brutalmop_testv2.pk3

PK3 514 KiB 0 map(s)

Counts

endoom0
graphics0
lumps231
maps0
palettes0

Totals (across maps)

Things0
Linedefs0
Sectors0
Monsters0
Items0
Raw model (for completeness)
{
  "meta": {
    "id": "06202bef-a21a-4cc4-9d15-2586a9335d92",
    "sha1": "c5dcc5e1c7ad6a74137060b095ddd94df1cc5c75",
    "sha256": "48c882fdb08f5ce6006259f3a226d5fb8ad7b2d4a98b5ba1d96cbba5fdcff0f4",
    "filenames": [
      "brutalmop_testv2.pk3"
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    "additional": {
      "engines": [
        "ZDOOM"
      ],
      "iwad": [],
      "filename": null,
      "added": "2013-04-19 00:53:17",
      "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": "2013-04-19 00:53:17",
    "file": {
      "type": "PK3",
      "size": 526748,
      "url": "https://wadarchive2.nyc3.digitaloceanspaces.com/c5dcc5e1c7ad6a74137060b095ddd94df1cc5c75/c5dcc5e1c7ad6a74137060b095ddd94df1cc5c75.pk3.gz",
      "corrupt": false
    },
    "content": {
      "counts": {
        "endoom": 0,
        "graphics": 0,
        "lumps": 231,
        "maps": 0,
        "palettes": 0
      },
      "engines_guess": [
        "ZDOOM"
      ]
    },
    "text_files": [
      {
        "source": "pk3",
        "name": "DECORATE.txt",
        "contents": "// made by silva (com1337@gmail.com)\n\n// Weapons\n\n#include \"Weapons/MasterGuns.txt\"\n\n// Player Classes\n\n#include \"Classes/MarineClass.txt\"\n#include \"Classes/MonsterMasterClass.txt\"\n\n// Items\n\n#include \"Items/Morph.txt\"\n#include \"Items/doomitems.txt\"\n\n// Monsters\n\n#include \"Monsters/Spawners.txt\"\n#include \"Monsters/ZombieMan.txt\"\n#include \"Monsters/DoomImp.txt\"\n#include \"Monsters/ShotGunGuy.txt\"\n#include \"Monsters/ChainGunGuy.txt\"\n#include \"Monsters/LostSoul.txt\"\n#include \"Monsters/Demon.txt\"\n#include \"Monsters/PainElemental.txt\"\n#include \"Monsters/CacoDemon.txt\"\n#include \"Monsters/Revenant.txt\"\n#include \"Monsters/Fatso.txt\"\n#include \"Monsters/HellKnight.txt\"\n#include \"Monsters/BaronOfHell.txt\"\n#include \"Monsters/Arachnotron.txt\"\n#include \"Monsters/Archvile.txt\"\n#include \"Monsters/SpiderMasterMind.txt\"\n#include \"Monsters/CyberDemon.txt\"\n#include \"Monsters/BossEye.txt\"\n#include \"Monsters/WolfensteinSS.txt\"\n\n// Morph Classes\n\n#include \"MorphClasses/ZombieManClass.txt\"\n#include \"MorphClasses/DoomImpClass.txt\"\n#include \"MorphClasses/ShotGunGuyClass.txt\"\n#include \"MorphClasses/ChainGunGuyClass.txt\"\n#include \"MorphClasses/DemonClass.txt\"\n#include \"MorphClasses/SpectreClass.txt\"\n#include \"MorphClasses/RevenantClass.txt\"\n#include \"MorphClasses/HellKnightClass.txt\"\n#include \"MorphClasses/BaronOfHellClass.txt\"\n#include \"MorphClasses/CacoDemonClass.txt\"\n#include \"MorphClasses/FatsoClass.txt\"\n#include \"MorphClasses/ArachnotronClass.txt\"\n#include \"MorphClasses/CyberDemonClass.txt\"\n#include \"MorphClasses/MasterMindClass.txt\"\n#include \"MorphClasses/ArchvileClass.txt\"\n#include \"MorphClasses/WolfensteinSSClass.txt\"\n#include \"MorphClasses/PainElementalClass.txt\"\n#include \"MorphClasses/LostSoulClass.txt\""
      },
      {
        "source": "pk3",
        "name": "KEYCONF.txt",
        "contents": "// made by silva (com1337@gmail.com)\nclearplayerclasses\n\naddplayerclass MarineClass\naddplayerclass MonsterMasterClass"
      },
      {
        "source": "pk3",
        "name": "SNDINFO.txt",
        "contents": "// made by silva (com1337@gmail.com)\n// World sounds\n\nworld/watersplash\t\t    dssplash\nworld/watersplashsmall\t\tdssplsml\nworld/sludgegloop\t\t    dsploosh\nworld/sludgegloopsmall\t\tdsplosml\nworld/lavasizzle\t\t    dslvsiz\nworld/lavasizzlesmall\t\tdslavsml\n\n// game sounds\n\ngame/canexit                            Signal\nDBSPLASH                                DBSPLASH\n\n// other weapons\n\nweapon/ADshotgun                        DSASHTGN\nweapon/ADshotgunre                      DSASTGNR\nweapon/mp40                             MP40\nweapon/claw                             CLAWW\nmarine/fists                            dspunch\nmarine/fistswall                        mfistw\nweapons/adpistol                        adpistol\ncybie/overheat                          cybover\nweapons/mgrenbounce                     DSGRNHIT\nweapons/mgren                           DSGRNSHT\nweapon/VulcanCannonUp                   DSVCUP\nweapon/VulcanCannonLoop                 DSVCLOOP\nweapon/VulcanCannonDown                 DSVCDOWN\nweapon/msmgfire                         DSSMGSND\n\nweapons/Ashotgun/fire                    DSASHTGF\nweapons/Ashotgun/cock/back               DSASHTBK\nweapons/Ashotgun/cock/forward            DSASHTFD\n\n// Chat sounds\n\n$random misc/chat { misc/chats1 misc/chats2 misc/chats3 misc/chats4 misc/chats5 misc/chats6 }\n$random misc/chat2 { misc/chats1 misc/chats2 misc/chats3 misc/chats4 misc/chats5 misc/chats6 }\n\nmisc/chats1     Mchat1\nmisc/chats2     Mchat2\nmisc/chats3     Mchat3\nmisc/chats4     Mchat4\nmisc/chats5     Mchat5\nmisc/chats6     Mchat6\n\n// New Monsters\n\n// DarkImp\n\n$RANDOM darkimp/see { darkImp/see1 darkImp/see2 }\ndarkimp/see1 dsdvlsi1\ndarkimp/see2 dsdvlsi2\n\ndarkimp/pain dsdvlpai\n$RANDOM darkimp/death { darkImp/death1 darkImp/death2 }\ndarkimp/death1 dsdvldt1\ndarkimp/death2 dsdvldt2\ndarkimp/active dsdvlact\n\n// SSg Zombie\n\nSSGUNER/sight\tDSGPOSIT\nSSGUNER/SSG \tDSSGGATK\nSSGUNER/death\tDSGPODTH\nSSGUNER/idle\tDSGPOACT\n\n// Soul Harvester\n$random harvester/sight \t{ shsight1 shsight2 }\nshsight1 \t\t\tshsight1\nshsight2 \t\t\tshsight2\n$random harvester/death \t{ shdeath1 shdeath2 }\nshdeath1 \t\t\t\tshdeath1\nshdeath2 \t\t\t\tshdeath2\nharvester/scream \t\tshfbscrm\nharvester/ghost \t\tshghscrm\n\n// BloodDemon\n\nblooddemon/sight DSBLDSIT\nblooddemon/pain DSBLDPAI\nblooddemon/death DSBLDDTH\nblooddemon/active DSBLDACT\nblooddemon/melee DSBLDATK\nblooddemon/walk DSBLDWAL\n\n// Shadow\n\n$random Shadow/active { Shadow/act1 Shadow/act2 }\nShadow/act1\t\t\tSHDACT1\nShadow/act2\t\t\tSHDACT2\n$random Shadow/pain { Shadow/pain1 Shadow/pain2 }\nShadow/pain1\t\t\tSHDPAIN1\nShadow/pain2\t\t\tSHDPAIN2\nShadow/attack\t\t    SHDATTAK\nShadow/death\t\t    SHDDEATH\n\n//Master\n\n$random pm_taunt { pmaster/taunt1 pmaster/taunt2 pmaster/taunt3 }\n\npmaster/taunt1 Msnd1\npmaster/taunt2 Msnd4\npmaster/taunt3 Msnd5\n\n$playersound    PuppetMaster male *pain100 Msnd3\n$playersounddup PuppetMaster male *pain75 *pain100\n$playersounddup PuppetMaster male *pain50 *pain100\n$playersounddup PuppetMaster male *pain25 *pain100\n$playersound    PuppetMaster male *death Msnd3\n$playersound    PuppetMaster male *xdeath Msnd3\n$playersound    PuppetMaster male *usefail Msnd2\n$playersounddup PuppetMaster male *grunt *pain100\n$playersounddup PuppetMaster male *land *pain100\n$playersound    PuppetMaster male *jump Msnd2\n$playeralias    PuppetMaster male *taunt pm_taunt\n\n//Zombies\n\n$random bl_taunt { grunt/sight1 grunt/sight2 grunt/sight3 }\n\n$playersound    brainless male *pain100 dspopain\n$playersounddup brainless male *pain75 *pain100\n$playersounddup brainless male *pain50 *pain100\n$playersounddup brainless male *pain25 *pain100\n$playersound    brainless male *death bl_death\n$playersound    brainless male *xdeath DSSLOP\n$playersound    brainless male *usefail dsposact\n$playersounddup brainless male *grunt *pain100\n$playersounddup brainless male *land *pain100\n$playersound    brainless male *jump dspopain\n$playeralias    brainless male *taunt bl_taunt\n\n// SSgZombie Player\n\n$playersound    SSSgZombie male *pain100 dspopain\n$playersounddup SSSgZombie male *pain75 *pain100\n$playersounddup SSSgZombie male *pain50 *pain100\n$playersounddup SSSgZombie male *pain25 *pain100\n$playersound    SSSgZombie male *death DSGPODTH\n$playersound    SSSgZombie male *usefail DSGPOACT\n$playersounddup SSSgZombie male *grunt *pain100\n$playersounddup SSSgZombie male *land *pain100\n$playersound    SSSgZombie male *jump DSGPOACT\n$playersound    SSSgZombie male *taunt DSGPOSIT\n\n//Imp Player\n\n$random imp_taunt\t{ imp/sight1  imp/sight2 }\n\n$playersound    Mimpale male *pain100 dspopain\n$playersounddup Mimpale male *pain75 *pain100\n$playersounddup Mimpale male *pain50 *pain100\n$playersounddup Mimpale male *pain25 *pain100\n$playersound    Mimpale male *death DSNULL\n$playersound    Mimpale male *xdeath DSSLOP\n$playersound    Mimpale male *usefail dsbgact\n$playersounddup Mimpale male *grunt *pain100\n$playersounddup Mimpale male *land *pain100\n$playersound    Mimpale male *jump  dspopain\n$playeralias    Mimpale male *taunt imp_taunt\n\n//Dark Imp\n\n$random dimp_taunt\t{ darkimp/see1  darkimp/see2 }\n\n$playersound    MsDarkimp male *pain100 dsdvlpai\n$playersounddup MsDarkimp male *pain75 *pain100\n$playersounddup MsDarkimp male *pain50 *pain100\n$playersounddup MsDarkimp male *pain25 *pain100\n$playersound    MsDarkimp male *death  DSNULL\n$playersound    MsDarkimp male *xdeath DSSLOP\n$playersound    MsDarkimp male *usefail dsdvlact\n$playersounddup MsDarkimp male *grunt *pain100\n$playersounddup MsDarkimp male *land *pain100\n$playersound    MsDarkimp male *jump  dsdvlpai\n$playeralias    MsDarkimp male *taunt dimp_taunt\n\n//SShadow\n\n$random Shadow_taunt\t{ imp/sight1  imp/sight2 }\n\n$playeralias    SShadow male *pain100 Shadow/pain\n$playersounddup SShadow male *pain75 *pain100\n$playersounddup SShadow male *pain50 *pain100\n$playersounddup SShadow male *pain25 *pain100\n$playersound    SShadow male *death  DSNULL\n$playersound    SShadow male *xdeath DSSLOP\n$playeralias    SShadow male *usefail Shadow/active\n$playersounddup SShadow male *grunt *pain100\n$playersounddup SShadow male *land *pain100\n$playersound    SShadow male *jump  SHDPAIN1\n$playeralias    SShadow male *taunt Shadow/active\n\n// SoulHarvester\n\n$random SoulHar_taunt\t{ shsight1  shsight2 }\nshsight1 \t\t\tshsight1\nshsight2 \t\t\tshsight2\n\n$random SoulHar_death \t{ shdeath1 shdeath2 }\nshdeath1 \t\t\t\tshdeath1\nshdeath2 \t\t\t\tshdeath2\n\n$playeralias    SHplayer male *pain100 dspopain\n$playersounddup SHplayer male *pain75 *pain100\n$playersounddup SHplayer male *pain50 *pain100\n$playersounddup SHplayer male *pain25 *pain100\n$playeralias    SHplayer male *death  SoulHar_death\n$playersound    SHplayer male *xdeath shfbscrm\n$playeralias    SHplayer male *usefail dsbgact\n$playersounddup SHplayer male *grunt *pain100\n$playersounddup SHplayer male *land *pain100\n$playersound    SHplayer male *jump  SHDPAIN1\n$playeralias    SHplayer male *taunt SoulHar_taunt\n\n//SpigMarine\n\n$random mpig/active\t{ mpig/active1  mpig/active2 }\nmpig/active1    DSPGACT1\nmpig/active2    DSPGACT2\nmpig/death      DSPIGDTH\nmpig/attack     DSPIGATC\nmpig/pain       DSPGPAIN\n\n$playersound    SpigMarine male *pain100 DSPGPAIN\n$playersounddup SpigMarine male *pain75  *pain100\n$playersounddup SpigMarine male *pain50  *pain100\n$playersounddup SpigMarine male *pain25  *pain100\n$playersound    SpigMarine male *death   DSPIGDTH\n$playersound    SpigMarine male *xdeath  DSSLOP\n$playeralias    SpigMarine male *usefail mpig/active\n$playersounddup SpigMarine male *grunt   *pain100\n$playersound    SpigMarine male *land    DSPIGATC\n$playersound    SpigMarine male *jump    DSPIGATC\n$playersound    SpigMarine male *taunt   DSPGACT2\n\n//Archvile\n\n$playersound    Mvile male *pain100 DSVIPAIN\n$playersounddup Mvile male *pain75 *pain100\n$playersounddup Mvile male *pain50 *pain100\n$playersounddup Mvile male *pain25 *pain100\n$playersound    Mvile male *death DSVILDTH\n$playersound    Mvile male *usefail DSVILACT\n$playersounddup Mvile male *grunt *pain100\n$playersounddup Mvile male *land *pain100\n$playersound    Mvile male *jump DSVILSIT\n$playersound    Mvile male *taunt dsvilsit\n\n//Demon\n\n$playersound    Mdemon male *pain100 DSDMPAIN\n$playersounddup Mdemon male *pain75 *pain100\n$playersounddup Mdemon male *pain50 *pain100\n$playersounddup Mdemon male *pain25 *pain100\n$playersound    Mdemon male *death DSSGTDTH\n$playersound    Mdemon male *usefail DSDMACT\n$playersounddup Mdemon male *grunt *pain100\n$playersounddup Mdemon male *land *pain100\n$playersound    Mdemon male *taunt dssgtsit\n\n//BDemon\n\n$playersound    BDemon male *pain100 DSBLDPAI\n$playersounddup BDemon male *pain75 *pain100\n$playersounddup BDemon male *pain50 *pain100\n$playersounddup BDemon male *pain25 *pain100\n$playersound    BDemon male *death DSBLDDTH\n$playersound    BDemon male *usefail DSBLDACT\n$playersounddup BDemon male *grunt *pain100\n$playersound    BDemon male *land  DSBLDACT\n$playersound    BDemon male *taunt DSBLDSIT\n\n//LostSoul\n\n$playersound    MLostSoul male *pain100 DSDMPAIN\n$playersounddup MLostSoul male *pain75 *pain100\n$playersounddup MLostSoul male *pain50 *pain100\n$playersounddup MLostSoul male *pain25 *pain100\n$playersound    MLostSoul male *death DSFIRXPL\n$playersounddup MLostSoul male *xdeath *death\n$playersound    MLostSoul male *usefail DSDMACT\n$playersounddup MLostSoul male *grunt *usefail\n$Playersounddup MLostSoul male *land *usefail\n$playersound    MLostSoul male *taunt dssklatk\n\n//Mancubus Player\n\n$playersound    Mancubus male *pain100 DSMNPAIN\n$playersounddup Mancubus male *pain75 *pain100\n$playersounddup Mancubus male *pain50 *pain100\n$playersounddup Mancubus male *pain25 *pain100\n$playersound    Mancubus male *death DSMANDTH\n$playersound    Mancubus male *usefail dsposact\n$playersounddup Mancubus male *grunt *pain100\n$playersounddup Mancubus male *land *pain100\n$playersound    Mancubus male *jump DSMANSIT\n$playersound    Mancubus male *taunt dsmansit\n\n//Revenant Player\n\n$playersound    Mskeleton male *pain100 DSPOPAIN\n$playersounddup Mskeleton male *pain75 *pain100\n$playersounddup Mskeleton male *pain50 *pain100\n$playersounddup Mskeleton male *pain25 *pain100\n$playersound    Mskeleton male *death DSSKEDTH\n$playersound    Mskeleton male *xdeath DSSKEDTH\n$playersound    Mskeleton male *usefail DSSKEACT\n$playersounddup Mskeleton male *grunt *pain100\n$playersounddup Mskeleton male *land *pain100\n$playersound    Mskeleton male *jump DSSKESIT\n$playersound    Mskeleton male *taunt dsskesit\n\nSKELLPUNCH DSSKESWG\nSKELLPCHHIT DSSKEPCH\nSKELLMISS DSSKEATK\n\n//Cacodemon Player\n\n$playersound    Cacodemon male *pain100 DSDMPAIN\n$playersounddup Cacodemon male *pain75 *pain100\n$playersounddup Cacodemon male *pain50 *pain100\n$playersounddup Cacodemon male *pain25 *pain100\n$playersound    Cacodemon male *death DSCACDTH\n$playersound    Cacodemon male *usefail DSDMACT\n$playersounddup Cacodemon male *grunt *pain100\n$playersounddup Cacodemon male *land *pain100\n$playersound    Cacodemon male *jump DSCACSIT\n$playersound    Cacodemon male *taunt dscacsit\n\n//Arachnotron Player\n\n$playersound    ArachnotronClass  male *pain100 dsdmpain\n$playersounddup ArachnotronClass  male *pain75 *pain100\n$playersounddup ArachnotronClass  male *pain50 *pain100\n$playersounddup ArachnotronClass  male *pain25 *pain100\n$playersound    ArachnotronClass  male *death dsbspdth\n$playersound    ArachnotronClass  male *usefail dsbspact\n$playersounddup ArachnotronClass  male *grunt *pain100\n$playersounddup ArachnotronClass  male *land *pain100\n$playersound    ArachnotronClass  male *jump dsbspact\n$playersound    ArachnotronClass  male *taunt dsbspsit\n\n//HellKnight Player\n\n$playersound    HellKnightClass  male *pain100 dsdmpain\n$playersounddup HellKnightClass  male *pain75 *pain100\n$playersounddup HellKnightClass  male *pain50 *pain100\n$playersounddup HellKnightClass  male *pain25 *pain100\n$playersound    HellKnightClass  male *death dsbrsdth\n$playersound    HellKnightClass  male *usefail dsdmact\n$playersounddup HellKnightClass  male *grunt *pain100\n$playersounddup HellKnightClass  male *land *pain100\n$playersound    HellKnightClass  male *jump dsdmact\n$playersound    HellKnightClass  male *taunt dskntsit\n\n//BaronOfHell Player\n\n$playersound    BaronOfHellClass  male *pain100 dsdmpain\n$playersounddup BaronOfHellClass  male *pain75 *pain100\n$playersounddup BaronOfHellClass  male *pain50 *pain100\n$playersounddup BaronOfHellClass  male *pain25 *pain100\n$playersound    BaronOfHellClass  male *death dsbrsdth\n$playersound    BaronOfHellClass  male *usefail dsdmact\n$playersounddup BaronOfHellClass  male *grunt *pain100\n$playersounddup BaronOfHellClass  male *land *pain100\n$playersound    BaronOfHellClass  male *jump dsdmact\n$playersound    BaronOfHellClass  male *taunt dsbrssit\n\n//SSnazi Player\n\n$playersound    SSnazi  male *pain100 dspopain\n$playersounddup SSnazi  male *pain75 *pain100\n$playersounddup SSnazi  male *pain50 *pain100\n$playersounddup SSnazi  male *pain25 *pain100\n$playersound    SSnazi  male *death dsssdth\n$playersound    SSnazi  male *usefail dsposact\n$playersounddup SSnazi  male *grunt *pain100\n$playersounddup SSnazi  male *land *pain100\n$playersound    SSnazi  male *jump dsposact\n$playersound    SSnazi  male *taunt dssssit\n\n//Pain elemental\n\n$playersound\tPainElementalClass\tmale\t*death\t\tdspedth\n$playersound\tPainElementalClass\tmale\t*xdeath\t\tdspedth\n$playersound\tPainElementalClass\tmale\t*gibbed\t\tdsslop\n$playersound\tPainElementalClass\tmale\t*pain100\tdspepain\n$playersounddup\tPainElementalClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tPainElementalClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tPainElementalClass\tmale\t*pain25\t\t*pain100\n$playersound\tPainElementalClass\tmale\t*grunt\t\tdspepain\n$playersound\tPainElementalClass\tmale\t*land\t\tdspepain\n$playersound\tPainElementalClass\tmale\t*jump\t\tdsjump\n$playersound\tPainElementalClass\tmale\t*fist\t\tdsfirsht\n$playersound\tPainElementalClass\tmale\t*usefail\tdsdmact\n$playersound    PainElementalClass  male    *taunt      dspesit\n\n//Cyber Demon\n\n$playersound\tCyberDemonClass\tmale\t*death\t\tdscybdth\n$playersound\tCyberDemonClass\tmale\t*xdeath\t\tdscybdth\n$playersound\tCyberDemonClass\tmale\t*pain100\tdsdmpain\n$playersounddup\tCyberDemonClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tCyberDemonClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tCyberDemonClass\tmale\t*pain25\t\t*pain100\n$playersound\tCyberDemonClass\tmale\t*grunt\t\tdsdmact\n$playersound\tCyberDemonClass\tmale\t*land\t\tdsdmact\n$playersound\tCyberDemonClass\tmale\t*jump\t\tdsdmact\n$playersound\tCyberDemonClass\tmale\t*fist\t\tdsfirsht\n$playersound\tCyberDemonClass\tmale\t*usefail\tdsdmact\n$playersound    CyberDemonClass male    *taunt      dscybsit\n\n//MasterMind\n\n$playersound\tMasterMindClass\tmale    *death\t\tdsspidth\n$playersound\tMasterMindClass\tmale\t*xdeath\t\tdsspidth\n$playersound\tMasterMindClass\tmale\t*pain100\tdsdmpain\n$playersounddup\tMasterMindClass\tmale\t*pain75\t\t*pain100\n$playersounddup\tMasterMindClass\tmale\t*pain50\t\t*pain100\n$playersounddup\tMasterMindClass\tmale\t*pain25\t\t*pain100\n$playersound\tMasterMindClass\tmale\t*grunt\t\tdsdmact\n$playersound\tMasterMindClass\tmale\t*land\t\tdsdmact\n$playersound\tMasterMindClass\tmale\t*jump\t\tdsdmact\n$playersound\tMasterMindClass\tmale\t*fist\t\tdsfirsht\n$playersound\tMasterMindClass\tmale\t*usefail\tdsdmact\n$playersound    MasterMindClass male    *taunt      dsspisit"
      },
      {
        "source": "pk3",
        "name": "SBARINFO.txt",
        "contents": "// made by silva (com1337@gmail.com)\n\nheight 0;\n\nstatusbar fullscreen,forcescaled\n{\n   PlayerClass Marine\n\t{\n\tdrawimage \"MarineH\", 0, 0;\n\n\tdrawimage \"MarinHB\", 0, 180;\n\tdrawimage \"MarinAB\", 255, 183;\n\tdrawimage armoricon, 5, 190;\n\tdrawimage ammoicon1, 295, 189;\n\n\tdrawnumber 3, MarineHpFont, green, health, 68, 187,1;\n\tdrawnumber 3, MarineArFont, green, armor, 30, 189,0;\n\tdrawnumber 3, MarineAmmoFont, green, ammo1, 283, 188,1;\n\n\tgamemode cooperative, singleplayer\n\t {\n\t\tdrawswitchableimage BlueCard, \"nullimage\", \"STKEYS0\", 308, 2;\n\t\tdrawswitchableimage YellowCard, \"nullimage\", \"STKEYS1\", 308, 12;\n\t\tdrawswitchableimage RedCard, \"nullimage\", \"STKEYS2\", 308, 22;\n\t\tdrawswitchableimage BlueSkull, \"nullimage\", \"STKEYS3\", 298, 2;\n\t\tdrawswitchableimage YellowSkull, \"nullimage\", \"STKEYS4\", 298, 12;\n\t\tdrawswitchableimage RedSkull, \"nullimage\", \"STKEYS5\", 298, 22;\n\t }\n\t}\n\tdrawselectedinventory INDEXFON, 306, 148;\n   // Puppet Master Hud\n    InInventory mskull,0\n    {\n    drawimage \"Mskull\",285,7;\n    drawnumber 3, MarineAmmoFont, red, mskull,310,10;\n\t}\n}\nstatusbar Normal, forcescaled\n{\n   PlayerClass Marine\n\t{\n\tdrawimage \"MarineH\", 0, 0;\n\n\tdrawimage \"MarinHB\", 0, 180;\n\tdrawimage \"MarinAB\", 255, 183;\n\tdrawimage armoricon, 5, 190;\n\tdrawimage ammoicon1, 295, 189;\n\n\tdrawnumber 3, MarineHpFont, green, health, 68, 187,1;\n\tdrawnumber 3, MarineArFont, green, armor, 30, 189,0;\n\tdrawnumber 3, MarineAmmoFont, green, ammo1, 283, 188,1;\n\n\tgamemode cooperative, singleplayer\n\t {\n\t\tdrawswitchableimage BlueCard, \"nullimage\", \"STKEYS0\", 308, 2;\n\t\tdrawswitchableimage YellowCard, \"nullimage\", \"STKEYS1\", 308, 12;\n\t\tdrawswitchableimage RedCard, \"nullimage\", \"STKEYS2\", 308, 22;\n\t\tdrawswitchableimage BlueSkull, \"nullimage\", \"STKEYS3\", 298, 2;\n\t\tdrawswitchableimage YellowSkull, \"nullimage\", \"STKEYS4\", 298, 12;\n\t\tdrawswitchableimage RedSkull, \"nullimage\", \"STKEYS5\", 298, 22;\n\t }\n\t}\n\tdrawselectedinventory INDEXFON, 306, 148;\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/DoomImp.txt",
        "contents": "actor MDoomImp : Imp Replaces Imp\n{\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  DamageFactor \"Shrapnel\", 0\n  +GHOST\n  states\n  {\n  Spawn:\n\tTNT1 A 0 A_GiveInventory(\"SKImp\", 1)\n        TNT1 A 0 A_JumpIfInventory(\"Fatality_Marine\", 1, \"FatalityMarine\")\n\t\tTROO A 0 A_CheckSight(\"Spawn2\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 42,0)\n\t\tTROO B 10 A_Look\n\t\tTROO A 0 A_CheckSight(\"Spawn2\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 42,0)\n\t\tTROS B 10 A_Look\n\t\tTROO A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tLoop\n    Spawn2:\n\t\tTROO B 1 A_Look\n\t\tTROO A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tGoto Spawn\n\tSee:\n        TNT1 A 0 A_JumpIfInventory(\"Fatality_Marine\", 1, \"FatalityMarine\")\n\t\tTNT1 A 0 A_TakeInventory(\"SKImp\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 10, 0, 0)\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO A 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO A 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO B 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO B 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO C 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO C 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO C 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO C 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO D 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO D 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO D 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 48,0)\n\t\tTROO D 2 A_Chase\n\t\tTROO A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tLoop\n\n  Pain.Control:\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,1)\n\tTNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/ZombieMan.txt",
        "contents": "actor MZombieMan : Zombie_Man Replaces Zombie_Man\n{\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  DamageFactor \"Shrapnel\", 0\n  +GHOST\n  states\n  {\n  Spawn:\n\tTNT1 A 0 A_GiveInventory(\"SKZombieman\", 1)\n\tTNT1 A 0 A_TakeInventory(\"ZombiemanAmmo\", 20)\n\tTNT1 A 0 A_GiveInventory(\"ZombieManAmmo\", random(1,10))\n\tPOSS B 1\n\tGoto Stand\n\n\tStand:\n\t\tPOSS A 0 A_CheckSight(\"Stand2\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 15, 40,0)\n\t\tPOSS B 10 A_Look\n\t\tPOSS A 0 A_CheckSight(\"Stand2\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 15, 40,0)\n\t\tPOSS Z 10 A_Look\n\t\tPOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tLoop\n\tStand2:\n\t\tPOSS B 1 A_Look\n\t\tPOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tGoto Spawn\n\tSee:\n\t\tTNT1 A 0 A_TakeInventory(\"SKZombieman\", 1)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 10, 0, 0)\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS A 1 A_Chase\n\t\tPOSS A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS A 1 A_Chase\n\t\tPOSS A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS A 1 A_Chase\n\t\tPOSS A 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS A 1 A_Chase\n\t\tPOSS A 1 A_Chase(\"\", \"\")\n\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS B 1 A_Chase\n\t\tPOSS B 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS B 1 A_Chase\n\t\tPOSS B 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS B 1 A_Chase\n\t\tPOSS B 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS B 1 A_Chase\n\t\tPOSS B 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\n\t\tPOSS C 1 A_Chase\n\t\tPOSS C 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS C 1 A_Chase\n\t\tPOSS C 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS C 1 A_Chase\n\t\tPOSS C 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS C 1 A_Chase\n\t\tPOSS C 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\n\t\tPOSS D 1 A_Chase\n\t\tPOSS D 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS D 1 A_Chase\n\t\tPOSS D 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS D 1 A_Chase\n\t\tPOSS D 1 A_Chase(\"\", \"\")\n\t\tTNT1 A 0 A_SpawnItem (\"HeadshotTarget4\", 15, 40,0)\n\t\tPOSS D 1 A_Chase\n\t\tPOSS D 1 A_Chase(\"\", \"\")\n\t\tPOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tLoop\n\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,2)\n\tTNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/ShotGunGuy.txt",
        "contents": "actor MShotgunGuy : ShotgunGuy1 Replaces ShotgunGuy1\n{\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  DamageFactor \"Shrapnel\", 0\n  +GHOST\n  states\n  {\n\tSpawn:\n\t  TNT1 A 0 A_GiveInventory(\"SKShotgunGuy\", 1)\n\t  TNT1 A 0 A_TakeInventory(\"SergeantAmmo\", 6)\n\t  TNT1 A 0 A_GiveInventory(\"SergeantAmmo\", random(0,5))\n\t  SPOS B 1\n\t  Goto Stand\n\tStand:\n        SPOS A 0 A_CheckSight(\"Stand2\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tSPOS B 10 A_Look\n        SPOS A 0 A_CheckSight(\"Stand2\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 40,0)\n\t\tSPSS Z 10 A_Look\n\t\tSPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tLoop\n   Stand2:\n\t\tSPSS Z 1 A_Look\n\t\tSPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tGoto Stand\n\tSee:\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 20, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKShotgunGuy\", 1)\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS A 2 A_Chase\n\t\tSPOS A 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS A 2 A_Chase\n\t\tSPOS A 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS B 2 A_Chase\n\t\tSPOS B 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS B 2 A_Chase\n\t\tSPOS B 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS C 2 A_Chase\n\t\tSPOS C 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS C 2 A_Chase\n\t\tSPOS C 2 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS D 2 A_Chase\n\t\tSPOS D 2 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 40,0)\n\t\tSPOS D 2 A_Chase\n\t\tSPOS D 2 A_Chase\n\t\tSPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\n\t\tLoop\n   Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,3)\n\tTNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/ChainGunGuy.txt",
        "contents": "actor MChaingunGuy : ChaingunGuy1  Replaces ChaingunGuy1\n{\n\n  health 80\n  radius 20\n  height 56\n  mass 100\n  speed 8\n  painchance 170\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  DamageFactor \"Shrapnel\", 0\n  +GHOST\n\n  states\n  {\n  Spawn:\n    CPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tTNT1 A 0 A_GiveInventory(\"SKChaingunGuy\", 1)\n\t\tCPOS A 0 A_CheckSight(\"Spawn2\")\n        TNT1 A 0 A_SpawnItem (\"HeadshotTarget10\", 0, 42,0)\n\t\tCPOS B 10 A_Look\n\t\tLoop\n\tSpawn2:\n\t    CPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tCPOS B 1 A_Look\n\t\tGoto Spawn\n\tSee:\n\t    CPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tTNT1 A 0 A_TakeInventory(\"SKChaingunGuy\", 1)\n\t\tCPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tCPOS A 2 A_Chase\n\t\tCPOS A 2 A_Chase\n\t\tCPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tCPOS A 2 A_Chase\n\t\tCPOS A 2 A_Chase\n\n\t\tCPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tCPOS B 2 A_Chase\n\t\tCPOS B 2 A_Chase\n\t\tCPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tCPOS B 2 A_Chase\n\t\tCPOS B 2 A_Chase\n\n\t\tCPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tCPOS C 2 A_Chase\n\t\tCPOS C 2 A_Chase\n\t\tCPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tCPOS C 2 A_Chase\n\t\tCPOS C 2 A_Chase\n\n\t\tCPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tCPOS D 2 A_Chase\n\t\tCPOS D 2 A_Chase\n\t\tCPOS A 0 A_SpawnItem(\"HeadshotTarget4\", 0, 42,0)\n\t\tCPOS D 2 A_Chase\n\t\tCPOS D 2 A_Chase\n\n\t\tLoop\n\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,4)\n\tTNT1 A 10\n\tstop\n  }\n}\n\nactor MChaingunGuy2\n{\n  obituary \"%o was ripped to bloody ribbons by a double-chaingunner.\"\n  health 150\n  radius 20\n  height 56\n  mass 100\n  speed 8\n  painchance 150\n  seesound \"chainguy/sight\"\n  attacksound \"chainguy/attack\"\n  painsound \"chainguy/pain\"\n  deathsound \"chainguy/death\"\n  activesound \"chainguy/active\"\n  dropitem \"Chaingun\" 256\n  MONSTER\n  +FLOORCLIP\n  Decal Bulletchip\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n\n  states\n  {\n  Spawn:\n    DPOS A 10 A_Look\n\tDPOS B 10\n\tDPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    DPOS AABBCCDD 3 A_Chase\n    DPOS A 0 A_JumpIf (special != 226,1)\n\tloop\n\tDPOS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Missile:\n    DPOS E 10 A_FaceTarget\n    DPOS F 0 bright A_CustomBulletAttack (22.5, 0, 1, 4, \"FBulletPuff\")\n    DPOS F 4 bright A_CustomBulletAttack (22.5, 0, 1, 4, \"FBulletPuff\")\n    DPOS E 0 bright A_CustomBulletAttack (22.5, 0, 1, 4, \"FBulletPuff\")\n    DPOS E 4 bright A_CustomBulletAttack (22.5, 0, 1, 4, \"FBulletPuff\")\n    DPOS F 1 A_CPosRefire\n    goto Missile+1\n  Pain:\n    DPOS G 3\n    DPOS G 3 A_Pain\n    goto See\n  Death:\n    DPOS H 5 A_GiveToTarget (\"MarineExp\",5)\n    DPOS I 5 A_Scream\n    DPOS J 5 A_NoBlocking\n    DPOS KLM 5\n    DPOS N -1\n    stop\n  XDeath:\n    DPOS O 5 A_GiveToTarget (\"MarineExp\",5)\n    DPOS P 5 A_XScream\n    DPOS Q 5 A_NoBlocking\n    DPOS RS 5\n    DPOS T -1\n    stop\n  Raise:\n    DPOS NMLKJIH 5\n    goto See\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,22)\n\tTNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/LostSoul.txt",
        "contents": "ACTOR MLostSoul : TehLostSoul replaces TehLostSoul\n{\n  Health 85\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  DamageFactor \"Shrapnel\", 0\n  +GHOST\n\n  States\n  {\n  Spawn:\n\t    TNT1 A 0 A_CheckSight(\"Spawn2\")\n\t\tLSOL A 2 BRIGHT A_Look\n\t\tTNT1 A 0 A_SpawnItem (\"RedFlareMedium\", 0, 24)\n\t\tSKUL A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tLSOL AA 0 A_CustomMissile (\"SoulTrails\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tLoop\n    Spawn2:\n\t\tLSOL A 1 BRIGHT A_Look\n\t\tGoto Spawn\n\tSee:\n\t\tLSOL AA 2 BRIGHT A_SpawnItem (\"RedFlareMedium\", 0, 24)\n       LSOL AA 0 A_CustomMissile (\"SoulTrails\", 24, 0, random (0, 360), 2, random (0, 160))\n\t\tLSOL A 1 BRIGHT A_Chase\n\t\tSKUL A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tSKUL A 0 BRIGHT A_SpawnItem (\"RedFlareMedium\", 0, 24)\n\t\tLoop\n\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,18)\n\tTNT1 A 10\n\tstop\n\t}\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/Demon.txt",
        "contents": "ACTOR MDemon : BullDemon Replaces BullDemon\n{\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  DamageFactor \"Shrapnel\", 0\n  +GHOST\n  States\n  {\n\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,5)\n\tTNT1 A 10\n\tstop\n\n   Spawn:\nTNT1 A 0\nSARG A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tSARG ZA 10 A_Look\n\t\tLoop\n\tSee:\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tSARG A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tSARG AAAAABBBBBCCCCCDDDDD 1 A_Chase\n\t\tLoop\n  }\n}\n\nACTOR MSpectre : Spectro replaces Spectro\n{\n  RenderStyle Add\n    Alpha 0.45\n  SeeSound \"spectre/sight\"\n  AttackSound \"spectre/melee\"\n  PainSound \"spectre/pain\"\n  DeathSound \"spectre/death\"\n  ActiveSound \"spectre/active\"\n  HitObituary \"$OB_SPECTREHIT\"\n  States\n  {\n     Spawn:\nTNT1 A 0\nSPEC A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tSPEC A 10 A_Look\n\t\tLoop\n\tSee:\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0, 30, 0, 0)\n\t\tSPEC A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tSPEC AAAAABBBBB 1 A_Chase\n\t\tLoop\n\n\t\tPain:\n\t\tSARG H 2\n\t\tSARG H 2 A_Pain\n\t\tGoto See\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,6)\n\tTNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/PainElemental.txt",
        "contents": "actor MPainElemental : PainElemental1 replaces PainElemental1\n{\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  DamageFactor \"Shrapnel\", 0\n  +GHOST\n  states\n  {\n  Spawn:\n    PAIN A 5 A_Look\n    PAIN A 5\n\tPAIN A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    PAIN AABBCC 3 A_Chase\n    PAIN A 0 A_JumpIf (special != 226,1)\n\tloop\n\tPAIN A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,17)\n\tTNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/CacoDemon.txt",
        "contents": "actor MCacodemon : Cacodemon_ Replaces Cacodemon_\n{\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  DamageFactor \"Shrapnel\", 0\n  +GHOST\n  Health 400\n  states\n  {\n  Spawn:\n    HEAD A 5 A_Look\n\tHEAD A 5\n\tHEAD A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    HEAD A 3 A_Chase\n    HEAD A 0 A_JumpIf (special != 226,1)\n\tloop\n\tHEAD A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,7)\n\tTNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/Revenant.txt",
        "contents": "actor MRevenant : Revenant replaces Revenant\n{\n  health 300\n  radius 20\n  height 56\n  mass 500\n  speed 10\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"SkelDamage\", 0\n  states\n  {\n  Spawn:\n    SKEL A 10 A_Look\n\tSKEL B 10\n\tSKEL A 0 Thing_SetSpecial (0,226,409,0,health)\n   loop\n  See:\n    SKEL AABBCCDDEEFF 2 A_Chase\n    SKEL A 0 A_JumpIf (special != 226,1)\n\tloop\n\tSKEL A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,8)\n\tTNT1 A 10\n\tstop\n  Death:\n    SKEL A 0 A_GiveToTarget (\"MarineExp\",4)\n    SKEL LM 7\n    SKEL N 7 A_Scream\n    SKEL O 7 A_NoBlocking\n    SKEL P 7\n    SKEL Q -1\n    stop\n  }\n}\n\nactor MRevenantTracer : RevenantTracer replaces RevenantTracer\n{\n  DamageType \"SkelDamage\"\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/Fatso.txt",
        "contents": "actor MFatso : Fatso\n{\n  health 600\n  radius 48\n  height 64\n  mass 1000\n  speed 8\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"FatsoDamage\", 0\n  states\n  {\n  Spawn:\n    FATT A 15 A_Look\n\tFATT B 15\n\tFATT A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    FATT AABBCCDDEEFF 4 A_Chase\n\tFATT A 0 A_JumpIf (special != 226,1)\n\tloop\n\tFATT A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,9)\n\tTNT1 A 10\n\tstop\n  Death:\n    FATT K 6 A_GiveToTarget (\"MarineExp\",5)\n    FATT L 6 A_Scream\n    FATT M 6 A_NoBlocking\n    FATT NOPQRS 6\n    FATT T -1 A_BossDeath\n    stop\n  }\n}\n\nactor MFatShot : FatShot replaces FatShot\n{\n  DamageType \"FatsoDamage\"\n}\n\n// Hectebus\n\nACTOR MHectebus : Hectebus replaces Hectebus\n{\n   PainChance \"Control\", 255\n   DamageFactor \"Control\", 1\n\n   // Takes damage from\n   DamageFactor \"MarineDamage\", 1\n   DamageFactor \"ImpBallDamage\", 0.5\n   DamageFactor \"ZombiesDamage\", 0.5\n   DamageFactor \"CacoDamage\", 0.5\n   DamageFactor \"SkelDamage\", 0.5\n   DamageFactor \"KnightDamage\", 0.5\n   DamageFactor \"ArachDamage\", 0.5\n   DamageFactor \"viledamage\", 0.5\n   // immune to\n   DamageFactor \"FatsoDamage\", 0\n   States\n   {\n   Spawn:\n      HECT A 15 A_Look\n      HECT B 15\n\t  HECT A 0 Thing_SetSpecial (0,226,409,0,health)\n   See:\n      HECT AABBCCDDEEFF 4 A_Chase\n      HECT A 0 A_JumpIf (special != 226,1)\n\t  loop\n\t  HECT A 0 Thing_SetSpecial (0,226,409,0,health)\n\t  goto see\n   Missile:\n      //These Next 2 states replace A_FatRaise and A_HectRaise\n      HECT G 0 A_PlaySound(\"fatso/raiseguns\")\n      HECT G 20 A_FaceTarget\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,0,1)\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,5.625,1)\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,11.25,1)\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,16.875,1)\n      HECT H 10 BRIGHT\n      HECT IG 5 A_FaceTarget\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,0,1)\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,-5.625,1)\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,-11.25,1)\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,-16.875,1)\n      HECT H 10 BRIGHT\n      HECT IG 5 A_FaceTarget\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,-11.25,1)\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,-5.625,1)\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,0,1)\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,5.625,1)\n      HECT H 0 A_CustomMissile(\"MHectShot\",28,0,11.25,1)\n      HECT H 10 BRIGHT\n      HECT IG 5 A_FaceTarget\n      Goto See\n   Death:\n      HECT K 6 A_GiveToTarget (\"MarineExp\",8)\n      HECT L 6 A_Scream\n      HECT M 6 A_NoBlocking\n      HECT NOPQRS 6\n      HECT T -1\n      Stop\n   Death.Control:\n      TNT1 A 0 ACS_Execute(410,0,28)\n\t  TNT1 A 10\n\t  stop\n   }\n}\n\nACTOR MHectShot : HectShot\n{\n DamageType \"FatsoDamage\"\n decal Scorch\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/HellKnight.txt",
        "contents": "actor MHellKnight : HellKnight replaces HellKnight\n{\n  health 500\n  radius 24\n  height 64\n  mass 1000\n  speed 8\n  BloodColor \"darkgreen\"\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"KnightDamage\", 0\n  states\n  {\n  Spawn:\n    BOS2 A 10 A_Look\n\tBOS2 B 10\n\tBOS2 A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    BOS2 AABBCCDD 3 A_Chase\n    BOS2 A 0 A_JumpIf (special != 226,1)\n\tloop\n\tBOS2 A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,10)\n\tTNT1 A 10\n\tstop\n  Death:\n    BOS2 I 8 A_GiveToTarget (\"MarineExp\",5)\n    BOS2 J 8 A_Scream\n    BOS2 K 8\n    BOS2 L 8 A_NoBlocking\n    BOS2 MN 8\n    BOS2 O -1 A_BossDeath\n    stop\n  }\n}\n\nactor MBaronBall : BaronBall replaces BaronBall\n{\n  DamageType \"KnightDamage\"\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/BaronOfHell.txt",
        "contents": "actor MBaronOfHell : BaronofHell2 Replaces BaronofHell2\n{\n  Scale 1.2\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  +GHOST\n  states\n  {\n\tSpawn:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\nBOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tBOSS B 5 A_Look\n    loop\n\tSee:\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n        TNT1 A 0 A_SpawnItemEx(\"FootStep\", 0, 0)\n\t\tBOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS AA 2 A_Chase\n\t\tBOSS A 0 Thing_SetSpecial (0,226,409,0,health)\nTNT1 A 0 A_JumpIfInventory(\"Curbstomp_Marine\", 1, \"CurbstompMarine\")\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS AA 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS B 4 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS BB 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS CC 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS CC 2 A_Chase\n\t\tPOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 66,0)\n\t\tBOSS DD 2 A_Chase\n\t\tBOSS A 0 A_CheckSight(\"SEE2\")\n\t\tTNT1 A 0 A_SpawnItem(\"HeadshotTarget8b\", 0, 63,0)\n\t\tBOSS DD 2 A_Chase\n\t\tLoop\n\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,11)\n\tTNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/Arachnotron.txt",
        "contents": "actor MArachnotron : Arachnotron replaces Arachnotron\n{\n  health 500\n  radius 56\n  height 56\n  mass 600\n  speed 12\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n\n  // Takes damage from\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"viledamage\", 0.5\n  // immune to\n  DamageFactor \"ArachDamage\", 0\n  states\n  {\n  Spawn:\n    BSPI A 10 A_Look\n\tBSPI B 10\n\tBSPI A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    BSPI A 20\n    BSPI A 3 A_BabyMetal\n    BSPI ABBCC 3 A_Chase\n    BSPI D 3 A_BabyMetal\n    BSPI DEEFF 3 A_Chase\n\tBSPI A 0 A_JumpIf (special != 226,1)\n\tgoto See+1\n\tBOSS A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see+1\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,12)\n\tTNT1 A 10\n\tstop\n  Death:\n    BSPI A 0 A_GiveToTarget (\"MarineExp\",5)\n    BSPI J 20 A_Scream\n    BSPI K 7 A_NoBlocking\n    BSPI LMNO 7\n    BSPI P -1 A_BossDeath\n    stop\n  }\n}\n\nactor MArachnotronPlasma : ArachnotronPlasma replaces ArachnotronPlasma\n{\n  DamageType \"ArachDamage\"\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/Archvile.txt",
        "contents": "ACTOR MArchvile : Archvile replaces Archvile\n{\n  Health 700\n  Radius 20\n  Height 56\n  Mass 500\n  Speed 15\n\n  PainChance \"Control\", 255\n\n  // no immune for archvile\n  DamageFactor \"Control\", 1\n  DamageFactor \"MarineDamage\", 1\n  DamageFactor \"ImpBallDamage\", 0.5\n  DamageFactor \"ZombiesDamage\", 0.5\n  DamageFactor \"CacoDamage\", 0.5\n  DamageFactor \"SkelDamage\", 0.5\n  DamageFactor \"FatsoDamage\", 0.5\n  DamageFactor \"KnightDamage\", 0.5\n  DamageFactor \"ArachDamage\", 0.5\n  DamageFactor \"viledamage\", 0\n  States\n  {\n  Spawn:\n    VILE A 10 A_Look\n\tVILE B 10\n\tVILE A 0 Thing_SetSpecial (0,226,409,0,health)\n    loop\n  See:\n    VILE AABBCCDDEEFF 2 A_VileChase\n    VILE A 0 A_JumpIf (special != 226,1)\n\tloop\n\tVILE A 0 Thing_SetSpecial (0,226,409,0,health)\n\tgoto see\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,15)\n\tTNT1 A 10\n\tstop\n  Death:\n    VILE Q 7 A_GiveToTarget (\"MarineExp\",10)\n    VILE R 7 A_Scream\n    VILE S 7 A_NoBlocking\n    VILE TUVWXY 7\n    VILE Z -1\n    Stop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/CyberDemon.txt",
        "contents": "actor MCyberdemon : TheCyberdemon replaces TheCyberdemon\n{\n\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  states\n  {\n  Spawn:\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n        CYBR D 10 A_Look\n\t\tCYBR A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n        CYBR Z 10 A_Look\n        Loop\n\n\tSee:\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR A 3\n\t\tCYBR A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tCYBR A 3 A_Hoof\n\t\tTNT1 A 0 A_JumpIfCloser(120, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR AA 3 A_Chase\n\t\tTNT1 A 0 A_JumpIfCloser(120, \"Stomp\")\n        TNT1 A 0 A_SpawnItemEx(\"CyberStep\",12,-30)\n\t\tCYBR BB 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n        CYBR BBC 3 A_Chase\n\t\tTNT1 A 0 A_JumpIfCloser(120, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n        CYBR CCC 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n        TNT1 A 0 A_SpawnItemEx(\"CyberStep\",12,30)\n\t\tCYBR D 3\n\t\tCYBR D 3 A_Metal\n\t\tTNT1 A 0 A_JumpIfCloser(120, \"Stomp\")\n\t\tTNT1 A 0 A_SpawnItem(\"CybersHitBox\", 0, 100,0)\n\t\tCYBR DD 3 A_Chase\n\t\tLoop\n\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,13)\n    TNT1 A 10\n\tstop\n  }\n}"
      },
      {
        "source": "pk3",
        "name": "Monsters/SpiderMasterMind.txt",
        "contents": "actor MSpiderMastermind : TheSpiderMastermind replaces TheSpiderMastermind\n{\n  PainChance \"Control\", 255\n  DamageFactor \"Control\", 1\n  DamageFactor \"Shrapnel\", 0\n  +GHOST\n  states\n  {\nSpawn:\n        TNT1 A 0\n        SPID A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tSPID A 10 A_Look\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID A 0 Thing_SetSpecial (0,226,409,0,health)\n\t\tSPID A 3\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID A 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID B 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID B 3 A_Chase\n\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID C 3 A_Metal\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID C 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID D 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID D 3\n\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID E 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID E 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID F 3 A_Chase\n\t\tTNT1 A 0 A_SpawnItem(\"MasterMindHitBox\", 0, 72,0)\n\t\tSPID F 3\n\t\tLoop\n\n  Death.Control:\n    TNT1 A 0 ACS_Execute(410,0,14)\n\tTNT1 A 10\n\tstop\n  }\n}"
      }
    ]
  },
  "maps": []
}

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