texture SFALL8 0.125\nwarp2 texture SFALL9 0.125\nwarp2 texture SFALL10 0.125\nwarp2 texture SFALL11 0.125\nwarp2 texture SFALL12 0.125\nwarp2 texture SFALL13 0.125\nwarp2 texture SFALL14 0.125\nwarp2 texture SFALL15 0.125\nwarp2 texture SFALL16 0.125\nwarp2 texture SFALL17 0.125\nwarp2 texture SFALL18 0.125\nwarp2 texture SFALL19 0.125\nwarp2 texture SFALL20 0.125\nwarp2 texture SFALL21 0.125\nwarp2 texture SFALL22 0.125\nwarp2 texture SFALL23 0.125\nwarp2 texture SFALL24 0.125\nwarp2 texture SFALL25 0.125\nwarp2 texture SFALL26 0.125\nwarp2 texture SFALL27 0.125\nwarp2 texture SFALL28 0.125\nwarp2 texture SFALL29 0.125\nwarp2 texture SFALL30 0.125\nwarp2 texture SFALL31 0.125\nwarp2 texture SFALL32 0.125\nwarp2 texture SFALL33 0.125\nwarp2 texture SFALL34 0.125\nwarp2 texture SFALL35 0.125\nwarp2 texture SFALL36 0.125\nwarp2 texture SFALL37 0.125\nwarp2 texture SFALL38 0.125\nwarp2 texture SFALL39 0.125\nwarp2 texture SFALL40 0.125\nwarp2 texture SFALL41 0.125\nwarp2 texture SFALL42 0.125\nwarp2 texture SFALL43 0.125\nwarp2 texture SFALL44 0.125\nwarp2 texture SFALL45 0.125\nwarp2 texture SFALL46 0.125\nwarp2 texture SFALL47 0.125\nwarp2 texture SFALL48 0.125\nwarp2 texture SFALL49 0.125\nwarp2 texture SFALL50 0.125\nwarp2 texture SFALL51 0.125\nwarp2 texture SFALL52 0.125\nwarp2 texture SFALL53 0.125\nwarp2 texture SFALL54 0.125\nwarp2 texture SFALL55 0.125\nwarp2 texture SFALL56 0.125\nwarp2 texture SFALL57 0.125\nwarp2 texture SFALL58 0.125\nwarp2 texture SFALL59 0.125\nwarp2 texture SFALL60 0.125\nwarp2 texture SFALL61 0.125\nwarp2 texture SFALL62 0.125\nwarp2 texture SFALL63 0.125\nwarp2 texture SFALL64 0.125\n\nwarp2 texture BFALL1 0.125\nwarp2 texture BFALL2 0.125\nwarp2 texture BFALL3 0.125\nwarp2 texture BFALL4 0.125\nwarp2 texture BFALL5 0.125\nwarp2 texture BFALL6 0.125\nwarp2 texture BFALL7 0.125\nwarp2 texture BFALL8 0.125\nwarp2 texture BFALL9 0.125\nwarp2 texture BFALL10 0.125\nwarp2 texture BFALL11 0.125\nwarp2 texture BFALL12 0.125\nwarp2 texture BFALL13 0.125\nwarp2 texture BFALL14 0.125\nwarp2 texture BFALL15 0.125\nwarp2 texture BFALL16 0.125\nwarp2 texture BFALL17 0.125\nwarp2 texture BFALL18 0.125\nwarp2 texture BFALL19 0.125\nwarp2 texture BFALL20 0.125\nwarp2 texture BFALL21 0.125\nwarp2 texture BFALL22 0.125\nwarp2 texture BFALL23 0.125\nwarp2 texture BFALL24 0.125\nwarp2 texture BFALL25 0.125\nwarp2 texture BFALL26 0.125\nwarp2 texture BFALL27 0.125\nwarp2 texture BFALL28 0.125\nwarp2 texture BFALL29 0.125\nwarp2 texture BFALL30 0.125\nwarp2 texture BFALL31 0.125\nwarp2 texture BFALL32 0.125\nwarp2 texture BFALL33 0.125\nwarp2 texture BFALL34 0.125\nwarp2 texture BFALL35 0.125\nwarp2 texture BFALL36 0.125\nwarp2 texture BFALL37 0.125\nwarp2 texture BFALL38 0.125\nwarp2 texture BFALL39 0.125\nwarp2 texture BFALL40 0.125\nwarp2 texture BFALL41 0.125\nwarp2 texture BFALL42 0.125\nwarp2 texture BFALL43 0.125\nwarp2 texture BFALL44 0.125\nwarp2 texture BFALL45 0.125\nwarp2 texture BFALL46 0.125\nwarp2 texture BFALL47 0.125\nwarp2 texture BFALL48 0.125\nwarp2 texture BFALL49 0.125\nwarp2 texture BFALL50 0.125\nwarp2 texture BFALL51 0.125\nwarp2 texture BFALL52 0.125\nwarp2 texture BFALL53 0.125\nwarp2 texture BFALL54 0.125\nwarp2 texture BFALL55 0.125\nwarp2 texture BFALL56 0.125\nwarp2 texture BFALL57 0.125\nwarp2 texture BFALL58 0.125\nwarp2 texture BFALL59 0.125\nwarp2 texture BFALL60 0.125\nwarp2 texture BFALL61 0.125\nwarp2 texture BFALL62 0.125\nwarp2 texture BFALL63 0.125\nwarp2 texture BFALL64 0.125\n\ntexture BFALL1\n\tpic BFALL1 tics 1\n\tpic BFALL2 tics 1\n\tpic BFALL3 tics 1\n\tpic BFALL4 tics 1\n\tpic BFALL5 tics 1\n\tpic BFALL6 tics 1\n\tpic BFALL7 tics 1\n\tpic BFALL8 tics 1\n\tpic BFALL9 tics 1\n\tpic BFALL10 tics 1\n\tpic BFALL11 tics 1\n\tpic BFALL12 tics 1\n\tpic BFALL13 tics 1\n\tpic BFALL14 tics 1\n\tpic BFALL15 tics 1\n\tpic BFALL16 tics 1\n\tpic BFALL17 tics 1\n\tpic BFALL18 tics 1\n\tpic BFALL19 tics 1\n\tpic BFALL20 tics 1\n\tpic BFALL21 tics 1\n\tpic BFALL22 tics 1\n\tpic BFALL23 tics 1\n\tpic BFALL24 tics 1\n\tpic BFALL25 tics 1\n\tpic BFALL26 tics 1\n\tpic BFALL27 tics 1\n\tpic BFALL28 tics 1\n\tpic BFALL29 tics 1\n\tpic BFALL30 tics 1\n\tpic BFALL31 tics 1\n\tpic BFALL32 tics 1\n\tpic BFALL33 tics 1\n\tpic BFALL34 tics 1\n\tpic BFALL35 tics 1\n\tpic BFALL36 tics 1\n\tpic BFALL37 tics 1\n\tpic BFALL38 tics 1\n\tpic BFALL39 tics 1\n\tpic BFALL40 tics 1\n\tpic BFALL41 tics 1\n\tpic BFALL42 tics 1\n\tpic BFALL43 tics 1\n\tpic BFALL44 tics 1\n\tpic BFALL45 tics 1\n\tpic BFALL46 tics 1\n\tpic BFALL47 tics 1\n\tpic BFALL48 tics 1\n\tpic BFALL49 tics 1\n\tpic BFALL50 tics 1\n\tpic BFALL51 tics 1\n\tpic BFALL52 tics 1\n\tpic BFALL53 tics 1\n\tpic BFALL54 tics 1\n\tpic BFALL55 tics 1\n\tpic BFALL56 tics 1\n\tpic BFALL57 tics 1\n\tpic BFALL58 tics 1\n\tpic BFALL59 tics 1\n\tpic BFALL60 tics 1\n\tpic BFALL61 tics 1\n\tpic BFALL62 tics 1\n\tpic BFALL63 tics 1\n\tpic BFALL64 tics 1\n\ntexture BFALL2\n\tpic BFALL1 tics 1\n\tpic BFALL2 tics 1\n\tpic BFALL3 tics 1\n\tpic BFALL4 tics 1\n\tpic BFALL5 tics 1\n\tpic BFALL6 tics 1\n\tpic BFALL7 tics 1\n\tpic BFALL8 tics 1\n\tpic BFALL9 tics 1\n\tpic BFALL10 tics 1\n\tpic BFALL11 tics 1\n\tpic BFALL12 tics 1\n\tpic BFALL13 tics 1\n\tpic BFALL14 tics 1\n\tpic BFALL15 tics 1\n\tpic BFALL16 tics 1\n\tpic BFALL17 tics 1\n\tpic BFALL18 tics 1\n\tpic BFALL19 tics 1\n\tpic BFALL20 tics 1\n\tpic BFALL21 tics 1\n\tpic BFALL22 tics 1\n\tpic BFALL23 tics 1\n\tpic BFALL24 tics 1\n\tpic BFALL25 tics 1\n\tpic BFALL26 tics 1\n\tpic BFALL27 tics 1\n\tpic BFALL28 tics 1\n\tpic BFALL29 tics 1\n\tpic BFALL30 tics 1\n\tpic BFALL31 tics 1\n\tpic BFALL32 tics 1\n\tpic BFALL33 tics 1\n\tpic BFALL34 tics 1\n\tpic BFALL35 tics 1\n\tpic BFALL36 tics 1\n\tpic BFALL37 tics 1\n\tpic BFALL38 tics 1\n\tpic BFALL39 tics 1\n\tpic BFALL40 tics 1\n\tpic BFALL41 tics 1\n\tpic BFALL42 tics 1\n\tpic BFALL43 tics 1\n\tpic BFALL44 tics 1\n\tpic BFALL45 tics 1\n\tpic BFALL46 tics 1\n\tpic BFALL47 tics 1\n\tpic BFALL48 tics 1\n\tpic BFALL49 tics 1\n\tpic BFALL50 tics 1\n\tpic BFALL51 tics 1\n\tpic BFALL52 tics 1\n\tpic BFALL53 tics 1\n\tpic BFALL54 tics 1\n\tpic BFALL55 tics 1\n\tpic BFALL56 tics 1\n\tpic BFALL57 tics 1\n\tpic BFALL58 tics 1\n\tpic BFALL59 tics 1\n\tpic BFALL60 tics 1\n\tpic BFALL61 tics 1\n\tpic BFALL62 tics 1\n\tpic BFALL63 tics 1\n\tpic BFALL64 tics 1\n\ntexture BFALL3\n\tpic BFALL1 tics 1\n\tpic BFALL2 tics 1\n\tpic BFALL3 tics 1\n\tpic BFALL4 tics 1\n\tpic BFALL5 tics 1\n\tpic BFALL6 tics 1\n\tpic BFALL7 tics 1\n\tpic BFALL8 tics 1\n\tpic BFALL9 tics 1\n\tpic BFALL10 tics 1\n\tpic BFALL11 tics 1\n\tpic BFALL12 tics 1\n\tpic BFALL13 tics 1\n\tpic BFALL14 tics 1\n\tpic BFALL15 tics 1\n\tpic BFALL16 tics 1\n\tpic BFALL17 tics 1\n\tpic BFALL18 tics 1\n\tpic BFALL19 tics 1\n\tpic BFALL20 tics 1\n\tpic BFALL21 tics 1\n\tpic BFALL22 tics 1\n\tpic BFALL23 tics 1\n\tpic BFALL24 tics 1\n\tpic BFALL25 tics 1\n\tpic BFALL26 tics 1\n\tpic BFALL27 tics 1\n\tpic BFALL28 tics 1\n\tpic BFALL29 tics 1\n\tpic BFALL30 tics 1\n\tpic BFALL31 tics 1\n\tpic BFALL32 tics 1\n\tpic BFALL33 tics 1\n\tpic BFALL34 tics 1\n\tpic BFALL35 tics 1\n\tpic BFALL36 tics 1\n\tpic BFALL37 tics 1\n\tpic BFALL38 tics 1\n\tpic BFALL39 tics 1\n\tpic BFALL40 tics 1\n\tpic BFALL41 tics 1\n\tpic BFALL42 tics 1\n\tpic BFALL43 tics 1\n\tpic BFALL44 tics 1\n\tpic BFALL45 tics 1\n\tpic BFALL46 tics 1\n\tpic BFALL47 tics 1\n\tpic BFALL48 tics 1\n\tpic BFALL49 tics 1\n\tpic BFALL50 tics 1\n\tpic BFALL51 tics 1\n\tpic BFALL52 tics 1\n\tpic BFALL53 tics 1\n\tpic BFALL54 tics 1\n\tpic BFALL55 tics 1\n\tpic BFALL56 tics 1\n\tpic BFALL57 tics 1\n\tpic BFALL58 tics 1\n\tpic BFALL59 tics 1\n\tpic BFALL60 tics 1\n\tpic BFALL61 tics 1\n\tpic BFALL62 tics 1\n\tpic BFALL63 tics 1\n\tpic BFALL64 tics 1\n\ntexture BFALL4\n\tpic BFALL1 tics 1\n\tpic BFALL2 tics 1\n\tpic BFALL3 tics 1\n\tpic BFALL4 tics 1\n\tpic BFALL5 tics 1\n\tpic BFALL6 tics 1\n\tpic BFALL7 tics 1\n\tpic BFALL8 tics 1\n\tpic BFALL9 tics 1\n\tpic BFALL10 tics 1\n\tpic BFALL11 tics 1\n\tpic BFALL12 tics 1\n\tpic BFALL13 tics 1\n\tpic BFALL14 tics 1\n\tpic BFALL15 tics 1\n\tpic BFALL16 tics 1\n\tpic BFALL17 tics 1\n\tpic BFALL18 tics 1\n\tpic BFALL19 tics 1\n\tpic BFALL20 tics 1\n\tpic BFALL21 tics 1\n\tpic BFALL22 tics 1\n\tpic BFALL23 tics 1\n\tpic BFALL24 tics 1\n\tpic BFALL25 tics 1\n\tpic BFALL26 tics 1\n\tpic BFALL27 tics 1\n\tpic BFALL28 tics 1\n\tpic BFALL29 tics 1\n\tpic BFALL30 tics 1\n\tpic BFALL31 tics 1\n\tpic BFALL32 tics 1\n\tpic BFALL33 tics 1\n\tpic BFALL34 tics 1\n\tpic BFALL35 tics 1\n\tpic BFALL36 tics 1\n\tpic BFALL37 tics 1\n\tpic BFALL38 tics 1\n\tpic BFALL39 tics 1\n\tpic BFALL40 tics 1\n\tpic BFALL41 tics 1\n\tpic BFALL42 tics 1\n\tpic BFALL43 tics 1\n\tpic BFALL44 tics 1\n\tpic BFALL45 tics 1\n\tpic BFALL46 tics 1\n\tpic BFALL47 tics 1\n\tpic BFALL48 tics 1\n\tpic BFALL49 tics 1\n\tpic BFALL50 tics 1\n\tpic BFALL51 tics 1\n\tpic BFALL52 tics 1\n\tpic BFALL53 tics 1\n\tpic BFALL54 tics 1\n\tpic BFALL55 tics 1\n\tpic BFALL56 tics 1\n\tpic BFALL57 tics 1\n\tpic BFALL58 tics 1\n\tpic BFALL59 tics 1\n\tpic BFALL60 tics 1\n\tpic BFALL61 tics 1\n\tpic BFALL62 tics 1\n\tpic BFALL63 tics 1\n\tpic BFALL64 tics 1\n\ntexture SFALL1\n\tpic SFALL1 tics 1\n\tpic SFALL2 tics 1\n\tpic SFALL3 tics 1\n\tpic SFALL4 tics 1\n\tpic SFALL5 tics 1\n\tpic SFALL6 tics 1\n\tpic SFALL7 tics 1\n\tpic SFALL8 tics 1\n\tpic SFALL9 tics 1\n\tpic SFALL10 tics 1\n\tpic SFALL11 tics 1\n\tpic SFALL12 tics 1\n\tpic SFALL13 tics 1\n\tpic SFALL14 tics 1\n\tpic SFALL15 tics 1\n\tpic SFALL16 tics 1\n\tpic SFALL17 tics 1\n\tpic SFALL18 tics 1\n\tpic SFALL19 tics 1\n\tpic SFALL20 tics 1\n\tpic SFALL21 tics 1\n\tpic SFALL22 tics 1\n\tpic SFALL23 tics 1\n\tpic SFALL24 tics 1\n\tpic SFALL25 tics 1\n\tpic SFALL26 tics 1\n\tpic SFALL27 tics 1\n\tpic SFALL28 tics 1\n\tpic SFALL29 tics 1\n\tpic SFALL30 tics 1\n\tpic SFALL31 tics 1\n\tpic SFALL32 tics 1\n\tpic SFALL33 tics 1\n\tpic SFALL34 tics 1\n\tpic SFALL35 tics 1\n\tpic SFALL36 tics 1\n\tpic SFALL37 tics 1\n\tpic SFALL38 tics 1\n\tpic SFALL39 tics 1\n\tpic SFALL40 tics 1\n\tpic SFALL41 tics 1\n\tpic SFALL42 tics 1\n\tpic SFALL43 tics 1\n\tpic SFALL44 tics 1\n\tpic SFALL45 tics 1\n\tpic SFALL46 tics 1\n\tpic SFALL47 tics 1\n\tpic SFALL48 tics 1\n\tpic SFALL49 tics 1\n\tpic SFALL50 tics 1\n\tpic SFALL51 tics 1\n\tpic SFALL52 tics 1\n\tpic SFALL53 tics 1\n\tpic SFALL54 tics 1\n\tpic SFALL55 tics 1\n\tpic SFALL56 tics 1\n\tpic SFALL57 tics 1\n\tpic SFALL58 tics 1\n\tpic SFALL59 tics 1\n\tpic SFALL60 tics 1\n\tpic SFALL61 tics 1\n\tpic SFALL62 tics 1\n\tpic SFALL63 tics 1\n\tpic SFALL64 tics 1\n\ntexture SFALL2\n\tpic SFALL1 tics 1\n\tpic SFALL2 tics 1\n\tpic SFALL3 tics 1\n\tpic SFALL4 tics 1\n\tpic SFALL5 tics 1\n\tpic SFALL6 tics 1\n\tpic SFALL7 tics 1\n\tpic SFALL8 tics 1\n\tpic SFALL9 tics 1\n\tpic SFALL10 tics 1\n\tpic SFALL11 tics 1\n\tpic SFALL12 tics 1\n\tpic SFALL13 tics 1\n\tpic SFALL14 tics 1\n\tpic SFALL15 tics 1\n\tpic SFALL16 tics 1\n\tpic SFALL17 tics 1\n\tpic SFALL18 tics 1\n\tpic SFALL19 tics 1\n\tpic SFALL20 tics 1\n\tpic SFALL21 tics 1\n\tpic SFALL22 tics 1\n\tpic SFALL23 tics 1\n\tpic SFALL24 tics 1\n\tpic SFALL25 tics 1\n\tpic SFALL26 tics 1\n\tpic SFALL27 tics 1\n\tpic SFALL28 tics 1\n\tpic SFALL29 tics 1\n\tpic SFALL30 tics 1\n\tpic SFALL31 tics 1\n\tpic SFALL32 tics 1\n\tpic SFALL33 tics 1\n\tpic SFALL34 tics 1\n\tpic SFALL35 tics 1\n\tpic SFALL36 tics 1\n\tpic SFALL37 tics 1\n\tpic SFALL38 tics 1\n\tpic SFALL39 tics 1\n\tpic SFALL40 tics 1\n\tpic SFALL41 tics 1\n\tpic SFALL42 tics 1\n\tpic SFALL43 tics 1\n\tpic SFALL44 tics 1\n\tpic SFALL45 tics 1\n\tpic SFALL46 tics 1\n\tpic SFALL47 tics 1\n\tpic SFALL48 tics 1\n\tpic SFALL49 tics 1\n\tpic SFALL50 tics 1\n\tpic SFALL51 tics 1\n\tpic SFALL52 tics 1\n\tpic SFALL53 tics 1\n\tpic SFALL54 tics 1\n\tpic SFALL55 tics 1\n\tpic SFALL56 tics 1\n\tpic SFALL57 tics 1\n\tpic SFALL58 tics 1\n\tpic SFALL59 tics 1\n\tpic SFALL60 tics 1\n\tpic SFALL61 tics 1\n\tpic SFALL62 tics 1\n\tpic SFALL63 tics 1\n\tpic SFALL64 tics 1\n\ntexture SFALL3\n\tpic SFALL1 tics 1\n\tpic SFALL2 tics 1\n\tpic SFALL3 tics 1\n\tpic SFALL4 tics 1\n\tpic SFALL5 tics 1\n\tpic SFALL6 tics 1\n\tpic SFALL7 tics 1\n\tpic SFALL8 tics 1\n\tpic SFALL9 tics 1\n\tpic SFALL10 tics 1\n\tpic SFALL11 tics 1\n\tpic SFALL12 tics 1\n\tpic SFALL13 tics 1\n\tpic SFALL14 tics 1\n\tpic SFALL15 tics 1\n\tpic SFALL16 tics 1\n\tpic SFALL17 tics 1\n\tpic SFALL18 tics 1\n\tpic SFALL19 tics 1\n\tpic SFALL20 tics 1\n\tpic SFALL21 tics 1\n\tpic SFALL22 tics 1\n\tpic SFALL23 tics 1\n\tpic SFALL24 tics 1\n\tpic SFALL25 tics 1\n\tpic SFALL26 tics 1\n\tpic SFALL27 tics 1\n\tpic SFALL28 tics 1\n\tpic SFALL29 tics 1\n\tpic SFALL30 tics 1\n\tpic SFALL31 tics 1\n\tpic SFALL32 tics 1\n\tpic SFALL33 tics 1\n\tpic SFALL34 tics 1\n\tpic SFALL35 tics 1\n\tpic SFALL36 tics 1\n\tpic SFALL37 tics 1\n\tpic SFALL38 tics 1\n\tpic SFALL39 tics 1\n\tpic SFALL40 tics 1\n\tpic SFALL41 tics 1\n\tpic SFALL42 tics 1\n\tpic SFALL43 tics 1\n\tpic SFALL44 tics 1\n\tpic SFALL45 tics 1\n\tpic SFALL46 tics 1\n\tpic SFALL47 tics 1\n\tpic SFALL48 tics 1\n\tpic SFALL49 tics 1\n\tpic SFALL50 tics 1\n\tpic SFALL51 tics 1\n\tpic SFALL52 tics 1\n\tpic SFALL53 tics 1\n\tpic SFALL54 tics 1\n\tpic SFALL55 tics 1\n\tpic SFALL56 tics 1\n\tpic SFALL57 tics 1\n\tpic SFALL58 tics 1\n\tpic SFALL59 tics 1\n\tpic SFALL60 tics 1\n\tpic SFALL61 tics 1\n\tpic SFALL62 tics 1\n\tpic SFALL63 tics 1\n\tpic SFALL64 tics 1\n\ntexture SFALL4\n\tpic SFALL1 tics 1\n\tpic SFALL2 tics 1\n\tpic SFALL3 tics 1\n\tpic SFALL4 tics 1\n\tpic SFALL5 tics 1\n\tpic SFALL6 tics 1\n\tpic SFALL7 tics 1\n\tpic SFALL8 tics 1\n\tpic SFALL9 tics 1\n\tpic SFALL10 tics 1\n\tpic SFALL11 tics 1\n\tpic SFALL12 tics 1\n\tpic SFALL13 tics 1\n\tpic SFALL14 tics 1\n\tpic SFALL15 tics 1\n\tpic SFALL16 tics 1\n\tpic SFALL17 tics 1\n\tpic SFALL18 tics 1\n\tpic SFALL19 tics 1\n\tpic SFALL20 tics 1\n\tpic SFALL21 tics 1\n\tpic SFALL22 tics 1\n\tpic SFALL23 tics 1\n\tpic SFALL24 tics 1\n\tpic SFALL25 tics 1\n\tpic SFALL26 tics 1\n\tpic SFALL27 tics 1\n\tpic SFALL28 tics 1\n\tpic SFALL29 tics 1\n\tpic SFALL30 tics 1\n\tpic SFALL31 tics 1\n\tpic SFALL32 tics 1\n\tpic SFALL33 tics 1\n\tpic SFALL34 tics 1\n\tpic SFALL35 tics 1\n\tpic SFALL36 tics 1\n\tpic SFALL37 tics 1\n\tpic SFALL38 tics 1\n\tpic SFALL39 tics 1\n\tpic SFALL40 tics 1\n\tpic SFALL41 tics 1\n\tpic SFALL42 tics 1\n\tpic SFALL43 tics 1\n\tpic SFALL44 tics 1\n\tpic SFALL45 tics 1\n\tpic SFALL46 tics 1\n\tpic SFALL47 tics 1\n\tpic SFALL48 tics 1\n\tpic SFALL49 tics 1\n\tpic SFALL50 tics 1\n\tpic SFALL51 tics 1\n\tpic SFALL52 tics 1\n\tpic SFALL53 tics 1\n\tpic SFALL54 tics 1\n\tpic SFALL55 tics 1\n\tpic SFALL56 tics 1\n\tpic SFALL57 tics 1\n\tpic SFALL58 tics 1\n\tpic SFALL59 tics 1\n\tpic SFALL60 tics 1\n\tpic SFALL61 tics 1\n\tpic SFALL62 tics 1\n\tpic SFALL63 tics 1\n\tpic SFALL64 tics 1"
}
]
},
"maps": []
}