Raw model (for completeness)
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{
"source": "pk3",
"name": "README.txt",
"contents": "Complex Doom Nexus is a project that aims to bring 3rd party creative content from many modders to Complex Doom.\nFor the list of files and in which order to run them, check LOADORDER.txt\n\nCurrent featured addons: TXS Reborn, Nemesis Hellsmith, Shiro's Complex Addon Pack, Dr. Blood's CDI Marines,\nClusterweapons, Clusteraddons and main Nexus content.\n\nThis files also includes CF/HEM/ILCA/DUST/HPBAR\n\nMore info: https://github.com/Fluffx/Nexus-Works\nOfficial Discord server: https://discord.gg/TWZYh6SVve\n\n!PLEASE NOTE!\n\nPLEASE DO NOT MOD ON TOP OF THIS PROJECT, INSTEAD MAKE A NEW SEPARATE FILE!\n\nIf you want to use any of the mod's resources, make sure to include the proper\ncredits with all the details listed in the CREDITS txt file.\nIf you DON'T provide with any credits, you will not be permitted to use the mod's content.\n(If possible, i'd highly recommend you let me know first via Discord before taking action)"
},
{
"source": "pk3",
"name": "CREDITS.txt",
"contents": "Main Nexus and data file maintained by Fluffy\n\nNOTE: If you made anything included in this mod and don't see the credits,\nyou can contact me via my discord here: Fluffy#5319\n\nTXS/CF/HEM/ILCA/DUST CREDITS: https://docs.google.com/document/d/1PHdbNNNBiPgGWEVDaODkI7mGntLFmt6BbjplxWPfao0/edit?usp=sharing\n\n---ADDONS INCLUDED---\nHDAN Stuff\nClusteraddons by ParadoX\nClusterweapons by RickyV\nCDI Marines by Dr. Blood\nShiro's CAP by Shirohima M. Yumikira\nHPBAR 25b by Eagle with edits by ParadoX\nTXS Reborn by Titanium\nComplex Clusterfuck by DustedPandemonic, Killerkouhai and Generalroasterrock\nHem-Custom (4.1) by Harbinger, LSD Team, Arkore and Mr. Satan\nInsane LCA by Generalroasterrock, DustedPandemonic and Doomguy/Hellfire\nComplex Dust by DustedPandemonic\n\nOccultSpellBook: Slicer and Darkvile soul By Gaturra\n\n---Xmas Presents---\nPresent Sprites - Gorman freebmane (Gay Dickem, Iknowhowtomap)\nPresent Sounds - LEGO Worlds\nPresent Code - Fluffy\nMini Caleb - AEOD, Blood\nSanta - Complex Doom Invasion\n\n---Used Decorate---\nNemesis/vexed Chainsaw Zombie - Overlord\nNemesis Super Shotgun Zombie - TheUndeadSoldier\nLegendary C4 - sprites and decorate by Craneo, modifications by fluffy\nHell's Minister, Maephisto - CF3.0 and Complex Doom Invasion\nVexed Nemesis Terminator, Legendary Roasterock - Animated Ginger\nEmpowered Flak Cannon - Realm667 and Titanium\nLeg SSG code (for Leg Coachgun) - LCA-DJB\n\n---Used ACS---\nMARINES - Dr. Blood\nLASER - KeksDose\n\n---Used Sprites---\nTrue Legendary Pulverizer - Captain J, Chronoteeth, Zrrion The Insect\nRecolor: ParadoX\n\nHUD font:\nOla Björling / Jimmy / Cage for small font used in hud and randi, Jimmy for the Big font used in the hud\nSecondary big font is “Credited” to Agent Spork (Simplicity’s big font)\n(Implemented from CF Revised)\n\nPlanet Cracker - Woodchuck, C&C Renegade\nRecolor: Gorman freebmane (Gay Dickem, Iknowhowtomap)\n\nLegendary/Enraged ASG, ELeg Coachgun, Nemesis Unmaker (ZEN) - Craneo\nFreezer rifle and HellStorm Pulverizer - -Metal_Spaghetti-\nNemesis Zombie, Commando and Assault Captain sprites - TheUndeadSoldier\nHellfire Cardinal, Nemesis SSG, True Legendary Pulverizer pickup sprite - Gorman freebmane (Gay Dickem, Iknowhowtomap)\nDeath lord - Harbinger\nTrue legendary Armor - Killerkouhai\nHellfire and Super bonuses, CF Runes, Nemesis Rune, Void Rune, Hellfire Armor, Archvile Staff, ZEN edits - ParadoX\nCorrupted Cardinal - Arkore\nImproved Minigun - Carrot, ParadoX (edit)\nTalisman Of Chaos - Realm667\nSkulltag Runes - Skulltag\nSwiborg and Hellfire health Bonus - Titanium\nDemon Hearts - Monolith Productions\nTrue legendary Plasmatic Cannon - Lazorinc\nIon Striker, Fusion Cannon - Russian Overkill\nRedeemer (Deathead, Armageddon Cannon) base, explosions - Russian Overkill, AEOD, Epic Games\nArmageddon Cannon black recolor - Gorman freebmane (Gay Dickem, Iknowhowtomap)\nHellfire Ultra Sphere - N3ON and Skelegant (Sprites), Overlord (Recolor), Titanium (Sprite edit)\nLegendary Monster Resprites - ParadoX\nEFG Lunatic - Iknowhowtomap(Gorman Freebmane)\n\nStartup Loading Screen and title image - Charlie95\n\n---Sprites By Carrot---\nLegendary Invisibility Sphere, Legendary Invulnerability Sphere, Legendary PowerSphere,\nLegendary RandomSphere, Legendary Sphere, Legendary Time Freeze Sphere, Legendary Salvation Sphere,\nLegendary Ammo Sphere, Skull Of Power, Demonic Chalice, Berserk Pack, Pure Rage,\nMonster Life essences and armor bonuses, Barbatos Cannon, Black Hole Generator,\nRuffian Cannon, Hellfire Cyber Cannon, Legendary Rifle, Commander Devastator Recolor\nand EFG9000 (Legendary Coachgun recolor)\n\n---Used Sounds---\nEnraged Legendary Lieutenant, sound fixes for Sin-Genjitsu - DissyEX\nEnraged Legendary Cyberdemon - DissyEX (editing), Ultra Street Fighter IV (voices), Metroid Prime 2: Echoes (death & explosion)\nEnraged Legendary Coachgun - DissyEX (editing), Entropy Zero (fire sounds), Metroid Prime (mode select sounds)\nArmageddon Cannon explosion - DissyEX (editing), Team Fortress 2, Half-Life 2\nNemesis SSG (Powered) - Dissy EX (Sound editing), Halo 4\nVexed Nemesis Baby Sentient - Xanadox, Terraria, Star Trek IV\nEFG Lunatic voices - Dissy Ex (Editing, sourcing, and mixing), Doom 3 (Source)\nDBFG beacon explosion - Arkore\nDemon Hearts - Nicalis\nNemesis Rune - Titanium\nLegendary Quad Barrel Shotgun - Dissy EX (Sound editing), Doom Eternal, Counter-Strike: Global Offensive, Killing Floor 2, Call of Duty: Black Ops II, and Call of Duty: World at War [ID Software, Valve, Tripwire Interactive, and Treyarch]\n\nTXS chest sounds:\nSource - The Binding of Isaac: Wrath of the Lamb, The Binding of Isaac: Afterbirth Team Fortress 2, Half-Life 2 and Left 4 Dead 2.\nSound editing - DissyEX\n\n---Music---\nStartup song: Dance with the Dead - Hex STARTUP\n\nRead entire music list here, includes other addons:\n\nhttps://docs.google.com/spreadsheets/d/1O5eCXOAvslcN89FCUKXX_kmrr0OEN-XdX-Q6f8jDNyw/edit?usp=sharing\n\n---Nemesis Items Credits---\nSemi Nemesis Sphere:\nSprites: NoozeArt\nRecolor: Titanium, ParadoX\n\nVengeful Nemesis Armor:\nSprite base: killerkouhai\nRemake: Titanium\n\nNemesis Power Sphere:\nSprites: NoozeArt\nRecolor: Titanium\n\nNemesis Power Shard effects:\nSprites: Daedalus\nRecolor: Titanium\n\n---Gross Elemental Credits---\nSprites: ID Software, Craneo\nSounds: Nintendo, DissyEx\nDecorate: Craneo, Fluffy\n\nVenom Maggot Credits:\nSprites: Freedoom (Fredrik Johanson), Craneo\nSounds: Nintendo, DissyEx\nDecorate: Craneo, Fluffy\n\n---Clusteraddons credits (By ParadoX)---\nVexed Stealthtrooper, Redeemer, Fiend, Archon, Goliath, Babysentient\nAnd Sentient\n\nEnraged Legendary Cyberdemon, Enraged Legendary Lieutenant\n\nTrue Legendary Barrel\n\n---Corrupted Legendary Cardinal credits---\nDecorate 'attempt' - Fluffy\nvoices - Killing Floor 2 (Tripwire Studios)\nSprites - Gorman freebmane (Gay Dickem, Iknowhowtomap)\n\n---Special Thanks---\nEmpyre, Hellsmith1, Shirohima M. Yumikira and SyfeKS"
},
{
"source": "pk3",
"name": "HDAN-CREDITS.txt",
"contents": "===========================================================================================================================================================\nTitle : Hairless Dogs Are Nasty version (Beta)\nFilename : cf-nexus-hdan_v1.3.pk3\nAuthor : Gaturra (discord: Cactus Rat#8745)\n\nOriginal Release date : 2021/06/05 (v0.1)\nVersion 0.95 (2022/03/04)\n -Fixed ammo beacons loading bar\n\t\t\t\t\t\t -Fixed Freezer bfg damage\nVersion 1.00 (2022/03/15)\n -Ammo beacons cooldown restored to 30 seconds\n\t\t\t\t\t\t -Added brightmaps for ammo beacons\n\t\t\t\t\t\t -Demon hearts are now shown on hud\n\t\t\t\t\t\t -Spring mines thrown speed increased (from 7 to 8)\nVersion 1.1 (2022/03/27)\n -DemonTechBFG10k, Devastator, and Commander Devastator now have trails\n\t\t\t\t\t\t -Added powerup timers (on the upper right corner)\n\t\t\t\t\t\t -Fixed some sprites in ammo beacons and other small changes\nVersion 1.14 (2022/03/30)\n -Legendary power sphere effect intensity decreased\n\t\t\t\t\t\t -Freezer rifle can now freeze corpses (same as freezer BFG)\n\t\t\t\t\t\t -Added brightmaps for spring mines\n\t\t\t\t\t\t -Increased hackroid ammo from backpacks\n\t\t\t\t\t\t -Fixed darkvile death sound not playing at far distance\n\t\t\t\t\t\t -All attacks from Darkvile are now much more dangerous\nVersion 1.21 (2022/04/12)\n -New hud\n\t\t\t\t\t\t -Railgun pushing disabled\n\t\t\t\t\t\t -Added a new spell\nVersion 1.22 (2022/04/14)\n -Fixed crashing\n\t\t\t\t\t\t -Nemesis vile wasnt dropping correct loot\n\t\t\t\t\t\t -Illusionist not dropping Vile soul\n\t\t\t\t\t\t -Fixed Vilefire spell animation\nVersion 1.23 (2022/04/21)\n -Darkvile was nerfed a bit\n\t\t\t\t\t\t -Some spells sprites and animations were improved\n\t\t\t\t\t\t -Slicer now can be used as a meele weapon\n\t\t\t\t\t\t -Added new spell\nVersion 1.24 (2022/04/22)\n -Now fully compatible with complex-doom-nexus_v1.94\n\t\t\t\t\t\t -Fixed meele slash sprites from occultspellbook's slicer\n\t\t\t\t\t\t -Fixed necro summoner spell animation and added new attack modes\n\t\t\t\t\t\t -Fixed darkvile and slicer projectile lights\n\t\t\t\t\t\t -Fixed random ammo beacon icon\nVersion 1.27 (2022/04/23)\n -Fixed respawn invulnerability\n\t\t\t\t\t\t -Fully compatible with noweaponskins_nexus_v1.94\n\t\t\t\t\t\t -HDAN hud is back with new timers and fully compatible with noweaponskins_nexus_v1.94\n\t\t\t\t\t\t -Minivile presents have been disabled due to a problem which was making the server to crash\nVersion 1.28 (2022/04/27)\n\t\t\t\t\t\t -Fixed powerup timers not working on non 1080p resolution monitors\nVersion 1.292 (2022/05/01)\n -Ive noticed that even without HDAN patch nexus 1.94 keeps crashing, should not crash this time...\n\t\t\t\t\t\t -Small fixes and improvements\nVersion 1.293 (2022/05/03)\n -Should not crash again (i hope)\nVersion 1.3 (2022/05/06)\n -Ok server didnt crash yet and barney the dinosaur didnt try to crack my server, thats cool\n\t\t\t\t\t\t -Hud has been updated, now it shows 8 inventory items at the time (previously was 6) and some icons are now smaller\n\t\t\t\t\t\t -Added fire effects to enemies ressurrected by arch vile spell\n\t\t\t\t\t\t -Feature: Slicer and necro summoner spells now can be upgraded\n\t\t\t\t\t\t -Feature: Mini archviles are back as pets, enemies and presents\n\t\t\t\t\t\t -Fixed: wrong damage in dark thunderbolt\n\t\t\t\t\t\t -Fixed: hud scale\n\t\t\t\t\t\t -Fixed: Dark thunderbolt wasnt working as expected\n\t\t\t\t\t\t -Feature: Ammobeacons with loading bars are back\n\n===========================================================================================================================================================\n* What is included *\n\n - Animals -\n\t\t\t\t\t\t -Darkvile : included in nexus v1.94\n\t\t\t\t\t\t -Mini Archvile : included in nexus v1.94\n\n - Changes and Fixes -\n\t\t\t\t\t\t -Ankh or ressurrecion is now visible on dark places\n\n\t\t\t\t\t\t - HUD -\n\t\t\t\t\t\t -Yep\n\n - Items -\n -Darkvile soul : OccultSpellBook's new spell!\n\t\t\t\t\t\t -VileEssence : another OccultSpellBook's spell!\n\n - Items (Edits) -\n\t\t\t\t\t\t -Dropable Sphere of power\n\t\t\t\t\t\t -Dropable Shinki and nemesis Shinki spheres\n\n - Weapons (Edits) -\n\t\t\t\t\t\t -Occultspellbook : new attack modes for occultspellbook's necro summoner spell\n\n===========================================================================================================================================================\n* Load order / Requirements *\n - bulletpuff_fix.wad\n --Your map wad here--\n - complex-doom.v26a2.wad\n - lca-v1.5.9.6.pk3\n - lca-djb-v4.4.3.pk3\n - randomons-v1.2.5.1.pk3\n - Nemesis_Hellsmith002-cf-fix.pk3\n - complex-doom-nexus_v1.94.pk3\n - complex-nexus-data_v0.1.pk3\n\t\t\t\t\t\t\t\t\t\t\t- cf-nexus-hdan_v1.3.pk3\n\n===========================================================================================================================================================\n* Copyright / Permissions *\n\nThis file is an addon for Nexus which purpose is to remove weapon skins to show the custom skins.\nThe weapon decorate and sounds used goes to their respective owners. (for sounds, mostly LCA and Complex Doom.)\n(Due to the appearance of those sounds was to make compatibility with Reimagined Sounds 2.0)\nKNOWN ISSUE: Weapons are not given by the ark backpacks anymore as they can break key configuration.\n\n - About project -\n\t\t\t\t\t\t - Hud : sprites by silva (com1337@gmail.com), code By Gaturra\n\t\t\t\t\t\t - OccultSpellBook : Darkvile, slicer and necro summoner spell By Gaturra\n\n - About hairless dogs -\n\t\t\t\t\t\t - Sorry, no time for those fuckers\n\nYou MAY distribute this file, provided you include this text file, with\nno modifications. You may distribute this file in any electronic\nformat (BBS, Diskette, CD, etc) as long as you include this file\nintact."
},
{
"source": "pk3",
"name": "LOADORDER.txt",
"contents": "List of files and the correct load order:\n\n--Your map wad here--\ncomplex-doom.v26a2.pk3\nlca-v1.5.9.6.pk3\nlca-djb-v4.4.3.pk3\nrandomons-v1.2.5.1.pk3\nNemesis_Hellsmith002-cf-fix.pk3\ncomplex-doom-nexus_v1.95.pk3\ncomplex-nexus-data_v0.1.pk3\n\nNOTE: All wads can be dowloaded from https://allfearthesentinel.net/"
},
{
"source": "pk3",
"name": "CHANGELOG.txt",
"contents": "1.95:\n-New startup loading screen by Charlie95\n-You can change between enable/disable DTech Devastator's upgrade and switch between CF/DJB leg shottys with the railgun zoom key\n-Supply beacon changes: Weapons don't come from backpacks, but directly through the beacon. Drops protective items.\n-Hellfire Cardinal doesn't spawn from the HF Cyber anymore, instead it spawns on it's own depending if you have a tleg rune\n-EFG Lunatic has 10 seconds cooldown after using a fusion nuke\n-Legendary Beheaded Kamikaze and fake barrels added to Rawanger\n-Tweaked HPBAR, added noclip state (subject to change)\n-Tweaks to Sanae, fixed attacks and made sounds less earrapey\n-Tweaks to starting items/weapons: You only start with the inventory bonuses once each playthrough\n-(Tried to) fix DOOM's earrape\n-(Tired to) include Bulletpuff_Fix\n-(Tried to) fix certain bugs that could crash servers\n-Fixed some weapons not having fast weapon switch\n-Fixed some weapon tracers not showing\n-Fixed legendary Revolver using the wrong ammo type\n-Possible fix for starting invul not working properly\n-Disabled Infected\n-Other minor fixes I forgot to mention\n\nBy HDAN:\n-Changes to Occult Spellbook: New spells can be upgraded twice\n-Reworked hud + more indicators\n-Beacon reskins\n\n1.94:\n-A complete merge with KAZUMI/TXS/CF/HEM/ILCA/DUST/HPBAR\n-DJB support, now comes with settings for plasma pistol, leg ssg zombie and pistol zombie\n-New mysterious archvile and new spells for the occult spellbook (By HDAN)\n-Faster weapon switching\n-Restored the M79 Zombie from TXS\n-New enemy options for Shinki and EFG Lunatic\n-Some fixes\n\nFrom CF Revised:\n-Updated Vexed Nemesis Stealth Trooper and Archon\n-Improved Railgun fire effect\n-An option to make the Freezer Rifle freeze corpses for extra loot\n-Some more fixes\n\nFrom Aprilfools update:\n-New enemy: EFG Lunatic\n-Hackroid monsters should spawn properly depending if you have a true legendary rune\n-New Hellfire Ultrasphere sprites\n-Added a hotkey to drop all presents from inventory\n-New legendary monster sprites\n\n1.93:\n-A new spawn system for Hackroids: They spawn ingame from themselves depending if you have a true legendary rune\n-New startup song\n-New Legendary Quad Shotgun Sounds (From Dissy)\n-Changed the Legendary Quad Shotgun's reload speed to be faster with the Agility Rune\n-Presents don't crush like the runes\n-Brimstone Obelisks don't hurt other players\n-Fixed a sprite conflict with Pain Harvester's attack\n-Fixed Cacolantern's obituary and melee attack\n-Hackroids have more resistance towards legendary and nemesis weapons\n-Adjusted offsets for dropping skulltag runes and demon hearts\n-Adjusted offset for the Tech Vulcan's primary fire\n-Changed Vexed Nemesis Sentient's drops\n\n1.91 - 1.92:\n-New hellfire and super bonuses\n-Fixed Nemesis Rune conflicting with the Nemesis Revenant\n-Fixed the mini card blocking the path when dying\n-Fixed a mysterious bug with the hellfire armor bonus\n-An attempt to fix the RestoreH&A console error\n-Legendary Fusion Cannon ignores ammo spheres\n\n1.9:\n-Added Xmas presents that drops from monsters\n(disabled by default. To enable, use 'nx_xmas 1' or use nexus settings)\n-Added a new startup loading screen\n-Added Empowered Flak Cannon\n-Added Nemesis Rune\n-Added Talisman Of Chaos\n-Added four Skulltag runes: Strength Rune, Resistance Rune, High Jump Rune and Spread Rune\n(Hotkeys have been created for disable/enabeling the Skulltag Runes or dropping them from your inventory\nAlso, some weapons does not apply to spread and the talisman due to massive lag\nIf a non spread weapon is selected while using spread, an icon will show in your hud)\n-Added an option for spawn protection (disabled on default) (nx_protect)\n-Changed how Hackroids spawn (a chance to spawn from death if a tleg rune is equipped)\n-Fixed sprites conflicting with Heretic Knight's Warp Portal\n-Fixed possible infinite loops with the Enraged Sentient\n-Fixed Demonic Chalice respawning from dead enemies\n-Fixed Legendary Archvile to not summon legendaries upon death\n-Fixed a true legendary rune multiplayer exploit\n-Changed Clusterfuck Slayer Power to give nemesis ultra sphere health and not omega sphere\n-New obituaries for vexed enemies\n-Chance for Undead Shinki to spawn from Shinki has lowered from 50% to around 20%\n-Some menu options for Shiro's CAP have been temporarily removed. CDI Marines settings are merged with Nexus Settings\n\nNew and improved Clusterweapons:\n-Added True Legendary Railgun\n-Added True Legendary Plasmatic Cannon\n-Added True Legendary Ion Striker\n-Added True Legendary Pulverizer\n-Added Tech Blaster\n-Added BFG3500\n-Added Legendary Demon Tech Devastator\n-Added legendary Fusion Cannon\n-Added Void Rune with a new unique ability\n-Added Demon Hearts and a hotkey for dropping them from inventory\n-Added new armor/health bonuses\n\n1.82:\n-New ZEN draw animation\n-New Archvile Staff sprites\n-Readded Jetpack Zombie and Stone Imp to the spawners\n-Hellstorm weapon's rod deals damage over time\n-Changed the Supercharged DTech Sentry to an Empowered DTech Sentry (TXS)\n-Hackroid ASG doesn't refill it's magazine on backpacks (TXS)\n-Nerfed Phase Guardian Cube's damage (TXS)\n-Nerfed Cyborg Shotgunner's Damage (TXS)\n-Hellclones take more damage (no damagefactor) (TXS)\n-Fixed an infinite loop error message with the Carrier (TXS)\n-Starting armor/health doesn't give ammo and doesn't reset after each map\n-Corrected Demon Tech Rifle's Tag\n-Grenades don't explode twice\n\n1.81:\n-A slight rebalance to chest drops (TXS)\n-Changed names to nemesis spheres and armors\n-CDI Marines have custom colours\n-Beacons don't randomly explode\n-Terminators don't drop on death when cf_nodroprunes is on\n-Slightly buffed Armageddon Cannon's both fire modes\n-Restored complex doom skills, UV is now skill 3 and TrueCF skill 7 on servers (sorry about that....)\n-Fixed the Nemesis Tormentor disappearing after getting a kill\n-Fixed an issue with Vexed Nemesis Fiend's ghosts not disappearing\n-Fixed Enraged Legendary Lieutenant's after images\n-Fixed a sprite conflict with the watcher's projectiles\n\n1.8:\n-Revamped Enraged Legendary Cyberdemon\n-Adjusted Armageddon Cannon's damage / explosion edit (WIP)\n-Ammo randomization, special types of ammo has a rare chance to spawn from ammo spawns, does not affect the items respawn flag (Subject to change)\n-New difficulty options (Subject to change)\n-New Enraged Legendary Coachgun sounds\n-New Vexed nemesis Baby Sentient sounds\n-New soundtracks for Vexed Nemesis Baby Sentient and Enraged Legendary Cyberdemon\n-The HF Card is less aggressive (Pause between attacks)\n-Runes cannot be crushed when dropped\n-Terminator powerups drop on death\n-BFG2704 uses less ammo\n-DBFG fully ignores ammo spheres (Subject to change)\n-Fixed a bug with Hellstorm BFG's alt fire\n\nNexus extra 2.6:\n-New nemesis ammo resprites\n-Added True legendary barrel and new leg/nemesis/vexed barrel resprites\n-Changes to Vexed nemesis Archon, Vexed Nemesis Goliath and Vexed Nemesis Sentient\n\nTXS:\n-TXS Compatibility\n-New chest sounds\n-New True Legendary Time Sphere use sound\n-New Legendary Behemoth Cannon resprites\n-Hackroid weapons ignore ammo spheres\n\n1.72:\n-Added a starting armor/health option\n-Nerfed grenades to half damage and radius\n-Credit corrections\n\n1.71:\n-Fixed a sprite conflict from the Painharvester\n\n1.7:\n-Hardspawns can now be accessed from the CF options (testing stage)\n-Changed Leg C4's unarmed sprites\n-Grenades do self damage\n-Reworked HF Cards's attacks for the 999th time\n-The HF Card now spawns when the HF cyber dies (TLR equipped only)\n-Dispenser Marines give explosive ammo much slower\n-Fixed Enraged Coachgun not giving loaded shells on pickup\n-Updated Nemesis SSG DMF's\n-Legendary Kaguya has less health\n-Moved D-BFG higher in slot 7 selection\n-Moved Leg saber to be first in slot 1\n-Removed DTech Shotgun sprites\n\nNexus Extra 2.5:\n-Reworked EFG\n-New hellfire armor sprites\n-New Corrupted Cardinal sprites\n-Changed agility and legendary rune sprites\n-Leg/tleg BFG offset adjustments\n-A slight change for the ZEN\n\nNemesis Hellsmith 002 cf has updated with fixes:\n-Stingray's primary fire and the BLG ignores ammo spheres unless infiniteammo is enabled\n-Adjusted Nemesis Hellsmith's radius, height, DMF's and painchance\n-BLG sprite conflict fix\n-Removed Flak Cannon vertical recoil\n-Removed Railgun sounds\n-Cleaned SNDINFO and removed it's duplicate\n\nV1.63:\n-Compatibility with reimagined cf sounds 2.0 (Powered Dtech Railgun)\n-New startup song\n-Fixed Powered Dtech Railgun's ammo counter\n\nV1.62:\n-Removed CFDEMO and player healing script\n\nV1.6 - 1.61:\n-Readded Hell's Minister and Maephisto\n-Fixed Legendary C4's sprites when having no ammo\n\nDr. Blood's patch:\n-Added CDI Marines (Marine beacons are harder to get)\n-Added CF demo map\n\nStuff from Nexus Extra:\n-Added Vexed Nemesis Sentient\n-Added Hellfrost Cyberdemon\n-Added Hellstorm Penetrator\n-Readded new crosshair\n-New Demon Tech Shotgun, Freezer Rifle, EFG9000 and Improved Minigun sprites\n-Some new hud sprites\n-Changed Nemesis Unmaker to ZEN\n-Removed Flak Cannon vertical recoil\n\nV1.51:\n-Fixed hotkeys for demonic chalice, skull of power and ammo satchel\n-Added Gross Elemental\n\nV1.5:\n-BFG2704 nerf: Needs more energy, ignores ammo spheres and faster projectiles\n-Made the hellstorm BFG more useful (I think?)\n-An attempt to fix Enraged Sentient's sky\n-Fixed a bug where exp rifle kept firing after 0 ammo\n-Changed Super Aprrentice's drops\n-New soundtrack for Vexed Archon\n\nNew sprites (By Carrot):\n-Legendary Invisibilitysphere, Legendary Invulnerabilitysphere, Legendary Powersphere,\n-Legendary Randomsphere, Legendary Sphere, Legendary Timefreezesphere, Legendary Salvationsphere,\n-Legendary Ammosphere, Skull Of Power, Demonic Chalice, Berserk Pack, Pure Rage,\n-Monster Life essences and armor bonuses, Barbatos Cannon, Black Hole Generator,\n-Ruffian Cannon and Improved Minigun\n\nV1.42:\n-Updated Vexed Chainsaw Zombie's rewards and nerfed vexed timer\n-Changed crosshair 2 to be smaller\n\nV1.41:\n-Fixed Nemesis Power Sphere conflicting with runes\n\nV1.4:\n-Brand new Nemesis SSG sprites\n-Added a menu cursor\n-Updated nemesis barrel\n-Updated nemesis ammo hud\n-Updated Vexed Nemesis Suicide Bomber\n-Semi nemesis sphere/armor increased to 900\n-Fixed Vexed Baby Sentient's sounds\n-Included a nerf for legendary chair\n-More enemies drop the Armageddon Cannon\n\n-Nemesis Hellsmith 002 has updated to support CF:\n\n-New and improved Stingray\n-Angry Unmaker is changed to Nemesis Unmaker (again)\n\nV1.3: (Now fused with ParadoX's Clusteraddons)\n-Added Vexed Nemesis Stealth Trooper\n-Added Vexed Nemesis Redeemer\n-Added Vexed Nemesis Fiend\n-Added Vexed Nemesis Archon\n-Added Vexed Nemesis Behemoth\n-Added Vexed Nemesis Baby Sentient\n-Added Enraged Legendary Cyberdemon\n-Added Enraged Legendary Lieutenant\n-Added Enraged Legendary Coach Gun\n-Added True Legendary Armor\n-New rune sprites\n-New Hellfire Cyber Cannon sprites\n-New Deathlord sprites\n-New sprites for Legendary Rifle, Ruffian Cannon and Leg/Enraged ASG\n\nV1.2:\n-Rebalanced monsters, now the special monsters should appear slightly more often.\n\nV1.1:\n-Added LegC4 to the hud\n-Fixed issue with two different ammo satchels appearing\n-Rebalanced Hibachi's drops\n-Changed BFG Spawns\n\nV1.0:\n-Compatibility to CF 4.1\n-Fixed Nemesis Chainsaw's infinite clones\n-Changed voices for Corrupted Legendary Cardinal\n-Changed the Commander Devastator's propulsion speeds (subject to change)\n\n--^ALPHA^--"
},
{
"source": "pk3",
"name": "MODDERSLOG.txt",
"contents": "If you're a pro complex doom addon maker or whatever here are some better detailed\nchanges you might find useful for compatibility.\n\n---V1.95:---\n-All beacon actors have been moved to Actors/BaconStuff.txt (with changes)\n-All weapon tweaks have been moved to Actors/Tweaks/Weapontweaks.txt\n\nWeapon actors changed: Occult Spellbook, Behemoth cannon, Demon Tech Devastator, Legendary Coachgun,\nLegendary Revolver, Barbatos Cannon, Grenade Launcher, Rocket Launcher, Behemoth Cannon, Plasma Rifle,\nLegendary Plasmatic Rifle, Legendary Light Machine Gun, Assault Shotgun, Chainsaw, FlameSword,\nPlasma Handguns, Demon tech Axe\n\nMonster actors changed: Cyberimp, EFGLunatic, all of kazumi's monsters\n\nItem actors changed: Brimstone, Demon Hearts, Sphere Of Power, Shiro sphere, Nemesis Shiro sphere, Spring Mine,\nSupply beacons, Ankh Of Resurrection, Salvation spheres, Talisman Of Chaos, Phase Sphere\n\nWARNING: Following actor names have changed:\n\nKazumi_KaguyaHouraisan --> KaguyaHouraisan\nKazumi_LegendaryKaguya --> LegendaryKaguya\nKazumi_SanaeKochiya --> SanaeKochiya\nkazumi_sin-genjitsu --> sin-genjitsu3\nKazumi_MakaiSlut --> MakaiSlut\nKazumi_UndeadMakaiSlut --> UndeadMakaiSlut\nKazumi_Hibachi --> Hibachi\nLegendaryChairNEW --> LegendaryChair\nKazumi_EvaccanniaDOOM --> EvaccanniaDOOM\n\n(this requires to update monster and barrel spawners in order to work)\n\nWARNING: Following changes have beem added to to monster spawners:\n\nAdded: HellfireCardinal\nRemoved: Infected\n\n---V1.94:---\n\n- Many weapons/monsters/items have their code changed, if you replaced anything make sure to check all of them for compatibility reasons.\nThis also requires updating KEYCONFIG and SBARINFO.\n- All weapons have their Select/Deselect states changed, make sure to replace accordingly to apply the faster weapon switching.\n- Original nemesis and enraged monster actors don't have remove states, but they're replaced with one in RemoveStateOverride.txt (an easy method if switching to ACS spawners)\nHowever, NoRemoveStates.txt have monsters with no remove states for guaranteed spawns.\n- All HPBAR monster tagging must be done with LANGUAGE (or intern actor tags), CVARINFO does not work, see the LANGUAGE file to gain insight.\n\nNew actors:\n\nMonsters:\n- LegendaryRevolverZombie (zombieman)\n- DemonTechBallistaZombie (zombieman)\n- M79Zombie (zombieman)\n- LegendarySuperShotgunZombie (shotgunner)\n- NailgunCommando chaingunner)\n- EFGLunatic (chaingunner)\n- BFG15KMajor (chaingunner)\n- LegChainsawZombie (demon)\n- SpiderMinimind (arachnotron)\n- FreezerRevenant (revenant)\n- STBelphegor (baronofhell)\n- DarkVile (archvile)\n\nWeapons:\n- LegendaryChainsaw (chainsaw)\n- \"Legendary Revolver\" (pistol)\n- \"Legendary Super Shotgun\" (doublebarrel) (replaces legendarycoachgun)\n- Nailgun (chaingun)\n- \"M79 Gas Grenade Launcher\" (rocketlauncher)\n- \"Demon Tech Ballista\" (plasmarifle)\n- \"Legendary Railgun\" (plasmarifle)\n- FreezerBFG (BFG)\n- \"BFG15K\" (BFG)\n\nNew Cvars:\nnx_Shinki (0 - 1) Double change for Undead Shinki\nnx_Lunatic (0 - 1) Enable EFG Lunatic's final nuclear option\nnx_shotty (0 - 2) Spawner for Leg SSG Zombie, Lieutenant or both\nnx_revolver (0 - 2) Spawner for Leg Revolver zombie, cowboy or both\nnx_freezer (0 - 1) The Freezer Rifle's alt fire freezes corpses for more loot, does not apply to bosses\nlcadjb_PlasmaNerf (0 - 3) Change which plasma pistol mode to start with"
},
{
"source": "pk3",
"name": "Actors/Complex-Stuff.txt",
"contents": "ACTOR RealSkullOfPower : CustomInventory Replaces SkullOfPower\n{\n Scale 0.75\n Inventory.Amount 1\n Inventory.MaxAmount 1\n Inventory.PickupSound \"pickups/soterror\"\n Inventory.UseSound \"soterror/use\"\n Inventory.PickupMessage \"Skull Of Power\"\n Inventory.Icon \"INSKA0\"\n +INVENTORY.INVBAR\n +FLOORCLIP\n States\n {\n Spawn:\n SKUT A -1\n Stop\n Use:\n TNT1 A 0 ACS_NamedExecuteWithResult(\"GetStatus\",1)\n TNT1 A 0 A_GiveInventory(\"FakeSkullOfPower\",1)\n\tStop\n\t}\n}\nActor FakePowerUp : PowerDamage\n{\n damagefactor \"notarealdamagetype\", 1.0\n}\nACTOR FakeSkullOfPower: PowerupGiver\n{\n Powerup.Duration -30\n Powerup.Type \"FakePowerUp\"\n Powerup.Color RedMap\n +INVENTORY.AUTOACTIVATE\n States\n {\n Spawn:\n TNT1 A 0\n Stop\n }\n}\nACTOR RealUnbelieveabilitySphere : UnbelieveabilitySphere replaces UnbelieveabilitySphere\n{\n +FLOATBOB\n +COUNTITEM\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.BIGPOWERUP\n -FLOAT\n Inventory.PickupSound \"powerups/unbsphere\"\n Inventory.PickupMessage \"Armageddon Sphere\"\n States\n {\n Spawn:\n TNT1 A 0 A_CustomMissile (\"OrangeSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n CARN AAAAAABBBBBB 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n TNT1 A 0 A_CustomMissile (\"OrangeSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n CARN CCCCCCDDDDDD 1 Bright A_SpawnItem(\"RedSphereFlare\",0,38)\n\tLoop\n Pickup:\n TNT1 A 0 ACS_NamedExecuteWithResult(\"GetStatus\",2)\n\tTNT1 A 0 A_GiveInventory(\"InvulnerabilityGiver\", 1)\n\tStop\n }\n}\nACTOR 4xDamage : PowerDamage\n{\n DamageFactor \"Normal\", 4\n DamageFactor \"Legendary\", 2.5\n DamageFactor \"LegendaryGuru\", 1.1\n DamageFactor \"LegendaryGuruPlayer\", 1.1\n DamageFactor \"PlayerNemesisPlasma\", 2.0\n DamageFactor \"PlayerDevBall\", 1.0\n DamageFactor \"PlayerDevBall2\", 1.0\n DamageFactor \"PDTBFG\", 1.0\n DamageFactor \"PlayerDevTracer\", 2.0\n DamageFactor \"PlayerPyro\", 1.1\n DamageFactor \"PlayerBHole\", 1.1\n}\nACTOR 2xDamage : PowerDamage\n{\n DamageFactor \"Normal\", 2\n DamageFactor \"Legendary\", 1.5\n DamageFactor \"LegendaryGuru\", 1.05\n DamageFactor \"LegendaryGuruPlayer\", 1.05\n DamageFactor \"PlayerNemesisPlasma\", 1.3\n DamageFactor \"PlayerDevBall\", 1.3\n DamageFactor \"PlayerDevBall2\", 1.3\n DamageFactor \"PDTBFG\", 1.3\n DamageFactor \"PlayerDevTracer\", 1.3\n DamageFactor \"PlayerPyro\", 1.2\n DamageFactor \"PlayerBHole\", 1.2\n}\nACTOR 1.5xDamage : PowerDamage\n{\n DamageFactor \"Normal\", 1.5\n DamageFactor \"Legendary\", 1.25\n DamageFactor \"LegendaryGuru\", 1.02\n DamageFactor \"LegendaryGuruPlayer\", 1.02\n DamageFactor \"PlayerNemesisPlasma\", 1.15\n DamageFactor \"PlayerDevBall\", 1.15\n DamageFactor \"PlayerDevBall2\", 1.15\n DamageFactor \"PDTBFG\", 1.15\n DamageFactor \"PlayerDevTracer\", 1.15\n DamageFactor \"PlayerPyro\", 1.1\n DamageFactor \"PlayerBHole\", 1.1\n}"
},
{
"source": "pk3",
"name": "Actors/LCA-ARK-Stuff.txt",
"contents": "//LCA\n//Corpse freeze\nActor FlameShotPlayer : FlameShot replaces FlameShot\n{\nSpecies \"Player\"\nObituary \"%o was freezed by %k.\"\nStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\t//TNT1 A 0 Bright A_RadiusGive(\"HEMFreeze\",90,RGF_MONSTERS|RGF_CORPSES,1)\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\n//Add resist\nActor LegProtection2 : LegProtection replaces LegProtection\n{\n+NORADIUSDMG\n+NOTIMEFREEZE\n+INVENTORY.HUBPOWER\n+INVENTORY.PERSISTENTPOWER\nPowerup.Duration 0x7FFFFFFF\nDamagefactor \"PlayerPhase\", 0.0\nDamageFactor \"PlayerPyro\", 0.025\nDamageFactor \"Explosion\", 0.25\nDamageFactor \"Mine\", 0.25\nDamageFactor \"Normal\", 0.75\nActiveSound \"Pickups/LegProtectionActive\"\n}\n\nActor LegAmmoSphere2 : LegAmmoSphere replaces LegAmmoSphere //16704\n{\n//$Category Powerups/LCA\n//$Sprite AMSPA0\n//$Title \"Legendary Ammo Sphere\"\n+INVBAR\n+FLOATBOB\n+COUNTITEM\n+NOTIMEFREEZE\n+INVENTORY.BIGPOWERUP\nInventory.MaxAmount 1\nInventory.Icon \"INVLA0\"\nInventory.UseSound \"legammo/use\"\nInventory.PickupSound \"legammo/pickup\"\nInventory.PickupMessage \"Legendary Ammo Sphere, time to spam with heavy weapons don't you think so ?\"\nTag \"Legendary Ammo Sphere\"\nStates\n\t{\n\tSpawn:\n\t\tAMSP ABCD 10 Bright A_CustomMissile(\"LegendarySphereFlameSpawner\",-20,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tLoop\n\tUse:\n\t\tTNT1 A 0\n\t\tTNT1 AAAAAAAAAA 0 A_GiveInventory(\"ModdedBackpack\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMine\",1)\n\t\tTNT1 A 1 A_GiveInventory(\"LegInfiniteAmmo\",1)\n\t\tStop\n\t}\n}\n\n//ARK\nACTOR ArkBackpackClassic : CustomInventory\n{\n -INVENTORY.ALWAYSPICKUP\n Height 36\n Inventory.PickupMessage \"You picked up a reinforcement backpack!\"\n States\n {\n Pickup:\n\tTNT1 A 0 A_GiveInventory(\"BulletMag\",50)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",19)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",19)\n\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",19)\n\tTNT1 A 0 A_GiveInventory(\"NewShell\",13)\n\tTNT1 A 0 A_GiveInventory(\"LegendaryShell\",6)\n\tTNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",6)\n\tTNT1 A 0 A_GiveInventory(\"Missile\",13)\n\tTNT1 A 0 A_GiveInventory(\"Gas\",75)\n\tTNT1 A 0 A_GiveInventory(\"NewCell\",75)\n\tTNT1 A 0 A_GiveInventory(\"DemonAmmo\",75)\n\tTNT1 A 0 A_GiveInventory(\"LDemonAmmo\",32)\n\tTNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",32)\n\tTNT1 A 0 A_GiveInventory(\"DustMana\",32)\n\tTNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n\tTNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",2)\n\tTNT1 A 0 A_GiveInventory(\"MineAmmo\",2)\n\tTNT1 A 0 A_GiveInventory(\"DCell\",5)\n TNT1 A 0 A_GiveInventory(\"ArmorBonus\", 1)\n TNT1 A 0 A_GiveInventory(\"ArmorBonus\", 1)\n TNT1 A 0 A_GiveInventory(\"ArmorBonus\", 1)\n TNT1 A 0 A_GiveInventory(\"ArmorBonus\", 1)\n TNT1 A 0 A_GiveInventory(\"ArmorBonus\", 1)\n\tTNT1 A 1 Healthing(50)\n TNT1 A 0 Healthing(10,200)\n Stop\n Spawn:\n ABPK ABCD 4\n Loop\n }\n}\nACTOR LiteBackpack : CustomInventory\n{\n-INVENTORY.ALWAYSPICKUP\nHeight 36\nInventory.PickupMessage \"You picked up a Lite reinforcement backpack!\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tSpawnLoop:\n\t\tLTPK ABCD 4\n\t\tLoop\n Remove:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0\n\t TNT1 A 0 A_GiveInventory(\"BulletMag\",100)\n\t TNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",37)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",37)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",37)\n\t TNT1 A 0 A_GiveInventory(\"NewShell\",25)\n\t TNT1 A 0 A_GiveInventory(\"LegendaryShell\",12)\n\t TNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",20)\n\t TNT1 A 0 A_GiveInventory(\"Missile\",25)\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\",150)\n\t TNT1 A 0 A_GiveInventory(\"NewCell\",150)\n\t TNT1 A 0 A_GiveInventory(\"DemonAmmo\",150)\n\t TNT1 A 0 A_GiveInventory(\"LDemonAmmo\",63)\n\t TNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",63)\n\t\tTNT1 A 0 A_GiveInventory(\"DustMana\",63)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n\t TNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",2)\n\t TNT1 A 0 A_GiveInventory(\"MineAmmo\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",16)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",5)\n\t\tTNT1 A 0 A_GiveInventory(\"DCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMine\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"BeaconArmorBonus\",1)\n\t\tTNT1 A 0 A_Jumpif(ACS_NamedExecuteWithResult(\"Supplybackpack\") == 2, \"Random\")\n\t\tTNT1 A 0 A_GiveInventory(\"LiteBeaconSupplyPickup\",1)\n\t TNT1 A 1 Healthing(100)\n \t TNT1 A 1 Healthing(10,200)\n\t\tStop\n Random:\n\t\tTNT1 A 0 A_GiveInventory(\"RandomBeaconSupplyPickup\",1)\n\t TNT1 A 1 Healthing(100)\n \t TNT1 A 1 Healthing(10,200)\n\t}\n}\n\nACTOR FullBackpack : CustomInventory\n{\n-INVENTORY.ALWAYSPICKUP\nHeight 36\nInventory.PickupMessage \"You picked up a full reinforcement backpack!\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tSpawnLoop:\n\t\tFLPK ABCD 4\n\t\tLoop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"MaxAmmoCapacity\", 0)\n\t TNT1 A 0 A_GiveInventory(\"BulletMag\",133)\n\t TNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",45)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",45)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",45)\n\t TNT1 A 0 A_GiveInventory(\"NewShell\",33)\n\t TNT1 A 0 A_GiveInventory(\"LegendaryShell\",13)\n\t TNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",13)\n\t TNT1 A 0 A_GiveInventory(\"Missile\",33)\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\",200)\n\t TNT1 A 0 A_GiveInventory(\"NewCell\",200)\n\t TNT1 A 0 A_GiveInventory(\"DemonAmmo\",200)\n\t TNT1 A 0 A_GiveInventory(\"LDemonAmmo\",75)\n\t TNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",75)\n\t\tTNT1 A 0 A_GiveInventory(\"DustMana\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n\t TNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",4)\n\t TNT1 A 0 A_GiveInventory(\"MineAmmo\",4)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",32)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",7)\n\t\tTNT1 A 0 A_GiveInventory(\"DCell\",20)\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMine\",3)\n\t\tTNT1 A 0 A_GiveInventory(\"BeaconArmorBonus\",1)\n\t\tTNT1 A 0 A_Jumpif(ACS_NamedExecuteWithResult(\"Supplybackpack\") == 2, \"Random\")\n\t\tTNT1 A 0 A_GiveInventory(\"FullBeaconSupplyPickup\",1)\n\t TNT1 A 1 Healthing(100)\n \t TNT1 A 1 Healthing(15,200)\n\t\tStop\n\tRandom:\n\t\tTNT1 A 0 A_GiveInventory(\"RandomBeaconSupplyPickup\",1)\n\t TNT1 A 1 Healthing(100)\n \t TNT1 A 1 Healthing(15,200)\n\t}\n}\nACTOR ExplosiveBackpack : CustomInventory\n{\n-INVENTORY.ALWAYSPICKUP\nHeight 36\nInventory.PickupMessage \"You picked up an Explosive reinforcement backpack!\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tSpawnLoop:\n\t\tAEXP ABCD 4\n\t\tLoop\n Remove:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"MaxAmmoCapacity\", 0)\n \tTNT1 A 0 A_GiveInventory(\"BulletMag\",50)\n \tTNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",19)\n \tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",19)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",19)\n \tTNT1 A 0 A_GiveInventory(\"NewShell\",13)\n \tTNT1 A 0 A_GiveInventory(\"LegendaryShell\",6)\n \tTNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",6)\n \tTNT1 A 0 A_GiveInventory(\"Missile\",100)\n \tTNT1 A 0 A_GiveInventory(\"Gas\",600)\n \tTNT1 A 0 A_GiveInventory(\"NewCell\",75)\n\t\tTNT1 A 0 A_GiveInventory(\"DemonAmmo\",75)\n \tTNT1 A 0 A_GiveInventory(\"LDemonAmmo\",32)\n \tTNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",32)\n \tTNT1 A 0 A_GiveInventory(\"DustMana\",32)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n TNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",8)\n\t TNT1 A 0 A_GiveInventory(\"MineAmmo\",8)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",16)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",5)\n\t\tTNT1 A 0 A_GiveInventory(\"DCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMine\",6)\n\t\tTNT1 A 0 A_GiveInventory(\"BeaconArmorBonus\",1)\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"ExplosiveGiveAway\", 0)\n\t TNT1 A 1 Healthing(100)\n \t TNT1 A 1 Healthing(15,200)\n\t\tStop\n\t}\n}\nACTOR EnergyBackpack : CustomInventory\n{\n-INVENTORY.ALWAYSPICKUP\nHeight 36\nInventory.PickupMessage \"You picked up an Energy reinforcement backpack!\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tSpawnLoop:\n\t\tAENG ABCD 4\n\t\tLoop\n Remove:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"MaxAmmoCapacity\", 0)\n \tTNT1 A 0 A_GiveInventory(\"BulletMag\",50)\n \tTNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",19)\n \tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",19)\n\t TNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",19)\n \tTNT1 A 0 A_GiveInventory(\"NewShell\",13)\n \tTNT1 A 0 A_GiveInventory(\"LegendaryShell\",6)\n \tTNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",6)\n \tTNT1 A 0 A_GiveInventory(\"Missile\",15)\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\",75)\n\t TNT1 A 0 A_GiveInventory(\"NewCell\",600)\n \tTNT1 A 0 A_GiveInventory(\"DemonAmmo\",600)\n \tTNT1 A 0 A_GiveInventory(\"LDemonAmmo\",64)\n\t TNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",64)\n \tTNT1 A 0 A_GiveInventory(\"DustMana\",250)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n\t TNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",2)\n\t TNT1 A 0 A_GiveInventory(\"MineAmmo\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",16)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",5)\n\t\tTNT1 A 0 A_GiveInventory(\"DCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMine\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"BeaconArmorBonus\",1)\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"BigGunGiveAway\", 0)\n\t TNT1 A 1 Healthing(100)\n \t TNT1 A 1 Healthing(15,200)\n\t\tStop\n\t}\n}\nACTOR CapacityBackpack : CustomInventory\n{\n-INVENTORY.ALWAYSPICKUP\nHeight 36\nInventory.PickupMessage \"You picked up a capacity reinforcement backpack!\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tSpawnLoop:\n\t\tLTPK ABCD 4\n\t\tLoop\n Remove:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n TNT1 A 0 A_GiveInventory(\"MaxCapacitor\", 1)\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"MaxAmmoCapacity\", 0)\n\t TNT1 A 0 A_GiveInventory(\"BulletMag\",100)\n\t TNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",37)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",37)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",37)\n\t TNT1 A 0 A_GiveInventory(\"NewShell\",25)\n\t TNT1 A 0 A_GiveInventory(\"LegendaryShell\",12)\n\t TNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",20)\n\t TNT1 A 0 A_GiveInventory(\"Missile\",25)\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\",150)\n\t TNT1 A 0 A_GiveInventory(\"NewCell\",150)\n\t TNT1 A 0 A_GiveInventory(\"DemonAmmo\",150)\n\t TNT1 A 0 A_GiveInventory(\"LDemonAmmo\",63)\n\t TNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",63)\n\t\tTNT1 A 0 A_GiveInventory(\"DustMana\",63)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n\t TNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",2)\n\t TNT1 A 0 A_GiveInventory(\"MineAmmo\",2)\n\t\tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",16)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",5)\n\t\tTNT1 A 0 A_GiveInventory(\"DCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMine\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"BeaconArmorBonus\",1)\n\t TNT1 A 1 Healthing(100)\n \t TNT1 A 1 Healthing(15,200)\n\t\tStop\n\t}\n}\nACTOR LegendaryBackpack : CustomInventory\n{\n-INVENTORY.ALWAYSPICKUP\nHeight 36\nInventory.PickupMessage \"You picked up a Legendary reinforcement backpack!\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tSpawnLoop:\n\t\tLGPK ABCD 4\n\t\tLoop\n Remove:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"MaxAmmoCapacity\", 0)\n \tTNT1 A 0 A_GiveInventory(\"BulletMag\",50)\n\t TNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",300)\n\t\tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",300)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",300)\n \tTNT1 A 0 A_GiveInventory(\"NewShell\",13)\n\t TNT1 A 0 A_GiveInventory(\"LegendaryShell\",95)\n\t TNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",95)\n \tTNT1 A 0 A_GiveInventory(\"Missile\",13)\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\",75)\n \tTNT1 A 0 A_GiveInventory(\"NewCell\",75)\n \tTNT1 A 0 A_GiveInventory(\"DemonAmmo\",75)\n\t TNT1 A 0 A_GiveInventory(\"LDemonAmmo\",500)\n\t TNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",500)\n\t\tTNT1 A 0 A_GiveInventory(\"DustMana\",32)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n\t\tTNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",2)\n\t TNT1 A 0 A_GiveInventory(\"MineAmmo\",2)\n TNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",16)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",5)\n TNT1 A 0 A_GiveInventory(\"DCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMine\",1)\n\t\tTNT1 A 1 Healthing(100)\n\t\tTNT1 A 1 Healthing(50,250)\n\t\tTNT1 A 0 A_GiveInventory(\"BossArmorBonusMax\")\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"LegendaryGiveAway\", 0)\n\t\tStop\n\t}\n}\nACTOR NemesisBackpack : CustomInventory\n{\n-INVENTORY.ALWAYSPICKUP\nHeight 36\nInventory.PickupMessage \"You picked up a Nemesis reinforcement backpack!\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\tSpawnLoop:\n\t\tNMPK ABCD 4\n\t\tLoop\n Remove:\n\t\tTNT1 A 0\n\t\tStop\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 ACS_NamedExecuteWithResult(\"MaxAmmoCapacity\", 0)\n \tTNT1 A 0 A_GiveInventory(\"BulletMag\",50)\n \tTNT1 A 0 A_GiveInventory(\"LegendaryLMGBulletMag\",19)\n \tTNT1 A 0 A_GiveInventory(\"LegendaryBulletMag\",19)\n\t\tTNT1 A 0 A_GiveInventory(\"ELegendaryLMGBulletMag\",38)\n \tTNT1 A 0 A_GiveInventory(\"NewShell\",13)\n \tTNT1 A 0 A_GiveInventory(\"LegendaryShell\",6)\n \tTNT1 A 0 A_GiveInventory(\"EnragedLegendaryShell\",6)\n \tTNT1 A 0 A_GiveInventory(\"Missile\",13)\n\t\tTNT1 A 0 A_GiveInventory(\"Gas\",75)\n \tTNT1 A 0 A_GiveInventory(\"NewCell\",75)\n \tTNT1 A 0 A_GiveInventory(\"DemonAmmo\",75)\n \tTNT1 A 0 A_GiveInventory(\"LDemonAmmo\",32)\n \tTNT1 A 0 A_GiveInventory(\"ILDemonAmmo\",32)\n\t\tTNT1 A 0 A_GiveInventory(\"DustMana\",32)\n\t\tTNT1 A 0 A_GiveInventory(\"ProxMines\",5)\n\t\tTNT1 A 0 A_GiveInventory(\"HandGrenadeAmmo\",2)\n\t TNT1 A 0 A_GiveInventory(\"MineAmmo\",2)\n \tTNT1 A 0 A_GiveInventory(\"NLDemonAmmo\",100)\n\t\tTNT1 A 0 A_GiveInventory(\"NemesisShell\",20)\n\t\tTNT1 A 0 A_GiveInventory(\"DCell\",10)\n\t\tTNT1 A 0 A_GiveInventory(\"SpringMine\",1)\n\t\tTNT1 A 1 Healthing(100)\n\t\tTNT1 A 1 Healthing(75,250)\n\t\tTNT1 A 0 A_GiveInventory(\"BossArmorBonusMax\")\n\t\tTNT1 A 0 A_GiveInventory(\"BossArmorBonusMax\")\n\t\t//TNT1 A 0 ACS_NamedExecuteAlways(\"NemesisGiveAway\", 0)\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/FreezeBFGInheritance.txt",
"contents": "ACTOR FreezerBallBase\n{\nPROJECTILE\nHeight 16\nRadius 16\nSpeed 15\nAlpha 0.95\nScale 0.7\nRENDERSTYLE Translucent\nAlpha 0.85\nDamage 1000\n+RIPPER\n+THRUGHOST\n+BLOODLESSIMPACT\n+FORCERADIUSDMG\n+EXTREMEDEATH\n+NODAMAGETHRUST\n+SKYEXPLODE\n+FORCEXYBILLBOARD\n+DONTHARMSPECIES\n+THRUSPECIES\n+MTHRUSPECIES\nDamageType \"Ice\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"devastator/fly\",CHAN_VOICE,1.0,1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGBolt\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tICBL A 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGLightning\",random(-6,6),random(-6,6),random(-6,6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tICBL A 1 Bright A_CustomMissile(\"PlayerFreezeBFGProjectileAttack\",random(-8,8),random(-10,10),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"FreezeBFGTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame\",0,0,random(-16,16),CMF_TRACKOWNER|CMF_OFFSETPITCH,random(-8,8))\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGBolt\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tICBL B 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGLightning2\",random(-6,6),random(-6,6),random(-6,6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tICBL B 1 Bright A_CustomMissile(\"PlayerFreezeBFGProjectileAttack\",random(-8,8),random(-10,10),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame\",0,0,random(-16,16),CMF_TRACKOWNER|CMF_OFFSETPITCH,random(-8,8))\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGBolt\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tICBL C 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGLightning\",random(-6,6),random(-6,6),random(-6,6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tICBL C 1 Bright A_CustomMissile(\"PlayerFreezeBFGProjectileAttack\",random(-8,8),random(-10,10),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"FreezeBFGTrail\",0,0,0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame\",0,0,random(-16,16),CMF_TRACKOWNER|CMF_OFFSETPITCH,random(-8,8))\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGBolt\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeLiteShot\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tICBL D 1 Bright A_SpawnItemEx(\"ProjectileTrailParticleBlue\",random(-12,12),random(-12,12),random(-12,12),random(-2,2),random(-2,2),random(-2,2),random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGLightning2\",random(-6,6),random(-6,6),random(-6,6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tICBL D 1 Bright A_CustomMissile(\"PlayerFreezeBFGProjectileAttack\",random(-8,8),random(-10,10),0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame\",0,0,random(-16,16),CMF_TRACKOWNER|CMF_OFFSETPITCH,random(-8,8))\n\t\tTNT1 A 0 Bright A_Explode(32,450,0,0)\n\t\tTNT1 AAA 0 Bright A_SpawnItemEx(\"PlayerFreezeBFGSpike\",random(-50,50),random(-100,100),-9999,0,0,0,0,SXF_NOCHECKPOSITION,96)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"PlayerIceSpike\",random(-256,256),random(-256,256),0,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"PlayerIceSpike\",random(-256,256),random(-256,256),0,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"PlayerIceSpike\",random(-256,256),random(-256,256),0,0,0,0,0,SXF_ABSOLUTEPOSITION|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tTNT1 A 0 Bright Radius_Quake(3,35,0,10,0)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,10,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,20,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,30,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,40,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,50,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,60,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,70,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,80,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,90,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,100,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,110,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,120,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,130,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,140,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,150,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,160,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,170,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,180,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,190,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,200,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,210,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,220,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,230,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,240,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,250,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,260,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,270,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,280,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,290,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,300,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,310,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,320,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,330,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,340,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_CustomMissile(\"PlayerFreezeBFGTracer\",0,0,350,CMF_AIMDIRECTION|CMF_TRACKOWNER,random(-90,90))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGLightningSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL A 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL B 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL C 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL D 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL A 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL B 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL C 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL D 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL A 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL B 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL C 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(80,256,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(80,256,1,0)\n\t\tICBL D 6 Bright A_SpawnItemEx(\"FreezeBFGShockWave\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,4)\n\t\tTNT1 A 1 Bright A_Explode(128,1024,0,0)\n\t\tTNT1 A 0 Bright A_Explode(230,640,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,3)\n\t\tTNT1 A 1 Bright A_Explode(128,1024,0,0)\n\t\tTNT1 A 0 Bright A_Explode(230,640,1,0)\n\t\tTNT1 AAA 0 Bright A_StopSound(CHAN_VOICE)\n\t\tTNT1 A 0 Bright A_RadiusGive(\"HEMFreeze\",640,RGF_MONSTERS|RGF_CORPSES,1)\n\t\tTNT1 A 0 Bright Radius_Quake(20,12,0,12,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"icefurry\",CHAN_WEAPON,1.0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"FreezeBFGShockWave2\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_CustomMissile(\"PlayerFreezeBFGFlame\",0,0,random(0,360),CMF_AIMDIRECTION|CMF_TRACKOWNER,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAAAAAAA 0 Bright A_SpawnItemEx(\"BlueKaboom3\",0,0,0,random(-20,20),random(-20,20),random(-20,20),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAA 0 Bright A_SpawnItemEx(\"PlayerFreezeBFGFlame2\",random(-3,3),random(-3,3),random(-3,3),random(-6,6),random(-6,6),random(-3,3),0,SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)\n\t\tTNT1 A 35 Bright\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGProjectileAttackBase\n{\nPROJECTILE\nHeight 3\nRadius 3\nSpeed 16\n+NOTARGET\n+THRUACTORS\n+LOOKALLAROUND\n+QUICKTORETALIATE\n+NODAMAGETHRUST\n+DONTHARMSPECIES\n+THRUSPECIES\n+MTHRUSPECIES\nDamageType \"Ice\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_CopyFriendliness(AAPTR_TARGET)\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_DEFAULT)\n\t\tTNT1 AAAAA 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,1250,0,360,\"Attack\")\n\t\tGoto Death\n\tAttack:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 A 1 Bright A_CustomRailgun(8*random(1,8),0,None,\"Sky Blue\",RGF_SILENT|RGF_FULLBRIGHT|RGF_NOPIERCING,0,2,\"IcePuff\")\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor IcePuff2 : BulletPuff Replaces IcePuff\n{\n+THRUGHOST\n+THRUSPECIES\n+MTHRUSPECIES\n+PUFFGETSOWNER\nDamageType \"Ice\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6F\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"IceDebris\",0,0,0,random(-4,4),random(-4,4),random(4,8),0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6F\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 1 Bright\n\t\tStop\n\tCrash:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor FreezeBFGFlameStreamTrail2 : FreezeBFGFlameStreamTrail Replaces FreezeBFGFlameStreamTrail\n{\nHeight 2\nRadius 2\nSpeed 3\nScale 1\nRenderStyle Add\nAlpha 0.32\nDamage (0)\n+MISSILE\n+DROPOFF\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+DONTSPLASH\n+RIPPER\n+BLOODLESSIMPACT\n+CANNOTPUSH\n-NOCLIP\n-ACTIVATEIMPACT\n-ACTIVATEPCROSS\n+FORCEXYBILLBOARD\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AA 0 Bright A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\")\n\t\tGoto Spawn1\n\tSpawn1:\n\t\t64P1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 Bright\n\t\tGoto Death\n\tSpawn2:\n\t\t64P2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 Bright\n\t\tGoto Death\n\tSpawn3:\n\t\t64P3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 2 Bright\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor FreezeBFGTrail2 : FreezeBFGTrail Replaces FreezeBFGTrail\n{\nHeight 2\nRadius 1\nSpeed 0\nScale 1.45\nRenderStyle Add\n+MISSILE\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tGoto Fade\n\tFade:\n\t\tHBRB E 4 Bright A_FadeOut(0.1,1)\n\t\tLoop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGShockWave2 : FreezeBFGShockWave Replaces FreezeBFGShockWave\n{\nHeight 1\nRadius 1\nSpeed 0\nScale 1.15\nRenderstyle Translucent\nAlpha 0.75\n+FORCEXYBILLBOARD\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tHBRB ABCDEFGHIJKLMNOPQR 1 Bright A_FadeOut(0.025,1)\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGShockWave3 : FreezeBFGShockWave2 Replaces FreezeBFGShockWave2\n{\nScale 2.5\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tHBRB ABCDEFGHIJKLMNOPQR 2 Bright A_FadeOut(0.015,1)\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGBoltBase\n{\nProjectile\nHeight 6\nRadius 6\nSpeed 35\nAlpha 0.8\nRenderStyle Add\nReactionTime 245\nDamage 22\n+FORCEXYBILLBOARD\n+SEEKERMISSILE\n+THRUSPECIES\n+MTHRUSPECIES\n+DONTREFLECT\n+DONTHARMSPECIES\nDamagetype \"Ice\"\nDeathSound \"bolt/explode\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright A_CountDown\n\t\tTNT1 A 0 Bright A_Seekermissile(5,5,SMF_LOOK|SMF_PRECISE)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"HEM_CheckSeeker\") == 1,\"Enemy\")\n\t\"Friendly\":\n\t\tTNT1 A 0 Bright A_ChangeFlag(THRUACTORS,1)\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_DEFAULT, AAPTR_DEFAULT, AAPTR_NULL)\n\t\tFBLS AAAA 1 Bright A_SpawnItemEx(\"FreezeBFGBoltTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tGoto Spawn\n\tEnemy:\n\t\tTNT1 A 0 Bright A_ChangeFlag(THRUACTORS,0)\n\t\tFBLS A 1 Bright A_SpawnItemEx(\"FreezeBFGBoltTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tFBLS BCDE 1 Bright\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"IceDebris\",0,0,0,random(4,-4),random(4,-4),random(4,8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tFBLS BCDE 1 Bright\n\t\tStop\n\t}\n}\n\nActor PlayerFreezeBFGBolt2 : PlayerFreezeBFGBolt Replaces PlayerFreezeBFGBolt {+FRIENDLY}\n\nACTOR FreezeBFGBoltTrail2 : FreezeBFGBoltTrail Replaces FreezeBFGBoltTrail\n{\nHeight 1\nRadius 1\nSpeed 0\nRenderstyle Add\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tPLSS OPQRSTUVWXYZ 1 Bright A_FadeOut(0.05,1)\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGLightningSpawner2 : FreezeBFGLightningSpawner Replaces FreezeBFGLightningSpawner\n{\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 Bright A_SpawnItemEx(\"FreezeBFGLightning2\",random(6,-6),random(6,-6),random(6,-6),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR FreezeBFGLightning2 : FreezeBFGLightning Replaces FreezeBFGLightning\n{\nScale 0.24\nRenderStyle Add\nAlpha 0.5\n+NOINTERACTION\n+CLIENTSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_ExecuteWithResult(304) == 1, \"Toaster\")\n\t\tTNT1 A 0 Bright A_CheckSight(\"Toaster\")\n\t\tTNT1 A 0 Bright A_Jump(256,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39,40,41,42,43,44,45,46,47,48,49,50,51,52,53,54,55,56,57,58,59,60,61,62,63,64,65,66,67,68,69,70,71,72)\n\t\tHBL1 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\t\tHBL2 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\t\tHBL3 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\t\tHBL4 ABCDEFGHIJKLMNOPQR 0 Bright A_Jump(256,\"Death\")\n\t\tGoto Death\n\tDeath:\n\t\t\"####\" \"#\" 1 Bright\n\t\tStop\n\tToaster:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nACTOR CustomSprayFreeze2 : CustomSpray Replaces CustomSprayFreeze\n{\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AA 0 Bright A_Jump(256,\"Spawn1\",\"Spawn2\",\"Spawn3\")\n\t\tGoto Spawn1\n\tSpawn1:\n\t\t64P1 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto Death\n\tSpawn2:\n\t\t64P2 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto Death\n\tSpawn3:\n\t\t64P3 ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_SpawnItemEx(\"BlueParticleSpawner\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tGoto Death\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}\n\nActor PlayerFreezeLiteShot2 : PlayerFreezeLiteShot Replaces PlayerFreezeLiteShot {+FRIENDLY}\n\nActor PlayerFreezeBFGSpike2 : PlayerFreezeBFGSpike Replaces PlayerFreezeBFGSpike\n{\nDamageFactor \"FreezerBurn\", 0.0\n}\n\nACTOR FreezeLiteShotBase\n{\nPROJECTILE\nHeight 8\nRadius 13\nSpeed 32\nScale 2\nRENDERSTYLE ADD\nALPHA 0.85\nReactiontime 26\nDamage 15\n+THRUGHOST\n+THRUSPECIES\n+MTHRUSPECIES\n+DONTHARMSPECIES\nDamagetype \"Ice\"\nDeathSound \"weapons/icehit2\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright A_CountDown\n\t\tISHR AABB 1 Bright A_SpawnItemEx(\"FreezeLiteTrail\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"IceDebris\",0,0,0,random(-4,4),random(-4,4),random(4,8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 A 1 Bright\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"IceDebris\",0,0,0,random(-4,4),random(-4,4),random(4,8),0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"Kaboom6\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 1 Bright\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Misc.txt",
"contents": "//Starting Armor\nACTOR UltraSphereNoAmmo : CustomInventory 32603\n{\n Inventory.PickupSound \"powerups/ultrasphere\"\n Inventory.Pickupmessage \"Ultra Sphere\"\n +FLOATBOB\n +COUNTITEM\n -INVENTORY.ALWAYSPICKUP\n -FLOAT\n States\n {\n Spawn:\n TNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n ARSP AAAAAABBBBBB 1 Bright A_SpawnItem(\"PurpleSphereFlare\",0,38)\n TNT1 A 0 A_CustomMissile (\"PurpleSparkleSpawner\", 0, 0, random(0,-360), 2, random(0,360))\n ARSP CCCCCCBBBBBB 1 Bright A_SpawnItem(\"PurpleSphereFlare\",0,38)\n Loop\n Pickup:\n TNT1 A 0 A_GiveInventory(\"UltraSphereHealth\", 1)\n TNT1 A 0 A_GiveInventory(\"RedArmor\", 1)\n\tTNT1 A 0 A_GiveInventory(\"UltraSphereToken\",1)\n Stop\n }\n}\n\nACTOR UltraSphereToken : Inventory {Inventory.MaxAmount 1}\n\nACTOR StartingTemporalInvul2 : PowerupGiver\n{\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\nInventory.MaxAmount 0\nPowerup.Duration -7\nPowerup.Type SpawnInvul\nPowerup.Mode Reflective\nPowerup.Color White 0.15\n}\n\nACTOR StartingSalvaInvul : PowerupGiver\n{\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\nInventory.MaxAmount 0\nPowerup.Duration -3\nPowerup.Type SalvaInvul\nPowerup.Mode Reflective\nPowerup.Color Blue 0.15\n}\n\nACTOR StartingLegSalvaInvul : PowerupGiver\n{\n+INVENTORY.AUTOACTIVATE\n+INVENTORY.ALWAYSPICKUP\nInventory.MaxAmount 0\nPowerup.Duration -5\nPowerup.Type LegSalvaInvul\nPowerup.Mode Reflective\nPowerup.Color Yellow 0.15\n}\n\nACTOR PowerSpawnInvul : PowerProtection {\n\tDamageFactor \"Normal\", 0\n\tDamageFactor \"PDTBFG\", 0\n\tDamageFactor \"PDTBFGTracer\", 0\n\tDamageFactor \"Cyber10K\", 0\n\tDamageFactor \"Legendary\", 0\n\tDamageFactor \"Legendary1\", 0\n\tDamageFactor \"LegendaryGuru\", 0\n\tDamageFactor \"BFGSplash\", 0\n\tDamageFactor \"BFGSpray\", 0\n\tDamageFactor \"Explosion\", 0\n\tDamageFactor \"Plasma\", 0\n\tDamageFactor \"HFCyb3r\", 0\n\tDamageFactor 0\n}\n\nACTOR PowerSalvaInvul : PowerSpawnInvul {}\nACTOR PowerLegSalvaInvul : PowerSpawnInvul {}\n\n//DUST\nACTOR AlternateRailgunner : Railgunner replaces Railgunner\n{\n States\n {\n Missile:\n\tRPOS E 18 A_FaceTarget\n\tRPOS E 2\n\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"CheckForRailgunnerAttack\") == 1, \"Missile2\")\n\tTNT1 A 0 Bright A_PlaySound(\"railgunner/chargedshot\")\n\tTNT1 A 0 Bright A_CustomMissile(\"RailgunImpactRed\",30)\n\tRPOS F 5 Bright A_CustomRailgun(Random(15, 25), 0, \"Red\", None, RGF_NOPIERCING, 1)\n\tRPOS E 40\n\tGoto See\n Missile2:\n\tTNT1 A 0 Bright A_PlaySound(\"monsters/fusionfire\")\n\tRPOS F 5 Bright A_CustomMissile(\"SpecOpsLaser\",30,0,0)\n\tRPOS E 40\n\tGoto See\n }\n}\n\nACTOR ResistanceGiver : PowerupGiver\n{\n\t+INVENTORY.AUTOACTIVATE\n\t+INVENTORY.ALWAYSPICKUP\n\tInventory.MaxAmount 0\n\tPowerup.Type HalfDamage\n\tPowerup.Duration -20\n\tPowerup.Color None\n}\n\n//HEM-CUSTOM\nActor BribeCaco\n{\nProjectile\nRadius 3\nHeight 3\nSpeed 20\nFastSpeed 30\nDamage (1)\n+FORCEPAIN\nDamagetype \"Cacobribe\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 45\n\t\tStop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor BribeCaco2 : BribeCaco { Damagetype \"CacoBribe2\" }\n\nActor HellStormBombBase\n{\nHealth 1\nHeight 8\nRadius 11\nSpeed 25\nDecal \"RocketScorch\"\nDamage 24\n+LOOKALLAROUND\n+QUICKTORETALIATE\n+MISSILE\n+DROPOFF\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+ACTIVATEIMPACT\n+ACTIVATEPCROSS\n+DONTREFLECT\n+FORCERADIUSDMG\n+SKYEXPLODE\n-RIPPER\n-THRUACTORS\n+THRUSPECIES\n+MTHRUSPECIES\n+DONTHARMSPECIES\nDamagetype \"Explosion\"\nDeathSound \"weapons/rocklx\"\nTag \"Hellstorm Bomb\"\nvar int user_counter;\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"rpg/fly\",6,1.0,1)\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_DEFAULT)\n\t\tGoto SpawnLoop\n\tMonsterFly:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"rpg/fly\",6,1.0,1)\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_DEFAULT, AAPTR_TARGET, AAPTR_DEFAULT)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tMIS8 A 2 Bright\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tMIS8 A 2 Bright\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tMIS8 A 2 Bright\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tMIS8 A 2 Bright A_PlaySound(\"monster/homingrockbeep\",7)\n\t\tGoto SpawnLoop\n\tSpawnLoop:\n\t\tTNT1 A 0 Bright A_JumpIf(user_counter > 24,\"Separate\")\n\t\tTNT1 A 0 Bright A_SetUserVar(\"user_counter\",user_counter + 1)\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tMIS8 A 1 Bright\n\t\tMIS8 A 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,64,500,500,360,\"Separate\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tMIS8 A 1 Bright\n\t\tMIS8 A 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,64,500,500,360,\"Separate\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tMIS8 A 1 Bright\n\t\tMIS8 A 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,64,500,500,360,\"Separate\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),0,CMF_AIMDIRECTION)\n\t\tTNT1 A 0 Bright A_BishopMissileWeave\n\t\tMIS8 A 1 Bright\n\t\tMIS8 A 1 Bright A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,64,500,500,360,\"Separate\")\n\t\tTNT1 A 0 Bright A_PlaySound(\"monster/homingrockbeep\",7)\n\t\tLoop\n\tSeparate:\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 AAA 0 Bright A_StopSound(6)\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAAAAAA 0 Bright A_CustomMissile(\"HellStormBomb1\",0,0,random(-11,11),CMF_AIMDIRECTION|CMF_SAVEPITCH|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tTNT1 A 1 Bright A_Stop\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 Bright A_Stop\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 A 0 Bright A_ScreamAndUnblock\n\t\tTNT1 AAA 0 Bright A_StopSound(6)\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"Kaboom\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 1 Bright A_SpawnItemEx(\"PlayerFlamethrowerShot\",0,0,0,random(0,8),random(0,8),2,random(0,360),SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tMISL B 4 Bright A_Explode(128,128,1,1)\n\t\tMISL CD 4 Bright\n\t\tStop\n\t}\n}\n\nActor HellStormBomb1Base\n{\nHeight 8\nRadius 11\nSpeed 25\nScale 0.5\nDecal \"RevenantScorch\"\nDamage 10\n+MISSILE\n+DROPOFF\n+NOGRAVITY\n+NOBLOCKMAP\n+NOTELEPORT\n+ACTIVATEIMPACT\n+ACTIVATEPCROSS\n+SEEKERMISSILE\n+SCREENSEEKER\n+DONTREFLECT\n-RIPPER\n-THRUACTORS\n+THRUSPECIES\n+MTHRUSPECIES\n+FORCERADIUSDMG\n+DONTHARMSPECIES\nDamagetype \"Explosion\"\nDeathSound \"HellStorm/Hit\"\nvar int user_counter;\nStates\n\t{\n\tSpawn:\n//\t\tTNT1 A 0 Bright\n//\t\tTNT1 A 0 Bright A_SetSpeed(random(22,25))\n//\tSpawnLoop:\n\t\tTNT1 A 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",Random(-4,0),Random(-2,2))\n\t\tTNT1 A 0 Bright A_JumpIf(user_counter > 175,\"Fall\")\n\t\tTNT1 A 0 Bright A_SetUserVar(\"user_counter\",user_counter + 1)\n\t\tHSBM A 1 Bright A_SeekerMissile(2,3,SMF_LOOK|SMF_PRECISE,45,7)\n\t\tTNT1 A 0 Bright A_JumpIf(sqrt((velx*velx)+(vely*vely)*(velz*velz)) < 6,\"Fall\")\n\t\tLoop\n\tMonsterFly:\n\t\tHSBM AAAAAAAAAA 1 Bright A_CustomMissile(\"EFGRockeParticleTrail\",Random(-4,0),Random(-2,2))\n\t\tGoto Spawn\n\tFall:\n\t\tTNT1 A 0 A_SetGravity(frandom(0.3,0.24))\n\t\tHSBM A 525 A_Gravity\n\t\tHSBM A 5 A_FadeOut(0.1,1)\n\t\tWait\n\tDeath:\n\t\tTNT1 A 0 Bright A_Stop\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tMISL B 8 Bright A_Explode(64,64,1,1)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"WelderFlare\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER,64)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor HellStormBomb : HellStormBombbase\n{\n+FRIENDLY\nSpecies \"Player\"\n}\n\nActor HellStormBomb1 : HellStormBomb1Base\n{\n+FRIENDLY\nSpecies \"Player\"\n}\n\nActor MHellStormBomb : HellStormBombbase\n{\nDamagetype \"Moloch\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CopyFriendliness(AAPTR_TARGET)\n\t\tGoto MonsterFly\n\tSeparate:\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"SoundSlot7\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAAAAAA 0 Bright A_CustomMissile(\"MHellStormBomb1\",0,0,random(-11,11),CMF_AIMDIRECTION|CMF_SAVEPITCH|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tTNT1 A 1 Bright A_Stop\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 Bright A_Stop\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 A 0 Bright A_ScreamAndUnblock\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"SoundSlot7\")\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"Kaboom\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 1 Bright A_SpawnItemEx(\"MolochFlamethrowerShot\",0,0,0,random(0,8),random(0,8),2,random(0,360),SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tMISL B 4 Bright A_Explode(128,128,1,1)\n\t\tMISL CD 4 Bright\n\t\tStop\n\t}\n}\n\nActor M2HellStormBomb : HellStormBombbase\n{\nDamagetype \"Exos\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CopyFriendliness(AAPTR_TARGET)\n\t\tGoto MonsterFly\n\tSeparate:\n\t\tTNT1 A 0 Bright A_FaceTarget\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"SoundSlot7\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"EFGRocketSmoke\",random(4,6),random(-2,2),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"EFGRockeParticleTrail\",random(4,6),random(-2,2),random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAAAAAA 0 Bright A_CustomMissile(\"M2HellStormBomb1\",0,0,random(-11,11),CMF_AIMDIRECTION|CMF_SAVEPITCH|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tTNT1 A 1 Bright A_Stop\n\t\tStop\n\tDeath:\n\t\tTNT1 A 0 Bright A_Stop\n\t\tTNT1 A 0 Bright A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n\t\tTNT1 A 0 Bright A_ScreamAndUnblock\n\t\tTNT1 AAA 0 Bright A_StopSoundEx(\"SoundSlot7\")\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"SmokeFX3\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"Kaboom\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAA 1 Bright A_SpawnItemEx(\"ExosFlamethrowerShot\",0,0,0,random(0,8),random(0,8),2,random(0,360),SXF_TRANSFERPOINTERS|SXF_SETMASTER,0)\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tMISL B 4 Bright A_Explode(128,128,1,1)\n\t\tMISL CD 4 Bright\n\t\tStop\n\t}\n}\n\nActor MHellStormBomb1 : HellStormBomb1Base\n{\nDamagetype \"Moloch\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CopyFriendliness(AAPTR_TARGET)\n\t\tGoto MonsterFly\n\tDeath:\n\t\tTNT1 A 0 Bright A_Stop\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tMISL B 8 Bright A_Explode(64,64,1,1)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"MolochFlare\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER,64)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\n\nActor M2HellStormBomb1 : HellStormBomb1Base\n{\nDamagetype \"Exos\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_CopyFriendliness(AAPTR_TARGET)\n\t\tGoto MonsterFly\n\tDeath:\n\t\tTNT1 A 0 Bright A_Stop\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.75,1)\n\t\tMISL B 8 Bright A_Explode(64,64,1,1)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"ExosFlare\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER,64)\n\t\tMISL C 6 Bright\n\t\tMISL D 4 Bright\n\t\tStop\n\t}\n}\nActor FireSpawnerTail : CometTail { Scale 0.47 }\n\nActor BaseFireSpawner\n{\nPROJECTILE\nHeight 6\nRadius 3\nScale 0.5\nSpeed 30\nFastSpeed 30\nGravity 0.2\nRenderStyle Add\nMaxStepHeight 4\nDecal \"DoomImpScorch\"\nDamage 1\n-NoGravity\n+Strifedamage\n+NOEXTREMEDEATH\n+NODAMAGETHRUST\n+DontHarmspecies\n+DontHurtSpecies\nDamagetype \"Fire\"\nDeathType \"Fire\"\nDeathSound \"Welder/FlameHit\"\nObituary \"%o's face got charred by a falling flare.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_PlaySound(\"Welder/PyroShotFly\",CHAN_BODY,1.0,1)\n\tSpawnLoop:\n\t\tFRTB A 1 Bright A_SpawnItemEx(\"FireSpawnerTail\",0,0,0)\n\t\tLoop\n\t\t/*\n\tDeath:\n\t\tTNT1 AAA 0 Bright A_StopSound(CHAN_BODY)\n\t\tTNT1 A 0 Bright A_Stop\n\t\tTNT1 A 0 Bright A_NoGravity\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,128)\n\t\tTNT1 AA 0 Bright A_CustomMissile(\"Kaboom69\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 AA 0 Bright A_CustomMissile(\"SmokeFX7\",0,0,random(0,360),2,random(0,360))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"WelderFlare\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER)\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"WelderFlare\",0,0,0,random(2,4),random(2,4),2,random(0,360),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER,64)\n\t\tFRTM CDE 3 Bright\n\t\tStop\n\t\t*/\n\t}\n}\nActor PlayerFlamethrowerShot : BaseFireSpawner\n{\nDamage (random(40,50))\nSpecies \"Player\"\nDamageType \"\"\nDamageType \"PyroShot\"\nStates\n\t{\n\tDeath:\n\t\tTNT1 AAA 0 Bright A_StopSound(CHAN_BODY)\n\t\tTNT1 A 0 Bright A_Stop\n\t\tTNT1 A 0 Bright A_NoGravity\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AA 0 Bright A_CustomMissile(\"Kaboom69\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AA 0 Bright A_CustomMissile(\"SmokeFX7\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"WelderFlare\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER)\n\t\tTNT1 AAAA 0 Bright A_SpawnItemEx(\"WelderFlare\",0,0,0,random(2,4),random(2,4),2,random(0,360),SXF_NOCHECKPOSITION|SXF_TRANSFERPOINTERS|SXF_SETMASTER,64)\n\t\tFRTM CDE 3 Bright\n\t\tStop\n\t}\n}\nActor BaseFireFlare\n{\nProjectile\nHeight 4\nRadius 2\nSpeed 1\nGravity 0.52\nBounceFactor 0.01\nWallBounceFactor 0.01\nRenderstyle Add\nAlpha 1.0\nMaxStepHeight 4\nDamage 1\n+DOOMBOUNCE\n+DONTFALL\n-Nogravity\n+Strifedamage\n-NOCLIP\n+Ripper\n+BloodlessImpact\n+NODAMAGETHRUST\n-EXTREMEDEATH\n+DontHurtSpecies\n+DontHarmspecies\nDamagetype \"Fire\"\nDeathType \"Fire\"\nvar int user_firedamage;\nStates\n\t{\n\t/*Spawn:\n\t\tNULL A 0 Bright\n\t\tTNT1 A 0 Bright A_SetUserVar(\"user_firedamage\",0)\n\t\tTNT1 A 0 Bright A_Die\n\t\tGoto Death*/\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_JumpIf(waterlevel > 1, \"Nop\")\n\t\tTNT1 A 0 Bright A_ChangeFlag(MOVEWITHSECTOR,1)\n\t\tCFCF AABBCC 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF DDEEFF 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+1)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF GGHHII 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+2)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF KKLLMM 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+3)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF AABBCC 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+4)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF DDEEFF 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+5)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF GGHHII 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+6)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF KKLLMM 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+7)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF AABBCC 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+8)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF DDEEFF 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+9)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF GGHHII 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+10)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF KKLLMM 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+11)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF AABBCC 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+12)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF DDEEFF 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+13)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF GGHHII 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+14)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF KKLLMM 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+15)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF AABBCC 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+16)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF DDEEFF 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+17)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF GGHHII 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+18)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF KKLLMM 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+19)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF AABBCC 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+20)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF DDEEFF 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+21)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF GGHHII 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+22)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF KKLLMM 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+23)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF AABBCC 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+24)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF DDEEFF 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+25)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF GGHHII 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+26)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF KKLLMM 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+27)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF AABBCC 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+28)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF DDEEFF 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+29)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF GGHHII 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+30)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF KKLLMM 1 Bright A_spawnItemEx(\"HemFlareFire\",random(-3,3),random(-3,3),random(0,7),0,0,random(2,7),random(0,360),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,64+31)\n\t\tTNT1 A 0 Bright A_FadeOut(0.015,0)\n\t\tTNT1 A 0 Bright A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_SelfDamageCVAR\") != 0,3)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,0,0)\n\t\tTNT1 A 0 Bright A_Jump(256,2)\n\t\tTNT1 A 0 Bright A_Explode(user_firedamage+random(0,5),50,1,0)\n\t\tCFCF MNOP 2 Bright\n\t\tStop\n\tNop:\n\t\tTNT1 A 1 Bright A_ChangeFlag(\"MISSILE\",0)\n\t\tStop\n\t}\n}\nActor WelderFlare : BaseFireFlare\n{\nSpecies \"Player\"\nObituary \"%o fell in the little flares from %k's Welder.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SetUserVar(\"user_firedamage\",30)\n\t\tTNT1 A 0 Bright A_Die\n\t\tGoto Death\n\t}\n}\nActor HEMFreeze : CustomInventory\n{\n-COUNTITEM\n+NOTIMEFREEZE\n+INVENTORY.QUIET\n+INVENTORY.UNDROPPABLE\n-INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\nInventory.Amount 1\nInventory.MaxAmount 1\nStates\n\t{\n\tPickup:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"Hem_CheckActorMonster\") != 1,\"Nop\")\n\t\tTNT1 A 1 ACS_NamedExecuteAlways(\"HEM_Freeze\",0)\n\t\tStop\n\tNop:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/DatPlayer.txt",
"contents": "ACTOR ComplexNexusPlayer : DoomPlayer\n{\nSpeed 1\nHealth 100\nGibHealth 50\nRadius 16\nHeight 56\nMass 100\nPainChance 255\nSpecies \"Player\"\nDamageFactor \"Player\", 0.0\nDamageFactor \"Players\", 0.0\nDamageFactor \"PlayerNemesisPlasma\", 0.0\nDamageFactor \"PlayerDevBall\", 0.0\nDamageFactor \"PlayerDevBall2\", 0.0\nDamageFactor \"PlayerDevTracer\", 0.0\nDamageFactor \"PlayerExplosive\", 0.0\nDamageFactor \"PlayerDTRG\", 0.0\nDamageFactor \"PDTBFG\", 0.0\nDamageFactor \"PDTBFGTracer\", 0.0\nDamageFactor \"LegendaryPlayer\", 0.0\nDamageFactor \"LegendaryGuruPlayer\", 0.0\nDamageFactor \"PlayerPyro\", 0.0\ndamageFactor \"PlayerFireSword\", 0.0\nDamageFactor \"PlayerBHole\", 0.0\nDamageFactor \"PDTPuff\", 0.0\nDamageFactor \"Player2hu\", 0.0\nDamageFactor \"TrueLegendaryPlayer\", 0.0\n//Ark\nDamageFactor \"PlayerTear\", 0.0\nDamageFactor \"PlayerDBFG2\", 0.0\n//TXS\nDamageFactor \"VulcanPlasmaPuff\", 0.0\nDamageFactor \"VulcanLazer\", 0.0\nDamageFactor \"VulcanLazerEffect\", 0.0\n//DamageFactor \"Fire\", 0.0\nDamageFactor \"PlayerBrimstone\", 0.0\nDamageFactor \"ChaosC\", 0.0\n-NOSKIN\n+THRUSPECIES//could conflict with PVP gamemodes\n+DONTHARMSPECIES//could conflict with PVP gamemodes\n+MTHRUSPECIES//could conflict with PVP gamemodes\n+NOBLOOD //A known way to fix the nemesis charging on players, somewhat\nPlayer.SoundClass \"Marine\"\nPlayer.ColorRange 112, 127\nPlayer.DisplayName \"Doom Guy\"\nPlayer.CrouchSprite \"PLYC\"\nPlayer.StartItem \"Handgun \"\n//Player.StartItem \"Plasma Handgun\"\nPlayer.StartItem \"DemonTechPistol\"\nPlayer.StartItem \"PistolMagazine\" 16\nPlayer.StartItem \"ShotgunMagazine\" 9\nPlayer.StartItem \"SSGShell\" 2\nPlayer.StartItem \"QuadShell\" 4\nPlayer.StartItem \"HexaShell\" 6\nPlayer.StartItem \"ShotgunDrum2\" 12\nPlayer.StartItem \"RocketDrum\" 7\nPlayer.StartItem \"GrenadeDrum\" 7\nPlayer.StartItem \"ARMagazine\" 41\nPlayer.StartItem \"BulletMag\" 60\nPlayer.StartItem \"CellCharge\" 50\nPlayer.StartItem \"NewNewMelee\"\nPlayer.StartItem \"Hand Grenade\"\nPlayer.StartItem \"HandGrenadeAmmo\" 4\nPlayer.StartItem \"Land Mine\"\nPlayer.StartItem \"MineAmmo\" 4\nPlayer.StartItem \"NewShell\" 8\nPlayer.StartItem \"PlasmaCell\" 50\nPlayer.StartItem \"DemonMagazine\" 60\nPlayer.StartItem \"MP40Mag\" 33\nPlayer.StartItem \"ExplosiveShotgunMagazine\" 9\nPlayer.StartItem \"ExpSSGShell\" 2\nPlayer.StartItem \"NemesisPellets\" 2\nPlayer.StartItem \"LegendaryCoachShells\" 2\nPlayer.StartItem \"ELegendaryCoachShells\" 2\nPlayer.StartItem \"EnragedLegendaryShotgunDrum\" 16\nPlayer.StartItem \"EXPCellCharge\" 60\nPlayer.StartItem \"SpringMine\" 4\nPlayer.StartItem \"PlasmaHGCell\" 100\nPlayer.StartItem \"PlasmaHGCellCF\" 100\nPlayer.StartItem \"DTPistolMagazine\" 16\nPlayer.StartItem \"M79G\" 1\nPlayer.StartItem \"LegendaryPellets\" 2\nPlayer.StartItem \"LEGRailgunAmmo\" 50\nPlayer.StartItem \"LEGENDARYRevolverSpinner\" 6\nPlayer.StartItem \"PSHGClip\" 20\nPlayer.StartItem \"PlasmaMagazine\" 30\nPlayer.StartItem \"NewCell\" 90\nPlayer.StartItem \"StartingArmor\"\nPlayer.StartItem \"IsPlayer\"\n\nStates\n\t{\n\tSpawn:\n\t\tPLAY A 5\n\t\tTNT1 A 0 A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tLoop\n\tSee:\n\t\tPLAY A 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY B 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY C 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY D 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tTNT1 A 0\n\t\tGoto Spawn\n\tMissile:\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY E 1\n\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\tPLAY E 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY E 5\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY E 1\n\t\tGoto Spawn\n\tMelee:\n\t\tPLAY F 1 Bright\n\t\tTNT1 A 0 A_JumpIfInventory(\"kickAnim\",1,\"Kick\")\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY F 5 Bright\n\t\tGoto Missile\n\tKick:\n\t\tTNT1 A 0 A_TakeInventory(\"kickAnim\",1)\n\t\tTNT1 A 0 A_JumpIfInventory(\"PowerStrength\",1,\"KickBerserked\")\n\t\tPLAY X 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY Y 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY Z 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY Y 6\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY X 6\n\t\tGoto Spawn\n\tKickBerserked:\n\t\tPLAY XY 3\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY ZY 3\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY X 6\n\t\tGoto Spawn\n\tPain:\n\t\tPLAY G 4\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tPLAY G 4 A_Pain\n\t\tTNT1 A 0 ACS_NamedLockedExecute(\"VoidRuneInvisibility\",0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"LPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"VPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItem(\"AGPlayerSmokeSpawner\",0,0,0,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"NemPlayerSmokeSpawner\",0,0,0,0,0,0,0,0,220)\n\t\tTNT1 A 0\n\t\tGoto Spawn\n\tDeath:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tPLAY H 8\n\t\tPLAY I 8 A_PlayerScream\n\t\tPLAY J 8 A_NoBlocking\n\t\tPLAY K 8\n\t\tPLAY L 8 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tPLAY M 8\n\t\tPLAY N -1\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0 A_StopSound(5)\n\t\tTNT1 A 0 A_StopSound(6)\n\t\tTNT1 A 0 A_StopSound(7)\n\t\tTNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"MineAction\",1)\n\t\tTNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tPLAY P 3 A_XScream\n\t\tPLAY Q 3 A_NoBlocking\n\t\tPLAY RSTUV 3\n\t\tPLAY W -1\n\t\tStop\n\tXDeath.LegendaryHeroSoul:\n Death.LegendaryHeroSoul:\n TNT1 A 0 A_StopSound(5)\n TNT1 A 0 A_StopSound(6)\n TNT1 A 0 A_StopSound(7)\n TNT1 A 0 A_GiveToTarget(\"MarineKilled\",1)\n TNT1 A 0 A_TakeInventory(\"HandGrenadeAction\",1)\n TNT1 A 0 A_TakeInventory(\"MineAction\",1)\n TNT1 A 0 A_TakeInventory(\"RailgunAction\",1)\n TNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n PLAY P 3 A_XScream\n PLAY Q 3 A_NoBlocking\n PLAY RSTUV 3\n TNT1 A 0 ACS_NamedExecuteWithResult(\"LDGSummoner\")\n PLAY W 185\n TNT1 A -1\n Stop\n\tIncorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",FALSE)\n\t\tGoto Spawn\n\tCorp:\n\t\tTNT1 A 0 A_ChangeFlag(\"SOLID\",TRUE)\n\t\tGoto Spawn\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/HellsmithEdits.txt",
"contents": "//Super Apprentice loot\nACTOR Supremotaur2 : Supremotaur Replaces Supremotaur\n{\nDropItem \"BFG9500\", 255\nDropItem \"VitalityRune\", 180\nDropItem \"VitalityRune\", 128\nDropItem \"NewCellPack\", 255\nDropItem \"NewCellPack\", 160\nDropItem \"NewCell\", 255\nDropItem \"NewCell\", 160\nDropItem \"NewCellPack\", 255\nDropItem \"NewCell\", 255\nDropItem \"NewCellPack\", 160\nDropItem \"NewCell\", 160\nDropItem \"BossArmorBonusMax\", 256, 32\nDropItem \"BossArmorBonusMax\", 256, 32\nDropItem \"FuelCore\" 256 1\nDropItem \"FuelCore\" 256 1\nDropItem \"FuelCore\" 256 1\nTag \"\\c[A6]Super Apprentice\\c-\"\nObituary \"%o was maulotated by the Super Apprentice.\"\nHitObituary \"%o was hammered by the Super Apprentice.\"\nStates\n{\nDeath:\n\tSMT3 P 60 A_PlaySoundEx(\"monster/smitht\",\"Voice\",0,2)\n\tSMT3 P 0 A_CustomMissile(\"SupremoPento3\",0,0,-72,2)\n\tSMT3 P 0 A_CustomMissile(\"SupremoPento3\",0,0,-144,2)\n\tSMT3 P 0 A_CustomMissile(\"SupremoPento3\",0,0,-216,2)\n\tSMT3 P 0 A_CustomMissile(\"SupremoPento3\",0,0,-288,2)\n\tSMT3 P 0 A_CustomMissile(\"SupremoPento3\",0,0,0,2)\n\tSMT3 P 0 Radius_Quake(6,250,2,64,8)\n\tSMT3 P 0 A_Mushroom(\"SupremoArachPlasma\",35)\n\tSMT3 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CustomMissile(\"SupremoExplosion\",52,0,random(0,360),2,random(0,100))\n\tTNT1 A 0 A_SpawnItemEx(\"ModdedInvulnerabilitySphere\",0,0,64,random(3,8),0,20,random(0,360),0,64)\n\tSMT3 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CustomMissile(\"SupremoExplosion\",52,0,random(0,360),2,random(0,100))\n\tTNT1 A 0 A_SpawnItemEx(\"ModdedInvulnerabilitySphere\",0,0,64,random(3,8),0,20,random(0,360),0,64)\n\tSMT3 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CustomMissile(\"SupremoExplosion\",52,0,random(0,360),2,random(0,100))\n\tTNT1 A 0 A_SpawnItemEx(\"ModdedInvulnerabilitySphere\",0,0,64,random(3,8),0,20,random(0,360),0,64)\n\tSMT3 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CustomMissile(\"SupremoExplosion\",52,0,random(0,360),2,random(0,100))\n\tTNT1 A 0 A_SpawnItemEx(\"ModdedInvulnerabilitySphere\",0,0,64,random(3,8),0,20,random(0,360),0,64)\n\tSMT3 PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP 1 A_CustomMissile(\"SupremoExplosion\",52,0,random(0,360),2,random(0,100))\n\tSMT3 Q 6 A_CustomMissile(\"SmithHammer\",128,-40,-30,0)\n\tSMT3 R 6 A_Scream\n\tSMT3 STU 6\n\tSMT3 V 6 A_NoBlocking\n\tSMT3 X 6\n\tSMT3 X 6\n\tSMT3 Y -1 A_BossDeath\n\tstop\n\t}\n}\n\nACTOR fakeFreezemotaur2 : fakeFreezemotaur Replaces fakeFreezemotaur\n{\nTag \"\\c[J6]Fake \\c[N0]Frozen Apprentice\\c-\"\nObituary \"%o Was frozen By the Frozen Apprentice.\"\nHitObituary \"%o got crushed by the Frozen Apprentice.\"\n}\n\nACTOR FakeSupremotaur2 : FakeSupremotaur Replaces FakeSupremotaur\n{\nTag \"\\c[J6]Fake \\c[A6]Super Apprentice\\c-\"\nObituary \"%o was maulotated by The Super Apprentice.\"\nHitObituary \"%o was hammered by The Super Apprentice.\"\n}\n\nACTOR Freezemotaur2 : Freezemotaur Replaces Freezemotaur\n{\nTag \"\\c[N0]Frozen Apprentice\\c-\"\nObituary \"%o Was frozen By the Frozen Apprentice.\"\nHitObituary \"%o got crushed by the Frozen Apprentice.\"\nDropItem \"Freezer Rifle\", 255\n//DropItem \"FreezerBFG\", 255 //DJB\nDropItem \"VitalityRune\", 255\nDropItem \"NewCellPack\", 255\nDropItem \"NewCellPack\", 192\nDropItem \"BossLifeEssence\", 256, 150\nDropItem \"HEMBossArmorBonusMax50\", 256\nDropItem \"DemonAmmoBox\", 196, 200\nDropItem \"DemonicChalice\", 90, 1\nDropItem \"SkullOfPower\", 90, 1\nDropItem \"LegendaryRandomSphere\", 180\nDropItem \"ArmorSphere\", 96\nDropItem \"FuelCore\" 256 1\nDropItem \"FuelCore\" 256 1\n}\n\n//Nemesis Hellsmith\nActor NemHellsmithSpread : NemHellsmith Replaces NemHellsmith\n{\n Tag \"\\c[v9]Nemesis Hellsmith\\c-\"\n\tDropItem \"NemesisUnmaker\", 256\n\tDropItem \"NemesisSuperSphere\" 215\n\tDropItem \"TrueLegendaryRune\" 25 1\n DropItem \"NexusSpreadRune\", 110, 1\n\tDropItem \"NemesisHealthBonusMax\", 256, 64\n\tDropItem \"NemesisArmorBonus64\", 256\n\tDropItem \"NemesisHealthBonusMax\", 256, 64\n\tDropItem \"NemesisArmorBonus64\", 256\n\tDropItem \"NemesisSuperSphere\" 215\n DropItem \"LegAmmoSphere\", 128, 5\n DropItem \"LegDemonRune\", 80, 1\n DropItem \"NemesisRuneSpawnerTier4\", 256, 1\n DropItem \"NemesisRuneSpawnerTier4\", 256, 1\n DropItem \"DemonicChalice\", 256, 2\n DropItem \"SkullOfPower\", 256, 2\n DropItem \"NLDemonAmmo\", 256\n DropItem \"NLDemonAmmoBox\", 256\n\tDropItem \"Terminator\", 70, 1\n DropItem \"NemesisShell\", 256\n DropItem \"NemesisShellBox\", 130\n DropItem \"Nemesis Rifle\", 200\n\tDropItem \"BlurSphere\", 256\n DropItem \"Nemesis Plasmatic Cannon\", 200\n DropItem \"Nemesis Assault Shotgun\", 200\n DropItem \"Nemesis Sawed-Off Shotgun\", 200\n\tDropItem \"SalvationSphere\", 256\n\tDropItem \"FuelCore\" 256 1\n\tDropItem \"FuelCore\" 256 1\n\tDropItem \"FuelCore\" 256 1\n\tDropItem \"FuelCore\" 256 1\n}"
},
{
"source": "pk3",
"name": "Actors/cdi_marines.txt",
"contents": "Actor UACBaseMarine\n{\n Monster\n Health 350\n Radius 9\n Height 56\n Speed 13\n PainChance 127\n MaxDropOffHeight 32\n MaxStepHeight 32\n Species \"Player\"\n DamageFactor \"Player\", 0.0\n DamageFactor \"Players\", 0.0\n DamageFactor \"PlayerNemesisPlasma\", 0.0\n DamageFactor \"PlayerDevTracer\", 0.0\n DamageFactor \"PlayerExplosive\", 0.0\n DamageFactor \"PlayerDTRG\", 0.0\n DamageFactor \"DTRailgun\", 0.0\n DamageFactor \"PDTBFGTracer\", 0.0\n DamageFactor \"LegendaryPlayer\", 0.0\n DamageFactor \"LegendaryGuruPlayer\", 0.0\n DamageFactor \"PDTPuff\", 0.0\n DamageFactor \"PlayerTear\", 0.0\n DamageFactor \"PlayerDBFG2\", 0.0\n DamageFactor \"PlayerDBFG10K2\", 0.0\n DamageFactor \"PlayerDevBall\", 0.0\n DamageFactor \"PlayerDevBall2\", 0.0\n DamageFactor \"PDTBFG\", 0.0\n DamageFactor \"DiscoBFG\", 0.0\n DropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n SeeSound \"marine/see\"\n ActiveSound \"marine/active\"\n PainSound \"marine/pain\"\n DeathSound \"marine/death\"\n Obituary \"%o was killed by a friendly marine.\"\n MinMissileChance 1\n DamageFactor 0.55\n RadiusDamageFactor 0.55\n +NODROPOFF\n +FRIENDLY\n +QUICKTORETALIATE\n +DONTHARMSPECIES\n +DONTHARMCLASS\n +MISSILEMORE\n +MISSILEEVENMORE\n +NOBLOCKMONST\n +FLOORCLIP\n +NOTIMEFREEZE\n +THRUSPECIES\n var int user_minefield;\n States\n {\n Death:\n PLA1 I 10 A_Scream\n PLA1 J 10 A_NoBlocking\n PLA1 KLM 10\n PLA1 N -1\n Stop\n XDeath:\n PLAY O 5\n PLAY P 5 A_XScream\n PLAY Q 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,128,0)\n PLAY Q 5 A_NoBlocking\n PLAY RSTUV 5\n PLAY W -1\n Stop\n }\n}\n\nActor UACHeavyMarine : UACBaseMarine\n{\n DamageFactor 0.35\n RadiusDamageFactor 0.35\n Health 500\n var int user_protection;\n}\n\nActor AIStrafing : CustomInventory\n{\n +INVENTORY.QUIET\n +INVENTORY.UNDROPPABLE\n +INVENTORY.ALWAYSPICKUP\n +INVENTORY.AUTOACTIVATE\n +COUNTITEM\n Inventory.Amount 1\n Inventory.MaxAmount 0\n States\n {\n Pickup:\n NULL A 1\n NULL A 1 NoiseAlert(0,0)\n\tNULL A 1 A_GiveInventory(\"AIJumping\",1)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"StrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"StrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"StrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"StrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,5,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-5,0,0)\n NULL A 1 A_FaceTarget\n\tNULL A 1 A_Jump(24,2)\n\tNULL A 1 A_JumpIfCloser(300,2)\n\tNULL A 1 A_Recoil(-1.5)\n Stop\n\tNULL A 1 A_Recoil(1.5)\n Stop\n }\n}\n\nActor AIJumping : AIStrafing\n{\n States\n {\n Pickup:\n NULL A 1\n NULL A 1 A_CheckFloor(1)\n Stop\n\tNULL A 1 A_Jump(242,2)\n\tNULL A 1 ThrustThingZ(0,25,0,1)\n Stop\n\tNULL A 1\n Stop\n }\n}\n\nActor AIPatroling : AIStrafing\n{\n States\n {\n Pickup:\n NULL A 1\n NULL A 1 NoiseAlert(0,0)\n\tNULL A 1 A_JumpIf(velx != 0 || vely != 0,2)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_Jump(235,5)\n\tNULL A 1 A_JumpIfInventory(\"StrafeSens\",1,3)\n\tNULL A 1 A_GiveInventory(\"StrafeSens\",1)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 A_TakeInventory(\"StrafeSens\",1)\n\tNULL A 1 A_JumpIfInventory(\"StrafeSens\",1,3)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,4,0,0)\n\tNULL A 1 A_Jump(256,2)\n\tNULL A 1 ThrustThing(angle*256/360+38.7,-4,0,0)\n\tNULL A 1 A_Jump(200,2)\n NULL A 1 A_SetAngle(random(0,359))\n\tNULL A 1 A_Jump(90,2)\n\tNULL A 1 A_Recoil(-1)\n Stop\n\tNULL A 1 A_Recoil(1)\n Stop\n }\n}\n\nActor StrafeSens : Inventory{Inventory.MaxAmount 1}\n\nActor MarineBulletPuff : ModdedBulletPuff Replaces ModdedBulletPuff {DamageType \"Marine\" +MTHRUSPECIES}\nActor MThrownGrenade : ThrownGrenade {Damagetype \"Players\"}\n\nACTOR MarineThrownMine\n{\nScale 0.85\nRadius 14\nHeight 10\nSpeed 15\nDamage 1\nMass 0x7FFFFFFF\nSeeSound \"weapons/minebounce\"\nSpecies \"Player\"\n+MISSILE\n+THRUSPECIES\n+MTHRUSPECIES\n+CANBOUNCEWATER\n+HEXENBOUNCE\n+NOTELEPORT\n+BOUNCEONACTORS\n+DONTHARMSPECIES\n+DROPOFF\nBounceCount 3\nBounceFactor 0.18\nWallBounceFactor 0.22\nDamagetype \"Players\"\nStates\n{\nSpawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_StopSound\n Goto Thrown\nThrown:\n\tLMIN A 30\n\tLMIN B 10 Bright\n\tLoop\nDeath:\n\tLMIN A 1\n\tLMIN A 1 A_SpawnItem(\"MarineLiveMine\")\n\tStop\n\t}\n}\n\nACTOR MarineLiveMine\n{\nScale 0.85\nRadius 10\nHeight 8\nDamage 1\nHealth 1\nMass 0x7FFFFFFF\nSpecies \"Player\"\nDamagetype \"Players\"\n+MISSILE\n+THRUSPECIES\n+FORCERADIUSDMG\n+MOVEWITHSECTOR\n+DONTHARMSPECIES\n+NOBLOOD\n+SHOOTABLE\nvar int user_counter;\nStates\n{\nSpawn:\n TNT1 A 0\n TNT1 A 0 A_JumpIf(user_counter >= 35,\"Death\")\n TNT1 A 0 A_SetUserVar(\"user_counter\",user_counter + 1)\n\tLMIN A 30 A_ChangeFlag(NOBLOCKMAP,0)\n\tLMIN B 10 Bright A_ChangeFlag(NOBLOCKMAP,1)\n\tLoop\nDeath:\n\tTNT1 A 0 A_Die\nExplode:\n\tLMIN B 15 Bright A_PlaySound(\"weapons/minebeep\")\n\tTNT1 A 0 A_AlertMonsters\n\t//TNT1 A 0 A_Explode(186,162)\n TNT1 A 0 A_CustomMissile(\"MarineLiveMineBomb\",0,0,0,CMF_AIMDIRECTION)\n\tTNT1 A 0 A_PlaySound(\"weapons/mineexplode\")\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(20,160))\n\tTNT1 AAAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(20,160))\n\tTNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}\n\nActor MarineLiveMineBomb\n{\nProjectile\nSpeed 0\nDamage 0\n+NOCLIP\n+FORCERADIUSDMG\nDamageType \"Players\"\nStates\n{\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(186,162)\n Stop\n }\n}\n\nActor MarineSpringMineSet\n{\nRadius 12\nHeight 9\nSpeed 7\n+MOVEWITHSECTOR\n+MISSILE\n+DROPOFF\n+NOBLOCKMAP\n+NOTELEPORT\n+THRUACTORS\n+CANBOUNCEWATER\nDamagetype \"Players\"\nBounceType \"Grenade\"\nBounceCount 3\nReactiontime 525\nBounceSound \"MINBNC\"\nStates\n{\n Spawn:\n TNT1 A 0 A_CountDown\n SPMN A 1 Bright\n Loop\n Death:\n TNT1 A 0\n TNT1 A 1 A_JumpIf(ACS_NamedExecuteWithResult(\"InfiniteInventoryCheck\") == 2,\"Cheater\")\n TNT1 A 1 Bright A_CustomMissile(\"MarineSpringMineActive\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n Stop\n Cheater:\n TNT1 A 1 Bright A_CustomMissile(\"CheaterSpringMineActive\",0,0,0,CMF_AIMDIRECTION|CMF_TRACKOWNER)\n Stop\n\t}\n}\n\nActor MarineSpringMineActive\n{\nProjectile\nRadius 12\nHeight 9\nMass 1000000\nSpeed 0\nWallBounceFactor 0.16\nBounceFactor 0.36\nBounceType \"Grenade\"\n+DROPOFF\n+FLOORCLIP\n+NOTELEPORT\n+FRIENDLY\n+NODAMAGE\n+BRIGHT\n+FORCEPAIN\n-NOGRAVITY\n+MOVEWITHSECTOR\n+FORCERADIUSDMG\n+DONTHARMSPECIES\n+THRUACTORS\n+CANBOUNCEWATER\nSpecies \"Player\"\nDamagetype \"Players\"\nObituary \"%o came too close to spring mine.\"\nTag \"Spring Mine Planted\"\nvar int user_counter;\nStates\n{\n Spawn:\n TNT1 A 0\n TNT1 A 0 A_RearrangePointers(AAPTR_NULL, AAPTR_TARGET, AAPTR_NULL)\n TNT1 A 0 A_PlaySound(\"SMNSET1\")\n SPMN AAAAAAAAAA 2\n TNT1 A 0 A_PlaySound(\"SMNSET2\")\n SPMN AD 1\n SpawnLoop:\n SPMN ADAD 1 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND,0,100,0,360,\"Attack\")\n TNT1 A 0 A_JumpIf(user_counter >= 300,\"Attack\")\n TNT1 A 0 A_SetUserVar(\"user_counter\",user_counter + 1)\n Loop\n Attack:\n TNT1 A 0\n SPMN ABC 2\n TNT1 A 0 A_RearrangePointers(AAPTR_MASTER, AAPTR_DEFAULT, AAPTR_DEFAULT)\n TNT1 A 0 ThrustThingZ(0,45,0,0)\n TNT1 A 0 A_PlaySound(\"MINLNCH\")\n SPMN AAAAAAAAA 2\n SPMN AAA 1\n TNT1 A 0 A_PlaySound(\"SPRNMNXP\")\n TNT1 A 0 A_CustomMissile(\"MarineSpringMineActiveBomb\",0,0,0,CMF_AIMDIRECTION)\n //TNT1 A 0 A_Explode(Random(350,400),200,0,1,100)\n TNT1 A 10 A_SpawnItemEx(\"WhiteProjExplodeLarge\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n Stop\n Vanish:\n SPMN ADADADADADAD 1 A_FadeOut(0.1,1)\n Stop\n\t}\n}\n\nActor MarineSpringMineActiveBomb : MarineLiveMineBomb\n{\nStates\n{\n Spawn:\n\tTNT1 A 0\n\tTNT1 A 0 A_Explode(Random(350,400),200,0,1,100)\n Stop\n }\n}\n\nActor UACGuyAR : UACBaseMarine\n{\n\tAttackSound \"weapons/assaultrifle\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Assault Rifle\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"Assault Rifle\" 256 1\n DropItem \"BulletBox\" 256 100\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPLAY A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t TNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLAY AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t TNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PLAY CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPLAY A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLAY A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLAY A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLAY B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLAY B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPLAY C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLAY C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLAY C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLAY D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLAY D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t PLAY A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPLAY A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLAY AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPLAY C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLAY CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tTNT1 A 0 A_JumpIfCloser(750,\"Close\")\n Far:\n PLAY EE 5 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PLAY F 2 Bright A_CustomBulletAttack(15.4,0,1,5,\"MarineBulletPuff\")\n PLAY E 2 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PLAY F 2 Bright A_CustomBulletAttack(15.4,0,1,5,\"MarineBulletPuff\")\n PLAY E 2 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PLAY F 2 Bright A_CustomBulletAttack(15.4,0,1,5,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_Jump(16,\"See\")\n TNT1 A 0 A_CPosRefire\n PLAY EE 5 A_GiveInventory(\"AIStrafing\",1)\n Goto Far+2\n Close:\n PLAY EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PLAY F 2 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_Jump(16,\"See\")\n TNT1 A 0 A_CPosRefire\n PLAY E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Close+2\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"LandMine\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPLAY G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLAY G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyMachinegun : UACBaseMarine\n{\n\tAttackSound \"SpecOpsZombie/Machinegun\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Machinegun\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"Assault Rifle\" 256 1\n DropItem \"BulletBox\" 256 100\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPSMG A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t MGMR A 0 A_JumpIfTargetInLOS(\"Strafing\")\n MGMR AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t TNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n MGMR CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tMGMR A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tMGMR A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tMGMR A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tMGMR B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tMGMR B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tMGMR C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n MGMR C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n MGMR C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n MGMR D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n MGMR D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t MGMR A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tMGMR A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tMGMR AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tMGMR C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n MGMR CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tTNT1 A 0 A_JumpIfCloser(750,\"Close\")\n Far:\n MGMR EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n MGMR F 2 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,\"MarineBulletPuff\")\n MGMR E 2 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n MGMR F 2 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,\"MarineBulletPuff\")\n MGMR E 2 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n MGMR F 2 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,\"MarineBulletPuff\")\n MGMR E 2 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n MGMR F 2 Bright A_CustomBulletAttack(6,4,1,Random(1,5)*3,\"MarineBulletPuff\")\n MGMR E 2 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(16,\"See\")\n TNT1 A 0 A_CPosRefire\n MGMR E 5 A_GiveInventory(\"AIStrafing\",1)\n Goto Far+2\n Close:\n MGMR EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n MGMR F 2 Bright A_CustomBulletAttack(11,8,1,random(1,5)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_Jump(16,\"See\")\n TNT1 A 0 A_CPosRefire\n MGMR E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Close+2\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\t Pain:\n\t\tMGMR G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tMGMR G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyMP40 : UACBaseMarine\n{\n\tAttackSound \"MP40/Fire\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]MP40\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"MP40\" 256 1\n DropItem \"BulletBox\" 256 100\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPSMG A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t PSMG A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PSMG AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t TNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PSMG CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPSMG A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSMG A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSMG A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSMG B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSMG B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPSMG C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSMG C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSMG C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSMG D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSMG D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t PSMG A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPSMG A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPSMG AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPSMG C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PSMG CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n Normal:\n PSMG EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PSMG F 2 Bright A_CustomBulletAttack(11,8,1,random(3,7)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_Jump(16,\"See\")\n TNT1 A 0 A_CPosRefire\n PSMG E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Normal+2\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\t Pain:\n\t\tPSMG G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPSMG G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyPistols : UACBaseMarine\n{\n\tAttackSound \"weapons/tpfire\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Pistols\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"Handgun\" 256 1\n DropItem \"Handgun\" 128 1\n DropItem \"BulletBox\" 256 100\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tDU3L A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t DU3L A 0 A_JumpIfTargetInLOS(\"Strafing\")\n DU3L AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t TNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n DU3L CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tDU3L A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tDU3L A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tDU3L A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tDU3L B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tDU3L B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tDU3L C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n DU3L C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n DU3L C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n DU3L D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n DU3L D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t DU3L A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tDU3L A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tDU3L AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tDU3L C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n DU3L CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n Normal:\n DU3L EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,\"MarineBulletPuff\")\n DU3L E 3 A_GiveInventory(\"AIStrafing\",1)\n \t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,\"MarineBulletPuff\")\n DU3L E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,\"MarineBulletPuff\")\n DU3L E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,\"MarineBulletPuff\")\n DU3L E 3 A_GiveInventory(\"AIStrafing\",1)\n \t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,\"MarineBulletPuff\")\n DU3L E 3 A_GiveInventory(\"AIStrafing\",1)\n \t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n DU3L F 4 Bright A_CustomBulletAttack(22.5,0,2,random(1,5)*3,\"MarineBulletPuff\")\n DU3L E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\t Pain:\n\t\tDU3L G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tDU3L G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyASG : UACBaseMarine\n{\n\tAttackSound \"AShotgun/Fire\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Assault Shotgun\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"Assault Shotgun \" 256 1\n DropItem \"NewShellBox\" 256 40\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPASG A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPASG A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PASG AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PASG CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPASG A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPASG A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPASG A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPASG B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPASG B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPASG C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PASG C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PASG C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PASG D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PASG D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPASG A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPASG A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPASG AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPASG C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PASG CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t PASG E 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n PASG EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t TNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 7, 30, 4, 0, (0.1)*Random(30, 40), Random(-80, -90), 128)\n\t TNT1 AAAA 0 A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n PASG F 4 Bright A_CustomBulletAttack(22.5,0,5,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_Jump(40,\"Pause\")\n\t TNT1 A 0 A_CPosRefire\n PASG EE 4 A_GiveInventory(\"AIStrafing\",1)\n Goto Missile+3\n\tPause:\n PASG EEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t Goto See\n\tFragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPASG G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPASG G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuySSG : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Double Barrel Shotgun\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"Double Barrel Shotgun \" 256 1\n DropItem \"NewShellBox\" 256 40\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPLA9 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t PLA9 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLA9 AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PLA9 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPLA9 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA9 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA9 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA9 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA9 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPLA9 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA9 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA9 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA9 D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA9 D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPLA9 A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPLA9 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLA9 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPLA9 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLA9 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n\t TNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tTNT1 A 0 A_JumpIfCloser(275,\"Double\")\n\tNormal:\n\t\tPLA9 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssgsingleshot\")\n\t\tTNT1 AAAA 0 A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPLA9 F 4 Bright A_CustomBulletAttack(22.5,0,3,Random(1,5)*3,\"MarineBulletPuff\")\n\t\tPLA9 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/ssgsingleshot\")\n\t\tTNT1 AAAA 0 A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPLA9 F 4 Bright A_CustomBulletAttack(22.5,0,3,Random(1,5)*3,\"MarineBulletPuff\")\n\t\tPLA9 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tDouble:\n\t\tPLA9 EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/sshotf\")\n\t\tTNT1 AAAAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPLA9 F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPLA9 EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tReload:\n\t\tPLA9 E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA9 E 6 A_PlaySound(\"weapons/sawedopen\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPLA9 E 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPLA9 E 6 A_PlaySound(\"weapons/shellslide\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA9 E 6 A_PlaySound(\"weapons/sawedclose\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(40,\"See\")\n\t\tPLA9 E 6 A_CPosRefire\n\t\tGoto Missile\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPLA9 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA9 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyQSG : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Quad Barrel Shotgun\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"Quad Barrel Shotgun \" 256 1\n DropItem \"NewShellBox\" 256 40\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPQST A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPQST A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PQST AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PQST CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPQST A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPQST A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPQST A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPQST B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPQST B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPQST C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PQST C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PQST C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PQST D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PQST D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPLA9 A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPQST A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPQST AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPQST C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PQST CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n\t TNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tTNT1 A 0 A_JumpIfCloser(325,\"Quad\")\n\tNormal:\n\t\tPQST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPQST F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPQST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPQST F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPQST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tQuad:\n\t\tPQST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgfire\")\n\t\tTNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPQST F 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPQST EEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tReload:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgopen\")\n\t\tPQST EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPQST E 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPQST E 2 A_SpawnItemEx(\"ShellCasing\", -10, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPQST E 0 A_PlaySound(\"weapons/qsgshellslide\")\n\t\tPQST EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST E 0 A_PlaySound(\"weapons/qsgshellslide\")\n\t\tPQST EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST E 5 A_PlaySound(\"weapons/qsgclose\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(40,\"See\")\n\t\tPQST E 5 A_CPosRefire\n\t\tGoto Missile\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPQST G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPQST G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuyHSG : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Hexa Barrel Shotgun\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"Hexa-Shotgun2\" 256 1\n DropItem \"NewShellBox\" 256 40\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPHET A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PHET AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PHET CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPHET A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPHET A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPHET A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPHET B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPHET B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPHET C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PHET C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PHET C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PHET D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PHET D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPHET A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPHET A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPHET AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPHET C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PHET CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n\t TNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tTNT1 A 0 A_JumpIfCloser(325,\"Hexa\")\n\tNormal:\n\t\tPHET EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPHET F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPHET EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPHET F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPHET EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgdoublefire\")\n\t\tTNT1 AAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPHET F 5 Bright A_CustomBulletAttack(13.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPHET EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tHexa:\n\t\tPHET EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgfire\")\n\t\tTNT1 AAAAAAAAAAAA 0 Bright A_CustomMissile(\"MonsterTracer2\",Random(28,34),0,Random(6,-6),0)\n\t\tPHET F 5 Bright A_CustomBulletAttack(15.4,10.6,78,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPHET EEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tReload:\n\t\tTNT1 A 0 A_PlaySound(\"weapons/qsgopen\")\n\t\tPHET EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPHET E 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPHET E 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_SpawnItemEx(\"ShellCasing\", -8, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPHET E 1 A_SpawnItemEx(\"ShellCasing\", -10, 6, 38, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPHET E 0 A_PlaySound(\"weapons/qsgshellslide\")\n\t\tPHET EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHET EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHET E 0 A_PlaySound(\"weapons/qsgshellslide\")\n\t\tPHET EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHET EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHET E 0 A_PlaySound(\"weapons/qsgshellslide\")\n\t\tPHET EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHET EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHET EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHET E 5 A_PlaySound(\"weapons/qsgclose\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(40,\"See\")\n\t\tPHET E 5 A_CPosRefire\n\t\tGoto Missile\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPHET G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHET G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyRapidShotgun : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Rapid Shotgun\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"RapidShotgun\" 128 1\n DropItem \"NewShellBox\" 256 100\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPSUC A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPSUC A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PSUC AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PSUC CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPSUC A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSUC A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSUC A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSUC B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSUC B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPSUC C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSUC C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSUC C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSUC D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSUC D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPSUC A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPSUC A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPSUC AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPSUC C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PSUC CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n TNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n PSUC EE 5 A_GiveInventory(\"AIStrafing\",1)\n //PLRP A 0 A_PlaySound(\"HeavyChaingun/Loop\",CHAN_WEAPON,1.0,1)\n PSUC AAAA 0 A_CustomMissile(\"MonsterTracer2\",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))\n PSUC A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n PSUC A 0 A_PlayWeaponSound(\"weapons/12gaugefire\")\n PSUC E 0 A_GiveInventory(\"AIStrafing\",1)\n PSUC E 0 A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,\"MarineBulletPuff\",2048,CBAF_NORANDOM)\n PSUC E 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,\"MarineBulletPuff\",2048,CBAF_NORANDOM)\n PSUC A 0 A_FaceTarget\n PSUC AAAA 0 A_CustomMissile(\"MonsterTracer2\",random(28,34),0,random(-6,6),CMF_OFFSETPITCH,frandom(-3.0,3.0))\n PSUC A 0 A_SpawnItemEx(\"ShellCasing\",12,-6,36,random(2,6),0,random(1,3),random(-80,-90),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE)\n PSUC A 0 A_PlayWeaponSound(\"weapons/12gaugefire\")\n PSUC E 0 A_GiveInventory(\"AIStrafing\",1)\n PSUC A 0 A_CustomBulletAttack(22.5,18.3,4,random(1,5)*3,\"MarineBulletPuff\",2048,CBAF_NORANDOM)\n PSUC F 4 Bright A_CustomBulletAttack(0,0,1,random(1,5)*3,\"MarineBulletPuff\",8192,CBAF_NORANDOM)\n\t\tTNT1 A 0 A_Jump(7,\"See\")\n\t\tTNT1 A 0 A_CPosRefire\n Goto Missile+3\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPSUC G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPSUC G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyExplosiveShotgun : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Explosive Shotgun\\c-\"\n\tTranslation \"112:127=5:8\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"Explosive Shotgun\" 128 1\n DropItem \"NewShellBox\" 256 100\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPL32 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPL32 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PL32 AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PL32 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPL32 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPL32 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPL32 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPL32 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPL32 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPL32 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PL32 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PL32 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PL32 D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PL32 D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPL32 A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPL32 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPL32 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPL32 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PL32 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n PL32 E 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n PL32 EE 5 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/fire\",7)\n TNT1 AAAAAA 0 A_CustomMissile(\"MExplosiveTracer\",Random(30,34),0,Random(15,-15),0)\n PL32 F 5 Bright A_CustomBulletAttack(18,6,6,Random(5,7),\"MarineBulletPuff\")\n PL32 EE 5 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_PlaySound(\"weapons/ExplosiveSG/pump\",7)\n PL32 EE 4 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -8, 0, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n TNT1 A 0 A_Jump(40,\"Pause\")\n\t TNT1 A 0 A_CPosRefire\n PL32 EE 4 A_GiveInventory(\"AIStrafing\",1)\n Goto Missile+3\n\tPause:\n PL32 EEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t Goto See\n\tFragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPL32 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPL32 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyExpSSG : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Explosive Super Shotgun\\c-\"\n\tTranslation \"112:127=5:8\"\n DropItem \"ExplosiveSSG\" 256 1\n DropItem \"NewShellBox\" 256 40\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPNLG A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t PNLG A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PNLG AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PNLG CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPNLG A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPNLG A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPNLG A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPNLG B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPNLG B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPNLG C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PNLG C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PNLG C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PNLG D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PNLG D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPNLG A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPNLG A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPNLG AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPNLG C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PNLG CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n\t TNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tTNT1 A 0 A_JumpIfCloser(275,\"Double\")\n\tNormal:\n\t\tPNLG EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"ExpSSG/Fire2\")\n\t\tTNT1 AAAAA 0 A_CustomMissile(\"MExplosiveTracer\",Random(26,29),0,Random(5,-5),0)\n\t\tPNLG F 4 Bright A_CustomBulletAttack(13.8,5.7,5,Random(1,5)*3,\"MarineBulletPuff\")\n\t\tPNLG EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"ExpSSG/Fire2\")\n TNT1 AAAAA 0 A_CustomMissile(\"MExplosiveTracer\",Random(26,29),0,Random(5,-5),0)\n\t\tPNLG F 4 Bright A_CustomBulletAttack(13.8,5.7,5,Random(1,5)*3,\"MarineBulletPuff\")\n\t\tPNLG EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tDouble:\n\t\tPNLG EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"ExpSSG/Fire\")\n\t\tTNT1 AAAAAAAAAA 0 A_CustomMissile(\"MExplosiveTracer\",Random(26,29),0,Random(8,-8),0)\n\t\tPNLG F 5 Bright A_CustomBulletAttack(17.8,9.6,10,Random(1,4)*3,\"MarineBulletPuff\")\n\t\tPNLG EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto Reload\n\tReload:\n\t\tPNLG EE 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPNLG E 6 A_PlaySound(\"weapons/sawedopen\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", -8, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPNLG E 1 A_SpawnItemEx(\"OrangeShellCasing\", -10, 6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPNLG E 6 A_PlaySound(\"weapons/shellslide\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPNLG E 6 A_PlaySound(\"weapons/sawedclose\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(40,\"See\")\n\t\tPNLG E 6 A_CPosRefire\n\t\tGoto Missile\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPNLG G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPNLG G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR UACGuySniper : UACBaseMarine\n{\n\tAttackSound \"sniper/fire2\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Sniper\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"ModdedBackpack0\" 256 1\n DropItem \"BulletBox\" 256 100\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPSNP A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t PSNP A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PSNP AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PSNP CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPSNP A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSNP A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSNP A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSNP B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSNP B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPSNP C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSNP C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSNP C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSNP D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSNP D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPSNP A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPSNP A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPSNP AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPSNP C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PSNP CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n\t TNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tPSNP EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPSNP F 0 A_SpawnItemEx(\"RifleCasing\",30,3,25,Random(2,4),Random(3,6),Random(3,6),0)\n\t\tPSNP F 3 Bright A_CustomBulletAttack(1,1,1,125,\"MarineBulletPuff\")\n\t\tPSNP EEEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(40,\"See\")\n\t\tPSNP E 6 A_CPosRefire\n\t\tGoto Missile+1\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPSNP G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPSNP G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyChaingun : UACBaseMarine\n{\n\tAttackSound \"doublecger/fire\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Chaingun\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"ModdedBackpack0\" 256 1\n DropItem \"BulletBox\" 256 100\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPLR4 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPLR4 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLR4 AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PLR4 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPLR4 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLR4 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLR4 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLR4 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLR4 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPLR4 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLR4 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLR4 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLR4 D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLR4 D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPLR4 A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPLR4 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLR4 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPLR4 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLR4 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n\t TNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tPLR4 EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",Random(30,34),0,Random(5,-5),0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPLR4 E 3 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterTracer\",Random(30,34),0,Random(5,-5),0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, -6, 36, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tPLR4 F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_Jump(7,\"See\")\n\t\tTNT1 A 0 A_CPosRefire\n\t\tGoto Missile+3\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPLR4 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLR4 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyMinigun : UACBaseMarine\n{\n\tAttackSound \"weapons/minigunfire\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Minigun\\c-\"\n\tTranslation \"112:127=80:111\"\n DropItem \"Minigun2\" 256 1\n DropItem \"BulletBox\" 256 100\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPL42 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tPL42 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PL42 AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PL42 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPL42 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPL42 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPL42 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPL42 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPL42 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPL42 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PL42 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PL42 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PL42 D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PL42 D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPL42 A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPL42 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPL42 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPL42 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PL42 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n TNT1 A 0 A_PlaySound(\"weapons/mgunspinstart\")\n PL42 EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/mgunspin\",\"Voice\")\n\t TNT1 A 0 A_CustomMissile(\"MonsterTracer\",Random(30,34),0,Random(5,-5),0)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PL42 E 2 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t TNT1 A 0 A_CustomMissile(\"MonsterTracer\",Random(30,34),0,Random(5,-5),0)\n TNT1 A 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PL42 F 3 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n\t\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 A_Jump(4,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPL42 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPL42 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyExpMinigun : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Explosive Minigun\\c-\"\n\tTranslation \"112:127=5:8\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"Explosive Minigun\" 128 1\n DropItem \"BulletBox\" 256 100\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tXPMS A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n XPMS AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n XPMS CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tXPMS A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tXPMS A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tXPMS A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tXPMS B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tXPMS B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tXPMS C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n XPMS C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n XPMS C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n XPMS D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n XPMS D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tXPMS A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tXPMS A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tXPMS AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tXPMS C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n XPMS CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n\t TNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n TNT1 A 0 A_PlaySound(\"weapons/expmgunspinstart\")\n XPMS EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t TNT1 A 0 A_PlaySoundEx(\"weapons/expmgunspin\",\"Voice\")\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\t XPMS E 4 Bright A_CustomMissile(\"MExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 12, 6, 28, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_PlaySound(\"sentient/fire\")\n\t XPMS F 4 Bright A_CustomMissile(\"MExplosiveTracer\",Random(30,34),0,Random(5,-5),0)\n TNT1 A 0 A_SpawnItemEx(\"OrangeShellCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n\t\tTNT1 A 0 A_StopSoundEx(\"Weapon\")\n\t\tTNT1 A 0 A_Jump(4,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+5\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tXPMS G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tXPMS G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor MExplosiveTracer : PlayerExplosiveTracer\n{\n+MTHRUSPECIES\nDamagetype \"Players\"\n}\n\nActor UACGuyRocket : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Rocket Launcher\\c-\"\n\tTranslation \"112:127=176:191\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"Rocket Launcher\" 128 1\n DropItem \"MissileBox\" 256 20\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPLA5 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLA5 AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PLA5 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPLA5 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA5 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA5 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA5 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA5 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPLA5 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA5 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA5 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA5 D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA5 D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPLA5 A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPLA5 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLA5 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPLA5 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLA5 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n PLA5 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA5 F 3 Bright A_CustomMissile(\"MRocket\",30,0,random(-2,2))\n\t\tPLA5 F 3 Bright A_GiveInventory(\"AIStrafing\",1)\n\t PLA5 E 0 A_PlaySound(\"rocket/drumspin\")\n\t\tPLA5 EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n\tPain:\n\t\tPLA5 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA5 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor MRocket : NewRocket\n{\n+MTHRUSPECIES\nDamagetype \"Players\"\n}\n\nActor UACGuyHRL : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Homing Rocket Launcher\\c-\"\n\tTranslation \"112:127=176:191\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"HomingRocketLauncher\" 128 1\n DropItem \"MissileBox\" 256 20\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPHRL A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PHRL AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PHRL CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPHRL A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPHRL A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPHRL A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPHRL B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPHRL B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPHRL C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PHRL C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PHRL C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PHRL D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PHRL D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPHRL A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPHRL A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPHRL AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPHRL C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PHRL CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n PHRL EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHRL F 0 A_CustomMissile(\"MHomRocket\",30,6,0)\n PHRL F 3 Bright A_CustomMissile(\"MHomRocket\",30,-6,0)\n\t\tPHRL F 3 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tPHRL EEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n\tPain:\n\t\tPHRL G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPHRL G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor MHomRocket\n{\nRadius 9\nHeight 7\nScale 0.75\nSpeed 38\nDamage 10\nDamagetype \"Players\"\n+SEEKERMISSILE\n+MTHRUSPECIES\nExplosionDamage 64\nExplosionRadius 128\nSeeSound \"monster/homingrockfire\"\nDeathSound \"weapons/rocklx\"\nPROJECTILE\nStates\n{\nSpawn:\n\tTNT1 A 0 A_SeekerMissile(25,35)\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 A_SeekerMissile(25,35)\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 A_SeekerMissile(25,35)\n\tTNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 A_SeekerMissile(25,35)\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 A_SeekerMissile(25,35)\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 A_SeekerMissile(25,35)\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 A_SeekerMissile(25,35)\n\tTNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n HMIS A 2 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 A_SeekerMissile(25,35)\n TNT1 A 0 A_CustomMissile(\"MissileTrail\",Random(0,2),Random(-2,2))\n\tHMIS A 3 Bright A_CustomMissile(\"ProjectileTrailParticleOrange\",Random(0,2),Random(-2,2))\n\tTNT1 A 0 A_PlaySound(\"monster/homingrockbeep\")\n Loop\nDeath:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n TNT1 AAA 0 A_CustomMissile(\"Kaboom3\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX2\", 0, 0, random(0,360), 2, random(0,360))\n TNT1 AAAA 0 A_SpawnItemEx(\"Debris\",0,0,0,Random(4,-4),Random(4,-4),Random(4,8),0,128)\n TNT1 A 0 A_Explode\n TNT1 A 1 A_SpawnItem(\"RocketEx\")\n Stop\n }\n}\n\nActor UACGuyMRL : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Mini Rocket Launcher\\c-\"\n\tTranslation \"112:127=176:191\"\n DropItem \"ModdedBackpack0\" 256 1\n DropItem \"MissileBox\" 256 20\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPBAZ A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PBAZ AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PBAZ CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPBAZ A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPBAZ A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPBAZ A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPBAZ B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPBAZ B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPBAZ C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PBAZ C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PBAZ C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PBAZ D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PBAZ D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPBAZ A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPBAZ A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPBAZ AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPBAZ C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PBAZ CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n PBAZ EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PBAZ F 5 Bright A_CustomMissile(\"MMiniRocket\",40,10,random(-2,2),CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_Jump(8,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+2\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPBAZ G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPBAZ G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor MMiniRocket\n{\nProjectile\nHeight 5\nRadius 6\nSpeed 40\nDamage 24\n-STRIFEDAMAGE\n+THRUSPECIES\n+MTHRUSPECIES\n+DONTHARMSPECIES\nSpecies \"Player\"\nDamagetype \"Players\"\nSeeSound \"\"\nDeathSound \"MiniRocketExpl\"\nStates\n\t{\n\tSpawn:\n\t\tMICR A 1 Bright A_SpawnItemEx(\"MissileTrail\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n\t\tTNT1 A 0 Bright A_PlaySound(\"MiniRocketFly\",6,1.0,1)\n\t\tLoop\n\tDeath:\n\t\tTNT1 AAA 0 Bright A_StopSound(6)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,1,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAAA 0 Bright A_CustomMissile(\"Kaboom9\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_CustomMissile(\"SmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 0 Bright A_Explode(10,30,1,1)\n\t\tTNT1 A 0 Bright A_SetTranslucent(0.85,1)\n\t\tH2BL JKLMN 4 Bright\n\t\tStop\n\t}\n}\n\nActor UACGuyGuardian : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Guardian Armor\\c-\"\n\tTranslation \"112:127=168:191\"\n DropItem \"ModdedBackpack0\" 256 1\n DropItem \"MissileBox\" 256 20\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPR3V A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PR3V AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PR3V CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPR3V A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPR3V A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPR3V A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPR3V B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPR3V B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPR3V C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PR3V C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PR3V C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PR3V D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PR3V D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPR3V A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPR3V A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPR3V AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPR3V C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PR3V CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n PR3V EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PR3V F 0 A_CustomMissile(\"MGuardianTracer\",42,-9,0)\n PR3V F 3 Bright A_CustomMissile(\"MGuardianTracer\",42,9,0)\n\t\tPR3V F 3 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tPR3V EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n\tPain:\n\t\tPR3V G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPR3V G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MGuardianTracer : GuardianTracer\n{\n+MTHRUSPECIES\nDamagetype \"Players\"\nSpeed 22\nStates\n{\nDeath:\n\tTNT1 A 0\n TNT1 A 0 A_Explode(6,64)\n TNT1 A 0 A_SpawnItemEx(\"RedParticleSpawner\", 0, 0, 0, 0, 0, 0, 0, 128)\n\tTNT1 AAA 0 A_CustomMissile(\"Kaboom10\", 0, 0, random(0,360), 2, random(0,360))\n\tTNT1 AAA 0 A_CustomMissile(\"SmokeFX4\", 0, 0, random(0,360), 2, random(0,360))\n FBXP ABC 3 Bright A_SetTranslucent(0.5,1)\n Stop\n}\n}\n\nActor UACGuyBehemoth : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Behemoth Cannon\\c-\"\n\tTranslation \"112:127=168:191\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"BehemothCannon\" 128 1\n DropItem \"DemonAmmoBox\" 256 20\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPUNM A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PUNM AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PUNM CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPUNM A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPUNM A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPUNM A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPUNM B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPUNM B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPUNM C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PUNM C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PUNM C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PUNM D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PUNM D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPUNM A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPUNM A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPUNM AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPUNM C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PUNM CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n TNT1 A 0 A_Jump(64,\"Homing\")\n Normal:\n PUNM EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PUNM F 0 A_PlayWeaponSound(\"cannon/fire\")\n PUNM F 0 A_CustomMissile(\"BehemothCometPlayer\",30,0,-2)\n PUNM F 0 A_CustomMissile(\"BehemothCometPlayer\",30,0,2)\n PUNM F 0 A_CustomMissile(\"BehemothCometPlayer\",30,0,0)\n\t\tPUNM FFF 5 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tPUNM EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\",\"See\",\"Homing\")\n TNT1 A 0 A_CPosRefire\n Goto Normal+4\n \tHoming:\n PUNM EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PUNM F 0 A_PlayWeaponSound(\"cannon/fire\")\n PUNM F 0 A_CustomMissile(\"BehemothSeekingCometPlayer\",30,0,-10)\n PUNM F 0 A_CustomMissile(\"BehemothSeekingCometPlayer\",30,0,10)\n\t\tPUNM FFF 5 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tPUNM EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\",\"See\",\"Normal\")\n TNT1 A 0 A_CPosRefire\n Goto Homing+4\n\tPain:\n\t\tPUNM G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPUNM G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyPlasma : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Plasma Rifle\\c-\"\n\tTranslation \"112:127=240:247\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"Plasma Rifle\" 128 1\n DropItem \"NewCellPack\" 256 200\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPLA6 A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PLA6 AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PLA6 CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPLA6 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA6 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA6 A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA6 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPLA6 B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPLA6 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA6 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA6 C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA6 D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PLA6 D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPLA6 A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPLA6 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPLA6 AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPLA6 C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PLA6 CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n PLA6 EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA6 F 2 Bright A_CustomMissile(\"NewPlasmaBall\",32,0,0)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA6 F 3 Bright A_CustomMissile(\"NewPlasmaBall\",32,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+3\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPLA6 G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPLA6 G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyPlasmaRepeater : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Plasma Repeater\\c-\"\n\tTranslation \"112:127=%[0.00,0.00,0.00]:[0.00,0.5,0.00]\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"PlasmaRepeater\" 128 1\n DropItem \"NewCellPack\" 256 200\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPREP A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PREP AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PREP CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPREP A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPREP A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPREP A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPREP B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPREP B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPREP C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PREP C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PREP C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PREP D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PREP D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPREP A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPREP A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPREP AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPREP C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PREP CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n TNT1 A 0 A_ChangeFlag(NOPAIN,1)\n TNT1 A 0 A_GiveInventory(\"RepeaterZombieFiring\",1)\n TNT1 A 0 A_PlaySound(\"PlasmaRepeater/Spin\",7)\n PREP EEEEEEEEEE 3 A_GiveInventory(\"AIStrafing\",1)\n Normal:\n PREP F 1 Bright A_CustomMissile(\"MarineRepeaterPlasma\",32,0,random(-8,8))\n PREP F 1 A_FaceTarget\n PREP F 1 Bright A_CustomMissile(\"MarineRepeaterPlasma\",32,0,random(-8,8))\n PREP F 1 A_FaceTarget\n TNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Monsterrefire(36,\"See\")\n Loop\n SpinDown:\n TNT1 A 0 A_PlaySound(\"PlasmaRepeater/Down\",7)\n TNT1 A 0 A_TakeInventory(\"RepeaterZombieFiring\",1)\n PREP EEEEEE 3 A_GiveInventory(\"AIStrafing\",1)\n Goto See\n\tPain:\n\t\tPREP G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPREP G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MarineRepeaterPlasma : PlayerRepeaterPlasma\n{\n-THRUSPECIES\n+MTHRUSPECIES\nDamagetype \"Player\"\n}\n\nActor UACGuyFreezer : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Freezer Rifle\\c-\"\n\tTranslation \"112:127=240:247\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"FreezerRifle\" 128 1\n DropItem \"NewCellPack\" 256 200\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPION A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PION AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PION CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPION A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPION A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPION A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPION B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPION B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPION C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PION C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PION C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PION D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PION D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPION A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPION A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPION AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPION C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PION CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n PION EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PION F 0 A_PlayWeaponSound(\"weapons/iceshot\")\n PION F 3 Bright A_CustomMissile(\"NewFreezeBlast\",30,4,0)\n PION E 3 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(10,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+3\n\tFragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPION G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPION G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor UACGuyRailgun : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Railgun\\c-\"\n\tTranslation \"112:127=240:247\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"Railgun2\" 128 1\n DropItem \"NewCellPack\" 256 200\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tSRPL A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PDTR AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n SRPL CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tSRPL A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tSRPL A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tSRPL A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tSRPL B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tSRPL B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tSRPL C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n SRPL C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n SRPL C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n SRPL D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n SRPL D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tSRPL A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tSRPL A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tSRPL AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tSRPL C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n SRPL CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tSRPL EEE 6 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"railgunner/chargedshot\")\n\t\tTNT1 A 0 A_CustomMissile(\"RailgunImpact\",30)\n SRPL F 5 Bright A_CustomRailgun(250,0,\"00 85 FF\",None,1,1,0,\"MarineRailPuff\")\n SRPL EEEEEEEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tSRPL G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tSRPL G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor MarineRailPuff : PlayerRailPuff {+MTHRUSPECIES DamageType \"Players\"}\n\nActor UACGuyExplosiveRailgun : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Explosive Railgun\\c-\"\n\tTranslation \"112:127=%[0.0,0.0,0.0]:[2,0.9,0]\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"ExplosiveRailgun\" 128 1\n DropItem \"NewCellPack\" 256 200\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPSTN A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PSTN AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PSTN CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPSTN A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSTN A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSTN A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSTN B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPSTN B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPSTN C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSTN C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSTN C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSTN D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PSTN D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPSTN A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPSTN A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPSTN AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPSTN C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PSTN CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n\t\tTNT1 A 0 //A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tPSTN EEE 6 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"ExplosiveRailgun/Fire\")\n\t\tTNT1 A 0 A_CustomMissile(\"MarineExplosiveRailgunImpact\",30)\n //PSTN F 5 Bright A_CustomRailgun(250,0,None,None,1,1,0,\"MarineRailPuff\")\n PSTN F 5 Bright A_CustomRailgun(50,20,None,None,RGF_SILENT,1,0,\"MarineRailPuff\",0,0,0,0,40,0,\"ExplosiveRailgunTrail\")\n PSTN EEEEEEEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPSTN G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPSTN G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MarineExplosiveRailgunImpact : ExplosiveRailgunImpact\n{\nDamagetype \"Players\"\nMissileType \"MarineExplosiveRailgunTrailExplodeSpawner\"\n}\n\nACTOR MarineExplosiveRailgunTrailExplodeSpawner : ExplosiveRailgunTrailExplodeSpawner\n{\n States\n {\n Spawn:\n\tTNT1 A 1 Nodelay A_SpawnItemEx(\"MarineExplosiveRailgunTrailExplode\",random(0,4),0,0,random(0,4),0,random(-4,4),random(0,360))\n\tStop\n }\n}\n\nACTOR MarineExplosiveRailgunTrailExplode : ExplosiveRailgunTrailExplode {Damagetype \"Players\"}\n\nActor UACGuyDTRifle : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Demon Tech Rifle\\c-\"\n\tTranslation \"112:127=%[0.00,0.00,0.00]:[0.00,0.5,0.00]\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"Demon Tech Rifle \" 128 1\n DropItem \"DemonAmmoBox\" 256 200\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPRAI A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PRAI AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PRAI CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPRAI A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPRAI A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPRAI A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPRAI B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPRAI B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPRAI C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PRAI C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PRAI C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PRAI D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PRAI D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPRAI A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPRAI A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPRAI AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPRAI C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PRAI CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n PRAI EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PRAI E 3 Bright A_FaceTarget\n\t\tPRAI F 0 A_PlayWeaponSound(\"weapons/demontechfire\")\n PRAI F 3 Bright A_CustomMissile(\"MDTProj\",32,0,random(-3,3))\n\t\tTNT1 A 0 A_StopSoundEx(\"Voice\")\n\t\tTNT1 A 0 A_Jump(6,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+3\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPRAI G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPRAI G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor MDTProj : DemonTechProjectile{+MTHRUSPECIES Damagetype \"Players\"}\n\nActor UACGuyDTRailgun : UACBaseMarine\n{\n\tAttackSound \"weapons/dtrailf\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Demon Tech Railgun\\c-\"\n\tTranslation \"112:127=%[0.00,0.00,0.00]:[0.00,0.5,0.00]\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"Demon Tech Railgun \" 128 1\n DropItem \"DemonAmmoBox\" 256 200\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPDTR A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PDTR AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PDTR CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPDTR A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPDTR A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPDTR A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPDTR B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPDTR B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPDTR C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PDTR C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PDTR C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PDTR D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PDTR D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tPDTR A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPDTR A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPDTR AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPDTR C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PDTR CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n\t\tPDTR EEE 6 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_CustomMissile(\"DTRail\")\n PDTR F 5 Bright A_CustomRailgun(450,0,\"00 85 FF\",None,0,1,0,\"MarineRailPuffGreen\",0,0,0,0,35.0,0.0,\"DTRailCoreTrail\")\n PDTR EEEEEEEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_Jump(48,\"See\")\n TNT1 A 0 A_CPosRefire\n Goto Missile+4\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPDTR G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPDTR G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor MarineRailPuffGreen : PlayerRailPuffGreen {+MTHRUSPECIES DamageType \"Players\"}\n\nActor UACGuyDTShotgun : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Demon Tech Shotgun\\c-\"\n\tTranslation \"112:127=168:191\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"Demon Tech Shotgun\" 128 1\n DropItem \"DemonAmmoBox\" 256 200\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tP2TS A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t\tP2TS A 0 A_JumpIfTargetInLOS(\"Strafing\")\n P2TS AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n P2TS CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tP2TS A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tP2TS A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tP2TS A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tP2TS B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tP2TS B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tP2TS C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n P2TS C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n P2TS C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n P2TS D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n P2TS D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t\tP2TS A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tP2TS A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tP2TS AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tP2TS C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n P2TS CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n Missile:\n\t P2TS E 0 //A_Jump(65,\"FragGrenade\",\"LandMine\")\n P2TS EEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_JumpIfCloser(350,\"BurstShot\")\n\tSpread:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusFire\",CHAN_WEAPON)\n\t\tTNT1 AAAAAAAAA 0 Bright A_CustomMissile(\"RedDemonTechTracer\",Random(28,34),0,Random(5,-5),CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineRedZDemonTechProjectile\",28,0,0,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineRedZDemonTechProjectile\",28,0,2,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineRedZDemonTechProjectile\",28,0,-2,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineRedZDemonTechProjectile\",28,0,3,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineRedZDemonTechProjectile\",28,0,-3,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineRedZDemonTechProjectile\",28,0,4,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineRedZDemonTechProjectile\",28,0,-4,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineRedZDemonTechProjectile\",28,0,5,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_CustomMissile(\"MarineRedZDemonTechProjectile\",28,0,-5,CMF_TRACKOWNER)\n\t\tP2TS F 5 Bright A_GiveInventory(\"AIStrafing\",1)\n\t\tP2TS EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusPump\")\n\t\tP2TS EE 4 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"ShellCasing\",-8,0,30,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n P2TS EE 4 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Jump(40,\"Pause\")\n\t TNT1 A 0 A_CPosRefire\n\t\tGoto Missile+4\n\tBurstShot:\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusFire\",CHAN_WEAPON)\n\t\tTNT1 AAAAAAAA 0 A_CustomMissile(\"RedDemonTechTracer\",Random(28,34),0,Random(6,-6),CMF_TRACKOWNER)\n TNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tP2TS F 5 Bright A_CustomBulletAttack(15.4,10.6,24,Random(1,4)*3,\"MarineDemonShotgunPuff\")\n\t\tP2TS EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/ErasusPump\")\n\t\tP2TS EE 4 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_SpawnItemEx(\"ShellCasing\",-8,0,30,Random(2,6),0,Random(1,3),Random(-80,-90),SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,0)\n P2TS EE 4 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Jump(40,\"Pause\")\n\t TNT1 A 0 A_CPosRefire\n\t\tGoto Missile+4\n\tPause:\n P2TS EEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t Goto See\n\tFragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tP2TS G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tP2TS G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor MarineDemonShotgunPuff : DemonShotgunPuff {+MTHRUSPECIES Damagetype \"Players\"}\n\nACTOR MarineRedZDemonTechProjectile\n{\nPROJECTILE\nHeight 4\nRadius 4\nSpeed 40\nScale 0.06\nDecal \"RedDTRScorch\"\nDamage 5\n+FORCERADIUSDMG\n+MTHRUSPECIES\nDamagetype \"Players\"\nDeathSound \"weapons/demontechex\"\nObituary \"%o was pulverised by a Demon Tech Shotgunner.\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_Jump(128,\"Spawn2\")\n\t\tGoto Normal\n\tNormal:\n\t\tTNT1 A 0 Bright A_Jump(128,\"NormalFX\")\n\t\tRDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tLoop\n\tNormalFX:\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"RDTechLightning\",Random(-1,1),Random(-1,1),Random(-1,1),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tRDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"RDTechLightning2\",Random(-1,1),Random(-1,1),Random(-1,1),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tRDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tGoto Normal\n\tSpawn2:\n\t\tTNT1 A 0 Bright A_Jump(128,\"Spawn2FX\")\n\t\tRDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail2\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tLoop\n\tSpawn2FX:\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"RDTechLightning\",Random(-1,1),Random(-1,1),Random(-1,1),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tRDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"RDTechLightning2\",Random(-1,1),Random(-1,1),Random(-1,1),0,0,0,0,SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tRDTR A 1 Bright A_SpawnItemEx(\"RedDemonTechTrail\",Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-1,1),Random(-20,20),SXF_NOCHECKPOSITION|SXF_CLIENTSIDE,0)\n\t\tGoto Spawn2\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"RedParticleSpawnerDT\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"RedDemonTechEx\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 Bright A_CustomMissile(\"RedDTKaboom\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 AAAA 0 Bright A_CustomMissile(\"SmokeFX4\",0,0,random(0,360),CMF_AIMDIRECTION,random(0,360))\n\t\tTNT1 A 1 Bright A_Explode(18,48)\n\t\tStop\n\t}\n}\n\nActor UACGuyMiner : UACBaseMarine\n{\n\tAttackSound \"\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Miner\\c-\"\n\tTranslation \"112:127=64:79\"\n DropItem \"MineAmmo\" 256 1\n DropItem \"MineAmmo\" 256 1\n DropItem \"MineAmmo\" 256 1\n DropItem \"MineAmmo\" 128 1\n DropItem \"MineAmmo\" 128 1\n DropItem \"MineAmmo\" 128 1\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPMNE A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t TNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PMNE AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t TNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(40,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PMNE CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPMNE A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPMNE A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPMNE A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPMNE B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPMNE B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPMNE C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PMNE C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PMNE C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PMNE D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PMNE D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t PMNE A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPMNE A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPMNE AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(40,\"MineField\")\n\t\tPMNE C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PMNE CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PMNE E 1\n PMNE E 1 A_SetUserVar(\"user_minefield\",0)\n PMNE E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PMNE E 0 A_Jump(127,3)\n PMNE E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PMNE E 0 A_Jump(256,2)\n PMNE E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PMNE A 12 A_SetAngle(random(0,360))\n PMNE A 3 A_JumpIf(user_minefield >= 6,\"See\")\n PMNE A 3 A_Jump(88,\"See\")\n Goto MineField+2\n PMNE A 1\n Goto See\n Missile:\n PMNE A 1\n\t\tPMNE A 1 A_Jump(220,\"LandMine\")\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto SpringMine\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"LandMine\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n TNT1 A 0 A_Jump(80,\"See\")\n\t TNT1 A 0 A_CPosRefire\n\t\tPLA1 E 1\n\t\tGoto Missile+1\n\tLandMine:\n PMNE E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PMNE E 0 A_Jump(127,\"SpringMine\")\n PMNE E 3 A_GiveInventory(\"AIStrafing\",1)\n PMNE EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PMNE E 6 A_CustomMissile(\"MinerThrownMine\",32,0,0,2,10)\n TNT1 A 0 A_Jump(80,\"See\")\n\t TNT1 A 0 A_CPosRefire\n\t\tPMNE E 1\n\t\tGoto Missile+1\n SpringMine:\n PMNE E 3 A_GiveInventory(\"AIStrafing\",1)\n PMNE EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PMNE E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n TNT1 A 0 A_Jump(80,\"See\")\n\t TNT1 A 0 A_CPosRefire\n\t\tPMNE E 1\n\t\tGoto Missile+1\n\tPain:\n\t\tPMNE G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPMNE G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MinerThrownMine : MarineThrownMine {Speed 25}\nActor MinerSpringMineSet : MarineSpringMineSet{Speed 18}\n\nActor UACGuyDBFG : UACHeavyMarine\n{\n\tAttackSound \"weapons/dtrailf\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]D-BFG\\c-\"\n\tTranslation \"112:127=192:207\"\n DropItem \"ModdedBackpack0\" 128 1\n DropItem \"D-BFG\" 128 1\n DropItem \"DCell\" 256 40\n DropItem \"ShieldSphere\", 100, 1\n\tDropItem \"PortableMedkit\" 200 1\n DropItem \"ArmorPlate\" 200 1\n DropItem \"HandGrenadeAmmo\" 200 1\n DropItem \"Mineammo2\" 200 1\n DropItem \"SpringMine\" 200 1\n DropItem \"AmmoPack\" 200 1\n DropItem \"LiteBeaconSupplyPickup\" 16 1\n\tStates\n\t{\n\tSpawn:\n\t\tPBDB A 10 A_Look\n\t\tGoto Idle\n\tSee:\n TNT1 A 0 A_JumpIf(user_protection == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Marine Protection\",0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_protection\",1)\n\t\tTNT1 A 0 A_JumpIfTargetInLOS(\"Strafing\")\n TNT1 A 0 A_ChangeFlag(NOPAIN,FALSE)\n PBDB AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tTNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(6,\"MineField\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PBDB CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tLoop\n\tStrafing:\n\t\tPBDB A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPBDB A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPBDB A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPBDB B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPBDB B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPBDB C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PBDB C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PBDB C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PBDB D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PBDB D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n TNT1 A 0 A_JumpIf(user_protection == 1,3)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Marine Protection\",0,0,0,0)\n TNT1 A 0 A_SetUserVar(\"user_protection\",1)\n\t\tPBDB A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPBDB A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPBDB AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(6,\"MineField\")\n\t\tPBDB C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PBDB CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PLA1 A 10 A_ClearTarget\n\t Goto Idle\n MineField:\n PLA1 E 1\n PLA1 E 1 A_SetUserVar(\"user_minefield\",0)\n PLA1 E 0 A_SetUserVar(\"user_minefield\",user_minefield+1)\n PLA1 E 0 A_Jump(127,3)\n PLA1 E 12 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,15)\n PLA1 E 0 A_Jump(256,2)\n PLA1 E 12 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,22)\n PLA1 A 12 A_SetAngle(random(0,360))\n PLA1 A 3 A_JumpIf(user_minefield >= 4,\"See\")\n PLA1 A 3 A_Jump(192,\"See\")\n Goto MineField+2\n PLA1 A 1\n Goto See\n\tMissile:\n //TNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\")\n TNT1 A 0 A_Jump(55,\"DBFG\")\n Normal:\n TNT1 A 0 A_ChangeFlag(NOPAIN,TRUE)\n TNT1 A 0 A_PlayWeaponSound(\"Weapons/dbfgcharge2\")\n\t\tPBDB EEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n\t\tPBDB F 3 Bright A_CustomMissile(\"MarineT3DBFG10kShot\",30,0,random(-4,4))\n\t\tPBDB EE 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire2\")\n\t\tPBDB F 3 Bright A_CustomMissile(\"MarineT3DBFG10kShot\",30,0,random(-4,4))\n\t\tPBDB EE 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Jump(48,\"Cooling\",\"DBFG\")\n TNT1 A 0 A_MonsterRefire(40,\"Cooling\")\n Goto Normal+7\n Cooling:\n\t\tPBDB E 0 A_PlaySound(\"Weapons/dbfgcooldown2\")\n PBDB EEEEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n DBFG:\n TNT1 A 0 A_ChangeFlag(NOPAIN,TRUE)\n TNT1 A 0 A_PlaySound(\"Weapons/dbfgcharge\")\n\t\tPBDB EEEEEEEEEEEEEEEEEEEEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_PlaySound(\"Weapons/dbfgfire\",CHAN_AUTO)\n\t\tPBDB F 8 Bright A_CustomMissile(\"MarineT3DBFGBall\",32,0,0)\n\t\tPBDB EEEEE 5 A_GiveInventory(\"AIStrafing\",1)\n Goto See\n FragGrenade:\n PLA1 E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPLA1 E 0 A_JumpIfCloser(280,\"Missile\")\n PLA1 E 6 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tLandMine:\n PLA1 E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PLA1 E 0 A_Jump(127,\"SpringMine\")\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n SpringMine:\n PLA1 E 3 A_GiveInventory(\"AIStrafing\",1)\n PLA1 EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PLA1 E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPLA1 E 1\n\t\tGoto See\n\tPain:\n\t\tPBDB G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPBDB G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nACTOR MarineT3DBFG10kShot : PlayerT3DBFG10kShot\n{\nDamageType \"Players\"\nStates\n\t{\n\tDeath:\n\tXDeath:\n\t\tTNT1 A 0 A_SpawnItemEx(\"T3DBFG10kDeathParticleSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"T3DBFGShotShockwave\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 Bright A_Explode(Random(80,98),128,0,1)\n\t\tBG3X A 3 Bright A_SpawnItemEx(\"MarinePlayerT3DBFGShotShockwaveDmg\",16,16,0,0,0,0,0,SXF_SETMASTER,0)\n\t\tBG3X B 3 Bright A_SpawnItemEx(\"MarinePlayerT3DBFGShotShockwaveDmg\",-16,16,0,0,0,0,0,SXF_SETMASTER,0)\n\t\tBG3X C 3 Bright A_SpawnItemEx(\"MarinePlayerT3DBFGShotShockwaveDmg\",16,-16,0,0,0,0,0,SXF_SETMASTER,0)\n\t\tBG3X D 3 Bright A_SpawnItemEx(\"MarinePlayerT3DBFGShotShockwaveDmg\",-16,-16,0,0,0,0,0,SXF_SETMASTER,0)\n\t\tBG3X E 3 Bright A_SpawnItemEx(\"MarinePlayerT3DBFGShotShockwaveDmg\",0,0,16,0,0,0,0,SXF_SETMASTER,0)\n\t\tBG3X F 3 Bright A_SpawnItemEx(\"MarinePlayerT3DBFGShotShockwaveDmg\",0,0,-16,0,0,0,0,SXF_SETMASTER,0)\n\t\tStop\n\t}\n}\n\nACTOR MarinePlayerT3DBFGShotShockwaveDmg : PlayerT3DBFGShotShockwaveDmg { DamageType \"Players\" }\n\nACTOR MarineT3DBFGBall : PlayerT3DBFGBall\n{\nStates\n\t{\n\tDeath:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_SpawnItemEx(\"PlayerT3DBFGBoltExp\")\n\t\tTNT1 A 0 Bright A_Explode(256,256,0,false,128)\n\t\tTNT1 A 0 Bright A_Quake(4,35*2,0,4096, none)\n\t\tTNT1 A 8 Bright\n\t\tTNT1 A 0 Bright A_Explode(256,384,0,false,128)\n\t\tTNT1 A 8 Bright\n\t\tTNT1 A 0 Bright A_Explode(256,512,0,false,256)\n\t\tTNT1 A 8 Bright //A_BFGSpray(\"PlayerT3DBFGExtra\",40,15) //~1200 damage\n\t\tTNT1 A 0 Bright A_Explode(256,512,0,false,256)\n\t\tTNT1 A 8 Bright\n\t\tTNT1 A 0 Bright A_Explode(256,512,0,false,256)\n\t\tTNT1 A 8 Bright\n\t\tTNT1 A 0 Bright A_Explode(256,512,0,false,256)\n\t\tTNT1 A 8 Bright\n\t\tTNT1 A 1 Bright A_Explode(256,512,0,false,256) //7 A_Explode 896 damage\n\t\tTNT1 A 10 Bright\n\t\tStop\n\t}\n}\n\nActor UACGuyMedic : UACBaseMarine\n{\n\tAttackSound \"weapons/tpfire\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Pistols\\c-\"\n\tTranslation \"112:127=%[0.00,0.00,0.00]:[2.00,2.00,2.00]\"\n DropItem \"Handgun\" 128 1\n DropItem \"BulletBox\" 256 100\n DropItem \"PortableMedkit\" 256\n DropItem \"PortableMedkit\" 175\n DropItem \"PortableMedkit\" 128\n DropItem \"StimKit\" 256\n DropItem \"StimKit\" 175\n DropItem \"StimKit\" 128\n\tStates\n\t{\n\tSpawn:\n\t\tPM3D A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t PM3D A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PM3D AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t TNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(60,\"Healing\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PM3D CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPM3D A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPM3D A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPM3D A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPM3D B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPM3D B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPM3D C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PM3D C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PM3D C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PM3D D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PM3D D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t PM3D A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPM3D A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPM3D AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(58,\"Healing\")\n\t\tPM3D C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PM3D CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PM3D A 10 A_ClearTarget\n\t Goto Idle\n Healing:\n PM3D E 1\n PM3D E 12 A_RadiusGive(\"MarineHealingItem\",512,RGF_GIVESELF|RGF_MONSTERS|RGF_PLAYERS,1)\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\",\"FightHealing\")\n Normal:\n PM3D EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PM3D E 3 A_GiveInventory(\"AIStrafing\",1)\n \t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PM3D E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PM3D E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PM3D E 3 A_GiveInventory(\"AIStrafing\",1)\n \t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PM3D E 3 A_GiveInventory(\"AIStrafing\",1)\n \t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PM3D F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PM3D E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n FightHealing:\n PM3D E 1\n PM3D E 0 A_RadiusGive(\"MarineHealingItem\",512,RGF_GIVESELF|RGF_MONSTERS|RGF_PLAYERS,1)\n PM3D EEEE 4 A_GiveInventory(\"AIStrafing\",1)\n Goto See\n FragGrenade:\n PM3D E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPM3D E 0 A_JumpIfCloser(280,\"Missile\")\n PM3D E 6 A_GiveInventory(\"AIStrafing\",1)\n PM3D EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PM3D E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPM3D E 1\n\t\tGoto See\n\tLandMine:\n PM3D E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PM3D E 0 A_Jump(127,\"SpringMine\")\n PM3D E 3 A_GiveInventory(\"AIStrafing\",1)\n PM3D EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PM3D E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPM3D E 1\n\t\tGoto See\n SpringMine:\n PM3D E 3 A_GiveInventory(\"AIStrafing\",1)\n PM3D EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PM3D E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPM3D E 1\n\t\tGoto See\n\t Pain:\n\t\tPM3D G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPM3D G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor MarineHealingItemActive : Inventory{Inventory.MaxAmount 1}\nActor MarineHealingItem : AIStrafing\n{\n States\n {\n Pickup:\n NULL A 1\n NULL A 1 ACS_NamedExecuteAlways(\"Marine Healing\",0,0,0,0)\n NULL A 1\n Stop\n }\n}\n\nActor MarineHealingEffect\n{\n+NOGRAVITY\n+CLIENTSIDEONLY\n+NOTIMEFREEZE\nRenderstyle Add\nAlpha 1.0\nScale 0.15\nStates\n{\nSpawn:\nPLUS A 2 Bright A_FadeOut\nWait\n}\n}\n\nActor UACGuyDispenser : UACBaseMarine\n{\n\tAttackSound \"weapons/tpfire\"\n Tag \"\\c[a6]UAC \\c[v2]Marine - \\c[m3]Dispenser\\c-\"\n\tTranslation \"112:127=96:111\"\n DropItem \"Handgun\" 128 1\n DropItem \"BulletBox\" 256 100\n DropItem \"ModdedBackpack0\" 256\n DropItem \"ModdedBackpack0\" 175\n DropItem \"ModdedBackpack0\" 128\n DropItem \"AmmoPack\" 256\n DropItem \"AmmoPack\" 175\n DropItem \"AmmoPack\" 128\n\tStates\n\t{\n\tSpawn:\n\t\tPB4K A 10 A_Look\n\t\tGoto Idle\n\tSee:\n\t PB4K A 0 A_JumpIfTargetInLOS(\"Strafing\")\n PB4K AABB 3 A_Chase\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t TNT1 A 0 A_Jump(16,\"GiveUp\")\n TNT1 A 0 A_Jump(60,\"Healing\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n PB4K CCDD 3 A_Chase\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\tStrafing:\n\t\tPB4K A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPB4K A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPB4K A 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPB4K B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n\t\tPB4K B 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPB4K C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PB4K C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PB4K C 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PB4K D 3 A_GiveInventory(\"AIStrafing\",1)\n TNT1 A 0 A_Chase(\"\",\"Missile\",CHF_DONTMOVE)\n PB4K D 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n\tIdle:\n\t PB4K A 0 A_Jump(48,\"Find\")\n TNT1 A 0 ACS_NamedExecuteAlways(\"Check For Master Player Calling Help\",0,0,0,0)\n\t\tPB4K A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n\t\tPB4K AABB 3 A_GiveInventory(\"AIPatroling\",1)\n TNT1 A 0 A_Jump(58,\"Healing\")\n\t\tPB4K C 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\t\tTNT1 A 0 A_LookEx(LOF_NOSOUNDCHECK|LOF_NOSEESOUND)\n PB4K CCDD 3 A_GiveInventory(\"AIPatroling\",1)\n\t\tLoop\n\tFind:\n\t\tTNT1 A 0 ACS_NamedExecuteAlways(\"Find Master Player\",0,0,0,0)\n Goto Idle\n\tGiveUp:\n\t PB4K A 10 A_ClearTarget\n\t Goto Idle\n Healing:\n PB4K E 1\n PB4K E 12 A_RadiusGive(\"MarineAmmoItem\",512,RGF_PLAYERS,1)\n Goto See\n Missile:\n\t\tTNT1 A 0 A_Jump(65,\"FragGrenade\",\"LandMine\",\"FightHealing\")\n Normal:\n PB4K EE 5 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PB4K E 3 A_GiveInventory(\"AIStrafing\",1)\n \t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PB4K E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PB4K E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PB4K E 3 A_GiveInventory(\"AIStrafing\",1)\n \t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PB4K E 3 A_GiveInventory(\"AIStrafing\",1)\n \t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n TNT1 AA 0 A_SpawnItemEx(\"RifleCasing\", 12, 6, 30, Random(2, 6), 0, Random(1, 3), Random(-80, -90), 128)\n PB4K F 4 Bright A_CustomBulletAttack(22.5,0,1,random(1,5)*3,\"MarineBulletPuff\")\n PB4K E 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tGoto See\n FightHealing:\n PB4K E 1\n PB4K E 0 A_RadiusGive(\"MarineAmmoItem\",512,RGF_PLAYERS,1)\n PB4K EEEE 4 A_GiveInventory(\"AIStrafing\",1)\n Goto See\n FragGrenade:\n PB4K E 1 A_JumpIfCloser(1000,1)\n\t\tGoto Missile\n\t\tPB4K E 0 A_JumpIfCloser(280,\"Missile\")\n PB4K E 6 A_GiveInventory(\"AIStrafing\",1)\n PB4K EEE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PB4K E 6 A_CustomMissile(\"MThrownGrenade\",32,0,0,2,10)\n\t\tPB4K E 1\n\t\tGoto See\n\tLandMine:\n PB4K E 1 A_JumpIfCloser(500,1)\n\t\tGoto FragGrenade\n PB4K E 0 A_Jump(127,\"SpringMine\")\n PB4K E 3 A_GiveInventory(\"AIStrafing\",1)\n PB4K EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PB4K E 6 A_CustomMissile(\"MarineThrownMine\",32,0,0,2,10)\n\t\tPB4K E 1\n\t\tGoto See\n SpringMine:\n PB4K E 3 A_GiveInventory(\"AIStrafing\",1)\n PB4K EE 4 A_GiveInventory(\"AIStrafing\",1)\n\t\tTNT1 A 0 A_GiveInventory(\"AIStrafing\",1)\n PB4K E 6 A_CustomMissile(\"MarineSpringMineSet\",32,0,0,2,10)\n\t\tPB4K E 1\n\t\tGoto See\n\t Pain:\n\t\tPB4K G 3 A_GiveInventory(\"AIStrafing\",1)\n\t\tPB4K G 3 A_Pain\n\t\tGoto See\n\t}\n}\n\nActor MarineAmmoItemActive : Inventory{Inventory.MaxAmount 1}\nActor MarineAmmoItem : AIStrafing\n{\n States\n {\n Pickup:\n NULL A 1\n NULL A 1 ACS_NamedExecuteAlways(\"Marine Ammunition\",0,0,0,0)\n NULL A 1\n Stop\n }\n}\n\nActor MarineAmmunition : AIStrafing\n{\n States\n {\n Pickup:\n NULL A 1\n NULL A 1 A_Jump(255,1)\n Stop\n\tNULL A 1 A_Jump(5,11,12,13)\n\tNULL A 1\n NULL A 1 A_Jump(256,1,2,3,4,5,6,7,8)\n Stop\n NULL A 1 A_GiveInventory(\"BulletMag\",10)\n Stop\n NULL A 1 A_GiveInventory(\"NewShell\",5)\n Stop\n NULL A 1 A_GiveInventory(\"Missile\",2)\n Stop\n NULL A 1 A_GiveInventory(\"NewCell\",15)\n Stop\n NULL A 1 A_GiveInventory(\"DemonAmmo\",15)\n Stop\n NULL A 1 A_GiveInventory(\"DustMana\",15)\n Stop\n NULL A 1 A_GiveInventory(\"Dcell\",5)\n Stop\n NULL A 1 A_GiveInventory(\"Gas\",10)\n Stop\n NULL A 1 A_GiveInventory(\"HandGrenadeAmmo\",1)\n Stop\n NULL A 1 A_GiveInventory(\"MineAmmo\",1)\n Stop\n NULL A 1 A_GiveInventory(\"SpringMine\",1)\n Stop\n }\n}\n\n/*\nActor Explosiveammo : RandomSpawner\n{\ndropitem \"NULL\", 168, 1\ndropitem \"HandGrenadeAmmo\", 128, 1\ndropitem \"NULL\", 90, 1\ndropitem \"MineAmmo\", 64, 1\ndropitem \"NULL\", 40, 1\ndropitem \"SpringMine\", 32, 1\n}\n*/\n\nActor MarineAmmoEffect : MarineHealingEffect\n{\nScale 0.10\nStates\n{\nSpawn:\nBULP A 2 Bright A_FadeOut\nWait\n}\n}"
},
{
"source": "pk3",
"name": "Actors/ARK.txt",
"contents": "Actor ArkFlameShot : FlameShot Replaces FlameShot\n{\nRadius 2\n}\n\nACTOR PlayerModdedBulletPuff : ModdedBulletPuff\n{\n+MTHRUSPECIES\n}\n\nACTOR PlayerLegendaryASGBulletPuff : LegendaryASGBulletPuff\n{\n+MTHRUSPECIES\n}\n\nACTOR PlayerBehemothComet : BehemothCometPlayer Replaces BehemothCometPlayer\n{\n\t+NODAMAGETHRUST\n}\n\nACTOR PlayerBehemothSeekingComet : BehemothSeekingCometPlayer Replaces BehemothSeekingCometPlayer\n{\n\t+NODAMAGETHRUST\n}\n\nACTOR PlayerDevPuff : DevPuff Replaces DevPuff\n{\n +THRUSPECIES\n +NODAMAGETHRUST\n}\n\nACTOR ArkPlayerRailPuffGreen : PlayerRailPuffGreen Replaces PlayerRailPuffGreen\n{\n\t+NODAMAGETHRUST\n\t+THRUSPECIES\n\t+MTHRUSPECIES\n}"
},
{
"source": "pk3",
"name": "Actors/HPBAR.txt",
"contents": "//HPBAR\nActor MonsterScore : Inventory { Inventory.MaxAmount 999 Inventory.InterHubAmount 0 }\nActor MonsterScoreTemporary : MonsterScore { }\nActor MonsterAlreadyTracked : Inventory { +SERVERSIDEONLY Inventory.MaxAmount 2147483647 Inventory.InterHubAmount 0 }\nActor MonsterAlreadyTrackedLine : Inventory { +SERVERSIDEONLY Inventory.MaxAmount 2147483647 Inventory.InterHubAmount 0 }\nActor hpbar-testing-puff-base\n{\nHeight 4\nRadius 4\nRenderStyle None\nDecal None\n+NOTIMEFREEZE\n+NODECAL\n+NOGRAVITY\n+NOBLOCKMAP\n+PAINLESS\n+BLOODLESSIMPACT\n+NODAMAGETHRUST\n+NOTRIGGER\n+DONTREFLECT\n+DONTSPLASH\n+FOILINVUL\n+HITTRACER\n+PUFFONACTORS\n+PUFFGETSOWNER\n+NOTONAUTOMAP\n+SERVERSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\t\tStop\n\tCrash:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor hpbar-testing-puff : hpbar-testing-puff-base\n{\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 5 Nodelay ACS_NamedExecuteAlways(\"HPBar_GetTarget\",0)\n\t\tStop\n\t}\n}\n\nActor hpbar-testing-thru-puff : hpbar-testing-puff { +MTHRUSPECIES }\n\nActor hpbar-tracker-base\n{\nHeight 4\nRadius 4\nRenderStyle None\nReactionTime 35\n+NOTIMEFREEZE\n+NOCLIP\n+NOSECTOR\n+DONTBLAST\n+FLOORHUGGER\n+NOKILLSCRIPTS\n+NOINTERACTION\n+NOTONAUTOMAP\n+SERVERSIDEONLY\n+NONETID\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 1\n\tSpawnLoop:\n\t\tTNT1 A 1 A_CountDown\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1\n\t\tStop\n\t}\n}\n\nActor hpbar-tracker : hpbar-tracker-base\n{\nvar int user_tracked_num;\nStates\n\t{\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 10 ACS_NamedExecuteAlways(\"HPBar_TargetDeath\",0)\n\t\tStop\n\t}\n}\n\nActor hpbarline-tracker : hpbar-tracker-base\n{\nStates\n\t{\n\tDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 10 Thing_ChangeTID(0,0)\n\t\tStop\n\t}\n}\n\nActor hpbar-tracker-cooldown : PowerDamage\n{\n+NOTIMEFREEZE\n-INVENTORY.INVBAR\n+INVENTORY.UNDROPPABLE\n+INVENTORY.ALWAYSPICKUP\n+INVENTORY.AUTOACTIVATE\nDamageFactor \"nothing\", 1.0\nPowerup.duration -1\n}"
},
{
"source": "pk3",
"name": "Actors/BulletStuff.txt",
"contents": "ACTOR BulletPuff\n{\nGame Doom\nSpawnID 131\n+NOBLOCKMAP\n+NOGRAVITY\n+ALLOWPARTICLES\n+RANDOMIZE\n// [BC] No need to tag it with a network ID.\n+NONETID\nRenderStyle Translucent\nAlpha 0.5\nVSpeed 1\nMass 5\n+THRUSPECIES\n+MTHRUSPECIES\nStates\n\t{\n\tSpawn:\n\t\tPUFF A 4 Bright\n\t\tPUFF B 4\n\tMelee:\n\t\tPUFF CD 4\n\t\tStop\n\t}\n}\n\nACTOR ModdedBulletPuff : BulletPuff Replaces BulletPuff\n{\nScale 0.75\n+THRUSPECIES\n+MTHRUSPECIES\nStates\n{\nSpawn:\n\tPUFF A 2 Bright\n\tPUFF B 2 Bright A_Jump(24,\"RicochetPuff\",\"RicochetPuffAlt\")\n\tPUFF CDEF 2\n Stop\nRicochetPuff:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"puff/ricochet\")\n\tTNT1 A 1 Bright A_SpawnItem(\"RicochetSpark\",0,0,0)\n\tPUFF CDEF 2\n\tStop\nRicochetPuffAlt:\n\tTNT1 A 0\n\tTNT1 A 0 A_PlaySound(\"puff/ricochet\")\n\tTNT1 A 1 Bright A_SpawnItem(\"RicochetSpark2\",0,0,0)\n\tPUFF CDEF 2\n\tStop\n }\n}\n\nACTOR LegendaryASGBulletPuff : ModdedBulletPuff\n{\nDamageType \"Legendary\"\nDecal \"LegBulletChip\"\n+NOTIMEFREEZE\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/RemoveStates/RemoveStateOverride.txt",
"contents": "//Enraged\nACTOR EnragedLegendaryZombie2 : EnragedLegendaryZombie replaces EnragedLegendaryZombie\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Zombie\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(120,\"Remove\")\n Idle:\n TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n IPOS A 10 A_Look\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tIPO2 A 10 A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Zombieman\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryImp2 : EnragedLegendaryImp replaces EnragedLegendaryImp\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Imp\\c-\"\n States\n {\n Spawn:\n\tTNT1 A 0 NoDelay A_Jump(120,\"Remove\")\n Idle:\n TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n IEGN A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tIEGN Q 10 Bright A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"DoomImp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryAssaultCaptain2 : EnragedLegendaryAssaultCaptain replaces EnragedLegendaryAssaultCaptain\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Assault Captain\\c-\"\n States\n {\n Spawn:\n\tTNT1 A 0 NoDelay A_Jump(120,\"Remove\")\n Idle:\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\",0,0,0,0)\n IASG A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\",0,0,0,0)\n IASG Z 10 Bright A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"ShotgunGuy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryHellKnight2 : EnragedLegendaryHellKnight replaces EnragedLegendaryHellKnight\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Hell Knight\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n TNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n ENBL A 14 Bright A_Look\n\tTNT1 AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tENBL Z 14 Bright A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"HellKnight\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryRevenant2 : EnragedLegendaryRevenant replaces EnragedLegendaryRevenant\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Revenant\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n \tEREV AAA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n EREV A 10 Bright A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Revenant\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryCommando2 : EnragedLegendaryCommando replaces EnragedLegendaryCommando\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Commando\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(60,\"Remove\")\n Idle:\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n ECOS A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tECOI A 10 Bright A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Chaingunguy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryStealthTrooper2 : EnragedLegendaryStealthTrooper replaces EnragedLegendaryStealthTrooper\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Stealth Trooper\\c-\"\n States\n {\n Spawn:\n\tTNT1 A 0 NoDelay A_Jump(60,\"Remove\")\n Idle:\n TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n ECMD A 10 A_Look\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tECMD Z 10 A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Chaingunguy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryNecromancer2 : EnragedLegendaryNecromancer replaces EnragedLegendaryNecromancer\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Necromancer\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n Idle2:\n\tTNT1 A 0 A_SpawnItemEx(\"EnragedHellionSmokeSpawner\")\n\tEMGE A 10 Bright A_Look\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Cacodemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryFiend2 : EnragedLegendaryFiend replaces EnragedLegendaryFiend\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Fiend\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n TNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n EFND R 12 A_Look\n\tTNT1 A 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\tEFND Q 12 A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Demon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryRedeemer2 : EnragedLegendaryRedeemer replaces EnragedLegendaryRedeemer\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Redeemer\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n ERED AAA 0 A_SpawnItem(\"ELRedeYSmokeSpawner\")\n ERED A 10 A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Cacodemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryTormentor2 : EnragedLegendaryTormentor replaces EnragedLegendaryTormentor\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Tormentor\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n EPAI AAA 0 A_SpawnItem(\"ELRedeYSmokeSpawner\")\n EPAI A 10 A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"PainElemental\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR EnragedLegendaryBehemoth2 : EnragedLegendaryBehemoth replaces EnragedLegendaryBehemoth\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Behemoth\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n\t EEG2 CCC 0 A_SpawnItemEx(\"EnragedHellionSmokeSpawner\",random(-24,24),random(-24,24))\n\t EEG2 C 8 A_Look\n\t EEG2 CCC 0 A_SpawnItemEx(\"EnragedHellionSmokeSpawner\",random(-24,24),random(-24,24))\n\t EEG2 C 8 A_Look\n\t EEG2 CCC 0 A_SpawnItemEx(\"EnragedHellionSmokeSpawner\",random(-24,24),random(-24,24))\n\t EEGI C 8 A_Look\n\t EEGI CCC 0 A_SpawnItemEx(\"EnragedHellionSmokeSpawner\",random(-24,24),random(-24,24))\n\t EEGI C 8 A_Look\n Loop\n Remove:\n TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"Fatso\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\t TNT1 A 0\n\t Stop\n\t}\n}\n\nACTOR EnragedLegendaryBabySentient2 : EnragedLegendaryBabySentient replaces EnragedLegendaryBabySentient\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Baby Sentient\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n TNT1 A 0 A_JumpIf(user_script == 1,3)\n\t TNT1 A 0 ACS_NamedExecuteAlways(\"EnragedFlameJets\",0,1)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\t EBBS AAA 0 A_SpawnItemEx(\"EnragedHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t EBBS A 8 A_Look\n\t EBBS BBB 0 A_SpawnItemEx(\"EnragedHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\t EBBS B 8 A_Look\n Loop\n Remove:\n TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"Arachnotron\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\t TNT1 A 0\n\t Stop\n\t}\n}\n\nACTOR EnragedLegendaryCybruiser2 : EnragedLegendaryCybruiser replaces EnragedLegendaryCybruiser\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Cybruiser\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n TNT1 A 0 A_JumpIf(user_upgrade == 2,\"SpawnMKIII\")\n\t TNT1 A 0 A_JumpIf(user_upgrade == 1,\"SpawnMKII\")\n TNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n ERUS A 7 A_Look\n\t TNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t ERUS A 7 A_Look\n\t TNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t ERUS Z 7 A_Look\n\t TNT1 AA 0 A_SpawnItem(\"EnragedHellionSmokeSpawner\")\n\t ERUS Z 7 A_Look\n Loop\n Remove:\n TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"Baronofhell\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\t TNT1 A 0\n\t Stop\n\t}\n}\n\n//Nemesis\n\nACTOR NemesisZombie2 : NemesisZombie replaces NemesisZombie\n{\nTag \"\\c[v9]Nemesis Zombie\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(160,\"Remove\")\n Idle:\n\tNSZO A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNSZI A 10 Bright A_Look\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Zombieman\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisAssaultCaptain2 : NemesisAssaultCaptain replaces NemesisAssaultCaptain\n{\nTag \"\\c[v9]Nemesis Assault Captain\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(160,\"Remove\")\n Idle:\n\tNASG A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNASG Z 10 Bright A_Look\n\tTNT1 AA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"ShotgunGuy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisSuperShotgunZombie2 : NemesisSuperShotgunZombie replaces NemesisSuperShotgunZombie\n{\nTag \"\\c[v9]Nemesis Super Shotgun Zombie\\c-\"\n States\n {\nSpawn:\n TNT1 A 0\n\tTNT1 A 0 A_Jump(180,\"Remove\")\nIdle:\n TNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n NZSG A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\tNZSI A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n Loop\nRemove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Shotgunguy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisCommando2 : NemesisCommando replaces NemesisCommando\n{\nTag \"\\c[v9]Nemesis Commando\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n NCOS A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNCOI A 10 Bright A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Chaingunguy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisStealthTrooper2 : NemesisStealthTrooper replaces NemesisStealthTrooper\n{\nTag \"\\c[v9]Nemesis Stealth Trooper\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(100,\"Remove\")\n Idle:\n\tTNT1 A 0 A_SetTranslucent(0.5)\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNMST A 10 Bright A_Look\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Chaingunguy\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisImp2 : NemesisImp replaces NemesisImp\n{\nTag \"\\c[v9]Nemesis Imp\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(160,\"Remove\")\n Idle:\n\tTNT1 A 0 A_JumpIf(user_phase2 == 1,\"Idle2\")\n\tNSIN A 10 Bright A_Look\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNSIN Q 10 Bright A_Look\n\tTNT1 AA 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"DoomImp\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisChainsawZombie2 : NemesisChainsawZombie replaces NemesisChainsawZombie\n{\nTag \"\\c[v9]Nemesis Chainsaw Zombie\\c-\"\n States\n {\n Spawn:\n\t TNT1 A 0\n\t\tTNT1 A 0 A_JumpIf(ACS_NamedExecuteWithResult(\"RawAnger\") == 0,\"Remove\")\n\t TNT1 A 0 A_Jump(225,\"Remove\")\n\t TNT1 A 0 A_SetUserVar(\"user_deathtimer\",0)\n Idle:\n\t\tNCSZ AX 10 Bright A_Look\n\t\tTNT1 A 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n\t\tLoop\n Remove:\n\t TNT1 A 1\n\t TNT1 A 0 A_SpawnItemEx(\"Demon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t TNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\t TNT1 A 0\n\t Stop\n\t}\n}\n\nACTOR NemesisFiend2 : NemesisFiend replaces NemesisFiend\n{\nTag \"\\c[v9]Nemesis Fiend\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(140,\"Remove\")\n Idle:\n\tTNT1 A 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tNFND A 12 Bright A_Look\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Demon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisDefiler2 : NemesisDefiler replaces NemesisDefiler\n{\nTag \"\\c[v9]Nemesis Defiler\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(128,\"Remove\")\n Idle:\n TNT1 AAA 0 A_SpawnItemEx(\"NDefilerSmokeSpawner\")\n NMDF A 10 Bright A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Cacodemon\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisTormentor2 : NemesisTormentor replaces NemesisTormentor\n{\nTag \"\\c[v9]Nemesis Tormentor\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(128,\"Remove\")\n Idle:\n\tTNT1 A 0 A_JumpIfInventory(\"MarineKilled\",1,\"Taunt\")\n TNT1 AAA 0 A_SpawnItemEx(\"NDefilerSmokeSpawner\")\n NPAI A 10 A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"PainElemental\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisBabySentient2 : NemesisBabySentient replaces NemesisBabySentient\n{\nTag \"\\c[v9]Nemesis Baby Sentient\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(128,\"Remove\")\n Idle:\n TNT1 A 0 A_JumpIf(user_script == 1,4)\n\tTNT1 A 0 ACS_NamedExecuteAlways(\"NemesisBabySentientFire\")\n\tTNT1 A 0 A_PlaySound(\"NemesisBabySentient/Loop\",7,1.0,1)\n TNT1 A 0 A_SetUserVar(\"user_script\",1)\n\tTNT1 AAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tNBBS A 6 A_Look\n\tTNT1 AAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tNBBS B 6 A_Look\n Loop\n Remove:\n TNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Arachnotron\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisBehemoth2 : NemesisBehemoth replaces NemesisBehemoth\n{\nTag \"\\c[v9]Nemesis Behemoth\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(128,\"Remove\")\n Idle:\n\tTNT1 AAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",random(-24,24),random(-24,24),0)\n\tNEMB C 8 A_Look\n\tLoop\n Remove:\n TNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Fatso\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisRevenant2 : NemesisRevenant replaces NemesisRevenant\n{\nTag \"\\c[v9]Nemesis Revenant\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(128,\"Remove\")\n Idle:\n\tNMRV A 10 Bright A_Look\n\tTNT1 AAA 0 A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Revenant\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisHellKnight2 : NemesisHellKnight replaces NemesisHellKnight\n{\nTag \"\\c[v9]Nemesis Hell Knight\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(128,\"Remove\")\n Idle:\n\tNNBL A 10 Bright A_Look\n\tTNT1 AAA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\",0,0,0,0,0,0,0,SXF_CLIENTSIDE|SXF_NOCHECKPOSITION,64)\n\tLoop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"HellKnight\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisCyberNoble2 : NemesisCyberNoble replaces NemesisCyberNoble\n{\nTag \"\\c[v9]Nemesis Cyber Noble\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(128,\"Remove\")\n Idle:\n TNT1 AA 0 Bright A_SpawnItem(\"NemesisHellionSmokeSpawner\",0,0,0,0)\n NCBS A 7 Bright A_Look\n Loop\n Remove:\n TNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Baronofhell\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}\n\nACTOR NemesisExile2 : NemesisExile replaces NemesisExile\n{\nTag \"\\c[v9]Nemesis Exile\\c-\"\n States\n {\n Spawn:\n TNT1 A 0 NoDelay A_Jump(128,\"Remove\")\n Idle:\n TNT1 AA 0 A_SpawnItemEx(\"NemesisHellionSmokeSpawner\")\n NVIL A 10 A_Look\n Loop\n Remove:\n\tTNT1 A 1\n\tTNT1 A 0 A_SpawnItemEx(\"Archvile\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\tTNT1 A 0 A_ChangeFlag(\"COUNTKILL\", FALSE)\n\tTNT1 A 0\n\tStop\n\t}\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/RemoveStates/NoRemoveStates.txt",
"contents": "//Enraged Legendary\nACTOR EnragedLegendaryZombie3 : EnragedLegendaryZombie\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Zombie\\c-\"\n}\n\nACTOR EnragedLegendaryImp3 : EnragedLegendaryImp\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Imp\\c-\"\n}\n\nACTOR EnragedLegendaryAssaultCaptain3 : EnragedLegendaryAssaultCaptain\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Assault Captain\\c-\"\n}\n\nACTOR EnragedLegendaryHellKnight3 : EnragedLegendaryHellKnight\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Hell Knight\\c-\"\n}\n\nACTOR EnragedLegendaryRevenant3 : EnragedLegendaryRevenant\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Revenant\\c-\"\n}\n\nACTOR EnragedLegendaryCommando3 : EnragedLegendaryCommando\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Commando\\c-\"\n}\n\nACTOR EnragedLegendaryStealthTrooper3 : EnragedLegendaryStealthTrooper\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Stealth Trooper\\c-\"\n}\n\nACTOR EnragedLegendaryNecromancer3 : EnragedLegendaryNecromancer\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Necromancer\\c-\"\n}\n\nACTOR EnragedLegendaryFiend3 : EnragedLegendaryFiend\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Fiend\\c-\"\n}\n\nACTOR EnragedLegendaryRedeemer3 : EnragedLegendaryRedeemer\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Redeemer\\c-\"\n}\n\nACTOR EnragedLegendaryTormentor3 : EnragedLegendaryTormentor\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Tormentor\\c-\"\n}\n\nACTOR EnragedLegendaryBehemoth3 : EnragedLegendaryBehemoth\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Behemoth\\c-\"\n}\n\nACTOR EnragedLegendaryBabySentient3 : EnragedLegendaryBabySentient\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Baby Sentient\\c-\"\n}\n\nACTOR EnragedLegendaryCybruiser3 : EnragedLegendaryCybruiser\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Cybruiser\\c-\"\n}\n\nACTOR EnragedLegendarySuicideBomber3 : EnragedLegendarySuicideBomber\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Suicide Bomber\\c-\"\n}\n\nACTOR EnragedLegendaryLieutenant3 : EnragedLegendaryLieutenant\n{\nTag \"\\c[m6]Enraged\\c- \\c[z3]Legendary Lieutenant\\c-\"\n}\n\n//Nemesis\nACTOR NemesisZombie3 : NemesisZombie\n{\nTag \"\\c[v9]Nemesis Zombie\\c-\"\n}\n\nACTOR NemesisAssaultCaptain3 : NemesisAssaultCaptain\n{\nTag \"\\c[v9]Nemesis Assault Captain\\c-\"\n}\n\nACTOR NemesisStealthTrooper3 : NemesisStealthTrooper\n{\nTag \"\\c[v9]Nemesis Stealth Trooper\\c-\"\n}\n\nACTOR NemesisCommando3 : NemesisCommando\n{\nTag \"\\c[v9]Nemesis Commando\\c-\"\n}\n\nACTOR NemesisImp3 : NemesisImp\n{\nTag \"\\c[v9]Nemesis Imp\\c-\"\n}\n\nACTOR NemesisFiend3 : NemesisFiend\n{\nTag \"\\c[v9]Nemesis Fiend\\c-\"\n}\n\nACTOR NemesisDefiler3 : NemesisDefiler\n{\nTag \"\\c[v9]Nemesis Defiler\\c-\"\n}\n\nACTOR NemesisRevenant3 : NemesisRevenant\n{\nTag \"\\c[v9]Nemesis Revenant\\c-\"\n}\n\nACTOR NemesisBehemoth3 : NemesisBehemoth\n{\nTag \"\\c[v9]Nemesis Behemoth\\c-\"\n}\n\nACTOR NemesisBabySentient3 : NemesisBabySentient\n{\nTag \"\\c[v9]Nemesis Baby Sentient\\c-\"\n}\n\nACTOR NemesisTormentor3 : NemesisTormentor\n{\nTag \"\\c[v9]Nemesis Tormentor\\c-\"\n}\n\nACTOR NemesisHellKnight3 : NemesisHellKnight\n{\nTag \"\\c[v9]Nemesis Hell Knight\\c-\"\n}\n\nACTOR NemesisCyberNoble3 : NemesisCyberNoble\n{\nTag \"\\c[v9]Nemesis Cyber Noble\\c-\"\n}\n\nACTOR NemesisExile3 : NemesisExile\n{\nTag \"\\c[v9]Nemesis Exile\\c-\"\n}\n\nACTOR NemesisSuperShotgunZombie3 : NemesisSuperShotgunZombie\n{\nTag \"\\c[v9]Nemesis Super Shotgun Zombie\\c-\"\n}\n\nACTOR NemesisChainsawZombie3 : NemesisChainsawZombie\n{\nTag \"\\c[v9]Nemesis Chainsaw Zombie\\c-\"\n}\n\nACTOR NemesisSuicideBomber3 : NemesisSuicideBomber\n{\nTag \"\\c[g3]Nemesis Suicide Bomber\\c-\"\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Zombies/SpecOpsRailgunner.txt",
"contents": "Actor SpecOpsRailgunner 17564\n{\n//$Category Monsters/DUST\n//$Sprite SPE3A1\n//$Title \"Spec-Ops Railgunner\"\n Health 125\n Height 56\n Radius 20\n Speed 8\n PainChance 96\n Monster\n +FloorClip\n +NoTarget\n +NoInfighting\n Species \"SpecOps\"\n SeeSound \"SpecOpsZombie/Sight\"\n ActiveSound \"SpecOpsZombie/Active\"\n PainSound \"SpecOpsZombie/Pain\"\n DeathSound \"SpecOpsZombie/Death\"\n Obituary \"%o was seared by a Spec Ops Zombie.\"\n Decal RailScorch\n DropItem \"Railgun \" 5\n DropItem \"StimKit\" 80\n DropItem \"ArmorBooster\" 80\n DropItem \"AmmoPack\" 60\n DropItem \"HandGrenadeAmmo\" 100 1\n DropItem \"MineAmmo\" 50 1\n DropItem \"NewCell\" 100 20\n DropItem \"NewCell\" 100 20\n DropItem \"MarineBeacon\" 15 1\n States\n {\n Spawn:\n SPE3 A 1 A_Look\n Loop\n\n //Switching\n See:\n SPE3 A 0 A_JumpIfTargetInLOS(\"See2\")\n\tSPE3 ABCD 4 A_Chase\n\tLoop\n\n See2:\n SPE3 A 0 A_TakeInventory(\"ZSpecOpSnipe\", 1)\n SPE3 A 0 A_TakeInventory(\"ZSpecOpWander\", 1)\n SPE3 A 0 A_TakeInventory(\"ZSpecOpCreep\", 1)\n SPE3 A 0 A_TakeInventory(\"ZSpecOpFlee\", 1)\n SPE3 A 0 A_ChangeFlag(\"MissileMore\", 0)\n SPE3 A 0 A_ChangeFlag(\"MissileEvenMore\", 0)\n SPE3 A 0 A_ChangeFlag(\"AvoidMelee\", 0)\n SPE3 A 0 A_ChangeFlag(\"Frightened\", 0)\n SPE3 A 0 A_GiveInventory(\"ZSpecOpsRGSitRep\", 1)\n SPE3 A 0 A_JumpIfInventory(\"ZSpecOpSnipe\", 1, \"SnipeSwitch\")\n SPE3 A 0 A_JumpIfInventory(\"ZSpecOpWander\", 1, \"WanderSwitch\")\n SPE3 A 0 A_JumpIfInventory(\"ZSpecOpCreep\", 1, \"CreepSwitch\")\n SPE3 A 0 A_JumpIfInventory(\"ZSpecOpFlee\", 1, \"FleeSwitch\")\n\n //Snipe Mode\n SnipeSwitch:\n SPE3 A 0 A_ChangeFlag(\"MissileMore\", 1)\n SPE3 A 0 A_ChangeFlag(\"MissileEvenMore\", 1)\n Goto SnipeSee\n SnipeSee:\n SPE3 E 0 A_Chase(\"\", \"SnipeMissile\", 17)\n SPE3 EEEE 2 A_FaceTarget\n SPE3 E 0 A_JumpIfCloser(384, \"See\")\n SPE3 E 0 A_CheckSight(\"SnipeIdle\")\n Loop\n SnipeIdle:\n SPE3 E 0 A_ClearTarget\n SPE3 E 1 A_LookEx(10, 0, 0, 0, 360, \"SnipeSee\")\n Goto SnipeIdle+1\n SnipeMissile:\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n SPE3 E 0 A_Jump(128, 2)\n SPE3 E 2 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"monsters/fusionfire\")\n SPE3 F 2 Bright A_CustomMissile(\"SpecOpsLaser\",30,0,0)\n SPE3 F 2 Bright A_FaceTarget\n SPE3 EEEEE 2 A_FaceTarget\n SPE3 E 0 A_Jump(192, \"SnipeSee\")\n SPE3 E 0 A_MonsterRefire(40, \"SnipeSee\")\n Loop\n\n //Wander Mode\n WanderSwitch:\n SPE3 A 0 A_ClearTarget\n Goto WanderSee\n WanderSee:\n SPE3 A 4 A_Wander\n SPE3 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n SPE3 A 4 A_Wander\n SPE3 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n SPE3 B 4 A_Wander\n SPE3 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n SPE3 B 4 A_Wander\n SPE3 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n SPE3 C 4 A_Wander\n SPE3 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n SPE3 C 4 A_Wander\n SPE3 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n SPE3 D 4 A_Wander\n SPE3 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n SPE3 D 4 A_Wander\n SPE3 A 0 A_LookEx(10, 0, 0, 0, 360, \"See\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n\n //Creep Mode\n CreepSwitch:\n SPE3 A 0 A_ChangeFlag(\"MissileMore\", 1)\n SPE3 A 0 A_ChangeFlag(\"AvoidMelee\", 1)\n Goto CreepSee\n CreepSee:\n SPE3 A 0 A_CheckSight(\"CreepCheck\")\n SPE3 A 0 A_JumpIfHealthLower(50, \"See\")\n SPE3 AABB 5 A_Chase(\"\", \"CreepMissile\", 2)\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tSPE3 CCDD 5 A_Chase(\"\", \"CreepMissile\", 2)\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n Loop\n CreepCheck:\n SPE3 A 0 A_Jump(32, \"See\")\n Goto CreepSee+1\n CreepMissile:\n SPE3 EEE 4 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"monsters/fusionfire\")\n SPE3 F 2 Bright A_CustomMissile(\"SpecOpsLaser\",30,0,0)\n SPE3 F 2 Bright A_FaceTarget\n SPE3 EEE 2 A_FaceTarget\n Goto CreepSee\n\n //Flee Mode\n FleeSwitch:\n SPE3 A 0 A_ChangeFlag(\"Frightened\", 1)\n Goto FleeSee\n FleeSee:\n SPE3 AABB 2 A_Chase(\"\", \"FleeMissile\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n\tSPE3 CCDD 2 A_Chase(\"\", \"FleeMissile\")\n TNT1 A 0 A_SpawnItem(\"FootStep\",0,0,0,0)\n SPE3 A 0 A_Jump(128, 2)\n SPE3 A 0 A_JumpIfCloser(768, 1)\n Goto See\n SPE3 A 0\n Loop\n FleeMissile:\n SPE3 EEE 4 A_FaceTarget\n\tTNT1 A 0 Bright A_PlaySound(\"monsters/fusionfire\")\n SPE3 F 2 Bright A_CustomMissile(\"SpecOpsLaser\",30,0,0)\n SPE3 F 2 Bright A_FaceTarget\n SPE3 EE 2 A_FaceTarget\n Goto FleeSee\n\n //Misc hurting states\n Pain:\n SPE3 G 4\n SPE3 G 4 A_Pain\n SPE3 G 0 A_Jump(96, \"See\")\n Goto WhatPainState\n WhatPainState:\n SPE3 G 0 A_JumpIfInventory(\"ZSpecOpSnipe\", 1, \"SnipeSee\")\n SPE3 G 0 A_JumpIfInventory(\"ZSpecOpWander\", 1, \"WanderSee\")\n SPE3 G 0 A_JumpIfInventory(\"ZSpecOpCreep\", 1, \"CreepSee\")\n SPE3 G 0 A_JumpIfInventory(\"ZSpecOpFlee\", 1, \"FleeSee\")\n Goto FleeSee\n Death:\n SPE3 H 5\n SPE3 I 5 A_Scream\n SPE3 J 5\n SPE3 K 5 A_NoBlocking\n SPE3 L -1\n Raise:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n SPE3 LKJIH 5\n Goto See\n }\n}\n\nActor ZSpecOpsRGSitRep : CustomInventory\n{\n Inventory.MaxAmount 0\n +Inventory.AutoActivate\n States\n {\n Spawn:\n TNT1 A 1\n Fail\n\n Use:\n TNT1 A 0 A_JumpIfHealthLower(50, \"LowHealth\")\n TNT1 A 0 A_CheckSight(\"OutOfSight\")\n TNT1 A 0 A_JumpIfCloser(384, \"Close\")\n ChecksFailed:\n TNT1 A 0 A_Jump(256, \"SnipeMode\")\n\n LowHealth:\n TNT1 A 0 A_CheckSight(\"LowHealthOutOfSight\")\n TNT1 A 0 A_JumpIfCloser(768, \"LowHealthClose\")\n TNT1 A 0 A_Jump(256, \"SnipeMode\")\n LowHealthOutOfSight:\n TNT1 A 0 A_JumpIfCloser(768, \"LowHealthOutOfSightClose\")\n TNT1 A 0 A_Jump(256, \"SnipeMode\")\n LowHealthOutOfSightClose:\n TNT1 A 0 A_Jump(256, \"FleeMode\", \"SnipeMode\")\n LowHealthClose:\n TNT1 A 0 A_Jump(256, \"FleeMode\")\n\n OutOfSight:\n TNT1 A 0 A_JumpIfCloser(384, \"OutOfSightClose\")\n TNT1 A 0 A_Jump(256, \"SnipeMode\", \"WanderMode\", \"CreepMode\")\n OutOfSightClose:\n TNT1 A 0 A_Jump(256, \"FleeMode\", \"CreepMode\")\n\n Close:\n TNT1 A 0 A_Jump(256, \"FleeMode\", \"CreepMode\")\n\n SnipeMode:\n TNT1 A 0 A_GiveInventory(\"ZSpecOpSnipe\", 1)\n Stop\n WanderMode:\n TNT1 A 0 A_GiveInventory(\"ZSpecOpWander\", 1)\n Stop\n CreepMode:\n TNT1 A 0 A_GiveInventory(\"ZSpecOpCreep\", 1)\n Stop\n FleeMode:\n TNT1 A 0 A_GiveInventory(\"ZSpecOpFlee\", 1)\n Stop\n }\n}\n\nActor ZSpecOpSnipe : Inventory { Inventory.MaxAmount 1 }\nActor ZSpecOpWander : Inventory { Inventory.MaxAmount 1 }\nActor ZSpecOpCreep : Inventory { Inventory.MaxAmount 1 }\nActor ZSpecOpFlee : Inventory { Inventory.MaxAmount 1 }\n\nACTOR SpecOpsLaser : FastProjectile\n{\n Radius 6\n Speed 70\n Height 6\n damage 5\n RenderStyle Add\n Projectile\n +FORCEXYBILLBOARD\n Missiletype \"SpecOpsLaserTrail\"\n MissileHeight 8\n SeeSound \"monsters/fusionfire\"\n DeathSound \"weapons/demontechex\"\n States\n {\n Spawn:\n\tTNT1 A 1\n Loop\n Death:\n\tTNT1 A 0\n\tTNT1 A 0 A_SpawnItem(\"RailgunImpactEffectRed\")\n\tTNT1 A 0 A_SpawnItem(\"BruiserRailPuff\")\n TNT1 A 8 Bright\n Stop\n }\n}\n\nACTOR SpecOpsLaserTrail\n{\n RenderStyle Add\n Alpha 0.75\n YScale 0.04\n XScale 0.08\n +NOGRAVITY\n +NOINTERACTION\n +CLIENTSIDEONLY\n States\n {\n Spawn:\n RDLS A 0\n RDLS A 1 bright A_FadeOut(0.15)\n Loop\n }\n}"
},
{
"source": "pk3",
"name": "Actors/Monsters/Zombies/PGNZombie.txt",
"contents": "ACTOR PGNZombie\n{\nMONSTER\nHealth 550\nHeight 56\nRadius 20\nMass 300\nSpeed 3\nMaxStepHeight 64\nPainChance 30\nReactiontime 25\nPainchance \"Mine\", 256\n+NOFEAR\n+FLOORCLIP\n+MISSILEMORE\n+MISSILEEVENMORE\n+QUICKTORETALIATE\n+DONTHARMSPECIES\nSpecies \"EliteZombies\"\nDamagefactor \"Acid\", 5.25\nDamagefactor \"Explosion\", 0.5\nDamagefactor \"Extreme\", 0.2\nDamagefactor \"Rocket\", 0.4\n//No Infighting\nDamageFactor \"RST\", 0.0\nDamageFactor \"SoapOpera\", 0.0\nDamageFactor \"ZombieDev\", 0.0\nDamagefactor \"ZExplosiveBullets\", 0.0\nDamagefactor \"HTZombie\", 0.0\nDamagefactor \"ZGrenade\", 0.0\nDamageFactor \"ZombieCannon\", 0.0\nDamageFactor \"MiniRocket\", 0.0\nDamageFactor \"Zap\", 0.0\nDropItem \"PortableMedCell\", 150, 1\nDropItem \"StimKit\", 180, 2\nDropItem \"ClipBox\", 180\nDropItem \"HealthFlask\", 200, 6\nDropItem \"ArmorPlate\", 160\nDropItem \"HandGrenadeAmmo\", 120, 1\nDropItem \"MineAmmo\", 90, 1\nDropItem \"AmmoPack\", 160, 1\nDropItem \"ShieldSphere\", 64, 1\nDropItem \"MarineMedicBeacon\", 15, 1\nDropItem \"MarineDispensersBeacon\", 15, 1\nSeeSound \"PNZombie/See\"\nActiveSound \"PNZombie/Act\"\nPainSound \"PNZombie/Pain\"\nDeathSound \"PNZombie/Die\"\nObituary \"%o was fucked up and blown appart by an Elite Zombie Leader.\"\nTag \"\\cqElite Zombie Leader\\c-\"\nStates\n\t{\n\tSpawn:\n\t\tPNGZ A 10 A_Look\n\t\tLoop\n\tIdle:\n\t\tPNGZ AAAA 1 A_Wander\n\t\tTNT1 A 0 A_Look\n\t\tPNGZ BBBB 1 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep2\",0,0,5,0,0,-20)\n\t\tPNGZ CCCC 1 A_Wander\n\t\tTNT1 A 0 A_Look\n\t\tPNGZ DDDD 1 A_Wander\n\t\tTNT1 A 0 HealThing(random(2,3))\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep2\",0,0,5,0,0,-20)\n\t\tPNGZ AAAA 1 A_Wander\n\t\tTNT1 A 0 A_Look\n\t\tPNGZ BBBB 1 A_Wander\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep2\",0,0,5,0,0,-20)\n\t\tPNGZ CCCC 1 A_Wander\n\t\tTNT1 A 0 A_Look\n\t\tPNGZ DDDD 1 A_Wander\n\t\tTNT1 A 0 HealThing(random(2,3))\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep2\",0,0,5,0,0,-20)\n\t\tLoop\n\tSee:\n\t\tTNT1 A 0 A_JumpIfInventory(\"SnipeOn\",1,\"SnipeSee\")\n\t\tPNGZ AAAABBBB 1 A_Chase\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep2\",0,0,5,0,0,-20)\n\t\tPNGZ CCCCDDDD 1 A_Chase\n\t\tTNT1 A 0 HealThing(random(1,2))\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep2\",0,0,5,0,0,-20)\n\t\tLoop\n\tSnipeSee:\n\t\tPNGZ AAAA 1 A_Chase(\"\",\"SnipeFire\")\n\t\tTNT1 A 0 A_FastChase\n\t\tTNT1 A 0 A_JumpIfCloser(192,\"StopSnipe\")\n\t\tPNGZ AAAA 1 A_Chase(\"\",\"SnipeFire\")\n\t\tTNT1 A 0 A_JumpIfCloser(192,\"StopSnipe\")\n\t\tPNGZ BBBB 1 A_Chase(\"\",\"SnipeFire\")\n\t\tTNT1 A 0 A_Jump(20,\"Heal\")\n\t\tTNT1 A 0 A_JumpIfCloser(192,\"StopSnipe\")\n\t\tPNGZ BBBB 1 A_Chase(\"\",\"SnipeFire\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep2\",0,0,5,0,0,-20)\n\t\tTNT1 A 0 A_JumpIfCloser(192,\"StopSnipe\")\n\t\tPNGZ CCCC 1 A_Chase(\"\",\"SnipeFire\")\n\t\tTNT1 A 0 A_Jump(20,\"Heal\")\n\t\tTNT1 A 0 A_JumpIfCloser(192,\"StopSnipe\")\n\t\tPNGZ CCCC 1 A_Chase(\"\",\"SnipeFire\")\n\t\tTNT1 A 0 A_FastChase\n\t\tTNT1 A 0 A_JumpIfCloser(192,\"StopSnipe\")\n\t\tPNGZ DDDD 1 A_Chase(\"\",\"SnipeFire\")\n\t\tTNT1 A 0 A_JumpIfCloser(192,\"StopSnipe\")\n\t\tTNT1 A 0 A_FastChase\n\t\tPNGZ DDDD 1 A_Chase(\"\",\"SnipeFire\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"FootStep2\",0,0,5,0,0,-20)\n\t\tLoop\n\tMissile:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(1)\n\t\tTNT1 A 0 A_Jump(25,\"Rage\")\n\t\tTNT1 A 0 A_Jump(60,\"Heal\")\n\t\tTNT1 A 0 A_JumpIfCloser(128,\"SpreadFire\")\n\t\tPNGZ EEEEEEEEEE 1 A_FaceTarget(45)\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,frandom(-2.0,2.0),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 5 Bright A_CustomMissile(\"ZPulseNail\",34,9,frandom(-2.0,2.0),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"LowHealthCheck\",1,\"MissileEnd\")\n\t\tTNT1 A 0 A_Jump(16,\"MabySee\")\n\t\tPNGZ E 5 A_SpidRefire\n\t\tGoto Missile\n\tMissileEnd:\n\t\tPNGZ E 5 A_FaceTarget\n\t\tTNT1 AAA 0 A_FastChase\n\t\tGoto See\n\tRage:\n\t\tPNGZ EEEEEEEEEE 1 A_FaceTarget(45)\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 3 Bright A_CustomMissile(\"ZPulseNail\",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(40,\"Heal\")\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 3 Bright A_CustomMissile(\"ZPulseNail\",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 3 Bright A_CustomMissile(\"ZPulseNail\",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 3 Bright A_CustomMissile(\"ZPulseNail\",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 3 Bright A_CustomMissile(\"ZPulseNail\",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 3 Bright A_CustomMissile(\"ZPulseNail\",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(40,\"Heal\")\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 3 Bright A_CustomMissile(\"ZPulseNail\",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 3 Bright A_CustomMissile(\"ZPulseNail\",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 3 Bright A_CustomMissile(\"ZPulseNail\",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(40,\"Heal\")\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 Bright A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-4,4),CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ F 3 Bright A_CustomMissile(\"ZPulseNail\",34,9,random(4,-4),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-2.0,2.0))\n\t\tPNGZ E 3 A_FaceTarget\n\t\tTNT1 A 0 A_FastChase\n\t\tGoTo See\n\tSpreadFire:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_FastChase\n\t\tPNGZ EEEEEEEEEE 1 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-8,8),CMF_OFFSETPITCH,frandom(-4.0,4.0))\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-8,8),CMF_OFFSETPITCH,frandom(-4.0,4.0))\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-8,8),CMF_OFFSETPITCH,frandom(-4.0,4.0))\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,random(-8,8),CMF_OFFSETPITCH,frandom(-4.0,4.0))\n\t\tTNT1 A 0 A_CustomMissile(\"ZPulseNail\",random(32,36),random(8,10),random(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))\n\t\tTNT1 A 0 A_CustomMissile(\"ZPulseNail\",random(32,36),random(8,10),random(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))\n\t\tTNT1 A 0 A_CustomMissile(\"ZPulseNail\",random(32,36),random(8,10),random(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))\n\t\tPNGZ F 5 Bright A_CustomMissile(\"ZPulseNail\",random(32,36),random(8,10),random(-8,8),CMF_TRACKOWNER|CMF_OFFSETPITCH,frandom(-4.0,4.0))\n\t\tTNT1 A 0 A_FaceTarget\n\t\tTNT1 A 0 A_JumpIfInventory(\"LowHealthCheck\",1,\"SpreadFireEnd\")\n\t\tTNT1 A 0 A_Jump(16,\"MabySee\")\n\t\tPNGZ E 5 A_SpidRefire\n\t\tTNT1 A 0 A_Jump(30,\"Heal\")\n\t\tGoto Missile\n\tSpreadFireEnd:\n\t\tPNGZ E 5 A_FaceTarget\n\t\tGoto See\n\tMabySee:\n\t\tTNT1 A 0 A_JumpIfInventory(\"LowHealthCheck\",1,\"See\")\n\t\tTNT1 A 0 A_JumpIfCloser(384,\"See\")\n\t\tGoto StartSnipe\n\tSnipeFire:\n\t\tTNT1 A 0 A_ChangeFlag(NOPAIN,1)\n\t\tTNT1 A 0 A_Jump(64,2)\n\t\tPNGZ E 2 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(64,2)\n\t\tPNGZ E 2 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(64,2)\n\t\tPNGZ E 2 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(64,2)\n\t\tPNGZ E 2 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(64,2)\n\t\tPNGZ E 2 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(64,2)\n\t\tPNGZ E 2 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(64,2)\n\t\tPNGZ E 2 A_FaceTarget\n\t\tTNT1 A 0 A_Jump(64,2)\n\t\tPNGZ E 2 A_FaceTarget\n\t\tPNGZ E 2 A_FaceTarget\n\t\tTNT1 A 0 A_PlaySound(\"PulseNail/fire\")\n\t\tPNGZ F 5 Bright\n\t\tTNT1 A 0 A_CustomMissile(\"MonsterExplosiveTracer3\",34,9,0)\n\t\tTNT1 AA 0 A_CustomMissile(\"ZPulseNail\",34,9,0,CMF_TRACKOWNER)\n\t\tTNT1 A 0 A_FaceTarget\n\t\tPNGZ E 15 A_SpidRefire\n\t\tTNT1 A 0 A_ChangeFlag(NOPAIN,0)\n\t\tTNT1 A 0 A_Jump(40,\"Heal\")\n\t\tGoto SnipeFire\n\tPain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult(\"Hem_SpawnHealth\")*0.25),\"PainShield\")\n\t\tTNT1 A 0 A_Jump(64,\"NoPainShield\")\n\tPainShield:\n\t\tTNT1 A 0 A_GiveInventory(\"ZombieShieldSphere\",1)\n\tNoPainShield:\n\t\tPNGZ G 3\n\t\tPNGZ G 3 A_Pain\n\t\tTNT1 A 0 A_JumpIfInventory(\"LowHealthCheck\",1,3)\n\t\tTNT1 A 0 A_JumpIfHealthLower((ACS_NamedExecuteWithResult(\"Hem_SpawnHealth\")*0.25),\"LowHealth\")\n\t\tTNT1 A 0 A_JumpIfInventory(\"SnipeOn\",1,\"SnipePain\")\n\t\tTNT1 A 0 A_Jump(20,\"Heal\")\n\t\tGoto See\n\tPain.Mine:\n\t\tPNGZ A 1 A_Recoil(-16)\n\t\tTNT1 A 0 ThrustThingZ(0,11,0,0)\n\t\tPNGZ A 4\n\t\tGoTo See\n\tHeal:\n\t\tPNGZ A 5\n\t\tTNT1 A 0 A_Jump(40,\"Heal2\")\n\t\tTNT1 A 0 A_Jump(15,\"Heal3\")\n\t\tTNT1 A 0 HealThing(10)\n\t\tTNT1 A 0 A_PlaySound(\"pickups/flask\",0,1.0,0)\n\t\tTNT1 A 0 A_JumpIf(Health >= 110,\"UnFright\")\n\t\tGoTo See\n\tHeal2:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(25)\n\t\tTNT1 A 0 A_PlaySound(\"pickups/pstimpack\",0,1.0,0)\n\t\tTNT1 A 0 A_JumpIf(Health >= 110,\"UnFright\")\n\t\tGoTo See\n\tHeal3:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 HealThing(45)\n\t\tTNT1 A 0 A_PlaySound(\"pmed/use\",0,1.0,0)\n\t\tTNT1 A 0 A_JumpIf(Health >= 110,\"UnFright\")\n\t\tGoTo See\n\tSnipePain:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_Jump(128,\"StopSnipe\")\n\tStartSnipe:\n\t\tTNT1 A 0 A_GiveInventory(\"SnipeOn\",1)\n\t\tTNT1 A 0 A_ChangeFlag(MISSILEMORE,1)\n\t\tTNT1 A 0 A_ChangeFlag(MissileEvenMore,1)\n\t\tTNT1 A 0 A_ChangeFlag(NOFEAR,0)\n\t\tTNT1 A 0 A_ChangeFlag(FRIGHTENED,1)\n\t\tGoto SnipeSee\n\tStopSnipe:\n\t\tTNT1 A 0 A_TakeInventory(\"SnipeOn\",1)\n\t\tTNT1 A 0 A_ChangeFlag(MISSILEMORE,0)\n\t\tTNT1 A 0 A_ChangeFlag(MissileEvenMore,0)\n\t\tTNT1 A 0 A_ChangeFlag(NOFEAR,1)\n\t\tTNT1 A 0 A_ChangeFlag(FRIGHTENED,0)\n\tLowHealth:\n\t\tTNT1 A 0 A_GiveInventory(\"LowHealthCheck\",1)\n\t\tTNT1 A 0 A_ChangeFlag(NOFEAR,0)\n\t\tTNT1 A 0 A_ChangeFlag(FRIGHTENED,1)\n\t\tGoto See\n\tUnFright:\n\t\tTNT1 A 0 A_TakeInventory(\"LowHealthCheck\",1)\n\t\tTNT1 A 0 A_ChangeFlag(NOFEAR,1)\n\t\tTNT1 A 0 A_ChangeFlag(FRIGHTENED,0)\n\t\tGoto See\n\tDeath:\n\t\tPNGZ H 5\n\t\tPNGZ I 5 A_Scream\n\t\tPNGZ J 5 A_Fall\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(298) == 1, \"AlwaysDrop\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosiveRifle\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,224)\n\t\tGoto EndDrop\n\tAlwaysDrop:\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosiveRifle\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\t\tGoto EndDrop\n\tEndDrop:\n\t\tPNGZ KLM 5\n\t\tTNT1 A 0 A_SpawnItem(\"BodyCrash\",0,0,0,0)\n\t\tPNGZ N 63000 CanRaise\n\t\tStop\n\tXDeath:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"GibbedGenerator\",0,0,0,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tPNGZ O 5 A_GiveInventory(\"XDeathCheck\",1)\n\t\tPNGZ P 5 A_XScream\n\t\tPNGZ Q 5 A_Fall\n\t\tTNT1 A 0 A_JumpIf(ACS_ExecuteWithResult(298) == 1, \"XAlwaysDrop\")\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosiveRifle\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,224)\n\t\tGoto XEndDrop\n\tXAlwaysDrop:\n\t\tTNT1 A 0 A_SpawnItemEx(\"ExplosiveRifle\",0,0,8,random(0,8),random(0,8),2,random(0,360),0,0)\n\t\tGoto XEndDrop\n\tXEndDrop:\n\t\tPNGZ RSTU 5\n\t\tPNGZ V 63000 CanRaise\n\t\tStop\n\tRaise:\n\t\tTNT1 A 0\n\t\tTNT1 A 0 A_SpawnItemEx(\"VileHealEffect\",0,0,0,0,0,0,0,SXF_NOCHECKPOSITION)\n\t\tTNT1 A 0 A_JumpIfInventory(\"XDeathCheck\",1,\"XRaise\")\n\t\tPNGZ MLKJIH 5\n\t\tGoto See\n\tXRaise:\n\t\tPNGZ VUTSRQP 5\n\t\tPNGZ O 5 A_TakeInventory(\"XDeathCheck\",1)\n\t\tGoto See\n\t}\n}\n\nACTOR ZPulseNail : FastProjectile\n{\nheight 4\nradius 2\nScale 0.5\nSpeed 380\nRenderstyle Add\nAlpha 0.85\nDecal \"bulletchip\"\nDamage (random(10,15))\n+DONTREFLECT\n+FORCERADIUSDMG\n+EXTREMEDEATH\n+DONTHURTSPECIES\n+DONTHARMSPECIES\n+THRUSPECIES\n+MTHRUSPECIES\nDamagetype \"ZExplosiveBullets\"\nSeesound \"\"\nDeathsound \"\"\nStates\n\t{\n\tSpawn:\n\t\tTNT1 A 0 Bright\n\t\tTNT1 A 0 Bright A_CheckFlag(FRIENDLY,2,AAPTR_TARGET)\n\t\tTNT1 A 0 Bright\n\t\tGoto SpawnLoop\n\t\tTNT1 A 0 Bright A_SetDamageType(\"None\")\n\tSpawnLoop:\n\t\tTNT1 A 1 Bright\n\t\tLoop\n\tDeath:\n\t\tTNT1 A 1 Bright\n\t\tTNT1 A 0 A_Playsound(\"PulseNail/hit\",CHAN_AUTO,1.0,0)\n\t\tTNT1 A 0 A_Explode(18,85,0,0,69)\n\t\tTNT1 AAA 0 A_SpawnItemEX(\"Kaboom9\",0,0,0,random(-2,2),random(-2,2),random(-2,2),random(0,360),SXF_CLIENTSIDE,0)\n\t\tTNT1 AAA 0 A_SpawnItemEX(\"SmokeFX4\",0,0,0,random(-2,2),random(-2,2),random(-2,2),random(0,360),SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_SpawnItemEx(\"OrangeParticleSpawner\",0,0,1,0,0,0,0,SXF_CLIENTSIDE,0)\n\t\tTNT1 A 0 A_SetTranslucent(0.85,1)\n\t\tMISL BBBBCC 1 Bright A_Explode(2,85,0,0,69)\n\t\tMISL CDE 3 Bright\n\t\tStop\n\t}\n}"
}
]
},
"maps": [
{
"map": "MAP01",
"title": "MAP01",
"format": "unknown",
"stats": {
"things": 0,
"linedefs": 0,
"sidedefs": 0,
"vertices": 0,
"sectors": 0,
"segs": 0,
"ssectors": 0,
"nodes": 0,
"textures": {}
},
"monsters": {
"total": 0,
"by_type": {},
"by_category": null
},
"items": {
"total": 0,
"by_type": {},
"ammo_by_category": null,
"weapons_present": null
},
"mechanics": {
"teleports": false,
"keys": [],
"secret_exit": false
},
"difficulty": {
"uv_monsters": 0,
"hmp_monsters": 0,
"htr_monsters": 0,
"uv_items": 0,
"hmp_items": 0,
"htr_items": 0
},
"compatibility": "unknown",
"metadata": {
"title": null,
"music": null,
"source": "marker"
}
}
]
}