Raw model (for completeness)
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"brutalmop_testv2.pk3"
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"added": "2013-04-19 00:53:17",
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"added": "2013-04-19 00:53:17",
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"url": "https://wadarchive2.nyc3.digitaloceanspaces.com/c5dcc5e1c7ad6a74137060b095ddd94df1cc5c75/c5dcc5e1c7ad6a74137060b095ddd94df1cc5c75.pk3.gz",
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{
"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": []
}